Implement Face instruction (Feature #1424)

coverity_scan^2
MiroslavR 9 years ago
parent 6f376bd499
commit dc0bc5b68c

@ -84,7 +84,7 @@ add_openmw_dir (mwmechanics
drawstate spells activespells npcstats aipackage aisequence aipursue alchemy aiwander aitravel aifollow aiavoiddoor
aiescort aiactivate aicombat repair enchanting pathfinding pathgrid security spellsuccess spellcasting
disease pickpocket levelledlist combat steering obstacle autocalcspell difficultyscaling aicombataction actor summoning
character actors objects aistate coordinateconverter trading
character actors objects aistate coordinateconverter trading aiface
)
add_openmw_dir (mwstate

@ -0,0 +1,31 @@
#include "aiface.hpp"
#include "../mwbase/world.hpp"
#include "steering.hpp"
MWMechanics::AiFace::AiFace(float targetX, float targetY)
: mTargetX(targetX), mTargetY(targetY)
{
}
MWMechanics::AiPackage *MWMechanics::AiFace::clone() const
{
return new AiFace(*this);
}
bool MWMechanics::AiFace::execute(const MWWorld::Ptr& actor, MWMechanics::CharacterController& /*characterController*/, MWMechanics::AiState& /*state*/, float /*duration*/)
{
osg::Vec3f dir = osg::Vec3f(mTargetX, mTargetY, 0) - actor.getRefData().getPosition().asVec3();
return zTurn(actor, std::atan2(dir.x(), dir.y()), osg::DegreesToRadians(3.f));
}
int MWMechanics::AiFace::getTypeId() const
{
return AiPackage::TypeIdFace;
}
unsigned int MWMechanics::AiFace::getPriority() const
{
return 2;
}

@ -0,0 +1,29 @@
#ifndef GAME_MWMECHANICS_AIFACE_H
#define GAME_MWMECHANICS_AIFACE_H
#include "aipackage.hpp"
namespace MWMechanics
{
/// AiPackage which makes an actor face a certain direction.
class AiFace : public AiPackage {
public:
AiFace(float targetX, float targetY);
virtual AiPackage *clone() const;
virtual bool execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration);
virtual int getTypeId() const;
virtual unsigned int getPriority() const;
virtual bool canCancel() const { return false; }
virtual bool shouldCancelPreviousAi() const { return false; }
private:
float mTargetX, mTargetY;
};
}
#endif

@ -40,11 +40,12 @@ namespace MWMechanics
TypeIdFollow = 3,
TypeIdActivate = 4,
// These 3 are not really handled as Ai Packages in the MW engine
// These 4 are not really handled as Ai Packages in the MW engine
// For compatibility do *not* return these in the getCurrentAiPackage script function..
TypeIdCombat = 5,
TypeIdPursue = 6,
TypeIdAvoidDoor = 7
TypeIdAvoidDoor = 7,
TypeIdFace = 8
};
///Default constructor

@ -159,7 +159,8 @@ bool isActualAiPackage(int packageTypeId)
{
return (packageTypeId != AiPackage::TypeIdCombat
&& packageTypeId != AiPackage::TypeIdPursue
&& packageTypeId != AiPackage::TypeIdAvoidDoor);
&& packageTypeId != AiPackage::TypeIdAvoidDoor
&& packageTypeId != AiPackage::TypeIdFace);
}
void AiSequence::execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)

@ -19,6 +19,7 @@
#include "../mwmechanics/aifollow.hpp"
#include "../mwmechanics/aitravel.hpp"
#include "../mwmechanics/aiwander.hpp"
#include "../mwmechanics/aiface.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
@ -483,7 +484,16 @@ namespace MWScript
public:
virtual void execute(Interpreter::Runtime& runtime)
{
/// \todo implement
MWWorld::Ptr actor = R()(runtime);
Interpreter::Type_Float x = runtime[0].mFloat;
runtime.pop();
Interpreter::Type_Float y = runtime[0].mFloat;
runtime.pop();
MWMechanics::AiFace facePackage(x, y);
actor.getClass().getCreatureStats(actor).getAiSequence().stack(facePackage, actor);
}
};

@ -70,7 +70,7 @@ namespace Compiler
extensions.registerFunction ("getlineofsight", 'l', "c", opcodeGetLineOfSight, opcodeGetLineOfSightExplicit);
extensions.registerFunction ("getlos", 'l', "c", opcodeGetLineOfSight, opcodeGetLineOfSightExplicit);
extensions.registerFunction("gettarget", 'l', "c", opcodeGetTarget, opcodeGetTargetExplicit);
extensions.registerInstruction("face", "llX", opcodeFace, opcodeFaceExplicit);
extensions.registerInstruction("face", "ffX", opcodeFace, opcodeFaceExplicit);
}
}

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