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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#ifdef CLIENT_DLL
#include "c_hl2mp_player.h"
#include "prediction.h"
#define CRecipientFilter C_RecipientFilter
#else
#include "hl2mp_player.h"
#endif
#include "engine/IEngineSound.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
extern ConVar sv_footsteps;
const char *g_ppszPlayerSoundPrefixNames[PLAYER_SOUNDS_MAX] = { "NPC_Citizen", "NPC_CombineS", "NPC_MetroPolice", };
const char *CHL2MP_Player::GetPlayerModelSoundPrefix( void ) { return g_ppszPlayerSoundPrefixNames[m_iPlayerSoundType]; }
void CHL2MP_Player::PrecacheFootStepSounds( void ) { int iFootstepSounds = ARRAYSIZE( g_ppszPlayerSoundPrefixNames ); int i;
for ( i = 0; i < iFootstepSounds; ++i ) { char szFootStepName[128];
Q_snprintf( szFootStepName, sizeof( szFootStepName ), "%s.RunFootstepLeft", g_ppszPlayerSoundPrefixNames[i] ); PrecacheScriptSound( szFootStepName );
Q_snprintf( szFootStepName, sizeof( szFootStepName ), "%s.RunFootstepRight", g_ppszPlayerSoundPrefixNames[i] ); PrecacheScriptSound( szFootStepName ); } }
//-----------------------------------------------------------------------------
// Consider the weapon's built-in accuracy, this character's proficiency with
// the weapon, and the status of the target. Use this information to determine
// how accurately to shoot at the target.
//-----------------------------------------------------------------------------
Vector CHL2MP_Player::GetAttackSpread( CBaseCombatWeapon *pWeapon, CBaseEntity *pTarget ) { if ( pWeapon ) return pWeapon->GetBulletSpread( WEAPON_PROFICIENCY_PERFECT ); return VECTOR_CONE_15DEGREES; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : step -
// fvol -
// force - force sound to play
//-----------------------------------------------------------------------------
void CHL2MP_Player::PlayStepSound( Vector &vecOrigin, surfacedata_t *psurface, float fvol, bool force ) { if ( gpGlobals->maxClients > 1 && !sv_footsteps.GetFloat() ) return;
#if defined( CLIENT_DLL )
// during prediction play footstep sounds only once
if ( !prediction->IsFirstTimePredicted() ) return; #endif
if ( GetFlags() & FL_DUCKING ) return;
m_Local.m_nStepside = !m_Local.m_nStepside;
char szStepSound[128];
if ( m_Local.m_nStepside ) { Q_snprintf( szStepSound, sizeof( szStepSound ), "%s.RunFootstepLeft", g_ppszPlayerSoundPrefixNames[m_iPlayerSoundType] ); } else { Q_snprintf( szStepSound, sizeof( szStepSound ), "%s.RunFootstepRight", g_ppszPlayerSoundPrefixNames[m_iPlayerSoundType] ); }
CSoundParameters params; if ( GetParametersForSound( szStepSound, params, NULL ) == false ) return;
CRecipientFilter filter; filter.AddRecipientsByPAS( vecOrigin );
#ifndef CLIENT_DLL
// im MP, server removed all players in origins PVS, these players
// generate the footsteps clientside
if ( gpGlobals->maxClients > 1 ) filter.RemoveRecipientsByPVS( vecOrigin ); #endif
EmitSound_t ep; ep.m_nChannel = CHAN_BODY; ep.m_pSoundName = params.soundname; ep.m_flVolume = fvol; ep.m_SoundLevel = params.soundlevel; ep.m_nFlags = 0; ep.m_nPitch = params.pitch; ep.m_pOrigin = &vecOrigin;
EmitSound( filter, entindex(), ep ); }
//==========================
// ANIMATION CODE
//==========================
// Below this many degrees, slow down turning rate linearly
#define FADE_TURN_DEGREES 45.0f
// After this, need to start turning feet
#define MAX_TORSO_ANGLE 90.0f
// Below this amount, don't play a turning animation/perform IK
#define MIN_TURN_ANGLE_REQUIRING_TURN_ANIMATION 15.0f
