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https://github.com/OpenMW/openmw.git
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Merge pull request #1001 from Allofich/traps
Make non-actors play spell cast visuals and sounds
This commit is contained in:
commit
6b45a757a9
7 changed files with 231 additions and 79 deletions
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@ -25,6 +25,7 @@
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#include "../mwrender/objects.hpp"
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#include "../mwrender/renderinginterface.hpp"
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#include "../mwrender/animation.hpp"
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#include "../mwmechanics/actorutil.hpp"
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@ -112,6 +113,20 @@ namespace MWClass
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bool hasKey = false;
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std::string keyName;
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// make door glow if player activates it with telekinesis
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if (actor == MWBase::Environment::get().getWorld()->getPlayerPtr() &&
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MWBase::Environment::get().getWorld()->getDistanceToFacedObject() >
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MWBase::Environment::get().getWorld()->getMaxActivationDistance())
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{
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MWRender::Animation* animation = MWBase::Environment::get().getWorld()->getAnimation(ptr);
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const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
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int index = ESM::MagicEffect::effectStringToId("sEffectTelekinesis");
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const ESM::MagicEffect *effect = store.get<ESM::MagicEffect>().find(index);
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animation->addSpellCastGlow(effect); // TODO: Telekinesis glow should only be as long as the door animation
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}
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// make key id lowercase
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std::string keyId = ptr.getCellRef().getKey();
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Misc::StringUtils::lowerCaseInPlace(keyId);
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@ -44,6 +44,7 @@
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#include "creaturestats.hpp"
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#include "security.hpp"
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#include "actorutil.hpp"
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#include "spellcasting.hpp"
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namespace
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{
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@ -961,34 +962,6 @@ void CharacterController::updateIdleStormState(bool inwater)
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}
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}
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void CharacterController::castSpell(const std::string &spellid)
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{
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static const std::string schools[] = {
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"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
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};
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const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
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const ESM::Spell *spell = store.get<ESM::Spell>().find(spellid);
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const ESM::ENAMstruct &effectentry = spell->mEffects.mList.at(0);
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const ESM::MagicEffect *effect;
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effect = store.get<ESM::MagicEffect>().find(effectentry.mEffectID);
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const ESM::Static* castStatic;
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if (!effect->mCasting.empty())
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castStatic = store.get<ESM::Static>().find (effect->mCasting);
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else
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castStatic = store.get<ESM::Static>().find ("VFX_DefaultCast");
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mAnimation->addEffect("meshes\\" + castStatic->mModel, effect->mIndex);
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MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
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if(!effect->mCastSound.empty())
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sndMgr->playSound3D(mPtr, effect->mCastSound, 1.0f, 1.0f);
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else
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sndMgr->playSound3D(mPtr, schools[effect->mData.mSchool]+" cast", 1.0f, 1.0f);
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}
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bool CharacterController::updateCreatureState()
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{
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const MWWorld::Class &cls = mPtr.getClass();
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@ -1020,7 +993,8 @@ bool CharacterController::updateCreatureState()
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const std::string spellid = stats.getSpells().getSelectedSpell();
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if (!spellid.empty() && MWBase::Environment::get().getWorld()->startSpellCast(mPtr))
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{
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castSpell(spellid);
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MWMechanics::CastSpell cast(mPtr, NULL);
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cast.playSpellCastingEffects(spellid);
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if (!mAnimation->hasAnimation("spellcast"))
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MWBase::Environment::get().getWorld()->castSpell(mPtr); // No "release" text key to use, so cast immediately
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@ -1248,7 +1222,8 @@ bool CharacterController::updateWeaponState()
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if(!spellid.empty() && MWBase::Environment::get().getWorld()->startSpellCast(mPtr))
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{
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castSpell(spellid);
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MWMechanics::CastSpell cast(mPtr, NULL);
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cast.playSpellCastingEffects(spellid);
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const ESM::Spell *spell = store.get<ESM::Spell>().find(spellid);
