mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-16 10:49:57 +00:00
f6e3445414
TODO: fix this unequip stuff
671 lines
26 KiB
C++
671 lines
26 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 "movement.hpp"
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#include "npcstats.hpp"
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#include "creaturestats.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 "../mwworld/player.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/inventorystore.hpp"
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namespace MWMechanics
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{
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static const struct StateInfo {
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CharacterState state;
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const char groupname[32];
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Priority priority;
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bool loops;
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} sStateList[] = {
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{ CharState_Idle, "idle", Priority_Default, true },
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{ CharState_Idle2, "idle2", Priority_Default, true },
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{ CharState_Idle3, "idle3", Priority_Default, true },
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{ CharState_Idle4, "idle4", Priority_Default, true },
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{ CharState_Idle5, "idle5", Priority_Default, true },
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{ CharState_Idle6, "idle6", Priority_Default, true },
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{ CharState_Idle7, "idle7", Priority_Default, true },
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{ CharState_Idle8, "idle8", Priority_Default, true },
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{ CharState_Idle9, "idle9", Priority_Default, true },
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{ CharState_IdleSwim, "idleswim", Priority_Default, true },
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{ CharState_IdleSneak, "idlesneak", Priority_Default, true },
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{ CharState_WalkForward, "walkforward", Priority_Default, true },
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{ CharState_WalkBack, "walkback", Priority_Default, true },
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{ CharState_WalkLeft, "walkleft", Priority_Default, true },
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{ CharState_WalkRight, "walkright", Priority_Default, true },
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{ CharState_SwimWalkForward, "swimwalkforward", Priority_Default, true },
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{ CharState_SwimWalkBack, "swimwalkback", Priority_Default, true },
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{ CharState_SwimWalkLeft, "swimwalkleft", Priority_Default, true },
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{ CharState_SwimWalkRight, "swimwalkright", Priority_Default, true },
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{ CharState_RunForward, "runforward", Priority_Default, true },
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{ CharState_RunBack, "runback", Priority_Default, true },
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{ CharState_RunLeft, "runleft", Priority_Default, true },
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{ CharState_RunRight, "runright", Priority_Default, true },
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{ CharState_SwimRunForward, "swimrunforward", Priority_Default, true },
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{ CharState_SwimRunBack, "swimrunback", Priority_Default, true },
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{ CharState_SwimRunLeft, "swimrunleft", Priority_Default, true },
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{ CharState_SwimRunRight, "swimrunright", Priority_Default, true },
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{ CharState_SneakForward, "sneakforward", Priority_Default, true },
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{ CharState_SneakBack, "sneakback", Priority_Default, true },
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{ CharState_SneakLeft, "sneakleft", Priority_Default, true },
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{ CharState_SneakRight, "sneakright", Priority_Default, true },
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{ CharState_TurnLeft, "turnleft", Priority_Default, true },
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{ CharState_TurnRight, "turnright", Priority_Default, true },
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{ CharState_Jump, "jump", Priority_Default, true },
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{ CharState_Death1, "death1", Priority_Death, false },
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{ CharState_Death2, "death2", Priority_Death, false },
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{ CharState_Death3, "death3", Priority_Death, false },
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{ CharState_Death4, "death4", Priority_Death, false },
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{ CharState_Death5, "death5", Priority_Death, false },
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};
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static const StateInfo *sStateListEnd = &sStateList[sizeof(sStateList)/sizeof(sStateList[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 idlegroup[16];
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const char movementgroup[16];
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const char actiongroup[16];
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} sWeaponTypeList[] = {
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{ WeapType_HandToHand, "hh", "hh", "handtohand" },
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{ WeapType_OneHand, "1h", "1h", "weapononehand" },
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{ WeapType_TwoHand, "2c", "2c", "weapontwohand" },
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{ WeapType_TwoWide, "2w", "2w", "weapontwowide" },
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{ WeapType_BowAndArrow, "1h", "1h", "bowandarrow" },
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{ WeapType_Crossbow, "crossbow", "1h", "crossbow" },
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{ WeapType_ThowWeapon, "1h", "1h", "throwweapon" },
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{ WeapType_PickProbe, "1h", "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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void CharacterController::getCurrentGroup(std::string &group, Priority &priority, bool &loops) const
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{
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std::string name;
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const StateInfo *state = std::find_if(sStateList, sStateListEnd, FindCharState(mCharState));
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if(state == sStateListEnd)
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throw std::runtime_error("Failed to find character state "+Ogre::StringConverter::toString(mCharState));
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name = state->groupname;
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priority = state->priority;
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loops = state->loops;