static ConVar tf2_feetyawrunscale( "tf2_feetyawrunscale", "2", FCVAR_REPLICATED, "Multiplier on tf2_feetyawrate to allow turning faster when running." ); extern ConVar sv_backspeed; extern ConVar mp_feetyawrate; extern ConVar mp_facefronttime; extern ConVar mp_ik;
CPlayerAnimState::CPlayerAnimState( CHL2MP_Player *outer ) : m_pOuter( outer ) { m_flGaitYaw = 0.0f; m_flGoalFeetYaw = 0.0f; m_flCurrentFeetYaw = 0.0f; m_flCurrentTorsoYaw = 0.0f; m_flLastYaw = 0.0f; m_flLastTurnTime = 0.0f; m_flTurnCorrectionTime = 0.0f; };
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerAnimState::Update() { m_angRender = GetOuter()->GetLocalAngles(); m_angRender[ PITCH ] = m_angRender[ ROLL ] = 0.0f;
ComputePoseParam_BodyYaw(); ComputePoseParam_BodyPitch(GetOuter()->GetModelPtr()); ComputePoseParam_BodyLookYaw();
ComputePlaybackRate();
#ifdef CLIENT_DLL
GetOuter()->UpdateLookAt(); #endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerAnimState::ComputePlaybackRate() { // Determine ideal playback rate
Vector vel; GetOuterAbsVelocity( vel );
float speed = vel.Length2D();
bool isMoving = ( speed > 0.5f ) ? true : false;
float maxspeed = GetOuter()->GetSequenceGroundSpeed( GetOuter()->GetSequence() ); if ( isMoving && ( maxspeed > 0.0f ) ) { float flFactor = 1.0f;
// Note this gets set back to 1.0 if sequence changes due to ResetSequenceInfo below
GetOuter()->SetPlaybackRate( ( speed * flFactor ) / maxspeed );
// BUG BUG:
// This stuff really should be m_flPlaybackRate = speed / m_flGroundSpeed
} else { GetOuter()->SetPlaybackRate( 1.0f ); } }
//-----------------------------------------------------------------------------
// Purpose:
// Output : CBasePlayer
//-----------------------------------------------------------------------------
CHL2MP_Player *CPlayerAnimState::GetOuter() { return m_pOuter; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : dt -
//-----------------------------------------------------------------------------
void CPlayerAnimState::EstimateYaw( void ) { float dt = gpGlobals->frametime;
if ( !dt ) { return; }
Vector est_velocity; QAngle angles;
GetOuterAbsVelocity( est_velocity );
angles = GetOuter()->GetLocalAngles();
if ( est_velocity[1] == 0 && est_velocity[0] == 0 ) { float flYawDiff = angles[YAW] - m_flGaitYaw; flYawDiff = flYawDiff - (int)(flYawDiff / 360) * 360; if (flYawDiff > 180) flYawDiff -= 360; if (flYawDiff < -180) flYawDiff += 360;
if (dt < 0.25) flYawDiff *= dt * 4; else flYawDiff *= dt;
m_flGaitYaw += flYawDiff; m_flGaitYaw = m_flGaitYaw - (int)(m_flGaitYaw / 360) * 360; } else { m_flGaitYaw = (atan2(est_velocity[1], est_velocity[0]) * 180 / M_PI);
if (m_flGaitYaw > 180) m_flGaitYaw = 180; else if (m_flGaitYaw < -180) m_flGaitYaw = -180; } }
//-----------------------------------------------------------------------------
// Purpose: Override for backpeddling
// Input : dt -
//-----------------------------------------------------------------------------
void CPlayerAnimState::ComputePoseParam_BodyYaw( void ) { int iYaw = GetOuter()->LookupPoseParameter( "move_yaw" ); if ( iYaw < 0 ) return;
// view direction relative to movement
float flYaw;
EstimateYaw();
QAngle angles = GetOuter()->GetLocalAngles(); float ang = angles[ YAW ]; if ( ang > 180.0f ) { ang -= 360.0f; } else if ( ang < -180.0f ) { ang += 360.0f; }
// calc side to side turning
flYaw = ang - m_flGaitYaw; // Invert for mapping into 8way blend
flYaw = -flYaw; flYaw = flYaw - (int)(flYaw / 360) * 360;
if (flYaw < -180) { flYaw = flYaw + 360; } else if (flYaw > 180) { flYaw = flYaw - 360; } GetOuter()->SetPoseParameter( iYaw, flYaw );
#ifndef CLIENT_DLL
//Adrian: Make the model's angle match the legs so the hitboxes match on both sides.
