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	Separate movement and idle states
This allows us to better handle cases of "missing" animations. Mainly for first-person, but also for spells and certain weapon types.
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					 2 changed files with 214 additions and 135 deletions
				
			
		|  | @ -39,62 +39,65 @@ | |||
| namespace MWMechanics | ||||
| { | ||||
| 
 | ||||
| static const struct StateInfo { | ||||
| struct StateInfo { | ||||
|     CharacterState state; | ||||
|     const char groupname[32]; | ||||
|     Priority priority; | ||||
|     bool loops; | ||||
| } sStateList[] = { | ||||
|     { CharState_Idle, "idle", Priority_Default, true }, | ||||
|     { CharState_Idle2, "idle2", Priority_Default, true }, | ||||
|     { CharState_Idle3, "idle3", Priority_Default, true }, | ||||
|     { CharState_Idle4, "idle4", Priority_Default, true }, | ||||
|     { CharState_Idle5, "idle5", Priority_Default, true }, | ||||
|     { CharState_Idle6, "idle6", Priority_Default, true }, | ||||
|     { CharState_Idle7, "idle7", Priority_Default, true }, | ||||
|     { CharState_Idle8, "idle8", Priority_Default, true }, | ||||
|     { CharState_Idle9, "idle9", Priority_Default, true }, | ||||
|     { CharState_IdleSwim, "idleswim", Priority_Default, true }, | ||||
|     { CharState_IdleSneak, "idlesneak", Priority_Default, true }, | ||||
| }; | ||||
| 
 | ||||
|     { CharState_WalkForward, "walkforward", Priority_Default, true }, | ||||
|     { CharState_WalkBack, "walkback", Priority_Default, true }, | ||||
|     { CharState_WalkLeft, "walkleft", Priority_Default, true }, | ||||
|     { CharState_WalkRight, "walkright", Priority_Default, true }, | ||||
| static const StateInfo sStateList[] = { | ||||
|     { CharState_Idle, "idle" }, | ||||
|     { CharState_Idle2, "idle2" }, | ||||
|     { CharState_Idle3, "idle3" }, | ||||
|     { CharState_Idle4, "idle4" }, | ||||
|     { CharState_Idle5, "idle5" }, | ||||
|     { CharState_Idle6, "idle6" }, | ||||
|     { CharState_Idle7, "idle7" }, | ||||
|     { CharState_Idle8, "idle8" }, | ||||
|     { CharState_Idle9, "idle9" }, | ||||
|     { CharState_IdleSwim, "idleswim" }, | ||||
|     { CharState_IdleSneak, "idlesneak" }, | ||||
| 
 | ||||
|     { CharState_SwimWalkForward, "swimwalkforward", Priority_Default, true }, | ||||
|     { CharState_SwimWalkBack, "swimwalkback", Priority_Default, true }, | ||||
|     { CharState_SwimWalkLeft, "swimwalkleft", Priority_Default, true }, | ||||
|     { CharState_SwimWalkRight, "swimwalkright", Priority_Default, true }, | ||||
| 
 | ||||
|     { CharState_RunForward, "runforward", Priority_Default, true }, | ||||
|     { CharState_RunBack, "runback", Priority_Default, true }, | ||||
|     { CharState_RunLeft, "runleft", Priority_Default, true }, | ||||
|     { CharState_RunRight, "runright", Priority_Default, true }, | ||||
| 
 | ||||
|     { CharState_SwimRunForward, "swimrunforward", Priority_Default, true }, | ||||
|     { CharState_SwimRunBack, "swimrunback", Priority_Default, true }, | ||||
|     { CharState_SwimRunLeft, "swimrunleft", Priority_Default, true }, | ||||
|     { CharState_SwimRunRight, "swimrunright", Priority_Default, true }, | ||||
| 
 | ||||
|     { CharState_SneakForward, "sneakforward", Priority_Default, true }, | ||||
|     { CharState_SneakBack, "sneakback", Priority_Default, true }, | ||||
|     { CharState_SneakLeft, "sneakleft", Priority_Default, true }, | ||||
