1 #include "animdecide.qh"
4 #include "../server/defs.qh"
7 bool monsters_animoverride(entity e)
9 Monster monster_id = NULL;
10 for(int i = MON_FIRST; i <= MON_LAST; ++i)
12 entity mon = get_monsterinfo(i);
14 //if(substring(e.model, 0, strlen(mon.model) - 4) == substring(mon.model, 0, strlen(mon.model) - 4))
15 if(e.model == mon.model)
22 if(!monster_id) { return false; }
24 monster_id.mr_anim(monster_id);
26 vector none = '0 0 0';
27 e.anim_duckwalk = e.anim_walk;
28 e.anim_duckjump = animfixfps(e, '5 1 10', none);
29 e.anim_duckidle = e.anim_idle;
30 e.anim_jump = animfixfps(e, '8 1 10', none);
31 e.anim_taunt = animfixfps(e, '12 1 0.33', none);
32 e.anim_runbackwards = e.anim_run;
33 e.anim_strafeleft = e.anim_run;
34 e.anim_straferight = e.anim_run;
35 e.anim_forwardright = e.anim_run;
36 e.anim_forwardleft = e.anim_run;
37 e.anim_backright = e.anim_run;
38 e.anim_backleft = e.anim_run;
39 e.anim_duckwalkbackwards = e.anim_walk;
40 e.anim_duckwalkstrafeleft = e.anim_walk;
41 e.anim_duckwalkstraferight = e.anim_walk;
42 e.anim_duckwalkforwardright = e.anim_walk;
43 e.anim_duckwalkforwardleft = e.anim_walk;
44 e.anim_duckwalkbackright = e.anim_walk;
45 e.anim_duckwalkbackleft = e.anim_walk;
47 // these anims ought to stay until stopped explicitly by weaponsystem
48 e.anim_shoot_z = 0.001;
49 e.anim_melee_z = 0.001;
54 void animdecide_load_if_needed(entity e)
56 if(e.modelindex == e.animdecide_modelindex)
58 e.animdecide_modelindex = e.modelindex;
60 if(substring(e.model, 0, 16) == "models/monsters/")
62 if(monsters_animoverride(e))
66 vector none = '0 0 0';
67 e.anim_die1 = animfixfps(e, '0 1 0.5', none); // 2 seconds
68 e.anim_die2 = animfixfps(e, '1 1 0.5', none); // 2 seconds
69 e.anim_draw = animfixfps(e, '2 1 3', none);
70 e.anim_duckwalk = animfixfps(e, '4 1 1', none);
71 e.anim_duckjump = animfixfps(e, '5 1 10', none);
72 e.anim_duckidle = animfixfps(e, '6 1 1', none);
73 e.anim_idle = animfixfps(e, '7 1 1', none);
74 e.anim_jump = animfixfps(e, '8 1 10', none);
75 e.anim_pain1 = animfixfps(e, '9 1 2', none); // 0.5 seconds
76 e.anim_pain2 = animfixfps(e, '10 1 2', none); // 0.5 seconds
77 e.anim_shoot = animfixfps(e, '11 1 5', none); // analyze models and set framerate
78 e.anim_taunt = animfixfps(e, '12 1 0.33', none);
79 e.anim_run = animfixfps(e, '13 1 1', none);
80 e.anim_runbackwards = animfixfps(e, '14 1 1', none);
81 e.anim_strafeleft = animfixfps(e, '15 1 1', none);
82 e.anim_straferight = animfixfps(e, '16 1 1', none);
83 e.anim_forwardright = animfixfps(e, '19 1 1', '16 1 1');
84 e.anim_forwardleft = animfixfps(e, '20 1 1', '15 1 1');
85 e.anim_backright = animfixfps(e, '21 1 1', '16 1 1');
86 e.anim_backleft = animfixfps(e, '22 1 1', '15 1 1');
87 e.anim_melee = animfixfps(e, '23 1 1', '11 1 1');
