nuclide/Source/shared/valve/animations.c

201 lines
No EOL
4.4 KiB
C
Executable file

/***
*
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
*
* See the file LICENSE attached with the sources for usage details.
*
****/
.float frame_time;
.float frame_old;
.float fWasCrouching;
// For lerping, sigh
#ifdef CSQC
.float frame_last;
.float baseframe_last;
#else
.float subblendfrac;
.float subblend2frac;
#endif
void Animation_Print( string sWow ) {
#ifdef CSQC
print( sprintf( "[DEBUG] %s", sWow ) );
#else
bprint(PRINT_HIGH, sprintf( "SSQC: %s", sWow ) );
#endif
}
void Animation_Q2PlayerUpdate_Run(int id)
{
#ifdef CSQC
/* Interpolation */
self.lerpfrac -= clframetime * 10;
if (self.lerpfrac < 0.0) {
self.lerpfrac = 0.0f;
}
if (self.frame_time > cltime) {
return;
}
/* Next animationf rame inbound, reset interpolation */
self.frame2 = self.frame;
self.lerpfrac = 1.0f;
/* Either advance frame (if we're in framgroup) or start new one */
if (self.frame >= q2_anims[id].start && self.frame < q2_anims[id].end) {
self.frame += 1;
} else {
self.frame = q2_anims[id].start;
}
/* Q2 runs at 10 Hz */
self.frame_time = cltime + 0.1f;
#endif
}
void Animation_Q2PlayerUpdate(void)
{
if ( !( self.flags & FL_ONGROUND ) ) {
Animation_Q2PlayerUpdate_Run(Q2ANIM_JUMP);
} else if ( vlen( self.velocity ) == 0 ) {
if ( self.flags & FL_CROUCHING ) {
Animation_Q2PlayerUpdate_Run(Q2ANIM_CR_STAND);
} else {
Animation_Q2PlayerUpdate_Run(Q2ANIM_STAND);
}
} else {
if ( self.flags & FL_CROUCHING ) {
Animation_Q2PlayerUpdate_Run(Q2ANIM_CR_WALK);
} else {
Animation_Q2PlayerUpdate_Run(Q2ANIM_RUN);
}
}
}
/*
=================
Animation_PlayerUpdate
Called every frame to update the animation sequences
depending on what the player is doing
=================
*/
void Animation_PlayerUpdate( void ) {
self.basebone = 16;
#ifdef SSQC
// TODO: Make this faster
if ( self.frame_time < time ) {
player pl = (player)self;
self.frame = Weapons_GetAim(pl.activeweapon);
self.frame_old = self.frame;
}
if ( !( self.flags & FL_ONGROUND ) ) {
self.baseframe = ANIM_JUMP;
} else if ( vlen( self.velocity ) == 0 ) {
if ( self.flags & FL_CROUCHING ) {
self.baseframe = ANIM_CROUCHIDLE;
} else {
self.baseframe = ANIM_IDLE;
}
} else if ( vlen( self.velocity ) < 150 ) {
if ( self.flags & FL_CROUCHING ) {
self.baseframe = ANIM_CRAWL;
} else {
self.baseframe = ANIM_WALK;
}
} else if ( vlen( self.velocity ) > 150 ) {
if ( self.flags & FL_CROUCHING ) {
self.baseframe = ANIM_CRAWL;
} else {
self.baseframe = ANIM_RUN;
}
}
#endif
#ifdef CSQC
// Lerp it down!
if ( self.lerpfrac > 0 ) {
self.lerpfrac -= frametime * 5;
if ( self.lerpfrac < 0 ) {
self.lerpfrac = 0;
}
}
if ( self.baselerpfrac > 0 ) {
self.baselerpfrac -= frametime * 5;
if ( self.baselerpfrac < 0 ) {
self.baselerpfrac = 0;
}
}
if ( self.frame != self.frame_last ) {
//Animation_Print( sprintf( "New Frame: %d, Last Frame: %d\n", self.frame, self.frame_last ));
// Move everything over to frame 2
self.frame2time = self.frame1time;
self.frame2 = self.frame_last;
// Set frame_last to avoid this being called again
self.frame_last = self.frame;
self.lerpfrac = 1.0f;
self.frame1time = 0.0f;
}
if ( self.baseframe != self.baseframe_last ) {
//Animation_Print( sprintf( "New Baseframe: %d, Last Baseframe: %d\n", self.baseframe, self.baseframe_last ) );
// Move everything over to frame 2
self.baseframe2time = self.baseframe1time;
self.baseframe2 = self.baseframe_last;
// Set frame_last to avoid this being called again
self.baseframe_last = self.baseframe;
self.baselerpfrac = 1.0f;
self.baseframe1time = 0.0f;
}
self.subblend2frac = self.angles[0];
#endif
self.angles[0] = self.angles[2] = 0;
if ( !( self.flags & FL_ONGROUND ) ) {
/*self.frame = ANIM_JUMP;*/
}
// Force the code above to update if we switched positions
if ( self.fWasCrouching != ( self.flags & FL_CROUCHING ) ) {
self.frame_old = 0;
self.frame_time = 0;
self.fWasCrouching = ( self.flags & FL_CROUCHING );
}
#ifdef SSQC
// On the CSQC it's done in Player.c
self.subblendfrac =
self.subblend2frac = self.v_angle[0] / 90;
#endif
}
/*
=================
Animation_PlayerTop
Changes the animation sequence for the upper body part
=================
*/
void Animation_PlayerTop( float fFrame ) {
self.frame = fFrame;
self.frame_old = fFrame;
}
void Animation_PlayerTopTemp( float fFrame, float fTime ) {
self.frame = fFrame;
self.frame_time = time + fTime;
}