diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/BaseAnimatingOverlay.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/BaseAnimatingOverlay.cpp')
| -rw-r--r-- | mp/src/game/server/BaseAnimatingOverlay.cpp | 2284 |
1 files changed, 1142 insertions, 1142 deletions
diff --git a/mp/src/game/server/BaseAnimatingOverlay.cpp b/mp/src/game/server/BaseAnimatingOverlay.cpp index a1bb1a93..50c94361 100644 --- a/mp/src/game/server/BaseAnimatingOverlay.cpp +++ b/mp/src/game/server/BaseAnimatingOverlay.cpp @@ -1,1142 +1,1142 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//
-//===========================================================================//
-
-#include "cbase.h"
-#include "animation.h"
-#include "studio.h"
-#include "bone_setup.h"
-#include "ai_basenpc.h"
-#include "npcevent.h"
-
-#include "saverestore_utlvector.h"
-#include "dt_utlvector_send.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-extern ConVar ai_sequence_debug;
-
-
-BEGIN_SIMPLE_DATADESC( CAnimationLayer )
-
-// DEFINE_FIELD( m_pOwnerEntity, CBaseAnimatingOverlay ),
- DEFINE_FIELD( m_fFlags, FIELD_INTEGER ),
- DEFINE_FIELD( m_bSequenceFinished, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_bLooping, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_nSequence, FIELD_INTEGER ),
- DEFINE_FIELD( m_flCycle, FIELD_FLOAT ),
- DEFINE_FIELD( m_flPrevCycle, FIELD_FLOAT ),
- DEFINE_FIELD( m_flPlaybackRate, FIELD_FLOAT),
- DEFINE_FIELD( m_flWeight, FIELD_FLOAT),
- DEFINE_FIELD( m_flBlendIn, FIELD_FLOAT ),
- DEFINE_FIELD( m_flBlendOut, FIELD_FLOAT ),
- DEFINE_FIELD( m_flKillRate, FIELD_FLOAT ),
- DEFINE_FIELD( m_flKillDelay, FIELD_FLOAT ),
- DEFINE_CUSTOM_FIELD( m_nActivity, ActivityDataOps() ),
- DEFINE_FIELD( m_nPriority, FIELD_INTEGER ),
- DEFINE_FIELD( m_nOrder, FIELD_INTEGER ),
- DEFINE_FIELD( m_flLastEventCheck, FIELD_FLOAT ),
- DEFINE_FIELD( m_flLastAccess, FIELD_TIME ),
- DEFINE_FIELD( m_flLayerAnimtime, FIELD_FLOAT ),
- DEFINE_FIELD( m_flLayerFadeOuttime, FIELD_FLOAT ),
-
-END_DATADESC()
-
-
-BEGIN_DATADESC( CBaseAnimatingOverlay )
-
- DEFINE_UTLVECTOR( m_AnimOverlay, FIELD_EMBEDDED ),
-
- // DEFINE_FIELD( m_nActiveLayers, FIELD_INTEGER ),
- // DEFINE_FIELD( m_nActiveBaseLayers, FIELD_INTEGER ),
-
-END_DATADESC()
-
-
-#define ORDER_BITS 4
-#define WEIGHT_BITS 8
-
-BEGIN_SEND_TABLE_NOBASE(CAnimationLayer, DT_Animationlayer)
- SendPropInt (SENDINFO(m_nSequence), ANIMATION_SEQUENCE_BITS,SPROP_UNSIGNED),
- SendPropFloat (SENDINFO(m_flCycle), ANIMATION_CYCLE_BITS, SPROP_ROUNDDOWN, 0.0f, 1.0f),
- SendPropFloat (SENDINFO(m_flPrevCycle), ANIMATION_CYCLE_BITS, SPROP_ROUNDDOWN, 0.0f, 1.0f),
- SendPropFloat (SENDINFO(m_flWeight), WEIGHT_BITS, 0, 0.0f, 1.0f),
- SendPropInt (SENDINFO(m_nOrder), ORDER_BITS, SPROP_UNSIGNED),
-END_SEND_TABLE()
-
-
-BEGIN_SEND_TABLE_NOBASE( CBaseAnimatingOverlay, DT_OverlayVars )
- SendPropUtlVector(
- SENDINFO_UTLVECTOR( m_AnimOverlay ),
- CBaseAnimatingOverlay::MAX_OVERLAYS, // max elements
- SendPropDataTable( NULL, 0, &REFERENCE_SEND_TABLE( DT_Animationlayer ) ) )
-END_SEND_TABLE()
-
-
-IMPLEMENT_SERVERCLASS_ST( CBaseAnimatingOverlay, DT_BaseAnimatingOverlay )
- // These are in their own separate data table so CCSPlayer can exclude all of these.
- SendPropDataTable( "overlay_vars", 0, &REFERENCE_SEND_TABLE( DT_OverlayVars ) )
-END_SEND_TABLE()
-
-
-
-
-CAnimationLayer::CAnimationLayer( )
-{
- Init( NULL );
-}
-
-
-void CAnimationLayer::Init( CBaseAnimatingOverlay *pOverlay )
-{
- m_pOwnerEntity = pOverlay;
- m_fFlags = 0;
- m_flWeight = 0;
- m_flCycle = 0;
- m_flPrevCycle = 0;
- m_bSequenceFinished = false;
- m_nActivity = ACT_INVALID;
- m_nSequence = 0;
- m_nPriority = 0;
- m_nOrder.Set( CBaseAnimatingOverlay::MAX_OVERLAYS );
- m_flKillRate = 100.0;
- m_flKillDelay = 0.0;
- m_flPlaybackRate = 1.0;
- m_flLastAccess = gpGlobals->curtime;
- m_flLayerAnimtime = 0;
- m_flLayerFadeOuttime = 0;
-}
-
-
-//------------------------------------------------------------------------------
-// Purpose :
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-
-void CAnimationLayer::StudioFrameAdvance( float flInterval, CBaseAnimating *pOwner )
-{
- float flCycleRate = pOwner->GetSequenceCycleRate( m_nSequence );
-
- m_flPrevCycle = m_flCycle;
- m_flCycle += flInterval * flCycleRate * m_flPlaybackRate;
-
- if (m_flCycle < 0.0)
- {
- if (m_bLooping)
- {
- m_flCycle -= (int)(m_flCycle);
- }
- else
- {
- m_flCycle = 0;
- }
- }
- else if (m_flCycle >= 1.0)
- {
- m_bSequenceFinished = true;
-
- if (m_bLooping)
- {
- m_flCycle -= (int)(m_flCycle);
- }
- else
- {
- m_flCycle = 1.0;
- }
- }
-
- if (IsAutoramp())
- {
- m_flWeight = 1;
-
- // blend in?
- if ( m_flBlendIn != 0.0f )
- {
- if (m_flCycle < m_flBlendIn)
- {
- m_flWeight = m_flCycle / m_flBlendIn;
- }
- }
-
- // blend out?
