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openmw-tes3coop/apps/openmw/mwmechanics/character.cpp

2726 lines
103 KiB
C++

/*
* OpenMW - The completely unofficial reimplementation of Morrowind
*
* This file (character.cpp) is part of the OpenMW package.
*
* OpenMW is distributed as free software: you can redistribute it
* and/or modify it under the terms of the GNU General Public License
* version 3, as published by the Free Software Foundation.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* version 3 along with this program. If not, see
* https://www.gnu.org/licenses/ .
*/
#include "character.hpp"
#include <iostream>
#include <components/misc/rng.hpp>
#include <components/settings/settings.hpp>
#include <components/sceneutil/positionattitudetransform.hpp>
/*
Start of tes3mp addition
Include additional headers for multiplayer purposes
*/
#include <components/openmw-mp/Log.hpp>
#include "../mwmp/Main.hpp"
#include "../mwmp/LocalPlayer.hpp"
#include "../mwmp/LocalActor.hpp"
#include "../mwmp/PlayerList.hpp"
#include "../mwmp/CellController.hpp"
#include "../mwmp/MechanicsHelper.hpp"
/*
End of tes3mp addition
*/
#include "../mwrender/animation.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/soundmanager.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwworld/player.hpp"
#include "aicombataction.hpp"
#include "movement.hpp"
#include "npcstats.hpp"
#include "creaturestats.hpp"
#include "security.hpp"
#include "actorutil.hpp"
#include "spellcasting.hpp"
namespace
{
// Wraps a value to (-PI, PI]
void wrap(float& rad)
{
if (rad>0)
rad = std::fmod(rad+osg::PI, 2.0f*osg::PI)-osg::PI;
else
rad = std::fmod(rad-osg::PI, 2.0f*osg::PI)+osg::PI;
}
std::string toString(int num)
{
std::ostringstream stream;
stream << num;
return stream.str();
}
std::string getBestAttack (const ESM::Weapon* weapon)
{
int slash = (weapon->mData.mSlash[0] + weapon->mData.mSlash[1])/2;
int chop = (weapon->mData.mChop[0] + weapon->mData.mChop[1])/2;
int thrust = (weapon->mData.mThrust[0] + weapon->mData.mThrust[1])/2;
if (slash == chop && slash == thrust)
return "slash";
else if (thrust >= chop && thrust >= slash)
return "thrust";
else if (slash >= chop && slash >= thrust)
return "slash";
else
return "chop";
}
// Converts a movement Run state to its equivalent Walk state.
MWMechanics::CharacterState runStateToWalkState (MWMechanics::CharacterState state)
{
using namespace MWMechanics;
CharacterState ret = state;
switch (state)
{
case CharState_RunForward:
ret = CharState_WalkForward;
break;
case CharState_RunBack:
ret = CharState_WalkBack;
break;
case CharState_RunLeft:
ret = CharState_WalkLeft;
break;
case CharState_RunRight:
ret = CharState_WalkRight;
break;
case CharState_SwimRunForward:
ret = CharState_SwimWalkForward;
break;
case CharState_SwimRunBack:
ret = CharState_SwimWalkBack;
break;
case CharState_SwimRunLeft:
ret = CharState_SwimWalkLeft;
break;
case CharState_SwimRunRight:
ret = CharState_SwimWalkRight;
break;
default:
break;
}
return ret;
}
float getFallDamage(const MWWorld::Ptr& ptr, float fallHeight)
{
MWBase::World *world = MWBase::Environment::get().getWorld();
const MWWorld::Store<ESM::GameSetting> &store = world->getStore().get<ESM::GameSetting>();
const float fallDistanceMin = store.find("fFallDamageDistanceMin")->getFloat();
if (fallHeight >= fallDistanceMin)
{
const float acrobaticsSkill = static_cast<float>(ptr.getClass().getSkill(ptr, ESM::Skill::Acrobatics));
const float jumpSpellBonus = ptr.getClass().getCreatureStats(ptr).getMagicEffects().get(ESM::MagicEffect::Jump).getMagnitude();
const float fallAcroBase = store.find("fFallAcroBase")->getFloat();
const float fallAcroMult = store.find("fFallAcroMult")->getFloat();
const float fallDistanceBase = store.find("fFallDistanceBase")->getFloat();
const float fallDistanceMult = store.find("fFallDistanceMult")->getFloat();
float x = fallHeight - fallDistanceMin;
x -= (1.5f * acrobaticsSkill) + jumpSpellBonus;
x = std::max(0.0f, x);
float a = fallAcroBase + fallAcroMult * (100 - acrobaticsSkill);
x = fallDistanceBase + fallDistanceMult * x;
x *= a;
return x;
}
return 0.f;
}
}
namespace MWMechanics
{
struct StateInfo {
CharacterState state;
const char groupname[32];
};
static const StateInfo sMovementList[] = {
{ CharState_WalkForward, "walkforward" },
{ CharState_WalkBack, "walkback" },
{ CharState_WalkLeft, "walkleft" },
{ CharState_WalkRight, "walkright" },
{ CharState_SwimWalkForward, "swimwalkforward" },
{ CharState_SwimWalkBack, "swimwalkback" },
{ CharState_SwimWalkLeft, "swimwalkleft" },
{ CharState_SwimWalkRight, "swimwalkright" },
{ CharState_RunForward, "runforward" },
{ CharState_RunBack, "runback" },
{ CharState_RunLeft, "runleft" },
{ CharState_RunRight, "runright" },
{ CharState_SwimRunForward, "swimrunforward" },
{ CharState_SwimRunBack, "swimrunback" },
{ CharState_SwimRunLeft, "swimrunleft" },
{ CharState_SwimRunRight, "swimrunright" },
{ CharState_SneakForward, "sneakforward" },
{ CharState_SneakBack, "sneakback" },
{ CharState_SneakLeft, "sneakleft" },
{ CharState_SneakRight, "sneakright" },
{ CharState_Jump, "jump" },
{ CharState_TurnLeft, "turnleft" },
{ CharState_TurnRight, "turnright" },
{ CharState_SwimTurnLeft, "swimturnleft" },
{ CharState_SwimTurnRight, "swimturnright" },
};
static const StateInfo *sMovementListEnd = &sMovementList[sizeof(sMovementList)/sizeof(sMovementList[0])];
class FindCharState {
CharacterState state;
public:
FindCharState(CharacterState _state) : state(_state) { }
bool operator()(const StateInfo &info) const
{ return info.state == state; }
};
static const struct WeaponInfo {
WeaponType type;
const char shortgroup[16];
const char longgroup[16];
} sWeaponTypeList[] = {
{ WeapType_HandToHand, "hh", "handtohand" },
{ WeapType_OneHand, "1h", "weapononehand" },
{ WeapType_TwoHand, "2c", "weapontwohand" },
{ WeapType_TwoWide, "2w", "weapontwowide" },
{ WeapType_BowAndArrow, "1h", "bowandarrow" },
{ WeapType_Crossbow, "crossbow", "crossbow" },
{ WeapType_Thrown, "1h", "throwweapon" },
{ WeapType_PickProbe, "1h", "pickprobe" },
{ WeapType_Spell, "spell", "spellcast" },
};
static const WeaponInfo *sWeaponTypeListEnd = &sWeaponTypeList[sizeof(sWeaponTypeList)/sizeof(sWeaponTypeList[0])];
class FindWeaponType {
WeaponType type;
public:
FindWeaponType(WeaponType _type) : type(_type) { }
bool operator()(const WeaponInfo &weap) const
{ return weap.type == type; }
};
std::string CharacterController::chooseRandomGroup (const std::string& prefix, int* num) const
{
int numAnims=0;
while (mAnimation->hasAnimation(prefix + toString(numAnims+1)))
++numAnims;
int roll = Misc::Rng::rollDice(numAnims) + 1; // [1, numAnims]
if (num)
*num = roll;
return prefix + toString(roll);
}
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"))
{
mTimeUntilWake = Misc::Rng::rollClosedProbability() * 2 + 1; // Wake up after 1 to 3 seconds
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"))
{
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("swimhit");
if (isSwimming && mAnimation->hasAnimation(anim))
{
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"))
{
mHitState = CharState_Block;
mCurrentHit = "shield";
MWRender::Animation::AnimPriority priorityBlock (Priority_Hit);
priorityBlock[MWRender::Animation::BoneGroup_LeftArm] = Priority_Block;
mAnimation->play(mCurrentHit, priorityBlock, MWRender::Animation::BlendMask_All, true, 1, "block start", "block stop", 0.0f, 0);
}
// Cancel upper body animations
if (isKnockedOut() || isKnockedDown())
{
if (mUpperBodyState > UpperCharState_WeapEquiped)
{
mAnimation->disable(mCurrentWeapon);
mUpperBodyState = UpperCharState_WeapEquiped;
}
else if (mUpperBodyState > UpperCharState_Nothing && mUpperBodyState < UpperCharState_WeapEquiped)
{
mAnimation->disable(mCurrentWeapon);
mUpperBodyState = UpperCharState_Nothing;
}
}
}
else if(!mAnimation->isPlaying(mCurrentHit))
{
mCurrentHit.erase();
if (knockdown)
mPtr.getClass().getCreatureStats(mPtr).setKnockedDown(false);
if (recovery)
mPtr.getClass().getCreatureStats(mPtr).setHitRecovery(false);
if (block)
mPtr.getClass().getCreatureStats(mPtr).setBlock(false);
mHitState = CharState_None;
}
else if (isKnockedOut() && mPtr.getClass().getCreatureStats(mPtr).getFatigue().getCurrent() > 0
&& mTimeUntilWake <= 0)
{
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);
}
if (mHitState != CharState_None)
mIdleState = CharState_None;
}
void CharacterController::refreshJumpAnims(const WeaponInfo* weap, JumpingState jump, bool force)
{
if(force || jump != mJumpState)
{
mIdleState = CharState_None;
bool startAtLoop = (jump == mJumpState);
mJumpState = jump;
std::string jumpAnimName;
MWRender::Animation::BlendMask jumpmask = MWRender::Animation::BlendMask_All;
if(mJumpState != JumpState_None)
{
jumpAnimName = "jump";
if(weap != sWeaponTypeListEnd)
{
jumpAnimName += weap->shortgroup;
if(!mAnimation->hasAnimation(jumpAnimName))
{
jumpmask = MWRender::Animation::BlendMask_LowerBody;
jumpAnimName = "jump";
// For crossbow animations use 1h ones as fallback
if (mWeaponType == WeapType_Crossbow)
jumpAnimName += "1h";
}
}
}
if (!mCurrentJump.empty())
{
mAnimation->disable(mCurrentJump);
mCurrentJump.clear();
}
if(mJumpState == JumpState_InAir)
{
if (mAnimation->hasAnimation(jumpAnimName))
{
mAnimation->play(jumpAnimName, Priority_Jump, jumpmask, false,
1.0f, (startAtLoop?"loop start":"start"), "stop", 0.0f, ~0ul);
mCurrentJump = jumpAnimName;
}
}
else if (mJumpState == JumpState_Landing)
{
if (mAnimation->hasAnimation(jumpAnimName))
{
mAnimation->play(jumpAnimName, Priority_Jump, jumpmask, true,
1.0f, "loop stop", "stop", 0.0f, 0);
mCurrentJump = jumpAnimName;
}
}
}
}
void CharacterController::refreshMovementAnims(const WeaponInfo* weap, CharacterState movement, bool force)
{
if(force || movement != mMovementState)
{
mMovementState = movement;
if (movement != CharState_None)
mIdleState = CharState_None;
std::string movementAnimName;
MWRender::Animation::BlendMask movemask = MWRender::Animation::BlendMask_All;
const StateInfo *movestate = std::find_if(sMovementList, sMovementListEnd, FindCharState(mMovementState));
if(movestate != sMovementListEnd)
{
movementAnimName = movestate->groupname;
if(weap != sWeaponTypeListEnd && movementAnimName.find("swim") == std::string::npos)
{
if (mWeaponType == WeapType_Spell && (mMovementState == CharState_TurnLeft || mMovementState == CharState_TurnRight)) // Spellcasting stance turning is a special case
movementAnimName = weap->shortgroup + movementAnimName;
else
movementAnimName += weap->shortgroup;
if(!mAnimation->hasAnimation(movementAnimName))
{
movemask = MWRender::Animation::BlendMask_LowerBody;
movementAnimName = movestate->groupname;
// For crossbow animations use 1h ones as fallback
if (mWeaponType == WeapType_Crossbow)
movementAnimName += "1h";
}
}
if(!mAnimation->hasAnimation(movementAnimName))
{
std::string::size_type swimpos = movementAnimName.find("swim");
if(swimpos == std::string::npos)
{
std::string::size_type runpos = movementAnimName.find("run");
if (runpos != std::string::npos)
{
movementAnimName.replace(runpos, runpos+3, "walk");
if (!mAnimation->hasAnimation(movementAnimName))
movementAnimName.clear();
}
else
movementAnimName.clear();
}
else
{
movementAnimName.erase(swimpos, 4);
if (weap != sWeaponTypeListEnd)
{
std::string weapMovementAnimName = movementAnimName + weap->shortgroup;
if(mAnimation->hasAnimation(weapMovementAnimName))
movementAnimName = weapMovementAnimName;
else
movemask = MWRender::Animation::BlendMask_LowerBody;
}
if (!mAnimation->hasAnimation(movementAnimName))
movementAnimName.clear();
}
}
}
// If we're playing the same animation, start it from the point it ended
bool sameAnim = (movementAnimName == mCurrentMovement);
float startPoint = 0.f;
if (sameAnim)
mAnimation->getInfo(mCurrentMovement, &startPoint);
mMovementAnimationControlled = true;
mAnimation->disable(mCurrentMovement);
mCurrentMovement = movementAnimName;
if(!mCurrentMovement.empty())
{
bool isrunning = mPtr.getClass().getCreatureStats(mPtr).getStance(MWMechanics::CreatureStats::Stance_Run)
&& !MWBase::Environment::get().getWorld()->isFlying(mPtr);
// For non-flying creatures, MW uses the Walk animation to calculate the animation velocity
// even if we are running. This must be replicated, otherwise the observed speed would differ drastically.