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const ESM::ENAMstruct &effectentry = spell->mEffects.mList.at(0);
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@ -214,8 +214,6 @@ class CharacterController : public MWRender::Animation::TextKeyListener
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void updateHeadTracking(float duration);
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void castSpell(const std::string& spellid);
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void updateMagicEffects();
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void playDeath(float startpoint, CharacterState death);
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@ -574,6 +574,10 @@ namespace MWMechanics
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{
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if (effectId == ESM::MagicEffect::Lock)
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{
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const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
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const ESM::MagicEffect *magiceffect = store.get<ESM::MagicEffect>().find(effectId);
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MWRender::Animation* animation = MWBase::Environment::get().getWorld()->getAnimation(target);
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animation->addSpellCastGlow(magiceffect);
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if (target.getCellRef().getLockLevel() < magnitude) //If the door is not already locked to a higher value, lock it to spell magnitude
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{
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if (caster == getPlayer())
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@ -584,6 +588,10 @@ namespace MWMechanics
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}
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else if (effectId == ESM::MagicEffect::Open)
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{
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const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
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const ESM::MagicEffect *magiceffect = store.get<ESM::MagicEffect>().find(effectId);
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MWRender::Animation* animation = MWBase::Environment::get().getWorld()->getAnimation(target);
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animation->addSpellCastGlow(magiceffect);
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if (target.getCellRef().getLockLevel() <= magnitude)
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{
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if (target.getCellRef().getLockLevel() > 0)
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@ -836,6 +844,10 @@ namespace MWMechanics
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if (mCaster == getPlayer() && spellIncreasesSkill(spell))
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mCaster.getClass().skillUsageSucceeded(mCaster,
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spellSchoolToSkill(school), 0);
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// A non-actor doesn't play its spell cast effects from a character controller, so play them here
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if (!mCaster.getClass().isActor())
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playSpellCastingEffects(mId);
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inflict(mCaster, mCaster, spell->mEffects, ESM::RT_Self);
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@ -930,6 +942,42 @@ namespace MWMechanics
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return true;
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}
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void CastSpell::playSpellCastingEffects(const std::string &spellid){
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const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
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const ESM::Spell *spell = store.get<ESM::Spell>().find(spellid);
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const ESM::ENAMstruct &effectentry = spell->mEffects.mList.at(0);
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const ESM::MagicEffect *effect;
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effect = store.get<ESM::MagicEffect>().find(effectentry.mEffectID);
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MWRender::Animation* animation = MWBase::Environment::get().getWorld()->getAnimation(mCaster);
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if (mCaster.getClass().isActor()) // TODO: Non-actors (except for large statics?) should also create a spell cast vfx
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{
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const ESM::Static* castStatic;
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if (!effect->mCasting.empty())
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castStatic = store.get<ESM::Static>().find (effect->mCasting);
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else
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castStatic = store.get<ESM::Static>().find ("VFX_DefaultCast");
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animation->addEffect("meshes\\" + castStatic->mModel, effect->mIndex);
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}
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if (!mCaster.getClass().isActor())
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animation->addSpellCastGlow(effect);
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static const std::string schools[] = {
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"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
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};
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MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
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if(!effect->mCastSound.empty())
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sndMgr->playSound3D(mCaster, effect->mCastSound, 1.0f, 1.0f);
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else
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sndMgr->playSound3D(mCaster, schools[effect->mData.mSchool]+" cast", 1.0f, 1.0f);
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}
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int getEffectiveEnchantmentCastCost(float castCost, const MWWorld::Ptr &actor)
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{
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/*
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@ -92,6 +92,8 @@ namespace MWMechanics
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/// @note Auto detects if spell, ingredient or potion
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bool cast (const std::string& id);
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void playSpellCastingEffects(const std::string &spellid);
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/// @note \a target can be any type of object, not just actors.
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/// @note \a caster can be any type of object, or even an empty object.
