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OpenMW/apps/openmw/mwrender/weaponanimation.cpp
scrawl 882e359008 Move attackStrength to the CharacterController, where it should have been to begin with
Only relevant for actors in active cells, so doesn't belong in CreatureStats. This change should slightly reduce the game's memory usage.
2015-06-26 05:15:07 +02:00

205 lines
6.6 KiB
C++

#include "weaponanimation.hpp"
#include <osg/MatrixTransform>
#include <components/resource/resourcesystem.hpp>
#include <components/resource/scenemanager.hpp>
#include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/soundmanager.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwmechanics/creaturestats.hpp"
#include "../mwmechanics/combat.hpp"
#include "animation.hpp"
#include "rotatecontroller.hpp"
namespace MWRender
{
float WeaponAnimationTime::getValue(osg::NodeVisitor*)
{
if (mWeaponGroup.empty())
return 0;
float current = mAnimation->getCurrentTime(mWeaponGroup);
if (current == -1)
return 0;
return current - mStartTime;
}
void WeaponAnimationTime::setGroup(const std::string &group)
{
mWeaponGroup = group;
mStartTime = mAnimation->getStartTime(mWeaponGroup);
}
void WeaponAnimationTime::updateStartTime()
{
setGroup(mWeaponGroup);
}
WeaponAnimation::WeaponAnimation()
: mPitchFactor(0)
{
}
WeaponAnimation::~WeaponAnimation()
{
}
void WeaponAnimation::attachArrow(MWWorld::Ptr actor)
{
MWWorld::InventoryStore& inv = actor.getClass().getInventoryStore(actor);
MWWorld::ContainerStoreIterator weaponSlot = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
if (weaponSlot == inv.end())
return;
if (weaponSlot->getTypeName() != typeid(ESM::Weapon).name())
return;
int weaponType = weaponSlot->get<ESM::Weapon>()->mBase->mData.mType;
if (weaponType == ESM::Weapon::MarksmanThrown)
{
std::string soundid = weaponSlot->getClass().getUpSoundId(*weaponSlot);
if(!soundid.empty())
{
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
sndMgr->playSound3D(actor, soundid, 1.0f, 1.0f);
}
showWeapon(true);
}
else if (weaponType == ESM::Weapon::MarksmanBow || weaponType == ESM::Weapon::MarksmanCrossbow)
{
osg::Group* parent = getArrowBone();
if (!parent)
return;
MWWorld::ContainerStoreIterator ammo = inv.getSlot(MWWorld::InventoryStore::Slot_Ammunition);
if (ammo == inv.end())
return;
std::string model = ammo->getClass().getModel(*ammo);
osg::ref_ptr<osg::Node> arrow = getResourceSystem()->getSceneManager()->createInstance(model, parent);
mAmmunition = PartHolderPtr(new PartHolder(arrow));
}
}
void WeaponAnimation::releaseArrow(MWWorld::Ptr actor, float attackStrength)
{
MWWorld::InventoryStore& inv = actor.getClass().getInventoryStore(actor);
MWWorld::ContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
if (weapon == inv.end())
return;
if (weapon->getTypeName() != typeid(ESM::Weapon).name())
return;
// The orientation of the launched projectile. Always the same as the actor orientation, even if the ArrowBone's orientation dictates otherwise.
osg::Quat orient = osg::Quat(actor.getRefData().getPosition().rot[0], osg::Vec3f(-1,0,0))
* osg::Quat(actor.getRefData().getPosition().rot[2], osg::Vec3f(0,0,-1));
const MWWorld::Store<ESM::GameSetting> &gmst =
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
MWMechanics::applyFatigueLoss(actor, *weapon, attackStrength);
if (weapon->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::MarksmanThrown)
{
// Thrown weapons get detached now
osg::Node* weaponNode = getWeaponNode();
if (!weaponNode)
return;
osg::MatrixList mats = weaponNode->getWorldMatrices();
if (mats.empty())
return;
osg::Vec3f launchPos = mats[0].getTrans();
float fThrownWeaponMinSpeed = gmst.find("fThrownWeaponMinSpeed")->getFloat();
float fThrownWeaponMaxSpeed = gmst.find("fThrownWeaponMaxSpeed")->getFloat();
float speed = fThrownWeaponMinSpeed + (fThrownWeaponMaxSpeed - fThrownWeaponMinSpeed) * attackStrength;
MWBase::Environment::get().getWorld()->launchProjectile(actor, *weapon, launchPos, orient, *weapon, speed, attackStrength);
showWeapon(false);
inv.remove(*weapon, 1, actor);
}
else
{
// With bows and crossbows only the used arrow/bolt gets detached
MWWorld::ContainerStoreIterator ammo = inv.getSlot(MWWorld::InventoryStore::Slot_Ammunition);
if (ammo == inv.end())
return;
if (!mAmmunition)
return;
osg::ref_ptr<osg::Node> ammoNode = mAmmunition->getNode();
osg::MatrixList mats = ammoNode->getWorldMatrices();
if (mats.empty())
return;
osg::Vec3f launchPos = mats[0].getTrans();
float fProjectileMinSpeed = gmst.find("fProjectileMinSpeed")->getFloat();
float fProjectileMaxSpeed = gmst.find("fProjectileMaxSpeed")->getFloat();
float speed = fProjectileMinSpeed + (fProjectileMaxSpeed - fProjectileMinSpeed) * attackStrength;
MWBase::Environment::get().getWorld()->launchProjectile(actor, *ammo, launchPos, orient, *weapon, speed, attackStrength);
inv.remove(*ammo, 1, actor);
mAmmunition.reset();
}
}
void WeaponAnimation::addControllers(const std::map<std::string, osg::ref_ptr<osg::MatrixTransform> >& nodes,
std::multimap<osg::ref_ptr<osg::Node>, osg::ref_ptr<osg::NodeCallback> > &map, osg::Node* objectRoot)
{
for (int i=0; i<2; ++i)
{
mSpineControllers[i] = NULL;
std::map<std::string, osg::ref_ptr<osg::MatrixTransform> >::const_iterator found = nodes.find(i == 0 ? "bip01 spine1" : "bip01 spine2");
if (found != nodes.end())
{
osg::Node* node = found->second;
mSpineControllers[i] = new RotateController(objectRoot);
node->addUpdateCallback(mSpineControllers[i]);
map.insert(std::make_pair(node, mSpineControllers[i]));
}
}
}
void WeaponAnimation::deleteControllers()
{
for (int i=0; i<2; ++i)
mSpineControllers[i] = NULL;
}
void WeaponAnimation::configureControllers(float characterPitchRadians)
{
if (!mSpineControllers[0])
return;
if (mPitchFactor == 0.f || characterPitchRadians == 0.f)
{
for (int i=0; i<2; ++i)
mSpineControllers[i]->setEnabled(false);
return;
}
float pitch = characterPitchRadians * mPitchFactor;
osg::Quat rotate (pitch/2, osg::Vec3f(-1,0,0));
for (int i=0; i<2; ++i)
{
mSpineControllers[i]->setRotate(rotate);
mSpineControllers[i]->setEnabled(true);
}
}
}