Merge remote-tracking branch 'dteviot/MagicEffectsRefactorDraft3'

sceneinput
Marc Zinnschlag 9 years ago
commit 2c37731494

@ -3,10 +3,17 @@
#include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"
#include "../mwworld/player.hpp"
namespace MWMechanics
{
MWWorld::Ptr getPlayer()
{
return MWBase::Environment::get().getWorld()->getPlayerPtr();
}
bool isPlayerInCombat()
{
return MWBase::Environment::get().getWorld()->getPlayer().isInCombat();
}
}

@ -1,14 +1,12 @@
#ifndef OPENMW_MWMECHANICS_ACTORUTIL_H
#define OPENMW_MWMECHANICS_ACTORUTIL_H
namespace MWWorld
{
class Ptr;
}
#include "../mwworld/ptr.hpp"
namespace MWMechanics
{
MWWorld::Ptr getPlayer();
bool isPlayerInCombat();
}
#endif

@ -16,6 +16,7 @@
#include "steering.hpp"
#include "actorutil.hpp"
#include "coordinateconverter.hpp"
MWMechanics::AiPackage::~AiPackage() {}
@ -32,45 +33,24 @@ bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, ESM::Pathgrid::Po
ESM::Position pos = actor.getRefData().getPosition(); //position of the actor
/// Stops the actor when it gets too close to a unloaded cell
const ESM::Cell *cell = actor.getCell()->getCell();
//... At current time, this test is unnecessary. AI shuts down when actor is more than 7168
//... units from player, and exterior cells are 8192 units long and wide.
//... But AI processing distance may increase in the future.
if (isNearInactiveCell(pos))
{
MWWorld::Ptr player = getPlayer();
Movement &movement = actor.getClass().getMovementSettings(actor);
//Ensure pursuer doesn't leave loaded cells
if(cell->mData.mX != player.getCell()->getCell()->mData.mX)
{
int sideX = PathFinder::sgn(cell->mData.mX - player.getCell()->getCell()->mData.mX);
//check if actor is near the border of an inactive cell. If so, stop walking.
if(sideX * (pos.pos[0] - cell->mData.mX*ESM::Land::REAL_SIZE) > sideX * (ESM::Land::REAL_SIZE/2.0f - 200.0f))
{
movement.mPosition[1] = 0;
return false;
}
}
if(cell->mData.mY != player.getCell()->getCell()->mData.mY)
{
int sideY = PathFinder::sgn(cell->mData.mY - player.getCell()->getCell()->mData.mY);
//check if actor is near the border of an inactive cell. If so, stop walking.
if(sideY * (pos.pos[1] - cell->mData.mY*ESM::Land::REAL_SIZE) > sideY * (ESM::Land::REAL_SIZE/2.0f - 200.0f))
{
movement.mPosition[1] = 0;
return false;
}
}
actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
return false;
}
//Start position
ESM::Pathgrid::Point start = pos.pos;
//***********************
/// Checks if you can't get to the end position at all, adds end position to end of path
/// Rebuilds path every quarter of a second, in case the target has moved
//***********************
if(mTimer > 0.25)
{
const ESM::Cell *cell = actor.getCell()->getCell();
if (doesPathNeedRecalc(dest, cell)) { //Only rebuild path if it's moved
mPathFinder.buildSyncedPath(start, dest, actor.getCell(), true); //Rebuild path, in case the target has moved
mPathFinder.buildSyncedPath(pos.pos, dest, actor.getCell(), true); //Rebuild path, in case the target has moved
mPrevDest = dest;
}
@ -133,3 +113,27 @@ bool MWMechanics::AiPackage::isTargetMagicallyHidden(const MWWorld::Ptr& target)
return (magicEffects.get(ESM::MagicEffect::Invisibility).getMagnitude() > 0)
|| (magicEffects.get(ESM::MagicEffect::Chameleon).getMagnitude() > 75);
}
bool MWMechanics::AiPackage::isNearInactiveCell(const ESM::Position& actorPos)
{
const ESM::Cell* playerCell(getPlayer().getCell()->getCell());
if (playerCell->isExterior())
{
// get actor's distance from origin of center cell
osg::Vec3f actorOffset(actorPos.asVec3());
CoordinateConverter(playerCell).toLocal(actorOffset);
// currently assumes 3 x 3 grid for exterior cells, with player at center cell.
// ToDo: (Maybe) use "exterior cell load distance" setting to get count of actual active cells
// While AI Process distance is 7168, AI shuts down actors before they reach edges of 3 x 3 grid.
const float distanceFromEdge = 200.0;
float minThreshold = (-1.0f * ESM::Land::REAL_SIZE) + distanceFromEdge;
float maxThreshold = (2.0f * ESM::Land::REAL_SIZE) - distanceFromEdge;
return (actorOffset[0] < minThreshold) || (maxThreshold < actorOffset[0])
|| (actorOffset[1] < minThreshold) || (maxThreshold < actorOffset[1]);
}
else
{
return false;
}
}

