Resolve conflicts

pull/456/head
Miloslav Číž 7 years ago
commit 477e1437d2

@ -0,0 +1,42 @@
# use the official gcc image, based on debian
# can use verions as well, like gcc:5.2
# see https://hub.docker.com/_/gcc/
image: gcc
cache:
key: apt-cache
paths:
- apt-cache/
before_script:
- export APT_CACHE_DIR=`pwd`/apt-cache && mkdir -pv $APT_CACHE_DIR
- apt-get update -yq
- apt-get -o dir::cache::archives="$APT_CACHE_DIR" install -y cmake libboost-filesystem-dev libboost-program-options-dev libboost-system-dev libavcodec-dev libavformat-dev libavutil-dev libswscale-dev libswresample-dev libsdl2-dev libqt4-dev libopenal-dev libopenscenegraph-3.4-dev libunshield-dev libtinyxml-dev
# - apt-get install -y libmygui-dev libbullet-dev # to be updated to latest below because stretch is too old
- curl http://ftp.us.debian.org/debian/pool/main/b/bullet/libbullet-dev_2.87+dfsg-2_amd64.deb -o libbullet-dev_2.87+dfsg-2_amd64.deb
- curl http://ftp.us.debian.org/debian/pool/main/b/bullet/libbullet2.87_2.87+dfsg-2_amd64.deb -o libbullet2.87_2.87+dfsg-2_amd64.deb
- curl http://ftp.us.debian.org/debian/pool/main/m/mygui/libmygui.openglplatform0debian1v5_3.2.2+dfsg-1_amd64.deb -o libmygui.openglplatform0debian1v5_3.2.2+dfsg-1_amd64.deb
- curl http://ftp.us.debian.org/debian/pool/main/m/mygui/libmyguiengine3debian1v5_3.2.2+dfsg-1_amd64.deb -o libmyguiengine3debian1v5_3.2.2+dfsg-1_amd64.deb
- curl http://ftp.us.debian.org/debian/pool/main/m/mygui/libmygui-dev_3.2.2+dfsg-1_amd64.deb -o libmygui-dev_3.2.2+dfsg-1_amd64.deb
- dpkg --ignore-depends=libmygui.ogreplatform0debian1v5 -i *.deb
build:
stage: build
script:
- cores_to_use=$((`nproc`-2)); if (( $cores_to_use < 1 )); then cores_to_use=1; fi
- mkdir build; cd build; cmake -DCMAKE_BUILD_TYPE=MinSizeRel ../
- make -j$cores_to_use
- DESTDIR=artifacts make install
artifacts:
paths:
- build/artifacts/
# depending on your build setup it's most likely a good idea to cache outputs to reduce the build time
cache:
paths:
- "*.o"
# TODO: run tests using the binary built before
#test:
# stage: test
# script:
# - ls

@ -1,7 +1,11 @@
0.45.0
------
Bug #1990: Sunrise/sunset not set correct
Bug #2222: Fatigue's effect on selling price is backwards
Bug #2326: After a bound item expires the last equipped item of that type is not automatically re-equipped
Bug #2835: Player able to slowly move when overencumbered
Bug #2971: Compiler did not reject lines with naked expressions beginning with x.y
Bug #3374: Touch spells not hitting kwama foragers
Bug #3591: Angled hit distance too low
Bug #3629: DB assassin attack never triggers creature spawning
@ -17,12 +21,19 @@
Bug #4293: Faction members are not aware of faction ownerships in barter
Bug #4327: Missing animations during spell/weapon stance switching
Bug #4368: Settings window ok button doesn't have key focus by default
Bug #4393: NPCs walk back to where they were after using ResetActors
Bug #4419: MRK NiStringExtraData is handled incorrectly
Bug #4426: RotateWorld behavior is incorrect
Bug #4429: [Windows] Error on build INSTALL.vcxproj project (debug) with cmake 3.7.2
Bug #4432: Guards behaviour is incorrect if they do not have AI packages
Bug #4433: Guard behaviour is incorrect with Alarm = 0
Bug #4451: Script fails to compile when using "Begin, [ScriptName]" syntax
Bug #4453: Quick keys behaviour is invalid for equipment
Bug #4454: AI opens doors too slow
Feature #4256: Implement ToggleBorders (TB) console command
Feature #3276: Editor: Search- Show number of (remaining) search results and indicate a search without any results
Feature #4222: 360° screenshots
Feature #4324: Add CFBundleIdentifier in Info.plist to allow for macOS function key shortcuts
Feature #4345: Add equivalents for the command line commands to Launcher
Feature #4444: Per-group KF-animation files support

@ -1,11 +1,11 @@
OpenMW
======
[![Build Status](https://api.travis-ci.org/OpenMW/openmw.svg)](https://travis-ci.org/OpenMW/openmw) [![Build status](https://ci.appveyor.com/api/projects/status/github/openmw/openmw?svg=true)](https://ci.appveyor.com/project/psi29a/openmw) [![Coverity Scan Build Status](https://scan.coverity.com/projects/3740/badge.svg)](https://scan.coverity.com/projects/3740)
[![Build Status](https://api.travis-ci.org/OpenMW/openmw.svg)](https://travis-ci.org/OpenMW/openmw) [![Build status](https://ci.appveyor.com/api/projects/status/github/openmw/openmw?svg=true)](https://ci.appveyor.com/project/psi29a/openmw) [![Coverity Scan Build Status](https://scan.coverity.com/projects/3740/badge.svg)](https://scan.coverity.com/projects/3740) [![pipeline status](https://gitlab.com/OpenMW/openmw/badges/master/pipeline.svg)](https://gitlab.com/OpenMW/openmw/commits/master)
OpenMW is a open-source game engine that supports playing Morrowind by Bethesda Softworks. You need to own and install the original game for OpenMW to work.
OpenMW is an open-source game engine that supports playing Morrowind by Bethesda Softworks. You need to own the game for OpenMW to play Morrowind.
OpenMW also comes with OpenMW-CS, a replacement for Morrowind's TES Construction Set.
OpenMW also comes with OpenMW-CS, a replacement for Bethesda's Construction Set.
* Version: 0.44.0
* License: GPLv3 (see [LICENSE](https://github.com/OpenMW/openmw/blob/master/LICENSE) for more information)

@ -320,12 +320,13 @@ CSMDoc::Document::Document (const Files::ConfigurationManager& configuration,
connect (&mUndoStack, SIGNAL (cleanChanged (bool)), this, SLOT (modificationStateChanged (bool)));
connect (&mTools, SIGNAL (progress (int, int, int)), this, SLOT (progress (int, int, int)));
connect (&mTools, SIGNAL (done (int, bool)), this, SLOT (operationDone (int, bool)));
connect (&mTools, SIGNAL (done (int, bool)), this, SIGNAL (operationDone (int, bool)));
connect (&mTools, SIGNAL (done (int, bool)), this, SLOT (operationDone2 (int, bool)));
connect (&mTools, SIGNAL (mergeDone (CSMDoc::Document*)),
this, SIGNAL (mergeDone (CSMDoc::Document*)));
connect (&mSaving, SIGNAL (progress (int, int, int)), this, SLOT (progress (int, int, int)));
connect (&mSaving, SIGNAL (done (int, bool)), this, SLOT (operationDone (int, bool)));
connect (&mSaving, SIGNAL (done (int, bool)), this, SLOT (operationDone2 (int, bool)));
connect (
&mSaving, SIGNAL (reportMessage (const CSMDoc::Message&, int)),
@ -437,7 +438,7 @@ void CSMDoc::Document::reportMessage (const CSMDoc::Message& message, int type)
std::cout << message.mMessage << std::endl;
}
void CSMDoc::Document::operationDone (int type, bool failed)
void CSMDoc::Document::operationDone2 (int type, bool failed)
{
if (type==CSMDoc::State_Saving && !failed)
mDirty = false;