std::string anim = mCurrentMovement;
mAdjustMovementAnimSpeed = true;
if (mPtr.getClass().getTypeName() == typeid(ESM::Creature).name()
&& !(mPtr.get<ESM::Creature>()->mBase->mFlags & ESM::Creature::Flies))
{
CharacterState walkState = runStateToWalkState(mMovementState);
const StateInfo *stateinfo = std::find_if(sMovementList, sMovementListEnd, FindCharState(walkState));
anim = stateinfo->groupname;
mMovementAnimSpeed = mAnimation->getVelocity(anim);
if (mMovementAnimSpeed <= 1.0f)
{
// Another bug: when using a fallback animation (e.g. RunForward as fallback to SwimRunForward),
// then the equivalent Walk animation will not use a fallback, and if that animation doesn't exist
// we will play without any scaling.
// Makes the speed attribute of most water creatures totally useless.
// And again, this can not be fixed without patching game data.
mAdjustMovementAnimSpeed = false;
mMovementAnimSpeed = 1.f;
}
}
else
{
mMovementAnimSpeed = mAnimation->getVelocity(anim);
if (mMovementAnimSpeed <= 1.0f)
{
// The first person anims don't have any velocity to calculate a speed multiplier from.
// We use the third person velocities instead.
// FIXME: should be pulled from the actual animation, but it is not presently loaded.
mMovementAnimSpeed = (isrunning ? 222.857f : 154.064f);
mMovementAnimationControlled = false;
}
}
mAnimation->play(mCurrentMovement, Priority_Movement, movemask, false,
1.f, (!sameAnim ? "start" : "loop start"), "stop", startPoint, ~0ul, true);
}
}
}
void CharacterController::refreshIdleAnims(const WeaponInfo* weap, CharacterState idle, bool force)
{
if(force || idle != mIdleState || (!mAnimation->isPlaying(mCurrentIdle) && mAnimQueue.empty()))
{
mIdleState = idle;
size_t numLoops = ~0ul;
std::string idleGroup;
MWRender::Animation::AnimPriority idlePriority (Priority_Default);
// Only play "idleswim" or "idlesneak" if they exist. Otherwise, fallback to
// "idle"+weapon or "idle".
if(mIdleState == CharState_IdleSwim && mAnimation->hasAnimation("idleswim"))
{
idleGroup = "idleswim";
idlePriority = Priority_SwimIdle;
}
else if(mIdleState == CharState_IdleSneak && mAnimation->hasAnimation("idlesneak"))
{
idleGroup = "idlesneak";
idlePriority[MWRender::Animation::BoneGroup_LowerBody] = Priority_SneakIdleLowerBody;
}
else if(mIdleState != CharState_None)
{
idleGroup = "idle";
if(weap != sWeaponTypeListEnd)
{
idleGroup += weap->shortgroup;
if(!mAnimation->hasAnimation(idleGroup))
idleGroup = "idle";
// play until the Loop Stop key 2 to 5 times, then play until the Stop key
// this replicates original engine behavior for the "Idle1h" 1st-person animation
numLoops = 1 + Misc::Rng::rollDice(4);
}
}
mAnimation->disable(mCurrentIdle);
mCurrentIdle = idleGroup;
if(!mCurrentIdle.empty())
mAnimation->play(mCurrentIdle, idlePriority, MWRender::Animation::BlendMask_All, false,
1.0f, "start", "stop", 0.0f, numLoops, true);
}
}
void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterState movement, JumpingState jump, bool force)
{
// If the current animation is persistent, do not touch it
if (isPersistentAnimPlaying())
return;
if (mPtr.getClass().isActor())
refreshHitRecoilAnims();
const WeaponInfo *weap = std::find_if(sWeaponTypeList, sWeaponTypeListEnd, FindWeaponType(mWeaponType));
if (!mPtr.getClass().isBipedal(mPtr))
weap = sWeaponTypeListEnd;
refreshJumpAnims(weap, jump, force);
refreshMovementAnims(weap, movement, force);
// idle handled last as it can depend on the other states
// 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 && !isTurning())
|| mHitState != CharState_None)
&& !mPtr.getClass().isBipedal(mPtr))
idle = CharState_None;
refreshIdleAnims(weap, idle, force);
}
void getWeaponGroup(WeaponType weaptype, std::string &group)
{
const WeaponInfo *info = std::find_if(sWeaponTypeList, sWeaponTypeListEnd, FindWeaponType(weaptype));
if(info != sWeaponTypeListEnd)
group = info->longgroup;
else
group.clear();
}
MWWorld::ContainerStoreIterator getActiveWeapon(CreatureStats &stats, MWWorld::InventoryStore &inv, WeaponType *weaptype)
{
if(stats.getDrawState() == DrawState_Spell)
{
*weaptype = WeapType_Spell;
return inv.end();
}
if(stats.getDrawState() == MWMechanics::DrawState_Weapon)
{
MWWorld::ContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
if(weapon == inv.end())
*weaptype = WeapType_HandToHand;
else
{
const std::string &type = weapon->getTypeName();
if(type == typeid(ESM::Lockpick).name() || type == typeid(ESM::Probe).name())
*weaptype = WeapType_PickProbe;
else if(type == typeid(ESM::Weapon).name())
{
MWWorld::LiveCellRef<ESM::Weapon> *ref = weapon->get<ESM::Weapon>();
ESM::Weapon::Type weaponType = (ESM::Weapon::Type)ref->mBase->mData.mType;
switch(weaponType)
{
case ESM::Weapon::ShortBladeOneHand:
case ESM::Weapon::LongBladeOneHand:
case ESM::Weapon::BluntOneHand:
case ESM::Weapon::AxeOneHand:
case ESM::Weapon::Arrow:
case ESM::Weapon::Bolt:
*weaptype = WeapType_OneHand;
break;
case ESM::Weapon::LongBladeTwoHand:
case ESM::Weapon::BluntTwoClose:
case ESM::Weapon::AxeTwoHand:
*weaptype = WeapType_TwoHand;
break;
case ESM::Weapon::BluntTwoWide:
case ESM::Weapon::SpearTwoWide:
*weaptype = WeapType_TwoWide;
break;
case ESM::Weapon::MarksmanBow:
*weaptype = WeapType_BowAndArrow;
break;
case ESM::Weapon::MarksmanCrossbow:
*weaptype = WeapType_Crossbow;
break;
case ESM::Weapon::MarksmanThrown:
*weaptype = WeapType_Thrown;
break;
}
}
}
return weapon;
}
return inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
}
void CharacterController::playDeath(float startpoint, CharacterState death)
{
// Make sure the character was swimming upon death for forward-compatibility
const bool wasSwimming = MWBase::Environment::get().getWorld()->isSwimming(mPtr);
switch (death)
{
case CharState_SwimDeath:
mCurrentDeath = "swimdeath";
break;
case CharState_SwimDeathKnockDown:
mCurrentDeath = (wasSwimming ? "swimdeathknockdown" : "deathknockdown");
break;
case CharState_SwimDeathKnockOut:
mCurrentDeath = (wasSwimming ? "swimdeathknockout" : "deathknockout");
break;
case CharState_DeathKnockDown:
mCurrentDeath = "deathknockdown";
break;
case CharState_DeathKnockOut:
mCurrentDeath = "deathknockout";
break;
default:
mCurrentDeath = "death" + toString(death - CharState_Death1 + 1);
}
mDeathState = death;
mPtr.getClass().getCreatureStats(mPtr).setDeathAnimation(mDeathState - CharState_Death1);
// For dead actors, refreshCurrentAnims is no longer called, so we need to disable the movement state manually.
// Note that these animations wouldn't actually be visible (due to the Death animation's priority being higher).
