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 int mdlidx = e.modelindex;
60 if (mdlidx == e.animdecide_modelindex) return;
61 e.animdecide_modelindex = mdlidx;
63 if(substring(e.model, 0, 16) == "models/monsters/")
65 if(monsters_animoverride(e))
69 #define ANIM_VEC(a, frames, rate) anim_vec(ANIM_##a, mdlidx, frames, rate)
71 vector none = '0 0 0';
72 e.anim_die1 = animfixfps(e, ANIM_VEC(die1, 1, 0.5), none); // 2 seconds
73 e.anim_die2 = animfixfps(e, ANIM_VEC(die2, 1, 0.5), none); // 2 seconds
74 e.anim_draw = animfixfps(e, ANIM_VEC(draw, 1, 3), none);
75 e.anim_duckwalk = animfixfps(e, ANIM_VEC(duckwalk, 1, 1), none);
76 e.anim_duckjump = animfixfps(e, ANIM_VEC(duckjump, 1, 10), none);
77 e.anim_duckidle = animfixfps(e, ANIM_VEC(duckidle, 1, 1), none);
78 e.anim_idle = animfixfps(e, ANIM_VEC(idle, 1, 1), none);
79 e.anim_jump = animfixfps(e, ANIM_VEC(jump, 1, 10), none);
80 e.anim_pain1 = animfixfps(e, ANIM_VEC(pain1, 1, 2), none); // 0.5 seconds
81 e.anim_pain2 = animfixfps(e, ANIM_VEC(pain2, 1, 2), none); // 0.5 seconds
82 e.anim_shoot = animfixfps(e, ANIM_VEC(shoot, 1, 5), none); // analyze models and set framerate
83 e.anim_taunt = animfixfps(e, ANIM_VEC(taunt, 1, 0.33), none);
84 e.anim_run = animfixfps(e, ANIM_VEC(run, 1, 1), none);
85 e.anim_runbackwards = animfixfps(e, ANIM_VEC(runbackwards, 1, 1), none);
86 e.anim_strafeleft = animfixfps(e, ANIM_VEC(strafeleft, 1, 1), none);
87 e.anim_straferight = animfixfps(e, ANIM_VEC(straferight, 1, 1), none);
88 e.anim_forwardright = animfixfps(e, ANIM_VEC(forwardright, 1, 1), ANIM_VEC(straferight, 1, 1));
89 e.anim_forwardleft = animfixfps(e, ANIM_VEC(forwardleft, 1, 1), ANIM_VEC(strafeleft, 1, 1));
90 e.anim_backright = animfixfps(e, ANIM_VEC(backright, 1, 1), ANIM_VEC(straferight, 1, 1));
91 e.anim_backleft = animfixfps(e, ANIM_VEC(backleft , 1, 1), ANIM_VEC(strafeleft, 1, 1));
92 e.anim_melee = animfixfps(e, ANIM_VEC(melee, 1, 1), ANIM_VEC(shoot, 1, 1));
93 e.anim_duckwalkbackwards = animfixfps(e, ANIM_VEC(duckwalkbackwards, 1, 1), ANIM_VEC(duckwalk, 1, 1));
94 e.anim_duckwalkstrafeleft = animfixfps(e, ANIM_VEC(duckwalkstrafeleft, 1, 1), ANIM_VEC(duckwalk, 1, 1));
95 e.anim_duckwalkstraferight = animfixfps(e, ANIM_VEC(duckwalkstraferight, 1, 1), ANIM_VEC(duckwalk, 1, 1));
96 e.anim_duckwalkforwardright = animfixfps(e, ANIM_VEC(duckwalkforwardright, 1, 1), ANIM_VEC(duckwalk, 1, 1));
97 e.anim_duckwalkforwardleft = animfixfps(e, ANIM_VEC(duckwalkforwardleft, 1, 1), ANIM_VEC(duckwalk, 1, 1));
98 e.anim_duckwalkbackright = animfixfps(e, ANIM_VEC(duckwalkbackright, 1, 1), ANIM_VEC(duckwalk, 1, 1));
99 e.anim_duckwalkbackleft = animfixfps(e, ANIM_VEC(duckwalkbackleft , 1, 1), ANIM_VEC(duckwalk, 1, 1));
103 // these anims ought to stay until stopped explicitly by weaponsystem
104 e.anim_shoot_z = 0.001;
105 e.anim_melee_z = 0.001;
108 const float ANIMPRIO_IDLE = 0;
109 const float ANIMPRIO_ACTIVE = 1;
110 const float ANIMPRIO_CROUCH = 2;
111 const float ANIMPRIO_DEAD = 3;
113 vector animdecide_getupperanim(entity e)
116 if(e.anim_state & ANIMSTATE_FROZEN)
117 return vec3(e.anim_idle.x, e.anim_time, ANIMPRIO_DEAD);
118 if(e.anim_state & ANIMSTATE_DEAD1)
119 return vec3(e.anim_die1_x, e.anim_time, ANIMPRIO_DEAD);
120 if(e.anim_state & ANIMSTATE_DEAD2)
121 return vec3(e.anim_die2_x, e.anim_time, ANIMPRIO_DEAD);
123 // is there an action?
