Commit fed10e87 authored by Andrei Kortunov's avatar Andrei Kortunov

Store integer actor ID in AI packages (bug #4036)

parent 9d0ce250
0.45.0
------
Bug #2835: Player able to slowly move when overencumbered
Bug #4036: Weird behaviour of AI packages if package target has non-unique ID
Bug #4221: Characters get stuck in V-shaped terrain
Bug #4293: Faction members are not aware of faction ownerships in barter
Bug #4327: Missing animations during spell/weapon stance switching
......
......@@ -103,9 +103,10 @@ namespace MWMechanics
bool isFleeing();
};
AiCombat::AiCombat(const MWWorld::Ptr& actor) :
mTargetActorId(actor.getClass().getCreatureStats(actor).getActorId())
{}
AiCombat::AiCombat(const MWWorld::Ptr& actor)
{
mTargetActorId = actor.getClass().getCreatureStats(actor).getActorId();
}
AiCombat::AiCombat(const ESM::AiSequence::AiCombat *combat)
{
......
......@@ -54,9 +54,6 @@ namespace MWMechanics
virtual bool shouldCancelPreviousAi() const { return false; }
private:
int mTargetActorId;
/// Returns true if combat should end
bool attack(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, AiCombatStorage& storage, CharacterController& characterController);
......
......@@ -22,28 +22,32 @@
namespace MWMechanics
{
AiEscort::AiEscort(const std::string &actorId, int duration, float x, float y, float z)
: mActorId(actorId), mX(x), mY(y), mZ(z), mDuration(duration), mRemainingDuration(static_cast<float>(duration))
: mX(x), mY(y), mZ(z), mDuration(duration), mRemainingDuration(static_cast<float>(duration))
, mCellX(std::numeric_limits<int>::max())
, mCellY(std::numeric_limits<int>::max())
{
mTargetActorRefId = actorId;
mMaxDist = 450;
}
AiEscort::AiEscort(const std::string &actorId, const std::string &cellId,int duration, float x, float y, float z)
: mActorId(actorId), mCellId(cellId), mX(x), mY(y), mZ(z), mDuration(duration), mRemainingDuration(static_cast<float>(duration))
AiEscort::AiEscort(const std::string &actorId, const std::string &cellId, int duration, float x, float y, float z)
: mCellId(cellId), mX(x), mY(y), mZ(z), mDuration(duration), mRemainingDuration(static_cast<float>(duration))
, mCellX(std::numeric_limits<int>::max())
, mCellY(std::numeric_limits<int>::max())
{
mTargetActorRefId = actorId;
mMaxDist = 450;
}
AiEscort::AiEscort(const ESM::AiSequence::AiEscort *escort)
: mActorId(escort->mTargetId), mCellId(escort->mCellId), mX(escort->mData.mX), mY(escort->mData.mY), mZ(escort->mData.mZ)
: mCellId(escort->mCellId), mX(escort->mData.mX), mY(escort->mData.mY), mZ(escort->mData.mZ)
, mMaxDist(450)
, mRemainingDuration(escort->mRemainingDuration)
, mCellX(std::numeric_limits<int>::max())
, mCellY(std::numeric_limits<int>::max())
{
mTargetActorRefId = escort->mTargetId;
mTargetActorId = escort->mTargetActorId;
// mDuration isn't saved in the save file, so just giving it "1" for now if the package has a duration.
// The exact value of mDuration only matters for repeating packages.
if (mRemainingDuration > 0) // Previously mRemainingDuration could be negative even when mDuration was 0. Checking for > 0 should fix old saves.
......@@ -78,7 +82,7 @@ namespace MWMechanics
actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Nothing);
actor.getClass().getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, false);
const MWWorld::Ptr follower = MWBase::Environment::get().getWorld()->getPtr(mActorId, false);
const MWWorld::Ptr follower = MWBase::Environment::get().getWorld()->getPtr(mTargetActorRefId, false);
const float* const leaderPos = actor.getRefData().getPosition().pos;
const float* const followerPos = follower.getRefData().getPosition().pos;
double differenceBetween[3];
......@@ -119,18 +123,14 @@ namespace MWMechanics
return TypeIdEscort;
}
MWWorld::Ptr AiEscort::getTarget() const
{
return MWBase::Environment::get().getWorld()->getPtr(mActorId, false);
}
void AiEscort::writeState(ESM::AiSequence::AiSequence &sequence) const
{
std::unique_ptr<ESM::AiSequence::AiEscort> escort(new ESM::AiSequence::AiEscort());
escort->mData.mX = mX;
escort->mData.mY = mY;
escort->mData.mZ = mZ;
escort->mTargetId = mActorId;
escort->mTargetId = mTargetActorRefId;
escort->mTargetActorId = mTargetActorId;
escort->mRemainingDuration = mRemainingDuration;
escort->mCellId = mCellId;
......
