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@ -207,15 +207,17 @@ std::string CharacterController::chooseRandomGroup (const std::string& prefix, i
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void CharacterController::refreshHitRecoilAnims(CharacterState& idle)
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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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bool isSwimming = MWBase::Environment::get().getWorld()->isSwimming(mPtr);
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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& charClass = mPtr.getClass();
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auto& stats = charClass.getCreatureStats(mPtr);
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bool recovery = stats.getHitRecovery();
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bool knockdown = stats.getKnockedDown();
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bool block = stats.getBlock();
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bool isSwimming = world->isSwimming(mPtr);
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auto& prng = world->getPrng();
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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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if (stats.getFatigue().getCurrent() < 0 || stats.getFatigue().getBase() == 0)
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{
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mTimeUntilWake = Misc::Rng::rollClosedProbability(prng) * 2 + 1; // Wake up after 1 to 3 seconds
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if (isSwimming && mAnimation->hasAnimation("swimknockout"))
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@ -236,7 +238,7 @@ void CharacterController::refreshHitRecoilAnims(CharacterState& idle)
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mCurrentHit.erase();
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}
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mPtr.getClass().getCreatureStats(mPtr).setKnockedDown(true);
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stats.setKnockedDown(true);
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}
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else if (knockdown)
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{
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@ -255,7 +257,7 @@ void CharacterController::refreshHitRecoilAnims(CharacterState& idle)
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else
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{
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// Knockdown animation is missing. Cancel knockdown state.
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mPtr.getClass().getCreatureStats(mPtr).setKnockedDown(false);
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stats.setKnockedDown(false);
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}
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}
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else if (recovery)
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@ -311,15 +313,14 @@ void CharacterController::refreshHitRecoilAnims(CharacterState& idle)
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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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stats.setKnockedDown(false);
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if (recovery)
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mPtr.getClass().getCreatureStats(mPtr).setHitRecovery(false);
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stats.setHitRecovery(false);
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if (block)
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mPtr.getClass().getCreatureStats(mPtr).setBlock(false);
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stats.setBlock(false);
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mHitState = CharState_None;
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}
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else if (isKnockedOut() && mPtr.getClass().getCreatureStats(mPtr).getFatigue().getCurrent() > 0
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&& mTimeUntilWake <= 0)
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else if (isKnockedOut() && stats.getFatigue().getCurrent() > 0 && mTimeUntilWake <= 0)
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{
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mHitState = isSwimming ? CharState_SwimKnockDown : CharState_KnockDown;
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mAnimation->disable(mCurrentHit);
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@ -958,6 +959,8 @@ void CharacterController::handleTextKey(const std::string &groupname, SceneUtil:
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sndMgr->playSound3D(mPtr, evt.substr(7), 1.0f, 1.0f);
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return;
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}
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auto& charClass = mPtr.getClass();
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if(evt.compare(0, 10, "soundgen: ") == 0)
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{
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std::string soundgen = evt.substr(10);
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@ -983,7 +986,7 @@ void CharacterController::handleTextKey(const std::string &groupname, SceneUtil:
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}
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}
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std::string sound = mPtr.getClass().getSoundIdFromSndGen(mPtr, soundgen);
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std::string sound = charClass.getSoundIdFromSndGen(mPtr, soundgen);
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if(!sound.empty())
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{
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MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
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@ -1006,8 +1009,8 @@ void CharacterController::handleTextKey(const std::string &groupname, SceneUtil:
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// Not ours, skip it
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return;
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}
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size_t off = groupname.size()+2;
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size_t len = evt.size() - off;
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const size_t off = groupname.size()+2;
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const size_t len = evt.size() - off;
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if(groupname == "shield" && evt.compare(off, len, "equip attach") == 0)
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mAnimation->showCarriedLeft(true);
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@ -1018,21 +1021,21 @@ void CharacterController::handleTextKey(const std::string &groupname, SceneUtil:
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else if(evt.compare(off, len, "unequip detach") == 0)
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mAnimation->showWeapons(false);
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else if(evt.compare(off, len, "chop hit") == 0)
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mPtr.getClass().hit(mPtr, mAttackStrength, ESM::Weapon::AT_Chop);
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charClass.hit(mPtr, mAttackStrength, ESM::Weapon::AT_Chop);
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else if(evt.compare(off, len, "slash hit") == 0)
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mPtr.getClass().hit(mPtr, mAttackStrength, ESM::Weapon::AT_Slash);
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charClass.hit(mPtr, mAttackStrength, ESM::Weapon::AT_Slash);
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else if(evt.compare(off, len, "thrust hit") == 0)
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mPtr.getClass().hit(mPtr, mAttackStrength, ESM::Weapon::AT_Thrust);
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charClass.hit(mPtr, mAttackStrength, ESM::Weapon::AT_Thrust);
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else if(evt.compare(off, len, "hit") == 0)
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{
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if (groupname == "attack1" || groupname == "swimattack1")
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mPtr.getClass().hit(mPtr, mAttackStrength, ESM::Weapon::AT_Chop);
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charClass.hit(mPtr, mAttackStrength, ESM::Weapon::AT_Chop);
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else if (groupname == "attack2" || groupname == "swimattack2")
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mPtr.getClass().hit(mPtr, mAttackStrength, ESM::Weapon::AT_Slash);
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charClass.hit(mPtr, mAttackStrength, ESM::Weapon::AT_Slash);
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else if (groupname == "attack3" || groupname == "swimattack3")
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mPtr.getClass().hit(mPtr, mAttackStrength, ESM::Weapon::AT_Thrust);
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charClass.hit(mPtr, mAttackStrength, ESM::Weapon::AT_Thrust);
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else
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mPtr.getClass().hit(mPtr, mAttackStrength);
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charClass.hit(mPtr, mAttackStrength);
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}
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else if (!groupname.empty()
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&& (groupname.compare(0, groupname.size()-1, "attack") == 0 || groupname.compare(0, groupname.size()-1, "swimattack") == 0)
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@ -1056,11 +1059,11 @@ void CharacterController::handleTextKey(const std::string &groupname, SceneUtil:
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if (!hasHitKey)
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{
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if (groupname == "attack1" || groupname == "swimattack1")
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mPtr.getClass().hit(mPtr, mAttackStrength, ESM::Weapon::AT_Chop);
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charClass.hit(mPtr, mAttackStrength, ESM::Weapon::AT_Chop);
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else if (groupname == "attack2" || groupname == "swimattack2")
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mPtr.getClass().hit(mPtr, mAttackStrength, ESM::Weapon::AT_Slash);
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charClass.hit(mPtr, mAttackStrength, ESM::Weapon::AT_Slash);
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else if (groupname == "attack3" || groupname == "swimattack3")
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mPtr.getClass().hit(mPtr, mAttackStrength, ESM::Weapon::AT_Thrust);
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charClass.hit(mPtr, mAttackStrength, ESM::Weapon::AT_Thrust);
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}
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}
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else if (evt.compare(off, len, "shoot attach") == 0)
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@ -1080,7 +1083,7 @@ void CharacterController::handleTextKey(const std::string &groupname, SceneUtil:
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}
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else if (groupname == "shield" && evt.compare(off, len, "block hit") == 0)
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mPtr.getClass().block(mPtr);
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charClass.block(mPtr);
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else if (groupname == "containeropen" && evt.compare(off, len, "loot") == 0)
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MWBase::Environment::get().getWindowManager()->pushGuiMode(MWGui::GM_Container, mPtr);
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}
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@ -1098,9 +1101,10 @@ void CharacterController::updateIdleStormState(bool inwater)
