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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-03-28 19:21:04 +00:00

Merge branch 'we-all-know-actors-cant-read' into 'master'

Some cleanup of scripted animation handling.

Closes #4742, #7637, and #7636

See merge request OpenMW/openmw!3522
This commit is contained in:
Alexei Kotov 2023-10-31 21:31:58 +00:00
commit 629fe8ce81
10 changed files with 67 additions and 51 deletions

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@ -10,6 +10,7 @@
Bug #4382: Sound output device does not change when it should 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 #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 #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 #4754: Stack of ammunition cannot be equipped partially
Bug #4816: GetWeaponDrawn returns 1 before weapon is attached Bug #4816: GetWeaponDrawn returns 1 before weapon is attached
Bug #5057: Weapon swing sound plays at same pitch whether it hits or misses 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 #7611: Beast races' idle animations slide after turning or jumping in place
Bug #7630: Charm can be cast on creatures Bug #7630: Charm can be cast on creatures
Bug #7631: Cannot trade with/talk to Creeper or Mudcrab Merchant when they're fleeing 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 #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 #7642: Items in repair and recharge menus aren't sorted alphabetically
Bug #7647: NPC walk cycle bugs after greeting player Bug #7647: NPC walk cycle bugs after greeting player

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@ -1998,12 +1998,12 @@ namespace MWMechanics
} }
bool Actors::playAnimationGroup( 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); const auto iter = mIndex.find(ptr.mRef);
if (iter != mIndex.end()) if (iter != mIndex.end())
{ {
return iter->second->getCharacterController().playGroup(groupName, mode, number, persist); return iter->second->getCharacterController().playGroup(groupName, mode, number, scripted);
} }
else else
{ {

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@ -113,7 +113,7 @@ namespace MWMechanics
void forceStateUpdate(const MWWorld::Ptr& ptr) const; void forceStateUpdate(const MWWorld::Ptr& ptr) const;
bool playAnimationGroup( 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; void skipAnimation(const MWWorld::Ptr& ptr) const;
bool checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string& groupName) const; bool checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string& groupName) const;
void persistAnimationStates() const; void persistAnimationStates() const;

