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Merge pull request #1428 from akortunov/stancechangefixes

[Feedback needed] Stance switching changes, part II
This commit is contained in:
scrawl 2017-09-01 21:42:08 +00:00 committed by GitHub
commit 7a79ebb713
16 changed files with 80 additions and 4 deletions

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@ -247,6 +247,7 @@ namespace MWBase
virtual void confiscateStolenItemToOwner(const MWWorld::Ptr &player, const MWWorld::Ptr &item, const MWWorld::Ptr& victim, int count) = 0; virtual void confiscateStolenItemToOwner(const MWWorld::Ptr &player, const MWWorld::Ptr &item, const MWWorld::Ptr& victim, int count) = 0;
virtual bool isAttackPrepairing(const MWWorld::Ptr& ptr) = 0;
virtual bool isRunning(const MWWorld::Ptr& ptr) = 0; virtual bool isRunning(const MWWorld::Ptr& ptr) = 0;
virtual bool isSneaking(const MWWorld::Ptr& ptr) = 0; virtual bool isSneaking(const MWWorld::Ptr& ptr) = 0;
}; };

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@ -3,6 +3,7 @@
#include <components/esm/loadlock.hpp> #include <components/esm/loadlock.hpp>
#include "../mwbase/environment.hpp" #include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/world.hpp" #include "../mwbase/world.hpp"
#include "../mwbase/windowmanager.hpp" #include "../mwbase/windowmanager.hpp"
@ -155,6 +156,16 @@ namespace MWClass
return MWWorld::Ptr(cell.insert(ref), &cell); return MWWorld::Ptr(cell.insert(ref), &cell);
} }
std::pair<int, std::string> Lockpick::canBeEquipped(const MWWorld::ConstPtr &ptr, const MWWorld::Ptr &npc) const
{
// Do not allow equip tools from inventory during attack
if (MWBase::Environment::get().getMechanicsManager()->isAttackingOrSpell(npc)
&& MWBase::Environment::get().getWindowManager()->isGuiMode())
return std::make_pair(0, "#{sCantEquipWeapWarning}");
return std::make_pair(1, "");
}
bool Lockpick::canSell (const MWWorld::ConstPtr& item, int npcServices) const bool Lockpick::canSell (const MWWorld::ConstPtr& item, int npcServices) const
{ {
return (npcServices & ESM::NPC::Picks) != 0; return (npcServices & ESM::NPC::Picks) != 0;

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@ -51,6 +51,8 @@ namespace MWClass
virtual std::string getInventoryIcon (const MWWorld::ConstPtr& ptr) const; virtual std::string getInventoryIcon (const MWWorld::ConstPtr& ptr) const;
///< Return name of inventory icon. ///< Return name of inventory icon.
virtual std::pair<int, std::string> canBeEquipped(const MWWorld::ConstPtr &ptr, const MWWorld::Ptr &npc) const;
virtual std::shared_ptr<MWWorld::Action> use (const MWWorld::Ptr& ptr) virtual std::shared_ptr<MWWorld::Action> use (const MWWorld::Ptr& ptr)
const; const;
///< Generate action for using via inventory menu ///< Generate action for using via inventory menu

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@ -3,6 +3,7 @@
#include <components/esm/loadprob.hpp> #include <components/esm/loadprob.hpp>
#include "../mwbase/environment.hpp" #include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/world.hpp" #include "../mwbase/world.hpp"
#include "../mwbase/windowmanager.hpp" #include "../mwbase/windowmanager.hpp"
@ -155,6 +156,16 @@ namespace MWClass
return MWWorld::Ptr(cell.insert(ref), &cell); return MWWorld::Ptr(cell.insert(ref), &cell);
} }
std::pair<int, std::string> Probe::canBeEquipped(const MWWorld::ConstPtr &ptr, const MWWorld::Ptr &npc) const
{
// Do not allow equip tools from inventory during attack
if (MWBase::Environment::get().getMechanicsManager()->isAttackingOrSpell(npc)
&& MWBase::Environment::get().getWindowManager()->isGuiMode())
return std::make_pair(0, "#{sCantEquipWeapWarning}");
return std::make_pair(1, "");
}
bool Probe::canSell (const MWWorld::ConstPtr& item, int npcServices) const bool Probe::canSell (const MWWorld::ConstPtr& item, int npcServices) const
{ {
return (npcServices & ESM::NPC::Probes) != 0; return (npcServices & ESM::NPC::Probes) != 0;

