forked from teamnwah/openmw-tes3coop
Merge pull request #1474 from akortunov/swimanimations
Implement missing swim animations
This commit is contained in:
commit
2a14af2e27
2 changed files with 113 additions and 35 deletions
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@ -186,6 +186,8 @@ static const StateInfo sMovementList[] = {
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{ CharState_TurnLeft, "turnleft" },
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{ CharState_TurnRight, "turnright" },
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{ CharState_SwimTurnLeft, "swimturnleft" },
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{ CharState_SwimTurnRight, "swimturnright" },
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};
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static const StateInfo *sMovementListEnd = &sMovementList[sizeof(sMovementList)/sizeof(sMovementList[0])];
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@ -245,32 +247,61 @@ void CharacterController::refreshHitRecoilAnims()
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bool recovery = mPtr.getClass().getCreatureStats(mPtr).getHitRecovery();
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bool knockdown = mPtr.getClass().getCreatureStats(mPtr).getKnockedDown();
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bool block = mPtr.getClass().getCreatureStats(mPtr).getBlock();
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bool isSwimming = MWBase::Environment::get().getWorld()->isSwimming(mPtr);
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if(mHitState == CharState_None)
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{
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if ((mPtr.getClass().getCreatureStats(mPtr).getFatigue().getCurrent() < 0
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|| mPtr.getClass().getCreatureStats(mPtr).getFatigue().getBase() == 0)
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&& mAnimation->hasAnimation("knockout"))
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{
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mHitState = CharState_KnockOut;
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mCurrentHit = "knockout";
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if (isSwimming && mAnimation->hasAnimation("swimknockout"))
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{
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mHitState = CharState_SwimKnockOut;
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mCurrentHit = "swimknockout";
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}
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else
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{
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mHitState = CharState_KnockOut;
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mCurrentHit = "knockout";
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}
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mAnimation->play(mCurrentHit, Priority_Knockdown, MWRender::Animation::BlendMask_All, false, 1, "start", "stop", 0.0f, ~0ul);
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mPtr.getClass().getCreatureStats(mPtr).setKnockedDown(true);
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}
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else if(knockdown && mAnimation->hasAnimation("knockdown"))
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{
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mHitState = CharState_KnockDown;
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mCurrentHit = "knockdown";
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if (isSwimming && mAnimation->hasAnimation("swimknockdown"))
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{
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mHitState = CharState_SwimKnockDown;
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mCurrentHit = "swimknockdown";
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}
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else
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{
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mHitState = CharState_KnockDown;
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mCurrentHit = "knockdown";
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}
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mAnimation->play(mCurrentHit, Priority_Knockdown, MWRender::Animation::BlendMask_All, true, 1, "start", "stop", 0.0f, 0);
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}
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else if (recovery)
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{
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std::string anim = chooseRandomGroup("hit");
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if (mAnimation->hasAnimation(anim))
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std::string anim = isSwimming ? chooseRandomGroup("swimhit") : chooseRandomGroup("hit");
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if (isSwimming && mAnimation->hasAnimation(anim))
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{
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mHitState = CharState_Hit;
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mHitState = CharState_SwimHit;
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mCurrentHit = anim;
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mAnimation->play(mCurrentHit, Priority_Hit, MWRender::Animation::BlendMask_All, true, 1, "start", "stop", 0.0f, 0);
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}
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else
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{
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anim = chooseRandomGroup("hit");
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if (mAnimation->hasAnimation(anim))
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{
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mHitState = CharState_Hit;
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mCurrentHit = anim;
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mAnimation->play(mCurrentHit, Priority_Hit, MWRender::Animation::BlendMask_All, true, 1, "start", "stop", 0.0f, 0);
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}
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}
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}
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else if (block && mAnimation->hasAnimation("shield"))
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{
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@ -282,7 +313,7 @@ void CharacterController::refreshHitRecoilAnims()
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}
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// Cancel upper body animations
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if (mHitState == CharState_KnockDown || mHitState == CharState_KnockOut)
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if (isKnockedOut() || isKnockedDown())
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{
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if (mUpperBodyState > UpperCharState_WeapEquiped)
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{
