// this include must remain at the top of every bg_xxxx CPP file #include "common_headers.h" // define GAME_INCLUDE so that g_public.h does not define the // short, server-visible gclient_t and gentity_t structures, // because we define the full size ones in this file #define GAME_INCLUDE #include "q_shared.h" #include "g_shared.h" #include "bg_local.h" #include "../cgame/cg_local.h" #include "anims.h" #include "Q3_Interface.h" #include "g_local.h" #include "wp_saber.h" extern pmove_t *pm; extern pml_t pml; extern cvar_t *g_ICARUSDebug; extern cvar_t *g_timescale; extern cvar_t *g_synchSplitAnims; extern cvar_t *g_saberAnimSpeed; extern cvar_t *g_saberAutoAim; extern qboolean InFront( vec3_t spot, vec3_t from, vec3_t fromAngles, float threshHold = 0.0f ); extern void G_SoundOnEnt( gentity_t *ent, soundChannel_t channel, const char *soundPath ); extern qboolean ValidAnimFileIndex ( int index ); extern qboolean PM_ControlledByPlayer( void ); extern qboolean PM_DroidMelee( int npc_class ); extern qboolean PM_PainAnim( int anim ); extern qboolean PM_JumpingAnim( int anim ); extern qboolean PM_FlippingAnim( int anim ); extern qboolean PM_RollingAnim( int anim ); extern qboolean PM_SwimmingAnim( int anim ); extern qboolean PM_InKnockDown( playerState_t *ps ); extern qboolean PM_InRoll( playerState_t *ps ); extern qboolean PM_DodgeAnim( int anim ); extern qboolean PM_InSlopeAnim( int anim ); extern qboolean PM_ForceAnim( int anim ); extern qboolean PM_InKnockDownOnGround( playerState_t *ps ); extern qboolean PM_InSpecialJump( int anim ); extern qboolean PM_RunningAnim( int anim ); extern qboolean PM_WalkingAnim( int anim ); extern qboolean PM_SwimmingAnim( int anim ); extern qboolean PM_JumpingAnim( int anim ); int PM_AnimLength( int index, animNumber_t anim ); // Okay, here lies the much-dreaded Pat-created FSM movement chart... Heretic II strikes again! // Why am I inflicting this on you? Well, it's better than hardcoded states. // Ideally this will be replaced with an external file or more sophisticated move-picker // once the game gets out of prototype stage. // Silly, but I'm replacing these macros so they are shorter! #define AFLAG_IDLE (SETANIM_FLAG_NORMAL) #define AFLAG_ACTIVE (SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD | SETANIM_FLAG_HOLDLESS) #define AFLAG_WAIT (SETANIM_FLAG_HOLD | SETANIM_FLAG_HOLDLESS) #define AFLAG_FINISH (SETANIM_FLAG_HOLD) saberMoveData_t saberMoveData[LS_MOVE_MAX] = {// NB:randomized // name anim startQ endQ setanimflag blend, blocking chain_idle chain_attack trailLen {"None", BOTH_STAND1, Q_R, Q_R, AFLAG_IDLE, 350, BLK_NO, LS_NONE, LS_NONE, 0 }, // LS_NONE = 0, // General movements with saber {"Ready", BOTH_STAND2, Q_R, Q_R, AFLAG_IDLE, 350, BLK_WIDE, LS_READY, LS_S_R2L, 0 }, // LS_READY, {"Draw", BOTH_STAND1TO2, Q_R, Q_R, AFLAG_FINISH, 350, BLK_NO, LS_READY, LS_S_R2L, 0 }, // LS_DRAW, {"Putaway", BOTH_STAND2TO1, Q_R, Q_R, AFLAG_FINISH, 350, BLK_NO, LS_READY, LS_S_R2L, 0 }, // LS_PUTAWAY, // Attacks //UL2LR {"TL2BR Att", BOTH_A1_TL_BR, Q_TL, Q_BR, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_R_TL2BR, LS_R_TL2BR, 200 }, // LS_A_TL2BR //SLASH LEFT {"L2R Att", BOTH_A1__L__R, Q_L, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_R_L2R, LS_R_L2R, 200 }, // LS_A_L2R //LL2UR {"BL2TR Att", BOTH_A1_BL_TR, Q_BL, Q_TR, AFLAG_ACTIVE, 50, BLK_TIGHT, LS_R_BL2TR, LS_R_BL2TR, 200 }, // LS_A_BL2TR //LR2UL {"BR2TL Att", BOTH_A1_BR_TL, Q_BR, Q_TL, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_R_BR2TL, LS_R_BR2TL, 200 }, // LS_A_BR2TL //SLASH RIGHT {"R2L Att", BOTH_A1__R__L, Q_R, Q_L, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_R_R2L, LS_R_R2L, 200 },// LS_A_R2L //UR2LL {"TR2BL Att", BOTH_A1_TR_BL, Q_TR, Q_BL, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_R_TR2BL, LS_R_TR2BL, 200 }, // LS_A_TR2BL //SLASH DOWN {"T2B Att", BOTH_A1_T__B_, Q_T, Q_B, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_R_T2B, LS_R_T2B, 200 }, // LS_A_T2B //special attacks {"Back Stab", BOTH_A2_STABBACK1, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_A_BACKSTAB {"Back Att", BOTH_ATTACK_BACK, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_A_BACK {"CR Back Att", BOTH_CROUCHATTACKBACK1,Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_A_BACK_CR {"Lunge Att", BOTH_LUNGE2_B__T_, Q_B, Q_T, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_A_LUNGE {"Jump Att", BOTH_FORCELEAP2_T__B_,Q_T, Q_B, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_A_JUMP_T__B_ {"Flip Stab", BOTH_JUMPFLIPSTABDOWN,Q_R, Q_T, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_T1_T___R, 200 }, // LS_A_FLIP_STAB {"Flip Slash", BOTH_JUMPFLIPSLASHDOWN1,Q_L,Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_T1__R_T_, 200 }, // LS_A_FLIP_SLASH //starts {"TL2BR St", BOTH_S1_S1_TL, Q_R, Q_TL, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_A_TL2BR, LS_A_TL2BR, 200 }, // LS_S_TL2BR {"L2R St", BOTH_S1_S1__L, Q_R, Q_L, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_A_L2R, LS_A_L2R, 200 }, // LS_S_L2R {"BL2TR St", BOTH_S1_S1_BL, Q_R, Q_BL, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_A_BL2TR, LS_A_BL2TR, 200 }, // LS_S_BL2TR {"BR2TL St", BOTH_S1_S1_BR, Q_R, Q_BR, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_A_BR2TL, LS_A_BR2TL, 200 }, // LS_S_BR2TL {"R2L St", BOTH_S1_S1__R, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_A_R2L, LS_A_R2L, 200 }, // LS_S_R2L {"TR2BL St", BOTH_S1_S1_TR, Q_R, Q_TR, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_A_TR2BL, LS_A_TR2BL, 200 }, // LS_S_TR2BL {"T2B St", BOTH_S1_S1_T_, Q_R, Q_T, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_A_T2B, LS_A_T2B, 200 }, // LS_S_T2B //returns {"TL2BR Ret", BOTH_R1_BR_S1, Q_BR, Q_R, AFLAG_FINISH, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_R_TL2BR {"L2R Ret", BOTH_R1__R_S1, Q_R, Q_R, AFLAG_FINISH, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_R_L2R {"BL2TR Ret", BOTH_R1_TR_S1, Q_TR, Q_R, AFLAG_FINISH, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_R_BL2TR {"BR2TL Ret", BOTH_R1_TL_S1, Q_TL, Q_R, AFLAG_FINISH, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_R_BR2TL {"R2L Ret", BOTH_R1__L_S1, Q_L, Q_R, AFLAG_FINISH, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_R_R2L {"TR2BL Ret", BOTH_R1_BL_S1, Q_BL, Q_R, AFLAG_FINISH, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_R_TR2BL {"T2B Ret", BOTH_R1_B__S1, Q_B, Q_R, AFLAG_FINISH, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_R_T2B //Transitions {"BR2R Trans", BOTH_T1_BR__R, Q_BR, Q_R, AFLAG_ACTIVE, 100, BLK_NO, LS_R_L2R, LS_A_R2L, 150 }, //# Fast arc bottom right to right {"BR2TR Trans", BOTH_T1_BR_TR, Q_BR, Q_TR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_A_TR2BL, 150 }, //# Fast arc bottom right to top right (use: BOTH_T1_TR_BR) {"BR2T Trans", BOTH_T1_BR_T_, Q_BR, Q_T, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_A_T2B, 150 }, //# Fast arc bottom right to top (use: BOTH_T1_T__BR) {"BR2TL Trans", BOTH_T1_BR_TL, Q_BR, Q_TL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BR2TL, LS_A_TL2BR, 150 }, //# Fast weak spin bottom right to top left {"BR2L Trans", BOTH_T1_BR__L, Q_BR, Q_L, AFLAG_ACTIVE, 100, BLK_NO, LS_R_R2L, LS_A_L2R, 150 }, //# Fast weak spin bottom right to left {"BR2BL Trans", BOTH_T1_BR_BL, Q_BR, Q_BL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TR2BL, LS_A_BL2TR, 150 }, //# Fast weak spin bottom right to bottom left {"R2BR Trans", BOTH_T1__R_BR, Q_R, Q_BR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TL2BR, LS_A_BR2TL, 150 }, //# Fast arc right to bottom right (use: BOTH_T1_BR__R) {"R2TR Trans", BOTH_T1__R_TR, Q_R, Q_TR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_A_TR2BL, 150 }, //# Fast arc right to top right {"R2T Trans", BOTH_T1__R_T_, Q_R, Q_T, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_A_T2B, 150 }, //# Fast ar right to top (use: BOTH_T1_T___R) {"R2TL Trans", BOTH_T1__R_TL, Q_R, Q_TL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BR2TL, LS_A_TL2BR, 150 }, //# Fast arc right to top left {"R2L Trans", BOTH_T1__R__L, Q_R, Q_L, AFLAG_ACTIVE, 100, BLK_NO, LS_R_R2L, LS_A_L2R, 150 }, //# Fast weak spin right to left {"R2BL Trans", BOTH_T1__R_BL, Q_R, Q_BL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TR2BL, LS_A_BL2TR, 150 }, //# Fast weak spin right to bottom left {"TR2BR Trans", BOTH_T1_TR_BR, Q_TR, Q_BR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TL2BR, LS_A_BR2TL, 150 }, //# Fast arc top right to bottom right {"TR2R Trans", BOTH_T1_TR__R, Q_TR, Q_R, AFLAG_ACTIVE, 100, BLK_NO, LS_R_L2R, LS_A_R2L, 150 }, //# Fast arc top right to right (use: BOTH_T1__R_TR) {"TR2T Trans", BOTH_T1_TR_T_, Q_TR, Q_T, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_A_T2B, 150 }, //# Fast arc top right to top (use: BOTH_T1_T__TR) {"TR2TL Trans", BOTH_T1_TR_TL, Q_TR, Q_TL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BR2TL, LS_A_TL2BR, 150 }, //# Fast arc top right to top left {"TR2L Trans", BOTH_T1_TR__L, Q_TR, Q_L, AFLAG_ACTIVE, 100, BLK_NO, LS_R_R2L, LS_A_L2R, 150 }, //# Fast arc top right to left {"TR2BL Trans", BOTH_T1_TR_BL, Q_TR, Q_BL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TR2BL, LS_A_BL2TR, 150 }, //# Fast weak spin top right to bottom left {"T2BR Trans", BOTH_T1_T__BR, Q_T, Q_BR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TL2BR, LS_A_BR2TL, 150 }, //# Fast arc top to bottom right {"T2R Trans", BOTH_T1_T___R, Q_T, Q_R, AFLAG_ACTIVE, 100, BLK_NO, LS_R_L2R, LS_A_R2L, 150 }, //# Fast arc top to right {"T2TR Trans", BOTH_T1_T__TR, Q_T, Q_TR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_A_TR2BL, 150 }, //# Fast arc top to top right {"T2TL Trans", BOTH_T1_T__TL, Q_T, Q_TL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BR2TL, LS_A_TL2BR, 150 }, //# Fast arc top to top left {"T2L Trans", BOTH_T1_T___L, Q_T, Q_L, AFLAG_ACTIVE, 100, BLK_NO, LS_R_R2L, LS_A_L2R, 150 }, //# Fast arc top to left {"T2BL Trans", BOTH_T1_T__BL, Q_T, Q_BL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TR2BL, LS_A_BL2TR, 150 }, //# Fast arc top to bottom left {"TL2BR Trans", BOTH_T1_TL_BR, Q_TL, Q_BR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TL2BR, LS_A_BR2TL, 150 }, //# Fast weak spin top left to bottom right {"TL2R Trans", BOTH_T1_TL__R, Q_TL, Q_R, AFLAG_ACTIVE, 100, BLK_NO, LS_R_L2R, LS_A_R2L, 150 }, //# Fast arc top left to right (use: BOTH_T1__R_TL) {"TL2TR Trans", BOTH_T1_TL_TR, Q_TL, Q_TR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_A_TR2BL, 150 }, //# Fast arc top left to top right (use: BOTH_T1_TR_TL) {"TL2T Trans", BOTH_T1_TL_T_, Q_TL, Q_T, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_A_T2B, 150 }, //# Fast arc top left to top (use: BOTH_T1_T__TL) {"TL2L Trans", BOTH_T1_TL__L, Q_TL, Q_L, AFLAG_ACTIVE, 100, BLK_NO, LS_R_R2L, LS_A_L2R, 150 }, //# Fast arc top left to left (use: BOTH_T1__L_TL) {"TL2BL Trans", BOTH_T1_TL_BL, Q_TL, Q_BL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TR2BL, LS_A_BL2TR, 150 }, //# Fast arc top left to bottom left {"L2BR Trans", BOTH_T1__L_BR, Q_L, Q_BR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TL2BR, LS_A_BR2TL, 150 }, //# Fast weak spin left to bottom right {"L2R Trans", BOTH_T1__L__R, Q_L, Q_R, AFLAG_ACTIVE, 100, BLK_NO, LS_R_L2R, LS_A_R2L, 150 }, //# Fast weak spin left to right {"L2TR Trans", BOTH_T1__L_TR, Q_L, Q_TR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_A_TR2BL, 150 }, //# Fast arc left to top right (use: BOTH_T1_TR__L) {"L2T Trans", BOTH_T1__L_T_, Q_L, Q_T, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_A_T2B, 150 }, //# Fast arc left to top (use: BOTH_T1_T___L) {"L2TL Trans", BOTH_T1__L_TL, Q_L, Q_TL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BR2TL, LS_A_TL2BR, 150 }, //# Fast arc left to top left {"L2BL Trans", BOTH_T1__L_BL, Q_L, Q_BL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TR2BL, LS_A_BL2TR, 150 }, //# Fast arc left to bottom left (use: BOTH_T1_BL__L) {"BL2BR Trans", BOTH_T1_BL_BR, Q_BL, Q_BR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TL2BR, LS_A_BR2TL, 150 }, //# Fast weak spin bottom left to bottom right {"BL2R Trans", BOTH_T1_BL__R, Q_BL, Q_R, AFLAG_ACTIVE, 100, BLK_NO, LS_R_L2R, LS_A_R2L, 150 }, //# Fast weak spin bottom left to right {"BL2TR Trans", BOTH_T1_BL_TR, Q_BL, Q_TR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_A_TR2BL, 150 }, //# Fast weak spin bottom left to top right {"BL2T Trans", BOTH_T1_BL_T_, Q_BL, Q_T, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_A_T2B, 150 }, //# Fast arc bottom left to top (use: BOTH_T1_T__BL) {"BL2TL Trans", BOTH_T1_BL_TL, Q_BL, Q_TL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BR2TL, LS_A_TL2BR, 150 }, //# Fast arc bottom left to top left (use: BOTH_T1_TL_BL) {"BL2L Trans", BOTH_T1_BL__L, Q_BL, Q_L, AFLAG_ACTIVE, 100, BLK_NO, LS_R_R2L, LS_A_L2R, 150 }, //# Fast arc bottom left to left //Bounces {"Bounce BR", BOTH_B1_BR___, Q_BR, Q_BR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TL2BR, LS_T1_BR_TR, 150 }, {"Bounce R", BOTH_B1__R___, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_NO, LS_R_L2R, LS_T1__R__L, 150 }, {"Bounce TR", BOTH_B1_TR___, Q_TR, Q_TR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_T1_TR_TL, 150 }, {"Bounce T", BOTH_B1_T____, Q_T, Q_T, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_T1_T__BL, 150 }, {"Bounce TL", BOTH_B1_TL___, Q_TL, Q_TL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BR2TL, LS_T1_TL_TR, 150 }, {"Bounce L", BOTH_B1__L___, Q_L, Q_L, AFLAG_ACTIVE, 100, BLK_NO, LS_R_R2L, LS_T1__L__R, 150 }, {"Bounce BL", BOTH_B1_BL___, Q_BL, Q_BL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TR2BL, LS_T1_BL_TR, 150 }, //Deflected attacks (like bounces, but slide off enemy saber, not straight back) {"Deflect BR", BOTH_D1_BR___, Q_BR, Q_BR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TL2BR, LS_T1_BR_TR, 150 }, {"Deflect R", BOTH_D1__R___, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_NO, LS_R_L2R, LS_T1__R__L, 150 }, {"Deflect TR", BOTH_D1_TR___, Q_TR, Q_TR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_T1_TR_TL, 150 }, {"Deflect T", BOTH_B1_T____, Q_T, Q_T, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_T1_T__BL, 150 }, {"Deflect TL", BOTH_D1_TL___, Q_TL, Q_TL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BR2TL, LS_T1_TL_TR, 150 }, {"Deflect L", BOTH_D1__L___, Q_L, Q_L, AFLAG_ACTIVE, 100, BLK_NO, LS_R_R2L, LS_T1__L__R, 150 }, {"Deflect BL", BOTH_D1_BL___, Q_BL, Q_BL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TR2BL, LS_T1_BL_TR, 150 }, {"Deflect B", BOTH_D1_B____, Q_B, Q_B, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_T1_T__BL, 150 }, //Reflected attacks {"Reflected BR",BOTH_V1_BR_S1, Q_BR, Q_BR, AFLAG_ACTIVE, 100, BLK_NO, LS_READY, LS_READY, 150 },// LS_V1_BR {"Reflected R", BOTH_V1__R_S1, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_NO, LS_READY, LS_READY, 150 },// LS_V1__R {"Reflected TR",BOTH_V1_TR_S1, Q_TR, Q_TR, AFLAG_ACTIVE, 100, BLK_NO, LS_READY, LS_READY, 150 },// LS_V1_TR {"Reflected T", BOTH_V1_T__S1, Q_T, Q_T, AFLAG_ACTIVE, 100, BLK_NO, LS_READY, LS_READY, 150 },// LS_V1_T_ {"Reflected TL",BOTH_V1_TL_S1, Q_TL, Q_TL, AFLAG_ACTIVE, 100, BLK_NO, LS_READY, LS_READY, 150 },// LS_V1_TL {"Reflected L", BOTH_V1__L_S1, Q_L, Q_L, AFLAG_ACTIVE, 