diff options
Diffstat (limited to 'src/cgame')
| -rw-r--r-- | src/cgame/cg_animation.c | 4 | ||||
| -rw-r--r-- | src/cgame/cg_animmapobj.c | 4 | ||||
| -rw-r--r-- | src/cgame/cg_buildable.c | 78 | ||||
| -rw-r--r-- | src/cgame/cg_local.h | 7 | ||||
| -rw-r--r-- | src/cgame/cg_particles.c | 2 | ||||
| -rw-r--r-- | src/cgame/cg_players.c | 81 | ||||
| -rw-r--r-- | src/cgame/cg_weapons.c | 164 | 
7 files changed, 175 insertions, 165 deletions
diff --git a/src/cgame/cg_animation.c b/src/cgame/cg_animation.c index c370c534..693cf6a7 100644 --- a/src/cgame/cg_animation.c +++ b/src/cgame/cg_animation.c @@ -31,7 +31,7 @@ Sets cg.snap, cg.oldFrame, and cg.backlerp  cg.time should be between oldFrameTime and frameTime after exit  ===============  */ -void CG_RunLerpFrame( lerpFrame_t *lf ) +void CG_RunLerpFrame( lerpFrame_t *lf, float scale )  {    int     f, numFrames;    animation_t *anim; @@ -61,7 +61,9 @@ void CG_RunLerpFrame( lerpFrame_t *lf )        lf->frameTime = lf->oldFrameTime + anim->frameLerp;      f = ( lf->frameTime - lf->animationTime ) / anim->frameLerp; +    f *= scale;      numFrames = anim->numFrames; +      if( anim->flipflop )        numFrames *= 2; diff --git a/src/cgame/cg_animmapobj.c b/src/cgame/cg_animmapobj.c index 12253149..ae2309dd 100644 --- a/src/cgame/cg_animmapobj.c +++ b/src/cgame/cg_animmapobj.c @@ -31,7 +31,7 @@ CG_DoorAnimation  */  static void CG_DoorAnimation( centity_t *cent, int *old, int *now, float *backLerp )  { -  CG_RunLerpFrame( ¢->lerpFrame ); +  CG_RunLerpFrame( ¢->lerpFrame, 1.0f );    *old      = cent->lerpFrame.oldFrame;    *now      = cent->lerpFrame.frame; @@ -117,7 +117,7 @@ static void CG_AMOAnimation( centity_t *cent, int *old, int *now, float *backLer        cent->lerpFrame.frameTime     += delta;      } -    CG_RunLerpFrame( ¢->lerpFrame ); +    CG_RunLerpFrame( ¢->lerpFrame, 1.0f );      cent->miscTime = cg.time;    } diff --git a/src/cgame/cg_buildable.c b/src/cgame/cg_buildable.c index 45f1e8dd..7b20b8b8 100644 --- a/src/cgame/cg_buildable.c +++ b/src/cgame/cg_buildable.c @@ -427,19 +427,10 @@ cg.time should be between oldFrameTime and frameTime after exit  */  static void CG_RunBuildableLerpFrame( centity_t *cent )  { -  int                   f, numFrames;    buildable_t           buildable = cent->currentState.modelindex;    lerpFrame_t           *lf = ¢->lerpFrame; -  animation_t           *anim;    buildableAnimNumber_t newAnimation = cent->buildableAnim & ~( ANIM_TOGGLEBIT|ANIM_FORCEBIT ); -  // 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 )    { @@ -466,72 +457,11 @@ static void CG_RunBuildableLerpFrame( centity_t *cent )      trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin,        cg_buildables[ buildable ].sounds[ lf->animationNumber ].sound ); -  // 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; +  CG_RunLerpFrame( lf, 1.0f ); -    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; -        cent->buildableAnim = cent->currentState.torsoAnim; -      } -    } - -    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 ); +  // animation ended +  if( lf->frameTime == cg.time ) +    cent->buildableAnim = cent->currentState.torsoAnim;  }  /* diff --git a/src/cgame/cg_local.h b/src/cgame/cg_local.h index 4b375d43..470069c1 100644 --- a/src/cgame/cg_local.h +++ b/src/cgame/cg_local.h @@ -569,7 +569,7 @@ typedef struct  typedef struct  { -  lerpFrame_t legs, torso, flag, nonseg; +  lerpFrame_t legs, torso, nonseg, weapon;    int         painTime;    int         painDirection;  // flip from 0 to 1 @@ -825,6 +825,9 @@ typedef struct weaponInfo_s    qhandle_t         barrelModel;    qhandle_t         flashModel; +  animation_t       animations[ MAX_WEAPON_ANIMATIONS ]; +  qboolean          noDrift; +    vec3_t            weaponMidpoint;   // so it will rotate centered instead of by tag    qhandle_t         weaponIcon; @@ -1669,7 +1672,7 @@ void        CG_AlienBuildableExplosion( vec3_t origin, vec3_t dir );  //  // cg_animation.c  // -void        CG_RunLerpFrame( lerpFrame_t *lf ); +void        CG_RunLerpFrame( lerpFrame_t *lf, float scale );  //  // cg_animmapobj.c diff --git a/src/cgame/cg_particles.c b/src/cgame/cg_particles.c index 195c5ff3..c7023dbf 100644 --- a/src/cgame/cg_particles.c +++ b/src/cgame/cg_particles.c @@ -2416,7 +2416,7 @@ static void CG_RenderParticle( particle_t *p )      p->lf.animation = &bp->modelAnimation;      //run animation -    CG_RunLerpFrame( &p->lf ); +    CG_RunLerpFrame( &p->lf, 1.0f );      re.oldframe = p->lf.oldFrame;      re.frame    = p->lf.frame; diff --git a/src/cgame/cg_players.c b/src/cgame/cg_players.c index 78cbe8d8..f729164a 100644 --- a/src/cgame/cg_players.c +++ b/src/cgame/cg_players.c @@ -841,90 +841,11 @@ cg.time should be between oldFrameTime and frameTime after exit  */  static void CG_RunPlayerLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int newAnimation, float speedScale )  { -  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( ci, 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; -    f *= speedScale;    // adjust for haste, etc -    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_RunLerpFrame( lf, speedScale );  } 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 );  | 
