1
0
Fork 1
mirror of https://github.com/TES3MP/openmw-tes3mp.git synced 2025-01-16 07:49:56 +00:00
openmw-tes3mp/apps/openmw/mwmechanics/character.cpp

132 lines
3.7 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), mSkipAnim(false)
{
if(mAnimation)
mAnimNames = mAnimation->getAnimationNames();
if(mAnimNames.size() == 0)
{
mAnimation = NULL;
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), mAnimNames(rhs.mAnimNames)
, mCurrentGroup(rhs.mCurrentGroup), mState(rhs.mState), mSkipAnim(rhs.mSkipAnim)
{
if(mAnimNames.size() == 0)
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, 7, "sound: ") == 0)
{
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
sndMgr->playSound3D(mPtr, evt.substr(7), 1.0f, 1.0f);
return;
}
if(evt.compare(0, 10, "soundgen: ") == 0)
{
// FIXME: Lookup the SoundGen (SNDG) for the specified sound that corresponds
// to this actor type
return;
}
if(evt.length() <= mCurrentGroup.length()+2 || evt.compare(0, mCurrentGroup.length(), mCurrentGroup) != 0 ||
evt.compare(mCurrentGroup.length(), 2, ": ") != 0)
{
std::cerr<< "Event \""<<evt<<"\" does not belong to group \""<<mCurrentGroup<<"\"" <<std::endl;
return;
}
}
Ogre::Vector3 CharacterController::update(float duration)
{
if(mAnimation && !mSkipAnim)
mAnimation->runAnimation(duration);
mSkipAnim = false;
return MWWorld::Class::get(mPtr).getMovementVector(mPtr);
}
void CharacterController::playGroup(const std::string &groupname, int mode, int count)
{
// set mState = CharState_Idle?
if(std::find(mAnimNames.begin(), mAnimNames.end(), groupname) != mAnimNames.end())
mAnimation->playGroup(groupname, mode, count);
}
void CharacterController::skipAnim()
{
mSkipAnim = true;
}
void CharacterController::setState(CharacterState state)
{
mState = state;
if(mAnimNames.size() == 0)
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;
}
}
}