88 e.anim_duckwalkbackwards = animfixfps(e, '24 1 1', '4 1 1');
89 e.anim_duckwalkstrafeleft = animfixfps(e, '25 1 1', '4 1 1');
90 e.anim_duckwalkstraferight = animfixfps(e, '26 1 1', '4 1 1');
91 e.anim_duckwalkforwardright = animfixfps(e, '27 1 1', '4 1 1');
92 e.anim_duckwalkforwardleft = animfixfps(e, '28 1 1', '4 1 1');
93 e.anim_duckwalkbackright = animfixfps(e, '29 1 1', '4 1 1');
94 e.anim_duckwalkbackleft = animfixfps(e, '30 1 1', '4 1 1');
96 // these anims ought to stay until stopped explicitly by weaponsystem
97 e.anim_shoot_z = 0.001;
98 e.anim_melee_z = 0.001;
101 const float ANIMPRIO_IDLE = 0;
102 const float ANIMPRIO_ACTIVE = 1;
103 const float ANIMPRIO_CROUCH = 2;
104 const float ANIMPRIO_DEAD = 3;
106 vector animdecide_getupperanim(entity e)
109 if(e.anim_state & ANIMSTATE_FROZEN)
110 return vec3(e.anim_idle.x, e.anim_time, ANIMPRIO_DEAD);
111 if(e.anim_state & ANIMSTATE_DEAD1)
112 return vec3(e.anim_die1_x, e.anim_time, ANIMPRIO_DEAD);
113 if(e.anim_state & ANIMSTATE_DEAD2)
114 return vec3(e.anim_die2_x, e.anim_time, ANIMPRIO_DEAD);
116 // is there an action?
117 vector outframe = '-1 0 0';
119 if(e.anim_upper_time >= e.anim_upper_implicit_time)
121 a = e.anim_upper_action;
122 t = e.anim_upper_time;
126 a = e.anim_upper_implicit_action;
127 t = e.anim_upper_implicit_time;
131 case ANIMACTION_DRAW: outframe = e.anim_draw; break;
132 case ANIMACTION_PAIN1: outframe = e.anim_pain1; break;
133 case ANIMACTION_PAIN2: outframe = e.anim_pain2; break;
134 case ANIMACTION_SHOOT: outframe = e.anim_shoot; break;
135 case ANIMACTION_TAUNT: outframe = e.anim_taunt; break;
136 case ANIMACTION_MELEE: outframe = e.anim_melee; break;
140 if(time <= t + outframe.y / outframe.z)
142 // animation is running!
143 return vec3(outframe.x, t, ANIMPRIO_ACTIVE);
146 // or, decide the anim by state
147 t = max(e.anim_time, e.anim_implicit_time);
148 // but all states are for lower body!
149 return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
152 vector animdecide_getloweranim(entity e)
155 if(e.anim_state & ANIMSTATE_FOLLOW)
156 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
157 if(e.anim_state & ANIMSTATE_FROZEN)
158 return vec3(e.anim_idle.x, e.anim_time, ANIMPRIO_DEAD);
159 if(e.anim_state & ANIMSTATE_DEAD1)
160 return vec3(e.anim_die1_x, e.anim_time, ANIMPRIO_DEAD);
161 if(e.anim_state & ANIMSTATE_DEAD2)
162 return vec3(e.anim_die2_x, e.anim_time, ANIMPRIO_DEAD);
164 // is there an action?
165 vector outframe = '-1 0 0';
167 if(e.anim_lower_time >= e.anim_lower_implicit_time)
169 a = e.anim_lower_action;
170 t = e.anim_lower_time;
174 a = e.anim_lower_implicit_action;
175 t = e.anim_lower_implicit_time;
179 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;
183 if(time <= t + outframe.y / outframe.z)
185 // animation is running!
