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Merge branch 'outofcharacter' into 'master'

Make CharacterController less miserable, round 1

See merge request OpenMW/openmw!1999
This commit is contained in:
psi29a 2022-06-11 18:50:06 +00:00
commit f8a6001e87
4 changed files with 81 additions and 96 deletions

View file

@ -703,7 +703,7 @@ std::string chooseBestAttack(const ESM::Weapon* weapon)
attackType = "chop";
}
else
MWMechanics::CharacterController::setAttackTypeRandomly(attackType);
attackType = MWMechanics::CharacterController::getRandomAttackType();
return attackType;
}

View file

@ -385,7 +385,7 @@ void CharacterController::refreshJumpAnims(const std::string& weapShortGroup, Ju
}
}
bool CharacterController::onOpen()
bool CharacterController::onOpen() const
{
if (mPtr.getType() == ESM::Container::sRecordId)
{
@ -406,7 +406,7 @@ bool CharacterController::onOpen()
return true;
}
void CharacterController::onClose()
void CharacterController::onClose() const
{
if (mPtr.getType() == ESM::Container::sRecordId)
{
@ -445,7 +445,7 @@ std::string CharacterController::getWeaponAnimation(int weaponType) const
return weaponGroup;
}
std::string CharacterController::fallbackShortWeaponGroup(const std::string& baseGroupName, MWRender::Animation::BlendMask* blendMask)
std::string CharacterController::fallbackShortWeaponGroup(const std::string& baseGroupName, MWRender::Animation::BlendMask* blendMask) const
{
bool isRealWeapon = mWeaponType != ESM::Weapon::HandToHand && mWeaponType != ESM::Weapon::Spell && mWeaponType != ESM::Weapon::None;
if (!isRealWeapon)
@ -561,7 +561,7 @@ void CharacterController::refreshMovementAnims(const std::string& weapShortGroup
std::string::size_type runpos = movementAnimName.find("run");
if (runpos != std::string::npos)
{
movementAnimName.replace(runpos, runpos+3, "walk");
movementAnimName.replace(runpos, 3, "walk");
if (!mAnimation->hasAnimation(movementAnimName))
movementAnimName.clear();
}
@ -842,28 +842,7 @@ std::string CharacterController::chooseRandomAttackAnimation() const
CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Animation *anim)
: mPtr(ptr)
, mWeapon(MWWorld::Ptr())
, mAnimation(anim)
, mIdleState(CharState_None)
, mMovementState(CharState_None)
, mMovementAnimSpeed(0.f)
, mAdjustMovementAnimSpeed(false)
, mHasMovedInXY(false)
, mMovementAnimationControlled(true)
, mDeathState(CharState_None)
, mFloatToSurface(true)
, mHitState(CharState_None)
, mUpperBodyState(UpperCharState_Nothing)
, mJumpState(JumpState_None)
, mWeaponType(ESM::Weapon::None)
, mAttackStrength(0.f)
, mSkipAnim(false)
, mSecondsOfSwimming(0)
, mSecondsOfRunning(0)
, mTurnAnimationThreshold(0)
, mCastingManualSpell(false)
, mTimeUntilWake(0.f)
, mIsMovingBackward(false)
{
if(!mAnimation)
return;
@ -949,9 +928,9 @@ CharacterController::~CharacterController()
}
}
void CharacterController::handleTextKey(const std::string &groupname, SceneUtil::TextKeyMap::ConstIterator key, const SceneUtil::TextKeyMap& map)
void CharacterController::handleTextKey(std::string_view groupname, SceneUtil::TextKeyMap::ConstIterator key, const SceneUtil::TextKeyMap& map)
{
const std::string &evt = key->second;
