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- /*
- ** Command & Conquer Renegade(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program 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 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /***********************************************************************************************
- *** Confidential - Westwood Studios ***
- ***********************************************************************************************
- * *
- * Project Name : Commando *
- * *
- * $Archive:: /Commando/Code/Combat/humanstate.cpp $*
- * *
- * $Author:: Patrick $*
- * *
- * $Modtime:: 2/26/02 11:47a $*
- * *
- * $Revision:: 169 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- /*
- ** Includes
- */
- #include "humanstate.h"
- #include "debug.h"
- #include "animcontrol.h"
- #include "humanphys.h"
- #include "weapons.h"
- #include "assets.h"
- #include "combat.h"
- #include "combat.h"
- #include "physcoltest.h"
- #include "pscene.h"
- #include <stdio.h>
- #include "timemgr.h"
- #include "definitionclassids.h"
- #include "pathfind.h"
- #include "encoderlist.h"
- #include "bitpackids.h"
- #include "humanrecoil.h"
- #include "globalsettings.h"
- #include "combatchunkid.h"
- #include "wwprofile.h"
- #include "surfaceeffects.h"
- #include "crandom.h"
- #include "gametype.h"
- #include "soldier.h"
- #include "damage.h"
- #include "transitioneffect.h"
- #include "combatmaterialeffectmanager.h"
- /*
- ** Static instance of HumanRecoilClass for recoil calculations
- */
- static HumanRecoilClass _TheRecoiler;
- /******************************************************************************************
- **
- ** HumanStateClass Implementation
- **
- ******************************************************************************************/
- HumanStateClass::HumanStateClass( void ) :
- State( UPRIGHT ),
- StateFlags( 0 ),
- StateTimer( 0 ),
- SubState( 0 ),
- StateLocked( false ),
- AnimControl( NULL ),
- WeaponHoldStyle(WEAPON_HOLD_STYLE_EMPTY_HANDS),
- HumanPhys( NULL ),
- TurnVelocity( 0 ),
- AimingTilt( 0 ),
- AimingTurn( 0 ),
- RecoilTimer( 0.0f ),
- RecoilScale( 1.0f ),
- LoiterDelay( 0 ),
- LoitersAllowed( true ),
- LegRotation( 0 ),
- WeaponHoldTimer( 0 ),
- NoAnimBlend( false ),
- HumanAnimOverride( NULL ),
- HumanLoiterCollection( NULL ),
- WeaponFired( false )
- {
- Reset_Loiter_Delay();
- }
- HumanStateClass::~HumanStateClass( void )
- {
- if ( HumanPhys != NULL ) {
- HumanPhys->Release_Ref();
- HumanPhys = NULL;
- }
- }
- void HumanStateClass::Init( HumanPhysClass * human_phys )
- {
- WWASSERT( HumanPhys == NULL );
- WWASSERT( human_phys != NULL );
- HumanPhys = human_phys;
- HumanPhys->Add_Ref();
- }
- void HumanStateClass::Reset( void )
- {
- REF_PTR_RELEASE( HumanPhys );
- // Clear the sniping flag
- if ( Get_State_Flag( SNIPING_FLAG ) ) {
- Toggle_State_Flag( SNIPING_FLAG );
- }
- }
- void HumanStateClass::Set_Anim_Control( HumanAnimControlClass * anim_control )
- {
- WWASSERT( AnimControl == NULL || AnimControl == anim_control );
- WWASSERT( anim_control != NULL );
- AnimControl = anim_control;
- AnimControl->Set_Model( HumanPhys->Peek_Model() );
- }
- void HumanStateClass::Set_Human_Anim_Override( const char * name )
- {
- HumanAnimOverride = (HumanAnimOverrideDef *)DefinitionMgrClass::Find_Typed_Definition( name,
- CLASSID_GLOBAL_SETTINGS_DEF_HUMAN_ANIM_OVERRIDE );
- }
- void HumanStateClass::Set_Human_Anim_Override( int def_id )
- {
- HumanAnimOverride = (HumanAnimOverrideDef *)DefinitionMgrClass::Find_Definition( def_id );
- }
- void HumanStateClass::Set_Human_Loiter_Collection( int def_id )
- {
- HumanLoiterCollection = (HumanLoiterGlobalSettingsDef *)DefinitionMgrClass::Find_Definition( def_id );
- }
- /*
- ** CommandoHumanState Save and Load
- */
- enum {
- CHUNKID_VARIABLES = 915991207,
- XXX_CHUNKID_ANIM_CONTROL,
- MICROCHUNKID_STATE = 1,
- MICROCHUNKID_SUB_STATE,
- MICROCHUNKID_STATE_LOCKED,
- MICROCHUNKID_WEAPON_HOLD_STYLE,
- XXXMICROCHUNKID_WEAPON_STATE,
- MICROCHUNKID_AIMING_TILT,
- MICROCHUNKID_AIMING_TURN,
- MICROCHUNKID_TURN_VELOCITY,
- MICROCHUNKID_PHYSOBJ,
- MICROCHUNKID_LOITER_DELAY,
- MICROCHUNKID_STATE_FLAGS,
- MICROCHUNKID_JUMP_TM,
- MICROCHUNKID_STATE_TIMER,
- MICROCHUNKID_LOITERS_ALLOWED,
- MICROCHUNKID_WEAPON_HOLD_TIMER,
- MICROCHUNKID_HUMAN_ANIM_OVERRIDE_DEF_ID,
- MICROCHUNKID_HUMAN_LOITER_COLLECTION_DEF_ID,
- };
- bool HumanStateClass::Save( ChunkSaveClass & csave )
- {
- csave.Begin_Chunk( CHUNKID_VARIABLES );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_STATE, State );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_STATE_FLAGS, StateFlags );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_SUB_STATE, SubState );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_STATE_LOCKED, StateLocked );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_WEAPON_HOLD_STYLE, WeaponHoldStyle );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_AIMING_TILT, AimingTilt );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_AIMING_TURN, AimingTurn );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_TURN_VELOCITY, TurnVelocity );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_PHYSOBJ, HumanPhys );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_LOITER_DELAY, LoiterDelay );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_LOITERS_ALLOWED, LoitersAllowed );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_JUMP_TM, JumpTM );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_STATE_TIMER, StateTimer );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_WEAPON_HOLD_TIMER, WeaponHoldTimer );
- if ( HumanAnimOverride != NULL ) {
- int id = HumanAnimOverride->Get_ID();
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_HUMAN_ANIM_OVERRIDE_DEF_ID, id );
- }
- if ( HumanLoiterCollection != NULL ) {
- int id = HumanLoiterCollection->Get_ID();
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_HUMAN_LOITER_COLLECTION_DEF_ID, id );
- }
- csave.End_Chunk();
- // Don't need to save AnimControl, it gets set externally
- // We don't save recoil states
- return true;
- }
- bool HumanStateClass::Load( ChunkLoadClass &cload )
- {
- int human_anim_override_def_id = 0;
- int human_loiter_collection_def_id = 0;
- WWASSERT( HumanPhys == NULL );
-
- while (cload.Open_Chunk()) {
- switch(cload.Cur_Chunk_ID()) {
- case CHUNKID_VARIABLES:
- WWASSERT( HumanPhys == NULL );
- while (cload.Open_Micro_Chunk()) {
