// implicit anim state .float anim_implicit_state; .float anim_implicit_time; // actions .float anim_lower_action; .float anim_lower_time; .float anim_upper_action; .float anim_upper_time; // player animation data for this model // each vector is as follows: // _x = startframe // _y = numframes // _z = framerate .vector anim_die1; // player dies .vector anim_die2; // player dies differently .vector anim_draw; // player pulls out a weapon .vector anim_duckwalk; // player walking while crouching .vector anim_duckjump; // player jumping from a crouch .vector anim_duckidle; // player idling while crouching .vector anim_idle; // player standing .vector anim_jump; // player jump .vector anim_pain1; // player flinches from pain .vector anim_pain2; // player flinches from pain, differently .vector anim_shoot; // player shoots .vector anim_taunt; // player taunts others (FIXME: no code references this) .vector anim_run; // player running forward .vector anim_runbackwards; // player running backward .vector anim_strafeleft; // player shuffling left quickly .vector anim_straferight; // player shuffling right quickly .vector anim_forwardright; // player running forward and right .vector anim_forwardleft; // player running forward and left .vector anim_backright; // player running backward and right .vector anim_backleft; // player running back and left .vector anim_melee; // player doing the melee action .vector anim_duck; // player doing the melee action .vector anim_duckwalkbackwards; .vector anim_duckwalkstrafeleft; .vector anim_duckwalkstraferight; .vector anim_duckwalkforwardright; .vector anim_duckwalkforwardleft; .vector anim_duckwalkbackright; .vector anim_duckwalkbackleft; void animdecide_init(entity e) { self.anim_die1 = animfixfps(self, '0 1 0.5'); // 2 seconds self.anim_die2 = animfixfps(self, '1 1 0.5'); // 2 seconds self.anim_draw = animfixfps(self, '2 1 3'); self.anim_duckwalk = animfixfps(self, '4 1 1'); self.anim_duckjump = '5 1 100'; // NOTE: zym anims keep playing until changed, so this only has to start the anim, landing will end it self.anim_duckidle = animfixfps(self, '6 1 1'); self.anim_idle = animfixfps(self, '7 1 1'); self.anim_jump = '8 1 100'; // NOTE: zym anims keep playing until changed, so this only has to start the anim, landing will end it self.anim_pain1 = animfixfps(self, '9 1 2'); // 0.5 seconds self.anim_pain2 = animfixfps(self, '10 1 2'); // 0.5 seconds self.anim_shoot = animfixfps(self, '11 1 5'); // analyze models and set framerate self.anim_taunt = animfixfps(self, '12 1 0.33'); self.anim_run = animfixfps(self, '13 1 1'); self.anim_runbackwards = animfixfps(self, '14 1 1'); self.anim_strafeleft = animfixfps(self, '15 1 1'); self.anim_straferight = animfixfps(self, '16 1 1'); self.anim_forwardright = animfixfps(self, '19 1 1'); self.anim_forwardleft = animfixfps(self, '20 1 1'); self.anim_backright = animfixfps(self, '21 1 1'); self.anim_backleft = animfixfps(self, '22 1 1'); self.anim_melee = animfixfps(self, '23 1 1'); self.anim_duckwalkbackwards = animfixfps(self, '24 1 1'); self.anim_duckwalkstrafeleft = animfixfps(self, '25 1 1'); self.anim_duckwalkstraferight = animfixfps(self, '26 1 1'); self.anim_duckwalkforwardright = animfixfps(self, '27 1 1'); self.anim_duckwalkforwardleft = animfixfps(self, '28 1 1'); self.anim_duckwalkbackright = animfixfps(self, '29 1 1'); self.anim_duckwalkbackleft = animfixfps(self, '30 1 1'); } #define ANIMPRIO_IDLE 0 #define ANIMPRIO_STATIC 1 #define ANIMPRIO_ACTIVE 2 #define ANIMPRIO_DEAD 3 vector animdecide_getupperanim(entity e) { // is there an action? vector outframe = '-1 0 0'; switch(e.anim_upper_action) { case ANIMACTION_DRAW: outframe = e.anim_draw; break; case ANIMACTION_PAIN1: outframe = e.anim_pain1; break; case ANIMACTION_PAIN2: outframe = e.anim_pain2; break; case ANIMACTION_SHOOT: outframe = e.anim_shoot; break; case ANIMACTION_TAUNT: outframe = e.anim_taunt; break; case ANIMACTION_MELEE: outframe = e.anim_melee; break; } if(outframe_x >= 0) { if(time <= e.anim_upper_time + outframe_y / outframe_z) { // animation is running! return vec3(outframe_x, e.anim_upper_time, ANIMPRIO_ACTIVE); } } float t = max(e.anim_time, e.anim_implicit_time); // or, decide the anim by state // but all states are for lower body! 