- if ( m_flBlendOut != 0.0f )
- {
- if (m_flCycle > 1.0 - m_flBlendOut)
- {
- m_flWeight = (1.0 - m_flCycle) / m_flBlendOut;
- }
- }
-
- m_flWeight = 3.0 * m_flWeight * m_flWeight - 2.0 * m_flWeight * m_flWeight * m_flWeight;
- if (m_nSequence == 0)
- m_flWeight = 0;
- }
-}
-
-//------------------------------------------------------------------------------
-
-bool CAnimationLayer::IsAbandoned( void )
-{
- if (IsActive() && !IsAutokill() && !IsKillMe() && m_flLastAccess > 0.0 && (gpGlobals->curtime - m_flLastAccess > 0.2))
- return true;
- else
- return false;
-}
-
-void CAnimationLayer::MarkActive( void )
-{
- m_flLastAccess = gpGlobals->curtime;
-}
-
-//------------------------------------------------------------------------------
-
-void CBaseAnimatingOverlay::VerifyOrder( void )
-{
-#ifdef _DEBUG
- int i, j;
- // test sorting of the layers
- int layer[MAX_OVERLAYS];
- int maxOrder = -1;
- for (i = 0; i < MAX_OVERLAYS; i++)
- {
- layer[i] = MAX_OVERLAYS;
- }
- for (i = 0; i < m_AnimOverlay.Count(); i++)
- {
- if (m_AnimOverlay[ i ].m_nOrder < MAX_OVERLAYS)
- {
- j = m_AnimOverlay[ i ].m_nOrder;
- Assert( layer[j] == MAX_OVERLAYS );
- layer[j] = i;
- if (j > maxOrder)
- maxOrder = j;
- }
- }
-
- // make sure they're sequential
- // Aim layers are allowed to have gaps, and we are moving aim blending to server
-// for ( i = 0; i <= maxOrder; i++ )
-// {
-// Assert( layer[i] != MAX_OVERLAYS);
-// }
-
- /*
- for ( i = 0; i < MAX_OVERLAYS; i++ )
- {
- int j = layer[i];
- if (j != MAX_OVERLAYS)
- {
- char tempstr[512];
- Q_snprintf( tempstr, sizeof( tempstr ),"%d : %d :%.2f :%d:%d:%.1f",
- j,
- m_AnimOverlay[ j ].m_nSequence,
- m_AnimOverlay[ j ].m_flWeight,
- m_AnimOverlay[ j ].IsActive(),
- m_AnimOverlay[ j ].IsKillMe(),
- m_AnimOverlay[ j ].m_flKillDelay
- );
- EntityText( i, tempstr, 0.1 );
- }
- }
- */
-#endif
-}
-
-
-//------------------------------------------------------------------------------
-// Purpose : advance the animation frame up to the current time
-// if an flInterval is passed in, only advance animation that number of seconds
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-
-void CBaseAnimatingOverlay::StudioFrameAdvance ()
-{
- float flAdvance = GetAnimTimeInterval();
-
- VerifyOrder();
-
- BaseClass::StudioFrameAdvance();
-
- for ( int i = 0; i < m_AnimOverlay.Count(); i++ )
- {
- CAnimationLayer *pLayer = &m_AnimOverlay[i];
-
- if (pLayer->IsActive())
- {
- // Assert( !m_AnimOverlay[ i ].IsAbandoned() );
- if (pLayer->IsKillMe())
- {
- if (pLayer->m_flKillDelay > 0)
- {
- pLayer->m_flKillDelay -= flAdvance;
- pLayer->m_flKillDelay = clamp( pLayer->m_flKillDelay, 0.0f, 1.0f );
- }
- else if (pLayer->m_flWeight != 0.0f)
- {
- // give it at least one frame advance cycle to propagate 0.0 to client
- pLayer->m_flWeight -= pLayer->m_flKillRate * flAdvance;
- pLayer->m_flWeight = clamp( (float) pLayer->m_flWeight, 0.0f, 1.0f );
- }
- else
- {
- // shift the other layers down in order
- if (ai_sequence_debug.GetBool() == true && m_debugOverlays & OVERLAY_NPC_SELECTED_BIT)
- {
- Msg("removing %d (%d): %s : %5.3f (%.3f)\n", i, pLayer->m_nOrder.Get(), GetSequenceName( pLayer->m_nSequence ), pLayer->m_flCycle.Get(), pLayer->m_flWeight.Get() );
- }
- FastRemoveLayer( i );
- // needs at least one thing cycle dead to trigger sequence change
- pLayer->Dying();
- continue;
- }
- }
-
- pLayer->StudioFrameAdvance( flAdvance, this );
- if ( pLayer->m_bSequenceFinished && (pLayer->IsAutokill()) )
- {
- pLayer->m_flWeight = 0.0f;
- pLayer->KillMe();
- }
- }
- else if (pLayer->IsDying())
- {
- pLayer->Dead();
- }
- else if (pLayer->m_flWeight > 0.0)
- {
- // Now that the server blends, it is turning off layers all the time. Having a weight left over
- // when you're no longer marked as active is now harmless and commonplace. Just clean up.
- pLayer->Init( this );
- pLayer->Dying();
- }
- }
-
- if (ai_sequence_debug.GetBool() == true && m_debugOverlays & OVERLAY_NPC_SELECTED_BIT)
- {
- for ( int i = 0; i < m_AnimOverlay.Count(); i++ )
- {
- if (m_AnimOverlay[ i ].IsActive())
- {
- /*
- if (m_AnimOverlay[ i ].IsAbandoned())
- {
- Msg(" %d abandoned %.2f (%.2f)\n", i, gpGlobals->curtime, m_AnimOverlay[ i ].m_flLastAccess );
- }
- */
- Msg(" %d (%d): %s : %5.3f (%.3f)\n", i, m_AnimOverlay[ i ].m_nOrder.Get(), GetSequenceName( m_AnimOverlay[ i ].m_nSequence ), m_AnimOverlay[ i ].m_flCycle.Get(), m_AnimOverlay[ i ].m_flWeight.Get() );
- }
- }
- }
-
- VerifyOrder();
-}
-
-
-
-//=========================================================
-// DispatchAnimEvents
-//=========================================================
-void CBaseAnimatingOverlay::DispatchAnimEvents ( CBaseAnimating *eventHandler )
-{
- BaseClass::DispatchAnimEvents( eventHandler );
-
- for ( int i = 0; i < m_AnimOverlay.Count(); i++ )
- {
- if (m_AnimOverlay[ i ].IsActive())
- {
- m_AnimOverlay[ i ].DispatchAnimEvents( eventHandler, this );
- }
- }
-}
-
-void CAnimationLayer::DispatchAnimEvents( CBaseAnimating *eventHandler, CBaseAnimating *pOwner )
-{
- animevent_t event;
-
- CStudioHdr *pstudiohdr = pOwner->GetModelPtr( );
-
- if ( !pstudiohdr )
- {
- Assert(!"CBaseAnimating::DispatchAnimEvents: model missing");
- return;
- }
-
- if ( !pstudiohdr->SequencesAvailable() )
- {
- return;
- }
-
- if ( m_nSequence >= pstudiohdr->GetNumSeq() )
- return;
-
- // don't fire if here are no events
- if ( pstudiohdr->pSeqdesc( m_nSequence ).numevents == 0 )
- {
- return;
- }
-
- // look from when it last checked to some short time in the future
- float flCycleRate = pOwner->GetSequenceCycleRate( m_nSequence ) * m_flPlaybackRate;
- float flStart = m_flLastEventCheck;
- float flEnd = m_flCycle;
-
- if (!m_bLooping)
- {
- // fire off events early
- float flLastVisibleCycle = 1.0f - (pstudiohdr->pSeqdesc( m_nSequence ).fadeouttime) * flCycleRate;
- if (flEnd >= flLastVisibleCycle || flEnd < 0.0)
- {
- m_bSequenceFinished = true;
- flEnd = 1.0f;
- }
- }
- m_flLastEventCheck = flEnd;
-
- /*
- if (pOwner->m_debugOverlays & OVERLAY_NPC_SELECTED_BIT)
- {
- Msg( "%s:%s : checking %.2f %.2f (%d)\n", STRING(pOwner->GetModelName()), pstudiohdr->pSeqdesc( m_nSequence ).pszLabel(), flStart, flEnd, m_bSequenceFinished );
- }
- */
-
- // FIXME: does not handle negative framerates!
- int index = 0;
- while ( (index = GetAnimationEvent( pstudiohdr, m_nSequence, &event, flStart, flEnd, index ) ) != 0 )
- {
- event.pSource = pOwner;
- // calc when this event should happen
- if (flCycleRate > 0.0)
- {
- float flCycle = event.cycle;
- if (flCycle > m_flCycle)
- {
- flCycle = flCycle - 1.0;
- }
- event.eventtime = pOwner->m_flAnimTime + (flCycle - m_flCycle) / flCycleRate + pOwner->GetAnimTimeInterval();
- }
-
- // Msg( "dispatch %d (%d : %.2f)\n", index - 1, event.event, event.eventtime );
- eventHandler->HandleAnimEvent( &event );
- }
-}
-
-
-
-void CBaseAnimatingOverlay::GetSkeleton( CStudioHdr *pStudioHdr, Vector pos[], Quaternion q[], int boneMask )
-{
- if(!pStudioHdr)
- {
- Assert(!"CBaseAnimating::GetSkeleton() without a model");
- return;
- }
-
- if (!pStudioHdr->SequencesAvailable())
- {
- return;
- }
-
- IBoneSetup boneSetup( pStudioHdr, boneMask, GetPoseParameterArray() );
- boneSetup.InitPose( pos, q );
-
- boneSetup.AccumulatePose( pos, q, GetSequence(), GetCycle(), 1.0, gpGlobals->curtime, m_pIk );
-
- // sort the layers
- int layer[MAX_OVERLAYS] = {};
- int i;
- for (i = 0; i < m_AnimOverlay.Count(); i++)
- {
- layer[i] = MAX_OVERLAYS;
- }
- for (i = 0; i < m_AnimOverlay.Count(); i++)
- {
- CAnimationLayer &pLayer = m_AnimOverlay[i];
- if( (pLayer.m_flWeight > 0) && pLayer.IsActive() && pLayer.m_nOrder >= 0 && pLayer.m_nOrder < m_AnimOverlay.Count())
- {
- layer[pLayer.m_nOrder] = i;
- }
- }
- for (i = 0; i < m_AnimOverlay.Count(); i++)
- {
- if (layer[i] >= 0 && layer[i] < m_AnimOverlay.Count())
- {
- CAnimationLayer &pLayer = m_AnimOverlay[layer[i]];
- // UNDONE: Is it correct to use overlay weight for IK too?