std::string_view evt = key->second;
if(evt.compare(0, 7, "sound: ") == 0)
{
@ -963,7 +942,7 @@ void CharacterController::handleTextKey(const std::string &groupname, SceneUtil:
auto& charClass = mPtr.getClass();
if(evt.compare(0, 10, "soundgen: ") == 0)
{
std::string soundgen = evt.substr(10);
std::string soundgen = std::string(evt.substr(10));
// The event can optionally contain volume and pitch modifiers
float volume=1.f, pitch=1.f;
@ -1043,16 +1022,18 @@ void CharacterController::handleTextKey(const std::string &groupname, SceneUtil:
{
std::multimap<float, std::string>::const_iterator hitKey = key;
std::string hitKeyName = std::string(groupname) + ": hit";
std::string stopKeyName = std::string(groupname) + ": stop";
// Not all animations have a hit key defined. If there is none, the hit happens with the start key.
bool hasHitKey = false;
while (hitKey != map.end())
{
if (hitKey->second == groupname + ": hit")
if (hitKey->second == hitKeyName)
{
hasHitKey = true;
break;
}
if (hitKey->second == groupname + ": stop")
if (hitKey->second == stopKeyName)
break;
++hitKey;
}
@ -1093,7 +1074,7 @@ void CharacterController::updatePtr(const MWWorld::Ptr &ptr)
mPtr = ptr;
}
void CharacterController::updateIdleStormState(bool inwater)
void CharacterController::updateIdleStormState(bool inwater) const
{
if (!mAnimation->hasAnimation("idlestorm") || mUpperBodyState != UpperCharState_Nothing || inwater)
{
@ -1548,12 +1529,12 @@ bool CharacterController::updateState(CharacterState idle)
else
{
// There is no "best attack" for Hand-to-Hand
setAttackTypeRandomly(mAttackType);
mAttackType = getRandomAttackType();
}
}
else
{
setAttackTypeBasedOnMovement();
mAttackType = getMovementBasedAttackType();
}
}
// else if (mPtr != getPlayer()) use mAttackType set by AiCombat
@ -2382,7 +2363,7 @@ void CharacterController::update(float duration)
mAnimation->enableHeadAnimation(cls.isActor() && !cls.getCreatureStats(mPtr).isDead());
}
void CharacterController::persistAnimationState()
void CharacterController::persistAnimationState() const
{
ESM::AnimationState& state = mPtr.getRefData().getAnimationState();
@ -2518,18 +2499,18 @@ void CharacterController::skipAnim()
mSkipAnim = true;
}
bool CharacterController::isPersistentAnimPlaying()
bool CharacterController::isPersistentAnimPlaying() const
{
if (!mAnimQueue.empty())
{
AnimationQueueEntry& first = mAnimQueue.front();
const AnimationQueueEntry& first = mAnimQueue.front();
return first.mPersist && isAnimPlaying(first.mGroup);
}
return false;
}
bool CharacterController::isAnimPlaying(const std::string &groupName)
bool CharacterController::isAnimPlaying(const std::string &groupName) const
{
if(mAnimation == nullptr)
return false;
@ -2542,9 +2523,15 @@ void CharacterController::clearAnimQueue(bool clearPersistAnims)
if ((!isPersistentAnimPlaying() || clearPersistAnims) && !mAnimQueue.empty())
mAnimation->disable(mAnimQueue.front().mGroup);
if (clearPersistAnims)
{
mAnimQueue.clear();
return;
}
for (AnimationQueue::iterator it = mAnimQueue.begin(); it != mAnimQueue.end();)
{
if (clearPersistAnims || !it->mPersist)
if (!it->mPersist)
it = mAnimQueue.erase(it);
else
++it;
