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openmw-tes3mp/apps/openmw/mwmechanics/character.cpp

852 lines
31 KiB
C++

/*
* 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 <OgreStringConverter.h>
#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
{
int getBestAttack (const ESM::Weapon* weapon)
{
int slash = (weapon->mData.mSlash[0] + weapon->mData.mSlash[1])/2;
int chop = (weapon->mData.mChop[0] + weapon->mData.mChop[1])/2;
int thrust = (weapon->mData.mThrust[0] + weapon->mData.mThrust[1])/2;
if (slash >= chop && slash >= thrust)
return MWMechanics::CreatureStats::AT_Slash;
else if (chop >= slash && chop >= thrust)
return MWMechanics::CreatureStats::AT_Chop;
else
return MWMechanics::CreatureStats::AT_Thrust;
}
}
namespace MWMechanics
{
struct StateInfo {
CharacterState state;
const char groupname[32];
};
static const StateInfo sDeathList[] = {
{ CharState_Death1, "death1" },
{ CharState_Death2, "death2" },
{ CharState_Death3, "death3" },
{ CharState_Death4, "death4" },
{ CharState_Death5, "death5" },
{ CharState_SwimDeath, "swimdeath" },
};
static const StateInfo *sDeathListEnd = &sDeathList[sizeof(sDeathList)/sizeof(sDeathList[0])];
static const StateInfo sMovementList[] = {
{ CharState_WalkForward, "walkforward" },
{ CharState_WalkBack, "walkback" },
{ CharState_WalkLeft, "walkleft" },
{ CharState_WalkRight, "walkright" },
{ CharState_SwimWalkForward, "swimwalkforward" },
{ CharState_SwimWalkBack, "swimwalkback" },
{ CharState_SwimWalkLeft, "swimwalkleft" },
{ CharState_SwimWalkRight, "swimwalkright" },
{ CharState_RunForward, "runforward" },
{ CharState_RunBack, "runback" },
{ CharState_RunLeft, "runleft" },
{ CharState_RunRight, "runright" },
{ CharState_SwimRunForward, "swimrunforward" },
{ CharState_SwimRunBack, "swimrunback" },
{ CharState_SwimRunLeft, "swimrunleft" },
{ CharState_SwimRunRight, "swimrunright" },
{ CharState_SneakForward, "sneakforward" },
{ CharState_SneakBack, "sneakback" },
{ CharState_SneakLeft, "sneakleft" },
{ CharState_SneakRight, "sneakright" },
{ CharState_TurnLeft, "turnleft" },
{ CharState_TurnRight, "turnright" },
};
static const StateInfo *sMovementListEnd = &sMovementList[sizeof(sMovementList)/sizeof(sMovementList[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 shortgroup[16];
const char longgroup[16];
} sWeaponTypeList[] = {
{ WeapType_HandToHand, "hh", "handtohand" },
{ WeapType_OneHand, "1h", "weapononehand" },
{ WeapType_TwoHand, "2c", "weapontwohand" },
{ WeapType_TwoWide, "2w", "weapontwowide" },
{ WeapType_BowAndArrow, "1h", "bowandarrow" },
{ WeapType_Crossbow, "crossbow", "crossbow" },
{ WeapType_ThowWeapon, "1h", "throwweapon" },
{ WeapType_PickProbe, "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::refreshCurrentAnims(CharacterState idle, CharacterState movement, bool force)
{
const WeaponInfo *weap = std::find_if(sWeaponTypeList, sWeaponTypeListEnd, FindWeaponType(mWeaponType));
if(force || idle != mIdleState)
{
mIdleState = idle;
std::string idle;
// Only play "idleswim" or "idlesneak" if they exist. Otherwise, fallback to
// "idle"+weapon or "idle".
