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replaced multiple booleans with single state variable.

This commit is contained in:
dteviot 2015-07-19 18:02:13 +12:00
parent 1ed6e95c07
commit 22f49128cc
2 changed files with 29 additions and 43 deletions

View file

@ -64,10 +64,7 @@ namespace MWMechanics
const MWWorld::CellStore* mCell; // for detecting cell change
// AiWander states
bool mChooseAction;
bool mIdleNow;
bool mMoveNow;
bool mWalking;
AiWander::WanderState mState;
unsigned short mPlayedIdle;
@ -80,10 +77,7 @@ namespace MWMechanics
mSaidGreeting(AiWander::Greet_None),
mGreetingTimer(0),
mCell(NULL),
mChooseAction(true),
mIdleNow(false),
mMoveNow(false),
mWalking(false),
mState(AiWander::Wander_ChooseAction),
mPlayedIdle(0)
{};
};
@ -200,38 +194,33 @@ namespace MWMechanics
ESM::Position pos = actor.getRefData().getPosition();
bool& idleNow = storage.mIdleNow;
bool& moveNow = storage.mMoveNow;
bool& walking = storage.mWalking;
WanderState& wanderState = storage.mState;
// Check if an idle actor is too close to a door - if so start walking
mDoorCheckDuration += duration;
if(mDoorCheckDuration >= DOOR_CHECK_INTERVAL)
{
mDoorCheckDuration = 0; // restart timer
if(mDistance && // actor is not intended to be stationary
idleNow && // but is in idle
!walking && // FIXME: some actors are idle while walking
(wanderState == Wander_IdleNow) && // but is in idle
proximityToDoor(actor, MIN_DIST_TO_DOOR_SQUARED*1.6f*1.6f)) // NOTE: checks interior cells only
{
idleNow = false;
moveNow = true;
wanderState = Wander_MoveNow;
mTrimCurrentNode = false; // just in case
}
}
// Are we there yet?
bool& chooseAction = storage.mChooseAction;
if(walking &&
if ((wanderState == Wander_Walking) &&
storage.mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1], DESTINATION_TOLERANCE))
{
stopWalking(actor, storage);
chooseAction = true;
wanderState = Wander_ChooseAction;
mHasReturnPosition = false;
}
if(walking) // have not yet reached the destination
if (wanderState == Wander_Walking) // have not yet reached the destination
{
// turn towards the next point in mPath
zTurn(actor, storage.mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]));
@ -253,24 +242,23 @@ namespace MWMechanics
// Check if idle animation finished
short unsigned& playedIdle = storage.mPlayedIdle;
GreetingState& greetingState = storage.mSaidGreeting;
if(idleNow && !checkIdle(actor, playedIdle) && (greetingState == Greet_Done || greetingState == Greet_None))
if ((wanderState == Wander_IdleNow) &&
!checkIdle(actor, playedIdle) && (greetingState == Greet_Done || greetingState == Greet_None))
{
playedIdle = 0;
idleNow = false;
chooseAction = true;
wanderState = Wander_ChooseAction;
}
MWBase::World *world = MWBase::Environment::get().getWorld();
if(chooseAction)
if (wanderState == Wander_ChooseAction)
{
playedIdle = 0;
getRandomIdle(playedIdle); // NOTE: sets mPlayedIdle with a random selection
if(!playedIdle && mDistance)
{
chooseAction = false;
moveNow = true;
wanderState = Wander_MoveNow;
}
else
{
@ -278,8 +266,7 @@ namespace MWMechanics
MWWorld::TimeStamp currentTime = world->getTimeStamp();
mStartTime = currentTime;
playIdle(actor, playedIdle);
chooseAction = false;
idleNow = true;
wanderState = Wander_IdleNow;
}
}
@ -332,9 +319,6 @@ namespace MWMechanics
mHasReturnPosition = false;
if (mDistance == 0 && mHasReturnPosition && (pos.asVec3() - mReturnPosition).length2() > 20*20)
{
chooseAction = false;
idleNow = false;
if (!storage.mPathFinder.isPathConstructed())
{
ESM::Pathgrid::Point dest(PathFinder::MakePathgridPoint(mReturnPosition));
@ -347,19 +331,18 @@ namespace MWMechanics
if(storage.mPathFinder.isPathConstructed())
{
moveNow = false;
walking = true;
wanderState = Wander_Walking;
}
}
}
// Allow interrupting a walking actor to trigger a greeting
if(idleNow || walking)
if ((wanderState == Wander_IdleNow) || (wanderState == Wander_Walking))
{
playGreetingIfPlayerGetsTooClose(actor, storage);
}
if(moveNow && mDistance)
if ((wanderState == Wander_MoveNow) && mDistance)
{
// Construct a new path if there isn't one
if(!storage.mPathFinder.isPathConstructed())
@ -386,8 +369,7 @@ namespace MWMechanics
trimAllowedNodes(mAllowedNodes, storage.mPathFinder);
mObstacleCheck.clear();
storage.mPathFinder.clearPath();
storage.mWalking = false;
storage.mMoveNow = true;
storage.mState = Wander_MoveNow;
}
else // probably walking into another NPC
{
@ -409,7 +391,7 @@ namespace MWMechanics
mObstacleCheck.clear();
stopWalking(actor, storage);
storage.mChooseAction = true;
storage.mState = Wander_ChooseAction;
mStuckCount = 0;
}
//#endif
@ -481,11 +463,11 @@ namespace MWMechanics
{
greetingTimer++;
if (storage.mWalking)
if (storage.mState == Wander_Walking)
{
stopWalking(actor, storage);
mObstacleCheck.clear();
storage.mIdleNow = true;
storage.mState = Wander_IdleNow;
getRandomIdle(storage.mPlayedIdle);
}
@ -539,8 +521,7 @@ namespace MWMechanics
mAllowedNodes.push_back(mCurrentNode);
mCurrentNode = temp;
storage.mMoveNow = false;
storage.mWalking = true;
storage.mState = Wander_Walking;
}
// Choose a different node and delete this one from possible nodes because it is uncreachable:
else
@ -591,8 +572,6 @@ namespace MWMechanics
{
storage.mPathFinder.clearPath();
actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
storage.mMoveNow = false;
storage.mWalking = false;
}
void AiWander::playIdle(const MWWorld::Ptr& actor, unsigned short idleSelect)

View file

@ -63,6 +63,13 @@ namespace MWMechanics
Greet_InProgress,
Greet_Done
};
enum WanderState {
Wander_ChooseAction,
Wander_IdleNow,
Wander_MoveNow,
Wander_Walking,
};
private:
// NOTE: mDistance and mDuration must be set already
void init();