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/*
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* OpenMW - The completely unofficial reimplementation of Morrowind
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*
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* This file (character.cpp) is part of the OpenMW package.
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*
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* OpenMW is distributed as free software: you can redistribute it
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* and/or modify it under the terms of the GNU General Public License
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* version 3, as published by the Free Software Foundation.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* version 3 along with this program. If not, see
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* http://www.gnu.org/licenses/ .
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*/
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#include "character.hpp"
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#include <OgreStringConverter.h>
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#include "movement.hpp"
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#include "npcstats.hpp"
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#include "creaturestats.hpp"
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#include "../mwrender/animation.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/soundmanager.hpp"
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#include "../mwworld/player.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/inventorystore.hpp"
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namespace
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{
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int getBestAttack (const ESM::Weapon* weapon)
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{
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int slash = (weapon->mData.mSlash[0] + weapon->mData.mSlash[1])/2;
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int chop = (weapon->mData.mChop[0] + weapon->mData.mChop[1])/2;
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int thrust = (weapon->mData.mThrust[0] + weapon->mData.mThrust[1])/2;
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if (slash >= chop && slash >= thrust)
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return MWMechanics::CreatureStats::AT_Slash;
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else if (chop >= slash && chop >= thrust)
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return MWMechanics::CreatureStats::AT_Chop;
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else
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return MWMechanics::CreatureStats::AT_Thrust;
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}
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}
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namespace MWMechanics
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{
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struct StateInfo {
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CharacterState state;
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const char groupname[32];
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};
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static const StateInfo sDeathList[] = {
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{ CharState_Death1, "death1" },
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{ CharState_Death2, "death2" },
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{ CharState_Death3, "death3" },
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{ CharState_Death4, "death4" },
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{ CharState_Death5, "death5" },
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{ CharState_SwimDeath, "swimdeath" },
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};
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static const StateInfo *sDeathListEnd = &sDeathList[sizeof(sDeathList)/sizeof(sDeathList[0])];
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static const StateInfo sMovementList[] = {
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{ CharState_WalkForward, "walkforward" },
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{ CharState_WalkBack, "walkback" },
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{ CharState_WalkLeft, "walkleft" },
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{ CharState_WalkRight, "walkright" },
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{ CharState_SwimWalkForward, "swimwalkforward" },
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{ CharState_SwimWalkBack, "swimwalkback" },
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{ CharState_SwimWalkLeft, "swimwalkleft" },
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{ CharState_SwimWalkRight, "swimwalkright" },
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{ CharState_RunForward, "runforward" },
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{ CharState_RunBack, "runback" },
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{ CharState_RunLeft, "runleft" },
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{ CharState_RunRight, "runright" },
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{ CharState_SwimRunForward, "swimrunforward" },
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{ CharState_SwimRunBack, "swimrunback" },
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{ CharState_SwimRunLeft, "swimrunleft" },
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{ CharState_SwimRunRight, "swimrunright" },
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{ CharState_SneakForward, "sneakforward" },
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{ CharState_SneakBack, "sneakback" },
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{ CharState_SneakLeft, "sneakleft" },
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{ CharState_SneakRight, "sneakright" },
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{ CharState_TurnLeft, "turnleft" },
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{ CharState_TurnRight, "turnright" },
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};
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static const StateInfo *sMovementListEnd = &sMovementList[sizeof(sMovementList)/sizeof(sMovementList[0])];
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class FindCharState {
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CharacterState state;
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public:
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FindCharState(CharacterState _state) : state(_state) { }
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bool operator()(const StateInfo &info) const
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{ return info.state == state; }
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};
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static const struct WeaponInfo {
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WeaponType type;
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const char shortgroup[16];
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const char longgroup[16];
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} sWeaponTypeList[] = {
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{ WeapType_HandToHand, "hh", "handtohand" },
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{ WeapType_OneHand, "1h", "weapononehand" },
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{ WeapType_TwoHand, "2c", "weapontwohand" },
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{ WeapType_TwoWide, "2w", "weapontwowide" },
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{ WeapType_BowAndArrow, "1h", "bowandarrow" },
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{ WeapType_Crossbow, "crossbow", "crossbow" },
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{ WeapType_ThowWeapon, "1h", "throwweapon" },
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{ WeapType_PickProbe, "1h", "pickprobe" },
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{ WeapType_Spell, "spell", "spellcast" },
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};
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static const WeaponInfo *sWeaponTypeListEnd = &sWeaponTypeList[sizeof(sWeaponTypeList)/sizeof(sWeaponTypeList[0])];
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class FindWeaponType {
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WeaponType type;
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public:
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FindWeaponType(WeaponType _type) : type(_type) { }
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bool operator()(const WeaponInfo &weap) const
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{ return weap.type == type; }
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};
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void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterState movement, bool force)
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{
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const WeaponInfo *weap = std::find_if(sWeaponTypeList, sWeaponTypeListEnd, FindWeaponType(mWeaponType));
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if(force || idle != mIdleState)
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{
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mIdleState = idle;
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std::string idle;
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// Only play "idleswim" or "idlesneak" if they exist. Otherwise, fallback to
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// "idle"+weapon or "idle".
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if(mIdleState == CharState_IdleSwim && mAnimation->hasAnimation("idleswim"))
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idle = "idleswim";
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else if(mIdleState == CharState_IdleSneak && mAnimation->hasAnimation("idlesneak"))
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idle = "idlesneak";
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else if(mIdleState != CharState_None)
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{
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idle = "idle";
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if(weap != sWeaponTypeListEnd)
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{
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idle += weap->shortgroup;
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if(!mAnimation->hasAnimation(idle))
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idle = "idle";
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}
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}
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mAnimation->disable(mCurrentIdle);
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mCurrentIdle = idle;
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if(!mCurrentIdle.empty())
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mAnimation->play(mCurrentIdle, Priority_Default, MWRender::Animation::Group_All, false,
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1.0f, "start", "stop", 0.0f, ~0ul);
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}
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if(force || movement != mMovementState)
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{
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mMovementState = movement;
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std::string movement;
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MWRender::Animation::Group movegroup = MWRender::Animation::Group_All;
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const StateInfo *movestate = std::find_if(sMovementList, sMovementListEnd, FindCharState(mMovementState));
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if(movestate != sMovementListEnd)
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{
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movement = movestate->groupname;
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if(weap != sWeaponTypeListEnd && movement.find("swim") == std::string::npos)
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{
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movement += weap->shortgroup;
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if(!mAnimation->hasAnimation(movement))
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{
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movegroup = MWRender::Animation::Group_LowerBody;
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movement = movestate->groupname;
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}
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}
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if(!mAnimation->hasAnimation(movement))
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{
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std::string::size_type swimpos = movement.find("swim");
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if(swimpos == std::string::npos)
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movement.clear();
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else
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{
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movegroup = MWRender::Animation::Group_LowerBody;
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movement.erase(swimpos, 4);
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if(!mAnimation->hasAnimation(movement))
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movement.clear();
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}
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}
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}
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mAnimation->disable(mCurrentMovement);
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mCurrentMovement = movement;
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if(!mCurrentMovement.empty())
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{
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float vel, speedmult = 1.0f;
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if(mMovementSpeed > 0.0f && (vel=mAnimation->getVelocity(mCurrentMovement)) > 1.0f)
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speedmult = mMovementSpeed / vel;
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mAnimation->play(mCurrentMovement, Priority_Movement, movegroup, false,
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speedmult, "start", "stop", 0.0f, ~0ul);
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}
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}
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}
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void CharacterController::getWeaponGroup(WeaponType weaptype, std::string &group)
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{
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const WeaponInfo *info = std::find_if(sWeaponTypeList, sWeaponTypeListEnd, FindWeaponType(weaptype));
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if(info != sWeaponTypeListEnd)
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group = info->longgroup;
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}
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CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Animation *anim)
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: mPtr(ptr)
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, mAnimation(anim)
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, mIdleState(CharState_None)
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, mMovementState(CharState_None)
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, mMovementSpeed(0.0f)
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, mDeathState(CharState_None)
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, mUpperBodyState(UpperCharState_Nothing)
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, mWeaponType(WeapType_None)
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, mSkipAnim(false)
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, mSecondsOfRunning(0)
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, mSecondsOfSwimming(0)
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, mUpdateWeapon(true)
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{
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if(!mAnimation)
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return;
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if(MWWorld::Class::get(mPtr).isActor())
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{
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/* Accumulate along X/Y only for now, until we can figure out how we should
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* handle knockout and death which moves the character down. */
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mAnimation->setAccumulation(Ogre::Vector3(1.0f, 1.0f, 0.0f));
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if(!MWWorld::Class::get(mPtr).getCreatureStats(mPtr).isDead())
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mIdleState = CharState_Idle;
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else
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{
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/* FIXME: Get the actual death state used. */
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mDeathState = CharState_Death1;
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}
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}
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else
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{
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/* Don't accumulate with non-actors. */
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mAnimation->setAccumulation(Ogre::Vector3(0.0f));
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mIdleState = CharState_Idle;
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}
