nuclide/Source/Shared/Animations.c

391 lines
11 KiB
C
Executable File

/*
Copyright 2016-2018 Marco "eukara" Hladik
MIT LICENSE
Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation
files (the "Software"), to deal in the Software without
restriction, including without limitation the rights to use,
copy, modify, merge, publish, distribute, sublicense, and/or
sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.
*/
.float baseframe_time;
.float baseframe_old;
.float fWasCrouching;
// For lerping, sigh
#ifdef CSQC
.float frame_last;
.float baseframe_last;
#else
.float subblend2frac;
#endif
enum {
ANIM_DUMMY1,
ANIM_IDLE,
ANIM_IDLE_CROUCH,
ANIM_WALK,
ANIM_RUN,
ANIM_RUN_CROUCH,
ANIM_JUMP,
ANIM_LONGJUMP,
ANIM_SWIM,
ANIM_TREADWATER,
ANIM_CROUCH_AIM_CARBINE,
ANIM_CROUCH_SHOOT_CARBINE,
ANIM_CROUCH_RELOAD_CARBINE,
ANIM_AIM_CARBINE,
ANIM_SHOOT_CARBINE,
ANIM_RELOAD_CARBINE,
ANIM_CROUCH_AIM_ONEHAND,
ANIM_CROUCH_SHOOT_ONEHAND,
ANIM_CROUCH_RELOAD_ONEHAND,
ANIM_AIM_ONEHAND,
ANIM_SHOOT_ONEHAND,
ANIM_RELOAD_ONEHAND,
ANIM_CROUCH_AIM_DUALPISTOLS,
ANIM_CROUCH_SHOOT_DUALPISTOLS,
ANIM_CROUCH_SHOOT2_DUALPISTOLS,
ANIM_CROUCH_RELOAD_DUALPISTOLS,
ANIM_AIM_DUALPISTOLS,
ANIM_SHOOT_DUALPISTOLS,
ANIM_SHOOT2_DUALPISTOLS,
ANIM_RELOAD_DUALPISTOLS,
ANIM_CROUCH_AIM_RIFLE,
ANIM_CROUCH_SHOOT_RIFLE,
ANIM_CROUCH_RELOAD_RIFLE,
ANIM_AIM_RIFLE,
ANIM_SHOOT_RIFLE,
ANIM_RELOAD_RIFLE,
ANIM_CROUCH_AIM_MP5,
ANIM_CROUCH_SHOOT_MP5,
ANIM_CROUCH_RELOAD_MP5,
ANIM_AIM_MP5,
ANIM_SHOOT_MP5,
ANIM_RELOAD_MP5,
ANIM_CROUCH_AIM_SHOTGUN,
ANIM_CROUCH_SHOOT_SHOTGUN,
ANIM_CROUCH_RELOAD_SHOTGUN,
ANIM_AIM_SHOTGUN,
ANIM_SHOOT_SHOTGUN,
ANIM_RELOAD_SHOTGUN,
ANIM_CROUCH_AIM_PARA,
ANIM_CROUCH_SHOOT_PARA,
ANIM_CROUCH_RELOAD_PARA,
ANIM_AIM_PARA,
ANIM_SHOOT_PARA,
ANIM_RELOAD_PARA,
ANIM_DUMMY2,
ANIM_DUMMY3,
ANIM_AIM_GRENADE,
ANIM_SHOOT_GRENADE,
ANIM_CROUCH_AIM_GRENADE,
ANIM_CROUCH_SHOOT_GRENADE,
ANIM_CROUCH_AIM_C4,
ANIM_CROUCH_SHOOT_C4,
ANIM_AIM_C4,
ANIM_SHOOT_C4,
ANIM_RELOAD_C4,
ANIM_DUPLICATE1,
ANIM_DUPLICATE2,
ANIM_DUPLICATE3,
ANIM_DUPLICATE4,
ANIM_DUPLICATE5,
ANIM_DUPLICATE6,
ANIM_DUPLICATE7,
ANIM_DUPLICATE8,
ANIM_CROUCH_AIM_KNIFE,
ANIM_CROUCH_SHOOT_KNIFE,
ANIM_AIM_KNIFE,
ANIM_SHOOT_KNIFE,
ANIM_CROUCH_AIM_AK47,
ANIM_CROUCH_SHOOT_AK47,
ANIM_CROUCH_RELOAD_AK47,
ANIM_AIM_AK47,
ANIM_SHOOT_AK47,
ANIM_RELOAD_AK47,
ANIM_GUT_FLINCH,
ANIM_HEAD_FLINCH,
ANIM_DEATH1,
ANIM_DEATH2,
ANIM_DEATH3,
ANIM_DIE_HEAD,
ANIM_DIE_GUT,
ANIM_DIE_LEFT,
ANIM_DIE_BACK,
ANIM_DIE_RIGHT,
ANIM_DIE_FORWARD,
ANIM_CROUCH_DIE
};
void Animation_Print( string sWow ) {
#ifdef CSQC
print( sprintf( "[DEBUG] %s" ), sWow );
#else
bprint( sprintf( "SSQC: %s" ), sWow );
#endif
}
/*
=================
Animation_PlayerUpdate
Called every frame to update the animation sequences
depending on what the player is doing
=================
*/
void Animation_PlayerUpdate( void ) {
self.basebone = 40;
// TODO: Make this faster
if ( self.baseframe_time < time ) {
switch ( Weapon_GetAnimType( self.weapon ) ) {
case ATYPE_AK47:
self.baseframe = self.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_AK47 : ANIM_AIM_AK47;
break;
case ATYPE_C4:
self.baseframe = self.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_C4 : ANIM_AIM_C4;
