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Fixed ranged combat for creatures

This commit is contained in:
scrawl 2014-03-12 11:30:44 +01:00
parent a9dcc90970
commit 0cd40294a2
7 changed files with 307 additions and 157 deletions

View file

@ -15,7 +15,7 @@ add_openmw_dir (mwrender
renderingmanager debugging sky camera animation npcanimation creatureanimation activatoranimation renderingmanager debugging sky camera animation npcanimation creatureanimation activatoranimation
actors objects renderinginterface localmap occlusionquery water shadows actors objects renderinginterface localmap occlusionquery water shadows
characterpreview globalmap videoplayer ripplesimulation refraction characterpreview globalmap videoplayer ripplesimulation refraction
terrainstorage renderconst effectmanager terrainstorage renderconst effectmanager weaponanimation
) )
add_openmw_dir (mwinput add_openmw_dir (mwinput

View file

@ -55,6 +55,8 @@ CreatureWeaponAnimation::CreatureWeaponAnimation(const MWWorld::Ptr &ptr)
updateParts(); updateParts();
} }
mWeaponAnimationTime = Ogre::SharedPtr<WeaponAnimationTime>(new WeaponAnimationTime(this));
} }
void CreatureWeaponAnimation::showWeapons(bool showWeapon) void CreatureWeaponAnimation::showWeapons(bool showWeapon)
@ -110,6 +112,20 @@ void CreatureWeaponAnimation::updatePart(NifOgre::ObjectScenePtr& scene, int slo
setRenderProperties(scene, RV_Actors, RQG_Main, RQG_Alpha, 0, setRenderProperties(scene, RV_Actors, RQG_Main, RQG_Alpha, 0,
!item.getClass().getEnchantment(item).empty(), &glowColor); !item.getClass().getEnchantment(item).empty(), &glowColor);
// Crossbows start out with a bolt attached
if (slot == MWWorld::InventoryStore::Slot_CarriedRight &&
item.getTypeName() == typeid(ESM::Weapon).name() &&
item.get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::MarksmanCrossbow)
{
MWWorld::ContainerStoreIterator ammo = inv.getSlot(MWWorld::InventoryStore::Slot_Ammunition);
if (ammo != inv.end() && ammo->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::Bolt)
attachArrow();
else
mAmmunition.setNull();
}
else
mAmmunition.setNull();
if(scene->mSkelBase) if(scene->mSkelBase)
{ {
Ogre::SkeletonInstance *skel = scene->mSkelBase->getSkeleton(); Ogre::SkeletonInstance *skel = scene->mSkelBase->getSkeleton();
@ -133,15 +149,42 @@ void CreatureWeaponAnimation::updatePart(NifOgre::ObjectScenePtr& scene, int slo
updateSkeletonInstance(mSkelBase->getSkeleton(), skel); updateSkeletonInstance(mSkelBase->getSkeleton(), skel);
} }
// TODO:
// type == ESM::PRT_Weapon should get an animation source based on the current offset
// of the weapon attack animation (from its beginning, or start marker?)
std::vector<Ogre::Controller<Ogre::Real> >::iterator ctrl(scene->mControllers.begin()); std::vector<Ogre::Controller<Ogre::Real> >::iterator ctrl(scene->mControllers.begin());
for(;ctrl != scene->mControllers.end();ctrl++) for(;ctrl != scene->mControllers.end();ctrl++)
{ {
if(ctrl->getSource().isNull()) if(ctrl->getSource().isNull())
{
if (slot == MWWorld::InventoryStore::Slot_CarriedRight)
ctrl->setSource(mWeaponAnimationTime);
else
ctrl->setSource(Ogre::SharedPtr<NullAnimationTime>(new NullAnimationTime())); ctrl->setSource(Ogre::SharedPtr<NullAnimationTime>(new NullAnimationTime()));
} }
} }
}
void CreatureWeaponAnimation::configureAddedObject(NifOgre::ObjectScenePtr object, MWWorld::Ptr ptr, int slot)
{
Ogre::Vector3 glowColor = getEnchantmentColor(ptr);
setRenderProperties(object, RV_Actors, RQG_Main, RQG_Alpha, 0,
!ptr.getClass().getEnchantment(ptr).empty(), &glowColor);
}
void CreatureWeaponAnimation::attachArrow()
{
WeaponAnimation::attachArrow(mPtr);
}
void CreatureWeaponAnimation::releaseArrow()
{
WeaponAnimation::releaseArrow(mPtr);
}
Ogre::Vector3 CreatureWeaponAnimation::runAnimation(float duration)
{
Ogre::Vector3 ret = Animation::runAnimation(duration);
pitchSkeleton(mPtr.getRefData().getPosition().rot[0], mSkelBase->getSkeleton());
return ret;
}
} }

