Merge branch 'master' into 'resize_breaks_window'

pull/593/head
Mads Buvik Sandvei 4 years ago
commit 045b4566dd

@ -46,26 +46,184 @@ MacOS:
paths:
- build/OpenMW-*.dmg
Windows:
variables: &engine-targets
targets: "openmw,openmw-essimporter,openmw-iniimporter,openmw-launcher,openmw-wizard"
variables: &cs-targets
targets: "openmw-cs,bsatool,esmtool,niftest"
.Windows_Ninja_Base:
tags:
- windows
before_script:
- Import-Module "$env:ChocolateyInstall\helpers\chocolateyProfile.psm1"
- choco install git --force --params "/GitAndUnixToolsOnPath" -y
- choco install 7zip -y
- choco install cmake.install --installargs 'ADD_CMAKE_TO_PATH=System' --version=3.18.0 -y
- choco install vswhere -y
- choco install ninja -y
- choco install python -y
- refreshenv
stage: build
script:
- $time = (Get-Date -Format "HH:mm:ss")
- echo ${time}
- echo "started by ${GITLAB_USER_NAME}"
- sh CI/before_script.msvc.sh -c $config -p Win64 -v 2019 -k -V -N
- cd MSVC2019_64_Ninja
- .\ActivateMSVC.ps1
- cmake --build . --config $config --target ($targets.Split(','))
- cd $config
- |
if (Get-ChildItem -Recurse *.pdb) {
7z a -tzip ..\..\OpenMW_MSVC2019_64_${config}_${CI_COMMIT_REF_NAME}_${CI_JOB_ID}_symbols.zip '*.pdb'
Get-ChildItem -Recurse *.pdb | Remove-Item
}
- 7z a -tzip ..\..\OpenMW_MSVC2019_64_${config}_${CI_COMMIT_REF_NAME}_${CI_JOB_ID}.zip '*'
cache:
key: ninja-v2
paths:
- deps
- MSVC2019_64_Ninja/deps/Qt
artifacts:
when: always
paths:
- "*.zip"
- "*.log"
- MSVC2019_64_Ninja/*.log
- MSVC2019_64_Ninja/*/*.log
- MSVC2019_64_Ninja/*/*/*.log
- MSVC2019_64_Ninja/*/*/*/*.log
- MSVC2019_64_Ninja/*/*/*/*/*.log
- MSVC2019_64_Ninja/*/*/*/*/*/*.log
- MSVC2019_64_Ninja/*/*/*/*/*/*/*.log
- MSVC2019_64_Ninja/*/*/*/*/*/*/*/*.log
Windows_Ninja_Engine_Release:
extends:
- .Windows_Ninja_Base
variables:
<<: *engine-targets
config: "Release"
Windows_Ninja_Engine_Debug:
extends:
- .Windows_Ninja_Base
variables:
<<: *engine-targets
config: "Debug"
Windows_Ninja_Engine_RelWithDebInfo:
extends:
- .Windows_Ninja_Base
variables:
<<: *engine-targets
config: "RelWithDebInfo"
Windows_Ninja_CS_Release:
extends:
- .Windows_Ninja_Base
variables:
<<: *cs-targets
config: "Release"
Windows_Ninja_CS_Debug:
extends:
- .Windows_Ninja_Base
variables:
<<: *cs-targets
config: "Debug"
Windows_Ninja_CS_RelWithDebInfo:
extends:
- .Windows_Ninja_Base
variables:
<<: *cs-targets
config: "RelWithDebInfo"
.Windows_MSBuild_Base:
tags:
- windows
before_script:
- Import-Module "$env:ChocolateyInstall\helpers\chocolateyProfile.psm1"
- choco install git --force --params "/GitAndUnixToolsOnPath" -y
- choco install 7zip -y
- choco install cmake.install --installargs 'ADD_CMAKE_TO_PATH=System' -y
- choco install vswhere -y
- choco install python -y
- refreshenv
stage: build
allow_failure: true
script:
- Set-Variable -Name "time" -Value (date -Format "%H:%m")
- $time = (Get-Date -Format "HH:mm:ss")
- echo ${time}
- echo "started by ${GITLAB_USER_NAME}"
# TODO: to anyone wanting to do further work here, we need to figure out how to get the below working
# TODO: on gitlab's new shared windows runners. They currently don't have bash or anything else installed
# TODO: it is currently just a bare windows 10 with powershell.
# - env # turn on for debugging
# - sh %CI_PROJECT_DIR%/CI/before_script.msvc.sh -c Release -p x64 -v 2017 -V
# - SET msBuildLocation="C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\MSBuild\15.0\Bin\msbuild.exe"
# - call %msBuildLocation% MSVC2017_64\OpenMW.sln /t:Build /p:Configuration=Release /m:%NUMBER_OF_PROCESSORS%
# - 7z a OpenMW_MSVC2017_64_%CI_BUILD_REF_NAME%_%CI_BUILD_ID%.zip %CI_PROJECT_DIR%\MSVC2017_64\Release\
- sh CI/before_script.msvc.sh -c $config -p Win64 -v 2019 -k -V
- cd MSVC2019_64
- cmake --build . --config $config --target ($targets.Split(','))
- cd $config
- |
if (Get-ChildItem -Recurse *.pdb) {
7z a -tzip ..\..\OpenMW_MSVC2019_64_${config}_${CI_COMMIT_REF_NAME}_${CI_JOB_ID}_symbols.zip '*.pdb'
Get-ChildItem -Recurse *.pdb | Remove-Item
}
- 7z a -tzip ..\..\OpenMW_MSVC2019_64_${config}_${CI_COMMIT_REF_NAME}_${CI_JOB_ID}.zip '*'
cache:
key: msbuild-v2
paths:
- deps
- MSVC2019_64/deps/Qt
artifacts:
when: always
paths:
- "*.zip"
- "*.log"
- MSVC2019_64/*.log
- MSVC2019_64/*/*.log
- MSVC2019_64/*/*/*.log
- MSVC2019_64/*/*/*/*.log
- MSVC2019_64/*/*/*/*/*.log
- MSVC2019_64/*/*/*/*/*/*.log
- MSVC2019_64/*/*/*/*/*/*/*.log
- MSVC2019_64/*/*/*/*/*/*/*/*.log
Windows_MSBuild_Engine_Release:
extends:
- .Windows_MSBuild_Base
variables:
<<: *engine-targets
config: "Release"
Windows_MSBuild_Engine_Debug:
extends:
- .Windows_MSBuild_Base
variables:
<<: *engine-targets
config: "Debug"
Windows_MSBuild_Engine_RelWithDebInfo:
extends:
- .Windows_MSBuild_Base
variables:
<<: *engine-targets
config: "RelWithDebInfo"
Windows_MSBuild_CS_Release:
extends:
- .Windows_MSBuild_Base
variables:
<<: *cs-targets
config: "Release"
Windows_MSBuild_CS_Debug:
extends:
- .Windows_MSBuild_Base
variables:
<<: *cs-targets
config: "Debug"
Windows_MSBuild_CS_RelWithDebInfo:
extends:
- .Windows_MSBuild_Base
variables:
<<: *cs-targets
config: "RelWithDebInfo"

@ -37,9 +37,9 @@ addons:
build_command: "make VERBOSE=1 -j3"
matrix:
include:
- name: OpenMW (all) on MacOS 10.15 with Xcode 12
- name: OpenMW (all) on MacOS 10.15 with Xcode 11.6
os: osx
osx_image: xcode12
osx_image: xcode11.6
if: branch != coverity_scan
- name: OpenMW (all) on Ubuntu Focal with GCC
os: linux
@ -71,8 +71,8 @@ before_script:
script:
- cd ./build
- if [ "${COVERITY_SCAN_BRANCH}" != 1 ]; then ${ANALYZE} make -j3; fi
# - if [ "${COVERITY_SCAN_BRANCH}" != 1 ] && [ "${TRAVIS_OS_NAME}" = "osx" ]; then make package; fi
# - if [ "${COVERITY_SCAN_BRANCH}" != 1 ] && [ "${TRAVIS_OS_NAME}" = "osx" ]; then ../CI/check_package.osx.sh; fi
- if [ "${COVERITY_SCAN_BRANCH}" != 1 ] && [ "${TRAVIS_OS_NAME}" = "osx" ]; then make package; fi
- if [ "${COVERITY_SCAN_BRANCH}" != 1 ] && [ "${TRAVIS_OS_NAME}" = "osx" ]; then ../CI/check_package.osx.sh; fi
- if [ "${COVERITY_SCAN_BRANCH}" != 1 ] && [ "${TRAVIS_OS_NAME}" = "linux" ]; then ./openmw_test_suite; fi
- if [ "${COVERITY_SCAN_BRANCH}" != 1 ] && [ "${TRAVIS_OS_NAME}" = "linux" ]; then cd .. && ./CI/check_tabs.sh; fi
- cd "${TRAVIS_BUILD_DIR}"

@ -10,7 +10,10 @@ If you feel your name is missing from this list, please notify a developer.
Programmers
-----------
Marc Zinnschlag (Zini) - Lead Programmer/Project Manager
Bret Curtis (psi29a) - Project leader 2019-present
Marc Zinnschlag (Zini) - Project leader 2010-2018
Nicolay Korslund - Project leader 2008-2010
scrawl - Top contributor
Adam Hogan (aurix)
Aesylwinn
@ -39,7 +42,6 @@ Programmers
Austin Salgat (Salgat)
Ben Shealy (bentsherman)
Berulacks
Bret Curtis (psi29a)
Britt Mathis (galdor557)
Capostrophic
Carl Maxwell
@ -146,7 +148,6 @@ Programmers
Nathan Jeffords (blunted2night)
NeveHanter
Nialsy
Nicolay Korslund
Nikolay Kasyanov (corristo)
nobrakal
Nolan Poe (nopoe)
@ -175,7 +176,6 @@ Programmers
Roman Siromakha (elsid)
Sandy Carter (bwrsandman)
Scott Howard (maqifrnswa)
scrawl
Sebastian Wick (swick)
Sergey Fukanchik
Sergey Shambir (sergey-shambir)
@ -302,4 +302,4 @@ Thanks to Kevin Ryan,
for creating the icon used for the Data Files tab of the OpenMW Launcher.
Thanks to DejaVu team,
for their DejaVuLGCSansMono fontface, see DejaVu Font License.txt for their license terms.
for their DejaVuLGCSansMono fontface, see DejaVuFontLicense.txt for their license terms.

@ -7,6 +7,7 @@
Bug #3676: NiParticleColorModifier isn't applied properly
Bug #3714: Savegame fails to load due to conflict between SpellState and MagicEffects
Bug #4021: Attributes and skills are not stored as floats
Bug #4055: Local scripts don't inherit variables from their base record
Bug #4623: Corprus implementation is incorrect
Bug #4764: Data race in osg ParticleSystem
Bug #4774: Guards are ignorant of an invisible player that tries to attack them
@ -40,7 +41,9 @@
Bug #5499: Faction advance is available when requirements not met
Bug #5502: Dead zone for analogue stick movement is too small
Bug #5507: Sound volume is not clamped on ingame settings update
Bug #5531: Actors flee using current rotation by axis x
Bug #5539: Window resize breaks when going from a lower resolution to full screen resolution
Bug #5548: Certain exhausted topics can be highlighted again even though there's no new dialogue
Feature #390: 3rd person look "over the shoulder"
Feature #2386: Distant Statics in the form of Object Paging
Feature #5297: Add a search function to the "Datafiles" tab of the OpenMW launcher
@ -48,8 +51,12 @@
Feature #5445: Handle NiLines
Feature #5457: Realistic diagonal movement
Feature #5486: Fixes trainers to choose their training skills based on their base skill points
Feature #5519: Code Patch tab in launcher
Feature #5524: Resume failed script execution after reload
Feature #5525: Search fields tweaks (utf-8)
Feature #5545: Option to allow stealing from an unconscious NPC during combat
Task #5480: Drop Qt4 support
Task #5520: Improve cell name autocompleter implementation
0.46.0
------

@ -39,6 +39,10 @@ originalIFS="$IFS"
IFS=$'\n\r'
for pair in $(cmd //c "set"); do
IFS='=' read -r -a separatedPair <<< "${pair}"
if [ ${#separatedPair[@]} -ne 2 ]; then
echo "Parsed '$pair' as ${#separatedPair[@]} parts, expected 2."
continue
fi
originalCmdEnv["${separatedPair[0]}"]="${separatedPair[1]}"
done
@ -49,6 +53,10 @@ declare -A cmdEnvChanges
for pair in $cmdEnv; do
if [ -n "$pair" ]; then
IFS='=' read -r -a separatedPair <<< "${pair}"
if [ ${#separatedPair[@]} -ne 2 ]; then
echo "Parsed '$pair' as ${#separatedPair[@]} parts, expected 2."
continue
fi
key="${separatedPair[0]}"
value="${separatedPair[1]}"
if ! [ ${originalCmdEnv[$key]+_} ] || [ "${originalCmdEnv[$key]}" != "$value" ]; then

@ -258,10 +258,10 @@ download() {
if [ -z $VERBOSE ]; then
RET=0
curl --silent --retry 10 -kLy 5 -o $FILE $URL || RET=$?
curl --silent --retry 10 -Ly 5 -o $FILE $URL || RET=$?
else
RET=0
curl --retry 10 -kLy 5 -o $FILE $URL || RET=$?
curl --retry 10 -Ly 5 -o $FILE $URL || RET=$?
fi
if [ $RET -ne 0 ]; then

@ -20,7 +20,7 @@ cmake \
-D CMAKE_BUILD_TYPE=RELEASE \
-D OPENMW_OSX_DEPLOYMENT=TRUE \
-D BUILD_OPENMW=TRUE \
-D BUILD_OPENCS=FALSE \
-D BUILD_OPENCS=TRUE \
-D BUILD_ESMTOOL=TRUE \
-D BUILD_BSATOOL=TRUE \
-D BUILD_ESSIMPORTER=TRUE \

@ -451,7 +451,7 @@ IF(NOT WIN32 AND NOT APPLE)
ENDIF(BUILD_WIZARD)
# Install licenses
INSTALL(FILES "files/mygui/DejaVu Font License.txt" DESTINATION "${LICDIR}" )
INSTALL(FILES "files/mygui/DejaVuFontLicense.txt" DESTINATION "${LICDIR}" )
# Install icon and desktop file
INSTALL(FILES "${OpenMW_BINARY_DIR}/org.openmw.launcher.desktop" DESTINATION "${DATAROOTDIR}/applications" COMPONENT "openmw")
@ -487,9 +487,7 @@ if(WIN32)
INSTALL(FILES "${OpenMW_SOURCE_DIR}/CHANGELOG.md" DESTINATION "." RENAME "CHANGELOG.txt")
INSTALL(FILES "${OpenMW_SOURCE_DIR}/README.md" DESTINATION "." RENAME "README.txt")
INSTALL(FILES "${OpenMW_SOURCE_DIR}/LICENSE" DESTINATION "." RENAME "LICENSE.txt")
INSTALL(FILES
"${OpenMW_SOURCE_DIR}/files/mygui/DejaVu Font License.txt"
DESTINATION ".")
INSTALL(FILES "${OpenMW_SOURCE_DIR}/files/mygui/DejaVuFontLicense.txt" DESTINATION ".")
INSTALL(FILES "${OpenMW_BINARY_DIR}/Debug/settings-default.cfg" DESTINATION "." CONFIGURATIONS Debug)
INSTALL(FILES "${OpenMW_BINARY_DIR}/Release/settings-default.cfg" DESTINATION "." CONFIGURATIONS Release;RelWithDebInfo;MinSizeRel)
INSTALL(FILES "${OpenMW_BINARY_DIR}/Debug/gamecontrollerdb.txt" DESTINATION "." CONFIGURATIONS Debug)

@ -13,7 +13,7 @@ OpenMW also comes with OpenMW-CS, a replacement for Bethesda's Construction Set.
* IRC: #openmw on irc.freenode.net
Font Licenses:
* DejaVuLGCSansMono.ttf: custom (see [files/mygui/DejaVu Font License.txt](https://github.com/OpenMW/openmw/blob/master/files/mygui/DejaVu%20Font%20License.txt) for more information)
* DejaVuLGCSansMono.ttf: custom (see [files/mygui/DejaVuFontLicense.txt](https://github.com/OpenMW/openmw/blob/master/files/mygui/DejaVuFontLicense.txt) for more information)
Current Status
--------------

