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path: root/src/cgame/cg_animmapobj.c
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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 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;
  animation_t     anim;
  lerpFrame_t     *lf = &cent->lerpFrame;

  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);
}