|     { CharState_SneakRight, "sneakright", Priority_Default, true }, | ||||
| 
 | ||||
|     { CharState_TurnLeft, "turnleft", Priority_Default, true }, | ||||
|     { CharState_TurnRight, "turnright", Priority_Default, true }, | ||||
| 
 | ||||
|     { CharState_Jump, "jump", Priority_Default, true }, | ||||
| 
 | ||||
|     { CharState_Death1, "death1", Priority_Death, false }, | ||||
|     { CharState_Death2, "death2", Priority_Death, false }, | ||||
|     { CharState_Death3, "death3", Priority_Death, false }, | ||||
|     { CharState_Death4, "death4", Priority_Death, false }, | ||||
|     { CharState_Death5, "death5", Priority_Death, false }, | ||||
|     { CharState_Death1, "death1" }, | ||||
|     { CharState_Death2, "death2" }, | ||||
|     { CharState_Death3, "death3" }, | ||||
|     { CharState_Death4, "death4" }, | ||||
|     { CharState_Death5, "death5" }, | ||||
| }; | ||||
| static const StateInfo *sStateListEnd = &sStateList[sizeof(sStateList)/sizeof(sStateList[0])]; | ||||
| 
 | ||||
| 
 | ||||
| static const StateInfo sMovementList[] = { | ||||
|     { CharState_WalkForward, "walkforward" }, | ||||
|     { CharState_WalkBack, "walkback" }, | ||||
|     { CharState_WalkLeft, "walkleft" }, | ||||
|     { CharState_WalkRight, "walkright" }, | ||||
| 
 | ||||
|     { CharState_SwimWalkForward, "swimwalkforward" }, | ||||
|     { CharState_SwimWalkBack, "swimwalkback" }, | ||||
|     { CharState_SwimWalkLeft, "swimwalkleft" }, | ||||
|     { CharState_SwimWalkRight, "swimwalkright" }, | ||||
| 
 | ||||
|     { CharState_RunForward, "runforward" }, | ||||
|     { CharState_RunBack, "runback" }, | ||||
|     { CharState_RunLeft, "runleft" }, | ||||
|     { CharState_RunRight, "runright" }, | ||||
| 
 | ||||
|     { CharState_SwimRunForward, "swimrunforward" }, | ||||
|     { CharState_SwimRunBack, "swimrunback" }, | ||||
|     { CharState_SwimRunLeft, "swimrunleft" }, | ||||
|     { CharState_SwimRunRight, "swimrunright" }, | ||||
| 
 | ||||
|     { CharState_SneakForward, "sneakforward" }, | ||||
|     { CharState_SneakBack, "sneakback" }, | ||||
|     { CharState_SneakLeft, "sneakleft" }, | ||||
|     { CharState_SneakRight, "sneakright" }, | ||||
| 
 | ||||
|     { CharState_TurnLeft, "turnleft" }, | ||||
|     { CharState_TurnRight, "turnright" }, | ||||
| }; | ||||
| static const StateInfo *sMovementListEnd = &sMovementList[sizeof(sMovementList)/sizeof(sMovementList[0])]; | ||||
| 
 | ||||
| 
 | ||||
| class FindCharState { | ||||
|     CharacterState state; | ||||
| 
 | ||||
|  | @ -108,19 +111,18 @@ public: | |||
| 
 | ||||
| static const struct WeaponInfo { | ||||
|     WeaponType type; | ||||
|     const char idlegroup[16]; | ||||
|     const char movementgroup[16]; | ||||
|     const char actiongroup[16]; | ||||
|     const char shortgroup[16]; | ||||
|     const char longgroup[16]; | ||||
| } 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", "1h", "crossbow" }, | ||||
|     { WeapType_ThowWeapon, "1h", "1h", "throwweapon" }, | ||||
|     { WeapType_PickProbe, "1h", "1h", "pickprobe" }, | ||||
|     { WeapType_Spell, "spell", "", "spellcast" }, | ||||
|     { WeapType_HandToHand, "hh", "handtohand" }, | ||||
|     { WeapType_OneHand, "1h", "weapononehand" }, | ||||
|     { WeapType_TwoHand, "2c", "weapontwohand" }, | ||||
|     { WeapType_TwoWide, "2w", "weapontwowide" }, | ||||
|     { WeapType_BowAndArrow, "1h", "bowandarrow" }, | ||||
|     { WeapType_Crossbow, "crossbow", "crossbow" }, | ||||
