mirror of
https://github.com/UberGames/EF2GameSource.git
synced 2024-11-10 06:31:42 +00:00
1011 lines
22 KiB
C++
1011 lines
22 KiB
C++
|
//-----------------------------------------------------------------------------
|
||
|
//
|
||
|
// $Logfile:: /EF2/Code/DLLs/game/animate.cpp $
|
||
|
// $Revision:: 23 $
|
||
|
// $Author:: Singlis $
|
||
|
// $Date:: 9/26/03 2:35p $
|
||
|
//
|
||
|
// Copyright (C) 1998 by Ritual Entertainment, Inc.
|
||
|
// All rights reserved.
|
||
|
//
|
||
|
// This source is may not be distributed and/or modified without
|
||
|
// expressly written permission by Ritual Entertainment, Inc.
|
||
|
//
|
||
|
//
|
||
|
// DESCRIPTION: Animate Class
|
||
|
//
|
||
|
|
||
|
#include "_pch_cpp.h"
|
||
|
#include "animate.h"
|
||
|
#include "player.h"
|
||
|
#include <qcommon/qfiles.h>
|
||
|
|
||
|
// Leg Animation events
|
||
|
Event EV_Anim
|
||
|
(
|
||
|
"anim",
|
||
|
EV_DEFAULT,
|
||
|
"s",
|
||
|
"animName",
|
||
|
"set the legs animation to animName."
|
||
|
);
|
||
|
Event EV_SetFrame
|
||
|
(
|
||
|
"setframe",
|
||
|
EV_CODEONLY,
|
||
|
"iS",
|
||
|
"frameNumber animName",
|
||
|
"Set the frame on the legs, if anim is not specified, current is assumed."
|
||
|
);
|
||
|
Event EV_AnimDone
|
||
|
(
|
||
|
"animdone",
|
||
|
EV_CODEONLY,
|
||
|
NULL,
|
||
|
NULL,
|
||
|
"Legs animation has finished, not for script use."
|
||
|
);
|
||
|
Event EV_FrameDelta
|
||
|
(
|
||
|
"setmovedelta",
|
||
|
EV_CODEONLY,
|
||
|
"v",
|
||
|
"moveDelta",
|
||
|
"movement from animation, not for script use."
|
||
|
);
|
||
|
Event EV_StopAnimating
|
||
|
(
|
||
|
"stopanimating",
|
||
|
EV_CODEONLY,
|
||
|
NULL,
|
||
|
NULL,
|
||
|
"stop the legs from animating. Animation will end at the end of current cycle."
|
||
|
);
|
||
|
|
||
|
// Torso Animation events
|
||
|
Event EV_Torso_Anim
|
||
|
(
|
||
|
"torso_anim",
|
||
|
EV_CODEONLY,
|
||
|
"s",
|
||
|
"animName",
|
||
|
"set the torso animation to animName."
|
||
|
);
|
||
|
Event EV_Torso_SetFrame
|
||
|
(
|
||
|
"torso_setframe",
|
||
|
EV_CODEONLY,
|
||
|
"iS",
|
||
|
"frameNumber animName",
|
||
|
"Set the frame on the torso, if anim is not specified, current is assumed."
|
||
|
);
|
||
|
Event EV_Torso_AnimDone
|
||
|
(
|
||
|
"torso_animdone",
|
||
|
EV_CODEONLY,
|
||
|
NULL,
|
||
|
NULL,
|
||
|
"Torso animation has finished, not for script use."
|
||
|
);
|
||
|
Event EV_Torso_StopAnimating
|
||
|
(
|
||
|
"torso_stopanimating",
|
||
|
EV_CODEONLY,
|
||
|
NULL,
|
||
|
NULL,
|
||
|
"stop the torso from animating. Animation will end at the end of current cycle."
|
||
|
);
|
||
|
Event EV_NewAnim
|
||
|
(
|
||
|
"animate_newanim",
|
||
|
EV_CODEONLY,
|
||
|
"ii",
|
||
|
"animNum bodyPart",
|
||
|
"Start a new animation, not for script use."
