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openmw-tes3mp/apps/openmw/mwmechanics/character.cpp
2013-01-16 16:31:09 -08:00

96 lines
2.5 KiB
C++

/*
* 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:
mAnimation->playGroup("idle", 1, 1);
break;
case CharState_Dead:
mAnimation->playGroup("death1", 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);
}
}
void CharacterController::update(float duration)
{
if(mAnimation)
mAnimation->runAnimation(duration);
}
void CharacterController::setState(CharacterState state)
{
mState = state;
if(!mAnimation)
return;
switch(mState)
{
case CharState_Idle:
mAnimation->playGroup("idle", 1, 1);
break;
case CharState_Dead:
mAnimation->playGroup("death1", 1, 1);
break;
}
}
}