if(mIdleState == CharState_IdleSwim && mAnimation->hasAnimation("idleswim"))
idle = "idleswim";
else if(mIdleState == CharState_IdleSneak && mAnimation->hasAnimation("idlesneak"))
idle = "idlesneak";
else if(mIdleState != CharState_None)
{
idle = "idle";
if(weap != sWeaponTypeListEnd)
{
idle += weap->shortgroup;
if(!mAnimation->hasAnimation(idle))
idle = "idle";
}
}
mAnimation->disable(mCurrentIdle);
mCurrentIdle = idle;
if(!mCurrentIdle.empty())
mAnimation->play(mCurrentIdle, Priority_Default, MWRender::Animation::Group_All, false,
1.0f, "start", "stop", 0.0f, ~0ul);
}
if(force || movement != mMovementState)
{
mMovementState = movement;
std::string movement;
MWRender::Animation::Group movegroup = MWRender::Animation::Group_All;
const StateInfo *movestate = std::find_if(sMovementList, sMovementListEnd, FindCharState(mMovementState));
if(movestate != sMovementListEnd)
{
movement = movestate->groupname;
if(weap != sWeaponTypeListEnd && movement.find("swim") == std::string::npos)
{
movement += weap->shortgroup;
if(!mAnimation->hasAnimation(movement))
{
movegroup = MWRender::Animation::Group_LowerBody;
movement = movestate->groupname;
}
}
if(!mAnimation->hasAnimation(movement))
{
std::string::size_type swimpos = movement.find("swim");
if(swimpos == std::string::npos)
movement.clear();
else
{
movegroup = MWRender::Animation::Group_LowerBody;
movement.erase(swimpos, 4);
if(!mAnimation->hasAnimation(movement))
movement.clear();
}
}
}
mAnimation->disable(mCurrentMovement);
mCurrentMovement = movement;
if(!mCurrentMovement.empty())
{
float vel, speedmult = 1.0f;
if(mMovementSpeed > 0.0f && (vel=mAnimation->getVelocity(mCurrentMovement)) > 1.0f)
speedmult = mMovementSpeed / vel;
mAnimation->play(mCurrentMovement, Priority_Movement, movegroup, false,
speedmult, "start", "stop", 0.0f, ~0ul);
}
}
}
void CharacterController::getWeaponGroup(WeaponType weaptype, std::string &group)
{
const WeaponInfo *info = std::find_if(sWeaponTypeList, sWeaponTypeListEnd, FindWeaponType(weaptype));
if(info != sWeaponTypeListEnd)
group = info->longgroup;
}
CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Animation *anim)
: mPtr(ptr)
, mAnimation(anim)
, mIdleState(CharState_None)
, mMovementState(CharState_None)
, mMovementSpeed(0.0f)
, mDeathState(CharState_None)
12 years ago
, mUpperBodyState(UpperCharState_Nothing)
, mWeaponType(WeapType_None)
, mSkipAnim(false)
, mSecondsOfRunning(0)
, mSecondsOfSwimming(0)
12 years ago
, 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));
if(!MWWorld::Class::get(mPtr).getCreatureStats(mPtr).isDead())
mIdleState = CharState_Idle;
else
{
/* FIXME: Get the actual death state used. */
mDeathState = CharState_Death1;
}
}
else
{
/* Don't accumulate with non-actors. */
mAnimation->setAccumulation(Ogre::Vector3(0.0f));
mIdleState = CharState_Idle;
}
refreshCurrentAnims(mIdleState, mMovementState, true);
if(mDeathState != CharState_None)
{
const StateInfo *state = std::find_if(sDeathList, sDeathListEnd, FindCharState(mDeathState));
if(state == sDeathListEnd)
throw std::runtime_error("Failed to find character state "+Ogre::StringConverter::toString(mDeathState));
mCurrentDeath = state->groupname;
mAnimation->play(mCurrentDeath, Priority_Death, MWRender::Animation::Group_All,
false, 1.0f, "start", "stop", 1.0f, 0);
}
}
CharacterController::~CharacterController()
{
}
void CharacterController::updatePtr(const MWWorld::Ptr &ptr)
{
mPtr = ptr;
}
