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Renormalise line endings
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This should replace accidental CRLF with LF
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AnyOldName3 committed Sep 15, 2022
1 parent 4d01489 commit 84f8a68
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Showing 62 changed files with 9,894 additions and 9,894 deletions.
126 changes: 63 additions & 63 deletions apps/openmw/mwmechanics/aiactivate.cpp
Original file line number Diff line number Diff line change
@@ -1,63 +1,63 @@
#include "aiactivate.hpp"

#include <components/esm3/aisequence.hpp>

#include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"

#include "../mwworld/class.hpp"

#include "creaturestats.hpp"
#include "movement.hpp"
#include "steering.hpp"

namespace MWMechanics
{
AiActivate::AiActivate(std::string_view objectId, bool repeat)
: TypedAiPackage<AiActivate>(repeat), mObjectId(objectId)
{
}

bool AiActivate::execute(const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
{
const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mObjectId, false); //The target to follow

actor.getClass().getCreatureStats(actor).setDrawState(DrawState::Nothing);

// Stop if the target doesn't exist
// Really we should be checking whether the target is currently registered with the MechanicsManager
if (target == MWWorld::Ptr() || !target.getRefData().getCount() || !target.getRefData().isEnabled())
return true;

// Turn to target and move to it directly, without pathfinding.
const osg::Vec3f targetDir = target.getRefData().getPosition().asVec3() - actor.getRefData().getPosition().asVec3();

zTurn(actor, std::atan2(targetDir.x(), targetDir.y()), 0.f);
actor.getClass().getMovementSettings(actor).mPosition[1] = 1;
actor.getClass().getMovementSettings(actor).mPosition[0] = 0;

if (MWBase::Environment::get().getWorld()->getMaxActivationDistance() >= targetDir.length())
{
// Note: we intentionally do not cancel package after activation here for backward compatibility with original engine.
MWBase::Environment::get().getWorld()->activate(target, actor);
}
return false;
}

void AiActivate::writeState(ESM::AiSequence::AiSequence &sequence) const
{
auto activate = std::make_unique<ESM::AiSequence::AiActivate>();
activate->mTargetId = mObjectId;
activate->mRepeat = getRepeat();

ESM::AiSequence::AiPackageContainer package;
package.mType = ESM::AiSequence::Ai_Activate;
package.mPackage = std::move(activate);
sequence.mPackages.push_back(std::move(package));
}

AiActivate::AiActivate(const ESM::AiSequence::AiActivate *activate)
: AiActivate(activate->mTargetId, activate->mRepeat)
{
}
}
#include "aiactivate.hpp"

#include <components/esm3/aisequence.hpp>

#include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"

#include "../mwworld/class.hpp"

#include "creaturestats.hpp"
#include "movement.hpp"
#include "steering.hpp"

namespace MWMechanics
{
AiActivate::AiActivate(std::string_view objectId, bool repeat)
: TypedAiPackage<AiActivate>(repeat), mObjectId(objectId)
{
}

bool AiActivate::execute(const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
{
const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mObjectId, false); //The target to follow

actor.getClass().getCreatureStats(actor).setDrawState(DrawState::Nothing);

// Stop if the target doesn't exist
// Really we should be checking whether the target is currently registered with the MechanicsManager
if (target == MWWorld::Ptr() || !target.getRefData().getCount() || !target.getRefData().isEnabled())
return true;

// Turn to target and move to it directly, without pathfinding.
const osg::Vec3f targetDir = target.getRefData().getPosition().asVec3() - actor.getRefData().getPosition().asVec3();

zTurn(actor, std::atan2(targetDir.x(), targetDir.y()), 0.f);
actor.getClass().getMovementSettings(actor).mPosition[1] = 1;
actor.getClass().getMovementSettings(actor).mPosition[0] = 0;

if (MWBase::Environment::get().getWorld()->getMaxActivationDistance() >= targetDir.length())
{
// Note: we intentionally do not cancel package after activation here for backward compatibility with original engine.
MWBase::Environment::get().getWorld()->activate(target, actor);
}
return false;
}

void AiActivate::writeState(ESM::AiSequence::AiSequence &sequence) const
{
auto activate = std::make_unique<ESM::AiSequence::AiActivate>();
activate->mTargetId = mObjectId;
activate->mRepeat = getRepeat();

ESM::AiSequence::AiPackageContainer package;
package.mType = ESM::AiSequence::Ai_Activate;
package.mPackage = std::move(activate);
sequence.mPackages.push_back(std::move(package));
}

AiActivate::AiActivate(const ESM::AiSequence::AiActivate *activate)
: AiActivate(activate->mTargetId, activate->mRepeat)
{
}
}
80 changes: 40 additions & 40 deletions apps/openmw/mwmechanics/aiactivate.hpp
Original file line number Diff line number Diff line change
@@ -1,40 +1,40 @@
#ifndef GAME_MWMECHANICS_AIACTIVATE_H
#define GAME_MWMECHANICS_AIACTIVATE_H

#include "typedaipackage.hpp"

#include <string>
#include <string_view>

namespace ESM
{
namespace AiSequence
{
struct AiActivate;
}
}

namespace MWMechanics
{
/// \brief Causes actor to walk to activatable object and activate it
/** Will activate when close to object **/
class AiActivate final : public TypedAiPackage<AiActivate>
{
public:
/// Constructor
/** \param objectId Reference to object to activate **/
explicit AiActivate(std::string_view objectId, bool repeat);

explicit AiActivate(const ESM::AiSequence::AiActivate* activate);

bool execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration) override;

static constexpr AiPackageTypeId getTypeId() { return AiPackageTypeId::Activate; }

void writeState(ESM::AiSequence::AiSequence& sequence) const override;

private:
const std::string mObjectId;
};
}
#endif // GAME_MWMECHANICS_AIACTIVATE_H
#ifndef GAME_MWMECHANICS_AIACTIVATE_H
#define GAME_MWMECHANICS_AIACTIVATE_H

#include "typedaipackage.hpp"

#include <string>
#include <string_view>

namespace ESM
{
namespace AiSequence
{
struct AiActivate;
}
}

namespace MWMechanics
{
/// \brief Causes actor to walk to activatable object and activate it
/** Will activate when close to object **/
class AiActivate final : public TypedAiPackage<AiActivate>
{
public:
/// Constructor
/** \param objectId Reference to object to activate **/
explicit AiActivate(std::string_view objectId, bool repeat);

explicit AiActivate(const ESM::AiSequence::AiActivate* activate);

bool execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration) override;

static constexpr AiPackageTypeId getTypeId() { return AiPackageTypeId::Activate; }

void writeState(ESM::AiSequence::AiSequence& sequence) const override;

private:
const std::string mObjectId;
};
}
#endif // GAME_MWMECHANICS_AIACTIVATE_H
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