|     { WeapType_ThowWeapon, "1h", "throwweapon" }, | ||||
|     { WeapType_PickProbe, "1h", "pickprobe" }, | ||||
|     { WeapType_Spell, "spell", "spellcast" }, | ||||
| }; | ||||
| static const WeaponInfo *sWeaponTypeListEnd = &sWeaponTypeList[sizeof(sWeaponTypeList)/sizeof(sWeaponTypeList[0])]; | ||||
| 
 | ||||
|  | @ -135,31 +137,79 @@ public: | |||
| }; | ||||
| 
 | ||||
| 
 | ||||
| void CharacterController::getCurrentGroup(std::string &group, Priority &priority, bool &loops) const | ||||
| void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterState movement, bool force) | ||||
| { | ||||
|     std::string name; | ||||
|     const StateInfo *state = std::find_if(sStateList, sStateListEnd, FindCharState(mCharState)); | ||||
|     if(state == sStateListEnd) | ||||
|         throw std::runtime_error("Failed to find character state "+Ogre::StringConverter::toString(mCharState)); | ||||
| 
 | ||||
|     name = state->groupname; | ||||
|     priority = state->priority; | ||||
|     loops = state->loops; | ||||
| 
 | ||||
|     if(!(mCharState >= CharState_Death1) && mWeaponType != WeapType_None) | ||||
|     { | ||||
|     const WeaponInfo *weap = std::find_if(sWeaponTypeList, sWeaponTypeListEnd, FindWeaponType(mWeaponType)); | ||||
| 
 | ||||
|     if(force || idle != mIdleState) | ||||
|     { | ||||
|         mIdleState = idle; | ||||
| 
 | ||||
|         std::string idle; | ||||
|         // Only play "idleswim" or "idlesneak" if they exist. Otherwise, fallback to
 | ||||
|         // "idle"+weapon or "idle".
 | ||||
|         if(mIdleState == CharState_IdleSwim && mAnimation->hasAnimation("idleswim")) | ||||
|             idle = "idleswim"; | ||||
|         else if(mIdleState == CharState_IdleSneak && mAnimation->hasAnimation("idlesneak")) | ||||
|             idle = "idlesneak"; | ||||
|         else | ||||
|         { | ||||
|             idle = "idle"; | ||||
|             if(weap != sWeaponTypeListEnd) | ||||
|             { | ||||
|             if(mCharState == CharState_Idle) | ||||
|                 (group=name) += weap->idlegroup; | ||||
|             else | ||||
|                 (group=name) += weap->movementgroup; | ||||
|                 idle += weap->shortgroup; | ||||
|                 if(!mAnimation->hasAnimation(idle)) | ||||
|                     idle = "idle"; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|     if(group.empty() || !mAnimation->hasAnimation(group)) | ||||
|         group = (mAnimation->hasAnimation(name) ? name : std::string()); | ||||
|         mAnimation->disable(mCurrentIdle); | ||||
|         mCurrentIdle = idle; | ||||
|         mAnimation->play(mCurrentIdle, Priority_Default, MWRender::Animation::Group_All, false, | ||||
|                          "start", "stop", 0.0f, ~0ul); | ||||
|     } | ||||
| 
 | ||||
|     if(force || movement != mMovementState) | ||||
|     { | ||||
|         mMovementState = movement; | ||||
| 
 | ||||
|         std::string movement; | ||||
|         MWRender::Animation::Group movegroup = MWRender::Animation::Group_All; | ||||
|         const StateInfo *movestate = std::find_if(sMovementList, sMovementListEnd, FindCharState(mMovementState)); | ||||
|         if(movestate != sMovementListEnd) | ||||
|         { | ||||
|             movement = movestate->groupname; | ||||
|             if(weap != sWeaponTypeListEnd && movement.find("swim") == std::string::npos) | ||||
|             { | ||||
|                 movement += weap->shortgroup; | ||||
|                 if(!mAnimation->hasAnimation(movement)) | ||||
