Weapon sheathing support, including quivers and scabbards (feature #4673)

pull/1615/head
Andrei Kortunov 6 years ago
parent c114e1278e
commit 92e45507d8

@ -3,9 +3,9 @@
Feature #2229: Improve pathfinding AI
Feature #3442: Default values for fallbacks from ini file
Feature #4673: Weapon sheathing
Task #4686: Upgrade media decoder to a more current FFmpeg API
0.45.0
------

@ -166,7 +166,7 @@ namespace MWClass
getContainerStore(ptr).fill(ref->mBase->mInventory, ptr.getCellRef().getRefId());
if (hasInventory)
getInventoryStore(ptr).autoEquipShield(ptr);
getInventoryStore(ptr).autoEquip(ptr);
}
}

@ -1,5 +1,4 @@
#include "actoranimation.hpp"
#include <utility>
#include <osg/Node>
@ -9,11 +8,22 @@
#include <components/esm/loadligh.hpp>
#include <components/esm/loadcell.hpp>
#include <components/resource/resourcesystem.hpp>
#include <components/resource/scenemanager.hpp>
#include <components/sceneutil/attach.hpp>
#include <components/sceneutil/lightmanager.hpp>
#include <components/sceneutil/lightutil.hpp>
#include <components/sceneutil/visitor.hpp>
#include <components/fallback/fallback.hpp>
#include <components/misc/stringops.hpp>
#include <components/settings/settings.hpp>
#include <components/vfs/manager.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwworld/ptr.hpp"
@ -43,6 +53,8 @@ ActorAnimation::ActorAnimation(const MWWorld::Ptr& ptr, osg::ref_ptr<osg::Group>
// Make sure we cleaned object from effects, just in cast if we re-use node
removeEffects();
mWeaponSheathing = Settings::Manager::getBool("weapon sheathing", "Game");
}
ActorAnimation::~ActorAnimation()
@ -51,6 +63,302 @@ ActorAnimation::~ActorAnimation()
{
mInsert->removeChild(iter->second);
}
mScabbard.reset();
}
PartHolderPtr ActorAnimation::getWeaponPart(const std::string& model, const std::string& bonename, bool enchantedGlow, osg::Vec4f* glowColor)
{
osg::Group* parent = getBoneByName(bonename);
if (!parent)
return nullptr;
osg::ref_ptr<osg::Node> instance = mResourceSystem->getSceneManager()->getInstance(model, parent);
const NodeMap& nodeMap = getNodeMap();
NodeMap::const_iterator found = nodeMap.find(Misc::StringUtils::lowerCase(bonename));
if (found == nodeMap.end())
return PartHolderPtr();
if (enchantedGlow)
addGlow(instance, *glowColor);
return PartHolderPtr(new PartHolder(instance));
}
osg::Group* ActorAnimation::getBoneByName(std::string boneName)
{
if (!mObjectRoot)
return nullptr;
SceneUtil::FindByNameVisitor findVisitor (boneName);
mObjectRoot->accept(findVisitor);
return findVisitor.mFoundNode;
}
std::string ActorAnimation::getHolsteredWeaponBoneName(const MWWorld::ConstPtr& weapon)
{
std::string boneName;
if(weapon.isEmpty())
return boneName;
const std::string &type = weapon.getClass().getTypeName();
if(type == typeid(ESM::Weapon).name())
{
const MWWorld::LiveCellRef<ESM::Weapon> *ref = weapon.get<ESM::Weapon>();
ESM::Weapon::Type weaponType = (ESM::Weapon::Type)ref->mBase->mData.mType;
return getHolsteredWeaponBoneName(weaponType);
}
return boneName;
}
std::string ActorAnimation::getHolsteredWeaponBoneName(const unsigned int weaponType)
{
std::string boneName;
switch(weaponType)
{
case ESM::Weapon::ShortBladeOneHand:
boneName = "Bip01 ShortBladeOneHand";
break;
case ESM::Weapon::LongBladeOneHand:
boneName = "Bip01 LongBladeOneHand";
break;
case ESM::Weapon::BluntOneHand:
boneName = "Bip01 BluntOneHand";
break;
case ESM::Weapon::AxeOneHand:
boneName = "Bip01 LongBladeOneHand";
break;
case ESM::Weapon::LongBladeTwoHand:
boneName = "Bip01 LongBladeTwoClose";
break;
case ESM::Weapon::BluntTwoClose:
boneName = "Bip01 BluntTwoClose";
break;
case ESM::Weapon::AxeTwoHand:
boneName = "Bip01 AxeTwoClose";
break;
case ESM::Weapon::BluntTwoWide:
boneName = "Bip01 BluntTwoWide";
break;
case ESM::Weapon::SpearTwoWide:
boneName = "Bip01 SpearTwoWide";
break;
case ESM::Weapon::MarksmanBow:
boneName = "Bip01 MarksmanBow";
break;
case ESM::Weapon::MarksmanCrossbow:
boneName = "Bip01 MarksmanCrossbow";
break;
case ESM::Weapon::MarksmanThrown:
boneName = "Bip01 MarksmanThrown";
break;
default:
break;
}
return boneName;
}
void ActorAnimation::injectWeaponBones()
{
if (!mResourceSystem->getVFS()->exists("meshes\\xbase_anim_sh.nif"))
{
mWeaponSheathing = false;
return;
}
osg::ref_ptr<osg::Node> sheathSkeleton = mResourceSystem->getSceneManager()->getInstance("meshes\\xbase_anim_sh.nif");
for (unsigned int type=0; type<=ESM::Weapon::MarksmanThrown; ++type)
{
const std::string holsteredBoneName = getHolsteredWeaponBoneName(type);
SceneUtil::FindByNameVisitor findVisitor (holsteredBoneName);
sheathSkeleton->accept(findVisitor);
osg::ref_ptr<osg::Node> sheathNode = findVisitor.mFoundNode;
if (sheathNode && sheathNode.get()->getNumParents())
{
osg::Group* sheathParent = getBoneByName(sheathNode.get()->getParent(0)->getName());
if (sheathParent)
{
sheathNode.get()->getParent(0)->removeChild(sheathNode);
sheathParent->addChild(sheathNode);
}
}
}
}
// To make sure we do not run morph controllers for weapons, i.e. bows
class EmptyCallback : public osg::NodeCallback
{
public:
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
}
};
void ActorAnimation::updateHolsteredWeapon(bool showHolsteredWeapons)
{
if (!mWeaponSheathing)
return;
if (!mPtr.getClass().hasInventoryStore(mPtr))
return;
mScabbard.reset();
const MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
MWWorld::ConstContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
if (weapon == inv.end() || weapon->getTypeName() != typeid(ESM::Weapon).name())
return;
// Since throwing weapons stack themselves, do not show such weapon itself
if (weapon->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::MarksmanThrown)
showHolsteredWeapons = false;
std::string mesh = weapon->getClass().getModel(*weapon);
std::string scabbardName = mesh;
std::string boneName = getHolsteredWeaponBoneName(*weapon);
if (mesh.empty() || boneName.empty())
return;
