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			1784 lines
		
	
	
	
		
			68 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1784 lines
		
	
	
	
		
			68 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * OpenMW - The completely unofficial reimplementation of Morrowind
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 *
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 * This file (character.cpp) is part of the OpenMW package.
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 *
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 * OpenMW is distributed as free software: you can redistribute it
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 * and/or modify it under the terms of the GNU General Public License
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 * version 3, as published by the Free Software Foundation.
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 *
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 * This program is distributed in the hope that it will be useful, but
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 * WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
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 * General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * version 3 along with this program. If not, see
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 * http://www.gnu.org/licenses/ .
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 */
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#include "character.hpp"
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#include <OgreStringConverter.h>
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#include <OgreSceneNode.h>
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#include "movement.hpp"
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#include "npcstats.hpp"
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#include "creaturestats.hpp"
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#include "security.hpp"
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#include "../mwrender/animation.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/soundmanager.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwbase/statemanager.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/inventorystore.hpp"
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#include "../mwworld/esmstore.hpp"
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namespace
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{
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std::string getBestAttack (const ESM::Weapon* weapon)
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{
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    int slash = (weapon->mData.mSlash[0] + weapon->mData.mSlash[1])/2;
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    int chop = (weapon->mData.mChop[0] + weapon->mData.mChop[1])/2;
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    int thrust = (weapon->mData.mThrust[0] + weapon->mData.mThrust[1])/2;
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    if (slash >= chop && slash >= thrust)
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        return "slash";
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    else if (chop >= slash && chop >= thrust)
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        return "chop";
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    else
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        return "thrust";
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}
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// Converts a movement Run state to its equivalent Walk state.
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MWMechanics::CharacterState runStateToWalkState (MWMechanics::CharacterState state)
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{
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    using namespace MWMechanics;
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    CharacterState ret = state;
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    switch (state)
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    {
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        case CharState_RunForward:
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            ret = CharState_WalkForward;
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            break;
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        case CharState_RunBack:
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            ret = CharState_WalkBack;
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            break;
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        case CharState_RunLeft:
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            ret = CharState_WalkLeft;
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            break;
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        case CharState_RunRight:
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            ret = CharState_WalkRight;
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            break;
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        case CharState_SwimRunForward:
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            ret = CharState_SwimWalkForward;
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            break;
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        case CharState_SwimRunBack:
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            ret = CharState_SwimWalkBack;
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            break;
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        case CharState_SwimRunLeft:
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            ret = CharState_SwimWalkLeft;
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            break;
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        case CharState_SwimRunRight:
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            ret = CharState_SwimWalkRight;
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            break;
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        default:
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            break;
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    }
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    return ret;
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}
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}
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namespace MWMechanics
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{
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struct StateInfo {
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    CharacterState state;
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    const char groupname[32];
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};
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static const StateInfo sMovementList[] = {
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    { CharState_WalkForward, "walkforward" },
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    { CharState_WalkBack, "walkback" },
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    { CharState_WalkLeft, "walkleft" },
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    { CharState_WalkRight, "walkright" },
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    { CharState_SwimWalkForward, "swimwalkforward" },
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    { CharState_SwimWalkBack, "swimwalkback" },
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    { CharState_SwimWalkLeft, "swimwalkleft" },
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    { CharState_SwimWalkRight, "swimwalkright" },
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    { CharState_RunForward, "runforward" },
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    { CharState_RunBack, "runback" },
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    { CharState_RunLeft, "runleft" },
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    { CharState_RunRight, "runright" },
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    { CharState_SwimRunForward, "swimrunforward" },
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    { CharState_SwimRunBack, "swimrunback" },
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    { CharState_SwimRunLeft, "swimrunleft" },
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    { CharState_SwimRunRight, "swimrunright" },
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    { CharState_SneakForward, "sneakforward" },
