1 #include "animdecide.qh"
3 #include <common/monsters/all.qh>
7 #include "../server/defs.qh"
10 bool monsters_animoverride(entity this)
12 Monster monster_id = NULL;
13 FOREACH(Monsters, it != MON_Null, LAMBDA(
14 if(it.model == this.model)
21 if(!monster_id) { return false; }
23 monster_id.mr_anim(monster_id, this);
25 vector none = '0 0 0';
26 this.anim_duckwalk = this.anim_walk;
27 this.anim_duckjump = animfixfps(this, '5 1 10', none);
28 this.anim_duckidle = this.anim_idle;
29 this.anim_jump = animfixfps(this, '8 1 10', none);
30 this.anim_taunt = animfixfps(this, '12 1 0.33', none);
31 this.anim_runbackwards = this.anim_run;
32 this.anim_strafeleft = this.anim_run;
33 this.anim_straferight = this.anim_run;
34 this.anim_forwardright = this.anim_run;
35 this.anim_forwardleft = this.anim_run;
36 this.anim_backright = this.anim_run;
37 this.anim_backleft = this.anim_run;
38 this.anim_duckwalkbackwards = this.anim_walk;
39 this.anim_duckwalkstrafeleft = this.anim_walk;
40 this.anim_duckwalkstraferight = this.anim_walk;
41 this.anim_duckwalkforwardright = this.anim_walk;
42 this.anim_duckwalkforwardleft = this.anim_walk;
43 this.anim_duckwalkbackright = this.anim_walk;
44 this.anim_duckwalkbackleft = this.anim_walk;
46 // these anims ought to stay until stopped explicitly by weaponsystem
47 this.anim_shoot_z = 0.001;
48 this.anim_melee_z = 0.001;
53 void animdecide_load_if_needed(entity e)
55 int mdlidx = e.modelindex;
56 if (mdlidx == e.animdecide_modelindex) return;
57 e.animdecide_modelindex = mdlidx;
59 if(substring(e.model, 0, 16) == "models/monsters/")
61 if(monsters_animoverride(e))
65 #define ANIM_VEC(a, frames, rate) anim_vec(ANIM_##a, mdlidx, frames, rate)
67 vector none = '0 0 0';
68 e.anim_die1 = animfixfps(e, ANIM_VEC(die1, 1, 0.5), none); // 2 seconds
69 e.anim_die2 = animfixfps(e, ANIM_VEC(die2, 1, 0.5), none); // 2 seconds
70 e.anim_draw = animfixfps(e, ANIM_VEC(draw, 1, 3), none);
71 e.anim_duckwalk = animfixfps(e, ANIM_VEC(duckwalk, 1, 1), none);
72 e.anim_duckjump = animfixfps(e, ANIM_VEC(duckjump, 1, 10), none);
73 e.anim_duckidle = animfixfps(e, ANIM_VEC(duckidle, 1, 1), none);
74 e.anim_idle = animfixfps(e, ANIM_VEC(idle, 1, 1), none);
75 e.anim_jump = animfixfps(e, ANIM_VEC(jump, 1, 10), none);
76 e.anim_pain1 = animfixfps(e, ANIM_VEC(pain1, 1, 2), none); // 0.5 seconds
77 e.anim_pain2 = animfixfps(e, ANIM_VEC(pain2, 1, 2), none); // 0.5 seconds
78 e.anim_shoot = animfixfps(e, ANIM_VEC(shoot, 1, 5), none); // analyze models and set framerate
79 e.anim_taunt = animfixfps(e, ANIM_VEC(taunt, 1, 0.33), none);
80 e.anim_run = animfixfps(e, ANIM_VEC(run, 1, 1), none);
81 e.anim_runbackwards = animfixfps(e, ANIM_VEC(runbackwards, 1, 1), none);