124 vector outframe = '-1 0 0';
126 if(e.anim_upper_time >= e.anim_upper_implicit_time)
128 a = e.anim_upper_action;
129 t = e.anim_upper_time;
133 a = e.anim_upper_implicit_action;
134 t = e.anim_upper_implicit_time;
138 case ANIMACTION_DRAW: outframe = e.anim_draw; break;
139 case ANIMACTION_PAIN1: outframe = e.anim_pain1; break;
140 case ANIMACTION_PAIN2: outframe = e.anim_pain2; break;
141 case ANIMACTION_SHOOT: outframe = e.anim_shoot; break;
142 case ANIMACTION_TAUNT: outframe = e.anim_taunt; break;
143 case ANIMACTION_MELEE: outframe = e.anim_melee; break;
147 if(time <= t + outframe.y / outframe.z)
149 // animation is running!
150 return vec3(outframe.x, t, ANIMPRIO_ACTIVE);
153 // or, decide the anim by state
154 t = max(e.anim_time, e.anim_implicit_time);
155 // but all states are for lower body!
156 return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
159 vector animdecide_getloweranim(entity e)
162 if(e.anim_state & ANIMSTATE_FOLLOW)
163 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
164 if(e.anim_state & ANIMSTATE_FROZEN)
165 return vec3(e.anim_idle.x, e.anim_time, ANIMPRIO_DEAD);
166 if(e.anim_state & ANIMSTATE_DEAD1)
167 return vec3(e.anim_die1_x, e.anim_time, ANIMPRIO_DEAD);
168 if(e.anim_state & ANIMSTATE_DEAD2)
169 return vec3(e.anim_die2_x, e.anim_time, ANIMPRIO_DEAD);
171 // is there an action?
172 vector outframe = '-1 0 0';
174 if(e.anim_lower_time >= e.anim_lower_implicit_time)
176 a = e.anim_lower_action;
177 t = e.anim_lower_time;
181 a = e.anim_lower_implicit_action;
182 t = e.anim_lower_implicit_time;
186 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;
190 if(time <= t + outframe.y / outframe.z)
192 // animation is running!
193 return vec3(outframe.x, t, ANIMPRIO_ACTIVE);
196 // or, decide the anim by state
197 t = max(e.anim_time, e.anim_implicit_time);
198 if(e.anim_state & ANIMSTATE_DUCK)
200 if(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR)
201 return vec3(e.anim_duckjump.x, 0, ANIMPRIO_CROUCH); // play the END of the jump anim
202 else switch(e.anim_implicit_state & (ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT | ANIMIMPLICITSTATE_RIGHT))
204 case ANIMIMPLICITSTATE_FORWARD:
205 return vec3(e.anim_duckwalk.x, t, ANIMPRIO_CROUCH);
206 case ANIMIMPLICITSTATE_BACKWARDS:
207 return vec3(e.anim_duckwalkbackwards.x, t, ANIMPRIO_CROUCH);
208 case ANIMIMPLICITSTATE_RIGHT:
209 return vec3(e.anim_duckwalkstraferight.x, t, ANIMPRIO_CROUCH);
210 case ANIMIMPLICITSTATE_LEFT:
211 return vec3(e.anim_duckwalkstrafeleft.x, t, ANIMPRIO_CROUCH);
212 case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_RIGHT:
213 return vec3(e.anim_duckwalkforwardright.x, t, ANIMPRIO_CROUCH);
214 case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_LEFT:
215 return vec3(e.anim_duckwalkforwardleft.x, t, ANIMPRIO_CROUCH);
216 case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_RIGHT:
217 return vec3(e.anim_duckwalkbackright.x, t, ANIMPRIO_CROUCH);
218 case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT:
219 return vec3(e.anim_duckwalkbackleft.x, t, ANIMPRIO_CROUCH);
221 return vec3(e.anim_duckidle.x, t, ANIMPRIO_CROUCH);
226 if(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR)
227 return vec3(e.anim_jump.x, 0, ANIMPRIO_ACTIVE); // play the END of the jump anim
228 else switch(e.anim_implicit_state & (ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT | ANIMIMPLICITSTATE_RIGHT))
230 case ANIMIMPLICITSTATE_FORWARD:
231 return vec3(e.anim_run.x, t, ANIMPRIO_ACTIVE);
