Merged pull request #1937

pull/541/head
Marc Zinnschlag 6 years ago
commit 5fa9b32e76

@ -351,64 +351,69 @@ void CharacterController::refreshHitRecoilAnims(CharacterState& idle)
idle = CharState_None;
}
void CharacterController::refreshJumpAnims(const WeaponInfo* weap, JumpingState jump, CharacterState& idle, bool force)
void CharacterController::refreshJumpAnims(const WeaponInfo* weap, JumpingState jump, CharacterState& idle, CharacterState& movement, bool force)
{
if(force || jump != mJumpState)
{
if (jump != JumpState_None)
idle = CharState_None;
if (!force && jump == mJumpState && idle == CharState_None && movement == CharState_None)
return;
bool startAtLoop = (jump == mJumpState);
mJumpState = jump;
if (jump != JumpState_None && !(mPtr == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->isFirstPerson())) // FIXME
{
idle = CharState_None;
movement = CharState_None;
}
std::string jumpAnimName;
MWRender::Animation::BlendMask jumpmask = MWRender::Animation::BlendMask_All;
if(mJumpState != JumpState_None)
std::string jumpAnimName;
MWRender::Animation::BlendMask jumpmask = MWRender::Animation::BlendMask_All;
if (jump != JumpState_None)
{
jumpAnimName = "jump";
if(weap != sWeaponTypeListEnd)
{
jumpAnimName = "jump";
if(weap != sWeaponTypeListEnd)
jumpAnimName += weap->shortgroup;
if(!mAnimation->hasAnimation(jumpAnimName))
{
jumpAnimName += weap->shortgroup;
if(!mAnimation->hasAnimation(jumpAnimName))
{
jumpmask = MWRender::Animation::BlendMask_LowerBody;
jumpAnimName = "jump";
jumpmask = MWRender::Animation::BlendMask_LowerBody;
jumpAnimName = "jump";
// Since we apply movement only for lower body, do not reset idle animations.
// For upper body there will be idle animation.
if (idle == CharState_None)
idle = CharState_Idle;
// Since we apply movement only for lower body, do not reset idle animations.
// For upper body there will be idle animation.
if (idle == CharState_None)
idle = CharState_Idle;
// For crossbow animations use 1h ones as fallback
if (mWeaponType == WeapType_Crossbow)
jumpAnimName += "1h";
}
// For crossbow animations use 1h ones as fallback
if (mWeaponType == WeapType_Crossbow)
jumpAnimName += "1h";
}
}
}
if (!mCurrentJump.empty())
{
mAnimation->disable(mCurrentJump);
mCurrentJump.clear();
}
if (!force && jump == mJumpState)
return;
mJumpState = jump;
if (!mCurrentJump.empty())
{
mAnimation->disable(mCurrentJump);
mCurrentJump.clear();
}
if(mJumpState == JumpState_InAir)
if(mJumpState == JumpState_InAir)
{
if (mAnimation->hasAnimation(jumpAnimName))
{
if (mAnimation->hasAnimation(jumpAnimName))
{
mAnimation->play(jumpAnimName, Priority_Jump, jumpmask, false,
1.0f, (startAtLoop?"loop start":"start"), "stop", 0.0f, ~0ul);
mCurrentJump = jumpAnimName;
}
mAnimation->play(jumpAnimName, Priority_Jump, jumpmask, false,
1.0f, "start", "stop", 0.f, ~0ul);
mCurrentJump = jumpAnimName;
}
else if (mJumpState == JumpState_Landing)
}
else if (mJumpState == JumpState_Landing)
{
if (mAnimation->hasAnimation(jumpAnimName))
{
if (mAnimation->hasAnimation(jumpAnimName))
{
mAnimation->play(jumpAnimName, Priority_Jump, jumpmask, true,
1.0f, "loop stop", "stop", 0.0f, 0);
mCurrentJump = jumpAnimName;
}
mAnimation->play(jumpAnimName, Priority_Jump, jumpmask, true,
1.0f, "loop stop", "stop", 0.0f, 0);
mCurrentJump = jumpAnimName;
}
}
}
@ -494,10 +499,9 @@ void CharacterController::refreshMovementAnims(const WeaponInfo* weap, Character
}
// If we're playing the same animation, start it from the point it ended
bool sameAnim = (movementAnimName == mCurrentMovement);
float startPoint = 0.f;
if (sameAnim)
mAnimation->getInfo(mCurrentMovement, &startPoint);
float startpoint = 0.f;
if (!mCurrentMovement.empty() && movementAnimName == mCurrentMovement)
mAnimation->getInfo(mCurrentMovement, &startpoint);
mMovementAnimationControlled = true;
@ -546,7 +550,7 @@ void CharacterController::refreshMovementAnims(const WeaponInfo* weap, Character
}
mAnimation->play(mCurrentMovement, Priority_Movement, movemask, false,
1.f, (!sameAnim ? "start" : "loop start"), "stop", startPoint, ~0ul, true);
1.f, "start", "stop", startpoint, ~0ul, true);
}
}
}
@ -626,7 +630,7 @@ void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterStat
if (!mPtr.getClass().hasInventoryStore(mPtr))
weap = sWeaponTypeListEnd;
refreshJumpAnims(weap, jump, idle, force);
refreshJumpAnims(weap, jump, idle, movement, force);
refreshMovementAnims(weap, movement, idle, force);
// idle handled last as it can depend on the other states
@ -2164,12 +2168,12 @@ void CharacterController::update(float duration)
if(mAnimQueue.empty() || inwater || sneak)
{
// Note: turning animations should not interrupt idle ones
if (inwater)
if (movestate != CharState_None && !isTurning())
idlestate = CharState_None;
else if (inwater)
idlestate = CharState_IdleSwim;
else if (sneak && !inJump)
idlestate = CharState_IdleSneak;
else if (movestate != CharState_None && !isTurning())
idlestate = CharState_None;
else
idlestate = CharState_Idle;
}

@ -214,7 +214,7 @@ class CharacterController : public MWRender::Animation::TextKeyListener
void refreshCurrentAnims(CharacterState idle, CharacterState movement, JumpingState jump, bool force=false);
void refreshHitRecoilAnims(CharacterState& idle);
void refreshJumpAnims(const WeaponInfo* weap, JumpingState jump, CharacterState& idle, bool force=false);
void refreshJumpAnims(const WeaponInfo* weap, JumpingState jump, CharacterState& idle, CharacterState& movement, bool force=false);
void refreshMovementAnims(const WeaponInfo* weap, CharacterState movement, CharacterState& idle, bool force=false);
void refreshIdleAnims(const WeaponInfo* weap, CharacterState idle, bool force=false);

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