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181 lines
5.8 KiB
C++
181 lines
5.8 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef CL_ANIMATION_STATE_H
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#define CL_ANIMATION_STATE_H
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/////////////
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// INCLUDE //
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/////////////
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// Misc
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#include "nel/misc/types_nl.h"
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#include "nel/misc/string_mapper.h"
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// GameShare
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#include "game_share/gender.h"
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// Client sheets
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#include "client_sheets/animation_set_list_sheet.h"
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// Client
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#include "animation.h"
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// std
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#include <map>
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///////////
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// CLASS //
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///////////
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namespace NLGEORGES
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{
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class UFormElm;
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}
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/*
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* Documentation
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*
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* TAnimStateId : there is one TAnimStateId assciated with one string.
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*/
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/**
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* <Class description>
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* \author Guillaume PUZIN (GUIGUI)
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* \author Nevrax France
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* \date 2002
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*/
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class CAnimationState
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{
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friend class CAnimationSet;
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private:
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/// Vector of animation.
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std::vector<CAnimation> _Animations;
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/** Root Animations (index point to _Animations).
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* A Root animation is an animation that is not referenced in the "Graph of Next Anim"
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*/
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std::vector<uint> _RootAnimations;
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// State Sheet
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CAnimationStateSheet *_Sheet;
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/// mark each animation of traversed state
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void recursMarkTraverseNext(sint idAnim, std::vector<bool> &traversedAnims, bool rootCall);
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// Build list of possible animations, according to job specialisation and race
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void buildAnimFilter(std::vector<uint> &filteredRootAnimList, std::vector<bool> &animFilterStates, uint32 jobSpecialisation, EGSPD::CPeople::TPeople race, GSGENDER::EGender gender) const;
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// Choose a valid animation index in state.
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// (there are more chances for the first animation)
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// \warning This method does not check if _Animations is empty.
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uint chooseAnimationIndex(const std::vector<uint> &filteredRootAnimList) const;
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/** Backward compatibility. FallBack to old animations if EnableRacialAnimation==false
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* The fallbakc depends on the StateId (run, sit...) and on sex of player:
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* 0 male
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* 1 female
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*/
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static EGSPD::CPeople::TPeople _FallBackToDefaultRace[2][CAnimationStateSheet::StaticStateCount];
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static bool _FallBackToDefaultRaceInited;
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static void initFallBackToDefaultRace();
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bool isOldRaceAnimationForced(EGSPD::CPeople::TPeople race, GSGENDER::EGender gender) const;
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public:
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/// Constructor
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CAnimationState();
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void init(CAnimationStateSheet *sheet, NL3D::UAnimationSet *animationSet);
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/// Return the ID for the State.
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TAnimStateId state() const
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{
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return (TAnimStateId)_Sheet->State;
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}
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/*
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* Choose an animation in the list.
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* \return TAnimId : Id of the animation.
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* \param jobSpecialisation. 0 if none, else an index of a job specialisation of the character (eg: CraftRolemaster)
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* \param race. unknown => all selected
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* \param gender. Special Hack for EnableRacialAnimation==false....
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*/
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CAnimation::TAnimId chooseAnim(uint32 jobSpecialisation, EGSPD::CPeople::TPeople race, GSGENDER::EGender gender, double angToDest=0.0, CAnimation::TAnimId currentAnimIndex=CAnimation::UnknownAnim) const;
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/// Should the objects in hands be displayed ?
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bool areObjectsVisible() const {return _Sheet->DisplayObjects;}
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/// return the name of the LodCharacter animation. Only one by AnimationState.
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std::string getLodCharacterAnimation() const
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{
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return _Sheet->LodCharAnim.get(_Sheet->IdLodCharacterAnimation);
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}
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/// return mean MeleeImpactDelay (relevant only for melee attack states)
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float getMeleeImpactDelay() const {return _Sheet->MeleeImpactDelay;}
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/// Return a pointer on the animation according to the animId.
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const CAnimation *getAnimation(CAnimation::TAnimId animId) const
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{
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if((uint)animId >= _Animations.size())
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{
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nlwarning("CAnimationState:getAnimation: animId '%d' is invalid, state animation count = %d", animId,_Animations.size());
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if( _Sheet )
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{
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nlinfo("CAnimationState:getAnimation: animation sheet count = %d, State = %d, display objects : %d", _Sheet->Animations.size(), _Sheet->State, _Sheet->DisplayObjects?1:0);
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}
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#if !FINAL_VERSION
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nlstop;
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#endif // !FINAL_VERSION
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return 0;
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}
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return &(_Animations[animId]);
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}
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/** \name DEBUG
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* Methods only here for the debug.
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*/
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//@{
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/// Method only Used for debug
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void check(CAnimation::TAnimId animId) const
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{
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if(animId != CAnimation::UnknownAnim)
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nlassertex(((uint)animId<_Animations.size()), ("CAnimationState:check: animId '%d' is invalid.", animId));
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}
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//@}
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uint getNumAnimation() const { return _Animations.size(); }
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CAnimation *getAnimationByIndex(uint index);
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// Transform a string in state id
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static TAnimStateId getAnimationStateId (const std::string &stateName)
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{
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return CAnimationStateSheet::getAnimationStateId(stateName);
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}
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// Transform a state id in string (for debug output)
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static const std::string &getAnimationStateName (TAnimStateId id)
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{
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return CAnimationStateSheet::getAnimationStateName(id);
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}
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// static void memoryCompress() { _LodCharAnim.memoryCompress(); }
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// static void memoryRelease() { _LodCharAnim.clear(); }
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};
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#endif // CL_ANIMATION_STATE_H
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/* End of animation_state.h */
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