#include "aiescort.hpp" #include #include "character.hpp" #include "../mwworld/class.hpp" #include "../mwbase/world.hpp" #include "../mwworld/timestamp.hpp" #include "../mwbase/environment.hpp" #include "../mwworld/player.hpp" #include "movement.hpp" #include #include #include "boost/tuple/tuple.hpp" namespace { float sgn(float a) { if(a>0) return 1.; else return -1.; } } // TODO: Fix all commenting! // TODO: Test vanilla behavior on passing x0, y0, and z0 with duration of anything including 0. // TODO: Different behavior for AIEscort a d x y z and AIEscortCell a c d x y z. // Necessary? MWWorld::Ptr follower = MWBase::Environment::get().getWorld()->getPtr(mActorId, true); MWMechanics::AiEscort::AiEscort(const std::string &actorId,int duration, float x, float y, float z) : mActorId(actorId), mX(x), mY(y), mZ(z), mDuration(duration) { //\ < The CS Help File states that if a duration is givin, the AI package will run for that long // BUT if a location is givin, it "trumps" the duration so it will simply escort to that location. if(mX != 0 || mY != 0 || mZ != 0) mDuration = 0; else { MWWorld::TimeStamp startTime = MWBase::Environment::get().getWorld()->getTimeStamp(); mStartingSecond = ((startTime.getHour() - int(startTime.getHour())) * 100); std::cout << "AiEscort Started at: " << mStartingSecond << " For: " << duration << "Started At: " << mStartingSecond << std::endl; } } MWMechanics::AiEscort::AiEscort(const std::string &actorId,const std::string &cellId,int duration, float x, float y, float z) : mActorId(actorId), mCellId(cellId), mX(x), mY(y), mZ(z), mDuration(duration) { //\ < The CS Help File states that if a duration is givin, the AI package will run for that long // BUT if a location is givin, it "trumps" the duration so it will simply escort to that location. if(mX != 0 || mY != 0 || mZ != 0) mDuration = 0; else { MWWorld::TimeStamp startTime = MWBase::Environment::get().getWorld()->getTimeStamp(); mStartingSecond = ((startTime.getHour() - int(startTime.getHour())) * 100); std::cout << "AiEscort Started at: " << mStartingSecond << " For: " << duration << "Started At: " << mStartingSecond << std::endl; } } MWMechanics::AiEscort *MWMechanics::AiEscort::clone() const { return new AiEscort(*this); } bool MWMechanics::AiEscort::execute (const MWWorld::Ptr& actor) { // If AiEscort has ran for as long or longer then the duration specified // and the duration is not infinite, the package is complete. if(mDuration != 0) { MWWorld::TimeStamp current = MWBase::Environment::get().getWorld()->getTimeStamp(); unsigned int currentSecond = ((current.getHour() - int(current.getHour())) * 100); std::cout << "AiEscort: " << currentSecond << " time: " << currentSecond - mStartingSecond << std::endl; if(currentSecond - mStartingSecond >= mDuration) { std::cout << "AiEscort Has Run It's Duration: " << currentSecond - mStartingSecond << " >= " << mDuration << std::endl; return true; } } 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(); const ESM::Pathgrid *pathgrid = MWBase::Environment::get().getWorld()->getStore().get().search(*actor.getCell()->mCell); 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 AiEscort. // FIXME: This *should* pause the AiEscort package instead of terminating it. 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; } } 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 AiEscort. // FIXME: This *should* pause the AiEscort package instead of terminating it. 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; } } 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()) { 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; } /* if(getDistanceBetween() <= ???) { 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; } // Stop moving if the player is to far away else { // TODO: Set the actor to do the equivilent of AIWander 0 0 0 playing the "look back" idle animation. MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0; } */ // Delete these three when above code is enabled! 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::AiEscort::getTypeId() const { return 2; }