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if(!(mCharState >= CharState_Death1) && mWeaponType != WeapType_None)
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{
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const WeaponInfo *weap = std::find_if(sWeaponTypeList, sWeaponTypeListEnd, FindWeaponType(mWeaponType));
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if(weap != sWeaponTypeListEnd)
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{
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if(mCharState == CharState_Idle)
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(group=name) += weap->idlegroup;
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else
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(group=name) += weap->movementgroup;
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}
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}
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if(group.empty() || !mAnimation->hasAnimation(group))
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group = (mAnimation->hasAnimation(name) ? name : std::string());
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}
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void CharacterController::getWeaponGroup(WeaponType weaptype, std::string &group)
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{
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const WeaponInfo *info = std::find_if(sWeaponTypeList, sWeaponTypeListEnd, FindWeaponType(weaptype));
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if(info != sWeaponTypeListEnd)
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group = info->actiongroup;
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}
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CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Animation *anim, CharacterState state)
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: mPtr(ptr)
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, mAnimation(anim)
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, mCharState(state)
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, mUpperBodyState(UpperCharState_Nothing)
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, mWeaponType(WeapType_None)
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, mSkipAnim(false)
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, mSecondsOfRunning(0)
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, mSecondsOfSwimming(0)
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, mUpdateWeapon(true)
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{
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if(!mAnimation)
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return;
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if(MWWorld::Class::get(mPtr).isActor())
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{
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/* Accumulate along X/Y only for now, until we can figure out how we should
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* handle knockout and death which moves the character down. */
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mAnimation->setAccumulation(Ogre::Vector3(1.0f, 1.0f, 0.0f));
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}
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else
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{
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/* Don't accumulate with non-actors. */
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mAnimation->setAccumulation(Ogre::Vector3(0.0f));
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}
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std::string group;
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Priority prio;
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bool loops;
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getCurrentGroup(group, prio, loops);
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mAnimation->play(group, prio, MWRender::Animation::Group_All, false,
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"start", "stop", 1.0f, loops ? (~(size_t)0) : 0);
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}
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CharacterController::~CharacterController()
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{
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}
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void CharacterController::updatePtr(const MWWorld::Ptr &ptr)
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{
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mPtr = ptr;
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}
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void CharacterController::update(float duration, Movement &movement)
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{
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const MWWorld::Class &cls = MWWorld::Class::get(mPtr);
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float speed = 0.0f;
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if(!cls.isActor())
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{
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if(mAnimQueue.size() > 1)
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{
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if(mAnimation->isPlaying(mAnimQueue.front().first) == false)
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{
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mAnimation->disable(mAnimQueue.front().first);
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mAnimQueue.pop_front();
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mAnimation->play(mAnimQueue.front().first, Priority_Default,
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MWRender::Animation::Group_All, false,
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"start", "stop", 0.0f, mAnimQueue.front().second);
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}
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}
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}
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else if(!cls.getCreatureStats(mPtr).isDead())
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{
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/*std::list<std::pair<std::string,std::string>> lastKeys = cls.getCreatureStats(mPtr).getLastAnimKey();
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for(std::list<std::pair<std::string,std::string>>::iterator it = cls.getCreatureStats(mPtr).getLastAnimKey().begin();
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it!=cls.getCreatureStats(mPtr).getLastAnimKey().end();)
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{
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std::cout << "NE";
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std::pair<std::string,std::string> lastKey = *it;
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if(!lastKey.first.empty())
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{
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std::cout << lastKey.first << " " << lastKey.second << " ";
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//const std::string &evt = key->second;
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size_t off = lastKey.second.size()+2;
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size_t len = lastKey.first.size() - off;
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if(lastKey.first.compare(off, len, "equip stop") == 0) mUpperBodyState = UpperCharState_WeapEquiped;
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if(lastKey.first.compare(off, len, "unequip stop") == 0) mUpperBodyState = UpperCharState_Nothing;
