Add methods to disable an animation

And rename WeaponState to WeaponType
actorid
Chris Robinson 12 years ago
parent 6605aa7dec
commit 6b8a687a79

@ -92,21 +92,21 @@ static const struct {
static const size_t sStateListSize = sizeof(sStateList)/sizeof(sStateList[0]);
static const struct {
WeaponState state;
WeaponType type;
const char idlegroup[16];
const char movementgroup[16];
const char actiongroup[16];
} sWeaponStateList[] = {
{ WeapState_HandToHand, "hh", "hh", "handtohand" },
{ WeapState_OneHand, "1h", "1h", "weapononehand" },
{ WeapState_TwoHand, "2c", "2c", "weapontwohand" },
{ WeapState_TwoWide, "2w", "2w", "weapontwowide" },
{ WeapState_BowAndArrow, "1h", "1h", "bowandarrow" },
{ WeapState_Crossbow, "crossbow", "2c", "crossbow" },
{ WeapState_ThowWeapon, "1h", "1h", "throwweapon" },
{ WeapState_Spell, "spell", "", "spellcast" },
} sWeaponTypeList[] = {
{ WeapType_HandToHand, "hh", "hh", "handtohand" },
{ WeapType_OneHand, "1h", "1h", "weapononehand" },
{ WeapType_TwoHand, "2c", "2c", "weapontwohand" },
{ WeapType_TwoWide, "2w", "2w", "weapontwowide" },
{ WeapType_BowAndArrow, "1h", "1h", "bowandarrow" },
{ WeapType_Crossbow, "crossbow", "2c", "crossbow" },
{ WeapType_ThowWeapon, "1h", "1h", "throwweapon" },
{ WeapType_Spell, "spell", "", "spellcast" },
};
static const size_t sWeaponStateListSize = sizeof(sWeaponStateList)/sizeof(sWeaponStateList[0]);
static const size_t sWeaponTypeListSize = sizeof(sWeaponTypeList)/sizeof(sWeaponTypeList[0]);
void CharacterController::getCurrentGroup(std::string &group) const
@ -123,16 +123,16 @@ void CharacterController::getCurrentGroup(std::string &group) const
if(name.empty())
throw std::runtime_error("Failed to find character state "+Ogre::StringConverter::toString(mCharState));
if(!(mCharState >= CharState_Death1) && mWeapState != WeapState_None)
if(!(mCharState >= CharState_Death1) && mWeaponType != WeapType_None)
{
for(size_t i = 0;i < sWeaponStateListSize;i++)
for(size_t i = 0;i < sWeaponTypeListSize;i++)
{
if(sWeaponStateList[i].state == mWeapState)
if(sWeaponTypeList[i].type == mWeaponType)
{
if(mCharState == CharState_Idle)
(group=name) += sWeaponStateList[i].idlegroup;
(group=name) += sWeaponTypeList[i].idlegroup;
else
(group=name) += sWeaponStateList[i].movementgroup;
(group=name) += sWeaponTypeList[i].movementgroup;
break;
}
}
@ -147,7 +147,7 @@ CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Anim
: mPtr(ptr)
, mAnimation(anim)
, mCharState(state)
, mWeapState(WeapState_None)
, mWeaponType(WeapType_None)
, mSkipAnim(false)
, mMovingAnim(false)
, mSecondsOfRunning(0)
@ -172,7 +172,7 @@ CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Anim
std::string group;
getCurrentGroup(group);
mMovingAnim = mAnimation->play(group, MWRender::Animation::Priority_Default,
MWRender::Animation::Group_All,
MWRender::Animation::Group_All, false,
"start", "stop", 1.0f, loop ? (~(size_t)0) : 0);
}
@ -229,21 +229,21 @@ void CharacterController::update(float duration, Movement &movement)
if(mPtr.getTypeName() == typeid(ESM::NPC).name())
{
NpcStats &stats = cls.getNpcStats(mPtr);
WeaponState weapstate = WeapState_None;
WeaponType weaptype = WeapType_None;
if(stats.getDrawState() == DrawState_Spell)
weapstate = WeapState_Spell;
weaptype = WeapType_Spell;
