diff --git a/apps/openmw/mwmechanics/aiwander.cpp b/apps/openmw/mwmechanics/aiwander.cpp index ad94be0eb..2d1fbdd78 100644 --- a/apps/openmw/mwmechanics/aiwander.cpp +++ b/apps/openmw/mwmechanics/aiwander.cpp @@ -1,6 +1,7 @@ #include "aiwander.hpp" #include +#include #include "../mwbase/world.hpp" #include "../mwbase/environment.hpp" @@ -211,7 +212,7 @@ namespace MWMechanics // Reduce the turning animation glitch by using a *HUGE* value of // epsilon... TODO: a proper fix might be in either the physics or the // animation subsystem - if (zTurn(actor, Ogre::Degree(mTargetAngle), Ogre::Degree(12))) + if (zTurn(actor, Ogre::Degree(mTargetAngle), Ogre::Degree(5))) mRotate = false; } @@ -333,18 +334,7 @@ namespace MWMechanics if(mChooseAction) { mPlayedIdle = 0; - unsigned short idleRoll = 0; - - for(unsigned int counter = 0; counter < mIdle.size(); counter++) - { - unsigned short idleChance = mIdleChanceMultiplier * mIdle[counter]; - unsigned short randSelect = (int)(rand() / ((double)RAND_MAX + 1) * int(100 / mIdleChanceMultiplier)); - if(randSelect < idleChance && randSelect > idleRoll) - { - mPlayedIdle = counter+2; - idleRoll = randSelect; - } - } + getRandomIdle(); // NOTE: sets mPlayedIdle with a random selection if(!mPlayedIdle && mDistance) { @@ -395,6 +385,8 @@ namespace MWMechanics mMoveNow = false; mWalking = false; mObstacleCheck.clear(); + mIdleNow = true; + getRandomIdle(); } if(!mRotate) @@ -402,11 +394,11 @@ namespace MWMechanics Ogre::Vector3 dir = playerPos - actorPos; float length = dir.length(); - // FIXME: horrible hack float faceAngle = Ogre::Radian(Ogre::Math::ACos(dir.y / length) * ((Ogre::Math::ASin(dir.x / length).valueRadians()>0)?1.0:-1.0)).valueDegrees(); + float actorAngle = actor.getRefData().getBaseNode()->getOrientation().getRoll().valueDegrees(); // an attempt at reducing the turning animation glitch - if(abs(faceAngle) > 10) + if(abs(abs(faceAngle) - abs(actorAngle)) >= 5) // TODO: is there a better way? { mTargetAngle = faceAngle; mRotate = true; @@ -432,7 +424,8 @@ namespace MWMechanics } // Check if idle animation finished - if(!checkIdle(actor, mPlayedIdle)) + // FIXME: don't stay forever + if(!checkIdle(actor, mPlayedIdle) && playerDistSqr > helloDistance*helloDistance) { mPlayedIdle = 0; mIdleNow = false; @@ -586,5 +579,21 @@ namespace MWMechanics else return false; } + + void AiWander::getRandomIdle() + { + unsigned short idleRoll = 0; + + for(unsigned int counter = 0; counter < mIdle.size(); counter++) + { + unsigned short idleChance = mIdleChanceMultiplier * mIdle[counter]; + unsigned short randSelect = (int)(rand() / ((double)RAND_MAX + 1) * int(100 / mIdleChanceMultiplier)); + if(randSelect < idleChance && randSelect > idleRoll) + { + mPlayedIdle = counter+2; + idleRoll = randSelect; + } + } + } } diff --git a/apps/openmw/mwmechanics/aiwander.hpp b/apps/openmw/mwmechanics/aiwander.hpp index fe14abeb6..35ecc83e0 100644 --- a/apps/openmw/mwmechanics/aiwander.hpp +++ b/apps/openmw/mwmechanics/aiwander.hpp @@ -26,6 +26,7 @@ namespace MWMechanics void stopWalking(const MWWorld::Ptr& actor); void playIdle(const MWWorld::Ptr& actor, unsigned short idleSelect); bool checkIdle(const MWWorld::Ptr& actor, unsigned short idleSelect); + void getRandomIdle(); int mDistance; // how far the actor can wander from the spawn point int mDuration;