quake4-sdk/source/game/Player_States.cpp

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2007-06-15 00:00:00 +00:00
#include "../idlib/precompiled.h"
#pragma hdrstop
#include "Game_local.h"
CLASS_STATES_DECLARATION ( idPlayer )
// Wait States
STATE ( "Wait_Alive", idPlayer::State_Wait_Alive )
STATE ( "Wait_ReloadAnim", idPlayer::State_Wait_ReloadAnim )
// Torso States
STATE ( "Torso_Idle", idPlayer::State_Torso_Idle )
STATE ( "Torso_IdleThink", idPlayer::State_Torso_IdleThink )
STATE ( "Torso_Teleport", idPlayer::State_Torso_Teleport )
STATE ( "Torso_RaiseWeapon", idPlayer::State_Torso_RaiseWeapon )
STATE ( "Torso_LowerWeapon", idPlayer::State_Torso_LowerWeapon )
STATE ( "Torso_Fire", idPlayer::State_Torso_Fire )
STATE ( "Torso_Fire_Windup", idPlayer::State_Torso_Fire_Windup )
STATE ( "Torso_Reload", idPlayer::State_Torso_Reload )
STATE ( "Torso_Pain", idPlayer::State_Torso_Pain )
STATE ( "Torso_Dead", idPlayer::State_Torso_Dead )
STATE ( "Torso_Emote", idPlayer::State_Torso_Emote )
// Leg States
STATE ( "Legs_Idle", idPlayer::State_Legs_Idle )
STATE ( "Legs_Crouch", idPlayer::State_Legs_Crouch )
STATE ( "Legs_Uncrouch", idPlayer::State_Legs_Uncrouch )
STATE ( "Legs_Run_Forward", idPlayer::State_Legs_Run_Forward )
STATE ( "Legs_Run_Backward", idPlayer::State_Legs_Run_Backward )
STATE ( "Legs_Run_Left", idPlayer::State_Legs_Run_Left )
STATE ( "Legs_Run_Right", idPlayer::State_Legs_Run_Right )
STATE ( "Legs_Walk_Forward", idPlayer::State_Legs_Walk_Forward )
STATE ( "Legs_Walk_Backward", idPlayer::State_Legs_Walk_Backward )
STATE ( "Legs_Walk_Left", idPlayer::State_Legs_Walk_Left )
STATE ( "Legs_Walk_Right", idPlayer::State_Legs_Walk_Right )
STATE ( "Legs_Crouch_Idle", idPlayer::State_Legs_Crouch_Idle )
STATE ( "Legs_Crouch_Forward", idPlayer::State_Legs_Crouch_Forward )
STATE ( "Legs_Crouch_Backward", idPlayer::State_Legs_Crouch_Backward )
STATE ( "Legs_Fall", idPlayer::State_Legs_Fall )
STATE ( "Legs_Jump", idPlayer::State_Legs_Jump )
STATE ( "Legs_Fall", idPlayer::State_Legs_Fall )
STATE ( "Legs_Land", idPlayer::State_Legs_Land )
STATE ( "Legs_Dead", idPlayer::State_Legs_Dead )
END_CLASS_STATES
/*
================
idPlayer::State_Torso_Idle
================
*/
stateResult_t idPlayer::State_Torso_Idle ( const stateParms_t& parms ) {
if ( SRESULT_WAIT == State_Torso_IdleThink ( parms ) ) {
PlayCycle ( ANIMCHANNEL_TORSO, "idle", parms.blendFrames );
PostAnimState ( ANIMCHANNEL_TORSO, "Torso_IdleThink", parms.blendFrames );
}
return SRESULT_DONE;
}
/*
================
idPlayer::State_Torso_IdleThink
================
*/
stateResult_t idPlayer::State_Torso_IdleThink ( const stateParms_t& parms ) {
if ( pfl.teleport ) {
PostAnimState ( ANIMCHANNEL_TORSO, "Torso_Teleport", 0 );
return SRESULT_DONE;
}
if ( pfl.weaponFired ) {
PostAnimState ( ANIMCHANNEL_TORSO, "Torso_Fire", 0 );
return SRESULT_DONE;
}
if( pfl.attackHeld && weapon && weapon->wfl.hasWindupAnim) {
PostAnimState ( ANIMCHANNEL_TORSO, "Torso_Fire_Windup", 0 );
return SRESULT_DONE;
}
if ( pfl.attackHeld && HasAnim ( ANIMCHANNEL_TORSO, "startfire" ) ) {
PostAnimState ( ANIMCHANNEL_TORSO, "Torso_Fire_StartFire", 2 );
return SRESULT_DONE;
}
if ( pfl.pain ) {
PostAnimState ( ANIMCHANNEL_TORSO, "Torso_Pain", 0 );
return SRESULT_DONE;
