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//====== Copyright � 1996-2005, Valve Corporation, All rights reserved. =======//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "tier0/vprof.h"
#include "animation.h"
#include "studio.h"
#include "apparent_velocity_helper.h"
#include "utldict.h"
#include "multiplayer_animstate.h"
#include "activitylist.h"
#include "basecombatweapon_shared.h"
#include "datacache/imdlcache.h"
#ifdef CLIENT_DLL
#include "c_baseplayer.h"
#include "engine/ivdebugoverlay.h"
#include "filesystem.h"
#include "eventlist.h"
#ifdef DEMOPOLISH_ENABLED
#include "demo_polish/demo_polish.h"
#endif
ConVar anim_showmainactivity( "anim_showmainactivity", "0", FCVAR_CHEAT, "Show the idle, walk, run, and/or sprint activities." ); #else
#include "player.h"
#endif
#if defined( PORTAL ) && defined( CLIENT_DLL )
#include "c_portal_player.h"
#endif
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
#define MOVING_MINIMUM_SPEED 0.5f
ConVar anim_showstate( "anim_showstate", "-1", FCVAR_CHEAT | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Show the (client) animation state for the specified entity (-1 for none)." ); ConVar anim_showstatelog( "anim_showstatelog", "0", FCVAR_CHEAT | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "1 to output anim_showstate to Msg(). 2 to store in AnimState.log. 3 for both." ); ConVar mp_showgestureslots( "mp_showgestureslots", "-1", FCVAR_CHEAT | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Show multiplayer client/server gesture slot information for the specified player index (-1 for no one)." ); ConVar mp_slammoveyaw( "mp_slammoveyaw", "0", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Force movement yaw along an animation path." );
mstudioevent_for_client_server_t *GetEventIndexForSequence( mstudioseqdesc_t &seqdesc );
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPlayer -
// &movementData -
//-----------------------------------------------------------------------------
CMultiPlayerAnimState::CMultiPlayerAnimState( CBasePlayer *pPlayer, MultiPlayerMovementData_t &movementData ) #ifdef CLIENT_DLL
: m_iv_flMaxGroundSpeed( "CMultiPlayerAnimState::m_iv_flMaxGroundSpeed" ) #endif
{ // Pose parameters.
m_bPoseParameterInit = false; m_PoseParameterData.Init(); m_DebugAnimData.Init();
m_pPlayer = NULL; m_angRender.Init();
m_bCurrentFeetYawInitialized = false; m_flLastAnimationStateClearTime = 0.0f;
m_flEyeYaw = 0.0f; m_flEyePitch = 0.0f; m_flGoalFeetYaw = 0.0f; m_flCurrentFeetYaw = 0.0f; m_flLastAimTurnTime = 0.0f;
// Jumping.
m_bJumping = false; m_flJumpStartTime = 0.0f; m_bFirstJumpFrame = false;
// Swimming
m_bInSwim = false; m_bFirstSwimFrame = true;
// Dying
m_bDying = false; m_bFirstDyingFrame = true;
m_eCurrentMainSequenceActivity = ACT_INVALID; m_nSpecificMainSequence = -1;
// Weapon data.
m_hActiveWeapon = NULL;
// Ground speed interpolators.
#ifdef CLIENT_DLL
m_iv_flMaxGroundSpeed.Setup( &m_flMaxGroundSpeed, LATCH_ANIMATION_VAR | INTERPOLATE_LINEAR_ONLY ); m_flLastGroundSpeedUpdateTime = 0.0f; #endif
m_flMaxGroundSpeed = 0.0f;
m_bForceAimYaw = false;
Init( pPlayer, movementData );
InitGestureSlots(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : -
//-----------------------------------------------------------------------------
CMultiPlayerAnimState::~CMultiPlayerAnimState() { ShutdownGestureSlots(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPlayer -
// &movementData -
//-----------------------------------------------------------------------------
void CMultiPlayerAnimState::Init( CBasePlayer *pPlayer, MultiPlayerMovementData_t &movementData ) { // Get the player this animation data works on.
m_pPlayer = pPlayer;
// Copy the movement data.
memcpy( &m_MovementData, &movementData, sizeof( MultiPlayerMovementData_t ) ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : -
//-----------------------------------------------------------------------------
void CMultiPlayerAnimState::ClearAnimationState() { // Reset state.
m_bJumping = false; m_bDying = false; m_bCurrentFeetYawInitialized = false; m_flLastAnimationStateClearTime = gpGlobals->curtime;
ResetGestureSlots(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : event -
//-----------------------------------------------------------------------------
void CMultiPlayerAnimState::DoAnimationEvent( PlayerAnimEvent_t event, int nData ) { switch( event ) { case PLAYERANIMEVENT_ATTACK_PRIMARY: { // Weapon primary fire.
RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_ATTACK_STAND_PRIMARYFIRE ); break; } case PLAYERANIMEVENT_ATTACK_SECONDARY: { // Weapon secondary fire.
RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_ATTACK_STAND_SECONDARYFIRE ); break; } case PLAYERANIMEVENT_ATTACK_GRENADE: { // Grenade throw.
RestartGesture( GESTURE_SLOT_GRENADE, ACT_MP_ATTACK_STAND_GRENADE ); break; } case PLAYERANIMEVENT_RELOAD: { // Weapon reload.
if ( GetBasePlayer()->GetFlags() & FL_DUCKING ) { RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_CROUCH ); } else if ( m_bInSwim ) { RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_SWIM ); } else { RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_STAND ); } break; } case PLAYERANIMEVENT_RELOAD_LOOP: { // Weapon reload.
if ( GetBasePlayer()->GetFlags() & FL_DUCKING ) { RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_CROUCH_LOOP ); } else if ( m_bInSwim ) { RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_SWIM_LOOP ); } else { RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_STAND_LOOP ); } break; } case PLAYERANIMEVENT_RELOAD_END: { // Weapon reload.
if ( GetBasePlayer()->GetFlags() & FL_DUCKING ) { RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_CROUCH_END ); } else if ( m_bInSwim ) { RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_SWIM_END ); } else { RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_STAND_END ); } break; } case PLAYERANIMEVENT_JUMP: { // Jump.
m_bJumping = true; m_bFirstJumpFrame = true; m_flJumpStartTime = gpGlobals->curtime;
RestartMainSequence();
#if defined( CLIENT_DLL ) && defined( DEMO_POLISH )
// Notify demo polish recorder
if ( IsDemoPolishEnabled() && IsDemoPolishRecording() ) { DemoPolish_GetRecorder().RecordJumpEvent( GetBasePlayer()->entindex() ); } #endif
break; } case PLAYERANIMEVENT_DIE: { // Should be here - not supporting this yet!
Assert( 0 );
// Start playing the death animation
m_bDying = true;
RestartMainSequence(); break; } case PLAYERANIMEVENT_SPAWN: { // Player has respawned. Clear flags.
ClearAnimationState(); break; }
case PLAYERANIMEVENT_SNAP_YAW: m_PoseParameterData.m_flLastAimTurnTime = 0.0f; break;
case PLAYERANIMEVENT_CUSTOM: { Activity iIdealActivity = TranslateActivity( (Activity)nData ); m_nSpecificMainSequence = GetBasePlayer()->SelectWeightedSequence( iIdealActivity ); RestartMainSequence(); } break;
case PLAYERANIMEVENT_CUSTOM_GESTURE: // Weapon primary fire.
