|
|
|
/*
|
|
|
|
* 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 "security.hpp"
|
|
|
|
|
|
|
|
#include "../mwrender/animation.hpp"
|
|
|
|
|
|
|
|
#include "../mwbase/environment.hpp"
|
|
|
|
#include "../mwbase/world.hpp"
|
|
|
|
#include "../mwbase/soundmanager.hpp"
|
|
|
|
#include "../mwbase/windowmanager.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 std::string sDeathList[] = {
|
|
|
|
"death1" ,
|
|
|
|
"death2" ,
|
|
|
|
"death3" ,
|
|
|
|
"death4" ,
|
|
|
|
"death5" ,
|
|
|
|
"swimdeath",
|
|
|
|
};
|
|
|
|
static const int sDeathListSize = sizeof(sDeathList)/sizeof(sDeathList[0]);
|
|
|
|
|
|
|
|
static const std::string sHitList[] = {
|
|
|
|
"hit1" ,
|
|
|
|
"hit2" ,
|
|
|
|
"hit3" ,
|
|
|
|
"hit4" ,
|
|
|
|
"hit5" ,
|
|
|
|
"knockdown" ,
|
|
|
|
};
|
|
|
|
static const int sHitListSize = sizeof(sHitList)/sizeof(sHitList[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_Jump, "jump" },
|
|
|
|
|
|
|
|
{ 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)
|
|
|
|
{
|
|
|
|
// hit recoils/knockdown animations handling
|
|
|
|
if(mPtr.getClass().isActor())
|
|
|
|
{
|
|
|
|
bool recovery = mPtr.getClass().getCreatureStats(mPtr).getHitRecovery();
|
|
|
|
bool knockdown = mPtr.getClass().getCreatureStats(mPtr).getKnockedDown();
|
|
|
|
if(mHitState == CharState_None)
|
|
|
|
{
|
|
|
|
if(knockdown)
|
|
|
|
{
|
|
|
|
mHitState = CharState_KnockDown;
|
|
|
|
mCurrentHit = sHitList[sHitListSize-1];
|
|
|
|
mAnimation->play(mCurrentHit, Priority_Knockdown, MWRender::Animation::Group_All, true, 1, "start", "stop", 0.0f, 0);
|
|
|
|
}
|
|
|
|
else if (recovery)
|
|
|
|
{
|
|
|
|
mHitState = CharState_Hit;
|
|
|
|
int iHit = rand() % (sHitListSize-1);
|
|
|
|
mCurrentHit = sHitList[iHit];
|
|
|
|
if(mPtr.getRefData().getHandle()=="player" && !mAnimation->hasAnimation(mCurrentHit))
|
|
|
|
{
|
|
|
|
//only 3 different hit animations if player is in 1st person
|
|
|
|
int iHit = rand() % (sHitListSize-3);
|
|
|
|
mCurrentHit = sHitList[iHit];
|
|
|
|
}
|
|
|
|
mAnimation->play(mCurrentHit, Priority_Hit, MWRender::Animation::Group_All, true, 1, "start", "stop", 0.0f, 0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if(!mAnimation->isPlaying(mCurrentHit))
|
|
|
|
{
|
|
|
|
mCurrentHit.erase();
|
|
|
|
if (knockdown)
|
|
|
|
mPtr.getClass().getCreatureStats(mPtr).setKnockedDown(false);
|
|
|
|
if (recovery)
|
|
|
|
mPtr.getClass().getCreatureStats(mPtr).setHitRecovery(false);
|
|
|
|
mHitState = CharState_None;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
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 && mJumpState != JumpState_None)
|
|
|
|
{
|
|
|
|
std::string jump;
|
|
|
|
MWRender::Animation::Group jumpgroup = MWRender::Animation::Group_All;
|
|
|
|
if(mJumpState != JumpState_None)
|
|
|
|
{
|
|
|
|
jump = "jump";
|
|
|
|
if(weap != sWeaponTypeListEnd)
|
|
|
|
{
|
|
|
|
jump += weap->shortgroup;
|
|
|
|
if(!mAnimation->hasAnimation(jump))
|
|
|
|
{
|
|
|
|
jumpgroup = MWRender::Animation::Group_LowerBody;
|
|
|
|
jump = "jump";
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(mJumpState == JumpState_Falling)
|
|
|
|
{
|
|
|
|
int mode = ((jump == mCurrentJump) ? 2 : 1);
|
|
|
|
|
|
|
|
mAnimation->disable(mCurrentJump);
|
|
|
|
mCurrentJump = jump;
|
|
|
|
mAnimation->play(mCurrentJump, Priority_Jump, jumpgroup, false,
|
|
|
|
1.0f, ((mode!=2)?"start":"loop start"), "stop", 0.0f, ~0ul);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
mAnimation->disable(mCurrentJump);
|
|
|
|
mCurrentJump.clear();
|
|
|
|
mAnimation->play(jump, Priority_Jump, jumpgroup, true,
|
|
|
|
1.0f, "loop stop", "stop", 0.0f, 0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
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();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* If we're playing the same animation, restart from the loop start instead of the
|
|
|
|
* beginning. */
|
|
|
|
int mode = ((movement == mCurrentMovement) ? 2 : 1);
|
|
|
|
|
|
|
|
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, ((mode!=2)?"start":"loop 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;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