}
if ( emote != PE_NONE ) {
PostAnimState ( ANIMCHANNEL_TORSO, "Torso_Emote", 5 );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
/*
================
idPlayer::State_Torso_Teleport
================
*/
stateResult_t idPlayer::State_Torso_Teleport ( const stateParms_t& parms ) {
enum {
STAGE_INIT,
STAGE_WAIT
};
switch ( parms.stage ) {
case STAGE_INIT:
pfl.teleport = false;
PlayAnim ( ANIMCHANNEL_TORSO, "teleport", parms.blendFrames );
return SRESULT_STAGE ( STAGE_WAIT );
case STAGE_WAIT:
if ( AnimDone ( ANIMCHANNEL_TORSO, 4 ) ) {
PostAnimState ( ANIMCHANNEL_TORSO, "Torso_Idle", 4 );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
================
idPlayer::State_Torso_RaiseWeapon
================
*/
stateResult_t idPlayer::State_Torso_RaiseWeapon ( const stateParms_t& parms ) {
PlayAnim( ANIMCHANNEL_TORSO, "raise", parms.blendFrames );
PostAnimState ( ANIMCHANNEL_TORSO, "Wait_TorsoAnim", 3 );
PostAnimState ( ANIMCHANNEL_TORSO, "Torso_Idle", 3 );
return SRESULT_DONE;
}
/*
================
idPlayer::State_Torso_LowerWeapon
================
*/
stateResult_t idPlayer::State_Torso_LowerWeapon ( const stateParms_t& parms ) {
PlayAnim( ANIMCHANNEL_TORSO, "lower", parms.blendFrames );
PostAnimState ( ANIMCHANNEL_TORSO, "Wait_TorsoAnim", 3 );
return SRESULT_DONE;
}
/*
================
idPlayer::State_Torso_Fire
================
*/
stateResult_t idPlayer::State_Torso_Fire ( const stateParms_t& parms ) {
enum {
TORSO_FIRE_INIT,
TORSO_FIRE_WAIT,
TORSO_FIRE_AIM,
TORSO_FIRE_AIMWAIT
};
switch ( parms.stage ) {
// Start the firing sequence
case TORSO_FIRE_INIT:
PlayAnim ( ANIMCHANNEL_TORSO, "fire", parms.blendFrames );
pfl.weaponFired = false;
return SRESULT_STAGE(TORSO_FIRE_WAIT);
// Wait for the firing animation to be finished
case TORSO_FIRE_WAIT:
if ( pfl.weaponFired ) {
PostAnimState ( ANIMCHANNEL_TORSO, "Torso_Fire", parms.blendFrames );
return SRESULT_DONE;
}
if ( AnimDone ( ANIMCHANNEL_TORSO, parms.blendFrames ) ) {
PostAnimState ( ANIMCHANNEL_TORSO, "Torso_Idle", parms.blendFrames );
return SRESULT_DONE;
}
return SRESULT_WAIT;
// Keep the gun aimed but dont shoot
case TORSO_FIRE_AIM:
PlayAnim ( ANIMCHANNEL_TORSO, "aim", 3 );
return SRESULT_STAGE(TORSO_FIRE_AIMWAIT);
// Keep the gun aimed as long as the attack button is held and nothing is firing
case TORSO_FIRE_AIMWAIT:
if ( pfl.weaponFired ) {
PostAnimState ( ANIMCHANNEL_TORSO, "Torso_Fire", 3 );
return SRESULT_DONE;
} else if ( !pfl.attackHeld ) {
PostAnimState ( ANIMCHANNEL_TORSO, "Torso_Idle", parms.blendFrames );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_DONE;
}
/*
================
idPlayer::State_Torso_Fire_Windup
================
*/
stateResult_t idPlayer::State_Torso_Fire_Windup ( const stateParms_t& parms ) {
enum {
TORSO_FIRE_INIT,
TORSO_WINDUP_WAIT,
TORSO_FIRE_LOOP,
TORSO_FIRE_WAIT,
TORSO_WINDDOWN_START,
TORSO_WINDDOWN_WAIT,
TORSO_FIRE_AIM,
TORSO_FIRE_AIMWAIT
};
switch ( parms.stage ) {
// Start the firing sequence
case TORSO_FIRE_INIT:
//jshepard: HACK for now we're blending here, but we need to support charge up anims here
PlayAnim ( ANIMCHANNEL_TORSO, "fire", 4 );
pfl.weaponFired = false;
return SRESULT_STAGE(TORSO_WINDUP_WAIT);
// wait for the windup anim to end, or the attackHeld to be false.
