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			955 lines
		
	
	
	
		
			36 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			955 lines
		
	
	
	
		
			36 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "npcanimation.hpp"
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#include <OgreSceneManager.h>
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#include <OgreEntity.h>
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#include <OgreParticleSystem.h>
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#include <OgreSubEntity.h>
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#include <OgreSkeleton.h>
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#include <OgreSkeletonInstance.h>
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#include <OgreSceneNode.h>
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#include <OgreBone.h>
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#include <OgreTechnique.h>
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#include <extern/shiny/Main/Factory.hpp>
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#include "../mwworld/esmstore.hpp"
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#include "../mwworld/inventorystore.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwmechanics/npcstats.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwbase/soundmanager.hpp"
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#include "renderconst.hpp"
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#include "camera.hpp"
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namespace
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{
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std::string getVampireHead(const std::string& race, bool female)
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{
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    static std::map <std::pair<std::string,int>, const ESM::BodyPart* > sVampireMapping;
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    std::pair<std::string, int> thisCombination = std::make_pair(race, int(female));
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    if (sVampireMapping.find(thisCombination) == sVampireMapping.end())
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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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        for(MWWorld::Store<ESM::BodyPart>::iterator it = partStore.begin(); it != partStore.end(); ++it)
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        {
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            const ESM::BodyPart& bodypart = *it;
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            if (!bodypart.mData.mVampire)
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                continue;
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            if (bodypart.mData.mType != ESM::BodyPart::MT_Skin)
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                continue;
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            if (bodypart.mData.mPart != ESM::BodyPart::MP_Head)
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                continue;
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            if (female != (bodypart.mData.mFlags & ESM::BodyPart::BPF_Female))
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                continue;
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            if (!Misc::StringUtils::ciEqual(bodypart.mRace, race))
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                continue;
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            sVampireMapping[thisCombination] = &*it;
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        }
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    }
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    assert(sVampireMapping[thisCombination]);
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    return "meshes\\" + sVampireMapping[thisCombination]->mModel;
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}
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}
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namespace MWRender
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{
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HeadAnimationTime::HeadAnimationTime(MWWorld::Ptr reference)
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    : mReference(reference), mTalkStart(0), mTalkStop(0), mBlinkStart(0), mBlinkStop(0), mValue(0), mEnabled(true)
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{
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    resetBlinkTimer();
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}
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void HeadAnimationTime::setEnabled(bool enabled)
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{
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    mEnabled = enabled;
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}
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void HeadAnimationTime::resetBlinkTimer()
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{
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    mBlinkTimer = -(2 + (std::rand() / double(RAND_MAX*1.0)) * 6);
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}
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void HeadAnimationTime::update(float dt)
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{
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    if (!mEnabled)
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        return;
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    if (MWBase::Environment::get().getSoundManager()->sayDone(mReference))
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    {
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        mBlinkTimer += dt;
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        float duration = mBlinkStop - mBlinkStart;
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        if (mBlinkTimer >= 0 && mBlinkTimer <= duration)
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        {
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            mValue = mBlinkStart + mBlinkTimer;
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        }
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        else
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            mValue = mBlinkStop;
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        if (mBlinkTimer > duration)
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            resetBlinkTimer();
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    }
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    else
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    {
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        mValue = mTalkStart +
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            (mTalkStop - mTalkStart) *
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            std::min(1.f, MWBase::Environment::get().getSoundManager()->getSaySoundLoudness(mReference)*2); // Rescale a bit (most voices are not very loud)
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    }
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}
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float HeadAnimationTime::getValue() const
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{
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    return mValue;
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}
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void HeadAnimationTime::setTalkStart(float value)
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{
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    mTalkStart = value;
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}
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void HeadAnimationTime::setTalkStop(float value)
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{
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    mTalkStop = value;
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}
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void HeadAnimationTime::setBlinkStart(float value)
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{
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    mBlinkStart = value;
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}
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void HeadAnimationTime::setBlinkStop(float value)
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{
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    mBlinkStop = value;
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}
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static NpcAnimation::PartBoneMap createPartListMap()
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{
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    NpcAnimation::PartBoneMap result;
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    result.insert(std::make_pair(ESM::PRT_Head, "Head"));
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    result.insert(std::make_pair(ESM::PRT_Hair, "Head"));
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    result.insert(std::make_pair(ESM::PRT_Neck, "Neck"));
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    result.insert(std::make_pair(ESM::PRT_Cuirass, "Chest"));
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    result.insert(std::make_pair(ESM::PRT_Groin, "Groin"));
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    result.insert(std::make_pair(ESM::PRT_Skirt, "Groin"));
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    result.insert(std::make_pair(ESM::PRT_RHand, "Right Hand"));
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    result.insert(std::make_pair(ESM::PRT_LHand, "Left Hand"));
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    result.insert(std::make_pair(ESM::PRT_RWrist, "Right Wrist"));
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    result.insert(std::make_pair(ESM::PRT_LWrist, "Left Wrist"));
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    result.insert(std::make_pair(ESM::PRT_Shield, "Shield Bone"));
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    result.insert(std::make_pair(ESM::PRT_RForearm, "Right Forearm"));
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    result.insert(std::make_pair(ESM::PRT_LForearm, "Left Forearm"));
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    result.insert(std::make_pair(ESM::PRT_RUpperarm, "Right Upper Arm"));
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    result.insert(std::make_pair(ESM::PRT_LUpperarm, "Left Upper Arm"));
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    result.insert(std::make_pair(ESM::PRT_RFoot, "Right Foot"));
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    result.insert(std::make_pair(ESM::PRT_LFoot, "Left Foot"));
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    result.insert(std::make_pair(ESM::PRT_RAnkle, "Right Ankle"));
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    result.insert(std::make_pair(ESM::PRT_LAnkle, "Left Ankle"));
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    result.insert(std::make_pair(ESM::PRT_RKnee, "Right Knee"));
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    result.insert(std::make_pair(ESM::PRT_LKnee, "Left Knee"));
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    result.insert(std::make_pair(ESM::PRT_RLeg, "Right Upper Leg"));
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    result.insert(std::make_pair(ESM::PRT_LLeg, "Left Upper Leg"));
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    result.insert(std::make_pair(ESM::PRT_RPauldron, "Right Clavicle"));