- WWASSERT(SubState >= 0 && SubState <= HIGHEST_HUMAN_SUB_STATE);
- switch(cload.Cur_Micro_Chunk_ID()) {
- READ_MICRO_CHUNK( cload, MICROCHUNKID_STATE, State );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_STATE_FLAGS, StateFlags );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_SUB_STATE, SubState );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_STATE_LOCKED, StateLocked );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_WEAPON_HOLD_STYLE, WeaponHoldStyle );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_AIMING_TILT, AimingTilt );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_AIMING_TURN, AimingTurn );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_TURN_VELOCITY, TurnVelocity );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_PHYSOBJ, HumanPhys );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_LOITER_DELAY, LoiterDelay );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_LOITERS_ALLOWED, LoitersAllowed );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_JUMP_TM, JumpTM );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_STATE_TIMER, StateTimer );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_WEAPON_HOLD_TIMER, WeaponHoldTimer );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_HUMAN_ANIM_OVERRIDE_DEF_ID, human_anim_override_def_id );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_HUMAN_LOITER_COLLECTION_DEF_ID, human_loiter_collection_def_id );
- default:
- Debug_Say(( "Unrecognized Human Variable chunkID\n" ));
- break;
- }
- cload.Close_Micro_Chunk();
- }
- WWASSERT( HumanPhys != NULL );
- if ( HumanPhys != NULL ) {
- REQUEST_REF_COUNTED_POINTER_REMAP( (RefCountClass **)&HumanPhys );
- }
- break;
- default:
- Debug_Say(( "Unrecognized Human chunkID\n" ));
- break;
- }
- cload.Close_Chunk();
- }
- if ( human_anim_override_def_id != 0 ) {
- Set_Human_Anim_Override( human_anim_override_def_id );
- }
- if ( human_loiter_collection_def_id != 0 ) {
- Set_Human_Loiter_Collection( human_loiter_collection_def_id );
- }
- return true;
- }
- /*
- **
- */
- void HumanStateClass::Update_Weapon( WeaponClass * weapon, bool new_weapon )
- {
- WWPROFILE( "Human Weapon" );
- Update_Recoil(weapon);
- int new_hold_style = WeaponHoldStyle;
- WeaponFired = false;
- if ( weapon ) {
- if ( weapon->Is_Reloading() ) {
- Raise_Weapon();
- }
- weapon->Set_Safety( WeaponHoldStyle > WEAPON_HOLD_STYLE_EMPTY_HANDS );
- // Only humans can cansider weapons firing in state
- if ( weapon->Get_Owner() &&
- weapon->Get_Owner()->As_SoldierGameObj() &&
- weapon->Get_Owner()->As_SoldierGameObj()->Is_Human_Controlled() ) {
- WeaponFired = weapon->Is_Firing();
- }
- if ( weapon->Is_Triggered() || new_weapon || Get_State_Flag( CROUCHED_FLAG ) ) {
- if ( weapon->Is_Safety_Set() ) { // Don't blend anim when un-safetying
- NoAnimBlend = true;
- }
- Raise_Weapon(); // Reset the drop timer
- new_hold_style = weapon->Get_Style(); // Take the new style
- }
- if ( WeaponHoldTimer > 0 ) {
- if ( WeaponHoldStyle > WEAPON_HOLD_STYLE_EMPTY_HANDS ) {
- new_hold_style = weapon->Get_Style(); // Take the new style
- }
- }
- } else {
- new_hold_style = WEAPON_HOLD_STYLE_EMPTY_HANDS;
- }
- if ( new_hold_style == WeaponHoldStyle ) {
- return;
- }
- WeaponHoldStyle = new_hold_style;
- if ( !StateLocked ) {
- Update_Animation();
- }
- }
- void HumanStateClass::Update_Aiming( float tilt, float turn )
- {
- if ( (AimingTilt == tilt) && (AimingTurn == turn) ) {
- return;
- }
- AimingTilt = tilt;
- AimingTurn = turn;
- if ( !StateLocked ) {
- Update_Animation();
- }
- }
- void HumanStateClass::Update_Recoil(WeaponClass * weapon)
- {
- // Programatic Recoil System. This code needs to run once per frame.
- if ((weapon != NULL) && (weapon->Is_Firing())) {
-
- // Set our recoil timer and capture all of the necessary bones
- // I'm copying all necessary data out of the weapon in case the weapon goes
- // away before our recoil is finished.
- RecoilTimer = weapon->Get_Recoil_Time();
- RecoilScale = weapon->Get_Recoil_Scale();
- if (RecoilTimer > 0.0f) {
- RecoilScale *= 1.0f / RecoilTimer;
- _TheRecoiler.Capture_Bones(HumanPhys->Peek_Model());
- }
- }
- if (RecoilTimer > 0.0f) {
- // Apply the recoil effect.
- Matrix3D recoil_tm(1);
- recoil_tm.Rotate_Z( HumanPhys->Get_Facing() );
- recoil_tm.Rotate_Y( -AimingTilt );
- float recoil_scale = RecoilScale * RecoilTimer;
- _TheRecoiler.Apply_Recoil( recoil_tm,HumanPhys->Peek_Model(),recoil_scale);
-
- // Decrement the recoil timer and release the bones if it expires
- RecoilTimer -= TimeManager::Get_Frame_Seconds();
- if (RecoilTimer <= 0.0f) {
- RecoilTimer = 0.0f;
- _TheRecoiler.Release_Bones(HumanPhys->Peek_Model());
- }
- }
- }
- void HumanStateClass::Set_State( HumanStateType state, int sub_state )
- {
- // Special case for death
- if (( State == DEATH ) || ( State == DESTROY )) {
- if ( state != DESTROY ) {
- return;
- }
- }
- if ( ( State != DEATH ) && ( state == DEATH ) ) {
- StateLocked = false;
- }
- if ( StateLocked ) {
- if ( state != DEATH ) {
- // Temp Test
- // Debug_Say(( "State is Locked. Can't change from %d to %d\n", State, state ));
- // return;
- }
- #pragma MESSAGE( "StateLocked Hack" )
- if ( !IS_SOLOPLAY ) { // E3 HACK
- StateLocked = false;
- }
- }
- if ( State == state && SubState == sub_state ) {
- if (CombatManager::I_Am_Server()) {
- Debug_Say(( "Already in this state\n" ));
- }
- return;
- }
- // Debug_Say(( "%p Set State %d, %x from %d\n", this, state, sub_state, State ));
- State = state;
- SubState = sub_state;
- StateTimer = 0;
- if (( State == LADDER ) || ( State == IN_VEHICLE ) ||
- ( State == TRANSITION ) || ( State == TRANSITION_COMPLETE ) ||
- ( State == DEBUG_FLY ) ) {
- HumanPhys->Enable_User_Control( true );
- } else {
- HumanPhys->Enable_User_Control( false );
- }
- // Turn off shadows in vehicles
- #pragma message ("(gth) shadow review hacking")
- #if 0
- if ( State == IN_VEHICLE ) {
- HumanPhys->Enable_Shadow_Generation( false );
- } else {
- HumanPhys->Enable_Shadow_Generation( true );
- }
- #endif
- if ( ( State == IN_VEHICLE ) || ( State == TRANSITION ) || ( State == TRANSITION_COMPLETE ) ) {
- HumanPhys->Set_Collision_Group( BULLET_ONLY_COLLISION_GROUP );
- HumanPhys->Set_Immovable( true );
- } else if ( ( State == DESTROY ) || ( State == DEATH ) ) {
- HumanPhys->Set_Collision_Group( TERRAIN_ONLY_COLLISION_GROUP );
- HumanPhys->Set_Immovable( true );
- } else {
- HumanPhys->Set_Collision_Group( SOLDIER_COLLISION_GROUP );
- HumanPhys->Set_Immovable( false );
