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/*
* 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"
/*
===============
CG_RunAMOLerpFrame
Sets cg.snap, cg.oldFrame, and cg.backlerp
cg.time should be between oldFrameTime and frameTime after exit
===============
*/
static void CG_RunAMOLerpFrame( lerpFrame_t *lf )
{
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;
}
// 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;
}
}
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_AMOAnimation
===============
*/
static void CG_AMOAnimation( centity_t *cent, int *old, int *now, float *backLerp )
{
if( !( cent->currentState.eFlags & EF_MOVER_STOP ) )
{
int delta = cg.time - cent->miscTime;
//hack to prevent "pausing" mucking up the lerping
if( delta > 900 )
{
cent->lerpFrame.oldFrameTime += delta;
cent->lerpFrame.frameTime += delta;
}
CG_RunAMOLerpFrame( ¢->lerpFrame );
cent->miscTime = cg.time;
}
*old = cent->lerpFrame.oldFrame;
*now = cent->lerpFrame.frame;
*backLerp = cent->lerpFrame.backlerp;
}
/*
==================
CG_animMapObj
==================
*/
void CG_animMapObj( centity_t *cent )
{
refEntity_t ent;
entityState_t *es;
float scale;
animation_t anim;
es = ¢->currentState;
// if set to invisible, skip
if ( !es->modelindex || ( es->eFlags & EF_NODRAW ) )
return;
memset( &ent, 0, sizeof( ent ) );
VectorCopy( es->angles, cent->lerpAngles );
AnglesToAxis( cent->lerpAngles, ent.axis );
ent.hModel = cgs.gameModels[ es->modelindex ];
VectorCopy( cent->lerpOrigin, ent.origin);
VectorCopy( cent->lerpOrigin, ent.oldorigin);
ent.nonNormalizedAxes = qfalse;
//scale the model
if( es->angles2[ 0 ] )
{
scale = es->angles2[ 0 ];
VectorScale( ent.axis[0], scale, ent.axis[0] );
VectorScale( ent.axis[1], scale, ent.axis[1] );
VectorScale( ent.axis[2], scale, ent.axis[2] );
ent.nonNormalizedAxes = qtrue;
}
//setup animation
anim.firstFrame = es->powerups;
anim.numFrames = es->weapon;
anim.reversed = qfalse;
anim.flipflop = qfalse;
// if numFrames is negative the animation is reversed
if( anim.numFrames < 0 )
{
anim.numFrames = -anim.numFrames;
anim.reversed = qtrue;
}
anim.loopFrames = es->torsoAnim;
if( !es->legsAnim )
{
anim.frameLerp = 1000;
anim.initialLerp = 1000;
}
else
{
anim.frameLerp = 1000 / es->legsAnim;
anim.initialLerp = 1000 / es->legsAnim;
}
cent->lerpFrame.animation = &anim;
//run animation
CG_AMOAnimation( cent, &ent.oldframe, &ent.frame, &ent.backlerp );
// add to refresh list
trap_R_AddRefEntityToScene(&ent);
}
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