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@ -307,9 +338,9 @@ void CharacterController::refreshHitRecoilAnims()
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mPtr.getClass().getCreatureStats(mPtr).setBlock(false);
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mHitState = CharState_None;
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}
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else if (mHitState == CharState_KnockOut && mPtr.getClass().getCreatureStats(mPtr).getFatigue().getCurrent() > 0)
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else if (isKnockedOut() && mPtr.getClass().getCreatureStats(mPtr).getFatigue().getCurrent() > 0)
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{
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mHitState = CharState_KnockDown;
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mHitState = isSwimming ? CharState_SwimKnockDown : CharState_KnockDown;
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mAnimation->disable(mCurrentHit);
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mAnimation->play(mCurrentHit, Priority_Knockdown, MWRender::Animation::BlendMask_All, true, 1, "loop stop", "stop", 0.0f, 0);
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}
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@ -535,7 +566,7 @@ void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterStat
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// FIXME: if one of the below states is close to their last animation frame (i.e. will be disabled in the coming update),
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// the idle animation should be displayed
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if ((mUpperBodyState != UpperCharState_Nothing
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|| (mMovementState != CharState_None && mMovementState != CharState_TurnLeft && mMovementState != CharState_TurnRight)
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|| (mMovementState != CharState_None && !isTurning())
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|| mHitState != CharState_None)
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&& !mPtr.getClass().isBipedal(mPtr))
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idle = CharState_None;
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@ -621,6 +652,12 @@ void CharacterController::playDeath(float startpoint, CharacterState death)
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case CharState_SwimDeath:
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mCurrentDeath = "swimdeath";
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break;
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case CharState_SwimDeathKnockDown:
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mCurrentDeath = "swimdeathknockdown";
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break;
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case CharState_SwimDeathKnockOut:
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mCurrentDeath = "swimdeathknockout";
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break;
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case CharState_DeathKnockDown:
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mCurrentDeath = "deathknockdown";
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break;
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@ -674,7 +711,15 @@ void CharacterController::playRandomDeath(float startpoint)
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MWBase::Environment::get().getWorld()->useDeathCamera();
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}
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if(MWBase::Environment::get().getWorld()->isSwimming(mPtr) && mAnimation->hasAnimation("swimdeath"))
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if(mHitState == CharState_SwimKnockDown && mAnimation->hasAnimation("swimdeathknockdown"))
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{
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mDeathState = CharState_SwimDeathKnockDown;
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}
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else if(mHitState == CharState_SwimKnockOut && mAnimation->hasAnimation("swimdeathknockout"))
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{
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mDeathState = CharState_SwimDeathKnockOut;
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}
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else if(MWBase::Environment::get().getWorld()->isSwimming(mPtr) && mAnimation->hasAnimation("swimdeath"))
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{
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mDeathState = CharState_SwimDeath;
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}
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@ -876,16 +921,17 @@ void CharacterController::handleTextKey(const std::string &groupname, const std:
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mPtr.getClass().hit(mPtr, mAttackStrength, ESM::Weapon::AT_Thrust);
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else if(evt.compare(off, len, "hit") == 0)
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{
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if (groupname == "attack1")
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if (groupname == "attack1" || groupname == "swimattack1")
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mPtr.getClass().hit(mPtr, mAttackStrength, ESM::Weapon::AT_Chop);
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else if (groupname == "attack2")
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else if (groupname == "attack2" || groupname == "swimattack2")
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mPtr.getClass().hit(mPtr, mAttackStrength, ESM::Weapon::AT_Slash);
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else if (groupname == "attack3")
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else if (groupname == "attack3" || groupname == "swimattack3")
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mPtr.getClass().hit(mPtr, mAttackStrength, ESM::Weapon::AT_Thrust);
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else
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mPtr.getClass().hit(mPtr, mAttackStrength);
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}
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else if (!groupname.empty() && groupname.compare(0, groupname.size()-1, "attack") == 0
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else if (!groupname.empty()
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&& (groupname.compare(0, groupname.size()-1, "attack") == 0 || groupname.compare(0, groupname.size()-1, "swimattack") == 0)
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&& evt.compare(off, len, "start") == 0)
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{
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std::multimap<float, std::string>::const_iterator hitKey = key;
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@ -905,11 +951,11 @@ void CharacterController::handleTextKey(const std::string &groupname, const std:
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}
