Improve upper body character state naming

cleanup
Alexei Kotov 2 years ago
parent 69654b6697
commit e5ef9f1464

@ -307,7 +307,7 @@ void CharacterController::resetCurrentHitState()
void CharacterController::resetCurrentWeaponState()
{
clearStateAnimation(mCurrentWeapon);
mUpperBodyState = UpperCharState_Nothing;
mUpperBodyState = UpperBodyState::None;
}
void CharacterController::resetCurrentDeathState()
@ -401,15 +401,15 @@ void CharacterController::refreshHitRecoilAnims()
{
if (!mCurrentWeapon.empty())
mAnimation->disable(mCurrentWeapon);
if (mUpperBodyState > UpperCharState_WeapEquiped)
if (mUpperBodyState > UpperBodyState::WeaponEquipped)
{
mUpperBodyState = UpperCharState_WeapEquiped;
mUpperBodyState = UpperBodyState::WeaponEquipped;
if (mWeaponType > ESM::Weapon::None)
mAnimation->showWeapons(true);
}
else if (mUpperBodyState < UpperCharState_WeapEquiped)
else if (mUpperBodyState < UpperBodyState::WeaponEquipped)
{
mUpperBodyState = UpperCharState_Nothing;
mUpperBodyState = UpperBodyState::None;
}
}
@ -680,7 +680,7 @@ void CharacterController::refreshIdleAnims(CharacterState idle, bool force)
{
// FIXME: if one of the below states is close to their last animation frame (i.e. will be disabled in the coming update),
// the idle animation should be displayed
if (((mUpperBodyState != UpperCharState_Nothing && mUpperBodyState != UpperCharState_WeapEquiped)
if (((mUpperBodyState != UpperBodyState::None && mUpperBodyState != UpperBodyState::WeaponEquipped)
|| mMovementState != CharState_None || mHitState != CharState_None) && !mPtr.getClass().isBipedal(mPtr))
{
resetCurrentIdleState();
@ -855,7 +855,7 @@ CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Anim
getActiveWeapon(mPtr, &mWeaponType);
if (mWeaponType != ESM::Weapon::None)
{
mUpperBodyState = UpperCharState_WeapEquiped;
mUpperBodyState = UpperBodyState::WeaponEquipped;
mCurrentWeapon = getWeaponAnimation(mWeaponType);
}
@ -1071,7 +1071,7 @@ void CharacterController::updatePtr(const MWWorld::Ptr &ptr)
void CharacterController::updateIdleStormState(bool inwater) const
{
if (!mAnimation->hasAnimation("idlestorm") || mUpperBodyState != UpperCharState_Nothing || inwater)
if (!mAnimation->hasAnimation("idlestorm") || mUpperBodyState != UpperBodyState::None || inwater)
{
mAnimation->disable("idlestorm");
return;
@ -1171,12 +1171,12 @@ bool CharacterController::updateWeaponState(CharacterState idle)
// If the current weapon type was changed in the middle of attack (e.g. by Equip console command or when bound spell expires),
// we should force actor to the "weapon equipped" state, interrupt attack and update animations.
if (isStillWeapon && mWeaponType != weaptype && mUpperBodyState > UpperCharState_WeapEquiped)
if (isStillWeapon && mWeaponType != weaptype && mUpperBodyState > UpperBodyState::WeaponEquipped)
{
forcestateupdate = true;
if (!mCurrentWeapon.empty())
mAnimation->disable(mCurrentWeapon);
mUpperBodyState = UpperCharState_WeapEquiped;
mUpperBodyState = UpperBodyState::WeaponEquipped;
setAttackingOrSpell(false);
mAnimation->showWeapons(true);
stats.setAttackingOrSpell(false);
@ -1187,7 +1187,7 @@ bool CharacterController::updateWeaponState(CharacterState idle)
std::string weapgroup;
if ((!isWerewolf || mWeaponType != ESM::Weapon::Spell)
&& weaptype != mWeaponType
&& mUpperBodyState != UpperCharState_UnEquipingWeap
&& mUpperBodyState != UpperBodyState::Unequipping
&& !isStillWeapon)
{
// We can not play un-equip animation if weapon changed since last update
@ -1209,7 +1209,7 @@ bool CharacterController::updateWeaponState(CharacterState idle)
mAnimation->play(weapgroup, priorityWeapon, unequipMask, false,
1.0f, "unequip start", "unequip stop", 0.0f, 0);
mUpperBodyState = UpperCharState_UnEquipingWeap;
mUpperBodyState = UpperBodyState::Unequipping;
mAnimation->detachArrow();
@ -1262,7 +1262,7 @@ bool CharacterController::updateWeaponState(CharacterState idle)
mAnimation->play(weapgroup, priorityWeapon, equipMask, true,
1.0f, "equip start", "equip stop", 0.0f, 0);
mUpperBodyState = UpperCharState_EquipingWeap;
mUpperBodyState = UpperBodyState::Equipping;
// If we do not have the "equip attach" key, show weapon manually.
