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openmw-tes3mp/apps/openmw/mwmechanics/character.cpp
scrawl 416d549568 Fix animation glitch caused by knockdown
If the player was knocked down while having no weapon, spell nor fists ready, the animation state would incorrectly shift to "weapon equipped" even though no weapon is equipped.
2014-12-05 22:02:18 +01:00

1790 lines
69 KiB
C++

/*
* OpenMW - The completely unofficial reimplementation of Morrowind
*
* This file (character.cpp) is part of the OpenMW package.
*
* OpenMW is distributed as free software: you can redistribute it
* and/or modify it under the terms of the GNU General Public License
* version 3, as published by the Free Software Foundation.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* version 3 along with this program. If not, see
* http://www.gnu.org/licenses/ .
*/
#include "character.hpp"
#include <OgreStringConverter.h>
#include <OgreSceneNode.h>
#include "movement.hpp"
#include "npcstats.hpp"
#include "creaturestats.hpp"
#include "security.hpp"
#include "../mwrender/animation.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/soundmanager.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/statemanager.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwworld/esmstore.hpp"
namespace
{
std::string getBestAttack (const ESM::Weapon* weapon)
{
int slash = (weapon->mData.mSlash[0] + weapon->mData.mSlash[1])/2;
int chop = (weapon->mData.mChop[0] + weapon->mData.mChop[1])/2;
int thrust = (weapon->mData.mThrust[0] + weapon->mData.mThrust[1])/2;
if (slash >= chop && slash >= thrust)
return "slash";
else if (chop >= slash && chop >= thrust)
return "chop";
else
return "thrust";
}
// Converts a movement Run state to its equivalent Walk state.
MWMechanics::CharacterState runStateToWalkState (MWMechanics::CharacterState state)
{
using namespace MWMechanics;
CharacterState ret = state;
switch (state)
{
case CharState_RunForward:
ret = CharState_WalkForward;
break;
case CharState_RunBack:
ret = CharState_WalkBack;
break;
case CharState_RunLeft:
ret = CharState_WalkLeft;
break;
case CharState_RunRight:
ret = CharState_WalkRight;
break;
case CharState_SwimRunForward:
ret = CharState_SwimWalkForward;
break;
case CharState_SwimRunBack:
ret = CharState_SwimWalkBack;
break;
case CharState_SwimRunLeft:
ret = CharState_SwimWalkLeft;
break;
case CharState_SwimRunRight:
ret = CharState_SwimWalkRight;
break;
default:
break;
}
return ret;
}
}
namespace MWMechanics
{
struct StateInfo {
CharacterState state;
const char groupname[32];
};
static const StateInfo sMovementList[] = {
{ CharState_WalkForward, "walkforward" },
{ CharState_WalkBack, "walkback" },
{ CharState_WalkLeft, "walkleft" },
{ CharState_WalkRight, "walkright" },
{ CharState_SwimWalkForward, "swimwalkforward" },
{ CharState_SwimWalkBack, "swimwalkback" },
{ CharState_SwimWalkLeft, "swimwalkleft" },
{ CharState_SwimWalkRight, "swimwalkright" },
{ CharState_RunForward, "runforward" },
{ CharState_RunBack, "runback" },
{ CharState_RunLeft, "runleft" },
{ CharState_RunRight, "runright" },
{ CharState_SwimRunForward, "swimrunforward" },
{ CharState_SwimRunBack, "swimrunback" },
{ CharState_SwimRunLeft, "swimrunleft" },
{ CharState_SwimRunRight, "swimrunright" },
{ CharState_SneakForward, "sneakforward" },
{ CharState_SneakBack, "sneakback" },
{ CharState_SneakLeft, "sneakleft" },
{ CharState_SneakRight, "sneakright" },
{ CharState_Jump, "jump" },
{ CharState_TurnLeft, "turnleft" },
{ CharState_TurnRight, "turnright" },
};
static const StateInfo *sMovementListEnd = &sMovementList[sizeof(sMovementList)/sizeof(sMovementList[0])];
class FindCharState {
CharacterState state;
public:
FindCharState(CharacterState _state) : state(_state) { }
bool operator()(const StateInfo &info) const
{ return info.state == state; }
};
static const struct WeaponInfo {
WeaponType type;
const char shortgroup[16];
const char longgroup[16];
} sWeaponTypeList[] = {
{ WeapType_HandToHand, "hh", "handtohand" },
{ WeapType_OneHand, "1h", "weapononehand" },
{ WeapType_TwoHand, "2c", "weapontwohand" },
{ WeapType_TwoWide, "2w", "weapontwowide" },
{ WeapType_BowAndArrow, "1h", "bowandarrow" },
{ WeapType_Crossbow, "crossbow", "crossbow" },
{ WeapType_Thrown, "1h", "throwweapon" },
{ WeapType_PickProbe, "1h", "pickprobe" },
{ WeapType_Spell, "spell", "spellcast" },
};
static const WeaponInfo *sWeaponTypeListEnd = &sWeaponTypeList[sizeof(sWeaponTypeList)/sizeof(sWeaponTypeList[0])];
class FindWeaponType {
WeaponType type;
public:
FindWeaponType(WeaponType _type) : type(_type) { }
bool operator()(const WeaponInfo &weap) const
{ return weap.type == type; }
};
std::string CharacterController::chooseRandomGroup (const std::string& prefix, int* num)
{
int numAnims=0;
while (mAnimation->hasAnimation(prefix + Ogre::StringConverter::toString(numAnims+1)))
++numAnims;
int roll = std::rand()/ (static_cast<double> (RAND_MAX) + 1) * numAnims + 1; // [1, numAnims]
if (num)
*num = roll;
return prefix + Ogre::StringConverter::toString(roll);
}
void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterState movement, bool force)
{
// hit recoils/knockdown animations handling
if(mPtr.getClass().isActor())
{
bool recovery = mPtr.getClass().getCreatureStats(mPtr).getHitRecovery();
bool knockdown = mPtr.getClass().getCreatureStats(mPtr).getKnockedDown();
bool block = mPtr.getClass().getCreatureStats(mPtr).getBlock();
if(mHitState == CharState_None)
{
if (mPtr.getClass().getCreatureStats(mPtr).getFatigue().getCurrent() < 0
|| mPtr.getClass().getCreatureStats(mPtr).getFatigue().getBase() == 0)
{
mHitState = CharState_KnockOut;
mCurrentHit = "knockout";
mAnimation->play(mCurrentHit, Priority_Knockdown, MWRender::Animation::Group_All, false, 1, "start", "stop", 0.0f, ~0ul);
mPtr.getClass().getCreatureStats(mPtr).setKnockedDown(true);
}
else if(knockdown)
{
mHitState = CharState_KnockDown;
mCurrentHit = "knockdown";
mAnimation->play(mCurrentHit, Priority_Knockdown, MWRender::Animation::Group_All, true, 1, "start", "stop", 0.0f, 0);
}
else if (recovery)
{
mHitState = CharState_Hit;
mCurrentHit = chooseRandomGroup("hit");
mAnimation->play(mCurrentHit, Priority_Hit, MWRender::Animation::Group_All, true, 1, "start", "stop", 0.0f, 0);
}
else if (block)
{
mHitState = CharState_Block;
mCurrentHit = "shield";
mAnimation->play(mCurrentHit, Priority_Hit, MWRender::Animation::Group_All, true, 1, "block start", "block stop", 0.0f, 0);
}
// Cancel upper body animations
if (mHitState == CharState_KnockDown || mHitState == CharState_KnockOut)
{
if (mUpperBodyState > UpperCharState_WeapEquiped)
{
mAnimation->disable(mCurrentWeapon);
mUpperBodyState = UpperCharState_WeapEquiped;
}
else if (mUpperBodyState > UpperCharState_Nothing && mUpperBodyState < UpperCharState_WeapEquiped)
{
mAnimation->disable(mCurrentWeapon);
mUpperBodyState = UpperCharState_Nothing;
}
}
}
else if(!mAnimation->isPlaying(mCurrentHit))
{
mCurrentHit.erase();
if (knockdown)
mPtr.getClass().getCreatureStats(mPtr).setKnockedDown(false);
if (recovery)
mPtr.getClass().getCreatureStats(mPtr).setHitRecovery(false);
if (block)
mPtr.getClass().getCreatureStats(mPtr).setBlock(false);
mHitState = CharState_None;
}
else if (mHitState == CharState_KnockOut && mPtr.getClass().getCreatureStats(mPtr).getFatigue().getCurrent() > 0)
{
mHitState = CharState_KnockDown;
mAnimation->disable(mCurrentHit);
mAnimation->play(mCurrentHit, Priority_Knockdown, MWRender::Animation::Group_All, true, 1, "loop stop", "stop", 0.0f, 0);
}
}
const WeaponInfo *weap = std::find_if(sWeaponTypeList, sWeaponTypeListEnd, FindWeaponType(mWeaponType));
if (!mPtr.getClass().hasInventoryStore(mPtr))
weap = sWeaponTypeListEnd;
if(force || idle != mIdleState)
{
mIdleState = idle;
std::string idle;
// Only play "idleswim" or "idlesneak" if they exist. Otherwise, fallback to
// "idle"+weapon or "idle".