82 e.anim_strafeleft = animfixfps(e, ANIM_VEC(strafeleft, 1, 1), none);
83 e.anim_straferight = animfixfps(e, ANIM_VEC(straferight, 1, 1), none);
84 e.anim_forwardright = animfixfps(e, ANIM_VEC(forwardright, 1, 1), ANIM_VEC(straferight, 1, 1));
85 e.anim_forwardleft = animfixfps(e, ANIM_VEC(forwardleft, 1, 1), ANIM_VEC(strafeleft, 1, 1));
86 e.anim_backright = animfixfps(e, ANIM_VEC(backright, 1, 1), ANIM_VEC(straferight, 1, 1));
87 e.anim_backleft = animfixfps(e, ANIM_VEC(backleft , 1, 1), ANIM_VEC(strafeleft, 1, 1));
88 e.anim_melee = animfixfps(e, ANIM_VEC(melee, 1, 1), ANIM_VEC(shoot, 1, 1));
89 e.anim_duckwalkbackwards = animfixfps(e, ANIM_VEC(duckwalkbackwards, 1, 1), ANIM_VEC(duckwalk, 1, 1));
90 e.anim_duckwalkstrafeleft = animfixfps(e, ANIM_VEC(duckwalkstrafeleft, 1, 1), ANIM_VEC(duckwalk, 1, 1));
91 e.anim_duckwalkstraferight = animfixfps(e, ANIM_VEC(duckwalkstraferight, 1, 1), ANIM_VEC(duckwalk, 1, 1));
92 e.anim_duckwalkforwardright = animfixfps(e, ANIM_VEC(duckwalkforwardright, 1, 1), ANIM_VEC(duckwalk, 1, 1));
93 e.anim_duckwalkforwardleft = animfixfps(e, ANIM_VEC(duckwalkforwardleft, 1, 1), ANIM_VEC(duckwalk, 1, 1));
94 e.anim_duckwalkbackright = animfixfps(e, ANIM_VEC(duckwalkbackright, 1, 1), ANIM_VEC(duckwalk, 1, 1));
95 e.anim_duckwalkbackleft = animfixfps(e, ANIM_VEC(duckwalkbackleft , 1, 1), ANIM_VEC(duckwalk, 1, 1));
99 // these anims ought to stay until stopped explicitly by weaponsystem
100 e.anim_shoot_z = 0.001;
101 e.anim_melee_z = 0.001;
104 const float ANIMPRIO_IDLE = 0;
105 const float ANIMPRIO_ACTIVE = 1;
106 const float ANIMPRIO_CROUCH = 2;
107 const float ANIMPRIO_DEAD = 3;
109 vector animdecide_getupperanim(entity e)
112 if(e.anim_state & ANIMSTATE_FROZEN)
113 return vec3(e.anim_idle.x, e.anim_time, ANIMPRIO_DEAD);
114 if(e.anim_state & ANIMSTATE_DEAD1)
115 return vec3(e.anim_die1_x, e.anim_time, ANIMPRIO_DEAD);
116 if(e.anim_state & ANIMSTATE_DEAD2)
117 return vec3(e.anim_die2_x, e.anim_time, ANIMPRIO_DEAD);
119 // is there an action?
120 vector outframe = '-1 0 0';
122 if(e.anim_upper_time >= e.anim_upper_implicit_time)
124 a = e.anim_upper_action;
125 t = e.anim_upper_time;
129 a = e.anim_upper_implicit_action;
130 t = e.anim_upper_implicit_time;
134 case ANIMACTION_DRAW: outframe = e.anim_draw; break;
135 case ANIMACTION_PAIN1: outframe = e.anim_pain1; break;
136 case ANIMACTION_PAIN2: outframe = e.anim_pain2; break;
137 case ANIMACTION_SHOOT: outframe = e.anim_shoot; break;
138 case ANIMACTION_TAUNT: outframe = e.anim_taunt; break;
139 case ANIMACTION_MELEE: outframe = e.anim_melee; break;
143 if(time <= t + outframe.y / outframe.z)
145 // animation is running!
