hl2_src-leak-2017/src/game/shared/dod/dod_playeranimstate.cpp

1455 lines
39 KiB
C++

//========= 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