openmw-tes3coop/apps/openmw/mwmechanics/character.cpp
Lukasz Gromanowski 900bc06d2c Fixes #845: NPCs hold torches during the day
Moved 'equipping torches at night and unequipping at day' code from Character
to Actors class.

Removed unneeded showLights method (introduced in previous commits)
from animation/npcanimation classes.

Since this commit autoEquip() method doesn't automatically equip lights.

Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
2013-12-20 22:38:23 +01:00

1158 lines
44 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
* http://www.gnu.org/licenses/ .
*/
#include "character.hpp"
#include <OgreStringConverter.h>
#include "movement.hpp"
#include "npcstats.hpp"
#include "creaturestats.hpp"
#include "security.hpp"
#include "../mwrender/animation.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/soundmanager.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwworld/player.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwworld/actionequip.hpp"
#include "../mwworld/actiontake.hpp"
namespace
{
int 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 MWMechanics::CreatureStats::AT_Slash;
else if (chop >= slash && chop >= thrust)
return MWMechanics::CreatureStats::AT_Chop;
else
return MWMechanics::CreatureStats::AT_Thrust;
}
}
namespace MWMechanics
{
struct StateInfo {
CharacterState state;
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 StateInfo *sDeathListEnd = &sDeathList[sizeof(sDeathList)/sizeof(sDeathList[0])];
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" },
};
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_ThowWeapon, "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; }
};
void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterState movement, bool force)
{
const WeaponInfo *weap = std::find_if(sWeaponTypeList, sWeaponTypeListEnd, FindWeaponType(mWeaponType));
if(force || idle != mIdleState)
{
mIdleState = idle;
std::string idle;
// Only play "idleswim" or "idlesneak" if they exist. Otherwise, fallback to
// "idle"+weapon or "idle".
if(mIdleState == CharState_IdleSwim && mAnimation->hasAnimation("idleswim"))
idle = "idleswim";
else if(mIdleState == CharState_IdleSneak && mAnimation->hasAnimation("idlesneak"))
idle = "idlesneak";
else if(mIdleState != CharState_None)
{
idle = "idle";
if(weap != sWeaponTypeListEnd)
{
idle += weap->shortgroup;
if(!mAnimation->hasAnimation(idle))
idle = "idle";
}
}
mAnimation->disable(mCurrentIdle);
mCurrentIdle = idle;
if(!mCurrentIdle.empty())
mAnimation->play(mCurrentIdle, Priority_Default, MWRender::Animation::Group_All, false,
1.0f, "start", "stop", 0.0f, ~0ul);
}
if(force && mJumpState != JumpState_None)
{
std::string jump;
MWRender::Animation::Group jumpgroup = MWRender::Animation::Group_All;
if(mJumpState != JumpState_None)
{
jump = "jump";
if(weap != sWeaponTypeListEnd)
{
jump += weap->shortgroup;
if(!mAnimation->hasAnimation(jump))
{
jumpgroup = MWRender::Animation::Group_LowerBody;
jump = "jump";
}
}
}
if(mJumpState == JumpState_Falling)
{
int mode = ((jump == mCurrentJump) ? 2 : 1);
mAnimation->disable(mCurrentJump);
mCurrentJump = jump;
mAnimation->play(mCurrentJump, Priority_Jump, jumpgroup, false,
1.0f, ((mode!=2)?"start":"loop start"), "stop", 0.0f, ~0ul);
}
else
{
mAnimation->disable(mCurrentJump);
mCurrentJump.clear();
mAnimation->play(jump, Priority_Jump, jumpgroup, true,
1.0f, "loop stop", "stop", 0.0f, 0);
}
}
if(force || movement != mMovementState)
{
mMovementState = movement;
std::string movement;
MWRender::Animation::Group movegroup = MWRender::Animation::Group_All;
const StateInfo *movestate = std::find_if(sMovementList, sMovementListEnd, FindCharState(mMovementState));
