forked from mirror/openmw-tes3mp
Finished acrobatics
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d30e43784a
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236ec3409f
6 changed files with 50 additions and 28 deletions
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@ -314,6 +314,7 @@ namespace MWBase
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virtual bool isSwimming(const MWWorld::Ptr &object) const = 0;
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virtual bool isUnderwater(const MWWorld::Ptr::CellStore* cell, const Ogre::Vector3 &pos) const = 0;
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virtual bool isOnGround(const MWWorld::Ptr &ptr) const = 0;
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virtual bool isGravity(const MWWorld::Ptr &ptr) const = 0;
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virtual void togglePOV() = 0;
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virtual void togglePreviewMode(bool enable) = 0;
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@ -33,6 +33,7 @@
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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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@ -107,7 +108,7 @@ 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),
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mSecondsOfRunning(0), mSecondsOfSwimming(0), mHighestPosition(0)
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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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@ -149,6 +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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@ -156,9 +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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//To calculate how much player will fall down
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if(movement.mPosition[2] > mHighestPosition)
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mHighestPosition = movement.mPosition[2];
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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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std::cout<<realHealthLost<<std::endl;
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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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@ -184,7 +213,7 @@ void CharacterController::update(float duration, Movement &movement)
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}
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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 && vec.z > 0.0f)
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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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@ -197,8 +226,8 @@ void CharacterController::update(float duration, Movement &movement)
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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()-(fatigueJumpBase + ((1 - normalizedEncumbrance) * fatigueJumpMult)), 0);
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fatigue.setCurrent(current-(fatigueJumpBase + ((1 - normalizedEncumbrance) * fatigueJumpMult)));
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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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@ -216,25 +245,6 @@ void CharacterController::update(float duration, Movement &movement)
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}
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}
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if(vec.z<=0.0f && getState()==CharState_Jump)
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{
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float healthLost = cls.getFallDamage(mPtr, mHighestPosition);
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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 fatigue = MWWorld::Class::get (mPtr).getCreatureStats (mPtr).getFatigue().getBase();
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int current = health.getCurrent();
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health.setModified (health.getModified()-(healthLost * (1 - (0.25 * fatigue))), 0);
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health.setCurrent (current-(healthLost * (1 - (0.25 * fatigue))));
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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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}
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setState(CharState_Idle, true);
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mHighestPosition=0;
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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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{
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if(vec.x > 0.0f)
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@ -299,6 +309,8 @@ 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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@ -83,7 +83,8 @@ class CharacterController
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float mSecondsOfSwimming;
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float mSecondsOfRunning;
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float mHighestPosition;
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float mFallDistance;
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float mLastHeight;
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bool mMovingAnim;
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@ -1492,6 +1492,13 @@ namespace MWWorld
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return physactor && physactor->getOnGround();
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}
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bool World::isGravity(const MWWorld::Ptr &ptr) const
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{
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RefData &refdata = ptr.getRefData();
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const OEngine::Physic::PhysicActor *physactor = mPhysEngine->getCharacter(refdata.getHandle());
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return physactor && physactor->getCollisionMode();
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}
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bool World::vanityRotateCamera(float * rot)
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{
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return mRendering->vanityRotateCamera(rot);
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@ -346,6 +346,7 @@ namespace MWWorld
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virtual bool isSwimming(const MWWorld::Ptr &object) const;
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virtual bool isUnderwater(const MWWorld::Ptr::CellStore* cell, const Ogre::Vector3 &pos) const;
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virtual bool isOnGround(const MWWorld::Ptr &ptr) const;
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virtual bool isGravity(const MWWorld::Ptr &ptr) const;
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virtual void togglePOV() {
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mRendering->togglePOV();
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@ -143,7 +143,7 @@ namespace Physic
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bool PhysicActor::getOnGround() const
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{
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return collisionMode && onGround;
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return onGround;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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