forked from mirror/openmw-tes3mp
Fixed conflicts
Merge branch 'cs-windows' of https://github.com/Glorf/openmw Conflicts: apps/opencs/model/settings/usersettings.cpp apps/opencs/model/settings/usersettings.hpp apps/opencs/view/settings/usersettingsdialog.cppactorid
commit
f87eb67968
@ -0,0 +1,114 @@
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#include "windowpage.hpp"
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#include <QList>
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#include <QListView>
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#include <QGroupBox>
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#include <QRadioButton>
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#include <QDockWidget>
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#include <QVBoxLayout>
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#include <QGridLayout>
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#include <QStyle>
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#ifdef Q_OS_MAC
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#include <QPlastiqueStyle>
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#endif
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#include "../../model/settings/usersettings.hpp"
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#include "groupblock.hpp"
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#include "toggleblock.hpp"
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CSVSettings::WindowPage::WindowPage(QWidget *parent):
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AbstractPage("Window Size", parent)
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{
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// Hacks to get the stylesheet look properly
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#ifdef Q_OS_MAC
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QPlastiqueStyle *style = new QPlastiqueStyle;
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//profilesComboBox->setStyle(style);
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#endif
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setupUi();
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}
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void CSVSettings::WindowPage::setupUi()
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{
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GroupBlockDef customWindowSize (QString ("Custom Window Size"));
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GroupBlockDef definedWindowSize (QString ("Pre-Defined Window Size"));
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GroupBlockDef windowSizeToggle (QString ("Window Size"));
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CustomBlockDef windowSize (QString ("Window Size"));
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///////////////////////////////
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//custom window size properties
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///////////////////////////////
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//custom width
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SettingsItemDef *widthItem = new SettingsItemDef ("Width", "640");
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widthItem->widget = WidgetDef (Widget_LineEdit);
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widthItem->widget.widgetWidth = 45;
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//custom height
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SettingsItemDef *heightItem = new SettingsItemDef ("Height", "480");
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heightItem->widget = WidgetDef (Widget_LineEdit);
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heightItem->widget.widgetWidth = 45;
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heightItem->widget.caption = "x";
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customWindowSize.properties << widthItem << heightItem;
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customWindowSize.widgetOrientation = Orient_Horizontal;
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customWindowSize.isVisible = false;
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//pre-defined
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SettingsItemDef *widthByHeightItem = new SettingsItemDef ("Window Size", "640x480");
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WidgetDef widthByHeightWidget = WidgetDef (Widget_ComboBox);
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widthByHeightWidget.widgetWidth = 90;
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*(widthByHeightItem->valueList) << "640x480" << "800x600" << "1024x768" << "1440x900";
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QStringList *widthProxy = new QStringList;
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QStringList *heightProxy = new QStringList;
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(*widthProxy) << "Width" << "640" << "800" << "1024" << "1440";
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(*heightProxy) << "Height" << "480" << "600" << "768" << "900";
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*(widthByHeightItem->proxyList) << widthProxy << heightProxy;
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widthByHeightItem->widget = widthByHeightWidget;
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definedWindowSize.properties << widthByHeightItem;
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definedWindowSize.isProxy = true;
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definedWindowSize.isVisible = false;
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// window size toggle
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windowSizeToggle.captions << "Pre-Defined" << "Custom";
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windowSizeToggle.widgetOrientation = Orient_Vertical;
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windowSizeToggle.isVisible = false;
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//define a widget for each group in the toggle
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for (int i = 0; i < 2; i++)
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windowSizeToggle.widgets << new WidgetDef (Widget_RadioButton);
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windowSizeToggle.widgets.at(0)->isDefault = false;
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windowSize.blockDefList << &windowSizeToggle << &definedWindowSize << &customWindowSize;
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windowSize.defaultValue = "Custom";
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QGridLayout *pageLayout = new QGridLayout(this);
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setLayout (pageLayout);
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mAbstractBlocks << buildBlock<ToggleBlock> (windowSize);
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foreach (AbstractBlock *block, mAbstractBlocks)
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{
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connect (block, SIGNAL (signalUpdateSetting (const QString &, const QString &)),
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this, SIGNAL (signalUpdateEditorSetting (const QString &, const QString &)) );
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}
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}
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void CSVSettings::WindowPage::initializeWidgets (const CSMSettings::SettingMap &settings)
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{
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//iterate each item in each blocks in this section
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//validate the corresponding setting against the defined valuelist if any.
