/* * OpenMW - The completely unofficial reimplementation of Morrowind * * This file (character.cpp) is part of the OpenMW package. * * OpenMW is distributed as free software: you can redistribute it * and/or modify it under the terms of the GNU General Public License * version 3, as published by the Free Software Foundation. * * 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 * version 3 along with this program. If not, see * http://www.gnu.org/licenses/ . */ #include "character.hpp" #include "../mwrender/animation.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/soundmanager.hpp" #include "../mwworld/class.hpp" namespace MWMechanics { CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Animation *anim, CharacterState state) : mPtr(ptr), mAnimation(anim), mState(state) { if(mAnimation && mAnimation->getAnimationCount() == 0) mAnimation = NULL; if(!mAnimation) return; mAnimation->setController(this); switch(mState) { case CharState_Idle: mCurrentGroup = "idle"; mAnimation->playGroup(mCurrentGroup, 1, 1); break; case CharState_Dead: mCurrentGroup = "death1"; mAnimation->playGroup(mCurrentGroup, 1, 1); break; } } CharacterController::CharacterController(const CharacterController &rhs) : mPtr(rhs.mPtr), mAnimation(rhs.mAnimation), mState(rhs.mState) { if(!mAnimation) return; /* We've been copied. Update the animation with the new controller. */ mAnimation->setController(this); } void CharacterController::markerEvent(const std::string &evt) { if(evt.compare(0, 6, "sound:") == 0) { MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager(); sndMgr->playSound3D(mPtr, evt.substr(7), 1.0f, 1.0f); } } Ogre::Vector3 CharacterController::update(float duration) { if(mAnimation) mAnimation->runAnimation(duration); return MWWorld::Class::get(mPtr).getMovementVector(mPtr); } void CharacterController::playGroup(const std::string &groupname, int mode, int count) { // set mState = CharState_Idle? if(mAnimation) mAnimation->playGroup(groupname, mode, count); } void CharacterController::skipAnim() { if(mAnimation) mAnimation->skipAnim(); } void CharacterController::setState(CharacterState state) { mState = state; if(!mAnimation) return; switch(mState) { case CharState_Idle: mCurrentGroup = "idle"; mAnimation->playGroup(mCurrentGroup, 1, 1); break; case CharState_Dead: mCurrentGroup = "death1"; mAnimation->playGroup(mCurrentGroup, 1, 1); break; } } }