forked from teamnwah/openmw-tes3coop
Merge pull request #294 from OpenMW/master while resolving conflicts
# Conflicts: # apps/openmw/mwmechanics/character.cpp
This commit is contained in:
commit
7f0ea7d01f
14 changed files with 132 additions and 99 deletions
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@ -235,6 +235,10 @@ namespace MWBase
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virtual bool isReadyToBlock (const MWWorld::Ptr& ptr) const = 0;
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virtual bool isAttackingOrSpell(const MWWorld::Ptr &ptr) const = 0;
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/// Check if the target actor was detected by an observer
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/// If the observer is a non-NPC, check all actors in AI processing distance as observers
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virtual bool isActorDetected(const MWWorld::Ptr& actor, const MWWorld::Ptr& observer) = 0;
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virtual void confiscateStolenItems (const MWWorld::Ptr& player, const MWWorld::Ptr& targetContainer) = 0;
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/// List the owners that the player has stolen this item from (the owner can be an NPC or a faction).
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@ -82,9 +82,6 @@ namespace MWBase
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///< Play a soundifle
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/// \param filename name of a sound file in "Music/" in the data directory.
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virtual void startRandomTitle() = 0;
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///< Starts a random track from the current playlist
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virtual bool isMusicPlaying() = 0;
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///< Returns true if music is playing
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@ -206,7 +206,8 @@ namespace MWGui
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int textButtonPadding = 10; // padding between the text-widget und the button-widget
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int buttonLeftPadding = 10; // padding between the buttons if horizontal
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int buttonTopPadding = 10; // ^-- if vertical
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int buttonPadding = 5; // padding between button label and button itself
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int buttonLabelLeftPadding = 12; // padding between button label and button itself, from left
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int buttonLabelTopPadding = 4; // padding between button label and button itself, from top
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int buttonMainPadding = 10; // padding between buttons and bottom of the main widget
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mMarkedToDelete = false;
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@ -245,10 +246,10 @@ namespace MWGui
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if (buttonsWidth != 0)
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buttonsWidth += buttonLeftPadding;
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int buttonWidth = button->getTextSize().width + 2*buttonPadding;
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int buttonWidth = button->getTextSize().width + 2*buttonLabelLeftPadding;
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buttonsWidth += buttonWidth;
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buttonHeight = button->getTextSize().height + 2*buttonPadding;
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buttonHeight = button->getTextSize().height + 2*buttonLabelTopPadding;
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if (buttonsHeight != 0)
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buttonsHeight += buttonTopPadding;
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@ -295,8 +296,8 @@ namespace MWGui
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buttonCord.left = left;
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buttonCord.top = messageWidgetCoord.top + textSize.height + textButtonPadding;
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buttonSize.width = (*button)->getTextSize().width + 2*buttonPadding;
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buttonSize.height = (*button)->getTextSize().height + 2*buttonPadding;
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buttonSize.width = (*button)->getTextSize().width + 2*buttonLabelLeftPadding;
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buttonSize.height = (*button)->getTextSize().height + 2*buttonLabelTopPadding;
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(*button)->setCoord(buttonCord);
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(*button)->setSize(buttonSize);
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@ -322,8 +323,8 @@ namespace MWGui
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std::vector<MyGUI::Button*>::const_iterator button;
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for(button = mButtons.begin(); button != mButtons.end(); ++button)
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{
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buttonSize.width = (*button)->getTextSize().width + buttonPadding*2;
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buttonSize.height = (*button)->getTextSize().height + buttonPadding*2;
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buttonSize.width = (*button)->getTextSize().width + buttonLabelLeftPadding*2;
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buttonSize.height = (*button)->getTextSize().height + buttonLabelTopPadding*2;
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buttonCord.top = top;
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buttonCord.left = (mainWidgetSize.width - buttonSize.width)/2;
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@ -1175,6 +1175,39 @@ namespace MWMechanics
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}
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}
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bool Actors::isActorDetected(const MWWorld::Ptr& actor, const MWWorld::Ptr& observer)
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{
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if (!actor.getClass().isActor())
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return false;
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// If an observer is NPC, check if he detected an actor
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if (!observer.isEmpty() && observer.getClass().isNpc())
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{
