Files
assaultcube-/source/src/model.h
T
ac-stef 71a12bfe82 allow custom mapmodels to depend on other custom mapmodels
By adding a "requires"-attribute to the mapmodel config file, a mapmodel
can trigger the map editor to include another model and have it loaded
during map load. This can be used to create model modifications which
use ressources of another model. For example, a new model can provide a
different skin for an existing model - and that attribute will make sure,
that the required original model is also loaded.

This mechanism does not work, if the attribute is changed after the map
is finished, because the map editor has to copy the dependency into the
map config file. After adding the attribute, the map has to be written at
least once (the dependencies are checked during savemap).

The point of dependency-attributes is to make sure the custom original
model is also loaded from a package server. Mods of official models do not
need to use the attribute, because the official model does not need to be
downloaded. The attribute is necessary, if one model on akimbo depends on
another model on akimbo.

The mapmodels that are required by other models have an additional
parameter "1" added to their mapmodel command in the config file - which
will preload the model during map load, even if no entity actually uses it.
The additional parameter is handled automatically.

The new command updatemapmodeldependencies triggers the dependency check
manually - which will make required models appear in the model list. This
is done automatically during savemap.

Changed commands:

  mapmodelslotusage

    now returns a single space, if the model slot is not used by any
    map entity, but is required by another model (with entities)

  mapmodel

    allows one more parameter - if "1", the model is preloaded, even if
    no entities use it

  mdlattribute requires <modelname>

    if used, specifies that the current model depends on parts of another
    custom model (which therefore also has to be downloaded)

    can only be used once per model config

    example:

      mdlattribute requires makke/signs/exit

        could be used in signs/loading-dock/md2.cfg to reuse
        makke/signs/exit/tris.md2

DOCREF mdlattribute mapmodel mapmodelslotusage
2016-10-16 21:54:22 +02:00

82 lines
3.3 KiB
C++

enum { ANIM_IDLE = 0, ANIM_RUN, ANIM_ATTACK, ANIM_PAIN, ANIM_JUMP, ANIM_LAND, ANIM_FLIPOFF, ANIM_SALUTE, ANIM_TAUNT, ANIM_WAVE, ANIM_POINT, ANIM_CROUCH_IDLE, ANIM_CROUCH_WALK, ANIM_CROUCH_ATTACK, ANIM_CROUCH_PAIN, ANIM_CROUCH_DEATH, ANIM_DEATH, ANIM_LYING_DEAD, ANIM_FLAG, ANIM_GUN_IDLE, ANIM_GUN_SHOOT, ANIM_GUN_RELOAD, ANIM_GUN_THROW, ANIM_MAPMODEL, ANIM_TRIGGER, ANIM_DECAY, ANIM_ALL, NUMANIMS };
#define ANIM_INDEX 0xFF
#define ANIM_LOOP (1<<8)
#define ANIM_START (1<<9)
#define ANIM_END (1<<10)
#define ANIM_REVERSE (1<<11)
#define ANIM_NOINTERP (1<<12)
#define ANIM_MIRROR (1<<13)
#define ANIM_NOSKIN (1<<14)
#define ANIM_TRANSLUCENT (1<<15)
#define ANIM_PARTICLE (1<<16)
#define ANIM_DYNALLOC (1<<17)
struct animstate // used for animation blending of animated characters
{
int anim, frame, range, basetime;
float speed;
animstate() { reset(); }
void reset() { anim = frame = range = basetime = 0; speed = 100.0f; };
bool operator==(const animstate &o) const { return frame==o.frame && range==o.range && basetime==o.basetime && speed==o.speed; }
bool operator!=(const animstate &o) const { return frame!=o.frame || range!=o.range || basetime!=o.basetime || speed!=o.speed; }
};
enum { MDL_MD2 = 1, MDL_MD3 };
struct model;
struct modelattach
{
const char *tag, *name;
vec *pos;
model *m;
modelattach() : tag(NULL), name(NULL), pos(NULL), m(NULL) {}
modelattach(const char *tag, const char *name) : tag(tag), name(name), pos(NULL), m(NULL) {}
modelattach(const char *tag, vec *pos) : tag(tag), name(NULL), pos(pos), m(NULL) {}
};
class dynent;
struct model
{
bool cullface, vertexlight, alphablend; //ALX Alpha channel models
float alphatest, translucency, scale, radius, zradius, shadowdist;
vec translate;
int cachelimit, batch;
//model() : cullface(true), vertexlight(false), alphatest(0.9f), translucency(0.25f), scale(1), radius(0), shadowdist(0), translate(0, 0, 0), cachelimit(8), batch(-1) {}
model() : cullface(true), vertexlight(false), alphablend(false), alphatest(0.9f), translucency(0.25f), scale(1), radius(0), zradius(0), shadowdist(0), translate(0, 0, 0), cachelimit(8), batch(-1) {}
virtual ~model() {}
virtual bool load() = 0;
virtual char *name() = 0;
virtual int type() = 0;
virtual void cleanup() = 0;
virtual void render(int anim, int varseed, float speed, int basetime, const vec &o, float roll, float yaw, float pitch, dynent *d, modelattach *a = NULL, float scale = 1.0f) = 0;
virtual void setskin(int tex = 0) = 0;
virtual void genshadows(float height, float rad) {}
virtual void rendershadow(int anim, int varseed, float speed, int basetime, const vec &o, float yaw, modelattach *a = NULL) {}
virtual bool hasshadows() { return false; }
virtual void startrender() {}
virtual void endrender() {}
};
struct mapmodelinfo { int rad, h, zoff; float scale; string name; model *m; int flags; };
enum { MMA_KEYWORDS = 0, MMA_DESC, MMA_DEFAULTPARAMS, MMA_USAGE, MMA_AUTHOR, MMA_LICENSE, MMA_DISTRIBUTION, MMA_VERSION, MMA_REQUIRES, MMA_NUM };
enum { MMF_REQUIRED = 1<<0, MMF_TEMP_USED = 1<<30, MMF_CONFIGMASK = 0xff };
struct mapmodelattributes
{
string name;
const char *n[MMA_NUM];
int tmp;
mapmodelattributes() { memset(this, 0, sizeof(*this)); }
};