// If the scabbard is not found, use a weapon mesh as fallback
scabbardName = scabbardName.replace(scabbardName.size()-4, 4, "_sh.nif");
bool isEnchanted = !weapon->getClass().getEnchantment(*weapon).empty();
if(!mResourceSystem->getVFS()->exists(scabbardName))
{
if (showHolsteredWeapons)
{
osg::Vec4f glowColor = getEnchantmentColor(*weapon);
mScabbard = getWeaponPart(mesh, boneName, isEnchanted, &glowColor);
if (mScabbard)
mScabbard->getNode()->setUpdateCallback(new EmptyCallback);
}
return;
}
mScabbard = getWeaponPart(scabbardName, boneName);
osg::Group* weaponNode = getBoneByName("Bip01 Weapon");
if (!weaponNode)
return;
// When we draw weapon, hide the Weapon node from sheath model.
// Otherwise add the enchanted glow to it.
if (!showHolsteredWeapons)
{
weaponNode->setNodeMask(0);
}
else
{
// If mesh author declared empty weapon node, use transformation from this node, but use the common weapon mesh.
// This approach allows to tweak weapon position without need to store the whole weapon mesh in the _sh file.
if (!weaponNode->getNumChildren())
{
osg::ref_ptr<osg::Node> fallbackNode = mResourceSystem->getSceneManager()->getInstance(mesh, weaponNode);
fallbackNode->setUpdateCallback(new EmptyCallback);
}
if (isEnchanted)
{
osg::Vec4f glowColor = getEnchantmentColor(*weapon);
addGlow(weaponNode, glowColor);
}
}
}
void ActorAnimation::updateQuiver()
{
if (!mWeaponSheathing)
return;
if (!mPtr.getClass().hasInventoryStore(mPtr))
return;
const MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
MWWorld::ConstContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
if(weapon == inv.end() || weapon->getTypeName() != typeid(ESM::Weapon).name())
return;
std::string mesh = weapon->getClass().getModel(*weapon);
std::string boneName = getHolsteredWeaponBoneName(*weapon);
if (mesh.empty() || boneName.empty())
return;
osg::Group* ammoNode = getBoneByName("Bip01 Ammo");
if (!ammoNode)
return;
// Special case for throwing weapons - they do not use ammo, but they stack themselves
bool suitableAmmo = false;
MWWorld::ConstContainerStoreIterator ammo = weapon;
unsigned int ammoCount = 0;
if (weapon->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::MarksmanThrown)
{
ammoCount = ammo->getRefData().getCount();
osg::Group* throwingWeaponNode = getBoneByName("Weapon Bone");
if (throwingWeaponNode && throwingWeaponNode->getNumChildren())
ammoCount--;
suitableAmmo = true;
}
else
{
ammo = inv.getSlot(MWWorld::InventoryStore::Slot_Ammunition);
if (ammo == inv.end())
return;
ammoCount = ammo->getRefData().getCount();
bool arrowAttached = isArrowAttached();
if (arrowAttached)
ammoCount--;
if (weapon->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::MarksmanCrossbow)
suitableAmmo = ammo->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::Bolt;
else if (weapon->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::MarksmanBow)
suitableAmmo = ammo->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::Arrow;
}
if (ammoNode && suitableAmmo)
{
// We should not show more ammo than equipped and more than quiver mesh has
ammoCount = std::min(ammoCount, ammoNode->getNumChildren());
// Remove existing ammo nodes
for (unsigned int i=0; i<ammoNode->getNumChildren(); ++i)
{
osg::ref_ptr<osg::Group> arrowNode = ammoNode->getChild(i)->asGroup();
if (!arrowNode->getNumChildren())
continue;
osg::ref_ptr<osg::Node> arrowChildNode = arrowNode->getChild(0);
arrowNode->removeChild(arrowChildNode);
}
// Add new ones
osg::Vec4f glowColor = getEnchantmentColor(*ammo);
std::string model = ammo->getClass().getModel(*ammo);
for (unsigned int i=0; i<ammoCount; ++i)
{
osg::ref_ptr<osg::Group> arrowNode = ammoNode->getChild(i)->asGroup();
osg::ref_ptr<osg::Node> arrow = mResourceSystem->getSceneManager()->getInstance(model, arrowNode);
if (!ammo->getClass().getEnchantment(*ammo).empty())
addGlow(arrow, glowColor);
}
}
// recreate shaders for invisible actors, otherwise new nodes will be visible
if (mAlpha != 1.f)
mResourceSystem->getSceneManager()->recreateShaders(mObjectRoot);
}
void ActorAnimation::itemAdded(const MWWorld::ConstPtr& item, int /*count*/)
@ -63,6 +371,24 @@ void ActorAnimation::itemAdded(const MWWorld::ConstPtr& item, int /*count*/)
addHiddenItemLight(item, light);
}
}
if (!mPtr.getClass().hasInventoryStore(mPtr))
return;
// If the count of equipped ammo or throwing weapon was changed, we should update quiver
const MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
MWWorld::ConstContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
if(weapon == inv.end() || weapon->getTypeName() != typeid(ESM::Weapon).name())
return;
MWWorld::ConstContainerStoreIterator ammo = inv.end();
if (weapon->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::MarksmanThrown)
ammo = weapon;
else
ammo = inv.getSlot(MWWorld::InventoryStore::Slot_Ammunition);
if(ammo != inv.end() && item.getCellRef().getRefId() == ammo->getCellRef().getRefId())
updateQuiver();
}
void ActorAnimation::itemRemoved(const MWWorld::ConstPtr& item, int /*count*/)
@ -78,6 +404,24 @@ void ActorAnimation::itemRemoved(const MWWorld::ConstPtr& item, int /*count*/)
}
}
}
if (!mPtr.getClass().hasInventoryStore(mPtr))
return;
// If the count of equipped ammo or throwing weapon was changed, we should update quiver
const MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
MWWorld::ConstContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
if(weapon == inv.end() || weapon->getTypeName() != typeid(ESM::Weapon).name())
return;
MWWorld::ConstContainerStoreIterator ammo = inv.end();
if (weapon->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::MarksmanThrown)
ammo = weapon;
else
ammo = inv.getSlot(MWWorld::InventoryStore::Slot_Ammunition);
if(ammo != inv.end() && item.getCellRef().getRefId() == ammo->getCellRef().getRefId())
updateQuiver();
}
void ActorAnimation::addHiddenItemLight(const MWWorld::ConstPtr& item, const ESM::Light* esmLight)

