mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-21 13:53:51 +00:00
Merge pull request #2860 from Capostrophic/greeting
Make greeting-related actor data temporary (bug #5397)
This commit is contained in:
commit
562d3654da
14 changed files with 172 additions and 95 deletions
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@ -13,6 +13,7 @@
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Bug #5367: Selecting a spell on an enchanted item per hotkey always plays the equip sound
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Bug #5369: Spawnpoint in the Grazelands doesn't produce oversized creatures
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Bug #5370: Opening an unlocked but trapped door uses the key
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Bug #5397: NPC greeting does not reset if you leave + reenter area
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Bug #5400: Editor: Verifier checks race of non-skin bodyparts
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Bug #5415: Environment maps in ebony cuirass and HiRez Armors Indoril cuirass don't work
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Bug #5416: Junk non-node records before the root node are not handled gracefully
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@ -7,6 +7,9 @@
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#include <set>
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#include <stdint.h>
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#include "../mwmechanics/actorutil.hpp"
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// For MWMechanics::GreetingState
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#include "../mwworld/ptr.hpp"
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namespace osg
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@ -272,6 +275,11 @@ namespace MWBase
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virtual bool isSneaking(const MWWorld::Ptr& ptr) = 0;
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virtual void reportStats(unsigned int frameNumber, osg::Stats& stats) const = 0;
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virtual int getGreetingTimer(const MWWorld::Ptr& ptr) const = 0;
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virtual float getAngleToPlayer(const MWWorld::Ptr& ptr) const = 0;
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virtual MWMechanics::GreetingState getGreetingState(const MWWorld::Ptr& ptr) const = 0;
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virtual bool isTurningToPlayer(const MWWorld::Ptr& ptr) const = 0;
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};
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}
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@ -18,4 +18,44 @@ namespace MWMechanics
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{
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return mCharacterController.get();
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}
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int Actor::getGreetingTimer() const
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{
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return mGreetingTimer;
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}
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void Actor::setGreetingTimer(int timer)
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{
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mGreetingTimer = timer;
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}
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float Actor::getAngleToPlayer() const
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{
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return mTargetAngleRadians;
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}
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void Actor::setAngleToPlayer(float angle)
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{
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mTargetAngleRadians = angle;
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}
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GreetingState Actor::getGreetingState() const
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{
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return mGreetingState;
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}
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void Actor::setGreetingState(GreetingState state)
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{
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mGreetingState = state;
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}
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bool Actor::isTurningToPlayer() const
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{
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return mIsTurningToPlayer;
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}
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void Actor::setTurningToPlayer(bool turning)
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{
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mIsTurningToPlayer = turning;
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}
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}
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@ -3,6 +3,8 @@
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#include <memory>
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#include "../mwmechanics/actorutil.hpp"
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namespace MWRender
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{
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class Animation;
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@ -27,8 +29,24 @@ namespace MWMechanics
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CharacterController* getCharacterController();
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int getGreetingTimer() const;
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void setGreetingTimer(int timer);
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float getAngleToPlayer() const;
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void setAngleToPlayer(float angle);
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GreetingState getGreetingState() const;
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void setGreetingState(GreetingState state);
