mirror of
https://github.com/OpenMW/openmw.git
synced 2025-01-20 18:53:54 +00:00
Moved all variables in temporary storage for AiCombat and some more for AiWander.
+Buxfix for previous AiWander changes
This commit is contained in:
parent
cae948df96
commit
730abf6841
4 changed files with 159 additions and 155 deletions
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@ -81,6 +81,48 @@ namespace MWMechanics
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static const float DOOR_CHECK_INTERVAL = 1.5f; // same as AiWander
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// NOTE: MIN_DIST_TO_DOOR_SQUARED is defined in obstacle.hpp
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/// \brief This class holds the variables AiCombat needs which are deleted if the package becomes inactive.
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struct AiCombatStorage : AiTemporaryBase
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{
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float mTimerAttack;
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float mTimerReact;
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float mTimerCombatMove;
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bool mReadyToAttack;
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bool mAttack;
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bool mFollowTarget;
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bool mCombatMove;
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Ogre::Vector3 mLastTargetPos;
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const MWWorld::CellStore* mCell;
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boost::shared_ptr<Action> mCurrentAction;
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float mActionCooldown;
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float mStrength;
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float mMinMaxAttackDuration[3][2];
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bool mMinMaxAttackDurationInitialised;
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bool mForceNoShortcut;
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ESM::Position mShortcutFailPos;
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Ogre::Vector3 mLastActorPos;
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MWMechanics::Movement mMovement;
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AiCombatStorage():
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mTimerAttack(0),
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mTimerReact(0),
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mTimerCombatMove(0),
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mAttack(false),
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mFollowTarget(false),
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mCombatMove(false),
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mReadyToAttack(false),
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mForceNoShortcut(false),
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mCell(NULL),
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mCurrentAction(),
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mActionCooldown(0),
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mStrength(),
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mMinMaxAttackDurationInitialised(false),
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mLastTargetPos(0,0,0),
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mLastActorPos(0,0,0),
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mMovement(){}
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};
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AiCombat::AiCombat(const MWWorld::Ptr& actor) :
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mTargetActorId(actor.getClass().getCreatureStats(actor).getActorId())
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{}
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@ -157,8 +199,8 @@ namespace MWMechanics
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Ogre::Vector3& lastTargetPos = storage.mLastTargetPos;
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const MWWorld::CellStore*& currentCell = storage.mCell;
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boost::shared_ptr<Action>& currentAction = storage.mCurrentAction;
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float actionCooldown = storage.mActionCooldown;
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float strength = storage.mStrength;
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float& actionCooldown = storage.mActionCooldown;
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float& strength = storage.mStrength;
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float (&minMaxAttackDuration)[3][2] = storage.mMinMaxAttackDuration;
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bool& minMaxAttackDurationInitialised = storage.mMinMaxAttackDurationInitialised;
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bool& forceNoShortcut = storage.mForceNoShortcut;
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@ -61,56 +61,7 @@ namespace MWMechanics
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void buildNewPath(const MWWorld::Ptr& actor, const MWWorld::Ptr& target);
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};
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struct AiCombatStorage : AiTemporaryBase
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{
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// controls duration of the actual strike
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float mTimerAttack;
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float mTimerReact;
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// controls duration of the sideway & forward moves
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// when mCombatMove is true
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float mTimerCombatMove;
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// AiCombat states
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bool mReadyToAttack, mAttack;
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bool mFollowTarget;
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bool mCombatMove;
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Ogre::Vector3 mLastTargetPos;
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const MWWorld::CellStore* mCell;
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boost::shared_ptr<Action> mCurrentAction;
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float mActionCooldown;
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float mStrength; // this is actually make sense only in ranged combat
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float mMinMaxAttackDuration[3][2]; // slash, thrust, chop has different durations
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bool mMinMaxAttackDurationInitialised;
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bool mForceNoShortcut;
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ESM::Position mShortcutFailPos;
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Ogre::Vector3 mLastActorPos;
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MWMechanics::Movement mMovement;
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AiCombatStorage()
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{
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mActionCooldown = 0;
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mTimerAttack = 0;
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mTimerReact = 0;
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mTimerCombatMove = 0;
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mFollowTarget = false;
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mReadyToAttack = false;
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mAttack = false;
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mCombatMove = false;
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mForceNoShortcut = false;
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mStrength = 0;
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mCell = NULL;
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mLastTargetPos = Ogre::Vector3(0,0,0);
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mLastActorPos = Ogre::Vector3(0,0,0);
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mMinMaxAttackDurationInitialised = false;
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}
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};
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}
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#endif
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@ -28,6 +28,55 @@ namespace MWMechanics
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static const int GREETING_SHOULD_START = 4; //how many reaction intervals should pass before NPC can greet player
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static const int GREETING_SHOULD_END = 10;
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/// \brief This class holds the variables AiWander needs which are deleted if the package becomes inactive.
