X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fanimdecide.qc;h=0cba5d7f38b4d49b54f5d779e087571fe1bb7399;hb=ff442844108257ce535eae6dc08eaf659ff5efd7;hp=64f3121b550a5f3688d251292127e954d2bc1fa5;hpb=ee82dbe684954e8d598f4cedb0607342872b24aa;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/animdecide.qc b/qcsrc/common/animdecide.qc index 64f3121b5..0cba5d7f3 100644 --- a/qcsrc/common/animdecide.qc +++ b/qcsrc/common/animdecide.qc @@ -1,12 +1,14 @@ -// 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; +#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: @@ -42,49 +44,78 @@ .vector anim_duckwalkforwardleft; .vector anim_duckwalkbackright; .vector anim_duckwalkbackleft; +.float animdecide_modelindex; -void animdecide_init(entity e) +void animdecide_load_if_needed(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'); + if(e.modelindex == e.animdecide_modelindex) + return; + e.animdecide_modelindex = e.modelindex; + + vector none = '0 0 0'; + e.anim_die1 = animfixfps(e, '0 1 0.5', none); // 2 seconds + e.anim_die2 = animfixfps(e, '1 1 0.5', none); // 2 seconds + e.anim_draw = animfixfps(e, '2 1 3', none); + e.anim_duckwalk = animfixfps(e, '4 1 1', none); + e.anim_duckjump = animfixfps(e, '5 1 10', none); + e.anim_duckidle = animfixfps(e, '6 1 1', none); + e.anim_idle = animfixfps(e, '7 1 1', none); + e.anim_jump = animfixfps(e, '8 1 10', none); + e.anim_pain1 = animfixfps(e, '9 1 2', none); // 0.5 seconds + e.anim_pain2 = animfixfps(e, '10 1 2', none); // 0.5 seconds + e.anim_shoot = animfixfps(e, '11 1 5', none); // analyze models and set framerate + e.anim_taunt = animfixfps(e, '12 1 0.33', none); + e.anim_run = animfixfps(e, '13 1 1', none); + e.anim_runbackwards = animfixfps(e, '14 1 1', none); + e.anim_strafeleft = animfixfps(e, '15 1 1', none); + e.anim_straferight = animfixfps(e, '16 1 1', none); + e.anim_forwardright = animfixfps(e, '19 1 1', '16 1 1'); + e.anim_forwardleft = animfixfps(e, '20 1 1', '15 1 1'); + e.anim_backright = animfixfps(e, '21 1 1', '16 1 1'); + e.anim_backleft = animfixfps(e, '22 1 1', '15 1 1'); + e.anim_melee = animfixfps(e, '23 1 1', '11 1 1'); + e.anim_duckwalkbackwards = animfixfps(e, '24 1 1', '4 1 1'); + e.anim_duckwalkstrafeleft = animfixfps(e, '25 1 1', '4 1 1'); + e.anim_duckwalkstraferight = animfixfps(e, '26 1 1', '4 1 1'); + e.anim_duckwalkforwardright = animfixfps(e, '27 1 1', '4 1 1'); + e.anim_duckwalkforwardleft = animfixfps(e, '28 1 1', '4 1 1'); + e.anim_duckwalkbackright = animfixfps(e, '29 1 1', '4 1 1'); + e.anim_duckwalkbackleft = animfixfps(e, '30 1 1', '4 1 1'); + + // these anims ought to stay until stopped explicitly by weaponsystem + e.anim_shoot_z = 0.001; + e.anim_melee_z = 0.001; } -#define ANIMPRIO_IDLE 0 -#define ANIMPRIO_STATIC 1 -#define ANIMPRIO_ACTIVE 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); + 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_upper_action) + float t, a; + if(e.anim_upper_time >= e.anim_upper_implicit_time) + { + a = e.anim_upper_action; + t = e.anim_upper_time; + } + else + { + a = e.anim_upper_implicit_action; + t = e.anim_upper_implicit_time; + } + switch(a) { case ANIMACTION_DRAW: outframe = e.anim_draw; break; case ANIMACTION_PAIN1: outframe = e.anim_pain1; break; @@ -93,25 +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 <= e.anim_upper_time + outframe_y / outframe_z) + if(time <= t + outframe.y / outframe.z) { // animation is running! - return vec3(outframe_x, e.anim_upper_time, ANIMPRIO_ACTIVE); + return vec3(outframe.x, t, ANIMPRIO_ACTIVE); } } - float t = max(e.anim_time, e.anim_implicit_time); // 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) @@ -119,80 +150,96 @@ vector animdecide_getloweranim(entity e) // is there an action? vector outframe = '-1 0 0'; - switch(e.anim_lower_action) + float t, a; + if(e.anim_lower_time >= e.anim_lower_implicit_time) + { + a = e.anim_lower_action; + t = e.anim_lower_time; + } + else + { + a = e.anim_lower_implicit_action; + t = e.anim_lower_implicit_time; + } + switch(a) { - case ANIMACTION_JUMP: if(e.anim_state & ANIMSTATE_DUCK) outframe = e.anim_duckjump; else outframe = e.anim_jump; break; + 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 <= e.anim_lower_time + outframe_y / outframe_z) + if(time <= t + outframe.y / outframe.z) { // animation is running! - return vec3(outframe_x, e.anim_lower_time, ANIMPRIO_ACTIVE); + return vec3(outframe.x, t, ANIMPRIO_ACTIVE); } } - float