|
|
|
|
void CharacterController::playRandomDeath(float startpoint)
|
|
|
|
{
|
|
|
|
if(MWWorld::Class::get(mPtr).isNpc())
|
|
|
|
{
|
|
|
|
if(MWBase::Environment::get().getWorld()->isSwimming(mPtr))
|
|
|
|
{
|
|
|
|
mDeathState = CharState_SwimDeath;
|
|
|
|
mCurrentDeath = sDeathList[sDeathListSize-1]; //last in the list is 'swimdeath'
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
int num = rand() % (sDeathListSize-1);
|
|
|
|
mDeathState = static_cast<CharacterState>(CharState_Death1 + num);
|
|
|
|
mCurrentDeath = sDeathList[num];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
mDeathState = CharState_Death1;
|
|
|
|
mCurrentDeath = "death1";
|
|
|
|
}
|
|
|
|
|
|
|
|
mAnimation->play(mCurrentDeath, Priority_Death, MWRender::Animation::Group_All,
|
|
|
|
false, 1.0f, "start", "stop", 0.0f, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
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)
|
|
|
|
, mHitState(CharState_None)
|
|
|
|
, mUpperBodyState(UpperCharState_Nothing)
|
|
|
|
, mJumpState(JumpState_None)
|
|
|
|
, mWeaponType(WeapType_None)
|
|
|
|
, mSkipAnim(false)
|
|
|
|
, mSecondsOfRunning(0)
|
|
|
|
, mSecondsOfSwimming(0)
|
|
|
|
{
|
|
|
|
if(!mAnimation)
|
|
|
|
return;
|
|
|
|
|
|
|
|
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(mPtr.getTypeName() == typeid(ESM::NPC).name())
|
|
|
|
{
|
|
|
|
getActiveWeapon(cls.getNpcStats(mPtr), cls.getInventoryStore(mPtr), &mWeaponType);
|
|
|
|
if(mWeaponType != WeapType_None)
|
|
|
|
{
|
|
|
|
getWeaponGroup(mWeaponType, mCurrentWeapon);
|
|
|
|
mUpperBodyState = UpperCharState_WeapEquiped;
|
|
|
|
mAnimation->showWeapons(true);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(!cls.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)
|
|
|
|
{
|
|
|
|
playRandomDeath(1.0f);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
CharacterController::~CharacterController()
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CharacterController::updatePtr(const MWWorld::Ptr &ptr)
|
|
|
|
{
|
|
|
|
mPtr = ptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool CharacterController::updateCreatureState()
|
|
|
|
{
|
|
|
|
const MWWorld::Class &cls = mPtr.getClass();
|
|
|
|
CreatureStats &stats = cls.getCreatureStats(mPtr);
|
|
|
|
|
|
|
|
if(stats.getAttackingOrSpell())
|
|
|
|
{
|
|
|
|
if(mUpperBodyState == UpperCharState_Nothing && mHitState == CharState_None)
|
|
|
|
{
|
|
|
|
MWBase::Environment::get().getWorld()->breakInvisibility(mPtr);
|
|
|
|
|
|
|
|
switch (stats.getAttackType())
|
|
|
|
{
|
|
|
|
case CreatureStats::AT_Chop:
|
|
|
|
mCurrentWeapon = "attack1";
|
|
|
|
break;
|
|
|
|
case CreatureStats::AT_Slash:
|
|
|
|
mCurrentWeapon = "attack2";
|
|
|
|
break;
|
|
|
|
case CreatureStats::AT_Thrust:
|
|
|
|
mCurrentWeapon = "attack3";
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
mAnimation->play(mCurrentWeapon, Priority_Weapon,
|
|
|
|
MWRender::Animation::Group_All, true,
|
|
|
|
1, "start", "stop",
|
|
|
|
0.0f, 0);
|
|
|
|
mUpperBodyState = UpperCharState_StartToMinAttack;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
bool animPlaying = mAnimation->getInfo(mCurrentWeapon);
|
|
|
|
if (!animPlaying)
|
|
|
|
mUpperBodyState = UpperCharState_Nothing;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool CharacterController::updateNpcState(bool inwater, bool isrunning)
|
|
|
|
{
|
|
|
|
const MWWorld::Class &cls = MWWorld::Class::get(mPtr);
|
|
|
|
NpcStats &stats = cls.getNpcStats(mPtr);
|
|
|
|
WeaponType weaptype = WeapType_None;
|
|
|
|
MWWorld::InventoryStore &inv = cls.getInventoryStore(mPtr);
|
|
|
|
MWWorld::ContainerStoreIterator weapon = getActiveWeapon(stats, inv, &weaptype);
|
|
|
|
const bool isWerewolf = stats.isWerewolf();
|
|
|
|
|
|
|
|
bool forcestateupdate = false;
|
|
|
|
if(weaptype != mWeaponType && mHitState != CharState_KnockDown)
|
|
|
|
{
|
|
|
|
forcestateupdate = true;
|
|
|
|
|
|
|
|
// Shields/torches shouldn't be visible during spellcasting or hand-to-hand
|
|
|
|
// There seems to be no text keys for this purpose, except maybe for "[un]equip start/stop",
|
|
|
|
// but they are also present in weapon drawing animation.
