/* * 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 #include #include #include #include "../mwrender/animation.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/mechanicsmanager.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 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 &store = world->getStore().get(); const float fallDistanceMin = store.find("fFallDamageDistanceMin")->mValue.getFloat(); if (fallHeight >= fallDistanceMin) { const float acrobaticsSkill = static_cast(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")->mValue.getFloat(); const float fallAcroMult = store.find("fFallAcroMult")->mValue.getFloat(); const float fallDistanceBase = store.find("fFallDistanceBase")->mValue.getFloat(); const float fallDistanceMult = store.find("fFallDistanceMult")->mValue.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; } }; std::string CharacterController::chooseRandomGroup (const std::string& prefix, int* num) const { int numAnims=0; while (mAnimation->hasAnimation(prefix + std::to_string(numAnims+1))) ++numAnims; int roll = Misc::Rng::rollDice(numAnims) + 1; // [1, numAnims] if (num) *num = roll; return prefix + std::to_string(roll); } void CharacterController::refreshHitRecoilAnims(CharacterState& idle) { 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; if (mWeaponType > ESM::Weapon::None) mAnimation->showWeapons(true); } 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) idle = CharState_None; } void CharacterController::refreshJumpAnims(const std::string& weapShortGroup, JumpingState jump, CharacterState& idle, bool force) { if (!force && jump == mJumpState && idle == CharState_None) return; std::string jumpAnimName; MWRender::Animation::BlendMask jumpmask = MWRender::Animation::BlendMask_All; if (jump != JumpState_None) { jumpAnimName = "jump"; if(!weapShortGroup.empty()) { jumpAnimName += weapShortGroup; if(!mAnimation->hasAnimation(jumpAnimName)) { jumpAnimName = fallbackShortWeaponGroup("jump", &jumpmask); // If we apply jump only for lower body, do not reset idle animations. // For upper body there will be idle animation. if (jumpmask == MWRender::Animation::BlendMask_LowerBody && idle == CharState_None) idle = CharState_Idle; } } } if (!force && jump == mJumpState) return; bool startAtLoop = (jump == mJumpState); mJumpState = jump; 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.f, ~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; } } } bool CharacterController::onOpen() { if (mPtr.getTypeName() == typeid(ESM::Container).name()) { if (!mAnimation->hasAnimation("containeropen")) return true; if (mAnimation->isPlaying("containeropen")) return false; if (mAnimation->isPlaying("containerclose")) return false; mAnimation->play("containeropen", Priority_Persistent, MWRender::Animation::BlendMask_All, false, 1.0f, "start", "stop", 0.f, 0); if (mAnimation->isPlaying("containeropen")) return false; } return true; } void CharacterController::onClose() { if (mPtr.getTypeName() == typeid(ESM::Container).name()) { if (!mAnimation->hasAnimation("containerclose")) return; float complete, startPoint = 0.f; bool animPlaying = mAnimation->getInfo("containeropen", &complete); if (animPlaying) startPoint = 1.f - complete; mAnimation->play("containerclose", Priority_Persistent, MWRender::Animation::BlendMask_All, false, 1.0f, "start", "stop", startPoint, 0); } } std::string CharacterController::getWeaponAnimation(int weaponType) const { std::string weaponGroup = getWeaponType(weaponType)->mLongGroup; bool isRealWeapon = weaponType != ESM::Weapon::HandToHand && weaponType != ESM::Weapon::Spell && weaponType != ESM::Weapon::None; if (isRealWeapon && !mAnimation->hasAnimation(weaponGroup)) { static const std::string oneHandFallback = getWeaponType(ESM::Weapon::LongBladeOneHand)->mLongGroup; static const std::string twoHandFallback = getWeaponType(ESM::Weapon::LongBladeTwoHand)->mLongGroup; const ESM::WeaponType* weapInfo = getWeaponType(weaponType); // For real two-handed melee weapons use 2h swords animations as fallback, otherwise use the 1h ones if (weapInfo->mFlags & ESM::WeaponType::TwoHanded && weapInfo->mWeaponClass == ESM::WeaponType::Melee) weaponGroup = twoHandFallback; else if (isRealWeapon) weaponGroup = oneHandFallback; } return weaponGroup; } std::string CharacterController::fallbackShortWeaponGroup(const std::string& baseGroupName, MWRender::Animation::BlendMask* blendMask) { bool isRealWeapon = mWeaponType != ESM::Weapon::HandToHand && mWeaponType != ESM::Weapon::Spell && mWeaponType != ESM::Weapon::None; if (!isRealWeapon) { if (blendMask != nullptr) *blendMask = MWRender::Animation::BlendMask_LowerBody; return baseGroupName; } static const std::string oneHandFallback = getWeaponType(ESM::Weapon::LongBladeOneHand)->mShortGroup; static const std::string twoHandFallback = getWeaponType(ESM::Weapon::LongBladeTwoHand)->mShortGroup; std::string groupName = baseGroupName; const ESM::WeaponType* weapInfo = getWeaponType(mWeaponType); // For real two-handed melee weapons use 2h swords animations as fallback, otherwise use the 1h ones if (isRealWeapon && weapInfo->mFlags & ESM::WeaponType::TwoHanded && weapInfo->mWeaponClass == ESM::WeaponType::Melee) groupName += twoHandFallback; else if (isRealWeapon) groupName += oneHandFallback; // Special case for crossbows - we shouls apply 1h animations a fallback only for lower body if (mWeaponType == ESM::Weapon::MarksmanCrossbow && blendMask != nullptr) *blendMask = MWRender::Animation::BlendMask_LowerBody; if (!mAnimation->hasAnimation(groupName)) { groupName = baseGroupName; if (blendMask != nullptr) *blendMask = MWRender::Animation::BlendMask_LowerBody; } return groupName; } void CharacterController::refreshMovementAnims(const std::string& weapShortGroup, CharacterState