mirror of
https://port.numenaute.org/aleajactaest/khanat-code-old.git
synced 2024-11-11 17:59:02 +00:00
09c4314a05
removed 7z and made setup page for AMS
221 lines
4.3 KiB
C++
221 lines
4.3 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_H
|
|
#define CL_ANIMATION_H
|
|
|
|
/////////////
|
|
// INCLUDE //
|
|
/////////////
|
|
|
|
//
|
|
#include "game_share/magic_fx.h"
|
|
#include "client_sheets/animation_set_list_sheet.h"
|
|
//
|
|
#include "animation_fx.h"
|
|
|
|
|
|
///////////
|
|
// CLASS //
|
|
///////////
|
|
namespace NLGEORGES
|
|
{
|
|
class UFormElm;
|
|
}
|
|
|
|
namespace NL3D
|
|
{
|
|
class UTrack;
|
|
}
|
|
|
|
class CAnimationFXSet;
|
|
|
|
|
|
/**
|
|
* Class to describe an animation.
|
|
* \author Guillaume PUZIN (GUIGUI)
|
|
* \author Nevrax France
|
|
* \date 2002
|
|
* \todo GUIGUI : change the animation name to remove ".anim".
|
|
*/
|
|
class CAnimation
|
|
{
|
|
public:
|
|
/// Type of an animation.
|
|
enum TAnimId
|
|
{
|
|
UnknownAnim = 0xffffffff
|
|
};
|
|
public:
|
|
/// Constructor
|
|
CAnimation();
|
|
|
|
// dtor
|
|
~CAnimation();
|
|
|
|
/// Build the structure from the georges file read in sheet manager
|
|
void init(CAnimationSheet *sheet, NL3D::UAnimationSet *animationSet);
|
|
|
|
/// Return the Animation Id or UnknownAnim.
|
|
uint id() const {return _Animation;}
|
|
/// Return the Animation Id or UnknownAnim.
|
|
const NLSOUND::TSoundAnimId &soundId() const {return _SoundAnim;}
|
|
/// Must apply the Character scale Pos factor to the "pos" channel" of this animation.
|
|
bool applyCharacterScalePosFactor() const {return _Sheet->ApplyCharacterScalePosFactor;}
|
|
/// Return the fx associated with the animation.
|
|
std::string fx() const { return _Sheet->FxNames.get(_Sheet->IdFX); }
|
|
/// Is the head controlable by the code.
|
|
bool headControlable() const {return _Sheet->HeadControlable;}
|
|
|
|
/// Is the head controlable by the code.
|
|
bool isReverse() const {return _Sheet->Reverse;}
|
|
|
|
/// Is the head controlable by the code.
|
|
bool hideAtEndAnim() const {return _Sheet->HideAtEndAnim;}
|
|
|
|
double getRot() const {return _Rot;}
|
|
double virtualRot() const {return _Sheet->VirtualRot;}
|
|
|
|
// get fx set
|
|
CAnimationFXSet &getFXSet() { return _FXSet; }
|
|
const CAnimationFXSet &getFXSet() const { return _FXSet; }
|
|
|
|
/** Return the next animation to play or -1.
|
|
* only filtered anim (in animFilterStates) are used. if none, return -1
|
|
*/
|
|
sint8 getNextAnim(const std::vector<bool> &animFilterStates) const;
|
|
|
|
static std::set<std::string> MissingAnim;
|
|
|
|
// static void memoryCompress() { _FxNames.memoryCompress(); }
|
|
// static void memoryRelease() { _FxNames.clear(); }
|
|
|
|
void resetSoundAnim();
|
|
void reloadSoundAnim();
|
|
|
|
// true if this animation can be played according to the character job/race
|
|
bool filterOk(uint32 jobSpecialisation, EGSPD::CPeople::TPeople race) const
|
|
{
|
|
if(!_Sheet)
|
|
return true;
|
|
// Common case: No job restriction and no race restriction? => always ok
|
|
if(_Sheet->JobRestriction==0 && _Sheet->RaceRestriction==EGSPD::CPeople::Unknown)
|
|
return true;
|
|
// if job restriction don't match
|
|
if(_Sheet->JobRestriction!=0 && _Sheet->JobRestriction!=jobSpecialisation)
|
|
return false;
|
|
// if race restriction don't match
|
|
if(_Sheet->RaceRestriction!=EGSPD::CPeople::Unknown && _Sheet->RaceRestriction!=race)
|
|
return false;
|
|
// else filter ok
|
|
return true;
|
|
}
|
|
|
|
// return the list of Next Anim
|
|
const std::vector<sint8> &getNextAnimList() const;
|
|
|
|
private:
|
|
/// Id of the sound animation.
|
|
NLSOUND::TSoundAnimId _SoundAnim;
|
|
|
|
/// Name of the sound animation, for SoundAnimManager Reload
|
|
std::string _SoundAnimName;
|
|
|
|
/// Animation Id
|
|
uint _Animation;
|
|
|
|
/// Rotation in the animation.
|
|
double _Rot;
|
|
|
|
// FX set to launch with the animation
|
|
CAnimationFXSet _FXSet;
|
|
|
|
|
|
CAnimationSheet *_Sheet;
|
|
|
|
private:
|
|
void computeAnimation(NL3D::UAnimationSet *animationSet, const std::string &animName);
|
|
};
|
|
|
|
|
|
#endif // CL_ANIMATION_H
|
|
|
|
/* End of animation.h */
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|