@ -168,13 +168,15 @@ namespace CSMDoc
/// document. This signal must be handled to avoid a leak.
void mergeDone (CSMDoc::Document *document);
void operationDone (int type, bool failed);
private slots:
void modificationStateChanged (bool clean);
void reportMessage (const CSMDoc::Message& message, int type);
void operationDone (int type, bool failed);
void operationDone2 (int type, bool failed);
void runStateChanged();

@ -3,11 +3,15 @@
#include <QVBoxLayout>
#include "../../model/doc/document.hpp"
#include "../../model/doc/state.hpp"
#include "../../model/tools/search.hpp"
#include "../../model/tools/reportmodel.hpp"
#include "../../model/world/idtablebase.hpp"
#include "../../model/prefs/state.hpp"
#include "../world/tablebottombox.hpp"
#include "../world/creator.hpp"
#include "reporttable.hpp"
#include "searchbox.hpp"
@ -73,6 +77,9 @@ CSVTools::SearchSubView::SearchSubView (const CSMWorld::UniversalId& id, CSMDoc:
layout->addWidget (mTable = new ReportTable (document, id, true), 2);
layout->addWidget (mBottom =
new CSVWorld::TableBottomBox (CSVWorld::NullCreatorFactory(), document, id, this), 0);
QWidget *widget = new QWidget;
widget->setLayout (layout);
@ -93,6 +100,15 @@ CSVTools::SearchSubView::SearchSubView (const CSMWorld::UniversalId& id, CSMDoc:
this, SLOT (startSearch (const CSMTools::Search&)));
connect (&mSearchBox, SIGNAL (replaceAll()), this, SLOT (replaceAllRequest()));
connect (document.getReport (id), SIGNAL (rowsRemoved (const QModelIndex&, int, int)),
this, SLOT (tableSizeUpdate()));
connect (document.getReport (id), SIGNAL (rowsInserted (const QModelIndex&, int, int)),
this, SLOT (tableSizeUpdate()));
connect (&document, SIGNAL (operationDone (int, bool)),
this, SLOT (operationDone (int, bool)));
}
void CSVTools::SearchSubView::setEditLock (bool locked)
@ -101,6 +117,11 @@ void CSVTools::SearchSubView::setEditLock (bool locked)
mSearchBox.setEditLock (locked);
}
void CSVTools::SearchSubView::setStatusBar (bool show)
{
mBottom->setStatusBar(show);
}
void CSVTools::SearchSubView::stateChanged (int state, CSMDoc::Document *document)
{
mSearchBox.setSearchMode (!(state & CSMDoc::State_Searching));
@ -126,3 +147,17 @@ void CSVTools::SearchSubView::replaceAllRequest()
{
replace (false);
}
void CSVTools::SearchSubView::tableSizeUpdate()
{
mBottom->tableSizeChanged (mDocument.getReport (getUniversalId())->rowCount(), 0, 0);
}
void CSVTools::SearchSubView::operationDone (int type, bool failed)
{
if (type==CSMDoc::State_Searching && !failed &&
!mDocument.getReport (getUniversalId())->rowCount())
{
mBottom->setStatusMessage ("No Results");
}
}

@ -15,6 +15,11 @@ namespace CSMDoc
class Document;
}
namespace CSVWorld
{
class TableBottomBox;
}
namespace CSVTools
{
class ReportTable;
@ -28,6 +33,7 @@ namespace CSVTools
CSMDoc::Document& mDocument;
CSMTools::Search mSearch;
bool mLocked;
CSVWorld::TableBottomBox *mBottom;
private:
@ -43,6 +49,8 @@ namespace CSVTools
virtual void setEditLock (bool locked);
virtual void setStatusBar (bool show);
private slots:
void stateChanged (int state, CSMDoc::Document *document);
@ -52,6 +60,10 @@ namespace CSVTools
void replaceRequest();
void replaceAllRequest();
void tableSizeUpdate();
void operationDone (int type, bool failed);
};
}

@ -28,6 +28,12 @@ void CSVWorld::TableBottomBox::updateStatus()
{
if (mShowStatusBar)
{
if (!mStatusMessage.isEmpty())
{
mStatus->setText (mStatusMessage);
return;
}
static const char *sLabels[4] = { "record", "deleted", "touched", "selected" };
static const char *sLabelsPlural[4] = { "records", "deleted", "touched", "selected" };
@ -178,10 +184,17 @@ void CSVWorld::TableBottomBox::currentWidgetChanged(int /*index*/)
updateSize();
}
void CSVWorld::TableBottomBox::setStatusMessage (const QString& message)
{
mStatusMessage = message;
updateStatus();
}
void CSVWorld::TableBottomBox::selectionSizeChanged (int size)
{
if (mStatusCount[3]!=size)
{
mStatusMessage = "";
mStatusCount[3] = size;
updateStatus();
}
@ -210,8 +223,11 @@ void CSVWorld::TableBottomBox::tableSizeChanged (int size, int deleted, int modi
}
if (changed)
{
mStatusMessage = "";
updateStatus();
}
}
void CSVWorld::TableBottomBox::positionChanged (int row, int column)
{

@ -39,6 +39,7 @@ namespace CSVWorld
bool mHasPosition;
int mRow;
int mColumn;
QString mStatusMessage;
private:
@ -73,6 +74,8 @@ namespace CSVWorld
///
/// \note The BotomBox does not partake in the deletion of records.
void setStatusMessage (const QString& message);
signals:
void requestFocus (const std::string& id);

@ -499,7 +499,7 @@ void OMW::Engine::prepareEngine (Settings::Manager & settings)
else
gameControllerdb = ""; //if it doesn't exist, pass in an empty string
MWInput::InputManager* input = new MWInput::InputManager (mWindow, mViewer, mScreenCaptureHandler, keybinderUser, keybinderUserExists, gameControllerdb, mGrab);
MWInput::InputManager* input = new MWInput::InputManager (mWindow, mViewer, mScreenCaptureHandler, mScreenCaptureOperation, keybinderUser, keybinderUserExists, gameControllerdb, mGrab);
mEnvironment.setInputManager (input);
std::string myguiResources = (mResDir / "mygui").string();
@ -656,8 +656,11 @@ void OMW::Engine::go()
settingspath = loadSettings (settings);
mScreenCaptureHandler = new osgViewer::ScreenCaptureHandler(new WriteScreenshotToFileOperation(mCfgMgr.getUserDataPath().string(),
Settings::Manager::getString("screenshot format", "General")));
mScreenCaptureOperation = new WriteScreenshotToFileOperation(mCfgMgr.getUserDataPath().string(),
Settings::Manager::getString("screenshot format", "General"));
mScreenCaptureHandler = new osgViewer::ScreenCaptureHandler(mScreenCaptureOperation);
mViewer->addEventHandler(mScreenCaptureHandler);
mEnvironment.setFrameRateLimit(Settings::Manager::getFloat("framerate limit", "Video"));

@ -7,7 +7,7 @@
#include <components/settings/settings.hpp>
#include <osgViewer/Viewer>
#include <osgViewer/ViewerEventHandlers>
#include "mwbase/environment.hpp"
@ -82,6 +82,7 @@ namespace OMW
boost::filesystem::path mResDir;
osg::ref_ptr<osgViewer::Viewer> mViewer;
osg::ref_ptr<osgViewer::ScreenCaptureHandler> mScreenCaptureHandler;
osgViewer::ScreenCaptureHandler::CaptureOperation *mScreenCaptureOperation;
std::string mCellName;
std::vector<std::string> mContentFiles;
bool mSkipMenu;

@ -451,6 +451,7 @@ namespace MWBase
/// \todo this does not belong here
virtual void screenshot (osg::Image* image, int w, int h) = 0;
virtual bool screenshot360 (osg::Image* image, std::string settingStr) = 0;
/// Find default position inside exterior cell specified by name
/// \return false if exterior with given name not exists, true otherwise

