jedioutcast/CODE-mp/ghoul2/G2_bolts.cpp

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2013-04-04 14:52:42 +00:00
// leave this as first line for PCH reasons...
//
#ifndef __Q_SHARED_H
#include "../game/q_shared.h"
#endif
#if !defined(TR_LOCAL_H)
#include "../renderer/tr_local.h"
#endif
#if !defined(G2_H_INC)
#include "G2.h"
#endif
#include "G2_local.h"
//=====================================================================================================================
// Bolt List handling routines - so entities can attach themselves to any part of the model in question
// Given a bone number, see if that bone is already in our bone list
int G2_Find_Bolt_Bone_Num(boltInfo_v &bltlist, const int boneNum)
{
int i;
// look through entire list
for(i=0; i<bltlist.size(); i++)
{
// if this bone entry has no info in it, bounce over it
if (bltlist[i].boneNumber == -1)
{
continue;
}
if (bltlist[i].boneNumber == boneNum)
{
return i;
}
}
// didn't find it
return -1;
}
// Given a bone number, see if that surface is already in our surfacelist list
int G2_Find_Bolt_Surface_Num(boltInfo_v &bltlist, const int surfaceNum, const int flags)
{
int i;
// look through entire list
for(i=0; i<bltlist.size(); i++)
{
// if this bone entry has no info in it, bounce over it
if (bltlist[i].surfaceNumber == -1)
{
continue;
}
if ((bltlist[i].surfaceNumber == surfaceNum) && ((bltlist[i].surfaceType & flags) == flags))
{
return i;
}
}
// didn't find it
return -1;
}
//=========================================================================================
//// Public Bolt Routines
int G2_Add_Bolt_Surf_Num(const char *fileName, boltInfo_v &bltlist, surfaceInfo_v &slist, const int surfNum)
{
boltInfo_t tempBolt;
int i;
// first up, make sure have a surface first
if (surfNum >= slist.size())
{
return -1;
}
// look through entire list - see if it's already there first
for(i=0; i<bltlist.size(); i++)
{
// already there??
if (bltlist[i].surfaceNumber == surfNum)
{
// increment the usage count
bltlist[i].boltUsed++;
return i;
}
}
// we have a surface
// look through entire list - see if it's already there first
for(i=0; i<bltlist.size(); i++)
{
// if this surface entry has info in it, bounce over it
if (bltlist[i].boneNumber == -1 && bltlist[i].surfaceNumber == -1)
{
// if we found an entry that had a -1 for the bone / surface number, then we hit a surface / bone slot that was empty
bltlist[i].surfaceNumber = surfNum;
bltlist[i].surfaceType = G2SURFACEFLAG_GENERATED;
bltlist[i].boltUsed = 1;
return i;
}
}
// ok, we didn't find an existing surface of that name, or an empty slot. Lets add an entry
tempBolt.surfaceNumber = surfNum;
tempBolt.surfaceType = G2SURFACEFLAG_GENERATED;
tempBolt.boneNumber = -1;
tempBolt.boltUsed = 1;
bltlist.push_back(tempBolt);
return bltlist.size()-1;
}
int G2_Add_Bolt(const char *fileName, boltInfo_v &bltlist, surfaceInfo_v &slist, const char *boneName)
{
model_t *mod_m = R_GetModelByHandle(RE_RegisterModel(fileName));
model_t *mod_a = R_GetModelByHandle(mod_m->mdxm->animIndex);
int i, x, surfNum = -1;
mdxaSkel_t *skel;
mdxaSkelOffsets_t *offsets;
mdxmHierarchyOffsets_t *surfOffsets;
boltInfo_t tempBolt;
int flags;
surfOffsets = (mdxmHierarchyOffsets_t *)((byte*)mod_m->mdxm + sizeof(mdxmHeader_t));
// first up, we'll search for that which this bolt names in all the surfaces
surfNum = G2_IsSurfaceLegal((void*)mod_m, boneName, &flags);
// did we find it as a surface?
if (surfNum != -1)
{
// look through entire list - see if it's already there first
for(i=0; i<bltlist.size(); i++)
{
// already there??
