Merge remote-tracking branch 'scrawl/master'

deque
Marc Zinnschlag 10 years ago
commit b9973c4515

@ -258,6 +258,8 @@ void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterStat
}
const WeaponInfo *weap = std::find_if(sWeaponTypeList, sWeaponTypeListEnd, FindWeaponType(mWeaponType));
if (!mPtr.getClass().hasInventoryStore(mPtr))
weap = sWeaponTypeListEnd;
if(force || idle != mIdleState)
{
@ -308,7 +310,7 @@ void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterStat
}
}
if(mJumpState == JumpState_Falling)
if(mJumpState == JumpState_InAir)
{
int mode = ((jump == mCurrentJump) ? 2 : 1);
@ -414,7 +416,7 @@ void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterStat
speedmult = mMovementSpeed / vel;
}
else if (mMovementState == CharState_TurnLeft || mMovementState == CharState_TurnRight)
speedmult = 1.f; // TODO: should get a speed mult depending on the current turning speed
speedmult = 1.f; // adjusted each frame
else if (mMovementSpeed > 0.0f)
{
// The first person anims don't have any velocity to calculate a speed multiplier from.
@ -590,6 +592,7 @@ CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Anim
, mSkipAnim(false)
, mSecondsOfRunning(0)
, mSecondsOfSwimming(0)
, mTurnAnimationThreshold(0)
{
if(!mAnimation)
return;
@ -666,10 +669,10 @@ void CharacterController::updateIdleStormState()
mAnimation->getInfo("idlestorm", &complete);
if (complete == 0)
mAnimation->play("idlestorm", Priority_Torch, MWRender::Animation::Group_RightArm, false,
mAnimation->play("idlestorm", Priority_Storm, MWRender::Animation::Group_RightArm, false,
1.0f, "start", "loop start", 0.0f, 0);
else if (complete == 1)
mAnimation->play("idlestorm", Priority_Torch, MWRender::Animation::Group_RightArm, false,
mAnimation->play("idlestorm", Priority_Storm, MWRender::Animation::Group_RightArm, false,
1.0f, "loop start", "loop stop", 0.0f, ~0ul);
}
else
@ -680,7 +683,7 @@ void CharacterController::updateIdleStormState()
{
if (mAnimation->getCurrentTime("idlestorm") < mAnimation->getTextKeyTime("idlestorm: loop stop"))
{
mAnimation->play("idlestorm", Priority_Torch, MWRender::Animation::Group_RightArm, true,
mAnimation->play("idlestorm", Priority_Storm, MWRender::Animation::Group_RightArm, true,
1.0f, "loop stop", "stop", 0.0f, 0);
}
}
@ -1273,17 +1276,8 @@ void CharacterController::update(float duration)
}
}
//Ogre::Vector3 vec = cls.getMovementVector(mPtr);
Ogre::Vector3 vec(cls.getMovementSettings(mPtr).mPosition);
if(vec.z > 0.0f) // to avoid slow-down when jumping
{
Ogre::Vector2 vecXY = Ogre::Vector2(vec.x, vec.y);
vecXY.normalise();
vec.x = vecXY.x;
vec.y = vecXY.y;
}
else
vec.normalise();
vec.normalise();
if(mHitState != CharState_None && mJumpState == JumpState_None)
vec = Ogre::Vector3(0.0f);
@ -1377,32 +1371,28 @@ void CharacterController::update(float duration)
cls.getCreatureStats(mPtr).land();
}
forcestateupdate = (mJumpState != JumpState_Falling);
mJumpState = JumpState_Falling;
forcestateupdate = (mJumpState != JumpState_InAir);
mJumpState = JumpState_InAir;
// 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.
float mult = 0.0f;
if(cls.isNpc())
{
const NpcStats &stats = cls.getNpcStats(mPtr);
static const float fJumpMoveBase = gmst.find("fJumpMoveBase")->getFloat();
static const float fJumpMoveMult = gmst.find("fJumpMoveMult")->getFloat();
// air, fJumpMoveBase and fJumpMoveMult governs air control". What does fJumpMoveMult do?
static const float fJumpMoveBase = gmst.find("fJumpMoveBase")->getFloat();
mult = fJumpMoveBase +
(stats.getSkill(ESM::Skill::Acrobatics).getModified()/100.0f *
fJumpMoveMult);
}
vec.x *= mult;
vec.y *= mult;
vec.x *= fJumpMoveBase;
vec.y *= fJumpMoveBase;
vec.z = 0.0f;
}
else if(vec.z > 0.0f && mJumpState == JumpState_None)
{
// Started a jump.
vec.z = cls.getJump(mPtr);
float z = cls.getJump(mPtr);
if(vec.x == 0 && vec.y == 0)
vec = Ogre::Vector3(0.0f, 0.0f, z);
else
{
Ogre::Vector3 lat = Ogre::Vector3(vec.x, vec.y, 0.0f).normalisedCopy();
vec = Ogre::Vector3(lat.x, lat.y, 1.0f) * z * 0.707f;
}
// advance acrobatics
if (mPtr.getRefData().getHandle() == "player")
@ -1418,7 +1408,7 @@ void CharacterController::update(float duration)
fatigue.setCurrent(fatigue.getCurrent() - fatigueDecrease);
cls.getCreatureStats(mPtr).setFatigue(fatigue);
}
else if(mJumpState == JumpState_Falling)
else if(mJumpState == JumpState_InAir)
{
forcestateupdate = true;
mJumpState = JumpState_Landing;
@ -1491,6 +1481,15 @@ void CharacterController::update(float duration)
}
}
mTurnAnimationThreshold -= duration;
if (movestate == CharState_TurnRight || movestate == CharState_TurnLeft)
mTurnAnimationThreshold = 0.05;
else if (movestate == CharState_None && (mMovementState == CharState_TurnRight || mMovementState == CharState_TurnLeft)
&& mTurnAnimationThreshold > 0)
{
movestate = mMovementState;
}
if (onground)
cls.getCreatureStats(mPtr).land();
@ -1521,6 +1520,12 @@ void CharacterController::update(float duration)
if (inJump)
mMovementAnimationControlled = false;
if (mMovementState == CharState_TurnLeft || mMovementState == CharState_TurnRight)
{
if (duration > 0)
mAnimation->adjustSpeedMult(mCurrentMovement, std::min(1.5f, std::abs(rot.z) / duration / Ogre::Math::PI));
}
if (!mSkipAnim)
{
rot *= Ogre::Math::RadiansToDegrees(1.0f);
@ -1539,7 +1544,9 @@ void CharacterController::update(float duration)
world->queueMovement(mPtr, Ogre::Vector3(0.0f));
movement = vec;
cls.getMovementSettings(mPtr).mPosition[0] = cls.getMovementSettings(mPtr).mPosition[1] = cls.getMovementSettings(mPtr).mPosition[2] = 0;
cls.getMovementSettings(mPtr).mPosition[0] = cls.getMovementSettings(mPtr).mPosition[1] = 0;
// Can't reset jump state (mPosition[2]) here; we don't know for sure whether the PhysicSystem will actually handle it in this frame
// due to the fixed minimum timestep used for the physics update. It will be reset in PhysicSystem::move once the jump is handled.
}
else if(cls.getCreatureStats(mPtr).isDead())
{

@ -32,6 +32,7 @@ enum Priority {
Priority_Weapon,
Priority_Knockdown,
Priority_Torch,
Priority_Storm,
Priority_Death,
@ -129,7 +130,7 @@ enum UpperBodyCharacterState {
enum JumpingState {
JumpState_None,
JumpState_Falling,
JumpState_InAir,
JumpState_Landing
};
@ -170,6 +171,8 @@ class CharacterController
float mSecondsOfSwimming;
float mSecondsOfRunning;
float mTurnAnimationThreshold; // how long to continue playing turning animation after actor stopped turning
std::string mAttackType; // slash, chop or thrust
void determineAttackType();

@ -914,6 +914,13 @@ void Animation::play(const std::string &groupname, int priority, int groups, boo
}
}
void Animation::adjustSpeedMult(const std::string &groupname, float speedmult)
{
AnimStateMap::iterator state(mStates.find(groupname));
if(state != mStates.end())
state->second.mSpeedMult = speedmult;
}
bool Animation::isPlaying(const std::string &groupname) const
{
AnimStateMap::const_iterator state(mStates.find(groupname));

@ -260,6 +260,10 @@ public:
float speedmult, const std::string &start, const std::string &stop,
float startpoint, size_t loops);
/** Adjust the speed multiplier of an already playing animation.
*/
void adjustSpeedMult (const std::string& groupname, float speedmult);
/** Returns true if the named animation group is playing. */
bool isPlaying(const std::string &groupname) const;

@ -23,6 +23,7 @@
#include "../mwbase/environment.hpp"
#include "../mwmechanics/creaturestats.hpp"
#include "../mwmechanics/movement.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwworld/cellstore.hpp"
@ -296,21 +297,24 @@ namespace MWWorld
else
{
velocity = Ogre::Quaternion(Ogre::Radian(refpos.rot[2]), Ogre::Vector3::NEGATIVE_UNIT_Z) * movement;
// not in water nor can fly, so need to deal with gravity
if(!physicActor->getOnGround()) // if current OnGround status is false, must be falling or jumping
{
// If falling, add part of the incoming velocity with the current inertia
// TODO: but we could be jumping up?
velocity = velocity * time + physicActor->getInertialForce();
// avoid getting infinite inertia in air
// If falling or jumping up, add part of the incoming velocity with the current inertia,
// but don't allow increasing inertia beyond actor's speed (except on the initial jump impulse)
float actorSpeed = ptr.getClass().getSpeed(ptr);
float speedXY = Ogre::Vector2(velocity.x, velocity.y).length();
if (speedXY > actorSpeed)
float cap = std::max(actorSpeed, Ogre::Vector2(physicActor->getInertialForce().x, physicActor->getInertialForce().y).length());
Ogre::Vector3 newVelocity = velocity + physicActor->getInertialForce();
if (Ogre::Vector2(newVelocity.x, newVelocity.y).squaredLength() > cap*cap)
{
velocity.x *= actorSpeed / speedXY;
velocity.y *= actorSpeed / speedXY;
velocity = newVelocity;
float speedXY = Ogre::Vector2(velocity.x, velocity.y).length();
velocity.x *= cap / speedXY;
velocity.y *= cap / speedXY;
}
else
velocity = newVelocity;
}
inertia = velocity; // NOTE: velocity is for z axis only in this code block
@ -331,6 +335,7 @@ namespace MWWorld
}
}
}
ptr.getClass().getMovementSettings(ptr).mPosition[2] = 0;
// Now that we have the effective movement vector, apply wind forces to it
if (MWBase::Environment::get().getWorld()->isInStorm())

@ -162,7 +162,6 @@ namespace MWWorld
mWeatherManager = new MWWorld::WeatherManager(mRendering,&mFallback);
// NOTE: We might need to reserve one more for the running game / save.
mEsm.resize(contentFiles.size());
Loading::Listener* listener = MWBase::Environment::get().getWindowManager()->getLoadingScreen();
listener->loadingOn();

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