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2984 lines
115 KiB
C++
2984 lines
115 KiB
C++
/*
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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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* https://www.gnu.org/licenses/ .
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*/
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#include "character.hpp"
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#include <iostream>
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#include <components/misc/rng.hpp>
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#include <components/settings/settings.hpp>
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#include <components/sceneutil/positionattitudetransform.hpp>
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/*
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Start of tes3mp addition
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Include additional headers for multiplayer purposes
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*/
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#include <components/openmw-mp/TimedLog.hpp>
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#include "../mwmp/Main.hpp"
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#include "../mwmp/LocalPlayer.hpp"
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#include "../mwmp/LocalActor.hpp"
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#include "../mwmp/PlayerList.hpp"
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#include "../mwmp/CellController.hpp"
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#include "../mwmp/MechanicsHelper.hpp"
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/*
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End of tes3mp addition
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*/
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#include "../mwrender/animation.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/soundmanager.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/inventorystore.hpp"
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#include "../mwworld/esmstore.hpp"
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#include "../mwworld/player.hpp"
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#include "aicombataction.hpp"
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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 "security.hpp"
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#include "actorutil.hpp"
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#include "spellcasting.hpp"
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namespace
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{
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// Wraps a value to (-PI, PI]
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void wrap(float& rad)
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{
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if (rad>0)
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rad = std::fmod(rad+osg::PI, 2.0f*osg::PI)-osg::PI;
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else
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rad = std::fmod(rad-osg::PI, 2.0f*osg::PI)+osg::PI;
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}
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std::string 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 "slash";
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else if (thrust >= chop && thrust >= slash)
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return "thrust";
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else if (slash >= chop && slash >= thrust)
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return "slash";
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else
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return "chop";
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}
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// Converts a movement Run state to its equivalent Walk state.
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MWMechanics::CharacterState runStateToWalkState (MWMechanics::CharacterState state)
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{
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using namespace MWMechanics;
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CharacterState ret = state;
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switch (state)
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{
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case CharState_RunForward:
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ret = CharState_WalkForward;
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break;
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case CharState_RunBack:
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ret = CharState_WalkBack;
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break;
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case CharState_RunLeft:
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ret = CharState_WalkLeft;
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break;
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case CharState_RunRight:
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ret = CharState_WalkRight;
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break;
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case CharState_SwimRunForward:
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ret = CharState_SwimWalkForward;
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break;
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case CharState_SwimRunBack:
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ret = CharState_SwimWalkBack;
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break;
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case CharState_SwimRunLeft:
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ret = CharState_SwimWalkLeft;
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break;
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case CharState_SwimRunRight:
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ret = CharState_SwimWalkRight;
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break;
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default:
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break;
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}
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return ret;
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}
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float getFallDamage(const MWWorld::Ptr& ptr, float fallHeight)
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{
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MWBase::World *world = MWBase::Environment::get().getWorld();
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const MWWorld::Store<ESM::GameSetting> &store = world->getStore().get<ESM::GameSetting>();
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const float fallDistanceMin = store.find("fFallDamageDistanceMin")->mValue.getFloat();
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if (fallHeight >= fallDistanceMin)
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{
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const float acrobaticsSkill = static_cast<float>(ptr.getClass().getSkill(ptr, ESM::Skill::Acrobatics));
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const float jumpSpellBonus = ptr.getClass().getCreatureStats(ptr).getMagicEffects().get(ESM::MagicEffect::Jump).getMagnitude();
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const float fallAcroBase = store.find("fFallAcroBase")->mValue.getFloat();
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const float fallAcroMult = store.find("fFallAcroMult")->mValue.getFloat();
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const float fallDistanceBase = store.find("fFallDistanceBase")->mValue.getFloat();
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const float fallDistanceMult = store.find("fFallDistanceMult")->mValue.getFloat();
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float x = fallHeight - fallDistanceMin;
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x -= (1.5f * acrobaticsSkill) + jumpSpellBonus;
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x = std::max(0.0f, x);
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float a = fallAcroBase + fallAcroMult * (100 - acrobaticsSkill);
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x = fallDistanceBase + fallDistanceMult * x;
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x *= a;
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return x;
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}
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return 0.f;
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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 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_Jump, "jump" },
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{ CharState_TurnLeft, "turnleft" },
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{ CharState_TurnRight, "turnright" },
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{ CharState_SwimTurnLeft, "swimturnleft" },
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{ CharState_SwimTurnRight, "swimturnright" },
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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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std::string CharacterController::chooseRandomGroup (const std::string& prefix, int* num) const
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{
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int numAnims=0;
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while (mAnimation->hasAnimation(prefix + std::to_string(numAnims+1)))
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++numAnims;
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int roll = Misc::Rng::rollDice(numAnims) + 1; // [1, numAnims]
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if (num)
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*num = roll;
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return prefix + std::to_string(roll);
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}
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void CharacterController::refreshHitRecoilAnims(CharacterState& idle)
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{
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bool recovery = mPtr.getClass().getCreatureStats(mPtr).getHitRecovery();
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bool knockdown = mPtr.getClass().getCreatureStats(mPtr).getKnockedDown();
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bool block = mPtr.getClass().getCreatureStats(mPtr).getBlock();
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bool isSwimming = MWBase::Environment::get().getWorld()->isSwimming(mPtr);
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if(mHitState == CharState_None)
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{
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if ((mPtr.getClass().getCreatureStats(mPtr).getFatigue().getCurrent() < 0
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|| mPtr.getClass().getCreatureStats(mPtr).getFatigue().getBase() == 0)
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&& mAnimation->hasAnimation("knockout"))
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{
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mTimeUntilWake = Misc::Rng::rollClosedProbability() * 2 + 1; // Wake up after 1 to 3 seconds
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if (isSwimming && mAnimation->hasAnimation("swimknockout"))
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{
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mHitState = CharState_SwimKnockOut;
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mCurrentHit = "swimknockout";
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}
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else
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{
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mHitState = CharState_KnockOut;
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mCurrentHit = "knockout";
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}
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mAnimation->play(mCurrentHit, Priority_Knockdown, MWRender::Animation::BlendMask_All, false, 1, "start", "stop", 0.0f, ~0ul);
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mPtr.getClass().getCreatureStats(mPtr).setKnockedDown(true);
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}
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else if(knockdown && mAnimation->hasAnimation("knockdown"))
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{
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if (isSwimming && mAnimation->hasAnimation("swimknockdown"))
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{
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mHitState = CharState_SwimKnockDown;
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mCurrentHit = "swimknockdown";
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}
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else
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{
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mHitState = CharState_KnockDown;
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mCurrentHit = "knockdown";
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}
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mAnimation->play(mCurrentHit, Priority_Knockdown, MWRender::Animation::BlendMask_All, true, 1, "start", "stop", 0.0f, 0);
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}
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else if (recovery)
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{
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std::string anim = chooseRandomGroup("swimhit");
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if (isSwimming && mAnimation->hasAnimation(anim))
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{
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mHitState = CharState_SwimHit;
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mCurrentHit = anim;
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mAnimation->play(mCurrentHit, Priority_Hit, MWRender::Animation::BlendMask_All, true, 1, "start", "stop", 0.0f, 0);
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}
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else
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{
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anim = chooseRandomGroup("hit");
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if (mAnimation->hasAnimation(anim))
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{
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mHitState = CharState_Hit;
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mCurrentHit = anim;
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mAnimation->play(mCurrentHit, Priority_Hit, MWRender::Animation::BlendMask_All, true, 1, "start", "stop", 0.0f, 0);
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}
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}
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}
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else if (block && mAnimation->hasAnimation("shield"))
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{
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mHitState = CharState_Block;
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mCurrentHit = "shield";
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MWRender::Animation::AnimPriority priorityBlock (Priority_Hit);
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priorityBlock[MWRender::Animation::BoneGroup_LeftArm] = Priority_Block;
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mAnimation->play(mCurrentHit, priorityBlock, MWRender::Animation::BlendMask_All, true, 1, "block start", "block stop", 0.0f, 0);
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}
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// Cancel upper body animations
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if (isKnockedOut() || isKnockedDown())
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{
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if (mUpperBodyState > UpperCharState_WeapEquiped)
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{
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mAnimation->disable(mCurrentWeapon);
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mUpperBodyState = UpperCharState_WeapEquiped;
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if (mWeaponType > ESM::Weapon::None)
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mAnimation->showWeapons(true);
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}
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else if (mUpperBodyState > UpperCharState_Nothing && mUpperBodyState < UpperCharState_WeapEquiped)
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{
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mAnimation->disable(mCurrentWeapon);
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mUpperBodyState = UpperCharState_Nothing;
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}
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}
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}
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else if(!mAnimation->isPlaying(mCurrentHit))
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{
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mCurrentHit.erase();
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if (knockdown)
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mPtr.getClass().getCreatureStats(mPtr).setKnockedDown(false);
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if (recovery)
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mPtr.getClass().getCreatureStats(mPtr).setHitRecovery(false);
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if (block)
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mPtr.getClass().getCreatureStats(mPtr).setBlock(false);
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mHitState = CharState_None;
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}
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else if (isKnockedOut() && mPtr.getClass().getCreatureStats(mPtr).getFatigue().getCurrent() > 0
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&& mTimeUntilWake <= 0)
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{
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mHitState = isSwimming ? CharState_SwimKnockDown : CharState_KnockDown;
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mAnimation->disable(mCurrentHit);
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mAnimation->play(mCurrentHit, Priority_Knockdown, MWRender::Animation::BlendMask_All, true, 1, "loop stop", "stop", 0.0f, 0);
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}
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if (mHitState != CharState_None)
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idle = CharState_None;
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}
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void CharacterController::refreshJumpAnims(const std::string& weapShortGroup, JumpingState jump, CharacterState& idle, bool force)
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{
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if (!force && jump == mJumpState && idle == CharState_None)
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return;
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std::string jumpAnimName;
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MWRender::Animation::BlendMask jumpmask = MWRender::Animation::BlendMask_All;
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if (jump != JumpState_None)
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{
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jumpAnimName = "jump";
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if(!weapShortGroup.empty())
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{
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jumpAnimName += weapShortGroup;
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if(!mAnimation->hasAnimation(jumpAnimName))
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{
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jumpAnimName = fallbackShortWeaponGroup("jump", &jumpmask);
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// If we apply jump only for lower body, do not reset idle animations.
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// For upper body there will be idle animation.
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if (jumpmask == MWRender::Animation::BlendMask_LowerBody && idle == CharState_None)
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idle = CharState_Idle;
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}
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}
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}
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if (!force && jump == mJumpState)
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return;
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bool startAtLoop = (jump == mJumpState);
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mJumpState = jump;
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if (!mCurrentJump.empty())
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{
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mAnimation->disable(mCurrentJump);
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mCurrentJump.clear();
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}
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if(mJumpState == JumpState_InAir)
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{
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if (mAnimation->hasAnimation(jumpAnimName))
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{
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mAnimation->play(jumpAnimName, Priority_Jump, jumpmask, false,
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1.0f, startAtLoop ? "loop start" : "start", "stop", 0.f, ~0ul);
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mCurrentJump = jumpAnimName;
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}
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}
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else if (mJumpState == JumpState_Landing)
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{
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if (mAnimation->hasAnimation(jumpAnimName))
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{
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mAnimation->play(jumpAnimName, Priority_Jump, jumpmask, true,
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1.0f, "loop stop", "stop", 0.0f, 0);
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mCurrentJump = jumpAnimName;
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}
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}
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}
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bool CharacterController::onOpen()
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{
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if (mPtr.getTypeName() == typeid(ESM::Container).name())
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{
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if (!mAnimation->hasAnimation("containeropen"))
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return true;
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if (mAnimation->isPlaying("containeropen"))
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return false;
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if (mAnimation->isPlaying("containerclose"))
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return false;
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mAnimation->play("containeropen", Priority_Persistent, MWRender::Animation::BlendMask_All, false, 1.0f, "start", "stop", 0.f, 0);
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if (mAnimation->isPlaying("containeropen"))
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return false;
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}
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return true;
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}
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void CharacterController::onClose()
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{
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if (mPtr.getTypeName() == typeid(ESM::Container).name())
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{
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if (!mAnimation->hasAnimation("containerclose"))
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return;
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float complete, startPoint = 0.f;
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bool animPlaying = mAnimation->getInfo("containeropen", &complete);
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if (animPlaying)
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startPoint = 1.f - complete;
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mAnimation->play("containerclose", Priority_Persistent, MWRender::Animation::BlendMask_All, false, 1.0f, "start", "stop", startPoint, 0);
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}
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}
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std::string CharacterController::getWeaponAnimation(int weaponType) const
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{
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std::string weaponGroup = getWeaponType(weaponType)->mLongGroup;
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bool isRealWeapon = weaponType != ESM::Weapon::HandToHand && weaponType != ESM::Weapon::Spell && weaponType != ESM::Weapon::None;
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if (isRealWeapon && !mAnimation->hasAnimation(weaponGroup))
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{
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static const std::string oneHandFallback = getWeaponType(ESM::Weapon::LongBladeOneHand)->mLongGroup;
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static const std::string twoHandFallback = getWeaponType(ESM::Weapon::LongBladeTwoHand)->mLongGroup;
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const ESM::WeaponType* weapInfo = getWeaponType(weaponType);
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// For real two-handed melee weapons use 2h swords animations as fallback, otherwise use the 1h ones
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if (weapInfo->mFlags & ESM::WeaponType::TwoHanded && weapInfo->mWeaponClass == ESM::WeaponType::Melee)
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weaponGroup = twoHandFallback;
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else if (isRealWeapon)
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weaponGroup = oneHandFallback;
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}
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return weaponGroup;
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}
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std::string CharacterController::fallbackShortWeaponGroup(const std::string& baseGroupName, MWRender::Animation::BlendMask* blendMask)
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{
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bool isRealWeapon = mWeaponType != ESM::Weapon::HandToHand && mWeaponType != ESM::Weapon::Spell && mWeaponType != ESM::Weapon::None;
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if (!isRealWeapon)
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{
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if (blendMask != nullptr)
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*blendMask = MWRender::Animation::BlendMask_LowerBody;
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return baseGroupName;
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}
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static const std::string oneHandFallback = getWeaponType(ESM::Weapon::LongBladeOneHand)->mShortGroup;
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static const std::string twoHandFallback = getWeaponType(ESM::Weapon::LongBladeTwoHand)->mShortGroup;
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std::string groupName = baseGroupName;
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const ESM::WeaponType* weapInfo = getWeaponType(mWeaponType);
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// For real two-handed melee weapons use 2h swords animations as fallback, otherwise use the 1h ones
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if (isRealWeapon && weapInfo->mFlags & ESM::WeaponType::TwoHanded && weapInfo->mWeaponClass == ESM::WeaponType::Melee)
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groupName += twoHandFallback;
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else if (isRealWeapon)
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groupName += oneHandFallback;
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|
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// Special case for crossbows - we shouls apply 1h animations a fallback only for lower body
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if (mWeaponType == ESM::Weapon::MarksmanCrossbow && blendMask != nullptr)
|
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*blendMask = MWRender::Animation::BlendMask_LowerBody;
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|
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if (!mAnimation->hasAnimation(groupName))
|
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{
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groupName = baseGroupName;
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|
if (blendMask != nullptr)
|
|
*blendMask = MWRender::Animation::BlendMask_LowerBody;
|
|
}
|
|
|
|
return groupName;
|
|
}
|
|
|
|
void CharacterController::refreshMovementAnims(const std::string& weapShortGroup, CharacterState movement, CharacterState& idle, bool force)
|
|
{
|
|
if (movement == mMovementState && idle == mIdleState && !force)
|
|
return;
|
|
|
|
std::string movementAnimName;
|
|
MWRender::Animation::BlendMask movemask;
|
|
const StateInfo *movestate;
|
|
|
|
movemask = MWRender::Animation::BlendMask_All;
|
|
movestate = std::find_if(sMovementList, sMovementListEnd, FindCharState(movement));
|
|
if(movestate != sMovementListEnd)
|
|
{
|
|
movementAnimName = movestate->groupname;
|
|
if(!weapShortGroup.empty())
|
|
{
|
|
std::string::size_type swimpos = movementAnimName.find("swim");
|
|
if (swimpos == std::string::npos)
|
|
{
|
|
if (mWeaponType == ESM::Weapon::Spell && (movement == CharState_TurnLeft || movement == CharState_TurnRight)) // Spellcasting stance turning is a special case
|
|
movementAnimName = weapShortGroup + movementAnimName;
|
|
else
|
|
movementAnimName += weapShortGroup;
|
|
}
|
|
|
|
if(!mAnimation->hasAnimation(movementAnimName))
|
|
{
|
|
movementAnimName = movestate->groupname;
|
|
if (swimpos == std::string::npos)
|
|
{
|
|
movementAnimName = fallbackShortWeaponGroup(movementAnimName, &movemask);
|
|
|
|
// If we apply movement only for lower body, do not reset idle animations.