if(mIdleState == CharState_IdleSwim && mAnimation->hasAnimation("idleswim"))
idle = "idleswim";
else if(mIdleState == CharState_IdleSneak && mAnimation->hasAnimation("idlesneak"))
idle = "idlesneak";
else if(mIdleState != CharState_None)
{
idle = "idle";
if(weap != sWeaponTypeListEnd)
{
idle += weap->shortgroup;
if(!mAnimation->hasAnimation(idle))
idle = "idle";
}
}
mAnimation->disable(mCurrentIdle);
mCurrentIdle = idle;
if(!mCurrentIdle.empty())
mAnimation->play(mCurrentIdle, Priority_Default, MWRender::Animation::Group_All, false,
1.0f, "start", "stop", 0.0f, ~0ul);
}
updateIdleStormState();
if(force && mJumpState != JumpState_None)
{
std::string jump;
MWRender::Animation::Group jumpgroup = MWRender::Animation::Group_All;
if(mJumpState != JumpState_None)
{
jump = "jump";
if(weap != sWeaponTypeListEnd)
{
jump += weap->shortgroup;
if(!mAnimation->hasAnimation(jump))
{
jumpgroup = MWRender::Animation::Group_LowerBody;
jump = "jump";
}
}
}
if(mJumpState == JumpState_InAir)
{
int mode = ((jump == mCurrentJump) ? 2 : 1);
mAnimation->disable(mCurrentJump);
mCurrentJump = jump;
if (mAnimation->hasAnimation("jump"))
mAnimation->play(mCurrentJump, Priority_Jump, jumpgroup, false,
1.0f, ((mode!=2)?"start":"loop start"), "stop", 0.0f, ~0ul);
}
else
{
mAnimation->disable(mCurrentJump);
mCurrentJump.clear();
if (mAnimation->hasAnimation("jump"))
mAnimation->play(jump, Priority_Jump, jumpgroup, true,
1.0f, "loop stop", "stop", 0.0f, 0);
}
}
if(force || movement != mMovementState)
{
mMovementState = movement;
std::string movement;
MWRender::Animation::Group movegroup = MWRender::Animation::Group_All;
const StateInfo *movestate = std::find_if(sMovementList, sMovementListEnd, FindCharState(mMovementState));
if(movestate != sMovementListEnd)
{
movement = movestate->groupname;
if(weap != sWeaponTypeListEnd && movement.find("swim") == std::string::npos)
{
movement += weap->shortgroup;
if(!mAnimation->hasAnimation(movement))
{
movegroup = MWRender::Animation::Group_LowerBody;
movement = movestate->groupname;
}
}
if(!mAnimation->hasAnimation(movement))
{
std::string::size_type swimpos = movement.find("swim");
if(swimpos == std::string::npos)
{
std::string::size_type runpos = movement.find("run");
if (runpos != std::string::npos)
{
movement.replace(runpos, runpos+3, "walk");
if (!mAnimation->hasAnimation(movement))
movement.clear();
}
else
movement.clear();
}
else
{
movegroup = MWRender::Animation::Group_LowerBody;
movement.erase(swimpos, 4);
if(!mAnimation->hasAnimation(movement))
movement.clear();
}
}
}
/* If we're playing the same animation, restart from the loop start instead of the
* beginning. */
int mode = ((movement == mCurrentMovement) ? 2 : 1);
mMovementAnimationControlled = true;
mAnimation->disable(mCurrentMovement);
mCurrentMovement = movement;
if(!mCurrentMovement.empty())
{
float vel, speedmult = 1.0f;
bool isrunning = mPtr.getClass().getCreatureStats(mPtr).getStance(MWMechanics::CreatureStats::Stance_Run)
&& !MWBase::Environment::get().getWorld()->isFlying(mPtr);
// For non-flying creatures, MW uses the Walk animation to calculate the animation velocity
// even if we are running. This must be replicated, otherwise the observed speed would differ drastically.
std::string anim = mCurrentMovement;
if (mPtr.getClass().getTypeName() == typeid(ESM::Creature).name()
&& !(mPtr.get<ESM::Creature>()->mBase->mFlags & ESM::Creature::Flies))
{
CharacterState walkState = runStateToWalkState(mMovementState);
const StateInfo *stateinfo = std::find_if(sMovementList, sMovementListEnd, FindCharState(walkState));
anim = stateinfo->groupname;
if (mMovementSpeed > 0.0f && (vel=mAnimation->getVelocity(anim)) > 1.0f)
speedmult = mMovementSpeed / vel;
else
// Another bug: when using a fallback animation (e.g. RunForward as fallback to SwimRunForward),
// then the equivalent Walk animation will not use a fallback, and if that animation doesn't exist
// we will play without any scaling.
// Makes the speed attribute of most water creatures totally useless.
// And again, this can not be fixed without patching game data.
speedmult = 1.f;
}
else
{
if(mMovementSpeed > 0.0f && (vel=mAnimation->getVelocity(anim)) > 1.0f)
{
speedmult = mMovementSpeed / vel;
}
else if (mMovementState == CharState_TurnLeft || mMovementState == CharState_TurnRight)
speedmult = 1.f; // adjusted each frame
else if (mMovementSpeed > 0.0f)
{
// The first person anims don't have any velocity to calculate a speed multiplier from.
// We use the third person velocities instead.
// FIXME: should be pulled from the actual animation, but it is not presently loaded.
