forked from teamnwah/openmw-tes3coop
Merge pull request #395 from OpenMW/master while resolving conflicts
# Conflicts: # apps/openmw/mwmechanics/actors.cpp
This commit is contained in:
commit
ac82124a5d
22 changed files with 133 additions and 83 deletions
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@ -106,7 +106,7 @@ CSVDoc::StartupDialogue::StartupDialogue() : mWidth (0), mColumn (2)
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/// \todo remove this label once we are feature complete and convinced that this thing is
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/// working properly.
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QLabel *warning = new QLabel ("<font color=Red>WARNING: OpenMW-CS is in alpha stage.<p>The editor is not feature complete and not sufficiently tested.<br>In theory your data should be safe. But we strongly advice to make backups regularly if you are working with live data.</font color>");
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QLabel *warning = new QLabel ("<font color=Red>WARNING: OpenMW-CS is in alpha stage.<p>The editor is not feature complete and not sufficiently tested.<br>In theory your data should be safe. But we strongly advise to make backups regularly if you are working with live data.</font color>");
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QFont font;
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font.setPointSize (12);
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@ -422,7 +422,7 @@ namespace MWBase
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/// Cycle to next or previous weapon
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virtual void cycleWeapon(bool next) = 0;
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virtual void playSound(const std::string& soundId, float volume = 1.f, float pitch = 1.f) = 0;
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virtual void playSound(const std::string& soundId, bool preventOverlapping = false, float volume = 1.f, float pitch = 1.f) = 0;
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// In WindowManager for now since there isn't a VFS singleton
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virtual std::string correctIconPath(const std::string& path) = 0;
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@ -547,12 +547,14 @@ namespace MWBase
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virtual 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) = 0;
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virtual void applyLoopingParticles(const MWWorld::Ptr& ptr) = 0;
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virtual const std::vector<std::string>& getContentFiles() const = 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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virtual bool isDark() const = 0;
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// Allow NPCs to use torches?
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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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@ -233,24 +233,6 @@ namespace MWClass
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if (!(ref->mBase->mData.mFlags & ESM::Light::Carry))
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return std::make_pair(0,"");
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const MWWorld::InventoryStore& invStore = npc.getClass().getInventoryStore(npc);
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MWWorld::ConstContainerStoreIterator weapon = invStore.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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if(weapon == invStore.end())
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return std::make_pair(1,"");
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/// \todo the 2h check is repeated many times; put it in a function
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if(weapon->getTypeName() == typeid(ESM::Weapon).name() &&
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(weapon->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::LongBladeTwoHand ||
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weapon->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::BluntTwoClose ||
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weapon->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::BluntTwoWide ||
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weapon->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::SpearTwoWide ||
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weapon->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::AxeTwoHand ||
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weapon->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::MarksmanBow ||
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weapon->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::MarksmanCrossbow))
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{
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return std::make_pair(3,"");
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}
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return std::make_pair(1,"");
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}
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@ -892,7 +892,7 @@ protected:
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public:
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typedef TypesetBookImpl::StyleImpl Style;
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typedef std::map <TextFormat::Id, TextFormat*> ActiveTextFormats;
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typedef std::map <TextFormat::Id, std::unique_ptr<TextFormat>> ActiveTextFormats;
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int mViewTop;
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int mViewBottom;
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@ -1048,7 +1048,7 @@ public:
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{
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if (mNode != NULL)
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i->second->destroyDrawItem (mNode);
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delete i->second;
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i->second.reset();
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}
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mActiveTextFormats.clear ();
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@ -1115,11 +1115,11 @@ public:
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if (j == this_->mActiveTextFormats.end ())
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{
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TextFormat * textFormat = new TextFormat (Font, this_);
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std::unique_ptr<TextFormat> textFormat(new TextFormat (Font, this_));
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textFormat->mTexture = Font->getTextureFont ();
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j = this_->mActiveTextFormats.insert (std::make_pair (Font, textFormat)).first;
