X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fanimdecide.qh;h=16feb948c35d5c2264b9bdc21329c531c47ae2d9;hp=d122b6a36288c9b2d43eb083e980881af537dcd1;hb=e0012447bfce1b551df3dc01b043655aa93dafad;hpb=688276421e89bb47394a765b2b242f81da1d4228 diff --git a/qcsrc/common/animdecide.qh b/qcsrc/common/animdecide.qh index d122b6a36..16feb948c 100644 --- a/qcsrc/common/animdecide.qh +++ b/qcsrc/common/animdecide.qh @@ -1,5 +1,4 @@ -#ifndef ANIMDECIDE_H -#define ANIMDECIDE_H +#pragma once // must be called at least once to initialize, or when modelindex is changed void animdecide_load_if_needed(entity e); @@ -8,40 +7,100 @@ void animdecide_load_if_needed(entity e); void animdecide_setimplicitstate(entity e, float onground); void animdecide_setframes(entity e, bool support_blending, .int fld_frame, .int fld_frame1time, .int fld_frame2, .int fld_frame2time); +CLASS(Animation, Object) + ATTRIB(Animation, m_framenames, string); + STATIC_METHOD(Animation, getframe, int(Animation this, int mdlidx)) + { + FOREACH_WORD(this.m_framenames, true, { + int f = frameforname(mdlidx, it); + if (f != -1) return f; + }); +#ifdef CSQC + LOG_DEBUGF("Missing animation for %s: %s", modelnameforindex(mdlidx), this.registered_id); +#endif + return -1; + } +ENDCLASS(Animation) + +REGISTRY(Animations, BITS(8)) +REGISTER_REGISTRY(Animations) +#define Animations_from(id) _Animations_from(id, NULL) +#define WriteAnimation(to, it) WriteRegistered(Animations, to, it) +#define ReadAnimation() ReadRegistered(Animations) +#define REGISTER_ANIMATION(id, framenames) \ + .vector anim_##id; \ + REGISTER(Animations, ANIM_##id, m_id, NEW(Animation)) { \ + this.m_framenames = framenames; \ + } + +vector anim_vec(Animation anim, int mdlidx, int numframes, float framerate) +{ + vector v; + v.x = Animation_getframe(anim, mdlidx); + v.y = numframes; + v.z = framerate; + return v; +} + // 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; +/** player dies */ +REGISTER_ANIMATION(die1, "dieone groupified_0_anim"); +/** player dies differently */ +REGISTER_ANIMATION(die2, "dietwo groupified_1_anim"); +/** player pulls out a weapon */ +REGISTER_ANIMATION(draw, "draw groupified_2_anim"); +REGISTER_ANIMATION(duck, "duck groupified_3_anim"); +/** player walking while crouching */ +REGISTER_ANIMATION(duckwalk, "duckwalk groupified_4_anim"); +/** player jumping from a crouch */ +REGISTER_ANIMATION(duckjump, "duckjump groupified_5_anim"); +/** player idling while crouching */ +REGISTER_ANIMATION(duckidle, "duckidle groupified_6_anim"); +/** player standing */ +REGISTER_ANIMATION(idle, "idle groupified_7_anim"); +/** player jump */ +REGISTER_ANIMATION(jump, "jump groupified_8_anim"); +/** player flinches from pain */ +REGISTER_ANIMATION(pain1, "painone groupified_9_anim"); +/** player flinches from pain, differently */ +REGISTER_ANIMATION(pain2, "paintwo groupified_10_anim"); +/** player shoots */ +REGISTER_ANIMATION(shoot, "shoot groupified_11_anim"); +/** player taunts others (FIXME: no code references this) */ +REGISTER_ANIMATION(taunt, "taunt groupified_12_anim"); +/** player running forward */ +REGISTER_ANIMATION(run, "run groupified_13_anim"); +/** player running backward */ +REGISTER_ANIMATION(runbackwards, "runbackwards groupified_14_anim"); +/** player shuffling