forked from mirror/openmw-tes3mp
Implement Light magic effect (Fixes #1122)
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3 changed files with 44 additions and 0 deletions
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@ -1663,6 +1663,9 @@ void CharacterController::updateVisibility()
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}
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mAnimation->setAlpha(alpha);
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float light = mPtr.getClass().getCreatureStats(mPtr).getMagicEffects().get(ESM::MagicEffect::Light).getMagnitude();
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mAnimation->setLightEffect(light);
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}
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void CharacterController::determineAttackType()
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@ -71,6 +71,7 @@ Animation::Animation(const MWWorld::Ptr &ptr, Ogre::SceneNode *node)
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, mNonAccumCtrl(NULL)
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, mAccumulate(0.0f)
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, mNullAnimationTimePtr(OGRE_NEW NullAnimationTime)
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, mGlowLight(NULL)
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{
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for(size_t i = 0;i < sNumGroups;i++)
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mAnimationTimePtr[i].bind(OGRE_NEW AnimationTime(this));
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@ -78,6 +79,8 @@ Animation::Animation(const MWWorld::Ptr &ptr, Ogre::SceneNode *node)
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Animation::~Animation()
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{
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setLightEffect(0);
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mEffects.clear();
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mAnimSources.clear();
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@ -1397,6 +1400,37 @@ Ogre::Vector3 Animation::getEnchantmentColor(MWWorld::Ptr item)
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return result;
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}
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void Animation::setLightEffect(float effect)
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{
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if (effect == 0)
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{
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if (mGlowLight)
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{
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mInsert->getCreator()->destroySceneNode(mGlowLight->getParentSceneNode());
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mInsert->getCreator()->destroyLight(mGlowLight);
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mGlowLight = NULL;
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}
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}
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else
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{
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if (!mGlowLight)
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{
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mGlowLight = mInsert->getCreator()->createLight();
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Ogre::AxisAlignedBox bounds = Ogre::AxisAlignedBox::BOX_NULL;
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for(size_t i = 0;i < mObjectRoot->mEntities.size();i++)
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{
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Ogre::Entity *ent = mObjectRoot->mEntities[i];
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bounds.merge(ent->getBoundingBox());
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}
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mInsert->createChildSceneNode(bounds.getCenter())->attachObject(mGlowLight);
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}
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mGlowLight->setType(Ogre::Light::LT_POINT);
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effect += 3;
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mGlowLight->setAttenuation(1.0f / (0.03 * (0.5/effect)), 0, 0.5/effect, 0);
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}
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}
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ObjectAnimation::ObjectAnimation(const MWWorld::Ptr& ptr, const std::string &model)
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: Animation(ptr, ptr.getRefData().getBaseNode())
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@ -126,6 +126,8 @@ protected:
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MWWorld::Ptr mPtr;
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Ogre::Light* mGlowLight;
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Ogre::SceneNode *mInsert;
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Ogre::Entity *mSkelBase;
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NifOgre::ObjectScenePtr mObjectRoot;
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@ -301,6 +303,11 @@ public:
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/// This is typically called as part of runAnimation, but may be called manually if needed.
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void updateEffects(float duration);
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// TODO: move outside of this class
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/// Makes this object glow, by placing a Light in its center.
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/// @param effect Controls the radius and intensity of the light.
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void setLightEffect(float effect);
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virtual void showWeapons(bool showWeapon);
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virtual void showCarriedLeft(bool show) {}
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virtual void attachArrow() {}
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