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https://github.com/OpenMW/openmw.git
synced 2025-02-06 22:45:38 +00:00
Reduce calls in CharacterController::updateState
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parent
dd222b9ef1
commit
058da82823
1 changed files with 27 additions and 32 deletions
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@ -1139,7 +1139,9 @@ bool CharacterController::updateCarriedLeftVisible(const int weaptype) const
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bool CharacterController::updateState(CharacterState idle)
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{
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auto& prng = MWBase::Environment::get().getWorld()->getPrng();
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auto* world = MWBase::Environment::get().getWorld();
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auto& prng = world->getPrng();
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MWBase::SoundManager* sndMgr = MWBase::Environment::get().getSoundManager();
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const MWWorld::Class &cls = mPtr.getClass();
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CreatureStats &stats = cls.getCreatureStats(mPtr);
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@ -1154,7 +1156,7 @@ bool CharacterController::updateState(CharacterState idle)
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std::string upSoundId;
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std::string downSoundId;
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bool weaponChanged = false;
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if (mPtr.getClass().hasInventoryStore(mPtr))
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if (cls.hasInventoryStore(mPtr))
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{
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MWWorld::InventoryStore &inv = cls.getInventoryStore(mPtr);
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MWWorld::ContainerStoreIterator weapon = getActiveWeapon(mPtr, &weaptype);
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@ -1182,13 +1184,13 @@ bool CharacterController::updateState(CharacterState idle)
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// For biped actors, blend weapon animations with lower body animations with higher priority
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MWRender::Animation::AnimPriority priorityWeapon(Priority_Weapon);
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if (mPtr.getClass().isBipedal(mPtr))
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if (cls.isBipedal(mPtr))
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priorityWeapon[MWRender::Animation::BoneGroup_LowerBody] = Priority_WeaponLowerBody;
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bool forcestateupdate = false;
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// We should not play equipping animation and sound during weapon->weapon transition
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bool isStillWeapon = weaptype != ESM::Weapon::HandToHand && weaptype != ESM::Weapon::Spell && weaptype != ESM::Weapon::None &&
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const bool isStillWeapon = weaptype != ESM::Weapon::HandToHand && weaptype != ESM::Weapon::Spell && weaptype != ESM::Weapon::None &&
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mWeaponType != ESM::Weapon::HandToHand && mWeaponType != ESM::Weapon::Spell && mWeaponType != ESM::Weapon::None;
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// If the current weapon type was changed in the middle of attack (e.g. by Equip console command or when bound spell expires),
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@ -1241,7 +1243,6 @@ bool CharacterController::updateState(CharacterState idle)
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if(!downSoundId.empty())
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{
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MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
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sndMgr->playSound3D(mPtr, downSoundId, 1.0f, 1.0f);
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}
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}
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@ -1297,11 +1298,10 @@ bool CharacterController::updateState(CharacterState idle)
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if(isWerewolf)
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{
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const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
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const MWWorld::ESMStore &store = world->getStore();
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const ESM::Sound *sound = store.get<ESM::Sound>().searchRandom("WolfEquip", prng);
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if(sound)
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{
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MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
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sndMgr->playSound3D(mPtr, sound->mId, 1.0f, 1.0f);
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}
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}
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@ -1311,7 +1311,6 @@ bool CharacterController::updateState(CharacterState idle)
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if(!upSoundId.empty() && !isStillWeapon)
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{
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MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
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sndMgr->playSound3D(mPtr, upSoundId, 1.0f, 1.0f);
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}
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}
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@ -1329,10 +1328,9 @@ bool CharacterController::updateState(CharacterState idle)
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if(isWerewolf)
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{
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MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
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if(cls.getCreatureStats(mPtr).getStance(MWMechanics::CreatureStats::Stance_Run)
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if(stats.getStance(MWMechanics::CreatureStats::Stance_Run)
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&& mHasMovedInXY
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&& !MWBase::Environment::get().getWorld()->isSwimming(mPtr)
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&& !world->isSwimming(mPtr)
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&& mWeaponType == ESM::Weapon::None)
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{
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if(!sndMgr->getSoundPlaying(mPtr, "WolfRun"))
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@ -1347,7 +1345,7 @@ bool CharacterController::updateState(CharacterState idle)
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bool ammunition = true;
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bool isWeapon = false;
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float weapSpeed = 1.f;
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if (mPtr.getClass().hasInventoryStore(mPtr))
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if (cls.hasInventoryStore(mPtr))
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{
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MWWorld::InventoryStore &inv = cls.getInventoryStore(mPtr);
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MWWorld::ConstContainerStoreIterator weapon = getActiveWeapon(mPtr, &weaptype);
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@ -1380,12 +1378,12 @@ bool CharacterController::updateState(CharacterState idle)
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bool resetIdle = ammunition;
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if(mUpperBodyState == UpperCharState_WeapEquiped && (mHitState == CharState_None || mHitState == CharState_Block))
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{
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MWBase::Environment::get().getWorld()->breakInvisibility(mPtr);
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world->breakInvisibility(mPtr);
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mAttackStrength = 0;
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// Randomize attacks for non-bipedal creatures
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if (mPtr.getClass().getType() == ESM::Creature::sRecordId &&
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!mPtr.getClass().isBipedal(mPtr) &&
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if (cls.getType() == ESM::Creature::sRecordId &&
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!cls.isBipedal(mPtr) &&
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(!mAnimation->hasAnimation(mCurrentWeapon) || isRandomAttackAnimation(mCurrentWeapon)))
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{
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mCurrentWeapon = chooseRandomAttackAnimation();
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@ -1406,13 +1404,13 @@ bool CharacterController::updateState(CharacterState idle)
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}
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std::string spellid = stats.getSpells().getSelectedSpell();
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bool isMagicItem = false;
