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Fix continuous FX getting removed instantly

This commit is contained in:
scrawl 2013-11-14 13:30:48 +01:00
parent da5c59c8af
commit 0b5f5351b5
7 changed files with 36 additions and 22 deletions

View file

@ -374,6 +374,13 @@ namespace MWMechanics
if(!paused)
{
// Note: we need to do this before any of the animations are updated.
// Reaching the text keys may trigger Hit / Spellcast (and as such, particles),
// so updating VFX immediately after that would just remove the particle effects instantly.
// There needs to be a magic effect update in between.
for(PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();++iter)
iter->second->updateContinuousVfx();
for(PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();++iter)
iter->second->update(duration);
}

View file

@ -716,8 +716,6 @@ 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)

View file

@ -173,12 +173,13 @@ 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();
// Be careful when to call this, see comment in Actors
void updateContinuousVfx();
void updatePtr(const MWWorld::Ptr &ptr);
void update(float duration);

View file

@ -32,7 +32,7 @@ namespace MWMechanics
std::vector<float> random;
random.resize(spell->mEffects.mList.size());
for (int i=0; i<random.size();++i)
for (unsigned int i=0; i<random.size();++i)
random[i] = static_cast<float> (std::rand()) / RAND_MAX;
mSpells.insert (std::make_pair (spellId, random));
}
@ -51,6 +51,8 @@ namespace MWMechanics
MagicEffects Spells::getMagicEffects() const
{
// TODO: These are recalculated every frame, no need to do that
MagicEffects effects;
for (TIterator iter = mSpells.begin(); iter!=mSpells.end(); ++iter)

View file

@ -998,7 +998,7 @@ void Animation::addEffect(const std::string &model, int effectId, bool loop, con
{
// Early out if we already have this effect
for (std::vector<EffectParams>::iterator it = mEffects.begin(); it != mEffects.end(); ++it)
if (it->mEffectId == effectId)
if (it->mLoop && loop && it->mEffectId == effectId && it->mBoneName == bonename)
return;
EffectParams params;
@ -1006,6 +1006,7 @@ void Animation::addEffect(const std::string &model, int effectId, bool loop, con
params.mObjects = NifOgre::Loader::createObjects(mInsert, model);
params.mLoop = loop;
params.mEffectId = effectId;
params.mBoneName = bonename;
for(size_t i = 0;i < params.mObjects.mControllers.size();i++)
{

View file

@ -115,6 +115,7 @@ protected:
NifOgre::ObjectList mObjects;
int mEffectId;
bool mLoop;
std::string mBoneName;
};
std::vector<EffectParams> mEffects;

View file

@ -308,25 +308,29 @@ void MWWorld::InventoryStore::updateMagicEffects(const Ptr& actor)
// so it doesn't really matter if both items will get the same magnitude. *Extreme* edge case.
mPermanentMagicEffectMagnitudes[(**iter).getCellRef().mRefID] = random;
// Only the sound of the first effect plays
if (effectIt == enchantment.mEffects.mList.begin())
// TODO: What do we do if no animation yet?
if (MWBase::Environment::get().getWorld()->getAnimation(actor))
{
static const std::string schools[] = {
"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
};
// Only the sound of the first effect plays
if (effectIt == enchantment.mEffects.mList.begin())
{
static const std::string schools[] = {
"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
};
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
if(!magicEffect->mHitSound.empty())
sndMgr->playSound3D(actor, magicEffect->mHitSound, 1.0f, 1.0f);
else
sndMgr->playSound3D(actor, schools[magicEffect->mData.mSchool]+" hit", 1.0f, 1.0f);
}
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
if(!magicEffect->mHitSound.empty())
sndMgr->playSound3D(actor, magicEffect->mHitSound, 1.0f, 1.0f);
else
sndMgr->playSound3D(actor, schools[magicEffect->mData.mSchool]+" hit", 1.0f, 1.0f);
}
if (!magicEffect->mHit.empty())
{
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, magicEffect->mIndex, loop, "");
if (!magicEffect->mHit.empty())
{
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, magicEffect->mIndex, loop, "");
}
}
}