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struct AiWanderStorage : AiTemporaryBase
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{
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// the z rotation angle (degrees) we want to reach
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// used every frame when mRotate is true
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float mTargetAngle;
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bool mRotate;
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float mReaction; // update some actions infrequently
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AiWander::GreetingState mSaidGreeting;
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int mGreetingTimer;
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// Cached current cell location
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int mCellX;
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int mCellY;
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// Cell location multiplied by ESM::Land::REAL_SIZE
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float mXCell;
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float mYCell;
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const MWWorld::CellStore* mCell; // for detecting cell change
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// AiWander states
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bool mChooseAction;
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bool mIdleNow;
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bool mMoveNow;
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bool mWalking;
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unsigned short mPlayedIdle;
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AiWanderStorage():
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mTargetAngle(0),
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mRotate(false),
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mReaction(0),
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mSaidGreeting(AiWander::Greet_None),
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mGreetingTimer(0),
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mCellX(std::numeric_limits<int>::max()),
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mCellY(std::numeric_limits<int>::max()),
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mXCell(0),
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mYCell(0),
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mCell(NULL),
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mChooseAction(true),
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mIdleNow(false),
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mMoveNow(false),
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mWalking(false),
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mPlayedIdle(0)
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{};
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};
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AiWander::AiWander(int distance, int duration, int timeOfDay, const std::vector<unsigned char>& idle, bool repeat):
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mDistance(distance), mDuration(duration), mTimeOfDay(timeOfDay), mIdle(idle), mRepeat(repeat)
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{
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@ -55,13 +104,9 @@ namespace MWMechanics
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mTimeOfDay = 0;
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mStartTime = MWBase::Environment::get().getWorld()->getTimeStamp();
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mPlayedIdle = 0;
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mStoredAvailableNodes = false;
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mChooseAction = true;
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mIdleNow = false;
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mMoveNow = false;
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mWalking = false;
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}
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AiPackage * MWMechanics::AiWander::clone() const
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@ -131,9 +176,14 @@ namespace MWMechanics
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int& greetingTimer = storage.mGreetingTimer;
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int& cachedCellX = storage.mCellX;
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int& cachedCellY = storage.mCellY;
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float& cachedCellXf = storage.mXCell;
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float& cachedCellYf = storage.mYCell;
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float& cachedCellXposition = storage.mXCell;
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float& cachedCellYposition = storage.mYCell;
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const MWWorld::CellStore*& currentCell = storage.mCell;
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bool& chooseAction = storage.mChooseAction;
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bool& idleNow = storage.mIdleNow;
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bool& moveNow = storage.mMoveNow;
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bool& walking = storage.mWalking;
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short unsigned& playedIdle = storage.mPlayedIdle;
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MWMechanics::CreatureStats& cStats = actor.getClass().getCreatureStats(actor);
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@ -159,28 +209,28 @@ namespace MWMechanics
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{
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mDoorCheckDuration = 0; // restart timer
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if(mDistance && // actor is not intended to be stationary
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mIdleNow && // but is in idle
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!mWalking && // FIXME: some actors are idle while walking
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idleNow && // but is in idle
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!walking && // FIXME: some actors are idle while walking
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proximityToDoor(actor, MIN_DIST_TO_DOOR_SQUARED*1.6*1.6)) // NOTE: checks interior cells only
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{
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mIdleNow = false;
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mMoveNow = true;
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idleNow = false;
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moveNow = true;
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mTrimCurrentNode = false; // just in case
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}
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}
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// Are we there yet?
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if(mWalking &&
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if(walking &&
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mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1], pos.pos[2]))
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{
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stopWalking(actor);
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mMoveNow = false;
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mWalking = false;
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mChooseAction = true;
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moveNow = false;
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walking = false;
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chooseAction = true;
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mHasReturnPosition = false;
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}
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if(mWalking) // have not yet reached the destination
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if(walking) // have not yet reached the destination
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{
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// turn towards the next point in mPath
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zTurn(actor, Ogre::Degree(mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1])));
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@ -197,8 +247,8 @@ namespace MWMechanics
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trimAllowedNodes(mAllowedNodes, mPathFinder);
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mObstacleCheck.clear();
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mPathFinder.clearPath();
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mWalking = false;
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mMoveNow = true;
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walking = false;
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moveNow = true;
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}
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else // probably walking into another NPC
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{
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@ -219,9 +269,9 @@ namespace MWMechanics
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mObstacleCheck.clear();
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stopWalking(actor);
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mMoveNow = false;
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mWalking = false;
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mChooseAction = true;
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moveNow = false;
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walking = false;
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chooseAction = true;
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}
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//#endif
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}
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@ -295,12 +345,12 @@ namespace MWMechanics
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// destinations within the allowed set of pathgrid points (nodes).