@ -139,24 +139,21 @@ namespace MWClass
const std::string trapActivationSound = "Disarm Trap Fail";
MWWorld::Ptr player = MWBase::Environment::get().getWorld ()->getPlayerPtr();
const MWWorld::InventoryStore& invStore = player.getClass().getInventoryStore(player);
MWWorld::InventoryStore& invStore = player.getClass().getInventoryStore(player);
bool isLocked = ptr.getCellRef().getLockLevel() > 0;
bool isTrapped = !ptr.getCellRef().getTrap().empty();
bool hasKey = false;
std::string keyName;
// make key id lowercase
std::string keyId = ptr.getCellRef().getKey();
Misc::StringUtils::lowerCaseInPlace(keyId);
for (MWWorld::ConstContainerStoreIterator it = invStore.cbegin(); it != invStore.cend(); ++it)
const std::string keyId = ptr.getCellRef().getKey();
if (!keyId.empty())
{
std::string refId = it->getCellRef().getRefId();
Misc::StringUtils::lowerCaseInPlace(refId);
if (refId == keyId)
MWWorld::Ptr keyPtr = invStore.search(keyId);
if (!keyPtr.isEmpty())
{
hasKey = true;
keyName = it->getClass().getName(*it);
keyName = keyPtr.getClass().getName(keyPtr);
}
}

@ -114,7 +114,7 @@ namespace MWClass
const std::string lockedSound = "LockedDoor";
const std::string trapActivationSound = "Disarm Trap Fail";
const MWWorld::ContainerStore &invStore = actor.getClass().getContainerStore(actor);
MWWorld::ContainerStore &invStore = actor.getClass().getContainerStore(actor);
bool isLocked = ptr.getCellRef().getLockLevel() > 0;
bool isTrapped = !ptr.getCellRef().getTrap().empty();
@ -135,21 +135,14 @@ namespace MWClass
animation->addSpellCastGlow(effect, 1); // 1 second glow to match the time taken for a door opening or closing
}
// make key id lowercase
std::string keyId = ptr.getCellRef().getKey();
const std::string keyId = ptr.getCellRef().getKey();
if (!keyId.empty())
{
Misc::StringUtils::lowerCaseInPlace(keyId);
for (MWWorld::ConstContainerStoreIterator it = invStore.cbegin(); it != invStore.cend(); ++it)
{
std::string refId = it->getCellRef().getRefId();
Misc::StringUtils::lowerCaseInPlace(refId);
if (refId == keyId)
MWWorld::Ptr keyPtr = invStore.search(keyId);
if (!keyPtr.isEmpty())
{
hasKey = true;
keyName = it->getClass().getName(*it);
break;
}
keyName = keyPtr.getClass().getName(keyPtr);
}
}

@ -153,7 +153,7 @@ namespace MWGui
virtual osg::BoundingSphere computeBound(const osg::Node&) const { return osg::BoundingSphere(); }
};
void LoadingScreen::loadingOn()
void LoadingScreen::loadingOn(bool visible)
{
mLoadingOnTime = mTimer.time_m();
// Early-out if already on
@ -169,7 +169,10 @@ namespace MWGui
// We are already using node masks to avoid the scene from being updated/rendered, but node masks don't work for computeBound()
mViewer->getSceneData()->setComputeBoundingSphereCallback(new DontComputeBoundCallback);
mShowWallpaper = (MWBase::Environment::get().getStateManager()->getState()
mVisible = visible;
mLoadingBox->setVisible(mVisible);
mShowWallpaper = mVisible && (MWBase::Environment::get().getStateManager()->getState()
== MWBase::StateManager::State_NoGame);
setVisible(true);
@ -180,10 +183,15 @@ namespace MWGui
}
MWBase::Environment::get().getWindowManager()->pushGuiMode(mShowWallpaper ? GM_LoadingWallpaper : GM_Loading);
if (!mVisible)
draw();
}
void LoadingScreen::loadingOff()
{
mLoadingBox->setVisible(true); // restore
if (mLastRenderTime < mLoadingOnTime)
{
// the loading was so fast that we didn't show loading screen at all
@ -306,7 +314,7 @@ namespace MWGui
void LoadingScreen::draw()
{
if (!needToDrawLoadingScreen())
if (mVisible && !needToDrawLoadingScreen())
return;
if (mShowWallpaper && mTimer.time_m() > mLastWallpaperChangeTime + 5000*1)

@ -35,7 +35,7 @@ namespace MWGui
/// Overridden from Loading::Listener, see the Loading::Listener documentation for usage details
virtual void setLabel (const std::string& label, bool important);
virtual void loadingOn();
virtual void loadingOn(bool visible=true);
virtual void loadingOff();
virtual void setProgressRange (size_t range);
virtual void setProgress (size_t value);
@ -63,6 +63,8 @@ namespace MWGui
bool mImportantLabel;
bool mVisible;
size_t mProgress;
bool mShowWallpaper;

@ -81,6 +81,47 @@ namespace MWGui
delete mMagicSelectionDialog;
}
void QuickKeysMenu::onOpen()
{
WindowBase::onOpen();
MWWorld::Ptr player = MWMechanics::getPlayer();
MWWorld::InventoryStore& store = player.getClass().getInventoryStore(player);
// Check if quick keys are still valid
for (int i=0; i<10; ++i)
{
ItemWidget* button = mQuickKeyButtons[i];
int type = mAssigned[i];
switch (type)
{
case Type_Unassigned:
case Type_HandToHand:
case Type_Magic:
break;
case Type_Item:
case Type_MagicItem:
{
MWWorld::Ptr item = *button->getUserData<MWWorld::Ptr>();
// Make sure the item is available and is not broken
if (item.getRefData().getCount() < 1 ||
(item.getClass().hasItemHealth(item) &&
item.getClass().getItemHealth(item) <= 0))
{
// Try searching for a compatible replacement
std::string id = item.getCellRef().getRefId();
item = store.findReplacement(id);
button->setUserData(MWWorld::Ptr(item));
break;
}
}
}
}
}
void QuickKeysMenu::unassign(ItemWidget* key, int index)
{
key->clearUserStrings();
@ -122,13 +163,11 @@ namespace MWGui
assert(index != -1);
mSelectedIndex = index;
{
// open assign dialog
if (!mAssignDialog)
mAssignDialog = new QuickKeysMenuAssign(this);
mAssignDialog->setVisible (true);
}
}
void QuickKeysMenu::onOkButtonClicked (MyGUI::Widget *sender)
{
@ -296,21 +335,16 @@ namespace MWGui
if (type == Type_Item || type == Type_MagicItem)
{
MWWorld::Ptr item = *button->getUserData<MWWorld::Ptr>();
// make sure the item is available
if (item.getRefData ().getCount() < 1)
// Make sure the item is available and is not broken
if (item.getRefData().getCount() < 1 ||
(item.getClass().hasItemHealth(item) &&
item.getClass().getItemHealth(item) <= 0))
{
// Try searching for a compatible replacement
std::string id = item.getCellRef().getRefId();
for (MWWorld::ContainerStoreIterator it = store.begin(); it != store.end(); ++it)
{
if (Misc::StringUtils::ciEqual(it->getCellRef().getRefId(), id))
{
item = *it;
item = store.findReplacement(id);
button->setUserData(MWWorld::Ptr(item));
break;
}
}
if (item.getRefData().getCount() < 1)
{
@ -498,6 +532,9 @@ namespace MWGui
ESM::QuickKeys keys;
keys.load(reader);
MWWorld::Ptr player = MWMechanics::getPlayer();
MWWorld::InventoryStore& store = player.getClass().getInventoryStore(player);
int i=0;
for (std::vector<ESM::QuickKeys::QuickKey>::const_iterator it = keys.mKeys.begin(); it != keys.mKeys.end(); ++it)
{
@ -519,22 +556,7 @@ namespace MWGui
case Type_MagicItem:
{
// Find the item by id
MWWorld::Ptr player = MWMechanics::getPlayer();
MWWorld::InventoryStore& store = player.getClass().getInventoryStore(player);
MWWorld::Ptr item;
for (MWWorld::ContainerStoreIterator iter = store.begin(); iter != store.end(); ++iter)
{
if (Misc::StringUtils::ciEqual(iter->getCellRef().getRefId(), id))
{
if (item.isEmpty() ||
// Prefer the stack with the lowest remaining uses
!item.getClass().hasItemHealth(*iter) ||
iter->getClass().getItemHealth(*iter) < item.getClass().getItemHealth(item))
{
item = *iter;
}
}
}
MWWorld::Ptr item = store.findReplacement(id);
if (item.isEmpty())
unassign(button, i);

