Revert "Change all AI packages (except AiActivate) to use ActorIds"

Causes potential infinite loops (AiSequence::fill -> AiPackage() -> getCreatureStats -> ensureCustomData -> ..)

This reverts commit 2e9985c1a3.
deque
scrawl 11 years ago
parent 028e00c98f
commit 36d9ae17cc

@ -540,7 +540,7 @@ namespace MWMechanics
MWMechanics::CreatureStats& summonedCreatureStats = ref.getPtr().getClass().getCreatureStats(ref.getPtr());
// Make the summoned creature follow its master and help in fights
AiFollow package(ptr);
AiFollow package(ptr.getRefData().getHandle());
summonedCreatureStats.getAiSequence().stack(package, ref.getPtr());
int creatureActorId = summonedCreatureStats.getActorId();
@ -759,7 +759,7 @@ namespace MWMechanics
&& MWBase::Environment::get().getWorld()->getLOS(ptr, player)
&& MWBase::Environment::get().getMechanicsManager()->awarenessCheck(player, ptr))
{
creatureStats.getAiSequence().stack(AiPursue(player), ptr);
creatureStats.getAiSequence().stack(AiPursue(player.getClass().getId(player)), ptr);
creatureStats.setAlarmed(true);
npcStats.setCrimeId(MWBase::Environment::get().getWorld()->getPlayer().getNewCrimeId());
}
@ -788,7 +788,7 @@ namespace MWMechanics
else if (!creatureStats.isHostile())
{
if (ptr.getClass().isClass(ptr, "Guard"))
creatureStats.getAiSequence().stack(AiPursue(player), ptr);
creatureStats.getAiSequence().stack(AiPursue(player.getClass().getId(player)), ptr);
else
{
MWBase::Environment::get().getMechanicsManager()->startCombat(ptr, player);

@ -81,7 +81,7 @@ namespace MWMechanics
// NOTE: MIN_DIST_TO_DOOR_SQUARED is defined in obstacle.hpp
AiCombat::AiCombat(const MWWorld::Ptr& actor) :
mTargetActorId(actor.getClass().getCreatureStats(actor).getActorId()),
mTarget(actor),
mTimerAttack(0),
mTimerReact(0),
mTimerCombatMove(0),
@ -153,9 +153,7 @@ namespace MWMechanics
|| actor.getClass().getCreatureStats(actor).getHealth().getCurrent() <= 0)
return true;
MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId);
if(target.getClass().getCreatureStats(target).isDead())
if(mTarget.getClass().getCreatureStats(mTarget).isDead())
return true;
//Update every frame
@ -327,7 +325,7 @@ namespace MWMechanics
ESM::Position pos = actor.getRefData().getPosition();
Ogre::Vector3 vActorPos(pos.pos);
Ogre::Vector3 vTargetPos(target.getRefData().getPosition().pos);
Ogre::Vector3 vTargetPos(mTarget.getRefData().getPosition().pos);
Ogre::Vector3 vDirToTarget = vTargetPos - vActorPos;
bool isStuck = false;
@ -398,7 +396,7 @@ namespace MWMechanics
else // remote pathfinding
{
bool preferShortcut = false;
bool inLOS = MWBase::Environment::get().getWorld()->getLOS(actor, target);
bool inLOS = MWBase::Environment::get().getWorld()->getLOS(actor, mTarget);
if(mReadyToAttack) isStuck = false;
@ -434,7 +432,7 @@ namespace MWMechanics
mFollowTarget = false;
buildNewPath(actor, target); //may fail to build a path, check before use
buildNewPath(actor); //may fail to build a path, check before use
//delete visited path node
mPathFinder.checkWaypoint(pos.pos[0],pos.pos[1],pos.pos[2]);
@ -478,9 +476,9 @@ namespace MWMechanics
//less than in time of playing weapon anim from 'start' to 'hit' tags (t_swing)
//then start attacking
float speed1 = actorCls.getSpeed(actor);
float speed2 = target.getClass().getSpeed(target);
if(target.getClass().getMovementSettings(target).mPosition[0] == 0
&& target.getClass().getMovementSettings(target).mPosition[1] == 0)
float speed2 = mTarget.getClass().getSpeed(mTarget);
if(mTarget.getClass().getMovementSettings(mTarget).mPosition[0] == 0
&& mTarget.getClass().getMovementSettings(mTarget).mPosition[1] == 0)
speed2 = 0;
float s1 = distToTarget - weapRange;
@ -572,9 +570,9 @@ namespace MWMechanics
return false;
}
void AiCombat::buildNewPath(const MWWorld::Ptr& actor, const MWWorld::Ptr& target)
void AiCombat::buildNewPath(const MWWorld::Ptr& actor)
{
Ogre::Vector3 newPathTarget = Ogre::Vector3(target.getRefData().getPosition().pos);
Ogre::Vector3 newPathTarget = Ogre::Vector3(mTarget.getRefData().getPosition().pos);
float dist;
@ -629,12 +627,9 @@ namespace MWMechanics
return 1;
}
std::string AiCombat::getTargetId() const
const std::string &AiCombat::getTargetId() const
{
MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId);
if (target.isEmpty())
return "";
return target.getRefData().getHandle();
return mTarget.getRefData().getHandle();
}

