void BoneNPCManager::LoadOneLevelNPC(int levelID,CCNode *parentNode) { int city_id = MainLandManager::Get()->GetCityIdByMapId(levelID); if(0 == parentNode) { return ; } bool bMainLandLevel = MainLandManager::Get()->isMainLand(LevelManager::sShareInstance()->getCurMapId()); if (bMainLandLevel == false) { return ; } // Note: 加载npc动画资源 SkeletonAnimRcsManager::getInstance()->LoadOneLevelNPCRcs(city_id); // Note: 创建Npc实例 std::map<int,NPCData *>* pMapNpcTypeIdAndData = LoadNPCConfigInfoFromLua(city_id); for (std::map<int,NPCData *>::iterator iter = pMapNpcTypeIdAndData->begin(); iter != pMapNpcTypeIdAndData->end();iter++) { // TODO:临时放置的Npc资源ID SpriteNPC * pNpcSprite = SpriteNPC::NPCWithData((*iter).second); parentNode->addChild(pNpcSprite); CATLObjectLayer* pObjLayer = dynamic_cast<CATLObjectLayer*>(parentNode); if(pObjLayer) { pObjLayer->AddRoleShadow(pNpcSprite); } mMapNpcTypeIdAndSprites->insert(std::make_pair((*iter).first,pNpcSprite)); CCPoint npcPos((*iter).second->posx,(*iter).second->posy); pNpcSprite->setPosition(npcPos); pNpcSprite->setZOrder(LevelLayer::sCalcZorder(npcPos)); if ((*iter).second->bFlip) { pNpcSprite->SetAnimFlipX(true); } } pMapNpcTypeIdAndData->clear(); delete pMapNpcTypeIdAndData; pMapNpcTypeIdAndData = 0; }
bool MWMechanics::AiWander::execute (const MWWorld::Ptr& actor) { if(mDuration) { // End package if duration is complete or mid-night hits: MWWorld::TimeStamp currentTime = MWBase::Environment::get().getWorld()->getTimeStamp(); if(currentTime.getHour() >= mStartTime.getHour() + mDuration) { if(!mRepeat) { stopWalking(actor, mPathFinder); return true; } else mStartTime = currentTime; } else if(int(currentTime.getHour()) == 0 && currentTime.getDay() != mStartTime.getDay()) { if(!mRepeat) { stopWalking(actor, mPathFinder); return true; } else mStartTime = currentTime; } } ESM::Position pos = actor.getRefData().getPosition(); if(!mStoredAvailableNodes) { mStoredAvailableNodes = true; mPathgrid = MWBase::Environment::get().getWorld()->getStore().get<ESM::Pathgrid>().search(*actor.getCell()->mCell); mCellX = actor.getCell()->mCell->mData.mX; mCellY = actor.getCell()->mCell->mData.mY; if(!mPathgrid) mDistance = 0; else if(mPathgrid->mPoints.empty()) mDistance = 0; if(mDistance) { mXCell = 0; mYCell = 0; if(actor.getCell()->mCell->isExterior()) { mXCell = mCellX * ESM::Land::REAL_SIZE; mYCell = mCellY * ESM::Land::REAL_SIZE; } Ogre::Vector3 npcPos(actor.getRefData().getPosition().pos); npcPos[0] = npcPos[0] - mXCell; npcPos[1] = npcPos[1] - mYCell; for(unsigned int counter = 0; counter < mPathgrid->mPoints.size(); counter++) { Ogre::Vector3 nodePos(mPathgrid->mPoints[counter].mX, mPathgrid->mPoints[counter].mY, mPathgrid->mPoints[counter].mZ); if(npcPos.squaredDistance(nodePos) <= mDistance * mDistance) mAllowedNodes.push_back(mPathgrid->mPoints[counter]); } if(!mAllowedNodes.empty()) { Ogre::Vector3 firstNodePos(mAllowedNodes[0].mX, mAllowedNodes[0].mY, mAllowedNodes[0].mZ); float closestNode = npcPos.squaredDistance(firstNodePos); unsigned int index = 0; for(unsigned int counterThree = 1; counterThree < mAllowedNodes.size(); counterThree++) { Ogre::Vector3 nodePos(mAllowedNodes[counterThree].mX, mAllowedNodes[counterThree].mY, mAllowedNodes[counterThree].mZ); float tempDist = npcPos.squaredDistance(nodePos); if(tempDist < closestNode) index = counterThree; } mCurrentNode = mAllowedNodes[index]; mAllowedNodes.erase(mAllowedNodes.begin() + index); } if(mAllowedNodes.empty()) mDistance = 0; } } MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayer().getPlayer(); bool cellChange = actor.getCell()->mCell->mData.mX != mCellX || actor.getCell()->mCell->mData.mY != mCellY; if(actor.getCell()->mCell->mData.mX != player.getCell()->mCell->mData.mX) { int sideX = sgn(actor.getCell()->mCell->mData.mX - player.getCell()->mCell->mData.mX); // Check if actor is near the border of an inactive cell. If so, disable AiWander. // FIXME: This *should* pause the AiWander package instead of terminating it. if(sideX*(pos.pos[0] - actor.getCell()->mCell->mData.mX * ESM::Land::REAL_SIZE) > sideX * (ESM::Land::REAL_SIZE / 2.0 - 200)) { MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0; return