forked from teamnwah/openmw-tes3coop
add support for some scripting player control switches
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parent
ff62770657
commit
16ad97610d
4 changed files with 67 additions and 29 deletions
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@ -90,6 +90,7 @@ namespace MWInput
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bool mDragDrop;
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std::map<std::string, bool> mControlSwitch;
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/* InputImpl Methods */
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public:
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@ -339,6 +340,14 @@ private:
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poller.bind(A_Jump, KC_E);
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poller.bind(A_Crouch, KC_LCONTROL);
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mControlSwitch["playercontrols"] = true;
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mControlSwitch["playerfighting"] = true;
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mControlSwitch["playerjumping"] = true;
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mControlSwitch["playerlooking"] = true;
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mControlSwitch["playermagic"] = true;
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mControlSwitch["playerviewswitch"] = true;
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mControlSwitch["vanitymode"] = true;
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}
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void setDragDrop(bool dragDrop)
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@ -366,33 +375,35 @@ private:
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// Configure player movement according to keyboard input. Actual movement will
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// be done in the physics system.
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if (poller.isDown(A_MoveLeft))
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{
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player.setAutoMove (false);
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player.setLeftRight (1);
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}
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else if (poller.isDown(A_MoveRight))
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{
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player.setAutoMove (false);
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player.setLeftRight (-1);
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}
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else
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player.setLeftRight (0);
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if (mControlSwitch["playercontrols"]) {
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if (poller.isDown(A_MoveLeft))
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{
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player.setAutoMove (false);
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player.setLeftRight (1);
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}
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else if (poller.isDown(A_MoveRight))
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{
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player.setAutoMove (false);
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player.setLeftRight (-1);
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}
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else
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player.setLeftRight (0);
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if (poller.isDown(A_MoveForward))
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{
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player.setAutoMove (false);
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player.setForwardBackward (1);
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if (poller.isDown(A_MoveForward))
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{
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player.setAutoMove (false);
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player.setForwardBackward (1);
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}
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else if (poller.isDown(A_MoveBackward))
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{
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player.setAutoMove (false);
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player.setForwardBackward (-1);
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}
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else
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player.setForwardBackward (0);
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}
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else if (poller.isDown(A_MoveBackward))
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{
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player.setAutoMove (false);
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player.setForwardBackward (-1);
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}
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else
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player.setForwardBackward (0);
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if (poller.isDown(A_Jump))
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if (poller.isDown(A_Jump) && mControlSwitch["playerjumping"])
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player.setUpDown (1);
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else if (poller.isDown(A_Crouch))
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player.setUpDown (-1);
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@ -423,6 +434,24 @@ private:
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guiEvents->enabled = false;
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}
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}
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void toggleControlSwitch(std::string sw, bool value)
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{
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if (mControlSwitch[sw] == value) {
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return;
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}
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/// \note 7 switches at all, if-else is relevant
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if (sw == "playercontrols") {
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player.setLeftRight(0);
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player.setForwardBackward(0);
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player.setAutoMove(false);
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} else if (sw == "playerjumping") {
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/// \fixme maybe crouching at this time
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player.setUpDown(0);
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}
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mControlSwitch[sw] = value;
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}
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};
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/***CONSTRUCTOR***/
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@ -471,4 +500,9 @@ private:
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if (changeRes)
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impl->adjustMouseRegion(Settings::Manager::getInt("resolution x", "Video"), Settings::Manager::getInt("resolution y", "Video"));
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}
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void MWInputManager::toggleControlSwitch(std::string sw, bool value)
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{
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impl->toggleControlSwitch(sw, value);
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}
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}
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@ -57,6 +57,8 @@ namespace MWInput
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void processChangedSettings(const Settings::CategorySettingVector& changed);
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void setDragDrop(bool dragDrop);
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void toggleControlSwitch(std::string sw, bool value);
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};
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}
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#endif
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@ -14,6 +14,8 @@
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#include "../mwmechanics/npcstats.hpp"
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#include "../mwinput/inputmanager.hpp"
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#include "interpretercontext.hpp"
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#include "ref.hpp"
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@ -36,6 +38,10 @@ namespace MWScript
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virtual void execute (Interpreter::Runtime& runtime)
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{
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MWBase::Environment::get()
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.getInputManager()
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->toggleControlSwitch(mControl, mEnable);
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if (mEnable)
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std::cout << "enable: " << mControl << std::endl;
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else
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@ -18,8 +18,6 @@
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#include "manualref.hpp"
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#include "cellfunctors.hpp"
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#include <iostream>
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using namespace Ogre;
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namespace
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@ -1117,8 +1115,6 @@ namespace MWWorld
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if (cell.data.flags & ESM::Cell::HasWater == 0) {
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return false;
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}
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bool res = pos.z < cell.water;
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std::cout << "World::isUnderwater(" << pos.z << "):" << res << std::endl;
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return res;
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return pos.z < cell.water;
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}
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}
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