Load repeat flag and use reset argument

fix-static-urls
Evil Eye 3 years ago
parent c5de69f9c6
commit 231da19aa4

@ -13,8 +13,8 @@
namespace MWMechanics
{
AiActivate::AiActivate(const std::string &objectId)
: mObjectId(objectId)
AiActivate::AiActivate(const std::string &objectId, bool repeat)
: TypedAiPackage<AiActivate>(repeat), mObjectId(objectId)
{
}

@ -24,7 +24,7 @@ namespace MWMechanics
public:
/// Constructor
/** \param objectId Reference to object to activate **/
explicit AiActivate(const std::string &objectId);
explicit AiActivate(const std::string &objectId, bool repeat);
explicit AiActivate(const ESM::AiSequence::AiActivate* activate);

@ -20,16 +20,16 @@
namespace MWMechanics
{
AiEscort::AiEscort(const std::string &actorId, int duration, float x, float y, float z)
: mX(x), mY(y), mZ(z), mDuration(duration), mRemainingDuration(static_cast<float>(duration))
AiEscort::AiEscort(const std::string &actorId, int duration, float x, float y, float z, bool repeat)
: TypedAiPackage<AiEscort>(repeat), mX(x), mY(y), mZ(z), mDuration(duration), mRemainingDuration(static_cast<float>(duration))
, mCellX(std::numeric_limits<int>::max())
, mCellY(std::numeric_limits<int>::max())
{
mTargetActorRefId = actorId;
}
AiEscort::AiEscort(const std::string &actorId, const std::string &cellId, int duration, float x, float y, float z)
: mCellId(cellId), mX(x), mY(y), mZ(z), mDuration(duration), mRemainingDuration(static_cast<float>(duration))
AiEscort::AiEscort(const std::string &actorId, const std::string &cellId, int duration, float x, float y, float z, bool repeat)
: TypedAiPackage<AiEscort>(repeat), mCellId(cellId), mX(x), mY(y), mZ(z), mDuration(duration), mRemainingDuration(static_cast<float>(duration))
, mCellX(std::numeric_limits<int>::max())
, mCellY(std::numeric_limits<int>::max())
{

@ -22,11 +22,11 @@ namespace MWMechanics
/// Implementation of AiEscort
/** The Actor will escort the specified actor to the world position x, y, z until they reach their position, or they run out of time
\implement AiEscort **/
AiEscort(const std::string &actorId, int duration, float x, float y, float z);
AiEscort(const std::string &actorId, int duration, float x, float y, float z, bool repeat);
/// Implementation of AiEscortCell
/** The Actor will escort the specified actor to the cell position x, y, z until they reach their position, or they run out of time
\implement AiEscortCell **/
AiEscort(const std::string &actorId, const std::string &cellId, int duration, float x, float y, float z);
AiEscort(const std::string &actorId, const std::string &cellId, int duration, float x, float y, float z, bool repeat);
AiEscort(const ESM::AiSequence::AiEscort* escort);

