/* * 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/buildables/hivemind/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 = BANIM_NONE + 1; 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\n", filename ); return qfalse; } return qtrue; } /* =============== CG_InitBuildables Initialises the animation db =============== */ void CG_InitBuildables( ) { char filename[MAX_QPATH]; char *buildableName; char *modelFile; int i; int j; memset( cg_buildables, 0, sizeof( cg_buildables ) ); 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 ); for( j = 0; j <= 3; j++ ) { if( modelFile = BG_FindModelsForBuildable( i, j ) ) cg_buildables[ i ].models[ j ] = trap_R_RegisterModel( modelFile ); } } } /* =============== 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 ][ 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; 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( centity_t *cent ) { int f, numFrames; animation_t *anim; buildable_t buildable = cent->currentState.modelindex; lerpFrame_t *lf = ¢->lerpFrame; buildableAnimNumber_t newAnimation = cent->buildableAnim; // 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_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 ) { 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; 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 ); } /* =============== CG_BuildableAnimation =============== */ 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 ); *old = cent->lerpFrame.oldFrame; *now = cent->lerpFrame.frame; *backLerp = cent->lerpFrame.backlerp; } /* ================== CG_GhostBuildable ================== */ void CG_GhostBuildable( buildable_t buildable ) { refEntity_t ent; playerState_t *ps; vec3_t angles, forward, player_origin, entity_origin, target_origin; vec3_t mins, maxs; float distance; trace_t tr; ps = &cg.predictedPlayerState; memset ( &ent, 0, sizeof( ent ) ); VectorCopy( cg.predictedPlayerState.viewangles, angles ); angles[ PITCH ] = 0; // always forward AngleVectors( angles, forward, NULL, NULL ); VectorCopy( ps->origin, player_origin ); distance = BG_FindBuildDistForClass( ps->stats[ STAT_PCLASS ] ); VectorMA( player_origin, distance, forward, entity_origin ); VectorCopy( entity_origin, target_origin ); entity_origin[ 2 ] += 32; target_origin[ 2 ] -= 4096; BG_FindBBoxForBuildable( buildable, mins, maxs ); CG_Trace( &tr, entity_origin, mins, maxs, target_origin, ps->clientNum, MASK_PLAYERSOLID ); VectorCopy( tr.endpos, entity_origin ); entity_origin[ 2 ] += 0.1f; VectorCopy( entity_origin, ent.origin ); VectorCopy( entity_origin, ent.oldorigin ); AnglesToAxis( angles, ent.axis ); ent.hModel = cg_buildables[ buildable ].models[ 0 ]; ent.customShader = cgs.media.quadShader; ent.nonNormalizedAxes = qfalse; // add to refresh list trap_R_AddRefEntityToScene( &ent ); } #define TRACE_DEPTH 128.0f /* ================== CG_Buildable ================== */ void CG_Buildable( centity_t *cent ) { refEntity_t ent; refEntity_t ent2; entityState_t *es; vec3_t forward, surfNormal, end, start, mins, maxs; trace_t tr; 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; memset ( &ent, 0, sizeof( ent ) ); VectorCopy( cent->lerpOrigin, ent.origin ); VectorCopy( cent->lerpOrigin, ent.oldorigin ); VectorCopy( es->origin2, surfNormal ); BG_FindBBoxForBuildable( es->modelindex, mins, maxs ); if( surfNormal[ 2 ] != 1.0f ) { AngleVectors( cent->lerpAngles, forward, NULL, NULL ); VectorCopy( surfNormal, ent.axis[2] ); ProjectPointOnPlane( ent.axis[0], forward, ent.axis[2] ); if( !VectorNormalize( ent.axis[0] ) ) { AngleVectors( cent->lerpAngles, NULL, NULL, forward ); ProjectPointOnPlane( ent.axis[0], forward, ent.axis[2] ); VectorNormalize( ent.axis[0] ); } CrossProduct( ent.axis[0], ent.axis[2], ent.axis[1] ); ent.axis[1][0] = -ent.axis[1][0]; ent.axis[1][1] = -ent.axis[1][1]; ent.axis[1][2] = -ent.axis[1][2]; VectorMA( ent.origin, -TRACE_DEPTH, surfNormal, end ); VectorMA( ent.origin, 1.0f, surfNormal, start ); CG_CapTrace( &tr, start, mins, maxs, end, es->number, MASK_PLAYERSOLID ); VectorMA( ent.origin, tr.fraction * -TRACE_DEPTH, surfNormal, ent.origin ); VectorCopy( ent.origin, ent.lightingOrigin ); VectorCopy( ent.origin, ent.oldorigin ); // don't positionally lerp at all } else AnglesToAxis( es->angles, ent.axis ); ent.hModel = cg_buildables[ es->modelindex ].models[ 0 ]; ent.nonNormalizedAxes = qfalse; //run animations CG_BuildableAnimation( cent, &ent.oldframe, &ent.frame, &ent.backlerp ); //turret barrel bit if( cg_buildables[ es->modelindex ].models[ 1 ] != 0 ) { vec3_t turretOrigin; memset( &ent2, 0, sizeof( ent2 ) ); AnglesToAxis( es->angles2, ent2.axis ); ent2.hModel = cg_buildables[ es->modelindex ].models[ 1 ]; VectorCopy( cent->lerpOrigin, turretOrigin ); turretOrigin[ 2 ] += 5; VectorCopy( turretOrigin, ent2.origin ); VectorCopy( turretOrigin, ent2.oldorigin ); ent2.nonNormalizedAxes = qfalse; ent2.oldframe = ent.oldframe; ent2.frame = ent.frame; ent2.backlerp = ent.backlerp; trap_R_AddRefEntityToScene( &ent2 ); } // add to refresh list trap_R_AddRefEntityToScene(&ent); }