Пример #1
0
 void AiTravel::fastForward(const MWWorld::Ptr& actor, AiState& state)
 {
     if (!isWithinMaxRange(osg::Vec3f(mX, mY, mZ), actor.getRefData().getPosition().asVec3()))
         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);
 }
Пример #2
0
    bool AiEscort::execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
    {
        // If AiEscort has ran for as long or longer then the duration specified
        // and the duration is not infinite, the package is complete.
        if(mRemainingDuration != 0)
        {
            mRemainingDuration -= duration;
            if (duration <= 0)
                return true;
        }

        if (!isWithinMaxRange(osg::Vec3f(mX, mY, mZ), actor.getRefData().getPosition().asVec3()))
            return false;

        if (!mCellId.empty() && mCellId != actor.getCell()->getCell()->getCellId().mWorldspace)
            return false; // Not in the correct cell, pause and rely on the player to go back through a teleport door

        actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Nothing);
        actor.getClass().getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, false);

        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]);

        double distanceBetweenResult =
            (differenceBetween[0] * differenceBetween[0]) + (differenceBetween[1] * differenceBetween[1]) + (differenceBetween[2] *
                differenceBetween[2]);

        if(distanceBetweenResult <= mMaxDist * mMaxDist)
        {
            ESM::Pathgrid::Point point(static_cast<int>(mX), static_cast<int>(mY), static_cast<int>(mZ));
            point.mAutogenerated = 0;
            point.mConnectionNum = 0;
            point.mUnknown = 0;
            if(pathTo(actor,point,duration)) //Returns true on path complete
                return true;
            mMaxDist = 450;
        }
        else
        {
            // Stop moving if the player is to far away
            MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(actor, "idle3", 0, 1);
            actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
            mMaxDist = 250;
        }

        return false;
    }
Пример #3
0
    bool AiTravel::execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
    {
        ESM::Position pos = actor.getRefData().getPosition();

        actor.getClass().getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, false);
        actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Nothing);

        if (!isWithinMaxRange(osg::Vec3f(mX, mY, mZ), pos.asVec3()))
            return false;

        if (pathTo(actor, ESM::Pathgrid::Point(static_cast<int>(mX), static_cast<int>(mY), static_cast<int>(mZ)), duration))
        {
            actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
            return true;
        }
        return false;
    }