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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 <OgreStringConverter.h>
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#include "movement.hpp"
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#include "npcstats.hpp"
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#include "../mwrender/animation.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwworld/player.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/inventorystore.hpp"
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namespace MWMechanics
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{
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static const struct {
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CharacterState state;
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const char groupname[32];
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Priority priority;
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bool loops;
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} sStateList[] = {
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{ CharState_Idle, "idle", Priority_Default, true },
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{ CharState_Idle2, "idle2", Priority_Default, true },
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{ CharState_Idle3, "idle3", Priority_Default, true },
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{ CharState_Idle4, "idle4", Priority_Default, true },
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{ CharState_Idle5, "idle5", Priority_Default, true },
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{ CharState_Idle6, "idle6", Priority_Default, true },
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{ CharState_Idle7, "idle7", Priority_Default, true },
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{ CharState_Idle8, "idle8", Priority_Default, true },
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{ CharState_Idle9, "idle9", Priority_Default, true },
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{ CharState_IdleSwim, "idleswim", Priority_Default, true },
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{ CharState_IdleSneak, "idlesneak", Priority_Default, true },
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{ CharState_WalkForward, "walkforward", Priority_Default, true },
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{ CharState_WalkBack, "walkback", Priority_Default, true },
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{ CharState_WalkLeft, "walkleft", Priority_Default, true },
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{ CharState_WalkRight, "walkright", Priority_Default, true },
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{ CharState_SwimWalkForward, "swimwalkforward", Priority_Default, true },
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{ CharState_SwimWalkBack, "swimwalkback", Priority_Default, true },
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{ CharState_SwimWalkLeft, "swimwalkleft", Priority_Default, true },
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{ CharState_SwimWalkRight, "swimwalkright", Priority_Default, true },
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{ CharState_RunForward, "runforward", Priority_Default, true },
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{ CharState_RunBack, "runback", Priority_Default, true },
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{ CharState_RunLeft, "runleft", Priority_Default, true },
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{ CharState_RunRight, "runright", Priority_Default, true },
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{ CharState_SwimRunForward, "swimrunforward", Priority_Default, true },
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{ CharState_SwimRunBack, "swimrunback", Priority_Default, true },
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{ CharState_SwimRunLeft, "swimrunleft", Priority_Default, true },
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{ CharState_SwimRunRight, "swimrunright", Priority_Default, true },
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{ CharState_SneakForward, "sneakforward", Priority_Default, true },
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{ CharState_SneakBack, "sneakback", Priority_Default, true },
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{ CharState_SneakLeft, "sneakleft", Priority_Default, true },
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{ CharState_SneakRight, "sneakright", Priority_Default, true },
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{ CharState_TurnLeft, "turnleft", Priority_Default, true },
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{ CharState_TurnRight, "turnright", Priority_Default, true },
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{ CharState_Jump, "jump", Priority_Default, true },
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{ CharState_Death1, "death1", Priority_Death, false },
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{ CharState_Death2, "death2", Priority_Death, false },
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{ CharState_Death3, "death3", Priority_Death, false },
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{ CharState_Death4, "death4", Priority_Death, false },
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{ CharState_Death5, "death5", Priority_Death, false },
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};
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static const size_t sStateListSize = sizeof(sStateList)/sizeof(sStateList[0]);
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static const struct {
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WeaponType type;
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const char idlegroup[16];
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const char movementgroup[16];
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const char actiongroup[16];
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} sWeaponTypeList[] = {
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{ WeapType_HandToHand, "hh", "hh", "handtohand" },
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{ WeapType_OneHand, "1h", "1h", "weapononehand" },
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{ WeapType_TwoHand, "2c", "2c", "weapontwohand" },
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{ WeapType_TwoWide, "2w", "2w", "weapontwowide" },
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{ WeapType_BowAndArrow, "1h", "1h", "bowandarrow" },
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{ WeapType_Crossbow, "crossbow", "1h", "crossbow" },
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{ WeapType_ThowWeapon, "1h", "1h", "throwweapon" },
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{ WeapType_Spell, "spell", "", "spellcast" },
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};
