diff options
author | Tim Angus <tim@ngus.net> | 2001-04-27 14:45:29 +0000 |
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committer | Tim Angus <tim@ngus.net> | 2001-04-27 14:45:29 +0000 |
commit | cad03b9d84bb4c4a4bf4783beeb5d1dd2e435b43 (patch) | |
tree | f429e8c69cf62cfa81b57a705d3789448907ca39 /src/cgame/cg_buildable.c | |
parent | a7627e5694752c629bc5beeb39a7fa74bba8a8e5 (diff) |
Abstracted the buildable renderer a bit and added preliminary animation routines
Diffstat (limited to 'src/cgame/cg_buildable.c')
-rw-r--r-- | src/cgame/cg_buildable.c | 355 |
1 files changed, 355 insertions, 0 deletions
diff --git a/src/cgame/cg_buildable.c b/src/cgame/cg_buildable.c new file mode 100644 index 00000000..ec7d2858 --- /dev/null +++ b/src/cgame/cg_buildable.c @@ -0,0 +1,355 @@ +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program is free software; you can redistribute it and/or modify + * it under the terms of the GNU Lesser General Public License as published by + * the Free Software Foundation; either version 2.1, or (at your option) + * any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the LGPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#include "cg_local.h" + +//if it ends up this is needed outwith this file i'll make it a bit more tidy +animation_t buildAnimations[ BA_NUM_BUILDABLES ][ MAX_BUILDABLE_ANIMATIONS ]; + +/* +====================== +CG_ParseBuildableAnimationFile + +Read a configuration file containing animation coutns and rates +models/players/visor/animation.cfg, etc +====================== +*/ +static qboolean CG_ParseBuildableAnimationFile( const char *filename, buildable_t buildable ) +{ + char *text_p, *prev; + int len; + int i; + char *token; + float fps; + int skip; + char text[20000]; + fileHandle_t f; + animation_t *animations; + + animations = buildAnimations[ buildable ]; + + // load the file + len = trap_FS_FOpenFile( filename, &f, FS_READ ); + if ( len <= 0 ) + return qfalse; + + if ( len >= sizeof( text ) - 1 ) + { + CG_Printf( "File %s too long\n", filename ); + return qfalse; + } + + trap_FS_Read( text, len, f ); + text[len] = 0; + trap_FS_FCloseFile( f ); + + // parse the text + text_p = text; + skip = 0; // quite the compiler warning + + // read information for each frame + for ( i = 0; i < MAX_BUILDABLE_ANIMATIONS; i++ ) + { + + token = COM_Parse( &text_p ); + if ( !*token ) + break; + + animations[ i ].firstFrame = atoi( token ); + + token = COM_Parse( &text_p ); + if ( !*token ) + break; + + animations[ i ].numFrames = atoi( token ); + animations[ i ].reversed = qfalse; + animations[ i ].flipflop = qfalse; + + // if numFrames is negative the animation is reversed + if ( animations[ i ].numFrames < 0 ) + { + animations[ i ].numFrames = -animations[ i ].numFrames; + animations[ i ].reversed = qtrue; + } + + token = COM_Parse( &text_p ); + if ( !*token ) + break; + + animations[i].loopFrames = atoi( token ); + + token = COM_Parse( &text_p ); + if ( !*token ) + break; + + fps = atof( token ); + if ( fps == 0 ) + fps = 1; + + animations[ i ].frameLerp = 1000 / fps; + animations[ i ].initialLerp = 1000 / fps; + } + +/* if ( i != MAX_BUILDABLE_ANIMATIONS ) { + CG_Printf( "Error parsing animation file: %s", filename ); + return qfalse; + }*/ + + return qtrue; +} + +/* +=============== +CG_InitBuildables + +Initialises the animation db +=============== +*/ +void CG_InitBuildables( ) +{ + char filename[MAX_QPATH]; + char *buildableName; + int i; + + for( i = BA_NONE + 1; i < BA_NUM_BUILDABLES; i++ ) + { + buildableName = BG_FindNameForBuildable( i ); + + Com_sprintf( filename, sizeof( filename ), "models/buildables/%s/animation.cfg", buildableName ); + if ( !CG_ParseBuildableAnimationFile( filename, i ) ) + Com_Printf( "Failed to load animation file %s\n", filename ); + } +} + +/* +=============== +CG_SetBuildableLerpFrameAnimation + +may include ANIM_TOGGLEBIT +=============== +*/ +static void CG_SetBuildableLerpFrameAnimation( buildable_t buildable, lerpFrame_t *lf, int newAnimation ) { + animation_t *anim; + + lf->animationNumber = newAnimation; + newAnimation &= ~ANIM_TOGGLEBIT; + + if ( newAnimation < 0 || newAnimation >= MAX_BUILDABLE_ANIMATIONS ) { + CG_Error( "Bad animation number: %i", newAnimation ); + } + + anim = buildAnimations[ buildable ]; + + lf->animation = anim; + lf->animationTime = lf->frameTime + anim->initialLerp; + + if ( cg_debugAnim.integer ) { + CG_Printf( "Anim: %i\n", newAnimation ); + } +} + +/* +=============== +CG_RunBuildableLerpFrame + +Sets