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if (!hasHitKey)
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{
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if (groupname == "attack1")
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if (groupname == "attack1" || groupname == "swimattack1")
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mPtr.getClass().hit(mPtr, mAttackStrength, ESM::Weapon::AT_Chop);
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else if (groupname == "attack2")
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else if (groupname == "attack2" || groupname == "swimattack2")
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mPtr.getClass().hit(mPtr, mAttackStrength, ESM::Weapon::AT_Slash);
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else if (groupname == "attack3")
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else if (groupname == "attack3" || groupname == "swimattack3")
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mPtr.getClass().hit(mPtr, mAttackStrength, ESM::Weapon::AT_Thrust);
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}
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}
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@ -1035,13 +1081,14 @@ bool CharacterController::updateCreatureState()
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}
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if (weapType != WeapType_Spell || !mAnimation->hasAnimation("spellcast")) // Not all creatures have a dedicated spellcast animation
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{
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bool isSwimming = MWBase::Environment::get().getWorld()->isSwimming(mPtr);
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int roll = Misc::Rng::rollDice(3); // [0, 2]
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if (roll == 0)
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mCurrentWeapon = "attack1";
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mCurrentWeapon = isSwimming && mAnimation->hasAnimation("swimattack1") ? "swimattack1" : "attack1";
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else if (roll == 1)
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mCurrentWeapon = "attack2";
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mCurrentWeapon = isSwimming && mAnimation->hasAnimation("swimattack2") ? "swimattack2" : "attack2";
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else
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mCurrentWeapon = "attack3";
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mCurrentWeapon = isSwimming && mAnimation->hasAnimation("swimattack3") ? "swimattack3" : "attack3";
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}
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if (!mCurrentWeapon.empty())
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@ -1121,8 +1168,8 @@ bool CharacterController::updateWeaponState()
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bool isStillWeapon = weaptype > WeapType_HandToHand && weaptype < WeapType_Spell &&
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mWeaponType > WeapType_HandToHand && mWeaponType < WeapType_Spell;
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if(weaptype != mWeaponType && mHitState != CharState_KnockDown && mHitState != CharState_KnockOut
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&& mHitState != CharState_Hit)
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if(weaptype != mWeaponType && !isKnockedOut() &&
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!isKnockedDown() && !isRecovery())
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{
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forcestateupdate = true;
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@ -1355,13 +1402,13 @@ bool CharacterController::updateWeaponState()
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}
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animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
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if(mUpperBodyState == UpperCharState_MinAttackToMaxAttack && mHitState != CharState_KnockDown)
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if(mUpperBodyState == UpperCharState_MinAttackToMaxAttack && !isKnockedDown())
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mAttackStrength = complete;
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}
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else
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{
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animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
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if(mUpperBodyState == UpperCharState_MinAttackToMaxAttack && mHitState != CharState_KnockDown)
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if(mUpperBodyState == UpperCharState_MinAttackToMaxAttack && !isKnockedDown())
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{
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float attackStrength = complete;
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if (!mPtr.getClass().isNpc())
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@ -1399,7 +1446,7 @@ bool CharacterController::updateWeaponState()
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complete = 0.f;
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mUpperBodyState = UpperCharState_MaxAttackToMinHit;
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}
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else if (mHitState == CharState_KnockDown)
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else if (isKnockedDown())
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{
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if (mUpperBodyState > UpperCharState_WeapEquiped)
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mUpperBodyState = UpperCharState_WeapEquiped;
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@ -1830,22 +1877,22 @@ void CharacterController::update(float duration)
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else if(rot.z() != 0.0f && !inwater && !sneak && !(mPtr == getPlayer() && MWBase::Environment::get().getWorld()->isFirstPerson()))
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{
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if(rot.z() > 0.0f)
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movestate = CharState_TurnRight;
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movestate = inwater ? CharState_SwimTurnRight : CharState_TurnRight;
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else if(rot.z() < 0.0f)
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movestate = CharState_TurnLeft;
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movestate = inwater ? CharState_SwimTurnLeft : CharState_TurnLeft;
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}
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}
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mTurnAnimationThreshold -= duration;
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if (movestate == CharState_TurnRight || movestate == CharState_TurnLeft)
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if (isTurning())