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static const size_t sWeaponTypeListSize = sizeof(sWeaponTypeList)/sizeof(sWeaponTypeList[0]);
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void CharacterController::getCurrentGroup(std::string &group, Priority &priority, bool &loops) const
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{
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std::string name;
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for(size_t i = 0;i < sStateListSize;i++)
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{
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if(sStateList[i].state == mCharState)
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{
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name = sStateList[i].groupname;
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priority = sStateList[i].priority;
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loops = sStateList[i].loops;
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break;
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}
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}
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if(name.empty())
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throw std::runtime_error("Failed to find character state "+Ogre::StringConverter::toString(mCharState));
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if(!(mCharState >= CharState_Death1) && mWeaponType != WeapType_None)
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{
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for(size_t i = 0;i < sWeaponTypeListSize;i++)
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{
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if(sWeaponTypeList[i].type == mWeaponType)
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{
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if(mCharState == CharState_Idle)
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(group=name) += sWeaponTypeList[i].idlegroup;
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else
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(group=name) += sWeaponTypeList[i].movementgroup;
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break;
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}
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}
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}
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if(group.empty() || !mAnimation->hasAnimation(group))
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group = (mAnimation->hasAnimation(name) ? name : std::string());
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}
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void CharacterController::getWeaponGroup(WeaponType weaptype, std::string &group)
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{
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for(size_t i = 0;i < sWeaponTypeListSize;i++)
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{
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if(sWeaponTypeList[i].type == weaptype)
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{
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group = sWeaponTypeList[i].actiongroup;
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break;
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}
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}
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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)
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, mAnimation(anim)
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, mCharState(state)
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, mWeaponType(WeapType_None)
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, mSkipAnim(false)
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, mSecondsOfRunning(0)
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, mSecondsOfSwimming(0)
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{
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if(!mAnimation)
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return;
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if(MWWorld::Class::get(mPtr).isActor())
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{
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/* Accumulate along X/Y only for now, until we can figure out how we should
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* handle knockout and death which moves the character down. */
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mAnimation->setAccumulation(Ogre::Vector3(1.0f, 1.0f, 0.0f));
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}
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else
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{
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/* Don't accumulate with non-actors. */
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mAnimation->setAccumulation(Ogre::Vector3(0.0f));
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}
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std::string group;
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Priority prio;
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bool loops;
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getCurrentGroup(group, prio, loops);
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mAnimation->play(group, prio, MWRender::Animation::Group_All, false,
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"start", "stop", 1.0f, loops ? (~(size_t)0) : 0);
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}
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CharacterController::~CharacterController()
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{
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}
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void CharacterController::updatePtr(const MWWorld::Ptr &ptr)
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{
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mPtr = ptr;
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}
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void CharacterController::update(float duration, Movement &movement)
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{
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float speed = 0.0f;
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if(!(getState() >= CharState_Death1))
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{
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MWBase::World *world = MWBase::Environment::get().getWorld();
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const MWWorld::Class &cls = MWWorld::Class::get(mPtr);
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bool onground = world->isOnGround(mPtr);
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bool inwater = world->isSwimming(mPtr);
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bool isrunning = cls.getStance(mPtr, MWWorld::Class::Run);
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bool sneak = cls.getStance(mPtr, MWWorld::Class::Sneak);
