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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "dod_playeranimstate.h"
#include "base_playeranimstate.h"
#include "tier0/vprof.h"
#include "animation.h"
#include "studio.h"
#include "apparent_velocity_helper.h"
#include "utldict.h"
#include "weapon_dodbase.h"
#include "dod_shareddefs.h"
#ifdef CLIENT_DLL
#include "c_dod_player.h"
#include "engine/ivdebugoverlay.h"
#include "filesystem.h"
ConVar anim_showmainactivity( "anim_showmainactivity", "0", FCVAR_CHEAT, "Show the idle, walk, run, and/or sprint activities." ); #else
#include "dod_player.h"
#endif
ConVar anim_showstate( "anim_showstate", "-1", FCVAR_CHEAT | FCVAR_REPLICATED, "Show the (client) animation state for the specified entity (-1 for none)." ); ConVar anim_showstatelog( "anim_showstatelog", "0", FCVAR_CHEAT | FCVAR_REPLICATED, "1 to output anim_showstate to Msg(). 2 to store in AnimState.log. 3 for both." ); ConVar dod_bodyheightoffset( "dod_bodyheightoffset", "4", FCVAR_CHEAT | FCVAR_REPLICATED, "Deploy height offset." );
#define ANIMPART_STAND "stand"
#define ANIMPART_PRONE "prone"
#define ANIMPART_CROUCH "crouch"
#define ANIMPART_SPRINT "sprint"
#define ANIMPART_SANDBAG "sandbag"
#define ANIMPART_BIPOD "bipod"
// When moving this fast, he plays run anim.
#define ARBITRARY_RUN_SPEED 300.0f
#define DOD_BODYYAW_RATE 720.0f
#define DOD_WALK_SPEED 60.0f
#define DOD_RUN_SPEED 120.0f
#define DOD_SPRINT_SPEED 260.0f
class CDODPlayerAnimState : public CBasePlayerAnimState, public IDODPlayerAnimState { public:
DECLARE_CLASS( CDODPlayerAnimState, CBasePlayerAnimState ); friend IDODPlayerAnimState* CreatePlayerAnimState( CDODPlayer *pPlayer );
CDODPlayerAnimState();
virtual void ShowDebugInfo( void );
// This is called by both the client and the server in the same way to trigger events for
// players firing, jumping, throwing grenades, etc.
virtual void DoAnimationEvent( PlayerAnimEvent_t event, int nData ); virtual void ClearAnimationState(); virtual Activity CalcMainActivity(); virtual void Update( float eyeYaw, float eyePitch );
virtual void DebugShowAnimState( int iStartLine );
virtual int CalcAimLayerSequence( float *flCyle, float *flAimSequenceWeight, bool bForceIdle ) { return 0; }
virtual float GetCurrentMaxGroundSpeed(); virtual void ComputeSequences( CStudioHdr *pStudioHdr ); virtual void ClearAnimationLayers();
virtual void RestartMainSequence(); virtual float CalcMovementPlaybackRate( bool *bIsMoving );
Activity TranslateActivity( Activity actDesired ); void CancelGestures( void );
protected:
// Pose paramters.
bool SetupPoseParameters( CStudioHdr *pStudioHdr ); virtual void ComputePoseParam_MoveYaw( CStudioHdr *pStudioHdr ); virtual void ComputePoseParam_AimPitch( CStudioHdr *pStudioHdr ); virtual void ComputePoseParam_AimYaw( CStudioHdr *pStudioHdr ); void ComputePoseParam_BodyHeight( CStudioHdr *pStudioHdr ); virtual void EstimateYaw( void ); void ConvergeYawAngles( float flGoalYaw, float flYawRate, float flDeltaTime, float &flCurrentYaw );
void ComputeFireSequence(); void ComputeDeployedSequence();
void ComputeGestureSequence( CStudioHdr *pStudioHdr );
void RestartGesture( int iGestureType, Activity act, bool bAutoKill = true );
void UpdateLayerSequenceGeneric( CStudioHdr *pStudioHdr, int iLayer, bool &bEnabled, float &flCurCycle, int &iSequence, bool bWaitAtEnd, float flWeight = 1.0 );
void DebugShowAnimStateForPlayer( bool bIsServer ); void DebugShowEyeYaw( void );
// Client specific.
#ifdef CLIENT_DLL
// Debug.
void DebugShowActivity( Activity activity );
#endif
private:
void InitDOD( CDODPlayer *pPlayer ); bool HandleJumping( Activity *idealActivity ); bool HandleProne( Activity *idealActivity ); bool HandleProneDown( CDODPlayer *pPlayer, Activity *idealActivity ); bool HandleProneUp( CDODPlayer *pPlayer, Activity *idealActivity ); bool HandleDucked( Activity *idealActivity );
bool IsGettingDown( CDODPlayer *pPlayer ); bool IsGettingUp( CDODPlayer *pPlayer );
CDODPlayer* GetOuterDOD() const;
bool IsPlayingGesture( int type ) { return ( m_bPlayingGesture && m_iGestureType == type ); }
private: // Current state variables.
bool m_bJumping; // Set on a jump event.
