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openmw-tes3mp/apps/openmw/mwworld/worldimp.cpp

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#include "worldimp.hpp"
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#include <osg/Group>
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#include <osg/ComputeBoundsVisitor>
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#include <BulletCollision/CollisionDispatch/btCollisionWorld.h>
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#include <BulletCollision/CollisionShapes/btCompoundShape.h>
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#include <components/debug/debuglog.hpp>
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#include <components/esm/esmreader.hpp>
#include <components/esm/esmwriter.hpp>
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#include <components/esm/cellid.hpp>
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#include <components/misc/constants.hpp>
#include <components/misc/resourcehelpers.hpp>
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#include <components/misc/rng.hpp>
#include <components/files/collections.hpp>
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#include <components/resource/bulletshape.hpp>
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#include <components/resource/resourcesystem.hpp>
#include <components/sceneutil/positionattitudetransform.hpp>
#include <components/detournavigator/debug.hpp>
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#include <components/detournavigator/navigator.hpp>
#include <components/detournavigator/recastglobalallocator.hpp>
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#include "../mwbase/environment.hpp"
#include "../mwbase/soundmanager.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/scriptmanager.hpp"
#include "../mwmechanics/creaturestats.hpp"
#include "../mwmechanics/movement.hpp"
#include "../mwmechanics/npcstats.hpp"
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#include "../mwmechanics/spellcasting.hpp"
#include "../mwmechanics/levelledlist.hpp"
#include "../mwmechanics/combat.hpp"
#include "../mwmechanics/aiavoiddoor.hpp" //Used to tell actors to avoid doors
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#include "../mwrender/animation.hpp"
#include "../mwrender/npcanimation.hpp"
#include "../mwrender/renderingmanager.hpp"
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#include "../mwrender/camera.hpp"
#include "../mwrender/vismask.hpp"
#include "../mwscript/interpretercontext.hpp"
#include "../mwscript/globalscripts.hpp"
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#include "../mwclass/door.hpp"
#include "../mwphysics/physicssystem.hpp"
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#include "../mwphysics/actor.hpp"
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#include "../mwphysics/collisiontype.hpp"
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#include "../mwphysics/object.hpp"
#include "player.hpp"
#include "manualref.hpp"
#include "cellstore.hpp"
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#include "containerstore.hpp"
#include "inventorystore.hpp"
#include "actionteleport.hpp"
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#include "projectilemanager.hpp"
#include "weather.hpp"
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#include "contentloader.hpp"
#include "esmloader.hpp"
namespace
{
// Wraps a value to (-PI, PI]
void wrap(float& rad)
{
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const float pi = static_cast<float>(osg::PI);
if (rad>0)
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rad = std::fmod(rad+pi, 2.0f*pi)-pi;
else
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rad = std::fmod(rad-pi, 2.0f*pi)+pi;
}
}
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namespace MWWorld
{
struct GameContentLoader : public ContentLoader
{
GameContentLoader(Loading::Listener& listener)
: ContentLoader(listener)
{
}
bool addLoader(const std::string& extension, ContentLoader* loader)
{
return mLoaders.insert(std::make_pair(extension, loader)).second;
}
void load(const boost::filesystem::path& filepath, int& index)
{
LoadersContainer::iterator it(mLoaders.find(Misc::StringUtils::lowerCase(filepath.extension().string())));
if (it != mLoaders.end())
{
it->second->load(filepath, index);
}
else
{
std::string msg("Cannot load file: ");
msg += filepath.string();
throw std::runtime_error(msg.c_str());
}
}
private:
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typedef std::map<std::string, ContentLoader*> LoadersContainer;
LoadersContainer mLoaders;
};
int World::getDaysPerMonth (int month) const
{
switch (month)
{
case 0: return 31;
case 1: return 28;
case 2: return 31;
case 3: return 30;
case 4: return 31;
case 5: return 30;
case 6: return 31;
case 7: return 31;
case 8: return 30;
case 9: return 31;
case 10: return 30;
case 11: return 31;
}
throw std::runtime_error ("month out of range");
}
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void World::adjustSky()
{
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if (mSky && (isCellExterior() || isCellQuasiExterior()))
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{
mRendering->skySetDate (mDay->getInteger(), mMonth->getInteger());
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mRendering->setSkyEnabled(true);
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}
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else
mRendering->setSkyEnabled(false);
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}
World::World (
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osgViewer::Viewer* viewer,
osg::ref_ptr<osg::Group> rootNode,
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Resource::ResourceSystem* resourceSystem, SceneUtil::WorkQueue* workQueue,
const Files::Collections& fileCollections,
const std::vector<std::string>& contentFiles,
ToUTF8::Utf8Encoder* encoder, const std::map<std::string,std::string>& fallbackMap,
int activationDistanceOverride, const std::string& startCell, const std::string& startupScript,
const std::string& resourcePath, const std::string& userDataPath)
: mResourceSystem(resourceSystem), mFallback(fallbackMap), mLocalScripts (mStore),
mSky (true), mCells (mStore, mEsm),
mGodMode(false), mScriptsEnabled(true), mContentFiles (contentFiles), mUserDataPath(userDataPath),
mActivationDistanceOverride (activationDistanceOverride), mStartupScript(startupScript),
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mStartCell (startCell), mDistanceToFacedObject(-1), mTeleportEnabled(true),
mLevitationEnabled(true), mGoToJail(false), mDaysInPrison(0),
mPlayerTraveling(false), mPlayerInJail(false), mSpellPreloadTimer(0.f)
{
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mEsm.resize(contentFiles.size());
Loading::Listener* listener = MWBase::Environment::get().getWindowManager()->getLoadingScreen();
listener->loadingOn();
GameContentLoader gameContentLoader(*listener);
EsmLoader esmLoader(mStore, mEsm, encoder, *listener);
gameContentLoader.addLoader(".esm", &esmLoader);
gameContentLoader.addLoader(".esp", &esmLoader);
gameContentLoader.addLoader(".omwgame", &esmLoader);
gameContentLoader.addLoader(".omwaddon", &esmLoader);
gameContentLoader.addLoader(".project", &esmLoader);
loadContentFiles(fileCollections, contentFiles, gameContentLoader);
listener->loadingOff();
// insert records that may not be present in all versions of MW
if (mEsm[0].getFormat() == 0)
ensureNeededRecords();
fillGlobalVariables();
mStore.setUp(true);
mStore.movePlayerRecord();
mSwimHeightScale = mStore.get<ESM::GameSetting>().find("fSwimHeightScale")->mValue.getFloat();
mPhysics.reset(new MWPhysics::PhysicsSystem(resourceSystem, rootNode));
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DetourNavigator::Settings navigatorSettings;
navigatorSettings.mBorderSize = Settings::Manager::getInt("border size", "Navigator");
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navigatorSettings.mCellHeight = Settings::Manager::getFloat("cell height", "Navigator");
navigatorSettings.mCellSize = Settings::Manager::getFloat("cell size", "Navigator");
navigatorSettings.mDetailSampleDist = Settings::Manager::getFloat("detail sample dist", "Navigator");
navigatorSettings.mDetailSampleMaxError = Settings::Manager::getFloat("detail sample max error", "Navigator");
navigatorSettings.mMaxClimb = MWPhysics::sStepSizeUp;
navigatorSettings.mMaxSimplificationError = Settings::Manager::getFloat("max simplification error", "Navigator");
navigatorSettings.mMaxSlope = MWPhysics::sMaxSlope;
navigatorSettings.mRecastScaleFactor = Settings::Manager::getFloat("recast scale factor", "Navigator");
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navigatorSettings.mSwimHeightScale = mSwimHeightScale;
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navigatorSettings.mMaxEdgeLen = Settings::Manager::getInt("max edge len", "Navigator");
navigatorSettings.mMaxNavMeshQueryNodes = Settings::Manager::getInt("max nav mesh query nodes", "Navigator");
navigatorSettings.mMaxPolys = Settings::Manager::getInt("max polygons per tile", "Navigator");
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navigatorSettings.mMaxVertsPerPoly = Settings::Manager::getInt("max verts per poly", "Navigator");
navigatorSettings.mRegionMergeSize = Settings::Manager::getInt("region merge size", "Navigator");
navigatorSettings.mRegionMinSize = Settings::Manager::getInt("region min size", "Navigator");
navigatorSettings.mTileSize = Settings::Manager::getInt("tile size", "Navigator");
navigatorSettings.mAsyncNavMeshUpdaterThreads = static_cast<std::size_t>(Settings::Manager::getInt("async nav mesh updater threads", "Navigator"));
navigatorSettings.mMaxNavMeshTilesCacheSize = static_cast<std::size_t>(Settings::Manager::getInt("max nav mesh tiles cache size", "Navigator"));
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navigatorSettings.mMaxPolygonPathSize = static_cast<std::size_t>(Settings::Manager::getInt("max polygon path size", "Navigator"));
navigatorSettings.mMaxSmoothPathSize = static_cast<std::size_t>(Settings::Manager::getInt("max smooth path size", "Navigator"));
navigatorSettings.mTrianglesPerChunk = static_cast<std::size_t>(Settings::Manager::getInt("triangles per chunk", "Navigator"));
navigatorSettings.mEnableWriteRecastMeshToFile = Settings::Manager::getBool("enable write recast mesh to file", "Navigator");
navigatorSettings.mEnableWriteNavMeshToFile = Settings::Manager::getBool("enable write nav mesh to file", "Navigator");
navigatorSettings.mRecastMeshPathPrefix = Settings::Manager::getString("recast mesh path prefix", "Navigator");
navigatorSettings.mNavMeshPathPrefix = Settings::Manager::getString("nav mesh path prefix", "Navigator");
navigatorSettings.mEnableRecastMeshFileNameRevision = Settings::Manager::getBool("enable recast mesh file name revision", "Navigator");
navigatorSettings.mEnableNavMeshFileNameRevision = Settings::Manager::getBool("enable nav mesh file name revision", "Navigator");
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if (Settings::Manager::getBool("enable log", "Navigator"))
DetourNavigator::Log::instance().setSink(std::unique_ptr<DetourNavigator::FileSink>(
new DetourNavigator::FileSink(Settings::Manager::getString("log path", "Navigator"))));
DetourNavigator::RecastGlobalAllocator::init();
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mNavigator.reset(new DetourNavigator::Navigator(navigatorSettings));
mRendering.reset(new MWRender::RenderingManager(viewer, rootNode, resourceSystem, workQueue, &mFallback, resourcePath, *mNavigator));
mProjectileManager.reset(new ProjectileManager(mRendering->getLightRoot(), resourceSystem, mRendering.get(), mPhysics.get()));
mRendering->preloadCommonAssets();
mWeatherManager.reset(new MWWorld::WeatherManager(*mRendering, mFallback, mStore));
mWorldScene.reset(new Scene(*mRendering.get(), mPhysics.get(), *mNavigator));
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}
void World::fillGlobalVariables()
{
mGlobalVariables.fill (mStore);
mGameHour = &mGlobalVariables["gamehour"];
mDaysPassed = &mGlobalVariables["dayspassed"];
mDay = &mGlobalVariables["day"];
mMonth = &mGlobalVariables["month"];
mYear = &mGlobalVariables["year"];
mTimeScale = &mGlobalVariables["timescale"];
}
void World::startNewGame (bool bypass)
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{
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mGoToJail = false;
mLevitationEnabled = true;
mTeleportEnabled = true;
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mGodMode = false;
mScriptsEnabled = true;
mSky = true;
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// Rebuild player
setupPlayer();
renderPlayer();
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mRendering->resetCamera();
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// we don't want old weather to persist on a new game
// Note that if reset later, the initial ChangeWeather that the chargen script calls will be lost.
