]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/animdecide.qc
Merge branch 'master' into Mario/turrets
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / animdecide.qc
index d2b849f580e4832621dd5c16467dcbeb8cfb39cb..ecc840f6fbbe41358d381d26a8c12ffaac59de2d 100644 (file)
@@ -1,3 +1,15 @@
+#if defined(CSQC)
+       #include "../dpdefs/csprogsdefs.qh"
+       #include "animdecide.qh"
+#elif defined(MENUQC)
+#elif defined(SVQC)
+       #include "../dpdefs/progsdefs.qh"
+    #include "../dpdefs/dpextensions.qh"
+    #include "util.qh"
+    #include "animdecide.qh"
+    #include "../server/defs.qh"
+#endif
+
 // player animation data for this model
 // each vector is as follows:
 // _x = startframe
@@ -75,16 +87,16 @@ void animdecide_load_if_needed(entity e)
        e.anim_melee_z = 0.001;
 }
 
-#define ANIMPRIO_IDLE 0
-#define ANIMPRIO_ACTIVE 1
-#define ANIMPRIO_CROUCH 2
-#define ANIMPRIO_DEAD 3
+const float ANIMPRIO_IDLE = 0;
+const float ANIMPRIO_ACTIVE = 1;
+const float ANIMPRIO_CROUCH = 2;
+const float ANIMPRIO_DEAD = 3;
 
 vector animdecide_getupperanim(entity e)
 {
        // death etc.
        if(e.anim_state & ANIMSTATE_FROZEN)
-               return vec3(e.anim_idle_x, e.anim_time, ANIMPRIO_DEAD);
+               return vec3(e.anim_idle.x, e.anim_time, ANIMPRIO_DEAD);
        if(e.anim_state & ANIMSTATE_DEAD1)
                return vec3(e.anim_die1_x, e.anim_time, ANIMPRIO_DEAD);
        if(e.anim_state & ANIMSTATE_DEAD2)
@@ -112,25 +124,25 @@ vector animdecide_getupperanim(entity e)
                case ANIMACTION_TAUNT: outframe = e.anim_taunt; break;
                case ANIMACTION_MELEE: outframe = e.anim_melee; break;
        }
-       if(outframe_x >= 0)
+       if(outframe.x >= 0)
        {
-               if(time <= t + outframe_y / outframe_z)
+               if(time <= t + outframe.y / outframe.z)
                {
                        // animation is running!
-                       return vec3(outframe_x, t, ANIMPRIO_ACTIVE);
+                       return vec3(outframe.x, t, ANIMPRIO_ACTIVE);
                }
        }
        // or, decide the anim by state
        t = max(e.anim_time, e.anim_implicit_time);
        // but all states are for lower body!
-       return vec3(e.anim_idle_x, t, ANIMPRIO_IDLE);
+       return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
 }
 
 vector animdecide_getloweranim(entity e)
 {
        // death etc.
        if(e.anim_state & ANIMSTATE_FROZEN)
-               return vec3(e.anim_idle_x, e.anim_time, ANIMPRIO_DEAD);
+               return vec3(e.anim_idle.x, e.anim_time, ANIMPRIO_DEAD);
        if(e.anim_state & ANIMSTATE_DEAD1)
                return vec3(e.anim_die1_x, e.anim_time, ANIMPRIO_DEAD);
        if(e.anim_state & ANIMSTATE_DEAD2)
@@ -153,12 +165,12 @@ vector animdecide_getloweranim(entity e)
        {
                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;
        }
-       if(outframe_x >= 0)
+       if(outframe.x >= 0)
        {
-               if(time <= t + outframe_y / outframe_z)
+               if(time <= t + outframe.y / outframe.z)
                {
                        // animation is running!
-                       return vec3(outframe_x, t, ANIMPRIO_ACTIVE);
+                       return vec3(outframe.x, t, ANIMPRIO_ACTIVE);
                }
        }
        // or, decide the anim by state
@@ -166,71 +178,68 @@ vector animdecide_getloweranim(entity e)
        if(e.anim_state & ANIMSTATE_DUCK)
        {
                if(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR)
-                       return vec3(e.anim_duckjump_x, 0, ANIMPRIO_CROUCH); // play the END of the jump anim
+                       return vec3(e.anim_duckjump.x, 0, ANIMPRIO_CROUCH); // play the END of the jump anim
                else switch(e.anim_implicit_state & (ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT | ANIMIMPLICITSTATE_RIGHT))
                {
                        case ANIMIMPLICITSTATE_FORWARD:
-                               return vec3(e.anim_duckwalk_x, t, ANIMPRIO_CROUCH);
+                               return vec3(e.anim_duckwalk.x, t, ANIMPRIO_CROUCH);
                        case ANIMIMPLICITSTATE_BACKWARDS:
-                               return vec3(e.anim_duckwalkbackwards_x, t, ANIMPRIO_CROUCH);
+                               return vec3(e.anim_duckwalkbackwards.x, t, ANIMPRIO_CROUCH);
                        case ANIMIMPLICITSTATE_RIGHT:
-                               return vec3(e.anim_duckwalkstraferight_x, t, ANIMPRIO_CROUCH);
+                               return vec3(e.anim_duckwalkstraferight.x, t, ANIMPRIO_CROUCH);
                        case ANIMIMPLICITSTATE_LEFT:
-                               return vec3(e.anim_duckwalkstrafeleft_x, t, ANIMPRIO_CROUCH);
+                               return vec3(e.anim_duckwalkstrafeleft.x, t, ANIMPRIO_CROUCH);
                        case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_RIGHT:
-                               return vec3(e.anim_duckwalkforwardright_x, t, ANIMPRIO_CROUCH);
+                               return vec3(e.anim_duckwalkforwardright.x, t, ANIMPRIO_CROUCH);
                        case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_LEFT:
-                               return vec3(e.anim_duckwalkforwardleft_x, t, ANIMPRIO_CROUCH);
+                               return vec3(e.anim_duckwalkforwardleft.x, t, ANIMPRIO_CROUCH);
                        case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_RIGHT:
-                               return vec3(e.anim_duckwalkbackright_x, t, ANIMPRIO_CROUCH);
+                               return vec3(e.anim_duckwalkbackright.x, t, ANIMPRIO_CROUCH);
                        case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT:
-                               return vec3(e.anim_duckwalkbackleft_x, t, ANIMPRIO_CROUCH);
+                               return vec3(e.anim_duckwalkbackleft.x, t, ANIMPRIO_CROUCH);
                        default:
-                               return vec3(e.anim_duckidle_x, t, ANIMPRIO_CROUCH);
+                               return vec3(e.anim_duckidle.x, t, ANIMPRIO_CROUCH);
                }
        }
        else
        {
                if(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR)
-                       return vec3(e.anim_jump_x, 0, ANIMPRIO_ACTIVE); // play the END of the jump anim
+                       return vec3(e.anim_jump.x, 0, ANIMPRIO_ACTIVE); // play the END of the jump anim
                else switch(e.anim_implicit_state & (ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT | ANIMIMPLICITSTATE_RIGHT))
                {
                        case ANIMIMPLICITSTATE_FORWARD:
-                               return vec3(e.anim_run_x, t, ANIMPRIO_ACTIVE);
+                               return vec3(e.anim_run.x, t, ANIMPRIO_ACTIVE);
                        case ANIMIMPLICITSTATE_BACKWARDS:
-                               return vec3(e.anim_runbackwards_x, t, ANIMPRIO_ACTIVE);
+                               return vec3(e.anim_runbackwards.x, t, ANIMPRIO_ACTIVE);
                        case ANIMIMPLICITSTATE_RIGHT:
-                               return vec3(e.anim_straferight_x, t, ANIMPRIO_ACTIVE);
+                               return vec3(e.anim_straferight.x, t, ANIMPRIO_ACTIVE);
                        case ANIMIMPLICITSTATE_LEFT:
-                               return vec3(e.anim_strafeleft_x, t, ANIMPRIO_ACTIVE);
+                               return vec3(e.anim_strafeleft.x, t, ANIMPRIO_ACTIVE);
                        case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_RIGHT:
-                               return vec3(e.anim_forwardright_x, t, ANIMPRIO_ACTIVE);
+                               return vec3(e.anim_forwardright.x, t, ANIMPRIO_ACTIVE);
                        case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_LEFT:
-                               return vec3(e.anim_forwardleft_x, t, ANIMPRIO_ACTIVE);
+                               return vec3(e.anim_forwardleft.x, t, ANIMPRIO_ACTIVE);
                        case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_RIGHT:
-                               return vec3(e.anim_backright_x, t, ANIMPRIO_ACTIVE);
+                               return vec3(e.anim_backright.x, t, ANIMPRIO_ACTIVE);
                        case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT:
-                               return vec3(e.anim_backleft_x, t, ANIMPRIO_ACTIVE);
+                               return vec3(e.anim_backleft.x, t, ANIMPRIO_ACTIVE);
                        default:
-                               return vec3(e.anim_idle_x, t, ANIMPRIO_IDLE);
+                               return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
                }
        }
        // can't get here
-#ifdef GMQCC
-       return vec3(e.anim_idle_x, t, ANIMPRIO_IDLE);
-#endif
+       return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
 }
 
