khanat-code-old/code/ryzom/client/src/animation_state.cpp

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