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https://github.com/OpenMW/openmw.git
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Allow unsetting a character controller's animation
This commit is contained in:
parent
b2bb12cd19
commit
d34aee6257
5 changed files with 61 additions and 49 deletions
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@ -2,7 +2,6 @@
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#define OPENMW_MECHANICS_ACTOR_H
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#include <memory>
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#include <optional>
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#include "character.hpp"
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#include "creaturestats.hpp"
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@ -29,19 +28,19 @@ namespace MWMechanics
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class Actor
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{
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public:
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Actor(const MWWorld::Ptr& ptr, MWRender::Animation* animation)
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: mPositionAdjusted(ptr.getClass().getCreatureStats(ptr).getFallHeight() > 0)
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Actor(const MWWorld::Ptr& ptr, MWRender::Animation& animation)
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: mCharacterController(ptr, animation)
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, mPositionAdjusted(ptr.getClass().getCreatureStats(ptr).getFallHeight() > 0)
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{
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mCharacterController.emplace(ptr, animation);
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}
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const MWWorld::Ptr& getPtr() const { return mCharacterController->getPtr(); }
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const MWWorld::Ptr& getPtr() const { return mCharacterController.getPtr(); }
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/// Notify this actor of its new base object Ptr, use when the object changed cells
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void updatePtr(const MWWorld::Ptr& newPtr) { mCharacterController->updatePtr(newPtr); }
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void updatePtr(const MWWorld::Ptr& newPtr) { mCharacterController.updatePtr(newPtr); }
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CharacterController& getCharacterController() { return *mCharacterController; }
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const CharacterController& getCharacterController() const { return *mCharacterController; }
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CharacterController& getCharacterController() { return mCharacterController; }
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const CharacterController& getCharacterController() const { return mCharacterController; }
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int getGreetingTimer() const { return mGreetingTimer; }
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void setGreetingTimer(int timer) { mGreetingTimer = timer; }
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@ -66,12 +65,12 @@ namespace MWMechanics
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void invalidate()
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{
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mInvalid = true;
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mCharacterController.reset();
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mCharacterController.detachAnimation();
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}
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bool isInvalid() const { return mInvalid; }
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private:
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std::optional<CharacterController> mCharacterController;
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CharacterController mCharacterController;
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int mGreetingTimer{ 0 };
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float mTargetAngleRadians{ 0.f };
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GreetingState mGreetingState{ Greet_None };
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@ -1197,7 +1197,7 @@ namespace MWMechanics
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MWRender::Animation* anim = MWBase::Environment::get().getWorld()->getAnimation(ptr);
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if (!anim)
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return;
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const auto it = mActors.emplace(mActors.end(), ptr, anim);
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const auto it = mActors.emplace(mActors.end(), ptr, *anim);
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mIndex.emplace(ptr.mRef, it);
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if (updateImmediately)
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@ -535,7 +535,7 @@ namespace MWMechanics
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bool CharacterController::onOpen() const
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{
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if (mPtr.getType() == ESM::Container::sRecordId)
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if (mPtr.getType() == ESM::Container::sRecordId && mAnimation)
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{
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if (!mAnimation->hasAnimation("containeropen"))
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return true;
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@ -559,7 +559,7 @@ namespace MWMechanics
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{
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if (mPtr.getType() == ESM::Container::sRecordId)
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{
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if (!mAnimation->hasAnimation("containerclose"))
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if (!mAnimation || !mAnimation->hasAnimation("containerclose"))
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return;
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float complete, startPoint = 0.f;
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@ -883,14 +883,16 @@ namespace MWMechanics
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}
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mDeathState = hitStateToDeathState(mHitState);
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if (mDeathState == CharState_None && MWBase::Environment::get().getWorld()->isSwimming(mPtr))
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mDeathState = CharState_SwimDeath;
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if (mDeathState == CharState_None || !mAnimation->hasAnimation(deathStateToAnimGroup(mDeathState)))
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mDeathState = chooseRandomDeathState();
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if (mDeathState == CharState_None)
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{
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if (MWBase::Environment::get().getWorld()->isSwimming(mPtr))
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mDeathState = CharState_SwimDeath;
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else if (mAnimation && !mAnimation->hasAnimation(deathStateToAnimGroup(mDeathState)))
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mDeathState = chooseRandomDeathState();
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}
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// Do not interrupt scripted animation by death
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if (isScriptedAnimPlaying())
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if (!mAnimation || isScriptedAnimPlaying())
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return;
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playDeath(startpoint, mDeathState);