@ -34,6 +34,7 @@ namespace MWGui
void onAssignMagicItem (MWWorld::Ptr item);
void onAssignMagic (const std::string& spellId);
void onAssignMagicCancel ();
void onOpen();
void activateQuickKey(int index);
void updateActivatedQuickKey();

@ -36,12 +36,14 @@ namespace MWInput
SDL_Window* window,
osg::ref_ptr<osgViewer::Viewer> viewer,
osg::ref_ptr<osgViewer::ScreenCaptureHandler> screenCaptureHandler,
osgViewer::ScreenCaptureHandler::CaptureOperation *screenCaptureOperation,
const std::string& userFile, bool userFileExists,
const std::string& controllerBindingsFile, bool grab)
: mWindow(window)
, mWindowVisible(true)
, mViewer(viewer)
, mScreenCaptureHandler(screenCaptureHandler)
, mScreenCaptureOperation(screenCaptureOperation)
, mJoystickLastUsed(false)
, mPlayer(NULL)
, mInputManager(NULL)
@ -1032,9 +1034,35 @@ namespace MWInput
}
void InputManager::screenshot()
{
bool regularScreenshot = true;
bool screenshotTaken = false;
std::string settingStr;
settingStr = Settings::Manager::getString("screenshot type","Video");
regularScreenshot = settingStr.size() == 0 || settingStr.compare("regular") == 0;
if (regularScreenshot)
{
mScreenCaptureHandler->setFramesToCapture(1);
mScreenCaptureHandler->captureNextFrame(*mViewer);
screenshotTaken = true;
}
else
{
osg::ref_ptr<osg::Image> screenshot (new osg::Image);
if (MWBase::Environment::get().getWorld()->screenshot360(screenshot.get(),settingStr))
{
(*mScreenCaptureOperation) (*(screenshot.get()),0);
// FIXME: mScreenCaptureHandler->getCaptureOperation() causes crash for some reason
screenshotTaken = true;
}
}
if (screenshotTaken)
MWBase::Environment::get().getWindowManager()->messageBox("Screenshot saved");
}
void InputManager::toggleInventory()

@ -4,6 +4,7 @@
#include "../mwgui/mode.hpp"
#include <osg/ref_ptr>
#include <osgViewer/ViewerEventHandlers>
#include <extern/oics/ICSChannelListener.h>
#include <extern/oics/ICSInputControlSystem.h>
@ -14,7 +15,6 @@
#include "../mwbase/inputmanager.hpp"
namespace MWWorld
{
class Player;
@ -74,6 +74,7 @@ namespace MWInput
SDL_Window* window,
osg::ref_ptr<osgViewer::Viewer> viewer,
osg::ref_ptr<osgViewer::ScreenCaptureHandler> screenCaptureHandler,
osgViewer::ScreenCaptureHandler::CaptureOperation *screenCaptureOperation,
const std::string& userFile, bool userFileExists,
const std::string& controllerBindingsFile, bool grab);
@ -158,6 +159,7 @@ namespace MWInput
bool mWindowVisible;
osg::ref_ptr<osgViewer::Viewer> mViewer;
osg::ref_ptr<osgViewer::ScreenCaptureHandler> mScreenCaptureHandler;
osgViewer::ScreenCaptureHandler::CaptureOperation *mScreenCaptureOperation;
bool mJoystickLastUsed;
MWWorld::Player* mPlayer;

@ -50,27 +50,36 @@ bool isConscious(const MWWorld::Ptr& ptr)
return !stats.isDead() && !stats.getKnockedDown();
}
void adjustBoundItem (const std::string& item, bool bound, const MWWorld::Ptr& actor)
int getBoundItemSlot (const std::string& itemId)
{
if (bound)
{
if (actor.getClass().getContainerStore(actor).count(item) == 0)
{
MWWorld::InventoryStore& store = actor.getClass().getInventoryStore(actor);
MWWorld::Ptr newPtr = *store.MWWorld::ContainerStore::add(item, 1, actor);
MWWorld::ActionEquip action(newPtr);
action.execute(actor);
MWWorld::ConstContainerStoreIterator rightHand = store.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
// change draw state only if the item is in player's right hand
if (actor == MWMechanics::getPlayer()
&& rightHand != store.end() && newPtr == *rightHand)
static std::map<std::string, int> boundItemsMap;
if (boundItemsMap.empty())
{
MWBase::Environment::get().getWorld()->getPlayer().setDrawState(MWMechanics::DrawState_Weapon);
}
}
std::string boundId = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("sMagicBoundBootsID")->getString();
boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_Boots;
boundId = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("sMagicBoundCuirassID")->getString();
boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_Cuirass;
boundId = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("sMagicBoundLeftGauntletID")->getString();
boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_LeftGauntlet;
boundId = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("sMagicBoundRightGauntletID")->getString();
boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_RightGauntlet;
boundId = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("sMagicBoundHelmID")->getString();
boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_Helmet;
boundId = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("sMagicBoundShieldID")->getString();
boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_CarriedLeft;
}
else
actor.getClass().getInventoryStore(actor).remove(item, 1, actor, true);
int slot = MWWorld::InventoryStore::Slot_CarriedRight;
std::map<std::string, int>::iterator it = boundItemsMap.find(itemId);
if (it != boundItemsMap.end())
slot = it->second;
return slot;
}
class CheckActorCommanded : public MWMechanics::EffectSourceVisitor
@ -139,7 +148,6 @@ void getRestorationPerHourOfSleep (const MWWorld::Ptr& ptr, float& health, float
namespace MWMechanics
{
const float aiProcessingDistance = 7168;
const float sqrAiProcessingDistance = aiProcessingDistance*aiProcessingDistance;
@ -227,6 +235,69 @@ namespace MWMechanics
}
};
void Actors::addBoundItem (const std::string& itemId, const MWWorld::Ptr& actor)
{
MWWorld::InventoryStore& store = actor.getClass().getInventoryStore(actor);
int slot = getBoundItemSlot(itemId);
if (actor.getClass().getContainerStore(actor).count(itemId) != 0)
return;
MWWorld::ContainerStoreIterator prevItem = store.getSlot(slot);
MWWorld::Ptr boundPtr = *store.MWWorld::ContainerStore::add(itemId, 1, actor);
MWWorld::ActionEquip action(boundPtr);
action.execute(actor);
if (actor != MWMechanics::getPlayer())
return;
MWWorld::Ptr newItem = *store.getSlot(slot);
if (newItem.isEmpty() || boundPtr != newItem)
return;
MWWorld::Player& player = MWBase::Environment::get().getWorld()->getPlayer();
// change draw state only if the item is in player's right hand
if (slot == MWWorld::InventoryStore::Slot_CarriedRight)
player.setDrawState(MWMechanics::DrawState_Weapon);
if (prevItem != store.end())
player.setPreviousItem(itemId, prevItem->getCellRef().getRefId());
}
void Actors::removeBoundItem (const std::string& itemId, const MWWorld::Ptr& actor)
{
MWWorld::InventoryStore& store = actor.getClass().getInventoryStore(actor);
int slot = getBoundItemSlot(itemId);
MWWorld::ContainerStoreIterator currentItem = store.getSlot(slot);
bool wasEquipped = currentItem != store.end() && Misc::StringUtils::ciEqual(currentItem->getCellRef().getRefId(), itemId);
store.remove(itemId, 1, actor, true);
if (actor != MWMechanics::getPlayer())
return;
MWWorld::Player& player = MWBase::Environment::get().getWorld()->getPlayer();
std::string prevItemId = player.getPreviousItem(itemId);
player.erasePreviousItem(itemId);
if (prevItemId.empty())
return;
// Find previous item (or its replacement) by id.
// we should equip previous item only if expired bound item was equipped.
MWWorld::Ptr item = store.findReplacement(prevItemId);
if (item.isEmpty() || !wasEquipped)
return;
MWWorld::ActionEquip action(item);
action.execute(actor);
}
void Actors::updateActor (const MWWorld::Ptr& ptr, float duration)
{
// magic effects
@ -756,25 +827,23 @@ namespace MWMechanics
float magnitude = effects.get(it->first).getMagnitude();
if (found != (magnitude > 0))
{
if (magnitude > 0)
creatureStats.mBoundItems.insert(it->first);
else
creatureStats.mBoundItems.erase(it->first);
std::string itemGmst = it->second;
std::string item = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(
itemGmst)->getString();
magnitude > 0 ? addBoundItem(item, ptr) : removeBoundItem(item, ptr);
if (it->first == ESM::MagicEffect::BoundGloves)
{
item = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(
"sMagicBoundLeftGauntletID")->getString();
adjustBoundItem(item, magnitude > 0, ptr);
item = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(
"sMagicBoundRightGauntletID")->getString();
adjustBoundItem(item, magnitude > 0, ptr);
magnitude > 0 ? addBoundItem(item, ptr) : removeBoundItem(item, ptr);
}
else
adjustBoundItem(item, magnitude > 0, ptr);
if (magnitude > 0)
creatureStats.mBoundItems.insert(it->first);
else
creatureStats.mBoundItems.erase(it->first);
}
}

