Implement a jumping state

actorid
Chris Robinson 12 years ago
parent 7770203dff
commit 6e9f15793d

@ -99,6 +99,8 @@ static const StateInfo sMovementList[] = {
{ CharState_SneakLeft, "sneakleft" },
{ CharState_SneakRight, "sneakright" },
{ CharState_Jump, "jump" },
{ CharState_TurnLeft, "turnleft" },
{ CharState_TurnRight, "turnright" },
};
@ -214,7 +216,7 @@ void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterStat
/* If we're playing the same animation, restart from the loop start instead of the
* beginning. */
int mode = ((movement != mCurrentMovement) ? 1 : 2);
int mode = ((movement == mCurrentMovement) ? 2 : 1);
mAnimation->disable(mCurrentMovement);
mCurrentMovement = movement;
@ -224,7 +226,7 @@ void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterStat
if(mMovementSpeed > 0.0f && (vel=mAnimation->getVelocity(mCurrentMovement)) > 1.0f)
speedmult = mMovementSpeed / vel;
mAnimation->play(mCurrentMovement, Priority_Movement, movegroup, false,
speedmult, ((mode==2)?"loop start":"start"), "stop", 0.0f, ~0ul);
speedmult, ((mode!=2)?"start":"loop start"), "stop", 0.0f, ~0ul);
}
}
}
@ -307,6 +309,7 @@ CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Anim
, mMovementSpeed(0.0f)
, mDeathState(CharState_None)
, mUpperBodyState(UpperCharState_Nothing)
, mJumpState(JumpState_None)
, mWeaponType(WeapType_None)
, mSkipAnim(false)
, mSecondsOfRunning(0)
@ -734,6 +737,8 @@ void CharacterController::update(float duration)
{
const MWWorld::Store<ESM::GameSetting> &gmst = world->getStore().get<ESM::GameSetting>();
mJumpState = JumpState_Falling;
// This is a guess. All that seems to be known is that "While the player is in the
// air, fJumpMoveBase and fJumpMoveMult governs air control." Assuming Acrobatics
// plays a role, this makes the most sense.
@ -750,10 +755,11 @@ void CharacterController::update(float duration)
vec.y *= mult;
vec.z = 0.0f;
}
else if(vec.z > 0.0f)
else if(vec.z > 0.0f && mJumpState == JumpState_None)
{
float z = cls.getJump(mPtr);
mJumpState = JumpState_Falling;
float z = cls.getJump(mPtr);
if(vec.x == 0 && vec.y == 0)
vec = Ogre::Vector3(0.0f, 0.0f, z);
else
@ -764,34 +770,46 @@ void CharacterController::update(float duration)
//decrease fatigue by fFatigueJumpBase + (1 - normalizedEncumbrance) * fFatigueJumpMult;
}
else if(std::abs(vec.x/2.0f) > std::abs(vec.y))
else if(mJumpState == JumpState_Falling)
{
if(vec.x > 0.0f)
movestate = (inwater ? (isrunning ? CharState_SwimRunRight : CharState_SwimWalkRight)
: (sneak ? CharState_SneakRight
: (isrunning ? CharState_RunRight : CharState_WalkRight)));
else if(vec.x < 0.0f)
movestate = (inwater ? (isrunning ? CharState_SwimRunLeft : CharState_SwimWalkLeft)
: (sneak ? CharState_SneakLeft
: (isrunning ? CharState_RunLeft : CharState_WalkLeft)));
}
else if(vec.y != 0.0f)
{
if(vec.y > 0.0f)
movestate = (inwater ? (isrunning ? CharState_SwimRunForward : CharState_SwimWalkForward)
: (sneak ? CharState_SneakForward
: (isrunning ? CharState_RunForward : CharState_WalkForward)));
else if(vec.y < 0.0f)
movestate = (inwater ? (isrunning ? CharState_SwimRunBack : CharState_SwimWalkBack)
: (sneak ? CharState_SneakBack
: (isrunning ? CharState_RunBack : CharState_WalkBack)));
mJumpState = JumpState_Landing;
vec.z = 0.0f;
}
else if(rot.z != 0.0f && !inwater && !sneak)
else
{
if(rot.z > 0.0f)
movestate = CharState_TurnRight;
else if(rot.z < 0.0f)
movestate = CharState_TurnLeft;
if(!(vec.z > 0.0f))
mJumpState = JumpState_None;
vec.z = 0.0f;
if(std::abs(vec.x/2.0f) > std::abs(vec.y))
{
if(vec.x > 0.0f)
movestate = (inwater ? (isrunning ? CharState_SwimRunRight : CharState_SwimWalkRight)
: (sneak ? CharState_SneakRight
: (isrunning ? CharState_RunRight : CharState_WalkRight)));
else if(vec.x < 0.0f)
movestate = (inwater ? (isrunning ? CharState_SwimRunLeft : CharState_SwimWalkLeft)
: (sneak ? CharState_SneakLeft
: (isrunning ? CharState_RunLeft : CharState_WalkLeft)));
}
else if(vec.y != 0.0f)
{
if(vec.y > 0.0f)
movestate = (inwater ? (isrunning ? CharState_SwimRunForward : CharState_SwimWalkForward)
: (sneak ? CharState_SneakForward
: (isrunning ? CharState_RunForward : CharState_WalkForward)));
else if(vec.y < 0.0f)
movestate = (inwater ? (isrunning ? CharState_SwimRunBack : CharState_SwimWalkBack)
: (sneak ? CharState_SneakBack
: (isrunning ? CharState_RunBack : CharState_WalkBack)));
}
else if(rot.z != 0.0f && !inwater && !sneak)
{
if(rot.z > 0.0f)
movestate = CharState_TurnRight;
else if(rot.z < 0.0f)
movestate = CharState_TurnLeft;
}
}
if(movestate != CharState_None)

@ -115,6 +115,12 @@ enum UpperBodyCharacterState {
UpperCharState_CastingSpell
};
enum JumpingState {
JumpState_None,
JumpState_Falling,
JumpState_Landing
};
class CharacterController
{
MWWorld::Ptr mPtr;
@ -135,6 +141,8 @@ class CharacterController
UpperBodyCharacterState mUpperBodyState;
JumpingState mJumpState;
WeaponType mWeaponType;
std::string mCurrentWeapon;

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