Stop continuous VFX when the effect is no longer active.

actorid
scrawl 11 years ago
parent 9b0e82a37f
commit a6e2f43b75

@ -23,6 +23,8 @@ namespace MWGui
void SpellIcons::updateWidgets(MyGUI::Widget *parent, bool adjustSize)
{
// TODO: Tracking add/remove/expire would be better than force updating every frame
MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayer().getPlayer();
const MWMechanics::CreatureStats& stats = MWWorld::Class::get(player).getCreatureStats(player);

@ -252,7 +252,7 @@ namespace MWMechanics
{
const ESM::Static* castStatic = MWBase::Environment::get().getWorld()->getStore().get<ESM::Static>().find (magicEffect->mHit);
bool loop = magicEffect->mData.mFlags & ESM::MagicEffect::ContinuousVfx;
MWBase::Environment::get().getWorld()->getAnimation(actor)->addEffect("meshes\\" + castStatic->mModel, loop, "");
MWBase::Environment::get().getWorld()->getAnimation(actor)->addEffect("meshes\\" + castStatic->mModel, magicEffect->mIndex, loop, "");
}
first = false;

@ -378,7 +378,6 @@ namespace MWMechanics
iter->second->update(duration);
}
}
void Actors::restoreDynamicStats()
{
for(PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();++iter)

@ -513,7 +513,7 @@ bool CharacterController::updateNpcState(bool onground, bool inwater, bool isrun
effect = store.get<ESM::MagicEffect>().find(effectentry.mEffectID);
const ESM::Static* castStatic = store.get<ESM::Static>().find (effect->mCasting);
mAnimation->addEffect("meshes\\" + castStatic->mModel);
mAnimation->addEffect("meshes\\" + castStatic->mModel, effect->mIndex);
switch(effectentry.mRange)
{
@ -716,6 +716,8 @@ void CharacterController::update(float duration)
const MWWorld::Class &cls = MWWorld::Class::get(mPtr);
Ogre::Vector3 movement(0.0f);
updateContinuousVfx();
if(!cls.isActor())
{
if(mAnimQueue.size() > 1)
@ -1103,4 +1105,20 @@ void CharacterController::resurrect()
mDeathState = CharState_None;
}
void CharacterController::updateContinuousVfx()
{
// Keeping track of when to stop a continuous VFX seems to be very difficult to do inside the spells code,
// as it's extremely spread out (ActiveSpells, Spells, InventoryStore effects, etc...) so we do it here.
// Stop any effects that are no longer active
std::vector<int> effects;
mAnimation->getLoopingEffects(effects);
for (std::vector<int>::iterator it = effects.begin(); it != effects.end(); ++it)
{
if (mPtr.getClass().getCreatureStats(mPtr).getMagicEffects().get(MWMechanics::EffectKey(*it)).mMagnitude <= 0)
mAnimation->removeEffect(*it);
}
}
}

@ -173,6 +173,8 @@ class CharacterController
bool updateNpcState(bool onground, bool inwater, bool isrunning, bool sneak);
void updateContinuousVfx();
public:
CharacterController(const MWWorld::Ptr &ptr, MWRender::Animation *anim);
virtual ~CharacterController();

@ -4,6 +4,8 @@
#include <map>
#include <string>
#include "../mwworld/ptr.hpp"
namespace ESM
{
struct Spell;