speedmult = mMovementSpeed / (isrunning ? 222.857f : 154.064f);
mMovementAnimationControlled = false;
}
}
mAnimation->play(mCurrentMovement, Priority_Movement, movegroup, false,
speedmult, ((mode!=2)?"start":"loop start"), "stop", 0.0f, ~0ul);
}
}
}
void getWeaponGroup(WeaponType weaptype, std::string &group)
{
const WeaponInfo *info = std::find_if(sWeaponTypeList, sWeaponTypeListEnd, FindWeaponType(weaptype));
if(info != sWeaponTypeListEnd)
group = info->longgroup;
}
MWWorld::ContainerStoreIterator getActiveWeapon(CreatureStats &stats, MWWorld::InventoryStore &inv, WeaponType *weaptype)
{
if(stats.getDrawState() == DrawState_Spell)
{
*weaptype = WeapType_Spell;
return inv.end();
}
if(stats.getDrawState() == MWMechanics::DrawState_Weapon)
{
MWWorld::ContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
if(weapon == inv.end())
*weaptype = WeapType_HandToHand;
else
{
const std::string &type = weapon->getTypeName();
if(type == typeid(ESM::Lockpick).name() || type == typeid(ESM::Probe).name())
*weaptype = WeapType_PickProbe;
else if(type == typeid(ESM::Weapon).name())
{
MWWorld::LiveCellRef<ESM::Weapon> *ref = weapon->get<ESM::Weapon>();
ESM::Weapon::Type type = (ESM::Weapon::Type)ref->mBase->mData.mType;
switch(type)
{
case ESM::Weapon::ShortBladeOneHand:
case ESM::Weapon::LongBladeOneHand:
case ESM::Weapon::BluntOneHand:
case ESM::Weapon::AxeOneHand:
case ESM::Weapon::Arrow:
case ESM::Weapon::Bolt:
*weaptype = WeapType_OneHand;
break;
case ESM::Weapon::LongBladeTwoHand:
case ESM::Weapon::BluntTwoClose:
case ESM::Weapon::AxeTwoHand:
*weaptype = WeapType_TwoHand;
break;
case ESM::Weapon::BluntTwoWide:
case ESM::Weapon::SpearTwoWide:
*weaptype = WeapType_TwoWide;
break;
case ESM::Weapon::MarksmanBow:
*weaptype = WeapType_BowAndArrow;
break;
case ESM::Weapon::MarksmanCrossbow:
*weaptype = WeapType_Crossbow;
break;
case ESM::Weapon::MarksmanThrown:
*weaptype = WeapType_Thrown;
break;
}
}
}
return weapon;
}
return inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
}
void CharacterController::playDeath(float startpoint, CharacterState death)
{
switch (death)
{
case CharState_SwimDeath:
mCurrentDeath = "swimdeath";
break;
case CharState_DeathKnockDown:
mCurrentDeath = "deathknockdown";
break;
case CharState_DeathKnockOut:
mCurrentDeath = "deathknockout";
break;
default:
mCurrentDeath = "death" + Ogre::StringConverter::toString(death - CharState_Death1 + 1);
}
mDeathState = death;
mPtr.getClass().getCreatureStats(mPtr).setDeathAnimation(mDeathState - CharState_Death1);
// For dead actors, refreshCurrentAnims is no longer called, so we need to disable the movement state manually.
// Note that these animations wouldn't actually be visible (due to the Death animation's priority being higher).
// However, they could still trigger text keys, such as Hit events, or sounds.
mMovementState = CharState_None;
mAnimation->disable(mCurrentMovement);
mCurrentMovement = "";
mUpperBodyState = UpperCharState_Nothing;
mAnimation->disable(mCurrentWeapon);
mCurrentWeapon = "";
mHitState = CharState_None;
mAnimation->disable(mCurrentHit);
mCurrentHit = "";
mIdleState = CharState_None;
mAnimation->disable(mCurrentIdle);
mCurrentIdle = "";
mJumpState = JumpState_None;
mAnimation->disable(mCurrentJump);
mCurrentJump = "";
mMovementAnimationControlled = true;
mAnimation->play(mCurrentDeath, Priority_Death, MWRender::Animation::Group_All,
false, 1.0f, "start", "stop", startpoint, 0);
}
void CharacterController::playRandomDeath(float startpoint)
{
if (mPtr == MWBase::Environment::get().getWorld()->getPlayerPtr())
{
// The first-person animations do not include death, so we need to
// force-switch to third person before playing the death animation.
MWBase::Environment::get().getWorld()->useDeathCamera();
}
if(MWBase::Environment::get().getWorld()->isSwimming(mPtr) && mAnimation->hasAnimation("swimdeath"))
{
mDeathState = CharState_SwimDeath;
}
else if (mHitState == CharState_KnockDown && mAnimation->hasAnimation("deathknockdown"))
{
mDeathState = CharState_DeathKnockDown;
}
else if (mHitState == CharState_KnockOut && mAnimation->hasAnimation("deathknockout"))
{
mDeathState = CharState_DeathKnockOut;
}
else
{
int selected=0;
chooseRandomGroup("death", &selected);
mDeathState = static_cast<CharacterState>(CharState_Death1 + (selected-1));
}
playDeath(startpoint, mDeathState);
}
CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Animation *anim)
: mPtr(ptr)
, mAnimation(anim)
, mIdleState(CharState_None)
, mMovementState(CharState_None)
, mMovementSpeed(0.0f)
, mHasMovedInXY(false)
, mMovementAnimationControlled(true)
, mDeathState(CharState_None)
, mHitState(CharState_None)
, mUpperBodyState(UpperCharState_Nothing)
, mJumpState(JumpState_None)
, mWeaponType(WeapType_None)
, mSkipAnim(false)
, mSecondsOfRunning(0)
, mSecondsOfSwimming(0)
, mTurnAnimationThreshold(0)
{
if(!mAnimation)
return;
const MWWorld::Class &cls = mPtr.getClass();
if(cls.isActor())
{
/* Accumulate along X/Y only for now, until we can figure out how we should
* handle knockout and death which moves the character down. */
mAnimation->setAccumulation(Ogre::Vector3(1.0f, 1.0f, 0.0f));
if (cls.hasInventoryStore(mPtr))
{
getActiveWeapon(cls.getCreatureStats(mPtr), cls.getInventoryStore(mPtr), &mWeaponType);
if (mWeaponType != WeapType_None)
{
mUpperBodyState = UpperCharState_WeapEquiped;
getWeaponGroup(mWeaponType, mCurrentWeapon);
}
if(mWeaponType != WeapType_None && mWeaponType != WeapType_Spell && mWeaponType != WeapType_HandToHand)
{
mAnimation->showWeapons(true);
mAnimation->setWeaponGroup(mCurrentWeapon);
}
mAnimation->showCarriedLeft(mWeaponType != WeapType_Spell && mWeaponType != WeapType_HandToHand);
}
if(!cls.getCreatureStats(mPtr).isDead())
mIdleState = CharState_Idle;
else
{
int deathindex = mPtr.getClass().getCreatureStats(mPtr).getDeathAnimation();
playDeath(1.0f, CharacterState(CharState_Death1 + deathindex));
}
}
else
{
/* Don't accumulate with non-actors. */
mAnimation->setAccumulation(Ogre::Vector3(0.0f));
mIdleState = CharState_Idle;
}
if(mDeathState == CharState_None)
refreshCurrentAnims(mIdleState, mMovementState, true);
mAnimation->runAnimation(0.f);
}
CharacterController::~CharacterController()
{
}
void CharacterController::updatePtr(const MWWorld::Ptr &ptr)
{
mPtr = ptr;
}