movement, CharacterState& idle, bool force) { if (movement == mMovementState && idle == mIdleState && !force) return; // Reset idle if we actually play movement animations excepts of these cases: // 1. When we play turning animations // 2. When we use a fallback animation for lower body since movement animation for given weapon is missing (e.g. for crossbows and spellcasting) bool resetIdle = (movement != CharState_None && !isTurning()); std::string movementAnimName; MWRender::Animation::BlendMask movemask; const StateInfo *movestate; movemask = MWRender::Animation::BlendMask_All; movestate = std::find_if(sMovementList, sMovementListEnd, FindCharState(movement)); if(movestate != sMovementListEnd) { movementAnimName = movestate->groupname; if(!weapShortGroup.empty()) { std::string::size_type swimpos = movementAnimName.find("swim"); if (swimpos == std::string::npos) { if (mWeaponType == ESM::Weapon::Spell && (movement == CharState_TurnLeft || movement == CharState_TurnRight)) // Spellcasting stance turning is a special case movementAnimName = weapShortGroup + movementAnimName; else movementAnimName += weapShortGroup; } if(!mAnimation->hasAnimation(movementAnimName)) { movementAnimName = movestate->groupname; if (swimpos == std::string::npos) { movementAnimName = fallbackShortWeaponGroup(movementAnimName, &movemask); // If we apply movement only for lower body, do not reset idle animations. // For upper body there will be idle animation. if (movemask == MWRender::Animation::BlendMask_LowerBody && idle == CharState_None) idle = CharState_Idle; if (movemask == MWRender::Animation::BlendMask_LowerBody) resetIdle = false; } } } } if(force || movement != mMovementState) { mMovementState = movement; if(movestate != sMovementListEnd) { if(!mAnimation->hasAnimation(movementAnimName)) { std::string::size_type swimpos = movementAnimName.find("swim"); if (swimpos != std::string::npos) { movementAnimName.erase(swimpos, 4); if (!weapShortGroup.empty()) { std::string weapMovementAnimName = movementAnimName + weapShortGroup; if(mAnimation->hasAnimation(weapMovementAnimName)) movementAnimName = weapMovementAnimName; else { movementAnimName = fallbackShortWeaponGroup(movementAnimName, &movemask); if (movemask == MWRender::Animation::BlendMask_LowerBody) resetIdle = false; } } } if (swimpos == std::string::npos || !mAnimation->hasAnimation(movementAnimName)) { 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(); } } } // If we're playing the same animation, start it from the point it ended float startpoint = 0.f; if (!mCurrentMovement.empty() && movementAnimName == mCurrentMovement) mAnimation->getInfo(mCurrentMovement, &startpoint); mMovementAnimationControlled = true; mAnimation->disable(mCurrentMovement); if (!mAnimation->hasAnimation(movementAnimName)) movementAnimName.clear(); mCurrentMovement = movementAnimName; if(!mCurrentMovement.empty()) { if (resetIdle) { mAnimation->disable(mCurrentIdle); mIdleState = CharState_None; idle = CharState_None; } // 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()->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. bool sneaking = mMovementState == CharState_SneakForward || mMovementState == CharState_SneakBack || mMovementState == CharState_SneakLeft || mMovementState == CharState_SneakRight; mMovementAnimSpeed = (sneaking ? 33.5452f : (isRunning() ? 222.857f : 154.064f)); mMovementAnimationControlled = false; } } mAnimation->play(mCurrentMovement, Priority_Movement, movemask, false, 1.f, "start", "stop", startpoint, ~0ul, true); } else mMovementState = CharState_None; } } void CharacterController::refreshIdleAnims(const std::string& weapShortGroup, CharacterState idle, bool force) { // 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 && mUpperBodyState != UpperCharState_WeapEquiped) || (mMovementState != CharState_None && !isTurning()) || mHitState != CharState_None) && !mPtr.getClass().isBipedal(mPtr)) idle = CharState_None; 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(!weapShortGroup.empty()) { idleGroup += weapShortGroup; if(!mAnimation->hasAnimation(idleGroup)) { idleGroup = fallbackShortWeaponGroup("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); } } // There is no need to restart anim if the new and old anims are the same. // Just update a number of loops. float startPoint = 0; if (!mCurrentIdle.empty() && mCurrentIdle == idleGroup) { mAnimation->getInfo(mCurrentIdle, &startPoint); } if(!mCurrentIdle.empty()) mAnimation->disable(mCurrentIdle); mCurrentIdle = idleGroup; if(!mCurrentIdle.empty()) mAnimation->play(mCurrentIdle, idlePriority, MWRender::Animation::BlendMask_All, false, 1.0f, "start", "stop", startPoint, 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(idle); std::string weap; if (mPtr.getClass().hasInventoryStore(mPtr)) weap = getWeaponType(mWeaponType)->mShortGroup; refreshJumpAnims(weap, jump, idle, force); refreshMovementAnims(weap, movement, idle, force); // idle handled last as it can depend on the other states refreshIdleAnims(weap, idle, force); } 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" + std::to_string(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(CharState_Death1 + (selected-1)); } void CharacterController::playRandomDeath(float startpoint) { 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); } std::string CharacterController::chooseRandomAttackAnimation() const { std::string result; bool isSwimming = MWBase::Environment::get().getWorld()->isSwimming(mPtr); if (isSwimming) result = chooseRandomGroup("swimattack"); if (!isSwimming || !mAnimation->hasAnimation(result)) result = chooseRandomGroup("attack"); return result; } 