mWeatherManager.reset();
mWeatherManager.reset(new MWWorld::WeatherManager(*mRendering.get(), mFallback, mStore));
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if (!bypass)
{
// set new game mark
mGlobalVariables["chargenstate"].setInteger (1);
}
else
mGlobalVariables["chargenstate"].setInteger (-1);
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if (bypass && !mStartCell.empty())
{
ESM::Position pos;
if (findExteriorPosition (mStartCell, pos))
{
changeToExteriorCell (pos, true);
adjustPosition(getPlayerPtr(), false);
}
else
{
findInteriorPosition (mStartCell, pos);
changeToInteriorCell (mStartCell, pos, true);
}
}
else
{
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for (int i=0; i<5; ++i)
MWBase::Environment::get().getScriptManager()->getGlobalScripts().run();
if (!getPlayerPtr().isInCell())
{
ESM::Position pos;
const int cellSize = Constants::CellSizeInUnits;
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pos.pos[0] = cellSize/2;
pos.pos[1] = cellSize/2;
pos.pos[2] = 0;
pos.rot[0] = 0;
pos.rot[1] = 0;
pos.rot[2] = 0;
mWorldScene->changeToExteriorCell(pos, true);
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}
}
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if (!bypass)
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{
std::string video = mFallback.getFallbackString("Movies_New_Game");
if (!video.empty())
MWBase::Environment::get().getWindowManager()->playVideo(video, true);
}
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// enable collision
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if (!mPhysics->toggleCollisionMode())
mPhysics->toggleCollisionMode();
if (!mStartupScript.empty())
MWBase::Environment::get().getWindowManager()->executeInConsole(mStartupScript);
MWBase::Environment::get().getWindowManager()->updatePlayer();
}
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void World::clear()
{
mWeatherManager->clear();
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mRendering->clear();
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mProjectileManager->clear();
mLocalScripts.clear();
mWorldScene->clear();
mStore.clearDynamic();
if (mPlayer)
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{
mPlayer->clear();
mPlayer->setCell(0);
mPlayer->getPlayer().getRefData() = RefData();
mPlayer->set(mStore.get<ESM::NPC>().find ("player"));
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}
mCells.clear();
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mDoorStates.clear();
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mGoToJail = false;
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mTeleportEnabled = true;
mLevitationEnabled = true;
mPlayerTraveling = false;
mPlayerInJail = false;
fillGlobalVariables();
}
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int World::countSavedGameRecords() const
{
return
mCells.countSavedGameRecords()
+mStore.countSavedGameRecords()
+mGlobalVariables.countSavedGameRecords()
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+mProjectileManager->countSavedGameRecords()
+1 // player record
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+1 // weather record
+1 // actorId counter
+1 // levitation/teleport enabled state
+1; // camera
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}
int World::countSavedGameCells() const
{
return mCells.countSavedGameRecords();
}
void World::write (ESM::ESMWriter& writer, Loading::Listener& progress) const
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{
// Active cells could have a dirty fog of war, sync it to the CellStore first
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for (CellStore* cellstore : mWorldScene->getActiveCells())
{
MWBase::Environment::get().getWindowManager()->writeFog(cellstore);
}
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MWMechanics::CreatureStats::writeActorIdCounter(writer);
mStore.write (writer, progress); // dynamic Store must be written (and read) before Cells, so that
// references to custom made records will be recognized
mPlayer->write (writer, progress);
mCells.write (writer, progress);
mGlobalVariables.write (writer, progress);
mWeatherManager->write (writer, progress);
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mProjectileManager->write (writer, progress);
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writer.startRecord(ESM::REC_ENAB);
writer.writeHNT("TELE", mTeleportEnabled);
writer.writeHNT("LEVT", mLevitationEnabled);
writer.endRecord(ESM::REC_ENAB);
writer.startRecord(ESM::REC_CAM_);
writer.writeHNT("FIRS", isFirstPerson());
writer.endRecord(ESM::REC_CAM_);
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}
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void World::readRecord (ESM::ESMReader& reader, uint32_t type,
const std::map<int, int>& contentFileMap)
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{
switch (type)
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{
case ESM::REC_ACTC:
MWMechanics::CreatureStats::readActorIdCounter(reader);
return;
case ESM::REC_ENAB:
reader.getHNT(mTeleportEnabled, "TELE");
reader.getHNT(mLevitationEnabled, "LEVT");
return;
case ESM::REC_PLAY:
mPlayer->readRecord(reader, type);
if (getPlayerPtr().isInCell())
{
mWorldScene->preloadCell(getPlayerPtr().getCell(), true);
mWorldScene->preloadTerrain(getPlayerPtr().getRefData().getPosition().asVec3());
}
break;
default:
if (!mStore.readRecord (reader, type) &&
!mGlobalVariables.readRecord (reader, type) &&
!mWeatherManager->readRecord (reader, type) &&
!mCells.readRecord (reader, type, contentFileMap)
&& !mProjectileManager->readRecord (reader, type)
)
{
throw std::runtime_error ("unknown record in saved game");
}
break;
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}
}
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void World::ensureNeededRecords()
{
std::map<std::string, ESM::Variant> gmst;
// Companion (tribunal)
gmst["sCompanionShare"] = ESM::Variant("Companion Share");
gmst["sCompanionWarningMessage"] = ESM::Variant("Warning message");
gmst["sCompanionWarningButtonOne"] = ESM::Variant("Button 1");
gmst["sCompanionWarningButtonTwo"] = ESM::Variant("Button 2");
gmst["sProfitValue"] = ESM::Variant("Profit Value");
gmst["sTeleportDisabled"] = ESM::Variant("Teleport disabled");
gmst["sLevitateDisabled"] = ESM::Variant("Levitate disabled");
// Missing in unpatched MW 1.0
gmst["sDifficulty"] = ESM::Variant("Difficulty");
gmst["fDifficultyMult"] = ESM::Variant(5.f);
gmst["sAuto_Run"] = ESM::Variant("Auto Run");
gmst["sServiceRefusal"] = ESM::Variant("Service Refusal");
gmst["sNeedOneSkill"] = ESM::Variant("Need one skill");
gmst["sNeedTwoSkills"] = ESM::Variant("Need two skills");
gmst["sEasy"] = ESM::Variant("Easy");
gmst["sHard"] = ESM::Variant("Hard");
gmst["sDeleteNote"] = ESM::Variant("Delete Note");
gmst["sEditNote"] = ESM::Variant("Edit Note");
gmst["sAdmireSuccess"] = ESM::Variant("Admire Success");
gmst["sAdmireFail"] = ESM::Variant("Admire Fail");
gmst["sIntimidateSuccess"] = ESM::Variant("Intimidate Success");
gmst["sIntimidateFail"] = ESM::Variant("Intimidate Fail");
gmst["sTauntSuccess"] = ESM::Variant("Taunt Success");
gmst["sTauntFail"] = ESM::Variant("Taunt Fail");
gmst["sBribeSuccess"] = ESM::Variant("Bribe Success");
gmst["sBribeFail"] = ESM::Variant("Bribe Fail");
gmst["fNPCHealthBarTime"] = ESM::Variant(5.f);
gmst["fNPCHealthBarFade"] = ESM::Variant(1.f);
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gmst["fFleeDistance"] = ESM::Variant(3000.f);
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gmst["sMaxSale"] = ESM::Variant("Max Sale");
gmst["sAnd"] = ESM::Variant("and");
// Werewolf (BM)
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gmst["fWereWolfRunMult"] = ESM::Variant(1.3f);
gmst["fWereWolfSilverWeaponDamageMult"] = ESM::Variant(2.f);
gmst["iWerewolfFightMod"] = ESM::Variant(100);
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gmst["iWereWolfFleeMod"] = ESM::Variant(100);
gmst["iWereWolfLevelToAttack"] = ESM::Variant(20);
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gmst["iWereWolfBounty"] = ESM::Variant(1000);
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gmst["fCombatDistanceWerewolfMod"] = ESM::Variant(0.3f);
for (const std::pair<std::string, ESM::Variant> &params : gmst)
{
if (!mStore.get<ESM::GameSetting>().search(params.first))
{
ESM::GameSetting record;
record.mId = params.first;
record.mValue = params.second;
mStore.insertStatic(record);
}
}
std::map<std::string, ESM::Variant> globals;
// vanilla Morrowind does not define dayspassed.
globals["dayspassed"] = ESM::Variant(1); // but the addons start counting at 1 :(
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globals["werewolfclawmult"] = ESM::Variant(25.f);
globals["pcknownwerewolf"] = ESM::Variant(0);
// following should exist in all versions of MW, but not necessarily in TCs
globals["gamehour"] = ESM::Variant(0.f);
globals["timescale"] = ESM::Variant(30.f);
globals["day"] = ESM::Variant(1);
globals["month"] = ESM::Variant(1);
globals["year"] = ESM::Variant(1);
globals["pcrace"] = ESM::Variant(0);
globals["pchascrimegold"] = ESM::Variant(0);
globals["pchasgolddiscount"] = ESM::Variant(0);
globals["crimegolddiscount"] = ESM::Variant(0);
globals["crimegoldturnin"] = ESM::Variant(0);
globals["pchasturnin"] = ESM::Variant(0);
for (const std::pair<std::string, ESM::Variant> &params : globals)
{
if (!mStore.get<ESM::Global>().search(params.first))
{
ESM::Global record;
record.mId = params.first;
record.mValue = params.second;
mStore.insertStatic(record);
}
}
std::map<std::string, std::string> statics;
// Total conversions from SureAI lack marker records
statics["divinemarker"] = "marker_divine.nif";
statics["doormarker"] = "marker_arrow.nif";
statics["northmarker"] = "marker_north.nif";
statics["templemarker"] = "marker_temple.nif";
statics["travelmarker"] = "marker_travel.nif";
for (const std::pair<std::string, std::string> &params : statics)
{
if (!mStore.get<ESM::Static>().search(params.first))
{
ESM::Static record;
record.mId = params.first;
record.mModel = params.second;
mStore.insertStatic(record);
}
}
std::map<std::string, std::string> doors;
doors["prisonmarker"] = "marker_prison.nif";
for (const std::pair<std::string, std::string> &params : doors)
{
if (!mStore.get<ESM::Door>().search(params.first))
{
ESM::Door record;
record.mId = params.first;
record.mModel = params.second;
mStore.insertStatic(record);
}
}
}
World::~World()
{
// Must be cleared before mRendering is destroyed
mProjectileManager->clear();
}
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const ESM::Cell *World::getExterior (const std::string& cellName) const
{
// first try named cells
const ESM::Cell *cell = mStore.get<ESM::Cell>().searchExtByName (cellName);
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if (cell)
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return cell;
// didn't work -> now check for regions
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for (const ESM::Region &region : mStore.get<ESM::Region>())
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{
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if (Misc::StringUtils::ciEqual(cellName, region.mName))
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{
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return mStore.get<ESM::Cell>().searchExtByRegion(region.mId);
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}
}
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return nullptr;
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}
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const Fallback::Map *World::getFallback() const
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{
return &mFallback;
}
CellStore *World::getExterior (int x, int y)
{
return mCells.getExterior (x, y);
}
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CellStore *World::getInterior (const std::string& name)
{
return mCells.getInterior (name);
}
CellStore *World::getCell (const ESM::CellId& id)
{
if (id.mPaged)
return getExterior (id.mIndex.mX, id.mIndex.mY);
else
return getInterior (id.mWorldspace);
}
void World::useDeathCamera()
{
if(mRendering->getCamera()->isVanityOrPreviewModeEnabled() )
{
mRendering->getCamera()->togglePreviewMode(false);
mRendering->getCamera()->toggleVanityMode(false);
}
if(mRendering->getCamera()->isFirstPerson())
mRendering->getCamera()->toggleViewMode(true);
}
MWWorld::Player& World::getPlayer()
{
return *mPlayer;
}
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const MWWorld::ESMStore& World::getStore() const
{
return mStore;
}
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std::vector<ESM::ESMReader>& World::getEsmReader()
{
return mEsm;
}
LocalScripts& World::getLocalScripts()
{
return mLocalScripts;
}
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bool World::hasCellChanged() const
{
return mWorldScene->hasCellChanged();
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}
void World::setGlobalInt (const std::string& name, int value)
{
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if (name=="gamehour")
setHour (value);
else if (name=="day")
setDay (value);
else if (name=="month")
setMonth (value);
else
mGlobalVariables[name].setInteger (value);
}
void World::setGlobalFloat (const std::string& name, float value)
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{
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if (name=="gamehour")
setHour (value);
else if (name=="day")
setDay(static_cast<int>(value));
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else if (name=="month")
setMonth(static_cast<int>(value));
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else
mGlobalVariables[name].setFloat (value);
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}
int World::getGlobalInt (const std::string& name) const
{
return mGlobalVariables[name].getInteger();
}
float World::getGlobalFloat (const std::string& name) const
{
return mGlobalVariables[name].getFloat();
}
char World::getGlobalVariableType (const std::string& name) const
{
return mGlobalVariables.getType (name);
}
std::string World::getCellName (const MWWorld::CellStore *cell) const
{
if (!cell)
cell = mWorldScene->getCurrentCell();
if (!cell->getCell()->isExterior() || !cell->getCell()->mName.empty())
return cell->getCell()->mName;
if (const ESM::Region* region = mStore.get<ESM::Region>().search (cell->getCell()->mRegion))
return region->mName;
return mStore.get<ESM::GameSetting>().find ("sDefaultCellname")->mValue.getString();
}
void World::removeRefScript (MWWorld::RefData *ref)
{
mLocalScripts.remove (ref);
}
Ptr World::searchPtr (const std::string& name, bool activeOnly)
{
Ptr ret;
// the player is always in an active cell.
if (name=="player")
{
return mPlayer->getPlayer();
}
std::string lowerCaseName = Misc::StringUtils::lowerCase(name);
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for (CellStore* cellstore : mWorldScene->getActiveCells())
{
// TODO: caching still doesn't work efficiently here (only works for the one CellStore that the reference is in)
Ptr ptr = mCells.getPtr (lowerCaseName, *cellstore, false);
if (!ptr.isEmpty())
return ptr;
}
if (!activeOnly)
{
ret = mCells.getPtr (lowerCaseName);
if (!ret.isEmpty())
return ret;
}
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for (CellStore* cellstore : mWorldScene->getActiveCells())
{
Ptr ptr = cellstore->searchInContainer(lowerCaseName);
if (!ptr.isEmpty())
return ptr;
}
Ptr ptr = mPlayer->getPlayer().getClass()
.getContainerStore(mPlayer->getPlayer()).search(lowerCaseName);
return ptr;
}
Ptr World::getPtr (const std::string& name, bool activeOnly)
{
Ptr ret = searchPtr(name, activeOnly);
if (!ret.isEmpty())
return ret;
throw std::runtime_error ("unknown ID: " + name);
}
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Ptr World::searchPtrViaActorId (int actorId)
{
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// The player is not registered in any CellStore so must be checked manually
if (actorId == getPlayerPtr().getClass().getCreatureStats(getPlayerPtr()).getActorId())
return getPlayerPtr();
// Now search cells
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return mWorldScene->searchPtrViaActorId (actorId);
}
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struct FindContainerVisitor
{
ConstPtr mContainedPtr;
Ptr mResult;
FindContainerVisitor(const ConstPtr& containedPtr) : mContainedPtr(containedPtr) {}
bool operator() (Ptr ptr)
{
if (mContainedPtr.getContainerStore() == &ptr.getClass().getContainerStore(ptr))
{
mResult = ptr;
return false;
}
return true;
}
};
Ptr World::findContainer(const ConstPtr& ptr)
{
if (ptr.isInCell())
return Ptr();
Ptr player = getPlayerPtr();
if (ptr.getContainerStore() == &player.getClass().getContainerStore(player))
return player;
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for (CellStore* cellstore : mWorldScene->getActiveCells())
{
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FindContainerVisitor visitor(ptr);
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cellstore->forEachType<ESM::Container>(visitor);
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if (visitor.mResult.isEmpty())
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cellstore->forEachType<ESM::Creature>(visitor);
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if (visitor.mResult.isEmpty())
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cellstore->forEachType<ESM::NPC>(visitor);
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if (!visitor.mResult.isEmpty())
return visitor.mResult;
}
return Ptr();
}
void World::addContainerScripts(const Ptr& reference, CellStore * cell)
{
if( reference.getTypeName()==typeid (ESM::Container).name() ||
reference.getTypeName()==typeid (ESM::NPC).name() ||
reference.getTypeName()==typeid (ESM::Creature).name())
{