- boneSetup.AccumulatePose( pos, q, pLayer.m_nSequence, pLayer.m_flCycle, pLayer.m_flWeight, gpGlobals->curtime, m_pIk );
- }
- }
-
- if ( m_pIk )
- {
- CIKContext auto_ik;
- auto_ik.Init( pStudioHdr, GetAbsAngles(), GetAbsOrigin(), gpGlobals->curtime, 0, boneMask );
- boneSetup.CalcAutoplaySequences( pos, q, gpGlobals->curtime, &auto_ik );
- }
- else
- {
- boneSetup.CalcAutoplaySequences( pos, q, gpGlobals->curtime, NULL );
- }
- boneSetup.CalcBoneAdj( pos, q, GetEncodedControllerArray() );
-}
-
-
-
-//-----------------------------------------------------------------------------
-// Purpose: zero's out all non-restore safe fields
-// Output :
-//-----------------------------------------------------------------------------
-void CBaseAnimatingOverlay::OnRestore( )
-{
- int i;
-
- // force order of unused layers to current MAX_OVERLAYS
- // and Tracker 48843 (Alyx skating after restore) restore the owner entity ptr (otherwise the network layer won't get NetworkStateChanged signals until the layer is re-Init()'ed
- for (i = 0; i < m_AnimOverlay.Count(); i++)
- {
- m_AnimOverlay[i].m_pOwnerEntity = this;
-
- if ( !m_AnimOverlay[i].IsActive())
- {
- m_AnimOverlay[i].m_nOrder.Set( MAX_OVERLAYS );
- }
- }
-
- // get rid of all layers that shouldn't be restored
- for (i = 0; i < m_AnimOverlay.Count(); i++)
- {
- if ( ( m_AnimOverlay[i].IsActive() && (m_AnimOverlay[i].m_fFlags & ANIM_LAYER_DONTRESTORE) ) ||
- ( GetModelPtr() && !IsValidSequence(m_AnimOverlay[i].m_nSequence) ) )
- {
- FastRemoveLayer( i );
- }
- }
-
- BaseClass::OnRestore();
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Output : int
-//-----------------------------------------------------------------------------
-int CBaseAnimatingOverlay::AddGestureSequence( int sequence, bool autokill /*= true*/ )
-{
- int i = AddLayeredSequence( sequence, 0 );
- // No room?
- if ( IsValidLayer( i ) )
- {
- SetLayerAutokill( i, autokill );
- }
-
- return i;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Output : int
-//-----------------------------------------------------------------------------
-int CBaseAnimatingOverlay::AddGestureSequence( int nSequence, float flDuration, bool autokill /*= true*/ )
-{
- int iLayer = AddGestureSequence( nSequence, autokill );
- Assert( iLayer != -1 );
-
- if (iLayer >= 0 && flDuration > 0)
- {
- m_AnimOverlay[iLayer].m_flPlaybackRate = SequenceDuration( nSequence ) / flDuration;
- }
- return iLayer;
-}
-
-//------------------------------------------------------------------------------
-// Purpose :
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-int CBaseAnimatingOverlay::AddGesture( Activity activity, bool autokill /*= true*/ )
-{
- if ( IsPlayingGesture( activity ) )
- {
- return FindGestureLayer( activity );
- }
-
- int seq = SelectWeightedSequence( activity );
- if ( seq <= 0 )
- {
- const char *actname = CAI_BaseNPC::GetActivityName( activity );
- DevMsg( "CBaseAnimatingOverlay::AddGesture: model %s missing activity %s\n", STRING(GetModelName()), actname );
- return -1;
- }
-
- int i = AddGestureSequence( seq, autokill );
- Assert( i != -1 );
- if ( i != -1 )
- {
- m_AnimOverlay[ i ].m_nActivity = activity;
- }
-
- return i;
-}
-
-
-int CBaseAnimatingOverlay::AddGesture( Activity activity, float flDuration, bool autokill /*= true*/ )
-{
- int iLayer = AddGesture( activity, autokill );
- SetLayerDuration( iLayer, flDuration );
-
- return iLayer;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Output : int
-//-----------------------------------------------------------------------------
-
-void CBaseAnimatingOverlay::SetLayerDuration( int iLayer, float flDuration )
-{
- if (IsValidLayer( iLayer ) && flDuration > 0)
- {
- m_AnimOverlay[iLayer].m_flPlaybackRate = SequenceDuration( m_AnimOverlay[iLayer].m_nSequence ) / flDuration;
- }
-}
-
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Output : int
-//-----------------------------------------------------------------------------
-
-float CBaseAnimatingOverlay::GetLayerDuration( int iLayer )
-{
- if (IsValidLayer( iLayer ))
- {
- if (m_AnimOverlay[iLayer].m_flPlaybackRate != 0.0f)
- {
- return (1.0 - m_AnimOverlay[iLayer].m_flCycle) * SequenceDuration( m_AnimOverlay[iLayer].m_nSequence ) / m_AnimOverlay[iLayer].m_flPlaybackRate;
- }
- return SequenceDuration( m_AnimOverlay[iLayer].m_nSequence );
- }
- return 0.0;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Output : int
-//-----------------------------------------------------------------------------
-int CBaseAnimatingOverlay::AddLayeredSequence( int sequence, int iPriority )
-{
- int i = AllocateLayer( iPriority );
- // No room?
- if ( IsValidLayer( i ) )
- {
- m_AnimOverlay[i].m_flCycle = 0;
- m_AnimOverlay[i].m_flPrevCycle = 0;
- m_AnimOverlay[i].m_flPlaybackRate = 1.0;
- m_AnimOverlay[i].m_nActivity = ACT_INVALID;
- m_AnimOverlay[i].m_nSequence = sequence;
- m_AnimOverlay[i].m_flWeight = 1.0f;
- m_AnimOverlay[i].m_flBlendIn = 0.0f;
- m_AnimOverlay[i].m_flBlendOut = 0.0f;
- m_AnimOverlay[i].m_bSequenceFinished = false;
- m_AnimOverlay[i].m_flLastEventCheck = 0;
- m_AnimOverlay[i].m_bLooping = ((GetSequenceFlags( GetModelPtr(), sequence ) & STUDIO_LOOPING) != 0);
- if (ai_sequence_debug.GetBool() == true && m_debugOverlays & OVERLAY_NPC_SELECTED_BIT)
- {
- Msg("%5.3f : adding %d (%d): %s : %5.3f (%.3f)\n", gpGlobals->curtime, i, m_AnimOverlay[ i ].m_nOrder.Get(), GetSequenceName( m_AnimOverlay[ i ].m_nSequence ), m_AnimOverlay[ i ].m_flCycle.Get(), m_AnimOverlay[ i ].m_flWeight.Get() );
- }
- }
-
- return i;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Output : int
-//-----------------------------------------------------------------------------
-bool CBaseAnimatingOverlay::IsValidLayer( int iLayer )
-{
- return (iLayer >= 0 && iLayer < m_AnimOverlay.Count() && m_AnimOverlay[iLayer].IsActive());
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Output : int
-//-----------------------------------------------------------------------------
-int CBaseAnimatingOverlay::AllocateLayer( int iPriority )
-{
- int i;
-
- // look for an open slot and for existing layers that are lower priority
- int iNewOrder = 0;
- int iOpenLayer = -1;
- int iNumOpen = 0;
- for (i = 0; i < m_AnimOverlay.Count(); i++)
- {
- if ( m_AnimOverlay[i].IsActive() )
- {
- if (m_AnimOverlay[i].m_nPriority <= iPriority)
- {
- iNewOrder = MAX( iNewOrder, m_AnimOverlay[i].m_nOrder + 1 );
- }
- }
- else if (m_AnimOverlay[ i ].IsDying())
- {
- // skip
- }
- else if (iOpenLayer == -1)
- {
- iOpenLayer = i;
- }
- else
- {
- iNumOpen++;
- }
- }
-
- if (iOpenLayer == -1)
- {
- if (m_AnimOverlay.Count() >= MAX_OVERLAYS)
- {
- return -1;
- }
-
- iOpenLayer = m_AnimOverlay.AddToTail();
- m_AnimOverlay[iOpenLayer].Init( this );
- }
-
- // make sure there's always an empty unused layer so that history slots will be available on the client when it is used
- if (iNumOpen == 0)
- {
- if (m_AnimOverlay.Count() < MAX_OVERLAYS)
- {
- i = m_AnimOverlay.AddToTail();
- m_AnimOverlay[i].Init( this );
- }
- }
-
- for (i = 0; i < m_AnimOverlay.Count(); i++)
- {
- if ( m_AnimOverlay[i].m_nOrder >= iNewOrder && m_AnimOverlay[i].m_nOrder < MAX_OVERLAYS)
- {
- m_AnimOverlay[i].m_nOrder++;
- }
- }
-
- m_AnimOverlay[iOpenLayer].m_fFlags = ANIM_LAYER_ACTIVE;
- m_AnimOverlay[iOpenLayer].m_nOrder = iNewOrder;
- m_AnimOverlay[iOpenLayer].m_nPriority = iPriority;
-
- m_AnimOverlay[iOpenLayer].MarkActive();
- VerifyOrder();
-
- return iOpenLayer;
-}
-
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Output : int
-//-----------------------------------------------------------------------------
-void CBaseAnimatingOverlay::SetLayerPriority( int iLayer, int iPriority )
-{
- if (!IsValidLayer( iLayer ))
- {
- return;
- }
-
- if (m_AnimOverlay[iLayer].m_nPriority == iPriority)
- {
- return;
- }
-
- // look for an open slot and for existing layers that are lower priority
- int i;
- for (i = 0; i < m_AnimOverlay.Count(); i++)
- {
- if ( m_AnimOverlay[i].IsActive() )
- {
- if (m_AnimOverlay[i].m_nOrder > m_AnimOverlay[iLayer].m_nOrder)
- {
- m_AnimOverlay[i].m_nOrder--;
- }
- }
- }
-
- int iNewOrder = 0;
- for (i = 0; i < m_AnimOverlay.Count(); i++)
- {
- if ( i != iLayer && m_AnimOverlay[i].IsActive() )
- {
- if (m_AnimOverlay[i].m_nPriority <= iPriority)
- {
- iNewOrder = MAX( iNewOrder, m_AnimOverlay[i].m_nOrder + 1 );
- }
- }
- }
-
- for (i = 0; i < m_AnimOverlay.Count(); i++)
- {
- if ( i != iLayer && m_AnimOverlay[i].IsActive() )
- {
- if ( m_AnimOverlay[i].m_nOrder >= iNewOrder)
- {
- m_AnimOverlay[i].m_nOrder++;
- }
- }
- }
-
- m_AnimOverlay[iLayer].m_nOrder = iNewOrder;
- m_AnimOverlay[iLayer].m_nPriority = iPriority;
- m_AnimOverlay[iLayer].MarkActive( );
-
- VerifyOrder();
-
- return;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : activity -
-//-----------------------------------------------------------------------------
-int CBaseAnimatingOverlay::FindGestureLayer( Activity activity )
-{
- for (int i = 0; i < m_AnimOverlay.Count(); i++)
- {
- if ( !(m_AnimOverlay[i].IsActive()) )
- continue;
-
- if ( m_AnimOverlay[i].IsKillMe() )
- continue;
-
- if ( m_AnimOverlay[i].m_nActivity == ACT_INVALID )
- continue;
-
- if ( m_AnimOverlay[i].m_nActivity == activity )
- return i;
- }
-
- return -1;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : activity -
-// Output : Returns true on success, false on failure.
