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

3242 lines
127 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
* https://www.gnu.org/licenses/ .
*/
#include "character.hpp"
#include <iostream>
#include <components/misc/mathutil.hpp>
#include <components/misc/rng.hpp>
#include <components/settings/settings.hpp>
#include <components/sceneutil/positionattitudetransform.hpp>
/*
Start of tes3mp addition
Include additional headers for multiplayer purposes
*/
#include <components/openmw-mp/TimedLog.hpp>
#include "../mwmp/Main.hpp"
#include "../mwmp/LocalPlayer.hpp"
#include "../mwmp/LocalActor.hpp"
#include "../mwmp/PlayerList.hpp"
#include "../mwmp/DedicatedPlayer.hpp"
#include "../mwmp/CellController.hpp"
#include "../mwmp/MechanicsHelper.hpp"
/*
End of tes3mp addition
*/
#include "../mwrender/animation.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/soundmanager.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwworld/player.hpp"
#include "../mwrender/npcanimation.hpp"
#include "aicombataction.hpp"
#include "movement.hpp"
#include "npcstats.hpp"
#include "creaturestats.hpp"
#include "security.hpp"
#include "actorutil.hpp"
#include "spellcasting.hpp"
#ifdef USE_OPENXR
#include "../mwvr/vrenvironment.hpp"
#include "../mwvr/vranimation.hpp"
#include "../mwvr/vrutil.hpp"
#endif
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 (thrust >= chop && thrust >= slash)
return "thrust";
else if (slash >= chop && slash >= thrust)
return "slash";
else
return "chop";
}
// 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;
}
float getFallDamage(const MWWorld::Ptr& ptr, float fallHeight)
{
MWBase::World *world = MWBase::Environment::get().getWorld();
const MWWorld::Store<ESM::GameSetting> &store = world->getStore().get<ESM::GameSetting>();
const float fallDistanceMin = store.find("fFallDamageDistanceMin")->mValue.getFloat();
if (fallHeight >= fallDistanceMin)
{
const float acrobaticsSkill = static_cast<float>(ptr.getClass().getSkill(ptr, ESM::Skill::Acrobatics));
const float jumpSpellBonus = ptr.getClass().getCreatureStats(ptr).getMagicEffects().get(ESM::MagicEffect::Jump).getMagnitude();
const float fallAcroBase = store.find("fFallAcroBase")->mValue.getFloat();
const float fallAcroMult = store.find("fFallAcroMult")->mValue.getFloat();
const float fallDistanceBase = store.find("fFallDistanceBase")->mValue.getFloat();
const float fallDistanceMult = store.find("fFallDistanceMult")->mValue.getFloat();
float x = fallHeight - fallDistanceMin;
x -= (1.5f * acrobaticsSkill) + jumpSpellBonus;
x = std::max(0.0f, x);
float a = fallAcroBase + fallAcroMult * (100 - acrobaticsSkill);
x = fallDistanceBase + fallDistanceMult * x;
x *= a;
return x;
}
return 0.f;
}
}
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" },
{ CharState_SwimTurnLeft, "swimturnleft" },
{ CharState_SwimTurnRight, "swimturnright" },
};
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; }
};
std::string CharacterController::chooseRandomGroup (const std::string& prefix, int* num) const
{
int numAnims=0;
while (mAnimation->hasAnimation(prefix + std::to_string(numAnims+1)))
++numAnims;
int roll = Misc::Rng::rollDice(numAnims) + 1; // [1, numAnims]
if (num)
*num = roll;
return prefix + std::to_string(roll);
}
void CharacterController::refreshHitRecoilAnims(CharacterState& idle)
{
bool recovery = mPtr.getClass().getCreatureStats(mPtr).getHitRecovery();
bool knockdown = mPtr.getClass().getCreatureStats(mPtr).getKnockedDown();
bool block = mPtr.getClass().getCreatureStats(mPtr).getBlock();
bool isSwimming = MWBase::Environment::get().getWorld()->isSwimming(mPtr);
if(mHitState == CharState_None)
{
if ((mPtr.getClass().getCreatureStats(mPtr).getFatigue().getCurrent() < 0
|| mPtr.getClass().getCreatureStats(mPtr).getFatigue().getBase() == 0))
{
mTimeUntilWake = Misc::Rng::rollClosedProbability() * 2 + 1; // Wake up after 1 to 3 seconds
if (isSwimming && mAnimation->hasAnimation("swimknockout"))
{
mHitState = CharState_SwimKnockOut;
mCurrentHit = "swimknockout";
mAnimation->play(mCurrentHit, Priority_Knockdown, MWRender::Animation::BlendMask_All, false, 1, "start", "stop", 0.0f, ~0ul);
}
else if (!isSwimming && mAnimation->hasAnimation("knockout"))
{
mHitState = CharState_KnockOut;
mCurrentHit = "knockout";
mAnimation->play(mCurrentHit, Priority_Knockdown, MWRender::Animation::BlendMask_All, false, 1, "start", "stop", 0.0f, ~0ul);
}
else
{
// Knockout animations are missing. Fall back to idle animation, so target actor still can be killed via HtH.
