diff --git a/apps/openmw/mwclass/npc.cpp b/apps/openmw/mwclass/npc.cpp index 4187aa8c1..87d98a578 100644 --- a/apps/openmw/mwclass/npc.cpp +++ b/apps/openmw/mwclass/npc.cpp @@ -604,6 +604,7 @@ namespace MWClass // something, alert the character controller, scripts, etc. MWBase::Environment::get().getDialogueManager()->say(ptr, "hit"); + getCreatureStats(ptr).setAttacked(true); if(object.isEmpty()) { diff --git a/apps/openmw/mwmechanics/character.cpp b/apps/openmw/mwmechanics/character.cpp index 17eff3d02..f4d6feab6 100644 --- a/apps/openmw/mwmechanics/character.cpp +++ b/apps/openmw/mwmechanics/character.cpp @@ -65,15 +65,24 @@ struct StateInfo { const char groupname[32]; }; -static const StateInfo sDeathList[] = { - { CharState_Death1, "death1" }, - { CharState_Death2, "death2" }, - { CharState_Death3, "death3" }, - { CharState_Death4, "death4" }, - { CharState_Death5, "death5" }, - { CharState_SwimDeath, "swimdeath" }, +static const std::string sDeathList[] = { + "death1" , + "death2" , + "death3" , + "death4" , + "death5" , + "swimdeath", }; -static const StateInfo *sDeathListEnd = &sDeathList[sizeof(sDeathList)/sizeof(sDeathList[0])]; +static const int sDeathListSize = sizeof(sDeathList)/sizeof(sDeathList[0]); + +static const std::string sHitList[] = { + "hit1" , + "hit2" , + "hit3" , + "hit4" , + "hit5" , +}; +static const int sHitListSize = sizeof(sHitList)/sizeof(sHitList[0]); static const StateInfo sMovementList[] = { { CharState_WalkForward, "walkforward" }, @@ -150,6 +159,38 @@ public: void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterState movement, bool force) { + if(MWWorld::Class::get(mPtr).getCreatureStats(mPtr).getAttacked()) + { + mHitState = CharState_Hit; + MWWorld::Class::get(mPtr).getCreatureStats(mPtr).setAttacked(false); + + if(!mAnimation->isPlaying(mCurrentHit)) + { + mAnimation->disable(mCurrentHit); + if(mJumpState != JumpState_None && !MWBase::Environment::get().getWorld()->isFlying(mPtr) + && !MWBase::Environment::get().getWorld()->isSwimming(mPtr) ) + mCurrentHit = "knockdown"; + else + { + int iHit = rand() % sHitListSize; + mCurrentHit = sHitList[iHit]; + } + mAnimation->play(mCurrentHit, Priority_Hit, MWRender::Animation::Group_All, false, 1, "start", "stop", 0.0f, 0); + if(mUpperBodyState == UpperCharState_WeapEquiped) + mUpdateAfterHit = false; + else + mUpdateAfterHit = true; + } + return; + } + else if(!mAnimation->isPlaying(mCurrentHit)) + { + mAnimation->disable(mCurrentHit); + mCurrentHit.erase(); + mHitState = CharState_None; + mUpdateAfterHit = true; + } + const WeaponInfo *weap = std::find_if(sWeaponTypeList, sWeaponTypeListEnd, FindWeaponType(mWeaponType)); if(force || idle != mIdleState) @@ -338,6 +379,23 @@ MWWorld::ContainerStoreIterator CharacterController::getActiveWeapon(NpcStats &s return inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight); } +void CharacterController::playRandomDeath(float startpoint) +{ + if(MWBase::Environment::get().getWorld()->isSwimming(mPtr)) + { + mDeathState = CharState_SwimDeath; + mCurrentDeath = sDeathList[sDeathListSize-1]; //last in the list is 'swimdeath' + } + else + { + int num = rand() % (sDeathListSize-1); + mDeathState = static_cast(CharState_Death1 + num); + mCurrentDeath = sDeathList[num]; + } + + mAnimation->play(mCurrentDeath, Priority_Death, MWRender::Animation::Group_All, + false, 1.0f, "start", "stop", 0.0f, 0); +} CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Animation *anim) : mPtr(ptr) @@ -346,6 +404,8 @@ CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Anim , mMovementState(CharState_None) , mMovementSpeed(0.0f) , mDeathState(CharState_None) + , mHitState(CharState_None) + , mUpdateAfterHit(true) , mUpperBodyState(UpperCharState_Nothing) , mJumpState(JumpState_None) , mWeaponType(WeapType_None) @@ -392,13 +452,7 @@ CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Anim refreshCurrentAnims(mIdleState, mMovementState, true); if(mDeathState != CharState_None) { - const StateInfo *state = std::find_if(sDeathList, sDeathListEnd, FindCharState(mDeathState)); - if(state == sDeathListEnd) - throw std::runtime_error("Failed to find character state "+Ogre::StringConverter::toString(mDeathState)); - - mCurrentDeath = state->groupname; - mAnimation->play(mCurrentDeath, Priority_Death, MWRender::Animation::Group_All, - false, 1.0f, "start", "stop", 1.0f, 0); + playRandomDeath(1.0f); } } @@ -766,6 +820,8 @@ void CharacterController::update(float duration) bool sneak = cls.getStance(mPtr, MWWorld::Class::Sneak); bool flying = world->isFlying(mPtr); Ogre::Vector3 vec = cls.getMovementVector(mPtr); + if(mHitState != CharState_None && mJumpState == JumpState_None) + vec = Ogre::Vector3(0.0f); Ogre::Vector3 rot = cls.getRotationVector(mPtr); mMovementSpeed = cls.getSpeed(mPtr); @@ -778,6 +834,7 @@ void CharacterController::update(float duration) isrunning = isrunning && std::abs(vec[0])+std::abs(vec[1]) > 0.0f; + // advance athletics if(std::abs(vec[0])+std::abs(vec[1]) > 0.0f && mPtr.getRefData().getHandle() == "player") { @@ -951,7 +1008,7 @@ void CharacterController::update(float duration) } } - if(cls.isNpc()) + if(cls.isNpc() && mUpdateAfterHit) forcestateupdate = updateNpcState(onground, inwater, isrunning, sneak) || forcestateupdate; refreshCurrentAnims(idlestate, movestate, forcestateupdate); @@ -1055,14 +1112,7 @@ void CharacterController::forceStateUpdate() refreshCurrentAnims(mIdleState, mMovementState, true); if(mDeathState != CharState_None) { - const StateInfo *state = std::find_if(sDeathList, sDeathListEnd, FindCharState(mDeathState)); - if(state == sDeathListEnd) - throw std::runtime_error("Failed to find character state "+Ogre::StringConverter::toString(mDeathState)); - - mCurrentDeath = state->groupname; - if(!mAnimation->getInfo(mCurrentDeath)) - mAnimation->play(mCurrentDeath, Priority_Death, MWRender::Animation::Group_All, - false, 1.0f, "start", "stop", 0.0f, 0); + playRandomDeath(0.0f); } } @@ -1071,44 +1121,10 @@ void CharacterController::kill() if(mDeathState != CharState_None) return; - if(mPtr.getTypeName() == typeid(ESM::NPC).name()) - { - const StateInfo *state = NULL; - if(MWBase::Environment::get().getWorld()->isSwimming(mPtr)) - { - mDeathState = CharState_SwimDeath; - state = std::find_if(sDeathList, sDeathListEnd, FindCharState(mDeathState)); - if(state == sDeathListEnd) - throw std::runtime_error("Failed to find character state "+Ogre::StringConverter::toString(mDeathState)); - } - - static const CharacterState deathstates[5] = { - CharState_Death1, CharState_Death2, CharState_Death3, CharState_Death4, CharState_Death5 - }; - std::vector states(&deathstates[0], &deathstates[5]); - - while(states.size() > 1 && (!state || !mAnimation->hasAnimation(state->groupname))) - { - int pos = (int)(rand()/((double)RAND_MAX+1.0)*states.size()); - mDeathState = states[pos]; - states.erase(states.begin()+pos); - - state = std::find_if(sDeathList, sDeathListEnd, FindCharState(mDeathState)); - if(state == sDeathListEnd) - throw std::runtime_error("Failed to find character state "+Ogre::StringConverter::toString(mDeathState)); - } - mCurrentDeath = state->groupname; - } - else - { - mDeathState = CharState_Death1; - mCurrentDeath = "death1"; - } + playRandomDeath(0.0f); if(mAnimation) { - mAnimation->play(mCurrentDeath, Priority_Death, MWRender::Animation::Group_All, - false, 1.0f, "start", "stop", 0.0f, 0); mAnimation->disable(mCurrentIdle); } diff --git a/apps/openmw/mwmechanics/character.hpp b/apps/openmw/mwmechanics/character.hpp index 817fa2fd5..e0b065cec 100644 --- a/apps/openmw/mwmechanics/character.hpp +++ b/apps/openmw/mwmechanics/character.hpp @@ -28,6 +28,7 @@ enum Priority { Priority_Default, Priority_Jump, Priority_Movement, + Priority_Hit, Priority_Weapon, Priority_Torch, @@ -87,7 +88,9 @@ enum CharacterState { CharState_Death3, CharState_Death4, CharState_Death5, - CharState_SwimDeath + CharState_SwimDeath, + + CharState_Hit }; enum WeaponType { @@ -142,6 +145,10 @@ class CharacterController CharacterState mDeathState; std::string mCurrentDeath; + CharacterState mHitState; + std::string mCurrentHit; + bool mUpdateAfterHit;//don't allow attack if it hadn't been started before actor got hit + UpperBodyCharacterState mUpperBodyState; JumpingState mJumpState; @@ -172,6 +179,8 @@ class CharacterController void updateVisibility(); + void playRandomDeath(float startpoint); + public: CharacterController(const MWWorld::Ptr &ptr, MWRender::Animation *anim); virtual ~CharacterController();