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@ -910,13 +912,10 @@ namespace MWMechanics
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return result;
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}
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CharacterController::CharacterController(const MWWorld::Ptr& ptr, MWRender::Animation* anim)
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CharacterController::CharacterController(const MWWorld::Ptr& ptr, MWRender::Animation& anim)
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: mPtr(ptr)
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, mAnimation(anim)
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, mAnimation(&anim)
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{
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if (!mAnimation)
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return;
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mAnimation->setTextKeyListener(this);
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const MWWorld::Class& cls = mPtr.getClass();
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@ -992,11 +991,17 @@ namespace MWMechanics
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}
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CharacterController::~CharacterController()
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{
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detachAnimation();
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}
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void CharacterController::detachAnimation()
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{
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if (mAnimation)
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{
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persistAnimationState();
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mAnimation->setTextKeyListener(nullptr);
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mAnimation = nullptr;
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}
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}
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@ -1066,7 +1071,7 @@ namespace MWMechanics
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std::string_view action = evt.substr(groupname.size() + 2);
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if (action == "equip attach")
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{
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if (mUpperBodyState == UpperBodyState::Equipping)
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if (mUpperBodyState == UpperBodyState::Equipping && mAnimation)
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{
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if (groupname == "shield")
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mAnimation->showCarriedLeft(true);
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@ -1076,7 +1081,7 @@ namespace MWMechanics
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}
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else if (action == "unequip detach")
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{
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if (mUpperBodyState == UpperBodyState::Unequipping)
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if (mUpperBodyState == UpperBodyState::Unequipping && mAnimation)
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{
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if (groupname == "shield")
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mAnimation->showCarriedLeft(false);
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@ -1148,18 +1153,18 @@ namespace MWMechanics
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mPtr, mAttackStrength, ESM::Weapon::AT_Thrust, mAttackVictim, mAttackHitPos, mAttackSuccess);
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}
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}
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else if (action == "shoot attach")
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else if (action == "shoot attach" && mAnimation)
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mAnimation->attachArrow();
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else if (action == "shoot release")
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{
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// See notes for melee release above
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if (mReadyToHit)
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if (mReadyToHit && mAnimation)
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{
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mAnimation->releaseArrow(mAttackStrength);
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mReadyToHit = false;
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}
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}
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else if (action == "shoot follow attach")
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else if (action == "shoot follow attach" && mAnimation)
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mAnimation->attachArrow();
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// Make sure this key is actually for the RangeType we are casting. The flame atronach has
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// the same animation for all range types, so there are 3 "release" keys on the same time, one for each range
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@ -1232,7 +1237,8 @@ namespace MWMechanics
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float CharacterController::calculateWindUp() const
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{
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if (mCurrentWeapon.empty() || mWeaponType == ESM::Weapon::PickProbe || isRandomAttackAnimation(mCurrentWeapon))
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if (mCurrentWeapon.empty() || mWeaponType == ESM::Weapon::PickProbe || isRandomAttackAnimation(mCurrentWeapon)
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|| !mAnimation)
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return -1.f;
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float minAttackTime = mAnimation->getTextKeyTime(mCurrentWeapon + ": " + mAttackType + " min attack");
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@ -1950,6 +1956,8 @@ namespace MWMechanics
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void CharacterController::update(float duration)
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{
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if (!mAnimation)
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return;
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MWBase::World* world = MWBase::Environment::get().getWorld();
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MWBase::SoundManager* sndMgr = MWBase::Environment::get().getSoundManager();
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const MWWorld::Class& cls = mPtr.getClass();
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@ -2528,7 +2536,7 @@ namespace MWMechanics
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ESM::AnimationState::ScriptedAnimation anim;
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anim.mGroup = iter->mGroup;
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if (iter == mAnimQueue.begin())
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if (iter == mAnimQueue.begin() && mAnimation)
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{
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float complete;
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size_t loopcount;
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@ -2741,23 +2749,18 @@ namespace MWMechanics
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void CharacterController::clearAnimQueue(bool clearScriptedAnims)
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{
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// Do not interrupt scripted animations, if we want to keep them
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if ((!isScriptedAnimPlaying() || clearScriptedAnims) && !mAnimQueue.empty())
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if (mAnimation && (!isScriptedAnimPlaying() || clearScriptedAnims) && !mAnimQueue.empty())
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mAnimation->disable(mAnimQueue.front().mGroup);
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if (clearScriptedAnims)
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{
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mAnimation->setPlayScriptedOnly(false);
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if (mAnimation)
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mAnimation->setPlayScriptedOnly(false);
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mAnimQueue.clear();
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return;
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}
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for (AnimationQueue::iterator it = mAnimQueue.begin(); it != mAnimQueue.end();)
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{
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if (!it->mScripted)
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it = mAnimQueue.erase(it);
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else
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++it;
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}
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std::erase_if(mAnimQueue, [](const AnimationQueueEntry& entry) { return !entry.mScripted; });
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}
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void CharacterController::forceStateUpdate()
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@ -2866,6 +2869,8 @@ namespace MWMechanics
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void CharacterController::setVisibility(float visibility) const
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{
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if (!mAnimation)
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return;
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// We should take actor's invisibility in account
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if (mPtr.getClass().isActor())
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{
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@ -2926,7 +2931,7 @@ namespace MWMechanics
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bool CharacterController::isReadyToBlock() const
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{
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return updateCarriedLeftVisible(mWeaponType);
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return mAnimation && updateCarriedLeftVisible(mWeaponType);
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}
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bool CharacterController::isKnockedDown() const
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@ -3030,7 +3035,8 @@ namespace MWMechanics
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void CharacterController::setActive(int active) const
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{
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mAnimation->setActive(active);
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if (mAnimation)
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mAnimation->setActive(active);
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}
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void CharacterController::setHeadTrackTarget(const MWWorld::ConstPtr& target)
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@ -3061,6 +3067,8 @@ namespace MWMechanics
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float CharacterController::getAnimationMovementDirection() const
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{
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if (!mAnimation)
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return 0.f;
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switch (mMovementState)
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{
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case CharState_RunLeft:
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@ -3155,6 +3163,8 @@ namespace MWMechanics
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MWWorld::MovementDirectionFlags CharacterController::getSupportedMovementDirections() const
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{
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if (!mAnimation)
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return 0;
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using namespace std::string_view_literals;
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// There are fallbacks in the CharacterController::refreshMovementAnims for certain animations. Arrays below
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// represent them.
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@ -252,13 +252,21 @@ namespace MWMechanics
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void prepareHit();
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void unpersistAnimationState();
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void playBlendedAnimation(const std::string& groupname, const MWRender::AnimPriority& priority, int blendMask,
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bool autodisable, float speedmult, std::string_view start, std::string_view stop, float startpoint,
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uint32_t loops, bool loopfallback = false) const;
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public:
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CharacterController(const MWWorld::Ptr& ptr, MWRender::Animation* anim);
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CharacterController(const MWWorld::Ptr& ptr, MWRender::Animation& anim);
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virtual ~CharacterController();
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CharacterController(const CharacterController&) = delete;
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CharacterController(CharacterController&&) = delete;
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void detachAnimation();
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const MWWorld::Ptr& getPtr() const { return mPtr; }
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void handleTextKey(std::string_view groupname, SceneUtil::TextKeyMap::ConstIterator key,
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@ -275,11 +283,6 @@ namespace MWMechanics
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void onClose() const;
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void persistAnimationState() const;
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void unpersistAnimationState();
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void playBlendedAnimation(const std::string& groupname, const MWRender::AnimPriority& priority, int blendMask,
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bool autodisable, float speedmult, std::string_view start, std::string_view stop, float startpoint,
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uint32_t loops, bool loopfallback = false) const;
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bool playGroup(std::string_view groupname, int mode, uint32_t count, bool scripted = false);
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bool playGroupLua(std::string_view groupname, float speed, std::string_view startKey, std::string_view stopKey,
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uint32_t loops, bool forceLoop);
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@ -20,7 +20,7 @@ namespace MWMechanics
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if (anim == nullptr)
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return;
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const auto it = mObjects.emplace(mObjects.end(), ptr, anim);
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const auto it = mObjects.emplace(mObjects.end(), ptr, *anim);
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mIndex.emplace(ptr.mRef, it);
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}
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