From 99ae0f901bf66729045aade887927419fcef67f0 Mon Sep 17 00:00:00 2001 From: scrawl Date: Wed, 31 Dec 2014 18:55:07 +0100 Subject: [PATCH] Implement AiTravel fast-forward (Fixes #1125) --- apps/openmw/mwmechanics/aitravel.cpp | 25 ++++++++++++++++++++----- 1 file changed, 20 insertions(+), 5 deletions(-) diff --git a/apps/openmw/mwmechanics/aitravel.cpp b/apps/openmw/mwmechanics/aitravel.cpp index 64bf8a61b..7124a1102 100644 --- a/apps/openmw/mwmechanics/aitravel.cpp +++ b/apps/openmw/mwmechanics/aitravel.cpp @@ -14,6 +14,19 @@ #include "movement.hpp" #include "creaturestats.hpp" +namespace +{ + +bool isWithinMaxRange(const Ogre::Vector3& pos1, const Ogre::Vector3& pos2) +{ + // Maximum travel distance for vanilla compatibility. + // Was likely meant to prevent NPCs walking into non-loaded exterior cells, but for some reason is used in interior cells as well. + // We can make this configurable at some point, but the default *must* be the below value. Anything else will break shoddily-written content (*cough* MW *cough*) in bizarre ways. + return (pos1.squaredDistance(pos2) <= 7168*7168); +} + +} + namespace MWMechanics { AiTravel::AiTravel(float x, float y, float z) @@ -71,10 +84,7 @@ namespace MWMechanics } } - // Maximum travel distance for vanilla compatibility. - // Was likely meant to prevent NPCs walking into non-loaded exterior cells, but for some reason is used in interior cells as well. - // We can make this configurable at some point, but the default *must* be the below value. Anything else will break shoddily-written content (*cough* MW *cough*) in bizarre ways. - if (Ogre::Vector3(mX, mY, mZ).squaredDistance(Ogre::Vector3(pos.pos)) > 7168*7168) + if (!isWithinMaxRange(Ogre::Vector3(mX, mY, mZ), Ogre::Vector3(pos.pos))) return false; bool cellChange = cell->mData.mX != mCellX || cell->mData.mY != mCellY; @@ -115,7 +125,12 @@ namespace MWMechanics void AiTravel::fastForward(const MWWorld::Ptr& actor, AiState& state) { - + if (!isWithinMaxRange(Ogre::Vector3(mX, mY, mZ), Ogre::Vector3(actor.getRefData().getPosition().pos))) + return; + // does not do any validation on the travel target (whether it's in air, inside collision geometry, etc), + // that is the user's responsibility + MWBase::Environment::get().getWorld()->moveObject(actor, mX, mY, mZ); + actor.getClass().adjustPosition(actor, false); } void AiTravel::writeState(ESM::AiSequence::AiSequence &sequence) const