RestartGesture( GESTURE_SLOT_CUSTOM, (Activity)nData ); break;
case PLAYERANIMEVENT_CUSTOM_SEQUENCE: m_nSpecificMainSequence = nData; RestartMainSequence(); break;
case PLAYERANIMEVENT_CUSTOM_GESTURE_SEQUENCE: // Weapon primary fire.
// RestartGestureSequence( nData, false );
break;
case PLAYERANIMEVENT_FLINCH_CHEST: PlayFlinchGesture( ACT_MP_GESTURE_FLINCH_CHEST ); break; case PLAYERANIMEVENT_FLINCH_HEAD: PlayFlinchGesture( ACT_MP_GESTURE_FLINCH_HEAD ); break; case PLAYERANIMEVENT_FLINCH_LEFTARM: PlayFlinchGesture( ACT_MP_GESTURE_FLINCH_LEFTARM ); break; case PLAYERANIMEVENT_FLINCH_RIGHTARM: PlayFlinchGesture( ACT_MP_GESTURE_FLINCH_RIGHTARM ); break; case PLAYERANIMEVENT_FLINCH_LEFTLEG: PlayFlinchGesture( ACT_MP_GESTURE_FLINCH_LEFTLEG ); break; case PLAYERANIMEVENT_FLINCH_RIGHTLEG: PlayFlinchGesture( ACT_MP_GESTURE_FLINCH_RIGHTLEG ); break;
default: break; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMultiPlayerAnimState::PlayFlinchGesture( Activity iActivity ) { if ( !IsGestureSlotActive( GESTURE_SLOT_FLINCH ) ) { // See if we have the custom flinch. If not, revert to chest
if ( iActivity != ACT_MP_GESTURE_FLINCH_CHEST && GetBasePlayer()->SelectWeightedSequence( iActivity ) == -1 ) { RestartGesture( GESTURE_SLOT_FLINCH, ACT_MP_GESTURE_FLINCH_CHEST ); } else { RestartGesture( GESTURE_SLOT_FLINCH, iActivity ); } } }
//=============================================================================
//
// Multiplayer gesture code.
//
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CMultiPlayerAnimState::InitGestureSlots( void ) { // Get the base player.
CBasePlayer *pPlayer = GetBasePlayer(); if( pPlayer ) { // Set the number of animation overlays we will use.
pPlayer->SetNumAnimOverlays( GESTURE_SLOT_COUNT ); }
// Setup the number of gesture slots.
m_aGestureSlots.AddMultipleToTail( GESTURE_SLOT_COUNT );
MDLCACHE_CRITICAL_SECTION(); for ( int iGesture = 0; iGesture < GESTURE_SLOT_COUNT; ++iGesture ) { m_aGestureSlots[iGesture].m_pAnimLayer = pPlayer->GetAnimOverlay( iGesture ); if ( !m_aGestureSlots[iGesture].m_pAnimLayer ) return false;
ResetGestureSlot( iGesture ); }
return true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMultiPlayerAnimState::ShutdownGestureSlots( void ) { // Clean up the gesture slots.
m_aGestureSlots.Purge(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMultiPlayerAnimState::ResetGestureSlots( void ) { // Clear out all the gesture slots.
for ( int iGesture = 0; iGesture < GESTURE_SLOT_COUNT; ++iGesture ) { ResetGestureSlot( iGesture ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMultiPlayerAnimState::ResetGestureSlot( int iGestureSlot ) { // Sanity Check
Assert( iGestureSlot >= 0 && iGestureSlot < GESTURE_SLOT_COUNT );
GestureSlot_t *pGestureSlot = &m_aGestureSlots[iGestureSlot]; if ( pGestureSlot ) { #ifdef CLIENT_DLL
// briefly set to 1.0 so we catch the events, before we reset the slot
pGestureSlot->m_pAnimLayer->SetCycle( 1.0 );
RunGestureSlotAnimEventsToCompletion( pGestureSlot ); #endif
pGestureSlot->m_iGestureSlot = GESTURE_SLOT_INVALID; pGestureSlot->m_iActivity = ACT_INVALID; pGestureSlot->m_bAutoKill = false; pGestureSlot->m_bActive = false; if ( pGestureSlot->m_pAnimLayer ) { pGestureSlot->m_pAnimLayer->SetOrder( CBaseAnimatingOverlay::MAX_OVERLAYS ); #ifdef CLIENT_DLL
pGestureSlot->m_pAnimLayer->Reset(); #endif
} } }
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMultiPlayerAnimState::RunGestureSlotAnimEventsToCompletion( GestureSlot_t *pGesture ) { CBasePlayer *pPlayer = GetBasePlayer(); if( !pPlayer ) return;
// Get the studio header for the player.
CStudioHdr *pStudioHdr = pPlayer->GetModelPtr(); if ( !pStudioHdr ) return;
// Do all the anim events between previous cycle and 1.0, inclusive
mstudioseqdesc_t &seqdesc = pStudioHdr->pSeqdesc( pGesture->m_pAnimLayer->GetSequence() ); if ( seqdesc.numevents > 0 ) { mstudioevent_t *pevent = GetEventIndexForSequence( seqdesc );
for (int i = 0; i < (int)seqdesc.numevents; i++) { if ( pevent[i].type & AE_TYPE_NEWEVENTSYSTEM ) { if ( !( pevent[i].type & AE_TYPE_CLIENT ) ) continue; } else if ( pevent[i].Event_OldSystem() < EVENT_CLIENT ) //Adrian - Support the old event system
continue;
if ( pevent[i].cycle > pGesture->m_pAnimLayer->GetPrevCycle() && pevent[i].cycle <= pGesture->m_pAnimLayer->GetCycle() ) { pPlayer->FireEvent( pPlayer->GetAbsOrigin(), pPlayer->GetAbsAngles(), pevent[ i ].Event(), pevent[ i ].pszOptions() ); } } } }
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CMultiPlayerAnimState::IsGestureSlotActive( int iGestureSlot ) { // Sanity Check
Assert( iGestureSlot >= 0 && iGestureSlot < GESTURE_SLOT_COUNT ); return m_aGestureSlots[iGestureSlot].m_bActive; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CMultiPlayerAnimState::IsGestureSlotPlaying( int iGestureSlot, Activity iGestureActivity ) { // Sanity Check
Assert( iGestureSlot >= 0 && iGestureSlot < GESTURE_SLOT_COUNT );
// Check to see if the slot is active.
if ( !IsGestureSlotActive( iGestureSlot ) ) return false;
return ( m_aGestureSlots[iGestureSlot].m_iActivity == iGestureActivity ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMultiPlayerAnimState::RestartGesture( int iGestureSlot, Activity iGestureActivity, bool bAutoKill ) { // Sanity Check
Assert( iGestureSlot >= 0 && iGestureSlot < GESTURE_SLOT_COUNT ); if ( !IsGestureSlotPlaying( iGestureSlot, iGestureActivity ) ) { #ifdef CLIENT_DLL
if ( IsGestureSlotActive( iGestureSlot ) ) { GestureSlot_t *pGesture = &m_aGestureSlots[iGestureSlot]; if ( pGesture && pGesture->m_pAnimLayer ) { pGesture->m_pAnimLayer->SetCycle( 1.0 ); // run until the end
RunGestureSlotAnimEventsToCompletion( &m_aGestureSlots[iGestureSlot] ); } } #endif
Activity iIdealGestureActivity = TranslateActivity( iGestureActivity ); AddToGestureSlot( iGestureSlot, iIdealGestureActivity, bAutoKill ); return; }
// Reset the cycle = restart the gesture.
