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 void animdecide_load_if_needed(entity e)
15 if(e.modelindex == e.animdecide_modelindex)
17 e.animdecide_modelindex = e.modelindex;
19 vector none = '0 0 0';
20 e.anim_die1 = animfixfps(e, '0 1 0.5', none); // 2 seconds
21 e.anim_die2 = animfixfps(e, '1 1 0.5', none); // 2 seconds
22 e.anim_draw = animfixfps(e, '2 1 3', none);
23 e.anim_duckwalk = animfixfps(e, '4 1 1', none);
24 e.anim_duckjump = animfixfps(e, '5 1 10', none);
25 e.anim_duckidle = animfixfps(e, '6 1 1', none);
26 e.anim_idle = animfixfps(e, '7 1 1', none);
27 e.anim_jump = animfixfps(e, '8 1 10', none);
28 e.anim_pain1 = animfixfps(e, '9 1 2', none); // 0.5 seconds
29 e.anim_pain2 = animfixfps(e, '10 1 2', none); // 0.5 seconds
30 e.anim_shoot = animfixfps(e, '11 1 5', none); // analyze models and set framerate
31 e.anim_taunt = animfixfps(e, '12 1 0.33', none);
32 e.anim_run = animfixfps(e, '13 1 1', none);
33 e.anim_runbackwards = animfixfps(e, '14 1 1', none);
34 e.anim_strafeleft = animfixfps(e, '15 1 1', none);
35 e.anim_straferight = animfixfps(e, '16 1 1', none);
36 e.anim_forwardright = animfixfps(e, '19 1 1', '16 1 1');
37 e.anim_forwardleft = animfixfps(e, '20 1 1', '15 1 1');
38 e.anim_backright = animfixfps(e, '21 1 1', '16 1 1');
39 e.anim_backleft = animfixfps(e, '22 1 1', '15 1 1');
40 e.anim_melee = animfixfps(e, '23 1 1', '11 1 1');
41 e.anim_duckwalkbackwards = animfixfps(e, '24 1 1', '4 1 1');
42 e.anim_duckwalkstrafeleft = animfixfps(e, '25 1 1', '4 1 1');
43 e.anim_duckwalkstraferight = animfixfps(e, '26 1 1', '4 1 1');
44 e.anim_duckwalkforwardright = animfixfps(e, '27 1 1', '4 1 1');
45 e.anim_duckwalkforwardleft = animfixfps(e, '28 1 1', '4 1 1');
46 e.anim_duckwalkbackright = animfixfps(e, '29 1 1', '4 1 1');
47 e.anim_duckwalkbackleft = animfixfps(e, '30 1 1', '4 1 1');
49 // these anims ought to stay until stopped explicitly by weaponsystem
50 e.anim_shoot_z = 0.001;
51 e.anim_melee_z = 0.001;
54 const float ANIMPRIO_IDLE = 0;
55 const float ANIMPRIO_ACTIVE = 1;
56 const float ANIMPRIO_CROUCH = 2;
57 const float ANIMPRIO_DEAD = 3;
59 vector animdecide_getupperanim(entity e)
62 if(e.anim_state & ANIMSTATE_FROZEN)
63 return vec3(e.anim_idle.x, e.anim_time, ANIMPRIO_DEAD);
64 if(e.anim_state & ANIMSTATE_DEAD1)
65 return vec3(e.anim_die1_x, e.anim_time, ANIMPRIO_DEAD);
66 if(e.anim_state & ANIMSTATE_DEAD2)
67 return vec3(e.anim_die2_x, e.anim_time, ANIMPRIO_DEAD);
69 // is there an action?