|
|
// For upper body there will be idle animation.
|
|
if (movemask == MWRender::Animation::BlendMask_LowerBody && idle == CharState_None)
|
|
idle = CharState_Idle;
|
|
}
|
|
else if (idle == CharState_None)
|
|
{
|
|
// In the 1st-person mode use ground idle animations as fallback
|
|
if (mPtr == getPlayer() && MWBase::Environment::get().getWorld()->isFirstPerson())
|
|
idle = CharState_Idle;
|
|
else
|
|
idle = CharState_IdleSwim;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if(force || movement != mMovementState)
|
|
{
|
|
mMovementState = movement;
|
|
if(movestate != sMovementListEnd)
|
|
{
|
|
if(!mAnimation->hasAnimation(movementAnimName))
|
|
{
|
|
std::string::size_type swimpos = movementAnimName.find("swim");
|
|
if (swimpos != std::string::npos)
|
|
{
|
|
movementAnimName.erase(swimpos, 4);
|
|
if (!weapShortGroup.empty())
|
|
{
|
|
std::string weapMovementAnimName = movementAnimName + weapShortGroup;
|
|
if(mAnimation->hasAnimation(weapMovementAnimName))
|
|
movementAnimName = weapMovementAnimName;
|
|
else
|
|
movementAnimName = fallbackShortWeaponGroup(movementAnimName, &movemask);
|
|
}
|
|
}
|
|
|
|
if (swimpos == std::string::npos || !mAnimation->hasAnimation(movementAnimName))
|
|
{
|
|
std::string::size_type runpos = movementAnimName.find("run");
|
|
if (runpos != std::string::npos)
|
|
{
|
|
movementAnimName.replace(runpos, runpos+3, "walk");
|
|
if (!mAnimation->hasAnimation(movementAnimName))
|
|
movementAnimName.clear();
|
|
}
|
|
else
|
|
movementAnimName.clear();
|
|
}
|
|
}
|
|
}
|
|
|
|
// If we're playing the same animation, start it from the point it ended
|
|
float startpoint = 0.f;
|
|
if (!mCurrentMovement.empty() && movementAnimName == mCurrentMovement)
|
|
mAnimation->getInfo(mCurrentMovement, &startpoint);
|
|
|
|
mMovementAnimationControlled = true;
|
|
|
|
mAnimation->disable(mCurrentMovement);
|
|
mCurrentMovement = movementAnimName;
|
|
if(!mCurrentMovement.empty())
|
|
{
|
|
// For non-flying creatures, MW uses the Walk animation to calculate the animation velocity
|
|
// even if we are running. This must be replicated, otherwise the observed speed would differ drastically.
|
|
std::string anim = mCurrentMovement;
|
|
mAdjustMovementAnimSpeed = true;
|
|
if (mPtr.getClass().getTypeName() == typeid(ESM::Creature).name()
|
|
&& !(mPtr.get<ESM::Creature>()->mBase->mFlags & ESM::Creature::Flies))
|
|
{
|
|
CharacterState walkState = runStateToWalkState(mMovementState);
|
|
const StateInfo *stateinfo = std::find_if(sMovementList, sMovementListEnd, FindCharState(walkState));
|
|
anim = stateinfo->groupname;
|
|
|
|
mMovementAnimSpeed = mAnimation->getVelocity(anim);
|
|
if (mMovementAnimSpeed <= 1.0f)
|
|
{
|
|
// Another bug: when using a fallback animation (e.g. RunForward as fallback to SwimRunForward),
|
|
// then the equivalent Walk animation will not use a fallback, and if that animation doesn't exist
|
|
// we will play without any scaling.
|
|
// Makes the speed attribute of most water creatures totally useless.
|
|
// And again, this can not be fixed without patching game data.
|
|
mAdjustMovementAnimSpeed = false;
|
|
mMovementAnimSpeed = 1.f;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
mMovementAnimSpeed = mAnimation->getVelocity(anim);
|
|
|
|
if (mMovementAnimSpeed <= 1.0f)
|
|
{
|
|
// The first person anims don't have any velocity to calculate a speed multiplier from.
|
|
// We use the third person velocities instead.
|
|
// FIXME: should be pulled from the actual animation, but it is not presently loaded.
|
|
mMovementAnimSpeed = (isSneaking() ? 33.5452f : (isRunning() ? 222.857f : 154.064f));
|
|
mMovementAnimationControlled = false;
|
|
}
|
|
}
|
|
|
|
mAnimation->play(mCurrentMovement, Priority_Movement, movemask, false,
|
|
1.f, "start", "stop", startpoint, ~0ul, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CharacterController::refreshIdleAnims(const std::string& weapShortGroup, CharacterState idle, bool force)
|
|
{
|
|
// FIXME: if one of the below states is close to their last animation frame (i.e. will be disabled in the coming update),
|
|
// the idle animation should be displayed
|
|
if (((mUpperBodyState != UpperCharState_Nothing && mUpperBodyState != UpperCharState_WeapEquiped)
|
|
|| (mMovementState != CharState_None && !isTurning())
|
|
|| mHitState != CharState_None)
|
|
&& !mPtr.getClass().isBipedal(mPtr))
|
|
idle = CharState_None;
|
|
|
|
if(force || idle != mIdleState || (!mAnimation->isPlaying(mCurrentIdle) && mAnimQueue.empty()))
|
|
{
|
|
mIdleState = idle;
|
|
size_t numLoops = ~0ul;
|
|
|
|
std::string idleGroup;
|
|
MWRender::Animation::AnimPriority idlePriority (Priority_Default);
|
|
// Only play "idleswim" or "idlesneak" if they exist. Otherwise, fallback to
|
|
// "idle"+weapon or "idle".
|
|
if(mIdleState == CharState_IdleSwim && mAnimation->hasAnimation("idleswim"))
|
|
{
|
|
idleGroup = "idleswim";
|
|
idlePriority = Priority_SwimIdle;
|
|
}
|
|
else if(mIdleState == CharState_IdleSneak && mAnimation->hasAnimation("idlesneak"))
|
|
{
|
|
idleGroup = "idlesneak";
|
|
idlePriority[MWRender::Animation::BoneGroup_LowerBody] = Priority_SneakIdleLowerBody;
|
|
}
|
|
else if(mIdleState != CharState_None)
|
|
{
|
|
idleGroup = "idle";
|
|
if(!weapShortGroup.empty())
|
|
{
|
|
idleGroup += weapShortGroup;
|
|
if(!mAnimation->hasAnimation(idleGroup))
|
|
{
|
|
idleGroup = fallbackShortWeaponGroup("idle");
|
|
}
|
|
|
|
// play until the Loop Stop key 2 to 5 times, then play until the Stop key
|
|
// this replicates original engine behavior for the "Idle1h" 1st-person animation
|
|
numLoops = 1 + Misc::Rng::rollDice(4);
|
|
}
|
|
}
|
|
|
|
// There is no need to restart anim if the new and old anims are the same.
|
|
// Just update a number of loops.
|
|
float startPoint = 0;
|
|
if (!mCurrentIdle.empty() && mCurrentIdle == idleGroup)
|
|
{
|
|
mAnimation->getInfo(mCurrentIdle, &startPoint);
|
|
}
|
|
|
|
if(!mCurrentIdle.empty())
|
|
mAnimation->disable(mCurrentIdle);
|
|
|
|
mCurrentIdle = idleGroup;
|
|
if(!mCurrentIdle.empty())
|
|
mAnimation->play(mCurrentIdle, idlePriority, MWRender::Animation::BlendMask_All, false,
|
|
1.0f, "start", "stop", startPoint, numLoops, true);
|
|
}
|
|
}
|
|
|
|
void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterState movement, JumpingState jump, bool force)
|
|
{
|
|
// If the current animation is persistent, do not touch it
|
|
if (isPersistentAnimPlaying())
|
|
return;
|
|
|
|
if (mPtr.getClass().isActor())
|
|
refreshHitRecoilAnims(idle);
|
|
|
|
std::string weap;
|
|
if (mPtr.getClass().hasInventoryStore(mPtr))
|
|
weap = getWeaponType(mWeaponType)->mShortGroup;
|
|
|
|
refreshJumpAnims(weap, jump, idle, force);
|
|
refreshMovementAnims(weap, movement, idle, force);
|
|
|
|
// idle handled last as it can depend on the other states
|
|
refreshIdleAnims(weap, idle, force);
|
|
}
|
|
|
|
void CharacterController::playDeath(float startpoint, CharacterState death)
|
|
{
|
|
// Make sure the character was swimming upon death for forward-compatibility
|
|
const bool wasSwimming = MWBase::Environment::get().getWorld()->isSwimming(mPtr);
|
|
|
|
switch (death)
|
|
{
|
|
case CharState_SwimDeath:
|
|
mCurrentDeath = "swimdeath";
|
|
break;
|
|
case CharState_SwimDeathKnockDown:
|
|
mCurrentDeath = (wasSwimming ? "swimdeathknockdown" : "deathknockdown");
|
|
break;
|
|
case CharState_SwimDeathKnockOut:
|
|
mCurrentDeath = (wasSwimming ? "swimdeathknockout" : "deathknockout");
|
|
break;
|
|
case CharState_DeathKnockDown:
|
|
mCurrentDeath = "deathknockdown";
|
|
break;
|
|
case CharState_DeathKnockOut:
|
|
mCurrentDeath = "deathknockout";
|
|
break;
|
|
default:
|
|
mCurrentDeath = "death" + std::to_string(death - CharState_Death1 + 1);
|
|
}
|
|
mDeathState = death;
|
|
|
|
mPtr.getClass().getCreatureStats(mPtr).setDeathAnimation(mDeathState - CharState_Death1);
|
|
|
|
// For dead actors, refreshCurrentAnims is no longer called, so we need to disable the movement state manually.
|
|
// Note that these animations wouldn't actually be visible (due to the Death animation's priority being higher).
|
|
// However, they could still trigger text keys, such as Hit events, or sounds.
|
|
mMovementState = CharState_None;
|
|
mAnimation->disable(mCurrentMovement);
|
|
mCurrentMovement = "";
|
|
mUpperBodyState = UpperCharState_Nothing;
|
|
mAnimation->disable(mCurrentWeapon);
|
|
mCurrentWeapon = "";
|
|
mHitState = CharState_None;
|
|
mAnimation->disable(mCurrentHit);
|
|
mCurrentHit = "";
|
|
mIdleState = CharState_None;
|
|
mAnimation->disable(mCurrentIdle);
|
|
mCurrentIdle = "";
|
|
mJumpState = JumpState_None;
|
|
mAnimation->disable(mCurrentJump);
|
|
mCurrentJump = "";
|
|
mMovementAnimationControlled = true;
|
|
|
|
mAnimation->play(mCurrentDeath, Priority_Death, MWRender::Animation::BlendMask_All,
|
|
false, 1.0f, "start", "stop", startpoint, 0);
|
|
}
|
|
|
|
CharacterState CharacterController::chooseRandomDeathState() const
|
|
{
|
|
int selected=0;
|
|
chooseRandomGroup("death", &selected);
|
|
return static_cast<CharacterState>(CharState_Death1 + (selected-1));
|
|
}
|
|
|
|
void CharacterController::playRandomDeath(float startpoint)
|
|
{
|
|
/*
|
|
Start of tes3mp addition
|
|
|
|
If this is a LocalActor or DedicatedActor whose death animation is supposed to be finished,
|
|
set the startpoint to the animation's end
|
|
*/
|
|
if (mPtr.getClass().getCreatureStats(mPtr).isDeathAnimationFinished() && (mwmp::Main::get().getCellController()->isLocalActor(mPtr) || mwmp::Main::get().getCellController()->isDedicatedActor(mPtr)))
|
|
{
|
|
startpoint = 1.F;
|
|
}
|
|
/*
|
|
End of tes3mp addition
|
|
*/
|
|
|
|
if (mPtr == getPlayer())
|
|
{
|
|
// The first-person animations do not include death, so we need to
|
|
// force-switch to third person before playing the death animation.
