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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-01-26 09:35:28 +00:00

Clean up updateWeaponState()

This commit is contained in:
Alexei Kotov 2022-08-08 20:17:02 +03:00
parent e5ef9f1464
commit ac892f2bfd
2 changed files with 39 additions and 57 deletions

View File

@ -1113,7 +1113,7 @@ bool CharacterController::updateCarriedLeftVisible(const int weaptype) const
return mAnimation->updateCarriedLeftVisible(weaptype);
}
bool CharacterController::updateWeaponState(CharacterState idle)
bool CharacterController::updateWeaponState()
{
const auto world = MWBase::Environment::get().getWorld();
auto& prng = world->getPrng();
@ -1166,8 +1166,7 @@ bool CharacterController::updateWeaponState(CharacterState idle)
bool forcestateupdate = false;
// We should not play equipping animation and sound during weapon->weapon transition
const bool isStillWeapon = weaptype != ESM::Weapon::HandToHand && weaptype != ESM::Weapon::Spell && weaptype != ESM::Weapon::None &&
mWeaponType != ESM::Weapon::HandToHand && mWeaponType != ESM::Weapon::Spell && mWeaponType != ESM::Weapon::None;
const bool isStillWeapon = isRealWeapon(mWeaponType) && isRealWeapon(weaptype);
// If the current weapon type was changed in the middle of attack (e.g. by Equip console command or when bound spell expires),
// we should force actor to the "weapon equipped" state, interrupt attack and update animations.
@ -1179,7 +1178,6 @@ bool CharacterController::updateWeaponState(CharacterState idle)
mUpperBodyState = UpperBodyState::WeaponEquipped;
setAttackingOrSpell(false);
mAnimation->showWeapons(true);
stats.setAttackingOrSpell(false);
}
if(!isKnockedOut() && !isKnockedDown() && !isRecovery())
@ -1247,7 +1245,8 @@ bool CharacterController::updateWeaponState(CharacterState idle)
if (!isStillWeapon)
{
clearStateAnimation(mCurrentWeapon);
if (animPlaying)
mAnimation->disable(mCurrentWeapon);
if (weaptype != ESM::Weapon::None)
{
mAnimation->showWeapons(false);
@ -1265,12 +1264,15 @@ bool CharacterController::updateWeaponState(CharacterState idle)
mUpperBodyState = UpperBodyState::Equipping;
// If we do not have the "equip attach" key, show weapon manually.
if (weaptype != ESM::Weapon::Spell)
if (weaptype != ESM::Weapon::Spell && mAnimation->getTextKeyTime(weapgroup+": equip attach") < 0)
{
if (mAnimation->getTextKeyTime(weapgroup+": equip attach") < 0)
mAnimation->showWeapons(true);
mAnimation->showWeapons(true);
}
}
if (!upSoundId.empty())
{
sndMgr->playSound3D(mPtr, upSoundId, 1.0f, 1.0f);
}
}
if(isWerewolf)
@ -1286,10 +1288,6 @@ bool CharacterController::updateWeaponState(CharacterState idle)
mWeaponType = weaptype;
mCurrentWeapon = weapgroup;
if(!upSoundId.empty() && !isStillWeapon)
{
sndMgr->playSound3D(mPtr, upSoundId, 1.0f, 1.0f);
}
}
// Make sure that we disabled unequipping animation
@ -1297,7 +1295,6 @@ bool CharacterController::updateWeaponState(CharacterState idle)
{
resetCurrentWeaponState();
mWeaponType = ESM::Weapon::None;
mCurrentWeapon = getWeaponAnimation(mWeaponType);
}
}
}
@ -1319,20 +1316,17 @@ bool CharacterController::updateWeaponState(CharacterState idle)
// Cancel attack if we no longer have ammunition
bool ammunition = true;
bool isWeapon = false;
float weapSpeed = 1.f;
if (cls.hasInventoryStore(mPtr))
{
MWWorld::InventoryStore &inv = cls.getInventoryStore(mPtr);
MWWorld::ConstContainerStoreIterator weapon = getActiveWeapon(mPtr, &weaptype);
isWeapon = (weapon != inv.end() && weapon->getType() == ESM::Weapon::sRecordId);
if (isWeapon)
if (stats.getDrawState() == DrawState::Weapon && !mWeapon.isEmpty() && mWeapon.getType() == ESM::Weapon::sRecordId)
{
weapSpeed = weapon->get<ESM::Weapon>()->mBase->mData.mSpeed;
weapSpeed = mWeapon.get<ESM::Weapon>()->mBase->mData.mSpeed;
MWWorld::ConstContainerStoreIterator ammo = inv.getSlot(MWWorld::InventoryStore::Slot_Ammunition);
int ammotype = getWeaponType(weapon->get<ESM::Weapon>()->mBase->mData.mType)->mAmmoType;
if (ammotype != ESM::Weapon::None && (ammo == inv.end() || ammo->get<ESM::Weapon>()->mBase->mData.mType != ammotype))
ammunition = false;
int ammotype = getWeaponType(mWeapon.get<ESM::Weapon>()->mBase->mData.mType)->mAmmoType;
if (ammotype != ESM::Weapon::None)
ammunition = ammo != inv.end() && ammo->get<ESM::Weapon>()->mBase->mData.mType == ammotype;
}
if (!ammunition && mUpperBodyState > UpperBodyState::WeaponEquipped)
@ -1341,6 +1335,20 @@ bool CharacterController::updateWeaponState(CharacterState idle)
mAnimation->disable(mCurrentWeapon);
mUpperBodyState = UpperBodyState::WeaponEquipped;
}
MWWorld::ConstContainerStoreIterator torch = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
if (torch != inv.end() && torch->getType() == ESM::Light::sRecordId && updateCarriedLeftVisible(mWeaponType))
{
if (mAnimation->isPlaying("shield"))
mAnimation->disable("shield");
mAnimation->play("torch", Priority_Torch, MWRender::Animation::BlendMask_LeftArm,
false, 1.0f, "start", "stop", 0.0f, std::numeric_limits<size_t>::max(), true);
}
else if (mAnimation->isPlaying("torch"))
{
mAnimation->disable("torch");
}
}
// Combat for actors with persistent animations obviously will be buggy
@ -1358,9 +1366,7 @@ bool CharacterController::updateWeaponState(CharacterState idle)
mAttackStrength = 0;
// Randomize attacks for non-bipedal creatures
if (cls.getType() == ESM::Creature::sRecordId &&
!cls.isBipedal(mPtr) &&
(!mAnimation->hasAnimation(mCurrentWeapon) || isRandomAttackAnimation(mCurrentWeapon)))
if (!cls.isBipedal(mPtr) && (!mAnimation->hasAnimation(mCurrentWeapon) || isRandomAttackAnimation(mCurrentWeapon)))
{
mCurrentWeapon = chooseRandomAttackAnimation();
}
@ -1495,18 +1501,16 @@ bool CharacterController::updateWeaponState(CharacterState idle)
else if(mWeaponType == ESM::Weapon::PickProbe)
{
world->breakInvisibility(mPtr);
MWWorld::ContainerStoreIterator weapon = cls.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 = world->getFacedObject();
std::string resultMessage, resultSound;
if(!target.isEmpty())
{
if(item.getType() == ESM::Lockpick::sRecordId)
Security(mPtr).pickLock(target, item, resultMessage, resultSound);
else if(item.getType() == ESM::Probe::sRecordId)
Security(mPtr).probeTrap(target, item, resultMessage, resultSound);
if (mWeapon.getType() == ESM::Lockpick::sRecordId)
Security(mPtr).pickLock(target, mWeapon, resultMessage, resultSound);
else if (mWeapon.getType() == ESM::Probe::sRecordId)
Security(mPtr).probeTrap(target, mWeapon, resultMessage, resultSound);
}
mAnimation->play(mCurrentWeapon, priorityWeapon,
MWRender::Animation::BlendMask_All, true,
@ -1540,10 +1544,9 @@ bool CharacterController::updateWeaponState(CharacterState idle)
{
if (Settings::Manager::getBool("best attack", "Game"))
{
if (isWeapon)
if (!mWeapon.isEmpty() && mWeapon.getType() == ESM::Weapon::sRecordId)
{
MWWorld::ConstContainerStoreIterator weapon = cls.getInventoryStore(mPtr).getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
mAttackType = getBestAttack(weapon->get<ESM::Weapon>()->mBase);
mAttackType = getBestAttack(mWeapon.get<ESM::Weapon>()->mBase);
}
else
{
@ -1578,9 +1581,7 @@ bool CharacterController::updateWeaponState(CharacterState idle)
}
// We should not break swim and sneak animations
if (resetIdle &&
idle != CharState_IdleSneak && idle != CharState_IdleSwim &&
mIdleState != CharState_IdleSneak && mIdleState != CharState_IdleSwim)
if (resetIdle && mIdleState != CharState_IdleSneak && mIdleState != CharState_IdleSwim)
{
resetCurrentIdleState();
}
@ -1788,25 +1789,6 @@ bool CharacterController::updateWeaponState(CharacterState idle)
mUpperBodyState = UpperBodyState::WeaponEquipped;
}
if (cls.hasInventoryStore(mPtr))
{
const MWWorld::InventoryStore& inv = cls.getInventoryStore(mPtr);
MWWorld::ConstContainerStoreIterator torch = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
if(torch != inv.end() && torch->getType() == ESM::Light::sRecordId
&& updateCarriedLeftVisible(mWeaponType))
{
if (mAnimation->isPlaying("shield"))
mAnimation->disable("shield");
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 > UpperBodyState::WeaponEquipped);
return forcestateupdate;
@ -2270,7 +2252,7 @@ void CharacterController::update(float duration)
if (!mSkipAnim)
{
refreshCurrentAnims(idlestate, movestate, jumpstate, updateWeaponState(idlestate));
refreshCurrentAnims(idlestate, movestate, jumpstate, updateWeaponState());
updateIdleStormState(inwater);
}

View File

@ -204,7 +204,7 @@ class CharacterController : public MWRender::Animation::TextKeyListener
void clearAnimQueue(bool clearPersistAnims = false);
bool updateWeaponState(CharacterState idle);
bool updateWeaponState();
void updateIdleStormState(bool inwater) const;
std::string chooseRandomAttackAnimation() const;