Factor out animation angle update

This commit is contained in:
Kp 2016-04-23 17:59:47 +00:00
parent 730d61a738
commit bf69d7c715

View file

@ -252,6 +252,28 @@ static array<awareness_event, MAX_AWARENESS_EVENTS> Awareness_events;
namespace dcx {
vms_vector Believed_player_pos;
static bool silly_animation_angle(fixang vms_angvec::*const a, const vms_angvec &jp, const vms_angvec &pobjp, const int flinch_attack_scale, vms_angvec &goal_angles, vms_angvec &delta_angles)
{
const fix delta_angle = jp.*a - pobjp.*a;
if (!delta_angle)
return false;
goal_angles.*a = jp.*a;
const fix delta_anim_rate = (delta_angle >= F1_0/2)
? -ANIM_RATE
: (delta_angle >= 0)
? ANIM_RATE
: (delta_angle >= -F1_0/2)
? -ANIM_RATE
: ANIM_RATE
;
const fix delta_2 = (flinch_attack_scale != 1)
? delta_anim_rate * flinch_attack_scale
: delta_anim_rate;
delta_angles.*a = delta_2 / DELTA_ANG_SCALE; // complete revolutions per second
return true;
}
}
#define AIS_MAX 8
@ -729,7 +751,6 @@ static int do_silly_animation(const vobjptr_t objp)
num_joint_positions = robot_get_anim_state(&jp_list, robot_type, gun_num, robot_state);
for (joint=0; joint<num_joint_positions; joint++) {
fix delta_angle, delta_2;
unsigned jointnum = jp_list[joint].jointnum;
const vms_angvec *jp = &jp_list[joint].angles;
vms_angvec *pobjp = &pobj_info->anim_angles[jointnum];
@ -738,70 +759,16 @@ static int do_silly_animation(const vobjptr_t objp)
Int3(); // Contact Mike: incompatible data, illegal jointnum, problem in pof file?
continue;
}
if (jp->p != pobjp->p) {
if (gun_num == 0)
auto &ail = objp->ctype.ai_info.ail;
auto &goal_angles = ail.goal_angles[jointnum];
auto &delta_angles = ail.delta_angles[jointnum];
const auto animate_p = silly_animation_angle(&vms_angvec::p, *jp, *pobjp, flinch_attack_scale, goal_angles, delta_angles);
const auto animate_b = silly_animation_angle(&vms_angvec::b, *jp, *pobjp, flinch_attack_scale, goal_angles, delta_angles);
const auto animate_h = silly_animation_angle(&vms_angvec::h, *jp, *pobjp, flinch_attack_scale, goal_angles, delta_angles);
if (gun_num == 0)
{
if (animate_p || animate_b || animate_h)
at_goal = 0;
ai_local *ailp = &objp->ctype.ai_info.ail;
ailp->goal_angles[jointnum].p = jp->p;
delta_angle = jp->p - pobjp->p;
if (delta_angle >= F1_0/2)
delta_2 = -ANIM_RATE;
else if (delta_angle >= 0)
delta_2 = ANIM_RATE;
else if (delta_angle >= -F1_0/2)
delta_2 = -ANIM_RATE;
else
delta_2 = ANIM_RATE;
if (flinch_attack_scale != 1)
delta_2 *= flinch_attack_scale;
ailp->delta_angles[jointnum].p = delta_2/DELTA_ANG_SCALE; // complete revolutions per second
}
if (jp->b != pobjp->b) {
if (gun_num == 0)
at_goal = 0;
ai_local *ailp = &objp->ctype.ai_info.ail;
ailp->goal_angles[jointnum].b = jp->b;
delta_angle = jp->b - pobjp->b;
if (delta_angle >= F1_0/2)
delta_2 = -ANIM_RATE;
else if (delta_angle >= 0)
delta_2 = ANIM_RATE;
else if (delta_angle >= -F1_0/2)
delta_2 = -ANIM_RATE;
else
delta_2 = ANIM_RATE;
if (flinch_attack_scale != 1)
delta_2 *= flinch_attack_scale;
ailp->delta_angles[jointnum].b = delta_2/DELTA_ANG_SCALE; // complete revolutions per second
}
if (jp->h != pobjp->h) {
if (gun_num == 0)
at_goal = 0;
ai_local *ailp = &objp->ctype.ai_info.ail;
ailp->goal_angles[jointnum].h = jp->h;
delta_angle = jp->h - pobjp->h;
if (delta_angle >= F1_0/2)
delta_2 = -ANIM_RATE;
else if (delta_angle >= 0)
delta_2 = ANIM_RATE;
else if (delta_angle >= -F1_0/2)
delta_2 = -ANIM_RATE;
else
delta_2 = ANIM_RATE;
if (flinch_attack_scale != 1)
delta_2 *= flinch_attack_scale;
ailp->delta_angles[jointnum].h = delta_2/DELTA_ANG_SCALE; // complete revolutions per second
}
}