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-rw-r--r--src/cgame/cg_buildable.c116
-rw-r--r--src/cgame/cg_event.c21
-rw-r--r--src/cgame/cg_local.h2
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 = &cent->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,
- &cent->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 = &cent->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( &cent->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;