MWWorld::ContainerStore& container = reference.getClass().getContainerStore(reference);
for(MWWorld::ContainerStoreIterator it = container.begin(); it != container.end(); ++it)
{
std::string script = it->getClass().getScript(*it);
if(script != "")
{
MWWorld::Ptr item = *it;
item.mCell = cell;
mLocalScripts.add (script, item);
}
}
}
}
void World::enable (const Ptr& reference)
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{
// enable is a no-op for items in containers
if (!reference.isInCell())
return;
if (!reference.getRefData().isEnabled())
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{
reference.getRefData().enable();
if(mWorldScene->getActiveCells().find (reference.getCell()) != mWorldScene->getActiveCells().end() && reference.getRefData().getCount())
mWorldScene->addObjectToScene (reference);
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}
}
void World::removeContainerScripts(const Ptr& reference)
{
if( reference.getTypeName()==typeid (ESM::Container).name() ||
reference.getTypeName()==typeid (ESM::NPC).name() ||
reference.getTypeName()==typeid (ESM::Creature).name())
{
MWWorld::ContainerStore& container = reference.getClass().getContainerStore(reference);
for(MWWorld::ContainerStoreIterator it = container.begin(); it != container.end(); ++it)
{
std::string script = it->getClass().getScript(*it);
if(script != "")
{
MWWorld::Ptr item = *it;
mLocalScripts.remove (item);
}
}
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}
}
void World::disable (const Ptr& reference)
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{
// disable is a no-op for items in containers
if (!reference.isInCell())
return;
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if (reference.getRefData().isEnabled())
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{
if (reference == getPlayerPtr())
throw std::runtime_error("can not disable player object");
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reference.getRefData().disable();
if(mWorldScene->getActiveCells().find (reference.getCell())!=mWorldScene->getActiveCells().end() && reference.getRefData().getCount())
mWorldScene->removeObjectFromScene (reference);
}
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}
void World::advanceTime (double hours, bool incremental)
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{
MWBase::Environment::get().getMechanicsManager()->advanceTime(static_cast<float>(hours * 3600));
mWeatherManager->advanceTime (hours, incremental);
if (!incremental)
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{
mRendering->notifyWorldSpaceChanged();
mProjectileManager->clear();
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}
hours += mGameHour->getFloat();
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setHour (hours);
int days = static_cast<int>(hours / 24);
if (days>0)
mDaysPassed->setInteger (
days + mDaysPassed->getInteger());
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}
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void World::setHour (double hour)
{
if (hour<0)
hour = 0;
int days = static_cast<int>(hour / 24);
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hour = std::fmod (hour, 24);
mGameHour->setFloat(static_cast<float>(hour));
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if (days>0)
setDay (days + mDay->getInteger());
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}
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void World::setDay (int day)
{
if (day<1)
day = 1;
int month = mMonth->getInteger();
while (true)
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{
int days = getDaysPerMonth (month);
if (day<=days)
break;
if (month<11)
{
++month;
}
else
{
month = 0;
mYear->setInteger(mYear->getInteger()+1);
}
day -= days;
}
mDay->setInteger(day);
mMonth->setInteger(month);
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mRendering->skySetDate(day, month);
}
void World::setMonth (int month)
{
if (month<0)
month = 0;
int years = month / 12;
month = month % 12;
int days = getDaysPerMonth (month);
if (mDay->getInteger()>days)
mDay->setInteger (days);
mMonth->setInteger (month);
if (years>0)
mYear->setInteger (years+mYear->getInteger());
mRendering->skySetDate (mDay->getInteger(), month);
}
int World::getDay() const
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{
return mDay->getInteger();
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}
int World::getMonth() const
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{
return mMonth->getInteger();
}
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int World::getYear() const
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{
return mYear->getInteger();
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}
std::string World::getMonthName (int month) const
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{
if (month==-1)
month = getMonth();
const int months = 12;
if (month<0 || month>=months)
return "";
static const char *monthNames[months] =
{
"sMonthMorningstar", "sMonthSunsdawn", "sMonthFirstseed", "sMonthRainshand",
"sMonthSecondseed", "sMonthMidyear", "sMonthSunsheight", "sMonthLastseed",
"sMonthHeartfire", "sMonthFrostfall", "sMonthSunsdusk", "sMonthEveningstar"
};
return mStore.get<ESM::GameSetting>().find (monthNames[month])->mValue.getString();
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}
TimeStamp World::getTimeStamp() const
{
return TimeStamp (mGameHour->getFloat(), mDaysPassed->getInteger());
}
bool World::toggleSky()
{
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mSky = !mSky;
mRendering->setSkyEnabled(mSky);
return mSky;
}
int World::getMasserPhase() const
{
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return mRendering->skyGetMasserPhase();
}
int World::getSecundaPhase() const
{
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return mRendering->skyGetSecundaPhase();
}
void World::setMoonColour (bool red)
{
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mRendering->skySetMoonColour (red);
}
float World::getTimeScaleFactor() const
{
return mTimeScale->getFloat();
}
void World::changeToInteriorCell (const std::string& cellName, const ESM::Position& position, bool adjustPlayerPos, bool changeEvent)
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{
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mPhysics->clearQueuedMovement();
if (changeEvent && mCurrentWorldSpace != cellName)
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{
// changed worldspace
mProjectileManager->clear();
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mRendering->notifyWorldSpaceChanged();
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mCurrentWorldSpace = cellName;
}
removeContainerScripts(getPlayerPtr());
mWorldScene->changeToInteriorCell(cellName, position, adjustPlayerPos, changeEvent);
addContainerScripts(getPlayerPtr(), getPlayerPtr().getCell());
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}
void World::changeToExteriorCell (const ESM::Position& position, bool adjustPlayerPos, bool changeEvent)
{
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mPhysics->clearQueuedMovement();
if (changeEvent && mCurrentWorldSpace != ESM::CellId::sDefaultWorldspace)
{
// changed worldspace
mProjectileManager->clear();
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mRendering->notifyWorldSpaceChanged();
}
removeContainerScripts(getPlayerPtr());
mWorldScene->changeToExteriorCell(position, adjustPlayerPos, changeEvent);
addContainerScripts(getPlayerPtr(), getPlayerPtr().getCell());
}
void World::changeToCell (const ESM::CellId& cellId, const ESM::Position& position, bool adjustPlayerPos, bool changeEvent)
{
if (!changeEvent)
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mCurrentWorldSpace = cellId.mWorldspace;
if (cellId.mPaged)
changeToExteriorCell (position, adjustPlayerPos, changeEvent);
else
changeToInteriorCell (cellId.mWorldspace, position, adjustPlayerPos, changeEvent);
}
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void World::markCellAsUnchanged()
{
return mWorldScene->markCellAsUnchanged();
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}
float World::getMaxActivationDistance ()
{
if (mActivationDistanceOverride >= 0)
return static_cast<float>(mActivationDistanceOverride);
static const int iMaxActivateDist = mStore.get<ESM::GameSetting>().find("iMaxActivateDist")->mValue.getInteger();
return static_cast<float>(iMaxActivateDist);
}
MWWorld::Ptr World::getFacedObject()
{
MWWorld::Ptr facedObject;
if (MWBase::Environment::get().getWindowManager()->isGuiMode() &&
MWBase::Environment::get().getWindowManager()->isConsoleMode())
facedObject = getFacedObject(getMaxActivationDistance() * 50, false);
else
{
float activationDistance = getActivationDistancePlusTelekinesis();
facedObject = getFacedObject(activationDistance, true);
if (!facedObject.isEmpty() && !facedObject.getClass().allowTelekinesis(facedObject)
&& mDistanceToFacedObject > getMaxActivationDistance() && !MWBase::Environment::get().getWindowManager()->isGuiMode())
return 0;
}
return facedObject;
}
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float World::getDistanceToFacedObject()
{
return mDistanceToFacedObject;
}
osg::Matrixf World::getActorHeadTransform(const MWWorld::ConstPtr& actor) const
{
const MWRender::Animation *anim = mRendering->getAnimation(actor);
if(anim)
{
const osg::Node *node = anim->getNode("Head");
if(!node) node = anim->getNode("Bip01 Head");
if(node)
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{
osg::NodePathList nodepaths = node->getParentalNodePaths();
if(!nodepaths.empty())
return osg::computeLocalToWorld(nodepaths[0]);
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}
}
return osg::Matrixf::translate(actor.getRefData().getPosition().asVec3());
}
std::pair<MWWorld::Ptr,osg::Vec3f> World::getHitContact(const MWWorld::ConstPtr &ptr, float distance, std::vector<MWWorld::Ptr> &targets)
{
const ESM::Position &posdata = ptr.getRefData().getPosition();
osg::Quat rot = osg::Quat(posdata.rot[0], osg::Vec3f(-1,0,0)) * osg::Quat(posdata.rot[2], osg::Vec3f(0,0,-1));
osg::Vec3f halfExtents = mPhysics->getHalfExtents(ptr);
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// the origin of hitbox is an actor's front, not center
distance += halfExtents.y();
// special cased for better aiming with the camera
// if we do not hit anything, will use the default approach as fallback
if (ptr == getPlayerPtr())
{
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osg::Vec3f pos = getActorHeadTransform(ptr).getTrans();
std::pair<MWWorld::Ptr,osg::Vec3f> result = mPhysics->getHitContact(ptr, pos, rot, distance, targets);
if(!result.first.isEmpty())
return std::make_pair(result.first, result.second);
}
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osg::Vec3f pos = ptr.getRefData().getPosition().asVec3();
// general case, compatible with all types of different creatures
// note: we intentionally do *not* use the collision box offset here, this is required to make
// some flying creatures work that have their collision box offset in the air
pos.z() += halfExtents.z();
std::pair<MWWorld::Ptr,osg::Vec3f> result = mPhysics->getHitContact(ptr, pos, rot, distance, targets);
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if(result.first.isEmpty())
return std::make_pair(MWWorld::Ptr(), osg::Vec3f());
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return std::make_pair(result.first, result.second);
}
void World::deleteObject (const Ptr& ptr)
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{
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if (!ptr.getRefData().isDeleted() && ptr.getContainerStore() == nullptr)
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{
if (ptr == getPlayerPtr())
throw std::runtime_error("can not delete player object");
ptr.getRefData().setCount(0);
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if (ptr.isInCell()
&& mWorldScene->getActiveCells().find(ptr.getCell()) != mWorldScene->getActiveCells().end()
&& ptr.getRefData().isEnabled())
{
mWorldScene->removeObjectFromScene (ptr);
mLocalScripts.remove (ptr);
removeContainerScripts (ptr);
}
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}
}
void World::undeleteObject(const Ptr& ptr)
{
if (!ptr.getCellRef().hasContentFile())
return;
if (ptr.getRefData().isDeleted())
{
ptr.getRefData().setCount(1);
if (mWorldScene->getActiveCells().find(ptr.getCell()) != mWorldScene->getActiveCells().end()
&& ptr.getRefData().isEnabled())
{
mWorldScene->addObjectToScene(ptr);
std::string script = ptr.getClass().getScript(ptr);
if (!script.empty())
mLocalScripts.add(script, ptr);
addContainerScripts(ptr, ptr.getCell());
}
}
}
MWWorld::Ptr World::moveObject(const Ptr &ptr, CellStore* newCell, float x, float y, float z, bool movePhysics)
{
ESM::Position pos = ptr.getRefData().getPosition();
pos.pos[0] = x;
pos.pos[1] = y;
pos.pos[2] = z;
ptr.getRefData().setPosition(pos);
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osg::Vec3f vec(x, y, z);
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CellStore *currCell = ptr.isInCell() ? ptr.getCell() : nullptr; // currCell == nullptr should only happen for player, during initial startup
bool isPlayer = ptr == mPlayer->getPlayer();
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bool haveToMove = isPlayer || (currCell && mWorldScene->isCellActive(*currCell));
MWWorld::Ptr newPtr = ptr;
if (!isPlayer && !currCell)
throw std::runtime_error("Can not move actor \"" + ptr.getCellRef().getRefId() + "\" to another cell: current cell is nullptr");
if (!newCell)
throw std::runtime_error("Can not move actor \"" + ptr.getCellRef().getRefId() + "\" to another cell: new cell is nullptr");
if (currCell != newCell)
{
removeContainerScripts(ptr);
if (isPlayer)
{
if (!newCell->isExterior())
{
changeToInteriorCell(Misc::StringUtils::lowerCase(newCell->getCell()->mName), pos, false);
removeContainerScripts(getPlayerPtr());
}
else
{
if (mWorldScene->isCellActive(*newCell))
mWorldScene->changePlayerCell(newCell, pos, false);
else
mWorldScene->changeToExteriorCell(pos, false);
}
addContainerScripts (getPlayerPtr(), newCell);
newPtr = getPlayerPtr();
}
else
{
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bool currCellActive = mWorldScene->isCellActive(*currCell);
bool newCellActive = mWorldScene->isCellActive(*newCell);
if (!currCellActive && newCellActive)
{
newPtr = currCell->moveTo(ptr, newCell);
mWorldScene->addObjectToScene(newPtr);
std::string script = newPtr.getClass().getScript(newPtr);
if (!script.empty())
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{
mLocalScripts.add(script, newPtr);
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}
addContainerScripts(newPtr, newCell);
}
else if (!newCellActive && currCellActive)
{
mWorldScene->removeObjectFromScene(ptr);
mLocalScripts.remove(ptr);
removeContainerScripts (ptr);
haveToMove = false;
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newPtr = currCell->moveTo(ptr, newCell);
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newPtr.getRefData().setBaseNode(0);
}
else if (!currCellActive && !newCellActive)
newPtr = currCell->moveTo(ptr, newCell);
else // both cells active
{
newPtr = currCell->moveTo(ptr, newCell);
mRendering->updatePtr(ptr, newPtr);
MWBase::Environment::get().getSoundManager()->updatePtr (ptr, newPtr);
mPhysics->updatePtr(ptr, newPtr);
MWBase::MechanicsManager *mechMgr = MWBase::Environment::get().getMechanicsManager();
mechMgr->updateCell(ptr, newPtr);
std::string script =
ptr.getClass().getScript(ptr);
if (!script.empty())
{
mLocalScripts.remove(ptr);
removeContainerScripts (ptr);
mLocalScripts.add(script, newPtr);
addContainerScripts (newPtr, newCell);
}
}
}
}
if (haveToMove && newPtr.getRefData().getBaseNode())
{
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mRendering->moveObject(newPtr, vec);
if (movePhysics)
{
mPhysics->updatePosition(newPtr);
mPhysics->updatePtr(ptr, newPtr);
}
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}
if (isPlayer)
{
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mWorldScene->playerMoved(vec);
}
return newPtr;
}
MWWorld::Ptr World::moveObjectImp(const Ptr& ptr, float x, float y, float z, bool movePhysics)
{
CellStore *cell = ptr.getCell();
if (cell->isExterior()) {
int cellX, cellY;
positionToIndex(x, y, cellX, cellY);
cell = getExterior(cellX, cellY);
}
return moveObject(ptr, cell, x, y, z, movePhysics);
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}
MWWorld::Ptr World::moveObject (const Ptr& ptr, float x, float y, float z)
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{
return moveObjectImp(ptr, x, y, z);
}
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void World::scaleObject (const Ptr& ptr, float scale)
{
ptr.getCellRef().setScale(scale);
mWorldScene->updateObjectScale(ptr);
}
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void World::rotateObjectImp (const Ptr& ptr, const osg::Vec3f& rot, bool adjust)
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{
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const float pi = static_cast<float>(osg::PI);
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ESM::Position pos = ptr.getRefData().getPosition();
float *objRot = pos.rot;
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if(adjust)
{
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objRot[0] += rot.x();
objRot[1] += rot.y();
objRot[2] += rot.z();
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}
else
{
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objRot[0] = rot.x();
objRot[1] = rot.y();
objRot[2] = rot.z();
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}
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if(ptr.getClass().isActor())
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{
/* HACK? Actors shouldn't really be rotating around X (or Y), but
* currently it's done so for rotating the camera, which needs
* clamping.
