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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-02-13 21:40:11 +00:00

#58 - Sneak Skill: functional sneaking

Removed sneak checking from individual actor update.
Added sneak checking to Actors::update()
This commit is contained in:
Jeffrey Haines 2014-05-04 16:20:09 -04:00
parent a65e8393bb
commit 7d5dab214c
3 changed files with 37 additions and 36 deletions

View File

@ -226,7 +226,6 @@ namespace MWMechanics
updateDrowning(ptr, duration);
calculateNpcStatModifiers(ptr);
updateEquippedLight(ptr, duration);
updateSneak(ptr);
}
}
@ -711,27 +710,6 @@ namespace MWMechanics
}
}
void Actors::updateSneak (const MWWorld::Ptr& ptr)
{
const MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
if ( player.getClass().getCreatureStats(player).getMovementFlag(MWMechanics::CreatureStats::Flag_Sneak)
&& ptr != player)
{
const MWWorld::ESMStore& esmStore = MWBase::Environment::get().getWorld()->getStore();
int radius = esmStore.get<ESM::GameSetting>().find("fSneakUseDist")->getInt();
bool seen = false;
// am I close enough and can I see the player?
if ( (Ogre::Vector3(ptr.getRefData().getPosition().pos).squaredDistance(Ogre::Vector3(player.getRefData().getPosition().pos)) <= radius*radius)
&& MWBase::Environment::get().getMechanicsManager()->awarenessCheck(player, ptr)
&& MWBase::Environment::get().getWorld()->getLOS(player, ptr))
seen = true;
MWBase::Environment::get().getWindowManager()->setSneakVisibility(seen);
}
}
void Actors::updateCrimePersuit(const MWWorld::Ptr& ptr, float duration)
{
MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
@ -872,12 +850,12 @@ namespace MWMechanics
}
// AI and magic effects update
for(PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();++iter)
for (PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();++iter)
{
if (!iter->first.getClass().getCreatureStats(iter->first).isDead())
{
updateActor(iter->first, duration);
if(iter->first.getTypeName() == typeid(ESM::NPC).name())
if (iter->first.getTypeName() == typeid(ESM::NPC).name())
updateNpc(iter->first, duration, paused);
}
}
@ -887,11 +865,11 @@ namespace MWMechanics
// Reaching the text keys may trigger Hit / Spellcast (and as such, particles),
// so updating VFX immediately after that would just remove the particle effects instantly.
// There needs to be a magic effect update in between.
for(PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();++iter)
for (PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();++iter)
iter->second->updateContinuousVfx();
// Animation/movement update
for(PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();++iter)
for (PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();++iter)
{
if (iter->first.getClass().getCreatureStats(iter->first).getMagicEffects().get(
ESM::MagicEffect::Paralyze).mMagnitude > 0)
@ -900,7 +878,7 @@ namespace MWMechanics
}
// Kill dead actors, update some variables
for(PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();iter++)
for (PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();iter++)
{
const MWWorld::Class &cls = MWWorld::Class::get(iter->first);
CreatureStats &stats = cls.getCreatureStats(iter->first);
@ -908,7 +886,7 @@ namespace MWMechanics
//KnockedOutOneFrameLogic
//Used for "OnKnockedOut" command
//Put here to ensure that it's run for PRECISELY one frame.
if(stats.getKnockedDown() && !stats.getKnockedDownOneFrame() && !stats.getKnockedDownOverOneFrame()) { //Start it for one frame if nessesary
if (stats.getKnockedDown() && !stats.getKnockedDownOneFrame() && !stats.getKnockedDownOverOneFrame()) { //Start it for one frame if nessesary
stats.setKnockedDownOneFrame(true);
}
else if (stats.getKnockedDownOneFrame() && !stats.getKnockedDownOverOneFrame()) { //Turn off KnockedOutOneframe
@ -926,7 +904,7 @@ namespace MWMechanics
}
// If it's the player and God Mode is turned on, keep it alive
if(iter->first.getRefData().getHandle()=="player" &&
if (iter->first.getRefData().getHandle()=="player" &&
MWBase::Environment::get().getWorld()->getGodModeState())
{
MWMechanics::DynamicStat<float> stat (stats.getHealth());
@ -942,7 +920,7 @@ namespace MWMechanics
// Make sure spell effects with CasterLinked flag are removed
// TODO: would be nice not to do this all the time...
for(PtrControllerMap::iterator iter2(mActors.begin());iter2 != mActors.end();++iter2)
for (PtrControllerMap::iterator iter2(mActors.begin());iter2 != mActors.end();++iter2)
{
MWMechanics::ActiveSpells& spells = iter2->first.getClass().getCreatureStats(iter2->first).getActiveSpells();
spells.purge(iter->first.getRefData().getHandle());
@ -967,10 +945,38 @@ namespace MWMechanics
stats.setMagicEffects(MWMechanics::MagicEffects());
calculateCreatureStatModifiers(iter->first, 0);
if(cls.isEssential(iter->first))
if (cls.isEssential(iter->first))
MWBase::Environment::get().getWindowManager()->messageBox("#{sKilledEssential}");
}
}
// if player is in sneak state see if anyone detects him
const MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
if (player.getClass().getCreatureStats(player).getMovementFlag(MWMechanics::CreatureStats::Flag_Sneak))
{
const MWWorld::ESMStore& esmStore = MWBase::Environment::get().getWorld()->getStore();
const int radius = esmStore.get<ESM::GameSetting>().find("fSneakUseDist")->getInt();
bool detected = false;
for (PtrControllerMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter)
{
if (iter->first == player) // not the player
continue;
// is the player in range and can they be detected
if ( (Ogre::Vector3(iter->first.getRefData().getPosition().pos).squaredDistance(Ogre::Vector3(player.getRefData().getPosition().pos)) <= radius*radius)
&& MWBase::Environment::get().getMechanicsManager()->awarenessCheck(player, iter->first)
&& MWBase::Environment::get().getWorld()->getLOS(player, iter->first))
{
detected = true;
MWBase::Environment::get().getWindowManager()->setSneakVisibility(false);
break;
}
}
if (!detected)
MWBase::Environment::get().getWindowManager()->setSneakVisibility(true);
}
}
}
void Actors::restoreDynamicStats(bool sleep)

View File

@ -44,8 +44,6 @@ namespace MWMechanics
void updateCrimePersuit (const MWWorld::Ptr& ptr, float duration);
void updateSneak (const MWWorld::Ptr& ptr);
public:
Actors();

View File

@ -131,9 +131,6 @@ namespace MWWorld
{
MWWorld::Ptr ptr = getPlayer();
ptr.getClass().getCreatureStats(ptr).setMovementFlag(MWMechanics::CreatureStats::Flag_Sneak, sneak);
if(!sneak)
MWBase::Environment::get().getWindowManager()->setSneakVisibility(false);
}
void Player::yaw(float yaw)