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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-01-30 12:32:36 +00:00

Merge remote-tracking branch 'refs/remotes/OpenMW/master'

This commit is contained in:
Ryan Tucker 2016-09-13 22:16:17 -07:00
commit 4d057febe7
14 changed files with 110 additions and 58 deletions

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@ -264,7 +264,7 @@ namespace MWClass
if(Misc::Rng::roll0to99() >= hitchance)
{
victim.getClass().onHit(victim, 0.0f, false, MWWorld::Ptr(), ptr, false);
victim.getClass().onHit(victim, 0.0f, false, MWWorld::Ptr(), ptr, osg::Vec3f(), false);
MWMechanics::reduceWeaponCondition(0.f, false, weapon, ptr);
return;
}
@ -318,15 +318,12 @@ namespace MWClass
if (MWMechanics::blockMeleeAttack(ptr, victim, weapon, damage, attackStrength))
damage = 0;
if (damage > 0)
MWBase::Environment::get().getWorld()->spawnBloodEffect(victim, hitPosition);
MWMechanics::diseaseContact(victim, ptr);
victim.getClass().onHit(victim, damage, healthdmg, weapon, ptr, true);
victim.getClass().onHit(victim, damage, healthdmg, weapon, ptr, hitPosition, true);
}
void Creature::onHit(const MWWorld::Ptr &ptr, float damage, bool ishealth, const MWWorld::Ptr &object, const MWWorld::Ptr &attacker, bool successful) const
void Creature::onHit(const MWWorld::Ptr &ptr, float damage, bool ishealth, const MWWorld::Ptr &object, const MWWorld::Ptr &attacker, const osg::Vec3f &hitPosition, bool successful) const
{
// NOTE: 'object' and/or 'attacker' may be empty.
@ -342,10 +339,10 @@ namespace MWClass
setOnPcHitMe = MWBase::Environment::get().getMechanicsManager()->actorAttacked(ptr, attacker);
}
if(!object.isEmpty())
if (!object.isEmpty())
getCreatureStats(ptr).setLastHitAttemptObject(object.getCellRef().getRefId());
if(setOnPcHitMe && !attacker.isEmpty() && attacker == MWMechanics::getPlayer())
if (setOnPcHitMe && !attacker.isEmpty() && attacker == MWMechanics::getPlayer())
{
const std::string &script = ptr.get<ESM::Creature>()->mBase->mScript;
/* Set the OnPCHitMe script variable. The script is responsible for clearing it. */
@ -353,14 +350,14 @@ namespace MWClass
ptr.getRefData().getLocals().setVarByInt(script, "onpchitme", 1);
}
if(!successful)
if (!successful)
{
// Missed
MWBase::Environment::get().getSoundManager()->playSound3D(ptr, "miss", 1.0f, 1.0f);
return;
}
if(!object.isEmpty())
if (!object.isEmpty())
getCreatureStats(ptr).setLastHitObject(object.getCellRef().getRefId());
if (damage > 0.0f && !object.isEmpty())
@ -391,7 +388,10 @@ namespace MWClass
if(ishealth)
{
if (!attacker.isEmpty())
{
damage = scaleDamage(damage, attacker, ptr);
MWBase::Environment::get().getWorld()->spawnBloodEffect(ptr, hitPosition);
}
MWBase::Environment::get().getSoundManager()->playSound3D(ptr, "Health Damage", 1.0f, 1.0f);

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@ -58,7 +58,7 @@ namespace MWClass
virtual void hit(const MWWorld::Ptr& ptr, float attackStrength, int type) const;
virtual void onHit(const MWWorld::Ptr &ptr, float damage, bool ishealth, const MWWorld::Ptr &object, const MWWorld::Ptr &attacker, bool successful) const;
virtual void onHit(const MWWorld::Ptr &ptr, float damage, bool ishealth, const MWWorld::Ptr &object, const MWWorld::Ptr &attacker, const osg::Vec3f &hitPosition, bool successful) const;
virtual boost::shared_ptr<MWWorld::Action> activate (const MWWorld::Ptr& ptr,
const MWWorld::Ptr& actor) const;

