source-engine-2018-hl2_src/game/shared/hl1/hl1_player_shared.cpp
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

374 lines
8.0 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "tier0/vprof.h"
#ifdef CLIENT_DLL
#include "hl1_player_shared.h"
#include "hl1/c_hl1mp_player.h"
//#define CRecipientFilter C_RecipientFilter
#else
#include "hl1mp_player.h"
#endif
// When moving this fast, he plays run anim.
#define ARBITRARY_RUN_SPEED 175.0f
#define MAX_STANDING_RUN_SPEED 320
#define MAX_CROUCHED_RUN_SPEED 110
// ------------------------------------------------------------------------------------------------ //
// CPlayerAnimState declaration.
// ------------------------------------------------------------------------------------------------ //
class CPlayerAnimState : public IHL1MPPlayerAnimState, public CBasePlayerAnimState
{
public:
DECLARE_CLASS( CPlayerAnimState, CBasePlayerAnimState );
CPlayerAnimState();
void Init( CHL1MP_Player *pPlayer );
// 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 DoAnimationEvent( PlayerAnimEvent_t event, int nData );
virtual int CalcAimLayerSequence( float *flCycle, float *flAimSequenceWeight, bool bForceIdle );
virtual float SetOuterBodyYaw( float flValue );
virtual Activity CalcMainActivity();
virtual float GetCurrentMaxGroundSpeed();
virtual void ClearAnimationState();
virtual bool ShouldUpdateAnimState();
virtual int SelectWeightedSequence( Activity activity ) ;
float CalcMovementPlaybackRate( bool *bIsMoving );
virtual void ComputePoseParam_BodyPitch( CStudioHdr *pStudioHdr );
private:
const char* GetWeaponSuffix();
bool HandleJumping();
bool HandleDeath( Activity *deathActivity );
private:
CHL1MP_Player *m_pOuter;
bool m_bJumping;
bool m_bFirstJumpFrame;
float m_flJumpStartTime;
bool m_bFiring;
float m_flFireStartTime;
bool m_bDying;
Activity m_DeathActivity;
};
IHL1MPPlayerAnimState* CreatePlayerAnimState( CHL1MP_Player *pPlayer )
{
CPlayerAnimState *pRet = new CPlayerAnimState;
pRet->Init( pPlayer );
return pRet;
}
// ----------------------------------------------------------------------------- //
// CPlayerAnimState implementation.
// ----------------------------------------------------------------------------- //
CPlayerAnimState::CPlayerAnimState()
{
m_pOuter = NULL;
m_bJumping = false;
m_bFirstJumpFrame = false;
m_bFiring = false;
}
void CPlayerAnimState::Init( CHL1MP_Player *pPlayer )
{
m_pOuter = pPlayer;
CModAnimConfig config;
config.m_flMaxBodyYawDegrees = 90;
config.m_LegAnimType = LEGANIM_GOLDSRC;
config.m_bUseAimSequences = true;
BaseClass::Init( pPlayer, config );
}
const char* CPlayerAnimState::GetWeaponSuffix()
{
CBaseCombatWeapon *pWeapon = m_pOuter->GetActiveWeapon();
if ( pWeapon )
return pWeapon->GetWpnData().szAnimationPrefix;
else
return "shotgun";
}
int CPlayerAnimState::CalcAimLayerSequence( float *flCycle, float *flAimSequenceWeight, bool bForceIdle )
{
const char *pWeaponSuffix = GetWeaponSuffix();
if ( !pWeaponSuffix )
return 0;
if ( strcmp( pWeaponSuffix, "glock" ) == 0 )
pWeaponSuffix = "onehanded";
// Are we aiming or firing?
const char *pAimOrShoot = "aim";
if ( m_bFiring )
pAimOrShoot = "shoot";
// Are we standing or crouching?
int iSequence = 0;
const char *pPrefix = "ref";
if ( m_bDying )
{
// While dying, only play the main sequence.. don't layer this one on top.
*flAimSequenceWeight = 0;
}
else
{
switch ( GetCurrentMainSequenceActivity() )
{
case ACT_CROUCHIDLE:
case ACT_RUN_CROUCH:
pPrefix = "crouch";
break;
}
}
iSequence = CalcSequenceIndex( "%s_%s_%s", pPrefix, pAimOrShoot, pWeaponSuffix );
// Check if we're done firing.
if ( m_bFiring )
{
float dur = m_pOuter->SequenceDuration( iSequence );
*flCycle = (gpGlobals->curtime - m_flFireStartTime) / dur;
if ( *flCycle >= 1 )
{
*flCycle = 1;
m_bFiring = false;
}
}
return iSequence;
}
void CPlayerAnimState::DoAnimationEvent( PlayerAnimEvent_t event, int nData )
{
if ( event == PLAYERANIMEVENT_JUMP )
{
// Main animation goes to ACT_HOP.
