Example #1
0
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;
}
Example #2
0
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));
    }
}
Example #3
0
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();
    }
}