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			169 lines
		
	
	
	
		
			6.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			169 lines
		
	
	
	
		
			6.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "weaponanimation.hpp"
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#include <OgreEntity.h>
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#include <OgreBone.h>
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#include <OgreSceneNode.h>
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#include <OgreSkeletonInstance.h>
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#include "../mwbase/world.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwworld/inventorystore.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/esmstore.hpp"
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#include "../mwmechanics/creaturestats.hpp"
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#include "animation.hpp"
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namespace MWRender
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{
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float WeaponAnimationTime::getValue() const
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{
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    if (mWeaponGroup.empty())
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        return 0;
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    float current = mAnimation->getCurrentTime(mWeaponGroup);
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    if (current == -1)
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        return 0;
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    return current - mStartTime;
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}
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void WeaponAnimationTime::setGroup(const std::string &group)
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{
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    mWeaponGroup = group;
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    mStartTime = mAnimation->getStartTime(mWeaponGroup);
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}
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void WeaponAnimationTime::updateStartTime()
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{
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    setGroup(mWeaponGroup);
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}
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void WeaponAnimation::attachArrow(MWWorld::Ptr actor)
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{
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    MWWorld::InventoryStore& inv = actor.getClass().getInventoryStore(actor);
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    MWWorld::ContainerStoreIterator weaponSlot = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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    if (weaponSlot != inv.end() && weaponSlot->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::MarksmanThrown)
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        showWeapon(true);
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    else
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    {
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        NifOgre::ObjectScenePtr weapon = getWeapon();
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        MWWorld::ContainerStoreIterator ammo = inv.getSlot(MWWorld::InventoryStore::Slot_Ammunition);
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        if (ammo == inv.end())
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            return;
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        std::string model = ammo->getClass().getModel(*ammo);
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        mAmmunition = NifOgre::Loader::createObjects(weapon->mSkelBase, "ArrowBone", weapon->mSkelBase->getParentSceneNode(), model);
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        configureAddedObject(mAmmunition, *ammo, MWWorld::InventoryStore::Slot_Ammunition);
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    }
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}
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void WeaponAnimation::releaseArrow(MWWorld::Ptr actor)
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{
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    MWWorld::InventoryStore& inv = actor.getClass().getInventoryStore(actor);
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    MWWorld::ContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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    if (weapon == inv.end())
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        return;
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    // The orientation of the launched projectile. Always the same as the actor orientation, even if the ArrowBone's orientation dictates otherwise.
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    Ogre::Quaternion orient = Ogre::Quaternion(Ogre::Radian(actor.getRefData().getPosition().rot[2]), Ogre::Vector3::NEGATIVE_UNIT_Z) *
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            Ogre::Quaternion(Ogre::Radian(actor.getRefData().getPosition().rot[0]), Ogre::Vector3::NEGATIVE_UNIT_X);
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    const MWWorld::Store<ESM::GameSetting> &gmst =
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        MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
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    // Reduce fatigue
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    // somewhat of a guess, but using the weapon weight makes sense
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    const float fFatigueAttackBase = gmst.find("fFatigueAttackBase")->getFloat();
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    const float fFatigueAttackMult = gmst.find("fFatigueAttackMult")->getFloat();
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    const float fWeaponFatigueMult = gmst.find("fWeaponFatigueMult")->getFloat();
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    MWMechanics::CreatureStats& attackerStats = actor.getClass().getCreatureStats(actor);
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    MWMechanics::DynamicStat<float> fatigue = attackerStats.getFatigue();
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    const float normalizedEncumbrance = actor.getClass().getEncumbrance(actor) / actor.getClass().getCapacity(actor);
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    float fatigueLoss = fFatigueAttackBase + normalizedEncumbrance * fFatigueAttackMult;
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    if (!weapon->isEmpty())
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        fatigueLoss += weapon->getClass().getWeight(*weapon) * attackerStats.getAttackStrength() * fWeaponFatigueMult;
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    fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss);
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    attackerStats.setFatigue(fatigue);
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    if (weapon->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::MarksmanThrown)
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    {
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        // Thrown weapons get detached now
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        NifOgre::ObjectScenePtr objects = getWeapon();
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        Ogre::Vector3 launchPos(0,0,0);
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        if (objects->mSkelBase)
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        {
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            launchPos = objects->mSkelBase->getParentNode()->_getDerivedPosition();
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        }
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        else if (objects->mEntities.size())
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        {
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            objects->mEntities[0]->getParentNode()->needUpdate(true);
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            launchPos = objects->mEntities[0]->getParentNode()->_getDerivedPosition();
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        }
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        float fThrownWeaponMinSpeed = gmst.find("fThrownWeaponMinSpeed")->getFloat();
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        float fThrownWeaponMaxSpeed = gmst.find("fThrownWeaponMaxSpeed")->getFloat();
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        float speed = fThrownWeaponMinSpeed + (fThrownWeaponMaxSpeed - fThrownWeaponMinSpeed) *
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                actor.getClass().getCreatureStats(actor).getAttackStrength();
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        MWBase::Environment::get().getWorld()->launchProjectile(actor, *weapon, launchPos, orient, *weapon, speed);
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        showWeapon(false);
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        inv.remove(*weapon, 1, actor);
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    }
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    else
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    {
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        // With bows and crossbows only the used arrow/bolt gets detached
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        MWWorld::ContainerStoreIterator ammo = inv.getSlot(MWWorld::InventoryStore::Slot_Ammunition);
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        if (ammo == inv.end())
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            return;
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        Ogre::Vector3 launchPos(0,0,0);
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        if (mAmmunition->mSkelBase)
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        {
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            launchPos = mAmmunition->mSkelBase->getParentNode()->_getDerivedPosition();
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        }
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        else if (mAmmunition->mEntities.size())
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        {
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            mAmmunition->mEntities[0]->getParentNode()->needUpdate(true);
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            launchPos = mAmmunition->mEntities[0]->getParentNode()->_getDerivedPosition();
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        }
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        float fProjectileMinSpeed = gmst.find("fProjectileMinSpeed")->getFloat();
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        float fProjectileMaxSpeed = gmst.find("fProjectileMaxSpeed")->getFloat();
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        float speed = fProjectileMinSpeed + (fProjectileMaxSpeed - fProjectileMinSpeed) * actor.getClass().getCreatureStats(actor).getAttackStrength();
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        MWBase::Environment::get().getWorld()->launchProjectile(actor, *ammo, launchPos, orient, *weapon, speed);
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        inv.remove(*ammo, 1, actor);
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        mAmmunition.setNull();
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    }
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}
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void WeaponAnimation::pitchSkeleton(float xrot, Ogre::SkeletonInstance* skel)
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{
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    if (mPitchFactor == 0)
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        return;
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    float pitch = xrot * mPitchFactor;
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    Ogre::Node *node;
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    // In spherearcher.nif, we have spine, not Spine. Not sure if all bone names should be case insensitive?
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    if (skel->hasBone("Bip01 spine2"))
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        node = skel->getBone("Bip01 spine2");
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    else
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        node = skel->getBone("Bip01 Spine2");
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    node->pitch(Ogre::Radian(-pitch/2), Ogre::Node::TS_WORLD);
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    if (skel->hasBone("Bip01 spine1")) // in spherearcher.nif
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        node = skel->getBone("Bip01 spine1");
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    else
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        node = skel->getBone("Bip01 Spine1");
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    node->pitch(Ogre::Radian(-pitch/2), Ogre::Node::TS_WORLD);
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}
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}
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