- }
- Update_Animation();
- }
- bool HumanStateClass::Is_State_Interruptable( void )
- {
- return (State == UPRIGHT) || (State == WOUNDED) || (State == LAND) || (State == LOITER) || (State == ANIMATION);
- }
- #define ADD_CASE(exp) case exp: return #exp; break;
- const char * HumanStateClass::Get_State_Name( void )
- {
- switch (State) {
- ADD_CASE(UPRIGHT);
- ADD_CASE(LAND);
- ADD_CASE(ANIMATION);
- ADD_CASE(WOUNDED);
- ADD_CASE(LOITER);
- ADD_CASE(AIRBORNE);
- ADD_CASE(DIVE);
- ADD_CASE(DEATH);
- ADD_CASE(LADDER);
- ADD_CASE(IN_VEHICLE);
- ADD_CASE(TRANSITION);
- ADD_CASE(TRANSITION_COMPLETE);
- ADD_CASE(DESTROY);
- ADD_CASE(DEBUG_FLY);
- ADD_CASE(ON_FIRE);
- ADD_CASE(ON_CHEM);
- ADD_CASE(ON_ELECTRIC);
- ADD_CASE(ON_CNC_FIRE);
- ADD_CASE(ON_CNC_CHEM);
- ADD_CASE(LOCKED_ANIMATION);
- default:
- WWASSERT(0);
- return ""; // to avoid compiler warning
- }
- }
- void HumanStateClass::Set_Sub_State( int sub_state )
- {
- if ( Is_Sub_State_Adjustable() ) {
- if ( SubState != sub_state ) {
- WWASSERT(sub_state >= 0 && sub_state <= HIGHEST_HUMAN_SUB_STATE);
- SubState = sub_state;
- Update_Animation();
- }
- } else {
- Debug_Say(( "Can't adjust state %s", Get_State_Name() ));
- }
- }
- bool HumanStateClass::Is_Sub_State_Adjustable( void )
- {
- return (State == UPRIGHT) || (State == LADDER);
- }
- void HumanStateClass::Start_Transition_Animation( const char * anim_name, bool blend )
- {
- if ( StateLocked ) {
- Debug_Say(( "State is Locked. Can't Start Transition Anim %s\n", anim_name ));
- return;
- }
- //Debug_Say(("Start_Transition_Animation %s\n", anim_name));
- if (( Get_State() == DEATH ) || ( Get_State() == DESTROY ) ) {
- return;
- }
- Set_State( TRANSITION );
- float blend_time = blend ? 0.2 : 0;
- AnimControl->Set_Animation( anim_name, blend_time );
- AnimControl->Set_Mode( ANIM_MODE_ONCE );
- AnimControl->Update( 0 ); // update
- StateLocked = true;
- }
- void HumanStateClass::Start_Scripted_Animation( const char * anim_name, bool blend, bool looping )
- {
- #if 0
- if ( StateLocked ) {
- Debug_Say(( "State is Locked. Can't Start Transition Anim %s\n", anim_name ));
- return;
- }
- #endif
- //Debug_Say(("Start_Scripted_Animation %s\n", anim_name));
- // We used to not start a scripted anim when wounded, but then the scripts couldn't set
- // up custom events well. So I am gonna try to remove the wounded check
- // 8/17/01 Byon
- // if (( Get_State() == DEATH ) || ( Get_State() == DESTROY ) || ( Get_State() == WOUNDED )) {
- if (( Get_State() == DEATH ) || ( Get_State() == DESTROY ) ) {
- return;
- }
- Set_State( ANIMATION );
- float blend_time = blend ? 0.2 : 0;
- AnimControl->Set_Animation( anim_name, blend_time );
- AnimControl->Set_Mode( looping ? ANIM_MODE_LOOP : ANIM_MODE_ONCE );
- AnimControl->Update( 0 ); // update
- StateLocked = true;
- }
- void HumanStateClass::Stop_Scripted_Animation( void )
- {
- if ( State != ANIMATION && State != LOCKED_ANIMATION ) {
- // Debug_Say(( "Not in a Scripted Animation to stop\n" ));
- // Better clear the locked state. This was keeping us in the place beacon mode
- StateLocked = false;
- return;
- }
- StateLocked = false;
- Set_State( UPRIGHT );
- // AnimControl->Lock_Animation();
- }
- void HumanStateClass::Force_Animation( const char * anim_name, bool blend )
- {
- //Debug_Say(( "Forcing Animation to %s\n", anim_name ));
- float blend_time = blend ? 0.2 : 0;
- AnimControl->Set_Animation( anim_name, blend_time );
- AnimControl->Update( 0 ); // update
- }
- /*
- **
- */
- typedef enum {
- LEG_STYLE_STAND, // A0
- LEG_STYLE_RUN_FORWARD, // A1
- LEG_STYLE_RUN_BACKWARD, // A2
- LEG_STYLE_RUN_LEFT, // A3
- LEG_STYLE_RUN_RIGHT, // A4
- LEG_STYLE_TURN_LEFT, // A5
- LEG_STYLE_TURN_RIGHT, // A6
- LEG_STYLE_WALK_FORWARD, // B1
- LEG_STYLE_WALK_BACKWARD, // B2
- LEG_STYLE_WALK_LEFT, // B3
- LEG_STYLE_WALK_RIGHT, // B4
- LEG_STYLE_CROUCH, // C0
- LEG_STYLE_CROUCH_MOVE_FORWARD, // C1
- LEG_STYLE_CROUCH_MOVE_BACKWARD, // C2
- LEG_STYLE_CROUCH_MOVE_LEFT, // C3
- LEG_STYLE_CROUCH_MOVE_RIGHT, // C4
- LEG_STYLE_CROUCH_TURN_LEFT, // C3
- LEG_STYLE_CROUCH_TURN_RIGHT, // C4
- LEG_STYLE_JUMP_UP, // D0
- LEG_STYLE_JUMP_FORWARD, // D1
- LEG_STYLE_JUMP_BACKWARD, // D2
- LEG_STYLE_JUMP_LEFT, // D3
- LEG_STYLE_JUMP_RIGHT, // D4
- } HUMAN_ANIM_LEG_STYLE;
- static const char * LegAnimNames[] = {
- "A0", // LEG_STYLE_STAND,
- "A1", // LEG_STYLE_RUN_FORWARD,
- "A2", // LEG_STYLE_RUN_BACKWARD,
- "A3", // LEG_STYLE_RUN_LEFT,
- "A4", // LEG_STYLE_RUN_RIGHT,
- "A5", // LEG_STYLE_TURN_LEFT,
- "A6", // LEG_STYLE_TURN_RIGHT,
- "B1", // LEG_STYLE_WALK_FORWARD,
- "B2", // LEG_STYLE_WALK_BACKWARD,
- "B3", // LEG_STYLE_WALK_LEFT,
- "B4", // LEG_STYLE_WALK_RIGHT,
- "C0", // LEG_STYLE_CROUCH,
- "C1", // LEG_STYLE_CROUCH_MOVE_FORWARD,
- "C2", // LEG_STYLE_CROUCH_MOVE_BACKWARD,
- "C3", // LEG_STYLE_CROUCH_MOVE_LEFT,
- "C4", // LEG_STYLE_CROUCH_MOVE_RIGHT,
- "C5", // LEG_STYLE_CROUCH_TURN_LEFT,
- "C6", // LEG_STYLE_CROUCH_TURN_RIGHT,
- "J0", // LEG_STYLE_JUMP_UP,
- "J1", // LEG_STYLE_JUMP_FORWARD,
- "J2", // LEG_STYLE_JUMP_BACKWARD,
- "J3", // LEG_STYLE_JUMP_LEFT,
- "J4", // LEG_STYLE_JUMP_RIGHT,
- };
- static const char * _weapon_style_names[ NUM_WEAPON_HOLD_STYLES ] = {
- "A0", //WEAPON_HOLD_STYLE_C4 = 0,
- "A0", //WEAPON_HOLD_STYLE_NOT_USED,
- "C2", //WEAPON_HOLD_STYLE_AT_SHOULDER, // 2
- "D2", //WEAPON_HOLD_STYLE_AT_HIP,
- "E2", //WEAPON_HOLD_STYLE_LAUNCHER,
- "F2", //WEAPON_HOLD_STYLE_HANDGUN,
- "A0", //WEAPON_HOLD_STYLE_BEACON
- "A0", //WEAPON_HOLD_STYLE_EMPTY_HANDS,
- "B0", //WEAPON_HOLD_STYLE_AT_CHEST,
- "A0", //WEAPON_HOLD_STYLE_HANDS_DOWN,
- };
- static const char * _dive_anims[ 4 * 2 ] = {
- // Forwrd Anims
- "S_A_HUMAN.H_A_SLD1_01",
- "S_A_HUMAN.H_A_SLD1_02",
- // Backward anims
- "S_A_HUMAN.H_A_SLD2_01",
- "S_A_HUMAN.H_A_SLD2_02",
- // Left anims
- "S_A_HUMAN.H_A_SLD3_01",
- "S_A_HUMAN.H_A_SLD3_02",
- // Right Anims
- "S_A_HUMAN.H_A_SLD4_01",
- "S_A_HUMAN.H_A_SLD4_02",
- };
- // Weapons style, weapon action, recoil, blend, vehicle, mix/math, aiming tilt
- void HumanStateClass::Update_Animation( void )
- {
- WWPROFILE( "Human Animation" );
- // no updates for visceroids
- if ( AnimControl->Get_Skeleton() == 'V' ) {
- StateLocked = true;
- return;
- }
- if ( StateLocked ) {
- // Debug_Say(( "ERROR: updating animation when locked\n" ));
- return;
- // if you change your animn when locked, death state may clear a scripted anim
- }
- int hold_style = WeaponHoldStyle;
- // Setup animation for state, substate, weapon, tilt, etc.