@ -31,7 +31,7 @@ namespace MWMechanics
virtual unsigned int getPriority() const;
///Returns target ID
std::string getTargetId() const;
const std::string &getTargetId() const;
private:
PathFinder mPathFinder;
@ -53,7 +53,7 @@ namespace MWMechanics
ESM::Position mLastPos;
MWMechanics::Movement mMovement;
int mTargetActorId;
MWWorld::Ptr mTarget;
const MWWorld::CellStore* mCell;
ObstacleCheck mObstacleCheck;
@ -63,7 +63,7 @@ namespace MWMechanics
MWWorld::CellRefList<ESM::Door>::List::iterator mDoorIter;
MWWorld::CellRefList<ESM::Door>& mDoors;
void buildNewPath(const MWWorld::Ptr& actor, const MWWorld::Ptr& target);
void buildNewPath(const MWWorld::Ptr& actor);
};
}

@ -8,8 +8,6 @@
#include "../mwworld/class.hpp"
#include "../mwworld/timestamp.hpp"
#include "../mwmechanics/creaturestats.hpp"
#include "steering.hpp"
#include "movement.hpp"
@ -21,8 +19,8 @@
namespace MWMechanics
{
AiEscort::AiEscort(const MWWorld::Ptr& actor, int duration, float x, float y, float z)
: mActorId(actor.getClass().getCreatureStats(actor).getActorId()), mX(x), mY(y), mZ(z), mDuration(duration)
AiEscort::AiEscort(const std::string &actorId, int duration, float x, float y, float z)
: mActorId(actorId), mX(x), mY(y), mZ(z), mDuration(duration)
, mCellX(std::numeric_limits<int>::max())
, mCellY(std::numeric_limits<int>::max())
{
@ -40,8 +38,8 @@ namespace MWMechanics
}
}
AiEscort::AiEscort(const MWWorld::Ptr& actor, const std::string &cellId,int duration, float x, float y, float z)
: mActorId(actor.getClass().getCreatureStats(actor).getActorId()), mCellId(cellId), mX(x), mY(y), mZ(z), mDuration(duration)
AiEscort::AiEscort(const std::string &actorId, const std::string &cellId,int duration, float x, float y, float z)
: mActorId(actorId), mCellId(cellId), mX(x), mY(y), mZ(z), mDuration(duration)
, mCellX(std::numeric_limits<int>::max())
, mCellY(std::numeric_limits<int>::max())
{
@ -77,14 +75,7 @@ namespace MWMechanics
return true;
}
const MWWorld::Ptr follower = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mActorId);
if (follower.isEmpty())
{
// The follower disappeared
MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
return true;
}
const MWWorld::Ptr follower = MWBase::Environment::get().getWorld()->getPtr(mActorId, false);
const float* const leaderPos = actor.getRefData().getPosition().pos;
const float* const followerPos = follower.getRefData().getPosition().pos;
double differenceBetween[3];
@ -98,7 +89,7 @@ namespace MWMechanics
if(distanceBetweenResult <= mMaxDist * mMaxDist)
{
if(pathTo(actor,ESM::Pathgrid::Point(mX,mY,mZ),duration)) //Returns true on path complete
if(pathTo(actor,ESM::Pathgrid::Point(mX,mY,mZ),duration)) //Returns true on path complete
return true;
mMaxDist = 470;
}

