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OpenMW/apps/openmw/mwmechanics/obstacle.hpp
scrawl 6405049add Rotations: move doors via Rotation rather than LocalRotation
Now LocalRotation is unneeded, will remove in next commit.
2015-11-12 00:58:29 +01:00

71 lines
2.0 KiB
C++

#ifndef OPENMW_MECHANICS_OBSTACLE_H
#define OPENMW_MECHANICS_OBSTACLE_H
namespace MWWorld
{
class Ptr;
}
namespace MWMechanics
{
struct Movement;
/// NOTE: determined empirically based on in-game behaviour
static const float MIN_DIST_TO_DOOR_SQUARED = 128*128;
static const int NUM_EVADE_DIRECTIONS = 4;
/// tests actor's proximity to a closed door by default
bool proximityToDoor(const MWWorld::Ptr& actor,
float minSqr = MIN_DIST_TO_DOOR_SQUARED);
/// Returns door pointer within range. No guarentee is given as too which one
/** \return Pointer to the door, or NULL if none exists **/
MWWorld::Ptr getNearbyDoor(const MWWorld::Ptr& actor,
float minSqr = MIN_DIST_TO_DOOR_SQUARED);
class ObstacleCheck
{
public:
ObstacleCheck();
// Clear the timers and set the state machine to default
void clear();
bool isNormalState() const;
// Returns true if there is an obstacle and an evasive action
// should be taken
bool check(const MWWorld::Ptr& actor, float duration);
// change direction to try to fix "stuck" actor
void takeEvasiveAction(MWMechanics::Movement& actorMovement);
private:
// for checking if we're stuck (ignoring Z axis)
float mPrevX;
float mPrevY;
// directions to try moving in when get stuck
static const float evadeDirections[NUM_EVADE_DIRECTIONS][2];
enum WalkState
{
State_Norm,
State_CheckStuck,
State_Evade
};
WalkState mWalkState;
float mStuckDuration; // accumulate time here while in same spot
float mEvadeDuration;
float mDistSameSpot; // take account of actor's speed
int mEvadeDirectionIndex;
void chooseEvasionDirection();
};
}
#endif