@ -928,37 +928,7 @@ Ogre::Vector3 Animation::runAnimation(float duration)
mSkelBase->getAllAnimationStates()->_notifyDirty();
}
for (std::vector<EffectParams>::iterator it = mEffects.begin(); it != mEffects.end(); )
{
NifOgre::ObjectList& objects = it->mObjects;
for(size_t i = 0; i < objects.mControllers.size() ;i++)
{
static_cast<EffectAnimationValue*> (objects.mControllers[i].getSource().get())->addTime(duration);
objects.mControllers[i].update();
}
if (objects.mControllers[0].getSource()->getValue() >= objects.mMaxControllerLength)
{
if (it->mLoop)
{
// Start from the beginning again; carry over the remainder
float remainder = objects.mControllers[0].getSource()->getValue() - objects.mMaxControllerLength;
for(size_t i = 0; i < objects.mControllers.size() ;i++)
{
static_cast<EffectAnimationValue*> (objects.mControllers[i].getSource().get())->resetTime(remainder);
}
}
else
{
destroyObjectList(mInsert->getCreator(), it->mObjects);
it = mEffects.erase(it);
continue;
}
}
++it;
}
updateEffects(duration);
return movement;
}
@ -1024,7 +994,7 @@ void Animation::detachObjectFromBone(Ogre::MovableObject *obj)
mSkelBase->detachObjectFromBone(obj);
}
void Animation::addEffect(const std::string &model, bool loop, const std::string &bonename)
void Animation::addEffect(const std::string &model, int effectId, bool loop, const std::string &bonename)
{
// Early out if we already have this effect
for (std::vector<EffectParams>::iterator it = mEffects.begin(); it != mEffects.end(); ++it)
@ -1035,6 +1005,7 @@ void Animation::addEffect(const std::string &model, bool loop, const std::string
params.mModelName = model;
params.mObjects = NifOgre::Loader::createObjects(mInsert, model);
params.mLoop = loop;
params.mEffectId = effectId;
for(size_t i = 0;i < params.mObjects.mControllers.size();i++)
{
@ -1044,11 +1015,11 @@ void Animation::addEffect(const std::string &model, bool loop, const std::string
mEffects.push_back(params);
}
void Animation::removeEffect(const std::string &model)
void Animation::removeEffect(int effectId)
{
for (std::vector<EffectParams>::iterator it = mEffects.begin(); it != mEffects.end(); ++it)
{
if (it->mModelName == model)
if (it->mEffectId == effectId)
{
destroyObjectList(mInsert->getCreator(), it->mObjects);
mEffects.erase(it);
@ -1057,6 +1028,49 @@ void Animation::removeEffect(const std::string &model)
}
}
void Animation::getLoopingEffects(std::vector<int> &out)
{
for (std::vector<EffectParams>::iterator it = mEffects.begin(); it != mEffects.end(); ++it)
{
if (it->mLoop)
out.push_back(it->mEffectId);
}
}
void Animation::updateEffects(float duration)
{
for (std::vector<EffectParams>::iterator it = mEffects.begin(); it != mEffects.end(); )
{
NifOgre::ObjectList& objects = it->mObjects;
for(size_t i = 0; i < objects.mControllers.size() ;i++)
{
static_cast<EffectAnimationValue*> (objects.mControllers[i].getSource().get())->addTime(duration);
objects.mControllers[i].update();
}
if (objects.mControllers[0].getSource()->getValue() >= objects.mMaxControllerLength)
{
if (it->mLoop)
{
// Start from the beginning again; carry over the remainder
float remainder = objects.mControllers[0].getSource()->getValue() - objects.mMaxControllerLength;
for(size_t i = 0; i < objects.mControllers.size() ;i++)
{
static_cast<EffectAnimationValue*> (objects.mControllers[i].getSource().get())->resetTime(remainder);
}
}
else
{
destroyObjectList(mInsert->getCreator(), it->mObjects);
it = mEffects.erase(it);
continue;
}
}
++it;
}
}
ObjectAnimation::ObjectAnimation(const MWWorld::Ptr& ptr, const std::string &model)
: Animation(ptr, ptr.getRefData().getBaseNode())

@ -113,6 +113,7 @@ protected:
{
std::string mModelName; // Just here so we don't add the same effect twice
NifOgre::ObjectList mObjects;
int mEffectId;
bool mLoop;
};
@ -200,15 +201,20 @@ public:
/**
* @brief Add an effect mesh attached to a bone or the insert scene node
* @param model
* @param effectId An ID for this effect. Note that adding the same ID again won't add another effect.
* @param loop Loop the effect. If false, it is removed automatically after it finishes playing. If true,
* you need to remove it manually using removeEffect when the effect should end.
* @param bonename Bone to attach to, or empty string to use the scene node instead
* @note Will not add an effect twice.
*/
void addEffect (const std::string& model, bool loop = false, const std::string& bonename = "");
void addEffect (const std::string& model, int effectId, bool loop = false, const std::string& bonename = "");
void removeEffect (int effectId);
void getLoopingEffects (std::vector<int>& out);
private:
void updateEffects(float duration);
void removeEffect (const std::string& model);
public:
void updatePtr(const MWWorld::Ptr &ptr);
bool hasAnimation(const std::string &anim);

@ -232,7 +232,9 @@ struct MagicEffect
SummonBear = 139,
SummonBonewolf = 140,
SummonCreature04 = 141,
SummonCreature05 = 142
SummonCreature05 = 142,
Length
};
};
}

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