t = max(e.anim_time, e.anim_implicit_time); // or, decide the anim by state + t = max(e.anim_time, e.anim_implicit_time); if(e.anim_state & ANIMSTATE_DUCK) { - switch(self.anim_implicit_state & (ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT | ANIMIMPLICITSTATE_RIGHT)) + if(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR) + 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_ACTIVE); + return vec3(e.anim_duckwalk.x, t, ANIMPRIO_CROUCH); case ANIMIMPLICITSTATE_BACKWARDS: - return vec3(e.anim_duckwalkbackwards_x, t, ANIMPRIO_ACTIVE); + return vec3(e.anim_duckwalkbackwards.x, t, ANIMPRIO_CROUCH); case ANIMIMPLICITSTATE_RIGHT: - return vec3(e.anim_duckwalkstraferight_x, t, ANIMPRIO_ACTIVE); + return vec3(e.anim_duckwalkstraferight.x, t, ANIMPRIO_CROUCH); case ANIMIMPLICITSTATE_LEFT: - return vec3(e.anim_duckwalkstrafeleft_x, t, ANIMPRIO_ACTIVE); + return vec3(e.anim_duckwalkstrafeleft.x, t, ANIMPRIO_CROUCH); case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_RIGHT: - return vec3(e.anim_duckwalkforwardright_x, t, ANIMPRIO_ACTIVE); + return vec3(e.anim_duckwalkforwardright.x, t, ANIMPRIO_CROUCH); case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_LEFT: - return vec3(e.anim_duckwalkforwardleft_x, t, ANIMPRIO_ACTIVE); + return vec3(e.anim_duckwalkforwardleft.x, t, ANIMPRIO_CROUCH); case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_RIGHT: - return vec3(e.anim_duckwalkbackright_x, t, ANIMPRIO_ACTIVE); + return vec3(e.anim_duckwalkbackright.x, t, ANIMPRIO_CROUCH); case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT: - return vec3(e.anim_duckwalkbackleft_x, t, ANIMPRIO_ACTIVE); + return vec3(e.anim_duckwalkbackleft.x, t, ANIMPRIO_CROUCH); default: - return vec3(e.anim_duckidle_x, t, ANIMPRIO_STATIC); + return vec3(e.anim_duckidle.x, t, ANIMPRIO_CROUCH); } } - else if(e.anim_implicit_state & ANIMIMPLICITSTATE_RUN) + else { - switch(self.anim_implicit_state & (ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT | ANIMIMPLICITSTATE_RIGHT)) + if(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR) + 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_run_x, t, ANIMPRIO_STATIC); + return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE); } } - return vec3(e.anim_idle_x, t, ANIMPRIO_IDLE); + // can't get here + return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE); } -void animdecide_setimplicitstate(entity e) +void animdecide_setimplicitstate(entity e, float onground) { - float s; - s = 0; + int s = 0; - makevectors(self.angles); + makevectors(e.angles); vector v; - v_x = self.velocity * v_forward; - v_y = self.velocity * v_right; + 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" @@ -204,57 +251,69 @@ void animdecide_setimplicitstate(entity e) // 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; + if(vlen(v) > 10) + { + 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(!onground) + s |= ANIMIMPLICITSTATE_INAIR; - // TODO infer jumping too! + // detect some kinds of otherwise misdetected jumps (ground to air transition) + // NOTE: currently, in CSQC this is the only jump detection, as the explicit jump action is never called! + if(!(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR) && (s & ANIMIMPLICITSTATE_INAIR)) + { + e.anim_lower_implicit_action = ANIMACTION_JUMP; + e.anim_lower_implicit_time = time; + } - if(s != self.anim_implicit_state) + if(s != e.anim_implicit_state) { - self.anim_implicit_state = s; - self.anim_implicit_time = time; + e.anim_implicit_state = s; + e.anim_implicit_time = time; } } -void animdecide_setframes(entity e, float support_blending) +void animdecide_setframes(entity e, float support_blending, .float fld_frame, .float fld_frame1time, .float fld_frame2, .float fld_frame2time) { - animdecide_setimplicitstate(e); // _x: frame // _y: start time // _z: priority 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; + if(upper.z && !lower.z) + lower = upper; + else if(lower.z && !upper.z) + upper = lower; + 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; } else { - if(self.frame1time != upper_y) - BITXOR_ASSIGN(self.effects, EF_RESTARTANIM_BIT); - self.frame = upper_x; - self.frame1time = upper_y; + if(upper.z > lower.z) + lower = upper; + else if(lower.z > upper.z) + upper = lower; + if(e.frame1time != upper.y) + BITXOR_ASSIGN(e.effects, EF_RESTARTANIM_BIT); + 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)