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mTurnAnimationThreshold = 0.05f;
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else if (movestate == CharState_None && (mMovementState == CharState_TurnRight || mMovementState == CharState_TurnLeft)
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else if (movestate == CharState_None && isTurning()
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&& mTurnAnimationThreshold > 0)
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{
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movestate = mMovementState;
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}
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if(movestate != CharState_None && movestate != CharState_TurnLeft && movestate != CharState_TurnRight)
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if(!isTurning())
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clearAnimQueue();
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if(mAnimQueue.empty() || inwater || sneak)
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@ -1870,7 +1917,7 @@ void CharacterController::update(float duration)
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if (inJump)
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mMovementAnimationControlled = false;
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if (mMovementState == CharState_TurnLeft || mMovementState == CharState_TurnRight)
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if (isTurning())
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{
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if (duration > 0)
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mAnimation->adjustSpeedMult(mCurrentMovement, std::min(1.5f, std::abs(rot.z()) / duration / static_cast<float>(osg::PI)));
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@ -1883,7 +1930,7 @@ void CharacterController::update(float duration)
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if (!mSkipAnim)
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{
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if(mHitState != CharState_KnockDown && mHitState != CharState_KnockOut)
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if(!isKnockedDown() && !isKnockedOut())
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{
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if (rot != osg::Vec3f())
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world->rotateObject(mPtr, rot.x(), rot.y(), rot.z(), true);
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@ -2220,9 +2267,30 @@ bool CharacterController::isReadyToBlock() const
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return updateCarriedLeftVisible(mWeaponType);
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}
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bool CharacterController::isKnockedDown() const
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{
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return mHitState == CharState_KnockDown ||
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mHitState == CharState_SwimKnockDown;
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}
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bool CharacterController::isKnockedOut() const
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{
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return mHitState == CharState_KnockOut;
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return mHitState == CharState_KnockOut ||
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mHitState == CharState_SwimKnockOut;
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}
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bool CharacterController::isTurning() const
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{
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return mMovementState == CharState_TurnLeft ||
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mMovementState == CharState_TurnRight ||
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mMovementState == CharState_SwimTurnLeft ||
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mMovementState == CharState_SwimTurnRight;
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}
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bool CharacterController::isRecovery() const
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{
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return mHitState == CharState_Hit ||
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mHitState == CharState_SwimHit;
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}
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bool CharacterController::isAttackingOrSpell() const
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@ -88,6 +88,8 @@ enum CharacterState {
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CharState_TurnLeft,
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CharState_TurnRight,
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CharState_SwimTurnLeft,
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CharState_SwimTurnRight,
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CharState_Jump,
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@ -97,12 +99,17 @@ enum CharacterState {
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CharState_Death4,
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CharState_Death5,
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CharState_SwimDeath,
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CharState_SwimDeathKnockDown,
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CharState_SwimDeathKnockOut,
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CharState_DeathKnockDown,
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CharState_DeathKnockOut,
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CharState_Hit,
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CharState_SwimHit,
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CharState_KnockDown,
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CharState_KnockOut,
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CharState_SwimKnockDown,
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CharState_SwimKnockOut,
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CharState_Block
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};
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@ -265,9 +272,12 @@ public:
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bool isAttackPrepairing() const;
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bool isReadyToBlock() const;
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bool isKnockedDown() const;
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bool isKnockedOut() const;
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bool isRecovery() const;
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bool isSneaking() const;
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bool isRunning() const;
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bool isTurning() const;
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bool isAttackingOrSpell() const;
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void setAttackingOrSpell(bool attackingOrSpell);
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