358 lines
10 KiB
C++
358 lines
10 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef MULTIPLAYERANIMSTATE_H
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#define MULTIPLAYERANIMSTATE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "basecombatweapon_shared.h"
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#include "convar.h"
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#include "iplayeranimstate.h"
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#if defined(CLIENT_DLL)
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class C_BasePlayer;
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#define CPlayer C_BasePlayer
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#else
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class CBasePlayer;
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#endif
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enum PlayerAnimEvent_t {
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PLAYERANIMEVENT_ATTACK_PRIMARY,
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PLAYERANIMEVENT_ATTACK_SECONDARY,
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PLAYERANIMEVENT_ATTACK_GRENADE,
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PLAYERANIMEVENT_RELOAD,
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PLAYERANIMEVENT_RELOAD_LOOP,
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PLAYERANIMEVENT_RELOAD_END,
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PLAYERANIMEVENT_JUMP,
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PLAYERANIMEVENT_SWIM,
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PLAYERANIMEVENT_DIE,
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PLAYERANIMEVENT_FLINCH_CHEST,
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PLAYERANIMEVENT_FLINCH_HEAD,
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PLAYERANIMEVENT_FLINCH_LEFTARM,
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PLAYERANIMEVENT_FLINCH_RIGHTARM,
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PLAYERANIMEVENT_FLINCH_LEFTLEG,
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PLAYERANIMEVENT_FLINCH_RIGHTLEG,
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PLAYERANIMEVENT_DOUBLEJUMP,
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// Cancel.
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PLAYERANIMEVENT_CANCEL,
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PLAYERANIMEVENT_SPAWN,
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// Snap to current yaw exactly
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PLAYERANIMEVENT_SNAP_YAW,
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PLAYERANIMEVENT_CUSTOM, // Used to play specific activities
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PLAYERANIMEVENT_CUSTOM_GESTURE,
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PLAYERANIMEVENT_CUSTOM_SEQUENCE, // Used to play specific sequences
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PLAYERANIMEVENT_CUSTOM_GESTURE_SEQUENCE,
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// TF Specific. Here until there's a derived game solution to this.
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PLAYERANIMEVENT_ATTACK_PRE,
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PLAYERANIMEVENT_ATTACK_POST,
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PLAYERANIMEVENT_GRENADE1_DRAW,
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PLAYERANIMEVENT_GRENADE2_DRAW,
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PLAYERANIMEVENT_GRENADE1_THROW,
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PLAYERANIMEVENT_GRENADE2_THROW,
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PLAYERANIMEVENT_VOICE_COMMAND_GESTURE,
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PLAYERANIMEVENT_DOUBLEJUMP_CROUCH,
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PLAYERANIMEVENT_STUN_BEGIN,
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PLAYERANIMEVENT_STUN_MIDDLE,
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PLAYERANIMEVENT_STUN_END,
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PLAYERANIMEVENT_PASSTIME_THROW_BEGIN,
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PLAYERANIMEVENT_PASSTIME_THROW_MIDDLE,
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PLAYERANIMEVENT_PASSTIME_THROW_END,
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PLAYERANIMEVENT_PASSTIME_THROW_CANCEL,
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PLAYERANIMEVENT_ATTACK_PRIMARY_SUPER,
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PLAYERANIMEVENT_COUNT
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};
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// Gesture Slots.
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enum {
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GESTURE_SLOT_ATTACK_AND_RELOAD,
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GESTURE_SLOT_GRENADE,
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GESTURE_SLOT_JUMP,
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GESTURE_SLOT_SWIM,
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GESTURE_SLOT_FLINCH,
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GESTURE_SLOT_VCD,
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GESTURE_SLOT_CUSTOM,
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GESTURE_SLOT_COUNT,
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};
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#define GESTURE_SLOT_INVALID -1
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struct GestureSlot_t {
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int m_iGestureSlot;
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Activity m_iActivity;
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bool m_bAutoKill;
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bool m_bActive;
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CAnimationLayer *m_pAnimLayer;
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};
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inline bool IsCustomPlayerAnimEvent(PlayerAnimEvent_t event) {
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return (event == PLAYERANIMEVENT_CUSTOM) ||
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(event == PLAYERANIMEVENT_CUSTOM_GESTURE) ||
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(event == PLAYERANIMEVENT_CUSTOM_SEQUENCE) ||
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(event == PLAYERANIMEVENT_CUSTOM_GESTURE_SEQUENCE);
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}
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struct MultiPlayerPoseData_t {
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int m_iMoveX;
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int m_iMoveY;
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int m_iAimYaw;
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int m_iAimPitch;
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int m_iBodyHeight;
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int m_iMoveYaw;
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int m_iMoveScale;
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float m_flEstimateYaw;
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float m_flLastAimTurnTime;
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void Init() {
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m_iMoveX = 0;
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m_iMoveY = 0;
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m_iAimYaw = 0;
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m_iAimPitch = 0;
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m_iBodyHeight = 0;
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m_iMoveYaw = 0;
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m_iMoveScale = 0;
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m_flEstimateYaw = 0.0f;
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m_flLastAimTurnTime = 0.0f;
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}
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};
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struct DebugPlayerAnimData_t {
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float m_flSpeed;
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float m_flAimPitch;
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float m_flAimYaw;
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float m_flBodyHeight;
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Vector2D m_vecMoveYaw;
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void Init() {
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m_flSpeed = 0.0f;
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m_flAimPitch = 0.0f;
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m_flAimYaw = 0.0f;
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m_flBodyHeight = 0.0f;
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m_vecMoveYaw.Init();
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}
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};
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struct MultiPlayerMovementData_t {
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// Set speeds to -1 if they are not used.