|
||
|
);
|
||
|
|
||
|
CLASS_DECLARATION( Listener, Animate, "animate" )
|
||
|
{
|
||
|
{ &EV_Anim, &Animate::Legs_AnimEvent },
|
||
|
{ &EV_SetFrame, &Animate::Legs_SetFrameEvent },
|
||
|
{ &EV_AnimDone, &Animate::Legs_AnimDoneEvent },
|
||
|
{ &EV_StopAnimating, &Animate::Legs_StopAnimating },
|
||
|
{ &EV_FrameDelta, &Animate::FrameDeltaEvent },
|
||
|
{ &EV_NewAnim, &Animate::NewAnimEvent },
|
||
|
{ &EV_Torso_Anim, &Animate::Torso_AnimEvent },
|
||
|
{ &EV_Torso_SetFrame, &Animate::Torso_SetFrameEvent },
|
||
|
{ &EV_Torso_AnimDone, &Animate::Torso_AnimDoneEvent },
|
||
|
{ &EV_Torso_StopAnimating, &Animate::Torso_StopAnimating },
|
||
|
|
||
|
{ NULL, NULL }
|
||
|
};
|
||
|
|
||
|
Animate::Animate()
|
||
|
{
|
||
|
// Should always use other constructor
|
||
|
|
||
|
assert( 0 );
|
||
|
}
|
||
|
|
||
|
Animate::Animate( Entity *ent )
|
||
|
{
|
||
|
// Animation variables
|
||
|
frame_delta = Vector(0, 0, 0);
|
||
|
animDoneEvent = NULL;
|
||
|
torso_animDoneEvent = NULL;
|
||
|
|
||
|
legs_animtime = 0;
|
||
|
torso_animtime = 0;
|
||
|
|
||
|
legs_starttime = 0;
|
||
|
torso_starttime = 0;
|
||
|
|
||
|
legs_numframes = 0;
|
||
|
torso_numframes = 0;
|
||
|
|
||
|
legs_frametime = 0;
|
||
|
torso_frametime = 0;
|
||
|
|
||
|
self = ent;
|
||
|
|
||
|
if ( self )
|
||
|
{
|
||
|
self->edict->s.animationRate = 1.0f;
|
||
|
self->edict->s.anim |= (ANIM_SERVER_EXITCOMMANDS_PROCESSED);
|
||
|
self->edict->s.torso_anim |= (ANIM_SERVER_EXITCOMMANDS_PROCESSED);
|
||
|
self->edict->s.effectsAnims[ 0 ] = -1 ;
|
||
|
self->edict->s.effectsAnims[ 1 ] = -1 ;
|
||
|
self->edict->s.effectsAnims[ 2 ] = -1 ;
|
||
|
self->edict->s.effectsAnims[ 3 ] = -1 ;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Animate::~Animate()
|
||
|
{
|
||
|
if ( animDoneEvent )
|
||
|
{
|
||
|
delete animDoneEvent;
|
||
|
animDoneEvent = NULL;
|
||
|
}
|
||
|
|
||
|
if ( torso_animDoneEvent )
|
||
|
{
|
||
|
delete torso_animDoneEvent;
|
||
|
torso_animDoneEvent = NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Animate::NewAnim( int animnum, bodypart_t part )
|
||
|
{
|
||
|
//
|
||
|
// this is an animating model, we set this here so that non-animating models
|
||
|
// don't have to go through the animating code path
|
||
|
//
|
||
|
if ( self->edict->s.eType == ET_GENERAL )
|
||
|
{
|
||
|
self->edict->s.eType = ET_MODELANIM;
|
||
|
}
|
||
|
|
||
|
if ( LoadingSavegame )
|
||
|
{
|
||
|
// if we are loading a game, we don't need to start animating, that will be automatic
|
||
|
// all these events would mess everything up anyway
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
|
||
|
int *anim;
|
||
|
int flags;
|
||
|
float *animtime;
|
||
|
float *starttime;
|
||
|
float *frametime;
|
||
|
int *numframes;
|
||
|
switch( part )
|
||
|
{
|
||
|
case legs:
|
||
|
anim = &self->edict->s.anim;
|
||
|
self->edict->s.frame &= ~FRAME_EXPLICIT;
|
||
|
flags = EVENT_LEGS_ANIM;
|
||
|
animtime = &legs_animtime;
|
||
|
starttime = &legs_starttime;
|
||
|
frametime = &legs_frametime;
|
||
|
numframes = &legs_numframes;
|
||
|
break;
|
||
|
case torso:
|
||
|
anim = &self->edict->s.torso_anim;
|
||
|
self->edict->s.torso_frame &= ~FRAME_EXPLICIT;
|
||
|
flags = EVENT_TORSO_ANIM;
|
||
|
animtime = &torso_animtime;
|
||
|
starttime = &torso_starttime;
|
||
|
frametime = &torso_frametime;
|
||
|
numframes = &torso_numframes;
|
||
|
break;
|
||
|
default:
|
||
|
warning( "NewAnim", "Unknown body part %d", part );
