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openmw-tes3mp/apps/openmw/mwmechanics/character.cpp

1790 lines
68 KiB
C++

/*
* OpenMW - The completely unofficial reimplementation of Morrowind
*
* This file (character.cpp) is part of the OpenMW package.
*
* OpenMW is distributed as free software: you can redistribute it
* and/or modify it under the terms of the GNU General Public License
* version 3, as published by the Free Software Foundation.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* version 3 along with this program. If not, see
* http://www.gnu.org/licenses/ .
*/
#include "character.hpp"
#include <OgreStringConverter.h>
#include <OgreSceneNode.h>
#include "movement.hpp"
#include "npcstats.hpp"
#include "creaturestats.hpp"
#include "security.hpp"
#include "../mwrender/animation.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/soundmanager.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/statemanager.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwworld/esmstore.hpp"
namespace
{
std::string getBestAttack (const ESM::Weapon* weapon)
{
int slash = (weapon->mData.mSlash[0] + weapon->mData.mSlash[1])/2;
int chop = (weapon->mData.mChop[0] + weapon->mData.mChop[1])/2;
int thrust = (weapon->mData.mThrust[0] + weapon->mData.mThrust[1])/2;
if (slash >= chop && slash >= thrust)
return "slash";
else if (chop >= slash && chop >= thrust)
return "chop";
else
return "thrust";
}
// Converts a movement Run state to its equivalent Walk state.
MWMechanics::CharacterState runStateToWalkState (MWMechanics::CharacterState state)
{
using namespace MWMechanics;
CharacterState ret = state;
switch (state)
{
case CharState_RunForward:
ret = CharState_WalkForward;
break;
case CharState_RunBack:
ret = CharState_WalkBack;
break;
case CharState_RunLeft:
ret = CharState_WalkLeft;
break;
case CharState_RunRight:
ret = CharState_WalkRight;
break;
case CharState_SwimRunForward:
ret = CharState_SwimWalkForward;
break;
case CharState_SwimRunBack:
ret = CharState_SwimWalkBack;
break;
case CharState_SwimRunLeft:
ret = CharState_SwimWalkLeft;
break;
case CharState_SwimRunRight:
ret = CharState_SwimWalkRight;
break;
default:
break;
}
return ret;
}
}
namespace MWMechanics
{
struct StateInfo {
CharacterState state;
const char groupname[32];
};
static const StateInfo sMovementList[] = {
{ CharState_WalkForward, "walkforward" },
{ CharState_WalkBack, "walkback" },
{ CharState_WalkLeft, "walkleft" },
{ CharState_WalkRight, "walkright" },
{ CharState_SwimWalkForward, "swimwalkforward" },
{ CharState_SwimWalkBack, "swimwalkback" },
{ CharState_SwimWalkLeft, "swimwalkleft" },
{ CharState_SwimWalkRight, "swimwalkright" },
{ CharState_RunForward, "runforward" },
{ CharState_RunBack, "runback" },
{ CharState_RunLeft, "runleft" },
{ CharState_RunRight, "runright" },
{ CharState_SwimRunForward, "swimrunforward" },
{ CharState_SwimRunBack, "swimrunback" },
{ CharState_SwimRunLeft, "swimrunleft" },
{ CharState_SwimRunRight, "swimrunright" },
{ CharState_SneakForward, "sneakforward" },
{ CharState_SneakBack, "sneakback" },
{ CharState_SneakLeft, "sneakleft" },
{ CharState_SneakRight, "sneakright" },
{ CharState_Jump, "jump" },
{ CharState_TurnLeft, "turnleft" },
{ CharState_TurnRight, "turnright" },
};
static const StateInfo *sMovementListEnd = &sMovementList[sizeof(sMovementList)/sizeof(sMovementList[0])];
class FindCharState {
CharacterState state;
public:
FindCharState(CharacterState _state) : state(_state) { }
bool operator()(const StateInfo &info) const
{ return info.state == state; }
};
static const struct WeaponInfo {
WeaponType type;
const char shortgroup[16];
const char longgroup[16];
} sWeaponTypeList[] = {
{ WeapType_HandToHand, "hh", "handtohand" },
{ WeapType_OneHand, "1h", "weapononehand" },
{ WeapType_TwoHand, "2c", "weapontwohand" },
{ WeapType_TwoWide, "2w", "weapontwowide" },
{ WeapType_BowAndArrow, "1h", "bowandarrow" },
{ WeapType_Crossbow, "crossbow", "crossbow" },
{ WeapType_Thrown, "1h", "throwweapon" },
{ WeapType_PickProbe, "1h", "pickprobe" },
{ WeapType_Spell, "spell", "spellcast" },
};
static const WeaponInfo *sWeaponTypeListEnd = &sWeaponTypeList[sizeof(sWeaponTypeList)/sizeof(sWeaponTypeList[0])];
class FindWeaponType {
WeaponType type;
public:
FindWeaponType(WeaponType _type) : type(_type) { }
bool operator()(const WeaponInfo &weap) const
{ return weap.type == type; }
};
std::string CharacterController::chooseRandomGroup (const std::string& prefix, int* num)
{
int numAnims=0;
while (mAnimation->hasAnimation(prefix + Ogre::StringConverter::toString(numAnims+1)))
++numAnims;
int roll = std::rand()/ (static_cast<double> (RAND_MAX) + 1) * numAnims + 1; // [1, numAnims]
if (num)
*num = roll;
return prefix + Ogre::StringConverter::toString(roll);
}
void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterState movement, bool force)
{
// hit recoils/knockdown animations handling
if(mPtr.getClass().isActor())
{
bool recovery = mPtr.getClass().getCreatureStats(mPtr).getHitRecovery();
bool knockdown = mPtr.getClass().getCreatureStats(mPtr).getKnockedDown();
bool block = mPtr.getClass().getCreatureStats(mPtr).getBlock();
if(mHitState == CharState_None)
{
if (mPtr.getClass().getCreatureStats(mPtr).getFatigue().getCurrent() < 0
|| mPtr.getClass().getCreatureStats(mPtr).getFatigue().getBase() == 0)
{
mHitState = CharState_KnockOut;
mCurrentHit = "knockout";
mAnimation->play(mCurrentHit, Priority_Knockdown, MWRender::Animation::Group_All, false, 1, "start", "stop", 0.0f, ~0ul);