float m_flJumpStartTime; bool m_bFirstJumpFrame;
// These control the prone state _achine.
bool m_bGettingDown; bool m_bGettingUp; bool m_bWasGoingProne; bool m_bWasGettingUp;
// The single Gesture layer
bool m_bPlayingGesture; bool m_bAutokillGesture; int m_iGestureSequence; float m_flGestureCycle;
int m_iGestureType;
enum { GESTURE_NONE = -1, GESTURE_ATTACK1 = 0, GESTURE_ATTACK2, GESTURE_RELOAD, GESTURE_HAND_SIGNAL, GESTURE_FIDGET, GESTURE_PLANT, GESTURE_DEFUSE, };
// Pose parameters.
bool m_bPoseParameterInit; float m_flEstimateYaw; float m_flEstimateVelocity; float m_flLastAimPitch; float m_flLastAimYaw; float m_flLastBodyHeight; float m_flLastAimTurnTime; Vector2D m_vecLastMoveYaw; int m_iMoveX; int m_iMoveY; int m_iAimYaw; int m_iAimPitch; int m_iBodyHeight;
float m_flFireIdleTime; // Time that we drop our gun
bool m_bLastDeployState; // true = last was deployed, false = last was not deployed
DODWeaponID m_iLastWeaponID; // remember the weapon we were last using
// Our DOD player pointer.
CDODPlayer *m_pOuterDOD; };
IDODPlayerAnimState* CreatePlayerAnimState( CDODPlayer *pPlayer ) { CDODPlayerAnimState *pState = new CDODPlayerAnimState; pState->InitDOD( pPlayer ); return pState; }
// -------------------------------------------------------------------------------- //
// CDODPlayerAnimState implementation.
// -------------------------------------------------------------------------------- //
CDODPlayerAnimState::CDODPlayerAnimState() { m_bGettingDown = false; m_bGettingUp = false; m_bWasGoingProne = false; m_bWasGettingUp = false;
m_pOuterDOD = NULL;
m_bPoseParameterInit = false; m_flEstimateYaw = 0.0f; m_flLastAimPitch = 0.0f; m_flLastAimYaw = 0.0f; m_flLastBodyHeight = 0.0f; m_flLastAimTurnTime = 0.0f; m_vecLastMoveYaw.Init(); m_iMoveX = -1; m_iMoveY = -1; m_iAimYaw = -1; m_iAimPitch = -1; m_iBodyHeight = -1; }
void CDODPlayerAnimState::InitDOD( CDODPlayer *pPlayer ) { m_pOuterDOD = pPlayer; CModAnimConfig config; config.m_flMaxBodyYawDegrees = 45; config.m_LegAnimType = LEGANIM_GOLDSRC; config.m_bUseAimSequences = false; BaseClass::Init( pPlayer, config ); }
void CDODPlayerAnimState::ClearAnimationState() { m_bJumping = false; m_flFireIdleTime = 0; m_bLastDeployState = false; m_iLastWeaponID = WEAPON_NONE; CancelGestures(); BaseClass::ClearAnimationState(); }
void CDODPlayerAnimState::DoAnimationEvent( PlayerAnimEvent_t event, int nData ) { if ( event == PLAYERANIMEVENT_FIRE_GUN ) { RestartGesture( GESTURE_ATTACK1, ACT_RANGE_ATTACK1, false );
if( GetOuterDOD()->m_Shared.IsBazookaDeployed() ) { m_flFireIdleTime = gpGlobals->curtime + 0.1; // don't hold this pose after firing
} else { // hold last frame of fire pose for 2 seconds ( if we are moving )
m_flFireIdleTime = gpGlobals->curtime + 2; } } if ( event == PLAYERANIMEVENT_SECONDARY_ATTACK ) { CancelGestures(); RestartGesture( GESTURE_ATTACK2, ACT_RANGE_ATTACK2 ); } else if ( event == PLAYERANIMEVENT_RELOAD ) { CancelGestures(); RestartGesture( GESTURE_RELOAD, ACT_RELOAD ); } else if ( event == PLAYERANIMEVENT_THROW_GRENADE ) { CancelGestures(); RestartGesture( GESTURE_ATTACK1, ACT_RANGE_ATTACK1 ); } else if ( event == PLAYERANIMEVENT_ROLL_GRENADE ) { CancelGestures(); RestartGesture( GESTURE_ATTACK2, ACT_RANGE_ATTACK2 ); } else if ( event == PLAYERANIMEVENT_JUMP ) { // Play the jump animation.
