khanat-opennel-code/code/ryzom/client/src/animation_state.h
2014-02-08 18:39:39 -08:00

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 */