Counter Strike : Global Offensive Source Code
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//====== Copyright © 1996-2003, 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 "portal_playeranimstate.h"
#include "base_playeranimstate.h"
#include "movevars_shared.h"
#ifdef CLIENT_DLL
#include "C_Portal_Player.h"
#include "C_Weapon_Portalgun.h"
#include "c_te_effect_dispatch.h"
#include "particle_parse.h"
#else
#include "Portal_Player.h"
#include "Weapon_Portalgun.h"
#endif
#define PORTAL_RUN_SPEED 320.0f
#define PORTAL_CROUCHWALK_SPEED 110.0f
ConVar anim_forcedamaged( "anim_forcedamaged", "0", FCVAR_CHEAT | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Force the player to use the secondary damaged animations." );
ConVar anim_min_collision_speed_threshold("anim_min_collision_speed_threshold", "195.f", FCVAR_CHEAT | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY );
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPlayer -
// Output : CMultiPlayerAnimState*
//-----------------------------------------------------------------------------
CPortalPlayerAnimState* CreatePortalPlayerAnimState( CPortal_Player *pPlayer )
{
// Setup the movement data.
MultiPlayerMovementData_t movementData;
movementData.m_flBodyYawRate = 720.0f;
movementData.m_flRunSpeed = PORTAL_RUN_SPEED;
movementData.m_flWalkSpeed = -1;
movementData.m_flSprintSpeed = -1.0f;
// Create animation state for this player.
CPortalPlayerAnimState *pRet = new CPortalPlayerAnimState( pPlayer, movementData );
// Specific Portal player initialization.
pRet->InitPortal( pPlayer );
return pRet;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : -
//-----------------------------------------------------------------------------
CPortalPlayerAnimState::CPortalPlayerAnimState()
{
m_pPortalPlayer = NULL;
// Don't initialize Portal specific variables here. Init them in InitPortal()
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPlayer -
// &movementData -
//-----------------------------------------------------------------------------
CPortalPlayerAnimState::CPortalPlayerAnimState( CBasePlayer *pPlayer, MultiPlayerMovementData_t &movementData )
: CMultiPlayerAnimState( pPlayer, movementData )
{
m_pPortalPlayer = NULL;
// Don't initialize Portal specific variables here. Init them in InitPortal()
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : -
//-----------------------------------------------------------------------------
CPortalPlayerAnimState::~CPortalPlayerAnimState()
{
}
//-----------------------------------------------------------------------------
// Purpose: Initialize Portal specific animation state.
// Input : *pPlayer -
//-----------------------------------------------------------------------------
void CPortalPlayerAnimState::InitPortal( CPortal_Player *pPlayer )
{
m_pPortalPlayer = pPlayer;
m_bInAirWalk = false;
m_flHoldDeployedPoseUntilTime = 0.0f;
m_bLanding = false;
m_bWasInTractorBeam = false;
m_bFirstTractorBeamFrame = false;
m_bBridgeRemovedFromUnder = false;
m_bDying = false;
m_nDamageStage = DAMAGE_STAGE_NONE;
m_fNextBouncePredictTime = 0.0f;
m_fPrevBouncePredict = 4.0f;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPortalPlayerAnimState::ClearAnimationState( void )
{
m_bInAirWalk = false;
m_vLastVelocity = vec3_origin;
m_bLanding = false;
m_bWasInTractorBeam = false;
m_bFirstTractorBeamFrame = false;
m_bBridgeRemovedFromUnder = false;
m_bDying = false;
m_nDamageStage = DAMAGE_STAGE_NONE;
BaseClass::ClearAnimationState();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : actDesired -
// Output : Activity
//-----------------------------------------------------------------------------
Activity CPortalPlayerAnimState::TranslateActivity( Activity actDesired )
{
Activity translateActivity = BaseClass::TranslateActivity( actDesired );
// if injured
if ( m_nDamageStage == DAMAGE_STAGE_FINAL )
{
switch ( translateActivity )
{
case ACT_MP_STAND_IDLE:
{
translateActivity = ACT_MP_STAND_SECONDARY;
break;
}
case ACT_MP_RUN:
{
translateActivity = ACT_MP_RUN_SECONDARY;
break;
}
}
}
if ( GetPortalPlayer()->GetActiveWeapon() )
{
translateActivity = GetPortalPlayer()->GetActiveWeapon()->ActivityOverride( translateActivity, false );
}
return translateActivity;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : event -
//-----------------------------------------------------------------------------
void CPortalPlayerAnimState::DoAnimationEvent( PlayerAnimEvent_t event, int nData )
{
Activity iWeaponActivity = ACT_INVALID;
#if defined CLIENT_DLL
RANDOM_CEG_TEST_SECRET();
#endif
switch( event )
{
case PLAYERANIMEVENT_ATTACK_PRIMARY:
case PLAYERANIMEVENT_ATTACK_SECONDARY:
{
CPortal_Player *pPlayer = GetPortalPlayer();
if ( !pPlayer )
return;
CWeaponPortalBase *pWpn = pPlayer->GetActivePortalWeapon();
if ( pWpn )
{
// Weapon primary fire.