m_bJumping = true; m_bFirstJumpFrame = true; RestartMainSequence(); m_flJumpStartTime = gpGlobals->curtime; } else if ( event == PLAYERANIMEVENT_HANDSIGNAL ) { CDODPlayer *pPlayer = GetOuterDOD(); if ( pPlayer && !( pPlayer->m_Shared.IsBazookaDeployed() || pPlayer->m_Shared.IsProne() || pPlayer->m_Shared.IsProneDeployed() || pPlayer->m_Shared.IsSniperZoomed() || pPlayer->m_Shared.IsSandbagDeployed() ) ) { CancelGestures(); RestartGesture( GESTURE_HAND_SIGNAL, ACT_DOD_HS_IDLE ); } } else if ( event == PLAYERANIMEVENT_PLANT_TNT ) { CancelGestures(); RestartGesture( GESTURE_PLANT, ACT_DOD_PLANT_TNT ); } else if ( event == PLAYERANIMEVENT_DEFUSE_TNT ) { CancelGestures(); RestartGesture( GESTURE_DEFUSE, ACT_DOD_DEFUSE_TNT ); } }
void CDODPlayerAnimState::ShowDebugInfo( void ) { if ( anim_showstate.GetInt() == m_pOuter->entindex() ) { DebugShowAnimStateForPlayer( m_pOuter->IsServer() ); } }
void CDODPlayerAnimState::RestartMainSequence() { CancelGestures();
BaseClass::RestartMainSequence(); }
bool CDODPlayerAnimState::HandleJumping( Activity *idealActivity ) { 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.
if ( gpGlobals->curtime - m_flJumpStartTime > 0.2f ) { if ( m_pOuter->GetFlags() & FL_ONGROUND ) { m_bJumping = false; RestartMainSequence(); } } } if ( m_bJumping ) { *idealActivity = ACT_HOP; return true; } else { return false; } }
//-----------------------------------------------------------------------------
// Purpose: Handle the prone up animation.
//-----------------------------------------------------------------------------
bool CDODPlayerAnimState::HandleProneDown( CDODPlayer *pPlayer, Activity *idealActivity ) { if ( ( pPlayer->GetCycle() > 0.99f ) || ( pPlayer->m_Shared.IsProne() ) ) { *idealActivity = ACT_PRONE_IDLE; if ( GetOuterXYSpeed() > MOVING_MINIMUM_SPEED ) { *idealActivity = ACT_PRONE_FORWARD; } RestartMainSequence();
m_bGettingDown = false; } else { *idealActivity = ACT_GET_DOWN_STAND; if ( pPlayer->GetFlags() & FL_DUCKING ) { *idealActivity = ACT_GET_DOWN_CROUCH; } }
return true; }
//-----------------------------------------------------------------------------
// Purpose: Handle the prone up animation.
//-----------------------------------------------------------------------------
bool CDODPlayerAnimState::HandleProneUp( CDODPlayer *pPlayer, Activity *idealActivity ) { if ( ( m_pOuter->GetCycle() > 0.99f ) || ( !pPlayer->m_Shared.IsGettingUpFromProne() ) ) { m_bGettingUp = false; RestartMainSequence();
return false; }
*idealActivity = ACT_GET_UP_STAND; if ( pPlayer->GetFlags() & FL_DUCKING ) { *idealActivity = ACT_GET_UP_CROUCH; }
return true; }
//-----------------------------------------------------------------------------
// Purpose: Handle the prone animations.
//-----------------------------------------------------------------------------
bool CDODPlayerAnimState::HandleProne( Activity *idealActivity ) { // Get the player.
CDODPlayer *pPlayer = GetOuterDOD(); if ( !pPlayer ) return false;
// Find the leading edge on going prone.
bool bChange = pPlayer->m_Shared.IsGoingProne() && !m_bWasGoingProne; m_bWasGoingProne = pPlayer->m_Shared.IsGoingProne(); if ( bChange ) { m_bGettingDown = true; RestartMainSequence(); }
// Find the leading edge on getting up.
bChange = pPlayer->m_Shared.IsGettingUpFromProne() && !m_bWasGettingUp; m_bWasGettingUp = pPlayer->m_Shared.IsGettingUpFromProne(); if ( bChange ) { m_bGettingUp = true; RestartMainSequence(); }
// Handle the transitions.
if ( m_bGettingDown ) { return HandleProneDown( pPlayer, idealActivity ); } else if ( m_bGettingUp ) { return HandleProneUp( pPlayer, idealActivity ); }
// Handle the prone state.
if ( pPlayer->m_Shared.IsProne() ) { *idealActivity = ACT_PRONE_IDLE; if ( GetOuterXYSpeed() > MOVING_MINIMUM_SPEED ) { *idealActivity = ACT_PRONE_FORWARD; }
return true; }
return false; }
bool CDODPlayerAnimState::HandleDucked( Activity *idealActivity ) { if ( m_pOuter->GetFlags() & FL_DUCKING ) { if ( GetOuterXYSpeed() > MOVING_MINIMUM_SPEED ) *idealActivity = ACT_RUN_CROUCH; else *idealActivity = ACT_CROUCHIDLE; return true; } else { return false; } }
Activity CDODPlayerAnimState::CalcMainActivity() { Activity idealActivity = ACT_IDLE;
float flSpeed = GetOuterXYSpeed();
if ( HandleJumping( &idealActivity ) || HandleProne( &idealActivity ) || HandleDucked( &idealActivity ) ) { // intentionally blank
} else { if ( flSpeed > MOVING_MINIMUM_SPEED ) { if( flSpeed >= DOD_SPRINT_SPEED ) { idealActivity = ACT_SPRINT; // If we sprint, cancel the fire idle time
CancelGestures(); } else if( flSpeed >= DOD_WALK_SPEED ) idealActivity = ACT_RUN; else idealActivity = ACT_WALK; } }
// Shouldn't be here but we need to ship - bazooka deployed reload/running check.
if ( IsPlayingGesture( GESTURE_RELOAD ) ) { if ( flSpeed >= DOD_RUN_SPEED && m_pOuterDOD->m_Shared.IsBazookaOnlyDeployed() ) { CancelGestures(); } }
ShowDebugInfo();
// Client specific.
