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2020-08-04 13:13:01 -04:00

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C++

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