Set up the weapon state in the CharacterController constructor

actorid
Chris Robinson 12 years ago
parent d9a9c3d6bd
commit 0db02af807

@ -232,6 +232,67 @@ void CharacterController::getWeaponGroup(WeaponType weaptype, std::string &group
}
MWWorld::ContainerStoreIterator CharacterController::getActiveWeapon(NpcStats &stats, MWWorld::InventoryStore &inv, WeaponType *weaptype)
{
if(stats.getDrawState() == DrawState_Spell)
{
*weaptype = WeapType_Spell;
return inv.end();
}
if(stats.getDrawState() == MWMechanics::DrawState_Weapon)
{
MWWorld::ContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
if(weapon == inv.end())
*weaptype = WeapType_HandToHand;
else
{
const std::string &type = weapon->getTypeName();
if(type == typeid(ESM::Lockpick).name() || type == typeid(ESM::Probe).name())
*weaptype = WeapType_PickProbe;
else if(type == typeid(ESM::Weapon).name())
{
MWWorld::LiveCellRef<ESM::Weapon> *ref = weapon->get<ESM::Weapon>();
ESM::Weapon::Type type = (ESM::Weapon::Type)ref->mBase->mData.mType;
switch(type)
{
case ESM::Weapon::ShortBladeOneHand:
case ESM::Weapon::LongBladeOneHand:
case ESM::Weapon::BluntOneHand:
case ESM::Weapon::AxeOneHand:
case ESM::Weapon::Arrow:
case ESM::Weapon::Bolt:
*weaptype = WeapType_OneHand;
break;
case ESM::Weapon::LongBladeTwoHand:
case ESM::Weapon::BluntTwoClose:
case ESM::Weapon::AxeTwoHand:
*weaptype = WeapType_TwoHand;
break;
case ESM::Weapon::BluntTwoWide:
case ESM::Weapon::SpearTwoWide:
*weaptype = WeapType_TwoWide;
break;
case ESM::Weapon::MarksmanBow:
*weaptype = WeapType_BowAndArrow;
break;
case ESM::Weapon::MarksmanCrossbow:
*weaptype = WeapType_Crossbow;
break;
case ESM::Weapon::MarksmanThrown:
*weaptype = WeapType_ThowWeapon;
break;
}
}
}
return weapon;
}
return inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
}
CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Animation *anim)
: mPtr(ptr)
, mAnimation(anim)
@ -244,18 +305,28 @@ CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Anim
, mSkipAnim(false)
, mSecondsOfRunning(0)
, mSecondsOfSwimming(0)
, mUpdateWeapon(true)
{
if(!mAnimation)
return;
if(MWWorld::Class::get(mPtr).isActor())
const MWWorld::Class &cls = MWWorld::Class::get(mPtr);
if(cls.isActor())
{
/* Accumulate along X/Y only for now, until we can figure out how we should
* handle knockout and death which moves the character down. */
mAnimation->setAccumulation(Ogre::Vector3(1.0f, 1.0f, 0.0f));
if(!MWWorld::Class::get(mPtr).getCreatureStats(mPtr).isDead())
if(mPtr.getTypeName() == typeid(ESM::NPC).name())
{
getActiveWeapon(cls.getNpcStats(mPtr), cls.getInventoryStore(mPtr), &mWeaponType);
if(mWeaponType != WeapType_None)
{
getWeaponGroup(mWeaponType, mCurrentWeapon);
mUpperBodyState = UpperCharState_WeapEquiped;
}
}
if(!cls.getCreatureStats(mPtr).isDead())
mIdleState = CharState_Idle;
else
{
@ -302,68 +373,9 @@ bool CharacterController::updateNpcState()
NpcStats &stats = cls.getNpcStats(mPtr);
WeaponType weaptype = WeapType_None;
MWWorld::InventoryStore &inv = cls.getInventoryStore(mPtr);
MWWorld::ContainerStoreIterator weapon = inv.end();
if(stats.getDrawState() == DrawState_Spell)
weaptype = WeapType_Spell;
else if(stats.getDrawState() == MWMechanics::DrawState_Weapon)
{
weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
if(weapon == inv.end())
weaptype = WeapType_HandToHand;
else
{
const std::string &type = weapon->getTypeName();
if(type == typeid(ESM::Lockpick).name() || type == typeid(ESM::Probe).name())
weaptype = WeapType_PickProbe;
else if(type == typeid(ESM::Weapon).name())
{
MWWorld::LiveCellRef<ESM::Weapon> *ref = weapon->get<ESM::Weapon>();
ESM::Weapon::Type type = (ESM::Weapon::Type)ref->mBase->mData.mType;
switch(type)
{
case ESM::Weapon::ShortBladeOneHand:
case ESM::Weapon::LongBladeOneHand:
case ESM::Weapon::BluntOneHand:
case ESM::Weapon::AxeOneHand:
case ESM::Weapon::Arrow:
case ESM::Weapon::Bolt:
weaptype = WeapType_OneHand;
break;
case ESM::Weapon::LongBladeTwoHand:
case ESM::Weapon::BluntTwoClose:
case ESM::Weapon::AxeTwoHand:
weaptype = WeapType_TwoHand;
break;
case ESM::Weapon::BluntTwoWide:
case ESM::Weapon::SpearTwoWide:
weaptype = WeapType_TwoWide;
break;
case ESM::Weapon::MarksmanBow:
weaptype = WeapType_BowAndArrow;
break;
case ESM::Weapon::MarksmanCrossbow:
weaptype = WeapType_Crossbow;
break;
case ESM::Weapon::MarksmanThrown:
weaptype = WeapType_ThowWeapon;
break;
}
}
}
}
else
weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
MWWorld::ContainerStoreIterator weapon = getActiveWeapon(stats, inv, &weaptype);
bool forcestateupdate = false;
if(mUpdateWeapon)
{
forcestateupdate = (mWeaponType != weaptype);
mWeaponType = weaptype;
getWeaponGroup(mWeaponType, mCurrentWeapon);
mUpdateWeapon = false;
}
if(weaptype != mWeaponType)
{
forcestateupdate = true;

@ -5,6 +5,12 @@
#include "../mwworld/ptr.hpp"
namespace MWWorld
{
class ContainerStoreIterator;
class InventoryStore;
}
namespace MWRender
{
class Animation;
@ -14,6 +20,7 @@ namespace MWMechanics
{
class Movement;
class NpcStats;
enum Priority {
Priority_Default,
@ -133,9 +140,6 @@ class CharacterController
bool mSkipAnim;
// Workaround for playing weapon draw animation and sound when going to new cell
bool mUpdateWeapon;
// counted for skill increase
float mSecondsOfSwimming;
float mSecondsOfRunning;
@ -146,6 +150,10 @@ class CharacterController
static void getWeaponGroup(WeaponType weaptype, std::string &group);
static MWWorld::ContainerStoreIterator getActiveWeapon(NpcStats &stats,
MWWorld::InventoryStore &inv,
WeaponType *weaptype);
void clearAnimQueue();
bool updateNpcState();

Loading…
Cancel
Save