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j = this_->mActiveTextFormats.insert (std::make_pair (Font, std::move(textFormat))).first;
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}
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j->second->mCountVertex += run.mPrintableChars * 6;
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@ -200,7 +200,7 @@ namespace MWGui
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{
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if ((mCurrentPage+1)*2 < mPages.size())
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{
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MWBase::Environment::get().getWindowManager()->playSound("book page2");
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MWBase::Environment::get().getWindowManager()->playSound("book page2", true);
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++mCurrentPage;
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@ -211,7 +211,7 @@ namespace MWGui
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{
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if (mCurrentPage > 0)
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{
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MWBase::Environment::get().getWindowManager()->playSound("book page");
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MWBase::Environment::get().getWindowManager()->playSound("book page", true);
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--mCurrentPage;
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@ -616,7 +616,7 @@ namespace
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if (page+2 < book->pageCount())
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{
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MWBase::Environment::get().getWindowManager()->playSound("book page");
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MWBase::Environment::get().getWindowManager()->playSound("book page", true);
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page += 2;
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updateShowingPages ();
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@ -634,7 +634,7 @@ namespace
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if(page >= 2)
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{
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MWBase::Environment::get().getWindowManager()->playSound("book page");
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MWBase::Environment::get().getWindowManager()->playSound("book page", true);
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page -= 2;
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updateShowingPages ();
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@ -2042,11 +2042,16 @@ namespace MWGui
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mInventoryWindow->cycle(next);
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}
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void WindowManager::playSound(const std::string& soundId, float volume, float pitch)
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void WindowManager::playSound(const std::string& soundId, bool preventOverlapping, float volume, float pitch)
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{
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if (soundId.empty())
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return;
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MWBase::Environment::get().getSoundManager()->playSound(soundId, volume, pitch, MWSound::Type::Sfx, MWSound::PlayMode::NoEnv);
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MWBase::SoundManager *sndmgr = MWBase::Environment::get().getSoundManager();
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if (preventOverlapping && sndmgr->getSoundPlaying(MWWorld::Ptr(), soundId))
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return;
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sndmgr->playSound(soundId, volume, pitch, MWSound::Type::Sfx, MWSound::PlayMode::NoEnv);
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}
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void WindowManager::updateSpellWindow()
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@ -451,7 +451,7 @@ namespace MWGui
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/// Cycle to next or previous weapon
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virtual void cycleWeapon(bool next);
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virtual void playSound(const std::string& soundId, float volume = 1.f, float pitch = 1.f);
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virtual void playSound(const std::string& soundId, bool preventOverlapping = false, float volume = 1.f, float pitch = 1.f);
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// In WindowManager for now since there isn't a VFS singleton
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virtual std::string correctIconPath(const std::string& path);
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@ -949,7 +949,7 @@ namespace MWMechanics
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stats.setTimeToStartDrowning(fHoldBreathTime);
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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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bool isPlayer = (ptr == getPlayer());
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@ -982,7 +982,7 @@ namespace MWMechanics
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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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if (torch != inventoryStore.end())
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{
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@ -991,16 +991,11 @@ namespace MWMechanics
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// For non-hostile NPCs, unequip whatever is in the left slot in favor of a light.
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if (heldIter != inventoryStore.end() && heldIter->getTypeName() != typeid(ESM::Light).name())
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inventoryStore.unequipItem(*heldIter, ptr);
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// Also unequip twohanded weapons which conflict with anything in CarriedLeft
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if (torch->getClass().canBeEquipped(*torch, ptr).first == 3)
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inventoryStore.unequipSlot(MWWorld::InventoryStore::Slot_CarriedRight, ptr);
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}
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heldIter = inventoryStore.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
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// If we have a torch and can equip it (left slot free, no
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// twohanded weapon in right slot), then equip it now.
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// If we have a torch and can equip it, then equip it now.
