#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: // _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; void animdecide_load_if_needed(entity e) { 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; } 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'; 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; 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 <= t + outframe.y / outframe.z) { // animation is running! 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); } 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'; 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_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(time <= t + outframe.y / outframe.z) { // animation is running! return vec3(outframe.x, t, ANIMPRIO_ACTIVE); } } // or, decide the anim by state t = max(e.anim_time, e.anim_implicit_time); 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 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); case ANIMIMPLICITSTATE_BACKWARDS: return vec3(e.anim_duckwalkbackwards.x, t, ANIMPRIO_CROUCH); case ANIMIMPLICITSTATE_RIGHT: return vec3(e.anim_duckwalkstraferight.x, t, ANIMPRIO_CROUCH); case ANIMIMPLICITSTATE_LEFT: return vec3(e.anim_duckwalkstrafeleft.x, t, ANIMPRIO_CROUCH); case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_RIGHT: return vec3(e.anim_duckwalkforwardright.x, t, ANIMPRIO_CROUCH); case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_LEFT: return vec3(e.anim_duckwalkforwardleft.x, t, ANIMPRIO_CROUCH); case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_RIGHT: 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); } } else { 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); 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_idle.x, t, ANIMPRIO_IDLE); } } // can't get here return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE); } void animdecide_setimplicitstate(entity e, float onground) { int s = 0; makevectors(e.angles); vector v; 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" // 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(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; // 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 != e.anim_implicit_state) { e.anim_implicit_state = s; e.anim_implicit_time = time; } } void animdecide_setframes(entity e, float support_blending, .float fld_frame, .float fld_frame1time, .float fld_frame2, .float fld_frame2time) { // _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(support_blending) { 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(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, int 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; } }