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- //g_vehicleLoad.cpp
- // leave this line at the top for all NPC_xxxx.cpp files...
- #include "g_headers.h"
- #include "q_shared.h"
- #include "anims.h"
- #include "g_vehicles.h"
- extern qboolean G_ParseLiteral( const char **data, const char *string );
- extern void G_CreateG2AttachedWeaponModel( gentity_t *ent, const char *weaponModel, int boltNum, int weaponNum );
- vehicleInfo_t g_vehicleInfo[MAX_VEHICLES];
- int numVehicles = 1;//first one is null/default
- typedef enum {
- VF_INT,
- VF_FLOAT,
- VF_LSTRING, // string on disk, pointer in memory, TAG_LEVEL
- VF_VECTOR,
- VF_BOOL,
- VF_VEHTYPE,
- VF_ANIM
- } vehFieldType_t;
- typedef struct
- {
- char *name;
- int ofs;
- vehFieldType_t type;
- } vehField_t;
- vehField_t vehFields[VEH_PARM_MAX] =
- {
- {"name", VFOFS(name), VF_LSTRING}, //unique name of the vehicle
- //general data
- {"type", VFOFS(type), VF_VEHTYPE}, //what kind of vehicle
- {"numHands", VFOFS(numHands), VF_INT}, //if 2 hands, no weapons, if 1 hand, can use 1-handed weapons, if 0 hands, can use 2-handed weapons
- {"lookPitch", VFOFS(lookPitch), VF_FLOAT}, //How far you can look up and down off the forward of the vehicle
- {"lookYaw", VFOFS(lookYaw), VF_FLOAT}, //How far you can look left and right off the forward of the vehicle
- {"length", VFOFS(length), VF_FLOAT}, //how long it is - used for body length traces when turning/moving?
- {"width", VFOFS(width), VF_FLOAT}, //how wide it is - used for body length traces when turning/moving?
- {"height", VFOFS(height), VF_FLOAT}, //how tall it is - used for body length traces when turning/moving?
- {"centerOfGravity", VFOFS(centerOfGravity), VF_VECTOR},//offset from origin: {forward, right, up} as a modifier on that dimension (-1.0f is all the way back, 1.0f is all the way forward)
- //speed stats
- {"speedMax", VFOFS(speedMax), VF_FLOAT}, //top speed
- {"turboSpeed", VFOFS(turboSpeed), VF_FLOAT}, //turbo speed
- {"speedMin", VFOFS(speedMin), VF_FLOAT}, //if < 0, can go in reverse
- {"speedIdle", VFOFS(speedIdle), VF_FLOAT}, //what speed it drifts to when no accel/decel input is given
- {"accelIdle", VFOFS(accelIdle), VF_FLOAT}, //if speedIdle > 0, how quickly it goes up to that speed
- {"acceleration", VFOFS(acceleration), VF_FLOAT}, //when pressing on accelerator
- {"decelIdle", VFOFS(decelIdle), VF_FLOAT}, //when giving no input, how quickly it drops to speedIdle
- {"strafePerc", VFOFS(strafePerc), VF_FLOAT}, //multiplier on current speed for strafing. If 1.0f, you can strafe at the same speed as you're going forward, 0.5 is half, 0 is no strafing
- //handling stats
- {"bankingSpeed", VFOFS(bankingSpeed), VF_FLOAT}, //how quickly it pitches and rolls (not under player control)
- {"pitchLimit", VFOFS(pitchLimit), VF_FLOAT}, //how far it can roll forward or backward
- {"rollLimit", VFOFS(rollLimit), VF_FLOAT}, //how far it can roll to either side
- {"braking", VFOFS(braking), VF_FLOAT}, //when pressing on decelerator
- {"turningSpeed", VFOFS(turningSpeed), VF_FLOAT}, //how quickly you can turn
- {"turnWhenStopped", VFOFS(turnWhenStopped), VF_BOOL},//whether or not you can turn when not moving
- {"traction", VFOFS(traction), VF_FLOAT}, //how much your command input affects velocity
- {"friction", VFOFS(friction), VF_FLOAT}, //how much velocity is cut on its own
- {"maxSlope", VFOFS(maxSlope), VF_FLOAT}, //the max slope that it can go up with control
- //durability stats
- {"mass", VFOFS(mass), VF_INT}, //for momentum and impact force (player mass is 10)
- {"armor", VFOFS(armor), VF_INT}, //total points of damage it can take
- {"toughness", VFOFS(toughness), VF_FLOAT}, //modifies incoming damage, 1.0 is normal, 0.5 is half, etc. Simulates being made of tougher materials/construction
- {"malfunctionArmorLevel", VFOFS(malfunctionArmorLevel), VF_INT},//when armor drops to or below this point, start malfunctioning
- //visuals & sounds
- {"model", VFOFS(model), VF_LSTRING}, //what model to use - if make it an NPC's primary model, don't need this?