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if (heldIter == inventoryStore.end()
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&& torch->getClass().canBeEquipped(*torch, ptr).first == 1)
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{
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@ -1057,7 +1052,7 @@ namespace MWMechanics
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}
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}
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void Actors::updateCrimePersuit(const MWWorld::Ptr& ptr, float duration)
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void Actors::updateCrimePursuit(const MWWorld::Ptr& ptr, float duration)
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{
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MWWorld::Ptr player = getPlayer();
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if (ptr != player && ptr.getClass().isNpc())
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@ -1293,6 +1288,9 @@ namespace MWMechanics
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if (mTimerDisposeSummonsCorpses >= 0.2f) mTimerDisposeSummonsCorpses = 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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/// \todo move update logic to Actor class where appropriate
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@ -1438,7 +1436,7 @@ namespace MWMechanics
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}
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if (iter->first.getClass().isNpc() && iter->first != player && (isLocalActor || isAIActive))
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updateCrimePersuit(iter->first, duration);
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updateCrimePursuit(iter->first, duration);
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if (iter->first != player && (isLocalActor || isAIActive))
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{
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@ -1456,7 +1454,7 @@ namespace MWMechanics
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updateNpc(iter->first, duration);
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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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@ -39,9 +39,9 @@ namespace MWMechanics
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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 updateCrimePursuit (const MWWorld::Ptr& ptr, float duration);
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void killDeadActors ();
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@ -189,7 +189,7 @@ void MWMechanics::AiPackage::evadeObstacles(const MWWorld::Ptr& actor, float dur
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static float distance = MWBase::Environment::get().getWorld()->getMaxActivationDistance();
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MWWorld::Ptr door = getNearbyDoor(actor, distance);
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if (door != MWWorld::Ptr())
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if (door != MWWorld::Ptr() && actor.getClass().isBipedal(actor))
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{
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// note: AiWander currently does not open doors
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if (getTypeId() != TypeIdWander && !door.getCellRef().getTeleport() && door.getClass().getDoorState(door) == 0)
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@ -224,7 +224,7 @@ void MWMechanics::AiPackage::evadeObstacles(const MWWorld::Ptr& actor, float dur
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MWBase::Environment::get().getWorld()->activate(door, actor);
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}
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}
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else // any other obstacle (NPC, crate, etc.)
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else
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{
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mObstacleCheck.takeEvasiveAction(movement);
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}
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@ -40,7 +40,6 @@
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#include "../mwrender/animation.hpp"
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#include "magiceffects.hpp"
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#include "npcstats.hpp"
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#include "actorutil.hpp"
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#include "aifollow.hpp"
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@ -625,7 +624,6 @@ namespace MWMechanics
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std::string texture = magicEffect->mParticle;
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// TODO: VFX are no longer active after saving/reloading the game
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bool loop = (magicEffect->mData.mFlags & ESM::MagicEffect::ContinuousVfx) != 0;
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// Note: in case of non actor, a free effect should be fine as well
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MWRender::Animation* anim = MWBase::Environment::get().getWorld()->getAnimation(target);
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@ -1383,4 +1381,24 @@ namespace MWMechanics
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return MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(it->second)->getString();
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}
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void ApplyLoopingParticlesVisitor::visit (MWMechanics::EffectKey key,
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const std::string& /*sourceName*/, const std::string& /*sourceId*/, int /*casterActorId*/,
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float /*magnitude*/, float /*remainingTime*/, float /*totalTime*/)
