diff --git a/apps/openmw/mwmechanics/character.cpp b/apps/openmw/mwmechanics/character.cpp index df62ca490..6e1e075fb 100644 --- a/apps/openmw/mwmechanics/character.cpp +++ b/apps/openmw/mwmechanics/character.cpp @@ -186,6 +186,8 @@ static const StateInfo sMovementList[] = { { CharState_TurnLeft, "turnleft" }, { CharState_TurnRight, "turnright" }, + { CharState_SwimTurnLeft, "swimturnleft" }, + { CharState_SwimTurnRight, "swimturnright" }, }; static const StateInfo *sMovementListEnd = &sMovementList[sizeof(sMovementList)/sizeof(sMovementList[0])]; @@ -245,32 +247,61 @@ void CharacterController::refreshHitRecoilAnims() bool recovery = mPtr.getClass().getCreatureStats(mPtr).getHitRecovery(); bool knockdown = mPtr.getClass().getCreatureStats(mPtr).getKnockedDown(); bool block = mPtr.getClass().getCreatureStats(mPtr).getBlock(); + bool isSwimming = MWBase::Environment::get().getWorld()->isSwimming(mPtr); if(mHitState == CharState_None) { if ((mPtr.getClass().getCreatureStats(mPtr).getFatigue().getCurrent() < 0 || mPtr.getClass().getCreatureStats(mPtr).getFatigue().getBase() == 0) && mAnimation->hasAnimation("knockout")) { - mHitState = CharState_KnockOut; - mCurrentHit = "knockout"; + if (isSwimming && mAnimation->hasAnimation("swimknockout")) + { + mHitState = CharState_SwimKnockOut; + mCurrentHit = "swimknockout"; + } + else + { + mHitState = CharState_KnockOut; + mCurrentHit = "knockout"; + } + mAnimation->play(mCurrentHit, Priority_Knockdown, MWRender::Animation::BlendMask_All, false, 1, "start", "stop", 0.0f, ~0ul); mPtr.getClass().getCreatureStats(mPtr).setKnockedDown(true); } else if(knockdown && mAnimation->hasAnimation("knockdown")) { - mHitState = CharState_KnockDown; - mCurrentHit = "knockdown"; + if (isSwimming && mAnimation->hasAnimation("swimknockdown")) + { + mHitState = CharState_SwimKnockDown; + mCurrentHit = "swimknockdown"; + } + else + { + mHitState = CharState_KnockDown; + mCurrentHit = "knockdown"; + } + mAnimation->play(mCurrentHit, Priority_Knockdown, MWRender::Animation::BlendMask_All, true, 1, "start", "stop", 0.0f, 0); } else if (recovery) { - std::string anim = chooseRandomGroup("hit"); - if (mAnimation->hasAnimation(anim)) + std::string anim = isSwimming ? chooseRandomGroup("swimhit") : chooseRandomGroup("hit"); + if (isSwimming && mAnimation->hasAnimation(anim)) { - mHitState = CharState_Hit; + mHitState = CharState_SwimHit; mCurrentHit = anim; mAnimation->play(mCurrentHit, Priority_Hit, MWRender::Animation::BlendMask_All, true, 1, "start", "stop", 0.0f, 0); } + else + { + anim = chooseRandomGroup("hit"); + if (mAnimation->hasAnimation(anim)) + { + mHitState = CharState_Hit; + mCurrentHit = anim; + mAnimation->play(mCurrentHit, Priority_Hit, MWRender::Animation::BlendMask_All, true, 1, "start", "stop", 0.0f, 0); + } + } } else if (block && mAnimation->hasAnimation("shield")) { @@ -282,7 +313,7 @@ void CharacterController::refreshHitRecoilAnims() } // Cancel upper body animations - if (mHitState == CharState_KnockDown || mHitState == CharState_KnockOut) + if (isKnockedOut() || isKnockedDown()) { if (mUpperBodyState > UpperCharState_WeapEquiped) { @@ -307,9 +338,9 @@ void CharacterController::refreshHitRecoilAnims() mPtr.getClass().getCreatureStats(mPtr).setBlock(false); mHitState = CharState_None; } - else if (mHitState == CharState_KnockOut && mPtr.getClass().getCreatureStats(mPtr).getFatigue().getCurrent() > 0) + else if (isKnockedOut() && mPtr.getClass().getCreatureStats(mPtr).getFatigue().getCurrent() > 0) { - mHitState = CharState_KnockDown; + mHitState = isSwimming ? CharState_SwimKnockDown : CharState_KnockDown; mAnimation->disable(mCurrentHit); mAnimation->play(mCurrentHit, Priority_Knockdown, MWRender::Animation::BlendMask_All, true, 1, "loop stop", "stop", 0.0f, 0); } @@ -535,7 +566,7 @@ void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterStat // 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 - || (mMovementState != CharState_None && mMovementState != CharState_TurnLeft && mMovementState != CharState_TurnRight) + || (mMovementState != CharState_None && !isTurning()) || mHitState != CharState_None) && !mPtr.getClass().isBipedal(mPtr)) idle = CharState_None; @@ -621,6 +652,12 @@ void CharacterController::playDeath(float startpoint, CharacterState