- if ( (State == UPRIGHT) || (State == AIRBORNE) ) {
- // determine leg style
- int leg_style = LEG_STYLE_STAND;
- if ( State == AIRBORNE ) {
- leg_style = LEG_STYLE_JUMP_UP;
- if ( SubState & SUB_STATE_LEFT ) leg_style = LEG_STYLE_JUMP_LEFT;
- if ( SubState & SUB_STATE_RIGHT ) leg_style = LEG_STYLE_JUMP_RIGHT;
- if ( SubState & SUB_STATE_FORWARD ) leg_style = LEG_STYLE_JUMP_FORWARD;
- if ( SubState & SUB_STATE_BACKWARD ) leg_style = LEG_STYLE_JUMP_BACKWARD;
- } else {
- if ( SubState & SUB_STATE_TURN_LEFT ) leg_style = LEG_STYLE_TURN_LEFT;
- if ( SubState & SUB_STATE_TURN_RIGHT ) leg_style = LEG_STYLE_TURN_RIGHT;
- if ( SubState & SUB_STATE_LEFT ) leg_style = LEG_STYLE_RUN_LEFT;
- if ( SubState & SUB_STATE_RIGHT ) leg_style = LEG_STYLE_RUN_RIGHT;
- if ( SubState & SUB_STATE_FORWARD ) leg_style = LEG_STYLE_RUN_FORWARD;
- if ( SubState & SUB_STATE_BACKWARD ) leg_style = LEG_STYLE_RUN_BACKWARD;
- if ( Get_State_Flag( CROUCHED_FLAG ) ) {
- // Tend to hold at chest when crouched
- if ( ( hold_style == WEAPON_HOLD_STYLE_HANDS_DOWN ) ||
- ( hold_style == WEAPON_HOLD_STYLE_C4 ) ||
- ( hold_style == WEAPON_HOLD_STYLE_BEACON ) ) {
- hold_style = WEAPON_HOLD_STYLE_AT_CHEST;
- }
- leg_style += LEG_STYLE_CROUCH - LEG_STYLE_STAND;
- } else if ( SubState & SUB_STATE_SLOW ) {
- if ( ( leg_style >= LEG_STYLE_RUN_FORWARD ) &&
- ( leg_style <= LEG_STYLE_RUN_RIGHT ) ) {
- leg_style += LEG_STYLE_WALK_FORWARD - LEG_STYLE_RUN_FORWARD;
- }
- }
- }
- const char * leg_anim_name = LegAnimNames[ leg_style ];
- const char * torso_anim_name = _weapon_style_names[hold_style];
- bool single_anim = true;
- float blend_time = 0.2f;
- if ( NoAnimBlend ) {
- blend_time = 0;
- NoAnimBlend = false;
- }
- if ( torso_anim_name[1] == '2' ) {
- // Lets try aiming
- StringClass anim1_name(0,true);
- StringClass anim2_name(0,true);
- StringClass anim3_name(0,true);
- anim1_name.Format( "S_A_HUMAN.H_A_%c1%s", 'A' + hold_style, leg_anim_name );
- anim2_name.Format( "S_A_HUMAN.H_A_%c2%s", 'A' + hold_style, leg_anim_name );
- anim3_name.Format( "S_A_HUMAN.H_A_%c3%s", 'A' + hold_style, leg_anim_name );
- // See if we have the tilting data
- HAnimClass * anim = WW3DAssetManager::Get_Instance()->Get_HAnim( anim3_name );
- if ( anim != NULL ) {
- anim->Release_Ref();
- single_anim = false;
- float tilt_blend = WWMath::Clamp( (AimingTilt / DEG_TO_RADF( 65 )), -1, 1 );
- float frame = AnimControl->Get_Frame(); // Maintain the frame number for moving
- if ( tilt_blend < 0 ) {
- AnimControl->Set_Animation( anim1_name, anim2_name, 1+tilt_blend, blend_time );
- } else {
- AnimControl->Set_Animation( anim3_name, anim2_name, 1-tilt_blend, blend_time );
- }
- AnimControl->Set_Mode( ANIM_MODE_LOOP, frame );
- }
- }
- if ( single_anim ) {
- StringClass anim_name(0,true);
- anim_name.Format( "S_A_HUMAN.H_A_%s%s", torso_anim_name, leg_anim_name );
- // Human Anim Override
- if ( HumanAnimOverride != NULL ) {
- if ( hold_style == WEAPON_HOLD_STYLE_EMPTY_HANDS ) {
- if ( leg_style == LEG_STYLE_RUN_FORWARD ) {
- anim_name = HumanAnimOverride->RunEmptyHands;
- }
- if ( leg_style == LEG_STYLE_WALK_FORWARD ) {
- anim_name = HumanAnimOverride->WalkEmptyHands;
- }
- }
- if ( hold_style == WEAPON_HOLD_STYLE_AT_CHEST ) {
- if ( leg_style == LEG_STYLE_RUN_FORWARD ) {
- anim_name = HumanAnimOverride->RunAtChest;
- }
- if ( leg_style == LEG_STYLE_WALK_FORWARD ) {
- anim_name = HumanAnimOverride->WalkAtChest;
- }
- }
- if ( hold_style == WEAPON_HOLD_STYLE_AT_HIP ) {
- if ( leg_style == LEG_STYLE_RUN_FORWARD ) {
- anim_name = HumanAnimOverride->RunAtHip;
- }
- if ( leg_style == LEG_STYLE_WALK_FORWARD ) {
- anim_name = HumanAnimOverride->WalkAtHip;
- }
- }
- }
- // Saftey check anim
- // Debug_Say(( "Anim name %s\n", (const char *)anim_name ));
- // float frame = AnimControl->Get_Frame(); // Maintain the frame number for moving
- AnimControl->Set_Animation( anim_name, blend_time );
- // AnimControl->Set_Mode( ANIM_MODE_LOOP, frame );
- AnimControl->Set_Mode( ANIM_MODE_LOOP );
- }
- } else if ( State == DIVE ) {
- const char * anim_name = NULL;
- #if 0
- if ( SubState & SUB_STATE_LEFT ) anim_name = "S_A_HUMAN.H_A_DIV3";
- if ( SubState & SUB_STATE_RIGHT ) anim_name = "S_A_HUMAN.H_A_DIV4";
- if ( SubState & SUB_STATE_FORWARD ) anim_name = "S_A_HUMAN.H_A_DIV1";
- if ( SubState & SUB_STATE_BACKWARD ) anim_name = "S_A_HUMAN.H_A_DIV2";
- #else
- int offset = FreeRandom.Get_Int( 2 );
- if ( !IS_SOLOPLAY ) {
- offset = 0;
- }
- if ( SubState & SUB_STATE_FORWARD ) offset += 0;
- if ( SubState & SUB_STATE_BACKWARD ) offset += 2;
- if ( SubState & SUB_STATE_LEFT ) offset += 4;
- if ( SubState & SUB_STATE_RIGHT ) offset += 6;
- anim_name = _dive_anims[offset];
- #endif
- AnimControl->Set_Animation( anim_name, 0.2f );
- AnimControl->Set_Mode( ANIM_MODE_ONCE );
- StateLocked = true;
- } else if ( State == LAND ) {
- int dir = 0;
- if ( SubState & SUB_STATE_LEFT ) dir = 3;
- if ( SubState & SUB_STATE_RIGHT ) dir = 4;
- if ( SubState & SUB_STATE_FORWARD ) dir = 1;
- if ( SubState & SUB_STATE_BACKWARD ) dir = 2;
- StringClass anim_name(0,true);
- anim_name.Format( "S_A_HUMAN.H_A_A0L%d", dir );
- AnimControl->Set_Animation( anim_name, 0.2f );
- AnimControl->Set_Mode( ANIM_MODE_ONCE );
- } else if ( State == WOUNDED ) {
- AnimControl->Set_Animation( Get_Wound_Anim( SubState ), 0.2f );
- AnimControl->Set_Mode( ANIM_MODE_ONCE );
- } else if ( State == DEATH ) {
- AnimControl->Set_Animation( Get_Death_Anim( SubState ), 0.2f );
- AnimControl->Set_Mode( ANIM_MODE_ONCE );
- StateLocked = true;
- } else if ( State == LADDER ) {
- const char * anim_name = "S_A_HUMAN.H_A_412A";
