2fad59f296
--HG-- branch : develop
312 lines
10 KiB
C++
312 lines
10 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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#include "stdpch.h"
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/////////////
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// INCLUDE //
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/////////////
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#include "animation_state.h"
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#include "debug_client.h"
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#include "client_cfg.h"
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// misc
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#include "nel/misc/debug.h"
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// Georges
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#include "nel/georges/u_form_elm.h"
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#ifdef DEBUG_NEW
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#define new DEBUG_NEW
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#endif
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///////////
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// USING //
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///////////
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using namespace NLGEORGES;
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using namespace std;
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////////////
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// METHOD //
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////////////
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//-----------------------------------------------
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//-----------------------------------------------
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EGSPD::CPeople::TPeople CAnimationState::_FallBackToDefaultRace[2][CAnimationStateSheet::StaticStateCount];
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bool CAnimationState::_FallBackToDefaultRaceInited= false;
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//-----------------------------------------------
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//-----------------------------------------------
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// Yoyo: ugly: because of players, we have to disable racial animation if they don't want them
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void CAnimationState::initFallBackToDefaultRace()
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{
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_FallBackToDefaultRaceInited= true;
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// Default
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for(uint i=0;i<CAnimationStateSheet::StaticStateCount;i++)
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{
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_FallBackToDefaultRace[0][i]= EGSPD::CPeople::Matis;
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_FallBackToDefaultRace[1][i]= EGSPD::CPeople::Matis;
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}
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// Special for Sit mode. Use fyros for female, and tryker for male
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_FallBackToDefaultRace[0][CAnimationStateSheet::SitMode]= EGSPD::CPeople::Tryker;
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_FallBackToDefaultRace[1][CAnimationStateSheet::SitMode]= EGSPD::CPeople::Fyros;
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_FallBackToDefaultRace[0][CAnimationStateSheet::SitEnd]= EGSPD::CPeople::Tryker;
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_FallBackToDefaultRace[1][CAnimationStateSheet::SitEnd]= EGSPD::CPeople::Fyros;
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_FallBackToDefaultRace[0][CAnimationStateSheet::Idle]= EGSPD::CPeople::Tryker;
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_FallBackToDefaultRace[1][CAnimationStateSheet::Idle]= EGSPD::CPeople::Fyros;
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}
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//-----------------------------------------------
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//-----------------------------------------------
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// Yoyo: ugly: because of players, we have to disable some racial animation since they don't want them AT ALL
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bool CAnimationState::isOldRaceAnimationForced(EGSPD::CPeople::TPeople race, GSGENDER::EGender gender) const
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{
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TAnimStateId animState= state();
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// consider Idle as sit.... This is false if the animation MODE is not SIT, but don't care,
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// since idle is never a run/walk state....
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bool isSit= animState==CAnimationStateSheet::SitMode ||
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animState==CAnimationStateSheet::SitEnd ||
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animState==CAnimationStateSheet::Idle;
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// disable Tryker male run/walk
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if(race==EGSPD::CPeople::Tryker && gender==GSGENDER::male && !isSit)
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return true;
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// disable Fyros male Sit
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if(race==EGSPD::CPeople::Fyros && gender==GSGENDER::male && isSit)
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return true;
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// disable Matis (male/female) Sit
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if(race==EGSPD::CPeople::Matis && isSit)
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return true;
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// otherwise, allow every other racial animation
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return false;
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}
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//-----------------------------------------------
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// CAnimationState :
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// Constructor.
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//-----------------------------------------------
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CAnimationState::CAnimationState()
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{
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_Sheet = NULL;
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}// CAnimationState //
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//-----------------------------------------------
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// recursMarkTraverseNext
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//-----------------------------------------------
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void CAnimationState::recursMarkTraverseNext(sint idAnim, std::vector<bool> &traversedAnims, bool rootCall)
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{
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if(idAnim<0 || idAnim>=(sint)_Animations.size())
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return;
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// if this animation has already been traversed, then don't need to recurse (already done)
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if(traversedAnims[idAnim])
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return;
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// mark this anim as traversed (if not from rootcall)
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if(!rootCall)
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traversedAnims[idAnim]= true;
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// mark, and traverse recurs
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CAnimation &anim= _Animations[idAnim];
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const std::vector<sint8> &nextAnim= anim.getNextAnimList();
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for(uint i=0;i<nextAnim.size();i++)
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recursMarkTraverseNext(nextAnim[i], traversedAnims, false);
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}
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//-----------------------------------------------
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// init
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//-----------------------------------------------
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void CAnimationState::init(CAnimationStateSheet *sheet, NL3D::UAnimationSet *animationSet)
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{
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uint32 i;
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_Sheet = sheet;
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// **** init if needed _FallBackToDefaultRace
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if(!_FallBackToDefaultRaceInited)
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initFallBackToDefaultRace();
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// **** build animation list
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_Animations.resize(sheet->Animations.size());
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for (i = 0; i < _Animations.size(); ++i)
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{
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_Animations[i].init(&sheet->Animations[i], animationSet);
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}
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// **** build list of root animation
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// flag each animation to know if it is reachable through "NextAnim" system
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std::vector<bool> traversedAnims;
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traversedAnims.clear();
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traversedAnims.resize(_Animations.size(), false);
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for (i = 0; i < _Animations.size(); ++i)
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{
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recursMarkTraverseNext(i, traversedAnims, true);
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}
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// Build the final list of root animaions
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_RootAnimations.clear();
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for (i = 0; i < _Animations.size(); ++i)
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{
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// root animations are not reachable. NB: also consider always the 0th animation as a root one
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if(i==0 || !traversedAnims[i])
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_RootAnimations.push_back(i);
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}
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}// init//
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//-----------------------------------------------
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// buildAnimFilter
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//-----------------------------------------------
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void CAnimationState::buildAnimFilter(vector<uint> &filteredRootAnimList, vector<bool> &animFilterStates, uint32 jobSpecialisation, EGSPD::CPeople::TPeople race, GSGENDER::EGender gender) const
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{
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uint i;
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// If the user doesn't want Racial Animation, force player race according to old animations
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// Plus force old race animation for some anim/race/gender case
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if(!ClientCfg.EnableRacialAnimation || isOldRaceAnimationForced(race, gender) )
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{
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// avoid problem with Gender= Neutral (beast).
