1 #include "animdecide.qh"
3 #include <common/monsters/_mod.qh>
7 #include <common/weapons/_all.qh>
8 #include <common/stats.qh>
11 bool monsters_animoverride(entity this)
13 Monster monster_id = NULL;
14 FOREACH(Monsters, it != MON_Null && it.m_model.model_str() == this.model, {
19 if(!monster_id) { return false; }
21 monster_id.mr_anim(monster_id, this);
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;
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;
51 void animdecide_load_if_needed(entity e)
53 int mdlidx = e.modelindex;
54 if (mdlidx == e.animdecide_modelindex) return;
55 e.animdecide_modelindex = mdlidx;
57 if(substring(e.model, 0, 16) == "models/monsters/")
59 if(monsters_animoverride(e))
63 #define ANIM_VEC(a, frames, rate) anim_vec(ANIM_##a, mdlidx, frames, rate)
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));
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;
102 const float ANIMPRIO_IDLE = 0;
103 const float ANIMPRIO_ACTIVE = 1;
104 const float ANIMPRIO_CROUCH = 2;
105 const float ANIMPRIO_DEAD = 3;
107 vector animdecide_getupperanim(entity e)
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);
117 // is there an action?
118 vector outframe = '-1 0 0';
120 if(e.anim_upper_time >= e.anim_upper_implicit_time)
122 a = e.anim_upper_action;
123 t = e.anim_upper_time;
127 a = e.anim_upper_implicit_action;
128 t = e.anim_upper_implicit_time;
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;
141 if(time <= t + outframe.y / outframe.z)
143 // animation is running!
144 return vec3(outframe.x, t, ANIMPRIO_ACTIVE);
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);
153 vector animdecide_getloweranim(entity e)
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);
165 // is there an action?
166 vector outframe = '-1 0 0';
168 if(e.anim_lower_time >= e.anim_lower_implicit_time)
170 a = e.anim_lower_action;
171 t = e.anim_lower_time;
175 a = e.anim_lower_implicit_action;
176 t = e.anim_lower_implicit_time;
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;
184 if(time <= t + outframe.y / outframe.z)
186 // animation is running!
187 return vec3(outframe.x, t, ANIMPRIO_ACTIVE);
190 // or, decide the anim by state
191 t = max(e.anim_time, e.anim_implicit_time);
192 if(e.anim_state & ANIMSTATE_DUCK)
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))
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);
215 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);
243 //return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
246 void animdecide_setimplicitstate(entity e, float onground)
250 makevectors(e.angles);
252 v.x = e.velocity * v_forward;
253 v.y = e.velocity * v_right;
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)
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
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;
278 s |= ANIMIMPLICITSTATE_INAIR;
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))
284 e.anim_lower_implicit_action = ANIMACTION_JUMP;
285 e.anim_lower_implicit_time = time;
288 if(s != e.anim_implicit_state)
290 e.anim_implicit_state = s;
291 e.anim_implicit_time = time;
294 void animdecide_setframes(entity e, float support_blending, .float fld_frame, .float fld_frame1time, .float fld_frame2, .float fld_frame2time)
299 vector upper = animdecide_getupperanim(e);
300 vector lower = animdecide_getloweranim(e);
301 //print("UPPER: ", vtos(upper), ", LOWER: ", vtos(lower), "\n");
304 if(upper.z && !lower.z)
306 else if(lower.z && !upper.z)
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;
317 if(upper.z > lower.z)
319 else if(lower.z > upper.z)
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;
328 void animdecide_setstate(entity e, int newstate, float restart)
331 if(newstate == e.anim_state)
333 e.anim_state = newstate;
336 void animdecide_setaction(entity e, float action, float restart)
341 if(action == e.anim_lower_action)
343 e.anim_lower_action = action;
344 e.anim_lower_time = time;
349 if(action == e.anim_upper_action)
351 e.anim_upper_action = action;
352 e.anim_upper_time = time;