#include "aiescort.hpp" #include "movement.hpp" #include "../mwworld/class.hpp" #include "../mwworld/player.hpp" #include "../mwworld/timestamp.hpp" #include "../mwbase/world.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/mechanicsmanager.hpp" namespace { float sgn(float a) { if(a > 0) return 1.0; return -1.0; } } /* TODO: Test vanilla behavior on passing x0, y0, and z0 with duration of anything including 0. TODO: Different behavior for AIEscort a d x y z and AIEscortCell a c d x y z. TODO: Take account for actors being in different cells. */ namespace MWMechanics { AiEscort::AiEscort(const std::string &actorId, int duration, float x, float y, float z) : mActorId(actorId), mX(x), mY(y), mZ(z), mDuration(duration) , cellX(std::numeric_limits::max()) , cellY(std::numeric_limits::max()) { mMaxDist = 470; // The CS Help File states that if a duration is givin, the AI package will run for that long // BUT if a location is givin, it "trumps" the duration so it will simply escort to that location. if(mX != 0 || mY != 0 || mZ != 0) mDuration = 0; else { MWWorld::TimeStamp startTime = MWBase::Environment::get().getWorld()->getTimeStamp(); mStartingSecond = ((startTime.getHour() - int(startTime.getHour())) * 100); } } AiEscort::AiEscort(const std::string &actorId, const std::string &cellId,int duration, float x, float y, float z) : mActorId(actorId), mCellId(cellId), mX(x), mY(y), mZ(z), mDuration(duration) , cellX(std::numeric_limits::max()) , cellY(std::numeric_limits::max()) { mMaxDist = 470; // The CS Help File states that if a duration is givin, the AI package will run for that long // BUT if a location is givin, it "trumps" the duration so it will simply escort to that location. if(mX != 0 || mY != 0 || mZ != 0) mDuration = 0; else { MWWorld::TimeStamp startTime = MWBase::Environment::get().getWorld()->getTimeStamp(); mStartingSecond = ((startTime.getHour() - int(startTime.getHour())) * 100); } } AiEscort *MWMechanics::AiEscort::clone() const { return new AiEscort(*this); } bool AiEscort::execute (const MWWorld::Ptr& actor) { // If AiEscort has ran for as long or longer then the duration specified // and the duration is not infinite, the package is complete. if(mDuration != 0) { MWWorld::TimeStamp current = MWBase::Environment::get().getWorld()->getTimeStamp(); unsigned int currentSecond = ((current.getHour() - int(current.getHour())) * 100); if(currentSecond - mStartingSecond >= mDuration) return true; } MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayer().getPlayer(); ESM::Position pos = actor.getRefData().getPosition(); bool cellChange = actor.getCell()->mCell->mData.mX != cellX || actor.getCell()->mCell->mData.mY != cellY; const ESM::Pathgrid *pathgrid = MWBase::Environment::get().getWorld()->getStore().get().search(*actor.getCell()->mCell); if(actor.getCell()->mCell->mData.mX != player.getCell()->mCell->mData.mX) { int sideX = sgn(actor.getCell()->mCell->mData.mX - player.getCell()->mCell->mData.mX); // Check if actor is near the border of an inactive cell. If so, disable AiEscort. // FIXME: This *should* pause the AiEscort package instead of terminating it. if(sideX * (pos.pos[0] - actor.getCell()->mCell->mData.mX * ESM::Land::REAL_SIZE) > sideX * (ESM::Land::REAL_SIZE / 2.0 - 200)) { MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0; return true; } } if(actor.getCell()->mCell->mData.mY != player.getCell()->mCell->mData.mY) { int sideY = sgn(actor.getCell()->mCell->mData.mY - player.getCell()->mCell->mData.mY); // Check if actor is near the border of an inactive cell. If so, disable AiEscort. // FIXME: This *should* pause the AiEscort package instead of terminating it. if(sideY*(pos.pos[1] - actor.getCell()->mCell->mData.mY * ESM::Land::REAL_SIZE) > sideY * (ESM::Land::REAL_SIZE / 2.0 - 200)) { MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0; return true; } } if(!mPathFinder.isPathConstructed() || cellChange) { cellX = actor.getCell()->mCell->mData.mX; cellY = actor.getCell()->mCell->mData.mY; float xCell = 0; float yCell = 0; if (actor.getCell()->mCell->isExterior()) { xCell = actor.getCell()->mCell->mData.mX * ESM::Land::REAL_SIZE; yCell = actor.getCell()->mCell->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])) { MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0; return true; } const MWWorld::Ptr follower = MWBase::Environment::get().getWorld()->getPtr(mActorId, false); const float* const leaderPos = actor.getRefData().getPosition().pos; const float* const followerPos = follower.getRefData().getPosition().pos; double differenceBetween[3]; for (short counter = 0; counter < 3; counter++) differenceBetween[counter] = (leaderPos[counter] - followerPos[counter]); float distanceBetweenResult = (differenceBetween[0] * differenceBetween[0]) + (differenceBetween[1] * differenceBetween[1]) + (differenceBetween[2] * differenceBetween[2]); if(distanceBetweenResult <= mMaxDist * mMaxDist) { float zAngle = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]); MWBase::Environment::get().getWorld()->rotateObject(actor, 0, 0, zAngle, false); MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 1; mMaxDist = 470; } else { // Stop moving if the player is to far away MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(actor, "idle3", 0, 1); MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0; mMaxDist = 330; } return false; } int AiEscort::getTypeId() const { return 2; } }