diff --git a/apps/openmw/mwmechanics/aicombat.cpp b/apps/openmw/mwmechanics/aicombat.cpp index 85a88e546..c0d2bc90d 100644 --- a/apps/openmw/mwmechanics/aicombat.cpp +++ b/apps/openmw/mwmechanics/aicombat.cpp @@ -31,8 +31,6 @@ namespace //chooses an attack depending on probability to avoid uniformity ESM::Weapon::AttackType chooseBestAttack(const ESM::Weapon* weapon, MWMechanics::Movement &movement); - void getMinMaxAttackDuration(const MWWorld::Ptr& actor, float (*fMinMaxDurations)[2]); - osg::Vec3f AimDirToMovingTarget(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, const osg::Vec3f& vLastTargetPos, float duration, int weapType, float strength); @@ -83,7 +81,6 @@ namespace MWMechanics /// \brief This class holds the variables AiCombat needs which are deleted if the package becomes inactive. struct AiCombatStorage : AiTemporaryBase { - float mTimerAttack; float mTimerReact; float mTimerCombatMove; bool mReadyToAttack; @@ -95,15 +92,12 @@ namespace MWMechanics boost::shared_ptr mCurrentAction; float mActionCooldown; float mStrength; - float mMinMaxAttackDuration[3][2]; - bool mMinMaxAttackDurationInitialised; bool mForceNoShortcut; ESM::Position mShortcutFailPos; osg::Vec3f mLastActorPos; MWMechanics::Movement mMovement; AiCombatStorage(): - mTimerAttack(0), mTimerReact(0), mTimerCombatMove(0), mReadyToAttack(false), @@ -115,7 +109,6 @@ namespace MWMechanics mCurrentAction(), mActionCooldown(0), mStrength(), - mMinMaxAttackDurationInitialised(false), mForceNoShortcut(false), mLastActorPos(0,0,0), mMovement(){} @@ -233,41 +226,12 @@ namespace MWMechanics { if(smoothTurn(actor, osg::DegreesToRadians(movement.mRotation[0]), 0)) movement.mRotation[0] = 0; } - - float attacksPeriod = 1.0f; - - ESM::Weapon::AttackType attackType; - - - bool& attack = storage.mAttack; bool& readyToAttack = storage.mReadyToAttack; - float& timerAttack = storage.mTimerAttack; - - bool& minMaxAttackDurationInitialised = storage.mMinMaxAttackDurationInitialised; - float (&minMaxAttackDuration)[3][2] = storage.mMinMaxAttackDuration; - - if(readyToAttack) - { - - if (!minMaxAttackDurationInitialised) - { - // TODO: this must be updated when a different weapon is equipped - // TODO: it would be much easier to ask the CharacterController about the current % completion of the weapon wind-up animation - getMinMaxAttackDuration(actor, minMaxAttackDuration); - minMaxAttackDurationInitialised = true; - } - if (timerAttack < 0) attack = false; - - timerAttack -= duration; - } - else - { - timerAttack = -attacksPeriod; + if (attack && (characterController.getAttackStrength() >= storage.mStrength || characterController.readyToPrepareAttack())) attack = false; - } characterController.setAttackingOrSpell(attack); @@ -372,32 +336,26 @@ namespace MWMechanics } - float& strength = storage.mStrength; + float& strength = storage.mStrength; // start new attack - if(readyToAttack) + if(readyToAttack && characterController.readyToStartAttack()) { - if(timerAttack <= -attacksPeriod) - { - attack = true; // attack starts just now - - if (!distantCombat) attackType = chooseBestAttack(weapon, movement); - else attackType = ESM::Weapon::AT_Chop; // cause it's =0 + attack = true; // attack starts just now + characterController.setAttackingOrSpell(attack); - strength = Misc::Rng::rollClosedProbability(); + if (!distantCombat) + chooseBestAttack(weapon, movement); - // Note: may be 0 for some animations - timerAttack = minMaxAttackDuration[attackType][0] + - (minMaxAttackDuration[attackType][1] - minMaxAttackDuration[attackType][0]) * strength; + strength = Misc::Rng::rollClosedProbability(); - //say a provoking combat phrase - if (actor.getClass().isNpc()) + //say a provoking combat phrase + if (actor.getClass().isNpc()) + { + const MWWorld::ESMStore &store = world->getStore(); + int chance = store.get().find("iVoiceAttackOdds")->getInt(); + if (Misc::Rng::roll0to99() < chance) { - const MWWorld::ESMStore &store = world->getStore(); - int chance = store.get().find("iVoiceAttackOdds")->getInt(); - if (Misc::Rng::roll0to99() < chance) - { - MWBase::Environment::get().getDialogueManager()->say(actor, "attack"); - } + MWBase::Environment::get().getDialogueManager()->say(actor, "attack"); } } } @@ -607,39 +565,6 @@ namespace MWMechanics readyToAttack = false; } - if(!isStuck && distToTarget > rangeAttack && !distantCombat) - { - //special run attack; it shouldn't affect melee combat tactics - if(actorClass.getMovementSettings(actor).mPosition[1] == 1) - { - /* check if actor can overcome the distance = distToTarget - attackerWeapRange - less than in time of swinging with weapon (t_swing), then start attacking - */ - float speed1 = actorClass.getSpeed(actor); - float speed2 = target.getClass().getSpeed(target); - if(target.getClass().getMovementSettings(target).mPosition[0] == 0 - && target.getClass().getMovementSettings(target).mPosition[1] == 0) - speed2 = 0; - - float s1 = distToTarget - weapRange; - float t = s1/speed1; - float s2 = speed2 * t; - float t_swing = - minMaxAttackDuration[ESM::Weapon::AT_Thrust][0] + - (minMaxAttackDuration[ESM::Weapon::AT_Thrust][1] - minMaxAttackDuration[ESM::Weapon::AT_Thrust][0]) * Misc::Rng::rollClosedProbability(); - - if (t + s2/speed1 <= t_swing) - { - readyToAttack = true; - if(timerAttack <= -attacksPeriod) - { - timerAttack = t_swing; - attack = true; - } - } - } - } - return false; } @@ -765,70 +690,6 @@ ESM::Weapon::AttackType chooseBestAttack(const ESM::Weapon* weapon, MWMechanics: return attackType; } -void getMinMaxAttackDuration(const MWWorld::Ptr& actor, float (*fMinMaxDurations)[2]) -{ - if (!actor.getClass().hasInventoryStore(actor)) // creatures - { - fMinMaxDurations[0][0] = fMinMaxDurations[0][1] = 0.1f; - fMinMaxDurations[1][0] = fMinMaxDurations[1][1] = 0.1f; - fMinMaxDurations[2][0] = fMinMaxDurations[2][1] = 0.1f; - - return; - } - - // get weapon information: type and speed - const ESM::Weapon *weapon = NULL; - MWMechanics::WeaponType weaptype = MWMechanics::WeapType_None; - - MWWorld::ContainerStoreIterator weaponSlot = - MWMechanics::getActiveWeapon(actor.getClass().getCreatureStats(actor), actor.getClass().getInventoryStore(actor), &weaptype); - - float weapSpeed; - if (weaptype != MWMechanics::WeapType_HandToHand - && weaptype != MWMechanics::WeapType_Spell - && weaptype != MWMechanics::WeapType_None) - { - weapon = weaponSlot->get()->mBase; - weapSpeed = weapon->mData.mSpeed; - } - else weapSpeed = 1.0f; - - MWRender::Animation *anim = MWBase::Environment::get().getWorld()->getAnimation(actor); - - std::string weapGroup; - MWMechanics::getWeaponGroup(weaptype, weapGroup); - weapGroup = weapGroup + ": "; - - bool bRangedWeap = (weaptype >= MWMechanics::WeapType_BowAndArrow && weaptype <= MWMechanics::WeapType_Thrown); - - const char *attackType[] = {"chop ", "slash ", "thrust ", "shoot "}; - - std::string textKey = "start"; - std::string textKey2; - - // get durations for each attack type - for (int i = 0; i < (bRangedWeap ? 1 : 3); i++) - { - float start1 = anim->getTextKeyTime(weapGroup + (bRangedWeap ? attackType[3] : attackType[i]) + textKey); - - if (start1 < 0) - { - fMinMaxDurations[i][0] = fMinMaxDurations[i][1] = 0.1f; - continue; - } - - textKey2 = "min attack"; - float start2 = anim->getTextKeyTime(weapGroup + (bRangedWeap ? attackType[3] : attackType[i]) + textKey2); - - fMinMaxDurations[i][0] = (start2 - start1) / weapSpeed; - - textKey2 = "max attack"; - start1 = anim->getTextKeyTime(weapGroup + (bRangedWeap ? attackType[3] : attackType[i]) + textKey2); - - fMinMaxDurations[i][1] = fMinMaxDurations[i][0] + (start1 - start2) / weapSpeed; - } -} - osg::Vec3f AimDirToMovingTarget(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, const osg::Vec3f& vLastTargetPos, float duration, int weapType, float strength) { diff --git a/apps/openmw/mwmechanics/character.cpp b/apps/openmw/mwmechanics/character.cpp index cf963e8aa..4b2ce9f4c 100644 --- a/apps/openmw/mwmechanics/character.cpp +++ b/apps/openmw/mwmechanics/character.cpp @@ -1259,6 +1259,8 @@ bool CharacterController::updateWeaponState() } animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete); + if(mUpperBodyState == UpperCharState_MinAttackToMaxAttack && mHitState != CharState_KnockDown) + mAttackStrength = complete; } else { @@ -2053,6 +2055,22 @@ bool CharacterController::readyToPrepareAttack() const return mHitState == CharState_None && mUpperBodyState <= UpperCharState_WeapEquiped; } +bool CharacterController::readyToStartAttack() const +{ + if (mHitState != CharState_None) + return false; + + if (mPtr.getClass().hasInventoryStore(mPtr) || mPtr.getClass().isBipedal(mPtr)) + return mUpperBodyState == UpperCharState_WeapEquiped; + else + return mUpperBodyState == UpperCharState_Nothing; +} + +float CharacterController::getAttackStrength() const +{ + return mAttackStrength; +} + void CharacterController::setActive(bool active) { mAnimation->setActive(active); diff --git a/apps/openmw/mwmechanics/character.hpp b/apps/openmw/mwmechanics/character.hpp index 6a5e0593d..b239b4a92 100644 --- a/apps/openmw/mwmechanics/character.hpp +++ b/apps/openmw/mwmechanics/character.hpp @@ -241,6 +241,9 @@ public: void setAttackingOrSpell(bool attackingOrSpell); bool readyToPrepareAttack() const; + bool readyToStartAttack() const; + + float getAttackStrength() const; /// @see Animation::setActive void setActive(bool active); @@ -249,7 +252,6 @@ public: void setHeadTrackTarget(const MWWorld::Ptr& target); }; - void getWeaponGroup(WeaponType weaptype, std::string &group); MWWorld::ContainerStoreIterator getActiveWeapon(CreatureStats &stats, MWWorld::InventoryStore &inv, WeaponType *weaptype); }