bool CharacterController::updateNpcState()
{
const MWWorld::Class &cls = MWWorld::Class::get(mPtr);
CreatureStats &crstats = cls.getCreatureStats(mPtr);
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);
bool forcestateupdate = false;
if(mUpdateWeapon)
{
forcestateupdate = (mWeaponType != weaptype);
mWeaponType = weaptype;
getWeaponGroup(mWeaponType, mCurrentWeapon);
mUpdateWeapon = false;
}
if(weaptype != mWeaponType)
{
forcestateupdate = true;
std::string weapgroup;
if(weaptype == WeapType_None)
{
getWeaponGroup(mWeaponType, weapgroup);
mAnimation->play(weapgroup, Priority_Weapon,
MWRender::Animation::Group_UpperBody, true,
1.0f, "unequip start", "unequip stop", 0.0f, 0);
mUpperBodyState = UpperCharState_UnEquipingWeap;
}
else
{
getWeaponGroup(weaptype, weapgroup);
mAnimation->showWeapons(false);
mAnimation->play(weapgroup, Priority_Weapon,
MWRender::Animation::Group_UpperBody, true,
1.0f, "equip start", "equip stop", 0.0f, 0);
mUpperBodyState = UpperCharState_EquipingWeap;
}
mWeaponType = weaptype;
getWeaponGroup(mWeaponType, mCurrentWeapon);
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);
}
}
}
bool isWeapon = (weapon != inv.end() && weapon->getTypeName() == typeid(ESM::Weapon).name());
float weapSpeed = 1.0f;
if(isWeapon)
weapSpeed = weapon->get<ESM::Weapon>()->mBase->mData.mSpeed;
float complete;
bool animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
if(crstats.getAttackingOrSpell())
{
if(mUpperBodyState == UpperCharState_WeapEquiped)
{
if(mWeaponType == WeapType_Spell)
{
const std::string spellid = crstats.getSpells().getSelectedSpell();
if(!spellid.empty())
{
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
const ESM::Spell *spell = store.get<ESM::Spell>().find(spellid);
switch(spell->mEffects.mList.at(0).mRange)
{
case 0: mAttackType = "self"; break;
case 1: mAttackType = "touch"; break;
case 2: mAttackType = "target"; break;
default: mAttackType = ""; break;
}
mAnimation->play(mCurrentWeapon, Priority_Weapon,
MWRender::Animation::Group_UpperBody, true,
weapSpeed, mAttackType+" start", mAttackType+" stop",
0.0f, 0);
mUpperBodyState = UpperCharState_CastingSpell;
}
}
else if(mWeaponType != WeapType_PickProbe)
{
if(mWeaponType == WeapType_Crossbow || mWeaponType == WeapType_BowAndArrow ||
mWeaponType == WeapType_ThowWeapon)
mAttackType = "shoot";
else
{
int attackType = crstats.getAttackType();
if(isWeapon && Settings::Manager::getBool("best attack", "Game"))
attackType = getBestAttack(weapon->get<ESM::Weapon>()->mBase);
if (attackType == MWMechanics::CreatureStats::AT_Chop)
mAttackType = "chop";
else if (attackType == MWMechanics::CreatureStats::AT_Slash)
mAttackType = "slash";
else
mAttackType = "thrust";
}
mAnimation->play(mCurrentWeapon, Priority_Weapon,
MWRender::Animation::Group_UpperBody, false,
weapSpeed, mAttackType+" start", mAttackType+" min attack",
0.0f, 0);
mUpperBodyState = UpperCharState_StartToMinAttack;
}
}
}
else if(mUpperBodyState == UpperCharState_MinAttackToMaxAttack)
{
mAnimation->disable(mCurrentWeapon);
mAnimation->play(mCurrentWeapon, Priority_Weapon,
MWRender::Animation::Group_UpperBody, false,
weapSpeed, mAttackType+" max attack", mAttackType+" min hit",
1.0f-complete, 0);
mUpperBodyState = UpperCharState_MaxAttackToMinHit;
}
if(!animPlaying)
{
if(mUpperBodyState == UpperCharState_EquipingWeap ||
mUpperBodyState == UpperCharState_FollowStartToFollowStop ||
mUpperBodyState == UpperCharState_CastingSpell)
mUpperBodyState = UpperCharState_WeapEquiped;