void CharacterController::updateIdleStormState()
{
bool inStormDirection = false;
if (MWBase::Environment::get().getWorld()->isInStorm())
{
Ogre::Vector3 stormDirection = MWBase::Environment::get().getWorld()->getStormDirection();
Ogre::Vector3 characterDirection = mPtr.getRefData().getBaseNode()->getOrientation().yAxis();
inStormDirection = stormDirection.angleBetween(characterDirection) > Ogre::Degree(120);
}
if (inStormDirection && mUpperBodyState == UpperCharState_Nothing && mAnimation->hasAnimation("idlestorm"))
{
float complete = 0;
mAnimation->getInfo("idlestorm", &complete);
if (complete == 0)
mAnimation->play("idlestorm", Priority_Storm, MWRender::Animation::Group_RightArm, false,
1.0f, "start", "loop start", 0.0f, 0);
else if (complete == 1)
mAnimation->play("idlestorm", Priority_Storm, MWRender::Animation::Group_RightArm, false,
1.0f, "loop start", "loop stop", 0.0f, ~0ul);
}
else
{
if (mUpperBodyState == UpperCharState_Nothing)
{
if (mAnimation->isPlaying("idlestorm"))
{
if (mAnimation->getCurrentTime("idlestorm") < mAnimation->getTextKeyTime("idlestorm: loop stop"))
{
mAnimation->play("idlestorm", Priority_Storm, MWRender::Animation::Group_RightArm, true,
1.0f, "loop stop", "stop", 0.0f, 0);
}
}
}
else
mAnimation->disable("idlestorm");
}
}
void CharacterController::castSpell(const std::string &spellid)
{
static const std::string schools[] = {
"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
};
const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
const ESM::Spell *spell = store.get<ESM::Spell>().find(spellid);
const ESM::ENAMstruct &effectentry = spell->mEffects.mList.at(0);
const ESM::MagicEffect *effect;
effect = store.get<ESM::MagicEffect>().find(effectentry.mEffectID);
const ESM::Static* castStatic;
if (!effect->mCasting.empty())
castStatic = store.get<ESM::Static>().find (effect->mCasting);
else
castStatic = store.get<ESM::Static>().find ("VFX_DefaultCast");
mAnimation->addEffect("meshes\\" + castStatic->mModel, effect->mIndex);
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
if(!effect->mCastSound.empty())
sndMgr->playSound3D(mPtr, effect->mCastSound, 1.0f, 1.0f);
else
sndMgr->playSound3D(mPtr, schools[effect->mData.mSchool]+" cast", 1.0f, 1.0f);
}
bool CharacterController::updateCreatureState()
{
const MWWorld::Class &cls = mPtr.getClass();
CreatureStats &stats = cls.getCreatureStats(mPtr);
WeaponType weapType = WeapType_None;
if(stats.getDrawState() == DrawState_Weapon)
weapType = WeapType_HandToHand;
else if (stats.getDrawState() == DrawState_Spell)
weapType = WeapType_Spell;
if (weapType != mWeaponType)
{
mWeaponType = weapType;
if (mAnimation->isPlaying(mCurrentWeapon))
mAnimation->disable(mCurrentWeapon);
}
if(stats.getAttackingOrSpell())
{
if(mUpperBodyState == UpperCharState_Nothing && mHitState == CharState_None)
{
MWBase::Environment::get().getWorld()->breakInvisibility(mPtr);
std::string startKey = "start";
std::string stopKey = "stop";
if (weapType == WeapType_Spell)
{
const std::string spellid = stats.getSpells().getSelectedSpell();
if (!spellid.empty() && MWBase::Environment::get().getWorld()->startSpellCast(mPtr))
{
castSpell(spellid);
if (!mAnimation->hasAnimation("spellcast"))
MWBase::Environment::get().getWorld()->castSpell(mPtr); // No "release" text key to use, so cast immediately
else
{
const ESM::Spell *spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(spellid);
const ESM::ENAMstruct &effectentry = spell->mEffects.mList.at(0);
switch(effectentry.mRange)
{
case 0: mAttackType = "self"; break;
case 1: mAttackType = "touch"; break;
case 2: mAttackType = "target"; break;
}
startKey = mAttackType + " " + startKey;
stopKey = mAttackType + " " + stopKey;
mCurrentWeapon = "spellcast";
}
}
else
mCurrentWeapon = "";
}
if (weapType != WeapType_Spell || !mAnimation->hasAnimation("spellcast")) // Not all creatures have a dedicated spellcast animation
{
int roll = std::rand()/ (static_cast<double> (RAND_MAX) + 1) * 3; // [0, 2]
if (roll == 0)
mCurrentWeapon = "attack1";
else if (roll == 1)
mCurrentWeapon = "attack2";
else
mCurrentWeapon = "attack3";
}
if (!mCurrentWeapon.empty())
{
mAnimation->play(mCurrentWeapon, Priority_Weapon,
MWRender::Animation::Group_All, true,
1, startKey, stopKey,
0.0f, 0);
mUpperBodyState = UpperCharState_StartToMinAttack;
}
}
stats.setAttackingOrSpell(false);
}
bool animPlaying = mAnimation->getInfo(mCurrentWeapon);
if (!animPlaying)
mUpperBodyState = UpperCharState_Nothing;
return false;
}
bool CharacterController::updateWeaponState()
{
const MWWorld::Class &cls = mPtr.getClass();
CreatureStats &stats = cls.getCreatureStats(mPtr);
WeaponType weaptype = WeapType_None;
MWWorld::InventoryStore &inv = cls.getInventoryStore(mPtr);
MWWorld::ContainerStoreIterator weapon = getActiveWeapon(stats, inv, &weaptype);
const bool isWerewolf = cls.isNpc() && cls.getNpcStats(mPtr).isWerewolf();
bool forcestateupdate = false;
if(weaptype != mWeaponType && mHitState != CharState_KnockDown)
{
forcestateupdate = true;
// Shields/torches shouldn't be visible during spellcasting or hand-to-hand
// There seems to be no text keys for this purpose, except maybe for "[un]equip start/stop",
// but they are also present in weapon drawing animation.
mAnimation->showCarriedLeft(weaptype != WeapType_Spell && weaptype != WeapType_HandToHand);
std::string weapgroup;
if(weaptype == WeapType_None)
{
getWeaponGroup(mWeaponType, weapgroup);
mAnimation->play(weapgroup, Priority_Weapon,
MWRender::Animation::Group_UpperBody, true,
1.0f, "unequip start", "unequip stop", 0.0f, 0);
mUpperBodyState = UpperCharState_UnEquipingWeap;
}
else
{
getWeaponGroup(weaptype, weapgroup);
mAnimation->showWeapons(false);
mAnimation->setWeaponGroup(weapgroup);
mAnimation->play(weapgroup, Priority_Weapon,
MWRender::Animation::Group_UpperBody, true,
1.0f, "equip start", "equip stop", 0.0f, 0);
mUpperBodyState = UpperCharState_EquipingWeap;
if(isWerewolf)
{
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
const ESM::Sound *sound = store.get<ESM::Sound>().searchRandom("WolfEquip");
if(sound)
{
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
sndMgr->playSound3D(mPtr, sound->mId, 1.0f, 1.0f);
}
}
}
if(weapon != inv.end() && !(weaptype == WeapType_None && mWeaponType == WeapType_Spell))
{
std::string soundid = (weaptype == WeapType_None) ?