|
||
|
return;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
int last_anim = *anim & ANIM_MASK;
|
||
|
int last_anim_flags = *anim;
|
||
|
|
||
|
float lastStartTime = *starttime;
|
||
|
|
||
|
//
|
||
|
// if the animations were different we need to process the entry and exit events
|
||
|
//
|
||
|
if ( ( last_anim != animnum ) && !( last_anim_flags & ANIM_SERVER_EXITCOMMANDS_PROCESSED ) )
|
||
|
{
|
||
|
// exit the previous animation
|
||
|
tiki_cmd_t cmds;
|
||
|
if ( gi.Frame_Commands( self->edict->s.modelindex, last_anim, TIKI_FRAME_CMD_EXIT, &cmds ) )
|
||
|
{
|
||
|
for( int ii = 0; ii < cmds.num_cmds; ii++ )
|
||
|
{
|
||
|
Event *ev = new Event( cmds.cmds[ ii ].args[ 0 ] );
|
||
|
|
||
|
ev->SetSource( EV_FROM_ANIMATION );
|
||
|
ev->SetAnimationNumber( last_anim );
|
||
|
ev->SetAnimationFrame( 0 );
|
||
|
|
||
|
for( int j = 1; j < cmds.cmds[ ii ].num_args; j++ )
|
||
|
{
|
||
|
ev->AddToken( cmds.cmds[ ii ].args[ j ] );
|
||
|
}
|
||
|
self->ProcessEvent( ev );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( ( animnum >= 0 ) && ( animnum < gi.NumAnims( self->edict->s.modelindex ) ) )
|
||
|
{
|
||
|
if ( *starttime == level.time )
|
||
|
{
|
||
|
// don't toggle the togglebit if we've already had an animation set this frame
|
||
|
*anim = ( *anim & ANIM_TOGGLEBIT ) | animnum | ANIM_BLEND;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
*anim = ( ( *anim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | animnum | ANIM_BLEND;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// bad value
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// get rid of old anim events
|
||
|
CancelFlaggedEvents( flags );
|
||
|
self->CancelFlaggedEvents( flags );
|
||
|
|
||
|
// get total time of animation
|
||
|
float totaltime = gi.Anim_Time( self->edict->s.modelindex, animnum );
|
||
|
totaltime /= self->edict->s.animationRate;
|
||
|
|
||
|
// set the total time for the animation
|
||
|
*animtime = totaltime;
|
||
|
|
||
|
// set the start time of the animation
|
||
|
*starttime = level.time;
|
||
|
|
||
|
// set the number of frames for the animation
|
||
|
*numframes = gi.Anim_NumFrames( self->edict->s.modelindex, animnum );
|
||
|
|
||
|
// set the time for each animation frame
|
||
|
*frametime = gi.Frame_Time( self->edict->s.modelindex, animnum, 0 );
|
||
|
*frametime /= self->edict->s.animationRate;
|
||
|
|
||
|
bool has_commands = (gi.Anim_HasCommands( self->edict->s.modelindex, animnum ) != 0);
|
||
|
|
||
|
if ( self->edict->s.eFlags & EF_DONT_PROCESS_COMMANDS )
|
||
|
has_commands = false;
|
||
|
|
||
|
if ( ( ( last_anim != animnum ) || ( lastStartTime == 0 ) ) && ( has_commands ) )
|
||
|
{
|
||
|
ClearAllEffectAnims();
|
||
|
// enter this animation
|
||
|
tiki_cmd_t cmds;
|
||
|
if ( gi.Frame_Commands( self->edict->s.modelindex, animnum, TIKI_FRAME_CMD_ENTRY, &cmds ) )
|
||
|
{
|
||
|
for( int ii = 0; ii < cmds.num_cmds; ii++ )
|
||
|
{
|
||
|
Event *ev = new Event( cmds.cmds[ ii ].args[ 0 ] );
|
||
|
ev->SetSource( EV_FROM_ANIMATION );
|
||
|
ev->SetAnimationNumber( animnum );
|
||
|
ev->SetAnimationFrame( 0 );
|
||
|
|
||
|
for( int j = 1; j < cmds.cmds[ ii ].num_args; j++ )
|
||
|
{
|
||
|
ev->AddToken( cmds.cmds[ ii ].args[ j ] );
|
||
|
}
|
||
|
self->ProcessEvent( ev );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// initially don't post move delta stuff
|
||
|
bool dodelta = false;
|
||
|
|
||
|