- if ( SubState & SUB_STATE_UP ) anim_name = "S_A_HUMAN.H_A_422A";
- if ( SubState & SUB_STATE_DOWN ) anim_name = "S_A_HUMAN.H_A_432A";
- AnimControl->Set_Animation( anim_name, 0.2f );
- AnimControl->Set_Mode( ANIM_MODE_LOOP );
- } else if ( State == ANIMATION ) {
- } else if ( State == LOITER ) {
- } else if ( State == DESTROY ) {
- } else if ( State == TRANSITION ) {
- } else if ( State == TRANSITION_COMPLETE ) {
- } else if ( State == ON_FIRE ) {
- AnimControl->Set_Animation( "S_A_HUMAN.H_A_FLMA", 0.2f );
- AnimControl->Set_Mode( ANIM_MODE_LOOP );
- } else if ( State == ON_CHEM ) {
- AnimControl->Set_Animation( "S_A_HUMAN.h_a_6x01", 0.2f );
- AnimControl->Set_Mode( ANIM_MODE_LOOP );
- } else if ( State == ON_CNC_FIRE ) {
- AnimControl->Set_Animation( "S_A_HUMAN.H_A_FLMA", 0.2f );
- AnimControl->Set_Mode( ANIM_MODE_LOOP );
- } else if ( State == ON_CNC_CHEM ) {
- AnimControl->Set_Animation( "S_A_HUMAN.h_a_6x01", 0.2f );
- AnimControl->Set_Mode( ANIM_MODE_LOOP );
- } else if ( State == ON_ELECTRIC ) {
- AnimControl->Set_Animation( "S_A_HUMAN.h_a_6x05", 0.2f );
- AnimControl->Set_Mode( ANIM_MODE_LOOP );
- } else if ( State == DEBUG_FLY ) {
- } else {
- Debug_Say(( "Uncoded Human State %d\n", State ));
- AnimControl->Set_Animation( (const char *)NULL );
- }
- }
- #define MOVING_THRESHHOLD 0.2
- //#define WALKING_THRESHHOLD 4.5
- #define WALKING_THRESHHOLD 3.21f
- void HumanStateClass::Reset_Loiter_Delay( void )
- {
- LoiterDelay = FreeRandom.Get_Float( 6 ) - 3;
- }
- // Must deal with LAND, ANIMATIONS, DEATH, WOUNDS, TRANSITIONS, JUMP, DEATH FALLS, LADDER
- void HumanStateClass::Update_State( void )
- {
- WWPROFILE( "Human State" );
- StateTimer += TimeManager::Get_Frame_Seconds();
- if ( AnimControl && AnimControl->Get_Skeleton() == 'V' ) {
- LoitersAllowed = false;
- }
- if ( State == UPRIGHT && LoitersAllowed ) {
- // Don't loiter when crouched or moving
- if ( SubState != 0 ) {
- Reset_Loiter_Delay();
- }
- LoiterDelay += TimeManager::Get_Frame_Seconds();
- HumanLoiterGlobalSettingsDef * loiter_def = HumanLoiterCollection;
- if ( loiter_def == NULL ) {
- loiter_def = HumanLoiterGlobalSettingsDef::Get_Default_Loiters();
- }
- #if 0
- // loiter based on holding a weapon
- if ( WeaponHoldStyle == WEAPON_HOLD_STYLE_EMPTY_HANDS ) {
- loiter_def = HumanLoiterGlobalSettingsDef::Get_Weaponless_Loiters();
- } else {
- loiter_def = HumanLoiterGlobalSettingsDef::Get_Weapon_Loiters();
- }
- #endif
- if ( loiter_def != NULL ) {
- if ( LoiterDelay > loiter_def->Get_Activation_Delay() ) {
- Set_State( LOITER, Get_Sub_State() );
- StringClass anim(loiter_def->Pick_Animation(),true);
- // Debug_Say(( "Start loiter %s\n", anim ));
- if ( !anim.Is_Empty() ) {
- StringClass new_anim(true);
- ::Strip_Path_From_Filename( new_anim, anim );
- // remove the .W3D
- if ( new_anim.Get_Length() >= 5 ) {
- new_anim.Erase( new_anim.Get_Length()-4, 4 );
- }
- AnimControl->Set_Animation( new_anim, 0.2f );
- AnimControl->Set_Mode( ANIM_MODE_ONCE );
- AnimControl->Update( 0 ); // update
- }
- }
- } else {
- Debug_Say(( "Failed to find Loiter Def\n" ));
- }
- } else {
- Reset_Loiter_Delay();
- }
- // Get out of locked states
- if ( AnimControl->Is_Complete() ) { // Time to unlock
- // if ( StateLocked && State != LOCKED_ANIMATION ) {
- if ( (StateLocked && State != LOCKED_ANIMATION) || (State == DEATH) ) {
- StateLocked = false;
- if ( State == DIVE ) {
- Set_State( UPRIGHT );
- } else if ( State == ANIMATION ) {
- Set_State( UPRIGHT );
- } else if ( State == DEATH ) {
-
- Set_State( DESTROY );
- TransitionEffectClass * effect = CombatMaterialEffectManager::Get_Death_Effect();
- this->HumanPhys->Add_Effect_To_Me(effect);
- REF_PTR_RELEASE(effect);
- } else if ( State == TRANSITION ) {
- Set_State( TRANSITION_COMPLETE );
- } else if ( State != LOCKED_ANIMATION ) {
- Debug_Say(( "Unsupported locked state %s\n", Get_State_Name() ));
- }
- } else {
- // Debug_Say(( "Anim Complete %s\n", Get_State_Name() ));
- if ( State == LOITER ) {
- Set_State( UPRIGHT );
- } else if ( State == LAND ) {
- Set_State( UPRIGHT, Get_Sub_State() );
- } else if ( State == WOUNDED ) {
- Set_State( UPRIGHT );
- }
- }
- }
- /*
- ** Handle Jump and landing
- */
- if ( !HumanPhys->Is_In_Contact() ) { // If I am not in contact with the ground
- if ( State == UPRIGHT ) { // If I am currently UPRIGHT
- Begin_Jump(); // Begin a jump
- }
- } else if ( State == AIRBORNE ) { // If I am in contact, and in the , I just landed
- Complete_Jump(); // So complete the jump
- }
- if ( WeaponHoldTimer > 0 && !Get_State_Flag( CROUCHED_FLAG ) ) {
- Reset_Loiter_Delay();
- WeaponHoldTimer -= TimeManager::Get_Frame_Seconds();
- if ( WeaponHoldTimer <= 0 ) {
- if ( WeaponHoldStyle == WEAPON_HOLD_STYLE_HANDGUN ||
- WeaponHoldStyle == WEAPON_HOLD_STYLE_C4 ||
- WeaponHoldStyle == WEAPON_HOLD_STYLE_BEACON )
- {
- WeaponHoldStyle = WEAPON_HOLD_STYLE_HANDS_DOWN; // Lower the weapon
- } else {
- WeaponHoldStyle = WEAPON_HOLD_STYLE_AT_CHEST; // Lower the weapon
- }
- Update_Animation();
- }
- }
- }
- /*
- **
- */
- void HumanStateClass::Post_Think( void )
- {
- // Update sub_state per movement
- // do it for upright, land, ladder, airborne,
- if ( Is_Sub_State_Adjustable() || Is_State_Interruptable() ) {
- // Update the SubState
- int new_sub_state = 0;
- // Get our current move vector
- Vector3 move_vector;
- HumanPhys->Get_Animation_Move( &move_vector );
- if ( TimeManager::Get_Frame_Seconds() > 0 ) {
- move_vector /= TimeManager::Get_Frame_Seconds();
- }
- move_vector = HumanPhys->Get_Transform().Inverse_Rotate_Vector( move_vector );
- // When walking running diagonally, use forward/backward legs.