if ( GetBasePlayer()->GetFlags() & FL_DUCKING )
{
RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_ATTACK_CROUCH_PRIMARYFIRE );
}
else
{
RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_ATTACK_STAND_PRIMARYFIRE );
}
iWeaponActivity = ACT_VM_PRIMARYATTACK;
}
else // unarmed player
{
}
break;
}
case PLAYERANIMEVENT_JUMP:
{
m_bInAirWalk = false;
m_bLanding = false;
BaseClass::DoAnimationEvent( event, nData );
break;
}
case PLAYERANIMEVENT_DIE:
{
m_bDying = true;
break;
}
case PLAYERANIMEVENT_FLINCH_CHEST:
case PLAYERANIMEVENT_FLINCH_HEAD:
case PLAYERANIMEVENT_FLINCH_LEFTARM:
case PLAYERANIMEVENT_FLINCH_RIGHTARM:
case PLAYERANIMEVENT_FLINCH_LEFTLEG:
case PLAYERANIMEVENT_FLINCH_RIGHTLEG:
{
IncreaseDamageStage();
BaseClass::DoAnimationEvent( event, nData );
break;
}
default:
{
BaseClass::DoAnimationEvent( event, nData );
break;
}
}
#ifdef CLIENT_DLL
// Make the weapon play the animation as well
if ( iWeaponActivity != ACT_INVALID )
{
CBaseCombatWeapon *pWeapon = GetPortalPlayer()->GetActiveWeapon();
if ( pWeapon )
{
pWeapon->SendWeaponAnim( iWeaponActivity );
}
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPortalPlayerAnimState::Update( float eyeYaw, float eyePitch )
{
// Profile the animation update.
VPROF( "CPortalPlayerAnimState::Update" );
// Get the player
CPortal_Player *pPlayer = GetPortalPlayer();
if ( pPlayer == NULL )
return;
// Get the studio header for the player.
CStudioHdr *pStudioHdr = pPlayer->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 );
}
// Store this for collision results
GetOuterAbsVelocity( m_vLastVelocity );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CEG_NOINLINE void CPortalPlayerAnimState::Teleport( const Vector *pNewOrigin, const QAngle *pNewAngles, CPortal_Player* pPlayer )
{
QAngle absangles = pPlayer->GetAbsAngles();
m_angRender = absangles;
m_angRender.x = m_angRender.z = 0.0f;
if ( pPlayer )
{
#if defined GAME_DLL
CEG_PROTECT_MEMBER_FUNCTION( CPortalPlayerAnimState_Teleport );
#endif
// Snap the yaw pose parameter lerping variables to face new angles.
m_flCurrentFeetYaw = m_flGoalFeetYaw = m_flEyeYaw = pPlayer->EyeAngles()[YAW];
}
}
void CPortalPlayerAnimState::TransformYAWs( const matrix3x4_t &matTransform )
{
QAngle qOldAngles = vec3_angle;
QAngle qAngles;
qOldAngles[YAW] = m_flEyeYaw;
qAngles = TransformAnglesToWorldSpace( qOldAngles, matTransform );
m_flEyeYaw = qAngles[YAW];
qOldAngles[YAW] = m_flGoalFeetYaw;
qAngles = TransformAnglesToWorldSpace( qOldAngles, matTransform );
m_flGoalFeetYaw = qAngles[YAW];
qOldAngles[YAW] = m_flCurrentFeetYaw;
qAngles = TransformAnglesToWorldSpace( qOldAngles, matTransform );
m_flCurrentFeetYaw = qAngles[YAW];
}
bool CPortalPlayerAnimState::ShouldLongFall( void ) const
{
CPortal_Player *pPortalPlayer = GetPortalPlayer();
return ( m_bWasInTractorBeam ||
m_bBridgeRemovedFromUnder ||
( !pPortalPlayer->GetTractorBeam() &&
pPortalPlayer->GetAirTime() > 2.0f &&
pPortalPlayer->GetAbsVelocity().AsVector2D().Length() < 450.0f ) );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *idealActivity -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CPortalPlayerAnimState::HandleMoving( Activity &idealActivity )
{
float flSpeed = GetOuterXYSpeed();
CPortal_Player *pPortalPlayer = GetPortalPlayer();
// If we're off the ground and not moving, do an airwalk
bool bOnGround = ( pPortalPlayer->GetFlags() & FL_ONGROUND );
if ( bOnGround == false )
{
if ( m_bWasInTractorBeam || m_bBridgeRemovedFromUnder )
{
idealActivity = ACT_MP_LONG_FALL;
}
else
{
idealActivity = ACT_MP_AIRWALK;
}
m_bInAirWalk = true;
}
else
{
CEG_GCV_PRE();
static const int CEG_SPEED_POWER = CEG_GET_CONSTANT_VALUE( PaintSpeedPower );
CEG_GCV_POST();
bool bHasSpeedPower = pPortalPlayer->GetPaintPower( CEG_SPEED_POWER ).m_State == ACTIVE_PAINT_POWER;
#ifdef CLIENT_DLL
if ( engine->HasPaintmap() && !bHasSpeedPower && !pPortalPlayer->IsLocalPlayer() )
{
// FIXME: Is this doing extra work in splitscreen?