-//-----------------------------------------------------------------------------
-bool CBaseAnimatingOverlay::IsPlayingGesture( Activity activity )
-{
- return FindGestureLayer( activity ) != -1 ? true : false;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : activity -
-//-----------------------------------------------------------------------------
-void CBaseAnimatingOverlay::RestartGesture( Activity activity, bool addifmissing /*=true*/, bool autokill /*=true*/ )
-{
- int idx = FindGestureLayer( activity );
- if ( idx == -1 )
- {
- if ( addifmissing )
- {
- AddGesture( activity, autokill );
- }
- return;
- }
-
- m_AnimOverlay[ idx ].m_flCycle = 0.0f;
- m_AnimOverlay[ idx ].m_flPrevCycle = 0.0f;
- m_AnimOverlay[ idx ].m_flLastEventCheck = 0.0f;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : activity -
-//-----------------------------------------------------------------------------
-void CBaseAnimatingOverlay::RemoveGesture( Activity activity )
-{
- int iLayer = FindGestureLayer( activity );
- if ( iLayer == -1 )
- return;
-
- RemoveLayer( iLayer );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CBaseAnimatingOverlay::RemoveAllGestures( void )
-{
- for (int i = 0; i < m_AnimOverlay.Count(); i++)
- {
- RemoveLayer( i );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CBaseAnimatingOverlay::SetLayerCycle( int iLayer, float flCycle )
-{
- if (!IsValidLayer( iLayer ))
- return;
-
- if (!m_AnimOverlay[iLayer].m_bLooping)
- {
- flCycle = clamp( flCycle, 0.0f, 1.0f );
- }
- m_AnimOverlay[iLayer].m_flCycle = flCycle;
- m_AnimOverlay[iLayer].MarkActive( );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CBaseAnimatingOverlay::SetLayerCycle( int iLayer, float flCycle, float flPrevCycle )
-{
- if (!IsValidLayer( iLayer ))
- return;
-
- if (!m_AnimOverlay[iLayer].m_bLooping)
- {
- flCycle = clamp( flCycle, 0.0f, 1.0f );
- flPrevCycle = clamp( flPrevCycle, 0.0f, 1.0f );
- }
- m_AnimOverlay[iLayer].m_flCycle = flCycle;
- m_AnimOverlay[iLayer].m_flPrevCycle = flPrevCycle;
- m_AnimOverlay[iLayer].m_flLastEventCheck = flPrevCycle;
- m_AnimOverlay[iLayer].MarkActive( );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-float CBaseAnimatingOverlay::GetLayerCycle( int iLayer )
-{
- if (!IsValidLayer( iLayer ))
- return 0.0;
-
- return m_AnimOverlay[iLayer].m_flCycle;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CBaseAnimatingOverlay::SetLayerPlaybackRate( int iLayer, float flPlaybackRate )
-{
- if (!IsValidLayer( iLayer ))
- return;
-
- Assert( flPlaybackRate > -1.0 && flPlaybackRate < 40.0);
-
- m_AnimOverlay[iLayer].m_flPlaybackRate = flPlaybackRate;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CBaseAnimatingOverlay::SetLayerWeight( int iLayer, float flWeight )
-{
- if (!IsValidLayer( iLayer ))
- return;
-
- flWeight = clamp( flWeight, 0.0f, 1.0f );
- m_AnimOverlay[iLayer].m_flWeight = flWeight;
- m_AnimOverlay[iLayer].MarkActive( );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-float CBaseAnimatingOverlay::GetLayerWeight( int iLayer )
-{
- if (!IsValidLayer( iLayer ))
- return 0.0;
-
- return m_AnimOverlay[iLayer].m_flWeight;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CBaseAnimatingOverlay::SetLayerBlendIn( int iLayer, float flBlendIn )
-{
- if (!IsValidLayer( iLayer ))
- return;
-
- m_AnimOverlay[iLayer].m_flBlendIn = flBlendIn;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CBaseAnimatingOverlay::SetLayerBlendOut( int iLayer, float flBlendOut )
-{
- if (!IsValidLayer( iLayer ))
- return;
-
- m_AnimOverlay[iLayer].m_flBlendOut = flBlendOut;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CBaseAnimatingOverlay::SetLayerAutokill( int iLayer, bool bAutokill )
-{
- if (!IsValidLayer( iLayer ))
- return;
-
- if (bAutokill)
- {
- m_AnimOverlay[iLayer].m_fFlags |= ANIM_LAYER_AUTOKILL;
- }
- else
- {
- m_AnimOverlay[iLayer].m_fFlags &= ~ANIM_LAYER_AUTOKILL;
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CBaseAnimatingOverlay::SetLayerLooping( int iLayer, bool bLooping )
-{
- if (!IsValidLayer( iLayer ))
- return;
-
- m_AnimOverlay[iLayer].m_bLooping = bLooping;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CBaseAnimatingOverlay::SetLayerNoRestore( int iLayer, bool bNoRestore )
-{
- if (!IsValidLayer( iLayer ))
- return;
-
- if (bNoRestore)
- {
- m_AnimOverlay[iLayer].m_fFlags |= ANIM_LAYER_DONTRESTORE;
- }
- else
- {
- m_AnimOverlay[iLayer].m_fFlags &= ~ANIM_LAYER_DONTRESTORE;
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-Activity CBaseAnimatingOverlay::GetLayerActivity( int iLayer )
-{
- if (!IsValidLayer( iLayer ))
- {
- return ACT_INVALID;
- }
-
- return m_AnimOverlay[iLayer].m_nActivity;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-int CBaseAnimatingOverlay::GetLayerSequence( int iLayer )
-{
- if (!IsValidLayer( iLayer ))
- {
- return ACT_INVALID;
- }
-
- return m_AnimOverlay[iLayer].m_nSequence;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CBaseAnimatingOverlay::RemoveLayer( int iLayer, float flKillRate, float flKillDelay )
-{
- if (!IsValidLayer( iLayer ))
- return;
-
- if (flKillRate > 0)
- {
- m_AnimOverlay[iLayer].m_flKillRate = m_AnimOverlay[iLayer].m_flWeight / flKillRate;
- }
- else
- {
- m_AnimOverlay[iLayer].m_flKillRate = 100;
- }
-
- m_AnimOverlay[iLayer].m_flKillDelay = flKillDelay;
-
- m_AnimOverlay[iLayer].KillMe();
-}
-
-void CBaseAnimatingOverlay::FastRemoveLayer( int iLayer )
-{
- if (!IsValidLayer( iLayer ))
- return;
-
- // shift the other layers down in order
- for (int j = 0; j < m_AnimOverlay.Count(); j++ )
- {
- if ((m_AnimOverlay[ j ].IsActive()) && m_AnimOverlay[ j ].m_nOrder > m_AnimOverlay[ iLayer ].m_nOrder)
- {
- m_AnimOverlay[ j ].m_nOrder--;
- }
- }
- m_AnimOverlay[ iLayer ].Init( this );
-
- VerifyOrder();
-}
-
-CAnimationLayer *CBaseAnimatingOverlay::GetAnimOverlay( int iIndex )
-{
- iIndex = clamp( iIndex, 0, m_AnimOverlay.Count()-1 );
-
- return &m_AnimOverlay[iIndex];
-}
-
-
-void CBaseAnimatingOverlay::SetNumAnimOverlays( int num )
-{
- if ( m_AnimOverlay.Count() < num )
- {
- m_AnimOverlay.AddMultipleToTail( num - m_AnimOverlay.Count() );
- }
- else if ( m_AnimOverlay.Count() > num )
- {
- m_AnimOverlay.RemoveMultiple( num, m_AnimOverlay.Count() - num );
- }
-}
-
-bool CBaseAnimatingOverlay::HasActiveLayer( void )
-{
- for (int j = 0; j < m_AnimOverlay.Count(); j++ )
- {
- if ( m_AnimOverlay[ j ].IsActive() )
- return true;
- }
-
- return false;
-}
-
-//-----------------------------------------------------------------------------
