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nekohook/modules/source2013/sdk/game/shared/base_playeranimstate.h
2020-08-04 13:13:01 -04:00

290 lines
9.9 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef BASE_PLAYERANIMSTATE_H
#define BASE_PLAYERANIMSTATE_H
#ifdef _WIN32
#pragma once
#endif
#include "iplayeranimstate.h"
#include "sequence_Transitioner.h"
#include "studio.h"
#ifdef CLIENT_DLL
class C_BaseAnimatingOverlay;
#define CBaseAnimatingOverlay C_BaseAnimatingOverlay
#else
class CBaseAnimatingOverlay;
#endif
// If a guy is moving slower than this, then he's considered to not be moving
// (so he goes to his idle animation at full playback rate rather than his walk
// animation at low playback rate).
#define MOVING_MINIMUM_SPEED 0.5f
#define MAIN_IDLE_SEQUENCE_LAYER \
0 // For 8-way blended models, this layer blends an idle on top of the
// run/walk animation to simulate a 9-way blend. For 9-way blended
// models, we don't use this layer.
#define AIMSEQUENCE_LAYER \
1 // Aim sequence uses layers 0 and 1 for the weapon idle animation (needs
// 2 layers so it can blend).
#define NUM_AIMSEQUENCE_LAYERS \
4 // Then it uses layers 2 and 3 to blend in the weapon run/walk/crouchwalk
// animation.
// Everyone who derives from CBasePlayerAnimState gets to fill in this info
// to drive how the animation state is generated.
class CModAnimConfig {
public:
// This tells how far the upper body can rotate left and right. If he begins
// to rotate past this, it'll turn his feet to face his upper body.
float m_flMaxBodyYawDegrees;
// How do the legs animate?
LegAnimType_t m_LegAnimType;
// Use aim sequences? (CS hostages don't).
bool m_bUseAimSequences;
};
// ------------------------------------------------------------------------------------------------
// // CBasePlayerAnimState declaration.
// ------------------------------------------------------------------------------------------------
// //
abstract_class CBasePlayerAnimState : virtual public IPlayerAnimState {
public:
DECLARE_CLASS_NOBASE(CBasePlayerAnimState);
enum { TURN_NONE = 0, TURN_LEFT, TURN_RIGHT };
CBasePlayerAnimState();
virtual ~CBasePlayerAnimState();
void Init(CBaseAnimatingOverlay * pPlayer, const CModAnimConfig &config);
virtual void Release();
// Update() and DoAnimationEvent() together maintain the entire player's
// animation state.
//
// Update() maintains the the lower body animation (the player's
// m_nSequence) and the upper body overlay based on the player's velocity
// and look direction.
//
// It also modulates these based on events triggered by DoAnimationEvent.
virtual void Update(float eyeYaw, float eyePitch);
// This is called by the client when a new player enters the PVS to clear
// any events the dormant version of the entity may have been playing.
virtual void ClearAnimationState();
// This is called every frame to prepare the animation layers to be filled
// with data since we reconstruct them every frame (in case they get stomped
// by the networking or anything else).
virtual void ClearAnimationLayers();
// The client uses this to figure out what angles to render the entity with
// (since as the guy turns, it will change his body_yaw pose parameter
// before changing his rendered angle).
virtual const QAngle &GetRenderAngles();
// Overrideables.
public:
virtual bool ShouldUpdateAnimState();
// This is called near the start of each frame.
// The base class figures out the main sequence and the aim sequence, and
// derived classes can overlay whatever other animations they want.
virtual void ComputeSequences(CStudioHdr * pStudioHdr);
// This is called to figure out what the main activity is. The mod-specific
// class overrides this to handle events like jumping, firing, etc.
virtual Activity CalcMainActivity() = 0;
// This is called to calculate the aim layer sequence. It usually figures
// out the animation prefixes and suffixes and calls CalcSequenceIndex().
virtual int CalcAimLayerSequence(float *flCycle, float *flAimSequenceWeight,
bool bForceIdle) = 0;
// This lets server-controlled idle sequences to play unchanged on the
// client
virtual bool ShouldChangeSequences(void) const;
// If this returns true, then it will blend the current aim layer sequence
// with an idle aim layer sequence based on how fast the character is
// moving, so it doesn't play the upper-body run at full speed if he's
// moving really slowly.
