#include "aipursue.hpp" #include "../mwbase/world.hpp" #include "../mwbase/environment.hpp" #include "../mwworld/class.hpp" #include "../mwworld/action.hpp" #include "../mwworld/cellstore.hpp" #include "steering.hpp" #include "movement.hpp" #include "creaturestats.hpp" MWMechanics::AiPursue::AiPursue(const std::string &objectId) : mObjectId(objectId) { } MWMechanics::AiPursue *MWMechanics::AiPursue::clone() const { return new AiPursue(*this); } bool MWMechanics::AiPursue::execute (const MWWorld::Ptr& actor, float duration) { 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()->getCell(); actor.getClass().getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true); MWWorld::Ptr player = world->getPlayerPtr(); if(cell->mData.mX != player.getCell()->getCell()->mData.mX) { int sideX = PathFinder::sgn(cell->mData.mX - player.getCell()->getCell()->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()->getCell()->mData.mY) { int sideY = PathFinder::sgn(cell->mData.mY - player.getCell()->getCell()->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; } } // Big TODO: Sync this with current AiFollow. Move common code to a shared base class or helpers (applies to all AI packages, way too much duplicated code) MWWorld::Ptr target = world->getPtr(mObjectId,false); ESM::Position targetPos = target.getRefData().getPosition(); bool cellChange = cell->mData.mX != mCellX || cell->mData.mY != mCellY; if(!mPathFinder.isPathConstructed() || cellChange || mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1], pos.pos[2])) { mCellX = cell->mData.mX; mCellY = cell->mData.mY; ESM::Pathgrid::Point dest; dest.mX = targetPos.pos[0]; dest.mY = targetPos.pos[1]; dest.mZ = targetPos.pos[2]; ESM::Pathgrid::Point start; start.mX = pos.pos[0]; start.mY = pos.pos[1]; start.mZ = pos.pos[2]; mPathFinder.buildPath(start, dest, actor.getCell(), true); } if((pos.pos[0]-targetPos.pos[0])*(pos.pos[0]-targetPos.pos[0])+ (pos.pos[1]-targetPos.pos[1])*(pos.pos[1]-targetPos.pos[1])+ (pos.pos[2]-targetPos.pos[2])*(pos.pos[2]-targetPos.pos[2]) < 100*100) { movement.mPosition[1] = 0; MWWorld::Ptr target = world->getPtr(mObjectId,false); MWWorld::Class::get(target).activate(target,actor).get()->execute(actor); return true; } float zAngle = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]); zTurn(actor, Ogre::Degree(zAngle)); MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 1; movement.mPosition[1] = 1; return false; } int MWMechanics::AiPursue::getTypeId() const { return TypeIdPursue; }