#include "aiwander.hpp" #include "movement.hpp" #include "../mwworld/class.hpp" #include "../mwworld/player.hpp" #include "../mwbase/world.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/mechanicsmanager.hpp" #include namespace { float sgn(float a) { if(a > 0) return 1.0; return -1.0; } } namespace MWMechanics { AiWander::AiWander(int distance, int duration, int timeOfDay, const std::vector& idle, bool repeat): mDistance(distance), mDuration(duration), mTimeOfDay(timeOfDay), mIdle(idle), mRepeat(repeat) , mCellX(std::numeric_limits::max()) , mCellY(std::numeric_limits::max()) , mXCell(0) , mYCell(0) , mX(0) , mY(0) , mZ(0) { for(unsigned short counter = 0; counter < mIdle.size(); counter++) { if(mIdle[counter] >= 127 || mIdle[counter] < 0) mIdle[counter] = 0; } if(mDistance < 0) mDistance = 0; if(mDuration < 0) mDuration = 0; if(mDuration == 0) mTimeOfDay = 0; mStartTime = MWBase::Environment::get().getWorld()->getTimeStamp(); mPlayedIdle = 0; mPathgrid = NULL; mIdleChanceMultiplier = MWBase::Environment::get().getWorld()->getStore().get().find("fIdleChanceMultiplier")->getFloat(); mStoredAvailableNodes = false; mChooseAction = true; mIdleNow = false; mMoveNow = false; mWalking = false; } AiPackage * MWMechanics::AiWander::clone() const { return new AiWander(*this); } bool AiWander::execute (const MWWorld::Ptr& actor) { MWBase::World *world = MWBase::Environment::get().getWorld(); if(mDuration) { // End package if duration is complete or mid-night hits: MWWorld::TimeStamp currentTime = world->getTimeStamp(); if(currentTime.getHour() >= mStartTime.getHour() + mDuration) { if(!mRepeat) { stopWalking(actor); return true; } else mStartTime = currentTime; } else if(int(currentTime.getHour()) == 0 && currentTime.getDay() != mStartTime.getDay()) { if(!mRepeat) { stopWalking(actor); return true; } else mStartTime = currentTime; } } ESM::Position pos = actor.getRefData().getPosition(); if(!mStoredAvailableNodes) { mStoredAvailableNodes = true; mPathgrid = world->getStore().get().search(*actor.getCell()->mCell); mCellX = actor.getCell()->mCell->mData.mX; mCellY = actor.getCell()->mCell->mData.mY; if(!mPathgrid) mDistance = 0; else if(mPathgrid->mPoints.empty()) mDistance = 0; if(mDistance) { mXCell = 0; mYCell = 0; if(actor.getCell()->mCell->isExterior()) { mXCell = mCellX * ESM::Land::REAL_SIZE; mYCell = mCellY * ESM::Land::REAL_SIZE; } Ogre::Vector3 npcPos(actor.getRefData().getPosition().pos); npcPos[0] = npcPos[0] - mXCell; npcPos[1] = npcPos[1] - mYCell; for(unsigned int counter = 0; counter < mPathgrid->mPoints.size(); counter++) { Ogre::Vector3 nodePos(mPathgrid->mPoints[counter].mX, mPathgrid->mPoints[counter].mY, mPathgrid->mPoints[counter].mZ); if(npcPos.squaredDistance(nodePos) <= mDistance * mDistance) mAllowedNodes.push_back(mPathgrid->mPoints[counter]); } if(!mAllowedNodes.empty()) { Ogre::Vector3 firstNodePos(mAllowedNodes[0].mX, mAllowedNodes[0].mY, mAllowedNodes[0].mZ); float closestNode = npcPos.squaredDistance(firstNodePos); unsigned int index = 0; for(unsigned int counterThree = 1; counterThree < mAllowedNodes.size(); counterThree++) { Ogre::Vector3 nodePos(mAllowedNodes[counterThree].mX, mAllowedNodes[counterThree].mY, mAllowedNodes[counterThree].mZ); float tempDist = npcPos.squaredDistance(nodePos); if(tempDist < closestNode) index = counterThree; } mCurrentNode = mAllowedNodes[index]; mAllowedNodes.erase(mAllowedNodes.begin() + index); } if(mAllowedNodes.empty()) mDistance = 0; } } // Don't try to move if you are in a new cell (ie: positioncell command called) but still play idles. if(mDistance && (mCellX != actor.getCell()->mCell->mData.mX || mCellY != actor.getCell()->mCell->mData.mY)) mDistance = 0; if(mChooseAction) { mPlayedIdle = 0; unsigned short idleRoll = 0; for(unsigned int counter = 0; counter < mIdle.size(); counter++) { unsigned short idleChance = mIdleChanceMultiplier * mIdle[counter]; unsigned short randSelect = (int)(rand() / ((double)RAND_MAX + 1) * int(100 / mIdleChanceMultiplier)); if(randSelect < idleChance && randSelect > idleRoll) { mPlayedIdle = counter+2; idleRoll = randSelect; } } if(!mPlayedIdle && mDistance) { mChooseAction = false; mMoveNow = true; } else { // Play idle animation and recreate vanilla (broken?) behavior of resetting start time of AIWander: MWWorld::TimeStamp currentTime = world->getTimeStamp(); mStartTime = currentTime; playIdle(actor, mPlayedIdle); mChooseAction = false; mIdleNow = true; } } if(mIdleNow) { if(!checkIdle(actor, mPlayedIdle)) { mPlayedIdle = 0; mIdleNow = false; mChooseAction = true; } } if(mMoveNow && mDistance) { if(!mPathFinder.isPathConstructed()) { unsigned int randNode = (int)(rand() / ((double)RAND_MAX + 1) * mAllowedNodes.size()); Ogre::Vector3 destNodePos(mAllowedNodes[randNode].mX, mAllowedNodes[randNode].mY, mAllowedNodes[randNode].mZ); ESM::Pathgrid::Point dest; dest.mX = destNodePos[0] + mXCell; dest.mY = destNodePos[1] + mYCell; dest.mZ = destNodePos[2]; ESM::Pathgrid::Point start; start.mX = pos.pos[0]; start.mY = pos.pos[1]; start.mZ = pos.pos[2]; mPathFinder.buildPath(start, dest, mPathgrid, mXCell, mYCell, false); if(mPathFinder.isPathConstructed()) { // Remove this node as an option and add back the previously used node (stops NPC from picking the same node): ESM::Pathgrid::Point temp = mAllowedNodes[randNode]; mAllowedNodes.erase(mAllowedNodes.begin() + randNode); mAllowedNodes.push_back(mCurrentNode); mCurrentNode = temp; mMoveNow = false; mWalking = true; } // Choose a different node and delete this one from possible nodes because it is uncreachable: else mAllowedNodes.erase(mAllowedNodes.begin() + randNode); } } if(mWalking) { float zAngle = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]); world->rotateObject(actor, 0, 0, zAngle, false); MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 1; if(mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1], pos.pos[2])) { stopWalking(actor); mMoveNow = false; mWalking = false; mChooseAction = true; } } return false; } int AiWander::getTypeId() const { return 0; } void AiWander::stopWalking(const MWWorld::Ptr& actor) { mPathFinder.clearPath(); MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0; } void AiWander::playIdle(const MWWorld::Ptr& actor, unsigned short idleSelect) { if(idleSelect == 2) MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(actor, "idle2", 0, 1); else if(idleSelect == 3) MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(actor, "idle3", 0, 1); else if(idleSelect == 4) MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(actor, "idle4", 0, 1); else if(idleSelect == 5) MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(actor, "idle5", 0, 1); else if(idleSelect == 6) MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(actor, "idle6", 0, 1); else if(idleSelect == 7) MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(actor, "idle7", 0, 1); else if(idleSelect == 8) MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(actor, "idle8", 0, 1); else if(idleSelect == 9) MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(actor, "idle9", 0, 1); } bool AiWander::checkIdle(const MWWorld::Ptr& actor, unsigned short idleSelect) { if(idleSelect == 2) return MWBase::Environment::get().getMechanicsManager()->checkAnimationPlaying(actor, "idle2"); else if(idleSelect == 3) return MWBase::Environment::get().getMechanicsManager()->checkAnimationPlaying(actor, "idle3"); else if(idleSelect == 4) return MWBase::Environment::get().getMechanicsManager()->checkAnimationPlaying(actor, "idle4"); else if(idleSelect == 5) return MWBase::Environment::get().getMechanicsManager()->checkAnimationPlaying(actor, "idle5"); else if(idleSelect == 6) return MWBase::Environment::get().getMechanicsManager()->checkAnimationPlaying(actor, "idle6"); else if(idleSelect == 7) return MWBase::Environment::get().getMechanicsManager()->checkAnimationPlaying(actor, "idle7"); else if(idleSelect == 8) return MWBase::Environment::get().getMechanicsManager()->checkAnimationPlaying(actor, "idle8"); else if(idleSelect == 9) return MWBase::Environment::get().getMechanicsManager()->checkAnimationPlaying(actor, "idle9"); else return false; } }