View file

@ -2,6 +2,7 @@
#define GAME_RENDER_CREATUREANIMATION_H #define GAME_RENDER_CREATUREANIMATION_H
#include "animation.hpp" #include "animation.hpp"
#include "weaponanimation.hpp"
#include "../mwworld/inventorystore.hpp" #include "../mwworld/inventorystore.hpp"
namespace MWWorld namespace MWWorld
@ -21,7 +22,7 @@ namespace MWRender
// For creatures with weapons and shields // For creatures with weapons and shields
// Animation is already virtual anyway, so might as well make a separate class. // Animation is already virtual anyway, so might as well make a separate class.
// Most creatures don't need weapons/shields, so this will save some memory. // Most creatures don't need weapons/shields, so this will save some memory.
class CreatureWeaponAnimation : public Animation, public MWWorld::InventoryStoreListener class CreatureWeaponAnimation : public Animation, public WeaponAnimation, public MWWorld::InventoryStoreListener
{ {
public: public:
CreatureWeaponAnimation(const MWWorld::Ptr& ptr); CreatureWeaponAnimation(const MWWorld::Ptr& ptr);
@ -36,11 +37,29 @@ namespace MWRender
void updatePart(NifOgre::ObjectScenePtr& scene, int slot); void updatePart(NifOgre::ObjectScenePtr& scene, int slot);
virtual void attachArrow();
virtual void releaseArrow();
virtual Ogre::Vector3 runAnimation(float duration);
/// A relative factor (0-1) that decides if and how much the skeleton should be pitched
/// to indicate the facing orientation of the character.
virtual void setPitchFactor(float factor) { mPitchFactor = factor; }
virtual void setWeaponGroup(const std::string& group) { mWeaponAnimationTime->setGroup(group); }
// WeaponAnimation
virtual NifOgre::ObjectScenePtr getWeapon() { return mWeapon; }
virtual void showWeapon(bool show) { showWeapons(show); }
virtual void configureAddedObject(NifOgre::ObjectScenePtr object, MWWorld::Ptr ptr, int slot);
private: private:
NifOgre::ObjectScenePtr mWeapon; NifOgre::ObjectScenePtr mWeapon;
NifOgre::ObjectScenePtr mShield; NifOgre::ObjectScenePtr mShield;
bool mShowWeapons; bool mShowWeapons;
bool mShowCarriedLeft; bool mShowCarriedLeft;
Ogre::SharedPtr<WeaponAnimationTime> mWeaponAnimationTime;
}; };
} }