@ -28,36 +28,20 @@ namespace MWMechanics
{
int AiFollow::mFollowIndexCounter = 0;
AiFollow::AiFollow(const std::string &actorId, float duration, float x, float y, float z)
: mAlwaysFollow(false), mDuration(duration), mRemainingDuration(duration), mX(x), mY(y), mZ(z)
AiFollow::AiFollow(const std::string &actorId, float duration, float x, float y, float z, bool repeat)
: TypedAiPackage<AiFollow>(repeat), mAlwaysFollow(false), mDuration(duration), mRemainingDuration(duration), mX(x), mY(y), mZ(z)
, mCellId(""), mActive(false), mFollowIndex(mFollowIndexCounter++)
{
mTargetActorRefId = actorId;
}
AiFollow::AiFollow(const std::string &actorId, const std::string &cellId, float duration, float x, float y, float z)
: mAlwaysFollow(false), mDuration(duration), mRemainingDuration(duration), mX(x), mY(y), mZ(z)
AiFollow::AiFollow(const std::string &actorId, const std::string &cellId, float duration, float x, float y, float z, bool repeat)
: TypedAiPackage<AiFollow>(repeat), mAlwaysFollow(false), mDuration(duration), mRemainingDuration(duration), mX(x), mY(y), mZ(z)
, mCellId(cellId), mActive(false), mFollowIndex(mFollowIndexCounter++)
{
mTargetActorRefId = actorId;
}
AiFollow::AiFollow(const MWWorld::Ptr& actor, float duration, float x, float y, float z)
: mAlwaysFollow(false), mDuration(duration), mRemainingDuration(duration), mX(x), mY(y), mZ(z)
, mCellId(""), mActive(false), mFollowIndex(mFollowIndexCounter++)
{
mTargetActorRefId = actor.getCellRef().getRefId();
mTargetActorId = actor.getClass().getCreatureStats(actor).getActorId();
}
AiFollow::AiFollow(const MWWorld::Ptr& actor, const std::string &cellId, float duration, float x, float y, float z)
: mAlwaysFollow(false), mDuration(duration), mRemainingDuration(duration), mX(x), mY(y), mZ(z)
, mCellId(cellId), mActive(false), mFollowIndex(mFollowIndexCounter++)
{
mTargetActorRefId = actor.getCellRef().getRefId();
mTargetActorId = actor.getClass().getCreatureStats(actor).getActorId();
}
AiFollow::AiFollow(const MWWorld::Ptr& actor, bool commanded)
: TypedAiPackage<AiFollow>(makeDefaultOptions().withShouldCancelPreviousAi(!commanded))
, mAlwaysFollow(true), mDuration(0), mRemainingDuration(0), mX(0), mY(0), mZ(0)

@ -40,12 +40,10 @@ namespace MWMechanics
class AiFollow final : public TypedAiPackage<AiFollow>
{
public:
AiFollow(const std::string &actorId, float duration, float x, float y, float z);
AiFollow(const std::string &actorId, const std::string &CellId, float duration, float x, float y, float z);
/// Follow Actor for duration or until you arrive at a world position
AiFollow(const MWWorld::Ptr& actor, float duration, float X, float Y, float Z);
AiFollow(const std::string &actorId, float duration, float x, float y, float z, bool repeat);
/// Follow Actor for duration or until you arrive at a position in a cell
AiFollow(const MWWorld::Ptr& actor, const std::string &CellId, float duration, float X, float Y, float Z);
AiFollow(const std::string &actorId, const std::string &CellId, float duration, float x, float y, float z, bool repeat);
/// Follow Actor indefinitively
AiFollow(const MWWorld::Ptr& actor, bool commanded=false);

@ -108,7 +108,7 @@ namespace MWMechanics
/// Upon adding this Ai package, should the Ai Sequence attempt to cancel previous Ai packages (default true)?
bool shouldCancelPreviousAi() const { return mOptions.mShouldCancelPreviousAi; }
/// Return true if this package should repeat. Currently only used for Wander packages.
/// Return true if this package should repeat.
bool getRepeat() const { return mOptions.mRepeat; }
virtual osg::Vec3f getDestination() const { return osg::Vec3f(0, 0, 0); }