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    result.insert(std::make_pair(ESM::PRT_LPauldron, "Left Clavicle"));
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    result.insert(std::make_pair(ESM::PRT_Weapon, "Weapon Bone"));
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    result.insert(std::make_pair(ESM::PRT_Tail, "Tail"));
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    return result;
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}
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const NpcAnimation::PartBoneMap NpcAnimation::sPartList = createPartListMap();
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NpcAnimation::~NpcAnimation()
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{
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    if (!mListenerDisabled)
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        mPtr.getClass().getInventoryStore(mPtr).setListener(NULL, mPtr);
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}
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NpcAnimation::NpcAnimation(const MWWorld::Ptr& ptr, Ogre::SceneNode* node, int visibilityFlags, bool disableListener, bool disableSounds, ViewMode viewMode)
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  : Animation(ptr, node),
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    mVisibilityFlags(visibilityFlags),
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    mListenerDisabled(disableListener),
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    mViewMode(viewMode),
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    mShowWeapons(false),
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    mShowCarriedLeft(true),
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    mFirstPersonOffset(0.f, 0.f, 0.f),
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    mAlpha(1.f),
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    mNpcType(Type_Normal),
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    mSoundsDisabled(disableSounds)
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{
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    mNpc = mPtr.get<ESM::NPC>()->mBase;
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    mHeadAnimationTime = Ogre::SharedPtr<HeadAnimationTime>(new HeadAnimationTime(mPtr));
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    mWeaponAnimationTime = Ogre::SharedPtr<WeaponAnimationTime>(new WeaponAnimationTime(this));
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    for(size_t i = 0;i < ESM::PRT_Count;i++)
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    {
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        mPartslots[i] = -1;  //each slot is empty
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        mPartPriorities[i] = 0;
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    }
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    updateNpcBase();
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    if (!disableListener)
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        mPtr.getClass().getInventoryStore(mPtr).setListener(this, mPtr);
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}
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void NpcAnimation::setViewMode(NpcAnimation::ViewMode viewMode)
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{
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    assert(viewMode != VM_HeadOnly);
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    if(mViewMode == viewMode) 
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        return;
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    mViewMode = viewMode;
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    rebuild();
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}
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void NpcAnimation::rebuild()
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{
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    updateNpcBase();
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    MWBase::Environment::get().getMechanicsManager()->forceStateUpdate(mPtr);
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}
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void NpcAnimation::updateNpcBase()
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{
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    clearAnimSources();
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    const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
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    const ESM::Race *race = store.get<ESM::Race>().find(mNpc->mRace);
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    bool isWerewolf = (mNpcType == Type_Werewolf);
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    bool isVampire = (mNpcType == Type_Vampire);
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    if (isWerewolf)
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    {
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        mHeadModel = "meshes\\" + store.get<ESM::BodyPart>().find("WerewolfHead")->mModel;
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        mHairModel = "meshes\\" + store.get<ESM::BodyPart>().find("WerewolfHair")->mModel;
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    }
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    else
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    {
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        if (isVampire)
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            mHeadModel = getVampireHead(mNpc->mRace, mNpc->mFlags & ESM::NPC::Female);
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        else
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            mHeadModel = "meshes\\" + store.get<ESM::BodyPart>().find(mNpc->mHead)->mModel;
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        mHairModel = "meshes\\" + store.get<ESM::BodyPart>().find(mNpc->mHair)->mModel;
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    }
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    bool isBeast = (race->mData.mFlags & ESM::Race::Beast) != 0;
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    std::string smodel = (mViewMode != VM_FirstPerson) ?
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                         (!isWerewolf ? !isBeast ? "meshes\\base_anim.nif"
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                                                 : "meshes\\base_animkna.nif"
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                                      : "meshes\\wolf\\skin.nif") :
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                         (!isWerewolf ? !isBeast ? "meshes\\base_anim.1st.nif"
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                                                 : "meshes\\base_animkna.1st.nif"
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                                      : "meshes\\wolf\\skin.1st.nif");
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    setObjectRoot(smodel, true);
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    if(mViewMode != VM_FirstPerson)
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    {
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        addAnimSource(smodel);
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        if(!isWerewolf)
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        {
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            if(Misc::StringUtils::lowerCase(mNpc->mRace).find("argonian") != std::string::npos)
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                addAnimSource("meshes\\argonian_swimkna.nif");
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            else if(!mNpc->isMale() && !isBeast)
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                addAnimSource("meshes\\base_anim_female.nif");
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            if(mNpc->mModel.length() > 0)
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                addAnimSource("meshes\\"+mNpc->mModel);
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        }
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    }
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    else
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    {
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        if(isWerewolf)
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            addAnimSource(smodel);
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        else
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        {
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            /* A bit counter-intuitive, but unlike third-person anims, it seems
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             * beast races get both base_anim.1st.nif and base_animkna.1st.nif.
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             */
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            addAnimSource("meshes\\base_anim.1st.nif");
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            if(isBeast)
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                addAnimSource("meshes\\base_animkna.1st.nif");
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            if(!mNpc->isMale() && !isBeast)
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                addAnimSource("meshes\\base_anim_female.1st.nif");
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        }
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    }
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    for(size_t i = 0;i < ESM::PRT_Count;i++)
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        removeIndividualPart((ESM::PartReferenceType)i);
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    updateParts();
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    mWeaponAnimationTime->updateStartTime();
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}
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void NpcAnimation::updateParts()
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{    
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    mAlpha = 1.f;
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    const MWWorld::Class &cls = mPtr.getClass();
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    NpcType curType = Type_Normal;
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    if (cls.getCreatureStats(mPtr).getMagicEffects().get(ESM::MagicEffect::Vampirism).getMagnitude() > 0)
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        curType = Type_Vampire;
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    if (cls.getNpcStats(mPtr).isWerewolf())
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        curType = Type_Werewolf;
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    if (curType != mNpcType)
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    {
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        mNpcType = curType;
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        rebuild();
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        return;
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    }
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    static const struct {
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        int mSlot;
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        int mBasePriority;
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    } slotlist[] = {
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        // FIXME: Priority is based on the number of reserved slots. There should be a better way.