// Non-local players don't update paint powers on the client because this has to happen in gamemovement!
// Quickly figure out if speed paint should be active
CPortal_Player::PaintPowerInfoVector activePowers;
pPortalPlayer->ChooseActivePaintPowers( activePowers );
PaintPowerConstRange activeRange = GetConstRange( activePowers );
for( PaintPowerConstIter i = activeRange.first; i != activeRange.second; ++i )
{
const PaintPowerInfo_t &newPower = *i;
if ( newPower.m_PaintPowerType == CEG_SPEED_POWER )
{
bHasSpeedPower = true;
}
}
// Clear the surface information
// NOTE: Calling this after Activating/Using/Deactivating paint powers makes sticky boxes not very sticky
// and that's why I moved it back over here. -Brett
pPortalPlayer->ClearSurfacePaintPowerInfo();
}
#endif
if ( flSpeed > MOVING_MINIMUM_SPEED && bHasSpeedPower )
{
idealActivity = ACT_MP_RUN_SPEEDPAINT;
}
else if ( flSpeed > MOVING_MINIMUM_SPEED )
{
m_flHoldDeployedPoseUntilTime = 0.0;
idealActivity = ACT_MP_RUN;
}
else if ( m_flHoldDeployedPoseUntilTime > gpGlobals->curtime )
{
// Unless we move, hold the deployed pose for a number of seconds after being deployed
idealActivity = ACT_MP_DEPLOYED_IDLE;
}
else
{
return BaseClass::HandleMoving( idealActivity );
}
}
if ( idealActivity == ACT_MP_RUN && anim_forcedamaged.GetBool() )
{
idealActivity = ACT_MP_RUN_SECONDARY;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
Activity CPortalPlayerAnimState::CalcMainActivity()
{
Activity idealActivity = BaseClass::CalcMainActivity();
if ( HandleBouncing( idealActivity ) ||
HandleLanding() ||
HandleTractorBeam( idealActivity ) ||
HandleInAir( idealActivity ) )
{
if ( idealActivity == ACT_MP_DOUBLEJUMP && m_eCurrentMainSequenceActivity != ACT_MP_DOUBLEJUMP )
{
m_pPlayer->SetCycle( 0 );
}
}
if (idealActivity == ACT_MP_STAND_IDLE && anim_forcedamaged.GetBool())
{
idealActivity = ACT_MP_STAND_SECONDARY;
}
return idealActivity;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *idealActivity -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CPortalPlayerAnimState::HandleDucking( Activity &idealActivity )
{
if ( ( GetBasePlayer()->GetFlags() & FL_DUCKING ) || GetBasePlayer()->m_Local.m_bDucking || GetBasePlayer()->m_Local.m_bDucked )
{
if ( GetOuterXYSpeed() < MOVING_MINIMUM_SPEED )
{
idealActivity = ACT_MP_CROUCH_IDLE;
}
else
{
idealActivity = ACT_MP_CROUCHWALK;
}
return true;
}
return false;
}
bool CPortalPlayerAnimState::HandleDying( Activity &idealActivity )
{
if ( m_bDying )
{
if ( m_bFirstDyingFrame )
{
// Reset the animation.