// if it is the legs, find out if there is a delta and if it is a delta_driven animation
|
||
|
if ( part == legs )
|
||
|
{
|
||
|
Vector totaldelta;
|
||
|
gi.Anim_AbsoluteDelta( self->edict->s.modelindex, animnum, totaldelta );
|
||
|
|
||
|
float length = totaldelta.length();
|
||
|
if ( length > MINIMUM_DELTA_MOVEMENT )
|
||
|
{
|
||
|
int flags = gi.Anim_Flags( self->edict->s.modelindex, animnum );
|
||
|
if ( !( flags & MDL_ANIM_DELTA_DRIVEN ) )
|
||
|
{
|
||
|
length /= (float)*numframes;
|
||
|
if ( length > MINIMUM_DELTA_MOVEMENT_PER_FRAME )
|
||
|
{
|
||
|
dodelta = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( has_commands || dodelta )
|
||
|
{
|
||
|
float time = 0;
|
||
|
|
||
|
for( int i = 0; i < *numframes; i++ )
|
||
|
{
|
||
|
if ( has_commands )
|
||
|
{
|
||
|
// we want normal frame commands to occur right on the frame
|
||
|
tiki_cmd_t cmds;
|
||
|
if ( gi.Frame_Commands( self->edict->s.modelindex, animnum, i, &cmds ) )
|
||
|
{
|
||
|
for( int ii = 0; ii < cmds.num_cmds; ii++ )
|
||
|
{
|
||
|
Event *ev = new Event( cmds.cmds[ ii ].args[ 0 ] );
|
||
|
|
||
|
ev->SetSource( EV_FROM_ANIMATION );
|
||
|
ev->SetAnimationNumber( animnum );
|
||
|
ev->SetAnimationFrame( i );
|
||
|
|
||
|
for( int j = 1; j < cmds.cmds[ ii ].num_args; j++ )
|
||
|
{
|
||
|
ev->AddToken( cmds.cmds[ ii ].args[ j ] );
|
||
|
}
|
||
|
self->PostEvent( ev, time, flags );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// add to time
|
||
|
time += *frametime;
|
||
|
|
||
|
// we want deltas to occur at the end of the frame
|
||
|
// only add deltas on the legs
|
||
|
if ( dodelta )
|
||
|
{
|
||
|
Vector delta;
|
||
|
|
||
|
// get the current frame delta
|
||
|
gi.Frame_Delta( self->edict->s.modelindex, animnum, i, delta );
|
||
|
|
||
|
if ( *frametime > FRAMETIME )
|
||
|
{
|
||
|
float time_offset;
|
||
|
|
||
|
VectorScale( delta, ( FRAMETIME / *frametime ), delta );
|
||
|
|
||
|
for ( time_offset = 0; time_offset < *frametime; time_offset += FRAMETIME )
|
||
|
{
|
||
|
Event *ev = new Event( EV_FrameDelta );
|
||
|
ev->AddVector( delta );
|
||
|
PostEvent( ev, time + time_offset, flags );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Event *ev = new Event( EV_FrameDelta );
|
||
|
ev->AddVector( delta );
|
||
|
ev->AddFloat( *frametime );
|
||
|
PostEvent( ev, time, flags );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// if we have a 1 frame animation, which has no commands,
|
||
|
// we aren't a subclass of Sentient and our animation time is the same as frametime
|
||
|
// there is no reason for us to constantly animate, since nothing will change
|
||
|
// lets get the hell out of dodge!
|
||
|
if (
|
||
|
( *numframes == 1 ) &&
|
||
|
!self->isSubclassOf( Player ) &&
|
||
|
!has_commands &&
|
||
|
( *frametime <= FRAMETIME )
|
||
|
)
|
||
|
{
|
||
|
switch( part )
|
||
|
{
|
||
|
case legs:
|
||
|
if ( animDoneEvent )
|
||
|
{
|
||
|
self->PostEvent( *animDoneEvent, 0.0f );
|
||
|
}
|
||
|
break;
|
||
|
case torso:
|
||
|
if ( torso_animDoneEvent )
|
||
|
{
|
||
|
self->PostEvent( *torso_animDoneEvent, 0.0f );
|
||
|
}
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Note: Below we post the ANIMDONE on the last frame of the animation if we're switching
|
||
|
// animations. If we're playing a looped anim, the ANIMDONE event is posted one frame early.
|
||
|
// No idea why it makes a difference, but it removes hitching on the last frame of a looped anim.
