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123 lines
4.0 KiB
C++
123 lines
4.0 KiB
C++
#include "aiactivate.hpp"
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#include <components/esm/aisequence.hpp>
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/*
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Start of tes3mp addition
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Include additional headers for multiplayer purposes
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*/
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#include "../mwmp/Main.hpp"
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#include "../mwmp/Networking.hpp"
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#include "../mwmp/ObjectList.hpp"
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/*
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End of tes3mp addition
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*/
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#include "../mwbase/world.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwworld/class.hpp"
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#include "creaturestats.hpp"
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#include "movement.hpp"
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#include "steering.hpp"
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namespace MWMechanics
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{
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AiActivate::AiActivate(const std::string &objectId)
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: mObjectId(objectId)
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{
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}
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/*
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Start of tes3mp addition
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Allow AiActivate to be initialized using a Ptr instead of a refId
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*/
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AiActivate::AiActivate(MWWorld::Ptr object)
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: mObjectId("")
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{
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mObjectPtr = object;
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}
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/*
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End of tes3mp addition
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*/
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bool AiActivate::execute(const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
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{
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/*
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Start of tes3mp change (major)
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Only search for an object based on its refId if we haven't provided a specific object already
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*/
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const MWWorld::Ptr target = mObjectId.empty() ? mObjectPtr : MWBase::Environment::get().getWorld()->searchPtr(mObjectId, false);
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/*
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End of tes3mp change (major)
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*/
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actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Nothing);
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// Stop if the target doesn't exist
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// Really we should be checking whether the target is currently registered with the MechanicsManager
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if (target == MWWorld::Ptr() || !target.getRefData().getCount() || !target.getRefData().isEnabled())
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return true;
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// Turn to target and move to it directly, without pathfinding.
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const osg::Vec3f targetDir = target.getRefData().getPosition().asVec3() - actor.getRefData().getPosition().asVec3();
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zTurn(actor, std::atan2(targetDir.x(), targetDir.y()), 0.f);
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actor.getClass().getMovementSettings(actor).mPosition[1] = 1;
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actor.getClass().getMovementSettings(actor).mPosition[0] = 0;
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if (MWBase::Environment::get().getWorld()->getMaxActivationDistance() >= targetDir.length())
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{
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/*
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Start of tes3mp addition
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Send an ID_OBJECT_ACTIVATE packet every time an object is activated here
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*/
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mwmp::ObjectList *objectList = mwmp::Main::get().getNetworking()->getObjectList();
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objectList->reset();
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objectList->packetOrigin = mwmp::CLIENT_GAMEPLAY;
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objectList->addObjectActivate(target, actor);
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objectList->sendObjectActivate();
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/*
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End of tes3mp addition
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*/
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/*
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Start of tes3mp change (major)
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Disable unilateral activation on this client and expect the server's reply to our
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packet to do it instead
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Cancel the package to avoid an infinite activation loop, deviating from the behavior
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established in OpenMW in commit 48aba76ce904738d428e79f1ee24ce170f2a8309
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*/
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//MWBase::Environment::get().getWorld()->activate(target, actor);
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return true;
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/*
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End of tes3mp change (major)
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*/
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}
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return false;
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}
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void AiActivate::writeState(ESM::AiSequence::AiSequence &sequence) const
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{
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std::unique_ptr<ESM::AiSequence::AiActivate> activate(new ESM::AiSequence::AiActivate());
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activate->mTargetId = mObjectId;
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ESM::AiSequence::AiPackageContainer package;
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package.mType = ESM::AiSequence::Ai_Activate;
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package.mPackage = activate.release();
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sequence.mPackages.push_back(package);
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}
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AiActivate::AiActivate(const ESM::AiSequence::AiActivate *activate)
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: mObjectId(activate->mTargetId)
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{
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}
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}
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