mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-03-03 15:19:42 +00:00
Merge remote-tracking branch 'kcat/master'
Conflicts: extern/sdl4ogre/cursormanager.hpp
This commit is contained in:
commit
b737d958e1
5 changed files with 51 additions and 92 deletions
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@ -33,46 +33,48 @@ namespace MWMechanics
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bool AiTravel::execute (const MWWorld::Ptr& actor)
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bool AiTravel::execute (const MWWorld::Ptr& actor)
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{
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{
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MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayer().getPlayer();
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MWBase::World *world = MWBase::Environment::get().getWorld();
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ESM::Position pos = actor.getRefData().getPosition();
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ESM::Position pos = actor.getRefData().getPosition();
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bool cellChange = actor.getCell()->mCell->mData.mX != cellX || actor.getCell()->mCell->mData.mY != cellY;
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Movement &movement = actor.getClass().getMovementSettings(actor);
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const ESM::Pathgrid *pathgrid =
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const ESM::Cell *cell = actor.getCell()->mCell;
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MWBase::Environment::get().getWorld()->getStore().get<ESM::Pathgrid>().search(*actor.getCell()->mCell);
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if(actor.getCell()->mCell->mData.mX != player.getCell()->mCell->mData.mX)
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MWWorld::Ptr player = world->getPlayer().getPlayer();
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if(cell->mData.mX != player.getCell()->mCell->mData.mX)
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{
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{
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int sideX = sgn(actor.getCell()->mCell->mData.mX - player.getCell()->mCell->mData.mX);
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int sideX = sgn(cell->mData.mX - player.getCell()->mCell->mData.mX);
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//check if actor is near the border of an inactive cell. If so, disable aitravel.
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//check if actor is near the border of an inactive cell. If so, stop walking.
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if(sideX * (pos.pos[0] - actor.getCell()->mCell->mData.mX * ESM::Land::REAL_SIZE) > sideX * (ESM::Land::REAL_SIZE /
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if(sideX * (pos.pos[0] - cell->mData.mX*ESM::Land::REAL_SIZE) >
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2.0 - 200))
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sideX * (ESM::Land::REAL_SIZE/2.0f - 200.0f))
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{
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{
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MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
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movement.mPosition[1] = 0;
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return true;
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return false;
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}
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}
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}
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}
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if(actor.getCell()->mCell->mData.mY != player.getCell()->mCell->mData.mY)
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if(cell->mData.mY != player.getCell()->mCell->mData.mY)
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{
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{
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int sideY = sgn(actor.getCell()->mCell->mData.mY - player.getCell()->mCell->mData.mY);
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int sideY = sgn(cell->mData.mY - player.getCell()->mCell->mData.mY);
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//check if actor is near the border of an inactive cell. If so, disable aitravel.
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//check if actor is near the border of an inactive cell. If so, stop walking.
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if(sideY * (pos.pos[1] - actor.getCell()->mCell->mData.mY * ESM::Land::REAL_SIZE) > sideY * (ESM::Land::REAL_SIZE /
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if(sideY * (pos.pos[1] - cell->mData.mY*ESM::Land::REAL_SIZE) >
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2.0 - 200))
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sideY * (ESM::Land::REAL_SIZE/2.0f - 200.0f))
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{
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{
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MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
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movement.mPosition[1] = 0;
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return true;
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return false;
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}
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}
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}
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}
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const ESM::Pathgrid *pathgrid = world->getStore().get<ESM::Pathgrid>().search(*cell);
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bool cellChange = cell->mData.mX != cellX || cell->mData.mY != cellY;
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if(!mPathFinder.isPathConstructed() || cellChange)
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if(!mPathFinder.isPathConstructed() || cellChange)
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{
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{
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cellX = actor.getCell()->mCell->mData.mX;
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cellX = cell->mData.mX;
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cellY = actor.getCell()->mCell->mData.mY;
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cellY = cell->mData.mY;
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float xCell = 0;
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float xCell = 0;
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float yCell = 0;
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float yCell = 0;
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if (actor.getCell()->mCell->isExterior())
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if(cell->isExterior())
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{
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{
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xCell = actor.getCell()->mCell->mData.mX * ESM::Land::REAL_SIZE;
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xCell = cell->mData.mX * ESM::Land::REAL_SIZE;
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yCell = actor.getCell()->mCell->mData.mY * ESM::Land::REAL_SIZE;
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yCell = cell->mData.mY * ESM::Land::REAL_SIZE;
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}
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}
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ESM::Pathgrid::Point dest;
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ESM::Pathgrid::Point dest;
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@ -90,13 +92,13 @@ namespace MWMechanics
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if(mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1], pos.pos[2]))
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if(mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1], pos.pos[2]))
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{
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{
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MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
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movement.mPosition[1] = 0;
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return true;
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return true;
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}
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}
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float zAngle = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]);
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float zAngle = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]);
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MWBase::Environment::get().getWorld()->rotateObject(actor, 0, 0, zAngle, false);
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world->rotateObject(actor, 0, 0, zAngle, false);
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MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 1;
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movement.mPosition[1] = 1;
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return false;
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return false;
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}
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}
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@ -65,10 +65,11 @@ namespace MWMechanics
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bool AiWander::execute (const MWWorld::Ptr& actor)