......@@ -24,11 +24,11 @@ namespace MWMechanics
/// Implementation of AiEscort
/** The Actor will escort the specified actor to the world position x, y, z until they reach their position, or they run out of time
\implement AiEscort **/
AiEscort(const std::string &actorId,int duration, float x, float y, float z);
AiEscort(const std::string &actorId, int duration, float x, float y, float z);
/// Implementation of AiEscortCell
/** The Actor will escort the specified actor to the cell position x, y, z until they reach their position, or they run out of time
\implement AiEscortCell **/
AiEscort(const std::string &actorId,const std::string &cellId,int duration, float x, float y, float z);
AiEscort(const std::string &actorId, const std::string &cellId, int duration, float x, float y, float z);
AiEscort(const ESM::AiSequence::AiEscort* escort);
......@@ -38,7 +38,6 @@ namespace MWMechanics
virtual int getTypeId() const;
MWWorld::Ptr getTarget() const;
virtual bool sideWithTarget() const { return true; }
void writeState(ESM::AiSequence::AiSequence &sequence) const;
......@@ -46,7 +45,6 @@ namespace MWMechanics
void fastForward(const MWWorld::Ptr& actor, AiState& state);
private:
std::string mActorId;
std::string mCellId;
float mX;
float mY;
......
......@@ -35,32 +35,53 @@ struct AiFollowStorage : AiTemporaryBase
int AiFollow::mFollowIndexCounter = 0;
AiFollow::AiFollow(const std::string &actorId,float duration, float x, float y, float z)
AiFollow::AiFollow(const std::string &actorId, float duration, float x, float y, float z)
: mAlwaysFollow(false), mCommanded(false), mDuration(duration), mRemainingDuration(duration), mX(x), mY(y), mZ(z)
, mActorRefId(actorId), mActorId(-1), mCellId(""), mActive(false), mFollowIndex(mFollowIndexCounter++)
, mCellId(""), mActive(false), mFollowIndex(mFollowIndexCounter++)
{
mTargetActorRefId = actorId;
}
AiFollow::AiFollow(const std::string &actorId,const std::string &cellId,float duration, float x, float y, float z)
AiFollow::AiFollow(const std::string &actorId, const std::string &cellId, float duration, float x, float y, float z)
: mAlwaysFollow(false), mCommanded(false), mDuration(duration), mRemainingDuration(duration), mX(x), mY(y), mZ(z)
, mActorRefId(actorId), mActorId(-1), mCellId(cellId), mActive(false), mFollowIndex(mFollowIndexCounter++)
, mCellId(cellId), mActive(false), mFollowIndex(mFollowIndexCounter++)
{
mTargetActorRefId = actorId;
}
AiFollow::AiFollow(const std::string &actorId, bool commanded)
AiFollow::AiFollow(const MWWorld::Ptr& actor, float duration, float x, float y, float z)
: mAlwaysFollow(false), mCommanded(false), mDuration(duration), mRemainingDuration(duration), mX(x), mY(y), mZ(z)
, mCellId(""), mActive(false), mFollowIndex(mFollowIndexCounter++)
{
mTargetActorRefId = actor.getCellRef().getRefId();
mTargetActorId = actor.getClass().getCreatureStats(actor).getActorId();
}
AiFollow::AiFollow(const MWWorld::Ptr& actor, const std::string &cellId, float duration, float x, float y, float z)
: mAlwaysFollow(false), mCommanded(false), mDuration(duration), mRemainingDuration(duration), mX(x), mY(y), mZ(z)
, mCellId(cellId), mActive(false), mFollowIndex(mFollowIndexCounter++)
{
mTargetActorRefId = actor.getCellRef().getRefId();
mTargetActorId = actor.getClass().getCreatureStats(actor).getActorId();
}
AiFollow::AiFollow(const MWWorld::Ptr& actor, bool commanded)
: mAlwaysFollow(true), mCommanded(commanded), mDuration(0), mRemainingDuration(0), mX(0), mY(0), mZ(0)
, mActorRefId(actorId), mActorId(-1), mCellId(""), mActive(false), mFollowIndex(mFollowIndexCounter++)
, mCellId(""), mActive(false), mFollowIndex(mFollowIndexCounter++)
{
mTargetActorRefId = actor.getCellRef().getRefId();
mTargetActorId = actor.getClass().getCreatureStats(actor).getActorId();
}
AiFollow::AiFollow(const ESM::AiSequence::AiFollow *follow)
: mAlwaysFollow(follow->mAlwaysFollow), mCommanded(follow->mCommanded), mRemainingDuration(follow->mRemainingDuration)
, mX(follow->mData.mX), mY(follow->mData.mY), mZ(follow->mData.mZ)
, mActorRefId(follow->mTargetId), mActorId(-1)
, mCellId(follow->mCellId), mActive(follow->mActive), mFollowIndex(mFollowIndexCounter++)
{
// mDuration isn't saved in the save file, so just giving it "1" for now if the package had a duration.