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for (AbstractBlockList::Iterator it_block = mAbstractBlocks.begin();
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it_block != mAbstractBlocks.end(); ++it_block)
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(*it_block)->updateSettings (settings);
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}
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@ -0,0 +1,28 @@
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#ifndef WINDOWPAGE_H
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#define WINDOWPAGE_H
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#include "abstractpage.hpp"
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class QGroupBox;
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namespace CSVSettings {
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class UserSettings;
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class AbstractBlock;
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class WindowPage : public AbstractPage
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{
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Q_OBJECT
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public:
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WindowPage(QWidget *parent = 0);
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void setupUi();
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void initializeWidgets (const CSMSettings::SettingMap &settings);
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signals:
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void signalUpdateEditorSetting (const QString &settingName, const QString &settingValue);
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};
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}
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#endif //WINDOWPAGE_H
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@ -0,0 +1,238 @@
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#include "fontloader.hpp"
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#include <OgreResourceGroupManager.h>
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#include <OgreTextureManager.h>
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#include <MyGUI_ResourceManager.h>
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#include <MyGUI_FontManager.h>
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#include <MyGUI_ResourceManualFont.h>
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#include <MyGUI_XmlDocument.h>
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#include <MyGUI_FactoryManager.h>
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#include <components/misc/stringops.hpp>
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namespace
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{
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unsigned long utf8ToUnicode(const std::string& utf8)
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{
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size_t i = 0;
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unsigned long unicode;
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size_t todo;
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unsigned char ch = utf8[i++];
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if (ch <= 0x7F)
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{
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unicode = ch;
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todo = 0;
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}
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else if (ch <= 0xBF)
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{
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throw std::logic_error("not a UTF-8 string");
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}
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else if (ch <= 0xDF)
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{
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unicode = ch&0x1F;
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todo = 1;
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}
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else if (ch <= 0xEF)
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{
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unicode = ch&0x0F;
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todo = 2;
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}
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else if (ch <= 0xF7)
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{
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unicode = ch&0x07;
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todo = 3;
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}
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else
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{
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throw std::logic_error("not a UTF-8 string");
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}
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for (size_t j = 0; j < todo; ++j)
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{
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unsigned char ch = utf8[i++];
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if (ch < 0x80 || ch > 0xBF)
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throw std::logic_error("not a UTF-8 string");
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unicode <<= 6;
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unicode += ch & 0x3F;
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}
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if (unicode >= 0xD800 && unicode <= 0xDFFF)
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throw std::logic_error("not a UTF-8 string");
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if (unicode > 0x10FFFF)
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throw std::logic_error("not a UTF-8 string");
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return unicode;
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}
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}
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namespace MWGui
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{
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FontLoader::FontLoader(ToUTF8::FromType encoding)
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{
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if (encoding == ToUTF8::WINDOWS_1252)
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mEncoding = ToUTF8::CP437;
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else
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mEncoding = encoding;
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}
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void FontLoader::loadAllFonts()
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{