@ -6,6 +6,7 @@
#include <osg/ref_ptr>
#include "../mwworld/containerstore.hpp"
#include "../mwworld/inventorystore.hpp"
#include "animation.hpp"
@ -36,6 +37,24 @@ class ActorAnimation : public Animation, public MWWorld::ContainerStoreListener
virtual void itemAdded(const MWWorld::ConstPtr& item, int count);
virtual void itemRemoved(const MWWorld::ConstPtr& item, int count);
virtual bool isArrowAttached() const { return false; }
protected:
bool mWeaponSheathing;
osg::Group* getBoneByName(std::string boneName);
virtual void updateHolsteredWeapon(bool showHolsteredWeapons);
virtual void injectWeaponBones();
virtual void updateQuiver();
virtual std::string getHolsteredWeaponBoneName(const MWWorld::ConstPtr& weapon);
virtual std::string getHolsteredWeaponBoneName(const unsigned int weaponType);
virtual PartHolderPtr getWeaponPart(const std::string& model, const std::string& bonename, bool enchantedGlow, osg::Vec4f* glowColor);
virtual PartHolderPtr getWeaponPart(const std::string& model, const std::string& bonename)
{
osg::Vec4f stubColor = osg::Vec4f(0,0,0,0);
return getWeaponPart(model, bonename, false, &stubColor);
};
PartHolderPtr mScabbard;
private:
void addHiddenItemLight(const MWWorld::ConstPtr& item, const ESM::Light* esmLight);

@ -1748,8 +1748,6 @@ namespace MWRender
}
else
{
osg::StateSet* stateset (new osg::StateSet);
osg::BlendFunc* blendfunc (new osg::BlendFunc);
stateset->setAttributeAndModes(blendfunc, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);

@ -49,7 +49,12 @@ CreatureWeaponAnimation::CreatureWeaponAnimation(const MWWorld::Ptr &ptr, const
setObjectRoot(model, true, false, true);
if((ref->mBase->mFlags&ESM::Creature::Bipedal))
{
if (mWeaponSheathing)
injectWeaponBones();
addAnimSource("meshes\\xbase_anim.nif", model);
}
addAnimSource(model, model);
mPtr.getClass().getInventoryStore(mPtr).setInvListener(this, mPtr);
@ -84,6 +89,9 @@ void CreatureWeaponAnimation::updateParts()
mWeapon.reset();
mShield.reset();
updateHolsteredWeapon(!mShowWeapons);
updateQuiver();
if (mShowWeapons)
updatePart(mWeapon, MWWorld::InventoryStore::Slot_CarriedRight);
if (mShowCarriedLeft)
@ -157,14 +165,21 @@ void CreatureWeaponAnimation::updatePart(PartHolderPtr& scene, int slot)
}
}
bool CreatureWeaponAnimation::isArrowAttached() const
{
return mAmmunition != nullptr;
}
void CreatureWeaponAnimation::attachArrow()
{
WeaponAnimation::attachArrow(mPtr);
updateQuiver();
}
void CreatureWeaponAnimation::releaseArrow(float attackStrength)
{
WeaponAnimation::releaseArrow(mPtr, attackStrength);
updateQuiver();
}
osg::Group *CreatureWeaponAnimation::getArrowBone()

@ -54,6 +54,8 @@ namespace MWRender
/// to indicate the facing orientation of the character.
virtual void setPitchFactor(float factor) { mPitchFactor = factor; }
protected:
virtual bool isArrowAttached() const;
private:
PartHolderPtr mWeapon;

@ -21,6 +21,8 @@
#include <components/sceneutil/skeleton.hpp>
#include <components/sceneutil/lightmanager.hpp>
#include <components/settings/settings.hpp>
#include <components/nifosg/nifloader.hpp> // TextKeyMapHolder
#include "../mwworld/esmstore.hpp"
@ -308,6 +310,12 @@ void NpcAnimation::setViewMode(NpcAnimation::ViewMode viewMode)
if(mViewMode == viewMode)
return;
// Disable weapon sheathing in the 1st-person mode
if (viewMode == VM_FirstPerson)
mWeaponSheathing = false;
else
mWeaponSheathing = Settings::Manager::getBool("weapon sheathing", "Game");
mViewMode = viewMode;
rebuild();
@ -389,6 +397,7 @@ void NpcAnimation::setRenderBin()
void NpcAnimation::rebuild()
{
mScabbard.reset();
updateNpcBase();
MWBase::Environment::get().getMechanicsManager()->forceStateUpdate(mPtr);
@ -460,6 +469,11 @@ void NpcAnimation::updateNpcBase()
setObjectRoot(smodel, true, true, false);
if (mWeaponSheathing)
injectWeaponBones();
updateParts();
if(!is1stPerson)
{
const std::string base = "meshes\\xbase_anim.nif";
@ -488,8 +502,6 @@ void NpcAnimation::updateNpcBase()
mObjectRoot->addCullCallback(new OverrideFieldOfViewCallback(mFirstPersonFieldOfView));
}
updateParts();
mWeaponAnimationTime->updateStartTime();
}
@ -899,7 +911,8 @@ void NpcAnimation::showWeapons(bool showWeapon)
attachArrow();
}
}
if (mAlpha != 1.f)
// Note: we will need to recreate shaders later if we use weapon sheathing anyway, so there is no point to update them here
if (mAlpha != 1.f && !mWeaponSheathing)
mResourceSystem->getSceneManager()->recreateShaders(mObjectRoot);
}
else
@ -909,6 +922,9 @@ void NpcAnimation::showWeapons(bool showWeapon)
if (mPtr == MWMechanics::getPlayer())
MWBase::Environment::get().getWorld()->getPlayer().setAttackingOrSpell(false);
}
updateHolsteredWeapon(!mShowWeapons);
updateQuiver();
}
void NpcAnimation::showCarriedLeft(bool show)
@ -936,11 +952,13 @@ void NpcAnimation::showCarriedLeft(bool show)
void NpcAnimation::attachArrow()
{
WeaponAnimation::attachArrow(mPtr);
updateQuiver();
}
void NpcAnimation::releaseArrow(float attackStrength)
{
WeaponAnimation::releaseArrow(mPtr, attackStrength);
updateQuiver();
}
osg::Group* NpcAnimation::getArrowBone()
@ -1185,4 +1203,9 @@ void NpcAnimation::setAccurateAiming(bool enabled)
mAccurateAiming = enabled;
}
bool NpcAnimation::isArrowAttached() const
{
return mAmmunition != nullptr;
}
}

@ -95,6 +95,7 @@ private:
protected:
virtual void addControllers();
virtual bool isArrowAttached() const;
public:
/**

