diff options
Diffstat (limited to 'src/cgame')
-rw-r--r-- | src/cgame/cg_buildable.c | 116 | ||||
-rw-r--r-- | src/cgame/cg_event.c | 21 | ||||
-rw-r--r-- | src/cgame/cg_local.h | 2 |
3 files changed, 82 insertions, 57 deletions
diff --git a/src/cgame/cg_buildable.c b/src/cgame/cg_buildable.c index 9a63b477..097dea43 100644 --- a/src/cgame/cg_buildable.c +++ b/src/cgame/cg_buildable.c @@ -69,7 +69,7 @@ static qboolean CG_ParseBuildableAnimationFile( const char *filename, buildable_ skip = 0; // quite the compiler warning // read information for each frame - for ( i = 0; i < MAX_BUILDABLE_ANIMATIONS; i++ ) + for ( i = BANIM_NONE + 1; i < MAX_BUILDABLE_ANIMATIONS; i++ ) { token = COM_Parse( &text_p ); @@ -159,7 +159,11 @@ static void CG_SetBuildableLerpFrameAnimation( buildable_t buildable, lerpFrame_ CG_Error( "Bad animation number: %i", newAnimation ); } - anim = buildAnimations[ buildable ]; + anim = &buildAnimations[ buildable ][ newAnimation ]; + + //this item has just spawned so lf->frameTime will be zero + if( !lf->animation ) + lf->frameTime = cg.time + 1000; //1 sec delay before starting the spawn anim lf->animation = anim; lf->animationTime = lf->frameTime + anim->initialLerp; @@ -177,96 +181,105 @@ 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; +static void CG_RunBuildableLerpFrame( centity_t *cent ) +{ + int f, numFrames; + animation_t *anim; + buildable_t buildable = cent->currentState.clientNum; + lerpFrame_t *lf = ¢->lerpFrame; + buildableAnimNumber_t newAnimation = cent->buildableAnim; // debugging tool to get no animations - if ( cg_animSpeed.integer == 0 ) { + 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 ) { + if( newAnimation != lf->animationNumber || !lf->animation ) CG_SetBuildableLerpFrameAnimation( buildable, lf, newAnimation ); - } // if we have passed the current frame, move it to // oldFrame and calculate a new frame - if ( cg.time >= lf->frameTime ) { + 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 ) { + if( !anim->frameLerp ) return; // shouldn't happen - } - if ( cg.time < lf->animationTime ) { + + if ( cg.time < lf->animationTime ) lf->frameTime = lf->animationTime; // initial lerp - } else { + else lf->frameTime = lf->oldFrameTime + anim->frameLerp; - } + f = ( lf->frameTime - lf->animationTime ) / anim->frameLerp; numFrames = anim->numFrames; - if (anim->flipflop) { + if(anim->flipflop) numFrames *= 2; - } - if ( f >= numFrames ) { + + if( f >= numFrames ) + { f -= numFrames; - if ( anim->loopFrames ) { + if( anim->loopFrames ) + { f %= anim->loopFrames; f += anim->numFrames - anim->loopFrames; - } else { + } + 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 ) { + + if( anim->reversed ) lf->frame = anim->firstFrame + anim->numFrames - 1 - f; - } - else if (anim->flipflop && f>=anim->numFrames) { + else if(anim->flipflop && f>=anim->numFrames) lf->frame = anim->firstFrame + anim->numFrames - 1 - (f%anim->numFrames); - } - else { + else lf->frame = anim->firstFrame + f; - } - if ( cg.time > lf->frameTime ) { + + if ( cg.time > lf->frameTime ) + { lf->frameTime = cg.time; - if ( cg_debugAnim.integer ) { + if( cg_debugAnim.integer ) CG_Printf( "Clamp lf->frameTime\n"); - } } } - if ( lf->frameTime > cg.time + 200 ) { + if( lf->frameTime > cg.time + 200 ) lf->frameTime = cg.time; - } - if ( lf->oldFrameTime > cg.time ) { + if( lf->oldFrameTime > cg.time ) lf->oldFrameTime = cg.time; - } + // calculate current lerp value - if ( lf->frameTime == lf->oldFrameTime ) { + if ( lf->frameTime == lf->oldFrameTime ) lf->backlerp = 0; - } else { + 