mCurrentHit.erase();
}
mPtr.getClass().getCreatureStats(mPtr).setKnockedDown(true);
}
else if (knockdown)
{
if (isSwimming && mAnimation->hasAnimation("swimknockdown"))
{
mHitState = CharState_SwimKnockDown;
mCurrentHit = "swimknockdown";
mAnimation->play(mCurrentHit, Priority_Knockdown, MWRender::Animation::BlendMask_All, true, 1, "start", "stop", 0.0f, 0);
}
else if (!isSwimming && mAnimation->hasAnimation("knockdown"))
{
mHitState = CharState_KnockDown;
mCurrentHit = "knockdown";
mAnimation->play(mCurrentHit, Priority_Knockdown, MWRender::Animation::BlendMask_All, true, 1, "start", "stop", 0.0f, 0);
}
else
{
// Knockdown animation is missing. Cancel knockdown state.
mPtr.getClass().getCreatureStats(mPtr).setKnockedDown(false);
}
}
else if (recovery)
{
std::string anim = chooseRandomGroup("swimhit");
if (isSwimming && mAnimation->hasAnimation(anim))
{
mHitState = CharState_SwimHit;
mCurrentHit = anim;
mAnimation->play(mCurrentHit, Priority_Hit, MWRender::Animation::BlendMask_All, true, 1, "start", "stop", 0.0f, 0);
}
else
{
anim = chooseRandomGroup("hit");
if (mAnimation->hasAnimation(anim))
{
mHitState = CharState_Hit;
mCurrentHit = anim;
mAnimation->play(mCurrentHit, Priority_Hit, MWRender::Animation::BlendMask_All, true, 1, "start", "stop", 0.0f, 0);
}
}
}
else if (block && mAnimation->hasAnimation("shield"))
{
mHitState = CharState_Block;
mCurrentHit = "shield";
MWRender::Animation::AnimPriority priorityBlock (Priority_Hit);
priorityBlock[MWRender::Animation::BoneGroup_LeftArm] = Priority_Block;
priorityBlock[MWRender::Animation::BoneGroup_LowerBody] = Priority_WeaponLowerBody;
mAnimation->play(mCurrentHit, priorityBlock, MWRender::Animation::BlendMask_All, true, 1, "block start", "block stop", 0.0f, 0);
}
// Cancel upper body animations
if (isKnockedOut() || isKnockedDown())
{
if (mUpperBodyState > UpperCharState_WeapEquiped)
{
mAnimation->disable(mCurrentWeapon);
mUpperBodyState = UpperCharState_WeapEquiped;
if (mWeaponType > ESM::Weapon::None)
mAnimation->showWeapons(true);
}
else if (mUpperBodyState > UpperCharState_Nothing && mUpperBodyState < UpperCharState_WeapEquiped)
{
mAnimation->disable(mCurrentWeapon);
mUpperBodyState = UpperCharState_Nothing;
}
}
if (mHitState != CharState_None)
idle = CharState_None;
}
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 (isKnockedOut() && mPtr.getClass().getCreatureStats(mPtr).getFatigue().getCurrent() > 0
&& mTimeUntilWake <= 0)
{
mHitState = isSwimming ? CharState_SwimKnockDown : CharState_KnockDown;
mAnimation->disable(mCurrentHit);
mAnimation->play(mCurrentHit, Priority_Knockdown, MWRender::Animation::BlendMask_All, true, 1, "loop stop", "stop", 0.0f, 0);
}
}
void CharacterController::refreshJumpAnims(const std::string& weapShortGroup, JumpingState jump, CharacterState& idle, bool force)
{
if (!force && jump == mJumpState && idle == CharState_None)
return;
std::string jumpAnimName;
MWRender::Animation::BlendMask jumpmask = MWRender::Animation::BlendMask_All;
if (jump != JumpState_None)
{
jumpAnimName = "jump";
if(!weapShortGroup.empty())
{
jumpAnimName += weapShortGroup;
if(!mAnimation->hasAnimation(jumpAnimName))
{
jumpAnimName = fallbackShortWeaponGroup("jump", &jumpmask);
// If we apply jump only for lower body, do not reset idle animations.
