forked from teamnwah/openmw-tes3coop
Merge pull request #142 from OpenMW/master
Add OpenMW commits up to 6 Feb 2017
This commit is contained in:
commit
27242cdab9
11 changed files with 95 additions and 77 deletions
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@ -68,12 +68,14 @@ namespace MWGui
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for (int i = 0; i < ESM::Skill::Length; ++i)
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{
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mSkillValues.insert(std::pair<int, MWMechanics::SkillValue >(i, MWMechanics::SkillValue()));
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mSkillWidgetMap.insert(std::pair<int, MyGUI::TextBox*>(i, (MyGUI::TextBox*)NULL));
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mSkillValues.insert(std::make_pair(i, MWMechanics::SkillValue()));
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mSkillWidgetMap.insert(std::make_pair(i, std::make_pair((MyGUI::TextBox*)NULL, (MyGUI::TextBox*)NULL)));
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}
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MyGUI::Window* t = mMainWidget->castType<MyGUI::Window>();
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t->eventWindowChangeCoord += MyGUI::newDelegate(this, &StatsWindow::onWindowResize);
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onWindowResize(t);
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}
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void StatsWindow::onMouseWheel(MyGUI::Widget* _sender, int _rel)
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@ -188,11 +190,32 @@ namespace MWGui
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}
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}
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void setSkillProgress(MyGUI::Widget* w, float progress, int skillId)
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{
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MWWorld::Ptr player = MWMechanics::getPlayer();
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const MWWorld::ESMStore &esmStore =
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MWBase::Environment::get().getWorld()->getStore();
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float progressRequirement = player.getClass().getNpcStats(player).getSkillProgressRequirement(skillId,
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*esmStore.get<ESM::Class>().find(player.get<ESM::NPC>()->mBase->mClass));
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// This is how vanilla MW displays the progress bar (I think). Note it's slightly inaccurate,
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// due to the int casting in the skill levelup logic. Also the progress label could in rare cases
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// reach 100% without the skill levelling up.
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// Leaving the original display logic for now, for consistency with ess-imported savegames.
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int progressPercent = int(float(progress) / float(progressRequirement) * 100.f + 0.5f);
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w->setUserString("Caption_SkillProgressText", MyGUI::utility::toString(progressPercent)+"/100");
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w->setUserString("RangePosition_SkillProgress", MyGUI::utility::toString(progressPercent));
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}
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void StatsWindow::setValue(const ESM::Skill::SkillEnum parSkill, const MWMechanics::SkillValue& value)
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{
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mSkillValues[parSkill] = value;
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MyGUI::TextBox* widget = mSkillWidgetMap[(int)parSkill];
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if (widget)
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std::pair<MyGUI::TextBox*, MyGUI::TextBox*> widgets = mSkillWidgetMap[(int)parSkill];
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MyGUI::TextBox* valueWidget = widgets.second;
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MyGUI::TextBox* nameWidget = widgets.first;
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if (valueWidget && nameWidget)
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{
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int modified = value.getModified(), base = value.getBase();
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std::string text = MyGUI::utility::toString(modified);
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@ -202,8 +225,20 @@ namespace MWGui
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else if (modified < base)
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state = "decreased";
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widget->setCaption(text);
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widget->_setWidgetState(state);
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int widthBefore = valueWidget->getTextSize().width;
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valueWidget->setCaption(text);
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valueWidget->_setWidgetState(state);
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int widthAfter = valueWidget->getTextSize().width;
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if (widthBefore != widthAfter)
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{
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valueWidget->setCoord(valueWidget->getLeft() - (widthAfter-widthBefore), valueWidget->getTop(), valueWidget->getWidth() + (widthAfter-widthBefore), valueWidget->getHeight());
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nameWidget->setSize(nameWidget->getWidth() - (widthAfter-widthBefore), nameWidget->getHeight());
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}
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if (value.getBase() < 100)
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setSkillProgress(valueWidget, value.getProgress(), parSkill);
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}
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}
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@ -316,7 +351,7 @@ namespace MWGui
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coord2.top += sLineHeight;
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}
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MyGUI::TextBox* StatsWindow::addValueItem(const std::string& text, const std::string &value, const std::string& state, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2)
