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1 #include "animdecide.qh"
2
3 #include <common/monsters/_mod.qh>
4
5 #if defined(SVQC)
6     #include "util.qh"
7     #include <common/weapons/_all.qh>
8     #include <common/stats.qh>
9 #endif
10
11 bool monsters_animoverride(entity this)
12 {
13         Monster monster_id = NULL;
14         FOREACH(Monsters, it != MON_Null && it.m_model.model_str() == this.model, {
15         monster_id = it;
16         break;
17         });
18
19         if(!monster_id) { return false; }
20
21         monster_id.mr_anim(monster_id, this);
22
23         vector none = '0 0 0';
24         this.anim_duckwalk = this.anim_walk;
25         this.anim_duckjump = animfixfps(this, '5 1 10', none);
26         this.anim_duckidle = this.anim_idle;
27         this.anim_jump = animfixfps(this, '8 1 10', none);
28         this.anim_taunt = animfixfps(this, '12 1 0.33', none);
29         this.anim_runbackwards = this.anim_run;
30         this.anim_strafeleft = this.anim_run;
31         this.anim_straferight = this.anim_run;
32         this.anim_forwardright = this.anim_run;
33         this.anim_forwardleft = this.anim_run;
34         this.anim_backright = this.anim_run;
35         this.anim_backleft  = this.anim_run;
36         this.anim_duckwalkbackwards = this.anim_walk;
37         this.anim_duckwalkstrafeleft = this.anim_walk;
38         this.anim_duckwalkstraferight = this.anim_walk;
39         this.anim_duckwalkforwardright = this.anim_walk;
40         this.anim_duckwalkforwardleft = this.anim_walk;
41         this.anim_duckwalkbackright = this.anim_walk;
42         this.anim_duckwalkbackleft  = this.anim_walk;
43
44         // these anims ought to stay until stopped explicitly by weaponsystem
45         this.anim_shoot_z = 0.001;
46         this.anim_melee_z = 0.001;
47
48         return true;
49 }
50
51 void animdecide_load_if_needed(entity e)
52 {
53         int mdlidx = e.modelindex;
54         if (mdlidx == e.animdecide_modelindex) return;
55         e.animdecide_modelindex = mdlidx;
56
57         if(substring(e.model, 0, 16) == "models/monsters/")
58         {
59                 if(monsters_animoverride(e))
60                         return;
61         }
62
63 #define ANIM_VEC(a, frames, rate) anim_vec(ANIM_##a, mdlidx, frames, rate)
64
65         vector none = '0 0 0';
66         e.anim_die1 = animfixfps(e, ANIM_VEC(die1, 1, 0.5), none); // 2 seconds
67         e.anim_die2 = animfixfps(e, ANIM_VEC(die2, 1, 0.5), none); // 2 seconds
68         e.anim_draw = animfixfps(e, ANIM_VEC(draw, 1, 3), none);
69         e.anim_duckwalk = animfixfps(e, ANIM_VEC(duckwalk, 1, 1), none);
70         e.anim_duckjump = animfixfps(e, ANIM_VEC(duckjump, 1, 10), none);
71         e.anim_duckidle = animfixfps(e, ANIM_VEC(duckidle, 1, 1), none);
72         e.anim_idle = animfixfps(e, ANIM_VEC(idle, 1, 1), none);
73         e.anim_jump = animfixfps(e, ANIM_VEC(jump, 1, 10), none);
74         e.anim_pain1 = animfixfps(e, ANIM_VEC(pain1, 1, 2), none); // 0.5 seconds
75         e.anim_pain2 = animfixfps(e, ANIM_VEC(pain2, 1, 2), none); // 0.5 seconds
76         e.anim_shoot = animfixfps(e, ANIM_VEC(shoot, 1, 5), none); // analyze models and set framerate
77         e.anim_taunt = animfixfps(e, ANIM_VEC(taunt, 1, 0.33), none);
78         e.anim_run = animfixfps(e, ANIM_VEC(run, 1, 1), none);
79         e.anim_runbackwards = animfixfps(e, ANIM_VEC(runbackwards, 1, 1), none);
80         e.anim_strafeleft = animfixfps(e, ANIM_VEC(strafeleft, 1, 1), none);
81         e.anim_straferight = animfixfps(e, ANIM_VEC(straferight, 1, 1), none);