// For upper body there will be idle animation.
if (jumpmask == MWRender::Animation::BlendMask_LowerBody && idle == CharState_None)
idle = CharState_Idle;
}
}
}
if (!force && jump == mJumpState)
return;
bool startAtLoop = (jump == mJumpState);
mJumpState = jump;
if (!mCurrentJump.empty())
{
mAnimation->disable(mCurrentJump);
mCurrentJump.clear();
}
if(mJumpState == JumpState_InAir)
{
if (mAnimation->hasAnimation(jumpAnimName))
{
mAnimation->play(jumpAnimName, Priority_Jump, jumpmask, false,
1.0f, startAtLoop ? "loop start" : "start", "stop", 0.f, ~0ul);
mCurrentJump = jumpAnimName;
}
}
else if (mJumpState == JumpState_Landing)
{
if (mAnimation->hasAnimation(jumpAnimName))
{
mAnimation->play(jumpAnimName, Priority_Jump, jumpmask, true,
1.0f, "loop stop", "stop", 0.0f, 0);
mCurrentJump = jumpAnimName;
}
}
}
bool CharacterController::onOpen()
{
if (mPtr.getTypeName() == typeid(ESM::Container).name())
{
if (!mAnimation->hasAnimation("containeropen"))
return true;
if (mAnimation->isPlaying("containeropen"))
return false;
if (mAnimation->isPlaying("containerclose"))
return false;
mAnimation->play("containeropen", Priority_Persistent, MWRender::Animation::BlendMask_All, false, 1.0f, "start", "stop", 0.f, 0);
if (mAnimation->isPlaying("containeropen"))
return false;
}
return true;
}
void CharacterController::onClose()
{
if (mPtr.getTypeName() == typeid(ESM::Container).name())
{
if (!mAnimation->hasAnimation("containerclose"))
return;
float complete, startPoint = 0.f;
bool animPlaying = mAnimation->getInfo("containeropen", &complete);
if (animPlaying)
startPoint = 1.f - complete;
mAnimation->play("containerclose", Priority_Persistent, MWRender::Animation::BlendMask_All, false, 1.0f, "start", "stop", startPoint, 0);
}
}
std::string CharacterController::getWeaponAnimation(int weaponType) const
{
std::string weaponGroup = getWeaponType(weaponType)->mLongGroup;
bool isRealWeapon = weaponType != ESM::Weapon::HandToHand && weaponType != ESM::Weapon::Spell && weaponType != ESM::Weapon::None;
if (isRealWeapon && !mAnimation->hasAnimation(weaponGroup))
{
static const std::string oneHandFallback = getWeaponType(ESM::Weapon::LongBladeOneHand)->mLongGroup;
static const std::string twoHandFallback = getWeaponType(ESM::Weapon::LongBladeTwoHand)->mLongGroup;
const ESM::WeaponType* weapInfo = getWeaponType(weaponType);
// For real two-handed melee weapons use 2h swords animations as fallback, otherwise use the 1h ones
if (weapInfo->mFlags & ESM::WeaponType::TwoHanded && weapInfo->mWeaponClass == ESM::WeaponType::Melee)
weaponGroup = twoHandFallback;
else if (isRealWeapon)
weaponGroup = oneHandFallback;
}
return weaponGroup;
}
std::string CharacterController::fallbackShortWeaponGroup(const std::string& baseGroupName, MWRender::Animation::BlendMask* blendMask)
{
bool isRealWeapon = mWeaponType != ESM::Weapon::HandToHand && mWeaponType != ESM::Weapon::Spell && mWeaponType != ESM::Weapon::None;
if (!isRealWeapon)
{
if (blendMask != nullptr)
*blendMask = MWRender::Animation::BlendMask_LowerBody;
return baseGroupName;
}
static const std::string oneHandFallback = getWeaponType(ESM::Weapon::LongBladeOneHand)->mShortGroup;
static const std::string twoHandFallback = getWeaponType(ESM::Weapon::LongBladeTwoHand)->mShortGroup;
std::string groupName = baseGroupName;
const ESM::WeaponType* weapInfo = getWeaponType(mWeaponType);
// For real two-handed melee weapons use 2h swords animations as fallback, otherwise use the 1h ones
if (weapInfo->mFlags & ESM::WeaponType::TwoHanded && weapInfo->mWeaponClass == ESM::WeaponType::Melee)
groupName += twoHandFallback;
else
groupName += oneHandFallback;
// Special case for crossbows - we shouls apply 1h animations a fallback only for lower body
if (mWeaponType == ESM::Weapon::MarksmanCrossbow && blendMask != nullptr)
*blendMask = MWRender::Animation::BlendMask_LowerBody;
if (!mAnimation->hasAnimation(groupName))
{
groupName = baseGroupName;
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;
// Reset idle if we actually play movement animations excepts of these cases:
// 1. When we play turning animations
// 2. When we use a fallback animation for lower body since movement animation for given weapon is missing (e.g. for crossbows and spellcasting)
bool resetIdle = (movement != CharState_None && !isTurning());
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;
if (movemask == MWRender::Animation::BlendMask_LowerBody)
resetIdle = false;
}
}
}
}
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 (movemask == MWRender::Animation::BlendMask_LowerBody)
resetIdle = false;
}
}
}
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);
if (!mAnimation->hasAnimation(movementAnimName))
movementAnimName.clear();
mCurrentMovement = movementAnimName;
if(!mCurrentMovement.empty())
{
if (resetIdle)
{
mAnimation->disable(mCurrentIdle);
mIdleState = CharState_None;
idle = CharState_None;
}
// 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.