if(movestate != sMovementListEnd)
{
movement = movestate->groupname;
if(weap != sWeaponTypeListEnd && movement.find("swim") == std::string::npos)
{
movement += weap->shortgroup;
if(!mAnimation->hasAnimation(movement))
{
movegroup = MWRender::Animation::Group_LowerBody;
movement = movestate->groupname;
}
}
if(!mAnimation->hasAnimation(movement))
{
std::string::size_type swimpos = movement.find("swim");
if(swimpos == std::string::npos)
movement.clear();
else
{
movegroup = MWRender::Animation::Group_LowerBody;
movement.erase(swimpos, 4);
if(!mAnimation->hasAnimation(movement))
movement.clear();
}
}
}
/* If we're playing the same animation, restart from the loop start instead of the
* beginning. */
int mode = ((movement == mCurrentMovement) ? 2 : 1);
mAnimation->disable(mCurrentMovement);
mCurrentMovement = movement;
if(!mCurrentMovement.empty())
{
float vel, speedmult = 1.0f;
if(mMovementSpeed > 0.0f && (vel=mAnimation->getVelocity(mCurrentMovement)) > 1.0f)
speedmult = mMovementSpeed / vel;
mAnimation->play(mCurrentMovement, Priority_Movement, movegroup, false,
speedmult, ((mode!=2)?"start":"loop start"), "stop", 0.0f, ~0ul);
}
}
}
void CharacterController::getWeaponGroup(WeaponType weaptype, std::string &group)
{
const WeaponInfo *info = std::find_if(sWeaponTypeList, sWeaponTypeListEnd, FindWeaponType(weaptype));
if(info != sWeaponTypeListEnd)
group = info->longgroup;
}
MWWorld::ContainerStoreIterator CharacterController::getActiveWeapon(NpcStats &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 type = (ESM::Weapon::Type)ref->mBase->mData.mType;
switch(type)
{
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_ThowWeapon;
break;
}
}
}
return weapon;
}
return inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
}
CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Animation *anim)
: mPtr(ptr)
, mAnimation(anim)
, mIdleState(CharState_None)
, mMovementState(CharState_None)
, mMovementSpeed(0.0f)
, mDeathState(CharState_None)
, mUpperBodyState(UpperCharState_Nothing)
, mJumpState(JumpState_None)
, mWeaponType(WeapType_None)
, mSkipAnim(false)
, mSecondsOfRunning(0)
, mSecondsOfSwimming(0)
, mFallHeight(0)
{
if(!mAnimation)
return;
const MWWorld::Class &cls = MWWorld::Class::get(mPtr);
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(Ogre::Vector3(1.0f, 1.0f, 0.0f));
if(mPtr.getTypeName() == typeid(ESM::NPC).name())
{
getActiveWeapon(cls.getNpcStats(mPtr), cls.getInventoryStore(mPtr), &mWeaponType);
if(mWeaponType != WeapType_None)
{
getWeaponGroup(mWeaponType, mCurrentWeapon);
mUpperBodyState = UpperCharState_WeapEquiped;
}
}
if(!cls.getCreatureStats(mPtr).isDead())
mIdleState = CharState_Idle;
else
{
/* FIXME: Get the actual death state used. */
mDeathState = CharState_Death1;
}
}
else
{
/* Don't accumulate with non-actors. */
mAnimation->setAccumulation(Ogre::Vector3(0.0f));
mIdleState = CharState_Idle;
}
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);
}
}
CharacterController::~CharacterController()
{
}
void CharacterController::updatePtr(const MWWorld::Ptr &ptr)
{
mPtr = ptr;
}
bool CharacterController::updateNpcState(bool onground, bool inwater, bool isrunning, bool sneak)
{
const MWWorld::Class &cls = MWWorld::Class::get(mPtr);
NpcStats &stats = cls.getNpcStats(mPtr);
WeaponType weaptype = WeapType_None;
MWWorld::InventoryStore &inv = cls.getInventoryStore(mPtr);
MWWorld::ContainerStoreIterator weapon = getActiveWeapon(stats, inv, &weaptype);
const bool isWerewolf = stats.isWerewolf();
bool forcestateupdate = false;
if(weaptype != mWeaponType)
{
forcestateupdate = true;
// Shields shouldn't be visible during spellcasting
// 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.