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@ -538,7 +538,7 @@ namespace MWMechanics
if (mAnimation->isPlaying("containerclose")) if (mAnimation->isPlaying("containerclose"))
return false; 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); "start", "stop", 0.f, 0);
if (mAnimation->isPlaying("containeropen")) if (mAnimation->isPlaying("containeropen"))
return false; return false;
@ -559,7 +559,7 @@ namespace MWMechanics
if (animPlaying) if (animPlaying)
startPoint = 1.f - complete; 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); "start", "stop", startPoint, 0);
} }
} }
@ -827,8 +827,8 @@ namespace MWMechanics
void CharacterController::refreshCurrentAnims( void CharacterController::refreshCurrentAnims(
CharacterState idle, CharacterState movement, JumpingState jump, bool force) CharacterState idle, CharacterState movement, JumpingState jump, bool force)
{ {
// If the current animation is persistent, do not touch it // If the current animation is scripted, do not touch it
if (isPersistentAnimPlaying()) if (isScriptedAnimPlaying())
return; return;
refreshHitRecoilAnims(); refreshHitRecoilAnims();
@ -882,7 +882,7 @@ namespace MWMechanics
mDeathState = chooseRandomDeathState(); mDeathState = chooseRandomDeathState();
// Do not interrupt scripted animation by death // Do not interrupt scripted animation by death
if (isPersistentAnimPlaying()) if (isScriptedAnimPlaying())
return; return;
playDeath(startpoint, mDeathState); playDeath(startpoint, mDeathState);
@ -1481,8 +1481,8 @@ namespace MWMechanics
sndMgr->stopSound3D(mPtr, wolfRun); sndMgr->stopSound3D(mPtr, wolfRun);
} }
// Combat for actors with persistent animations obviously will be buggy // Combat for actors with scripted animations obviously will be buggy
if (isPersistentAnimPlaying()) if (isScriptedAnimPlaying())
return forcestateupdate; return forcestateupdate;
float complete = 0.f; float complete = 0.f;
@ -1852,17 +1852,32 @@ namespace MWMechanics
void CharacterController::updateAnimQueue() 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); mAnimation->disable(mAnimQueue.front().mGroup);
mAnimQueue.pop_front(); 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()) if (!mAnimQueue.empty())
@ -2344,7 +2359,7 @@ namespace MWMechanics
} }
} }
if (!isMovementAnimationControlled()) if (!isMovementAnimationControlled() && !isScriptedAnimPlaying())
world->queueMovement(mPtr, vec); world->queueMovement(mPtr, vec);
} }
@ -2371,8 +2386,7 @@ namespace MWMechanics
} }
} }
bool isPersist = isPersistentAnimPlaying(); osg::Vec3f moved = mAnimation->runAnimation(mSkipAnim && !isScriptedAnimPlaying() ? 0.f : duration);
osg::Vec3f moved = mAnimation->runAnimation(mSkipAnim && !isPersist ? 0.f : duration);
if (duration > 0.0f) if (duration > 0.0f)
moved /= duration; moved /= duration;
else else
@ -2413,7 +2427,7 @@ namespace MWMechanics
} }
// Update movement // Update movement
if (isMovementAnimationControlled() && mPtr.getClass().isActor()) if (isMovementAnimationControlled() && mPtr.getClass().isActor() && !isScriptedAnimPlaying())
world->queueMovement(mPtr, moved); world->queueMovement(mPtr, moved);
mSkipAnim = false; mSkipAnim = false;
@ -2428,7 +2442,7 @@ namespace MWMechanics
state.mScriptedAnims.clear(); state.mScriptedAnims.clear();
for (AnimationQueue::const_iterator iter = mAnimQueue.begin(); iter != mAnimQueue.end(); ++iter) for (AnimationQueue::const_iterator iter = mAnimQueue.begin(); iter != mAnimQueue.end(); ++iter)
{ {
if (!iter->mPersist) if (!iter->mScripted)
continue; continue;
ESM::AnimationState::ScriptedAnimation anim; ESM::AnimationState::ScriptedAnimation anim;
@ -2464,7 +2478,7 @@ namespace MWMechanics
AnimationQueueEntry entry; AnimationQueueEntry entry;
entry.mGroup = iter->mGroup; entry.mGroup = iter->mGroup;
entry.mLoopCount = iter->mLoopCount; entry.mLoopCount = iter->mLoopCount;
entry.mPersist = true; entry.mScripted = true;
mAnimQueue.push_back(entry); mAnimQueue.push_back(entry);
} }
@ -2483,18 +2497,18 @@ namespace MWMechanics
mIdleState = CharState_SpecialIdle; mIdleState = CharState_SpecialIdle;
bool loopfallback = mAnimQueue.front().mGroup.starts_with("idle"); 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); "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)) if (!mAnimation || !mAnimation->hasAnimation(groupname))
return false; return false;
// We should not interrupt persistent animations by non-persistent ones // We should not interrupt scripted animations with non-scripted ones
if (isPersistentAnimPlaying() && !persist) if (isScriptedAnimPlaying() && !scripted)
return true; return true;
// If this animation is a looped animation (has a "loop start" key) that is already playing // If this animation is a looped animation (has a "loop start" key) that is already playing
@ -2523,17 +2537,17 @@ namespace MWMechanics
AnimationQueueEntry entry; AnimationQueueEntry entry;
entry.mGroup = groupname; entry.mGroup = groupname;
entry.mLoopCount = count - 1; entry.mLoopCount = count - 1;
entry.mPersist = persist; entry.mScripted = scripted;
if (mode != 0 || mAnimQueue.empty() || !isAnimPlaying(mAnimQueue.front().mGroup)) if (mode != 0 || mAnimQueue.empty() || !isAnimPlaying(mAnimQueue.front().mGroup))
{ {
clearAnimQueue(persist); clearAnimQueue(scripted);
clearStateAnimation(mCurrentIdle); clearStateAnimation(mCurrentIdle);
mIdleState = CharState_SpecialIdle; mIdleState = CharState_SpecialIdle;
bool loopfallback = entry.mGroup.starts_with("idle"); 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, MWRender::Animation::BlendMask_All, false, 1.0f, ((mode == 2) ? "loop start" : "start"), "stop", 0.0f,
count - 1, loopfallback); count - 1, loopfallback);
} }
@ -2544,7 +2558,7 @@ namespace MWMechanics
// "PlayGroup idle" is a special case, used to remove to stop scripted animations playing // "PlayGroup idle" is a special case, used to remove to stop scripted animations playing
if (groupname == "idle") if (groupname == "idle")
entry.mPersist = false; entry.mScripted = false;
mAnimQueue.push_back(entry); mAnimQueue.push_back(entry);
@ -2556,12 +2570,12 @@ namespace MWMechanics
mSkipAnim = true; mSkipAnim = true;
} }
bool CharacterController::isPersistentAnimPlaying() const bool CharacterController::isScriptedAnimPlaying() const
{ {
if (!mAnimQueue.empty()) if (!mAnimQueue.empty())
{ {
const AnimationQueueEntry& first = mAnimQueue.front(); const AnimationQueueEntry& first = mAnimQueue.front();
return first.mPersist && isAnimPlaying(first.mGroup); return first.mScripted && isAnimPlaying(first.mGroup);
} }
return false; return false;
@ -2584,13 +2598,13 @@ namespace MWMechanics
return movementAnimationControlled; return movementAnimationControlled;
} }
void CharacterController::clearAnimQueue(bool clearPersistAnims) void CharacterController::clearAnimQueue(bool clearScriptedAnims)
{ {
// Do not interrupt scripted animations, if we want to keep them // 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); mAnimation->disable(mAnimQueue.front().mGroup);
if (clearPersistAnims) if (clearScriptedAnims)
{ {
mAnimQueue.clear(); mAnimQueue.clear();
return; return;
@ -2598,7 +2612,7 @@ namespace MWMechanics
for (AnimationQueue::iterator it = mAnimQueue.begin(); it != mAnimQueue.end();) for (AnimationQueue::iterator it = mAnimQueue.begin(); it != mAnimQueue.end();)
{ {
if (!it->mPersist) if (!it->mScripted)
it = mAnimQueue.erase(it); it = mAnimQueue.erase(it);
else else
++it; ++it;