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Ogre::StringVector groups = Ogre::ResourceGroupManager::getSingleton().getResourceGroups ();
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for (Ogre::StringVector::iterator it = groups.begin(); it != groups.end(); ++it)
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{
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Ogre::StringVectorPtr resourcesInThisGroup = Ogre::ResourceGroupManager::getSingleton ().findResourceNames (*it, "*.fnt");
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for (Ogre::StringVector::iterator resource = resourcesInThisGroup->begin(); resource != resourcesInThisGroup->end(); ++resource)
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{
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loadFont(*resource);
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}
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}
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}
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typedef struct
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{
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float x;
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float y;
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} Point;
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typedef struct
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{
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float u1; // appears unused, always 0
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Point top_left;
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Point top_right;
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Point bottom_left;
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Point bottom_right;
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float width;
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float height;
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float u2; // appears unused, always 0
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float kerning;
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float ascent;
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} GlyphInfo;
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void FontLoader::loadFont(const std::string &fileName)
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{
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Ogre::DataStreamPtr file = Ogre::ResourceGroupManager::getSingleton().openResource(fileName);
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float fontSize;
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int one;
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file->read(&fontSize, sizeof(fontSize));
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file->read(&one, sizeof(int));
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assert(one == 1);
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file->read(&one, sizeof(int));
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assert(one == 1);
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char name_[284];
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file->read(name_, sizeof(name_));
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std::string name(name_);
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GlyphInfo data[256];
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file->read(data, sizeof(data));
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file->close();
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// Create the font texture
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std::string bitmapFilename = "Fonts/" + std::string(name) + ".tex";
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Ogre::DataStreamPtr bitmapFile = Ogre::ResourceGroupManager::getSingleton().openResource(bitmapFilename);
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int width, height;
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bitmapFile->read(&width, sizeof(int));
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bitmapFile->read(&height, sizeof(int));
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std::vector<Ogre::uchar> textureData;
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textureData.resize(width*height*4);
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bitmapFile->read(&textureData[0], width*height*4);
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bitmapFile->close();
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std::string textureName = name;
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Ogre::Image image;
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image.loadDynamicImage(&textureData[0], width, height, Ogre::PF_BYTE_RGBA);
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Ogre::TexturePtr texture = Ogre::TextureManager::getSingleton().createManual(textureName,
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Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
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Ogre::TEX_TYPE_2D,
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width, height, 0, Ogre::PF_BYTE_RGBA);
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texture->loadImage(image);
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// Register the font with MyGUI
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MyGUI::ResourceManualFont* font = static_cast<MyGUI::ResourceManualFont*>(
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MyGUI::FactoryManager::getInstance().createObject("Resource", "ResourceManualFont"));
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// We need to emulate loading from XML because the data members are private as of mygui 3.2.0
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MyGUI::xml::Document xmlDocument;
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MyGUI::xml::ElementPtr root = xmlDocument.createRoot("ResourceManualFont");
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if (name.size() >= 5 && Misc::StringUtils::ciEqual(name.substr(0, 5), "magic"))
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root->addAttribute("name", "Magic Cards");
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else if (name.size() >= 7 && Misc::StringUtils::ciEqual(name.substr(0, 7), "century"))
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root->addAttribute("name", "Century Gothic");
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else if (name.size() >= 7 && Misc::StringUtils::ciEqual(name.substr(0, 7), "daedric"))
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root->addAttribute("name", "Daedric");
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else
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return; // no point in loading it, since there is no way of using additional fonts
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MyGUI::xml::ElementPtr defaultHeight = root->createChild("Property");
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defaultHeight->addAttribute("key", "DefaultHeight");