146 return vec3(outframe.x, t, ANIMPRIO_ACTIVE);
149 // or, decide the anim by state
150 t = max(e.anim_time, e.anim_implicit_time);
151 // but all states are for lower body!
152 return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
155 vector animdecide_getloweranim(entity e)
158 if(e.anim_state & ANIMSTATE_FOLLOW)
159 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
160 if(e.anim_state & ANIMSTATE_FROZEN)
161 return vec3(e.anim_idle.x, e.anim_time, ANIMPRIO_DEAD);
162 if(e.anim_state & ANIMSTATE_DEAD1)
163 return vec3(e.anim_die1_x, e.anim_time, ANIMPRIO_DEAD);
164 if(e.anim_state & ANIMSTATE_DEAD2)
165 return vec3(e.anim_die2_x, e.anim_time, ANIMPRIO_DEAD);
167 // is there an action?
168 vector outframe = '-1 0 0';
170 if(e.anim_lower_time >= e.anim_lower_implicit_time)
172 a = e.anim_lower_action;
173 t = e.anim_lower_time;
177 a = e.anim_lower_implicit_action;
178 t = e.anim_lower_implicit_time;
182 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;
186 if(time <= t + outframe.y / outframe.z)
188 // animation is running!
189 return vec3(outframe.x, t, ANIMPRIO_ACTIVE);
192 // or, decide the anim by state
193 t = max(e.anim_time, e.anim_implicit_time);
194 if(e.anim_state & ANIMSTATE_DUCK)
196 if(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR)
197 return vec3(e.anim_duckjump.x, 0, ANIMPRIO_CROUCH); // play the END of the jump anim
198 else switch(e.anim_implicit_state & (ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT | ANIMIMPLICITSTATE_RIGHT))
200 case ANIMIMPLICITSTATE_FORWARD:
201 return vec3(e.anim_duckwalk.x, t, ANIMPRIO_CROUCH);
202 case ANIMIMPLICITSTATE_BACKWARDS:
203 return vec3(e.anim_duckwalkbackwards.x, t, ANIMPRIO_CROUCH);
204 case ANIMIMPLICITSTATE_RIGHT:
205 return vec3(e.anim_duckwalkstraferight.x, t, ANIMPRIO_CROUCH);
206 case ANIMIMPLICITSTATE_LEFT:
207 return vec3(e.anim_duckwalkstrafeleft.x, t, ANIMPRIO_CROUCH);
208 case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_RIGHT:
209 return vec3(e.anim_duckwalkforwardright.x, t, ANIMPRIO_CROUCH);
210 case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_LEFT:
211 return vec3(e.anim_duckwalkforwardleft.x, t, ANIMPRIO_CROUCH);
212 case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_RIGHT:
213 return vec3(e.anim_duckwalkbackright.x, t, ANIMPRIO_CROUCH);
214 case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT:
215 return vec3(e.anim_duckwalkbackleft.x, t, ANIMPRIO_CROUCH);
217 return vec3(e.anim_duckidle.x, t, ANIMPRIO_CROUCH);
222 if(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR)
223 return vec3(e.anim_jump.x, 0, ANIMPRIO_ACTIVE); // play the END of the jump anim
224 else switch(e.anim_implicit_state & (ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT | ANIMIMPLICITSTATE_RIGHT))
226 case ANIMIMPLICITSTATE_FORWARD:
227 return vec3(e.anim_run.x, t, ANIMPRIO_ACTIVE);
228 case ANIMIMPLICITSTATE_BACKWARDS:
229 return vec3(e.anim_runbackwards.x, t, ANIMPRIO_ACTIVE);
230 case ANIMIMPLICITSTATE_RIGHT:
231 return vec3(e.anim_straferight.x, t, ANIMPRIO_ACTIVE);
232 case ANIMIMPLICITSTATE_LEFT:
233 return vec3(e.anim_strafeleft.x, t, ANIMPRIO_ACTIVE);
234 case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_RIGHT:
235 return vec3(e.anim_forwardright.x, t, ANIMPRIO_ACTIVE);
236 case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_LEFT:
237 return vec3(e.anim_forwardleft.x, t, ANIMPRIO_ACTIVE);
238 case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_RIGHT:
239 return vec3(e.anim_backright.x, t, ANIMPRIO_ACTIVE);
240 case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT:
241 return vec3(e.anim_backleft.x, t, ANIMPRIO_ACTIVE);
243 return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
247 return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
250 void animdecide_setimplicitstate(entity e, float onground)
254 makevectors(e.angles);
256 v.x = e.velocity * v_forward;
257 v.y = e.velocity * v_right;
260 // we want to match like this:
261 // the 8 directions shall be "evenly spaced"
262 // that means, the forward key includes anything from -67.5 to +67.5 degrees
263 // which then means x > |y| * cot(3pi/8)
265 // BUT, the engine's clip-movement-to-keyboard function uses 0.5 here,
266 // which would be an angle range from -63.43 to +63.43 degrees, making
267 // it slightly less likely to "hit two keys at once", so let's do this
272 if(v.x > fabs(v.y) * 0.5)
273 s |= ANIMIMPLICITSTATE_FORWARD;
274 if(v.x < -fabs(v.y) * 0.5)
275 s |= ANIMIMPLICITSTATE_BACKWARDS;
276 if(v.y > fabs(v.x) * 0.5)
277 s |= ANIMIMPLICITSTATE_RIGHT;
278 if(v.y < -fabs(v.x) * 0.5)
279 s |= ANIMIMPLICITSTATE_LEFT;
282 s |= ANIMIMPLICITSTATE_INAIR;
284 // detect some kinds of otherwise misdetected jumps (ground to air transition)
285 // NOTE: currently, in CSQC this is the only jump detection, as the explicit jump action is never called!
286 if(!(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR) && (s & ANIMIMPLICITSTATE_INAIR))
288 e.anim_lower_implicit_action = ANIMACTION_JUMP;
289 e.anim_lower_implicit_time = time;
292 if(s != e.anim_implicit_state)
294 e.anim_implicit_state = s;
295 e.anim_implicit_time = time;
298 void animdecide_setframes(entity e, float support_blending, .float fld_frame, .float fld_frame1time, .float fld_frame2, .float fld_frame2time)
303 vector upper = animdecide_getupperanim(e);
304 vector lower = animdecide_getloweranim(e);
305 //print("UPPER: ", vtos(upper), ", LOWER: ", vtos(lower), "\n");
308 if(upper.z && !lower.z)
310 else if(lower.z && !upper.z)
312 if(e.frame1time != upper.y || e.frame2time != lower.y)
313 BITXOR_ASSIGN(e.effects, EF_RESTARTANIM_BIT);
314 e.(fld_frame) = upper.x;
315 e.(fld_frame1time) = upper.y;
316 e.(fld_frame2) = lower.x;
317 e.(fld_frame2time) = lower.y;
321 if(upper.z > lower.z)
323 else if(lower.z > upper.z)
325 if(e.frame1time != upper.y)
326 BITXOR_ASSIGN(e.effects, EF_RESTARTANIM_BIT);
327 e.(fld_frame) = upper.x;
328 e.(fld_frame1time) = upper.y;
332 void animdecide_setstate(entity e, int newstate, float restart)
335 if(newstate == e.anim_state)
337 e.anim_state = newstate;
340 void animdecide_setaction(entity e, float action, float restart)
345 if(action == e.anim_lower_action)
347 e.anim_lower_action = action;
348 e.anim_lower_time = time;
353 if(action == e.anim_upper_action)
355 e.anim_upper_action = action;
356 e.anim_upper_time = time;