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(ESM::Weapon::None) , mAttackStrength(0.f) , mSkipAnim(false) , mSecondsOfSwimming(0) , mSecondsOfRunning(0) , mTurnAnimationThreshold(0) , mAttackingOrSpell(false) , mCastingManualSpell(false) , mTimeUntilWake(0.f) , mIsMovingBackward(false) { 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(mPtr, &mWeaponType); if (mWeaponType != ESM::Weapon::None) { mUpperBodyState = UpperCharState_WeapEquiped; mCurrentWeapon = getWeaponAnimation(mWeaponType); } if(mWeaponType != ESM::Weapon::None && mWeaponType != ESM::Weapon::Spell && mWeaponType != ESM::Weapon::HandToHand) { mAnimation->showWeapons(true); // Note: controllers for ranged weapon should use time for beginning of animation to play shooting properly, // for other weapons they should use absolute time. Some mods rely on this behaviour (to rotate throwing projectiles, for example) ESM::WeaponType::Class weaponClass = getWeaponType(mWeaponType)->mWeaponClass; bool useRelativeDuration = weaponClass == ESM::WeaponType::Ranged; mAnimation->setWeaponGroup(mCurrentWeapon, useRelativeDuration); } 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(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(nullptr); } } void split(const std::string &s, char delim, std::vector &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, NifOsg::TextKeyMap::ConstIterator key, const NifOsg::TextKeyMap& map) { const std::string &evt = key->second; if(evt.compare(0, 7, "sound: ") == 0) { MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager(); 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 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(); // NB: landing sound is not played for NPCs here if(soundgen == "left" || soundgen == "right" || soundgen == "land") { sndMgr->playSound3D(mPtr, sound, volume, pitch, MWSound::Type::Foot, MWSound::PlayMode::NoPlayerLocal); } else { 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(groupname == "shield" && evt.compare(off, len, "equip attach") == 0) mAnimation->showCarriedLeft(true); else if(groupname == "shield" && evt.compare(off, len, "unequip detach") == 0) mAnimation->showCarriedLeft(false); else 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::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); else if (groupname == "containeropen" && evt.compare(off, len, "loot") == 0) MWBase::Environment::get().getWindowManager()->pushGuiMode(MWGui::GM_Container, mPtr); } void CharacterController::updatePtr(const MWWorld::Ptr &ptr) { mPtr = ptr; } void CharacterController::updateIdleStormState(bool inwater) { if (!mAnimation->hasAnimation("idlestorm") || mUpperBodyState != UpperCharState_Nothing || inwater) { mAnimation->disable("idlestorm"); return; } 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); stormDirection.normalize(); characterDirection.normalize(); if (stormDirection * characterDirection < -0.5f) { if (!mAnimation->isPlaying("idlestorm")) { int mask = MWRender::Animation::BlendMask_Torso | MWRender::Animation::BlendMask_RightArm; mAnimation->play("idlestorm", Priority_Storm, mask, true, 1.0f, "start", "stop", 0.0f, ~0ul); } else { mAnimation->setLoopingEnabled("idlestorm", true); } return; } } if (mAnimation->isPlaying("idlestorm")) { mAnimation->setLoopingEnabled("idlestorm", false); } } bool CharacterController::updateCreatureState() { const MWWorld::Class &cls = mPtr.getClass(); CreatureStats &stats = cls.getCreatureStats(mPtr); int weapType = ESM::Weapon::None; if(stats.getDrawState() == DrawState_Weapon) weapType = ESM::Weapon::HandToHand; else if (stats.getDrawState() == DrawState_Spell) weapType = ESM::Weapon::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 == ESM::Weapon::Spell) { const std::string spellid = stats.getSpells().getSelectedSpell(); bool canCast = mCastingManualSpell || MWBase::Environment::get().getWorld()->startSpellCast(mPtr); if (!spellid.empty() && canCast) { MWMechanics::CastSpell cast(mPtr, nullptr, false, mCastingManualSpell); cast.playSpellCastingEffects(spellid, false); 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().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 != ESM::Weapon::Spell || !mAnimation->hasAnimation("spellcast")) // Not all creatures have a dedicated spellcast animation { mCurrentWeapon = chooseRandomAttackAnimation(); } 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 == ESM::Weapon::HandToHand) playSwishSound(0.0f); } } mAttackingOrSpell = false; } bool animPlaying = mAnimation->getInfo(mCurrentWeapon); if (!animPlaying) mUpperBodyState = UpperCharState_Nothing; return false; } bool CharacterController::updateCarriedLeftVisible(const int 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. return mAnimation->updateCarriedLeftVisible(weaptype); } bool CharacterController::updateWeaponState(CharacterState& idle) { const MWWorld::Class &cls = mPtr.getClass(); CreatureStats &stats = cls.getCreatureStats(mPtr); int weaptype = ESM::Weapon::None; if(stats.getDrawState() == DrawState_Weapon) weaptype = ESM::Weapon::HandToHand; else if (stats.getDrawState() == DrawState_Spell) weaptype = ESM::Weapon::Spell; const bool isWerewolf = cls.isNpc() && cls.getNpcStats(mPtr).isWerewolf(); std::string upSoundId; std::string downSoundId; bool weaponChanged = false; if (mPtr.getClass().hasInventoryStore(mPtr)) { MWWorld::InventoryStore &inv = cls.getInventoryStore(mPtr); MWWorld::ContainerStoreIterator weapon = getActiveWeapon(mPtr, &weaptype); if(stats.getDrawState() == DrawState_Spell) weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight); if(weapon != inv.end() && mWeaponType != ESM::Weapon::HandToHand && weaptype != ESM::Weapon::HandToHand && weaptype != ESM::Weapon::Spell && weaptype != ESM::Weapon::None) upSoundId = weapon->getClass().getUpSoundId(*weapon); if(weapon != inv.end() && mWeaponType != ESM::Weapon::HandToHand && mWeaponType != ESM::Weapon::Spell && mWeaponType != ESM::Weapon::None) 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 == ESM::Weapon::HandToHand && mWeaponType != ESM::Weapon::Spell) downSoundId = mWeapon.getClass().getDownSoundId(mWeapon); MWWorld::Ptr newWeapon = weapon != inv.end() ? *weapon : MWWorld::Ptr(); if (mWeapon != newWeapon) { mWeapon = newWeapon; weaponChanged = true; } } // For biped actors, blend weapon animations with lower body animations with higher priority MWRender::Animation::AnimPriority priorityWeapon(Priority_Weapon); if (mPtr.getClass().isBipedal(mPtr)) 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 != ESM::Weapon::HandToHand && weaptype != ESM::Weapon::Spell && weaptype != ESM::Weapon::None && mWeaponType != ESM::Weapon::HandToHand && mWeaponType != ESM::Weapon::Spell && mWeaponType != ESM::Weapon::None; // 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. if (isStillWeapon && mWeaponType != weaptype && mUpperBodyState > UpperCharState_WeapEquiped) { forcestateupdate = true; mUpperBodyState = UpperCharState_WeapEquiped; mAttackingOrSpell = false; mAnimation->disable(mCurrentWeapon); mAnimation->showWeapons(true); if (mPtr == getPlayer()) MWBase::Environment::get().getWorld()->getPlayer().setAttackingOrSpell(false); } if(!isKnockedOut() && !isKnockedDown() && !isRecovery()) { std::string weapgroup; if ((!isWerewolf || mWeaponType != ESM::Weapon::Spell) && weaptype != mWeaponType && mUpperBodyState != UpperCharState_UnEquipingWeap && !isStillWeapon) { // We can not play un-equip animation if weapon changed since last update if (!weaponChanged) { // Note: we do not disable unequipping animation automatically to avoid body desync weapgroup = getWeaponAnimation(mWeaponType); int unequipMask = MWRender::Animation::BlendMask_All; bool useShieldAnims = mAnimation->useShieldAnimations(); if (useShieldAnims && mWeaponType != ESM::Weapon::HandToHand && mWeaponType != ESM::Weapon::Spell && !(mWeaponType == ESM::Weapon::None && weaptype == ESM::Weapon::Spell)) { unequipMask = unequipMask |~MWRender::Animation::BlendMask_LeftArm; mAnimation->play("shield", Priority_Block, MWRender::Animation::BlendMask_LeftArm, true, 1.0f, "unequip start", "unequip stop", 0.0f, 0); } else if (mWeaponType == ESM::Weapon::HandToHand) mAnimation->showCarriedLeft(false); mAnimation->play(weapgroup, priorityWeapon, unequipMask, false, 1.0f, "unequip start", "unequip stop", 0.0f, 0); mUpperBodyState = UpperCharState_UnEquipingWeap; // If we do not have the "unequip detach" key, hide weapon manually. if (mAnimation->getTextKeyTime(weapgroup+": unequip detach") < 0) mAnimation->showWeapons(false); } 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) { // Weapon is changed, no current animation (e.g. unequipping or attack). // Start equipping animation now. if (weaptype != mWeaponType) { forcestateupdate = true; bool useShieldAnims = mAnimation->useShieldAnimations(); if (!useShieldAnims) mAnimation->showCarriedLeft(updateCarriedLeftVisible(weaptype)); weapgroup = getWeaponAnimation(weaptype); // Note: controllers for ranged weapon should use time for beginning of animation to play shooting properly, // for other weapons they should use absolute time. Some mods rely on this behaviour (to rotate throwing projectiles, for example) ESM::WeaponType::Class weaponClass = getWeaponType(weaptype)->mWeaponClass; bool useRelativeDuration = weaponClass == ESM::WeaponType::Ranged; mAnimation->setWeaponGroup(weapgroup, useRelativeDuration); if (!isStillWeapon) { mAnimation->disable(mCurrentWeapon); if (weaptype != ESM::Weapon::None) { mAnimation->showWeapons(false); int equipMask = MWRender::Animation::BlendMask_All; if (useShieldAnims && weaptype != ESM::Weapon::Spell) { equipMask = equipMask |~MWRender::Animation::BlendMask_LeftArm; mAnimation->play("shield", Priority_Block, MWRender::Animation::BlendMask_LeftArm, true, 1.0f, "equip start", "equip stop", 0.0f, 0); } mAnimation->play(weapgroup, priorityWeapon, equipMask, true, 1.0f, "equip start", "equip stop", 0.0f, 0); mUpperBodyState = UpperCharState_EquipingWeap; // If we do not have the "equip attach" key, show weapon manually. if (weaptype != ESM::Weapon::Spell) { if (mAnimation->getTextKeyTime(weapgroup+": equip attach") < 0) mAnimation->showWeapons(true); } } } if(isWerewolf) { const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore(); const ESM::Sound *sound = store.get().searchRandom("WolfEquip"); if(sound) { MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager(); sndMgr->playSound3D(mPtr, sound->mId, 1.0f, 1.0f); } } mWeaponType = weaptype; mCurrentWeapon = getWeaponAnimation(mWeaponType); if(!upSoundId.empty() && !isStillWeapon) { MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager(); sndMgr->playSound3D(mPtr, upSoundId, 1.0f, 1.0f); } } // Make sure that we disabled unequipping animation if (mUpperBodyState == UpperCharState_UnEquipingWeap) { mUpperBodyState = UpperCharState_Nothing; mAnimation->disable(mCurrentWeapon); mWeaponType = ESM::Weapon::None; mCurrentWeapon = getWeaponAnimation(mWeaponType); } } } 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 == ESM::Weapon::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(mPtr, &weaptype); isWeapon = (weapon != inv.end() && weapon->getTypeName() == typeid(ESM::Weapon).name()); if (isWeapon) { weapSpeed = weapon->get()->mBase->mData.mSpeed; MWWorld::ConstContainerStoreIterator ammo = inv.getSlot(MWWorld::InventoryStore::Slot_Ammunition); int ammotype = getWeaponType(weapon->get()->mBase->mData.mType)->mAmmoType; if (ammotype != ESM::Weapon::None && (ammo == inv.end() || ammo->get()->mBase->mData.mType != ammotype)) ammunition = false; } 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; ESM::WeaponType::Class weapclass = getWeaponType(mWeaponType)->mWeaponClass; if(mAttackingOrSpell) { MWWorld::Ptr player = getPlayer(); bool resetIdle = ammunition; if(mUpperBodyState == UpperCharState_WeapEquiped && (mHitState == CharState_None || mHitState == CharState_Block)) { MWBase::Environment::get().getWorld()->breakInvisibility(mPtr); mAttackStrength = 0; // Randomize attacks for non-bipedal creatures with Weapon flag if (mPtr.getClass().getTypeName() == typeid(ESM::Creature).name() && !mPtr.getClass().isBipedal(mPtr) && (!mAnimation->hasAnimation(mCurrentWeapon) || isRandomAttackAnimation(mCurrentWeapon))) { mCurrentWeapon = chooseRandomAttackAnimation(); } if(mWeaponType == ESM::Weapon::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); // 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) std::string selectedSpell = MWBase::Environment::get().getWindowManager()->getSelectedSpell(); stats.getSpells().setSelectedSpell(selectedSpell); } std::string spellid = stats.getSpells().getSelectedSpell(); bool isMagicItem = false; bool canCast = mCastingManualSpell || MWBase::Environment::get().getWorld()->startSpellCast(mPtr); if (spellid.empty()) { if (mPtr.getClass().hasInventoryStore(mPtr)) { MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr); if (inv.getSelectedEnchantItem() != inv.end()) { const MWWorld::Ptr& enchantItem = *inv.getSelectedEnchantItem(); spellid = enchantItem.getClass().getEnchantment(enchantItem); isMagicItem = true; } } } static const bool useCastingAnimations = Settings::Manager::getBool("use magic item animations", "Game"); if (isMagicItem && !useCastingAnimations) { // Enchanted items by default do not use casting animations MWBase::Environment::get().getWorld()->castSpell(mPtr); resetIdle = false; } else if(!spellid.empty() && canCast) { MWMechanics::CastSpell cast(mPtr, nullptr, false, mCastingManualSpell); cast.playSpellCastingEffects(spellid, isMagicItem); std::vector effects; const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore(); if (isMagicItem) { const ESM::Enchantment *enchantment = store.get().find(spellid); effects = enchantment->mEffects.mList; } else { const ESM::Spell *spell = store.get().find(spellid); effects = spell->mEffects.mList; } const ESM::MagicEffect *effect = store.get().find(effects.back().mEffectID); // use last effect of list for color of VFX_Hands const ESM::Static* castStatic = MWBase::Environment::get().getWorld()->getStore().get().find ("VFX_Hands"); for (size_t iter = 0; iter < effects.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 = effects.at(0); // first effect used for casting animation std::string startKey; std::string stopKey; if (isRandomAttackAnimation(mCurrentWeapon)) { startKey = "start"; stopKey = "stop"; MWBase::Environment::get().getWorld()->castSpell(mPtr, mCastingManualSpell); // No "release" text key to use, so cast immediately mCastingManualSpell = false; } else { switch(firstEffect.mRange) { case 0: mAttackType = "self"; break; case 1: mAttackType = "touch"; break; case 2: mAttackType = "target"; break; } startKey = mAttackType+" start"; stopKey = mAttackType+" stop"; } mAnimation->play(mCurrentWeapon, priorityWeapon, MWRender::Animation::BlendMask_All, true, 1, startKey, stopKey, 0.0f, 0); mUpperBodyState = UpperCharState_CastingSpell; } else { resetIdle = false; } } else if(mWeaponType == ESM::Weapon::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) { std::string startKey; std::string stopKey; if(weapclass == ESM::WeaponType::Ranged || weapclass == ESM::WeaponType::Thrown) { mAttackType = "shoot"; startKey = mAttackType+" start"; stopKey = mAttackType+" min attack"; } else if (isRandomAttackAnimation(mCurrentWeapon)) { startKey = "start"; stopKey = "stop"; } else { if(mPtr == getPlayer()) { if (Settings::Manager::getBool("best attack", "Game")) { if (isWeapon) { MWWorld::ConstContainerStoreIterator weapon = mPtr.getClass().getInventoryStore(mPtr).getSlot(MWWorld::InventoryStore::Slot_CarriedRight); mAttackType = getBestAttack(weapon->get()->mBase); } else { // There is no "best attack" for Hand-to-Hand setAttackTypeRandomly(mAttackType); } } else { setAttackTypeBasedOnMovement(); } } // else if (mPtr != getPlayer()) use mAttackType set by AiCombat startKey = mAttackType+" start"; stopKey = mAttackType+" min attack"; } mAnimation->play(mCurrentWeapon, priorityWeapon, MWRender::Animation::BlendMask_All, false, weapSpeed, startKey, stopKey, 0.0f, 0); mUpperBodyState = UpperCharState_StartToMinAttack; } } // We should not break swim and sneak animations if (resetIdle && idle != CharState_IdleSneak && idle != CharState_IdleSwim && mIdleState != CharState_IdleSneak && mIdleState != CharState_IdleSwim) { mAnimation->disable(mCurrentIdle); mIdleState = CharState_None; } 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; float minAttackTime = mAnimation->getTextKeyTime(mCurrentWeapon+": "+mAttackType+" "+"min attack"); float maxAttackTime = mAnimation->getTextKeyTime(mCurrentWeapon+": "+mAttackType+" "+"max attack"); if (minAttackTime == maxAttackTime) { // 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(weapclass != ESM::WeaponType::Ranged && weapclass != ESM::WeaponType::Thrown) { MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager(); if(isWerewolf) { const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore(); const ESM::Sound *sound = store.get().