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@ -591,7 +591,7 @@ namespace MWClass
if (Misc::Rng::roll0to99() >= hitchance)
{
othercls.onHit(victim, 0.0f, false, weapon, ptr, false);
othercls.onHit(victim, 0.0f, false, weapon, ptr, osg::Vec3f(), false);
MWMechanics::reduceWeaponCondition(0.f, false, weapon, ptr);
return;
}
@ -646,15 +646,12 @@ namespace MWClass
if (MWMechanics::blockMeleeAttack(ptr, victim, weapon, damage, attackStrength))
damage = 0;
if (healthdmg && damage > 0)
MWBase::Environment::get().getWorld()->spawnBloodEffect(victim, hitPosition);
MWMechanics::diseaseContact(victim, ptr);
othercls.onHit(victim, damage, healthdmg, weapon, ptr, true);
othercls.onHit(victim, damage, healthdmg, weapon, ptr, hitPosition, true);
}
void Npc::onHit(const MWWorld::Ptr &ptr, float damage, bool ishealth, const MWWorld::Ptr &object, const MWWorld::Ptr &attacker, bool successful) const
void Npc::onHit(const MWWorld::Ptr &ptr, float damage, bool ishealth, const MWWorld::Ptr &object, const MWWorld::Ptr &attacker, const osg::Vec3f &hitPosition, bool successful) const
{
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
@ -671,10 +668,10 @@ namespace MWClass
setOnPcHitMe = MWBase::Environment::get().getMechanicsManager()->actorAttacked(ptr, attacker);
}
if(!object.isEmpty())
if (!object.isEmpty())
getCreatureStats(ptr).setLastHitAttemptObject(object.getCellRef().getRefId());
if(setOnPcHitMe && !attacker.isEmpty() && attacker == MWMechanics::getPlayer())
if (setOnPcHitMe && !attacker.isEmpty() && attacker == MWMechanics::getPlayer())
{
const std::string &script = ptr.getClass().getScript(ptr);
/* Set the OnPCHitMe script variable. The script is responsible for clearing it. */
@ -682,14 +679,14 @@ namespace MWClass
ptr.getRefData().getLocals().setVarByInt(script, "onpchitme", 1);
}
if(!successful)
if (!successful)
{
// Missed
sndMgr->playSound3D(ptr, "miss", 1.0f, 1.0f);
return;
}
if(!object.isEmpty())
if (!object.isEmpty())
getCreatureStats(ptr).setLastHitObject(object.getCellRef().getRefId());
@ -699,7 +696,7 @@ namespace MWClass
if (damage < 0.001f)
damage = 0;
if(damage > 0.0f && !attacker.isEmpty())
if (damage > 0.0f && !attacker.isEmpty())
{
// 'ptr' is losing health. Play a 'hit' voiced dialog entry if not already saying
// something, alert the character controller, scripts, etc.
@ -725,7 +722,7 @@ namespace MWClass
else
getCreatureStats(ptr).setHitRecovery(true); // Is this supposed to always occur?
if(damage > 0 && ishealth)
if (damage > 0 && ishealth)
{
// Hit percentages:
// cuirass = 30%
@ -787,16 +784,18 @@ namespace MWClass
}
}
if(ishealth)
if (ishealth)
{
if (!attacker.isEmpty())
damage = scaleDamage(damage, attacker, ptr);
if(damage > 0.0f)
if (damage > 0.0f)
{
sndMgr->playSound3D(ptr, "Health Damage", 1.0f, 1.0f);
if (ptr == MWMechanics::getPlayer())
MWBase::Environment::get().getWindowManager()->activateHitOverlay();
if (!attacker.isEmpty())
MWBase::Environment::get().getWorld()->spawnBloodEffect(ptr, hitPosition);
}
MWMechanics::DynamicStat<float> health(getCreatureStats(ptr).getHealth());
health.setCurrent(health.getCurrent() - damage);

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@ -73,7 +73,7 @@ namespace MWClass
virtual void hit(const MWWorld::Ptr& ptr, float attackStrength, int type) const;
virtual void onHit(const MWWorld::Ptr &ptr, float damage, bool ishealth, const MWWorld::Ptr &object, const MWWorld::Ptr &attacker, bool successful) const;
virtual void onHit(const MWWorld::Ptr &ptr, float damage, bool ishealth, const MWWorld::Ptr &object, const MWWorld::Ptr &attacker, const osg::Vec3f &hitPosition, bool successful) const;
virtual void getModelsToPreload(const MWWorld::Ptr& ptr, std::vector<std::string>& models) const;
///< Get a list of models to preload that this object may use (directly or indirectly). default implementation: list getModel().

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@ -69,7 +69,7 @@ namespace MWMechanics
mMovement()
{}
void startCombatMove(bool isNpc, bool isDistantCombat, float distToTarget, float rangeAttack);
void startCombatMove(bool isDistantCombat, float distToTarget, float rangeAttack, const MWWorld::Ptr& actor, const MWWorld::Ptr& target);
void updateCombatMove(float duration);
void stopCombatMove();
void startAttackIfReady(const MWWorld::Ptr& actor, CharacterController& characterController,
@ -242,7 +242,7 @@ namespace MWMechanics
if (storage.mReadyToAttack)
{
storage.startCombatMove(actorClass.isNpc(), isRangedCombat, distToTarget, rangeAttack);
storage.startCombatMove(isRangedCombat, distToTarget, rangeAttack, actor, target);
// start new attack
storage.startAttackIfReady(actor, characterController, weapon, isRangedCombat);
@ -306,7 +306,6 @@ namespace MWMechanics
return MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId);
}
AiCombat *MWMechanics::AiCombat::clone() const
{
return new AiCombat(*this);
@ -323,18 +322,39 @@ namespace MWMechanics
sequence.mPackages.push_back(package);
}
void AiCombatStorage::startCombatMove(bool isNpc, bool isDistantCombat, float distToTarget, float rangeAttack)
void AiCombatStorage::startCombatMove(bool isDistantCombat, float distToTarget, float rangeAttack, const MWWorld::Ptr& actor, const MWWorld::Ptr& target)
{
if (mMovement.mPosition[0] || mMovement.mPosition[1])
{
mTimerCombatMove = 0.1f + 0.1f * Misc::Rng::rollClosedProbability();
mCombatMove = true;
}
// dodge movements (for NPCs only)
else if (isNpc && (!isDistantCombat || (distToTarget < rangeAttack / 2)))
// dodge movements (for NPCs and bipedal creatures)
else if (actor.getClass().isBipedal(actor))
{
//apply sideway movement (kind of dodging) with some probability
if (Misc::Rng::rollClosedProbability() < 0.25)
// get the range of the target's weapon
float rangeAttackOfTarget = 0.f;
bool isRangedCombat = false;
MWWorld::Ptr targetWeapon = MWWorld::Ptr();
const MWWorld::Class& targetClass = target.getClass();
if (targetClass.hasInventoryStore(target))
{
MWMechanics::WeaponType weapType = WeapType_None;
MWWorld::ContainerStoreIterator weaponSlot =
MWMechanics::getActiveWeapon(targetClass.getCreatureStats(target), targetClass.getInventoryStore(target), &weapType);
if (weapType != WeapType_PickProbe && weapType != WeapType_Spell && weapType != WeapType_None && weapType != WeapType_HandToHand)
targetWeapon = *weaponSlot;
}
boost::shared_ptr<Action> targetWeaponAction (new ActionWeapon(targetWeapon));
if (targetWeaponAction.get())
rangeAttackOfTarget = targetWeaponAction->getCombatRange(isRangedCombat);
// apply sideway movement (kind of dodging) with some probability
// if actor is within range of target's weapon
if (distToTarget <= rangeAttackOfTarget && Misc::Rng::rollClosedProbability() < 0.25)
{
mMovement.mPosition[0] = Misc::Rng::rollProbability() < 0.5 ? 1.0f : -1.0f; // to the left/right
mTimerCombatMove = 0.05f + 0.15f * Misc::Rng::rollClosedProbability();
@ -342,6 +362,9 @@ namespace MWMechanics
}
}
// Original engine behavior seems to be to back up during ranged combat
// according to fCombatDistance or opponent's weapon range, unless opponent
// is also using a ranged weapon
if (isDistantCombat && distToTarget < rangeAttack / 4)
{
mMovement.mPosition[1] = -1;

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@ -462,8 +462,6 @@ namespace MWMechanics
void ActionWeapon::prepare(const MWWorld::Ptr &actor)
{
mIsNpc = actor.getClass().isNpc();
if (actor.getClass().hasInventoryStore(actor))
{
if (mWeapon.isEmpty())
@ -491,17 +489,9 @@ namespace MWMechanics
if (mWeapon.isEmpty())
{
if (!mIsNpc)
{
return fCombatDistance;
}
else
{
static float fHandToHandReach =
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fHandToHandReach")->getFloat();
return fHandToHandReach * fCombatDistance;
}
static float fHandToHandReach =
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fHandToHandReach")->getFloat();
return fHandToHandReach * fCombatDistance;
}
const ESM::Weapon* weapon = mWeapon.get<ESM::Weapon>()->mBase;

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@ -63,7 +63,6 @@ namespace MWMechanics
private:
MWWorld::Ptr mAmmunition;
MWWorld::Ptr mWeapon;
bool mIsNpc;
public:
/// \a weapon may be empty for hand-to-hand combat

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@ -19,10 +19,13 @@
#include "actorutil.hpp"
#include "coordinateconverter.hpp"
#include <osg/Quat>
MWMechanics::AiPackage::~AiPackage() {}
MWMechanics::AiPackage::AiPackage() :
mTimer(AI_REACTION_TIME + 1.0f), // to force initial pathbuild
mRotateOnTheRunChecks(0),
mIsShortcutting(false),
mShortcutProhibited(false), mShortcutFailPos()
{
@ -104,6 +107,7 @@ bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, const ESM::Pathgr
if (wasShortcutting || doesPathNeedRecalc(dest, actor.getCell())) // if need to rebuild path
{
mPathFinder.buildSyncedPath(start, dest, actor.getCell());
mRotateOnTheRunChecks = 3;
// give priority to go directly on target if there is minimal opportunity
if (destInLOS && mPathFinder.getPath().size() > 1)
@ -143,7 +147,13 @@ bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, const ESM::Pathgr
}
else
{
actor.getClass().getMovementSettings(actor).mPosition[1] = 1; // run to target
if (mRotateOnTheRunChecks == 0
|| isReachableRotatingOnTheRun(actor, *mPathFinder.getPath().begin())) // to prevent circling around a path point
{
actor.getClass().getMovementSettings(actor).mPosition[1] = 1; // move to the target
if (mRotateOnTheRunChecks > 0) mRotateOnTheRunChecks--;
}
// handle obstacles on the way
evadeObstacles(actor, duration, pos);
}
@ -292,3 +302,32 @@ bool MWMechanics::AiPackage::isNearInactiveCell(const ESM::Position& actorPos)
return false;
}
}
bool MWMechanics::AiPackage::isReachableRotatingOnTheRun(const MWWorld::Ptr& actor, const ESM::Pathgrid::Point& dest)
{
// get actor's shortest radius for moving in circle
float speed = actor.getClass().getSpeed(actor);
speed += speed * 0.1f; // 10% real speed inaccuracy
float radius = speed / MAX_VEL_ANGULAR_RADIANS;
// get radius direction to the center
const float* rot = actor.getRefData().getPosition().rot;
osg::Quat quatRot(rot[0], -osg::X_AXIS, rot[1], -osg::Y_AXIS, rot[2], -osg::Z_AXIS);
osg::Vec3f dir = quatRot * osg::Y_AXIS; // actor's orientation direction is a tangent to circle
osg::Vec3f radiusDir = dir ^ osg::Z_AXIS; // radius is perpendicular to a tangent
radiusDir.normalize();
radiusDir *= radius;
// pick up the nearest center candidate
osg::Vec3f dest_ = PathFinder::MakeOsgVec3(dest);
osg::Vec3f pos = actor.getRefData().getPosition().asVec3();
osg::Vec3f center1 = pos - radiusDir;
osg::Vec3f center2 = pos + radiusDir;
osg::Vec3f center = (center1 - dest_).length2() < (center2 - dest_).length2() ? center1 : center2;
float distToDest = (center - dest_).length();
// if pathpoint is reachable for the actor rotating on the run:
// no points of actor's circle should be farther from the center than destination point
return (radius <= distToDest);
}

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@ -97,6 +97,9 @@ namespace MWMechanics
bool isTargetMagicallyHidden(const MWWorld::Ptr& target);
/// Return if actor's rotation speed is sufficient to rotate to the destination pathpoint on the run. Otherwise actor should rotate while standing.
static bool isReachableRotatingOnTheRun(const MWWorld::Ptr& actor, const ESM::Pathgrid::Point& dest);
protected:
/// Handles path building and shortcutting with obstacles avoiding
/** \return If the actor has arrived at his destination **/
@ -123,6 +126,8 @@ namespace MWMechanics
osg::Vec3f mLastActorPos;
short mRotateOnTheRunChecks; // attempts to check rotation to the pathpoint on the run possibility
bool mIsShortcutting; // if shortcutting at the moment
bool mShortcutProhibited; // shortcutting may be prohibited after unsuccessful attempt
ESM::Pathgrid::Point mShortcutFailPos; // position of last shortcut fail

