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125b21de20
The strong type is actually just a string underneath, but this will help in the future to have a distinction so it's easier to search and replace when we use an integer ID Slowly going through all the changes to make, still hundreds of errors a lot of functions/structures use std::string or stringview to designate an ID. So it takes time Continues slowly replacing ids. There are technically more and more compilation errors I have good hope that there is a point where the amount of errors will dramatically go down as all the main functions use the ESM::RefId type Continue moving forward, changes to the stores slowly moving along Starting to see the fruit of those changes. still many many error, but more and more Irun into a situation where a function is sandwiched between two functions that use the RefId type. More replacements. Things are starting to get easier I can see more and more often the issue is that the function is awaiting a RefId, but is given a string there is less need to go down functions and to fix a long list of them. Still moving forward, and for the first time error count is going down! Good pace, not sure about topics though, mId and mName are actually the same thing and are used interchangeably Cells are back to using string for the name, haven't fixed everything yet. Many other changes Under the bar of 400 compilation errors. more good progress <100 compile errors! More progress Game settings store can use string for find, it was a bit absurd how every use of it required to create refId from string some more progress on other fronts Mostly game settings clean one error opened a lot of other errors. Down to 18, but more will prbably appear only link errors left?? Fixed link errors OpenMW compiles, and launches, with some issues, but still!
228 lines
7.9 KiB
C++
228 lines
7.9 KiB
C++
#include "weaponanimation.hpp"
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#include <osg/MatrixTransform>
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#include <components/resource/resourcesystem.hpp>
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#include <components/resource/scenemanager.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/soundmanager.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/esmstore.hpp"
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#include "../mwworld/inventorystore.hpp"
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#include "../mwmechanics/combat.hpp"
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#include "../mwmechanics/weapontype.hpp"
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#include "animation.hpp"
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#include "rotatecontroller.hpp"
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namespace MWRender
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{
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float WeaponAnimationTime::getValue(osg::NodeVisitor*)
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{
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if (mWeaponGroup.empty())
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return 0;
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float current = mAnimation->getCurrentTime(mWeaponGroup);
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if (current == -1)
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return 0;
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return current - mStartTime;
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}
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void WeaponAnimationTime::setGroup(const std::string& group, bool relativeTime)
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{
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mWeaponGroup = group;
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mRelativeTime = relativeTime;
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if (mRelativeTime)
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mStartTime = mAnimation->getStartTime(mWeaponGroup);
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else
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mStartTime = 0;
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}
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void WeaponAnimationTime::updateStartTime()
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{
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setGroup(mWeaponGroup, mRelativeTime);
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}
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WeaponAnimation::WeaponAnimation()
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: mPitchFactor(0)
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{
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}
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WeaponAnimation::~WeaponAnimation() {}
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void WeaponAnimation::attachArrow(const MWWorld::Ptr& actor)
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{
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const MWWorld::InventoryStore& inv = actor.getClass().getInventoryStore(actor);
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MWWorld::ConstContainerStoreIterator weaponSlot = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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if (weaponSlot == inv.end())
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return;
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if (weaponSlot->getType() != ESM::Weapon::sRecordId)
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return;
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int type = weaponSlot->get<ESM::Weapon>()->mBase->mData.mType;
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ESM::WeaponType::Class weapclass = MWMechanics::getWeaponType(type)->mWeaponClass;
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if (weapclass == ESM::WeaponType::Thrown)
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{
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auto soundid = weaponSlot->getClass().getUpSoundId(*weaponSlot);
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if (!soundid.empty())
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{
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MWBase::SoundManager* sndMgr = MWBase::Environment::get().getSoundManager();
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sndMgr->playSound3D(actor, soundid, 1.0f, 1.0f);
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}
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showWeapon(true);
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}
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else if (weapclass == ESM::WeaponType::Ranged)
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{
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osg::Group* parent = getArrowBone();
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if (!parent)
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return;
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MWWorld::ConstContainerStoreIterator ammo = inv.getSlot(MWWorld::InventoryStore::Slot_Ammunition);
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if (ammo == inv.end())
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return;
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std::string model = ammo->getClass().getModel(*ammo);
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osg::ref_ptr<osg::Node> arrow = getResourceSystem()->getSceneManager()->getInstance(model, parent);
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mAmmunition = std::make_unique<PartHolder>(arrow);
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}
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}
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void WeaponAnimation::detachArrow(MWWorld::Ptr actor)
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{
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mAmmunition.reset();
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}
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void WeaponAnimation::releaseArrow(MWWorld::Ptr actor, float attackStrength)
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{
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MWWorld::InventoryStore& inv = actor.getClass().getInventoryStore(actor);
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MWWorld::ContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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if (weapon == inv.end())
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return;
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if (weapon->getType() != ESM::Weapon::sRecordId)
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return;
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// The orientation of the launched projectile. Always the same as the actor orientation, even if the ArrowBone's
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// orientation dictates otherwise.