- // Unless you are crouched, then use straffe legs
- float direction_ratio = 0.75f;
- if ( Get_State_Flag( CROUCHED_FLAG ) ) {
- direction_ratio = 2;
- }
- // Convert to SubMode
- if ( WWMath::Fabs( move_vector[0] ) > direction_ratio * WWMath::Fabs( move_vector[1] ) ) {
- if ( move_vector[0] > MOVING_THRESHHOLD ) new_sub_state |= SUB_STATE_FORWARD;
- else if ( move_vector[0] < -MOVING_THRESHHOLD ) new_sub_state |= SUB_STATE_BACKWARD;
- } else {
- if ( move_vector[1] > MOVING_THRESHHOLD ) new_sub_state |= SUB_STATE_LEFT;
- else if ( move_vector[1] < -MOVING_THRESHHOLD ) new_sub_state |= SUB_STATE_RIGHT;
- }
- if ( new_sub_state == 0 ) {
- if ( move_vector[2] > MOVING_THRESHHOLD ) new_sub_state |= SUB_STATE_UP;
- else if ( move_vector[2] < -MOVING_THRESHHOLD ) new_sub_state |= SUB_STATE_DOWN;
- }
- if ( new_sub_state != 0 ) {
- if ( move_vector.Length() < WALKING_THRESHHOLD ) new_sub_state |= SUB_STATE_SLOW;
- //Debug_Say(( "%f %f\n", move_vector.Length(), WALKING_THRESHHOLD ));
- }
- #if 0 // No turn anims!!!
- // Get our current turn vector
- if ( TurnVelocity > 0 ) new_sub_state |= SUB_STATE_TURN_LEFT;
- else if ( TurnVelocity < 0 ) new_sub_state |= SUB_STATE_TURN_RIGHT;
- TurnVelocity = 0;
- #endif
- // Get him out of WOUNDED, LAND, LOITER states if moving or shooting
- if ( Is_State_Interruptable() && Get_State() != UPRIGHT ) {
- // if ( new_sub_state != 0 || WeaponState > WeaponClass::STATE_READY ) {
- if ( new_sub_state != 0 || WeaponFired ) {
- if ( Get_State() == LAND && Get_Sub_State() == new_sub_state ) {
- // don't interrupt lands for the same direction
- } else {
- // Debug_Say(( "Interrupt State %s\n", Get_State_Name() ));
- Set_State( UPRIGHT );
- }
- }
- }
-
- if ( Is_Sub_State_Adjustable() ) {
- if ( new_sub_state != Get_Sub_State() ) {
- Set_Sub_State( (HumanSubStateType)new_sub_state );
- }
- #if 0 // Disable all leg twisting
- // =================================================================== // LEG TWIST!!!!!
- // Don't leg twist for crouched
- if ( Get_State() == UPRIGHT && !Get_State_Flag( CROUCHED_FLAG ) ) {
- float legs_rotation = 0;
- // Compare the facing to the motion, set leg_racing to the difference
- if ( move_vector.Length() > 0 ) {
- float move_direction = WWMath::Atan2( -move_vector.Y, move_vector.X );
- if ( new_sub_state & SUB_STATE_FORWARD ) {
- legs_rotation = -move_direction;
- } else if ( new_sub_state & SUB_STATE_BACKWARD ) {
- legs_rotation = -move_direction + DEG_TO_RAD( 180 );
- } else if ( new_sub_state & SUB_STATE_LEFT ) {
- legs_rotation = -move_direction + DEG_TO_RAD( 270 );
- } else if ( new_sub_state & SUB_STATE_RIGHT ) {
- legs_rotation = -move_direction + DEG_TO_RAD( 90 );
- }
- legs_rotation = WWMath::Wrap( legs_rotation, DEG_TO_RADF( -180 ), DEG_TO_RADF( 180 ) );
- // legs_rotation = WWMath::Clamp( legs_rotation, DEG_TO_RADF( -45 ), DEG_TO_RADF( 45 ) );
- legs_rotation = WWMath::Clamp( legs_rotation, DEG_TO_RADF( -30 ), DEG_TO_RADF( 30 ) );
- if ( WWMath::Fabs( legs_rotation ) < DEG_TO_RAD( 25 ) ) {
- legs_rotation = 0;
- }
- }
- // Move LegRotation toward leg_rotation
- float rot_diff = legs_rotation - LegRotation;
- float max_mov = DEG_TO_RAD( 180 ) * TimeManager::Get_Frame_Seconds();
- // float max_mov = DEG_TO_RAD( 90 ) * TimeManager::Get_Frame_Seconds();
- rot_diff = WWMath::Clamp( rot_diff, -max_mov, max_mov );
- LegRotation += rot_diff;
- legs_rotation = LegRotation;
- // I'm making this staic for now, because all human
- // skeletons have the bone at the same index
- static int root_bone = -1;
- if ( root_bone == -1 ) { // Get root bone index
- root_bone = HumanPhys->Peek_Model()->Get_Bone_Index( "c spine" );
- }
- static int torso_bone = -1;
- if ( torso_bone == -1 ) { // Get torso bone index
- torso_bone = HumanPhys->Peek_Model()->Get_Bone_Index( "c spine1" );
- }
- if ( legs_rotation != 0 ) {
- WWASSERT( root_bone != -1 );
- WWASSERT( torso_bone != -1 );
- if ( !HumanPhys->Peek_Model()->Is_Bone_Captured( root_bone ) ) {
- HumanPhys->Peek_Model()->Capture_Bone( root_bone );
- }
- if ( !HumanPhys->Peek_Model()->Is_Bone_Captured( torso_bone ) ) {
- HumanPhys->Peek_Model()->Capture_Bone( torso_bone );
- }
- Matrix3D root_adjust(1); // adjust it
- root_adjust.Rotate_X( legs_rotation );
- HumanPhys->Peek_Model()->Control_Bone( root_bone, root_adjust );
- Matrix3D legs_adjust(1); // adjust it
- legs_adjust.Rotate_X( -legs_rotation );
- HumanPhys->Peek_Model()->Control_Bone( torso_bone, legs_adjust );
- } else { // no adjustment, release
- if ( HumanPhys->Peek_Model()->Is_Bone_Captured( root_bone ) ) {
- HumanPhys->Peek_Model()->Release_Bone( root_bone );
- }
- if ( HumanPhys->Peek_Model()->Is_Bone_Captured( torso_bone ) ) {
- HumanPhys->Peek_Model()->Release_Bone( torso_bone );
- }
- }
- }
- #endif
- }
- // Scale animation speed
- float ideal_speed = 0;
- if ( !(new_sub_state & SUB_STATE_SLOW) ) {
- if ( new_sub_state & SUB_STATE_FORWARD ) ideal_speed = 5.5f;
- if ( new_sub_state & SUB_STATE_BACKWARD ) ideal_speed = 4.5f;
