mirror of
https://github.com/UberGames/RPG-X2.git
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198 lines
No EOL
5.5 KiB
C
198 lines
No EOL
5.5 KiB
C
// Copyright (C) 2000 Raven Software
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//
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// g_roff.c -- The main code behind setting up
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// and managing 'ROFF' code in EF
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#include "g_local.h"
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#include "g_roff.h"
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// The list of precached ROFFs
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roff_list_t roffs[MAX_ROFFS];
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int num_roffs = 0;
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#define ROFF_DIR "maps/roffs"
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//extern void Q3_TaskIDComplete( gentity_t *ent, taskID_t taskType );
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//-------------------------------------------------------
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// G_LoadRoff
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//
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// Does the fun work of loading and caching a roff file
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// If the file is already cached, it just returns an
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// ID to the cached file.
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//
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// TiM: Modded it so it conforms to ANSI C parameters
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//-------------------------------------------------------
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int G_LoadRoff( const char *fileName )
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{
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char file[MAX_QPATH];
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byte data[2*1024*1024];
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int len, i, roff_id = 0;
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fileHandle_t f;
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roff_hdr_t *header;
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move_rotate_t *mem;
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move_rotate_t *roff_data;
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// Before even bothering with all of this, make sure we have a place to store it.
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if ( num_roffs >= MAX_ROFFS )
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{
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G_Printf( S_COLOR_RED "MAX_ROFFS count exceeded. Skipping load of .ROF '%s'\n", fileName );
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return roff_id;
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}
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// The actual path
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sprintf( file, "%s/%s.rof", ROFF_DIR, fileName );
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// See if I'm already precached
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for ( i = 0; i < num_roffs; i++ )
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{
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if ( Q_stricmp( file, roffs[i].fileName ) == 0 )
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{
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// Good, just return me...avoid zero index
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return i + 1;
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}
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}
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#ifdef _DEBUG
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Com_Printf( S_COLOR_GREEN"Caching ROF: '%s'\n", file );
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#endif
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// Read the file in one fell swoop
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len = trap_FS_FOpenFile( fileName, &f, FS_READ );
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if ( len <= 0 )
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{
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G_Printf( S_COLOR_RED "Could not open .ROF file '%s'\n", fileName );
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return roff_id;
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}
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trap_FS_Read( &data, len, f );
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data[len+1] = '\0';
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// Now let's check the header info...
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header = (roff_hdr_t *)((byte *)data);
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// ..and make sure it's reasonably valid
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if ( strncmp( header->sHeader, "ROFF", 4 ) !=0 || header->lVersion != ROFF_VERSION || header->fCount <= 0 )
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{
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G_Printf( S_COLOR_RED "Bad header data in .ROF file '%s'\n", fileName );
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}
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else
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{
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// Cool, the file seems to be valid
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int count = (int)header->fCount;
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// Ask the game to give us some memory to store this pooch
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mem = roffs[num_roffs].data = (move_rotate_t *) G_Alloc( count * sizeof( move_rotate_t ) );
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if ( mem )
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{
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// The allocation worked, so stash this stuff off so we can reference the data later if needed
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roffs[num_roffs].fileName = G_NewString( file );
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roffs[num_roffs].frames = count;
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// Step past the header to get to the goods
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roff_data = ( move_rotate_t *)&header[1];
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// Copy all of the goods into our ROFF cache
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for ( i = 0; i < count; i++, roff_data++, mem++ )
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{
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// Copy just the delta position and orientation which can be applied to anything at a later point
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VectorCopy( roff_data->origin_delta, mem->origin_delta );
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VectorCopy( roff_data->rotate_delta, mem->rotate_delta );
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}
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// Done loading this roff, so save off an id to it..increment first to avoid zero index
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roff_id = ++num_roffs;
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}
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}
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trap_FS_FCloseFile( f );
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return roff_id;
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}
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//-------------------------------------------------------
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// G_Roff
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//
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// Handles applying the roff data to the specified ent
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//-------------------------------------------------------
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void G_Roff( gentity_t *ent )
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{
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int roff_id = G_LoadRoff( ent->roff );
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if ( !roff_id )
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{
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// Couldn't cache this rof
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return;
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}
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// The ID is one higher than the array index
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move_rotate_t *roff = &roffs[roff_id - 1].data[ent->roff_ctr];
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int frames = roffs[roff_id - 1].frames;
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#ifdef _DEBUG
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Com_Printf( S_COLOR_GREEN"ROFF dat: o:<%.2f %.2f %.2f> a:<%.2f %.2f %.2f>\n",
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roff->origin_delta[0], roff->origin_delta[1], roff->origin_delta[2],
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roff->rotate_delta[0], roff->rotate_delta[1], roff->rotate_delta[2] );
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#endif
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// Set up the angle interpolation
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//-------------------------------------
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VectorScale( roff->rotate_delta, ROFF_SAMPLE_RATE, ent->s.apos.trDelta );
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VectorCopy( ent->pos2, ent->s.apos.trBase );
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ent->s.apos.trTime = level.time;
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ent->s.apos.trType = TR_LINEAR;
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// Store what the next apos->trBase should be
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VectorAdd( ent->pos2, roff->rotate_delta, ent->pos2 );
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// Set up the origin interpolation
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//-------------------------------------
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VectorScale( roff->origin_delta, ROFF_SAMPLE_RATE, ent->s.pos.trDelta );
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VectorCopy( ent->pos1, ent->s.pos.trBase );
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ent->s.pos.trTime = level.time;
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ent->s.pos.trType = TR_LINEAR;
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// Store what the next apos->trBase should be
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VectorAdd( ent->pos1, roff->origin_delta, ent->pos1 );
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// See if the ROFF playback is done
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//-------------------------------------
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if ( ++ent->roff_ctr >= frames )
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{
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// We are done, so let me think no more, then tell the task that we're done.
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ent->next_roff_time = 0;
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// Stop any rotation or movement.
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VectorClear( ent->s.pos.trDelta );
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VectorClear( ent->s.apos.trDelta );
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return;
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}
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// Lock me to a 10hz update rate
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ent->next_roff_time = level.time + 100;
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}
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/*QUAKED func_roff_mover (0 .5 .8) ? START_ON LOOP
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Loads all of the movement data from an external ROFF file and applies
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it to this entity, creating much more fluid motion.
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"model2" .md3 model to also draw
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"angle" determines the opening direction
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"target" once the animation ends, these targetted entities will be triggered
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"wait" from activation, how many seconds to wait before moving
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"endwait" from the end of the animation, how many seconds to wait b4 firing its targets
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"color" constantLight color
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"light" constantLight radius
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"noise" looping sound file that plays as it animates.
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*/
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void SP_func_roff_mover ( gentity_t *ent )
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{
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ent->think = G_Roff;
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} |