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bool canCast = mCastingManualSpell || MWBase::Environment::get().getWorld()->startSpellCast(mPtr);
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bool canCast = mCastingManualSpell || world->startSpellCast(mPtr);
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if (spellid.empty())
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{
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if (mPtr.getClass().hasInventoryStore(mPtr))
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if (cls.hasInventoryStore(mPtr))
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{
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MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
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MWWorld::InventoryStore& inv = cls.getInventoryStore(mPtr);
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if (inv.getSelectedEnchantItem() != inv.end())
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{
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const MWWorld::Ptr& enchantItem = *inv.getSelectedEnchantItem();
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@ -1426,7 +1424,7 @@ bool CharacterController::updateState(CharacterState idle)
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if (isMagicItem && !useCastingAnimations)
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{
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// Enchanted items by default do not use casting animations
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MWBase::Environment::get().getWorld()->castSpell(mPtr);
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world->castSpell(mPtr);
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resetIdle = false;
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}
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else if(!spellid.empty() && canCast)
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@ -1435,7 +1433,7 @@ bool CharacterController::updateState(CharacterState idle)
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cast.playSpellCastingEffects(spellid, isMagicItem);
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std::vector<ESM::ENAMstruct> effects;
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const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
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const MWWorld::ESMStore &store = world->getStore();
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if (isMagicItem)
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{
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const ESM::Enchantment *enchantment = store.get<ESM::Enchantment>().find(spellid);
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@ -1449,7 +1447,7 @@ bool CharacterController::updateState(CharacterState idle)
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const ESM::MagicEffect *effect = store.get<ESM::MagicEffect>().find(effects.back().mEffectID); // use last effect of list for color of VFX_Hands
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const ESM::Static* castStatic = MWBase::Environment::get().getWorld()->getStore().get<ESM::Static>().find ("VFX_Hands");
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const ESM::Static* castStatic = world->getStore().get<ESM::Static>().find ("VFX_Hands");
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for (size_t iter = 0; iter < effects.size(); ++iter) // play hands vfx for each effect
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{
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@ -1468,7 +1466,7 @@ bool CharacterController::updateState(CharacterState idle)
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{
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startKey = "start";
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stopKey = "stop";
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MWBase::Environment::get().getWorld()->castSpell(mPtr, mCastingManualSpell); // No "release" text key to use, so cast immediately
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world->castSpell(mPtr, mCastingManualSpell); // No "release" text key to use, so cast immediately
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mCastingManualSpell = false;
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}
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else
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@ -1497,10 +1495,10 @@ bool CharacterController::updateState(CharacterState idle)
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}
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else if(mWeaponType == ESM::Weapon::PickProbe)
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{
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MWWorld::ContainerStoreIterator weapon = mPtr.getClass().getInventoryStore(mPtr).getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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MWWorld::ContainerStoreIterator weapon = cls.getInventoryStore(mPtr).getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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MWWorld::Ptr item = *weapon;
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// TODO: this will only work for the player, and needs to be fixed if NPCs should ever use lockpicks/probes.
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MWWorld::Ptr target = MWBase::Environment::get().getWorld()->getFacedObject();
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MWWorld::Ptr target = world->getFacedObject();
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std::string resultMessage, resultSound;
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if(!target.isEmpty())
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@ -1518,8 +1516,7 @@ bool CharacterController::updateState(CharacterState idle)
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if(!resultMessage.empty())
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MWBase::Environment::get().getWindowManager()->messageBox(resultMessage);
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if(!resultSound.empty())
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MWBase::Environment::get().getSoundManager()->playSound3D(target, resultSound,
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1.0f, 1.0f);
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sndMgr->playSound3D(target, resultSound, 1.0f, 1.0f);
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}
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else if (ammunition)
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{
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@ -1545,7 +1542,7 @@ bool CharacterController::updateState(CharacterState idle)
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{
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if (isWeapon)
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{
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MWWorld::ConstContainerStoreIterator weapon = mPtr.getClass().getInventoryStore(mPtr).getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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MWWorld::ConstContainerStoreIterator weapon = cls.getInventoryStore(mPtr).getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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mAttackType = getBestAttack(weapon->get<ESM::Weapon>()->mBase);
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}
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else
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@ -1611,11 +1608,9 @@ bool CharacterController::updateState(CharacterState idle)
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if(weapclass != ESM::WeaponType::Ranged && weapclass != ESM::WeaponType::Thrown)
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{
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MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
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if(isWerewolf)
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{
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const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
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const MWWorld::ESMStore &store = world->getStore();
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const ESM::Sound *sound = store.get<ESM::Sound>().searchRandom("WolfSwing", prng);
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if(sound)
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sndMgr->playSound3D(mPtr, sound->mId, 1.0f, 1.0f);
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@ -1785,9 +1780,9 @@ bool CharacterController::updateState(CharacterState idle)
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mUpperBodyState = UpperCharState_WeapEquiped;
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}
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if (mPtr.getClass().hasInventoryStore(mPtr))
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if (cls.hasInventoryStore(mPtr))
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{
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const MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
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const MWWorld::InventoryStore& inv = cls.getInventoryStore(mPtr);
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MWWorld::ConstContainerStoreIterator torch = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
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if(torch != inv.end() && torch->getType() == ESM::Light::sRecordId
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&& updateCarriedLeftVisible(mWeaponType))
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