case TORSO_WINDUP_WAIT:
if( !pfl.attackHeld ) {
return SRESULT_STAGE( TORSO_WINDDOWN_START );
}
if( AnimDone ( ANIMCHANNEL_TORSO, parms.blendFrames )) {
return SRESULT_STAGE( TORSO_FIRE_LOOP );
}
return SRESULT_WAIT;
// play the firing loop
case TORSO_FIRE_LOOP:
if( !pfl.attackHeld ) {
return SRESULT_STAGE( TORSO_WINDDOWN_START );
}
PlayAnim ( ANIMCHANNEL_TORSO, "fire", parms.blendFrames );
return SRESULT_STAGE( TORSO_FIRE_WAIT );
// loop the fire anim
case TORSO_FIRE_WAIT:
if( !pfl.attackHeld ) {
return SRESULT_STAGE( TORSO_WINDDOWN_START );
}
//loop the attack anim
if ( AnimDone ( ANIMCHANNEL_TORSO, parms.blendFrames ) ) {
PlayAnim ( ANIMCHANNEL_TORSO, "fire", parms.blendFrames );
return SRESULT_STAGE( TORSO_FIRE_WAIT );
}
return SRESULT_WAIT;
//wind down
case TORSO_WINDDOWN_START:
//jshepard: HACK just blend back into idle for now, we could support winddown anims here.
PostAnimState ( ANIMCHANNEL_TORSO, "Torso_Idle", 4 );
pfl.weaponFired = false;
return SRESULT_DONE;
}
return SRESULT_DONE;
}
/*
================
idPlayer::State_Torso_Reload
================
*/
stateResult_t idPlayer::State_Torso_Reload ( const stateParms_t& parms ) {
enum {
TORSO_RELOAD_START,
TORSO_RELOAD_STARTWAIT,
TORSO_RELOAD_LOOP,
TORSO_RELOAD_LOOPWAIT,
TORSO_RELOAD_WAIT,
TORSO_RELOAD_END
};
switch ( parms.stage ) {
// Start the reload by either playing the reload animation or the reload_start animation
case TORSO_RELOAD_START:
if ( HasAnim ( ANIMCHANNEL_TORSO, "reload_start" ) ) {
PlayAnim ( ANIMCHANNEL_TORSO, "reload_start", parms.blendFrames );
return SRESULT_STAGE(TORSO_RELOAD_STARTWAIT);
}
PlayAnim( ANIMCHANNEL_TORSO, "reload", parms.blendFrames );
return SRESULT_STAGE(TORSO_RELOAD_WAIT);
// Wait for the reload_start animation to finish and transition to reload_loop
case TORSO_RELOAD_STARTWAIT:
if ( AnimDone ( ANIMCHANNEL_TORSO, 0 ) ) {
return SRESULT_STAGE(TORSO_RELOAD_LOOP);
} else if ( pfl.weaponFired ) {
PostAnimState ( ANIMCHANNEL_TORSO, "Torso_Idle", 3 );
return SRESULT_DONE;
}
return SRESULT_WAIT;
// Play a single reload from the reload loop
case TORSO_RELOAD_LOOP:
if ( !pfl.reload ) {
return SRESULT_STAGE(TORSO_RELOAD_END);
}
PlayAnim ( ANIMCHANNEL_TORSO, "reload_loop", 0 );
return SRESULT_STAGE(TORSO_RELOAD_LOOPWAIT);
// Wait for the looping reload to finish and either start a new one or end the reload
case TORSO_RELOAD_LOOPWAIT:
if ( AnimDone ( ANIMCHANNEL_TORSO, 0 ) ) {
return SRESULT_STAGE(TORSO_RELOAD_LOOP);
} else if ( pfl.weaponFired ) {
PostAnimState ( ANIMCHANNEL_TORSO, "Torso_Idle", 3 );
return SRESULT_DONE;
}
return SRESULT_WAIT;
// End the reload
case TORSO_RELOAD_END:
if ( pfl.weaponFired ) {
PostAnimState ( ANIMCHANNEL_TORSO, "Torso_Idle", 3 );
return SRESULT_DONE;
}
PlayAnim( ANIMCHANNEL_TORSO, "reload_end", 3 );
return SRESULT_STAGE(TORSO_RELOAD_WAIT);
// Wait for reload to finish (called by both reload_end and reload)
case TORSO_RELOAD_WAIT:
if ( pfl.weaponFired || AnimDone ( ANIMCHANNEL_TORSO, 3 ) ) {
PostAnimState ( ANIMCHANNEL_TORSO, "Torso_Idle", 3 );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_DONE;
