summaryrefslogtreecommitdiff
path: root/src/cgame/cg_animmapobj.c
blob: 2fc98bc6de0720d861c64cda3fd85e835f613aae (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
/*
 *  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 OSML - Open Source Modification License v1.0 as
 *  described in the file COPYING which is distributed with this source
 *  code.
 *
 *  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.
 */

#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_DoorAnimation
===============
*/
static void CG_DoorAnimation( centity_t *cent, int *old, int *now, float *backLerp )
{
  CG_RunAMOLerpFrame( &cent->lerpFrame );

  *old      = cent->lerpFrame.oldFrame;
  *now      = cent->lerpFrame.frame;
  *backLerp = cent->lerpFrame.backlerp;
}


/*
===============
CG_ModelDoor
===============
*/
void CG_ModelDoor( centity_t *cent )
{
  refEntity_t     ent;
  entityState_t   *es;
  vec3_t          mins, maxs, size, rotSize;
  vec3_t          cMins, cMaxs, displacement;
  vec3_t          bMaxs, scale;
  animation_t     anim;
  lerpFrame_t     *lf = &cent->lerpFrame;
  float           temp;
    

  es = &cent->currentState;

  if( !es->modelindex )
    return;
  
  //create the render entity
  memset( &ent, 0, sizeof( ent ) );
  VectorCopy( cent->lerpOrigin, ent.origin );
  VectorCopy( cent->lerpOrigin, ent.oldorigin );
  AnglesToAxis( cent->lerpAngles, ent.axis );

  ent.renderfx = RF_NOSHADOW;

  //add the door model
  ent.skinNum = 0;
  ent.hModel = cgs.gameModels[ es->modelindex ];

  //scale the door
  VectorScale( ent.axis[ 0 ], es->origin2[ 0 ], ent.axis[ 0 ] );
  VectorScale( ent.axis[ 1 ], es->origin2[ 1 ], ent.axis[ 1 ] );
  VectorScale( ent.axis[ 2 ], es->origin2[ 2 ], ent.axis[ 2 ] );
  ent.nonNormalizedAxes = qtrue;

  //setup animation
  anim.firstFrame   = es->powerups;
  anim.numFrames    = es->weapon;
  anim.reversed     = !es->legsAnim;
  anim.flipflop     = qfalse;
  anim.loopFrames   = 0;
  anim.frameLerp    = 1000 / es->torsoAnim;
  anim.initialLerp  = 1000 / es->torsoAnim;

  //door changed state
  if( es->legsAnim != cent->doorState )
  {
    lf->animationTime = lf->frameTime + anim.initialLerp;
    cent->doorState = es->legsAnim;
  }
  
  lf->animation = &anim;

  //run animation
  CG_DoorAnimation( cent, &ent.oldframe, &ent.frame, &ent.backlerp );

  trap_R_AddRefEntityToScene( &ent );
}


/*
===============
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( &cent->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 = &cent->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);
}