|
|
|
|
mAnimation->showCarriedLeft(weaptype != WeapType_Spell && weaptype != WeapType_HandToHand);
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
|
|
|
if(isWerewolf)
|
|
|
|
{
|
|
|
|
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
|
|
|
|
const ESM::Sound *sound = store.get<ESM::Sound>().searchRandom("WolfEquip");
|
|
|
|
if(sound)
|
|
|
|
{
|
|
|
|
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
|
|
|
|
sndMgr->playSound3D(mPtr, sound->mId, 1.0f, 1.0f);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(weapon != inv.end() && !(weaptype == WeapType_None && mWeaponType == WeapType_Spell))
|
|
|
|
{
|
|
|
|
std::string soundid = (weaptype == 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);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
mWeaponType = weaptype;
|
|
|
|
getWeaponGroup(mWeaponType, mCurrentWeapon);
|
|
|
|
}
|
|
|
|
|
|
|
|
if(isWerewolf)
|
|
|
|
{
|
|
|
|
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
|
|
|
|
if(isrunning && !inwater && mWeaponType == WeapType_None)
|
|
|
|
{
|
|
|
|
if(!sndMgr->getSoundPlaying(mPtr, "WolfRun"))
|
|
|
|
sndMgr->playSound3D(mPtr, "WolfRun", 1.0f, 1.0f, MWBase::SoundManager::Play_TypeSfx,
|
|
|
|
MWBase::SoundManager::Play_Loop);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
sndMgr->stopSound3D(mPtr, "WolfRun");
|
|
|
|
}
|
|
|
|
|
|
|
|
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;
|
|
|
|
if(stats.getAttackingOrSpell())
|
|
|
|
{
|
|
|
|
if(mUpperBodyState == UpperCharState_WeapEquiped && mHitState == CharState_None)
|
|
|
|
{
|
|
|
|
MWBase::Environment::get().getWorld()->breakInvisibility(mPtr);
|
|
|
|
mAttackType.clear();
|
|
|
|
if(mWeaponType == WeapType_Spell)
|
|
|
|
{
|
|
|
|
// Unset casting flag, otherwise pressing the mouse button down would
|
|
|
|
// continue casting every frame if there is no animation
|
|
|
|
mPtr.getClass().getCreatureStats(mPtr).setAttackingOrSpell(false);
|
|
|
|
|
|
|
|
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
|
|
|
|
|
|
|
|
// For the player, set the spell we want to cast
|
|
|
|
// This has to be done at the start of the casting animation,
|
|
|
|
// *not* when selecting a spell in the GUI (otherwise you could change the spell mid-animation)
|
|
|
|
if (mPtr.getRefData().getHandle() == "player")
|
|
|
|
{
|
|
|
|
std::string selectedSpell = MWBase::Environment::get().getWindowManager()->getSelectedSpell();
|
|
|
|
stats.getSpells().setSelectedSpell(selectedSpell);
|
|
|
|
}
|
|
|
|
std::string spellid = stats.getSpells().getSelectedSpell();
|
|
|
|
|
|
|
|
if(!spellid.empty() && MWBase::Environment::get().getWorld()->startSpellCast(mPtr))
|
|
|
|
{
|
|
|
|
static const std::string schools[] = {
|
|
|
|
"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
|
|
|
|
};
|
|
|
|
|
|
|
|
const ESM::Spell *spell = store.get<ESM::Spell>().find(spellid);
|
|
|
|
const ESM::ENAMstruct &effectentry = spell->mEffects.mList.at(0);
|
|
|
|
|
|
|
|
const ESM::MagicEffect *effect;
|
|
|
|
effect = store.get<ESM::MagicEffect>().find(effectentry.mEffectID);
|
|
|
|
|
|
|
|
const ESM::Static* castStatic;
|
|
|
|
if (!effect->mCasting.empty())
|
|
|
|
castStatic = store.get<ESM::Static>().find (effect->mCasting);
|
|
|
|
else
|
|
|
|
castStatic = store.get<ESM::Static>().find ("VFX_DefaultCast");
|
|
|
|
|
|
|
|
mAnimation->addEffect("meshes\\" + castStatic->mModel, effect->mIndex);
|
|
|
|
|
|
|
|
castStatic = MWBase::Environment::get().getWorld()->getStore().get<ESM::Static>().find ("VFX_Hands");
|
|
|
|
//mAnimation->addEffect("meshes\\" + castStatic->mModel, -1, false, "Bip01 L Hand", effect->mParticle);
|
|
|
|
//mAnimation->addEffect("meshes\\" + castStatic->mModel, -1, false, "Bip01 R Hand", effect->mParticle);
|
|
|
|
mAnimation->addEffect("meshes\\" + castStatic->mModel, -1, false, "Left Hand", effect->mParticle);
