forked from teamnwah/openmw-tes3coop
AI: hide torches during bad weather (bug #4334)
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bd6c7de579
commit
a0a30cdbf5
7 changed files with 27 additions and 18 deletions
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@ -495,8 +495,8 @@ namespace MWBase
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virtual void breakInvisibility (const MWWorld::Ptr& actor) = 0;
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virtual void breakInvisibility (const MWWorld::Ptr& actor) = 0;
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// Are we in an exterior or pseudo-exterior cell and it's night?
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// Allow NPCs to use torches?
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virtual bool isDark() const = 0;
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virtual bool useTorches() const = 0;
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virtual bool findInteriorPositionInWorldSpace(const MWWorld::CellStore* cell, osg::Vec3f& result) = 0;
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virtual bool findInteriorPositionInWorldSpace(const MWWorld::CellStore* cell, osg::Vec3f& result) = 0;
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@ -900,7 +900,7 @@ namespace MWMechanics
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stats.setTimeToStartDrowning(fHoldBreathTime);
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stats.setTimeToStartDrowning(fHoldBreathTime);
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}
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}
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void Actors::updateEquippedLight (const MWWorld::Ptr& ptr, float duration)
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void Actors::updateEquippedLight (const MWWorld::Ptr& ptr, float duration, bool mayEquip)
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{
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{
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bool isPlayer = (ptr == getPlayer());
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bool isPlayer = (ptr == getPlayer());
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@ -922,7 +922,7 @@ namespace MWMechanics
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}
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}
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}
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}
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if (MWBase::Environment::get().getWorld()->isDark())
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if (mayEquip)
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{
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{
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if (torch != inventoryStore.end())
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if (torch != inventoryStore.end())
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{
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{
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@ -1199,6 +1199,9 @@ namespace MWMechanics
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if (mTimerDisposeSummonsCorpses >= 0.2f) mTimerDisposeSummonsCorpses = 0;
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if (mTimerDisposeSummonsCorpses >= 0.2f) mTimerDisposeSummonsCorpses = 0;
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if (timerUpdateEquippedLight >= updateEquippedLightInterval) timerUpdateEquippedLight = 0;
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if (timerUpdateEquippedLight >= updateEquippedLightInterval) timerUpdateEquippedLight = 0;
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// show torches only when there are darkness and no precipitations
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bool showTorches = MWBase::Environment::get().getWorld()->useTorches();
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MWWorld::Ptr player = getPlayer();
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MWWorld::Ptr player = getPlayer();
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/// \todo move update logic to Actor class where appropriate
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/// \todo move update logic to Actor class where appropriate
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@ -1297,7 +1300,7 @@ namespace MWMechanics
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updateNpc(iter->first, duration);
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updateNpc(iter->first, duration);
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if (timerUpdateEquippedLight == 0)
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if (timerUpdateEquippedLight == 0)
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updateEquippedLight(iter->first, updateEquippedLightInterval);
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updateEquippedLight(iter->first, updateEquippedLightInterval, showTorches);
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}
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}
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}
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}
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}
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}
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@ -39,7 +39,7 @@ namespace MWMechanics
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void updateDrowning (const MWWorld::Ptr& ptr, float duration);
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void updateDrowning (const MWWorld::Ptr& ptr, float duration);
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void updateEquippedLight (const MWWorld::Ptr& ptr, float duration);
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void updateEquippedLight (const MWWorld::Ptr& ptr, float duration, bool mayEquip);
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void updateCrimePersuit (const MWWorld::Ptr& ptr, float duration);
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void updateCrimePersuit (const MWWorld::Ptr& ptr, float duration);
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@ -520,6 +520,7 @@ WeatherManager::WeatherManager(MWRender::RenderingManager& rendering, const Fall
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, mSecunda("Secunda", fallback)
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, mSecunda("Secunda", fallback)
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, mWindSpeed(0.f)
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, mWindSpeed(0.f)
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, mIsStorm(false)
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, mIsStorm(false)
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, mPrecipitation(false)
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, mStormDirection(0,1,0)
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, mStormDirection(0,1,0)
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, mCurrentRegion()
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, mCurrentRegion()
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, mTimePassed(0)
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, mTimePassed(0)
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@ -660,6 +661,10 @@ void WeatherManager::update(float duration, bool paused)
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mWindSpeed = mResult.mWindSpeed;
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mWindSpeed = mResult.mWindSpeed;
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mIsStorm = mResult.mIsStorm;
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mIsStorm = mResult.mIsStorm;
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// For some reason Ash Storm is not considered as a precipitation weather in game