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bool isTurningToPlayer() const;
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void setTurningToPlayer(bool turning);
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private:
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std::unique_ptr<CharacterController> mCharacterController;
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int mGreetingTimer{0};
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float mTargetAngleRadians{0.f};
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GreetingState mGreetingState{Greet_None};
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bool mIsTurningToPlayer{false};
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};
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}
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@ -447,7 +447,7 @@ namespace MWMechanics
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actor.getClass().getMovementSettings(actor).mSpeedFactor = newSpeedFactor;
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}
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void Actors::updateGreetingState(const MWWorld::Ptr& actor, bool turnOnly)
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void Actors::updateGreetingState(const MWWorld::Ptr& actor, Actor& actorState, bool turnOnly)
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{
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if (!actor.getClass().isActor() || actor == getPlayer())
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return;
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@ -460,9 +460,9 @@ namespace MWMechanics
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MWBase::Environment::get().getWorld()->isSwimming(actor) ||
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(packageId != AiPackage::TypeIdWander && packageId != AiPackage::TypeIdTravel && packageId != -1))
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{
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stats.setTurningToPlayer(false);
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stats.setGreetingTimer(0);
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stats.setGreetingState(Greet_None);
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actorState.setTurningToPlayer(false);
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actorState.setGreetingTimer(0);
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actorState.setGreetingState(Greet_None);
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return;
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}
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@ -471,14 +471,14 @@ namespace MWMechanics
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osg::Vec3f actorPos(actor.getRefData().getPosition().asVec3());
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osg::Vec3f dir = playerPos - actorPos;
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if (stats.isTurningToPlayer())
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if (actorState.isTurningToPlayer())
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{
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// Reduce the turning animation glitch by using a *HUGE* value of
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// epsilon... TODO: a proper fix might be in either the physics or the
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// animation subsystem
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if (zTurn(actor, stats.getAngleToPlayer(), osg::DegreesToRadians(5.f)))
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if (zTurn(actor, actorState.getAngleToPlayer(), osg::DegreesToRadians(5.f)))
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{
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stats.setTurningToPlayer(false);
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actorState.setTurningToPlayer(false);
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// An original engine launches an endless idle2 when an actor greets player.
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playAnimationGroup (actor, "idle2", 0, std::numeric_limits<int>::max(), false);
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}
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@ -493,8 +493,8 @@ namespace MWMechanics
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float helloDistance = static_cast<float>(stats.getAiSetting(CreatureStats::AI_Hello).getModified() * iGreetDistanceMultiplier);
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int greetingTimer = stats.getGreetingTimer();
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GreetingState greetingState = stats.getGreetingState();
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int greetingTimer = actorState.getGreetingTimer();
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GreetingState greetingState = actorState.getGreetingState();
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if (greetingState == Greet_None)
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{
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if ((playerPos - actorPos).length2() <= helloDistance*helloDistance &&
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@ -516,7 +516,7 @@ namespace MWMechanics
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greetingTimer++;
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if (greetingTimer <= GREETING_SHOULD_END || MWBase::Environment::get().getSoundManager()->sayActive(actor))
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turnActorToFacePlayer(actor, dir);
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turnActorToFacePlayer(actor, actorState, dir);
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if (greetingTimer >= GREETING_COOLDOWN)
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{
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@ -532,20 +532,19 @@ namespace MWMechanics
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greetingState = Greet_None;
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}
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stats.setGreetingTimer(greetingTimer);
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stats.setGreetingState(greetingState);
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actorState.setGreetingTimer(greetingTimer);
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actorState.setGreetingState(greetingState);
