diff --git a/CHANGELOG.md b/CHANGELOG.md index 440f8d9a0e..4e8516ae25 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -10,6 +10,7 @@ Bug #4382: Sound output device does not change when it should Bug #4508: Can't stack enchantment buffs from different instances of the same self-cast generic magic apparel Bug #4610: Casting a Bound Weapon spell cancels the casting animation by equipping the weapon prematurely + Bug #4742: Actors with wander never stop walking after Loopgroup Walkforward Bug #4754: Stack of ammunition cannot be equipped partially Bug #4816: GetWeaponDrawn returns 1 before weapon is attached Bug #5057: Weapon swing sound plays at same pitch whether it hits or misses @@ -84,6 +85,8 @@ Bug #7611: Beast races' idle animations slide after turning or jumping in place Bug #7630: Charm can be cast on creatures Bug #7631: Cannot trade with/talk to Creeper or Mudcrab Merchant when they're fleeing + Bug #7636: Animations bug out when switching between 1st and 3rd person, while playing a scripted animation + Bug #7637: Actors can sometimes move while playing scripted animations Bug #7639: NPCs don't use hand-to-hand if their other melee skills were damaged during combat Bug #7642: Items in repair and recharge menus aren't sorted alphabetically Bug #7647: NPC walk cycle bugs after greeting player diff --git a/apps/openmw/mwmechanics/actors.cpp b/apps/openmw/mwmechanics/actors.cpp index 743c5d5ab5..3e7b075e62 100644 --- a/apps/openmw/mwmechanics/actors.cpp +++ b/apps/openmw/mwmechanics/actors.cpp @@ -1998,12 +1998,12 @@ namespace MWMechanics } bool Actors::playAnimationGroup( - const MWWorld::Ptr& ptr, std::string_view groupName, int mode, int number, bool persist) const + const MWWorld::Ptr& ptr, std::string_view groupName, int mode, int number, bool scripted) const { const auto iter = mIndex.find(ptr.mRef); if (iter != mIndex.end()) { - return iter->second->getCharacterController().playGroup(groupName, mode, number, persist); + return iter->second->getCharacterController().playGroup(groupName, mode, number, scripted); } else { diff --git a/apps/openmw/mwmechanics/actors.hpp b/apps/openmw/mwmechanics/actors.hpp index 98c64397ab..15a39136a6 100644 --- a/apps/openmw/mwmechanics/actors.hpp +++ b/apps/openmw/mwmechanics/actors.hpp @@ -113,7 +113,7 @@ namespace MWMechanics void forceStateUpdate(const MWWorld::Ptr& ptr) const; bool playAnimationGroup( - const MWWorld::Ptr& ptr, std::string_view groupName, int mode, int number, bool persist = false) const; + const MWWorld::Ptr& ptr, std::string_view groupName, int mode, int number, bool scripted = false) const; void skipAnimation(const MWWorld::Ptr& ptr) const; bool checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string& groupName) const; void persistAnimationStates() const; diff --git a/apps/openmw/mwmechanics/character.cpp b/apps/openmw/mwmechanics/character.cpp index 48abac8b06..068d91ab42 100644 --- a/apps/openmw/mwmechanics/character.cpp +++ b/apps/openmw/mwmechanics/character.cpp @@ -538,7 +538,7 @@ namespace MWMechanics if (mAnimation->isPlaying("containerclose")) return false; - mAnimation->play("containeropen", Priority_Persistent, MWRender::Animation::BlendMask_All, false, 1.0f, + mAnimation->play("containeropen", Priority_Scripted, MWRender::Animation::BlendMask_All, false, 1.0f, "start", "stop", 0.f, 0); if (mAnimation->isPlaying("containeropen")) return false; @@ -559,7 +559,7 @@ namespace MWMechanics if (animPlaying) startPoint = 1.f - complete; - mAnimation->play("containerclose", Priority_Persistent, MWRender::Animation::BlendMask_All, false, 1.0f, + mAnimation->play("containerclose", Priority_Scripted, MWRender::Animation::BlendMask_All, false, 1.0f, "start", "stop", startPoint, 0); } } @@ -827,8 +827,8 @@ namespace MWMechanics void CharacterController::refreshCurrentAnims( CharacterState idle, CharacterState movement, JumpingState jump, bool force) { - // If the current animation is persistent, do not touch it - if (isPersistentAnimPlaying()) + // If