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
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
|
/*
* 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);
}
|