#ifdef CLIENT_DLL
if ( anim_showmainactivity.GetBool() ) { DebugShowActivity( idealActivity ); }
#endif
return idealActivity; }
void CDODPlayerAnimState::CancelGestures( void ) { m_bPlayingGesture = false; m_iGestureType = GESTURE_NONE;
#ifdef CLIENT_DLL
m_iGestureSequence = -1; #else
m_pOuter->RemoveAllGestures(); #endif
}
void CDODPlayerAnimState::RestartGesture( int iGestureType, Activity act, bool bAutoKill /* = true */ ) { Activity idealActivity = TranslateActivity( act ); m_bPlayingGesture = true; m_iGestureType = iGestureType;
#ifdef CLIENT_DLL
m_iGestureSequence = m_pOuter->SelectWeightedSequence( idealActivity );
if( m_iGestureSequence == -1 ) { m_bPlayingGesture = false; }
m_flGestureCycle = 0.0f; m_bAutokillGesture = bAutoKill; #else
m_pOuterDOD->RestartGesture( idealActivity, true, bAutoKill ); #endif
}
Activity CDODPlayerAnimState::TranslateActivity( Activity actDesired ) { Activity idealActivity = actDesired;
if ( m_pOuterDOD->m_Shared.IsSandbagDeployed() ) { switch( idealActivity ) { case ACT_IDLE: idealActivity = ACT_DOD_DEPLOYED; break; case ACT_RANGE_ATTACK1: idealActivity = ACT_DOD_PRIMARYATTACK_DEPLOYED; break; case ACT_RELOAD: idealActivity = ACT_DOD_RELOAD_DEPLOYED; break; default: break; } } else if ( m_pOuterDOD->m_Shared.IsProneDeployed() ) { switch( idealActivity ) { case ACT_PRONE_IDLE: idealActivity = ACT_DOD_PRONE_DEPLOYED; break; case ACT_RANGE_ATTACK1: idealActivity = ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED; break; case ACT_RELOAD: idealActivity = ACT_DOD_RELOAD_PRONE_DEPLOYED; break; default: break; } } else if ( m_pOuterDOD->m_Shared.IsSniperZoomed() || m_pOuterDOD->m_Shared.IsBazookaDeployed() ) { switch( idealActivity ) { case ACT_IDLE: idealActivity = ACT_DOD_IDLE_ZOOMED; break; case ACT_WALK: idealActivity = ACT_DOD_WALK_ZOOMED; break; case ACT_CROUCHIDLE: idealActivity = ACT_DOD_CROUCH_ZOOMED; break; case ACT_RUN_CROUCH: idealActivity = ACT_DOD_CROUCHWALK_ZOOMED; break; case ACT_PRONE_IDLE: idealActivity = ACT_DOD_PRONE_ZOOMED; break; case ACT_PRONE_FORWARD: idealActivity = ACT_DOD_PRONE_FORWARD_ZOOMED; break; case ACT_RANGE_ATTACK1: if ( m_pOuterDOD->m_Shared.IsSniperZoomed() ) { if( m_pOuterDOD->m_Shared.IsProne() ) idealActivity = ACT_DOD_PRIMARYATTACK_PRONE; } break; case ACT_RELOAD: if ( m_pOuterDOD->m_Shared.IsBazookaDeployed() ) { if( m_pOuterDOD->m_Shared.IsProne() ) { idealActivity = ACT_DOD_RELOAD_PRONE_DEPLOYED; } else { idealActivity = ACT_DOD_RELOAD_DEPLOYED; } } break; default: break; } } else if ( m_pOuterDOD->m_Shared.IsProne() ) { // translate prone shooting, reload, handsignal
switch( idealActivity ) { case ACT_RANGE_ATTACK1: idealActivity = ACT_DOD_PRIMARYATTACK_PRONE; break; case ACT_RANGE_ATTACK2: idealActivity = ACT_DOD_SECONDARYATTACK_PRONE; break; case ACT_RELOAD: idealActivity = ACT_DOD_RELOAD_PRONE; break; default: break; } } else if ( m_pOuter->GetFlags() & FL_DUCKING ) { switch( idealActivity ) { case ACT_RANGE_ATTACK1: idealActivity = ACT_DOD_PRIMARYATTACK_CROUCH; break; case ACT_RANGE_ATTACK2: idealActivity = ACT_DOD_SECONDARYATTACK_CROUCH; break; case ACT_DOD_HS_IDLE: idealActivity = ACT_DOD_HS_CROUCH; break; } }
// Are our guns at fire or rest?
