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Merge branch 'severecharacterdisorder' into 'master'

Make the character controller less miserable, round 4: juicy stuff (bug #5592)

Closes #5592

See merge request OpenMW/openmw!2014
This commit is contained in:
psi29a 2022-06-15 11:42:17 +00:00
commit 67e764a44a
3 changed files with 39 additions and 82 deletions

View file

@ -33,6 +33,7 @@
Bug #5453: Magic effect VFX are offset for creatures
Bug #5483: AutoCalc flag is not used to calculate spells cost
Bug #5508: Engine binary links to Qt without using it
Bug #5592: Weapon idle animations do not work properly
Bug #5596: Effects in constant spells should not be merged
Bug #5621: Drained stats cannot be restored
Bug #5766: Active grid object paging - disappearing textures

View file

@ -131,8 +131,6 @@ std::string movementStateToAnimGroup(MWMechanics::CharacterState state)
case CharState_SneakLeft: return "sneakleft";
case CharState_SneakRight: return "sneakright";
case CharState_Jump: return "jump";
case CharState_TurnLeft: return "turnleft";
case CharState_TurnRight: return "turnright";
case CharState_SwimTurnLeft: return "swimturnleft";
@ -192,14 +190,6 @@ std::string idleStateToAnimGroup(MWMechanics::CharacterState state)
case CharState_IdleSneak:
return "idlesneak";
case CharState_Idle:
case CharState_Idle2:
case CharState_Idle3:
case CharState_Idle4:
case CharState_Idle5:
case CharState_Idle6:
case CharState_Idle7:
case CharState_Idle8:
case CharState_Idle9:
case CharState_SpecialIdle:
return "idle";
default:
@ -317,7 +307,7 @@ void CharacterController::resetCurrentDeathState()
mDeathState = CharState_None;
}
void CharacterController::refreshHitRecoilAnims(CharacterState& idle)
void CharacterController::refreshHitRecoilAnims()
{
auto& charClass = mPtr.getClass();
if (!charClass.isActor())
@ -339,6 +329,7 @@ void CharacterController::refreshHitRecoilAnims(CharacterState& idle)
stats.setKnockedDown(false);
stats.setHitRecovery(false);
stats.setBlock(false);
resetCurrentIdleState();
}
else if (isKnockedOut())
mAnimation->setLoopingEnabled(mCurrentHit, knockout);
@ -392,6 +383,7 @@ void CharacterController::refreshHitRecoilAnims(CharacterState& idle)
stats.setKnockedDown(false);
stats.setHitRecovery(false);
stats.setBlock(false);
resetCurrentIdleState();
return;
}
@ -412,17 +404,17 @@ void CharacterController::refreshHitRecoilAnims(CharacterState& idle)
}
mAnimation->play(mCurrentHit, priority, MWRender::Animation::BlendMask_All, true, 1, startKey, stopKey, 0.0f, ~0ul);
idle = CharState_None;
}
void CharacterController::refreshJumpAnims(JumpingState jump, CharacterState& idle, bool force)
void CharacterController::refreshJumpAnims(JumpingState jump, bool force)
{
if (!force && jump == mJumpState && idle == CharState_None)
if (!force && jump == mJumpState)
return;
if (jump == JumpState_None)
{
if (!mCurrentJump.empty())
resetCurrentIdleState();
resetCurrentJumpState();
return;
}
@ -431,25 +423,20 @@ void CharacterController::refreshJumpAnims(JumpingState jump, CharacterState& id
std::string jumpAnimName = "jump" + weapShortGroup;
MWRender::Animation::BlendMask jumpmask = MWRender::Animation::BlendMask_All;
if (!weapShortGroup.empty() && !mAnimation->hasAnimation(jumpAnimName))
{
jumpAnimName = fallbackShortWeaponGroup("jump", &jumpmask);
// If we apply jump only for lower body, do not reset idle animations.
// For upper body there will be idle animation.
if (jumpmask == MWRender::Animation::BlendMask_LowerBody && idle == CharState_None)
idle = CharState_Idle;
}
if (!force && jump == mJumpState)
if (!mAnimation->hasAnimation(jumpAnimName))
{
if (!mCurrentJump.empty())
resetCurrentIdleState();
resetCurrentJumpState();
return;
}
bool startAtLoop = (jump == mJumpState);
mJumpState = jump;
clearStateAnimation(mCurrentJump);
if (!mAnimation->hasAnimation(jumpAnimName))
return;
mCurrentJump = jumpAnimName;
if(mJumpState == JumpState_InAir)
mAnimation->play(jumpAnimName, Priority_Jump, jumpmask, false, 1.0f, startAtLoop ? "loop start" : "start", "stop", 0.f, ~0ul);
@ -561,19 +548,22 @@ std::string CharacterController::fallbackShortWeaponGroup(const std::string& bas
return groupName;
}
void CharacterController::refreshMovementAnims(CharacterState movement, CharacterState& idle, bool force)
void CharacterController::refreshMovementAnims(CharacterState movement, bool force)
{
if (movement == mMovementState && idle == mIdleState && !force)
if (movement == mMovementState && !force)
return;
std::string movementAnimName = movementStateToAnimGroup(movement);
if (movementAnimName.empty())
{
if (!mCurrentMovement.empty())
resetCurrentIdleState();
resetCurrentMovementState();
return;
}
mMovementState = movement;
std::string::size_type swimpos = movementAnimName.find("swim");
if (!mAnimation->hasAnimation(movementAnimName))
{
@ -591,26 +581,17 @@ void CharacterController::refreshMovementAnims(CharacterState movement, Characte
{
std::string weapMovementAnimName;
// Spellcasting stance turning is a special case