|
||
|
switch( part )
|
||
|
{
|
||
|
case legs:
|
||
|
if ( totaltime > *frametime && last_anim == animnum )
|
||
|
PostEvent( EV_AnimDone, totaltime - *frametime, flags );
|
||
|
else
|
||
|
PostEvent( EV_AnimDone, totaltime, flags );
|
||
|
break;
|
||
|
case torso:
|
||
|
if ( totaltime > *frametime && last_anim == animnum )
|
||
|
PostEvent( EV_Torso_AnimDone, totaltime - *frametime, flags );
|
||
|
else
|
||
|
PostEvent( EV_Torso_AnimDone, totaltime, flags );
|
||
|
break;
|
||
|
default:
|
||
|
warning( "NewAnim", "Unknown body part %d", part );
|
||
|
return;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Animate::NewAnim( int animnum, Event &newevent, bodypart_t part )
|
||
|
{
|
||
|
SetAnimDoneEvent( newevent, part );
|
||
|
NewAnim( animnum, part );
|
||
|
}
|
||
|
|
||
|
void Animate::NewAnim( int animnum, Event *newevent, bodypart_t part )
|
||
|
{
|
||
|
SetAnimDoneEvent( newevent, part );
|
||
|
NewAnim( animnum, part );
|
||
|
}
|
||
|
|
||
|
void Animate::FrameDeltaEvent( Event *ev )
|
||
|
{
|
||
|
frame_delta = ev->GetVector( 1 );
|
||
|
self->total_delta += frame_delta * self->edict->s.scale ;
|
||
|
}
|
||
|
|
||
|
void Animate::EndAnim( bodypart_t part )
|
||
|
{
|
||
|
Event * ev;
|
||
|
|
||
|
switch( part )
|
||
|
{
|
||
|
case legs:
|
||
|
if ( animDoneEvent )
|
||
|
{
|
||
|
self->PostEvent( *animDoneEvent, 0.0f );
|
||
|
}
|
||
|
ev = new Event( EV_NewAnim );
|
||
|
ev->AddInteger( self->edict->s.anim );
|
||
|
ev->AddInteger( part );
|
||
|
|
||
|
if ( legs_animtime > legs_frametime )
|
||
|
PostEvent( ev, legs_frametime, EVENT_LEGS_ANIM );
|
||
|
else
|
||
|
PostEvent( ev, 0.0f, EVENT_LEGS_ANIM );
|
||
|
break;
|
||
|
case torso:
|
||
|
if ( torso_animDoneEvent )
|
||
|
{
|
||
|
self->PostEvent( *torso_animDoneEvent, 0.0f );
|
||
|
}
|
||
|
ev = new Event( EV_NewAnim );
|
||
|
ev->AddInteger( self->edict->s.torso_anim );
|
||
|
ev->AddInteger( part );
|
||
|
|
||
|
if ( torso_animtime > torso_frametime )
|
||
|
PostEvent( ev, torso_frametime, EVENT_TORSO_ANIM );
|
||
|
else
|
||
|
PostEvent( ev, 0.0f, EVENT_TORSO_ANIM );
|
||
|
break;
|
||
|
default:
|
||
|
warning( "EndAnim", "Unknown body part %d", part );
|
||
|
return;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Animate::SetAnimDoneEvent( Event *event, bodypart_t part )
|
||
|
{
|
||
|
Event **doneevent;
|
||
|
|
||
|
switch( part )
|
||
|
{
|
||
|
case legs:
|
||
|
doneevent = &animDoneEvent;
|
||
|
break;
|
||
|
case torso:
|
||
|
doneevent = &torso_animDoneEvent;
|
||
|
break;
|
||
|
default:
|
||
|
warning( "SetAnimDoneEvent", "Unknown body part %d", part );
|
||
|
return;
|
||
|
break;
|
||
|
}
|
||
|
if ( *doneevent )
|
||
|
{
|
||
|
delete *doneevent;
|
||
|
}
|
||
|
|
||
|
*doneevent = event;
|
||
|
}
|
||
|
|
||
|
void Animate::SetAnimDoneEvent( const Event &event, bodypart_t part )
|
||
|
{
|
||
|
SetAnimDoneEvent( new Event( event ), part );
|
||
|
}
|
||
|
|
||
|
str Animate::GetName()
|
||
|
{
|
||
|
return currentAnim;
|
||
|
}
|
||
|
|
||
|
//===============================================================
|
||
|
// Name: AddEffectAnim
|
||
|
// Class: Animate
|
||
|
//
|
||
|
// Description: Add an effects anim to be layered about a normal
|
||
|
// anim.
|
||
|
//
|
||
|
// Parameters: const char* -- the anim to whose effects you want to add.
|
||
|
//
|
||
|
// Returns: None
|
||
|
//
|
||
|
//===============================================================
|
||
|
void Animate::AddEffectAnim( const char *animname )
|
||
|
{
|
||
|
int num = gi.Anim_Random( self->edict->s.modelindex, animname );
|
||
|
if ( num != -1 )
|
||
|
{
|
||
|
for ( int effectAnimIdx = 0; effectAnimIdx < NUM_EFFECTS_ANIMS; ++effectAnimIdx )
|
||
|
{
|
||
|
int effectAnimNum = self->edict->s.effectsAnims[ effectAnimIdx ] ;
|
||
|
if ( effectAnimNum == num ) return ;
|
||
|
if ( effectAnimNum == -1 )
|
||
|
{
|
||
|
self->edict->s.effectsAnims[ effectAnimIdx ] = num ;
|
||
|
return ;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//===============================================================
|
||
|
// Name: RemoveEffectAnim
|
||
|
// Class: Animate
|
||
|
//
|
||
|
// Description: Removes an anim effect
|
||
|
//
|
||
|
// Parameters: const char *animname
|
||
|
//
|
||
|
// Returns: None
|
||
|
//
|
||
|
//===============================================================
|
||
|
void Animate::RemoveEffectAnim( const char *animname )
|
||
|
{
|
||
|
int num = gi.Anim_Random( self->edict->s.modelindex, animname );
|
||
|
if ( num != -1 )
|
||
|
{
|
||
|
for ( int effectAnimIdx = 0; effectAnimIdx < NUM_EFFECTS_ANIMS; ++effectAnimIdx )
|
||
|
{
|
||
|
if ( self->edict->s.effectsAnims[ effectAnimIdx ] == num )
|
||
|
{
|
||
|
self->edict->s.effectsAnims[ effectAnimIdx ] = -1 ;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//===============================================================
|
||
|
// Name: ClearAllEffectAnims
|
||
|
// Class: Animate
|
||
|
//
|
||
|
// Description: Clears the list of effect anims.