|
|
MWBase::Environment::get().getWorld()->useDeathCamera();
|
|
}
|
|
|
|
if(mHitState == CharState_SwimKnockDown && mAnimation->hasAnimation("swimdeathknockdown"))
|
|
{
|
|
mDeathState = CharState_SwimDeathKnockDown;
|
|
}
|
|
else if(mHitState == CharState_SwimKnockOut && mAnimation->hasAnimation("swimdeathknockout"))
|
|
{
|
|
mDeathState = CharState_SwimDeathKnockOut;
|
|
}
|
|
else if(MWBase::Environment::get().getWorld()->isSwimming(mPtr) && mAnimation->hasAnimation("swimdeath"))
|
|
{
|
|
mDeathState = CharState_SwimDeath;
|
|
}
|
|
else if (mHitState == CharState_KnockDown && mAnimation->hasAnimation("deathknockdown"))
|
|
{
|
|
mDeathState = CharState_DeathKnockDown;
|
|
}
|
|
else if (mHitState == CharState_KnockOut && mAnimation->hasAnimation("deathknockout"))
|
|
{
|
|
mDeathState = CharState_DeathKnockOut;
|
|
}
|
|
else
|
|
{
|
|
mDeathState = chooseRandomDeathState();
|
|
}
|
|
|
|
// Do not interrupt scripted animation by death
|
|
if (isPersistentAnimPlaying())
|
|
return;
|
|
|
|
playDeath(startpoint, mDeathState);
|
|
}
|
|
|
|
std::string CharacterController::chooseRandomAttackAnimation() const
|
|
{
|
|
std::string result;
|
|
bool isSwimming = MWBase::Environment::get().getWorld()->isSwimming(mPtr);
|
|
|
|
if (isSwimming)
|
|
result = chooseRandomGroup("swimattack");
|
|
|
|
if (!isSwimming || !mAnimation->hasAnimation(result))
|
|
result = chooseRandomGroup("attack");
|
|
|
|
return result;
|
|
}
|
|
|
|
CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Animation *anim)
|
|
: mPtr(ptr)
|
|
, mWeapon(MWWorld::Ptr())
|
|
, mAnimation(anim)
|
|
, mIdleState(CharState_None)
|
|
, mMovementState(CharState_None)
|
|
, mMovementAnimSpeed(0.f)
|
|
, mAdjustMovementAnimSpeed(false)
|
|
, mHasMovedInXY(false)
|
|
, mMovementAnimationControlled(true)
|
|
, mDeathState(CharState_None)
|
|
, mFloatToSurface(true)
|
|
, mHitState(CharState_None)
|
|
, mUpperBodyState(UpperCharState_Nothing)
|
|
, mJumpState(JumpState_None)
|
|
, mWeaponType(ESM::Weapon::None)
|
|
, mAttackStrength(0.f)
|
|
, mSkipAnim(false)
|
|
, mSecondsOfSwimming(0)
|
|
, mSecondsOfRunning(0)
|
|
, mTurnAnimationThreshold(0)
|
|
, mAttackingOrSpell(false)
|
|
, mCastingManualSpell(false)
|
|
, mTimeUntilWake(0.f)
|
|
{
|
|
if(!mAnimation)
|
|
return;
|
|
|
|
mAnimation->setTextKeyListener(this);
|
|
|
|
const MWWorld::Class &cls = mPtr.getClass();
|
|
if(cls.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(osg::Vec3f(1.0f, 1.0f, 0.0f));
|
|
|
|
if (cls.hasInventoryStore(mPtr))
|
|
{
|
|
getActiveWeapon(mPtr, &mWeaponType);
|
|
if (mWeaponType != ESM::Weapon::None)
|
|
{
|
|
mUpperBodyState = UpperCharState_WeapEquiped;
|
|
mCurrentWeapon = getWeaponAnimation(mWeaponType);
|
|
}
|
|
|
|
if(mWeaponType != ESM::Weapon::None && mWeaponType != ESM::Weapon::Spell && mWeaponType != ESM::Weapon::HandToHand)
|
|
{
|
|
mAnimation->showWeapons(true);
|
|
// Note: controllers for ranged weapon should use time for beginning of animation to play shooting properly,
|
|
// for other weapons they should use absolute time. Some mods rely on this behaviour (to rotate throwing projectiles, for example)
|
|
ESM::WeaponType::Class weaponClass = getWeaponType(mWeaponType)->mWeaponClass;
|
|
bool useRelativeDuration = weaponClass == ESM::WeaponType::Ranged;
|
|
mAnimation->setWeaponGroup(mCurrentWeapon, useRelativeDuration);
|
|
}
|
|
|
|
mAnimation->showCarriedLeft(updateCarriedLeftVisible(mWeaponType));
|
|
}
|
|
|
|
if(!cls.getCreatureStats(mPtr).isDead())
|
|
mIdleState = CharState_Idle;
|
|
else
|
|
{
|
|
const MWMechanics::CreatureStats& cStats = mPtr.getClass().getCreatureStats(mPtr);
|
|
if (cStats.isDeathAnimationFinished())
|
|
{
|
|
// Set the death state, but don't play it yet
|
|
// We will play it in the first frame, but only if no script set the skipAnim flag
|
|
signed char deathanim = cStats.getDeathAnimation();
|
|
if (deathanim == -1)
|
|
mDeathState = chooseRandomDeathState();
|
|
else
|
|
mDeathState = static_cast<CharacterState>(CharState_Death1 + deathanim);
|
|
|
|
mFloatToSurface = false;
|
|
}
|
|
// else: nothing to do, will detect death in the next frame and start playing death animation
|
|
}
|
|
}
|
|
else
|
|
{
|
|
/* Don't accumulate with non-actors. */
|
|
mAnimation->setAccumulation(osg::Vec3f(0.f, 0.f, 0.f));
|
|
|
|
mIdleState = CharState_Idle;
|
|
}
|
|
|
|
// Do not update animation status for dead actors
|
|
if(mDeathState == CharState_None && (!cls.isActor() || !cls.getCreatureStats(mPtr).isDead()))
|
|
refreshCurrentAnims(mIdleState, mMovementState, mJumpState, true);
|
|
|
|
mAnimation->runAnimation(0.f);
|
|
|
|
unpersistAnimationState();
|
|
}
|
|
|
|
CharacterController::~CharacterController()
|
|
{
|
|
if (mAnimation)
|
|
{
|
|
persistAnimationState();
|
|
mAnimation->setTextKeyListener(nullptr);
|
|
}
|
|
}
|
|
|
|
void split(const std::string &s, char delim, std::vector<std::string> &elems) {
|
|
std::stringstream ss(s);
|
|
std::string item;
|
|
while (std::getline(ss, item, delim)) {
|
|
elems.push_back(item);
|
|
}
|
|
}
|
|
|
|
void CharacterController::handleTextKey(const std::string &groupname, const std::multimap<float, std::string>::const_iterator &key, const std::multimap<float, std::string> &map)
|
|
{
|
|
const std::string &evt = key->second;
|
|
|
|
if(evt.compare(0, 7, "sound: ") == 0)
|
|
{
|
|
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
|
|
sndMgr->playSound3D(mPtr, evt.substr(7), 1.0f, 1.0f);
|
|
return;
|
|
}
|
|
if(evt.compare(0, 10, "soundgen: ") == 0)
|
|
{
|
|
std::string soundgen = evt.substr(10);
|
|
|
|
// The event can optionally contain volume and pitch modifiers
|
|
float volume=1.f, pitch=1.f;
|
|
if (soundgen.find(" ") != std::string::npos)
|
|
{
|
|
std::vector<std::string> tokens;
|
|
split(soundgen, ' ', tokens);
|
|
soundgen = tokens[0];
|
|
if (tokens.size() >= 2)
|
|
{
|
|
std::stringstream stream;
|
|
stream << tokens[1];
|
|
stream >> volume;
|
|
}
|
|
if (tokens.size() >= 3)
|
|
{
|
|
std::stringstream stream;
|
|
stream << tokens[2];
|
|
stream >> pitch;
|
|
}
|
|
}
|
|
|
|
std::string sound = mPtr.getClass().getSoundIdFromSndGen(mPtr, soundgen);
|
|
if(!sound.empty())
|
|
{
|
|
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
|
|
// NB: landing sound is not played for NPCs here
|
|
if(soundgen == "left" || soundgen == "right" || soundgen == "land")
|
|
{
|
|
sndMgr->playSound3D(mPtr, sound, volume, pitch, MWSound::Type::Foot,
|
|
MWSound::PlayMode::NoPlayerLocal);
|
|
}
|
|
else
|
|
{
|
|
sndMgr->playSound3D(mPtr, sound, volume, pitch);
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
if(evt.compare(0, groupname.size(), groupname) != 0 ||
|
|
evt.compare(groupname.size(), 2, ": ") != 0)
|
|
{
|
|
// Not ours, skip it
|
|
return;
|
|
}
|
|
size_t off = groupname.size()+2;
|
|
size_t len = evt.size() - off;
|
|
|
|
if(evt.compare(off, len, "equip attach") == 0)
|
|
mAnimation->showWeapons(true);
|
|
else if(evt.compare(off, len, "unequip detach") == 0)
|
|
mAnimation->showWeapons(false);
|
|
else if(evt.compare(off, len, "chop hit") == 0)
|
|
mPtr.getClass().hit(mPtr, mAttackStrength, ESM::Weapon::AT_Chop);
|
|
else if(evt.compare(off, len, "slash hit") == 0)
|
|
mPtr.getClass().hit(mPtr, mAttackStrength, ESM::Weapon::AT_Slash);
|
|
else if(evt.compare(off, len, "thrust hit") == 0)
|
|
mPtr.getClass().hit(mPtr, mAttackStrength, ESM::Weapon::AT_Thrust);
|
|
else if(evt.compare(off, len, "hit") == 0)
|
|
{
|
|
if (groupname == "attack1" || groupname == "swimattack1")
|
|
mPtr.getClass().hit(mPtr, mAttackStrength, ESM::Weapon::AT_Chop);
|
|
else if (groupname == "attack2" || groupname == "swimattack2")
|
|
mPtr.getClass().hit(mPtr, mAttackStrength, ESM::Weapon::AT_Slash);
|
|
else if (groupname == "attack3" || groupname == "swimattack3")
|
|
mPtr.getClass().hit(mPtr, mAttackStrength, ESM::Weapon::AT_Thrust);
|
|
else
|
|
mPtr.getClass().hit(mPtr, mAttackStrength);
|
|
}
|
|
else if (!groupname.empty()
|
|
&& (groupname.compare(0, groupname.size()-1, "attack") == 0 || groupname.compare(0, groupname.size()-1, "swimattack") == 0)
|
|
&& evt.compare(off, len, "start") == 0)
|
|
{
|
|
std::multimap<float, std::string>::const_iterator hitKey = key;
|
|
|
|
// Not all animations have a hit key defined. If there is none, the hit happens with the start key.
|
|
bool hasHitKey = false;
|
|
while (hitKey != map.end())
|
|
{
|
|
if (hitKey->second == groupname + ": hit")
|
|
{
|
|
hasHitKey = true;
|
|
break;
|
|
}
|
|
if (hitKey->second == groupname + ": stop")
|
|
break;
|
|
++hitKey;
|
|
}
|
|
if (!hasHitKey)
|
|
{
|
|
if (groupname == "attack1" || groupname == "swimattack1")
|
|
mPtr.getClass().hit(mPtr, mAttackStrength, ESM::Weapon::AT_Chop);
|
|
else if (groupname == "attack2" || groupname == "swimattack2")
|
|
mPtr.getClass().hit(mPtr, mAttackStrength, ESM::Weapon::AT_Slash);
|
|
else if (groupname == "attack3" || groupname == "swimattack3")
|
|
mPtr.getClass().hit(mPtr, mAttackStrength, ESM::Weapon::AT_Thrust);
|
|
}
|
|
}
|
|
else if (evt.compare(off, len, "shoot attach") == 0)
|
|
mAnimation->attachArrow();
|
|
else if (evt.compare(off, len, "shoot release") == 0)
|
|
mAnimation->releaseArrow(mAttackStrength);
|
|
else if (evt.compare(off, len, "shoot follow attach") == 0)
|
|
mAnimation->attachArrow();
|
|
|
|
else if (groupname == "spellcast" && evt.substr(evt.size()-7, 7) == "release"
|
|
// Make sure this key is actually for the RangeType we are casting. The flame atronach has
|
|
// the same animation for all range types, so there are 3 "release" keys on the same time, one for each range type.
|
|
&& evt.compare(off, len, mAttackType + " release") == 0)
|
|
{
|
|
MWBase::Environment::get().getWorld()->castSpell(mPtr, mCastingManualSpell);
|
|
mCastingManualSpell = false;
|
|
}
|
|
|
|
else if (groupname == "shield" && evt.compare(off, len, "block hit") == 0)
|
|
mPtr.getClass().block(mPtr);
|
|
else if (groupname == "containeropen" && evt.compare(off, len, "loot") == 0)
|
|
MWBase::Environment::get().getWindowManager()->pushGuiMode(MWGui::GM_Container, mPtr);
|
|
}
|
|
|
|
void CharacterController::updatePtr(const MWWorld::Ptr &ptr)
|
|
{
|
|
mPtr = ptr;
|
|
}
|
|
|
|
void CharacterController::updateIdleStormState(bool inwater)
|
|
{
|
|
if (!mAnimation->hasAnimation("idlestorm") || mUpperBodyState != UpperCharState_Nothing || inwater)
|
|
{
|
|
mAnimation->disable("idlestorm");
|
|
return;
|
|
}
|
|
|
|
if (MWBase::Environment::get().getWorld()->isInStorm())
|
|
{
|
|
osg::Vec3f stormDirection = MWBase::Environment::get().getWorld()->getStormDirection();
|
|
osg::Vec3f characterDirection = mPtr.getRefData().getBaseNode()->getAttitude() * osg::Vec3f(0,1,0);
|
|
stormDirection.normalize();
|
|
characterDirection.normalize();
|
|
if (stormDirection * characterDirection < -0.5f)
|
|
{
|
|
if (!mAnimation->isPlaying("idlestorm"))
|
|
{
|
|
int mask = MWRender::Animation::BlendMask_Torso | MWRender::Animation::BlendMask_RightArm;
|
|
mAnimation->play("idlestorm", Priority_Storm, mask, true, 1.0f, "start", "stop", 0.0f, ~0ul);
|
|
}
|
|
else
|
|
{
|
|
mAnimation->setLoopingEnabled("idlestorm", true);
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (mAnimation->isPlaying("idlestorm"))
|
|
{
|
|
mAnimation->setLoopingEnabled("idlestorm", false);
|
|
}
|
|
}
|
|
|
|
bool CharacterController::updateCreatureState()
|
|
{
|
|
const MWWorld::Class &cls = mPtr.getClass();
|
|
CreatureStats &stats = cls.getCreatureStats(mPtr);
|
|
|
|
int weapType = ESM::Weapon::None;
|
|
if(stats.getDrawState() == DrawState_Weapon)
|
|
weapType = ESM::Weapon::HandToHand;
|
|
else if (stats.getDrawState() == DrawState_Spell)
|
|
weapType = ESM::Weapon::Spell;
|
|
|
|
if (weapType != mWeaponType)
|
|
{
|
|
mWeaponType = weapType;
|
|
if (mAnimation->isPlaying(mCurrentWeapon))
|
|
mAnimation->disable(mCurrentWeapon);
|
|
}
|
|
|
|
if(mAttackingOrSpell)
|
|
{
|
|
if(mUpperBodyState == UpperCharState_Nothing && mHitState == CharState_None)
|
|
{
|
|
MWBase::Environment::get().getWorld()->breakInvisibility(mPtr);
|
|
|
|
std::string startKey = "start";
|
|
std::string stopKey = "stop";
|
|
if (weapType == ESM::Weapon::Spell)
|
|
{
|
|
const std::string spellid = stats.getSpells().getSelectedSpell();
|
|
bool canCast = mCastingManualSpell || MWBase::Environment::get().getWorld()->startSpellCast(mPtr);
|
|
|
|
if (!spellid.empty() && canCast)
|
|
{
|
|
/*
|
|
Start of tes3mp addition
|
|
|
|
If this mPtr belongs to a LocalPlayer or LocalActor, get their Attack and prepare
|
|
it for sending
|
|
*/
|
|
mwmp::Cast *localCast = MechanicsHelper::getLocalCast(mPtr);
|
|
|
|
if (localCast)
|
|
{
|
|
MechanicsHelper::resetCast(localCast);
|
|
localCast->type = mwmp::Cast::REGULAR;
|
|
localCast->pressed = true;
|
|
localCast->shouldSend = true;
|
|
}
|
|
/*
|
|
End of tes3mp addition
|
|
*/
|
|
|
|
MWMechanics::CastSpell cast(mPtr, nullptr, false, mCastingManualSpell);
|
|
cast.playSpellCastingEffects(spellid, false);
|
|
|
|
/*
|
|
Start of tes3mp addition
|
|
|
|
Mark the attack as instant if there is no spellcast animation
|
|
*/
|
|
if (!mAnimation->hasAnimation("spellcast"))
|
|
localCast->instant = true;
|
|
/*
|
|
End of tes3mp addition
|
|
*/
|
|
|
|
if (!mAnimation->hasAnimation("spellcast"))
|
|
{
|
|
MWBase::Environment::get().getWorld()->castSpell(mPtr, mCastingManualSpell); // No "release" text key to use, so cast immediately
|
|
mCastingManualSpell = false;
|
|
}
|
|
else
|
|
{
|
|
const ESM::Spell *spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(spellid);
|
|
const ESM::ENAMstruct &effectentry = spell->mEffects.mList.at(0);
|
|
|
|
switch(effectentry.mRange)
|
|
{
|
|
case 0: mAttackType = "self"; break;
|
|
case 1: mAttackType = "touch"; break;
|
|
case 2: mAttackType = "target"; break;
|
|
}
|
|
|
|
startKey = mAttackType + " " + startKey;
|
|
stopKey = mAttackType + " " + stopKey;
|
|
mCurrentWeapon = "spellcast";
|
|
}
|
|
}
|
|
else
|
|
mCurrentWeapon = "";
|
|
}
|
|
|
|
if (weapType != ESM::Weapon::Spell || !mAnimation->hasAnimation("spellcast")) // Not all creatures have a dedicated spellcast animation
|
|
{
|
|
mCurrentWeapon = chooseRandomAttackAnimation();
|
|
}
|
|
|
|
if (!mCurrentWeapon.empty())
|
|
{
|
|
mAnimation->play(mCurrentWeapon, Priority_Weapon,
|
|
MWRender::Animation::BlendMask_All, true,
|
|
1, startKey, stopKey,
|
|
0.0f, 0);
|
|
mUpperBodyState = UpperCharState_StartToMinAttack;
|
|
|
|
mAttackStrength = std::min(1.f, 0.1f + Misc::Rng::rollClosedProbability());
|
|
|
|
if (weapType == ESM::Weapon::HandToHand)
|
|
playSwishSound(0.0f);
|
|
}
|
|
}
|
|
|
|
mAttackingOrSpell = false;
|
|
}
|
|
|
|
bool animPlaying = mAnimation->getInfo(mCurrentWeapon);
|
|
if (!animPlaying)
|
|
mUpperBodyState = UpperCharState_Nothing;
|
|
return false;
|
|
}
|
|
|
|
bool CharacterController::updateCarriedLeftVisible(const int weaptype) const
|
|
{
|
|
// Shields/torches shouldn't be visible during any operation involving two hands
|
|
// There seems to be no text keys for this purpose, except maybe for "[un]equip start/stop",
|
|
// but they are also present in weapon drawing animation.
|
|
return !(getWeaponType(weaptype)->mFlags & ESM::WeaponType::TwoHanded);
|
|
}
|
|
|
|
bool CharacterController::updateWeaponState(CharacterState& idle)
|
|
{
|
|
const MWWorld::Class &cls = mPtr.getClass();
|
|
CreatureStats &stats = cls.getCreatureStats(mPtr);
|
|
int weaptype = ESM::Weapon::None;
|
|
if(stats.getDrawState() == DrawState_Weapon)
|
|
weaptype = ESM::Weapon::HandToHand;
|
|
else if (stats.getDrawState() == DrawState_Spell)
|
|
weaptype = ESM::Weapon::Spell;
|
|
|
|
const bool isWerewolf = cls.isNpc() && cls.getNpcStats(mPtr).isWerewolf();
|
|
|
|
std::string upSoundId;
|
|
std::string downSoundId;
|
|
bool weaponChanged = false;
|
|
if (mPtr.getClass().hasInventoryStore(mPtr))
|
|
{
|
|
MWWorld::InventoryStore &inv = cls.getInventoryStore(mPtr);
|
|
MWWorld::ContainerStoreIterator weapon = getActiveWeapon(mPtr, &weaptype);
|
|
if(stats.getDrawState() == DrawState_Spell)
|
|
weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
|
|
|
|
if(weapon != inv.end() && mWeaponType != ESM::Weapon::HandToHand && weaptype != ESM::Weapon::HandToHand && weaptype != ESM::Weapon::Spell && weaptype != ESM::Weapon::None)
|
|
upSoundId = weapon->getClass().getUpSoundId(*weapon);
|
|
|
|
if(weapon != inv.end() && mWeaponType != ESM::Weapon::HandToHand && mWeaponType != ESM::Weapon::Spell && mWeaponType != ESM::Weapon::None)
|
|
downSoundId = weapon->getClass().getDownSoundId(*weapon);
|
|
|
|
// weapon->HtH switch: weapon is empty already, so we need to take sound from previous weapon
|
|
if(weapon == inv.end() && !mWeapon.isEmpty() && weaptype == ESM::Weapon::HandToHand && mWeaponType != ESM::Weapon::Spell)
|
|
downSoundId = mWeapon.getClass().getDownSoundId(mWeapon);
|
|
|
|
MWWorld::Ptr newWeapon = weapon != inv.end() ? *weapon : MWWorld::Ptr();
|
|
|
|
if (mWeapon != newWeapon)
|
|
{
|
|
mWeapon = newWeapon;
|
|
weaponChanged = true;
|
|
}
|
|
}
|
|
|
|
// Use blending only with 3d-person movement animations for bipedal actors
|
|
bool firstPersonPlayer = (mPtr == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->isFirstPerson());
|
|
MWRender::Animation::AnimPriority priorityWeapon(Priority_Weapon);
|
|
if (!firstPersonPlayer && mPtr.getClass().isBipedal(mPtr))
|
|
priorityWeapon[MWRender::Animation::BoneGroup_LowerBody] = Priority_WeaponLowerBody;
|
|
|
|
bool forcestateupdate = false;
|
|
|
|
// We should not play equipping animation and sound during weapon->weapon transition
|
|
bool isStillWeapon = weaptype != ESM::Weapon::HandToHand && weaptype != ESM::Weapon::Spell && weaptype != ESM::Weapon::None &&
|
|
mWeaponType != ESM::Weapon::HandToHand && mWeaponType != ESM::Weapon::Spell && mWeaponType != ESM::Weapon::None;
|
|
|
|
// If the current weapon type was changed in the middle of attack (e.g. by Equip console command or when bound spell expires),
|
|
// we should force actor to the "weapon equipped" state, interrupt attack and update animations.
|
|
if (isStillWeapon && mWeaponType != weaptype && mUpperBodyState > UpperCharState_WeapEquiped)
|
|
{
|
|
forcestateupdate = true;
|
|
mUpperBodyState = UpperCharState_WeapEquiped;
|
|
mAttackingOrSpell = false;
|
|
mAnimation->disable(mCurrentWeapon);
|
|
mAnimation->showWeapons(true);
|
|
if (mPtr == getPlayer())
|
|
MWBase::Environment::get().getWorld()->getPlayer().setAttackingOrSpell(false);
|
|
}
|
|
|
|
if(!isKnockedOut() && !isKnockedDown() && !isRecovery())
|
|
{
|
|
std::string weapgroup;
|
|
if ((!isWerewolf || mWeaponType != ESM::Weapon::Spell)
|
|
&& weaptype != mWeaponType
|
|
&& mUpperBodyState != UpperCharState_UnEquipingWeap
|
|
&& !isStillWeapon)
|
|
{
|
|
// We can not play un-equip animation if weapon changed since last update
|
|
if (!weaponChanged)
|
|
{
|
|
// Note: we do not disable unequipping animation automatically to avoid body desync
|
|
weapgroup = getWeaponAnimation(mWeaponType);
|
|
mAnimation->play(weapgroup, priorityWeapon,
|
|
MWRender::Animation::BlendMask_All, false,
|
|
1.0f, "unequip start", "unequip stop", 0.0f, 0);
|
|
mUpperBodyState = UpperCharState_UnEquipingWeap;
|
|
|
|
// If we do not have the "unequip detach" key, hide weapon manually.
|
|
if (mAnimation->getTextKeyTime(weapgroup+": unequip detach") < 0)
|
|
mAnimation->showWeapons(false);
|
|
}
|
|
|
|
if(!downSoundId.empty())
|
|
{
|
|
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
|
|
sndMgr->playSound3D(mPtr, downSoundId, 1.0f, 1.0f);
|
|
}
|
|
}
|
|
|
|
float complete;
|
|
bool animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
|
|
if (!animPlaying || complete >= 1.0f)
|
|
{
|
|
// Weapon is changed, no current animation (e.g. unequipping or attack).
|
|
// Start equipping animation now.
|
|
if (weaptype != mWeaponType)
|
|
{
|
|
forcestateupdate = true;
|
|
mAnimation->showCarriedLeft(updateCarriedLeftVisible(weaptype));
|
|
weapgroup = getWeaponAnimation(weaptype);
|
|
|
|
// Note: controllers for ranged weapon should use time for beginning of animation to play shooting properly,
|
|
// for other weapons they should use absolute time. Some mods rely on this behaviour (to rotate throwing projectiles, for example)
|
|
ESM::WeaponType::Class weaponClass = getWeaponType(weaptype)->mWeaponClass;
|
|
bool useRelativeDuration = weaponClass == ESM::WeaponType::Ranged;
|
|
mAnimation->setWeaponGroup(weapgroup, useRelativeDuration);
|
|
|
|
if (!isStillWeapon)
|
|
{
|
|
mAnimation->disable(mCurrentWeapon);
|
|
if (weaptype != ESM::Weapon::None)
|
|
{
|
|
mAnimation->showWeapons(false);
|
|
mAnimation->play(weapgroup, priorityWeapon,
|
|
MWRender::Animation::BlendMask_All, true,
|
|
1.0f, "equip start", "equip stop", 0.0f, 0);
|
|
mUpperBodyState = UpperCharState_EquipingWeap;
|
|
|
|
// If we do not have the "equip attach" key, show weapon manually.
|
|
if (weaptype != ESM::Weapon::Spell)
|
|
{
|
|
if (mAnimation->getTextKeyTime(weapgroup+": equip attach") < 0)
|
|
mAnimation->showWeapons(true);
|
|
}
|
|
}
|
|
}
|
|
|
|
if(isWerewolf)
|
|
{
|
|
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
|
|
const ESM::Sound *sound = store.get<ESM::Sound>().searchRandom("WolfEquip");
|
|
if(sound)
|
|
{
|
|
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
|
|
sndMgr->playSound3D(mPtr, sound->mId, 1.0f, 1.0f);
|
|
}
|
|
}
|
|
|
|
mWeaponType = weaptype;
|
|
mCurrentWeapon = getWeaponAnimation(mWeaponType);
|
|
|
|
if(!upSoundId.empty() && !isStillWeapon)
|
|
{
|
|
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
|
|
sndMgr->playSound3D(mPtr, upSoundId, 1.0f, 1.0f);
|
|
}
|
|
}
|
|
|
|
// Make sure that we disabled unequipping animation
|
|
if (mUpperBodyState == UpperCharState_UnEquipingWeap)
|
|
{
|
|
mUpperBodyState = UpperCharState_Nothing;
|
|
mAnimation->disable(mCurrentWeapon);
|
|
mWeaponType = ESM::Weapon::None;
|
|
mCurrentWeapon = getWeaponAnimation(mWeaponType);
|
|
}
|
|
}
|
|
}
|
|
|
|
if(isWerewolf)
|
|
{
|
|
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
|
|
if(cls.getCreatureStats(mPtr).getStance(MWMechanics::CreatureStats::Stance_Run)
|
|
&& mHasMovedInXY
|
|
&& !MWBase::Environment::get().getWorld()->isSwimming(mPtr)
|
|
&& mWeaponType == ESM::Weapon::None)
|
|
{
|
|
if(!sndMgr->getSoundPlaying(mPtr, "WolfRun"))
|
|
sndMgr->playSound3D(mPtr, "WolfRun", 1.0f, 1.0f, MWSound::Type::Sfx,
|
|
MWSound::PlayMode::Loop);
|
|
}
|
|
else
|
|
sndMgr->stopSound3D(mPtr, "WolfRun");
|
|
}
|
|
|
|
// Cancel attack if we no longer have ammunition
|
|
bool ammunition = true;
|
|
bool isWeapon = false;
|
|
float weapSpeed = 1.f;
|
|
if (mPtr.getClass().hasInventoryStore(mPtr))
|
|
{
|
|
MWWorld::InventoryStore &inv = cls.getInventoryStore(mPtr);
|
|
MWWorld::ConstContainerStoreIterator weapon = getActiveWeapon(mPtr, &weaptype);
|
|
isWeapon = (weapon != inv.end() && weapon->getTypeName() == typeid(ESM::Weapon).name());
|
|
if (isWeapon)
|
|
{
|
|
weapSpeed = weapon->get<ESM::Weapon>()->mBase->mData.mSpeed;
|
|
MWWorld::ConstContainerStoreIterator ammo = inv.getSlot(MWWorld::InventoryStore::Slot_Ammunition);
|
|
int ammotype = getWeaponType(weapon->get<ESM::Weapon>()->mBase->mData.mType)->mAmmoType;
|
|
if (ammotype != ESM::Weapon::None && (ammo == inv.end() || ammo->get<ESM::Weapon>()->mBase->mData.mType != ammotype))
|
|
ammunition = false;
|
|
}
|
|
|
|
if (!ammunition && mUpperBodyState > UpperCharState_WeapEquiped)
|
|
{
|
|
mAnimation->disable(mCurrentWeapon);
|
|
mUpperBodyState = UpperCharState_WeapEquiped;
|
|
}
|
|
}
|
|
|
|
// Combat for actors with persistent animations obviously will be buggy
|
|
if (isPersistentAnimPlaying())
|
|
return forcestateupdate;
|
|
|
|
float complete;
|
|
bool animPlaying;
|
|
ESM::WeaponType::Class weapclass = getWeaponType(mWeaponType)->mWeaponClass;
|
|
if(mAttackingOrSpell)
|
|
{
|
|
MWWorld::Ptr player = getPlayer();
|
|
|
|
bool resetIdle = ammunition;
|
|
if(mUpperBodyState == UpperCharState_WeapEquiped && (mHitState == CharState_None || mHitState == CharState_Block))
|
|
{
|
|
MWBase::Environment::get().getWorld()->breakInvisibility(mPtr);
|
|
mAttackStrength = 0;
|
|
|
|
// Randomize attacks for non-bipedal creatures with Weapon flag
|
|
if (mPtr.getClass().getTypeName() == typeid(ESM::Creature).name() &&
|
|
!mPtr.getClass().isBipedal(mPtr) &&
|
|
(!mAnimation->hasAnimation(mCurrentWeapon) || isRandomAttackAnimation(mCurrentWeapon)))
|
|
{
|
|
mCurrentWeapon = chooseRandomAttackAnimation();
|
|
}
|
|
|
|
if(mWeaponType == ESM::Weapon::Spell)
|
|
{
|
|
// Unset casting flag, otherwise pressing the mouse button down would
|
|
// continue casting every frame if there is no animation
|
|
mAttackingOrSpell = false;
|
|
if (mPtr == player)
|
|
{
|
|
MWBase::Environment::get().getWorld()->getPlayer().setAttackingOrSpell(false);
|
|
|
|
// For the player, set the spell we want to cast
|
|
// This has to be done at the start of the casting animation,
|
|
// *not* when selecting a spell in the GUI (otherwise you could change the spell mid-animation)
|
|
std::string selectedSpell = MWBase::Environment::get().getWindowManager()->getSelectedSpell();
|
|
stats.getSpells().setSelectedSpell(selectedSpell);
|
|
}
|
|
std::string spellid = stats.getSpells().getSelectedSpell();
|
|
bool isMagicItem = false;
|
|
bool canCast = mCastingManualSpell || MWBase::Environment::get().getWorld()->startSpellCast(mPtr);
|
|
|
|
if (spellid.empty())
|
|
{
|
|
if (mPtr.getClass().hasInventoryStore(mPtr))
|
|
{
|
|
MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
|
|
if (inv.getSelectedEnchantItem() != inv.end())
|
|
{
|
|
const MWWorld::Ptr& enchantItem = *inv.getSelectedEnchantItem();
|
|
spellid = enchantItem.getClass().getEnchantment(enchantItem);
|
|
isMagicItem = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
static const bool useCastingAnimations = Settings::Manager::getBool("use magic item animations", "Game");
|
|
if (isMagicItem && !useCastingAnimations)
|
|
{
|
|
// Enchanted items by default do not use casting animations
|
|
MWBase::Environment::get().getWorld()->castSpell(mPtr);
|
|
resetIdle = false;
|
|
}
|
|
else if(!spellid.empty() && canCast)
|
|
{
|
|
/*
|
|
Start of tes3mp addition
|
|
|
|
If this mPtr belongs to a LocalPlayer or LocalActor, get their Attack and prepare
|
|
it for sending
|
|
*/
|
|
mwmp::Cast *localCast = MechanicsHelper::getLocalCast(mPtr);
|
|
|
|
if (localCast)
|
|
{
|
|
MechanicsHelper::resetCast(localCast);
|
|
localCast->type = mwmp::Cast::REGULAR;
|
|
localCast->pressed = true;
|
|
localCast->shouldSend = true;
|
|
}
|
|
/*
|
|
End of tes3mp addition
|
|
*/
|
|
|
|
MWMechanics::CastSpell cast(mPtr, nullptr, false, mCastingManualSpell);
|
|
cast.playSpellCastingEffects(spellid, isMagicItem);
|
|
|
|
std::vector<ESM::ENAMstruct> effects;
|
|
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
|
|
if (isMagicItem)
|
|
{
|
|
const ESM::Enchantment *enchantment = store.get<ESM::Enchantment>().find(spellid);
|
|
effects = enchantment->mEffects.mList;
|
|
}
|
|
else
|
|
{
|
|
const ESM::Spell *spell = store.get<ESM::Spell>().find(spellid);
|
|
effects = spell->mEffects.mList;
|
|
}
|
|
|
|
const ESM::MagicEffect *effect = store.get<ESM::MagicEffect>().find(effects.back().mEffectID); // use last effect of list for color of VFX_Hands
|
|
|
|
const ESM::Static* castStatic = MWBase::Environment::get().getWorld()->getStore().get<ESM::Static>().find ("VFX_Hands");
|
|
|
|
for (size_t iter = 0; iter < effects.size(); ++iter) // play hands vfx for each effect
|
|
{
|
|
if (mAnimation->getNode("Bip01 L Hand"))
|
|
mAnimation->addEffect("meshes\\" + castStatic->mModel, -1, false, "Bip01 L Hand", effect->mParticle);
|
|
|
|
if (mAnimation->getNode("Bip01 R Hand"))
|
|
mAnimation->addEffect("meshes\\" + castStatic->mModel, -1, false, "Bip01 R Hand", effect->mParticle);
|
|
}
|
|
|
|
const ESM::ENAMstruct &firstEffect = effects.at(0); // first effect used for casting animation
|
|
|
|
std::string startKey;
|
|
std::string stopKey;
|
|
if (isRandomAttackAnimation(mCurrentWeapon))
|
|
{
|
|
startKey = "start";
|
|
stopKey = "stop";
|
|
MWBase::Environment::get().getWorld()->castSpell(mPtr, mCastingManualSpell); // No "release" text key to use, so cast immediately
|
|
mCastingManualSpell = false;
|
|
}
|
|
else
|
|
{
|
|
switch(firstEffect.mRange)
|
|
{
|
|
case 0: mAttackType = "self"; break;
|
|
case 1: mAttackType = "touch"; break;
|
|
case 2: mAttackType = "target"; break;
|
|
}
|
|
|
|
startKey = mAttackType+" start";
|
|
stopKey = mAttackType+" stop";
|
|
}
|
|
|
|
mAnimation->play(mCurrentWeapon, priorityWeapon,
|
|
MWRender::Animation::BlendMask_All, true,
|
|
1, startKey, stopKey,
|
|
0.0f, 0);
|
|
mUpperBodyState = UpperCharState_CastingSpell;
|
|
}
|
|
else
|
|
{
|
|
resetIdle = false;
|
|
}
|
|
}
|
|
else if(mWeaponType == ESM::Weapon::PickProbe)
|
|
{
|
|
MWWorld::ContainerStoreIterator weapon = mPtr.getClass().getInventoryStore(mPtr).getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
|
|
MWWorld::Ptr item = *weapon;
|
|
// TODO: this will only work for the player, and needs to be fixed if NPCs should ever use lockpicks/probes.
|
|
MWWorld::Ptr target = MWBase::Environment::get().getWorld()->getFacedObject();
|
|
std::string resultMessage, resultSound;
|
|
|
|
if(!target.isEmpty())
|
|
{
|
|
if(item.getTypeName() == typeid(ESM::Lockpick).name())
|
|
Security(mPtr).pickLock(target, item, resultMessage, resultSound);
|
|
else if(item.getTypeName() == typeid(ESM::Probe).name())
|
|
Security(mPtr).probeTrap(target, item, resultMessage, resultSound);
|
|
}
|
|
mAnimation->play(mCurrentWeapon, priorityWeapon,
|
|
MWRender::Animation::BlendMask_All, true,
|
|
1.0f, "start", "stop", 0.0, 0);
|
|
mUpperBodyState = UpperCharState_FollowStartToFollowStop;
|
|
|
|
if(!resultMessage.empty())
|
|
MWBase::Environment::get().getWindowManager()->messageBox(resultMessage);
|
|
if(!resultSound.empty())
|
|
MWBase::Environment::get().getSoundManager()->playSound3D(target, resultSound,
|
|
1.0f, 1.0f);
|
|
}
|
|
else if (ammunition)
|
|
{
|
|
std::string startKey;
|
|
std::string stopKey;
|
|
|
|
if(weapclass == ESM::WeaponType::Ranged || weapclass == ESM::WeaponType::Thrown)
|
|
{
|
|
mAttackType = "shoot";
|
|
startKey = mAttackType+" start";
|
|
stopKey = mAttackType+" min attack";
|
|
}
|
|
else if (isRandomAttackAnimation(mCurrentWeapon))
|
|
{
|
|
startKey = "start";
|
|
stopKey = "stop";
|
|
}
|
|
else
|
|
{
|
|
/*
|
|
Start of tes3mp change (major)
|
|
|
|
We need DedicatedPlayers and DedicatedActors to not have their attacks
|
|
cancelled here, so additional conditions have been added for them
|
|
*/
|
|
if(mPtr == getPlayer() || mwmp::PlayerList::isDedicatedPlayer(mPtr) ||
|
|
mwmp::Main::get().getCellController()->isDedicatedActor(mPtr))
|
|
/*
|
|
End of tes3mp change (major)
|
|
*/
|
|
{
|
|
if (Settings::Manager::getBool("best attack", "Game"))
|
|
{
|
|
if (isWeapon)
|
|
{
|
|
MWWorld::ConstContainerStoreIterator weapon = mPtr.getClass().getInventoryStore(mPtr).getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
|
|
mAttackType = getBestAttack(weapon->get<ESM::Weapon>()->mBase);
|
|
}
|
|
else
|
|
{
|
|
// There is no "best attack" for Hand-to-Hand
|
|
setAttackTypeRandomly(mAttackType);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
setAttackTypeBasedOnMovement();
|
|
}
|
|
}
|
|
// else if (mPtr != getPlayer()) use mAttackType set by AiCombat
|
|
startKey = mAttackType+" start";
|
|
stopKey = mAttackType+" min attack";
|
|
}
|
|
|
|
mAnimation->play(mCurrentWeapon, priorityWeapon,
|
|
MWRender::Animation::BlendMask_All, false,
|
|
weapSpeed, startKey, stopKey,
|
|
0.0f, 0);
|
|
mUpperBodyState = UpperCharState_StartToMinAttack;
|
|
}
|
|
}
|
|
|
|
// We should not break swim and sneak animations
|
|
if (resetIdle &&
|
|
idle != CharState_IdleSneak && idle != CharState_IdleSwim &&
|
|
mIdleState != CharState_IdleSneak && mIdleState != CharState_IdleSwim)
|
|
{
|
|
mAnimation->disable(mCurrentIdle);
|
|
}
|
|
|
|
animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
|
|
if(mUpperBodyState == UpperCharState_MinAttackToMaxAttack && !isKnockedDown())
|
|
mAttackStrength = complete;
|
|
}
|
|
else
|
|
{
|
|
animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
|
|
if(mUpperBodyState == UpperCharState_MinAttackToMaxAttack && !isKnockedDown())
|
|
{
|
|
float attackStrength = complete;
|
|
if (!mPtr.getClass().isNpc())
|
|
{
|
|
// most creatures don't actually have an attack wind-up animation, so use a uniform random value
|
|
// (even some creatures that can use weapons don't have a wind-up animation either, e.g. Rieklings)
|
|
// Note: vanilla MW uses a random value for *all* non-player actors, but we probably don't need to go that far.
|
|
attackStrength = std::min(1.f, 0.1f + Misc::Rng::rollClosedProbability());
|
|
}
|
|
|
|
if(weapclass != ESM::WeaponType::Ranged && weapclass != ESM::WeaponType::Thrown)
|
|
{
|
|
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
|
|
|
|
if(isWerewolf)
|
|
{
|
|
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
|
|
const ESM::Sound *sound = store.get<ESM::Sound>().searchRandom("WolfSwing");
|
|
if(sound)
|
|
sndMgr->playSound3D(mPtr, sound->mId, 1.0f, 1.0f);
|
|
}
|
|
else
|
|
{
|
|
playSwishSound(attackStrength);
|
|
}
|
|
}
|
|
mAttackStrength = attackStrength;
|
|
|
|
mAnimation->disable(mCurrentWeapon);
|
|
mAnimation->play(mCurrentWeapon, priorityWeapon,
|
|
MWRender::Animation::BlendMask_All, false,
|
|
weapSpeed, mAttackType+" max attack", mAttackType+" min hit",
|
|
1.0f-complete, 0);
|
|
|
|
complete = 0.f;
|
|
mUpperBodyState = UpperCharState_MaxAttackToMinHit;
|
|
}
|
|
else if (isKnockedDown())
|
|
{
|
|
if (mUpperBodyState > UpperCharState_WeapEquiped)
|
|
{
|
|
mUpperBodyState = UpperCharState_WeapEquiped;
|
|
if (mWeaponType > ESM::Weapon::None)
|
|
mAnimation->showWeapons(true);
|
|
}
|
|
mAnimation->disable(mCurrentWeapon);
|
|
}
|
|
}
|
|
|
|
mAnimation->setPitchFactor(0.f);
|
|
if (weapclass == ESM::WeaponType::Ranged || weapclass == ESM::WeaponType::Thrown)
|
|
{
|
|
switch (mUpperBodyState)
|
|
{
|
|
case UpperCharState_StartToMinAttack:
|
|
mAnimation->setPitchFactor(complete);
|
|
break;
|
|
case UpperCharState_MinAttackToMaxAttack:
|
|
case UpperCharState_MaxAttackToMinHit:
|
|
case UpperCharState_MinHitToHit:
|
|
mAnimation->setPitchFactor(1.f);
|
|
break;
|
|
case UpperCharState_FollowStartToFollowStop:
|
|
if (animPlaying)
|
|
{
|
|
// technically we do not need a pitch for crossbow reload animation,
|
|
// but we should avoid abrupt repositioning
|
|
if (mWeaponType == ESM::Weapon::MarksmanCrossbow)
|
|
mAnimation->setPitchFactor(std::max(0.f, 1.f-complete*10.f));
|
|
else
|
|
mAnimation->setPitchFactor(1.f-complete);
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(!animPlaying)
|
|
{
|
|
if(mUpperBodyState == UpperCharState_EquipingWeap ||
|
|
mUpperBodyState == UpperCharState_FollowStartToFollowStop ||
|
|
mUpperBodyState == UpperCharState_CastingSpell)
|
|
{
|
|
if (ammunition && mWeaponType == ESM::Weapon::MarksmanCrossbow)
|
|
mAnimation->attachArrow();
|
|
|
|
mUpperBodyState = UpperCharState_WeapEquiped;
|
|
}
|
|
else if(mUpperBodyState == UpperCharState_UnEquipingWeap)
|
|
mUpperBodyState = UpperCharState_Nothing;
|
|
}
|
|
else if(complete >= 1.0f && !isRandomAttackAnimation(mCurrentWeapon))
|
|
{
|
|
std::string start, stop;
|
|
switch(mUpperBodyState)
|
|
{
|
|
case UpperCharState_MinAttackToMaxAttack:
|
|
//hack to avoid body pos desync when jumping/sneaking in 'max attack' state
|
|
if(!mAnimation->isPlaying(mCurrentWeapon))
|
|
mAnimation->play(mCurrentWeapon, priorityWeapon,
|
|
MWRender::Animation::BlendMask_All, false,
|
|
0, mAttackType+" min attack", mAttackType+" max attack", 0.999f, 0);
|
|
break;
|
|
case UpperCharState_StartToMinAttack:
|
|
{
|
|
// If actor is already stopped preparing attack, do not play the "min attack -> max attack" part.
|
|
// Happens if the player did not hold the attack button.
|
|
// Note: if the "min attack"->"max attack" is a stub, "play" it anyway. Attack strength will be 1.
|
|
float minAttackTime = mAnimation->getTextKeyTime(mCurrentWeapon+": "+mAttackType+" "+"min attack");
|
|
float maxAttackTime = mAnimation->getTextKeyTime(mCurrentWeapon+": "+mAttackType+" "+"max attack");
|
|
if (mAttackingOrSpell || minAttackTime == maxAttackTime)
|
|
{
|
|
start = mAttackType+" min attack";
|
|
stop = mAttackType+" max attack";
|
|
mUpperBodyState = UpperCharState_MinAttackToMaxAttack;
|
|
break;
|
|
}
|
|
playSwishSound(0.0f);
|
|
}
|
|
// Fall-through
|
|
case UpperCharState_MaxAttackToMinHit:
|
|
if(mAttackType == "shoot")
|
|
{
|
|
start = mAttackType+" min hit";
|
|
stop = mAttackType+" release";
|
|
}
|
|
else
|
|
{
|
|
start = mAttackType+" min hit";
|
|
stop = mAttackType+" hit";
|
|
}
|
|
mUpperBodyState = UpperCharState_MinHitToHit;
|
|
break;
|
|
case UpperCharState_MinHitToHit:
|
|
if(mAttackType == "shoot")
|
|
{
|
|
start = mAttackType+" follow start";
|
|
stop = mAttackType+" follow stop";
|
|
}
|
|
else
|
|
{
|
|
float str = mAttackStrength;
|
|
start = mAttackType+((str < 0.5f) ? " small follow start"
|
|
: (str < 1.0f) ? " medium follow start"
|
|
: " large follow start");
|
|
stop = mAttackType+((str < 0.5f) ? " small follow stop"
|
|
: (str < 1.0f) ? " medium follow stop"
|
|
: " large follow stop");
|
|
}
|
|
mUpperBodyState = UpperCharState_FollowStartToFollowStop;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
// Note: apply crossbow reload animation only for upper body
|
|
// since blending with movement animations can give weird result.