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    { CharState_SneakBack, "sneakback" },
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    { CharState_SneakLeft, "sneakleft" },
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    { CharState_SneakRight, "sneakright" },
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    { CharState_Jump, "jump" },
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    { CharState_TurnLeft, "turnleft" },
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    { CharState_TurnRight, "turnright" },
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};
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static const StateInfo *sMovementListEnd = &sMovementList[sizeof(sMovementList)/sizeof(sMovementList[0])];
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class FindCharState {
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    CharacterState state;
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public:
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    FindCharState(CharacterState _state) : state(_state) { }
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    bool operator()(const StateInfo &info) const
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    { return info.state == state; }
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};
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static const struct WeaponInfo {
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    WeaponType type;
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    const char shortgroup[16];
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    const char longgroup[16];
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} sWeaponTypeList[] = {
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    { WeapType_HandToHand, "hh", "handtohand" },
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    { WeapType_OneHand, "1h", "weapononehand" },
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    { WeapType_TwoHand, "2c", "weapontwohand" },
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    { WeapType_TwoWide, "2w", "weapontwowide" },
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    { WeapType_BowAndArrow, "1h", "bowandarrow" },
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    { WeapType_Crossbow, "crossbow", "crossbow" },
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    { WeapType_Thrown, "1h", "throwweapon" },
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    { WeapType_PickProbe, "1h", "pickprobe" },
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    { WeapType_Spell, "spell", "spellcast" },
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};
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static const WeaponInfo *sWeaponTypeListEnd = &sWeaponTypeList[sizeof(sWeaponTypeList)/sizeof(sWeaponTypeList[0])];
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class FindWeaponType {
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    WeaponType type;
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public:
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    FindWeaponType(WeaponType _type) : type(_type) { }
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    bool operator()(const WeaponInfo &weap) const
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    { return weap.type == type; }
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};
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std::string CharacterController::chooseRandomGroup (const std::string& prefix, int* num)
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{
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    int numAnims=0;
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    while (mAnimation->hasAnimation(prefix + Ogre::StringConverter::toString(numAnims+1)))
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        ++numAnims;
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    int roll = std::rand()/ (static_cast<double> (RAND_MAX) + 1) * numAnims + 1; // [1, numAnims]
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    if (num)
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        *num = roll;
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    return prefix + Ogre::StringConverter::toString(roll);
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}
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void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterState movement, bool force)
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{
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    // hit recoils/knockdown animations handling
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    if(mPtr.getClass().isActor())
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    {
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        bool recovery = mPtr.getClass().getCreatureStats(mPtr).getHitRecovery();
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        bool knockdown = mPtr.getClass().getCreatureStats(mPtr).getKnockedDown();
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        bool block = mPtr.getClass().getCreatureStats(mPtr).getBlock();
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        if(mHitState == CharState_None)
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        {
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            if (mPtr.getClass().getCreatureStats(mPtr).getFatigue().getCurrent() < 0
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                    || mPtr.getClass().getCreatureStats(mPtr).getFatigue().getBase() == 0)
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            {
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                mHitState = CharState_KnockOut;
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                mCurrentHit = "knockout";
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                mAnimation->play(mCurrentHit, Priority_Knockdown, MWRender::Animation::Group_All, false, 1, "start", "stop", 0.0f, ~0ul);
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                mPtr.getClass().getCreatureStats(mPtr).setKnockedDown(true);
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            }
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            else if(knockdown)
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            {
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                mHitState = CharState_KnockDown;
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                mCurrentHit = "knockdown";
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                mAnimation->play(mCurrentHit, Priority_Knockdown, MWRender::Animation::Group_All, true, 1, "start", "stop", 0.0f, 0);
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            }
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            else if (recovery)
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            {
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                mHitState = CharState_Hit;
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                mCurrentHit = chooseRandomGroup("hit");
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                mAnimation->play(mCurrentHit, Priority_Hit, MWRender::Animation::Group_All, true, 1, "start", "stop", 0.0f, 0);
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            }
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            else if (block)
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            {
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                mHitState = CharState_Block;
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                mCurrentHit = "shield";
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                mAnimation->play(mCurrentHit, Priority_Hit, MWRender::Animation::Group_All, true, 1, "block start", "block stop", 0.0f, 0);
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            }
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            // Cancel upper body animations
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            if (mHitState == CharState_KnockDown || mHitState == CharState_KnockOut)
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            {
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                if (mUpperBodyState > UpperCharState_WeapEquiped)
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                {
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                    mAnimation->disable(mCurrentWeapon);
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                    mUpperBodyState = UpperCharState_WeapEquiped;