RestartMainSequence();
m_bFirstDyingFrame = false;
#ifdef CLIENT_DLL
//DispatchParticleEffect( "bot_death_B_gib", GetPortalPlayer()->WorldSpaceCenter(), GetPortalPlayer()->GetAbsAngles(), GetPortalPlayer() );
#endif
}
if ( GetPortalPlayer()->m_Shared.InCond( PORTAL_COND_DEATH_CRUSH ) )
{
idealActivity = ACT_MP_DEATH_CRUSH;
}
else
{
idealActivity = ACT_DIESIMPLE;
}
return true;
}
else
{
if ( !m_bFirstDyingFrame )
{
m_bFirstDyingFrame = true;
}
}
return false;
}
bool CPortalPlayerAnimState::HandleInAir( Activity &idealActivity )
{
CPortal_Player *pPortalPlayer = GetPortalPlayer();
if ( pPortalPlayer->GetFlags() & FL_ONGROUND )
{
return false;
}
if ( m_bWasInTractorBeam || m_bBridgeRemovedFromUnder )
{
m_bLanding = true;
idealActivity = ACT_MP_LONG_FALL;
return true;
}
else
{
Vector vecVelocity;
GetOuterAbsVelocity( vecVelocity );
if ( vecVelocity.z > 300.0f || m_bInAirWalk )
{
// In an air walk.
m_bJumping = false;
idealActivity = ACT_MP_AIRWALK;
m_bInAirWalk = true;
m_bLanding = true;
return true;
}
}
return false;
}
ConVar sv_bounce_anim_time_predict( "sv_bounce_anim_time_predict", "0.2", FCVAR_REPLICATED );
ConVar sv_bounce_anim_time_continue( "sv_bounce_anim_time_continue", "0.5", FCVAR_REPLICATED );
bool CPortalPlayerAnimState::HandleBouncing( Activity &idealActivity )
{
CPortal_Player *pPortalPlayer = GetPortalPlayer();
float fNextBounceOffsetTime = pPortalPlayer->PredictedBounce();
bool bPredictedBounce = fNextBounceOffsetTime < sv_bounce_anim_time_predict.GetFloat();
if ( bPredictedBounce || pPortalPlayer->GetPortalPlayerLocalData().m_fBouncedTime + sv_bounce_anim_time_continue.GetFloat() > gpGlobals->curtime )
{
// They're anticipating to hit a bounce soon
if ( bPredictedBounce )
{
pPortalPlayer->OnBounced( fNextBounceOffsetTime );
}
m_bJumping = true;
m_bInAirWalk = true;
m_bLanding = true;
idealActivity = ACT_MP_DOUBLEJUMP;
return true;
}
return false;
}
bool CPortalPlayerAnimState::HandleTractorBeam( Activity &idealActivity )
{
if ( GetPortalPlayer()->GetPortalPlayerLocalData().m_hTractorBeam.Get() )
{
if ( m_bFirstTractorBeamFrame )
{
RestartMainSequence();
m_bFirstTractorBeamFrame = false;
}
m_bWasInTractorBeam = true;
idealActivity = ACT_MP_TRACTORBEAM_FLOAT;
return true;
}
else
{
if ( !m_bFirstTractorBeamFrame )
{
RANDOM_CEG_TEST_SECRET_PERIOD( 8, 15 );
m_bFirstTractorBeamFrame = true;
}
}
return false;
}
bool CPortalPlayerAnimState::HandleLanding()
{
// Check to see if we were in the air and now we are basically on the ground or water.
if ( m_bLanding && GetBasePlayer()->GetFlags() & FL_ONGROUND )
{
m_bJumping = false;
m_bInAirWalk = false;
m_bLanding = false;
m_bWasInTractorBeam = false;
m_bBridgeRemovedFromUnder = false;
RestartMainSequence();
RANDOM_CEG_TEST_SECRET_PERIOD( 91, 172 );
RestartGesture( GESTURE_SLOT_JUMP, ACT_MP_JUMP_LAND );
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CPortalPlayerAnimState::HandleJumping( Activity &idealActivity )
{
Vector vecVelocity;
GetOuterAbsVelocity( vecVelocity );
// Jumping.
if ( m_bJumping )
{
if ( m_bFirstJumpFrame )
{
m_bFirstJumpFrame = false;
RestartMainSequence(); // Reset the animation.
}
// 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 )
{
// In an air walk.
m_bJumping = false;
idealActivity = ACT_MP_AIRWALK;
m_bInAirWalk = true;
}
// if we're still jumping
if ( m_bJumping )
{
idealActivity = ACT_MP_JUMP_START;
}
}
if ( m_bJumping )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CPortalPlayerAnimState::SetupPoseParameters( CStudioHdr *pStudioHdr )
{
CPortal_Player *pPortalPlayer = ToPortalPlayer( GetBasePlayer() );
if ( pPortalPlayer && ( pPortalPlayer->m_Shared.InCond( PORTAL_COND_TAUNTING ) || pPortalPlayer->m_Shared.InCond( PORTAL_COND_DROWNING ) ) )
return false;
return BaseClass::SetupPoseParameters( pStudioHdr );
}
void CPortalPlayerAnimState::IncreaseDamageStage()
{
if ( m_nDamageStage < DAMAGE_STAGE_FINAL )
{
//Disable this for E3
//m_nDamageStage++;
}
}