@ -4,9 +4,43 @@
#include <components/config/launchersettings.hpp>
#include <QFileDialog>
#include <QCompleter>
#include <QProxyStyle>
#include <components/contentselector/view/contentselector.hpp>
#include <components/contentselector/model/esmfile.hpp>
#include <cmath>
class HorizontalTextWestTabStyle : public QProxyStyle
{
public:
QSize sizeFromContents(ContentsType type, const QStyleOption* option, const QSize& size, const QWidget* widget) const
{
QSize s = QProxyStyle::sizeFromContents(type, option, size, widget);
if (type == QStyle::CT_TabBarTab)
{
s.transpose();
s.setHeight(s.height() + 20);
}
return s;
}
void drawControl(ControlElement element, const QStyleOption* option, QPainter* painter, const QWidget* widget) const
{
if (element == CE_TabBarTabLabel)
{
if (const QStyleOptionTab* tab = qstyleoption_cast<const QStyleOptionTab*>(option))
{
QStyleOptionTab opt(*tab);
opt.shape = QTabBar::RoundedNorth;
QProxyStyle::drawControl(element, &opt, painter, widget);
return;
}
}
QProxyStyle::drawControl(element, option, painter, widget);
}
};
Launcher::AdvancedPage::AdvancedPage(Files::ConfigurationManager &cfg,
Config::GameSettings &gameSettings,
Settings::Manager &engineSettings, QWidget *parent)
@ -19,15 +53,16 @@ Launcher::AdvancedPage::AdvancedPage(Files::ConfigurationManager &cfg,
setupUi(this);
loadSettings();
AdvancedTabWidget->tabBar()->setStyle(new HorizontalTextWestTabStyle);
mCellNameCompleter.setModel(&mCellNameCompleterModel);
startDefaultCharacterAtField->setCompleter(&mCellNameCompleter);
}
void Launcher::AdvancedPage::loadCellsForAutocomplete(QStringList cellNames) {
// Set up an auto-completer for the "Start default character at" field
auto *completer = new QCompleter(cellNames);
completer->setCompletionMode(QCompleter::PopupCompletion);
completer->setCaseSensitivity(Qt::CaseSensitivity::CaseInsensitive);
startDefaultCharacterAtField->setCompleter(completer);
// Update the list of suggestions for the "Start default character at" field
mCellNameCompleterModel.setStringList(cellNames);
mCellNameCompleter.setCompletionMode(QCompleter::PopupCompletion);
mCellNameCompleter.setCaseSensitivity(Qt::CaseSensitivity::CaseInsensitive);
}
void Launcher::AdvancedPage::on_skipMenuCheckBox_stateChanged(int state) {
@ -55,142 +90,222 @@ void Launcher::AdvancedPage::on_runScriptAfterStartupBrowseButton_clicked()
runScriptAfterStartupField->setText(path);
}
namespace
{
constexpr double CellSizeInUnits = 8192;
double convertToCells(double unitRadius)
{
return std::round((unitRadius / 0.93 + 1024) / CellSizeInUnits);
}
double convertToUnits(double CellGridRadius)
{
return (CellSizeInUnits * CellGridRadius - 1024) * 0.93;
}
}
bool Launcher::AdvancedPage::loadSettings()
{
// Game mechanics
{
loadSettingBool(toggleSneakCheckBox, "toggle sneak", "Input");
loadSettingBool(canLootDuringDeathAnimationCheckBox, "can loot during death animation", "Game");
loadSettingBool(followersAttackOnSightCheckBox, "followers attack on sight", "Game");
loadSettingBool(rebalanceSoulGemValuesCheckBox, "rebalance soul gem values", "Game");
loadSettingBool(enchantedWeaponsMagicalCheckBox, "enchanted weapons are magical", "Game");
loadSettingBool(permanentBarterDispositionChangeCheckBox, "barter disposition change is permanent", "Game");
loadSettingBool(classicReflectedAbsorbSpellsCheckBox, "classic reflected absorb spells behavior", "Game");
loadSettingBool(requireAppropriateAmmunitionCheckBox, "only appropriate ammunition bypasses resistance", "Game");
loadSettingBool(uncappedDamageFatigueCheckBox, "uncapped damage fatigue", "Game");
loadSettingBool(normaliseRaceSpeedCheckBox, "normalise race speed", "Game");
int unarmedFactorsStrengthIndex = mEngineSettings.getInt("strength influences hand to hand", "Game");
if (unarmedFactorsStrengthIndex >= 0 && unarmedFactorsStrengthIndex <= 2)
unarmedFactorsStrengthComboBox->setCurrentIndex(unarmedFactorsStrengthIndex);
loadSettingBool(stealingFromKnockedOutCheckBox, "always allow stealing from knocked out actors", "Game");
}
// Visuals
{
loadSettingBool(bumpMapLocalLightingCheckBox, "apply lighting to environment maps", "Shaders");
loadSettingBool(magicItemAnimationsCheckBox, "use magic item animations", "Game");
connect(animSourcesCheckBox, SIGNAL(toggled(bool)), this, SLOT(slotAnimSourcesToggled(bool)));
loadSettingBool(animSourcesCheckBox, "use additional anim sources", "Game");
if (animSourcesCheckBox->checkState())
{
loadSettingBool(weaponSheathingCheckBox, "weapon sheathing", "Game");
loadSettingBool(shieldSheathingCheckBox, "shield sheathing", "Game");
}
loadSettingBool(viewOverShoulderCheckBox, "view over shoulder", "Camera");
loadSettingBool(turnToMovementDirectionCheckBox, "turn to movement direction", "Game");
const bool distantTerrain = mEngineSettings.getBool("distant terrain", "Terrain");
const bool objectPaging = mEngineSettings.getBool("object paging", "Terrain");
if (distantTerrain && objectPaging) {
distantLandCheckBox->setCheckState(Qt::Checked);
}
loadSettingBool(activeGridObjectPagingCheckBox, "object paging active grid", "Terrain");
viewingDistanceComboBox->setValue(convertToCells(mEngineSettings.getInt("viewing distance", "Camera")));
}
// Interface Changes
{
loadSettingBool(showEffectDurationCheckBox, "show effect duration", "Game");
loadSettingBool(showEnchantChanceCheckBox, "show enchant chance", "Game");
loadSettingBool(showMeleeInfoCheckBox, "show melee info", "Game");
loadSettingBool(showProjectileDamageCheckBox, "show projectile damage", "Game");
loadSettingBool(changeDialogTopicsCheckBox, "color topic enable", "GUI");
int showOwnedIndex = mEngineSettings.getInt("show owned", "Game");
// Match the index with the option (only 0, 1, 2, or 3 are valid). Will default to 0 if invalid.
if (showOwnedIndex >= 0 && showOwnedIndex <= 3)
showOwnedComboBox->setCurrentIndex(showOwnedIndex);
}
// Bug fixes
{
loadSettingBool(preventMerchantEquippingCheckBox, "prevent merchant equipping", "Game");
loadSettingBool(trainersTrainingSkillsBasedOnBaseSkillCheckBox, "trainers training skills based on base skill", "Game");
}
// Miscellaneous
{
// Saves
loadSettingBool(timePlayedCheckbox, "timeplayed", "Saves");
maximumQuicksavesComboBox->setValue(mEngineSettings.getInt("max quicksaves", "Saves"));
// Other Settings
QString screenshotFormatString = QString::fromStdString(mEngineSettings.getString("screenshot format", "General")).toUpper();
if (screenshotFormatComboBox->findText(screenshotFormatString) == -1)
screenshotFormatComboBox->addItem(screenshotFormatString);
screenshotFormatComboBox->setCurrentIndex(screenshotFormatComboBox->findText(screenshotFormatString));
}
// Testing
bool skipMenu = mGameSettings.value("skip-menu").toInt() == 1;
if (skipMenu) {
skipMenuCheckBox->setCheckState(Qt::Checked);
}
startDefaultCharacterAtLabel->setEnabled(skipMenu);
startDefaultCharacterAtField->setEnabled(skipMenu);
startDefaultCharacterAtField->setText(mGameSettings.value("start"));
runScriptAfterStartupField->setText(mGameSettings.value("script-run"));
// Game Settings
loadSettingBool(canLootDuringDeathAnimationCheckBox, "can loot during death animation", "Game");
loadSettingBool(followersAttackOnSightCheckBox, "followers attack on sight", "Game");
loadSettingBool(preventMerchantEquippingCheckBox, "prevent merchant equipping", "Game");
loadSettingBool(classicReflectedAbsorbSpellsCheckBox, "classic reflected absorb spells behavior", "Game");
loadSettingBool(rebalanceSoulGemValuesCheckBox, "rebalance soul gem values", "Game");
loadSettingBool(enchantedWeaponsMagicalCheckBox, "enchanted weapons are magical", "Game");
loadSettingBool(permanentBarterDispositionChangeCheckBox, "barter disposition change is permanent", "Game");
int unarmedFactorsStrengthIndex = mEngineSettings.getInt("strength influences hand to hand", "Game");
if (unarmedFactorsStrengthIndex >= 0 && unarmedFactorsStrengthIndex <= 2)
unarmedFactorsStrengthComboBox->setCurrentIndex(unarmedFactorsStrengthIndex);
loadSettingBool(requireAppropriateAmmunitionCheckBox, "only appropriate ammunition bypasses resistance", "Game");
loadSettingBool(magicItemAnimationsCheckBox, "use magic item animations", "Game");
loadSettingBool(normaliseRaceSpeedCheckBox, "normalise race speed", "Game");
connect(animSourcesCheckBox, SIGNAL(toggled(bool)), this, SLOT(slotAnimSourcesToggled(bool)));
loadSettingBool(animSourcesCheckBox, "use additional anim sources", "Game");
if (animSourcesCheckBox->checkState())
{
loadSettingBool(weaponSheathingCheckBox, "weapon sheathing", "Game");
loadSettingBool(shieldSheathingCheckBox, "shield sheathing", "Game");
}
loadSettingBool(uncappedDamageFatigueCheckBox, "uncapped damage fatigue", "Game");
loadSettingBool(trainersTrainingSkillsBasedOnBaseSkillCheckBox, "trainers training skills based on base skill", "Game");
// Input Settings
loadSettingBool(grabCursorCheckBox, "grab cursor", "Input");
loadSettingBool(toggleSneakCheckBox, "toggle sneak", "Input");
// Saves Settings
loadSettingBool(timePlayedCheckbox, "timeplayed", "Saves");
maximumQuicksavesComboBox->setValue(mEngineSettings.getInt("max quicksaves", "Saves"));
// User Interface Settings
loadSettingBool(showEffectDurationCheckBox, "show effect duration", "Game");
loadSettingBool(showEnchantChanceCheckBox, "show enchant chance", "Game");
loadSettingBool(showMeleeInfoCheckBox, "show melee info", "Game");
loadSettingBool(showProjectileDamageCheckBox, "show projectile damage", "Game");
loadSettingBool(changeDialogTopicsCheckBox, "color topic enable", "GUI");
int showOwnedIndex = mEngineSettings.getInt("show owned", "Game");
// Match the index with the option (only 0, 1, 2, or 3 are valid). Will default to 0 if invalid.
if (showOwnedIndex >= 0 && showOwnedIndex <= 3)
showOwnedComboBox->setCurrentIndex(showOwnedIndex);
// Other Settings
QString screenshotFormatString = QString::fromStdString(mEngineSettings.getString("screenshot format", "General")).toUpper();
if (screenshotFormatComboBox->findText(screenshotFormatString) == -1)
screenshotFormatComboBox->addItem(screenshotFormatString);
screenshotFormatComboBox->setCurrentIndex(screenshotFormatComboBox->findText(screenshotFormatString));
{
loadSettingBool(grabCursorCheckBox, "grab cursor", "Input");
bool skipMenu = mGameSettings.value("skip-menu").toInt() == 1;
if (skipMenu)
{
skipMenuCheckBox->setCheckState(Qt::Checked);
}
startDefaultCharacterAtLabel->setEnabled(skipMenu);
startDefaultCharacterAtField->setEnabled(skipMenu);
startDefaultCharacterAtField->setText(mGameSettings.value("start"));
runScriptAfterStartupField->setText(mGameSettings.value("script-run"));
}
return true;
}
void Launcher::AdvancedPage::saveSettings()
{
// Ensure we only set the new settings if they changed. This is to avoid cluttering the
// user settings file (which by definition should only contain settings the user has touched)
// Game mechanics
{
saveSettingBool(toggleSneakCheckBox, "toggle sneak", "Input");
saveSettingBool(canLootDuringDeathAnimationCheckBox, "can loot during death animation", "Game");
saveSettingBool(followersAttackOnSightCheckBox, "followers attack on sight", "Game");
saveSettingBool(rebalanceSoulGemValuesCheckBox, "rebalance soul gem values", "Game");
saveSettingBool(enchantedWeaponsMagicalCheckBox, "enchanted weapons are magical", "Game");
saveSettingBool(permanentBarterDispositionChangeCheckBox, "barter disposition change is permanent", "Game");
saveSettingBool(classicReflectedAbsorbSpellsCheckBox, "classic reflected absorb spells behavior", "Game");
saveSettingBool(requireAppropriateAmmunitionCheckBox, "only appropriate ammunition bypasses resistance", "Game");
saveSettingBool(uncappedDamageFatigueCheckBox, "uncapped damage fatigue", "Game");
saveSettingBool(normaliseRaceSpeedCheckBox, "normalise race speed", "Game");
int unarmedFactorsStrengthIndex = unarmedFactorsStrengthComboBox->currentIndex();
if (unarmedFactorsStrengthIndex != mEngineSettings.getInt("strength influences hand to hand", "Game"))
mEngineSettings.setInt("strength influences hand to hand", "Game", unarmedFactorsStrengthIndex);
saveSettingBool(stealingFromKnockedOutCheckBox, "always allow stealing from knocked out actors", "Game");
}
// Visuals
{
saveSettingBool(bumpMapLocalLightingCheckBox, "apply lighting to environment maps", "Shaders");
saveSettingBool(magicItemAnimationsCheckBox, "use magic item animations", "Game");
saveSettingBool(animSourcesCheckBox, "use additional anim sources", "Game");
saveSettingBool(weaponSheathingCheckBox, "weapon sheathing", "Game");
saveSettingBool(shieldSheathingCheckBox, "shield sheathing", "Game");
saveSettingBool(viewOverShoulderCheckBox, "view over shoulder", "Camera");
saveSettingBool(turnToMovementDirectionCheckBox, "turn to movement direction", "Game");
const bool distantTerrain = mEngineSettings.getBool("distant terrain", "Terrain");
const bool objectPaging = mEngineSettings.getBool("object paging", "Terrain");
const bool wantDistantLand = distantLandCheckBox->checkState();
if (wantDistantLand != (distantTerrain && objectPaging)) {
mEngineSettings.setBool("distant terrain", "Terrain", wantDistantLand);
mEngineSettings.setBool("object paging", "Terrain", wantDistantLand);
}
saveSettingBool(activeGridObjectPagingCheckBox, "object paging active grid", "Terrain");
double viewingDistance = viewingDistanceComboBox->value();
if (viewingDistance != convertToCells(mEngineSettings.getInt("viewing distance", "Camera")))
{
mEngineSettings.setInt("viewing distance", "Camera", convertToUnits(viewingDistance));
}
}
// Interface Changes
{
saveSettingBool(showEffectDurationCheckBox, "show effect duration", "Game");
saveSettingBool(showEnchantChanceCheckBox, "show enchant chance", "Game");
saveSettingBool(showMeleeInfoCheckBox, "show melee info", "Game");
saveSettingBool(showProjectileDamageCheckBox, "show projectile damage", "Game");
saveSettingBool(changeDialogTopicsCheckBox, "color topic enable", "GUI");
int showOwnedCurrentIndex = showOwnedComboBox->currentIndex();
if (showOwnedCurrentIndex != mEngineSettings.getInt("show owned", "Game"))
mEngineSettings.setInt("show owned", "Game", showOwnedCurrentIndex);
}
// Bug fixes
{
saveSettingBool(preventMerchantEquippingCheckBox, "prevent merchant equipping", "Game");
saveSettingBool(trainersTrainingSkillsBasedOnBaseSkillCheckBox, "trainers training skills based on base skill", "Game");
}
// Miscellaneous
{
// Saves Settings
saveSettingBool(timePlayedCheckbox, "timeplayed", "Saves");
int maximumQuicksaves = maximumQuicksavesComboBox->value();
if (maximumQuicksaves != mEngineSettings.getInt("max quicksaves", "Saves"))
{
mEngineSettings.setInt("max quicksaves", "Saves", maximumQuicksaves);
}
// Other Settings
std::string screenshotFormatString = screenshotFormatComboBox->currentText().toLower().toStdString();
if (screenshotFormatString != mEngineSettings.getString("screenshot format", "General"))
mEngineSettings.setString("screenshot format", "General", screenshotFormatString);
}
// Testing
int skipMenu = skipMenuCheckBox->checkState() == Qt::Checked;
if (skipMenu != mGameSettings.value("skip-menu").toInt())
mGameSettings.setValue("skip-menu", QString::number(skipMenu));
QString startCell = startDefaultCharacterAtField->text();
if (startCell != mGameSettings.value("start")) {
mGameSettings.setValue("start", startCell);
}
QString scriptRun = runScriptAfterStartupField->text();
if (scriptRun != mGameSettings.value("script-run"))
mGameSettings.setValue("script-run", scriptRun);
// Game Settings
saveSettingBool(canLootDuringDeathAnimationCheckBox, "can loot during death animation", "Game");
saveSettingBool(followersAttackOnSightCheckBox, "followers attack on sight", "Game");
saveSettingBool(preventMerchantEquippingCheckBox, "prevent merchant equipping", "Game");
saveSettingBool(rebalanceSoulGemValuesCheckBox, "rebalance soul gem values", "Game");
saveSettingBool(classicReflectedAbsorbSpellsCheckBox, "classic reflected absorb spells behavior", "Game");
saveSettingBool(enchantedWeaponsMagicalCheckBox, "enchanted weapons are magical", "Game");
saveSettingBool(permanentBarterDispositionChangeCheckBox, "barter disposition change is permanent", "Game");
int unarmedFactorsStrengthIndex = unarmedFactorsStrengthComboBox->currentIndex();
if (unarmedFactorsStrengthIndex != mEngineSettings.getInt("strength influences hand to hand", "Game"))
mEngineSettings.setInt("strength influences hand to hand", "Game", unarmedFactorsStrengthIndex);
saveSettingBool(requireAppropriateAmmunitionCheckBox, "only appropriate ammunition bypasses resistance", "Game");
saveSettingBool(magicItemAnimationsCheckBox, "use magic item animations", "Game");
saveSettingBool(normaliseRaceSpeedCheckBox, "normalise race speed", "Game");
saveSettingBool(animSourcesCheckBox, "use additional anim sources", "Game");
saveSettingBool(weaponSheathingCheckBox, "weapon sheathing", "Game");
saveSettingBool(shieldSheathingCheckBox, "shield sheathing", "Game");
saveSettingBool(uncappedDamageFatigueCheckBox, "uncapped damage fatigue", "Game");
saveSettingBool(trainersTrainingSkillsBasedOnBaseSkillCheckBox, "trainers training skills based on base skill", "Game");
// Input Settings
saveSettingBool(grabCursorCheckBox, "grab cursor", "Input");
saveSettingBool(toggleSneakCheckBox, "toggle sneak", "Input");
// Saves Settings
saveSettingBool(timePlayedCheckbox, "timeplayed", "Saves");
int maximumQuicksaves = maximumQuicksavesComboBox->value();
if (maximumQuicksaves != mEngineSettings.getInt("max quicksaves", "Saves")) {
mEngineSettings.setInt("max quicksaves", "Saves", maximumQuicksaves);
}
// User Interface Settings
saveSettingBool(showEffectDurationCheckBox, "show effect duration", "Game");
saveSettingBool(showEnchantChanceCheckBox, "show enchant chance", "Game");
saveSettingBool(showMeleeInfoCheckBox, "show melee info", "Game");
saveSettingBool(showProjectileDamageCheckBox, "show projectile damage", "Game");
saveSettingBool(changeDialogTopicsCheckBox, "color topic enable", "GUI");
int showOwnedCurrentIndex = showOwnedComboBox->currentIndex();
if (showOwnedCurrentIndex != mEngineSettings.getInt("show owned", "Game"))
mEngineSettings.setInt("show owned", "Game", showOwnedCurrentIndex);
// Other Settings
std::string screenshotFormatString = screenshotFormatComboBox->currentText().toLower().toStdString();
if (screenshotFormatString != mEngineSettings.getString("screenshot format", "General"))
mEngineSettings.setString("screenshot format", "General", screenshotFormatString);
{
saveSettingBool(grabCursorCheckBox, "grab cursor", "Input");
int skipMenu = skipMenuCheckBox->checkState() == Qt::Checked;
if (skipMenu != mGameSettings.value("skip-menu").toInt())
mGameSettings.setValue("skip-menu", QString::number(skipMenu));
QString startCell = startDefaultCharacterAtField->text();
if (startCell != mGameSettings.value("start"))
{
mGameSettings.setValue("start", startCell);
}
QString scriptRun = runScriptAfterStartupField->text();
if (scriptRun != mGameSettings.value("script-run"))
mGameSettings.setValue("script-run", scriptRun);
}
}
void Launcher::AdvancedPage::loadSettingBool(QCheckBox *checkbox, const std::string &setting, const std::string &group) {
void Launcher::AdvancedPage::loadSettingBool(QCheckBox *checkbox, const std::string &setting, const std::string &group)
{
if (mEngineSettings.getBool(setting, group))
checkbox->setCheckState(Qt::Checked);
}
void Launcher::AdvancedPage::saveSettingBool(QCheckBox *checkbox, const std::string &setting, const std::string &group) {
void Launcher::AdvancedPage::saveSettingBool(QCheckBox *checkbox, const std::string &setting, const std::string &group)
{
bool cValue = checkbox->checkState();
if (cValue != mEngineSettings.getBool(setting, group))
mEngineSettings.setBool(setting, group, cValue);

@ -2,6 +2,8 @@
#define ADVANCEDPAGE_H
#include <QWidget>
#include <QCompleter>
#include <QStringListModel>
#include "ui_advancedpage.h"
@ -35,6 +37,8 @@ namespace Launcher
Files::ConfigurationManager &mCfgMgr;
Config::GameSettings &mGameSettings;
Settings::Manager &mEngineSettings;
QCompleter mCellNameCompleter;
QStringListModel mCellNameCompleterModel;
/**
* Load the cells associated with the given content files for use in autocomplete

@ -82,7 +82,7 @@ add_openmw_dir (mwclass
)
add_openmw_dir (mwmechanics
mechanicsmanagerimp stat creaturestats magiceffects movement actorutil
mechanicsmanagerimp stat creaturestats magiceffects movement actorutil spelllist
drawstate spells activespells npcstats aipackage aisequence aipursue alchemy aiwander aitravel aifollow aiavoiddoor aibreathe
aicast aiescort aiface aiactivate aicombat recharge repair enchanting pathfinding pathgrid security spellcasting spellresistance
disease pickpocket levelledlist combat steering obstacle autocalcspell difficultyscaling aicombataction actor summoning

@ -416,12 +416,15 @@ namespace MWBase
virtual void togglePOV(bool force = false) = 0;
virtual bool isFirstPerson() const = 0;
virtual bool isPreviewModeEnabled() const = 0;
virtual void togglePreviewMode(bool enable) = 0;
virtual bool toggleVanityMode(bool enable) = 0;
virtual void allowVanityMode(bool allow) = 0;
virtual void changeVanityModeScale(float factor) = 0;
virtual bool vanityRotateCamera(float * rot) = 0;
virtual void setCameraDistance(float dist, bool adjust = false, bool override = true)=0;
virtual void applyDeferredPreviewRotationToPlayer(float dt) = 0;
virtual void disableDeferredPreviewRotation() = 0;
virtual void setupPlayer() = 0;
virtual void renderPlayer() = 0;

@ -141,14 +141,9 @@ namespace MWClass
data->mCreatureStats.setDeathAnimationFinished(isPersistent(ptr));
// spells
for (std::vector<std::string>::const_iterator iter (ref->mBase->mSpells.mList.begin());
iter!=ref->mBase->mSpells.mList.end(); ++iter)
{
if (const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().search(*iter))
data->mCreatureStats.getSpells().add (spell);
else /// \todo add option to make this a fatal error message pop-up, but default to warning for vanilla compatibility
Log(Debug::Warning) << "Warning: ignoring nonexistent spell '" << *iter << "' on creature '" << ref->mBase->mId << "'";
}
bool spellsInitialised = data->mCreatureStats.getSpells().setSpells(ref->mBase->mId);
if (!spellsInitialised)
data->mCreatureStats.getSpells().addAllToInstance(ref->mBase->mSpells.mList);
// inventory
bool hasInventory = hasInventoryStore(ptr);
@ -781,6 +776,9 @@ namespace MWClass
CreatureCustomData& customData = ptr.getRefData().getCustomData()->asCreatureCustomData();
const ESM::CreatureState& creatureState = state.asCreatureState();
customData.mContainerStore->readState (creatureState.mInventory);
bool spellsInitialised = customData.mCreatureStats.getSpells().setSpells(ptr.get<ESM::Creature>()->mBase->mId);
if(spellsInitialised)
customData.mCreatureStats.getSpells().clear();
customData.mCreatureStats.readState (creatureState.mCreatureStats);
}
@ -874,6 +872,11 @@ namespace MWClass
MWMechanics::setBaseAISetting<ESM::Creature>(id, setting, value);
}
void Creature::modifyBaseInventory(const std::string& actorId, const std::string& itemId, int amount) const
{
MWMechanics::modifyBaseInventory<ESM::Creature>(actorId, itemId, amount);
}
float Creature::getWalkSpeed(const MWWorld::Ptr& ptr) const
{
const MWMechanics::CreatureStats& stats = getCreatureStats(ptr);

@ -132,6 +132,8 @@ namespace MWClass
virtual void setBaseAISetting(const std::string& id, MWMechanics::CreatureStats::AiSetting setting, int value) const;
virtual void modifyBaseInventory(const std::string& actorId, const std::string& itemId, int amount) const;
float getWalkSpeed(const MWWorld::Ptr& ptr) const final;
float getRunSpeed(const MWWorld::Ptr& ptr) const final;