@ -31,14 +31,13 @@ void AiSequence::copy (const AiSequence& sequence)
sequence.mAiState.copy<AiWanderStorage>(mAiState);
}
AiSequence::AiSequence() : mDone (false), mRepeat(false), mLastAiPackage(AiPackageTypeId::None) {}
AiSequence::AiSequence() : mDone (false), mLastAiPackage(AiPackageTypeId::None) {}
AiSequence::AiSequence (const AiSequence& sequence)
{
copy (sequence);
mDone = sequence.mDone;
mLastAiPackage = sequence.mLastAiPackage;
mRepeat = sequence.mRepeat;
}
AiSequence& AiSequence::operator= (const AiSequence& sequence)
@ -281,7 +280,7 @@ void AiSequence::execute (const MWWorld::Ptr& actor, CharacterController& charac
if (package->execute(actor, characterController, mAiState, duration))
{
// Put repeating noncombat AI packages on the end of the stack so they can be used again
if (isActualAiPackage(packageTypeId) && (mRepeat || package->getRepeat()))
if (isActualAiPackage(packageTypeId) && package->getRepeat())
{
package->reset();
mPackages.push_back(package->clone());
@ -355,7 +354,6 @@ void AiSequence::stack (const AiPackage& package, const MWWorld::Ptr& actor, boo
else
++it;
}
mRepeat=false;
}
// insert new package in correct place depending on priority
@ -401,10 +399,6 @@ const AiPackage& MWMechanics::AiSequence::getActivePackage()
void AiSequence::fill(const ESM::AIPackageList &list)
{
// If there is more than one package in the list, enable repeating
if (list.mList.size() >= 2)
mRepeat = true;
for (const auto& esmPackage : list.mList)
{
std::unique_ptr<MWMechanics::AiPackage> package;
@ -420,22 +414,22 @@ void AiSequence::fill(const ESM::AIPackageList &list)
else if (esmPackage.mType == ESM::AI_Escort)
{
ESM::AITarget data = esmPackage.mTarget;
package = std::make_unique<MWMechanics::AiEscort>(data.mId.toString(), data.mDuration, data.mX, data.mY, data.mZ);
package = std::make_unique<MWMechanics::AiEscort>(data.mId.toString(), data.mDuration, data.mX, data.mY, data.mZ, data.mShouldRepeat != 0);
}
else if (esmPackage.mType == ESM::AI_Travel)
{
ESM::AITravel data = esmPackage.mTravel;
package = std::make_unique<MWMechanics::AiTravel>(data.mX, data.mY, data.mZ);
package = std::make_unique<MWMechanics::AiTravel>(data.mX, data.mY, data.mZ, data.mShouldRepeat != 0);
}
else if (esmPackage.mType == ESM::AI_Activate)
{
ESM::AIActivate data = esmPackage.mActivate;
package = std::make_unique<MWMechanics::AiActivate>(data.mName.toString());
package = std::make_unique<MWMechanics::AiActivate>(data.mName.toString(), data.mShouldRepeat != 0);
}
else //if (esmPackage.mType == ESM::AI_Follow)
{
ESM::AITarget data = esmPackage.mTarget;
package = std::make_unique<MWMechanics::AiFollow>(data.mId.toString(), data.mDuration, data.mX, data.mY, data.mZ);
package = std::make_unique<MWMechanics::AiFollow>(data.mId.toString(), data.mDuration, data.mX, data.mY, data.mZ, data.mShouldRepeat != 0);
}
mPackages.push_back(std::move(package));
}
@ -454,24 +448,6 @@ void AiSequence::readState(const ESM::AiSequence::AiSequence &sequence)
if (!sequence.mPackages.empty())
clear();
// If there is more than one non-combat, non-pursue package in the list, enable repeating.
int count = 0;
for (auto& container : sequence.mPackages)
{
switch (container.mType)
{
case ESM::AiSequence::Ai_Wander:
case ESM::AiSequence::Ai_Travel:
case ESM::AiSequence::Ai_Escort:
case ESM::AiSequence::Ai_Follow:
case ESM::AiSequence::Ai_Activate:
++count;
}
}
if (count > 1)
mRepeat = true;
// Load packages
for (auto& container : sequence.mPackages)
{

@ -43,9 +43,6 @@ namespace MWMechanics
///Finished with top AIPackage, set for one frame
bool mDone;
///Does this AI sequence repeat (repeating of Wander packages handled separately)
bool mRepeat;
///Copy AiSequence
void copy (const AiSequence& sequence);