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@ -1771,7 +1771,7 @@ void CharacterController::update(float duration)
float realHealthLost = static_cast<float>(healthLost * (1.0f - 0.25f * fatigueTerm));
health.setCurrent(health.getCurrent() - realHealthLost);
cls.getCreatureStats(mPtr).setHealth(health);
cls.onHit(mPtr, realHealthLost, true, MWWorld::Ptr(), MWWorld::Ptr(), true);
cls.onHit(mPtr, realHealthLost, true, MWWorld::Ptr(), MWWorld::Ptr(), osg::Vec3f(), true);
const int acrobaticsSkill = cls.getSkill(mPtr, ESM::Skill::Acrobatics);
if (healthLost > (acrobaticsSkill * fatigueTerm))

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@ -190,7 +190,7 @@ namespace MWMechanics
if (Misc::Rng::roll0to99() >= getHitChance(attacker, victim, skillValue))
{
victim.getClass().onHit(victim, 0.0f, false, projectile, attacker, false);
victim.getClass().onHit(victim, 0.0f, false, projectile, attacker, osg::Vec3f(), false);
MWMechanics::reduceWeaponCondition(0.f, false, weapon, attacker);
return;
}
@ -218,9 +218,6 @@ namespace MWMechanics
if (weapon != projectile)
appliedEnchantment = applyOnStrikeEnchantment(attacker, victim, projectile, hitPosition);
if (damage > 0)
MWBase::Environment::get().getWorld()->spawnBloodEffect(victim, hitPosition);
// Non-enchanted arrows shot at enemies have a chance to turn up in their inventory
if (victim != getPlayer()
&& !appliedEnchantment)
@ -230,7 +227,7 @@ namespace MWMechanics
victim.getClass().getContainerStore(victim).add(projectile, 1, victim);
}
victim.getClass().onHit(victim, damage, true, projectile, attacker, true);
victim.getClass().onHit(victim, damage, true, projectile, attacker, hitPosition, true);
}
float getHitChance(const MWWorld::Ptr &attacker, const MWWorld::Ptr &victim, int skillValue)

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@ -569,7 +569,7 @@ namespace MWMechanics
// Notify the target actor they've been hit
if (anyHarmfulEffect && target.getClass().isActor() && target != caster && !caster.isEmpty() && caster.getClass().isActor())
target.getClass().onHit(target, 0.f, true, MWWorld::Ptr(), caster, true);
target.getClass().onHit(target, 0.0f, true, MWWorld::Ptr(), caster, osg::Vec3f(), true);
}
bool CastSpell::applyInstantEffect(const MWWorld::Ptr &target, const MWWorld::Ptr &caster, const MWMechanics::EffectKey& effect, float magnitude)

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@ -98,7 +98,7 @@ namespace MWWorld
throw std::runtime_error("class cannot block");
}
void Class::onHit(const Ptr& ptr, float damage, bool ishealth, const Ptr& object, const Ptr& attacker, bool successful) const
void Class::onHit(const Ptr& ptr, float damage, bool ishealth, const Ptr& object, const Ptr& attacker, const osg::Vec3f& hitPosition, bool successful) const
{
throw std::runtime_error("class cannot be hit");
}

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@ -120,7 +120,7 @@ namespace MWWorld
/// enums. ignored for creature attacks.
/// (default implementation: throw an exception)
virtual void onHit(const MWWorld::Ptr &ptr, float damage, bool ishealth, const MWWorld::Ptr &object, const MWWorld::Ptr &attacker, bool successful) const;
virtual void onHit(const MWWorld::Ptr &ptr, float damage, bool ishealth, const MWWorld::Ptr &object, const MWWorld::Ptr &attacker, const osg::Vec3f &hitPosition, bool successful) const;
///< Alerts \a ptr that it's being hit for \a damage points to health if \a ishealth is
/// true (else fatigue) by \a object (sword, arrow, etc). \a attacker specifies the
/// actor responsible for the attack, and \a successful specifies if the hit is