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}
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void Actors::turnActorToFacePlayer(const MWWorld::Ptr& actor, const osg::Vec3f& dir)
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void Actors::turnActorToFacePlayer(const MWWorld::Ptr& actor, Actor& actorState, const osg::Vec3f& dir)
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{
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actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
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actor.getClass().getMovementSettings(actor).mPosition[0] = 0;
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CreatureStats &stats = actor.getClass().getCreatureStats(actor);
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if (!stats.isTurningToPlayer())
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if (!actorState.isTurningToPlayer())
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{
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stats.setAngleToPlayer(std::atan2(dir.x(), dir.y()));
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stats.setTurningToPlayer(true);
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actorState.setAngleToPlayer(std::atan2(dir.x(), dir.y()));
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actorState.setTurningToPlayer(true);
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}
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}
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@ -1695,7 +1694,7 @@ namespace MWMechanics
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if (isConscious(iter->first))
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{
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stats.getAiSequence().execute(iter->first, *ctrl, duration);
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updateGreetingState(iter->first, timerUpdateHello > 0);
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updateGreetingState(iter->first, *iter->second, timerUpdateHello > 0);
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playIdleDialogue(iter->first);
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updateMovementSpeed(iter->first);
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}
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@ -2390,6 +2389,42 @@ namespace MWMechanics
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return ctrl->isAttackingOrSpell();
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}
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int Actors::getGreetingTimer(const MWWorld::Ptr& ptr) const
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{
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PtrActorMap::const_iterator it = mActors.find(ptr);
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if (it == mActors.end())
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return 0;
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return it->second->getGreetingTimer();
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}
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float Actors::getAngleToPlayer(const MWWorld::Ptr& ptr) const
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{
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PtrActorMap::const_iterator it = mActors.find(ptr);
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if (it == mActors.end())
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return 0.f;
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return it->second->getAngleToPlayer();
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}
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GreetingState Actors::getGreetingState(const MWWorld::Ptr& ptr) const
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{
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PtrActorMap::const_iterator it = mActors.find(ptr);
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if (it == mActors.end())
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return Greet_None;
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return it->second->getGreetingState();
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}
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bool Actors::isTurningToPlayer(const MWWorld::Ptr& ptr) const
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{
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PtrActorMap::const_iterator it = mActors.find(ptr);
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if (it == mActors.end())
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return false;
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return it->second->isTurningToPlayer();
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}
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void Actors::fastForwardAi()
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{
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if (!MWBase::Environment::get().getMechanicsManager()->isAIActive())
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@ -7,6 +7,8 @@
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#include <list>
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#include <map>
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#include "../mwmechanics/actorutil.hpp"
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namespace ESM
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{
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class ESMReader;
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@ -123,8 +125,8 @@ namespace MWMechanics
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void playIdleDialogue(const MWWorld::Ptr& actor);
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void updateMovementSpeed(const MWWorld::Ptr& actor);
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void updateGreetingState(const MWWorld::Ptr& actor, bool turnOnly);
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void turnActorToFacePlayer(const MWWorld::Ptr& actor, const osg::Vec3f& dir);
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void updateGreetingState(const MWWorld::Ptr& actor, Actor& actorState, bool turnOnly);
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void turnActorToFacePlayer(const MWWorld::Ptr& actor, Actor& actorState, const osg::Vec3f& dir);
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void updateHeadTracking(const MWWorld::Ptr& actor, const MWWorld::Ptr& targetActor,
