extracted function evadeObstacles()

sceneinput
dteviot 10 years ago
parent 1ef78b1e56
commit 0b089a5564

@ -239,45 +239,7 @@ namespace MWMechanics
zTurn(actor, osg::DegreesToRadians(storage.mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1])));
actor.getClass().getMovementSettings(actor).mPosition[1] = 1;
// Returns true if evasive action needs to be taken
if(mObstacleCheck.check(actor, duration))
{
// first check if we're walking into a door
if(proximityToDoor(actor)) // NOTE: checks interior cells only
{
// remove allowed points then select another random destination
mTrimCurrentNode = true;
trimAllowedNodes(mAllowedNodes, storage.mPathFinder);
mObstacleCheck.clear();
storage.mPathFinder.clearPath();
walking = false;
moveNow = true;
}
else // probably walking into another NPC
{
// TODO: diagonal should have same animation as walk forward
// but doesn't seem to do that?
actor.getClass().getMovementSettings(actor).mPosition[0] = 1;
actor.getClass().getMovementSettings(actor).mPosition[1] = 0.1f;
// change the angle a bit, too
zTurn(actor, osg::DegreesToRadians(storage.mPathFinder.getZAngleToNext(pos.pos[0] + 1, pos.pos[1])));
}
mStuckCount++; // TODO: maybe no longer needed
}
//#if 0
// TODO: maybe no longer needed
if(mStuckCount >= COUNT_BEFORE_RESET) // something has gone wrong, reset
{
//std::cout << "Reset \""<< cls.getName(actor) << "\"" << std::endl;
mObstacleCheck.clear();
stopWalking(actor, storage);
moveNow = false;
walking = false;
chooseAction = true;
mStuckCount = 0;
}
//#endif
evadeObstacles(actor, storage, duration);
}
@ -450,6 +412,49 @@ namespace MWMechanics
return false; // AiWander package not yet completed
}
void AiWander::evadeObstacles(const MWWorld::Ptr& actor, AiWanderStorage& storage, float duration)
{
if (mObstacleCheck.check(actor, duration))
{
// first check if we're walking into a door
if (proximityToDoor(actor)) // NOTE: checks interior cells only
{
// remove allowed points then select another random destination
mTrimCurrentNode = true;
trimAllowedNodes(mAllowedNodes, storage.mPathFinder);
mObstacleCheck.clear();
storage.mPathFinder.clearPath();
storage.mWalking = false;
storage.mMoveNow = true;
}
else // probably walking into another NPC
{
// TODO: diagonal should have same animation as walk forward
// but doesn't seem to do that?
actor.getClass().getMovementSettings(actor).mPosition[0] = 1;
actor.getClass().getMovementSettings(actor).mPosition[1] = 0.1f;
// change the angle a bit, too
const ESM::Position& pos = actor.getRefData().getPosition();
zTurn(actor, osg::DegreesToRadians(storage.mPathFinder.getZAngleToNext(pos.pos[0] + 1, pos.pos[1])));
}
mStuckCount++; // TODO: maybe no longer needed
}
//#if 0
// TODO: maybe no longer needed
if (mStuckCount >= COUNT_BEFORE_RESET) // something has gone wrong, reset
{
//std::cout << "Reset \""<< cls.getName(actor) << "\"" << std::endl;
mObstacleCheck.clear();
stopWalking(actor, storage);
storage.mMoveNow = false;
storage.mWalking = false;
storage.mChooseAction = true;
mStuckCount = 0;
}
//#endif
}
void AiWander::playGreetingIfPlayerGetsTooClose(const MWWorld::Ptr& actor, AiWanderStorage& storage)
{
// Play a random voice greeting if the player gets too close

@ -73,6 +73,7 @@ namespace MWMechanics
void getRandomIdle(unsigned short& playedIdle);
void setPathToAnAllowedNode(const MWWorld::Ptr& actor, AiWanderStorage& storage, const ESM::Position& actorPos);
void playGreetingIfPlayerGetsTooClose(const MWWorld::Ptr& actor, AiWanderStorage& storage);
void evadeObstacles(const MWWorld::Ptr& actor, AiWanderStorage& storage, float duration);
int mDistance; // how far the actor can wander from the spawn point
int mDuration;

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