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573 lines
21 KiB
C++
573 lines
21 KiB
C++
#include "actoranimation.hpp"
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#include <utility>
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#include <osg/Node>
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#include <osg/Group>
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#include <osg/Vec4f>
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#include <components/esm/loadligh.hpp>
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#include <components/esm/loadcell.hpp>
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#include <components/resource/resourcesystem.hpp>
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#include <components/resource/scenemanager.hpp>
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#include <components/sceneutil/lightmanager.hpp>
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#include <components/sceneutil/lightutil.hpp>
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#include <components/sceneutil/visitor.hpp>
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#include <components/misc/stringops.hpp>
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#include <components/settings/settings.hpp>
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#include <components/vfs/manager.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwworld/ptr.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/cellstore.hpp"
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#include "../mwworld/esmstore.hpp"
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#include "../mwmechanics/actorutil.hpp"
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#include "../mwmechanics/weapontype.hpp"
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#include "vismask.hpp"
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namespace MWRender
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{
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ActorAnimation::ActorAnimation(const MWWorld::Ptr& ptr, osg::ref_ptr<osg::Group> parentNode, Resource::ResourceSystem* resourceSystem)
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: Animation(ptr, parentNode, resourceSystem)
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{
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MWWorld::ContainerStore& store = mPtr.getClass().getContainerStore(mPtr);
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for (MWWorld::ConstContainerStoreIterator iter = store.cbegin(MWWorld::ContainerStore::Type_Light);
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iter != store.cend(); ++iter)
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{
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const ESM::Light* light = iter->get<ESM::Light>()->mBase;
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if (!(light->mData.mFlags & ESM::Light::Carry))
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{
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addHiddenItemLight(*iter, light);
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}
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}
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// Make sure we cleaned object from effects, just in cast if we re-use node
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removeEffects();
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}
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ActorAnimation::~ActorAnimation()
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{
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for (ItemLightMap::iterator iter = mItemLights.begin(); iter != mItemLights.end(); ++iter)
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{
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mInsert->removeChild(iter->second);
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}
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mScabbard.reset();
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mHolsteredShield.reset();
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}
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PartHolderPtr ActorAnimation::attachMesh(const std::string& model, const std::string& bonename, bool enchantedGlow, osg::Vec4f* glowColor)
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{
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osg::Group* parent = getBoneByName(bonename);
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if (!parent)
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return nullptr;
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osg::ref_ptr<osg::Node> instance = mResourceSystem->getSceneManager()->getInstance(model, parent);
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const NodeMap& nodeMap = getNodeMap();
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NodeMap::const_iterator found = nodeMap.find(Misc::StringUtils::lowerCase(bonename));
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if (found == nodeMap.end())
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return PartHolderPtr();
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if (enchantedGlow)
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mGlowUpdater = SceneUtil::addEnchantedGlow(instance, mResourceSystem, *glowColor);
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return PartHolderPtr(new PartHolder(instance));
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}
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std::string ActorAnimation::getShieldMesh(MWWorld::ConstPtr shield) const
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{
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std::string mesh = shield.getClass().getModel(shield);
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const ESM::Armor *armor = shield.get<ESM::Armor>()->mBase;
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const std::vector<ESM::PartReference>& bodyparts = armor->mParts.mParts;
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if (!bodyparts.empty())
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{
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const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
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const MWWorld::Store<ESM::BodyPart> &partStore = store.get<ESM::BodyPart>();
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// Try to get shield model from bodyparts first, with ground model as fallback
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for (const auto& part : bodyparts)
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{
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// Assume all creatures use the male mesh.