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MWWorld::Ptr& headTrackTarget, float& sqrHeadTrackDistance);
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@ -195,6 +197,11 @@ namespace MWMechanics
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bool isReadyToBlock(const MWWorld::Ptr& ptr) const;
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bool isAttackingOrSpell(const MWWorld::Ptr& ptr) const;
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int getGreetingTimer(const MWWorld::Ptr& ptr) const;
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float getAngleToPlayer(const MWWorld::Ptr& ptr) const;
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GreetingState getGreetingState(const MWWorld::Ptr& ptr) const;
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bool isTurningToPlayer(const MWWorld::Ptr& ptr) const;
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private:
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void updateVisibility (const MWWorld::Ptr& ptr, CharacterController* ctrl);
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@ -8,6 +8,13 @@ namespace MWWorld
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namespace MWMechanics
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{
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enum GreetingState
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{
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Greet_None,
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Greet_InProgress,
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Greet_Done
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};
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MWWorld::Ptr getPlayer();
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bool isPlayerInCombat();
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bool canActorMoveByZAxis(const MWWorld::Ptr& actor);
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@ -3,6 +3,7 @@
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#include <components/esm/aisequence.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwworld/class.hpp"
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@ -43,14 +44,15 @@ namespace MWMechanics
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bool AiTravel::execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
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{
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auto& stats = actor.getClass().getCreatureStats(actor);
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MWBase::MechanicsManager* mechMgr = MWBase::Environment::get().getMechanicsManager();
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if (stats.isTurningToPlayer() || stats.getGreetingState() == Greet_InProgress)
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if (mechMgr->isTurningToPlayer(actor) || mechMgr->getGreetingState(actor) == Greet_InProgress)
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return false;
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const osg::Vec3f actorPos(actor.getRefData().getPosition().asVec3());
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const osg::Vec3f targetPos(mX, mY, mZ);
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auto& stats = actor.getClass().getCreatureStats(actor);
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stats.setMovementFlag(CreatureStats::Flag_Run, false);
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stats.setDrawState(DrawState_Nothing);
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|
|
|
@ -206,7 +206,7 @@ namespace MWMechanics
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storage.setState(AiWanderStorage::Wander_Walking);
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}
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GreetingState greetingState = cStats.getGreetingState();
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GreetingState greetingState = MWBase::Environment::get().getMechanicsManager()->getGreetingState(actor);
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if (greetingState == Greet_InProgress)
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{
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if (storage.mState == AiWanderStorage::Wander_Walking)
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@ -442,7 +442,7 @@ namespace MWMechanics
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}
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// Check if idle animation finished
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GreetingState greetingState = actor.getClass().getCreatureStats(actor).getGreetingState();
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GreetingState greetingState = MWBase::Environment::get().getMechanicsManager()->getGreetingState(actor);
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if (!checkIdle(actor, storage.mIdleAnimation) && (greetingState == Greet_Done || greetingState == Greet_None))
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{
|
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if (mPathFinder.isPathConstructed())
|
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|
|
|
@ -23,53 +23,12 @@ namespace MWMechanics
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mKnockdown(false), mKnockdownOneFrame(false), mKnockdownOverOneFrame(false),
|
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mHitRecovery(false), mBlock(false), mMovementFlags(0),
|
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mFallHeight(0), mRecalcMagicka(false), mLastRestock(0,0), mGoldPool(0), mActorId(-1), mHitAttemptActorId(-1),
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mDeathAnimation(-1), mTimeOfDeath(), mGreetingState(Greet_None),
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mGreetingTimer(0), mTargetAngleRadians(0), mIsTurningToPlayer(false), mLevel (0)
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mDeathAnimation(-1), mTimeOfDeath(), mLevel (0)
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{
|
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for (int i=0; i<4; ++i)
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mAiSettings[i] = 0;
|
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}
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int MWMechanics::CreatureStats::getGreetingTimer() const
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{
|
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return mGreetingTimer;
