forked from mirror/openmw-tes3mp
Merge pull request #968 from Allofich/AIActivate
Use namespace block in aiactivate
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commit
17a54b2a97
1 changed files with 60 additions and 56 deletions
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@ -12,63 +12,67 @@
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#include "steering.hpp"
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#include "movement.hpp"
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MWMechanics::AiActivate::AiActivate(const std::string &objectId)
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: mObjectId(objectId)
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namespace MWMechanics
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{
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}
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MWMechanics::AiActivate *MWMechanics::AiActivate::clone() const
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{
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return new AiActivate(*this);
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}
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bool MWMechanics::AiActivate::execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
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{
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ESM::Position pos = actor.getRefData().getPosition(); //position of the actor
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const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mObjectId, false); //The target to follow
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actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Nothing);
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if(target == MWWorld::Ptr() ||
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!target.getRefData().getCount() || !target.getRefData().isEnabled() // Really we should be checking whether the target is currently registered
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// with the MechanicsManager
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)
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return true; //Target doesn't exist
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//Set the target desition from the actor
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ESM::Pathgrid::Point dest = target.getRefData().getPosition().pos;
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if(distance(dest, pos.pos[0], pos.pos[1], pos.pos[2]) < 200) { //Stop when you get close
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actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
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MWWorld::Ptr target = MWBase::Environment::get().getWorld()->getPtr(mObjectId,false);
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MWBase::Environment::get().getWorld()->activate(target, actor);
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return true;
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}
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else {
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pathTo(actor, dest, duration); //Go to the destination
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AiActivate::AiActivate(const std::string &objectId)
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: mObjectId(objectId)
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{
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}
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return false;
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}
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int MWMechanics::AiActivate::getTypeId() const
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{
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return TypeIdActivate;
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}
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void MWMechanics::AiActivate::writeState(ESM::AiSequence::AiSequence &sequence) const
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{
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std::auto_ptr<ESM::AiSequence::AiActivate> activate(new ESM::AiSequence::AiActivate());
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activate->mTargetId = mObjectId;
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ESM::AiSequence::AiPackageContainer package;
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package.mType = ESM::AiSequence::Ai_Activate;
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package.mPackage = activate.release();
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sequence.mPackages.push_back(package);
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}
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MWMechanics::AiActivate::AiActivate(const ESM::AiSequence::AiActivate *activate)
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: mObjectId(activate->mTargetId)
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{
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AiActivate *MWMechanics::AiActivate::clone() const
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{
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return new AiActivate(*this);
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}
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bool AiActivate::execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
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{
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ESM::Position pos = actor.getRefData().getPosition(); //position of the actor
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const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mObjectId, false); //The target to follow
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actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Nothing);
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if(target == MWWorld::Ptr() ||
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!target.getRefData().getCount() || !target.getRefData().isEnabled() // Really we should be checking whether the target is currently registered
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// with the MechanicsManager
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)
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return true; //Target doesn't exist
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//Set the target desition from the actor
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ESM::Pathgrid::Point dest = target.getRefData().getPosition().pos;
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if(distance(dest, pos.pos[0], pos.pos[1], pos.pos[2]) < 200) { //Stop when you get close
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actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
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MWWorld::Ptr target = MWBase::Environment::get().getWorld()->getPtr(mObjectId,false);
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MWBase::Environment::get().getWorld()->activate(target, actor);
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return true;
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}
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else {
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pathTo(actor, dest, duration); //Go to the destination
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}
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return false;
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}
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int AiActivate::getTypeId() const
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{
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return TypeIdActivate;
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}
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void AiActivate::writeState(ESM::AiSequence::AiSequence &sequence) const
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{
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std::auto_ptr<ESM::AiSequence::AiActivate> activate(new ESM::AiSequence::AiActivate());
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activate->mTargetId = mObjectId;
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ESM::AiSequence::AiPackageContainer package;
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package.mType = ESM::AiSequence::Ai_Activate;
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package.mPackage = activate.release();
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sequence.mPackages.push_back(package);
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}
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AiActivate::AiActivate(const ESM::AiSequence::AiActivate *activate)
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: mObjectId(activate->mTargetId)
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{
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}
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}
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