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https://gitlab.com/OpenMW/openmw.git
synced 2025-01-26 18:35:20 +00:00
Merge remote-tracking branch 'dteviot/MagicEffectsRefactorDraft3'
This commit is contained in:
commit
2c37731494
@ -3,10 +3,17 @@
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#include "../mwbase/world.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwworld/player.hpp"
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namespace MWMechanics
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{
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MWWorld::Ptr getPlayer()
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{
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return MWBase::Environment::get().getWorld()->getPlayerPtr();
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}
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bool isPlayerInCombat()
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{
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return MWBase::Environment::get().getWorld()->getPlayer().isInCombat();
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}
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}
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@ -1,14 +1,12 @@
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#ifndef OPENMW_MWMECHANICS_ACTORUTIL_H
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#define OPENMW_MWMECHANICS_ACTORUTIL_H
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namespace MWWorld
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{
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class Ptr;
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}
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#include "../mwworld/ptr.hpp"
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namespace MWMechanics
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{
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MWWorld::Ptr getPlayer();
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bool isPlayerInCombat();
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}
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#endif
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@ -16,6 +16,7 @@
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#include "steering.hpp"
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#include "actorutil.hpp"
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#include "coordinateconverter.hpp"
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MWMechanics::AiPackage::~AiPackage() {}
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@ -32,45 +33,24 @@ bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, ESM::Pathgrid::Po
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ESM::Position pos = actor.getRefData().getPosition(); //position of the actor
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/// Stops the actor when it gets too close to a unloaded cell
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const ESM::Cell *cell = actor.getCell()->getCell();
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//... At current time, this test is unnecessary. AI shuts down when actor is more than 7168
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//... units from player, and exterior cells are 8192 units long and wide.
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//... But AI processing distance may increase in the future.
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if (isNearInactiveCell(pos))
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{
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MWWorld::Ptr player = getPlayer();
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Movement &movement = actor.getClass().getMovementSettings(actor);
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//Ensure pursuer doesn't leave loaded cells
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if(cell->mData.mX != player.getCell()->getCell()->mData.mX)
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{
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int sideX = PathFinder::sgn(cell->mData.mX - player.getCell()->getCell()->mData.mX);
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//check if actor is near the border of an inactive cell. If so, stop walking.
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if(sideX * (pos.pos[0] - cell->mData.mX*ESM::Land::REAL_SIZE) > sideX * (ESM::Land::REAL_SIZE/2.0f - 200.0f))
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{
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movement.mPosition[1] = 0;
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return false;
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}
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}
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if(cell->mData.mY != player.getCell()->getCell()->mData.mY)
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{
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int sideY = PathFinder::sgn(cell->mData.mY - player.getCell()->getCell()->mData.mY);
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//check if actor is near the border of an inactive cell. If so, stop walking.
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if(sideY * (pos.pos[1] - cell->mData.mY*ESM::Land::REAL_SIZE) > sideY * (ESM::Land::REAL_SIZE/2.0f - 200.0f))
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{
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movement.mPosition[1] = 0;
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return false;
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}
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}
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actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
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return false;
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}
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//Start position
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ESM::Pathgrid::Point start = pos.pos;
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//***********************
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/// Checks if you can't get to the end position at all, adds end position to end of path
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/// Rebuilds path every quarter of a second, in case the target has moved
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//***********************
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if(mTimer > 0.25)
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{
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const ESM::Cell *cell = actor.getCell()->getCell();
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if (doesPathNeedRecalc(dest, cell)) { //Only rebuild path if it's moved
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mPathFinder.buildSyncedPath(start, dest, actor.getCell(), true); //Rebuild path, in case the target has moved
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mPathFinder.buildSyncedPath(pos.pos, dest, actor.getCell(), true); //Rebuild path, in case the target has moved
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mPrevDest = dest;
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}
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@ -133,3 +113,27 @@ bool MWMechanics::AiPackage::isTargetMagicallyHidden(const MWWorld::Ptr& target)
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return (magicEffects.get(ESM::MagicEffect::Invisibility).getMagnitude() > 0)
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|| (magicEffects.get(ESM::MagicEffect::Chameleon).getMagnitude() > 75);
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}
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bool MWMechanics::AiPackage::isNearInactiveCell(const ESM::Position& actorPos)
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{
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const ESM::Cell* playerCell(getPlayer().getCell()->getCell());
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if (playerCell->isExterior())
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{
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// get actor's distance from origin of center cell
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osg::Vec3f actorOffset(actorPos.asVec3());
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CoordinateConverter(playerCell).toLocal(actorOffset);
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// currently assumes 3 x 3 grid for exterior cells, with player at center cell.