|
|
if(!start.empty())
|
|
{
|
|
int mask = MWRender::Animation::BlendMask_All;
|
|
if (mWeaponType == ESM::Weapon::MarksmanCrossbow)
|
|
mask = MWRender::Animation::BlendMask_UpperBody;
|
|
|
|
mAnimation->disable(mCurrentWeapon);
|
|
if (mUpperBodyState == UpperCharState_FollowStartToFollowStop)
|
|
mAnimation->play(mCurrentWeapon, priorityWeapon,
|
|
mask, true,
|
|
weapSpeed, start, stop, 0.0f, 0);
|
|
else
|
|
mAnimation->play(mCurrentWeapon, priorityWeapon,
|
|
mask, false,
|
|
weapSpeed, start, stop, 0.0f, 0);
|
|
}
|
|
}
|
|
else if(complete >= 1.0f && isRandomAttackAnimation(mCurrentWeapon))
|
|
{
|
|
mAnimation->disable(mCurrentWeapon);
|
|
mUpperBodyState = UpperCharState_WeapEquiped;
|
|
}
|
|
|
|
if (mPtr.getClass().hasInventoryStore(mPtr))
|
|
{
|
|
const MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
|
|
MWWorld::ConstContainerStoreIterator torch = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
|
|
if(torch != inv.end() && torch->getTypeName() == typeid(ESM::Light).name()
|
|
&& updateCarriedLeftVisible(mWeaponType))
|
|
|
|
{
|
|
mAnimation->play("torch", Priority_Torch, MWRender::Animation::BlendMask_LeftArm,
|
|
false, 1.0f, "start", "stop", 0.0f, (~(size_t)0), true);
|
|
}
|
|
else if (mAnimation->isPlaying("torch"))
|
|
{
|
|
mAnimation->disable("torch");
|
|
}
|
|
}
|
|
|
|
mAnimation->setAccurateAiming(mUpperBodyState > UpperCharState_WeapEquiped);
|
|
|
|
return forcestateupdate;
|
|
}
|
|
|
|
void CharacterController::updateAnimQueue()
|
|
{
|
|
if(mAnimQueue.size() > 1)
|
|
{
|
|
if(mAnimation->isPlaying(mAnimQueue.front().mGroup) == false)
|
|
{
|
|
mAnimation->disable(mAnimQueue.front().mGroup);
|
|
mAnimQueue.pop_front();
|
|
|
|
bool loopfallback = (mAnimQueue.front().mGroup.compare(0,4,"idle") == 0);
|
|
mAnimation->play(mAnimQueue.front().mGroup, Priority_Default,
|
|
MWRender::Animation::BlendMask_All, false,
|
|
1.0f, "start", "stop", 0.0f, mAnimQueue.front().mLoopCount, loopfallback);
|
|
}
|
|
}
|
|
|
|
if(!mAnimQueue.empty())
|
|
mAnimation->setLoopingEnabled(mAnimQueue.front().mGroup, mAnimQueue.size() <= 1);
|
|
}
|
|
|
|
void CharacterController::update(float duration, bool animationOnly)
|
|
{
|
|
MWBase::World *world = MWBase::Environment::get().getWorld();
|
|
const MWWorld::Class &cls = mPtr.getClass();
|
|
osg::Vec3f movement(0.f, 0.f, 0.f);
|
|
float speed = 0.f;
|
|
|
|
updateMagicEffects();
|
|
|
|
if (isKnockedOut())
|
|
mTimeUntilWake -= duration;
|
|
|
|
bool isPlayer = mPtr == MWMechanics::getPlayer();
|
|
bool godmode = isPlayer && MWBase::Environment::get().getWorld()->getGodModeState();
|
|
|
|
if(!cls.isActor())
|
|
updateAnimQueue();
|
|
else if(!cls.getCreatureStats(mPtr).isDead())
|
|
{
|
|
bool onground = world->isOnGround(mPtr);
|
|
bool incapacitated = (cls.getCreatureStats(mPtr).isParalyzed() || cls.getCreatureStats(mPtr).getKnockedDown());
|
|
bool inwater = world->isSwimming(mPtr);
|
|
bool flying = world->isFlying(mPtr);
|
|
bool solid = world->isActorCollisionEnabled(mPtr);
|
|
// Can't run and sneak while flying (see speed formula in Npc/Creature::getSpeed)
|
|
bool sneak = cls.getCreatureStats(mPtr).getStance(MWMechanics::CreatureStats::Stance_Sneak) && !flying;
|
|
bool isrunning = cls.getCreatureStats(mPtr).getStance(MWMechanics::CreatureStats::Stance_Run) && !flying;
|
|
CreatureStats &stats = cls.getCreatureStats(mPtr);
|
|
|
|
//Force Jump Logic
|
|
|
|
bool isMoving = (std::abs(cls.getMovementSettings(mPtr).mPosition[0]) > .5 || std::abs(cls.getMovementSettings(mPtr).mPosition[1]) > .5);
|
|
if(!inwater && !flying && solid)
|
|
{
|
|
//Force Jump
|
|
if(stats.getMovementFlag(MWMechanics::CreatureStats::Flag_ForceJump))
|
|
{
|
|
if(onground)
|
|
{
|
|
cls.getMovementSettings(mPtr).mPosition[2] = 1;
|
|
}
|
|
else
|
|
cls.getMovementSettings(mPtr).mPosition[2] = 0;
|
|
}
|
|
//Force Move Jump, only jump if they're otherwise moving
|
|
if(stats.getMovementFlag(MWMechanics::CreatureStats::Flag_ForceMoveJump) && isMoving)
|
|
{
|
|
|
|
if(onground)
|
|
{
|
|
cls.getMovementSettings(mPtr).mPosition[2] = 1;
|
|
}
|
|
else
|
|
cls.getMovementSettings(mPtr).mPosition[2] = 0;
|
|
}
|
|
}
|
|
|
|
osg::Vec3f vec(cls.getMovementSettings(mPtr).asVec3());
|
|
vec.normalize();
|
|
|
|
if(mHitState != CharState_None && mJumpState == JumpState_None)
|
|
vec = osg::Vec3f(0.f, 0.f, 0.f);
|
|
|
|
/*
|
|
Start of tes3mp addition
|
|
|
|
Character movement setting rotations get reset here, so we have to assign movement
|
|
settings to the LocalPlayer or a LocalActor now
|
|
*/
|
|
if (world->getPlayerPtr() == mPtr)
|
|
{
|
|
mwmp::LocalPlayer *localPlayer = mwmp::Main::get().getLocalPlayer();
|
|
MWMechanics::Movement &movementSettings = cls.getMovementSettings(mPtr);
|
|
localPlayer->direction.pos[0] = movementSettings.mPosition[0];
|
|
localPlayer->direction.pos[1] = movementSettings.mPosition[1];
|
|
localPlayer->direction.pos[2] = movementSettings.mPosition[2];
|
|
localPlayer->direction.rot[0] = movementSettings.mRotation[0];
|
|
localPlayer->direction.rot[1] = movementSettings.mRotation[1];
|
|
localPlayer->direction.rot[2] = movementSettings.mRotation[2];
|
|
}
|
|
else if (mwmp::Main::get().getCellController()->isLocalActor(mPtr))
|
|
{
|
|
mwmp::LocalActor *localActor = mwmp::Main::get().getCellController()->getLocalActor(mPtr);
|
|
MWMechanics::Movement &movementSettings = cls.getMovementSettings(mPtr);
|
|
localActor->direction.pos[0] = movementSettings.mPosition[0];
|
|
localActor->direction.pos[1] = movementSettings.mPosition[1];
|
|
localActor->direction.pos[2] = movementSettings.mPosition[2];
|
|
localActor->direction.rot[0] = movementSettings.mRotation[0];
|
|
localActor->direction.rot[1] = movementSettings.mRotation[1];
|
|
localActor->direction.rot[2] = movementSettings.mRotation[2];
|
|
}
|
|
/*
|
|
End of tes3mp addition
|
|
*/
|
|
|
|
osg::Vec3f rot = cls.getRotationVector(mPtr);
|
|
|
|
speed = cls.getSpeed(mPtr);
|
|
float analogueMult = 1.f;
|
|
if(isPlayer)
|
|
{
|
|
// Joystick analogue movement.
|
|
float xAxis = std::abs(cls.getMovementSettings(mPtr).mPosition[0]);
|
|
float yAxis = std::abs(cls.getMovementSettings(mPtr).mPosition[1]);
|
|
analogueMult = ((xAxis > yAxis) ? xAxis : yAxis);
|
|
|
|
// If Strafing, our max speed is slower so multiply by X axis instead.
|
|
if(std::abs(vec.x()/2.0f) > std::abs(vec.y()))
|
|
analogueMult = xAxis;
|
|
|
|
// Due to the half way split between walking/running, we multiply speed by 2 while walking, unless a keyboard was used.
|
|
if(!isrunning && !sneak && !flying && analogueMult <= 0.5f)
|
|
analogueMult *= 2.f;
|
|
}
|
|
|
|
speed *= analogueMult;
|
|
vec.x() *= speed;
|
|
vec.y() *= speed;
|
|
|
|
CharacterState movestate = CharState_None;
|
|
CharacterState idlestate = CharState_SpecialIdle;
|
|
JumpingState jumpstate = JumpState_None;
|
|
|
|
bool forcestateupdate = false;
|
|
|
|
mHasMovedInXY = std::abs(vec.x())+std::abs(vec.y()) > 0.0f;
|
|
isrunning = isrunning && mHasMovedInXY;
|
|
|
|
// advance athletics
|
|
if(mHasMovedInXY && isPlayer)
|
|
{
|
|
if(inwater)
|
|
{
|
|
mSecondsOfSwimming += duration;
|
|
while(mSecondsOfSwimming > 1)
|
|
{
|
|
cls.skillUsageSucceeded(mPtr, ESM::Skill::Athletics, 1);
|
|
mSecondsOfSwimming -= 1;
|
|
}
|
|
}
|
|
else if(isrunning && !sneak)
|
|
{
|
|
mSecondsOfRunning += duration;
|
|
while(mSecondsOfRunning > 1)
|
|
{
|
|
cls.skillUsageSucceeded(mPtr, ESM::Skill::Athletics, 0);
|
|
mSecondsOfRunning -= 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
// reduce fatigue
|
|
const MWWorld::Store<ESM::GameSetting> &gmst = world->getStore().get<ESM::GameSetting>();
|
|
float fatigueLoss = 0;
|
|
static const float fFatigueRunBase = gmst.find("fFatigueRunBase")->mValue.getFloat();
|
|
static const float fFatigueRunMult = gmst.find("fFatigueRunMult")->mValue.getFloat();
|
|
static const float fFatigueSwimWalkBase = gmst.find("fFatigueSwimWalkBase")->mValue.getFloat();
|
|
static const float fFatigueSwimRunBase = gmst.find("fFatigueSwimRunBase")->mValue.getFloat();
|
|
static const float fFatigueSwimWalkMult = gmst.find("fFatigueSwimWalkMult")->mValue.getFloat();
|
|
static const float fFatigueSwimRunMult = gmst.find("fFatigueSwimRunMult")->mValue.getFloat();
|
|
static const float fFatigueSneakBase = gmst.find("fFatigueSneakBase")->mValue.getFloat();
|
|
static const float fFatigueSneakMult = gmst.find("fFatigueSneakMult")->mValue.getFloat();
|
|
|
|
if (cls.getEncumbrance(mPtr) <= cls.getCapacity(mPtr))
|
|
{
|
|
const float encumbrance = cls.getNormalizedEncumbrance(mPtr);
|
|
if (sneak)
|
|
fatigueLoss = fFatigueSneakBase + encumbrance * fFatigueSneakMult;
|
|
else
|
|
{
|
|
if (inwater)
|
|
{
|
|
if (!isrunning)
|
|
fatigueLoss = fFatigueSwimWalkBase + encumbrance * fFatigueSwimWalkMult;
|
|
else
|
|
fatigueLoss = fFatigueSwimRunBase + encumbrance * fFatigueSwimRunMult;
|
|
}
|
|
else if (isrunning)
|
|
fatigueLoss = fFatigueRunBase + encumbrance * fFatigueRunMult;
|
|
}
|
|
}
|
|
fatigueLoss *= duration;
|
|
fatigueLoss *= analogueMult;
|
|
DynamicStat<float> fatigue = cls.getCreatureStats(mPtr).getFatigue();
|
|
|
|
if (!godmode)
|
|
{
|
|
fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss, fatigue.getCurrent() < 0);
|
|
cls.getCreatureStats(mPtr).setFatigue(fatigue);
|
|
}
|
|
|
|
float z = cls.getJump(mPtr);
|
|
if(sneak || inwater || flying || incapacitated || !solid || z <= 0)
|
|
vec.z() = 0.0f;
|
|
|
|
bool inJump = true;
|
|
bool playLandingSound = false;
|
|
if(!onground && !flying && !inwater && solid)
|
|
{
|
|
// In the air (either getting up —ascending part of jump— or falling).
|
|
|
|
forcestateupdate = (mJumpState != JumpState_InAir);
|
|
jumpstate = JumpState_InAir;
|
|
|
|
static const float fJumpMoveBase = gmst.find("fJumpMoveBase")->mValue.getFloat();
|
|
static const float fJumpMoveMult = gmst.find("fJumpMoveMult")->mValue.getFloat();
|
|
float factor = fJumpMoveBase + fJumpMoveMult * mPtr.getClass().getSkill(mPtr, ESM::Skill::Acrobatics)/100.f;
|
|
factor = std::min(1.f, factor);
|
|
vec.x() *= factor;
|
|
vec.y() *= factor;
|
|
vec.z() = 0.0f;
|
|
}
|
|
else if(vec.z() > 0.0f && mJumpState != JumpState_InAir)
|
|
{
|
|
// Started a jump.
|
|
if (z > 0)
|
|
{
|
|
if(vec.x() == 0 && vec.y() == 0)
|
|
vec = osg::Vec3f(0.0f, 0.0f, z);
|
|
else
|
|
{
|
|
osg::Vec3f lat (vec.x(), vec.y(), 0.0f);
|
|
lat.normalize();
|
|
vec = osg::Vec3f(lat.x(), lat.y(), 1.0f) * z * 0.707f;
|
|
}
|
|
}
|
|
}
|
|
else if(mJumpState == JumpState_InAir && !inwater && !flying && solid)
|
|
{
|
|
forcestateupdate = true;
|
|
jumpstate = JumpState_Landing;
|
|
vec.z() = 0.0f;
|
|
|
|
// We should reset idle animation during landing
|
|
mAnimation->disable(mCurrentIdle);
|
|
|
|
float height = cls.getCreatureStats(mPtr).land(isPlayer);
|
|
float healthLost = getFallDamage(mPtr, height);
|
|
|
|
if (healthLost > 0.0f)
|
|
{
|
|
const float fatigueTerm = cls.getCreatureStats(mPtr).getFatigueTerm();
|
|
|
|
// inflict fall damages
|
|
if (!godmode)
|
|
{
|
|
float realHealthLost = static_cast<float>(healthLost * (1.0f - 0.25f * fatigueTerm));
|
|
cls.onHit(mPtr, realHealthLost, true, MWWorld::Ptr(), MWWorld::Ptr(), osg::Vec3f(), true);
|
|
}
|
|
|
|
const int acrobaticsSkill = cls.getSkill(mPtr, ESM::Skill::Acrobatics);
|
|
if (healthLost > (acrobaticsSkill * fatigueTerm))
|
|
{
|
|
if (!godmode)
|
|
cls.getCreatureStats(mPtr).setKnockedDown(true);
|
|
}
|
|
else
|
|
{
|
|
// report acrobatics progression
|
|
if (isPlayer)
|
|
cls.skillUsageSucceeded(mPtr, ESM::Skill::Acrobatics, 1);
|
|
}
|
|
}
|
|
|
|
if (mPtr.getClass().isNpc())
|
|
playLandingSound = true;
|
|
}
|
|
else
|
|
{
|
|
if(mPtr.getClass().isNpc() && mJumpState == JumpState_InAir && !flying && solid)
|
|
playLandingSound = true;
|
|
|
|
jumpstate = mAnimation->isPlaying(mCurrentJump) ? JumpState_Landing : JumpState_None;
|
|
|
|
vec.z() = 0.0f;
|
|
|
|
inJump = 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)
|
|
{
|
|
// Do not play turning animation for player if rotation speed is very slow.
|
|
// Actual threshold should take framerate in account.