70 vector outframe = '-1 0 0';
72 if(e.anim_upper_time >= e.anim_upper_implicit_time)
74 a = e.anim_upper_action;
75 t = e.anim_upper_time;
79 a = e.anim_upper_implicit_action;
80 t = e.anim_upper_implicit_time;
84 case ANIMACTION_DRAW: outframe = e.anim_draw; break;
85 case ANIMACTION_PAIN1: outframe = e.anim_pain1; break;
86 case ANIMACTION_PAIN2: outframe = e.anim_pain2; break;
87 case ANIMACTION_SHOOT: outframe = e.anim_shoot; break;
88 case ANIMACTION_TAUNT: outframe = e.anim_taunt; break;
89 case ANIMACTION_MELEE: outframe = e.anim_melee; break;
93 if(time <= t + outframe.y / outframe.z)
95 // animation is running!
96 return vec3(outframe.x, t, ANIMPRIO_ACTIVE);
99 // or, decide the anim by state
100 t = max(e.anim_time, e.anim_implicit_time);
101 // but all states are for lower body!
102 return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
105 vector animdecide_getloweranim(entity e)
108 if(e.anim_state & ANIMSTATE_FROZEN)
109 return vec3(e.anim_idle.x, e.anim_time, ANIMPRIO_DEAD);
110 if(e.anim_state & ANIMSTATE_DEAD1)
111 return vec3(e.anim_die1_x, e.anim_time, ANIMPRIO_DEAD);
112 if(e.anim_state & ANIMSTATE_DEAD2)
113 return vec3(e.anim_die2_x, e.anim_time, ANIMPRIO_DEAD);
115 // is there an action?
116 vector outframe = '-1 0 0';
118 if(e.anim_lower_time >= e.anim_lower_implicit_time)
120 a = e.anim_lower_action;
121 t = e.anim_lower_time;
125 a = e.anim_lower_implicit_action;
126 t = e.anim_lower_implicit_time;
130 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;
134 if(time <= t + outframe.y / outframe.z)
136 // animation is running!
137 return vec3(outframe.x, t, ANIMPRIO_ACTIVE);
140 // or, decide the anim by state
141 t = max(e.anim_time, e.anim_implicit_time);
142 if(e.anim_state & ANIMSTATE_DUCK)
144 if(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR)
145 return vec3(e.anim_duckjump.x, 0, ANIMPRIO_CROUCH); // play the END of the jump anim
146 else switch(e.anim_implicit_state & (ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT | ANIMIMPLICITSTATE_RIGHT))
148 case ANIMIMPLICITSTATE_FORWARD:
149 return vec3(e.anim_duckwalk.x, t, ANIMPRIO_CROUCH);
150 case ANIMIMPLICITSTATE_BACKWARDS:
151 return vec3(e.anim_duckwalkbackwards.x, t, ANIMPRIO_CROUCH);
152 case ANIMIMPLICITSTATE_RIGHT:
153 return vec3(e.anim_duckwalkstraferight.x, t, ANIMPRIO_CROUCH);
154 case ANIMIMPLICITSTATE_LEFT:
155 return vec3(e.anim_duckwalkstrafeleft.x, t, ANIMPRIO_CROUCH);
156 case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_RIGHT:
157 return vec3(e.anim_duckwalkforwardright.x, t, ANIMPRIO_CROUCH);
158 case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_LEFT:
159 return vec3(e.anim_duckwalkforwardleft.x, t, ANIMPRIO_CROUCH);
160 case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_RIGHT:
161 return vec3(e.anim_duckwalkbackright.x, t, ANIMPRIO_CROUCH);
162 case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT:
163 return vec3(e.anim_duckwalkbackleft.x, t, ANIMPRIO_CROUCH);
165 return vec3(e.anim_duckidle.x, t, ANIMPRIO_CROUCH);
170 if(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR)
171 return vec3(e.anim_jump.x, 0, ANIMPRIO_ACTIVE); // play the END of the jump anim
172 else switch(e.anim_implicit_state & (ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT | ANIMIMPLICITSTATE_RIGHT))
174 case ANIMIMPLICITSTATE_FORWARD:
175 return vec3(e.anim_run.x, t, ANIMPRIO_ACTIVE);
176 case ANIMIMPLICITSTATE_BACKWARDS:
177 return vec3(e.anim_runbackwards.x, t, ANIMPRIO_ACTIVE);
178 case ANIMIMPLICITSTATE_RIGHT:
179 return vec3(e.anim_straferight.x, t, ANIMPRIO_ACTIVE);
180 case ANIMIMPLICITSTATE_LEFT:
181 return vec3(e.anim_strafeleft.x, t, ANIMPRIO_ACTIVE);
182 case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_RIGHT:
183 return vec3(e.anim_forwardright.x, t, ANIMPRIO_ACTIVE);
184 case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_LEFT:
185 return vec3(e.anim_forwardleft.x, t, ANIMPRIO_ACTIVE);
186 case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_RIGHT:
187 return vec3(e.anim_backright.x, t, ANIMPRIO_ACTIVE);
188 case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT:
189 return vec3(e.anim_backleft.x, t, ANIMPRIO_ACTIVE);
191 return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
195 return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
198 void animdecide_setimplicitstate(entity e, float onground)
202 makevectors(e.angles);
204 v.x = e.velocity * v_forward;
205 v.y = e.velocity * v_right;
208 // we want to match like this:
209 // the 8 directions shall be "evenly spaced"
210 // that means, the forward key includes anything from -67.5 to +67.5 degrees
211 // which then means x > |y| * cot(3pi/8)
213 // BUT, the engine's clip-movement-to-keyboard function uses 0.5 here,
214 // which would be an angle range from -63.43 to +63.43 degrees, making
215 // it slightly less likely to "hit two keys at once", so let's do this
220 if(v.x > fabs(v.y) * 0.5)
221 s |= ANIMIMPLICITSTATE_FORWARD;
222 if(v.x < -fabs(v.y) * 0.5)
223 s |= ANIMIMPLICITSTATE_BACKWARDS;
224 if(v.y > fabs(v.x) * 0.5)
225 s |= ANIMIMPLICITSTATE_RIGHT;
226 if(v.y < -fabs(v.x) * 0.5)
227 s |= ANIMIMPLICITSTATE_LEFT;
230 s |= ANIMIMPLICITSTATE_INAIR;
232 // detect some kinds of otherwise misdetected jumps (ground to air transition)
233 // NOTE: currently, in CSQC this is the only jump detection, as the explicit jump action is never called!
234 if(!(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR) && (s & ANIMIMPLICITSTATE_INAIR))
236 e.anim_lower_implicit_action = ANIMACTION_JUMP;
237 e.anim_lower_implicit_time = time;
240 if(s != e.anim_implicit_state)
242 e.anim_implicit_state = s;
243 e.anim_implicit_time = time;
246 void animdecide_setframes(entity e, float support_blending, .float fld_frame, .float fld_frame1time, .float fld_frame2, .float fld_frame2time)
251 vector upper = animdecide_getupperanim(e);
252 vector lower = animdecide_getloweranim(e);
253 //print("UPPER: ", vtos(upper), ", LOWER: ", vtos(lower), "\n");
256 if(upper.z && !lower.z)
258 else if(lower.z && !upper.z)
260 if(e.frame1time != upper.y || e.frame2time != lower.y)
261 BITXOR_ASSIGN(e.effects, EF_RESTARTANIM_BIT);
262 e.(fld_frame) = upper.x;
263 e.(fld_frame1time) = upper.y;
264 e.(fld_frame2) = lower.x;
265 e.(fld_frame2time) = lower.y;
269 if(upper.z > lower.z)
271 else if(lower.z > upper.z)
273 if(e.frame1time != upper.y)
274 BITXOR_ASSIGN(e.effects, EF_RESTARTANIM_BIT);
275 e.(fld_frame) = upper.x;
276 e.(fld_frame1time) = upper.y;
280 void animdecide_setstate(entity e, int newstate, float restart)
283 if(newstate == e.anim_state)
285 e.anim_state = newstate;
288 void animdecide_setaction(entity e, float action, float restart)
293 if(action == e.anim_lower_action)
295 e.anim_lower_action = action;
296 e.anim_lower_time = time;
301 if(action == e.anim_upper_action)
303 e.anim_upper_action = action;
304 e.anim_upper_time = time;