AITravel Cleanup - Removed unnecessary includes and other varius cleanups.

actorid
Torben Carrington 12 years ago
parent b1a8dc35e0
commit 56b1384c90

@ -1,110 +1,100 @@
#include "aitravel.hpp"
#include <iostream>
#include "character.hpp"
#include "movement.hpp"
#include "../mwworld/class.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"
#include "movement.hpp"
#include "../mwworld/player.hpp"
#include <boost/graph/astar_search.hpp>
#include <boost/graph/adjacency_list.hpp>
#include "boost/tuple/tuple.hpp"
namespace
{
float sgn(float a)
{
if(a>0) return 1.;
if(a > 0) return 1.;
else return -1.;
}
}
namespace MWMechanics
MWMechanics::AiTravel::AiTravel(float x, float y, float z)
: mX(x),mY(y),mZ(z),mPathFinder()
{
}
AiTravel::AiTravel(float x, float y, float z)
: mX(x),mY(y),mZ(z),mPathFinder()
{
}
AiTravel * AiTravel::clone() const
{
return new AiTravel(*this);
}
MWMechanics::AiTravel *MWMechanics::AiTravel::clone() const
{
return new AiTravel(*this);
}
bool AiTravel::execute (const MWWorld::Ptr& actor)
{
const ESM::Pathgrid *pathgrid =
MWBase::Environment::get().getWorld()->getStore().get<ESM::Pathgrid>().search(*actor.getCell()->mCell);
bool MWMechanics::AiTravel::execute (const MWWorld::Ptr& actor)
{
const ESM::Pathgrid *pathgrid =
MWBase::Environment::get().getWorld()->getStore().get<ESM::Pathgrid>().search(*actor.getCell()->mCell);
ESM::Position pos = actor.getRefData().getPosition();
ESM::Position pos = actor.getRefData().getPosition();
bool cellChange = actor.getCell()->mCell->mData.mX != cellX || actor.getCell()->mCell->mData.mY != cellY;
MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayer().getPlayer();
if(actor.getCell()->mCell->mData.mX != player.getCell()->mCell->mData.mX)
MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayer().getPlayer();
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 aitravel.
if(sideX*(pos.pos[0] - actor.getCell()->mCell->mData.mX * ESM::Land::REAL_SIZE) > sideX*(ESM::Land::REAL_SIZE/2. - 200))
{
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 aitravel.
if(sideX*(pos.pos[0] - actor.getCell()->mCell->mData.mX * ESM::Land::REAL_SIZE) > sideX*(ESM::Land::REAL_SIZE/2. - 200))
{
MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
return true;
}
MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
return true;
}
if(actor.getCell()->mCell->mData.mY != player.getCell()->mCell->mData.mY)
}
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 aitravel.
if(sideY*(pos.pos[1] - actor.getCell()->mCell->mData.mY * ESM::Land::REAL_SIZE) > sideY*(ESM::Land::REAL_SIZE/2. - 200))
{
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 aitravel.
if(sideY*(pos.pos[1] - actor.getCell()->mCell->mData.mY * ESM::Land::REAL_SIZE) > sideY*(ESM::Land::REAL_SIZE/2. - 200))
{
MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
return true;
}
MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
return true;
}
}
if(!mPathFinder.isPathConstructed() ||cellChange)
if(!mPathFinder.isPathConstructed() ||cellChange)
{
cellX = actor.getCell()->mCell->mData.mX;
cellY = actor.getCell()->mCell->mData.mY;
float xCell = 0;
float yCell = 0;
if (actor.getCell()->mCell->isExterior())
{
cellX = actor.getCell()->mCell->mData.mX;
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 = mX;
dest.mY = mY;
dest.mZ = mZ;
ESM::Pathgrid::Point start;
start.mX = pos.pos[0];
start.mY = pos.pos[1];
start.mZ = pos.pos[2];
mPathFinder.buildPath(start,dest,pathgrid,xCell,yCell);
}
if(mPathFinder.checkIfNextPointReached(pos.pos[0],pos.pos[1],pos.pos[2]))
{
MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
return true;
xCell = actor.getCell()->mCell->mData.mX * ESM::Land::REAL_SIZE;
yCell = actor.getCell()->mCell->mData.mY * ESM::Land::REAL_SIZE;
}
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;
ESM::Pathgrid::Point dest;
dest.mX = mX;
dest.mY = mY;
dest.mZ = mZ;
return false;
ESM::Pathgrid::Point start;
start.mX = pos.pos[0];
start.mY = pos.pos[1];
start.mZ = pos.pos[2];
mPathFinder.buildPath(start,dest,pathgrid,xCell,yCell);
}
int AiTravel::getTypeId() const
if(mPathFinder.checkIfNextPointReached(pos.pos[0],pos.pos[1],pos.pos[2]))
{
return 1;
MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
return true;
}
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;
return false;
}
int MWMechanics::AiTravel::getTypeId() const
{
return 1;
}

@ -2,6 +2,7 @@
#define GAME_MWMECHANICS_AITRAVEL_H
#include "aipackage.hpp"
#include "pathfinding.hpp"
namespace MWMechanics
@ -25,10 +26,7 @@ namespace MWMechanics
int cellX;
int cellY;
//bool isPathConstructed;
//std::list<ESM::Pathgrid::Point> mPath;
PathFinder mPathFinder;
};
}

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