//
// We return false on this for animations that don't have blends, like
// reloads.
virtual bool ShouldBlendAimSequenceToIdle();
// For the body left/right rotation, some models use a pose parameter and
// some use a bone controller.
virtual float SetOuterBodyYaw(float flValue);
// Return true if the player is allowed to move.
virtual bool CanThePlayerMove();
// This is called every frame to see what the maximum speed the player can
// move is. It is used to determine where to put the move_x/move_y pose
// parameters or to determine the animation playback rate, based on the
// player's movement speed. The return value from here is interpolated so
// the playback rate or pose params don't move sharply.
virtual float GetCurrentMaxGroundSpeed() = 0;
// Display Con_NPrint output about the animation state. This is called if
// we're on the client and if cl_showanimstate holds the current entity's
// index.
void DebugShowAnimStateFull(int iStartLine);
virtual void DebugShowAnimState(int iStartLine);
void AnimStatePrintf(int iLine, PRINTF_FORMAT_STRING const char *pMsg, ...);
void AnimStateLog(PRINTF_FORMAT_STRING const char *pMsg, ...);
// Calculate the playback rate for movement layer
virtual float CalcMovementPlaybackRate(bool *bIsMoving);
// Allow inheriting classes to translate their desired activity, while
// keeping all internal ACT comparisons using the base activity
virtual Activity TranslateActivity(Activity actDesired) {
return actDesired;
}
// Allow inheriting classes to override SelectWeightedSequence
virtual int SelectWeightedSequence(Activity activity);
public:
void GetPoseParameters(CStudioHdr * pStudioHdr,
float poseParameter[MAXSTUDIOPOSEPARAM]);
CBaseAnimatingOverlay *GetOuter() const;
void RestartMainSequence();
// Helpers for the derived classes to use.
protected:
// Sets up the string you specify, looks for that sequence and returns the
// index. Complains in the console and returns 0 if it can't find it.
virtual int CalcSequenceIndex(PRINTF_FORMAT_STRING const char *pBaseName,
...);
Activity GetCurrentMainSequenceActivity() const;
void GetOuterAbsVelocity(Vector & vel) const;
float GetOuterXYSpeed() const;
// How long has it been since we cleared the animation state?
float TimeSinceLastAnimationStateClear() const;
float GetEyeYaw() const { return m_flEyeYaw; }
protected:
CModAnimConfig m_AnimConfig;
CBaseAnimatingOverlay *m_pOuter;
protected:
int ConvergeAngles(float goal, float maxrate, float maxgap, float dt,
float &current);
virtual void ComputePoseParam_MoveYaw(CStudioHdr * pStudioHdr);
virtual void ComputePoseParam_BodyPitch(CStudioHdr * pStudioHdr);
virtual void ComputePoseParam_BodyYaw();
virtual void ResetGroundSpeed(void);
protected:
// The player's eye yaw and pitch angles.
float m_flEyeYaw;
float m_flEyePitch;
// The following variables are used for tweaking the yaw of the upper body
// when standing still and
// making sure that it smoothly blends in and out once the player starts
// moving
// Direction feet were facing when we stopped moving
float m_flGoalFeetYaw;
float m_flCurrentFeetYaw;
bool m_bCurrentFeetYawInitialized;
float m_flCurrentTorsoYaw;
// To check if they are rotating in place
float m_flLastYaw;
// Time when we stopped moving
float m_flLastTurnTime;
// One of the above enums
int m_nTurningInPlace;
QAngle m_angRender;
private:
// Update the prone state machine.
void UpdateProneState();
// Get the string that's appended to animation names for the player's
// current weapon.
const char *GetWeaponSuffix();
Activity BodyYawTranslateActivity(Activity activity);
void SetOuterPoseParameter(int iParam, float flValue);
void EstimateYaw();
virtual bool ShouldResetMainSequence(int iCurrentSequence,
int iNewSequence);
void ComputeMainSequence();
void ComputeAimSequence();
void ComputePlaybackRate();
void UpdateInterpolators();
float GetInterpolatedGroundSpeed();
private:
float m_flMaxGroundSpeed;
float m_flLastAnimationStateClearTime;
// If he's using 8-way blending, then we blend to this idle
int m_iCurrent8WayIdleSequence;
int m_iCurrent8WayCrouchIdleSequence;
// Last activity we've used on the lower body. Used to determine if
// animations should restart.
Activity m_eCurrentMainSequenceActivity;
float m_flGaitYaw;
float m_flStoredCycle;
Vector2D m_vLastMovePose;
void UpdateAimSequenceLayers(
float flCycle, int iFirstLayer, bool bForceIdle,
CSequenceTransitioner *pTransitioner, float flWeightScale);
void OptimizeLayerWeights(int iFirstLayer, int nLayers);
// This gives us smooth transitions between aim anim sequences on the
// client.
CSequenceTransitioner m_IdleSequenceTransitioner;
CSequenceTransitioner m_SequenceTransitioner;
};
extern float g_flLastBodyPitch, g_flLastBodyYaw, m_flLastMoveYaw;
inline Activity CBasePlayerAnimState::GetCurrentMainSequenceActivity() const {
return m_eCurrentMainSequenceActivity;
}
#endif // BASE_PLAYERANIMSTATE_H