@ -34,8 +34,8 @@ bool isWithinMaxRange(const osg::Vec3f& pos1, const osg::Vec3f& pos2)
namespace MWMechanics
{
AiTravel::AiTravel(float x, float y, float z, AiTravel*)
: mX(x), mY(y), mZ(z), mHidden(false)
AiTravel::AiTravel(float x, float y, float z, bool repeat, AiTravel*)
: TypedAiPackage<AiTravel>(repeat), mX(x), mY(y), mZ(z), mHidden(false)
{
}
@ -44,8 +44,8 @@ namespace MWMechanics
{
}
AiTravel::AiTravel(float x, float y, float z)
: AiTravel(x, y, z, this)
AiTravel::AiTravel(float x, float y, float z, bool repeat)
: AiTravel(x, y, z, repeat, this)
{
}

@ -19,11 +19,11 @@ namespace MWMechanics
class AiTravel : public TypedAiPackage<AiTravel>
{
public:
AiTravel(float x, float y, float z, AiTravel* derived);
AiTravel(float x, float y, float z, bool repeat, AiTravel* derived);
AiTravel(float x, float y, float z, AiInternalTravel* derived);
AiTravel(float x, float y, float z);
AiTravel(float x, float y, float z, bool repeat);
explicit AiTravel(const ESM::AiSequence::AiTravel* travel);

@ -105,7 +105,7 @@ namespace MWMechanics
}
AiWander::AiWander(int distance, int duration, int timeOfDay, const std::vector<unsigned char>& idle, bool repeat):
TypedAiPackage<AiWander>(makeDefaultOptions().withRepeat(repeat)),
TypedAiPackage<AiWander>(repeat),
mDistance(std::max(0, distance)),
mDuration(std::max(0, duration)),
mRemainingDuration(duration), mTimeOfDay(timeOfDay),

@ -11,6 +11,9 @@ namespace MWMechanics
TypedAiPackage() :
AiPackage(T::getTypeId(), T::makeDefaultOptions()) {}
TypedAiPackage(bool repeat) :
AiPackage(T::getTypeId(), T::makeDefaultOptions().withRepeat(repeat)) {}
TypedAiPackage(const Options& options) :
AiPackage(T::getTypeId(), options) {}