@ -330,7 +330,8 @@ MWWorld::ContainerStoreIterator MWWorld::ContainerStore::add (const Ptr& itemPtr
item.getRefData().getLocals().setVarByInt(script, "onpcadd", 1);
}
if (mListener)
// we should not fire event for InventoryStore yet - it has some custom logic
if (mListener && !actorPtr.getClass().hasInventoryStore(actorPtr))
mListener->itemAdded(item, count);
return it;
@ -439,7 +440,8 @@ int MWWorld::ContainerStore::remove(const Ptr& item, int count, const Ptr& actor
flagAsModified();
if (mListener)
// we should not fire event for InventoryStore yet - it has some custom logic
if (mListener && !actor.getClass().hasInventoryStore(actor))
mListener->itemRemoved(item, count - toRemove);
// number of removed items

@ -68,6 +68,9 @@ namespace MWWorld
static const std::string sGoldId;
protected:
ContainerStoreListener* mListener;
private:
MWWorld::CellRefList<ESM::Potion> potions;
@ -87,8 +90,6 @@ namespace MWWorld
///< Stores result of levelled item spawns. <(refId, spawningGroup), count>
/// This is used to restock levelled items(s) if the old item was sold.
ContainerStoreListener* mListener;
mutable float mCachedWeight;
mutable bool mWeightUpToDate;
ContainerStoreIterator addImp (const Ptr& ptr, int count);