|                 { | ||||
|                     movegroup = MWRender::Animation::Group_LowerBody; | ||||
|                     movement = movestate->groupname; | ||||
|                 } | ||||
|             } | ||||
| 
 | ||||
|             if(!mAnimation->hasAnimation(movement)) | ||||
|             { | ||||
|                 std::string::size_type sneakpos = movement.find("sneak"); | ||||
|                 if(sneakpos == std::string::npos) | ||||
|                     movement.clear(); | ||||
|                 else | ||||
|                 { | ||||
|                     movegroup = MWRender::Animation::Group_LowerBody; | ||||
|                     movement.erase(sneakpos, 5); | ||||
|                     if(!mAnimation->hasAnimation(movement)) | ||||
|                         movement.clear(); | ||||
|                 } | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         mAnimation->disable(mCurrentMovement); | ||||
|         mCurrentMovement = movement; | ||||
|         if(!mCurrentMovement.empty()) | ||||
|             mAnimation->play(mCurrentMovement, Priority_Movement, movegroup, false, | ||||
|                              "start", "stop", 0.0f, ~0ul); | ||||
|     } | ||||
| } | ||||
| 
 | ||||
| 
 | ||||
|  | @ -167,13 +217,15 @@ void CharacterController::getWeaponGroup(WeaponType weaptype, std::string &group | |||
| { | ||||
|     const WeaponInfo *info = std::find_if(sWeaponTypeList, sWeaponTypeListEnd, FindWeaponType(weaptype)); | ||||
|     if(info != sWeaponTypeListEnd) | ||||
|         group = info->actiongroup; | ||||
|         group = info->longgroup; | ||||
| } | ||||
| 
 | ||||
| 
 | ||||
| CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Animation *anim, CharacterState state) | ||||
|     : mPtr(ptr) | ||||
|     , mAnimation(anim) | ||||
|     , mIdleState(CharState_Idle) | ||||
|     , mMovementState(CharState_None) | ||||
|     , mCharState(state) | ||||
|     , mWeaponType(WeapType_None) | ||||
|     , mSkipAnim(false) | ||||
|  | @ -196,12 +248,16 @@ CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Anim | |||
|         mAnimation->setAccumulation(Ogre::Vector3(0.0f)); | ||||
|     } | ||||
| 
 | ||||
|     std::string group; | ||||
|     Priority prio; | ||||
|     bool loops; | ||||
|     getCurrentGroup(group, prio, loops); | ||||
|     mAnimation->play(group, prio, MWRender::Animation::Group_All, false, | ||||
|                      "start", "stop", 1.0f, loops ? (~(size_t)0) : 0); | ||||
|     refreshCurrentAnims(mIdleState, mMovementState, true); | ||||
|     if(mCharState >= CharState_Death1) | ||||
|     { | ||||
|         const StateInfo *state = std::find_if(sStateList, sStateListEnd, FindCharState(mCharState)); | ||||
|         if(state == sStateListEnd) | ||||
|             throw std::runtime_error("Failed to find character state "+Ogre::StringConverter::toString(mCharState)); | ||||
| 
 | ||||
|         mAnimation->play(state->groupname, Priority_Death, MWRender::Animation::Group_All, | ||||
|                          false, "start", "stop", 1.0f, 0); | ||||
|     } | ||||
| } | ||||
| 
 | ||||
| CharacterController::~CharacterController() | ||||
|  | @ -248,9 +304,9 @@ void CharacterController::update(float duration, Movement &movement) | |||
|         speed = cls.getSpeed(mPtr); | ||||
| 
 | ||||
|         // advance athletics
 | ||||
|         if (vec.squaredLength() > 0 && mPtr.getRefData().getHandle() == "player") | ||||
