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Merge pull request #2126 from Capostrophic/sneaking
Account for running/sneaking stances while in air (bug #4797)
This commit is contained in:
commit
4d09c8bb50
@ -20,6 +20,7 @@
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Bug #4768: Fallback numerical value recovery chokes on invalid arguments
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Bug #4775: Slowfall effect resets player jumping flag
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Bug #4778: Interiors of Illusion puzzle in Sotha Sil Expanded mod is broken
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Bug #4797: Player sneaking and running stances are not accounted for when in air
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Bug #4800: Standing collisions are not updated immediately when an object is teleported without a cell change
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Bug #4803: Stray special characters before begin statement break script compilation
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Bug #4804: Particle system with the "Has Sizes = false" causes an exception
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@ -1543,72 +1543,7 @@ namespace MWMechanics
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}
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killDeadActors();
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static float sneakTimer = 0.f; // times update of sneak icon
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// if player is in sneak state see if anyone detects him
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if (playerCharacter && playerCharacter->isSneaking())
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{
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static float sneakSkillTimer = 0.f; // times sneak skill progress from "avoid notice"
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const MWWorld::ESMStore& esmStore = MWBase::Environment::get().getWorld()->getStore();
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const int radius = esmStore.get<ESM::GameSetting>().find("fSneakUseDist")->mValue.getInteger();
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static float fSneakUseDelay = esmStore.get<ESM::GameSetting>().find("fSneakUseDelay")->mValue.getFloat();
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if (sneakTimer >= fSneakUseDelay)
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sneakTimer = 0.f;
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if (sneakTimer == 0.f)
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{
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// Set when an NPC is within line of sight and distance, but is still unaware. Used for skill progress.
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bool avoidedNotice = false;
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bool detected = false;
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for (PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter)
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{
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MWWorld::Ptr observer = iter->first;
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if (iter->first == player) // not the player
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continue;
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if (observer.getClass().getCreatureStats(observer).isDead())
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continue;
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// is the player in range and can they be detected
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if ((observer.getRefData().getPosition().asVec3() - playerPos).length2() <= radius*radius
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&& MWBase::Environment::get().getWorld()->getLOS(player, observer))
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{
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if (MWBase::Environment::get().getMechanicsManager()->awarenessCheck(player, observer))
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{
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detected = true;
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avoidedNotice = false;
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MWBase::Environment::get().getWindowManager()->setSneakVisibility(false);
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break;
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}
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else
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avoidedNotice = true;
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}
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}
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if (sneakSkillTimer >= fSneakUseDelay)
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sneakSkillTimer = 0.f;
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if (avoidedNotice && sneakSkillTimer == 0.f)
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player.getClass().skillUsageSucceeded(player, ESM::Skill::Sneak, 0);
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if (!detected)
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MWBase::Environment::get().getWindowManager()->setSneakVisibility(true);
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}
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sneakTimer += duration;
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sneakSkillTimer += duration;
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}
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else
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{
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sneakTimer = 0.f;
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MWBase::Environment::get().getWindowManager()->setSneakVisibility(false);
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}
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updateSneaking(playerCharacter, duration);
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}
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updateCombatMusic();
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@ -1757,6 +1692,86 @@ namespace MWMechanics
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fastForwardAi();
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}
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void Actors::updateSneaking(CharacterController* ctrl, float duration)
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{
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static float sneakTimer = 0.f; // Times update of sneak icon
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if (!ctrl)
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{
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MWBase::Environment::get().getWindowManager()->setSneakVisibility(false);
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return;
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}
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MWWorld::Ptr player = getPlayer();
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CreatureStats& stats = player.getClass().getCreatureStats(player);
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MWBase::World* world = MWBase::Environment::get().getWorld();
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bool sneaking = stats.getStance(MWMechanics::CreatureStats::Stance_Sneak);
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bool inair = !world->isOnGround(player) && !world->isSwimming(player) && !world->isFlying(player);
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sneaking = sneaking && (ctrl->isSneaking() || inair);
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if (!sneaking)
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{
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MWBase::Environment::get().getWindowManager()->setSneakVisibility(false);
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return;
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}
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static float sneakSkillTimer = 0.f; // Times sneak skill progress from "avoid notice"
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const MWWorld::Store<ESM::GameSetting>& gmst = world->getStore().get<ESM::GameSetting>();
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static const float fSneakUseDist = gmst.find("fSneakUseDist")->mValue.getFloat();
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static const float fSneakUseDelay = gmst.find("fSneakUseDelay")->mValue.getFloat();
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if (sneakTimer >= fSneakUseDelay)
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sneakTimer = 0.f;
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if (sneakTimer == 0.f)
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{
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// Set when an NPC is within line of sight and distance, but is still unaware. Used for skill progress.