@ -158,7 +158,7 @@ namespace
*
* and by adding class, race, specialization bonus.
*/
void autoCalculateSkills(const ESM::NPC* npc, MWMechanics::NpcStats& npcStats, const MWWorld::Ptr& ptr)
void autoCalculateSkills(const ESM::NPC* npc, MWMechanics::NpcStats& npcStats, const MWWorld::Ptr& ptr, bool spellsInitialised)
{
const ESM::Class *class_ =
MWBase::Environment::get().getWorld()->getStore().get<ESM::Class>().find(npc->mClass);
@ -235,9 +235,11 @@ namespace
for (int i=0; i<ESM::Attribute::Length; ++i)
attributes[i] = npcStats.getAttribute(i).getBase();
std::vector<std::string> spells = MWMechanics::autoCalcNpcSpells(skills, attributes, race);
for (std::vector<std::string>::iterator it = spells.begin(); it != spells.end(); ++it)
npcStats.getSpells().add(*it);
if (!spellsInitialised)
{
std::vector<std::string> spells = MWMechanics::autoCalcNpcSpells(skills, attributes, race);
npcStats.getSpells().addAllToInstance(spells);
}
}
}
@ -311,6 +313,8 @@ namespace MWClass
MWWorld::LiveCellRef<ESM::NPC> *ref = ptr.get<ESM::NPC>();
bool spellsInitialised = data->mNpcStats.getSpells().setSpells(ref->mBase->mId);
// creature stats
int gold=0;
if(ref->mBase->mNpdtType != ESM::NPC::NPC_WITH_AUTOCALCULATED_STATS)
@ -351,7 +355,7 @@ namespace MWClass
data->mNpcStats.setReputation(ref->mBase->mNpdt.mReputation);
autoCalculateAttributes(ref->mBase, data->mNpcStats);
autoCalculateSkills(ref->mBase, data->mNpcStats, ptr);
autoCalculateSkills(ref->mBase, data->mNpcStats, ptr, spellsInitialised);
data->mNpcStats.setNeedRecalcDynamicStats(true);
}
@ -362,14 +366,7 @@ namespace MWClass
// race powers
const ESM::Race *race = MWBase::Environment::get().getWorld()->getStore().get<ESM::Race>().find(ref->mBase->mRace);
for (std::vector<std::string>::const_iterator iter (race->mPowers.mList.begin());
iter!=race->mPowers.mList.end(); ++iter)
{
if (const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().search(*iter))
data->mNpcStats.getSpells().add (spell);
else
Log(Debug::Warning) << "Warning: ignoring nonexistent race power '" << *iter << "' on NPC '" << ref->mBase->mId << "'";
}
data->mNpcStats.getSpells().addAllToInstance(race->mPowers.mList);
if (!ref->mBase->mFaction.empty())
{
@ -390,17 +387,8 @@ namespace MWClass
data->mNpcStats.setAiSetting (MWMechanics::CreatureStats::AI_Alarm, ref->mBase->mAiData.mAlarm);
// spells
for (std::vector<std::string>::const_iterator iter (ref->mBase->mSpells.mList.begin());
iter!=ref->mBase->mSpells.mList.end(); ++iter)
{
if (const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().search(*iter))
data->mNpcStats.getSpells().add (spell);
else
{
/// \todo add option to make this a fatal error message pop-up, but default to warning for vanilla compatibility
Log(Debug::Warning) << "Warning: ignoring nonexistent spell '" << *iter << "' on NPC '" << ref->mBase->mId << "'";
}
}
if (!spellsInitialised)
data->mNpcStats.getSpells().addAllToInstance(ref->mBase->mSpells.mList);
// inventory
// setting ownership is used to make the NPC auto-equip his initial equipment only, and not bartered items
@ -904,13 +892,19 @@ namespace MWClass
}
else if (!stats.getAiSequence().isInCombat())
{
if(getCreatureStats(actor).getStance(MWMechanics::CreatureStats::Stance_Sneak) || stats.getKnockedDown())
if (stats.getKnockedDown() || MWBase::Environment::get().getMechanicsManager()->isSneaking(actor))
return std::shared_ptr<MWWorld::Action>(new MWWorld::ActionOpen(ptr)); // stealing
// Can't talk to werewolves
if (!getNpcStats(ptr).isWerewolf())
return std::shared_ptr<MWWorld::Action>(new MWWorld::ActionTalk(ptr));
}
else // In combat
{
const bool stealingInCombat = Settings::Manager::getBool ("always allow stealing from knocked out actors", "Game");
if (stealingInCombat && stats.getKnockedDown())
return std::shared_ptr<MWWorld::Action>(new MWWorld::ActionOpen(ptr)); // stealing
}
// Tribunal and some mod companions oddly enough must use open action as fallback
if (!getScript(ptr).empty() && ptr.getRefData().getLocals().getIntVar(getScript(ptr), "companion"))
@ -1062,7 +1056,14 @@ namespace MWClass
if (customData.mNpcStats.isDead() && customData.mNpcStats.isDeathAnimationFinished())
return true;
return !customData.mNpcStats.getAiSequence().isInCombat();
if (!customData.mNpcStats.getAiSequence().isInCombat())
return true;
const bool stealingInCombat = Settings::Manager::getBool ("always allow stealing from knocked out actors", "Game");
if (stealingInCombat && customData.mNpcStats.getKnockedDown())
return true;
return false;
}
MWGui::ToolTipInfo Npc::getToolTipInfo (const MWWorld::ConstPtr& ptr, int count) const
@ -1313,6 +1314,9 @@ namespace MWClass
const ESM::NpcState& npcState = state.asNpcState();
customData.mInventoryStore.readState (npcState.mInventory);
customData.mNpcStats.readState (npcState.mNpcStats);
bool spellsInitialised = customData.mNpcStats.getSpells().setSpells(ptr.get<ESM::NPC>()->mBase->mId);
if(spellsInitialised)
customData.mNpcStats.getSpells().clear();
customData.mNpcStats.readState (npcState.mCreatureStats);
}
@ -1447,6 +1451,11 @@ namespace MWClass
MWMechanics::setBaseAISetting<ESM::NPC>(id, setting, value);
}
void Npc::modifyBaseInventory(const std::string& actorId, const std::string& itemId, int amount) const
{
MWMechanics::modifyBaseInventory<ESM::NPC>(actorId, itemId, amount);
}
float Npc::getWalkSpeed(const MWWorld::Ptr& ptr) const
{
const GMST& gmst = getGmst();

@ -167,6 +167,8 @@ namespace MWClass
virtual void setBaseAISetting(const std::string& id, MWMechanics::CreatureStats::AiSetting setting, int value) const;
virtual void modifyBaseInventory(const std::string& actorId, const std::string& itemId, int amount) const;
float getWalkSpeed(const MWWorld::Ptr& ptr) const final;
float getRunSpeed(const MWWorld::Ptr& ptr) const final;

@ -121,6 +121,7 @@ namespace MWDialogue
mTalkedTo = creatureStats.hasTalkedToPlayer();
mActorKnownTopics.clear();
mActorKnownTopicsFlag.clear();
//greeting
const MWWorld::Store<ESM::Dialogue> &dialogs =
@ -300,11 +301,11 @@ namespace MWDialogue
}
}
mLastTopic = topic;
executeScript (info->mResultScript, mActor);
parseText (info->mResponse);
mLastTopic = topic;
}
}
@ -323,6 +324,7 @@ namespace MWDialogue
updateGlobals();
mActorKnownTopics.clear();
mActorKnownTopicsFlag.clear();
const auto& dialogs = MWBase::Environment::get().getWorld()->getStore().get<ESM::Dialogue>();

@ -678,7 +678,6 @@ namespace MWGui
{
mHistoryContents.push_back(new Response(text, title, needMargin));
updateHistory();
updateTopics();
}
void DialogueWindow::addMessageBox(const std::string& text)

@ -110,23 +110,21 @@ namespace MWInput
if (MWBase::Environment::get().getInputManager()->getControlSwitch("playerviewswitch"))
{
const float switchLimit = 0.25;
MWBase::World* world = MWBase::Environment::get().getWorld();
if (mBindingsManager->actionIsActive(A_TogglePOV))
{
if (mPreviewPOVDelay <= 0.5 &&
(mPreviewPOVDelay += dt) > 0.5)
{
mPreviewPOVDelay = 1.f;
MWBase::Environment::get().getWorld()->togglePreviewMode(true);
}
if (world->isFirstPerson() ? mPreviewPOVDelay > switchLimit : mPreviewPOVDelay == 0)
world->togglePreviewMode(true);
mPreviewPOVDelay += dt;
}
else
{
//disable preview mode
MWBase::Environment::get().getWorld()->togglePreviewMode(false);
if (mPreviewPOVDelay > 0.f && mPreviewPOVDelay <= 0.5)
{
MWBase::Environment::get().getWorld()->togglePOV();
}
if (mPreviewPOVDelay > 0)
world->togglePreviewMode(false);
if (mPreviewPOVDelay > 0.f && mPreviewPOVDelay <= switchLimit)
world->togglePOV();
mPreviewPOVDelay = 0.f;
}
}
@ -169,6 +167,11 @@ namespace MWInput
mAttemptJump = false;
}
bool ActionManager::isPreviewModeEnabled()
{
return MWBase::Environment::get().getWorld()->isPreviewModeEnabled();
}
void ActionManager::resetIdleTime()
{

@ -54,7 +54,7 @@ namespace MWInput
void setAttemptJump(bool enabled) { mAttemptJump = enabled; }
float getPreviewDelay() const { return mPreviewPOVDelay; };
bool isPreviewModeEnabled();
private:
void handleGuiArrowKey(int action);

@ -89,7 +89,7 @@ namespace MWInput
bool ControllerManager::update(float dt)
{
mGamepadPreviewMode = mActionManager->getPreviewDelay() == 1.f;
mGamepadPreviewMode = mActionManager->isPreviewModeEnabled();
if (mGuiCursorEnabled && !(mJoystickLastUsed && !mGamepadGuiCursorEnabled))
{
@ -287,7 +287,7 @@ namespace MWInput
}
else
{
if (mGamepadPreviewMode && arg.value) // Preview Mode Gamepad Zooming
if (mGamepadPreviewMode) // Preview Mode Gamepad Zooming
{
if (arg.axis == SDL_CONTROLLER_AXIS_TRIGGERRIGHT)
{

@ -9,6 +9,7 @@
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwworld/esmstore.hpp"
@ -101,6 +102,8 @@ namespace MWInput
mMouseManager->update(dt);
mSensorManager->update(dt);
mActionManager->update(dt, controllerMove);
MWBase::Environment::get().getWorld()->applyDeferredPreviewRotationToPlayer(dt);
}
void InputManager::setDragDrop(bool dragDrop)

@ -108,6 +108,8 @@ namespace MWInput
player.yaw(x);
player.pitch(y);
}
else if (!input->getControlSwitch("playerlooking"))
MWBase::Environment::get().getWorld()->disableDeferredPreviewRotation();
if (arg.zrel && input->getControlSwitch("playerviewswitch") && input->getControlSwitch("playercontrols")) //Check to make sure you are allowed to zoomout and there is a change
{
@ -207,17 +209,20 @@ namespace MWInput
return;
float rot[3];
rot[0] = yAxis * dt * 1000.0f * mCameraSensitivity * (mInvertY ? -1 : 1) * mCameraYMultiplier / 256.f;
rot[0] = -yAxis * dt * 1000.0f * mCameraSensitivity * (mInvertY ? -1 : 1) * mCameraYMultiplier / 256.f;
rot[1] = 0.0f;
rot[2] = xAxis * dt * 1000.0f * mCameraSensitivity * (mInvertX ? -1 : 1) / 256.f;
rot[2] = -xAxis * dt * 1000.0f * mCameraSensitivity * (mInvertX ? -1 : 1) / 256.f;
// Only actually turn player when we're not in vanity mode
if (!MWBase::Environment::get().getWorld()->vanityRotateCamera(rot) && MWBase::Environment::get().getInputManager()->getControlSwitch("playercontrols"))
bool controls = MWBase::Environment::get().getInputManager()->getControlSwitch("playercontrols");
if (!MWBase::Environment::get().getWorld()->vanityRotateCamera(rot) && controls)
{
MWWorld::Player& player = MWBase::Environment::get().getWorld()->getPlayer();
player.yaw(rot[2]);
player.pitch(rot[0]);
player.yaw(-rot[2]);
player.pitch(-rot[0]);
}
else if (!controls)
MWBase::Environment::get().getWorld()->disableDeferredPreviewRotation();
MWBase::Environment::get().getInputManager()->resetIdleTime();
}

@ -249,17 +249,20 @@ namespace MWInput
if (!mGuiCursorEnabled)
{
float rot[3];
rot[0] = mGyroYSpeed * dt * mGyroVSensitivity * 4 * (mInvertY ? -1 : 1);
rot[0] = -mGyroYSpeed * dt * mGyroVSensitivity * 4 * (mInvertY ? -1 : 1);
rot[1] = 0.0f;
rot[2] = mGyroXSpeed * dt * mGyroHSensitivity * 4 * (mInvertX ? -1 : 1);
rot[2] = -mGyroXSpeed * dt * mGyroHSensitivity * 4 * (mInvertX ? -1 : 1);
// Only actually turn player when we're not in vanity mode
if (!MWBase::Environment::get().getWorld()->vanityRotateCamera(rot) && MWBase::Environment::get().getInputManager()->getControlSwitch("playerlooking"))
bool playerLooking = MWBase::Environment::get().getInputManager()->getControlSwitch("playerlooking");
if (!MWBase::Environment::get().getWorld()->vanityRotateCamera(rot) && playerLooking)
{
MWWorld::Player& player = MWBase::Environment::get().getWorld()->getPlayer();
player.yaw(rot[2]);
player.pitch(rot[0]);
player.yaw(-rot[2]);
player.pitch(-rot[0]);
}
else if (!playerLooking)
MWBase::Environment::get().getWorld()->disableDeferredPreviewRotation();
MWBase::Environment::get().getInputManager()->resetIdleTime();
}

@ -1973,10 +1973,6 @@ namespace MWMechanics
// One case where we need this is to make sure bound items are removed upon death
stats.modifyMagicEffects(MWMechanics::MagicEffects());
stats.getActiveSpells().clear();
if (!isPlayer)
stats.getSpells().clear();
// Make sure spell effects are removed
purgeSpellEffects(stats.getActorId());

@ -1,6 +1,8 @@
#ifndef OPENMW_MWMECHANICS_ACTORUTIL_H
#define OPENMW_MWMECHANICS_ACTORUTIL_H
#include <algorithm>
#include <components/esm/loadcrea.hpp>
#include <components/esm/loadnpc.hpp>
@ -53,8 +55,34 @@ namespace MWMechanics
MWBase::Environment::get().getWorld()->createOverrideRecord(copy);
}
template<class T>
void modifyBaseInventory(const std::string& actorId, const std::string& itemId, int amount)
{
ESM::NPC copy = *MWBase::Environment::get().getWorld()->getStore().get<ESM::NPC>().find(actorId);
for(auto& it : copy.mInventory.mList)
{
if(Misc::StringUtils::ciEqual(it.mItem, itemId))
{
int sign = it.mCount < 1 ? -1 : 1;
it.mCount = sign * std::max(it.mCount * sign + amount, 0);
MWBase::Environment::get().getWorld()->createOverrideRecord(copy);
return;
}
}
if(amount > 0)
{
ESM::ContItem cont;
cont.mItem = itemId;
cont.mCount = amount;
copy.mInventory.mList.push_back(cont);
MWBase::Environment::get().getWorld()->createOverrideRecord(copy);
}
}
template void setBaseAISetting<ESM::Creature>(const std::string& id, MWMechanics::CreatureStats::AiSetting setting, int value);
template void setBaseAISetting<ESM::NPC>(const std::string& id, MWMechanics::CreatureStats::AiSetting setting, int value);
template void modifyBaseInventory<ESM::Creature>(const std::string& actorId, const std::string& itemId, int amount);
template void modifyBaseInventory<ESM::NPC>(const std::string& actorId, const std::string& itemId, int amount);
}
#endif

@ -60,13 +60,14 @@ bool MWMechanics::AiAvoidDoor::execute (const MWWorld::Ptr& actor, CharacterCont
// Make all nearby actors also avoid the door
std::vector<MWWorld::Ptr> actors;
MWBase::Environment::get().getMechanicsManager()->getActorsInRange(pos.asVec3(),100,actors);
for(std::vector<MWWorld::Ptr>::iterator it = actors.begin(); it != actors.end(); ++it) {
if(*it != getPlayer()) { //Not the player
MWMechanics::AiSequence& seq = it->getClass().getCreatureStats(*it).getAiSequence();
if(seq.getTypeId() != MWMechanics::AiPackageTypeId::AvoidDoor) { //Only add it once
seq.stack(MWMechanics::AiAvoidDoor(mDoorPtr),*it);
}
}
for(auto& actor : actors)
{
if (actor == getPlayer())
continue;
MWMechanics::AiSequence& seq = actor.getClass().getCreatureStats(actor).getAiSequence();
if (seq.getTypeId() != MWMechanics::AiPackageTypeId::AvoidDoor)
seq.stack(MWMechanics::AiAvoidDoor(mDoorPtr), actor);
}
return false;

@ -344,6 +344,7 @@ namespace MWMechanics
{
storage.mFleeBlindRunTimer += duration;
storage.mMovement.mRotation[0] = -actor.getRefData().getPosition().rot[0];
storage.mMovement.mRotation[2] = osg::PI + getZAngleToDir(target.getRefData().getPosition().asVec3()-actor.getRefData().getPosition().asVec3());
storage.mMovement.mPosition[1] = 1;
updateActorsMovement(actor, duration, storage);

@ -124,9 +124,9 @@ bool AiFollow::execute (const MWWorld::Ptr& actor, CharacterController& characte
followDistance = 313;
short i = 0;
followers.sort();
for (std::list<int>::iterator it = followers.begin(); it != followers.end(); ++it)
for (int followIndex : followers)
{
if (*it == mFollowIndex)
if (followIndex == mFollowIndex)
followDistance += 130 * i;
++i;
}

@ -406,36 +406,36 @@ void AiSequence::fill(const ESM::AIPackageList &list)
if (!list.mList.empty() && list.mList.begin() != (list.mList.end()-1))
mRepeat = true;
for (std::vector<ESM::AIPackage>::const_iterator it = list.mList.begin(); it != list.mList.end(); ++it)
for (const auto& esmPackage : list.mList)
{
std::unique_ptr<MWMechanics::AiPackage> package;
if (it->mType == ESM::AI_Wander)
if (esmPackage.mType == ESM::AI_Wander)
{
ESM::AIWander data = it->mWander;
ESM::AIWander data = esmPackage.mWander;
std::vector<unsigned char> idles;
idles.reserve(8);
for (int i=0; i<8; ++i)
idles.push_back(data.mIdle[i]);
package = std::make_unique<MWMechanics::AiWander>(data.mDistance, data.mDuration, data.mTimeOfDay, idles, data.mShouldRepeat != 0);
}
else if (it->mType == ESM::AI_Escort)
else if (esmPackage.mType == ESM::AI_Escort)
{
ESM::AITarget data = it->mTarget;
ESM::AITarget data = esmPackage.mTarget;
package = std::make_unique<MWMechanics::AiEscort>(data.mId.toString(), data.mDuration, data.mX, data.mY, data.mZ);
}
else if (it->mType == ESM::AI_Travel)
else if (esmPackage.mType == ESM::AI_Travel)
{
ESM::AITravel data = it->mTravel;
ESM::AITravel data = esmPackage.mTravel;
package = std::make_unique<MWMechanics::AiTravel>(data.mX, data.mY, data.mZ);
}
else if (it->mType == ESM::AI_Activate)
else if (esmPackage.mType == ESM::AI_Activate)
{
ESM::AIActivate data = it->mActivate;
ESM::AIActivate data = esmPackage.mActivate;
package = std::make_unique<MWMechanics::AiActivate>(data.mName.toString());
}
else //if (it->mType == ESM::AI_Follow)
else //if (esmPackage.mType == ESM::AI_Follow)
{
ESM::AITarget data = it->mTarget;
ESM::AITarget data = esmPackage.mTarget;
package = std::make_unique<MWMechanics::AiFollow>(data.mId.toString(), data.mDuration, data.mX, data.mY, data.mZ);
}
mPackages.push_back(std::move(package));
@ -457,10 +457,9 @@ void AiSequence::readState(const ESM::AiSequence::AiSequence &sequence)
// If there is more than one non-combat, non-pursue package in the list, enable repeating.
int count = 0;
for (std::vector<ESM::AiSequence::AiPackageContainer>::const_iterator it = sequence.mPackages.begin();
it != sequence.mPackages.end(); ++it)
for (auto& container : sequence.mPackages)
{
if (isActualAiPackage(static_cast<AiPackageTypeId>(it->mType)))
if (isActualAiPackage(static_cast<AiPackageTypeId>(container.mType)))
count++;
}
@ -468,20 +467,19 @@ void AiSequence::readState(const ESM::AiSequence::AiSequence &sequence)
mRepeat = true;
// Load packages
for (std::vector<ESM::AiSequence::AiPackageContainer>::const_iterator it = sequence.mPackages.begin();
it != sequence.mPackages.end(); ++it)
for (auto& container : sequence.mPackages)
{
std::unique_ptr<MWMechanics::AiPackage> package;
switch (it->mType)
switch (container.mType)
{
case ESM::AiSequence::Ai_Wander:
{
package.reset(new AiWander(static_cast<ESM::AiSequence::AiWander*>(it->mPackage)));
package.reset(new AiWander(static_cast<ESM::AiSequence::AiWander*>(container.mPackage)));
break;
}
case ESM::AiSequence::Ai_Travel:
{
const auto source = static_cast<const ESM::AiSequence::AiTravel*>(it->mPackage);
const auto source = static_cast<const ESM::AiSequence::AiTravel*>(container.mPackage);
if (source->mHidden)
package.reset(new AiInternalTravel(source));
else
@ -490,27 +488,27 @@ void AiSequence::readState(const ESM::AiSequence::AiSequence &sequence)
}
case ESM::AiSequence::Ai_Escort:
{
package.reset(new AiEscort(static_cast<ESM::AiSequence::AiEscort*>(it->mPackage)));
package.reset(new AiEscort(static_cast<ESM::AiSequence::AiEscort*>(container.mPackage)));
break;
}
case ESM::AiSequence::Ai_Follow:
{
package.reset(new AiFollow(static_cast<ESM::AiSequence::AiFollow*>(it->mPackage)));
package.reset(new AiFollow(static_cast<ESM::AiSequence::AiFollow*>(container.mPackage)));
break;
}
case ESM::AiSequence::Ai_Activate:
{
package.reset(new AiActivate(static_cast<ESM::AiSequence::AiActivate*>(it->mPackage)));
package.reset(new AiActivate(static_cast<ESM::AiSequence::AiActivate*>(container.mPackage)));
break;
}
case ESM::AiSequence::Ai_Combat:
{
package.reset(new AiCombat(static_cast<ESM::AiSequence::AiCombat*>(it->mPackage)));
package.reset(new AiCombat(static_cast<ESM::AiSequence::AiCombat*>(container.mPackage)));
break;
}
case ESM::AiSequence::Ai_Pursue:
{
package.reset(new AiPursue(static_cast<ESM::AiSequence::AiPursue*>(it->mPackage)));
package.reset(new AiPursue(static_cast<ESM::AiSequence::AiPursue*>(container.mPackage)));
break;
}
default:

@ -809,11 +809,11 @@ namespace MWMechanics
void AiWander::AddNonPathGridAllowedPoints(osg::Vec3f npcPos, const ESM::Pathgrid * pathGrid, int pointIndex, AiWanderStorage& storage)
{
storage.mAllowedNodes.push_back(PathFinder::makePathgridPoint(npcPos));
for (std::vector<ESM::Pathgrid::Edge>::const_iterator it = pathGrid->mEdges.begin(); it != pathGrid->mEdges.end(); ++it)
for (auto& edge : pathGrid->mEdges)
{
if (it->mV0 == pointIndex)
if (edge.mV0 == pointIndex)
{
AddPointBetweenPathGridPoints(pathGrid->mPoints[it->mV0], pathGrid->mPoints[it->mV1], storage);
AddPointBetweenPathGridPoints(pathGrid->mPoints[edge.mV0], pathGrid->mPoints[edge.mV1], storage);
}
}
}