- if ( new_sub_state & SUB_STATE_LEFT ) ideal_speed = 4.5f;
- if ( new_sub_state & SUB_STATE_RIGHT ) ideal_speed = 5.5f;
- } else {
- if ( new_sub_state & SUB_STATE_FORWARD ) ideal_speed = 1.6f;
- if ( new_sub_state & SUB_STATE_BACKWARD ) ideal_speed = 1.5f;
- if ( new_sub_state & SUB_STATE_LEFT ) ideal_speed = 1.5f;
- if ( new_sub_state & SUB_STATE_RIGHT ) ideal_speed = 1.6f;
- }
- if ( State == LADDER ) {
- if ( new_sub_state & SUB_STATE_UP ) ideal_speed = 0.15f;
- if ( new_sub_state & SUB_STATE_DOWN ) ideal_speed = 0.15f;
- }
- // Turning is at speed 1
- bool turning = ( new_sub_state & (SUB_STATE_TURN_LEFT | SUB_STATE_TURN_RIGHT ) &&
- !( new_sub_state & (SUB_STATE_FORWARD | SUB_STATE_BACKWARD )));
- if ( !turning && ideal_speed != 0 ) {
- // Get Anim_Speed_Scale
- Vector3 vel;
- HumanPhys->Get_Animation_Move( &vel );
- if ( TimeManager::Get_Frame_Seconds() > 0 ) {
- vel /= TimeManager::Get_Frame_Seconds();
- }
- float speed = WWMath::Clamp( vel.Length() / ideal_speed, 0.33f, 3 );
- AnimControl->Set_Anim_Speed_Scale( speed );
- } else {
- AnimControl->Set_Anim_Speed_Scale( 1 );
- }
- HumanPhys->Reset_Animation_Move();
- }
- }
- /*
- **
- */
- bool HumanStateClass::Get_Leg_Mode( void )
- {
- return AnimControl->Get_Progress() > 0.5f;
- }
- /*
- **
- */
- struct BoneToOuchType {
- const char * bone_name;
- int ouch_type;
- };
- BoneToOuchType _BoneToOuchTypeList[] = {
- { "K_HEAD", HumanStateClass::HEAD_FROM_BEHIND },
- { "K_NECK", HumanStateClass::HEAD_FROM_BEHIND },
- { "K_CHEST", HumanStateClass::HEAD_FROM_BEHIND },
- { "K_ABDOMEN", HumanStateClass::TORSO_FROM_BEHIND },
- { "K_PELVIS", HumanStateClass::GROIN },
- { "K_L THIGH", HumanStateClass::LEFT_LEG_FROM_BEHIND },
- { "K_L CALF", HumanStateClass::LEFT_LEG_FROM_BEHIND },
- { "K_L FOOT", HumanStateClass::LEFT_LEG_FROM_BEHIND },
- { "K_L HAND", HumanStateClass::LEFT_ARM_FROM_BEHIND },
- { "K_L FOREARM", HumanStateClass::LEFT_ARM_FROM_BEHIND },
- { "K_L UPPERARM", HumanStateClass::LEFT_ARM_FROM_BEHIND },
- { "K_R THIGH", HumanStateClass::RIGHT_LEG_FROM_BEHIND },
- { "K_R CALF", HumanStateClass::RIGHT_LEG_FROM_BEHIND },
- { "K_R FOOT", HumanStateClass::RIGHT_LEG_FROM_BEHIND },
- { "K_R HAND", HumanStateClass::RIGHT_ARM_FROM_BEHIND },
- { "K_R FOREARM", HumanStateClass::RIGHT_ARM_FROM_BEHIND },
- { "K_R UPPERARM", HumanStateClass::RIGHT_ARM_FROM_BEHIND },
- };
- #define BONE_LIST_COUNT ( sizeof(_BoneToOuchTypeList) / sizeof(_BoneToOuchTypeList[0]) )
- int HumanStateClass::Get_Ouch_Type( const Vector3 & direction, const char * collision_box_name )
- {
- // Initialize ouch_type to a default value
- int ouch_type = TORSO_FROM_FRONT;
-
- const char * base_name = NULL;
- if ( collision_box_name != NULL ) {
- base_name = ::strchr( collision_box_name, '.' );
- } else {
- return ouch_type;
- }
- if ( base_name != NULL ) {
- base_name++;
- for ( int i = 0; i < BONE_LIST_COUNT; i++ ) {
- if ( ::strcmp( _BoneToOuchTypeList[i].bone_name, base_name ) == 0 ) {
- ouch_type = _BoneToOuchTypeList[i].ouch_type;
- }
- }
- }
- if ( ouch_type != -1 ) {
- // Set direction
- Vector3 relative_direction = HumanPhys->Get_Transform().Inverse_Rotate_Vector( direction );
- if ( ouch_type != HumanStateClass::GROIN ) { // but not for the groin shot
- if ( relative_direction.X < 0 ) {
- ouch_type += 1;
- }
- }
- } else {
- Debug_Say(( "Bad human collision box name %s\n", collision_box_name ));
- }
- return ouch_type;
- }
- /*
- **
- */
- const char * _WoundAnims[] =
- {
- "S_A_HUMAN.H_A_811A", // HEAD_FROM_BEHIND,
- "S_A_HUMAN.H_A_812A", // HEAD_FROM_FRONT,
- "S_A_HUMAN.H_A_821A", // TORSO_FROM_BEHIND,
- "S_A_HUMAN.H_A_822A", // TORSO_FROM_FRONT,
- "S_A_HUMAN.H_A_831A", // LEFT_ARM_FROM_BEHIND,
- "S_A_HUMAN.H_A_832A", // LEFT_ARM_FROM_FRONT,
- "S_A_HUMAN.H_A_841A", // RIGHT_ARM_FROM_BEHIND,
- "S_A_HUMAN.H_A_842A", // RIGHT_ARM_FROM_FRONT,
- "S_A_HUMAN.H_A_851A", // LEFT_LEG_FROM_BEHIND,
- "S_A_HUMAN.H_A_852A", // LEFT_LEG_FROM_FRONT,
- "S_A_HUMAN.H_A_861A", // RIGHT_LEG_FROM_BEHIND,
- "S_A_HUMAN.H_A_862A", // RIGHT_LEG_FROM_FRONT,
- "S_A_HUMAN.H_A_871A", // GROIN,
- };
- const char * HumanStateClass::Get_Wound_Anim( int ouch_type )
- {
- return _WoundAnims[ ouch_type ];
- }
- /*
- **
- */
- const char * _DeathAnims[] =
- {
- "S_A_HUMAN.H_A_622A", // HEAD_FROM_BEHIND,
- "S_A_HUMAN.H_A_635A", // HEAD_FROM_FRONT,
- "S_A_HUMAN.H_A_622A", // TORSO_FROM_BEHIND,
- "S_A_HUMAN.H_A_632A", // TORSO_FROM_FRONT,
- "S_A_HUMAN.H_A_623A", // LEFT_ARM_FROM_BEHIND,
- "S_A_HUMAN.H_A_634A", // LEFT_ARM_FROM_FRONT,
- "S_A_HUMAN.H_A_624A", // RIGHT_ARM_FROM_BEHIND,
- "S_A_HUMAN.H_A_633A", // RIGHT_ARM_FROM_FRONT,
- "S_A_HUMAN.H_A_623A", // LEFT_LEG_FROM_BEHIND,
- "S_A_HUMAN.H_A_634A", // LEFT_LEG_FROM_FRONT,
- "S_A_HUMAN.H_A_624A", // RIGHT_LEG_FROM_BEHIND,
- "S_A_HUMAN.H_A_633A", // RIGHT_LEG_FROM_FRONT,
- "S_A_HUMAN.H_A_612A", // GROIN,
- "S_A_HUMAN.H_A_FLMB", // ON_FIRE,
- "S_A_HUMAN.H_A_FLMB", // ON_CHEM,
- "S_A_HUMAN.H_A_FLMB", // ON_ELECTRIC,
- "S_A_HUMAN.H_A_FLMB", // ON_CNC_FIRE,
- "S_A_HUMAN.H_A_FLMB", // ON_CNC_CHEM,
- };