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refreshCurrentAnims(mIdleState, mMovementState, true);
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if(mDeathState != CharState_None)
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{
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const StateInfo *state = std::find_if(sDeathList, sDeathListEnd, FindCharState(mDeathState));
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if(state == sDeathListEnd)
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throw std::runtime_error("Failed to find character state "+Ogre::StringConverter::toString(mDeathState));
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mCurrentDeath = state->groupname;
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mAnimation->play(mCurrentDeath, Priority_Death, MWRender::Animation::Group_All,
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false, 1.0f, "start", "stop", 1.0f, 0);
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}
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}
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CharacterController::~CharacterController()
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{
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}
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void CharacterController::updatePtr(const MWWorld::Ptr &ptr)
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{
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mPtr = ptr;
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}
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bool CharacterController::updateNpcState()
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{
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const MWWorld::Class &cls = MWWorld::Class::get(mPtr);
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NpcStats &stats = cls.getNpcStats(mPtr);
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WeaponType weaptype = WeapType_None;
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MWWorld::InventoryStore &inv = cls.getInventoryStore(mPtr);
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MWWorld::ContainerStoreIterator weapon = inv.end();
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if(stats.getDrawState() == DrawState_Spell)
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weaptype = WeapType_Spell;
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else if(stats.getDrawState() == MWMechanics::DrawState_Weapon)
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{
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weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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if(weapon == inv.end())
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weaptype = WeapType_HandToHand;
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else
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{
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const std::string &type = weapon->getTypeName();
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if(type == typeid(ESM::Lockpick).name() || type == typeid(ESM::Probe).name())
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weaptype = WeapType_PickProbe;
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else if(type == typeid(ESM::Weapon).name())
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{
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MWWorld::LiveCellRef<ESM::Weapon> *ref = weapon->get<ESM::Weapon>();
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ESM::Weapon::Type type = (ESM::Weapon::Type)ref->mBase->mData.mType;
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switch(type)
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{
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case ESM::Weapon::ShortBladeOneHand:
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case ESM::Weapon::LongBladeOneHand:
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case ESM::Weapon::BluntOneHand:
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case ESM::Weapon::AxeOneHand:
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case ESM::Weapon::Arrow:
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case ESM::Weapon::Bolt:
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weaptype = WeapType_OneHand;
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break;
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case ESM::Weapon::LongBladeTwoHand:
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case ESM::Weapon::BluntTwoClose:
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case ESM::Weapon::AxeTwoHand:
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weaptype = WeapType_TwoHand;
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break;
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case ESM::Weapon::BluntTwoWide:
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case ESM::Weapon::SpearTwoWide:
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weaptype = WeapType_TwoWide;
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break;
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case ESM::Weapon::MarksmanBow:
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weaptype = WeapType_BowAndArrow;
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break;
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case ESM::Weapon::MarksmanCrossbow:
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weaptype = WeapType_Crossbow;
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break;
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case ESM::Weapon::MarksmanThrown:
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weaptype = WeapType_ThowWeapon;
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break;
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}
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}
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}
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}
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else
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weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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bool forcestateupdate = false;
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if(mUpdateWeapon)
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{
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forcestateupdate = (mWeaponType != weaptype);
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mWeaponType = weaptype;
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|
|
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(cls.getCreatureStats(mPtr).getAttackingOrSpell())
|
|
|
|
{
|
|
|
|
if(mUpperBodyState == UpperCharState_WeapEquiped && mWeaponType != WeapType_Crossbow &&
|
|
|
|
mWeaponType != WeapType_BowAndArrow && mWeaponType != WeapType_ThowWeapon &&
|
|
|
|
mWeaponType != WeapType_PickProbe)
|
|
|
|
{
|
|
|
|
int attackType = cls.getCreatureStats(mPtr).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_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);
|
|
|
|
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);
|
|
|
|
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()
|
|
|
|
{
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|
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|
mSkipAnim = true;
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|
|
|
}
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|
|
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|
|
|
|
bool CharacterController::isAnimPlaying(const std::string &groupName)
|
|
|
|
{
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|
|
|
if(mAnimation == NULL)
|
|
|
|
return false;
|
|
|
|
return mAnimation->isPlaying(groupName);
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|
|
|
}
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|
void CharacterController::clearAnimQueue()
|
|
|
|
{
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|
|
|
if(mAnimQueue.size() > 0)
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|
|
|
mAnimation->disable(mAnimQueue.front().first);
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|
|
mAnimQueue.clear();
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|
}
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|
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|
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|
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|
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|