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

473 lines
18 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 "../mwrender/animation.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwworld/player.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/inventorystore.hpp"
namespace MWMechanics
{
static const struct {
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 size_t sStateListSize = sizeof(sStateList)/sizeof(sStateList[0]);
static const struct {
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_Spell, "spell", "", "spellcast" },
};
static const size_t sWeaponTypeListSize = sizeof(sWeaponTypeList)/sizeof(sWeaponTypeList[0]);
void CharacterController::getCurrentGroup(std::string &group, Priority &priority, bool &loops) const
{
std::string name;
for(size_t i = 0;i < sStateListSize;i++)
{
if(sStateList[i].state == mCharState)
{
name = sStateList[i].groupname;
priority = sStateList[i].priority;
loops = sStateList[i].loops;
break;
}
}
if(name.empty())
throw std::runtime_error("Failed to find character state "+Ogre::StringConverter::toString(mCharState));
if(!(mCharState >= CharState_Death1) && mWeaponType != WeapType_None)
{
for(size_t i = 0;i < sWeaponTypeListSize;i++)
{
if(sWeaponTypeList[i].type == mWeaponType)
{
if(mCharState == CharState_Idle)
(group=name) += sWeaponTypeList[i].idlegroup;
else
(group=name) += sWeaponTypeList[i].movementgroup;
break;
}
}
}
if(group.empty() || !mAnimation->hasAnimation(group))
group = (mAnimation->hasAnimation(name) ? name : std::string());
}
void CharacterController::getWeaponGroup(WeaponType weaptype, std::string &group)
{
for(size_t i = 0;i < sWeaponTypeListSize;i++)
{
if(sWeaponTypeList[i].type == weaptype)
{
group = sWeaponTypeList[i].actiongroup;
break;
}
}
}
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)
{
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)
{
float speed = 0.0f;
if(!(getState() >= CharState_Death1))
{
MWBase::World *world = MWBase::Environment::get().getWorld();
const MWWorld::Class &cls = MWWorld::Class::get(mPtr);
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);
const Ogre::Vector3 &vec = cls.getMovementVector(mPtr);
const Ogre::Vector3 &rot = cls.getRotationVector(mPtr);
speed = cls.getSpeed(mPtr);
// advance athletics
if (vec.squaredLength() > 0 && mPtr == world->getPlayer().getPlayer())
{
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)
{
float x = cls.getJump(mPtr);
if(vec.x == 0 && vec.y == 0)
movement.mPosition[2] += x*duration;
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();
//movement += Ogre::Vector3(lat.x, lat.y, 1.0f) * x * 0.707f * duration;
movement.mPosition[2] += x * 0.707f * duration;
}
//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)));
movement.mPosition[0] += vec.x * (speed*duration);
movement.mPosition[1] += vec.y * (speed*duration);
}
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)));
movement.mPosition[0] += vec.x * (speed*duration);
movement.mPosition[1] += vec.y * (speed*duration);
}
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(mAnimation->isPlaying(mAnimQueue.front().first) == false)
{
mAnimQueue.pop_front();
if(mAnimQueue.size() > 0)
mAnimation->play(mAnimQueue.front().first, Priority_Default,
MWRender::Animation::Group_All, false,
"start", "stop", 0.0f, mAnimQueue.front().second);
}
}
else if(getState() != CharState_SpecialIdle)
setState((inwater ? CharState_IdleSwim : (sneak ? CharState_IdleSneak : CharState_Idle)));
movement.mRotation[0] += rot.x * duration;
movement.mRotation[1] += rot.y * duration;
movement.mRotation[2] += rot.z * duration;
if(mPtr.getTypeName() == typeid(ESM::NPC).name())
{
NpcStats &stats = cls.getNpcStats(mPtr);
WeaponType weaptype = WeapType_None;
if(stats.getDrawState() == DrawState_Spell)
weaptype = WeapType_Spell;
else if(stats.getDrawState() == MWMechanics::DrawState_Weapon)
{
MWWorld::InventoryStore &inv = cls.getInventoryStore(mPtr);
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_OneHand;
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;
}
}
}
}
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(mAnimation && !mSkipAnim)
{
mAnimation->setSpeed(speed);
Ogre::Vector3 moved = mAnimation->runAnimation(duration);
// Ensure we're moving in generally the right direction
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)
{
mAnimQueue.clear();
mAnimQueue.push_back(std::make_pair(groupname, count-1));
mCharState = CharState_SpecialIdle;
mAnimation->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;
}
void CharacterController::setState(CharacterState state)
{
if(mCharState == state)
return;
mCharState = state;
forceStateUpdate();
}
void CharacterController::forceStateUpdate()
{
if(!mAnimation)
return;
mAnimQueue.clear();
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);
}
}