m_aGestureSlots[iGestureSlot].m_pAnimLayer->SetCycle( 0.0f ); m_aGestureSlots[iGestureSlot].m_pAnimLayer->SetPrevCycle( 0.0f ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMultiPlayerAnimState::AddToGestureSlot( int iGestureSlot, Activity iGestureActivity, bool bAutoKill ) { // Sanity Check
Assert( iGestureSlot >= 0 && iGestureSlot < GESTURE_SLOT_COUNT );
CBasePlayer *pPlayer = GetBasePlayer(); if ( !pPlayer ) return;
// Make sure we have a valid animation layer to fill out.
if ( !m_aGestureSlots[iGestureSlot].m_pAnimLayer ) return;
// Get the sequence.
int iGestureSequence = pPlayer->SelectWeightedSequence( iGestureActivity ); if ( iGestureSequence <= 0 ) return;
#ifdef CLIENT_DLL
// Setup the gesture.
m_aGestureSlots[iGestureSlot].m_iGestureSlot = iGestureSlot; m_aGestureSlots[iGestureSlot].m_iActivity = iGestureActivity; m_aGestureSlots[iGestureSlot].m_bAutoKill = bAutoKill; m_aGestureSlots[iGestureSlot].m_bActive = true; m_aGestureSlots[iGestureSlot].m_pAnimLayer->SetSequence( iGestureSequence ); m_aGestureSlots[iGestureSlot].m_pAnimLayer->SetOrder( iGestureSlot ); m_aGestureSlots[iGestureSlot].m_pAnimLayer->SetWeight( 1.0f ); m_aGestureSlots[iGestureSlot].m_pAnimLayer->SetPlaybackRate( 1.0f ); m_aGestureSlots[iGestureSlot].m_pAnimLayer->SetCycle( 0.0f ); m_aGestureSlots[iGestureSlot].m_pAnimLayer->SetPrevCycle( 0.0f ); m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flLayerAnimtime = 0.0f; m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flLayerFadeOuttime = 0.0f;
pPlayer->SetOverlayPrevEventCycle(iGestureSlot, -1.0);
#else
// Setup the gesture.
m_aGestureSlots[iGestureSlot].m_iGestureSlot = iGestureSlot; m_aGestureSlots[iGestureSlot].m_iActivity = iGestureActivity; m_aGestureSlots[iGestureSlot].m_bAutoKill = bAutoKill; m_aGestureSlots[iGestureSlot].m_bActive = true; m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_nActivity = iGestureActivity; m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_nOrder = iGestureSlot; m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_nPriority = 0; m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flCycle = 0.0f; m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flPrevCycle = 0.0f; m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flPlaybackRate = 1.0f; m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_nActivity = iGestureActivity; m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_nSequence = iGestureSequence; m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flWeight = 1.0f; m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flBlendIn = 0.0f; m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flBlendOut = 0.0f; m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_bSequenceFinished = false; m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flLastEventCheck = 0.0f; m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flLastEventCheck = gpGlobals->curtime; m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_bLooping = false;//( ( GetSequenceFlags( GetModelPtr(), iGestureSequence ) & STUDIO_LOOPING ) != 0);
if ( bAutoKill ) { m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_fFlags |= ANIM_LAYER_AUTOKILL; } else { m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_fFlags &= ~ANIM_LAYER_AUTOKILL; } m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_fFlags |= ANIM_LAYER_ACTIVE;
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMultiPlayerAnimState::AddVCDSequenceToGestureSlot( int iGestureSlot, int iGestureSequence, bool bAutoKill ) { // Sanity Check
Assert( iGestureSlot >= 0 && iGestureSlot < GESTURE_SLOT_COUNT );
CBasePlayer *pPlayer = GetBasePlayer(); if ( !pPlayer ) return;
// Make sure we have a valid animation layer to fill out.
if ( !m_aGestureSlots[iGestureSlot].m_pAnimLayer ) return;
// Set the activity.
Activity iGestureActivity = ACT_MP_VCD;
#ifdef CLIENT_DLL
// Setup the gesture.
m_aGestureSlots[iGestureSlot].m_iGestureSlot = iGestureSlot; m_aGestureSlots[iGestureSlot].m_iActivity = iGestureActivity; m_aGestureSlots[iGestureSlot].m_bAutoKill = bAutoKill; m_aGestureSlots[iGestureSlot].m_bActive = true; m_aGestureSlots[iGestureSlot].m_pAnimLayer->SetSequence( iGestureSequence ); m_aGestureSlots[iGestureSlot].m_pAnimLayer->SetOrder( iGestureSlot ); m_aGestureSlots[iGestureSlot].m_pAnimLayer->SetWeight( 1.0f ); m_aGestureSlots[iGestureSlot].m_pAnimLayer->SetPlaybackRate( 1.0f ); m_aGestureSlots[iGestureSlot].m_pAnimLayer->SetCycle( 0.0f ); m_aGestureSlots[iGestureSlot].m_pAnimLayer->SetPrevCycle( 0.0f ); m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flLayerAnimtime = 0.0f; m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flLayerFadeOuttime = 0.0f;
pPlayer->SetOverlayPrevEventCycle(iGestureSlot, -1.0);
#else
// Setup the gesture.
m_aGestureSlots[iGestureSlot].m_iGestureSlot = iGestureSlot; m_aGestureSlots[iGestureSlot].m_iActivity = iGestureActivity; m_aGestureSlots[iGestureSlot].m_bAutoKill = bAutoKill; m_aGestureSlots[iGestureSlot].m_bActive = true; m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_nActivity = iGestureActivity; m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_nOrder = iGestureSlot; m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_nPriority = 0; m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flCycle = 0.0f; m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flPrevCycle = 0.0f; m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flPlaybackRate = 1.0f; m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_nActivity = iGestureActivity; m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_nSequence = iGestureSequence; m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flWeight = 1.0f; m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flBlendIn = 0.0f; m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flBlendOut = 0.0f; m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_bSequenceFinished = false; m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flLastEventCheck = 0.0f; m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flLastEventCheck = gpGlobals->curtime; m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_bLooping = false;//( ( GetSequenceFlags( GetModelPtr(), iGestureSequence ) & STUDIO_LOOPING ) != 0);
if ( bAutoKill ) { m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_fFlags |= ANIM_LAYER_AUTOKILL; } else { m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_fFlags &= ~ANIM_LAYER_AUTOKILL; } m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_fFlags |= ANIM_LAYER_ACTIVE;
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMultiPlayerAnimState::ShowDebugInfo( void ) { if ( anim_showstate.GetInt() == GetBasePlayer()->entindex() ) { DebugShowAnimStateForPlayer( GetBasePlayer()->IsServer() ); } }
//-----------------------------------------------------------------------------
// Purpose: Cancel the current gesture and restart the main sequence.