true; } } if(actor.getCell()->mCell->mData.mY != player.getCell()->mCell->mData.mY) { int sideY = sgn(actor.getCell()->mCell->mData.mY - player.getCell()->mCell->mData.mY); // Check if actor is near the border of an inactive cell. If so, disable AiWander. // FIXME: This *should* pause the AiWander package instead of terminating it. if(sideY*(pos.pos[1] - actor.getCell()->mCell->mData.mY * ESM::Land::REAL_SIZE) > sideY * (ESM::Land::REAL_SIZE / 2.0 - 200)) { MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0; return true; } } // Don't try to move if you are in a new cell (ie: positioncell command called) but still play idles. if(mDistance && (cellChange || (mCellX != actor.getCell()->mCell->mData.mX || mCellY != actor.getCell()->mCell->mData.mY))) mDistance = 0; if(mChooseAction) { mPlayedIdle = 0; unsigned short idleRoll = 0; for(unsigned int counter = 1; counter < mIdle.size(); counter++) { unsigned short idleChance = mIdleChanceMultiplier * mIdle[counter]; unsigned short randSelect = (int)(rand() / ((double)RAND_MAX + 1) * int(100 / mIdleChanceMultiplier)); if(randSelect < idleChance && randSelect > idleRoll) { mPlayedIdle = counter; idleRoll = randSelect; } } if(!mPlayedIdle && mDistance) { mChooseAction = false; mMoveNow = true; } else { // Play idle animation and recreate vanilla (broken?) behavior of resetting start time of AIWander: MWWorld::TimeStamp currentTime = MWBase::Environment::get().getWorld()->getTimeStamp(); mStartTime = currentTime; playIdle(actor, mPlayedIdle + 1); mChooseAction = false; mIdleNow = true; } } if(mIdleNow) { if(!checkIdle(actor, mPlayedIdle + 1)) { mPlayedIdle = 0; mIdleNow = false; mChooseAction = true; } } if(mMoveNow && mDistance) { if(!mPathFinder.isPathConstructed()) { unsigned int randNode = (int)(rand() / ((double)RAND_MAX + 1) * mAllowedNodes.size()); Ogre::Vector3 destNodePos(mAllowedNodes[randNode].mX, mAllowedNodes[randNode].mY, mAllowedNodes[randNode].mZ); // Remove this node as an option and add back the previously used node (stops NPC from picking the same node): ESM::Pathgrid::Point temp = mAllowedNodes[randNode]; mAllowedNodes.erase(mAllowedNodes.begin() + randNode); mAllowedNodes.push_back(mCurrentNode); mCurrentNode = temp; ESM::Pathgrid::Point dest; dest.mX = destNodePos[0] + mXCell; dest.mY = destNodePos[1] + mYCell; dest.mZ = destNodePos[2]; ESM::Pathgrid::Point start; start.mX = pos.pos[0]; start.mY = pos.pos[1]; start.mZ = pos.pos[2]; mPathFinder.buildPath(start,dest,mPathgrid,mXCell,mYCell); mWalking = true; } } if(mWalking) { float zAngle = mPathFinder.getZAngleToNext(pos.pos[0],pos.pos[1],pos.pos[2]); MWBase::Environment::get().getWorld()->rotateObject(actor,0,0,zAngle,false); MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 1; // Unclog path nodes by allowing the NPC to be a small distance away from the center. This way two NPCs can be // at the same path node at the same time and both will complete instead of endlessly walking into eachother: Ogre::Vector3 destNodePos(mCurrentNode.mX, mCurrentNode.mY, mCurrentNode.mZ); Ogre::Vector3 actorPos(actor.getRefData().getPosition().pos); actorPos[0] = actorPos[0] - mXCell; actorPos[1] = actorPos[1] - mYCell; float distance = actorPos.squaredDistance(destNodePos); if(distance < 1200 || mPathFinder.checkIfNextPointReached(pos.pos[0],pos.pos[1],pos.pos[2])) { stopWalking(actor, mPathFinder); mMoveNow = false; mWalking = false; mChooseAction = true; } } return false; }
bool AiWander::execute (const MWWorld::Ptr& actor,float duration) { if (actor.getClass().isNpc()) actor.getClass().getNpcStats(actor).setDrawState(DrawState_Nothing); MWBase::World *world = MWBase::Environment::get().getWorld(); if(mDuration) { // End package if duration is complete or mid-night hits: MWWorld::TimeStamp currentTime = world->getTimeStamp(); if(currentTime.getHour() >= mStartTime.getHour() + mDuration) { if(!mRepeat) { stopWalking(actor); return true; } else mStartTime = currentTime; } else if(int(currentTime.getHour()) == 0 && currentTime.getDay() != mStartTime.getDay()) { if(!mRepeat) { stopWalking(actor); return true; } else mStartTime = currentTime; } } ESM::Position pos = actor.getRefData().getPosition(); if(!mStoredAvailableNodes) { mStoredAvailableNodes = true; mPathgrid = world->getStore().get<ESM::Pathgrid>().search(*actor.getCell()->mCell); mCellX = actor.getCell()->mCell->mData.mX; mCellY = actor.getCell()->mCell->mData.mY; if(!mPathgrid) mDistance = 0; else if(mPathgrid->mPoints.empty()) mDistance = 0; if(mDistance) { mXCell = 0; mYCell = 0; if(actor.getCell()->mCell->isExterior()) { mXCell = mCellX * ESM::Land::REAL_SIZE; mYCell = mCellY * ESM::Land::REAL_SIZE; } Ogre::Vector3 npcPos(actor.getRefData().getPosition().pos); npcPos[0] = npcPos[0] - mXCell; npcPos[1] = npcPos[1] - mYCell; for(unsigned int counter = 0; counter < mPathgrid->mPoints.size(); counter++) { Ogre::Vector3 nodePos(mPathgrid->mPoints[counter].mX, mPathgrid->mPoints[counter].mY, mPathgrid->mPoints[counter].mZ); if(npcPos.squaredDistance(nodePos) <= mDistance * mDistance) mAllowedNodes.push_back(mPathgrid->mPoints[counter]); } if(!mAllowedNodes.empty()) { Ogre::Vector3 firstNodePos(mAllowedNodes[0].mX, mAllowedNodes[0].mY, mAllowedNodes[0].mZ); float closestNode = npcPos.squaredDistance(firstNodePos); unsigned int index = 0; for(unsigned int counterThree = 1; counterThree < mAllowedNodes.size(); counterThree++) { Ogre::Vector3 nodePos(mAllowedNodes[counterThree].mX, mAllowedNodes[counterThree].mY, mAllowedNodes[counterThree].mZ); float tempDist = npcPos.squaredDistance(nodePos); if(tempDist < closestNode) index = counterThree; } mCurrentNode = mAllowedNodes[index]; mAllowedNodes.erase(mAllowedNodes.begin() + index); } } } if(mAllowedNodes.empty()) mDistance = 0; // Don't try to move if you are in a new cell (ie: positioncell command called) but still play idles. if(mDistance && (mCellX != actor.getCell()->mCell->mData.mX || mCellY != actor.getCell()->mCell->mData.mY)) mDistance = 0; if(mChooseAction) { mPlayedIdle = 0; unsigned short idleRoll = 0; for(unsigned int counter = 0; counter < mIdle.size(); counter++) { unsigned short idleChance = mIdleChanceMultiplier * mIdle[counter]; unsigned short randSelect = (int)(rand() / ((double)RAND_MAX + 1) * int(100 / mIdleChanceMultiplier)); if(randSelect < idleChance && randSelect > idleRoll) { mPlayedIdle = counter+2; idleRoll = randSelect; } } if(!mPlayedIdle && mDistance) { mChooseAction = false; mMoveNow = true; } else { // Play idle animation and recreate vanilla (broken?) behavior of resetting start time of AIWander: MWWorld::TimeStamp currentTime = world->getTimeStamp(); mStartTime = currentTime; playIdle(actor, mPlayedIdle); mChooseAction = false; mIdleNow = true; } } if(mIdleNow) { if(!checkIdle(actor, mPlayedIdle)) { mPlayedIdle = 0; mIdleNow = false; mChooseAction = true; } } if(mMoveNow && mDistance) { if(!mPathFinder.isPathConstructed()) { assert(mAllowedNodes.size()); unsigned int randNode = (int)(rand() / ((double)RAND_MAX + 1) * mAllowedNodes.size()); Ogre::Vector3 destNodePos(mAllowedNodes[randNode].mX, mAllowedNodes[randNode].mY, mAllowedNodes[randNode].mZ); ESM::Pathgrid::Point dest; dest.mX = destNodePos[0] + mXCell; dest.mY = destNodePos[1] + mYCell; dest.mZ = destNodePos[2]; ESM::Pathgrid::Point start; start.mX = pos.pos[0]; start.mY = pos.pos[1]; start.mZ = pos.pos[2]; mPathFinder.buildPath(start, dest, mPathgrid, mXCell, mYCell, false); if(mPathFinder.isPathConstructed()) { // Remove this node as an option and add back the previously used node (stops NPC from picking the same node): ESM::Pathgrid::Point temp = mAllowedNodes[randNode]; mAllowedNodes.erase(mAllowedNodes.begin() + randNode); mAllowedNodes.push_back(mCurrentNode); mCurrentNode = temp; mMoveNow = false; mWalking = true; } // Choose a different node and delete this one from possible nodes because it is uncreachable: else mAllowedNodes.erase(mAllowedNodes.begin() + randNode); } } if(mWalking) { float zAngle = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]); // TODO: use movement settings instead of rotating directly world->rotateObject(actor, 0, 0, zAngle, false); MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 1; if(mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1], pos.pos[2])) { stopWalking(actor); mMoveNow = false; mWalking = false; mChooseAction = true; } } return false; }