View file

@ -76,27 +76,6 @@ float HeadAnimationTime::getValue() const
return 1; return 1;
} }
float WeaponAnimationTime::getValue() const
{
if (mWeaponGroup.empty())
return 0;
float current = mAnimation->getCurrentTime(mWeaponGroup);
if (current == -1)
return 0;
return current - mStartTime;
}
void WeaponAnimationTime::setGroup(const std::string &group)
{
mWeaponGroup = group;
mStartTime = mAnimation->getStartTime(mWeaponGroup);
}
void WeaponAnimationTime::updateStartTime()
{
setGroup(mWeaponGroup);
}
static NpcAnimation::PartBoneMap createPartListMap() static NpcAnimation::PartBoneMap createPartListMap()
{ {
NpcAnimation::PartBoneMap result; NpcAnimation::PartBoneMap result;
@ -147,8 +126,7 @@ NpcAnimation::NpcAnimation(const MWWorld::Ptr& ptr, Ogre::SceneNode* node, int v
mShowCarriedLeft(true), mShowCarriedLeft(true),
mFirstPersonOffset(0.f, 0.f, 0.f), mFirstPersonOffset(0.f, 0.f, 0.f),
mAlpha(1.f), mAlpha(1.f),
mNpcType(Type_Normal), mNpcType(Type_Normal)
mPitchFactor(0)
{ {
mNpc = mPtr.get<ESM::NPC>()->mBase; mNpc = mPtr.get<ESM::NPC>()->mBase;
@ -538,14 +516,10 @@ Ogre::Vector3 NpcAnimation::runAnimation(float timepassed)
// updateSkeletonInstance, below, touches the hands. // updateSkeletonInstance, below, touches the hands.
node->translate(mFirstPersonOffset, Ogre::Node::TS_WORLD); node->translate(mFirstPersonOffset, Ogre::Node::TS_WORLD);
} }
else if (mPitchFactor > 0) else
{ {
// In third person mode we may still need pitch for ranged weapon targeting // In third person mode we may still need pitch for ranged weapon targeting
float pitch = mPtr.getRefData().getPosition().rot[0] * mPitchFactor; pitchSkeleton(mPtr.getRefData().getPosition().rot[0], baseinst);
Ogre::Node *node = baseinst->getBone("Bip01 Spine2");
node->pitch(Ogre::Radian(-pitch/2), Ogre::Node::TS_WORLD);
node = baseinst->getBone("Bip01 Spine1");
node->pitch(Ogre::Radian(-pitch/2), Ogre::Node::TS_WORLD);
} }
mFirstPersonOffset = 0.f; // reset the X, Y, Z offset for the next frame. mFirstPersonOffset = 0.f; // reset the X, Y, Z offset for the next frame.
@ -695,13 +669,14 @@ void NpcAnimation::showWeapons(bool showWeapon)
{ {
MWWorld::InventoryStore &inv = MWWorld::Class::get(mPtr).getInventoryStore(mPtr); MWWorld::InventoryStore &inv = MWWorld::Class::get(mPtr).getInventoryStore(mPtr);
MWWorld::ContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight); MWWorld::ContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
if(weapon != inv.end()) // special case for weapons if(weapon != inv.end())
{ {
Ogre::Vector3 glowColor = getEnchantmentColor(*weapon); Ogre::Vector3 glowColor = getEnchantmentColor(*weapon);
std::string mesh = MWWorld::Class::get(*weapon).getModel(*weapon); std::string mesh = MWWorld::Class::get(*weapon).getModel(*weapon);
addOrReplaceIndividualPart(ESM::PRT_Weapon, MWWorld::InventoryStore::Slot_CarriedRight, 1, addOrReplaceIndividualPart(ESM::PRT_Weapon, MWWorld::InventoryStore::Slot_CarriedRight, 1,
mesh, !weapon->getClass().getEnchantment(*weapon).empty(), &glowColor); mesh, !weapon->getClass().getEnchantment(*weapon).empty(), &glowColor);
// Crossbows start out with a bolt attached
if (weapon->getTypeName() == typeid(ESM::Weapon).name() && if (weapon->getTypeName() == typeid(ESM::Weapon).name() &&
weapon->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::MarksmanCrossbow) weapon->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::MarksmanCrossbow)
{ {
@ -743,113 +718,24 @@ void NpcAnimation::showCarriedLeft(bool show)
removeIndividualPart(ESM::PRT_Shield); removeIndividualPart(ESM::PRT_Shield);
} }
void NpcAnimation::configureAddedObject(NifOgre::ObjectScenePtr object, MWWorld::Ptr ptr, int slot)
{
Ogre::Vector3 glowColor = getEnchantmentColor(ptr);
setRenderProperties(object, (mViewMode == VM_FirstPerson) ? RV_FirstPerson : mVisibilityFlags, RQG_Main, RQG_Alpha, 0,
!ptr.getClass().getEnchantment(ptr).empty(), &glowColor);
std::for_each(object->mEntities.begin(), object->mEntities.end(), SetObjectGroup(slot));
std::for_each(object->mParticles.begin(), object->mParticles.end(), SetObjectGroup(slot));
}
void NpcAnimation::attachArrow() void NpcAnimation::attachArrow()
{ {
MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr); WeaponAnimation::attachArrow(mPtr);
MWWorld::ContainerStoreIterator weaponSlot = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
if (weaponSlot != inv.end() && weaponSlot->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::MarksmanThrown)
showWeapons(true);
else
{
NifOgre::ObjectScenePtr weapon = mObjectParts[ESM::PRT_Weapon];
