replaced old movement input system

actorid
Marc Zinnschlag 14 years ago
parent 3cd1088695
commit f773cf27cb

@ -41,27 +41,25 @@ namespace MWInput
A_MoveLeft, // Move player left / right
A_MoveRight,
A_MoveUp, // Move up / down
A_MoveDown,
A_MoveForward, // Forward / Backward
A_MoveBackward,
A_Activate,
A_Use, //Use weapon, spell, etc.
A_Use, //Use weapon, spell, etc.
A_Jump,
A_AutoMove, //Toggle Auto-move forward
A_Rest, //Rest
A_Journal, //Journal
A_Weapon, //Draw/Sheath weapon
A_Spell, //Ready/Unready Casting
A_AlwaysRun, //Toggle Always Run
A_AutoMove, //Toggle Auto-move forward
A_Rest, //Rest
A_Journal, //Journal
A_Weapon, //Draw/Sheath weapon
A_Spell, //Ready/Unready Casting
A_AlwaysRun, //Toggle Always Run
A_CycleSpellLeft, //cycling through spells
A_CycleSpellRight,
A_CycleWeaponLeft,//Cycling through weapons
A_CycleWeaponRight,
A_ToggleSneak, //Toggles Sneak, add Push-Sneak later
A_ToggleWalk, //Toggle Walking/Running
A_ToggleSneak, //Toggles Sneak, add Push-Sneak later
A_ToggleWalk, //Toggle Walking/Running
A_QuickSave,
A_QuickLoad,
@ -143,24 +141,19 @@ namespace MWInput
void toggleAutoMove()
{
if (player.getAutoMove() == false)
{
player.setAutoMove(true);
} else {
player.setAutoMove(false);
}
player.setAutoMove (!player.getAutoMove());
}
void toggleWalking()
{
player.setisWalking(true);
player.toggleRunning();
}
// Exit program now button (which is disabled in GUI mode)
void exitNow()
{
if(!windows.isGuiMode())
exit.exitNow();
if(!windows.isGuiMode())
exit.exitNow();
}
public:
@ -262,73 +255,54 @@ namespace MWInput
poller.bind(A_MoveRight, KC_D);
poller.bind(A_MoveForward, KC_W);
poller.bind(A_MoveBackward, KC_S);
// Use shift and ctrl for up and down
poller.bind(A_MoveUp, KC_LSHIFT);
poller.bind(A_MoveDown, KC_LCONTROL);
}
//NOTE: Used to check for movement keys
bool frameStarted(const Ogre::FrameEvent &evt)
{
// Tell OIS to handle all input events
input.capture();
// Update windows/gui as a result of input events
// For instance this could mean opening a new window/dialog,
// by doing this after the input events are handled we
// ensure that window/gui changes appear quickly while
// avoiding that window/gui changes does not happen in
// event callbacks (which may crash)
windows.update();
// Disable movement in Gui mode
if(windows.isGuiMode()) return true;
float speed = 300 * evt.timeSinceLastFrame; //placeholder player speed?
//float TESTwalkSpeed = 100 * evt.timeSinceLastFrame; //How about another?
float moveX = 0, moveY = 0, moveZ = 0;
//execute Automove - condition checked in function
player.executeAutoMove((float)evt.timeSinceLastFrame); //or since last frame?
//Poll and execute movement keys - will disable automove if pressed.
if(poller.isDown(A_MoveLeft))
{
player.setAutoMove(false);
moveX -= speed;
}
if(poller.isDown(A_MoveRight))
{
player.setAutoMove(false);
moveX += speed;
}
if(poller.isDown(A_MoveForward))
{
player.setAutoMove(false);
moveZ -= speed;
}
if(poller.isDown(A_MoveBackward))
{
player.setAutoMove(false);
moveZ += speed;
}
// TODO: These should be enabled for floating modes (like
// swimming and levitation) and disabled for everything else.
if(poller.isDown(A_MoveUp)) moveY += speed;
if(poller.isDown(A_MoveDown)) moveY -= speed;
if(moveX != 0 || moveY != 0 || moveZ != 0)
player.moveRel(moveX, moveY, moveZ);
// Tell OIS to handle all input events
input.capture();
// Update windows/gui as a result of input events
// For instance this could mean opening a new window/dialog,
// by doing this after the input events are handled we
// ensure that window/gui changes appear quickly while
// avoiding that window/gui changes does not happen in
// event callbacks (which may crash)
windows.update();
// Disable movement in Gui mode
if (windows.isGuiMode()) return true;
// Configure player movement according to keyboard input. Actual movement will
// be done in the physics system.
if (poller.isDown(A_MoveLeft))
{
player.setAutoMove (false);
player.setLeftRight (1);
}
else if (poller.isDown(A_MoveRight))
{
player.setAutoMove (false);
player.setLeftRight (-1);
}
else
player.setLeftRight (0);
if (poller.isDown(A_MoveForward))
{
player.setAutoMove (false);
player.setForwardBackward (1);
}
else if (poller.isDown(A_MoveBackward))
{
player.setAutoMove (false);
player.setForwardBackward (-1);
}
else
player.setForwardBackward (0);
return true;
return true;
}
// Switch between gui modes. Besides controlling the Gui windows