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +// +//===========================================================================// + +#include "cbase.h" +#include "animation.h" +#include "studio.h" +#include "bone_setup.h" +#include "ai_basenpc.h" +#include "npcevent.h" + +#include "saverestore_utlvector.h" +#include "dt_utlvector_send.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +extern ConVar ai_sequence_debug; + + +BEGIN_SIMPLE_DATADESC( CAnimationLayer ) + +// DEFINE_FIELD( m_pOwnerEntity, CBaseAnimatingOverlay ), + DEFINE_FIELD( m_fFlags, FIELD_INTEGER ), + DEFINE_FIELD( m_bSequenceFinished, FIELD_BOOLEAN ), + DEFINE_FIELD( m_bLooping, FIELD_BOOLEAN ), + DEFINE_FIELD( m_nSequence, FIELD_INTEGER ), + DEFINE_FIELD( m_flCycle, FIELD_FLOAT ), + DEFINE_FIELD( m_flPrevCycle, FIELD_FLOAT ), + DEFINE_FIELD( m_flPlaybackRate, FIELD_FLOAT), + DEFINE_FIELD( m_flWeight, FIELD_FLOAT), + DEFINE_FIELD( m_flBlendIn, FIELD_FLOAT ), + DEFINE_FIELD( m_flBlendOut, FIELD_FLOAT ), + DEFINE_FIELD( m_flKillRate, FIELD_FLOAT ), + DEFINE_FIELD( m_flKillDelay, FIELD_FLOAT ), + DEFINE_CUSTOM_FIELD( m_nActivity, ActivityDataOps() ), + DEFINE_FIELD( m_nPriority, FIELD_INTEGER ), + DEFINE_FIELD( m_nOrder, FIELD_INTEGER ), + DEFINE_FIELD( m_flLastEventCheck, FIELD_FLOAT ), + DEFINE_FIELD( m_flLastAccess, FIELD_TIME ), + DEFINE_FIELD( m_flLayerAnimtime, FIELD_FLOAT ), + DEFINE_FIELD( m_flLayerFadeOuttime, FIELD_FLOAT ), + +END_DATADESC() + + +BEGIN_DATADESC( CBaseAnimatingOverlay ) + + DEFINE_UTLVECTOR( m_AnimOverlay, FIELD_EMBEDDED ), + + // DEFINE_FIELD( m_nActiveLayers, FIELD_INTEGER ), + // DEFINE_FIELD( m_nActiveBaseLayers, FIELD_INTEGER ), + +END_DATADESC() + + +#define ORDER_BITS 4 +#define WEIGHT_BITS 8 + +BEGIN_SEND_TABLE_NOBASE(CAnimationLayer, DT_Animationlayer) + SendPropInt (SENDINFO(m_nSequence), ANIMATION_SEQUENCE_BITS,SPROP_UNSIGNED), + SendPropFloat (SENDINFO(m_flCycle), ANIMATION_CYCLE_BITS, SPROP_ROUNDDOWN, 0.0f, 1.0f), + SendPropFloat (SENDINFO(m_flPrevCycle), ANIMATION_CYCLE_BITS, SPROP_ROUNDDOWN, 0.0f, 1.0f), + SendPropFloat (SENDINFO(m_flWeight), WEIGHT_BITS, 0, 0.0f, 1.0f), + SendPropInt (SENDINFO(m_nOrder), ORDER_BITS, SPROP_UNSIGNED), +END_SEND_TABLE() + + +BEGIN_SEND_TABLE_NOBASE( CBaseAnimatingOverlay, DT_OverlayVars ) + SendPropUtlVector( + SENDINFO_UTLVECTOR( m_AnimOverlay ), + CBaseAnimatingOverlay::MAX_OVERLAYS, // max elements + SendPropDataTable( NULL, 0, &REFERENCE_SEND_TABLE( DT_Animationlayer ) ) ) +END_SEND_TABLE() + + +IMPLEMENT_SERVERCLASS_ST( CBaseAnimatingOverlay, DT_BaseAnimatingOverlay ) + // These are in their own separate data table so CCSPlayer can exclude all of these. + SendPropDataTable( "overlay_vars", 0, &REFERENCE_SEND_TABLE( DT_OverlayVars ) ) +END_SEND_TABLE() + + + + +CAnimationLayer::CAnimationLayer( ) +{ + Init( NULL ); +} + + +void CAnimationLayer::Init( CBaseAnimatingOverlay *pOverlay ) +{ + m_pOwnerEntity = pOverlay; + m_fFlags = 0; + m_flWeight = 0; + m_flCycle = 0; + m_flPrevCycle = 0; + m_bSequenceFinished = false; + m_nActivity = ACT_INVALID; + m_nSequence = 0; + m_nPriority = 0; + m_nOrder.Set( CBaseAnimatingOverlay::MAX_OVERLAYS ); + m_flKillRate = 100.0; + m_flKillDelay = 0.0; + m_flPlaybackRate = 1.0; + m_flLastAccess = gpGlobals->curtime; + m_flLayerAnimtime = 0; + m_flLayerFadeOuttime = 0; +} + + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ + +void CAnimationLayer::StudioFrameAdvance( float flInterval, CBaseAnimating *pOwner ) +{ + float flCycleRate = pOwner->GetSequenceCycleRate( m_nSequence ); + + m_flPrevCycle = m_flCycle; + m_flCycle += flInterval * flCycleRate * m_flPlaybackRate; + + if (m_flCycle < 0.0) + { + if (m_bLooping) + { + m_flCycle -= (int)(m_flCycle); + } + else + { + m_flCycle = 0; + } + } + else if (m_flCycle >= 1.0) + { + m_bSequenceFinished = true; + + if (m_bLooping) + { + m_flCycle -= (int)(m_flCycle); + } + else + { + m_flCycle = 1.0; + } + } + + if (IsAutoramp()) + { + m_flWeight = 1; + + // blend in? + if ( m_flBlendIn != 0.0f ) + { + if (m_flCycle < m_flBlendIn) + { + m_flWeight = m_flCycle / m_flBlendIn; + } + } + + // blend out? + if ( m_flBlendOut != 0.0f ) + { + if (m_flCycle > 1.0 - m_flBlendOut) + { + m_flWeight = (1.0 - m_flCycle) / m_flBlendOut; + } + } + + m_flWeight = 3.0 * m_flWeight * m_flWeight - 2.0 * m_flWeight * m_flWeight * m_flWeight; + if (m_nSequence == 0) + m_flWeight = 0; + } +} + +//------------------------------------------------------------------------------ + +bool CAnimationLayer::IsAbandoned( void ) +{ + if (IsActive() && !IsAutokill() && !IsKillMe() && m_flLastAccess > 0.0 && (gpGlobals->curtime - m_flLastAccess > 0.2)) + return true; + else + return false; +} + +void CAnimationLayer::MarkActive( void ) +{ + m_flLastAccess = gpGlobals->curtime; +} + +//------------------------------------------------------------------------------ + +void CBaseAnimatingOverlay::VerifyOrder( void ) +{ +#ifdef _DEBUG + int i, j; + // test sorting of the layers + int layer[MAX_OVERLAYS]; + int maxOrder = -1; + for (i = 0; i < MAX_OVERLAYS; i++) + { + layer[i] = MAX_OVERLAYS; + } + for (i = 0; i < m_AnimOverlay.Count(); i++) + { + if (m_AnimOverlay[ i ].m_nOrder < MAX_OVERLAYS) + { + j = m_AnimOverlay[ i ].m_nOrder; + Assert( layer[j] == MAX_OVERLAYS ); + layer[j] = i; + if (j > maxOrder) + maxOrder = j; + } + } + + // make sure they're sequential + // Aim layers are allowed to have gaps, and we are moving aim blending to server +// for ( i = 0; i <= maxOrder; i++ ) +// { +// Assert( layer[i] != MAX_OVERLAYS); +// } + + /* + for ( i = 0; i < MAX_OVERLAYS; i++ ) + { + int j = layer[i]; + if (j != MAX_OVERLAYS) + { + char tempstr[512]; + Q_snprintf( tempstr, sizeof( tempstr ),"%d : %d :%.2f :%d:%d:%.1f", + j, + m_AnimOverlay[ j ].m_nSequence, + m_AnimOverlay[ j ].m_flWeight, + m_AnimOverlay[ j ].IsActive(), + m_AnimOverlay[ j ].IsKillMe(), + m_AnimOverlay[ j ].m_flKillDelay + ); + EntityText( i, tempstr, 0.1 ); + } + } + */ +#endif +} + + +//------------------------------------------------------------------------------ +// Purpose : advance the animation frame up to the current time +// if an flInterval is passed in, only advance animation that number of seconds +// Input : +// Output : +//------------------------------------------------------------------------------ + +void CBaseAnimatingOverlay::StudioFrameAdvance () +{ + float flAdvance = GetAnimTimeInterval(); + + VerifyOrder(); + + BaseClass::StudioFrameAdvance(); + + for ( int i = 0; i < m_AnimOverlay.Count(); i++ ) + { + CAnimationLayer *pLayer = &m_AnimOverlay[i]; + + if (pLayer->IsActive()) + { + // Assert( !m_AnimOverlay[ i ].IsAbandoned() ); + if (pLayer->IsKillMe()) + { + if (pLayer->m_flKillDelay > 0) + { + pLayer->m_flKillDelay -= flAdvance; + pLayer->m_flKillDelay = clamp( pLayer->m_flKillDelay, 0.0f, 1.0f ); + } + else if (pLayer->m_flWeight != 0.0f) + { + // give it at least one frame advance cycle to propagate 0.0 to client + pLayer->m_flWeight -= pLayer->m_flKillRate * flAdvance; + pLayer->m_flWeight = clamp( (float) pLayer->m_flWeight, 0.0f, 1.0f ); + } + else + { + // shift the other layers down in order + if (ai_sequence_debug.GetBool() == true && m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) + { + Msg("removing %d (%d): %s : %5.3f (%.3f)\n", i, pLayer->m_nOrder.Get(), GetSequenceName( pLayer->m_nSequence ), pLayer->m_flCycle.Get(), pLayer->m_flWeight.Get() ); + } + FastRemoveLayer( i ); + // needs at least one thing cycle dead to trigger sequence change + pLayer->Dying(); + continue; + } + } + + pLayer->StudioFrameAdvance( flAdvance, this ); + if ( pLayer->m_bSequenceFinished && (pLayer->IsAutokill()) ) + { + pLayer->m_flWeight = 0.0f; + pLayer->KillMe(); + } + } + else if (pLayer->IsDying()) + { + pLayer->Dead(); + } + else if (pLayer->m_flWeight > 0.0) + { + // Now that the server blends, it is turning off layers all the time. Having a weight left over + // when you're no longer marked as active is now harmless and commonplace. Just clean up. + pLayer->Init( this ); + pLayer->Dying(); + } + } + + if (ai_sequence_debug.GetBool() == true && m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) + { + for ( int i = 0; i < m_AnimOverlay.Count(); i++ ) + { + if (m_AnimOverlay[ i ].IsActive()) + { + /* + if (m_AnimOverlay[ i ].IsAbandoned()) + { + Msg(" %d abandoned %.2f (%.2f)\n", i, gpGlobals->curtime, m_AnimOverlay[ i ].m_flLastAccess ); + } + */ + Msg(" %d (%d): %s : %5.3f (%.3f)\n", i, m_AnimOverlay[ i ].m_nOrder.Get(), GetSequenceName( m_AnimOverlay[ i ].m_nSequence ), m_AnimOverlay[ i ].m_flCycle.Get(), m_AnimOverlay[ i ].m_flWeight.Get() ); + } + } + } + + VerifyOrder(); +} + + + +//========================================================= +// DispatchAnimEvents +//========================================================= +void CBaseAnimatingOverlay::DispatchAnimEvents ( CBaseAnimating *eventHandler ) +{ + BaseClass::DispatchAnimEvents( eventHandler ); + + for ( int i = 0; i < m_AnimOverlay.Count(); i++ ) + { + if (m_AnimOverlay[ i ].IsActive()) + { + m_AnimOverlay[ i ].DispatchAnimEvents( eventHandler, this ); + } + } +} + +void CAnimationLayer::DispatchAnimEvents( CBaseAnimating *eventHandler, CBaseAnimating *pOwner ) +{ + animevent_t event; + + CStudioHdr *pstudiohdr = pOwner->GetModelPtr( ); + + if ( !pstudiohdr ) + { + Assert(!"CBaseAnimating::DispatchAnimEvents: model missing"); + return; + } + + if ( !pstudiohdr->SequencesAvailable() ) + { + return; + } + + if ( m_nSequence >= pstudiohdr->GetNumSeq() ) + return; + + // don't fire if here are no events + if ( pstudiohdr->pSeqdesc( m_nSequence ).numevents == 0 ) + { + return; + } + + // look from when it last checked to some short time in the future + float flCycleRate = pOwner->GetSequenceCycleRate( m_nSequence ) * m_flPlaybackRate; + float flStart = m_flLastEventCheck; + float flEnd = m_flCycle; + + if (!m_bLooping) + { + // fire off events early + float flLastVisibleCycle = 1.0f - (pstudiohdr->pSeqdesc( m_nSequence ).fadeouttime) * flCycleRate; + if (flEnd >= flLastVisibleCycle || flEnd < 0.0) + { + m_bSequenceFinished = true; + flEnd = 1.0f; + } + } + m_flLastEventCheck = flEnd; + + /* + if (pOwner->m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) + { + Msg( "%s:%s : checking %.2f %.2f (%d)\n", STRING(pOwner->GetModelName()), pstudiohdr->pSeqdesc( m_nSequence ).pszLabel(), flStart, flEnd, m_bSequenceFinished ); + } + */ + + // FIXME: does not handle negative framerates! + int index = 0; + while ( (index = GetAnimationEvent( pstudiohdr, m_nSequence, &event, flStart, flEnd, index ) ) != 0 ) + { + event.pSource = pOwner; + // calc when this event should happen + if (flCycleRate > 0.0) + { + float flCycle = event.cycle; + if (flCycle > m_flCycle) + { + flCycle = flCycle - 1.0; + } + event.eventtime = pOwner->m_flAnimTime + (flCycle - m_flCycle) / flCycleRate + pOwner->GetAnimTimeInterval(); + } + + // Msg( "dispatch %d (%d : %.2f)\n", index - 1, event.event, event.eventtime ); + eventHandler->HandleAnimEvent( &event ); + } +} + + + +void CBaseAnimatingOverlay::GetSkeleton( CStudioHdr *pStudioHdr, Vector pos[], Quaternion q[], int boneMask ) +{ + if(!pStudioHdr) + { + Assert(!"CBaseAnimating::GetSkeleton() without a model"); + return; + } + + if (!pStudioHdr->SequencesAvailable()) + { + return; + } + + IBoneSetup boneSetup( pStudioHdr, boneMask, GetPoseParameterArray() ); + boneSetup.InitPose( pos, q ); + + boneSetup.AccumulatePose( pos, q, GetSequence(), GetCycle(), 1.0, gpGlobals->curtime, m_pIk ); + + // sort the layers + int layer[MAX_OVERLAYS] = {}; + int i; + for (i = 0; i < m_AnimOverlay.Count(); i++) + { + layer[i] = MAX_OVERLAYS; + } + for (i = 0; i < m_AnimOverlay.Count(); i++) + { + CAnimationLayer &pLayer = m_AnimOverlay[i]; + if( (pLayer.m_flWeight > 0) && pLayer.IsActive() && pLayer.m_nOrder >= 0 && pLayer.m_nOrder < m_AnimOverlay.Count()) + { + layer[pLayer.m_nOrder] = i; + } + } + for (i = 0; i < m_AnimOverlay.Count(); i++) + { + if (layer[i] >= 0 && layer[i] < m_AnimOverlay.Count()) + { + CAnimationLayer &pLayer = m_AnimOverlay[layer[i]]; + // UNDONE: Is it correct to use overlay weight for IK too? + boneSetup.AccumulatePose( pos, q, pLayer.m_nSequence, pLayer.m_flCycle, pLayer.m_flWeight, gpGlobals->curtime, m_pIk ); + } + } + + if ( m_pIk ) + { + CIKContext auto_ik; + auto_ik.Init( pStudioHdr, GetAbsAngles(), GetAbsOrigin(), gpGlobals->curtime, 0, boneMask ); + boneSetup.CalcAutoplaySequences( pos, q, gpGlobals->curtime, &auto_ik ); + } + else + { + boneSetup.CalcAutoplaySequences( pos, q, gpGlobals->curtime, NULL ); + } + boneSetup.CalcBoneAdj( pos, q, GetEncodedControllerArray() ); +} + + + +//----------------------------------------------------------------------------- +// Purpose: zero's out all non-restore safe fields +// Output : +//----------------------------------------------------------------------------- +void CBaseAnimatingOverlay::OnRestore( ) +{ + int i; + + // force order of unused layers to current MAX_OVERLAYS + // and Tracker 48843 (Alyx skating after restore) restore the owner entity ptr (otherwise the network layer won't get NetworkStateChanged signals until the layer is re-Init()'ed + for (i = 0; i < m_AnimOverlay.Count(); i++) + { + m_AnimOverlay[i].m_pOwnerEntity = this; + + if ( !m_AnimOverlay[i].IsActive()) + { + m_AnimOverlay[i].m_nOrder.Set( MAX_OVERLAYS ); + } + } + + // get rid of all layers that shouldn't be restored + for (i = 0; i < m_AnimOverlay.Count(); i++) + { + if ( ( m_AnimOverlay[i].IsActive() && (m_AnimOverlay[i].m_fFlags & ANIM_LAYER_DONTRESTORE) ) || + ( GetModelPtr() && !IsValidSequence(m_AnimOverlay[i].m_nSequence) ) ) + { + FastRemoveLayer( i ); + } + } + + BaseClass::OnRestore(); +} + + +//----------------------------------------------------------------------------- +// Purpose: +// Output : int +//----------------------------------------------------------------------------- +int CBaseAnimatingOverlay::AddGestureSequence( int sequence, bool autokill /*= true*/ ) +{ + int i = AddLayeredSequence( sequence, 0 ); + // No room? + if ( IsValidLayer( i ) ) + { + SetLayerAutokill( i, autokill ); + } + + return i; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Output : int +//----------------------------------------------------------------------------- +int CBaseAnimatingOverlay::AddGestureSequence( int