left quickly */ +REGISTER_ANIMATION(strafeleft, "strafeleft groupified_15_anim"); +/** player shuffling right quickly */ +REGISTER_ANIMATION(straferight, "straferight groupified_16_anim"); +/** */ +REGISTER_ANIMATION(dead1, "deadone groupified_17_anim"); +/** */ +REGISTER_ANIMATION(dead2, "deadtwo groupified_18_anim"); +/** player running forward and right */ +REGISTER_ANIMATION(forwardright, "forwardright groupified_19_anim"); +/** player running forward and left */ +REGISTER_ANIMATION(forwardleft, "forwardleft groupified_20_anim"); +/** player running backward and right */ +REGISTER_ANIMATION(backright, "backright groupified_21_anim"); +/** player running back and left */ +REGISTER_ANIMATION(backleft, "backleft groupified_22_anim"); +/** player doing the melee action */ +REGISTER_ANIMATION(melee, "melee groupified_23_anim"); +REGISTER_ANIMATION(duckwalkbackwards, "duckwalkbackwards groupified_24_anim"); +REGISTER_ANIMATION(duckwalkstrafeleft, "duckwalkstrafeleft duckstrafeleft groupified_25_anim"); +REGISTER_ANIMATION(duckwalkstraferight, "duckwalkstraferight duckstraferight groupified_26_anim"); +REGISTER_ANIMATION(duckwalkforwardright, "duckwalkforwardright duckforwardright groupified_27_anim"); +REGISTER_ANIMATION(duckwalkforwardleft, "duckwalkforwardleft groupified_28_anim"); +REGISTER_ANIMATION(duckwalkbackright, "duckwalkbackright duckbackwardright groupified_29_anim"); +REGISTER_ANIMATION(duckwalkbackleft, "duckwalkbackleft duckbackwardleft groupified_30_anim"); .float animdecide_modelindex; // please network this one @@ -62,19 +121,19 @@ void animdecide_setframes(entity e, bool support_blending, .int fld_frame, .int // explicit anim states (networked) void animdecide_setstate(entity e, int newstate, float restart); -const int ANIMSTATE_DEAD1 = 1; // base frames: die1 -const int ANIMSTATE_DEAD2 = 2; // base frames: die2 -const int ANIMSTATE_DUCK = 4; // turns walk into duckwalk, jump into duckjump, etc. -const int ANIMSTATE_FROZEN = 8; // force idle -const int ANIMSTATE_FOLLOW = 16; // also force idle +const int ANIMSTATE_DEAD1 = BIT(0); // base frames: die1 +const int ANIMSTATE_DEAD2 = BIT(1); // base frames: die2 +const int ANIMSTATE_DUCK = BIT(2); // turns walk into duckwalk, jump into duckjump, etc. +const int ANIMSTATE_FROZEN = BIT(3); // force idle +const int ANIMSTATE_FOLLOW = BIT(4); // also force idle // implicit anim states (inferred from velocity, etc.) -const int ANIMIMPLICITSTATE_INAIR = 1; -const int ANIMIMPLICITSTATE_FORWARD = 2; -const int ANIMIMPLICITSTATE_BACKWARDS = 4; -const int ANIMIMPLICITSTATE_LEFT = 8; -const int ANIMIMPLICITSTATE_RIGHT = 16; -const int ANIMIMPLICITSTATE_JUMPRELEASED = 32; +const int ANIMIMPLICITSTATE_INAIR = BIT(0); +const int ANIMIMPLICITSTATE_FORWARD = BIT(1); +const int ANIMIMPLICITSTATE_BACKWARDS = BIT(2); +const int ANIMIMPLICITSTATE_LEFT = BIT(3); +const int ANIMIMPLICITSTATE_RIGHT = BIT(4); +const int ANIMIMPLICITSTATE_JUMPRELEASED = BIT(5); // explicit actions (networked); negative values are for lower body void animdecide_setaction(entity e, float action, float restart); @@ -85,4 +144,3 @@ const int ANIMACTION_PAIN2 = 3; // pain const int ANIMACTION_SHOOT = 4; // shoot const int ANIMACTION_TAUNT = 5; // taunt const int ANIMACTION_MELEE = 6; // melee -#endif