bool sneaking = mMovementState == CharState_SneakForward || mMovementState == CharState_SneakBack
|| mMovementState == CharState_SneakLeft || mMovementState == CharState_SneakRight;
mMovementAnimSpeed = (sneaking ? 33.5452f : (isRunning() ? 222.857f : 154.064f));
mMovementAnimationControlled = false;
}
}
mAnimation->play(mCurrentMovement, Priority_Movement, movemask, false,
1.f, "start", "stop", startpoint, ~0ul, true);
}
else
mMovementState = CharState_None;
}
}
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();
}
/*
Start tes3mp change (major)
If this is a DedicatedPlayer, use the deathState received from their PlayerDeath packet
If this is a DedicatedActor, use the deathState from their ActorDeath packet
*/
if (mwmp::PlayerList::isDedicatedPlayer(mPtr))
{
mDeathState = static_cast<CharacterState>(mwmp::PlayerList::getPlayer(mPtr)->deathState);
}
else if (mwmp::Main::get().getCellController()->hasQueuedDeathState(mPtr))
{
mDeathState = static_cast<CharacterState>(mwmp::Main::get().getCellController()->getQueuedDeathState(mPtr));
mwmp::Main::get().getCellController()->clearQueuedDeathState(mPtr);
}
else if(mHitState == CharState_SwimKnockDown && mAnimation->hasAnimation("swimdeathknockdown"))
/*
End of tes3mp change (major)
*/
{
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();
}
/*
Start of tes3mp addition
If this is the local player, send a PlayerDeath packet with the decided-upon
death animation
If this is a local actor, send an ActorDeath packet with the animation
*/
if (mPtr == getPlayer())
{
mwmp::Main::get().getLocalPlayer()->sendDeath(mDeathState);
}
else if (!mPtr.getClass().getCreatureStats(mPtr).isDeathAnimationFinished() && mwmp::Main::get().getCellController()->isLocalActor(mPtr))
{
mwmp::Main::get().getCellController()->getLocalActor(mPtr)->sendDeath(mDeathState);
}
/*
End of tes3mp addition
*/
// 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)
, mIsMovingBackward(false)
{
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;
if (cls.getCreatureStats(mPtr).getFallHeight() > 0)
mJumpState = JumpState_InAir;
}
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, SceneUtil::TextKeyMap::ConstIterator key, const SceneUtil::TextKeyMap& 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(groupname == "shield" && evt.compare(off, len, "equip attach") == 0)
mAnimation->showCarriedLeft(true);
else if(groupname == "shield" && evt.compare(off, len, "unequip detach") == 0)
mAnimation->showCarriedLeft(false);
else 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, -1);
}
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)
{
/*
Start of tes3mp change (major)
Make the completion of the spellcast animation actually cast spells only for the
local player and local actors, relying on Cast packets to cause spells to be cast
for dedicated players and actors
*/
if (mPtr == getPlayer() || mwmp::Main::get().getCellController()->isLocalActor(mPtr))
{
MWBase::Environment::get().getWorld()->castSpell(mPtr, mCastingManualSpell);
mCastingManualSpell = false;
}
/*
End of tes3mp change (major)
*/
}
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->spellId = spellid;
localCast->pressed = true;
localCast->shouldSend = true;
// Mark the attack as instant if there is no spellcast animation
if (!mAnimation->hasAnimation("spellcast"))
localCast->instant = true;
}
/*
End of tes3mp addition
*/
MWMechanics::CastSpell cast(mPtr, nullptr, false, mCastingManualSpell);
cast.playSpellCastingEffects(spellid, false);
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 mAnimation->updateCarriedLeftVisible(weaptype);