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bool avoidedNotice = false;
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bool detected = false;
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std::vector<MWWorld::Ptr> observers;
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osg::Vec3f position(player.getRefData().getPosition().asVec3());
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float radius = std::min(fSneakUseDist, mActorsProcessingRange);
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getObjectsInRange(position, radius, observers);
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for (const MWWorld::Ptr &observer : observers)
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{
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if (observer == player || observer.getClass().getCreatureStats(observer).isDead())
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continue;
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if (world->getLOS(player, observer))
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{
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if (MWBase::Environment::get().getMechanicsManager()->awarenessCheck(player, observer))
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{
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detected = true;
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avoidedNotice = false;
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MWBase::Environment::get().getWindowManager()->setSneakVisibility(false);
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break;
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}
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else
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{
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avoidedNotice = true;
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}
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}
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}
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if (sneakSkillTimer >= fSneakUseDelay)
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sneakSkillTimer = 0.f;
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if (avoidedNotice && sneakSkillTimer == 0.f)
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player.getClass().skillUsageSucceeded(player, ESM::Skill::Sneak, 0);
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if (!detected)
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MWBase::Environment::get().getWindowManager()->setSneakVisibility(true);
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}
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sneakTimer += duration;
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sneakSkillTimer += duration;
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}
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int Actors::getHoursToRest(const MWWorld::Ptr &ptr) const
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{
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float healthPerHour, magickaPerHour;
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@ -122,6 +122,9 @@ namespace MWMechanics
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void rest(bool sleep);
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///< Update actors while the player is waiting or sleeping. This should be called every hour.
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void updateSneaking(CharacterController* ctrl, float duration);
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///< Update the sneaking indicator state according to the given player character controller.
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void restoreDynamicStats(const MWWorld::Ptr& actor, bool sleep);
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int getHoursToRest(const MWWorld::Ptr& ptr) const;
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@ -16,7 +16,6 @@
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#include "../mwworld/ptr.hpp"
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#include "../mwmechanics/npcstats.hpp"
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#include "../mwmechanics/movement.hpp"
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#include "interpretercontext.hpp"
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#include "ref.hpp"
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@ -168,12 +167,15 @@ namespace MWScript
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virtual void execute (Interpreter::Runtime& runtime)
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{
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MWWorld::Ptr ptr = MWBase::Environment::get().getWorld ()->getPlayerPtr();
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const MWWorld::Class &cls = ptr.getClass();
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MWWorld::Ptr ptr = MWBase::Environment::get().getWorld()->getPlayerPtr();
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MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats(ptr);
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MWBase::World* world = MWBase::Environment::get().getWorld();
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bool isRunning = MWBase::Environment::get().getMechanicsManager()->isRunning(ptr);
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bool stanceOn = stats.getStance(MWMechanics::CreatureStats::Stance_Run);
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bool running = MWBase::Environment::get().getMechanicsManager()->isRunning(ptr);
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bool inair = !world->isOnGround(ptr) && !world->isSwimming(ptr) && !world->isFlying(ptr);
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runtime.push (isRunning && cls.getCreatureStats(ptr).getStance(MWMechanics::CreatureStats::Stance_Run));
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runtime.push(stanceOn && (running || inair));
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}
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};
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@ -184,11 +186,14 @@ namespace MWScript
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virtual void execute (Interpreter::Runtime& runtime)
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{
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MWWorld::Ptr ptr = MWBase::Environment::get().getWorld()->getPlayerPtr();
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const MWWorld::Class &cls = ptr.getClass();
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MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats(ptr);
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MWBase::World* world = MWBase::Environment::get().getWorld();
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bool isSneaking = MWBase::Environment::get().getMechanicsManager()->isSneaking(ptr);
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bool stanceOn = stats.getStance(MWMechanics::CreatureStats::Stance_Sneak);
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bool sneaking = MWBase::Environment::get().getMechanicsManager()->isSneaking(ptr);
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bool inair = !world->isOnGround(ptr) && !world->isSwimming(ptr) && !world->isFlying(ptr);
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runtime.push (isSneaking && cls.getCreatureStats(ptr).getStance(MWMechanics::CreatureStats::Stance_Sneak));
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runtime.push(stanceOn && (sneaking || inair));
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}
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};
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