Pass Actor by reference, simplify GetTarget for greetings

pull/578/head
Capostrophic 5 years ago
parent efd5f13b2b
commit b0b4550f05

@ -447,7 +447,7 @@ namespace MWMechanics
actor.getClass().getMovementSettings(actor).mSpeedFactor = newSpeedFactor;
}
void Actors::updateGreetingState(const MWWorld::Ptr& actor, Actor* actorState, bool turnOnly)
void Actors::updateGreetingState(const MWWorld::Ptr& actor, Actor& actorState, bool turnOnly)
{
if (!actor.getClass().isActor() || actor == getPlayer())
return;
@ -460,9 +460,9 @@ namespace MWMechanics
MWBase::Environment::get().getWorld()->isSwimming(actor) ||
(packageId != AiPackage::TypeIdWander && packageId != AiPackage::TypeIdTravel && packageId != -1))
{
actorState->setTurningToPlayer(false);
actorState->setGreetingTimer(0);
actorState->setGreetingState(Greet_None);
actorState.setTurningToPlayer(false);
actorState.setGreetingTimer(0);
actorState.setGreetingState(Greet_None);
return;
}
@ -471,14 +471,14 @@ namespace MWMechanics
osg::Vec3f actorPos(actor.getRefData().getPosition().asVec3());
osg::Vec3f dir = playerPos - actorPos;
if (actorState->isTurningToPlayer())
if (actorState.isTurningToPlayer())
{
// Reduce the turning animation glitch by using a *HUGE* value of
// epsilon... TODO: a proper fix might be in either the physics or the
// animation subsystem
if (zTurn(actor, actorState->getAngleToPlayer(), osg::DegreesToRadians(5.f)))
if (zTurn(actor, actorState.getAngleToPlayer(), osg::DegreesToRadians(5.f)))
{
actorState->setTurningToPlayer(false);
actorState.setTurningToPlayer(false);
// An original engine launches an endless idle2 when an actor greets player.
playAnimationGroup (actor, "idle2", 0, std::numeric_limits<int>::max(), false);
}
@ -493,8 +493,8 @@ namespace MWMechanics
float helloDistance = static_cast<float>(stats.getAiSetting(CreatureStats::AI_Hello).getModified() * iGreetDistanceMultiplier);
int greetingTimer = actorState->getGreetingTimer();
GreetingState greetingState = actorState->getGreetingState();
int greetingTimer = actorState.getGreetingTimer();
GreetingState greetingState = actorState.getGreetingState();
if (greetingState == Greet_None)
{
if ((playerPos - actorPos).length2() <= helloDistance*helloDistance &&
@ -532,19 +532,19 @@ namespace MWMechanics
greetingState = Greet_None;
}
actorState->setGreetingTimer(greetingTimer);
actorState->setGreetingState(greetingState);
actorState.setGreetingTimer(greetingTimer);
actorState.setGreetingState(greetingState);
}
void Actors::turnActorToFacePlayer(const MWWorld::Ptr& actor, Actor* actorState, const osg::Vec3f& dir)
void Actors::turnActorToFacePlayer(const MWWorld::Ptr& actor, Actor& actorState, const osg::Vec3f& dir)
{
actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
actor.getClass().getMovementSettings(actor).mPosition[0] = 0;
if (!actorState->isTurningToPlayer())
if (!actorState.isTurningToPlayer())
{
actorState->setAngleToPlayer(std::atan2(dir.x(), dir.y()));
actorState->setTurningToPlayer(true);
actorState.setAngleToPlayer(std::atan2(dir.x(), dir.y()));
actorState.setTurningToPlayer(true);
}
}
@ -1694,7 +1694,7 @@ namespace MWMechanics
if (isConscious(iter->first))
{
stats.getAiSequence().execute(iter->first, *ctrl, duration);
updateGreetingState(iter->first, iter->second, timerUpdateHello > 0);
updateGreetingState(iter->first, *iter->second, timerUpdateHello > 0);
playIdleDialogue(iter->first);
updateMovementSpeed(iter->first);
}

@ -125,8 +125,8 @@ namespace MWMechanics
void playIdleDialogue(const MWWorld::Ptr& actor);
void updateMovementSpeed(const MWWorld::Ptr& actor);
void updateGreetingState(const MWWorld::Ptr& actor, Actor* actorState, bool turnOnly);
void turnActorToFacePlayer(const MWWorld::Ptr& actor, Actor* actorState, const osg::Vec3f& dir);
void updateGreetingState(const MWWorld::Ptr& actor, Actor& actorState, bool turnOnly);
void turnActorToFacePlayer(const MWWorld::Ptr& actor, Actor& actorState, const osg::Vec3f& dir);
void updateHeadTracking(const MWWorld::Ptr& actor, const MWWorld::Ptr& targetActor,
MWWorld::Ptr& headTrackTarget, float& sqrHeadTrackDistance);

@ -435,8 +435,7 @@ namespace MWScript
MWBase::MechanicsManager* mechMgr = MWBase::Environment::get().getMechanicsManager();
bool greeting = mechMgr->getGreetingState(actor) == MWMechanics::Greet_InProgress;
bool sayActive = MWBase::Environment::get().getSoundManager()->sayActive(actor);
if ((greeting && sayActive) || mechMgr->isTurningToPlayer(actor))
targetsAreEqual = true;
targetsAreEqual = (greeting && sayActive) || mechMgr->isTurningToPlayer(actor);
}
runtime.push(int(targetsAreEqual));
}

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