//-----------------------------------------------------------------------------
void CMultiPlayerAnimState::RestartMainSequence( void ) { CBaseAnimatingOverlay *pPlayer = GetBasePlayer(); if ( pPlayer ) { pPlayer->m_flAnimTime = gpGlobals->curtime; pPlayer->SetCycle( 0 ); } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *idealActivity -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CMultiPlayerAnimState::HandleJumping( Activity &idealActivity ) { if ( m_bJumping ) { if ( m_bFirstJumpFrame ) { m_bFirstJumpFrame = false; RestartMainSequence(); // Reset the animation.
}
// Check to see if we hit water and stop jumping animation.
if ( GetBasePlayer()->GetWaterLevel() >= WL_Waist ) { m_bJumping = false; RestartMainSequence(); } // Don't check if he's on the ground for a sec.. sometimes the client still has the
// on-ground flag set right when the message comes in.
else if ( gpGlobals->curtime - m_flJumpStartTime > 0.2f ) { if ( GetBasePlayer()->GetFlags() & FL_ONGROUND ) { m_bJumping = false; RestartMainSequence(); } } } if ( m_bJumping ) { idealActivity = ACT_MP_JUMP; return true; } else { return false; } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *idealActivity -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CMultiPlayerAnimState::HandleDucking( Activity &idealActivity ) { if ( GetBasePlayer()->GetFlags() & FL_DUCKING ) { if ( GetOuterXYSpeed() > MOVING_MINIMUM_SPEED ) { idealActivity = ACT_MP_CROUCHWALK; } else { idealActivity = ACT_MP_CROUCH_IDLE; } return true; } return false; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &idealActivity -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CMultiPlayerAnimState::HandleSwimming( Activity &idealActivity ) { if ( GetBasePlayer()->GetWaterLevel() >= WL_Waist ) { if ( m_bFirstSwimFrame ) { // Reset the animation.
RestartMainSequence(); m_bFirstSwimFrame = false; }
idealActivity = ACT_MP_SWIM; m_bInSwim = true; return true; } else { m_bInSwim = false;
if ( !m_bFirstSwimFrame ) { m_bFirstSwimFrame = true; } } return false; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *idealActivity -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CMultiPlayerAnimState::HandleDying( Activity &idealActivity ) { if ( m_bDying ) { if ( m_bFirstDyingFrame ) { // Reset the animation.
RestartMainSequence(); m_bFirstDyingFrame = false; }
idealActivity = ACT_DIESIMPLE; return true; } else { if ( !m_bFirstDyingFrame ) { m_bFirstDyingFrame = true; } }
return false; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *idealActivity -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CMultiPlayerAnimState::HandleMoving( Activity &idealActivity ) { // In TF we run all the time now.
float flSpeed = GetOuterXYSpeed();
if ( flSpeed > MOVING_MINIMUM_SPEED ) { // Always assume a run.
idealActivity = ACT_MP_RUN; }
return true; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : -
// Output : Activity
//-----------------------------------------------------------------------------
Activity CMultiPlayerAnimState::CalcMainActivity() { Activity idealActivity = ACT_MP_STAND_IDLE;
if ( HandleJumping( idealActivity ) || HandleDucking( idealActivity ) || HandleSwimming( idealActivity ) || HandleDying( idealActivity ) ) { // intentionally blank
} else { HandleMoving( idealActivity ); }
ShowDebugInfo();
// Client specific.
#ifdef CLIENT_DLL
if ( anim_showmainactivity.GetBool() ) { DebugShowActivity( idealActivity ); }
#endif
return idealActivity; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : actDesired -
// Output : Activity
//-----------------------------------------------------------------------------
Activity CMultiPlayerAnimState::TranslateActivity( Activity actDesired ) { // Translate activities for swimming.
if ( m_bInSwim ) { switch ( actDesired ) { case ACT_MP_ATTACK_STAND_PRIMARYFIRE: { actDesired = ACT_MP_ATTACK_SWIM_PRIMARYFIRE; break; } case ACT_MP_ATTACK_STAND_SECONDARYFIRE: { actDesired = ACT_MP_ATTACK_SWIM_SECONDARYFIRE; break; } case ACT_MP_ATTACK_STAND_GRENADE: { actDesired = ACT_MP_ATTACK_SWIM_GRENADE; break; } case ACT_MP_RELOAD_STAND: { actDesired = ACT_MP_RELOAD_SWIM; break; } } }
return actDesired; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : -
// Output : float
//-----------------------------------------------------------------------------
float CMultiPlayerAnimState::GetCurrentMaxGroundSpeed() { CStudioHdr *pStudioHdr = GetBasePlayer()->GetModelPtr();
if ( pStudioHdr == NULL ) return 1.0f;
float prevX = GetBasePlayer()->GetPoseParameter( m_PoseParameterData.m_iMoveX ); float prevY = GetBasePlayer()->GetPoseParameter( m_PoseParameterData.m_iMoveY );
float d = sqrt( prevX * prevX + prevY * prevY ); float newX, newY; if ( d == 0.0 ) { newX = 1.0; newY = 0.0; } else { newX = prevX / d; newY = prevY / d; }
GetBasePlayer()->SetPoseParameter( pStudioHdr, m_PoseParameterData.m_iMoveX, newX ); GetBasePlayer()->SetPoseParameter( pStudioHdr, m_PoseParameterData.m_iMoveY, newY );
float speed = GetBasePlayer()->GetSequenceGroundSpeed( GetBasePlayer()->GetSequence() );
GetBasePlayer()->SetPoseParameter( pStudioHdr, m_PoseParameterData.m_iMoveX, prevX ); GetBasePlayer()->SetPoseParameter( pStudioHdr, m_PoseParameterData.m_iMoveY, prevY );
return speed; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *bIsMoving -
// Output : float
//-----------------------------------------------------------------------------
ConVar movement_anim_playback_minrate( "movement_anim_playback_minrate", "0.25" ); float CMultiPlayerAnimState::CalcMovementPlaybackRate( bool *bIsMoving ) { // Get the player's current velocity and speed.
Vector vecVelocity; GetOuterAbsVelocity( vecVelocity ); float flSpeed = vecVelocity.Length2D();
// Determine if the player is considered moving or not.
bool bMoving = ( flSpeed > MOVING_MINIMUM_SPEED );
// Initialize the return data.
*bIsMoving = false; float flReturn = 1.0f;
// If we are moving.
if ( bMoving ) { // float flGroundSpeed = GetInterpolatedGroundSpeed();
float flGroundSpeed = GetCurrentMaxGroundSpeed(); if ( flGroundSpeed < 0.001f ) { flReturn = 0.01; } else { // Note this gets set back to 1.0 if sequence changes due to ResetSequenceInfo below
flReturn = flSpeed / flGroundSpeed; flReturn = clamp( flReturn, movement_anim_playback_minrate.GetFloat(), 10.0f ); }
*bIsMoving = true; }
return flReturn; }
//-----------------------------------------------------------------------------
// Purpose:
// Output : float
//-----------------------------------------------------------------------------
float CMultiPlayerAnimState::GetInterpolatedGroundSpeed( void ) { return m_flMaxGroundSpeed; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pStudioHdr -
//-----------------------------------------------------------------------------
void CMultiPlayerAnimState::ComputeSequences( CStudioHdr *pStudioHdr ) { VPROF( "CBasePlayerAnimState::ComputeSequences" );
// Lower body (walk/run/idle).
ComputeMainSequence();
// The groundspeed interpolator uses the main sequence info.