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if(mDistance)
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{
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cachedCellXf = 0;
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cachedCellYf = 0;
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cachedCellXposition = 0;
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cachedCellYposition = 0;
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if(cell->isExterior())
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{
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cachedCellXf = cachedCellX * ESM::Land::REAL_SIZE;
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cachedCellYf = cachedCellYf * ESM::Land::REAL_SIZE;
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cachedCellXposition = cachedCellX * ESM::Land::REAL_SIZE;
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cachedCellYposition = cachedCellY * ESM::Land::REAL_SIZE;
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}
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// FIXME: There might be a bug here. The allowed node points are
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//
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// convert npcPos to local (i.e. cell) co-ordinates
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Ogre::Vector3 npcPos(pos.pos);
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npcPos[0] = npcPos[0] - cachedCellXf;
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npcPos[1] = npcPos[1] - cachedCellYf;
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npcPos[0] = npcPos[0] - cachedCellXposition;
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npcPos[1] = npcPos[1] - cachedCellYposition;
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// mAllowedNodes for this actor with pathgrid point indexes based on mDistance
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// NOTE: mPoints and mAllowedNodes are in local co-ordinates
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@ -356,8 +406,8 @@ namespace MWMechanics
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mHasReturnPosition = false;
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if (mDistance == 0 && mHasReturnPosition && Ogre::Vector3(pos.pos).squaredDistance(mReturnPosition) > 20*20)
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{
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mChooseAction = false;
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mIdleNow = false;
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chooseAction = false;
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idleNow = false;
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if (!mPathFinder.isPathConstructed())
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{
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@ -379,30 +429,30 @@ namespace MWMechanics
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if(mPathFinder.isPathConstructed())
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{
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mMoveNow = false;
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mWalking = true;
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moveNow = false;
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walking = true;
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}
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}
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}
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if(mChooseAction)
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if(chooseAction)
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{
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mPlayedIdle = 0;
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getRandomIdle(); // NOTE: sets mPlayedIdle with a random selection
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playedIdle = 0;
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getRandomIdle(playedIdle); // NOTE: sets mPlayedIdle with a random selection
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if(!mPlayedIdle && mDistance)
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if(!playedIdle && mDistance)
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{
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mChooseAction = false;
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mMoveNow = true;
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chooseAction = false;
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moveNow = true;
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}
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else
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{
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// Play idle animation and recreate vanilla (broken?) behavior of resetting start time of AIWander:
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MWWorld::TimeStamp currentTime = world->getTimeStamp();
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mStartTime = currentTime;
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playIdle(actor, mPlayedIdle);
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mChooseAction = false;
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mIdleNow = true;
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playIdle(actor, playedIdle);
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chooseAction = false;
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idleNow = true;
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// Play idle voiced dialogue entries randomly
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int hello = cStats.getAiSetting(CreatureStats::AI_Hello).getModified();
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@ -426,7 +476,7 @@ namespace MWMechanics
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}
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// Allow interrupting a walking actor to trigger a greeting
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if(mIdleNow || mWalking)
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if(idleNow || walking)
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{
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// Play a random voice greeting if the player gets too close
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int hello = cStats.getAiSetting(CreatureStats::AI_Hello).getModified();
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@ -460,23 +510,21 @@ namespace MWMechanics
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{
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greetingTimer++;
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if(mWalking)
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if(walking)
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{
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stopWalking(actor);
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mMoveNow = false;
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mWalking = false;
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moveNow = false;
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walking = false;
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mObstacleCheck.clear();
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mIdleNow = true;
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getRandomIdle();
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idleNow = true;
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getRandomIdle(playedIdle);
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}
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if(!rotate)
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{
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Ogre::Vector3 dir = playerPos - actorPos;
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float length = dir.length();
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float faceAngle = Ogre::Radian(Ogre::Math::ACos(dir.y / length) *
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((Ogre::Math::ASin(dir.x / length).valueRadians()>0)?1.0:-1.0)).valueDegrees();
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float faceAngle = Ogre::Math::ATan2(dir.x,dir.y).valueDegrees();
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float actorAngle = actor.getRefData().getBaseNode()->getOrientation().getRoll().valueDegrees();
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// an attempt at reducing the turning animation glitch
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if(abs(abs(faceAngle) - abs(actorAngle)) >= 5) // TODO: is there a better way?
