X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fanimdecide.qc;h=ecc840f6fbbe41358d381d26a8c12ffaac59de2d;hb=45d8904a100765555e622598a39967963733df1d;hp=32ffef248d540ce8b5f9c85101ec8e5ceef0b37b;hpb=3185672106d544aa84cb7ed518fc874519d2c317;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/animdecide.qc b/qcsrc/common/animdecide.qc index 32ffef248..69fe45826 100644 --- a/qcsrc/common/animdecide.qc +++ b/qcsrc/common/animdecide.qc @@ -1,90 +1,113 @@ -// 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; -.float animdecide_modelindex; +#include "animdecide.qh" -void animdecide_init(entity e) +#include + +#if defined(SVQC) + #include "util.qh" + #include "../server/defs.qh" +#endif + +bool monsters_animoverride(entity this) +{ + Monster monster_id = NULL; + FOREACH(Monsters, it != MON_Null && it.m_model.model_str() == this.model, { + monster_id = it; + break; + }); + + if(!monster_id) { return false; } + + monster_id.mr_anim(monster_id, this); + + vector none = '0 0 0'; + this.anim_duckwalk = this.anim_walk; + this.anim_duckjump = animfixfps(this, '5 1 10', none); + this.anim_duckidle = this.anim_idle; + this.anim_jump = animfixfps(this, '8 1 10', none); + this.anim_taunt = animfixfps(this, '12 1 0.33', none); + this.anim_runbackwards = this.anim_run; + this.anim_strafeleft = this.anim_run; + this.anim_straferight = this.anim_run; + this.anim_forwardright = this.anim_run; + this.anim_forwardleft = this.anim_run; + this.anim_backright = this.anim_run; + this.anim_backleft = this.anim_run; + this.anim_duckwalkbackwards = this.anim_walk; + this.anim_duckwalkstrafeleft = this.anim_walk; + this.anim_duckwalkstraferight = this.anim_walk; + this.anim_duckwalkforwardright = this.anim_walk; + this.anim_duckwalkforwardleft = this.anim_walk; + this.anim_duckwalkbackright = this.anim_walk; + this.anim_duckwalkbackleft = this.anim_walk; + + // these anims ought to stay until stopped explicitly by weaponsystem + this.anim_shoot_z = 0.001; + this.anim_melee_z = 0.001; + + return true; +} + +void animdecide_load_if_needed(entity e) { - if(e.modelindex == e.animdecide_modelindex) - return; - e.animdecide_modelindex = e.modelindex; + int mdlidx = e.modelindex; + if (mdlidx == e.animdecide_modelindex) return; + e.animdecide_modelindex = mdlidx; + + if(substring(e.model, 0, 16) == "models/monsters/") + { + if(monsters_animoverride(e)) + return; + } + +#define ANIM_VEC(a, frames, rate) anim_vec(ANIM_##a, mdlidx, frames, rate) 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'); + e.anim_die1 = animfixfps(e, ANIM_VEC(die1, 1, 0.5), none); // 2 seconds + e.anim_die2 = animfixfps(e, ANIM_VEC(die2, 1, 0.5), none); // 2 seconds + e.anim_draw = animfixfps(e, ANIM_VEC(draw, 1, 3), none); + e.anim_duckwalk = animfixfps(e, ANIM_VEC(duckwalk, 1, 1), none); + e.anim_duckjump = animfixfps(e, ANIM_VEC(duckjump, 1, 10), none); + e.anim_duckidle = animfixfps(e, ANIM_VEC(duckidle, 1, 1), none); + e.anim_idle = animfixfps(e, ANIM_VEC(idle, 1, 1), none); + e.anim_jump = animfixfps(e, ANIM_VEC(jump, 1, 10), none); + e.anim_pain1 = animfixfps(e, ANIM_VEC(pain1, 1, 2), none); // 0.5 seconds + e.anim_pain2 = animfixfps(e, ANIM_VEC(pain2, 1, 2), none); // 0.5 seconds + e.anim_shoot = animfixfps(e, ANIM_VEC(shoot, 1, 5), none); // analyze models and set framerate + e.anim_taunt = animfixfps(e, ANIM_VEC(taunt, 1, 0.33), none); + e.anim_run = animfixfps(e, ANIM_VEC(run, 1, 1), none); + e.anim_runbackwards = animfixfps(e, ANIM_VEC(runbackwards, 1, 1), none); + e.anim_strafeleft = animfixfps(e, ANIM_VEC(strafeleft, 1, 1), none); + e.anim_straferight = animfixfps(e, ANIM_VEC(straferight, 1, 1), none); + e.anim_forwardright = animfixfps(e, ANIM_VEC(forwardright, 1, 1), ANIM_VEC(straferight, 1, 1)); + e.anim_forwardleft = animfixfps(e, ANIM_VEC(forwardleft, 1, 1), ANIM_VEC(strafeleft, 1, 1)); + e.anim_backright = animfixfps(e, ANIM_VEC(backright, 1, 1), ANIM_VEC(straferight, 1, 1)); + e.anim_backleft = animfixfps(e, ANIM_VEC(backleft , 1, 1), ANIM_VEC(strafeleft, 1, 1)); + e.anim_melee = animfixfps(e, ANIM_VEC(melee, 1, 1), ANIM_VEC(shoot, 1, 1)); + e.anim_duckwalkbackwards = animfixfps(e, ANIM_VEC(duckwalkbackwards, 1, 1), ANIM_VEC(duckwalk, 1, 1)); + e.anim_duckwalkstrafeleft = animfixfps(e, ANIM_VEC(duckwalkstrafeleft, 1, 1), ANIM_VEC(duckwalk, 1, 1)); + e.anim_duckwalkstraferight = animfixfps(e, ANIM_VEC(duckwalkstraferight, 1, 1), ANIM_VEC(duckwalk, 1, 1)); + e.anim_duckwalkforwardright = animfixfps(e, ANIM_VEC(duckwalkforwardright, 1, 1), ANIM_VEC(duckwalk, 1, 1)); + e.anim_duckwalkforwardleft = animfixfps(e, ANIM_VEC(duckwalkforwardleft, 1, 1), ANIM_VEC(duckwalk, 1, 1)); + e.anim_duckwalkbackright = animfixfps(e, ANIM_VEC(duckwalkbackright, 1, 1), ANIM_VEC(duckwalk, 1, 1)); + e.anim_duckwalkbackleft = animfixfps(e, ANIM_VEC(duckwalkbackleft , 1, 1), ANIM_VEC(duckwalk, 1, 1)); + +#undef ANIM_VEC // 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_ACTIVE 1 -#define ANIMPRIO_CROUCH 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); + 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) @@ -112,25 +135,27 @@ 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 <= t + outframe_y / outframe_z) + if(time <= t + outframe.y / outframe.z) { // animation is running! - return vec3(outframe_x, t, ANIMPRIO_ACTIVE); + return vec3(outframe.x, t, ANIMPRIO_ACTIVE); } } // 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_FOLLOW) + 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 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) @@ -153,12 +178,12 @@ vector animdecide_getloweranim(entity e) { 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 <= t + outframe_y / outframe_z) + if(time <= t + outframe.y / outframe.z) { // animation is running! - return vec3(outframe_x, t, ANIMPRIO_ACTIVE); + return vec3(outframe.x, t, ANIMPRIO_ACTIVE); } } // or, decide the anim by state @@ -166,71 +191,66 @@ vector animdecide_getloweranim(entity e) if(e.anim_state & ANIMSTATE_DUCK) { if(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR) - return vec3(e.anim_duckjump_x, 0, ANIMPRIO_CROUCH); // play the END of the jump anim + 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_CROUCH); + return vec3(e.anim_duckwalk.x, t, ANIMPRIO_CROUCH); case ANIMIMPLICITSTATE_BACKWARDS: - return vec3(e.anim_duckwalkbackwards_x, t, ANIMPRIO_CROUCH); + return vec3(e.anim_duckwalkbackwards.x, t, ANIMPRIO_CROUCH); case ANIMIMPLICITSTATE_RIGHT: - return vec3(e.anim_duckwalkstraferight_x, t, ANIMPRIO_CROUCH); + return vec3(e.anim_duckwalkstraferight.x, t, ANIMPRIO_CROUCH); case ANIMIMPLICITSTATE_LEFT: - return