mPtr.getClass().getCreatureStats(mPtr).setKnockedDown(true);
}
else if(knockdown)
{
mHitState = CharState_KnockDown;
mCurrentHit = "knockdown";
mAnimation->play(mCurrentHit, Priority_Knockdown, MWRender::Animation::Group_All, true, 1, "start", "stop", 0.0f, 0);
}
else if (recovery)
{
mHitState = CharState_Hit;
mCurrentHit = chooseRandomGroup("hit");
mAnimation->play(mCurrentHit, Priority_Hit, MWRender::Animation::Group_All, true, 1, "start", "stop", 0.0f, 0);
}
else if (block)
{
mHitState = CharState_Block;
mCurrentHit = "shield";
mAnimation->play(mCurrentHit, Priority_Hit, MWRender::Animation::Group_All, true, 1, "block start", "block stop", 0.0f, 0);
}
// Cancel upper body animations
if (mHitState == CharState_KnockDown || mHitState == CharState_KnockOut)
{
if (mUpperBodyState > UpperCharState_WeapEquiped)
{
mAnimation->disable(mCurrentWeapon);
mUpperBodyState = UpperCharState_WeapEquiped;
}
else if (mUpperBodyState > UpperCharState_Nothing && mUpperBodyState < UpperCharState_WeapEquiped)
{
mAnimation->disable(mCurrentWeapon);
mUpperBodyState = UpperCharState_Nothing;
}
}
}
else if(!mAnimation->isPlaying(mCurrentHit))
{
mCurrentHit.erase();
if (knockdown)
mPtr.getClass().getCreatureStats(mPtr).setKnockedDown(false);
if (recovery)
mPtr.getClass().getCreatureStats(mPtr).setHitRecovery(false);
if (block)
mPtr.getClass().getCreatureStats(mPtr).setBlock(false);
mHitState = CharState_None;
}
else if (mHitState == CharState_KnockOut && mPtr.getClass().getCreatureStats(mPtr).getFatigue().getCurrent() > 0)
{
mHitState = CharState_KnockDown;
mAnimation->disable(mCurrentHit);
mAnimation->play(mCurrentHit, Priority_Knockdown, MWRender::Animation::Group_All, true, 1, "loop stop", "stop", 0.0f, 0);
}
}
const WeaponInfo *weap = std::find_if(sWeaponTypeList, sWeaponTypeListEnd, FindWeaponType(mWeaponType));
if (!mPtr.getClass().hasInventoryStore(mPtr))
weap = sWeaponTypeListEnd;
if(force || idle != mIdleState)
{
mIdleState = idle;
std::string idle;
// Only play "idleswim" or "idlesneak" if they exist. Otherwise, fallback to
// "idle"+weapon or "idle".
if(mIdleState == CharState_IdleSwim && mAnimation->hasAnimation("idleswim"))
idle = "idleswim";
else if(mIdleState == CharState_IdleSneak && mAnimation->hasAnimation("idlesneak"))
idle = "idlesneak";
else if(mIdleState != CharState_None)
{
idle = "idle";
if(weap != sWeaponTypeListEnd)
{
idle += weap->shortgroup;
if(!mAnimation->hasAnimation(idle))
idle = "idle";
}
}
mAnimation->disable(mCurrentIdle);
mCurrentIdle = idle;
if(!mCurrentIdle.empty())
mAnimation->play(mCurrentIdle, Priority_Default, MWRender::Animation::Group_All, false,
1.0f, "start", "stop", 0.0f, ~0ul);
}
updateIdleStormState();
if(force && mJumpState != JumpState_None)
{
std::string jump;
MWRender::Animation::Group jumpgroup = MWRender::Animation::Group_All;
if(mJumpState != JumpState_None)
{
jump = "jump";
if(weap != sWeaponTypeListEnd)
{
jump += weap->shortgroup;
if(!mAnimation->hasAnimation(jump))
{
jumpgroup = MWRender::Animation::Group_LowerBody;
jump = "jump";
}
}
}
if(mJumpState == JumpState_InAir)
{
int mode = ((jump == mCurrentJump) ? 2 : 1);
mAnimation->disable(mCurrentJump);
mCurrentJump = jump;
if (mAnimation->hasAnimation("jump"))
mAnimation->play(mCurrentJump, Priority_Jump, jumpgroup, false,
1.0f, ((mode!=2)?"start":"loop start"), "stop", 0.0f, ~0ul);
}
else
{
mAnimation->disable(mCurrentJump);
mCurrentJump.clear();
if (mAnimation->hasAnimation("jump"))
mAnimation->play(jump, Priority_Jump, jumpgroup, true,
1.0f, "loop stop", "stop", 0.0f, 0);
}
}
if(force || movement != mMovementState)
{
mMovementState = movement;
std::string movement;
MWRender::Animation::Group movegroup = MWRender::Animation::Group_All;
const StateInfo *movestate = std::find_if(sMovementList, sMovementListEnd, FindCharState(mMovementState));
if(movestate != sMovementListEnd)
{
movement = movestate->groupname;
if(weap != sWeaponTypeListEnd && movement.find("swim") == std::string::npos)
{
movement += weap->shortgroup;
if(!mAnimation->hasAnimation(movement))
{
movegroup = MWRender::Animation::Group_LowerBody;
movement = movestate->groupname;
}
}
if(!mAnimation->hasAnimation(movement))
{
std::string::size_type swimpos = movement.find("swim");
if(swimpos == std::string::npos)
{
std::string::size_type runpos = movement.find("run");
if (runpos != std::string::npos)
{
movement.replace(runpos, runpos+3, "walk");
if (!mAnimation->hasAnimation(movement))
movement.clear();
}
else
movement.clear();
}
else
{
movegroup = MWRender::Animation::Group_LowerBody;
movement.erase(swimpos, 4);
if(!mAnimation->hasAnimation(movement))
movement.clear();
}
}
}
/* If we're playing the same animation, restart from the loop start instead of the
* beginning. */
int mode = ((movement == mCurrentMovement) ? 2 : 1);
mMovementAnimationControlled = true;
mAnimation->disable(mCurrentMovement);
mCurrentMovement = movement;
if(!mCurrentMovement.empty())
{
float vel, speedmult = 1.0f;
bool isrunning = mPtr.getClass().getCreatureStats(mPtr).getStance(MWMechanics::CreatureStats::Stance_Run)
&& !MWBase::Environment::get().getWorld()->isFlying(mPtr);
// 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;
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;
if (mMovementSpeed > 0.0f && (vel=mAnimation->getVelocity(anim)) > 1.0f)
speedmult = mMovementSpeed / vel;
else
// 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.