- {"skin", VFOFS(skin), VF_LSTRING}, //what skin to use - if make it an NPC's primary model, don't need this?
- {"riderAnim", VFOFS(riderAnim), VF_ANIM}, //what animation the rider uses
- {"gunswivelBone", VFOFS(gunswivelBone), VF_LSTRING},//gun swivel bones
- {"lFinBone", VFOFS(lFinBone), VF_LSTRING}, //left fin bone
- {"rFinBone", VFOFS(rFinBone), VF_LSTRING}, //right fin bone
- {"lExhaustTag", VFOFS(lExhaustTag), VF_LSTRING}, //left exhaust tag
- {"rExhaustTag", VFOFS(rExhaustTag), VF_LSTRING}, //right exhaust tag
- {"soundOn", VFOFS(soundOn), VF_LSTRING}, //sound to play when get on it
- {"soundLoop", VFOFS(soundLoop), VF_LSTRING}, //sound to loop while riding it
- {"soundOff", VFOFS(soundOff), VF_LSTRING}, //sound to play when get off
- {"exhaustFX", VFOFS(exhaustFX), VF_LSTRING}, //exhaust effect, played from "*exhaust" bolt(s)
- {"trailFX", VFOFS(trailFX), VF_LSTRING}, //trail effect, played from "*trail" bolt(s)
- {"impactFX", VFOFS(impactFX), VF_LSTRING}, //impact effect, for when it bumps into something
- {"explodeFX", VFOFS(explodeFX), VF_LSTRING}, //explosion effect, for when it blows up (should have the sound built into explosion effect)
- {"wakeFX", VFOFS(wakeFX), VF_LSTRING}, //effect it makes when going across water
- //other misc stats
- {"gravity", VFOFS(gravity), VF_INT}, //normal is 800
- {"hoverHeight", VFOFS(hoverHeight), VF_FLOAT}, //if 0, it's a ground vehicle
- {"hoverStrength", VFOFS(hoverStrength), VF_FLOAT}, //how hard it pushes off ground when less than hover height... causes "bounce", like shocks
- {"waterProof", VFOFS(waterProof), VF_BOOL}, //can drive underwater if it has to
- {"bouyancy", VFOFS(bouyancy), VF_FLOAT}, //when in water, how high it floats (1 is neutral bouyancy)
- {"fuelMax", VFOFS(fuelMax), VF_INT}, //how much fuel it can hold (capacity)
- {"fuelRate", VFOFS(fuelRate), VF_INT}, //how quickly is uses up fuel
- {"visibility", VFOFS(visibility), VF_INT}, //for sight alerts
- {"loudness", VFOFS(loudness), VF_INT}, //for sound alerts
- {"explosionRadius", VFOFS(explosionRadius), VF_FLOAT},//range of explosion
- {"explosionDamage", VFOFS(explosionDamage), VF_INT},//damage of explosion
- //new stuff
- {"maxPassengers", VFOFS(maxPassengers), VF_INT}, // The max number of passengers this vehicle may have (Default = 0).
