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 bool monsters_animoverride(entity e)
16 for(int i = MON_FIRST; i <= MON_LAST; ++i)
18 entity mon = get_monsterinfo(i);
20 //if(substring(e.model, 0, strlen(mon.model) - 4) == substring(mon.model, 0, strlen(mon.model) - 4))
21 if(e.model == mon.model)
28 if(!monster_id) { return false; }
30 MON_ACTION(monster_id, MR_ANIM);
32 vector none = '0 0 0';
33 e.anim_duckwalk = e.anim_walk;
34 e.anim_duckjump = animfixfps(e, '5 1 10', none);
35 e.anim_duckidle = e.anim_idle;
36 e.anim_jump = animfixfps(e, '8 1 10', none);
37 e.anim_taunt = animfixfps(e, '12 1 0.33', none);
38 e.anim_runbackwards = e.anim_run;
39 e.anim_strafeleft = e.anim_run;
40 e.anim_straferight = e.anim_run;
41 e.anim_forwardright = e.anim_run;
42 e.anim_forwardleft = e.anim_run;
43 e.anim_backright = e.anim_run;
44 e.anim_backleft = e.anim_run;
45 e.anim_duckwalkbackwards = e.anim_walk;
46 e.anim_duckwalkstrafeleft = e.anim_walk;
47 e.anim_duckwalkstraferight = e.anim_walk;
48 e.anim_duckwalkforwardright = e.anim_walk;
49 e.anim_duckwalkforwardleft = e.anim_walk;
50 e.anim_duckwalkbackright = e.anim_walk;
51 e.anim_duckwalkbackleft = e.anim_walk;
53 // these anims ought to stay until stopped explicitly by weaponsystem
54 e.anim_shoot_z = 0.001;
55 e.anim_melee_z = 0.001;
60 void animdecide_load_if_needed(entity e)
62 if(e.modelindex == e.animdecide_modelindex)
64 e.animdecide_modelindex = e.modelindex;
66 if(substring(e.model, 0, 16) == "models/monsters/")
68 if(monsters_animoverride(e))
72 vector none = '0 0 0';
73 e.anim_die1 = animfixfps(e, '0 1 0.5', none); // 2 seconds
74 e.anim_die2 = animfixfps(e, '1 1 0.5', none); // 2 seconds
75 e.anim_draw = animfixfps(e, '2 1 3', none);
76 e.anim_duckwalk = animfixfps(e, '4 1 1', none);
77 e.anim_duckjump = animfixfps(e, '5 1 10', none);
78 e.anim_duckidle = animfixfps(e, '6 1 1', none);
79 e.anim_idle = animfixfps(e, '7 1 1', none);
80 e.anim_jump = animfixfps(e, '8 1 10', none);
81 e.anim_pain1 = animfixfps(e, '9 1 2', none); // 0.5 seconds
82 e.anim_pain2 = animfixfps(e, '10 1 2', none); // 0.5 seconds
83 e.anim_shoot = animfixfps(e, '11 1 5', none); // analyze models and set framerate
84 e.anim_taunt = animfixfps(e, '12 1 0.33', none);
85 e.anim_run = animfixfps(e, '13 1 1', none);
86 e.anim_runbackwards = animfixfps(e, '14 1 1', none);
87 e.anim_strafeleft = animfixfps(e, '15 1 1', none);
88 e.anim_straferight = animfixfps(e, '16 1 1', none);
89 e.anim_forwardright = animfixfps(e, '19 1 1', '16 1 1');
90 e.anim_forwardleft = animfixfps(e, '20 1 1', '15 1 1');
91 e.anim_backright = animfixfps(e, '21 1 1', '16 1 1');
92 e.anim_backleft = animfixfps(e, '22 1 1', '15 1 1');
93 e.anim_melee = animfixfps(e, '23 1 1', '11 1 1');
94 e.anim_duckwalkbackwards = animfixfps(e, '24 1 1', '4 1 1');
95 e.anim_duckwalkstrafeleft = animfixfps(e, '25 1 1', '4 1 1');
96 e.anim_duckwalkstraferight = animfixfps(e, '26 1 1', '4 1 1');
97 e.anim_duckwalkforwardright = animfixfps(e, '27 1 1', '4 1 1');
98 e.anim_duckwalkforwardleft = animfixfps(e, '28 1 1', '4 1 1');
99 e.anim_duckwalkbackright = animfixfps(e, '29 1 1', '4 1 1');
100 e.anim_duckwalkbackleft = animfixfps(e, '30 1 1', '4 1 1');
102 // these anims ought to stay until stopped explicitly by weaponsystem
103 e.anim_shoot_z = 0.001;
104 e.anim_melee_z = 0.001;
107 const float ANIMPRIO_IDLE = 0;
108 const float ANIMPRIO_ACTIVE = 1;
109 const float ANIMPRIO_CROUCH = 2;
110 const float ANIMPRIO_DEAD = 3;
112 vector animdecide_getupperanim(entity e)
115 if(e.anim_state & ANIMSTATE_FROZEN)
116 return vec3(e.anim_idle.x, e.anim_time, ANIMPRIO_DEAD);
117 if(e.anim_state & ANIMSTATE_DEAD1)
118 return vec3(e.anim_die1_x, e.anim_time, ANIMPRIO_DEAD);
119 if(e.anim_state & ANIMSTATE_DEAD2)
120 return vec3(e.anim_die2_x, e.anim_time, ANIMPRIO_DEAD);
122 // is there an action?