// However, they could still trigger text keys, such as Hit events, or sounds.
mMovementState = CharState_None;
mAnimation->disable(mCurrentMovement);
mCurrentMovement = "";
mUpperBodyState = UpperCharState_Nothing;
mAnimation->disable(mCurrentWeapon);
mCurrentWeapon = "";
mHitState = CharState_None;
mAnimation->disable(mCurrentHit);
mCurrentHit = "";
mIdleState = CharState_None;
mAnimation->disable(mCurrentIdle);
mCurrentIdle = "";
mJumpState = JumpState_None;
mAnimation->disable(mCurrentJump);
mCurrentJump = "";
mMovementAnimationControlled = true;
mAnimation->play(mCurrentDeath, Priority_Death, MWRender::Animation::BlendMask_All,
false, 1.0f, "start", "stop", startpoint, 0);
}
CharacterState CharacterController::chooseRandomDeathState() const
{
int selected=0;
chooseRandomGroup("death", &selected);
return static_cast<CharacterState>(CharState_Death1 + (selected-1));
}
void CharacterController::playRandomDeath(float startpoint)
{
/*
Start of tes3mp addition
If this is a LocalActor or DedicatedActor whose death animation is supposed to be finished,
set the startpoint to the animation's end
*/
if (mPtr.getClass().getCreatureStats(mPtr).isDeathAnimationFinished() && (mwmp::Main::get().getCellController()->isLocalActor(mPtr) || mwmp::Main::get().getCellController()->isDedicatedActor(mPtr)))
{
startpoint = 1.F;
}
/*
End of tes3mp addition
*/
if (mPtr == getPlayer())
{
// The first-person animations do not include death, so we need to
// force-switch to third person before playing the death animation.
MWBase::Environment::get().getWorld()->useDeathCamera();
}
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;
}
else if (mHitState == CharState_KnockDown && mAnimation->hasAnimation("deathknockdown"))
{
mDeathState = CharState_DeathKnockDown;
}
else if (mHitState == CharState_KnockOut && mAnimation->hasAnimation("deathknockout"))
{
mDeathState = CharState_DeathKnockOut;
}
else
{
mDeathState = chooseRandomDeathState();
}
// Do not interrupt scripted animation by death
if (isPersistentAnimPlaying())
return;
playDeath(startpoint, mDeathState);
}
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(WeapType_None)
, mAttackStrength(0.f)
, mSkipAnim(false)
, mSecondsOfSwimming(0)
, mSecondsOfRunning(0)
, mTurnAnimationThreshold(0)
, mAttackingOrSpell(false)
, mCastingManualSpell(false)
, mTimeUntilWake(0.f)
{
if(!mAnimation)
return;
mAnimation->setTextKeyListener(this);
const MWWorld::Class &cls = mPtr.getClass();
if(cls.isActor())
{
/* Accumulate along X/Y only for now, until we can figure out how we should
* handle knockout and death which moves the character down. */
mAnimation->setAccumulation(osg::Vec3f(1.0f, 1.0f, 0.0f));
if (cls.hasInventoryStore(mPtr))
{
getActiveWeapon(cls.getCreatureStats(mPtr), cls.getInventoryStore(mPtr), &mWeaponType);
if (mWeaponType != WeapType_None)
{
mUpperBodyState = UpperCharState_WeapEquiped;
getWeaponGroup(mWeaponType, mCurrentWeapon);
}
if(mWeaponType != WeapType_None && mWeaponType != WeapType_Spell && mWeaponType != WeapType_HandToHand)
{
mAnimation->showWeapons(true);
mAnimation->setWeaponGroup(mCurrentWeapon);
}
mAnimation->showCarriedLeft(updateCarriedLeftVisible(mWeaponType));
}
if(!cls.getCreatureStats(mPtr).isDead())
mIdleState = CharState_Idle;
else
{
const MWMechanics::CreatureStats& cStats = mPtr.getClass().getCreatureStats(mPtr);
if (cStats.isDeathAnimationFinished())
{
// Set the death state, but don't play it yet
// We will play it in the first frame, but only if no script set the skipAnim flag
signed char deathanim = cStats.getDeathAnimation();
if (deathanim == -1)
mDeathState = chooseRandomDeathState();
else
mDeathState = static_cast<CharacterState>(CharState_Death1 + deathanim);
mFloatToSurface = false;
}
// else: nothing to do, will detect death in the next frame and start playing death animation
}
}
else
{
/* Don't accumulate with non-actors. */
mAnimation->setAccumulation(osg::Vec3f(0.f, 0.f, 0.f));
mIdleState = CharState_Idle;
}
// Do not update animation status for dead actors
if(mDeathState == CharState_None && (!cls.isActor() || !cls.getCreatureStats(mPtr).isDead()))
refreshCurrentAnims(mIdleState, mMovementState, mJumpState, true);
mAnimation->runAnimation(0.f);
unpersistAnimationState();
}
CharacterController::~CharacterController()
{
if (mAnimation)
{
persistAnimationState();
mAnimation->setTextKeyListener(NULL);
}
}
void split(const std::string &s, char delim, std::vector<std::string> &elems) {
std::stringstream ss(s);
std::string item;
while (std::getline(ss, item, delim)) {
elems.push_back(item);
}
}
void CharacterController::handleTextKey(const std::string &groupname, const std::multimap<float, std::string>::const_iterator &key, const std::multimap<float, std::string> &map)
{
const std::string &evt = key->second;
if(evt.compare(0, 7, "sound: ") == 0)
{
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
sndMgr->stopSound3D(mPtr, evt.substr(7));
sndMgr->playSound3D(mPtr, evt.substr(7), 1.0f, 1.0f);
return;
}
if(evt.compare(0, 10, "soundgen: ") == 0)
{
std::string soundgen = evt.substr(10);
// The event can optionally contain volume and pitch modifiers
float volume=1.f, pitch=1.f;
if (soundgen.find(" ") != std::string::npos)
{
std::vector<std::string> tokens;
split(soundgen, ' ', tokens);
soundgen = tokens[0];
if (tokens.size() >= 2)
{
std::stringstream stream;
stream << tokens[1];
stream >> volume;
}
if (tokens.size() >= 3)
{
std::stringstream stream;
stream << tokens[2];
stream >> pitch;
}
}
std::string sound = mPtr.getClass().getSoundIdFromSndGen(mPtr, soundgen);
if(!sound.empty())
{
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
if(evt.compare(10, evt.size()-10, "left") == 0 || evt.compare(10, evt.size()-10, "right") == 0 || evt.compare(10, evt.size()-10, "land") == 0)
{
// Don't make foot sounds local for the player, it makes sense to keep them
// positioned on the ground.
sndMgr->playSound3D(mPtr, sound, volume, pitch, MWSound::Type::Foot,
MWSound::PlayMode::NoPlayerLocal);
}
else
{
sndMgr->stopSound3D(mPtr, sound);
sndMgr->playSound3D(mPtr, sound, volume, pitch);
}
}
return;
}
if(evt.compare(0, groupname.size(), groupname) != 0 ||
evt.compare(groupname.size(), 2, ": ") != 0)
{
// Not ours, skip it
return;
}
size_t off = groupname.size()+2;
size_t len = evt.size() - off;
if(evt.compare(off, len, "equip attach") == 0)
mAnimation->showWeapons(true);
else if(evt.compare(off, len, "unequip detach") == 0)
mAnimation->showWeapons(false);
else if(evt.compare(off, len, "chop hit") == 0)
mPtr.getClass().hit(mPtr, mAttackStrength, ESM::Weapon::AT_Chop);
else if(evt.compare(off, len, "slash hit") == 0)
mPtr.getClass().hit(mPtr, mAttackStrength, ESM::Weapon::AT_Slash);
else if(evt.compare(off, len, "thrust hit") == 0)
mPtr.getClass().hit(mPtr, mAttackStrength, ESM::Weapon::AT_Thrust);
else if(evt.compare(off, len, "hit") == 0)
{
if (groupname == "attack1" || groupname == "swimattack1")
mPtr.getClass().hit(mPtr, mAttackStrength, ESM::Weapon::AT_Chop);
else if (groupname == "attack2" || groupname == "swimattack2")
mPtr.getClass().hit(mPtr, mAttackStrength, ESM::Weapon::AT_Slash);
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 || groupname.compare(0, groupname.size()-1, "swimattack") == 0)
&& evt.compare(off, len, "start") == 0)
{
std::multimap<float, std::string>::const_iterator hitKey = key;
// 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")
{
hasHitKey = true;
break;
}
if (hitKey->second == groupname + ": stop")
break;
++hitKey;
}
if (!hasHitKey)
{
if (groupname == "attack1" || groupname == "swimattack1")
mPtr.getClass().hit(mPtr, mAttackStrength, ESM::Weapon::AT_Chop);
else if (groupname == "attack2" || groupname == "swimattack2")
mPtr.getClass().hit(mPtr, mAttackStrength, ESM::Weapon::AT_Slash);
else if (groupname == "attack3" || groupname == "swimattack3")
mPtr.getClass().hit(mPtr, mAttackStrength, ESM::Weapon::AT_Thrust);
}
}
else if (evt.compare(off, len, "shoot attach") == 0)
mAnimation->attachArrow();
else if (evt.compare(off, len, "shoot release") == 0)
mAnimation->releaseArrow(mAttackStrength);
else if (evt.compare(off, len, "shoot follow attach") == 0)
mAnimation->attachArrow();
else if (groupname == "spellcast" && evt.substr(evt.size()-7, 7) == "release"
// Make sure this key is actually for the RangeType we are casting. The flame atronach has
// the same animation for all range types, so there are 3 "release" keys on the same time, one for each range type.
