Play 'hello' voiced dialogue entries in AIWander

actorid
scrawl 11 years ago
parent 0adc0f56ed
commit bea161331c

@ -7,6 +7,7 @@
#include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/dialoguemanager.hpp"
#include "creaturestats.hpp"
#include <OgreVector3.h>
@ -31,6 +32,7 @@ namespace MWMechanics
, mX(0)
, mY(0)
, mZ(0)
, mSaidGreeting(false)
{
for(unsigned short counter = 0; counter < mIdle.size(); counter++)
{
@ -197,6 +199,38 @@ namespace MWMechanics
if(mIdleNow)
{
// Play a random voice greeting if the player gets too close
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
float hello = actor.getClass().getCreatureStats(actor).getAiSetting(CreatureStats::AI_Hello).getModified();
float helloDistance = hello;
int iGreetDistanceMultiplier = store.get<ESM::GameSetting>().find("iGreetDistanceMultiplier")->getInt();
helloDistance *= iGreetDistanceMultiplier;
MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
float playerDist = Ogre::Vector3(player.getRefData().getPosition().pos).distance(
Ogre::Vector3(actor.getRefData().getPosition().pos));
if (!mSaidGreeting)
{
// TODO: check if actor is aware / has line of sight
if (playerDist <= helloDistance
// Only play a greeting if the player is not moving
&& Ogre::Vector3(player.getClass().getMovementSettings(player).mPosition).squaredLength() == 0)
{
mSaidGreeting = true;
MWBase::Environment::get().getDialogueManager()->say(actor, "hello");
// TODO: turn to face player and interrupt the idle animation?
}
}
else
{
float fGreetDistanceReset = store.get<ESM::GameSetting>().find("fGreetDistanceReset")->getFloat();
if (playerDist >= fGreetDistanceReset * iGreetDistanceMultiplier)
mSaidGreeting = false;
}
// Check if idle animation finished
if(!checkIdle(actor, mPlayedIdle))
{
mPlayedIdle = 0;

@ -32,6 +32,8 @@ namespace MWMechanics
std::vector<int> mIdle;
bool mRepeat;
bool mSaidGreeting;
float mX;
float mY;
float mZ;

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