@ -48,13 +48,14 @@ namespace MWScript
std::string objectID = runtime.getStringLiteral (runtime[0].mInteger);
runtime.pop();
// discard additional arguments (reset), because we have no idea what they mean.
// The value of the reset argument doesn't actually matter
bool repeat = arg0;
for (unsigned int i=0; i<arg0; ++i) runtime.pop();
if (!ptr.getClass().isActor() || ptr == MWMechanics::getPlayer())
return;
MWMechanics::AiActivate activatePackage(objectID);
MWMechanics::AiActivate activatePackage(objectID, repeat);
ptr.getClass().getCreatureStats (ptr).getAiSequence().stack(activatePackage, ptr);
Log(Debug::Info) << "AiActivate";
}
@ -78,13 +79,14 @@ namespace MWScript
Interpreter::Type_Float z = runtime[0].mFloat;
runtime.pop();
// discard additional arguments (reset), because we have no idea what they mean.
// The value of the reset argument doesn't actually matter
bool repeat = arg0;
for (unsigned int i=0; i<arg0; ++i) runtime.pop();
if (!ptr.getClass().isActor() || ptr == MWMechanics::getPlayer())
return;
MWMechanics::AiTravel travelPackage(x, y, z);
MWMechanics::AiTravel travelPackage(x, y, z, repeat);
ptr.getClass().getCreatureStats (ptr).getAiSequence().stack(travelPackage, ptr);
Log(Debug::Info) << "AiTravel: " << x << ", " << y << ", " << z;
@ -115,13 +117,14 @@ namespace MWScript
Interpreter::Type_Float z = runtime[0].mFloat;
runtime.pop();
// discard additional arguments (reset), because we have no idea what they mean.
// The value of the reset argument doesn't actually matter
bool repeat = arg0;
for (unsigned int i=0; i<arg0; ++i) runtime.pop();
if (!ptr.getClass().isActor() || ptr == MWMechanics::getPlayer())
return;
MWMechanics::AiEscort escortPackage(actorID, static_cast<int>(duration), x, y, z);
MWMechanics::AiEscort escortPackage(actorID, static_cast<int>(duration), x, y, z, repeat);
ptr.getClass().getCreatureStats (ptr).getAiSequence().stack(escortPackage, ptr);
Log(Debug::Info) << "AiEscort: " << x << ", " << y << ", " << z << ", " << duration;
@ -155,7 +158,8 @@ namespace MWScript
Interpreter::Type_Float z = runtime[0].mFloat;
runtime.pop();
// discard additional arguments (reset), because we have no idea what they mean.
// The value of the reset argument doesn't actually matter
bool repeat = arg0;
for (unsigned int i=0; i<arg0; ++i) runtime.pop();
if (!ptr.getClass().isActor() || ptr == MWMechanics::getPlayer())
@ -167,7 +171,7 @@ namespace MWScript
if (!MWBase::Environment::get().getWorld()->getStore().get<ESM::Cell>().search(cellID))
return;
MWMechanics::AiEscort escortPackage(actorID, cellID, static_cast<int>(duration), x, y, z);
MWMechanics::AiEscort escortPackage(actorID, cellID, static_cast<int>(duration), x, y, z, repeat);
ptr.getClass().getCreatureStats (ptr).getAiSequence().stack(escortPackage, ptr);
Log(Debug::Info) << "AiEscort: " << x << ", " << y << ", " << z << ", " << duration;
@ -237,7 +241,7 @@ namespace MWScript
--arg0;
}
// discard additional arguments (reset), because we have no idea what they mean.
// discard additional arguments, because we have no idea what they mean.
for (unsigned int i=0; i<arg0; ++i) runtime.pop();
if (!ptr.getClass().isActor() || ptr == MWMechanics::getPlayer())
@ -331,13 +335,14 @@ namespace MWScript
Interpreter::Type_Float z = runtime[0].mFloat;
runtime.pop();
// discard additional arguments (reset), because we have no idea what they mean.
// The value of the reset argument doesn't actually matter
bool repeat = arg0;
for (unsigned int i=0; i<arg0; ++i) runtime.pop();
if (!ptr.getClass().isActor() || ptr == MWMechanics::getPlayer())
return;
MWMechanics::AiFollow followPackage(actorID, duration, x, y ,z);
MWMechanics::AiFollow followPackage(actorID, duration, x, y, z, repeat);
ptr.getClass().getCreatureStats (ptr).getAiSequence().stack(followPackage, ptr);
Log(Debug::Info) << "AiFollow: " << actorID << ", " << x << ", " << y << ", " << z << ", " << duration;
@ -371,13 +376,14 @@ namespace MWScript
Interpreter::Type_Float z = runtime[0].mFloat;
runtime.pop();
// discard additional arguments (reset), because we have no idea what they mean.
// The value of the reset argument doesn't actually matter
bool repeat = arg0;
for (unsigned int i=0; i<arg0; ++i) runtime.pop();
if (!ptr.getClass().isActor() || ptr == MWMechanics::getPlayer())
return;
MWMechanics::AiFollow followPackage(actorID, cellID, duration, x, y ,z);
MWMechanics::AiFollow followPackage(actorID, cellID, duration, x, y, z, repeat);
ptr.getClass().getCreatureStats (ptr).getAiSequence().stack(followPackage, ptr);
Log(Debug::Info) << "AiFollow: " << actorID << ", " << x << ", " << y << ", " << z << ", " << duration;
}

@ -37,7 +37,8 @@ namespace ESM
struct AITravel
{
float mX, mY, mZ;
int mUnk;
unsigned char mShouldRepeat;
unsigned char mPadding[3];
};
struct AITarget
@ -45,13 +46,14 @@ namespace ESM
float mX, mY, mZ;
short mDuration;
NAME32 mId;
short mUnk;
unsigned char mShouldRepeat;
unsigned char mPadding;
};
struct AIActivate
{
NAME32 mName;
unsigned char mUnk;
unsigned char mShouldRepeat;
};
#pragma pack(pop)

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