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if(lastKey.first.compare(off, len, "chop large follow stop") == 0){ mUpperBodyState = UpperCharState_WeapEquiped;std::cout << "FINISHED";}
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}
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it = cls.getCreatureStats(mPtr).getLastAnimKey().erase(it);
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}*/
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MWBase::World *world = MWBase::Environment::get().getWorld();
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bool onground = world->isOnGround(mPtr);
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bool inwater = world->isSwimming(mPtr);
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bool isrunning = cls.getStance(mPtr, MWWorld::Class::Run);
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bool sneak = cls.getStance(mPtr, MWWorld::Class::Sneak);
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Ogre::Vector3 vec = cls.getMovementVector(mPtr);
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Ogre::Vector3 rot = cls.getRotationVector(mPtr);
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speed = cls.getSpeed(mPtr);
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// advance athletics
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if (vec.squaredLength() > 0 && mPtr.getRefData().getHandle() == "player")
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{
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if (inwater)
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{
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mSecondsOfSwimming += duration;
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while(mSecondsOfSwimming > 1)
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{
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cls.skillUsageSucceeded(mPtr, ESM::Skill::Athletics, 1);
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mSecondsOfSwimming -= 1;
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}
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}
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else if (isrunning)
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{
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mSecondsOfRunning += duration;
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while(mSecondsOfRunning > 1)
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{
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cls.skillUsageSucceeded(mPtr, ESM::Skill::Athletics, 0);
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mSecondsOfRunning -= 1;
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}
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}
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}
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/* FIXME: The state should be set to Jump, and X/Y movement should be disallowed except
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* for the initial thrust (which would be carried by "physics" until landing). */
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if(!onground)
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vec.z = 0.0f;
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else if(vec.z > 0.0f)
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{
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float z = cls.getJump(mPtr);
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if(vec.x == 0 && vec.y == 0)
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vec.z *= z;
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else
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{
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/* FIXME: this would be more correct if we were going into a jumping state,
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* rather than normal walking/idle states. */
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//Ogre::Vector3 lat = Ogre::Vector3(vec.x, vec.y, 0.0f).normalisedCopy();
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//vec *= Ogre::Vector3(lat.x, lat.y, 1.0f) * z * 0.707f;
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vec.z *= z * 0.707f;
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}
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//decrease fatigue by fFatigueJumpBase + (1 - normalizedEncumbrance) * fFatigueJumpMult;
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}
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if(std::abs(vec.x/2.0f) > std::abs(vec.y) && speed > 0.0f)
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{
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if(vec.x > 0.0f)
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setState(inwater ? (isrunning ? CharState_SwimRunRight : CharState_SwimWalkRight)
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: (sneak ? CharState_SneakRight : (isrunning ? CharState_RunRight : CharState_WalkRight)));
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else if(vec.x < 0.0f)
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setState(inwater ? (isrunning ? CharState_SwimRunLeft : CharState_SwimWalkLeft)
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: (sneak ? CharState_SneakLeft : (isrunning ? CharState_RunLeft : CharState_WalkLeft)));
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vec.x *= speed;
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vec.y *= speed;
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}
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else if(vec.y != 0.0f && speed > 0.0f)
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{
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if(vec.y > 0.0f)
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setState(inwater ? (isrunning ? CharState_SwimRunForward : CharState_SwimWalkForward)
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: (sneak ? CharState_SneakForward : (isrunning ? CharState_RunForward : CharState_WalkForward)));
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else if(vec.y < 0.0f)
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setState(inwater ? (isrunning ? CharState_SwimRunBack : CharState_SwimWalkBack)
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: (sneak ? CharState_SneakBack : (isrunning ? CharState_RunBack : CharState_WalkBack)));
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vec.x *= speed;
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vec.y *= speed;
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}
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else if(rot.z != 0.0f && !inwater && !sneak)
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{
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if(rot.z > 0.0f)
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setState(CharState_TurnRight);
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else if(rot.z < 0.0f)
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setState(CharState_TurnLeft);
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}
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else if(mAnimQueue.size() > 0)
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{
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if(mAnimQueue.size() > 1)
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{
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if(mAnimation->isPlaying(mAnimQueue.front().first) == false)
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{
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mAnimation->disable(mAnimQueue.front().first);
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mAnimQueue.pop_front();
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mAnimation->play(mAnimQueue.front().first, Priority_Default,