@ -4,7 +4,6 @@
#include <set>
#include <vector>
#include <string>
#include <map>
#include <list>
#include "../mwbase/world.hpp"
@ -26,6 +25,9 @@ namespace MWMechanics
{
std::map<std::string, int> mDeathCount;
void addBoundItem (const std::string& itemId, const MWWorld::Ptr& actor);
void removeBoundItem (const std::string& itemId, const MWWorld::Ptr& actor);
void updateNpc(const MWWorld::Ptr &ptr, float duration);
void adjustMagicEffects (const MWWorld::Ptr& creature);

@ -120,6 +120,9 @@ bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, const ESM::Pathgr
if (!isDestReached && mTimer > AI_REACTION_TIME)
{
if (actor.getClass().isBipedal(actor))
openDoors(actor);
bool wasShortcutting = mIsShortcutting;
bool destInLOS = false;
@ -209,9 +212,25 @@ void MWMechanics::AiPackage::evadeObstacles(const MWWorld::Ptr& actor, float dur
// first check if obstacle is a door
static float distance = MWBase::Environment::get().getWorld()->getMaxActivationDistance();
MWWorld::Ptr door = getNearbyDoor(actor, distance);
if (door != MWWorld::Ptr() && actor.getClass().isBipedal(actor))
const MWWorld::Ptr door = getNearbyDoor(actor, distance);
if (!door.isEmpty() && actor.getClass().isBipedal(actor))
{
openDoors(actor);
}
else
{
mObstacleCheck.takeEvasiveAction(movement);
}
}
void MWMechanics::AiPackage::openDoors(const MWWorld::Ptr& actor)
{
static float distance = MWBase::Environment::get().getWorld()->getMaxActivationDistance();
const MWWorld::Ptr door = getNearbyDoor(actor, distance);
if (door == MWWorld::Ptr())
return;
// note: AiWander currently does not open doors
if (getTypeId() != TypeIdWander && !door.getCellRef().getTeleport() && door.getClass().getDoorState(door) == 0)
{
@ -221,35 +240,17 @@ void MWMechanics::AiPackage::evadeObstacles(const MWWorld::Ptr& actor, float dur
return;
}
std::string keyId = door.getCellRef().getKey();
const std::string keyId = door.getCellRef().getKey();
if (keyId.empty())
return;
bool hasKey = false;
const MWWorld::ContainerStore &invStore = actor.getClass().getContainerStore(actor);
// make key id lowercase
Misc::StringUtils::lowerCaseInPlace(keyId);
for (MWWorld::ConstContainerStoreIterator it = invStore.cbegin(); it != invStore.cend(); ++it)
{
std::string refId = it->getCellRef().getRefId();
Misc::StringUtils::lowerCaseInPlace(refId);
if (refId == keyId)
{
hasKey = true;
break;
}
}
MWWorld::ContainerStore &invStore = actor.getClass().getContainerStore(actor);
MWWorld::Ptr keyPtr = invStore.search(keyId);
if (hasKey)
if (!keyPtr.isEmpty())
MWBase::Environment::get().getWorld()->activate(door, actor);
}
}
else
{
mObstacleCheck.takeEvasiveAction(movement);
}
}
const MWMechanics::PathgridGraph& MWMechanics::AiPackage::getPathGridGraph(const MWWorld::CellStore *cell)
{

@ -123,6 +123,7 @@ namespace MWMechanics
virtual bool doesPathNeedRecalc(const ESM::Pathgrid::Point& newDest, const MWWorld::CellStore* currentCell);
void evadeObstacles(const MWWorld::Ptr& actor, float duration, const ESM::Position& pos);
void openDoors(const MWWorld::Ptr& actor);
const PathgridGraph& getPathGridGraph(const MWWorld::CellStore* cell);

@ -630,22 +630,12 @@ namespace MWMechanics
float d = static_cast<float>(std::min(sellerStats.getSkill(ESM::Skill::Mercantile).getModified(), 100));
float e = std::min(0.1f * sellerStats.getAttribute(ESM::Attribute::Luck).getModified(), 10.f);
float f = std::min(0.2f * sellerStats.getAttribute(ESM::Attribute::Personality).getModified(), 10.f);
float pcTerm = (clampedDisposition - 50 + a + b + c) * playerStats.getFatigueTerm();
float npcTerm = (d + e + f) * sellerStats.getFatigueTerm();
float buyTerm = 0.01f * (100 - 0.5f * (pcTerm - npcTerm));
float sellTerm = 0.01f * (50 - 0.5f * (npcTerm - pcTerm));
float x;
if(buying) x = buyTerm;
else x = std::min(buyTerm, sellTerm);
int offerPrice;
if (x < 1)
offerPrice = int(x * basePrice);
else
offerPrice = basePrice + int((x - 1) * basePrice);
offerPrice = std::max(1, offerPrice);
return offerPrice;
float buyTerm = 0.01f * std::max(75.f, (100 - 0.5f * (pcTerm - npcTerm)));
float sellTerm = 0.01f * std::min(75.f, (50 - 0.5f * (npcTerm - pcTerm)));
int offerPrice = int(basePrice * (buying ? buyTerm : sellTerm));
return std::max(1, offerPrice);
}
int MechanicsManager::countDeaths (const std::string& id) const