break;
case ATYPE_CARBINE:
self.baseframe = self.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_CARBINE : ANIM_AIM_CARBINE;
break;
case ATYPE_DUALPISTOLS:
self.baseframe = self.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_DUALPISTOLS : ANIM_AIM_DUALPISTOLS;
break;
case ATYPE_GRENADE:
self.baseframe = self.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_GRENADE : ANIM_AIM_GRENADE;
break;
case ATYPE_KNIFE:
self.baseframe = self.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_KNIFE : ANIM_AIM_KNIFE;
break;
case ATYPE_MP5:
self.baseframe = self.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_MP5 : ANIM_AIM_MP5;
break;
case ATYPE_ONEHAND:
self.baseframe = self.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_ONEHAND : ANIM_AIM_ONEHAND;
break;
case ATYPE_PARA:
self.baseframe = self.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_PARA : ANIM_AIM_PARA;
break;
case ATYPE_RIFLE:
self.baseframe = self.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_RIFLE : ANIM_AIM_RIFLE;
break;
case ATYPE_SHOTGUN:
self.baseframe = self.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_SHOTGUN : ANIM_AIM_SHOTGUN;
break;
}
self.baseframe_old = self.baseframe;
}
if ( vlen( self.velocity ) == 0 ) {
if ( self.flags & FL_CROUCHING ) {
self.frame = ANIM_IDLE_CROUCH;
} else {
self.frame = ANIM_IDLE;
}
} else if ( vlen( self.velocity ) < 150 ) {
if ( self.flags & FL_CROUCHING ) {
self.frame = ANIM_RUN_CROUCH;
} else {
self.frame = ANIM_WALK;
}
} else if ( vlen( self.velocity ) > 150 ) {
if ( self.flags & FL_CROUCHING ) {
self.frame = ANIM_RUN_CROUCH;
} else {
self.frame = ANIM_RUN;
}
}
#ifdef CSQC
// Lerp it down!
if ( self.lerpfrac > 0 ) {
self.lerpfrac -= frametime * 5;
if ( self.lerpfrac < 0 ) {
self.lerpfrac = 0;
}
}
if ( self.baselerpfrac > 0 ) {
self.baselerpfrac -= frametime * 5;
if ( self.baselerpfrac < 0 ) {
self.baselerpfrac = 0;
}
}
if ( self.frame != self.frame_last ) {
//Animation_Print( sprintf( "New Frame: %d, Last Frame: %d\n", self.frame, self.frame_last ));
// Move everything over to frame 2
self.frame2time = self.frame1time;
self.frame2 = self.frame_last;
// Set frame_last to avoid this being called again
self.frame_last = self.frame;
self.lerpfrac = 1.0f;
self.frame1time = 0.0f;
}
if ( self.baseframe != self.baseframe_last ) {
//Animation_Print( sprintf( "New Baseframe: %d, Last Baseframe: %d\n", self.baseframe, self.baseframe_last ) );
// Move everything over to frame 2
self.baseframe2time = self.baseframe1time;
self.baseframe2 = self.baseframe_last;
// Set frame_last to avoid this being called again
self.baseframe_last = self.baseframe;
self.baselerpfrac = 1.0f;
self.baseframe1time = 0.0f;
}
self.bonecontrol1 = self.angles_x;
#endif
self.angles_x = self.angles_z = 0;
if ( !( self.flags & FL_ONGROUND ) ) {
self.frame = ANIM_JUMP;
}
// Force the code above to update if we switched positions
if ( self.fWasCrouching != ( self.flags & FL_CROUCHING ) ) {
self.baseframe_old = 0;
self.baseframe_time = 0;
self.fWasCrouching = ( self.flags & FL_CROUCHING );
}
#ifdef CSQC
// Fix the angle (this is REALLY expensive, probably. But how else would one do it without skeletal objects?)