speedmult = 1.f;
}
else
{
if(mMovementSpeed > 0.0f && (vel=mAnimation->getVelocity(anim)) > 1.0f)
{
speedmult = mMovementSpeed / vel;
}
else if (mMovementState == CharState_TurnLeft || mMovementState == CharState_TurnRight)
speedmult = 1.f; // adjusted each frame
else if (mMovementSpeed > 0.0f)
{
// 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.
speedmult = mMovementSpeed / (isrunning ? 222.857f : 154.064f);
mMovementAnimationControlled = false;
}
}
mAnimation->play(mCurrentMovement, Priority_Movement, movegroup, false,
speedmult, ((mode!=2)?"start":"loop start"), "stop", 0.0f, ~0ul);
}
}
}
void getWeaponGroup(WeaponType weaptype, std::string &group)
{
const WeaponInfo *info = std::find_if(sWeaponTypeList, sWeaponTypeListEnd, FindWeaponType(weaptype));
if(info != sWeaponTypeListEnd)
group = info->longgroup;
}
MWWorld::ContainerStoreIterator getActiveWeapon(CreatureStats &stats, MWWorld::InventoryStore &inv, WeaponType *weaptype)
{
if(stats.getDrawState() == DrawState_Spell)
{
*weaptype = WeapType_Spell;
return inv.end();
}
if(stats.getDrawState() == MWMechanics::DrawState_Weapon)
{
MWWorld::ContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
if(weapon == inv.end())
*weaptype = WeapType_HandToHand;
else
{
const std::string &type = weapon->getTypeName();
if(type == typeid(ESM::Lockpick).name() || type == typeid(ESM::Probe).name())
*weaptype = WeapType_PickProbe;
else if(type == typeid(ESM::Weapon).name())
{
MWWorld::LiveCellRef<ESM::Weapon> *ref = weapon->get<ESM::Weapon>();
ESM::Weapon::Type type = (ESM::Weapon::Type)ref->mBase->mData.mType;
switch(type)
{
case ESM::Weapon::ShortBladeOneHand:
case ESM::Weapon::LongBladeOneHand:
case ESM::Weapon::BluntOneHand:
case ESM::Weapon::AxeOneHand:
case ESM::Weapon::Arrow:
case ESM::Weapon::Bolt:
*weaptype = WeapType_OneHand;
break;
case ESM::Weapon::LongBladeTwoHand:
case ESM::Weapon::BluntTwoClose:
case ESM::Weapon::AxeTwoHand:
*weaptype = WeapType_TwoHand;
break;
case ESM::Weapon::BluntTwoWide:
case ESM::Weapon::SpearTwoWide:
*weaptype = WeapType_TwoWide;
break;
case ESM::Weapon::MarksmanBow:
*weaptype = WeapType_BowAndArrow;
break;
case ESM::Weapon::MarksmanCrossbow:
*weaptype = WeapType_Crossbow;
break;
case ESM::Weapon::MarksmanThrown:
*weaptype = WeapType_Thrown;
break;
}
}
}
return weapon;
}
return inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
}
void CharacterController::playDeath(float startpoint, CharacterState death)
{
switch (death)
{
case CharState_SwimDeath:
mCurrentDeath = "swimdeath";
break;
case CharState_DeathKnockDown:
mCurrentDeath = "deathknockdown";
break;
case CharState_DeathKnockOut:
mCurrentDeath = "deathknockout";
break;
default:
mCurrentDeath = "death" + Ogre::StringConverter::toString(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::Group_All,
false, 1.0f, "start", "stop", startpoint, 0);
}
void CharacterController::playRandomDeath(float startpoint)
{
if (mPtr == MWBase::Environment::get().getWorld()->getPlayerPtr())
{
// 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(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
{
int selected=0;
chooseRandomGroup("death", &selected);
mDeathState = static_cast<CharacterState>(CharState_Death1 + (selected-1));
}
playDeath(startpoint, mDeathState);
}
CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Animation *anim)
: mPtr(ptr)
, mAnimation(anim)
, mIdleState(CharState_None)
, mMovementState(CharState_None)
, mMovementSpeed(0.0f)
, mHasMovedInXY(false)
, mMovementAnimationControlled(true)
, mDeathState(CharState_None)
, mHitState(CharState_None)
, mUpperBodyState(UpperCharState_Nothing)
, mJumpState(JumpState_None)
, mWeaponType(WeapType_None)
, mSkipAnim(false)
, mSecondsOfRunning(0)
, mSecondsOfSwimming(0)
, mTurnAnimationThreshold(0)
{
if(!mAnimation)
return;
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(Ogre::Vector3(1.0f, 1.0f, 0.0f));
if (cls.hasInventoryStore(mPtr))
{
getActiveWeapon(cls.getCreatureStats(mPtr), cls.getInventoryStore(mPtr), &mWeaponType);
if (mWeaponType != WeapType_None)
{
mUpperBodyState = UpperCharState_WeapEquiped;
getWeaponGroup(mWeaponType, mCurrentWeapon);
}
if(mWeaponType != WeapType_None && mWeaponType != WeapType_Spell && mWeaponType != WeapType_HandToHand)
{
mAnimation->showWeapons(true);
mAnimation->setWeaponGroup(mCurrentWeapon);
}
mAnimation->showCarriedLeft(mWeaponType != WeapType_Spell && mWeaponType != WeapType_HandToHand);
}
if(!cls.getCreatureStats(mPtr).isDead())
mIdleState = CharState_Idle;
else
{
int deathindex = mPtr.getClass().getCreatureStats(mPtr).getDeathAnimation();
playDeath(1.0f, CharacterState(CharState_Death1 + deathindex));
}
}
else
{
/* Don't accumulate with non-actors. */
mAnimation->setAccumulation(Ogre::Vector3(0.0f));
mIdleState = CharState_Idle;
}
if(mDeathState == CharState_None)
refreshCurrentAnims(mIdleState, mMovementState, true);
mAnimation->runAnimation(0.f);
}
CharacterController::~CharacterController()
{
}
void CharacterController::updatePtr(const MWWorld::Ptr &ptr)
{
mPtr = ptr;
}
void CharacterController::updateIdleStormState()
{
bool inStormDirection = false;
if (MWBase::Environment::get().getWorld()->isInStorm())
{
Ogre::Vector3 stormDirection = MWBase::Environment::get().getWorld()->getStormDirection();
Ogre::Vector3 characterDirection = mPtr.getRefData().getBaseNode()->getOrientation().yAxis();