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        { MWWorld::InventoryStore::Slot_Robe,         12 },
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        { MWWorld::InventoryStore::Slot_Skirt,         3 },
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        { MWWorld::InventoryStore::Slot_Helmet,        0 },
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        { MWWorld::InventoryStore::Slot_Cuirass,       0 },
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        { MWWorld::InventoryStore::Slot_Greaves,       0 },
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        { MWWorld::InventoryStore::Slot_LeftPauldron,  0 },
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        { MWWorld::InventoryStore::Slot_RightPauldron, 0 },
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        { MWWorld::InventoryStore::Slot_Boots,         0 },
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        { MWWorld::InventoryStore::Slot_LeftGauntlet,  0 },
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        { MWWorld::InventoryStore::Slot_RightGauntlet, 0 },
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        { MWWorld::InventoryStore::Slot_Shirt,         0 },
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        { MWWorld::InventoryStore::Slot_Pants,         0 },
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        { MWWorld::InventoryStore::Slot_CarriedLeft,   0 },
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        { MWWorld::InventoryStore::Slot_CarriedRight,  0 }
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    };
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    static const size_t slotlistsize = sizeof(slotlist)/sizeof(slotlist[0]);
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    MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
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    for(size_t i = 0;i < slotlistsize && mViewMode != VM_HeadOnly;i++)
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    {
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        MWWorld::ContainerStoreIterator store = inv.getSlot(slotlist[i].mSlot);
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        removePartGroup(slotlist[i].mSlot);
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        if(store == inv.end())
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            continue;
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        if(slotlist[i].mSlot == MWWorld::InventoryStore::Slot_Helmet)
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            removeIndividualPart(ESM::PRT_Hair);
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        int prio = 1;
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        bool enchantedGlow = !store->getClass().getEnchantment(*store).empty();
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        Ogre::Vector3 glowColor = getEnchantmentColor(*store);
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        if(store->getTypeName() == typeid(ESM::Clothing).name())
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        {
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            prio = ((slotlist[i].mBasePriority+1)<<1) + 0;
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            const ESM::Clothing *clothes = store->get<ESM::Clothing>()->mBase;
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            addPartGroup(slotlist[i].mSlot, prio, clothes->mParts.mParts, enchantedGlow, &glowColor);
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        }
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        else if(store->getTypeName() == typeid(ESM::Armor).name())
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        {
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            prio = ((slotlist[i].mBasePriority+1)<<1) + 1;
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            const ESM::Armor *armor = store->get<ESM::Armor>()->mBase;
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            addPartGroup(slotlist[i].mSlot, prio, armor->mParts.mParts, enchantedGlow, &glowColor);
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        }
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        if(slotlist[i].mSlot == MWWorld::InventoryStore::Slot_Robe)
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        {
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            ESM::PartReferenceType parts[] = {
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                ESM::PRT_Groin, ESM::PRT_Skirt, ESM::PRT_RLeg, ESM::PRT_LLeg,
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                ESM::PRT_RUpperarm, ESM::PRT_LUpperarm, ESM::PRT_RKnee, ESM::PRT_LKnee,
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                ESM::PRT_RForearm, ESM::PRT_LForearm
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            };
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            size_t parts_size = sizeof(parts)/sizeof(parts[0]);
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            for(size_t p = 0;p < parts_size;++p)
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                reserveIndividualPart(parts[p], slotlist[i].mSlot, prio);
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        }
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        else if(slotlist[i].mSlot == MWWorld::InventoryStore::Slot_Skirt)
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        {
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            reserveIndividualPart(ESM::PRT_Groin, slotlist[i].mSlot, prio);
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            reserveIndividualPart(ESM::PRT_RLeg, slotlist[i].mSlot, prio);
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            reserveIndividualPart(ESM::PRT_LLeg, slotlist[i].mSlot, prio);
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        }
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    }
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    if(mViewMode != VM_FirstPerson)
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    {
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        if(mPartPriorities[ESM::PRT_Head] < 1)