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{
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const ESM::MagicEffect *magicEffect =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(key.mId);
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const ESM::Static* castStatic;
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if (!magicEffect->mHit.empty())
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castStatic = MWBase::Environment::get().getWorld()->getStore().get<ESM::Static>().find (magicEffect->mHit);
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else
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castStatic = MWBase::Environment::get().getWorld()->getStore().get<ESM::Static>().find ("VFX_DefaultHit");
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std::string texture = magicEffect->mParticle;
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bool loop = (magicEffect->mData.mFlags & ESM::MagicEffect::ContinuousVfx) != 0;
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MWRender::Animation* anim = MWBase::Environment::get().getWorld()->getAnimation(mActor);
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if (anim && loop)
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anim->addEffect("meshes\\" + castStatic->mModel, magicEffect->mIndex, loop, "", texture);
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}
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}
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@ -6,6 +6,8 @@
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#include "../mwworld/ptr.hpp"
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#include "magiceffects.hpp"
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namespace ESM
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{
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struct Spell;
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@ -119,6 +121,21 @@ namespace MWMechanics
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bool applyInstantEffect (const MWWorld::Ptr& target, const MWWorld::Ptr& caster, const MWMechanics::EffectKey& effect, float magnitude);
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};
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class ApplyLoopingParticlesVisitor : public EffectSourceVisitor
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{
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private:
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MWWorld::Ptr mActor;
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public:
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ApplyLoopingParticlesVisitor(const MWWorld::Ptr& actor)
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: mActor(actor)
|
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{
|
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}
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|
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virtual void visit (MWMechanics::EffectKey key,
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const std::string& /*sourceName*/, const std::string& /*sourceId*/, int /*casterActorId*/,
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float /*magnitude*/, float /*remainingTime*/ = -1, float /*totalTime*/ = -1);
|
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};
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}
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#endif
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|
|
|
@ -13,7 +13,6 @@
|
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#include <BulletCollision/CollisionDispatch/btCollisionObject.h>
|
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#include <BulletCollision/CollisionDispatch/btCollisionWorld.h>
|
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#include <BulletCollision/CollisionDispatch/btDefaultCollisionConfiguration.h>
|
||||
#include <BulletCollision/CollisionDispatch/btCollisionWorld.h>
|
||||
#include <BulletCollision/BroadphaseCollision/btDbvtBroadphase.h>
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|
||||
#include <LinearMath/btQuickprof.h>
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|
|
|
@ -90,6 +90,9 @@ namespace
|
|||
|
||||
if (ptr.getClass().isActor())
|
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rendering.addWaterRippleEmitter(ptr);
|
||||
|
||||
// Restore effect particles
|
||||
MWBase::Environment::get().getWorld()->applyLoopingParticles(ptr);
|
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}
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||||
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||||
void updateObjectRotation (const MWWorld::Ptr& ptr, MWPhysics::PhysicsSystem& physics,
|
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|
|
|
@ -9,7 +9,6 @@
|
|||
#include <components/fallback/fallback.hpp>
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|
||||
#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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||||
#include "../mwbase/soundmanager.hpp"
|
||||
|
||||
#include "../mwmechanics/actorutil.hpp"
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||||
|
@ -520,6 +519,7 @@ WeatherManager::WeatherManager(MWRender::RenderingManager& rendering, const Fall
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|||
, mSecunda("Secunda", fallback)
|
||||
, mWindSpeed(0.f)
|
||||
, mIsStorm(false)
|
||||
, mPrecipitation(false)
|
||||
, mStormDirection(0,1,0)
|
||||
, mCurrentRegion()
|
||||
, mTimePassed(0)
|
||||
|
@ -608,14 +608,11 @@ void WeatherManager::modRegion(const std::string& regionID, const std::vector<ch
|
|||
}
|
||||
}
|
||||
|
||||
void WeatherManager::playerTeleported()
|
||||
void WeatherManager::playerTeleported(const std::string& playerRegion, bool isExterior)
|
||||
{
|
||||
// If the player teleports to an outdoors cell in a new region (for instance, by travelling), the weather needs to
|
||||
// be changed immediately, and any transitions for the previous region discarded.
