From dbe1307de0914d3eb6ecda03b59bf624366dca85 Mon Sep 17 00:00:00 2001 From: mrcheko Date: Sat, 26 Apr 2014 22:21:20 +0400 Subject: [PATCH] code refining + minor fixes --- apps/openmw/mwmechanics/aicombat.cpp | 35 ++++++++++++++-------------- apps/openmw/mwmechanics/steering.cpp | 26 +-------------------- 2 files changed, 18 insertions(+), 43 deletions(-) diff --git a/apps/openmw/mwmechanics/aicombat.cpp b/apps/openmw/mwmechanics/aicombat.cpp index 8a3c23aef..fa7ef28a3 100644 --- a/apps/openmw/mwmechanics/aicombat.cpp +++ b/apps/openmw/mwmechanics/aicombat.cpp @@ -175,23 +175,23 @@ namespace MWMechanics mStrike = false; } - const MWWorld::Class &cls = actor.getClass(); + const MWWorld::Class &actorCls = actor.getClass(); const ESM::Weapon *weapon = NULL; MWMechanics::WeaponType weaptype; float weapRange, weapSpeed = 1.0f; - actor.getClass().getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true); + actorCls.getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true); // Get weapon characteristics - if (actor.getClass().hasInventoryStore(actor)) + if (actorCls.hasInventoryStore(actor)) { - MWMechanics::DrawState_ state = actor.getClass().getCreatureStats(actor).getDrawState(); + MWMechanics::DrawState_ state = actorCls.getCreatureStats(actor).getDrawState(); if (state == MWMechanics::DrawState_Spell || state == MWMechanics::DrawState_Nothing) - actor.getClass().getCreatureStats(actor).setDrawState(MWMechanics::DrawState_Weapon); + actorCls.getCreatureStats(actor).setDrawState(MWMechanics::DrawState_Weapon); //Get weapon speed and range MWWorld::ContainerStoreIterator weaponSlot = - MWMechanics::getActiveWeapon(cls.getCreatureStats(actor), cls.getInventoryStore(actor), &weaptype); + MWMechanics::getActiveWeapon(actorCls.getCreatureStats(actor), actorCls.getInventoryStore(actor), &weaptype); if (weaptype == WeapType_HandToHand) { @@ -216,7 +216,7 @@ namespace MWMechanics float rangeMelee; float rangeCloseUp; bool distantCombat = false; - if (weaptype==WeapType_BowAndArrow || weaptype==WeapType_Crossbow || weaptype==WeapType_Thrown) + if (weaptype == WeapType_BowAndArrow || weaptype == WeapType_Crossbow || weaptype == WeapType_Thrown) { rangeMelee = 1000; // TODO: should depend on archer skill rangeCloseUp = 0; // not needed in ranged combat @@ -236,15 +236,15 @@ namespace MWMechanics bool isStuck = false; float speed = 0.0f; - if(mMovement.mPosition[1] && (Ogre::Vector3(mLastPos.pos) - vActorPos).length() < (speed = cls.getSpeed(actor)) / 10.0f) + if(mMovement.mPosition[1] && (Ogre::Vector3(mLastPos.pos) - vActorPos).length() < (speed = actorCls.getSpeed(actor)) / 10.0f) isStuck = true; mLastPos = pos; // check if can move along z-axis bool canMoveByZ; - if(canMoveByZ = ((actor.getClass().isNpc() || actor.getClass().canSwim(actor)) && MWBase::Environment::get().getWorld()->isSwimming(actor)) - || (actor.getClass().canFly(actor) && MWBase::Environment::get().getWorld()->isFlying(actor))) + if(canMoveByZ = ((actorCls.isNpc() || actorCls.canSwim(actor)) && MWBase::Environment::get().getWorld()->isSwimming(actor)) + || (actorCls.canFly(actor) && MWBase::Environment::get().getWorld()->isFlying(actor))) { // determine vertical angle to target mMovement.mRotation[0] = getXAngleToDir(vDirToTarget, distToTarget); @@ -266,16 +266,15 @@ namespace MWMechanics //Melee: stop running and attack mMovement.mPosition[1] = 