/* * OpenMW - The completely unofficial reimplementation of Morrowind * * This file (character.cpp) is part of the OpenMW package. * * OpenMW is distributed as free software: you can redistribute it * and/or modify it under the terms of the GNU General Public License * version 3, as published by the Free Software Foundation. * * 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 * General Public License for more details. * * You should have received a copy of the GNU General Public License * version 3 along with this program. If not, see * http://www.gnu.org/licenses/ . */ #include "character.hpp" #include #include "movement.hpp" #include "npcstats.hpp" #include "creaturestats.hpp" #include "../mwrender/animation.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/world.hpp" #include "../mwbase/soundmanager.hpp" #include "../mwworld/player.hpp" #include "../mwworld/class.hpp" #include "../mwworld/inventorystore.hpp" namespace MWMechanics { static const struct StateInfo { CharacterState state; const char groupname[32]; Priority priority; bool loops; } sStateList[] = { { CharState_Idle, "idle", Priority_Default, true }, { CharState_Idle2, "idle2", Priority_Default, true }, { CharState_Idle3, "idle3", Priority_Default, true }, { CharState_Idle4, "idle4", Priority_Default, true }, { CharState_Idle5, "idle5", Priority_Default, true }, { CharState_Idle6, "idle6", Priority_Default, true }, { CharState_Idle7, "idle7", Priority_Default, true }, { CharState_Idle8, "idle8", Priority_Default, true }, { CharState_Idle9, "idle9", Priority_Default, true }, { CharState_IdleSwim, "idleswim", Priority_Default, true }, { CharState_IdleSneak, "idlesneak", Priority_Default, true }, { CharState_WalkForward, "walkforward", Priority_Default, true }, { CharState_WalkBack, "walkback", Priority_Default, true }, { CharState_WalkLeft, "walkleft", Priority_Default, true }, { CharState_WalkRight, "walkright", Priority_Default, true }, { CharState_SwimWalkForward, "swimwalkforward", Priority_Default, true }, { CharState_SwimWalkBack, "swimwalkback", Priority_Default, true }, { CharState_SwimWalkLeft, "swimwalkleft", Priority_Default, true }, { CharState_SwimWalkRight, "swimwalkright", Priority_Default, true }, { CharState_RunForward, "runforward", Priority_Default, true }, { CharState_RunBack, "runback", Priority_Default, true }, { CharState_RunLeft, "runleft", Priority_Default, true }, { CharState_RunRight, "runright", Priority_Default, true }, { CharState_SwimRunForward, "swimrunforward", Priority_Default, true }, { CharState_SwimRunBack, "swimrunback", Priority_Default, true }, { CharState_SwimRunLeft, "swimrunleft", Priority_Default, true }, { CharState_SwimRunRight, "swimrunright", Priority_Default, true }, { CharState_SneakForward, "sneakforward", Priority_Default, true }, { CharState_SneakBack, "sneakback", Priority_Default, true }, { CharState_SneakLeft, "sneakleft", Priority_Default, true }, { CharState_SneakRight, "sneakright", Priority_Default, true }, { CharState_TurnLeft, "turnleft", Priority_Default, true }, { CharState_TurnRight, "turnright", Priority_Default, true }, { CharState_Jump, "jump", Priority_Default, true }, { CharState_Death1, "death1", Priority_Death, false }, { CharState_Death2, "death2", Priority_Death, false }, { CharState_Death3, "death3", Priority_Death, false }, { CharState_Death4, "death4", Priority_Death, false }, { CharState_Death5, "death5", Priority_Death, false }, }; static const StateInfo *sStateListEnd = &sStateList[sizeof(sStateList)/sizeof(sStateList[0])]; class FindCharState { CharacterState state; public: FindCharState(CharacterState _state) : state(_state) { } bool operator()(const StateInfo &info) const { return info.state == state; } }; static const struct WeaponInfo { WeaponType type; const char idlegroup[16]; const char movementgroup[16]; const char actiongroup[16]; } sWeaponTypeList[] = { { WeapType_HandToHand, "hh", "hh", "handtohand" }, { WeapType_OneHand, "1h", "1h", "weapononehand" }, { WeapType_TwoHand, "2c", "2c", "weapontwohand" }, { WeapType_TwoWide, "2w", "2w", "weapontwowide" }, { WeapType_BowAndArrow, "1h", "1h", "bowandarrow" }, { WeapType_Crossbow, "crossbow", "1h", "crossbow" }, { WeapType_ThowWeapon, "1h", "1h", "throwweapon" }, { WeapType_PickProbe, "1h", "1h", "pickprobe" }, { WeapType_Spell, "spell", "", "spellcast" }, }; static const WeaponInfo *sWeaponTypeListEnd = &sWeaponTypeList[sizeof(sWeaponTypeList)/sizeof(sWeaponTypeList[0])]; class FindWeaponType { WeaponType type; public: FindWeaponType(WeaponType _type) : type(_type) { } bool operator()(const WeaponInfo &weap) const { return weap.type == type; } }; void CharacterController::getCurrentGroup(std::string &group, Priority &priority, bool &loops) const { std::string name; const StateInfo *state = std::find_if(sStateList, sStateListEnd, FindCharState(mCharState)); if(state == sStateListEnd) throw std::runtime_error("Failed to find character state "+Ogre::StringConverter::toString(mCharState)); name = state->groupname; priority = state->priority; loops = state->loops; if(!(mCharState >= CharState_Death1) && mWeaponType != WeapType_None) { const WeaponInfo *weap = std::find_if(sWeaponTypeList, sWeaponTypeListEnd, FindWeaponType(mWeaponType)); if(weap != sWeaponTypeListEnd) { if(mCharState == CharState_Idle) (group=name) += weap->idlegroup; else (group=name) += weap->movementgroup; } } if(group.empty() || !mAnimation->hasAnimation(group)) group = (mAnimation->hasAnimation(name) ? name : std::string()); } void CharacterController::getWeaponGroup(WeaponType weaptype, std::string &group) { const WeaponInfo *info = std::find_if(sWeaponTypeList, sWeaponTypeListEnd, FindWeaponType(weaptype)); if(info != sWeaponTypeListEnd) group = info->actiongroup; } CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Animation *anim, CharacterState state) : mPtr(ptr) , mAnimation(anim) , mCharState(state) , mWeaponType(WeapType_None) , mSkipAnim(false) , mSecondsOfRunning(0) , mSecondsOfSwimming(0) , mUpdateWeapon(true) { if(!mAnimation) return; if(MWWorld::Class::get(mPtr).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)); } else { /* Don't accumulate with non-actors. */ mAnimation->setAccumulation(Ogre::Vector3(0.0f)); } std::string group; Priority prio; bool loops; getCurrentGroup(group, prio, loops); mAnimation->play(group, prio, MWRender::Animation::Group_All, false, "start", "stop", 1.0f, loops ? (~(size_t)0) : 0); } CharacterController::~CharacterController() { } void CharacterController::updatePtr(const MWWorld::Ptr &ptr) { mPtr = ptr; } void CharacterController::update(float duration, Movement &movement) { const MWWorld::Class &cls = MWWorld::Class::get(mPtr); float speed = 0.0f; if(!cls.isActor()) { if(mAnimQueue.size() > 1) { if(mAnimation->isPlaying(mAnimQueue.front().first) == false) { mAnimation->disable(mAnimQueue.front().first); mAnimQueue.pop_front(); mAnimation->play(mAnimQueue.front().first, Priority_Default, MWRender::Animation::Group_All, false, "start", "stop", 