#include "aitravel.hpp" #include "../mwbase/world.hpp" #include "../mwbase/environment.hpp" #include "../mwworld/class.hpp" #include "../mwworld/cellstore.hpp" #include "steering.hpp" #include "movement.hpp" #include "creaturestats.hpp" namespace MWMechanics { AiTravel::AiTravel(float x, float y, float z) : mX(x),mY(y),mZ(z),mPathFinder() , mCellX(std::numeric_limits::max()) , mCellY(std::numeric_limits::max()) { } AiTravel *MWMechanics::AiTravel::clone() const { return new AiTravel(*this); } bool AiTravel::execute (const MWWorld::Ptr& actor,float duration) { MWBase::World *world = MWBase::Environment::get().getWorld(); ESM::Position pos = actor.getRefData().getPosition(); Movement &movement = actor.getClass().getMovementSettings(actor); const ESM::Cell *cell = actor.getCell()->getCell(); actor.getClass().getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, false); MWWorld::Ptr player = world->getPlayerPtr(); if(cell->mData.mX != player.getCell()->getCell()->mData.mX) { int sideX = PathFinder::sgn(cell->mData.mX - player.getCell()->getCell()->mData.mX); //check if actor is near the border of an inactive cell. If so, stop walking. if(sideX * (pos.pos[0] - cell->mData.mX*ESM::Land::REAL_SIZE) > sideX * (ESM::Land::REAL_SIZE/2.0f - 200.0f)) { movement.mPosition[1] = 0; return false; } } if(cell->mData.mY != player.getCell()->getCell()->mData.mY) { int sideY = PathFinder::sgn(cell->mData.mY - player.getCell()->getCell()->mData.mY); //check if actor is near the border of an inactive cell. If so, stop walking. if(sideY * (pos.pos[1] - cell->mData.mY*ESM::Land::REAL_SIZE) > sideY * (ESM::Land::REAL_SIZE/2.0f - 200.0f)) { movement.mPosition[1] = 0; return false; } } bool cellChange = cell->mData.mX != mCellX || cell->mData.mY != mCellY; if(!mPathFinder.isPathConstructed() || cellChange) { mCellX = cell->mData.mX; mCellY = cell->mData.mY; 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, actor.getCell(), true); } if(mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1], pos.pos[2])) { movement.mPosition[1] = 0; return true; } zTurn(actor, Ogre::Degree(mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]))); movement.mPosition[1] = 1; return false; } int AiTravel::getTypeId() const { return TypeIdTravel; } }