|
|
|
|
mAnimation->addEffect("meshes\\" + castStatic->mModel, -1, false, "Right Hand", effect->mParticle);
|
|
|
|
|
|
|
|
switch(effectentry.mRange)
|
|
|
|
{
|
|
|
|
case 0: mAttackType = "self"; break;
|
|
|
|
case 1: mAttackType = "touch"; break;
|
|
|
|
case 2: mAttackType = "target"; break;
|
|
|
|
}
|
|
|
|
|
|
|
|
mAnimation->play(mCurrentWeapon, Priority_Weapon,
|
|
|
|
MWRender::Animation::Group_UpperBody, true,
|
|
|
|
weapSpeed, mAttackType+" start", mAttackType+" stop",
|
|
|
|
0.0f, 0);
|
|
|
|
mUpperBodyState = UpperCharState_CastingSpell;
|
|
|
|
|
|
|
|
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
|
|
|
|
if(!effect->mCastSound.empty())
|
|
|
|
sndMgr->playSound3D(mPtr, effect->mCastSound, 1.0f, 1.0f);
|
|
|
|
else
|
|
|
|
sndMgr->playSound3D(mPtr, schools[effect->mData.mSchool]+" cast", 1.0f, 1.0f);
|
|
|
|
}
|
|
|
|
if (inv.getSelectedEnchantItem() != inv.end())
|
|
|
|
{
|
|
|
|
// Enchanted items cast immediately (no animation)
|
|
|
|
MWBase::Environment::get().getWorld()->castSpell(mPtr);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if(mWeaponType == WeapType_PickProbe)
|
|
|
|
{
|
|
|
|
MWWorld::Ptr item = *weapon;
|
|
|
|
MWWorld::Ptr target = MWBase::Environment::get().getWorld()->getFacedObject();
|
|
|
|
std::string resultMessage, resultSound;
|
|
|
|
|
|
|
|
if(!target.isEmpty())
|
|
|
|
{
|
|
|
|
if(item.getTypeName() == typeid(ESM::Lockpick).name())
|
|
|
|
Security(mPtr).pickLock(target, item, resultMessage, resultSound);
|
|
|
|
else if(item.getTypeName() == typeid(ESM::Probe).name())
|
|
|
|
Security(mPtr).probeTrap(target, item, resultMessage, resultSound);
|
|
|
|
}
|
|
|
|
mAnimation->play(mCurrentWeapon, Priority_Weapon,
|
|
|
|
MWRender::Animation::Group_UpperBody, true,
|
|
|
|
1.0f, "start", "stop", 0.0, 0);
|
|
|
|
mUpperBodyState = UpperCharState_FollowStartToFollowStop;
|
|
|
|
|
|
|
|
if(!resultMessage.empty())
|
|
|
|
MWBase::Environment::get().getWindowManager()->messageBox(resultMessage);
|
|
|
|
if(!resultSound.empty())
|
|
|
|
MWBase::Environment::get().getSoundManager()->playSound(resultSound, 1.0f, 1.0f);
|
|
|
|
|
|
|
|
// Set again, just to update the charge bar
|
|
|
|
if(item.getRefData().getCount())
|
|
|
|
MWBase::Environment::get().getWindowManager()->setSelectedWeapon(item);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if(mWeaponType == WeapType_Crossbow || mWeaponType == WeapType_BowAndArrow ||
|
|
|
|
mWeaponType == WeapType_ThowWeapon)
|
|
|
|
mAttackType = "shoot";
|
|
|
|
else
|
|
|
|
{
|
|
|
|
int attackType = stats.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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
|
|
|
|
if(mUpperBodyState == UpperCharState_MinAttackToMaxAttack && mHitState != CharState_KnockDown)
|
|
|
|
{
|
|
|
|
if(mAttackType != "shoot")
|
|
|
|
{
|
|
|
|
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
|
|
|
|
|
|
|
|
if(isWerewolf)
|
|
|
|
{
|
|
|
|
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
|
|
|
|
const ESM::Sound *sound = store.get<ESM::Sound>().searchRandom("WolfSwing");
|
|
|
|
if(sound)
|
|
|
|
sndMgr->playSound3D(mPtr, sound->mId, 1.0f, 1.0f);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
std::string sound = "SwishM";
|
|
|
|
if(complete < 0.5f)
|
|
|
|
sndMgr->playSound3D(mPtr, sound, 1.0f, 0.8f); //Weak attack
|
|
|
|
else if(complete < 1.0f)
|
|
|
|
sndMgr->playSound3D(mPtr, sound, 1.0f, 1.0f); //Medium attack
|
|
|
|
else
|
|
|
|
sndMgr->playSound3D(mPtr, sound, 1.0f, 1.2f); //Strong attack
|
|
|
|
}
|
|
|
|
}
|
|
|
|
stats.setAttackStrength(complete);
|
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
else if (mHitState == CharState_KnockDown)
|
|
|
|
{
|
|
|
|
mUpperBodyState = UpperCharState_WeapEquiped;
|
|
|
|
mAnimation->disable(mCurrentWeapon);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(!animPlaying)