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const Ogre::Vector3 &vec = cls.getMovementVector(mPtr);
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const Ogre::Vector3 &rot = cls.getRotationVector(mPtr);
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speed = cls.getSpeed(mPtr);
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// advance athletics
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if (vec.squaredLength() > 0 && mPtr == world->getPlayer().getPlayer())
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{
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if (inwater)
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{
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mSecondsOfSwimming += duration;
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while(mSecondsOfSwimming > 1)
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{
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cls.skillUsageSucceeded(mPtr, ESM::Skill::Athletics, 1);
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mSecondsOfSwimming -= 1;
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}
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}
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else if (isrunning)
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{
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mSecondsOfRunning += duration;
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while(mSecondsOfRunning > 1)
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{
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cls.skillUsageSucceeded(mPtr, ESM::Skill::Athletics, 0);
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mSecondsOfRunning -= 1;
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}
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}
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}
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/* FIXME: The state should be set to Jump, and X/Y movement should be disallowed except
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* for the initial thrust (which would be carried by "physics" until landing). */
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if(onground && vec.z > 0.0f)
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{
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float x = cls.getJump(mPtr);
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if(vec.x == 0 && vec.y == 0)
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movement.mPosition[2] += x*duration;
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else
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{
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/* FIXME: this would be more correct if we were going into a jumping state,
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* rather than normal walking/idle states. */
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//Ogre::Vector3 lat = Ogre::Vector3(vec.x, vec.y, 0.0f).normalisedCopy();
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//movement += Ogre::Vector3(lat.x, lat.y, 1.0f) * x * 0.707f * duration;
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movement.mPosition[2] += x * 0.707f * duration;
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}
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//decrease fatigue by fFatigueJumpBase + (1 - normalizedEncumbrance) * fFatigueJumpMult;
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}
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if(std::abs(vec.x/2.0f) > std::abs(vec.y) && speed > 0.0f)
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{
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if(vec.x > 0.0f)
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setState(inwater ? (isrunning ? CharState_SwimRunRight : CharState_SwimWalkRight)
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: (sneak ? CharState_SneakRight : (isrunning ? CharState_RunRight : CharState_WalkRight)));
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else if(vec.x < 0.0f)
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setState(inwater ? (isrunning ? CharState_SwimRunLeft : CharState_SwimWalkLeft)
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: (sneak ? CharState_SneakLeft : (isrunning ? CharState_RunLeft : CharState_WalkLeft)));
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movement.mPosition[0] += vec.x * (speed*duration);
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movement.mPosition[1] += vec.y * (speed*duration);
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}
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else if(vec.y != 0.0f && speed > 0.0f)
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{
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if(vec.y > 0.0f)
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setState(inwater ? (isrunning ? CharState_SwimRunForward : CharState_SwimWalkForward)
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: (sneak ? CharState_SneakForward : (isrunning ? CharState_RunForward : CharState_WalkForward)));
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else if(vec.y < 0.0f)
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setState(inwater ? (isrunning ? CharState_SwimRunBack : CharState_SwimWalkBack)
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: (sneak ? CharState_SneakBack : (isrunning ? CharState_RunBack : CharState_WalkBack)));
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movement.mPosition[0] += vec.x * (speed*duration);
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movement.mPosition[1] += vec.y * (speed*duration);
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}
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else if(rot.z != 0.0f && !inwater && !sneak)
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{
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if(rot.z > 0.0f)
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setState(CharState_TurnRight);
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else if(rot.z < 0.0f)
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setState(CharState_TurnLeft);
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}
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else if(mAnimQueue.size() > 0)
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{
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if(mAnimation->isPlaying(mAnimQueue.front().first) == false)
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{
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mAnimQueue.pop_front();
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if(mAnimQueue.size() > 0)
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mAnimation->play(mAnimQueue.front().first, Priority_Default,
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MWRender::Animation::Group_All, false,
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"start", "stop", 0.0f, mAnimQueue.front().second);