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std::pair<MyGUI::TextBox*, MyGUI::TextBox*> StatsWindow::addValueItem(const std::string& text, const std::string &value, const std::string& state, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2)
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{
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MyGUI::TextBox *skillNameWidget, *skillValueWidget;
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@ -340,7 +375,7 @@ namespace MWGui
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coord1.top += sLineHeight;
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coord2.top += sLineHeight;
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return skillValueWidget;
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return std::make_pair(skillNameWidget, skillValueWidget);
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}
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MyGUI::Widget* StatsWindow::addItem(const std::string& text, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2)
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@ -384,19 +419,9 @@ namespace MWGui
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int base = stat.getBase();
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int modified = stat.getModified();
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MWWorld::Ptr player = MWMechanics::getPlayer();
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const MWWorld::ESMStore &esmStore =
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MWBase::Environment::get().getWorld()->getStore();
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float progressRequirement = player.getClass().getNpcStats(player).getSkillProgressRequirement(skillId,
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*esmStore.get<ESM::Class>().find(player.get<ESM::NPC>()->mBase->mClass));
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// This is how vanilla MW displays the progress bar (I think). Note it's slightly inaccurate,
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// due to the int casting in the skill levelup logic. Also the progress label could in rare cases
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// reach 100% without the skill levelling up.
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// Leaving the original display logic for now, for consistency with ess-imported savegames.
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int progressPercent = int(float(stat.getProgress()) / float(progressRequirement) * 100.f + 0.5f);
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const ESM::Skill* skill = esmStore.get<ESM::Skill>().find(skillId);
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std::string icon = "icons\\k\\" + ESM::Skill::sIconNames[skillId];
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@ -409,7 +434,7 @@ namespace MWGui
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state = "increased";
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else if (modified < base)
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state = "decreased";
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MyGUI::TextBox* widget = addValueItem(MWBase::Environment::get().getWindowManager()->getGameSettingString(skillNameId, skillNameId),
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std::pair<MyGUI::TextBox*, MyGUI::TextBox*> widgets = addValueItem(MWBase::Environment::get().getWindowManager()->getGameSettingString(skillNameId, skillNameId),
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MyGUI::utility::toString(static_cast<int>(modified)), state, coord1, coord2);
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for (int i=0; i<2; ++i)
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@ -420,6 +445,7 @@ namespace MWGui
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mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("Caption_SkillDescription", skill->mDescription);
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mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("Caption_SkillAttribute", "#{sGoverningAttribute}: #{" + attr->mName + "}");
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mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("ImageTexture_SkillImage", icon);
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mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("Range_SkillProgress", "100");
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if (base < 100)
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{
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mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("Visible_SkillMaxed", "false");
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@ -428,9 +454,7 @@ namespace MWGui
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mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("Visible_SkillProgressVBox", "true");
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mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("UserData^Hidden_SkillProgressVBox", "false");
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mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("Caption_SkillProgressText", MyGUI::utility::toString(progressPercent)+"/100");
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mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("Range_SkillProgress", "100");
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mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("RangePosition_SkillProgress", MyGUI::utility::toString(progressPercent));
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setSkillProgress(mSkillWidgets[mSkillWidgets.size()-1-i], stat.getProgress(), skillId);
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} else {
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mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("Visible_SkillMaxed", "true");
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mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("UserData^Hidden_SkillMaxed", "false");
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@ -440,7 +464,7 @@ namespace MWGui
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}
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}
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mSkillWidgetMap[skillId] = widget;
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mSkillWidgetMap[skillId] = widgets;
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}
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}
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@ -43,7 +43,7 @@ namespace MWGui
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void addSkills(const SkillList &skills, const std::string &titleId, const std::string &titleDefault, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2);
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void addSeparator(MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2);
