Finished acrobatics

actorid
Glorf 12 years ago
parent d30e43784a
commit 236ec3409f

@ -314,6 +314,7 @@ namespace MWBase
virtual bool isSwimming(const MWWorld::Ptr &object) const = 0;
virtual bool isUnderwater(const MWWorld::Ptr::CellStore* cell, const Ogre::Vector3 &pos) const = 0;
virtual bool isOnGround(const MWWorld::Ptr &ptr) const = 0;
virtual bool isGravity(const MWWorld::Ptr &ptr) const = 0;
virtual void togglePOV() = 0;
virtual void togglePreviewMode(bool enable) = 0;

@ -33,6 +33,7 @@
#include "../mwmechanics/stat.hpp"
#include "../mwmechanics/creaturestats.hpp"
#include "../mwmechanics/npcstats.hpp"
namespace MWMechanics
{
@ -107,7 +108,7 @@ static void getStateInfo(CharacterState state, std::string *group)
CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Animation *anim, CharacterState state, bool loop)
: mPtr(ptr), mAnimation(anim), mCharState(state), mSkipAnim(false), mMovingAnim(false),
mSecondsOfRunning(0), mSecondsOfSwimming(0), mHighestPosition(0)
mSecondsOfRunning(0), mSecondsOfSwimming(0), mFallDistance(0), mLastHeight(0)
{
if(!mAnimation)
return;
@ -149,6 +150,7 @@ void CharacterController::update(float duration, Movement &movement)
const MWWorld::Class &cls = MWWorld::Class::get(mPtr);
bool onground = world->isOnGround(mPtr);
bool gravity = world->isGravity(mPtr);
bool inwater = world->isSwimming(mPtr);
bool isrunning = cls.getStance(mPtr, MWWorld::Class::Run);
bool sneak = cls.getStance(mPtr, MWWorld::Class::Sneak);
@ -156,9 +158,36 @@ void CharacterController::update(float duration, Movement &movement)
const Ogre::Vector3 &rot = cls.getRotationVector(mPtr);
speed = cls.getSpeed(mPtr);
//To calculate how much player will fall down
if(movement.mPosition[2] > mHighestPosition)
mHighestPosition = movement.mPosition[2];
//player is falling down
if(!onground && gravity && mLastHeight>mPtr.getRefData().getPosition().pos[2])
mFallDistance+=(mLastHeight-mPtr.getRefData().getPosition().pos[2]);
//player just finished falling
if(onground && gravity && mFallDistance>0)
{
float healthLost = cls.getFallDamage(mPtr, mFallDistance);
if(healthLost>0.0f)
{
DynamicStat<float> health = cls.getCreatureStats(mPtr).getHealth();
int current = health.getCurrent();
float realHealthLost = healthLost * (1.0f - (0.25 * 1.25f/*fatigueTerm*/));
health.setModified (health.getModified()-static_cast<int>(realHealthLost), 0);
health.setCurrent (current-static_cast<int>(realHealthLost));
cls.getCreatureStats(mPtr).setHealth (health);
MWWorld::Class::get(mPtr).skillUsageSucceeded(mPtr, ESM::Skill::Acrobatics, 1);
std::cout<<realHealthLost<<std::endl;
const float acrobaticsSkill = cls.getNpcStats (mPtr).getSkill (ESM::Skill::Acrobatics).getModified();
if(acrobaticsSkill*1.25f/*fatigueTerm*/<healthLost)
{
//TODO: actor falls over
}
}
setState(CharState_Idle, true);
mFallDistance=0;
}
// advance athletics
if (vec.squaredLength() > 0 && mPtr == MWBase::Environment::get().getWorld()->getPlayer().getPlayer())
@ -184,7 +213,7 @@ void CharacterController::update(float duration, Movement &movement)
}
// FIXME: X/Y movement should be disallowed except for the initial thrust (which would be carried by "physics" until landing).
if(onground && vec.z > 0.0f)
if(onground && gravity && vec.z > 0.0f)
{
//Advance acrobatics on jump, decrease fatigue
if(getState()!=CharState_Jump)
@ -197,8 +226,8 @@ void CharacterController::update(float duration, Movement &movement)
const float fatigueJumpMult = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find ("fFatigueJumpMult")->getFloat();
DynamicStat<float> fatigue = cls.getCreatureStats(mPtr).getDynamic(2);
int current = fatigue.getCurrent();
fatigue.setModified(fatigue.getModified()-(fatigueJumpBase + ((1 - normalizedEncumbrance) * fatigueJumpMult)), 0);
fatigue.setCurrent(current-(fatigueJumpBase + ((1 - normalizedEncumbrance) * fatigueJumpMult)));
fatigue.setModified(fatigue.getModified()-static_cast<int>(fatigueJumpBase + ((1 - normalizedEncumbrance) * fatigueJumpMult)), 0);
fatigue.setCurrent(current-static_cast<int>(fatigueJumpBase + ((1 - normalizedEncumbrance) * fatigueJumpMult)));
cls.getCreatureStats(mPtr).setDynamic (2, fatigue);
}
@ -216,25 +245,6 @@ void CharacterController::update(float duration, Movement &movement)
}
}
if(vec.z<=0.0f && getState()==CharState_Jump)
{
float healthLost = cls.getFallDamage(mPtr, mHighestPosition);
if(healthLost>0.0f)
{
DynamicStat<float> health = cls.getCreatureStats(mPtr).getHealth();
int fatigue = MWWorld::Class::get (mPtr).getCreatureStats (mPtr).getFatigue().getBase();
int current = health.getCurrent();
health.setModified (health.getModified()-(healthLost * (1 - (0.25 * fatigue))), 0);
health.setCurrent (current-(healthLost * (1 - (0.25 * fatigue))));
cls.getCreatureStats(mPtr).setHealth (health);
MWWorld::Class::get(mPtr).skillUsageSucceeded(mPtr, ESM::Skill::Acrobatics, 1);
}
setState(CharState_Idle, true);
mHighestPosition=0;
}
if(std::abs(vec.x/2.0f) > std::abs(vec.y) && speed > 0.0f)
{
if(vec.x > 0.0f)
@ -299,6 +309,8 @@ void CharacterController::update(float duration, Movement &movement)
movement.mPosition[2] += moved.z;
}
mSkipAnim = false;
mLastHeight = mPtr.getRefData().getPosition().pos[2];
}