|         if(vec.squaredLength() > 0 && mPtr.getRefData().getHandle() == "player") | ||||
|         { | ||||
|             if (inwater) | ||||
|             if(inwater) | ||||
|             { | ||||
|                 mSecondsOfSwimming += duration; | ||||
|                 while(mSecondsOfSwimming > 1) | ||||
|  | @ -259,7 +315,7 @@ void CharacterController::update(float duration, Movement &movement) | |||
|                     mSecondsOfSwimming -= 1; | ||||
|                 } | ||||
|             } | ||||
|             else if (isrunning) | ||||
|             else if(isrunning) | ||||
|             { | ||||
|                 mSecondsOfRunning += duration; | ||||
|                 while(mSecondsOfRunning > 1) | ||||
|  | @ -292,40 +348,49 @@ void CharacterController::update(float duration, Movement &movement) | |||
|             //decrease fatigue by fFatigueJumpBase + (1 - normalizedEncumbrance) * fFatigueJumpMult;
 | ||||
|         } | ||||
| 
 | ||||
|         if(std::abs(vec.x/2.0f) > std::abs(vec.y) && speed > 0.0f) | ||||
|         vec.x *= speed; | ||||
|         vec.y *= speed; | ||||
| 
 | ||||
|         CharacterState movestate = CharState_None; | ||||
|         CharacterState idlestate = CharState_SpecialIdle; | ||||
|         bool forcestateupdate = false; | ||||
| 
 | ||||
|         if(std::abs(vec.x/2.0f) > std::abs(vec.y)) | ||||
|         { | ||||
|             if(vec.x > 0.0f) | ||||
|                 setState(inwater ? (isrunning ? CharState_SwimRunRight : CharState_SwimWalkRight) | ||||
|                                  : (sneak ? CharState_SneakRight : (isrunning ? CharState_RunRight : CharState_WalkRight))); | ||||
|                 movestate = (inwater ? (isrunning ? CharState_SwimRunRight : CharState_SwimWalkRight) | ||||
|                                      : (sneak ? CharState_SneakRight | ||||
|                                               : (isrunning ? CharState_RunRight : CharState_WalkRight))); | ||||
|             else if(vec.x < 0.0f) | ||||
|                 setState(inwater ? (isrunning ? CharState_SwimRunLeft : CharState_SwimWalkLeft) | ||||
|                                  : (sneak ? CharState_SneakLeft : (isrunning ? CharState_RunLeft : CharState_WalkLeft))); | ||||
| 
 | ||||
|             vec.x *= speed; | ||||
|             vec.y *= speed; | ||||
|                 movestate = (inwater ? (isrunning ? CharState_SwimRunLeft : CharState_SwimWalkLeft) | ||||
|                                      : (sneak ? CharState_SneakLeft | ||||
|                                               : (isrunning ? CharState_RunLeft : CharState_WalkLeft))); | ||||
|         } | ||||
|         else if(vec.y != 0.0f && speed > 0.0f) | ||||
|         else if(vec.y != 0.0f) | ||||
|         { | ||||
|             if(vec.y > 0.0f) | ||||
|                 setState(inwater ? (isrunning ? CharState_SwimRunForward : CharState_SwimWalkForward) | ||||
|                                  : (sneak ? CharState_SneakForward : (isrunning ? CharState_RunForward : CharState_WalkForward))); | ||||
|                 movestate = (inwater ? (isrunning ? CharState_SwimRunForward : CharState_SwimWalkForward) | ||||
|                                      : (sneak ? CharState_SneakForward | ||||
|                                               : (isrunning ? CharState_RunForward : CharState_WalkForward))); | ||||
|             else if(vec.y < 0.0f) | ||||
|                 setState(inwater ? (isrunning ? CharState_SwimRunBack : CharState_SwimWalkBack) | ||||