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return;
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}
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if (MWBase::Environment::get().getWorld()->isInStorm())
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auto* world = MWBase::Environment::get().getWorld();
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if (world->isInStorm())
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{
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osg::Vec3f stormDirection = MWBase::Environment::get().getWorld()->getStormDirection();
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osg::Vec3f stormDirection = world->getStormDirection();
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osg::Vec3f characterDirection = mPtr.getRefData().getBaseNode()->getAttitude() * osg::Vec3f(0,1,0);
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stormDirection.normalize();
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characterDirection.normalize();
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@ -1135,7 +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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@ -1150,7 +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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@ -1178,13 +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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@ -1237,7 +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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@ -1293,11 +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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@ -1307,7 +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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@ -1325,10 +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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@ -1343,7 +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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@ -1376,12 +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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@ -1402,13 +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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@ -1422,7 +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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@ -1431,7 +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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{
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|
|
const ESM::Enchantment *enchantment = store.get<ESM::Enchantment>().find(spellid);
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@ -1445,7 +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
|
|
|
|
|
{
|
|
|
|
@ -1464,7 +1466,7 @@ bool CharacterController::updateState(CharacterState idle)
|
|
|
|
|
{
|
|
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|
|
startKey = "start";
|
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|
|
stopKey = "stop";
|
|
|
|
|
MWBase::Environment::get().getWorld()->castSpell(mPtr, mCastingManualSpell); // No "release" text key to use, so cast immediately
|
|
|
|
|
world->castSpell(mPtr, mCastingManualSpell); // No "release" text key to use, so cast immediately
|
|
|
|
|
mCastingManualSpell = false;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
@ -1493,10 +1495,10 @@ bool CharacterController::updateState(CharacterState idle)
|
|
|
|
|
}
|
|
|
|
|
else if(mWeaponType == ESM::Weapon::PickProbe)
|
|
|
|
|
{
|
|
|
|
|
MWWorld::ContainerStoreIterator weapon = mPtr.getClass().getInventoryStore(mPtr).getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
|
|
|
|
|
MWWorld::ContainerStoreIterator weapon = cls.getInventoryStore(mPtr).getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
|
|
|
|
|
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();
|
|
|
|
|
MWWorld::Ptr target = world->getFacedObject();
|
|
|
|
|
std::string resultMessage, resultSound;
|
|
|
|
|
|
|
|
|
|
if(!target.isEmpty())
|
|
|
|
@ -1514,8 +1516,7 @@ bool CharacterController::updateState(CharacterState idle)
|
|
|
|
|
if(!resultMessage.empty())
|
|
|
|
|
MWBase::Environment::get().getWindowManager()->messageBox(resultMessage);
|
|
|
|
|
if(!resultSound.empty())
|
|
|
|
|
MWBase::Environment::get().getSoundManager()->playSound3D(target, resultSound,
|
|
|
|
|
1.0f, 1.0f);
|
|
|
|
|
sndMgr->playSound3D(target, resultSound, 1.0f, 1.0f);
|
|
|
|
|
}
|
|
|
|
|
else if (ammunition)
|
|
|
|
|
{
|
|
|
|
@ -1541,7 +1542,7 @@ bool CharacterController::updateState(CharacterState idle)
|
|
|
|
|
{
|
|
|
|
|
if (isWeapon)
|
|
|
|
|
{
|
|
|
|
|
MWWorld::ConstContainerStoreIterator weapon = mPtr.getClass().getInventoryStore(mPtr).getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
|
|
|
|
|
MWWorld::ConstContainerStoreIterator weapon = cls.getInventoryStore(mPtr).getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
|
|
|
|
|
mAttackType = getBestAttack(weapon->get<ESM::Weapon>()->mBase);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
@ -1607,11 +1608,9 @@ bool CharacterController::updateState(CharacterState idle)
|
|
|
|
|
|
|
|
|
|
if(weapclass != ESM::WeaponType::Ranged && weapclass != ESM::WeaponType::Thrown)
|
|
|
|
|
{
|
|
|
|
|
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
|
|
|
|
|
|
|
|
|
|
if(isWerewolf)
|
|
|
|
|
{
|
|
|
|
|
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
|
|
|
|
|
const MWWorld::ESMStore &store = world->getStore();
|
|
|
|
|
const ESM::Sound *sound = store.get<ESM::Sound>().searchRandom("WolfSwing", prng);
|
|
|
|
|
if(sound)
|
|
|
|
|
sndMgr->playSound3D(mPtr, sound->mId, 1.0f, 1.0f);
|
|
|
|
@ -1781,9 +1780,9 @@ bool CharacterController::updateState(CharacterState idle)
|
|
|
|
|
mUpperBodyState = UpperCharState_WeapEquiped;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (mPtr.getClass().hasInventoryStore(mPtr))
|
|
|
|
|
if (cls.hasInventoryStore(mPtr))
|
|
|
|
|
{
|
|
|
|
|
const MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
|
|
|
|
|
const MWWorld::InventoryStore& inv = cls.getInventoryStore(mPtr);
|
|
|
|
|
MWWorld::ConstContainerStoreIterator torch = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
|
|
|
|
|
if(torch != inv.end() && torch->getType() == ESM::Light::sRecordId
|
|
|
|
|
&& updateCarriedLeftVisible(mWeaponType))
|
|
|
|
|