- {"hideRider", VFOFS(hideRider), VF_BOOL }, // rider (and passengers?) should not be drawn
- {"killRiderOnDeath", VFOFS(killRiderOnDeath), VF_BOOL },//if rider is on vehicle when it dies, they should die
- {"flammable", VFOFS(flammable), VF_BOOL }, //whether or not the vehicle should catch on fire before it explodes
- {"explosionDelay", VFOFS(explosionDelay), VF_INT}, //how long the vehicle should be on fire/dying before it explodes
- //camera stuff
- {"cameraOverride", VFOFS(cameraOverride), VF_BOOL }, //override the third person camera with the below values - normal is 0 (off)
- {"cameraRange", VFOFS(cameraRange), VF_FLOAT}, //how far back the camera should be - normal is 80
- {"cameraVertOffset", VFOFS(cameraVertOffset), VF_FLOAT},//how high over the vehicle origin the camera should be - normal is 16
- {"cameraHorzOffset", VFOFS(cameraHorzOffset), VF_FLOAT},//how far to left/right (negative/positive) of of the vehicle origin the camera should be - normal is 0
- {"cameraPitchOffset", VFOFS(cameraPitchOffset), VF_FLOAT},//a modifier on the camera's pitch (up/down angle) to the vehicle - normal is 0
- {"cameraFOV", VFOFS(cameraFOV), VF_FLOAT}, //third person camera FOV, default is 80
- {"cameraAlpha", VFOFS(cameraAlpha), VF_BOOL }, //fade out the vehicle if it's in the way of the crosshair
- };
- stringID_table_t VehicleTable[VH_NUM_VEHICLES+1] =
- {
- ENUM2STRING(VH_WALKER), //something you ride inside of, it walks like you, like an AT-ST
- ENUM2STRING(VH_FIGHTER), //something you fly inside of, like an X-Wing or TIE fighter
- ENUM2STRING(VH_SPEEDER), //something you ride on that hovers, like a speeder or swoop
- ENUM2STRING(VH_ANIMAL), //animal you ride on top of that walks, like a tauntaun
- ENUM2STRING(VH_FLIER), //animal you ride on top of that flies, like a giant mynoc?
- "", -1
- };
- void G_VehicleSetDefaults( vehicleInfo_t *vehicle )
- {
- vehicle->name = "default"; //unique name of the vehicle
- /*
- //general data
- vehicle->type = VH_SPEEDER; //what kind of vehicle
- //FIXME: no saber or weapons if numHands = 2, should switch to speeder weapon, no attack anim on player
- vehicle->numHands = 2; //if 2 hands, no weapons, if 1 hand, can use 1-handed weapons, if 0 hands, can use 2-handed weapons
- vehicle->lookPitch = 35; //How far you can look up and down off the forward of the vehicle
- vehicle->lookYaw = 5; //How far you can look left and right off the forward of the vehicle
- vehicle->length = 0; //how long it is - used for body length traces when turning/moving?
- vehicle->width = 0; //how wide it is - used for body length traces when turning/moving?
- vehicle->height = 0; //how tall it is - used for body length traces when turning/moving?