mAnimation->showShield(weaptype != WeapType_Spell);
std::string weapgroup;
if(weaptype == WeapType_None)
{
getWeaponGroup(mWeaponType, weapgroup);
mAnimation->play(weapgroup, Priority_Weapon,
MWRender::Animation::Group_UpperBody, true,
1.0f, "unequip start", "unequip stop", 0.0f, 0);
mUpperBodyState = UpperCharState_UnEquipingWeap;
}
else
{
getWeaponGroup(weaptype, weapgroup);
mAnimation->showWeapons(false);
mAnimation->play(weapgroup, Priority_Weapon,
MWRender::Animation::Group_UpperBody, 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);
}
}
}
if(weapon != inv.end() && !(weaptype == WeapType_None && mWeaponType == WeapType_Spell))
{
std::string soundid = (weaptype == WeapType_None) ?
MWWorld::Class::get(*weapon).getDownSoundId(*weapon) :
MWWorld::Class::get(*weapon).getUpSoundId(*weapon);
if(!soundid.empty())
{
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
sndMgr->playSound3D(mPtr, soundid, 1.0f, 1.0f);
}
}
mWeaponType = weaptype;
getWeaponGroup(mWeaponType, mCurrentWeapon);
}
if(isWerewolf)
{
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
if(isrunning && !inwater && mWeaponType == WeapType_None)
{
if(!sndMgr->getSoundPlaying(mPtr, "WolfRun"))
sndMgr->playSound3D(mPtr, "WolfRun", 1.0f, 1.0f, MWBase::SoundManager::Play_TypeSfx,
MWBase::SoundManager::Play_Loop);
}
else
sndMgr->stopSound3D(mPtr, "WolfRun");
}
bool isWeapon = (weapon != inv.end() && weapon->getTypeName() == typeid(ESM::Weapon).name());
float weapSpeed = 1.0f;
if(isWeapon)
weapSpeed = weapon->get<ESM::Weapon>()->mBase->mData.mSpeed;
float complete;
bool animPlaying;
if(stats.getAttackingOrSpell())
{
if(mUpperBodyState == UpperCharState_WeapEquiped)
{
MWBase::Environment::get().getWorld()->breakInvisibility(mPtr);
mAttackType.clear();
if(mWeaponType == WeapType_Spell)
{
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
const std::string spellid = stats.getSpells().getSelectedSpell();
if(!spellid.empty())
{
static const std::string schools[] = {
"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
};
const ESM::Spell *spell = store.get<ESM::Spell>().find(spellid);
const ESM::ENAMstruct &effectentry = spell->mEffects.mList.at(0);
const ESM::MagicEffect *effect;
effect = store.get<ESM::MagicEffect>().find(effectentry.mEffectID);
const ESM::Static* castStatic = store.get<ESM::Static>().find (effect->mCasting);
mAnimation->addEffect("meshes\\" + castStatic->mModel, effect->mIndex);
castStatic = MWBase::Environment::get().getWorld()->getStore().get<ESM::Static>().find ("VFX_Hands");
//mAnimation->addEffect("meshes\\" + castStatic->mModel, -1, false, "Bip01 L Hand", effect->mParticle);
//mAnimation->addEffect("meshes\\" + castStatic->mModel, -1, false, "Bip01 R Hand", effect->mParticle);
mAnimation->addEffect("meshes\\" + castStatic->mModel, -1, false, "Left Hand", effect->mParticle);
mAnimation->addEffect("meshes\\" + castStatic->mModel, -1, false, "Right Hand", effect->mParticle);
switch(effectentry.mRange)
{
case 0: mAttackType = "self"; break;
case 1: mAttackType = "touch"; break;
case 2: mAttackType = "target"; break;
}
mAnimation->play(mCurrentWeapon, Priority_Weapon,
MWRender::Animation::Group_UpperBody, true,
weapSpeed, mAttackType+" start", mAttackType+" stop",
0.0f, 0);
mUpperBodyState = UpperCharState_CastingSpell;