if (bltlist[i].surfaceNumber == surfNum)
{
// increment the usage count
bltlist[i].boltUsed++;
return i;
}
}
// look through entire list - see if we can re-use one
for(i=0; i<bltlist.size(); i++)
{
// if this surface entry has info in it, bounce over it
if (bltlist[i].boneNumber == -1 && bltlist[i].surfaceNumber == -1)
{
// if we found an entry that had a -1 for the bone / surface number, then we hit a surface / bone slot that was empty
bltlist[i].surfaceNumber = surfNum;
bltlist[i].boltUsed = 1;
bltlist[i].surfaceType = 0;
return i;
}
}
// ok, we didn't find an existing surface of that name, or an empty slot. Lets add an entry
tempBolt.surfaceNumber = surfNum;
tempBolt.boneNumber = -1;
tempBolt.boltUsed = 1;
tempBolt.surfaceType = 0;
bltlist.push_back(tempBolt);
return bltlist.size()-1;
}
// no, check to see if it's a bone then
offsets = (mdxaSkelOffsets_t *)((byte *)mod_a->mdxa + sizeof(mdxaHeader_t));
// walk the entire list of bones in the gla file for this model and see if any match the name of the bone we want to find
for (x=0; x< mod_a->mdxa->numBones; x++)
{
skel = (mdxaSkel_t *)((byte *)mod_a->mdxa + sizeof(mdxaHeader_t) + offsets->offsets[x]);
// if name is the same, we found it
if (!stricmp(skel->name, boneName))
{
break;
}
}
// check to see we did actually make a match with a bone in the model
if (x == mod_a->mdxa->numBones)
{
// didn't find it? Error
assert(0&&x == mod_a->mdxa->numBones);
return -1;
}
// look through entire list - see if it's already there first
for(i=0; i<bltlist.size(); i++)
{
// already there??
if (bltlist[i].boneNumber == x)
{
// increment the usage count
bltlist[i].boltUsed++;
return i;
}
}
// look through entire list - see if we can re-use it
for(i=0; i<bltlist.size(); i++)
{
// if this bone entry has info in it, bounce over it
if (bltlist[i].boneNumber == -1 && bltlist[i].surfaceNumber == -1)
{
// if we found an entry that had a -1 for the bonenumber, then we hit a bone slot that was empty
bltlist[i].boneNumber = x;
bltlist[i].boltUsed = 1;
bltlist[i].surfaceType = 0;
return i;
}
}
// ok, we didn't find an existing bone of that name, or an empty slot. Lets add an entry
tempBolt.boneNumber = x;
tempBolt.surfaceNumber = -1;
tempBolt.boltUsed = 1;
tempBolt.surfaceType = 0;
bltlist.push_back(tempBolt);
return bltlist.size()-1;
}
// Given a model handle, and a bone name, we want to remove this bone from the bone override list
qboolean G2_Remove_Bolt (boltInfo_v &bltlist, int index)
{
// did we find it?
if (index != -1)
{
bltlist[index].boltUsed--;
if (!bltlist[index].boltUsed)
{
// set this bone to not used
bltlist[index].boneNumber = -1;
bltlist[index].surfaceNumber = -1;
int newSize = bltlist.size();
// now look through the list from the back and see if there is a block of -1's we can resize off the end of the list
for (int i=bltlist.size()-1; i>-1; i--)
{
if ((bltlist[i].surfaceNumber == -1) && (bltlist[i].boneNumber == -1))
{
newSize = i;
}
// once we hit one that isn't a -1, we are done.
else
{
break;
}
}
// do we need to resize?
if (newSize != bltlist.size())
{
// yes, so lets do it
bltlist.resize(newSize);
}
}
return qtrue;
}
assert(0);
// no
return qfalse;
}
// set the bolt list to all unused so the bone transformation routine ignores it.
void G2_Init_Bolt_List(boltInfo_v &bltlist)
{
bltlist.clear();
}
// remove any bolts that reference original surfaces, generated surfaces, or bones that aren't active anymore
void G2_RemoveRedundantBolts(boltInfo_v &bltlist, surfaceInfo_v &slist, int *activeSurfaces, int *activeBones)
{
// walk the bolt list
for (int i=0; i<bltlist.size(); i++)
{
// are we using this bolt?
if ((bltlist[i].surfaceNumber != -1) || (bltlist[i].boneNumber != -1))
{
// is this referenceing a surface?
if (bltlist[i].surfaceNumber != -1)
{
// is this bolt looking at a generated surface?
if (bltlist[i].surfaceType)
{
// yes, so look for it in the surface list
if (!G2_FindOverrideSurface(bltlist[i].surfaceNumber, slist))
{
// no - we want to remove this bolt, regardless of how many people are using it
bltlist[i].boltUsed = 1;
G2_Remove_Bolt(bltlist, i);
}
}
// no, it's an original, so look for it in the active surfaces list
{
if (!activeSurfaces[bltlist[i].surfaceNumber])
{
// no - we want to remove this bolt, regardless of how many people are using it
bltlist[i].boltUsed = 1;
G2_Remove_Bolt(bltlist, i);
}
}
}
// no, must be looking at a bone then
else
{
// is that bone active then?
if (!activeBones[bltlist[i].boneNumber])
{
// no - we want to remove this bolt, regardless of how many people are using it
bltlist[i].boltUsed = 1;
G2_Remove_Bolt(bltlist, i);
}
}
}
}
}