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if (part.mPart != ESM::PRT_Shield || part.mMale.empty())
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continue;
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const ESM::BodyPart *bodypart = partStore.search(part.mMale);
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if (bodypart && bodypart->mData.mType == ESM::BodyPart::MT_Armor && !bodypart->mModel.empty())
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{
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mesh = "meshes\\" + bodypart->mModel;
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break;
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}
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}
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}
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if (mesh.empty())
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return mesh;
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std::string holsteredName = mesh;
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holsteredName = holsteredName.replace(holsteredName.size()-4, 4, "_sh.nif");
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if(mResourceSystem->getVFS()->exists(holsteredName))
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{
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osg::ref_ptr<osg::Node> shieldTemplate = mResourceSystem->getSceneManager()->getInstance(holsteredName);
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SceneUtil::FindByNameVisitor findVisitor ("Bip01 Sheath");
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shieldTemplate->accept(findVisitor);
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osg::ref_ptr<osg::Node> sheathNode = findVisitor.mFoundNode;
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if(!sheathNode)
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return std::string();
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}
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return mesh;
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}
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bool ActorAnimation::updateCarriedLeftVisible(const int weaptype) const
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{
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static const bool shieldSheathing = Settings::Manager::getBool("shield sheathing", "Game");
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if (shieldSheathing)
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{
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const MWWorld::Class &cls = mPtr.getClass();
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MWMechanics::CreatureStats &stats = cls.getCreatureStats(mPtr);
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if (cls.hasInventoryStore(mPtr) && weaptype != ESM::Weapon::Spell)
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{
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SceneUtil::FindByNameVisitor findVisitor ("Bip01 AttachShield");
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mObjectRoot->accept(findVisitor);
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if (findVisitor.mFoundNode || (mPtr == MWMechanics::getPlayer() && mPtr.isInCell() && MWBase::Environment::get().getWorld()->isFirstPerson()))
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{
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const MWWorld::InventoryStore& inv = cls.getInventoryStore(mPtr);
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const MWWorld::ConstContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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const MWWorld::ConstContainerStoreIterator shield = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
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if (shield != inv.end() && shield->getTypeName() == typeid(ESM::Armor).name() && !getShieldMesh(*shield).empty())
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{
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if(stats.getDrawState() != MWMechanics::DrawState_Weapon)
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return false;
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if (weapon != inv.end())
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{
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const std::string &type = weapon->getTypeName();
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if(type == typeid(ESM::Weapon).name())
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{
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const MWWorld::LiveCellRef<ESM::Weapon> *ref = weapon->get<ESM::Weapon>();
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ESM::Weapon::Type weaponType = (ESM::Weapon::Type)ref->mBase->mData.mType;
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return !(MWMechanics::getWeaponType(weaponType)->mFlags & ESM::WeaponType::TwoHanded);
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}
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else if (type == typeid(ESM::Lockpick).name() || type == typeid(ESM::Probe).name())
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return true;
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}
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}
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}
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}
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}
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return !(MWMechanics::getWeaponType(weaptype)->mFlags & ESM::WeaponType::TwoHanded);
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}
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void ActorAnimation::updateHolsteredShield(bool showCarriedLeft)
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{
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static const bool shieldSheathing = Settings::Manager::getBool("shield sheathing", "Game");
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if (!shieldSheathing)
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return;
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if (!mPtr.getClass().hasInventoryStore(mPtr))
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return;
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mHolsteredShield.reset();
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if (showCarriedLeft)
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return;
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const MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
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MWWorld::ConstContainerStoreIterator shield = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
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if (shield == inv.end() || shield->getTypeName() != typeid(ESM::Armor).name())
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return;
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// Can not show holdstered shields with two-handed weapons at all
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const MWWorld::ConstContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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if(weapon == inv.end())
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return;
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const std::string &type = weapon->getTypeName();
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if(type == typeid(ESM::Weapon).name())
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{
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const MWWorld::LiveCellRef<ESM::Weapon> *ref = weapon->get<ESM::Weapon>();
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ESM::Weapon::Type weaponType = (ESM::Weapon::Type)ref->mBase->mData.mType;
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if (MWMechanics::getWeaponType(weaponType)->mFlags & ESM::WeaponType::TwoHanded)
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return;
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}
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std::string mesh = getShieldMesh(*shield);
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if (mesh.empty())
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return;
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std::string boneName = "Bip01 AttachShield";
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osg::Vec4f glowColor = shield->getClass().getEnchantmentColor(*shield);
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std::string holsteredName = mesh;
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holsteredName = holsteredName.replace(holsteredName.size()-4, 4, "_sh.nif");
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bool isEnchanted = !shield->getClass().getEnchantment(*shield).empty();
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// If we have no dedicated sheath model, use basic shield model as fallback.
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if (!mResourceSystem->getVFS()->exists(holsteredName))
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mHolsteredShield = attachMesh(mesh, boneName, isEnchanted, &glowColor);
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else
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mHolsteredShield = attachMesh(holsteredName, boneName, isEnchanted, &glowColor);
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if (!mHolsteredShield)
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return;
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SceneUtil::FindByNameVisitor findVisitor ("Bip01 Sheath");
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mHolsteredShield->getNode()->accept(findVisitor);
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osg::Group* shieldNode = findVisitor.mFoundNode;
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// If mesh author declared an empty sheath node, use transformation from this node, but use the common shield mesh.
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// This approach allows to tweak shield position without need to store the whole shield mesh in the _sh file.