&& evt.compare(off, len, mAttackType + " release") == 0)
{
MWBase::Environment::get().getWorld()->castSpell(mPtr, mCastingManualSpell);
mCastingManualSpell = false;
}
else if (groupname == "shield" && evt.compare(off, len, "block hit") == 0)
mPtr.getClass().block(mPtr);
}
void CharacterController::updatePtr(const MWWorld::Ptr &ptr)
{
mPtr = ptr;
}
void CharacterController::updateIdleStormState(bool inwater)
{
bool inStormDirection = false;
if (MWBase::Environment::get().getWorld()->isInStorm())
{
osg::Vec3f stormDirection = MWBase::Environment::get().getWorld()->getStormDirection();
osg::Vec3f characterDirection = mPtr.getRefData().getBaseNode()->getAttitude() * osg::Vec3f(0,1,0);
inStormDirection = std::acos(stormDirection * characterDirection / (stormDirection.length() * characterDirection.length()))
> osg::DegreesToRadians(120.f);
}
if (inStormDirection && !inwater && mUpperBodyState == UpperCharState_Nothing && mAnimation->hasAnimation("idlestorm"))
{
float complete = 0;
mAnimation->getInfo("idlestorm", &complete);
if (complete == 0)
mAnimation->play("idlestorm", Priority_Storm, MWRender::Animation::BlendMask_RightArm, false,
1.0f, "start", "loop start", 0.0f, 0);
else if (complete == 1)
mAnimation->play("idlestorm", Priority_Storm, MWRender::Animation::BlendMask_RightArm, false,
1.0f, "loop start", "loop stop", 0.0f, ~0ul);
}
else
{
if (mUpperBodyState == UpperCharState_Nothing)
{
if (mAnimation->isPlaying("idlestorm"))
{
if (mAnimation->getCurrentTime("idlestorm") < mAnimation->getTextKeyTime("idlestorm: loop stop"))
{
mAnimation->play("idlestorm", Priority_Storm, MWRender::Animation::BlendMask_RightArm, true,
1.0f, "loop stop", "stop", 0.0f, 0);
}
}
}
else
mAnimation->disable("idlestorm");
}
}
bool CharacterController::updateCreatureState()
{
const MWWorld::Class &cls = mPtr.getClass();
CreatureStats &stats = cls.getCreatureStats(mPtr);
WeaponType weapType = WeapType_None;
if(stats.getDrawState() == DrawState_Weapon)
weapType = WeapType_HandToHand;
else if (stats.getDrawState() == DrawState_Spell)
weapType = WeapType_Spell;
if (weapType != mWeaponType)
{
mWeaponType = weapType;
if (mAnimation->isPlaying(mCurrentWeapon))
mAnimation->disable(mCurrentWeapon);
}
if(mAttackingOrSpell)
{
if(mUpperBodyState == UpperCharState_Nothing && mHitState == CharState_None)
{
MWBase::Environment::get().getWorld()->breakInvisibility(mPtr);
std::string startKey = "start";
std::string stopKey = "stop";
if (weapType == WeapType_Spell)
{
const std::string spellid = stats.getSpells().getSelectedSpell();
bool canCast = mCastingManualSpell || MWBase::Environment::get().getWorld()->startSpellCast(mPtr);
if (!spellid.empty() && canCast)
{
/*
Start of tes3mp addition
If this mPtr belongs to a LocalPlayer or LocalActor, get their Attack and prepare
it for sending
*/
mwmp::Attack *localAttack = MechanicsHelper::getLocalAttack(mPtr);
if (localAttack)
{
MechanicsHelper::resetAttack(localAttack);
localAttack->type = mwmp::Attack::MAGIC;
localAttack->pressed = true;
localAttack->shouldSend = true;
}
/*
End of tes3mp addition
*/
MWMechanics::CastSpell cast(mPtr, NULL, false, mCastingManualSpell);
cast.playSpellCastingEffects(spellid);
/*
Start of tes3mp addition
Mark the attack as instant if there is no spellcast animation
*/
if (!mAnimation->hasAnimation("spellcast"))
localAttack->instant = true;
/*
End of tes3mp addition
*/
if (!mAnimation->hasAnimation("spellcast"))
{
MWBase::Environment::get().getWorld()->castSpell(mPtr, mCastingManualSpell); // No "release" text key to use, so cast immediately
mCastingManualSpell = false;
}
else
{
const ESM::Spell *spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(spellid);
const ESM::ENAMstruct &effectentry = spell->mEffects.mList.at(0);
switch(effectentry.mRange)
{
case 0: mAttackType = "self"; break;
case 1: mAttackType = "touch"; break;
case 2: mAttackType = "target"; break;
}
startKey = mAttackType + " " + startKey;
stopKey = mAttackType + " " + stopKey;
mCurrentWeapon = "spellcast";
}
}
else
mCurrentWeapon = "";
}
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 = isSwimming && mAnimation->hasAnimation("swimattack1") ? "swimattack1" : "attack1";
else if (roll == 1)
mCurrentWeapon = isSwimming && mAnimation->hasAnimation("swimattack2") ? "swimattack2" : "attack2";
else
mCurrentWeapon = isSwimming && mAnimation->hasAnimation("swimattack3") ? "swimattack3" : "attack3";
}
if (!mCurrentWeapon.empty())
{
mAnimation->play(mCurrentWeapon, Priority_Weapon,
MWRender::Animation::BlendMask_All, true,
1, startKey, stopKey,
0.0f, 0);
mUpperBodyState = UpperCharState_StartToMinAttack;
mAttackStrength = std::min(1.f, 0.1f + Misc::Rng::rollClosedProbability());
if (weapType == WeapType_HandToHand)
playSwishSound(0.0f);
}
}
mAttackingOrSpell = false;
}
bool animPlaying = mAnimation->getInfo(mCurrentWeapon);
if (!animPlaying)
mUpperBodyState = UpperCharState_Nothing;
return false;
}
bool CharacterController::updateCarriedLeftVisible(WeaponType weaptype) const
{
// Shields/torches shouldn't be visible during any operation involving two hands
// There seems to be no text keys for this purpose, except maybe for "[un]equip start/stop",
// but they are also present in weapon drawing animation.
switch (weaptype)
{
case WeapType_Spell:
case WeapType_BowAndArrow:
case WeapType_Crossbow:
case WeapType_HandToHand:
case WeapType_TwoHand:
case WeapType_TwoWide:
return false;
default:
return true;
}
}
bool CharacterController::updateWeaponState()
{
const MWWorld::Class &cls = mPtr.getClass();
CreatureStats &stats = cls.getCreatureStats(mPtr);
WeaponType weaptype = WeapType_None;
if(stats.getDrawState() == DrawState_Weapon)
weaptype = WeapType_HandToHand;
else if (stats.getDrawState() == DrawState_Spell)
weaptype = WeapType_Spell;
const bool isWerewolf = cls.isNpc() && cls.getNpcStats(mPtr).isWerewolf();
std::string upSoundId;
std::string downSoundId;
if (mPtr.getClass().hasInventoryStore(mPtr))
{
MWWorld::InventoryStore &inv = cls.getInventoryStore(mPtr);
MWWorld::ContainerStoreIterator weapon = getActiveWeapon(stats, inv, &weaptype);
if(stats.getDrawState() == DrawState_Spell)
weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
if(weapon != inv.end() && mWeaponType != WeapType_HandToHand && weaptype > WeapType_HandToHand && weaptype < WeapType_Spell)
upSoundId = weapon->getClass().getUpSoundId(*weapon);
if(weapon != inv.end() && mWeaponType > WeapType_HandToHand && mWeaponType < WeapType_Spell)
downSoundId = weapon->getClass().getDownSoundId(*weapon);
// weapon->HtH switch: weapon is empty already, so we need to take sound from previous weapon
if(weapon == inv.end() && !mWeapon.isEmpty() && weaptype == WeapType_HandToHand && mWeaponType != WeapType_Spell)
downSoundId = mWeapon.getClass().getDownSoundId(mWeapon);
mWeapon = weapon != inv.end() ? *weapon : MWWorld::Ptr();
}
MWRender::Animation::AnimPriority priorityWeapon(Priority_Weapon);
priorityWeapon[MWRender::Animation::BoneGroup_LowerBody] = Priority_WeaponLowerBody;
bool forcestateupdate = false;
// We should not play equipping animation and sound during weapon->weapon transition
bool isStillWeapon = weaptype > WeapType_HandToHand && weaptype < WeapType_Spell &&
mWeaponType > WeapType_HandToHand && mWeaponType < WeapType_Spell;
if(weaptype != mWeaponType && !isKnockedOut() &&
!isKnockedDown() && !isRecovery())
{
std::string weapgroup;
if ((!isWerewolf || mWeaponType != WeapType_Spell)
&& mUpperBodyState != UpperCharState_UnEquipingWeap
&& !isStillWeapon)
{
// Note: we do not disable unequipping animation automatically to avoid body desync
getWeaponGroup(mWeaponType, weapgroup);
mAnimation->play(weapgroup, priorityWeapon,
MWRender::Animation::BlendMask_All, false,
1.0f, "unequip start", "unequip stop", 0.0f, 0);
mUpperBodyState = UpperCharState_UnEquipingWeap;
if(!downSoundId.empty())
{
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
sndMgr->playSound3D(mPtr, downSoundId, 1.0f, 1.0f);
}
}
float complete;
bool animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
if (!animPlaying || complete >= 1.0f)
{
forcestateupdate = true;
mAnimation->showCarriedLeft(updateCarriedLeftVisible(weaptype));
getWeaponGroup(weaptype, weapgroup);
mAnimation->setWeaponGroup(weapgroup);
if (!isStillWeapon)
{
if (weaptype == WeapType_None)
{
// Disable current weapon animation manually
mAnimation->disable(mCurrentWeapon);
}
else
{
mAnimation->showWeapons(false);
mAnimation->play(weapgroup, priorityWeapon,
MWRender::Animation::BlendMask_All, true,
1.0f, "equip start", "equip stop", 0.0f, 0);
mUpperBodyState = UpperCharState_EquipingWeap;
}
}
if(isWerewolf)
{
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
const ESM::Sound *sound = store.get<ESM::Sound>().searchRandom("WolfEquip");
if(sound)
{
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
sndMgr->playSound3D(mPtr, sound->mId, 1.0f, 1.0f);
}
}
mWeaponType = weaptype;
getWeaponGroup(mWeaponType, mCurrentWeapon);
if(!upSoundId.empty() && !isStillWeapon)
{
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
sndMgr->playSound3D(mPtr, upSoundId, 1.0f, 1.0f);
}
}
}
if(isWerewolf)
{
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
if(cls.getCreatureStats(mPtr).getStance(MWMechanics::CreatureStats::Stance_Run)
&& mHasMovedInXY
&& !MWBase::Environment::get().getWorld()->isSwimming(mPtr)
&& mWeaponType == WeapType_None)
{
if(!sndMgr->getSoundPlaying(mPtr, "WolfRun"))
sndMgr->playSound3D(mPtr, "WolfRun", 1.0f, 1.0f, MWSound::Type::Sfx,
MWSound::PlayMode::Loop);
}
else
sndMgr->stopSound3D(mPtr, "WolfRun");
}
// Cancel attack if we no longer have ammunition
bool ammunition = true;
bool isWeapon = false;
float weapSpeed = 1.f;
if (mPtr.getClass().hasInventoryStore(mPtr))
{
MWWorld::InventoryStore &inv = cls.getInventoryStore(mPtr);
MWWorld::ConstContainerStoreIterator weapon = getActiveWeapon(stats, inv, &weaptype);
isWeapon = (weapon != inv.end() && weapon->getTypeName() == typeid(ESM::Weapon).name());
if(isWeapon)
weapSpeed = weapon->get<ESM::Weapon>()->mBase->mData.mSpeed;
MWWorld::ConstContainerStoreIterator ammo = inv.getSlot(MWWorld::InventoryStore::Slot_Ammunition);
if (mWeaponType == WeapType_Crossbow)
ammunition = (ammo != inv.end() && ammo->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::Bolt);
else if (mWeaponType == WeapType_BowAndArrow)
ammunition = (ammo != inv.end() && ammo->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::Arrow);
if (!ammunition && mUpperBodyState > UpperCharState_WeapEquiped)
{
mAnimation->disable(mCurrentWeapon);
mUpperBodyState = UpperCharState_WeapEquiped;
}
}
// Combat for actors with persistent animations obviously will be buggy
if (isPersistentAnimPlaying())
return forcestateupdate;
float complete;
bool animPlaying;
if(mAttackingOrSpell)
{
MWWorld::Ptr player = getPlayer();
// We should reset player's idle animation in the first-person mode.