inStormDirection = stormDirection.angleBetween(characterDirection) > Ogre::Degree(120);
}
if (inStormDirection && mUpperBodyState == UpperCharState_Nothing && mAnimation->hasAnimation("idlestorm"))
{
float complete = 0;
mAnimation->getInfo("idlestorm", &complete);
if (complete == 0)
mAnimation->play("idlestorm", Priority_Storm, MWRender::Animation::Group_RightArm, false,
1.0f, "start", "loop start", 0.0f, 0);
else if (complete == 1)
mAnimation->play("idlestorm", Priority_Storm, MWRender::Animation::Group_RightArm, false,
1.0f, "loop start", "loop stop", 0.0f, ~0ul);
}
else
{
if (mUpperBodyState == UpperCharState_Nothing)
{
if (mAnimation->isPlaying("idlestorm"))
{
if (mAnimation->getCurrentTime("idlestorm") < mAnimation->getTextKeyTime("idlestorm: loop stop"))
{
mAnimation->play("idlestorm", Priority_Storm, MWRender::Animation::Group_RightArm, true,
1.0f, "loop stop", "stop", 0.0f, 0);
}
}
}
else
mAnimation->disable("idlestorm");
}
}
void CharacterController::castSpell(const std::string &spellid)
{
static const std::string schools[] = {
"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
};
const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
const ESM::Spell *spell = store.get<ESM::Spell>().find(spellid);
const ESM::ENAMstruct &effectentry = spell->mEffects.mList.at(0);
const ESM::MagicEffect *effect;
effect = store.get<ESM::MagicEffect>().find(effectentry.mEffectID);
const ESM::Static* castStatic;
if (!effect->mCasting.empty())
castStatic = store.get<ESM::Static>().find (effect->mCasting);
else
castStatic = store.get<ESM::Static>().find ("VFX_DefaultCast");
mAnimation->addEffect("meshes\\" + castStatic->mModel, effect->mIndex);
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
if(!effect->mCastSound.empty())
sndMgr->playSound3D(mPtr, effect->mCastSound, 1.0f, 1.0f);
else
sndMgr->playSound3D(mPtr, schools[effect->mData.mSchool]+" cast", 1.0f, 1.0f);
}
bool CharacterController::updateCreatureState()
{
const MWWorld::Class &cls = mPtr.getClass();
CreatureStats &stats = cls.getCreatureStats(mPtr);
WeaponType weapType = WeapType_None;
if(stats.getDrawState() == DrawState_Weapon)
weapType = WeapType_HandToHand;
else if (stats.getDrawState() == DrawState_Spell)
weapType = WeapType_Spell;
if (weapType != mWeaponType)
{
mWeaponType = weapType;
if (mAnimation->isPlaying(mCurrentWeapon))
mAnimation->disable(mCurrentWeapon);
}
if(stats.getAttackingOrSpell())
{
if(mUpperBodyState == UpperCharState_Nothing && mHitState == CharState_None)
{
MWBase::Environment::get().getWorld()->breakInvisibility(mPtr);
std::string startKey = "start";
std::string stopKey = "stop";
if (weapType == WeapType_Spell)
{
const std::string spellid = stats.getSpells().getSelectedSpell();
if (!spellid.empty() && MWBase::Environment::get().getWorld()->startSpellCast(mPtr))
{
castSpell(spellid);
if (!mAnimation->hasAnimation("spellcast"))
MWBase::Environment::get().getWorld()->castSpell(mPtr); // No "release" text key to use, so cast immediately
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 != WeapType_Spell || !mAnimation->hasAnimation("spellcast")) // Not all creatures have a dedicated spellcast animation
{
int roll = std::rand()/ (static_cast<double> (RAND_MAX) + 1) * 3; // [0, 2]
if (roll == 0)
mCurrentWeapon = "attack1";
else if (roll == 1)
mCurrentWeapon = "attack2";
else
mCurrentWeapon = "attack3";
}
if (!mCurrentWeapon.empty())
{
mAnimation->play(mCurrentWeapon, Priority_Weapon,
MWRender::Animation::Group_All, true,
1, startKey, stopKey,
0.0f, 0);
mUpperBodyState = UpperCharState_StartToMinAttack;
}
}
stats.setAttackingOrSpell(false);
}
bool animPlaying = mAnimation->getInfo(mCurrentWeapon);
if (!animPlaying)
mUpperBodyState = UpperCharState_Nothing;
return false;
}
bool CharacterController::updateWeaponState()
{
const MWWorld::Class &cls = mPtr.getClass();
CreatureStats &stats = cls.getCreatureStats(mPtr);
WeaponType weaptype = WeapType_None;
MWWorld::InventoryStore &inv = cls.getInventoryStore(mPtr);
MWWorld::ContainerStoreIterator weapon = getActiveWeapon(stats, inv, &weaptype);
const bool isWerewolf = cls.isNpc() && cls.getNpcStats(mPtr).isWerewolf();
bool forcestateupdate = false;
if(weaptype != mWeaponType && mHitState != CharState_KnockDown)
{
forcestateupdate = true;
// Shields/torches shouldn't be visible during spellcasting or hand-to-hand
// 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.
mAnimation->showCarriedLeft(weaptype != WeapType_Spell && weaptype != WeapType_HandToHand);
std::string weapgroup;
if(weaptype == WeapType_None)
{
getWeaponGroup(mWeaponType, weapgroup);
mAnimation->play(weapgroup, Priority_Weapon,
MWRender::Animation::Group_UpperBody, true,
1.0f, "unequip start", "unequip stop", 0.0f, 0);
mUpperBodyState = UpperCharState_UnEquipingWeap;
}
else
{
getWeaponGroup(weaptype, weapgroup);
mAnimation->showWeapons(false);
mAnimation->setWeaponGroup(weapgroup);
mAnimation->play(weapgroup, Priority_Weapon,
MWRender::Animation::Group_UpperBody, true,
1.0f, "equip start", "equip stop", 0.0f, 0);
mUpperBodyState = UpperCharState_EquipingWeap;
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);
}
}
}
if(weapon != inv.end() && !(weaptype == WeapType_None && mWeaponType == WeapType_Spell))
{
std::string soundid = (weaptype == WeapType_None) ?