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 ) { +static void CG_BuildableAnimation( centity_t *cent, int *old, int *now, float *backLerp ) +{ + //if no animation is set default to idle anim + if( cent->buildableAnim == BANIM_NONE ) + cent->buildableAnim = cent->currentState.torsoAnim; - CG_RunBuildableLerpFrame( cent->currentState.clientNum, - ¢->lerpFrame, cent->currentState.torsoAnim ); + CG_RunBuildableLerpFrame( cent ); *old = cent->lerpFrame.oldFrame; *now = cent->lerpFrame.frame; @@ -279,7 +292,8 @@ static void CG_BuildableAnimation( centity_t *cent, int *old, int *now, float *b CG_Buildable ================== */ -void CG_Buildable( centity_t *cent ) { +void CG_Buildable( centity_t *cent ) +{ refEntity_t ent; refEntity_t ent2; entityState_t *es; @@ -289,22 +303,20 @@ void CG_Buildable( centity_t *cent ) { float scale; es = ¢->currentState; - if ( es->modelindex >= bg_numItems ) { + 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 ) ) { + if ( !es->modelindex || ( es->eFlags & EF_NODRAW ) ) return; - } item = &bg_itemlist[ es->modelindex ]; - memset (&ent, 0, sizeof(ent)); + memset ( &ent, 0, sizeof( ent ) ); VectorCopy( es->angles, cent->lerpAngles ); AnglesToAxis( cent->lerpAngles, ent.axis ); @@ -317,7 +329,7 @@ void CG_Buildable( centity_t *cent ) { ent.nonNormalizedAxes = qfalse; // if just respawned, slowly scale up - msec = cg.time - cent->miscTime; +/* 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] ); @@ -326,8 +338,10 @@ void CG_Buildable( centity_t *cent ) { ent.nonNormalizedAxes = qtrue; } else { frac = 1.0; - } + }*/ + CG_BuildableAnimation( cent, &ent.oldframe, &ent.frame, &ent.backlerp ); + //turret barrel bit if( cg_items[ es->modelindex ].models[ 1 ] != 0 ) { @@ -347,13 +361,13 @@ void CG_Buildable( centity_t *cent ) { ent2.nonNormalizedAxes = qfalse; - CG_BuildableAnimation( cent, &ent2.oldframe, &ent2.frame, &ent2.backlerp ); - + ent2.oldframe = ent.oldframe; + ent2.frame = ent.frame; + ent2.backlerp = ent.backlerp; + trap_R_AddRefEntityToScene( &ent2 ); } - CG_BuildableAnimation( cent, &ent.oldframe, &ent.frame, &ent.backlerp ); - // add to refresh list trap_R_AddRefEntityToScene(&ent); } diff --git a/src/cgame/cg_event.c b/src/cgame/cg_event.c index 37ac7435..d9a1ae4c 100644 --- a/src/cgame/cg_event.c +++ b/src/cgame/cg_event.c @@ -891,17 +891,26 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) { break; //TA: make droid items "grow" - case EV_ITEM_GROW: - DEBUGNAME("EV_ITEM_GROW"); - cent->miscTime = cg.time; // scale up from this + case EV_BUILD_CONSTRUCT: + DEBUGNAME("EV_BUILD_CONSTRUCT"); + cent->miscTime = cg.time; // scale up from this + //probably a better place for this, but for the time being it lives here + memset( ¢->lerpFrame, 0, sizeof( lerpFrame_t ) ); + cent->buildableAnim = es->eventParm; break; //TA: make droid creep "recede" - case EV_ITEM_RECEDE: - DEBUGNAME("EV_ITEM_RECEDE"); - cent->miscTime = -cg.time; // scale down from this + case EV_BUILD_DESTROY: + DEBUGNAME("EV_BUILD_DESTROY"); + cent->miscTime = -cg.time; // scale down from this break; + //TA: trigger an anim on a buildable item + case EV_BUILD_ANIM: + DEBUGNAME("EV_BUILD_ANIM"); + cent->buildableAnim = es->eventParm; + break; + case EV_GRENADE_BOUNCE: DEBUGNAME("EV_GRENADE_BOUNCE"); if ( rand() & 1 ) { diff --git a/src/cgame/cg_local.h b/src/cgame/cg_local.h index e37cb644..f2610dff 100644 --- a/src/cgame/cg_local.h +++ b/src/cgame/cg_local.h @@ -195,6 +195,8 @@ typedef struct centity_s { vec3_t lerpAngles; lerpFrame_t lerpFrame; + + buildableAnimNumber_t buildableAnim; //TA: persistant anim number } centity_t; |