m_bJumping = true;
m_bFirstJumpFrame = true;
m_flJumpStartTime = gpGlobals->curtime;
}
else if ( event == PLAYERANIMEVENT_FIRE_GUN )
{
// The middle part of the aim layer sequence becomes "shoot" until that animation is complete.
m_bFiring = true;
m_flFireStartTime = gpGlobals->curtime;
}
}
float CPlayerAnimState::SetOuterBodyYaw( float flValue )
{
// m_pOuter->SetBoneController( 0, flValue );
float fAcc = flValue / 4;
for ( int i = 0; i < 4; i++ )
{
m_pOuter->SetBoneController( i, fAcc );
}
return flValue;
}
bool CPlayerAnimState::HandleJumping()
{
if ( m_bJumping )
{
if ( m_bFirstJumpFrame )
{
m_bFirstJumpFrame = false;
RestartMainSequence(); // Reset the animation.
}
// Don't check if he's on the ground for a sec.. sometimes the client still has the
// on-ground flag set right when the message comes in.
if ( gpGlobals->curtime - m_flJumpStartTime > 0.2f )
{
if ( m_pOuter->GetFlags() & FL_ONGROUND )
{
m_bJumping = false;
RestartMainSequence(); // Reset the animation.
}
}
}
// Are we still jumping? If so, keep playing the jump animation.
return m_bJumping;
}
int CPlayerAnimState::SelectWeightedSequence( Activity activity )
{
return m_pOuter->m_iRealSequence;
}
bool CPlayerAnimState::HandleDeath( Activity *deathActivity )
{
if ( m_bDying )
{
if ( m_pOuter->IsAlive() )
{
m_bDying = false;
}
else
{
*deathActivity = m_DeathActivity;
}
}
return m_bDying;
}
Activity CPlayerAnimState::CalcMainActivity()
{
Activity deathActivity = ACT_IDLE;
if ( HandleDeath( &deathActivity ) )
{
return deathActivity;
}
else if ( HandleJumping() )
{
return ACT_HOP;
}
else
{
Activity idealActivity = ACT_IDLE;
float flOuterSpeed = GetOuterXYSpeed();
if ( m_pOuter->GetFlags() & FL_DUCKING )
{
if ( flOuterSpeed > 0.1f )
idealActivity = ACT_RUN_CROUCH;
else
idealActivity = ACT_CROUCHIDLE;
}
else
{
if ( flOuterSpeed > 0.1f )
{
if ( flOuterSpeed > ARBITRARY_RUN_SPEED )
idealActivity = ACT_RUN;
else
idealActivity = ACT_WALK;
}
else
{
idealActivity = ACT_IDLE;
}
}
return idealActivity ;
}
}
float CPlayerAnimState::GetCurrentMaxGroundSpeed()
{
Activity act = GetCurrentMainSequenceActivity();
if ( act == ACT_CROUCHIDLE || act == ACT_RUN_CROUCH )
return MAX_CROUCHED_RUN_SPEED;
else
return MAX_STANDING_RUN_SPEED;
}
void CPlayerAnimState::ClearAnimationState()
{
m_bJumping = false;
m_bFiring = false;
m_bDying = false;
BaseClass::ClearAnimationState();
}
bool CPlayerAnimState::ShouldUpdateAnimState()
{
return true;
}
float CPlayerAnimState::CalcMovementPlaybackRate( bool *bIsMoving )
{
// Determine ideal playback rate
Vector vel;
GetOuterAbsVelocity( vel );
float flReturnValue = BaseClass::CalcMovementPlaybackRate( bIsMoving );
Activity eActivity = GetOuter()->GetSequenceActivity( GetOuter()->GetSequence() ) ;
if ( eActivity == ACT_RUN || eActivity == ACT_WALK || eActivity == ACT_CROUCH )
{
VectorNormalize( vel );
Vector vForward;
AngleVectors( GetOuter()->EyeAngles(), &vForward );
float flDot = DotProduct( vel, vForward );
if ( flDot < 0 )
{
flReturnValue *= -1;
}
}
return flReturnValue;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerAnimState::ComputePoseParam_BodyPitch( CStudioHdr *pStudioHdr )
{
VPROF( "CBasePlayerAnimState::ComputePoseParam_BodyPitch" );
// Get pitch from v_angle
float flPitch = -m_flEyePitch;
if ( flPitch > 180.0f )
{
flPitch -= 360.0f;
}
flPitch = clamp( flPitch, -50, 45 );
// See if we have a blender for pitch
int pitch = GetOuter()->LookupPoseParameter( pStudioHdr, "XR" );
if ( pitch < 0 )
return;
GetOuter()->SetPoseParameter( pStudioHdr, pitch, flPitch );
g_flLastBodyPitch = flPitch;
}