Xonotic
animdecide.qc
Go to the documentation of this file.
1 #include "animdecide.qh"
2 
3 #if defined(CSQC)
4  #include <common/monsters/_mod.qh>
5 #elif defined(MENUQC)
6 #elif defined(SVQC)
7  #include <common/monsters/_mod.qh>
8  #include <common/stats.qh>
9  #include <common/util.qh>
10  #include <common/weapons/_all.qh>
11 #endif
12 
14 {
15  Monster monster_id = NULL;
16  FOREACH(Monsters, it != MON_Null && it.m_model.model_str() == this.model, {
17  monster_id = it;
18  break;
19  });
20 
21  if(!monster_id) { return false; }
22 
23  monster_id.mr_anim(monster_id, this);
24 
25  vector none = '0 0 0';
26  this.anim_duckwalk = this.anim_walk;
27  this.anim_duckjump = animfixfps(this, '5 1 10', none);
28  this.anim_duckidle = this.anim_idle;
29  this.anim_jump = animfixfps(this, '8 1 10', none);
30  this.anim_taunt = animfixfps(this, '12 1 0.33', none);
31  this.anim_runbackwards = this.anim_run;
32  this.anim_strafeleft = this.anim_run;
33  this.anim_straferight = this.anim_run;
34  this.anim_forwardright = this.anim_run;
35  this.anim_forwardleft = this.anim_run;
36  this.anim_backright = this.anim_run;
37  this.anim_backleft = this.anim_run;
38  this.anim_duckwalkbackwards = this.anim_walk;
39  this.anim_duckwalkstrafeleft = this.anim_walk;
40  this.anim_duckwalkstraferight = this.anim_walk;
41  this.anim_duckwalkforwardright = this.anim_walk;
42  this.anim_duckwalkforwardleft = this.anim_walk;
43  this.anim_duckwalkbackright = this.anim_walk;
44  this.anim_duckwalkbackleft = this.anim_walk;
45 
46  // these anims ought to stay until stopped explicitly by weaponsystem
47  this.anim_shoot_z = 0.001;
48  this.anim_melee_z = 0.001;
49 
50  return true;
51 }
52 
54 {
55  int mdlidx = e.modelindex;
56  if (mdlidx == e.animdecide_modelindex) return;
57  e.animdecide_modelindex = mdlidx;
58 
59  if(substring(e.model, 0, 16) == "models/monsters/")
60  {
62  return;
63  }
64 
65 #define ANIM_VEC(a, frames, rate) anim_vec(ANIM_##a, mdlidx, frames, rate)
66 
67  vector none = '0 0 0';
68  e.anim_die1 = animfixfps(e, ANIM_VEC(die1, 1, 0.5), none); // 2 seconds
69  e.anim_die2 = animfixfps(e, ANIM_VEC(die2, 1, 0.5), none); // 2 seconds
70  e.anim_draw = animfixfps(e, ANIM_VEC(draw, 1, 3), none);
71  e.anim_duckwalk = animfixfps(e, ANIM_VEC(duckwalk, 1, 1), none);
72  e.anim_duckjump = animfixfps(e, ANIM_VEC(duckjump, 1, 10), none);
73  e.anim_duckidle = animfixfps(e, ANIM_VEC(duckidle, 1, 1), none);
74  e.anim_idle = animfixfps(e, ANIM_VEC(idle, 1, 1), none);
75  e.anim_jump = animfixfps(e, ANIM_VEC(jump, 1, 10), none);