cg.snap, cg.oldFrame, and cg.backlerp +cg.time should be between oldFrameTime and frameTime after exit +=============== +*/ +static void CG_RunBuildableLerpFrame( buildable_t buildable, lerpFrame_t *lf, int newAnimation ) { + int f, numFrames; + animation_t *anim; + + // debugging tool to get no animations + if ( cg_animSpeed.integer == 0 ) { + lf->oldFrame = lf->frame = lf->backlerp = 0; + return; + } + + // see if the animation sequence is switching + if ( newAnimation != lf->animationNumber || !lf->animation ) { + CG_SetLerpFrameAnimation( buildable, lf, newAnimation ); + } + + // if we have passed the current frame, move it to + // oldFrame and calculate a new frame + if ( cg.time >= lf->frameTime ) { + lf->oldFrame = lf->frame; + lf->oldFrameTime = lf->frameTime; + + // get the next frame based on the animation + anim = lf->animation; + if ( !anim->frameLerp ) { + return; // shouldn't happen + } + if ( cg.time < lf->animationTime ) { + lf->frameTime = lf->animationTime; // initial lerp + } else { + lf->frameTime = lf->oldFrameTime + anim->frameLerp; + } + f = ( lf->frameTime - lf->animationTime ) / anim->frameLerp; + numFrames = anim->numFrames; + if (anim->flipflop) { + numFrames *= 2; + } + if ( f >= numFrames ) { + f -= numFrames; + if ( anim->loopFrames ) { + f %= anim->loopFrames; + f += anim->numFrames - anim->loopFrames; + } else { + f = numFrames - 1; + // the animation is stuck at the end, so it + // can immediately transition to another sequence + lf->frameTime = cg.time; + } + } + if ( anim->reversed ) { + lf->frame = anim->firstFrame + anim->numFrames - 1 - f; + } + else if (anim->flipflop && f>=anim->numFrames) { + lf->frame = anim->firstFrame + anim->numFrames - 1 - (f%anim->numFrames); + } + else { + lf->frame = anim->firstFrame + f; + } + if ( cg.time > lf->frameTime ) { + lf->frameTime = cg.time; + if ( cg_debugAnim.integer ) { + CG_Printf( "Clamp lf->frameTime\n"); + } + } + } + + if ( lf->frameTime > cg.time + 200 ) { + lf->frameTime = cg.time; + } + + if ( lf->oldFrameTime > cg.time ) { + lf->oldFrameTime = cg.time; + } + // calculate current lerp value + if ( lf->frameTime == lf->oldFrameTime ) { + lf->backlerp = 0; + } else { + lf->backlerp = 1.0 - (float)( cg.time - lf->oldFrameTime ) / ( lf->frameTime - lf->oldFrameTime ); + } +} + + +/* +=============== +CG_BuildableAnimation +=============== +*/ +static void CG_BuildableAnimation( centity_t *cent, int *old, int *now, float *backLerp ) { + + CG_RunBuildableLerpFrame( cent->currentState.clientNum, + ¢->lerpFrame, cent->currentState.torsoAnim ); + + *old = cent->lerpFrame.oldFrame; + *now = cent->lerpFrame.frame; + *backLerp = cent->lerpFrame.backlerp; +} + + +/* +================== +CG_Buildable +================== +*/ +void CG_Buildable( centity_t *cent ) { + refEntity_t ent; + refEntity_t ent2; + entityState_t *es; + gitem_t *item; + int msec; + float frac; + float scale; + + es = ¢->currentState; + if ( es->modelindex >= bg_numItems ) { + CG_Error( "Bad item index %i on entity", es->modelindex ); + } + + //add creep + if( es->modelindex2 == BIT_DROIDS ) + CG_Creep( cent ); + + // if set to invisible, skip + if ( !es->modelindex || ( es->eFlags & EF_NODRAW ) ) { + return; + } + + item = &bg_itemlist[ es->modelindex ]; + + memset (&ent, 0, sizeof(ent)); + + VectorCopy( es->angles, cent->lerpAngles ); + AnglesToAxis( cent->lerpAngles, ent.axis ); + + ent.hModel = cg_items[es->modelindex].models[0]; + + VectorCopy( cent->lerpOrigin, ent.origin); + VectorCopy( cent->lerpOrigin, ent.oldorigin); + + ent.nonNormalizedAxes = qfalse; + + // if just respawned, slowly scale up + msec = cg.time - cent->miscTime; + if ( msec >= 0 && msec < ITEM_SCALEUP_TIME ) { + frac = (float)msec / ITEM_SCALEUP_TIME; + VectorScale( ent.axis[0], frac, ent.axis[0] ); + VectorScale( ent.axis[1], frac, ent.axis[1] ); + VectorScale( ent.axis[2], frac, ent.axis[2] ); + ent.nonNormalizedAxes = qtrue; + } else { + frac = 1.0; + } + + //turret barrel bit + if( cg_items[ es->modelindex ].models[ 1 ] != 0 ) + { + vec3_t turretOrigin; + + memset( &ent2, 0, sizeof( ent2 ) ); + + AnglesToAxis( es->angles2, ent2.axis ); + + ent2.hModel = cg_items[ es->modelindex ].models[ 1 ]; + + VectorCopy( cent->lerpOrigin, turretOrigin ); + turretOrigin[ 2 ] += 5; + + VectorCopy( turretOrigin, ent2.origin ); + VectorCopy( turretOrigin, ent2.oldorigin ); + + ent2.nonNormalizedAxes = qfalse; + + trap_R_AddRefEntityToScene( &ent2 ); + } + + // add to refresh list + trap_R_AddRefEntityToScene(&ent); +} |