mirror of
https://port.numenaute.org/aleajactaest/khanat-code-old.git
synced 2024-12-05 01:34:48 +00:00
180 lines
5.6 KiB
C++
180 lines
5.6 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
|
|
// Copyright (C) 2010 Winch Gate Property Limited
|
|
//
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU Affero General Public License as
|
|
// published by the Free Software Foundation, either version 3 of the
|
|
// License, or (at your option) any later version.
|
|
//
|
|
// 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 Affero General Public License for more details.
|
|
//
|
|
// You should have received a copy of the GNU Affero General Public License
|
|
// along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
|
|
|
|
#ifndef CL_ANIMATION_STATE_H
|
|
#define CL_ANIMATION_STATE_H
|
|
|
|
/////////////
|
|
// INCLUDE //
|
|
/////////////
|
|
// Misc
|
|
#include "nel/misc/types_nl.h"
|
|
#include "nel/misc/string_mapper.h"
|
|
// GameShare
|
|
#include "game_share/gender.h"
|
|
// Client sheets
|
|
#include "client_sheets/animation_set_list_sheet.h"
|
|
// Client
|
|
#include "animation.h"
|
|
// std
|
|
#include <map>
|
|
|
|
|
|
///////////
|
|
// CLASS //
|
|
///////////
|
|
namespace NLGEORGES
|
|
{
|
|
class UFormElm;
|
|
}
|
|
|
|
/*
|
|
* Documentation
|
|
*
|
|
* TAnimStateId : there is one TAnimStateId assciated with one string.
|
|
*/
|
|
|
|
/**
|
|
* <Class description>
|
|
* \author Guillaume PUZIN (GUIGUI)
|
|
* \author Nevrax France
|
|
* \date 2002
|
|
*/
|
|
class CAnimationState
|
|
{
|
|
friend class CAnimationSet;
|
|
|
|
private:
|
|
/// Vector of animation.
|
|
std::vector<CAnimation> _Animations;
|
|
|
|
/** Root Animations (index point to _Animations).
|
|
* A Root animation is an animation that is not referenced in the "Graph of Next Anim"
|
|
*/
|
|
std::vector<uint> _RootAnimations;
|
|
|
|
// State Sheet
|
|
CAnimationStateSheet *_Sheet;
|
|
|
|
/// mark each animation of traversed state
|
|
void recursMarkTraverseNext(sint idAnim, std::vector<bool> &traversedAnims, bool rootCall);
|
|
|
|
// Build list of possible animations, according to job specialisation and race
|
|
void buildAnimFilter(std::vector<uint> &filteredRootAnimList, std::vector<bool> &animFilterStates, uint32 jobSpecialisation, EGSPD::CPeople::TPeople race, GSGENDER::EGender gender) const;
|
|
|
|
// Choose a valid animation index in state.
|
|
// (there are more chances for the first animation)
|
|
// \warning This method does not check if _Animations is empty.
|
|
uint chooseAnimationIndex(const std::vector<uint> &filteredRootAnimList) const;
|
|
|
|
/** Backward compatibility. FallBack to old animations if EnableRacialAnimation==false
|
|
* The fallbakc depends on the StateId (run, sit...) and on sex of player:
|
|
* 0 male
|
|
* 1 female
|
|
*/
|
|
static EGSPD::CPeople::TPeople _FallBackToDefaultRace[2][CAnimationStateSheet::StaticStateCount];
|
|
static bool _FallBackToDefaultRaceInited;
|
|
static void initFallBackToDefaultRace();
|
|
bool isOldRaceAnimationForced(EGSPD::CPeople::TPeople race, GSGENDER::EGender gender) const;
|
|
|
|
public:
|
|
/// Constructor
|
|
CAnimationState();
|
|
|
|
void init(CAnimationStateSheet *sheet, NL3D::UAnimationSet *animationSet);
|
|
|
|
/// Return the ID for the State.
|
|
TAnimStateId state() const
|
|
{
|
|
return (TAnimStateId)_Sheet->State;
|
|
}
|
|
|
|
/*
|
|
* Choose an animation in the list.
|
|
* \return TAnimId : Id of the animation.
|
|
* \param jobSpecialisation. 0 if none, else an index of a job specialisation of the character (eg: CraftRolemaster)
|
|
* \param race. unknown => all selected
|
|
* \param gender. Special Hack for EnableRacialAnimation==false....
|
|
*/
|
|
CAnimation::TAnimId chooseAnim(uint32 jobSpecialisation, EGSPD::CPeople::TPeople race, GSGENDER::EGender gender, double angToDest=0.0, CAnimation::TAnimId currentAnimIndex=CAnimation::UnknownAnim) const;
|
|
/// Should the objects in hands be displayed ?
|
|
bool areObjectsVisible() const {return _Sheet->DisplayObjects;}
|
|
|
|
/// return the name of the LodCharacter animation. Only one by AnimationState.
|
|
std::string getLodCharacterAnimation() const
|
|
{
|
|
return _Sheet->LodCharAnim.get(_Sheet->IdLodCharacterAnimation);
|
|
}
|
|
|
|
/// return mean MeleeImpactDelay (relevant only for melee attack states)
|
|
float getMeleeImpactDelay() const {return _Sheet->MeleeImpactDelay;}
|
|
|
|
/// Return a pointer on the animation according to the animId.
|
|
const CAnimation *getAnimation(CAnimation::TAnimId animId) const
|
|
{
|
|
if((uint)animId >= _Animations.size())
|
|
{
|
|
nlwarning("CAnimationState:getAnimation: animId '%d' is invalid, state animation count = %d", animId,_Animations.size());
|
|
if( _Sheet )
|
|
{
|
|
nlinfo("CAnimationState:getAnimation: animation sheet count = %d, State = %d, display objects : %d", _Sheet->Animations.size(), _Sheet->State, _Sheet->DisplayObjects?1:0);
|
|
}
|
|
#if !FINAL_VERSION
|
|
nlstop;
|
|
#endif // !FINAL_VERSION
|
|
return 0;
|
|
}
|
|
return &(_Animations[animId]);
|
|
}
|
|
|
|
/** \name DEBUG
|
|
* Methods only here for the debug.
|
|
*/
|
|
//@{
|
|
/// Method only Used for debug
|
|
void check(CAnimation::TAnimId animId) const
|
|
{
|
|
if(animId != CAnimation::UnknownAnim)
|
|
nlassertex(((uint)animId<_Animations.size()), ("CAnimationState:check: animId '%d' is invalid.", animId));
|
|
}
|
|
//@}
|
|
|
|
|
|
uint getNumAnimation() const { return (uint)_Animations.size(); }
|
|
CAnimation *getAnimationByIndex(uint index);
|
|
|
|
// Transform a string in state id
|
|
static TAnimStateId getAnimationStateId (const std::string &stateName)
|
|
{
|
|
return CAnimationStateSheet::getAnimationStateId(stateName);
|
|
}
|
|
|
|
// Transform a state id in string (for debug output)
|
|
static const std::string &getAnimationStateName (TAnimStateId id)
|
|
{
|
|
return CAnimationStateSheet::getAnimationStateName(id);
|
|
}
|
|
|
|
// static void memoryCompress() { _LodCharAnim.memoryCompress(); }
|
|
// static void memoryRelease() { _LodCharAnim.clear(); }
|
|
};
|
|
|
|
|
|
#endif // CL_ANIMATION_STATE_H
|
|
|
|
/* End of animation_state.h */
|