|
|
|
|
{
|
|
|
|
if(mUpperBodyState == UpperCharState_EquipingWeap ||
|
|
|
|
mUpperBodyState == UpperCharState_FollowStartToFollowStop ||
|
|
|
|
mUpperBodyState == UpperCharState_CastingSpell)
|
|
|
|
{
|
|
|
|
mUpperBodyState = UpperCharState_WeapEquiped;
|
|
|
|
//don't allow to continue playing hit animation on UpperBody after actor had attacked during it
|
|
|
|
if(mHitState == CharState_Hit)
|
|
|
|
{
|
|
|
|
mAnimation->changeGroups(mCurrentHit, MWRender::Animation::Group_LowerBody);
|
|
|
|
//commenting out following 2 lines will give a bit different combat dynamics(slower)
|
|
|
|
mHitState = CharState_None;
|
|
|
|
mCurrentHit.clear();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if(mUpperBodyState == UpperCharState_UnEquipingWeap)
|
|
|
|
mUpperBodyState = UpperCharState_Nothing;
|
|
|
|
}
|
|
|
|
else if(complete >= 1.0f)
|
|
|
|
{
|
|
|
|
std::string start, stop;
|
|
|
|
switch(mUpperBodyState)
|
|
|
|
{
|
|
|
|
case UpperCharState_StartToMinAttack:
|
|
|
|
start = mAttackType+" min attack";
|
|
|
|
stop = mAttackType+" max attack";
|
|
|
|
mUpperBodyState = UpperCharState_MinAttackToMaxAttack;
|
|
|
|
break;
|
|
|
|
case UpperCharState_MaxAttackToMinHit:
|
|
|
|
if(mAttackType == "shoot")
|
|
|
|
{
|
|
|
|
start = mAttackType+" min hit";
|
|
|
|
stop = mAttackType+" release";
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
start = mAttackType+" min hit";
|
|
|
|
stop = mAttackType+" hit";
|
|
|
|
}
|
|
|
|
mUpperBodyState = UpperCharState_MinHitToHit;
|
|
|
|
break;
|
|
|
|
case UpperCharState_MinHitToHit:
|
|
|
|
if(mAttackType == "shoot")
|
|
|
|
{
|
|
|
|
start = mAttackType+" follow start";
|
|
|
|
stop = mAttackType+" follow stop";
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
float str = stats.getAttackStrength();
|
|
|
|
start = mAttackType+((str < 0.5f) ? " small follow start"
|
|
|
|
: (str < 1.0f) ? " medium follow start"
|
|
|
|
: " large follow start");
|
|
|
|
stop = mAttackType+((str < 0.5f) ? " small follow stop"
|
|
|
|
: (str < 1.0f) ? " medium follow stop"
|
|
|
|
: " large follow stop");
|
|
|
|
}
|
|
|
|
mUpperBodyState = UpperCharState_FollowStartToFollowStop;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(!start.empty())
|
|
|
|
{
|
|
|
|
mAnimation->disable(mCurrentWeapon);
|
|
|
|
if (mUpperBodyState == UpperCharState_FollowStartToFollowStop)
|
|
|
|
mAnimation->play(mCurrentWeapon, Priority_Weapon,
|
|
|
|
MWRender::Animation::Group_UpperBody, true,
|
|
|
|
weapSpeed, start, stop, 0.0f, 0);
|
|
|
|
else
|
|
|
|
mAnimation->play(mCurrentWeapon, Priority_Weapon,
|
|
|
|
MWRender::Animation::Group_UpperBody, false,
|
|
|
|
weapSpeed, start, stop, 0.0f, 0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
MWWorld::ContainerStoreIterator torch = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
|
|
|
|
if(torch != inv.end() && torch->getTypeName() == typeid(ESM::Light).name()
|
|
|
|
&& mWeaponType != WeapType_Spell && mWeaponType != WeapType_HandToHand)
|
|
|
|
|
|
|
|
{
|
|
|
|
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)
|
|
|
|
{
|
|
|
|
MWBase::World *world = MWBase::Environment::get().getWorld();
|
|
|
|
const MWWorld::Class &cls = MWWorld::Class::get(mPtr);
|
|
|
|
Ogre::Vector3 movement(0.0f);
|
|
|
|
|
|
|
|
updateVisibility();
|
|
|
|
|
|
|
|
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())
|
|
|
|
{
|
|
|
|
bool onground = world->isOnGround(mPtr);
|
|
|
|
bool inwater = world->isSwimming(mPtr);
|
|
|
|
bool isrunning = cls.getCreatureStats(mPtr).getStance(MWMechanics::CreatureStats::Stance_Run);
|
|
|
|
bool sneak = cls.getCreatureStats(mPtr).getStance(MWMechanics::CreatureStats::Stance_Sneak);
|
|
|
|
bool flying = world->isFlying(mPtr);
|
|
|
|
Ogre::Vector3 vec = cls.getMovementVector(mPtr);
|
|
|
|
vec.normalise();
|
|
|
|