vector v1, v2;
self.eGunModel.angles = self.angles; // Set it to something consistent
gettaginfo( self, self.fWeaponBoneID ); // Updates the v_ globals for the player hand bone angle
v1 = vectoangles( v_right, v_up ); // Create angles from the v_ matrix
gettaginfo( self.eGunModel, self.eGunModel.fWeaponBoneID ); // Updates the v_ globals for the weapon hand bone angle
v2 = vectoangles( v_right, v_up );
self.eGunModel.angles = self.angles + ( v1 - v2 ); // The difference is applied
// Fix the origin
setorigin( self.eGunModel, self.origin ); // Set it to something consistent
vector vOffset = gettaginfo( self.eGunModel, self.eGunModel.fWeaponBoneID ) - gettaginfo( self, self.fWeaponBoneID );
setorigin( self.eGunModel, self.origin - vOffset );
#else
self.subblend2frac = self.v_angle_x / 90;
#endif
}
/*
=================
Animation_PlayerTop
Changes the animation sequence for the upper body part
=================
*/
void Animation_PlayerTop( float fFrame ) {
self.baseframe = fFrame;
self.baseframe_old = fFrame;
}
void Animation_PlayerTopTemp( float fFrame, float fTime ) {
self.baseframe = fFrame;
self.baseframe_time = time + fTime;
}
void Animation_ShootWeapon( entity ePlayer ) {
switch ( Weapon_GetAnimType( ePlayer.weapon ) ) {
case ATYPE_AK47:
ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_SHOOT_AK47 : ANIM_SHOOT_AK47;
break;
case ATYPE_C4:
ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_SHOOT_C4 : ANIM_SHOOT_C4;
break;
case ATYPE_CARBINE:
ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_SHOOT_CARBINE : ANIM_SHOOT_CARBINE;
break;
case ATYPE_DUALPISTOLS:
ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_SHOOT_DUALPISTOLS : ANIM_SHOOT_DUALPISTOLS;
break;
case ATYPE_GRENADE:
ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_SHOOT_GRENADE : ANIM_SHOOT_GRENADE;
break;
case ATYPE_KNIFE:
ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_SHOOT_KNIFE : ANIM_SHOOT_KNIFE;
break;
case ATYPE_MP5:
ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_SHOOT_MP5 : ANIM_SHOOT_MP5;
break;
case ATYPE_ONEHAND:
ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_SHOOT_ONEHAND : ANIM_SHOOT_ONEHAND;
break;
case ATYPE_PARA:
ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_SHOOT_PARA : ANIM_SHOOT_PARA;
break;
case ATYPE_RIFLE:
ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_SHOOT_RIFLE : ANIM_SHOOT_RIFLE;
break;
case ATYPE_SHOTGUN:
ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_SHOOT_SHOTGUN : ANIM_SHOOT_SHOTGUN;
break;
}
ePlayer.baseframe_time = time + Weapon_GetFireRate( ePlayer.weapon );
}
void Animation_ReloadWeapon( entity ePlayer ) {
switch ( Weapon_GetAnimType( ePlayer.weapon ) ) {
case ATYPE_AK47:
ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_RELOAD_AK47 : ANIM_RELOAD_AK47;
break;
case ATYPE_C4:
ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_C4 : ANIM_AIM_C4;
break;
case ATYPE_CARBINE:
ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_RELOAD_CARBINE : ANIM_RELOAD_CARBINE;
break;
case ATYPE_DUALPISTOLS:
ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_RELOAD_DUALPISTOLS : ANIM_RELOAD_DUALPISTOLS;
break;
case ATYPE_GRENADE:
ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_GRENADE : ANIM_AIM_GRENADE;
break;
case ATYPE_KNIFE:
ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_KNIFE : ANIM_AIM_KNIFE;
break;
case ATYPE_MP5:
ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_RELOAD_MP5 : ANIM_RELOAD_MP5;
break;
case ATYPE_ONEHAND:
ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_RELOAD_ONEHAND : ANIM_RELOAD_ONEHAND;
break;
case ATYPE_PARA:
ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_RELOAD_PARA : ANIM_RELOAD_PARA;
break;
case ATYPE_RIFLE:
ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_RELOAD_RIFLE : ANIM_RELOAD_RIFLE;
break;
case ATYPE_SHOTGUN:
ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_RELOAD_SHOTGUN : ANIM_RELOAD_SHOTGUN;
break;
}
ePlayer.baseframe_time = time + Weapon_GetReloadTime( ePlayer.weapon );
}