76  e.anim_pain1 = animfixfps(e, ANIM_VEC(pain1, 1, 2), none); // 0.5 seconds
77  e.anim_pain2 = animfixfps(e, ANIM_VEC(pain2, 1, 2), none); // 0.5 seconds
78  e.anim_shoot = animfixfps(e, ANIM_VEC(shoot, 1, 5), none); // analyze models and set framerate
79  e.anim_taunt = animfixfps(e, ANIM_VEC(taunt, 1, 0.33), none);
80  e.anim_run = animfixfps(e, ANIM_VEC(run, 1, 1), none);
81  e.anim_runbackwards = animfixfps(e, ANIM_VEC(runbackwards, 1, 1), none);
82  e.anim_strafeleft = animfixfps(e, ANIM_VEC(strafeleft, 1, 1), none);
83  e.anim_straferight = animfixfps(e, ANIM_VEC(straferight, 1, 1), none);
84  e.anim_forwardright = animfixfps(e, ANIM_VEC(forwardright, 1, 1), ANIM_VEC(straferight, 1, 1));
85  e.anim_forwardleft = animfixfps(e, ANIM_VEC(forwardleft, 1, 1), ANIM_VEC(strafeleft, 1, 1));
86  e.anim_backright = animfixfps(e, ANIM_VEC(backright, 1, 1), ANIM_VEC(straferight, 1, 1));
87  e.anim_backleft = animfixfps(e, ANIM_VEC(backleft , 1, 1), ANIM_VEC(strafeleft, 1, 1));
88  e.anim_melee = animfixfps(e, ANIM_VEC(melee, 1, 1), ANIM_VEC(shoot, 1, 1));
89  e.anim_duckwalkbackwards = animfixfps(e, ANIM_VEC(duckwalkbackwards, 1, 1), ANIM_VEC(duckwalk, 1, 1));
90  e.anim_duckwalkstrafeleft = animfixfps(e, ANIM_VEC(duckwalkstrafeleft, 1, 1), ANIM_VEC(duckwalk, 1, 1));
91  e.anim_duckwalkstraferight = animfixfps(e, ANIM_VEC(duckwalkstraferight, 1, 1), ANIM_VEC(duckwalk, 1, 1));
92  e.anim_duckwalkforwardright = animfixfps(e, ANIM_VEC(duckwalkforwardright, 1, 1), ANIM_VEC(duckwalk, 1, 1));
93  e.anim_duckwalkforwardleft = animfixfps(e, ANIM_VEC(duckwalkforwardleft, 1, 1), ANIM_VEC(duckwalk, 1, 1));
94  e.anim_duckwalkbackright = animfixfps(e, ANIM_VEC(duckwalkbackright, 1, 1), ANIM_VEC(duckwalk, 1, 1));
95  e.anim_duckwalkbackleft = animfixfps(e, ANIM_VEC(duckwalkbackleft , 1, 1), ANIM_VEC(duckwalk, 1, 1));
96 
97 #undef ANIM_VEC
98 
99  // these anims ought to stay until stopped explicitly by weaponsystem
100  e.anim_shoot_z = 0.001;
101  e.anim_melee_z = 0.001;
102 }
103 
104 const float ANIMPRIO_IDLE = 0;
105 const float ANIMPRIO_ACTIVE = 1;
106 const float ANIMPRIO_CROUCH = 2;
107 const float ANIMPRIO_DEAD = 3;
108 
110 {
111  // death etc.
112  if(e.anim_state & ANIMSTATE_FROZEN)
113  return vec3(e.anim_idle.x, e.anim_time, ANIMPRIO_DEAD);
114  if(e.anim_state & ANIMSTATE_DEAD1)
115  return vec3(e.anim_die1_x, e.anim_time, ANIMPRIO_DEAD);
116  if(e.anim_state & ANIMSTATE_DEAD2)
117  return vec3(e.anim_die2_x, e.anim_time, ANIMPRIO_DEAD);
118 
119  // is there an action?