|
||||
MWBase::World* world = MWBase::Environment::get().getWorld();
|
||||
if(world->isCellExterior() || world->isCellQuasiExterior())
|
||||
{
|
||||
std::string playerRegion = Misc::StringUtils::lowerCase(world->getPlayerPtr().getCell()->getCell()->mRegion);
|
||||
std::map<std::string, RegionWeather>::iterator it = mRegions.find(playerRegion);
|
||||
if(it != mRegions.end() && playerRegion != mCurrentRegion)
|
||||
{
|
||||
|
@ -625,11 +622,9 @@ void WeatherManager::playerTeleported()
|
|||
}
|
||||
}
|
||||
|
||||
void WeatherManager::update(float duration, bool paused)
|
||||
void WeatherManager::update(float duration, bool paused, const TimeStamp& time, bool isExterior)
|
||||
{
|
||||
MWWorld::ConstPtr player = MWMechanics::getPlayer();
|
||||
MWBase::World& world = *MWBase::Environment::get().getWorld();
|
||||
TimeStamp time = world.getTimeStamp();
|
||||
|
||||
if(!paused || mFastForward)
|
||||
{
|
||||
|
@ -647,8 +642,7 @@ void WeatherManager::update(float duration, bool paused)
|
|||
updateWeatherTransitions(duration);
|
||||
}
|
||||
|
||||
const bool exterior = (world.isCellExterior() || world.isCellQuasiExterior());
|
||||
if(!exterior)
|
||||
if(!isExterior)
|
||||
{
|
||||
mRendering.setSkyEnabled(false);
|
||||
stopSounds();
|
||||
|
@ -660,6 +654,10 @@ void WeatherManager::update(float duration, bool paused)
|
|||
mWindSpeed = mResult.mWindSpeed;
|
||||
mIsStorm = mResult.mIsStorm;
|
||||
|
||||
// For some reason Ash Storm is not considered as a precipitation weather in game
|
||||
mPrecipitation = !(mResult.mParticleEffect.empty() && mResult.mRainEffect.empty())
|
||||
&& mResult.mParticleEffect != "meshes\\ashcloud.nif";
|
||||
|
||||
if (mIsStorm)
|
||||
{
|
||||
osg::Vec3f playerPos (player.getRefData().getPosition().asVec3());
|
||||
|
@ -777,12 +775,11 @@ unsigned int WeatherManager::getWeatherID() const
|
|||
return mCurrentWeather;
|
||||
}
|
||||
|
||||
bool WeatherManager::isDark() const
|
||||
bool WeatherManager::useTorches(float hour) const
|
||||
{
|
||||
TimeStamp time = MWBase::Environment::get().getWorld()->getTimeStamp();
|
||||
bool exterior = (MWBase::Environment::get().getWorld()->isCellExterior()
|
||||
|| MWBase::Environment::get().getWorld()->isCellQuasiExterior());
|
||||
return exterior && (time.getHour() < mSunriseTime || time.getHour() > mTimeSettings.mNightStart - 1);
|
||||
bool isDark = hour < mSunriseTime || hour > mTimeSettings.mNightStart - 1;
|
||||
|
||||
return isDark && !mPrecipitation;
|
||||
}
|
||||
|
||||
void WeatherManager::write(ESM::ESMWriter& writer, Loading::Listener& progress)
|
||||
|
|
|
@ -218,14 +218,14 @@ namespace MWWorld
|
|||
*/
|
||||
void changeWeather(const std::string& regionID, const unsigned int weatherID);
|
||||
void modRegion(const std::string& regionID, const std::vector<char>& chances);
|
||||
void playerTeleported();
|
||||
void playerTeleported(const std::string& playerRegion, bool isExterior);
|
||||
|
||||
/**
|
||||
* Per-frame update
|
||||
* @param duration
|
||||
* @param paused
|
||||
*/
|
||||
void update(float duration, bool paused = false);
|
||||
void update(float duration, bool paused, const TimeStamp& time, bool isExterior);
|
||||
|
||||
void stopSounds();
|
||||
|
||||
|
@ -240,8 +240,7 @@ namespace MWWorld
|
|||
|
||||
unsigned int getWeatherID() const;
|
||||
|
||||
/// @see World::isDark
|
||||
bool isDark() const;
|
||||
bool useTorches(float hour) const;
|
||||
|