}
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;
}
}
// For biped actors, blend weapon animations with lower body animations with higher priority
MWRender::Animation::AnimPriority priorityWeapon(Priority_Weapon);
if (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);
int unequipMask = MWRender::Animation::BlendMask_All;
bool useShieldAnims = mAnimation->useShieldAnimations();
if (useShieldAnims && mWeaponType != ESM::Weapon::HandToHand && mWeaponType != ESM::Weapon::Spell && !(mWeaponType == ESM::Weapon::None && weaptype == ESM::Weapon::Spell))
{
unequipMask = unequipMask |~MWRender::Animation::BlendMask_LeftArm;
mAnimation->play("shield", Priority_Block,
MWRender::Animation::BlendMask_LeftArm, true,
1.0f, "unequip start", "unequip stop", 0.0f, 0);
}
else if (mWeaponType == ESM::Weapon::HandToHand)
mAnimation->showCarriedLeft(false);
mAnimation->play(weapgroup, priorityWeapon, unequipMask, false,
1.0f, "unequip start", "unequip stop", 0.0f, 0);
mUpperBodyState = UpperCharState_UnEquipingWeap;
mAnimation->detachArrow();
// 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;
bool useShieldAnims = mAnimation->useShieldAnimations();
if (!useShieldAnims)
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);
int equipMask = MWRender::Animation::BlendMask_All;
if (useShieldAnims && weaptype != ESM::Weapon::Spell)
{
equipMask = equipMask |~MWRender::Animation::BlendMask_LeftArm;
mAnimation->play("shield", Priority_Block,
MWRender::Animation::BlendMask_LeftArm, true,
1.0f, "equip start", "equip stop", 0.0f, 0);
}
mAnimation->play(weapgroup, priorityWeapon, equipMask, 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 Cast and prepare
it for sending
*/
mwmp::Cast *localCast = MechanicsHelper::getLocalCast(mPtr);
if (localCast)
{
MechanicsHelper::resetCast(localCast);
localCast->type = mwmp::Cast::REGULAR;
localCast->spellId = spellid;
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;
std::string resultMessage, resultSound;
// TODO: this will only work for the player, and needs to be fixed if NPCs should ever use lockpicks/probes.
#ifdef USE_OPENXR
MWWorld::Ptr target = MWVR::Util::getWeaponTarget().first;
#else
MWWorld::Ptr target = MWBase::Environment::get().getWorld()->getFacedObject();
#endif
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
{
if(mPtr == getPlayer())
{
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();
}
/*
Start of tes3mp addition
Record the attack animation chosen so we can send it in the next PlayerAttack packet
*/
mwmp::Attack *localAttack = MechanicsHelper::getLocalAttack(mPtr);
if (localAttack)
localAttack->attackAnimation = mAttackType;
/*
End of tes3mp addition
*/
}
/*
Start of tes3mp addition
If this is a DedicatedPlayer or DedicatedActor, use the attack animation received
in the latest Attack packet about them
*/
else
{
mwmp::Attack *dedicatedAttack = MechanicsHelper::getDedicatedAttack(mPtr);
if (dedicatedAttack)
mAttackType = dedicatedAttack->attackAnimation;
}
/*
End of tes3mp addition
*/
// 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);
mIdleState = CharState_None;
}
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;
float minAttackTime = mAnimation->getTextKeyTime(mCurrentWeapon+": "+mAttackType+" "+"min attack");
float maxAttackTime = mAnimation->getTextKeyTime(mCurrentWeapon+": "+mAttackType+" "+"max attack");
if (minAttackTime == maxAttackTime)
{
// 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:
case UpperCharState_MaxAttackToMinHit:
{
if (mUpperBodyState == 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 random.