if ( m_flFireIdleTime > gpGlobals->curtime ) { switch( idealActivity ) { case ACT_IDLE: idealActivity = ACT_DOD_STAND_AIM; break; case ACT_CROUCHIDLE: idealActivity = ACT_DOD_CROUCH_AIM; break; case ACT_RUN_CROUCH: idealActivity = ACT_DOD_CROUCHWALK_AIM; break; case ACT_WALK: idealActivity = ACT_DOD_WALK_AIM; break; case ACT_RUN: idealActivity = ACT_DOD_RUN_AIM; break; default: break; } } else { switch( idealActivity ) { case ACT_IDLE: idealActivity = ACT_DOD_STAND_IDLE; break; case ACT_CROUCHIDLE: idealActivity = ACT_DOD_CROUCH_IDLE; break; case ACT_RUN_CROUCH: idealActivity = ACT_DOD_CROUCHWALK_IDLE; break; case ACT_WALK: idealActivity = ACT_DOD_WALK_IDLE; break; case ACT_RUN: idealActivity = ACT_DOD_RUN_IDLE; break; default: break; } }
return m_pOuterDOD->TranslateActivity( idealActivity ); }
CDODPlayer* CDODPlayerAnimState::GetOuterDOD() const { return m_pOuterDOD; }
float CDODPlayerAnimState::GetCurrentMaxGroundSpeed() { return PLAYER_SPEED_SPRINT; }
float CDODPlayerAnimState::CalcMovementPlaybackRate( bool *bIsMoving ) { if( ( GetCurrentMainSequenceActivity() == ACT_GET_UP_STAND ) || ( GetCurrentMainSequenceActivity() == ACT_GET_DOWN_STAND ) || ( GetCurrentMainSequenceActivity() == ACT_GET_UP_CROUCH ) || ( GetCurrentMainSequenceActivity() == ACT_GET_DOWN_CROUCH ) ) { // We don't want to change the playback speed of these, even if we move.
*bIsMoving = false; return 1.0; }
// it would be a good idea to ramp up from 0.5 to 1.0 as they go from stop to moveing, it looks more natural.
*bIsMoving = true; return 1.0; }
void CDODPlayerAnimState::DebugShowAnimState( int iStartLine ) { #ifdef CLIENT_DLL
engine->Con_NPrintf( iStartLine++, "getting down: %s\n", m_bGettingDown ? "yes" : "no" ); engine->Con_NPrintf( iStartLine++, "getting up: %s\n", m_bGettingUp ? "yes" : "no" ); #endif
BaseClass::DebugShowAnimState( iStartLine ); }
void CDODPlayerAnimState::ComputeSequences( CStudioHdr *pStudioHdr ) { // Reset some things if we're changed weapons
// do this before ComputeSequences
CWeaponDODBase *pWeapon = GetOuterDOD()->m_Shared.GetActiveDODWeapon(); if ( pWeapon ) { if( pWeapon->GetWeaponID() != m_iLastWeaponID ) { CancelGestures(); m_iLastWeaponID = pWeapon->GetWeaponID(); m_flFireIdleTime = 0; } }
BaseClass::ComputeSequences( pStudioHdr );
if( !m_bGettingDown && !m_bGettingUp ) { ComputeFireSequence(); #ifdef CLIENT_DLL
ComputeGestureSequence( pStudioHdr );
// get the weapon's swap criteria ( reload? attack? deployed? deployed reload? )
// and determine whether we should use alt model or not
CWeaponDODBase *pWeapon = GetOuterDOD()->m_Shared.GetActiveDODWeapon(); if ( pWeapon ) { int iCurrentState = ALTWPN_CRITERIA_NONE;
if( m_bPlayingGesture && m_iGestureType == GESTURE_ATTACK1 ) iCurrentState |= ALTWPN_CRITERIA_FIRING;
else if( m_bPlayingGesture && m_iGestureType == GESTURE_RELOAD ) iCurrentState |= ALTWPN_CRITERIA_RELOADING;
if( m_pOuterDOD->m_Shared.IsProne() ) iCurrentState |= ALTWPN_CRITERIA_PRONE;
// always use default model while proning or hand signal
if( !IsPlayingGesture( GESTURE_HAND_SIGNAL ) && !IsPlayingGesture( GESTURE_FIDGET ) && !m_bGettingDown && !m_bGettingUp ) { pWeapon->CheckForAltWeapon( iCurrentState ); } else { pWeapon->SetUseAltModel( false ); } } #endif
} }
#define GESTURE_LAYER AIMSEQUENCE_LAYER
#define NUM_LAYERS_WANTED (GESTURE_LAYER + 1)
void CDODPlayerAnimState::ClearAnimationLayers() { if ( !m_pOuter ) return;
m_pOuter->SetNumAnimOverlays( NUM_LAYERS_WANTED ); for ( int i=0; i < m_pOuter->GetNumAnimOverlays(); i++ ) { m_pOuter->GetAnimOverlay( i )->SetOrder( CBaseAnimatingOverlay::MAX_OVERLAYS ); } }
void CDODPlayerAnimState::ComputeFireSequence( void ) { // Hold the shoot pose for a time after firing, unless we stand still
if( m_flFireIdleTime < gpGlobals->curtime && IsPlayingGesture( GESTURE_ATTACK1 ) && GetOuterXYSpeed() > MOVING_MINIMUM_SPEED ) { CancelGestures(); }
if( GetOuterDOD()->m_Shared.IsInMGDeploy() != m_bLastDeployState ) { CancelGestures();
m_bLastDeployState = GetOuterDOD()->m_Shared.IsInMGDeploy(); } }
void CDODPlayerAnimState::ComputeGestureSequence( CStudioHdr *pStudioHdr ) { UpdateLayerSequenceGeneric( pStudioHdr, GESTURE_LAYER, m_bPlayingGesture, m_flGestureCycle, m_iGestureSequence, !m_bAutokillGesture ); }
void CDODPlayerAnimState::UpdateLayerSequenceGeneric( CStudioHdr *pStudioHdr, int iLayer, bool &bEnabled, float &flCurCycle, int &iSequence, bool bWaitAtEnd, float flWeight /* = 1.0 */ ) { if ( !bEnabled ) return;
if( flCurCycle > 1.0 ) flCurCycle = 1.0;
// Increment the fire sequence's cycle.