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                }
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                else if (mUpperBodyState > UpperCharState_Nothing && mUpperBodyState < UpperCharState_WeapEquiped)
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                {
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                    mAnimation->disable(mCurrentWeapon);
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                    mUpperBodyState = UpperCharState_Nothing;
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                }
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            }
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        }
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        else if(!mAnimation->isPlaying(mCurrentHit))
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        {
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            mCurrentHit.erase();
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            if (knockdown)
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                mPtr.getClass().getCreatureStats(mPtr).setKnockedDown(false);
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            if (recovery)
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                mPtr.getClass().getCreatureStats(mPtr).setHitRecovery(false);
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            if (block)
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                mPtr.getClass().getCreatureStats(mPtr).setBlock(false);
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            mHitState = CharState_None;
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        }
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        else if (mHitState == CharState_KnockOut && mPtr.getClass().getCreatureStats(mPtr).getFatigue().getCurrent() > 0)
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        {
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            mHitState = CharState_KnockDown;
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            mAnimation->disable(mCurrentHit);
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            mAnimation->play(mCurrentHit, Priority_Knockdown, MWRender::Animation::Group_All, true, 1, "loop stop", "stop", 0.0f, 0);
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        }
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    }
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    const WeaponInfo *weap = std::find_if(sWeaponTypeList, sWeaponTypeListEnd, FindWeaponType(mWeaponType));
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    if (!mPtr.getClass().hasInventoryStore(mPtr))
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        weap = sWeaponTypeListEnd;
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    if(force || idle != mIdleState)
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    {
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        mIdleState = idle;
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        std::string idle;
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        // Only play "idleswim" or "idlesneak" if they exist. Otherwise, fallback to
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        // "idle"+weapon or "idle".
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        if(mIdleState == CharState_IdleSwim && mAnimation->hasAnimation("idleswim"))
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            idle = "idleswim";
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        else if(mIdleState == CharState_IdleSneak && mAnimation->hasAnimation("idlesneak"))
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            idle = "idlesneak";
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        else if(mIdleState != CharState_None)
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        {
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            idle = "idle";
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            if(weap != sWeaponTypeListEnd)
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            {
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                idle += weap->shortgroup;
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                if(!mAnimation->hasAnimation(idle))
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                    idle = "idle";
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            }
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        }
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        mAnimation->disable(mCurrentIdle);
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        mCurrentIdle = idle;
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        if(!mCurrentIdle.empty())
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            mAnimation->play(mCurrentIdle, Priority_Default, MWRender::Animation::Group_All, false,
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                             1.0f, "start", "stop", 0.0f, ~0ul);
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    }
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    updateIdleStormState();
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    if(force && mJumpState != JumpState_None)
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    {
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        std::string jump;
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        MWRender::Animation::Group jumpgroup = MWRender::Animation::Group_All;
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						|
        if(mJumpState != JumpState_None)
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        {
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            jump = "jump";
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            if(weap != sWeaponTypeListEnd)
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            {
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                jump += weap->shortgroup;
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                if(!mAnimation->hasAnimation(jump))
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                {
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                    jumpgroup = MWRender::Animation::Group_LowerBody;
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                    jump = "jump";
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                }
 | 
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            }
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        }
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        if(mJumpState == JumpState_InAir)
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        {
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            int mode = ((jump == mCurrentJump) ? 2 : 1);
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            mAnimation->disable(mCurrentJump);
 | 
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            mCurrentJump = jump;
 | 
						|
            if (mAnimation->hasAnimation("jump"))
 | 
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                mAnimation->play(mCurrentJump, Priority_Jump, jumpgroup, false,
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                             1.0f, ((mode!=2)?"start":"loop start"), "stop", 0.0f, ~0ul);
 | 
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        }
 | 
						|
        else
 | 
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        {
 | 
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            mAnimation->disable(mCurrentJump);
 | 
						|
            mCurrentJump.clear();
 | 
						|
            if (mAnimation->hasAnimation("jump"))
 | 
						|
                mAnimation->play(jump, Priority_Jump, jumpgroup, true,
 | 
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                             1.0f, "loop stop", "stop", 0.0f, 0);
 | 
						|
        }
 | 
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    }
 | 
						|
 | 
						|
    if(force || movement != mMovementState)
 | 
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    {
 | 
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        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)
 | 
						|
        {
 | 
						|
            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(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)
 | 
						|
        {
 | 
						|
            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";
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
}
 |