@ -26,13 +26,13 @@ namespace MWMechanics
bool proximityToDoor(const MWWorld::Ptr& actor, float minDist)
{
if(getNearbyDoor(actor, minDist)!=MWWorld::Ptr())
return true;
else
if(getNearbyDoor(actor, minDist).isEmpty())
return false;
else
return true;
}
MWWorld::Ptr getNearbyDoor(const MWWorld::Ptr& actor, float minDist)
const MWWorld::Ptr getNearbyDoor(const MWWorld::Ptr& actor, float minDist)
{
MWWorld::CellStore *cell = actor.getCell();
@ -50,6 +50,16 @@ namespace MWMechanics
const MWWorld::LiveCellRef<ESM::Door>& ref = *it;
osg::Vec3f doorPos(ref.mData.getPosition().asVec3());
// FIXME: cast
const MWWorld::Ptr doorPtr = MWWorld::Ptr(&const_cast<MWWorld::LiveCellRef<ESM::Door> &>(ref), actor.getCell());
int doorState = doorPtr.getClass().getDoorState(doorPtr);
float doorRot = ref.mData.getPosition().rot[2] - doorPtr.getCellRef().getPosition().rot[2];
if (doorState != 0 || doorRot != 0)
continue; // the door is already opened/opening
doorPos.z() = 0;
float angle = std::acos(actorDir * (doorPos - pos) / (actorDir.length() * (doorPos - pos).length()));
@ -62,8 +72,7 @@ namespace MWMechanics
if ((pos - doorPos).length2() > minDist*minDist)
continue;
// FIXME cast
return MWWorld::Ptr(&const_cast<MWWorld::LiveCellRef<ESM::Door> &>(ref), actor.getCell()); // found, stop searching
return doorPtr; // found, stop searching
}
return MWWorld::Ptr(); // none found

@ -17,7 +17,7 @@ namespace MWMechanics
/// Returns door pointer within range. No guarantee is given as to which one
/** \return Pointer to the door, or NULL if none exists **/
MWWorld::Ptr getNearbyDoor(const MWWorld::Ptr& actor, float minDist);
const MWWorld::Ptr getNearbyDoor(const MWWorld::Ptr& actor, float minDist);
class ObstacleCheck
{

@ -32,7 +32,6 @@ namespace MWMechanics
// Is the player buying?
bool buying = (merchantOffer < 0);
int a = std::abs(merchantOffer);
int b = std::abs(playerOffer);
int d = (buying)
@ -56,7 +55,7 @@ namespace MWMechanics
float npcTerm = (d1 + e1 + f1) * merchantStats.getFatigueTerm();
float x = gmst.find("fBargainOfferMulti")->getFloat() * d
+ gmst.find("fBargainOfferBase")->getFloat()
+ std::abs(int(pcTerm - npcTerm));
+ int(pcTerm - npcTerm);
int roll = Misc::Rng::rollDice(100) + 1;