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            addOrReplaceIndividualPart(ESM::PRT_Head, -1,1, mHeadModel);
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        if(mPartPriorities[ESM::PRT_Hair] < 1 && mPartPriorities[ESM::PRT_Head] <= 1)
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            addOrReplaceIndividualPart(ESM::PRT_Hair, -1,1, mHairModel);
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    }
 | 
						|
    if(mViewMode == VM_HeadOnly)
 | 
						|
        return;
 | 
						|
 | 
						|
    if(mPartPriorities[ESM::PRT_Shield] < 1)
 | 
						|
    {
 | 
						|
        MWWorld::ContainerStoreIterator store = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
 | 
						|
        MWWorld::Ptr part;
 | 
						|
        if(store != inv.end() && (part=*store).getTypeName() == typeid(ESM::Light).name())
 | 
						|
        {
 | 
						|
            const ESM::Light *light = part.get<ESM::Light>()->mBase;
 | 
						|
            addOrReplaceIndividualPart(ESM::PRT_Shield, MWWorld::InventoryStore::Slot_CarriedLeft,
 | 
						|
                                       1, "meshes\\"+light->mModel);
 | 
						|
            addExtraLight(mInsert->getCreator(), mObjectParts[ESM::PRT_Shield], light);
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    showWeapons(mShowWeapons);
 | 
						|
    showCarriedLeft(mShowCarriedLeft);
 | 
						|
 | 
						|
    // Remember body parts so we only have to search through the store once for each race/gender/viewmode combination
 | 
						|
    static std::map< std::pair<std::string,int>,std::vector<const ESM::BodyPart*> > sRaceMapping;
 | 
						|
 | 
						|
    bool isWerewolf = (mNpcType == Type_Werewolf);
 | 
						|
    int flags = (isWerewolf ? -1 : 0);
 | 
						|
    if(!mNpc->isMale())
 | 
						|
    {
 | 
						|
        static const int Flag_Female      = 1<<0;
 | 
						|
        flags |= Flag_Female;
 | 
						|
    }
 | 
						|
    if(mViewMode == VM_FirstPerson)
 | 
						|
    {
 | 
						|
        static const int Flag_FirstPerson = 1<<1;
 | 
						|
        flags |= Flag_FirstPerson;
 | 
						|
    }
 | 
						|
 | 
						|
    std::string race = (isWerewolf ? "werewolf" : Misc::StringUtils::lowerCase(mNpc->mRace));
 | 
						|
    std::pair<std::string, int> thisCombination = std::make_pair(race, flags);
 | 
						|
    if (sRaceMapping.find(thisCombination) == sRaceMapping.end())
 | 
						|
    {
 | 
						|
        typedef std::multimap<ESM::BodyPart::MeshPart,ESM::PartReferenceType> BodyPartMapType;
 | 
						|
        static BodyPartMapType sBodyPartMap;
 | 
						|
        if(sBodyPartMap.empty())
 | 
						|
        {
 | 
						|
            sBodyPartMap.insert(std::make_pair(ESM::BodyPart::MP_Neck, ESM::PRT_Neck));
 | 
						|
            sBodyPartMap.insert(std::make_pair(ESM::BodyPart::MP_Chest, ESM::PRT_Cuirass));
 | 
						|
            sBodyPartMap.insert(std::make_pair(ESM::BodyPart::MP_Groin, ESM::PRT_Groin));
 | 
						|
            sBodyPartMap.insert(std::make_pair(ESM::BodyPart::MP_Hand, ESM::PRT_RHand));
 | 
						|
            sBodyPartMap.insert(std::make_pair(ESM::BodyPart::MP_Hand, ESM::PRT_LHand));
 | 
						|
            sBodyPartMap.insert(std::make_pair(ESM::BodyPart::MP_Wrist, ESM::PRT_RWrist));
 | 
						|
            sBodyPartMap.insert(std::make_pair(ESM::BodyPart::MP_Wrist, ESM::PRT_LWrist));
 | 
						|
            sBodyPartMap.insert(std::make_pair(ESM::BodyPart::MP_Forearm, ESM::PRT_RForearm));
 | 
						|
            sBodyPartMap.insert(std::make_pair(ESM::BodyPart::MP_Forearm, ESM::PRT_LForearm));
 | 
						|
            sBodyPartMap.insert(std::make_pair(ESM::BodyPart::MP_Upperarm, ESM::PRT_RUpperarm));
 | 
						|
            sBodyPartMap.insert(std::make_pair(ESM::BodyPart::MP_Upperarm, ESM::PRT_LUpperarm));
 | 
						|
            sBodyPartMap.insert(std::make_pair(ESM::BodyPart::MP_Foot, ESM::PRT_RFoot));
 | 
						|
            sBodyPartMap.insert(std::make_pair(ESM::BodyPart::MP_Foot, ESM::PRT_LFoot));
 | 
						|
            sBodyPartMap.insert(std::make_pair(ESM::BodyPart::MP_Ankle, ESM::PRT_RAnkle));
 | 
						|
            sBodyPartMap.insert(std::make_pair(ESM::BodyPart::MP_Ankle, ESM::PRT_LAnkle));
 | 
						|
            sBodyPartMap.insert(std::make_pair(ESM::BodyPart::MP_Knee, ESM::PRT_RKnee));
 | 
						|
            sBodyPartMap.insert(std::make_pair(ESM::BodyPart::MP_Knee, ESM::PRT_LKnee));
 | 
						|
            sBodyPartMap.insert(std::make_pair(ESM::BodyPart::MP_Upperleg, ESM::PRT_RLeg));
 | 
						|
            sBodyPartMap.insert(std::make_pair(ESM::BodyPart::MP_Upperleg, ESM::PRT_LLeg));
 | 
						|
            sBodyPartMap.insert(std::make_pair(ESM::BodyPart::MP_Tail, ESM::PRT_Tail));
 | 
						|
        }
 | 
						|
 | 
						|
        std::vector<const ESM::BodyPart*> &parts = sRaceMapping[thisCombination];
 | 
						|
        parts.resize(ESM::PRT_Count, NULL);
 | 
						|
 | 
						|
        const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
 | 
						|
        const MWWorld::Store<ESM::BodyPart> &partStore = store.get<ESM::BodyPart>();
 | 
						|
        for(MWWorld::Store<ESM::BodyPart>::iterator it = partStore.begin(); it != partStore.end(); ++it)
 | 
						|
        {
 | 
						|
            if(isWerewolf)
 | 
						|
                break;
 | 
						|
            const ESM::BodyPart& bodypart = *it;
 | 
						|
            if (bodypart.mData.mFlags & ESM::BodyPart::BPF_NotPlayable)
 | 
						|
                continue;
 | 
						|
            if (bodypart.mData.mType != ESM::BodyPart::MT_Skin)
 | 
						|
                continue;
 | 
						|
 | 
						|
            if (!Misc::StringUtils::ciEqual(bodypart.mRace, mNpc->mRace))
 | 
						|
                continue;
 | 
						|
 | 
						|
            bool firstPerson = (bodypart.mId.size() >= 3)
 | 
						|
                    && bodypart.mId[bodypart.mId.size()-3] == '1'
 | 
						|
                    && bodypart.mId[bodypart.mId.size()-2] == 's'
 | 
						|
                    && bodypart.mId[bodypart.mId.size()-1] == 't';
 | 
						|
            if(firstPerson != (mViewMode == VM_FirstPerson))
 | 
						|
            {
 | 
						|
                if(mViewMode == VM_FirstPerson && (bodypart.mData.mPart == ESM::BodyPart::MP_Hand ||
 | 
						|
                                                   bodypart.mData.mPart == ESM::BodyPart::MP_Wrist ||
