Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
animdecide.qc File Reference
#include "animdecide.qh"
#include <common/monsters/_mod.qh>
Include dependency graph for animdecide.qc:
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Go to the source code of this file.

Macros

#define ANIM_VEC(a, frames, rate)

Functions

vector animdecide_getloweranim (entity e)
vector animdecide_getupperanim (entity e)
void animdecide_load_if_needed (entity e)
void animdecide_setaction (entity e, float action, float restart)
void animdecide_setframes (entity e, float support_blending,.float fld_frame,.float fld_frame1time,.float fld_frame2,.float fld_frame2time)
void animdecide_setimplicitstate (entity e, float onground)
void animdecide_setstate (entity e, int newstate, float restart)
bool monsters_animoverride (entity this)

Variables

const float ANIMPRIO_ACTIVE = 1
const float ANIMPRIO_CROUCH = 2
const float ANIMPRIO_DEAD = 3
const float ANIMPRIO_IDLE = 0

Macro Definition Documentation

◆ ANIM_VEC

#define ANIM_VEC ( a,
frames,
rate )
Value:
anim_vec(ANIM_##a, mdlidx, frames, rate)
vector anim_vec(Animation anim, int mdlidx, int numframes, float framerate)
Definition animdecide.qh:37

Referenced by animdecide_load_if_needed().

Function Documentation

◆ animdecide_getloweranim()

vector animdecide_getloweranim ( entity e)

Definition at line 155 of file animdecide.qc.

156{
157 // death etc.
158 if(e.anim_state & ANIMSTATE_FOLLOW)
159 return vec3(((e.anim_state & ANIMSTATE_DUCK) ? e.anim_duckidle_x : e.anim_idle_x), e.anim_time, ANIMPRIO_DEAD); // dead priority so it's above all
160 if(e.anim_state & ANIMSTATE_FROZEN)
161 return vec3(e.anim_idle.x, e.anim_time, ANIMPRIO_DEAD);
162 if(e.anim_state & ANIMSTATE_DEAD1)
163 return vec3(e.anim_die1_x, e.anim_time, ANIMPRIO_DEAD);
164 if(e.anim_state & ANIMSTATE_DEAD2)
165 return vec3(e.anim_die2_x, e.anim_time, ANIMPRIO_DEAD);
166
167 // is there an action?
168 vector outframe = '-1 0 0';
169 float t, a;
170 if(e.anim_lower_time >= e.anim_lower_implicit_time)
171 {
172 a = e.anim_lower_action;
173 t = e.anim_lower_time;
174 }
175 else
176 {
177 a = e.anim_lower_implicit_action;
178 t = e.anim_lower_implicit_time;
179 }
180 switch(a)
181 {
182 case ANIMACTION_JUMP: if(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR) { if(e.anim_state & ANIMSTATE_DUCK) outframe = e.anim_duckjump; else outframe = e.anim_jump; } break;
183 }
184 if(outframe.x >= 0)
185 {
186 if(time <= t + outframe.y / outframe.z)
187 {
188 // animation is running!
189 return vec3(outframe.x, t, ANIMPRIO_ACTIVE);
190 }
191 }
192 // or, decide the anim by state
193 t = max(e.anim_time, e.anim_implicit_time);
194 if(e.anim_state & ANIMSTATE_DUCK)
195 {
196 if(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR)
197 return vec3(e.anim_duckjump.x, 0, ANIMPRIO_CROUCH); // play the END of the jump anim
199 {
201 return vec3(e.anim_duckwalk.x, t, ANIMPRIO_CROUCH);
203 return vec3(e.anim_duckwalkbackwards.x, t, ANIMPRIO_CROUCH);
205 return vec3(e.anim_duckwalkstraferight.x, t, ANIMPRIO_CROUCH);
207 return vec3(e.anim_duckwalkstrafeleft.x, t, ANIMPRIO_CROUCH);
209 return vec3(e.anim_duckwalkforwardright.x, t, ANIMPRIO_CROUCH);
211 return vec3(e.anim_duckwalkforwardleft.x, t, ANIMPRIO_CROUCH);
213 return vec3(e.anim_duckwalkbackright.x, t, ANIMPRIO_CROUCH);
215 return vec3(e.anim_duckwalkbackleft.x, t, ANIMPRIO_CROUCH);
216 }
217 return vec3(e.anim_duckidle.x, t, ANIMPRIO_CROUCH);
218 }
219 else
220 {
221 if(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR)
222 return vec3(e.anim_jump.x, 0, ANIMPRIO_ACTIVE); // play the END of the jump anim
224 {
226 return vec3(e.anim_run.x, t, ANIMPRIO_ACTIVE);
228 return vec3(e.anim_runbackwards.x, t, ANIMPRIO_ACTIVE);
230 return vec3(e.anim_straferight.x, t, ANIMPRIO_ACTIVE);
232 return vec3(e.anim_strafeleft.x, t, ANIMPRIO_ACTIVE);
234 return vec3(e.anim_forwardright.x, t, ANIMPRIO_ACTIVE);
236 return vec3(e.anim_forwardleft.x, t, ANIMPRIO_ACTIVE);
238 return vec3(e.anim_backright.x, t, ANIMPRIO_ACTIVE);
240 return vec3(e.anim_backleft.x, t, ANIMPRIO_ACTIVE);
241 }
242 return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
243 }
244 // can't get here
245 //return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
246}
const float ANIMPRIO_DEAD
const float ANIMPRIO_CROUCH
const float ANIMPRIO_IDLE
const float ANIMPRIO_ACTIVE
const int ANIMSTATE_FROZEN
const int ANIMIMPLICITSTATE_LEFT
const int ANIMSTATE_DEAD1
const int ANIMIMPLICITSTATE_INAIR
const int ANIMIMPLICITSTATE_FORWARD
const int ANIMSTATE_FOLLOW
const int ANIMACTION_JUMP
const int ANIMSTATE_DEAD2
const int ANIMIMPLICITSTATE_RIGHT
const int ANIMSTATE_DUCK
const int ANIMIMPLICITSTATE_BACKWARDS
float time
float max(float f,...)
vector
Definition self.qh:92
#define vec3(_x, _y, _z)
Definition vector.qh:95