82         e.anim_forwardright = animfixfps(e, ANIM_VEC(forwardright, 1, 1), ANIM_VEC(straferight, 1, 1));
83         e.anim_forwardleft = animfixfps(e, ANIM_VEC(forwardleft, 1, 1), ANIM_VEC(strafeleft, 1, 1));
84         e.anim_backright = animfixfps(e, ANIM_VEC(backright, 1, 1), ANIM_VEC(straferight, 1, 1));
85         e.anim_backleft  = animfixfps(e, ANIM_VEC(backleft , 1, 1), ANIM_VEC(strafeleft, 1, 1));
86         e.anim_melee = animfixfps(e, ANIM_VEC(melee, 1, 1), ANIM_VEC(shoot, 1, 1));
87         e.anim_duckwalkbackwards = animfixfps(e, ANIM_VEC(duckwalkbackwards, 1, 1), ANIM_VEC(duckwalk, 1, 1));
88         e.anim_duckwalkstrafeleft = animfixfps(e, ANIM_VEC(duckwalkstrafeleft, 1, 1), ANIM_VEC(duckwalk, 1, 1));
89         e.anim_duckwalkstraferight = animfixfps(e, ANIM_VEC(duckwalkstraferight, 1, 1), ANIM_VEC(duckwalk, 1, 1));
90         e.anim_duckwalkforwardright = animfixfps(e, ANIM_VEC(duckwalkforwardright, 1, 1), ANIM_VEC(duckwalk, 1, 1));
91         e.anim_duckwalkforwardleft = animfixfps(e, ANIM_VEC(duckwalkforwardleft, 1, 1), ANIM_VEC(duckwalk, 1, 1));
92         e.anim_duckwalkbackright = animfixfps(e, ANIM_VEC(duckwalkbackright, 1,  1), ANIM_VEC(duckwalk, 1, 1));
93         e.anim_duckwalkbackleft  = animfixfps(e, ANIM_VEC(duckwalkbackleft , 1,  1), ANIM_VEC(duckwalk, 1, 1));
94
95 #undef ANIM_VEC
96
97         // these anims ought to stay until stopped explicitly by weaponsystem
98         e.anim_shoot_z = 0.001;
99         e.anim_melee_z = 0.001;
100 }
101
102 const float ANIMPRIO_IDLE = 0;
103 const float ANIMPRIO_ACTIVE = 1;
104 const float ANIMPRIO_CROUCH = 2;
105 const float ANIMPRIO_DEAD = 3;
106
107 vector animdecide_getupperanim(entity e)
108 {
109         // death etc.
110         if(e.anim_state & ANIMSTATE_FROZEN)
111                 return vec3(e.anim_idle.x, e.anim_time, ANIMPRIO_DEAD);
112         if(e.anim_state & ANIMSTATE_DEAD1)
113                 return vec3(e.anim_die1_x, e.anim_time, ANIMPRIO_DEAD);
114         if(e.anim_state & ANIMSTATE_DEAD2)
115                 return vec3(e.anim_die2_x, e.anim_time, ANIMPRIO_DEAD);
116
117         // is there an action?
118         vector outframe = '-1 0 0';
119         float t, a;
120         if(e.anim_upper_time >= e.anim_upper_implicit_time)
121         {
122                 a = e.anim_upper_action;
123                 t = e.anim_upper_time;
124         }
125         else
126         {
127                 a = e.anim_upper_implicit_action;
128                 t = e.anim_upper_implicit_time;
129         }
130         switch(a)
131         {
132                 case ANIMACTION_DRAW: outframe = e.anim_draw; break;
133                 case ANIMACTION_PAIN1: outframe = e.anim_pain1; break;
134                 case ANIMACTION_PAIN2: outframe = e.anim_pain2; break;
135                 case ANIMACTION_SHOOT: outframe = e.anim_shoot; break;
136                 case ANIMACTION_TAUNT: outframe = e.anim_taunt; break;
137                 case ANIMACTION_MELEE: outframe = e.anim_melee; break;
138         }
139         if(outframe.x >= 0)
140         {
141                 if(time <= t + outframe.y / outframe.z)
142                 {
143                         // animation is running!
144                         return vec3(outframe.x, t, ANIMPRIO_ACTIVE);
145                 }
146         }
147         // or, decide the anim by state
148         t = max(e.anim_time, e.anim_implicit_time);
149         // but all states are for lower body!
150         return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
151 }
152
153 vector animdecide_getloweranim(entity e)
154 {
155         // death etc.