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mPrecipitation = !(mResult.mParticleEffect.empty() && mResult.mRainEffect.empty())
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&& mResult.mParticleEffect != "meshes\\ashcloud.nif";
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if (mIsStorm)
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if (mIsStorm)
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{
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{
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osg::Vec3f playerPos (player.getRefData().getPosition().asVec3());
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osg::Vec3f playerPos (player.getRefData().getPosition().asVec3());
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@ -777,12 +782,12 @@ unsigned int WeatherManager::getWeatherID() const
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return mCurrentWeather;
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return mCurrentWeather;
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}
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}
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bool WeatherManager::isDark() const
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bool WeatherManager::useTorches() const
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{
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{
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TimeStamp time = MWBase::Environment::get().getWorld()->getTimeStamp();
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TimeStamp time = MWBase::Environment::get().getWorld()->getTimeStamp();
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bool exterior = (MWBase::Environment::get().getWorld()->isCellExterior()
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bool isDark = time.getHour() < mSunriseTime || time.getHour() > mTimeSettings.mNightStart - 1;
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|| MWBase::Environment::get().getWorld()->isCellQuasiExterior());
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return exterior && (time.getHour() < mSunriseTime || time.getHour() > mTimeSettings.mNightStart - 1);
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return isDark && !mPrecipitation;
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}
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}
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void WeatherManager::write(ESM::ESMWriter& writer, Loading::Listener& progress)
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void WeatherManager::write(ESM::ESMWriter& writer, Loading::Listener& progress)
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@ -240,8 +240,7 @@ namespace MWWorld
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unsigned int getWeatherID() const;
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unsigned int getWeatherID() const;
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/// @see World::isDark
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bool useTorches() const;
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bool isDark() const;
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void write(ESM::ESMWriter& writer, Loading::Listener& progress);
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void write(ESM::ESMWriter& writer, Loading::Listener& progress);
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@ -275,6 +274,7 @@ namespace MWWorld
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float mWindSpeed;
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float mWindSpeed;
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bool mIsStorm;
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bool mIsStorm;
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bool mPrecipitation;
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osg::Vec3f mStormDirection;
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osg::Vec3f mStormDirection;
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std::string mCurrentRegion;
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std::string mCurrentRegion;
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@ -2847,11 +2847,13 @@ namespace MWWorld
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MWBase::Environment::get().getMechanicsManager()->updateMagicEffects(actor);
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MWBase::Environment::get().getMechanicsManager()->updateMagicEffects(actor);
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}
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}
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bool World::isDark() const
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bool World::useTorches() const
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{
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{
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// If we are in exterior, check the weather manager.
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// In interiors there are no precipitations and sun, so check the ambient
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MWWorld::CellStore* cell = mPlayer->getPlayer().getCell();
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MWWorld::CellStore* cell = mPlayer->getPlayer().getCell();
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if (cell->isExterior())
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if (cell->isExterior())
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return mWeatherManager->isDark();
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return mWeatherManager->useTorches();
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else
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else
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{
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{
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uint32_t ambient = cell->getCell()->mAmbi.mAmbient;
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uint32_t ambient = cell->getCell()->mAmbi.mAmbient;
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@ -604,12 +604,11 @@ namespace MWWorld
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void launchProjectile (MWWorld::Ptr actor, MWWorld::ConstPtr projectile,
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void launchProjectile (MWWorld::Ptr actor, MWWorld::ConstPtr projectile,
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const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr bow, float speed, float attackStrength) override;
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const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr bow, float speed, float attackStrength) override;
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const std::vector<std::string>& getContentFiles() const override;
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const std::vector<std::string>& getContentFiles() const override;
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void breakInvisibility (const MWWorld::Ptr& actor) override;
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void breakInvisibility (const MWWorld::Ptr& actor) override;
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// Are we in an exterior or pseudo-exterior cell and it's night?
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bool isDark() const override;
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// Allow NPCs to use torches?
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bool useTorches() const override;
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bool findInteriorPositionInWorldSpace(const MWWorld::CellStore* cell, osg::Vec3f& result) override;
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bool findInteriorPositionInWorldSpace(const MWWorld::CellStore* cell, osg::Vec3f& result) override;
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