|
||
|
//
|
||
|
// Parameters: None
|
||
|
//
|
||
|
// Returns: None
|
||
|
//
|
||
|
//===============================================================
|
||
|
void Animate::ClearAllEffectAnims( void )
|
||
|
{
|
||
|
for ( int effectAnimIdx = 0; effectAnimIdx < NUM_EFFECTS_ANIMS; ++effectAnimIdx )
|
||
|
{
|
||
|
self->edict->s.effectsAnims[ effectAnimIdx ] = -1 ;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Animate::RandomAnimate( const char *animname, Event *endevent, bodypart_t part )
|
||
|
{
|
||
|
Event *event_to_post;
|
||
|
int num;
|
||
|
int flags;
|
||
|
qboolean allparts;
|
||
|
|
||
|
assert( animname );
|
||
|
if ( !animname )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
allparts = false;
|
||
|
if ( part == all )
|
||
|
{
|
||
|
allparts = true;
|
||
|
}
|
||
|
|
||
|
do {
|
||
|
if ( allparts )
|
||
|
{
|
||
|
switch( part )
|
||
|
{
|
||
|
case all:
|
||
|
part = legs;
|
||
|
break;
|
||
|
case legs:
|
||
|
part = torso;
|
||
|
break;
|
||
|
case torso:
|
||
|
return;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
switch( part )
|
||
|
{
|
||
|
case legs:
|
||
|
flags = EVENT_LEGS_ANIM;
|
||
|
break;
|
||
|
case torso:
|
||
|
flags = EVENT_TORSO_ANIM;
|
||
|
break;
|
||
|
default:
|
||
|
warning( "RandomAnimate", "Unknown body part %d", part );
|
||
|
return;
|
||
|
break;
|
||
|
}
|
||
|
num = gi.Anim_Random( self->edict->s.modelindex, animname );
|
||
|
|
||
|
currentAnim = animname;
|
||
|
|
||
|
//
|
||
|
// this is here to ensure that multiple distinct events are posted for each body part
|
||
|
//
|
||
|
if ( allparts && ( part != legs ) )
|
||
|
{
|
||
|
if ( endevent )
|
||
|
{
|
||
|
event_to_post = new Event( endevent );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
event_to_post = NULL;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
event_to_post = endevent;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// see if we even have a valid animation at all
|
||
|
//
|
||
|
if ( num == -1 )
|
||
|
{
|
||
|
if ( event_to_post )
|
||
|
{
|
||
|
self->PostEvent( event_to_post, FRAMETIME, flags );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SetAnimDoneEvent( event_to_post, part );
|
||
|
NewAnim( num, part );
|
||
|
}
|
||
|
} while( allparts );
|
||
|
}
|
||
|
|
||
|
void Animate::SetAnimationRate( const float animationRate )
|
||
|
{
|
||
|
oldAnimationRate = self->edict->s.animationRate;
|
||
|
self->edict->s.animationRate = animationRate;
|
||
|
}
|
||
|
|
||
|
void Animate::RestoreAnimationRate( void )
|
||
|
{
|
||
|
self->edict->s.animationRate = oldAnimationRate;
|
||
|
}
|
||
|
|
||
|
void Animate::SetFrame( int framenum, bodypart_t part, int anim )
|
||
|
{
|
||
|
int flags;
|
||
|
int numframes;
|
||
|
int *panim;
|
||
|
int *frame;
|
||
|
|
||
|
switch( part )
|
||
|
{
|
||
|
case legs:
|
||
|
frame = &self->edict->s.frame;
|
||
|
flags = EVENT_LEGS_ANIM;
|
||
|
numframes = legs_numframes;
|
||
|
panim = &self->edict->s.anim;
|
||
|
break;
|
||
|
case torso:
|
||
|
frame = &self->edict->s.torso_frame;
|
||
|
flags = EVENT_TORSO_ANIM;
|
||
|
numframes = torso_numframes;
|
||
|
panim = &self->edict->s.torso_anim;
|
||
|
break;
|
||
|
default:
|
||
|
warning( "SetFrame", "Unknown body part %d", part );
|
||
|
