diff --git a/apps/openmw/mwmechanics/actors.cpp b/apps/openmw/mwmechanics/actors.cpp index af8a47ccf3..cd8f187775 100644 --- a/apps/openmw/mwmechanics/actors.cpp +++ b/apps/openmw/mwmechanics/actors.cpp @@ -29,6 +29,7 @@ #include "movement.hpp" #include "character.hpp" #include "aicombat.hpp" +#include "aicombataction.hpp" #include "aifollow.hpp" #include "aipursue.hpp" #include "actor.hpp" @@ -286,10 +287,12 @@ namespace MWMechanics void Actors::engageCombat (const MWWorld::Ptr& actor1, const MWWorld::Ptr& actor2, bool againstPlayer) { - CreatureStats& creatureStats = actor1.getClass().getCreatureStats(actor1); + const CreatureStats& creatureStats1 = actor1.getClass().getCreatureStats(actor1); + if (creatureStats1.getAiSequence().isInCombat(actor2)) + return; - if (actor2.getClass().getCreatureStats(actor2).isDead() - || actor1.getClass().getCreatureStats(actor1).isDead()) + const CreatureStats& creatureStats2 = actor2.getClass().getCreatureStats(actor2); + if (creatureStats1.isDead() || creatureStats2.isDead()) return; const ESM::Position& actor1Pos = actor1.getRefData().getPosition(); @@ -298,55 +301,26 @@ namespace MWMechanics if (sqrDist > sqrAiProcessingDistance) return; - // pure water creatures won't try to fight with the target on the ground - // except that creature is already hostile - if ((againstPlayer || !creatureStats.getAiSequence().isInCombat()) - && !MWMechanics::isEnvironmentCompatible(actor1, actor2)) // creature can't swim to target - { - return; - } - - // no combat for totally static creatures (they have no movement or attack animations anyway) + // No combat for totally static creatures if (!actor1.getClass().isMobile(actor1)) return; - bool aggressive; - - if (againstPlayer) + // Start combat if target actor is in combat with one of our followers or escorters + const std::list& followersAndEscorters = getActorsSidingWith(actor1); + for (std::list::const_iterator it = followersAndEscorters.begin(); it != followersAndEscorters.end(); ++it) { - // followers with high fight should not engage in combat with the player (e.g. bm_bear_black_summon) - const std::list& followers = getActorsSidingWith(actor2); - if (std::find(followers.begin(), followers.end(), actor1) != followers.end()) - return; - - aggressive = MWBase::Environment::get().getMechanicsManager()->isAggressive(actor1, actor2); - } - else - { - aggressive = false; - - // Make guards fight aggressive creatures - if (!actor1.getClass().isNpc() && actor2.getClass().isClass(actor2, "Guard")) + // Need to check both ways since player doesn't use AI packages + if ((creatureStats2.getAiSequence().isInCombat(*it) + || it->getClass().getCreatureStats(*it).getAiSequence().isInCombat(actor2)) + && !creatureStats1.getAiSequence().isInCombat(*it)) { - if (creatureStats.getAiSequence().isInCombat() && MWBase::Environment::get().getMechanicsManager()->isAggressive(actor1, actor2)) - aggressive = true; + MWBase::Environment::get().getMechanicsManager()->startCombat(actor1, actor2); + return; } } - // start combat if target actor is in combat with one of our followers - const std::list& followers = getActorsSidingWith(actor1); - const CreatureStats& creatureStats2 = actor2.getClass().getCreatureStats(actor2); - for (std::list::const_iterator it = followers.begin(); it != followers.end(); ++it) - { - // need to check both ways since player doesn't use AI packages - if ((creatureStats2.getAiSequence().isInCombat(*it) - || it->getClass().getCreatureStats(*it).getAiSequence().isInCombat(actor2)) - && !creatureStats.getAiSequence().isInCombat(*it)) - aggressive = true; - } - - // start combat if target actor is in combat with someone we are following - for (std::list::const_iterator it = creatureStats.getAiSequence().begin(); it != creatureStats.getAiSequence().end(); ++it) + // Start combat if target actor is in combat with someone we are following through a follow package + for (std::list::const_iterator it = creatureStats1.getAiSequence().begin(); it != creatureStats1.getAiSequence().end(); ++it) { if (!