else if(stats.getDrawState() == MWMechanics::DrawState_Weapon)
{
MWWorld::InventoryStore &inv = cls.getInventoryStore(mPtr);
MWWorld::ContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
if(weapon == inv.end())
weapstate = WeapState_HandToHand;
weaptype = WeapType_HandToHand;
else
{
const std::string &type = weapon->getTypeName();
if(type == typeid(ESM::Lockpick).name() || type == typeid(ESM::Probe).name())
weapstate = WeapState_OneHand;
weaptype = WeapType_OneHand;
else if(type == typeid(ESM::Weapon).name())
{
MWWorld::LiveCellRef<ESM::Weapon> *ref = weapon->get<ESM::Weapon>();
@ -256,32 +256,36 @@ void CharacterController::update(float duration, Movement &movement)
case ESM::Weapon::AxeOneHand:
case ESM::Weapon::Arrow:
case ESM::Weapon::Bolt:
weapstate = WeapState_OneHand;
weaptype = WeapType_OneHand;
break;
case ESM::Weapon::LongBladeTwoHand:
case ESM::Weapon::BluntTwoClose:
case ESM::Weapon::AxeTwoHand:
weapstate = WeapState_TwoHand;
weaptype = WeapType_TwoHand;
break;
case ESM::Weapon::BluntTwoWide:
case ESM::Weapon::SpearTwoWide:
weapstate = WeapState_TwoWide;
weaptype = WeapType_TwoWide;
break;
case ESM::Weapon::MarksmanBow:
weapstate = WeapState_BowAndArrow;
weaptype = WeapType_BowAndArrow;
break;
case ESM::Weapon::MarksmanCrossbow:
weapstate = WeapState_Crossbow;
weaptype = WeapType_Crossbow;
break;
case ESM::Weapon::MarksmanThrown:
weapstate = WeapState_ThowWeapon;
weaptype = WeapType_ThowWeapon;
break;
}
}
}
}
setWeaponState(weapstate);
if(weaptype != mWeaponType)
{
mWeaponType = weaptype;
forceStateUpdate();
}
}
/* FIXME: The state should be set to Jump, and X/Y movement should be disallowed except
@ -349,7 +353,7 @@ void CharacterController::update(float duration, Movement &movement)
{
mMovingAnim = mAnimation->play(mAnimQueue.front().first,
MWRender::Animation::Priority_Default,
MWRender::Animation::Group_All,
MWRender::Animation::Group_All, false,
"start", "stop", 0.0f,
mAnimQueue.front().second);
mAnimQueue.pop_front();
@ -386,7 +390,7 @@ void CharacterController::playGroup(const std::string &groupname, int mode, int
mCharState = CharState_SpecialIdle;
mLooping = false;
mMovingAnim = mAnimation->play(groupname, MWRender::Animation::Priority_Default,
MWRender::Animation::Group_All,
MWRender::Animation::Group_All, false,
((mode==2) ? "loop start" : "start"), "stop", 0.0f, count-1);
}
else if(mode == 0)
@ -413,15 +417,6 @@ void CharacterController::setState(CharacterState state, bool loop)
forceStateUpdate();
}
void CharacterController::setWeaponState(WeaponState state)
{
if(state == mWeapState)
return;
mWeapState = state;
forceStateUpdate();
}
void CharacterController::forceStateUpdate()
{
if(!mAnimation)
@ -431,11 +426,11 @@ void CharacterController::forceStateUpdate()
std::string group;
getCurrentGroup(group);
mMovingAnim = mAnimation->play(group, MWRender::Animation::Priority_Default,
MWRender::Animation::Group_All,
MWRender::Animation::Group_All, false,
"start", "stop", 0.0f, mLooping ? (~(size_t)0) : 0);
mAnimation->showWeapons(mWeapState != WeapState_None && mWeapState != WeapState_HandToHand &&
mWeapState != WeapState_Spell);
mAnimation->showWeapons(mWeaponType != WeapType_None && mWeaponType != WeapType_HandToHand &&
mWeaponType != WeapType_Spell);
}
}

