/*** * * Copyright (c) 1999, 2000 Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ /* ===== monsters.cpp ======================================================== Monster-related utility code */ #include "extdll.h" #include "util.h" #include "cbase.h" #include "animation.h" #include "saverestore.h" TYPEDESCRIPTION CBaseAnimating::m_SaveData[] = { DEFINE_FIELD( CBaseMonster, m_flFrameRate, FIELD_FLOAT ), DEFINE_FIELD( CBaseMonster, m_flGroundSpeed, FIELD_FLOAT ), DEFINE_FIELD( CBaseMonster, m_flLastEventCheck, FIELD_TIME ), DEFINE_FIELD( CBaseMonster, m_fSequenceFinished, FIELD_BOOLEAN ), DEFINE_FIELD( CBaseMonster, m_fSequenceLoops, FIELD_BOOLEAN ), }; IMPLEMENT_SAVERESTORE( CBaseAnimating, CBaseDelay ); //========================================================= // StudioFrameAdvance - advance the animation frame up to the current time // if an flInterval is passed in, only advance animation that number of seconds //========================================================= float CBaseAnimating :: StudioFrameAdvance ( float flInterval ) { if (flInterval == 0.0) { flInterval = (gpGlobals->time - pev->animtime); if (flInterval <= 0.001) { pev->animtime = gpGlobals->time; return 0.0; } } if (! pev->animtime) flInterval = 0.0; pev->frame += flInterval * m_flFrameRate * pev->framerate; pev->animtime = gpGlobals->time; if (pev->frame < 0.0 || pev->frame >= 256.0) { if (m_fSequenceLoops) pev->frame -= (int)(pev->frame / 256.0) * 256.0; else pev->frame = (pev->frame < 0.0) ? 0 : 255; m_fSequenceFinished = TRUE; // just in case it wasn't caught in GetEvents } return flInterval; } //========================================================= // LookupActivity //========================================================= int CBaseAnimating :: LookupActivity ( int activity ) { ASSERT( activity != 0 ); void *pmodel = GET_MODEL_PTR( ENT(pev) ); return ::LookupActivity( pmodel, pev, activity ); } //========================================================= // LookupActivityHeaviest // // Get activity with highest 'weight' // //========================================================= int CBaseAnimating :: LookupActivityHeaviest ( int activity ) { void *pmodel = GET_MODEL_PTR( ENT(pev) ); return ::LookupActivityHeaviest( pmodel, pev, activity ); } //========================================================= //========================================================= int CBaseAnimating :: LookupSequence ( const char *label ) { void *pmodel = GET_MODEL_PTR( ENT(pev) ); return ::LookupSequence( pmodel, label ); } //========================================================= //========================================================= void CBaseAnimating :: ResetSequenceInfo ( ) { void *pmodel = GET_MODEL_PTR( ENT(pev) ); GetSequenceInfo( pmodel, pev, &m_flFrameRate, &m_flGroundSpeed ); m_fSequenceLoops = ((GetSequenceFlags() & STUDIO_LOOPING) != 0); pev->animtime = gpGlobals->time; pev->framerate = 1.0; m_fSequenceFinished = FALSE; m_flLastEventCheck = gpGlobals->time; } //========================================================= //========================================================= BOOL CBaseAnimating :: GetSequenceFlags( ) { void *pmodel = GET_MODEL_PTR( ENT(pev) ); return ::GetSequenceFlags( pmodel, pev ); } //========================================================= // DispatchAnimEvents //========================================================= void CBaseAnimating :: DispatchAnimEvents ( float flInterval ) { MonsterEvent_t event; void *pmodel = GET_MODEL_PTR( ENT(pev) ); if ( !pmodel ) { ALERT( at_aiconsole, "Gibbed monster is thinking!\n" ); return; } // FIXME: I have to do this or some events get missed, and this is probably causing the problem below flInterval = 0.1; // FIX: this still sometimes hits events twice float flStart = pev->frame + (m_flLastEventCheck - pev->animtime) * m_flFrameRate * pev->framerate; float flEnd = pev->frame + flInterval * m_flFrameRate * pev->framerate; m_flLastEventCheck = pev->animtime + flInterval; m_fSequenceFinished = FALSE; if (flEnd >= 256 || flEnd <= 0.0) m_fSequenceFinished = TRUE; int index = 0; while ( (index = GetAnimationEvent( pmodel, pev, &event, flStart, flEnd, index ) ) != 0 ) { HandleAnimEvent( &event ); } } //========================================================= //========================================================= float CBaseAnimating :: SetBoneController ( int iController, float flValue ) { void *pmodel = GET_MODEL_PTR( ENT(pev) ); return SetController( pmodel, pev, iController, flValue ); } //========================================================= //========================================================= void CBaseAnimating :: InitBoneControllers ( void ) { void *pmodel = GET_MODEL_PTR( ENT(pev) ); SetController( pmodel, pev, 0, 0.0 ); SetController( pmodel, pev, 1, 0.0 ); SetController( pmodel, pev, 2, 0.0 ); SetController( pmodel, pev, 3, 0.0 ); } //========================================================= //========================================================= float CBaseAnimating :: SetBlending ( int iBlender, float flValue ) { void *pmodel = GET_MODEL_PTR( ENT(pev) ); return ::SetBlending( pmodel, pev, iBlender, flValue ); } //========================================================= //========================================================= void CBaseAnimating :: GetBonePosition ( int iBone, Vector &origin, Vector &angles ) { GET_BONE_POSITION( ENT(pev), iBone, origin, angles ); } //========================================================= //========================================================= void CBaseAnimating :: GetAttachment ( int iAttachment, Vector &origin, Vector &angles ) { GET_ATTACHMENT( ENT(pev), iAttachment, origin, angles ); } //========================================================= //========================================================= int CBaseAnimating :: FindTransition( int iEndingSequence, int iGoalSequence, int *piDir ) { void *pmodel = GET_MODEL_PTR( ENT(pev) ); if (piDir == NULL) { int iDir; int sequence = ::FindTransition( pmodel, iEndingSequence, iGoalSequence, &iDir ); if (iDir != 1) return -1; else return sequence; } return ::FindTransition( pmodel, iEndingSequence, iGoalSequence, piDir ); } //========================================================= //========================================================= void CBaseAnimating :: GetAutomovement( Vector &origin, Vector &angles, float flInterval ) { } void CBaseAnimating :: SetBodygroup( int iGroup, int iValue ) { ::SetBodygroup( GET_MODEL_PTR( ENT(pev) ), pev, iGroup, iValue ); } int CBaseAnimating :: GetBodygroup( int iGroup ) { return ::GetBodygroup( GET_MODEL_PTR( ENT(pev) ), pev, iGroup ); } int CBaseAnimating :: ExtractBbox( int sequence, float *mins, float *maxs ) { return ::ExtractBbox( GET_MODEL_PTR( ENT(pev) ), sequence, mins, maxs ); } //========================================================= //========================================================= void CBaseAnimating :: SetSequenceBox( void ) { Vector mins, maxs; // Get sequence bbox if ( ExtractBbox( pev->sequence, mins, maxs ) ) { // expand box for rotation // find min / max for rotations float yaw = pev->angles.y * (M_PI / 180.0); Vector xvector, yvector; xvector.x = cos(yaw); xvector.y = sin(yaw); yvector.x = -sin(yaw); yvector.y = cos(yaw); Vector bounds[2]; bounds[0] = mins; bounds[1] = maxs; Vector rmin( 9999, 9999, 9999 ); Vector rmax( -9999, -9999, -9999 ); Vector base, transformed; for (int i = 0; i <= 1; i++ ) { base.x = bounds[i].x; for ( int j = 0; j <= 1; j++ ) { base.y = bounds[j].y; for ( int k = 0; k <= 1; k++ ) { base.z = bounds[k].z; // transform the point transformed.x = xvector.x*base.x + yvector.x*base.y; transformed.y = xvector.y*base.x + yvector.y*base.y; transformed.z = base.z; for ( int l = 0; l < 3; l++ ) { if (transformed[l] < rmin[l]) rmin[l] = transformed[l]; if (transformed[l] > rmax[l]) rmax[l] = transformed[l]; } } } } rmin.z = 0; rmax.z = rmin.z + 1; UTIL_SetSize( pev, rmin, rmax ); } }
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 7292 | Andrew McDonald | initial submittal | ||
//guest/sam_stafford/p4hl/src/dlls/animating.cpp | |||||
#1 | 937 | Sam Stafford |
Renaming my guest directory to the more conventional sam_stafford. |
||
//guest/samwise/p4hl/src/dlls/animating.cpp | |||||
#1 | 936 | Sam Stafford |
Adding P4HL to the public depot. See relnotes.txt for installation instructions; all relevant files are under p4hl/dist. Source code is under p4hl/src in the form of a VC++ project. |