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float m_flWalkSpeed;
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float m_flRunSpeed;
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float m_flSprintSpeed;
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float m_flBodyYawRate;
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};
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//=============================================================================
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//
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// Multi-Player Animation State
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//
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class CMultiPlayerAnimState {
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public:
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DECLARE_CLASS_NOBASE(CMultiPlayerAnimState);
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// Creation/Destruction
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CMultiPlayerAnimState() {}
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CMultiPlayerAnimState(CBasePlayer *pPlayer,
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MultiPlayerMovementData_t &movementData);
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virtual ~CMultiPlayerAnimState();
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// This is called by both the client and the server in the same way to
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// trigger events for players firing, jumping, throwing grenades, etc.
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virtual void ClearAnimationState();
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virtual void DoAnimationEvent(PlayerAnimEvent_t event, int nData = 0);
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virtual Activity CalcMainActivity();
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virtual void Update(float eyeYaw, float eyePitch);
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virtual void Release(void);
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const QAngle &GetRenderAngles();
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virtual Activity TranslateActivity(Activity actDesired);
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virtual void SetRunSpeed(float flSpeed) {
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m_MovementData.m_flRunSpeed = flSpeed;
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}
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virtual void SetWalkSpeed(float flSpeed) {
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m_MovementData.m_flWalkSpeed = flSpeed;
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}
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virtual void SetSprintSpeed(float flSpeed) {
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m_MovementData.m_flSprintSpeed = flSpeed;
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}
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// Debug
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virtual void ShowDebugInfo(void);
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virtual void DebugShowAnimState(int iStartLine);
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Activity GetCurrentMainActivity(void) {
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return m_eCurrentMainSequenceActivity;
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}
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void OnNewModel(void);
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// Gestures.
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void ResetGestureSlots(void);
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void ResetGestureSlot(int iGestureSlot);
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void AddVCDSequenceToGestureSlot(int iGestureSlot, int iGestureSequence,
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float flCycle = 0.0f,
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bool bAutoKill = true);
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CAnimationLayer *GetGestureSlotLayer(int iGestureSlot);
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bool IsGestureSlotActive(int iGestureSlot);
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bool VerifyAnimLayerInSlot(int iGestureSlot);
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// Feet.
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// If you are forcing aim yaw, your code is almost definitely broken if you
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// don't include a delay between teleporting and forcing yaw. This is due to
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// an unfortunate interaction between the command lookback window, and the
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// fact that m_flEyeYaw is never propogated from the server to the client.
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// TODO: Fix this after Halloween 2014.