123 vector outframe = '-1 0 0';
125 if(e.anim_upper_time >= e.anim_upper_implicit_time)
127 a = e.anim_upper_action;
128 t = e.anim_upper_time;
132 a = e.anim_upper_implicit_action;
133 t = e.anim_upper_implicit_time;
137 case ANIMACTION_DRAW: outframe = e.anim_draw; break;
138 case ANIMACTION_PAIN1: outframe = e.anim_pain1; break;
139 case ANIMACTION_PAIN2: outframe = e.anim_pain2; break;
140 case ANIMACTION_SHOOT: outframe = e.anim_shoot; break;
141 case ANIMACTION_TAUNT: outframe = e.anim_taunt; break;
142 case ANIMACTION_MELEE: outframe = e.anim_melee; break;
146 if(time <= t + outframe.y / outframe.z)
148 // animation is running!
149 return vec3(outframe.x, t, ANIMPRIO_ACTIVE);
152 // or, decide the anim by state
153 t = max(e.anim_time, e.anim_implicit_time);
154 // but all states are for lower body!
155 return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
158 vector animdecide_getloweranim(entity e)
161 if(e.anim_state & ANIMSTATE_FOLLOW)
162 return vec3(((e.anim_state & ANIMSTATE_DUCK) ? e.anim_duckidle_x : e.anim_idle_x), e.anim_time, ANIMPRIO_DEAD); // dead priority so it's above all
163 if(e.anim_state & ANIMSTATE_FROZEN)
164 return vec3(e.anim_idle.x, e.anim_time, ANIMPRIO_DEAD);
165 if(e.anim_state & ANIMSTATE_DEAD1)
166 return vec3(e.anim_die1_x, e.anim_time, ANIMPRIO_DEAD);
167 if(e.anim_state & ANIMSTATE_DEAD2)
168 return vec3(e.anim_die2_x, e.anim_time, ANIMPRIO_DEAD);
170 // is there an action?
171 vector outframe = '-1 0 0';
173 if(e.anim_lower_time >= e.anim_lower_implicit_time)
175 a = e.anim_lower_action;
176 t = e.anim_lower_time;
180 a = e.anim_lower_implicit_action;
181 t = e.anim_lower_implicit_time;
185 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;
189 if(time <= t + outframe.y / outframe.z)
191 // animation is running!
192 return vec3(outframe.x, t, ANIMPRIO_ACTIVE);
195 // or, decide the anim by state
196 t = max(e.anim_time, e.anim_implicit_time);
197 if(e.anim_state & ANIMSTATE_DUCK)
199 if(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR)
200 return vec3(e.anim_duckjump.x, 0, ANIMPRIO_CROUCH); // play the END of the jump anim
201 else switch(e.anim_implicit_state & (ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT | ANIMIMPLICITSTATE_RIGHT))
203 case ANIMIMPLICITSTATE_FORWARD:
204 return vec3(e.anim_duckwalk.x, t, ANIMPRIO_CROUCH);
205 case ANIMIMPLICITSTATE_BACKWARDS:
206 return vec3(e.anim_duckwalkbackwards.x, t, ANIMPRIO_CROUCH);
207 case ANIMIMPLICITSTATE_RIGHT:
208 return vec3(e.anim_duckwalkstraferight.x, t, ANIMPRIO_CROUCH);
209 case ANIMIMPLICITSTATE_LEFT:
210 return vec3(e.anim_duckwalkstrafeleft.x, t, ANIMPRIO_CROUCH);
211 case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_RIGHT:
212 return vec3(e.anim_duckwalkforwardright.x, t, ANIMPRIO_CROUCH);
213 case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_LEFT:
214 return vec3(e.anim_duckwalkforwardleft.x, t, ANIMPRIO_CROUCH);
215 case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_RIGHT:
216 return vec3(e.anim_duckwalkbackright.x, t, ANIMPRIO_CROUCH);
217 case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT:
218 return vec3(e.anim_duckwalkbackleft.x, t, ANIMPRIO_CROUCH);
220 return vec3(e.anim_duckidle.x, t, ANIMPRIO_CROUCH);
225 if(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR)
226 return vec3(e.anim_jump.x, 0, ANIMPRIO_ACTIVE); // play the END of the jump anim
227 else switch(e.anim_implicit_state & (ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT | ANIMIMPLICITSTATE_RIGHT))
229 case ANIMIMPLICITSTATE_FORWARD:
230 return vec3(e.anim_run.x, t, ANIMPRIO_ACTIVE);
231 case ANIMIMPLICITSTATE_BACKWARDS:
232 return vec3(e.anim_runbackwards.x, t, ANIMPRIO_ACTIVE);
233 case ANIMIMPLICITSTATE_RIGHT:
234 return vec3(e.anim_straferight.x, t, ANIMPRIO_ACTIVE);
235 case ANIMIMPLICITSTATE_LEFT:
236 return vec3(e.anim_strafeleft.x, t, ANIMPRIO_ACTIVE);
237 case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_RIGHT:
238 return vec3(e.anim_forwardright.x, t, ANIMPRIO_ACTIVE);
239 case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_LEFT:
240 return vec3(e.anim_forwardleft.x, t, ANIMPRIO_ACTIVE);
241 case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_RIGHT:
242 return vec3(e.anim_backright.x, t, ANIMPRIO_ACTIVE);
243 case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT:
244 return vec3(e.anim_backleft.x, t, ANIMPRIO_ACTIVE);
246 return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
250 return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
253 void animdecide_setimplicitstate(entity e, float onground)
257 makevectors(e.angles);
259 v.x = e.velocity * v_forward;
260 v.y = e.velocity * v_right;
263 // we want to match like this:
264 // the 8 directions shall be "evenly spaced"
265 // that means, the forward key includes anything from -67.5 to +67.5 degrees
266 // which then means x > |y| * cot(3pi/8)
268 // BUT, the engine's clip-movement-to-keyboard function uses 0.5 here,
269 // which would be an angle range from -63.43 to +63.43 degrees, making
270 // it slightly less likely to "hit two keys at once", so let's do this
275 if(v.x > fabs(v.y) * 0.5)
276 s |= ANIMIMPLICITSTATE_FORWARD;
277 if(v.x < -fabs(v.y) * 0.5)
278 s |= ANIMIMPLICITSTATE_BACKWARDS;
279 if(v.y > fabs(v.x) * 0.5)
280 s |= ANIMIMPLICITSTATE_RIGHT;
281 if(v.y < -fabs(v.x) * 0.5)
282 s |= ANIMIMPLICITSTATE_LEFT;
285 s |= ANIMIMPLICITSTATE_INAIR;
287 // detect some kinds of otherwise misdetected jumps (ground to air transition)
288 // NOTE: currently, in CSQC this is the only jump detection, as the explicit jump action is never called!
289 if(!(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR) && (s & ANIMIMPLICITSTATE_INAIR))
291 e.anim_lower_implicit_action = ANIMACTION_JUMP;
292 e.anim_lower_implicit_time = time;
295 if(s != e.anim_implicit_state)
297 e.anim_implicit_state = s;
298 e.anim_implicit_time = time;
301 void animdecide_setframes(entity e, float support_blending, .float fld_frame, .float fld_frame1time, .float fld_frame2, .float fld_frame2time)
306 vector upper = animdecide_getupperanim(e);
307 vector lower = animdecide_getloweranim(e);
308 //print("UPPER: ", vtos(upper), ", LOWER: ", vtos(lower), "\n");
311 if(upper.z && !lower.z)
313 else if(lower.z && !upper.z)
315 if(e.frame1time != upper.y || e.frame2time != lower.y)
316 BITXOR_ASSIGN(e.effects, EF_RESTARTANIM_BIT);
317 e.(fld_frame) = upper.x;
318 e.(fld_frame1time) = upper.y;
319 e.(fld_frame2) = lower.x;
320 e.(fld_frame2time) = lower.y;
324 if(upper.z > lower.z)
326 else if(lower.z > upper.z)
328 if(e.frame1time != upper.y)
329 BITXOR_ASSIGN(e.effects, EF_RESTARTANIM_BIT);
330 e.(fld_frame) = upper.x;
331 e.(fld_frame1time) = upper.y;
335 void animdecide_setstate(entity e, int newstate, float restart)
338 if(newstate == e.anim_state)
340 e.anim_state = newstate;
343 void animdecide_setaction(entity e, float action, float restart)
348 if(action == e.anim_lower_action)
350 e.anim_lower_action = action;
351 e.anim_lower_time = time;
356 if(action == e.anim_upper_action)
358 e.anim_upper_action = action;
359 e.anim_upper_time = time;