UpdateInterpolators(); ComputeGestureSequence( pStudioHdr ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : -
//-----------------------------------------------------------------------------
void CMultiPlayerAnimState::ComputeMainSequence() { VPROF( "CBasePlayerAnimState::ComputeMainSequence" );
CBaseAnimatingOverlay *pPlayer = GetBasePlayer();
// Have our class or the mod-specific class determine what the current activity is.
Activity idealActivity = CalcMainActivity();
#ifdef CLIENT_DLL
Activity oldActivity = m_eCurrentMainSequenceActivity; #endif
// Store our current activity so the aim and fire layers know what to do.
m_eCurrentMainSequenceActivity = idealActivity;
// Hook to force playback of a specific requested full-body sequence
if ( m_nSpecificMainSequence >= 0 ) { if ( pPlayer->GetSequence() != m_nSpecificMainSequence ) { pPlayer->ResetSequence( m_nSpecificMainSequence ); ResetGroundSpeed(); return; } if ( !pPlayer->IsSequenceFinished() ) return;
m_nSpecificMainSequence = -1; RestartMainSequence(); ResetGroundSpeed(); }
// Export to our outer class..
int animDesired = SelectWeightedSequence( TranslateActivity( idealActivity ) ); if ( pPlayer->GetSequenceActivity( pPlayer->GetSequence() ) == pPlayer->GetSequenceActivity( animDesired ) ) return;
if ( animDesired < 0 ) { animDesired = 0; }
pPlayer->ResetSequence( animDesired );
#ifdef CLIENT_DLL
// If we went from idle to walk, reset the interpolation history.
// Kind of hacky putting this here.. it might belong outside the base class.
if ( (oldActivity == ACT_MP_CROUCH_IDLE || oldActivity == ACT_MP_STAND_IDLE || oldActivity == ACT_MP_STAND_SECONDARY || oldActivity == ACT_MP_DEPLOYED_IDLE || oldActivity == ACT_MP_CROUCH_DEPLOYED_IDLE ) && (idealActivity == ACT_MP_WALK || idealActivity == ACT_MP_CROUCHWALK ) ) { ResetGroundSpeed(); } #endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMultiPlayerAnimState::ResetGroundSpeed( void ) { #ifdef CLIENT_DLL
m_flMaxGroundSpeed = GetCurrentMaxGroundSpeed(); m_iv_flMaxGroundSpeed.Reset( gpGlobals->curtime ); m_iv_flMaxGroundSpeed.NoteChanged( gpGlobals->curtime, gpGlobals->curtime, 0, false ); #endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : -
//-----------------------------------------------------------------------------
void CMultiPlayerAnimState::UpdateInterpolators() { VPROF( "CBasePlayerAnimState::UpdateInterpolators" );
// First, figure out their current max speed based on their current activity.
float flCurMaxSpeed = GetCurrentMaxGroundSpeed();
#ifdef CLIENT_DLL
float flGroundSpeedInterval = 0.1;
// Only update this 10x/sec so it has an interval to interpolate over.
if ( gpGlobals->curtime - m_flLastGroundSpeedUpdateTime >= flGroundSpeedInterval ) { m_flLastGroundSpeedUpdateTime = gpGlobals->curtime;
m_flMaxGroundSpeed = flCurMaxSpeed; m_iv_flMaxGroundSpeed.NoteChanged( gpGlobals->curtime, flGroundSpeedInterval, false ); }
m_iv_flMaxGroundSpeed.Interpolate( gpGlobals->curtime, flGroundSpeedInterval ); #else
m_flMaxGroundSpeed = flCurMaxSpeed; #endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMultiPlayerAnimState::ComputeFireSequence( void ) { }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pStudioHdr -
//-----------------------------------------------------------------------------
void CMultiPlayerAnimState::ComputeGestureSequence( CStudioHdr *pStudioHdr ) { // Update all active gesture layers.
for ( int iGesture = 0; iGesture < GESTURE_SLOT_COUNT; ++iGesture ) { if ( !m_aGestureSlots[iGesture].m_bActive ) continue;
UpdateGestureLayer( pStudioHdr, &m_aGestureSlots[iGesture] ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMultiPlayerAnimState::UpdateGestureLayer( CStudioHdr *pStudioHdr, GestureSlot_t *pGesture ) { // Sanity check.
if ( !pStudioHdr || !pGesture ) return;
CBasePlayer *pPlayer = GetBasePlayer(); if( !pPlayer ) return;
// Get the current cycle.
float flCycle = pGesture->m_pAnimLayer->GetCycle(); flCycle += pPlayer->GetSequenceCycleRate( pStudioHdr, pGesture->m_pAnimLayer->GetSequence() ) * gpGlobals->frametime;
pGesture->m_pAnimLayer->SetPrevCycle( pGesture->m_pAnimLayer->GetCycle() ); pGesture->m_pAnimLayer->SetCycle( flCycle );
if( flCycle > 1.0f ) { #ifdef CLIENT_DLL
RunGestureSlotAnimEventsToCompletion( pGesture ); #endif
if ( pGesture->m_bAutoKill ) { ResetGestureSlot( pGesture->m_iGestureSlot ); return; } else { pGesture->m_pAnimLayer->SetCycle( 1.0f ); } }
#ifndef CLIENT_DLL
if ( pGesture->m_iActivity != ACT_INVALID && pGesture->m_pAnimLayer->m_nActivity == ACT_INVALID ) { ResetGestureSlot( pGesture->m_iGestureSlot ); } #endif
}
extern ConVar mp_facefronttime; extern ConVar mp_feetyawrate;
//-----------------------------------------------------------------------------
// Purpose:
// Input : eyeYaw -
// eyePitch -
//-----------------------------------------------------------------------------
void CMultiPlayerAnimState::Update( float eyeYaw, float eyePitch ) { // Profile the animation update.
VPROF( "CMultiPlayerAnimState::Update" );
// Get the studio header for the player.
CStudioHdr *pStudioHdr = GetBasePlayer()->GetModelPtr(); if ( !pStudioHdr ) return;
// Check to see if we should be updating the animation state - dead, ragdolled?
if ( !ShouldUpdateAnimState() ) { ClearAnimationState(); return; }
// Store the eye angles.
m_flEyeYaw = AngleNormalize( eyeYaw ); m_flEyePitch = AngleNormalize( eyePitch );
// Compute the player sequences.
ComputeSequences( pStudioHdr );
if ( SetupPoseParameters( pStudioHdr ) ) { // Pose parameter - what direction are the player's legs running in.
ComputePoseParam_MoveYaw( pStudioHdr );
// Pose parameter - Torso aiming (up/down).
ComputePoseParam_AimPitch( pStudioHdr );
// Pose parameter - Torso aiming (rotation).
ComputePoseParam_AimYaw( pStudioHdr ); }
#ifdef CLIENT_DLL
if ( C_BasePlayer::IsLocalPlayer( GetBasePlayer() ) && GetBasePlayer()->ShouldDrawLocalPlayer() ) { GetBasePlayer()->SetPlaybackRate( 1.0f ); } #endif
if( mp_showgestureslots.GetInt() == GetBasePlayer()->entindex() ) { DebugGestureInfo(); } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CMultiPlayerAnimState::ShouldUpdateAnimState() { // Don't update anim state if we're not visible
if ( GetBasePlayer()->IsEffectActive( EF_NODRAW ) ) return false;
// By default, don't update their animation state when they're dead because they're
// either a ragdoll or they're not drawn.