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MWRender::Animation::Group_All, true,
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"start", "stop", 0.0f, mAnimQueue.front().second);
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}
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}
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}
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else
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setState((inwater ? CharState_IdleSwim : (sneak ? CharState_IdleSneak : CharState_Idle)));
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vec *= duration;
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movement.mPosition[0] += vec.x;
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movement.mPosition[1] += vec.y;
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movement.mPosition[2] += vec.z;
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rot *= duration;
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movement.mRotation[0] += rot.x;
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movement.mRotation[1] += rot.y;
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movement.mRotation[2] += rot.z;
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if(mPtr.getTypeName() == typeid(ESM::NPC).name())
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{
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NpcStats &stats = cls.getNpcStats(mPtr);
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WeaponType weaptype = WeapType_None;
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MWWorld::InventoryStore &inv = cls.getInventoryStore(mPtr);
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MWWorld::ContainerStoreIterator weapon = inv.end();
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if(stats.getDrawState() == DrawState_Spell)
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weaptype = WeapType_Spell;
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else if(stats.getDrawState() == MWMechanics::DrawState_Weapon)
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{
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weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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if(weapon == inv.end())
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weaptype = WeapType_HandToHand;
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else
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{
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const std::string &type = weapon->getTypeName();
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if(type == typeid(ESM::Lockpick).name() || type == typeid(ESM::Probe).name())
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weaptype = WeapType_PickProbe;
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else if(type == typeid(ESM::Weapon).name())
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{
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MWWorld::LiveCellRef<ESM::Weapon> *ref = weapon->get<ESM::Weapon>();
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ESM::Weapon::Type type = (ESM::Weapon::Type)ref->mBase->mData.mType;
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switch(type)
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{
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case ESM::Weapon::ShortBladeOneHand:
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case ESM::Weapon::LongBladeOneHand:
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case ESM::Weapon::BluntOneHand:
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case ESM::Weapon::AxeOneHand:
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case ESM::Weapon::Arrow:
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case ESM::Weapon::Bolt:
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weaptype = WeapType_OneHand;
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break;
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case ESM::Weapon::LongBladeTwoHand:
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case ESM::Weapon::BluntTwoClose:
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case ESM::Weapon::AxeTwoHand:
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weaptype = WeapType_TwoHand;
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break;
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case ESM::Weapon::BluntTwoWide:
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case ESM::Weapon::SpearTwoWide:
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weaptype = WeapType_TwoWide;
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break;
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case ESM::Weapon::MarksmanBow:
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weaptype = WeapType_BowAndArrow;
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break;
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case ESM::Weapon::MarksmanCrossbow:
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weaptype = WeapType_Crossbow;
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break;
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case ESM::Weapon::MarksmanThrown:
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weaptype = WeapType_ThowWeapon;
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break;
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}
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}
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}
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}
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else
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weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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if(mUpdateWeapon)
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{
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mWeaponType = weaptype;
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forceStateUpdate();
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mUpdateWeapon = false;
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}
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if(weaptype != mWeaponType)
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{
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std::string weapgroup;
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if(weaptype == WeapType_None)
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{
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getWeaponGroup(mWeaponType, weapgroup);
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mAnimation->play(weapgroup, Priority_Weapon,
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MWRender::Animation::Group_UpperBody, true,
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"unequip start", "unequip stop", 0.0f, 0);
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mUpperBodyState = UpperCharState_UnEquipingWeap;
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}
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else
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{
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getWeaponGroup(weaptype, weapgroup);
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mAnimation->showWeapons(false);
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mAnimation->play(weapgroup, Priority_Weapon,
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MWRender::Animation::Group_UpperBody, true,
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"equip start", "equip stop", 0.0f, 0);
|
|
mUpperBodyState = UpperCharState_EquipingWeap;
|
|
}
|
|
|
|
mWeaponType = weaptype;
|
|
forceStateUpdate();
|
|
|
|
if(weapon != inv.end())
|
|
{
|
|
std::string soundid = (mWeaponType == WeapType_None) ?