// The exact value of mDuration only matters for repeating packages.
mTargetActorRefId = follow->mTargetId;
mTargetActorId = follow->mTargetActorId;
// mDuration isn't saved in the save file, so just giving it "1" for now if the package had a duration.
// The exact value of mDuration only matters for repeating packages.
if (mRemainingDuration > 0) // Previously mRemainingDuration could be negative even when mDuration was 0. Checking for > 0 should fix old saves.
mDuration = 1;
else
......@@ -204,7 +225,7 @@ bool AiFollow::execute (const MWWorld::Ptr& actor, CharacterController& characte
std::string AiFollow::getFollowedActor()
{
return mActorRefId;
return mTargetActorRefId;
}
AiFollow *MWMechanics::AiFollow::clone() const
......@@ -228,7 +249,8 @@ void AiFollow::writeState(ESM::AiSequence::AiSequence &sequence) const
follow->mData.mX = mX;
follow->mData.mY = mY;
follow->mData.mZ = mZ;
follow->mTargetId = mActorRefId;
follow->mTargetId = mTargetActorRefId;
follow->mTargetActorId = mTargetActorId;
follow->mRemainingDuration = mRemainingDuration;
follow->mCellId = mCellId;
follow->mAlwaysFollow = mAlwaysFollow;
......@@ -241,29 +263,6 @@ void AiFollow::writeState(ESM::AiSequence::AiSequence &sequence) const
sequence.mPackages.push_back(package);
}
MWWorld::Ptr AiFollow::getTarget() const
{
if (mActorId == -2)
return MWWorld::Ptr();
if (mActorId == -1)
{
MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mActorRefId, false);
if (target.isEmpty())
{
mActorId = -2;
return target;
}
else
mActorId = target.getClass().getCreatureStats(target).getActorId();
}
if (mActorId != -1)
return MWBase::Environment::get().getWorld()->searchPtrViaActorId(mActorId);
else
return MWWorld::Ptr();
}
int AiFollow::getFollowIndex() const
{
return mFollowIndex;
......
......@@ -25,16 +25,17 @@ namespace MWMechanics
class AiFollow : public AiPackage
{
public:
AiFollow(const std::string &actorId, float duration, float x, float y, float z);
AiFollow(const std::string &actorId, const std::string &CellId, float duration, float x, float y, float z);
/// Follow Actor for duration or until you arrive at a world position
AiFollow(const std::string &ActorId,float duration, float X, float Y, float Z);
AiFollow(const MWWorld::Ptr& actor, float duration, float X, float Y, float Z);
/// Follow Actor for duration or until you arrive at a position in a cell
AiFollow(const std::string &ActorId,const std::string &CellId,float duration, float X, float Y, float Z);
AiFollow(const MWWorld::Ptr& actor, const std::string &CellId, float duration, float X, float Y, float Z);
/// Follow Actor indefinitively
AiFollow(const std::string &ActorId, bool commanded=false);
AiFollow(const MWWorld::Ptr& actor, bool commanded=false);
AiFollow(const ESM::AiSequence::AiFollow* follow);
MWWorld::Ptr getTarget() const;
virtual bool sideWithTarget() const { return true; }
virtual bool followTargetThroughDoors() const { return true; }
virtual bool shouldCancelPreviousAi() const { return !mCommanded; }
......@@ -66,8 +67,6 @@ namespace MWMechanics
float mX;
float mY;
float mZ;
std::string mActorRefId;
mutable int mActorId;
std::string mCellId;
bool mActive; // have we spotted the target?
int mFollowIndex;
......
......@@ -27,15 +27,36 @@ MWMechanics::AiPackage::~AiPackage() {}
MWMechanics::AiPackage::AiPackage() :
mTimer(AI_REACTION_TIME + 1.0f), // to force initial pathbuild
mTargetActorRefId(""),
mTargetActorId(-1),
mRotateOnTheRunChecks(0),
mIsShortcutting(false),
mShortcutProhibited(false), mShortcutFailPos()
mShortcutProhibited(false),
mShortcutFailPos()
{
}
MWWorld::Ptr MWMechanics::AiPackage::getTarget() const
{
return MWWorld::Ptr();
if (mTargetActorId == -2)
return MWWorld::Ptr();
if (mTargetActorId == -1)
{
MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mTargetActorRefId, false);
if (target.isEmpty())
{
mTargetActorId = -2;
return target;
}
else
mTargetActorId = target.getClass().getCreatureStats(target).getActorId();
}
if (mTargetActorId != -1)
return MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId);
else
return MWWorld::Ptr();
}
bool MWMechanics::AiPackage::sideWithTarget() const
......
