| 207 | } |
| 208 | |
| 209 | void MovableGameEntity::update(Ogre::Real timeSinceLastFrame) |
| 210 | { |
| 211 | // Advance the animation |
| 212 | double addedTime = static_cast<Ogre::Real>(ODApplication::turnsPerSecond |
| 213 | * static_cast<double>(timeSinceLastFrame) |
| 214 | * getAnimationSpeedFactor()); |
| 215 | mAnimationTime += addedTime; |
| 216 | if (!getIsOnServerMap() && getAnimationState() != nullptr) |
| 217 | { |
| 218 | // If the animation has stopped we set it to idle if we have to |
| 219 | if(mDestinationPlayIdleWhenAnimationEnds && getAnimationState()->hasEnded()) |
| 220 | RenderManager::getSingleton().rrSetObjectAnimationState(this, EntityAnimation::idle_anim, true); |
| 221 | else |
| 222 | getAnimationState()->addTime(static_cast<Ogre::Real>(addedTime)); |
| 223 | } |
| 224 | |
| 225 | if (mWalkQueue.empty()) |
| 226 | return; |
| 227 | |
| 228 | // Move the entity |
| 229 | |
| 230 | // Note: When the client and the server are using different frame rates, the entities walk at different speeds |
| 231 | // If this happens to become a problem, resyncing mechanisms will be needed. |
| 232 | double moveDist = ODApplication::turnsPerSecond |
| 233 | * getMoveSpeed() |
| 234 | * timeSinceLastFrame; |
| 235 | Ogre::Vector3 newPosition = getPosition(); |
| 236 | Ogre::Vector3 nextDest = mWalkQueue.front(); |
| 237 | Ogre::Vector3 walkDirection = nextDest - newPosition; |
| 238 | walkDirection.normalise(); |
| 239 | |
| 240 | while(moveDist > 0.0) |
| 241 | { |
| 242 | Ogre::Real distToNextDest = newPosition.distance(nextDest); |
| 243 | if(distToNextDest > moveDist) |
| 244 | { |
| 245 | newPosition = newPosition + walkDirection * static_cast<Ogre::Real>(moveDist); |
| 246 | break; |
| 247 | } |
| 248 | else |
| 249 | { |
| 250 | // We have reached the destination. We go to the next if available |
| 251 | newPosition = nextDest; |
| 252 | moveDist -= distToNextDest; |
| 253 | mWalkQueue.pop_front(); |
| 254 | if(mWalkQueue.empty()) |
| 255 | { |
| 256 | // Stop walking |
| 257 | stopWalking(); |
| 258 | break; |
| 259 | } |
| 260 | |
| 261 | nextDest = mWalkQueue.front(); |
| 262 | walkDirection = nextDest - newPosition; |
| 263 | walkDirection.normalise(); |
| 264 | } |
| 265 | } |
| 266 |
nothing calls this directly
no test coverage detected