if (mPtr == player && MWBase::Environment::get().getWorld()->isFirstPerson())
mIdleState = CharState_None;
// In other cases we should not break swim and sneak animations
if (mIdleState != CharState_IdleSneak && mIdleState != CharState_IdleSwim)
mIdleState = CharState_None;
if(mUpperBodyState == UpperCharState_WeapEquiped && (mHitState == CharState_None || mHitState == CharState_Block))
{
MWBase::Environment::get().getWorld()->breakInvisibility(mPtr);
mAttackStrength = 0;
if(mWeaponType == WeapType_Spell)
{
// Unset casting flag, otherwise pressing the mouse button down would
// continue casting every frame if there is no animation
mAttackingOrSpell = false;
if (mPtr == player)
{
MWBase::Environment::get().getWorld()->getPlayer().setAttackingOrSpell(false);
}
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
// For the player, set the spell we want to cast
// This has to be done at the start of the casting animation,
// *not* when selecting a spell in the GUI (otherwise you could change the spell mid-animation)
if (mPtr == player)
{
std::string selectedSpell = MWBase::Environment::get().getWindowManager()->getSelectedSpell();
stats.getSpells().setSelectedSpell(selectedSpell);
}
std::string spellid = stats.getSpells().getSelectedSpell();
bool canCast = mCastingManualSpell || MWBase::Environment::get().getWorld()->startSpellCast(mPtr);
if(!spellid.empty() && canCast)
{
/*
Start of tes3mp addition
If this mPtr belongs to a LocalPlayer or LocalActor, get their Attack and prepare
it for sending
*/
mwmp::Attack *localAttack = MechanicsHelper::getLocalAttack(mPtr);
if (localAttack)
{
MechanicsHelper::resetAttack(localAttack);
localAttack->type = mwmp::Attack::MAGIC;
localAttack->pressed = true;
localAttack->shouldSend = true;
}
/*
End of tes3mp addition
*/
MWMechanics::CastSpell cast(mPtr, NULL, false, mCastingManualSpell);
cast.playSpellCastingEffects(spellid);
const ESM::Spell *spell = store.get<ESM::Spell>().find(spellid);
const ESM::ENAMstruct &lastEffect = spell->mEffects.mList.back();
const ESM::MagicEffect *effect;
effect = store.get<ESM::MagicEffect>().find(lastEffect.mEffectID); // use last effect of list for color of VFX_Hands
const ESM::Static* castStatic = MWBase::Environment::get().getWorld()->getStore().get<ESM::Static>().find ("VFX_Hands");
for (size_t iter = 0; iter < spell->mEffects.mList.size(); ++iter) // play hands vfx for each effect
{
if (mAnimation->getNode("Bip01 L Hand"))
mAnimation->addEffect("meshes\\" + castStatic->mModel, -1, false, "Bip01 L Hand", effect->mParticle);
if (mAnimation->getNode("Bip01 R Hand"))
mAnimation->addEffect("meshes\\" + castStatic->mModel, -1, false, "Bip01 R Hand", effect->mParticle);
}
const ESM::ENAMstruct &firstEffect = spell->mEffects.mList.at(0); // first effect used for casting animation
switch(firstEffect.mRange)
{
case 0: mAttackType = "self"; break;
case 1: mAttackType = "touch"; break;
case 2: mAttackType = "target"; break;
}
mAnimation->play(mCurrentWeapon, priorityWeapon,
MWRender::Animation::BlendMask_All, true,
weapSpeed, mAttackType+" start", mAttackType+" stop",
0.0f, 0);
mUpperBodyState = UpperCharState_CastingSpell;
}
if (mPtr.getClass().hasInventoryStore(mPtr))
{
MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
if (inv.getSelectedEnchantItem() != inv.end())
{
// Enchanted items cast immediately (no animation)
MWBase::Environment::get().getWorld()->castSpell(mPtr);
}
}
}
else if(mWeaponType == WeapType_PickProbe)
{
MWWorld::ContainerStoreIterator weapon = mPtr.getClass().getInventoryStore(mPtr).getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
MWWorld::Ptr item = *weapon;
// TODO: this will only work for the player, and needs to be fixed if NPCs should ever use lockpicks/probes.
MWWorld::Ptr target = MWBase::Environment::get().getWorld()->getFacedObject();
std::string resultMessage, resultSound;
if(!target.isEmpty())
{
if(item.getTypeName() == typeid(ESM::Lockpick).name())
Security(mPtr).pickLock(target, item, resultMessage, resultSound);
else if(item.getTypeName() == typeid(ESM::Probe).name())
Security(mPtr).probeTrap(target, item, resultMessage, resultSound);
}
mAnimation->play(mCurrentWeapon, priorityWeapon,
MWRender::Animation::BlendMask_All, true,
1.0f, "start", "stop", 0.0, 0);
mUpperBodyState = UpperCharState_FollowStartToFollowStop;
if(!resultMessage.empty())
MWBase::Environment::get().getWindowManager()->messageBox(resultMessage);
if(!resultSound.empty())
MWBase::Environment::get().getSoundManager()->playSound3D(target, resultSound,
1.0f, 1.0f);
}
else if (ammunition)
{
if(mWeaponType == WeapType_Crossbow || mWeaponType == WeapType_BowAndArrow ||
mWeaponType == WeapType_Thrown)
mAttackType = "shoot";
else
{
/*
Start of tes3mp change (major)
We need DedicatedPlayers and DedicatedActors to not have their attacks
cancelled here, so additional conditions have been added for them
*/
if(mPtr == getPlayer() || mwmp::PlayerList::isDedicatedPlayer(mPtr) ||
mwmp::Main::get().getCellController()->isDedicatedActor(mPtr))
/*
End of tes3mp change (major)
*/
{
if (isWeapon)
{
if (Settings::Manager::getBool("best attack", "Game"))
{
MWWorld::ConstContainerStoreIterator weapon = mPtr.getClass().getInventoryStore(mPtr).getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
mAttackType = getBestAttack(weapon->get<ESM::Weapon>()->mBase);
}
else
setAttackTypeBasedOnMovement();
}
else
setAttackTypeRandomly(mAttackType);
}
// else if (mPtr != getPlayer()) use mAttackType set by AiCombat
}
mAnimation->play(mCurrentWeapon, priorityWeapon,
MWRender::Animation::BlendMask_All, false,
weapSpeed, mAttackType+" start", mAttackType+" min attack",
0.0f, 0);
mUpperBodyState = UpperCharState_StartToMinAttack;
}
}
animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
if(mUpperBodyState == UpperCharState_MinAttackToMaxAttack && !isKnockedDown())
mAttackStrength = complete;
}
else
{
animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
if(mUpperBodyState == UpperCharState_MinAttackToMaxAttack && !isKnockedDown())
{
float attackStrength = complete;
if (!mPtr.getClass().isNpc())
{
// most creatures don't actually have an attack wind-up animation, so use a uniform random value
// (even some creatures that can use weapons don't have a wind-up animation either, e.g. Rieklings)
// Note: vanilla MW uses a random value for *all* non-player actors, but we probably don't need to go that far.
attackStrength = std::min(1.f, 0.1f + Misc::Rng::rollClosedProbability());
}
if(mWeaponType != WeapType_Crossbow && mWeaponType != WeapType_BowAndArrow)
{
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
if(isWerewolf)
{
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
const ESM::Sound *sound = store.get<ESM::Sound>().searchRandom("WolfSwing");
if(sound)
sndMgr->playSound3D(mPtr, sound->mId, 1.0f, 1.0f);
}
else
{
playSwishSound(attackStrength);
}
}
mAttackStrength = attackStrength;
mAnimation->disable(mCurrentWeapon);
mAnimation->play(mCurrentWeapon, priorityWeapon,
MWRender::Animation::BlendMask_All, false,
weapSpeed, mAttackType+" max attack", mAttackType+" min hit",
1.0f-complete, 0);
complete = 0.f;
mUpperBodyState = UpperCharState_MaxAttackToMinHit;
}
else if (isKnockedDown())
{
if (mUpperBodyState > UpperCharState_WeapEquiped)
mUpperBodyState = UpperCharState_WeapEquiped;
mAnimation->disable(mCurrentWeapon);
}
}
mAnimation->setPitchFactor(0.f);
if (mWeaponType == WeapType_BowAndArrow || mWeaponType == WeapType_Thrown)
{
switch (mUpperBodyState)
{
case UpperCharState_StartToMinAttack:
mAnimation->setPitchFactor(complete);
break;
case UpperCharState_MinAttackToMaxAttack:
case UpperCharState_MaxAttackToMinHit:
case UpperCharState_MinHitToHit:
mAnimation->setPitchFactor(1.f);
break;
case UpperCharState_FollowStartToFollowStop:
if (animPlaying)
mAnimation->setPitchFactor(1.f-complete);
break;
default:
break;
}
}
else if (mWeaponType == WeapType_Crossbow)
{
switch (mUpperBodyState)
{
case UpperCharState_EquipingWeap:
mAnimation->setPitchFactor(complete);
break;
case UpperCharState_UnEquipingWeap:
mAnimation->setPitchFactor(1.f-complete);
break;
case UpperCharState_WeapEquiped:
case UpperCharState_StartToMinAttack:
case UpperCharState_MinAttackToMaxAttack:
case UpperCharState_MaxAttackToMinHit:
case UpperCharState_MinHitToHit:
case UpperCharState_FollowStartToFollowStop:
mAnimation->setPitchFactor(1.f);
break;
default:
break;
}
}
if(!animPlaying)
{
if(mUpperBodyState == UpperCharState_EquipingWeap ||
mUpperBodyState == UpperCharState_FollowStartToFollowStop ||
mUpperBodyState == UpperCharState_CastingSpell)
{
if (ammunition && mWeaponType == WeapType_Crossbow)
mAnimation->attachArrow();
mUpperBodyState = UpperCharState_WeapEquiped;
}
else if(mUpperBodyState == UpperCharState_UnEquipingWeap)
mUpperBodyState = UpperCharState_Nothing;
}
else if(complete >= 1.0f)
{
std::string start, stop;
switch(mUpperBodyState)
{
case UpperCharState_StartToMinAttack:
start = mAttackType+" min attack";
stop = mAttackType+" max attack";
mUpperBodyState = UpperCharState_MinAttackToMaxAttack;
break;
case UpperCharState_MinAttackToMaxAttack:
//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_MaxAttackToMinHit:
if(mAttackType == "shoot")
{
start = mAttackType+" min hit";
stop = mAttackType+" release";
}
else
{
start = mAttackType+" min hit";
stop = mAttackType+" hit";
}
mUpperBodyState = UpperCharState_MinHitToHit;
break;
case UpperCharState_MinHitToHit:
if(mAttackType == "shoot")
{
start = mAttackType+" follow start";
stop = mAttackType+" follow stop";
}
else
{
float str = mAttackStrength;
start = mAttackType+((str < 0.5f) ? " small follow start"
: (str < 1.0f) ? " medium follow start"
: " large follow start");
stop = mAttackType+((str < 0.5f) ? " small follow stop"
: (str < 1.0f) ? " medium follow stop"
: " large follow stop");
}
mUpperBodyState = UpperCharState_FollowStartToFollowStop;
break;
default:
break;
}
// Note: apply reload animations only for upper body since blending with movement animations can give weird result.