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void addGroup(const std::string &label, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2);
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MyGUI::TextBox* addValueItem(const std::string& text, const std::string &value, const std::string& state, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2);
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std::pair<MyGUI::TextBox*, MyGUI::TextBox*> addValueItem(const std::string& text, const std::string &value, const std::string& state, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2);
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MyGUI::Widget* addItem(const std::string& text, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2);
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void setFactions (const FactionList& factions);
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@ -62,7 +62,7 @@ namespace MWGui
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SkillList mMajorSkills, mMinorSkills, mMiscSkills;
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std::map<int, MWMechanics::SkillValue > mSkillValues;
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std::map<int, MyGUI::TextBox*> mSkillWidgetMap;
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std::map<int, std::pair<MyGUI::TextBox*, MyGUI::TextBox*> > mSkillWidgetMap;
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std::map<std::string, MyGUI::Widget*> mFactionWidgetMap;
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FactionList mFactions; ///< Stores a list of factions and the current rank
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std::string mBirthSignId;
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@ -1487,6 +1487,10 @@ namespace MWInput
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ret.push_back(A_QuickKey8);
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ret.push_back(A_QuickKey9);
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ret.push_back(A_QuickKey10);
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ret.push_back(A_CycleSpellLeft);
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ret.push_back(A_CycleSpellRight);
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ret.push_back(A_CycleWeaponLeft);
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ret.push_back(A_CycleWeaponRight);
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return ret;
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}
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@ -1137,6 +1137,7 @@ namespace MWMechanics
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timerUpdateAITargets += duration;
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timerUpdateHeadTrack += duration;
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timerUpdateEquippedLight += duration;
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// Looping magic VFX update
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// Note: we need to do this before any of the animations are updated.
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@ -338,22 +338,16 @@ namespace MWMechanics
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}
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}
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bool update = false;
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//Loop over ESM::Skill::SkillEnum
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for(int i = 0; i < ESM::Skill::Length; ++i)
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{
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if(stats.getSkill(i) != mWatchedSkills[i] || mWatchedStatsEmpty)
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{
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update = true;
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mWatchedSkills[i] = stats.getSkill(i);
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winMgr->setValue((ESM::Skill::SkillEnum)i, stats.getSkill(i));
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}
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}
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if(update)
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winMgr->updateSkillArea();
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winMgr->setValue("level", stats.getLevel());
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mWatchedStatsEmpty = false;
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@ -29,7 +29,8 @@ void Objects::addObject(const MWWorld::Ptr& ptr)
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removeObject(ptr);
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MWRender::Animation *anim = MWBase::Environment::get().getWorld()->getAnimation(ptr);
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if(anim) mObjects.insert(std::make_pair(ptr, new CharacterController(ptr, anim)));
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if (anim && anim->hasAnimSources())
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mObjects.insert(std::make_pair(ptr, new CharacterController(ptr, anim)));
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}
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void Objects::removeObject(const MWWorld::Ptr& ptr)
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@ -1,6 +1,6 @@
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#include "actor.hpp"
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#include <BulletCollision/CollisionShapes/btCylinderShape.h>
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#include <BulletCollision/CollisionShapes/btCapsuleShape.h>
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#include <BulletCollision/CollisionShapes/btBoxShape.h>
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#include <BulletCollision/CollisionDispatch/btCollisionWorld.h>
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@ -18,7 +18,7 @@ namespace MWPhysics
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Actor::Actor(const MWWorld::Ptr& ptr, osg::ref_ptr<const Resource::BulletShape> shape, btCollisionWorld* world)
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: mCanWaterWalk(false), mWalkingOnWater(false)
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, mCollisionObject(0), mForce(0.f, 0.f, 0.f), mOnGround(false)
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, mCollisionObject(0), mForce(0.f, 0.f, 0.f), mOnGround(true), mOnSlope(false)
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, mInternalCollisionMode(true)
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, mExternalCollisionMode(true)
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, mCollisionWorld(world)
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@ -31,8 +31,7 @@ Actor::Actor(const MWWorld::Ptr& ptr, osg::ref_ptr<const Resource::BulletShape>
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// Use capsule shape only if base is square (nonuniform scaling apparently doesn't work on it)