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if (shieldNode && !shieldNode->getNumChildren())
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{
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osg::ref_ptr<osg::Node> fallbackNode = mResourceSystem->getSceneManager()->getInstance(mesh, shieldNode);
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if (isEnchanted)
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SceneUtil::addEnchantedGlow(shieldNode, mResourceSystem, glowColor);
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}
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if (mAlpha != 1.f)
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mResourceSystem->getSceneManager()->recreateShaders(mHolsteredShield->getNode());
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}
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bool ActorAnimation::useShieldAnimations() const
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{
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static const bool shieldSheathing = Settings::Manager::getBool("shield sheathing", "Game");
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if (!shieldSheathing)
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return false;
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const MWWorld::Class &cls = mPtr.getClass();
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if (!cls.hasInventoryStore(mPtr))
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return false;
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if (getTextKeyTime("shield: equip attach") < 0 || getTextKeyTime("shield: unequip detach") < 0)
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return false;
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const MWWorld::InventoryStore& inv = cls.getInventoryStore(mPtr);
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const MWWorld::ConstContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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const MWWorld::ConstContainerStoreIterator shield = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
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if (weapon != inv.end() && shield != inv.end() &&
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shield->getTypeName() == typeid(ESM::Armor).name() &&
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!getShieldMesh(*shield).empty())
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{
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const std::string &type = weapon->getTypeName();
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if(type == typeid(ESM::Weapon).name())
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{
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const MWWorld::LiveCellRef<ESM::Weapon> *ref = weapon->get<ESM::Weapon>();
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ESM::Weapon::Type weaponType = (ESM::Weapon::Type)ref->mBase->mData.mType;
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return !(MWMechanics::getWeaponType(weaponType)->mFlags & ESM::WeaponType::TwoHanded);
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}
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else if (type == typeid(ESM::Lockpick).name() || type == typeid(ESM::Probe).name())
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return true;
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}
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return false;
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}
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osg::Group* ActorAnimation::getBoneByName(const std::string& boneName)
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{
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if (!mObjectRoot)
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return nullptr;
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SceneUtil::FindByNameVisitor findVisitor (boneName);
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mObjectRoot->accept(findVisitor);
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return findVisitor.mFoundNode;
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}
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std::string ActorAnimation::getHolsteredWeaponBoneName(const MWWorld::ConstPtr& weapon)
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{
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std::string boneName;
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if(weapon.isEmpty())
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return boneName;
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const std::string &type = weapon.getClass().getTypeName();
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if(type == typeid(ESM::Weapon).name())
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{
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const MWWorld::LiveCellRef<ESM::Weapon> *ref = weapon.get<ESM::Weapon>();
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int weaponType = ref->mBase->mData.mType;
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return MWMechanics::getWeaponType(weaponType)->mSheathingBone;
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}
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return boneName;
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}
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void ActorAnimation::resetControllers(osg::Node* node)
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{
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if (node == nullptr)
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return;
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std::shared_ptr<SceneUtil::ControllerSource> src;
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src.reset(new NullAnimationTime);
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SceneUtil::AssignControllerSourcesVisitor removeVisitor(src);
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node->accept(removeVisitor);
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}
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void ActorAnimation::updateHolsteredWeapon(bool showHolsteredWeapons)
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{
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static const bool weaponSheathing = Settings::Manager::getBool("weapon sheathing", "Game");
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if (!weaponSheathing)
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return;
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if (!mPtr.getClass().hasInventoryStore(mPtr))
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return;
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mScabbard.reset();
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const MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
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MWWorld::ConstContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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if (weapon == inv.end() || weapon->getTypeName() != typeid(ESM::Weapon).name())
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return;
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// Since throwing weapons stack themselves, do not show such weapon itself
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int type = weapon->get<ESM::Weapon>()->mBase->mData.mType;
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if (MWMechanics::getWeaponType(type)->mWeaponClass == ESM::WeaponType::Thrown)
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showHolsteredWeapons = false;
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std::string mesh = weapon->getClass().getModel(*weapon);
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std::string scabbardName = mesh;
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std::string boneName = getHolsteredWeaponBoneName(*weapon);
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if (mesh.empty() || boneName.empty())
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return;
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// If the scabbard is not found, use a weapon mesh as fallback.
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// Note: it is unclear how to handle time for controllers attached to bodyparts, so disable them for now.
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// We use the similar approach for other bodyparts.