@ -83,7 +83,8 @@ class CharacterController
float mSecondsOfSwimming;
float mSecondsOfRunning;
float mHighestPosition;
float mFallDistance;
float mLastHeight;
bool mMovingAnim;

@ -1492,6 +1492,13 @@ namespace MWWorld
return physactor && physactor->getOnGround();
}
bool World::isGravity(const MWWorld::Ptr &ptr) const
{
RefData &refdata = ptr.getRefData();
const OEngine::Physic::PhysicActor *physactor = mPhysEngine->getCharacter(refdata.getHandle());
return physactor && physactor->getCollisionMode();
}
bool World::vanityRotateCamera(float * rot)
{
return mRendering->vanityRotateCamera(rot);

@ -346,6 +346,7 @@ namespace MWWorld
virtual bool isSwimming(const MWWorld::Ptr &object) const;
virtual bool isUnderwater(const MWWorld::Ptr::CellStore* cell, const Ogre::Vector3 &pos) const;
virtual bool isOnGround(const MWWorld::Ptr &ptr) const;
virtual bool isGravity(const MWWorld::Ptr &ptr) const;
virtual void togglePOV() {
mRendering->togglePOV();

@ -143,7 +143,7 @@ namespace Physic
bool PhysicActor::getOnGround() const
{
return collisionMode && onGround;
return onGround;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////

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