||||
void write(ESM::ESMWriter& writer, Loading::Listener& progress);
|
||||
|
||||
|
@ -275,6 +274,7 @@ namespace MWWorld
|
|||
|
||||
float mWindSpeed;
|
||||
bool mIsStorm;
|
||||
bool mPrecipitation;
|
||||
osg::Vec3f mStormDirection;
|
||||
|
||||
std::string mCurrentRegion;
|
||||
|
|
|
@ -2357,6 +2357,8 @@ namespace MWWorld
|
|||
model = Misc::ResourceHelpers::correctActorModelPath(model, mResourceSystem->getVFS());
|
||||
mPhysics->remove(getPlayerPtr());
|
||||
mPhysics->addActor(getPlayerPtr(), model);
|
||||
|
||||
applyLoopingParticles(player);
|
||||
}
|
||||
|
||||
int World::canRest ()
|
||||
|
@ -3017,6 +3019,19 @@ namespace MWWorld
|
|||
mProjectileManager->launchMagicBolt(spellId, caster, fallbackDirection);
|
||||
}
|
||||
|
||||
void World::applyLoopingParticles(const MWWorld::Ptr& ptr)
|
||||
{
|
||||
const MWWorld::Class &cls = ptr.getClass();
|
||||
if (cls.isActor())
|
||||
{
|
||||
MWMechanics::ApplyLoopingParticlesVisitor visitor(ptr);
|
||||
cls.getCreatureStats(ptr).getActiveSpells().visitEffectSources(visitor);
|
||||
cls.getCreatureStats(ptr).getSpells().visitEffectSources(visitor);
|
||||
if (cls.hasInventoryStore(ptr))
|
||||
cls.getInventoryStore(ptr).visitEffectSources(visitor);
|
||||
}
|
||||
}
|
||||
|
||||
const std::vector<std::string>& World::getContentFiles() const
|
||||
{
|
||||
return mContentFiles;
|
||||
|
@ -3033,11 +3048,17 @@ namespace MWWorld
|
|||
MWBase::Environment::get().getMechanicsManager()->updateMagicEffects(actor);
|
||||
}
|
||||
|
||||
bool World::isDark() const
|
||||
bool World::useTorches() const
|
||||
{
|
||||
// If we are in exterior, check the weather manager.
|
||||
// In interiors there are no precipitations and sun, so check the ambient
|
||||
// Looks like pseudo-exteriors considered as interiors in this case
|
||||
MWWorld::CellStore* cell = mPlayer->getPlayer().getCell();
|
||||
if (cell->isExterior())
|
||||
return mWeatherManager->isDark();
|
||||
{
|
||||
float hour = getTimeStamp().getHour();
|
||||
return mWeatherManager->useTorches(hour);
|
||||
}
|
||||
else
|
||||
{
|
||||
uint32_t ambient = cell->getCell()->mAmbi.mAmbient;
|
||||
|
@ -3198,13 +3219,17 @@ namespace MWWorld
|
|||
|
||||
void World::updateWeather(float duration, bool paused)
|
||||
{
|
||||
bool isExterior = isCellExterior() || isCellQuasiExterior();
|
||||
if (mPlayer->wasTeleported())
|
||||
{
|
||||
mPlayer->setTeleported(false);
|
||||
mWeatherManager->playerTeleported();
|
||||
|
||||
const std::string playerRegion = Misc::StringUtils::lowerCase(getPlayerPtr().getCell()->getCell()->mRegion);
|
||||
mWeatherManager->playerTeleported(playerRegion, isExterior);
|
||||
}
|
||||
|
||||
mWeatherManager->update(duration, paused);
|
||||
const TimeStamp time = getTimeStamp();
|
||||
mWeatherManager->update(duration, paused, time, isExterior);
|
||||
}
|
||||
|
||||
struct AddDetectedReferenceVisitor
|
||||
|
|
|
@ -658,12 +658,13 @@ namespace MWWorld
|
|||
void launchProjectile (MWWorld::Ptr actor, MWWorld::ConstPtr projectile,
|
||||
const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr bow, float speed, float attackStrength) override;
|
||||
|
||||
void applyLoopingParticles(const MWWorld::Ptr& ptr);
|
||||
|
||||
const std::vector<std::string>& getContentFiles() const override;
|
||||
|
||||
void breakInvisibility (const MWWorld::Ptr& actor) override;
|
||||
// Are we in an exterior or pseudo-exterior cell and it's night?