 | 
						|
                                                   bodypart.mData.mPart == ESM::BodyPart::MP_Forearm ||
 | 
						|
                                                   bodypart.mData.mPart == ESM::BodyPart::MP_Upperarm))
 | 
						|
                {
 | 
						|
                    /* Allow 3rd person skins as a fallback for the arms if 1st person is missing. */
 | 
						|
                    BodyPartMapType::const_iterator bIt = sBodyPartMap.lower_bound(BodyPartMapType::key_type(bodypart.mData.mPart));
 | 
						|
                    while(bIt != sBodyPartMap.end() && bIt->first == bodypart.mData.mPart)
 | 
						|
                    {
 | 
						|
                        if(!parts[bIt->second])
 | 
						|
                            parts[bIt->second] = &*it;
 | 
						|
                        ++bIt;
 | 
						|
                    }
 | 
						|
                }
 | 
						|
                continue;
 | 
						|
            }
 | 
						|
 | 
						|
            if (!mNpc->isMale() != (bodypart.mData.mFlags & ESM::BodyPart::BPF_Female))
 | 
						|
            {
 | 
						|
                // Allow opposite gender's parts as fallback if parts for our gender are missing
 | 
						|
                BodyPartMapType::const_iterator bIt = sBodyPartMap.lower_bound(BodyPartMapType::key_type(bodypart.mData.mPart));
 | 
						|
                while(bIt != sBodyPartMap.end() && bIt->first == bodypart.mData.mPart)
 | 
						|
                {
 | 
						|
                    if(!parts[bIt->second])
 | 
						|
                        parts[bIt->second] = &*it;
 | 
						|
                    ++bIt;
 | 
						|
                }
 | 
						|
                continue;
 | 
						|
            }
 | 
						|
 | 
						|
            BodyPartMapType::const_iterator bIt = sBodyPartMap.lower_bound(BodyPartMapType::key_type(bodypart.mData.mPart));
 | 
						|
            while(bIt != sBodyPartMap.end() && bIt->first == bodypart.mData.mPart)
 | 
						|
            {
 | 
						|
                parts[bIt->second] = &*it;
 | 
						|
                ++bIt;
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    const std::vector<const ESM::BodyPart*> &parts = sRaceMapping[thisCombination];
 | 
						|
    for(int part = ESM::PRT_Neck; part < ESM::PRT_Count; ++part)
 | 
						|
    {
 | 
						|
        if(mPartPriorities[part] < 1)
 | 
						|
        {
 | 
						|
            const ESM::BodyPart* bodypart = parts[part];
 | 
						|
            if(bodypart)
 | 
						|
                addOrReplaceIndividualPart((ESM::PartReferenceType)part, -1, 1,
 | 
						|
                                           "meshes\\"+bodypart->mModel);
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
void NpcAnimation::addFirstPersonOffset(const Ogre::Vector3 &offset)
 | 
						|
{
 | 
						|
    mFirstPersonOffset += offset;
 | 
						|
}
 | 
						|
 | 
						|
class SetObjectGroup {
 | 
						|
    int mGroup;
 | 
						|
 | 
						|
public:
 | 
						|
    SetObjectGroup(int group) : mGroup(group) { }
 | 
						|
 | 
						|
    void operator()(Ogre::MovableObject *obj) const
 | 
						|
    {
 | 
						|
        obj->getUserObjectBindings().setUserAny(Ogre::Any(mGroup));
 | 
						|
    }
 | 
						|
};
 | 
						|
 | 
						|
NifOgre::ObjectScenePtr NpcAnimation::insertBoundedPart(const std::string &model, int group, const std::string &bonename, bool enchantedGlow, Ogre::Vector3* glowColor)
 | 
						|
{
 | 
						|
    NifOgre::ObjectScenePtr objects = NifOgre::Loader::createObjects(mSkelBase, bonename, mInsert, model);
 | 
						|
    setRenderProperties(objects, (mViewMode == VM_FirstPerson) ? RV_FirstPerson : mVisibilityFlags, RQG_Main, RQG_Alpha, 0,
 | 
						|
                        enchantedGlow, glowColor);
 | 
						|
 | 
						|
    std::for_each(objects->mEntities.begin(), objects->mEntities.end(), SetObjectGroup(group));
 | 
						|
    std::for_each(objects->mParticles.begin(), objects->mParticles.end(), SetObjectGroup(group));
 | 
						|
 | 
						|
    // Fast forward auto-play particles, which will have been set up as Emitting by the loader.
 | 
						|
    for (unsigned int i=0; i<objects->mParticles.size(); ++i)
 | 
						|
        objects->mParticles[i]->fastForward(1, 0.1);
 | 
						|
 | 
						|
    if(objects->mSkelBase)
 | 
						|
    {
 | 
						|
        Ogre::AnimationStateSet *aset = objects->mSkelBase->getAllAnimationStates();
 | 
						|
        Ogre::AnimationStateIterator asiter = aset->getAnimationStateIterator();
 | 
						|
        while(asiter.hasMoreElements())
 | 
						|
        {
 | 
						|
            Ogre::AnimationState *state = asiter.getNext();
 | 
						|
            state->setEnabled(false);
 | 
						|
            state->setLoop(false);
 | 
						|
        }
 | 
						|
        Ogre::SkeletonInstance *skelinst = objects->mSkelBase->getSkeleton();
 | 
						|
        Ogre::Skeleton::BoneIterator boneiter = skelinst->getBoneIterator();
 | 
						|
        while(boneiter.hasMoreElements())
 | 
						|
            boneiter.getNext()->setManuallyControlled(true);
 | 
						|
    }
 | 
						|
 | 
						|
    return objects;
 | 
						|
}
 | 
						|
 | 
						|
Ogre::Vector3 NpcAnimation::runAnimation(float timepassed)
 | 
						|
{
 | 
						|
    Ogre::Vector3 ret = Animation::runAnimation(timepassed);
 | 
						|
 | 
						|
    mHeadAnimationTime->update(timepassed);
 | 
						|
 | 
						|
    Ogre::SkeletonInstance *baseinst = mSkelBase->getSkeleton();
 | 
						|
    if(mViewMode == VM_FirstPerson)
 | 
						|
    {
 | 
						|
        float pitch = mPtr.getRefData().getPosition().rot[0];
 | 
						|
        Ogre::Node *node = baseinst->getBone("Bip01 Neck");
 | 
						|
        node->pitch(Ogre::Radian(-pitch), Ogre::Node::TS_WORLD);
 | 
						|
 | 
						|
        // This has to be done before this function ends;
 | 
						|
        // updateSkeletonInstance, below, touches the hands.
 | 
						|
        node->translate(mFirstPersonOffset, Ogre::Node::TS_WORLD);
 | 
						|
    }
 | 
						|
    else
 | 
						|
    {
 | 
						|
        // In third person mode we may still need pitch for ranged weapon targeting
 | 
						|
        pitchSkeleton(mPtr.getRefData().getPosition().rot[0], baseinst);
 | 
						|
    }
 | 
						|
    mFirstPersonOffset = 0.f; // reset the X, Y, Z offset for the next frame.