120  vector outframe = '-1 0 0';
121  float t, a;
122  if(e.anim_upper_time >= e.anim_upper_implicit_time)
123  {
124  a = e.anim_upper_action;
125  t = e.anim_upper_time;
126  }
127  else
128  {
129  a = e.anim_upper_implicit_action;
130  t = e.anim_upper_implicit_time;
131  }
132  switch(a)
133  {
134  case ANIMACTION_DRAW: outframe = e.anim_draw; break;
135  case ANIMACTION_PAIN1: outframe = e.anim_pain1; break;
136  case ANIMACTION_PAIN2: outframe = e.anim_pain2; break;
137  case ANIMACTION_SHOOT: outframe = e.anim_shoot; break;
138  case ANIMACTION_TAUNT: outframe = e.anim_taunt; break;
139  case ANIMACTION_MELEE: outframe = e.anim_melee; break;
140  }
141  if(outframe.x >= 0)
142  {
143  if(time <= t + outframe.y / outframe.z)
144  {
145  // animation is running!
146  return vec3(outframe.x, t, ANIMPRIO_ACTIVE);
147  }
148  }
149  // or, decide the anim by state
150  t = max(e.anim_time, e.anim_implicit_time);
151  // but all states are for lower body!
152  return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
153 }
154 
156 {
157  // death etc.
158  if(e.anim_state & ANIMSTATE_FOLLOW)
159  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
160  if(e.anim_state & ANIMSTATE_FROZEN)
161  return vec3(e.anim_idle.x, e.anim_time, ANIMPRIO_DEAD);
162  if(e.anim_state & ANIMSTATE_DEAD1)
163  return vec3(e.anim_die1_x, e.anim_time, ANIMPRIO_DEAD);
164  if(e.anim_state & ANIMSTATE_DEAD2)
165  return vec3(e.anim_die2_x, e.anim_time, ANIMPRIO_DEAD);
166 
167  // is there an action?
168  vector outframe = '-1 0 0';
169  float t, a;
170  if(e.anim_lower_time >= e.anim_lower_implicit_time)
171  {
172  a = e.anim_lower_action;
173  t = e.anim_lower_time;
174  }
175  else
176  {
177  a = e.anim_lower_implicit_action;
178  t = e.anim_lower_implicit_time;
179  }
180  switch(a)
181  {
182  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;
183  }
184  if(outframe.x >= 0)
185  {
186  if(time <= t + outframe.y / outframe.z)
187  {
188  // animation is running!
189  return vec3(outframe.x, t, ANIMPRIO_ACTIVE);
190  }
191  }
192  // or, decide the anim by state
193  t = max(e.anim_time, e.anim_implicit_time);
194  if(e.anim_state & ANIMSTATE_DUCK)
195  {
196  if(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR)
197  return vec3(e.anim_duckjump.x, 0, ANIMPRIO_CROUCH); // play the END of the jump anim
199  {
201  return vec3(e.anim_duckwalk.x, t, ANIMPRIO_CROUCH);
203  return vec3(e.anim_duckwalkbackwards.x, t, ANIMPRIO_CROUCH);
205  return vec3(e.anim_duckwalkstraferight.x, t, ANIMPRIO_CROUCH);
207  return vec3(e.anim_duckwalkstrafeleft.x, t, ANIMPRIO_CROUCH);
209  return vec3(e.anim_duckwalkforwardright.x, t, ANIMPRIO_CROUCH);
211  return vec3(e.anim_duckwalkforwardleft.x, t, ANIMPRIO_CROUCH);
213  return vec3(e.anim_duckwalkbackright.x, t, ANIMPRIO_CROUCH);
215  return vec3(e.anim_duckwalkbackleft.x, t, ANIMPRIO_CROUCH);
216  }
217  return vec3(e.anim_duckidle.x, t, ANIMPRIO_CROUCH);
218  }
219  else
220  {
221  if(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR)
222  return vec3(e.anim_jump.x, 0, ANIMPRIO_ACTIVE); // play the END of the jump anim
224  {
226  return vec3(e.anim_run.x, t, ANIMPRIO_ACTIVE);