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return
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MWBase::Environment::get().getWorld()->getLOS(observer, actor) &&
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MWBase::Environment::get().getMechanicsManager()->awarenessCheck(actor, observer);
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}
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// Otherwise check if any actor in AI processing range sees the target actor
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std::vector<MWWorld::Ptr> actors;
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osg::Vec3f position (actor.getRefData().getPosition().asVec3());
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getObjectsInRange(position, aiProcessingDistance, actors);
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for(std::vector<MWWorld::Ptr>::iterator it = actors.begin(); it != actors.end(); ++it)
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{
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if (*it == actor)
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continue;
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bool result =
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MWBase::Environment::get().getWorld()->getLOS(*it, actor) &&
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MWBase::Environment::get().getMechanicsManager()->awarenessCheck(actor, *it);
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if (result)
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return true;
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}
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return false;
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}
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void Actors::updateActor(const MWWorld::Ptr &old, const MWWorld::Ptr &ptr)
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{
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PtrActorMap::iterator iter = mActors.find(old);
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@ -57,6 +57,10 @@ namespace MWMechanics
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PtrActorMap::const_iterator begin() { return mActors.begin(); }
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PtrActorMap::const_iterator end() { return mActors.end(); }
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/// Check if the target actor was detected by an observer
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/// If the observer is a non-NPC, check all actors in AI processing distance as observers
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bool isActorDetected(const MWWorld::Ptr& actor, const MWWorld::Ptr& observer);
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/// Update magic effects for an actor. Usually done automatically once per frame, but if we're currently
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/// paused we may want to do it manually (after equipping permanent enchantment)
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void updateMagicEffects (const MWWorld::Ptr& ptr);
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@ -2146,12 +2146,8 @@ void CharacterController::unpersistAnimationState()
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bool CharacterController::playGroup(const std::string &groupname, int mode, int count, bool persist)
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{
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if(!mAnimation || !mAnimation->hasAnimation(groupname))
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{
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std::cerr<< "Animation "<<groupname<<" not found for " << mPtr.getCellRef().getRefId() << std::endl;
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return false;
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}
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else
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{
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// If this animation is a looped animation (has a "loop start" key) that is already playing
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// and has not yet reached the end of the loop, allow it to continue animating with its existing loop count
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// and remove any other animations that were queued.
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@ -2216,7 +2212,6 @@ bool CharacterController::playGroup(const std::string &groupname, int mode, int
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mAnimQueue.resize(1);
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mAnimQueue.push_back(entry);
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}
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}
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return true;
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}
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@ -436,6 +436,11 @@ namespace MWMechanics
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mObjects.update(duration, paused);
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}
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bool MechanicsManager::isActorDetected(const MWWorld::Ptr& actor, const MWWorld::Ptr& observer)
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{
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return mActors.isActorDetected(actor, observer);
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}
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bool MechanicsManager::isAttackPrepairing(const MWWorld::Ptr& ptr)
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{
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return mActors.isAttackPrepairing(ptr);
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@ -201,6 +201,10 @@ namespace MWMechanics
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/// Is \a ptr casting spell or using weapon now?
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virtual bool isAttackingOrSpell(const MWWorld::Ptr &ptr) const;
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/// Check if the target actor was detected by an observer
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/// If the observer is a non-NPC, check all actors in AI processing distance as observers
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virtual bool isActorDetected(const MWWorld::Ptr& actor, const MWWorld::Ptr& observer);
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virtual void confiscateStolenItems (const MWWorld::Ptr& player, const MWWorld::Ptr& targetContainer);
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/// List the owners that the player has stolen this item from (the owner can be an NPC or a faction).
