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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"
//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 ];
if( ps->stats[ STAT_BUILDABLE ] & SB_VALID_TOGGLEBIT )
ent.customShader = cgs.media.greenBuildShader;
else
ent.customShader = cgs.media.redBuildShader;
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);
}
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