@ -15,11 +15,11 @@ namespace MWMechanics
/// Implementation of AiEscort
/** The Actor will escort the specified actor to the world position x, y, z until they reach their position, or they run out of time
\implement AiEscort **/
AiEscort(const MWWorld::Ptr& actor,int duration, float x, float y, float z);
AiEscort(const std::string &actorId,int duration, float x, float y, float z);
/// Implementation of AiEscortCell
/** The Actor will escort the specified actor to the cell position x, y, z until they reach their position, or they run out of time
\implement AiEscortCell **/
AiEscort(const MWWorld::Ptr& actor,const std::string &cellId,int duration, float x, float y, float z);
AiEscort(const std::string &actorId,const std::string &cellId,int duration, float x, float y, float z);
virtual AiEscort *clone() const;
@ -28,7 +28,7 @@ namespace MWMechanics
virtual int getTypeId() const;
private:
int mActorId;
std::string mActorId;
std::string mCellId;
float mX;
float mY;

@ -11,26 +11,23 @@
#include "steering.hpp"
MWMechanics::AiFollow::AiFollow(const MWWorld::Ptr& actor,float duration, float x, float y, float z)
: mAlwaysFollow(false), mDuration(duration), mX(x), mY(y), mZ(z), mCellId(""), AiPackage()
MWMechanics::AiFollow::AiFollow(const std::string &actorId,float duration, float x, float y, float z)
: mAlwaysFollow(false), mDuration(duration), mX(x), mY(y), mZ(z), mActorId(actorId), mCellId(""), AiPackage()
{
mActorId = actor.getClass().getCreatureStats(actor).getActorId();
}
MWMechanics::AiFollow::AiFollow(const MWWorld::Ptr& actor,const std::string &cellId,float duration, float x, float y, float z)
: mAlwaysFollow(false), mDuration(duration), mX(x), mY(y), mZ(z), mCellId(cellId), AiPackage()
MWMechanics::AiFollow::AiFollow(const std::string &actorId,const std::string &cellId,float duration, float x, float y, float z)
: mAlwaysFollow(false), mDuration(duration), mX(x), mY(y), mZ(z), mActorId(actorId), mCellId(cellId), AiPackage()
{
mActorId = actor.getClass().getCreatureStats(actor).getActorId();
}
MWMechanics::AiFollow::AiFollow(const MWWorld::Ptr& actor)
: mAlwaysFollow(true), mDuration(0), mX(0), mY(0), mZ(0), mCellId(""), AiPackage()
MWMechanics::AiFollow::AiFollow(const std::string &actorId)
: mAlwaysFollow(true), mDuration(0), mX(0), mY(0), mZ(0), mActorId(actorId), mCellId(""), AiPackage()
{
mActorId = actor.getClass().getCreatureStats(actor).getActorId();
}
bool MWMechanics::AiFollow::execute (const MWWorld::Ptr& actor,float duration)
{
const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mActorId); //The target to follow
const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mActorId, false); //The target to follow
if(target == MWWorld::Ptr()) return true; //Target doesn't exist
@ -78,8 +75,7 @@ bool MWMechanics::AiFollow::execute (const MWWorld::Ptr& actor,float duration)
std::string MWMechanics::AiFollow::getFollowedActor()
{
const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mActorId); //The target to follow
return target.getCellRef().mRefID;
return mActorId;
}
MWMechanics::AiFollow *MWMechanics::AiFollow::clone() const