weapon->getClass().getDownSoundId(*weapon) :
weapon->getClass().getUpSoundId(*weapon);
if(!soundid.empty())
{
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
sndMgr->playSound3D(mPtr, soundid, 1.0f, 1.0f);
}
}
mWeaponType = weaptype;
getWeaponGroup(mWeaponType, mCurrentWeapon);
}
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 == WeapType_None)
{
if(!sndMgr->getSoundPlaying(mPtr, "WolfRun"))
sndMgr->playSound3D(mPtr, "WolfRun", 1.0f, 1.0f, MWBase::SoundManager::Play_TypeSfx,
MWBase::SoundManager::Play_Loop);
}
else
sndMgr->stopSound3D(mPtr, "WolfRun");
}
bool isWeapon = (weapon != inv.end() && weapon->getTypeName() == typeid(ESM::Weapon).name());
float weapSpeed = 1.0f;
if(isWeapon)
weapSpeed = weapon->get<ESM::Weapon>()->mBase->mData.mSpeed;
// Cancel attack if we no longer have ammunition
bool ammunition = true;
MWWorld::ContainerStoreIterator ammo = inv.getSlot(MWWorld::InventoryStore::Slot_Ammunition);
if (mWeaponType == WeapType_Crossbow)
ammunition = (ammo != inv.end() && ammo->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::Bolt);
else if (mWeaponType == WeapType_BowAndArrow)
ammunition = (ammo != inv.end() && ammo->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::Arrow);
if (!ammunition && mUpperBodyState > UpperCharState_WeapEquiped)
{
mAnimation->disable(mCurrentWeapon);
mUpperBodyState = UpperCharState_WeapEquiped;
}
float complete;
bool animPlaying;
if(stats.getAttackingOrSpell())
{
if(mUpperBodyState == UpperCharState_WeapEquiped && mHitState == CharState_None)
{
MWBase::Environment::get().getWorld()->breakInvisibility(mPtr);
mAttackType.clear();
if(mWeaponType == WeapType_Spell)
{
// Unset casting flag, otherwise pressing the mouse button down would
// continue casting every frame if there is no animation
stats.setAttackingOrSpell(false);
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
// 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)
if (mPtr.getRefData().getHandle() == "player")
{
std::string selectedSpell = MWBase::Environment::get().getWindowManager()->getSelectedSpell();
stats.getSpells().setSelectedSpell(selectedSpell);
}
std::string spellid = stats.getSpells().getSelectedSpell();
if(!spellid.empty() && MWBase::Environment::get().getWorld()->startSpellCast(mPtr))
{
castSpell(spellid);
const ESM::Spell *spell = store.get<ESM::Spell>().find(spellid);
const ESM::ENAMstruct &effectentry = spell->mEffects.mList.at(0);
const ESM::MagicEffect *effect;
effect = store.get<ESM::MagicEffect>().find(effectentry.mEffectID);
const ESM::Static* castStatic = MWBase::Environment::get().getWorld()->getStore().get<ESM::Static>().find ("VFX_Hands");
if (mAnimation->getNode("Left Hand"))
{
mAnimation->addEffect("meshes\\" + castStatic->mModel, -1, false, "Left Hand", effect->mParticle);
mAnimation->addEffect("meshes\\" + castStatic->mModel, -1, false, "Right Hand", effect->mParticle);
}
else
{
mAnimation->addEffect("meshes\\" + castStatic->mModel, -1, false, "Bip01 L Hand", effect->mParticle);
mAnimation->addEffect("meshes\\" + castStatic->mModel, -1, false, "Bip01 R Hand", effect->mParticle);
}
switch(effectentry.mRange)
{
case 0: mAttackType = "self"; break;
case 1: mAttackType = "touch"; break;
case 2: mAttackType = "target"; break;
}
mAnimation->play(mCurrentWeapon, Priority_Weapon,
MWRender::Animation::Group_UpperBody, true,
weapSpeed, mAttackType+" start", mAttackType+" stop",
0.0f, 0);
mUpperBodyState = UpperCharState_CastingSpell;
}
if (inv.getSelectedEnchantItem() != inv.end())
{
// Enchanted items cast immediately (no animation)
MWBase::Environment::get().getWorld()->castSpell(mPtr);
}
}
else if(mWeaponType == WeapType_PickProbe)
{
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, Priority_Weapon,
MWRender::Animation::Group_UpperBody, 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()->playSound(resultSound, 1.0f, 1.0f);
}
else if (ammunition)
{
if(mWeaponType == WeapType_Crossbow || mWeaponType == WeapType_BowAndArrow ||
mWeaponType == WeapType_Thrown)
mAttackType = "shoot";
else
{
if(isWeapon && mPtr.getRefData().getHandle() == "player" &&
Settings::Manager::getBool("best attack", "Game"))
mAttackType = getBestAttack(weapon->get<ESM::Weapon>()->mBase);
else
determineAttackType();
}
mAnimation->play(mCurrentWeapon, Priority_Weapon,
MWRender::Animation::Group_UpperBody, false,
weapSpeed, mAttackType+" start", mAttackType+" min attack",
0.0f, 0);
mUpperBodyState = UpperCharState_StartToMinAttack;
}
}
animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
}
else
{
animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
if(mUpperBodyState == UpperCharState_MinAttackToMaxAttack && mHitState != CharState_KnockDown)
{
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 + std::rand() / float(RAND_MAX));
}
if(mAttackType != "shoot")
{
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
{
std::string sound = "SwishM";
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
}
}
stats.setAttackStrength(attackStrength);
mAnimation->disable(mCurrentWeapon);
mAnimation->play(mCurrentWeapon, Priority_Weapon,
MWRender::Animation::Group_UpperBody, false,
weapSpeed, mAttackType+" max attack", mAttackType+" min hit",
1.0f-complete, 0);
complete = 0.f;
mUpperBodyState = UpperCharState_MaxAttackToMinHit;
}
else if (mHitState == CharState_KnockDown)
{
mUpperBodyState = UpperCharState_WeapEquiped;
mAnimation->disable(mCurrentWeapon);
}
}
mAnimation->setPitchFactor(0.f);
if (mWeaponType == WeapType_BowAndArrow || mWeaponType == WeapType_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)
mAnimation->setPitchFactor(1.f-complete);
break;
default:
break;
}
}
else if (mWeaponType == WeapType_Crossbow)
{
switch (mUpperBodyState)
{
case UpperCharState_EquipingWeap:
mAnimation->setPitchFactor(complete);
break;
case UpperCharState_UnEquipingWeap:
mAnimation->setPitchFactor(1.f-complete);
break;
case UpperCharState_WeapEquiped:
case UpperCharState_StartToMinAttack:
case UpperCharState_MinAttackToMaxAttack:
case UpperCharState_MaxAttackToMinHit:
case UpperCharState_MinHitToHit:
case UpperCharState_FollowStartToFollowStop:
mAnimation->setPitchFactor(1.f);
break;
default:
break;
}
}
if(!animPlaying)
{
if(mUpperBodyState == UpperCharState_EquipingWeap ||
mUpperBodyState == UpperCharState_FollowStartToFollowStop ||
mUpperBodyState == UpperCharState_CastingSpell)
{
if (ammunition && mWeaponType == WeapType_Crossbow)
mAnimation->attachArrow();
mUpperBodyState = UpperCharState_WeapEquiped;
