File: animate.h

package info (click to toggle)
openmohaa 0.82.1%2Bdfsg-1
  • links: PTS, VCS
  • area: contrib
  • in suites: forky, sid
  • size: 34,192 kB
  • sloc: cpp: 315,720; ansic: 275,789; sh: 312; xml: 246; asm: 141; makefile: 7
file content (214 lines) | stat: -rw-r--r-- 6,183 bytes parent folder | download | duplicates (2)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
/*
===========================================================================
Copyright (C) 2023 the OpenMoHAA team

This file is part of OpenMoHAA source code.

OpenMoHAA source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.

OpenMoHAA source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/
// animate.h -- Animate class

#pragma once

#if defined(GAME_DLL)
#    include "entity.h"
#elif defined(CGAME_DLL)
#    include "script/canimate.h"
#endif

#include "archive.h"

extern Event EV_SetAnim;
extern Event EV_SetSyncTime;

#define ANIM_PAUSED                      1
#define ANIM_SYNC                        2
#define ANIM_FINISHED                    4
#define ANIM_NOEXIT                      8
#define ANIM_NODELTA                     16
#define ANIM_LOOP                        32
#define ANIM_NOACTION                    64

#define MINIMUM_DELTA_MOVEMENT           8
#define MINIMUM_DELTA_MOVEMENT_PER_FRAME (MINIMUM_DELTA_MOVEMENT / 20.0f)

#define FLAGGED_ANIMATE_SLOT             20

class Animate;

typedef SafePtr<Animate> AnimatePtr;

class Animate : public Entity
{
protected:
    int animFlags[MAX_FRAMEINFOS];

    float syncTime;
    float syncRate;
    int   pauseSyncTime;
    bool  is_paused;

    Event *doneEvents[MAX_FRAMEINFOS];

    float animtimes[MAX_FRAMEINFOS];
    float frametimes[MAX_FRAMEINFOS];

public:
    Vector frame_delta;
    float  angular_delta;

public:
    CLASS_PROTOTYPE(Animate);

    Animate();
    ~Animate();

    void        NewAnim(int animnum, int slot = 0, float weight = 1.0f);
    void        NewAnim(int animnum, Event *endevent, int slot = 0, float weight = 1.0f);
    void        NewAnim(int animnum, Event       &endevent, int slot = 0, float weight = 1.0f);
    void        NewAnim(const char *animname, int slot = 0, float weight = 1.0f);
    void        NewAnim(const char *animname, Event *endevent, int slot = 0, float weight = 1.0f);
    void        NewAnim(const char *animname, Event       &endevent, int slot = 0, float weight = 1.0f);
    void        SetFrame(void);
    qboolean    HasAnim(const char *animname);
    Event      *AnimDoneEvent(int slot = 0);
    void        SetAnimDoneEvent(Event       &event, int slot = 0);
    void        SetAnimDoneEvent(Event *event, int slot = 0);
    int         NumAnims(void);
    const char *AnimName(int slot = 0);
    float       AnimTime(int slot = 0);

    int   CurrentAnim(int slot = 0) const override;
    float CurrentTime(int slot = 0) const override;

    void         Archive(Archiver        &arc) override;
    virtual void AnimFinished(int slot = 0);

    void  PreAnimate(void) override;
    void  PostAnimate(void) override;
    void  SetTime(int slot = 0, float time = 0.0f);
    void  SetNormalTime(int slot = 0, float normal = 1.0f);
    float GetTime(int slot = 0);
    float GetNormalTime(int slot = 0);
    void  SetWeight(int slot = 0, float weight = 1.0f);
    float GetWeight(int slot = 0);
    void  SetRepeatType(int slot = 0);
    void  SetOnceType(int slot = 0);
    bool  IsRepeatType(int slot);
    void  Pause(int slot = 0, int pause = 1);
    void  StopAnimating(int slot = 0);
    void  UseSyncTime(int slot, int sync);
    void  SetSyncTime(float s);
    float GetSyncTime();
    void  SetSyncRate(float rate);

    float GetSyncRate();
    void  PauseSyncTime(int pause);
    float GetYawOffset();
    float GetCrossTime(int slot);

    void         DoExitCommands(int slot = 0);
    void         ForwardExec(Event *ev);
    void         EventSetSyncTime(Event *ev);
    void         EventIsLoopingAnim(Event *ev);
    void         EventSetYawFromBone(Event *ev);
    void         EventPlayerSpawn(Event *ev);
    void         EventPlayerSpawnUtility(Event *ev);
    void         EventPauseAnim(Event *ev);
    virtual void DumpAnimInfo();
    void         SlotChanged(int slot);

    void ClientSound(Event *ev);

    // FIXME: delete this, fakk2 remnant
    int NumFrames(int slot = 0);
};

inline void Animate::SetWeight(int slot, float weight)
{
    edict->s.frameInfo[slot].weight = weight;
}

inline float Animate::GetWeight(int slot)
{
    return edict->s.frameInfo[slot].weight;
}

inline bool Animate::IsRepeatType(int slot)
{
    return (animFlags[slot] & ANIM_LOOP) != 0;
}

inline float Animate::GetSyncTime()
{
    return syncTime;
}

inline float Animate::GetSyncRate()
{
    return syncRate;
}

inline void Animate::PauseSyncTime(int pause)
{
    pauseSyncTime = pause;
}

inline void Animate::Archive(Archiver& arc)
{
    int i;

    Entity::Archive(arc);

    for (i = 0; i < MAX_FRAMEINFOS; i++) {
        arc.ArchiveInteger(&animFlags[i]);
    }
    arc.ArchiveFloat(&syncTime);
    arc.ArchiveFloat(&syncRate);
    arc.ArchiveInteger(&pauseSyncTime);
    arc.ArchiveBool(&is_paused);
    for (i = 0; i < MAX_FRAMEINFOS; i++) {
        arc.ArchiveEventPointer(&doneEvents[i]);
    }
    for (i = 0; i < MAX_FRAMEINFOS; i++) {
        arc.ArchiveFloat(&animtimes[i]);
    }
    for (i = 0; i < MAX_FRAMEINFOS; i++) {
        arc.ArchiveFloat(&frametimes[i]);
    }
    arc.ArchiveVector(&frame_delta);
    arc.ArchiveFloat(&angular_delta);
}

inline void Animate::SlotChanged(int slot)
{
    animFlags[slot] = (animFlags[slot] | ANIM_NODELTA) & ~ANIM_FINISHED;
}

inline float Animate::CurrentTime(int slot) const
{
    return edict->s.frameInfo[slot].time;
}

inline Event *Animate::AnimDoneEvent(int slot)
{
    return doneEvents[slot];
}

inline int Animate::NumFrames(int slot)
{
    return gi.Anim_NumFrames(edict->tiki, edict->s.frameInfo[slot].index);
}