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if (std::abs(mHalfExtents.x()-mHalfExtents.y())<mHalfExtents.x()*0.05 && mHalfExtents.z() >= mHalfExtents.x())
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{
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// Could also be btCapsuleShapeZ, but the movement solver seems to have issues with it (jumping on slopes doesn't work)
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mShape.reset(new btCylinderShapeZ(toBullet(mHalfExtents)));
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mShape.reset(new btCapsuleShapeZ(mHalfExtents.x(), 2*mHalfExtents.z() - 2*mHalfExtents.x()));
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}
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else
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mShape.reset(new btBoxShape(toBullet(mHalfExtents)));
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@ -180,6 +179,11 @@ void Actor::setOnGround(bool grounded)
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mOnGround = grounded;
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}
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void Actor::setOnSlope(bool slope)
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{
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mOnSlope = slope;
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}
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bool Actor::isWalkingOnWater() const
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{
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return mWalkingOnWater;
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@ -124,6 +124,13 @@ namespace MWPhysics
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return mInternalCollisionMode && mOnGround;
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}
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void setOnSlope(bool slope);
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bool getOnSlope() const
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{
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return mInternalCollisionMode && mOnSlope;
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}
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btCollisionObject* getCollisionObject() const
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{
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return mCollisionObject.get();
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@ -160,6 +167,7 @@ namespace MWPhysics
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osg::Vec3f mForce;
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bool mOnGround;
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bool mOnSlope;
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bool mInternalCollisionMode;
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bool mExternalCollisionMode;
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@ -250,6 +250,8 @@ namespace MWPhysics
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}
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else
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{
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actor->setOnGround(true);
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// Check if we actually found a valid spawn point (use an infinitely thin ray this time).
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// Required for some broken door destinations in Morrowind.esm, where the spawn point
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// intersects with other geometry if the actor's base is taken into account
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@ -266,11 +268,13 @@ namespace MWPhysics
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( (toOsg(resultCallback1.m_hitPointWorld) - tracer.mEndPos).length2() > 35*35
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|| !isWalkableSlope(tracer.mPlaneNormal)))
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{
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actor->setOnGround(isWalkableSlope(resultCallback1.m_hitNormalWorld));
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actor->setOnSlope(isWalkableSlope(resultCallback1.m_hitNormalWorld));
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return toOsg(resultCallback1.m_hitPointWorld) + osg::Vec3f(0.f, 0.f, 1.f);
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}
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actor->setOnGround(isWalkableSlope(tracer.mPlaneNormal));
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else
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{
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actor->setOnSlope(isWalkableSlope(tracer.mPlaneNormal));
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}
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return tracer.mEndPos;
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}
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@ -322,12 +326,10 @@ namespace MWPhysics
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{
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velocity = (osg::Quat(refpos.rot[2], osg::Vec3f(0, 0, -1))) * movement;
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if (velocity.z() > 0.f && physicActor->getOnGround())
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if (velocity.z() > 0.f && physicActor->getOnGround() && !physicActor->getOnSlope())
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inertia = velocity;
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else if(!physicActor->getOnGround())
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{
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else if(!physicActor->getOnGround() || physicActor->getOnSlope())
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velocity = velocity + physicActor->getInertialForce();
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}
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}
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// dead actors underwater will float to the surface, if the CharacterController tells us to do so
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@ -440,13 +442,14 @@ namespace MWPhysics
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}
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bool isOnGround = false;
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bool isOnSlope = false;
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if (!(inertia.z() > 0.f) && !(newPosition.z() < swimlevel))
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{
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osg::Vec3f from = newPosition;
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osg::Vec3f to = newPosition - (physicActor->getOnGround() ?