@ -99,7 +99,8 @@ void MWWorld::InventoryStore::readEquipmentState(const MWWorld::ContainerStoreIt
}
MWWorld::InventoryStore::InventoryStore()
: mListener(nullptr)
: ContainerStore()
, mInventoryListener(nullptr)
, mUpdatesEnabled (true)
, mFirstAutoEquip(true)
, mSelectedEnchantItem(end())
@ -111,7 +112,7 @@ MWWorld::InventoryStore::InventoryStore()
MWWorld::InventoryStore::InventoryStore (const InventoryStore& store)
: ContainerStore (store)
, mMagicEffects(store.mMagicEffects)
, mListener(store.mListener)
, mInventoryListener(store.mInventoryListener)
, mUpdatesEnabled(store.mUpdatesEnabled)
, mFirstAutoEquip(store.mFirstAutoEquip)
, mPermanentMagicEffectMagnitudes(store.mPermanentMagicEffectMagnitudes)
@ -124,6 +125,7 @@ MWWorld::InventoryStore::InventoryStore (const InventoryStore& store)
MWWorld::InventoryStore& MWWorld::InventoryStore::operator= (const InventoryStore& store)
{
mListener = store.mListener;
mInventoryListener = store.mInventoryListener;
mMagicEffects = store.mMagicEffects;
mFirstAutoEquip = store.mFirstAutoEquip;
mPermanentMagicEffectMagnitudes = store.mPermanentMagicEffectMagnitudes;
@ -147,6 +149,9 @@ MWWorld::ContainerStoreIterator MWWorld::InventoryStore::add(const Ptr& itemPtr,
autoEquip(actorPtr);
}
if (mListener)
mListener->itemAdded(itemPtr, count);
return retVal;
}
@ -246,25 +251,195 @@ MWWorld::ContainerStoreIterator MWWorld::InventoryStore::findSlot (int slot) con
return mSlots[slot];
}
void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& actor)
void MWWorld::InventoryStore::autoEquipWeapon (const MWWorld::Ptr& actor, TSlots& slots_)
{
if (!actor.getClass().isNpc())
{
// In original game creatures do not autoequip weapon, but we need it for weapon sheathing.
// The only case when the difference is noticable - when this creature sells weapon.
// So just disable weapon autoequipping for creatures which sells weapon.
int services = actor.getClass().getServices(actor);
bool sellsWeapon = services & (ESM::NPC::Weapon|ESM::NPC::MagicItems);
if (sellsWeapon)
return;
}
static const ESM::Skill::SkillEnum weaponSkills[] =
{
ESM::Skill::LongBlade,
ESM::Skill::Axe,
ESM::Skill::Spear,
ESM::Skill::ShortBlade,
ESM::Skill::Marksman,
ESM::Skill::BluntWeapon
};
const size_t weaponSkillsLength = sizeof(weaponSkills) / sizeof(weaponSkills[0]);
bool weaponSkillVisited[weaponSkillsLength] = { false };
// give arrows/bolt with max damage by default
int arrowMax = 0;
int boltMax = 0;
ContainerStoreIterator arrow(end());
ContainerStoreIterator bolt(end());
// rate ammo
for (ContainerStoreIterator iter(begin(ContainerStore::Type_Weapon)); iter!=end(); ++iter)
{
const ESM::Weapon* esmWeapon = iter->get<ESM::Weapon>()->mBase;
if (esmWeapon->mData.mType == ESM::Weapon::Arrow)
{
if (esmWeapon->mData.mChop[1] >= arrowMax)
{
arrowMax = esmWeapon->mData.mChop[1];
arrow = iter;
}
}
else if (esmWeapon->mData.mType == ESM::Weapon::Bolt)
{
if (esmWeapon->mData.mChop[1] >= boltMax)
{
boltMax = esmWeapon->mData.mChop[1];
bolt = iter;
}
}
}
// rate weapon
for (int i = 0; i < static_cast<int>(weaponSkillsLength); ++i)
{
int max = 0;
int maxWeaponSkill = -1;
for (int j = 0; j < static_cast<int>(weaponSkillsLength); ++j)
{
int skillValue = actor.getClass().getSkill(actor, static_cast<int>(weaponSkills[j]));
if (skillValue > max && !weaponSkillVisited[j])
{
max = skillValue;
maxWeaponSkill = j;
}
}
if (maxWeaponSkill == -1)
break;
max = 0;
ContainerStoreIterator weapon(end());
for (ContainerStoreIterator iter(begin(ContainerStore::Type_Weapon)); iter!=end(); ++iter)
{
if (!canActorAutoEquip(actor, *iter))
continue;
const ESM::Weapon* esmWeapon = iter->get<ESM::Weapon>()->mBase;
if (esmWeapon->mData.mType == ESM::Weapon::Arrow || esmWeapon->mData.mType == ESM::Weapon::Bolt)
continue;
if (iter->getClass().getEquipmentSkill(*iter) == weaponSkills[maxWeaponSkill])
{
if (esmWeapon->mData.mChop[1] >= max)
{
max = esmWeapon->mData.mChop[1];
weapon = iter;
}
if (esmWeapon->mData.mSlash[1] >= max)
{
max = esmWeapon->mData.mSlash[1];
weapon = iter;
}
if (esmWeapon->mData.mThrust[1] >= max)
{
max = esmWeapon->mData.mThrust[1];
weapon = iter;
}
}
}
bool isBow = false;
bool isCrossbow = false;
if (weapon != end())
{
const MWWorld::LiveCellRef<ESM::Weapon> *ref = weapon->get<ESM::Weapon>();
ESM::Weapon::Type type = (ESM::Weapon::Type)ref->mBase->mData.mType;
if (type == ESM::Weapon::MarksmanBow)
isBow = true;
else if (type == ESM::Weapon::MarksmanCrossbow)
isCrossbow = true;
}
if (weapon != end() && weapon->getClass().canBeEquipped(*weapon, actor).first)
{
// Do not equip ranged weapons, if there is no suitable ammo
bool hasAmmo = true;
if (isBow == true)
{
if (arrow == end())
hasAmmo = false;
else
slots_[Slot_Ammunition] = arrow;
}
if (isCrossbow == true)
{
if (bolt == end())
hasAmmo = false;
else
slots_[Slot_Ammunition] = bolt;
}
if (hasAmmo)
{
std::pair<std::vector<int>, bool> itemsSlots = weapon->getClass().getEquipmentSlots (*weapon);
if (!itemsSlots.first.empty())
{
if (!itemsSlots.second)
{
if (weapon->getRefData().getCount() > 1)
{
unstack(*weapon, actor);
}
}
int slot = itemsSlots.first.front();
slots_[slot] = weapon;
if (!isBow && !isCrossbow)
slots_[Slot_Ammunition] = end();
}
break;
}
}
weaponSkillVisited[maxWeaponSkill] = true;
}
}
void MWWorld::InventoryStore::autoEquipArmor (const MWWorld::Ptr& actor, TSlots& slots_)
{
// Only NPCs can wear armor for now.
// For creatures we equip only shields.
if (!actor.getClass().isNpc())
{
autoEquipShield(actor, slots_);
return;
}
const MWBase::World *world = MWBase::Environment::get().getWorld();
const MWWorld::Store<ESM::GameSetting> &store = world->getStore().get<ESM::GameSetting>();
static float fUnarmoredBase1 = store.find("fUnarmoredBase1")->mValue.getFloat();
static float fUnarmoredBase2 = store.find("fUnarmoredBase2")->mValue.getFloat();
int unarmoredSkill = actor.getClass().getSkill(actor, ESM::Skill::Unarmored);
int unarmoredSkill = actor.getClass().getSkill(actor, ESM::Skill::Unarmored);
float unarmoredRating = (fUnarmoredBase1 * unarmoredSkill) * (fUnarmoredBase2 * unarmoredSkill);
TSlots slots_;
initSlots (slots_);
// Disable model update during auto-equip
mUpdatesEnabled = false;
// Autoequip clothing, armor and weapons.
// Equipping lights is handled in Actors::updateEquippedLight based on environment light.
for (ContainerStoreIterator iter (begin(ContainerStore::Type_Clothing | ContainerStore::Type_Armor)); iter!=end(); ++iter)