 | 
						|
 | 
						|
    for(size_t i = 0;i < ESM::PRT_Count;i++)
 | 
						|
    {
 | 
						|
        if (mObjectParts[i].isNull())
 | 
						|
            continue;
 | 
						|
        std::vector<Ogre::Controller<Ogre::Real> >::iterator ctrl(mObjectParts[i]->mControllers.begin());
 | 
						|
        for(;ctrl != mObjectParts[i]->mControllers.end();++ctrl)
 | 
						|
            ctrl->update();
 | 
						|
 | 
						|
        Ogre::Entity *ent = mObjectParts[i]->mSkelBase;
 | 
						|
        if(!ent) continue;
 | 
						|
        updateSkeletonInstance(baseinst, ent->getSkeleton());
 | 
						|
        ent->getAllAnimationStates()->_notifyDirty();
 | 
						|
    }
 | 
						|
 | 
						|
    return ret;
 | 
						|
}
 | 
						|
 | 
						|
void NpcAnimation::removeIndividualPart(ESM::PartReferenceType type)
 | 
						|
{
 | 
						|
    mPartPriorities[type] = 0;
 | 
						|
    mPartslots[type] = -1;
 | 
						|
 | 
						|
    mObjectParts[type].setNull();
 | 
						|
    if (!mSoundIds[type].empty() && !mSoundsDisabled)
 | 
						|
    {
 | 
						|
        MWBase::Environment::get().getSoundManager()->stopSound3D(mPtr, mSoundIds[type]);
 | 
						|
        mSoundIds[type].clear();
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
void NpcAnimation::reserveIndividualPart(ESM::PartReferenceType type, int group, int priority)
 | 
						|
{
 | 
						|
    if(priority > mPartPriorities[type])
 | 
						|
    {
 | 
						|
        removeIndividualPart(type);
 | 
						|
        mPartPriorities[type] = priority;
 | 
						|
        mPartslots[type] = group;
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
void NpcAnimation::removePartGroup(int group)
 | 
						|
{
 | 
						|
    for(int i = 0; i < ESM::PRT_Count; i++)
 | 
						|
    {
 | 
						|
        if(mPartslots[i] == group)
 | 
						|
            removeIndividualPart((ESM::PartReferenceType)i);
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
bool NpcAnimation::addOrReplaceIndividualPart(ESM::PartReferenceType type, int group, int priority, const std::string &mesh, bool enchantedGlow, Ogre::Vector3* glowColor)
 | 
						|
{
 | 
						|
    if(priority <= mPartPriorities[type])
 | 
						|
        return false;
 | 
						|
 | 
						|
    removeIndividualPart(type);
 | 
						|
    mPartslots[type] = group;
 | 
						|
    mPartPriorities[type] = priority;
 | 
						|
    mObjectParts[type] = insertBoundedPart(mesh, group, sPartList.at(type), enchantedGlow, glowColor);
 | 
						|
 | 
						|
    if (!mSoundsDisabled)
 | 
						|
    {
 | 
						|
        MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
 | 
						|
        MWWorld::ContainerStoreIterator csi = inv.getSlot(group < 0 ? MWWorld::InventoryStore::Slot_Helmet : group);
 | 
						|
        if (csi != inv.end())
 | 
						|
        {
 | 
						|
            mSoundIds[type] = csi->getClass().getSound(*csi);
 | 
						|
            if (!mSoundIds[type].empty())
 | 
						|
            {
 | 
						|
                MWBase::Environment::get().getSoundManager()->playSound3D(mPtr, mSoundIds[type], 1.0f, 1.0f, MWBase::SoundManager::Play_TypeSfx,
 | 
						|
                    MWBase::SoundManager::Play_Loop);
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
    if(mObjectParts[type]->mSkelBase)
 | 
						|
    {
 | 
						|
        Ogre::SkeletonInstance *skel = mObjectParts[type]->mSkelBase->getSkeleton();
 | 
						|
        if(mObjectParts[type]->mSkelBase->isParentTagPoint())
 | 
						|
        {
 | 
						|
            Ogre::Node *root = mObjectParts[type]->mSkelBase->getParentNode();
 | 
						|
            if(skel->hasBone("BoneOffset"))
 | 
						|
            {
 | 
						|
                Ogre::Bone *offset = skel->getBone("BoneOffset");
 | 
						|
 | 
						|
                root->translate(offset->getPosition());
 | 
						|
 | 
						|
                // It appears that the BoneOffset rotation is completely bogus, at least for light models.
 | 
						|
                //root->rotate(offset->getOrientation());
 | 
						|
                root->pitch(Ogre::Degree(-90.0f));
 | 
						|
 | 
						|
                root->scale(offset->getScale());
 | 
						|
                root->setInitialState();
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        updateSkeletonInstance(mSkelBase->getSkeleton(), skel);
 | 
						|
    }
 | 
						|
 | 
						|
    std::vector<Ogre::Controller<Ogre::Real> >::iterator ctrl(mObjectParts[type]->mControllers.begin());
 | 
						|
    for(;ctrl != mObjectParts[type]->mControllers.end();++ctrl)
 | 
						|
    {
 | 
						|
        if(ctrl->getSource().isNull())
 | 
						|
        {
 | 
						|
            ctrl->setSource(mNullAnimationTimePtr);
 | 
						|
 | 
						|
            if (type == ESM::PRT_Head)
 | 
						|
            {
 | 
						|
                ctrl->setSource(mHeadAnimationTime);
 | 
						|
                const NifOgre::TextKeyMap& keys = mObjectParts[type]->mTextKeys;
 | 
						|
                for (NifOgre::TextKeyMap::const_iterator it = keys.begin(); it != keys.end(); ++it)
 | 
						|
                {
 | 
						|
                    if (Misc::StringUtils::ciEqual(it->second, "talk: start"))
 | 
						|
                        mHeadAnimationTime->setTalkStart(it->first);
 | 
						|
                    if (Misc::StringUtils::ciEqual(it->second, "talk: stop"))
 | 
						|
                        mHeadAnimationTime->setTalkStop(it->first);
 | 
						|
                    if (Misc::StringUtils::ciEqual(it->second, "blink: start"))
 | 
						|
                        mHeadAnimationTime->setBlinkStart(it->first);
 | 
						|
                    if (Misc::StringUtils::ciEqual(it->second, "blink: stop"))
 | 
						|
                        mHeadAnimationTime->setBlinkStop(it->first);
 | 
						|
                }
 | 
						|
            }
 | 
						|
            else if (type == ESM::PRT_Weapon)
 | 
						|
                ctrl->setSource(mWeaponAnimationTime);
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    return true;
 | 
						|
}
 | 
						|
 | 
						|
void NpcAnimation::addPartGroup(int group, int priority, const std::vector<ESM::PartReference> &parts, bool enchantedGlow, Ogre::Vector3* glowColor)
 | 
						|
{
 | 
						|
    const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
 | 
						|