if(mHitState != CharState_None && mJumpState == JumpState_None)
|
|
|
|
vec = Ogre::Vector3(0.0f);
|
|
|
|
Ogre::Vector3 rot = cls.getRotationVector(mPtr);
|
|
|
|
mMovementSpeed = cls.getSpeed(mPtr);
|
|
|
|
|
|
|
|
vec.x *= mMovementSpeed;
|
|
|
|
vec.y *= mMovementSpeed;
|
|
|
|
|
|
|
|
CharacterState movestate = CharState_None;
|
|
|
|
CharacterState idlestate = CharState_SpecialIdle;
|
|
|
|
bool forcestateupdate = false;
|
|
|
|
|
|
|
|
isrunning = isrunning && std::abs(vec[0])+std::abs(vec[1]) > 0.0f;
|
|
|
|
|
|
|
|
|
|
|
|
// advance athletics
|
|
|
|
if(std::abs(vec[0])+std::abs(vec[1]) > 0.0f && 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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// reduce fatigue
|
|
|
|
const MWWorld::Store<ESM::GameSetting> &gmst = world->getStore().get<ESM::GameSetting>();
|
|
|
|
float fatigueLoss = 0;
|
|
|
|
static const float fFatigueRunBase = gmst.find("fFatigueRunBase")->getFloat();
|
|
|
|
static const float fFatigueRunMult = gmst.find("fFatigueRunMult")->getFloat();
|
|
|
|
static const float fFatigueSwimWalkBase = gmst.find("fFatigueSwimWalkBase")->getFloat();
|
|
|
|
static const float fFatigueSwimRunBase = gmst.find("fFatigueSwimRunBase")->getFloat();
|
|
|
|
static const float fFatigueSwimWalkMult = gmst.find("fFatigueSwimWalkMult")->getFloat();
|
|
|
|
static const float fFatigueSwimRunMult = gmst.find("fFatigueSwimRunMult")->getFloat();
|
|
|
|
static const float fFatigueSneakBase = gmst.find("fFatigueSneakBase")->getFloat();
|
|
|
|
static const float fFatigueSneakMult = gmst.find("fFatigueSneakMult")->getFloat();
|
|
|
|
|
|
|
|
const float encumbrance = cls.getEncumbrance(mPtr) / cls.getCapacity(mPtr);
|
|
|
|
if (encumbrance < 1)
|
|
|
|
{
|
|
|
|
if (sneak)
|
|
|
|
fatigueLoss = fFatigueSneakBase + encumbrance * fFatigueSneakMult;
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (inwater)
|
|
|
|
{
|
|
|
|
if (!isrunning)
|
|
|
|
fatigueLoss = fFatigueSwimWalkBase + encumbrance * fFatigueSwimWalkMult;
|
|
|
|
else
|
|
|
|
fatigueLoss = fFatigueSwimRunBase + encumbrance * fFatigueSwimRunMult;
|
|
|
|
}
|
|
|
|
if (isrunning)
|
|
|
|
fatigueLoss = fFatigueRunBase + encumbrance * fFatigueRunMult;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
fatigueLoss *= duration;
|
|
|
|
DynamicStat<float> fatigue = cls.getCreatureStats(mPtr).getFatigue();
|
|
|
|
fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss, fatigue.getCurrent() < 0);
|
|
|
|
cls.getCreatureStats(mPtr).setFatigue(fatigue);
|
|
|
|
|
|
|
|
if(sneak || inwater || flying)
|
|
|
|
vec.z = 0.0f;
|
|
|
|
|
|
|
|
if (inwater || flying)
|
|
|
|
cls.getCreatureStats(mPtr).land();
|
|
|
|
|
|
|
|
if(!onground && !flying && !inwater)
|
|
|
|
{
|
|
|
|
// In the air (either getting up —ascending part of jump— or falling).
|
|
|
|
|
|
|
|
if (world->isSlowFalling(mPtr))
|
|
|
|
{
|
|
|
|
// SlowFalling spell effect is active, do not keep previous fall height
|
|
|
|
cls.getCreatureStats(mPtr).land();
|
|
|
|
}
|
|
|
|
|
|
|
|
forcestateupdate = (mJumpState != JumpState_Falling);
|
|
|
|
mJumpState = JumpState_Falling;
|
|
|
|
|
|
|
|
// This is a guess. All that seems to be known is that "While the player is in the
|
|
|
|
// air, fJumpMoveBase and fJumpMoveMult governs air control." Assuming Acrobatics
|
|
|
|
// plays a role, this makes the most sense.
|
|
|
|
float mult = 0.0f;
|
|
|
|
if(cls.isNpc())
|
|
|
|
{
|
|
|
|
const NpcStats &stats = cls.getNpcStats(mPtr);
|
|
|
|
mult = gmst.find("fJumpMoveBase")->getFloat() +
|
|
|
|
(stats.getSkill(ESM::Skill::Acrobatics).getModified()/100.0f *
|
|
|
|
gmst.find("fJumpMoveMult")->getFloat());
|
|
|
|
}
|
|
|
|
|
|
|
|
vec.x *= mult;
|
|
|
|
vec.y *= mult;
|
|
|
|
vec.z = 0.0f;
|
|
|
|
}
|
|
|
|
else if(vec.z > 0.0f && mJumpState == JumpState_None)
|
|
|
|
{
|
|
|
|
// Started a jump.