//don't allow to continue playing hit animation on UpperBody after actor had attacked during it
if(mHitState == CharState_Hit)
{
mAnimation->changeGroups(mCurrentHit, MWRender::Animation::Group_LowerBody);
//commenting out following 2 lines will give a bit different combat dynamics(slower)
mHitState = CharState_None;
mCurrentHit.clear();
mPtr.getClass().getCreatureStats(mPtr).setHitRecovery(false);
}
}
else if(mUpperBodyState == UpperCharState_UnEquipingWeap)
mUpperBodyState = UpperCharState_Nothing;
}
else if(complete >= 1.0f)
{
std::string start, stop;
switch(mUpperBodyState)
{
case UpperCharState_StartToMinAttack:
start = mAttackType+" min attack";
stop = mAttackType+" max attack";
mUpperBodyState = UpperCharState_MinAttackToMaxAttack;
break;
case UpperCharState_MinAttackToMaxAttack:
//hack to avoid body pos desync when jumping/sneaking in 'max attack' state
if(!mAnimation->isPlaying(mCurrentWeapon))
mAnimation->play(mCurrentWeapon, Priority_Weapon,
MWRender::Animation::Group_UpperBody, false,
0, mAttackType+" min attack", mAttackType+" max attack", 0.999f, 0);
break;
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 = stats.getAttackStrength();
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;
}
if(!start.empty())
{
mAnimation->disable(mCurrentWeapon);
if (mUpperBodyState == UpperCharState_FollowStartToFollowStop)
mAnimation->play(mCurrentWeapon, Priority_Weapon,
MWRender::Animation::Group_UpperBody, true,
weapSpeed, start, stop, 0.0f, 0);
else
mAnimation->play(mCurrentWeapon, Priority_Weapon,
MWRender::Animation::Group_UpperBody, false,
weapSpeed, start, stop, 0.0f, 0);
}
}
//if playing combat animation and lowerbody is not busy switch to whole body animation
if((weaptype != WeapType_None || mUpperBodyState == UpperCharState_UnEquipingWeap) && animPlaying)
{
if( mMovementState != CharState_None ||
mJumpState != JumpState_None ||
mHitState != CharState_None ||
MWBase::Environment::get().getWorld()->isSwimming(mPtr) ||
cls.getCreatureStats(mPtr).getMovementFlag(CreatureStats::Flag_Sneak))
{
mAnimation->changeGroups(mCurrentWeapon, MWRender::Animation::Group_UpperBody);
}
else
{
mAnimation->changeGroups(mCurrentWeapon, MWRender::Animation::Group_All);
}
}
MWWorld::ContainerStoreIterator torch = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
if(torch != inv.end() && torch->getTypeName() == typeid(ESM::Light).name()
&& mWeaponType != WeapType_Spell && mWeaponType != WeapType_HandToHand)
{
mAnimation->play("torch", Priority_Torch, MWRender::Animation::Group_LeftArm,
false, 1.0f, "start", "stop", 0.0f, (~(size_t)0));
}
else if (mAnimation->isPlaying("torch"))
{
mAnimation->disable("torch");
}
return forcestateupdate;
}
void CharacterController::update(float duration)
{
MWBase::World *world = MWBase::Environment::get().getWorld();
const MWWorld::Class &cls = mPtr.getClass();
Ogre::Vector3 movement(0.0f);
updateVisibility();
if(!cls.isActor())
{
if(mAnimQueue.size() > 1)
{
if(mAnimation->isPlaying(mAnimQueue.front().first) == false)
{
mAnimation->disable(mAnimQueue.front().first);
mAnimQueue.pop_front();
mAnimation->play(mAnimQueue.front().first, Priority_Default,
MWRender::Animation::Group_All, false,
1.0f, "start", "stop", 0.0f, mAnimQueue.front().second);
}
}
}
else if(!cls.getCreatureStats(mPtr).isDead())
{
bool onground = world->isOnGround(mPtr);
bool inwater = world->isSwimming(mPtr);
bool sneak = cls.getCreatureStats(mPtr).getStance(MWMechanics::CreatureStats::Stance_Sneak);
bool flying = world->isFlying(mPtr);
// Can't run while flying (see speed formula in Npc/Creature::getSpeed)
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 || abs(cls.getMovementSettings(mPtr).mPosition[1]) > .5);
if(!inwater && !flying)
{
//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;
}
}
Ogre::Vector3 vec(cls.getMovementSettings(mPtr).mPosition);
vec.normalise();
if(mHitState != CharState_None && mJumpState == JumpState_None)
vec = Ogre::Vector3(0.0f);
Ogre::Vector3 rot = cls.getRotationVector(mPtr);
mMovementSpeed = cls.getSpeed(mPtr);
vec.x *= mMovementSpeed;
vec.y *= mMovementSpeed;
CharacterState movestate = CharState_None;
CharacterState idlestate = CharState_SpecialIdle;
bool forcestateupdate = false;
mHasMovedInXY = std::abs(vec[0])+std::abs(vec[1]) > 0.0f;
isrunning = isrunning && mHasMovedInXY;
// advance athletics
if(mHasMovedInXY && mPtr.getRefData().getHandle() == "player")
{
if(inwater)
{
mSecondsOfSwimming += duration;
while(mSecondsOfSwimming > 1)
{
cls.skillUsageSucceeded(mPtr, ESM::Skill::Athletics, 1);
mSecondsOfSwimming -= 1;
}
}
else if(isrunning)
{
mSecondsOfRunning += duration;
while(mSecondsOfRunning > 1)
{
cls.skillUsageSucceeded(mPtr, ESM::Skill::Athletics, 0);
mSecondsOfRunning -= 1;
}
}
}
// reduce fatigue
const MWWorld::Store<ESM::GameSetting> &gmst = world->getStore().get<ESM::GameSetting>();
float fatigueLoss = 0;
static const float fFatigueRunBase = gmst.find("fFatigueRunBase")->getFloat();
static const float fFatigueRunMult = gmst.find("fFatigueRunMult")->getFloat();
static const float fFatigueSwimWalkBase = gmst.find("fFatigueSwimWalkBase")->getFloat();
static const float fFatigueSwimRunBase = gmst.find("fFatigueSwimRunBase")->getFloat();
static const float fFatigueSwimWalkMult = gmst.find("fFatigueSwimWalkMult")->getFloat();
static const float fFatigueSwimRunMult = gmst.find("fFatigueSwimRunMult")->getFloat();
static const float fFatigueSneakBase = gmst.find("fFatigueSneakBase")->getFloat();
static const float fFatigueSneakMult = gmst.find("fFatigueSneakMult")->getFloat();
const float encumbrance = cls.getEncumbrance(mPtr) / cls.getCapacity(mPtr);
if (encumbrance < 1)
{
if (sneak)
fatigueLoss = fFatigueSneakBase + encumbrance * fFatigueSneakMult;
else
{
if (inwater)
{
if (!isrunning)
fatigueLoss = fFatigueSwimWalkBase + encumbrance * fFatigueSwimWalkMult;
else
fatigueLoss = fFatigueSwimRunBase + encumbrance * fFatigueSwimRunMult;
}
if (isrunning)
fatigueLoss = fFatigueRunBase + encumbrance * fFatigueRunMult;
}
}
fatigueLoss *= duration;
DynamicStat<float> fatigue = cls.getCreatureStats(mPtr).getFatigue();
fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss, fatigue.getCurrent() < 0);
cls.getCreatureStats(mPtr).setFatigue(fatigue);
if(sneak || inwater || flying)
vec.z = 0.0f;
if (inwater || flying)
cls.getCreatureStats(mPtr).land();
bool inJump = true;
if(!onground && !flying && !inwater)
{
// In the air (either getting up —ascending part of jump— or falling).
