diff options
author | Tim Angus <tim@ngus.net> | 2009-10-03 11:37:35 +0000 |
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committer | Tim Angus <tim@ngus.net> | 2013-01-03 00:15:11 +0000 |
commit | bac576514472b4f1d70a53078182d29e93c34d59 (patch) | |
tree | acb6f0056003701d26d9d1ed3fb48bb195187be3 /src/cgame/cg_weapons.c | |
parent | bcc79996c4c254a528e7b00f260d8ebd09e2a820 (diff) |
* First person weapon animation
Diffstat (limited to 'src/cgame/cg_weapons.c')
-rw-r--r-- | src/cgame/cg_weapons.c | 164 |
1 files changed, 159 insertions, 5 deletions
diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c index e3776779..f9ea2985 100644 --- a/src/cgame/cg_weapons.c +++ b/src/cgame/cg_weapons.c @@ -80,6 +80,104 @@ void CG_InitUpgrades( void ) /* +====================== +CG_ParseWeaponAnimationFile + +Read a configuration file containing animation counts and rates +models/weapons/rifle/animation.cfg, etc +====================== +*/ +static qboolean CG_ParseWeaponAnimationFile( const char *filename, weaponInfo_t *weapon ) +{ + char *text_p; + int len; + int i; + char *token; + float fps; + char text[ 20000 ]; + fileHandle_t f; + animation_t *animations; + + animations = weapon->animations; + + // 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; + + // read information for each frame + for( i = WANIM_NONE + 1; i < MAX_WEAPON_ANIMATIONS; i++ ) + { + + token = COM_Parse( &text_p ); + if( !*token ) + break; + + if( !Q_stricmp( token, "noDrift" ) ) + { + weapon->noDrift = qtrue; + continue; + } + + 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_WEAPON_ANIMATIONS ) + { + CG_Printf( "Error parsing animation file: %s\n", filename ); + return qfalse; + } + + return qtrue; +} + + +/* =============== CG_ParseWeaponModeSection @@ -627,6 +725,11 @@ void CG_RegisterWeapon( int weaponNum ) if( !CG_ParseWeaponFile( path, weaponInfo ) ) Com_Printf( S_COLOR_RED "ERROR: failed to parse %s\n", path ); + Com_sprintf( path, MAX_QPATH, "models/weapons/%s/animation.cfg", BG_FindNameForWeapon( weaponNum ) ); + + if( !CG_ParseWeaponAnimationFile( path, weaponInfo ) ) + Com_Printf( S_COLOR_RED "ERROR: failed to parse %s\n", path ); + // calc midpoint for rotation trap_R_ModelBounds( weaponInfo->weaponModel, mins, maxs ); for( i = 0 ; i < 3 ; i++ ) @@ -666,6 +769,53 @@ VIEW WEAPON */ /* +=============== +CG_SetWeaponLerpFrameAnimation + +may include ANIM_TOGGLEBIT +=============== +*/ +static void CG_SetWeaponLerpFrameAnimation( weapon_t weapon, lerpFrame_t *lf, int newAnimation ) +{ + animation_t *anim; + + lf->animationNumber = newAnimation; + newAnimation &= ~ANIM_TOGGLEBIT; + + if( newAnimation < 0 || newAnimation >= MAX_WEAPON_ANIMATIONS ) + CG_Error( "Bad animation number: %i", newAnimation ); + + anim = &cg_weapons[ weapon ].animations[ newAnimation ]; + + lf->animation = anim; + lf->animationTime = lf->frameTime + anim->initialLerp; + + if( cg_debugAnim.integer ) + CG_Printf( "Anim: %i\n", newAnimation ); +} + +/* +=============== +CG_WeaponAnimation +=============== +*/ +static void CG_WeaponAnimation( centity_t *cent, int *old, int *now, float *backLerp ) +{ + lerpFrame_t *lf = ¢->pe.weapon; + entityState_t *es = ¢->currentState; + + // see if the animation sequence is switching + if( es->weaponAnim != lf->animationNumber || !lf->animation ) + CG_SetWeaponLerpFrameAnimation( es->weapon, lf, es->weaponAnim ); + + CG_RunLerpFrame( lf, 1.0f ); + + *old = lf->oldFrame; + *now = lf->frame; + *backLerp = lf->backlerp; +} + +/* ================= CG_MapTorsoToWeaponFrame @@ -700,10 +850,13 @@ CG_CalculateWeaponPosition */ static void CG_CalculateWeaponPosition( vec3_t origin, vec3_t angles ) { - float scale; - int delta; - float fracsin; - float bob; + float scale; + int delta; + float fracsin; + float bob; + weaponInfo_t *weapon; + + weapon = &cg_weapons[ cg.predictedPlayerState.weapon ]; VectorCopy( cg.refdef.vieworg, origin ); VectorCopy( cg.refdefViewAngles, angles ); @@ -726,7 +879,7 @@ static void CG_CalculateWeaponPosition( vec3_t origin, vec3_t angles ) } // drop the weapon when landing - if( !BG_ClassHasAbility( cg.predictedPlayerState.stats[ STAT_PCLASS ], SCA_NOWEAPONDRIFT ) ) + if( weapon->noDrift ) { delta = cg.time - cg.landTime; if( delta < LAND_DEFLECT_TIME ) @@ -880,6 +1033,7 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent if( !noGunModel ) { + CG_WeaponAnimation( cent, &gun.oldframe, &gun.frame, &gun.backlerp ); CG_PositionEntityOnTag( &gun, parent, parent->hModel, "tag_weapon" ); trap_R_AddRefEntityToScene( &gun ); |