|
|
|
|
float z = cls.getJump(mPtr);
|
|
|
|
if(vec.x == 0 && vec.y == 0)
|
|
|
|
vec = Ogre::Vector3(0.0f, 0.0f, z);
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Ogre::Vector3 lat = Ogre::Vector3(vec.x, vec.y, 0.0f).normalisedCopy();
|
|
|
|
vec = Ogre::Vector3(lat.x, lat.y, 1.0f) * z * 0.707f;
|
|
|
|
}
|
|
|
|
|
|
|
|
// advance acrobatics
|
|
|
|
if (mPtr.getRefData().getHandle() == "player")
|
|
|
|
cls.skillUsageSucceeded(mPtr, ESM::Skill::Acrobatics, 0);
|
|
|
|
|
|
|
|
// decrease fatigue
|
|
|
|
const MWWorld::Store<ESM::GameSetting> &gmst = world->getStore().get<ESM::GameSetting>();
|
|
|
|
const float fatigueJumpBase = gmst.find("fFatigueJumpBase")->getFloat();
|
|
|
|
const float fatigueJumpMult = gmst.find("fFatigueJumpMult")->getFloat();
|
|
|
|
const float normalizedEncumbrance = cls.getEncumbrance(mPtr) / cls.getCapacity(mPtr);
|
|
|
|
const int fatigueDecrease = fatigueJumpBase + (1 - normalizedEncumbrance) * fatigueJumpMult;
|
|
|
|
DynamicStat<float> fatigue = cls.getCreatureStats(mPtr).getFatigue();
|
|
|
|
fatigue.setCurrent(fatigue.getCurrent() - fatigueDecrease);
|
|
|
|
cls.getCreatureStats(mPtr).setFatigue(fatigue);
|
|
|
|
}
|
|
|
|
else if(mJumpState == JumpState_Falling)
|
|
|
|
{
|
|
|
|
forcestateupdate = true;
|
|
|
|
mJumpState = JumpState_Landing;
|
|
|
|
vec.z = 0.0f;
|
|
|
|
|
|
|
|
float height = cls.getCreatureStats(mPtr).land();
|
|
|
|
float healthLost = cls.getFallDamage(mPtr, height);
|
|
|
|
if (healthLost > 0.0f)
|
|
|
|
{
|
|
|
|
const float fatigueTerm = cls.getCreatureStats(mPtr).getFatigueTerm();
|
|
|
|
|
|
|
|
// inflict fall damages
|
|
|
|
DynamicStat<float> health = cls.getCreatureStats(mPtr).getHealth();
|
|
|
|
int realHealthLost = healthLost * (1.0f - 0.25 * fatigueTerm);
|
|
|
|
health.setCurrent(health.getCurrent() - realHealthLost);
|
|
|
|
cls.getCreatureStats(mPtr).setHealth(health);
|
|
|
|
cls.onHit(mPtr, realHealthLost, true, MWWorld::Ptr(), MWWorld::Ptr(), true);
|
|
|
|
|
|
|
|
const float acrobaticsSkill = cls.getSkill(mPtr, ESM::Skill::Acrobatics);
|
|
|
|
if (healthLost > (acrobaticsSkill * fatigueTerm))
|
|
|
|
{
|
|
|
|
cls.getCreatureStats(mPtr).setKnockedDown(true);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// report acrobatics progression
|
|
|
|
if (mPtr.getRefData().getHandle() == "player")
|
|
|
|
cls.skillUsageSucceeded(mPtr, ESM::Skill::Acrobatics, 1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if(!(vec.z > 0.0f))
|
|
|
|
mJumpState = JumpState_None;
|
|
|
|
vec.z = 0.0f;
|
|
|
|
|
|
|
|
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 (onground)
|
|
|
|
cls.getCreatureStats(mPtr).land();
|
|
|
|
|
|
|
|
if(movestate != CharState_None)
|
|
|
|
clearAnimQueue();
|
|
|
|
|
|
|
|
if(mAnimQueue.empty())
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(cls.isNpc())
|
|
|
|
forcestateupdate = updateNpcState(inwater, isrunning) || forcestateupdate;
|
|
|
|
else
|
|
|
|
forcestateupdate = updateCreatureState() || forcestateupdate;
|
|
|
|
|
|
|
|
refreshCurrentAnims(idlestate, movestate, forcestateupdate);
|
|
|
|
|
|
|
|
if (!mSkipAnim)
|
|
|
|
{
|
|
|
|
if(mHitState != CharState_KnockDown)
|
|
|
|
{
|
|
|
|
rot *= duration * Ogre::Math::RadiansToDegrees(1.0f);
|
|
|
|
world->rotateObject(mPtr, rot.x, rot.y, rot.z, true);
|
|
|
|
}
|
|
|
|
else //avoid z-rotating for knockdown
|
|
|
|
world->rotateObject(mPtr, rot.x, rot.y, 0.0f, true);
|
|
|
|
|
|
|
|
world->queueMovement(mPtr, vec);
|
|
|
|
}
|
|
|
|
|
|
|
|
movement = vec;
|
|
|
|
}
|
|
|
|
else if(cls.getCreatureStats(mPtr).isDead())
|
|
|
|
{
|
|
|
|
MWBase::Environment::get().getWorld()->enableActorCollision(mPtr, false);
|
|
|
|
world->queueMovement(mPtr, Ogre::Vector3(0.0f));
|
|
|
|
}
|
|
|
|
|
|
|
|
if(mAnimation && !mSkipAnim)
|
|
|
|
{
|
|
|
|
Ogre::Vector3 moved = mAnimation->runAnimation(duration);
|
|
|
|
if(duration > 0.0f)
|
|
|
|
moved /= duration;
|
|
|
|
else
|
|
|
|
moved = Ogre::Vector3(0.0f);
|
|
|
|
|
|
|
|
// Ensure we're moving in generally the right direction...
