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OpenMW/apps/openmw/mwmechanics/character.cpp
2013-03-31 17:32:39 -07:00

319 lines
10 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 <OgreStringConverter.h>
#include "movement.hpp"
#include "../mwrender/animation.hpp"
#include "../mwbase/environment.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_IdleSneak, "idlesneak" },
{ 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" },
{ 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(MWWorld::Class::get(mPtr).isActor())
{
/* 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));
}
else
{
/* Don't accumulate with non-actors. */
mAnimation->setAccumulation(Ogre::Vector3(0.0f));
}
if(mAnimation->hasAnimation(mCurrentGroup))
mAnimation->play(mCurrentGroup, "stop", "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::updatePtr(const MWWorld::Ptr &ptr)
{
mPtr = ptr;
}
void CharacterController::markerEvent(float time, const std::string &evt)
{
if(evt == "stop")
{
if(mAnimQueue.size() >= 2 && mAnimQueue[0] == mAnimQueue[1])
{
mAnimQueue.pop_front();
mAnimation->play(mCurrentGroup, "loop start", "stop", false);
}
else if(mAnimQueue.size() > 0)
{
mAnimQueue.pop_front();
if(mAnimQueue.size() > 0)
{
mCurrentGroup = mAnimQueue.front();
mAnimation->play(mCurrentGroup, "start", "stop", false);
}
}
return;
}
std::cerr<< "Unhandled animation event: "<<evt <<std::endl;
}
void CharacterController::update(float duration, Movement &movement)
{
float speed = 0.0f;
if(!(getState() >= CharState_Death1))
{
const MWBase::World *world = MWBase::Environment::get().getWorld();
const MWWorld::Class &cls = MWWorld::Class::get(mPtr);
bool onground = world->isOnGround(mPtr);
bool inwater = world->isSwimming(mPtr);
bool isrunning = cls.getStance(mPtr, MWWorld::Class::Run);
bool sneak = cls.getStance(mPtr, MWWorld::Class::Sneak);
const Ogre::Vector3 &vec = cls.getMovementVector(mPtr);
const Ogre::Vector3 &rot = cls.getRotationVector(mPtr);
speed = cls.getSpeed(mPtr);
/* FIXME: The state should be set to Jump, and X/Y movement should be disallowed except
* for the initial thrust (which would be carried by "physics" until landing). */
if(onground && vec.z > 0.0f)
{
float x = cls.getJump(mPtr);
if(vec.x == 0 && vec.y == 0)
movement.mPosition[2] += x*duration;
else
{
/* FIXME: this would be more correct if we were going into a jumping state,
* rather than normal walking/idle states. */
//Ogre::Vector3 lat = Ogre::Vector3(vec.x, vec.y, 0.0f).normalisedCopy();
//movement += Ogre::Vector3(lat.x, lat.y, 1.0f) * x * 0.707f * duration;
movement.mPosition[2] += x * 0.707f * duration;
}
//decrease fatigue by fFatigueJumpBase + (1 - normalizedEncumbrance) * fFatigueJumpMult;
}
if(std::abs(vec.x/2.0f) > std::abs(vec.y) && speed > 0.0f)
{
if(vec.x > 0.0f)
setState(inwater ? (isrunning ? CharState_SwimRunRight : CharState_SwimWalkRight)
: (sneak ? CharState_SneakRight : (isrunning ? CharState_RunRight : CharState_WalkRight)), true);
else if(vec.x < 0.0f)
setState(inwater ? (isrunning ? CharState_SwimRunLeft : CharState_SwimWalkLeft)
: (sneak ? CharState_SneakLeft : (isrunning ? CharState_RunLeft : CharState_WalkLeft)), true);
// Apply any forward/backward movement manually
movement.mPosition[1] += vec.y * (speed*duration);
}
else if(vec.y != 0.0f && speed > 0.0f)
{
if(vec.y > 0.0f)
setState(inwater ? (isrunning ? CharState_SwimRunForward : CharState_SwimWalkForward)
: (sneak ? CharState_SneakForward : (isrunning ? CharState_RunForward : CharState_WalkForward)), true);
else if(vec.y < 0.0f)
setState(inwater ? (isrunning ? CharState_SwimRunBack : CharState_SwimWalkBack)
: (sneak ? CharState_SneakBack : (isrunning ? CharState_RunBack : CharState_WalkBack)), true);
// Apply any sideways movement manually
movement.mPosition[0] += vec.x * (speed*duration);
}
else if(rot.z != 0.0f && !inwater && !sneak)
{
if(rot.z > 0.0f)
setState(CharState_TurnRight, true);
else if(rot.z < 0.0f)
setState(CharState_TurnLeft, true);
}
else if(mAnimQueue.size() == 0)
setState((inwater ? CharState_IdleSwim : (sneak ? CharState_IdleSneak : CharState_Idle)), true);
movement.mRotation[0] += rot.x * duration;
movement.mRotation[1] += rot.y * duration;
movement.mRotation[2] += rot.z * duration;
}
if(mAnimation && !mSkipAnim)
{
mAnimation->setSpeed(speed);
Ogre::Vector3 moved = mAnimation->runAnimation(duration);
movement.mPosition[0] += moved.x;
movement.mPosition[1] += moved.y;
movement.mPosition[2] += moved.z;
}
mSkipAnim = false;
}
void CharacterController::playGroup(const std::string &groupname, int mode, int count)
{
if(!mAnimation || !mAnimation->hasAnimation(groupname))
std::cerr<< "Animation "<<groupname<<" not found" <<std::endl;
else
{
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->play(mCurrentGroup, ((mode==2) ? "loop start" : "start"), "stop", 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)
{
if(mAnimation)
mAnimation->setLooping(loop);
return;
}
mState = state;
if(!mAnimation)
return;
mAnimQueue.clear();
std::string anim;
getStateInfo(mState, &anim);
if(mAnimation->hasAnimation(anim))
{
mCurrentGroup = anim;
mAnimation->play(mCurrentGroup, "start", "stop", loop);
}
}
}