if (mWeaponType == ESM::Weapon::Spell && (movement == CharState_TurnLeft || movement == CharState_TurnRight))
if (mWeaponType == ESM::Weapon::Spell && isTurning())
weapMovementAnimName = weapShortGroup + movementAnimName;
else
weapMovementAnimName = movementAnimName + weapShortGroup;
if (!mAnimation->hasAnimation(weapMovementAnimName))
{
weapMovementAnimName = fallbackShortWeaponGroup(movementAnimName, &movemask);
// If we apply movement only for lower body, do not reset idle animations.
// For upper body there will be idle animation.
if (movemask == MWRender::Animation::BlendMask_LowerBody && idle == CharState_None)
idle = CharState_Idle;
}
movementAnimName = weapMovementAnimName;
}
if (!force && movement == mMovementState)
return;
if (!mAnimation->hasAnimation(movementAnimName))
{
std::string::size_type runpos = movementAnimName.find("run");
@ -619,13 +600,13 @@ void CharacterController::refreshMovementAnims(CharacterState movement, Characte
if (!mAnimation->hasAnimation(movementAnimName))
{
if (!mCurrentMovement.empty())
resetCurrentIdleState();
resetCurrentMovementState();
return;
}
}
mMovementState = movement;
// If we're playing the same animation, start it from the point it ended
float startpoint = 0.f;
if (!mCurrentMovement.empty() && movementAnimName == mCurrentMovement)
@ -636,15 +617,6 @@ void CharacterController::refreshMovementAnims(CharacterState movement, Characte
clearStateAnimation(mCurrentMovement);
mCurrentMovement = movementAnimName;
// Reset idle if we actually play movement animations excepts of these cases:
// 1. When we play turning animations
// 2. When we use a fallback animation for lower body since movement animation for given weapon is missing (e.g. for crossbows and spellcasting)
if (!isTurning() && movemask == MWRender::Animation::BlendMask_All)
{
resetCurrentIdleState();
idle = CharState_None;
}
// For non-flying creatures, MW uses the Walk animation to calculate the animation velocity
// even if we are running. This must be replicated, otherwise the observed speed would differ drastically.
mAdjustMovementAnimSpeed = true;
@ -689,10 +661,11 @@ void CharacterController::refreshIdleAnims(CharacterState idle, bool force)
// FIXME: if one of the below states is close to their last animation frame (i.e. will be disabled in the coming update),
// the idle animation should be displayed
if (((mUpperBodyState != UpperCharState_Nothing && mUpperBodyState != UpperCharState_WeapEquiped)
|| (mMovementState != CharState_None && !isTurning())
|| mHitState != CharState_None)
&& !mPtr.getClass().isBipedal(mPtr))
idle = CharState_None;
|| mMovementState != CharState_None || mHitState != CharState_None) && !mPtr.getClass().isBipedal(mPtr))
{
resetCurrentIdleState();
return;
}
if (!force && idle == mIdleState && (mAnimation->isPlaying(mCurrentIdle) || !mAnimQueue.empty()))
return;
@ -755,9 +728,9 @@ void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterStat
if (isPersistentAnimPlaying())
return;
refreshHitRecoilAnims(idle);
refreshJumpAnims(jump, idle, force);
refreshMovementAnims(movement, idle, force);
refreshHitRecoilAnims();
refreshJumpAnims(jump, force);
refreshMovementAnims(movement, force);
// idle handled last as it can depend on the other states
refreshIdleAnims(idle, force);
@ -1958,11 +1931,9 @@ void CharacterController::update(float duration)
vec = osg::Vec3f();
CharacterState movestate = CharState_None;
CharacterState idlestate = CharState_SpecialIdle;
CharacterState idlestate = CharState_None;
JumpingState jumpstate = JumpState_None;
bool forcestateupdate = false;
mHasMovedInXY = std::abs(vec.x())+std::abs(vec.y()) > 0.0f;
isrunning = isrunning && mHasMovedInXY;
@ -2038,8 +2009,6 @@ void CharacterController::update(float duration)
if(!onground && !flying && !inwater && solid)
{
// In the air (either getting up —ascending part of jump— or falling).
forcestateupdate = (mJumpState != JumpState_InAir);
jumpstate = JumpState_InAir;
static const float fJumpMoveBase = gmst.find("fJumpMoveBase")->mValue.getFloat();
@ -2067,13 +2036,9 @@ void CharacterController::update(float duration)
}
else if(mJumpState == JumpState_InAir && !inwater && !flying && solid)
{
forcestateupdate = true;
jumpstate = JumpState_Landing;
vec.z() = 0.0f;
// We should reset idle animation during landing
clearStateAnimation(mCurrentIdle);
float height = cls.getCreatureStats(mPtr).land(isPlayer);
float healthLost = getFallDamage(mPtr, height);
@ -2226,8 +2191,11 @@ void CharacterController::update(float duration)
}
}
if(movestate != CharState_None && !isTurning())
if (movestate != CharState_None)
{
clearAnimQueue();
jumpstate = JumpState_None;
}
if(mAnimQueue.empty() || inwater || (sneak && mIdleState != CharState_SpecialIdle))
{
@ -2243,9 +2211,7 @@ void CharacterController::update(float duration)
if (!mSkipAnim)
{
forcestateupdate = updateState(idlestate) || forcestateupdate;
refreshCurrentAnims(idlestate, movestate, jumpstate, forcestateupdate);
refreshCurrentAnims(idlestate, movestate, jumpstate, updateState(idlestate));
updateIdleStormState(inwater);
}