*/
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const float half_pi = pi/2.f;
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if(objRot[0] < -half_pi) objRot[0] = -half_pi;
else if(objRot[0] > half_pi) objRot[0] = half_pi;
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wrap(objRot[1]);
wrap(objRot[2]);
}
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ptr.getRefData().setPosition(pos);
if(ptr.getRefData().getBaseNode() != 0)
mWorldScene->updateObjectRotation(ptr, true);
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}
void World::adjustPosition(const Ptr &ptr, bool force)
{
osg::Vec3f pos (ptr.getRefData().getPosition().asVec3());
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if(!ptr.getRefData().getBaseNode())
{
// will be adjusted when Ptr's cell becomes active
return;
}
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float terrainHeight = -std::numeric_limits<float>::max();
if (ptr.getCell()->isExterior())
terrainHeight = getTerrainHeightAt(pos);
if (pos.z() < terrainHeight)
pos.z() = terrainHeight;
pos.z() += 20; // place slightly above. will snap down to ground with code below
if (force || !ptr.getClass().isActor() || (!isFlying(ptr) && isActorCollisionEnabled(ptr)))
{
osg::Vec3f traced = mPhysics->traceDown(ptr, pos, Constants::CellSizeInUnits);
if (traced.z() < pos.z())
pos.z() = traced.z();
}
moveObject(ptr, ptr.getCell(), pos.x(), pos.y(), pos.z());
}
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void World::fixPosition()
{
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const MWWorld::Ptr actor = getPlayerPtr();
const float distance = 128.f;
ESM::Position esmPos = actor.getRefData().getPosition();
osg::Quat orientation(esmPos.rot[2], osg::Vec3f(0,0,-1));
osg::Vec3f pos (esmPos.asVec3());
int direction = 0;
int fallbackDirections[4] = {direction, (direction+3)%4, (direction+2)%4, (direction+1)%4};
osg::Vec3f targetPos = pos;
for (int i=0; i<4; ++i)
{
direction = fallbackDirections[i];
if (direction == 0) targetPos = pos + (orientation * osg::Vec3f(0,1,0)) * distance;
else if(direction == 1) targetPos = pos - (orientation * osg::Vec3f(0,1,0)) * distance;
else if(direction == 2) targetPos = pos - (orientation * osg::Vec3f(1,0,0)) * distance;
else if(direction == 3) targetPos = pos + (orientation * osg::Vec3f(1,0,0)) * distance;
// destination is free
if (!castRay(pos.x(), pos.y(), pos.z(), targetPos.x(), targetPos.y(), targetPos.z()))
break;
}
targetPos.z() += distance / 2.f; // move up a bit to get out from geometry, will snap down later
osg::Vec3f traced = mPhysics->traceDown(actor, targetPos, Constants::CellSizeInUnits);
if (traced != pos)
{
esmPos.pos[0] = traced.x();
esmPos.pos[1] = traced.y();
esmPos.pos[2] = traced.z();
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MWWorld::ActionTeleport(actor.getCell()->isExterior() ? "" : actor.getCell()->getCell()->mName, esmPos, false).execute(actor);
}
}
void World::rotateObject (const Ptr& ptr,float x,float y,float z, bool adjust)
{
rotateObjectImp(ptr, osg::Vec3f(x, y, z), adjust);
}
void World::rotateWorldObject (const Ptr& ptr, osg::Quat rotate)
{
if(ptr.getRefData().getBaseNode() != 0)
{
mRendering->rotateObject(ptr, rotate);
mPhysics->updateRotation(ptr);
}
}
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MWWorld::Ptr World::placeObject(const MWWorld::ConstPtr& ptr, MWWorld::CellStore* cell, ESM::Position pos)
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{
return copyObjectToCell(ptr,cell,pos,ptr.getRefData().getCount(),false);
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}
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MWWorld::Ptr World::safePlaceObject(const ConstPtr &ptr, const ConstPtr &referenceObject, MWWorld::CellStore* referenceCell, int direction, float distance)
{
ESM::Position ipos = referenceObject.getRefData().getPosition();
osg::Vec3f pos(ipos.asVec3());
osg::Quat orientation(ipos.rot[2], osg::Vec3f(0,0,-1));
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int fallbackDirections[4] = {direction, (direction+3)%4, (direction+2)%4, (direction+1)%4};
osg::Vec3f spawnPoint = pos;
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for (int i=0; i<4; ++i)
{
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direction = fallbackDirections[i];
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if (direction == 0) spawnPoint = pos + (orientation * osg::Vec3f(0,1,0)) * distance;
else if(direction == 1) spawnPoint = pos - (orientation * osg::Vec3f(0,1,0)) * distance;
else if(direction == 2) spawnPoint = pos - (orientation * osg::Vec3f(1,0,0)) * distance;
else if(direction == 3) spawnPoint = pos + (orientation * osg::Vec3f(1,0,0)) * distance;
if (!ptr.getClass().isActor())
break;
// check if spawn point is safe, fall back to another direction if not
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spawnPoint.z() += 30; // move up a little to account for slopes, will snap down later
if (!castRay(spawnPoint.x(), spawnPoint.y(), spawnPoint.z(),
pos.x(), pos.y(), pos.z() + 20))
{
// safe
break;
}
}
ipos.pos[0] = spawnPoint.x();
ipos.pos[1] = spawnPoint.y();
ipos.pos[2] = spawnPoint.z();
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if (!referenceObject.getClass().isActor())
{
ipos.rot[0] = referenceObject.getRefData().getPosition().rot[0];
ipos.rot[1] = referenceObject.getRefData().getPosition().rot[1];
}
else
{
ipos.rot[0] = 0;
ipos.rot[1] = 0;
}
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ipos.rot[2] = referenceObject.getRefData().getPosition().rot[2];
MWWorld::Ptr placed = copyObjectToCell(ptr, referenceCell, ipos, ptr.getRefData().getCount(), false);
adjustPosition(placed, true); // snap to ground
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return placed;
}
void World::indexToPosition (int cellX, int cellY, float &x, float &y, bool centre) const
{
const int cellSize = Constants::CellSizeInUnits;
x = static_cast<float>(cellSize * cellX);
y = static_cast<float>(cellSize * cellY);
if (centre)
{
x += cellSize/2;
y += cellSize/2;
}
}
void World::positionToIndex (float x, float y, int &cellX, int &cellY) const
{
cellX = static_cast<int>(std::floor(x / Constants::CellSizeInUnits));
cellY = static_cast<int>(std::floor(y / Constants::CellSizeInUnits));
}
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void World::queueMovement(const Ptr &ptr, const osg::Vec3f &velocity)
{
mPhysics->queueObjectMovement(ptr, velocity);
}
void World::updateAnimatedCollisionShape(const Ptr &ptr)
{
mPhysics->updateAnimatedCollisionShape(ptr);
}
void World::doPhysics(float duration)
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{
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mPhysics->stepSimulation(duration);
processDoors(duration);
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mProjectileManager->update(duration);
const MWPhysics::PtrVelocityList &results = mPhysics->applyQueuedMovement(duration);
MWPhysics::PtrVelocityList::const_iterator player(results.end());
for(MWPhysics::PtrVelocityList::const_iterator iter(results.begin());iter != results.end();++iter)
{
if(iter->first == getPlayerPtr())
{
// Handle player last, in case a cell transition occurs
player = iter;
continue;
}
moveObjectImp(iter->first, iter->second.x(), iter->second.y(), iter->second.z(), false);
}
if(player != results.end())
moveObjectImp(player->first, player->second.x(), player->second.y(), player->second.z(), false);
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}
void World::updateNavigator()
{
bool updated = false;
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mPhysics->forEachAnimatedObject([&] (const MWPhysics::Object* object)
{
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updated = updateNavigatorObject(object) || updated;
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});
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for (const auto& door : mDoorStates)
if (const auto object = mPhysics->getObject(door.first))
updated = updateNavigatorObject(object) || updated;
if (updated)
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mNavigator->update(getPlayerPtr().getRefData().getPosition().asVec3());
}
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bool World::updateNavigatorObject(const MWPhysics::Object* object)
{
const DetourNavigator::ObjectShapes shapes {
*object->getShapeInstance()->getCollisionShape(),
object->getShapeInstance()->getAvoidCollisionShape()
};
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return mNavigator->updateObject(DetourNavigator::ObjectId(object), shapes, object->getCollisionObject()->getWorldTransform());
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}
bool World::castRay (float x1, float y1, float z1, float x2, float y2, float z2)
{
int mask = MWPhysics::CollisionType_World | MWPhysics::CollisionType_Door;
bool result = castRay(x1, y1, z1, x2, y2, z2, mask);
return result;
}
bool World::castRay (float x1, float y1, float z1, float x2, float y2, float z2, int mask)
{
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osg::Vec3f a(x1,y1,z1);
osg::Vec3f b(x2,y2,z2);
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MWPhysics::PhysicsSystem::RayResult result = mPhysics->castRay(a, b, MWWorld::Ptr(), std::vector<MWWorld::Ptr>(), mask);
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return result.mHit;
}
void World::processDoors(float duration)
{
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std::map<MWWorld::Ptr, int>::iterator it = mDoorStates.begin();
while (it != mDoorStates.end())
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{
if (!mWorldScene->isCellActive(*it->first.getCell()) || !it->first.getRefData().getBaseNode())
{
// The door is no longer in an active cell, or it was disabled.
// Erase from mDoorStates, since we no longer need to move it.
// Once we load the door's cell again (or re-enable the door), Door::insertObject will reinsert to mDoorStates.
mDoorStates.erase(it++);
}
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else
{
const ESM::Position& objPos = it->first.getRefData().getPosition();
float oldRot = objPos.rot[2];
float minRot = it->first.getCellRef().getPosition().rot[2];
float maxRot = minRot + osg::DegreesToRadians(90.f);
float diff = duration * osg::DegreesToRadians(90.f);
float targetRot = std::min(std::max(minRot, oldRot + diff * (it->second == 1 ? 1 : -1)), maxRot);
rotateObject(it->first, objPos.rot[0], objPos.rot[1], targetRot);
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bool reached = (targetRot == maxRot && it->second) || targetRot == minRot;
/// \todo should use convexSweepTest here
std::vector<MWWorld::Ptr> collisions = mPhysics->getCollisions(it->first, MWPhysics::CollisionType_Door, MWPhysics::CollisionType_Actor);
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for (std::vector<MWWorld::Ptr>::iterator cit = collisions.begin(); cit != collisions.end(); ++cit)
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{
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MWWorld::Ptr ptr = *cit;
if (ptr.getClass().isActor())
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{
// Collided with actor, ask actor to try to avoid door
if(ptr != getPlayerPtr() ) {
MWMechanics::AiSequence& seq = ptr.getClass().getCreatureStats(ptr).getAiSequence();
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if(seq.getTypeId() != MWMechanics::AiPackage::TypeIdAvoidDoor) //Only add it once
seq.stack(MWMechanics::AiAvoidDoor(it->first),ptr);
}
// we need to undo the rotation
rotateObject(it->first, objPos.rot[0], objPos.rot[1], oldRot);
reached = false;
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}
}
// the rotation order we want to use
mWorldScene->updateObjectRotation(it->first, false);
if (reached)
{
// Mark as non-moving
it->first.getClass().setDoorState(it->first, 0);
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mDoorStates.erase(it++);
}
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else
++it;
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}
}
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}
void World::setActorCollisionMode(const MWWorld::Ptr& ptr, bool enabled)
{
mPhysics->setActorCollisionMode(ptr, enabled);
}
bool World::isActorCollisionEnabled(const MWWorld::Ptr& ptr)
{
return mPhysics->isActorCollisionEnabled(ptr);
}
bool World::toggleCollisionMode()
{
if (mPhysics->toggleCollisionMode())
{
adjustPosition(getPlayerPtr(), true);
return true;
}
return false;
}
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bool World::toggleRenderMode (MWRender::RenderMode mode)
{
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switch (mode)
{
case MWRender::Render_CollisionDebug:
return mPhysics->toggleDebugRendering();
default:
return mRendering->toggleRenderMode(mode);
}
}
const ESM::Potion *World::createRecord (const ESM::Potion& record)
{
return mStore.insert(record);
}
const ESM::Class *World::createRecord (const ESM::Class& record)
{
return mStore.insert(record);
}
const ESM::Spell *World::createRecord (const ESM::Spell& record)
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{
return mStore.insert(record);
}
const ESM::Cell *World::createRecord (const ESM::Cell& record)
{
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return mStore.insert(record);
}
const ESM::CreatureLevList *World::createOverrideRecord(const ESM::CreatureLevList &record)
{
return mStore.overrideRecord(record);
}
const ESM::ItemLevList *World::createOverrideRecord(const ESM::ItemLevList &record)
{
return mStore.overrideRecord(record);
}
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const ESM::NPC *World::createRecord(const ESM::NPC &record)
{
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bool update = false;
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if (Misc::StringUtils::ciEqual(record.mId, "player"))
{
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const ESM::NPC *player =
mPlayer->getPlayer().get<ESM::NPC>()->mBase;
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update = record.isMale() != player->isMale() ||
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!Misc::StringUtils::ciEqual(record.mRace, player->mRace) ||
!Misc::StringUtils::ciEqual(record.mHead, player->mHead) ||
!Misc::StringUtils::ciEqual(record.mHair, player->mHair);
}
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const ESM::NPC *ret = mStore.insert(record);
if (update) {
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renderPlayer();
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}
return ret;
}
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const ESM::Armor *World::createRecord (const ESM::Armor& record)
{
return mStore.insert(record);
}
const ESM::Weapon *World::createRecord (const ESM::Weapon& record)
{
return mStore.insert(record);
}
const ESM::Clothing *World::createRecord (const ESM::Clothing& record)
{
return mStore.insert(record);
}
const ESM::Enchantment *World::createRecord (const ESM::Enchantment& record)
{
return mStore.insert(record);
}
const ESM::Book *World::createRecord (const ESM::Book& record)
{
return mStore.insert(record);
}
void World::update (float duration, bool paused)
{
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if (mGoToJail && !paused)
goToJail();
// Reset "traveling" flag - there was a frame to detect traveling.