232 case ANIMIMPLICITSTATE_BACKWARDS:
233 return vec3(e.anim_runbackwards.x, t, ANIMPRIO_ACTIVE);
234 case ANIMIMPLICITSTATE_RIGHT:
235 return vec3(e.anim_straferight.x, t, ANIMPRIO_ACTIVE);
236 case ANIMIMPLICITSTATE_LEFT:
237 return vec3(e.anim_strafeleft.x, t, ANIMPRIO_ACTIVE);
238 case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_RIGHT:
239 return vec3(e.anim_forwardright.x, t, ANIMPRIO_ACTIVE);
240 case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_LEFT:
241 return vec3(e.anim_forwardleft.x, t, ANIMPRIO_ACTIVE);
242 case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_RIGHT:
243 return vec3(e.anim_backright.x, t, ANIMPRIO_ACTIVE);
244 case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT:
245 return vec3(e.anim_backleft.x, t, ANIMPRIO_ACTIVE);
247 return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
251 return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
254 void animdecide_setimplicitstate(entity e, float onground)
258 makevectors(e.angles);
260 v.x = e.velocity * v_forward;
261 v.y = e.velocity * v_right;
264 // we want to match like this:
265 // the 8 directions shall be "evenly spaced"
266 // that means, the forward key includes anything from -67.5 to +67.5 degrees
267 // which then means x > |y| * cot(3pi/8)
269 // BUT, the engine's clip-movement-to-keyboard function uses 0.5 here,
270 // which would be an angle range from -63.43 to +63.43 degrees, making
271 // it slightly less likely to "hit two keys at once", so let's do this
276 if(v.x > fabs(v.y) * 0.5)
277 s |= ANIMIMPLICITSTATE_FORWARD;
278 if(v.x < -fabs(v.y) * 0.5)
279 s |= ANIMIMPLICITSTATE_BACKWARDS;
280 if(v.y > fabs(v.x) * 0.5)
281 s |= ANIMIMPLICITSTATE_RIGHT;
282 if(v.y < -fabs(v.x) * 0.5)
283 s |= ANIMIMPLICITSTATE_LEFT;
286 s |= ANIMIMPLICITSTATE_INAIR;
288 // detect some kinds of otherwise misdetected jumps (ground to air transition)
289 // NOTE: currently, in CSQC this is the only jump detection, as the explicit jump action is never called!
290 if(!(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR) && (s & ANIMIMPLICITSTATE_INAIR))
292 e.anim_lower_implicit_action = ANIMACTION_JUMP;
293 e.anim_lower_implicit_time = time;
296 if(s != e.anim_implicit_state)
298 e.anim_implicit_state = s;
299 e.anim_implicit_time = time;
302 void animdecide_setframes(entity e, float support_blending, .float fld_frame, .float fld_frame1time, .float fld_frame2, .float fld_frame2time)
307 vector upper = animdecide_getupperanim(e);
308 vector lower = animdecide_getloweranim(e);
309 //print("UPPER: ", vtos(upper), ", LOWER: ", vtos(lower), "\n");
312 if(upper.z && !lower.z)
314 else if(lower.z && !upper.z)
316 if(e.frame1time != upper.y || e.frame2time != lower.y)
317 BITXOR_ASSIGN(e.effects, EF_RESTARTANIM_BIT);
318 e.(fld_frame) = upper.x;
319 e.(fld_frame1time) = upper.y;
320 e.(fld_frame2) = lower.x;
321 e.(fld_frame2time) = lower.y;
325 if(upper.z > lower.z)
327 else if(lower.z > upper.z)
329 if(e.frame1time != upper.y)
330 BITXOR_ASSIGN(e.effects, EF_RESTARTANIM_BIT);
331 e.(fld_frame) = upper.x;
332 e.(fld_frame1time) = upper.y;
336 void animdecide_setstate(entity e, int newstate, float restart)
339 if(newstate == e.anim_state)
341 e.anim_state = newstate;
344 void animdecide_setaction(entity e, float action, float restart)
349 if(action == e.anim_lower_action)
351 e.anim_lower_action = action;
352 e.anim_lower_time = time;
357 if(action == e.anim_upper_action)
359 e.anim_upper_action = action;
360 e.anim_upper_time = time;