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void inflict (const MWWorld::Ptr& target, const MWWorld::Ptr& caster,
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@ -86,48 +86,6 @@ namespace
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std::vector<osg::ref_ptr<osg::Node> > mToRemove;
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};
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class GlowUpdater : public SceneUtil::StateSetUpdater
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{
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public:
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GlowUpdater(int texUnit, osg::Vec4f color, const std::vector<osg::ref_ptr<osg::Texture2D> >& textures)
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: mTexUnit(texUnit)
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, mColor(color)
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, mTextures(textures)
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{
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}
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virtual void setDefaults(osg::StateSet *stateset)
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{
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stateset->setTextureMode(mTexUnit, GL_TEXTURE_2D, osg::StateAttribute::ON);
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osg::TexGen* texGen = new osg::TexGen;
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texGen->setMode(osg::TexGen::SPHERE_MAP);
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stateset->setTextureAttributeAndModes(mTexUnit, texGen, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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osg::TexEnvCombine* texEnv = new osg::TexEnvCombine;
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texEnv->setSource0_RGB(osg::TexEnvCombine::CONSTANT);
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texEnv->setConstantColor(mColor);
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texEnv->setCombine_RGB(osg::TexEnvCombine::INTERPOLATE);
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texEnv->setSource2_RGB(osg::TexEnvCombine::TEXTURE);
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texEnv->setOperand2_RGB(osg::TexEnvCombine::SRC_COLOR);
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stateset->setTextureAttributeAndModes(mTexUnit, texEnv, osg::StateAttribute::ON);
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}
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virtual void apply(osg::StateSet *stateset, osg::NodeVisitor *nv)
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{
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float time = nv->getFrameStamp()->getSimulationTime();
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int index = (int)(time*16) % mTextures.size();
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stateset->setTextureAttribute(mTexUnit, mTextures[index], osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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}
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private:
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int mTexUnit;
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osg::Vec4f mColor;
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std::vector<osg::ref_ptr<osg::Texture2D> > mTextures;
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};
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class NodeMapVisitor : public osg::NodeVisitor
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{
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public:
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@ -289,6 +247,134 @@ namespace
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namespace MWRender
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{
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class GlowUpdater : public SceneUtil::StateSetUpdater
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{
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public:
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GlowUpdater(int texUnit, osg::Vec4f color, const std::vector<osg::ref_ptr<osg::Texture2D> >& textures,
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osg::Node* node, float duration, Resource::ResourceSystem* resourcesystem)
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: mTexUnit(texUnit)
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, mColor(color)
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, mOriginalColor(color)
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, mTextures(textures)
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, mNode(node)
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, mDuration(duration)
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, mOriginalDuration(duration)
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, mStartingTime(0)
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, mResourceSystem(resourcesystem)
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, mColorChanged(false)
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, mDone(false)
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{
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}
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virtual void setDefaults(osg::StateSet *stateset)
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{
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if (mDone)
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removeTexture(stateset);
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else
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{
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stateset->setTextureMode(mTexUnit, GL_TEXTURE_2D, osg::StateAttribute::ON);
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osg::TexGen* texGen = new osg::TexGen;
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texGen->setMode(osg::TexGen::SPHERE_MAP);
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stateset->setTextureAttributeAndModes(mTexUnit, texGen, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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osg::TexEnvCombine* texEnv = new osg::TexEnvCombine;