flCurCycle += m_pOuter->GetSequenceCycleRate( pStudioHdr, iSequence ) * gpGlobals->frametime; if ( flCurCycle > 1 ) { if ( bWaitAtEnd ) { flCurCycle = 1; } else { // Not firing anymore.
bEnabled = false; iSequence = 0; return; } }
CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( iLayer );
pLayer->m_flCycle = flCurCycle; pLayer->m_nSequence = iSequence;
pLayer->m_flPlaybackRate = 1.0; pLayer->m_flWeight = flWeight; pLayer->m_nOrder = iLayer; }
extern ConVar mp_facefronttime; extern ConVar mp_feetyawrate;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDODPlayerAnimState::Update( float eyeYaw, float eyePitch ) { // Profile the animation update.
VPROF( "CDODPlayerAnimState::Update" );
// Get the studio header for the player.
CStudioHdr *pStudioHdr = GetOuterDOD()->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 );
// Clear animation overlays because we're about to completely reconstruct them.
ClearAnimationLayers();
// 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 );
// Pose parameter - Body Height (torso elevation).
ComputePoseParam_BodyHeight( pStudioHdr ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CDODPlayerAnimState::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_iMoveX = GetOuterDOD()->LookupPoseParameter( pStudioHdr, "move_x" ); m_iMoveY = GetOuterDOD()->LookupPoseParameter( pStudioHdr, "move_y" ); if ( ( m_iMoveX < 0 ) || ( m_iMoveY < 0 ) ) return false;
// Look for the aim pitch blender.
m_iAimPitch = GetOuterDOD()->LookupPoseParameter( pStudioHdr, "body_pitch" ); if ( m_iAimPitch < 0 ) return false;
// Look for aim yaw blender.
m_iAimYaw = GetOuterDOD()->LookupPoseParameter( pStudioHdr, "body_yaw" ); if ( m_iAimYaw < 0 ) return false;
// Look for the body height blender.
m_iBodyHeight = GetOuterDOD()->LookupPoseParameter( pStudioHdr, "body_height" ); if ( m_iBodyHeight < 0 ) return false;
m_bPoseParameterInit = true;
return true; }
#define DOD_MOVEMENT_ERROR_LIMIT 1.0
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDODPlayerAnimState::ComputePoseParam_MoveYaw( CStudioHdr *pStudioHdr ) { // Check to see if we are deployed or prone.
if( GetOuterDOD()->m_Shared.IsInMGDeploy() || GetOuterDOD()->m_Shared.IsProne() ) { // Set the 9-way blend movement pose parameters.
Vector2D vecCurrentMoveYaw( 0.0f, 0.0f ); GetOuter()->SetPoseParameter( pStudioHdr, m_iMoveX, vecCurrentMoveYaw.x ); GetOuter()->SetPoseParameter( pStudioHdr, m_iMoveY, vecCurrentMoveYaw.y );
m_vecLastMoveYaw = vecCurrentMoveYaw;
#if 0
// Rotate the entire body instantly.
m_flGoalFeetYaw = AngleNormalize( m_flEyeYaw ); m_flCurrentFeetYaw = m_flGoalFeetYaw; m_flLastTurnTime = gpGlobals->curtime;
// Rotate entire body into position.
m_angRender[YAW] = m_flCurrentFeetYaw; m_angRender[PITCH] = m_angRender[ROLL] = 0;
SetOuterBodyYaw( m_flCurrentFeetYaw ); g_flLastBodyYaw = m_flCurrentFeetYaw; #endif
} else { // Get the estimated movement yaw.
EstimateYaw();
// Get the view yaw.
float flAngle = AngleNormalize( m_flEyeYaw );
// rotate movement into local reference frame
float flYaw = flAngle - m_flEstimateYaw; flYaw = AngleNormalize( -flYaw );
// Get the current speed the character is running.