weapon->getClass().getDownSoundId(*weapon) :
weapon->getClass().getUpSoundId(*weapon);
if(!soundid.empty())
{
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
sndMgr->playSound3D(mPtr, soundid, 1.0f, 1.0f);
}
}
mWeaponType = weaptype;
getWeaponGroup(mWeaponType, mCurrentWeapon);
}
if(isWerewolf)
{
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
if(cls.getCreatureStats(mPtr).getStance(MWMechanics::CreatureStats::Stance_Run)
&& mHasMovedInXY
&& !MWBase::Environment::get().getWorld()->isSwimming(mPtr)
&& mWeaponType == WeapType_None)
{
if(!sndMgr->getSoundPlaying(mPtr, "WolfRun"))
sndMgr->playSound3D(mPtr, "WolfRun", 1.0f, 1.0f, MWBase::SoundManager::Play_TypeSfx,
MWBase::SoundManager::Play_Loop);
}
else
sndMgr->stopSound3D(mPtr, "WolfRun");
}
bool isWeapon = (weapon != inv.end() && weapon->getTypeName() == typeid(ESM::Weapon).name());
float weapSpeed = 1.0f;
if(isWeapon)
weapSpeed = weapon->get<ESM::Weapon>()->mBase->mData.mSpeed;
// Cancel attack if we no longer have ammunition
bool ammunition = true;
MWWorld::ContainerStoreIterator ammo = inv.getSlot(MWWorld::InventoryStore::Slot_Ammunition);
if (mWeaponType == WeapType_Crossbow)
ammunition = (ammo != inv.end() && ammo->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::Bolt);
else if (mWeaponType == WeapType_BowAndArrow)
ammunition = (ammo != inv.end() && ammo->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::Arrow);
if (!ammunition && mUpperBodyState > UpperCharState_WeapEquiped)
{
mAnimation->disable(mCurrentWeapon);
mUpperBodyState = UpperCharState_WeapEquiped;
}
float complete;
bool animPlaying;
if(stats.getAttackingOrSpell())
{
if(mUpperBodyState == UpperCharState_WeapEquiped && mHitState == CharState_None)
{
MWBase::Environment::get().getWorld()->breakInvisibility(mPtr);
mAttackType.clear();
if(mWeaponType == WeapType_Spell)
{
// Unset casting flag, otherwise pressing the mouse button down would
// continue casting every frame if there is no animation
stats.setAttackingOrSpell(false);
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
// For the player, set the spell we want to cast
// This has to be done at the start of the casting animation,
// *not* when selecting a spell in the GUI (otherwise you could change the spell mid-animation)
if (mPtr.getRefData().getHandle() == "player")
{
std::string selectedSpell = MWBase::Environment::get().getWindowManager()->getSelectedSpell();
stats.getSpells().setSelectedSpell(selectedSpell);
}
std::string spellid = stats.getSpells().getSelectedSpell();
if(!spellid.empty() && MWBase::Environment::get().getWorld()->startSpellCast(mPtr))
{
castSpell(spellid);
const ESM::Spell *spell = store.get<ESM::Spell>().find(spellid);
const ESM::ENAMstruct &effectentry = spell->mEffects.mList.at(0);
const ESM::MagicEffect *effect;
effect = store.get<ESM::MagicEffect>().find(effectentry.mEffectID);
const ESM::Static* castStatic = MWBase::Environment::get().getWorld()->getStore().get<ESM::Static>().find ("VFX_Hands");
if (mAnimation->getNode("Left Hand"))
{
mAnimation->addEffect("meshes\\" + castStatic->mModel, -1, false, "Left Hand", effect->mParticle);
mAnimation->addEffect("meshes\\" + castStatic->mModel, -1, false, "Right Hand", effect->mParticle);
}
else
{
mAnimation->addEffect("meshes\\" + castStatic->mModel, -1, false, "Bip01 L Hand", effect->mParticle);
mAnimation->addEffect("meshes\\" + castStatic->mModel, -1, false, "Bip01 R Hand", effect->mParticle);
}
switch(effectentry.mRange)
{
case 0: mAttackType = "self"; break;
case 1: mAttackType = "touch"; break;
case 2: mAttackType = "target"; break;
}
mAnimation->play(mCurrentWeapon, Priority_Weapon,
MWRender::Animation::Group_UpperBody, true,
weapSpeed, mAttackType+" start", mAttackType+" stop",
0.0f, 0);
mUpperBodyState = UpperCharState_CastingSpell;
}
if (inv.getSelectedEnchantItem() != inv.end())
{
// Enchanted items cast immediately (no animation)
MWBase::Environment::get().getWorld()->castSpell(mPtr);
}
}
else if(mWeaponType == WeapType_PickProbe)
{
MWWorld::Ptr item = *weapon;
// TODO: this will only work for the player, and needs to be fixed if NPCs should ever use lockpicks/probes.
MWWorld::Ptr target = MWBase::Environment::get().getWorld()->getFacedObject();
std::string resultMessage, resultSound;
if(!target.isEmpty())
{
if(item.getTypeName() == typeid(ESM::Lockpick).name())
Security(mPtr).pickLock(target, item, resultMessage, resultSound);
else if(item.getTypeName() == typeid(ESM::Probe).name())
Security(mPtr).probeTrap(target, item, resultMessage, resultSound);
}
mAnimation->play(mCurrentWeapon, Priority_Weapon,
MWRender::Animation::Group_UpperBody, true,
1.0f, "start", "stop", 0.0, 0);
mUpperBodyState = UpperCharState_FollowStartToFollowStop;
if(!resultMessage.empty())
MWBase::Environment::get().getWindowManager()->messageBox(resultMessage);
if(!resultSound.empty())
MWBase::Environment::get().getSoundManager()->playSound(resultSound, 1.0f, 1.0f);
}
else if (ammunition)
{
if(mWeaponType == WeapType_Crossbow || mWeaponType == WeapType_BowAndArrow ||
mWeaponType == WeapType_Thrown)
mAttackType = "shoot";
else
{
if(isWeapon && mPtr.getRefData().getHandle() == "player" &&
Settings::Manager::getBool("best attack", "Game"))
mAttackType = getBestAttack(weapon->get<ESM::Weapon>()->mBase);
else
determineAttackType();
}
mAnimation->play(mCurrentWeapon, Priority_Weapon,
MWRender::Animation::Group_UpperBody, false,
weapSpeed, mAttackType+" start", mAttackType+" min attack",
0.0f, 0);
mUpperBodyState = UpperCharState_StartToMinAttack;
}
}
animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
}
else
{
animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
if(mUpperBodyState == UpperCharState_MinAttackToMaxAttack && mHitState != CharState_KnockDown)
{
float attackStrength = complete;
if (!mPtr.getClass().isNpc())
{
// most creatures don't actually have an attack wind-up animation, so use a uniform random value
// (even some creatures that can use weapons don't have a wind-up animation either, e.g. Rieklings)
// Note: vanilla MW uses a random value for *all* non-player actors, but we probably don't need to go that far.
attackStrength = std::min(1.f, 0.1f + std::rand() / float(RAND_MAX));
}
if(mAttackType != "shoot")
{
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
if(isWerewolf)
{
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
const ESM::Sound *sound = store.get<ESM::Sound>().searchRandom("WolfSwing");
if(sound)
sndMgr->playSound3D(mPtr, sound->mId, 1.0f, 1.0f);
}
else
{
std::string sound = "SwishM";
if(attackStrength < 0.5f)
sndMgr->playSound3D(mPtr, sound, 1.0f, 0.8f); //Weak attack
else if(attackStrength < 1.0f)
sndMgr->playSound3D(mPtr, sound, 1.0f, 1.0f); //Medium attack
else
sndMgr->playSound3D(mPtr, sound, 1.0f, 1.2f); //Strong attack
}
}
stats.setAttackStrength(attackStrength);
mAnimation->disable(mCurrentWeapon);
mAnimation->play(mCurrentWeapon, Priority_Weapon,
MWRender::Animation::Group_UpperBody, false,
weapSpeed, mAttackType+" max attack", mAttackType+" min hit",
1.0f-complete, 0);
complete = 0.f;
mUpperBodyState = UpperCharState_MaxAttackToMinHit;
}
else if (mHitState == CharState_KnockDown)
{
if (mUpperBodyState > UpperCharState_WeapEquiped)
mUpperBodyState = UpperCharState_WeapEquiped;
mAnimation->disable(mCurrentWeapon);
}
}
mAnimation->setPitchFactor(0.f);
if (mWeaponType == WeapType_BowAndArrow || mWeaponType == WeapType_Thrown)
{
switch (mUpperBodyState)
{
case UpperCharState_StartToMinAttack:
mAnimation->setPitchFactor(complete);
break;
case UpperCharState_MinAttackToMaxAttack:
case UpperCharState_MaxAttackToMinHit:
case UpperCharState_MinHitToHit:
mAnimation->setPitchFactor(1.f);
break;
case UpperCharState_FollowStartToFollowStop:
if (animPlaying)
mAnimation->setPitchFactor(1.f-complete);
break;
default:
break;
}
}
else if (mWeaponType == WeapType_Crossbow)
{
switch (mUpperBodyState)
{
case UpperCharState_EquipingWeap:
mAnimation->setPitchFactor(complete);
break;
case UpperCharState_UnEquipingWeap:
mAnimation->setPitchFactor(1.f-complete);
break;
case UpperCharState_WeapEquiped:
case UpperCharState_StartToMinAttack:
case UpperCharState_MinAttackToMaxAttack:
case UpperCharState_MaxAttackToMinHit:
case UpperCharState_MinHitToHit:
case UpperCharState_FollowStartToFollowStop:
mAnimation->setPitchFactor(1.f);
break;
default:
break;
}
}
if(!animPlaying)
{
if(mUpperBodyState == UpperCharState_EquipingWeap ||
mUpperBodyState == UpperCharState_FollowStartToFollowStop ||
mUpperBodyState == UpperCharState_CastingSpell)
{
if (ammunition && mWeaponType == WeapType_Crossbow)
mAnimation->attachArrow();
mUpperBodyState = UpperCharState_WeapEquiped;
//don't allow to continue playing hit animation on UpperBody after actor had attacked during it
if(mHitState == CharState_Hit)
{
mAnimation->changeGroups(mCurrentHit, MWRender::Animation::Group_LowerBody);
//commenting out following 2 lines will give a bit different combat dynamics(slower)
mHitState = CharState_None;
mCurrentHit.clear();
mPtr.getClass().getCreatureStats(mPtr).setHitRecovery(false);
}
}
else if(mUpperBodyState == UpperCharState_UnEquipingWeap)
mUpperBodyState = UpperCharState_Nothing;
}
else if(complete >= 1.0f)
{
std::string start, stop;
switch(mUpperBodyState)
{
case UpperCharState_StartToMinAttack:
start = mAttackType+" min attack";
stop = mAttackType+" max attack";
mUpperBodyState = UpperCharState_MinAttackToMaxAttack;
break;
case UpperCharState_MinAttackToMaxAttack:
//hack to avoid body pos desync when jumping/sneaking in 'max attack' state
if(!mAnimation->isPlaying(mCurrentWeapon))
mAnimation->play(mCurrentWeapon, Priority_Weapon,
MWRender::Animation::Group_UpperBody, false,
0, mAttackType+" min attack", mAttackType+" max attack", 0.999f, 0);
break;
case UpperCharState_MaxAttackToMinHit:
if(mAttackType == "shoot")
{
start = mAttackType+" min hit";
stop = mAttackType+" release";
}
else
{
start = mAttackType+" min hit";
stop = mAttackType+" hit";
}
mUpperBodyState = UpperCharState_MinHitToHit;
break;
case UpperCharState_MinHitToHit:
if(mAttackType == "shoot")
{
start = mAttackType+" follow start";
stop = mAttackType+" follow stop";
}
else
{
float str = stats.getAttackStrength();
start = mAttackType+((str < 0.5f) ? " small follow start"
: (str < 1.0f) ? " medium follow start"
: " large follow start");
stop = mAttackType+((str < 0.5f) ? " small follow stop"
: (str < 1.0f) ? " medium follow stop"
: " large follow stop");
}
mUpperBodyState = UpperCharState_FollowStartToFollowStop;
break;
default:
break;
}
if(!start.empty())
{
mAnimation->disable(mCurrentWeapon);
if (mUpperBodyState == UpperCharState_FollowStartToFollowStop)
mAnimation->play(mCurrentWeapon, Priority_Weapon,
MWRender::Animation::Group_UpperBody, true,
weapSpeed, start, stop, 0.0f, 0);
else
mAnimation->play(mCurrentWeapon, Priority_Weapon,
MWRender::Animation::Group_UpperBody, false,
weapSpeed, start, stop, 0.0f, 0);
}
}
//if playing combat animation and lowerbody is not busy switch to whole body animation
if((weaptype != WeapType_None || mUpperBodyState == UpperCharState_UnEquipingWeap) && animPlaying)
{
if( mMovementState != CharState_None ||
mJumpState != JumpState_None ||
mHitState != CharState_None ||
MWBase::Environment::get().getWorld()->isSwimming(mPtr) ||
cls.getCreatureStats(mPtr).getMovementFlag(CreatureStats::Flag_Sneak))
{
mAnimation->changeGroups(mCurrentWeapon, MWRender::Animation::Group_UpperBody);
}
else
{
mAnimation->changeGroups(mCurrentWeapon, MWRender::Animation::Group_All);
}
}
MWWorld::ContainerStoreIterator torch = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
if(torch != inv.end() && torch->getTypeName() == typeid(ESM::Light).name()
&& mWeaponType != WeapType_Spell && mWeaponType != WeapType_HandToHand)
{
mAnimation->play("torch", Priority_Torch, MWRender::Animation::Group_LeftArm,
false, 1.0f, "start", "stop", 0.0f, (~(size_t)0));
}
else if (mAnimation->isPlaying("torch"))
{
mAnimation->disable("torch");
}
return forcestateupdate;
}
void CharacterController::update(float duration)
{
MWBase::World *world = MWBase::Environment::get().getWorld();
const MWWorld::Class &cls = mPtr.getClass();
Ogre::Vector3 movement(0.0f);
updateVisibility();
if(!cls.isActor())
{
if(mAnimQueue.size() > 1)
{
if(mAnimation->isPlaying(mAnimQueue.front().first) == false)
{
mAnimation->disable(mAnimQueue.front().first);
mAnimQueue.pop_front();
mAnimation->play(mAnimQueue.front().first, Priority_Default,
MWRender::Animation::Group_All, false,
1.0f, "start", "stop", 0.0f, mAnimQueue.front().second);
}
}
}
else if(!cls.getCreatureStats(mPtr).isDead())
{
bool onground = world->isOnGround(mPtr);
bool inwater = world->isSwimming(mPtr);
bool sneak = cls.getCreatureStats(mPtr).getStance(MWMechanics::CreatureStats::Stance_Sneak);
bool flying = world->isFlying(mPtr);
// Can't run while flying (see speed formula in Npc/Creature::getSpeed)
bool isrunning = cls.getCreatureStats(mPtr).getStance(MWMechanics::CreatureStats::Stance_Run) && !flying;
CreatureStats &stats = cls.getCreatureStats(mPtr);
//Force Jump Logic
bool isMoving = (std::abs(cls.getMovementSettings(mPtr).mPosition[0]) > .5 || abs(cls.getMovementSettings(mPtr).mPosition[1]) > .5);
if(!inwater && !flying)
{
//Force Jump
if(stats.getMovementFlag(MWMechanics::CreatureStats::Flag_ForceJump))
{
if(onground)
{
cls.getMovementSettings(mPtr).mPosition[2] = 1;
}
else
cls.getMovementSettings(mPtr).mPosition[2] = 0;
}
//Force Move Jump, only jump if they're otherwise moving
if(stats.getMovementFlag(MWMechanics::CreatureStats::Flag_ForceMoveJump) && isMoving)
{
if(onground)
{
cls.getMovementSettings(mPtr).mPosition[2] = 1;
}
else
cls.getMovementSettings(mPtr).mPosition[2] = 0;
}
}
Ogre::Vector3 vec(cls.getMovementSettings(mPtr).mPosition);
vec.normalise();
if(mHitState != CharState_None && mJumpState == JumpState_None)
vec = Ogre::Vector3(0.0f);
Ogre::Vector3 rot = cls.getRotationVector(mPtr);
mMovementSpeed = cls.getSpeed(mPtr);
vec.x *= mMovementSpeed;
vec.y *= mMovementSpeed;
CharacterState movestate = CharState_None;
CharacterState idlestate = CharState_SpecialIdle;
bool forcestateupdate = false;
mHasMovedInXY = std::abs(vec[0])+std::abs(vec[1]) > 0.0f;
isrunning = isrunning && mHasMovedInXY;
// advance athletics
if(mHasMovedInXY && mPtr.getRefData().getHandle() == "player")
{
if(inwater)
{
mSecondsOfSwimming += duration;
while(mSecondsOfSwimming > 1)
{
cls.skillUsageSucceeded(mPtr, ESM::Skill::Athletics, 1);
mSecondsOfSwimming -= 1;
}
}
else if(isrunning)
{
mSecondsOfRunning += duration;
while(mSecondsOfRunning > 1)
{
cls.skillUsageSucceeded(mPtr, ESM::Skill::Athletics, 0);
mSecondsOfRunning -= 1;
}
}
}
// reduce fatigue
const MWWorld::Store<ESM::GameSetting> &gmst = world->getStore().get<ESM::GameSetting>();
float fatigueLoss = 0;
static const float fFatigueRunBase = gmst.find("fFatigueRunBase")->getFloat();
static const float fFatigueRunMult = gmst.find("fFatigueRunMult")->getFloat();
static const float fFatigueSwimWalkBase = gmst.find("fFatigueSwimWalkBase")->getFloat();
static const float fFatigueSwimRunBase = gmst.find("fFatigueSwimRunBase")->getFloat();
static const float fFatigueSwimWalkMult = gmst.find("fFatigueSwimWalkMult")->getFloat();
static const float fFatigueSwimRunMult = gmst.find("fFatigueSwimRunMult")->getFloat();
static const float fFatigueSneakBase = gmst.find("fFatigueSneakBase")->getFloat();
static const float fFatigueSneakMult = gmst.find("fFatigueSneakMult")->getFloat();
const float encumbrance = cls.getEncumbrance(mPtr) / cls.getCapacity(mPtr);
if (encumbrance < 1)
{
if (sneak)
fatigueLoss = fFatigueSneakBase + encumbrance * fFatigueSneakMult;
else
{
if (inwater)
{
if (!isrunning)
fatigueLoss = fFatigueSwimWalkBase + encumbrance * fFatigueSwimWalkMult;
else
fatigueLoss = fFatigueSwimRunBase + encumbrance * fFatigueSwimRunMult;
}
if (isrunning)
fatigueLoss = fFatigueRunBase + encumbrance * fFatigueRunMult;
}
}
fatigueLoss *= duration;
DynamicStat<float> fatigue = cls.getCreatureStats(mPtr).getFatigue();
fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss, fatigue.getCurrent() < 0);
cls.getCreatureStats(mPtr).setFatigue(fatigue);
if(sneak || inwater || flying)
vec.z = 0.0f;
if (inwater || flying)
cls.getCreatureStats(mPtr).land();
bool inJump = true;
if(!onground && !flying && !inwater)
{
// In the air (either getting up —ascending part of jump— or falling).