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scabbardName = scabbardName.replace(scabbardName.size()-4, 4, "_sh.nif");
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bool isEnchanted = !weapon->getClass().getEnchantment(*weapon).empty();
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if(!mResourceSystem->getVFS()->exists(scabbardName))
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{
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if (showHolsteredWeapons)
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{
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osg::Vec4f glowColor = weapon->getClass().getEnchantmentColor(*weapon);
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mScabbard = attachMesh(mesh, boneName, isEnchanted, &glowColor);
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if (mScabbard)
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resetControllers(mScabbard->getNode());
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}
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return;
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}
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mScabbard = attachMesh(scabbardName, boneName);
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if (mScabbard)
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resetControllers(mScabbard->getNode());
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osg::Group* weaponNode = getBoneByName("Bip01 Weapon");
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if (!weaponNode)
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return;
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// When we draw weapon, hide the Weapon node from sheath model.
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// Otherwise add the enchanted glow to it.
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if (!showHolsteredWeapons)
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{
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weaponNode->setNodeMask(0);
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}
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else
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{
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// If mesh author declared empty weapon node, use transformation from this node, but use the common weapon mesh.
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// This approach allows to tweak weapon position without need to store the whole weapon mesh in the _sh file.
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if (!weaponNode->getNumChildren())
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{
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osg::ref_ptr<osg::Node> fallbackNode = mResourceSystem->getSceneManager()->getInstance(mesh, weaponNode);
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resetControllers(fallbackNode);
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}
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if (isEnchanted)
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{
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osg::Vec4f glowColor = weapon->getClass().getEnchantmentColor(*weapon);
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mGlowUpdater = SceneUtil::addEnchantedGlow(weaponNode, mResourceSystem, glowColor);
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}
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}
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}
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void ActorAnimation::updateQuiver()
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{
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static const bool weaponSheathing = Settings::Manager::getBool("weapon sheathing", "Game");
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if (!weaponSheathing)
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return;
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if (!mPtr.getClass().hasInventoryStore(mPtr))
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return;
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const MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
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MWWorld::ConstContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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if(weapon == inv.end() || weapon->getTypeName() != typeid(ESM::Weapon).name())
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return;
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std::string mesh = weapon->getClass().getModel(*weapon);
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std::string boneName = getHolsteredWeaponBoneName(*weapon);
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if (mesh.empty() || boneName.empty())
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return;
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osg::Group* ammoNode = getBoneByName("Bip01 Ammo");
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if (!ammoNode)
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return;
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// Special case for throwing weapons - they do not use ammo, but they stack themselves
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bool suitableAmmo = false;
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MWWorld::ConstContainerStoreIterator ammo = weapon;
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unsigned int ammoCount = 0;
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int type = weapon->get<ESM::Weapon>()->mBase->mData.mType;
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const auto& weaponType = MWMechanics::getWeaponType(type);
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if (weaponType->mWeaponClass == ESM::WeaponType::Thrown)
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{
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ammoCount = ammo->getRefData().getCount();
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osg::Group* throwingWeaponNode = getBoneByName(weaponType->mAttachBone);
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if (throwingWeaponNode && throwingWeaponNode->getNumChildren())
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ammoCount--;
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suitableAmmo = true;
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}
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else