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); if(e.anim_state & ANIMSTATE_DEAD1) return vec3(e.anim_die1_x, e.anim_time, ANIMPRIO_DEAD); if(e.anim_state & ANIMSTATE_DEAD2) return vec3(e.anim_die2_x, e.anim_time, ANIMPRIO_DEAD); // is there an action? vector outframe = '-1 0 0'; switch(e.anim_lower_action) { case ANIMACTION_JUMP: if(e.anim_state & ANIMSTATE_DUCK) outframe = e.anim_duckjump; else outframe = e.anim_jump; break; } if(outframe_x >= 0) { if(time <= e.anim_lower_time + outframe_y / outframe_z) { // animation is running! return vec3(outframe_x, e.anim_lower_time, ANIMPRIO_ACTIVE); } } float t = max(e.anim_time, e.anim_implicit_time); // or, decide the anim by state if(e.anim_state & ANIMSTATE_DUCK) { switch(self.anim_implicit_state & (ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT | ANIMIMPLICITSTATE_RIGHT)) { case ANIMIMPLICITSTATE_FORWARD: return vec3(e.anim_duckwalk_x, t, ANIMPRIO_ACTIVE); case ANIMIMPLICITSTATE_BACKWARDS: return vec3(e.anim_duckwalkbackwards_x, t, ANIMPRIO_ACTIVE); case ANIMIMPLICITSTATE_RIGHT: return vec3(e.anim_duckwalkstraferight_x, t, ANIMPRIO_ACTIVE); case ANIMIMPLICITSTATE_LEFT: return vec3(e.anim_duckwalkstrafeleft_x, t, ANIMPRIO_ACTIVE); case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_RIGHT: return vec3(e.anim_duckwalkforwardright_x, t, ANIMPRIO_ACTIVE); case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_LEFT: return vec3(e.anim_duckwalkforwardleft_x, t, ANIMPRIO_ACTIVE); case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_RIGHT: return vec3(e.anim_duckwalkbackright_x, t, ANIMPRIO_ACTIVE); case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT: return vec3(e.anim_duckwalkbackleft_x, t, ANIMPRIO_ACTIVE); default: return vec3(e.anim_duckidle_x, t, ANIMPRIO_STATIC); } } else if(e.anim_implicit_state & ANIMIMPLICITSTATE_RUN) { switch(self.anim_implicit_state & (ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT | ANIMIMPLICITSTATE_RIGHT)) { case ANIMIMPLICITSTATE_FORWARD: return vec3(e.anim_run_x, t, ANIMPRIO_ACTIVE); case ANIMIMPLICITSTATE_BACKWARDS: return vec3(e.anim_runbackwards_x, t, ANIMPRIO_ACTIVE); case ANIMIMPLICITSTATE_RIGHT: return vec3(e.anim_straferight_x, t, ANIMPRIO_ACTIVE); case ANIMIMPLICITSTATE_LEFT: return vec3(e.anim_strafeleft_x, t, ANIMPRIO_ACTIVE); case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_RIGHT: return vec3(e.anim_forwardright_x, t, ANIMPRIO_ACTIVE); case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_LEFT: return vec3(e.anim_forwardleft_x, t, ANIMPRIO_ACTIVE); case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_RIGHT: return vec3(e.anim_backright_x, t, ANIMPRIO_ACTIVE); case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT: return vec3(e.anim_backleft_x, t, ANIMPRIO_ACTIVE); default: return vec3(e.anim_run_x, t, ANIMPRIO_STATIC); } } return vec3(e.anim_idle_x, t, ANIMPRIO_IDLE); } void animdecide_setimplicitstate(entity e) { float s; s = 0; makevectors(self.angles); vector v; v_x = self.velocity * v_forward; v_y = self.velocity * v_right; // we want to match like this: // the 8 directions shall be "evenly spaced" // that means, the forward key includes anything from -67.5 to +67.5 degrees // which then means x > |y| * cot(3pi/8) // // BUT, the engine's clip-movement-to-keyboard function uses 0.5 here, // which would be an angle range from -63.43 to +63.43 degrees, making // it slightly less likely to "hit two keys at once", so let's do this // here too if(v_x > fabs(v_y) * 0.5) s |= ANIMIMPLICITSTATE_FORWARD; if(v_x < -fabs(v_y) * 0.5) s |= ANIMIMPLICITSTATE_BACKWARDS; if(v_y > fabs(v_x) * 0.5) s |= ANIMIMPLICITSTATE_RIGHT; if(v_y < -fabs(v_x) * 0.5) s |= ANIMIMPLICITSTATE_LEFT; if(vlen(v) > 100) s |= ANIMIMPLICITSTATE_RUN; // TODO infer jumping too! if(s != self.anim_implicit_state) { self.anim_implicit_state = s; self.anim_implicit_time = time; } } void animdecide_setframes(entity e, float support_blending) { animdecide_setimplicitstate(e); // _x: frame // _y: priority // _z: start time vector upper = animdecide_getupperanim(e); vector lower = animdecide_getloweranim(e); //print("UPPER: ", vtos(upper), ", LOWER: ", vtos(lower), "\n"); if(upper_z > lower_z) lower = upper; else if(lower_z > upper_z) upper = lower; if(support_blending) { if(self.frame1time != upper_y || self.frame2time != lower_y) BITXOR_ASSIGN(self.effects, EF_RESTARTANIM_BIT); self.frame = upper_x; self.frame1time = upper_y; self.frame2 = lower_x; self.frame2time = lower_y; } else { if(self.frame1time != upper_y) BITXOR_ASSIGN(self.effects, EF_RESTARTANIM_BIT); self.frame = upper_x; self.frame1time = upper_y; } } void animdecide_setstate(entity e, float newstate, float restart) { if(!restart) if(newstate == e.anim_state) return; e.anim_state = newstate; e.anim_time = time; } void animdecide_setaction(entity e, float action, float restart) { if(action < 0) { if(!restart) if(action == e.anim_lower_action) return; e.anim_lower_action = action; e.anim_lower_time = time; } else { if(!restart) if(action == e.anim_upper_action) return; e.anim_upper_action = action; e.anim_upper_time = time; } }