@ -88,6 +88,7 @@ namespace MWMechanics
private:
void evadeObstacles(const MWWorld::Ptr& actor, float duration, ESM::Position& pos);
bool isNearInactiveCell(const ESM::Position& actorPos);
};
}

@ -588,7 +588,7 @@ namespace MWMechanics
void AiWander::ToWorldCoordinates(ESM::Pathgrid::Point& point, const ESM::Cell * cell)
{
CoordinateConverter(cell).ToWorld(point);
CoordinateConverter(cell).toWorld(point);
}
void AiWander::trimAllowedNodes(std::vector<ESM::Pathgrid::Point>& nodes,
@ -746,7 +746,7 @@ namespace MWMechanics
{
// get NPC's position in local (i.e. cell) co-ordinates
osg::Vec3f npcPos(mInitialActorPosition);
CoordinateConverter(cell).ToLocal(npcPos);
CoordinateConverter(cell).toLocal(npcPos);
// mAllowedNodes for this actor with pathgrid point indexes based on mDistance
// NOTE: mPoints and mAllowedNodes are in local co-ordinates

@ -15,25 +15,25 @@ namespace MWMechanics
}
}
void CoordinateConverter::ToWorld(ESM::Pathgrid::Point& point)
void CoordinateConverter::toWorld(ESM::Pathgrid::Point& point)
{
point.mX += mCellX;
point.mY += mCellY;
}
void CoordinateConverter::ToWorld(osg::Vec3f& point)
void CoordinateConverter::toWorld(osg::Vec3f& point)
{
point.x() += static_cast<float>(mCellX);
point.y() += static_cast<float>(mCellY);
}
void CoordinateConverter::ToLocal(osg::Vec3f& point)
void CoordinateConverter::toLocal(osg::Vec3f& point)
{
point.x() -= static_cast<float>(mCellX);
point.y() -= static_cast<float>(mCellY);
}
osg::Vec3f CoordinateConverter::ToLocalVec3(const ESM::Pathgrid::Point& point)
osg::Vec3f CoordinateConverter::toLocalVec3(const ESM::Pathgrid::Point& point)
{
return osg::Vec3f(
static_cast<float>(point.mX - mCellX),

@ -18,15 +18,15 @@ namespace MWMechanics
CoordinateConverter(const ESM::Cell* cell);
/// in-place conversion from local to world
void ToWorld(ESM::Pathgrid::Point& point);
void toWorld(ESM::Pathgrid::Point& point);
/// in-place conversion from local to world
void ToWorld(osg::Vec3f& point);
void toWorld(osg::Vec3f& point);
/// in-place conversion from world to local
void ToLocal(osg::Vec3f& point);
void toLocal(osg::Vec3f& point);
osg::Vec3f ToLocalVec3(const ESM::Pathgrid::Point& point);
osg::Vec3f toLocalVec3(const ESM::Pathgrid::Point& point);
private:
int mCellX;

@ -927,7 +927,7 @@ namespace MWMechanics
return true;
}
if(MWBase::Environment::get().getWorld()->getPlayer().isInCombat()) {
if(MWMechanics::isPlayerInCombat()) {
MWBase::Environment::get().getWindowManager()->messageBox("#{sNotifyMessage2}");
return true;
}

@ -207,10 +207,10 @@ namespace MWMechanics
// outside an area enclosed by walls, but there is a pathgrid
// point right behind the wall that is closer than any pathgrid
// point outside the wall
osg::Vec3f startPointInLocalCoords(converter.ToLocalVec3(startPoint));
osg::Vec3f startPointInLocalCoords(converter.toLocalVec3(startPoint));
int startNode = getClosestPoint(mPathgrid, startPointInLocalCoords);
osg::Vec3f endPointInLocalCoords(converter.ToLocalVec3(endPoint));
osg::Vec3f endPointInLocalCoords(converter.toLocalVec3(endPoint));
std::pair<int, bool> endNode = getClosestReachablePoint(mPathgrid, cell,
endPointInLocalCoords,
startNode);
@ -223,7 +223,7 @@ namespace MWMechanics
if(startNode == endNode.first)
{
ESM::Pathgrid::Point temp(mPathgrid->mPoints[startNode]);
converter.ToWorld(temp);
converter.toWorld(temp);
mPath.push_back(temp);
}
else
@ -233,7 +233,7 @@ namespace MWMechanics
// convert supplied path to world co-ordinates
for (std::list<ESM::Pathgrid::Point>::iterator iter(mPath.begin()); iter != mPath.end(); ++iter)
{
converter.ToWorld(*iter);
converter.toWorld(*iter);
}
}