if (world->isSlowFalling(mPtr))
{
// SlowFalling spell effect is active, do not keep previous fall height
cls.getCreatureStats(mPtr).land();
}
forcestateupdate = (mJumpState != JumpState_InAir);
mJumpState = JumpState_InAir;
// This is a guess. All that seems to be known is that "While the player is in the
// air, fJumpMoveBase and fJumpMoveMult governs air control". What does fJumpMoveMult do?
static const float fJumpMoveBase = gmst.find("fJumpMoveBase")->getFloat();
vec.x *= fJumpMoveBase;
vec.y *= fJumpMoveBase;
vec.z = 0.0f;
}
else if(vec.z > 0.0f && mJumpState == JumpState_None)
{
// Started a jump.
float z = cls.getJump(mPtr);
if (z > 0)
{
if(vec.x == 0 && vec.y == 0)
vec = Ogre::Vector3(0.0f, 0.0f, z);
else
{
Ogre::Vector3 lat = Ogre::Vector3(vec.x, vec.y, 0.0f).normalisedCopy();
vec = Ogre::Vector3(lat.x, lat.y, 1.0f) * z * 0.707f;
}
// advance acrobatics
if (mPtr.getRefData().getHandle() == "player")
cls.skillUsageSucceeded(mPtr, ESM::Skill::Acrobatics, 0);
// decrease fatigue
const MWWorld::Store<ESM::GameSetting> &gmst = world->getStore().get<ESM::GameSetting>();
const float fatigueJumpBase = gmst.find("fFatigueJumpBase")->getFloat();
const float fatigueJumpMult = gmst.find("fFatigueJumpMult")->getFloat();
float normalizedEncumbrance = mPtr.getClass().getNormalizedEncumbrance(mPtr);
if (normalizedEncumbrance > 1)
normalizedEncumbrance = 1;
const int fatigueDecrease = fatigueJumpBase + (1 - normalizedEncumbrance) * fatigueJumpMult;
DynamicStat<float> fatigue = cls.getCreatureStats(mPtr).getFatigue();
fatigue.setCurrent(fatigue.getCurrent() - fatigueDecrease);
cls.getCreatureStats(mPtr).setFatigue(fatigue);
}
}
else if(mJumpState == JumpState_InAir)
{
forcestateupdate = true;
mJumpState = JumpState_Landing;
vec.z = 0.0f;
float height = cls.getCreatureStats(mPtr).land();
float healthLost = cls.getFallDamage(mPtr, height);
if (healthLost > 0.0f)
{
const float fatigueTerm = cls.getCreatureStats(mPtr).getFatigueTerm();
// inflict fall damages
DynamicStat<float> health = cls.getCreatureStats(mPtr).getHealth();
int realHealthLost = healthLost * (1.0f - 0.25 * fatigueTerm);
health.setCurrent(health.getCurrent() - realHealthLost);
cls.getCreatureStats(mPtr).setHealth(health);
cls.onHit(mPtr, realHealthLost, true, MWWorld::Ptr(), MWWorld::Ptr(), true);
const float acrobaticsSkill = cls.getSkill(mPtr, ESM::Skill::Acrobatics);
if (healthLost > (acrobaticsSkill * fatigueTerm))
{
cls.getCreatureStats(mPtr).setKnockedDown(true);
}
else
{
// report acrobatics progression
if (mPtr.getRefData().getHandle() == "player")
cls.skillUsageSucceeded(mPtr, ESM::Skill::Acrobatics, 1);
}
}
}
else
{
mJumpState = JumpState_None;
vec.z = 0.0f;
inJump = false;
if(std::abs(vec.x/2.0f) > std::abs(vec.y))
{
if(vec.x > 0.0f)
movestate = (inwater ? (isrunning ? CharState_SwimRunRight : CharState_SwimWalkRight)
: (sneak ? CharState_SneakRight
: (isrunning ? CharState_RunRight : CharState_WalkRight)));
else if(vec.x < 0.0f)
movestate = (inwater ? (isrunning ? CharState_SwimRunLeft : CharState_SwimWalkLeft)
: (sneak ? CharState_SneakLeft
: (isrunning ? CharState_RunLeft : CharState_WalkLeft)));
}
else if(vec.y != 0.0f)
{
if(vec.y > 0.0f)
movestate = (inwater ? (isrunning ? CharState_SwimRunForward : CharState_SwimWalkForward)
: (sneak ? CharState_SneakForward
: (isrunning ? CharState_RunForward : CharState_WalkForward)));
else if(vec.y < 0.0f)
movestate = (inwater ? (isrunning ? CharState_SwimRunBack : CharState_SwimWalkBack)
: (sneak ? CharState_SneakBack
: (isrunning ? CharState_RunBack : CharState_WalkBack)));
}
// Don't play turning animations during attack. It would break positioning of the arrow bone when releasing a shot.