if (world->isSlowFalling(mPtr))
{
// SlowFalling spell effect is active, do not keep previous fall height
cls.getCreatureStats(mPtr).land();
}
forcestateupdate = (mJumpState != JumpState_InAir);
mJumpState = JumpState_InAir;
// This is a guess. All that seems to be known is that "While the player is in the
// air, fJumpMoveBase and fJumpMoveMult governs air control". What does fJumpMoveMult do?
static const float fJumpMoveBase = gmst.find("fJumpMoveBase")->getFloat();
vec.x *= fJumpMoveBase;
vec.y *= fJumpMoveBase;
vec.z = 0.0f;
}
else if(vec.z > 0.0f && mJumpState == JumpState_None)
{
// Started a jump.
float z = cls.getJump(mPtr);
if (z > 0)
{
if(vec.x == 0 && vec.y == 0)
vec = Ogre::Vector3(0.0f, 0.0f, z);
else
{
Ogre::Vector3 lat = Ogre::Vector3(vec.x, vec.y, 0.0f).normalisedCopy();
vec = Ogre::Vector3(lat.x, lat.y, 1.0f) * z * 0.707f;
}
// advance acrobatics
if (mPtr.getRefData().getHandle() == "player")
cls.skillUsageSucceeded(mPtr, ESM::Skill::Acrobatics, 0);
// decrease fatigue
const MWWorld::Store<ESM::GameSetting> &gmst = world->getStore().get<ESM::GameSetting>();
const float fatigueJumpBase = gmst.find("fFatigueJumpBase")->getFloat();
const float fatigueJumpMult = gmst.find("fFatigueJumpMult")->getFloat();
float normalizedEncumbrance = mPtr.getClass().getNormalizedEncumbrance(mPtr);
if (normalizedEncumbrance > 1)
normalizedEncumbrance = 1;
const int fatigueDecrease = fatigueJumpBase + (1 - normalizedEncumbrance) * fatigueJumpMult;
DynamicStat<float> fatigue = cls.getCreatureStats(mPtr).getFatigue();
fatigue.setCurrent(fatigue.getCurrent() - fatigueDecrease);
cls.getCreatureStats(mPtr).setFatigue(fatigue);
}
}
else if(mJumpState == JumpState_InAir)
{
forcestateupdate = true;
mJumpState = JumpState_Landing;
vec.z = 0.0f;
float height = cls.getCreatureStats(mPtr).land();
float healthLost = cls.getFallDamage(mPtr, height);
if (healthLost > 0.0f)
{
const float fatigueTerm = cls.getCreatureStats(mPtr).getFatigueTerm();
// inflict fall damages
DynamicStat<float> health = cls.getCreatureStats(mPtr).getHealth();
int realHealthLost = healthLost * (1.0f - 0.25 * fatigueTerm);
health.setCurrent(health.getCurrent() - realHealthLost);
cls.getCreatureStats(mPtr).setHealth(health);
cls.onHit(mPtr, realHealthLost, true, MWWorld::Ptr(), MWWorld::Ptr(), true);
const float acrobaticsSkill = cls.getSkill(mPtr, ESM::Skill::Acrobatics);
if (healthLost > (acrobaticsSkill * fatigueTerm))
{
cls.getCreatureStats(mPtr).setKnockedDown(true);
}
else
{
// report acrobatics progression
if (mPtr.getRefData().getHandle() == "player")
cls.skillUsageSucceeded(mPtr, ESM::Skill::Acrobatics, 1);
}
}
}
else
{
mJumpState = 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)));
}
// Don't play turning animations during attack. It would break positioning of the arrow bone when releasing a shot.
// Actually, in vanilla the turning animation is not even played when merely having equipped the weapon,
// but I don't think we need to go as far as that.