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;
}
if(weapclass != ESM::WeaponType::Ranged && weapclass != ESM::WeaponType::Thrown)
playSwishSound(0.0f);
}
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))
{
if (mAnimation->isPlaying("shield"))
mAnimation->disable("shield");
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)
{
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 isFirstPersonPlayer = isPlayer && MWBase::Environment::get().getWorld()->isFirstPerson();
bool godmode = isPlayer && MWBase::Environment::get().getWorld()->getGodModeState();
float scale = mPtr.getCellRef().getScale();
static const bool normalizeSpeed = Settings::Manager::getBool("normalise race speed", "Game");
if (!normalizeSpeed && mPtr.getClass().isNpc())
{
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;
scale *= weight;
}
if(!cls.isActor())
updateAnimQueue();
else if(!cls.getCreatureStats(mPtr).isDead())
{
bool onground = world->isOnGround(mPtr);
bool incapacitated = ((!godmode && 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);
Movement& movementSettings = cls.getMovementSettings(mPtr);
//Force Jump Logic
bool isMoving = (std::abs(movementSettings.mPosition[0]) > .5 || std::abs(movementSettings.mPosition[1]) > .5);
if(!inwater && !flying && solid)
{
//Force Jump
if(stats.getMovementFlag(MWMechanics::CreatureStats::Flag_ForceJump))
movementSettings.mPosition[2] = onground ? 1 : 0;
//Force Move Jump, only jump if they're otherwise moving
if(stats.getMovementFlag(MWMechanics::CreatureStats::Flag_ForceMoveJump) && isMoving)
movementSettings.mPosition[2] = onground ? 1 : 0;
}
/*
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);
osg::Vec3f vec(movementSettings.asVec3());
movementSettings.mSpeedFactor = std::min(vec.length(), 1.f);
vec.normalize();
// TODO: Move this check to mwinput.
// Joystick analogue movement.
// Due to the half way split between walking/running, we multiply speed by 2 while walking, unless a keyboard was used.
if (isPlayer && !isrunning && !sneak && !flying && movementSettings.mSpeedFactor <= 0.5f)
movementSettings.mSpeedFactor *= 2.f;
static const bool smoothMovement = Settings::Manager::getBool("smooth movement", "Game");
if (smoothMovement)
{
static const float playerTurningCoef = 1.0 / std::max(0.01f, Settings::Manager::getFloat("smooth movement player turning delay", "Game"));
float angle = mPtr.getRefData().getPosition().rot[2];
osg::Vec2f targetSpeed = Misc::rotateVec2f(osg::Vec2f(vec.x(), vec.y()), -angle) * movementSettings.mSpeedFactor;
osg::Vec2f delta = targetSpeed - mSmoothedSpeed;
float speedDelta = movementSettings.mSpeedFactor - mSmoothedSpeed.length();
float deltaLen = delta.length();
float maxDelta;
if (isFirstPersonPlayer)
maxDelta = 1;
else if (std::abs(speedDelta) < deltaLen / 2)
// Turning is smooth for player and less smooth for NPCs (otherwise NPC can miss a path point).
maxDelta = duration * (isPlayer ? playerTurningCoef : 6.f);
else if (isPlayer && speedDelta < -deltaLen / 2)
// As soon as controls are released, mwinput switches player from running to walking.
// So stopping should be instant for player, otherwise it causes a small twitch.
maxDelta = 1;
else // In all other cases speeding up and stopping are smooth.
maxDelta = duration * 3.f;
if (deltaLen > maxDelta)
delta *= maxDelta / deltaLen;
mSmoothedSpeed += delta;
osg::Vec2f newSpeed = Misc::rotateVec2f(mSmoothedSpeed, angle);
movementSettings.mSpeedFactor = newSpeed.normalize();
vec.x() = newSpeed.x();
vec.y() = newSpeed.y();
const float eps = 0.001f;
if (movementSettings.mSpeedFactor < eps)
{
movementSettings.mSpeedFactor = 0;
vec.x() = 0;
vec.y() = 1;
}
else if ((vec.y() < 0) != mIsMovingBackward)
{
if (targetSpeed.length() < eps || (movementSettings.mPosition[1] < 0) == mIsMovingBackward)
vec.y() = mIsMovingBackward ? -eps : eps;
}
vec.normalize();
}
float effectiveRotation = rot.z();
bool canMove = cls.getMaxSpeed(mPtr) > 0;
static const bool turnToMovementDirection = Settings::Manager::getBool("turn to movement direction", "Game");
if (!turnToMovementDirection || isFirstPersonPlayer)
{
movementSettings.mIsStrafing = std::abs(vec.x()) > std::abs(vec.y()) * 2;