Vector vecEstVelocity; vecEstVelocity.x = cos( DEG2RAD( flYaw ) ) * m_flEstimateVelocity; vecEstVelocity.y = sin( DEG2RAD( flYaw ) ) * m_flEstimateVelocity;
Vector2D vecCurrentMoveYaw( 0.0f, 0.0f ); // set the pose parameters to the correct direction, but not value
if ( vecEstVelocity.x != 0.0f && fabs( vecEstVelocity.x ) > fabs( vecEstVelocity.y ) ) { vecCurrentMoveYaw.x = (vecEstVelocity.x < 0.0) ? -1.0 : 1.0; vecCurrentMoveYaw.y = vecEstVelocity.y / fabs( vecEstVelocity.x ); } else if (vecEstVelocity.y != 0.0f) { vecCurrentMoveYaw.y = (vecEstVelocity.y < 0.0) ? -1.0 : 1.0; vecCurrentMoveYaw.x = vecEstVelocity.x / fabs( vecEstVelocity.y ); }
#ifndef CLIENT_DLL
GetOuter()->SetPoseParameter( pStudioHdr, m_iMoveX, vecCurrentMoveYaw.x ); GetOuter()->SetPoseParameter( pStudioHdr, m_iMoveY, vecCurrentMoveYaw.y ); #else
// refine pose parameters to be more accurate
int i = 0; float dx, dy; Vector vecAnimVelocity;
/*
if ( m_pOuter->entindex() == 2 ) { GetOuter()->SetPoseParameter( pStudioHdr, m_iMoveX, vecCurrentMoveYaw.x ); GetOuter()->SetPoseParameter( pStudioHdr, m_iMoveY, vecCurrentMoveYaw.y ); GetOuterDOD()->GetBlendedLinearVelocity( &vecAnimVelocity ); DevMsgRT("(%.2f) %.3f : (%.2f) %.3f\n", vecAnimVelocity.x, vecCurrentMoveYaw.x, vecAnimVelocity.y, vecCurrentMoveYaw.y ); } */
bool retry = true; do { // Set the 9-way blend movement pose parameters.
GetOuter()->SetPoseParameter( pStudioHdr, m_iMoveX, vecCurrentMoveYaw.x ); GetOuter()->SetPoseParameter( pStudioHdr, m_iMoveY, vecCurrentMoveYaw.y );
GetOuterDOD()->GetBlendedLinearVelocity( &vecAnimVelocity );
// adjust X pose parameter based on movement error
if (fabs( vecAnimVelocity.x ) > 0.001) { vecCurrentMoveYaw.x *= vecEstVelocity.x / vecAnimVelocity.x; } else { vecCurrentMoveYaw.x = 0; GetOuter()->SetPoseParameter( pStudioHdr, m_iMoveX, vecCurrentMoveYaw.x ); } // adjust Y pose parameter based on movement error
if (fabs( vecAnimVelocity.y ) > 0.001) { vecCurrentMoveYaw.y *= vecEstVelocity.y / vecAnimVelocity.y; } else { vecCurrentMoveYaw.y = 0; GetOuter()->SetPoseParameter( pStudioHdr, m_iMoveY, vecCurrentMoveYaw.y ); }
dx = vecEstVelocity.x - vecAnimVelocity.x; dy = vecEstVelocity.y - vecAnimVelocity.y;
retry = (vecCurrentMoveYaw.x < 1.0 && vecCurrentMoveYaw.x > -1.0) && (dx < -DOD_MOVEMENT_ERROR_LIMIT || dx > DOD_MOVEMENT_ERROR_LIMIT); retry = retry || ((vecCurrentMoveYaw.y < 1.0 && vecCurrentMoveYaw.y > -1.0) && (dy < -DOD_MOVEMENT_ERROR_LIMIT || dy > DOD_MOVEMENT_ERROR_LIMIT));
} while (i++ < 5 && retry);
/*
if ( m_pOuter->entindex() == 2 ) { DevMsgRT("%d(%.2f : %.2f) %.3f : (%.2f : %.2f) %.3f\n", i, vecEstVelocity.x, vecAnimVelocity.x, vecCurrentMoveYaw.x, vecEstVelocity.y, vecAnimVelocity.y, vecCurrentMoveYaw.y ); } */ #endif
m_vecLastMoveYaw = vecCurrentMoveYaw; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDODPlayerAnimState::EstimateYaw( void ) { // Get the frame time.
float flDeltaTime = gpGlobals->frametime; if ( flDeltaTime == 0.0f ) { // FIXME: why does this short circuit?
m_flEstimateVelocity = 0.0; m_flEstimateYaw = 0.0; return; }
// Get the player's velocity and angles.