    const MWWorld::Store<ESM::BodyPart> &partStore = store.get<ESM::BodyPart>();
 | 
						|
 | 
						|
    const char *ext = (mViewMode == VM_FirstPerson) ? ".1st" : "";
 | 
						|
    std::vector<ESM::PartReference>::const_iterator part(parts.begin());
 | 
						|
    for(;part != parts.end();++part)
 | 
						|
    {
 | 
						|
        const ESM::BodyPart *bodypart = 0;
 | 
						|
        if(!mNpc->isMale() && !part->mFemale.empty())
 | 
						|
        {
 | 
						|
            bodypart = partStore.search(part->mFemale+ext);
 | 
						|
            if(!bodypart && mViewMode == VM_FirstPerson)
 | 
						|
            {
 | 
						|
                bodypart = partStore.search(part->mFemale);
 | 
						|
                if(bodypart && !(bodypart->mData.mPart == ESM::BodyPart::MP_Hand ||
 | 
						|
                                 bodypart->mData.mPart == ESM::BodyPart::MP_Wrist ||
 | 
						|
                                 bodypart->mData.mPart == ESM::BodyPart::MP_Forearm ||
 | 
						|
                                 bodypart->mData.mPart == ESM::BodyPart::MP_Upperarm))
 | 
						|
                    bodypart = NULL;
 | 
						|
            }
 | 
						|
        }
 | 
						|
        if(!bodypart && !part->mMale.empty())
 | 
						|
        {
 | 
						|
            bodypart = partStore.search(part->mMale+ext);
 | 
						|
            if(!bodypart && mViewMode == VM_FirstPerson)
 | 
						|
            {
 | 
						|
                bodypart = partStore.search(part->mMale);
 | 
						|
                if(bodypart && !(bodypart->mData.mPart == ESM::BodyPart::MP_Hand ||
 | 
						|
                                 bodypart->mData.mPart == ESM::BodyPart::MP_Wrist ||
 | 
						|
                                 bodypart->mData.mPart == ESM::BodyPart::MP_Forearm ||
 | 
						|
                                 bodypart->mData.mPart == ESM::BodyPart::MP_Upperarm))
 | 
						|
                    bodypart = NULL;
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        if(bodypart)
 | 
						|
            addOrReplaceIndividualPart((ESM::PartReferenceType)part->mPart, group, priority, "meshes\\"+bodypart->mModel, enchantedGlow, glowColor);
 | 
						|
        else
 | 
						|
            reserveIndividualPart((ESM::PartReferenceType)part->mPart, group, priority);
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
void NpcAnimation::showWeapons(bool showWeapon)
 | 
						|
{
 | 
						|
    mShowWeapons = showWeapon;
 | 
						|
    if(showWeapon)
 | 
						|
    {
 | 
						|
        MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
 | 
						|
        MWWorld::ContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
 | 
						|
        if(weapon != inv.end())
 | 
						|
        {
 | 
						|
            Ogre::Vector3 glowColor = getEnchantmentColor(*weapon);
 | 
						|
            std::string mesh = weapon->getClass().getModel(*weapon);
 | 
						|
            addOrReplaceIndividualPart(ESM::PRT_Weapon, MWWorld::InventoryStore::Slot_CarriedRight, 1,
 | 
						|
                                       mesh, !weapon->getClass().getEnchantment(*weapon).empty(), &glowColor);
 | 
						|
 | 
						|
            // Crossbows start out with a bolt attached
 | 
						|
            if (weapon->getTypeName() == typeid(ESM::Weapon).name() &&
 | 
						|
                    weapon->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::MarksmanCrossbow)
 | 
						|
            {
 | 
						|
                MWWorld::ContainerStoreIterator ammo = inv.getSlot(MWWorld::InventoryStore::Slot_Ammunition);
 | 
						|
                if (ammo != inv.end() && ammo->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::Bolt)
 | 
						|
                    attachArrow();
 | 
						|
                else
 | 
						|
                    mAmmunition.setNull();
 | 
						|
            }
 | 
						|
            else
 | 
						|
                mAmmunition.setNull();
 | 
						|
        }
 | 
						|
    }
 | 
						|
    else
 | 
						|
    {
 | 
						|
        removeIndividualPart(ESM::PRT_Weapon);
 | 
						|
    }
 | 
						|
    mAlpha = 1.f;
 | 
						|
}
 | 
						|
 | 
						|
void NpcAnimation::showCarriedLeft(bool show)
 | 
						|
{
 | 
						|
    mShowCarriedLeft = show;
 | 
						|
    MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
 | 
						|
    MWWorld::ContainerStoreIterator iter = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
 | 
						|
    if(show && iter != inv.end())
 | 
						|
    {
 | 
						|
        Ogre::Vector3 glowColor = getEnchantmentColor(*iter);
 | 
						|
        std::string mesh = iter->getClass().getModel(*iter);
 | 
						|
        if (addOrReplaceIndividualPart(ESM::PRT_Shield, MWWorld::InventoryStore::Slot_CarriedLeft, 1,
 | 
						|
                                   mesh, !iter->getClass().getEnchantment(*iter).empty(), &glowColor))
 | 
						|
        {
 | 
						|
            if (iter->getTypeName() == typeid(ESM::Light).name())
 | 
						|
                addExtraLight(mInsert->getCreator(), mObjectParts[ESM::PRT_Shield], iter->get<ESM::Light>()->mBase);
 | 
						|
        }
 | 
						|
    }
 | 
						|
    else
 | 
						|
        removeIndividualPart(ESM::PRT_Shield);
 | 
						|
}
 | 
						|
 | 
						|
void NpcAnimation::configureAddedObject(NifOgre::ObjectScenePtr object, MWWorld::Ptr ptr, int slot)
 | 
						|
{
 | 
						|
    Ogre::Vector3 glowColor = getEnchantmentColor(ptr);
 | 
						|
    setRenderProperties(object, (mViewMode == VM_FirstPerson) ? RV_FirstPerson : mVisibilityFlags, RQG_Main, RQG_Alpha, 0,
 | 
						|
                        !ptr.getClass().getEnchantment(ptr).empty(), &glowColor);
 | 
						|
 | 
						|
    std::for_each(object->mEntities.begin(), object->mEntities.end(), SetObjectGroup(slot));
 | 
						|
    std::for_each(object->mParticles.begin(), object->mParticles.end(), SetObjectGroup(slot));
 | 
						|
}
 | 
						|
 | 
						|
void NpcAnimation::attachArrow()
 | 
						|
{
 | 
						|
    WeaponAnimation::attachArrow(mPtr);
 | 
						|
}
 | 
						|
 | 
						|
void NpcAnimation::releaseArrow()
 | 
						|
{
 | 
						|
    WeaponAnimation::releaseArrow(mPtr);
 | 
						|
}
 | 
						|
 | 
						|
void NpcAnimation::permanentEffectAdded(const ESM::MagicEffect *magicEffect, bool isNew, bool playSound)
 | 
						|
{
 | 
						|
    // During first auto equip, we don't play any sounds.
