/* * 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 #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]; } sStateList[] = { { CharState_Idle, "idle" }, { CharState_Idle2, "idle2" }, { CharState_Idle3, "idle3" }, { CharState_Idle4, "idle4" }, { CharState_Idle5, "idle5" }, { CharState_Idle6, "idle6" }, { CharState_Idle7, "idle7" }, { CharState_Idle8, "idle8" }, { CharState_Idle9, "idle9" }, { CharState_IdleSwim, "idleswim" }, { CharState_IdleSneak, "idlesneak" }, { 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_TurnLeft, "turnleft" }, { CharState_TurnRight, "turnright" }, { CharState_Jump, "jump" }, { CharState_Death1, "death1" }, { CharState_Death2, "death2" }, { CharState_Death3, "death3" }, { CharState_Death4, "death4" }, { CharState_Death5, "death5" }, }; static const size_t sStateListSize = sizeof(sStateList)/sizeof(sStateList[0]); static const struct { WeaponState state; const char idlegroup[16]; const char movementgroup[16]; const char actiongroup[16]; } sWeaponStateList[] = { { WeapState_HandToHand, "hh", "hh", "handtohand" }, { WeapState_OneHand, "1h", "1h", "weapononehand" }, { WeapState_TwoHand, "2c", "2c", "weapontwohand" }, { WeapState_TwoWide, "2w", "2w", "weapontwowide" }, { WeapState_BowAndArrow, "1h", "1h", "bowandarrow" }, { WeapState_Crossbow, "crossbow", "2c", "crossbow" }, { WeapState_ThowWeapon, "1h", "1h", "throwweapon" }, { WeapState_Spell, "spell", "", "spellcast" }, }; static const size_t sWeaponStateListSize = sizeof(sWeaponStateList)/sizeof(sWeaponStateList[0]); void CharacterController::getCurrentGroup(std::string &group) const { std::string name; for(size_t i = 0;i < sStateListSize;i++) { if(sStateList[i].state == mCharState) { name = sStateList[i].groupname; break; } } if(name.empty()) throw std::runtime_error("Failed to find character state "+Ogre::StringConverter::toString(mCharState)); if(!(mCharState >= CharState_Death1) && mWeapState != WeapState_None) { for(size_t i = 0;i < sWeaponStateListSize;i++) { if(sWeaponStateList[i].state == mWeapState) { if(mCharState == CharState_Idle) (group=name) += sWeaponStateList[i].idlegroup; else (group=name) += sWeaponStateList[i].movementgroup; break; } } } if(group.empty() || !mAnimation->hasAnimation(group)) group = (mAnimation->hasAnimation(name) ? name : std::string()); } CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Animation *anim, CharacterState state, bool loop) : mPtr(ptr) , mAnimation(anim) , mCharState(state) , mWeapState(WeapState_None) , mSkipAnim(false) , mMovingAnim(false) , mSecondsOfRunning(0) , mSecondsOfSwimming(0) , mLooping(false) { 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; getCurrentGroup(group); mMovingAnim = mAnimation->play(group, MWRender::Animation::Priority_Default, MWRender::Animation::Group_All, "start", "stop", 1.0f, loop ? (~(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; } } } if(mPtr.getTypeName() == typeid(ESM::NPC).name()) { NpcStats &stats = cls.getNpcStats(mPtr); WeaponState weapstate = WeapState_None; if(stats.getDrawState() == DrawState_Spell) weapstate = WeapState_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()) weapstate = WeapState_HandToHand; else { const std::string &type = weapon->getTypeName(); if(type == typeid(ESM::Lockpick).name() || type == typeid(ESM::Probe).name()) weapstate = WeapState_OneHand; else if(type == typeid(ESM::Weapon).name()) { MWWorld::LiveCellRef *ref = weapon->get(); 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: weapstate = WeapState_OneHand; break; case ESM::Weapon::LongBladeTwoHand: case ESM::Weapon::BluntTwoClose: case ESM::Weapon::AxeTwoHand: weapstate = WeapState_TwoHand; break; case ESM::Weapon::BluntTwoWide: case ESM::Weapon::SpearTwoWide: weapstate = WeapState_TwoWide; break; case ESM::Weapon::MarksmanBow: weapstate = WeapState_BowAndArrow; break; case ESM::Weapon::MarksmanCrossbow: weapstate = WeapState_Crossbow; break; case ESM::Weapon::MarksmanThrown: weapstate = WeapState_ThowWeapon; break; } } } } setWeaponState(weapstate); } /* 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)), true); else if(vec.x < 0.0f) setState(inwater ? (isrunning ? CharState_SwimRunLeft : CharState_SwimWalkLeft) : (sneak ? CharState_SneakLeft : (isrunning ? CharState_RunLeft : CharState_WalkLeft)), true); // If this animation isn't moving us sideways, do it manually if(!mMovingAnim) movement.mPosition[0] += vec.x * (speed*duration); // Apply any forward/backward movement manually 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)), true); else if(vec.y < 0.0f) setState(inwater ? (isrunning ? CharState_SwimRunBack : CharState_SwimWalkBack) : (sneak ? CharState_SneakBack : (isrunning ? CharState_RunBack : CharState_WalkBack)), true); // Apply any sideways movement manually movement.mPosition[0] += vec.x * (speed*duration); // If this animation isn't moving us forward/backward, do it manually if(!mMovingAnim) movement.mPosition[1] += vec.y * (speed*duration); } else if(rot.z != 0.0f && !inwater && !sneak) { if(rot.z > 0.0f) setState(CharState_TurnRight, true); else if(rot.z < 0.0f) setState(CharState_TurnLeft, true); } else if(getState() != CharState_SpecialIdle) { if(mAnimQueue.size() == 0) setState((inwater ? CharState_IdleSwim : (sneak ? CharState_IdleSneak : CharState_Idle)), true); else { mMovingAnim = mAnimation->play(mAnimQueue.front().first, MWRender::Animation::Priority_Default, MWRender::Animation::Group_All, "start", "stop", 0.0f, mAnimQueue.front().second); mAnimQueue.pop_front(); } } movement.mRotation[0] += rot.x * duration; movement.mRotation[1] += rot.y * duration; movement.mRotation[2] += rot.z * duration; } if(mAnimation && !mSkipAnim) { mAnimation->setSpeed(speed); Ogre::Vector3 moved = mAnimation->runAnimation(duration); 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 "<play(groupname, MWRender::Animation::Priority_Default, MWRender::Animation::Group_All, ((mode==2) ? "loop start" : "start"), "stop", 0.0f, count-1); } else if(mode == 0) { mAnimQueue.clear(); mAnimQueue.push_back(std::make_pair(groupname, count-1)); } } } void CharacterController::skipAnim() { mSkipAnim = true; } void CharacterController::setState(CharacterState state, bool loop) { if(mCharState == state) return; mCharState = state; mLooping = loop; forceStateUpdate(); } void CharacterController::setWeaponState(WeaponState state) { if(state == mWeapState) return; mWeapState = state; forceStateUpdate(); } void CharacterController::forceStateUpdate() { if(!mAnimation) return; mAnimQueue.clear(); std::string group; getCurrentGroup(group); mMovingAnim = mAnimation->play(group, MWRender::Animation::Priority_Default, MWRender::Animation::Group_All, "start", "stop", 0.0f, mLooping ? (~(size_t)0) : 0); mAnimation->showWeapons(mWeapState != WeapState_None && mWeapState != WeapState_HandToHand && mWeapState != WeapState_Spell); } }