// Especially noticable with crossbow reload animation.
if(!start.empty())
{
mAnimation->disable(mCurrentWeapon);
if (mUpperBodyState == UpperCharState_FollowStartToFollowStop)
mAnimation->play(mCurrentWeapon, priorityWeapon,
MWRender::Animation::BlendMask_UpperBody, true,
weapSpeed, start, stop, 0.0f, 0);
else
mAnimation->play(mCurrentWeapon, priorityWeapon,
MWRender::Animation::BlendMask_UpperBody, false,
weapSpeed, start, stop, 0.0f, 0);
}
}
if (mPtr.getClass().hasInventoryStore(mPtr))
{
const MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
MWWorld::ConstContainerStoreIterator torch = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
if(torch != inv.end() && torch->getTypeName() == typeid(ESM::Light).name()
&& updateCarriedLeftVisible(mWeaponType))
{
mAnimation->play("torch", Priority_Torch, MWRender::Animation::BlendMask_LeftArm,
false, 1.0f, "start", "stop", 0.0f, (~(size_t)0), true);
}
else if (mAnimation->isPlaying("torch"))
{
mAnimation->disable("torch");
}
}
mAnimation->setAccurateAiming(mUpperBodyState > UpperCharState_WeapEquiped);
return forcestateupdate;
}
void CharacterController::updateAnimQueue()
{
if(mAnimQueue.size() > 1)
{
if(mAnimation->isPlaying(mAnimQueue.front().mGroup) == false)
{
mAnimation->disable(mAnimQueue.front().mGroup);
mAnimQueue.pop_front();
bool loopfallback = (mAnimQueue.front().mGroup.compare(0,4,"idle") == 0);
mAnimation->play(mAnimQueue.front().mGroup, Priority_Default,
MWRender::Animation::BlendMask_All, false,
1.0f, "start", "stop", 0.0f, mAnimQueue.front().mLoopCount, loopfallback);
}
}
if(!mAnimQueue.empty())
mAnimation->setLoopingEnabled(mAnimQueue.front().mGroup, mAnimQueue.size() <= 1);
}
void CharacterController::update(float duration)
{
MWBase::World *world = MWBase::Environment::get().getWorld();
const MWWorld::Class &cls = mPtr.getClass();
osg::Vec3f movement(0.f, 0.f, 0.f);
float speed = 0.f;
updateMagicEffects();
if (isKnockedOut())
mTimeUntilWake -= duration;
bool godmode = mPtr == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState();
if(!cls.isActor())
updateAnimQueue();
else if(!cls.getCreatureStats(mPtr).isDead())
{
bool onground = world->isOnGround(mPtr);
bool inwater = world->isSwimming(mPtr);
bool sneak = cls.getCreatureStats(mPtr).getStance(MWMechanics::CreatureStats::Stance_Sneak);
bool flying = world->isFlying(mPtr);
// Can't run while flying (see speed formula in Npc/Creature::getSpeed)
bool isrunning = cls.getCreatureStats(mPtr).getStance(MWMechanics::CreatureStats::Stance_Run) && !flying;
CreatureStats &stats = cls.getCreatureStats(mPtr);
//Force Jump Logic
bool isMoving = (std::abs(cls.getMovementSettings(mPtr).mPosition[0]) > .5 || std::abs(cls.getMovementSettings(mPtr).mPosition[1]) > .5);
if(!inwater && !flying)
{
//Force Jump
if(stats.getMovementFlag(MWMechanics::CreatureStats::Flag_ForceJump))
{
if(onground)
{
cls.getMovementSettings(mPtr).mPosition[2] = 1;
}
else
cls.getMovementSettings(mPtr).mPosition[2] = 0;
}
//Force Move Jump, only jump if they're otherwise moving
if(stats.getMovementFlag(MWMechanics::CreatureStats::Flag_ForceMoveJump) && isMoving)
{
if(onground)
{
cls.getMovementSettings(mPtr).mPosition[2] = 1;
}
else
cls.getMovementSettings(mPtr).mPosition[2] = 0;
}
}
osg::Vec3f vec(cls.getMovementSettings(mPtr).asVec3());
vec.normalize();
if(mHitState != CharState_None && mJumpState == JumpState_None)
vec = osg::Vec3f(0.f, 0.f, 0.f);
/*
Start of tes3mp addition
Character movement setting rotations get reset here, so we have to assign movement
settings to the LocalPlayer or a LocalActor now
*/
if (world->getPlayerPtr() == mPtr)
{
mwmp::LocalPlayer *localPlayer = mwmp::Main::get().getLocalPlayer();
MWMechanics::Movement &movementSettings = cls.getMovementSettings(mPtr);
localPlayer->direction.pos[0] = movementSettings.mPosition[0];
localPlayer->direction.pos[1] = movementSettings.mPosition[1];
}
else if (mwmp::Main::get().getCellController()->isLocalActor(mPtr))
{
mwmp::LocalActor *localActor = mwmp::Main::get().getCellController()->getLocalActor(mPtr);
MWMechanics::Movement &movementSettings = cls.getMovementSettings(mPtr);
localActor->direction.pos[0] = movementSettings.mPosition[0];
localActor->direction.pos[1] = movementSettings.mPosition[1];
localActor->direction.pos[2] = movementSettings.mPosition[2];
localActor->direction.rot[0] = movementSettings.mRotation[0];
localActor->direction.rot[1] = movementSettings.mRotation[1];
localActor->direction.rot[2] = movementSettings.mRotation[2];
}
/*
End of tes3mp addition
*/
osg::Vec3f rot = cls.getRotationVector(mPtr);
speed = cls.getSpeed(mPtr);
vec.x() *= speed;
vec.y() *= speed;
CharacterState movestate = CharState_None;
CharacterState idlestate = CharState_SpecialIdle;
JumpingState jumpstate = JumpState_None;
bool forcestateupdate = false;
mHasMovedInXY = std::abs(vec.x())+std::abs(vec.y()) > 0.0f;
isrunning = isrunning && mHasMovedInXY;
// advance athletics
if(mHasMovedInXY && mPtr == getPlayer())
{
if(inwater)
{
mSecondsOfSwimming += duration;
while(mSecondsOfSwimming > 1)
{
cls.skillUsageSucceeded(mPtr, ESM::Skill::Athletics, 1);
mSecondsOfSwimming -= 1;
}
}
else if(isrunning && !sneak)
{
mSecondsOfRunning += duration;
while(mSecondsOfRunning > 1)
{
cls.skillUsageSucceeded(mPtr, ESM::Skill::Athletics, 0);
mSecondsOfRunning -= 1;
}
}
}
// reduce fatigue
const MWWorld::Store<ESM::GameSetting> &gmst = world->getStore().get<ESM::GameSetting>();
float fatigueLoss = 0;
static const float fFatigueRunBase = gmst.find("fFatigueRunBase")->getFloat();
static const float fFatigueRunMult = gmst.find("fFatigueRunMult")->getFloat();
static const float fFatigueSwimWalkBase = gmst.find("fFatigueSwimWalkBase")->getFloat();
static const float fFatigueSwimRunBase = gmst.find("fFatigueSwimRunBase")->getFloat();
static const float fFatigueSwimWalkMult = gmst.find("fFatigueSwimWalkMult")->getFloat();
static const float fFatigueSwimRunMult = gmst.find("fFatigueSwimRunMult")->getFloat();
static const float fFatigueSneakBase = gmst.find("fFatigueSneakBase")->getFloat();
static const float fFatigueSneakMult = gmst.find("fFatigueSneakMult")->getFloat();
if (cls.getEncumbrance(mPtr) <= cls.getCapacity(mPtr))
{
const float encumbrance = cls.getNormalizedEncumbrance(mPtr);
if (sneak)
fatigueLoss = fFatigueSneakBase + encumbrance * fFatigueSneakMult;
else
{
if (inwater)
{
if (!isrunning)
fatigueLoss = fFatigueSwimWalkBase + encumbrance * fFatigueSwimWalkMult;
else
fatigueLoss = fFatigueSwimRunBase + encumbrance * fFatigueSwimRunMult;
}
else if (isrunning)
fatigueLoss = fFatigueRunBase + encumbrance * fFatigueRunMult;
}
}
fatigueLoss *= duration;
DynamicStat<float> fatigue = cls.getCreatureStats(mPtr).getFatigue();
if (!godmode)
{
fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss, fatigue.getCurrent() < 0);
cls.getCreatureStats(mPtr).setFatigue(fatigue);
}
if(sneak || inwater || flying)
vec.z() = 0.0f;
bool inJump = true;
if(!onground && !flying && !inwater)
{
// In the air (either getting up —ascending part of jump— or falling).
forcestateupdate = (mJumpState != JumpState_InAir);
jumpstate = JumpState_InAir;
static const float fJumpMoveBase = gmst.find("fJumpMoveBase")->getFloat();
static const float fJumpMoveMult = gmst.find("fJumpMoveMult")->getFloat();
float factor = fJumpMoveBase + fJumpMoveMult * mPtr.getClass().getSkill(mPtr, ESM::Skill::Acrobatics)/100.f;
factor = std::min(1.f, factor);
vec.x() *= factor;
vec.y() *= factor;
vec.z() = 0.0f;
}
else if(vec.z() > 0.0f && mJumpState != JumpState_InAir)
{
// Started a jump.