 | 
						|
    // Basically we don't want sounds when the actor is first loaded,
 | 
						|
    // the items should appear as if they'd always been equipped.
 | 
						|
    if (playSound)
 | 
						|
    {
 | 
						|
        static const std::string schools[] = {
 | 
						|
            "alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
 | 
						|
        };
 | 
						|
 | 
						|
        MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
 | 
						|
        if(!magicEffect->mHitSound.empty())
 | 
						|
            sndMgr->playSound3D(mPtr, magicEffect->mHitSound, 1.0f, 1.0f);
 | 
						|
        else
 | 
						|
            sndMgr->playSound3D(mPtr, schools[magicEffect->mData.mSchool]+" hit", 1.0f, 1.0f);
 | 
						|
    }
 | 
						|
 | 
						|
    if (!magicEffect->mHit.empty())
 | 
						|
    {
 | 
						|
        const ESM::Static* castStatic = MWBase::Environment::get().getWorld()->getStore().get<ESM::Static>().find (magicEffect->mHit);
 | 
						|
        bool loop = magicEffect->mData.mFlags & ESM::MagicEffect::ContinuousVfx;
 | 
						|
        // Don't play particle VFX unless the effect is new or it should be looping.
 | 
						|
        if (isNew || loop)
 | 
						|
            addEffect("meshes\\" + castStatic->mModel, magicEffect->mIndex, loop, "");
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
void NpcAnimation::setAlpha(float alpha)
 | 
						|
{
 | 
						|
    if (alpha == mAlpha)
 | 
						|
        return;
 | 
						|
    mAlpha = alpha;
 | 
						|
 | 
						|
    for (int i=0; i<ESM::PRT_Count; ++i)
 | 
						|
    {
 | 
						|
        if (mObjectParts[i].isNull())
 | 
						|
            continue;
 | 
						|
 | 
						|
        for (unsigned int j=0; j<mObjectParts[i]->mEntities.size(); ++j)
 | 
						|
        {
 | 
						|
            Ogre::Entity* ent = mObjectParts[i]->mEntities[j];
 | 
						|
            if (ent != mObjectParts[i]->mSkelBase)
 | 
						|
                applyAlpha(alpha, ent, mObjectParts[i]);
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
void NpcAnimation::enableHeadAnimation(bool enable)
 | 
						|
{
 | 
						|
    mHeadAnimationTime->setEnabled(enable);
 | 
						|
}
 | 
						|
 | 
						|
void NpcAnimation::preRender(Ogre::Camera *camera)
 | 
						|
{
 | 
						|
    Animation::preRender(camera);
 | 
						|
    for (int i=0; i<ESM::PRT_Count; ++i)
 | 
						|
    {
 | 
						|
        if (mObjectParts[i].isNull())
 | 
						|
            continue;
 | 
						|
        mObjectParts[i]->rotateBillboardNodes(camera);
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
void NpcAnimation::applyAlpha(float alpha, Ogre::Entity *ent, NifOgre::ObjectScenePtr scene)
 | 
						|
{
 | 
						|
    sh::Factory::getInstance()._ensureMaterial(ent->getSubEntity(0)->getMaterial()->getName(), "Default");
 | 
						|
    ent->getSubEntity(0)->setRenderQueueGroup(alpha != 1.f || ent->getSubEntity(0)->getMaterial()->isTransparent()
 | 
						|
            ? RQG_Alpha : RQG_Main);
 | 
						|
 | 
						|
 | 
						|
    Ogre::MaterialPtr mat = scene->mMaterialControllerMgr.getWritableMaterial(ent);
 | 
						|
    if (mAlpha == 1.f)
 | 
						|
    {
 | 
						|
        // Don't bother remembering what the original values were. Just remove the techniques and let the factory restore them.
 | 
						|
        mat->removeAllTechniques();
 | 
						|
        sh::Factory::getInstance()._ensureMaterial(mat->getName(), "Default");
 | 
						|
        return;
 | 
						|
    }
 | 
						|
 | 
						|
    Ogre::Material::TechniqueIterator techs = mat->getTechniqueIterator();
 | 
						|
    while(techs.hasMoreElements())
 | 
						|
    {
 | 
						|
        Ogre::Technique *tech = techs.getNext();
 | 
						|
        Ogre::Technique::PassIterator passes = tech->getPassIterator();
 | 
						|
        while(passes.hasMoreElements())
 | 
						|
        {
 | 
						|
            Ogre::Pass *pass = passes.getNext();
 | 
						|
            pass->setSceneBlending(Ogre::SBT_TRANSPARENT_ALPHA);
 | 
						|
            Ogre::ColourValue diffuse = pass->getDiffuse();
 | 
						|
            diffuse.a = alpha;
 | 
						|
            pass->setDiffuse(diffuse);
 | 
						|
            pass->setVertexColourTracking(pass->getVertexColourTracking() &~Ogre::TVC_DIFFUSE);
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
void NpcAnimation::equipmentChanged()
 | 
						|
{
 | 
						|
    updateParts();
 | 
						|
}
 | 
						|
 | 
						|
}
 |