References ANIMACTION_JUMP, ANIMIMPLICITSTATE_BACKWARDS, ANIMIMPLICITSTATE_FORWARD, ANIMIMPLICITSTATE_INAIR, ANIMIMPLICITSTATE_LEFT, ANIMIMPLICITSTATE_RIGHT, ANIMPRIO_ACTIVE, ANIMPRIO_CROUCH, ANIMPRIO_DEAD, ANIMPRIO_IDLE, ANIMSTATE_DEAD1, ANIMSTATE_DEAD2, ANIMSTATE_DUCK, ANIMSTATE_FOLLOW, ANIMSTATE_FROZEN, entity(), max(), time, vec3, and vector.

Referenced by animdecide_setframes().

◆ animdecide_getupperanim()

vector animdecide_getupperanim ( entity e)

Definition at line 109 of file animdecide.qc.

110{
111 // death etc.
112 if(e.anim_state & ANIMSTATE_FROZEN)
113 return vec3(e.anim_idle.x, e.anim_time, ANIMPRIO_DEAD);
114 if(e.anim_state & ANIMSTATE_DEAD1)
115 return vec3(e.anim_die1_x, e.anim_time, ANIMPRIO_DEAD);
116 if(e.anim_state & ANIMSTATE_DEAD2)
117 return vec3(e.anim_die2_x, e.anim_time, ANIMPRIO_DEAD);
118
119 // is there an action?
120 vector outframe = '-1 0 0';
121 float t, a;
122 if(e.anim_upper_time >= e.anim_upper_implicit_time)
123 {
124 a = e.anim_upper_action;
125 t = e.anim_upper_time;
126 }
127 else
128 {
129 a = e.anim_upper_implicit_action;
130 t = e.anim_upper_implicit_time;
131 }
132 switch(a)
133 {
134 case ANIMACTION_DRAW: outframe = e.anim_draw; break;
135 case ANIMACTION_PAIN1: outframe = e.anim_pain1; break;
136 case ANIMACTION_PAIN2: outframe = e.anim_pain2; break;
137 case ANIMACTION_SHOOT: outframe = e.anim_shoot; break;
138 case ANIMACTION_TAUNT: outframe = e.anim_taunt; break;
139 case ANIMACTION_MELEE: outframe = e.anim_melee; break;
140 }
141 if(outframe.x >= 0)
142 {
143 if(time <= t + outframe.y / outframe.z)
144 {
145 // animation is running!
146 return vec3(outframe.x, t, ANIMPRIO_ACTIVE);
147 }
148 }
149 // or, decide the anim by state
150 t = max(e.anim_time, e.anim_implicit_time);
151 // but all states are for lower body!
152 return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
153}
const int ANIMACTION_MELEE
const int ANIMACTION_DRAW
const int ANIMACTION_TAUNT
const int ANIMACTION_PAIN2
const int ANIMACTION_PAIN1
const int ANIMACTION_SHOOT

References ANIMACTION_DRAW, ANIMACTION_MELEE, ANIMACTION_PAIN1, ANIMACTION_PAIN2, ANIMACTION_SHOOT, ANIMACTION_TAUNT, ANIMPRIO_ACTIVE, ANIMPRIO_DEAD, ANIMPRIO_IDLE, ANIMSTATE_DEAD1, ANIMSTATE_DEAD2, ANIMSTATE_FROZEN, entity(), max(), time, vec3, and vector.