228  return vec3(e.anim_runbackwards.x, t, ANIMPRIO_ACTIVE);
230  return vec3(e.anim_straferight.x, t, ANIMPRIO_ACTIVE);
232  return vec3(e.anim_strafeleft.x, t, ANIMPRIO_ACTIVE);
234  return vec3(e.anim_forwardright.x, t, ANIMPRIO_ACTIVE);
236  return vec3(e.anim_forwardleft.x, t, ANIMPRIO_ACTIVE);
238  return vec3(e.anim_backright.x, t, ANIMPRIO_ACTIVE);
240  return vec3(e.anim_backleft.x, t, ANIMPRIO_ACTIVE);
241  }
242  return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
243  }
244  // can't get here
245  //return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
246 }
247 
248 void animdecide_setimplicitstate(entity e, float onground)
249 {
250  int s = 0;
251 
252  makevectors(e.angles);
253  vector v;
254  v.x = e.velocity * v_forward;
255  v.y = e.velocity * v_right;
256  v.z = 0;
257 
258  // we want to match like this:
259  // the 8 directions shall be "evenly spaced"
260  // that means, the forward key includes anything from -67.5 to +67.5 degrees
261  // which then means x > |y| * cot(3pi/8)
262  //
263  // BUT, the engine's clip-movement-to-keyboard function uses 0.5 here,
264  // which would be an angle range from -63.43 to +63.43 degrees, making
265  // it slightly less likely to "hit two keys at once", so let's do this
266  // here too
267 
268  if(vdist(v, >, 10))
269  {
270  if(v.x > fabs(v.y) * 0.5)
272  if(v.x < -fabs(v.y) * 0.5)
274  if(v.y > fabs(v.x) * 0.5)
276  if(v.y < -fabs(v.x) * 0.5)
278  }
279  if(!onground)
281 
282  // detect some kinds of otherwise misdetected jumps (ground to air transition)
283  // NOTE: currently, in CSQC this is the only jump detection, as the explicit jump action is never called!
284  if(!(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR) && (s & ANIMIMPLICITSTATE_INAIR))
285  {
286  e.anim_lower_implicit_action = ANIMACTION_JUMP;
287  e.anim_lower_implicit_time = time;
288  }
289 
290  if(s != e.anim_implicit_state)
291  {
292  e.anim_implicit_state = s;
293  e.anim_implicit_time = time;
294  }
295 }
296 void animdecide_setframes(entity e, float support_blending, .float fld_frame, .float fld_frame1time, .float fld_frame2, .float fld_frame2time)
297 {
298  // _x: frame
299  // _y: start time
300  // _z: priority
301  vector upper = animdecide_getupperanim(e);
302  vector lower = animdecide_getloweranim(e);
303  //print("UPPER: ", vtos(upper), ", LOWER: ", vtos(lower), "\n");
304  if(support_blending)
305  {
306  if(upper.z && !lower.z)
307  lower = upper;
308  else if(lower.z && !upper.z)
309  upper = lower;
310  if(e.frame1time != upper.y || e.frame2time != lower.y)
311  BITXOR_ASSIGN(e.effects, EF_RESTARTANIM_BIT);
312  e.(fld_frame) = upper.x;
313  e.(fld_frame1time) = upper.y;
314  e.(fld_frame2) = lower.x;
315  e.(fld_frame2time) = lower.y;
316  }
317  else
318  {
319  if(upper.z > lower.z)
320  lower = upper;
321  else if(lower.z > upper.z)
322  upper = lower;
323  if(e.frame1time != upper.y)
324  BITXOR_ASSIGN(e.effects, EF_RESTARTANIM_BIT);
325  e.(fld_frame) = upper.x;
326  e.(fld_frame1time) = upper.y;
327  }
328 }
329 
330 void animdecide_setstate(entity e, int newstate, float restart)
331 {
332  if(!restart)
333  if(newstate == e.anim_state)
334  return;
335  e.anim_state = newstate;
336  e.anim_time = time;
337 }
338 void animdecide_setaction(entity e, float action, float restart)
339 {
340  if(action < 0)
341  {
342  if(!restart)
343  if(action == e.anim_lower_action)
344  return;
345  e.anim_lower_action = action;
346  e.anim_lower_time = time;
347  }
348  else
349  {
350  if(!restart)
351  if(action == e.anim_upper_action)
352  return;
353  e.anim_upper_action = action;
354  e.anim_upper_time = time;
355  }
356 }
const int ANIMIMPLICITSTATE_BACKWARDS
Definition: animdecide.qh:134
const int ANIMSTATE_FROZEN
Definition: animdecide.qh:128
vector anim_walk
Definition: monster.qh:28
void animdecide_setframes(entity e, float support_blending,.float fld_frame,.float fld_frame1time,.float fld_frame2,.float fld_frame2time)
Definition: animdecide.qc:296
void animdecide_setstate(entity e, int newstate, float restart)
Definition: animdecide.qc:330
bool monsters_animoverride(entity this)
Definition: animdecide.qc:13
const int ANIMACTION_JUMP
Definition: animdecide.qh:141
entity() spawn
void animdecide_load_if_needed(entity e)
Definition: animdecide.qc:53
#define vec3(_x, _y, _z)
Definition: vector.qh:95
const int EF_RESTARTANIM_BIT
const int ANIMACTION_PAIN2
Definition: animdecide.qh:144
const float ANIMPRIO_CROUCH
Definition: animdecide.qc:106
string model
Definition: csprogsdefs.qc:108
const int ANIMSTATE_FOLLOW
Definition: animdecide.qh:129
const int ANIMIMPLICITSTATE_FORWARD
Definition: animdecide.qh:133
const int ANIMIMPLICITSTATE_LEFT
Definition: animdecide.qh:135
void animdecide_setimplicitstate(entity e, float onground)
Definition: animdecide.qc:248
void animdecide_setaction(entity e, float action, float restart)
Definition: animdecide.qc:338
const int ANIMIMPLICITSTATE_RIGHT
Definition: animdecide.qh:136
const float ANIMPRIO_DEAD
Definition: animdecide.qc:107
const float ANIMPRIO_IDLE
Definition: animdecide.qc:104
#define NULL
Definition: post.qh:17
#define ANIM_VEC(a, frames, rate)
const int ANIMACTION_SHOOT
Definition: animdecide.qh:145
const int ANIMACTION_PAIN1
Definition: animdecide.qh:143
vector(float skel, float bonenum) _skel_get_boneabs_hidden
vector v
Definition: ent_cs.qc:116
const float ANIMPRIO_ACTIVE
Definition: animdecide.qc:105
const int ANIMACTION_DRAW
Definition: animdecide.qh:142
#define vdist(v, cmp, f)
Vector distance comparison, avoids sqrt()
Definition: vector.qh:8
const int ANIMIMPLICITSTATE_INAIR
Definition: animdecide.qh:132
const int ANIMACTION_TAUNT
Definition: animdecide.qh:146
vector v_right
Definition: csprogsdefs.qc:31
const int ANIMSTATE_DEAD2
Definition: animdecide.qh:126
const int ANIMSTATE_DEAD1
Definition: animdecide.qh:125
vector animdecide_getupperanim(entity e)
Definition: animdecide.qc:109
const int ANIMACTION_MELEE
Definition: animdecide.qh:147
vector animdecide_getloweranim(entity e)
Definition: animdecide.qc:155
#define BITXOR_ASSIGN(a, b)
Definition: common.qh:107
float time
Definition: csprogsdefs.qc:16
const int ANIMSTATE_DUCK
Definition: animdecide.qh:127
#define makevectors
Definition: post.qh:21
#define FOREACH(list, cond, body)
Definition: iter.qh:19
vector v_forward
Definition: csprogsdefs.qc:31