nSequence, float flDuration, bool autokill /*= true*/ ) +{ + int iLayer = AddGestureSequence( nSequence, autokill ); + Assert( iLayer != -1 ); + + if (iLayer >= 0 && flDuration > 0) + { + m_AnimOverlay[iLayer].m_flPlaybackRate = SequenceDuration( nSequence ) / flDuration; + } + return iLayer; +} + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +int CBaseAnimatingOverlay::AddGesture( Activity activity, bool autokill /*= true*/ ) +{ + if ( IsPlayingGesture( activity ) ) + { + return FindGestureLayer( activity ); + } + + int seq = SelectWeightedSequence( activity ); + if ( seq <= 0 ) + { + const char *actname = CAI_BaseNPC::GetActivityName( activity ); + DevMsg( "CBaseAnimatingOverlay::AddGesture: model %s missing activity %s\n", STRING(GetModelName()), actname ); + return -1; + } + + int i = AddGestureSequence( seq, autokill ); + Assert( i != -1 ); + if ( i != -1 ) + { + m_AnimOverlay[ i ].m_nActivity = activity; + } + + return i; +} + + +int CBaseAnimatingOverlay::AddGesture( Activity activity, float flDuration, bool autokill /*= true*/ ) +{ + int iLayer = AddGesture( activity, autokill ); + SetLayerDuration( iLayer, flDuration ); + + return iLayer; +} + + +//----------------------------------------------------------------------------- +// Purpose: +// Output : int +//----------------------------------------------------------------------------- + +void CBaseAnimatingOverlay::SetLayerDuration( int iLayer, float flDuration ) +{ + if (IsValidLayer( iLayer ) && flDuration > 0) + { + m_AnimOverlay[iLayer].m_flPlaybackRate = SequenceDuration( m_AnimOverlay[iLayer].m_nSequence ) / flDuration; + } +} + + + +//----------------------------------------------------------------------------- +// Purpose: +// Output : int +//----------------------------------------------------------------------------- + +float CBaseAnimatingOverlay::GetLayerDuration( int iLayer ) +{ + if (IsValidLayer( iLayer )) + { + if (m_AnimOverlay[iLayer].m_flPlaybackRate != 0.0f) + { + return (1.0 - m_AnimOverlay[iLayer].m_flCycle) * SequenceDuration( m_AnimOverlay[iLayer].m_nSequence ) / m_AnimOverlay[iLayer].m_flPlaybackRate; + } + return SequenceDuration( m_AnimOverlay[iLayer].m_nSequence ); + } + return 0.0; +} + + +//----------------------------------------------------------------------------- +// Purpose: +// Output : int +//----------------------------------------------------------------------------- +int CBaseAnimatingOverlay::AddLayeredSequence( int sequence, int iPriority ) +{ + int i = AllocateLayer( iPriority ); + // No room? + if ( IsValidLayer( i ) ) + { + m_AnimOverlay[i].m_flCycle = 0; + m_AnimOverlay[i].m_flPrevCycle = 0; + m_AnimOverlay[i].m_flPlaybackRate = 1.0; + m_AnimOverlay[i].m_nActivity = ACT_INVALID; + m_AnimOverlay[i].m_nSequence = sequence; + m_AnimOverlay[i].m_flWeight = 1.0f; + m_AnimOverlay[i].m_flBlendIn = 0.0f; + m_AnimOverlay[i].m_flBlendOut = 0.0f; + m_AnimOverlay[i].m_bSequenceFinished = false; + m_AnimOverlay[i].m_flLastEventCheck = 0; + m_AnimOverlay[i].m_bLooping = ((GetSequenceFlags( GetModelPtr(), sequence ) & STUDIO_LOOPING) != 0); + if (ai_sequence_debug.GetBool() == true && m_debugOverlays & OVERLAY_NPC_SELECTED_BIT) + { + Msg("%5.3f : adding %d (%d): %s : %5.3f (%.3f)\n", gpGlobals->curtime, i, m_AnimOverlay[ i ].m_nOrder.Get(), GetSequenceName( m_AnimOverlay[ i ].m_nSequence ), m_AnimOverlay[ i ].m_flCycle.Get(), m_AnimOverlay[ i ].m_flWeight.Get() ); + } + } + + return i; +} + + +//----------------------------------------------------------------------------- +// Purpose: +// Output : int +//----------------------------------------------------------------------------- +bool CBaseAnimatingOverlay::IsValidLayer( int iLayer ) +{ + return (iLayer >= 0 && iLayer < m_AnimOverlay.Count() && m_AnimOverlay[iLayer].IsActive()); +} + + +//----------------------------------------------------------------------------- +// Purpose: +// Output : int +//----------------------------------------------------------------------------- +int CBaseAnimatingOverlay::AllocateLayer( int iPriority ) +{ + int i; + + // look for an open slot and for existing layers that are lower priority + int iNewOrder = 0; + int iOpenLayer = -1; + int iNumOpen = 0; + for (i = 0; i < m_AnimOverlay.Count(); i++) + { + if ( m_AnimOverlay[i].IsActive() ) + { + if (m_AnimOverlay[i].m_nPriority <= iPriority) + { + iNewOrder = MAX( iNewOrder, m_AnimOverlay[i].m_nOrder + 1 ); + } + } + else if (m_AnimOverlay[ i ].IsDying()) + { + // skip + } + else if (iOpenLayer == -1) + { + iOpenLayer = i; + } + else + { + iNumOpen++; + } + } + + if (iOpenLayer == -1) + { + if (m_AnimOverlay.Count() >= MAX_OVERLAYS) + { + return -1; + } + + iOpenLayer = m_AnimOverlay.AddToTail(); + m_AnimOverlay[iOpenLayer].Init( this ); + } + + // make sure there's always an empty unused layer so that history slots will be available on the client when it is used + if (iNumOpen == 0) + { + if (m_AnimOverlay.Count() < MAX_OVERLAYS) + { + i = m_AnimOverlay.AddToTail(); + m_AnimOverlay[i].Init( this ); + } + } + + for (i = 0; i < m_AnimOverlay.Count(); i++) + { + if ( m_AnimOverlay[i].m_nOrder >= iNewOrder && m_AnimOverlay[i].m_nOrder < MAX_OVERLAYS) + { + m_AnimOverlay[i].m_nOrder++; + } + } + + m_AnimOverlay[iOpenLayer].m_fFlags = ANIM_LAYER_ACTIVE; + m_AnimOverlay[iOpenLayer].m_nOrder = iNewOrder; + m_AnimOverlay[iOpenLayer].m_nPriority = iPriority; + + m_AnimOverlay[iOpenLayer].MarkActive(); + VerifyOrder(); + + return iOpenLayer; +} + + + +//----------------------------------------------------------------------------- +// Purpose: +// Output : int +//----------------------------------------------------------------------------- +void CBaseAnimatingOverlay::SetLayerPriority( int iLayer, int iPriority ) +{ + if (!IsValidLayer( iLayer )) + { + return; + } + + if (m_AnimOverlay[iLayer].m_nPriority == iPriority) + { + return; + } + + // look for an open slot and for existing layers that are lower priority + int i; + for (i = 0; i < m_AnimOverlay.Count(); i++) + { + if ( m_AnimOverlay[i].IsActive() ) + { + if (m_AnimOverlay[i].m_nOrder > m_AnimOverlay[iLayer].m_nOrder) + { + m_AnimOverlay[i].m_nOrder--; + } + } + } + + int iNewOrder = 0; + for (i = 0; i < m_AnimOverlay.Count(); i++) + { + if ( i != iLayer && m_AnimOverlay[i].IsActive() ) + { + if (m_AnimOverlay[i].m_nPriority <= iPriority) + { + iNewOrder = MAX( iNewOrder, m_AnimOverlay[i].m_nOrder + 1 ); + } + } + } + + for (i = 0; i < m_AnimOverlay.Count(); i++) + { + if ( i != iLayer && m_AnimOverlay[i].IsActive() ) + { + if ( m_AnimOverlay[i].m_nOrder >= iNewOrder) + { + m_AnimOverlay[i].m_nOrder++; + } + } + } + + m_AnimOverlay[iLayer].m_nOrder = iNewOrder; + m_AnimOverlay[iLayer].m_nPriority = iPriority; + m_AnimOverlay[iLayer].MarkActive( ); + + VerifyOrder(); + + return; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : activity - +//----------------------------------------------------------------------------- +int CBaseAnimatingOverlay::FindGestureLayer( Activity activity ) +{ + for (int i = 0; i < m_AnimOverlay.Count(); i++) + { + if ( !