else if(mUpperBodyState == UpperCharState_UnEquipingWeap)
mUpperBodyState = UpperCharState_Nothing;
}
else if(complete >= 1.0f)
{
if(mUpperBodyState == UpperCharState_StartToMinAttack)
{
mAnimation->disable(mCurrentWeapon);
mAnimation->play(mCurrentWeapon, Priority_Weapon,
MWRender::Animation::Group_UpperBody, false,
weapSpeed, mAttackType+" min attack", mAttackType+" max attack",
0.0f, 0);
mUpperBodyState = UpperCharState_MinAttackToMaxAttack;
}
else if(mUpperBodyState == UpperCharState_MaxAttackToMinHit)
{
mAnimation->disable(mCurrentWeapon);
if(mAttackType == "shoot")
mAnimation->play(mCurrentWeapon, Priority_Weapon,
MWRender::Animation::Group_UpperBody, false,
weapSpeed, mAttackType+" min hit", mAttackType+" follow start",
0.0f, 0);
else
mAnimation->play(mCurrentWeapon, Priority_Weapon,
MWRender::Animation::Group_UpperBody, false,
weapSpeed, mAttackType+" min hit", mAttackType+" hit",
0.0f, 0);
mUpperBodyState = UpperCharState_MinHitToHit;
}
else if(mUpperBodyState == UpperCharState_MinHitToHit)
{
mAnimation->disable(mCurrentWeapon);
if(mAttackType == "shoot")
mAnimation->play(mCurrentWeapon, Priority_Weapon,
MWRender::Animation::Group_UpperBody, true,
weapSpeed, mAttackType+" follow start", mAttackType+" follow stop",
0.0f, 0);
else
mAnimation->play(mCurrentWeapon, Priority_Weapon,
MWRender::Animation::Group_UpperBody, true,
weapSpeed, mAttackType+" large follow start", mAttackType+" large follow stop",
0.0f, 0);
mUpperBodyState = UpperCharState_FollowStartToFollowStop;
}
}
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,
1.0f, "start", "stop", 0.0f, (~(size_t)0));
}
else if(mAnimation->isPlaying("torch"))
mAnimation->disable("torch");
return forcestateupdate;
}
void CharacterController::update(float duration, Movement &movement)
{
const MWWorld::Class &cls = MWWorld::Class::get(mPtr);
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,
1.0f, "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);
mMovementSpeed = 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;
}
vec.x *= mMovementSpeed;
vec.y *= mMovementSpeed;
CharacterState movestate = CharState_None;
CharacterState idlestate = CharState_SpecialIdle;
bool forcestateupdate = false;
if(std::abs(vec.x/2.0f) > std::abs(vec.y))
{
if(vec.x > 0.0f)
movestate = (inwater ? (isrunning ? CharState_SwimRunRight : CharState_SwimWalkRight)
: (sneak ? CharState_SneakRight
: (isrunning ? CharState_RunRight : CharState_WalkRight)));
else if(vec.x < 0.0f)
movestate = (inwater ? (isrunning ? CharState_SwimRunLeft : CharState_SwimWalkLeft)
: (sneak ? CharState_SneakLeft
: (isrunning ? CharState_RunLeft : CharState_WalkLeft)));
}
else if(vec.y != 0.0f)
{
if(vec.y > 0.0f)
movestate = (inwater ? (isrunning ? CharState_SwimRunForward : CharState_SwimWalkForward)
: (sneak ? CharState_SneakForward
: (isrunning ? CharState_RunForward : CharState_WalkForward)));
else if(vec.y < 0.0f)
movestate = (inwater ? (isrunning ? CharState_SwimRunBack : CharState_SwimWalkBack)
: (sneak ? CharState_SneakBack
: (isrunning ? CharState_RunBack : CharState_WalkBack)));
}
else if(rot.z != 0.0f && !inwater && !sneak)
{
if(rot.z > 0.0f)
movestate = CharState_TurnRight;
else if(rot.z < 0.0f)
movestate = CharState_TurnLeft;
}
if(movestate != CharState_None)
clearAnimQueue();
if(mAnimQueue.size() == 0)
idlestate = (inwater ? CharState_IdleSwim : (sneak ? CharState_IdleSneak : CharState_Idle));
