Merge pull request #142 from OpenMW/master

Add OpenMW commits up to 6 Feb 2017
pull/163/head
David Cernat 8 years ago committed by GitHub
commit 27242cdab9

@ -68,12 +68,14 @@ namespace MWGui
for (int i = 0; i < ESM::Skill::Length; ++i)
{
mSkillValues.insert(std::pair<int, MWMechanics::SkillValue >(i, MWMechanics::SkillValue()));
mSkillWidgetMap.insert(std::pair<int, MyGUI::TextBox*>(i, (MyGUI::TextBox*)NULL));
mSkillValues.insert(std::make_pair(i, MWMechanics::SkillValue()));
mSkillWidgetMap.insert(std::make_pair(i, std::make_pair((MyGUI::TextBox*)NULL, (MyGUI::TextBox*)NULL)));
}
MyGUI::Window* t = mMainWidget->castType<MyGUI::Window>();
t->eventWindowChangeCoord += MyGUI::newDelegate(this, &StatsWindow::onWindowResize);
onWindowResize(t);
}
void StatsWindow::onMouseWheel(MyGUI::Widget* _sender, int _rel)
@ -188,11 +190,32 @@ namespace MWGui
}
}
void setSkillProgress(MyGUI::Widget* w, float progress, int skillId)
{
MWWorld::Ptr player = MWMechanics::getPlayer();
const MWWorld::ESMStore &esmStore =
MWBase::Environment::get().getWorld()->getStore();
float progressRequirement = player.getClass().getNpcStats(player).getSkillProgressRequirement(skillId,
*esmStore.get<ESM::Class>().find(player.get<ESM::NPC>()->mBase->mClass));
// This is how vanilla MW displays the progress bar (I think). Note it's slightly inaccurate,
// due to the int casting in the skill levelup logic. Also the progress label could in rare cases
// reach 100% without the skill levelling up.
// Leaving the original display logic for now, for consistency with ess-imported savegames.
int progressPercent = int(float(progress) / float(progressRequirement) * 100.f + 0.5f);
w->setUserString("Caption_SkillProgressText", MyGUI::utility::toString(progressPercent)+"/100");
w->setUserString("RangePosition_SkillProgress", MyGUI::utility::toString(progressPercent));
}
void StatsWindow::setValue(const ESM::Skill::SkillEnum parSkill, const MWMechanics::SkillValue& value)
{
mSkillValues[parSkill] = value;
MyGUI::TextBox* widget = mSkillWidgetMap[(int)parSkill];
if (widget)
std::pair<MyGUI::TextBox*, MyGUI::TextBox*> widgets = mSkillWidgetMap[(int)parSkill];
MyGUI::TextBox* valueWidget = widgets.second;
MyGUI::TextBox* nameWidget = widgets.first;
if (valueWidget && nameWidget)
{
int modified = value.getModified(), base = value.getBase();
std::string text = MyGUI::utility::toString(modified);
@ -202,8 +225,20 @@ namespace MWGui
else if (modified < base)
state = "decreased";
widget->setCaption(text);
widget->_setWidgetState(state);
int widthBefore = valueWidget->getTextSize().width;
valueWidget->setCaption(text);
valueWidget->_setWidgetState(state);
int widthAfter = valueWidget->getTextSize().width;
if (widthBefore != widthAfter)
{
valueWidget->setCoord(valueWidget->getLeft() - (widthAfter-widthBefore), valueWidget->getTop(), valueWidget->getWidth() + (widthAfter-widthBefore), valueWidget->getHeight());
nameWidget->setSize(nameWidget->getWidth() - (widthAfter-widthBefore), nameWidget->getHeight());
}
if (value.getBase() < 100)
setSkillProgress(valueWidget, value.getProgress(), parSkill);
}
}
@ -316,7 +351,7 @@ namespace MWGui
coord2.top += sLineHeight;
}
MyGUI::TextBox* StatsWindow::addValueItem(const std::string& text, const std::string &value, const std::string& state, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2)
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)
{
MyGUI::TextBox *skillNameWidget, *skillValueWidget;
@ -340,7 +375,7 @@ namespace MWGui
coord1.top += sLineHeight;
coord2.top += sLineHeight;
return skillValueWidget;
return std::make_pair(skillNameWidget, skillValueWidget);
}
MyGUI::Widget* StatsWindow::addItem(const std::string& text, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2)
@ -384,19 +419,9 @@ namespace MWGui
int base = stat.getBase();
int modified = stat.getModified();
MWWorld::Ptr player = MWMechanics::getPlayer();
const MWWorld::ESMStore &esmStore =
MWBase::Environment::get().getWorld()->getStore();
float progressRequirement = player.getClass().getNpcStats(player).getSkillProgressRequirement(skillId,
*esmStore.get<ESM::Class>().find(player.get<ESM::NPC>()->mBase->mClass));
// This is how vanilla MW displays the progress bar (I think). Note it's slightly inaccurate,
// due to the int casting in the skill levelup logic. Also the progress label could in rare cases
// reach 100% without the skill levelling up.
// Leaving the original display logic for now, for consistency with ess-imported savegames.
int progressPercent = int(float(stat.getProgress()) / float(progressRequirement) * 100.f + 0.5f);
const ESM::Skill* skill = esmStore.get<ESM::Skill>().find(skillId);
std::string icon = "icons\\k\\" + ESM::Skill::sIconNames[skillId];
@ -409,7 +434,7 @@ namespace MWGui
state = "increased";
else if (modified < base)
state = "decreased";
MyGUI::TextBox* widget = addValueItem(MWBase::Environment::get().getWindowManager()->getGameSettingString(skillNameId, skillNameId),
std::pair<MyGUI::TextBox*, MyGUI::TextBox*> widgets = addValueItem(MWBase::Environment::get().getWindowManager()->getGameSettingString(skillNameId, skillNameId),
MyGUI::utility::toString(static_cast<int>(modified)), state, coord1, coord2);
for (int i=0; i<2; ++i)
@ -420,6 +445,7 @@ namespace MWGui
mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("Caption_SkillDescription", skill->mDescription);
mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("Caption_SkillAttribute", "#{sGoverningAttribute}: #{" + attr->mName + "}");
mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("ImageTexture_SkillImage", icon);
mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("Range_SkillProgress", "100");
if (base < 100)
{
mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("Visible_SkillMaxed", "false");
@ -428,9 +454,7 @@ namespace MWGui
mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("Visible_SkillProgressVBox", "true");
mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("UserData^Hidden_SkillProgressVBox", "false");
mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("Caption_SkillProgressText", MyGUI::utility::toString(progressPercent)+"/100");
mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("Range_SkillProgress", "100");
mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("RangePosition_SkillProgress", MyGUI::utility::toString(progressPercent));
setSkillProgress(mSkillWidgets[mSkillWidgets.size()-1-i], stat.getProgress(), skillId);
} else {
mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("Visible_SkillMaxed", "true");
mSkillWidgets[mSkillWidgets.size()-1-i]->setUserString("UserData^Hidden_SkillMaxed", "false");
@ -440,7 +464,7 @@ namespace MWGui
}
}
mSkillWidgetMap[skillId] = widget;
mSkillWidgetMap[skillId] = widgets;
}
}