156         if(e.anim_state & ANIMSTATE_FOLLOW)
157                 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
158         if(e.anim_state & ANIMSTATE_FROZEN)
159                 return vec3(e.anim_idle.x, e.anim_time, ANIMPRIO_DEAD);
160         if(e.anim_state & ANIMSTATE_DEAD1)
161                 return vec3(e.anim_die1_x, e.anim_time, ANIMPRIO_DEAD);
162         if(e.anim_state & ANIMSTATE_DEAD2)
163                 return vec3(e.anim_die2_x, e.anim_time, ANIMPRIO_DEAD);
164
165         // is there an action?
166         vector outframe = '-1 0 0';
167         float t, a;
168         if(e.anim_lower_time >= e.anim_lower_implicit_time)
169         {
170                 a = e.anim_lower_action;
171                 t = e.anim_lower_time;
172         }
173         else
174         {
175                 a = e.anim_lower_implicit_action;
176                 t = e.anim_lower_implicit_time;
177         }
178         switch(a)
179         {
180                 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;
181         }
182         if(outframe.x >= 0)
183         {
184                 if(time <= t + outframe.y / outframe.z)
185                 {
186                         // animation is running!
187                         return vec3(outframe.x, t, ANIMPRIO_ACTIVE);
188                 }
189         }
190         // or, decide the anim by state
191         t = max(e.anim_time, e.anim_implicit_time);
192         if(e.anim_state & ANIMSTATE_DUCK)
193         {
194                 if(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR)
195                         return vec3(e.anim_duckjump.x, 0, ANIMPRIO_CROUCH); // play the END of the jump anim
196                 else switch(e.anim_implicit_state & (ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT | ANIMIMPLICITSTATE_RIGHT))
197                 {
198                         case ANIMIMPLICITSTATE_FORWARD:
199                                 return vec3(e.anim_duckwalk.x, t, ANIMPRIO_CROUCH);
200                         case ANIMIMPLICITSTATE_BACKWARDS:
201                                 return vec3(e.anim_duckwalkbackwards.x, t, ANIMPRIO_CROUCH);
202                         case ANIMIMPLICITSTATE_RIGHT:
203                                 return vec3(e.anim_duckwalkstraferight.x, t, ANIMPRIO_CROUCH);
204                         case ANIMIMPLICITSTATE_LEFT:
205                                 return vec3(e.anim_duckwalkstrafeleft.x, t, ANIMPRIO_CROUCH);
206                         case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_RIGHT:
207                                 return vec3(e.anim_duckwalkforwardright.x, t, ANIMPRIO_CROUCH);
208                         case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_LEFT:
209                                 return vec3(e.anim_duckwalkforwardleft.x, t, ANIMPRIO_CROUCH);
210                         case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_RIGHT:
211                                 return vec3(e.anim_duckwalkbackright.x, t, ANIMPRIO_CROUCH);
212                         case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT:
213                                 return vec3(e.anim_duckwalkbackleft.x, t, ANIMPRIO_CROUCH);
214                 }
215                 return vec3(e.anim_duckidle.x, t, ANIMPRIO_CROUCH);
216         }
217         else
218         {
219                 if(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR)
220                         return vec3(e.anim_jump.x, 0, ANIMPRIO_ACTIVE); // play the END of the jump anim
221                 else switch(e.anim_implicit_state & (ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT | ANIMIMPLICITSTATE_RIGHT))
222                 {
223                         case ANIMIMPLICITSTATE_FORWARD:
224                                 return vec3(e.anim_run.x, t, ANIMPRIO_ACTIVE);
225                         case ANIMIMPLICITSTATE_BACKWARDS:
226                                 return vec3(e.anim_runbackwards.x, t, ANIMPRIO_ACTIVE);
227                         case ANIMIMPLICITSTATE_RIGHT:
228                                 return vec3(e.anim_straferight.x, t, ANIMPRIO_ACTIVE);
229                         case ANIMIMPLICITSTATE_LEFT:
230                                 return vec3(e.anim_strafeleft.x, t, ANIMPRIO_ACTIVE);
231                         case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_RIGHT:
232                                 return vec3(e.anim_forwardright.x, t, ANIMPRIO_ACTIVE);
233                         case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_LEFT:
234                                 return vec3(e.anim_forwardleft.x, t, ANIMPRIO_ACTIVE);
235                         case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_RIGHT:
236                                 return vec3(e.anim_backright.x, t, ANIMPRIO_ACTIVE);
237                         case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT:
238                                 return vec3(e.anim_backleft.x, t, ANIMPRIO_ACTIVE);
239                 }
240                 return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
241         }
242         // can't get here
243         //return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
244 }
245
246 void animdecide_setimplicitstate(entity e, float onground)
247 {
248         int s = 0;
249
250         makevectors(e.angles);
251         vector v;
252         v.x = e.velocity * v_forward;
253         v.y = e.velocity * v_right;
254         v.z = 0;
255
256         // we want to match like this:
257         // the 8 directions shall be "evenly spaced"
258         // that means, the forward key includes anything from -67.5 to +67.5 degrees
259         // which then means x > |y| * cot(3pi/8)
260         //
261         // BUT, the engine's clip-movement-to-keyboard function uses 0.5 here,
262         // which would be an angle range from -63.43 to +63.43 degrees, making
263         // it slightly less likely to "hit two keys at once", so let's do this
264         // here too
265
266         if(vdist(v, >, 10))
267         {
268                 if(v.x >  fabs(v.y) * 0.5)
269                         s |= ANIMIMPLICITSTATE_FORWARD;
270                 if(v.x < -fabs(v.y) * 0.5)
271                         s |= ANIMIMPLICITSTATE_BACKWARDS;
272                 if(v.y >  fabs(v.x) * 0.5)
273                         s |= ANIMIMPLICITSTATE_RIGHT;
274                 if(v.y < -fabs(v.x) * 0.5)
275                         s |= ANIMIMPLICITSTATE_LEFT;
276         }
277         if(!onground)
278                 s |= ANIMIMPLICITSTATE_INAIR;
279
280         // detect some kinds of otherwise misdetected jumps (ground to air transition)
281         // NOTE: currently, in CSQC this is the only jump detection, as the explicit jump action is never called!
282         if(!(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR) && (s & ANIMIMPLICITSTATE_INAIR))
283         {
284                 e.anim_lower_implicit_action = ANIMACTION_JUMP;
285                 e.anim_lower_implicit_time = time;
286         }
287
288         if(s != e.anim_implicit_state)
289         {
290                 e.anim_implicit_state = s;
291                 e.anim_implicit_time = time;
292         }
293 }
294 void animdecide_setframes(entity e, float support_blending, .float fld_frame, .float fld_frame1time, .float fld_frame2, .float fld_frame2time)
295 {
296         // _x: frame
297         // _y: start time
298         // _z: priority
299         vector upper = animdecide_getupperanim(e);
300         vector lower = animdecide_getloweranim(e);
301         //print("UPPER: ", vtos(upper), ", LOWER: ", vtos(lower), "\n");
302         if(support_blending)
303         {
304                 if(upper.z && !lower.z)
305                         lower = upper;
306                 else if(lower.z && !upper.z)
307                         upper = lower;
308                 if(e.frame1time != upper.y || e.frame2time != lower.y)
309                         BITXOR_ASSIGN(e.effects, EF_RESTARTANIM_BIT);
310                 e.(fld_frame) = upper.x;
311                 e.(fld_frame1time) = upper.y;
312                 e.(fld_frame2) = lower.x;
313                 e.(fld_frame2time) = lower.y;
314         }
315         else
316         {
317                 if(upper.z > lower.z)
318                         lower = upper;
319                 else if(lower.z > upper.z)
320                         upper = lower;
321                 if(e.frame1time != upper.y)
322                         BITXOR_ASSIGN(e.effects, EF_RESTARTANIM_BIT);
323                 e.(fld_frame) = upper.x;
324                 e.(fld_frame1time) = upper.y;
325         }
326 }
327
328 void animdecide_setstate(entity e, int newstate, float restart)
329 {
330         if(!restart)
331                 if(newstate == e.anim_state)
332                         return;
333         e.anim_state = newstate;
334         e.anim_time = time;
335 }
336 void animdecide_setaction(entity e, float action, float restart)
337 {
338         if(action < 0)
339         {
340                 if(!restart)
341                         if(action == e.anim_lower_action)
342                                 return;
343                 e.anim_lower_action = action;
344                 e.anim_lower_time = time;
345         }
346         else
347         {
348                 if(!restart)
349                         if(action == e.anim_upper_action)
350                                 return;
351                 e.anim_upper_action = action;
352                 e.anim_upper_time = time;
353         }
354 }