Revert "Merge remote-tracking branch 'mrcheko/master'"

This reverts commit df7c139e2f, reversing
changes made to fec26342cd.
actorid
scrawl 11 years ago
parent a1ac99463f
commit a1fbd1fcc8

@ -1,5 +1,4 @@
#include "aicombat.hpp"
#include "aifollow.hpp"
#include "movement.hpp"
@ -39,7 +38,7 @@ namespace MWMechanics
mTimerAttack(0),
mTimerReact(0),
mTimerCombatMove(0),
mFollowTarget(false),
mCloseUp(false),
mReadyToAttack(false),
mStrike(false),
mCombatMove(false),
@ -183,7 +182,7 @@ namespace MWMechanics
Ogre::Vector3 vDir = vDest - vStart;
float distBetween = vDir.length();
if(distBetween < rangeMelee || (distBetween <= rangeCloseUp && mFollowTarget) )
if(distBetween < rangeMelee || (distBetween <= rangeCloseUp && mCloseUp) )
{
//Melee and Close-up combat
vDir.z = 0;
@ -193,10 +192,13 @@ namespace MWMechanics
// TODO: use movement settings instead of rotating directly
MWBase::Environment::get().getWorld()->rotateObject(actor, 0, 0, zAngle, false);
if(mPathFinder.isPathConstructed())
mPathFinder.clearPath();
//MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
//bool LOS = MWBase::Environment::get().getWorld()->getLOS(actor, mTarget);
if (mFollowTarget && distBetween > rangeMelee)
if (mCloseUp && distBetween > rangeMelee)
{
//Close-up combat: just run up on target
mMovement.mPosition[1] = 1;
@ -212,7 +214,7 @@ namespace MWMechanics
mTimerCombatMove = 0.1f + 0.1f * static_cast<float>(rand())/RAND_MAX;
mCombatMove = true;
}
else if(actor.getClass().isNpc() && (!distantCombat || (distantCombat && rangeMelee/5)))
else if(!distantCombat || (distantCombat && rangeMelee/5))
{
//apply sideway movement (kind of dodging) with some probability
if(static_cast<float>(rand())/RAND_MAX < 0.25)
@ -230,19 +232,13 @@ namespace MWMechanics
mReadyToAttack = true;
//only once got in melee combat, actor is allowed to use close-up shortcutting
mFollowTarget = true;
mCloseUp = true;
}
}
else
{
//target is at far distance: build path to target OR follow target (if previously actor had reached it once)
/*
//apply when AIFOLLOW package implementation will be existent
if(mFollowTarget)
actor.getClass().getCreatureStats(actor).getAiSequence().stack(AiFollow(mTarget));*/
mFollowTarget = false;
//target is at far distance: build & follow the path
mCloseUp = false;
buildNewPath(actor);
@ -344,8 +340,7 @@ namespace MWMechanics
//maybe here is a mistake (?): PathFinder::getPathSize() returns number of grid points in the path,
//not the actual path length. Here we should know if the new path is actually more effective.
//if(pathFinder2.getPathSize() < mPathFinder.getPathSize())
newPathFinder.syncStart(mPathFinder.getPath());
mPathFinder = newPathFinder;
mPathFinder = newPathFinder;
}
}
}

@ -37,7 +37,7 @@ namespace MWMechanics
float mTimerCombatMove;
bool mReadyToAttack, mStrike;
bool mFollowTarget;
bool mCloseUp;
bool mCombatMove;
MWMechanics::Movement mMovement;

@ -4,7 +4,6 @@
#include "../mwbase/environment.hpp"
#include "OgreMath.h"
#include "OgreVector3.h"
#include <boost/graph/dijkstra_shortest_paths.hpp>
#include <boost/graph/adjacency_list.hpp>
@ -234,21 +233,5 @@ namespace MWMechanics
return false;
}
void PathFinder::syncStart(const std::list<ESM::Pathgrid::Point> &path)
{
std::list<ESM::Pathgrid::Point>::const_iterator oldStart = path.begin();
std::list<ESM::Pathgrid::Point>::iterator iter = ++mPath.begin();
if( (*iter).mX == oldStart->mX
&& (*iter).mY == oldStart->mY
&& (*iter).mZ == oldStart->mZ
&& (*iter).mAutogenerated == oldStart->mAutogenerated
&& (*iter).mConnectionNum == oldStart->mConnectionNum )
{
mPath.pop_front();
}
}
}

@ -37,11 +37,6 @@ namespace MWMechanics
return mPath;
}
//When first point of newly created path is the nearest to actor point, then
//the cituation can occure when this point is undesirable (if the 2nd point of new path == the 1st point of old path)
//This functions deletes that point.
void syncStart(const std::list<ESM::Pathgrid::Point> &path);
private:
std::list<ESM::Pathgrid::Point> mPath;
bool mIsPathConstructed;

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