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@ -31,6 +31,9 @@
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#include "../mwworld/player.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwmechanics/stat.hpp"
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#include "../mwmechanics/creaturestats.hpp"
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#include "../mwmechanics/npcstats.hpp"
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namespace MWMechanics
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{
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@ -104,7 +107,8 @@ static void getStateInfo(CharacterState state, std::string *group)
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CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Animation *anim, CharacterState state, bool loop)
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: mPtr(ptr), mAnimation(anim), mCharState(state), mSkipAnim(false), mMovingAnim(false), mSecondsOfRunning(0), mSecondsOfSwimming(0)
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: mPtr(ptr), mAnimation(anim), mCharState(state), mSkipAnim(false), mMovingAnim(false),
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mSecondsOfRunning(0), mSecondsOfSwimming(0), mFallDistance(0), mLastHeight(0)
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{
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if(!mAnimation)
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return;
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@ -146,6 +150,7 @@ void CharacterController::update(float duration, Movement &movement)
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const MWWorld::Class &cls = MWWorld::Class::get(mPtr);
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bool onground = world->isOnGround(mPtr);
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bool gravity = world->isGravity(mPtr);
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bool inwater = world->isSwimming(mPtr);
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bool isrunning = cls.getStance(mPtr, MWWorld::Class::Run);
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bool sneak = cls.getStance(mPtr, MWWorld::Class::Sneak);
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@ -153,6 +158,36 @@ void CharacterController::update(float duration, Movement &movement)
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const Ogre::Vector3 &rot = cls.getRotationVector(mPtr);
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speed = cls.getSpeed(mPtr);
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//player is falling down
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if(!onground && gravity && mLastHeight>mPtr.getRefData().getPosition().pos[2])
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mFallDistance+=(mLastHeight-mPtr.getRefData().getPosition().pos[2]);
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//player just finished falling
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if(onground && gravity && mFallDistance>0)
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{
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float healthLost = cls.getFallDamage(mPtr, mFallDistance);
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if(healthLost>0.0f)
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{
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DynamicStat<float> health = cls.getCreatureStats(mPtr).getHealth();
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int current = health.getCurrent();
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float realHealthLost = healthLost * (1.0f - (0.25 * 1.25f/*fatigueTerm*/));
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health.setModified (health.getModified()-static_cast<int>(realHealthLost), 0);
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health.setCurrent (current-static_cast<int>(realHealthLost));
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cls.getCreatureStats(mPtr).setHealth (health);
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MWWorld::Class::get(mPtr).skillUsageSucceeded(mPtr, ESM::Skill::Acrobatics, 1);
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const float acrobaticsSkill = cls.getNpcStats (mPtr).getSkill (ESM::Skill::Acrobatics).getModified();
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if(acrobaticsSkill*1.25f/*fatigueTerm*/<healthLost)
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{
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//TODO: actor falls over
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}
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}
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setState(CharState_Idle, true);
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mFallDistance=0;
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}
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// advance athletics
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if (vec.squaredLength() > 0 && mPtr == MWBase::Environment::get().getWorld()->getPlayer().getPlayer())
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{
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@ -176,10 +211,25 @@ void CharacterController::update(float duration, Movement &movement)
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}
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}
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/* FIXME: The state should be set to Jump, and X/Y movement should be disallowed except
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* for the initial thrust (which would be carried by "physics" until landing). */
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if(onground && vec.z > 0.0f)
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// FIXME: X/Y movement should be disallowed except for the initial thrust (which would be carried by "physics" until landing).
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if(onground && gravity && vec.z > 0.0f)
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{
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//Advance acrobatics on jump, decrease fatigue
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if(getState()!=CharState_Jump)
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{
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setState(CharState_Jump, true);
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MWWorld::Class::get(mPtr).skillUsageSucceeded(mPtr, ESM::Skill::Acrobatics, 0);
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const float normalizedEncumbrance = cls.getEncumbrance(mPtr) / cls.getCapacity(mPtr);
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const float fatigueJumpBase = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find ("fFatigueJumpBase")->getFloat();
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const float fatigueJumpMult = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find ("fFatigueJumpMult")->getFloat();
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DynamicStat<float> fatigue = cls.getCreatureStats(mPtr).getDynamic(2);
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int current = fatigue.getCurrent();
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fatigue.setModified(fatigue.getModified()-static_cast<int>(fatigueJumpBase + ((1 - normalizedEncumbrance) * fatigueJumpMult)), 0);
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fatigue.setCurrent(current-static_cast<int>(fatigueJumpBase + ((1 - normalizedEncumbrance) * fatigueJumpMult)));
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cls.getCreatureStats(mPtr).setDynamic (2, fatigue);
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}
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float x = cls.getJump(mPtr);
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if(vec.x == 0 && vec.y == 0)
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@ -192,8 +242,6 @@ void CharacterController::update(float duration, Movement &movement)
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//movement += Ogre::Vector3(lat.x, lat.y, 1.0f) * x * 0.707f * duration;
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movement.mPosition[2] += x * 0.707f * duration;
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}
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//decrease fatigue by fFatigueJumpBase + (1 - normalizedEncumbrance) * fFatigueJumpMult;
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}
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if(std::abs(vec.x/2.0f) > std::abs(vec.y) && speed > 0.0f)
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@ -260,6 +308,8 @@ void CharacterController::update(float duration, Movement &movement)
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movement.mPosition[2] += moved.z;
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}
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mSkipAnim = false;
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mLastHeight = mPtr.getRefData().getPosition().pos[2];
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}
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