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; if (mWeaponType > ESM::Weapon::None) mAnimation->showWeapons(true); } mAnimation->disable(mCurrentWeapon); } } mAnimation->setPitchFactor(0.f); if (weapclass == ESM::WeaponType::Ranged || weapclass == ESM::WeaponType::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) { // technically we do not need a pitch for crossbow reload animation, // but we should avoid abrupt repositioning if (mWeaponType == ESM::Weapon::MarksmanCrossbow) mAnimation->setPitchFactor(std::max(0.f, 1.f-complete*10.f)); else mAnimation->setPitchFactor(1.f-complete); } break; default: break; } } if(!animPlaying) { if(mUpperBodyState == UpperCharState_EquipingWeap || mUpperBodyState == UpperCharState_FollowStartToFollowStop || mUpperBodyState == UpperCharState_CastingSpell) { if (ammunition && mWeaponType == ESM::Weapon::MarksmanCrossbow) mAnimation->attachArrow(); mUpperBodyState = UpperCharState_WeapEquiped; } else if(mUpperBodyState == UpperCharState_UnEquipingWeap) mUpperBodyState = UpperCharState_Nothing; } else if(complete >= 1.0f && !isRandomAttackAnimation(mCurrentWeapon)) { std::string start, stop; switch(mUpperBodyState) { 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_StartToMinAttack: case UpperCharState_MaxAttackToMinHit: { if (mUpperBodyState == UpperCharState_StartToMinAttack) { // If actor is already stopped preparing attack, do not play the "min attack -> max attack" part. // Happens if the player did not hold the attack button. // Note: if the "min attack"->"max attack" is a stub, "play" it anyway. Attack strength will be random. float minAttackTime = mAnimation->getTextKeyTime(mCurrentWeapon+": "+mAttackType+" "+"min attack"); float maxAttackTime = mAnimation->getTextKeyTime(mCurrentWeapon+": "+mAttackType+" "+"max attack"); if (mAttackingOrSpell || minAttackTime == maxAttackTime) { start = mAttackType+" min attack"; stop = mAttackType+" max attack"; mUpperBodyState = UpperCharState_MinAttackToMaxAttack; break; } playSwishSound(0.0f); } 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 crossbow reload animation only for upper body // since blending with movement animations can give weird result. if(!start.empty()) { int mask = MWRender::Animation::BlendMask_All; if (mWeaponType == ESM::Weapon::MarksmanCrossbow) mask = MWRender::Animation::BlendMask_UpperBody; mAnimation->disable(mCurrentWeapon); if (mUpperBodyState == UpperCharState_FollowStartToFollowStop) mAnimation->play(mCurrentWeapon, priorityWeapon, mask, true, weapSpeed, start, stop, 0.0f, 0); else mAnimation->play(mCurrentWeapon, priorityWeapon, mask, false, weapSpeed, start, stop, 0.0f, 0); } } else if(complete >= 1.0f && isRandomAttackAnimation(mCurrentWeapon)) { mAnimation->disable(mCurrentWeapon); mUpperBodyState = UpperCharState_WeapEquiped; } 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, bool animationOnly) { 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 isPlayer = mPtr == MWMechanics::getPlayer(); bool godmode = isPlayer && MWBase::Environment::get().getWorld()->getGodModeState(); float scale = mPtr.getCellRef().getScale(); static const bool normalizeSpeed = Settings::Manager::getBool("normalise race speed", "Game"); if (!normalizeSpeed && mPtr.getClass().isNpc()) { const ESM::NPC* npc = mPtr.get()->mBase; const ESM::Race* race = world->getStore().get().find(npc->mRace); float weight = npc->isMale() ? race->mData.mWeight.mMale : race->mData.mWeight.mFemale; scale *= weight; } if(!cls.isActor()) updateAnimQueue(); else if(!cls.getCreatureStats(mPtr).isDead()) { bool onground = world->isOnGround(mPtr); bool incapacitated = (cls.getCreatureStats(mPtr).isParalyzed() || cls.getCreatureStats(mPtr).getKnockedDown()); bool inwater = world->isSwimming(mPtr); bool flying = world->isFlying(mPtr); bool solid = world->isActorCollisionEnabled(mPtr); // Can't run and sneak while flying (see speed formula in Npc/Creature::getSpeed) bool sneak = cls.getCreatureStats(mPtr).getStance(MWMechanics::CreatureStats::Stance_Sneak) && !flying; bool isrunning = cls.getCreatureStats(mPtr).getStance(MWMechanics::CreatureStats::Stance_Run) && !flying; CreatureStats &stats = cls.getCreatureStats(mPtr); Movement& movementSettings = cls.getMovementSettings(mPtr); //Force Jump Logic bool isMoving = (std::abs(movementSettings.mPosition[0]) > .5 || std::abs(movementSettings.mPosition[1]) > .5); if(!inwater && !flying && solid) { //Force Jump if(stats.getMovementFlag(MWMechanics::CreatureStats::Flag_ForceJump)) movementSettings.mPosition[2] = onground ? 1 : 0; //Force Move Jump, only jump if they're otherwise moving if(stats.getMovementFlag(MWMechanics::CreatureStats::Flag_ForceMoveJump) && isMoving) movementSettings.mPosition[2] = onground ? 1 : 0; } osg::Vec3f rot = cls.getRotationVector(mPtr); osg::Vec3f vec(movementSettings.asVec3()); vec.normalize(); float analogueMult = 1.0f; if (isPlayer) { // TODO: Move this code to mwinput. // Joystick analogue movement. float xAxis = std::abs(movementSettings.mPosition[0]); float yAxis = std::abs(movementSettings.mPosition[1]); analogueMult = std::max(xAxis, yAxis); // Due to the half way split between walking/running, we multiply speed by 2 while walking, unless a keyboard was used. if(!isrunning && !sneak && !flying && analogueMult <= 0.5f) analogueMult *= 2.f; movementSettings.mSpeedFactor = analogueMult; } float effectiveRotation = rot.z(); static const bool turnToMovementDirection = Settings::Manager::getBool("turn to movement direction", "Game"); if (turnToMovementDirection && !