}
/*
================
idPlayer::State_Torso_Pain
================
*/
stateResult_t idPlayer::State_Torso_Pain ( const stateParms_t& parms ) {
PlayAnim ( ANIMCHANNEL_TORSO, painAnim.Length()?painAnim:"pain", parms.blendFrames );
PostAnimState ( ANIMCHANNEL_TORSO, "Wait_TorsoAnim", 4 );
PostAnimState ( ANIMCHANNEL_TORSO, "Torso_Idle", 4 );
return SRESULT_DONE;
}
/*
================
idPlayer::State_Torso_Dead
================
*/
stateResult_t idPlayer::State_Torso_Dead ( const stateParms_t& parms ) {
PostAnimState ( ANIMCHANNEL_TORSO, "Wait_Alive", 0 );
PostAnimState ( ANIMCHANNEL_TORSO, "Torso_Idle", 0 );
return SRESULT_DONE;
}
/*
================
idPlayer::State_Torso_Emote
================
*/
stateResult_t idPlayer::State_Torso_Emote ( const stateParms_t& parms ) {
enum {
STAGE_INIT,
STAGE_WAIT
};
switch ( parms.stage ) {
case STAGE_INIT:
if( emote == PE_GRAB_A ) {
PlayAnim ( ANIMCHANNEL_TORSO, "grab_a", parms.blendFrames );
} else if( emote == PE_GRAB_B ) {
PlayAnim ( ANIMCHANNEL_TORSO, "grab_b", parms.blendFrames );
} else if( emote == PE_SALUTE ) {
PlayAnim ( ANIMCHANNEL_TORSO, "salute", parms.blendFrames );
} else if( emote == PE_CHEER ) {
PlayAnim ( ANIMCHANNEL_TORSO, "cheer", parms.blendFrames );
} else if( emote == PE_TAUNT ) {
PlayAnim ( ANIMCHANNEL_TORSO, "taunt", parms.blendFrames );
}
emote = PE_NONE;
return SRESULT_STAGE ( STAGE_WAIT );
case STAGE_WAIT:
if ( AnimDone ( ANIMCHANNEL_TORSO, parms.blendFrames ) ) {
PostAnimState ( ANIMCHANNEL_TORSO, "Torso_Idle", parms.blendFrames );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
===============================================================================
AI Leg States
===============================================================================
*/
/*
================
idPlayer::IsLegsIdle
================
*/
bool idPlayer::IsLegsIdle ( bool crouching ) const {
return ( (pfl.crouch == crouching) && pfl.onGround && (pfl.forward==pfl.backward) && (pfl.strafeLeft==pfl.strafeRight) );
}
/*
================
idPlayer::State_Legs_Idle
================
*/
stateResult_t idPlayer::State_Legs_Idle ( const stateParms_t& parms ) {
enum {
STAGE_INIT,
STAGE_WAIT
};
switch ( parms.stage ) {
case STAGE_INIT:
if ( pfl.crouch ) {
PostAnimState ( ANIMCHANNEL_LEGS, "Legs_Crouch", parms.blendFrames );
return SRESULT_DONE;
}
IdleAnim ( ANIMCHANNEL_LEGS, "idle", parms.blendFrames );
return SRESULT_STAGE ( STAGE_WAIT );
case STAGE_WAIT:
// If now crouching go back to idle so we can transition to crouch
if ( pfl.crouch ) {
PostAnimState ( ANIMCHANNEL_LEGS, "Legs_Crouch", 4 );
return SRESULT_DONE;
} else if ( pfl.jump ) {
PostAnimState ( ANIMCHANNEL_LEGS, "Legs_Jump", 4 );
return SRESULT_DONE;
} else if ( !pfl.onGround ) {
PostAnimState ( ANIMCHANNEL_LEGS, "Legs_Fall", 4 );
return SRESULT_DONE;
}else if ( pfl.forward && !pfl.backward ) {
if( usercmd.buttons & BUTTON_RUN ) {
PlayCycle( ANIMCHANNEL_LEGS, "run_forward", parms.blendFrames );
PostAnimState ( ANIMCHANNEL_LEGS, "Legs_Run_Forward", parms.blendFrames );
} else {