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// ToDo: (Maybe) use "exterior cell load distance" setting to get count of actual active cells
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// While AI Process distance is 7168, AI shuts down actors before they reach edges of 3 x 3 grid.
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const float distanceFromEdge = 200.0;
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float minThreshold = (-1.0f * ESM::Land::REAL_SIZE) + distanceFromEdge;
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float maxThreshold = (2.0f * ESM::Land::REAL_SIZE) - distanceFromEdge;
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return (actorOffset[0] < minThreshold) || (maxThreshold < actorOffset[0])
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|| (actorOffset[1] < minThreshold) || (maxThreshold < actorOffset[1]);
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}
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else
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{
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return false;
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}
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}
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@ -88,6 +88,7 @@ namespace MWMechanics
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private:
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void evadeObstacles(const MWWorld::Ptr& actor, float duration, ESM::Position& pos);
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bool isNearInactiveCell(const ESM::Position& actorPos);
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};
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}
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@ -588,7 +588,7 @@ namespace MWMechanics
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void AiWander::ToWorldCoordinates(ESM::Pathgrid::Point& point, const ESM::Cell * cell)
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{
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CoordinateConverter(cell).ToWorld(point);
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CoordinateConverter(cell).toWorld(point);
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}
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void AiWander::trimAllowedNodes(std::vector<ESM::Pathgrid::Point>& nodes,
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@ -746,7 +746,7 @@ namespace MWMechanics
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{
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// get NPC's position in local (i.e. cell) co-ordinates
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osg::Vec3f npcPos(mInitialActorPosition);
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CoordinateConverter(cell).ToLocal(npcPos);
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CoordinateConverter(cell).toLocal(npcPos);
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// mAllowedNodes for this actor with pathgrid point indexes based on mDistance
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// NOTE: mPoints and mAllowedNodes are in local co-ordinates
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@ -15,25 +15,25 @@ namespace MWMechanics
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}
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}
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void CoordinateConverter::ToWorld(ESM::Pathgrid::Point& point)
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void CoordinateConverter::toWorld(ESM::Pathgrid::Point& point)
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{
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point.mX += mCellX;
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point.mY += mCellY;
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}
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void CoordinateConverter::ToWorld(osg::Vec3f& point)
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void CoordinateConverter::toWorld(osg::Vec3f& point)
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{
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point.x() += static_cast<float>(mCellX);
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point.y() += static_cast<float>(mCellY);
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}
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void CoordinateConverter::ToLocal(osg::Vec3f& point)
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void CoordinateConverter::toLocal(osg::Vec3f& point)
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{
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point.x() -= static_cast<float>(mCellX);
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point.y() -= static_cast<float>(mCellY);
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}
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osg::Vec3f CoordinateConverter::ToLocalVec3(const ESM::Pathgrid::Point& point)
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osg::Vec3f CoordinateConverter::toLocalVec3(const ESM::Pathgrid::Point& point)
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{
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return osg::Vec3f(
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static_cast<float>(point.mX - mCellX),
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@ -18,15 +18,15 @@ namespace MWMechanics
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CoordinateConverter(const ESM::Cell* cell);
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/// in-place conversion from local to world
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void ToWorld(ESM::Pathgrid::Point& point);
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void toWorld(ESM::Pathgrid::Point& point);
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/// in-place conversion from local to world
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void ToWorld(osg::Vec3f& point);
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void toWorld(osg::Vec3f& point);
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/// in-place conversion from world to local
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void ToLocal(osg::Vec3f& point);
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void toLocal(osg::Vec3f& point);