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defaultHeight->addAttribute("value", fontSize);
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MyGUI::xml::ElementPtr source = root->createChild("Property");
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source->addAttribute("key", "Source");
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source->addAttribute("value", std::string(textureName));
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MyGUI::xml::ElementPtr codes = root->createChild("Codes");
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for(int i = 0; i < 256; i++)
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{
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int x1 = data[i].top_left.x*width;
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int y1 = data[i].top_left.y*height;
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int w = data[i].top_right.x*width - x1;
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int h = data[i].bottom_left.y*height - y1;
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ToUTF8::Utf8Encoder encoder(mEncoding);
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unsigned long unicodeVal = utf8ToUnicode(encoder.getUtf8(std::string(1, (unsigned char)(i))));
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MyGUI::xml::ElementPtr code = codes->createChild("Code");
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code->addAttribute("index", unicodeVal);
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code->addAttribute("coord", MyGUI::utility::toString(x1) + " "
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+ MyGUI::utility::toString(y1) + " "
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+ MyGUI::utility::toString(w) + " "
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+ MyGUI::utility::toString(h));
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code->addAttribute("advance", data[i].width);
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code->addAttribute("bearing", MyGUI::utility::toString(data[i].kerning) + " "
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+ MyGUI::utility::toString((fontSize-data[i].ascent)));
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// ASCII vertical bar, use this as text input cursor
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if (i == 124)
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{
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MyGUI::xml::ElementPtr cursorCode = codes->createChild("Code");
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cursorCode->addAttribute("index", MyGUI::FontCodeType::Cursor);
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cursorCode->addAttribute("coord", MyGUI::utility::toString(x1) + " "
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+ MyGUI::utility::toString(y1) + " "
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+ MyGUI::utility::toString(w) + " "
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+ MyGUI::utility::toString(h));
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cursorCode->addAttribute("advance", data[i].width);
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cursorCode->addAttribute("bearing", MyGUI::utility::toString(data[i].kerning) + " "
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+ MyGUI::utility::toString((fontSize-data[i].ascent)));
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}
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}
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// These are required as well, but the fonts don't provide them
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for (int i=0; i<3; ++i)
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{
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MyGUI::FontCodeType::Enum type;
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if(i == 0)
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type = MyGUI::FontCodeType::Selected;
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else if (i == 1)
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type = MyGUI::FontCodeType::SelectedBack;
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else if (i == 2)
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type = MyGUI::FontCodeType::NotDefined;
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MyGUI::xml::ElementPtr cursorCode = codes->createChild("Code");
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cursorCode->addAttribute("index", type);
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cursorCode->addAttribute("coord", "0 0 0 0");
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cursorCode->addAttribute("advance", "0");
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cursorCode->addAttribute("bearing", "0 0");
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}
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font->deserialization(root, MyGUI::Version(3,2,0));
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MyGUI::ResourceManager::getInstance().addResource(font);
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}
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}
|
@ -0,0 +1,25 @@
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#ifndef MWGUI_FONTLOADER_H
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#define MWGUI_FONTLOADER_H
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#include <components/to_utf8/to_utf8.hpp>
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namespace MWGui
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{
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/// @brief loads Morrowind's .fnt/.tex fonts for use with MyGUI and Ogre
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class FontLoader
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{
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public:
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FontLoader (ToUTF8::FromType encoding);
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void loadAllFonts ();
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private:
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ToUTF8::FromType mEncoding;
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void loadFont (const std::string& fileName);
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};
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}
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#endif
|
@ -1,23 +1,337 @@
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#include "aiwander.hpp"
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#include <iostream>
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MWMechanics::AiWander::AiWander(int distance, int duration, int timeOfDay, const std::vector<int>& 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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}
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#include "movement.hpp"
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MWMechanics::AiPackage * MWMechanics::AiWander::clone() const
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{