@ -43,7 +43,7 @@ namespace MWGui
void addSkills(const SkillList &skills, const std::string &titleId, const std::string &titleDefault, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2);
void addSeparator(MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2);
void addGroup(const std::string &label, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2);
MyGUI::TextBox* addValueItem(const std::string& text, const std::string &value, const std::string& state, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2);
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);
MyGUI::Widget* addItem(const std::string& text, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2);
void setFactions (const FactionList& factions);
@ -62,7 +62,7 @@ namespace MWGui
SkillList mMajorSkills, mMinorSkills, mMiscSkills;
std::map<int, MWMechanics::SkillValue > mSkillValues;
std::map<int, MyGUI::TextBox*> mSkillWidgetMap;
std::map<int, std::pair<MyGUI::TextBox*, MyGUI::TextBox*> > mSkillWidgetMap;
std::map<std::string, MyGUI::Widget*> mFactionWidgetMap;
FactionList mFactions; ///< Stores a list of factions and the current rank
std::string mBirthSignId;

@ -1487,6 +1487,10 @@ namespace MWInput
ret.push_back(A_QuickKey8);
ret.push_back(A_QuickKey9);
ret.push_back(A_QuickKey10);
ret.push_back(A_CycleSpellLeft);
ret.push_back(A_CycleSpellRight);
ret.push_back(A_CycleWeaponLeft);
ret.push_back(A_CycleWeaponRight);
return ret;
}

@ -1137,6 +1137,7 @@ namespace MWMechanics
timerUpdateAITargets += duration;
timerUpdateHeadTrack += duration;
timerUpdateEquippedLight += duration;
// Looping magic VFX update
// Note: we need to do this before any of the animations are updated.