Referenced by animdecide_setframes().

◆ animdecide_load_if_needed()

void animdecide_load_if_needed ( entity e)

Definition at line 53 of file animdecide.qc.

54{
55 int mdlidx = e.modelindex;
56 if (mdlidx == e.animdecide_modelindex) return;
57 e.animdecide_modelindex = mdlidx;
58
59 if(substring(e.model, 0, 16) == "models/monsters/")
60 {
62 return;
63 }
64
65#define ANIM_VEC(a, frames, rate) anim_vec(ANIM_##a, mdlidx, frames, rate)
66
67 vector none = '0 0 0';
68 e.anim_die1 = animfixfps(e, ANIM_VEC(die1, 1, 0.5), none); // 2 seconds
69 e.anim_die2 = animfixfps(e, ANIM_VEC(die2, 1, 0.5), none); // 2 seconds
70 e.anim_draw = animfixfps(e, ANIM_VEC(draw, 1, 3), none);
71 e.anim_duckwalk = animfixfps(e, ANIM_VEC(duckwalk, 1, 1), none);
72 e.anim_duckjump = animfixfps(e, ANIM_VEC(duckjump, 1, 10), none);
73 e.anim_duckidle = animfixfps(e, ANIM_VEC(duckidle, 1, 1), none);
74 e.anim_idle = animfixfps(e, ANIM_VEC(idle, 1, 1), none);
75 e.anim_jump = animfixfps(e, ANIM_VEC(jump, 1, 10), none);
76 e.anim_pain1 = animfixfps(e, ANIM_VEC(pain1, 1, 2), none); // 0.5 seconds
77 e.anim_pain2 = animfixfps(e, ANIM_VEC(pain2, 1, 2), none); // 0.5 seconds
78 e.anim_shoot = animfixfps(e, ANIM_VEC(shoot, 1, 5), none); // analyze models and set framerate
79 e.anim_taunt = animfixfps(e, ANIM_VEC(taunt, 1, 0.33), none);
80 e.anim_run = animfixfps(e, ANIM_VEC(run, 1, 1), none);
81 e.anim_runbackwards = animfixfps(e, ANIM_VEC(runbackwards, 1, 1), none);
82 e.anim_strafeleft = animfixfps(e, ANIM_VEC(strafeleft, 1, 1), none);
83 e.anim_straferight = animfixfps(e, ANIM_VEC(straferight, 1, 1), none);
84 e.anim_forwardright = animfixfps(e, ANIM_VEC(forwardright, 1, 1), ANIM_VEC(straferight, 1, 1));
85 e.anim_forwardleft = animfixfps(e, ANIM_VEC(forwardleft, 1, 1), ANIM_VEC(strafeleft, 1, 1));
86 e.anim_backright = animfixfps(e, ANIM_VEC(backright, 1, 1), ANIM_VEC(straferight, 1, 1));
87 e.anim_backleft = animfixfps(e, ANIM_VEC(backleft , 1, 1), ANIM_VEC(strafeleft, 1, 1));
88 e.anim_melee = animfixfps(e, ANIM_VEC(melee, 1, 1), ANIM_VEC(shoot, 1, 1));
89 e.anim_duckwalkbackwards = animfixfps(e, ANIM_VEC(duckwalkbackwards, 1, 1), ANIM_VEC(duckwalk, 1, 1));
90 e.anim_duckwalkstrafeleft = animfixfps(e, ANIM_VEC(duckwalkstrafeleft, 1, 1), ANIM_VEC(duckwalk, 1, 1));
91 e.anim_duckwalkstraferight = animfixfps(e, ANIM_VEC(duckwalkstraferight, 1, 1), ANIM_VEC(duckwalk, 1, 1));
92 e.anim_duckwalkforwardright = animfixfps(e, ANIM_VEC(duckwalkforwardright, 1, 1), ANIM_VEC(duckwalk, 1, 1));
93 e.anim_duckwalkforwardleft = animfixfps(e, ANIM_VEC(duckwalkforwardleft, 1, 1), ANIM_VEC(duckwalk, 1, 1));
94 e.anim_duckwalkbackright = animfixfps(e, ANIM_VEC(duckwalkbackright, 1, 1), ANIM_VEC(duckwalk, 1, 1));
95 e.anim_duckwalkbackleft = animfixfps(e, ANIM_VEC(duckwalkbackleft , 1, 1), ANIM_VEC(duckwalk, 1, 1));
96
97#undef ANIM_VEC
98
99 // these anims ought to stay until stopped explicitly by weaponsystem
100 e.anim_shoot_z = 0.001;
101 e.anim_melee_z = 0.001;
102}
#define ANIM_VEC(a, frames, rate)
bool monsters_animoverride(entity this)
Definition animdecide.qc:13
string substring(string s, float start, float length)
vector animfixfps(entity e, vector a, vector b)
Definition util.qc:1808