|
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return new AiWander(*this);
|
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}
|
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#include "../mwworld/class.hpp"
|
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#include "../mwworld/player.hpp"
|
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#include "../mwbase/world.hpp"
|
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#include "../mwbase/environment.hpp"
|
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#include "../mwbase/mechanicsmanager.hpp"
|
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|
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#include <OgreVector3.h>
|
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|
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bool MWMechanics::AiWander::execute (const MWWorld::Ptr& actor)
|
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namespace
|
||||
{
|
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// Return completed
|
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return true;
|
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float sgn(float a)
|
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{
|
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if(a > 0)
|
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return 1.0;
|
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return -1.0;
|
||||
}
|
||||
}
|
||||
|
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int MWMechanics::AiWander::getTypeId() const
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namespace MWMechanics
|
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{
|
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return 0;
|
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AiWander::AiWander(int distance, int duration, int timeOfDay, const std::vector<int>& idle, bool repeat):
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mDistance(distance), mDuration(duration), mTimeOfDay(timeOfDay), mIdle(idle), mRepeat(repeat)
|
||||
{
|
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for(unsigned short counter = 0; counter < mIdle.size(); counter++)
|
||||
{
|
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if(mIdle[counter] >= 127 || mIdle[counter] < 0)
|
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mIdle[counter] = 0;
|
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}
|
||||
|
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if(mDistance < 0)
|
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mDistance = 0;
|
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if(mDuration < 0)
|
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mDuration = 0;
|
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if(mDuration == 0)
|
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mTimeOfDay = 0;
|
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|
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srand(time(NULL));
|
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mStartTime = MWBase::Environment::get().getWorld()->getTimeStamp();
|
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mPlayedIdle = 0;
|
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mPathgrid = NULL;
|
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mIdleChanceMultiplier =
|
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MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fIdleChanceMultiplier")->getFloat();
|
||||
|
||||
mStoredAvailableNodes = false;
|
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mChooseAction = true;
|
||||
mIdleNow = false;
|
||||
mMoveNow = false;
|
||||
mWalking = false;
|
||||
}
|
||||
|
||||
AiPackage * MWMechanics::AiWander::clone() const
|
||||
{
|
||||
return new AiWander(*this);
|
||||
}
|
||||
|
||||
bool AiWander::execute (const MWWorld::Ptr& actor)
|
||||
{
|
||||
if(mDuration)
|
||||
{
|
||||
// End package if duration is complete or mid-night hits:
|
||||
MWWorld::TimeStamp currentTime = MWBase::Environment::get().getWorld()->getTimeStamp();
|
||||
if(currentTime.getHour() >= mStartTime.getHour() + mDuration)
|
||||
{
|
||||
if(!mRepeat)
|
||||
{
|
||||
stopWalking(actor);
|
||||
return true;
|
||||
}
|
||||
else
|
||||
mStartTime = currentTime;
|
||||
}
|
||||
else if(int(currentTime.getHour()) == 0 && currentTime.getDay() != mStartTime.getDay())
|
||||
{
|
||||
if(!mRepeat)
|
||||
{
|
||||
stopWalking(actor);
|
||||
return true;
|
||||
}
|
||||
else
|
||||
mStartTime = currentTime;
|
||||
}
|
||||
}
|
||||
|
||||
ESM::Position pos = actor.getRefData().getPosition();
|
||||
|
||||
if(!mStoredAvailableNodes)
|
||||
{
|
||||
mStoredAvailableNodes = true;
|
||||
mPathgrid =
|
||||
MWBase::Environment::get().getWorld()->getStore().get<ESM::Pathgrid>().search(*actor.getCell()->mCell);
|
||||
|
||||
mCellX = actor.getCell()->mCell->mData.mX;
|
||||
mCellY = actor.getCell()->mCell->mData.mY;
|
||||
|
||||
if(!mPathgrid)
|
||||
mDistance = 0;
|
||||
else if(mPathgrid->mPoints.empty())
|
||||
mDistance = 0;
|
||||
|
||||
if(mDistance)
|
||||
{
|
||||
mXCell = 0;
|
||||
mYCell = 0;
|
||||
if(actor.getCell()->mCell->isExterior())
|
||||
{
|
||||
mXCell = mCellX * ESM::Land::REAL_SIZE;
|
||||
mYCell = mCellY * ESM::Land::REAL_SIZE;
|
||||
}
|
||||
|
||||
Ogre::Vector3 npcPos(actor.getRefData().getPosition().pos);
|
||||
npcPos[0] = npcPos[0] - mXCell;
|
||||
npcPos[1] = npcPos[1] - mYCell;
|
||||
|
||||
for(unsigned int counter = 0; counter < mPathgrid->mPoints.size(); counter++)
|
||||
{
|
||||
Ogre::Vector3 nodePos(mPathgrid->mPoints[counter].mX, mPathgrid->mPoints[counter].mY,
|
||||
mPathgrid->mPoints[counter].mZ);
|
||||
if(npcPos.squaredDistance(nodePos) <= mDistance * mDistance)
|
||||
mAllowedNodes.push_back(mPathgrid->mPoints[counter]);
|
||||
}
|
||||
if(!mAllowedNodes.empty())
|
||||
{
|
||||
Ogre::Vector3 firstNodePos(mAllowedNodes[0].mX, mAllowedNodes[0].mY, mAllowedNodes[0].mZ);
|
||||
float closestNode = npcPos.squaredDistance(firstNodePos);
|
||||
unsigned int index = 0;
|
||||
for(unsigned int counterThree = 1; counterThree < mAllowedNodes.size(); counterThree++)
|
||||
{
|
||||
Ogre::Vector3 nodePos(mAllowedNodes[counterThree].mX, mAllowedNodes[counterThree].mY,
|
||||
mAllowedNodes[counterThree].mZ);
|
||||
float tempDist = npcPos.squaredDistance(nodePos);
|
||||
if(tempDist < closestNode)
|
||||
index = counterThree;
|
||||
}
|
||||
mCurrentNode = mAllowedNodes[index];
|
||||
mAllowedNodes.erase(mAllowedNodes.begin() + index);
|
||||
}
|
||||
|
||||
if(mAllowedNodes.empty())
|
||||
mDistance = 0;
|
||||
}
|
||||
}
|
||||
|
||||
MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayer().getPlayer();
|
||||
bool cellChange = actor.getCell()->mCell->mData.mX != mCellX || actor.getCell()->mCell->mData.mY != mCellY;
|
||||
|
||||
if(actor.getCell()->mCell->mData.mX != player.getCell()->mCell->mData.mX)
|
||||
{
|
||||
int sideX = sgn(actor.getCell()->mCell->mData.mX - player.getCell()->mCell->mData.mX);
|
||||
// Check if actor is near the border of an inactive cell. If so, disable AiWander.
