2 #include "../dpdefs/csprogsdefs.qh"
3 #include "animdecide.qh"
6 #include "../dpdefs/progsdefs.qh"
7 #include "../dpdefs/dpextensions.qh"
9 #include "animdecide.qh"
10 #include "../server/defs.qh"
13 // player animation data for this model
14 // each vector is as follows:
18 .vector anim_die1; // player dies
19 .vector anim_die2; // player dies differently
20 .vector anim_draw; // player pulls out a weapon
21 .vector anim_duckwalk; // player walking while crouching
22 .vector anim_duckjump; // player jumping from a crouch
23 .vector anim_duckidle; // player idling while crouching
24 .vector anim_idle; // player standing
25 .vector anim_jump; // player jump
26 .vector anim_pain1; // player flinches from pain
27 .vector anim_pain2; // player flinches from pain, differently
28 .vector anim_shoot; // player shoots
29 .vector anim_taunt; // player taunts others (FIXME: no code references this)
30 .vector anim_run; // player running forward
31 .vector anim_runbackwards; // player running backward
32 .vector anim_strafeleft; // player shuffling left quickly
33 .vector anim_straferight; // player shuffling right quickly
34 .vector anim_forwardright; // player running forward and right
35 .vector anim_forwardleft; // player running forward and left
36 .vector anim_backright; // player running backward and right
37 .vector anim_backleft; // player running back and left
38 .vector anim_melee; // player doing the melee action
39 .vector anim_duck; // player doing the melee action
40 .vector anim_duckwalkbackwards;
41 .vector anim_duckwalkstrafeleft;
42 .vector anim_duckwalkstraferight;
43 .vector anim_duckwalkforwardright;
44 .vector anim_duckwalkforwardleft;
45 .vector anim_duckwalkbackright;
46 .vector anim_duckwalkbackleft;
47 .float animdecide_modelindex;
49 void animdecide_load_if_needed(entity e)
51 if(e.modelindex == e.animdecide_modelindex)
53 e.animdecide_modelindex = e.modelindex;
55 vector none = '0 0 0';
56 e.anim_die1 = animfixfps(e, '0 1 0.5', none); // 2 seconds
57 e.anim_die2 = animfixfps(e, '1 1 0.5', none); // 2 seconds
58 e.anim_draw = animfixfps(e, '2 1 3', none);
59 e.anim_duckwalk = animfixfps(e, '4 1 1', none);
60 e.anim_duckjump = animfixfps(e, '5 1 10', none);
61 e.anim_duckidle = animfixfps(e, '6 1 1', none);
62 e.anim_idle = animfixfps(e, '7 1 1', none);
63 e.anim_jump = animfixfps(e, '8 1 10', none);
64 e.anim_pain1 = animfixfps(e, '9 1 2', none); // 0.5 seconds
65 e.anim_pain2 = animfixfps(e, '10 1 2', none); // 0.5 seconds
66 e.anim_shoot = animfixfps(e, '11 1 5', none); // analyze models and set framerate
67 e.anim_taunt = animfixfps(e, '12 1 0.33', none);
68 e.anim_run = animfixfps(e, '13 1 1', none);
69 e.anim_runbackwards = animfixfps(e, '14 1 1', none);
70 e.anim_strafeleft = animfixfps(e, '15 1 1', none);
71 e.anim_straferight = animfixfps(e, '16 1 1', none);
72 e.anim_forwardright = animfixfps(e, '19 1 1', '16 1 1');
73 e.anim_forwardleft = animfixfps(e, '20 1 1', '15 1 1');
74 e.anim_backright = animfixfps(e, '21 1 1', '16 1 1');
75 e.anim_backleft = animfixfps(e, '22 1 1', '15 1 1');
76 e.anim_melee = animfixfps(e, '23 1 1', '11 1 1');
77 e.anim_duckwalkbackwards = animfixfps(e, '24 1 1', '4 1 1');
78 e.anim_duckwalkstrafeleft = animfixfps(e, '25 1 1', '4 1 1');
79 e.anim_duckwalkstraferight = animfixfps(e, '26 1 1', '4 1 1');
80 e.anim_duckwalkforwardright = animfixfps(e, '27 1 1', '4 1 1');
81 e.anim_duckwalkforwardleft = animfixfps(e, '28 1 1', '4 1 1');
82 e.anim_duckwalkbackright = animfixfps(e, '29 1 1', '4 1 1');
83 e.anim_duckwalkbackleft = animfixfps(e, '30 1 1', '4 1 1');
85 // these anims ought to stay until stopped explicitly by weaponsystem
86 e.anim_shoot_z = 0.001;
87 e.anim_melee_z = 0.001;
90 const float ANIMPRIO_IDLE = 0;
91 const float ANIMPRIO_ACTIVE = 1;
92 const float ANIMPRIO_CROUCH = 2;
93 const float ANIMPRIO_DEAD = 3;
95 vector animdecide_getupperanim(entity e)
98 if(e.anim_state & ANIMSTATE_FROZEN)
99 return vec3(e.anim_idle.x, e.anim_time, ANIMPRIO_DEAD);
100 if(e.anim_state & ANIMSTATE_DEAD1)
101 return vec3(e.anim_die1_x, e.anim_time, ANIMPRIO_DEAD);
102 if(e.anim_state & ANIMSTATE_DEAD2)
103 return vec3(e.anim_die2_x, e.anim_time, ANIMPRIO_DEAD);
105 // is there an action?