if (weaptype != ESM::Weapon::Spell)
@ -1293,7 +1293,7 @@ bool CharacterController::updateWeaponState(CharacterState idle)
}
// Make sure that we disabled unequipping animation
if (mUpperBodyState == UpperCharState_UnEquipingWeap)
if (mUpperBodyState == UpperBodyState::Unequipping)
{
resetCurrentWeaponState();
mWeaponType = ESM::Weapon::None;
@ -1335,11 +1335,11 @@ bool CharacterController::updateWeaponState(CharacterState idle)
ammunition = false;
}
if (!ammunition && mUpperBodyState > UpperCharState_WeapEquiped)
if (!ammunition && mUpperBodyState > UpperBodyState::WeaponEquipped)
{
if (!mCurrentWeapon.empty())
mAnimation->disable(mCurrentWeapon);
mUpperBodyState = UpperCharState_WeapEquiped;
mUpperBodyState = UpperBodyState::WeaponEquipped;
}
}
@ -1353,7 +1353,7 @@ bool CharacterController::updateWeaponState(CharacterState idle)
if(getAttackingOrSpell())
{
bool resetIdle = ammunition;
if(mUpperBodyState == UpperCharState_WeapEquiped && (mHitState == CharState_None || mHitState == CharState_Block))
if (mUpperBodyState == UpperBodyState::WeaponEquipped && (mHitState == CharState_None || mHitState == CharState_Block))
{
mAttackStrength = 0;
@ -1411,7 +1411,7 @@ bool CharacterController::updateWeaponState(CharacterState idle)
resetIdle = false;
// Spellcasting animation needs to "play" for at least one frame to reset the aiming factor
animPlaying = true;
mUpperBodyState = UpperCharState_CastingSpell;
mUpperBodyState = UpperBodyState::Casting;
}
// Play the spellcasting animation/VFX if the spellcasting was successful or failed due to insufficient magicka.
// Used up powers are exempt from this from some reason.
@ -1485,7 +1485,7 @@ bool CharacterController::updateWeaponState(CharacterState idle)
MWRender::Animation::BlendMask_All, true,
1, startKey, stopKey,
0.0f, 0);
mUpperBodyState = UpperCharState_CastingSpell;
mUpperBodyState = UpperBodyState::Casting;
}
else
{
@ -1511,7 +1511,7 @@ bool CharacterController::updateWeaponState(CharacterState idle)
mAnimation->play(mCurrentWeapon, priorityWeapon,
MWRender::Animation::BlendMask_All, true,
1.0f, "start", "stop", 0.0, 0);
mUpperBodyState = UpperCharState_FollowStartToFollowStop;
mUpperBodyState = UpperBodyState::AttackEnd;
if(!resultMessage.empty())
MWBase::Environment::get().getWindowManager()->messageBox(resultMessage);
@ -1567,7 +1567,7 @@ bool CharacterController::updateWeaponState(CharacterState idle)
0.0f, 0);
if(mAnimation->getCurrentTime(mCurrentWeapon) != -1.f)
{
mUpperBodyState = UpperCharState_StartToMinAttack;
mUpperBodyState = UpperBodyState::AttackPreWindUp;
if (isRandomAttackAnimation(mCurrentWeapon))
{
mAttackStrength = std::min(1.f, 0.1f + Misc::Rng::rollClosedProbability(prng));
@ -1587,13 +1587,13 @@ bool CharacterController::updateWeaponState(CharacterState idle)
if (!animPlaying)
animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
if(mUpperBodyState == UpperCharState_MinAttackToMaxAttack && !isKnockedDown())
if (mUpperBodyState == UpperBodyState::AttackWindUp && !isKnockedDown())
mAttackStrength = complete;
}
else
{
animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
if(mUpperBodyState == UpperCharState_MinAttackToMaxAttack && !isKnockedDown())
if (mUpperBodyState == UpperBodyState::AttackWindUp && !isKnockedDown())
{
