void ChangePartManager::showPart( ulong ulPart, bool bShow) { //验证 if (ulPart <= static_cast<ulong>(EEntityPart_Invalid) || ulPart >= static_cast<ulong>(EEntityPart_Max) ) return; switch( ulPart) { case EEntityPart_Armet: showArmet(bShow); break; case EEntityPart_Armor: showBody(bShow); break; case EEntityPart_Suit_Armet: showSuitArmet(bShow); break; case EEntityPart_Suit_Armor: showBody(!bShow); break; case EEntityPart_Weapon://by cjl showWeapon(bShow); break; default: break; } return; }
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()->getInstance(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::NodePathList nodepaths = weaponNode->getParentalNodePaths(); if (nodepaths.empty()) return; osg::Vec3f launchPos = osg::computeLocalToWorld(nodepaths[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::NodePathList nodepaths = ammoNode->getParentalNodePaths(); if (nodepaths.empty()) return; osg::Vec3f launchPos = osg::computeLocalToWorld(nodepaths[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(); } }