0ad/source/graphics/UnitAnimation.cpp
Ykkrosh 310f3466a8 # Hotloading of actor XML files.
Stop ignoring actor XML animation speeds.
Add decentralised registration of hotloaders.
Move player ID storage into CModel, to simplify CUnit.
Remove obsolete unit ID allocation code.
Remove some material junk.

This was SVN commit r7605.
2010-06-03 01:29:43 +00:00

151 lines
4.5 KiB
C++

/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "UnitAnimation.h"
#include "graphics/Model.h"
#include "graphics/SkeletonAnim.h"
#include "graphics/SkeletonAnimDef.h"
#include "graphics/Unit.h"
#include "lib/rand.h"
#include "ps/CStr.h"
#include "ps/Game.h"
#include "simulation2/Simulation2.h"
#include "simulation2/components/ICmpSoundManager.h"
// Randomly modify the speed, so that units won't stay perfectly
// synchronised if they're playing animations of the same length
static float DesyncSpeed(float speed, float desync)
{
if (desync == 0.0f)
return speed;
return speed * (1.f - desync + 2.f*desync*(rand(0, 256)/255.f));
}
CUnitAnimation::CUnitAnimation(CUnit& unit)
: m_Unit(unit), m_State("idle"), m_Looping(true), m_Speed(1.f), m_OriginalSpeed(1.f), m_Desync(0.f)
{
}
void CUnitAnimation::SetAnimationState(const CStr& name, bool once, float speed, float desync, bool keepSelection, const CStrW& actionSound)
{
if (name == m_State)
return;
m_State = name;
m_Looping = !once;
m_OriginalSpeed = speed;
m_Desync = desync;
m_ActionSound = actionSound;
m_Speed = DesyncSpeed(m_OriginalSpeed, m_Desync);
if (! keepSelection)
m_Unit.SetEntitySelection(name);
m_Unit.SetRandomAnimation(m_State, !m_Looping);
}
void CUnitAnimation::SetAnimationSync(float actionTime, float repeatTime)
{
CModel& model = m_Unit.GetModel();
if (!model.m_Anim || !model.m_Anim->m_AnimDef)
return;
float duration = model.m_Anim->m_AnimDef->GetDuration();
// Set the speed so it loops once in repeatTime
float speed = duration / repeatTime;
// Compensate for the animation's scale factor
if (model.m_Anim->m_Speed)
speed /= model.m_Anim->m_Speed;
// Need to offset so that start+actionTime*speed = ActionPos
float start = model.m_Anim->m_ActionPos - actionTime*speed;
// Wrap it so that it's within the animation
start = fmodf(start, duration);
if (start < 0)
start += duration;
// Make the animation run at the computed timings
model.m_AnimTime = start;
m_Speed = m_OriginalSpeed = speed;
m_Desync = 0.f;
}
void CUnitAnimation::Update(float time)
{
CModel& model = m_Unit.GetModel();
// Convert from real time to scaled animation time
float advance = time*m_Speed;
// Check if the current animation will trigger the action events
bool action = false;
bool action2 = false;
model.CheckActionTriggers(advance, action, action2);
// Choose a new random animation if we're going to loop
if (m_Looping && model.NeedsNewAnim(time))
{
// Re-desynchronise the animation, to keep the irregular drifting between separate units
m_Speed = DesyncSpeed(m_OriginalSpeed, m_Desync);
advance = time*m_Speed;
// TODO: should subtract time remaining in previous animation from advance, to be a bit more precise
m_Unit.SetRandomAnimation(m_State, false);
// TODO: this really ought to interpolate smoothly into the new animation,
// instead of just cutting off the end of the previous one and jumping
// straight into the new.
// Check if the start of the new animation will trigger the action events
// (This is additive with the previous CheckActionTriggers)
model.CheckActionTriggers(advance, action, action2);
}
// TODO: props should get a new random animation once they loop, independent
// of the object they're propped onto, if we ever bother with animated props
// If we're going to advance past the action point in this update, then perform the action
if (action)
{
m_Unit.HideAmmunition();
if (!m_ActionSound.empty())
{
CmpPtr<ICmpSoundManager> cmpSoundManager(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
if (!cmpSoundManager.null())
cmpSoundManager->PlaySoundGroup(m_ActionSound, m_Unit.GetID());
}
}
// Ditto for the second action point
if (action2)
{
m_Unit.ShowAmmunition();
}
// TODO: some animations (e.g. wood chopping) have two action points that should trigger sounds,
// so we ought to support that somehow
model.Update(advance);
}