the current animation is scripted, do not touch it + if (isScriptedAnimPlaying()) return; refreshHitRecoilAnims(); @@ -882,7 +882,7 @@ namespace MWMechanics mDeathState = chooseRandomDeathState(); // Do not interrupt scripted animation by death - if (isPersistentAnimPlaying()) + if (isScriptedAnimPlaying()) return; playDeath(startpoint, mDeathState); @@ -1481,8 +1481,8 @@ namespace MWMechanics sndMgr->stopSound3D(mPtr, wolfRun); } - // Combat for actors with persistent animations obviously will be buggy - if (isPersistentAnimPlaying()) + // Combat for actors with scripted animations obviously will be buggy + if (isScriptedAnimPlaying()) return forcestateupdate; float complete = 0.f; @@ -1852,17 +1852,32 @@ namespace MWMechanics void CharacterController::updateAnimQueue() { - if (mAnimQueue.size() > 1) + if (mAnimQueue.empty()) + return; + + if (!mAnimation->isPlaying(mAnimQueue.front().mGroup)) { - if (mAnimation->isPlaying(mAnimQueue.front().mGroup) == false) + // Remove the finished animation, unless it's a scripted animation that was interrupted by e.g. a rebuild of + // the animation object. + if (mAnimQueue.size() > 1 || !mAnimQueue.front().mScripted || mAnimQueue.front().mLoopCount == 0) { mAnimation->disable(mAnimQueue.front().mGroup); mAnimQueue.pop_front(); - - bool loopfallback = mAnimQueue.front().mGroup.starts_with("idle"); - 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()) + { + // Move on to the remaining items of the queue + bool loopfallback = mAnimQueue.front().mGroup.starts_with("idle"); + mAnimation->play(mAnimQueue.front().mGroup, + mAnimQueue.front().mScripted ? Priority_Scripted : Priority_Default, + MWRender::Animation::BlendMask_All, false, 1.0f, "start", "stop", 0.0f, + mAnimQueue.front().mLoopCount, loopfallback); + } + } + else + { + mAnimQueue.front().mLoopCount = mAnimation->getCurrentLoopCount(mAnimQueue.front().mGroup); } if (!mAnimQueue.empty()) @@ -2344,7 +2359,7 @@ namespace MWMechanics } } - if (!isMovementAnimationControlled()) + if (!isMovementAnimationControlled() && !isScriptedAnimPlaying()) world->queueMovement(mPtr, vec); } @@ -2371,8 +2386,7 @@ namespace MWMechanics } } - bool isPersist = isPersistentAnimPlaying(); - osg::Vec3f moved = mAnimation->runAnimation(mSkipAnim && !isPersist ? 0.f : duration); + osg::Vec3f moved = mAnimation->runAnimation(mSkipAnim && !isScriptedAnimPlaying() ? 0.f : duration); if (duration > 0.0f) moved /= duration; else @@ -2413,7 +2427,7 @@ namespace MWMechanics } // Update movement - if (isMovementAnimationControlled() && mPtr.getClass().isActor()) + if (isMovementAnimationControlled() && mPtr.getClass().isActor() && !isScriptedAnimPlaying()) world->queueMovement(mPtr, moved); mSkipAnim = false; @@ -2428,7 +2442,7 @@ namespace MWMechanics state.mScriptedAnims.clear(); for (AnimationQueue::const_iterator iter = mAnimQueue.begin(); iter != mAnimQueue.end(); ++iter) { - if (!iter->mPersist) + if (!iter->mScripted) continue; ESM::AnimationState::ScriptedAnimation anim; @@ -2464,7 +2478,7 @@ namespace MWMechanics AnimationQueueEntry entry; entry.mGroup = iter->mGroup; entry.mLoopCount = iter->mLoopCount; - entry.mPersist = true; + entry.mScripted = true; mAnimQueue.push_back(entry); } @@ -2483,18 +2497,18 @@ namespace MWMechanics mIdleState = CharState_SpecialIdle; bool loopfallback = mAnimQueue.front().mGroup.starts_with("idle"); - mAnimation->play(anim.mGroup, Priority_Persistent, MWRender::Animation::BlendMask_All, false, 1.0f, "start", + mAnimation->play(anim.mGroup, Priority_Scripted, MWRender::Animation::BlendMask_All, false, 1.0f, "start", "stop", complete, anim.mLoopCount, loopfallback); } } - bool CharacterController::playGroup(std::string_view groupname, int mode, int count, bool persist) + bool CharacterController::playGroup(std::string_view groupname, int mode, int count, bool scripted) { if (!mAnimation || !mAnimation->hasAnimation(groupname)) return false; - // We should not interrupt persistent animations by non-persistent ones - if (isPersistentAnimPlaying() && !persist) + // We should not interrupt scripted animations with non-scripted ones + if (isScriptedAnimPlaying() && !scripted) return true; // If this animation is a looped animation (has a "loop start" key) that is already playing @@ -2523,17 +2537,17 @@ namespace MWMechanics AnimationQueueEntry entry; entry.mGroup = groupname; entry.mLoopCount = count - 1; - entry.mPersist = persist; + entry.mScripted = scripted; if (mode != 0 || mAnimQueue.empty() || !isAnimPlaying(mAnimQueue.front().mGroup)) { - clearAnimQueue(persist); + clearAnimQueue(scripted); clearStateAnimation(mCurrentIdle); mIdleState = CharState_SpecialIdle; bool loopfallback = entry.mGroup.starts_with("idle"); - mAnimation->play(groupname, persist && groupname != "idle" ? Priority_Persistent : Priority_Default, + mAnimation->play(groupname, scripted && groupname != "idle" ? Priority_Scripted : Priority_Default, MWRender::Animation::BlendMask_All, false, 1.0f, ((mode == 2) ? "loop start" : "start"), "stop", 0.0f, count - 1, loopfallback); } @@ -2544,7 +2558,7 @@ namespace MWMechanics // "PlayGroup idle" is a special case, used to remove to stop scripted animations playing if (groupname == "idle") - entry.mPersist = false; + entry.mScripted = false; mAnimQueue.push_back(entry); @@ -2556,12 +2570,12 @@ namespace MWMechanics mSkipAnim = true; } - bool CharacterController::isPersistentAnimPlaying() const + bool CharacterController::isScriptedAnimPlaying() const { if (!mAnimQueue.empty()) { const AnimationQueueEntry& first = mAnimQueue.front(); - return first.mPersist && isAnimPlaying(first.mGroup); + return first.mScripted && isAnimPlaying(first.mGroup); } return false; @@ -2584,13 +2598,13 @@ namespace MWMechanics return movementAnimationControlled; } - void CharacterController::clearAnimQueue(bool clearPersistAnims) + void CharacterController::clearAnimQueue(bool clearScriptedAnims) { // Do not interrupt scripted animations, if we want to keep them - if ((!isPersistentAnimPlaying() || clearPersistAnims) && !mAnimQueue.empty()) + if ((!isScriptedAnimPlaying() || clearScriptedAnims) && !mAnimQueue.empty()) mAnimation->disable(mAnimQueue.front().mGroup); - if (clearPersistAnims) + if (clearScriptedAnims) { mAnimQueue.clear(); return; @@ -2598,7 +2612,7 @@ namespace MWMechanics for (AnimationQueue::iterator it = mAnimQueue.begin(); it != mAnimQueue.end();) { - if (!it->mPersist) + if (!it->mScripted) it = mAnimQueue.erase(it); else ++it; diff --git a/apps/openmw/mwmechanics/character.hpp b/apps/openmw/mwmechanics/character.hpp index 316a1cff0e..c3d45fe0fb 100644 --- a/apps/openmw/mwmechanics/character.hpp +++ b/apps/openmw/mwmechanics/character.hpp @@ -40,7 +40,7 @@ namespace MWMechanics Priority_Torch, Priority_Storm, Priority_Death, - Priority_Persistent, + Priority_Scripted, Num_Priorities }; @@ -135,7 +135,7 @@ namespace MWMechanics { std::string mGroup; size_t mLoopCount; - bool mPersist; + bool mScripted; }; typedef std::deque AnimationQueue; AnimationQueue mAnimQueue; @@ -207,7 +207,7 @@ namespace MWMechanics void refreshMovementAnims(CharacterState movement, bool force = false); void refreshIdleAnims(CharacterState idle, bool force = false); - void clearAnimQueue(bool clearPersistAnims = false); + void clearAnimQueue(bool clearScriptedAnims = false); bool updateWeaponState(); void updateIdleStormState(bool inwater) const; @@ -215,7 +215,7 @@ namespace MWMechanics std::string chooseRandomAttackAnimation() const; static bool isRandomAttackAnimation(std::string_view group); - bool isPersistentAnimPlaying() const; + bool isScriptedAnimPlaying() const; bool isMovementAnimationControlled() const; void updateAnimQueue(); @@ -270,7 +270,7 @@ namespace MWMechanics void persistAnimationState() const; void unpersistAnimationState(); - bool playGroup(std::string_view groupname, int mode, int count, bool persist = false); + bool playGroup(std::string_view groupname, int mode, int count, bool scripted = false); void skipAnim(); bool