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{
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ammo = inv.getSlot(MWWorld::InventoryStore::Slot_Ammunition);
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if (ammo == inv.end())
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return;
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ammoCount = ammo->getRefData().getCount();
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bool arrowAttached = isArrowAttached();
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if (arrowAttached)
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ammoCount--;
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suitableAmmo = ammo->get<ESM::Weapon>()->mBase->mData.mType == weaponType->mAmmoType;
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}
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if (!suitableAmmo)
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return;
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// We should not show more ammo than equipped and more than quiver mesh has
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ammoCount = std::min(ammoCount, ammoNode->getNumChildren());
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// Remove existing ammo nodes
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for (unsigned int i=0; i<ammoNode->getNumChildren(); ++i)
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{
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osg::ref_ptr<osg::Group> arrowNode = ammoNode->getChild(i)->asGroup();
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if (!arrowNode->getNumChildren())
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continue;
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osg::ref_ptr<osg::Node> arrowChildNode = arrowNode->getChild(0);
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arrowNode->removeChild(arrowChildNode);
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}
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// Add new ones
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osg::Vec4f glowColor = ammo->getClass().getEnchantmentColor(*ammo);
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std::string model = ammo->getClass().getModel(*ammo);
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for (unsigned int i=0; i<ammoCount; ++i)
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{
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osg::ref_ptr<osg::Group> arrowNode = ammoNode->getChild(i)->asGroup();
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osg::ref_ptr<osg::Node> arrow = mResourceSystem->getSceneManager()->getInstance(model, arrowNode);
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|
if (!ammo->getClass().getEnchantment(*ammo).empty())
|
|
mGlowUpdater = SceneUtil::addEnchantedGlow(arrow, mResourceSystem, glowColor);
|
|
}
|
|
}
|
|
|
|
void ActorAnimation::itemAdded(const MWWorld::ConstPtr& item, int /*count*/)
|
|
{
|
|
if (item.getTypeName() == typeid(ESM::Light).name())
|
|
{
|
|
const ESM::Light* light = item.get<ESM::Light>()->mBase;
|
|
if (!(light->mData.mFlags & ESM::Light::Carry))
|
|
{
|
|
addHiddenItemLight(item, light);
|
|
}
|
|
}
|
|
|
|
if (!mPtr.getClass().hasInventoryStore(mPtr))
|
|
return;
|
|
|
|
// If the count of equipped ammo or throwing weapon was changed, we should update quiver
|
|
const MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
|
|
MWWorld::ConstContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
|
|
if(weapon == inv.end() || weapon->getTypeName() != typeid(ESM::Weapon).name())
|
|
return;
|
|
|
|
MWWorld::ConstContainerStoreIterator ammo = inv.end();
|
|
int type = weapon->get<ESM::Weapon>()->mBase->mData.mType;
|
|
if (MWMechanics::getWeaponType(type)->mWeaponClass == ESM::WeaponType::Thrown)
|
|
ammo = weapon;
|
|
else
|
|
ammo = inv.getSlot(MWWorld::InventoryStore::Slot_Ammunition);
|
|
|
|
if(ammo != inv.end() && item.getCellRef().getRefId() == ammo->getCellRef().getRefId())
|
|
updateQuiver();
|
|
}
|
|
|
|
void ActorAnimation::itemRemoved(const MWWorld::ConstPtr& item, int /*count*/)
|
|
{
|
|
if (item.getTypeName() == typeid(ESM::Light).name())
|
|
{
|
|
ItemLightMap::iterator iter = mItemLights.find(item);
|
|
if (iter != mItemLights.end())
|
|
{
|
|
if (!item.getRefData().getCount())
|
|
{
|
|
removeHiddenItemLight(item);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!mPtr.getClass().hasInventoryStore(mPtr))
|
|
return;
|
|
|
|
// If the count of equipped ammo or throwing weapon was changed, we should update quiver
|
|
const MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
|
|
MWWorld::ConstContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
|
|
if(weapon == inv.end() || weapon->getTypeName() != typeid(ESM::Weapon).name())
|
|
return;
|
|
|
|
MWWorld::ConstContainerStoreIterator ammo = inv.end();
|
|
int type = weapon->get<ESM::Weapon>()->mBase->mData.mType;
|
|
if (MWMechanics::getWeaponType(type)->mWeaponClass == ESM::WeaponType::Thrown)
|
|
ammo = weapon;
|
|
else
|
|
ammo = inv.getSlot(MWWorld::InventoryStore::Slot_Ammunition);
|
|
|
|
if(ammo != inv.end() && item.getCellRef().getRefId() == ammo->getCellRef().getRefId())
|
|
updateQuiver();
|
|
}
|
|
|
|
void ActorAnimation::addHiddenItemLight(const MWWorld::ConstPtr& item, const ESM::Light* esmLight)
|
|
{
|
|
if (mItemLights.find(item) != mItemLights.end())
|
|
return;
|
|
|
|
bool exterior = mPtr.isInCell() && mPtr.getCell()->getCell()->isExterior();
|
|
|
|
osg::Vec4f ambient(1,1,1,1);
|
|
osg::ref_ptr<SceneUtil::LightSource> lightSource = SceneUtil::createLightSource(esmLight, Mask_Lighting, exterior, ambient);
|
|
|
|
mInsert->addChild(lightSource);
|
|
|
|
if (mLightListCallback && mPtr == MWMechanics::getPlayer())
|
|
mLightListCallback->getIgnoredLightSources().insert(lightSource.get());
|
|
|
|
mItemLights.insert(std::make_pair(item, lightSource));
|
|
}
|
|
|
|
void ActorAnimation::removeHiddenItemLight(const MWWorld::ConstPtr& item)
|
|
{
|
|
ItemLightMap::iterator iter = mItemLights.find(item);
|
|
if (iter == mItemLights.end())
|
|
return;
|
|
|
|
if (mLightListCallback && mPtr == MWMechanics::getPlayer())
|
|
{
|
|
std::set<SceneUtil::LightSource*>::iterator ignoredIter = mLightListCallback->getIgnoredLightSources().find(iter->second.get());
|
|
if (ignoredIter != mLightListCallback->getIgnoredLightSources().end())
|
|
mLightListCallback->getIgnoredLightSources().erase(ignoredIter);
|
|
}
|
|
|
|
mInsert->removeChild(iter->second);
|
|
mItemLights.erase(iter);
|
|
}
|
|
|
|
}
|