PlayCycle( ANIMCHANNEL_LEGS, "walk_forward", parms.blendFrames );
PostAnimState ( ANIMCHANNEL_LEGS, "Legs_Walk_Forward", parms.blendFrames );
}
return SRESULT_DONE;
} else if ( pfl.backward && !pfl.forward ) {
if( usercmd.buttons & BUTTON_RUN ) {
PlayCycle( ANIMCHANNEL_LEGS, "run_backwards", parms.blendFrames );
PostAnimState ( ANIMCHANNEL_LEGS, "Legs_Run_Backward", parms.blendFrames );
} else {
PlayCycle( ANIMCHANNEL_LEGS, "walk_backwards", parms.blendFrames );
PostAnimState ( ANIMCHANNEL_LEGS, "Legs_Walk_Backward", parms.blendFrames );
}
return SRESULT_DONE;
} else if ( pfl.strafeLeft && !pfl.strafeRight ) {
if( usercmd.buttons & BUTTON_RUN ) {
PlayCycle( ANIMCHANNEL_LEGS, "run_strafe_left", parms.blendFrames );
PostAnimState ( ANIMCHANNEL_LEGS, "Legs_Run_Left", parms.blendFrames );
} else {
PlayCycle( ANIMCHANNEL_LEGS, "walk_left", parms.blendFrames );
PostAnimState ( ANIMCHANNEL_LEGS, "Legs_Walk_Left", parms.blendFrames );
}
return SRESULT_DONE;
} else if ( pfl.strafeRight && !pfl.strafeLeft ) {
if( usercmd.buttons & BUTTON_RUN ) {
PlayCycle( ANIMCHANNEL_LEGS, "run_strafe_right", parms.blendFrames );
PostAnimState ( ANIMCHANNEL_LEGS, "Legs_Run_Right", parms.blendFrames );
} else {
PlayCycle( ANIMCHANNEL_LEGS, "walk_right", parms.blendFrames );
PostAnimState ( ANIMCHANNEL_LEGS, "Legs_Walk_Right", parms.blendFrames );
}
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
================
idPlayer::State_Legs_Crouch_Idle
================
*/
stateResult_t idPlayer::State_Legs_Crouch_Idle ( const stateParms_t& parms ) {
enum {
STAGE_INIT,
STAGE_WAIT
};
switch ( parms.stage ) {
case STAGE_INIT:
if ( !pfl.crouch ) {
PostAnimState ( ANIMCHANNEL_LEGS, "Legs_Uncrouch", parms.blendFrames );
return SRESULT_DONE;
}
PlayCycle ( ANIMCHANNEL_LEGS, "crouch", parms.blendFrames );
return SRESULT_STAGE ( STAGE_WAIT );
case STAGE_WAIT:
if ( !pfl.crouch || pfl.jump ) {
PostAnimState ( ANIMCHANNEL_LEGS, "Legs_Uncrouch", 4 );
return SRESULT_DONE;
} else if ( (pfl.forward && !pfl.backward) || (pfl.strafeLeft != pfl.strafeRight) ) {
PostAnimState ( ANIMCHANNEL_LEGS, "Legs_Crouch_Forward", parms.blendFrames );
return SRESULT_DONE;
} else if ( pfl.backward && !pfl.forward ) {
PostAnimState ( ANIMCHANNEL_LEGS, "Legs_Crouch_Backward", parms.blendFrames );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
================
idPlayer::State_Legs_Crouch
================
*/
stateResult_t idPlayer::State_Legs_Crouch ( const stateParms_t& parms ) {
enum {
STAGE_INIT,
STAGE_WAIT
};
switch ( parms.stage ) {
case STAGE_INIT:
PlayAnim ( ANIMCHANNEL_LEGS, "crouch_down", parms.blendFrames );
return SRESULT_STAGE ( STAGE_WAIT );
case STAGE_WAIT:
if ( !IsLegsIdle ( true ) || AnimDone ( ANIMCHANNEL_LEGS, 4 ) ) {
PostAnimState ( ANIMCHANNEL_LEGS, "Legs_Crouch_Idle", parms.blendFrames );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
================
idPlayer::State_Legs_Uncrouch
================
*/
stateResult_t idPlayer::State_Legs_Uncrouch ( const stateParms_t& parms ) {
enum {
STAGE_INIT,
STAGE_WAIT
};
switch ( parms.stage ) {