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bool m_bForceAimYaw;
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protected:
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virtual void Init(CBasePlayer *pPlayer,
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MultiPlayerMovementData_t &movementData);
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CBasePlayer *GetBasePlayer(void) { return m_pPlayer; }
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// Allow inheriting classes to override SelectWeightedSequence
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virtual int SelectWeightedSequence(Activity activity) {
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return GetBasePlayer()->SelectWeightedSequence(activity);
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}
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virtual void RestartMainSequence();
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virtual void GetOuterAbsVelocity(Vector &vel);
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float GetOuterXYSpeed();
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virtual bool HandleJumping(Activity &idealActivity);
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virtual bool HandleDucking(Activity &idealActivity);
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virtual bool HandleMoving(Activity &idealActivity);
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virtual bool HandleSwimming(Activity &idealActivity);
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virtual bool HandleDying(Activity &idealActivity);
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// Gesture Slots
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CUtlVector<GestureSlot_t> m_aGestureSlots;
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bool InitGestureSlots(void);
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void ShutdownGestureSlots(void);
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bool IsGestureSlotPlaying(int iGestureSlot, Activity iGestureActivity);
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void AddToGestureSlot(int iGestureSlot, Activity iGestureActivity,
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bool bAutoKill);
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virtual void RestartGesture(int iGestureSlot, Activity iGestureActivity,
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bool bAutoKill = true);
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void ComputeGestureSequence(CStudioHdr *pStudioHdr);
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void UpdateGestureLayer(CStudioHdr *pStudioHdr, GestureSlot_t *pGesture);
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void DebugGestureInfo(void);
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virtual float GetGesturePlaybackRate(void) { return 1.0f; }
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#ifdef CLIENT_DLL
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void RunGestureSlotAnimEventsToCompletion(GestureSlot_t *pGesture);
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#endif
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virtual void PlayFlinchGesture(Activity iActivity);
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virtual float CalcMovementSpeed(bool *bIsMoving);
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virtual float CalcMovementPlaybackRate(bool *bIsMoving);
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void DoMovementTest(CStudioHdr *pStudioHdr, float flX, float flY);
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void DoMovementTest(CStudioHdr *pStudioHdr);
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void GetMovementFlags(CStudioHdr *pStudioHdr);
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// Pose parameters.
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bool SetupPoseParameters(CStudioHdr *pStudioHdr);
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virtual void ComputePoseParam_MoveYaw(CStudioHdr *pStudioHdr);
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virtual void ComputePoseParam_AimPitch(CStudioHdr *pStudioHdr);
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virtual void ComputePoseParam_AimYaw(CStudioHdr *pStudioHdr);
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void ComputePoseParam_BodyHeight(CStudioHdr *pStudioHdr);
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virtual void EstimateYaw(void);
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void ConvergeYawAngles(float flGoalYaw, float flYawRate, float flDeltaTime,
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float &flCurrentYaw);
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virtual float GetCurrentMaxGroundSpeed();
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virtual void ComputeSequences(CStudioHdr *pStudioHdr);
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void ComputeMainSequence();
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void UpdateInterpolators();
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void ResetGroundSpeed(void);
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float GetInterpolatedGroundSpeed(void);
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void ComputeFireSequence();
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void ComputeDeployedSequence();
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virtual bool ShouldUpdateAnimState();
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void DebugShowAnimStateForPlayer(bool bIsServer);
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void DebugShowEyeYaw(void);
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// Client specific.
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#ifdef CLIENT_DLL
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// Debug.
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void DebugShowActivity(Activity activity);
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#endif
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protected:
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CBasePlayer *m_pPlayer;
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QAngle m_angRender;
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// Pose parameters.
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bool m_bPoseParameterInit;
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MultiPlayerPoseData_t m_PoseParameterData;
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DebugPlayerAnimData_t m_DebugAnimData;
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bool m_bCurrentFeetYawInitialized;
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float m_flLastAnimationStateClearTime;
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float m_flEyeYaw;
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float m_flEyePitch;
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float m_flGoalFeetYaw;
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float m_flCurrentFeetYaw;
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float m_flLastAimTurnTime;
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MultiPlayerMovementData_t m_MovementData;
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// Jumping.
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bool m_bJumping;
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float m_flJumpStartTime;
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bool m_bFirstJumpFrame;
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// Swimming.
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bool m_bInSwim;
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bool m_bFirstSwimFrame;
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// Dying
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bool m_bDying;
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bool m_bFirstDyingFrame;
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// Last activity we've used on the lower body. Used to determine if
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// animations should restart.
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Activity m_eCurrentMainSequenceActivity;
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// Specific full-body sequence to play
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int m_nSpecificMainSequence;
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// Weapon data.
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CHandle<CBaseCombatWeapon> m_hActiveWeapon;
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// Ground speed interpolators.
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#ifdef CLIENT_DLL
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float m_flLastGroundSpeedUpdateTime;
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CInterpolatedVar<float> m_iv_flMaxGroundSpeed;
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#endif
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float m_flMaxGroundSpeed;
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// movement playback options
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int m_nMovementSequence;
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LegAnimType_t m_LegAnimType;
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};
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// If this is set, then the game code needs to make sure to send player
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// animation events to the local player if he's the one being watched.
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extern ConVar cl_showanimstate;
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#endif // DOD_PLAYERANIMSTATE_H
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