else 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,
1.0f, "start", "stop", 0.0f, mAnimQueue.front().second);
}
}
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())
forcestateupdate = updateNpcState();
refreshCurrentAnims(idlestate, movestate, forcestateupdate);
}
else if(cls.getCreatureStats(mPtr).isDead())
{
MWBase::Environment::get().getWorld()->enableActorCollision(mPtr, false);
}
if(mAnimation && !mSkipAnim)
{
Ogre::Vector3 moved = mAnimation->runAnimation(duration);
// Ensure we're moving in generally the right direction
if(mMovementSpeed > 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 "<<groupname<<" not found" <<std::endl;
else
{
count = std::max(count, 1);
if(mode != 0 || mAnimQueue.size() == 0)
{
clearAnimQueue();
mAnimQueue.push_back(std::make_pair(groupname, count-1));
mAnimation->disable(mCurrentIdle);
mCurrentIdle.clear();
mIdleState = CharState_SpecialIdle;
mAnimation->play(groupname, Priority_Default,
MWRender::Animation::Group_All, false, 1.0f,
((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;
return mAnimation->isPlaying(groupName);
}
void CharacterController::clearAnimQueue()
{
if(mAnimQueue.size() > 0)
mAnimation->disable(mAnimQueue.front().first);
mAnimQueue.clear();
}
void CharacterController::forceStateUpdate()
{
if(!mAnimation)
return;
clearAnimQueue();
refreshCurrentAnims(mIdleState, mMovementState, true);
if(mDeathState != CharState_None)
{
const StateInfo *state = std::find_if(sDeathList, sDeathListEnd, FindCharState(mDeathState));
if(state == sDeathListEnd)
throw std::runtime_error("Failed to find character state "+Ogre::StringConverter::toString(mDeathState));
mCurrentDeath = state->groupname;
if(!mAnimation->getInfo(mCurrentDeath))
mAnimation->play(mCurrentDeath, Priority_Death, MWRender::Animation::Group_All,
false, 1.0f, "start", "stop", 0.0f, 0);
}
}
void CharacterController::kill()
{
if(mDeathState != CharState_None)
return;
if(mPtr.getTypeName() == typeid(ESM::NPC).name())
{
const StateInfo *state = NULL;
if(MWBase::Environment::get().getWorld()->isSwimming(mPtr))
{
mDeathState = CharState_SwimDeath;
state = std::find_if(sDeathList, sDeathListEnd, FindCharState(mDeathState));
if(state == sDeathListEnd)
throw std::runtime_error("Failed to find character state "+Ogre::StringConverter::toString(mDeathState));
}
static const CharacterState deathstates[5] = {
CharState_Death1, CharState_Death2, CharState_Death3, CharState_Death4, CharState_Death5
};
std::vector<CharacterState> states(&deathstates[0], &deathstates[5]);
while(states.size() > 1 && (!state || !mAnimation->hasAnimation(state->groupname)))
{
int pos = (int)(rand()/((double)RAND_MAX+1.0)*states.size());
mDeathState = states[pos];
states.erase(states.begin()+pos);
state = std::find_if(sDeathList, sDeathListEnd, FindCharState(mDeathState));
if(state == sDeathListEnd)
throw std::runtime_error("Failed to find character state "+Ogre::StringConverter::toString(mDeathState));
}
mCurrentDeath = state->groupname;
}
else
{
mDeathState = CharState_Death1;
mCurrentDeath = "death1";
}
if(mAnimation)
{
mAnimation->play(mCurrentDeath, Priority_Death, MWRender::Animation::Group_All,
false, 1.0f, "start", "stop", 0.0f, 0);
mAnimation->disable(mCurrentIdle);
}
mIdleState = CharState_None;
mCurrentIdle.clear();
}
void CharacterController::resurrect()
{
if(mDeathState == CharState_None)
return;
if(mAnimation)
mAnimation->disable(mCurrentDeath);
mCurrentDeath.empty();
mDeathState = CharState_None;
}
}