@ -2610,7 +2597,7 @@ void CharacterController::resurrect()
mWeaponType = ESM::Weapon::None;
}
void CharacterController::updateContinuousVfx()
void CharacterController::updateContinuousVfx() const
{
// Keeping track of when to stop a continuous VFX seems to be very difficult to do inside the spells code,
// as it's extremely spread out (ActiveSpells, Spells, InventoryStore effects, etc...) so we do it here.
@ -2627,7 +2614,7 @@ void CharacterController::updateContinuousVfx()
}
}
void CharacterController::updateMagicEffects()
void CharacterController::updateMagicEffects() const
{
if (!mPtr.getClass().isActor())
return;
@ -2643,7 +2630,7 @@ void CharacterController::updateMagicEffects()
mAnimation->setVampire(vampire);
}
void CharacterController::setVisibility(float visibility)
void CharacterController::setVisibility(float visibility) const
{
// We should take actor's invisibility in account
if (mPtr.getClass().isActor())
@ -2669,18 +2656,17 @@ void CharacterController::setVisibility(float visibility)
mAnimation->setAlpha(visibility);
}
void CharacterController::setAttackTypeBasedOnMovement()
std::string CharacterController::getMovementBasedAttackType() const
{
float *move = mPtr.getClass().getMovementSettings(mPtr).mPosition;
if (std::abs(move[1]) > std::abs(move[0]) + 0.2f) // forward-backward
mAttackType = "thrust";
else if (std::abs(move[0]) > std::abs(move[1]) + 0.2f) // sideway
mAttackType = "slash";
else
mAttackType = "chop";
return "thrust";
if (std::abs(move[0]) > std::abs(move[1]) + 0.2f) // sideway
return "slash";
return "chop";
}
bool CharacterController::isRandomAttackAnimation(const std::string& group) const
bool CharacterController::isRandomAttackAnimation(std::string_view group)
{
return (group == "attack1" || group == "swimattack1" ||
group == "attack2" || group == "swimattack2" ||
@ -2774,16 +2760,15 @@ void CharacterController::setAIAttackType(const std::string& attackType)
mAttackType = attackType;
}
void CharacterController::setAttackTypeRandomly(std::string& attackType)
std::string CharacterController::getRandomAttackType()
{
MWBase::World* world = MWBase::Environment::get().getWorld();
float random = Misc::Rng::rollProbability(world->getPrng());
if (random >= 2/3.f)
attackType = "thrust";
else if (random >= 1/3.f)
attackType = "slash";
else
attackType = "chop";
return "thrust";
if (random >= 1/3.f)
return "slash";
return "chop";
}
bool CharacterController::readyToPrepareAttack() const
@ -2805,12 +2790,12 @@ float CharacterController::getAttackStrength() const
return mAttackStrength;
}
bool CharacterController::getAttackingOrSpell()
bool CharacterController::getAttackingOrSpell() const
{
return mPtr.getClass().getCreatureStats(mPtr).getAttackingOrSpell();
}
void CharacterController::setActive(int active)
void CharacterController::setActive(int active) const
{
mAnimation->setActive(active);
}
@ -2820,7 +2805,7 @@ void CharacterController::setHeadTrackTarget(const MWWorld::ConstPtr &target)
mHeadTrackTarget = target;
}
void CharacterController::playSwishSound(float attackStrength)
void CharacterController::playSwishSound(float attackStrength) const
{
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();