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}
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}
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else if(getState() != CharState_SpecialIdle)
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setState((inwater ? CharState_IdleSwim : (sneak ? CharState_IdleSneak : CharState_Idle)));
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movement.mRotation[0] += rot.x * duration;
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movement.mRotation[1] += rot.y * duration;
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movement.mRotation[2] += rot.z * duration;
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if(mPtr.getTypeName() == typeid(ESM::NPC).name())
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{
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NpcStats &stats = cls.getNpcStats(mPtr);
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WeaponType weaptype = WeapType_None;
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if(stats.getDrawState() == DrawState_Spell)
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weaptype = WeapType_Spell;
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else if(stats.getDrawState() == MWMechanics::DrawState_Weapon)
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{
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MWWorld::InventoryStore &inv = cls.getInventoryStore(mPtr);
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MWWorld::ContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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if(weapon == inv.end())
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weaptype = WeapType_HandToHand;
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else
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{
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const std::string &type = weapon->getTypeName();
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if(type == typeid(ESM::Lockpick).name() || type == typeid(ESM::Probe).name())
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weaptype = WeapType_OneHand;
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else if(type == typeid(ESM::Weapon).name())
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{
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MWWorld::LiveCellRef<ESM::Weapon> *ref = weapon->get<ESM::Weapon>();
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ESM::Weapon::Type type = (ESM::Weapon::Type)ref->mBase->mData.mType;
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switch(type)
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{
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case ESM::Weapon::ShortBladeOneHand:
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case ESM::Weapon::LongBladeOneHand:
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case ESM::Weapon::BluntOneHand:
|
|
|
|
case ESM::Weapon::AxeOneHand:
|
|
|
|
case ESM::Weapon::Arrow:
|
|
|
|
case ESM::Weapon::Bolt:
|
|
|
|
weaptype = WeapType_OneHand;
|
|
|
|
break;
|
|
|
|
case ESM::Weapon::LongBladeTwoHand:
|
|
|
|
case ESM::Weapon::BluntTwoClose:
|
|
|
|
case ESM::Weapon::AxeTwoHand:
|
|
|
|
weaptype = WeapType_TwoHand;
|
|
|
|
break;
|
|
|
|
case ESM::Weapon::BluntTwoWide:
|
|
|
|
case ESM::Weapon::SpearTwoWide:
|
|
|
|
weaptype = WeapType_TwoWide;
|
|
|
|
break;
|
|
|
|
case ESM::Weapon::MarksmanBow:
|
|
|
|
weaptype = WeapType_BowAndArrow;
|
|
|
|
break;
|
|
|
|
case ESM::Weapon::MarksmanCrossbow:
|
|
|
|
weaptype = WeapType_Crossbow;
|
|
|
|
break;
|
|
|
|
case ESM::Weapon::MarksmanThrown:
|
|
|
|
weaptype = WeapType_ThowWeapon;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(weaptype != mWeaponType)
|
|
|
|
{
|
|
|
|
std::string weapgroup;
|
|
|
|
if(weaptype == WeapType_None)
|
|
|
|
{
|
|
|
|
getWeaponGroup(mWeaponType, weapgroup);
|
|
|
|
mAnimation->play(weapgroup, Priority_Weapon,
|
|
|
|
MWRender::Animation::Group_UpperBody, true,
|
|
|
|
"unequip start", "unequip stop", 0.0f, 0);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
getWeaponGroup(weaptype, weapgroup);
|
|
|
|
mAnimation->showWeapons(false);
|
|
|
|
mAnimation->play(weapgroup, Priority_Weapon,
|
|
|
|
MWRender::Animation::Group_UpperBody, true,
|
|
|
|
"equip start", "equip stop", 0.0f, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
mWeaponType = weaptype;
|
|
|
|
forceStateUpdate();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(mAnimation && !mSkipAnim)
|
|
|
|
{
|
|
|
|
mAnimation->setSpeed(speed);
|
|
|
|
|
|
|
|
Ogre::Vector3 moved = mAnimation->runAnimation(duration);
|
|
|
|
// Ensure we're moving in generally the right direction
|
|
|
|
if((movement.mPosition[0] < 0.0f && movement.mPosition[0] < moved.x*2.0f) ||
|
|
|
|
(movement.mPosition[0] > 0.0f && movement.mPosition[0] > moved.x*2.0f))
|
|
|
|
moved.x = movement.mPosition[0];
|
|
|
|
if((movement.mPosition[1] < 0.0f && movement.mPosition[1] < moved.y*2.0f) ||
|
|
|
|
(movement.mPosition[1] > 0.0f && movement.mPosition[1] > moved.y*2.0f))
|
|
|
|
moved.y = movement.mPosition[1];
|
|
|
|
if((movement.mPosition[2] < 0.0f && movement.mPosition[2] < moved.z*2.0f) ||
|
|
|
|
(movement.mPosition[2] > 0.0f && movement.mPosition[2] > moved.z*2.0f))
|
|
|
|
moved.z = movement.mPosition[2];
|
|
|
|
|
|
|
|
movement.mPosition[0] = moved.x;
|
|
|
|
movement.mPosition[1] = moved.y;
|
|
|
|
movement.mPosition[2] = moved.z;
|
|
|
|
}
|
|
|
|
mSkipAnim = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CharacterController::playGroup(const std::string &groupname, int mode, int count)
|
|
|
|
{
|
|
|
|
if(!mAnimation || !mAnimation->hasAnimation(groupname))
|
|
|
|
std::cerr<< "Animation "<<groupname<<" not found" <<std::endl;
|
|
|
|
else
|
|
|
|
{
|
|
|
|
count = std::max(count, 1);
|
|
|
|
if(mode != 0 || mAnimQueue.size() == 0)
|
|
|
|
{
|
|
|
|
mAnimQueue.clear();
|
|
|
|
mAnimQueue.push_back(std::make_pair(groupname, count-1));
|
|
|
|
|
|
|
|
mCharState = CharState_SpecialIdle;
|
|
|
|
mAnimation->play(groupname, Priority_Default,
|
|
|
|
MWRender::Animation::Group_All, false,
|
|
|
|
((mode==2) ? "loop start" : "start"), "stop", 0.0f, count-1);
|
|
|
|
}
|
|
|
|
else if(mode == 0)
|
|
|
|
{
|
|
|
|
mAnimQueue.resize(1);
|
|
|
|
mAnimQueue.push_back(std::make_pair(groupname, count-1));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CharacterController::skipAnim()
|
|
|
|
{
|
|
|
|
mSkipAnim = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CharacterController::setState(CharacterState state)
|
|
|
|
{
|
|
|
|
if(mCharState == state)
|
|
|
|
return;
|
|
|
|
mCharState = state;
|
|
|
|
|
|
|
|
forceStateUpdate();
|
|
|
|
}
|
|
|
|
|
|
|
|
void CharacterController::forceStateUpdate()
|
|
|
|
{
|
|
|
|
if(!mAnimation)
|
|
|
|
return;
|
|
|
|
mAnimQueue.clear();
|
|
|
|
|
|
|
|
std::string group;
|
|
|
|
Priority prio;
|
|
|
|
bool loops;
|
|
|
|
getCurrentGroup(group, prio, loops);
|
|
|
|
mAnimation->play(group, prio, MWRender::Animation::Group_All, false,
|
|
|
|
"start", "stop", 0.0f, loops ? (~(size_t)0) : 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|