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/*
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* OpenMW - The completely unofficial reimplementation of Morrowind
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*
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* This file (character.cpp) is part of the OpenMW package.
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*
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* OpenMW is distributed as free software: you can redistribute it
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* and/or modify it under the terms of the GNU General Public License
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* version 3, as published by the Free Software Foundation.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* version 3 along with this program. If not, see
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* http://www.gnu.org/licenses/ .
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*/
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#include "character.hpp"
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#include "../mwrender/animation.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/soundmanager.hpp"
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#include "../mwworld/class.hpp"
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namespace MWMechanics
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{
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CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Animation *anim, CharacterState state)
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: mPtr(ptr), mAnimation(anim), mState(state)
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{
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if(mAnimation)
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mAnimNames = mAnimation->getAnimationNames();
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if(mAnimNames.size() == 0)
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{
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mAnimation = NULL;
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return;
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}
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mAnimation->setController(this);
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switch(mState)
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{
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case CharState_Idle:
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mCurrentGroup = "idle";
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mAnimation->playGroup(mCurrentGroup, 1, 1);
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break;
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case CharState_Dead:
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mCurrentGroup = "death1";
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mAnimation->playGroup(mCurrentGroup, 1, 1);
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break;
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}
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}
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CharacterController::CharacterController(const CharacterController &rhs)
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: mPtr(rhs.mPtr), mAnimation(rhs.mAnimation), mAnimNames(rhs.mAnimNames)
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, mState(rhs.mState)
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{
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if(mAnimNames.size() == 0)
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return;
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/* We've been copied. Update the animation with the new controller. */
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mAnimation->setController(this);
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}
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void CharacterController::markerEvent(const std::string &evt)
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{
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if(evt.compare(0, 6, "sound:") == 0)
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{
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MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
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sndMgr->playSound3D(mPtr, evt.substr(7), 1.0f, 1.0f);
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}
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}
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Ogre::Vector3 CharacterController::update(float duration)
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{
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if(mAnimation)
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mAnimation->runAnimation(duration);
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return MWWorld::Class::get(mPtr).getMovementVector(mPtr);
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}
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void CharacterController::playGroup(const std::string &groupname, int mode, int count)
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{
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// set mState = CharState_Idle?
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if(std::find(mAnimNames.begin(), mAnimNames.end(), groupname) != mAnimNames.end())
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mAnimation->playGroup(groupname, mode, count);
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}
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void CharacterController::skipAnim()
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{
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if(mAnimation)
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mAnimation->skipAnim();
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}
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void CharacterController::setState(CharacterState state)
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{
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mState = state;
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if(mAnimNames.size() == 0)
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return;
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switch(mState)
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{
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case CharState_Idle:
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mCurrentGroup = "idle";
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mAnimation->playGroup(mCurrentGroup, 1, 1);
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break;
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case CharState_Dead:
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mCurrentGroup = "death1";
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mAnimation->playGroup(mCurrentGroup, 1, 1);
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break;
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}
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}
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}
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