0; - // When attacking with a weapon, choose between slash, thrust or chop - if (mStrike && actor.getClass().hasInventoryStore(actor)) - chooseBestAttack(weapon, mMovement); + // set slash/thrust/chop attack + if (mStrike) chooseBestAttack(weapon, mMovement); if(mMovement.mPosition[0] || mMovement.mPosition[1]) { mTimerCombatMove = 0.1f + 0.1f * static_cast(rand())/RAND_MAX; mCombatMove = true; } - else if(actor.getClass().isNpc() && (!distantCombat || (distantCombat && rangeMelee/5))) + else if(actorCls.isNpc() && (!distantCombat || (distantCombat && distToTarget < rangeMelee/2))) { //apply sideway movement (kind of dodging) with some probability if(static_cast(rand())/RAND_MAX < 0.25) @@ -309,7 +308,7 @@ namespace MWMechanics || (Ogre::Vector3(mShortcutFailPos.pos) - vActorPos).length() >= PATHFIND_SHORTCUT_RETRY_DIST) && (inLOS = MWBase::Environment::get().getWorld()->getLOS(actor, mTarget))) { - if(speed == 0.0f) speed = cls.getSpeed(actor); + if(speed == 0.0f) speed = actorCls.getSpeed(actor); // maximum dist before pit/obstacle for actor to avoid them depending on his speed float maxAvoidDist = tReaction * speed + speed / MAX_VEL_ANGULAR.valueRadians() * 2; preferShortcut = checkWayIsClear(vActorPos, vTargetPos, distToTarget > maxAvoidDist*1.5? maxAvoidDist : maxAvoidDist/2); @@ -370,15 +369,15 @@ namespace MWMechanics mReadyToAttack = false; } - if(distToTarget > rangeMelee) + if(distToTarget > rangeMelee && !distantCombat) { //special run attack; it shouldn't affect melee combat tactics - if(actor.getClass().getMovementSettings(actor).mPosition[1] == 1) + if(actorCls.getMovementSettings(actor).mPosition[1] == 1) { //check if actor can overcome the distance = distToTarget - attackerWeapRange //less than in time of playing weapon anim from 'start' to 'hit' tags (t_swing) //then start attacking - float speed1 = cls.getSpeed(actor); + float speed1 = actorCls.getSpeed(actor); float speed2 = mTarget.getClass().getSpeed(mTarget); if(mTarget.getClass().getMovementSettings(mTarget).mPosition[0] == 0 && mTarget.getClass().getMovementSettings(mTarget).mPosition[1] == 0) diff --git a/apps/openmw/mwmechanics/steering.cpp b/apps/openmw/mwmechanics/steering.cpp index d10733b36..0a8a37ecb 100644 --- a/apps/openmw/mwmechanics/steering.cpp +++ b/apps/openmw/mwmechanics/steering.cpp @@ -41,31 +41,7 @@ bool smoothTurn(const MWWorld::Ptr& actor, Ogre::Radian targetAngle, int axis) bool zTurn(const MWWorld::Ptr& actor, Ogre::Radian targetAngle) { - Ogre::Radian currentAngle (actor.getRefData().getPosition().rot[2]); - Ogre::Radian diff (targetAngle - currentAngle); - if (diff >= Ogre::Degree(180)) - { - // Turning the other way would be a better idea - diff = diff-Ogre::Degree(360); - } - else if (diff <= Ogre::Degree(-180)) - { - diff = Ogre::Degree(360)-diff; - } - Ogre::Radian absDiff = Ogre::Math::Abs(diff); - - // The turning animation actually moves you slightly, so the angle will be wrong again. - // Use epsilon to prevent jerkiness. - const Ogre::Degree epsilon (0.5); - if (absDiff < epsilon) - return true; - - Ogre::Radian limit = MAX_VEL_ANGULAR * MWBase::Environment::get().getFrameDuration(); - if (absDiff > limit) - diff = Ogre::Math::Sign(diff) * limit; - - actor.getClass().getMovementSettings(actor).mRotation[2] = diff.valueRadians(); - return false; + return smoothTurn(actor, targetAngle, 2); } }