References ANIM_VEC, animfixfps(), entity(), monsters_animoverride(), substring(), and vector.

Referenced by CopyBody(), CSQCModel_Hook_PreDraw(), and player_setupanimsformodel().

◆ animdecide_setaction()

void animdecide_setaction ( entity e,
float action,
float restart )

Definition at line 338 of file animdecide.qc.

339{
340 if(action < 0)
341 {
342 if(!restart)
343 if(action == e.anim_lower_action)
344 return;
345 e.anim_lower_action = action;
346 e.anim_lower_time = time;
347 }
348 else
349 {
350 if(!restart)
351 if(action == e.anim_upper_action)
352 return;
353 e.anim_upper_action = action;
354 e.anim_upper_time = time;
355 }
356}

References entity(), and time.

Referenced by _GlobalSound(), jumppad_push(), MUTATOR_HOOKFUNCTION(), PlayerDamage(), PlayerJump(), PM_dodging(), and weapon_thinkf().

◆ animdecide_setframes()

void animdecide_setframes ( entity e,
float support_blending,
.float fld_frame,
.float fld_frame1time,
.float fld_frame2,
.float fld_frame2time )

Definition at line 296 of file animdecide.qc.

297{
298 // _x: frame
299 // _y: start time
300 // _z: priority
303 //print("UPPER: ", vtos(upper), ", LOWER: ", vtos(lower), "\n");
304 if(support_blending)
305 {
306 if(upper.z && !lower.z)
307 lower = upper;
308 else if(lower.z && !upper.z)
309 upper = lower;
310 if(e.frame1time != upper.y || e.frame2time != lower.y)
312 e.(fld_frame) = upper.x;
313 e.(fld_frame1time) = upper.y;
314 e.(fld_frame2) = lower.x;
315 e.(fld_frame2time) = lower.y;
316 }
317 else
318 {
319 if(upper.z > lower.z)
320 lower = upper;
321 else if(lower.z > upper.z)
322 upper = lower;
323 if(e.frame1time != upper.y)
325 e.(fld_frame) = upper.x;
326 e.(fld_frame1time) = upper.y;
327 }
328}
vector animdecide_getloweranim(entity e)
vector animdecide_getupperanim(entity e)
const int EF_RESTARTANIM_BIT
#define BITXOR_ASSIGN(a, b)
Definition common.qh:107

References animdecide_getloweranim(), animdecide_getupperanim(), BITXOR_ASSIGN, EF_RESTARTANIM_BIT, entity(), and vector.

Referenced by CopyBody(), and CSQCModel_Hook_PreDraw().

◆ animdecide_setimplicitstate()

void animdecide_setimplicitstate ( entity e,
float onground )

Definition at line 248 of file animdecide.qc.

249{
250 int s = 0;
251
252 makevectors(e.angles);
253 vector v;
254 v.x = e.velocity * v_forward;
255 v.y = e.velocity * v_right;
256 v.z = 0;
257
258 // we want to match like this:
259 // the 8 directions shall be "evenly spaced"
260 // that means, the forward key includes anything from -67.5 to +67.5 degrees
261 // which then means x > |y| * cot(3pi/8)
262 //
263 // BUT, the engine's clip-movement-to-keyboard function uses 0.5 here,
264 // which would be an angle range from -63.43 to +63.43 degrees, making
265 // it slightly less likely to "hit two keys at once", so let's do this
266 // here too
267
268 if(vdist(v, >, 10))
269 {
270 if(v.x > fabs(v.y) * 0.5)
272 if(v.x < -fabs(v.y) * 0.5)
274 if(v.y > fabs(v.x) * 0.5)
276 if(v.y < -fabs(v.x) * 0.5)
278 }
279 if(!onground)
281
282 // detect some kinds of otherwise misdetected jumps (ground to air transition)
283 // NOTE: currently, in CSQC this is the only jump detection, as the explicit jump action is never called!
284 if(!(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR) && (s & ANIMIMPLICITSTATE_INAIR))
285 {
286 e.anim_lower_implicit_action = ANIMACTION_JUMP;
287 e.anim_lower_implicit_time = time;
288 }
289
290 if(s != e.anim_implicit_state)
291 {
292 e.anim_implicit_state = s;
293 e.anim_implicit_time = time;
294 }
295}
vector v_right
vector v_forward
float fabs(float f)
#define makevectors
Definition post.qh:21
#define vdist(v, cmp, f)
Vector distance comparison, avoids sqrt()
Definition vector.qh:8