@ -208,7 +208,7 @@ void Pathgrid::enableCellPathgrid(const MWWorld::CellStore *store)
if (!pathgrid) return;
osg::Vec3f cellPathGridPos(0, 0, 0);
MWMechanics::CoordinateConverter(store->getCell()).ToWorld(cellPathGridPos);
MWMechanics::CoordinateConverter(store->getCell()).toWorld(cellPathGridPos);
osg::ref_ptr<osg::PositionAttitudeTransform> cellPathGrid = new osg::PositionAttitudeTransform;
cellPathGrid->setPosition(cellPathGridPos);

@ -5,15 +5,16 @@
#include "../mwbase/world.hpp"
#include "../mwworld/player.hpp"
#include "../mwmechanics/actorutil.hpp"
namespace MWWorld
{
void ActionAlchemy::executeImp (const Ptr& actor)
{
if (actor != MWBase::Environment::get().getWorld()->getPlayerPtr())
if (actor != MWMechanics::getPlayer())
return;
if(MWBase::Environment::get().getWorld()->getPlayer().isInCombat()) { //Ensure we're not in combat
if(MWMechanics::isPlayerInCombat()) { //Ensure we're not in combat
MWBase::Environment::get().getWindowManager()->messageBox("#{sInventoryMessage3}");
return;
}

@ -7,6 +7,8 @@
#include "../mwworld/containerstore.hpp"
#include "../mwmechanics/actorutil.hpp"
namespace MWWorld
{
ActionApply::ActionApply (const Ptr& object, const std::string& id)
@ -32,7 +34,7 @@ namespace MWWorld
{
MWBase::Environment::get().getWorld()->breakInvisibility(actor);
if (actor.getClass().apply (actor, mId, actor) && mUsageType!=-1 && actor == MWBase::Environment::get().getWorld()->getPlayerPtr())
if (actor.getClass().apply (actor, mId, actor) && mUsageType!=-1 && actor == MWMechanics::getPlayer())
actor.getClass().skillUsageSucceeded (actor, mSkillIndex, mUsageType);
actor.getClass().getContainerStore(actor).remove(getTarget(), 1, actor);

@ -7,6 +7,8 @@
#include "../mwworld/containerstore.hpp"
#include "../mwmechanics/actorutil.hpp"
#include "class.hpp"
namespace MWWorld
@ -19,7 +21,7 @@ namespace MWWorld
// apply to actor
std::string id = getTarget().getClass().getId (getTarget());
if (actor.getClass().apply (actor, id, actor) && actor == MWBase::Environment::get().getWorld()->getPlayerPtr())
if (actor.getClass().apply (actor, id, actor) && actor == MWMechanics::getPlayer())
actor.getClass().skillUsageSucceeded (actor, ESM::Skill::Alchemy, 1);
}

@ -5,6 +5,7 @@
#include "../mwbase/world.hpp"
#include "../mwmechanics/npcstats.hpp"
#include "../mwmechanics/actorutil.hpp"
#include "player.hpp"
#include "class.hpp"
@ -18,11 +19,11 @@ namespace MWWorld
void ActionRead::executeImp (const MWWorld::Ptr& actor) {
if (actor != MWBase::Environment::get().getWorld()->getPlayerPtr())
if (actor != MWMechanics::getPlayer())
return;
//Ensure we're not in combat
if(MWBase::Environment::get().getWorld()->getPlayer().isInCombat()
if(MWMechanics::isPlayerInCombat()
// Reading in combat is still allowed if the scroll/book is not in the player inventory yet
// (since otherwise, there would be no way to pick it up)
&& getTarget().getContainerStore() == &actor.getClass().getContainerStore(actor)

@ -4,6 +4,7 @@
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/world.hpp"
#include "../mwworld/player.hpp"
#include "../mwmechanics/actorutil.hpp"
namespace MWWorld
{
@ -14,10 +15,10 @@ namespace MWWorld
void ActionRepair::executeImp (const Ptr& actor)
{
if (actor != MWBase::Environment::get().getWorld()->getPlayerPtr())
if (actor != MWMechanics::getPlayer())
return;
if(MWBase::Environment::get().getWorld()->getPlayer().isInCombat()) {
if(MWMechanics::isPlayerInCombat()) {
MWBase::Environment::get().getWindowManager()->messageBox("#{sInventoryMessage2}");
return;
}

@ -4,6 +4,7 @@
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwworld/player.hpp"
#include "../mwmechanics/actorutil.hpp"
namespace MWWorld
{
@ -16,10 +17,10 @@ namespace MWWorld
void ActionSoulgem::executeImp(const Ptr &actor)
{
if (actor != MWBase::Environment::get().getWorld()->getPlayerPtr())
if (actor != MWMechanics::getPlayer())
return;
if(MWBase::Environment::get().getWorld()->getPlayer().isInCombat()) { //Ensure we're not in combat
if(MWMechanics::isPlayerInCombat()) { //Ensure we're not in combat
MWBase::Environment::get().getWindowManager()->messageBox("#{sInventoryMessage5}");
return;
}

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