Merge branch 'sheathing' into 'master'

Avoid cosmetic view-mode dependent issues in shield sheathing

Closes #6845

See merge request OpenMW/openmw!2241
check_span
psi29a 2 years ago
commit 9c4ca98421

@ -158,33 +158,16 @@ bool ActorAnimation::updateCarriedLeftVisible(const int weaptype) const
{
const MWWorld::Class &cls = mPtr.getClass();
MWMechanics::CreatureStats &stats = cls.getCreatureStats(mPtr);
if (cls.hasInventoryStore(mPtr) && weaptype != ESM::Weapon::Spell)
if (cls.hasInventoryStore(mPtr) && stats.getDrawState() == MWMechanics::DrawState::Nothing)
{
SceneUtil::FindByNameVisitor findVisitor ("Bip01 AttachShield");
mObjectRoot->accept(findVisitor);
if (findVisitor.mFoundNode || (mPtr == MWMechanics::getPlayer() && mPtr.isInCell() && MWBase::Environment::get().getWorld()->isFirstPerson()))
if (findVisitor.mFoundNode)
{
const MWWorld::InventoryStore& inv = cls.getInventoryStore(mPtr);
const MWWorld::ConstContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
const MWWorld::ConstContainerStoreIterator shield = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
if (shield != inv.end() && shield->getType() == ESM::Armor::sRecordId && !getSheathedShieldMesh(*shield).empty())
{
if(stats.getDrawState() != MWMechanics::DrawState::Weapon)
return false;
if (weapon != inv.end())
{
auto type = weapon->getType();
if(type == ESM::Weapon::sRecordId)
{
const MWWorld::LiveCellRef<ESM::Weapon> *ref = weapon->get<ESM::Weapon>();
ESM::Weapon::Type weaponType = (ESM::Weapon::Type)ref->mBase->mData.mType;
return !(MWMechanics::getWeaponType(weaponType)->mFlags & ESM::WeaponType::TwoHanded);
}
else if (type == ESM::Lockpick::sRecordId || type == ESM::Probe::sRecordId)
return true;
}
}
return false;
}
}
}

@ -295,13 +295,23 @@ void NpcAnimation::setViewMode(NpcAnimation::ViewMode viewMode)
assert(viewMode != VM_HeadOnly);
if(mViewMode == viewMode)
return;
// FIXME: sheathing state must be consistent if the third person skeleton doesn't have the necessary node, but
// third person skeleton is unavailable in first person view. This is a hack to avoid cosmetic issues.
bool viewChange = mViewMode == VM_FirstPerson || viewMode == VM_FirstPerson;
mViewMode = viewMode;
MWBase::Environment::get().getWorld()->scaleObject(mPtr, mPtr.getCellRef().getScale(), true); // apply race height after view change
mAmmunition.reset();
rebuild();
setRenderBin();
static const bool shieldSheathing = Settings::Manager::getBool("shield sheathing", "Game");
if (viewChange && shieldSheathing)
{
int weaptype = ESM::Weapon::None;
MWMechanics::getActiveWeapon(mPtr, &weaptype);
showCarriedLeft(updateCarriedLeftVisible(weaptype));
}
}
/// @brief A RenderBin callback to clear the depth buffer before rendering.
@ -983,6 +993,30 @@ void NpcAnimation::showWeapons(bool showWeapon)
updateQuiver();
}
bool NpcAnimation::updateCarriedLeftVisible(const int weaptype) const
{
static const bool shieldSheathing = Settings::Manager::getBool("shield sheathing", "Game");
if (shieldSheathing)
{
const MWWorld::Class &cls = mPtr.getClass();
MWMechanics::CreatureStats &stats = cls.getCreatureStats(mPtr);
if (stats.getDrawState() == MWMechanics::DrawState::Nothing)
{
SceneUtil::FindByNameVisitor findVisitor ("Bip01 AttachShield");
mObjectRoot->accept(findVisitor);
if (findVisitor.mFoundNode || mViewMode == VM_FirstPerson)
{
const MWWorld::InventoryStore& inv = cls.getInventoryStore(mPtr);
const MWWorld::ConstContainerStoreIterator shield = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
if (shield != inv.end() && shield->getType() == ESM::Armor::sRecordId && !getSheathedShieldMesh(*shield).empty())
return false;
}
}
}
return !(MWMechanics::getWeaponType(weaptype)->mFlags & ESM::WeaponType::TwoHanded);
}
void NpcAnimation::showCarriedLeft(bool show)
{
mShowCarriedLeft = show;

@ -137,6 +137,7 @@ public:
void showWeapons(bool showWeapon) override;
bool updateCarriedLeftVisible(const int weaptype) const override;
bool getCarriedLeftShown() const override { return mShowCarriedLeft; }
void showCarriedLeft(bool show) override;

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