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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-01-25 06:35:30 +00:00

Fatigue decrease when jumping, live decrease when falling

This commit is contained in:
Glorf 2013-04-30 23:39:56 +02:00
parent 5a8c1661be
commit d30e43784a

View File

@ -156,6 +156,10 @@ void CharacterController::update(float duration, Movement &movement)
const Ogre::Vector3 &rot = cls.getRotationVector(mPtr);
speed = cls.getSpeed(mPtr);
//To calculate how much player will fall down
if(movement.mPosition[2] > mHighestPosition)
mHighestPosition = movement.mPosition[2];
// advance athletics
if (vec.squaredLength() > 0 && mPtr == MWBase::Environment::get().getWorld()->getPlayer().getPlayer())
{
@ -182,11 +186,20 @@ void CharacterController::update(float duration, Movement &movement)
// FIXME: X/Y movement should be disallowed except for the initial thrust (which would be carried by "physics" until landing).
if(onground && vec.z > 0.0f)
{
//Advance acrobatics on jump
//Advance acrobatics on jump, decrease fatigue
if(getState()!=CharState_Jump)
{
setState(CharState_Jump, true);
MWWorld::Class::get(mPtr).skillUsageSucceeded(mPtr, ESM::Skill::Acrobatics, 0);
const float normalizedEncumbrance = cls.getEncumbrance(mPtr) / cls.getCapacity(mPtr);
const float fatigueJumpBase = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find ("fFatigueJumpBase")->getFloat();
const float fatigueJumpMult = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find ("fFatigueJumpMult")->getFloat();
DynamicStat<float> fatigue = cls.getCreatureStats(mPtr).getDynamic(2);
int current = fatigue.getCurrent();
fatigue.setModified(fatigue.getModified()-(fatigueJumpBase + ((1 - normalizedEncumbrance) * fatigueJumpMult)), 0);
fatigue.setCurrent(current-(fatigueJumpBase + ((1 - normalizedEncumbrance) * fatigueJumpMult)));
cls.getCreatureStats(mPtr).setDynamic (2, fatigue);
}
float x = cls.getJump(mPtr);
@ -201,14 +214,9 @@ void CharacterController::update(float duration, Movement &movement)
//movement += Ogre::Vector3(lat.x, lat.y, 1.0f) * x * 0.707f * duration;
movement.mPosition[2] += x * 0.707f * duration;
}
//To calculate how much player will fall down
if(movement.mPosition[2] > mHighestPosition)
mHighestPosition = movement.mPosition[2];
//decrease fatigue by fFatigueJumpBase + (1 - normalizedEncumbrance) * fFatigueJumpMult;
}
else if(vec.z==0.0f && getState()==CharState_Jump)
if(vec.z<=0.0f && getState()==CharState_Jump)
{
float healthLost = cls.getFallDamage(mPtr, mHighestPosition);
@ -216,8 +224,9 @@ void CharacterController::update(float duration, Movement &movement)
{
DynamicStat<float> health = cls.getCreatureStats(mPtr).getHealth();
int fatigue = MWWorld::Class::get (mPtr).getCreatureStats (mPtr).getFatigue().getBase();
int iHealth = health.getBase();
health.setBase (iHealth-(healthLost * (1 - (0.25 * fatigue))));
int current = health.getCurrent();
health.setModified (health.getModified()-(healthLost * (1 - (0.25 * fatigue))), 0);
health.setCurrent (current-(healthLost * (1 - (0.25 * fatigue))));
cls.getCreatureStats(mPtr).setHealth (health);
MWWorld::Class::get(mPtr).skillUsageSucceeded(mPtr, ESM::Skill::Acrobatics, 1);
}