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osg::Vec3f(0,0,sStepSizeDown+2.f) : osg::Vec3f(0,0,2.f));
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tracer.doTrace(colobj, from, to, collisionWorld);
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if(tracer.mFraction < 1.0f && isWalkableSlope(tracer.mPlaneNormal)
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if(tracer.mFraction < 1.0f
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&& tracer.mHitObject->getBroadphaseHandle()->m_collisionFilterGroup != CollisionType_Actor)
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{
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const btCollisionObject* standingOn = tracer.mHitObject;
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@ -460,6 +463,8 @@ namespace MWPhysics
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newPosition.z() = tracer.mEndPos.z() + 1.0f;
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isOnGround = true;
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isOnSlope = !isWalkableSlope(tracer.mPlaneNormal);
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}
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else
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{
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@ -483,7 +488,7 @@ namespace MWPhysics
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}
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}
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if(isOnGround || newPosition.z() < swimlevel || isFlying)
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if((isOnGround && !isOnSlope) || newPosition.z() < swimlevel || isFlying)
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physicActor->setInertialForce(osg::Vec3f(0.f, 0.f, 0.f));
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else
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{
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@ -497,6 +502,7 @@ namespace MWPhysics
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physicActor->setInertialForce(inertia);
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}
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physicActor->setOnGround(isOnGround);
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physicActor->setOnSlope(isOnSlope);
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newPosition.z() -= halfExtents.z(); // remove what was added at the beginning
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return newPosition;
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@ -989,41 +995,10 @@ namespace MWPhysics
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return !result.mHit;
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}
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// physactor->getOnGround() is not a reliable indicator of whether the actor
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// is on the ground (defaults to false, which means code blocks such as
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// CharacterController::update() may falsely detect "falling").
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//
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// Also, collisions can move z position slightly off zero, giving a false
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// indication. In order to reduce false detection of jumping, small distance
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||||
// below the actor is detected and ignored. A value of 1.5 is used here, but
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// something larger may be more suitable. This change should resolve Bug#1271.
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//
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// TODO: There might be better places to update PhysicActor::mOnGround.
|
||||
bool PhysicsSystem::isOnGround(const MWWorld::Ptr &actor)
|
||||
{
|
||||
Actor* physactor = getActor(actor);
|
||||
if(!physactor)
|
||||
return false;
|
||||
if(physactor->getOnGround())
|
||||
return true;
|
||||
else
|
||||
{
|
||||
osg::Vec3f pos(actor.getRefData().getPosition().asVec3());
|
||||
|
||||
ActorTracer tracer;
|
||||
// a small distance above collision object is considered "on ground"
|
||||
tracer.findGround(physactor,
|
||||
pos,
|
||||
pos - osg::Vec3f(0, 0, 1.5f), // trace a small amount down
|
||||
mCollisionWorld);
|
||||
if(tracer.mFraction < 1.0f) // collision, must be close to something below
|
||||
{
|
||||
physactor->setOnGround(true);
|
||||
return true;
|
||||
}
|
||||
else
|
||||
return false;
|
||||
}
|
||||
return physactor->getOnGround();
|
||||
}
|
||||
|
||||
bool PhysicsSystem::canMoveToWaterSurface(const MWWorld::ConstPtr &actor, const float waterlevel)
|
||||
|
|
|
@ -565,6 +565,11 @@ namespace MWRender
|
|||
}
|
||||
}
|
||||
|
||||
bool Animation::hasAnimSources() const
|
||||
{
|
||||
return !mAnimSources.empty();
|
||||
}
|
||||
|
||||
void Animation::clearAnimSources()
|
||||
{
|
||||
mStates.clear();
|
||||
|
|
|
@ -341,6 +341,8 @@ public:
|
|||
Animation(const MWWorld::Ptr &ptr, osg::ref_ptr<osg::Group> parentNode, Resource::ResourceSystem* resourceSystem);
|
||||
virtual ~Animation();
|
||||
|
||||
bool hasAnimSources() const;
|
||||
|
||||
MWWorld::ConstPtr getPtr() const;
|
||||
|
||||
/// Set active flag on the object skeleton, if one exists.
|
||||
|
|
Loading…
Reference in a new issue