References ANIMACTION_JUMP, ANIMIMPLICITSTATE_BACKWARDS, ANIMIMPLICITSTATE_FORWARD, ANIMIMPLICITSTATE_INAIR, ANIMIMPLICITSTATE_LEFT, ANIMIMPLICITSTATE_RIGHT, entity(), fabs(), makevectors, time, v_forward, v_right, vdist, and vector.

Referenced by CSQCModel_Hook_PreDraw(), Monster_Anim(), and player_anim().

◆ animdecide_setstate()

void animdecide_setstate ( entity e,
int newstate,
float restart )

Definition at line 330 of file animdecide.qc.

331{
332 if(!restart)
333 if(newstate == e.anim_state)
334 return;
335 e.anim_state = newstate;
336 e.anim_time = time;
337}

References entity(), and time.

Referenced by CSQCModel_Hook_PreDraw(), Monster_Anim(), player_anim(), player_setupanimsformodel(), and PlayerDamage().

◆ monsters_animoverride()

bool monsters_animoverride ( entity this)

Definition at line 13 of file animdecide.qc.

14{
15 Monster monster_id = NULL;
16 FOREACH(Monsters, it != MON_Null && it.m_model.model_str() == this.model, {
17 monster_id = it;
18 break;
19 });
20
21 if(!monster_id) { return false; }
22
23 monster_id.mr_anim(monster_id, this);
24
25 vector none = '0 0 0';
26 this.anim_duckwalk = this.anim_walk;
27 this.anim_duckjump = animfixfps(this, '5 1 10', none);
28 this.anim_duckidle = this.anim_idle;
29 this.anim_jump = animfixfps(this, '8 1 10', none);
30 this.anim_taunt = animfixfps(this, '12 1 0.33', none);
31 this.anim_runbackwards = this.anim_run;
32 this.anim_strafeleft = this.anim_run;
33 this.anim_straferight = this.anim_run;
34 this.anim_forwardright = this.anim_run;
35 this.anim_forwardleft = this.anim_run;
36 this.anim_backright = this.anim_run;
37 this.anim_backleft = this.anim_run;
38 this.anim_duckwalkbackwards = this.anim_walk;
39 this.anim_duckwalkstrafeleft = this.anim_walk;
40 this.anim_duckwalkstraferight = this.anim_walk;
41 this.anim_duckwalkforwardright = this.anim_walk;
42 this.anim_duckwalkforwardleft = this.anim_walk;
43 this.anim_duckwalkbackright = this.anim_walk;
44 this.anim_duckwalkbackleft = this.anim_walk;
45
46 // these anims ought to stay until stopped explicitly by weaponsystem
47 this.anim_shoot_z = 0.001;
48 this.anim_melee_z = 0.001;
49
50 return true;
51}
virtual void mr_anim()
(BOTH?) sets animations for monster
Definition monster.qh:65
#define FOREACH(list, cond, body)
Definition iter.qh:19
vector anim_walk
Definition monster.qh:32
#define NULL
Definition post.qh:14
vector anim_idle
Definition all.qh:399

References anim_idle, anim_walk, animfixfps(), entity(), FOREACH, Monster::mr_anim(), NULL, and vector.

Referenced by animdecide_load_if_needed().

Variable Documentation

◆ ANIMPRIO_ACTIVE

const float ANIMPRIO_ACTIVE = 1

Definition at line 105 of file animdecide.qc.

Referenced by animdecide_getloweranim(), and animdecide_getupperanim().

◆ ANIMPRIO_CROUCH

const float ANIMPRIO_CROUCH = 2

Definition at line 106 of file animdecide.qc.

Referenced by animdecide_getloweranim().

◆ ANIMPRIO_DEAD

const float ANIMPRIO_DEAD = 3

Definition at line 107 of file animdecide.qc.

Referenced by animdecide_getloweranim(), and animdecide_getupperanim().

◆ ANIMPRIO_IDLE

const float ANIMPRIO_IDLE = 0

Definition at line 104 of file animdecide.qc.

Referenced by animdecide_getloweranim(), and animdecide_getupperanim().