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@ -503,15 +551,15 @@ namespace MWMechanics
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}
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// Check if idle animation finished
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if(!checkIdle(actor, mPlayedIdle) && (playerDistSqr > helloDistance*helloDistance || greetingState == MWMechanics::AiWander::Greet_Done))
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if(!checkIdle(actor, playedIdle) && (playerDistSqr > helloDistance*helloDistance || greetingState == MWMechanics::AiWander::Greet_Done))
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{
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mPlayedIdle = 0;
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mIdleNow = false;
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mChooseAction = true;
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playedIdle = 0;
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idleNow = false;
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chooseAction = true;
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}
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}
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if(mMoveNow && mDistance)
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if(moveNow && mDistance)
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{
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// Construct a new path if there isn't one
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if(!mPathFinder.isPathConstructed())
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@ -525,8 +573,8 @@ namespace MWMechanics
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// convert dest to use world co-ordinates
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ESM::Pathgrid::Point dest;
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dest.mX = destNodePos[0] + cachedCellXf;
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dest.mY = destNodePos[1] + cachedCellYf;
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dest.mX = destNodePos[0] + cachedCellXposition;
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dest.mY = destNodePos[1] + cachedCellYposition;
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dest.mZ = destNodePos[2];
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// actor position is already in world co-ordinates
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@ -557,8 +605,8 @@ namespace MWMechanics
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mAllowedNodes.push_back(mCurrentNode);
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mCurrentNode = temp;
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mMoveNow = false;
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mWalking = true;
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moveNow = false;
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walking = true;
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}
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// Choose a different node and delete this one from possible nodes because it is uncreachable:
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else
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@ -657,7 +705,7 @@ namespace MWMechanics
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}
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}
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void AiWander::getRandomIdle()
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void AiWander::getRandomIdle(short unsigned& playedIdle)
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{
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unsigned short idleRoll = 0;
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@ -670,7 +718,7 @@ namespace MWMechanics
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unsigned short randSelect = (int)(rand() / ((double)RAND_MAX + 1) * int(100 / fIdleChanceMultiplier));
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if(randSelect < idleChance && randSelect > idleRoll)
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{
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mPlayedIdle = counter+2;
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playedIdle = counter+2;
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idleRoll = randSelect;
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}
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}
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@ -68,7 +68,7 @@ namespace MWMechanics
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void stopWalking(const MWWorld::Ptr& actor);
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void playIdle(const MWWorld::Ptr& actor, unsigned short idleSelect);
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bool checkIdle(const MWWorld::Ptr& actor, unsigned short idleSelect);
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void getRandomIdle();
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void getRandomIdle(unsigned short& playedIdle);
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int mDistance; // how far the actor can wander from the spawn point
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int mDuration;
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@ -88,13 +88,9 @@ namespace MWMechanics
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// if false triggers calculating allowed nodes based on mDistance
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bool mStoredAvailableNodes;
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// AiWander states
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bool mChooseAction;
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bool mIdleNow;
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bool mMoveNow;
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bool mWalking;
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||||
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||||
unsigned short mPlayedIdle;
|
||||
|
||||
|
||||
|
||||
MWWorld::TimeStamp mStartTime;
|
||||
|
||||
|
@ -105,49 +101,16 @@ namespace MWMechanics
|
|||
void trimAllowedNodes(std::vector<ESM::Pathgrid::Point>& nodes,
|
||||
const PathFinder& pathfinder);
|
||||
|
||||
PathFinder mPathFinder;
|
||||
// PathFinder mPathFinder;
|
||||
|
||||
ObstacleCheck mObstacleCheck;
|
||||
// ObstacleCheck mObstacleCheck;
|
||||
float mDoorCheckDuration;
|
||||
int mStuckCount;
|
||||
|
||||
|
||||
};
|
||||
|
||||
/// \brief Temporary values used by AiWander
|
||||
struct AiWanderStorage : AiTemporaryBase
|
||||
{
|
||||
// the z rotation angle (degrees) we want to reach
|
||||
// used every frame when mRotate is true
|
||||
float mTargetAngle;
|
||||
bool mRotate;
|
||||
float mReaction; // update some actions infrequently
|
||||
|
||||
|
||||
AiWander::GreetingState mSaidGreeting;
|
||||
int mGreetingTimer;
|
||||
|
||||
// Cached current cell location
|
||||
int mCellX;
|
||||
int mCellY;
|
||||
// Cell location multiplied by ESM::Land::REAL_SIZE
|
||||
float mXCell;
|
||||
float mYCell;
|
||||
|
||||
const MWWorld::CellStore* mCell; // for detecting cell change
|
||||
|
||||
AiWanderStorage():mTargetAngle(0),mRotate(false),mReaction(0)
|
||||
{
|
||||
mSaidGreeting = AiWander::Greet_None;
|
||||
mGreetingTimer = 0;
|
||||
|
||||
mCellX = std::numeric_limits<int>::max();
|
||||
mCellY = std::numeric_limits<int>::max();
|
||||
mXCell = 0;
|
||||
mYCell = 0;
|
||||
mCell = NULL;
|
||||
};
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
Loading…
Reference in a new issue