@ -61,38 +61,36 @@ namespace MWMechanics
// Note: the algorithm heavily depends on the traversal order of the spells. For vanilla-compatible results the
// Store must preserve the record ordering as it was in the content files.
for (MWWorld::Store<ESM::Spell>::iterator iter = spells.begin(); iter != spells.end(); ++iter)
for (const ESM::Spell& spell : spells)
{
const ESM::Spell* spell = &*iter;
if (spell->mData.mType != ESM::Spell::ST_Spell)
if (spell.mData.mType != ESM::Spell::ST_Spell)
continue;
if (!(spell->mData.mFlags & ESM::Spell::F_Autocalc))
if (!(spell.mData.mFlags & ESM::Spell::F_Autocalc))
continue;
static const int iAutoSpellTimesCanCast = gmst.find("iAutoSpellTimesCanCast")->mValue.getInteger();
if (baseMagicka < iAutoSpellTimesCanCast * spell->mData.mCost)
if (baseMagicka < iAutoSpellTimesCanCast * spell.mData.mCost)
continue;
if (race && race->mPowers.exists(spell->mId))
if (race && race->mPowers.exists(spell.mId))
continue;
if (!attrSkillCheck(spell, actorSkills, actorAttributes))
if (!attrSkillCheck(&spell, actorSkills, actorAttributes))
continue;
int school;
float skillTerm;
calcWeakestSchool(spell, actorSkills, school, skillTerm);
calcWeakestSchool(&spell, actorSkills, school, skillTerm);
assert(school >= 0 && school < 6);
SchoolCaps& cap = schoolCaps[school];
if (cap.mReachedLimit && spell->mData.mCost <= cap.mMinCost)
if (cap.mReachedLimit && spell.mData.mCost <= cap.mMinCost)
continue;
static const float fAutoSpellChance = gmst.find("fAutoSpellChance")->mValue.getFloat();
if (calcAutoCastChance(spell, actorSkills, actorAttributes, school) < fAutoSpellChance)
if (calcAutoCastChance(&spell, actorSkills, actorAttributes, school) < fAutoSpellChance)
continue;
selectedSpells.push_back(spell->mId);
selectedSpells.push_back(spell.mId);
if (cap.mReachedLimit)
{
@ -101,9 +99,9 @@ namespace MWMechanics
selectedSpells.erase(found);
cap.mMinCost = std::numeric_limits<int>::max();
for (std::vector<std::string>::iterator weakIt = selectedSpells.begin(); weakIt != selectedSpells.end(); ++weakIt)
for (const std::string& testSpellName : selectedSpells)
{
const ESM::Spell* testSpell = spells.find(*weakIt);
const ESM::Spell* testSpell = spells.find(testSpellName);
//int testSchool;
//float dummySkillTerm;
@ -130,10 +128,10 @@ namespace MWMechanics
if (cap.mCount == cap.mLimit)
cap.mReachedLimit = true;
if (spell->mData.mCost < cap.mMinCost)
if (spell.mData.mCost < cap.mMinCost)
{
cap.mWeakestSpell = spell->mId;
cap.mMinCost = spell->mData.mCost;
cap.mWeakestSpell = spell.mId;
cap.mMinCost = spell.mData.mCost;
}
}
}
@ -154,32 +152,28 @@ namespace MWMechanics
std::vector<std::string> selectedSpells;
const MWWorld::Store<ESM::Spell> &spells =
esmStore.get<ESM::Spell>();
for (MWWorld::Store<ESM::Spell>::iterator iter = spells.begin(); iter != spells.end(); ++iter)
const MWWorld::Store<ESM::Spell> &spells = esmStore.get<ESM::Spell>();
for (const ESM::Spell& spell : spells)
{
const ESM::Spell* spell = &*iter;
if (spell->mData.mType != ESM::Spell::ST_Spell)
if (spell.mData.mType != ESM::Spell::ST_Spell)
continue;
if (!(spell->mData.mFlags & ESM::Spell::F_PCStart))
if (!(spell.mData.mFlags & ESM::Spell::F_PCStart))
continue;
if (reachedLimit && spell->mData.mCost <= minCost)
if (reachedLimit && spell.mData.mCost <= minCost)
continue;
if (race && std::find(race->mPowers.mList.begin(), race->mPowers.mList.end(), spell->mId) != race->mPowers.mList.end())
if (race && std::find(race->mPowers.mList.begin(), race->mPowers.mList.end(), spell.mId) != race->mPowers.mList.end())
continue;
if (baseMagicka < spell->mData.mCost)
if (baseMagicka < spell.mData.mCost)
continue;
static const float fAutoPCSpellChance = esmStore.get<ESM::GameSetting>().find("fAutoPCSpellChance")->mValue.getFloat();
if (calcAutoCastChance(spell, actorSkills, actorAttributes, -1) < fAutoPCSpellChance)
if (calcAutoCastChance(&spell, actorSkills, actorAttributes, -1) < fAutoPCSpellChance)
continue;
if (!attrSkillCheck(spell, actorSkills, actorAttributes))
if (!attrSkillCheck(&spell, actorSkills, actorAttributes))
continue;
selectedSpells.push_back(spell->mId);
selectedSpells.push_back(spell.mId);
if (reachedLimit)
{
@ -188,9 +182,9 @@ namespace MWMechanics
selectedSpells.erase(it);
minCost = std::numeric_limits<int>::max();
for (std::vector<std::string>::iterator weakIt = selectedSpells.begin(); weakIt != selectedSpells.end(); ++weakIt)
for (const std::string& testSpellName : selectedSpells)
{
const ESM::Spell* testSpell = esmStore.get<ESM::Spell>().find(*weakIt);
const ESM::Spell* testSpell = esmStore.get<ESM::Spell>().find(testSpellName);
if (testSpell->mData.mCost < minCost)
{
minCost = testSpell->mData.mCost;
@ -200,9 +194,9 @@ namespace MWMechanics
}
else
{
if (spell->mData.mCost < minCost)
if (spell.mData.mCost < minCost)
{
weakestSpell = spell;
weakestSpell = &spell;
minCost = weakestSpell->mData.mCost;
}
static const unsigned int iAutoPCSpellMax = esmStore.get<ESM::GameSetting>().find("iAutoPCSpellMax")->mValue.getInteger();
@ -216,23 +210,22 @@ namespace MWMechanics
bool attrSkillCheck (const ESM::Spell* spell, const int* actorSkills, const int* actorAttributes)
{
const std::vector<ESM::ENAMstruct>& effects = spell->mEffects.mList;
for (std::vector<ESM::ENAMstruct>::const_iterator effectIt = effects.begin(); effectIt != effects.end(); ++effectIt)
for (const auto& spellEffect : spell->mEffects.mList)
{
const ESM::MagicEffect* magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(effectIt->mEffectID);
const ESM::MagicEffect* magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(spellEffect.mEffectID);
static const int iAutoSpellAttSkillMin = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("iAutoSpellAttSkillMin")->mValue.getInteger();
if ((magicEffect->mData.mFlags & ESM::MagicEffect::TargetSkill))
{
assert (effectIt->mSkill >= 0 && effectIt->mSkill < ESM::Skill::Length);
if (actorSkills[effectIt->mSkill] < iAutoSpellAttSkillMin)
assert (spellEffect.mSkill >= 0 && spellEffect.mSkill < ESM::Skill::Length);
if (actorSkills[spellEffect.mSkill] < iAutoSpellAttSkillMin)
return false;
}
if ((magicEffect->mData.mFlags & ESM::MagicEffect::TargetAttribute))
{
assert (effectIt->mAttribute >= 0 && effectIt->mAttribute < ESM::Attribute::Length);
if (actorAttributes[effectIt->mAttribute] < iAutoSpellAttSkillMin)
assert (spellEffect.mAttribute >= 0 && spellEffect.mAttribute < ESM::Attribute::Length);
if (actorAttributes[spellEffect.mAttribute] < iAutoSpellAttSkillMin)
return false;
}
}
@ -244,11 +237,8 @@ namespace MWMechanics
{
// Morrowind for some reason uses a formula slightly different from magicka cost calculation
float minChance = std::numeric_limits<float>::max();
const ESM::EffectList& effects = spell->mEffects;
for (std::vector<ESM::ENAMstruct>::const_iterator it = effects.mList.begin(); it != effects.mList.end(); ++it)
for (const ESM::ENAMstruct& effect : spell->mEffects.mList)
{
const ESM::ENAMstruct& effect = *it;
const ESM::MagicEffect* magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(effect.mEffectID);
int minMagn = 1;

@ -2653,11 +2653,11 @@ void CharacterController::updateContinuousVfx()
std::vector<int> effects;
mAnimation->getLoopingEffects(effects);
for (std::vector<int>::iterator it = effects.begin(); it != effects.end(); ++it)
for (int effectId : effects)
{
if (mPtr.getClass().getCreatureStats(mPtr).isDeathAnimationFinished()
|| mPtr.getClass().getCreatureStats(mPtr).getMagicEffects().get(MWMechanics::EffectKey(*it)).getMagnitude() <= 0)
mAnimation->removeEffect(*it);
|| mPtr.getClass().getCreatureStats(mPtr).getMagicEffects().get(MWMechanics::EffectKey(effectId)).getMagnitude() <= 0)
mAnimation->removeEffect(effectId);
}
}

@ -40,7 +40,7 @@ namespace MWMechanics
continue;
float resist = 0.f;
if (spells.hasCorprusEffect(spell))
if (Spells::hasCorprusEffect(spell))
resist = 1.f - 0.01f * (actorEffects.get(ESM::MagicEffect::ResistCorprusDisease).getMagnitude()
- actorEffects.get(ESM::MagicEffect::WeaknessToCorprusDisease).getMagnitude());
else if (spell->mData.mType == ESM::Spell::ST_Disease)

@ -31,10 +31,10 @@ namespace MWMechanics
std::vector<std::string> candidates;
int highestLevel = 0;
for (std::vector<ESM::LevelledListBase::LevelItem>::const_iterator it = items.begin(); it != items.end(); ++it)
for (const auto& levelledItem : items)
{
if (it->mLevel > highestLevel && it->mLevel <= playerLevel)
highestLevel = it->mLevel;
if (levelledItem.mLevel > highestLevel && levelledItem.mLevel <= playerLevel)
highestLevel = levelledItem.mLevel;
}
// For levelled creatures, the flags are swapped. This file format just makes so much sense.
@ -43,14 +43,14 @@ namespace MWMechanics
allLevels = levItem->mFlags & ESM::CreatureLevList::AllLevels;
std::pair<int, std::string> highest = std::make_pair(-1, "");
for (std::vector<ESM::LevelledListBase::LevelItem>::const_iterator it = items.begin(); it != items.end(); ++it)
for (const auto& levelledItem : items)
{
if (playerLevel >= it->mLevel
&& (allLevels || it->mLevel == highestLevel))
if (playerLevel >= levelledItem.mLevel
&& (allLevels || levelledItem.mLevel == highestLevel))
{
candidates.push_back(it->mId);
if (it->mLevel >= highest.first)
highest = std::make_pair(it->mLevel, it->mId);
candidates.push_back(levelledItem.mId);
if (levelledItem.mLevel >= highest.first)
highest = std::make_pair(levelledItem.mLevel, levelledItem.mId);
}
}
if (candidates.empty())

@ -83,7 +83,7 @@ namespace MWMechanics
// reset
creatureStats.setLevel(player->mNpdt.mLevel);
creatureStats.getSpells().clear();
creatureStats.getSpells().clear(true);
creatureStats.modifyMagicEffects(MagicEffects());
for (int i=0; i<27; ++i)

@ -19,11 +19,10 @@ Objects::Objects()
Objects::~Objects()
{
PtrControllerMap::iterator it(mObjects.begin());
for (; it != mObjects.end();++it)
for(auto& object : mObjects)
{
delete it->second;
it->second = nullptr;
delete object.second;
object.second = nullptr;
}
}
@ -77,8 +76,8 @@ void Objects::update(float duration, bool paused)
{
if(!paused)
{
for(PtrControllerMap::iterator iter(mObjects.begin());iter != mObjects.end();++iter)
iter->second->update(duration);
for(auto& object : mObjects)
object.second->update(duration);
}
else
{
@ -87,15 +86,15 @@ void Objects::update(float duration, bool paused)
if(mode != MWGui::GM_Container)
return;
for(PtrControllerMap::iterator iter(mObjects.begin());iter != mObjects.end();++iter)
for(auto& object : mObjects)
{
if (iter->first.getTypeName() != typeid(ESM::Container).name())
if (object.first.getTypeName() != typeid(ESM::Container).name())
continue;
if (iter->second->isAnimPlaying("containeropen"))
if (object.second->isAnimPlaying("containeropen"))
{
iter->second->update(duration);
MWBase::Environment::get().getWorld()->updateAnimatedCollisionShape(iter->first);
object.second->update(duration);
MWBase::Environment::get().getWorld()->updateAnimatedCollisionShape(object.first);
}
}
}

@ -36,17 +36,13 @@ namespace MWMechanics
// Check all the doors in this cell
const MWWorld::CellRefList<ESM::Door>& doors = cell->getReadOnlyDoors();
const MWWorld::CellRefList<ESM::Door>::List& refList = doors.mList;
MWWorld::CellRefList<ESM::Door>::List::const_iterator it = refList.begin();
osg::Vec3f pos(actor.getRefData().getPosition().asVec3());
pos.z() = 0;
osg::Vec3f actorDir = (actor.getRefData().getBaseNode()->getAttitude() * osg::Vec3f(0,1,0));
for (; it != refList.end(); ++it)
for (const auto& ref : doors.mList)
{
const MWWorld::LiveCellRef<ESM::Door>& ref = *it;
osg::Vec3f doorPos(ref.mData.getPosition().asVec3());
// FIXME: cast

@ -0,0 +1,175 @@
#include "spelllist.hpp"
#include <algorithm>
#include <components/esm/loadspel.hpp>
#include <components/misc/rng.hpp>
#include "spells.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwworld/esmstore.hpp"
namespace
{
template<class T>
const std::vector<std::string> getSpellList(const std::string& id)
{
return MWBase::Environment::get().getWorld()->getStore().get<T>().find(id)->mSpells.mList;
}
template<class T>
bool withBaseRecord(const std::string& id, const std::function<bool(std::vector<std::string>&)>& function)
{
T copy = *MWBase::Environment::get().getWorld()->getStore().get<T>().find(id);
bool changed = function(copy.mSpells.mList);
if(changed)
MWBase::Environment::get().getWorld()->createOverrideRecord(copy);
return changed;
}
}
namespace MWMechanics
{
SpellList::SpellList(const std::string& id, int type) : mId(id), mType(type) {}
bool SpellList::withBaseRecord(const std::function<bool(std::vector<std::string>&)>& function)
{
switch(mType)
{
case ESM::REC_CREA:
return ::withBaseRecord<ESM::Creature>(mId, function);
case ESM::REC_NPC_:
return ::withBaseRecord<ESM::NPC>(mId, function);
default:
throw std::logic_error("failed to update base record for " + mId);
}
}
const std::vector<std::string> SpellList::getSpells() const
{
switch(mType)
{
case ESM::REC_CREA:
return getSpellList<ESM::Creature>(mId);
case ESM::REC_NPC_:
return getSpellList<ESM::NPC>(mId);
default:
throw std::logic_error("failed to get spell list for " + mId);
}
}
const ESM::Spell* SpellList::getSpell(const std::string& id)
{
return MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(id);
}
void SpellList::add (const ESM::Spell* spell)
{
auto& id = spell->mId;
bool changed = withBaseRecord([&] (auto& spells)
{
for(auto it : spells)
{
if(Misc::StringUtils::ciEqual(id, it))
return false;
}
spells.push_back(id);
return true;
});
if(changed)
{
for(auto listener : mListeners)
listener->addSpell(spell);
}
}
void SpellList::remove (const ESM::Spell* spell)
{
auto& id = spell->mId;
bool changed = withBaseRecord([&] (auto& spells)
{
for(auto it = spells.begin(); it != spells.end(); it++)
{
if(Misc::StringUtils::ciEqual(id, *it))
{
spells.erase(it);
return true;
}
}
return false;
});
if(changed)
{
for(auto listener : mListeners)
listener->removeSpell(spell);
}
}
void SpellList::removeAll (const std::vector<std::string>& ids)
{
bool changed = withBaseRecord([&] (auto& spells)
{
const auto it = std::remove_if(spells.begin(), spells.end(), [&] (const auto& spell)
{
const auto isSpell = [&] (const auto& id) { return Misc::StringUtils::ciEqual(spell, id); };
return ids.end() != std::find_if(ids.begin(), ids.end(), isSpell);
});
if (it == spells.end())
return false;
spells.erase(it, spells.end());
return true;
});
if(changed)
{
for(auto listener : mListeners)
{
for(auto& id : ids)
{
const auto spell = getSpell(id);
listener->removeSpell(spell);
}
}
}
}
void SpellList::clear()
{
bool changed = withBaseRecord([] (auto& spells)
{
if(spells.empty())
return false;
spells.clear();
return true;
});
if(changed)
{
for(auto listener : mListeners)
listener->removeAllSpells();
}
}
void SpellList::addListener(Spells* spells)
{
for(const auto ptr : mListeners)
{
if(ptr == spells)
return;
}
mListeners.push_back(spells);
}
void SpellList::removeListener(Spells* spells)
{
for(auto it = mListeners.begin(); it != mListeners.end(); it++)
{
if(*it == spells)
{
mListeners.erase(it);
break;
}
}
}
}

@ -0,0 +1,68 @@
#ifndef GAME_MWMECHANICS_SPELLLIST_H
#define GAME_MWMECHANICS_SPELLLIST_H
#include <functional>
#include <map>
#include <string>
#include <set>
#include <vector>
#include <components/esm/loadspel.hpp>
#include "magiceffects.hpp"
namespace ESM
{
struct SpellState;
}
namespace MWMechanics
{
struct SpellParams
{
std::map<int, float> mEffectRands; // <effect index, normalised random magnitude>
std::set<int> mPurgedEffects; // indices of purged effects
};
class Spells;
/// Multiple instances of the same actor share the same spell list in Morrowind.
/// The most obvious result of this is that adding a spell or ability to one instance adds it to all instances.
/// @note The original game will only update visual effects associated with any added abilities for the originally targeted actor,
/// changing cells applies the update to all actors.
/// Aside from sharing the same active spell list, changes made to this list are also written to the actor's base record.
/// Interestingly, it is not just scripted changes that are persisted to the base record. Curing one instance's disease will cure all instances.
/// @note The original game is inconsistent in persisting this example;
/// saving and loading the game might reapply the cured disease depending on which instance was cured.
class SpellList
{
const std::string mId;
const int mType;
std::vector<Spells*> mListeners;
bool withBaseRecord(const std::function<bool(std::vector<std::string>&)>& function);
public:
SpellList(const std::string& id, int type);
/// Get spell from ID, throws exception if not found
static const ESM::Spell* getSpell(const std::string& id);
void add (const ESM::Spell* spell);
///< Adding a spell that is already listed in *this is a no-op.
void remove (const ESM::Spell* spell);
void removeAll(const std::vector<std::string>& spells);
void clear();
///< Remove all spells of all types.
void addListener(Spells* spells);
void removeListener(Spells* spells);
const std::vector<std::string> getSpells() const;
};
}
#endif

