1 #include "animdecide.qh"
3 #include "monsters/all.qh"
7 #include "../server/defs.qh"
10 bool monsters_animoverride(entity e)
12 Monster monster_id = NULL;
13 for(int i = MON_FIRST; i <= MON_LAST; ++i)
15 entity mon = get_monsterinfo(i);
17 //if(substring(e.model, 0, strlen(mon.model) - 4) == substring(mon.model, 0, strlen(mon.model) - 4))
18 if(e.model == mon.model)
25 if(!monster_id) { return false; }
27 monster_id.mr_anim(monster_id);
29 vector none = '0 0 0';
30 e.anim_duckwalk = e.anim_walk;
31 e.anim_duckjump = animfixfps(e, '5 1 10', none);
32 e.anim_duckidle = e.anim_idle;
33 e.anim_jump = animfixfps(e, '8 1 10', none);
34 e.anim_taunt = animfixfps(e, '12 1 0.33', none);
35 e.anim_runbackwards = e.anim_run;
36 e.anim_strafeleft = e.anim_run;
37 e.anim_straferight = e.anim_run;
38 e.anim_forwardright = e.anim_run;
39 e.anim_forwardleft = e.anim_run;
40 e.anim_backright = e.anim_run;
41 e.anim_backleft = e.anim_run;
42 e.anim_duckwalkbackwards = e.anim_walk;
43 e.anim_duckwalkstrafeleft = e.anim_walk;
44 e.anim_duckwalkstraferight = e.anim_walk;
45 e.anim_duckwalkforwardright = e.anim_walk;
46 e.anim_duckwalkforwardleft = e.anim_walk;
47 e.anim_duckwalkbackright = e.anim_walk;
48 e.anim_duckwalkbackleft = e.anim_walk;
50 // these anims ought to stay until stopped explicitly by weaponsystem
51 e.anim_shoot_z = 0.001;
52 e.anim_melee_z = 0.001;
57 void animdecide_load_if_needed(entity e)
59 if(e.modelindex == e.animdecide_modelindex)
61 e.animdecide_modelindex = e.modelindex;
63 if(substring(e.model, 0, 16) == "models/monsters/")
65 if(monsters_animoverride(e))
69 vector none = '0 0 0';
70 e.anim_die1 = animfixfps(e, '0 1 0.5', none); // 2 seconds
71 e.anim_die2 = animfixfps(e, '1 1 0.5', none); // 2 seconds
72 e.anim_draw = animfixfps(e, '2 1 3', none);
73 e.anim_duckwalk = animfixfps(e, '4 1 1', none);
74 e.anim_duckjump = animfixfps(e, '5 1 10', none);
75 e.anim_duckidle = animfixfps(e, '6 1 1', none);
76 e.anim_idle = animfixfps(e, '7 1 1', none);
77 e.anim_jump = animfixfps(e, '8 1 10', none);
78 e.anim_pain1 = animfixfps(e, '9 1 2', none); // 0.5 seconds
79 e.anim_pain2 = animfixfps(e, '10 1 2', none); // 0.5 seconds
80 e.anim_shoot = animfixfps(e, '11 1 5', none); // analyze models and set framerate
81 e.anim_taunt = animfixfps(e, '12 1 0.33', none);
82 e.anim_run = animfixfps(e, '13 1 1', none);
83 e.anim_runbackwards = animfixfps(e, '14 1 1', none);
84 e.anim_strafeleft = animfixfps(e, '15 1 1', none);
85 e.anim_straferight = animfixfps(e, '16 1 1', none);
86 e.anim_forwardright = animfixfps(e, '19 1 1', '16 1 1');
87 e.anim_forwardleft = animfixfps(e, '20 1 1', '15 1 1');
88 e.anim_backright = animfixfps(e, '21 1 1', '16 1 1');
89 e.anim_backleft = animfixfps(e, '22 1 1', '15 1 1');
90 e.anim_melee = animfixfps(e, '23 1 1', '11 1 1');
91 e.anim_duckwalkbackwards = animfixfps(e, '24 1 1', '4 1 1');
92 e.anim_duckwalkstrafeleft = animfixfps(e, '25 1 1', '4 1 1');
93 e.anim_duckwalkstraferight = animfixfps(e, '26 1 1', '4 1 1');
94 e.anim_duckwalkforwardright = animfixfps(e, '27 1 1', '4 1 1');
95 e.anim_duckwalkforwardleft = animfixfps(e, '28 1 1', '4 1 1');
96 e.anim_duckwalkbackright = animfixfps(e, '29 1 1', '4 1 1');
97 e.anim_duckwalkbackleft = animfixfps(e, '30 1 1', '4 1 1');
99 // these anims ought to stay until stopped explicitly by weaponsystem
100 e.anim_shoot_z = 0.001;
101 e.anim_melee_z = 0.001;
104 const float ANIMPRIO_IDLE = 0;
105 const float ANIMPRIO_ACTIVE = 1;
106 const float ANIMPRIO_CROUCH = 2;
107 const float ANIMPRIO_DEAD = 3;
109 vector animdecide_getupperanim(entity e)
112 if(e.anim_state & ANIMSTATE_FROZEN)
113 return vec3(e.anim_idle.x, e.anim_time, ANIMPRIO_DEAD);
114 if(e.anim_state & ANIMSTATE_DEAD1)
115 return vec3(e.anim_die1_x, e.anim_time, ANIMPRIO_DEAD);
116 if(e.anim_state & ANIMSTATE_DEAD2)
117 return vec3(e.anim_die2_x, e.anim_time, ANIMPRIO_DEAD);
119 // is there an action?