@ -4,11 +4,13 @@
#include "../mwrender/player.hpp"
#include "world.hpp"
#include "class.hpp"
namespace MWWorld
{
Player::Player (MWRender::Player *renderer, const ESM::NPC *player, MWWorld::World& world) :
mCellStore (0), mRenderer (renderer), mWorld (world), mClass (0), mCollisionMode (true)
mCellStore (0), mRenderer (renderer), mWorld (world), mClass (0), mCollisionMode (true),
mAutoMove (false), mForwardBackward (0)
{
mPlayer.base = player;
mName = player->name;
@ -16,8 +18,6 @@ namespace MWWorld
mRace = player->race;
mPlayer.ref.pos.pos[0] = mPlayer.ref.pos.pos[1] = mPlayer.ref.pos.pos[2] = 0;
mClass = new ESM::Class (*world.getStore().classes.find (player->cls));
mAutoMove = false;
misWalking = false;
}
Player::~Player()
@ -64,4 +64,45 @@ namespace MWWorld
mClass = new_class;
}
void Player::setAutoMove (bool enable)
{
MWWorld::Ptr ptr = getPlayer();
mAutoMove = enable;
int value = mForwardBackward;
if (mAutoMove)
value = 1;
MWWorld::Class::get (ptr).getMovementSettings (ptr).mForwardBackward = value;
}
void Player::setLeftRight (int value)
{
MWWorld::Ptr ptr = getPlayer();
MWWorld::Class::get (ptr).getMovementSettings (ptr).mLeftRight = value;
}
void Player::setForwardBackward (int value)
{
MWWorld::Ptr ptr = getPlayer();
mForwardBackward = value;
if (mAutoMove)
value = 1;
MWWorld::Class::get (ptr).getMovementSettings (ptr).mForwardBackward = value;
}
void Player::toggleRunning()
{
MWWorld::Ptr ptr = getPlayer();
bool running = MWWorld::Class::get (ptr).getStance (ptr, MWWorld::Class::Run, true);
MWWorld::Class::get (ptr).setStance (ptr, MWWorld::Class::Run, !running);
}
}

@ -30,9 +30,8 @@ namespace MWWorld
std::string mBirthsign;
ESM::Class *mClass;
bool mCollisionMode;
bool mAutoMove;
bool misWalking;//Testing...
int mForwardBackward;
public:
@ -117,33 +116,13 @@ namespace MWWorld
return mAutoMove;
}
void setAutoMove(bool setMe)
{
mAutoMove = setMe;
}
void setAutoMove (bool enable);
//NOTE: we don't have speed being calculated yet, so for now this function only requires a frame duration.
/// <param name="duration">float value representing time since last call</param>
void executeAutoMove(float duration)
{
float X_Val = 0.0f;
float Y_Val = 0.0f;
float Z_Val = 300.0f * duration * -1.0f;
if (mAutoMove == true)
{
moveRel(X_Val, Y_Val, Z_Val);
}
}
void setLeftRight (int value);
bool getisWalking()
{
return misWalking;
}
void setForwardBackward (int value);
void setisWalking(bool setMe)
{
misWalking = setMe;
}
void toggleRunning();
};
}
#endif

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