#ifdef CLIENT_DLL
if ( GetBasePlayer()->IsDormant() ) return false; #endif
return (GetBasePlayer()->IsAlive() || m_bDying); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CMultiPlayerAnimState::SetupPoseParameters( CStudioHdr *pStudioHdr ) { // Check to see if this has already been done.
if ( m_bPoseParameterInit ) return true;
// Save off the pose parameter indices.
if ( !pStudioHdr ) return false;
// Look for the movement blenders.
m_PoseParameterData.m_iMoveX = GetBasePlayer()->LookupPoseParameter( pStudioHdr, "move_x" ); m_PoseParameterData.m_iMoveY = GetBasePlayer()->LookupPoseParameter( pStudioHdr, "move_y" ); if ( ( m_PoseParameterData.m_iMoveX < 0 ) || ( m_PoseParameterData.m_iMoveY < 0 ) ) return false;
// Look for the aim pitch blender.
m_PoseParameterData.m_iAimPitch = GetBasePlayer()->LookupPoseParameter( pStudioHdr, "body_pitch" ); if ( m_PoseParameterData.m_iAimPitch < 0 ) return false;
// Look for aim yaw blender.
m_PoseParameterData.m_iAimYaw = GetBasePlayer()->LookupPoseParameter( pStudioHdr, "body_yaw" ); if ( m_PoseParameterData.m_iAimYaw < 0 ) return false;
m_bPoseParameterInit = true;
return true; }
float SnapYawTo( float flValue ) { float flSign = 1.0f; if ( flValue < 0.0f ) { flSign = -1.0f; flValue = -flValue; }
if ( flValue < 23.0f ) { flValue = 0.0f; } else if ( flValue < 67.0f ) { flValue = 45.0f; } else if ( flValue < 113.0f ) { flValue = 90.0f; } else if ( flValue < 157 ) { flValue = 135.0f; } else { flValue = 180.0f; }
return ( flValue * flSign ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pStudioHdr -
//-----------------------------------------------------------------------------
void CMultiPlayerAnimState::ComputePoseParam_MoveYaw( CStudioHdr *pStudioHdr ) { // Get the estimated movement yaw.
EstimateYaw();
// Get the view yaw.
float flAngle = AngleNormalize( m_flEyeYaw );
// Calc side to side turning - the view vs. movement yaw.
float flYaw = flAngle - m_PoseParameterData.m_flEstimateYaw; flYaw = AngleNormalize( -flYaw );
// Get the current speed the character is running.
bool bIsMoving; float flPlaybackRate = CalcMovementPlaybackRate( &bIsMoving );
// Setup the 9-way blend parameters based on our speed and direction.
Vector2D vecCurrentMoveYaw( 0.0f, 0.0f ); if ( bIsMoving ) { if ( mp_slammoveyaw.GetBool() ) { flYaw = SnapYawTo( flYaw ); } vecCurrentMoveYaw.x = cos( DEG2RAD( flYaw ) ) * flPlaybackRate; vecCurrentMoveYaw.y = -sin( DEG2RAD( flYaw ) ) * flPlaybackRate; }
// Set the 9-way blend movement pose parameters.
GetBasePlayer()->SetPoseParameter( pStudioHdr, m_PoseParameterData.m_iMoveX, vecCurrentMoveYaw.x ); GetBasePlayer()->SetPoseParameter( pStudioHdr, m_PoseParameterData.m_iMoveY, vecCurrentMoveYaw.y );
m_DebugAnimData.m_vecMoveYaw = vecCurrentMoveYaw; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMultiPlayerAnimState::EstimateYaw( void ) { // Get the frame time.
float flDeltaTime = gpGlobals->frametime; if ( flDeltaTime == 0.0f ) return;
// Get the player's velocity and angles.
Vector vecEstVelocity; GetOuterAbsVelocity( vecEstVelocity ); QAngle angles = GetBasePlayer()->GetLocalAngles();
// If we are not moving, sync up the feet and eyes slowly.
if ( vecEstVelocity.x == 0.0f && vecEstVelocity.y == 0.0f ) { float flYawDelta = angles[YAW] - m_PoseParameterData.m_flEstimateYaw; flYawDelta = AngleNormalize( flYawDelta );
if ( flDeltaTime < 0.25f ) { flYawDelta *= ( flDeltaTime * 4.0f ); } else { flYawDelta *= flDeltaTime; }
m_PoseParameterData.m_flEstimateYaw += flYawDelta; AngleNormalize( m_PoseParameterData.m_flEstimateYaw ); } else { m_PoseParameterData.m_flEstimateYaw = ( atan2( vecEstVelocity.y, vecEstVelocity.x ) * 180.0f / M_PI ); m_PoseParameterData.m_flEstimateYaw = clamp( m_PoseParameterData.m_flEstimateYaw, -180.0f, 180.0f ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMultiPlayerAnimState::ComputePoseParam_AimPitch( CStudioHdr *pStudioHdr ) { // Get the view pitch.
float flAimPitch = m_flEyePitch;
// Set the aim pitch pose parameter and save.
GetBasePlayer()->SetPoseParameter( pStudioHdr, m_PoseParameterData.m_iAimPitch, -flAimPitch ); m_DebugAnimData.m_flAimPitch = flAimPitch; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMultiPlayerAnimState::ComputePoseParam_AimYaw( CStudioHdr *pStudioHdr ) { // Get the movement velocity.
Vector vecVelocity; GetOuterAbsVelocity( vecVelocity );
// Check to see if we are moving.
bool bMoving = ( vecVelocity.Length() > 1.0f ) ? true : false;
// If we are moving or are prone and undeployed.
if ( bMoving || m_bForceAimYaw ) { // The feet match the eye direction when moving - the move yaw takes care of the rest.
m_flGoalFeetYaw = m_flEyeYaw; } // Else if we are not moving.
else { // Initialize the feet.
if ( m_PoseParameterData.m_flLastAimTurnTime <= 0.0f ) { m_flGoalFeetYaw = m_flEyeYaw; m_flCurrentFeetYaw = m_flEyeYaw; m_PoseParameterData.m_flLastAimTurnTime = gpGlobals->curtime; } // Make sure the feet yaw isn't too far out of sync with the eye yaw.
// TODO: Do something better here!
else { float flYawDelta = AngleNormalize( m_flGoalFeetYaw - m_flEyeYaw );
if ( fabs( flYawDelta ) > 45.0f/*m_AnimConfig.m_flMaxBodyYawDegrees*/ ) { #if defined( CLIENT_DLL ) && defined( DEMO_POLISH )
float const flCurrentFootYaw = m_flGoalFeetYaw; #endif
float flSide = ( flYawDelta > 0.0f ) ? -1.0f : 1.0f; m_flGoalFeetYaw += ( 45.0f/*m_AnimConfig.m_flMaxBodyYawDegrees*/ * flSide );
#if defined( CLIENT_DLL ) && defined( DEMO_POLISH )
if ( IsDemoPolishRecording() ) { CDemoPolishRecorder::Instance().RecordStandingHeadingChange( GetBasePlayer()->entindex(), flCurrentFootYaw, m_flGoalFeetYaw ); } #endif
} } }
// Fix up the feet yaw.
m_flGoalFeetYaw = AngleNormalize( m_flGoalFeetYaw ); if ( m_flGoalFeetYaw != m_flCurrentFeetYaw ) { if ( m_bForceAimYaw ) { m_flCurrentFeetYaw = m_flGoalFeetYaw; } else { ConvergeYawAngles( m_flGoalFeetYaw, /*DOD_BODYYAW_RATE*/720.0f, gpGlobals->frametime, m_flCurrentFeetYaw ); m_flLastAimTurnTime = gpGlobals->curtime; } }
// Rotate the body into position.
m_angRender[YAW] = m_flCurrentFeetYaw;
// Find the aim(torso) yaw base on the eye and feet yaws.
float flAimYaw = m_flEyeYaw - m_flCurrentFeetYaw; flAimYaw = AngleNormalize( flAimYaw );
// Set the aim yaw and save.