@ -1,8 +1,10 @@
#include "spells.hpp"
#include <components/debug/debuglog.hpp>
#include <components/esm/loadspel.hpp>
#include <components/esm/spellstate.hpp>
#include <components/misc/rng.hpp>
#include <components/misc/stringops.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
@ -22,46 +24,41 @@ namespace MWMechanics
{
}
Spells::TIterator Spells::begin() const
std::map<const ESM::Spell*, SpellParams>::const_iterator Spells::begin() const
{
return mSpells.begin();
}
Spells::TIterator Spells::end() const
std::map<const ESM::Spell*, SpellParams>::const_iterator Spells::end() const
{
return mSpells.end();
}
const ESM::Spell* Spells::getSpell(const std::string& id) const
{
return MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(id);
}
void Spells::rebuildEffects() const
{
mEffects = MagicEffects();
mSourcedEffects.clear();
for (TIterator iter = mSpells.begin(); iter!=mSpells.end(); ++iter)
for (const auto& iter : mSpells)
{
const ESM::Spell *spell = iter->first;
const ESM::Spell *spell = iter.first;
if (spell->mData.mType==ESM::Spell::ST_Ability || spell->mData.mType==ESM::Spell::ST_Blight ||
spell->mData.mType==ESM::Spell::ST_Disease || spell->mData.mType==ESM::Spell::ST_Curse)
{
int i=0;
for (std::vector<ESM::ENAMstruct>::const_iterator it = spell->mEffects.mList.begin(); it != spell->mEffects.mList.end(); ++it)
for (const auto& effect : spell->mEffects.mList)
{
if (iter->second.mPurgedEffects.find(i) != iter->second.mPurgedEffects.end())
if (iter.second.mPurgedEffects.find(i) != iter.second.mPurgedEffects.end())
continue; // effect was purged
float random = 1.f;
if (iter->second.mEffectRands.find(i) != iter->second.mEffectRands.end())
random = iter->second.mEffectRands.at(i);
if (iter.second.mEffectRands.find(i) != iter.second.mEffectRands.end())
random = iter.second.mEffectRands.at(i);
float magnitude = it->mMagnMin + (it->mMagnMax - it->mMagnMin) * random;
mEffects.add (*it, magnitude);
mSourcedEffects[spell].add(MWMechanics::EffectKey(*it), magnitude);
float magnitude = effect.mMagnMin + (effect.mMagnMax - effect.mMagnMin) * random;
mEffects.add (effect, magnitude);
mSourcedEffects[spell].add(MWMechanics::EffectKey(effect), magnitude);
++i;
}
@ -71,7 +68,7 @@ namespace MWMechanics
bool Spells::hasSpell(const std::string &spell) const
{
return hasSpell(getSpell(spell));
return hasSpell(SpellList::getSpell(spell));
}
bool Spells::hasSpell(const ESM::Spell *spell) const
@ -80,6 +77,16 @@ namespace MWMechanics
}
void Spells::add (const ESM::Spell* spell)
{
mSpellList->add(spell);
}
void Spells::add (const std::string& spellId)
{
add(SpellList::getSpell(spellId));
}
void Spells::addSpell(const ESM::Spell* spell)
{
if (mSpells.find (spell)==mSpells.end())
{
@ -106,24 +113,24 @@ namespace MWMechanics
}
}
void Spells::add (const std::string& spellId)
void Spells::remove (const std::string& spellId)
{
add(getSpell(spellId));
const auto spell = SpellList::getSpell(spellId);
removeSpell(spell);
mSpellList->remove(spell);
if (spellId==mSelectedSpell)
mSelectedSpell.clear();
}
void Spells::remove (const std::string& spellId)
void Spells::removeSpell(const ESM::Spell* spell)
{
const ESM::Spell* spell = getSpell(spellId);
TContainer::iterator iter = mSpells.find (spell);
if (iter!=mSpells.end())
const auto it = mSpells.find(spell);
if(it != mSpells.end())
{
mSpells.erase (iter);
mSpells.erase(it);
mSpellsChanged = true;
}
if (spellId==mSelectedSpell)
mSelectedSpell.clear();
}
MagicEffects Spells::getMagicEffects() const
@ -135,12 +142,19 @@ namespace MWMechanics
return mEffects;
}
void Spells::clear()
void Spells::removeAllSpells()
{
mSpells.clear();
mSpellsChanged = true;
}
void Spells::clear(bool modifyBase)
{
removeAllSpells();
if(modifyBase)
mSpellList->clear();
}
void Spells::setSelectedSpell (const std::string& spellId)
{
mSelectedSpell = spellId;
@ -166,101 +180,78 @@ namespace MWMechanics
return false;
}
bool Spells::hasCommonDisease() const
bool Spells::hasDisease(const ESM::Spell::SpellType type) const
{
for (TIterator iter = mSpells.begin(); iter!=mSpells.end(); ++iter)
for (const auto& iter : mSpells)
{
const ESM::Spell *spell = iter->first;
if (spell->mData.mType == ESM::Spell::ST_Disease)
const ESM::Spell *spell = iter.first;
if (spell->mData.mType == type)
return true;
}
return false;
}
bool Spells::hasBlightDisease() const
bool Spells::hasCommonDisease() const
{
for (TIterator iter = mSpells.begin(); iter!=mSpells.end(); ++iter)
{
const ESM::Spell *spell = iter->first;
if (spell->mData.mType == ESM::Spell::ST_Blight)
return true;
}
return hasDisease(ESM::Spell::ST_Disease);
}
return false;
bool Spells::hasBlightDisease() const
{
return hasDisease(ESM::Spell::ST_Blight);
}
void Spells::purgeCommonDisease()
void Spells::purge(const SpellFilter& filter)
{
for (TContainer::iterator iter = mSpells.begin(); iter!=mSpells.end();)
std::vector<std::string> purged;
for (auto iter = mSpells.begin(); iter!=mSpells.end();)
{
const ESM::Spell *spell = iter->first;
if (spell->mData.mType == ESM::Spell::ST_Disease)
if (filter(spell))
{
mSpells.erase(iter++);
purged.push_back(spell->mId);
mSpellsChanged = true;
}
else
++iter;
}
if(!purged.empty())
mSpellList->removeAll(purged);
}
void Spells::purgeCommonDisease()
{
purge([](auto spell) { return spell->mData.mType == ESM::Spell::ST_Disease; });
}
void Spells::purgeBlightDisease()
{
for (TContainer::iterator iter = mSpells.begin(); iter!=mSpells.end();)
{
const ESM::Spell *spell = iter->first;
if (spell->mData.mType == ESM::Spell::ST_Blight && !hasCorprusEffect(spell))
{
mSpells.erase(iter++);
mSpellsChanged = true;
}
else
++iter;
}
purge([](auto spell) { return spell->mData.mType == ESM::Spell::ST_Blight && !hasCorprusEffect(spell); });
}
void Spells::purgeCorprusDisease()
{
for (TContainer::iterator iter = mSpells.begin(); iter!=mSpells.end();)
{
const ESM::Spell *spell = iter->first;
if (hasCorprusEffect(spell))
{
mSpells.erase(iter++);
mSpellsChanged = true;
}
else
++iter;
}
purge(&hasCorprusEffect);
}
void Spells::purgeCurses()
{
for (TContainer::iterator iter = mSpells.begin(); iter!=mSpells.end();)
{
const ESM::Spell *spell = iter->first;
if (spell->mData.mType == ESM::Spell::ST_Curse)
{
mSpells.erase(iter++);
mSpellsChanged = true;
}
else
++iter;
}
purge([](auto spell) { return spell->mData.mType == ESM::Spell::ST_Curse; });
}
void Spells::removeEffects(const std::string &id)
{
if (isSpellActive(id))
{
for (TContainer::iterator spell = mSpells.begin(); spell != mSpells.end(); ++spell)
for (auto& spell : mSpells)
{
if (spell->first == getSpell(id))
if (spell.first == SpellList::getSpell(id))
{
for (long unsigned int i = 0; i != spell->first->mEffects.mList.size(); i++)
for (long unsigned int i = 0; i != spell.first->mEffects.mList.size(); i++)
{
spell->second.mPurgedEffects.insert(i);
spell.second.mPurgedEffects.insert(i);
}
}
}
@ -276,23 +267,21 @@ namespace MWMechanics
mSpellsChanged = false;
}
for (std::map<SpellKey, MagicEffects>::const_iterator it = mSourcedEffects.begin();
it != mSourcedEffects.end(); ++it)
for (const auto& it : mSourcedEffects)
{
const ESM::Spell * spell = it->first;
for (MagicEffects::Collection::const_iterator effectIt = it->second.begin();
effectIt != it->second.end(); ++effectIt)
const ESM::Spell * spell = it.first;
for (const auto& effectIt : it.second)
{
visitor.visit(effectIt->first, spell->mName, spell->mId, -1, effectIt->second.getMagnitude());
visitor.visit(effectIt.first, spell->mName, spell->mId, -1, effectIt.second.getMagnitude());
}
}
}
bool Spells::hasCorprusEffect(const ESM::Spell *spell)
{
for (std::vector<ESM::ENAMstruct>::const_iterator effectIt = spell->mEffects.mList.begin(); effectIt != spell->mEffects.mList.end(); ++effectIt)
for (const auto& effectIt : spell->mEffects.mList)
{
if (effectIt->mEffectID == ESM::MagicEffect::Corprus)
if (effectIt.mEffectID == ESM::MagicEffect::Corprus)
{
return true;
}
@ -302,14 +291,14 @@ namespace MWMechanics
void Spells::purgeEffect(int effectId)
{
for (TContainer::iterator spellIt = mSpells.begin(); spellIt != mSpells.end(); ++spellIt)
for (auto& spellIt : mSpells)
{
int i = 0;
for (std::vector<ESM::ENAMstruct>::const_iterator effectIt = spellIt->first->mEffects.mList.begin(); effectIt != spellIt->first->mEffects.mList.end(); ++effectIt)
for (auto& effectIt : spellIt.first->mEffects.mList)
{
if (effectIt->mEffectID == effectId)
if (effectIt.mEffectID == effectId)
{
spellIt->second.mPurgedEffects.insert(i);
spellIt.second.mPurgedEffects.insert(i);
mSpellsChanged = true;
}
++i;
@ -319,15 +308,15 @@ namespace MWMechanics
void Spells::purgeEffect(int effectId, const std::string & sourceId)
{
const ESM::Spell * spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(sourceId);
TContainer::iterator spellIt = mSpells.find(spell);
const ESM::Spell * spell = SpellList::getSpell(sourceId);
auto spellIt = mSpells.find(spell);
if (spellIt == mSpells.end())
return;
int i = 0;
for (std::vector<ESM::ENAMstruct>::const_iterator effectIt = spellIt->first->mEffects.mList.begin(); effectIt != spellIt->first->mEffects.mList.end(); ++effectIt)
for (auto& effectIt : spellIt->first->mEffects.mList)
{
if (effectIt->mEffectID == effectId)
if (effectIt.mEffectID == effectId)
{
spellIt->second.mPurgedEffects.insert(i);
mSpellsChanged = true;
@ -338,11 +327,8 @@ namespace MWMechanics
bool Spells::canUsePower(const ESM::Spell* spell) const
{
std::map<SpellKey, MWWorld::TimeStamp>::const_iterator it = mUsedPowers.find(spell);
if (it == mUsedPowers.end() || it->second + 24 <= MWBase::Environment::get().getWorld()->getTimeStamp())
return true;
else
return false;
const auto it = mUsedPowers.find(spell);
return it == mUsedPowers.end() || it->second + 24 <= MWBase::Environment::get().getWorld()->getTimeStamp();
}
void Spells::usePower(const ESM::Spell* spell)
@ -352,6 +338,8 @@ namespace MWMechanics
void Spells::readState(const ESM::SpellState &state, CreatureStats* creatureStats)
{
const auto& baseSpells = mSpellList->getSpells();
for (ESM::SpellState::TContainer::const_iterator it = state.mSpells.begin(); it != state.mSpells.end(); ++it)
{
// Discard spells that are no longer available due to changed content files
@ -365,6 +353,13 @@ namespace MWMechanics
mSelectedSpell = it->first;
}
}
// Add spells from the base record
for(const std::string& id : baseSpells)
{
const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().search(id);
if(spell)
addSpell(spell);
}
for (std::map<std::string, ESM::TimeStamp>::const_iterator it = state.mUsedPowers.begin(); it != state.mUsedPowers.end(); ++it)
{
@ -436,17 +431,49 @@ namespace MWMechanics
void Spells::writeState(ESM::SpellState &state) const
{
for (TContainer::const_iterator it = mSpells.begin(); it != mSpells.end(); ++it)
const auto& baseSpells = mSpellList->getSpells();
for (const auto& it : mSpells)
{
ESM::SpellState::SpellParams params;
params.mEffectRands = it->second.mEffectRands;
params.mPurgedEffects = it->second.mPurgedEffects;
state.mSpells.insert(std::make_pair(it->first->mId, params));
//Don't save spells stored in the base record
if(std::find(baseSpells.begin(), baseSpells.end(), it.first->mId) == baseSpells.end())
{
ESM::SpellState::SpellParams params;
params.mEffectRands = it.second.mEffectRands;
params.mPurgedEffects = it.second.mPurgedEffects;
state.mSpells.insert(std::make_pair(it.first->mId, params));
}
}
state.mSelectedSpell = mSelectedSpell;
for (std::map<SpellKey, MWWorld::TimeStamp>::const_iterator it = mUsedPowers.begin(); it != mUsedPowers.end(); ++it)
state.mUsedPowers[it->first->mId] = it->second.toEsm();
for (const auto& it : mUsedPowers)
state.mUsedPowers[it.first->mId] = it.second.toEsm();
}
bool Spells::setSpells(const std::string& actorId)
{
bool result;
std::tie(mSpellList, result) = MWBase::Environment::get().getWorld()->getStore().getSpellList(actorId);
mSpellList->addListener(this);
addAllToInstance(mSpellList->getSpells());
return result;
}
void Spells::addAllToInstance(const std::vector<std::string>& spells)
{
for(const std::string& id : spells)
{
const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().search(id);
if(spell)
addSpell(spell);
else
Log(Debug::Warning) << "Warning: ignoring nonexistent spell '" << id << "'";
}
}
Spells::~Spells()
{
if(mSpellList)
mSpellList->removeListener(this);
}
}

@ -1,22 +1,19 @@
#ifndef GAME_MWMECHANICS_SPELLS_H
#define GAME_MWMECHANICS_SPELLS_H
#include <memory>
#include <map>
#include <string>
#include <set>
#include <vector>
#include <components/misc/stringops.hpp>
#include "../mwworld/ptr.hpp"
#include "../mwworld/timestamp.hpp"
#include "magiceffects.hpp"
#include "spelllist.hpp"
namespace ESM
{
struct Spell;
struct SpellState;
}
@ -32,37 +29,36 @@ namespace MWMechanics
/// diseases. It also keeps track of used powers (which can only be used every 24h).
class Spells
{
public:
typedef const ESM::Spell* SpellKey;
struct SpellParams
{
std::map<int, float> mEffectRands; // <effect index, normalised random magnitude>
std::set<int> mPurgedEffects; // indices of purged effects
};
typedef std::map<SpellKey, SpellParams> TContainer;
typedef TContainer::const_iterator TIterator;
private:
TContainer mSpells;
std::shared_ptr<SpellList> mSpellList;
std::map<const ESM::Spell*, SpellParams> mSpells;
// Note: this is the spell that's about to be cast, *not* the spell selected in the GUI (which may be different)
std::string mSelectedSpell;
std::map<SpellKey, MWWorld::TimeStamp> mUsedPowers;
std::map<const ESM::Spell*, MWWorld::TimeStamp> mUsedPowers;
mutable bool mSpellsChanged;
mutable MagicEffects mEffects;
mutable std::map<SpellKey, MagicEffects> mSourcedEffects;
mutable std::map<const ESM::Spell*, MagicEffects> mSourcedEffects;
void rebuildEffects() const;
/// Get spell from ID, throws exception if not found
const ESM::Spell* getSpell(const std::string& id) const;
bool hasDisease(const ESM::Spell::SpellType type) const;
using SpellFilter = bool (*)(const ESM::Spell*);
void purge(const SpellFilter& filter);
void addSpell(const ESM::Spell* spell);
void removeSpell(const ESM::Spell* spell);
void removeAllSpells();
friend class SpellList;
public:
using TIterator = std::map<const ESM::Spell*, SpellParams>::const_iterator;
Spells();
~Spells();
static bool hasCorprusEffect(const ESM::Spell *spell);
void purgeEffect(int effectId);
@ -96,7 +92,7 @@ namespace MWMechanics
MagicEffects getMagicEffects() const;
///< Return sum of magic effects resulting from abilities, blights, deseases and curses.
void clear();
void clear(bool modifyBase = false);
///< Remove all spells of al types.
void setSelectedSpell (const std::string& spellId);
@ -118,6 +114,10 @@ namespace MWMechanics
void readState (const ESM::SpellState& state, CreatureStats* creatureStats);
void writeState (ESM::SpellState& state) const;
bool setSpells(const std::string& id);
void addAllToInstance(const std::vector<std::string>& spells);
};
}

@ -13,6 +13,7 @@
#include "../mwworld/refdata.hpp"
#include "../mwmechanics/drawstate.hpp"
#include "../mwmechanics/movement.hpp"
#include "../mwmechanics/npcstats.hpp"
#include "npcanimation.hpp"
@ -52,7 +53,10 @@ namespace MWRender
mCamera(camera),
mAnimation(nullptr),
mFirstPersonView(true),
mPreviewMode(false),
mMode(Mode::Normal),
mVanityAllowed(true),
mStandingPreviewAllowed(Settings::Manager::getBool("preview if stand still", "Camera")),
mDeferredRotationAllowed(Settings::Manager::getBool("deferred preview rotation", "Camera")),
mNearest(30.f),
mFurthest(800.f),
mIsNearest(false),
@ -62,25 +66,19 @@ namespace MWRender
mVanityToggleQueuedValue(false),
mViewModeToggleQueued(false),
mCameraDistance(0.f),
mMaxNextCameraDistance(800.f),
mFocalPointCurrentOffset(osg::Vec2d()),
mFocalPointTargetOffset(osg::Vec2d()),
mFocalPointTransitionSpeedCoef(1.f),
mSkipFocalPointTransition(true),
mPreviousTransitionInfluence(0.f),
mSmoothedSpeed(0.f),
mZoomOutWhenMoveCoef(Settings::Manager::getFloat("zoom out when move coef", "Camera")),
mDynamicCameraDistanceEnabled(false),
mShowCrosshairInThirdPersonMode(false)
mShowCrosshairInThirdPersonMode(false),
mDeferredRotation(osg::Vec3f()),
mDeferredRotationDisabled(false)
{
mVanity.enabled = false;
mVanity.allowed = true;
mPreviewCam.pitch = 0.f;
mPreviewCam.yaw = 0.f;
mPreviewCam.offset = 400.f;
mMainCam.pitch = 0.f;
mMainCam.yaw = 0.f;
mMainCam.offset = 400.f;
mCameraDistance = mBaseCameraDistance;
mUpdateCallback = new UpdateRenderCameraCallback(this);
@ -92,17 +90,11 @@ namespace MWRender
mCamera->removeUpdateCallback(mUpdateCallback);
}
MWWorld::Ptr Camera::getTrackingPtr() const
{
return mTrackingPtr;
}
osg::Vec3d Camera::getFocalPoint() const
{
const osg::Node* trackNode = mTrackingNode;
if (!trackNode)
if (!mTrackingNode)
return osg::Vec3d();
osg::NodePathList nodepaths = trackNode->getParentalNodePaths();
osg::NodePathList nodepaths = mTrackingNode->getParentalNodePaths();
if (nodepaths.empty())
return osg::Vec3d();
osg::Matrix worldMat = osg::computeLocalToWorld(nodepaths[0]);
@ -124,12 +116,9 @@ namespace MWRender
osg::Vec3d Camera::getFocalPointOffset() const
{
osg::Vec3d offset(0, 0, 10.f);
if (!mPreviewMode && !mVanity.enabled)
{
offset.x() += mFocalPointCurrentOffset.x() * cos(getYaw());
offset.y() += mFocalPointCurrentOffset.x() * sin(getYaw());
offset.z() += mFocalPointCurrentOffset.y();
}
offset.x() += mFocalPointCurrentOffset.x() * cos(getYaw());
offset.y() += mFocalPointCurrentOffset.x() * sin(getYaw());
offset.z() += mFocalPointCurrentOffset.y();
return offset;
}
@ -147,9 +136,6 @@ namespace MWRender
void Camera::updateCamera(osg::Camera *cam)
{
if (mTrackingPtr.isEmpty())
return;
osg::Vec3d focal, position;
getPosition(focal, position);
@ -179,11 +165,6 @@ namespace MWRender
setPitch(pitch);
}
void Camera::attachTo(const MWWorld::Ptr &ptr)
{
mTrackingPtr = ptr;
}
void Camera::update(float duration, bool paused)
{
if (mAnimation->upperBodyReady())
@ -196,7 +177,6 @@ namespace MWRender
}
if (mViewModeToggleQueued)
{
togglePreviewMode(false);
toggleViewMode();
mViewModeToggleQueued = false;
@ -208,19 +188,38 @@ namespace MWRender
// only show the crosshair in game mode
MWBase::WindowManager *wm = MWBase::Environment::get().getWindowManager();
wm->showCrosshair(!wm->isGuiMode() && !mVanity.enabled && !mPreviewMode
wm->showCrosshair(!wm->isGuiMode() && mMode != Mode::Preview && mMode != Mode::Vanity
&& (mFirstPersonView || mShowCrosshairInThirdPersonMode));
if(mVanity.enabled)
{
if(mMode == Mode::Vanity)
rotateCamera(0.f, osg::DegreesToRadians(3.f * duration), true);
}
updateFocalPointOffset(duration);
float speed = mTrackingPtr.getClass().getSpeed(mTrackingPtr);
speed /= (1.f + speed / 500.f);
float maxDelta = 300.f * duration;
mSmoothedSpeed += osg::clampBetween(speed - mSmoothedSpeed, -maxDelta, maxDelta);
mMaxNextCameraDistance = mCameraDistance + duration * (100.f + mBaseCameraDistance);
updateStandingPreviewMode();
}
void Camera::updateStandingPreviewMode()
{
if (!mStandingPreviewAllowed)
return;
float speed = mTrackingPtr.getClass().getSpeed(mTrackingPtr);
bool combat = mTrackingPtr.getClass().isActor() &&
mTrackingPtr.getClass().getCreatureStats(mTrackingPtr).getDrawState() != MWMechanics::DrawState_Nothing;
bool standingStill = speed == 0 && !combat && !mFirstPersonView;
if (!standingStill && mMode == Mode::StandingPreview)
{
mMode = Mode::Normal;
calculateDeferredRotation();
}
else if (standingStill && mMode == Mode::Normal)
mMode = Mode::StandingPreview;
}
void Camera::setFocalPointTargetOffset(osg::Vec2d v)
@ -235,6 +234,14 @@ namespace MWRender
if (duration <= 0)
return;
if (mSkipFocalPointTransition)
{
mSkipFocalPointTransition = false;
mPreviousExtraOffset = osg::Vec2d();
mPreviousTransitionInfluence = 0.f;
mFocalPointCurrentOffset = mFocalPointTargetOffset;
}
osg::Vec2d oldOffset = mFocalPointCurrentOffset;
if (mPreviousTransitionInfluence > 0)
@ -279,14 +286,19 @@ namespace MWRender
mTrackingPtr.getClass().getCreatureStats(mTrackingPtr).setSideMovementAngle(0);
mFirstPersonView = !mFirstPersonView;
updateStandingPreviewMode();
instantTransition();
processViewChange();
}
void Camera::allowVanityMode(bool allow)
{
if (!allow && mVanity.enabled)
if (!allow && mMode == Mode::Vanity)
{
disableDeferredPreviewRotation();
toggleVanityMode(false);
mVanity.allowed = allow;
}
mVanityAllowed = allow;
}
bool Camera::toggleVanityMode(bool enable)
@ -300,26 +312,18 @@ namespace MWRender
return false;
}
if(!mVanity.allowed && enable)
if (!mVanityAllowed && enable)
return false;
if(mVanity.enabled == enable)
if ((mMode == Mode::Vanity) == enable)
return true;
mVanity.enabled = enable;
mMode = enable ? Mode::Vanity : Mode::Normal;
if (!mDeferredRotationAllowed)
disableDeferredPreviewRotation();
if (!enable)
calculateDeferredRotation();
processViewChange();
float offset = mPreviewCam.offset;
if (mVanity.enabled) {
setPitch(osg::DegreesToRadians(-30.f));
mMainCam.offset = mCameraDistance;
} else {
offset = mMainCam.offset;
}
mCameraDistance = offset;
return true;
}
@ -328,22 +332,21 @@ namespace MWRender
if (mFirstPersonView && !mAnimation->upperBodyReady())
return;
if(mPreviewMode == enable)
if((mMode == Mode::Preview) == enable)
return;
mPreviewMode = enable;
processViewChange();
float offset = mCameraDistance;
if (mPreviewMode) {
mMainCam.offset = offset;
offset = mPreviewCam.offset;
} else {
mPreviewCam.offset = offset;
offset = mMainCam.offset;
mMode = enable ? Mode::Preview : Mode::Normal;
if (mMode == Mode::Normal)
updateStandingPreviewMode();
else if (mFirstPersonView)
instantTransition();
if (mMode == Mode::Normal)
{
if (!mDeferredRotationAllowed)
disableDeferredPreviewRotation();
calculateDeferredRotation();
}
mCameraDistance = offset;
processViewChange();
}
void Camera::setSneakOffset(float offset)
@ -351,13 +354,6 @@ namespace MWRender
mAnimation->setFirstPersonOffset(osg::Vec3f(0,0,-offset));
}
float Camera::getYaw() const
{
if(mVanity.enabled || mPreviewMode)
return mPreviewCam.yaw;
return mMainCam.yaw;
}
void Camera::setYaw(float angle)
{
if (angle > osg::PI) {
@ -365,38 +361,14 @@ namespace MWRender
} else if (angle < -osg::PI) {
angle += osg::PI*2;
}
if (mVanity.enabled || mPreviewMode) {
mPreviewCam.yaw = angle;
} else {
mMainCam.yaw = angle;
}
}
float Camera::getPitch() const
{
if (mVanity.enabled || mPreviewMode) {
return mPreviewCam.pitch;
}
return mMainCam.pitch;
mYaw = angle;
}
void Camera::setPitch(float angle)
{
const float epsilon = 0.000001f;
float limit = osg::PI_2 - epsilon;
if(mPreviewMode)
limit /= 2;
if(angle > limit)
angle = limit;
else if(angle < -limit)
angle = -limit;
if (mVanity.enabled || mPreviewMode) {
mPreviewCam.pitch = angle;
} else {
mMainCam.pitch = angle;
}
mPitch = osg::clampBetween(angle, -limit, limit);
}
float Camera::getCameraDistance() const
@ -408,50 +380,25 @@ namespace MWRender
void Camera::updateBaseCameraDistance(float dist, bool adjust)
{
if(mFirstPersonView && !mPreviewMode && !mVanity.enabled)
if (isFirstPerson())
return;
mIsNearest = false;
if (adjust)
{
if (mVanity.enabled || mPreviewMode)
dist += mCameraDistance;
else
dist += std::min(mCameraDistance - getCameraDistanceCorrection(), mBaseCameraDistance);
}
dist += std::min(mCameraDistance - getCameraDistanceCorrection(), mBaseCameraDistance);
if (dist >= mFurthest)
dist = mFurthest;
else if (dist <= mNearest)
{
dist = mNearest;
mIsNearest = true;
}
if (mVanity.enabled || mPreviewMode)
mPreviewCam.offset = dist;
else if (!mFirstPersonView)
{
mBaseCameraDistance = dist;
Settings::Manager::setFloat("third person camera distance", "Camera", dist);
}
mIsNearest = dist <= mNearest;
mBaseCameraDistance = osg::clampBetween(dist, mNearest, mFurthest);
Settings::Manager::setFloat("third person camera distance", "Camera", mBaseCameraDistance);
setCameraDistance();
}
void Camera::setCameraDistance(float dist, bool adjust)
{
if(mFirstPersonView && !mPreviewMode && !mVanity.enabled)
if (isFirstPerson())
return;
if (adjust) dist += mCameraDistance;
if (dist >= mFurthest)
dist = mFurthest;
else if (dist < 10.f)
dist = 10.f;
mCameraDistance = dist;
if (adjust)
dist += mCameraDistance;
mCameraDistance = osg::clampBetween(dist, 10.f, mFurthest);
}
float Camera::getCameraDistanceCorrection() const
@ -469,17 +416,17 @@ namespace MWRender
void Camera::setCameraDistance()
{
if (mVanity.enabled || mPreviewMode)
mCameraDistance = mPreviewCam.offset;
else if (!mFirstPersonView)
mCameraDistance = mBaseCameraDistance + getCameraDistanceCorrection();
mFocalPointAdjustment = osg::Vec3d();
if (isFirstPerson())
return;
mCameraDistance = mBaseCameraDistance + getCameraDistanceCorrection();
if (mDynamicCameraDistanceEnabled)
mCameraDistance = std::min(mCameraDistance, mMaxNextCameraDistance);
}
void Camera::setAnimation(NpcAnimation *anim)
{
mAnimation = anim;
processViewChange();
}
@ -506,13 +453,74 @@ namespace MWRender
rotateCamera(getPitch(), getYaw(), false);
}
bool Camera::isVanityOrPreviewModeEnabled() const
void Camera::applyDeferredPreviewRotationToPlayer(float dt)
{
if (isVanityOrPreviewModeEnabled() || mTrackingPtr.isEmpty())
return;
osg::Vec3f rot = mDeferredRotation;
float delta = rot.normalize();
delta = std::min(delta, (delta + 1.f) * 3 * dt);
rot *= delta;
mDeferredRotation -= rot;
if (mDeferredRotationDisabled)
{
mDeferredRotationDisabled = delta > 0.0001;
rotateCameraToTrackingPtr();
return;
}
auto& movement = mTrackingPtr.getClass().getMovementSettings(mTrackingPtr);
movement.mRotation[0] += rot.x();
movement.mRotation[1] += rot.y();
movement.mRotation[2] += rot.z();
if (std::abs(mDeferredRotation.z()) > 0.0001)
{
float s = std::sin(mDeferredRotation.z());
float c = std::cos(mDeferredRotation.z());
float x = movement.mPosition[0];
float y = movement.mPosition[1];
movement.mPosition[0] = x * c + y * s;
movement.mPosition[1] = x * -s + y * c;
}
}
void Camera::rotateCameraToTrackingPtr()
{
return mPreviewMode || mVanity.enabled;
setPitch(-mTrackingPtr.getRefData().getPosition().rot[0] - mDeferredRotation.x());
setYaw(-mTrackingPtr.getRefData().getPosition().rot[2] - mDeferredRotation.z());
}
bool Camera::isNearest() const
void Camera::instantTransition()
{
return mIsNearest;
mSkipFocalPointTransition = true;
mDeferredRotationDisabled = false;
mDeferredRotation = osg::Vec3f();
rotateCameraToTrackingPtr();
}
void Camera::calculateDeferredRotation()
{
MWWorld::Ptr ptr = mTrackingPtr;
if (isVanityOrPreviewModeEnabled() || ptr.isEmpty())
return;
if (mFirstPersonView)
{
instantTransition();
return;
}
mDeferredRotation.x() = -ptr.getRefData().getPosition().rot[0] - mPitch;
mDeferredRotation.z() = -ptr.getRefData().getPosition().rot[2] - mYaw;
if (mDeferredRotation.x() > osg::PI)
mDeferredRotation.x() -= 2 * osg::PI;
if (mDeferredRotation.x() < -osg::PI)
mDeferredRotation.x() += 2 * osg::PI;
if (mDeferredRotation.z() > osg::PI)
mDeferredRotation.z() -= 2 * osg::PI;
if (mDeferredRotation.z() < -osg::PI)
mDeferredRotation.z() += 2 * osg::PI;
}
}