MWWorld::ContainerStoreIterator ammo = inv.getSlot(MWWorld::InventoryStore::Slot_Ammunition);
if (ammo == inv.end())
return;
std::string model = ammo->getClass().getModel(*ammo);
mAmmunition = NifOgre::Loader::createObjects(weapon->mSkelBase, "ArrowBone", mInsert, model);
Ogre::Vector3 glowColor = getEnchantmentColor(*ammo);
setRenderProperties(mAmmunition, (mViewMode == VM_FirstPerson) ? RV_FirstPerson : mVisibilityFlags, RQG_Main, RQG_Alpha, 0,
!ammo->getClass().getEnchantment(*ammo).empty(), &glowColor);
std::for_each(mAmmunition->mEntities.begin(), mAmmunition->mEntities.end(), SetObjectGroup(MWWorld::InventoryStore::Slot_Ammunition));
std::for_each(mAmmunition->mParticles.begin(), mAmmunition->mParticles.end(), SetObjectGroup(MWWorld::InventoryStore::Slot_Ammunition));
}
} }
void NpcAnimation::releaseArrow() void NpcAnimation::releaseArrow()
{ {
MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr); WeaponAnimation::releaseArrow(mPtr);
MWWorld::ContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
if (weapon == inv.end())
return;
// The orientation of the launched projectile. Always the same as the actor orientation, even if the ArrowBone's orientation dictates otherwise.
Ogre::Quaternion orient = Ogre::Quaternion(Ogre::Radian(mPtr.getRefData().getPosition().rot[2]), Ogre::Vector3::NEGATIVE_UNIT_Z) *
Ogre::Quaternion(Ogre::Radian(mPtr.getRefData().getPosition().rot[0]), Ogre::Vector3::NEGATIVE_UNIT_X);
const MWWorld::Store<ESM::GameSetting> &gmst =
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
// Reduce fatigue
// somewhat of a guess, but using the weapon weight makes sense
const float fFatigueAttackBase = gmst.find("fFatigueAttackBase")->getFloat();
const float fFatigueAttackMult = gmst.find("fFatigueAttackMult")->getFloat();
const float fWeaponFatigueMult = gmst.find("fWeaponFatigueMult")->getFloat();
MWMechanics::CreatureStats& attackerStats = mPtr.getClass().getCreatureStats(mPtr);
MWMechanics::DynamicStat<float> fatigue = attackerStats.getFatigue();
const float normalizedEncumbrance = mPtr.getClass().getEncumbrance(mPtr) / mPtr.getClass().getCapacity(mPtr);
float fatigueLoss = fFatigueAttackBase + normalizedEncumbrance * fFatigueAttackMult;
if (!weapon->isEmpty())
fatigueLoss += weapon->getClass().getWeight(*weapon) * attackerStats.getAttackStrength() * fWeaponFatigueMult;
fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss);
attackerStats.setFatigue(fatigue);
if (weapon->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::MarksmanThrown)
{
// Thrown weapons get detached now
NifOgre::ObjectScenePtr objects = mObjectParts[ESM::PRT_Weapon];
Ogre::Vector3 launchPos(0,0,0);
if (objects->mSkelBase)
{
launchPos = objects->mSkelBase->getParentNode()->_getDerivedPosition();
}
else if (objects->mEntities.size())
{
objects->mEntities[0]->getParentNode()->needUpdate(true);
launchPos = objects->mEntities[0]->getParentNode()->_getDerivedPosition();
}
float fThrownWeaponMinSpeed = gmst.find("fThrownWeaponMinSpeed")->getFloat();
float fThrownWeaponMaxSpeed = gmst.find("fThrownWeaponMaxSpeed")->getFloat();
float speed = fThrownWeaponMinSpeed + (fThrownWeaponMaxSpeed - fThrownWeaponMinSpeed) *
mPtr.getClass().getCreatureStats(mPtr).getAttackStrength();
MWBase::Environment::get().getWorld()->launchProjectile(mPtr, *weapon, launchPos, orient, *weapon, speed);
showWeapons(false);
inv.remove(*weapon, 1, mPtr);
}
else
{
// With bows and crossbows only the used arrow/bolt gets detached
MWWorld::ContainerStoreIterator ammo = inv.getSlot(MWWorld::InventoryStore::Slot_Ammunition);
if (ammo == inv.end())
return;
Ogre::Vector3 launchPos(0,0,0);
if (mAmmunition->mSkelBase)
{
launchPos = mAmmunition->mSkelBase->getParentNode()->_getDerivedPosition();
}
else if (mAmmunition->mEntities.size())
{
mAmmunition->mEntities[0]->getParentNode()->needUpdate(true);
launchPos = mAmmunition->mEntities[0]->getParentNode()->_getDerivedPosition();
}
float fProjectileMinSpeed = gmst.find("fProjectileMinSpeed")->getFloat();
float fProjectileMaxSpeed = gmst.find("fProjectileMaxSpeed")->getFloat();
float speed = fProjectileMinSpeed + (fProjectileMaxSpeed - fProjectileMinSpeed) * mPtr.getClass().getCreatureStats(mPtr).getAttackStrength();
MWBase::Environment::get().getWorld()->launchProjectile(mPtr, *ammo, launchPos, orient, *weapon, speed);
inv.remove(*ammo, 1, mPtr);
mAmmunition.setNull();
}
} }
void NpcAnimation::permanentEffectAdded(const ESM::MagicEffect *magicEffect, bool isNew, bool playSound) void NpcAnimation::permanentEffectAdded(const ESM::MagicEffect *magicEffect, bool isNew, bool playSound)

