From a0a30cdbf5b9920b613510f01437cb6c25cea57a Mon Sep 17 00:00:00 2001 From: Andrei Kortunov Date: Sat, 3 Mar 2018 17:18:40 +0400 Subject: [PATCH] AI: hide torches during bad weather (bug #4334) --- apps/openmw/mwbase/world.hpp | 4 ++-- apps/openmw/mwmechanics/actors.cpp | 9 ++++++--- apps/openmw/mwmechanics/actors.hpp | 2 +- apps/openmw/mwworld/weather.cpp | 13 +++++++++---- apps/openmw/mwworld/weather.hpp | 4 ++-- apps/openmw/mwworld/worldimp.cpp | 6 ++++-- apps/openmw/mwworld/worldimp.hpp | 7 +++---- 7 files changed, 27 insertions(+), 18 deletions(-) diff --git a/apps/openmw/mwbase/world.hpp b/apps/openmw/mwbase/world.hpp index 038535939..d0c329361 100644 --- a/apps/openmw/mwbase/world.hpp +++ b/apps/openmw/mwbase/world.hpp @@ -495,8 +495,8 @@ namespace MWBase virtual void breakInvisibility (const MWWorld::Ptr& actor) = 0; - // Are we in an exterior or pseudo-exterior cell and it's night? - virtual bool isDark() const = 0; + // Allow NPCs to use torches? + virtual bool useTorches() const = 0; virtual bool findInteriorPositionInWorldSpace(const MWWorld::CellStore* cell, osg::Vec3f& result) = 0; diff --git a/apps/openmw/mwmechanics/actors.cpp b/apps/openmw/mwmechanics/actors.cpp index 7fd1e6447..ba90752fb 100644 --- a/apps/openmw/mwmechanics/actors.cpp +++ b/apps/openmw/mwmechanics/actors.cpp @@ -900,7 +900,7 @@ namespace MWMechanics stats.setTimeToStartDrowning(fHoldBreathTime); } - void Actors::updateEquippedLight (const MWWorld::Ptr& ptr, float duration) + void Actors::updateEquippedLight (const MWWorld::Ptr& ptr, float duration, bool mayEquip) { bool isPlayer = (ptr == getPlayer()); @@ -922,7 +922,7 @@ namespace MWMechanics } } - if (MWBase::Environment::get().getWorld()->isDark()) + if (mayEquip) { if (torch != inventoryStore.end()) { @@ -1199,6 +1199,9 @@ namespace MWMechanics if (mTimerDisposeSummonsCorpses >= 0.2f) mTimerDisposeSummonsCorpses = 0; if (timerUpdateEquippedLight >= updateEquippedLightInterval) timerUpdateEquippedLight = 0; + // show torches only when there are darkness and no precipitations + bool showTorches = MWBase::Environment::get().getWorld()->useTorches(); + MWWorld::Ptr player = getPlayer(); /// \todo move update logic to Actor class where appropriate @@ -1297,7 +1300,7 @@ namespace MWMechanics updateNpc(iter->first, duration); if (timerUpdateEquippedLight == 0) - updateEquippedLight(iter->first, updateEquippedLightInterval); + updateEquippedLight(iter->first, updateEquippedLightInterval, showTorches); } } } diff --git a/apps/openmw/mwmechanics/actors.hpp b/apps/openmw/mwmechanics/actors.hpp index 13641abf4..18046aa5d 100644 --- a/apps/openmw/mwmechanics/actors.hpp +++ b/apps/openmw/mwmechanics/actors.hpp @@ -39,7 +39,7 @@ namespace MWMechanics void updateDrowning (const MWWorld::Ptr& ptr, float duration); - void updateEquippedLight (const MWWorld::Ptr& ptr, float duration); + void updateEquippedLight (const MWWorld::Ptr& ptr, float duration, bool mayEquip); void updateCrimePersuit (const MWWorld::Ptr& ptr, float duration); diff --git a/apps/openmw/mwworld/weather.cpp b/apps/openmw/mwworld/weather.cpp index 2f0a2f8cf..e9f07bf77 100644 --- a/apps/openmw/mwworld/weather.cpp +++ b/apps/openmw/mwworld/weather.cpp @@ -520,6 +520,7 @@ WeatherManager::WeatherManager(MWRender::RenderingManager& rendering, const Fall , mSecunda("Secunda", fallback) , mWindSpeed(0.f) , mIsStorm(false) + , mPrecipitation(false) , mStormDirection(0,1,0) , mCurrentRegion() , mTimePassed(0) @@ -660,6 +661,10 @@ void WeatherManager::update(float duration, bool paused) mWindSpeed = mResult.mWindSpeed; mIsStorm = mResult.mIsStorm; + // For some reason Ash Storm is not considered as a precipitation weather in game + mPrecipitation = !