mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-02-28 17:09:39 +00:00
Merge remote-tracking branch 'upstream/master'
This commit is contained in:
commit
1ca921d6e2
9 changed files with 87 additions and 40 deletions
|
@ -191,6 +191,14 @@ namespace MWMechanics
|
|||
|
||||
if (againstPlayer && creatureStats.isHostile()) return; // already fighting against player
|
||||
|
||||
// pure water creatures won't try to fight with the target on the ground
|
||||
// except that creature is already hostile
|
||||
if ((againstPlayer || !creatureStats.isHostile())
|
||||
&& ((actor1.getClass().canSwim(actor1) && !actor1.getClass().canWalk(actor1) // pure water creature
|
||||
&& !MWBase::Environment::get().getWorld()->isSwimming(actor2))
|
||||
|| (!actor1.getClass().canSwim(actor1) && MWBase::Environment::get().getWorld()->isSwimming(actor2)))) // creature can't swim to target
|
||||
return;
|
||||
|
||||
float fight;
|
||||
|
||||
if (againstPlayer)
|
||||
|
|
|
@ -53,7 +53,7 @@ namespace
|
|||
|
||||
// cast up-down ray with some offset from actor position to check for pits/obstacles on the way to target;
|
||||
// magnitude of pits/obstacles is defined by PATHFIND_Z_REACH
|
||||
bool checkWayIsClear(const Ogre::Vector3& from, const Ogre::Vector3& to, float offset)
|
||||
bool checkWayIsClear(const Ogre::Vector3& from, const Ogre::Vector3& to, float offsetXY)
|
||||
{
|
||||
if((to - from).length() >= PATHFIND_CAUTION_DIST || abs(from.z - to.z) <= PATHFIND_Z_REACH)
|
||||
{
|
||||
|
@ -61,7 +61,7 @@ namespace
|
|||
dir.z = 0;
|
||||
dir.normalise();
|
||||
float verticalOffset = 200; // instead of '200' here we want the height of the actor
|
||||
Ogre::Vector3 _from = from + dir*offset + Ogre::Vector3::UNIT_Z * verticalOffset;
|
||||
Ogre::Vector3 _from = from + dir*offsetXY + Ogre::Vector3::UNIT_Z * verticalOffset;
|
||||
|
||||
// cast up-down ray and find height in world space of hit
|
||||
float h = _from.z - MWBase::Environment::get().getWorld()->getDistToNearestRayHit(_from, -Ogre::Vector3::UNIT_Z, verticalOffset + PATHFIND_Z_REACH + 1);
|
||||
|
@ -149,13 +149,27 @@ namespace MWMechanics
|
|||
bool AiCombat::execute (const MWWorld::Ptr& actor,float duration)
|
||||
{
|
||||
//General description
|
||||
if(actor.getClass().getCreatureStats(actor).isDead()) return true;
|
||||
if(actor.getClass().getCreatureStats(actor).isDead())
|
||||
return true;
|
||||
|
||||
MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId);
|
||||
|
||||
if(target.getClass().getCreatureStats(target).isDead())
|
||||
return true;
|
||||
|
||||
const MWWorld::Class& actorClass = actor.getClass();
|
||||
MWBase::World& world = *MWBase::Environment::get().getWorld();
|
||||
|
||||
if ((!actorClass.isNpc() && target == world.getPlayerPtr() &&
|
||||
actorClass.canSwim(actor) && !actorClass.canWalk(actor) // pure water creature
|
||||
&& !world.isSwimming(target)) // Player moved out of water
|
||||
|| (!actorClass.canSwim(actor) && world.isSwimming(target))) // creature can't swim to Player
|
||||
{
|
||||