@ -23,11 +23,10 @@ namespace MWRender
/// \brief Camera control
class Camera
{
private:
struct CamData {
float pitch, yaw, offset;
};
public:
enum class Mode { Normal, Vanity, Preview, StandingPreview };
private:
MWWorld::Ptr mTrackingPtr;
osg::ref_ptr<const osg::Node> mTrackingNode;
float mHeightScale;
@ -37,28 +36,30 @@ namespace MWRender
NpcAnimation *mAnimation;
bool mFirstPersonView;
bool mPreviewMode;
Mode mMode;
bool mVanityAllowed;
bool mStandingPreviewAllowed;
bool mDeferredRotationAllowed;
float mNearest;
float mFurthest;
bool mIsNearest;
struct {
bool enabled, allowed;
} mVanity;
float mHeight, mBaseCameraDistance;
CamData mMainCam, mPreviewCam;
float mPitch, mYaw;
bool mVanityToggleQueued;
bool mVanityToggleQueuedValue;
bool mViewModeToggleQueued;
float mCameraDistance;
float mMaxNextCameraDistance;
osg::Vec3d mFocalPointAdjustment;
osg::Vec2d mFocalPointCurrentOffset;
osg::Vec2d mFocalPointTargetOffset;
float mFocalPointTransitionSpeedCoef;
bool mSkipFocalPointTransition;
// This fields are used to make focal point transition smooth if previous transition was not finished.
float mPreviousTransitionInfluence;
@ -76,14 +77,23 @@ namespace MWRender
osg::ref_ptr<osg::NodeCallback> mUpdateCallback;
// Used to rotate player to the direction of view after exiting preview or vanity mode.
osg::Vec3f mDeferredRotation;
bool mDeferredRotationDisabled;
void calculateDeferredRotation();
void updateStandingPreviewMode();
public:
Camera(osg::Camera* camera);
~Camera();
MWWorld::Ptr getTrackingPtr() const;
/// Attach camera to object
void attachTo(const MWWorld::Ptr &ptr) { mTrackingPtr = ptr; }
MWWorld::Ptr getTrackingPtr() const { return mTrackingPtr; }
void setFocalPointTransitionSpeed(float v) { mFocalPointTransitionSpeedCoef = v; }
void setFocalPointTargetOffset(osg::Vec2d v);
void instantTransition();
void enableDynamicCameraDistance(bool v) { mDynamicCameraDistanceEnabled = v; }
void enableCrosshairInThirdPersonMode(bool v) { mShowCrosshairInThirdPersonMode = v; }
@ -96,16 +106,14 @@ namespace MWRender
/// Set where the camera is looking at. Uses Morrowind (euler) angles
/// \param rot Rotation angles in radians
void rotateCamera(float pitch, float yaw, bool adjust);
void rotateCameraToTrackingPtr();
float getYaw() const;
float getYaw() const { return mYaw; }
void setYaw(float angle);
float getPitch() const;
float getPitch() const { return mPitch; }
void setPitch(float angle);
/// Attach camera to object
void attachTo(const MWWorld::Ptr &);
/// @param Force view mode switch, even if currently not allowed by the animation.
void toggleViewMode(bool force=false);
@ -115,11 +123,13 @@ namespace MWRender
/// @note this may be ignored if an important animation is currently playing
void togglePreviewMode(bool enable);
void applyDeferredPreviewRotationToPlayer(float dt);
void disableDeferredPreviewRotation() { mDeferredRotationDisabled = true; }
/// \brief Lowers the camera for sneak.
void setSneakOffset(float offset);
bool isFirstPerson() const
{ return !(mVanity.enabled || mPreviewMode || !mFirstPersonView); }
bool isFirstPerson() const { return mFirstPersonView && mMode == Mode::Normal; }
void processViewChange();
@ -148,9 +158,10 @@ namespace MWRender
/// Stores focal and camera world positions in passed arguments
void getPosition(osg::Vec3d &focal, osg::Vec3d &camera) const;
bool isVanityOrPreviewModeEnabled() const;
bool isVanityOrPreviewModeEnabled() const { return mMode != Mode::Normal; }
Mode getMode() const { return mMode; }
bool isNearest() const;
bool isNearest() const { return mIsNearest; }
};
}

@ -372,6 +372,7 @@ namespace MWRender
mRootNode->getOrCreateStateSet()->addUniform(new osg::Uniform("near", mNearClip));
mRootNode->getOrCreateStateSet()->addUniform(new osg::Uniform("far", mViewDistance));
mRootNode->getOrCreateStateSet()->addUniform(new osg::Uniform("simpleWater", false));
mUniformNear = mRootNode->getOrCreateStateSet()->getUniform("near");
mUniformFar = mRootNode->getOrCreateStateSet()->getUniform("far");
@ -653,7 +654,7 @@ namespace MWRender
if(ptr == mCamera->getTrackingPtr() &&
!mCamera->isVanityOrPreviewModeEnabled())
{
mCamera->rotateCamera(-ptr.getRefData().getPosition().rot[0], -ptr.getRefData().getPosition().rot[2], false);
mCamera->rotateCameraToTrackingPtr();
}
ptr.getRefData().getBaseNode()->setAttitude(rot);

@ -21,24 +21,25 @@ namespace MWRender
mAutoSwitchShoulder(Settings::Manager::getBool("auto switch shoulder", "Camera")),
mOverShoulderHorizontalOffset(30.f), mOverShoulderVerticalOffset(-10.f)
{
std::stringstream offset(Settings::Manager::getString("view over shoulder offset", "Camera"));
offset >> mOverShoulderHorizontalOffset >> mOverShoulderVerticalOffset;
mDefaultShoulderIsRight = mOverShoulderHorizontalOffset >= 0;
mOverShoulderHorizontalOffset = std::abs(mOverShoulderHorizontalOffset);
osg::Vec2f offset = Settings::Manager::getVector2("view over shoulder offset", "Camera");
mOverShoulderHorizontalOffset = std::abs(offset.x());
mOverShoulderVerticalOffset = offset.y();
mDefaultShoulderIsRight = offset.x() >= 0;
mCamera->enableDynamicCameraDistance(true);
mCamera->enableCrosshairInThirdPersonMode(true);
mCamera->setFocalPointTargetOffset({mOverShoulderHorizontalOffset, mOverShoulderVerticalOffset});
mCamera->setFocalPointTargetOffset(offset);
}
void ViewOverShoulderController::update()
{
if (mCamera->isVanityOrPreviewModeEnabled() || mCamera->isFirstPerson())
if (mCamera->isFirstPerson())
return;
Mode oldMode = mMode;
auto ptr = mCamera->getTrackingPtr();
if (ptr.getClass().isActor() && ptr.getClass().getCreatureStats(ptr).getDrawState() != MWMechanics::DrawState_Nothing)
bool combat = ptr.getClass().isActor() && ptr.getClass().getCreatureStats(ptr).getDrawState() != MWMechanics::DrawState_Nothing;
if (combat && !mCamera->isVanityOrPreviewModeEnabled())
mMode = Mode::Combat;
else if (MWBase::Environment::get().getWorld()->isSwimming(ptr))
mMode = Mode::Swimming;
@ -46,12 +47,18 @@ namespace MWRender
mMode = mDefaultShoulderIsRight ? Mode::RightShoulder : Mode::LeftShoulder;
if (mAutoSwitchShoulder && (mMode == Mode::LeftShoulder || mMode == Mode::RightShoulder))
trySwitchShoulder();
if (oldMode == mMode) return;
if (oldMode == Mode::Combat || mMode == Mode::Combat)
if (oldMode == mMode)
return;
if (mCamera->getMode() == Camera::Mode::Vanity)
// Player doesn't touch controls for a long time. Transition should be very slow.
mCamera->setFocalPointTransitionSpeed(0.2f);
else if ((oldMode == Mode::Combat || mMode == Mode::Combat) && mCamera->getMode() == Camera::Mode::Normal)
// Transition to/from combat mode and we are not it preview mode. Should be fast.
mCamera->setFocalPointTransitionSpeed(5.f);
else
mCamera->setFocalPointTransitionSpeed(1.f);
mCamera->setFocalPointTransitionSpeed(1.f); // Default transition speed.
switch (mMode)
{
@ -70,6 +77,9 @@ namespace MWRender
void ViewOverShoulderController::trySwitchShoulder()
{
if (mCamera->getMode() != Camera::Mode::Normal)
return;
const float limitToSwitch = 120; // switch to other shoulder if wall is closer than this limit
const float limitToSwitchBack = 300; // switch back to default shoulder if there is no walls at this distance
@ -79,18 +89,22 @@ namespace MWRender
MWBase::World* world = MWBase::Environment::get().getWorld();
osg::Vec3d sideOffset = orient * osg::Vec3d(world->getHalfExtents(mCamera->getTrackingPtr()).x() - 1, 0, 0);
float rayRight = world->getDistToNearestRayHit(
playerPos + sideOffset, orient * osg::Vec3d(1, 1, 0), limitToSwitchBack + 1);
playerPos + sideOffset, orient * osg::Vec3d(1, 0, 0), limitToSwitchBack + 1);
float rayLeft = world->getDistToNearestRayHit(
playerPos - sideOffset, orient * osg::Vec3d(-1, 1, 0), limitToSwitchBack + 1);
float rayForward = world->getDistToNearestRayHit(
playerPos, orient * osg::Vec3d(0, 1, 0), limitToSwitchBack + 1);
if (rayLeft < limitToSwitch && rayRight > limitToSwitchBack)
playerPos - sideOffset, orient * osg::Vec3d(-1, 0, 0), limitToSwitchBack + 1);
float rayRightForward = world->getDistToNearestRayHit(
playerPos + sideOffset, orient * osg::Vec3d(1, 3, 0), limitToSwitchBack + 1);
float rayLeftForward = world->getDistToNearestRayHit(
playerPos - sideOffset, orient * osg::Vec3d(-1, 3, 0), limitToSwitchBack + 1);
float distRight = std::min(rayRight, rayRightForward);
float distLeft = std::min(rayLeft, rayLeftForward);
if (distLeft < limitToSwitch && distRight > limitToSwitchBack)
mMode = Mode::RightShoulder;
else if (rayRight < limitToSwitch && rayLeft > limitToSwitchBack)
else if (distRight < limitToSwitch && distLeft > limitToSwitchBack)
mMode = Mode::LeftShoulder;
else if (rayLeft > limitToSwitchBack && rayRight > limitToSwitchBack && rayForward > limitToSwitchBack)
else if (distRight > limitToSwitchBack && distLeft > limitToSwitchBack)
mMode = mDefaultShoulderIsRight ? Mode::RightShoulder : Mode::LeftShoulder;
}
}
}

@ -60,6 +60,13 @@ namespace MWScript
|| ::Misc::StringUtils::ciEqual(item, "gold_100"))
item = "gold_001";
// Explicit calls to non-unique actors affect the base record
if(!R::implicit && ptr.getClass().isActor() && MWBase::Environment::get().getWorld()->getStore().getRefCount(ptr.getCellRef().getRefId()) > 1)
{
ptr.getClass().modifyBaseInventory(ptr.getCellRef().getRefId(), item, count);
return;
}
MWWorld::ContainerStore& store = ptr.getClass().getContainerStore (ptr);
// Create a Ptr for the first added item to recover the item name later
MWWorld::Ptr itemPtr = *store.add (item, 1, ptr);
@ -147,6 +154,13 @@ namespace MWScript
|| ::Misc::StringUtils::ciEqual(item, "gold_100"))
item = "gold_001";
// Explicit calls to non-unique actors affect the base record
if(!R::implicit && ptr.getClass().isActor() && MWBase::Environment::get().getWorld()->getStore().getRefCount(ptr.getCellRef().getRefId()) > 1)
{
ptr.getClass().modifyBaseInventory(ptr.getCellRef().getRefId(), item, -count);
return;
}
MWWorld::ContainerStore& store = ptr.getClass().getContainerStore (ptr);
std::string itemName;

@ -299,6 +299,15 @@ namespace MWScript
return iter->second->mLocals;
}
const Locals* GlobalScripts::getLocalsIfPresent (const std::string& name) const
{
std::string name2 = ::Misc::StringUtils::lowerCase (name);
auto iter = mScripts.find (name2);
if (iter==mScripts.end())
return nullptr;
return &iter->second->mLocals;
}
void GlobalScripts::updatePtrs(const MWWorld::Ptr& base, const MWWorld::Ptr& updated)
{
MatchPtrVisitor visitor(base);

@ -82,6 +82,8 @@ namespace MWScript
///< If the script \a name has not been added as a global script yet, it is added
/// automatically, but is not set to running state.
const Locals* getLocalsIfPresent (const std::string& name) const;
void updatePtrs(const MWWorld::Ptr& base, const MWWorld::Ptr& updated);
///< Update the Ptrs stored in mTarget. Should be called after the reference has been moved to a new cell.
};

@ -225,15 +225,13 @@ namespace MWScript
std::vector<std::string> InterpreterContext::getGlobals() const
{
std::vector<std::string> ids;
const MWWorld::Store<ESM::Global>& globals =
MWBase::Environment::get().getWorld()->getStore().get<ESM::Global>();
for (MWWorld::Store<ESM::Global>::iterator iter = globals.begin(); iter!=globals.end();
++iter)
std::vector<std::string> ids;
for (auto& globalVariable : globals)
{
ids.push_back (iter->mId);
ids.emplace_back(globalVariable.mId);
}
return ids;
@ -245,22 +243,22 @@ namespace MWScript
return world->getGlobalVariableType(name);
}
std::string InterpreterContext::getActionBinding(const std::string& action) const
std::string InterpreterContext::getActionBinding(const std::string& targetAction) const
{
MWBase::InputManager* input = MWBase::Environment::get().getInputManager();
std::vector<int> actions = input->getActionKeySorting ();
for (std::vector<int>::const_iterator it = actions.begin(); it != actions.end(); ++it)
for (const int action : actions)
{
std::string desc = input->getActionDescription (*it);
std::string desc = input->getActionDescription (action);
if(desc == "")
continue;
if(desc == action)
if(desc == targetAction)
{
if(input->joystickLastUsed())
return input->getActionControllerBindingName(*it);
return input->getActionControllerBindingName(action);
else
return input->getActionKeyBindingName (*it);
return input->getActionKeyBindingName(action);
}
}

@ -1,4 +1,5 @@
#include "locals.hpp"
#include "globalscripts.hpp"
#include <components/esm/loadscpt.hpp>
#include <components/esm/variant.hpp>
@ -33,15 +34,25 @@ namespace MWScript
if (mInitialised)
return false;
const Compiler::Locals& locals =
MWBase::Environment::get().getScriptManager()->getLocals (script.mId);
mShorts.clear();
mShorts.resize (locals.get ('s').size(), 0);
mLongs.clear();
mLongs.resize (locals.get ('l').size(), 0);
mFloats.clear();
mFloats.resize (locals.get ('f').size(), 0);
const Locals* global = MWBase::Environment::get().getScriptManager()->getGlobalScripts().getLocalsIfPresent(script.mId);
if(global)
{
mShorts = global->mShorts;
mLongs = global->mLongs;
mFloats = global->mFloats;
}
else
{
const Compiler::Locals& locals =
MWBase::Environment::get().getScriptManager()->getLocals (script.mId);
mShorts.clear();
mShorts.resize (locals.get ('s').size(), 0);
mLongs.clear();
mLongs.resize (locals.get ('l').size(), 0);
mFloats.clear();
mFloats.resize (locals.get ('f').size(), 0);
}
mInitialised = true;
return true;

@ -45,9 +45,9 @@ namespace
void addToLevList(ESM::LevelledListBase* list, const std::string& itemId, int level)
{
for (std::vector<ESM::LevelledListBase::LevelItem>::iterator it = list->mList.begin(); it != list->mList.end(); ++it)
for (auto& levelItem : list->mList)
{
if (it->mLevel == level && itemId == it->mId)
if (levelItem.mLevel == level && itemId == levelItem.mId)
return;
}
@ -563,9 +563,9 @@ namespace MWScript
effects += store.getMagicEffects();
}
for (MWMechanics::MagicEffects::Collection::const_iterator it = effects.begin(); it != effects.end(); ++it)
for (const auto& effect : effects)
{
if (it->first.mId == key && it->second.getModifier() > 0)
if (effect.first.mId == key && effect.second.getModifier() > 0)
{
runtime.push(1);
return;

