Un-reverted actorId for AiPursue

deque
scrawl 11 years ago
parent e266aff561
commit 92c5bb56e0

@ -759,7 +759,7 @@ namespace MWMechanics
&& MWBase::Environment::get().getWorld()->getLOS(ptr, player)
&& MWBase::Environment::get().getMechanicsManager()->awarenessCheck(player, ptr))
{
creatureStats.getAiSequence().stack(AiPursue(player.getClass().getId(player)), ptr);
creatureStats.getAiSequence().stack(AiPursue(player), ptr);
creatureStats.setAlarmed(true);
npcStats.setCrimeId(MWBase::Environment::get().getWorld()->getPlayer().getNewCrimeId());
}
@ -788,7 +788,7 @@ namespace MWMechanics
else if (!creatureStats.isHostile() && creatureStats.getAiSequence().getTypeId() != AiPackage::TypeIdPursue)
{
if (ptr.getClass().isClass(ptr, "Guard"))
creatureStats.getAiSequence().stack(AiPursue(player.getClass().getId(player)), ptr);
creatureStats.getAiSequence().stack(AiPursue(player), ptr);
else
{
MWBase::Environment::get().getMechanicsManager()->startCombat(ptr, player);

@ -7,12 +7,14 @@
#include "../mwworld/action.hpp"
#include "../mwworld/cellstore.hpp"
#include "../mwmechanics/creaturestats.hpp"
#include "steering.hpp"
#include "movement.hpp"
#include "creaturestats.hpp"
MWMechanics::AiPursue::AiPursue(const std::string &objectId)
: mObjectId(objectId)
MWMechanics::AiPursue::AiPursue(const MWWorld::Ptr& actor)
: mActorId(actor.getClass().getCreatureStats(actor).getActorId())
{
}
MWMechanics::AiPursue *MWMechanics::AiPursue::clone() const
@ -23,7 +25,7 @@ bool MWMechanics::AiPursue::execute (const MWWorld::Ptr& actor, float duration)
{
ESM::Position pos = actor.getRefData().getPosition(); //position of the actor
const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mObjectId, false); //The target to follow
const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mActorId); //The target to follow
if(target == MWWorld::Ptr())
return true; //Target doesn't exist
@ -33,8 +35,7 @@ bool MWMechanics::AiPursue::execute (const MWWorld::Ptr& actor, float duration)
if(distance(dest, pos.pos[0], pos.pos[1], pos.pos[2]) < 100) { //Stop when you get close
actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
MWWorld::Ptr target = MWBase::Environment::get().getWorld()->getPtr(mObjectId,false);
MWWorld::Class::get(target).activate(target,actor).get()->execute(actor); //Arrest player
target.getClass().activate(target,actor).get()->execute(actor); //Arrest player
return true;
}
else {

@ -16,14 +16,14 @@ namespace MWMechanics
{
public:
///Constructor
/** \param objectId Actor to pursue **/
AiPursue(const std::string &objectId);
/** \param actor Actor to pursue **/
AiPursue(const MWWorld::Ptr& actor);
virtual AiPursue *clone() const;
virtual bool execute (const MWWorld::Ptr& actor,float duration);
virtual int getTypeId() const;
private:
std::string mObjectId;
int mActorId; // The actor to pursue
int mCellX;
int mCellY;
};

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