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
if(!effect->mCastSound.empty())
sndMgr->playSound3D(mPtr, effect->mCastSound, 1.0f, 1.0f);
else
sndMgr->playSound3D(mPtr, schools[effect->mData.mSchool]+" cast", 1.0f, 1.0f);
}
if (inv.getSelectedEnchantItem() != inv.end())
{
// Enchanted items cast immediately (no animation)
MWBase::Environment::get().getWorld()->castSpell(mPtr);
}
}
else if(mWeaponType == WeapType_PickProbe)
{
MWWorld::Ptr item = *weapon;
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, Priority_Weapon,
MWRender::Animation::Group_UpperBody, 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()->playSound(resultSound, 1.0f, 1.0f);
// Set again, just to update the charge bar
if(item.getRefData().getCount())
MWBase::Environment::get().getWindowManager()->setSelectedWeapon(item);
}
else
{
if(mWeaponType == WeapType_Crossbow || mWeaponType == WeapType_BowAndArrow ||
mWeaponType == WeapType_ThowWeapon)
mAttackType = "shoot";
else
{
int attackType = stats.getAttackType();
if(isWeapon && Settings::Manager::getBool("best attack", "Game"))
attackType = getBestAttack(weapon->get<ESM::Weapon>()->mBase);
if (attackType == MWMechanics::CreatureStats::AT_Chop)
mAttackType = "chop";
else if (attackType == MWMechanics::CreatureStats::AT_Slash)
mAttackType = "slash";
else
mAttackType = "thrust";
}
mAnimation->play(mCurrentWeapon, Priority_Weapon,
MWRender::Animation::Group_UpperBody, false,
weapSpeed, mAttackType+" start", mAttackType+" min attack",
0.0f, 0);
mUpperBodyState = UpperCharState_StartToMinAttack;
}
}
animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
}
else
{
animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
if(mUpperBodyState == UpperCharState_MinAttackToMaxAttack)
{
if(mAttackType != "shoot")
{
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
{
std::string sound = "SwishM";
if(complete < 0.5f)
sndMgr->playSound3D(mPtr, sound, 1.0f, 0.8f); //Weak attack
else if(complete < 1.0f)
sndMgr->playSound3D(mPtr, sound, 1.0f, 1.0f); //Medium attack
else
sndMgr->playSound3D(mPtr, sound, 1.0f, 1.2f); //Strong attack
}
}
stats.setAttackStrength(complete);
mAnimation->disable(mCurrentWeapon);
mAnimation->play(mCurrentWeapon, Priority_Weapon,
MWRender::Animation::Group_UpperBody, false,
weapSpeed, mAttackType+" max attack", mAttackType+" min hit",
1.0f-complete, 0);
mUpperBodyState = UpperCharState_MaxAttackToMinHit;
}
}
if(!animPlaying)
{
if(mUpperBodyState == UpperCharState_EquipingWeap ||
mUpperBodyState == UpperCharState_FollowStartToFollowStop ||
mUpperBodyState == UpperCharState_CastingSpell)
mUpperBodyState = UpperCharState_WeapEquiped;
else if(mUpperBodyState == UpperCharState_UnEquipingWeap)
mUpperBodyState = UpperCharState_Nothing;
}
else if(complete >= 1.0f)
{
if(mUpperBodyState == UpperCharState_StartToMinAttack)
{
mAnimation->disable(mCurrentWeapon);
mAnimation->play(mCurrentWeapon, Priority_Weapon,
MWRender::Animation::Group_UpperBody, false,
weapSpeed, mAttackType+" min attack", mAttackType+" max attack",
0.0f, 0);
mUpperBodyState = UpperCharState_MinAttackToMaxAttack;
}
else if(mUpperBodyState == UpperCharState_MaxAttackToMinHit)
{
mAnimation->disable(mCurrentWeapon);
if(mAttackType == "shoot")
mAnimation->play(mCurrentWeapon, Priority_Weapon,
MWRender::Animation::Group_UpperBody, false,