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bool AiWander::execute (const MWWorld::Ptr& actor)
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{
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{
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MWBase::World *world = MWBase::Environment::get().getWorld();
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if(mDuration)
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if(mDuration)
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{
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{
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// End package if duration is complete or mid-night hits:
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// End package if duration is complete or mid-night hits:
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MWWorld::TimeStamp currentTime = MWBase::Environment::get().getWorld()->getTimeStamp();
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MWWorld::TimeStamp currentTime = world->getTimeStamp();
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if(currentTime.getHour() >= mStartTime.getHour() + mDuration)
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if(currentTime.getHour() >= mStartTime.getHour() + mDuration)
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{
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{
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if(!mRepeat)
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if(!mRepeat)
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@ -96,8 +97,7 @@ namespace MWMechanics
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if(!mStoredAvailableNodes)
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if(!mStoredAvailableNodes)
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{
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{
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mStoredAvailableNodes = true;
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mStoredAvailableNodes = true;
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mPathgrid =
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mPathgrid = world->getStore().get<ESM::Pathgrid>().search(*actor.getCell()->mCell);
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MWBase::Environment::get().getWorld()->getStore().get<ESM::Pathgrid>().search(*actor.getCell()->mCell);
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mCellX = actor.getCell()->mCell->mData.mX;
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mCellX = actor.getCell()->mCell->mData.mX;
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mCellY = actor.getCell()->mCell->mData.mY;
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mCellY = actor.getCell()->mCell->mData.mY;
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@ -150,37 +150,8 @@ namespace MWMechanics
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}
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}
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}
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}
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MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayer().getPlayer();
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bool cellChange = actor.getCell()->mCell->mData.mX != mCellX || actor.getCell()->mCell->mData.mY != mCellY;
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if(actor.getCell()->mCell->mData.mX != player.getCell()->mCell->mData.mX)
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{
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int sideX = sgn(actor.getCell()->mCell->mData.mX - player.getCell()->mCell->mData.mX);
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// Check if actor is near the border of an inactive cell. If so, disable AiWander.
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// FIXME: This *should* pause the AiWander package instead of terminating it.
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if(sideX * (pos.pos[0] - actor.getCell()->mCell->mData.mX * ESM::Land::REAL_SIZE) > sideX * (ESM::Land::REAL_SIZE /
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2.0 - 200))
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{
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stopWalking(actor);
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return true;
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}
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}
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if(actor.getCell()->mCell->mData.mY != player.getCell()->mCell->mData.mY)
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{
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int sideY = sgn(actor.getCell()->mCell->mData.mY - player.getCell()->mCell->mData.mY);
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// Check if actor is near the border of an inactive cell. If so, disable AiWander.
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// FIXME: This *should* pause the AiWander package instead of terminating it.
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if(sideY * (pos.pos[1] - actor.getCell()->mCell->mData.mY * ESM::Land::REAL_SIZE) > sideY * (ESM::Land::REAL_SIZE /
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2.0 - 200))
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{
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stopWalking(actor);
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return true;
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}
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}
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// Don't try to move if you are in a new cell (ie: positioncell command called) but still play idles.
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// Don't try to move if you are in a new cell (ie: positioncell command called) but still play idles.
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if(mDistance && (cellChange || (mCellX != actor.getCell()->mCell->mData.mX || mCellY != actor.getCell()->mCell->mData.mY)))
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if(mDistance && (mCellX != actor.getCell()->mCell->mData.mX || mCellY != actor.getCell()->mCell->mData.mY))
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mDistance = 0;
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mDistance = 0;
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if(mChooseAction)
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if(mChooseAction)
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@ -207,7 +178,7 @@ namespace MWMechanics
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else
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else
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{
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{
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// Play idle animation and recreate vanilla (broken?) behavior of resetting start time of AIWander:
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// Play idle animation and recreate vanilla (broken?) behavior of resetting start time of AIWander:
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MWWorld::TimeStamp currentTime = MWBase::Environment::get().getWorld()->getTimeStamp();
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MWWorld::TimeStamp currentTime = world->getTimeStamp();
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mStartTime = currentTime;
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mStartTime = currentTime;
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playIdle(actor, mPlayedIdle);
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playIdle(actor, mPlayedIdle);
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mChooseAction = false;
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mChooseAction = false;
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@ -264,18 +235,10 @@ namespace MWMechanics
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if(mWalking)
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if(mWalking)
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{
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{
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float zAngle = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]);
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float zAngle = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]);
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MWBase::Environment::get().getWorld()->rotateObject(actor, 0, 0, zAngle,false);
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world->rotateObject(actor, 0, 0, zAngle, false);
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MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 1;
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MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 1;
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// Unclog path nodes by allowing the NPC to be a small distance away from the center. This way two NPCs can be
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if(mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1], pos.pos[2]))
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// at the same path node at the same time and both will complete instead of endlessly walking into eachother:
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Ogre::Vector3 destNodePos(mCurrentNode.mX, mCurrentNode.mY, mCurrentNode.mZ);
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Ogre::Vector3 actorPos(actor.getRefData().getPosition().pos);
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actorPos[0] = actorPos[0] - mXCell;
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actorPos[1] = actorPos[1] - mYCell;
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float distance = actorPos.squaredDistance(destNodePos);
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if(distance < 1200 || mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1], pos.pos[2]))
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{
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{
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stopWalking(actor);
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stopWalking(actor);
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mMoveNow = false;
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mMoveNow = false;
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@ -147,13 +147,13 @@ namespace MWMechanics
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mIsPathConstructed = false;
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mIsPathConstructed = false;
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}
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}
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void PathFinder::buildPath(ESM::Pathgrid::Point startPoint, ESM::Pathgrid::Point endPoint,
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void PathFinder::buildPath(const ESM::Pathgrid::Point &startPoint, const ESM::Pathgrid::Point &endPoint,
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const ESM::Pathgrid* pathGrid, float xCell, float yCell, bool allowShortcuts)
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const ESM::Pathgrid *pathGrid, float xCell, float yCell, bool allowShortcuts)
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{
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{
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if(allowShortcuts)
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if(allowShortcuts)
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{
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{
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if(MWBase::Environment::get().getWorld()->castRay(startPoint.mX, startPoint.mY, startPoint.mZ, endPoint.mX, endPoint.mY,
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if(MWBase::Environment::get().getWorld()->castRay(startPoint.mX, startPoint.mY, startPoint.mZ,
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endPoint.mZ))
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endPoint.mX, endPoint.mY, endPoint.mZ))
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allowShortcuts = false;
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allowShortcuts = false;
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}
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}
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@ -184,14 +184,14 @@ namespace MWMechanics
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mIsPathConstructed = false;
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mIsPathConstructed = false;
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}
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}
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float PathFinder::getZAngleToNext(float x, float y)
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float PathFinder::getZAngleToNext(float x, float y) const
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{
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{
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// This should never happen (programmers should have an if statement checking mIsPathConstructed that prevents this call
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// This should never happen (programmers should have an if statement checking mIsPathConstructed that prevents this call
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// if otherwise).
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// if otherwise).
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if(mPath.empty())
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if(mPath.empty())
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return 0;
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return 0;
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ESM::Pathgrid::Point nextPoint = *mPath.begin();
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const ESM::Pathgrid::Point &nextPoint = *mPath.begin();
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float directionX = nextPoint.mX - x;
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float directionX = nextPoint.mX - x;
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float directionY = nextPoint.mY - y;
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float directionY = nextPoint.mY - y;
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float directionResult = sqrt(directionX * directionX + directionY * directionY);
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float directionResult = sqrt(directionX * directionX + directionY * directionY);
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@ -205,7 +205,7 @@ namespace MWMechanics
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return true;
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return true;
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ESM::Pathgrid::Point nextPoint = *mPath.begin();
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ESM::Pathgrid::Point nextPoint = *mPath.begin();
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if(distanceZCorrected(nextPoint, x, y, z) < 40)
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if(distanceZCorrected(nextPoint, x, y, z) < 64)
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{
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{
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mPath.pop_front();
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mPath.pop_front();
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if(mPath.empty())
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if(mPath.empty())
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@ -217,15 +217,5 @@ namespace MWMechanics
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return false;
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return false;
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}
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}
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std::list<ESM::Pathgrid::Point> PathFinder::getPath()
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{
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return mPath;
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}
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bool PathFinder::isPathConstructed()
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{
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return mIsPathConstructed;
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}
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}
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}
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@ -12,15 +12,18 @@ namespace MWMechanics
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PathFinder();
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PathFinder();
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void clearPath();
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void clearPath();
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void buildPath(ESM::Pathgrid::Point startPoint, ESM::Pathgrid::Point endPoint,
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void buildPath(const ESM::Pathgrid::Point &startPoint, const ESM::Pathgrid::Point &endPoint,
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const ESM::Pathgrid* pathGrid, float xCell = 0, float yCell = 0, bool allowShortcuts = 1);
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const ESM::Pathgrid* pathGrid, float xCell = 0, float yCell = 0,
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bool allowShortcuts = true);
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bool checkPathCompleted(float x, float y, float z);
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bool checkPathCompleted(float x, float y, float z);
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///< \Returns true if the last point of the path has been reached.
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///< \Returns true if the last point of the path has been reached.
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float getZAngleToNext(float x, float y);
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float getZAngleToNext(float x, float y) const;
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std::list<ESM::Pathgrid::Point> getPath();
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bool isPathConstructed() const
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bool isPathConstructed();
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{
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return mIsPathConstructed;
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}
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private:
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private:
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std::list<ESM::Pathgrid::Point> mPath;
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std::list<ESM::Pathgrid::Point> mPath;
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1
extern/sdl4ogre/cursormanager.hpp
vendored
1
extern/sdl4ogre/cursormanager.hpp
vendored
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@ -5,6 +5,7 @@
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#include <string>
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#include <string>
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#include <OgreTexture.h>
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#include <OgreTexture.h>
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#include <OgrePrerequisites.h>
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namespace SFO
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namespace SFO
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{
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{
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