actorClass.getCreatureStats(actor).setHostile(false);
|
||||
actorClass.getCreatureStats(actor).setAttackingOrSpell(false);
|
||||
return true;
|
||||
}
|
||||
|
||||
//Update every frame
|
||||
if(mCombatMove)
|
||||
{
|
||||
|
@ -327,10 +341,11 @@ namespace MWMechanics
|
|||
Ogre::Vector3 vActorPos(pos.pos);
|
||||
Ogre::Vector3 vTargetPos(target.getRefData().getPosition().pos);
|
||||
Ogre::Vector3 vDirToTarget = vTargetPos - vActorPos;
|
||||
float distToTarget = vDirToTarget.length();
|
||||
|
||||
bool isStuck = false;
|
||||
float speed = 0.0f;
|
||||
if(mMovement.mPosition[1] && (Ogre::Vector3(mLastPos.pos) - vActorPos).length() < (speed = actorCls.getSpeed(actor)) / 10.0f)
|
||||
if(mMovement.mPosition[1] && (Ogre::Vector3(mLastPos.pos) - vActorPos).length() < (speed = actorCls.getSpeed(actor)) * tReaction / 2)
|
||||
isStuck = true;
|
||||
|
||||
mLastPos = pos;
|
||||
|
@ -342,16 +357,15 @@ namespace MWMechanics
|
|||
// determine vertical angle to target
|
||||
// if actor can move along z-axis it will control movement dir
|
||||
// if can't - it will control correct aiming
|
||||
mMovement.mRotation[0] = getXAngleToDir(vDirToTarget);
|
||||
|
||||
vDirToTarget.z = 0;
|
||||
float distToTarget = vDirToTarget.length();
|
||||
mMovement.mRotation[0] = getXAngleToDir(vDirToTarget, distToTarget);
|
||||
|
||||
// (within strike dist) || (not quite strike dist while following)
|
||||
if(distToTarget < rangeAttack || (distToTarget <= rangeFollow && mFollowTarget && !isStuck) )
|
||||
{
|
||||
//Melee and Close-up combat
|
||||
mMovement.mRotation[2] = getZAngleToDir(vDirToTarget, distToTarget);
|
||||
|
||||
// if we preserve dir.z then horizontal angle can be inaccurate
|
||||
mMovement.mRotation[2] = getZAngleToDir(Ogre::Vector3(vDirToTarget.x, vDirToTarget.y, 0));
|
||||
|
||||
// (not quite strike dist while following)
|
||||
if (mFollowTarget && distToTarget > rangeAttack)
|
||||
|
@ -398,18 +412,14 @@ namespace MWMechanics
|
|||
bool preferShortcut = false;
|
||||
bool inLOS = MWBase::Environment::get().getWorld()->getLOS(actor, target);
|
||||
|
||||
if(mReadyToAttack) isStuck = false;
|
||||
|
||||
// check if shortcut is available
|
||||
if(!isStuck
|
||||
&& (!mForceNoShortcut
|
||||
|| (Ogre::Vector3(mShortcutFailPos.pos) - vActorPos).length() >= PATHFIND_SHORTCUT_RETRY_DIST)
|
||||
&& inLOS)
|
||||
if(inLOS && (!isStuck || mReadyToAttack)
|
||||
&& (!mForceNoShortcut || (Ogre::Vector3(mShortcutFailPos.pos) - vActorPos).length() >= PATHFIND_SHORTCUT_RETRY_DIST))
|
||||
{
|
||||
if(speed == 0.0f) speed = actorCls.getSpeed(actor);
|
||||
// maximum dist before pit/obstacle for actor to avoid them depending on his speed
|
||||
float maxAvoidDist = tReaction * speed + speed / MAX_VEL_ANGULAR.valueRadians() * 2; // *2 - for reliability
|
||||
preferShortcut = checkWayIsClear(vActorPos, vTargetPos, distToTarget > maxAvoidDist*1.5? maxAvoidDist : maxAvoidDist/2);
|
||||
preferShortcut = checkWayIsClear(vActorPos, vTargetPos, Ogre::Vector3(vDirToTarget.x, vDirToTarget.y, 0).length() > maxAvoidDist*1.5? maxAvoidDist : maxAvoidDist/2);