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osg::Quat orient = osg::Quat(actor.getRefData().getPosition().rot[0], osg::Vec3f(-1, 0, 0))
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* osg::Quat(actor.getRefData().getPosition().rot[2], osg::Vec3f(0, 0, -1));
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const MWWorld::Store<ESM::GameSetting>& gmst
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= MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
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MWMechanics::applyFatigueLoss(actor, *weapon, attackStrength);
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if (MWMechanics::getWeaponType(weapon->get<ESM::Weapon>()->mBase->mData.mType)->mWeaponClass
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== ESM::WeaponType::Thrown)
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{
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// Thrown weapons get detached now
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osg::Node* weaponNode = getWeaponNode();
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if (!weaponNode)
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return;
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osg::NodePathList nodepaths = weaponNode->getParentalNodePaths();
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if (nodepaths.empty())
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return;
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osg::Vec3f launchPos = osg::computeLocalToWorld(nodepaths[0]).getTrans();
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float fThrownWeaponMinSpeed = gmst.find("fThrownWeaponMinSpeed")->mValue.getFloat();
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float fThrownWeaponMaxSpeed = gmst.find("fThrownWeaponMaxSpeed")->mValue.getFloat();
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float speed = fThrownWeaponMinSpeed + (fThrownWeaponMaxSpeed - fThrownWeaponMinSpeed) * attackStrength;
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MWWorld::Ptr weaponPtr = *weapon;
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MWBase::Environment::get().getWorld()->launchProjectile(
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actor, weaponPtr, launchPos, orient, weaponPtr, speed, attackStrength);
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showWeapon(false);
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inv.remove(*weapon, 1, actor);
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}
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else
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{
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// With bows and crossbows only the used arrow/bolt gets detached
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MWWorld::ContainerStoreIterator ammo = inv.getSlot(MWWorld::InventoryStore::Slot_Ammunition);
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if (ammo == inv.end())
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return;
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if (!mAmmunition)
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return;
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osg::ref_ptr<osg::Node> ammoNode = mAmmunition->getNode();
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osg::NodePathList nodepaths = ammoNode->getParentalNodePaths();
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if (nodepaths.empty())
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return;
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osg::Vec3f launchPos = osg::computeLocalToWorld(nodepaths[0]).getTrans();
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float fProjectileMinSpeed = gmst.find("fProjectileMinSpeed")->mValue.getFloat();
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float fProjectileMaxSpeed = gmst.find("fProjectileMaxSpeed")->mValue.getFloat();
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float speed = fProjectileMinSpeed + (fProjectileMaxSpeed - fProjectileMinSpeed) * attackStrength;
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MWWorld::Ptr weaponPtr = *weapon;
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MWWorld::Ptr ammoPtr = *ammo;
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MWBase::Environment::get().getWorld()->launchProjectile(
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actor, ammoPtr, launchPos, orient, weaponPtr, speed, attackStrength);
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inv.remove(ammoPtr, 1, actor);
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mAmmunition.reset();
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}
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}
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void WeaponAnimation::addControllers(const Animation::NodeMap& nodes,
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std::vector<std::pair<osg::ref_ptr<osg::Node>, osg::ref_ptr<osg::Callback>>>& map, osg::Node* objectRoot)
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{
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for (int i = 0; i < 2; ++i)
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{
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mSpineControllers[i] = nullptr;
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Animation::NodeMap::const_iterator found = nodes.find(i == 0 ? "bip01 spine1" : "bip01 spine2");
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if (found != nodes.end())
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{
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osg::Node* node = found->second;
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mSpineControllers[i] = new RotateController(objectRoot);
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node->addUpdateCallback(mSpineControllers[i]);
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map.emplace_back(node, mSpineControllers[i]);
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}
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}
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}
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void WeaponAnimation::deleteControllers()
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{
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for (int i = 0; i < 2; ++i)
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mSpineControllers[i] = nullptr;
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}
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void WeaponAnimation::configureControllers(float characterPitchRadians)
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{
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if (mPitchFactor == 0.f || characterPitchRadians == 0.f)
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{
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setControllerEnabled(false);
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return;
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}
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float pitch = characterPitchRadians * mPitchFactor;
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osg::Quat rotate(pitch / 2, osg::Vec3f(-1, 0, 0));
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setControllerRotate(rotate);
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setControllerEnabled(true);
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}
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void WeaponAnimation::setControllerRotate(const osg::Quat& rotate)
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{
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for (int i = 0; i < 2; ++i)
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if (mSpineControllers[i])
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mSpineControllers[i]->setRotate(rotate);
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}
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void WeaponAnimation::setControllerEnabled(bool enabled)
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{
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for (int i = 0; i < 2; ++i)
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if (mSpineControllers[i])
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mSpineControllers[i]->setEnabled(enabled);
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}
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}
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