mPlayerTraveling = false;
// The same thing for "in jail" flag: reset it if:
// 1. Player was in jail
// 2. Jailing window was closed
if (mPlayerInJail && !mGoToJail && !MWBase::Environment::get().getWindowManager()->containsMode(MWGui::GM_Jail))
mPlayerInJail = false;
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updateWeather(duration, paused);
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if (!paused)
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{
updateNavigator();
}
updatePlayer();
mPhysics->debugDraw();
mWorldScene->update (duration, paused);
updateSoundListener();
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mSpellPreloadTimer -= duration;
if (mSpellPreloadTimer <= 0.f)
{
mSpellPreloadTimer = 0.1f;
preloadSpells();
}
}
void World::updatePhysics (float duration, bool paused)
{
if (!paused)
{
doPhysics (duration);
}
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}
void World::updatePlayer()
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{
MWWorld::Ptr player = getPlayerPtr();
// TODO: move to MWWorld::Player
if (player.getCell()->isExterior())
{
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ESM::Position pos = player.getRefData().getPosition();
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mPlayer->setLastKnownExteriorPosition(pos.asVec3());
}
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bool isWerewolf = player.getClass().getNpcStats(player).isWerewolf();
bool isFirstPerson = mRendering->getCamera()->isFirstPerson();
if (isWerewolf && isFirstPerson)
{
float werewolfFov = mFallback.getFallbackFloat("General_Werewolf_FOV");
if (werewolfFov != 0)
mRendering->overrideFieldOfView(werewolfFov);
MWBase::Environment::get().getWindowManager()->setWerewolfOverlay(true);
}
else
{
mRendering->resetFieldOfView();
MWBase::Environment::get().getWindowManager()->setWerewolfOverlay(false);
}
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// Sink the camera while sneaking
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bool sneaking = player.getClass().getCreatureStats(getPlayerPtr()).getStance(MWMechanics::CreatureStats::Stance_Sneak);
bool swimming = isSwimming(player);
bool flying = isFlying(player);
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static const float i1stPersonSneakDelta = mStore.get<ESM::GameSetting>().find("i1stPersonSneakDelta")->mValue.getFloat();
if (sneaking && !swimming && !flying)
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mRendering->getCamera()->setSneakOffset(i1stPersonSneakDelta);
else
mRendering->getCamera()->setSneakOffset(0.f);
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int blind = static_cast<int>(player.getClass().getCreatureStats(player).getMagicEffects().get(ESM::MagicEffect::Blind).getMagnitude());
MWBase::Environment::get().getWindowManager()->setBlindness(std::max(0, std::min(100, blind)));
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int nightEye = static_cast<int>(player.getClass().getCreatureStats(player).getMagicEffects().get(ESM::MagicEffect::NightEye).getMagnitude());
mRendering->setNightEyeFactor(std::min(1.f, (nightEye/100.f)));
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mRendering->getCamera()->setCameraDistance();
if(!mRendering->getCamera()->isFirstPerson())
{
osg::Vec3f focal, camera;
mRendering->getCamera()->getPosition(focal, camera);
float radius = mRendering->getNearClipDistance()*2.5f;
MWPhysics::PhysicsSystem::RayResult result = mPhysics->castSphere(focal, camera, radius);
if (result.mHit)
mRendering->getCamera()->setCameraDistance((result.mHitPos - focal).length() - radius, false, false);
}
}
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void World::preloadSpells()
{
std::string selectedSpell = MWBase::Environment::get().getWindowManager()->getSelectedSpell();
if (!selectedSpell.empty())
{
const ESM::Spell* spell = mStore.get<ESM::Spell>().search(selectedSpell);
if (spell)
preloadEffects(&spell->mEffects);
}
const MWWorld::Ptr& selectedEnchantItem = MWBase::Environment::get().getWindowManager()->getSelectedEnchantItem();
if (!selectedEnchantItem.isEmpty())
{
std::string enchantId = selectedEnchantItem.getClass().getEnchantment(selectedEnchantItem);
if (!enchantId.empty())
{
const ESM::Enchantment* ench = mStore.get<ESM::Enchantment>().search(selectedEnchantItem.getClass().getEnchantment(selectedEnchantItem));
if (ench)
preloadEffects(&ench->mEffects);
}
}
const MWWorld::Ptr& selectedWeapon = MWBase::Environment::get().getWindowManager()->getSelectedWeapon();
if (!selectedWeapon.isEmpty())
{
std::string enchantId = selectedWeapon.getClass().getEnchantment(selectedWeapon);
if (!enchantId.empty())
{
const ESM::Enchantment* ench = mStore.get<ESM::Enchantment>().search(enchantId);
if (ench && ench->mData.mType == ESM::Enchantment::WhenStrikes)
preloadEffects(&ench->mEffects);
}
}
}
void World::updateSoundListener()
{
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const ESM::Position& refpos = getPlayerPtr().getRefData().getPosition();
osg::Vec3f listenerPos;
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if (isFirstPerson())
listenerPos = mRendering->getCameraPosition();
else
listenerPos = refpos.asVec3() + osg::Vec3f(0, 0, 1.85f * mPhysics->getHalfExtents(getPlayerPtr()).z());
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osg::Quat listenerOrient = osg::Quat(refpos.rot[1], osg::Vec3f(0,-1,0)) *
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osg::Quat(refpos.rot[0], osg::Vec3f(-1,0,0)) *
osg::Quat(refpos.rot[2], osg::Vec3f(0,0,-1));
osg::Vec3f forward = listenerOrient * osg::Vec3f(0,1,0);
osg::Vec3f up = listenerOrient * osg::Vec3f(0,0,1);
bool underwater = isUnderwater(getPlayerPtr().getCell(), mRendering->getCameraPosition());
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MWBase::Environment::get().getSoundManager()->setListenerPosDir(listenerPos, forward, up, underwater);
}
void World::updateWindowManager ()
{
try
{
// inform the GUI about focused object
MWWorld::Ptr object = getFacedObject ();
// retrieve object dimensions so we know where to place the floating label
if (!object.isEmpty ())
{
osg::Vec4f screenBounds = mRendering->getScreenBounds(object);
MWBase::Environment::get().getWindowManager()->setFocusObjectScreenCoords(
screenBounds.x(), screenBounds.y(), screenBounds.z(), screenBounds.w());
}
MWBase::Environment::get().getWindowManager()->setFocusObject(object);
}
catch (std::exception& e)
{
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Log(Debug::Error) << "Error updating window manager: " << e.what();
}
}
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MWWorld::Ptr World::getFacedObject(float maxDistance, bool ignorePlayer)
{
const float camDist = mRendering->getCameraDistance();
maxDistance += camDist;
MWWorld::Ptr facedObject;
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MWRender::RenderingManager::RayResult rayToObject;
if (MWBase::Environment::get().getWindowManager()->isGuiMode())
{
float x, y;
MWBase::Environment::get().getWindowManager()->getMousePosition(x, y);
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rayToObject = mRendering->castCameraToViewportRay(x, y, maxDistance, ignorePlayer);
}
else
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rayToObject = mRendering->castCameraToViewportRay(0.5f, 0.5f, maxDistance, ignorePlayer);
facedObject = rayToObject.mHitObject;
if (rayToObject.mHit)
mDistanceToFacedObject = (rayToObject.mRatio * maxDistance) - camDist;
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else
mDistanceToFacedObject = -1;
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return facedObject;
}
bool World::isCellExterior() const
{
const CellStore *currentCell = mWorldScene->getCurrentCell();
if (currentCell)
{
return currentCell->getCell()->isExterior();
}
return false;
}
bool World::isCellQuasiExterior() const
{
const CellStore *currentCell = mWorldScene->getCurrentCell();
if (currentCell)
{
if (!(currentCell->getCell()->mData.mFlags & ESM::Cell::QuasiEx))
return false;
else
return true;
}
return false;
}
int World::getCurrentWeather() const
{
return mWeatherManager->getWeatherID();
}
void World::changeWeather(const std::string& region, const unsigned int id)
{
mWeatherManager->changeWeather(region, id);
}
void World::modRegion(const std::string &regionid, const std::vector<char> &chances)
{
mWeatherManager->modRegion(regionid, chances);
}
osg::Vec2f World::getNorthVector (const CellStore* cell)
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{
MWWorld::ConstPtr northmarker = cell->searchConst("northmarker");
if (northmarker.isEmpty())
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return osg::Vec2f(0, 1);
osg::Quat orient (-northmarker.getRefData().getPosition().rot[2], osg::Vec3f(0,0,1));
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osg::Vec3f dir = orient * osg::Vec3f(0,1,0);
osg::Vec2f d (dir.x(), dir.y());
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return d;
}
struct GetDoorMarkerVisitor
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{
GetDoorMarkerVisitor(std::vector<World::DoorMarker>& out)
: mOut(out)
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{
}
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std::vector<World::DoorMarker>& mOut;
bool operator()(const MWWorld::Ptr& ptr)
{
MWWorld::LiveCellRef<ESM::Door>& ref = *static_cast<MWWorld::LiveCellRef<ESM::Door>* >(ptr.getBase());
if (!ref.mData.isEnabled() || ref.mData.isDeleted())
return true;
if (ref.mRef.getTeleport())
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{
World::DoorMarker newMarker;
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newMarker.name = MWClass::Door::getDestination(ref);
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ESM::CellId cellid;
if (!ref.mRef.getDestCell().empty())
{
cellid.mWorldspace = ref.mRef.getDestCell();
cellid.mPaged = false;
cellid.mIndex.mX = 0;
cellid.mIndex.mY = 0;
}
else
{
cellid.mPaged = true;
MWBase::Environment::get().getWorld()->positionToIndex(
ref.mRef.getDoorDest().pos[0],
ref.mRef.getDoorDest().pos[1],
cellid.mIndex.mX,
cellid.mIndex.mY);
}
newMarker.dest = cellid;
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ESM::Position pos = ref.mData.getPosition ();
newMarker.x = pos.pos[0];
newMarker.y = pos.pos[1];
mOut.push_back(newMarker);
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}
return true;
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}
};
void World::getDoorMarkers (CellStore* cell, std::vector<World::DoorMarker>& out)
{
GetDoorMarkerVisitor visitor(out);
cell->forEachType<ESM::Door>(visitor);
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}
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void World::setWaterHeight(const float height)
{
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mPhysics->setWaterHeight(height);
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mRendering->setWaterHeight(height);
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}
bool World::toggleWater()
{
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return mRendering->toggleRenderMode(MWRender::Render_Water);
}
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bool World::toggleWorld()
{
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return mRendering->toggleRenderMode(MWRender::Render_Scene);
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}
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bool World::toggleBorders()
{
return mRendering->toggleBorders();
}
void World::PCDropped (const Ptr& item)
{
std::string script = item.getClass().getScript(item);
// Set OnPCDrop Variable on item's script, if it has a script with that variable declared
if(script != "")
item.getRefData().getLocals().setVarByInt(script, "onpcdrop", 1);
}
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MWWorld::Ptr World::placeObject (const MWWorld::ConstPtr& object, float cursorX, float cursorY, int amount)
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{
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const float maxDist = 200.f;
MWRender::RenderingManager::RayResult result = mRendering->castCameraToViewportRay(cursorX, cursorY, maxDist, true, true);
CellStore* cell = getPlayerPtr().getCell();
ESM::Position pos = getPlayerPtr().getRefData().getPosition();
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if (result.mHit)
{
pos.pos[0] = result.mHitPointWorld.x();
pos.pos[1] = result.mHitPointWorld.y();
pos.pos[2] = result.mHitPointWorld.z();
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}
// We want only the Z part of the player's rotation
pos.rot[0] = 0;
pos.rot[1] = 0;
// copy the object and set its count
Ptr dropped = copyObjectToCell(object, cell, pos, amount, true);
// only the player place items in the world, so no need to check actor
PCDropped(dropped);
return dropped;
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}
bool World::canPlaceObject(float cursorX, float cursorY)
{
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const float maxDist = 200.f;
MWRender::RenderingManager::RayResult result = mRendering->castCameraToViewportRay(cursorX, cursorY, maxDist, true, true);
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if (result.mHit)
{
// check if the wanted position is on a flat surface, and not e.g. against a vertical wall
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if (std::acos((result.mHitNormalWorld/result.mHitNormalWorld.length()) * osg::Vec3f(0,0,1)) >= osg::DegreesToRadians(30.f))
return false;
return true;
}
else
return false;
}
Ptr World::copyObjectToCell(const ConstPtr &object, CellStore* cell, ESM::Position pos, int count, bool adjustPos)
{
if (cell->isExterior())
{
int cellX, cellY;
positionToIndex(pos.pos[0], pos.pos[1], cellX, cellY);
cell = mCells.getExterior(cellX, cellY);
}
MWWorld::Ptr dropped =
object.getClass().copyToCell(object, *cell, pos, count);
// Reset some position values that could be uninitialized if this item came from a container
dropped.getCellRef().setPosition(pos);
dropped.getCellRef().unsetRefNum();
if (mWorldScene->isCellActive(*cell)) {
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if (dropped.getRefData().isEnabled()) {
mWorldScene->addObjectToScene(dropped);
}
std::string script = dropped.getClass().getScript(dropped);
if (!script.empty()) {
mLocalScripts.add(script, dropped);
}
addContainerScripts(dropped, cell);
}
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if (!object.getClass().isActor() && adjustPos && dropped.getRefData().getBaseNode())
{
// Adjust position so the location we wanted ends up in the middle of the object bounding box
osg::ComputeBoundsVisitor computeBounds;
computeBounds.setTraversalMask(~MWRender::Mask_ParticleSystem);
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dropped.getRefData().getBaseNode()->accept(computeBounds);
osg::BoundingBox bounds = computeBounds.getBoundingBox();
if (bounds.valid())
{
bounds.set(bounds._min - pos.asVec3(), bounds._max - pos.asVec3());
osg::Vec3f adjust (
(bounds.xMin() + bounds.xMax()) / 2,
(bounds.yMin() + bounds.yMax()) / 2,
bounds.zMin()
);
pos.pos[0] -= adjust.x();
pos.pos[1] -= adjust.y();
pos.pos[2] -= adjust.z();
moveObject(dropped, pos.pos[0], pos.pos[1], pos.pos[2]);
}
}
return dropped;
}
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MWWorld::Ptr World::dropObjectOnGround (const Ptr& actor, const ConstPtr& object, int amount)
{
MWWorld::CellStore* cell = actor.getCell();
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ESM::Position pos =
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actor.getRefData().getPosition();
// We want only the Z part of the actor's rotation
pos.rot[0] = 0;
pos.rot[1] = 0;
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osg::Vec3f orig = pos.asVec3();
orig.z() += 20;
osg::Vec3f dir (0, 0, -1);
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float len = 1000000.0;
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MWRender::RenderingManager::RayResult result = mRendering->castRay(orig, orig+dir*len, true, true);
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if (result.mHit)
pos.pos[2] = result.mHitPointWorld.z();
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// copy the object and set its count
Ptr dropped = copyObjectToCell(object, cell, pos, amount, true);
if(actor == mPlayer->getPlayer()) // Only call if dropped by player
PCDropped(dropped);
return dropped;
}
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void World::processChangedSettings(const Settings::CategorySettingVector& settings)
{
mRendering->processChangedSettings(settings);
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}
bool World::isFlying(const MWWorld::Ptr &ptr) const
{
if(!ptr.getClass().isActor())
return false;
const MWMechanics::CreatureStats &stats = ptr.getClass().getCreatureStats(ptr);
if (stats.isDead())
return false;
if (ptr.getClass().canFly(ptr))
return !stats.isParalyzed();
if(stats.getMagicEffects().get(ESM::MagicEffect::Levitate).getMagnitude() > 0
&& isLevitationEnabled())
return true;
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const MWPhysics::Actor* actor = mPhysics->getActor(ptr);
if(!actor)
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return true;
return false;
}
bool World::isSlowFalling(const MWWorld::Ptr &ptr) const
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{
if(!ptr.getClass().isActor())
return false;
const MWMechanics::CreatureStats &stats = ptr.getClass().getCreatureStats(ptr);
if(stats.getMagicEffects().get(ESM::MagicEffect::SlowFall).getMagnitude() > 0)
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return true;
return false;
}
bool World::isSubmerged(const MWWorld::ConstPtr &object) const
{
return isUnderwater(object, 1.0f/mSwimHeightScale);
}
bool World::isSwimming(const MWWorld::ConstPtr &object) const
{
return isUnderwater(object, mSwimHeightScale);
}
bool World::isWading(const MWWorld::ConstPtr &object) const
{
const float kneeDeep = 0.25f;
return isUnderwater(object, kneeDeep);
}
bool World::isUnderwater(const MWWorld::ConstPtr &object, const float heightRatio) const
{
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osg::Vec3f pos (object.getRefData().getPosition().asVec3());
pos.z() += heightRatio*2*mPhysics->getRenderingHalfExtents(object).z();
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const CellStore *currCell = object.isInCell() ? object.getCell() : nullptr; // currCell == nullptr should only happen for player, during initial startup
return isUnderwater(currCell, pos);
}
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bool World::isUnderwater(const MWWorld::CellStore* cell, const osg::Vec3f &pos) const
{
if (!cell)
return false;
if (!(cell->getCell()->hasWater())) {
return false;
}
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return pos.z() < cell->getWaterLevel();
}
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bool World::isWaterWalkingCastableOnTarget(const MWWorld::ConstPtr &target) const
{
const MWWorld::CellStore* cell = target.getCell();
if (!cell->getCell()->hasWater())
return true;
float waterlevel = cell->getWaterLevel();
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// SwimHeightScale affects the upper z position an actor can swim to
// while in water. Based on observation from the original engine,
// the upper z position you get with a +1 SwimHeightScale is the depth
// limit for being able to cast water walking on an underwater target.