GetBasePlayer()->SetPoseParameter( pStudioHdr, m_PoseParameterData.m_iAimYaw, -flAimYaw ); m_DebugAnimData.m_flAimYaw = flAimYaw;
// Turn off a force aim yaw - either we have already updated or we don't need to.
m_bForceAimYaw = false;
#ifndef CLIENT_DLL
QAngle angle = GetBasePlayer()->GetAbsAngles(); angle[YAW] = m_flCurrentFeetYaw;
GetBasePlayer()->SetAbsAngles( angle ); #endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : flGoalYaw -
// flYawRate -
// flDeltaTime -
// &flCurrentYaw -
//-----------------------------------------------------------------------------
void CMultiPlayerAnimState::ConvergeYawAngles( float flGoalYaw, float flYawRate, float flDeltaTime, float &flCurrentYaw ) { #define FADE_TURN_DEGREES 60.0f
// Find the yaw delta.
float flDeltaYaw = flGoalYaw - flCurrentYaw; float flDeltaYawAbs = fabs( flDeltaYaw ); flDeltaYaw = AngleNormalize( flDeltaYaw );
// Always do at least a bit of the turn (1%).
float flScale = 1.0f; flScale = flDeltaYawAbs / FADE_TURN_DEGREES; flScale = clamp( flScale, 0.01f, 1.0f );
float flYaw = flYawRate * flDeltaTime * flScale; if ( flDeltaYawAbs < flYaw ) { flCurrentYaw = flGoalYaw; } else { float flSide = ( flDeltaYaw < 0.0f ) ? -1.0f : 1.0f; flCurrentYaw += ( flYaw * flSide ); }
flCurrentYaw = AngleNormalize( flCurrentYaw );
#undef FADE_TURN_DEGREES
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : -
// Output : const QAngle&
//-----------------------------------------------------------------------------
const QAngle& CMultiPlayerAnimState::GetRenderAngles() { #if defined( PORTAL ) && defined( CLIENT_DLL )
C_Portal_Player *pPlayer = (C_Portal_Player *)GetBasePlayer(); if( pPlayer ) { if( pPlayer->GetOriginInterpolator().GetInterpolatedTime( pPlayer->GetEffectiveInterpolationCurTime( gpGlobals->curtime ) ) < pPlayer->m_fLatestServerTeleport ) { m_angRender_InterpHistory = TransformAnglesToWorldSpace( m_angRender, pPlayer->m_matLatestServerTeleportationInverseMatrix.As3x4() ); return m_angRender_InterpHistory; } } #endif
return m_angRender; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : vel -
//-----------------------------------------------------------------------------
void CMultiPlayerAnimState::GetOuterAbsVelocity( Vector& vel ) { #if defined( CLIENT_DLL )
GetBasePlayer()->EstimateAbsVelocity( vel ); #else
vel = GetBasePlayer()->GetAbsVelocity(); #endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMultiPlayerAnimState::Release( void ) { delete this; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : -
// Output : float
//-----------------------------------------------------------------------------
float CMultiPlayerAnimState::GetOuterXYSpeed() { Vector vel; GetOuterAbsVelocity( vel ); return vel.Length2D(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void Anim_StateLog( const char *pMsg, ... ) { // Format the string.
char str[4096]; va_list marker; va_start( marker, pMsg ); Q_vsnprintf( str, sizeof( str ), pMsg, marker ); va_end( marker );
// Log it?
if ( anim_showstatelog.GetInt() == 1 || anim_showstatelog.GetInt() == 3 ) { Msg( "%s", str ); }
if ( anim_showstatelog.GetInt() > 1 ) { // static FileHandle_t hFile = filesystem->Open( "AnimState.log", "wt" );
// filesystem->FPrintf( hFile, "%s", str );
// filesystem->Flush( hFile );
} }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void Anim_StatePrintf( int iLine, const char *pMsg, ... ) { // Format the string.
char str[4096]; va_list marker; va_start( marker, pMsg ); Q_vsnprintf( str, sizeof( str ), pMsg, marker ); va_end( marker );
// Show it with Con_NPrintf.
engine->Con_NPrintf( iLine, "%s", str );
// Log it.
Anim_StateLog( "%s\n", str ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMultiPlayerAnimState::DebugShowAnimStateForPlayer( bool bIsServer ) { // Get the player's velocity.
Vector vecVelocity; GetOuterAbsVelocity( vecVelocity );
// Start animation state logging.
int iLine = 5; if ( bIsServer ) { iLine = 12; } // Anim_StateLog( "-------------%s: frame %d -----------------\n", bIsServer ? "Server" : "Client", gpGlobals->framecount );
Anim_StatePrintf( iLine++, "-------------%s: frame %d -----------------\n", bIsServer ? "Server" : "Client", gpGlobals->framecount );
// Write out the main sequence and its data.
Anim_StatePrintf( iLine++, "Main: %s, Cycle: %.2f\n", GetSequenceName( GetBasePlayer()->GetModelPtr(), GetBasePlayer()->GetSequence() ), GetBasePlayer()->GetCycle() );
#if 0
if ( m_bPlayingGesture ) { Anim_StatePrintf( iLine++, "Gesture: %s, Cycle: %.2f\n", GetSequenceName( GetBasePlayer()->GetModelPtr(), m_iGestureSequence ), m_flGestureCycle ); } #endif
// Write out the layers and their data.
for ( int iAnim = 0; iAnim < GetBasePlayer()->GetNumAnimOverlays(); ++iAnim ) { #ifdef CLIENT_DLL
C_AnimationLayer *pLayer = GetBasePlayer()->GetAnimOverlay( iAnim ); if ( pLayer && ( pLayer->GetOrder() != CBaseAnimatingOverlay::MAX_OVERLAYS ) ) { Anim_StatePrintf( iLine++, "Layer %s: Weight: %.2f, Cycle: %.2f", GetSequenceName( GetBasePlayer()->GetModelPtr(), pLayer->GetSequence() ), pLayer->GetWeight(), pLayer->GetCycle() ); } #else
CAnimationLayer *pLayer = GetBasePlayer()->GetAnimOverlay( iAnim ); if ( pLayer && ( pLayer->m_nOrder != CBaseAnimatingOverlay::MAX_OVERLAYS ) ) { Anim_StatePrintf( iLine++, "Layer %s: Weight: %.2f, Cycle: %.2f", GetSequenceName( GetBasePlayer()->GetModelPtr(), pLayer->GetSequence() ), pLayer->GetWeight(), pLayer->GetCycle() ); } #endif
}
// Write out the speed data.