else if(rot.z != 0.0f && !inwater && !sneak && mUpperBodyState < UpperCharState_StartToMinAttack)
{
if(rot.z > 0.0f)
movestate = CharState_TurnRight;
else if(rot.z < 0.0f)
movestate = CharState_TurnLeft;
}
}
mTurnAnimationThreshold -= duration;
if (movestate == CharState_TurnRight || movestate == CharState_TurnLeft)
mTurnAnimationThreshold = 0.05;
else if (movestate == CharState_None && (mMovementState == CharState_TurnRight || mMovementState == CharState_TurnLeft)
&& mTurnAnimationThreshold > 0)
{
movestate = mMovementState;
}
if (onground)
cls.getCreatureStats(mPtr).land();
if(movestate != CharState_None)
clearAnimQueue();
if(mAnimQueue.empty())
idlestate = (inwater ? CharState_IdleSwim : (sneak ? CharState_IdleSneak : CharState_Idle));
else if(mAnimQueue.size() > 1)
{
if(mAnimation->isPlaying(mAnimQueue.front().first) == false)
{
mAnimation->disable(mAnimQueue.front().first);
mAnimQueue.pop_front();
mAnimation->play(mAnimQueue.front().first, Priority_Default,
MWRender::Animation::Group_All, false,
1.0f, "start", "stop", 0.0f, mAnimQueue.front().second);
}
}
if(cls.hasInventoryStore(mPtr))
forcestateupdate = updateWeaponState() || forcestateupdate;
else
forcestateupdate = updateCreatureState() || forcestateupdate;
refreshCurrentAnims(idlestate, movestate, forcestateupdate);
if (inJump)
mMovementAnimationControlled = false;
if (mMovementState == CharState_TurnLeft || mMovementState == CharState_TurnRight)
{
if (duration > 0)
mAnimation->adjustSpeedMult(mCurrentMovement, std::min(1.5f, std::abs(rot.z) / duration / Ogre::Math::PI));
}
if (!mSkipAnim)
{
rot *= Ogre::Math::RadiansToDegrees(1.0f);
if(mHitState != CharState_KnockDown && mHitState != CharState_KnockOut)
{
world->rotateObject(mPtr, rot.x, rot.y, rot.z, true);
}
else //avoid z-rotating for knockdown
world->rotateObject(mPtr, rot.x, rot.y, 0.0f, true);
if (!mMovementAnimationControlled)
world->queueMovement(mPtr, vec);
}
else
// We must always queue movement, even if there is none, to apply gravity.
world->queueMovement(mPtr, Ogre::Vector3(0.0f));
movement = vec;
cls.getMovementSettings(mPtr).mPosition[0] = cls.getMovementSettings(mPtr).mPosition[1] = 0;
// Can't reset jump state (mPosition[2]) here; 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.
}
else if(cls.getCreatureStats(mPtr).isDead())
{
world->queueMovement(mPtr, Ogre::Vector3(0.0f));
}
if(mAnimation && !mSkipAnim)
{
Ogre::Vector3 moved = mAnimation->runAnimation(duration);
if(duration > 0.0f)
moved /= duration;
else
moved = Ogre::Vector3(0.0f);
// Ensure we're moving in generally the right direction...
if(mMovementSpeed > 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);
}
// Update movement
if(mMovementAnimationControlled && mPtr.getClass().isActor())
world->queueMovement(mPtr, moved);
}
else
mAnimation->updateEffects(duration);
mSkipAnim = false;
mAnimation->enableHeadAnimation(cls.isActor() && !cls.getCreatureStats(mPtr).isDead());
}
void CharacterController::playGroup(const std::string &groupname, int mode, int count)
{
if(!mAnimation || !mAnimation->hasAnimation(groupname))
std::cerr<< "Animation "<<groupname<<" not found" <<std::endl;
else
{
count = std::max(count, 1);
if(mode != 0 || mAnimQueue.empty() || !isAnimPlaying(mAnimQueue.front().first))
{
clearAnimQueue();
mAnimQueue.push_back(std::make_pair(groupname, count-1));
mAnimation->disable(mCurrentIdle);
mCurrentIdle.clear();
mIdleState = CharState_SpecialIdle;
mAnimation->play(groupname, Priority_Default,
MWRender::Animation::Group_All, false, 1.0f,
((mode==2) ? "loop start" : "start"), "stop", 0.0f, count-1);
}
else if(mode == 0)
{
if (!mAnimQueue.empty())
mAnimation->stopLooping(mAnimQueue.front().first);
mAnimQueue.resize(1);
mAnimQueue.push_back(std::make_pair(groupname, count-1));
}
}
}
void CharacterController::skipAnim()
{
mSkipAnim = true;
}
bool CharacterController::isAnimPlaying(const std::string &groupName)
{
if(mAnimation == NULL)
return false;
return mAnimation->isPlaying(groupName);
}
void CharacterController::clearAnimQueue()
{
if(!mAnimQueue.empty())
mAnimation->disable(mAnimQueue.front().first);
mAnimQueue.clear();
}
void CharacterController::forceStateUpdate()
{
if(!mAnimation)
return;
clearAnimQueue();
refreshCurrentAnims(mIdleState, mMovementState, true);
if(mDeathState != CharState_None)
{
playRandomDeath();
}
}
bool CharacterController::kill()
{
if( isDead() )
{
if( mPtr.getRefData().getHandle()=="player" && !isAnimPlaying(mCurrentDeath) )
{
//player's death animation is over
MWBase::Environment::get().getStateManager()->askLoadRecent();
}
return false;
}
playRandomDeath();
if(mAnimation)
{
mAnimation->disable(mCurrentIdle);
}
mIdleState = CharState_None;
mCurrentIdle.clear();
// Play Death Music if it was the player dying
if(mPtr.getRefData().getHandle()=="player")
MWBase::Environment::get().getSoundManager()->streamMusic("Special/MW_Death.mp3");
return true;
}
void CharacterController::resurrect()
{
if(mDeathState == CharState_None)
return;
if(mAnimation)
mAnimation->disable(mCurrentDeath);
mCurrentDeath.clear();
mDeathState = CharState_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).isDead()
|| mPtr.getClass().getCreatureStats(mPtr).getMagicEffects().get(MWMechanics::EffectKey(*it)).getMagnitude() <= 0)
mAnimation->removeEffect(*it);
}
}
void CharacterController::updateVisibility()
{
if (!mPtr.getClass().isActor())
return;
float alpha = 1.f;
if (mPtr.getClass().getCreatureStats(mPtr).getMagicEffects().get(ESM::MagicEffect::Invisibility).getMagnitude())
{
if (mPtr.getRefData().getHandle() == "player")
alpha = 0.4f;
else
alpha = 0.f;
}
float chameleon = mPtr.getClass().getCreatureStats(mPtr).getMagicEffects().get(ESM::MagicEffect::Chameleon).getMagnitude();
if (chameleon)
{
alpha *= std::max(0.2f, (100.f - chameleon)/100.f);
}
mAnimation->setAlpha(alpha);
float light = mPtr.getClass().getCreatureStats(mPtr).getMagicEffects().get(ESM::MagicEffect::Light).getMagnitude();
mAnimation->setLightEffect(light);
}
void CharacterController::determineAttackType()
{
float *move = mPtr.getClass().getMovementSettings(mPtr).mPosition;
if(mPtr.getClass().hasInventoryStore(mPtr))
{
if (move[1] && !move[0]) // forward-backward
mAttackType = "thrust";
else if (move[0] && !move[1]) //sideway
mAttackType = "slash";
else
mAttackType = "chop";
}
}
}