case STAGE_INIT:
PlayAnim ( ANIMCHANNEL_LEGS, "crouch_up", parms.blendFrames );
return SRESULT_STAGE ( STAGE_WAIT );
case STAGE_WAIT:
if ( !IsLegsIdle ( false ) || AnimDone ( ANIMCHANNEL_LEGS, 4 ) ) {
PostAnimState ( ANIMCHANNEL_LEGS, "Legs_Idle", 4 );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
================
idPlayer::State_Legs_Run_Forward
================
*/
stateResult_t idPlayer::State_Legs_Run_Forward ( const stateParms_t& parms ) {
if ( !pfl.jump && pfl.onGround && !pfl.crouch && !pfl.backward && pfl.forward ) {
if( usercmd.buttons & BUTTON_RUN ) {
return SRESULT_WAIT;
} else {
PlayCycle( ANIMCHANNEL_LEGS, "walk_forward", parms.blendFrames );
PostAnimState ( ANIMCHANNEL_LEGS, "Legs_Walk_Forward", parms.blendFrames );
return SRESULT_DONE;
}
}
PostAnimState ( ANIMCHANNEL_LEGS, "Legs_Idle", parms.blendFrames );
return SRESULT_DONE;
}
/*
================
idPlayer::State_Legs_Run_Backward
================
*/
stateResult_t idPlayer::State_Legs_Run_Backward ( const stateParms_t& parms ) {
if ( !pfl.jump && pfl.onGround && !pfl.crouch && !pfl.forward && pfl.backward ) {
if( usercmd.buttons & BUTTON_RUN ) {
return SRESULT_WAIT;
} else {
PlayCycle( ANIMCHANNEL_LEGS, "walk_backwards", parms.blendFrames );
PostAnimState ( ANIMCHANNEL_LEGS, "Legs_Walk_Backward", parms.blendFrames );
return SRESULT_DONE;
}
}
PostAnimState ( ANIMCHANNEL_LEGS, "Legs_Idle", parms.blendFrames );
return SRESULT_DONE;
}
/*
================
idPlayer::State_Legs_Run_Left
================
*/
stateResult_t idPlayer::State_Legs_Run_Left ( const stateParms_t& parms ) {
if ( !pfl.jump && pfl.onGround && !pfl.crouch && (pfl.forward == pfl.backward) && pfl.strafeLeft && !pfl.strafeRight ) {
if( usercmd.buttons & BUTTON_RUN ) {
return SRESULT_WAIT;
} else {
PlayCycle( ANIMCHANNEL_LEGS, "walk_left", parms.blendFrames );
PostAnimState ( ANIMCHANNEL_LEGS, "Legs_Walk_Left", parms.blendFrames );
return SRESULT_DONE;
}
}
PostAnimState ( ANIMCHANNEL_LEGS, "Legs_Idle", parms.blendFrames );
return SRESULT_DONE;
}
/*
================
idPlayer::State_Legs_Run_Right
================
*/
stateResult_t idPlayer::State_Legs_Run_Right ( const stateParms_t& parms ) {
if ( !pfl.jump && pfl.onGround && !pfl.crouch && (pfl.forward == pfl.backward) && pfl.strafeRight && !pfl.strafeLeft ) {
if( usercmd.buttons & BUTTON_RUN ) {
return SRESULT_WAIT;
} else {
PlayCycle( ANIMCHANNEL_LEGS, "walk_right", parms.blendFrames );
PostAnimState ( ANIMCHANNEL_LEGS, "Legs_Walk_Right", parms.blendFrames );
return SRESULT_DONE;
}
}
PostAnimState ( ANIMCHANNEL_LEGS, "Legs_Idle", parms.blendFrames );
return SRESULT_DONE;
}
/*
================
idPlayer::State_Legs_Walk_Forward
================
*/
stateResult_t idPlayer::State_Legs_Walk_Forward ( const stateParms_t& parms ) {
if ( !pfl.jump && pfl.onGround && !pfl.crouch && !pfl.backward && pfl.forward ) {
if( !(usercmd.buttons & BUTTON_RUN) ) {
return SRESULT_WAIT;
} else {
PlayCycle( ANIMCHANNEL_LEGS, "run_forward", parms.blendFrames );
PostAnimState ( ANIMCHANNEL_LEGS, "Legs_Run_Forward", parms.blendFrames );