- VectorClear( vehicle->centerOfGravity );//offset from origin: {forward, right, up} as a modifier on that dimension (-1.0f is all the way back, 1.0f is all the way forward)
- //speed stats - note: these are DESIRED speed, not actual current speed/velocity
- vehicle->speedMax = VEH_DEFAULT_SPEED_MAX; //top speed
- vehicle->turboSpeed = 0; //turboBoost
- vehicle->speedMin = 0; //if < 0, can go in reverse
- vehicle->speedIdle = 0; //what speed it drifts to when no accel/decel input is given
- vehicle->accelIdle = 0; //if speedIdle > 0, how quickly it goes up to that speed
- vehicle->acceleration = VEH_DEFAULT_ACCEL; //when pressing on accelerator (1/2 this when going in reverse)
- vehicle->decelIdle = VEH_DEFAULT_DECEL; //when giving no input, how quickly it desired speed drops to speedIdle
- vehicle->strafePerc = VEH_DEFAULT_STRAFE_PERC;//multiplier on current speed for strafing. If 1.0f, you can strafe at the same speed as you're going forward, 0.5 is half, 0 is no strafing
- //handling stats
- vehicle->bankingSpeed = VEH_DEFAULT_BANKING_SPEED; //how quickly it pitches and rolls (not under player control)
- vehicle->rollLimit = VEH_DEFAULT_ROLL_LIMIT; //how far it can roll to either side
- vehicle->pitchLimit = VEH_DEFAULT_PITCH_LIMIT; //how far it can pitch forward or backward
- vehicle->braking = VEH_DEFAULT_BRAKING; //when pressing on decelerator (backwards)
- vehicle->turningSpeed = VEH_DEFAULT_TURNING_SPEED; //how quickly you can turn
- vehicle->turnWhenStopped = qfalse; //whether or not you can turn when not moving
- vehicle->traction = VEH_DEFAULT_TRACTION; //how much your command input affects velocity
- vehicle->friction = VEH_DEFAULT_FRICTION; //how much velocity is cut on its own
- vehicle->maxSlope = VEH_DEFAULT_MAX_SLOPE; //the max slope that it can go up with control
- //durability stats
- vehicle->mass = VEH_DEFAULT_MASS; //for momentum and impact force (player mass is 10)
- vehicle->armor = VEH_DEFAULT_MAX_ARMOR; //total points of damage it can take
- vehicle->toughness = VEH_DEFAULT_TOUGHNESS; //modifies incoming damage, 1.0 is normal, 0.5 is half, etc. Simulates being made of tougher materials/construction
- vehicle->malfunctionArmorLevel = 0; //when armor drops to or below this point, start malfunctioning
- //visuals & sounds
- vehicle->model = "swoop"; //what model to use - if make it an NPC's primary model, don't need this?
- vehicle->modelIndex = 0; //set internally, not until this vehicle is spawned into the level
- vehicle->skin = NULL; //what skin to use - if make it an NPC's primary model, don't need this?
- vehicle->riderAnim = BOTH_GUNSIT1; //what animation the rider uses
- vehicle->gunswivelBone = NULL; //gun swivel bones
- vehicle->lFinBone = NULL; //left fin bone
- vehicle->rFinBone = NULL; //right fin bone
- vehicle->lExhaustTag = NULL; //left exhaust tag
- vehicle->rExhaustTag = NULL; //right exhaust tag
- vehicle->soundOn = NULL; //sound to play when get on it
- vehicle->soundLoop = NULL; //sound to loop while riding it
- vehicle->soundOff = NULL; //sound to play when get off
- vehicle->exhaustFX = NULL; //exhaust effect, played from "*exhaust" bolt(s)
- vehicle->trailFX = NULL; //trail effect, played from "*trail" bolt(s)
- vehicle->impactFX = NULL; //explosion effect, for when it blows up (should have the sound built into explosion effect)
- vehicle->explodeFX = NULL; //explosion effect, for when it blows up (should have the sound built into explosion effect)
- vehicle->wakeFX = NULL; //effect itmakes when going across water
- //other misc stats
- vehicle->gravity = VEH_DEFAULT_GRAVITY; //normal is 800
- vehicle->hoverHeight = 0; //if 0, it's a ground vehicle
- vehicle->hoverStrength = 0;//how hard it pushes off ground when less than hover height... causes "bounce", like shocks
- vehicle->waterProof = qtrue; //can drive underwater if it has to
- vehicle->bouyancy = 1.0f; //when in water, how high it floats (1 is neutral bouyancy)
- vehicle->fuelMax = 1000; //how much fuel it can hold (capacity)
- vehicle->fuelRate = 1; //how quickly is uses up fuel