// Actually, in vanilla the turning animation is not even played when merely having equipped the weapon,
// but I don't think we need to go as far as that.
else if(rot.z != 0.0f && !inwater && !sneak && mUpperBodyState < UpperCharState_StartToMinAttack)
{
if(rot.z > 0.0f)
movestate = CharState_TurnRight;
else if(rot.z < 0.0f)
movestate = CharState_TurnLeft;
}
}
mTurnAnimationThreshold -= duration;
if (movestate == CharState_TurnRight || movestate == CharState_TurnLeft)
mTurnAnimationThreshold = 0.05;
else if (movestate == CharState_None && (mMovementState == CharState_TurnRight || mMovementState == CharState_TurnLeft)
&& mTurnAnimationThreshold > 0)
{
movestate = mMovementState;
}
if (onground)
cls.getCreatureStats(mPtr).land();
if(movestate != CharState_None)
clearAnimQueue();
if(mAnimQueue.empty())
idlestate = (inwater ? CharState_IdleSwim : (sneak ? CharState_IdleSneak : CharState_Idle));
else if(mAnimQueue.size() > 1)
{
if(mAnimation->isPlaying(mAnimQueue.front().first) == false)
{
mAnimation->disable(mAnimQueue.front().first);
mAnimQueue.pop_front();
mAnimation->play(mAnimQueue.front().first, Priority_Default,
MWRender::Animation::Group_All, false,
1.0f, "start", "stop", 0.0f, mAnimQueue.front().second);
}
}
if(cls.hasInventoryStore(mPtr))
forcestateupdate = updateWeaponState() || forcestateupdate;
else
forcestateupdate = updateCreatureState() || forcestateupdate;
refreshCurrentAnims(idlestate, movestate, forcestateupdate);
if (inJump)
mMovementAnimationControlled = false;
if (mMovementState == CharState_TurnLeft || mMovementState == CharState_TurnRight)
{
if (duration > 0)
mAnimation->adjustSpeedMult(mCurrentMovement, std::min(1.5f, std::abs(rot.z) / duration / Ogre::Math::PI));
}
if (!mSkipAnim)
{
rot *= Ogre::Math::RadiansToDegrees(1.0f);
if(mHitState != CharState_KnockDown && mHitState != CharState_KnockOut)
{
world->rotateObject(mPtr, rot.x, rot.y, rot.z, true);
}
else //avoid z-rotating for knockdown
world->rotateObject(mPtr, rot.x, rot.y, 0.0f, true);
if (!mMovementAnimationControlled)
world->queueMovement(mPtr, vec);
}
else
// We must always queue movement, even if there is none, to apply gravity.
world->queueMovement(mPtr, Ogre::Vector3(0.0f));
movement = vec;
cls.getMovementSettings(mPtr).mPosition[0] = cls.getMovementSettings(mPtr).mPosition[1] = 0;
// Can't reset jump state (mPosition[2]) here; we don't know for sure whether the PhysicSystem will actually handle it in this frame
// due to the fixed minimum timestep used for the physics update. It will be reset in PhysicSystem::move once the jump is handled.
}
else if(cls.getCreatureStats(mPtr).isDead())
{
world->queueMovement(mPtr, Ogre::Vector3(0.0f));
}
if(mAnimation && !mSkipAnim)
{
Ogre::Vector3 moved = mAnimation->runAnimation(duration);
if(duration > 0.0f)
moved /= duration;
else
moved = Ogre::Vector3(0.0f);
// Ensure we're moving in generally the right direction...
if(mMovementSpeed > 0.f)
{
float l = moved.length();
if((movement.x < 0.0f && movement.x < moved.x*2.0f) ||
(movement.x > 0.0f && movement.x > moved.x*2.0f))
moved.x = movement.x;
if((movement.y < 0.0f && movement.y < moved.y*2.0f) ||
(movement.y > 0.0f && movement.y > moved.y*2.0f))
moved.y = movement.y;
if((movement.z < 0.0f && movement.z < moved.z*2.0f) ||
(movement.z > 0.0f && movement.z > moved.z*2.0f))
moved.z = movement.z;
// but keep the original speed
float newLength = moved.length();
if (newLength > 0)
moved *= (l / newLength);
}
// Update movement
if(mMovementAnimationControlled && mPtr.getClass().isActor())
world->queueMovement(mPtr, moved);
}
else
mAnimation->updateEffects(duration);
mSkipAnim = false;
mAnimation->enableHeadAnimation(cls.isActor() && !cls.getCreatureStats(mPtr).isDead());
}
void CharacterController::playGroup(const std::string &groupname, int mode, int count)
{
if(!mAnimation || !mAnimation->hasAnimation(groupname))
std::cerr<< "Animation "<<groupname<<" not found" <<std::endl;
else
{
count = std::max(count, 1);
if(mode != 0 || mAnimQueue.empty() || !isAnimPlaying(mAnimQueue.front().first))
{
clearAnimQueue();
mAnimQueue.push_back(std::make_pair(groupname, count-1));
mAnimation->disable(mCurrentIdle);
mCurrentIdle.clear();
mIdleState = CharState_SpecialIdle;
mAnimation->play(groupname, Priority_Default,
MWRender::Animation::Group_All, false, 1.0f,
((mode==2) ? "loop start" : "start"), "stop", 0.0f, count-1);
}
else if(mode == 0)
{
if (!mAnimQueue.empty())
mAnimation->stopLooping(mAnimQueue.front().first);
mAnimQueue.resize(1);
mAnimQueue.push_back(std::make_pair(groupname, count-1));
}
}
}
void CharacterController::skipAnim()
{
mSkipAnim = true;
}
bool CharacterController::isAnimPlaying(const std::string &groupName)
{
if(mAnimation == NULL)
return false;
return mAnimation->isPlaying(groupName);
}
void CharacterController::clearAnimQueue()
{
if(!mAnimQueue.empty())
mAnimation->disable(mAnimQueue.front().first);
mAnimQueue.clear();
}
void CharacterController::forceStateUpdate()
{
if(!mAnimation)
return;
clearAnimQueue();
refreshCurrentAnims(mIdleState, mMovementState, true);
if(mDeathState != CharState_None)
{
playRandomDeath();
}
}
bool CharacterController::kill()
{
if( isDead() )
{
if( mPtr.getRefData().getHandle()=="player" && !isAnimPlaying(mCurrentDeath) )
{
//player's death animation is over
MWBase::Environment::get().getStateManager()->askLoadRecent();
}
return false;
}
playRandomDeath();
if(mAnimation)
{
mAnimation->disable(mCurrentIdle);
}
mIdleState = CharState_None;
mCurrentIdle.clear();
// Play Death Music if it was the player dying
if(mPtr.getRefData().getHandle()=="player")
MWBase::Environment::get().getSoundManager()->streamMusic("Special/MW_Death.mp3");
return true;
}
void CharacterController::resurrect()
{
if(mDeathState == CharState_None)
return;
if(mAnimation)
mAnimation->disable(mCurrentDeath);
mCurrentDeath.clear();
mDeathState = CharState_None;
}
void CharacterController::updateContinuousVfx()
{
// Keeping track of when to stop a continuous VFX seems to be very difficult to do inside the spells code,
// as it's extremely spread out (ActiveSpells, Spells, InventoryStore effects, etc...) so we do it here.
// Stop any effects that are no longer active
std::vector<int> effects;
mAnimation->getLoopingEffects(effects);
for (std::vector<int>::iterator it = effects.begin(); it != effects.end(); ++it)
{
if (mPtr.getClass().getCreatureStats(mPtr).isDead()
|| mPtr.getClass().getCreatureStats(mPtr).getMagicEffects().get(MWMechanics::EffectKey(*it)).getMagnitude() <= 0)
mAnimation->removeEffect(*it);
}
}
void CharacterController::updateVisibility()
{
if (!mPtr.getClass().isActor())
return;
float alpha = 1.f;
if (mPtr.getClass().getCreatureStats(mPtr).getMagicEffects().get(ESM::MagicEffect::Invisibility).getMagnitude())
{
if (mPtr.getRefData().getHandle() == "player")
alpha = 0.4f;
else
alpha = 0.f;
}
float chameleon = mPtr.getClass().getCreatureStats(mPtr).getMagicEffects().get(ESM::MagicEffect::Chameleon).getMagnitude();
if (chameleon)
{
alpha *= std::max(0.2f, (100.f - chameleon)/100.f);
}
mAnimation->setAlpha(alpha);
float light = mPtr.getClass().getCreatureStats(mPtr).getMagicEffects().get(ESM::MagicEffect::Light).getMagnitude();
mAnimation->setLightEffect(light);
}
void CharacterController::determineAttackType()
{
float *move = mPtr.getClass().getMovementSettings(mPtr).mPosition;
if(mPtr.getClass().hasInventoryStore(mPtr))
{
if (move[1] && !move[0]) // forward-backward
mAttackType = "thrust";
else if (move[0] && !move[1]) //sideway
mAttackType = "slash";
else
mAttackType = "chop";
}
}
}