]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/animdecide.qc
Merge branch 'master' into terencehill/tooltips_cleanup
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / animdecide.qc
index 32ffef248d540ce8b5f9c85101ec8e5ceef0b37b..23f43b9e94a74535614eb5919480d1a2db41236c 100644 (file)
@@ -1,45 +1,71 @@
-// 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 "monsters/all.qh"
+
+#if defined(SVQC)
+    #include "util.qh"
+    #include "../server/defs.qh"
+#endif
+
+bool monsters_animoverride(entity e)
+{
+       Monster monster_id = NULL;
+       for(int i = MON_FIRST; i <= MON_LAST; ++i)
+       {
+               entity mon = get_monsterinfo(i);
+
+               //if(substring(e.model, 0, strlen(mon.model) - 4) == substring(mon.model, 0, strlen(mon.model) - 4))
+               if(e.model == mon.model)
+               {
+                       monster_id = mon;
+                       break;
+               }
+       }
+
+       if(!monster_id) { return false; }
+
+       monster_id.mr_anim(monster_id);
+
+       vector none = '0 0 0';
+       e.anim_duckwalk = e.anim_walk;
+       e.anim_duckjump = animfixfps(e, '5 1 10', none);
+       e.anim_duckidle = e.anim_idle;
+       e.anim_jump = animfixfps(e, '8 1 10', none);
+       e.anim_taunt = animfixfps(e, '12 1 0.33', none);
+       e.anim_runbackwards = e.anim_run;
+       e.anim_strafeleft = e.anim_run;
+       e.anim_straferight = e.anim_run;
+       e.anim_forwardright = e.anim_run;
+       e.anim_forwardleft = e.anim_run;
+       e.anim_backright = e.anim_run;
+       e.anim_backleft  = e.anim_run;
+       e.anim_duckwalkbackwards = e.anim_walk;
+       e.anim_duckwalkstrafeleft = e.anim_walk;
+       e.anim_duckwalkstraferight = e.anim_walk;
+       e.anim_duckwalkforwardright = e.anim_walk;
+       e.anim_duckwalkforwardleft = e.anim_walk;
+       e.anim_duckwalkbackright = e.anim_walk;
+       e.anim_duckwalkbackleft  = e.anim_walk;
+
+       // these anims ought to stay until stopped explicitly by weaponsystem
+       e.anim_shoot_z = 0.001;
+       e.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;
 
+       if(substring(e.model, 0, 16) == "models/monsters/")
+       {
+               if(monsters_animoverride(e))
+                       return;
+       }
+
        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
@@ -75,16 +101,16 @@ void animdecide_init(entity e)
        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 +138,27 @@ 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 +181,12 @@ 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 +194,68 @@ 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);
+                               return vec3(e.anim_duckwalkbackleft.x, t, ANIMPRIO_CROUCH);
                        default:
-                               return vec3(e.anim_duckidle_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);
+                               return vec3(e.anim_backleft.x, t, ANIMPRIO_ACTIVE);
                        default:
-                               return vec3(e.anim_idle_x, t, ANIMPRIO_IDLE);
+                               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"
@@ -244,13 +269,13 @@ void animdecide_setimplicitstate(entity e, float onground)
 
        if(vlen(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 +305,31 @@ 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)