- const char * HumanStateClass::Get_Death_Anim( int ouch_type )
- {
- WWASSERT( ouch_type <= OUCH_SUPER_FIRE );
- return _DeathAnims[ ouch_type ];
- }
- /*
- **
- */
- void HumanStateClass::Set_Precision(void)
- {
- cEncoderList::Set_Precision(BITPACK_HUMAN_STATE, 0, (int) HIGHEST_HUMAN_STATE);
- cEncoderList::Set_Precision(BITPACK_HUMAN_SUB_STATE, 0, (int) HIGHEST_HUMAN_SUB_STATE);
- }
- /*
- **
- */
- void HumanStateClass::Get_Information( StringClass & string )
- {
- StringClass temp(0,true);
- temp.Format( "%s\n", Get_State_Name() );
- string += temp;
- AnimControl->Get_Information( string );
- }
- /*
- ** Begin_Jump is called when we first become airborne
- */
- void HumanStateClass::Begin_Jump( void )
- {
- // Store some information about the jump
- JumpTM = HumanPhys->Get_Transform();
- // Set my state to Jump, with a direction of my current relative velocity
- Vector3 move_vector;
- HumanPhys->Get_Velocity( &move_vector );
- move_vector = HumanPhys->Get_Transform().Inverse_Rotate_Vector( move_vector );
- int sub_state = 0;
- if ( move_vector[0] > MOVING_THRESHHOLD ) sub_state |= SUB_STATE_FORWARD;
- else if ( move_vector[0] < -MOVING_THRESHHOLD ) sub_state |= SUB_STATE_BACKWARD;
- if ( move_vector[1] > MOVING_THRESHHOLD ) sub_state |= SUB_STATE_LEFT;
- else if ( move_vector[1] < -MOVING_THRESHHOLD ) sub_state |= SUB_STATE_RIGHT;
- Set_State( AIRBORNE, sub_state );
- // Whenever a jump starts, play a jump surface effect
- Matrix3D tm = HumanPhys->Get_Transform();
- int ground_type = HumanPhys->Get_Contact_Surface_Type();
- SurfaceEffectsManager::Apply_Effect( ground_type, SurfaceEffectsManager::HITTER_TYPE_FOOTSTEP_JUMP, tm );
- }
- /*
- ** Complete_Jump is called when we land
- */
- void HumanStateClass::Complete_Jump( void )
- {
- Vector3 fall = JumpTM.Get_Translation() - HumanPhys->Get_Transform().Get_Translation();
- GlobalSettingsDef * settings = GlobalSettingsDef::Get_Global_Settings();
- // Debug_Say(( "Fall Distance %f\n", fall.Z ));
- bool add_portal = true;
- //
- // Don't do this in the level editor
- //
- #ifndef PARAM_EDITING_ON
- if ( fall.Z > settings->Get_Falling_Damage_Min_Distance() ) {
- add_portal = false;
- float scale = (fall.Z - settings->Get_Falling_Damage_Min_Distance()) /
- (settings->Get_Falling_Damage_Max_Distance() - settings->Get_Falling_Damage_Min_Distance());
- scale = WWMath::Clamp( scale, 0, 1 );
-
- // (gth) don't take damage when falling onto an elevator (because we have
- // super-fast elevators...)
- if ( (HumanPhys->Peek_Ground_Object() != NULL) &&
- (HumanPhys->Peek_Ground_Object()->As_ElevatorPhysClass() != NULL))
- {
- Debug_Say(( "Fell onto an elevator, no damage!\n", scale ));
- scale = 0.0f;
- }
-
- Debug_Say(( "Fall Damage Scale %f\n", scale ));
- SoldierGameObj * owner = (SoldierGameObj *)HumanPhys->Get_Observer();
- if ( owner != NULL ) {
- DefenseObjectClass * defense = owner->Get_Defense_Object();
- float damage = defense->Get_Health_Max();
- // AI's get notified
- // if ( !owner->Is_Human_Controlled() ) {
- const GameObjObserverList & observer_list = owner->Get_Observers();
- for( int index = 0; index < observer_list.Count(); index++ ) {
- observer_list[ index ]->Custom( owner, CUSTOM_EVENT_FALLING_DAMAGE, damage*scale, NULL );
- }
- // }
- // All get the damage
- OffenseObjectClass offense( damage, settings->Get_Falling_Damage_Warhead(), NULL );
- owner->Apply_Damage_Extended( offense, scale, fall, NULL );
- }
- }
- #endif // PARAM_EDITING_ON
- // Find the sector the human jumped from and the sector the human jumped to.
- /*Vector3 curr_pos = HumanPhys->Get_Position ();
- PathfindSectorClass *start_sector = PathfindClass::Get_Instance ()->Find_Sector (JumpTM.Get_Translation (), 2.0F);
- PathfindSectorClass *end_sector = PathfindClass::Get_Instance ()->Find_Sector (curr_pos, 2.0F);
- // Make a temporary pathfind connection between these sectors (if necessary)
- if (add_portal && start_sector != NULL && end_sector != NULL && start_sector != end_sector) {
- PathfindClass::Get_Instance ()->Add_Temporary_Portal (start_sector, end_sector, JumpTM.Get_Translation (), curr_pos);
- }*/
- // Set me state to Land, with a direction of my current velocity
- Vector3 move_vector;
- HumanPhys->Get_Velocity( &move_vector );
- move_vector = HumanPhys->Get_Transform().Inverse_Rotate_Vector( move_vector );
- int sub_state = 0;
- if ( move_vector[0] > MOVING_THRESHHOLD ) sub_state |= SUB_STATE_FORWARD;
- else if ( move_vector[0] < -MOVING_THRESHHOLD ) sub_state |= SUB_STATE_BACKWARD;
- if ( move_vector[1] > MOVING_THRESHHOLD ) sub_state |= SUB_STATE_LEFT;
- else if ( move_vector[1] < -MOVING_THRESHHOLD ) sub_state |= SUB_STATE_RIGHT;
- Set_State( LAND, sub_state );
- // Whenever a jump ends, play a land surface effect
- Matrix3D tm = HumanPhys->Get_Transform();
- int ground_type = HumanPhys->Get_Contact_Surface_Type();
- SurfaceEffectsManager::Apply_Effect( ground_type, SurfaceEffectsManager::HITTER_TYPE_FOOTSTEP_LAND, tm );
- }
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