if (isUnderwater(target, mSwimHeightScale + 1) || (isUnderwater(cell, target.getRefData().getPosition().asVec3()) && !mPhysics->canMoveToWaterSurface(target, waterlevel)))
return false; // not castable if too deep or if not enough room to move actor to surface
else
return true;
}
bool World::isOnGround(const MWWorld::Ptr &ptr) const
{
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return mPhysics->isOnGround(ptr);
}
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void World::togglePOV()
{
mRendering->togglePOV();
}
bool World::isFirstPerson() const
{
return mRendering->getCamera()->isFirstPerson();
}
void World::togglePreviewMode(bool enable)
{
mRendering->togglePreviewMode(enable);
}
bool World::toggleVanityMode(bool enable)
{
return mRendering->toggleVanityMode(enable);
}
void World::allowVanityMode(bool allow)
{
mRendering->allowVanityMode(allow);
}
void World::togglePlayerLooking(bool enable)
{
mRendering->togglePlayerLooking(enable);
}
void World::changeVanityModeScale(float factor)
{
mRendering->changeVanityModeScale(factor);
}
bool World::vanityRotateCamera(float * rot)
{
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return mRendering->vanityRotateCamera(rot);
}
void World::setCameraDistance(float dist, bool adjust, bool override_)
{
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mRendering->setCameraDistance(dist, adjust, override_);
}
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void World::setupPlayer()
{
const ESM::NPC *player = mStore.get<ESM::NPC>().find("player");
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if (!mPlayer)
mPlayer.reset(new MWWorld::Player(player));
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else
{
// Remove the old CharacterController
MWBase::Environment::get().getMechanicsManager()->remove(getPlayerPtr());
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mNavigator->removeAgent(mPhysics->getHalfExtents(getPlayerPtr()));
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mPhysics->remove(getPlayerPtr());
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mRendering->removePlayer(getPlayerPtr());
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mPlayer->set(player);
}
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Ptr ptr = mPlayer->getPlayer();
mRendering->setupPlayer(ptr);
}
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void World::renderPlayer()
{
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MWBase::Environment::get().getMechanicsManager()->remove(getPlayerPtr());
MWWorld::Ptr player = getPlayerPtr();
mRendering->renderPlayer(player);
MWRender::NpcAnimation* anim = static_cast<MWRender::NpcAnimation*>(mRendering->getAnimation(player));
player.getClass().getInventoryStore(player).setInvListener(anim, player);
player.getClass().getInventoryStore(player).setContListener(anim);
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scaleObject(player, player.getCellRef().getScale()); // apply race height
rotateObject(player, 0.f, 0.f, 0.f, true);
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MWBase::Environment::get().getMechanicsManager()->add(getPlayerPtr());
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MWBase::Environment::get().getMechanicsManager()->watchActor(getPlayerPtr());
std::string model = getPlayerPtr().getClass().getModel(getPlayerPtr());
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model = Misc::ResourceHelpers::correctActorModelPath(model, mResourceSystem->getVFS());
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mPhysics->remove(getPlayerPtr());
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mPhysics->addActor(getPlayerPtr(), model);
applyLoopingParticles(player);
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mNavigator->addAgent(mPhysics->getHalfExtents(getPlayerPtr()));
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}
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World::RestPermitted World::canRest () const
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{
CellStore *currentCell = mWorldScene->getCurrentCell();
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Ptr player = mPlayer->getPlayer();
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RefData &refdata = player.getRefData();
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osg::Vec3f playerPos(refdata.getPosition().asVec3());
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const MWPhysics::Actor* actor = mPhysics->getActor(player);
if (!actor)
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throw std::runtime_error("can't find player");
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if(mPlayer->enemiesNearby())
return Rest_EnemiesAreNearby;
if ((actor->getCollisionMode() && !mPhysics->isOnSolidGround(player)) || isUnderwater(currentCell, playerPos) || isWalkingOnWater(player))
return Rest_PlayerIsUnderwater;
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if((currentCell->getCell()->mData.mFlags&ESM::Cell::NoSleep) || player.getClass().getNpcStats(player).isWerewolf())
return Rest_OnlyWaiting;
return Rest_Allowed;
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}
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MWRender::Animation* World::getAnimation(const MWWorld::Ptr &ptr)
{
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return mRendering->getAnimation(ptr);
}
const MWRender::Animation* World::getAnimation(const MWWorld::ConstPtr &ptr) const
{
return mRendering->getAnimation(ptr);
}
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void World::screenshot(osg::Image* image, int w, int h)
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{
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mRendering->screenshot(image, w, h);
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}
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bool World::screenshot360(osg::Image* image, std::string settingStr)
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{
return mRendering->screenshot360(image,settingStr);
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}
2014-01-24 16:49:16 +00:00
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void World::activateDoor(const MWWorld::Ptr& door)
{
int state = door.getClass().getDoorState(door);
switch (state)
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{
case 0:
if (door.getRefData().getPosition().rot[2] == door.getCellRef().getPosition().rot[2])
state = 1; // if closed, then open
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else
state = 2; // if open, then close
break;
case 2:
state = 1; // if closing, then open
break;
case 1:
default:
state = 2; // if opening, then close
break;
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}
door.getClass().setDoorState(door, state);
mDoorStates[door] = state;
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}
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void World::activateDoor(const Ptr &door, int state)
{
door.getClass().setDoorState(door, state);
mDoorStates[door] = state;
if (state == 0)
mDoorStates.erase(door);
}
bool World::getPlayerStandingOn (const MWWorld::ConstPtr& object)
{
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MWWorld::Ptr player = getPlayerPtr();
return mPhysics->isActorStandingOn(player, object);
}
bool World::getActorStandingOn (const MWWorld::ConstPtr& object)
{
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std::vector<MWWorld::Ptr> actors;
mPhysics->getActorsStandingOn(object, actors);
return !actors.empty();
}
void World::getActorsStandingOn (const MWWorld::ConstPtr& object, std::vector<MWWorld::Ptr> &actors)
{
mPhysics->getActorsStandingOn(object, actors);
}
bool World::getPlayerCollidingWith (const MWWorld::ConstPtr& object)
{
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MWWorld::Ptr player = getPlayerPtr();
return mPhysics->isActorCollidingWith(player, object);
}
bool World::getActorCollidingWith (const MWWorld::ConstPtr& object)
{
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std::vector<MWWorld::Ptr> actors;
mPhysics->getActorsCollidingWith(object, actors);
return !actors.empty();
}
void World::hurtStandingActors(const ConstPtr &object, float healthPerSecond)
{
if (MWBase::Environment::get().getWindowManager()->isGuiMode())
return;
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std::vector<MWWorld::Ptr> actors;
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mPhysics->getActorsStandingOn(object, actors);
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for (const Ptr &actor : actors)
{
MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor);
if (stats.isDead())
continue;
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mPhysics->markAsNonSolid (object);
if (actor == getPlayerPtr() && mGodMode)
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continue;
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MWMechanics::DynamicStat<float> health = stats.getHealth();
health.setCurrent(health.getCurrent()-healthPerSecond*MWBase::Environment::get().getFrameDuration());
stats.setHealth(health);
if (healthPerSecond > 0.0f)
{
if (actor == getPlayerPtr())
MWBase::Environment::get().getWindowManager()->activateHitOverlay(false);
if (!MWBase::Environment::get().getSoundManager()->getSoundPlaying(actor, "Health Damage"))
MWBase::Environment::get().getSoundManager()->playSound3D(actor, "Health Damage", 1.0f, 1.0f);
}
}
}
void World::hurtCollidingActors(const ConstPtr &object, float healthPerSecond)
{
if (MWBase::Environment::get().getWindowManager()->isGuiMode())
return;
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std::vector<Ptr> actors;
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mPhysics->getActorsCollidingWith(object, actors);
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for (const Ptr &actor : actors)
{
MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor);
if (stats.isDead())
continue;
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mPhysics->markAsNonSolid (object);
if (actor == getPlayerPtr() && mGodMode)
continue;
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MWMechanics::DynamicStat<float> health = stats.getHealth();
health.setCurrent(health.getCurrent()-healthPerSecond*MWBase::Environment::get().getFrameDuration());
stats.setHealth(health);
if (healthPerSecond > 0.0f)
{
if (actor == getPlayerPtr())
MWBase::Environment::get().getWindowManager()->activateHitOverlay(false);
if (!MWBase::Environment::get().getSoundManager()->getSoundPlaying(actor, "Health Damage"))
MWBase::Environment::get().getSoundManager()->playSound3D(actor, "Health Damage", 1.0f, 1.0f);
}
}
}
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float World::getWindSpeed()
{
if (isCellExterior() || isCellQuasiExterior())
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return mWeatherManager->getWindSpeed();
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else
return 0.f;
}
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bool World::isInStorm() const
{
if (isCellExterior() || isCellQuasiExterior())
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return mWeatherManager->isInStorm();
else
return false;
}
osg::Vec3f World::getStormDirection() const
{
if (isCellExterior() || isCellQuasiExterior())
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return mWeatherManager->getStormDirection();
else
return osg::Vec3f(0,1,0);
}
struct GetContainersOwnedByVisitor
{
GetContainersOwnedByVisitor(const MWWorld::ConstPtr& owner, std::vector<MWWorld::Ptr>& out)
: mOwner(owner)
, mOut(out)
{
}
MWWorld::ConstPtr mOwner;
std::vector<MWWorld::Ptr>& mOut;
bool operator()(const MWWorld::Ptr& ptr)
{
if (ptr.getRefData().isDeleted())
return true;
// vanilla Morrowind does not allow to sell items from containers with zero capacity
if (ptr.getClass().getCapacity(ptr) <= 0.f)
return true;
if (Misc::StringUtils::ciEqual(ptr.getCellRef().getOwner(), mOwner.getCellRef().getRefId()))
mOut.push_back(ptr);
return true;
}
};
void World::getContainersOwnedBy (const MWWorld::ConstPtr& owner, std::vector<MWWorld::Ptr>& out)
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{
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for (CellStore* cellstore : mWorldScene->getActiveCells())
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{
GetContainersOwnedByVisitor visitor (owner, out);
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cellstore->forEachType<ESM::Container>(visitor);
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}
}
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struct ListObjectsVisitor
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{
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std::vector<MWWorld::Ptr> mObjects;
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bool operator() (Ptr ptr)
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{
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if (ptr.getRefData().getBaseNode())
mObjects.push_back(ptr);
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return true;
}
};
void World::getItemsOwnedBy (const MWWorld::ConstPtr& npc, std::vector<MWWorld::Ptr>& out)
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{
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for (CellStore* cellstore : mWorldScene->getActiveCells())
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{
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ListObjectsVisitor visitor;
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cellstore->forEach(visitor);
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for (const Ptr &object : visitor.mObjects)
if (Misc::StringUtils::ciEqual(object.getCellRef().getOwner(), npc.getCellRef().getRefId()))
out.push_back(object);
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}
}
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bool World::getLOS(const MWWorld::ConstPtr& actor, const MWWorld::ConstPtr& targetActor)
{
if (!targetActor.getRefData().isEnabled() || !actor.getRefData().isEnabled())
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return false; // cannot get LOS unless both NPC's are enabled
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if (!targetActor.getRefData().getBaseNode() || !actor.getRefData().getBaseNode())
return false; // not in active cell
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return mPhysics->getLineOfSight(actor, targetActor);
}
float World::getDistToNearestRayHit(const osg::Vec3f& from, const osg::Vec3f& dir, float maxDist, bool includeWater)
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{
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osg::Vec3f to (dir);
to.normalize();
to = from + (to * maxDist);
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int collisionTypes = MWPhysics::CollisionType_World | MWPhysics::CollisionType_HeightMap | MWPhysics::CollisionType_Door;
if (includeWater) {
collisionTypes |= MWPhysics::CollisionType_Water;
}
MWPhysics::PhysicsSystem::RayResult result = mPhysics->castRay(from, to, MWWorld::Ptr(), std::vector<MWWorld::Ptr>(), collisionTypes);
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if (!result.mHit)
return maxDist;
else
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return (result.mHitPos - from).length();
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}
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void World::enableActorCollision(const MWWorld::Ptr& actor, bool enable)
{
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MWPhysics::Actor *physicActor = mPhysics->getActor(actor);
if (physicActor)
physicActor->enableCollisionBody(enable);
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}
bool World::findInteriorPosition(const std::string &name, ESM::Position &pos)
{
pos.rot[0] = pos.rot[1] = pos.rot[2] = 0;
pos.pos[0] = pos.pos[1] = pos.pos[2] = 0;
MWWorld::CellStore *cellStore = getInterior(name);
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if (!cellStore)
return false;
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std::vector<const MWWorld::CellRef *> sortedDoors;
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for (const MWWorld::LiveCellRef<ESM::Door>& door : cellStore->getReadOnlyDoors().mList)
{
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if (!door.mRef.getTeleport())
continue;
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sortedDoors.push_back(&door.mRef);
}
// Sort teleporting doors alphabetically, first by ID, then by destination cell to make search consistent
std::sort(sortedDoors.begin(), sortedDoors.end(), [] (const MWWorld::CellRef *lhs, const MWWorld::CellRef *rhs)
{
if (lhs->getRefId() != rhs->getRefId())
return lhs->getRefId() < rhs->getRefId();
return lhs->getDestCell() < rhs->getDestCell();
});
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for (const MWWorld::CellRef* door : sortedDoors)
{
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MWWorld::CellStore *source = nullptr;
// door to exterior
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if (door->getDestCell().empty())
{
int x, y;
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ESM::Position doorDest = door->getDoorDest();
positionToIndex(doorDest.pos[0], doorDest.pos[1], x, y);
source = getExterior(x, y);
}
// door to interior
else
{
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source = getInterior(door->getDestCell());
}
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if (source)
{
// Find door leading to our current teleport door
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// and use its destination to position inside cell.
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for (const MWWorld::LiveCellRef<ESM::Door>& destDoor : source->getReadOnlyDoors().mList)
{
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if (Misc::StringUtils::ciEqual(name, destDoor.mRef.getDestCell()))
{
/// \note Using _any_ door pointed to the interior,
/// not the one pointed to current door.
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pos = destDoor.mRef.getDoorDest();
return true;
}
}
}
}
// Fall back to the first static location.