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@ -51,6 +51,8 @@ namespace MWClass
virtual std::string getInventoryIcon (const MWWorld::ConstPtr& ptr) const; virtual std::string getInventoryIcon (const MWWorld::ConstPtr& ptr) const;
///< Return name of inventory icon. ///< Return name of inventory icon.
virtual std::pair<int, std::string> canBeEquipped(const MWWorld::ConstPtr &ptr, const MWWorld::Ptr &npc) const;
virtual std::shared_ptr<MWWorld::Action> use (const MWWorld::Ptr& ptr) virtual std::shared_ptr<MWWorld::Action> use (const MWWorld::Ptr& ptr)
const; const;
///< Generate action for using via inventory menu ///< Generate action for using via inventory menu

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@ -374,7 +374,9 @@ namespace MWClass
if (hasItemHealth(ptr) && ptr.getCellRef().getCharge() == 0) if (hasItemHealth(ptr) && ptr.getCellRef().getCharge() == 0)
return std::make_pair(0, "#{sInventoryMessage1}"); return std::make_pair(0, "#{sInventoryMessage1}");
if (MWBase::Environment::get().getMechanicsManager()->isAttackingOrSpell(npc)) // Do not allow equip weapons from inventory during attack
if (MWBase::Environment::get().getMechanicsManager()->isAttackingOrSpell(npc)
&& MWBase::Environment::get().getWindowManager()->isGuiMode())
return std::make_pair(0, "#{sCantEquipWeapWarning}"); return std::make_pair(0, "#{sCantEquipWeapWarning}");
std::pair<std::vector<int>, bool> slots_ = ptr.getClass().getEquipmentSlots(ptr); std::pair<std::vector<int>, bool> slots_ = ptr.getClass().getEquipmentSlots(ptr);

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@ -255,6 +255,19 @@ namespace MWGui
} }
} }
// If we unequip weapon during attack, it can lead to unexpected behaviour
if (MWBase::Environment::get().getMechanicsManager()->isAttackingOrSpell(mPtr))
{
bool isWeapon = item.mBase.getTypeName() == typeid(ESM::Weapon).name();
MWWorld::InventoryStore& invStore = mPtr.getClass().getInventoryStore(mPtr);
if (isWeapon && invStore.isEquipped(item.mBase))
{
MWBase::Environment::get().getWindowManager()->messageBox("#{sCantEquipWeapWarning}");
return;
}
}
if (count > 1 && !shift) if (count > 1 && !shift)
{ {
CountDialog* dialog = MWBase::Environment::get().getWindowManager()->getCountDialog(); CountDialog* dialog = MWBase::Environment::get().getWindowManager()->getCountDialog();

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@ -344,16 +344,17 @@ namespace MWGui
{ {
MWWorld::Ptr item = *button->getUserData<MWWorld::Ptr>(); MWWorld::Ptr item = *button->getUserData<MWWorld::Ptr>();
bool isWeapon = item.getTypeName() == typeid(ESM::Weapon).name(); bool isWeapon = item.getTypeName() == typeid(ESM::Weapon).name();
bool isTool = item.getTypeName() == typeid(ESM::Probe).name() || item.getTypeName() == typeid(ESM::Lockpick).name();
// delay weapon switching if player is busy // delay weapon switching if player is busy
if (isDelayNeeded && isWeapon) if (isDelayNeeded && (isWeapon || isTool))
{ {
mActivatedIndex = index; mActivatedIndex = index;
return; return;
} }
// disable weapon switching if player is dead or paralyzed // disable weapon switching if player is dead or paralyzed
if (isReturnNeeded && isWeapon) if (isReturnNeeded && (isWeapon || isTool))
{ {
return; return;
} }

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@ -948,7 +948,11 @@ namespace MWInput
if (!mControlSwitch["playerfighting"] || !mControlSwitch["playercontrols"]) if (!mControlSwitch["playerfighting"] || !mControlSwitch["playercontrols"])
return; return;
if (MWBase::Environment::get().getMechanicsManager()->isAttackingOrSpell(mPlayer->getPlayer())) // We want to interrupt animation only if attack is prepairing, but still is not triggered
// Otherwise we will get a "speedshooting" exploit, when player can skip reload animation by hitting "Toggle Weapon" key twice
if (MWBase::Environment::get().getMechanicsManager()->isAttackPrepairing(mPlayer->getPlayer()))
mPlayer->setAttackingOrSpell(false);
else if (MWBase::Environment::get().getMechanicsManager()->isAttackingOrSpell(mPlayer->getPlayer()))
return; return;
MWMechanics::DrawState_ state = mPlayer->getDrawState(); MWMechanics::DrawState_ state = mPlayer->getDrawState();