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@ -40,7 +40,7 @@ namespace MWMechanics
Priority_Torch, Priority_Torch,
Priority_Storm, Priority_Storm,
Priority_Death, Priority_Death,
Priority_Persistent, Priority_Scripted,
Num_Priorities Num_Priorities
}; };
@ -135,7 +135,7 @@ namespace MWMechanics
{ {
std::string mGroup; std::string mGroup;
size_t mLoopCount; size_t mLoopCount;
bool mPersist; bool mScripted;
}; };
typedef std::deque<AnimationQueueEntry> AnimationQueue; typedef std::deque<AnimationQueueEntry> AnimationQueue;
AnimationQueue mAnimQueue; AnimationQueue mAnimQueue;
@ -207,7 +207,7 @@ namespace MWMechanics
void refreshMovementAnims(CharacterState movement, bool force = false); void refreshMovementAnims(CharacterState movement, bool force = false);
void refreshIdleAnims(CharacterState idle, bool force = false); void refreshIdleAnims(CharacterState idle, bool force = false);
void clearAnimQueue(bool clearPersistAnims = false); void clearAnimQueue(bool clearScriptedAnims = false);
bool updateWeaponState(); bool updateWeaponState();
void updateIdleStormState(bool inwater) const; void updateIdleStormState(bool inwater) const;
@ -215,7 +215,7 @@ namespace MWMechanics
std::string chooseRandomAttackAnimation() const; std::string chooseRandomAttackAnimation() const;
static bool isRandomAttackAnimation(std::string_view group); static bool isRandomAttackAnimation(std::string_view group);
bool isPersistentAnimPlaying() const; bool isScriptedAnimPlaying() const;
bool isMovementAnimationControlled() const; bool isMovementAnimationControlled() const;
void updateAnimQueue(); void updateAnimQueue();
@ -270,7 +270,7 @@ namespace MWMechanics
void persistAnimationState() const; void persistAnimationState() const;
void unpersistAnimationState(); 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(); void skipAnim();
bool isAnimPlaying(std::string_view groupName) const; bool isAnimPlaying(std::string_view groupName) const;