View file

@ -5,6 +5,8 @@
#include "../mwworld/inventorystore.hpp" #include "../mwworld/inventorystore.hpp"
#include "weaponanimation.hpp"
namespace ESM namespace ESM
{ {
struct NPC; struct NPC;
@ -25,24 +27,7 @@ public:
{ } { }
}; };
class WeaponAnimationTime : public Ogre::ControllerValue<Ogre::Real> class NpcAnimation : public Animation, public WeaponAnimation, public MWWorld::InventoryStoreListener
{
private:
Animation* mAnimation;
std::string mWeaponGroup;
float mStartTime;
public:
WeaponAnimationTime(Animation* animation) : mAnimation(animation), mStartTime(0) {}
void setGroup(const std::string& group);
void updateStartTime();
virtual Ogre::Real getValue() const;
virtual void setValue(Ogre::Real value)
{ }
};
class NpcAnimation : public Animation, public MWWorld::InventoryStoreListener
{ {
public: public:
virtual void equipmentChanged() { updateParts(); } virtual void equipmentChanged() { updateParts(); }
@ -91,7 +76,6 @@ private:
Ogre::SharedPtr<WeaponAnimationTime> mWeaponAnimationTime; Ogre::SharedPtr<WeaponAnimationTime> mWeaponAnimationTime;
float mAlpha; float mAlpha;
float mPitchFactor;
void updateNpcBase(); void updateNpcBase();
@ -138,7 +122,10 @@ public:
virtual void attachArrow(); virtual void attachArrow();
virtual void releaseArrow(); virtual void releaseArrow();
NifOgre::ObjectScenePtr mAmmunition; // WeaponAnimation
virtual NifOgre::ObjectScenePtr getWeapon() { return mObjectParts[ESM::PRT_Weapon]; }
virtual void showWeapon(bool show) { showWeapons(show); }
virtual void configureAddedObject(NifOgre::ObjectScenePtr object, MWWorld::Ptr ptr, int slot);
void setViewMode(ViewMode viewMode); void setViewMode(ViewMode viewMode);