GetOuter()->SetLocalAngles( QAngle( GetOuter()->GetAnimEyeAngles().x, m_flCurrentFeetYaw, 0 ) ); #endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerAnimState::ComputePoseParam_BodyPitch( CStudioHdr *pStudioHdr ) { // Get pitch from v_angle
float flPitch = GetOuter()->GetLocalAngles()[ PITCH ];
if ( flPitch > 180.0f ) { flPitch -= 360.0f; } flPitch = clamp( flPitch, -90, 90 );
QAngle absangles = GetOuter()->GetAbsAngles(); absangles.x = 0.0f; m_angRender = absangles; m_angRender[ PITCH ] = m_angRender[ ROLL ] = 0.0f;
// See if we have a blender for pitch
GetOuter()->SetPoseParameter( pStudioHdr, "aim_pitch", flPitch ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : goal -
// maxrate -
// dt -
// current -
// Output : int
//-----------------------------------------------------------------------------
int CPlayerAnimState::ConvergeAngles( float goal,float maxrate, float dt, float& current ) { int direction = TURN_NONE;
float anglediff = goal - current; float anglediffabs = fabs( anglediff );
anglediff = AngleNormalize( anglediff );
float scale = 1.0f; if ( anglediffabs <= FADE_TURN_DEGREES ) { scale = anglediffabs / FADE_TURN_DEGREES; // Always do at least a bit of the turn ( 1% )
scale = clamp( scale, 0.01f, 1.0f ); }
float maxmove = maxrate * dt * scale;
if ( fabs( anglediff ) < maxmove ) { current = goal; } else { if ( anglediff > 0 ) { current += maxmove; direction = TURN_LEFT; } else { current -= maxmove; direction = TURN_RIGHT; } }
current = AngleNormalize( current );
return direction; }
void CPlayerAnimState::ComputePoseParam_BodyLookYaw( void ) { QAngle absangles = GetOuter()->GetAbsAngles(); absangles.y = AngleNormalize( absangles.y ); m_angRender = absangles; m_angRender[ PITCH ] = m_angRender[ ROLL ] = 0.0f;
// See if we even have a blender for pitch
int upper_body_yaw = GetOuter()->LookupPoseParameter( "aim_yaw" ); if ( upper_body_yaw < 0 ) { return; }
// Assume upper and lower bodies are aligned and that we're not turning
float flGoalTorsoYaw = 0.0f; int turning = TURN_NONE; float turnrate = 360.0f;
Vector vel; GetOuterAbsVelocity( vel );
bool isMoving = ( vel.Length() > 1.0f ) ? true : false;
if ( !isMoving ) { // Just stopped moving, try and clamp feet
if ( m_flLastTurnTime <= 0.0f ) { m_flLastTurnTime = gpGlobals->curtime; m_flLastYaw = GetOuter()->GetAnimEyeAngles().y; // Snap feet to be perfectly aligned with torso/eyes
m_flGoalFeetYaw = GetOuter()->GetAnimEyeAngles().y; m_flCurrentFeetYaw = m_flGoalFeetYaw; m_nTurningInPlace = TURN_NONE; }
// If rotating in place, update stasis timer
if ( m_flLastYaw != GetOuter()->GetAnimEyeAngles().y ) { m_flLastTurnTime = gpGlobals->curtime; m_flLastYaw = GetOuter()->GetAnimEyeAngles().y; }
if ( m_flGoalFeetYaw != m_flCurrentFeetYaw ) { m_flLastTurnTime = gpGlobals->curtime; }
turning = ConvergeAngles( m_flGoalFeetYaw, turnrate, gpGlobals->frametime, m_flCurrentFeetYaw );
QAngle eyeAngles = GetOuter()->GetAnimEyeAngles(); QAngle vAngle = GetOuter()->GetLocalAngles();
// See how far off current feetyaw is from true yaw