@ -151,16 +151,17 @@ namespace MWScript
const MWWorld::Store<ESM::Script>& scripts = mStore.get<ESM::Script>();
for (MWWorld::Store<ESM::Script>::iterator iter = scripts.begin();
iter != scripts.end(); ++iter)
for (auto& script : mStore.get<ESM::Script>())
{
if (!std::binary_search (mScriptBlacklist.begin(), mScriptBlacklist.end(),
Misc::StringUtils::lowerCase (iter->mId)))
Misc::StringUtils::lowerCase(script.mId)))
{
++count;
if (compile (iter->mId))
if (compile(script.mId))
++success;
}
}
return std::make_pair (count, success);
}
@ -195,7 +196,7 @@ namespace MWScript
scanner.scan (parser);
std::map<std::string, Compiler::Locals>::iterator iter =
mOtherLocals.insert (std::make_pair (name2, locals)).first;
mOtherLocals.emplace(name2, locals).first;
return iter->second;
}

@ -11,85 +11,65 @@ namespace MWSound
inline int operator&(int a, PlayMode b) { return a & static_cast<int>(b); }
inline int operator&(PlayMode a, PlayMode b) { return static_cast<int>(a) & static_cast<int>(b); }
struct SoundParams
{
osg::Vec3f mPos;
float mVolume = 1;
float mBaseVolume = 1;
float mPitch = 1;
float mMinDistance = 1;
float mMaxDistance = 1000;
int mFlags = 0;
float mFadeOutTime = 0;
};
class SoundBase {
SoundBase& operator=(const SoundBase&) = delete;
SoundBase(const SoundBase&) = delete;
SoundBase(SoundBase&&) = delete;
osg::Vec3f mPos;
float mVolume; /* NOTE: Real volume = mVolume*mBaseVolume */
float mBaseVolume;
float mPitch;
float mMinDistance;
float mMaxDistance;
int mFlags;
float mFadeOutTime;
SoundParams mParams;
protected:
Sound_Instance mHandle;
Sound_Instance mHandle = nullptr;
friend class OpenAL_Output;
public:
void setPosition(const osg::Vec3f &pos) { mPos = pos; }
void setVolume(float volume) { mVolume = volume; }
void setBaseVolume(float volume) { mBaseVolume = volume; }
void setFadeout(float duration) { mFadeOutTime = duration; }
void setPosition(const osg::Vec3f &pos) { mParams.mPos = pos; }
void setVolume(float volume) { mParams.mVolume = volume; }
void setBaseVolume(float volume) { mParams.mBaseVolume = volume; }
void setFadeout(float duration) { mParams.mFadeOutTime = duration; }
void updateFade(float duration)
{
if(mFadeOutTime > 0.0f)
if (mParams.mFadeOutTime > 0.0f)
{
float soundDuration = std::min(duration, mFadeOutTime);
mVolume *= (mFadeOutTime-soundDuration) / mFadeOutTime;
mFadeOutTime -= soundDuration;
float soundDuration = std::min(duration, mParams.mFadeOutTime);
mParams.mVolume *= (mParams.mFadeOutTime - soundDuration) / mParams.mFadeOutTime;
mParams.mFadeOutTime -= soundDuration;
}
}
const osg::Vec3f &getPosition() const { return mPos; }
float getRealVolume() const { return mVolume * mBaseVolume; }
float getPitch() const { return mPitch; }
float getMinDistance() const { return mMinDistance; }
float getMaxDistance() const { return mMaxDistance; }
const osg::Vec3f &getPosition() const { return mParams.mPos; }
float getRealVolume() const { return mParams.mVolume * mParams.mBaseVolume; }
float getPitch() const { return mParams.mPitch; }
float getMinDistance() const { return mParams.mMinDistance; }
float getMaxDistance() const { return mParams.mMaxDistance; }
MWSound::Type getPlayType() const
{ return static_cast<MWSound::Type>(mFlags&MWSound::Type::Mask); }
bool getUseEnv() const { return !(mFlags&MWSound::PlayMode::NoEnv); }
bool getIsLooping() const { return mFlags&MWSound::PlayMode::Loop; }
bool getDistanceCull() const { return mFlags&MWSound::PlayMode::RemoveAtDistance; }
bool getIs3D() const { return mFlags&Play_3D; }
void init(const osg::Vec3f& pos, float vol, float basevol, float pitch, float mindist, float maxdist, int flags)
{
mPos = pos;
mVolume = vol;
mBaseVolume = basevol;
mPitch = pitch;
mMinDistance = mindist;
mMaxDistance = maxdist;
mFlags = flags;
mFadeOutTime = 0.0f;
mHandle = nullptr;
}
{ return static_cast<MWSound::Type>(mParams.mFlags & MWSound::Type::Mask); }
bool getUseEnv() const { return !(mParams.mFlags & MWSound::PlayMode::NoEnv); }
bool getIsLooping() const { return mParams.mFlags & MWSound::PlayMode::Loop; }
bool getDistanceCull() const { return mParams.mFlags & MWSound::PlayMode::RemoveAtDistance; }
bool getIs3D() const { return mParams.mFlags & Play_3D; }
void init(float vol, float basevol, float pitch, int flags)
void init(const SoundParams& params)
{
mPos = osg::Vec3f(0.0f, 0.0f, 0.0f);
mVolume = vol;
mBaseVolume = basevol;
mPitch = pitch;
mMinDistance = 1.0f;
mMaxDistance = 1000.0f;
mFlags = flags;
mFadeOutTime = 0.0f;
mParams = params;
mHandle = nullptr;
}
SoundBase()
: mPos(0.0f, 0.0f, 0.0f), mVolume(1.0f), mBaseVolume(1.0f), mPitch(1.0f)
, mMinDistance(1.0f), mMaxDistance(1000.0f), mFlags(0), mFadeOutTime(0.0f)
, mHandle(nullptr)
{ }
SoundBase() = default;
};
class Sound : public SoundBase {

@ -290,13 +290,25 @@ namespace MWSound
StreamPtr sound = getStreamRef();
if(playlocal)
{
sound->init(1.0f, basevol, 1.0f, PlayMode::NoEnv|Type::Voice|Play_2D);
sound->init([&] {
SoundParams params;
params.mBaseVolume = basevol;
params.mFlags = PlayMode::NoEnv | Type::Voice | Play_2D;
return params;
} ());
played = mOutput->streamSound(decoder, sound.get(), true);
}
else
{
sound->init(pos, 1.0f, basevol, 1.0f, minDistance, maxDistance,
PlayMode::Normal|Type::Voice|Play_3D);
sound->init([&] {
SoundParams params;
params.mPos = pos;
params.mBaseVolume = basevol;
params.mMinDistance = minDistance;
params.mMaxDistance = maxDistance;
params.mFlags = PlayMode::Normal | Type::Voice | Play_3D;
return params;
} ());
played = mOutput->streamSound3D(decoder, sound.get(), true);
}
if(!played)
@ -332,8 +344,12 @@ namespace MWSound
decoder->open(filename);
mMusic = getStreamRef();
mMusic->init(1.0f, volumeFromType(Type::Music), 1.0f,
PlayMode::NoEnv|Type::Music|Play_2D);
mMusic->init([&] {
SoundParams params;
params.mBaseVolume = volumeFromType(Type::Music);
params.mFlags = PlayMode::NoEnv | Type::Music | Play_2D;
return params;
} ());
mOutput->streamSound(decoder, mMusic.get());
}
@ -561,7 +577,12 @@ namespace MWSound
return nullptr;
StreamPtr track = getStreamRef();
track->init(1.0f, volumeFromType(type), 1.0f, PlayMode::NoEnv|type|Play_2D);
track->init([&] {
SoundParams params;
params.mBaseVolume = volumeFromType(type);
params.mFlags = PlayMode::NoEnv | type | Play_2D;
return params;
} ());
if(!mOutput->streamSound(decoder, track.get()))
return nullptr;
@ -598,7 +619,14 @@ namespace MWSound
stopSound(sfx, MWWorld::ConstPtr());
SoundPtr sound = getSoundRef();
sound->init(volume * sfx->mVolume, volumeFromType(type), pitch, mode|type|Play_2D);
sound->init([&] {
SoundParams params;
params.mVolume = volume * sfx->mVolume;
params.mBaseVolume = volumeFromType(type);
params.mPitch = pitch;
params.mFlags = mode | type | Play_2D;
return params;
} ());
if(!mOutput->playSound(sound.get(), sfx->mHandle, offset))
return nullptr;
@ -635,13 +663,29 @@ namespace MWSound
SoundPtr sound = getSoundRef();
if(!(mode&PlayMode::NoPlayerLocal) && ptr == MWMechanics::getPlayer())
{
sound->init(volume * sfx->mVolume, volumeFromType(type), pitch, mode|type|Play_2D);
sound->init([&] {
SoundParams params;
params.mVolume = volume * sfx->mVolume;
params.mBaseVolume = volumeFromType(type);
params.mPitch = pitch;
params.mFlags = mode | type | Play_2D;
return params;
} ());
played = mOutput->playSound(sound.get(), sfx->mHandle, offset);
}
else
{
sound->init(objpos, volume * sfx->mVolume, volumeFromType(type), pitch,
sfx->mMinDist, sfx->mMaxDist, mode|type|Play_3D);
sound->init([&] {
SoundParams params;
params.mPos = objpos;
params.mVolume = volume * sfx->mVolume;
params.mBaseVolume = volumeFromType(type);
params.mPitch = pitch;
params.mMinDistance = sfx->mMinDist;
params.mMaxDistance = sfx->mMaxDist;
params.mFlags = mode | type | Play_3D;
return params;
} ());
played = mOutput->playSound3D(sound.get(), sfx->mHandle, offset);
}
if(!played)
@ -670,8 +714,17 @@ namespace MWSound
if(!sfx) return nullptr;
SoundPtr sound = getSoundRef();
sound->init(initialPos, volume * sfx->mVolume, volumeFromType(type), pitch,
sfx->mMinDist, sfx->mMaxDist, mode|type|Play_3D);
sound->init([&] {
SoundParams params;
params.mPos = initialPos;
params.mVolume = volume * sfx->mVolume;
params.mBaseVolume = volumeFromType(type);
params.mPitch = pitch;
params.mMinDistance = sfx->mMinDist;
params.mMaxDistance = sfx->mMaxDist;
params.mFlags = mode | type | Play_3D;
return params;
} ());
if(!mOutput->playSound3D(sound.get(), sfx->mHandle, offset))
return nullptr;

@ -522,6 +522,11 @@ namespace MWWorld
throw std::runtime_error ("class does not have creature stats");
}
void Class::modifyBaseInventory(const std::string& actorId, const std::string& itemId, int amount) const
{
throw std::runtime_error ("class does not have an inventory store");
}
float Class::getWalkSpeed(const Ptr& /*ptr*/) const
{
return 0;

@ -363,6 +363,8 @@ namespace MWWorld
virtual void setBaseAISetting(const std::string& id, MWMechanics::CreatureStats::AiSetting setting, int value) const;
virtual void modifyBaseInventory(const std::string& actorId, const std::string& itemId, int amount) const;
virtual float getWalkSpeed(const Ptr& ptr) const;
virtual float getRunSpeed(const Ptr& ptr) const;

@ -9,6 +9,47 @@
#include <components/esm/esmreader.hpp>
#include <components/esm/esmwriter.hpp>
#include "../mwmechanics/spelllist.hpp"
namespace
{
void readRefs(const ESM::Cell& cell, std::map<ESM::RefNum, std::string>& refs, std::vector<ESM::ESMReader>& readers)
{
for (size_t i = 0; i < cell.mContextList.size(); i++)
{
size_t index = cell.mContextList[i].index;
if (readers.size() <= index)
readers.resize(index + 1);
cell.restore(readers[index], i);
ESM::CellRef ref;
ref.mRefNum.mContentFile = ESM::RefNum::RefNum_NoContentFile;
bool deleted = false;
while(cell.getNextRef(readers[index], ref, deleted))
{
if(deleted)
refs.erase(ref.mRefNum);
else if (std::find(cell.mMovedRefs.begin(), cell.mMovedRefs.end(), ref.mRefNum) == cell.mMovedRefs.end())
{
Misc::StringUtils::lowerCaseInPlace(ref.mRefID);
refs[ref.mRefNum] = ref.mRefID;
}
}
}
for(const auto& it : cell.mLeasedRefs)
{
bool deleted = it.second;
if(deleted)
refs.erase(it.first.mRefNum);
else
{
ESM::CellRef ref = it.first;
Misc::StringUtils::lowerCaseInPlace(ref.mRefID);
refs[ref.mRefNum] = ref.mRefID;
}
}
}
}
namespace MWWorld
{
@ -146,7 +187,33 @@ void ESMStore::setUp(bool validateRecords)
mDialogs.setUp();
if (validateRecords)
{
validate();
countRecords();
}
}
void ESMStore::countRecords()
{
if(!mRefCount.empty())
return;
std::map<ESM::RefNum, std::string> refs;
std::vector<ESM::ESMReader> readers;
for(auto it = mCells.intBegin(); it != mCells.intEnd(); it++)
readRefs(*it, refs, readers);
for(auto it = mCells.extBegin(); it != mCells.extEnd(); it++)
readRefs(*it, refs, readers);
for(const auto& pair : refs)
mRefCount[pair.second]++;
}
int ESMStore::getRefCount(const std::string& id) const
{
const std::string lowerId = Misc::StringUtils::lowerCase(id);
auto it = mRefCount.find(lowerId);
if(it == mRefCount.end())
return 0;
return it->second;
}
void ESMStore::validate()
@ -344,4 +411,23 @@ void ESMStore::validate()
throw std::runtime_error ("Invalid player record (race or class unavailable");
}
std::pair<std::shared_ptr<MWMechanics::SpellList>, bool> ESMStore::getSpellList(const std::string& originalId) const
{
const std::string id = Misc::StringUtils::lowerCase(originalId);
auto result = mSpellListCache.find(id);
std::shared_ptr<MWMechanics::SpellList> ptr;
if (result != mSpellListCache.end())
ptr = result->second.lock();
if (!ptr)
{
int type = find(id);
ptr = std::make_shared<MWMechanics::SpellList>(id, type);
if (result != mSpellListCache.end())
result->second = ptr;
else
mSpellListCache.insert({id, ptr});
return {ptr, false};
}
return {ptr, true};
}
} // end namespace

@ -1,6 +1,7 @@
#ifndef OPENMW_MWWORLD_ESMSTORE_H
#define OPENMW_MWWORLD_ESMSTORE_H
#include <memory>
#include <sstream>
#include <stdexcept>
@ -12,6 +13,11 @@ namespace Loading
class Listener;
}
namespace MWMechanics
{
class SpellList;
}
namespace MWWorld
{
class ESMStore
@ -70,15 +76,20 @@ namespace MWWorld
std::map<std::string, int> mIds;
std::map<std::string, int> mStaticIds;
std::map<std::string, int> mRefCount;
std::map<int, StoreBase *> mStores;
ESM::NPC mPlayerTemplate;
unsigned int mDynamicCount;
mutable std::map<std::string, std::weak_ptr<MWMechanics::SpellList> > mSpellListCache;
/// Validate entries in store after setup
void validate();
void countRecords();
public:
/// \todo replace with SharedIterator<StoreBase>
typedef std::map<int, StoreBase *>::const_iterator iterator;
@ -252,6 +263,13 @@ namespace MWWorld
// To be called when we are done with dynamic record loading
void checkPlayer();
/// @return The number of instances defined in the base files. Excludes changes from the save file.
int getRefCount(const std::string& id) const;
/// Actors with the same ID share spells, abilities, etc.
/// @return The shared spell list to use for this actor and whether or not it has already been initialized.
std::pair<std::shared_ptr<MWMechanics::SpellList>, bool> getSpellList(const std::string& id) const;
};
template <>

@ -945,6 +945,7 @@ namespace MWWorld
removeContainerScripts(getPlayerPtr());
mWorldScene->changeToInteriorCell(cellName, position, adjustPlayerPos, changeEvent);
addContainerScripts(getPlayerPtr(), getPlayerPtr().getCell());
mRendering->getCamera()->instantTransition();
}
void World::changeToExteriorCell (const ESM::Position& position, bool adjustPlayerPos, bool changeEvent)
@ -960,6 +961,7 @@ namespace MWWorld
removeContainerScripts(getPlayerPtr());
mWorldScene->changeToExteriorCell(position, adjustPlayerPos, changeEvent);
addContainerScripts(getPlayerPtr(), getPlayerPtr().getCell());
mRendering->getCamera()->instantTransition();
}
void World::changeToCell (const ESM::CellId& cellId, const ESM::Position& position, bool adjustPlayerPos, bool changeEvent)
@ -2392,6 +2394,11 @@ namespace MWWorld
{
return mRendering->getCamera()->isFirstPerson();
}
bool World::isPreviewModeEnabled() const
{
return mRendering->getCamera()->getMode() == MWRender::Camera::Mode::Preview;
}
void World::togglePreviewMode(bool enable)
{
@ -2403,6 +2410,16 @@ namespace MWWorld
return mRendering->toggleVanityMode(enable);
}
void World::disableDeferredPreviewRotation()
{
mRendering->getCamera()->disableDeferredPreviewRotation();
}
void World::applyDeferredPreviewRotationToPlayer(float dt)
{
mRendering->getCamera()->applyDeferredPreviewRotationToPlayer(dt);
}
void World::allowVanityMode(bool allow)
{
mRendering->allowVanityMode(allow);

@ -524,6 +524,7 @@ namespace MWWorld
void togglePOV(bool force = false) override;
bool isFirstPerson() const override;
bool isPreviewModeEnabled() const override;
void togglePreviewMode(bool enable) override;
@ -536,6 +537,9 @@ namespace MWWorld
bool vanityRotateCamera(float * rot) override;
void setCameraDistance(float dist, bool adjust = false, bool override = true) override;
void applyDeferredPreviewRotationToPlayer(float dt) override;
void disableDeferredPreviewRotation() override;
void setupPlayer() override;
void renderPlayer() override;

@ -8,6 +8,12 @@
#include <components/loadinglistener/loadinglistener.hpp>
#include "apps/openmw/mwworld/esmstore.hpp"
#include "apps/openmw/mwmechanics/spelllist.hpp"
namespace MWMechanics
{
SpellList::SpellList(const std::string& id, int type) : mId(id), mType(type) {}
}
static Loading::Listener dummyListener;

@ -59,7 +59,7 @@ add_component_dir (nif
)
add_component_dir (nifosg
nifloader controller particle userdata
nifloader controller particle matrixtransform
)
add_component_dir (nifbullet

@ -8,6 +8,7 @@ ContentSelectorView::ComboBox::ComboBox(QWidget *parent) :
{
mValidator = new QRegExpValidator(QRegExp("^[a-zA-Z0-9_]*$"), this); // Alpha-numeric + underscore
setValidator(mValidator);
setEditable(true);
setCompleter(0);
setEnabled (true);

@ -4,7 +4,7 @@
#include "esmwriter.hpp"
unsigned int ESM::SavedGame::sRecordId = ESM::REC_SAVE;
int ESM::SavedGame::sCurrentFormat = 12;
int ESM::SavedGame::sCurrentFormat = 13;
void ESM::SavedGame::load (ESMReader &esm)
{

@ -4,14 +4,13 @@
#include <osg/TexMat>
#include <osg/Material>
#include <osg/Texture2D>
#include <osg/UserDataContainer>
#include <osgParticle/Emitter>
#include <components/nif/data.hpp>
#include <components/sceneutil/morphgeometry.hpp>
#include "userdata.hpp"
#include "matrixtransform.hpp"
namespace NifOsg
{
@ -119,13 +118,12 @@ void KeyframeController::operator() (osg::Node* node, osg::NodeVisitor* nv)
{
if (hasInput())
{
osg::MatrixTransform* trans = static_cast<osg::MatrixTransform*>(node);
NifOsg::MatrixTransform* trans = static_cast<NifOsg::MatrixTransform*>(node);
osg::Matrix mat = trans->getMatrix();
float time = getInputValue(nv);
NodeUserData* userdata = static_cast<NodeUserData*>(trans->getUserDataContainer()->getUserObject(0));
Nif::Matrix3& rot = userdata->mRotationScale;
Nif::Matrix3& rot = trans->mRotationScale;
bool setRot = false;
if(!mRotations.empty())
@ -140,18 +138,18 @@ void KeyframeController::operator() (osg::Node* node, osg::NodeVisitor* nv)
}
else
{
// no rotation specified, use the previous value from the UserData
// no rotation specified, use the previous value
for (int i=0;i<3;++i)
for (int j=0;j<3;++j)
mat(j,i) = rot.mValues[i][j]; // NB column/row major difference
}
if (setRot) // copy the new values back to the UserData
if (setRot) // copy the new values back
for (int i=0;i<3;++i)
for (int j=0;j<3;++j)
rot.mValues[i][j] = mat(j,i); // NB column/row major difference
float& scale = userdata->mScale;
float& scale = trans->mScale;
if(!mScales.empty())
scale = mScales.interpKey(time);

@ -9,11 +9,9 @@
#include <components/sceneutil/controller.hpp>
#include <components/sceneutil/statesetupdater.hpp>
#include <set> //UVController
#include <set>
// FlipController
#include <osg/Texture2D>
#include <osg/ref_ptr>
#include <osg/StateSet>
#include <osg/NodeCallback>
@ -22,8 +20,6 @@
namespace osg
{
class Node;
class StateSet;
class Material;
}

@ -0,0 +1,23 @@
#include "matrixtransform.hpp"
namespace NifOsg
{
MatrixTransform::MatrixTransform()
: osg::MatrixTransform()
{
}
MatrixTransform::MatrixTransform(const Nif::Transformation &trafo)
: osg::MatrixTransform(trafo.toMatrix())
, mScale(trafo.scale)
, mRotationScale(trafo.rotation)
{
}
MatrixTransform::MatrixTransform(const MatrixTransform &copy, const osg::CopyOp &copyop)
: osg::MatrixTransform(copy, copyop)
, mScale(copy.mScale)
, mRotationScale(copy.mRotationScale)
{
}
}

@ -0,0 +1,31 @@
#ifndef OPENMW_COMPONENTS_NIFOSG_MATRIXTRANSFORM_H
#define OPENMW_COMPONENTS_NIFOSG_MATRIXTRANSFORM_H
#include <components/nif/niftypes.hpp>
#include <osg/MatrixTransform>
namespace NifOsg
{
class MatrixTransform : public osg::MatrixTransform
{
public:
MatrixTransform();
MatrixTransform(const Nif::Transformation &trafo);
MatrixTransform(const MatrixTransform &copy, const osg::CopyOp &copyop);
META_Node(NifOsg, MatrixTransform)
// Hack: account for Transform differences between OSG and NIFs.
// OSG uses a 4x4 matrix, NIF's use a 3x3 rotationScale, float scale, and vec3 position.
// Decomposing the original components from the 4x4 matrix isn't possible, which causes
// problems when a KeyframeController wants to change only one of these components. So
// we store the scale and rotation components separately here.
float mScale{0.f};
Nif::Matrix3 mRotationScale;
};
}
#endif