(mResult.mParticleEffect.empty() && mResult.mRainEffect.empty()) + && mResult.mParticleEffect != "meshes\\ashcloud.nif"; + if (mIsStorm) { osg::Vec3f playerPos (player.getRefData().getPosition().asVec3()); @@ -777,12 +782,12 @@ unsigned int WeatherManager::getWeatherID() const return mCurrentWeather; } -bool WeatherManager::isDark() const +bool WeatherManager::useTorches() const { TimeStamp time = MWBase::Environment::get().getWorld()->getTimeStamp(); - bool exterior = (MWBase::Environment::get().getWorld()->isCellExterior() - || MWBase::Environment::get().getWorld()->isCellQuasiExterior()); - return exterior && (time.getHour() < mSunriseTime || time.getHour() > mTimeSettings.mNightStart - 1); + bool isDark = time.getHour() < mSunriseTime || time.getHour() > mTimeSettings.mNightStart - 1; + + return isDark && !mPrecipitation; } void WeatherManager::write(ESM::ESMWriter& writer, Loading::Listener& progress) diff --git a/apps/openmw/mwworld/weather.hpp b/apps/openmw/mwworld/weather.hpp index 84a6c5105..f023044ef 100644 --- a/apps/openmw/mwworld/weather.hpp +++ b/apps/openmw/mwworld/weather.hpp @@ -240,8 +240,7 @@ namespace MWWorld unsigned int getWeatherID() const; - /// @see World::isDark - bool isDark() const; + bool useTorches() const; void write(ESM::ESMWriter& writer, Loading::Listener& progress); @@ -275,6 +274,7 @@ namespace MWWorld float mWindSpeed; bool mIsStorm; + bool mPrecipitation; osg::Vec3f mStormDirection; std::string mCurrentRegion; diff --git a/apps/openmw/mwworld/worldimp.cpp b/apps/openmw/mwworld/worldimp.cpp index 7786b6823..8e4030382 100644 --- a/apps/openmw/mwworld/worldimp.cpp +++ b/apps/openmw/mwworld/worldimp.cpp @@ -2847,11 +2847,13 @@ namespace MWWorld MWBase::Environment::get().getMechanicsManager()->updateMagicEffects(actor); } - bool World::isDark() const + bool World::useTorches() const { + // If we are in exterior, check the weather manager. + // In interiors there are no precipitations and sun, so check the ambient MWWorld::CellStore* cell = mPlayer->getPlayer().getCell(); if (cell->isExterior()) - return mWeatherManager->isDark(); + return mWeatherManager->useTorches(); else { uint32_t ambient = cell->getCell()->mAmbi.mAmbient; diff --git a/apps/openmw/mwworld/worldimp.hpp b/apps/openmw/mwworld/worldimp.hpp index 02b3756d5..3115dcdb9 100644 --- a/apps/openmw/mwworld/worldimp.hpp +++ b/apps/openmw/mwworld/worldimp.hpp @@ -604,12 +604,11 @@ namespace MWWorld void launchProjectile (MWWorld::Ptr actor, MWWorld::ConstPtr projectile, const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr bow, float speed, float attackStrength) override; - const std::vector& getContentFiles() const override; - void breakInvisibility (const MWWorld::Ptr& actor) override; - // Are we in an exterior or pseudo-exterior cell and it's night? - bool isDark() const override; + + // Allow NPCs to use torches? + bool useTorches() const override; bool findInteriorPositionInWorldSpace(const MWWorld::CellStore* cell, osg::Vec3f& result) override;