vec3(e.anim_duckwalkstrafeleft_x, t, ANIMPRIO_CROUCH); + return vec3(e.anim_duckwalkstrafeleft.x, t, ANIMPRIO_CROUCH); case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_RIGHT: - return vec3(e.anim_duckwalkforwardright_x, t, ANIMPRIO_CROUCH); + return vec3(e.anim_duckwalkforwardright.x, t, ANIMPRIO_CROUCH); case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_LEFT: - return vec3(e.anim_duckwalkforwardleft_x, t, ANIMPRIO_CROUCH); + return vec3(e.anim_duckwalkforwardleft.x, t, ANIMPRIO_CROUCH); case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_RIGHT: - return vec3(e.anim_duckwalkbackright_x, t, ANIMPRIO_CROUCH); + return vec3(e.anim_duckwalkbackright.x, t, ANIMPRIO_CROUCH); case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT: - return vec3(e.anim_duckwalkbackleft_x, t, ANIMPRIO_CROUCH); - default: - return vec3(e.anim_duckidle_x, t, ANIMPRIO_CROUCH); + return vec3(e.anim_duckwalkbackleft.x, t, ANIMPRIO_CROUCH); } + return vec3(e.anim_duckidle.x, t, ANIMPRIO_CROUCH); } else { if(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR) - return vec3(e.anim_jump_x, 0, ANIMPRIO_ACTIVE); // play the END of the jump anim + 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); - default: - return vec3(e.anim_idle_x, t, ANIMPRIO_IDLE); + return vec3(e.anim_backleft.x, t, ANIMPRIO_ACTIVE); } + return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE); } // can't get here -#ifdef GMQCC - return vec3(e.anim_idle_x, t, ANIMPRIO_IDLE); -#endif + //return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE); } void animdecide_setimplicitstate(entity e, float onground) { - float s; - s = 0; + int s = 0; makevectors(e.angles); vector v; - v_x = e.velocity * v_forward; - v_y = e.velocity * v_right; - v_z = 0; + 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" @@ -242,15 +262,15 @@ void animdecide_setimplicitstate(entity e, float onground) // it slightly less likely to "hit two keys at once", so let's do this // here too - if(vlen(v) > 10) + if(vdist(v, >, 10)) { - if(v_x > fabs(v_y) * 0.5) + if(v.x > fabs(v.y) * 0.5) s |= ANIMIMPLICITSTATE_FORWARD; - if(v_x < -fabs(v_y) * 0.5) + if(v.x < -fabs(v.y) * 0.5) s |= ANIMIMPLICITSTATE_BACKWARDS; - if(v_y > fabs(v_x) * 0.5) + if(v.y > fabs(v.x) * 0.5) s |= ANIMIMPLICITSTATE_RIGHT; - if(v_y < -fabs(v_x) * 0.5) + if(v.y < -fabs(v.x) * 0.5) s |= ANIMIMPLICITSTATE_LEFT; } if(!onground) @@ -280,31 +300,31 @@ void animdecide_setframes(entity e, float support_blending, .float fld_frame, .f //print("UPPER: ", vtos(upper), ", LOWER: ", vtos(lower), "\n"); if(support_blending) { - if(upper_z && !lower_z) + if(upper.z && !lower.z) lower = upper; - else if(lower_z && !upper_z) + else if(lower.z && !upper.z) upper = lower; - if(e.frame1time != upper_y || e.frame2time != lower_y) + 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; + e.(fld_frame) = upper.x; + e.(fld_frame1time) = upper.y; + e.(fld_frame2) = lower.x; + e.(fld_frame2time) = lower.y; } else { - if(upper_z > lower_z) + if(upper.z > lower.z) lower = upper; - else if(lower_z > upper_z) + else if(lower.z > upper.z) upper = lower; - if(e.frame1time != upper_y) + if(e.frame1time != upper.y) BITXOR_ASSIGN(e.effects, EF_RESTARTANIM_BIT); - e.fld_frame = upper_x; - e.fld_frame1time = upper_y; + 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)