added npc hit reactions

actorid
mrcheko 11 years ago
parent 783c2ec716
commit d6345bce91

@ -604,6 +604,7 @@ namespace MWClass
// something, alert the character controller, scripts, etc.
MWBase::Environment::get().getDialogueManager()->say(ptr, "hit");
getCreatureStats(ptr).setAttacked(true);
if(object.isEmpty())
{

@ -65,15 +65,24 @@ struct StateInfo {
const char groupname[32];
};
static const StateInfo sDeathList[] = {
{ CharState_Death1, "death1" },
{ CharState_Death2, "death2" },
{ CharState_Death3, "death3" },
{ CharState_Death4, "death4" },
{ CharState_Death5, "death5" },
{ CharState_SwimDeath, "swimdeath" },
static const std::string sDeathList[] = {
"death1" ,
"death2" ,
"death3" ,
"death4" ,
"death5" ,
"swimdeath",
};
static const StateInfo *sDeathListEnd = &sDeathList[sizeof(sDeathList)/sizeof(sDeathList[0])];
static const int sDeathListSize = sizeof(sDeathList)/sizeof(sDeathList[0]);
static const std::string sHitList[] = {
"hit1" ,
"hit2" ,
"hit3" ,
"hit4" ,
"hit5" ,
};
static const int sHitListSize = sizeof(sHitList)/sizeof(sHitList[0]);
static const StateInfo sMovementList[] = {
{ CharState_WalkForward, "walkforward" },
@ -150,6 +159,38 @@ public:
void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterState movement, bool force)
{
if(MWWorld::Class::get(mPtr).getCreatureStats(mPtr).getAttacked())
{
mHitState = CharState_Hit;
MWWorld::Class::get(mPtr).getCreatureStats(mPtr).setAttacked(false);
if(!mAnimation->isPlaying(mCurrentHit))
{
mAnimation->disable(mCurrentHit);
if(mJumpState != JumpState_None && !MWBase::Environment::get().getWorld()->isFlying(mPtr)
&& !MWBase::Environment::get().getWorld()->isSwimming(mPtr) )
mCurrentHit = "knockdown";
else
{
int iHit = rand() % sHitListSize;
mCurrentHit = sHitList[iHit];
}
mAnimation->play(mCurrentHit, Priority_Hit, MWRender::Animation::Group_All, false, 1, "start", "stop", 0.0f, 0);
if(mUpperBodyState == UpperCharState_WeapEquiped)
mUpdateAfterHit = false;
else
mUpdateAfterHit = true;
}
return;
}
else if(!mAnimation->isPlaying(mCurrentHit))
{
mAnimation->disable(mCurrentHit);
mCurrentHit.erase();
mHitState = CharState_None;
mUpdateAfterHit = true;
}
const WeaponInfo *weap = std::find_if(sWeaponTypeList, sWeaponTypeListEnd, FindWeaponType(mWeaponType));
if(force || idle != mIdleState)
@ -338,6 +379,23 @@ MWWorld::ContainerStoreIterator CharacterController::getActiveWeapon(NpcStats &s
return inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
}
void CharacterController::playRandomDeath(float startpoint)
{
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];
}
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)
@ -346,6 +404,8 @@ CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Anim
, mMovementState(CharState_None)
, mMovementSpeed(0.0f)
, mDeathState(CharState_None)
, mHitState(CharState_None)
, mUpdateAfterHit(true)
, mUpperBodyState(UpperCharState_Nothing)
, mJumpState(JumpState_None)
, mWeaponType(WeapType_None)
@ -392,13 +452,7 @@ CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Anim
refreshCurrentAnims(mIdleState, mMovementState, true);
if(mDeathState != CharState_None)
{
const StateInfo *state = std::find_if(sDeathList, sDeathListEnd, FindCharState(mDeathState));
if(state == sDeathListEnd)
throw std::runtime_error("Failed to find character state "+Ogre::StringConverter::toString(mDeathState));
mCurrentDeath = state->groupname;
mAnimation->play(mCurrentDeath, Priority_Death, MWRender::Animation::Group_All,
false, 1.0f, "start", "stop", 1.0f, 0);
playRandomDeath(1.0f);
}
}
@ -766,6 +820,8 @@ void CharacterController::update(float duration)
bool sneak = cls.getStance(mPtr, MWWorld::Class::Sneak);
bool flying = world->isFlying(mPtr);
Ogre::Vector3 vec = cls.getMovementVector(mPtr);
if(mHitState != CharState_None && mJumpState == JumpState_None)
vec = Ogre::Vector3(0.0f);
Ogre::Vector3 rot = cls.getRotationVector(mPtr);
mMovementSpeed = cls.getSpeed(mPtr);
@ -778,6 +834,7 @@ void CharacterController::update(float duration)
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")
{
@ -951,7 +1008,7 @@ void CharacterController::update(float duration)
}
}
if(cls.isNpc())
if(cls.isNpc() && mUpdateAfterHit)
forcestateupdate = updateNpcState(onground, inwater, isrunning, sneak) || forcestateupdate;
refreshCurrentAnims(idlestate, movestate, forcestateupdate);
@ -1055,14 +1112,7 @@ void CharacterController::forceStateUpdate()
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);
playRandomDeath(0.0f);
}
}
@ -1071,44 +1121,10 @@ 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";
}
playRandomDeath(0.0f);
if(mAnimation)
{
mAnimation->play(mCurrentDeath, Priority_Death, MWRender::Animation::Group_All,
false, 1.0f, "start", "stop", 0.0f, 0);
mAnimation->disable(mCurrentIdle);
}

@ -28,6 +28,7 @@ enum Priority {
Priority_Default,
Priority_Jump,
Priority_Movement,
Priority_Hit,
Priority_Weapon,
Priority_Torch,
@ -87,7 +88,9 @@ enum CharacterState {
CharState_Death3,
CharState_Death4,
CharState_Death5,
CharState_SwimDeath
CharState_SwimDeath,
CharState_Hit
};
enum WeaponType {
@ -142,6 +145,10 @@ class CharacterController
CharacterState mDeathState;
std::string mCurrentDeath;
CharacterState mHitState;
std::string mCurrentHit;
bool mUpdateAfterHit;//don't allow attack if it hadn't been started before actor got hit
UpperBodyCharacterState mUpperBodyState;
JumpingState mJumpState;
@ -172,6 +179,8 @@ class CharacterController
void updateVisibility();
void playRandomDeath(float startpoint);
public:
CharacterController(const MWWorld::Ptr &ptr, MWRender::Animation *anim);
virtual ~CharacterController();

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