(isPlayer && MWBase::Environment::get().getWorld()->isFirstPerson())) { float targetMovementAngle = vec.y() >= 0 ? std::atan2(-vec.x(), vec.y()) : std::atan2(vec.x(), -vec.y()); movementSettings.mIsStrafing = (stats.getDrawState() != MWMechanics::DrawState_Nothing || inwater) && std::abs(targetMovementAngle) > osg::DegreesToRadians(60.0f); if (movementSettings.mIsStrafing) targetMovementAngle = 0; float delta = targetMovementAngle - stats.getSideMovementAngle(); float cosDelta = cosf(delta); if ((vec.y() < 0) == mIsMovingBackward) movementSettings.mSpeedFactor *= std::min(std::max(cosDelta, 0.f) + 0.3f, 1.f); // slow down when turn if (std::abs(delta) < osg::DegreesToRadians(20.0f)) mIsMovingBackward = vec.y() < 0; float maxDelta = osg::PI * duration * (2.5f - cosDelta); delta = osg::clampBetween(delta, -maxDelta, maxDelta); stats.setSideMovementAngle(stats.getSideMovementAngle() + delta); effectiveRotation += delta; } else movementSettings.mIsStrafing = std::abs(vec.x()) > std::abs(vec.y()) * 2; mAnimation->setLegsYawRadians(stats.getSideMovementAngle()); if (stats.getDrawState() == MWMechanics::DrawState_Nothing || inwater) mAnimation->setUpperBodyYawRadians(stats.getSideMovementAngle() / 2); else mAnimation->setUpperBodyYawRadians(stats.getSideMovementAngle() / 4); speed = cls.getSpeed(mPtr); vec.x() *= speed; vec.y() *= speed; if(mHitState != CharState_None && mJumpState == JumpState_None) vec = osg::Vec3f(); 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 && isPlayer) { 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 &gmst = world->getStore().get(); float fatigueLoss = 0; static const float fFatigueRunBase = gmst.find("fFatigueRunBase")->mValue.getFloat(); static const float fFatigueRunMult = gmst.find("fFatigueRunMult")->mValue.getFloat(); static const float fFatigueSwimWalkBase = gmst.find("fFatigueSwimWalkBase")->mValue.getFloat(); static const float fFatigueSwimRunBase = gmst.find("fFatigueSwimRunBase")->mValue.getFloat(); static const float fFatigueSwimWalkMult = gmst.find("fFatigueSwimWalkMult")->mValue.getFloat(); static const float fFatigueSwimRunMult = gmst.find("fFatigueSwimRunMult")->mValue.getFloat(); static const float fFatigueSneakBase = gmst.find("fFatigueSneakBase")->mValue.getFloat(); static const float fFatigueSneakMult = gmst.find("fFatigueSneakMult")->mValue.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; fatigueLoss *= analogueMult; DynamicStat fatigue = cls.getCreatureStats(mPtr).getFatigue(); if (!godmode) { fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss, fatigue.getCurrent() < 0); cls.getCreatureStats(mPtr).setFatigue(fatigue); } float z = cls.getJump(mPtr); if(sneak || inwater || flying || incapacitated || !solid || z <= 0) vec.z() = 0.0f; bool inJump = true; bool playLandingSound = false; if(!onground && !flying && !inwater && solid) { // 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")->mValue.getFloat(); static const float fJumpMoveMult = gmst.find("fJumpMoveMult")->mValue.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. 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; } } } else if(mJumpState == JumpState_InAir && !inwater && !flying && solid) { forcestateupdate = true; jumpstate = JumpState_Landing; vec.z() = 0.0f; // We should reset idle animation during landing mAnimation->disable(mCurrentIdle); float height = cls.getCreatureStats(mPtr).land(isPlayer); float healthLost = getFallDamage(mPtr, height); if (healthLost > 0.0f) { const float fatigueTerm = cls.getCreatureStats(mPtr).getFatigueTerm(); // inflict fall damages if (!godmode) { float realHealthLost = static_cast(healthLost * (1.0f - 0.25f * fatigueTerm)); cls.onHit(mPtr, realHealthLost, true, MWWorld::Ptr(), MWWorld::Ptr(), osg::Vec3f(), true); } const float acrobaticsSkill = cls.getSkill(mPtr, ESM::Skill::Acrobatics); if (healthLost > (acrobaticsSkill * fatigueTerm)) { if (!godmode) cls.getCreatureStats(mPtr).setKnockedDown(true); } else { // report acrobatics progression if (isPlayer) cls.skillUsageSucceeded(mPtr, ESM::Skill::Acrobatics, 1); } } if (mPtr.getClass().isNpc()) playLandingSound = true; } else { if(mPtr.getClass().isNpc() && mJumpState == JumpState_InAir && !flying && solid) playLandingSound = true; jumpstate = mAnimation->isPlaying(mCurrentJump) ? JumpState_Landing : JumpState_None; vec.x() *= scale; vec.y() *= scale; vec.z() = 0.0f; inJump = false; if (movementSettings.mIsStrafing) { 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.length2() > 0.0f) { if (vec.y() >= 0.0f) movestate = (inwater ? (isrunning ? CharState_SwimRunForward : CharState_SwimWalkForward) : (sneak ? CharState_SneakForward : (isrunning ? CharState_RunForward : CharState_WalkForward))); else movestate = (inwater ? (isrunning ? CharState_SwimRunBack : CharState_SwimWalkBack) : (sneak ? CharState_SneakBack : (isrunning ? CharState_RunBack : CharState_WalkBack))); } else if (effectiveRotation != 0.0f) { // Do not play turning animation for player if rotation speed is very slow. // Actual threshold should take framerate in account. float rotationThreshold = 0.f; if (isPlayer) rotationThreshold = 0.015 * 60 * duration; // It seems only bipedal actors use turning animations. // Also do not use turning animations in the first-person view and when sneaking. bool isFirstPlayer = isPlayer && MWBase::Environment::get().getWorld()->isFirstPerson(); if (!sneak && jumpstate == JumpState_None && !isFirstPlayer && mPtr.getClass().isBipedal(mPtr)) { if(effectiveRotation > rotationThreshold) movestate = inwater ? CharState_SwimTurnRight : CharState_TurnRight; else if(effectiveRotation < -rotationThreshold) movestate = inwater ? CharState_SwimTurnLeft : CharState_TurnLeft; } } } if (playLandingSound) { MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager(); std::string sound; osg::Vec3f pos(mPtr.getRefData().getPosition().asVec3()); if (world->isUnderwater(mPtr.getCell(), pos) || world->isWalkingOnWater(mPtr)) sound = "DefaultLandWater"; else if (onground) sound = "DefaultLand"; if (!sound.empty()) sndMgr->playSound3D(mPtr, sound, 1.f, 1.f, MWSound::Type::Foot, MWSound::PlayMode::NoPlayerLocal); } // Player can not use smooth turning as NPCs, so we play turning animation a bit to avoid jittering if (isPlayer) { float threshold = mCurrentMovement.find("swim") == std::string::npos ? 