/* * 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), mDirection(Ogre::Vector3::ZERO), mState(state), mSkipAnim(false) { if(mAnimation) mAnimNames = mAnimation->getAnimationNames(); if(mAnimNames.size() == 0) { mAnimation = NULL; return; } mAnimation->setController(this); setState(mState); } CharacterController::CharacterController(const CharacterController &rhs) : mPtr(rhs.mPtr), mAnimation(rhs.mAnimation), mAnimNames(rhs.mAnimNames) , mAnimQueue(rhs.mAnimQueue), mCurrentGroup(rhs.mCurrentGroup) , mDirection(rhs.mDirection), 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(float time, 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 \""< 0.0f && mState != CharState_Dead) mAnimation->play(mCurrentGroup, "loop start"); } else 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() == 0) { if(time > 0.0f && mState != CharState_Dead) mAnimation->play(mCurrentGroup, "loop start"); } else 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; } } void CharacterController::setDirection(const Ogre::Vector3 &dir) { // HACK: The direction length we get is too large. float mult = dir.length() / 32.0f; mult = std::max(1.0f, mult); if(mAnimation) mAnimation->setSpeedMult(mult); mDirection = dir.normalisedCopy(); } Ogre::Vector3 CharacterController::update(float duration) { Ogre::Vector3 movement = Ogre::Vector3::ZERO; if(mAnimation && !mSkipAnim) movement += mAnimation->runAnimation(duration); mSkipAnim = false; if(!(getState() == CharState_SpecialIdle || getState() == CharState_Idle || getState() == CharState_Dead)) { movement = mDirection * movement.length(); } return movement; } 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; mState = CharState_SpecialIdle; mAnimation->setAccumulation(Ogre::Vector3::ZERO); 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_SpecialIdle: break; case CharState_Idle: mCurrentGroup = "idle"; mAnimation->setAccumulation(Ogre::Vector3::ZERO); mAnimation->play(mCurrentGroup, "start"); break; case CharState_WalkForward: mCurrentGroup = "walkforward"; mAnimation->setAccumulation(Ogre::Vector3(0.0f, 1.0f, 0.0f)); mAnimation->play(mCurrentGroup, "start"); break; case CharState_WalkBack: mCurrentGroup = "walkback"; mAnimation->setAccumulation(Ogre::Vector3(0.0f, 1.0f, 0.0f)); mAnimation->play(mCurrentGroup, "start"); break; case CharState_Dead: mCurrentGroup = "death1"; mAnimation->setAccumulation(Ogre::Vector3(1.0f, 1.0f, 0.0f)); mAnimation->play(mCurrentGroup, "start"); break; } } }