|
|
MWWorld::Class::get(*weapon).getDownSoundId(*weapon) :
|
|
MWWorld::Class::get(*weapon).getUpSoundId(*weapon);
|
|
if(!soundid.empty())
|
|
{
|
|
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
|
|
sndMgr->playSound3D(mPtr, soundid, 1.0f, 1.0f);
|
|
}
|
|
}
|
|
}
|
|
|
|
if(cls.getCreatureStats(mPtr).getAttackingOrSpell())
|
|
{
|
|
if(mUpperBodyState == UpperCharState_WeapEquiped)
|
|
{
|
|
std::cout << "ATTaquiomg \n";
|
|
std::string weapgroup;
|
|
getWeaponGroup(mWeaponType, weapgroup);
|
|
mAnimation->play(weapgroup, Priority_Weapon,
|
|
MWRender::Animation::Group_UpperBody, false,
|
|
"chop start", "chop min attack", 0.0f, 0);
|
|
mUpperBodyState = UpperCharState_ChopStartToMinAttack;
|
|
}
|
|
}
|
|
else if(mUpperBodyState == UpperCharState_ChopMinAttackToMaxAttack)
|
|
{
|
|
std::cout << "OMG \n";
|
|
std::string weapgroup;
|
|
getWeaponGroup(mWeaponType, weapgroup);
|
|
std::string start;
|
|
std::string stop;
|
|
float complete;
|
|
//mAnimation->
|
|
if(mAnimation->getInfo(weapgroup,&complete,&start,&stop))
|
|
{
|
|
std::cout << "BLABLABLA";
|
|
mAnimation->disable(weapgroup);
|
|
mAnimation->play(weapgroup, Priority_Weapon,
|
|
MWRender::Animation::Group_UpperBody, false,
|
|
"chop max attack", "chop min hit", 1-complete, 0);
|
|
}
|
|
else
|
|
{
|
|
mAnimation->play(weapgroup, Priority_Weapon,
|
|
MWRender::Animation::Group_UpperBody, false,
|
|
"chop max attack", "chop min hit", 0, 0);
|
|
}
|
|
mUpperBodyState = UpperCharState_ChopMaxAttackToMinHit;
|
|
}
|
|
|
|
std::string weapgroup;
|
|
getWeaponGroup(mWeaponType, weapgroup);
|
|
std::string start;
|
|
std::string stop;
|
|
float complete;
|
|
bool animPlaying = mAnimation->getInfo(weapgroup,&complete,&start,&stop);
|
|
std::cout << "update";
|
|
if(animPlaying) std::cout << "playing\n";
|
|
if(mUpperBodyState == UpperCharState_EquipingWeap && !animPlaying) mUpperBodyState = UpperCharState_WeapEquiped;
|
|
if(mUpperBodyState == UpperCharState_UnEquipingWeap && !animPlaying) mUpperBodyState = UpperCharState_Nothing;
|
|
if(animPlaying)
|
|
{
|
|
if(mUpperBodyState == UpperCharState_ChopStartToMinAttack && complete == 1)
|
|
{
|
|
mAnimation->disable(weapgroup);
|
|
mAnimation->play(weapgroup, Priority_Weapon,
|
|
MWRender::Animation::Group_UpperBody, false,
|
|
"chop min attack", "chop max attack",0, 0);
|
|
mUpperBodyState = UpperCharState_ChopMinAttackToMaxAttack;
|
|
}
|
|
else if(mUpperBodyState == UpperCharState_ChopMaxAttackToMinHit && complete == 1)
|
|
{
|
|
mAnimation->disable(weapgroup);
|
|
mAnimation->play(weapgroup, Priority_Weapon,
|
|
MWRender::Animation::Group_UpperBody, false,
|
|
"chop min hit", "chop hit",0, 0);
|
|
mUpperBodyState = UpperCharState_ChopMinHitToHit;
|
|
}
|
|
else if(mUpperBodyState == UpperCharState_ChopMinHitToHit && complete == 1)
|
|
{
|
|
mAnimation->disable(weapgroup);
|
|
mAnimation->play(weapgroup, Priority_Weapon,
|
|
MWRender::Animation::Group_UpperBody, false,
|
|
"chop large follow start", "chop large follow stop",0, 0);