weapSpeed, mAttackType+" min hit", mAttackType+" follow start",
0.0f, 0);
else
mAnimation->play(mCurrentWeapon, Priority_Weapon,
MWRender::Animation::Group_UpperBody, false,
weapSpeed, mAttackType+" min hit", mAttackType+" hit",
0.0f, 0);
mUpperBodyState = UpperCharState_MinHitToHit;
}
else if(mUpperBodyState == UpperCharState_MinHitToHit)
{
mAnimation->disable(mCurrentWeapon);
if(mAttackType == "shoot")
mAnimation->play(mCurrentWeapon, Priority_Weapon,
MWRender::Animation::Group_UpperBody, true,
weapSpeed, mAttackType+" follow start", mAttackType+" follow stop",
0.0f, 0);
else
{
float str = stats.getAttackStrength();
std::string start = mAttackType+((str < 0.5f) ? " small follow start"
: (str < 1.0f) ? " medium follow start"
: " large follow start");
std::string stop = mAttackType+((str < 0.5f) ? " small follow stop"
: (str < 1.0f) ? " medium follow stop"
: " large follow stop");
mAnimation->play(mCurrentWeapon, Priority_Weapon,
MWRender::Animation::Group_UpperBody, true,
weapSpeed, start, stop, 0.0f, 0);
}
mUpperBodyState = UpperCharState_FollowStartToFollowStop;
}
}
MWWorld::ContainerStoreIterator item = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
if (item != inv.end() && item->getTypeName() == typeid(ESM::Light).name())
{
mAnimation->play("torch", Priority_Torch, MWRender::Animation::Group_LeftArm,
false, 1.0f, "start", "stop", 0.0f, (~(size_t)0));
}
else if (mAnimation->isPlaying("torch"))
{
mAnimation->disable("torch");
}
return forcestateupdate;
}
void CharacterController::update(float duration)
{
MWBase::World *world = MWBase::Environment::get().getWorld();
const MWWorld::Class &cls = MWWorld::Class::get(mPtr);
Ogre::Vector3 movement(0.0f);
updateVisibility();
if(!cls.isActor())
{
if(mAnimQueue.size() > 1)
{
if(mAnimation->isPlaying(mAnimQueue.front().first) == false)
{
mAnimation->disable(mAnimQueue.front().first);
mAnimQueue.pop_front();
mAnimation->play(mAnimQueue.front().first, Priority_Default,
MWRender::Animation::Group_All, false,
1.0f, "start", "stop", 0.0f, mAnimQueue.front().second);
}
}
}
else if(!cls.getCreatureStats(mPtr).isDead())
{
bool onground = world->isOnGround(mPtr);
bool inwater = world->isSwimming(mPtr);
bool isrunning = cls.getStance(mPtr, MWWorld::Class::Run);
bool sneak = cls.getStance(mPtr, MWWorld::Class::Sneak);
bool flying = world->isFlying(mPtr);
Ogre::Vector3 vec = cls.getMovementVector(mPtr);
Ogre::Vector3 rot = cls.getRotationVector(mPtr);
mMovementSpeed = cls.getSpeed(mPtr);
vec.x *= mMovementSpeed;
vec.y *= mMovementSpeed;
CharacterState movestate = CharState_None;
CharacterState idlestate = CharState_SpecialIdle;
bool forcestateupdate = false;
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")
{
if(inwater)
{
mSecondsOfSwimming += duration;
while(mSecondsOfSwimming > 1)
{
cls.skillUsageSucceeded(mPtr, ESM::Skill::Athletics, 1);
mSecondsOfSwimming -= 1;
}
}
else if(isrunning)
{
mSecondsOfRunning += duration;
while(mSecondsOfRunning > 1)
{
cls.skillUsageSucceeded(mPtr, ESM::Skill::Athletics, 0);
mSecondsOfRunning -= 1;
}
}
}
if(sneak || inwater || flying)
{
vec.z = 0.0f;
mFallHeight = mPtr.getRefData().getPosition().pos[2];
}
if(!onground && !flying && !inwater)
{
// In the air (either getting up —ascending part of jump— or falling).