- vehicle->visibility = VEH_DEFAULT_VISIBILITY; //radius for sight alerts
- vehicle->loudness = VEH_DEFAULT_LOUDNESS; //radius for sound alerts
- vehicle->explosionRadius = VEH_DEFAULT_EXP_RAD;
- vehicle->explosionDamage = VEH_DEFAULT_EXP_DMG;
- //new stuff
- vehicle->maxPassengers = 0;
- vehicle->hideRider = qfalse; // rider (and passengers?) should not be drawn
- vehicle->killRiderOnDeath = qfalse; //if rider is on vehicle when it dies, they should die
- vehicle->flammable = qfalse; //whether or not the vehicle should catch on fire before it explodes
- vehicle->explosionDelay = 0; //how long the vehicle should be on fire/dying before it explodes
- //camera stuff
- vehicle->cameraOverride = qfalse; //whether or not to use all of the following 3rd person camera override values
- vehicle->cameraRange = 0.0f; //how far back the camera should be - normal is 80
- vehicle->cameraVertOffset = 0.0f; //how high over the vehicle origin the camera should be - normal is 16
- vehicle->cameraHorzOffset = 0.0f; //how far to left/right (negative/positive) of of the vehicle origin the camera should be - normal is 0
- vehicle->cameraPitchOffset = 0.0f; //a modifier on the camera's pitch (up/down angle) to the vehicle - normal is 0
- vehicle->cameraFOV = 0.0f; //third person camera FOV, default is 80
- vehicle->cameraAlpha = qfalse; //fade out the vehicle if it's in the way of the crosshair
- */
- }
- void G_VehicleClampData( vehicleInfo_t *vehicle )
- {//sanity check and clamp the vehicle's data
- int i;
- for ( i = 0; i < 3; i++ )
- {
- if ( vehicle->centerOfGravity[i] > 1.0f )
- {
- vehicle->centerOfGravity[i] = 1.0f;
- }
- else if ( vehicle->centerOfGravity[i] < -1.0f )
- {
- vehicle->centerOfGravity[i] = -1.0f;
- }
- }
- // Validate passenger max.
- if ( vehicle->maxPassengers > VEH_MAX_PASSENGERS )
- {
- vehicle->maxPassengers = VEH_MAX_PASSENGERS;
- }
- else if ( vehicle->maxPassengers < 0 )
- {
- vehicle->maxPassengers = 0;
- }
- }
- static void G_ParseVehicleParms( vehicleInfo_t *vehicle, const char **holdBuf )
- {
- const char *token;
- const char *value;
- int i;
- vec3_t vec;
- byte *b = (byte *)vehicle;
- int _iFieldsRead = 0;
- vehicleType_t vehType;
- while ( holdBuf )
- {
- token = COM_ParseExt( holdBuf, qtrue );
- if ( !token[0] )
- {
- gi.Printf( S_COLOR_RED"ERROR: unexpected EOF while parsing vehicles!\n" );
- return;
- }
- if ( !Q_stricmp( token, "}" ) ) // End of data for this vehicle
- {
- break;
- }
- // Loop through possible parameters
- for ( i = 0; i < VEH_PARM_MAX; i++ )
- {
- if ( vehFields[i].name && !Q_stricmp( vehFields[i].name, token ) )
- {
- // found it
- if ( COM_ParseString( holdBuf, &value ) )
- {
- continue;
- }
- switch( vehFields[i].type )
- {
- case VF_INT:
- *(int *)(b+vehFields[i].ofs) = atoi(value);
- break;
- case VF_FLOAT:
- *(float *)(b+vehFields[i].ofs) = atof(value);
- break;
- case VF_LSTRING: // string on disk, pointer in memory, TAG_LEVEL
- *(char **)(b+vehFields[i].ofs) = G_NewString( value );
- break;
- case VF_VECTOR:
- _iFieldsRead = sscanf (value, "%f %f %f", &vec[0], &vec[1], &vec[2]);
- assert(_iFieldsRead==3 );
- if (_iFieldsRead!=3)
- {
- gi.Printf (S_COLOR_YELLOW"G_ParseVehicleParms: VEC3 sscanf() failed to read 3 floats ('angle' key bug?)\n");
- }
- ((float *)(b+vehFields[i].ofs))[0] = vec[0];
- ((float *)(b+vehFields[i].ofs))[1] = vec[1];
- ((float *)(b+vehFields[i].ofs))[2] = vec[2];
- break;
- case VF_BOOL:
- *(qboolean *)(b+vehFields[i].ofs) = (atof(value)!=0);
- break;
- case VF_VEHTYPE:
- vehType = (vehicleType_t)GetIDForString( VehicleTable, value );
- *(vehicleType_t *)(b+vehFields[i].ofs) = vehType;
- break;
- case VF_ANIM:
- int anim = GetIDForString( animTable, value );
- *(int *)(b+vehFields[i].ofs) = anim;
- break;
- }
- break;
- }
- }
- }
- }
- static void G_VehicleStoreParms( const char *p )
- {//load up all into a table: g_vehicleInfo
- const char *token;
- vehicleInfo_t *vehicle;
- ////////////////// HERE //////////////////////
- // The first vehicle just contains all the base level (not 'overridden') function calls.