return;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if ( anim >= 0 )
|
||
|
{
|
||
|
numframes = gi.Anim_NumFrames( self->edict->s.modelindex, anim );
|
||
|
}
|
||
|
|
||
|
if ( framenum < 0 || ( framenum >= numframes ) )
|
||
|
{
|
||
|
warning( "SetFrame","Frame %d is out of range on model %s", framenum, self->model.c_str() );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// get rid of old anim events so we don't animate
|
||
|
CancelFlaggedEvents( flags );
|
||
|
self->CancelFlaggedEvents( flags );
|
||
|
|
||
|
*frame = framenum | FRAME_EXPLICIT;
|
||
|
|
||
|
// if we have a frame override, make sure to set the animation as well
|
||
|
if ( anim >= 0 )
|
||
|
{
|
||
|
*panim = anim | ANIM_BLEND;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
qboolean Animate::HasAnim( const char *animname )
|
||
|
{
|
||
|
int num;
|
||
|
|
||
|
num = gi.Anim_Random( self->edict->s.modelindex, animname );
|
||
|
return ( num >= 0 );
|
||
|
}
|
||
|
|
||
|
void Animate::NewAnimEvent( Event *ev )
|
||
|
{
|
||
|
NewAnim( ev->GetInteger( 1 ) & ANIM_MASK, (bodypart_t) ev->GetInteger( 2 ) );
|
||
|
}
|
||
|
|
||
|
void Animate::StopAnimating( bodypart_t part )
|
||
|
{
|
||
|
int frame;
|
||
|
int anim;
|
||
|
|
||
|
if ( part == all )
|
||
|
{
|
||
|
// legs
|
||
|
frame = CurrentFrame( legs );
|
||
|
anim = CurrentAnim( legs );
|
||
|
SetFrame( frame, legs, anim );
|
||
|
// torso
|
||
|
frame = CurrentFrame( torso );
|
||
|
anim = CurrentAnim( torso );
|
||
|
SetFrame( frame, torso, anim );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
frame = CurrentFrame( part );
|
||
|
anim = CurrentAnim( part );
|
||
|
SetFrame( frame, part, anim );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Animate::StopAnimatingAtEnd( bodypart_t part )
|
||
|
{
|
||
|
int anim;
|
||
|
|
||
|
if ( part == all )
|
||
|
{
|
||
|
StopAnimatingAtEnd( legs );
|
||
|
StopAnimatingAtEnd( torso );
|
||
|
}
|
||
|
else if ( part == legs )
|
||
|
{
|
||
|
anim = CurrentAnim( part );
|
||
|
SetFrame( legs_numframes - 1, part, anim );
|
||
|
}
|
||
|
else if ( part == torso )
|
||
|
{
|
||
|
anim = CurrentAnim( part );
|
||
|
SetFrame( torso_numframes - 1, part, anim );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
////////////////////////////
|
||
|
//
|
||
|
// BODY PART SPECIFIC EVENTS
|
||
|
//
|
||
|
////////////////////////////
|
||
|
|
||
|
// Legs
|
||
|
|
||
|
void Animate::Legs_AnimDoneEvent( Event *ev )
|
||
|
{
|
||
|
EndAnim( legs );
|
||
|
}
|
||
|
|
||
|
void Animate::Legs_AnimEvent( Event *ev )
|
||
|
{
|
||
|
RandomAnimate( ev->GetString( 1 ), NULL, legs );
|
||
|
}
|
||
|
|
||
|
void Animate::Legs_SetFrameEvent( Event *ev )
|
||
|
{
|
||
|
int framenum;
|
||
|
int animnum;
|
||
|
|
||
|
framenum = ev->GetInteger( 1 );
|
||
|
if ( ev->NumArgs() > 1 )
|
||
|
{
|
||
|
animnum = gi.Anim_NumForName( self->edict->s.modelindex, ev->GetString( 2 ) );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
animnum = -1;
|
||
|
}
|
||
|
|
||
|
SetFrame( framenum, legs, animnum );
|
||
|
}
|
||
|
|
||
|
// HACK HACK HACK
|
||
|
void Animate::Legs_StopAnimating( Event *ev )
|
||
|
{
|
||
|
CancelFlaggedEvents( EVENT_LEGS_ANIM );
|
||
|
self->CancelFlaggedEvents( EVENT_LEGS_ANIM );
|
||
|
}
|
||
|
|
||