0.4f : 0.8f; float complete; bool animPlaying = mAnimation->getInfo(mCurrentMovement, &complete); if (movestate == CharState_None && jumpstate == JumpState_None && isTurning()) { if (animPlaying && complete < threshold) movestate = mMovementState; } } else { if (mPtr.getClass().isBipedal(mPtr)) { if (mTurnAnimationThreshold > 0) mTurnAnimationThreshold -= duration; if (movestate == CharState_TurnRight || movestate == CharState_TurnLeft || movestate == CharState_SwimTurnRight || movestate == CharState_SwimTurnLeft) { mTurnAnimationThreshold = 0.05f; } else if (movestate == CharState_None && isTurning() && mTurnAnimationThreshold > 0) { movestate = mMovementState; } } } if(movestate != CharState_None && !isTurning()) clearAnimQueue(); if(mAnimQueue.empty() || inwater || (sneak && mIdleState != CharState_SpecialIdle)) { if (inwater) idlestate = CharState_IdleSwim; else if (sneak && !inJump) idlestate = CharState_IdleSneak; else idlestate = 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(idlestate) || forcestateupdate; else forcestateupdate = updateCreatureState() || forcestateupdate; refreshCurrentAnims(idlestate, movestate, jumpstate, forcestateupdate); updateIdleStormState(inwater); } if (inJump) mMovementAnimationControlled = false; if (isTurning()) { // Adjust animation speed from 1.0 to 1.5 multiplier if (duration > 0) { float turnSpeed = std::min(1.5f, std::abs(rot.z()) / duration / static_cast(osg::PI)); mAnimation->adjustSpeedMult(mCurrentMovement, std::max(turnSpeed, 1.0f)); } } else if (mMovementState != CharState_None && mAdjustMovementAnimSpeed) { // Vanilla caps the played animation speed. const float maxSpeedMult = 10.f; const float speedMult = speed / mMovementAnimSpeed; mAnimation->adjustSpeedMult(mCurrentMovement, std::min(maxSpeedMult, speedMult)); // Make sure the actual speed is the "expected" speed even though the animation is slower scale *= std::max(1.f, speedMult / maxSpeedMult); } 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 (!animationOnly && !mMovementAnimationControlled) world->queueMovement(mPtr, vec); } else if (!animationOnly) // 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; movementSettings.mPosition[0] = movementSettings.mPosition[1] = 0; if (movement.z() == 0.f) movementSettings.mPosition[2] = 0; // Can't reset jump state (mPosition[2]) here in full; 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. if (!animationOnly) 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); moved.x() *= scale; moved.y() *= scale; // Ensure we're moving in generally the right direction... if(speed > 0.f) { float l = moved.length(); if (std::abs(movement.x() - moved.x()) > std::abs(moved.x()) / 2 || std::abs(movement.y() - moved.y()) > std::abs(moved.y()) / 2 || std::abs(movement.z() - moved.z()) > std::abs(moved.z()) / 2) { moved = movement; // For some creatures getSpeed doesn't work, so we adjust speed to the animation. // TODO: Fix Creature::getSpeed. float newLength = moved.length(); if (newLength > 0 && !cls.isNpc()) moved *= (l / newLength); } } if (mFloatToSurface && cls.isActor() && cls.getCreatureStats(mPtr).isDead() && cls.canSwim(mPtr)) moved.z() = 1.0; // Update movement if(!animationOnly && 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, nullptr); 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); } 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 == nullptr) 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(); // Make sure we canceled the current attack or spellcasting, // because we disabled attack animations anyway. mCastingManualSpell = false; mAttackingOrSpell = false; if (mUpperBodyState != UpperCharState_Nothing) mUpperBodyState = UpperCharState_WeapEquiped; 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; mWeaponType = ESM::Weapon::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 effects; mAnimation->getLoopingEffects(effects); for (std::vector::iterator it = effects.begin(); it != effects.end(); ++it) { if (mPtr.getClass().getCreatureStats(mPtr).isDeathAnimationFinished() || mPtr.getClass().getCreatureStats(mPtr).getMagicEffects().get(MWMechanics::EffectKey(*it)).getMagnitude() <= 0) mAnimation->removeEffect(*it); } } void CharacterController::updateMagicEffects() { if (!mPtr.getClass().isActor()) return; float light = mPtr.getClass().getCreatureStats(mPtr).getMagicEffects().get(ESM::MagicEffect::Light).getMagnitude(); mAnimation->setLightEffect(light); // If you're dead you don't care about whether you've started/stopped being a vampire or not if (mPtr.getClass().getCreatureStats(mPtr).isDead()) return; bool vampire = mPtr.getClass().getCreatureStats(mPtr).getMagicEffects().get(ESM::MagicEffect::Vampirism).getMagnitude() > 0.0f; mAnimation->setVampire(vampire); } void CharacterController::setVisibility(float visibility) { // We should take actor's invisibility in account if (mPtr.getClass().isActor()) { 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 = 0.25f; else alpha = 0.05f; } float chameleon = mPtr.getClass().getCreatureStats(mPtr).getMagicEffects().get(ESM::MagicEffect::Chameleon).getMagnitude(); if (chameleon) { alpha *= std::min(0.75f, std::max(0.25f, (100.f - chameleon)/100.f)); } visibility = std::min(visibility, alpha); } // TODO: implement a dithering shader rather than just change object transparency. mAnimation->setAlpha(visibility); } 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::isRandomAttackAnimation(const std::string& group) const { return (group == "attack1" || group == "swimattack1" || group == "attack2" || group == "swimattack2" || group == "attack3" || group == "swimattack3"); } bool CharacterController::isAttackPreparing() 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 == nullptr) node = anim->getNode("Bip01 Head"); if (node != nullptr) { 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); } }