Vector vecEstVelocity; GetOuterAbsVelocity( vecEstVelocity ); QAngle angles = GetOuterDOD()->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_flEstimateYaw; flYawDelta = AngleNormalize( flYawDelta );
if ( flDeltaTime < 0.25f ) { flYawDelta *= ( flDeltaTime * 4.0f ); } else { flYawDelta *= flDeltaTime; }
m_flEstimateVelocity = 0.0; m_flEstimateYaw += flYawDelta; AngleNormalize( m_flEstimateYaw ); } else { m_flEstimateVelocity = vecEstVelocity.Length2D(); m_flEstimateYaw = ( atan2( vecEstVelocity.y, vecEstVelocity.x ) * 180.0f / M_PI ); m_flEstimateYaw = clamp( m_flEstimateYaw, -180.0f, 180.0f ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDODPlayerAnimState::ComputePoseParam_AimPitch( CStudioHdr *pStudioHdr ) { // Get the view pitch.
float flAimPitch = m_flEyePitch;
// Lock pitch at 0 if a reload gesture is playing
#ifdef CLIENT_DLL
if ( IsPlayingGesture( GESTURE_RELOAD ) ) flAimPitch = 0; #else
Activity idealActivity = TranslateActivity( ACT_RELOAD );
if ( m_pOuter->IsPlayingGesture( idealActivity ) ) flAimPitch = 0; #endif
// Set the aim pitch pose parameter and save.
GetOuter()->SetPoseParameter( pStudioHdr, m_iAimPitch, -flAimPitch ); m_flLastAimPitch = flAimPitch; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDODPlayerAnimState::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;
// Check our prone and deployed state.
bool bDeployed = GetOuterDOD()->m_Shared.IsSandbagDeployed() || GetOuterDOD()->m_Shared.IsProneDeployed(); bool bProne = GetOuterDOD()->m_Shared.IsProne();
// If we are moving or are prone and undeployed.
if ( bMoving || ( bProne && !bDeployed ) ) { // 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_flLastAimTurnTime <= 0.0f ) { m_flGoalFeetYaw = m_flEyeYaw; m_flCurrentFeetYaw = m_flEyeYaw; 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 ( bDeployed ) { if ( fabs( flYawDelta ) > 20.0f ) { float flSide = ( flYawDelta > 0.0f ) ? -1.0f : 1.0f; m_flGoalFeetYaw += ( 20.0f * flSide ); } } else { if ( fabs( flYawDelta ) > m_AnimConfig.m_flMaxBodyYawDegrees ) { float flSide = ( flYawDelta > 0.0f ) ? -1.0f : 1.0f; m_flGoalFeetYaw += ( m_AnimConfig.m_flMaxBodyYawDegrees * flSide ); } } } }
// Fix up the feet yaw.
m_flGoalFeetYaw = AngleNormalize( m_flGoalFeetYaw ); if ( m_flGoalFeetYaw != m_flCurrentFeetYaw ) { ConvergeYawAngles( m_flGoalFeetYaw, DOD_BODYYAW_RATE, 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.
GetOuter()->SetPoseParameter( pStudioHdr, m_iAimYaw, -flAimYaw ); m_flLastAimYaw = flAimYaw; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDODPlayerAnimState::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:
//-----------------------------------------------------------------------------
void CDODPlayerAnimState::ComputePoseParam_BodyHeight( CStudioHdr *pStudioHdr ) { if( m_pOuterDOD->m_Shared.IsSandbagDeployed() ) { // float flHeight = m_pOuterDOD->m_Shared.GetDeployedHeight() - 4.0f;
float flHeight = m_pOuterDOD->m_Shared.GetDeployedHeight() - dod_bodyheightoffset.GetFloat(); GetOuter()->SetPoseParameter( pStudioHdr, m_iBodyHeight, flHeight ); m_flLastBodyHeight = flHeight; } }
//-----------------------------------------------------------------------------
// 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 CDODPlayerAnimState::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( GetOuter()->GetModelPtr(), GetOuter()->GetSequence() ), GetOuter()->GetCycle() );
// Write out the layers and their data.
for ( int iAnim = 0; iAnim < GetOuter()->GetNumAnimOverlays(); ++iAnim ) { CAnimationLayer *pLayer = GetOuter()->GetAnimOverlay( iAnim ); if ( pLayer && ( pLayer->m_nOrder != CBaseAnimatingOverlay::MAX_OVERLAYS ) ) { Anim_StatePrintf( iLine++, "Layer %s: Weight: %.2f, Cycle: %.2f", GetSequenceName( GetOuter()->GetModelPtr(), pLayer->m_nSequence ), (float)pLayer->m_flWeight, (float)pLayer->m_flCycle ); } }
// 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 Body: %.2f", m_angRender[YAW], m_flLastAimYaw, m_flLastAimPitch, m_vecLastMoveYaw.x, m_vecLastMoveYaw.y, m_flLastBodyHeight );
// Anim_StateLog( "--------------------------------------------\n\n" );
Anim_StatePrintf( iLine++, "--------------------------------------------\n\n" );
DebugShowEyeYaw(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDODPlayerAnimState::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
}
// Client specific debug functions.
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDODPlayerAnimState::DebugShowActivity( Activity activity ) { #ifdef _DEBUG
const char *pszActivity = "other";
switch( activity ) { case ACT_IDLE: { pszActivity = "idle"; break; } case ACT_SPRINT: { pszActivity = "sprint"; break; } case ACT_WALK: { pszActivity = "walk"; break; } case ACT_RUN: { pszActivity = "run"; break; } }
Msg( "Activity: %s\n", pszActivity );
#endif
}
#endif
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