return SRESULT_DONE;
}
}
PostAnimState ( ANIMCHANNEL_LEGS, "Legs_Idle", parms.blendFrames );
return SRESULT_DONE;
}
/*
================
idPlayer::State_Legs_Walk_Backward
================
*/
stateResult_t idPlayer::State_Legs_Walk_Backward ( const stateParms_t& parms ) {
if ( !pfl.jump && pfl.onGround && !pfl.crouch && !pfl.forward && pfl.backward ) {
if( !(usercmd.buttons & BUTTON_RUN) ) {
return SRESULT_WAIT;
} else {
PlayCycle( ANIMCHANNEL_LEGS, "run_backwards", parms.blendFrames );
PostAnimState ( ANIMCHANNEL_LEGS, "Legs_Run_Backward", parms.blendFrames );
return SRESULT_DONE;
}
}
PostAnimState ( ANIMCHANNEL_LEGS, "Legs_Idle", parms.blendFrames );
return SRESULT_DONE;
}
/*
================
idPlayer::State_Legs_Walk_Left
================
*/
stateResult_t idPlayer::State_Legs_Walk_Left ( const stateParms_t& parms ) {
if ( !pfl.jump && pfl.onGround && !pfl.crouch && (pfl.forward == pfl.backward) && pfl.strafeLeft && !pfl.strafeRight ) {
if( !(usercmd.buttons & BUTTON_RUN) ) {
return SRESULT_WAIT;
} else {
PlayCycle( ANIMCHANNEL_LEGS, "run_strafe_left", parms.blendFrames );
PostAnimState ( ANIMCHANNEL_LEGS, "Legs_Run_Left", parms.blendFrames );
return SRESULT_DONE;
}
}
PostAnimState ( ANIMCHANNEL_LEGS, "Legs_Idle", parms.blendFrames );
return SRESULT_DONE;
}
/*
================
idPlayer::State_Legs_Walk_Right
================
*/
stateResult_t idPlayer::State_Legs_Walk_Right ( const stateParms_t& parms ) {
if ( !pfl.jump && pfl.onGround && !pfl.crouch && (pfl.forward == pfl.backward) && pfl.strafeRight && !pfl.strafeLeft ) {
if( !(usercmd.buttons & BUTTON_RUN) ) {
return SRESULT_WAIT;
} else {
PlayCycle( ANIMCHANNEL_LEGS, "run_strafe_right", parms.blendFrames );
PostAnimState ( ANIMCHANNEL_LEGS, "Legs_Run_Right", parms.blendFrames );
return SRESULT_DONE;
}
}
PostAnimState ( ANIMCHANNEL_LEGS, "Legs_Idle", parms.blendFrames );
return SRESULT_DONE;
}
/*
================
idPlayer::State_Legs_Crouch_Forward
================
*/
stateResult_t idPlayer::State_Legs_Crouch_Forward ( const stateParms_t& parms ) {
enum {
STAGE_INIT,
STAGE_WAIT
};
switch ( parms.stage ) {
case STAGE_INIT:
PlayCycle( ANIMCHANNEL_LEGS, "crouch_walk", parms.blendFrames );
return SRESULT_STAGE ( STAGE_WAIT );
case STAGE_WAIT:
if ( !pfl.jump && pfl.onGround && pfl.crouch && ((!pfl.backward && pfl.forward) || (pfl.strafeLeft != pfl.strafeRight)) ) {
return SRESULT_WAIT;
}
PostAnimState ( ANIMCHANNEL_LEGS, "Legs_Crouch_Idle", 2 );
return SRESULT_DONE;
}
return SRESULT_DONE;
}
/*
================
idPlayer::State_Legs_Crouch_Backward
================
*/
stateResult_t idPlayer::State_Legs_Crouch_Backward ( const stateParms_t& parms ) {
enum {
STAGE_INIT,
STAGE_WAIT
};
switch ( parms.stage ) {
case STAGE_INIT:
PlayCycle( ANIMCHANNEL_LEGS, "crouch_walk_backward", parms.blendFrames );
return SRESULT_STAGE ( STAGE_WAIT );
case STAGE_WAIT:
if ( !pfl.jump && pfl.onGround && pfl.crouch && !pfl.forward && pfl.backward ) {
return SRESULT_WAIT;
}
PostAnimState ( ANIMCHANNEL_LEGS, "Legs_Crouch_Idle", parms.blendFrames );
return SRESULT_DONE;
