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openmw-tes3mp/apps/openmw/mwmechanics/character.cpp
2013-01-18 13:43:45 -08:00

178 lines
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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->play(mCurrentGroup, "start");
break;
case CharState_Dead:
mCurrentGroup = "death1";
mAnimation->play(mCurrentGroup, "stop");
break;
}
}
CharacterController::CharacterController(const CharacterController &rhs)
: mPtr(rhs.mPtr), mAnimation(rhs.mAnimation), mAnimNames(rhs.mAnimNames)
, mAnimQueue(rhs.mAnimQueue), 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;
}
std::string::size_type ms = mCurrentGroup.length()+2;
if(evt.length() <= ms || evt.compare(0, ms-2, mCurrentGroup) != 0 || evt.compare(ms-2, 2, ": ") != 0)
{
std::cerr<< "Event \""<<evt<<"\" does not belong to group \""<<mCurrentGroup<<"\"" <<std::endl;
return;
}
if(evt.compare(ms, evt.length()-ms, "loop stop") == 0)
{
if(mAnimQueue.size() >= 2 && mAnimQueue[0] == mAnimQueue[1])
{
mAnimQueue.pop_front();
mAnimation->play(mCurrentGroup, "loop start");
}
return;
}
if(evt.compare(ms, evt.length()-ms, "stop") == 0)
{
if(mAnimQueue.size() >= 2 && mAnimQueue[0] == mAnimQueue[1])
{
mAnimQueue.pop_front();
mAnimation->play(mCurrentGroup, "loop start");
}
else if(mAnimQueue.size() > 0)
{
mAnimQueue.pop_front();
if(mAnimQueue.size() > 0)
{
mCurrentGroup = mAnimQueue.front();
mAnimation->play(mCurrentGroup, "start");
}
}
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)
{
if(std::find(mAnimNames.begin(), mAnimNames.end(), groupname) != mAnimNames.end())
{
count = std::max(count, 1);
if(mode != 0 || mAnimQueue.size() == 0)
{
mAnimQueue.clear();
while(count-- > 0)
mAnimQueue.push_back(groupname);
mCurrentGroup = groupname;
mAnimation->play(mCurrentGroup, ((mode==2) ? "loop start" : "start"));
}
else if(mode == 0)
{
mAnimQueue.resize(1);
while(count-- > 0)
mAnimQueue.push_back(groupname);
}
}
}
void CharacterController::skipAnim()
{
mSkipAnim = true;
}
void CharacterController::setState(CharacterState state)
{
mState = state;
if(mAnimNames.size() == 0)
return;
mAnimQueue.clear();
switch(mState)
{
case CharState_Idle:
mCurrentGroup = "idle";
mAnimation->play(mCurrentGroup, "start");
break;
case CharState_Dead:
mCurrentGroup = "death1";
mAnimation->play(mCurrentGroup, "start");
break;
}
}
}