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@ -760,12 +760,12 @@ namespace MWMechanics
} }
bool MechanicsManager::playAnimationGroup( 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()) if (ptr.getClass().isActor())
return mActors.playAnimationGroup(ptr, groupName, mode, number, persist); return mActors.playAnimationGroup(ptr, groupName, mode, number, scripted);
else else
return mObjects.playAnimationGroup(ptr, groupName, mode, number, persist); return mObjects.playAnimationGroup(ptr, groupName, mode, number, scripted);
} }
void MechanicsManager::skipAnimation(const MWWorld::Ptr& ptr) void MechanicsManager::skipAnimation(const MWWorld::Ptr& ptr)
{ {

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@ -142,7 +142,7 @@ namespace MWMechanics
/// Attempt to play an animation group /// Attempt to play an animation group
/// @return Success or error /// @return Success or error
bool playAnimationGroup( 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; void skipAnimation(const MWWorld::Ptr& ptr) override;
bool checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string& groupName) override; bool checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string& groupName) override;
void persistAnimationStates() override; void persistAnimationStates() override;

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@ -99,12 +99,12 @@ namespace MWMechanics
} }
bool Objects::playAnimationGroup( 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); const auto iter = mIndex.find(ptr.mRef);
if (iter != mIndex.end()) if (iter != mIndex.end())
{ {
return iter->second->playGroup(groupName, mode, number, persist); return iter->second->playGroup(groupName, mode, number, scripted);
} }
else else
{ {

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@ -46,7 +46,7 @@ namespace MWMechanics
void onClose(const MWWorld::Ptr& ptr); void onClose(const MWWorld::Ptr& ptr);
bool playAnimationGroup( 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 skipAnimation(const MWWorld::Ptr& ptr);
void persistAnimationStates(); void persistAnimationStates();

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@ -1145,8 +1145,7 @@ namespace MWRender
bool hasScriptedAnims = false; bool hasScriptedAnims = false;
for (AnimStateMap::iterator stateiter = mStates.begin(); stateiter != mStates.end(); stateiter++) for (AnimStateMap::iterator stateiter = mStates.begin(); stateiter != mStates.end(); stateiter++)
{ {
if (stateiter->second.mPriority.contains(int(MWMechanics::Priority_Persistent)) if (stateiter->second.mPriority.contains(int(MWMechanics::Priority_Scripted)) && stateiter->second.mPlaying)
&& stateiter->second.mPlaying)
{ {
hasScriptedAnims = true; hasScriptedAnims = true;
break; break;
@ -1158,7 +1157,7 @@ namespace MWRender
while (stateiter != mStates.end()) while (stateiter != mStates.end())
{ {
AnimState& state = stateiter->second; AnimState& state = stateiter->second;
if (hasScriptedAnims && !state.mPriority.contains(int(MWMechanics::Priority_Persistent))) if (hasScriptedAnims && !state.mPriority.contains(int(MWMechanics::Priority_Scripted)))
{ {
++stateiter; ++stateiter;
continue; continue;