forked from teamnwah/openmw-tes3coop
Merge remote-tracking branch 'jeffreyhaines/master'
Conflicts: apps/openmw/mwbase/mechanicsmanager.hpp
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commit
c63d6437c0
4 changed files with 30 additions and 2 deletions
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@ -160,6 +160,7 @@ namespace MWBase
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virtual bool isAIActive() = 0;
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virtual void getObjectsInRange (const Ogre::Vector3& position, float radius, std::vector<MWWorld::Ptr>& objects) = 0;
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virtual void getActorsInRange(const Ogre::Vector3 &position, float radius, std::vector<MWWorld::Ptr> &objects) = 0;
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///return the list of actors which are following the given actor
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/**ie AiFollow is active and the target is the actor**/
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@ -994,6 +994,11 @@ namespace MWMechanics
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mObjects.getObjectsInRange(position, radius, objects);
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}
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void MechanicsManager::getActorsInRange(const Ogre::Vector3 &position, float radius, std::vector<MWWorld::Ptr> &objects)
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{
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mActors.getObjectsInRange(position, radius, objects);
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}
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std::list<MWWorld::Ptr> MechanicsManager::getActorsFollowing(const MWWorld::Ptr& actor)
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{
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return mActors.getActorsFollowing(actor);
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@ -134,6 +134,7 @@ namespace MWMechanics
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virtual void updateMagicEffects (const MWWorld::Ptr& ptr);
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virtual void getObjectsInRange (const Ogre::Vector3& position, float radius, std::vector<MWWorld::Ptr>& objects);
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virtual void getActorsInRange(const Ogre::Vector3 &position, float radius, std::vector<MWWorld::Ptr> &objects);
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virtual std::list<MWWorld::Ptr> getActorsFollowing(const MWWorld::Ptr& actor);
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@ -9,6 +9,8 @@
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#include <components/esm/defs.hpp>
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#include <components/esm/loadbsgn.hpp>
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#include "../mwworld/esmstore.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/windowmanager.hpp"
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@ -17,6 +19,8 @@
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#include "../mwmechanics/movement.hpp"
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#include "../mwmechanics/npcstats.hpp"
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#include "../mwmechanics/actors.hpp"
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#include "../mwmechanics/mechanicsmanagerimp.hpp"
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#include "class.hpp"
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#include "ptr.hpp"
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@ -131,8 +135,25 @@ namespace MWWorld
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ptr.getClass().getCreatureStats(ptr).setMovementFlag(MWMechanics::CreatureStats::Flag_Sneak, sneak);
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// TODO show sneak indicator only when the player is not detected by any actor
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MWBase::Environment::get().getWindowManager()->setSneakVisibility(sneak);
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if (sneak == true)
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{
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const MWWorld::ESMStore& esmStore = MWBase::Environment::get().getWorld()->getStore();
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// Find all the actors who might be able to see the player
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std::vector<MWWorld::Ptr> neighbors;
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MWBase::Environment::get().getMechanicsManager()->getActorsInRange( Ogre::Vector3(ptr.getRefData().getPosition().pos),
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esmStore.get<ESM::GameSetting>().find("fSneakUseDist")->getInt(), neighbors);
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for (std::vector<MWWorld::Ptr>::iterator it = neighbors.begin(); it != neighbors.end(); ++it)
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{
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if ( MWBase::Environment::get().getMechanicsManager()->awarenessCheck(ptr, *it) )
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{
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MWBase::Environment::get().getWindowManager()->setSneakVisibility(false);
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break;
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}
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}
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if (neighbors.size() == 0)
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MWBase::Environment::get().getWindowManager()->setSneakVisibility(true);
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}
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}
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void Player::yaw(float yaw)
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