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@ -49,47 +49,61 @@ namespace MWMechanics
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return true;
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return true;
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}
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}
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const MWWorld::Ptr getNearbyDoor(const MWWorld::Ptr& actor, float minDist)
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struct GetNearbyDoorVisitor
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{
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{
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MWWorld::CellStore* cell = actor.getCell();
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MWWorld::Ptr mResult;
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// Check all the doors in this cell
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const MWWorld::CellRefList<ESM::Door>& doors = cell->getReadOnlyDoors();
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osg::Vec3f pos(actor.getRefData().getPosition().asVec3());
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pos.z() = 0;
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osg::Vec3f actorDir = (actor.getRefData().getBaseNode()->getAttitude() * osg::Vec3f(0, 1, 0));
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GetNearbyDoorVisitor(const MWWorld::Ptr& actor, const float minDist)
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: mPos(actor.getRefData().getPosition().asVec3())
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for (const auto& ref : doors.mList)
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, mDir(actor.getRefData().getBaseNode()->getAttitude() * osg::Vec3f(0, 1, 0))
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, mMinDist(minDist)
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{
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{
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osg::Vec3f doorPos(ref.mData.getPosition().asVec3());
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mPos.z() = 0;
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mDir.normalize();
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}
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// FIXME: cast
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bool operator()(const MWWorld::Ptr& ptr)
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const MWWorld::Ptr doorPtr
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{
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= MWWorld::Ptr(&const_cast<MWWorld::LiveCellRef<ESM::Door>&>(ref), actor.getCell());
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MWWorld::LiveCellRef<ESM::Door>& ref = *static_cast<MWWorld::LiveCellRef<ESM::Door>*>(ptr.getBase());
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if (!ptr.getRefData().isEnabled() || ref.isDeleted())
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return true;
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const auto doorState = doorPtr.getClass().getDoorState(doorPtr);
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if (ptr.getClass().getDoorState(ptr) != MWWorld::DoorState::Idle)
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float doorRot = ref.mData.getPosition().rot[2] - doorPtr.getCellRef().getPosition().rot[2];
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return true;
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if (doorState != MWWorld::DoorState::Idle || doorRot != 0)
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const float doorRot = ref.mData.getPosition().rot[2] - ptr.getCellRef().getPosition().rot[2];
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continue; // the door is already opened/opening
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if (doorRot != 0)
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return true;
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osg::Vec3f doorPos(ref.mData.getPosition().asVec3());
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doorPos.z() = 0;
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doorPos.z() = 0;
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float angle = std::acos(actorDir * (doorPos - pos) / (actorDir.length() * (doorPos - pos).length()));
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osg::Vec3f actorToDoor = doorPos - mPos;
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// Door is not close enough
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if (actorToDoor.length2() > mMinDist * mMinDist)
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return true;
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actorToDoor.normalize();
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const float angle = std::acos(mDir * actorToDoor);
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// Allow 60 degrees angle between actor and door
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// Allow 60 degrees angle between actor and door
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if (angle < -osg::PI / 3 || angle > osg::PI / 3)
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if (angle < -osg::PI / 3 || angle > osg::PI / 3)
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continue;
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return true;
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// Door is not close enough
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if ((pos - doorPos).length2() > minDist * minDist)
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continue;
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return doorPtr; // found, stop searching
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mResult = ptr;
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return false; // found, stop searching
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}
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}
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return MWWorld::Ptr(); // none found
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private:
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osg::Vec3f mPos, mDir;
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float mMinDist;
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};
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const MWWorld::Ptr getNearbyDoor(const MWWorld::Ptr& actor, float minDist)
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{
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GetNearbyDoorVisitor visitor(actor, minDist);
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actor.getCell()->forEachType<ESM::Door>(visitor);
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return visitor.mResult;
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}
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}
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bool isAreaOccupiedByOtherActor(const MWWorld::ConstPtr& actor, const osg::Vec3f& destination, bool ignorePlayer,
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bool isAreaOccupiedByOtherActor(const MWWorld::ConstPtr& actor, const osg::Vec3f& destination, bool ignorePlayer,
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