world->breakInvisibility(mPtr);
float attackStrength = complete;
@ -1630,13 +1630,13 @@ bool CharacterController::updateWeaponState(CharacterState idle)
1.0f-complete, 0);
complete = 0.f;
mUpperBodyState = UpperCharState_MaxAttackToMinHit;
mUpperBodyState = UpperBodyState::AttackRelease;
}
else if (isKnockedDown())
{
if (mUpperBodyState > UpperCharState_WeapEquiped)
if (mUpperBodyState > UpperBodyState::WeaponEquipped)
{
mUpperBodyState = UpperCharState_WeapEquiped;
mUpperBodyState = UpperBodyState::WeaponEquipped;
if (mWeaponType > ESM::Weapon::None)
mAnimation->showWeapons(true);
}
@ -1650,15 +1650,15 @@ bool CharacterController::updateWeaponState(CharacterState idle)
{
switch (mUpperBodyState)
{
case UpperCharState_StartToMinAttack:
case UpperBodyState::AttackPreWindUp:
mAnimation->setPitchFactor(complete);
break;
case UpperCharState_MinAttackToMaxAttack:
case UpperCharState_MaxAttackToMinHit:
case UpperCharState_MinHitToHit:
case UpperBodyState::AttackWindUp:
case UpperBodyState::AttackRelease:
case UpperBodyState::AttackHit:
mAnimation->setPitchFactor(1.f);
break;
case UpperCharState_FollowStartToFollowStop:
case UpperBodyState::AttackEnd:
if (animPlaying)
{
// technically we do not need a pitch for crossbow reload animation,
@ -1676,39 +1676,39 @@ bool CharacterController::updateWeaponState(CharacterState idle)
if(!animPlaying)
{
if(mUpperBodyState == UpperCharState_EquipingWeap ||
mUpperBodyState == UpperCharState_FollowStartToFollowStop ||
mUpperBodyState == UpperCharState_CastingSpell)
if (mUpperBodyState == UpperBodyState::Equipping ||
mUpperBodyState == UpperBodyState::AttackEnd ||
mUpperBodyState == UpperBodyState::Casting)
{
if (ammunition && mWeaponType == ESM::Weapon::MarksmanCrossbow)
mAnimation->attachArrow();
// Cancel stagger animation at the end of an attack to avoid abrupt transitions
// in favor of a different abrupt transition, like Morrowind
if (mUpperBodyState != UpperCharState_EquipingWeap && isRecovery())
if (mUpperBodyState != UpperBodyState::Equipping && isRecovery())
mAnimation->disable(mCurrentHit);
mUpperBodyState = UpperCharState_WeapEquiped;
mUpperBodyState = UpperBodyState::WeaponEquipped;
}
else if(mUpperBodyState == UpperCharState_UnEquipingWeap)
mUpperBodyState = UpperCharState_Nothing;
else if (mUpperBodyState == UpperBodyState::Unequipping)
mUpperBodyState = UpperBodyState::None;
}
else if(complete >= 1.0f && !isRandomAttackAnimation(mCurrentWeapon))
{
std::string start, stop;
switch(mUpperBodyState)
{
case UpperCharState_MinAttackToMaxAttack:
case UpperBodyState::AttackWindUp:
//hack to avoid body pos desync when jumping/sneaking in 'max attack' state
if(!mAnimation->isPlaying(mCurrentWeapon))
mAnimation->play(mCurrentWeapon, priorityWeapon,
MWRender::Animation::BlendMask_All, false,
0, mAttackType+" min attack", mAttackType+" max attack", 0.999f, 0);
break;
case UpperCharState_StartToMinAttack:
case UpperCharState_MaxAttackToMinHit:
case UpperBodyState::AttackPreWindUp:
case UpperBodyState::AttackRelease:
{
if (mUpperBodyState == UpperCharState_StartToMinAttack)
if (mUpperBodyState == UpperBodyState::AttackPreWindUp)
{
// If actor is already stopped preparing attack, do not play the "min attack -> max attack" part.
// Happens if the player did not hold the attack button.
