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