120 vector outframe = '-1 0 0';
122 if(e.anim_upper_time >= e.anim_upper_implicit_time)
124 a = e.anim_upper_action;
125 t = e.anim_upper_time;
129 a = e.anim_upper_implicit_action;
130 t = e.anim_upper_implicit_time;
134 case ANIMACTION_DRAW: outframe = e.anim_draw; break;
135 case ANIMACTION_PAIN1: outframe = e.anim_pain1; break;
136 case ANIMACTION_PAIN2: outframe = e.anim_pain2; break;
137 case ANIMACTION_SHOOT: outframe = e.anim_shoot; break;
138 case ANIMACTION_TAUNT: outframe = e.anim_taunt; break;
139 case ANIMACTION_MELEE: outframe = e.anim_melee; break;
143 if(time <= t + outframe.y / outframe.z)
145 // animation is running!
146 return vec3(outframe.x, t, ANIMPRIO_ACTIVE);
149 // or, decide the anim by state
150 t = max(e.anim_time, e.anim_implicit_time);
151 // but all states are for lower body!
152 return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
155 vector animdecide_getloweranim(entity e)
158 if(e.anim_state & ANIMSTATE_FOLLOW)
159 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
160 if(e.anim_state & ANIMSTATE_FROZEN)
161 return vec3(e.anim_idle.x, e.anim_time, ANIMPRIO_DEAD);
162 if(e.anim_state & ANIMSTATE_DEAD1)
163 return vec3(e.anim_die1_x, e.anim_time, ANIMPRIO_DEAD);
164 if(e.anim_state & ANIMSTATE_DEAD2)
165 return vec3(e.anim_die2_x, e.anim_time, ANIMPRIO_DEAD);
167 // is there an action?
168 vector outframe = '-1 0 0';
170 if(e.anim_lower_time >= e.anim_lower_implicit_time)
172 a = e.anim_lower_action;
173 t = e.anim_lower_time;
177 a = e.anim_lower_implicit_action;
178 t = e.anim_lower_implicit_time;
182 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;
186 if(time <= t + outframe.y / outframe.z)
188 // animation is running!
189 return vec3(outframe.x, t, ANIMPRIO_ACTIVE);
192 // or, decide the anim by state
193 t = max(e.anim_time, e.anim_implicit_time);
194 if(e.anim_state & ANIMSTATE_DUCK)
196 if(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR)
197 return vec3(e.anim_duckjump.x, 0, ANIMPRIO_CROUCH); // play the END of the jump anim
198 else switch(e.anim_implicit_state & (ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT | ANIMIMPLICITSTATE_RIGHT))
200 case ANIMIMPLICITSTATE_FORWARD:
201 return vec3(e.anim_duckwalk.x, t, ANIMPRIO_CROUCH);
202 case ANIMIMPLICITSTATE_BACKWARDS:
203 return vec3(e.anim_duckwalkbackwards.x, t, ANIMPRIO_CROUCH);
204 case ANIMIMPLICITSTATE_RIGHT:
205 return vec3(e.anim_duckwalkstraferight.x, t, ANIMPRIO_CROUCH);
206 case ANIMIMPLICITSTATE_LEFT:
207 return vec3(e.anim_duckwalkstrafeleft.x, t, ANIMPRIO_CROUCH);
208 case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_RIGHT:
209 return vec3(e.anim_duckwalkforwardright.x, t, ANIMPRIO_CROUCH);
210 case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_LEFT:
211 return vec3(e.anim_duckwalkforwardleft.x, t, ANIMPRIO_CROUCH);
212 case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_RIGHT:
213 return vec3(e.anim_duckwalkbackright.x, t, ANIMPRIO_CROUCH);
214 case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT:
215 return vec3(e.anim_duckwalkbackleft.x, t, ANIMPRIO_CROUCH);
217 return vec3(e.anim_duckidle.x, t, ANIMPRIO_CROUCH);
222 if(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR)
223 return vec3(e.anim_jump.x, 0, ANIMPRIO_ACTIVE); // play the END of the jump anim
224 else switch(e.anim_implicit_state & (ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT | ANIMIMPLICITSTATE_RIGHT))
226 case ANIMIMPLICITSTATE_FORWARD:
227 return vec3(e.anim_run.x, t, ANIMPRIO_ACTIVE);