@ -12,16 +12,21 @@
#include <osg/Group>
#include <osg/UserDataContainer>
#include <osg/ComputeBoundsVisitor>
#include <osg/ShapeDrawable>
#include <osg/TextureCubeMap>
#include <osgUtil/LineSegmentIntersector>
#include <osgUtil/IncrementalCompileOperation>
#include <osg/ImageUtils>
#include <osgViewer/Viewer>
#include <components/resource/resourcesystem.hpp>
#include <components/resource/imagemanager.hpp>
#include <components/resource/scenemanager.hpp>
#include <components/resource/keyframemanager.hpp>
#include <components/shader/shadermanager.hpp>
#include <components/settings/settings.hpp>
@ -39,7 +44,12 @@
#include <components/esm/loadcell.hpp>
#include <components/fallback/fallback.hpp>
#include <boost/algorithm/string.hpp>
#include "../mwworld/cellstore.hpp"
#include "../mwgui/loadingscreen.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/windowmanager.hpp"
#include "sky.hpp"
#include "effectmanager.hpp"
@ -212,7 +222,7 @@ namespace MWRender
mSceneRoot = sceneRoot;
sceneRoot->setStartLight(1);
mRootNode->addChild(sceneRoot);
mRootNode->addChild(mSceneRoot);
mPathgrid.reset(new Pathgrid(mRootNode));
@ -676,7 +686,203 @@ namespace MWRender
mutable bool mDone;
};
void RenderingManager::screenshot(osg::Image *image, int w, int h)
bool RenderingManager::screenshot360(osg::Image* image, std::string settingStr)
{
int screenshotW = mViewer->getCamera()->getViewport()->width();
int screenshotH = mViewer->getCamera()->getViewport()->height();
int screenshotMapping = 0;
int cubeSize = screenshotMapping == 2 ?
screenshotW: // planet mapping needs higher resolution
screenshotW / 2;
std::vector<std::string> settingArgs;
boost::algorithm::split(settingArgs,settingStr,boost::is_any_of(" "));
if (settingArgs.size() > 0)
{
std::string typeStrings[4] = {"spherical","cylindrical","planet","cubemap"};
bool found = false;
for (int i = 0; i < 4; ++i)
if (settingArgs[0].compare(typeStrings[i]) == 0)
{
screenshotMapping = i;
found = true;
break;
}
if (!found)
{
std::cerr << "Wrong screenshot type: " << settingArgs[0] << "." << std::endl;
return false;
}
}
if (settingArgs.size() > 1)
screenshotW = std::min(10000,std::atoi(settingArgs[1].c_str()));
if (settingArgs.size() > 2)
screenshotH = std::min(10000,std::atoi(settingArgs[2].c_str()));
if (settingArgs.size() > 3)
cubeSize = std::min(5000,std::atoi(settingArgs[3].c_str()));
if (mCamera->isVanityOrPreviewModeEnabled())
{
std::cerr << "Spherical screenshots are not allowed in preview mode." << std::endl;
return false;
}
bool rawCubemap = screenshotMapping == 3;
if (rawCubemap)
screenshotW = cubeSize * 6; // the image will consist of 6 cube sides in a row
else if (screenshotMapping == 2)
screenshotH = screenshotW; // use square resolution for planet mapping
std::vector<osg::ref_ptr<osg::Image>> images;
for (int i = 0; i < 6; ++i)
images.push_back(new osg::Image);
osg::Vec3 directions[6] = {
rawCubemap ? osg::Vec3(1,0,0) : osg::Vec3(0,0,1),
osg::Vec3(0,0,-1),
osg::Vec3(-1,0,0),
rawCubemap ? osg::Vec3(0,0,1) : osg::Vec3(1,0,0),
osg::Vec3(0,1,0),
osg::Vec3(0,-1,0)};
double rotations[] = {
-osg::PI / 2.0,
osg::PI / 2.0,
osg::PI,
0,
osg::PI / 2.0,
osg::PI / 2.0};
double fovBackup = mFieldOfView;
mFieldOfView = 90.0; // each cubemap side sees 90 degrees
int maskBackup = mPlayerAnimation->getObjectRoot()->getNodeMask();
if (mCamera->isFirstPerson())
mPlayerAnimation->getObjectRoot()->setNodeMask(0);
for (int i = 0; i < 6; ++i) // for each cubemap side
{
osg::Matrixd transform = osg::Matrixd::rotate(osg::Vec3(0,0,-1),directions[i]);
if (!rawCubemap)
transform *= osg::Matrixd::rotate(rotations[i],osg::Vec3(0,0,-1));
osg::Image *sideImage = images[i].get();
screenshot(sideImage,cubeSize,cubeSize,transform);
if (!rawCubemap)
sideImage->flipHorizontal();
}
mPlayerAnimation->getObjectRoot()->setNodeMask(maskBackup);
mFieldOfView = fovBackup;
if (rawCubemap) // for raw cubemap don't run on GPU, just merge the images
{
image->allocateImage(cubeSize * 6,cubeSize,images[0]->r(),images[0]->getPixelFormat(),images[0]->getDataType());
for (int i = 0; i < 6; ++i)
osg::copyImage(images[i].get(),0,0,0,images[i]->s(),images[i]->t(),images[i]->r(),image,i * cubeSize,0,0);
return true;
}
// run on GPU now:
osg::ref_ptr<osg::TextureCubeMap> cubeTexture (new osg::TextureCubeMap);
cubeTexture->setResizeNonPowerOfTwoHint(false);
cubeTexture->setFilter(osg::Texture::MIN_FILTER,osg::Texture::NEAREST);
cubeTexture->setFilter(osg::Texture::MAG_FILTER,osg::Texture::NEAREST);
cubeTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
cubeTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
for (int i = 0; i < 6; ++i)
cubeTexture->setImage(i,images[i].get());
osg::ref_ptr<osg::Camera> screenshotCamera (new osg::Camera);
osg::ref_ptr<osg::ShapeDrawable> quad (new osg::ShapeDrawable(new osg::Box(osg::Vec3(0,0,0),2.0)));
std::map<std::string, std::string> defineMap;
Shader::ShaderManager& shaderMgr = mResourceSystem->getSceneManager()->getShaderManager();
osg::ref_ptr<osg::Shader> fragmentShader (shaderMgr.getShader("s360_fragment.glsl",defineMap,osg::Shader::FRAGMENT));
osg::ref_ptr<osg::Shader> vertexShader (shaderMgr.getShader("s360_vertex.glsl", defineMap, osg::Shader::VERTEX));
osg::ref_ptr<osg::StateSet> stateset = new osg::StateSet;
osg::ref_ptr<osg::Program> program (new osg::Program);
program->addShader(fragmentShader);
program->addShader(vertexShader);
stateset->setAttributeAndModes(program, osg::StateAttribute::ON);
stateset->addUniform(new osg::Uniform("cubeMap",0));
stateset->addUniform(new osg::Uniform("mapping",screenshotMapping));
stateset->setTextureAttributeAndModes(0,cubeTexture,osg::StateAttribute::ON);
quad->setStateSet(stateset);
quad->setUpdateCallback(NULL);
screenshotCamera->addChild(quad);
mRootNode->addChild(screenshotCamera);
renderCameraToImage(screenshotCamera,image,screenshotW,screenshotH);
screenshotCamera->removeChildren(0,screenshotCamera->getNumChildren());
mRootNode->removeChild(screenshotCamera);
return true;
}
void RenderingManager::renderCameraToImage(osg::Camera *camera, osg::Image *image, int w, int h)
{
camera->setNodeMask(Mask_RenderToTexture);
camera->attach(osg::Camera::COLOR_BUFFER, image);
camera->setRenderOrder(osg::Camera::PRE_RENDER);
camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT,osg::Camera::PIXEL_BUFFER_RTT);
camera->setViewport(0, 0, w, h);
osg::ref_ptr<osg::Texture2D> texture (new osg::Texture2D);
texture->setInternalFormat(GL_RGB);
texture->setTextureSize(w,h);
texture->setResizeNonPowerOfTwoHint(false);
texture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
texture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
camera->attach(osg::Camera::COLOR_BUFFER,texture);
image->setDataType(GL_UNSIGNED_BYTE);
image->setPixelFormat(texture->getInternalFormat());
// The draw needs to complete before we can copy back our image.
osg::ref_ptr<NotifyDrawCompletedCallback> callback (new NotifyDrawCompletedCallback);
camera->setFinalDrawCallback(callback);
MWBase::Environment::get().getWindowManager()->getLoadingScreen()->loadingOn(false);
mViewer->eventTraversal();
mViewer->updateTraversal();
mViewer->renderingTraversals();
callback->waitTillDone();
MWBase::Environment::get().getWindowManager()->getLoadingScreen()->loadingOff();
// now that we've "used up" the current frame, get a fresh framenumber for the next frame() following after the screenshot is completed
mViewer->advance(mViewer->getFrameStamp()->getSimulationTime());
}
void RenderingManager::screenshot(osg::Image *image, int w, int h, osg::Matrixd cameraTransform)
{
osg::ref_ptr<osg::Camera> rttCamera (new osg::Camera);
rttCamera->setNodeMask(Mask_RenderToTexture);
@ -685,7 +891,8 @@ namespace MWRender
rttCamera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
rttCamera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT, osg::Camera::PIXEL_BUFFER_RTT);
rttCamera->setProjectionMatrixAsPerspective(mFieldOfView, w/float(h), mNearClip, mViewDistance);
rttCamera->setViewMatrix(mViewer->getCamera()->getViewMatrix());
rttCamera->setViewMatrix(mViewer->getCamera()->getViewMatrix() * cameraTransform);
rttCamera->setViewport(0, 0, w, h);
osg::ref_ptr<osg::Texture2D> texture (new osg::Texture2D);
@ -701,25 +908,17 @@ namespace MWRender
rttCamera->setUpdateCallback(new NoTraverseCallback);
rttCamera->addChild(mSceneRoot);
rttCamera->setCullMask(mViewer->getCamera()->getCullMask() & (~Mask_GUI));
mRootNode->addChild(rttCamera);
rttCamera->addChild(mWater->getReflectionCamera());
rttCamera->addChild(mWater->getRefractionCamera());
// The draw needs to complete before we can copy back our image.
osg::ref_ptr<NotifyDrawCompletedCallback> callback (new NotifyDrawCompletedCallback);
rttCamera->setFinalDrawCallback(callback);
rttCamera->setCullMask(mViewer->getCamera()->getCullMask() & (~Mask_GUI));
// at the time this function is called we are in the middle of a frame,
// so out of order calls are necessary to get a correct frameNumber for the next frame.
// refer to the advance() and frame() order in Engine::go()
mViewer->eventTraversal();
mViewer->updateTraversal();
mViewer->renderingTraversals();
mRootNode->addChild(rttCamera);
callback->waitTillDone();
rttCamera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// now that we've "used up" the current frame, get a fresh framenumber for the next frame() following after the screenshot is completed
mViewer->advance(mViewer->getFrameStamp()->getSimulationTime());
renderCameraToImage(rttCamera.get(),image,w,h);
rttCamera->removeChildren(0, rttCamera->getNumChildren());
mRootNode->removeChild(rttCamera);

@ -3,6 +3,7 @@
#include <osg/ref_ptr>
#include <osg/Light>
#include <osg/Camera>
#include <components/settings/settings.hpp>
@ -125,7 +126,8 @@ namespace MWRender
void setWaterHeight(float level);
/// Take a screenshot of w*h onto the given image, not including the GUI.
void screenshot(osg::Image* image, int w, int h);
void screenshot(osg::Image* image, int w, int h, osg::Matrixd cameraTransform=osg::Matrixd());
bool screenshot360(osg::Image* image, std::string settingStr);
struct RayResult
{
@ -215,6 +217,8 @@ namespace MWRender
void reportStats() const;
void renderCameraToImage(osg::Camera *camera, osg::Image *image, int w, int h);
osg::ref_ptr<osgUtil::IntersectionVisitor> getIntersectionVisitor(osgUtil::Intersector* intersector, bool ignorePlayer, bool ignoreActors);
osg::ref_ptr<osgUtil::IntersectionVisitor> mIntersectionVisitor;

@ -470,6 +470,16 @@ void Water::updateWaterMaterial()
updateVisible();
}
osg::Camera *Water::getReflectionCamera()
{
return mReflection;
}
osg::Camera *Water::getRefractionCamera()
{
return mRefraction;
}
void Water::createSimpleWaterStateSet(osg::Node* node, float alpha)
{
osg::ref_ptr<osg::StateSet> stateset = SceneUtil::createSimpleWaterStateSet(alpha, MWRender::RenderBin_Water);

@ -7,6 +7,7 @@
#include <osg/ref_ptr>
#include <osg/Vec3f>
#include <osg/Uniform>
#include <osg/Camera>
#include <components/settings/settings.hpp>
@ -112,6 +113,9 @@ namespace MWRender
void update(float dt);
osg::Camera *getReflectionCamera();
osg::Camera *getRefractionCamera();
void processChangedSettings(const Settings::CategorySettingVector& settings);
osg::Uniform *getRainIntensityUniform();