View file

@ -0,0 +1,159 @@
#include "weaponanimation.hpp"
#include <OgreEntity.h>
#include <OgreBone.h>
#include <OgreSceneNode.h>
#include <OgreSkeletonInstance.h>
#include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwmechanics/creaturestats.hpp"
#include "animation.hpp"
namespace MWRender
{
float WeaponAnimationTime::getValue() const
{
if (mWeaponGroup.empty())
return 0;
float current = mAnimation->getCurrentTime(mWeaponGroup);
if (current == -1)
return 0;
return current - mStartTime;
}
void WeaponAnimationTime::setGroup(const std::string &group)
{
mWeaponGroup = group;
mStartTime = mAnimation->getStartTime(mWeaponGroup);
}
void WeaponAnimationTime::updateStartTime()
{
setGroup(mWeaponGroup);
}
void WeaponAnimation::attachArrow(MWWorld::Ptr actor)
{
MWWorld::InventoryStore& inv = actor.getClass().getInventoryStore(actor);
MWWorld::ContainerStoreIterator weaponSlot = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
if (weaponSlot != inv.end() && weaponSlot->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::MarksmanThrown)
showWeapon(true);
else
{
NifOgre::ObjectScenePtr weapon = getWeapon();
MWWorld::ContainerStoreIterator ammo = inv.getSlot(MWWorld::InventoryStore::Slot_Ammunition);
if (ammo == inv.end())
return;
std::string model = ammo->getClass().getModel(*ammo);
mAmmunition = NifOgre::Loader::createObjects(weapon->mSkelBase, "ArrowBone", weapon->mSkelBase->getParentSceneNode(), model);
configureAddedObject(mAmmunition, *ammo, MWWorld::InventoryStore::Slot_Ammunition);
}
}
void WeaponAnimation::releaseArrow(MWWorld::Ptr actor)
{
MWWorld::InventoryStore& inv = actor.getClass().getInventoryStore(actor);
MWWorld::ContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
if (weapon == inv.end())
return;
// The orientation of the launched projectile. Always the same as the actor orientation, even if the ArrowBone's orientation dictates otherwise.
Ogre::Quaternion orient = Ogre::Quaternion(Ogre::Radian(actor.getRefData().getPosition().rot[2]), Ogre::Vector3::NEGATIVE_UNIT_Z) *
Ogre::Quaternion(Ogre::Radian(actor.getRefData().getPosition().rot[0]), Ogre::Vector3::NEGATIVE_UNIT_X);
const MWWorld::Store<ESM::GameSetting> &gmst =
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
// Reduce fatigue
// somewhat of a guess, but using the weapon weight makes sense
const float fFatigueAttackBase = gmst.find("fFatigueAttackBase")->getFloat();
const float fFatigueAttackMult = gmst.find("fFatigueAttackMult")->getFloat();
const float fWeaponFatigueMult = gmst.find("fWeaponFatigueMult")->getFloat();
MWMechanics::CreatureStats& attackerStats = actor.getClass().getCreatureStats(actor);
MWMechanics::DynamicStat<float> fatigue = attackerStats.getFatigue();
const float normalizedEncumbrance = actor.getClass().getEncumbrance(actor) / actor.getClass().getCapacity(actor);
float fatigueLoss = fFatigueAttackBase + normalizedEncumbrance * fFatigueAttackMult;
if (!weapon->isEmpty())
fatigueLoss += weapon->getClass().getWeight(*weapon) * attackerStats.getAttackStrength() * fWeaponFatigueMult;
fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss);
attackerStats.setFatigue(fatigue);
if (weapon->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::MarksmanThrown)
{
// Thrown weapons get detached now
NifOgre::ObjectScenePtr objects = getWeapon();
Ogre::Vector3 launchPos(0,0,0);
if (objects->mSkelBase)
{
launchPos = objects->mSkelBase->getParentNode()->_getDerivedPosition();
}
else if (objects->mEntities.size())
{
objects->mEntities[0]->getParentNode()->needUpdate(true);
launchPos = objects->mEntities[0]->getParentNode()->_getDerivedPosition();
}
float fThrownWeaponMinSpeed = gmst.find("fThrownWeaponMinSpeed")->getFloat();
float fThrownWeaponMaxSpeed = gmst.find("fThrownWeaponMaxSpeed")->getFloat();
float speed = fThrownWeaponMinSpeed + (fThrownWeaponMaxSpeed - fThrownWeaponMinSpeed) *
actor.getClass().getCreatureStats(actor).getAttackStrength();
MWBase::Environment::get().getWorld()->launchProjectile(actor, *weapon, launchPos, orient, *weapon, speed);
showWeapon(false);
inv.remove(*weapon, 1, actor);
}
else
{
// With bows and crossbows only the used arrow/bolt gets detached
MWWorld::ContainerStoreIterator ammo = inv.getSlot(MWWorld::InventoryStore::Slot_Ammunition);
if (ammo == inv.end())
return;
Ogre::Vector3 launchPos(0,0,0);
if (mAmmunition->mSkelBase)
{
launchPos = mAmmunition->mSkelBase->getParentNode()->_getDerivedPosition();
}
else if (mAmmunition->mEntities.size())
{
mAmmunition->mEntities[0]->getParentNode()->needUpdate(true);
launchPos = mAmmunition->mEntities[0]->getParentNode()->_getDerivedPosition();
}
float fProjectileMinSpeed = gmst.find("fProjectileMinSpeed")->getFloat();
float fProjectileMaxSpeed = gmst.find("fProjectileMaxSpeed")->getFloat();
float speed = fProjectileMinSpeed + (fProjectileMaxSpeed - fProjectileMinSpeed) * actor.getClass().getCreatureStats(actor).getAttackStrength();
MWBase::Environment::get().getWorld()->launchProjectile(actor, *ammo, launchPos, orient, *weapon, speed);
inv.remove(*ammo, 1, actor);
mAmmunition.setNull();
}
}
void WeaponAnimation::pitchSkeleton(float xrot, Ogre::SkeletonInstance* skel)
{
if (mPitchFactor == 0)
return;
float pitch = xrot * mPitchFactor;
Ogre::Node *node = skel->getBone("Bip01 Spine2");
node->pitch(Ogre::Radian(-pitch/2), Ogre::Node::TS_WORLD);
node = skel->getBone("Bip01 Spine1");
node->pitch(Ogre::Radian(-pitch/2), Ogre::Node::TS_WORLD);
}
}