@ -1719,7 +1719,7 @@ bool CharacterController::updateWeaponState(CharacterState idle)
{
start = mAttackType+" min attack";
stop = mAttackType+" max attack";
mUpperBodyState = UpperCharState_MinAttackToMaxAttack;
mUpperBodyState = UpperBodyState::AttackWindUp;
break;
}
@ -1738,10 +1738,10 @@ bool CharacterController::updateWeaponState(CharacterState idle)
start = mAttackType+" min hit";
stop = mAttackType+" hit";
}
mUpperBodyState = UpperCharState_MinHitToHit;
mUpperBodyState = UpperBodyState::AttackHit;
break;
}
case UpperCharState_MinHitToHit:
case UpperBodyState::AttackHit:
if(mAttackType == "shoot")
{
start = mAttackType+" follow start";
@ -1757,7 +1757,7 @@ bool CharacterController::updateWeaponState(CharacterState idle)
: (str < 1.0f) ? " medium follow stop"
: " large follow stop");
}
mUpperBodyState = UpperCharState_FollowStartToFollowStop;
mUpperBodyState = UpperBodyState::AttackEnd;
break;
default:
break;
@ -1772,7 +1772,7 @@ bool CharacterController::updateWeaponState(CharacterState idle)
mask = MWRender::Animation::BlendMask_UpperBody;
mAnimation->disable(mCurrentWeapon);
if (mUpperBodyState == UpperCharState_FollowStartToFollowStop)
if (mUpperBodyState == UpperBodyState::AttackEnd)
mAnimation->play(mCurrentWeapon, priorityWeapon,
mask, true,
weapSpeed, start, stop, 0.0f, 0);
@ -1785,7 +1785,7 @@ bool CharacterController::updateWeaponState(CharacterState idle)
else if(complete >= 1.0f && isRandomAttackAnimation(mCurrentWeapon))
{
clearStateAnimation(mCurrentWeapon);
mUpperBodyState = UpperCharState_WeapEquiped;
mUpperBodyState = UpperBodyState::WeaponEquipped;
}
if (cls.hasInventoryStore(mPtr))
@ -1807,7 +1807,7 @@ bool CharacterController::updateWeaponState(CharacterState idle)
}
}
mAnimation->setAccurateAiming(mUpperBodyState > UpperCharState_WeapEquiped);
mAnimation->setAccurateAiming(mUpperBodyState > UpperBodyState::WeaponEquipped);
return forcestateupdate;
}
@ -2567,8 +2567,8 @@ void CharacterController::forceStateUpdate()
mCanCast = false;
mCastingManualSpell = false;
setAttackingOrSpell(false);
if (mUpperBodyState != UpperCharState_Nothing)
mUpperBodyState = UpperCharState_WeapEquiped;
if (mUpperBodyState != UpperBodyState::None)
mUpperBodyState = UpperBodyState::WeaponEquipped;
refreshCurrentAnims(mIdleState, mMovementState, mJumpState, true);
@ -2687,13 +2687,13 @@ bool CharacterController::isRandomAttackAnimation(std::string_view group)
bool CharacterController::isAttackPreparing() const
{
return mUpperBodyState == UpperCharState_StartToMinAttack ||
mUpperBodyState == UpperCharState_MinAttackToMaxAttack;
return mUpperBodyState == UpperBodyState::AttackPreWindUp ||
mUpperBodyState == UpperBodyState::AttackWindUp;
}
bool CharacterController::isCastingSpell() const
{
return mCastingManualSpell || mUpperBodyState == UpperCharState_CastingSpell;
return mCastingManualSpell || mUpperBodyState == UpperBodyState::Casting;
}
bool CharacterController::isReadyToBlock() const
@ -2729,8 +2729,7 @@ bool CharacterController::isRecovery() const
bool CharacterController::isAttackingOrSpell() const
{
return mUpperBodyState != UpperCharState_Nothing &&
mUpperBodyState != UpperCharState_WeapEquiped;
return mUpperBodyState != UpperBodyState::None && mUpperBodyState != UpperBodyState::WeaponEquipped;
}
bool CharacterController::isSneaking() const
@ -2786,7 +2785,7 @@ std::string_view CharacterController::getRandomAttackType()
bool CharacterController::readyToPrepareAttack() const
{
return (mHitState == CharState_None || mHitState == CharState_Block)
&& mUpperBodyState <= UpperCharState_WeapEquiped;
&& mUpperBodyState <= UpperBodyState::WeaponEquipped;
}
bool CharacterController::readyToStartAttack() const
@ -2794,7 +2793,7 @@ bool CharacterController::readyToStartAttack() const
if (mHitState != CharState_None && mHitState != CharState_Block)
return false;
return mUpperBodyState == UpperCharState_WeapEquiped;
return mUpperBodyState == UpperBodyState::WeaponEquipped;
}
float CharacterController::getAttackStrength() const

@ -103,17 +103,18 @@ enum CharacterState {
CharState_Block
};
enum UpperBodyCharacterState {
UpperCharState_Nothing,
UpperCharState_EquipingWeap,
UpperCharState_UnEquipingWeap,
UpperCharState_WeapEquiped,
UpperCharState_StartToMinAttack,
UpperCharState_MinAttackToMaxAttack,
UpperCharState_MaxAttackToMinHit,
UpperCharState_MinHitToHit,
UpperCharState_FollowStartToFollowStop,
UpperCharState_CastingSpell
enum class UpperBodyState
{
None,
Equipping,
Unequipping,
WeaponEquipped,
AttackPreWindUp,
AttackWindUp,
AttackRelease,
AttackHit,
AttackEnd,
Casting
};
enum JumpingState {
@ -156,7 +157,7 @@ class CharacterController : public MWRender::Animation::TextKeyListener
CharacterState mHitState{CharState_None};
std::string mCurrentHit;
UpperBodyCharacterState mUpperBodyState{UpperCharState_Nothing};
UpperBodyState mUpperBodyState{UpperBodyState::None};
JumpingState mJumpState{JumpState_None};
std::string mCurrentJump;

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