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uint uGender= gender;
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uint uState= state();
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NLMISC::clamp(uGender, 0U, 1U);
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NLMISC::clamp(uState, 0U, uint(CAnimationStateSheet::StaticStateCount-1));
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// According to the state, and the sex of user, the choice may differ
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race= _FallBackToDefaultRace[uGender][uState];
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}
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// Mark each animation if ok or not
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animFilterStates.resize(_Animations.size());
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for(i=0;i<_Animations.size();i++)
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{
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animFilterStates[i]= _Animations[i].filterOk(jobSpecialisation, race);
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}
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// build list of filtered root animation
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filteredRootAnimList.clear();
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for(i=0;i<_RootAnimations.size();i++)
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{
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uint idAnim= _RootAnimations[i];
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// if this root animation is filtered, add it
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if(idAnim<_Animations.size() && animFilterStates[idAnim])
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filteredRootAnimList.push_back(idAnim);
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}
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}// buildAnimFilter //
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//-----------------------------------------------
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// chooseAnimationIndex :
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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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//-----------------------------------------------
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uint CAnimationState::chooseAnimationIndex(const vector<uint> &filteredRootAnimList) const
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{
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// error, none match filter, fallback to the first one
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if(filteredRootAnimList.empty())
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return 0;
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// 1 chance by 2 to choose the first animation
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if(filteredRootAnimList.size()==1 || (rand()%2))
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return filteredRootAnimList[0];
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else
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return filteredRootAnimList[rand()%filteredRootAnimList.size()];
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}// chooseAnimationIndex //
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//-----------------------------------------------
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// chooseAnim :
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// Choose an animation in the list.
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// \return TAnimId : Id of the animation.
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//-----------------------------------------------
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CAnimation::TAnimId CAnimationState::chooseAnim(uint32 jobSpecialisation, EGSPD::CPeople::TPeople race, GSGENDER::EGender gender, double angToDest, CAnimation::TAnimId currentAnimIndex) const
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{
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// If there is not animation return CAnimation::UnknownAnim.
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if(_Animations.empty())
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return CAnimation::UnknownAnim;
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// The animation to choose is not a rotation, no need to choose according to an angle.
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if(angToDest == 0.0)
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{
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// static to avoid reallocation each time
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static vector<uint> filteredRootAnimList;
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static vector<bool> animFilterStates;
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buildAnimFilter(filteredRootAnimList, animFilterStates, jobSpecialisation, race, gender);
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// Do not check if there is a sequence
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if(currentAnimIndex == CAnimation::UnknownAnim)
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return (CAnimation::TAnimId) chooseAnimationIndex(filteredRootAnimList);
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// Check the current animation index given is valid.
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if((uint)currentAnimIndex >= _Animations.size())
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{
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nlwarning("CAnimationState:chooseAnim: currentAnimIndex(%d) >= size", currentAnimIndex);
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return (CAnimation::TAnimId) chooseAnimationIndex(filteredRootAnimList);
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}
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// Get the next animation to play from the animation given.
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sint8 nextAnim = _Animations[(uint)currentAnimIndex].getNextAnim(animFilterStates);
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// Check the is a next animation defined
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if(nextAnim >= 0)
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{
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// Check the next animation is valid
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if((uint)nextAnim<_Animations.size())
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return (CAnimation::TAnimId) nextAnim;
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else
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{
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nlwarning("CAnimationState:chooseAnim: next animation index(%d) is invalid", nextAnim);
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return (CAnimation::TAnimId) chooseAnimationIndex(filteredRootAnimList);
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}
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}
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else
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return (CAnimation::TAnimId) chooseAnimationIndex(filteredRootAnimList);
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}
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// This is a rotation.
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else
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{
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uint i;
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uint best = 0;
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const uint count = (uint)_Animations.size ();
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double bestAng = 1000.0; // Big value to be > to the first element.
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for (i=0; i<count; i++)
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{
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const CAnimation &anim = _Animations[i];
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double angTmp;
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if(anim.virtualRot() != 0.0)
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angTmp = fabs(fabs(angToDest)-anim.virtualRot());
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else
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angTmp = fabs(fabs(angToDest)-anim.getRot());
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if(angTmp < bestAng)
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{
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bestAng = angTmp;
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best = i;
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}
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}
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// Return the id for the closest animation for this angle.
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return (CAnimation::TAnimId)best;
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}
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}// chooseAnim //
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//-----------------------------------------------
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// getAnimationByIndex
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//-----------------------------------------------
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CAnimation *CAnimationState::getAnimationByIndex(uint index)
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{
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if (index >= _Animations.size()) return NULL;
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return &_Animations[index];
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}// getAnimationByIndex
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