|
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}
|
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|
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void MWMechanics::CreatureStats::setGreetingTimer(int timer)
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{
|
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mGreetingTimer = timer;
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}
|
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|
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float MWMechanics::CreatureStats::getAngleToPlayer() const
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{
|
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return mTargetAngleRadians;
|
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}
|
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|
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void MWMechanics::CreatureStats::setAngleToPlayer(float angle)
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{
|
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mTargetAngleRadians = angle;
|
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}
|
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|
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GreetingState MWMechanics::CreatureStats::getGreetingState() const
|
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{
|
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return mGreetingState;
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}
|
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|
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void MWMechanics::CreatureStats::setGreetingState(GreetingState state)
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{
|
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mGreetingState = state;
|
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}
|
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|
||||
bool MWMechanics::CreatureStats::isTurningToPlayer() const
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{
|
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return mIsTurningToPlayer;
|
||||
}
|
||||
|
||||
void MWMechanics::CreatureStats::setTurningToPlayer(bool turning)
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{
|
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mIsTurningToPlayer = turning;
|
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}
|
||||
|
||||
const AiSequence& CreatureStats::getAiSequence() const
|
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{
|
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return mAiSequence;
|
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|
|
|
@ -19,13 +19,6 @@ namespace ESM
|
|||
|
||||
namespace MWMechanics
|
||||
{
|
||||
enum GreetingState
|
||||
{
|
||||
Greet_None,
|
||||
Greet_InProgress,
|
||||
Greet_Done
|
||||
};
|
||||
|
||||
/// \brief Common creature stats
|
||||
///
|
||||
///
|
||||
|
@ -77,11 +70,6 @@ namespace MWMechanics
|
|||
|
||||
MWWorld::TimeStamp mTimeOfDeath;
|
||||
|
||||
GreetingState mGreetingState;
|
||||
int mGreetingTimer;
|
||||
float mTargetAngleRadians;
|
||||
bool mIsTurningToPlayer;
|
||||
|
||||
public:
|
||||
typedef std::pair<int, std::string> SummonKey; // <ESM::MagicEffect index, spell ID>
|
||||
private:
|
||||
|
@ -97,18 +85,6 @@ namespace MWMechanics
|
|||
public:
|
||||
CreatureStats();
|
||||
|
||||
int getGreetingTimer() const;
|
||||
void setGreetingTimer(int timer);
|
||||
|
||||
float getAngleToPlayer() const;
|
||||
void setAngleToPlayer(float angle);
|
||||
|
||||
GreetingState getGreetingState() const;
|
||||
void setGreetingState(GreetingState state);
|
||||
|
||||
bool isTurningToPlayer() const;
|
||||
void setTurningToPlayer(bool turning);
|
||||
|
||||
DrawState_ getDrawState() const;
|
||||
void setDrawState(DrawState_ state);
|
||||
|
||||
|
|
|
@ -1951,4 +1951,24 @@ namespace MWMechanics
|
|||
stats.setAttribute(frameNumber, "Mechanics Actors", mActors.size());
|
||||
stats.setAttribute(frameNumber, "Mechanics Objects", mObjects.size());
|
||||
}
|
||||
|
||||
int MechanicsManager::getGreetingTimer(const MWWorld::Ptr &ptr) const
|
||||
{
|
||||
return mActors.getGreetingTimer(ptr);
|
||||
}
|
||||
|
||||
float MechanicsManager::getAngleToPlayer(const MWWorld::Ptr &ptr) const
|
||||
{
|
||||
return mActors.getAngleToPlayer(ptr);
|
||||
}
|
||||
|
||||
GreetingState MechanicsManager::getGreetingState(const MWWorld::Ptr &ptr) const
|
||||
{
|
||||
return mActors.getGreetingState(ptr);
|
||||
}
|
||||
|
||||
bool MechanicsManager::isTurningToPlayer(const MWWorld::Ptr &ptr) const
|
||||
{
|
||||
return mActors.isTurningToPlayer(ptr);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -242,6 +242,11 @@ namespace MWMechanics
|
|||
|
||||
virtual void reportStats(unsigned int frameNumber, osg::Stats& stats) const override;
|
||||
|
||||
virtual int getGreetingTimer(const MWWorld::Ptr& ptr) const override;
|
||||
virtual float getAngleToPlayer(const MWWorld::Ptr& ptr) const override;
|
||||
virtual GreetingState getGreetingState(const MWWorld::Ptr& ptr) const override;
|
||||
virtual bool isTurningToPlayer(const MWWorld::Ptr& ptr) const override;
|
||||
|
||||
private:
|
||||
bool canCommitCrimeAgainst(const MWWorld::Ptr& victim, const MWWorld::Ptr& attacker);
|
||||
bool canReportCrime(const MWWorld::Ptr &actor, const MWWorld::Ptr &victim, std::set<MWWorld::Ptr> &playerFollowers);
|
||||
|
|
|
@ -430,13 +430,12 @@ namespace MWScript
|
|||
if (!targetPtr.isEmpty() && targetPtr.getCellRef().getRefId() == testedTargetId)
|
||||
targetsAreEqual = true;
|
||||
}
|
||||
else
|
||||
else if (testedTargetId == "player") // Currently the player ID is hardcoded
|
||||
{
|
||||
bool turningToPlayer = creatureStats.isTurningToPlayer();
|
||||
bool greeting = creatureStats.getGreetingState() == MWMechanics::Greet_InProgress;
|
||||
MWBase::MechanicsManager* mechMgr = MWBase::Environment::get().getMechanicsManager();
|
||||
bool greeting = mechMgr->getGreetingState(actor) == MWMechanics::Greet_InProgress;
|
||||
bool sayActive = MWBase::Environment::get().getSoundManager()->sayActive(actor);
|
||||
if (turningToPlayer || (greeting && sayActive))
|
||||
targetsAreEqual = (testedTargetId == "player"); // Currently the player ID is hardcoded
|
||||
targetsAreEqual = (greeting && sayActive) || mechMgr->isTurningToPlayer(actor);
|
||||
}
|
||||
runtime.push(int(targetsAreEqual));
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue