X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fanimdecide.qh;h=16feb948c35d5c2264b9bdc21329c531c47ae2d9;hp=105dac7c47f2460a8710a54c87032a5b469eb1dd;hb=991de5e6922cd3c283de56c3249624f0f1bfe767;hpb=db7073760c3dbc7726f7f946aa108120d7a7100a diff --git a/qcsrc/common/animdecide.qh b/qcsrc/common/animdecide.qh index 105dac7c47..16feb948c3 100644 --- a/qcsrc/common/animdecide.qh +++ b/qcsrc/common/animdecide.qh @@ -1,11 +1,110 @@ -// client side frame inferring -void animdecide_init(entity e); +#pragma once + +// must be called at least once to initialize, or when modelindex is changed +void animdecide_load_if_needed(entity e); +// client side frame inferring void animdecide_setimplicitstate(entity e, float onground); -void animdecide_setframes(entity e, float support_blending, .float fld_frame, .float fld_frame1time, .float fld_frame2, .float fld_frame2time); +void animdecide_setframes(entity e, bool support_blending, .int fld_frame, .int fld_frame1time, .int fld_frame2, .int fld_frame2time); + +CLASS(Animation, Object) + ATTRIB(Animation, m_framenames, string); + STATIC_METHOD(Animation, getframe, int(Animation this, int mdlidx)) + { + FOREACH_WORD(this.m_framenames, true, { + int f = frameforname(mdlidx, it); + if (f != -1) return f; + }); +#ifdef CSQC + LOG_DEBUGF("Missing animation for %s: %s", modelnameforindex(mdlidx), this.registered_id); +#endif + return -1; + } +ENDCLASS(Animation) + +REGISTRY(Animations, BITS(8)) +REGISTER_REGISTRY(Animations) +#define Animations_from(id) _Animations_from(id, NULL) +#define WriteAnimation(to, it) WriteRegistered(Animations, to, it) +#define ReadAnimation() ReadRegistered(Animations) +#define REGISTER_ANIMATION(id, framenames) \ + .vector anim_##id; \ + REGISTER(Animations, ANIM_##id, m_id, NEW(Animation)) { \ + this.m_framenames = framenames; \ + } + +vector anim_vec(Animation anim, int mdlidx, int numframes, float framerate) +{ + vector v; + v.x = Animation_getframe(anim, mdlidx); + v.y = numframes; + v.z = framerate; + return v; +} + +// player animation data for this model +// each vector is as follows: +// _x = startframe +// _y = numframes +// _z = framerate +/** player dies */ +REGISTER_ANIMATION(die1, "dieone groupified_0_anim"); +/** player dies differently */ +REGISTER_ANIMATION(die2, "dietwo groupified_1_anim"); +/** player pulls out a weapon */ +REGISTER_ANIMATION(draw, "draw groupified_2_anim"); +REGISTER_ANIMATION(duck, "duck groupified_3_anim"); +/** player walking while crouching */ +REGISTER_ANIMATION(duckwalk, "duckwalk groupified_4_anim"); +/** player jumping from a crouch */ +REGISTER_ANIMATION(duckjump, "duckjump groupified_5_anim"); +/** player idling while crouching */ +REGISTER_ANIMATION(duckidle, "duckidle groupified_6_anim"); +/** player standing */ +REGISTER_ANIMATION(idle, "idle groupified_7_anim"); +/** player jump */ +REGISTER_ANIMATION(jump, "jump groupified_8_anim"); +/** player flinches from pain */ +REGISTER_ANIMATION(pain1, "painone groupified_9_anim"); +/** player flinches from pain, differently */ +REGISTER_ANIMATION(pain2, "paintwo groupified_10_anim"); +/** player shoots */ +REGISTER_ANIMATION(shoot, "shoot groupified_11_anim"); +/** player taunts others (FIXME: no code references this) */ +REGISTER_ANIMATION(taunt, "taunt groupified_12_anim"); +/** player running forward */ +REGISTER_ANIMATION(run, "run groupified_13_anim"); +/** player running backward */ +REGISTER_ANIMATION(runbackwards, "runbackwards groupified_14_anim"); +/** player shuffling left quickly */ +REGISTER_ANIMATION(strafeleft, "strafeleft groupified_15_anim"); +/** player shuffling right quickly */ +REGISTER_ANIMATION(straferight, "straferight groupified_16_anim"); +/** */ +REGISTER_ANIMATION(dead1, "deadone groupified_17_anim"); +/** */ +REGISTER_ANIMATION(dead2, "deadtwo groupified_18_anim"); +/** player running forward and right */ +REGISTER_ANIMATION(forwardright, "forwardright groupified_19_anim"); +/** player running forward and left */ +REGISTER_ANIMATION(forwardleft, "forwardleft groupified_20_anim"); +/** player running backward and right */ +REGISTER_ANIMATION(backright, "backright groupified_21_anim"); +/** player running back and left */ +REGISTER_ANIMATION(backleft, "backleft groupified_22_anim"); +/** player doing the melee action */ +REGISTER_ANIMATION(melee, "melee groupified_23_anim"); +REGISTER_ANIMATION(duckwalkbackwards, "duckwalkbackwards groupified_24_anim"); +REGISTER_ANIMATION(duckwalkstrafeleft, "duckwalkstrafeleft duckstrafeleft groupified_25_anim"); +REGISTER_ANIMATION(duckwalkstraferight, "duckwalkstraferight duckstraferight groupified_26_anim"); +REGISTER_ANIMATION(duckwalkforwardright, "duckwalkforwardright duckforwardright groupified_27_anim"); +REGISTER_ANIMATION(duckwalkforwardleft, "duckwalkforwardleft groupified_28_anim"); +REGISTER_ANIMATION(duckwalkbackright, "duckwalkbackright duckbackwardright groupified_29_anim"); +REGISTER_ANIMATION(duckwalkbackleft, "duckwalkbackleft duckbackwardleft groupified_30_anim"); +.float animdecide_modelindex; // please network this one -.float anim_state; +.int anim_state; .float anim_time; .float anim_lower_action; .float anim_lower_time; @@ -13,7 +112,7 @@ void animdecide_setframes(entity e, float support_blending, .float fld_frame, .f .float anim_upper_time; // when copying entities, copy these too -.float anim_implicit_state; +.int anim_implicit_state; .float anim_implicit_time; .float anim_lower_implicit_action; .float anim_lower_implicit_time; @@ -21,26 +120,27 @@ void animdecide_setframes(entity e, float support_blending, .float fld_frame, .f .float anim_upper_implicit_time; // explicit anim states (networked) -void animdecide_setstate(entity e, float newstate, float restart); -#define ANIMSTATE_DEAD1 1 // base frames: die1 -#define ANIMSTATE_DEAD2 2 // base frames: die2 -#define ANIMSTATE_DUCK 4 // turns walk into duckwalk, jump into duckjump, etc. -#define ANIMSTATE_FROZEN 8 // force idle +void animdecide_setstate(entity e, int newstate, float restart); +const int ANIMSTATE_DEAD1 = BIT(0); // base frames: die1 +const int ANIMSTATE_DEAD2 = BIT(1); // base frames: die2 +const int ANIMSTATE_DUCK = BIT(2); // turns walk into duckwalk, jump into duckjump, etc. +const int ANIMSTATE_FROZEN = BIT(3); // force idle +const int ANIMSTATE_FOLLOW = BIT(4); // also force idle // implicit anim states (inferred from velocity, etc.) -#define ANIMIMPLICITSTATE_INAIR 1 -#define ANIMIMPLICITSTATE_FORWARD 2 -#define ANIMIMPLICITSTATE_BACKWARDS 4 -#define ANIMIMPLICITSTATE_LEFT 8 -#define ANIMIMPLICITSTATE_RIGHT 16 -#define ANIMIMPLICITSTATE_JUMPRELEASED 32 +const int ANIMIMPLICITSTATE_INAIR = BIT(0); +const int ANIMIMPLICITSTATE_FORWARD = BIT(1); +const int ANIMIMPLICITSTATE_BACKWARDS = BIT(2); +const int ANIMIMPLICITSTATE_LEFT = BIT(3); +const int ANIMIMPLICITSTATE_RIGHT = BIT(4); +const int ANIMIMPLICITSTATE_JUMPRELEASED = BIT(5); // explicit actions (networked); negative values are for lower body void animdecide_setaction(entity e, float action, float restart); -#define ANIMACTION_JUMP -1 // jump -#define ANIMACTION_DRAW 1 // draw -#define ANIMACTION_PAIN1 2 // pain -#define ANIMACTION_PAIN2 3 // pain -#define ANIMACTION_SHOOT 4 // shoot -#define ANIMACTION_TAUNT 5 // taunt -#define ANIMACTION_MELEE 6 // melee +const int ANIMACTION_JUMP = -1; // jump +const int ANIMACTION_DRAW = 1; // draw +const int ANIMACTION_PAIN1 = 2; // pain +const int ANIMACTION_PAIN2 = 3; // pain +const int ANIMACTION_SHOOT = 4; // shoot +const int ANIMACTION_TAUNT = 5; // taunt +const int ANIMACTION_MELEE = 6; // melee