View file

@ -50,14 +50,6 @@ enum CharacterState {
CharState_SpecialIdle,
CharState_Idle,
CharState_Idle2,
CharState_Idle3,
CharState_Idle4,
CharState_Idle5,
CharState_Idle6,
CharState_Idle7,
CharState_Idle8,
CharState_Idle9,
CharState_IdleSwim,
CharState_IdleSneak,
@ -91,8 +83,6 @@ enum CharacterState {
CharState_SwimTurnLeft,
CharState_SwimTurnRight,
CharState_Jump,
CharState_Death1,
CharState_Death2,
CharState_Death3,
@ -204,9 +194,9 @@ class CharacterController : public MWRender::Animation::TextKeyListener
void resetCurrentDeathState();
void refreshCurrentAnims(CharacterState idle, CharacterState movement, JumpingState jump, bool force=false);
void refreshHitRecoilAnims(CharacterState& idle);
void refreshJumpAnims(JumpingState jump, CharacterState& idle, bool force=false);
void refreshMovementAnims(CharacterState movement, CharacterState& idle, bool force=false);
void refreshHitRecoilAnims();
void refreshJumpAnims(JumpingState jump, bool force=false);
void refreshMovementAnims(CharacterState movement, bool force=false);
void refreshIdleAnims(CharacterState idle, bool force=false);
void clearAnimQueue(bool clearPersistAnims = false);