|
|
float rotationThreshold = 0.f;
|
|
if (isPlayer)
|
|
rotationThreshold = 0.015 * 60 * duration;
|
|
|
|
// It seems only bipedal actors use turning animations.
|
|
// Also do not use turning animations in the first-person view and when sneaking.
|
|
bool isFirstPlayer = isPlayer && MWBase::Environment::get().getWorld()->isFirstPerson();
|
|
if (!sneak && jumpstate == JumpState_None && !isFirstPlayer && mPtr.getClass().isBipedal(mPtr))
|
|
{
|
|
if(rot.z() > rotationThreshold)
|
|
movestate = inwater ? CharState_SwimTurnRight : CharState_TurnRight;
|
|
else if(rot.z() < -rotationThreshold)
|
|
movestate = inwater ? CharState_SwimTurnLeft : CharState_TurnLeft;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (playLandingSound)
|
|
{
|
|
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
|
|
std::string sound;
|
|
osg::Vec3f pos(mPtr.getRefData().getPosition().asVec3());
|
|
if (world->isUnderwater(mPtr.getCell(), pos) || world->isWalkingOnWater(mPtr))
|
|
sound = "DefaultLandWater";
|
|
else if (onground)
|
|
sound = "DefaultLand";
|
|
|
|
if (!sound.empty())
|
|
sndMgr->playSound3D(mPtr, sound, 1.f, 1.f, MWSound::Type::Foot, MWSound::PlayMode::NoPlayerLocal);
|
|
}
|
|
|
|
// Player can not use smooth turning as NPCs, so we play turning animation a bit to avoid jittering
|
|
if (isPlayer)
|
|
{
|
|
float threshold = mCurrentMovement.find("swim") == std::string::npos ? 0.4f : 0.8f;
|
|
float complete;
|
|
bool animPlaying = mAnimation->getInfo(mCurrentMovement, &complete);
|
|
if (movestate == CharState_None && jumpstate == JumpState_None && isTurning())
|
|
{
|
|
if (animPlaying && complete < threshold)
|
|
movestate = mMovementState;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (mPtr.getClass().isBipedal(mPtr))
|
|
{
|
|
if (mTurnAnimationThreshold > 0)
|
|
mTurnAnimationThreshold -= duration;
|
|
|
|
if (movestate == CharState_TurnRight || movestate == CharState_TurnLeft ||
|
|
movestate == CharState_SwimTurnRight || movestate == CharState_SwimTurnLeft)
|
|
{
|
|
mTurnAnimationThreshold = 0.05f;
|
|
}
|
|
else if (movestate == CharState_None && isTurning()
|
|
&& mTurnAnimationThreshold > 0)
|
|
{
|
|
movestate = mMovementState;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(movestate != CharState_None && !isTurning())
|
|
clearAnimQueue();
|
|
|
|
if(mAnimQueue.empty() || inwater || sneak)
|
|
{
|
|
// Note: turning animations should not interrupt idle ones
|
|
if (movestate != CharState_None && !isTurning())
|
|
idlestate = CharState_None;
|
|
else if (inwater)
|
|
idlestate = CharState_IdleSwim;
|
|
else if (sneak && !inJump)
|
|
idlestate = CharState_IdleSneak;
|
|
else
|
|
idlestate = CharState_Idle;
|
|
}
|
|
else
|
|
updateAnimQueue();
|
|
|
|
if (!mSkipAnim)
|
|
{
|
|
// bipedal means hand-to-hand could be used (which is handled in updateWeaponState). an existing InventoryStore means an actual weapon could be used.
|
|
if(cls.isBipedal(mPtr) || cls.hasInventoryStore(mPtr))
|
|
forcestateupdate = updateWeaponState(idlestate) || forcestateupdate;
|
|
else
|
|
forcestateupdate = updateCreatureState() || forcestateupdate;
|
|
|
|
refreshCurrentAnims(idlestate, movestate, jumpstate, forcestateupdate);
|
|
|
|
updateIdleStormState(inwater);
|
|
}
|
|
|
|
if (inJump)
|
|
mMovementAnimationControlled = false;
|
|
|
|
if (isTurning())
|
|
{
|
|
// Adjust animation speed from 1.0 to 1.5 multiplier
|
|
if (duration > 0)
|
|
{
|
|
float turnSpeed = std::min(1.5f, std::abs(rot.z()) / duration / static_cast<float>(osg::PI));
|
|
mAnimation->adjustSpeedMult(mCurrentMovement, std::max(turnSpeed, 1.0f));
|
|
}
|
|
}
|
|
else if (mMovementState != CharState_None && mAdjustMovementAnimSpeed)
|
|
{
|
|
float speedmult = speed / mMovementAnimSpeed;
|
|
mAnimation->adjustSpeedMult(mCurrentMovement, speedmult);
|
|
}
|
|
|
|
if (!mSkipAnim)
|
|
{
|
|
if(!isKnockedDown() && !isKnockedOut())
|
|
{
|
|
if (rot != osg::Vec3f())
|
|
world->rotateObject(mPtr, rot.x(), rot.y(), rot.z(), true);
|
|
}
|
|
else //avoid z-rotating for knockdown
|
|
{
|
|
if (rot.x() != 0 && rot.y() != 0)
|
|
world->rotateObject(mPtr, rot.x(), rot.y(), 0.0f, true);
|
|
}
|
|
|
|
if (!animationOnly && !mMovementAnimationControlled)
|
|
world->queueMovement(mPtr, vec);
|
|
}
|
|
else if (!animationOnly)
|
|
// We must always queue movement, even if there is none, to apply gravity.
|
|
world->queueMovement(mPtr, osg::Vec3f(0.f, 0.f, 0.f));
|
|
|
|
movement = vec;
|
|
cls.getMovementSettings(mPtr).mPosition[0] = cls.getMovementSettings(mPtr).mPosition[1] = 0;
|
|
if (movement.z() == 0.f)
|
|
cls.getMovementSettings(mPtr).mPosition[2] = 0;
|
|
// Can't reset jump state (mPosition[2]) here in full; we don't know for sure whether the PhysicSystem will actually handle it in this frame
|
|
// due to the fixed minimum timestep used for the physics update. It will be reset in PhysicSystem::move once the jump is handled.
|
|
|
|
if (!mSkipAnim)
|
|
updateHeadTracking(duration);
|
|
}
|
|
else if(cls.getCreatureStats(mPtr).isDead())
|
|
{
|
|
// initial start of death animation for actors that started the game as dead
|
|
// not done in constructor since we need to give scripts a chance to set the mSkipAnim flag
|
|
if (!mSkipAnim && mDeathState != CharState_None && mCurrentDeath.empty())
|
|
{
|
|
// Fast-forward death animation to end for persisting corpses or corpses after end of death animation
|
|
if (cls.isPersistent(mPtr) || cls.getCreatureStats(mPtr).isDeathAnimationFinished())
|
|
playDeath(1.f, mDeathState);
|
|
}
|
|
// We must always queue movement, even if there is none, to apply gravity.
|
|
if (!animationOnly)
|
|
world->queueMovement(mPtr, osg::Vec3f(0.f, 0.f, 0.f));
|
|
}
|
|
|
|
bool isPersist = isPersistentAnimPlaying();
|
|
osg::Vec3f moved = mAnimation->runAnimation(mSkipAnim && !isPersist ? 0.f : duration);
|
|
if(duration > 0.0f)
|
|
moved /= duration;
|
|
else
|
|
moved = osg::Vec3f(0.f, 0.f, 0.f);
|
|
|
|
float scale = mPtr.getCellRef().getScale();
|
|
moved.x() *= scale;
|
|
moved.y() *= scale;
|
|
|
|
static const bool normalizeSpeed = Settings::Manager::getBool("normalise race speed", "Game");
|
|
if (mPtr.getClass().isNpc() && !normalizeSpeed)
|
|
{
|
|
const ESM::NPC* npc = mPtr.get<ESM::NPC>()->mBase;
|
|
const ESM::Race* race = world->getStore().get<ESM::Race>().find(npc->mRace);
|
|
float weight = npc->isMale() ? race->mData.mWeight.mMale : race->mData.mWeight.mFemale;
|
|
moved.x() *= weight;
|
|
moved.y() *= weight;
|
|
}
|
|
|
|
// Ensure we're moving in generally the right direction...
|
|
if(speed > 0.f)
|
|
{
|
|
float l = moved.length();
|
|
|
|
if((movement.x() < 0.0f && movement.x() < moved.x()*2.0f) ||
|
|
(movement.x() > 0.0f && movement.x() > moved.x()*2.0f))
|
|
moved.x() = movement.x();
|
|
if((movement.y() < 0.0f && movement.y() < moved.y()*2.0f) ||
|
|
(movement.y() > 0.0f && movement.y() > moved.y()*2.0f))
|
|
moved.y() = movement.y();
|
|
if((movement.z() < 0.0f && movement.z() < moved.z()*2.0f) ||
|
|
(movement.z() > 0.0f && movement.z() > moved.z()*2.0f))
|
|
moved.z() = movement.z();
|
|
// but keep the original speed
|
|
float newLength = moved.length();
|
|
if (newLength > 0)
|
|
moved *= (l / newLength);
|
|
}
|
|
|
|
if (mFloatToSurface && cls.isActor() && cls.getCreatureStats(mPtr).isDead() && cls.canSwim(mPtr))
|
|
moved.z() = 1.0;
|
|
|
|
// Update movement
|
|
if(!animationOnly && mMovementAnimationControlled && mPtr.getClass().isActor())
|
|
world->queueMovement(mPtr, moved);
|
|
|
|
mSkipAnim = false;
|
|
|
|
mAnimation->enableHeadAnimation(cls.isActor() && !cls.getCreatureStats(mPtr).isDead());
|
|
}
|
|
|
|
void CharacterController::persistAnimationState()
|
|
{
|
|
ESM::AnimationState& state = mPtr.getRefData().getAnimationState();
|
|
|
|
state.mScriptedAnims.clear();
|
|
for (AnimationQueue::const_iterator iter = mAnimQueue.begin(); iter != mAnimQueue.end(); ++iter)
|
|
{
|
|
if (!iter->mPersist)
|
|
continue;
|
|
|
|
ESM::AnimationState::ScriptedAnimation anim;
|
|
anim.mGroup = iter->mGroup;
|
|
|
|
if (iter == mAnimQueue.begin())
|
|
{
|
|
anim.mLoopCount = mAnimation->getCurrentLoopCount(anim.mGroup);
|
|
float complete;
|
|
mAnimation->getInfo(anim.mGroup, &complete, nullptr);
|
|
anim.mTime = complete;
|
|
}
|
|
else
|
|
{
|
|
anim.mLoopCount = iter->mLoopCount;
|
|
anim.mTime = 0.f;
|
|
}
|
|
|
|
state.mScriptedAnims.push_back(anim);
|
|
}
|
|
}
|
|
|
|
void CharacterController::unpersistAnimationState()
|
|
{
|
|
const ESM::AnimationState& state = mPtr.getRefData().getAnimationState();
|
|
|
|
if (!state.mScriptedAnims.empty())
|
|
{
|
|
clearAnimQueue();
|
|
for (ESM::AnimationState::ScriptedAnimations::const_iterator iter = state.mScriptedAnims.begin(); iter != state.mScriptedAnims.end(); ++iter)
|
|
{
|
|
AnimationQueueEntry entry;
|
|
entry.mGroup = iter->mGroup;
|
|
entry.mLoopCount = iter->mLoopCount;
|
|
entry.mPersist = true;
|
|
|
|
mAnimQueue.push_back(entry);
|
|
}
|
|
|
|
const ESM::AnimationState::ScriptedAnimation& anim = state.mScriptedAnims.front();
|
|
float complete = anim.mTime;
|
|
if (anim.mAbsolute)
|
|
{
|
|
float start = mAnimation->getTextKeyTime(anim.mGroup+": start");
|
|
float stop = mAnimation->getTextKeyTime(anim.mGroup+": stop");
|
|
float time = std::max(start, std::min(stop, anim.mTime));
|
|
complete = (time - start) / (stop - start);
|
|
}
|
|
|
|
mAnimation->disable(mCurrentIdle);
|
|
mCurrentIdle.clear();
|
|
mIdleState = CharState_SpecialIdle;
|
|
|
|
bool loopfallback = (mAnimQueue.front().mGroup.compare(0,4,"idle") == 0);
|
|
mAnimation->play(anim.mGroup,
|
|
Priority_Persistent, MWRender::Animation::BlendMask_All, false, 1.0f,
|
|
"start", "stop", complete, anim.mLoopCount, loopfallback);
|
|
}
|
|
}
|
|
|
|
bool CharacterController::playGroup(const std::string &groupname, int mode, int count, bool persist)
|
|
{
|
|
if(!mAnimation || !mAnimation->hasAnimation(groupname))
|
|
return false;
|
|
|
|
// We should not interrupt persistent animations by non-persistent ones
|
|
if (isPersistentAnimPlaying() && !persist)
|
|
return false;
|
|
|
|
// If this animation is a looped animation (has a "loop start" key) that is already playing
|
|
// and has not yet reached the end of the loop, allow it to continue animating with its existing loop count
|
|
// and remove any other animations that were queued.
|
|
// This emulates observed behavior from the original allows the script "OutsideBanner" to animate banners correctly.
|
|
if (!mAnimQueue.empty() && mAnimQueue.front().mGroup == groupname &&
|
|
mAnimation->getTextKeyTime(mAnimQueue.front().mGroup + ": loop start") >= 0 &&
|
|
mAnimation->isPlaying(groupname))
|
|
{
|
|
float endOfLoop = mAnimation->getTextKeyTime(mAnimQueue.front().mGroup+": loop stop");
|
|
|
|
if (endOfLoop < 0) // if no Loop Stop key was found, use the Stop key
|
|
endOfLoop = mAnimation->getTextKeyTime(mAnimQueue.front().mGroup+": stop");
|
|
|
|
if (endOfLoop > 0 && (mAnimation->getCurrentTime(mAnimQueue.front().mGroup) < endOfLoop))
|
|
{
|
|
mAnimQueue.resize(1);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
count = std::max(count, 1);
|
|
|
|
AnimationQueueEntry entry;
|
|
entry.mGroup = groupname;
|
|
entry.mLoopCount = count-1;
|
|
entry.mPersist = persist;
|
|
|
|
if(mode != 0 || mAnimQueue.empty() || !isAnimPlaying(mAnimQueue.front().mGroup))
|
|
{
|
|
clearAnimQueue(persist);
|
|
|
|
mAnimation->disable(mCurrentIdle);
|
|
mCurrentIdle.clear();
|
|
|
|
mIdleState = CharState_SpecialIdle;
|
|
bool loopfallback = (entry.mGroup.compare(0,4,"idle") == 0);
|
|
mAnimation->play(groupname, persist && groupname != "idle" ? Priority_Persistent : Priority_Default,
|
|
MWRender::Animation::BlendMask_All, false, 1.0f,
|
|
((mode==2) ? "loop start" : "start"), "stop", 0.0f, count-1, loopfallback);
|
|
|
|
/*
|
|
Start of tes3mp addition
|
|
|
|
If we are the cell authority over this actor, we need to record this new
|
|
animation for it
|
|
*/
|
|
if (mwmp::Main::get().getCellController()->isLocalActor(mPtr))
|
|
{
|
|
mwmp::LocalActor *actor = mwmp::Main::get().getCellController()->getLocalActor(mPtr);
|
|
actor->animation.groupname = groupname;
|
|
actor->animation.mode = mode;
|
|
actor->animation.count = count;
|
|
actor->animation.persist = persist;
|
|
}
|
|
/*
|
|
End of tes3mp addition
|
|
*/
|
|
}
|
|
else
|
|
{
|
|
mAnimQueue.resize(1);
|
|
}
|
|
|
|
// "PlayGroup idle" is a special case, used to remove to stop scripted animations playing
|
|
if (groupname == "idle")
|
|
entry.mPersist = false;
|
|
|
|
mAnimQueue.push_back(entry);
|
|
|
|
return true;
|
|
}
|
|
|
|
void CharacterController::skipAnim()
|
|
{
|
|
mSkipAnim = true;
|
|
}
|
|
|
|
bool CharacterController::isPersistentAnimPlaying()
|
|
{
|
|
if (!mAnimQueue.empty())
|
|
{
|
|
AnimationQueueEntry& first = mAnimQueue.front();
|
|
return first.mPersist && isAnimPlaying(first.mGroup);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool CharacterController::isAnimPlaying(const std::string &groupName)
|
|
{
|
|
if(mAnimation == nullptr)
|
|
return false;
|
|
return mAnimation->isPlaying(groupName);
|
|
}
|
|
|
|
void CharacterController::clearAnimQueue(bool clearPersistAnims)
|
|
{
|
|
// Do not interrupt scripted animations, if we want to keep them
|
|
if ((!isPersistentAnimPlaying() || clearPersistAnims) && !mAnimQueue.empty())
|
|
mAnimation->disable(mAnimQueue.front().mGroup);
|
|
|
|
for (AnimationQueue::iterator it = mAnimQueue.begin(); it != mAnimQueue.end();)
|
|
{
|
|
if (clearPersistAnims || !it->mPersist)
|
|
it = mAnimQueue.erase(it);
|
|
else
|
|
++it;
|
|
}
|
|
}
|
|
|
|
void CharacterController::forceStateUpdate()
|
|
{
|
|
if(!mAnimation)
|
|
return;
|
|
clearAnimQueue();
|
|
|
|
// Make sure we canceled the current attack or spellcasting,
|
|
// because we disabled attack animations anyway.