|
// Torso
|
||
|
|
||
|
void Animate::Torso_AnimDoneEvent( Event *ev )
|
||
|
{
|
||
|
EndAnim( torso );
|
||
|
}
|
||
|
|
||
|
void Animate::Torso_AnimEvent( Event *ev )
|
||
|
{
|
||
|
RandomAnimate( ev->GetString( 1 ), NULL, torso );
|
||
|
}
|
||
|
|
||
|
void Animate::Torso_SetFrameEvent( Event *ev )
|
||
|
{
|
||
|
int framenum;
|
||
|
int animnum;
|
||
|
|
||
|
framenum = ev->GetInteger( 1 );
|
||
|
if ( ev->NumArgs() > 1 )
|
||
|
{
|
||
|
animnum = gi.Anim_NumForName( self->edict->s.modelindex, ev->GetString( 2 ) );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
animnum = -1;
|
||
|
}
|
||
|
|
||
|
SetFrame( framenum, torso, animnum );
|
||
|
}
|
||
|
|
||
|
// HACK HACK HACK
|
||
|
void Animate::Torso_StopAnimating( Event *ev )
|
||
|
{
|
||
|
CancelFlaggedEvents( EVENT_TORSO_ANIM );
|
||
|
self->CancelFlaggedEvents( EVENT_TORSO_ANIM );
|
||
|
}
|
||
|
|
||
|
void Animate::ClearTorsoAnim( void )
|
||
|
{
|
||
|
tiki_cmd_t cmds;
|
||
|
int last_anim;
|
||
|
static qboolean clearing = false;
|
||
|
|
||
|
last_anim = self->edict->s.torso_anim & ANIM_MASK;
|
||
|
|
||
|
if ( ( self->edict->s.torso_anim & ANIM_BLEND ) && !( self->edict->s.torso_anim & ANIM_SERVER_EXITCOMMANDS_PROCESSED ) && !clearing )
|
||
|
{
|
||
|
if ( gi.Frame_Commands( self->edict->s.modelindex, last_anim, TIKI_FRAME_CMD_EXIT, &cmds ) )
|
||
|
{
|
||
|
int ii, j;
|
||
|
|
||
|
clearing = true;
|
||
|
for( ii = 0; ii < cmds.num_cmds; ii++ )
|
||
|
{
|
||
|
Event *ev = new Event( cmds.cmds[ ii ].args[ 0 ] );
|
||
|
|
||
|
ev->SetSource( EV_FROM_ANIMATION );
|
||
|
ev->SetAnimationNumber( last_anim );
|
||
|
ev->SetAnimationFrame( 0 );
|
||
|
|
||
|
for( j = 1; j < cmds.cmds[ ii ].num_args; j++ )
|
||
|
{
|
||
|
ev->AddToken( cmds.cmds[ ii ].args[ j ] );
|
||
|
}
|
||
|
self->ProcessEvent( ev );
|
||
|
}
|
||
|
clearing = false;
|
||
|
}
|
||
|
self->edict->s.torso_anim |= ANIM_SERVER_EXITCOMMANDS_PROCESSED;
|
||
|
}
|
||
|
|
||
|
CancelFlaggedEvents( EVENT_TORSO_ANIM );
|
||
|
self->CancelFlaggedEvents( EVENT_TORSO_ANIM );
|
||
|
self->edict->s.torso_anim &= ~ANIM_BLEND;
|
||
|
}
|
||
|
|
||
|
void Animate::ClearLegsAnim( void )
|
||
|
{
|
||
|
tiki_cmd_t cmds;
|
||
|
int last_anim;
|
||
|
//static qboolean clearing = false;
|
||
|
|
||
|
if ( self->edict->s.anim & ANIM_SERVER_EXITCOMMANDS_PROCESSED )
|
||
|
{
|
||
|
last_anim = self->edict->s.anim & ANIM_MASK;
|
||
|
|
||
|
if ( gi.Frame_Commands( self->edict->s.modelindex, last_anim, TIKI_FRAME_CMD_EXIT, &cmds ) )
|
||
|
{
|
||
|
int ii, j;
|
||
|
|
||
|
//clearing = true;
|
||
|
for( ii = 0; ii < cmds.num_cmds; ii++ )
|
||
|
{
|
||
|
Event *ev = new Event( cmds.cmds[ ii ].args[ 0 ] );
|
||
|
|
||
|
ev->SetSource( EV_FROM_ANIMATION );
|
||
|
ev->SetAnimationNumber( last_anim );
|
||
|
ev->SetAnimationFrame( 0 );
|
||
|
|
||
|
for( j = 1; j < cmds.cmds[ ii ].num_args; j++ )
|
||
|
{
|
||
|
ev->AddToken( cmds.cmds[ ii ].args[ j ] );
|
||
|
}
|
||
|
self->ProcessEvent( ev );
|
||
|
}
|
||
|
//clearing = false;
|
||
|
}
|
||
|
self->edict->s.anim |= ANIM_SERVER_EXITCOMMANDS_PROCESSED;
|
||
|
}
|
||
|
|
||
|
CancelFlaggedEvents( EVENT_LEGS_ANIM );
|
||
|
self->CancelFlaggedEvents( EVENT_LEGS_ANIM );
|
||
|
|
||
|
self->edict->s.anim &= ~ANIM_BLEND;
|
||
|
}
|