{
Ptr test = *iter;
@ -289,12 +464,12 @@ void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& actor)
std::pair<std::vector<int>, bool> itemsSlots =
iter->getClass().getEquipmentSlots (*iter);
// checking if current item poited by iter can be equipped
// checking if current item pointed by iter can be equipped
for (std::vector<int>::const_iterator iter2 (itemsSlots.first.begin());
iter2!=itemsSlots.first.end(); ++iter2)
{
// if true then it means slot is equipped already
// check if slot may require swapping if current item is more valueable
// check if slot may require swapping if current item is more valuable
if (slots_.at (*iter2)!=end())
{
Ptr old = *slots_.at (*iter2);
@ -362,161 +537,67 @@ void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& actor)
break;
}
}
static const ESM::Skill::SkillEnum weaponSkills[] =
{
ESM::Skill::LongBlade,
ESM::Skill::Axe,
ESM::Skill::Spear,
ESM::Skill::ShortBlade,
ESM::Skill::Marksman,
ESM::Skill::BluntWeapon
};
const size_t weaponSkillsLength = sizeof(weaponSkills) / sizeof(weaponSkills[0]);
bool weaponSkillVisited[weaponSkillsLength] = { false };
for (int i = 0; i < static_cast<int>(weaponSkillsLength); ++i)
{
int max = 0;
int maxWeaponSkill = -1;
for (int j = 0; j < static_cast<int>(weaponSkillsLength); ++j)
{
int skillValue = actor.getClass().getSkill(actor, static_cast<int>(weaponSkills[j]));
if (skillValue > max && !weaponSkillVisited[j])
{
max = skillValue;
maxWeaponSkill = j;
}
}
if (maxWeaponSkill == -1)
break;
max = 0;
ContainerStoreIterator weapon(end());
for (ContainerStoreIterator iter(begin(ContainerStore::Type_Weapon)); iter!=end(); ++iter)
{
if (!canActorAutoEquip(actor, *iter))
continue;
const ESM::Weapon* esmWeapon = iter->get<ESM::Weapon>()->mBase;
if (esmWeapon->mData.mType == ESM::Weapon::Arrow || esmWeapon->mData.mType == ESM::Weapon::Bolt)
continue;
if (iter->getClass().getEquipmentSkill(*iter) == weaponSkills[maxWeaponSkill])
{
if (esmWeapon->mData.mChop[1] >= max)
{
max = esmWeapon->mData.mChop[1];
weapon = iter;
}
if (esmWeapon->mData.mSlash[1] >= max)
{
max = esmWeapon->mData.mSlash[1];
weapon = iter;
}
if (esmWeapon->mData.mThrust[1] >= max)
{
max = esmWeapon->mData.mThrust[1];
weapon = iter;
}
}
}
if (weapon != end() && weapon->getClass().canBeEquipped(*weapon, actor).first)
{
std::pair<std::vector<int>, bool> itemsSlots =
weapon->getClass().getEquipmentSlots (*weapon);
if (!itemsSlots.first.empty())
{
if (!itemsSlots.second)
{
if (weapon->getRefData().getCount() > 1)
{
unstack(*weapon, actor);
}
}
int slot = itemsSlots.first.front();
slots_[slot] = weapon;
}
break;
}
weaponSkillVisited[maxWeaponSkill] = true;
}
bool changed = false;
for (std::size_t i=0; i<slots_.size(); ++i)
{
if (slots_[i] != mSlots[i])
{
changed = true;
break;
}
}
mUpdatesEnabled = true;
if (changed)
{
mSlots.swap (slots_);
fireEquipmentChangedEvent(actor);
updateMagicEffects(actor);
flagAsModified();
}
}
void MWWorld::InventoryStore::autoEquipShield(const MWWorld::Ptr& actor)
void MWWorld::InventoryStore::autoEquipShield(const MWWorld::Ptr& actor, TSlots& slots_)
{
bool updated = false;
mUpdatesEnabled = false;
for (ContainerStoreIterator iter(begin(ContainerStore::Type_Armor)); iter != end(); ++iter)
{
if (iter->get<ESM::Armor>()->mBase->mData.mType != ESM::Armor::Shield)
continue;
if (iter->getClass().canBeEquipped(*iter, actor).first != 1)
continue;
if (iter->getClass().getItemHealth(*iter) <= 0)
continue;
std::pair<std::vector<int>, bool> shieldSlots =
iter->getClass().getEquipmentSlots(*iter);
if (shieldSlots.first.empty())
continue;
int slot = shieldSlots.first[0];
const ContainerStoreIterator& shield = mSlots[slot];
if (shield != end()
&& shield.getType() == Type_Armor && shield->get<ESM::Armor>()->mBase->mData.mType == ESM::Armor::Shield)
{
if (shield->getClass().getItemHealth(*shield) >= iter->getClass().getItemHealth(*iter))
continue;
}
slots_[slot] = iter;
}
}
equip(slot, iter, actor);
updated = true;
void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& actor)
{
TSlots slots_;
initSlots (slots_);
// Disable model update during auto-equip
mUpdatesEnabled = false;
// Autoequip clothing, armor and weapons.
// Equipping lights is handled in Actors::updateEquippedLight based on environment light.
// Note: creatures do not use the armor mitigation and can equip only shields
// Use a custom logic for them - select shield based on its health instead of armor rating (since it useless for creatures)
autoEquipWeapon(actor, slots_);
autoEquipArmor(actor, slots_);
bool changed = false;
for (std::size_t i=0; i<slots_.size(); ++i)
{
if (slots_[i] != mSlots[i])
{
changed = true;
break;
}
}
mUpdatesEnabled = true;
if (updated)
if (changed)
{
mSlots.swap (slots_);
fireEquipmentChangedEvent(actor);
updateMagicEffects(actor);
flagAsModified();
}
}
@ -532,7 +613,7 @@ void MWWorld::InventoryStore::updateMagicEffects(const Ptr& actor)
return;
// Delay update until the listener is set up
if (!mListener)
if (!mInventoryListener)
return;
mMagicEffects = MWMechanics::MagicEffects();
@ -603,7 +684,7 @@ void MWWorld::InventoryStore::updateMagicEffects(const Ptr& actor)
// During first auto equip, we don't play any sounds.
// Basically we don't want sounds when the actor is first loaded,
// the items should appear as if they'd always been equipped.
mListener->permanentEffectAdded(magicEffect, !mFirstAutoEquip);
mInventoryListener->permanentEffectAdded(magicEffect, !mFirstAutoEquip);
}
if (magnitude)
@ -737,6 +818,9 @@ int MWWorld::InventoryStore::remove(const Ptr& item, int count, const Ptr& actor
mSelectedEnchantItem = end();
}
if (mListener)
mListener->itemRemoved(item, retCount);
return retCount;
}
@ -822,12 +906,12 @@ MWWorld::ContainerStoreIterator MWWorld::InventoryStore::unequipItemQuantity(con
MWWorld::InventoryStoreListener* MWWorld::InventoryStore::getInvListener()
{
return mListener;
return mInventoryListener;
}
void MWWorld::InventoryStore::setInvListener(InventoryStoreListener *listener, const Ptr& actor)
{
mListener = listener;
mInventoryListener = listener;
updateMagicEffects(actor);
}
@ -835,8 +919,8 @@ void MWWorld::InventoryStore::fireEquipmentChangedEvent(const Ptr& actor)
{
if (!mUpdatesEnabled)
return;
if (mListener)
mListener->equipmentChanged();
if (mInventoryListener)
mInventoryListener->equipmentChanged();
// if player, update inventory window
/*