Anim_StatePrintf( iLine++, "Time: %.2f, Speed: %.2f, MaxSpeed: %.2f", gpGlobals->curtime, vecVelocity.Length2D(), GetCurrentMaxGroundSpeed() );
// Write out the 9-way blend data.
Anim_StatePrintf( iLine++, "EntityYaw: %.2f, AimYaw: %.2f, AimPitch: %.2f, MoveX: %.2f, MoveY: %.2f", m_angRender[YAW], m_DebugAnimData.m_flAimYaw, m_DebugAnimData.m_flAimPitch, m_DebugAnimData.m_vecMoveYaw.x, m_DebugAnimData.m_vecMoveYaw.y );
// Anim_StateLog( "--------------------------------------------\n\n" );
Anim_StatePrintf( iLine++, "--------------------------------------------\n\n" );
DebugShowEyeYaw(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMultiPlayerAnimState::DebugShowEyeYaw( void ) { #ifdef _NDEBUG
float flBaseSize = 10; float flHeight = 80;
Vector vecPos = GetOuter()->GetAbsOrigin() + Vector( 0.0f, 0.0f, 3.0f ); QAngle angles( 0.0f, 0.0f, 0.0f );
angles[YAW] = m_flEyeYaw;
Vector vecForward, vecRight, vecUp; AngleVectors( angles, &vecForward, &vecRight, &vecUp );
// Draw a red triangle on the ground for the eye yaw.
debugoverlay->AddTriangleOverlay( ( vecPos + vecRight * flBaseSize / 2.0f ), ( vecPos - vecRight * flBaseSize / 2.0f ), ( vecPos + vecForward * flHeight, 255, 0, 0, 255, false, 0.01f );
#endif
}
#if defined( CLIENT_DLL )
//-----------------------------------------------------------------------------
// Purpose:
// Input : activity -
//-----------------------------------------------------------------------------
void CMultiPlayerAnimState::DebugShowActivity( Activity activity ) { #ifdef _DEBUG
const char *pszActivity = "other";
switch( activity ) { case ACT_MP_STAND_IDLE: { pszActivity = "idle"; break; } case ACT_MP_SPRINT: { pszActivity = "sprint"; break; } case ACT_MP_WALK: { pszActivity = "walk"; break; } case ACT_MP_RUN: { pszActivity = "run"; break; } }
Msg( "Activity: %s\n", pszActivity );
#endif
} #endif
//-----------------------------------------------------------------------------
// Purpose:
// Input : iStartLine -
//-----------------------------------------------------------------------------
void CMultiPlayerAnimState::DebugShowAnimState( int iStartLine ) { Vector vOuterVel; GetOuterAbsVelocity( vOuterVel );
Anim_StateLog( "----------------- frame %d -----------------\n", gpGlobals->framecount );
int iLine = iStartLine; Anim_StatePrintf( iLine++, "main: %s, cycle: %.2f\n", GetSequenceName( GetBasePlayer()->GetModelPtr(), GetBasePlayer()->GetSequence() ), GetBasePlayer()->GetCycle() );
#if defined( CLIENT_DLL )
for ( int i=0; i < GetBasePlayer()->GetNumAnimOverlays()-1; i++ ) { C_AnimationLayer *pLayer = GetBasePlayer()->GetAnimOverlay( i /*i+1?*/ ); Anim_StatePrintf( iLine++, "%s, weight: %.2f, cycle: %.2f, aim (%d)", pLayer->GetOrder() == CBaseAnimatingOverlay::MAX_OVERLAYS ? "--" : GetSequenceName( GetBasePlayer()->GetModelPtr(), pLayer->GetSequence() ), pLayer->GetOrder() == CBaseAnimatingOverlay::MAX_OVERLAYS ? -1 :(float)pLayer->GetWeight(), pLayer->GetOrder() == CBaseAnimatingOverlay::MAX_OVERLAYS ? -1 :(float)pLayer->GetCycle(), i ); } #endif
Anim_StatePrintf( iLine++, "vel: %.2f, time: %.2f, max: %.2f", vOuterVel.Length2D(), gpGlobals->curtime, GetInterpolatedGroundSpeed() ); // AnimStatePrintf( iLine++, "ent yaw: %.2f, body_yaw: %.2f, body_pitch: %.2f, move_x: %.2f, move_y: %.2f",
// m_angRender[YAW], g_flLastBodyYaw, g_flLastBodyPitch, m_vLastMovePose.x, m_vLastMovePose.y );
Anim_StateLog( "--------------------------------------------\n\n" );
// Draw a red triangle on the ground for the eye yaw.
float flBaseSize = 10; float flHeight = 80; Vector vBasePos = GetBasePlayer()->GetAbsOrigin() + Vector( 0, 0, 3 ); QAngle angles( 0, 0, 0 ); angles[YAW] = m_flEyeYaw; Vector vForward, vRight, vUp; AngleVectors( angles, &vForward, &vRight, &vUp ); debugoverlay->AddTriangleOverlay( vBasePos+vRight*flBaseSize/2, vBasePos-vRight*flBaseSize/2, vBasePos+vForward*flHeight, 255, 0, 0, 255, false, 0.01 );
// Draw a blue triangle on the ground for the body yaw.
angles[YAW] = m_angRender[YAW]; AngleVectors( angles, &vForward, &vRight, &vUp ); debugoverlay->AddTriangleOverlay( vBasePos+vRight*flBaseSize/2, vBasePos-vRight*flBaseSize/2, vBasePos+vForward*flHeight, 0, 0, 255, 255, false, 0.01 ); }
// Debug!
const char *s_aGestureSlotNames[GESTURE_SLOT_COUNT] = { "Attack and Reload", "Grenade", "Jump", "Swim", "Flinch", "VCD", "Custom" };
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMultiPlayerAnimState::DebugGestureInfo( void ) { CBasePlayer *pPlayer = GetBasePlayer(); if ( !pPlayer ) return;
int iLine = ( pPlayer->IsServer() ? 12 : ( 14 + GESTURE_SLOT_COUNT ) );
Anim_StatePrintf( iLine++, "%s\n", ( pPlayer->IsServer() ? "Server" : "Client" ) );
for ( int iGesture = 0; iGesture < GESTURE_SLOT_COUNT; ++iGesture ) { GestureSlot_t *pGesture = &m_aGestureSlots[iGesture]; if ( pGesture ) { if( pGesture->m_bActive ) { Anim_StatePrintf( iLine++, "Gesture Slot %d(%s): %s %s(A:%s, C:%f P:%f)\n", iGesture, s_aGestureSlotNames[iGesture], ActivityList_NameForIndex( pGesture->m_iActivity ), GetSequenceName( pPlayer->GetModelPtr(), pGesture->m_pAnimLayer->GetSequence() ), ( pGesture->m_bAutoKill ? "true" : "false" ), pGesture->m_pAnimLayer->GetCycle(), pGesture->m_pAnimLayer->GetPlaybackRate() ); } else { Anim_StatePrintf( iLine++, "Gesture Slot %d(%s): NOT ACTIVE!\n", iGesture, s_aGestureSlotNames[iGesture] ); } } } }
//-----------------------------------------------------------------------------
// Purpose: New Model, init the pose parameters
//-----------------------------------------------------------------------------
void CMultiPlayerAnimState::OnNewModel( void ) { m_bPoseParameterInit = false; ClearAnimationState(); }
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