(m_AnimOverlay[i].IsActive()) ) + continue; + + if ( m_AnimOverlay[i].IsKillMe() ) + continue; + + if ( m_AnimOverlay[i].m_nActivity == ACT_INVALID ) + continue; + + if ( m_AnimOverlay[i].m_nActivity == activity ) + return i; + } + + return -1; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : activity - +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool CBaseAnimatingOverlay::IsPlayingGesture( Activity activity ) +{ + return FindGestureLayer( activity ) != -1 ? true : false; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : activity - +//----------------------------------------------------------------------------- +void CBaseAnimatingOverlay::RestartGesture( Activity activity, bool addifmissing /*=true*/, bool autokill /*=true*/ ) +{ + int idx = FindGestureLayer( activity ); + if ( idx == -1 ) + { + if ( addifmissing ) + { + AddGesture( activity, autokill ); + } + return; + } + + m_AnimOverlay[ idx ].m_flCycle = 0.0f; + m_AnimOverlay[ idx ].m_flPrevCycle = 0.0f; + m_AnimOverlay[ idx ].m_flLastEventCheck = 0.0f; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : activity - +//----------------------------------------------------------------------------- +void CBaseAnimatingOverlay::RemoveGesture( Activity activity ) +{ + int iLayer = FindGestureLayer( activity ); + if ( iLayer == -1 ) + return; + + RemoveLayer( iLayer ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CBaseAnimatingOverlay::RemoveAllGestures( void ) +{ + for (int i = 0; i < m_AnimOverlay.Count(); i++) + { + RemoveLayer( i ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CBaseAnimatingOverlay::SetLayerCycle( int iLayer, float flCycle ) +{ + if (!IsValidLayer( iLayer )) + return; + + if (!m_AnimOverlay[iLayer].m_bLooping) + { + flCycle = clamp( flCycle, 0.0f, 1.0f ); + } + m_AnimOverlay[iLayer].m_flCycle = flCycle; + m_AnimOverlay[iLayer].MarkActive( ); +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CBaseAnimatingOverlay::SetLayerCycle( int iLayer, float flCycle, float flPrevCycle ) +{ + if (!IsValidLayer( iLayer )) + return; + + if (!m_AnimOverlay[iLayer].m_bLooping) + { + flCycle = clamp( flCycle, 0.0f, 1.0f ); + flPrevCycle = clamp( flPrevCycle, 0.0f, 1.0f ); + } + m_AnimOverlay[iLayer].m_flCycle = flCycle; + m_AnimOverlay[iLayer].m_flPrevCycle = flPrevCycle; + m_AnimOverlay[iLayer].m_flLastEventCheck = flPrevCycle; + m_AnimOverlay[iLayer].MarkActive( ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +float CBaseAnimatingOverlay::GetLayerCycle( int iLayer ) +{ + if (!IsValidLayer( iLayer )) + return 0.0; + + return m_AnimOverlay[iLayer].m_flCycle; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CBaseAnimatingOverlay::SetLayerPlaybackRate( int iLayer, float flPlaybackRate ) +{ + if (!IsValidLayer( iLayer )) + return; + + Assert( flPlaybackRate > -1.0 && flPlaybackRate < 40.0); + + m_AnimOverlay[iLayer].m_flPlaybackRate = flPlaybackRate; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CBaseAnimatingOverlay::SetLayerWeight( int iLayer, float flWeight ) +{ + if (!IsValidLayer( iLayer )) + return; + + flWeight = clamp( flWeight, 0.0f, 1.0f ); + m_AnimOverlay[iLayer].m_flWeight = flWeight; + m_AnimOverlay[iLayer].MarkActive( ); +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +float CBaseAnimatingOverlay::GetLayerWeight( int iLayer ) +{ + if (!IsValidLayer( iLayer )) + return 0.0; + + return m_AnimOverlay[iLayer].m_flWeight; +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CBaseAnimatingOverlay::SetLayerBlendIn( int iLayer, float flBlendIn ) +{ + if (!IsValidLayer( iLayer )) + return; + + m_AnimOverlay[iLayer].m_flBlendIn = flBlendIn; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CBaseAnimatingOverlay::SetLayerBlendOut( int iLayer, float flBlendOut ) +{ + if (!IsValidLayer( iLayer )) + return; + + m_AnimOverlay[iLayer].m_flBlendOut = flBlendOut; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CBaseAnimatingOverlay::SetLayerAutokill( int iLayer, bool bAutokill ) +{ + if (!IsValidLayer( iLayer )) + return; + + if (bAutokill) + { + m_AnimOverlay[iLayer].m_fFlags |= ANIM_LAYER_AUTOKILL; + } + else + { + m_AnimOverlay[iLayer].m_fFlags &= ~ANIM_LAYER_AUTOKILL; + } +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CBaseAnimatingOverlay::SetLayerLooping( int iLayer, bool bLooping ) +{ + if (!IsValidLayer( iLayer )) + return; + + m_AnimOverlay[iLayer].m_bLooping = bLooping; +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CBaseAnimatingOverlay::SetLayerNoRestore( int iLayer, bool bNoRestore ) +{ + if (!IsValidLayer( iLayer )) + return; + + if (bNoRestore) + { + m_AnimOverlay[iLayer].m_fFlags |= ANIM_LAYER_DONTRESTORE; + } + else + { + m_AnimOverlay[iLayer].m_fFlags &= ~ANIM_LAYER_DONTRESTORE; + } +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +Activity CBaseAnimatingOverlay::GetLayerActivity( int iLayer ) +{ + if (!IsValidLayer( iLayer )) + { + return ACT_INVALID; + } + + return m_AnimOverlay[iLayer].m_nActivity; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +int CBaseAnimatingOverlay::GetLayerSequence( int iLayer ) +{ + if (!IsValidLayer( iLayer )) + { + return ACT_INVALID; + } + + return m_AnimOverlay[iLayer].m_nSequence; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CBaseAnimatingOverlay::RemoveLayer( int iLayer, float flKillRate, float flKillDelay ) +{ + if (!IsValidLayer( iLayer )) + return; + + if (flKillRate > 0) + { + m_AnimOverlay[iLayer].m_flKillRate = m_AnimOverlay[iLayer].m_flWeight / flKillRate; + } + else + { + m_AnimOverlay[iLayer].m_flKillRate = 100; + } + + m_AnimOverlay[iLayer].m_flKillDelay = flKillDelay; + + m_AnimOverlay[iLayer].KillMe(); +} + +void CBaseAnimatingOverlay::FastRemoveLayer( int iLayer ) +{ + if (!IsValidLayer( iLayer )) + return; + + // shift the other layers down in order + for (int j = 0; j < m_AnimOverlay.Count(); j++ ) + { + if ((m_AnimOverlay[ j ].IsActive()) && m_AnimOverlay[ j ].m_nOrder > m_AnimOverlay[ iLayer ].m_nOrder) + { + m_AnimOverlay[ j ].m_nOrder--; + } + } + m_AnimOverlay[ iLayer ].Init( this ); + + VerifyOrder(); +} + +CAnimationLayer *CBaseAnimatingOverlay::GetAnimOverlay( int iIndex ) +{ + iIndex = clamp( iIndex, 0, m_AnimOverlay.Count()-1 ); + + return &m_AnimOverlay[iIndex]; +} + + +void CBaseAnimatingOverlay::SetNumAnimOverlays( int num ) +{ + if ( m_AnimOverlay.Count() < num ) + { + m_AnimOverlay.AddMultipleToTail( num - m_AnimOverlay.Count() ); + } + else if ( m_AnimOverlay.Count() > num ) + { + m_AnimOverlay.RemoveMultiple( num, m_AnimOverlay.Count() - num ); + } +} + +bool CBaseAnimatingOverlay::HasActiveLayer( void ) +{ + for (int j = 0; j < m_AnimOverlay.Count(); j++ ) + { + if ( m_AnimOverlay[ j ].IsActive() ) + return true; + } + + return false; +} + +//----------------------------------------------------------------------------- |