106 vector outframe = '-1 0 0';
108 if(e.anim_upper_time >= e.anim_upper_implicit_time)
110 a = e.anim_upper_action;
111 t = e.anim_upper_time;
115 a = e.anim_upper_implicit_action;
116 t = e.anim_upper_implicit_time;
120 case ANIMACTION_DRAW: outframe = e.anim_draw; break;
121 case ANIMACTION_PAIN1: outframe = e.anim_pain1; break;
122 case ANIMACTION_PAIN2: outframe = e.anim_pain2; break;
123 case ANIMACTION_SHOOT: outframe = e.anim_shoot; break;
124 case ANIMACTION_TAUNT: outframe = e.anim_taunt; break;
125 case ANIMACTION_MELEE: outframe = e.anim_melee; break;
129 if(time <= t + outframe.y / outframe.z)
131 // animation is running!
132 return vec3(outframe.x, t, ANIMPRIO_ACTIVE);
135 // or, decide the anim by state
136 t = max(e.anim_time, e.anim_implicit_time);
137 // but all states are for lower body!
138 return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
141 vector animdecide_getloweranim(entity e)
144 if(e.anim_state & ANIMSTATE_FROZEN)
145 return vec3(e.anim_idle.x, e.anim_time, ANIMPRIO_DEAD);
146 if(e.anim_state & ANIMSTATE_DEAD1)
147 return vec3(e.anim_die1_x, e.anim_time, ANIMPRIO_DEAD);
148 if(e.anim_state & ANIMSTATE_DEAD2)
149 return vec3(e.anim_die2_x, e.anim_time, ANIMPRIO_DEAD);
151 // is there an action?
152 vector outframe = '-1 0 0';
154 if(e.anim_lower_time >= e.anim_lower_implicit_time)
156 a = e.anim_lower_action;
157 t = e.anim_lower_time;
161 a = e.anim_lower_implicit_action;
162 t = e.anim_lower_implicit_time;
166 case ANIMACTION_JUMP: if(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR) { if(e.anim_state & ANIMSTATE_DUCK) outframe = e.anim_duckjump; else outframe = e.anim_jump; } break;
170 if(time <= t + outframe.y / outframe.z)
172 // animation is running!
173 return vec3(outframe.x, t, ANIMPRIO_ACTIVE);
176 // or, decide the anim by state
177 t = max(e.anim_time, e.anim_implicit_time);
178 if(e.anim_state & ANIMSTATE_DUCK)
180 if(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR)
181 return vec3(e.anim_duckjump.x, 0, ANIMPRIO_CROUCH); // play the END of the jump anim
182 else switch(e.anim_implicit_state & (ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT | ANIMIMPLICITSTATE_RIGHT))
184 case ANIMIMPLICITSTATE_FORWARD:
185 return vec3(e.anim_duckwalk.x, t, ANIMPRIO_CROUCH);
186 case ANIMIMPLICITSTATE_BACKWARDS:
187 return vec3(e.anim_duckwalkbackwards.x, t, ANIMPRIO_CROUCH);
188 case ANIMIMPLICITSTATE_RIGHT:
189 return vec3(e.anim_duckwalkstraferight.x, t, ANIMPRIO_CROUCH);
190 case ANIMIMPLICITSTATE_LEFT:
191 return vec3(e.anim_duckwalkstrafeleft.x, t, ANIMPRIO_CROUCH);
192 case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_RIGHT:
193 return vec3(e.anim_duckwalkforwardright.x, t, ANIMPRIO_CROUCH);
194 case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_LEFT:
195 return vec3(e.anim_duckwalkforwardleft.x, t, ANIMPRIO_CROUCH);
196 case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_RIGHT:
197 return vec3(e.anim_duckwalkbackright.x, t, ANIMPRIO_CROUCH);
198 case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT:
199 return vec3(e.anim_duckwalkbackleft.x, t, ANIMPRIO_CROUCH);
201 return vec3(e.anim_duckidle.x, t, ANIMPRIO_CROUCH);
206 if(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR)
207 return vec3(e.anim_jump.x, 0, ANIMPRIO_ACTIVE); // play the END of the jump anim
208 else switch(e.anim_implicit_state & (ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT | ANIMIMPLICITSTATE_RIGHT))
210 case ANIMIMPLICITSTATE_FORWARD:
211 return vec3(e.anim_run.x, t, ANIMPRIO_ACTIVE);