228 case ANIMIMPLICITSTATE_BACKWARDS:
229 return vec3(e.anim_runbackwards.x, t, ANIMPRIO_ACTIVE);
230 case ANIMIMPLICITSTATE_RIGHT:
231 return vec3(e.anim_straferight.x, t, ANIMPRIO_ACTIVE);
232 case ANIMIMPLICITSTATE_LEFT:
233 return vec3(e.anim_strafeleft.x, t, ANIMPRIO_ACTIVE);
234 case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_RIGHT:
235 return vec3(e.anim_forwardright.x, t, ANIMPRIO_ACTIVE);
236 case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_LEFT:
237 return vec3(e.anim_forwardleft.x, t, ANIMPRIO_ACTIVE);
238 case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_RIGHT:
239 return vec3(e.anim_backright.x, t, ANIMPRIO_ACTIVE);
240 case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT:
241 return vec3(e.anim_backleft.x, t, ANIMPRIO_ACTIVE);
243 return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
247 return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
250 void animdecide_setimplicitstate(entity e, float onground)
254 makevectors(e.angles);
256 v.x = e.velocity * v_forward;
257 v.y = e.velocity * v_right;
260 // we want to match like this:
261 // the 8 directions shall be "evenly spaced"
262 // that means, the forward key includes anything from -67.5 to +67.5 degrees
263 // which then means x > |y| * cot(3pi/8)
265 // BUT, the engine's clip-movement-to-keyboard function uses 0.5 here,
266 // which would be an angle range from -63.43 to +63.43 degrees, making
267 // it slightly less likely to "hit two keys at once", so let's do this
272 if(v.x > fabs(v.y) * 0.5)
273 s |= ANIMIMPLICITSTATE_FORWARD;
274 if(v.x < -fabs(v.y) * 0.5)
275 s |= ANIMIMPLICITSTATE_BACKWARDS;
276 if(v.y > fabs(v.x) * 0.5)
277 s |= ANIMIMPLICITSTATE_RIGHT;
278 if(v.y < -fabs(v.x) * 0.5)
279 s |= ANIMIMPLICITSTATE_LEFT;
282 s |= ANIMIMPLICITSTATE_INAIR;
284 // detect some kinds of otherwise misdetected jumps (ground to air transition)
285 // NOTE: currently, in CSQC this is the only jump detection, as the explicit jump action is never called!
286 if(!(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR) && (s & ANIMIMPLICITSTATE_INAIR))
288 e.anim_lower_implicit_action = ANIMACTION_JUMP;
289 e.anim_lower_implicit_time = time;
292 if(s != e.anim_implicit_state)
294 e.anim_implicit_state = s;
295 e.anim_implicit_time = time;
298 void animdecide_setframes(entity e, float support_blending, .float fld_frame, .float fld_frame1time, .float fld_frame2, .float fld_frame2time)
303 vector upper = animdecide_getupperanim(e);
304 vector lower = animdecide_getloweranim(e);
305 //print("UPPER: ", vtos(upper), ", LOWER: ", vtos(lower), "\n");
308 if(upper.z && !lower.z)
310 else if(lower.z && !upper.z)
312 if(e.frame1time != upper.y || e.frame2time != lower.y)
313 BITXOR_ASSIGN(e.effects, EF_RESTARTANIM_BIT);
314 e.(fld_frame) = upper.x;
315 e.(fld_frame1time) = upper.y;
316 e.(fld_frame2) = lower.x;
317 e.(fld_frame2time) = lower.y;
321 if(upper.z > lower.z)
323 else if(lower.z > upper.z)
325 if(e.frame1time != upper.y)
326 BITXOR_ASSIGN(e.effects, EF_RESTARTANIM_BIT);
327 e.(fld_frame) = upper.x;
328 e.(fld_frame1time) = upper.y;
332 void animdecide_setstate(entity e, int newstate, float restart)
335 if(newstate == e.anim_state)
337 e.anim_state = newstate;
340 void animdecide_setaction(entity e, float action, float restart)
345 if(action == e.anim_lower_action)
347 e.anim_lower_action = action;
348 e.anim_lower_time = time;
353 if(action == e.anim_upper_action)
355 e.anim_upper_action = action;
356 e.anim_upper_time = time;