float z = cls.getJump(mPtr);
if (z > 0)
{
if(vec.x() == 0 && vec.y() == 0)
vec = osg::Vec3f(0.0f, 0.0f, z);
else
{
osg::Vec3f lat (vec.x(), vec.y(), 0.0f);
lat.normalize();
vec = osg::Vec3f(lat.x(), lat.y(), 1.0f) * z * 0.707f;
}
// advance acrobatics
if (mPtr == getPlayer())
cls.skillUsageSucceeded(mPtr, ESM::Skill::Acrobatics, 0);
// decrease fatigue
const float fatigueJumpBase = gmst.find("fFatigueJumpBase")->getFloat();
const float fatigueJumpMult = gmst.find("fFatigueJumpMult")->getFloat();
float normalizedEncumbrance = mPtr.getClass().getNormalizedEncumbrance(mPtr);
if (normalizedEncumbrance > 1)
normalizedEncumbrance = 1;
const float fatigueDecrease = fatigueJumpBase + normalizedEncumbrance * fatigueJumpMult;
if (!godmode)
{
fatigue.setCurrent(fatigue.getCurrent() - fatigueDecrease);
cls.getCreatureStats(mPtr).setFatigue(fatigue);
}
}
}
else if(mJumpState == JumpState_InAir && !inwater && !flying)
{
forcestateupdate = true;
jumpstate = JumpState_Landing;
vec.z() = 0.0f;
float height = cls.getCreatureStats(mPtr).land();
float healthLost = getFallDamage(mPtr, height);
if (healthLost > 0.0f)
{
const float fatigueTerm = cls.getCreatureStats(mPtr).getFatigueTerm();
// inflict fall damages
if (!godmode)
{
DynamicStat<float> health = cls.getCreatureStats(mPtr).getHealth();
float realHealthLost = static_cast<float>(healthLost * (1.0f - 0.25f * fatigueTerm));
health.setCurrent(health.getCurrent() - realHealthLost);
cls.getCreatureStats(mPtr).setHealth(health);
cls.onHit(mPtr, realHealthLost, true, MWWorld::Ptr(), MWWorld::Ptr(), osg::Vec3f(), true);
}
const int acrobaticsSkill = cls.getSkill(mPtr, ESM::Skill::Acrobatics);
if (healthLost > (acrobaticsSkill * fatigueTerm))
{
cls.getCreatureStats(mPtr).setKnockedDown(true);
}
else
{
// report acrobatics progression
if (mPtr == getPlayer())
cls.skillUsageSucceeded(mPtr, ESM::Skill::Acrobatics, 1);
}
}
}
else
{
jumpstate = mAnimation->isPlaying(mCurrentJump) ? JumpState_Landing : JumpState_None;
vec.z() = 0.0f;
inJump = false;
if(std::abs(vec.x()/2.0f) > std::abs(vec.y()))
{
if(vec.x() > 0.0f)
movestate = (inwater ? (isrunning ? CharState_SwimRunRight : CharState_SwimWalkRight)
: (sneak ? CharState_SneakRight
: (isrunning ? CharState_RunRight : CharState_WalkRight)));
else if(vec.x() < 0.0f)
movestate = (inwater ? (isrunning ? CharState_SwimRunLeft : CharState_SwimWalkLeft)
: (sneak ? CharState_SneakLeft
: (isrunning ? CharState_RunLeft : CharState_WalkLeft)));
}
else if(vec.y() != 0.0f)
{
if(vec.y() > 0.0f)
movestate = (inwater ? (isrunning ? CharState_SwimRunForward : CharState_SwimWalkForward)
: (sneak ? CharState_SneakForward
: (isrunning ? CharState_RunForward : CharState_WalkForward)));
else if(vec.y() < 0.0f)
movestate = (inwater ? (isrunning ? CharState_SwimRunBack : CharState_SwimWalkBack)
: (sneak ? CharState_SneakBack
: (isrunning ? CharState_RunBack : CharState_WalkBack)));
}
else if(rot.z() != 0.0f && !sneak && !(mPtr == getPlayer() && MWBase::Environment::get().getWorld()->isFirstPerson()))
{
if(rot.z() > 0.0f)
{
movestate = inwater ? CharState_SwimTurnRight : CharState_TurnRight;
mAnimation->disable(mCurrentJump);
}
else if(rot.z() < 0.0f)
{
movestate = inwater ? CharState_SwimTurnLeft : CharState_TurnLeft;
mAnimation->disable(mCurrentJump);
}
}
}
mTurnAnimationThreshold -= duration;
if (isTurning())
mTurnAnimationThreshold = 0.05f;
else if (movestate == CharState_None && isTurning()
&& mTurnAnimationThreshold > 0)
{
movestate = mMovementState;
}
if(movestate != CharState_None && !isTurning())
clearAnimQueue();
if(mAnimQueue.empty() || inwater || sneak)
{
idlestate = (inwater ? CharState_IdleSwim : (sneak && !inJump ? CharState_IdleSneak : CharState_Idle));
}
else
updateAnimQueue();
if (!mSkipAnim)
{
// bipedal means hand-to-hand could be used (which is handled in updateWeaponState). an existing InventoryStore means an actual weapon could be used.
if(cls.isBipedal(mPtr) || cls.hasInventoryStore(mPtr))
forcestateupdate = updateWeaponState() || forcestateupdate;
else
forcestateupdate = updateCreatureState() || forcestateupdate;
refreshCurrentAnims(idlestate, movestate, jumpstate, forcestateupdate);
updateIdleStormState(inwater);
}
if (inJump)
mMovementAnimationControlled = false;
if (isTurning())
{
if (duration > 0)
mAnimation->adjustSpeedMult(mCurrentMovement, std::min(1.5f, std::abs(rot.z()) / duration / static_cast<float>(osg::PI)));
}
else if (mMovementState != CharState_None && mAdjustMovementAnimSpeed)
{
float speedmult = speed / mMovementAnimSpeed;
mAnimation->adjustSpeedMult(mCurrentMovement, speedmult);
}
if (!mSkipAnim)
{
if(!isKnockedDown() && !isKnockedOut())
{
if (rot != osg::Vec3f())
world->rotateObject(mPtr, rot.x(), rot.y(), rot.z(), true);
}
else //avoid z-rotating for knockdown
{
if (rot.x() != 0 && rot.y() != 0)
world->rotateObject(mPtr, rot.x(), rot.y(), 0.0f, true);
}
if (!mMovementAnimationControlled)
world->queueMovement(mPtr, vec);
}
else
// We must always queue movement, even if there is none, to apply gravity.
world->queueMovement(mPtr, osg::Vec3f(0.f, 0.f, 0.f));
movement = vec;
cls.getMovementSettings(mPtr).mPosition[0] = cls.getMovementSettings(mPtr).mPosition[1] = 0;
// Can't reset jump state (mPosition[2]) here; we don't know for sure whether the PhysicSystem will actually handle it in this frame
// due to the fixed minimum timestep used for the physics update. It will be reset in PhysicSystem::move once the jump is handled.
if (!mSkipAnim)
updateHeadTracking(duration);
}
else if(cls.getCreatureStats(mPtr).isDead())
{
// initial start of death animation for actors that started the game as dead
// not done in constructor since we need to give scripts a chance to set the mSkipAnim flag
if (!mSkipAnim && mDeathState != CharState_None && mCurrentDeath.empty())
{
// Fast-forward death animation to end for persisting corpses or corpses after end of death animation
if (cls.isPersistent(mPtr) || cls.getCreatureStats(mPtr).isDeathAnimationFinished())
playDeath(1.f, mDeathState);
}
// We must always queue movement, even if there is none, to apply gravity.
world->queueMovement(mPtr, osg::Vec3f(0.f, 0.f, 0.f));
}
bool isPersist = isPersistentAnimPlaying();
osg::Vec3f moved = mAnimation->runAnimation(mSkipAnim && !isPersist ? 0.f : duration);
if(duration > 0.0f)
moved /= duration;
else
moved = osg::Vec3f(0.f, 0.f, 0.f);
// Ensure we're moving in generally the right direction...
if(speed > 0.f)
{
float l = moved.length();
if((movement.x() < 0.0f && movement.x() < moved.x()*2.0f) ||
(movement.x() > 0.0f && movement.x() > moved.x()*2.0f))
moved.x() = movement.x();
if((movement.y() < 0.0f && movement.y() < moved.y()*2.0f) ||
(movement.y() > 0.0f && movement.y() > moved.y()*2.0f))
moved.y() = movement.y();
if((movement.z() < 0.0f && movement.z() < moved.z()*2.0f) ||
(movement.z() > 0.0f && movement.z() > moved.z()*2.0f))
moved.z() = movement.z();
// but keep the original speed
float newLength = moved.length();
if (newLength > 0)
moved *= (l / newLength);
}
if (mSkipAnim)
mAnimation->updateEffects(duration);
if (mFloatToSurface && cls.isActor() && cls.getCreatureStats(mPtr).isDead() && cls.canSwim(mPtr))
moved.z() = 1.0;
// Update movement
if(mMovementAnimationControlled && mPtr.getClass().isActor())
world->queueMovement(mPtr, moved);
mSkipAnim = false;
mAnimation->enableHeadAnimation(cls.isActor() && !cls.getCreatureStats(mPtr).isDead());
}
void CharacterController::persistAnimationState()
{
ESM::AnimationState& state = mPtr.getRefData().getAnimationState();
state.mScriptedAnims.clear();
for (AnimationQueue::const_iterator iter = mAnimQueue.begin(); iter != mAnimQueue.end(); ++iter)
{
if (!iter->mPersist)
continue;
ESM::AnimationState::ScriptedAnimation anim;
anim.mGroup = iter->mGroup;
if (iter == mAnimQueue.begin())
{
anim.mLoopCount = mAnimation->getCurrentLoopCount(anim.mGroup);
float complete;
mAnimation->getInfo(anim.mGroup, &complete, NULL);
anim.mTime = complete;
}
else
{
anim.mLoopCount = iter->mLoopCount;
anim.mTime = 0.f;
}
state.mScriptedAnims.push_back(anim);
}
}
void CharacterController::unpersistAnimationState()
{
const ESM::AnimationState& state = mPtr.getRefData().getAnimationState();
if (!state.mScriptedAnims.empty())
{
clearAnimQueue();
for (ESM::AnimationState::ScriptedAnimations::const_iterator iter = state.mScriptedAnims.begin(); iter != state.mScriptedAnims.end(); ++iter)
{
AnimationQueueEntry entry;
entry.mGroup = iter->mGroup;
entry.mLoopCount = iter->mLoopCount;
entry.mPersist = true;
mAnimQueue.push_back(entry);
}
const ESM::AnimationState::ScriptedAnimation& anim = state.mScriptedAnims.front();
float complete = anim.mTime;
if (anim.mAbsolute)
{
float start = mAnimation->getTextKeyTime(anim.mGroup+": start");
float stop = mAnimation->getTextKeyTime(anim.mGroup+": stop");
float time = std::max(start, std::min(stop, anim.mTime));
complete = (time - start) / (stop - start);
}
mAnimation->disable(mCurrentIdle);
mCurrentIdle.clear();
mIdleState = CharState_SpecialIdle;
bool loopfallback = (mAnimQueue.front().mGroup.compare(0,4,"idle") == 0);
mAnimation->play(anim.mGroup,
Priority_Persistent, MWRender::Animation::BlendMask_All, false, 1.0f,
"start", "stop", complete, anim.mLoopCount, loopfallback);
}
}
bool CharacterController::playGroup(const std::string &groupname, int mode, int count, bool persist)
{
if(!mAnimation || !mAnimation->hasAnimation(groupname))
return false;
// We should not interrupt persistent animations by non-persistent ones
if (isPersistentAnimPlaying() && !persist)
return false;
// If this animation is a looped animation (has a "loop start" key) that is already playing
// and has not yet reached the end of the loop, allow it to continue animating with its existing loop count
// and remove any other animations that were queued.
