#include "aitravel.hpp" #include "movement.hpp" #include "../mwbase/world.hpp" #include "../mwbase/environment.hpp" #include "../mwworld/class.hpp" #include "../mwworld/player.hpp" namespace { float sgn(float a) { if(a > 0) return 1.0; return -1.0; } } namespace MWMechanics { AiTravel::AiTravel(float x, float y, float z) : mX(x),mY(y),mZ(z),mPathFinder() , cellX(std::numeric_limits::max()) , cellY(std::numeric_limits::max()) { } AiTravel *MWMechanics::AiTravel::clone() const { return new AiTravel(*this); } bool AiTravel::execute (const MWWorld::Ptr& actor) { MWBase::World *world = MWBase::Environment::get().getWorld(); ESM::Position pos = actor.getRefData().getPosition(); Movement &movement = actor.getClass().getMovementSettings(actor); const ESM::Cell *cell = actor.getCell()->mCell; MWWorld::Ptr player = world->getPlayer().getPlayer(); if(cell->mData.mX != player.getCell()->mCell->mData.mX) { int sideX = sgn(cell->mData.mX - player.getCell()->mCell->mData.mX); //check if actor is near the border of an inactive cell. If so, stop walking. if(sideX * (pos.pos[0] - cell->mData.mX*ESM::Land::REAL_SIZE) > sideX * (ESM::Land::REAL_SIZE/2.0f - 200.0f)) { movement.mPosition[1] = 0; return false; } } if(cell->mData.mY != player.getCell()->mCell->mData.mY) { int sideY = sgn(cell->mData.mY - player.getCell()->mCell->mData.mY); //check if actor is near the border of an inactive cell. If so, stop walking. if(sideY * (pos.pos[1] - cell->mData.mY*ESM::Land::REAL_SIZE) > sideY * (ESM::Land::REAL_SIZE/2.0f - 200.0f)) { movement.mPosition[1] = 0; return false; } } const ESM::Pathgrid *pathgrid = world->getStore().get().search(*cell); bool cellChange = cell->mData.mX != cellX || cell->mData.mY != cellY; if(!mPathFinder.isPathConstructed() || cellChange) { cellX = cell->mData.mX; cellY = cell->mData.mY; float xCell = 0; float yCell = 0; if(cell->isExterior()) { xCell = cell->mData.mX * ESM::Land::REAL_SIZE; yCell = cell->mData.mY * ESM::Land::REAL_SIZE; } ESM::Pathgrid::Point dest; dest.mX = mX; dest.mY = mY; dest.mZ = mZ; ESM::Pathgrid::Point start; start.mX = pos.pos[0]; start.mY = pos.pos[1]; start.mZ = pos.pos[2]; mPathFinder.buildPath(start, dest, pathgrid, xCell, yCell, true); } if(mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1], pos.pos[2])) { movement.mPosition[1] = 0; return true; } float zAngle = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]); world->rotateObject(actor, 0, 0, zAngle, false); movement.mPosition[1] = 1; return false; } int AiTravel::getTypeId() const { return 1; } }