if (world->isSlowFalling(mPtr))
{
// SlowFalling spell effect is active, do not keep previous fall height
mFallHeight = mPtr.getRefData().getPosition().pos[2];
}
else
{
mFallHeight = std::max(mFallHeight, mPtr.getRefData().getPosition().pos[2]);
}
const MWWorld::Store<ESM::GameSetting> &gmst = world->getStore().get<ESM::GameSetting>();
forcestateupdate = (mJumpState != JumpState_Falling);
mJumpState = JumpState_Falling;
// This is a guess. All that seems to be known is that "While the player is in the
// air, fJumpMoveBase and fJumpMoveMult governs air control." Assuming Acrobatics
// plays a role, this makes the most sense.
float mult = 0.0f;
if(cls.isNpc())
{
const NpcStats &stats = cls.getNpcStats(mPtr);
mult = gmst.find("fJumpMoveBase")->getFloat() +
(stats.getSkill(ESM::Skill::Acrobatics).getModified()/100.0f *
gmst.find("fJumpMoveMult")->getFloat());
}
vec.x *= mult;
vec.y *= mult;
vec.z = 0.0f;
}
else if(vec.z > 0.0f && mJumpState == JumpState_None)
{
// Started a jump.
float z = cls.getJump(mPtr);
if(vec.x == 0 && vec.y == 0)
vec = Ogre::Vector3(0.0f, 0.0f, z);
else
{
Ogre::Vector3 lat = Ogre::Vector3(vec.x, vec.y, 0.0f).normalisedCopy();
vec = Ogre::Vector3(lat.x, lat.y, 1.0f) * z * 0.707f;
}
// advance acrobatics
if (mPtr.getRefData().getHandle() == "player")
cls.skillUsageSucceeded(mPtr, ESM::Skill::Acrobatics, 0);
// decrease fatigue
const MWWorld::Store<ESM::GameSetting> &gmst = world->getStore().get<ESM::GameSetting>();
const float fatigueJumpBase = gmst.find("fFatigueJumpBase")->getFloat();
const float fatigueJumpMult = gmst.find("fFatigueJumpMult")->getFloat();
const float normalizedEncumbrance = cls.getEncumbrance(mPtr) / cls.getCapacity(mPtr);
const int fatigueDecrease = fatigueJumpBase + (1 - normalizedEncumbrance) * fatigueJumpMult;
DynamicStat<float> fatigue = cls.getCreatureStats(mPtr).getFatigue();
fatigue.setCurrent(fatigue.getCurrent() - fatigueDecrease);
cls.getCreatureStats(mPtr).setFatigue(fatigue);
}
else if(mJumpState == JumpState_Falling)
{
forcestateupdate = true;
mJumpState = JumpState_Landing;
vec.z = 0.0f;
float healthLost = cls.getFallDamage(mPtr, mFallHeight - mPtr.getRefData().getPosition().pos[2]);
if (healthLost > 0.0f)
{
const float fatigueTerm = cls.getCreatureStats(mPtr).getFatigueTerm();
// inflict fall damages
DynamicStat<float> health = cls.getCreatureStats(mPtr).getHealth();
int realHealthLost = healthLost * (1.0f - 0.25 * fatigueTerm);
health.setCurrent(health.getCurrent() - realHealthLost);
cls.getCreatureStats(mPtr).setHealth(health);
// report acrobatics progression
if (mPtr.getRefData().getHandle() == "player")
cls.skillUsageSucceeded(mPtr, ESM::Skill::Acrobatics, 1);
const float acrobaticsSkill = cls.getNpcStats(mPtr).getSkill(ESM::Skill::Acrobatics).getModified();
if (healthLost > (acrobaticsSkill * fatigueTerm))
{
//TODO: actor falls over
}
}
mFallHeight = mPtr.getRefData().getPosition().pos[2];
}
else
{
if(!(vec.z > 0.0f))
mJumpState = JumpState_None;
vec.z = 0.0f;
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 && !inwater && !sneak)
{
if(rot.z > 0.0f)
movestate = CharState_TurnRight;
else if(rot.z < 0.0f)
movestate = CharState_TurnLeft;
}
}
if(movestate != CharState_None)
clearAnimQueue();
if(mAnimQueue.empty())
idlestate = (inwater ? CharState_IdleSwim : (sneak ? CharState_IdleSneak : CharState_Idle));
else if(mAnimQueue.size() > 1)
{
if(mAnimation->isPlaying(mAnimQueue.front().first) == false)
