You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
214 lines
6.9 KiB
C++
214 lines
6.9 KiB
C++
#include "obstacle.hpp"
|
|
|
|
#include <components/esm/loadcell.hpp>
|
|
#include <components/sceneutil/positionattitudetransform.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
|
|
};
|
|
|
|
bool proximityToDoor(const MWWorld::Ptr& actor, float minDist)
|
|
{
|
|
if(getNearbyDoor(actor, minDist).isEmpty())
|
|
return false;
|
|
else
|
|
return true;
|
|
}
|
|
|
|
const MWWorld::Ptr getNearbyDoor(const MWWorld::Ptr& actor, float minDist)
|
|
{
|
|
MWWorld::CellStore *cell = actor.getCell();
|
|
|
|
// 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());
|
|
pos.z() = 0;
|
|
|
|
osg::Vec3f actorDir = (actor.getRefData().getBaseNode()->getAttitude() * osg::Vec3f(0,1,0));
|
|
|
|
for (; it != refList.end(); ++it)
|
|
{
|
|
const MWWorld::LiveCellRef<ESM::Door>& ref = *it;
|
|
|
|
osg::Vec3f doorPos(ref.mData.getPosition().asVec3());
|
|
|
|
// FIXME: cast
|
|
const MWWorld::Ptr doorPtr = MWWorld::Ptr(&const_cast<MWWorld::LiveCellRef<ESM::Door> &>(ref), actor.getCell());
|
|
|
|
int doorState = doorPtr.getClass().getDoorState(doorPtr);
|
|
float doorRot = ref.mData.getPosition().rot[2] - doorPtr.getCellRef().getPosition().rot[2];
|
|
|
|
if (doorState != 0 || doorRot != 0)
|
|
continue; // the door is already opened/opening
|
|
|
|
doorPos.z() = 0;
|
|
|
|
float angle = std::acos(actorDir * (doorPos - pos) / (actorDir.length() * (doorPos - pos).length()));
|
|
|
|
// Allow 60 degrees angle between actor and door
|
|
if (angle < -osg::PI / 3 || angle > osg::PI / 3)
|
|
continue;
|
|
|
|
// Door is not close enough
|
|
if ((pos - doorPos).length2() > minDist*minDist)
|
|
continue;
|
|
|
|
return doorPtr; // 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;
|
|
}
|
|
}
|
|
|
|
}
|