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@ -757,8 +757,6 @@ namespace MWRender
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break;
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}
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}
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if(iter == mAnimSources.rend())
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std::cerr<< "Failed to find animation "<<groupname<<" for "<<mPtr.getCellRef().getRefId() <<std::endl;
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resetActiveGroups();
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}
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@ -795,7 +793,7 @@ namespace MWRender
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// We have to ignore extra garbage at the end.
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// The Scrib's idle3 animation has "Idle3: Stop." instead of "Idle3: Stop".
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// Why, just why? :(
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&& (stopkey->second.size() < stoptag.size() || stopkey->second.substr(0,stoptag.size()) != stoptag))
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&& (stopkey->second.size() < stoptag.size() || stopkey->second.compare(0,stoptag.size(), stoptag) != 0))
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++stopkey;
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if(stopkey == keys.rend())
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return false;
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@ -372,21 +372,14 @@ namespace MWScript
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virtual void execute (Interpreter::Runtime& runtime)
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{
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MWWorld::Ptr observer = R()(runtime);
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MWWorld::Ptr observer = R()(runtime, false); // required=false
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std::string actorID = runtime.getStringLiteral (runtime[0].mInteger);
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runtime.pop();
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MWWorld::Ptr actor = MWBase::Environment::get().getWorld()->getPtr(actorID, true);
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if(!actor.getClass().isActor() || !observer.getClass().isActor())
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{
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runtime.push(0);
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return;
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}
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Interpreter::Type_Integer value =
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MWBase::Environment::get().getWorld()->getLOS(observer, actor) &&
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MWBase::Environment::get().getMechanicsManager()->awarenessCheck(actor, observer);
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Interpreter::Type_Integer value = MWBase::Environment::get().getMechanicsManager()->isActorDetected(actor, observer);
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runtime.push (value);
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}
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@ -391,11 +391,6 @@ namespace MWSound
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mMusic->setFadeout(0.5f);
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}
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void SoundManager::streamMusic(const std::string& filename)
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{
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advanceMusic("Music/"+filename);
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}
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void SoundManager::startRandomTitle()
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{
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std::vector<std::string> filelist;
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@ -446,6 +441,12 @@ namespace MWSound
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tracklist.pop_back();
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}
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void SoundManager::streamMusic(const std::string& filename)
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{
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advanceMusic("Music/"+filename);
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}
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bool SoundManager::isMusicPlaying()
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{
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return mMusic && mOutput->isStreamPlaying(mMusic);
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@ -127,6 +127,7 @@ namespace MWSound
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void streamMusicFull(const std::string& filename);
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void advanceMusic(const std::string& filename);
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void startRandomTitle();
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void updateSounds(float duration);
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void updateRegionSound(float duration);
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@ -157,9 +158,6 @@ namespace MWSound
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///< Play a soundifle
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/// \param filename name of a sound file in "Music/" in the data directory.
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virtual void startRandomTitle();
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///< Starts a random track from the current playlist
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virtual bool isMusicPlaying();
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///< Returns true if music is playing
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@ -141,11 +141,11 @@ namespace Resource
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void setUnRefImageDataAfterApply(bool unref);
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/// @see ResourceManager::updateCache
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virtual void updateCache(double referenceTime);
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void updateCache(double referenceTime) override;
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virtual void clearCache();
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void clearCache() override;
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virtual void reportStats(unsigned int frameNumber, osg::Stats* stats) const;
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void reportStats(unsigned int frameNumber, osg::Stats* stats) const override;
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private:
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@ -32,9 +32,9 @@ namespace Terrain
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osg::ref_ptr<osg::Node> getChunk(float size, const osg::Vec2f& center, int lod, unsigned int lodFlags);
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virtual void reportStats(unsigned int frameNumber, osg::Stats* stats) const;
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void reportStats(unsigned int frameNumber, osg::Stats* stats) const override;
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virtual void clearCache();
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void clearCache() override;
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void releaseGLObjects(osg::State* state) override;
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