|
|
mCastingManualSpell = false;
|
|
mAttackingOrSpell = false;
|
|
if (mUpperBodyState != UpperCharState_Nothing)
|
|
mUpperBodyState = UpperCharState_WeapEquiped;
|
|
|
|
refreshCurrentAnims(mIdleState, mMovementState, mJumpState, true);
|
|
|
|
if(mDeathState != CharState_None)
|
|
{
|
|
playRandomDeath();
|
|
}
|
|
|
|
mAnimation->runAnimation(0.f);
|
|
}
|
|
|
|
CharacterController::KillResult CharacterController::kill()
|
|
{
|
|
if (mDeathState == CharState_None)
|
|
{
|
|
playRandomDeath();
|
|
|
|
mAnimation->disable(mCurrentIdle);
|
|
|
|
mIdleState = CharState_None;
|
|
mCurrentIdle.clear();
|
|
return Result_DeathAnimStarted;
|
|
}
|
|
|
|
MWMechanics::CreatureStats& cStats = mPtr.getClass().getCreatureStats(mPtr);
|
|
if (isAnimPlaying(mCurrentDeath))
|
|
return Result_DeathAnimPlaying;
|
|
if (!cStats.isDeathAnimationFinished())
|
|
{
|
|
cStats.setDeathAnimationFinished(true);
|
|
return Result_DeathAnimJustFinished;
|
|
}
|
|
return Result_DeathAnimFinished;
|
|
}
|
|
|
|
void CharacterController::resurrect()
|
|
{
|
|
if(mDeathState == CharState_None)
|
|
return;
|
|
|
|
if(mAnimation)
|
|
mAnimation->disable(mCurrentDeath);
|
|
mCurrentDeath.clear();
|
|
mDeathState = CharState_None;
|
|
mWeaponType = ESM::Weapon::None;
|
|
}
|
|
|
|
void CharacterController::updateContinuousVfx()
|
|
{
|
|
// Keeping track of when to stop a continuous VFX seems to be very difficult to do inside the spells code,
|
|
// as it's extremely spread out (ActiveSpells, Spells, InventoryStore effects, etc...) so we do it here.
|
|
|
|
// Stop any effects that are no longer active
|
|
std::vector<int> effects;
|
|
mAnimation->getLoopingEffects(effects);
|
|
|
|
for (std::vector<int>::iterator it = effects.begin(); it != effects.end(); ++it)
|
|
{
|
|
if (mPtr.getClass().getCreatureStats(mPtr).isDeathAnimationFinished()
|
|
|| mPtr.getClass().getCreatureStats(mPtr).getMagicEffects().get(MWMechanics::EffectKey(*it)).getMagnitude() <= 0)
|
|
mAnimation->removeEffect(*it);
|
|
}
|
|
}
|
|
|
|
void CharacterController::updateMagicEffects()
|
|
{
|
|
if (!mPtr.getClass().isActor())
|
|
return;
|
|
|
|
float light = mPtr.getClass().getCreatureStats(mPtr).getMagicEffects().get(ESM::MagicEffect::Light).getMagnitude();
|
|
mAnimation->setLightEffect(light);
|
|
|
|
// If you're dead you don't care about whether you've started/stopped being a vampire or not
|
|
if (mPtr.getClass().getCreatureStats(mPtr).isDead())
|
|
return;
|
|
|
|
bool vampire = mPtr.getClass().getCreatureStats(mPtr).getMagicEffects().get(ESM::MagicEffect::Vampirism).getMagnitude() > 0.0f;
|
|
mAnimation->setVampire(vampire);
|
|
}
|
|
|
|
void CharacterController::setVisibility(float visibility)
|
|
{
|
|
// We should take actor's invisibility in account
|
|
if (mPtr.getClass().isActor())
|
|
{
|
|
float alpha = 1.f;
|
|
if (mPtr.getClass().getCreatureStats(mPtr).getMagicEffects().get(ESM::MagicEffect::Invisibility).getModifier()) // Ignore base magnitude (see bug #3555).
|
|
{
|
|
if (mPtr == getPlayer())
|
|
alpha = 0.25f;
|
|
else
|
|
alpha = 0.05f;
|
|
}
|
|
float chameleon = mPtr.getClass().getCreatureStats(mPtr).getMagicEffects().get(ESM::MagicEffect::Chameleon).getMagnitude();
|
|
if (chameleon)
|
|
{
|
|
alpha *= std::min(0.75f, std::max(0.25f, (100.f - chameleon)/100.f));
|
|
}
|
|
|
|
visibility = std::min(visibility, alpha);
|
|
}
|
|
|
|
// TODO: implement a dithering shader rather than just change object transparency.
|
|
mAnimation->setAlpha(visibility);
|
|
}
|
|
|
|
void CharacterController::setAttackTypeBasedOnMovement()
|
|
{
|
|
float *move = mPtr.getClass().getMovementSettings(mPtr).mPosition;
|
|
|
|
if (move[1] && !move[0]) // forward-backward
|
|
mAttackType = "thrust";
|
|
else if (move[0] && !move[1]) //sideway
|
|
mAttackType = "slash";
|
|
else
|
|
mAttackType = "chop";
|
|
}
|
|
|
|
bool CharacterController::isRandomAttackAnimation(const std::string& group) const
|
|
{
|
|
return (group == "attack1" || group == "swimattack1" ||
|
|
group == "attack2" || group == "swimattack2" ||
|
|
group == "attack3" || group == "swimattack3");
|
|
}
|
|
|
|
bool CharacterController::isAttackPreparing() const
|
|
{
|
|
return mUpperBodyState == UpperCharState_StartToMinAttack ||
|
|
mUpperBodyState == UpperCharState_MinAttackToMaxAttack;
|
|
}
|
|
|
|
bool CharacterController::isCastingSpell() const
|
|
{
|
|
return mCastingManualSpell || mUpperBodyState == UpperCharState_CastingSpell;
|
|
}
|
|
|
|
bool CharacterController::isReadyToBlock() const
|
|
{
|
|
return updateCarriedLeftVisible(mWeaponType);
|
|
}
|
|
|
|
bool CharacterController::isKnockedDown() const
|
|
{
|
|
return mHitState == CharState_KnockDown ||
|
|
mHitState == CharState_SwimKnockDown;
|
|
}
|
|
|
|
bool CharacterController::isKnockedOut() const
|
|
{
|
|
return mHitState == CharState_KnockOut ||
|
|
mHitState == CharState_SwimKnockOut;
|
|
}
|
|
|
|
bool CharacterController::isTurning() const
|
|
{
|
|
return mMovementState == CharState_TurnLeft ||
|
|
mMovementState == CharState_TurnRight ||
|
|
mMovementState == CharState_SwimTurnLeft ||
|
|
mMovementState == CharState_SwimTurnRight;
|
|
}
|
|
|
|
bool CharacterController::isRecovery() const
|
|
{
|
|
return mHitState == CharState_Hit ||
|
|
mHitState == CharState_SwimHit;
|
|
}
|
|
|
|
bool CharacterController::isAttackingOrSpell() const
|
|
{
|
|
return mUpperBodyState != UpperCharState_Nothing &&
|
|
mUpperBodyState != UpperCharState_WeapEquiped;
|
|
}
|
|
|
|
bool CharacterController::isSneaking() const
|
|
{
|
|
return mIdleState == CharState_IdleSneak ||
|
|
mMovementState == CharState_SneakForward ||
|
|
mMovementState == CharState_SneakBack ||
|
|
mMovementState == CharState_SneakLeft ||
|
|
mMovementState == CharState_SneakRight;
|
|
}
|
|
|
|
bool CharacterController::isRunning() const
|
|
{
|
|
return mMovementState == CharState_RunForward ||
|
|
mMovementState == CharState_RunBack ||
|
|
mMovementState == CharState_RunLeft ||
|
|
mMovementState == CharState_RunRight ||
|
|
mMovementState == CharState_SwimRunForward ||
|
|
mMovementState == CharState_SwimRunBack ||
|
|
mMovementState == CharState_SwimRunLeft ||
|
|
mMovementState == CharState_SwimRunRight;
|
|
}
|
|
|
|
void CharacterController::setAttackingOrSpell(bool attackingOrSpell)
|
|
{
|
|
mAttackingOrSpell = attackingOrSpell;
|
|
}
|
|
|
|
void CharacterController::castSpell(const std::string spellId, bool manualSpell)
|
|
{
|
|
mAttackingOrSpell = true;
|
|
mCastingManualSpell = manualSpell;
|
|
ActionSpell action = ActionSpell(spellId);
|
|
action.prepare(mPtr);
|
|
}
|
|
|
|
void CharacterController::setAIAttackType(const std::string& attackType)
|
|
{
|
|
mAttackType = attackType;
|
|
}
|
|
|
|
void CharacterController::setAttackTypeRandomly(std::string& attackType)
|
|
{
|
|
float random = Misc::Rng::rollProbability();
|
|
if (random >= 2/3.f)
|
|
attackType = "thrust";
|
|
else if (random >= 1/3.f)
|
|
attackType = "slash";
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|
else
|
|
attackType = "chop";
|
|
}
|
|
|
|
bool CharacterController::readyToPrepareAttack() const
|
|
{
|
|
return (mHitState == CharState_None || mHitState == CharState_Block)
|
|
&& mUpperBodyState <= UpperCharState_WeapEquiped;
|
|
}
|
|
|
|
bool CharacterController::readyToStartAttack() const
|
|
{
|
|
if (mHitState != CharState_None && mHitState != CharState_Block)
|
|
return false;
|
|
|
|
if (mPtr.getClass().hasInventoryStore(mPtr) || mPtr.getClass().isBipedal(mPtr))
|
|
return mUpperBodyState == UpperCharState_WeapEquiped;
|
|
else
|
|
return mUpperBodyState == UpperCharState_Nothing;
|
|
}
|
|
|
|
float CharacterController::getAttackStrength() const
|
|
{
|
|
return mAttackStrength;
|
|
}
|
|
|
|
void CharacterController::setActive(int active)
|
|
{
|
|
mAnimation->setActive(active);
|
|
}
|
|
|
|
void CharacterController::setHeadTrackTarget(const MWWorld::ConstPtr &target)
|
|
{
|
|
mHeadTrackTarget = target;
|
|
}
|
|
|
|
void CharacterController::playSwishSound(float attackStrength)
|
|
{
|
|
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
|
|
|
|
std::string sound = "Weapon Swish";
|
|
if(attackStrength < 0.5f)
|
|
sndMgr->playSound3D(mPtr, sound, 1.0f, 0.8f); //Weak attack
|
|
else if(attackStrength < 1.0f)
|
|
sndMgr->playSound3D(mPtr, sound, 1.0f, 1.0f); //Medium attack
|
|
else
|
|
sndMgr->playSound3D(mPtr, sound, 1.0f, 1.2f); //Strong attack
|
|
}
|
|
|
|
void CharacterController::updateHeadTracking(float duration)
|
|
{
|
|
const osg::Node* head = mAnimation->getNode("Bip01 Head");
|
|
if (!head)
|
|
return;
|
|
|
|
float zAngleRadians = 0.f;
|
|
float xAngleRadians = 0.f;
|
|
|
|
if (!mHeadTrackTarget.isEmpty())
|
|
{
|
|
osg::NodePathList nodepaths = head->getParentalNodePaths();
|
|
if (nodepaths.empty())
|
|
return;
|
|
osg::Matrixf mat = osg::computeLocalToWorld(nodepaths[0]);
|
|
osg::Vec3f headPos = mat.getTrans();
|
|
|
|
osg::Vec3f direction;
|
|
if (const MWRender::Animation* anim = MWBase::Environment::get().getWorld()->getAnimation(mHeadTrackTarget))
|
|
{
|
|
const osg::Node* node = anim->getNode("Head");
|
|
if (node == nullptr)
|
|
node = anim->getNode("Bip01 Head");
|
|
if (node != nullptr)
|
|
{
|
|
nodepaths = node->getParentalNodePaths();
|
|
if (!nodepaths.empty())
|
|
direction = osg::computeLocalToWorld(nodepaths[0]).getTrans() - headPos;
|
|
}
|
|
else
|
|
// no head node to look at, fall back to look at center of collision box
|
|
direction = MWBase::Environment::get().getWorld()->aimToTarget(mPtr, mHeadTrackTarget);
|
|
}
|
|
direction.normalize();
|
|
|
|
if (!mPtr.getRefData().getBaseNode())
|
|
return;
|
|
const osg::Vec3f actorDirection = mPtr.getRefData().getBaseNode()->getAttitude() * osg::Vec3f(0,1,0);
|
|
|
|
zAngleRadians = std::atan2(direction.x(), direction.y()) - std::atan2(actorDirection.x(), actorDirection.y());
|
|
xAngleRadians = -std::asin(direction.z());
|
|
|
|
wrap(zAngleRadians);
|
|
wrap(xAngleRadians);
|
|
|
|
xAngleRadians = std::min(xAngleRadians, osg::DegreesToRadians(40.f));
|
|
xAngleRadians = std::max(xAngleRadians, osg::DegreesToRadians(-40.f));
|
|
zAngleRadians = std::min(zAngleRadians, osg::DegreesToRadians(30.f));
|
|
zAngleRadians = std::max(zAngleRadians, osg::DegreesToRadians(-30.f));
|
|
}
|
|
|
|
float factor = duration*5;
|
|
factor = std::min(factor, 1.f);
|
|
xAngleRadians = (1.f-factor) * mAnimation->getHeadPitch() + factor * (-xAngleRadians);
|
|
zAngleRadians = (1.f-factor) * mAnimation->getHeadYaw() + factor * (-zAngleRadians);
|
|
|
|
mAnimation->setHeadPitch(xAngleRadians);
|
|
mAnimation->setHeadYaw(zAngleRadians);
|
|
}
|
|
|
|
}
|