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openmw-tes3mp/apps/openmw/mwmechanics/aiactivate.cpp
Emanuel Guevel 1e4a854433 Remove static method MWWorld::Class::get(&Ptr)
It was just adding a level of indirection to Ptr.getClass().
All the call were replaced by that instead. The number of lines changed
is important, but the change itself is trivial, so everything should be
fine. :)
2014-05-22 20:50:00 +02:00

48 lines
1.5 KiB
C++

#include "aiactivate.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/action.hpp"
#include "../mwworld/cellstore.hpp"
#include "steering.hpp"
#include "movement.hpp"
MWMechanics::AiActivate::AiActivate(const std::string &objectId)
: mObjectId(objectId)
{
}
MWMechanics::AiActivate *MWMechanics::AiActivate::clone() const
{
return new AiActivate(*this);
}
bool MWMechanics::AiActivate::execute (const MWWorld::Ptr& actor,float duration)
{
ESM::Position pos = actor.getRefData().getPosition(); //position of the actor
const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mObjectId, false); //The target to follow
if(target == MWWorld::Ptr())
return true; //Target doesn't exist
//Set the target desition from the actor
ESM::Pathgrid::Point dest = target.getRefData().getPosition().pos;
if(distance(dest, pos.pos[0], pos.pos[1], pos.pos[2]) < 200) { //Stop when you get close
actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
MWWorld::Ptr target = MWBase::Environment::get().getWorld()->getPtr(mObjectId,false);
target.getClass().activate(target,actor).get()->execute(actor); //Arrest player
return true;
}
else {
pathTo(actor, dest, duration); //Go to the destination
}
return false;
}
int MWMechanics::AiActivate::getTypeId() const
{
return TypeIdActivate;
}