0.0f, mAnimQueue.front().second); } } } else if(!cls.getCreatureStats(mPtr).isDead()) { MWBase::World *world = MWBase::Environment::get().getWorld(); bool onground = world->isOnGround(mPtr); bool inwater = world->isSwimming(mPtr); bool isrunning = cls.getStance(mPtr, MWWorld::Class::Run); bool sneak = cls.getStance(mPtr, MWWorld::Class::Sneak); Ogre::Vector3 vec = cls.getMovementVector(mPtr); Ogre::Vector3 rot = cls.getRotationVector(mPtr); speed = cls.getSpeed(mPtr); // advance athletics if (vec.squaredLength() > 0 && mPtr.getRefData().getHandle() == "player") { if (inwater) { mSecondsOfSwimming += duration; while(mSecondsOfSwimming > 1) { cls.skillUsageSucceeded(mPtr, ESM::Skill::Athletics, 1); mSecondsOfSwimming -= 1; } } else if (isrunning) { mSecondsOfRunning += duration; while(mSecondsOfRunning > 1) { cls.skillUsageSucceeded(mPtr, ESM::Skill::Athletics, 0); mSecondsOfRunning -= 1; } } } /* FIXME: The state should be set to Jump, and X/Y movement should be disallowed except * for the initial thrust (which would be carried by "physics" until landing). */ if(!onground) vec.z = 0.0f; else if(vec.z > 0.0f) { float z = cls.getJump(mPtr); if(vec.x == 0 && vec.y == 0) vec.z *= z; else { /* FIXME: this would be more correct if we were going into a jumping state, * rather than normal walking/idle states. */ //Ogre::Vector3 lat = Ogre::Vector3(vec.x, vec.y, 0.0f).normalisedCopy(); //vec *= Ogre::Vector3(lat.x, lat.y, 1.0f) * z * 0.707f; vec.z *= z * 0.707f; } //decrease fatigue by fFatigueJumpBase + (1 - normalizedEncumbrance) * fFatigueJumpMult; } if(std::abs(vec.x/2.0f) > std::abs(vec.y) && speed > 0.0f) { if(vec.x > 0.0f) setState(inwater ? (isrunning ? CharState_SwimRunRight : CharState_SwimWalkRight) : (sneak ? CharState_SneakRight : (isrunning ? CharState_RunRight : CharState_WalkRight))); else if(vec.x < 0.0f) setState(inwater ? (isrunning ? CharState_SwimRunLeft : CharState_SwimWalkLeft) : (sneak ? CharState_SneakLeft : (isrunning ? CharState_RunLeft : CharState_WalkLeft))); vec.x *= speed; vec.y *= speed; } else if(vec.y != 0.0f && speed > 0.0f) { if(vec.y > 0.0f) setState(inwater ? (isrunning ? CharState_SwimRunForward : CharState_SwimWalkForward) : (sneak ? CharState_SneakForward : (isrunning ? CharState_RunForward : CharState_WalkForward))); else if(vec.y < 0.0f) setState(inwater ? (isrunning ? CharState_SwimRunBack : CharState_SwimWalkBack) : (sneak ? CharState_SneakBack : (isrunning ? CharState_RunBack : CharState_WalkBack))); vec.x *= speed; vec.y *= speed; } else if(rot.z != 0.0f && !inwater && !sneak) { if(rot.z > 0.0f) setState(CharState_TurnRight); else if(rot.z < 0.0f) setState(CharState_TurnLeft); } else if(mAnimQueue.size() > 0) { if(mAnimQueue.size() > 1) { if(mAnimation->isPlaying(mAnimQueue.front().first) == false) { mAnimation->disable(mAnimQueue.front().first); mAnimQueue.pop_front(); mAnimation->play(mAnimQueue.front().first, Priority_Default, MWRender::Animation::Group_All, false, "start", "stop", 0.0f, mAnimQueue.front().second); } } } else setState((inwater ? CharState_IdleSwim : (sneak ? CharState_IdleSneak : CharState_Idle))); vec *= duration; movement.mPosition[0] += vec.x; movement.mPosition[1] += vec.y; movement.mPosition[2] += vec.z; rot *= duration; movement.mRotation[0] += rot.x; movement.mRotation[1] += rot.y; movement.mRotation[2] += rot.z; if(mPtr.getTypeName() == typeid(ESM::NPC).name()) { 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 *ref = weapon->get(); 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); if(mUpdateWeapon) { mWeaponType = weaptype; forceStateUpdate(); mUpdateWeapon = false; } if(weaptype != mWeaponType) { std::string weapgroup; if(weaptype == WeapType_None) { getWeaponGroup(mWeaponType, weapgroup); mAnimation->play(weapgroup, Priority_Weapon, MWRender::Animation::Group_UpperBody, true, "unequip start", "unequip stop", 0.0f, 0); } else { getWeaponGroup(weaptype, weapgroup); mAnimation->showWeapons(false); mAnimation->play(weapgroup, Priority_Weapon, MWRender::Animation::Group_UpperBody, true, "equip start", "equip stop", 0.0f, 0); } mWeaponType = weaptype; forceStateUpdate(); if(weapon != inv.end()) { std::string soundid = (mWeaponType == WeapType_None) ? MWWorld::Class::get(*weapon).getDownSoundId(*weapon) : MWWorld::Class::get(*weapon).getUpSoundId(*weapon); if(!soundid.empty()) { MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager(); sndMgr->playSound3D(mPtr, soundid, 1.0f, 1.0f); } } } MWWorld::ContainerStoreIterator torch = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft); if(torch != inv.end() && torch->getTypeName() == typeid(ESM::Light).name()) { if(!mAnimation->isPlaying("torch")) mAnimation->play("torch", Priority_Torch, MWRender::Animation::Group_LeftArm, false, "start", "stop", 0.0f, (~(size_t)0)); } else if(mAnimation->isPlaying("torch")) mAnimation->disable("torch"); } } if(mAnimation && !mSkipAnim) { mAnimation->setSpeed(speed); Ogre::Vector3 moved = mAnimation->runAnimation(duration); // Ensure we're moving in generally the right direction if (speed > 0.f) { if((movement.mPosition[0] < 0.0f && movement.mPosition[0] < moved.x*2.0f) || (movement.mPosition[0] > 0.0f && movement.mPosition[0] > moved.x*2.0f)) moved.x = movement.mPosition[0]; if((movement.mPosition[1] < 0.0f && movement.mPosition[1] < moved.y*2.0f) || (movement.mPosition[1] > 0.0f && movement.mPosition[1] > moved.y*2.0f)) moved.y = movement.mPosition[1]; if((movement.mPosition[2] < 0.0f && movement.mPosition[2] < moved.z*2.0f) || (movement.mPosition[2] > 0.0f && movement.mPosition[2] > moved.z*2.0f)) moved.z = movement.mPosition[2]; } movement.mPosition[0] = moved.x; movement.mPosition[1] = moved.y; movement.mPosition[2] = moved.z; } mSkipAnim = false; } void CharacterController::playGroup(const std::string &groupname, int mode, int count) { if(!mAnimation || !mAnimation->hasAnimation(groupname)) std::cerr<< "Animation "<play(groupname, Priority_Default, MWRender::Animation::Group_All, false, ((mode==2) ? "loop start" : "start"), "stop", 0.0f, count-1); } else if(mode == 0) { mAnimQueue.resize(1); mAnimQueue.push_back(std::make_pair(groupname, count-1)); } } } void CharacterController::skipAnim() { mSkipAnim = true; } bool CharacterController::isAnimPlaying(const std::string &groupName) { if(mAnimation == NULL) return false; else return mAnimation->isPlaying(groupName); } void CharacterController::clearAnimQueue() { if(mAnimQueue.size() > 0) mAnimation->disable(mAnimQueue.front().first); mAnimQueue.clear(); } void CharacterController::setState(CharacterState state) { if(mCharState == state) return; mCharState = state; forceStateUpdate(); } void CharacterController::forceStateUpdate() { if(!mAnimation) return; clearAnimQueue(); std::string group; Priority prio; bool loops; getCurrentGroup(group, prio, loops); mAnimation->play(group, prio, MWRender::Animation::Group_All, false, "start", "stop", 0.0f, loops ? (~(size_t)0) : 0); } }