@ -10,16 +10,16 @@ namespace MWMechanics
{
/// \brief AiPackage for an actor to follow another actor/the PC
/** The AI will follow the target until a condition (time, or position) are set. Both can be disabled to cause the actor to follow the other indefinitely
**/
class AiFollow : public AiPackage
{
**/
class AiFollow : public AiPackage
{
public:
/// Follow Actor for duration or until you arrive at a world position
AiFollow(const MWWorld::Ptr& actor,float duration, float X, float Y, float Z);
AiFollow(const std::string &ActorId,float duration, float X, float Y, float Z);
/// Follow Actor for duration or until you arrive at a position in a cell
AiFollow(const MWWorld::Ptr& actor,const std::string &CellId,float duration, float X, float Y, float Z);
AiFollow(const std::string &ActorId,const std::string &CellId,float duration, float X, float Y, float Z);
/// Follow Actor indefinitively
AiFollow(const MWWorld::Ptr& actor);
AiFollow(const std::string &ActorId);
virtual AiFollow *clone() const;
@ -38,8 +38,8 @@ namespace MWMechanics
float mX;
float mY;
float mZ;
int mActorId; // The actor we should follow
std::string mCellId;
};
}
#endif
std::string mActorId;
std::string mCellId;
};
}
#endif

@ -7,14 +7,12 @@
#include "../mwworld/action.hpp"
#include "../mwworld/cellstore.hpp"
#include "../mwmechanics/creaturestats.hpp"
#include "steering.hpp"
#include "movement.hpp"
#include "creaturestats.hpp"
MWMechanics::AiPursue::AiPursue(const MWWorld::Ptr& actor)
: mActorId(actor.getClass().getCreatureStats(actor).getActorId())
MWMechanics::AiPursue::AiPursue(const std::string &objectId)
: mObjectId(objectId)
{
}
MWMechanics::AiPursue *MWMechanics::AiPursue::clone() const
@ -25,7 +23,7 @@ bool MWMechanics::AiPursue::execute (const MWWorld::Ptr& actor, float duration)
{
ESM::Position pos = actor.getRefData().getPosition(); //position of the actor
const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mActorId); //The target to follow
const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mObjectId, false); //The target to follow
if(target == MWWorld::Ptr())
return true; //Target doesn't exist
@ -35,7 +33,8 @@ bool MWMechanics::AiPursue::execute (const MWWorld::Ptr& actor, float duration)
if(distance(dest, pos.pos[0], pos.pos[1], pos.pos[2]) < 100) { //Stop when you get close
actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
target.getClass().activate(target,actor).get()->execute(actor); //Arrest player
MWWorld::Ptr target = MWBase::Environment::get().getWorld()->getPtr(mObjectId,false);
MWWorld::Class::get(target).activate(target,actor).get()->execute(actor); //Arrest player
return true;
}
else {

@ -16,14 +16,14 @@ namespace MWMechanics
{
public:
///Constructor
/** \param actor Actor to pursue **/
AiPursue(const MWWorld::Ptr& actor);
/** \param objectId Actor to pursue **/
AiPursue(const std::string &objectId);
virtual AiPursue *clone() const;
virtual bool execute (const MWWorld::Ptr& actor,float duration);
virtual int getTypeId() const;
private:
int mActorId; // The actor to pursue
std::string mObjectId;
int mCellX;
int mCellY;
};

@ -175,8 +175,7 @@ void MWMechanics::AiSequence::fill(const ESM::AIPackageList &list)
else if (it->mType == ESM::AI_Escort)
{
ESM::AITarget data = it->mTarget;
MWWorld::Ptr target = MWBase::Environment::get().getWorld()->getPtr(data.mId.toString(), false);
package = new MWMechanics::AiEscort(target, data.mDuration, data.mX, data.mY, data.mZ);
package = new MWMechanics::AiEscort(data.mId.toString(), data.mDuration, data.mX, data.mY, data.mZ);
}
else if (it->mType == ESM::AI_Travel)
{
@ -191,8 +190,7 @@ void MWMechanics::AiSequence::fill(const ESM::AIPackageList &list)
else //if (it->mType == ESM::AI_Follow)
{
ESM::AITarget data = it->mTarget;
MWWorld::Ptr target = MWBase::Environment::get().getWorld()->getPtr(data.mId.toString(), false);
package = new MWMechanics::AiFollow(target, data.mDuration, data.mX, data.mY, data.mZ);
package = new MWMechanics::AiFollow(data.mId.toString(), data.mDuration, data.mX, data.mY, data.mZ);
}
mPackages.push_back(package);
}

