|
|
|
@ -19,6 +19,7 @@
|
|
|
|
|
#include "aicombataction.hpp"
|
|
|
|
|
#include "combat.hpp"
|
|
|
|
|
#include "coordinateconverter.hpp"
|
|
|
|
|
#include "actorutil.hpp"
|
|
|
|
|
|
|
|
|
|
namespace
|
|
|
|
|
{
|
|
|
|
@ -210,13 +211,14 @@ namespace MWMechanics
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
timerReact = 0;
|
|
|
|
|
attack(actor, target, storage, characterController);
|
|
|
|
|
if (attack(actor, target, storage, characterController))
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AiCombat::attack(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, AiCombatStorage& storage, CharacterController& characterController)
|
|
|
|
|
bool AiCombat::attack(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, AiCombatStorage& storage, CharacterController& characterController)
|
|
|
|
|
{
|
|
|
|
|
const MWWorld::CellStore*& currentCell = storage.mCell;
|
|
|
|
|
bool cellChange = currentCell && (actor.getCell() != currentCell);
|
|
|
|
@ -231,7 +233,10 @@ namespace MWMechanics
|
|
|
|
|
storage.stopAttack();
|
|
|
|
|
characterController.setAttackingOrSpell(false);
|
|
|
|
|
storage.mActionCooldown = 0.f;
|
|
|
|
|
forceFlee = true;
|
|
|
|
|
if (target == MWMechanics::getPlayer())
|
|
|
|
|
forceFlee = true;
|
|
|
|
|
else
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const MWWorld::Class& actorClass = actor.getClass();
|
|
|
|
@ -243,7 +248,7 @@ namespace MWMechanics
|
|
|
|
|
if (!forceFlee)
|
|
|
|
|
{
|
|
|
|
|
if (actionCooldown > 0)
|
|
|
|
|
return;
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
|
|
if (characterController.readyToPrepareAttack())
|
|
|
|
|
{
|
|
|
|
@ -258,7 +263,7 @@ namespace MWMechanics
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!currentAction)
|
|
|
|
|
return;
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
|
|
if (storage.isFleeing() != currentAction->isFleeing())
|
|
|
|
|
{
|
|
|
|
@ -266,7 +271,7 @@ namespace MWMechanics
|
|
|
|
|
{
|
|
|
|
|
storage.startFleeing();
|
|
|
|
|
MWBase::Environment::get().getDialogueManager()->say(actor, "flee");
|
|
|
|
|
return;
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
storage.stopFleeing();
|
|
|
|
@ -311,6 +316,7 @@ namespace MWMechanics
|
|
|
|
|
storage.mMovement.mRotation[2] = getZAngleToDir((vTargetPos-vActorPos)); // using vAimDir results in spastic movements since the head is animated
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MWMechanics::AiCombat::updateLOS(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, float duration, MWMechanics::AiCombatStorage& storage)
|
|
|
|
|