isAnimPlaying(std::string_view groupName) const; diff --git a/apps/openmw/mwmechanics/mechanicsmanagerimp.cpp b/apps/openmw/mwmechanics/mechanicsmanagerimp.cpp index 071ac164f3..f95df16855 100644 --- a/apps/openmw/mwmechanics/mechanicsmanagerimp.cpp +++ b/apps/openmw/mwmechanics/mechanicsmanagerimp.cpp @@ -760,12 +760,12 @@ namespace MWMechanics } bool MechanicsManager::playAnimationGroup( - const MWWorld::Ptr& ptr, std::string_view groupName, int mode, int number, bool persist) + const MWWorld::Ptr& ptr, std::string_view groupName, int mode, int number, bool scripted) { if (ptr.getClass().isActor()) - return mActors.playAnimationGroup(ptr, groupName, mode, number, persist); + return mActors.playAnimationGroup(ptr, groupName, mode, number, scripted); else - return mObjects.playAnimationGroup(ptr, groupName, mode, number, persist); + return mObjects.playAnimationGroup(ptr, groupName, mode, number, scripted); } void MechanicsManager::skipAnimation(const MWWorld::Ptr& ptr) { diff --git a/apps/openmw/mwmechanics/mechanicsmanagerimp.hpp b/apps/openmw/mwmechanics/mechanicsmanagerimp.hpp index 36bb18e022..997636522e 100644 --- a/apps/openmw/mwmechanics/mechanicsmanagerimp.hpp +++ b/apps/openmw/mwmechanics/mechanicsmanagerimp.hpp @@ -142,7 +142,7 @@ namespace MWMechanics /// Attempt to play an animation group /// @return Success or error bool playAnimationGroup( - const MWWorld::Ptr& ptr, std::string_view groupName, int mode, int number, bool persist = false) override; + const MWWorld::Ptr& ptr, std::string_view groupName, int mode, int number, bool scripted = false) override; void skipAnimation(const MWWorld::Ptr& ptr) override; bool checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string& groupName) override; void persistAnimationStates() override; diff --git a/apps/openmw/mwmechanics/objects.cpp b/apps/openmw/mwmechanics/objects.cpp index ab981dd459..5bdfc91ac7 100644 --- a/apps/openmw/mwmechanics/objects.cpp +++ b/apps/openmw/mwmechanics/objects.cpp @@ -99,12 +99,12 @@ namespace MWMechanics } bool Objects::playAnimationGroup( - const MWWorld::Ptr& ptr, std::string_view groupName, int mode, int number, bool persist) + const MWWorld::Ptr& ptr, std::string_view groupName, int mode, int number, bool scripted) { const auto iter = mIndex.find(ptr.mRef); if (iter != mIndex.end()) { - return iter->second->playGroup(groupName, mode, number, persist); + return iter->second->playGroup(groupName, mode, number, scripted); } else { diff --git a/apps/openmw/mwmechanics/objects.hpp b/apps/openmw/mwmechanics/objects.hpp index 8b5962109c..296f454e4f 100644 --- a/apps/openmw/mwmechanics/objects.hpp +++ b/apps/openmw/mwmechanics/objects.hpp @@ -46,7 +46,7 @@ namespace MWMechanics void onClose(const MWWorld::Ptr& ptr); bool playAnimationGroup( - const MWWorld::Ptr& ptr, std::string_view groupName, int mode, int number, bool persist = false); + const MWWorld::Ptr& ptr, std::string_view groupName, int mode, int number, bool scripted = false); void skipAnimation(const MWWorld::Ptr& ptr); void persistAnimationStates(); diff --git a/apps/openmw/mwrender/animation.cpp b/apps/openmw/mwrender/animation.cpp index b49f382f66..0741e24a69 100644 --- a/apps/openmw/mwrender/animation.cpp +++ b/apps/openmw/mwrender/animation.cpp @@ -1145,8 +1145,7 @@ namespace MWRender bool hasScriptedAnims = false; for (AnimStateMap::iterator stateiter = mStates.begin(); stateiter != mStates.end(); stateiter++) { - if (stateiter->second.mPriority.contains(int(MWMechanics::Priority_Persistent)) - && stateiter->second.mPlaying) + if (stateiter->second.mPriority.contains(int(MWMechanics::Priority_Scripted)) && stateiter->second.mPlaying) { hasScriptedAnims = true; break; @@ -1158,7 +1157,7 @@ namespace MWRender while (stateiter != mStates.end()) { AnimState& state = stateiter->second; - if (hasScriptedAnims && !state.mPriority.contains(int(MWMechanics::Priority_Persistent))) + if (hasScriptedAnims && !state.mPriority.contains(int(MWMechanics::Priority_Scripted))) { ++stateiter; continue;