stats.setSideMovementAngle(0);
}
else if (canMove)
{
float targetMovementAngle = vec.y() >= 0 ? std::atan2(-vec.x(), vec.y()) : std::atan2(vec.x(), -vec.y());
movementSettings.mIsStrafing = (stats.getDrawState() != MWMechanics::DrawState_Nothing || inwater)
&& std::abs(targetMovementAngle) > osg::DegreesToRadians(60.0f);
if (movementSettings.mIsStrafing)
targetMovementAngle = 0;
float delta = targetMovementAngle - stats.getSideMovementAngle();
float cosDelta = cosf(delta);
if ((vec.y() < 0) == mIsMovingBackward)
movementSettings.mSpeedFactor *= std::min(std::max(cosDelta, 0.f) + 0.3f, 1.f); // slow down when turn
if (std::abs(delta) < osg::DegreesToRadians(20.0f))
mIsMovingBackward = vec.y() < 0;
float maxDelta = osg::PI * duration * (2.5f - cosDelta);
delta = osg::clampBetween(delta, -maxDelta, maxDelta);
stats.setSideMovementAngle(stats.getSideMovementAngle() + delta);
effectiveRotation += delta;
}
mAnimation->setLegsYawRadians(stats.getSideMovementAngle());
if (stats.getDrawState() == MWMechanics::DrawState_Nothing || inwater)
mAnimation->setUpperBodyYawRadians(stats.getSideMovementAngle() / 2);
else
mAnimation->setUpperBodyYawRadians(stats.getSideMovementAngle() / 4);
if (smoothMovement && !isPlayer && !inwater)
mAnimation->setUpperBodyYawRadians(mAnimation->getUpperBodyYawRadians() + mAnimation->getHeadYaw() / 2);
speed = cls.getCurrentSpeed(mPtr);
vec.x() *= speed;
vec.y() *= speed;
if(mHitState != CharState_None && mJumpState == JumpState_None)
vec = osg::Vec3f();
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 *= movementSettings.mSpeedFactor;
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 float 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.x() *= scale;
vec.y() *= scale;
vec.z() = 0.0f;
inJump = false;
if (movementSettings.mIsStrafing)
{
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.length2() > 0.0f)
{
if (vec.y() >= 0.0f)
movestate = (inwater ? (isrunning ? CharState_SwimRunForward : CharState_SwimWalkForward)
: (sneak ? CharState_SneakForward
: (isrunning ? CharState_RunForward : CharState_WalkForward)));
else
movestate = (inwater ? (isrunning ? CharState_SwimRunBack : CharState_SwimWalkBack)
: (sneak ? CharState_SneakBack
: (isrunning ? CharState_RunBack : CharState_WalkBack)));
}
else
{
// Do not play turning animation for player if rotation speed is very slow.
// Actual threshold should take framerate in account.
float rotationThreshold = (isPlayer ? 0.015f : 0.001f) * 60 * duration;
// It seems only bipedal actors use turning animations.
// Also do not use turning animations in the first-person view and when sneaking.
if (!sneak && jumpstate == JumpState_None && !isFirstPersonPlayer && mPtr.getClass().isBipedal(mPtr))
{
if(effectiveRotation > rotationThreshold)
movestate = inwater ? CharState_SwimTurnRight : CharState_TurnRight;
else if(effectiveRotation < -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);
}
if (turnToMovementDirection && !isFirstPersonPlayer &&
(movestate == CharState_SwimRunForward || movestate == CharState_SwimWalkForward ||
movestate == CharState_SwimRunBack || movestate == CharState_SwimWalkBack))
{
float swimmingPitch = mAnimation->getBodyPitchRadians();
float targetSwimmingPitch = -mPtr.getRefData().getPosition().rot[0];
float maxSwimPitchDelta = 3.0f * duration;
swimmingPitch += osg::clampBetween(targetSwimmingPitch - swimmingPitch, -maxSwimPitchDelta, maxSwimPitchDelta);
mAnimation->setBodyPitchRadians(swimmingPitch);
}
else
mAnimation->setBodyPitchRadians(0);
static const bool swimUpwardCorrection = Settings::Manager::getBool("swim upward correction", "Game");
if (inwater && isPlayer && !isFirstPersonPlayer && swimUpwardCorrection)
{
static const float swimUpwardCoef = Settings::Manager::getFloat("swim upward coef", "Game");
static const float swimForwardCoef = sqrtf(1.0f - swimUpwardCoef * swimUpwardCoef);
vec.z() = std::abs(vec.y()) * swimUpwardCoef;
vec.y() *= swimForwardCoef;
}
// 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 && mIdleState != CharState_SpecialIdle))
{
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)
{
// Vanilla caps the played animation speed.