{
mAnimation->disable(mAnimQueue.front().first);
mAnimQueue.pop_front();
mAnimation->play(mAnimQueue.front().first, Priority_Default,
MWRender::Animation::Group_All, false,
1.0f, "start", "stop", 0.0f, mAnimQueue.front().second);
}
}
if(cls.isNpc())
forcestateupdate = updateNpcState(onground, inwater, isrunning, sneak) || forcestateupdate;
refreshCurrentAnims(idlestate, movestate, forcestateupdate);
rot *= duration * Ogre::Math::RadiansToDegrees(1.0f);
world->rotateObject(mPtr, rot.x, rot.y, rot.z, true);
world->queueMovement(mPtr, vec);
movement = vec;
}
else if(cls.getCreatureStats(mPtr).isDead())
{
MWBase::Environment::get().getWorld()->enableActorCollision(mPtr, false);
world->queueMovement(mPtr, Ogre::Vector3(0.0f));
}
if(mAnimation && !mSkipAnim)
{
Ogre::Vector3 moved = mAnimation->runAnimation(duration);
if(duration > 0.0f)
moved /= duration;
else
moved = Ogre::Vector3(0.0f);
// Ensure we're moving in generally the right direction
if(mMovementSpeed > 0.f)
{
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;
}
// Update movement
if(moved.squaredLength() > 1.0f)
world->queueMovement(mPtr, moved);
}
mSkipAnim = false;
}
void CharacterController::playGroup(const std::string &groupname, int mode, int count)
{
if(!mAnimation || !mAnimation->hasAnimation(groupname))
std::cerr<< "Animation "<<groupname<<" not found" <<std::endl;
else
{
count = std::max(count, 1);
if(mode != 0 || mAnimQueue.empty() || !isAnimPlaying(mAnimQueue.front().first))
{
clearAnimQueue();
mAnimQueue.push_back(std::make_pair(groupname, count-1));
mAnimation->disable(mCurrentIdle);
mCurrentIdle.clear();
mIdleState = CharState_SpecialIdle;
mAnimation->play(groupname, Priority_Default,
MWRender::Animation::Group_All, false, 1.0f,
((mode==2) ? "loop start" : "start"), "stop", 0.0f, count-1);
}
else if(mode == 0)
{
mAnimQueue.resize(1);
mAnimQueue.push_back(std::make_pair(groupname, count-1));
}
}
}
void CharacterController::skipAnim()
{
mSkipAnim = true;
}
bool CharacterController::isAnimPlaying(const std::string &groupName)
{
if(mAnimation == NULL)
return false;
return mAnimation->isPlaying(groupName);
}
void CharacterController::clearAnimQueue()
{
if(!mAnimQueue.empty())
mAnimation->disable(mAnimQueue.front().first);
mAnimQueue.clear();
}
void CharacterController::forceStateUpdate()
{
if(!mAnimation)
return;
clearAnimQueue();
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);
}
}
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<CharacterState> 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";
}
if(mAnimation)
{
mAnimation->play(mCurrentDeath, Priority_Death, MWRender::Animation::Group_All,
false, 1.0f, "start", "stop", 0.0f, 0);
mAnimation->disable(mCurrentIdle);
}
mIdleState = CharState_None;
mCurrentIdle.clear();
}
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)).mMagnitude <= 0)
mAnimation->removeEffect(*it);
}
}
void CharacterController::updateVisibility()
{
if (!mPtr.getClass().isActor())
return;
float alpha = 1.f;
if (mPtr.getClass().getCreatureStats(mPtr).getMagicEffects().get(ESM::MagicEffect::Invisibility).mMagnitude)
{
if (mPtr.getRefData().getHandle() == "player")
alpha = 0.4f;
else
alpha = 0.f;
}
float chameleon = mPtr.getClass().getCreatureStats(mPtr).getMagicEffects().get(ESM::MagicEffect::Chameleon).mMagnitude;
if (chameleon)
{
alpha *= std::max(0.2f, (100.f - chameleon)/100.f);
}
mAnimation->setAlpha(alpha);
}
}