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osg::Vec3f ToLocalVec3(const ESM::Pathgrid::Point& point);
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osg::Vec3f toLocalVec3(const ESM::Pathgrid::Point& point);
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private:
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int mCellX;
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@ -927,7 +927,7 @@ namespace MWMechanics
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return true;
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}
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if(MWBase::Environment::get().getWorld()->getPlayer().isInCombat()) {
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if(MWMechanics::isPlayerInCombat()) {
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MWBase::Environment::get().getWindowManager()->messageBox("#{sNotifyMessage2}");
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return true;
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}
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@ -207,10 +207,10 @@ namespace MWMechanics
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// outside an area enclosed by walls, but there is a pathgrid
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// point right behind the wall that is closer than any pathgrid
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// point outside the wall
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osg::Vec3f startPointInLocalCoords(converter.ToLocalVec3(startPoint));
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osg::Vec3f startPointInLocalCoords(converter.toLocalVec3(startPoint));
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int startNode = getClosestPoint(mPathgrid, startPointInLocalCoords);
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osg::Vec3f endPointInLocalCoords(converter.ToLocalVec3(endPoint));
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osg::Vec3f endPointInLocalCoords(converter.toLocalVec3(endPoint));
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std::pair<int, bool> endNode = getClosestReachablePoint(mPathgrid, cell,
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endPointInLocalCoords,
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startNode);
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@ -223,7 +223,7 @@ namespace MWMechanics
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if(startNode == endNode.first)
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{
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ESM::Pathgrid::Point temp(mPathgrid->mPoints[startNode]);
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converter.ToWorld(temp);
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converter.toWorld(temp);
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mPath.push_back(temp);
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}
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else
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@ -233,7 +233,7 @@ namespace MWMechanics
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// convert supplied path to world co-ordinates
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for (std::list<ESM::Pathgrid::Point>::iterator iter(mPath.begin()); iter != mPath.end(); ++iter)
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{
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converter.ToWorld(*iter);
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converter.toWorld(*iter);
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}
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}
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@ -208,7 +208,7 @@ void Pathgrid::enableCellPathgrid(const MWWorld::CellStore *store)
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if (!pathgrid) return;
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osg::Vec3f cellPathGridPos(0, 0, 0);
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MWMechanics::CoordinateConverter(store->getCell()).ToWorld(cellPathGridPos);
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MWMechanics::CoordinateConverter(store->getCell()).toWorld(cellPathGridPos);
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osg::ref_ptr<osg::PositionAttitudeTransform> cellPathGrid = new osg::PositionAttitudeTransform;
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cellPathGrid->setPosition(cellPathGridPos);
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@ -5,15 +5,16 @@
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#include "../mwbase/world.hpp"
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#include "../mwworld/player.hpp"
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#include "../mwmechanics/actorutil.hpp"
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namespace MWWorld
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{
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void ActionAlchemy::executeImp (const Ptr& actor)
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{
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if (actor != MWBase::Environment::get().getWorld()->getPlayerPtr())
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if (actor != MWMechanics::getPlayer())
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return;
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if(MWBase::Environment::get().getWorld()->getPlayer().isInCombat()) { //Ensure we're not in combat
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if(MWMechanics::isPlayerInCombat()) { //Ensure we're not in combat
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MWBase::Environment::get().getWindowManager()->messageBox("#{sInventoryMessage3}");
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return;
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}
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@ -7,6 +7,8 @@
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#include "../mwworld/containerstore.hpp"
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#include "../mwmechanics/actorutil.hpp"
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namespace MWWorld
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{
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ActionApply::ActionApply (const Ptr& object, const std::string& id)
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@ -32,7 +34,7 @@ namespace MWWorld
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{
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MWBase::Environment::get().getWorld()->breakInvisibility(actor);
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if (actor.getClass().apply (actor, mId, actor) && mUsageType!=-1 && actor == MWBase::Environment::get().getWorld()->getPlayerPtr())
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if (actor.getClass().apply (actor, mId, actor) && mUsageType!=-1 && actor == MWMechanics::getPlayer())
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actor.getClass().skillUsageSucceeded (actor, mSkillIndex, mUsageType);
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actor.getClass().getContainerStore(actor).remove(getTarget(), 1, actor);
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@ -7,6 +7,8 @@
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#include "../mwworld/containerstore.hpp"
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#include "../mwmechanics/actorutil.hpp"
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#include "class.hpp"
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namespace MWWorld
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@ -19,7 +21,7 @@ namespace MWWorld
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// apply to actor
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std::string id = getTarget().getClass().getId (getTarget());
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if (actor.getClass().apply (actor, id, actor) && actor == MWBase::Environment::get().getWorld()->getPlayerPtr())
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if (actor.getClass().apply (actor, id, actor) && actor == MWMechanics::getPlayer())
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actor.getClass().skillUsageSucceeded (actor, ESM::Skill::Alchemy, 1);
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}
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@ -5,6 +5,7 @@
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#include "../mwbase/world.hpp"
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#include "../mwmechanics/npcstats.hpp"
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#include "../mwmechanics/actorutil.hpp"
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#include "player.hpp"
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#include "class.hpp"
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@ -18,11 +19,11 @@ namespace MWWorld
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void ActionRead::executeImp (const MWWorld::Ptr& actor) {
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if (actor != MWBase::Environment::get().getWorld()->getPlayerPtr())
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if (actor != MWMechanics::getPlayer())
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return;
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//Ensure we're not in combat
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if(MWBase::Environment::get().getWorld()->getPlayer().isInCombat()
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if(MWMechanics::isPlayerInCombat()
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// Reading in combat is still allowed if the scroll/book is not in the player inventory yet
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// (since otherwise, there would be no way to pick it up)
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&& getTarget().getContainerStore() == &actor.getClass().getContainerStore(actor)
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@ -4,6 +4,7 @@
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#include "../mwbase/windowmanager.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwworld/player.hpp"
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#include "../mwmechanics/actorutil.hpp"
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namespace MWWorld
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{
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@ -14,10 +15,10 @@ namespace MWWorld
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void ActionRepair::executeImp (const Ptr& actor)
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{
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if (actor != MWBase::Environment::get().getWorld()->getPlayerPtr())
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if (actor != MWMechanics::getPlayer())
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return;
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if(MWBase::Environment::get().getWorld()->getPlayer().isInCombat()) {
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if(MWMechanics::isPlayerInCombat()) {
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MWBase::Environment::get().getWindowManager()->messageBox("#{sInventoryMessage2}");
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return;
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}
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@ -4,6 +4,7 @@
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwworld/player.hpp"
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#include "../mwmechanics/actorutil.hpp"
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namespace MWWorld
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{
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@ -16,10 +17,10 @@ namespace MWWorld
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void ActionSoulgem::executeImp(const Ptr &actor)
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{
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if (actor != MWBase::Environment::get().getWorld()->getPlayerPtr())
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if (actor != MWMechanics::getPlayer())
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return;
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if(MWBase::Environment::get().getWorld()->getPlayer().isInCombat()) { //Ensure we're not in combat
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if(MWMechanics::isPlayerInCombat()) { //Ensure we're not in combat
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MWBase::Environment::get().getWindowManager()->messageBox("#{sInventoryMessage5}");
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return;
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}
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