// This emulates observed behavior from the original allows the script "OutsideBanner" to animate banners correctly.
if (!mAnimQueue.empty() && mAnimQueue.front().mGroup == groupname &&
mAnimation->getTextKeyTime(mAnimQueue.front().mGroup + ": loop start") >= 0 &&
mAnimation->isPlaying(groupname))
{
float endOfLoop = mAnimation->getTextKeyTime(mAnimQueue.front().mGroup+": loop stop");
if (endOfLoop < 0) // if no Loop Stop key was found, use the Stop key
endOfLoop = mAnimation->getTextKeyTime(mAnimQueue.front().mGroup+": stop");
if (endOfLoop > 0 && (mAnimation->getCurrentTime(mAnimQueue.front().mGroup) < endOfLoop))
{
mAnimQueue.resize(1);
return true;
}
}
count = std::max(count, 1);
AnimationQueueEntry entry;
entry.mGroup = groupname;
entry.mLoopCount = count-1;
entry.mPersist = persist;
if(mode != 0 || mAnimQueue.empty() || !isAnimPlaying(mAnimQueue.front().mGroup))
{
clearAnimQueue(persist);
mAnimation->disable(mCurrentIdle);
mCurrentIdle.clear();
mIdleState = CharState_SpecialIdle;
bool loopfallback = (entry.mGroup.compare(0,4,"idle") == 0);
mAnimation->play(groupname, persist && groupname != "idle" ? Priority_Persistent : Priority_Default,
MWRender::Animation::BlendMask_All, false, 1.0f,
((mode==2) ? "loop start" : "start"), "stop", 0.0f, count-1, loopfallback);
/*
Start of tes3mp addition
If we are the cell authority over this actor, we need to record this new
animation for it
*/
if (mwmp::Main::get().getCellController()->isLocalActor(mPtr))
{
mwmp::LocalActor *actor = mwmp::Main::get().getCellController()->getLocalActor(mPtr);
actor->animation.groupname = groupname;
actor->animation.mode = mode;
actor->animation.count = count;
actor->animation.persist = persist;
}
/*
End of tes3mp addition
*/
}
else
{
mAnimQueue.resize(1);
}
// "PlayGroup idle" is a special case, used to remove to stop scripted animations playing
if (groupname == "idle")
entry.mPersist = false;
mAnimQueue.push_back(entry);
return true;
}
void CharacterController::skipAnim()
{
mSkipAnim = true;
}
bool CharacterController::isPersistentAnimPlaying()
{
if (!mAnimQueue.empty())
{
AnimationQueueEntry& first = mAnimQueue.front();
return first.mPersist && isAnimPlaying(first.mGroup);
}
return false;
}
bool CharacterController::isAnimPlaying(const std::string &groupName)
{
if(mAnimation == NULL)
return false;
return mAnimation->isPlaying(groupName);
}
void CharacterController::clearAnimQueue(bool clearPersistAnims)
{
// Do not interrupt scripted animations, if we want to keep them
if ((!isPersistentAnimPlaying() || clearPersistAnims) && !mAnimQueue.empty())
mAnimation->disable(mAnimQueue.front().mGroup);
for (AnimationQueue::iterator it = mAnimQueue.begin(); it != mAnimQueue.end();)
{
if (clearPersistAnims || !it->mPersist)
it = mAnimQueue.erase(it);
else
++it;
}
}
void CharacterController::forceStateUpdate()
{
if(!mAnimation)
return;
clearAnimQueue();
refreshCurrentAnims(mIdleState, mMovementState, mJumpState, true);
if(mDeathState != CharState_None)
{
playRandomDeath();
}
mAnimation->runAnimation(0.f);
}
CharacterController::KillResult CharacterController::kill()
{
if (mDeathState == CharState_None)
{
playRandomDeath();
mAnimation->disable(mCurrentIdle);
mIdleState = CharState_None;
mCurrentIdle.clear();
return Result_DeathAnimStarted;
}
MWMechanics::CreatureStats& cStats = mPtr.getClass().getCreatureStats(mPtr);
if (isAnimPlaying(mCurrentDeath))
return Result_DeathAnimPlaying;
if (!cStats.isDeathAnimationFinished())
{
cStats.setDeathAnimationFinished(true);
return Result_DeathAnimJustFinished;
}
return Result_DeathAnimFinished;
}
void CharacterController::resurrect()
{
if(mDeathState == CharState_None)
return;
if(mAnimation)
mAnimation->disable(mCurrentDeath);
mCurrentDeath.clear();
mDeathState = CharState_None;
}
void CharacterController::updateContinuousVfx()
{
// 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.
// Stop any effects that are no longer active
std::vector<int> effects;
mAnimation->getLoopingEffects(effects);
for (std::vector<int>::iterator it = effects.begin(); it != effects.end(); ++it)
{
if (mPtr.getClass().getCreatureStats(mPtr).isDead()
|| mPtr.getClass().getCreatureStats(mPtr).getMagicEffects().get(MWMechanics::EffectKey(*it)).getMagnitude() <= 0)
mAnimation->removeEffect(*it);
}
}
void CharacterController::updateMagicEffects()
{
if (!mPtr.getClass().isActor())
return;
float alpha = 1.f;
if (mPtr.getClass().getCreatureStats(mPtr).getMagicEffects().get(ESM::MagicEffect::Invisibility).getModifier()) // Ignore base magnitude (see bug #3555).
{
if (mPtr == getPlayer())
alpha = 0.4f;
else
alpha = 0.f;
}
float chameleon = mPtr.getClass().getCreatureStats(mPtr).getMagicEffects().get(ESM::MagicEffect::Chameleon).getMagnitude();
if (chameleon)
{
alpha *= std::max(0.2f, (100.f - chameleon)/100.f);
}
mAnimation->setAlpha(alpha);
bool vampire = mPtr.getClass().getCreatureStats(mPtr).getMagicEffects().get(ESM::MagicEffect::Vampirism).getMagnitude() > 0.0f;
mAnimation->setVampire(vampire);
float light = mPtr.getClass().getCreatureStats(mPtr).getMagicEffects().get(ESM::MagicEffect::Light).getMagnitude();
mAnimation->setLightEffect(light);
}
void CharacterController::setAttackTypeBasedOnMovement()
{
float *move = mPtr.getClass().getMovementSettings(mPtr).mPosition;
if (move[1] && !move[0]) // forward-backward
mAttackType = "thrust";
else if (move[0] && !move[1]) //sideway
mAttackType = "slash";
else
mAttackType = "chop";
}
bool CharacterController::isAttackPrepairing() const
{
return mUpperBodyState == UpperCharState_StartToMinAttack ||
mUpperBodyState == UpperCharState_MinAttackToMaxAttack;
}
bool CharacterController::isCastingSpell() const
{
return mCastingManualSpell || mUpperBodyState == UpperCharState_CastingSpell;
}
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 ||
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
{
return mUpperBodyState != UpperCharState_Nothing &&
mUpperBodyState != UpperCharState_WeapEquiped;
}
bool CharacterController::isSneaking() const
{
return mIdleState == CharState_IdleSneak ||
mMovementState == CharState_SneakForward ||
mMovementState == CharState_SneakBack ||
mMovementState == CharState_SneakLeft ||
mMovementState == CharState_SneakRight;
}
bool CharacterController::isRunning() const
{
return mMovementState == CharState_RunForward ||
mMovementState == CharState_RunBack ||
mMovementState == CharState_RunLeft ||
mMovementState == CharState_RunRight ||
mMovementState == CharState_SwimRunForward ||
mMovementState == CharState_SwimRunBack ||
mMovementState == CharState_SwimRunLeft ||
mMovementState == CharState_SwimRunRight;
}
void CharacterController::setAttackingOrSpell(bool attackingOrSpell)
{
mAttackingOrSpell = attackingOrSpell;
}
void CharacterController::castSpell(const std::string spellId, bool manualSpell)
{
mAttackingOrSpell = true;
mCastingManualSpell = manualSpell;
ActionSpell action = ActionSpell(spellId);
action.prepare(mPtr);
}
void CharacterController::setAIAttackType(const std::string& attackType)
{
mAttackType = attackType;
}
void CharacterController::setAttackTypeRandomly(std::string& attackType)
{
float random = Misc::Rng::rollProbability();
if (random >= 2/3.f)
attackType = "thrust";
else if (random >= 1/3.f)
attackType = "slash";
else
attackType = "chop";
}
bool CharacterController::readyToPrepareAttack() const
{
return (mHitState == CharState_None || mHitState == CharState_Block)
&& mUpperBodyState <= UpperCharState_WeapEquiped;
}
bool CharacterController::readyToStartAttack() const
{
if (mHitState != CharState_None && mHitState != CharState_Block)
return false;
if (mPtr.getClass().hasInventoryStore(mPtr) || mPtr.getClass().isBipedal(mPtr))
return mUpperBodyState == UpperCharState_WeapEquiped;
else
return mUpperBodyState == UpperCharState_Nothing;
}
float CharacterController::getAttackStrength() const
{
return mAttackStrength;
}
void CharacterController::setActive(int active)
{
mAnimation->setActive(active);
}
void CharacterController::setHeadTrackTarget(const MWWorld::ConstPtr &target)
{
mHeadTrackTarget = target;
}
void CharacterController::playSwishSound(float attackStrength)
{
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
std::string sound = "Weapon Swish";
if(attackStrength < 0.5f)
sndMgr->playSound3D(mPtr, sound, 1.0f, 0.8f); //Weak attack
else if(attackStrength < 1.0f)
sndMgr->playSound3D(mPtr, sound, 1.0f, 1.0f); //Medium attack
else
sndMgr->playSound3D(mPtr, sound, 1.0f, 1.2f); //Strong attack
}
void CharacterController::updateHeadTracking(float duration)
{
const osg::Node* head = mAnimation->getNode("Bip01 Head");
if (!head)
return;
float zAngleRadians = 0.f;
float xAngleRadians = 0.f;
if (!mHeadTrackTarget.isEmpty())
{
osg::NodePathList nodepaths = head->getParentalNodePaths();
if (nodepaths.empty())
return;
osg::Matrixf mat = osg::computeLocalToWorld(nodepaths[0]);
osg::Vec3f headPos = mat.getTrans();
osg::Vec3f direction;
if (const MWRender::Animation* anim = MWBase::Environment::get().getWorld()->getAnimation(mHeadTrackTarget))
{
const osg::Node* node = anim->getNode("Head");
if (node == NULL)
node = anim->getNode("Bip01 Head");
if (node != NULL)
{
nodepaths = node->getParentalNodePaths();
if (!nodepaths.empty())
direction = osg::computeLocalToWorld(nodepaths[0]).getTrans() - headPos;
}
else
// no head node to look at, fall back to look at center of collision box
direction = MWBase::Environment::get().getWorld()->aimToTarget(mPtr, mHeadTrackTarget);
}
direction.normalize();
if (!mPtr.getRefData().getBaseNode())
return;
const osg::Vec3f actorDirection = mPtr.getRefData().getBaseNode()->getAttitude() * osg::Vec3f(0,1,0);
zAngleRadians = std::atan2(direction.x(), direction.y()) - std::atan2(actorDirection.x(), actorDirection.y());
xAngleRadians = -std::asin(direction.z());
wrap(zAngleRadians);
wrap(xAngleRadians);
xAngleRadians = std::min(xAngleRadians, osg::DegreesToRadians(40.f));
xAngleRadians = std::max(xAngleRadians, osg::DegreesToRadians(-40.f));
zAngleRadians = std::min(zAngleRadians, osg::DegreesToRadians(30.f));
zAngleRadians = std::max(zAngleRadians, osg::DegreesToRadians(-30.f));
}
float factor = duration*5;
factor = std::min(factor, 1.f);
xAngleRadians = (1.f-factor) * mAnimation->getHeadPitch() + factor * (-xAngleRadians);
zAngleRadians = (1.f-factor) * mAnimation->getHeadYaw() + factor * (-zAngleRadians);
mAnimation->setHeadPitch(xAngleRadians);
mAnimation->setHeadYaw(zAngleRadians);
}
}