const float maxSpeedMult = 10.f;
const float speedMult = speed / mMovementAnimSpeed;
mAnimation->adjustSpeedMult(mCurrentMovement, std::min(maxSpeedMult, speedMult));
// Make sure the actual speed is the "expected" speed even though the animation is slower
scale *= std::max(1.f, speedMult / maxSpeedMult);
}
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 (!mMovementAnimationControlled)
world->queueMovement(mPtr, vec);
}
movement = vec;
movementSettings.mPosition[0] = movementSettings.mPosition[1] = 0;
if (movement.z() == 0.f)
movementSettings.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);
}
}
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);
moved.x() *= scale;
moved.y() *= scale;
// Ensure we're moving in generally the right direction...
if (speed > 0.f && moved != osg::Vec3f())
{
float l = moved.length();
if (std::abs(movement.x() - moved.x()) > std::abs(moved.x()) / 2 ||
std::abs(movement.y() - moved.y()) > std::abs(moved.y()) / 2 ||
std::abs(movement.z() - moved.z()) > std::abs(moved.z()) / 2)
{
moved = movement;
// For some creatures getSpeed doesn't work, so we adjust speed to the animation.
// TODO: Fix Creature::getSpeed.
float newLength = moved.length();
if (newLength > 0 && !cls.isNpc())
moved *= (l / newLength);
}
}
if (mFloatToSurface && cls.isActor())
{
if (cls.getCreatureStats(mPtr).isDead()
|| (!godmode && cls.getCreatureStats(mPtr).getMagicEffects().get(ESM::MagicEffect::Paralyze).getModifier() > 0))
{
moved.z() = 1.0;
}
}
// Update movement
if(mMovementAnimationControlled && mPtr.getClass().isActor())
world->queueMovement(mPtr, moved);
mSkipAnim = false;
mAnimation->enableHeadAnimation(cls.isActor() && !cls.getCreatureStats(mPtr).isDead());
#ifdef USE_OPENXR
if (isPlayer)
{
auto disabled = MWBase::Environment::get().getWorld()->getPlayer().isDisabled();
auto animation = static_cast<MWRender::NpcAnimation*>(mAnimation);
if (disabled)
animation->setViewMode(MWRender::NpcAnimation::VM_VRNormal);
else
animation->setViewMode(MWRender::NpcAnimation::VM_VRFirstPerson);
}
#endif
}
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())
{
/*
Start of tes3mp addition
*/
if (mwmp::Main::get().getCellController()->isLocalActor(mPtr))
{
mwmp::Main::get().getCellController()->getLocalActor(mPtr)->creatureStats.mDeathAnimationFinished = true;
}
/*
End of tes3mp addition
*/
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 (int effectId : effects)
{
if (mPtr.getClass().getCreatureStats(mPtr).isDeathAnimationFinished()
|| mPtr.getClass().getCreatureStats(mPtr).getMagicEffects().get(MWMechanics::EffectKey(effectId)).getMagnitude() <= 0)
mAnimation->removeEffect(effectId);
}
}
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 (std::abs(move[1]) > std::abs(move[0]) + 0.2f) // forward-backward
mAttackType = "thrust";
else if (std::abs(move[0]) > std::abs(move[1]) + 0.2f) // 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";
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;
}
/*
Start of tes3mp addition
Make it possible to get the current attack type from elsewhere in the code
*/
std::string CharacterController::getAttackType() const
{
return mAttackType;
}
/*
End of tes3mp addition
*/
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;
double zAngleRadians = 0.f;
double 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, false);
}
direction.normalize();
if (!mPtr.getRefData().getBaseNode())
return;
const osg::Vec3f actorDirection = mPtr.getRefData().getBaseNode()->getAttitude() * osg::Vec3f(0,1,0);
zAngleRadians = std::atan2(actorDirection.x(), actorDirection.y()) - std::atan2(direction.x(), direction.y());
zAngleRadians = Misc::normalizeAngle(zAngleRadians - mAnimation->getHeadYaw()) + mAnimation->getHeadYaw();
zAngleRadians *= (1 - direction.z() * direction.z());
xAngleRadians = std::asin(direction.z());
}
const double xLimit = osg::DegreesToRadians(40.0);
const double zLimit = osg::DegreesToRadians(30.0);
double zLimitOffset = mAnimation->getUpperBodyYawRadians();
xAngleRadians = osg::clampBetween(xAngleRadians, -xLimit, xLimit);
zAngleRadians = osg::clampBetween(zAngleRadians, -zLimit + zLimitOffset, zLimit + zLimitOffset);
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);
}
}