|
||||
// FIXME: This *should* pause the AiWander package instead of terminating it.
|
||||
if(sideX * (pos.pos[0] - actor.getCell()->mCell->mData.mX * ESM::Land::REAL_SIZE) > sideX * (ESM::Land::REAL_SIZE /
|
||||
2.0 - 200))
|
||||
{
|
||||
stopWalking(actor);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
if(actor.getCell()->mCell->mData.mY != player.getCell()->mCell->mData.mY)
|
||||
{
|
||||
int sideY = sgn(actor.getCell()->mCell->mData.mY - player.getCell()->mCell->mData.mY);
|
||||
// Check if actor is near the border of an inactive cell. If so, disable AiWander.
|
||||
// FIXME: This *should* pause the AiWander package instead of terminating it.
|
||||
if(sideY * (pos.pos[1] - actor.getCell()->mCell->mData.mY * ESM::Land::REAL_SIZE) > sideY * (ESM::Land::REAL_SIZE /
|
||||
2.0 - 200))
|
||||
{
|
||||
stopWalking(actor);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
// Don't try to move if you are in a new cell (ie: positioncell command called) but still play idles.
|
||||
if(mDistance && (cellChange || (mCellX != actor.getCell()->mCell->mData.mX || mCellY != actor.getCell()->mCell->mData.mY)))
|
||||
mDistance = 0;
|
||||
|
||||
if(mChooseAction)
|
||||
{
|
||||
mPlayedIdle = 0;
|
||||
unsigned short idleRoll = 0;
|
||||
|
||||
for(unsigned int counter = 1; counter < mIdle.size(); counter++)
|
||||
{
|
||||
unsigned short idleChance = mIdleChanceMultiplier * mIdle[counter];
|
||||
unsigned short randSelect = (int)(rand() / ((double)RAND_MAX + 1) * int(100 / mIdleChanceMultiplier));
|
||||
if(randSelect < idleChance && randSelect > idleRoll)
|
||||
{
|
||||
mPlayedIdle = counter;
|
||||
idleRoll = randSelect;
|
||||
}
|
||||
}
|
||||
|
||||
if(!mPlayedIdle && mDistance)
|
||||
{
|
||||
mChooseAction = false;
|
||||
mMoveNow = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Play idle animation and recreate vanilla (broken?) behavior of resetting start time of AIWander:
|
||||
MWWorld::TimeStamp currentTime = MWBase::Environment::get().getWorld()->getTimeStamp();
|
||||
mStartTime = currentTime;
|
||||
playIdle(actor, mPlayedIdle + 1);
|
||||
mChooseAction = false;
|
||||
mIdleNow = true;
|
||||
}
|
||||
}
|
||||
|
||||
if(mIdleNow)
|
||||
{
|
||||
if(!checkIdle(actor, mPlayedIdle + 1))
|
||||
{
|
||||
mPlayedIdle = 0;
|
||||
mIdleNow = false;
|
||||
mChooseAction = true;
|
||||
}
|
||||
}
|
||||
|
||||
if(mMoveNow && mDistance)
|
||||
{
|
||||
if(!mPathFinder.isPathConstructed())
|
||||
{
|
||||
unsigned int randNode = (int)(rand() / ((double)RAND_MAX + 1) * mAllowedNodes.size());
|
||||
Ogre::Vector3 destNodePos(mAllowedNodes[randNode].mX, mAllowedNodes[randNode].mY, mAllowedNodes[randNode].mZ);
|
||||
|
||||
ESM::Pathgrid::Point dest;
|
||||
dest.mX = destNodePos[0] + mXCell;
|
||||
dest.mY = destNodePos[1] + mYCell;
|
||||
dest.mZ = destNodePos[2];
|
||||
|
||||
ESM::Pathgrid::Point start;
|
||||
start.mX = pos.pos[0];
|
||||
start.mY = pos.pos[1];
|
||||
start.mZ = pos.pos[2];
|
||||
|
||||
mPathFinder.buildPath(start, dest, mPathgrid, mXCell, mYCell, false);
|
||||
|
||||
if(mPathFinder.isPathConstructed())
|
||||
{
|
||||
// Remove this node as an option and add back the previously used node (stops NPC from picking the same node):
|
||||
ESM::Pathgrid::Point temp = mAllowedNodes[randNode];
|
||||
mAllowedNodes.erase(mAllowedNodes.begin() + randNode);
|
||||
mAllowedNodes.push_back(mCurrentNode);
|
||||
mCurrentNode = temp;
|
||||
|
||||
mMoveNow = false;
|
||||
mWalking = true;
|
||||
}
|
||||
// Choose a different node and delete this one from possible nodes because it is uncreachable:
|
||||
else
|
||||
mAllowedNodes.erase(mAllowedNodes.begin() + randNode);
|
||||
}
|
||||
}
|
||||
|
||||
