nuclide/src/shared/cstrike.old/animations.c

370 lines
10 KiB
C
Executable File

/*
* Copyright (c) 2016-2019 Marco Hladik <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS 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(PRINT_HIGH, 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 ( !( self.flags & FL_ONGROUND ) ) {
self.frame = ANIM_JUMP;
} else 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[0];
#endif
self.angles[0] = self.angles[2] = 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 SSQC
// On the CSQC it's done in Player.c
self.subblend2frac = self.v_angle[0] / 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 );
}