|
|
|
|
if(mMovementSpeed > 0.f)
|
|
|
|
{
|
|
|
|
float l = moved.length();
|
|
|
|
|
|
|
|
if((movement.x < 0.0f && movement.x < moved.x*2.0f) ||
|
|
|
|
(movement.x > 0.0f && movement.x > moved.x*2.0f))
|
|
|
|
moved.x = movement.x;
|
|
|
|
if((movement.y < 0.0f && movement.y < moved.y*2.0f) ||
|
|
|
|
(movement.y > 0.0f && movement.y > moved.y*2.0f))
|
|
|
|
moved.y = movement.y;
|
|
|
|
if((movement.z < 0.0f && movement.z < moved.z*2.0f) ||
|
|
|
|
(movement.z > 0.0f && movement.z > moved.z*2.0f))
|
|
|
|
moved.z = movement.z;
|
|
|
|
// but keep the original speed
|
|
|
|
float newLength = moved.length();
|
|
|
|
if (newLength > 0)
|
|
|
|
moved *= (l / newLength);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Update movement
|
|
|
|
if(moved.squaredLength() > 1.0f)
|
|
|
|
world->queueMovement(mPtr, moved);
|
|
|
|
}
|
|
|
|
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.empty() || !isAnimPlaying(mAnimQueue.front().first))
|
|
|
|
{
|
|
|
|
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.empty())
|
|
|
|
mAnimation->disable(mAnimQueue.front().first);
|
|
|
|
mAnimQueue.clear();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CharacterController::forceStateUpdate()
|
|
|
|
{
|
|
|
|
if(!mAnimation)
|
|
|
|
return;
|
|
|
|
clearAnimQueue();
|
|
|
|
|
|
|
|
refreshCurrentAnims(mIdleState, mMovementState, true);
|
|
|
|
if(mDeathState != CharState_None)
|
|
|
|
{
|
|
|
|
playRandomDeath();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CharacterController::kill()
|
|
|
|
{
|
|
|
|
if(mDeathState != CharState_None)
|
|
|
|
return;
|
|
|
|
|
|
|
|
playRandomDeath();
|
|
|
|
|
|
|
|
if(mAnimation)
|
|
|
|
{
|
|
|
|
mAnimation->disable(mCurrentIdle);
|
|
|
|
}
|
|
|
|
|
|
|
|
mIdleState = CharState_None;
|
|
|
|
mCurrentIdle.clear();
|
|
|
|
}
|
|
|
|
|
|
|
|
void CharacterController::resurrect()
|
|
|
|
{
|
|
|
|
if(mDeathState == CharState_None)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if(mAnimation)
|
|
|
|
mAnimation->disable(mCurrentDeath);
|
|
|
|
mCurrentDeath.clear();
|
|
|
|
mDeathState = CharState_None;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CharacterController::updateContinuousVfx()
|
|
|
|
{
|
|
|
|
// Keeping track of when to stop a continuous VFX seems to be very difficult to do inside the spells code,
|
|
|
|
// as it's extremely spread out (ActiveSpells, Spells, InventoryStore effects, etc...) so we do it here.
|
|
|
|
|
|
|
|
// Stop any effects that are no longer active
|
|
|
|
std::vector<int> effects;
|
|
|
|
mAnimation->getLoopingEffects(effects);
|
|
|
|
|
|
|
|
for (std::vector<int>::iterator it = effects.begin(); it != effects.end(); ++it)
|
|
|
|
{
|
|
|
|
if (mPtr.getClass().getCreatureStats(mPtr).isDead()
|
|
|
|
|| mPtr.getClass().getCreatureStats(mPtr).getMagicEffects().get(MWMechanics::EffectKey(*it)).mMagnitude <= 0)
|
|
|
|
mAnimation->removeEffect(*it);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CharacterController::updateVisibility()
|
|
|
|
{
|
|
|
|
if (!mPtr.getClass().isActor())
|
|
|
|
return;
|
|
|
|
float alpha = 1.f;
|
|
|
|
if (mPtr.getClass().getCreatureStats(mPtr).getMagicEffects().get(ESM::MagicEffect::Invisibility).mMagnitude)
|
|
|
|
{
|
|
|
|
if (mPtr.getRefData().getHandle() == "player")
|
|
|
|
alpha = 0.4f;
|
|
|
|
else
|
|
|
|
alpha = 0.f;
|
|
|
|
}
|
|
|
|
float chameleon = mPtr.getClass().getCreatureStats(mPtr).getMagicEffects().get(ESM::MagicEffect::Chameleon).mMagnitude;
|
|
|
|
if (chameleon)
|
|
|
|
{
|
|
|
|
alpha *= std::max(0.2f, (100.f - chameleon)/100.f);
|
|
|
|
}
|
|
|
|
|
|
|
|
mAnimation->setAlpha(alpha);
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|