100, BLK_NO, LS_READY, LS_READY, 150 },// LS_V1__L {"Reflected BL",BOTH_V1_BL_S1, Q_BL, Q_BL, AFLAG_ACTIVE, 100, BLK_NO, LS_READY, LS_READY, 150 },// LS_V1_BL {"Reflected B", BOTH_V1_B__S1, Q_B, Q_B, AFLAG_ACTIVE, 100, BLK_NO, LS_READY, LS_READY, 150 },// LS_V1_B_ // Broken parries {"BParry Top", BOTH_H1_S1_T_, Q_T, Q_B, AFLAG_ACTIVE, 50, BLK_NO, LS_READY, LS_READY, 150 }, // LS_PARRY_UP, {"BParry UR", BOTH_H1_S1_TR, Q_TR, Q_BL, AFLAG_ACTIVE, 50, BLK_NO, LS_READY, LS_READY, 150 }, // LS_PARRY_UR, {"BParry UL", BOTH_H1_S1_TL, Q_TL, Q_BR, AFLAG_ACTIVE, 50, BLK_NO, LS_READY, LS_READY, 150 }, // LS_PARRY_UL, {"BParry LR", BOTH_H1_S1_BL, Q_BL, Q_TR, AFLAG_ACTIVE, 50, BLK_NO, LS_READY, LS_READY, 150 }, // LS_PARRY_LR, {"BParry Bot", BOTH_H1_S1_B_, Q_B, Q_T, AFLAG_ACTIVE, 50, BLK_NO, LS_READY, LS_READY, 150 }, // LS_PARRY_LL {"BParry LL", BOTH_H1_S1_BR, Q_BR, Q_TL, AFLAG_ACTIVE, 50, BLK_NO, LS_READY, LS_READY, 150 }, // LS_PARRY_LL // Knockaways {"Knock Top", BOTH_K1_S1_T_, Q_R, Q_T, AFLAG_ACTIVE, 50, BLK_WIDE, LS_R_BL2TR, LS_T1_T__BR, 150 }, // LS_PARRY_UP, {"Knock UR", BOTH_K1_S1_TR, Q_R, Q_TR, AFLAG_ACTIVE, 50, BLK_WIDE, LS_R_BL2TR, LS_T1_TR__R, 150 }, // LS_PARRY_UR, {"Knock UL", BOTH_K1_S1_TL, Q_R, Q_TL, AFLAG_ACTIVE, 50, BLK_WIDE, LS_R_BR2TL, LS_T1_TL__L, 150 }, // LS_PARRY_UL, {"Knock LR", BOTH_K1_S1_BL, Q_R, Q_BL, AFLAG_ACTIVE, 50, BLK_WIDE, LS_R_TL2BR, LS_T1_BL_TL, 150 }, // LS_PARRY_LR, {"Knock LL", BOTH_K1_S1_BR, Q_R, Q_BR, AFLAG_ACTIVE, 50, BLK_WIDE, LS_R_TR2BL, LS_T1_BR_TR, 150 }, // LS_PARRY_LL // Parry {"Parry Top", BOTH_P1_S1_T_, Q_R, Q_T, AFLAG_ACTIVE, 50, BLK_WIDE, LS_R_BL2TR, LS_A_T2B, 150 }, // LS_PARRY_UP, {"Parry UR", BOTH_P1_S1_TR, Q_R, Q_TL, AFLAG_ACTIVE, 50, BLK_WIDE, LS_R_BL2TR, LS_A_TR2BL, 150 }, // LS_PARRY_UR, {"Parry UL", BOTH_P1_S1_TL, Q_R, Q_TR, AFLAG_ACTIVE, 50, BLK_WIDE, LS_R_BR2TL, LS_A_TL2BR, 150 }, // LS_PARRY_UL, {"Parry LR", BOTH_P1_S1_BL, Q_R, Q_BR, AFLAG_ACTIVE, 50, BLK_WIDE, LS_R_TL2BR, LS_A_BR2TL, 150 }, // LS_PARRY_LR, {"Parry LL", BOTH_P1_S1_BR, Q_R, Q_BL, AFLAG_ACTIVE, 50, BLK_WIDE, LS_R_TR2BL, LS_A_BL2TR, 150 }, // LS_PARRY_LL // Reflecting a missile {"Reflect Top", BOTH_P1_S1_T_, Q_R, Q_T, AFLAG_ACTIVE, 50, BLK_WIDE, LS_R_BL2TR, LS_A_T2B, 300 }, // LS_PARRY_UP, {"Reflect UR", BOTH_P1_S1_TL, Q_R, Q_TR, AFLAG_ACTIVE, 50, BLK_WIDE, LS_R_BR2TL, LS_A_TL2BR, 300 }, // LS_PARRY_UR, {"Reflect UL", BOTH_P1_S1_TR, Q_R, Q_TL, AFLAG_ACTIVE, 50, BLK_WIDE, LS_R_BL2TR, LS_A_TR2BL, 300 }, // LS_PARRY_UL, {"Reflect LR", BOTH_P1_S1_BR, Q_R, Q_BL, AFLAG_ACTIVE, 50, BLK_WIDE, LS_R_TR2BL, LS_A_BL2TR, 300 }, // LS_PARRY_LR {"Reflect LL", BOTH_P1_S1_BL, Q_R, Q_BR, AFLAG_ACTIVE, 50, BLK_WIDE, LS_R_TL2BR, LS_A_BR2TL, 300 }, // LS_PARRY_LL, }; int transitionMove[Q_NUM_QUADS][Q_NUM_QUADS] = { LS_NONE, //Can't transition to same pos! LS_T1_BR__R,//40 LS_T1_BR_TR, LS_T1_BR_T_, LS_T1_BR_TL, LS_T1_BR__L, LS_T1_BR_BL, LS_NONE, //No transitions to bottom, and no anims start there, so shouldn't need any LS_T1__R_BR,//46 LS_NONE, //Can't transition to same pos! LS_T1__R_TR, LS_T1__R_T_, LS_T1__R_TL, LS_T1__R__L, LS_T1__R_BL, LS_NONE, //No transitions to bottom, and no anims start there, so shouldn't need any LS_T1_TR_BR,//52 LS_T1_TR__R, LS_NONE, //Can't transition to same pos! LS_T1_TR_T_, LS_T1_TR_TL, LS_T1_TR__L, LS_T1_TR_BL, LS_NONE, //No transitions to bottom, and no anims start there, so shouldn't need any LS_T1_T__BR,//58 LS_T1_T___R, LS_T1_T__TR, LS_NONE, //Can't transition to same pos! LS_T1_T__TL, LS_T1_T___L, LS_T1_T__BL, LS_NONE, //No transitions to bottom, and no anims start there, so shouldn't need any LS_T1_TL_BR,//64 LS_T1_TL__R, LS_T1_TL_TR, LS_T1_TL_T_, LS_NONE, //Can't transition to same pos! LS_T1_TL__L, LS_T1_TL_BL, LS_NONE, //No transitions to bottom, and no anims start there, so shouldn't need any LS_T1__L_BR,//70 LS_T1__L__R, LS_T1__L_TR, LS_T1__L_T_, LS_T1__L_TL, LS_NONE, //Can't transition to same pos! LS_T1__L_BL, LS_NONE, //No transitions to bottom, and no anims start there, so shouldn't need any LS_T1_BL_BR,//76 LS_T1_BL__R, LS_T1_BL_TR, LS_T1_BL_T_, LS_T1_BL_TL, LS_T1_BL__L, LS_NONE, //Can't transition to same pos! LS_NONE, //No transitions to bottom, and no anims start there, so shouldn't need any LS_T1_BL_BR,//NOTE: there are no transitions from bottom, so re-use the bottom right transitions LS_T1_BR__R, LS_T1_BR_TR, LS_T1_BR_T_, LS_T1_BR_TL, LS_T1_BR__L, LS_T1_BR_BL, LS_NONE //No transitions to bottom, and no anims start there, so shouldn't need any }; void PM_VelocityForSaberMove( playerState_t *ps, vec3_t throwDir ) { vec3_t vForward, vRight, vUp, startQ, endQ; AngleVectors( ps->viewangles, vForward, vRight, vUp ); switch ( saberMoveData[ps->saberMove].startQuad ) { case Q_BR: VectorScale( vRight, 1, startQ ); VectorMA( startQ, -1, vUp, startQ ); break; case Q_R: VectorScale( vRight, 2, startQ ); break; case Q_TR: VectorScale( vRight, 1, startQ ); VectorMA( startQ, 1, vUp, startQ ); break; case Q_T: VectorScale( vUp, 2, startQ ); break; case Q_TL: VectorScale( vRight, -1, startQ ); VectorMA( startQ, 1, vUp, startQ ); break; case Q_L: VectorScale( vRight, -2, startQ ); break; case Q_BL: VectorScale( vRight, -1, startQ ); VectorMA( startQ, -1, vUp, startQ ); break; case Q_B: VectorScale( vUp, -2, startQ ); break; } switch ( saberMoveData[ps->saberMove].endQuad ) { case Q_BR: VectorScale( vRight, 1, endQ ); VectorMA( endQ, -1, vUp, endQ ); break; case Q_R: VectorScale( vRight, 2, endQ ); break; case Q_TR: VectorScale( vRight, 1, endQ ); VectorMA( endQ, 1, vUp, endQ ); break; case Q_T: VectorScale( vUp, 2, endQ ); break; case Q_TL: VectorScale( vRight, -1, endQ ); VectorMA( endQ, 1, vUp, endQ ); break; case Q_L: VectorScale( vRight, -2, endQ ); break; case Q_BL: VectorScale( vRight, -1, endQ ); VectorMA( endQ, -1, vUp, endQ ); break; case Q_B: VectorScale( vUp, -2, endQ ); break; } VectorMA( endQ, 2, vForward, endQ ); VectorScale( throwDir, 125, throwDir );//FIXME: pass in the throw strength? VectorSubtract( endQ, startQ, throwDir ); } qboolean PM_VelocityForBlockedMove( playerState_t *ps, vec3_t throwDir ) { vec3_t vForward, vRight, vUp; AngleVectors( ps->viewangles, vForward, vRight, vUp ); switch ( ps->saberBlocked ) { case BLOCKED_UPPER_RIGHT: VectorScale( vRight, 1, throwDir ); VectorMA( throwDir, 1, vUp, throwDir ); break; case BLOCKED_UPPER_LEFT: VectorScale( vRight, -1, throwDir ); VectorMA( throwDir, 1, vUp, throwDir ); break; case BLOCKED_LOWER_RIGHT: VectorScale( vRight, 1, throwDir ); VectorMA( throwDir, -1, vUp, throwDir ); break; case BLOCKED_LOWER_LEFT: VectorScale( vRight, -1, throwDir ); VectorMA( throwDir, -1, vUp, throwDir ); break; case BLOCKED_TOP: VectorScale( vUp, 2, throwDir ); break; default: return qfalse; break; } VectorMA( throwDir, 2, vForward, throwDir ); VectorScale( throwDir, 250, throwDir );//FIXME: pass in the throw strength? return qtrue; } int PM_AnimLevelForSaberAnim( int anim ) { if ( anim >= BOTH_A1_T__B_ && anim <= BOTH_D1_B____ ) { return FORCE_LEVEL_1; } if ( anim >= BOTH_A2_T__B_ && anim <= BOTH_D2_B____ ) { return FORCE_LEVEL_2; } if ( anim >= BOTH_A3_T__B_ && anim <= BOTH_D3_B____ ) { return FORCE_LEVEL_3; } if ( anim >= BOTH_A4_T__B_ && anim <= BOTH_D4_B____ ) {//desann return FORCE_LEVEL_4; } if ( anim >= BOTH_A5_T__B_ && anim <= BOTH_D5_B____ ) {//tavion return FORCE_LEVEL_5; } return FORCE_LEVEL_0; } int PM_PowerLevelForSaberAnim( playerState_t *ps ) { int anim = ps->torsoAnim; if ( anim >= BOTH_A1_T__B_ && anim <= BOTH_D1_B____ ) { return FORCE_LEVEL_1; } if ( anim >= BOTH_A2_T__B_ && anim <= BOTH_D2_B____ ) { return FORCE_LEVEL_2; } if ( anim >= BOTH_A3_T__B_ && anim <= BOTH_D3_B____ ) { return FORCE_LEVEL_3; } if ( anim >= BOTH_A4_T__B_ && anim <= BOTH_D4_B____ ) {//desann return FORCE_LEVEL_4; } if ( anim >= BOTH_A5_T__B_ && anim <= BOTH_D5_B____ ) {//tavion return FORCE_LEVEL_2; } if ( anim >= BOTH_P1_S1_T_ && anim <= BOTH_H1_S1_BR ) {//parries, knockaways and broken parries return FORCE_LEVEL_1;//FIXME: saberAnimLevel? } switch ( anim ) { case BOTH_A2_STABBACK1: case BOTH_ATTACK_BACK: case BOTH_CROUCHATTACKBACK1: case BOTH_BUTTERFLY_LEFT: case BOTH_BUTTERFLY_RIGHT: case BOTH_FJSS_TR_BL: case BOTH_FJSS_TL_BR: case BOTH_K1_S1_T_: //# knockaway saber top case BOTH_K1_S1_TR: //# knockaway saber top right case BOTH_K1_S1_TL: //# knockaway saber top left case BOTH_K1_S1_BL: //# knockaway saber bottom left case BOTH_K1_S1_B_: //# knockaway saber bottom case BOTH_K1_S1_BR: //# knockaway saber bottom right case BOTH_LUNGE2_B__T_: case BOTH_FORCELEAP2_T__B_: return FORCE_LEVEL_3; break; case BOTH_JUMPFLIPSLASHDOWN1://FIXME: only middle of anim should have any power case BOTH_JUMPFLIPSTABDOWN://FIXME: only middle of anim should have any power if ( ps->torsoAnimTimer <= 300 ) {//end of anim return FORCE_LEVEL_0; } else if ( PM_AnimLength( g_entities[ps->clientNum].client->clientInfo.animFileIndex, (animNumber_t)anim ) - ps->torsoAnimTimer < 300 ) {//beginning of anim return FORCE_LEVEL_0; } return FORCE_LEVEL_3; break; } return FORCE_LEVEL_0; } qboolean PM_InAnimForSaberMove( int anim, int saberMove ) { switch ( anim ) {//special case anims case BOTH_A2_STABBACK1: case BOTH_ATTACK_BACK: case BOTH_CROUCHATTACKBACK1: case BOTH_BUTTERFLY_LEFT: case BOTH_BUTTERFLY_RIGHT: case BOTH_FJSS_TR_BL: case BOTH_FJSS_TL_BR: case BOTH_LUNGE2_B__T_: case BOTH_FORCELEAP2_T__B_: case BOTH_JUMPFLIPSLASHDOWN1://# case BOTH_JUMPFLIPSTABDOWN://# return qtrue; } int animLevel = PM_AnimLevelForSaberAnim( anim ); if ( animLevel <= 0 ) {//NOTE: this will always return false for the ready poses and putaway/draw... return qfalse; } //drop the anim to the first level and start the checks there anim -= (animLevel-FORCE_LEVEL_1)*SABER_ANIM_GROUP_SIZE; //check level 1 if ( anim == saberMoveData[saberMove].animToUse ) { return qtrue; } //check level 2 anim += SABER_ANIM_GROUP_SIZE; if ( anim == saberMoveData[saberMove].animToUse ) { return qtrue; } //check level 3 anim += SABER_ANIM_GROUP_SIZE; if ( anim == saberMoveData[saberMove].animToUse ) { return qtrue; } //check level 4 anim += SABER_ANIM_GROUP_SIZE; if ( anim == saberMoveData[saberMove].animToUse ) { return qtrue; } //check level 5 anim += SABER_ANIM_GROUP_SIZE; if ( anim == saberMoveData[saberMove].animToUse ) { return qtrue; } if ( anim >= BOTH_P1_S1_T_ && anim <= BOTH_H1_S1_BR ) {//parries, knockaways and broken parries return (anim==saberMoveData[saberMove].animToUse); } return qfalse; } qboolean PM_SaberInIdle( int move ) { switch ( move ) { case LS_NONE: case LS_READY: case LS_DRAW: case LS_PUTAWAY: return qtrue; break; } return qfalse; } qboolean PM_SaberInSpecialAttack( int anim ) { switch ( anim ) { case BOTH_A2_STABBACK1: case BOTH_ATTACK_BACK: case BOTH_CROUCHATTACKBACK1: case BOTH_BUTTERFLY_LEFT: case BOTH_BUTTERFLY_RIGHT: case BOTH_FJSS_TR_BL: case BOTH_FJSS_TL_BR: case BOTH_LUNGE2_B__T_: case BOTH_FORCELEAP2_T__B_: case BOTH_JUMPFLIPSLASHDOWN1://# case BOTH_JUMPFLIPSTABDOWN://# return qtrue; } return qfalse; } qboolean PM_SaberInAttack( int move ) { if ( move >= LS_A_TL2BR && move <= LS_A_T2B ) { return qtrue; } switch ( move ) { case LS_A_BACK: case LS_A_BACK_CR: case LS_A_BACKSTAB: case LS_A_LUNGE: case LS_A_JUMP_T__B_: case LS_A_FLIP_STAB: case LS_A_FLIP_SLASH: return qtrue; break; } return qfalse; } qboolean PM_SaberInTransition( int move ) { if ( move >= LS_T1_BR__R && move <= LS_T1_BL__L ) { return qtrue; } return qfalse; } qboolean PM_SaberInStart( int move ) { if ( move >= LS_S_TL2BR && move <= LS_S_T2B ) { return qtrue; } return qfalse; } qboolean PM_SaberInReturn( int move ) { if ( move >= LS_R_TL2BR && move <= LS_R_TL2BR ) { return qtrue; } return qfalse; } qboolean PM_SaberInTransitionAny( int move ) { if ( PM_SaberInStart( move ) ) { return qtrue; } else if ( PM_SaberInTransition( move ) ) { return qtrue; } else if ( PM_SaberInReturn( move ) ) { return qtrue; } return qfalse; } qboolean PM_SaberInBounce( int move ) { if ( move >= LS_B1_BR && move <= LS_B1_BL ) { return qtrue; } if ( move >= LS_D1_BR && move <= LS_D1_BL ) { return qtrue; } return qfalse; } qboolean PM_SaberInBrokenParry( int move ) { if ( move >= LS_V1_BR && move <= LS_V1_B_ ) { return qtrue; } if ( move >= LS_H1_T_ && move <= LS_H1_BL ) { return qtrue; } return qfalse; } qboolean PM_SaberInDeflect( int move ) { if ( move >= LS_D1_BR && move <= LS_D1_B_ ) { return qtrue; } return qfalse; } qboolean PM_SaberInParry( int move ) { if ( move >= LS_PARRY_UP && move <= LS_PARRY_LL ) { return qtrue; } return qfalse; } qboolean PM_SaberInKnockaway( int move ) { if ( move >= LS_K1_T_ && move <= LS_K1_BL ) { return qtrue; } return qfalse; } qboolean PM_SaberInReflect( int move ) { if ( move >= LS_REFLECT_UP && move <= LS_REFLECT_LL ) { return qtrue; } return qfalse; } qboolean PM_SaberInSpecial( int move ) { switch( move ) { case LS_A_BACK: case LS_A_BACK_CR: case LS_A_BACKSTAB: case LS_A_LUNGE: case LS_A_JUMP_T__B_: case LS_A_FLIP_STAB: case LS_A_FLIP_SLASH: return qtrue; } return qfalse; } int PM_BrokenParryForAttack( int move ) { //Our attack was knocked away by a knockaway parry //FIXME: need actual anims for this //FIXME: need to know which side of the saber was hit! For now, we presume the saber gets knocked away from the center switch ( saberMoveData[move].startQuad ) { case Q_B: return LS_V1_B_; break; case Q_BR: return LS_V1_BR; break; case Q_R: return LS_V1__R; break; case Q_TR: return LS_V1_TR; break; case Q_T: return LS_V1_B_; break; case Q_TL: return LS_V1_TL; break; case Q_L: return LS_V1__L; break; case Q_BL: return LS_V1_BL; break; } return LS_NONE; } int PM_BrokenParryForParry( int move ) { //FIXME: need actual anims for this //FIXME: need to know which side of the saber was hit! For now, we presume the saber gets knocked away from the center switch ( move ) { case LS_PARRY_UP: //Hmm... since we don't know what dir the hit came from, randomly pick knock down or knock back if ( Q_irand( 0, 1 ) ) { return LS_H1_B_; } else { return LS_H1_T_; } break; case LS_PARRY_UR: return LS_H1_TR; break; case LS_PARRY_UL: return LS_H1_TL; break; case LS_PARRY_LR: return LS_H1_BR; break; case LS_PARRY_LL: return LS_H1_BL; break; case LS_READY: return LS_H1_B_;//??? break; } return LS_NONE; } int PM_KnockawayForParry( int move ) { //FIXME: need actual anims for this //FIXME: need to know which side of the saber was hit! For now, we presume the saber gets knocked away from the center switch ( move ) { case BLOCKED_TOP://LS_PARRY_UP: return LS_K1_T_;//push up break; case BLOCKED_UPPER_RIGHT://LS_PARRY_UR: default://case LS_READY: return LS_K1_TR;//push up, slightly to right break; case BLOCKED_UPPER_LEFT://LS_PARRY_UL: return LS_K1_TL;//push up and to left break; case BLOCKED_LOWER_RIGHT://LS_PARRY_LR: return LS_K1_BR;//push down and to left break; case BLOCKED_LOWER_LEFT://LS_PARRY_LL: return LS_K1_BL;//push down and to right break; } //return LS_NONE; } int PM_SaberBounceForAttack( int move ) { switch ( saberMoveData[move].startQuad ) { case Q_B: case Q_BR: return LS_B1_BR; break; case Q_R: return LS_B1__R; break; case Q_TR: return LS_B1_TR; break; case Q_T: return LS_B1_T_; break; case Q_TL: return LS_B1_TL; break; case Q_L: return LS_B1__L; break; case Q_BL: return LS_B1_BL; break; } return LS_NONE; } saberMoveName_t