212 case ANIMIMPLICITSTATE_BACKWARDS:
213 return vec3(e.anim_runbackwards.x, t, ANIMPRIO_ACTIVE);
214 case ANIMIMPLICITSTATE_RIGHT:
215 return vec3(e.anim_straferight.x, t, ANIMPRIO_ACTIVE);
216 case ANIMIMPLICITSTATE_LEFT:
217 return vec3(e.anim_strafeleft.x, t, ANIMPRIO_ACTIVE);
218 case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_RIGHT:
219 return vec3(e.anim_forwardright.x, t, ANIMPRIO_ACTIVE);
220 case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_LEFT:
221 return vec3(e.anim_forwardleft.x, t, ANIMPRIO_ACTIVE);
222 case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_RIGHT:
223 return vec3(e.anim_backright.x, t, ANIMPRIO_ACTIVE);
224 case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT:
225 return vec3(e.anim_backleft.x, t, ANIMPRIO_ACTIVE);
227 return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
231 return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
234 void animdecide_setimplicitstate(entity e, float onground)
238 makevectors(e.angles);
240 v.x = e.velocity * v_forward;
241 v.y = e.velocity * v_right;
244 // we want to match like this:
245 // the 8 directions shall be "evenly spaced"
246 // that means, the forward key includes anything from -67.5 to +67.5 degrees
247 // which then means x > |y| * cot(3pi/8)
249 // BUT, the engine's clip-movement-to-keyboard function uses 0.5 here,
250 // which would be an angle range from -63.43 to +63.43 degrees, making
251 // it slightly less likely to "hit two keys at once", so let's do this
256 if(v.x > fabs(v.y) * 0.5)
257 s |= ANIMIMPLICITSTATE_FORWARD;
258 if(v.x < -fabs(v.y) * 0.5)
259 s |= ANIMIMPLICITSTATE_BACKWARDS;
260 if(v.y > fabs(v.x) * 0.5)
261 s |= ANIMIMPLICITSTATE_RIGHT;
262 if(v.y < -fabs(v.x) * 0.5)
263 s |= ANIMIMPLICITSTATE_LEFT;
266 s |= ANIMIMPLICITSTATE_INAIR;
268 // detect some kinds of otherwise misdetected jumps (ground to air transition)
269 // NOTE: currently, in CSQC this is the only jump detection, as the explicit jump action is never called!
270 if(!(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR) && (s & ANIMIMPLICITSTATE_INAIR))
272 e.anim_lower_implicit_action = ANIMACTION_JUMP;
273 e.anim_lower_implicit_time = time;
276 if(s != e.anim_implicit_state)
278 e.anim_implicit_state = s;
279 e.anim_implicit_time = time;
282 void animdecide_setframes(entity e, float support_blending, .float fld_frame, .float fld_frame1time, .float fld_frame2, .float fld_frame2time)
287 vector upper = animdecide_getupperanim(e);
288 vector lower = animdecide_getloweranim(e);
289 //print("UPPER: ", vtos(upper), ", LOWER: ", vtos(lower), "\n");
292 if(upper.z && !lower.z)
294 else if(lower.z && !upper.z)
296 if(e.frame1time != upper.y || e.frame2time != lower.y)
297 BITXOR_ASSIGN(e.effects, EF_RESTARTANIM_BIT);
298 e.(fld_frame) = upper.x;
299 e.(fld_frame1time) = upper.y;
300 e.(fld_frame2) = lower.x;
301 e.(fld_frame2time) = lower.y;
305 if(upper.z > lower.z)
307 else if(lower.z > upper.z)
309 if(e.frame1time != upper.y)
310 BITXOR_ASSIGN(e.effects, EF_RESTARTANIM_BIT);
311 e.(fld_frame) = upper.x;
312 e.(fld_frame1time) = upper.y;
316 void animdecide_setstate(entity e, int newstate, float restart)
319 if(newstate == e.anim_state)
321 e.anim_state = newstate;
324 void animdecide_setaction(entity e, float action, float restart)
329 if(action == e.anim_lower_action)
331 e.anim_lower_action = action;
332 e.anim_lower_time = time;
337 if(action == e.anim_upper_action)
339 e.anim_upper_action = action;
340 e.anim_upper_time = time;