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texEnv->setSource0_RGB(osg::TexEnvCombine::CONSTANT);
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texEnv->setConstantColor(mColor);
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texEnv->setCombine_RGB(osg::TexEnvCombine::INTERPOLATE);
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texEnv->setSource2_RGB(osg::TexEnvCombine::TEXTURE);
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texEnv->setOperand2_RGB(osg::TexEnvCombine::SRC_COLOR);
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stateset->setTextureAttributeAndModes(mTexUnit, texEnv, osg::StateAttribute::ON);
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stateset->addUniform(new osg::Uniform("envMapColor", mColor));
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}
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}
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void removeTexture(osg::StateSet* stateset)
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{
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stateset->removeTextureAttribute(mTexUnit, osg::StateAttribute::TEXTURE);
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stateset->removeTextureAttribute(mTexUnit, osg::StateAttribute::TEXGEN);
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stateset->removeTextureAttribute(mTexUnit, osg::StateAttribute::TEXENV);
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stateset->removeTextureMode(mTexUnit, GL_TEXTURE_2D);
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stateset->removeUniform("envMapColor");
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osg::StateSet::TextureAttributeList& list = stateset->getTextureAttributeList();
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while (list.size() && list.rbegin()->empty())
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list.pop_back();
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}
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virtual void apply(osg::StateSet *stateset, osg::NodeVisitor *nv)
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{
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if (mColorChanged){
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this->reset();
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setDefaults(stateset);
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mColorChanged = false;
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}
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if (mDone)
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return;
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// Set the starting time to measure glow duration from if this is a temporary glow
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if ((mDuration >= 0) && mStartingTime == 0)
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mStartingTime = nv->getFrameStamp()->getSimulationTime();
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float time = nv->getFrameStamp()->getSimulationTime();
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int index = (int)(time*16) % mTextures.size();
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stateset->setTextureAttribute(mTexUnit, mTextures[index], osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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if ((mDuration >= 0) && (time - mStartingTime > mDuration)) // If this is a temporary glow and it has finished its duration
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{
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if (mOriginalDuration >= 0) // if this glowupdater was a temporary glow since its creation
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{
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removeTexture(stateset);
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this->reset();
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mDone = true;
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mResourceSystem->getSceneManager()->recreateShaders(mNode);
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}
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if (mOriginalDuration < 0) // if this glowupdater was originally a permanent glow
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{
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mDuration = mOriginalDuration;
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mStartingTime = 0;
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mColor = mOriginalColor;
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this->reset();
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setDefaults(stateset);
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}
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}
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}
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bool isPermanentGlowUpdater()
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{
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return (mDuration < 0);
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}
|
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|
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bool isDone()
|
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{
|
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return mDone;
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}
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|
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void setColor(osg::Vec4f color)
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{
|
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mColor = color;
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mColorChanged = true;
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}
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|
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void setDuration(float duration)
|
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{
|
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mDuration = duration;
|
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}
|
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|
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private:
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int mTexUnit;
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osg::Vec4f mColor;
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osg::Vec4f mOriginalColor; // for restoring the color of a permanent glow after a temporary glow on the object finishes
|
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std::vector<osg::ref_ptr<osg::Texture2D> > mTextures;
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osg::Node* mNode;
|
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float mDuration;
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float mOriginalDuration; // for recording that this is originally a permanent glow if it is changed to a temporary one
|
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float mStartingTime;
|
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Resource::ResourceSystem* mResourceSystem;
|
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bool mColorChanged;
|
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bool mDone;
|
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};
|
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|
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struct Animation::AnimSource
|
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{
|
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|
@ -1106,7 +1192,29 @@ namespace MWRender
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int mLowestUnusedTexUnit;
|
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};
|
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|
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void Animation::addGlow(osg::ref_ptr<osg::Node> node, osg::Vec4f glowColor)
|
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void Animation::addSpellCastGlow(const ESM::MagicEffect *effect)
|
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{
|
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osg::Vec4f glowColor(1,1,1,1);
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glowColor.x() = effect->mData.mRed / 255.f;
|
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glowColor.y() = effect->mData.mGreen / 255.f;
|
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glowColor.z() = effect->mData.mBlue / 255.f;
|
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|
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if (!mGlowUpdater || (mGlowUpdater->isDone() || (mGlowUpdater->isPermanentGlowUpdater() == true)))
|
||||
{
|
||||
if (mGlowUpdater && mGlowUpdater->isDone())
|
||||
mObjectRoot->removeUpdateCallback(mGlowUpdater);
|
||||
|
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if (mGlowUpdater && mGlowUpdater->isPermanentGlowUpdater())
|
||||
{
|
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mGlowUpdater->setColor(glowColor);
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mGlowUpdater->setDuration(1.5); // Glow length measured from original engine as about 1.5 seconds
|
||||
}
|
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else
|
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addGlow(mObjectRoot, glowColor, 1.5);
|
||||
}
|
||||
}
|
||||
|
||||
void Animation::addGlow(osg::ref_ptr<osg::Node> node, osg::Vec4f glowColor, float glowDuration)
|
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{
|
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std::vector<osg::ref_ptr<osg::Texture2D> > textures;
|
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for (int i=0; i<32; ++i)
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|
@ -1130,9 +1238,11 @@ namespace MWRender
|
|||
FindLowestUnusedTexUnitVisitor findLowestUnusedTexUnitVisitor;
|
||||
node->accept(findLowestUnusedTexUnitVisitor);
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int texUnit = findLowestUnusedTexUnitVisitor.mLowestUnusedTexUnit;
|
||||
osg::ref_ptr<GlowUpdater> glowupdater (new GlowUpdater(texUnit, glowColor, textures));
|
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node->addUpdateCallback(glowupdater);
|
||||
|
||||
osg::ref_ptr<GlowUpdater> glowUpdater = new GlowUpdater(texUnit, glowColor, textures, node, glowDuration, mResourceSystem);
|
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mGlowUpdater = glowUpdater;
|
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node->addUpdateCallback(glowUpdater);
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|
||||
// set a texture now so that the ShaderVisitor can find it
|
||||
osg::ref_ptr<osg::StateSet> writableStateSet = NULL;
|
||||
if (!node->getStateSet())
|
||||
|
@ -1144,7 +1254,6 @@ namespace MWRender
|
|||
}
|
||||
writableStateSet->setTextureAttributeAndModes(texUnit, textures.front(), osg::StateAttribute::ON);
|
||||
writableStateSet->addUniform(new osg::Uniform("envMapColor", glowColor));
|
||||
|
||||
mResourceSystem->getSceneManager()->recreateShaders(node);
|
||||
}
|
||||
|
||||
|
|
|
@ -8,6 +8,7 @@
|
|||
namespace ESM
|
||||
{
|
||||
struct Light;
|
||||
struct MagicEffect;
|
||||
}
|
||||
|
||||
namespace Resource
|
||||
|
@ -32,6 +33,7 @@ namespace MWRender
|
|||
|
||||
class ResetAccumRootCallback;
|
||||
class RotateController;
|
||||
class GlowUpdater;
|
||||
|
||||
class EffectAnimationTime : public SceneUtil::ControllerSource
|
||||
{
|
||||
|
@ -261,6 +263,7 @@ protected:
|
|||
float mHeadPitchRadians;
|
||||
|
||||
osg::ref_ptr<SceneUtil::LightSource> mGlowLight;
|
||||
osg::ref_ptr<GlowUpdater> mGlowUpdater;
|
||||
|
||||
float mAlpha;
|
||||
|
||||
|
@ -317,7 +320,7 @@ protected:
|
|||
|
||||
osg::Vec4f getEnchantmentColor(const MWWorld::ConstPtr& item) const;
|
||||
|
||||
void addGlow(osg::ref_ptr<osg::Node> node, osg::Vec4f glowColor);
|
||||
void addGlow(osg::ref_ptr<osg::Node> node, osg::Vec4f glowColor, float glowDuration = -1);
|
||||
|
||||
/// Set the render bin for this animation's object root. May be customized by subclasses.
|
||||
virtual void setRenderBin();
|
||||
|
@ -351,6 +354,8 @@ public:
|
|||
void removeEffect (int effectId);
|
||||
void getLoopingEffects (std::vector<int>& out) const;
|
||||
|
||||
void addSpellCastGlow(const ESM::MagicEffect *effect);
|
||||
|
||||
virtual void updatePtr(const MWWorld::Ptr &ptr);
|
||||
|
||||
bool hasAnimation(const std::string &anim) const;
|
||||
|
|
Loading…
Reference in a new issue