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openmw-tes3mp/apps/openmw/mwmechanics/aicombat.cpp

88 lines
2.8 KiB
C++

11 years ago
#include "aicombat.hpp"
#include "movement.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/player.hpp"
#include "../mwworld/timestamp.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
namespace MWMechanics
{
AiCombat::AiCombat(const std::string &targetId)
:mTargetId(targetId)
{
}
bool AiCombat::execute (const MWWorld::Ptr& actor)
{
const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->getPlayer().getPlayer();//MWBase::Environment::get().getWorld()->getPtr(mTargetId, false);
MWMechanics::DrawState_ state = MWWorld::Class::get(actor).getNpcStats(actor).getDrawState();
if (state == MWMechanics::DrawState_Spell || state == MWMechanics::DrawState_Nothing)
MWWorld::Class::get(actor).getNpcStats(actor).setDrawState(MWMechanics::DrawState_Weapon);
MWWorld::Class::get(actor).getCreatureStats(actor).setAttackingOrSpell(true);
ESM::Position pos = actor.getRefData().getPosition();
const ESM::Pathgrid *pathgrid =
MWBase::Environment::get().getWorld()->getStore().get<ESM::Pathgrid>().search(*actor.getCell()->mCell);
int cellX = actor.getCell()->mCell->mData.mX;
int cellY = actor.getCell()->mCell->mData.mY;
float xCell = 0;
float yCell = 0;
if (actor.getCell()->mCell->isExterior())
{
xCell = actor.getCell()->mCell->mData.mX * ESM::Land::REAL_SIZE;
yCell = actor.getCell()->mCell->mData.mY * ESM::Land::REAL_SIZE;
}
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];
ESM::Pathgrid::Point start;
start.mX = pos.pos[0];
start.mY = pos.pos[1];
start.mZ = pos.pos[2];
std::cout << start.mX << " " << dest.mX << "\n";
mPathFinder.buildPath(start, dest, pathgrid, xCell, yCell, true);
if(mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1],pos.pos[2]))
{
MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
}
float zAngle = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]);
std::cout << zAngle;
MWBase::Environment::get().getWorld()->rotateObject(actor, 0, 0, zAngle, false);
MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 1;
if(dest.mX - start.mX < 100)
{
//MWWorld::Class::get(actor).getCreatureStats(actor).setAttackingOrSpell(false);
}
return false;
}
int AiCombat::getTypeId() const
{
return 2;
}
AiCombat *MWMechanics::AiCombat::clone() const
{
return new AiCombat(*this);
}
}