if(mWalking)
|
||||
{
|
||||
float zAngle = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]);
|
||||
MWBase::Environment::get().getWorld()->rotateObject(actor, 0, 0, zAngle,false);
|
||||
MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 1;
|
||||
|
||||
// Unclog path nodes by allowing the NPC to be a small distance away from the center. This way two NPCs can be
|
||||
// at the same path node at the same time and both will complete instead of endlessly walking into eachother:
|
||||
Ogre::Vector3 destNodePos(mCurrentNode.mX, mCurrentNode.mY, mCurrentNode.mZ);
|
||||
Ogre::Vector3 actorPos(actor.getRefData().getPosition().pos);
|
||||
actorPos[0] = actorPos[0] - mXCell;
|
||||
actorPos[1] = actorPos[1] - mYCell;
|
||||
float distance = actorPos.squaredDistance(destNodePos);
|
||||
|
||||
if(distance < 1200 || mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1], pos.pos[2]))
|
||||
{
|
||||
stopWalking(actor);
|
||||
mMoveNow = false;
|
||||
mWalking = false;
|
||||
mChooseAction = true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
int AiWander::getTypeId() const
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
void AiWander::stopWalking(const MWWorld::Ptr& actor)
|
||||
{
|
||||
mPathFinder.clearPath();
|
||||
MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
|
||||
}
|
||||
|
||||
void AiWander::playIdle(const MWWorld::Ptr& actor, unsigned short idleSelect)
|
||||
{
|
||||
if(idleSelect == 2)
|
||||
MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(actor, "idle2", 0, 1);
|
||||
else if(idleSelect == 3)
|
||||
MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(actor, "idle3", 0, 1);
|
||||
else if(idleSelect == 4)
|
||||
MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(actor, "idle4", 0, 1);
|
||||
else if(idleSelect == 5)
|
||||
MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(actor, "idle5", 0, 1);
|
||||
else if(idleSelect == 6)
|
||||
MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(actor, "idle6", 0, 1);
|
||||
else if(idleSelect == 7)
|
||||
MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(actor, "idle7", 0, 1);
|
||||
else if(idleSelect == 8)
|
||||
MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(actor, "idle8", 0, 1);
|
||||
else if(idleSelect == 9)
|
||||
MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(actor, "idle9", 0, 1);
|
||||
}
|
||||
|
||||
bool AiWander::checkIdle(const MWWorld::Ptr& actor, unsigned short idleSelect)
|
||||
{
|
||||
if(idleSelect == 2)
|
||||
return MWBase::Environment::get().getMechanicsManager()->checkAnimationPlaying(actor, "idle2");
|
||||
else if(idleSelect == 3)
|
||||
return MWBase::Environment::get().getMechanicsManager()->checkAnimationPlaying(actor, "idle3");
|
||||
else if(idleSelect == 4)
|
||||
return MWBase::Environment::get().getMechanicsManager()->checkAnimationPlaying(actor, "idle4");
|
||||
else if(idleSelect == 5)
|
||||
return MWBase::Environment::get().getMechanicsManager()->checkAnimationPlaying(actor, "idle5");
|
||||
else if(idleSelect == 6)
|
||||
return MWBase::Environment::get().getMechanicsManager()->checkAnimationPlaying(actor, "idle6");
|
||||
else if(idleSelect == 7)
|
||||
return MWBase::Environment::get().getMechanicsManager()->checkAnimationPlaying(actor, "idle7");
|
||||
else if(idleSelect == 8)
|
||||
return MWBase::Environment::get().getMechanicsManager()->checkAnimationPlaying(actor, "idle8");
|
||||
else if(idleSelect == 9)
|
||||
return MWBase::Environment::get().getMechanicsManager()->checkAnimationPlaying(actor, "idle9");
|
||||
else
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
|
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Reference in New Issue