@ -338,22 +338,16 @@ namespace MWMechanics
}
}
bool update = false;
//Loop over ESM::Skill::SkillEnum
for(int i = 0; i < ESM::Skill::Length; ++i)
{
if(stats.getSkill(i) != mWatchedSkills[i] || mWatchedStatsEmpty)
{
update = true;
mWatchedSkills[i] = stats.getSkill(i);
winMgr->setValue((ESM::Skill::SkillEnum)i, stats.getSkill(i));
}
}
if(update)
winMgr->updateSkillArea();
winMgr->setValue("level", stats.getLevel());
mWatchedStatsEmpty = false;

@ -29,7 +29,8 @@ void Objects::addObject(const MWWorld::Ptr& ptr)
removeObject(ptr);
MWRender::Animation *anim = MWBase::Environment::get().getWorld()->getAnimation(ptr);
if(anim) mObjects.insert(std::make_pair(ptr, new CharacterController(ptr, anim)));
if (anim && anim->hasAnimSources())
mObjects.insert(std::make_pair(ptr, new CharacterController(ptr, anim)));
}
void Objects::removeObject(const MWWorld::Ptr& ptr)

@ -1,6 +1,6 @@
#include "actor.hpp"
#include <BulletCollision/CollisionShapes/btCylinderShape.h>
#include <BulletCollision/CollisionShapes/btCapsuleShape.h>
#include <BulletCollision/CollisionShapes/btBoxShape.h>
#include <BulletCollision/CollisionDispatch/btCollisionWorld.h>
@ -18,7 +18,7 @@ namespace MWPhysics
Actor::Actor(const MWWorld::Ptr& ptr, osg::ref_ptr<const Resource::BulletShape> shape, btCollisionWorld* world)
: mCanWaterWalk(false), mWalkingOnWater(false)
, mCollisionObject(0), mForce(0.f, 0.f, 0.f), mOnGround(false)
, mCollisionObject(0), mForce(0.f, 0.f, 0.f), mOnGround(true), mOnSlope(false)
, mInternalCollisionMode(true)
, mExternalCollisionMode(true)
, mCollisionWorld(world)
@ -31,8 +31,7 @@ Actor::Actor(const MWWorld::Ptr& ptr, osg::ref_ptr<const Resource::BulletShape>
// Use capsule shape only if base is square (nonuniform scaling apparently doesn't work on it)
if (std::abs(mHalfExtents.x()-mHalfExtents.y())<mHalfExtents.x()*0.05 && mHalfExtents.z() >= mHalfExtents.x())
{
// Could also be btCapsuleShapeZ, but the movement solver seems to have issues with it (jumping on slopes doesn't work)
mShape.reset(new btCylinderShapeZ(toBullet(mHalfExtents)));
mShape.reset(new btCapsuleShapeZ(mHalfExtents.x(), 2*mHalfExtents.z() - 2*mHalfExtents.x()));
}
else
mShape.reset(new btBoxShape(toBullet(mHalfExtents)));
@ -180,6 +179,11 @@ void Actor::setOnGround(bool grounded)
mOnGround = grounded;
}
void Actor::setOnSlope(bool slope)
{
mOnSlope = slope;
}
bool Actor::isWalkingOnWater() const
{
return mWalkingOnWater;

@ -124,6 +124,13 @@ namespace MWPhysics
return mInternalCollisionMode && mOnGround;
}
void setOnSlope(bool slope);
bool getOnSlope() const
{
return mInternalCollisionMode && mOnSlope;
}
btCollisionObject* getCollisionObject() const
{
return mCollisionObject.get();
@ -160,6 +167,7 @@ namespace MWPhysics
osg::Vec3f mForce;
bool mOnGround;
bool mOnSlope;
bool mInternalCollisionMode;
bool mExternalCollisionMode;

