Пример #1
0
/*
======================
CG_ParseAnimationFile

Read a configuration file containing animation coutns and rates
models/players/visor/animation.cfg, etc

======================
*/
qboolean G_ParseAnimationFile( const char *af_filename ) 
{
	const char		*text_p;
	int			len;
	int			i;
	const char		*token;
	float		fps;
	int			skip;
	char		text[40000];
	int			animNum;
	animation_t	*animations = level.knownAnimFileSets[level.numKnownAnimFileSets].animations;

	len = gi.RE_GetAnimationCFG(af_filename, NULL, 0);
	if (len <= 0)
	{
		return qfalse;
	}
	if ( len <= 0 ) 
	{
		return qfalse;
	}
	if ( len >= sizeof( text ) - 1 ) 
	{
		G_Error( "G_ParseAnimationFile: File %s too long\n (%d > %d)", af_filename, len, sizeof( text ) - 1);
		return qfalse;
	}
	len = gi.RE_GetAnimationCFG(af_filename, text, sizeof(text));

	// parse the text
	text_p = text;
	skip = 0;	// quiet the compiler warning

	//FIXME: have some way of playing anims backwards... negative numFrames?

	//initialize anim array so that from 0 to MAX_ANIMATIONS, set default values of 0 1 0 100
	for(i = 0; i < MAX_ANIMATIONS; i++)
	{
		animations[i].firstFrame = 0;
		animations[i].numFrames = 0;
		animations[i].loopFrames = -1;
		animations[i].frameLerp = 100;
		animations[i].initialLerp = 100;
	}

	// read information for each frame
	while(1) 
	{
		token = COM_Parse( &text_p );

		if ( !token || !token[0]) 
		{
			break;
		}

		animNum = GetIDForString(animTable, token);
		if(animNum == -1)
		{
//#ifndef FINAL_BUILD
#ifdef _DEBUG
			Com_Printf(S_COLOR_RED"WARNING: Unknown token %s in %s\n", token, af_filename);
#endif
			continue;
		}

		token = COM_Parse( &text_p );
		if ( !token ) 
		{
			break;
		}
		animations[animNum].firstFrame = atoi( token );

		token = COM_Parse( &text_p );
		if ( !token ) 
		{
			break;
		}
		animations[animNum].numFrames = atoi( token );

		token = COM_Parse( &text_p );
		if ( !token ) 
		{
			break;
		}
		animations[animNum].loopFrames = atoi( token );

		token = COM_Parse( &text_p );
		if ( !token ) 
		{
			break;
		}
		fps = atof( token );
		if ( fps == 0 ) 
		{
			fps = 1;//Don't allow divide by zero error
		}
		if ( fps < 0 )
		{//backwards
			animations[animNum].frameLerp = floor(1000.0f / fps);
		}
		else
		{
			animations[animNum].frameLerp = ceil(1000.0f / fps);
		}

		animations[animNum].initialLerp = ceil(1000.0f / fabs(fps));
	}

#ifdef CONVENIENT_ANIMATION_FILE_DEBUG_THING
	if (strstr(af_filename, "humanoid"))
	{
		SpewDebugStuffToFile(animations);
	}
#endif

	return qtrue;
}
Пример #2
0
qboolean BG_ParseAnimationFile(const char *filename)
{
	char		*text_p;
	int			len;
	int			i;
	char		*token;
	float		fps;
	int			skip;

	fileHandle_t	f;
	int				animNum;


	// load the file
	if (!BGPAFtextLoaded)
	{ //rww - We are always using the same animation config now. So only load it once.
		len = trap_FS_FOpenFile( filename, &f, FS_READ );
		if ( len <= 0 )
		{
			return qfalse;
		}
		if ( len >= sizeof( BGPAFtext ) - 1 )
		{
			//Com_Printf( "File %s too long\n", filename );
			return qfalse;
		}

		trap_FS_Read( BGPAFtext, len, f );
		BGPAFtext[len] = 0;
		trap_FS_FCloseFile( f );
	}
	else
	{
		return qtrue;
	}

	// parse the text
	text_p = BGPAFtext;
	skip = 0;	// quiet the compiler warning

	//FIXME: have some way of playing anims backwards... negative numFrames?

	//initialize anim array so that from 0 to MAX_ANIMATIONS, set default values of 0 1 0 100
	for(i = 0; i < MAX_ANIMATIONS; i++)
	{
		bgGlobalAnimations[i].firstFrame = 0;
		bgGlobalAnimations[i].numFrames = 0;
		bgGlobalAnimations[i].loopFrames = -1;
		bgGlobalAnimations[i].frameLerp = 100;
		bgGlobalAnimations[i].initialLerp = 100;
	}

	// read information for each frame
	while(1)
	{
		token = COM_Parse( (const char **)(&text_p) );

		if ( !token || !token[0])
		{
			break;
		}

		animNum = GetIDForString(animTable, token);
		if(animNum == -1)
		{
//#ifndef FINAL_BUILD
#ifdef _DEBUG
			Com_Printf(S_COLOR_RED"WARNING: Unknown token %s in %s\n", token, filename);
#endif
			continue;
		}

		token = COM_Parse( (const char **)(&text_p) );
		if ( !token )
		{
			break;
		}
		bgGlobalAnimations[animNum].firstFrame = atoi( token );

		token = COM_Parse( (const char **)(&text_p) );
		if ( !token )
		{
			break;
		}
		bgGlobalAnimations[animNum].numFrames = atoi( token );

		token = COM_Parse( (const char **)(&text_p) );
		if ( !token )
		{
			break;
		}
		bgGlobalAnimations[animNum].loopFrames = atoi( token );

		token = COM_Parse( (const char **)(&text_p) );
		if ( !token )
		{
			break;
		}
		fps = atof( token );
		if ( fps == 0 )
		{
			fps = 1;//Don't allow divide by zero error
		}
		if ( fps < 0 )
		{//backwards
			bgGlobalAnimations[animNum].frameLerp = floor(1000.0f / fps);
		}
		else
		{
			bgGlobalAnimations[animNum].frameLerp = ceil(1000.0f / fps);
		}

		bgGlobalAnimations[animNum].initialLerp = ceil(1000.0f / fabs(fps));
	}

#ifdef _DEBUG
	//Check the array, and print the ones that have nothing in them.
	for(i = 0; i < MAX_ANIMATIONS; i++)
	{
		if (animTable[i].name != NULL)		// This animation reference exists.
		{
			if (bgGlobalAnimations[i].firstFrame <= 0 && bgGlobalAnimations[i].numFrames <=0)
			{	// This is an empty animation reference.
				Com_Printf("***ANIMTABLE reference #%d (%s) is empty!\n", i, animTable[i].name);
			}
		}
	}
#endif // _DEBUG

#ifdef CONVENIENT_ANIMATION_FILE_DEBUG_THING
	SpewDebugStuffToFile();
#endif
	BGPAFtextLoaded = qtrue;
	return qtrue;
}