|
||||
bool isDark() const override;
|
||||
|
||||
// Allow NPCs to use torches?
|
||||
bool useTorches() const override;
|
||||
|
||||
bool findInteriorPositionInWorldSpace(const MWWorld::CellStore* cell, osg::Vec3f& result) override;
|
||||
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
find_package(GTest REQUIRED)
|
||||
|
||||
if (GTEST_FOUND)
|
||||
include_directories(${GTEST_INCLUDE_DIRS})
|
||||
include_directories(SYSTEM ${GTEST_INCLUDE_DIRS})
|
||||
|
||||
file(GLOB UNITTEST_SRC_FILES
|
||||
../openmw/mwworld/store.cpp
|
||||
|
|
|
@ -1,5 +1,7 @@
|
|||
#include "fallback.hpp"
|
||||
|
||||
#include <iostream>
|
||||
|
||||
#include <boost/lexical_cast.hpp>
|
||||
|
||||
|
||||
|
@ -17,6 +19,7 @@ namespace Fallback
|
|||
std::map<std::string,std::string>::const_iterator it;
|
||||
if((it = mFallbackMap.find(fall)) == mFallbackMap.end())
|
||||
{
|
||||
std::cerr << "Warning: fallback value " << fall << " not found." << std::endl;
|
||||
return "";
|
||||
}
|
||||
return it->second;
|
||||
|
@ -25,7 +28,7 @@ namespace Fallback
|
|||
float Map::getFallbackFloat(const std::string& fall) const
|
||||
{
|
||||
std::string fallback=getFallbackString(fall);
|
||||
if(fallback.empty())
|
||||
if (fallback.empty())
|
||||
return 0;
|
||||
else
|
||||
return boost::lexical_cast<float>(fallback);
|
||||
|
@ -34,7 +37,7 @@ namespace Fallback
|
|||
int Map::getFallbackInt(const std::string& fall) const
|
||||
{
|
||||
std::string fallback=getFallbackString(fall);
|
||||
if(fallback.empty())
|
||||
if (fallback.empty())
|
||||
return 0;
|
||||
else
|
||||
return std::stoi(fallback);
|
||||
|
@ -43,7 +46,7 @@ namespace Fallback
|
|||
bool Map::getFallbackBool(const std::string& fall) const
|
||||
{
|
||||
std::string fallback=getFallbackString(fall);
|
||||
if(fallback.empty())
|
||||
if (fallback.empty())
|
||||
return false;
|
||||
else
|
||||
return stob(fallback);
|
||||
|
@ -52,8 +55,8 @@ namespace Fallback
|
|||
osg::Vec4f Map::getFallbackColour(const std::string& fall) const
|
||||
{
|
||||
std::string sum=getFallbackString(fall);
|
||||
if(sum.empty())
|
||||
return osg::Vec4f(0.f,0.f,0.f,1.f);
|
||||
if (sum.empty())
|
||||
return osg::Vec4f(0.5f,0.5f,0.5f,1.f);
|
||||
else
|
||||
{
|
||||
std::string ret[3];
|
||||
|
|
Loading…
Reference in a new issue