 void animdecide_setimplicitstate(entity e, float onground)
 {
-       float s;
-       s = 0;
+       int s = 0;
 
        makevectors(e.angles);
        vector v;
-       v_x = e.velocity * v_forward;
-       v_y = e.velocity * v_right;
-       v_z = 0;
+       v.x = e.velocity * v_forward;
+       v.y = e.velocity * v_right;
+       v.z = 0;
 
        // we want to match like this:
        // the 8 directions shall be "evenly spaced"
@@ -244,13 +253,13 @@ void animdecide_setimplicitstate(entity e, float onground)
 
        if(vlen(v) > 10)
        {
-               if(v_x >  fabs(v_y) * 0.5)
+               if(v.x >  fabs(v.y) * 0.5)
                        s |= ANIMIMPLICITSTATE_FORWARD;
-               if(v_x < -fabs(v_y) * 0.5)
+               if(v.x < -fabs(v.y) * 0.5)
                        s |= ANIMIMPLICITSTATE_BACKWARDS;
-               if(v_y >  fabs(v_x) * 0.5)
+               if(v.y >  fabs(v.x) * 0.5)
                        s |= ANIMIMPLICITSTATE_RIGHT;
-               if(v_y < -fabs(v_x) * 0.5)
+               if(v.y < -fabs(v.x) * 0.5)
                        s |= ANIMIMPLICITSTATE_LEFT;
        }
        if(!onground)
@@ -280,31 +289,31 @@ void animdecide_setframes(entity e, float support_blending, .float fld_frame, .f
        //print("UPPER: ", vtos(upper), ", LOWER: ", vtos(lower), "\n");
        if(support_blending)
        {
-               if(upper_z && !lower_z)
+               if(upper.z && !lower.z)
                        lower = upper;
-               else if(lower_z && !upper_z)
+               else if(lower.z && !upper.z)
                        upper = lower;
-               if(e.frame1time != upper_y || e.frame2time != lower_y)
+               if(e.frame1time != upper.y || e.frame2time != lower.y)
                        BITXOR_ASSIGN(e.effects, EF_RESTARTANIM_BIT);
-               e.fld_frame = upper_x;
-               e.fld_frame1time = upper_y;
-               e.fld_frame2 = lower_x;
-               e.fld_frame2time = lower_y;
+               e.fld_frame = upper.x;
+               e.fld_frame1time = upper.y;
+               e.fld_frame2 = lower.x;
+               e.fld_frame2time = lower.y;
        }
        else
        {
-               if(upper_z > lower_z)
+               if(upper.z > lower.z)
                        lower = upper;
-               else if(lower_z > upper_z)
+               else if(lower.z > upper.z)
                        upper = lower;
-               if(e.frame1time != upper_y)
+               if(e.frame1time != upper.y)
                        BITXOR_ASSIGN(e.effects, EF_RESTARTANIM_BIT);
-               e.fld_frame = upper_x;
-               e.fld_frame1time = upper_y;
+               e.fld_frame = upper.x;
+               e.fld_frame1time = upper.y;
        }
 }
 
-void animdecide_setstate(entity e, float newstate, float restart)
+void animdecide_setstate(entity e, int newstate, float restart)
 {
        if(!restart)
                if(newstate == e.anim_state)