- G_SetSharedVehicleFunctions( &g_vehicleInfo[0] );
- numVehicles = 1;
-
- //try to parse data out
- COM_BeginParseSession();
- //look for an open brace
- while ( p )
- {
- token = COM_ParseExt( &p, qtrue );
- if ( token[0] == 0 )
- {//barf
- return;
- }
- if ( !Q_stricmp( token, "{" ) )
- {//found one, parse out the goodies
- if ( numVehicles >= MAX_VEHICLES )
- {//sorry, no more vehicle slots!
- gi.Printf( S_COLOR_RED"Too many vehicles in *.veh (limit %d)\n", MAX_VEHICLES );
- break;
- }
- //token = token;
- vehicle = &g_vehicleInfo[numVehicles++];
- G_VehicleSetDefaults( vehicle );
- G_ParseVehicleParms( vehicle, &p );
- //sanity check and clamp the vehicle's data
- G_VehicleClampData( vehicle );
- ////////////////// HERE //////////////////////
- // Setup the shared function pointers.
- G_SetSharedVehicleFunctions( vehicle );
- switch( vehicle->type )
- {
- case VH_SPEEDER:
- G_SetSpeederVehicleFunctions( vehicle );
- break;
- case VH_ANIMAL:
- G_SetAnimalVehicleFunctions( vehicle );
- break;
- case VH_FIGHTER:
- G_SetFighterVehicleFunctions( vehicle );
- break;
- case VH_WALKER:
- G_SetAnimalVehicleFunctions( vehicle );
- break;
- }
- }
- }
- }
- void G_VehicleLoadParms( void )
- {//HMM... only do this if there's a vehicle on the level?
- int len, totallen, vehExtFNLen, fileCnt, i;
- char *buffer, *holdChar, *marker;
- char vehExtensionListBuf[2048]; // The list of file names read in
- #define MAX_VEHICLE_DATA_SIZE 0x20000
- char VehicleParms[MAX_VEHICLE_DATA_SIZE]={0};
- // gi.Printf( "Parsing *.veh vehicle definitions\n" );
- //set where to store the first one
- totallen = 0;
- marker = VehicleParms;
- //now load in the .veh vehicle definitions
- fileCnt = gi.FS_GetFileList("ext_data/vehicles", ".veh", vehExtensionListBuf, sizeof(vehExtensionListBuf) );
- holdChar = vehExtensionListBuf;
- for ( i = 0; i < fileCnt; i++, holdChar += vehExtFNLen + 1 )
- {
- vehExtFNLen = strlen( holdChar );
- //gi.Printf( "Parsing %s\n", holdChar );
- len = gi.FS_ReadFile( va( "ext_data/vehicles/%s", holdChar), (void **) &buffer );
- if ( len == -1 )
- {
- gi.Printf( "G_VehicleLoadParms: error reading file %s\n", holdChar );
- }
- else
- {
- if ( totallen && *(marker-1) == '}' )
- {//don't let it end on a } because that should be a stand-alone token
- strcat( marker, " " );
- totallen++;
- marker++;
- }
- if ( totallen + len >= MAX_VEHICLE_DATA_SIZE ) {
- G_Error( "G_VehicleLoadParms: ran out of space before reading %s\n(you must make the .npc files smaller)", holdChar );
- }
- strcat( marker, buffer );
- gi.FS_FreeFile( buffer );
- totallen += len;
- marker += len;
- }
- }
- G_VehicleStoreParms(VehicleParms);
- }
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