@ -91,7 +91,6 @@ namespace MWScript
std::string actorID = runtime.getStringLiteral (runtime[0].mInteger);
runtime.pop();
MWWorld::Ptr actor = MWBase::Environment::get().getWorld()->getPtr(actorID, true);
Interpreter::Type_Float duration = runtime[0].mFloat;
runtime.pop();
@ -108,7 +107,7 @@ namespace MWScript
// discard additional arguments (reset), because we have no idea what they mean.
for (unsigned int i=0; i<arg0; ++i) runtime.pop();
MWMechanics::AiEscort escortPackage(actor, duration, x, y, z);
MWMechanics::AiEscort escortPackage(actorID, duration, x, y, z);
MWWorld::Class::get (ptr).getCreatureStats (ptr).getAiSequence().stack(escortPackage, ptr);
std::cout << "AiEscort: " << x << ", " << y << ", " << z << ", " << duration
@ -127,7 +126,6 @@ namespace MWScript
std::string actorID = runtime.getStringLiteral (runtime[0].mInteger);
runtime.pop();
MWWorld::Ptr actor = MWBase::Environment::get().getWorld()->getPtr(actorID, true);
std::string cellID = runtime.getStringLiteral (runtime[0].mInteger);
runtime.pop();
@ -147,7 +145,7 @@ namespace MWScript
// discard additional arguments (reset), because we have no idea what they mean.
for (unsigned int i=0; i<arg0; ++i) runtime.pop();
MWMechanics::AiEscort escortPackage(actor, cellID, duration, x, y, z);
MWMechanics::AiEscort escortPackage(actorID, cellID, duration, x, y, z);
MWWorld::Class::get (ptr).getCreatureStats (ptr).getAiSequence().stack(escortPackage, ptr);
std::cout << "AiEscort: " << x << ", " << y << ", " << z << ", " << duration
@ -283,7 +281,6 @@ namespace MWScript
std::string actorID = runtime.getStringLiteral (runtime[0].mInteger);
runtime.pop();
MWWorld::Ptr actor = MWBase::Environment::get().getWorld()->getPtr(actorID, true);
Interpreter::Type_Float duration = runtime[0].mFloat;
runtime.pop();
@ -300,7 +297,7 @@ namespace MWScript
// discard additional arguments (reset), because we have no idea what they mean.
for (unsigned int i=0; i<arg0; ++i) runtime.pop();
MWMechanics::AiFollow followPackage(actor, duration, x, y ,z);
MWMechanics::AiFollow followPackage(actorID, duration, x, y ,z);
MWWorld::Class::get (ptr).getCreatureStats (ptr).getAiSequence().stack(followPackage, ptr);
std::cout << "AiFollow: " << actorID << ", " << x << ", " << y << ", " << z << ", " << duration
@ -319,7 +316,6 @@ namespace MWScript
std::string actorID = runtime.getStringLiteral (runtime[0].mInteger);
runtime.pop();
MWWorld::Ptr actor = MWBase::Environment::get().getWorld()->getPtr(actorID, true);
std::string cellID = runtime.getStringLiteral (runtime[0].mInteger);
runtime.pop();
@ -339,8 +335,8 @@ namespace MWScript
// discard additional arguments (reset), because we have no idea what they mean.
for (unsigned int i=0; i<arg0; ++i) runtime.pop();
MWMechanics::AiFollow followPackage(actor, cellID, duration, x, y ,z);
ptr.getClass().getCreatureStats (ptr).getAiSequence().stack(followPackage, ptr);
MWMechanics::AiFollow followPackage(actorID, cellID, duration, x, y ,z);
MWWorld::Class::get (ptr).getCreatureStats (ptr).getAiSequence().stack(followPackage, ptr);
std::cout << "AiFollow: " << actorID << ", " << x << ", " << y << ", " << z << ", " << duration
<< std::endl;
}

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