Paranoia2_original/dlls/animating.cpp

581 lines
16 KiB
C++

/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
/*
===== monsters.cpp ========================================================
Monster-related utility code
*/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "animation.h"
#include "saverestore.h"
#include "stringlib.h"
#include "activity.h"
#include "activitymap.h"
#include "bs_defs.h"
TYPEDESCRIPTION CBaseAnimating::m_SaveData[] =
{
DEFINE_FIELD( CBaseMonster, m_flFrameRate, FIELD_FLOAT ),
DEFINE_FIELD( CBaseMonster, m_flGroundSpeed, FIELD_FLOAT ),
DEFINE_FIELD( CBaseMonster, m_flLastEventCheck, FIELD_TIME ),
DEFINE_FIELD( CBaseMonster, m_fSequenceFinished, FIELD_BOOLEAN ),
DEFINE_FIELD( CBaseMonster, m_fSequenceLoops, FIELD_BOOLEAN ),
};
IMPLEMENT_SAVERESTORE( CBaseAnimating, CBaseDelay );
const char *CBaseAnimating :: GetNameForActivity( int activity )
{
static char string[64];
if( activity == -1 )
return "not found";
if( activity > ( ARRAYSIZE( activity_map ) - 1 ))
Q_snprintf( string, sizeof( string ), "%i", activity - 1 );
else Q_strncpy( string, activity_map[activity - 1].name, sizeof( string ));
return string;
}
void *CBaseAnimating :: GetModelPtr( void )
{
return GET_MODEL_PTR( edict() );
}
void *CBaseAnimating :: GetModelPtr( int modelindex )
{
if( !g_fPhysicInitialized || modelindex <= 1 )
return NULL;
model_t *mod = (model_t *)MODEL_HANDLE( modelindex );
if( mod && mod->type == mod_studio )
return mod->cache.data;
return NULL;
}
//=========================================================
// StudioFrameAdvance - advance the animation frame up to the current time
// if an flInterval is passed in, only advance animation that number of seconds
//=========================================================
float CBaseAnimating :: StudioFrameAdvance ( float flInterval )
{
if (flInterval == 0.0)
{
flInterval = (gpGlobals->time - pev->animtime);
if (flInterval <= 0.001)
{
pev->animtime = gpGlobals->time;
return 0.0;
}
}
if (! pev->animtime)
flInterval = 0.0;
pev->frame += flInterval * m_flFrameRate * pev->framerate;
pev->animtime = gpGlobals->time;
if (pev->frame < 0.0 || pev->frame >= 256.0)
{
if (m_fSequenceLoops)
pev->frame -= (int)(pev->frame / 256.0) * 256.0;
else
pev->frame = (pev->frame < 0.0) ? 0 : 255;
m_fSequenceFinished = TRUE; // just in case it wasn't caught in GetEvents
}
return flInterval;
}
float CBaseAnimating :: StudioGaitFrameAdvance( void )
{
if( !pev->gaitsequence || ( IsNetClient() && FBitSet( pev->fixangle, 1 )))
{
if( IsPlayer( ))
{
// reset torso controllers
pev->controller[0] = 0x7F;
pev->controller[1] = 0x7F;
pev->controller[2] = 0x7F;
pev->controller[3] = 0x7F;
}
return 0.0f;
}
float delta = gpGlobals->frametime;
m_flGaitMovement = pev->velocity.Length() * delta * 0.5f; // FXIME
if( pev->velocity.x == 0.0f && pev->velocity.y == 0.0f )
{
float flYawDiff = pev->angles[YAW] - m_flGaitYaw;
flYawDiff = flYawDiff - (int)(flYawDiff / 360) * 360;
if( flYawDiff > 180 ) flYawDiff -= 360;
if( flYawDiff < -180 ) flYawDiff += 360;
if( delta < 0.25f )
flYawDiff *= delta * 4.0f;
else flYawDiff *= delta;
m_flGaitYaw += flYawDiff;
m_flGaitYaw -= (int)(m_flGaitYaw / 360) * 360;
m_flGaitMovement = 0.0f;
}
else
{
float gaityaw = RAD2DEG( atan2( pev->velocity.y, pev->velocity.x ));
m_flGaitYaw = bound( -180.0f, gaityaw, 180.0f );
}
// calc side to side turning
float flYaw = pev->angles[YAW] - m_flGaitYaw; // view direction relative to movement
flYaw -= (int)(flYaw / 360) * 360;
if( flYaw < -180.0f ) flYaw += 360.0f;
if( flYaw > 180.0f ) flYaw -= 360.0f;
flYaw = (int)flYaw;
// kill the yaw jitter
if( flYaw > -1.0f && flYaw < 1.0f )
flYaw = 0.0f;
if( flYaw > 120.0f )
{
m_flGaitYaw -= 180.0f;
m_flGaitMovement = -m_flGaitMovement;
flYaw -= 180.0f;
}
else if( flYaw < -120.0f )
{
m_flGaitYaw += 180.0f;
m_flGaitMovement = -m_flGaitMovement;
flYaw += 180.0f;
}
// classic Half-Life method
byte iTorsoAdjust = (byte)bound( 0, ((flYaw / 4.0f) + 30) / (60.0f / 255.0f), 255 );
// value it's already in range 0-255
pev->controller[0] = iTorsoAdjust;
pev->controller[1] = iTorsoAdjust;
pev->controller[2] = iTorsoAdjust;
pev->controller[3] = iTorsoAdjust;
SetBlending( 0, (pev->angles[PITCH] * 3.0f));
pev->angles[YAW] = m_flGaitYaw;
if( pev->angles[YAW] < -0.0f )
pev->angles[YAW] += 360.0f;
CalcGaitFrame( GetModelPtr(), m_flPoseParameter, pev->gaitsequence, pev->fuser1, m_flGaitMovement );
return m_flGaitMovement;
}
//=========================================================
// LookupActivity
//=========================================================
int CBaseAnimating :: GetSequenceCount( void )
{
return ::GetSequenceCount( GetModelPtr() );
}
//=========================================================
// LookupActivity
//=========================================================
int CBaseAnimating :: LookupActivity ( int activity )
{
ASSERT( activity != 0 );
return ::LookupActivity( GetModelPtr(), activity );
}
//=========================================================
// LookupActivityHeaviest
//
// Get activity with highest 'weight'
//
//=========================================================
int CBaseAnimating :: LookupActivityHeaviest ( int activity )
{
return ::LookupActivityHeaviest( GetModelPtr(), activity );
}
//=========================================================
//=========================================================
int CBaseAnimating :: LookupSequence ( const char *label )
{
return ::LookupSequence( GetModelPtr(), label );
}
float CBaseAnimating :: GetSequenceMoveYaw( int iSequence )
{
Vector vecReturn;
::GetSequenceLinearMotion( GetModelPtr(), m_flPoseParameter, iSequence, &vecReturn );
if( vecReturn.Length() > 0 )
{
return UTIL_VecToYaw( vecReturn );
}
return NOMOTION;
}
float CBaseAnimating :: GetSequenceMoveDist( int iSequence )
{
Vector vecReturn;
::GetSequenceLinearMotion( GetModelPtr(), m_flPoseParameter, iSequence, &vecReturn );
return vecReturn.Length();
}
float CBaseAnimating :: GetSequenceGroundSpeed( int iSequence )
{
float t = SequenceDuration( iSequence );
if( t > 0 )
{
return GetSequenceMoveDist( iSequence ) / t;
}
else
{
return 0;
}
}
//=========================================================
//=========================================================
void CBaseAnimating :: ResetSequenceInfo ( )
{
GetSequenceInfo( GetModelPtr(), m_flPoseParameter, pev->sequence, &m_flFrameRate, &m_flGroundSpeed );
m_fSequenceLoops = ((GetSequenceFlags() & STUDIO_LOOPING) != 0);
pev->animtime = gpGlobals->time;
pev->framerate = 1.0;
m_fSequenceFinished = FALSE;
m_flLastEventCheck = gpGlobals->time;
}
//=========================================================
//=========================================================
void CBaseEntity :: ResetPoseParameters ( )
{
void *pmodel = GET_MODEL_PTR( ENT(pev) );
CalcDefaultPoseParameters( pmodel, m_flPoseParameter );
pev->vuser1[0] = m_flPoseParameter[0];
pev->vuser1[1] = m_flPoseParameter[1];
pev->vuser1[2] = m_flPoseParameter[2];
pev->vuser2[0] = m_flPoseParameter[3];
pev->vuser2[1] = m_flPoseParameter[4];
pev->vuser2[2] = m_flPoseParameter[5];
pev->vuser3[0] = m_flPoseParameter[6];
pev->vuser3[1] = m_flPoseParameter[7];
pev->vuser3[2] = m_flPoseParameter[8];
pev->vuser4[0] = m_flPoseParameter[9];
pev->vuser4[1] = m_flPoseParameter[10];
pev->vuser4[2] = m_flPoseParameter[11];
}
int CBaseEntity :: LookupPoseParameter( const char *szName )
{
void *pmodel = GET_MODEL_PTR( ENT(pev) );
return ::LookupPoseParameter( pmodel, szName, m_flPoseParameter );
}
void CBaseEntity :: SetPoseParameter( int iParameter, float flValue )
{
void *pmodel = GET_MODEL_PTR( ENT(pev) );
::SetPoseParameter( pmodel, iParameter, flValue, m_flPoseParameter );
}
void CBaseEntity :: SetPoseParameter( const char *szName, float flValue )
{
SetPoseParameter( LookupPoseParameter( szName ), flValue );
}
float CBaseEntity :: GetPoseParameter( int iParameter )
{
void *pmodel = GET_MODEL_PTR( ENT(pev) );
return ::GetPoseParameter( pmodel, iParameter, m_flPoseParameter );
}
float CBaseEntity :: GetPoseParameter( const char *szName )
{
return GetPoseParameter( LookupPoseParameter( szName ) );
}
bool CBaseEntity :: HasPoseParameter( int iSequence, const char *szName )
{
int iParameter = LookupPoseParameter( szName );
if( iParameter == -1 )
return false;
return HasPoseParameter( iSequence, iParameter );
}
//=========================================================
//=========================================================
bool CBaseEntity :: HasPoseParameter( int iSequence, int iParameter )
{
void *pmodel = GET_MODEL_PTR( ENT(pev) );
return ::HasPoseParameter( pmodel, iSequence, iParameter );
}
//=========================================================
//=========================================================
BOOL CBaseAnimating :: GetSequenceFlags( )
{
return ::GetSequenceFlags( GetModelPtr(), pev->sequence );
}
//=========================================================
//=========================================================
float CBaseAnimating :: SequenceDuration( int iSequence )
{
return ::SequenceDuration( GetModelPtr(), m_flPoseParameter, iSequence ) * pev->framerate;
}
//=========================================================
// DispatchAnimEvents
//=========================================================
void CBaseAnimating :: DispatchAnimEvents ( float flInterval )
{
MonsterEvent_t event;
void *pmodel = GET_MODEL_PTR( ENT(pev) );
if ( !pmodel )
{
ALERT( at_aiconsole, "Gibbed monster is thinking!\n" );
return;
}
// FIXME: I have to do this or some events get missed, and this is probably causing the problem below
flInterval = 0.1;
// FIX: this still sometimes hits events twice
float flStart = pev->frame + (m_flLastEventCheck - pev->animtime) * m_flFrameRate * pev->framerate;
float flEnd = pev->frame + flInterval * m_flFrameRate * pev->framerate;
m_flLastEventCheck = pev->animtime + flInterval;
m_fSequenceFinished = FALSE;
if (flEnd >= 256 || flEnd <= 0.0)
m_fSequenceFinished = TRUE;
int index = 0;
while ( (index = GetAnimationEvent( pmodel, pev->sequence, &event, flStart, flEnd, index ) ) != 0 )
{
HandleAnimEvent( &event );
}
}
//=========================================================
//=========================================================
float CBaseAnimating :: SetBoneController ( int iController, float flValue )
{
return SetController( GetModelPtr(), pev->controller, iController, flValue );
}
// buz
float CBaseAnimating :: GetControllerBound( int iController )
{
return GetControllerBound2( GetModelPtr(), iController );
}
//=========================================================
//=========================================================
void CBaseAnimating :: InitBoneControllers ( void )
{
void *pmodel = GET_MODEL_PTR( ENT(pev) );
SetController( pmodel, pev->controller, 0, 0.0 );
SetController( pmodel, pev->controller, 1, 0.0 );
SetController( pmodel, pev->controller, 2, 0.0 );
SetController( pmodel, pev->controller, 3, 0.0 );
ResetPoseParameters();
}
//=========================================================
//=========================================================
float CBaseAnimating :: SetBlending ( int iBlender, float flValue )
{
return ::SetBlending( GetModelPtr(), pev->sequence, pev->blending, iBlender, flValue );
}
//=========================================================
//=========================================================
void CBaseAnimating :: GetBonePosition ( int iBone, Vector &origin, Vector &angles )
{
GET_BONE_POSITION( ENT(pev), iBone, origin, angles );
}
//=========================================================
//=========================================================
void CBaseAnimating :: GetAttachment ( int iAttachment, Vector &origin, Vector &angles )
{
GET_ATTACHMENT( ENT(pev), iAttachment, origin, angles );
}
int CBaseAnimating :: GetAttachment ( const char *pszAttachment, Vector &origin, Vector &angles )
{
CStudioBoneSetup *pStudioHdr = GetBoneSetup();
if( !pStudioHdr ) return -1;
int nAttachment = pStudioHdr->FindAttachment( pszAttachment );
if( nAttachment == -1 ) return -1;
GET_ATTACHMENT( edict(), nAttachment, origin, angles );
return nAttachment;
}
//=========================================================
//=========================================================
int CBaseAnimating :: FindTransition( int iEndingSequence, int iGoalSequence, int *piDir )
{
void *pmodel = GET_MODEL_PTR( ENT(pev) );
if (piDir == NULL)
{
int iDir;
int sequence = ::FindTransition( pmodel, iEndingSequence, iGoalSequence, &iDir );
if (iDir != 1)
return -1;
else
return sequence;
}
return ::FindTransition( pmodel, iEndingSequence, iGoalSequence, piDir );
}
//=========================================================
//=========================================================
void CBaseAnimating :: GetAutomovement( Vector &origin, Vector &angles, float flInterval )
{
}
int CBaseAnimating :: GetHitboxSetByName( const char *szName )
{
return ::FindHitboxSetByName( GetModelPtr(), szName );
}
void CBaseAnimating :: SetBodygroup( int iGroup, int iValue )
{
::SetBodygroup( GetModelPtr(), pev->body, iGroup, iValue );
}
int CBaseAnimating :: GetBodygroup( int iGroup )
{
return ::GetBodygroup( GetModelPtr(), pev->body, iGroup );
}
int CBaseAnimating :: ExtractBbox( int sequence, Vector &mins, Vector &maxs )
{
return ::ExtractBbox( GetModelPtr(), sequence, mins, maxs );
}
CStudioBoneSetup *CBaseAnimating :: GetBoneSetup( void )
{
return ::GetBaseBoneSetup( pev->modelindex, m_flPoseParameter );
}
//=========================================================
//=========================================================
void CBaseAnimating :: SetSequenceBox( void )
{
Vector mins, maxs;
// Get sequence bbox
if ( ExtractBbox( pev->sequence, mins, maxs ) )
{
// expand box for rotation
// find min / max for rotations
float yaw = pev->angles.y * (M_PI / 180.0);
Vector xvector, yvector;
xvector.x = cos(yaw);
xvector.y = sin(yaw);
yvector.x = -sin(yaw);
yvector.y = cos(yaw);
Vector bounds[2];
bounds[0] = mins;
bounds[1] = maxs;
Vector rmin( 9999, 9999, 9999 );
Vector rmax( -9999, -9999, -9999 );
Vector base, transformed;
for (int i = 0; i <= 1; i++ )
{
base.x = bounds[i].x;
for ( int j = 0; j <= 1; j++ )
{
base.y = bounds[j].y;
for ( int k = 0; k <= 1; k++ )
{
base.z = bounds[k].z;
// transform the point
transformed.x = xvector.x*base.x + yvector.x*base.y;
transformed.y = xvector.y*base.x + yvector.y*base.y;
transformed.z = base.z;
if (transformed.x < rmin.x)
rmin.x = transformed.x;
if (transformed.x > rmax.x)
rmax.x = transformed.x;
if (transformed.y < rmin.y)
rmin.y = transformed.y;
if (transformed.y > rmax.y)
rmax.y = transformed.y;
if (transformed.z < rmin.z)
rmin.z = transformed.z;
if (transformed.z > rmax.z)
rmax.z = transformed.z;
}
}
}
rmin.z = 0;
rmax.z = rmin.z + 1;
UTIL_SetSize( pev, rmin, rmax );
}
}