/* * 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 #include "../mwrender/animation.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/soundmanager.hpp" #include "../mwbase/world.hpp" #include "../mwworld/class.hpp" namespace MWMechanics { static const struct { CharacterState state; const char groupname[32]; } 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_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_Jump, "jump" }, { CharState_Death1, "death1" }, { CharState_Death2, "death2" }, { CharState_Death3, "death3" }, { CharState_Death4, "death4" }, { CharState_Death5, "death5" }, }; static const size_t sStateListSize = sizeof(sStateList)/sizeof(sStateList[0]); static void getStateInfo(CharacterState state, std::string *group) { for(size_t i = 0;i < sStateListSize;i++) { if(sStateList[i].state == state) { *group = sStateList[i].groupname; return; } } throw std::runtime_error("Failed to find character state "+Ogre::StringConverter::toString(state)); } CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Animation *anim, CharacterState state, bool loop) : mPtr(ptr), mAnimation(anim), mState(state), mSkipAnim(false) { if(!mAnimation) return; mAnimation->setController(this); getStateInfo(mState, &mCurrentGroup); if(ptr.getTypeName() == typeid(ESM::Activator).name()) { /* Don't accumulate with activators (they don't get moved). */ mAnimation->setAccumulation(Ogre::Vector3::ZERO); } else { /* Accumulate along X/Y only for now, until we can figure out how we should * handle knockout and death which moves the character down. */ mAnimation->setAccumulation(Ogre::Vector3(1.0f, 1.0f, 0.0f)); } if(mAnimation->hasAnimation(mCurrentGroup)) mAnimation->play(mCurrentGroup, "stop", loop); } CharacterController::CharacterController(const CharacterController &rhs) : mPtr(rhs.mPtr), mAnimation(rhs.mAnimation), mAnimQueue(rhs.mAnimQueue) , mCurrentGroup(rhs.mCurrentGroup), mState(rhs.mState) , mSkipAnim(rhs.mSkipAnim) { if(!mAnimation) return; /* We've been copied. Update the animation with the new controller. */ mAnimation->setController(this); } CharacterController::~CharacterController() { } 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; } if(evt == "stop") { if(mAnimQueue.size() >= 2 && mAnimQueue[0] == mAnimQueue[1]) { mAnimQueue.pop_front(); mAnimation->play(mCurrentGroup, "loop start", false); } else if(mAnimQueue.size() > 0) { mAnimQueue.pop_front(); if(mAnimQueue.size() > 0) { mCurrentGroup = mAnimQueue.front(); mAnimation->play(mCurrentGroup, "start", false); } } return; } std::cerr<< "Unhandled animation event: "<= CharState_Death1)) { const MWBase::World *world = MWBase::Environment::get().getWorld(); const MWWorld::Class &cls = MWWorld::Class::get(mPtr); const Ogre::Vector3 &vec = cls.getMovementVector(mPtr); bool inwater = world->isSwimming(mPtr); bool isrunning = cls.getStance(mPtr, MWWorld::Class::Run); speed = cls.getSpeed(mPtr); if(std::abs(vec.x/2.0f) > std::abs(vec.y) && speed > 0.0f) { if(vec.x > 0.0f) setState(isrunning ? (inwater ? CharState_SwimRunRight : CharState_RunRight) : (inwater ? CharState_SwimWalkRight : CharState_WalkRight), true); else if(vec.x < 0.0f) setState(isrunning ? (inwater ? CharState_SwimRunLeft: CharState_RunLeft) : (inwater ? CharState_SwimWalkLeft : CharState_WalkLeft), true); // Apply any forward/backward movement manually movement.y += vec.y * (speed*duration); } else if(vec.y != 0.0f && speed > 0.0f) { if(vec.y > 0.0f) setState(isrunning ? (inwater ? CharState_SwimRunForward : CharState_RunForward) : (inwater ? CharState_SwimWalkForward : CharState_WalkForward), true); else if(vec.y < 0.0f) setState(isrunning ? (inwater ? CharState_SwimRunBack : CharState_RunBack) : (inwater ? CharState_SwimWalkBack : CharState_WalkBack), true); // Apply any sideways movement manually movement.x += vec.x * (speed*duration); } else setState((inwater ? CharState_IdleSwim : CharState_Idle), true); } if(mAnimation && !mSkipAnim) { mAnimation->setSpeed(speed); movement += mAnimation->runAnimation(duration); } mSkipAnim = false; return movement; } void CharacterController::playGroup(const std::string &groupname, int mode, int count) { if(!mAnimation || !mAnimation->hasAnimation(groupname)) std::cerr<< "Animation "< 0) mAnimQueue.push_back(groupname); mCurrentGroup = groupname; mState = CharState_Idle; mAnimation->play(mCurrentGroup, ((mode==2) ? "loop start" : "start"), false); } else if(mode == 0) { mAnimQueue.resize(1); while(count-- > 0) mAnimQueue.push_back(groupname); } } } void CharacterController::skipAnim() { mSkipAnim = true; } void CharacterController::setState(CharacterState state, bool loop) { if(mState == state) return; mState = state; if(!mAnimation) return; mAnimQueue.clear(); std::string anim; getStateInfo(mState, &anim); if(mAnimation->hasAnimation(anim)) { mCurrentGroup = anim; mAnimation->play(mCurrentGroup, "start", loop); } } }