186 return vec3(outframe.x, t, ANIMPRIO_ACTIVE);
189 // or, decide the anim by state
190 t = max(e.anim_time, e.anim_implicit_time);
191 if(e.anim_state & ANIMSTATE_DUCK)
193 if(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR)
194 return vec3(e.anim_duckjump.x, 0, ANIMPRIO_CROUCH); // play the END of the jump anim
195 else switch(e.anim_implicit_state & (ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT | ANIMIMPLICITSTATE_RIGHT))
197 case ANIMIMPLICITSTATE_FORWARD:
198 return vec3(e.anim_duckwalk.x, t, ANIMPRIO_CROUCH);
199 case ANIMIMPLICITSTATE_BACKWARDS:
200 return vec3(e.anim_duckwalkbackwards.x, t, ANIMPRIO_CROUCH);
201 case ANIMIMPLICITSTATE_RIGHT:
202 return vec3(e.anim_duckwalkstraferight.x, t, ANIMPRIO_CROUCH);
203 case ANIMIMPLICITSTATE_LEFT:
204 return vec3(e.anim_duckwalkstrafeleft.x, t, ANIMPRIO_CROUCH);
205 case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_RIGHT:
206 return vec3(e.anim_duckwalkforwardright.x, t, ANIMPRIO_CROUCH);
207 case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_LEFT:
208 return vec3(e.anim_duckwalkforwardleft.x, t, ANIMPRIO_CROUCH);
209 case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_RIGHT:
210 return vec3(e.anim_duckwalkbackright.x, t, ANIMPRIO_CROUCH);
211 case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT:
212 return vec3(e.anim_duckwalkbackleft.x, t, ANIMPRIO_CROUCH);
214 return vec3(e.anim_duckidle.x, t, ANIMPRIO_CROUCH);
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))
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);
240 return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
244 return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
247 void animdecide_setimplicitstate(entity e, float onground)
251 makevectors(e.angles);
253 v.x = e.velocity * v_forward;
254 v.y = e.velocity * v_right;
257 // we want to match like this:
258 // the 8 directions shall be "evenly spaced"
259 // that means, the forward key includes anything from -67.5 to +67.5 degrees
260 // which then means x > |y| * cot(3pi/8)
262 // BUT, the engine's clip-movement-to-keyboard function uses 0.5 here,
263 // which would be an angle range from -63.43 to +63.43 degrees, making
264 // it slightly less likely to "hit two keys at once", so let's do this
269 if(v.x > fabs(v.y) * 0.5)
270 s |= ANIMIMPLICITSTATE_FORWARD;
271 if(v.x < -fabs(v.y) * 0.5)
272 s |= ANIMIMPLICITSTATE_BACKWARDS;
273 if(v.y > fabs(v.x) * 0.5)
274 s |= ANIMIMPLICITSTATE_RIGHT;
275 if(v.y < -fabs(v.x) * 0.5)
276 s |= ANIMIMPLICITSTATE_LEFT;
279 s |= ANIMIMPLICITSTATE_INAIR;
281 // detect some kinds of otherwise misdetected jumps (ground to air transition)
282 // NOTE: currently, in CSQC this is the only jump detection, as the explicit jump action is never called!
283 if(!(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR) && (s & ANIMIMPLICITSTATE_INAIR))
285 e.anim_lower_implicit_action = ANIMACTION_JUMP;
286 e.anim_lower_implicit_time = time;
289 if(s != e.anim_implicit_state)
291 e.anim_implicit_state = s;
292 e.anim_implicit_time = time;
295 void animdecide_setframes(entity e, float support_blending, .float fld_frame, .float fld_frame1time, .float fld_frame2, .float fld_frame2time)
300 vector upper = animdecide_getupperanim(e);
301 vector lower = animdecide_getloweranim(e);
302 //print("UPPER: ", vtos(upper), ", LOWER: ", vtos(lower), "\n");
305 if(upper.z && !lower.z)
307 else if(lower.z && !upper.z)
309 if(e.frame1time != upper.y || e.frame2time != lower.y)
310 BITXOR_ASSIGN(e.effects, EF_RESTARTANIM_BIT);
311 e.(fld_frame) = upper.x;
312 e.(fld_frame1time) = upper.y;
313 e.(fld_frame2) = lower.x;
314 e.(fld_frame2time) = lower.y;
318 if(upper.z > lower.z)
320 else if(lower.z > upper.z)
322 if(e.frame1time != upper.y)
323 BITXOR_ASSIGN(e.effects, EF_RESTARTANIM_BIT);
324 e.(fld_frame) = upper.x;
325 e.(fld_frame1time) = upper.y;
329 void animdecide_setstate(entity e, int newstate, float restart)
332 if(newstate == e.anim_state)
334 e.anim_state = newstate;
337 void animdecide_setaction(entity e, float action, float restart)
342 if(action == e.anim_lower_action)
344 e.anim_lower_action = action;
345 e.anim_lower_time = time;
350 if(action == e.anim_upper_action)
352 e.anim_upper_action = action;
353 e.anim_upper_time = time;