death) case CharState_SwimDeath: mCurrentDeath = "swimdeath"; break; + case CharState_SwimDeathKnockDown: + mCurrentDeath = "swimdeathknockdown"; + break; + case CharState_SwimDeathKnockOut: + mCurrentDeath = "swimdeathknockout"; + break; case CharState_DeathKnockDown: mCurrentDeath = "deathknockdown"; break; @@ -674,7 +711,15 @@ void CharacterController::playRandomDeath(float startpoint) MWBase::Environment::get().getWorld()->useDeathCamera(); } - if(MWBase::Environment::get().getWorld()->isSwimming(mPtr) && mAnimation->hasAnimation("swimdeath")) + if(mHitState == CharState_SwimKnockDown && mAnimation->hasAnimation("swimdeathknockdown")) + { + mDeathState = CharState_SwimDeathKnockDown; + } + else if(mHitState == CharState_SwimKnockOut && mAnimation->hasAnimation("swimdeathknockout")) + { + mDeathState = CharState_SwimDeathKnockOut; + } + else if(MWBase::Environment::get().getWorld()->isSwimming(mPtr) && mAnimation->hasAnimation("swimdeath")) { mDeathState = CharState_SwimDeath; } @@ -876,16 +921,17 @@ void CharacterController::handleTextKey(const std::string &groupname, const std: mPtr.getClass().hit(mPtr, mAttackStrength, ESM::Weapon::AT_Thrust); else if(evt.compare(off, len, "hit") == 0) { - if (groupname == "attack1") + if (groupname == "attack1" || groupname == "swimattack1") mPtr.getClass().hit(mPtr, mAttackStrength, ESM::Weapon::AT_Chop); - else if (groupname == "attack2") + else if (groupname == "attack2" || groupname == "swimattack2") mPtr.getClass().hit(mPtr, mAttackStrength, ESM::Weapon::AT_Slash); - else if (groupname == "attack3") + else if (groupname == "attack3" || groupname == "swimattack3") mPtr.getClass().hit(mPtr, mAttackStrength, ESM::Weapon::AT_Thrust); else mPtr.getClass().hit(mPtr, mAttackStrength); } - else if (!groupname.empty() && groupname.compare(0, groupname.size()-1, "attack") == 0 + else if (!groupname.empty() + && (groupname.compare(0, groupname.size()-1, "attack") == 0 || groupname.compare(0, groupname.size()-1, "swimattack") == 0) && evt.compare(off, len, "start") == 0) { std::multimap::const_iterator hitKey = key; @@ -905,11 +951,11 @@ void CharacterController::handleTextKey(const std::string &groupname, const std: } if (!hasHitKey) { - if (groupname == "attack1") + if (groupname == "attack1" || groupname == "swimattack1") mPtr.getClass().hit(mPtr, mAttackStrength, ESM::Weapon::AT_Chop); - else if (groupname == "attack2") + else if (groupname == "attack2" || groupname == "swimattack2") mPtr.getClass().hit(mPtr, mAttackStrength, ESM::Weapon::AT_Slash); - else if (groupname == "attack3") + else if (groupname == "attack3" || groupname == "swimattack3") mPtr.getClass().hit(mPtr, mAttackStrength, ESM::Weapon::AT_Thrust); } } @@ -1035,13 +1081,14 @@ bool CharacterController::updateCreatureState() } if (weapType != WeapType_Spell || !mAnimation->hasAnimation("spellcast")) // Not all creatures have a dedicated spellcast animation { + bool isSwimming = MWBase::Environment::get().getWorld()->isSwimming(mPtr); int roll = Misc::Rng::rollDice(3); // [0, 2] if (roll == 0) - mCurrentWeapon = "attack1"; + mCurrentWeapon = isSwimming && mAnimation->hasAnimation("swimattack1") ? "swimattack1" : "attack1"; else if (roll == 1) - mCurrentWeapon = "attack2"; + mCurrentWeapon = isSwimming && mAnimation->hasAnimation("swimattack2") ? "swimattack2" : "attack2"; else - mCurrentWeapon = "attack3"; + mCurrentWeapon = isSwimming && mAnimation->hasAnimation("swimattack3") ? "swimattack3" : "attack3"; } if (!mCurrentWeapon.empty()) @@ -1121,8 +1168,8 @@ bool CharacterController::updateWeaponState() bool isStillWeapon = weaptype > WeapType_HandToHand && weaptype < WeapType_Spell && mWeaponType > WeapType_HandToHand && mWeaponType < WeapType_Spell; - if(weaptype != mWeaponType && mHitState != CharState_KnockDown && mHitState != CharState_KnockOut - && mHitState != CharState_Hit) + if(weaptype != mWeaponType && !isKnockedOut() && + !isKnockedDown() && !isRecovery()) { forcestateupdate = true; @@ -1355,13 +1402,13 @@ bool CharacterController::updateWeaponState() } animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete); - if(mUpperBodyState == UpperCharState_MinAttackToMaxAttack && mHitState != CharState_KnockDown) + if(mUpperBodyState == UpperCharState_MinAttackToMaxAttack && !isKnockedDown()) mAttackStrength = complete; } else { animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete); - if(mUpperBodyState == UpperCharState_MinAttackToMaxAttack && mHitState != CharState_KnockDown) + if(mUpperBodyState == UpperCharState_MinAttackToMaxAttack && !isKnockedDown()) { float attackStrength = complete; if (!mPtr.getClass().isNpc()) @@ -1399,7 +1446,7 @@ bool CharacterController::updateWeaponState() complete = 0.f; mUpperBodyState = UpperCharState_MaxAttackToMinHit; } - else if (mHitState == CharState_KnockDown) + else if (isKnockedDown()) { if (mUpperBodyState > UpperCharState_WeapEquiped) mUpperBodyState = UpperCharState_WeapEquiped; @@ -1830,22 +1877,22 @@ void CharacterController::update(float duration) else if(rot.z() != 0.0f && !inwater && !sneak && !(mPtr == getPlayer() && MWBase::Environment::get().getWorld()->isFirstPerson())) { if(rot.z() > 0.0f) - movestate = CharState_TurnRight; + movestate = inwater ? CharState_SwimTurnRight : CharState_TurnRight; else if(rot.z() < 0.0f) - movestate = CharState_TurnLeft; + movestate = inwater ? CharState_SwimTurnLeft : CharState_TurnLeft; } } mTurnAnimationThreshold -= duration; - if (movestate == CharState_TurnRight || movestate == CharState_TurnLeft) + if (isTurning()) mTurnAnimationThreshold = 0.05f; - else if (movestate == CharState_None && (mMovementState == CharState_TurnRight || mMovementState == CharState_TurnLeft) + else if (movestate == CharState_None && isTurning() && mTurnAnimationThreshold > 0) { movestate = mMovementState; } - if(movestate != CharState_None && movestate != CharState_TurnLeft && movestate != CharState_TurnRight) + if(!isTurning()) clearAnimQueue(); if(mAnimQueue.empty() || inwater || sneak) @@ -1870,7 +1917,7 @@ void CharacterController::update(float duration) if (inJump) mMovementAnimationControlled = false; - if (mMovementState == CharState_TurnLeft || mMovementState == CharState_TurnRight) + if (isTurning()) { if (duration > 0) mAnimation->adjustSpeedMult(mCurrentMovement, std::min(1.5f, std::abs(rot.z()) / duration / static_cast(osg::PI))); @@ -1883,7 +1930,7 @@ void CharacterController::update(float duration) if (!mSkipAnim) { - if(mHitState != CharState_KnockDown && mHitState != CharState_KnockOut) + if(!isKnockedDown() && !isKnockedOut()) { if (rot != osg::Vec3f()) world->rotateObject(mPtr, rot.x(), rot.y(), rot.z(), true); @@ -2220,9 +2267,30 @@ bool CharacterController::isReadyToBlock() const return updateCarriedLeftVisible(mWeaponType); } +bool CharacterController::isKnockedDown() const +{ + return mHitState == CharState_KnockDown || + mHitState == CharState_SwimKnockDown; +} + bool CharacterController::isKnockedOut() const { - return mHitState == CharState_KnockOut; + return mHitState == CharState_KnockOut || + mHitState == CharState_SwimKnockOut; +} + +bool CharacterController::isTurning() const +{ + return mMovementState == CharState_TurnLeft || + mMovementState == CharState_TurnRight || + mMovementState == CharState_SwimTurnLeft || + mMovementState == CharState_SwimTurnRight; +} + +bool CharacterController::isRecovery() const +{ + return mHitState == CharState_Hit || + mHitState == CharState_SwimHit; } bool CharacterController::isAttackingOrSpell() const diff --git a/apps/openmw/mwmechanics/character.hpp b/apps/openmw/mwmechanics/character.hpp index 9bcad0994..af90c18b8 100644 --- a/apps/openmw/mwmechanics/character.hpp +++ b/apps/openmw/mwmechanics/character.hpp @@ -88,6 +88,8 @@ enum CharacterState { CharState_TurnLeft, CharState_TurnRight, + CharState_SwimTurnLeft, + CharState_SwimTurnRight, CharState_Jump, @@ -97,12 +99,17 @@ enum CharacterState { CharState_Death4, CharState_Death5, CharState_SwimDeath, + CharState_SwimDeathKnockDown, + CharState_SwimDeathKnockOut, CharState_DeathKnockDown, CharState_DeathKnockOut, CharState_Hit, + CharState_SwimHit, CharState_KnockDown, CharState_KnockOut, + CharState_SwimKnockDown, + CharState_SwimKnockOut, CharState_Block }; @@ -265,9 +272,12 @@ public: bool isAttackPrepairing() const; bool isReadyToBlock() const; + bool isKnockedDown() const; bool isKnockedOut() const; + bool isRecovery() const; bool isSneaking() const; bool isRunning() const; + bool isTurning() const; bool isAttackingOrSpell() const; void setAttackingOrSpell(bool attackingOrSpell);