View file

@ -0,0 +1,56 @@
#ifndef OPENMW_MWRENDER_WEAPONANIMATION_H
#define OPENMW_MWRENDER_WEAPONANIMATION_H
#include <OgreController.h>
#include <components/nifogre/ogrenifloader.hpp>
#include "../mwworld/ptr.hpp"
namespace MWRender
{
class Animation;
class WeaponAnimationTime : public Ogre::ControllerValue<Ogre::Real>
{
private:
Animation* mAnimation;
std::string mWeaponGroup;
float mStartTime;
public:
WeaponAnimationTime(Animation* animation) : mAnimation(animation), mStartTime(0) {}
void setGroup(const std::string& group);
void updateStartTime();
virtual Ogre::Real getValue() const;
virtual void setValue(Ogre::Real value)
{ }
};
/// Handles attach & release of projectiles for ranged weapons
class WeaponAnimation
{
public:
WeaponAnimation() : mPitchFactor(0) {}
virtual void attachArrow(MWWorld::Ptr actor);
virtual void releaseArrow(MWWorld::Ptr actor);
protected:
NifOgre::ObjectScenePtr mAmmunition;
virtual NifOgre::ObjectScenePtr getWeapon() = 0;
virtual void showWeapon(bool show) = 0;
virtual void configureAddedObject(NifOgre::ObjectScenePtr object, MWWorld::Ptr ptr, int slot) = 0;
/// A relative factor (0-1) that decides if and how much the skeleton should be pitched
/// to indicate the facing orientation of the character, for ranged weapon aiming.
float mPitchFactor;
void pitchSkeleton(float xrot, Ogre::SkeletonInstance* skel);
};
}
#endif