forked from teamnwah/openmw-tes3coop
Merge pull request #108 from OpenMW/master
Add OpenMW changes up to 20 Nov, part 3
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commit
1feec58ed2
5 changed files with 16 additions and 9 deletions
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@ -551,7 +551,7 @@ namespace MWBase
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/// Resets all actors in the current active cells to their original location within that cell.
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virtual void resetActors() = 0;
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virtual bool isWalkingOnWater (const MWWorld::ConstPtr& actor) = 0;
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virtual bool isWalkingOnWater (const MWWorld::ConstPtr& actor) const = 0;
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/// Return a vector aiming the actor's weapon towards a target.
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/// @note The length of the vector is the distance between actor and target.
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@ -11,6 +11,7 @@
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#include "../mwworld/inventorystore.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/esmstore.hpp"
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#include "../mwworld/player.hpp"
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#include "../mwmechanics/spellcasting.hpp"
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#include "../mwmechanics/spells.hpp"
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@ -122,8 +123,15 @@ namespace MWGui
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const ESM::Spell* spell =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(spellId);
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if (spell->mData.mFlags & ESM::Spell::F_Always
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|| spell->mData.mType == ESM::Spell::ST_Power)
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MWWorld::Ptr player = MWMechanics::getPlayer();
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std::string raceId = player.get<ESM::NPC>()->mBase->mRace;
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const std::string& signId =
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MWBase::Environment::get().getWorld()->getPlayer().getBirthSign();
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const ESM::Race* race = MWBase::Environment::get().getWorld()->getStore().get<ESM::Race>().find(raceId);
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const ESM::BirthSign* birthsign = MWBase::Environment::get().getWorld()->getStore().get<ESM::BirthSign>().find(signId);
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// can't delete racial spells, birthsign spells or powers
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if (race->mPowers.exists(spell->mId) || birthsign->mPowers.exists(spell->mId) || spell->mData.mType == ESM::Spell::ST_Power)
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{
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MWBase::Environment::get().getWindowManager()->messageBox("#{sDeleteSpellError}");
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}
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@ -117,6 +117,7 @@ RippleSimulation::~RippleSimulation()
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void RippleSimulation::update(float dt)
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{
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const MWBase::World* world = MWBase::Environment::get().getWorld();
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for (std::vector<Emitter>::iterator it=mEmitters.begin(); it !=mEmitters.end(); ++it)
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{
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if (it->mPtr == MWBase::Environment::get().getWorld ()->getPlayerPtr())
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@ -128,10 +129,8 @@ void RippleSimulation::update(float dt)
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osg::Vec3f currentPos (it->mPtr.getRefData().getPosition().asVec3());
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if ( (currentPos - it->mLastEmitPosition).length() > 10
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// Only emit when close to the water surface, not above it and not too deep in the water
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&& MWBase::Environment::get().getWorld ()->isUnderwater (it->mPtr.getCell(), it->mPtr.getRefData().getPosition().asVec3())
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&& !MWBase::Environment::get().getWorld()->isSubmerged(it->mPtr))
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bool shouldEmit = ( world->isUnderwater (it->mPtr.getCell(), it->mPtr.getRefData().getPosition().asVec3()) && !world->isSubmerged(it->mPtr) ) || world->isWalkingOnWater(it->mPtr);
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if ( shouldEmit && (currentPos - it->mLastEmitPosition).length() > 10 )
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{
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it->mLastEmitPosition = currentPos;
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@ -3380,7 +3380,7 @@ namespace MWWorld
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}
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}
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bool World::isWalkingOnWater(const ConstPtr &actor)
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bool World::isWalkingOnWater(const ConstPtr &actor) const
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{
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const MWPhysics::Actor* physicActor = mPhysics->getActor(actor);
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if (physicActor && physicActor->isWalkingOnWater())
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@ -654,7 +654,7 @@ namespace MWWorld
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/// Resets all actors in the current active cells to their original location within that cell.
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virtual void resetActors();
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virtual bool isWalkingOnWater (const MWWorld::ConstPtr& actor);
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virtual bool isWalkingOnWater (const MWWorld::ConstPtr& actor) const;
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/// Return a vector aiming the actor's weapon towards a target.
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/// @note The length of the vector is the distance between actor and target.
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