}
return SRESULT_ERROR;
}
/*
================
idPlayer::State_Legs_Jump
================
*/
stateResult_t idPlayer::State_Legs_Jump ( const stateParms_t& parms ) {
enum {
STAGE_INIT,
STAGE_WAIT
};
switch ( parms.stage ) {
case STAGE_INIT:
// prevent infinite recursion
pfl.jump = false;
if ( pfl.run ) {
PlayAnim ( ANIMCHANNEL_LEGS, "run_jump", parms.blendFrames );
} else {
PlayAnim ( ANIMCHANNEL_LEGS, "jump", parms.blendFrames );
}
return SRESULT_STAGE ( STAGE_WAIT );
case STAGE_WAIT:
if ( pfl.onGround ) {
PostAnimState ( ANIMCHANNEL_LEGS, "Legs_Land", 4 );
return SRESULT_DONE;
}
if ( AnimDone ( ANIMCHANNEL_LEGS, 4 ) ) {
PostAnimState ( ANIMCHANNEL_LEGS, "Legs_Fall", 4 );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
================
idPlayer::State_Legs_Fall
================
*/
stateResult_t idPlayer::State_Legs_Fall ( const stateParms_t& parms ) {
enum {
STAGE_INIT,
STAGE_WAIT
};
switch ( parms.stage ) {
case STAGE_INIT:
if ( pfl.onGround ) {
PostAnimState ( ANIMCHANNEL_LEGS, "Legs_Land", 2 );
return SRESULT_DONE;
}
PlayCycle ( ANIMCHANNEL_LEGS, "fall", parms.blendFrames );
return SRESULT_STAGE ( STAGE_WAIT );
case STAGE_WAIT:
if ( pfl.onGround ) {
PostAnimState ( ANIMCHANNEL_LEGS, "Legs_Land", 2 );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_DONE;
}
/*
================
idPlayer::State_Legs_Land
================
*/
stateResult_t idPlayer::State_Legs_Land ( const stateParms_t& parms ) {
enum {
STAGE_INIT,
STAGE_WAIT
};
switch ( parms.stage ) {
case STAGE_INIT:
if ( IsLegsIdle ( false ) && ( pfl.hardLanding || pfl.softLanding ) ) {
if ( pfl.hardLanding ) {
PlayAnim ( ANIMCHANNEL_LEGS, "hard_land", parms.blendFrames );
} else {
PlayAnim ( ANIMCHANNEL_LEGS, "soft_land", parms.blendFrames );
}
return SRESULT_STAGE ( STAGE_WAIT );
}
PostAnimState ( ANIMCHANNEL_LEGS, "Legs_Idle", 4 );
return SRESULT_DONE;
case STAGE_WAIT:
if ( !IsLegsIdle ( false ) || AnimDone ( ANIMCHANNEL_LEGS, parms.blendFrames ) ) {
PostAnimState ( ANIMCHANNEL_LEGS, "Legs_Idle", parms.blendFrames );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
================
idPlayer::State_Legs_Dead
================
*/
stateResult_t idPlayer::State_Legs_Dead ( const stateParms_t& parms ) {
PostAnimState ( ANIMCHANNEL_LEGS, "Wait_Alive", 0 );
PostAnimState ( ANIMCHANNEL_LEGS, "Legs_Idle", 0 );
return SRESULT_DONE;
}
/*
================
idPlayer::State_Wait_Alive
Waits until the player is alive again.
================
*/
stateResult_t idPlayer::State_Wait_Alive ( const stateParms_t& parms ) {
if ( pfl.dead ) {
return SRESULT_WAIT;
}
return SRESULT_DONE;
}
/*
================
idPlayer::State_Wait_ReloadAnim
================
*/
stateResult_t idPlayer::State_Wait_ReloadAnim ( const stateParms_t& parms ) {
// The gun firing can cancel any of the relod animations
if ( pfl.weaponFired ) {
SetAnimState ( ANIMCHANNEL_TORSO, "Torso_Idle", parms.blendFrames );
return SRESULT_DONE;
}
// wait for the animation to finish
if ( AnimDone ( ANIMCHANNEL_TORSO, parms.blendFrames ) ) {
return SRESULT_DONE;
}
return SRESULT_WAIT;
}