......@@ -128,6 +128,9 @@ namespace MWMechanics
float mTimer;
std::string mTargetActorRefId;
mutable int mTargetActorId;
osg::Vec3f mLastActorPos;
short mRotateOnTheRunChecks; // attempts to check rotation to the pathpoint on the run possibility
......
......@@ -15,13 +15,13 @@ namespace MWMechanics
{
AiPursue::AiPursue(const MWWorld::Ptr& actor)
: mTargetActorId(actor.getClass().getCreatureStats(actor).getActorId())
{
mTargetActorId = actor.getClass().getCreatureStats(actor).getActorId();
}
AiPursue::AiPursue(const ESM::AiSequence::AiPursue *pursue)
: mTargetActorId(pursue->mTargetActorId)
{
mTargetActorId = pursue->mTargetActorId;
}
AiPursue *MWMechanics::AiPursue::clone() const
......
......@@ -40,10 +40,6 @@ namespace MWMechanics
virtual bool canCancel() const { return false; }
virtual bool shouldCancelPreviousAi() const { return false; }
private:
int mTargetActorId; // The actor to pursue
};
}
#endif
......@@ -547,7 +547,7 @@ namespace MWMechanics
|| (effectIt->mEffectID == ESM::MagicEffect::CommandCreature && target.getTypeName() == typeid(ESM::Creature).name()))
&& !caster.isEmpty() && caster.getClass().isActor() && target != getPlayer() && magnitude >= target.getClass().getCreatureStats(target).getLevel())
{
MWMechanics::AiFollow package(caster.getCellRef().getRefId(), true);
MWMechanics::AiFollow package(caster, true);
target.getClass().getCreatureStats(target).getAiSequence().stack(package, target);
}
......
......@@ -59,7 +59,7 @@ namespace MWMechanics
MWMechanics::CreatureStats& summonedCreatureStats = ref.getPtr().getClass().getCreatureStats(ref.getPtr());
// Make the summoned creature follow its master and help in fights
AiFollow package(mActor.getCellRef().getRefId());
AiFollow package(mActor);
summonedCreatureStats.getAiSequence().stack(package, ref.getPtr());
creatureActorId = summonedCreatureStats.getActorId();
......
......@@ -46,6 +46,7 @@ namespace AiSequence
{
esm.getHNT (mData, "DATA");
mTargetId = esm.getHNString("TARG");
esm.getHNOT (mTargetActorId, "TAID");
esm.getHNT (mRemainingDuration, "DURA");
mCellId = esm.getHNOString ("CELL");
}
......@@ -54,6 +55,7 @@ namespace AiSequence
{
esm.writeHNT ("DATA", mData);
esm.writeHNString ("TARG", mTargetId);
esm.writeHNT ("TAID", mTargetActorId);
esm.writeHNT ("DURA", mRemainingDuration);
if (!mCellId.empty())
esm.writeHNString ("CELL", mCellId);
......@@ -63,6 +65,7 @@ namespace AiSequence
{
esm.getHNT (mData, "DATA");
mTargetId = esm.getHNString("TARG");
esm.getHNOT (mTargetActorId, "TAID");
esm.getHNT (mRemainingDuration, "DURA");
mCellId = esm.getHNOString ("CELL");
esm.getHNT (mAlwaysFollow, "ALWY");
......@@ -76,6 +79,7 @@ namespace AiSequence
{
esm.writeHNT ("DATA", mData);
esm.writeHNString("TARG", mTargetId);
esm.writeHNT ("TAID", mTargetActorId);
esm.writeHNT ("DURA", mRemainingDuration);
if (!mCellId.empty())
esm.writeHNString ("CELL", mCellId);
......
......@@ -89,6 +89,7 @@ namespace ESM
{
AiEscortData mData;
int mTargetActorId;
std::string mTargetId;
std::string mCellId;
float mRemainingDuration;
......@@ -101,6 +102,7 @@ namespace ESM
{
AiEscortData mData;
int mTargetActorId;
std::string mTargetId;
std::string mCellId;
float mRemainingDuration;
......
......@@ -5,7 +5,7 @@
#include "defs.hpp"
unsigned int ESM::SavedGame::sRecordId = ESM::REC_SAVE;
int ESM::SavedGame::sCurrentFormat = 3;
int ESM::SavedGame::sCurrentFormat = 4;
void ESM::SavedGame::load (ESMReader &esm)
{
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment