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openmw-tes3mp/apps/openmw/mwmechanics/obstacle.cpp

206 lines
6.9 KiB
C++

#include "obstacle.hpp"
#include <components/esm/loadcell.hpp>
#include "../mwbase/world.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/cellstore.hpp"
#include "movement.hpp"
namespace MWMechanics
{
// NOTE: determined empirically but probably need further tweaking
static const float DIST_SAME_SPOT = 0.5f;
static const float DURATION_SAME_SPOT = 1.5f;
static const float DURATION_TO_EVADE = 0.4f;
const float ObstacleCheck::evadeDirections[NUM_EVADE_DIRECTIONS][2] =
{
{ 1.0f, 0.0f }, // move to side
{ 1.0f, -1.0f }, // move to side and backwards
{ -1.0f, 0.0f }, // move to other side
{ -1.0f, -1.0f } // move to side and backwards
};
// Proximity check function for interior doors. Given that most interior cells
// do not have many doors performance shouldn't be too much of an issue.
//
// Limitation: there can be false detections, and does not test whether the
// actor is facing the door.
bool proximityToDoor(const MWWorld::Ptr& actor, float minSqr)
{
if(getNearbyDoor(actor, minSqr)!=MWWorld::Ptr())
return true;
else
return false;
}
MWWorld::Ptr getNearbyDoor(const MWWorld::Ptr& actor, float minSqr)
{
MWWorld::CellStore *cell = actor.getCell();
if(cell->getCell()->isExterior())
return MWWorld::Ptr(); // check interior cells only
// Check all the doors in this cell
const MWWorld::CellRefList<ESM::Door>& doors = cell->getReadOnlyDoors();
const MWWorld::CellRefList<ESM::Door>::List& refList = doors.mList;
MWWorld::CellRefList<ESM::Door>::List::const_iterator it = refList.begin();
osg::Vec3f pos(actor.getRefData().getPosition().asVec3());
/// TODO: How to check whether the actor is facing a door? Below code is for
/// the player, perhaps it can be adapted.
//MWWorld::Ptr ptr = MWBase::Environment::get().getWorld()->getFacedObject();
//if(!ptr.isEmpty())
//std::cout << "faced door " << ptr.getClass().getName(ptr) << std::endl;
/// TODO: The in-game observation of rot[2] value seems to be the
/// opposite of the code in World::activateDoor() ::confused::
for (; it != refList.end(); ++it)
{
const MWWorld::LiveCellRef<ESM::Door>& ref = *it;
if((pos - ref.mData.getPosition().asVec3()).length2() < minSqr
&& ref.mData.getPosition().rot[2] == ref.mRef.getPosition().rot[2])
{
// FIXME cast
return MWWorld::Ptr(&const_cast<MWWorld::LiveCellRef<ESM::Door> &>(ref), actor.getCell()); // found, stop searching
}
}
return MWWorld::Ptr(); // none found
}
ObstacleCheck::ObstacleCheck():
mPrevX(0) // to see if the moved since last time
, mPrevY(0)
, mWalkState(State_Norm)
, mStuckDuration(0)
, mEvadeDuration(0)
, mDistSameSpot(-1) // avoid calculating it each time
, mEvadeDirectionIndex(0)
{
}
void ObstacleCheck::clear()
{
mWalkState = State_Norm;
mStuckDuration = 0;
mEvadeDuration = 0;
}
bool ObstacleCheck::isNormalState() const
{
return mWalkState == State_Norm;
}
bool ObstacleCheck::isEvading() const
{
return mWalkState == State_Evade;
}
/*
* input - actor, duration (time since last check)
* output - true if evasive action needs to be taken
*
* Walking state transitions (player greeting check not shown):
*
* MoveNow <------------------------------------+
* | d|
* | |
* +-> State_Norm <---> State_CheckStuck --> State_Evade
* ^ ^ | f ^ | t ^ | |
* | | | | | | | |
* | +---+ +---+ +---+ | u
* | any < t < u |
* +--------------------------------------------+
*
* f = one reaction time
* d = proximity to a closed door
* t = how long before considered stuck
* u = how long to move sideways
*
*/
bool ObstacleCheck::check(const MWWorld::Ptr& actor, float duration, float scaleMinimumDistance)
{
const MWWorld::Class& cls = actor.getClass();
ESM::Position pos = actor.getRefData().getPosition();
if(mDistSameSpot == -1)
mDistSameSpot = DIST_SAME_SPOT * cls.getSpeed(actor) * scaleMinimumDistance;
float distSameSpot = mDistSameSpot * duration;
bool samePosition = (osg::Vec2f(pos.pos[0], pos.pos[1]) - osg::Vec2f(mPrevX, mPrevY)).length2() < distSameSpot * distSameSpot;
// update position
mPrevX = pos.pos[0];
mPrevY = pos.pos[1];
switch(mWalkState)
{
case State_Norm:
{
if(!samePosition)
break;
else
mWalkState = State_CheckStuck;
}
/* FALL THROUGH */
case State_CheckStuck:
{
if(!samePosition)
{
mWalkState = State_Norm;
mStuckDuration = 0;
break;
}
else
{
mStuckDuration += duration;
// consider stuck only if position unchanges for a period
if(mStuckDuration < DURATION_SAME_SPOT)
break; // still checking, note duration added to timer
else
{
mStuckDuration = 0;
mWalkState = State_Evade;
chooseEvasionDirection();
}
}
}
/* FALL THROUGH */
case State_Evade:
{
mEvadeDuration += duration;
if(mEvadeDuration < DURATION_TO_EVADE)
return true;
else
{
// tried to evade, assume all is ok and start again
mWalkState = State_Norm;
mEvadeDuration = 0;
}
}
/* NO DEFAULT CASE */
}
return false; // no obstacles to evade (yet)
}
void ObstacleCheck::takeEvasiveAction(MWMechanics::Movement& actorMovement)
{
actorMovement.mPosition[0] = evadeDirections[mEvadeDirectionIndex][0];
actorMovement.mPosition[1] = evadeDirections[mEvadeDirectionIndex][1];
}
void ObstacleCheck::chooseEvasionDirection()
{
// change direction if attempt didn't work
++mEvadeDirectionIndex;
if (mEvadeDirectionIndex == NUM_EVADE_DIRECTIONS)
{
mEvadeDirectionIndex = 0;
}
}
}