@ -250,6 +250,8 @@ namespace MWPhysics
}
else
{
actor->setOnGround(true);
// Check if we actually found a valid spawn point (use an infinitely thin ray this time).
// Required for some broken door destinations in Morrowind.esm, where the spawn point
// intersects with other geometry if the actor's base is taken into account
@ -266,11 +268,13 @@ namespace MWPhysics
( (toOsg(resultCallback1.m_hitPointWorld) - tracer.mEndPos).length2() > 35*35
|| !isWalkableSlope(tracer.mPlaneNormal)))
{
actor->setOnGround(isWalkableSlope(resultCallback1.m_hitNormalWorld));
actor->setOnSlope(isWalkableSlope(resultCallback1.m_hitNormalWorld));
return toOsg(resultCallback1.m_hitPointWorld) + osg::Vec3f(0.f, 0.f, 1.f);
}
actor->setOnGround(isWalkableSlope(tracer.mPlaneNormal));
else
{
actor->setOnSlope(isWalkableSlope(tracer.mPlaneNormal));
}
return tracer.mEndPos;
}
@ -322,12 +326,10 @@ namespace MWPhysics
{
velocity = (osg::Quat(refpos.rot[2], osg::Vec3f(0, 0, -1))) * movement;
if (velocity.z() > 0.f && physicActor->getOnGround())
if (velocity.z() > 0.f && physicActor->getOnGround() && !physicActor->getOnSlope())
inertia = velocity;
else if(!physicActor->getOnGround())
{
else if(!physicActor->getOnGround() || physicActor->getOnSlope())
velocity = velocity + physicActor->getInertialForce();
}
}
// dead actors underwater will float to the surface, if the CharacterController tells us to do so
@ -440,13 +442,14 @@ namespace MWPhysics
}
bool isOnGround = false;
bool isOnSlope = false;
if (!(inertia.z() > 0.f) && !(newPosition.z() < swimlevel))
{
osg::Vec3f from = newPosition;
osg::Vec3f to = newPosition - (physicActor->getOnGround() ?
osg::Vec3f(0,0,sStepSizeDown+2.f) : osg::Vec3f(0,0,2.f));
tracer.doTrace(colobj, from, to, collisionWorld);
if(tracer.mFraction < 1.0f && isWalkableSlope(tracer.mPlaneNormal)
if(tracer.mFraction < 1.0f
&& tracer.mHitObject->getBroadphaseHandle()->m_collisionFilterGroup != CollisionType_Actor)
{
const btCollisionObject* standingOn = tracer.mHitObject;
@ -460,6 +463,8 @@ namespace MWPhysics
newPosition.z() = tracer.mEndPos.z() + 1.0f;
isOnGround = true;
isOnSlope = !isWalkableSlope(tracer.mPlaneNormal);
}
else
{
@ -483,7 +488,7 @@ namespace MWPhysics
}
}
if(isOnGround || newPosition.z() < swimlevel || isFlying)
if((isOnGround && !isOnSlope) || newPosition.z() < swimlevel || isFlying)
physicActor->setInertialForce(osg::Vec3f(0.f, 0.f, 0.f));
else
{
@ -497,6 +502,7 @@ namespace MWPhysics
physicActor->setInertialForce(inertia);
}
physicActor->setOnGround(isOnGround);
physicActor->setOnSlope(isOnSlope);
newPosition.z() -= halfExtents.z(); // remove what was added at the beginning
return newPosition;
@ -989,41 +995,10 @@ namespace MWPhysics
return !result.mHit;
}
// physactor->getOnGround() is not a reliable indicator of whether the actor
// is on the ground (defaults to false, which means code blocks such as
// CharacterController::update() may falsely detect "falling").
//
// Also, collisions can move z position slightly off zero, giving a false
// indication. In order to reduce false detection of jumping, small distance
// below the actor is detected and ignored. A value of 1.5 is used here, but
// something larger may be more suitable. This change should resolve Bug#1271.
//
// 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.

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