|
||||
}
|
||||
|
||||
// don't use pathgrid when actor can move in 3 dimensions
|
||||
|
@ -467,7 +477,7 @@ namespace MWMechanics
|
|||
mReadyToAttack = false;
|
||||
}
|
||||
|
||||
if(distToTarget > rangeAttack && !distantCombat)
|
||||
if(!isStuck && distToTarget > rangeAttack && !distantCombat)
|
||||
{
|
||||
//special run attack; it shouldn't affect melee combat tactics
|
||||
if(actorCls.getMovementSettings(actor).mPosition[1] == 1)
|
||||
|
|
|
@ -137,7 +137,7 @@ void AiSequence::execute (const MWWorld::Ptr& actor,float duration)
|
|||
float nearestDist = std::numeric_limits<float>::max();
|
||||
Ogre::Vector3 vActorPos = Ogre::Vector3(actor.getRefData().getPosition().pos);
|
||||
|
||||
for(std::list<AiPackage *>::iterator it = mPackages.begin(); it != mPackages.end(); ++it)
|
||||
for(std::list<AiPackage *>::iterator it = mPackages.begin(); it != mPackages.end();)
|
||||
{
|
||||
if ((*it)->getTypeId() != AiPackage::TypeIdCombat) break;
|
||||
|
||||
|
@ -147,7 +147,7 @@ void AiSequence::execute (const MWWorld::Ptr& actor,float duration)
|
|||
if (target.isEmpty())
|
||||
{
|
||||
delete *it;
|
||||
mPackages.erase(it++);
|
||||
it = mPackages.erase(it);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -159,20 +159,26 @@ void AiSequence::execute (const MWWorld::Ptr& actor,float duration)
|
|||
nearestDist = distTo;
|
||||
itActualCombat = it;
|
||||
}
|
||||
++it;
|
||||
}
|
||||
}
|
||||
|
||||
// all targets disappeared
|
||||
if (nearestDist == std::numeric_limits<float>::max())
|
||||
if (!mPackages.empty())
|
||||
{
|
||||
mDone = true;
|
||||
return;
|
||||
}
|
||||
else if (mPackages.begin() != itActualCombat)
|
||||
if (nearestDist < std::numeric_limits<float>::max() && mPackages.begin() != itActualCombat)
|
||||
{
|
||||
// move combat package with nearest target to the front
|
||||
mPackages.splice(mPackages.begin(), mPackages, itActualCombat);
|
||||
}
|
||||
|
||||
package = mPackages.front();
|
||||
mLastAiPackage = package->getTypeId();
|
||||
}
|
||||
else
|
||||
{
|
||||
mDone = true;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (package->execute (actor,duration))
|
||||
|
|
|
@ -1022,7 +1022,9 @@ namespace MWMechanics
|
|||
|
||||
void MechanicsManager::startCombat(const MWWorld::Ptr &ptr, const MWWorld::Ptr &target)
|
||||
{
|
||||
if (ptr.getClass().isNpc())
|
||||
MWBase::Environment::get().getDialogueManager()->say(ptr, "attack");
|
||||
|
||||
ptr.getClass().getCreatureStats(ptr).getAiSequence().stack(MWMechanics::AiCombat(target), ptr);
|
||||
if (target == MWBase::Environment::get().getWorld()->getPlayerPtr())
|
||||
ptr.getClass().getCreatureStats(ptr).setHostile(true);
|
||||
|
|
|
@ -496,10 +496,10 @@ void MWMechanics::NpcStats::readState (const ESM::NpcStats& state)
|
|||
mExpelled.insert (iter->first);
|
||||
|
||||
if (iter->second.mRank >= 0)
|
||||
mFactionRank.insert (std::make_pair (iter->first, iter->second.mRank));
|
||||
mFactionRank[iter->first] = iter->second.mRank;
|
||||
|
||||
if (iter->second.mReputation)
|
||||