float yawdelta = GetOuter()->GetAnimEyeAngles().y - m_flCurrentFeetYaw; yawdelta = AngleNormalize( yawdelta );
bool rotated_too_far = false;
float yawmagnitude = fabs( yawdelta );
// If too far, then need to turn in place
if ( yawmagnitude > 45 ) { rotated_too_far = true; }
// Standing still for a while, rotate feet around to face forward
// Or rotated too far
// FIXME: Play an in place turning animation
if ( rotated_too_far || ( gpGlobals->curtime > m_flLastTurnTime + mp_facefronttime.GetFloat() ) ) { m_flGoalFeetYaw = GetOuter()->GetAnimEyeAngles().y; m_flLastTurnTime = gpGlobals->curtime;
/* float yd = m_flCurrentFeetYaw - m_flGoalFeetYaw;
if ( yd > 0 ) { m_nTurningInPlace = TURN_RIGHT; } else if ( yd < 0 ) { m_nTurningInPlace = TURN_LEFT; } else { m_nTurningInPlace = TURN_NONE; }
turning = ConvergeAngles( m_flGoalFeetYaw, turnrate, gpGlobals->frametime, m_flCurrentFeetYaw ); yawdelta = GetOuter()->GetAnimEyeAngles().y - m_flCurrentFeetYaw;*/
}
// Snap upper body into position since the delta is already smoothed for the feet
flGoalTorsoYaw = yawdelta; m_flCurrentTorsoYaw = flGoalTorsoYaw; } else { m_flLastTurnTime = 0.0f; m_nTurningInPlace = TURN_NONE; m_flCurrentFeetYaw = m_flGoalFeetYaw = GetOuter()->GetAnimEyeAngles().y; flGoalTorsoYaw = 0.0f; m_flCurrentTorsoYaw = GetOuter()->GetAnimEyeAngles().y - m_flCurrentFeetYaw; }
if ( turning == TURN_NONE ) { m_nTurningInPlace = turning; }
if ( m_nTurningInPlace != TURN_NONE ) { // If we're close to finishing the turn, then turn off the turning animation
if ( fabs( m_flCurrentFeetYaw - m_flGoalFeetYaw ) < MIN_TURN_ANGLE_REQUIRING_TURN_ANIMATION ) { m_nTurningInPlace = TURN_NONE; } }
// Rotate entire body into position
absangles = GetOuter()->GetAbsAngles(); absangles.y = m_flCurrentFeetYaw; m_angRender = absangles; m_angRender[ PITCH ] = m_angRender[ ROLL ] = 0.0f;
GetOuter()->SetPoseParameter( upper_body_yaw, clamp( m_flCurrentTorsoYaw, -60.0f, 60.0f ) );
/*
// FIXME: Adrian, what is this?
int body_yaw = GetOuter()->LookupPoseParameter( "body_yaw" );
if ( body_yaw >= 0 ) { GetOuter()->SetPoseParameter( body_yaw, 30 ); } */
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : activity -
// Output : Activity
//-----------------------------------------------------------------------------
Activity CPlayerAnimState::BodyYawTranslateActivity( Activity activity ) { // Not even standing still, sigh
if ( activity != ACT_IDLE ) return activity;
// Not turning
switch ( m_nTurningInPlace ) { default: case TURN_NONE: return activity; /*
case TURN_RIGHT: return ACT_TURNRIGHT45; case TURN_LEFT: return ACT_TURNLEFT45; */ case TURN_RIGHT: case TURN_LEFT: return mp_ik.GetBool() ? ACT_TURN : activity; }
Assert( 0 ); return activity; }
const QAngle& CPlayerAnimState::GetRenderAngles() { return m_angRender; }
void CPlayerAnimState::GetOuterAbsVelocity( Vector& vel ) { #if defined( CLIENT_DLL )
GetOuter()->EstimateAbsVelocity( vel ); #else
vel = GetOuter()->GetAbsVelocity(); #endif
}
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