|
|
mUpperBodyState = UpperCharState_ChopLargeFollowStartToLargeFollowStop;
|
|
}
|
|
else if(mUpperBodyState == UpperCharState_ChopLargeFollowStartToLargeFollowStop && complete == 1)
|
|
{
|
|
mUpperBodyState = UpperCharState_WeapEquiped;
|
|
}
|
|
}
|
|
|
|
MWWorld::ContainerStoreIterator torch = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
|
|
if(torch != inv.end() && torch->getTypeName() == typeid(ESM::Light).name())
|
|
{
|
|
if(!mAnimation->isPlaying("torch"))
|
|
mAnimation->play("torch", Priority_Torch,
|
|
MWRender::Animation::Group_LeftArm, false,
|
|
"start", "stop", 0.0f, (~(size_t)0));
|
|
}
|
|
else if(mAnimation->isPlaying("torch"))
|
|
mAnimation->disable("torch");
|
|
}
|
|
}
|
|
else if (cls.getCreatureStats(mPtr).isDead())
|
|
{
|
|
MWBase::Environment::get().getWorld()->enableActorCollision(mPtr, false);
|
|
}
|
|
|
|
if(mAnimation && !mSkipAnim)
|
|
{
|
|
mAnimation->setSpeed(speed);
|
|
|
|
Ogre::Vector3 moved = mAnimation->runAnimation(duration);
|
|
// Ensure we're moving in generally the right direction
|
|
if (speed > 0.f)
|
|
{
|
|
if((movement.mPosition[0] < 0.0f && movement.mPosition[0] < moved.x*2.0f) ||
|
|
(movement.mPosition[0] > 0.0f && movement.mPosition[0] > moved.x*2.0f))
|
|
moved.x = movement.mPosition[0];
|
|
if((movement.mPosition[1] < 0.0f && movement.mPosition[1] < moved.y*2.0f) ||
|
|
(movement.mPosition[1] > 0.0f && movement.mPosition[1] > moved.y*2.0f))
|
|
moved.y = movement.mPosition[1];
|
|
if((movement.mPosition[2] < 0.0f && movement.mPosition[2] < moved.z*2.0f) ||
|
|
(movement.mPosition[2] > 0.0f && movement.mPosition[2] > moved.z*2.0f))
|
|
moved.z = movement.mPosition[2];
|
|
}
|
|
|
|
movement.mPosition[0] = moved.x;
|
|
movement.mPosition[1] = moved.y;
|
|
movement.mPosition[2] = moved.z;
|
|
}
|
|
mSkipAnim = false;
|
|
}
|
|
|
|
|
|
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.size() == 0)
|
|
{
|
|
clearAnimQueue();
|
|
mAnimQueue.push_back(std::make_pair(groupname, count-1));
|
|
|
|
mCharState = CharState_SpecialIdle;
|
|
mAnimation->play(groupname, Priority_Default,
|
|
MWRender::Animation::Group_All, false,
|
|
((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;
|
|
else
|
|
return mAnimation->isPlaying(groupName);
|
|
}
|
|
|
|
|
|
void CharacterController::clearAnimQueue()
|
|
{
|
|
if(mAnimQueue.size() > 0)
|
|
mAnimation->disable(mAnimQueue.front().first);
|
|
mAnimQueue.clear();
|
|
}
|
|
|
|
|
|
void CharacterController::setState(CharacterState state)
|
|
{
|
|
if(mCharState == state)
|
|
return;
|
|
mCharState = state;
|
|
|
|
forceStateUpdate();
|
|
}
|
|
|
|
void CharacterController::forceStateUpdate()
|
|
{
|
|
if(!mAnimation)
|
|
return;
|
|
clearAnimQueue();
|
|
|
|
std::string group;
|
|
Priority prio;
|
|
bool loops;
|
|
getCurrentGroup(group, prio, loops);
|
|
mAnimation->play(group, prio, MWRender::Animation::Group_All, false,
|
|
"start", "stop", 0.0f, loops ? (~(size_t)0) : 0);
|
|
}
|
|
|
|
}
|