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const MWWorld::CellRefList<ESM::Static>::List &statics = cellStore->getReadOnlyStatics().mList;
if (!statics.empty())
{
pos = statics.begin()->mRef.getPosition();
return true;
}
return false;
}
bool World::findExteriorPosition(const std::string &name, ESM::Position &pos)
{
pos.rot[0] = pos.rot[1] = pos.rot[2] = 0;
const ESM::Cell *ext = getExterior(name);
if (!ext && name.find(',') != std::string::npos) {
try {
int x = std::stoi(name.substr(0, name.find(',')));
int y = std::stoi(name.substr(name.find(',')+1));
ext = getExterior(x, y)->getCell();
}
catch (const std::invalid_argument&)
{
// This exception can be ignored, as this means that name probably refers to a interior cell instead of comma separated coordinates
}
catch (const std::out_of_range&)
{
throw std::runtime_error("Cell coordinates out of range.");
}
}
if (ext) {
int x = ext->getGridX();
int y = ext->getGridY();
indexToPosition(x, y, pos.pos[0], pos.pos[1], true);
// Note: Z pos will be adjusted by adjustPosition later
pos.pos[2] = 0;
return true;
}
return false;
}
void World::enableTeleporting(bool enable)
{
mTeleportEnabled = enable;
}
bool World::isTeleportingEnabled() const
{
return mTeleportEnabled;
}
void World::enableLevitation(bool enable)
{
mLevitationEnabled = enable;
}
bool World::isLevitationEnabled() const
{
return mLevitationEnabled;
}
void World::reattachPlayerCamera()
{
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mRendering->rebuildPtr(getPlayerPtr());
}
bool World::getGodModeState()
{
return mGodMode;
}
bool World::toggleGodMode()
{
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mGodMode = !mGodMode;
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return mGodMode;
}
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bool World::toggleScripts()
{
mScriptsEnabled = !mScriptsEnabled;
return mScriptsEnabled;
}
bool World::getScriptsEnabled() const
{
return mScriptsEnabled;
}
void World::loadContentFiles(const Files::Collections& fileCollections,
const std::vector<std::string>& content, ContentLoader& contentLoader)
{
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int idx = 0;
for (const std::string &file : content)
{
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boost::filesystem::path filename(file);
const Files::MultiDirCollection& col = fileCollections.getCollection(filename.extension().string());
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if (col.doesExist(file))
{
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contentLoader.load(col.getPath(file), idx);
}
else
{
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std::string message = "Failed loading " + file + ": the content file does not exist";
throw std::runtime_error(message);
}
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idx++;
}
}
bool World::startSpellCast(const Ptr &actor)
{
MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor);
std::string message;
bool fail = false;
bool isPlayer = (actor == getPlayerPtr());
std::string selectedSpell = stats.getSpells().getSelectedSpell();
if (!selectedSpell.empty())
{
const ESM::Spell* spell = mStore.get<ESM::Spell>().find(selectedSpell);
// Check mana
bool godmode = (isPlayer && mGodMode);
MWMechanics::DynamicStat<float> magicka = stats.getMagicka();
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if (magicka.getCurrent() < spell->mData.mCost && !godmode)
{
message = "#{sMagicInsufficientSP}";
fail = true;
}
// If this is a power, check if it was already used in the last 24h
if (!fail && spell->mData.mType == ESM::Spell::ST_Power && !stats.getSpells().canUsePower(spell))
{
message = "#{sPowerAlreadyUsed}";
fail = true;
}
// Reduce mana
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if (!fail && !godmode)
{
magicka.setCurrent(magicka.getCurrent() - spell->mData.mCost);
stats.setMagicka(magicka);
}
}
if (isPlayer && fail)
MWBase::Environment::get().getWindowManager()->messageBox(message);
return !fail;
}
void World::castSpell(const Ptr &actor, bool manualSpell)
{
MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor);
// For AI actors, get combat targets to use in the ray cast. Only those targets will return a positive hit result.
std::vector<MWWorld::Ptr> targetActors;
if (!actor.isEmpty() && actor != MWMechanics::getPlayer() && !manualSpell)
stats.getAiSequence().getCombatTargets(targetActors);
const float fCombatDistance = mStore.get<ESM::GameSetting>().find("fCombatDistance")->mValue.getFloat();
osg::Vec3f hitPosition = actor.getRefData().getPosition().asVec3();
// for player we can take faced object first
MWWorld::Ptr target;
if (actor == MWMechanics::getPlayer())
target = getFacedObject();
// if the faced object can not be activated, do not use it
if (!target.isEmpty() && !target.getClass().canBeActivated(target))
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target = nullptr;
if (target.isEmpty())
{
// For scripted spells we should not use hit contact
if (manualSpell)
{
if (actor != MWMechanics::getPlayer())
{
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for (const MWMechanics::AiPackage* package : stats.getAiSequence())
{
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if (package->getTypeId() == MWMechanics::AiPackage::TypeIdCast)
{
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target = package->getTarget();
break;
}
}
}
}
else
{
// For actor targets, we want to use hit contact with bounding boxes.
// This is to give a slight tolerance for errors, especially with creatures like the Skeleton that would be very hard to aim at otherwise.
// For object targets, we want the detailed shapes (rendering raycast).
// If we used the bounding boxes for static objects, then we would not be able to target e.g. objects lying on a shelf.
std::pair<MWWorld::Ptr,osg::Vec3f> result1 = getHitContact(actor, fCombatDistance, targetActors);
// Get the target to use for "on touch" effects, using the facing direction from Head node
osg::Vec3f origin = getActorHeadTransform(actor).getTrans();
osg::Quat orient = osg::Quat(actor.getRefData().getPosition().rot[0], osg::Vec3f(-1,0,0))
* osg::Quat(actor.getRefData().getPosition().rot[2], osg::Vec3f(0,0,-1));
osg::Vec3f direction = orient * osg::Vec3f(0,1,0);
float distance = getMaxActivationDistance();
osg::Vec3f dest = origin + direction * distance;
MWRender::RenderingManager::RayResult result2 = mRendering->castRay(origin, dest, true, true);
float dist1 = std::numeric_limits<float>::max();
float dist2 = std::numeric_limits<float>::max();
if (!result1.first.isEmpty() && result1.first.getClass().isActor())
dist1 = (origin - result1.second).length();
if (result2.mHit)
dist2 = (origin - result2.mHitPointWorld).length();
if (!result1.first.isEmpty() && result1.first.getClass().isActor())
{
target = result1.first;
hitPosition = result1.second;
if (dist1 > getMaxActivationDistance())
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target = nullptr;
}
else if (result2.mHit)
{
target = result2.mHitObject;
hitPosition = result2.mHitPointWorld;
if (dist2 > getMaxActivationDistance() && !target.isEmpty() && !target.getClass().canBeActivated(target))
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target = nullptr;
}
}
}
std::string selectedSpell = stats.getSpells().getSelectedSpell();
MWMechanics::CastSpell cast(actor, target, false, manualSpell);
cast.mHitPosition = hitPosition;
if (!selectedSpell.empty())
{
const ESM::Spell* spell = mStore.get<ESM::Spell>().find(selectedSpell);
cast.cast(spell);
}
else if (actor.getClass().hasInventoryStore(actor))
{
MWWorld::InventoryStore& inv = actor.getClass().getInventoryStore(actor);
if (inv.getSelectedEnchantItem() != inv.end())
cast.cast(*inv.getSelectedEnchantItem());
}
}
void World::launchProjectile (MWWorld::Ptr& actor, MWWorld::Ptr& projectile,
const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr& bow, float speed, float attackStrength)
{
// An initial position of projectile can be outside shooter's collision box, so any object between shooter and launch position will be ignored.
// To avoid this issue, we should check for impact immediately before launch the projectile.
// So we cast a 1-yard-length ray from shooter to launch position and check if there are collisions in this area.
// TODO: as a better solutuon we should handle projectiles during physics update, not during world update.
const osg::Vec3f sourcePos = worldPos + orient * osg::Vec3f(0,-1,0) * 64.f;
// Early out if the launch position is underwater
bool underwater = MWBase::Environment::get().getWorld()->isUnderwater(MWMechanics::getPlayer().getCell(), worldPos);
if (underwater)
{
mRendering->emitWaterRipple(worldPos);
return;
}
// For AI actors, get combat targets to use in the ray cast. Only those targets will return a positive hit result.
std::vector<MWWorld::Ptr> targetActors;
if (!actor.isEmpty() && actor.getClass().isActor() && actor != MWMechanics::getPlayer())
actor.getClass().getCreatureStats(actor).getAiSequence().getCombatTargets(targetActors);
// Check for impact, if yes, handle hit, if not, launch projectile
MWPhysics::PhysicsSystem::RayResult result = mPhysics->castRay(sourcePos, worldPos, actor, targetActors, 0xff, MWPhysics::CollisionType_Projectile);
if (result.mHit)
MWMechanics::projectileHit(actor, result.mHitObject, bow, projectile, result.mHitPos, attackStrength);
else
mProjectileManager->launchProjectile(actor, projectile, worldPos, orient, bow, speed, attackStrength);
}
void World::launchMagicBolt (const std::string &spellId, const MWWorld::Ptr& caster, const osg::Vec3f& fallbackDirection)
{
mProjectileManager->launchMagicBolt(spellId, caster, fallbackDirection);
}
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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;
}
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void World::breakInvisibility(const Ptr &actor)
{
actor.getClass().getCreatureStats(actor).getSpells().purgeEffect(ESM::MagicEffect::Invisibility);
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actor.getClass().getCreatureStats(actor).getActiveSpells().purgeEffect(ESM::MagicEffect::Invisibility);
if (actor.getClass().hasInventoryStore(actor))
actor.getClass().getInventoryStore(actor).purgeEffect(ESM::MagicEffect::Invisibility);
// Normally updated once per frame, but here it is kinda important to do it right away.
MWBase::Environment::get().getMechanicsManager()->updateMagicEffects(actor);
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}
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())
{
float hour = getTimeStamp().getHour();
return mWeatherManager->useTorches(hour);
}
else
{
uint32_t ambient = cell->getCell()->mAmbi.mAmbient;
int ambientTotal = (ambient & 0xff)
+ ((ambient>>8) & 0xff)
+ ((ambient>>16) & 0xff);
return !(cell->getCell()->mData.mFlags & ESM::Cell::NoSleep) && ambientTotal <= 201;
}
}
bool World::findInteriorPositionInWorldSpace(const MWWorld::CellStore* cell, osg::Vec3f& result)
{
if (cell->isExterior())
return false;
// Search for a 'nearest' exterior, counting each cell between the starting
// cell and the exterior as a distance of 1. Will fail for isolated interiors.
std::set< std::string >checkedCells;
std::set< std::string >currentCells;
std::set< std::string >nextCells;
nextCells.insert( cell->getCell()->mName );
while ( !nextCells.empty() ) {
currentCells = nextCells;
nextCells.clear();
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for (const std::string &currentCell : currentCells)
{
MWWorld::CellStore *next = getInterior(currentCell);
if ( !next ) continue;
// Check if any door in the cell leads to an exterior directly
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for (const MWWorld::LiveCellRef<ESM::Door>& ref : next->getReadOnlyDoors().mList)
{
if (!ref.mRef.getTeleport()) continue;
if (ref.mRef.getDestCell().empty())
{
ESM::Position pos = ref.mRef.getDoorDest();
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result = pos.asVec3();
return true;
}
else
{
std::string dest = ref.mRef.getDestCell();
if ( !checkedCells.count(dest) && !currentCells.count(dest) )
nextCells.insert(dest);
}
}
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checkedCells.insert(currentCell);
}
}
// No luck :(
return false;
}
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MWWorld::ConstPtr World::getClosestMarker( const MWWorld::Ptr &ptr, const std::string &id )
{
if ( ptr.getCell()->isExterior() ) {
return getClosestMarkerFromExteriorPosition(mPlayer->getLastKnownExteriorPosition(), id);
}
// Search for a 'nearest' marker, counting each cell between the starting
// cell and the exterior as a distance of 1. If an exterior is found, jump
// to the nearest exterior marker, without further interior searching.
std::set< std::string >checkedCells;
std::set< std::string >currentCells;
std::set< std::string >nextCells;
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MWWorld::ConstPtr closestMarker;
nextCells.insert( ptr.getCell()->getCell()->mName );
while ( !nextCells.empty() ) {
currentCells = nextCells;
nextCells.clear();
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for (const std::string &cell : currentCells) {
MWWorld::CellStore *next = getInterior(cell);
checkedCells.insert(cell);
if ( !next ) continue;
closestMarker = next->searchConst( id );
if ( !closestMarker.isEmpty() )
{
return closestMarker;
}
// Check if any door in the cell leads to an exterior directly
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for (const MWWorld::LiveCellRef<ESM::Door>& ref : next->getReadOnlyDoors().mList)
{
if (!ref.mRef.getTeleport()) continue;
if (ref.mRef.getDestCell().empty())
{
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osg::Vec3f worldPos = ref.mRef.getDoorDest().asVec3();
return getClosestMarkerFromExteriorPosition(worldPos, id);
}
else
{
std::string dest = ref.mRef.getDestCell();
if ( !checkedCells.count(dest) && !currentCells.count(dest) )
nextCells.insert(dest);
}
}
}
}
return MWWorld::Ptr();
}
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MWWorld::ConstPtr World::getClosestMarkerFromExteriorPosition( const osg::Vec3f& worldPos, const std::string &id ) {
MWWorld::ConstPtr closestMarker;
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float closestDistance = std::numeric_limits<float>::max();
std::vector<MWWorld::Ptr> markers;
mCells.getExteriorPtrs(id, markers);
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for (const Ptr& marker : markers)
{
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osg::Vec3f markerPos = marker.getRefData().getPosition().asVec3();
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float distance = (worldPos - markerPos).length2();
if (distance < closestDistance)
{
closestDistance = distance;
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closestMarker = marker;
}
}
return closestMarker;
}
void World::rest()
{
mCells.rest();
}
void World::teleportToClosestMarker (const MWWorld::Ptr& ptr,
const std::string& id)
{
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MWWorld::ConstPtr closestMarker = getClosestMarker( ptr, id );
if ( closestMarker.isEmpty() )
{
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Log(Debug::Warning) << "Failed to teleport: no closest marker found";
return;
}
std::string cellName;
if ( !closestMarker.mCell->isExterior() )
cellName = closestMarker.mCell->getCell()->mName;
MWWorld::ActionTeleport action(cellName, closestMarker.getRefData().getPosition(), false);
action.execute(ptr);
}
void World::updateWeather(float duration, bool paused)
{
bool isExterior = isCellExterior() || isCellQuasiExterior();
if (mPlayer->wasTeleported())
{
mPlayer->setTeleported(false);
const std::string playerRegion = Misc::StringUtils::lowerCase(getPlayerPtr().getCell()->getCell()->mRegion);
mWeatherManager->playerTeleported(playerRegion, isExterior);
}
const TimeStamp time = getTimeStamp();
mWeatherManager->update(duration, paused, time, isExterior);
}
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struct AddDetectedReferenceVisitor
{
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AddDetectedReferenceVisitor(std::vector<Ptr>& out, const Ptr& detector, World::DetectionType type, float squaredDist)
: mOut(out), mDetector(detector), mSquaredDist(squaredDist), mType(type)
{
}
std::vector<Ptr>& mOut;
Ptr mDetector;
float mSquaredDist;
World::DetectionType mType;
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bool operator() (const MWWorld::Ptr& ptr)
{
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if ((ptr.getRefData().getPosition().asVec3() - mDetector.getRefData().getPosition().asVec3()).length2() >= mSquaredDist)
return true;
if (!ptr.getRefData().isEnabled() || ptr.getRefData().isDeleted())
return true;
