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@ -336,7 +336,7 @@ namespace MWMechanics
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{
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ESM::Pathgrid::Point dest(PathFinder::MakePathgridPoint(mReturnPosition));
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// actor position is already in world co-ordinates
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// actor position is already in world coordinates
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ESM::Pathgrid::Point start(PathFinder::MakePathgridPoint(pos));
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// don't take shortcuts for wandering
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@ -649,7 +649,7 @@ namespace MWMechanics
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ESM::Pathgrid::Point dest(storage.mAllowedNodes[randNode]);
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ToWorldCoordinates(dest, storage.mCell->getCell());
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// actor position is already in world co-ordinates
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// actor position is already in world coordinates
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ESM::Pathgrid::Point start(PathFinder::MakePathgridPoint(actorPos));
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// don't take shortcuts for wandering
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@ -693,8 +693,8 @@ namespace MWMechanics
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ESM::Pathgrid::Point pt = paths.back();
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for(unsigned int j = 0; j < nodes.size(); j++)
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{
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// FIXME: doesn't hadle a door with the same X/Y
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// co-ordinates but with a different Z
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// FIXME: doesn't handle a door with the same X/Y
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// coordinates but with a different Z
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if(nodes[j].mX == pt.mX && nodes[j].mY == pt.mY)
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{
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nodes.erase(nodes.begin() + j);
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@ -828,7 +828,7 @@ namespace MWMechanics
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// ... pathgrids don't usually include water, so swimmers ignore them
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if (mDistance && storage.mCanWanderAlongPathGrid && !actor.getClass().isPureWaterCreature(actor))
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{
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// get NPC's position in local (i.e. cell) co-ordinates
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// get NPC's position in local (i.e. cell) coordinates
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osg::Vec3f npcPos(mInitialActorPosition);
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CoordinateConverter(cell).toLocal(npcPos);
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@ -837,7 +837,7 @@ namespace MWMechanics
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// mAllowedNodes for this actor with pathgrid point indexes based on mDistance
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// and if the point is connected to the closest current point
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// NOTE: mPoints and mAllowedNodes are in local co-ordinates
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// NOTE: mPoints and mAllowedNodes are in local coordinates
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int pointIndex = 0;
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for(unsigned int counter = 0; counter < pathgrid->mPoints.size(); counter++)
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{
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