diff --git a/apps/openmw/mwmechanics/aifollow.cpp b/apps/openmw/mwmechanics/aifollow.cpp index c3b36516c..161c9700f 100644 --- a/apps/openmw/mwmechanics/aifollow.cpp +++ b/apps/openmw/mwmechanics/aifollow.cpp @@ -4,6 +4,7 @@ #include "../mwbase/environment.hpp" #include "../mwworld/class.hpp" #include "../mwworld/cellstore.hpp" +#include "creaturestats.hpp" #include "movement.hpp" #include @@ -26,69 +27,77 @@ MWMechanics::AiFollow::AiFollow(const std::string &actorId) bool MWMechanics::AiFollow::execute (const MWWorld::Ptr& actor,float duration) { - const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mActorId, false); - - if(target == MWWorld::Ptr()) return true; + const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mActorId, false); //The target to follow - mTimer = mTimer + duration; - mStuckTimer = mStuckTimer + duration; - mTotalTime = mTotalTime + duration; + if(target == MWWorld::Ptr()) return true; //Target doesn't exist - ESM::Position pos = actor.getRefData().getPosition(); + mTimer = mTimer + duration; //Update timer + mStuckTimer = mStuckTimer + duration; //Update stuck timer + mTotalTime = mTotalTime + duration; //Update total time following - if(!mAlwaysFollow) + ESM::Position pos = actor.getRefData().getPosition(); //position of the actor + + if(!mAlwaysFollow) //Update if you only follow for a bit { - if(mTotalTime > mDuration && mDuration != 0) + if(mTotalTime > mDuration && mDuration != 0) //Check if we've run out of time return true; if((pos.pos[0]-mX)*(pos.pos[0]-mX) + (pos.pos[1]-mY)*(pos.pos[1]-mY) + - (pos.pos[2]-mZ)*(pos.pos[2]-mZ) < 100*100) + (pos.pos[2]-mZ)*(pos.pos[2]-mZ) < 100*100) //Close-ish to final position { - if(actor.getCell()->isExterior()) + if(actor.getCell()->isExterior()) //Outside? { - if(mCellId == "") + if(mCellId == "") //No cell to travel to return true; } else { - if(mCellId == actor.getCell()->getCell()->mName) + if(mCellId == actor.getCell()->getCell()->mName) //Cell to travel to return true; } } } + //Set the target desition from the actor ESM::Pathgrid::Point dest; dest.mX = target.getRefData().getPosition().pos[0]; dest.mY = target.getRefData().getPosition().pos[1]; dest.mZ = target.getRefData().getPosition().pos[2]; + //Current position, for pathfilding stuff ESM::Pathgrid::Point start; start.mX = pos.pos[0]; start.mY = pos.pos[1]; start.mZ = pos.pos[2]; + //Build the path to get to the destination if(mPathFinder.getPath().empty()) mPathFinder.buildPath(start, dest, actor.getCell(), true); - + //*********************** + // Checks if you can't get to the end position at all + //*********************** if(mTimer > 0.25) { - if(!mPathFinder.getPath().empty()) + if(!mPathFinder.getPath().empty()) //Path has points in it { - ESM::Pathgrid::Point lastPos = mPathFinder.getPath().back(); + ESM::Pathgrid::Point lastPos = mPathFinder.getPath().back(); //Get the end of the proposed path - if((dest.mX - lastPos.mX)*(dest.mX - lastPos.mX) + if((dest.mX - lastPos.mX)*(dest.mX - lastPos.mX) +(dest.mY - lastPos.mY)*(dest.mY - lastPos.mY) +(dest.mZ - lastPos.mZ)*(dest.mZ - lastPos.mZ) - > 100*100) - mPathFinder.addPointToPath(dest); + > 100*100) //End of the path is far from the destination + mPathFinder.addPointToPath(dest); //Adds the final destination to the path, to try to get to where you want to go } mTimer = 0; } - if(mStuckTimer>0.5) + //************************ + // Checks if you aren't moving; you're stuck + //************************ + if(mStuckTimer>0.5) //Checks every half of a second { if((mStuckPos.pos[0] - pos.pos[0])*(mStuckPos.pos[0] - pos.pos[0]) +(mStuckPos.pos[1] - pos.pos[1])*(mStuckPos.pos[1] - pos.pos[1]) @@ -99,6 +108,7 @@ bool MWMechanics::AiFollow::execute (const MWWorld::Ptr& actor,float duration) mStuckPos = pos; } + //Checks if the path isn't over, turn tomards the direction that you're going if(!mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1],pos.pos[2])) { zTurn(actor, Ogre::Degree(mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]))); @@ -110,6 +120,16 @@ bool MWMechanics::AiFollow::execute (const MWWorld::Ptr& actor,float duration) else actor.getClass().getMovementSettings(actor).mPosition[1] = 1; + //Check if you're far away + if((dest.mX - start.mX)*(dest.mX - start.mX) + +(dest.mY - start.mY)*(dest.mY - start.mY) + +(dest.mZ - start.mZ)*(dest.mZ - start.mZ) > 1000*1000) + actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, true); //Make NPC run + else if((dest.mX - start.mX)*(dest.mX - start.mX) //Have a bit of a dead zone, otherwise npc will constantly flip between running and not when right on the edge of the running threshhold + +(dest.mY - start.mY)*(dest.mY - start.mY) + +(dest.mZ - start.mZ)*(dest.mZ - start.mZ) < 800*800) + actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, false); //make NPC walk + return false; }