PM_AttackMoveForQuad( int quad ) { switch ( quad ) { case Q_B: case Q_BR: return LS_A_BR2TL; break; case Q_R: return LS_A_R2L; break; case Q_TR: return LS_A_TR2BL; break; case Q_T: return LS_A_T2B; break; case Q_TL: return LS_A_TL2BR; break; case Q_L: return LS_A_L2R; break; case Q_BL: return LS_A_BL2TR; break; } return LS_NONE; } int saberMoveTransitionAngle[Q_NUM_QUADS][Q_NUM_QUADS] = { 0,//Q_BR,Q_BR, 45,//Q_BR,Q_R, 90,//Q_BR,Q_TR, 135,//Q_BR,Q_T, 180,//Q_BR,Q_TL, 215,//Q_BR,Q_L, 270,//Q_BR,Q_BL, 45,//Q_BR,Q_B, 45,//Q_R,Q_BR, 0,//Q_R,Q_R, 45,//Q_R,Q_TR, 90,//Q_R,Q_T, 135,//Q_R,Q_TL, 180,//Q_R,Q_L, 215,//Q_R,Q_BL, 90,//Q_R,Q_B, 90,//Q_TR,Q_BR, 45,//Q_TR,Q_R, 0,//Q_TR,Q_TR, 45,//Q_TR,Q_T, 90,//Q_TR,Q_TL, 135,//Q_TR,Q_L, 180,//Q_TR,Q_BL, 135,//Q_TR,Q_B, 135,//Q_T,Q_BR, 90,//Q_T,Q_R, 45,//Q_T,Q_TR, 0,//Q_T,Q_T, 45,//Q_T,Q_TL, 90,//Q_T,Q_L, 135,//Q_T,Q_BL, 180,//Q_T,Q_B, 180,//Q_TL,Q_BR, 135,//Q_TL,Q_R, 90,//Q_TL,Q_TR, 45,//Q_TL,Q_T, 0,//Q_TL,Q_TL, 45,//Q_TL,Q_L, 90,//Q_TL,Q_BL, 135,//Q_TL,Q_B, 215,//Q_L,Q_BR, 180,//Q_L,Q_R, 135,//Q_L,Q_TR, 90,//Q_L,Q_T, 45,//Q_L,Q_TL, 0,//Q_L,Q_L, 45,//Q_L,Q_BL, 90,//Q_L,Q_B, 270,//Q_BL,Q_BR, 215,//Q_BL,Q_R, 180,//Q_BL,Q_TR, 135,//Q_BL,Q_T, 90,//Q_BL,Q_TL, 45,//Q_BL,Q_L, 0,//Q_BL,Q_BL, 45,//Q_BL,Q_B, 45,//Q_B,Q_BR, 90,//Q_B,Q_R, 135,//Q_B,Q_TR, 180,//Q_B,Q_T, 135,//Q_B,Q_TL, 90,//Q_B,Q_L, 45,//Q_B,Q_BL, 0//Q_B,Q_B, }; int PM_SaberAttackChainAngle( int move1, int move2 ) { if ( move1 == -1 || move2 == -1 ) { return -1; } return saberMoveTransitionAngle[saberMoveData[move1].endQuad][saberMoveData[move2].startQuad]; } qboolean PM_SaberKataDone( int curmove = LS_NONE, int newmove = LS_NONE ) { /* if ( pm->gent && pm->gent->client ) { if ( pm->gent->client->NPC_class == CLASS_DESANN || pm->gent->client->NPC_class == CLASS_TAVION ) {//desann and tavion can link up as many attacks as they want return qfalse; } } */ if ( pm->ps->saberAnimLevel > FORCE_LEVEL_3 ) {//desann and tavion can link up as many attacks as they want return qfalse; } //FIXME: instead of random, apply some sort of logical conditions to whether or // not you can chain? Like if you were completely missed, you can't chain as much, or...? // And/Or based on FP_SABER_OFFENSE level? So number of attacks you can chain // increases with your FP_SABER_OFFENSE skill? if ( pm->ps->saberAnimLevel == FORCE_LEVEL_3 ) { if ( curmove == LS_NONE || newmove == LS_NONE ) { if ( pm->ps->saberAnimLevel >= FORCE_LEVEL_3 && pm->ps->saberAttackChainCount > Q_irand( 0, 1 ) ) { return qtrue; } } else if ( pm->ps->saberAttackChainCount > Q_irand( 2, 3 ) ) { return qtrue; } else if ( pm->ps->saberAttackChainCount > 0 ) { int chainAngle = PM_SaberAttackChainAngle( curmove, newmove ); if ( chainAngle < 135 || chainAngle > 215 ) {//if trying to chain to a move that doesn't continue the momentum return qtrue; } else if ( chainAngle == 180 ) {//continues the momentum perfectly, allow it to chain 66% of the time if ( pm->ps->saberAttackChainCount > 1 ) { return qtrue; } } else {//would continue the movement somewhat, 50% chance of continuing if ( pm->ps->saberAttackChainCount > 2 ) { return qtrue; } } } } else {//FIXME: have chainAngle influence fast and medium chains as well? if ( pm->ps->saberAnimLevel == FORCE_LEVEL_2 && pm->ps->saberAttackChainCount > Q_irand( 2, 5 ) ) { return qtrue; } } return qfalse; } qboolean PM_CheckEnemyInBack( float backCheckDist ) { if ( !pm->gent || !pm->gent->client ) { return qfalse; } if ( !pm->ps->clientNum && !g_saberAutoAim->integer && pm->cmd.forwardmove >= 0 ) {//don't auto-backstab return qfalse; } trace_t trace; vec3_t end, fwd, fwdAngles = {0,pm->ps->viewangles[YAW],0}; AngleVectors( fwdAngles, fwd, NULL, NULL ); VectorMA( pm->ps->origin, -backCheckDist, fwd, end ); pm->trace( &trace, pm->ps->origin, vec3_origin, vec3_origin, end, pm->ps->clientNum, CONTENTS_SOLID|CONTENTS_BODY ); if ( trace.fraction < 1.0f && trace.entityNum < ENTITYNUM_WORLD ) { gentity_t *traceEnt = &g_entities[trace.entityNum]; if ( traceEnt && traceEnt->health > 0 && traceEnt->client && traceEnt->client->playerTeam == pm->gent->client->enemyTeam && traceEnt->client->ps.groundEntityNum != ENTITYNUM_NONE ) { if ( !pm->ps->clientNum ) {//player if ( pm->gent ) {//set player enemy to traceEnt so he auto-aims at him pm->gent->enemy = traceEnt; } } return qtrue; } } return qfalse; } int PM_PickBackStab( void ) { if ( !pm->gent || !pm->gent->client ) { return LS_READY; } if ( pm->gent->client->NPC_class == CLASS_TAVION ) { return LS_A_BACKSTAB; } else if ( pm->gent->client->NPC_class == CLASS_DESANN ) { if ( pm->ps->saberMove == LS_READY || !Q_irand( 0, 3 ) ) { return LS_A_BACKSTAB; } else if ( pm->ps->pm_flags & PMF_DUCKED ) { return LS_A_BACK_CR; } else { return LS_A_BACK; } } else if ( pm->ps->saberAnimLevel == FORCE_LEVEL_2 ) {//using medium attacks if ( pm->ps->pm_flags & PMF_DUCKED ) { return LS_A_BACK_CR; } else { return LS_A_BACK; } } else { return LS_A_BACKSTAB; } } extern int PM_NPCSaberAttackFromQuad( int quad ); int PM_SaberFlipOverAttackMove( void ); int PM_AttackForEnemyPos( qboolean allowFB ) { int autoMove = -1; vec3_t enemy_org, enemyDir, faceFwd, faceRight, faceUp, facingAngles = {0, pm->ps->viewangles[YAW], 0}; AngleVectors( facingAngles, faceFwd, faceRight, faceUp ); //FIXME: predict enemy position? if ( pm->gent->enemy->client ) { VectorCopy( pm->gent->enemy->currentOrigin, enemy_org ); VectorSubtract( pm->gent->enemy->client->renderInfo.eyePoint, pm->ps->origin, enemyDir ); } else { if ( pm->gent->enemy->bmodel && VectorCompare( vec3_origin, pm->gent->enemy->currentOrigin ) ) {//a brush model without an origin brush vec3_t size; VectorSubtract( pm->gent->enemy->absmax, pm->gent->enemy->absmin, size ); VectorMA( pm->gent->enemy->absmin, 0.5, size, enemy_org ); } else { VectorCopy( pm->gent->enemy->currentOrigin, enemy_org ); } VectorSubtract( enemy_org, pm->ps->origin, enemyDir ); } float enemyDist = VectorNormalize( enemyDir ); float dot = DotProduct( enemyDir, faceFwd ); if ( dot > 0 ) {//enemy is in front if ( (!pm->ps->clientNum || PM_ControlledByPlayer()) && dot > 0.65f && pm->gent->enemy->client && PM_InKnockDownOnGround( &pm->gent->enemy->client->ps ) && enemyDir[2] <= 20 ) {//guy is on the ground below me, do a top-down attack return LS_A_T2B; } if ( allowFB ) {//directly in front anim allowed if ( enemyDist > 200 || pm->gent->enemy->health <= 0 ) {//hmm, look in back for an enemy if ( pm->ps->clientNum && !PM_ControlledByPlayer() ) {//player should never do this automatically if ( pm->gent && pm->gent->client && pm->gent->NPC && pm->gent->NPC->rank >= RANK_LT_JG && Q_irand( 0, pm->gent->NPC->rank ) > RANK_ENSIGN ) {//only fencers and higher can do this, higher rank does it more if ( PM_CheckEnemyInBack( 100 ) ) { return PM_PickBackStab(); } } } } //this is the default only if they're *right* in front... if ( (pm->ps->clientNum&&!PM_ControlledByPlayer()) || ((!pm->ps->clientNum||PM_ControlledByPlayer()) && cg.renderingThirdPerson && !cg.zoomMode) ) { if ( (pm->ps->saberAnimLevel == FORCE_LEVEL_2 || pm->ps->saberAnimLevel == FORCE_LEVEL_5)//using medium attacks or Tavion //&& !PM_InKnockDown( pm->ps ) && pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 //can force jump && !(pm->gent->flags&FL_LOCK_PLAYER_WEAPONS) // yes this locked weapons check also includes force powers, if we need a separate check later I'll make one && (pm->ps->groundEntityNum != ENTITYNUM_NONE||level.time-pm->ps->lastOnGround<=500) //on ground or just jumped && ( pm->ps->clientNum || pm->ps->legsAnim == BOTH_JUMP1 || pm->ps->legsAnim == BOTH_FORCEJUMP1 || pm->ps->legsAnim == BOTH_INAIR1 || pm->ps->legsAnim == BOTH_FORCEINAIR1 )//either an NPC or in a non-flip forward jump && ( (pm->ps->clientNum&&!PM_ControlledByPlayer()&&!Q_irand(0,2)) || pm->cmd.upmove || (pm->ps->pm_flags&PMF_JUMPING) ) )//jumping {//flip over-forward down-attack if ( (!pm->ps->clientNum||PM_ControlledByPlayer()) || (pm->gent->NPC && (pm->gent->NPC->rank==RANK_CREWMAN||pm->gent->NPC->rank>=RANK_LT) && !Q_irand(0, 2) ) ) {//only player or acrobat or boss and higher can do this if ( pm->gent->enemy->health > 0 && pm->gent->enemy->maxs[2] > 12 && (!pm->gent->enemy->client || !PM_InKnockDownOnGround( &pm->gent->enemy->client->ps ) ) && DistanceSquared( pm->gent->currentOrigin, enemy_org ) < 10000 && InFront( enemy_org, pm->gent->currentOrigin, facingAngles, 0.3f ) ) {//enemy must be close and in front return PM_SaberFlipOverAttackMove(); } } } } if ( pm->ps->clientNum && !PM_ControlledByPlayer()) {//NPC if ( pm->gent->NPC && pm->gent->NPC->rank >= RANK_LT_JG && ( pm->gent->NPC->rank == RANK_LT_JG || Q_irand( 0, pm->gent->NPC->rank ) >= RANK_ENSIGN ) //&& !PM_InKnockDown( pm->ps ) && ((pm->ps->saberAnimLevel == FORCE_LEVEL_1 && !Q_irand( 0, 2 )) ||(pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_DESANN && !Q_irand( 0, 4 ))) ) {//fencers and higher only - 33% chance of using lunge (desann 20% chance) autoMove = LS_A_LUNGE; } else { autoMove = LS_A_T2B; } } else {//player if ( pm->ps->saberAnimLevel == FORCE_LEVEL_1 //&& !PM_InKnockDown( pm->ps ) && (pm->ps->pm_flags&PMF_DUCKED||pm->cmd.upmove<0) ) {//ducking player autoMove = LS_A_LUNGE; } else { autoMove = LS_A_T2B; } } } else {//pick a random one if ( Q_irand( 0, 1 ) ) { autoMove = LS_A_TR2BL; } else { autoMove = LS_A_TL2BR; } } float dotR = DotProduct( enemyDir, faceRight ); if ( dotR > 0.35 ) {//enemy is to far right autoMove = LS_A_L2R; } else if ( dotR < -0.35 ) {//far left autoMove = LS_A_R2L; } else if ( dotR > 0.15 ) {//enemy is to near right autoMove = LS_A_TR2BL; } else if ( dotR < -0.15 ) {//near left autoMove = LS_A_TL2BR; } if ( DotProduct( enemyDir, faceUp ) > 0.5 ) {//enemy is above me if ( autoMove == LS_A_TR2BL ) { autoMove = LS_A_BL2TR; } else if ( autoMove == LS_A_TL2BR ) { autoMove = LS_A_BR2TL; } } } else if ( allowFB ) {//back attack allowed //if ( !PM_InKnockDown( pm->ps ) ) if ( !pm->gent->enemy->client || pm->gent->enemy->client->ps.groundEntityNum != ENTITYNUM_NONE ) { if ( dot < -0.75f && enemyDist < 128 && (pm->ps->saberAnimLevel == FORCE_LEVEL_1 || (pm->gent->client &&pm->gent->client->NPC_class == CLASS_TAVION&&Q_irand(0,2))) ) {//fast back-stab if ( !(pm->ps->pm_flags&PMF_DUCKED) && pm->cmd.upmove >= 0 ) {//can't do it while ducked? if ( (!pm->ps->clientNum||PM_ControlledByPlayer()) || (pm->gent->NPC && pm->gent->NPC->rank >= RANK_LT_JG) ) {//only fencers and above can do this autoMove = LS_A_BACKSTAB; } } } else if ( pm->ps->saberAnimLevel > FORCE_LEVEL_1 ) {//higher level back spin-attacks if ( (pm->ps->clientNum&&!PM_ControlledByPlayer()) || ((!pm->ps->clientNum||PM_ControlledByPlayer()) && cg.renderingThirdPerson && !cg.zoomMode) ) { if ( (pm->ps->pm_flags&PMF_DUCKED) || pm->cmd.upmove < 0 ) { autoMove = LS_A_BACK_CR; } else { autoMove = LS_A_BACK; } } } } } return autoMove; } int PM_SaberLungeAttackMove( void ) { vec3_t fwdAngles, jumpFwd; VectorCopy( pm->ps->viewangles, fwdAngles ); fwdAngles[PITCH] = fwdAngles[ROLL] = 0; //do the lunge AngleVectors( fwdAngles, jumpFwd, NULL, NULL ); VectorScale( jumpFwd, 150, pm->ps->velocity ); pm->ps->velocity[2] = 50; PM_AddEvent( EV_JUMP ); return LS_A_LUNGE; } int PM_SaberJumpAttackMove( void ) { vec3_t fwdAngles, jumpFwd; VectorCopy( pm->ps->viewangles, fwdAngles ); fwdAngles[PITCH] = fwdAngles[ROLL] = 0; AngleVectors( fwdAngles, jumpFwd, NULL, NULL ); VectorScale( jumpFwd, 200, pm->ps->velocity ); pm->ps->velocity[2] = 180; pm->ps->forceJumpZStart = pm->ps->origin[2];//so we don't take damage if we land at same height pm->ps->pm_flags |= PMF_JUMPING|PMF_SLOW_MO_FALL; //FIXME: NPCs yell? PM_AddEvent( EV_JUMP ); G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/weapons/force/jump.wav" ); pm->cmd.upmove = 0; return LS_A_JUMP_T__B_; } int PM_SaberFlipOverAttackMove( void ) { //FIXME: check above for room enough to jump! //FIXME: while in this jump, keep velocity[2] at a minimum until the end of the anim vec3_t fwdAngles, jumpFwd; VectorCopy( pm->ps->viewangles, fwdAngles ); fwdAngles[PITCH] = fwdAngles[ROLL] = 0; AngleVectors( fwdAngles, jumpFwd, NULL, NULL ); VectorScale( jumpFwd, 150, pm->ps->velocity ); pm->ps->velocity[2] = 250; //250 is normalized for a standing enemy at your z level, about 64 tall... adjust for actual maxs[2]-mins[2] of enemy and for zdiff in origins if ( pm->gent && pm->gent->enemy ) { //go higher for taller enemies pm->ps->velocity[2] *= (pm->gent->enemy->maxs[2]-pm->gent->enemy->mins[2])/64.0f; //go higher for enemies higher than you, lower for those lower than you float zDiff = pm->gent->enemy->currentOrigin[2] - pm->ps->origin[2]; pm->ps->velocity[2] += (zDiff)*1.5f; //clamp to decent-looking values //FIXME: still jump too low sometimes if ( zDiff <= 0 && pm->ps->velocity[2] < 200 ) {//if we're on same level, don't let me jump so low, I clip into the ground pm->ps->velocity[2] = 200; } else if ( pm->ps->velocity[2] < 50 ) { pm->ps->velocity[2] = 50; } else if ( pm->ps->velocity[2] > 400 ) { pm->ps->velocity[2] = 400; } } pm->ps->forceJumpZStart = pm->ps->origin[2];//so we don't take damage if we land at same height pm->ps->pm_flags |= PMF_JUMPING|PMF_SLOW_MO_FALL; //FIXME: NPCs yell? PM_AddEvent( EV_JUMP ); G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/weapons/force/jump.wav" ); pm->cmd.upmove = 0; //FIXME: don't allow this to land on other people pm->gent->angle = pm->ps->viewangles[YAW];//so we know what yaw we started this at if ( Q_irand( 0, 1 ) ) { return LS_A_FLIP_STAB; } else { return LS_A_FLIP_SLASH; } } int PM_SaberAttackForMovement( int forwardmove, int rightmove, int move ) { if ( rightmove > 0 ) {//moving right if ( forwardmove > 0 ) {//forward right = TL2BR slash return LS_A_TL2BR; } else if ( forwardmove < 0 ) {//backward right = BL2TR uppercut return LS_A_BL2TR; } else {//just right is a left slice return LS_A_L2R; } } else if ( rightmove < 0 ) {//moving left if ( forwardmove > 0 ) {//forward left = TR2BL slash return LS_A_TR2BL; } else if ( forwardmove < 0 ) {//backward left = BR2TL uppercut return LS_A_BR2TL; } else {//just left is a right slice return LS_A_R2L; } } else {//not moving left or right if ( forwardmove > 0 ) {//forward= T2B slash if ( pm->gent && pm->gent->enemy && pm->gent->enemy->client ) {//I have an active enemy if ( !pm->ps->clientNum || PM_ControlledByPlayer() ) {//a player who is running at an enemy //if the enemy is not a jedi, don't use top-down, pick a diagonal or side attack if ( pm->gent->enemy->s.weapon != WP_SABER && g_saberAutoAim->integer ) { int autoMove = PM_AttackForEnemyPos( qfalse ); if ( autoMove != -1 ) { return autoMove; } } } if ( (pm->ps->clientNum&&!PM_ControlledByPlayer()) || ((!pm->ps->clientNum||PM_ControlledByPlayer()) && cg.renderingThirdPerson && !cg.zoomMode) ) { if ( (pm->ps->saberAnimLevel == FORCE_LEVEL_2 || pm->ps->saberAnimLevel == FORCE_LEVEL_5)//using medium attacks or Tavion //&& !PM_InKnockDown( pm->ps ) && pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 //can force jump && !(pm->gent->flags&FL_LOCK_PLAYER_WEAPONS) // yes this locked weapons check also includes force powers, if we need a separate check later I'll make one && (pm->ps->groundEntityNum != ENTITYNUM_NONE||level.time-pm->ps->lastOnGround<=500) //on ground or just jumped && ( pm->ps->clientNum || pm->ps->legsAnim == BOTH_JUMP1 || pm->ps->legsAnim == BOTH_FORCEJUMP1 || pm->ps->legsAnim == BOTH_INAIR1 || pm->ps->legsAnim == BOTH_FORCEINAIR1 )//either an NPC or in a non-flip forward jump && ((pm->ps->clientNum&&!PM_ControlledByPlayer()&&!Q_irand(0,2))||pm->cmd.upmove>0||pm->ps->pm_flags&PMF_JUMPING))//jumping {//flip over-forward down-attack if ( (!pm->ps->clientNum||PM_ControlledByPlayer()) || (pm->gent->NPC && (pm->gent->NPC->rank==RANK_CREWMAN||pm->gent->NPC->rank>=RANK_LT) && !Q_irand(0, 2) ) ) {//only player or acrobat or boss and higher can do this vec3_t fwdAngles = {0,pm->ps->viewangles[YAW],0}; if ( pm->gent->enemy->health > 0 && pm->gent->enemy->maxs[2] > 12 && (!pm->gent->enemy->client || !PM_InKnockDownOnGround( &pm->gent->enemy->client->ps ) ) && DistanceSquared( pm->gent->currentOrigin, pm->gent->enemy->currentOrigin ) < 10000 && InFront( pm->gent->enemy->currentOrigin, pm->gent->currentOrigin, fwdAngles, 0.3f ) ) {//enemy must be alive, not low to ground, close and in front return PM_SaberFlipOverAttackMove(); } } } } } if ( (pm->ps->clientNum&&!PM_ControlledByPlayer()) || ((!pm->ps->clientNum||PM_ControlledByPlayer()) && cg.renderingThirdPerson && !cg.zoomMode) ) { if ( (pm->ps->saberAnimLevel == FORCE_LEVEL_1 || (pm->gent&&pm->gent->client&&pm->gent->client->NPC_class == CLASS_DESANN && !Q_irand( 0, 2 ))) //&& !PM_InKnockDown( pm->ps ) && (pm->cmd.upmove < 0 || pm->ps->pm_flags&PMF_DUCKED) && (pm->ps->legsAnim == BOTH_STAND2||pm->ps->legsAnim == BOTH_SABERFAST_STANCE||pm->ps->legsAnim == BOTH_SABERSLOW_STANCE||level.time-pm->ps->lastStationary<=500) ) {//not moving (or just started), ducked and using fast attacks if ( (!pm->ps->clientNum||PM_ControlledByPlayer()) || ( pm->gent && pm->gent->NPC && pm->gent->NPC->rank >= RANK_LT_JG && ( pm->gent->NPC->rank == RANK_LT_JG || Q_irand( 0, pm->gent->NPC->rank ) >= RANK_ENSIGN ) && !Q_irand( 0, 3-g_spskill->integer ) ) ) {//only player or fencer and higher can do this return PM_SaberLungeAttackMove(); } } } if ( pm->ps->clientNum && !PM_ControlledByPlayer() ) { if ( (pm->ps->saberAnimLevel == FORCE_LEVEL_3 || (pm->gent&&pm->gent->client&&pm->gent->client->NPC_class == CLASS_DESANN && !Q_irand( 0, 1 )))//using strong attacks //&& !PM_InKnockDown( pm->ps ) && pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 //can force jump && pm->gent && !(pm->gent->flags&FL_LOCK_PLAYER_WEAPONS) // yes this locked weapons check also includes force powers, if we need a separate check later I'll make one && (pm->ps->groundEntityNum != ENTITYNUM_NONE||level.time-pm->ps->lastOnGround<=500) //on ground or just jumped (if not player) //&& (pm->ps->legsAnim == BOTH_STAND2||pm->ps->legsAnim == BOTH_SABERFAST_STANCE||pm->ps->legsAnim == BOTH_SABERSLOW_STANCE||level.time-pm->ps->lastStationary<=500)//standing or just started moving && (pm->cmd.upmove||pm->ps->pm_flags&PMF_JUMPING))//jumping {//strong attack: jump-hack if ( //!pm->ps->clientNum || (pm->gent && pm->gent->NPC && !PM_ControlledByPlayer() && (pm->gent->NPC->rank==RANK_CREWMAN||pm->gent->NPC->rank>=RANK_LT) ) ) {//only player or acrobat or boss and higher can do this return PM_SaberJumpAttackMove(); } } } return LS_A_T2B; } else if ( forwardmove < 0 ) {//backward= T2B slash//B2T uppercut? if ( (pm->ps->clientNum&&!PM_ControlledByPlayer()) || ((!pm->ps->clientNum||PM_ControlledByPlayer()) && cg.renderingThirdPerson && !cg.zoomMode) ) { //if ( !PM_InKnockDown( pm->ps ) ) { if ( pm->gent && pm->gent->enemy ) {//FIXME: or just trace for a valid enemy standing behind me? And no enemy in front? vec3_t enemyDir, faceFwd, facingAngles = {0, pm->ps->viewangles[YAW], 0}; AngleVectors( facingAngles, faceFwd, NULL, NULL ); VectorSubtract( pm->gent->enemy->currentOrigin, pm->ps->origin, enemyDir ); float dot = DotProduct( enemyDir, faceFwd ); if ( dot < 0 ) {//enemy is behind me if ( dot < -0.75f && DistanceSquared( pm->gent->currentOrigin, pm->gent->enemy->currentOrigin ) < 16384//128 squared && (pm->ps->saberAnimLevel == FORCE_LEVEL_1 || (pm->gent->client &&pm->gent->client->NPC_class == CLASS_TAVION&&Q_irand(0,1))) ) {//fast attacks and Tavion if ( !(pm->ps->pm_flags&PMF_DUCKED) && pm->cmd.upmove >= 0 ) {//can't do it while ducked? if ( (!pm->ps->clientNum||PM_ControlledByPlayer()) || (pm->gent->NPC && pm->gent->NPC->rank >= RANK_LT_JG) ) {//only fencers and above can do this return LS_A_BACKSTAB; } } } else if ( pm->ps->saberAnimLevel > FORCE_LEVEL_1 ) {//medium and higher attacks if ( (pm->ps->pm_flags&PMF_DUCKED) || pm->cmd.upmove < 0 ) { return LS_A_BACK_CR; } else { return LS_A_BACK; } } } else {//enemy in front float enemyDistSq = DistanceSquared( pm->gent->currentOrigin, pm->gent->enemy->currentOrigin ); if ( (pm->ps->saberAnimLevel == FORCE_LEVEL_1||pm->gent->client->NPC_class==CLASS_TAVION||(pm->gent->client->NPC_class==CLASS_DESANN&&!Q_irand(0,3))) && enemyDistSq > 16384 || pm->gent->enemy->health <= 0 )//128 squared {//my enemy is pretty far in front of me and I'm using fast attacks if ( (!pm->ps->clientNum||PM_ControlledByPlayer()) || ( pm->gent && pm->gent->client && pm->gent->NPC && pm->gent->NPC->rank >= RANK_LT_JG && Q_irand( 0, pm->gent->NPC->rank ) > RANK_ENSIGN ) ) {//only fencers and higher can do this, higher rank does it more if ( PM_CheckEnemyInBack( 128 ) ) { return PM_PickBackStab(); } } } else if ( (pm->ps->saberAnimLevel >= FORCE_LEVEL_2 || pm->gent->client->NPC_class == CLASS_DESANN) && enemyDistSq > 40000 || pm->gent->enemy->health <= 0 )//200 squared {//enemy is very faw away and I'm using medium/strong attacks if ( (!pm->ps->clientNum||PM_ControlledByPlayer()) || ( pm->gent && pm->gent->client && pm->gent->NPC && pm->gent->NPC->rank >= RANK_LT_JG && Q_irand( 0, pm->gent->NPC->rank ) > RANK_ENSIGN ) ) {//only fencers and higher can do this, higher rank does it more if ( PM_CheckEnemyInBack( 164 ) ) { return PM_PickBackStab(); } } } } } else {//no current enemy if ( (!pm->ps->clientNum||PM_ControlledByPlayer()) && pm->gent && pm->gent->client ) {//only player if ( PM_CheckEnemyInBack( 128 ) ) { return PM_PickBackStab(); } } } } } //else just swing down return LS_A_T2B; } else if ( PM_SaberInBounce( move ) ) {//bounces should go to their default attack if you don't specify a direction but are attacking int newmove; if ( pm->ps->clientNum && !PM_ControlledByPlayer() && Q_irand( 0, 3 ) ) {//use NPC random newmove = PM_NPCSaberAttackFromQuad( saberMoveData[move].endQuad ); } else {//player uses chain-attack newmove = saberMoveData[move].chain_attack; } if ( PM_SaberKataDone( move, newmove ) ) { return saberMoveData[move].chain_idle; } else { return newmove; } } else if ( PM_SaberInKnockaway( move ) ) {//bounces should go to their default attack if you don't specify a direction but are attacking int newmove; if ( pm->ps->clientNum && !PM_ControlledByPlayer() && Q_irand( 0, 3 ) ) {//use NPC random newmove = PM_NPCSaberAttackFromQuad( saberMoveData[move].endQuad ); } else { if ( pm->ps->saberAnimLevel == FORCE_LEVEL_1 || pm->ps->saberAnimLevel == FORCE_LEVEL_5 ) {//player is in fast attacks, so come right back down from the same spot newmove = PM_AttackMoveForQuad( saberMoveData[move].endQuad ); } else {//use a transition to wrap to another attack from a different dir newmove = saberMoveData[move].chain_attack; } } if ( PM_SaberKataDone( move, newmove ) ) { return saberMoveData[move].chain_idle; } else { return newmove; } } else if ( move == LS_READY || move == LS_A_FLIP_STAB || move == LS_A_FLIP_SLASH ) {//Not moving at all, shouldn't have gotten here...? if ( pm->ps->clientNum || g_saberAutoAim->integer ) {//auto-aim if ( pm->gent && pm->gent->enemy ) {//based on enemy position, pick a proper attack int autoMove = PM_AttackForEnemyPos( qtrue ); if ( autoMove != -1 ) { return autoMove; } } else if ( fabs(pm->ps->viewangles[0]) > 30 ) {//looking far up or far down uses the top to bottom attack, presuming you want a vertical attack return LS_A_T2B; } } else {//for now, just pick a random attack return Q_irand( LS_A_TL2BR, LS_A_T2B ); } } } //FIXME: pick a return? return LS_NONE; } int PM_SaberAnimTransitionAnim( int curmove, int newmove ) { //FIXME: take FP_SABER_OFFENSE into account here somehow? int retmove = newmove; if ( curmove == LS_READY ) {//just standing there switch ( newmove ) { case LS_A_TL2BR: case LS_A_L2R: case LS_A_BL2TR: case LS_A_BR2TL: case LS_A_R2L: case LS_A_TR2BL: case LS_A_T2B: //transition is the start retmove = LS_S_TL2BR + (newmove-LS_A_TL2BR); break; } } else { switch ( newmove ) { //transitioning to ready pose case LS_READY: switch ( curmove ) { //transitioning from an attack case LS_A_TL2BR: case LS_A_L2R: case LS_A_BL2TR: case LS_A_BR2TL: case LS_A_R2L: case LS_A_TR2BL: case LS_A_T2B: //transition is the return retmove = LS_R_TL2BR + (newmove-LS_A_TL2BR); break; } break; //transitioning to an attack case LS_A_TL2BR: case LS_A_L2R: case LS_A_BL2TR: case LS_A_BR2TL: case LS_A_R2L: case LS_A_TR2BL: case LS_A_T2B: if ( newmove == curmove ) {//FIXME: need a spin or something or go to next level, but for now, just play the return //going into another attack... //allow endless chaining in level 1 attacks, several in level 2 and only one or a few in level 3 //FIXME: don't let strong attacks chain to an attack in the opposite direction ( > 45 degrees?) if ( PM_SaberKataDone( curmove, newmove ) ) {//done with this kata, must return to ready before attack again retmove = LS_R_TL2BR + (newmove-LS_A_TL2BR); } else {//okay to chain to another attack retmove = transitionMove[saberMoveData[curmove].endQuad][saberMoveData[newmove].startQuad]; } } else if ( saberMoveData[curmove].endQuad == saberMoveData[newmove].startQuad ) {//new move starts from same quadrant retmove = newmove; } else { switch ( curmove ) { //transitioning from an attack case LS_A_TL2BR: case LS_A_L2R: case LS_A_BL2TR: case LS_A_BR2TL: case LS_A_R2L: case LS_A_TR2BL: case LS_A_T2B: case LS_D1_BR: case LS_D1__R: case LS_D1_TR: case LS_D1_T_: case LS_D1_TL: case LS_D1__L: case LS_D1_BL: case LS_D1_B_: retmove = transitionMove[saberMoveData[curmove].endQuad][saberMoveData[newmove].startQuad]; break; //transitioning from a return case LS_R_TL2BR: case LS_R_L2R: case LS_R_BL2TR: case LS_R_BR2TL: case LS_R_R2L: case LS_R_TR2BL: case LS_R_T2B: //transitioning from a bounce /* case LS_BOUNCE_UL2LL: case LS_BOUNCE_LL2UL: case LS_BOUNCE_L2LL: case LS_BOUNCE_L2UL: case LS_BOUNCE_UR2LR: case LS_BOUNCE_LR2UR: case LS_BOUNCE_R2LR: case LS_BOUNCE_R2UR: case LS_BOUNCE_TOP: case LS_OVER_UR2UL: case LS_OVER_UL2UR: case LS_BOUNCE_UR: case LS_BOUNCE_UL: case LS_BOUNCE_LR: case LS_BOUNCE_LL: */ //transitioning from a parry/reflection/knockaway/broken parry case LS_PARRY_UP: case LS_PARRY_UR: case LS_PARRY_UL: case LS_PARRY_LR: case LS_PARRY_LL: case LS_REFLECT_UP: case LS_REFLECT_UR: case LS_REFLECT_UL: case LS_REFLECT_LR: case LS_REFLECT_LL: case LS_K1_T_: case LS_K1_TR: case LS_K1_TL: case LS_K1_BR: case LS_K1_BL: case LS_V1_BR: case LS_V1__R: case LS_V1_TR: case LS_V1_T_: case LS_V1_TL: case LS_V1__L: case LS_V1_BL: case LS_V1_B_: case LS_H1_T_: case LS_H1_TR: case LS_H1_TL: case LS_H1_BR: case LS_H1_BL: retmove = transitionMove[saberMoveData[curmove].endQuad][saberMoveData[newmove].startQuad]; break; //NB: transitioning from transitions is fine } } break; //transitioning to any other anim is not supported } } if ( retmove == LS_NONE ) { return newmove; } return retmove; } /* ------------------------- PM_LegsAnimForFrame Returns animNumber for current frame ------------------------- */ int PM_LegsAnimForFrame( gentity_t *ent, int legsFrame ) { //Must be a valid client if ( ent->client == NULL ) return -1; //Must have a file index entry if( ValidAnimFileIndex( ent->client->clientInfo.animFileIndex ) == qfalse ) return -1; animation_t *animations = level.knownAnimFileSets[ent->client->clientInfo.animFileIndex].animations; for ( int animation = 0; animation < FACE_TALK1; animation++ ) { if ( animation >= TORSO_DROPWEAP1 && animation < LEGS_WALKBACK1 ) {//not a possible legs anim continue; } if ( animations[animation].firstFrame > legsFrame ) {//This anim starts after this frame continue; } if ( animations[animation].firstFrame + animations[animation].numFrames < legsFrame ) {//This anim ends before this frame continue; } //else, must be in this anim! return animation; } //Not in ANY torsoAnim? SHOULD NEVER HAPPEN // assert(0); return -1; } int PM_ValidateAnimRange( int startFrame, int endFrame, float animSpeed ) {//given a startframe and endframe, see if that lines up with any known animation animation_t *animations = level.knownAnimFileSets[0].animations; for ( int anim = 0; anim < MAX_ANIMATIONS; anim++ ) { if ( animSpeed < 0 ) {//playing backwards if ( animations[anim].firstFrame == endFrame ) { if ( animations[anim].numFrames + animations[anim].firstFrame == startFrame ) { //Com_Printf( "valid reverse anim: %s\n", animTable[anim].name ); return anim; } } } else {//playing forwards if ( animations[anim].firstFrame == startFrame ) {//This anim starts on this frame if ( animations[anim].firstFrame + animations[anim].numFrames == endFrame ) {//This anim ends on this frame //Com_Printf( "valid forward anim: %s\n", animTable[anim].name ); return anim; } } } //else, must not be this anim! } //Not in ANY anim? SHOULD NEVER HAPPEN Com_Printf( "invalid anim range %d to %d, speed %4.2f\n", startFrame, endFrame, animSpeed ); return -1; } /* ------------------------- PM_TorsoAnimForFrame Returns animNumber for current frame ------------------------- */ int PM_TorsoAnimForFrame( gentity_t *ent, int torsoFrame ) { //Must be a valid client if ( ent->client == NULL ) return -1; //Must have a file index entry if( ValidAnimFileIndex( ent->client->clientInfo.animFileIndex ) == qfalse ) return -1; animation_t *animations = level.knownAnimFileSets[ent->client->clientInfo.animFileIndex].animations; for ( int animation = 0; animation < LEGS_WALKBACK1; animation++ ) { if ( animations[animation].firstFrame > torsoFrame ) {//This anim starts after this frame continue; } if ( animations[animation].firstFrame + animations[animation].numFrames < torsoFrame ) {//This anim ends before this frame continue; } //else, must be in this anim! return animation; } //Not in ANY torsoAnim? SHOULD NEVER HAPPEN // assert(0); return -1; } qboolean PM_FinishedCurrentLegsAnim( gentity_t *self ) { int junk, curFrame; float currentFrame, animSpeed; if ( !self->client ) { return qtrue; } gi.G2API_GetBoneAnimIndex( &self->ghoul2[self->playerModel], self->rootBone, (cg.time?cg.time:level.time), ¤tFrame, &junk, &junk, &junk, &animSpeed, NULL ); curFrame = floor( currentFrame ); int legsAnim = self->client->ps.legsAnim; animation_t *animations = level.knownAnimFileSets[self->client->clientInfo.animFileIndex].animations; if ( curFrame >= animations[legsAnim].firstFrame + (animations[legsAnim].numFrames - 2) ) { return qtrue; } return qfalse; } /* ------------------------- PM_HasAnimation ------------------------- */ qboolean PM_HasAnimation( gentity_t *ent, int animation ) { //Must be a valid client if ( !ent || ent->client == NULL ) return qfalse; //must be a valid anim number if ( animation < 0 || animation >= MAX_ANIMATIONS ) { return qfalse; } //Must have a file index entry if( ValidAnimFileIndex( ent->client->clientInfo.animFileIndex ) == qfalse ) return qfalse; animation_t *animations = level.knownAnimFileSets[ent->client->clientInfo.animFileIndex].animations; //No frames, no anim if ( animations[animation].numFrames == 0 ) return qfalse; //Has the sequence return qtrue; } int PM_PickAnim( gentity_t *self, int minAnim, int maxAnim ) { int anim; int count = 0; if ( !self ) { return Q_irand(minAnim, maxAnim); } do { anim = Q_irand(minAnim, maxAnim); count++; } while ( !PM_HasAnimation( self, anim ) && count < 1000 ); return anim; } /* ------------------------- PM_AnimLength ------------------------- */ int PM_AnimLength( int index, animNumber_t anim ) { if ( ValidAnimFileIndex( index ) == false ) return 0; return level.knownAnimFileSets[index].animations[anim].numFrames * fabs(level.knownAnimFileSets[index].animations[anim].frameLerp); } /* ------------------------- PM_SetLegsAnimTimer ------------------------- */ void PM_SetLegsAnimTimer( gentity_t *ent, int *legsAnimTimer, int time ) { *legsAnimTimer = time; if ( *legsAnimTimer < 0 && time != -1 ) {//Cap timer to 0 if was counting down, but let it be -1 if that was intentional *legsAnimTimer = 0; } if ( !*legsAnimTimer && ent && Q3_TaskIDPending( ent, TID_ANIM_LOWER ) ) {//Waiting for legsAnimTimer to complete, and it just got set to zero if ( !Q3_TaskIDPending( ent, TID_ANIM_BOTH) ) {//Not waiting for top Q3_TaskIDComplete( ent, TID_ANIM_LOWER ); } else {//Waiting for both to finish before complete Q3_TaskIDClear( &ent->taskID[TID_ANIM_LOWER] );//Bottom is done, regardless if ( !Q3_TaskIDPending( ent, TID_ANIM_UPPER) ) {//top is done and we're done Q3_TaskIDComplete( ent, TID_ANIM_BOTH ); } } } } /* ------------------------- PM_SetTorsoAnimTimer ------------------------- */ void PM_SetTorsoAnimTimer( gentity_t *ent, int *torsoAnimTimer, int time ) { *torsoAnimTimer = time; if ( *torsoAnimTimer < 0 && time != -1 ) {//Cap timer to 0 if was counting down, but let it be -1 if that was intentional *torsoAnimTimer = 0; } if ( !*torsoAnimTimer && ent && Q3_TaskIDPending( ent, TID_ANIM_UPPER ) ) {//Waiting for torsoAnimTimer to complete, and it just got set to zero if ( !Q3_TaskIDPending( ent, TID_ANIM_BOTH) ) {//Not waiting for bottom Q3_TaskIDComplete( ent, TID_ANIM_UPPER ); } else {//Waiting for both to finish before complete Q3_TaskIDClear( &ent->taskID[TID_ANIM_UPPER] );//Top is done, regardless if ( !Q3_TaskIDPending( ent, TID_ANIM_LOWER) ) {//lower is done and we're done Q3_TaskIDComplete( ent, TID_ANIM_BOTH ); } } } } extern qboolean PM_SpinningSaberAnim( int anim ); extern float saberAnimSpeedMod[NUM_FORCE_POWER_LEVELS]; void PM_SaberStartTransAnim( int saberAnimLevel, int anim, float *animSpeed, gentity_t *gent ) { if ( g_saberAnimSpeed->value != 1.0f ) { if ( anim >= BOTH_A1_T__B_ && anim <= BOTH_CROUCHATTACKBACK1 ) { *animSpeed *= g_saberAnimSpeed->value; } } if ( gent && gent->NPC && gent->NPC->rank == RANK_CIVILIAN ) {//grunt reborn if ( anim >= BOTH_A1_T__B_ && anim <= BOTH_R1_TR_S1 ) {//his fast attacks are slower if ( !PM_SpinningSaberAnim( anim ) ) { *animSpeed *= 0.75; } return; } } if ( ( anim >= BOTH_T1_BR__R && anim <= BOTH_T1_BL_TL ) || ( anim >= BOTH_T3_BR__R && anim <= BOTH_T3_BL_TL ) || ( anim >= BOTH_T5_BR__R && anim <= BOTH_T5_BL_TL ) ) { if ( saberAnimLevel == FORCE_LEVEL_1 || saberAnimLevel == FORCE_LEVEL_5 ) {//FIXME: should not be necc for FORCE_LEVEL_1's *animSpeed *= 1.5; } else if ( saberAnimLevel == FORCE_LEVEL_3 ) { *animSpeed *= 0.75; } } } /* void PM_SaberStartTransAnim( int anim, int entNum, int saberOffenseLevel, float *animSpeed ) { //check starts if ( ( anim >= BOTH_S1_S1_T_ && anim <= BOTH_S1_S1_TR ) || ( anim >= BOTH_S1_S1_T_ && anim <= BOTH_S1_S1_TR ) || ( anim >= BOTH_S3_S1_T_ && anim <= BOTH_S3_S1_TR ) ) { if ( entNum == 0 ) { *animSpeed *= saberAnimSpeedMod[FORCE_LEVEL_3]; } else { *animSpeed *= saberAnimSpeedMod[saberOffenseLevel]; } } //Check transitions else if ( PM_SpinningSaberAnim( anim ) ) {//spins stay normal speed return; } else if ( ( anim >= BOTH_T1_BR__R && anim <= BOTH_T1_BL_TL ) || ( anim >= BOTH_T2_BR__R && anim <= BOTH_T2_BL_TL ) || ( anim >= BOTH_T3_BR__R && anim <= BOTH_T3_BL_TL ) ) {//slow down the transitions if ( entNum == 0 && saberOffenseLevel <= FORCE_LEVEL_2 ) { *animSpeed *= saberAnimSpeedMod[saberOffenseLevel]; } else { *animSpeed *= saberAnimSpeedMod[saberOffenseLevel]/2.0f; } } return; } */ extern qboolean player_locked; extern qboolean MatrixMode; float PM_GetTimeScaleMod( gentity_t *gent ) { if ( g_timescale->value ) { if ( !MatrixMode ) { if ( gent && gent->s.clientNum == 0 && !player_locked && gent->client->ps.forcePowersActive&(1<value); } else if ( gent && gent->client && (gent->client->NPC_class == CLASS_TAVION||gent->client->NPC_class == CLASS_DESANN) && gent->client->ps.forcePowersActive&(1<value); } } } return 1.0f; } /* ------------------------- PM_SetAnimFinal ------------------------- */ #define G2_DEBUG_TIMING (0) void PM_SetAnimFinal(int *torsoAnim,int *legsAnim, int setAnimParts,int anim,int setAnimFlags, int *torsoAnimTimer,int *legsAnimTimer, gentity_t *gent,int blendTime) // default blendTime=350 { if(!ValidAnimFileIndex(gent->client->clientInfo.animFileIndex)) { return; } if ( anim < 0 || anim >= MAX_ANIMATIONS ) { assert( 0&&"anim out of range!!!" ); #ifndef FINAL_BUILD G_Error( "%s tried to play invalid anim %d\n", gent->NPC_type, anim ); #endif return; } animation_t *animations = level.knownAnimFileSets[gent->client->clientInfo.animFileIndex].animations; float timeScaleMod = PM_GetTimeScaleMod( gent ); float animSpeed, oldAnimSpeed; int actualTime = (cg.time?cg.time:level.time); if ( gent && gent->client ) {//lower offensive skill slows down the saber start attack animations PM_SaberStartTransAnim( gent->client->ps.saberAnimLevel, anim, &timeScaleMod, gent ); // PM_SaberStartTransAnim( anim, gent->s.number, gent->client->ps.forcePowerLevel[FP_SABER_OFFENSE], &timeScaleMod ); } // Set torso anim if (setAnimParts & SETANIM_TORSO) { // or if a more important anim is running if( !(setAnimFlags & SETANIM_FLAG_OVERRIDE) && ((*torsoAnimTimer > 0)||(*torsoAnimTimer == -1)) ) { goto setAnimLegs; } if ( !PM_HasAnimation( gent, anim ) ) { if ( g_ICARUSDebug->integer >= 3 ) { //gi.Printf(S_COLOR_RED"SET_ANIM_UPPER ERROR: anim %s does not exist in this model (%s)!\n", animTable[anim].name, ((gent!=NULL&&gent->client!=NULL) ? gent->client->renderInfo.torsoModelName : "unknown") ); } goto setAnimLegs; } // animSpeed is 1.0 if the frameLerp (ms/frame) is 50 (20 fps). animSpeed = oldAnimSpeed = 50.0f / animations[anim].frameLerp * timeScaleMod; if ( gi.G2API_HaveWeGhoul2Models(gent->ghoul2) && gent->lowerLumbarBone != -1 )//gent->upperLumbarBone {//see if we need to tell ghoul2 to play it again because of a animSpeed change int blah; float junk; if (!gi.G2API_GetBoneAnimIndex( &gent->ghoul2[gent->playerModel], gent->lowerLumbarBone, actualTime, &junk, &blah, &blah, &blah, &oldAnimSpeed, NULL )) { animSpeed = oldAnimSpeed; } } if ( oldAnimSpeed == animSpeed ) {//animSpeed has not changed // Don't reset if it's already running the anim if( !(setAnimFlags & SETANIM_FLAG_RESTART) && *torsoAnim == anim ) { goto setAnimLegs; } } *torsoAnim = anim; // lets try and run a ghoul2 animation if we have a ghoul2 model on this guy if (gi.G2API_HaveWeGhoul2Models(gent->ghoul2)) { if ( gent->lowerLumbarBone != -1 )//gent->upperLumbarBone { int startFrame, endFrame; if ( cg_debugAnim.integer == 3 || (!gent->s.number && cg_debugAnim.integer == 1) || (gent->s.number && cg_debugAnim.integer == 2) ) { Com_Printf("Time=%d: %s TORSO anim %d %s\n", actualTime, gent->targetname, anim, animTable[anim].name ); } // we have a ghoul2 model - animate it? // don't bother if the animation is missing if (!animations[anim].numFrames) { // remove it if we already have an animation on this bone if (gi.G2API_GetAnimRange(&gent->ghoul2[gent->playerModel], "lower_lumbar", &startFrame, &endFrame))//"upper_lumbar" { #if G2_DEBUG_TIMING Com_Printf( "tstop %d\n", cg.time ); #endif gi.G2API_StopBoneAnimIndex( &gent->ghoul2[gent->playerModel], gent->lowerLumbarBone );//gent->upperLumbarBone if ( gent->motionBone != -1 ) { gi.G2API_StopBoneAnimIndex( &gent->ghoul2[gent->playerModel], gent->motionBone ); } } } else { // before we do this, lets see if this animation is one the legs are already playing? int animFlags = BONE_ANIM_OVERRIDE_FREEZE; if (animations[anim].loopFrames != -1) { animFlags = BONE_ANIM_OVERRIDE_LOOP; } //HACKHACKHACK - need some better way of not lerping between something like a spin/flip and a death, etc. if ( blendTime > 0 ) { animFlags |= BONE_ANIM_BLEND; } //HACKHACKHACK //qboolean animatingLegs = gi.G2API_GetAnimRange(&gent->ghoul2[gent->playerModel], "model_root", &startFrame, &endFrame); float currentFrame, legAnimSpeed, firstFrame, lastFrame; int flags; qboolean animatingLegs = gi.G2API_GetBoneAnimIndex(&gent->ghoul2[gent->playerModel], gent->rootBone, actualTime, ¤tFrame, &startFrame, &endFrame, &flags, &legAnimSpeed, NULL ); if ( g_synchSplitAnims->integer && !(setAnimFlags & SETANIM_FLAG_RESTART) && animatingLegs && (animations[anim].firstFrame == startFrame) && (legAnimSpeed == animSpeed )//|| oldAnimSpeed != animSpeed) && (((animations[anim].numFrames ) + animations[anim].firstFrame) == endFrame)) {//if we're playing this *exact* anim (speed check should fix problems with anims that play other anims backwards) on the legs already andwe're not restarting the anim, then match the legs' frame if ( 0 ) {//just stop it gi.G2API_StopBoneAnimIndex( &gent->ghoul2[gent->playerModel], gent->lowerLumbarBone );//gent->upperLumbarBone gi.G2API_StopBoneAnimIndex( &gent->ghoul2[gent->playerModel], gent->motionBone );//gent->upperLumbarBone } else {//try to synch it // assert((currentFrame <=endFrame) && (currentFrame>=startFrame)); // yes, its the same animation, so work out where we are in the leg anim, and blend us #if G2_DEBUG_TIMING Com_Printf("tlegb %d %d %d %4.2f %4.2f %d\n", actualTime, animations[anim].firstFrame, (animations[anim].numFrames )+ animations[anim].firstFrame, legAnimSpeed, currentFrame, blendTime); #endif^ if ( oldAnimSpeed != animSpeed && ((oldAnimSpeed>0&&animSpeed>0) || (oldAnimSpeed<0&&animSpeed<0)) ) {//match the new speed, actually legAnimSpeed = animSpeed; } if ( legAnimSpeed < 0 ) {//play anim backwards lastFrame = animations[anim].firstFrame;// -1; firstFrame = (animations[anim].numFrames) + animations[anim].firstFrame;// -1) + animations[anim].firstFrame; } else { firstFrame = animations[anim].firstFrame; lastFrame = (animations[anim].numFrames ) + animations[anim].firstFrame; } gi.G2API_SetBoneAnimIndex(&gent->ghoul2[gent->playerModel], gent->lowerLumbarBone, //gent->upperLumbarBone firstFrame, lastFrame, animFlags, legAnimSpeed, actualTime, currentFrame, blendTime); if ( gent->motionBone != -1 ) { gi.G2API_SetBoneAnimIndex(&gent->ghoul2[gent->playerModel], gent->motionBone, firstFrame, lastFrame, animFlags, legAnimSpeed, actualTime, currentFrame, blendTime); } } } else {// no, we aren't the same anim as the legs are running, so just run it. // animSpeed is 1.0 if the frameLerp (ms/frame) is 50 (20 fps). int firstFrame; int lastFrame; if ( animSpeed < 0 ) {//play anim backwards lastFrame = animations[anim].firstFrame;// -1; firstFrame = (animations[anim].numFrames) + animations[anim].firstFrame;;// -1) + animations[anim].firstFrame; } else { firstFrame = animations[anim].firstFrame; lastFrame = (animations[anim].numFrames) + animations[anim].firstFrame; } // first decide if we are doing an animation on the torso already qboolean animatingTorso = gi.G2API_GetAnimRange(&gent->ghoul2[gent->playerModel], "lower_lumbar", &startFrame, &endFrame);//"upper_lumbar" // lets see if a) we are already animating and b) we aren't going to do the same animation again if (animatingTorso && ( (firstFrame != startFrame) || (lastFrame != endFrame) ) ) { #if G2_DEBUG_TIMING Com_Printf("trsob %d %d %d %4.2f %4.2f %d\n", actualTime, firstFrame, lastFrame, animSpeed, -1, blendTime); #endif gi.G2API_SetBoneAnimIndex(&gent->ghoul2[gent->playerModel], gent->lowerLumbarBone, //gent->upperLumbarBone firstFrame, lastFrame, animFlags, animSpeed, actualTime, -1, blendTime); if ( gent->motionBone != -1 ) { gi.G2API_SetBoneAnimIndex(&gent->ghoul2[gent->playerModel], gent->motionBone, firstFrame, lastFrame, animFlags, animSpeed, actualTime, -1, blendTime); } } else { // no, ok, no blend then because we are either looping on the same anim, or starting from no anim #if G2_DEBUG_TIMING Com_Printf("trson %d %d %d %4.2f %4.2f %d\n", actualTime, firstFrame, lastFrame, animSpeed, -1, -1); #endif gi.G2API_SetBoneAnimIndex(&gent->ghoul2[gent->playerModel], gent->lowerLumbarBone, //gent->upperLumbarBone firstFrame, lastFrame, animFlags&~BONE_ANIM_BLEND, animSpeed, cg.time); if ( gent->motionBone != -1 ) { gi.G2API_SetBoneAnimIndex(&gent->ghoul2[gent->playerModel], gent->motionBone, firstFrame, lastFrame, animFlags&~BONE_ANIM_BLEND, animSpeed, cg.time); } } } } } } /* #ifdef _DEBUG gi.Printf(S_COLOR_GREEN"SET_ANIM_UPPER: %s (%s)\n", animTable[anim].name, gent->targetname ); #endif */ if ((gent->client) && (setAnimFlags & SETANIM_FLAG_HOLD)) {//FIXME: allow to set a specific time? if ( timeScaleMod != 1.0 ) { PM_SetTorsoAnimTimer( gent, torsoAnimTimer, (animations[anim].numFrames - 1) * fabs(animations[anim].frameLerp) / timeScaleMod ); } else if ( setAnimFlags & SETANIM_FLAG_HOLDLESS ) { // Make sure to only wait in full 1/20 sec server frame intervals. int dur; dur = (animations[anim].numFrames -1) * fabs(animations[anim].frameLerp); //dur = ((int)(dur/50.0)) * 50; //dur -= blendTime; if (dur > 1) { PM_SetTorsoAnimTimer( gent, torsoAnimTimer, dur-1 ); } else { PM_SetTorsoAnimTimer( gent, torsoAnimTimer, fabs(animations[anim].frameLerp) ); } } else { PM_SetTorsoAnimTimer( gent, torsoAnimTimer, (animations[anim].numFrames ) * fabs(animations[anim].frameLerp) ); } } } setAnimLegs: // Set legs anim if (setAnimParts & SETANIM_LEGS) { // or if a more important anim is running if( !(setAnimFlags & SETANIM_FLAG_OVERRIDE) && ((*legsAnimTimer > 0)||(*legsAnimTimer == -1)) ) { goto setAnimDone; } if ( !PM_HasAnimation( gent, anim ) ) { if ( g_ICARUSDebug->integer >= 3 ) { //gi.Printf(S_COLOR_RED"SET_ANIM_LOWER ERROR: anim %s does not exist in this model (%s)!\n", animTable[anim].name, ((gent!=NULL&&gent->client!=NULL) ? gent->client->renderInfo.legsModelName : "unknown") ); } goto setAnimDone; } // animSpeed is 1.0 if the frameLerp (ms/frame) is 50 (20 fps). animSpeed = oldAnimSpeed = 50.0f / animations[anim].frameLerp * timeScaleMod; if ( gi.G2API_HaveWeGhoul2Models(gent->ghoul2) && gent->rootBone != -1 ) {//see if we need to tell ghoul2 to play it again because of a animSpeed change int blah; float junk; if (!gi.G2API_GetBoneAnimIndex( &gent->ghoul2[gent->playerModel], gent->rootBone, actualTime, &junk, &blah, &blah, &blah, &oldAnimSpeed, NULL )) { animSpeed = oldAnimSpeed; } } if ( oldAnimSpeed == animSpeed ) {//animSpeed has not changed // Don't reset if it's already running the anim if( !(setAnimFlags & SETANIM_FLAG_RESTART) && *legsAnim == anim ) { goto setAnimDone; } } *legsAnim = anim; // lets try and run a ghoul2 animation if we have a ghoul2 model on this guy if (gi.G2API_HaveWeGhoul2Models(gent->ghoul2)) { int startFrame, endFrame; if ( cg_debugAnim.integer == 3 || (!gent->s.number && cg_debugAnim.integer == 1) || (gent->s.number && cg_debugAnim.integer == 2) ) { Com_Printf("Time=%d: %s LEGS anim %d %s\n", actualTime, gent->targetname, anim, animTable[anim].name ); } int animFlags = BONE_ANIM_OVERRIDE_FREEZE; if (animations[anim].loopFrames != -1) { animFlags = BONE_ANIM_OVERRIDE_LOOP; } //HACKHACKHACK - need some better way of not lerping between something like a spin/flip and a death, etc. if ( blendTime > 0 ) { animFlags |= BONE_ANIM_BLEND; } //HACKHACKHACK // don't bother if the animation is missing if (!animations[anim].numFrames) { // remove it if we already have an animation on this bone if (gi.G2API_GetAnimRange(&gent->ghoul2[gent->playerModel], "model_root", &startFrame, &endFrame)) { #if G2_DEBUG_TIMING Com_Printf( "lstop %d\n", cg.time ); #endif gi.G2API_StopBoneAnimIndex( &gent->ghoul2[gent->playerModel], gent->rootBone ); } } else { int firstFrame; int lastFrame; if ( animSpeed < 0 ) {//play anim backwards lastFrame = animations[anim].firstFrame;// -1; firstFrame = (animations[anim].numFrames) + animations[anim].firstFrame;// -1) + animations[anim].firstFrame; } else { firstFrame = animations[anim].firstFrame; lastFrame = (animations[anim].numFrames ) + animations[anim].firstFrame; } //HACKHACKHACK //qboolean animatingTorso = gi.G2API_GetAnimRangeIndex(&gent->ghoul2[gent->playerModel], gent->lowerLumbarBone, &startFrame, &endFrame); float currentFrame, torsoAnimSpeed; int flags; qboolean animatingTorso = gi.G2API_GetBoneAnimIndex(&gent->ghoul2[gent->playerModel], gent->lowerLumbarBone,actualTime, ¤tFrame, &startFrame, &endFrame, &flags, &torsoAnimSpeed, NULL); if ( g_synchSplitAnims->integer && !(setAnimFlags & SETANIM_FLAG_RESTART) && animatingTorso && (torsoAnimSpeed == animSpeed)//|| oldAnimSpeed != animSpeed) && (animations[anim].firstFrame == startFrame) && (((animations[anim].numFrames ) + animations[anim].firstFrame) == endFrame)) {//if we're playing this *exact* anim on the torso already and we're not restarting the anim, then match the torso's frame //try to synch it // assert((currentFrame <=endFrame) && (currentFrame>=startFrame)); // yes, its the same animation, so work out where we are in the torso anim, and blend us #if G2_DEBUG_TIMING Com_Printf("ltrsb %d %d %d %4.2f %4.2f %d\n", actualTime, animations[anim].firstFrame, (animations[anim].numFrames )+ animations[anim].firstFrame, legAnimSpeed, currentFrame, blendTime); #endif if ( oldAnimSpeed != animSpeed && ((oldAnimSpeed>0&&animSpeed>0) || (oldAnimSpeed<0&&animSpeed<0)) ) {//match the new speed, actually torsoAnimSpeed = animSpeed; } if ( torsoAnimSpeed < 0 ) {//play anim backwards lastFrame = animations[anim].firstFrame;// -1; firstFrame = (animations[anim].numFrames) + animations[anim].firstFrame;// -1) + animations[anim].firstFrame; } else { firstFrame = animations[anim].firstFrame; lastFrame = (animations[anim].numFrames ) + animations[anim].firstFrame; } gi.G2API_SetBoneAnimIndex(&gent->ghoul2[gent->playerModel], gent->rootBone, firstFrame, lastFrame, animFlags, torsoAnimSpeed, actualTime, currentFrame, blendTime ); } else {// no, we aren't the same anim as the torso is running, so just run it. // before we do this, lets see if this animation is one the legs are already playing? //qboolean animatingLegs = gi.G2API_GetAnimRange(&gent->ghoul2[gent->playerModel], "model_root", &startFrame, &endFrame); float currentFrame, legAnimSpeed; int flags; qboolean animatingLegs = gi.G2API_GetBoneAnimIndex(&gent->ghoul2[gent->playerModel], gent->rootBone, actualTime, ¤tFrame, &startFrame, &endFrame, &flags, &legAnimSpeed, NULL ); // lets see if a) we are already animating and b) we aren't going to do the same animation again if (animatingLegs && ( (legAnimSpeed!=animSpeed) || (firstFrame != startFrame) || (lastFrame != endFrame) ) ) { #if G2_DEBUG_TIMING Com_Printf("legsb %d %d %d %4.2f %4.2f %d\n", actualTime, firstFrame, lastFrame, animSpeed, -1, blendTime); #endif gi.G2API_SetBoneAnimIndex(&gent->ghoul2[gent->playerModel], gent->rootBone, firstFrame, lastFrame, animFlags, animSpeed, actualTime, -1, blendTime); } else { // no, ok, no blend then because we are either looping on the same anim, or starting from no anim #if G2_DEBUG_TIMING Com_Printf("legsn %d %d %d %4.2f %4.2f %d\n", actualTime, firstFrame, lastFrame, animSpeed, -1, -1); #endif gi.G2API_SetBoneAnimIndex(&gent->ghoul2[gent->playerModel], gent->rootBone, firstFrame, lastFrame, animFlags&~BONE_ANIM_BLEND, animSpeed, cg.time); } } } } /* #ifdef _DEBUG gi.Printf(S_COLOR_GREEN"SET_ANIM_LOWER: %s (%s)\n", animTable[anim].name, gent->targetname ); #endif */ if ((gent->client) && (setAnimFlags & SETANIM_FLAG_HOLD)) {//FIXME: allow to set a specific time? if ( timeScaleMod != 1.0 ) { PM_SetLegsAnimTimer( gent, legsAnimTimer, (animations[anim].numFrames - 1) * fabs(animations[anim].frameLerp) / timeScaleMod ); } else if ( setAnimFlags & SETANIM_FLAG_HOLDLESS ) { // Make sure to only wait in full 1/20 sec server frame intervals. int dur; dur = (animations[anim].numFrames -1) * fabs(animations[anim].frameLerp); //dur = ((int)(dur/50.0)) * 50; //dur -= blendTime; if (dur > 1) { PM_SetLegsAnimTimer( gent, legsAnimTimer, dur-1 ); } else { PM_SetLegsAnimTimer( gent, legsAnimTimer, fabs(animations[anim].frameLerp) ); } } else { PM_SetLegsAnimTimer( gent, legsAnimTimer, (animations[anim].numFrames ) * fabs(animations[anim].frameLerp) ); } } } setAnimDone: return; } void PM_SetAnim(pmove_t *pm,int setAnimParts,int anim,int setAnimFlags, int blendTime) { // FIXME : once torsoAnim and legsAnim are in the same structure for NPC and Players // rename PM_SetAnimFinal to PM_SetAnim and have both NPC and Players call PM_SetAnim if ( pm->ps->pm_type >= PM_DEAD ) {//FIXME: sometimes we'll want to set anims when your dead... twitches, impacts, etc. return; } if ( pm->gent == NULL ) { return; } if (setAnimFlags&SETANIM_FLAG_OVERRIDE) { // pm->ps->animationTimer = 0; if (setAnimParts & SETANIM_TORSO) { if( (setAnimFlags & SETANIM_FLAG_RESTART) || pm->ps->torsoAnim != anim ) { PM_SetTorsoAnimTimer( pm->gent, &pm->ps->torsoAnimTimer, 0 ); } } if (setAnimParts & SETANIM_LEGS) { if( (setAnimFlags & SETANIM_FLAG_RESTART) || pm->ps->legsAnim != anim ) { PM_SetLegsAnimTimer( pm->gent, &pm->ps->legsAnimTimer, 0 ); } } } PM_SetAnimFinal(&pm->ps->torsoAnim,&pm->ps->legsAnim,setAnimParts,anim,setAnimFlags,&pm->ps->torsoAnimTimer,&pm->ps->legsAnimTimer,&g_entities[pm->ps->clientNum],blendTime);//was pm->gent } /* ------------------------- PM_TorsoAnimLightsaber ------------------------- */ // Note that this function is intended to set the animation for the player, but // only does idle-ish anims. Anything that has a timer associated, such as attacks and blocks, // are set by PM_WeaponLightsaber() extern qboolean PM_LandingAnim( int anim ); extern qboolean PM_JumpingAnim( int anim ); qboolean PM_InCartwheel( int anim ); void PM_TorsoAnimLightsaber() { // ********************************************************* // WEAPON_READY // ********************************************************* if ( pm->ps->forcePowersActive&(1<ps->forcePowerLevel[FP_GRIP] > FORCE_LEVEL_1 ) {//holding an enemy aloft with force-grip //PM_SetAnim( pm, SETANIM_TORSO, BOTH_FORCEGRIP_HOLD, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); return; } if ( pm->ps->forcePowersActive&(1<ps->forcePowerLevel[FP_LIGHTNING] > FORCE_LEVEL_1 ) {//holding an enemy aloft with force-grip //PM_SetAnim( pm, SETANIM_TORSO, BOTH_FORCELIGHTNING_HOLD, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); return; } if ( pm->ps->saberActive && pm->ps->saberLength < 3 && !(pm->ps->saberEventFlags&SEF_HITWALL) && pm->ps->weaponstate == WEAPON_RAISING ) { PM_SetSaberMove(LS_DRAW); return; } else if ( !pm->ps->saberActive && pm->ps->saberLength ) { PM_SetSaberMove(LS_PUTAWAY); return; } if (pm->ps->weaponTime > 0) { // weapon is already busy. return; } if ( pm->ps->weaponstate == WEAPON_READY || pm->ps->weaponstate == WEAPON_CHARGING || pm->ps->weaponstate == WEAPON_CHARGING_ALT ) { if ( pm->ps->weapon == WP_SABER && pm->ps->saberLength ) { if ( PM_JumpingAnim( pm->ps->legsAnim ) || PM_LandingAnim( pm->ps->legsAnim ) || PM_InCartwheel( pm->ps->legsAnim ) || PM_FlippingAnim( pm->ps->legsAnim )) { PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL); } else { PM_SetSaberMove( LS_READY ); } } else if( pm->ps->legsAnim == BOTH_RUN1 ) { PM_SetAnim(pm,SETANIM_TORSO,BOTH_RUN1,SETANIM_FLAG_NORMAL); pm->ps->saberMove = LS_READY; } else if( pm->ps->legsAnim == BOTH_RUN2 ) { PM_SetAnim(pm,SETANIM_TORSO,BOTH_RUN2,SETANIM_FLAG_NORMAL); pm->ps->saberMove = LS_READY; } else if( pm->ps->legsAnim == BOTH_WALK1 ) { PM_SetAnim(pm,SETANIM_TORSO,BOTH_WALK1,SETANIM_FLAG_NORMAL); pm->ps->saberMove = LS_READY; } else if( pm->ps->legsAnim == BOTH_WALK2 ) { PM_SetAnim(pm,SETANIM_TORSO,BOTH_WALK2,SETANIM_FLAG_NORMAL); pm->ps->saberMove = LS_READY; } else if( pm->ps->legsAnim == BOTH_CROUCH1IDLE && pm->ps->clientNum != 0 )//player falls through { //??? Why nothing? What if you were running??? //PM_SetAnim(pm,SETANIM_TORSO,BOTH_CROUCH1IDLE,SETANIM_FLAG_NORMAL); pm->ps->saberMove = LS_READY; } else if( pm->ps->legsAnim == BOTH_JUMP1 ) { PM_SetAnim(pm,SETANIM_TORSO,BOTH_JUMP1,SETANIM_FLAG_NORMAL); pm->ps->saberMove = LS_READY; } else {//Used to default to both_stand1 which is an arms-down anim // PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK1,SETANIM_FLAG_NORMAL);//TORSO_WEAPONREADY1 // Select the next proper pose for the lightsaber assuming that there are no attacks. if (pm->ps->saberMove > LS_READY && pm->ps->saberMove < LS_MOVE_MAX) { PM_SetSaberMove(saberMoveData[pm->ps->saberMove].chain_idle); } else { if ( PM_JumpingAnim( pm->ps->legsAnim ) || PM_LandingAnim( pm->ps->legsAnim ) || PM_InCartwheel( pm->ps->legsAnim ) || PM_FlippingAnim( pm->ps->legsAnim )) { PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL); } else { if ( !pm->ps->clientNum && pm->ps->torsoAnim == BOTH_BUTTON_HOLD ) {//using something if ( !pm->ps->useTime ) {//stopped holding it, release PM_SetAnim( pm, SETANIM_TORSO, BOTH_BUTTON_RELEASE, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); }//else still holding, leave it as it is } else { PM_SetSaberMove(LS_READY); } } } } } // ********************************************************* // WEAPON_IDLE // ********************************************************* else if ( pm->ps->weaponstate == WEAPON_IDLE ) { if( pm->ps->legsAnim == BOTH_GUARD_LOOKAROUND1 ) { PM_SetAnim(pm,SETANIM_TORSO,BOTH_GUARD_LOOKAROUND1,SETANIM_FLAG_NORMAL); pm->ps->saberMove = LS_READY; } else if( pm->ps->legsAnim == BOTH_GUARD_IDLE1 ) { PM_SetAnim(pm,SETANIM_TORSO,BOTH_GUARD_IDLE1,SETANIM_FLAG_NORMAL); pm->ps->saberMove = LS_READY; } else if( pm->ps->legsAnim == BOTH_STAND1IDLE1 || pm->ps->legsAnim == BOTH_STAND2IDLE1 || pm->ps->legsAnim == BOTH_STAND2IDLE2 || pm->ps->legsAnim == BOTH_STAND3IDLE1 || pm->ps->legsAnim == BOTH_STAND4IDLE1 || pm->ps->legsAnim == BOTH_STAND5IDLE1 ) { PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL); pm->ps->saberMove = LS_READY; } else if( pm->ps->legsAnim == BOTH_STAND2TO4 ) { PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND2TO4,SETANIM_FLAG_NORMAL); pm->ps->saberMove = LS_READY; } else if( pm->ps->legsAnim == BOTH_STAND4TO2 ) { PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND4TO2,SETANIM_FLAG_NORMAL); pm->ps->saberMove = LS_READY; } else if( pm->ps->legsAnim == BOTH_STAND4 ) { PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND4,SETANIM_FLAG_NORMAL); pm->ps->saberMove = LS_READY; } else { // This is now set in SetSaberMove. // Idle for Lightsaber if ( pm->gent && pm->gent->client ) { // pm->gent->client->saberTrail.inAction = qfalse; } qboolean saberInAir = qtrue; if ( pm->ps->saberInFlight ) {//guiding saber if ( PM_SaberInBrokenParry( pm->ps->saberMove ) || pm->ps->saberBlocked == BLOCKED_PARRY_BROKEN || PM_DodgeAnim( pm->ps->torsoAnim ) ) {//we're stuck in a broken parry saberInAir = qfalse; } if ( pm->ps->saberEntityNum < ENTITYNUM_NONE && pm->ps->saberEntityNum > 0 )//player is 0 {// if ( &g_entities[pm->ps->saberEntityNum] != NULL && g_entities[pm->ps->saberEntityNum].s.pos.trType == TR_STATIONARY ) {//fell to the ground and we're not trying to pull it back saberInAir = qfalse; } } } if ( pm->ps->saberInFlight && saberInAir ) { if ( !PM_ForceAnim( pm->ps->torsoAnim ) || pm->ps->torsoAnimTimer < 300 ) {//don't interrupt a force power anim PM_SetAnim( pm, SETANIM_TORSO,BOTH_SABERPULL,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); } } else {//saber is on // Idle for Lightsaber if ( pm->gent && pm->gent->client ) { pm->gent->client->saberTrail.inAction = qfalse; } // Idle for idle/ready Lightsaber // PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK1,SETANIM_FLAG_NORMAL);//TORSO_WEAPONIDLE1 // Select the proper idle Lightsaber attack move from the chart. if (pm->ps->saberMove > LS_READY && pm->ps->saberMove < LS_MOVE_MAX) { PM_SetSaberMove(saberMoveData[pm->ps->saberMove].chain_idle); } else { if ( PM_JumpingAnim( pm->ps->legsAnim ) || PM_LandingAnim( pm->ps->legsAnim ) || PM_InCartwheel( pm->ps->legsAnim ) || PM_FlippingAnim( pm->ps->legsAnim )) { PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL); } else { if ( !pm->ps->clientNum && pm->ps->torsoAnim == BOTH_BUTTON_HOLD ) {//using something if ( !pm->ps->useTime ) {//stopped holding it, release PM_SetAnim( pm, SETANIM_TORSO, BOTH_BUTTON_RELEASE, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); }//else still holding, leave it as it is } else { if ( PM_RunningAnim( pm->ps->legsAnim ) ) {//running w/1-handed weapon uses full-body anim PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL); } else { PM_SetSaberMove(LS_READY); } } } } } } } } /* ------------------------- PM_TorsoAnimation ------------------------- */ void PM_TorsoAnimation( void ) {//FIXME: Write a much smarter and more appropriate anim picking routine logic... // int oldAnim; if ( PM_InKnockDown( pm->ps ) || PM_InRoll( pm->ps )) {//in knockdown return; } if( pm->gent && pm->gent->NPC && (pm->gent->NPC->scriptFlags & SCF_FORCED_MARCH) ) { return; } if(pm->gent != NULL && pm->gent->client) { pm->gent->client->renderInfo.torsoFpsMod = 1.0f; } if ( pm->gent && pm->ps && pm->ps->eFlags & EF_LOCKED_TO_WEAPON ) { PM_SetAnim(pm,SETANIM_BOTH,BOTH_GUNSIT1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);//SETANIM_FLAG_NORMAL return; } if ( pm->ps->taunting > level.time ) { if ( PM_HasAnimation( pm->gent, BOTH_GESTURE1 ) ) { PM_SetAnim(pm,SETANIM_BOTH,BOTH_GESTURE1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);//SETANIM_FLAG_NORMAL pm->gent->client->saberTrail.inAction = qtrue; pm->gent->client->saberTrail.duration = 100; //FIXME: will this reset? //FIXME: force-control (yellow glow) effect on hand and saber? } else { PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONIDLE1,SETANIM_FLAG_NORMAL); } return; } if (pm->ps->weapon == WP_SABER ) // WP_LIGHTSABER { if ( pm->ps->saberLength > 0 && !pm->ps->saberInFlight ) { PM_TorsoAnimLightsaber(); } else { if ( pm->ps->forcePowersActive&(1<ps->forcePowerLevel[FP_GRIP] > FORCE_LEVEL_1 ) {//holding an enemy aloft with force-grip //PM_SetAnim( pm, SETANIM_TORSO, BOTH_FORCEGRIP_HOLD, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); return; } if ( pm->ps->forcePowersActive&(1<ps->forcePowerLevel[FP_LIGHTNING] > FORCE_LEVEL_1 ) {//holding an enemy aloft with force-grip //PM_SetAnim( pm, SETANIM_TORSO, BOTH_FORCELIGHTNING_HOLD, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); return; } qboolean saberInAir = qtrue; if ( PM_SaberInBrokenParry( pm->ps->saberMove ) || pm->ps->saberBlocked == BLOCKED_PARRY_BROKEN || PM_DodgeAnim( pm->ps->torsoAnim ) ) {//we're stuck in a broken parry PM_TorsoAnimLightsaber(); return; } if ( pm->ps->saberEntityNum < ENTITYNUM_NONE && pm->ps->saberEntityNum > 0 )//player is 0 {// if ( &g_entities[pm->ps->saberEntityNum] != NULL && g_entities[pm->ps->saberEntityNum].s.pos.trType == TR_STATIONARY ) {//fell to the ground and we're not trying to pull it back saberInAir = qfalse; } } if ( pm->ps->saberInFlight && saberInAir ) { if ( !PM_ForceAnim( pm->ps->torsoAnim ) || pm->ps->torsoAnimTimer < 300 ) {//don't interrupt a force power anim PM_SetAnim( pm, SETANIM_TORSO,BOTH_SABERPULL,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); } } else { if ( PM_InSlopeAnim( pm->ps->legsAnim ) ) {//HMM... this probably breaks the saber putaway and select anims if ( pm->ps->saberLength > 0 ) { PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND2,SETANIM_FLAG_NORMAL); } else { PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND1,SETANIM_FLAG_NORMAL); } } else { if ( !pm->ps->clientNum && pm->ps->torsoAnim == BOTH_BUTTON_HOLD ) {//using something if ( !pm->ps->useTime ) {//stopped holding it, release PM_SetAnim( pm, SETANIM_TORSO, BOTH_BUTTON_RELEASE, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); }//else still holding, leave it as it is } else { PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL); } } } } return; } qboolean weaponBusy = qfalse; if ( pm->ps->weapon == WP_NONE ) { weaponBusy = qfalse; } else if ( pm->ps->weaponstate == WEAPON_FIRING || pm->ps->weaponstate == WEAPON_CHARGING || pm->ps->weaponstate == WEAPON_CHARGING_ALT ) { weaponBusy = qtrue; } else if ( pm->ps->lastShotTime > level.time - 3000 ) { weaponBusy = qtrue; } else if ( pm->ps->weaponTime ) { weaponBusy = qtrue; } else if ( pm->gent && pm->gent->client->fireDelay > 0 ) { weaponBusy = qtrue; } else if ( !pm->ps->clientNum && cg.zoomTime > cg.time - 5000 ) {//if we used binoculars recently, aim weapon weaponBusy = qtrue; pm->ps->weaponstate = WEAPON_IDLE; } else if ( pm->ps->pm_flags & PMF_DUCKED ) {//ducking is considered on alert... plus looks stupid to have arms hanging down when crouched weaponBusy = qtrue; } if ( pm->ps->weapon == WP_NONE || pm->ps->weaponstate == WEAPON_READY || pm->ps->weaponstate == WEAPON_CHARGING || pm->ps->weaponstate == WEAPON_CHARGING_ALT ) { if ( pm->ps->weapon == WP_SABER && pm->ps->saberLength ) { PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK1,SETANIM_FLAG_NORMAL);//TORSO_WEAPONREADY1 } else if( pm->ps->legsAnim == BOTH_RUN1 && !weaponBusy ) { PM_SetAnim(pm,SETANIM_TORSO,BOTH_RUN1,SETANIM_FLAG_NORMAL); } else if( pm->ps->legsAnim == BOTH_RUN2 && !weaponBusy ) { PM_SetAnim(pm,SETANIM_TORSO,BOTH_RUN2,SETANIM_FLAG_NORMAL); } else if( pm->ps->legsAnim == BOTH_WALK1 && !weaponBusy ) { PM_SetAnim(pm,SETANIM_TORSO,BOTH_WALK1,SETANIM_FLAG_NORMAL); } else if( pm->ps->legsAnim == BOTH_WALK2 && !weaponBusy ) { PM_SetAnim(pm,SETANIM_TORSO,BOTH_WALK2,SETANIM_FLAG_NORMAL); } else if( pm->ps->legsAnim == BOTH_CROUCH1IDLE && pm->ps->clientNum != 0 )//player falls through { //??? Why nothing? What if you were running??? //PM_SetAnim(pm,SETANIM_TORSO,BOTH_CROUCH1IDLE,SETANIM_FLAG_NORMAL); } else if( pm->ps->legsAnim == BOTH_JUMP1 && !weaponBusy ) { PM_SetAnim(pm,SETANIM_TORSO,BOTH_JUMP1,SETANIM_FLAG_NORMAL, 100); // Only blend over 100ms } else if( pm->ps->legsAnim == BOTH_SWIM_IDLE1 && !weaponBusy ) { PM_SetAnim(pm,SETANIM_TORSO,BOTH_SWIM_IDLE1,SETANIM_FLAG_NORMAL); } else if( pm->ps->legsAnim == BOTH_SWIMFORWARD && !weaponBusy ) { PM_SetAnim(pm,SETANIM_TORSO,BOTH_SWIMFORWARD,SETANIM_FLAG_NORMAL); } else if ( pm->ps->weapon == WP_NONE ) { int legsAnim = pm->ps->legsAnim; /* if ( PM_RollingAnim( legsAnim ) || PM_FlippingAnim( legsAnim ) || PM_JumpingAnim( legsAnim ) || PM_PainAnim( legsAnim ) || PM_SwimmingAnim( legsAnim ) ) */ { PM_SetAnim(pm, SETANIM_TORSO, legsAnim, SETANIM_FLAG_NORMAL ); } } else {//Used to default to both_stand1 which is an arms-down anim if ( !pm->ps->clientNum && pm->ps->torsoAnim == BOTH_BUTTON_HOLD ) {//using something if ( !pm->ps->useTime ) {//stopped holding it, release PM_SetAnim( pm, SETANIM_TORSO, BOTH_BUTTON_RELEASE, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); }//else still holding, leave it as it is } else if ( pm->gent != NULL && pm->gent->s.number == 0 && pm->ps->weaponstate != WEAPON_CHARGING && pm->ps->weaponstate != WEAPON_CHARGING_ALT ) {//PLayer- temp hack for weapon frame if ( pm->ps->weapon == WP_MELEE ) {//hehe PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND6,SETANIM_FLAG_NORMAL); } else { PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND1,SETANIM_FLAG_NORMAL); } } else if ( PM_InSpecialJump( pm->ps->legsAnim ) ) {//use legs anim //FIXME: or just use whatever's currently playing? //PM_SetAnim( pm, SETANIM_TORSO, pm->ps->legsAnim, SETANIM_FLAG_NORMAL ); } else { switch(pm->ps->weapon) { // ******************************************************** case WP_SABER: // WP_LIGHTSABER // Ready pose for Lightsaber // PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK1,SETANIM_FLAG_NORMAL);//TORSO_WEAPONREADY1 // Select the next proper pose for the lightsaber assuming that there are no attacks. if (pm->ps->saberMove > LS_NONE && pm->ps->saberMove < LS_MOVE_MAX) { PM_SetSaberMove(saberMoveData[pm->ps->saberMove].chain_idle); } break; // ******************************************************** case WP_BRYAR_PISTOL: //FIXME: if recently fired, hold the ready! if ( pm->ps->weaponstate == WEAPON_CHARGING_ALT || weaponBusy ) { PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONREADY2,SETANIM_FLAG_NORMAL); } else if ( PM_RunningAnim( pm->ps->legsAnim ) || PM_WalkingAnim( pm->ps->legsAnim ) || PM_JumpingAnim( pm->ps->legsAnim ) || PM_SwimmingAnim( pm->ps->legsAnim ) ) {//running w/1-handed weapon uses full-body anim PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL); } else { PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONREADY2,SETANIM_FLAG_NORMAL); } break; case WP_BLASTER_PISTOL: if ( weaponBusy ) { PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONREADY2,SETANIM_FLAG_NORMAL); } else if ( PM_RunningAnim( pm->ps->legsAnim ) || PM_WalkingAnim( pm->ps->legsAnim ) || PM_JumpingAnim( pm->ps->legsAnim ) || PM_SwimmingAnim( pm->ps->legsAnim ) ) {//running w/1-handed weapon uses full-body anim PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL); } else { PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONREADY2,SETANIM_FLAG_NORMAL); } break; case WP_NONE: //NOTE: should never get here break; case WP_MELEE: if ( PM_RunningAnim( pm->ps->legsAnim ) || PM_WalkingAnim( pm->ps->legsAnim ) || PM_JumpingAnim( pm->ps->legsAnim ) || PM_SwimmingAnim( pm->ps->legsAnim ) ) {//running w/1-handed weapon uses full-body anim PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL); } else { if ( pm->gent && pm->gent->client && !PM_DroidMelee( pm->gent->client->NPC_class ) ) { PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND6,SETANIM_FLAG_NORMAL); } else { PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND1,SETANIM_FLAG_NORMAL); } } break; case WP_BLASTER: PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONREADY3,SETANIM_FLAG_NORMAL); //PM_SetAnim(pm,SETANIM_LEGS,BOTH_ATTACK2,SETANIM_FLAG_NORMAL); break; case WP_DISRUPTOR: if ( (pm->ps->weaponstate != WEAPON_FIRING && pm->ps->weaponstate != WEAPON_CHARGING && pm->ps->weaponstate != WEAPON_CHARGING_ALT) || PM_RunningAnim( pm->ps->legsAnim ) || PM_WalkingAnim( pm->ps->legsAnim ) || PM_JumpingAnim( pm->ps->legsAnim ) || PM_SwimmingAnim( pm->ps->legsAnim ) ) {//running sniper weapon uses normal ready if ( pm->ps->clientNum ) { PM_SetAnim( pm, SETANIM_TORSO, TORSO_WEAPONREADY3, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );//TORSO_WEAPONREADY4//SETANIM_FLAG_RESTART| } else { PM_SetAnim( pm, SETANIM_TORSO, TORSO_WEAPONREADY3, SETANIM_FLAG_NORMAL ); } } else { if ( pm->ps->clientNum ) { PM_SetAnim( pm, SETANIM_TORSO, TORSO_WEAPONREADY4, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );//TORSO_WEAPONREADY4//SETANIM_FLAG_RESTART| } else { PM_SetAnim( pm, SETANIM_TORSO, TORSO_WEAPONREADY4, SETANIM_FLAG_NORMAL ); } } break; case WP_BOT_LASER: PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONIDLE2,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD); break; case WP_THERMAL: if ( pm->ps->weaponstate != WEAPON_FIRING && pm->ps->weaponstate != WEAPON_CHARGING && pm->ps->weaponstate != WEAPON_CHARGING_ALT && (PM_RunningAnim( pm->ps->legsAnim ) || PM_WalkingAnim( pm->ps->legsAnim ) || PM_JumpingAnim( pm->ps->legsAnim ) || PM_SwimmingAnim( pm->ps->legsAnim )) ) {//running w/1-handed weapon uses full-body anim PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL); } else { if ( !pm->ps->clientNum && (pm->ps->weaponstate == WEAPON_CHARGING || pm->ps->weaponstate == WEAPON_CHARGING_ALT) ) {//player pulling back to throw PM_SetAnim( pm, SETANIM_TORSO, BOTH_THERMAL_READY, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); } else { if ( weaponBusy ) { PM_SetAnim( pm, SETANIM_TORSO, TORSO_WEAPONREADY10, SETANIM_FLAG_NORMAL ); } else { PM_SetAnim( pm, SETANIM_TORSO, BOTH_STAND1, SETANIM_FLAG_NORMAL ); } } } break; case WP_REPEATER: if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_GALAKMECH ) {// if ( pm->gent->alt_fire ) { PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONREADY3,SETANIM_FLAG_NORMAL); } else { PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONREADY1,SETANIM_FLAG_NORMAL); } } else { PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONREADY3,SETANIM_FLAG_NORMAL); } break; case WP_TRIP_MINE: case WP_DET_PACK: if ( PM_RunningAnim( pm->ps->legsAnim ) || PM_WalkingAnim( pm->ps->legsAnim ) || PM_JumpingAnim( pm->ps->legsAnim ) || PM_SwimmingAnim( pm->ps->legsAnim ) ) {//running w/1-handed weapon uses full-body anim PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL); } else { if ( weaponBusy ) { PM_SetAnim( pm, SETANIM_TORSO, TORSO_WEAPONREADY3, SETANIM_FLAG_NORMAL ); } else { PM_SetAnim( pm, SETANIM_TORSO, BOTH_STAND1, SETANIM_FLAG_NORMAL ); } } break; default: PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONREADY3,SETANIM_FLAG_NORMAL); break; } } } } else if ( pm->ps->weaponstate == WEAPON_IDLE ) { if( pm->ps->legsAnim == BOTH_GUARD_LOOKAROUND1 ) { PM_SetAnim(pm,SETANIM_TORSO,BOTH_GUARD_LOOKAROUND1,SETANIM_FLAG_NORMAL); } else if( pm->ps->legsAnim == BOTH_GUARD_IDLE1 ) { PM_SetAnim(pm,SETANIM_TORSO,BOTH_GUARD_IDLE1,SETANIM_FLAG_NORMAL); } else if( pm->ps->legsAnim == BOTH_STAND1IDLE1 || pm->ps->legsAnim == BOTH_STAND2IDLE1 || pm->ps->legsAnim == BOTH_STAND2IDLE2 || pm->ps->legsAnim == BOTH_STAND3IDLE1 || pm->ps->legsAnim == BOTH_STAND4IDLE1 || pm->ps->legsAnim == BOTH_STAND5IDLE1 ) { PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL); pm->ps->saberMove = LS_READY; } else if( pm->ps->legsAnim == BOTH_STAND2TO4 ) { PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND2TO4,SETANIM_FLAG_NORMAL); } else if( pm->ps->legsAnim == BOTH_STAND4TO2 ) { PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND4TO2,SETANIM_FLAG_NORMAL); } else if( pm->ps->legsAnim == BOTH_STAND4 ) { PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND4,SETANIM_FLAG_NORMAL); } else if( pm->ps->legsAnim == BOTH_SWIM_IDLE1 ) { PM_SetAnim(pm,SETANIM_TORSO,BOTH_SWIM_IDLE1,SETANIM_FLAG_NORMAL); } else if( pm->ps->legsAnim == BOTH_SWIMFORWARD ) { PM_SetAnim(pm,SETANIM_TORSO,BOTH_SWIMFORWARD,SETANIM_FLAG_NORMAL); } else if ( PM_InSpecialJump( pm->ps->legsAnim ) ) {//use legs anim //FIXME: or just use whatever's currently playing? //PM_SetAnim( pm, SETANIM_TORSO, pm->ps->legsAnim, SETANIM_FLAG_NORMAL ); } else if ( !pm->ps->clientNum && pm->ps->torsoAnim == BOTH_BUTTON_HOLD ) {//using something if ( !pm->ps->useTime ) {//stopped holding it, release PM_SetAnim( pm, SETANIM_TORSO, BOTH_BUTTON_RELEASE, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); }//else still holding, leave it as it is } else { if ( !weaponBusy && pm->ps->weapon != WP_BOWCASTER && pm->ps->weapon != WP_REPEATER && pm->ps->weapon != WP_FLECHETTE && pm->ps->weapon != WP_ROCKET_LAUNCHER && ( PM_RunningAnim( pm->ps->legsAnim ) || PM_WalkingAnim( pm->ps->legsAnim ) || PM_JumpingAnim( pm->ps->legsAnim ) || PM_SwimmingAnim( pm->ps->legsAnim ) ) ) {//running w/1-handed or light 2-handed weapon uses full-body anim if you're not using the weapon right now PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL); } else { switch ( pm->ps->weapon ) { // ******************************************************** case WP_SABER: // WP_LIGHTSABER // Shouldn't get here, should go to TorsoAnimLightsaber break; // ******************************************************** case WP_BRYAR_PISTOL: if ( pm->ps->weaponstate == WEAPON_CHARGING_ALT || weaponBusy ) { PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONREADY2,SETANIM_FLAG_NORMAL); } else if ( PM_RunningAnim( pm->ps->legsAnim ) || PM_WalkingAnim( pm->ps->legsAnim ) || PM_JumpingAnim( pm->ps->legsAnim ) || PM_SwimmingAnim( pm->ps->legsAnim ) ) {//running w/1-handed weapon uses full-body anim PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL); } else { PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONIDLE2,SETANIM_FLAG_NORMAL); } break; case WP_BLASTER_PISTOL: if ( weaponBusy ) { PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONREADY2,SETANIM_FLAG_NORMAL); } else if ( PM_RunningAnim( pm->ps->legsAnim ) || PM_WalkingAnim( pm->ps->legsAnim ) || PM_JumpingAnim( pm->ps->legsAnim ) || PM_SwimmingAnim( pm->ps->legsAnim ) ) {//running w/1-handed weapon uses full-body anim PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL); } else { PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONIDLE2,SETANIM_FLAG_NORMAL); } break; case WP_NONE: //NOTE: should never get here break; case WP_MELEE: if ( PM_RunningAnim( pm->ps->legsAnim ) || PM_WalkingAnim( pm->ps->legsAnim ) || PM_JumpingAnim( pm->ps->legsAnim ) || PM_SwimmingAnim( pm->ps->legsAnim ) ) {//running w/1-handed weapon uses full-body anim PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL); } else { if ( pm->gent && pm->gent->client && !PM_DroidMelee( pm->gent->client->NPC_class ) ) { PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND6,SETANIM_FLAG_NORMAL); } else { PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND1,SETANIM_FLAG_NORMAL); } } break; case WP_BLASTER: if ( weaponBusy ) { PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONREADY3,SETANIM_FLAG_NORMAL); } else { PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONIDLE3,SETANIM_FLAG_NORMAL); } break; case WP_DISRUPTOR: if ( (pm->ps->weaponstate != WEAPON_FIRING && pm->ps->weaponstate != WEAPON_CHARGING && pm->ps->weaponstate != WEAPON_CHARGING_ALT) || PM_RunningAnim( pm->ps->legsAnim ) || PM_WalkingAnim( pm->ps->legsAnim ) || PM_JumpingAnim( pm->ps->legsAnim ) || PM_SwimmingAnim( pm->ps->legsAnim ) ) {//running sniper weapon uses normal ready if ( pm->ps->clientNum ) { PM_SetAnim( pm, SETANIM_TORSO, TORSO_WEAPONREADY3, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );//TORSO_WEAPONREADY4//SETANIM_FLAG_RESTART| } else { PM_SetAnim( pm, SETANIM_TORSO, TORSO_WEAPONREADY3, SETANIM_FLAG_NORMAL ); } } else { if ( pm->ps->clientNum ) { PM_SetAnim( pm, SETANIM_TORSO, TORSO_WEAPONREADY4, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );//TORSO_WEAPONREADY4//SETANIM_FLAG_RESTART| } else { PM_SetAnim( pm, SETANIM_TORSO, TORSO_WEAPONREADY4, SETANIM_FLAG_NORMAL ); } } break; case WP_BOT_LASER: PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONIDLE2,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD); break; case WP_THERMAL: if ( PM_RunningAnim( pm->ps->legsAnim ) || PM_WalkingAnim( pm->ps->legsAnim ) || PM_JumpingAnim( pm->ps->legsAnim ) || PM_SwimmingAnim( pm->ps->legsAnim ) ) {//running w/1-handed weapon uses full-body anim PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL); } else { if ( weaponBusy ) { PM_SetAnim( pm, SETANIM_TORSO, TORSO_WEAPONIDLE10, SETANIM_FLAG_NORMAL ); } else { PM_SetAnim( pm, SETANIM_TORSO, BOTH_STAND1, SETANIM_FLAG_NORMAL ); } } break; case WP_REPEATER: if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_GALAKMECH ) {// if ( pm->gent->alt_fire ) { PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONIDLE3,SETANIM_FLAG_NORMAL); } else { PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONIDLE1,SETANIM_FLAG_NORMAL); } } else { if ( weaponBusy ) { PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONREADY3,SETANIM_FLAG_NORMAL); } else { PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONIDLE3,SETANIM_FLAG_NORMAL); } } break; case WP_TRIP_MINE: case WP_DET_PACK: if ( PM_RunningAnim( pm->ps->legsAnim ) || PM_WalkingAnim( pm->ps->legsAnim ) || PM_JumpingAnim( pm->ps->legsAnim ) || PM_SwimmingAnim( pm->ps->legsAnim ) ) {//running w/1-handed weapon uses full-body anim PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL); } else { if ( weaponBusy ) { PM_SetAnim( pm, SETANIM_TORSO, TORSO_WEAPONIDLE3, SETANIM_FLAG_NORMAL ); } else { PM_SetAnim( pm, SETANIM_TORSO, BOTH_STAND1, SETANIM_FLAG_NORMAL ); } } break; default: if ( weaponBusy ) { PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONREADY3,SETANIM_FLAG_NORMAL); } else { PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONIDLE3,SETANIM_FLAG_NORMAL); } break; } } } } } //========================================================================= // Anim checking utils //========================================================================= int PM_GetTurnAnim( gentity_t *gent, int anim ) { if ( !gent ) { return -1; } switch( anim ) { case BOTH_STAND1: //# Standing idle: no weapon: hands down case BOTH_STAND1IDLE1: //# Random standing idle case BOTH_STAND2: //# Standing idle with a weapon case BOTH_SABERFAST_STANCE: case BOTH_SABERSLOW_STANCE: case BOTH_STAND2IDLE1: //# Random standing idle case BOTH_STAND2IDLE2: //# Random standing idle case BOTH_STAND3: //# Standing hands behind back: at ease: etc. case BOTH_STAND3IDLE1: //# Random standing idle case BOTH_STAND4: //# two handed: gun down: relaxed stand case BOTH_STAND4IDLE1: //# Random standing idle case BOTH_STAND5: //# standing idle, no weapon, hand down, back straight case BOTH_STAND5IDLE1: //# Random standing idle case BOTH_STAND6: //# one handed: gun at side: relaxed stand case BOTH_STAND1TO3: //# Transition from stand1 to stand3 case BOTH_STAND3TO1: //# Transition from stand3 to stand1 case BOTH_STAND2TO4: //# Transition from stand2 to stand4 case BOTH_STAND4TO2: //# Transition from stand4 to stand2 case BOTH_STANDUP1: //# standing up and stumbling case BOTH_GESTURE1: //# Generic gesture: non-specific case BOTH_GESTURE2: //# Generic gesture: non-specific case BOTH_GESTURE3: //# Generic gesture: non-specific case BOTH_TALK1: //# Generic talk anim case BOTH_TALK2: //# Generic talk anim if ( PM_HasAnimation( gent, LEGS_TURN1 ) ) { return LEGS_TURN1; } else { return -1; } break; case BOTH_ATTACK1: //# Attack with generic 1-handed weapon case BOTH_ATTACK2: //# Attack with generic 2-handed weapon case BOTH_ATTACK3: //# Attack with heavy 2-handed weapon case BOTH_ATTACK4: //# Attack with ??? case BOTH_ATTACK5: //# Attack with rocket launcher case BOTH_MELEE1: //# First melee attack case BOTH_MELEE2: //# Second melee attack case BOTH_MELEE3: //# Third melee attack case BOTH_MELEE4: //# Fourth melee attack case BOTH_MELEE5: //# Fifth melee attack case BOTH_MELEE6: //# Sixth melee attack case BOTH_COVERUP1_LOOP: //# animation of getting in line of friendly fire case BOTH_GUARD_LOOKAROUND1: //# Cradling weapon and looking around case BOTH_GUARD_IDLE1: //# Cradling weapon and standing case BOTH_ALERT1: //# Startled by something while on guard if ( PM_HasAnimation( gent, LEGS_TURN2 ) ) { return LEGS_TURN2; } else { return -1; } break; default: return -1; break; } } int PM_TurnAnimForLegsAnim( gentity_t *gent, int anim ) { if ( !gent ) { return -1; } switch( anim ) { case BOTH_STAND1: //# Standing idle: no weapon: hands down case BOTH_STAND1IDLE1: //# Random standing idle if ( PM_HasAnimation( gent, BOTH_TURNSTAND1 ) ) { return BOTH_TURNSTAND1; } else { return -1; } break; case BOTH_STAND2: //# Standing idle with a weapon case BOTH_SABERFAST_STANCE: case BOTH_SABERSLOW_STANCE: case BOTH_STAND2IDLE1: //# Random standing idle case BOTH_STAND2IDLE2: //# Random standing idle if ( PM_HasAnimation( gent, BOTH_TURNSTAND2 ) ) { return BOTH_TURNSTAND2; } else { return -1; } break; case BOTH_STAND3: //# Standing hands behind back: at ease: etc. case BOTH_STAND3IDLE1: //# Random standing idle if ( PM_HasAnimation( gent, BOTH_TURNSTAND3 ) ) { return BOTH_TURNSTAND3; } else { return -1; } break; case BOTH_STAND4: //# two handed: gun down: relaxed stand case BOTH_STAND4IDLE1: //# Random standing idle if ( PM_HasAnimation( gent, BOTH_TURNSTAND4 ) ) { return BOTH_TURNSTAND4; } else { return -1; } break; case BOTH_STAND5: //# standing idle, no weapon, hand down, back straight case BOTH_STAND5IDLE1: //# Random standing idle if ( PM_HasAnimation( gent, BOTH_TURNSTAND5 ) ) { return BOTH_TURNSTAND5; } else { return -1; } break; case BOTH_CROUCH1: //# Transition from standing to crouch case BOTH_CROUCH1IDLE: //# Crouching idle /* case BOTH_UNCROUCH1: //# Transition from crouch to standing case BOTH_CROUCH2IDLE: //# crouch and resting on back righ heel: no weapon case BOTH_CROUCH2TOSTAND1: //# going from crouch2 to stand1 case BOTH_CROUCH3: //# Desann crouching down to Kyle (cin 9) case BOTH_UNCROUCH3: //# Desann uncrouching down to Kyle (cin 9) case BOTH_CROUCH4: //# Slower version of crouch1 for cinematics case BOTH_UNCROUCH4: //# Slower version of uncrouch1 for cinematics */ if ( PM_HasAnimation( gent, BOTH_TURNCROUCH1 ) ) { return BOTH_TURNCROUCH1; } else { return -1; } break; default: return -1; break; } } qboolean PM_InOnGroundAnim ( playerState_t *ps ) { switch( ps->legsAnim ) { case BOTH_DEAD1: case BOTH_DEAD2: case BOTH_DEAD3: case BOTH_DEAD4: case BOTH_DEAD5: case BOTH_DEADFORWARD1: case BOTH_DEADBACKWARD1: case BOTH_DEADFORWARD2: case BOTH_DEADBACKWARD2: case BOTH_LYINGDEATH1: case BOTH_LYINGDEAD1: case BOTH_PAIN2WRITHE1: //# Transition from upright position to writhing on ground anim case BOTH_WRITHING1: //# Lying on ground writhing in pain case BOTH_WRITHING1RLEG: //# Lying on ground writhing in pain: holding right leg case BOTH_WRITHING1LLEG: //# Lying on ground writhing in pain: holding left leg case BOTH_WRITHING2: //# Lying on stomache writhing in pain case BOTH_INJURED1: //# Lying down: against wall - can also be sleeping case BOTH_CRAWLBACK1: //# Lying on back: crawling backwards with elbows case BOTH_INJURED2: //# Injured pose 2 case BOTH_INJURED3: //# Injured pose 3 case BOTH_INJURED6: //# Injured pose 6 case BOTH_INJURED6ATTACKSTART: //# Start attack while in injured 6 pose case BOTH_INJURED6ATTACKSTOP: //# End attack while in injured 6 pose case BOTH_INJURED6COMBADGE: //# Hit combadge while in injured 6 pose case BOTH_INJURED6POINT: //# Chang points to door while in injured state case BOTH_SLEEP1: //# laying on back-rknee up-rhand on torso case BOTH_SLEEP2: //# on floor-back against wall-arms crossed case BOTH_SLEEP5: //# Laying on side sleeping on flat sufrace case BOTH_SLEEP_IDLE1: //# rub face and nose while asleep from sleep pose 1 case BOTH_SLEEP_IDLE2: //# shift position while asleep - stays in sleep2 case BOTH_SLEEP1_NOSE: //# Scratch nose from SLEEP1 pose case BOTH_SLEEP2_SHIFT: //# Shift in sleep from SLEEP2 pose return qtrue; break; case BOTH_KNOCKDOWN1: //# case BOTH_KNOCKDOWN2: //# case BOTH_KNOCKDOWN3: //# case BOTH_KNOCKDOWN4: //# case BOTH_KNOCKDOWN5: //# if ( ps->legsAnimTimer < 500 ) {//pretty much horizontal by this point return qtrue; } break; case BOTH_GETUP1: case BOTH_GETUP2: case BOTH_GETUP3: case BOTH_GETUP4: case BOTH_GETUP5: case BOTH_GETUP_CROUCH_F1: case BOTH_GETUP_CROUCH_B1: case BOTH_FORCE_GETUP_F1: case BOTH_FORCE_GETUP_F2: case BOTH_FORCE_GETUP_B1: case BOTH_FORCE_GETUP_B2: case BOTH_FORCE_GETUP_B3: case BOTH_FORCE_GETUP_B4: case BOTH_FORCE_GETUP_B5: case BOTH_FORCE_GETUP_B6: if ( ps->legsAnimTimer > PM_AnimLength( g_entities[ps->clientNum].client->clientInfo.animFileIndex, (animNumber_t)ps->legsAnim )-400 ) {//still pretty much horizontal at this point return qtrue; } break; } return qfalse; } qboolean PM_InSpecialDeathAnim( int anim ) { switch( pm->ps->legsAnim ) { case BOTH_DEATH_ROLL: //# Death anim from a roll case BOTH_DEATH_FLIP: //# Death anim from a flip case BOTH_DEATH_SPIN_90_R: //# Death anim when facing 90 degrees right case BOTH_DEATH_SPIN_90_L: //# Death anim when facing 90 degrees left case BOTH_DEATH_SPIN_180: //# Death anim when facing backwards case BOTH_DEATH_LYING_UP: //# Death anim when lying on back case BOTH_DEATH_LYING_DN: //# Death anim when lying on front case BOTH_DEATH_FALLING_DN: //# Death anim when falling on face case BOTH_DEATH_FALLING_UP: //# Death anim when falling on back case BOTH_DEATH_CROUCHED: //# Death anim when crouched return qtrue; break; default: return qfalse; break; } } qboolean PM_InDeathAnim ( void ) {//Purposely does not cover stumbledeath and falldeath... switch( pm->ps->legsAnim ) { case BOTH_DEATH1: //# First Death anim case BOTH_DEATH2: //# Second Death anim case BOTH_DEATH3: //# Third Death anim case BOTH_DEATH4: //# Fourth Death anim case BOTH_DEATH5: //# Fifth Death anim case BOTH_DEATH6: //# Sixth Death anim case BOTH_DEATH7: //# Seventh Death anim case BOTH_DEATH8: //# case BOTH_DEATH9: //# case BOTH_DEATH10: //# case BOTH_DEATH11: //# case BOTH_DEATH12: //# case BOTH_DEATH13: //# case BOTH_DEATH14: //# case BOTH_DEATH14_UNGRIP: //# Desann's end death (cin #35) case BOTH_DEATH14_SITUP: //# Tavion sitting up after having been thrown (cin #23) case BOTH_DEATH15: //# case BOTH_DEATH16: //# case BOTH_DEATH17: //# case BOTH_DEATH18: //# case BOTH_DEATH19: //# case BOTH_DEATH20: //# case BOTH_DEATH21: //# case BOTH_DEATH22: //# case BOTH_DEATH23: //# case BOTH_DEATH24: //# case BOTH_DEATH25: //# case BOTH_DEATHFORWARD1: //# First Death in which they get thrown forward case BOTH_DEATHFORWARD2: //# Second Death in which they get thrown forward case BOTH_DEATHFORWARD3: //# Tavion's falling in cin# 23 case BOTH_DEATHBACKWARD1: //# First Death in which they get thrown backward case BOTH_DEATHBACKWARD2: //# Second Death in which they get thrown backward case BOTH_DEATH1IDLE: //# Idle while close to death case BOTH_LYINGDEATH1: //# Death to play when killed lying down case BOTH_STUMBLEDEATH1: //# Stumble forward and fall face first death case BOTH_FALLDEATH1: //# Fall forward off a high cliff and splat death - start case BOTH_FALLDEATH1INAIR: //# Fall forward off a high cliff and splat death - loop case BOTH_FALLDEATH1LAND: //# Fall forward off a high cliff and splat death - hit bottom //# #sep case BOTH_ DEAD POSES # Should be last frame of corresponding previous anims case BOTH_DEAD1: //# First Death finished pose case BOTH_DEAD2: //# Second Death finished pose case BOTH_DEAD3: //# Third Death finished pose case BOTH_DEAD4: //# Fourth Death finished pose case BOTH_DEAD5: //# Fifth Death finished pose case BOTH_DEAD6: //# Sixth Death finished pose case BOTH_DEAD7: //# Seventh Death finished pose case BOTH_DEAD8: //# case BOTH_DEAD9: //# case BOTH_DEAD10: //# case BOTH_DEAD11: //# case BOTH_DEAD12: //# case BOTH_DEAD13: //# case BOTH_DEAD14: //# case BOTH_DEAD15: //# case BOTH_DEAD16: //# case BOTH_DEAD17: //# case BOTH_DEAD18: //# case BOTH_DEAD19: //# case BOTH_DEAD20: //# case BOTH_DEAD21: //# case BOTH_DEAD22: //# case BOTH_DEAD23: //# case BOTH_DEAD24: //# case BOTH_DEAD25: //# case BOTH_DEADFORWARD1: //# First thrown forward death finished pose case BOTH_DEADFORWARD2: //# Second thrown forward death finished pose case BOTH_DEADBACKWARD1: //# First thrown backward death finished pose case BOTH_DEADBACKWARD2: //# Second thrown backward death finished pose case BOTH_LYINGDEAD1: //# Killed lying down death finished pose case BOTH_STUMBLEDEAD1: //# Stumble forward death finished pose case BOTH_FALLDEAD1LAND: //# Fall forward and splat death finished pose //# #sep case BOTH_ DEAD TWITCH/FLOP # React to being shot from death poses case BOTH_DEADFLOP1: //# React to being shot from First Death finished pose case BOTH_DEADFLOP2: //# React to being shot from Second Death finished pose case BOTH_DEADFLOP3: //# React to being shot from Third Death finished pose case BOTH_DEADFLOP4: //# React to being shot from Fourth Death finished pose case BOTH_DEADFLOP5: //# React to being shot from Fifth Death finished pose case BOTH_DEADFORWARD1_FLOP: //# React to being shot First thrown forward death finished pose case BOTH_DEADFORWARD2_FLOP: //# React to being shot Second thrown forward death finished pose case BOTH_DEADBACKWARD1_FLOP: //# React to being shot First thrown backward death finished pose case BOTH_DEADBACKWARD2_FLOP: //# React to being shot Second thrown backward death finished pose case BOTH_LYINGDEAD1_FLOP: //# React to being shot Killed lying down death finished pose case BOTH_STUMBLEDEAD1_FLOP: //# React to being shot Stumble forward death finished pose case BOTH_FALLDEAD1_FLOP: //# React to being shot Fall forward and splat death finished pose case BOTH_DISMEMBER_HEAD1: //# case BOTH_DISMEMBER_TORSO1: //# case BOTH_DISMEMBER_LLEG: //# case BOTH_DISMEMBER_RLEG: //# case BOTH_DISMEMBER_RARM: //# case BOTH_DISMEMBER_LARM: //# return qtrue; break; default: return PM_InSpecialDeathAnim( pm->ps->legsAnim ); break; } } qboolean PM_InCartwheel( int anim ) { switch ( anim ) { case BOTH_ARIAL_LEFT: case BOTH_ARIAL_RIGHT: case BOTH_ARIAL_F1: case BOTH_CARTWHEEL_LEFT: case BOTH_CARTWHEEL_RIGHT: return qtrue; break; } return qfalse; } qboolean PM_StandingAnim( int anim ) {//NOTE: does not check idles or special (cinematic) stands switch ( anim ) { case BOTH_STAND1: case BOTH_STAND2: case BOTH_STAND3: case BOTH_STAND4: return qtrue; break; } return qfalse; }