@ -67,18 +67,18 @@ enum CharacterState {
CharState_Death5
};
enum WeaponState {
WeapState_None,
WeapState_HandToHand,
WeapState_OneHand,
WeapState_TwoHand,
WeapState_TwoWide,
WeapState_BowAndArrow,
WeapState_Crossbow,
WeapState_ThowWeapon,
WeapState_Spell
enum WeaponType {
WeapType_None,
WeapType_HandToHand,
WeapType_OneHand,
WeapType_TwoHand,
WeapType_TwoWide,
WeapType_BowAndArrow,
WeapType_Crossbow,
WeapType_ThowWeapon,
WeapType_Spell
};
class CharacterController
@ -90,7 +90,7 @@ class CharacterController
AnimationQueue mAnimQueue;
CharacterState mCharState;
WeaponState mWeapState;
WeaponType mWeaponType;
bool mLooping;
bool mSkipAnim;
@ -118,10 +118,6 @@ public:
CharacterState getState() const
{ return mCharState; }
void setWeaponState(WeaponState state);
WeaponState getWeaponState() const
{ return mWeapState; }
void forceStateUpdate();
};

@ -481,7 +481,7 @@ bool Animation::handleTextKey(AnimState &state, const std::string &groupname, co
}
bool Animation::play(const std::string &groupname, Priority priority, int groups, const std::string &start, const std::string &stop, float startpoint, size_t loops)
bool Animation::play(const std::string &groupname, Priority priority, int groups, bool autodisable, const std::string &start, const std::string &stop, float startpoint, size_t loops)
{
if(!mSkelBase)
return false;
@ -517,6 +517,7 @@ bool Animation::play(const std::string &groupname, Priority priority, int groups
state.mPlaying = true;
state.mPriority = priority;
state.mGroups = groups;
state.mAutoDisable = autodisable;
mStates[groupname] = state;
break;
@ -617,13 +618,22 @@ bool Animation::getInfo(const std::string &groupname, float *complete, std::stri
}
bool Animation::disable(const std::string &groupname)
{
AnimStateMap::iterator iter = mStates.find(groupname);
if(iter != mStates.end())
mStates.erase(iter);
return resetActiveGroups();
}
Ogre::Vector3 Animation::runAnimation(float duration)
{
Ogre::Vector3 movement(0.0f);
duration *= mAnimSpeedMult;
AnimStateMap::iterator stateiter = mStates.begin();
for(;stateiter != mStates.end();stateiter++)
while(stateiter != mStates.end())
{
AnimState &state = stateiter->second;
float timepassed = duration;
@ -649,6 +659,11 @@ Ogre::Vector3 Animation::runAnimation(float duration)
if(!handleTextKey(state, stateiter->first, key))
break;
}
if(!state.mPlaying && state.mAutoDisable)
mStates.erase(stateiter++);
else
stateiter++;
}
for(size_t i = 0;i < mObjectRoot.mControllers.size();i++)

@ -73,6 +73,7 @@ protected:
int mPriority;
int mGroups;
bool mAutoDisable;
AnimState() : mSource(NULL), mTime(0.0f), mPlaying(false), mLoopCount(0)
{ }
@ -162,6 +163,8 @@ public:
* bone groups that don't have another animation set of a
* higher priority.
* \param groups Bone groups to play the animation on.
* \param autodisable Automatically disable the animation when it stops
* playing.
* \param start Key marker from which to start.
* \param stop Key marker to stop at.
* \param startpoint How far in between the two markers to start. 0 starts
@ -172,7 +175,7 @@ public:
* \return Boolean specifying whether the animation will return movement
* for the character at all.
*/
bool play(const std::string &groupname, Priority priority, int groups,
bool play(const std::string &groupname, Priority priority, int groups, bool autodisable,
const std::string &start, const std::string &stop,
float startpoint, size_t loops);
@ -185,6 +188,13 @@ public:
*/
bool getInfo(const std::string &groupname, float *complete=NULL, std::string *start=NULL, std::string *stop=NULL) const;
/** Disables the specified animation group;
* \param groupname Animation group to disable.
* \return Boolean specifying whether the animation will continue to return
* movement for the character at all.
*/
bool disable(const std::string &groupname);
virtual Ogre::Vector3 runAnimation(float duration);
virtual void showWeapons(bool showWeapon);

@ -173,7 +173,7 @@ namespace MWRender
{
mCurrentAnimGroup = groupname;
mAnimation->play(mCurrentAnimGroup, Animation::Priority_Default,
Animation::Group_All, "start", "stop", 0.0f, 0);
Animation::Group_All, false, "start", "stop", 0.0f, 0);
}
mAnimation->forceUpdate();
@ -201,7 +201,7 @@ namespace MWRender
mCurrentAnimGroup = "inventoryhandtohand";
mAnimation->play(mCurrentAnimGroup, Animation::Priority_Default,
Animation::Group_All, "start", "stop", 0.0f, 0);
Animation::Group_All, false, "start", "stop", 0.0f, 0);
}
// --------------------------------------------------------------------------------------------------
@ -235,7 +235,8 @@ namespace MWRender
void RaceSelectionPreview::onSetup ()
{
mAnimation->play("idle", Animation::Priority_Default, Animation::Group_All, "start", "stop", 0.0f, 0);
mAnimation->play("idle", Animation::Priority_Default, Animation::Group_All,
false, "start", "stop", 0.0f, 0);
updateCamera();
}

Loading…
Cancel
Save