@ -69,7 +69,7 @@ namespace MWWorld
MWMechanics::MagicEffects mMagicEffects;
InventoryStoreListener* mListener;
InventoryStoreListener* mInventoryListener;
// Enables updates of magic effects and actor model whenever items are equipped or unequipped.
// This is disabled during autoequip to avoid excessive updates
@ -94,6 +94,10 @@ namespace MWWorld
TSlots mSlots;
void autoEquipWeapon(const MWWorld::Ptr& actor, TSlots& slots_);
void autoEquipArmor(const MWWorld::Ptr& actor, TSlots& slots_);
void autoEquipShield(const MWWorld::Ptr& actor, TSlots& slots_);
// selected magic item (for using enchantments of type "Cast once" or "Cast when used")
ContainerStoreIterator mSelectedEnchantItem;
@ -164,9 +168,6 @@ namespace MWWorld
void autoEquip (const MWWorld::Ptr& actor);
///< Auto equip items according to stats and item value.
void autoEquipShield(const MWWorld::Ptr& actor);
///< Auto-equip the shield with most health.
const MWMechanics::MagicEffects& getMagicEffects() const;
///< Return magic effects from worn items.

@ -396,7 +396,8 @@ namespace Resource
{
const char* reserved[] = {"Head", "Neck", "Chest", "Groin", "Right Hand", "Left Hand", "Right Wrist", "Left Wrist", "Shield Bone", "Right Forearm", "Left Forearm", "Right Upper Arm",
"Left Upper Arm", "Right Foot", "Left Foot", "Right Ankle", "Left Ankle", "Right Knee", "Left Knee", "Right Upper Leg", "Left Upper Leg", "Right Clavicle",
"Left Clavicle", "Weapon Bone", "Tail", "Bip01", "Root Bone", "BoneOffset", "AttachLight", "ArrowBone", "Camera"};
"Left Clavicle", "Weapon Bone", "Tail", "Bip01", "Root Bone", "BoneOffset", "AttachLight", "Arrow", "Camera"};
reservedNames = std::vector<std::string>(reserved, reserved + sizeof(reserved)/sizeof(reserved[0]));
for (unsigned int i=0; i<sizeof(reserved)/sizeof(reserved[0]); ++i)

@ -171,9 +171,20 @@ followers attack on sight
Make player followers and escorters start combat with enemies who have started combat with them or the player.
Otherwise they wait for the enemies or the player to do an attack first.
Please note this setting has not been extensively tested and could have side effects with certain quests.
This setting can be toggled in Advanced tab of the launcher.
weapon sheathing
----------------
:Type: boolean
:Range: True/False
:Default: False
If this setting is true, OpenMW will utilize weapon sheathing-compatible assets to display holstered weapons.
To make use of this, you need to have an xbase_anim_sh.nif file with weapon bones that will be injected into the skeleton.
Additional _sh suffix models are not essential for weapon sheathing to work but will act as quivers or scabbards for the weapons they correspond to.
use additional anim sources
---------------------------

@ -239,6 +239,9 @@ barter disposition change is permanent = false
# 2 means werewolves are ignored)
strength influences hand to hand = 0
# Render holstered weapons (with quivers and scabbards), requires modded assets
weapon sheathing = false
[General]
# Anisotropy reduces distortion in textures at low angles (e.g. 0 to 16).

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