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@ -802,6 +802,16 @@ namespace MWMechanics
} }
} }
bool Actors::isAttackPrepairing(const MWWorld::Ptr& ptr)
{
PtrActorMap::iterator it = mActors.find(ptr);
if (it == mActors.end())
return false;
CharacterController* ctrl = it->second->getCharacterController();
return ctrl->isAttackPrepairing();
}
bool Actors::isRunning(const MWWorld::Ptr& ptr) bool Actors::isRunning(const MWWorld::Ptr& ptr)
{ {
PtrActorMap::iterator it = mActors.find(ptr); PtrActorMap::iterator it = mActors.find(ptr);

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@ -107,6 +107,7 @@ namespace MWMechanics
int countDeaths (const std::string& id) const; int countDeaths (const std::string& id) const;
///< Return the number of deaths for actors with the given ID. ///< Return the number of deaths for actors with the given ID.
bool isAttackPrepairing(const MWWorld::Ptr& ptr);
bool isRunning(const MWWorld::Ptr& ptr); bool isRunning(const MWWorld::Ptr& ptr);
bool isSneaking(const MWWorld::Ptr& ptr); bool isSneaking(const MWWorld::Ptr& ptr);

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@ -2218,6 +2218,12 @@ void CharacterController::setAttackTypeBasedOnMovement()
mAttackType = "chop"; mAttackType = "chop";
} }
bool CharacterController::isAttackPrepairing() const
{
return mUpperBodyState == UpperCharState_StartToMinAttack ||
mUpperBodyState == UpperCharState_MinAttackToMaxAttack;
}
bool CharacterController::isReadyToBlock() const bool CharacterController::isReadyToBlock() const
{ {
return updateCarriedLeftVisible(mWeaponType); return updateCarriedLeftVisible(mWeaponType);

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@ -263,6 +263,7 @@ public:
void forceStateUpdate(); void forceStateUpdate();
bool isAttackPrepairing() const;
bool isReadyToBlock() const; bool isReadyToBlock() const;
bool isKnockedOut() const; bool isKnockedOut() const;
bool isSneaking() const; bool isSneaking() const;

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@ -423,6 +423,11 @@ namespace MWMechanics
mObjects.update(duration, paused); mObjects.update(duration, paused);
} }
bool MechanicsManager::isAttackPrepairing(const MWWorld::Ptr& ptr)
{
return mActors.isAttackPrepairing(ptr);
}
bool MechanicsManager::isRunning(const MWWorld::Ptr& ptr) bool MechanicsManager::isRunning(const MWWorld::Ptr& ptr)
{ {
return mActors.isRunning(ptr); return mActors.isRunning(ptr);

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@ -210,8 +210,10 @@ namespace MWMechanics
virtual void confiscateStolenItemToOwner(const MWWorld::Ptr &player, const MWWorld::Ptr &item, const MWWorld::Ptr& victim, int count); virtual void confiscateStolenItemToOwner(const MWWorld::Ptr &player, const MWWorld::Ptr &item, const MWWorld::Ptr& victim, int count);
virtual bool isAttackPrepairing(const MWWorld::Ptr& ptr);
virtual bool isRunning(const MWWorld::Ptr& ptr); virtual bool isRunning(const MWWorld::Ptr& ptr);
virtual bool isSneaking(const MWWorld::Ptr& ptr); virtual bool isSneaking(const MWWorld::Ptr& ptr);
private: private:
void reportCrime (const MWWorld::Ptr& ptr, const MWWorld::Ptr& victim, void reportCrime (const MWWorld::Ptr& ptr, const MWWorld::Ptr& victim,
OffenseType type, int arg=0); OffenseType type, int arg=0);

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@ -23,6 +23,7 @@
#include "../mwworld/esmstore.hpp" #include "../mwworld/esmstore.hpp"
#include "../mwworld/inventorystore.hpp" #include "../mwworld/inventorystore.hpp"
#include "../mwworld/class.hpp" #include "../mwworld/class.hpp"
#include "../mwworld/player.hpp"
#include "../mwmechanics/npcstats.hpp" #include "../mwmechanics/npcstats.hpp"
#include "../mwmechanics/actorutil.hpp" #include "../mwmechanics/actorutil.hpp"
@ -919,6 +920,9 @@ void NpcAnimation::showWeapons(bool showWeapon)
else else
{ {
removeIndividualPart(ESM::PRT_Weapon); removeIndividualPart(ESM::PRT_Weapon);
// If we remove/hide weapon from player, we should reset attack animation as well
if (mPtr == MWMechanics::getPlayer())
MWBase::Environment::get().getWorld()->getPlayer().setAttackingOrSpell(false);
} }
} }