diff --git a/apps/openmw/mwmechanics/aipackage.cpp b/apps/openmw/mwmechanics/aipackage.cpp index 7790942b2..ff0329341 100644 --- a/apps/openmw/mwmechanics/aipackage.cpp +++ b/apps/openmw/mwmechanics/aipackage.cpp @@ -16,7 +16,7 @@ MWMechanics::AiPackage::~AiPackage() {} -MWMechanics::AiPackage::AiPackage() : mLastDoorChecked(MWWorld::Ptr()), mTimer(.26), mStuckTimer(0) { //mTimer starts at .26 to force initial pathbuild +MWMechanics::AiPackage::AiPackage() : mTimer(.26), mStuckTimer(0) { //mTimer starts at .26 to force initial pathbuild } @@ -92,22 +92,19 @@ bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, ESM::Pathgrid::Po { /// TODO (tluppi#1#): Use ObstacleCheck here. Not working for some reason //if(mObstacleCheck.check(actor, duration)) { - if(distance(start, mStuckPos.pos[0], mStuckPos.pos[1], mStuckPos.pos[2]) < 10 && distance(dest, start) > 20) { //Actually stuck, and far enough away from destination to care + if(distance(start, mStuckPos.pos[0], mStuckPos.pos[1], mStuckPos.pos[2]) < actor.getClass().getSpeed(actor)*0.05 && distance(dest, start) > 20) { //Actually stuck, and far enough away from destination to care // first check if we're walking into a door MWWorld::Ptr door = getNearbyDoor(actor); if(door != MWWorld::Ptr()) // NOTE: checks interior cells only { - if(door.getCellRef().getTrap().empty() && mLastDoorChecked != door) { //Open the door if untrapped - door.getClass().activate(door, actor).get()->execute(actor); - mLastDoorChecked = door; + if(door.getCellRef().getTrap().empty() && door.getClass().getDoorState(door) == 0) { //Open the door if untrapped + MWBase::Environment::get().getWorld()->activateDoor(door, 1); } } else // probably walking into another NPC { - // TODO: diagonal should have same animation as walk forward - // but doesn't seem to do that? actor.getClass().getMovementSettings(actor).mPosition[0] = 1; - actor.getClass().getMovementSettings(actor).mPosition[1] = 0.1f; + actor.getClass().getMovementSettings(actor).mPosition[1] = 1; // change the angle a bit, too zTurn(actor, Ogre::Degree(mPathFinder.getZAngleToNext(pos.pos[0] + 1, pos.pos[1]))); } @@ -115,7 +112,6 @@ bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, ESM::Pathgrid::Po else { //Not stuck, so reset things mStuckTimer = 0; mStuckPos = pos; - mLastDoorChecked = MWWorld::Ptr(); //Resets it, in case he gets stuck behind the door again actor.getClass().getMovementSettings(actor).mPosition[1] = 1; //Just run forward } } diff --git a/apps/openmw/mwmechanics/aipackage.hpp b/apps/openmw/mwmechanics/aipackage.hpp index 983777c0a..0a5e1c545 100644 --- a/apps/openmw/mwmechanics/aipackage.hpp +++ b/apps/openmw/mwmechanics/aipackage.hpp @@ -73,8 +73,6 @@ namespace MWMechanics float mTimer; float mStuckTimer; - MWWorld::Ptr mLastDoorChecked; //Used to ensure we don't try to CONSTANTLY open a door - ESM::Position mStuckPos; ESM::Pathgrid::Point mPrevDest; };