View file

@ -149,53 +149,53 @@ class CharacterController : public MWRender::Animation::TextKeyListener
typedef std::deque<AnimationQueueEntry> AnimationQueue;
AnimationQueue mAnimQueue;
CharacterState mIdleState;
CharacterState mIdleState{CharState_None};
std::string mCurrentIdle;
CharacterState mMovementState;
CharacterState mMovementState{CharState_None};
std::string mCurrentMovement;
float mMovementAnimSpeed;
bool mAdjustMovementAnimSpeed;
bool mHasMovedInXY;
bool mMovementAnimationControlled;
float mMovementAnimSpeed{0.f};
bool mAdjustMovementAnimSpeed{false};
bool mHasMovedInXY{false};
bool mMovementAnimationControlled{true};
CharacterState mDeathState;
CharacterState mDeathState{CharState_None};
std::string mCurrentDeath;
bool mFloatToSurface;
bool mFloatToSurface{true};
CharacterState mHitState;
CharacterState mHitState{CharState_None};
std::string mCurrentHit;
UpperBodyCharacterState mUpperBodyState;
UpperBodyCharacterState mUpperBodyState{UpperCharState_Nothing};
JumpingState mJumpState;
JumpingState mJumpState{JumpState_None};
std::string mCurrentJump;
int mWeaponType;
int mWeaponType{ESM::Weapon::None};
std::string mCurrentWeapon;
float mAttackStrength;
float mAttackStrength{0.f};
bool mSkipAnim;
bool mSkipAnim{false};
// counted for skill increase
float mSecondsOfSwimming;
float mSecondsOfRunning;
float mSecondsOfSwimming{0.f};
float mSecondsOfRunning{0.f};
MWWorld::ConstPtr mHeadTrackTarget;
float mTurnAnimationThreshold; // how long to continue playing turning animation after actor stopped turning
float mTurnAnimationThreshold{0.f}; // how long to continue playing turning animation after actor stopped turning
std::string mAttackType; // slash, chop or thrust
bool mCastingManualSpell;
bool mCastingManualSpell{false};
float mTimeUntilWake;
float mTimeUntilWake{0.f};
bool mIsMovingBackward;
bool mIsMovingBackward{false};
osg::Vec2f mSmoothedSpeed;
void setAttackTypeBasedOnMovement();
std::string getMovementBasedAttackType() const;
void refreshCurrentAnims(CharacterState idle, CharacterState movement, JumpingState jump, bool force=false);
void refreshHitRecoilAnims(CharacterState& idle);
@ -206,18 +206,18 @@ class CharacterController : public MWRender::Animation::TextKeyListener
void clearAnimQueue(bool clearPersistAnims = false);
bool updateState(CharacterState idle);
void updateIdleStormState(bool inwater);
void updateIdleStormState(bool inwater) const;
std::string chooseRandomAttackAnimation() const;
bool isRandomAttackAnimation(const std::string& group) const;
static bool isRandomAttackAnimation(std::string_view group);
bool isPersistentAnimPlaying();
bool isPersistentAnimPlaying() const;
void updateAnimQueue();
void updateHeadTracking(float duration);
void updateMagicEffects();
void updateMagicEffects() const;
void playDeath(float startpoint, CharacterState death);
CharacterState chooseRandomDeathState() const;
@ -229,11 +229,11 @@ class CharacterController : public MWRender::Animation::TextKeyListener
bool updateCarriedLeftVisible(int weaptype) const;
std::string fallbackShortWeaponGroup(const std::string& baseGroupName, MWRender::Animation::BlendMask* blendMask = nullptr);
std::string fallbackShortWeaponGroup(const std::string& baseGroupName, MWRender::Animation::BlendMask* blendMask = nullptr) const;
std::string getWeaponAnimation(int weaponType) const;
bool getAttackingOrSpell();
bool getAttackingOrSpell() const;
void setAttackingOrSpell(bool attackingOrSpell);
@ -246,24 +246,24 @@ public:
const MWWorld::Ptr& getPtr() const { return mPtr; }
void handleTextKey(const std::string &groupname, SceneUtil::TextKeyMap::ConstIterator key, const SceneUtil::TextKeyMap& map) override;
void handleTextKey(std::string_view groupname, SceneUtil::TextKeyMap::ConstIterator key, const SceneUtil::TextKeyMap& map) override;
// Be careful when to call this, see comment in Actors
void updateContinuousVfx();
void updateContinuousVfx() const;
void updatePtr(const MWWorld::Ptr &ptr);
void update(float duration);
bool onOpen();
void onClose();
bool onOpen() const;
void onClose() const;
void persistAnimationState();
void persistAnimationState() const;
void unpersistAnimationState();
bool playGroup(const std::string &groupname, int mode, int count, bool persist=false);
void skipAnim();
bool isAnimPlaying(const std::string &groupName);
bool isAnimPlaying(const std::string &groupName) const;
enum KillResult
{
@ -291,10 +291,10 @@ public:
bool isTurning() const;
bool isAttackingOrSpell() const;
void setVisibility(float visibility);
void setVisibility(float visibility) const;
void castSpell(const std::string& spellId, bool manualSpell=false);
void setAIAttackType(const std::string& attackType);
static void setAttackTypeRandomly(std::string& attackType);
static std::string getRandomAttackType();
bool readyToPrepareAttack() const;
bool readyToStartAttack() const;
@ -302,12 +302,12 @@ public:
float getAttackStrength() const;
/// @see Animation::setActive
void setActive(int active);
void setActive(int active) const;
/// Make this character turn its head towards \a target. To turn off head tracking, pass an empty Ptr.
void setHeadTrackTarget(const MWWorld::ConstPtr& target);
void playSwishSound(float attackStrength);
void playSwishSound(float attackStrength) const;
};
}

View file

@ -149,7 +149,7 @@ public:
class TextKeyListener
{
public:
virtual void handleTextKey(const std::string &groupname, SceneUtil::TextKeyMap::ConstIterator key,
virtual void handleTextKey(std::string_view groupname, SceneUtil::TextKeyMap::ConstIterator key,
const SceneUtil::TextKeyMap& map) = 0;
virtual ~TextKeyListener() = default;