|                                  : (sneak ? CharState_SneakBack : (isrunning ? CharState_RunBack : CharState_WalkBack))); | ||||
| 
 | ||||
|             vec.x *= speed; | ||||
|             vec.y *= speed; | ||||
|                 movestate = (inwater ? (isrunning ? CharState_SwimRunBack : CharState_SwimWalkBack) | ||||
|                                      : (sneak ? CharState_SneakBack | ||||
|                                               : (isrunning ? CharState_RunBack : CharState_WalkBack))); | ||||
|         } | ||||
|         else if(rot.z != 0.0f && !inwater && !sneak) | ||||
|         { | ||||
|             if(rot.z > 0.0f) | ||||
|                 setState(CharState_TurnRight); | ||||
|                 movestate = CharState_TurnRight; | ||||
|             else if(rot.z < 0.0f) | ||||
|                 setState(CharState_TurnLeft); | ||||
|                 movestate = CharState_TurnLeft; | ||||
|         } | ||||
|         else if(mAnimQueue.size() > 0) | ||||
|         { | ||||
|             if(mAnimQueue.size() > 1) | ||||
| 
 | ||||
|         if(movestate != CharState_None) | ||||
|             clearAnimQueue(); | ||||
| 
 | ||||
|         if(mAnimQueue.size() == 0) | ||||
|             idlestate = (inwater ? CharState_IdleSwim : (sneak ? CharState_IdleSneak : CharState_Idle)); | ||||
|         else if(mAnimQueue.size() > 1) | ||||
|         { | ||||
|             if(mAnimation->isPlaying(mAnimQueue.front().first) == false) | ||||
|             { | ||||
|  | @ -337,9 +402,6 @@ void CharacterController::update(float duration, Movement &movement) | |||
|                                  "start", "stop", 0.0f, mAnimQueue.front().second); | ||||
|             } | ||||
|         } | ||||
|         } | ||||
|         else | ||||
|             setState((inwater ? CharState_IdleSwim : (sneak ? CharState_IdleSneak : CharState_Idle))); | ||||
| 
 | ||||
|         vec *= duration; | ||||
|         movement.mPosition[0] += vec.x; | ||||
|  | @ -410,13 +472,15 @@ void CharacterController::update(float duration, Movement &movement) | |||
| 
 | ||||
|             if(mUpdateWeapon) | ||||
|             { | ||||
|                 forcestateupdate = (mWeaponType != weaptype); | ||||
|                 mWeaponType = weaptype; | ||||
|                 forceStateUpdate(); | ||||
|                 mUpdateWeapon = false; | ||||
|             } | ||||
| 
 | ||||
|             if(weaptype != mWeaponType) | ||||
|             { | ||||
|                 forcestateupdate = true; | ||||
| 
 | ||||
|                 std::string weapgroup; | ||||
|                 if(weaptype == WeapType_None) | ||||
|                 { | ||||
|  | @ -435,7 +499,6 @@ void CharacterController::update(float duration, Movement &movement) | |||
|                 } | ||||
| 
 | ||||
|                 mWeaponType = weaptype; | ||||
|                 forceStateUpdate(); | ||||
| 
 | ||||
|                 if(weapon != inv.end()) | ||||
|                 { | ||||
|  | @ -461,8 +524,10 @@ void CharacterController::update(float duration, Movement &movement) | |||
|             else if(mAnimation->isPlaying("torch")) | ||||
|                 mAnimation->disable("torch"); | ||||
|         } | ||||
| 
 | ||||
|         refreshCurrentAnims(idlestate, movestate, forcestateupdate); | ||||
|     } | ||||
|     else if (cls.getCreatureStats(mPtr).isDead()) | ||||
|     else if(cls.getCreatureStats(mPtr).isDead()) | ||||
|     { | ||||
|         MWBase::Environment::get().getWorld()->enableActorCollision(mPtr, false); | ||||