// Consider references inside containers as well (except if we are looking for a Creature, they cannot be in containers)
if (mType != World::Detect_Creature &&
(ptr.getClass().isActor() || ptr.getClass().getTypeName() == typeid(ESM::Container).name()))
{
MWWorld::ContainerStore& store = ptr.getClass().getContainerStore(ptr);
{
for (MWWorld::ContainerStoreIterator it = store.begin(); it != store.end(); ++it)
{
if (needToAdd(*it, mDetector))
{
mOut.push_back(ptr);
return true;
}
}
}
}
if (needToAdd(ptr, mDetector))
mOut.push_back(ptr);
return true;
}
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bool needToAdd (const MWWorld::Ptr& ptr, const MWWorld::Ptr& detector)
{
if (mType == World::Detect_Creature)
{
// If in werewolf form, this detects only NPCs, otherwise only creatures
if (detector.getClass().isNpc() && detector.getClass().getNpcStats(detector).isWerewolf())
{
if (ptr.getClass().getTypeName() != typeid(ESM::NPC).name())
return false;
}
else if (ptr.getClass().getTypeName() != typeid(ESM::Creature).name())
return false;
if (ptr.getClass().getCreatureStats(ptr).isDead())
return false;
}
if (mType == World::Detect_Key && !ptr.getClass().isKey(ptr))
return false;
if (mType == World::Detect_Enchantment && ptr.getClass().getEnchantment(ptr).empty())
return false;
return true;
}
};
void World::listDetectedReferences(const Ptr &ptr, std::vector<Ptr> &out, DetectionType type)
{
const MWMechanics::MagicEffects& effects = ptr.getClass().getCreatureStats(ptr).getMagicEffects();
float dist=0;
if (type == World::Detect_Creature)
dist = effects.get(ESM::MagicEffect::DetectAnimal).getMagnitude();
else if (type == World::Detect_Key)
dist = effects.get(ESM::MagicEffect::DetectKey).getMagnitude();
else if (type == World::Detect_Enchantment)
dist = effects.get(ESM::MagicEffect::DetectEnchantment).getMagnitude();
if (!dist)
return;
dist = feetToGameUnits(dist);
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AddDetectedReferenceVisitor visitor (out, ptr, type, dist*dist);
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for (CellStore* cellStore : mWorldScene->getActiveCells())
{
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cellStore->forEach(visitor);
}
}
float World::feetToGameUnits(float feet)
{
// Original engine rounds size upward
static const int unitsPerFoot = ceil(Constants::UnitsPerFoot);
return feet * unitsPerFoot;
}
float World::getActivationDistancePlusTelekinesis()
{
float telekinesisRangeBonus =
mPlayer->getPlayer().getClass().getCreatureStats(mPlayer->getPlayer()).getMagicEffects()
.get(ESM::MagicEffect::Telekinesis).getMagnitude();
telekinesisRangeBonus = feetToGameUnits(telekinesisRangeBonus);
float activationDistance = getMaxActivationDistance() + telekinesisRangeBonus;
return activationDistance;
}
MWWorld::Ptr World::getPlayerPtr()
{
return mPlayer->getPlayer();
}
void World::updateDialogueGlobals()
{
MWWorld::Ptr player = getPlayerPtr();
int bounty = player.getClass().getNpcStats(player).getBounty();
int playerGold = player.getClass().getContainerStore(player).count(ContainerStore::sGoldId);
static float fCrimeGoldDiscountMult = mStore.get<ESM::GameSetting>().find("fCrimeGoldDiscountMult")->mValue.getFloat();
static float fCrimeGoldTurnInMult = mStore.get<ESM::GameSetting>().find("fCrimeGoldTurnInMult")->mValue.getFloat();
int discount = static_cast<int>(bounty * fCrimeGoldDiscountMult);
int turnIn = static_cast<int>(bounty * fCrimeGoldTurnInMult);
if (bounty > 0)
{
discount = std::max(1, discount);
turnIn = std::max(1, turnIn);
}
mGlobalVariables["pchascrimegold"].setInteger((bounty <= playerGold) ? 1 : 0);
mGlobalVariables["pchasgolddiscount"].setInteger((discount <= playerGold) ? 1 : 0);
mGlobalVariables["crimegolddiscount"].setInteger(discount);
mGlobalVariables["crimegoldturnin"].setInteger(turnIn);
mGlobalVariables["pchasturnin"].setInteger((turnIn <= playerGold) ? 1 : 0);
}
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void World::confiscateStolenItems(const Ptr &ptr)
{
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MWWorld::ConstPtr prisonMarker = getClosestMarker( ptr, "prisonmarker" );
if ( prisonMarker.isEmpty() )
{
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Log(Debug::Warning) << "Failed to confiscate items: no closest prison marker found.";
return;
}
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std::string prisonName = prisonMarker.getCellRef().getDestCell();
if ( prisonName.empty() )
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{
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Log(Debug::Warning) << "Failed to confiscate items: prison marker not linked to prison interior";
return;
}
MWWorld::CellStore *prison = getInterior( prisonName );
if ( !prison )
{
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Log(Debug::Warning) << "Failed to confiscate items: failed to load cell " << prisonName;
return;
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}
MWWorld::Ptr closestChest = prison->search( "stolen_goods" );
if (!closestChest.isEmpty()) //Found a close chest
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{
MWBase::Environment::get().getMechanicsManager()->confiscateStolenItems(ptr, closestChest);
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}
else
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Log(Debug::Warning) << "Failed to confiscate items: no stolen_goods container found";
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}
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void World::goToJail()
{
if (!mGoToJail)
{
// Reset bounty and forget the crime now, but don't change cell yet (the player should be able to read the dialog text first)
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mGoToJail = true;
mPlayerInJail = true;
MWWorld::Ptr player = getPlayerPtr();
int bounty = player.getClass().getNpcStats(player).getBounty();
player.getClass().getNpcStats(player).setBounty(0);
mPlayer->recordCrimeId();
confiscateStolenItems(player);
static int iDaysinPrisonMod = mStore.get<ESM::GameSetting>().find("iDaysinPrisonMod")->mValue.getInteger();
mDaysInPrison = std::max(1, bounty / iDaysinPrisonMod);
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return;
}
else
{
mGoToJail = false;
MWBase::Environment::get().getWindowManager()->removeGuiMode(MWGui::GM_Dialogue);
MWBase::Environment::get().getWindowManager()->goToJail(mDaysInPrison);
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}
}
bool World::isPlayerInJail() const
{
return mPlayerInJail;
}
void World::setPlayerTraveling(bool traveling)
{
mPlayerTraveling = traveling;
}
bool World::isPlayerTraveling() const
{
return mPlayerTraveling;
}
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float World::getTerrainHeightAt(const osg::Vec3f& worldPos) const
{
return mRendering->getTerrainHeightAt(worldPos);
}
osg::Vec3f World::getHalfExtents(const ConstPtr& object, bool rendering) const
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{
if (!object.getClass().isActor())
return mRendering->getHalfExtents(object);
// Handle actors separately because of bodyparts
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if (rendering)
return mPhysics->getRenderingHalfExtents(object);
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else
return mPhysics->getHalfExtents(object);
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}
std::string World::exportSceneGraph(const Ptr &ptr)
{
std::string file = mUserDataPath + "/openmw.osgt";
mRendering->exportSceneGraph(ptr, file, "Ascii");
return file;
}
void World::spawnRandomCreature(const std::string &creatureList)
{
const ESM::CreatureLevList* list = mStore.get<ESM::CreatureLevList>().find(creatureList);
static int iNumberCreatures = mStore.get<ESM::GameSetting>().find("iNumberCreatures")->mValue.getInteger();
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int numCreatures = 1 + Misc::Rng::rollDice(iNumberCreatures); // [1, iNumberCreatures]
for (int i=0; i<numCreatures; ++i)
{
std::string selectedCreature = MWMechanics::getLevelledItem(list, true);
if (selectedCreature.empty())
continue;
MWWorld::ManualRef ref(mStore, selectedCreature, 1);
safePlaceObject(ref.getPtr(), getPlayerPtr(), getPlayerPtr().getCell(), 0, 220.f);
}
}
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void World::spawnBloodEffect(const Ptr &ptr, const osg::Vec3f &worldPosition)
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{
if (ptr == getPlayerPtr() && Settings::Manager::getBool("hit fader", "GUI"))
return;
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std::string texture = getFallback()->getFallbackString("Blood_Texture_" + std::to_string(ptr.getClass().getBloodTexture(ptr)));
std::string model = "meshes\\" + getFallback()->getFallbackString("Blood_Model_" + std::to_string(Misc::Rng::rollDice(3))); // [0, 2]
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mRendering->spawnEffect(model, texture, worldPosition, 1.0f, false);
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}
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void World::spawnEffect(const std::string &model, const std::string &textureOverride, const osg::Vec3f &worldPos, float scale, bool isMagicVFX)
{
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mRendering->spawnEffect(model, textureOverride, worldPos, scale, isMagicVFX);
}
void World::explodeSpell(const osg::Vec3f& origin, const ESM::EffectList& effects, const Ptr& caster, const Ptr& ignore, ESM::RangeType rangeType,
const std::string& id, const std::string& sourceName, const bool fromProjectile)
{
std::map<MWWorld::Ptr, std::vector<ESM::ENAMstruct> > toApply;
for (std::vector<ESM::ENAMstruct>::const_iterator effectIt = effects.mList.begin();
effectIt != effects.mList.end(); ++effectIt)
{
const ESM::MagicEffect* effect = mStore.get<ESM::MagicEffect>().find(effectIt->mEffectID);
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if (effectIt->mRange != rangeType || (effectIt->mArea <= 0 && !ignore.isEmpty() && ignore.getClass().isActor()))
continue; // Not right range type, or not area effect and hit an actor
if (fromProjectile && effectIt->mArea <= 0)
continue; // Don't play explosion for projectiles with 0-area effects
if (!fromProjectile && effectIt->mRange == ESM::RT_Touch && (!ignore.isEmpty()) && (!ignore.getClass().isActor() && !ignore.getClass().canBeActivated(ignore)))
continue; // Don't play explosion for touch spells on non-activatable objects except when spell is from the projectile enchantment
// Spawn the explosion orb effect
const ESM::Static* areaStatic;
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if (!effect->mArea.empty())
areaStatic = mStore.get<ESM::Static>().find (effect->mArea);
else
areaStatic = mStore.get<ESM::Static>().find ("VFX_DefaultArea");
std::string texture = effect->mParticle;
if (effectIt->mArea <= 0)
{
if (effectIt->mRange == ESM::RT_Target)
mRendering->spawnEffect("meshes\\" + areaStatic->mModel, texture, origin, 1.0f);
continue;
}
else
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mRendering->spawnEffect("meshes\\" + areaStatic->mModel, texture, origin, static_cast<float>(effectIt->mArea * 2));
// Play explosion sound (make sure to use NoTrack, since we will delete the projectile now)
static const std::string schools[] = {
"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
};
{
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
if(!effect->mAreaSound.empty())
sndMgr->playSound3D(origin, effect->mAreaSound, 1.0f, 1.0f);
else
sndMgr->playSound3D(origin, schools[effect->mData.mSchool]+" area", 1.0f, 1.0f);
}
// Get the actors in range of the effect
std::vector<MWWorld::Ptr> objects;
MWBase::Environment::get().getMechanicsManager()->getObjectsInRange(
origin, feetToGameUnits(static_cast<float>(effectIt->mArea)), objects);
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for (const Ptr& affected : objects)
{
// Ignore actors without collisions here, otherwise it will be possible to hit actors outside processing range.
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if (affected.getClass().isActor() && !isActorCollisionEnabled(affected))
continue;
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toApply[affected].push_back(*effectIt);
}
}
// Now apply the appropriate effects to each actor in range
for (std::map<MWWorld::Ptr, std::vector<ESM::ENAMstruct> >::iterator apply = toApply.begin(); apply != toApply.end(); ++apply)
{
MWWorld::Ptr source = caster;
// Vanilla-compatible behaviour of never applying the spell to the caster
// (could be changed by mods later)
if (apply->first == caster)
continue;
if (apply->first == ignore)
continue;
if (source.isEmpty())
source = apply->first;
MWMechanics::CastSpell cast(source, apply->first);
cast.mHitPosition = origin;
cast.mId = id;
cast.mSourceName = sourceName;
cast.mStack = false;
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ESM::EffectList effectsToApply;
effectsToApply.mList = apply->second;
cast.inflict(apply->first, caster, effectsToApply, rangeType, false, true);
}
}
void World::activate(const Ptr &object, const Ptr &actor)
{
breakInvisibility(actor);
if (object.getRefData().activate())
{
std::shared_ptr<MWWorld::Action> action = (object.getClass().activate(object, actor));
action->execute (actor);
}
}
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struct ResetActorsVisitor
{
bool operator() (Ptr ptr)
{
if (ptr.getClass().isActor() && ptr.getCellRef().hasContentFile())
{
if (ptr.getCell()->movedHere(ptr))
return true;
const ESM::Position& origPos = ptr.getCellRef().getPosition();
MWBase::Environment::get().getWorld()->moveObject(ptr, origPos.pos[0], origPos.pos[1], origPos.pos[2]);
MWBase::Environment::get().getWorld()->rotateObject(ptr, origPos.rot[0], origPos.rot[1], origPos.rot[2]);
ptr.getClass().adjustPosition(ptr, true);
}
return true;
}
};
void World::resetActors()
{
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for (CellStore* cellstore : mWorldScene->getActiveCells())
{
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ResetActorsVisitor visitor;
cellstore->forEach(visitor);
}
}
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bool World::isWalkingOnWater(const ConstPtr &actor) const
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{
const MWPhysics::Actor* physicActor = mPhysics->getActor(actor);
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if (physicActor && physicActor->isWalkingOnWater())
return true;
return false;
}
osg::Vec3f World::aimToTarget(const ConstPtr &actor, const MWWorld::ConstPtr& target)
{
osg::Vec3f weaponPos = actor.getRefData().getPosition().asVec3();
weaponPos.z() += mPhysics->getHalfExtents(actor).z();
osg::Vec3f targetPos = mPhysics->getCollisionObjectPosition(target);
return (targetPos - weaponPos);
}
float World::getHitDistance(const ConstPtr &actor, const ConstPtr &target)
{
osg::Vec3f weaponPos = actor.getRefData().getPosition().asVec3();
osg::Vec3f halfExtents = mPhysics->getHalfExtents(actor);
weaponPos.z() += halfExtents.z();
return mPhysics->getHitDistance(weaponPos, target) - halfExtents.y();
}
void preload(MWWorld::Scene* scene, const ESMStore& store, const std::string& obj)
{
if (obj.empty())
return;
try
{
MWWorld::ManualRef ref(store, obj);
std::string model = ref.getPtr().getClass().getModel(ref.getPtr());
if (!model.empty())
scene->preload(model, ref.getPtr().getClass().useAnim());
}
catch(std::exception& e)
{
}
}
void World::preloadEffects(const ESM::EffectList *effectList)
{
for (std::vector<ESM::ENAMstruct>::const_iterator it = effectList->mList.begin(); it != effectList->mList.end(); ++it)
{
const ESM::MagicEffect *effect = mStore.get<ESM::MagicEffect>().find(it->mEffectID);
if (MWMechanics::isSummoningEffect(it->mEffectID))
{
preload(mWorldScene.get(), mStore, "VFX_Summon_Start");
preload(mWorldScene.get(), mStore, MWMechanics::getSummonedCreature(it->mEffectID));
}
preload(mWorldScene.get(), mStore, effect->mCasting);
preload(mWorldScene.get(), mStore, effect->mHit);
if (it->mArea > 0)
preload(mWorldScene.get(), mStore, effect->mArea);
if (it->mRange == ESM::RT_Target)
preload(mWorldScene.get(), mStore, effect->mBolt);
}
}
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DetourNavigator::Navigator* World::getNavigator() const
{
return mNavigator.get();
}
void World::updateActorPath(const MWWorld::ConstPtr& actor, const std::deque<osg::Vec3f>& path,
const osg::Vec3f& halfExtents, const osg::Vec3f& start, const osg::Vec3f& end) const
{
mRendering->updateActorPath(actor, path, halfExtents, start, end);
}
void World::removeActorPath(const MWWorld::ConstPtr& actor) const
{
mRendering->removeActorPath(actor);
}
void World::setNavMeshNumberToRender(const std::size_t value)
{
mRendering->setNavMeshNumber(value);
}
}