(*it)->sideWithTarget()) continue; @@ -356,20 +330,63 @@ namespace MWMechanics if (followTarget.isEmpty()) continue; - if (creatureStats.getAiSequence().isInCombat(followTarget)) + if (creatureStats1.getAiSequence().isInCombat(followTarget)) continue; - // need to check both ways since player doesn't use AI packages + // Need to check both ways since player doesn't use AI packages if (creatureStats2.getAiSequence().isInCombat(followTarget) || followTarget.getClass().getCreatureStats(followTarget).getAiSequence().isInCombat(actor2)) - aggressive = true; + { + MWBase::Environment::get().getMechanicsManager()->startCombat(actor1, actor2); + return; + } + } + + // Start combat with the player if we are already in combat with a player follower or escorter + const std::list& playerFollowersAndEscorters = getActorsSidingWith(getPlayer()); + if (againstPlayer) + { + for (std::list::const_iterator it = playerFollowersAndEscorters.begin(); it != playerFollowersAndEscorters.end(); ++it) + { + if (creatureStats1.getAiSequence().isInCombat(*it)) + { + MWBase::Environment::get().getMechanicsManager()->startCombat(actor1, actor2); + return; + } + } } - if(aggressive) + // Otherwise, don't initiate combat with an unreachable target + if (!MWMechanics::canFight(actor1,actor2)) + return; + + bool aggressive = false; + + if (againstPlayer || std::find(playerFollowersAndEscorters.begin(), playerFollowersAndEscorters.end(), actor2) != playerFollowersAndEscorters.end()) + { + // Player followers and escorters with high fight should not initiate combat here with the player or with + // other player followers or escorters + if (std::find(playerFollowersAndEscorters.begin(), playerFollowersAndEscorters.end(), actor1) != playerFollowersAndEscorters.end()) + return; + + aggressive = MWBase::Environment::get().getMechanicsManager()->isAggressive(actor1, actor2); + } + else + { + // Make guards fight aggressive creatures + if (!actor1.getClass().isNpc() && actor2.getClass().isClass(actor2, "Guard")) + { + if (creatureStats1.getAiSequence().isInCombat() && MWBase::Environment::get().getMechanicsManager()->isAggressive(actor1, actor2)) + aggressive = true; + } + } + + if (aggressive) { bool LOS = MWBase::Environment::get().getWorld()->getLOS(actor1, actor2); - if (againstPlayer) LOS &= MWBase::Environment::get().getMechanicsManager()->awarenessCheck(actor2, actor1); + if (againstPlayer || std::find(playerFollowersAndEscorters.begin(), playerFollowersAndEscorters.end(), actor2) != playerFollowersAndEscorters.end()) + LOS &= MWBase::Environment::get().getMechanicsManager()->awarenessCheck(actor2, actor1); if (LOS) { diff --git a/apps/openmw/mwmechanics/aicombat.cpp b/apps/openmw/mwmechanics/aicombat.cpp index d8dae8b79a..fbd3819e24 100644 --- a/apps/openmw/mwmechanics/aicombat.cpp +++ b/apps/openmw/mwmechanics/aicombat.cpp @@ -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) diff --git a/apps/openmw/mwmechanics/aicombat.hpp b/apps/openmw/mwmechanics/aicombat.hpp index a2e995cb38..fbe864ca07 100644 --- a/apps/openmw/mwmechanics/aicombat.hpp +++ b/apps/openmw/mwmechanics/aicombat.hpp @@ -59,7 +59,8 @@ namespace MWMechanics int mTargetActorId; - void attack(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, AiCombatStorage& storage, CharacterController& characterController); + /// Returns true if combat should end + bool attack(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, AiCombatStorage& storage, CharacterController& characterController); void updateLOS(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, float duration, AiCombatStorage& storage);