mFactionReputation.insert (std::make_pair (iter->first, iter->second.mReputation));
|
||||
mFactionReputation[iter->first] = iter->second.mReputation;
|
||||
}
|
||||
|
||||
mDisposition = state.mDisposition;
|
||||
|
|
|
@ -42,7 +42,7 @@ void ESMStore::load(ESM::ESMReader &esm, Loading::Listener* listener)
|
|||
for (int i = 0; i < esm.getIndex(); i++) {
|
||||
const std::string &candidate = allPlugins->at(i).getContext().filename;
|
||||
std::string fnamecandidate = boost::filesystem::path(candidate).filename().string();
|
||||
if (fname == fnamecandidate) {
|
||||
if (Misc::StringUtils::ciEqual(fname, fnamecandidate)) {
|
||||
index = i;
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -1375,11 +1375,11 @@ namespace MWWorld
|
|||
|
||||
updateWeather(duration);
|
||||
|
||||
mWorldScene->update (duration, paused);
|
||||
|
||||
if (!paused)
|
||||
doPhysics (duration);
|
||||
|
||||
mWorldScene->update (duration, paused);
|
||||
|
||||
performUpdateSceneQueries ();
|
||||
|
||||
updateWindowManager ();
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
|
||||
#include "collections.hpp"
|
||||
|
||||
#include <components/misc/stringops.hpp>
|
||||
|
||||
namespace Files
|
||||
{
|
||||
Collections::Collections()
|
||||
|
@ -36,10 +37,20 @@ namespace Files
|
|||
for (Files::PathContainer::const_iterator iter = mDirectories.begin();
|
||||
iter != mDirectories.end(); ++iter)
|
||||
{
|
||||
const boost::filesystem::path path = *iter / file;
|
||||
if (boost::filesystem::exists(path))
|
||||
for (boost::filesystem::directory_iterator iter2 (*iter);
|
||||
iter2!=boost::filesystem::directory_iterator(); ++iter2)
|
||||
{
|
||||
boost::filesystem::path path = *iter2;
|
||||
|
||||
if (mFoldCase)
|
||||
{
|
||||
if (Misc::StringUtils::ciEqual(file, path.filename().string()))
|
||||
return path.string();
|
||||
}
|
||||
else if (path.filename().string() == file)
|
||||
return path.string();
|
||||
}
|
||||
}
|
||||
|
||||
throw std::runtime_error ("file " + file + " not found");
|
||||
}
|
||||
|
@ -49,10 +60,20 @@ namespace Files
|
|||
for (Files::PathContainer::const_iterator iter = mDirectories.begin();
|
||||
iter != mDirectories.end(); ++iter)
|
||||
{
|
||||
const boost::filesystem::path path = *iter / file;
|
||||
if (boost::filesystem::exists(path))
|
||||
for (boost::filesystem::directory_iterator iter2 (*iter);
|
||||
iter2!=boost::filesystem::directory_iterator(); ++iter2)
|
||||
{
|
||||
boost::filesystem::path path = *iter2;
|
||||
|
||||
if (mFoldCase)
|
||||
{
|
||||
if (Misc::StringUtils::ciEqual(file, path.filename().string()))
|
||||
return true;
|
||||
}
|
||||
else if (path.filename().string() == file)
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
|
|
@ -417,7 +417,7 @@
|
|||
<UserString key="SettingType" value="CheckButton"/>
|
||||
</Widget>
|
||||
<Widget type="AutoSizedTextBox" skin="SandText" align="Left Top">
|
||||
<Property key="Caption" value="Enabled"/>
|
||||
<Property key="Caption" value="Shadows"/>
|
||||
</Widget>
|
||||
</Widget>
|
||||
|
||||
|
|
Loading…
Reference in a new issue