|     } | ||||
|  | @ -506,7 +571,10 @@ void CharacterController::playGroup(const std::string &groupname, int mode, int | |||
|             clearAnimQueue(); | ||||
|             mAnimQueue.push_back(std::make_pair(groupname, count-1)); | ||||
| 
 | ||||
|             mCharState = CharState_SpecialIdle; | ||||
|             mAnimation->disable(mCurrentIdle); | ||||
|             mCurrentIdle.clear(); | ||||
| 
 | ||||
|             mIdleState = CharState_SpecialIdle; | ||||
|             mAnimation->play(groupname, Priority_Default, | ||||
|                              MWRender::Animation::Group_All, false, | ||||
|                              ((mode==2) ? "loop start" : "start"), "stop", 0.0f, count-1); | ||||
|  | @ -528,7 +596,6 @@ bool CharacterController::isAnimPlaying(const std::string &groupName) | |||
| { | ||||
|     if(mAnimation == NULL) | ||||
|         return false; | ||||
|     else | ||||
|     return mAnimation->isPlaying(groupName); | ||||
| } | ||||
| 
 | ||||
|  | @ -556,12 +623,17 @@ void CharacterController::forceStateUpdate() | |||
|         return; | ||||
|     clearAnimQueue(); | ||||
| 
 | ||||
|     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); | ||||
|     refreshCurrentAnims(mIdleState, mMovementState, true); | ||||
|     if(mCharState >= CharState_Death1) | ||||
|     { | ||||
|         const StateInfo *state = std::find_if(sStateList, sStateListEnd, FindCharState(mCharState)); | ||||
|         if(state == sStateListEnd) | ||||
|             throw std::runtime_error("Failed to find character state "+Ogre::StringConverter::toString(mCharState)); | ||||
| 
 | ||||
|         if(!mAnimation->getInfo(state->groupname)) | ||||
|             mAnimation->play(state->groupname, Priority_Death, MWRender::Animation::Group_All, | ||||
|                              false, "start", "stop", 0.0f, 0); | ||||
|     } | ||||
| } | ||||
| 
 | ||||
| } | ||||
|  |  | |||
|  | @ -17,6 +17,7 @@ class Movement; | |||
| 
 | ||||
| enum Priority { | ||||
|     Priority_Default, | ||||
|     Priority_Movement, | ||||
|     Priority_Weapon, | ||||
|     Priority_Torch, | ||||
| 
 | ||||
|  | @ -26,6 +27,8 @@ enum Priority { | |||
| }; | ||||
| 
 | ||||
| enum CharacterState { | ||||
|     CharState_None, | ||||
| 
 | ||||
|     CharState_SpecialIdle, | ||||
|     CharState_Idle, | ||||
|     CharState_Idle2, | ||||
|  | @ -100,6 +103,11 @@ class CharacterController | |||
|     typedef std::deque<std::pair<std::string,size_t> > AnimationQueue; | ||||
|     AnimationQueue mAnimQueue; | ||||
| 
 | ||||
|     CharacterState mIdleState; | ||||
|     std::string mCurrentIdle; | ||||
|     CharacterState mMovementState; | ||||
|     std::string mCurrentMovement; | ||||
| 
 | ||||
|     CharacterState mCharState; | ||||
|     WeaponType mWeaponType; | ||||
|     bool mSkipAnim; | ||||
|  | @ -111,8 +119,7 @@ class CharacterController | |||
|     float mSecondsOfSwimming; | ||||
|     float mSecondsOfRunning; | ||||
| 
 | ||||
|     // Gets an animation group name from the current character state, and whether it should loop.
 | ||||
|     void getCurrentGroup(std::string &group, Priority &prio, bool &loops) const; | ||||
|     void refreshCurrentAnims(CharacterState idle, CharacterState movement, bool force=false); | ||||
| 
 | ||||
|     static void getWeaponGroup(WeaponType weaptype, std::string &group); | ||||
| 
 | ||||
|  |  | |||
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