@ -3,7 +3,6 @@
#include <mutex>
#include <osg/Matrixf>
#include <osg/MatrixTransform>
#include <osg/Geometry>
#include <osg/Array>
#include <osg/LOD>
@ -43,8 +42,9 @@
#include <components/sceneutil/riggeometry.hpp>
#include <components/sceneutil/morphgeometry.hpp>
#include "matrixtransform.hpp"
#include "nodeindexholder.hpp"
#include "particle.hpp"
#include "userdata.hpp"
namespace
{
@ -170,31 +170,6 @@ namespace
namespace NifOsg
{
class CollisionSwitch : public osg::MatrixTransform
{
public:
CollisionSwitch() : osg::MatrixTransform()
{
}
CollisionSwitch(const CollisionSwitch& copy, const osg::CopyOp& copyop)
: osg::MatrixTransform(copy, copyop)
{
}
META_Node(NifOsg, CollisionSwitch)
CollisionSwitch(const osg::Matrixf& transformations, bool enabled) : osg::MatrixTransform(transformations)
{
setEnabled(enabled);
}
void setEnabled(bool enabled)
{
setNodeMask(enabled ? ~0 : Loader::getIntersectionDisabledNodeMask());
}
};
bool Loader::sShowMarkers = false;
void Loader::setShowMarkers(bool show)
@ -501,14 +476,6 @@ namespace NifOsg
case Nif::RC_NiBillboardNode:
dataVariance = osg::Object::DYNAMIC;
break;
case Nif::RC_NiCollisionSwitch:
{
bool enabled = nifNode->flags & Nif::NiNode::Flag_ActiveCollision;
node = new CollisionSwitch(nifNode->trafo.toMatrix(), enabled);
// This matrix transform must not be combined with another matrix transform.
dataVariance = osg::Object::DYNAMIC;
break;
}
default:
// The Root node can be created as a Group if no transformation is required.
// This takes advantage of the fact root nodes can't have additional controllers
@ -521,7 +488,14 @@ namespace NifOsg
break;
}
if (!node)
node = new osg::MatrixTransform(nifNode->trafo.toMatrix());
node = new NifOsg::MatrixTransform(nifNode->trafo);
if (nifNode->recType == Nif::RC_NiCollisionSwitch && !(nifNode->flags & Nif::NiNode::Flag_ActiveCollision))
{
node->setNodeMask(Loader::getIntersectionDisabledNodeMask());
// This node must not be combined with another node.
dataVariance = osg::Object::DYNAMIC;
}
node->setDataVariance(dataVariance);
@ -549,14 +523,11 @@ namespace NifOsg
if (!rootNode)
rootNode = node;
// UserData used for a variety of features:
// The original NIF record index is used for a variety of features:
// - finding the correct emitter node for a particle system
// - establishing connections to the animated collision shapes, which are handled in a separate loader
// - finding a random child NiNode in NiBspArrayController
// - storing the previous 3x3 rotation and scale values for when a KeyframeController wants to
// change only certain elements of the 4x4 transform
node->getOrCreateUserDataContainer()->addUserObject(
new NodeUserData(nifNode->recIndex, nifNode->trafo.scale, nifNode->trafo.rotation));
node->getOrCreateUserDataContainer()->addUserObject(new NodeIndexHolder(nifNode->recIndex));
for (Nif::ExtraPtr e = nifNode->extra; !e.empty(); e = e->next)
{

@ -0,0 +1,35 @@
#ifndef OPENMW_COMPONENTS_NIFOSG_NODEINDEXHOLDER_H
#define OPENMW_COMPONENTS_NIFOSG_NODEINDEXHOLDER_H
#include <osg/Object>
namespace NifOsg
{
class NodeIndexHolder : public osg::Object
{
public:
NodeIndexHolder() = default;
NodeIndexHolder(int index)
: mIndex(index)
{
}
NodeIndexHolder(const NodeIndexHolder& copy, const osg::CopyOp& copyop)
: Object(copy, copyop)
, mIndex(copy.mIndex)
{
}
META_Object(NifOsg, NodeIndexHolder)
int getIndex() const { return mIndex; }
private:
// NIF record index
int mIndex{0};
};
}
#endif

@ -11,7 +11,7 @@
#include <components/nif/controlled.hpp>
#include <components/nif/data.hpp>
#include "userdata.hpp"
#include "nodeindexholder.hpp"
namespace NifOsg
{
@ -383,8 +383,8 @@ void FindGroupByRecIndex::applyNode(osg::Node &searchNode)
{
if (searchNode.getUserDataContainer() && searchNode.getUserDataContainer()->getNumUserObjects())
{
NodeUserData* holder = dynamic_cast<NodeUserData*>(searchNode.getUserDataContainer()->getUserObject(0));
if (holder && holder->mIndex == mRecIndex)
NodeIndexHolder* holder = dynamic_cast<NodeIndexHolder*>(searchNode.getUserDataContainer()->getUserObject(0));
if (holder && holder->getIndex() == mRecIndex)
{
osg::Group* group = searchNode.asGroup();
if (!group)

@ -1,48 +0,0 @@
#ifndef OPENMW_COMPONENTS_NIFOSG_USERDATA_H
#define OPENMW_COMPONENTS_NIFOSG_USERDATA_H
#include <components/nif/niftypes.hpp>
#include <osg/Object>
namespace NifOsg
{
// Note if you are copying a scene graph with this user data you should use the DEEP_COPY_USERDATA copyop.
class NodeUserData : public osg::Object
{
public:
NodeUserData(int index, float scale, const Nif::Matrix3& rotationScale)
: mIndex(index), mScale(scale), mRotationScale(rotationScale)
{
}
NodeUserData()
: mIndex(0), mScale(0)
{
}
NodeUserData(const NodeUserData& copy, const osg::CopyOp& copyop)
: Object(copy, copyop)
, mIndex(copy.mIndex)
, mScale(copy.mScale)
, mRotationScale(copy.mRotationScale)
{
}
META_Object(NifOsg, NodeUserData)
// NIF record index
int mIndex;
// Hack: account for Transform differences between OSG and NIFs.
// OSG uses a 4x4 matrix, NIF's use a 3x3 rotationScale, float scale, and vec3 position.
// Decomposing the original components from the 4x4 matrix isn't possible, which causes
// problems when a KeyframeController wants to change only one of these components. So
// we store the scale and rotation components separately here.
// Note for a cleaner solution it would be possible to write a custom Transform node
float mScale;
Nif::Matrix3 mRotationScale;
};
}
#endif

@ -64,7 +64,7 @@ namespace SceneUtil
for (const osg::ref_ptr<osg::Node>& node : mToCopy)
{
if (node->getNumParents() > 1)
Log(Debug::Error) << "Error CopyRigVisitor: node has multiple parents";
Log(Debug::Error) << "Error CopyRigVisitor: node has " << node->getNumParents() << " parents";
while (node->getNumParents())
node->getParent(0)->removeChild(node);

@ -6,8 +6,6 @@
#include <osgParticle/ParticleSystemUpdater>
#include <osgParticle/Emitter>
#include <components/nifosg/userdata.hpp>
#include <components/sceneutil/morphgeometry.hpp>
#include <components/sceneutil/riggeometry.hpp>
@ -22,15 +20,6 @@ namespace SceneUtil
| osg::CopyOp::DEEP_COPY_USERDATA);
}
osg::Object* CopyOp::operator ()(const osg::Object* node) const
{
// We should copy node transformations when we copy node
if (dynamic_cast<const NifOsg::NodeUserData*>(node))
return static_cast<NifOsg::NodeUserData*>(node->clone(*this));
return osg::CopyOp::operator()(node);
}
osg::Node* CopyOp::operator ()(const osg::Node* node) const
{
if (const osgParticle::ParticleProcessor* processor = dynamic_cast<const osgParticle::ParticleProcessor*>(node))

@ -30,8 +30,6 @@ namespace SceneUtil
virtual osg::Node* operator() (const osg::Node* node) const;
virtual osg::Drawable* operator() (const osg::Drawable* drawable) const;
virtual osg::Object* operator ()(const osg::Object* node) const;
private:
// maps new pointers to their old pointers
// a little messy, but I think this should be the most efficient way

@ -3,6 +3,8 @@
#include <osgDB/ObjectWrapper>
#include <osgDB/Registry>
#include <components/nifosg/matrixtransform.hpp>
#include <components/sceneutil/positionattitudetransform.hpp>
#include <components/sceneutil/skeleton.hpp>
#include <components/sceneutil/riggeometry.hpp>
@ -74,6 +76,15 @@ public:
}
};
class MatrixTransformSerializer : public osgDB::ObjectWrapper
{
public:
MatrixTransformSerializer()
: osgDB::ObjectWrapper(createInstanceFunc<NifOsg::MatrixTransform>, "NifOsg::MatrixTransform", "osg::Object osg::Node osg::Transform osg::MatrixTransform NifOsg::MatrixTransform")
{
}
};
osgDB::ObjectWrapper* makeDummySerializer(const std::string& classname)
{
return new osgDB::ObjectWrapper(createInstanceFunc<osg::DummyObject>, classname, "osg::Object");
@ -100,6 +111,7 @@ void registerSerializers()
mgr->addWrapper(new MorphGeometrySerializer);
mgr->addWrapper(new LightManagerSerializer);
mgr->addWrapper(new CameraRelativeTransformSerializer);
mgr->addWrapper(new MatrixTransformSerializer);
// Don't serialize Geometry data as we are more interested in the overall structure rather than tons of vertex data that would make the file large and hard to read.
mgr->removeWrapper(mgr->findWrapper("osg::Geometry"));
@ -118,7 +130,6 @@ void registerSerializers()
"SceneUtil::StateSetUpdater",
"SceneUtil::DisableLight",
"SceneUtil::MWShadowTechnique",
"NifOsg::NodeUserData",
"NifOsg::FlipController",
"NifOsg::KeyframeController",
"NifOsg::TextKeyMapHolder",
@ -131,7 +142,8 @@ void registerSerializers()
"NifOsg::StaticBoundingBoxCallback",
"NifOsg::GeomMorpherController",
"NifOsg::UpdateMorphGeometry",
"NifOsg::CollisionSwitch",
"NifOsg::UVController",
"NifOsg::NodeIndexHolder",
"osgMyGUI::Drawable",
"osg::DrawCallback",
"osgOQ::ClearQueriesCallback",

@ -76,6 +76,28 @@ bool Manager::getBool (const std::string& setting, const std::string& category)
return Misc::StringUtils::ciEqual(string, "true");
}
osg::Vec2f Manager::getVector2 (const std::string& setting, const std::string& category)
{
const std::string& value = getString(setting, category);
std::stringstream stream(value);
float x, y;
stream >> x >> y;
if (stream.fail())
throw std::runtime_error(std::string("Can't parse 2d vector: " + value));
return osg::Vec2f(x, y);
}
osg::Vec3f Manager::getVector3 (const std::string& setting, const std::string& category)
{
const std::string& value = getString(setting, category);
std::stringstream stream(value);
float x, y, z;
stream >> x >> y >> z;
if (stream.fail())
throw std::runtime_error(std::string("Can't parse 3d vector: " + value));
return osg::Vec3f(x, y, z);
}
void Manager::setString(const std::string &setting, const std::string &category, const std::string &value)
{
CategorySettingValueMap::key_type key = std::make_pair(category, setting);
@ -111,6 +133,20 @@ void Manager::setBool(const std::string &setting, const std::string &category, c
setString(setting, category, value ? "true" : "false");
}
void Manager::setVector2 (const std::string &setting, const std::string &category, const osg::Vec2f value)
{
std::ostringstream stream;
stream << value.x() << " " << value.y();
setString(setting, category, stream.str());
}
void Manager::setVector3 (const std::string &setting, const std::string &category, const osg::Vec3f value)
{
std::ostringstream stream;
stream << value.x() << ' ' << value.y() << ' ' << value.z();
setString(setting, category, stream.str());
}
void Manager::resetPendingChange(const std::string &setting, const std::string &category)
{
CategorySettingValueMap::key_type key = std::make_pair(category, setting);

@ -6,6 +6,8 @@
#include <set>
#include <map>
#include <string>
#include <osg/Vec2f>
#include <osg/Vec3f>
namespace Settings
{
@ -44,11 +46,15 @@ namespace Settings
static float getFloat (const std::string& setting, const std::string& category);
static std::string getString (const std::string& setting, const std::string& category);
static bool getBool (const std::string& setting, const std::string& category);
static osg::Vec2f getVector2 (const std::string& setting, const std::string& category);
static osg::Vec3f getVector3 (const std::string& setting, const std::string& category);
static void setInt (const std::string& setting, const std::string& category, const int value);
static void setFloat (const std::string& setting, const std::string& category, const float value);
static void setString (const std::string& setting, const std::string& category, const std::string& value);
static void setBool (const std::string& setting, const std::string& category, const bool value);
static void setVector2 (const std::string& setting, const std::string& category, const osg::Vec2f value);
static void setVector3 (const std::string& setting, const std::string& category, const osg::Vec3f value);
};
}

@ -34,6 +34,9 @@ namespace Shader
foundPos = source.find_first_of("\n\r", foundPos);
foundPos = source.find_first_not_of("\n\r", foundPos);
if (foundPos == std::string::npos)
break;
size_t lineDirectivePosition = source.rfind("#line", foundPos);
int lineNumber;
if (lineDirectivePosition != std::string::npos)

@ -148,7 +148,8 @@ color topic enable
:Range: True/False
:Default: False
Control wether additionnal formatting will be applied to dialogs topic. See 'color topic specific' and 'color topic exhausted' for details.
This setting controls whether the topics available in the dialogue topic list are coloured according to their state.
See 'color topic specific' and 'color topic exhausted' for details.
color topic specific
--------------------
@ -157,11 +158,11 @@ color topic specific
:Range: 0.0 to 1.0
:Default: empty
This setting overrides the color of keywords in the dialogue topic window.
This setting overrides the colour of dialogue topics that have a response unique to the actors speaking.
The value is composed of four floating point values representing the red, green, blue and alpha channels.
The alpha value is currently ignored.
The color is overriden if the actor is about to give an answer that is unique to him (that is, dialogue with their object ID in the Actor field) that wasn't seen yet.
A topic response is considered unique if its Actor filter field contains the speaking actor's object ID and hasn't yet been read.
color topic exhausted
---------------------
@ -170,8 +171,8 @@ color topic exhausted
:Range: 0.0 to 1.0
:Default: empty
This setting overrides the color of keywords in the dialogue topic window.
This setting overrides the colour of dialogue topics which have been "exhausted" by the player.
The value is composed of four floating point values representing the red, green, blue and alpha channels.
The alpha value is currently ignored.
The color is overridden if the next actor responses to the topic keyword has already been seen by the player.
A topic is considered "exhausted" if the response the player is about to see has already been seen.

@ -136,7 +136,7 @@ This setting controls third person view mode.
False: View is centered on the character's head. Crosshair is hidden.
True: In non-combat mode camera is positioned behind the character's shoulder. Crosshair is visible in third person mode as well.
This setting can only be configured by editing the settings configuration file.
This setting can be controlled in Advanced tab of the launcher.
view over shoulder offset
-------------------------
@ -174,3 +174,27 @@ Slightly pulls camera away (or closer in case of negative value) when the charac
This setting can only be configured by editing the settings configuration file.
preview if stand still
----------------------
:Type: boolean
:Range: True/False
:Default: False
If enabled then the character rotation is not synchonized with the camera rotation while the character doesn't move and not in combat mode.
This setting can only be configured by editing the settings configuration file.
deferred preview rotation
-------------------------
:Type: boolean
:Range: True/False
:Default: True
Makes difference only in third person mode.
If enabled then the character smoothly rotates to the view direction after exiting preview or vanity mode.
If disabled then the camera rotates rather than the character.
This setting can only be configured by editing the settings configuration file.

@ -0,0 +1,115 @@
Fog Settings
############
use distant fog
---------------
:Type: boolean
:Range: True/False
:Default: False
This setting overhauls the behavior of fog calculations.
Normally the fog start and end distance are proportional to the viewing distance
and use the fog depth set in the fallback settings.
Enabling this setting separates the fog distance from the viewing distance and fallback settings and makes fog distance
and apparent density dependent on the weather and the current location according to the settings below.
Unfortunately specific weather-dependent fog factor and offset parameters are currently hard-coded.
They are based off the default settings of MGE XE.
+--------------+------------+--------+
| Weather Type | Fog Factor | Offset |
+==============+============+========+
| Clear | 1.0 | 0.0 |
+--------------+------------+--------+
| Cloudy | 0.9 | 0.0 |
+--------------+------------+--------+
| Foggy | 0.2 | 0.3 |
+--------------+------------+--------+
| Overcast | 0.7 | 0.0 |
+--------------+------------+--------+
| Rain | 0.5 | 0.1 |
+--------------+------------+--------+
| Thunderstorm | 0.5 | 0.2 |
+--------------+------------+--------+
| Ashstorm | 0.2 | 0.5 |
+--------------+------------+--------+
| Blight | 0.2 | 0.6 |
+--------------+------------+--------+
| Snow | 0.5 | 0.4 |
+--------------+------------+--------+
| Blizzard | 0.16 | 0.7 |
+--------------+------------+--------+
Non-underwater fog start and end distance are calculated like this according to these parameters::
fog start distance = fog factor * (base fog start distance - fog offset * base fog end distance)
fog end distance = fog factor * (1.0 - fog offset) * base fog end distance
Underwater fog distance is used as-is.
A negative fog start distance means that the fog starts behind the camera
so the entirety of the scene will be at least partially fogged.
A negative fog end distance means that the fog ends behind the camera
so the entirety of the scene will be completely submerged in the fog.
Fog end distance should be larger than the fog start distance.
This setting and all further settings can only be configured by editing the settings configuration file.
distant land fog start
----------------------
:Type: floating point
:Range: The whole range of 32-bit floating point
:Default: 16384 (2 cells)
This is the base fog start distance used for distant fog calculations in exterior locations.
distant land fog end
--------------------
:Type: floating point
:Range: The whole range of 32-bit floating point
:Default: 40960 (5 cells)
This is the base fog end distance used for distant fog calculations in exterior locations.
distant underwater fog start
----------------------------
:Type: floating point
:Range: The whole range of 32-bit floating point
:Default: -4096
This is the base fog start distance used for distant fog calculations in underwater locations.
distant underwater fog end
--------------------------
:Type: floating point
:Range: The whole range of 32-bit floating point
:Default: 2457.6
This is the base fog end distance used for distant fog calculations in underwater locations.
distant interior fog start
--------------------------
:Type: floating point
:Range: The whole range of 32-bit floating point
:Default: 0
This is the base fog start distance used for distant fog calculations in interior locations.
distant interior fog end
------------------------
:Type: floating point
:Range: The whole range of 32-bit floating point
:Default: 16384 (2 cells)
This is the base fog end distance used for distant fog calculations in interior locations.

@ -329,7 +329,7 @@ If disabled then the whole character's body is pointed to the direction of view.
If enabled then the character turns lower body to the direction of movement. Upper body is turned partially. Head is always pointed to the direction of view. In combat mode it works only for diagonal movement. In non-combat mode it also changes straight right and straight left movement.
This setting can only be configured by editing the settings configuration file.
This setting can be controlled in Advanced tab of the launcher.
swim upward coef
----------------
@ -356,3 +356,17 @@ If disabled then the 3 best skills of trainers and the training limits take into
If enabled then the 3 best skills of trainers and the training limits are based on the trainer base skills.
This setting can be controlled in Advanced tab of the launcher.
always allow stealing from knocked out actors
---------------------------------------------
:Type: boolean
:Range: True/False
:Default: False
By Bethesda's design, in the latest released version of Morrowind pickpocketing is impossible during combat,
even if the fighting NPC is knocked out.
This setting allows the player to steal items from fighting NPCs that were knocked out if enabled.
This setting can be controlled in Advanced tab of the launcher.

@ -29,7 +29,7 @@ Specify the format for screen shots taken by pressing the screen shot key (bound
This setting should be the file extension commonly associated with the desired format.
The formats supported will be determined at compilation, but "jpg", "png", and "tga" should be allowed.
This setting can only be configured by editing the settings configuration file.
This setting can be configured in Advanced tab of the launcher.
texture mag filter
------------------
@ -58,4 +58,4 @@ texture mipmap
Set the texture mipmap type to control the method mipmaps are created.
Mipmapping is a way of reducing the processing power needed during minification
by pregenerating a series of smaller textures.
by pregenerating a series of smaller textures.

@ -41,6 +41,7 @@ The ranges included with each setting are the physically possible ranges, not re
camera
cells
fog
map
GUI
HUD

@ -5,8 +5,8 @@ Copyright 2020 Bret Curtis <psi29a@gmail.com>
-->
<component type="desktop">
<id>org.openmw.launcher.desktop</id>
<metadata_license>CC0-1.0</metadata_license>
<project_license>GPL-3.0 and MIT</project_license>
<metadata_license>GPL-3+</metadata_license>
<project_license>GPL-3+</project_license>
<name>OpenMW</name>
<summary>Unofficial open source engine re-implementation of the game Morrowind</summary>
<description>

@ -48,6 +48,12 @@ auto switch shoulder = true
# Slightly pulls camera away when the character moves. Works only in 'view over shoulder' mode. Set to 0 to disable.
zoom out when move coef = 20
# Automatically enable preview mode when player doesn't move.
preview if stand still = false
# Rotate the character to the view direction after exiting preview mode.
deferred preview rotation = true
[Cells]
# Preload cells in a background thread. All settings starting with 'preload' have no effect unless this is enabled.
@ -325,6 +331,9 @@ swim upward coef = 0.0
# Make the training skills proposed by a trainer based on its base attribute instead of its modified ones
trainers training skills based on base skill = false
# Make stealing items from NPCs that were knocked down possible during combat.
always allow stealing from knocked out actors = false
[General]
# Anisotropy reduces distortion in textures at low angles (e.g. 0 to 16).

File diff suppressed because it is too large Load Diff

@ -11,7 +11,7 @@
</rect>
</property>
<layout class="QVBoxLayout" name="verticalLayout">
<item>
<item alignment="Qt::AlignTop">
<widget class="QTabWidget" name="DisplayTabWidget">
<property name="currentIndex">
<number>0</number>

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