@ -47,7 +47,7 @@ namespace
for (typename MWWorld::CellRefList<T>::List::iterator iter (list.mList.begin());
iter!=list.mList.end(); ++iter)
{
if (Misc::StringUtils::ciEqual(iter->mBase->mId, id2))
if (Misc::StringUtils::ciEqual(iter->mBase->mId, id2) && iter->mData.getCount())
{
MWWorld::Ptr ptr (&*iter, 0);
ptr.setContainerStore (store);
@ -675,6 +675,30 @@ int MWWorld::ContainerStore::getType (const ConstPtr& ptr)
"Object '" + ptr.getCellRef().getRefId() + "' of type " + ptr.getTypeName() + " can not be placed into a container");
}
MWWorld::Ptr MWWorld::ContainerStore::findReplacement(const std::string& id)
{
MWWorld::Ptr item;
int itemHealth = 1;
for (MWWorld::ContainerStoreIterator iter = begin(); iter != end(); ++iter)
{
int iterHealth = iter->getClass().hasItemHealth(*iter) ? iter->getClass().getItemHealth(*iter) : 1;
if (Misc::StringUtils::ciEqual(iter->getCellRef().getRefId(), id))
{
// Prefer the stack with the lowest remaining uses
// Try to get item with zero durability only if there are no other items found
if (item.isEmpty() ||
(iterHealth > 0 && iterHealth < itemHealth) ||
(itemHealth <= 0 && iterHealth > 0))
{
item = *iter;
itemHealth = iterHealth;
}
}
}
return item;
}
MWWorld::Ptr MWWorld::ContainerStore::search (const std::string& id)
{
{

@ -198,6 +198,9 @@ namespace MWWorld
///< This function throws an exception, if ptr does not point to an object, that can be
/// put into a container.
Ptr findReplacement(const std::string& id);
///< Returns replacement for object with given id. Prefer used items (with low durability left).
Ptr search (const std::string& id);
virtual void writeState (ESM::InventoryState& state) const;

@ -287,6 +287,7 @@ namespace MWWorld
mAttackingOrSpell = false;
mCurrentCrimeId = -1;
mPaidCrimeId = -1;
mPreviousItems.clear();
mLastKnownExteriorPosition = osg::Vec3f(0,0,0);
for (int i=0; i<ESM::Skill::Length; ++i)
@ -341,6 +342,8 @@ namespace MWWorld
for (int i=0; i<ESM::Skill::Length; ++i)
mSaveSkills[i].writeState(player.mSaveSkills[i]);
player.mPreviousItems = mPreviousItems;
writer.startRecord (ESM::REC_PLAY);
player.save (writer);
writer.endRecord (ESM::REC_PLAY);
@ -441,6 +444,8 @@ namespace MWWorld
mForwardBackward = 0;
mTeleported = false;
mPreviousItems = player.mPreviousItems;
return true;
}
@ -461,4 +466,19 @@ namespace MWWorld
{
return mPaidCrimeId;
}
void Player::setPreviousItem(const std::string& boundItemId, const std::string& previousItemId)
{
mPreviousItems[boundItemId] = previousItemId;
}
std::string Player::getPreviousItem(const std::string& boundItemId)
{
return mPreviousItems[boundItemId];
}
void Player::erasePreviousItem(const std::string& boundItemId)
{
mPreviousItems.erase(boundItemId);
}
}

@ -1,6 +1,8 @@
#ifndef GAME_MWWORLD_PLAYER_H
#define GAME_MWWORLD_PLAYER_H
#include <map>
#include "../mwworld/refdata.hpp"
#include "../mwworld/livecellref.hpp"
@ -46,6 +48,9 @@ namespace MWWorld
int mCurrentCrimeId; // the id assigned witnesses
int mPaidCrimeId; // the last id paid off (0 bounty)
typedef std::map<std::string, std::string> PreviousItems; // previous equipped items, needed for bound spells
PreviousItems mPreviousItems;
// Saved stats prior to becoming a werewolf
MWMechanics::SkillValue mSaveSkills[ESM::Skill::Length];
MWMechanics::AttributeValue mSaveAttributes[ESM::Attribute::Length];
@ -120,6 +125,10 @@ namespace MWWorld
int getNewCrimeId(); // get new id for witnesses
void recordCrimeId(); // record the paid crime id when bounty is 0
int getCrimeId() const; // get the last paid crime id
void setPreviousItem(const std::string& boundItemId, const std::string& previousItemId);
std::string getPreviousItem(const std::string& boundItemId);
void erasePreviousItem(const std::string& boundItemId);
};
}
#endif

@ -6,7 +6,6 @@
#include <components/esm/esmwriter.hpp>
#include <components/esm/savedgame.hpp>
#include <components/esm/weatherstate.hpp>
#include <components/fallback/fallback.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/soundmanager.hpp"
@ -43,49 +42,67 @@ namespace
}
template <typename T>
T TimeOfDayInterpolator<T>::getValue(const float gameHour, const TimeOfDaySettings& timeSettings) const
T TimeOfDayInterpolator<T>::getValue(const float gameHour, const TimeOfDaySettings& timeSettings, const std::string& prefix) const
{
// TODO: use pre/post sunset/sunrise time values in [Weather] section
WeatherSetting setting = timeSettings.getSetting(prefix);
float preSunriseTime = setting.mPreSunriseTime;
float postSunriseTime = setting.mPostSunriseTime;
float preSunsetTime = setting.mPreSunsetTime;
float postSunsetTime = setting.mPostSunsetTime;
// night
if (gameHour <= timeSettings.mNightEnd || gameHour >= timeSettings.mNightStart + 1)
if (gameHour < timeSettings.mNightEnd - preSunriseTime || gameHour > timeSettings.mNightStart + postSunsetTime)
return mNightValue;
// sunrise
else if (gameHour >= timeSettings.mNightEnd && gameHour <= timeSettings.mDayStart + 1)
else if (gameHour >= timeSettings.mNightEnd - preSunriseTime && gameHour <= timeSettings.mDayStart + postSunriseTime)
{
if (gameHour <= timeSettings.mSunriseTime)
float duration = timeSettings.mDayStart + postSunriseTime - timeSettings.mNightEnd + preSunriseTime;
float middle = timeSettings.mNightEnd - preSunriseTime + duration / 2.f;
if (gameHour <= middle)
{
// fade in
float advance = timeSettings.mSunriseTime - gameHour;
float factor = advance / 0.5f;
float advance = middle - gameHour;
float factor = 0.f;
if (duration > 0)
factor = advance / duration * 2;
return lerp(mSunriseValue, mNightValue, factor);
}
else
{
// fade out
float advance = gameHour - timeSettings.mSunriseTime;
float factor = advance / 3.f;
float advance = gameHour - middle;
float factor = 1.f;
if (duration > 0)
factor = advance / duration * 2;
return lerp(mSunriseValue, mDayValue, factor);
}
}
// day
else if (gameHour >= timeSettings.mDayStart + 1 && gameHour <= timeSettings.mDayEnd - 1)
else if (gameHour > timeSettings.mDayStart + postSunriseTime && gameHour < timeSettings.mDayEnd - preSunsetTime)
return mDayValue;
// sunset
else if (gameHour >= timeSettings.mDayEnd - 1 && gameHour <= timeSettings.mNightStart + 1)
else if (gameHour >= timeSettings.mDayEnd - preSunsetTime && gameHour <= timeSettings.mNightStart + postSunsetTime)
{
if (gameHour <= timeSettings.mDayEnd + 1)
float duration = timeSettings.mNightStart + postSunsetTime - timeSettings.mDayEnd + preSunsetTime;
float middle = timeSettings.mDayEnd - preSunsetTime + duration / 2.f;
if (gameHour <= middle)
{
// fade in
float advance = (timeSettings.mDayEnd + 1) - gameHour;
float factor = (advance / 2);
float advance = middle - gameHour;
float factor = 0.f;
if (duration > 0)
factor = advance / duration * 2;
return lerp(mSunsetValue, mDayValue, factor);
}
else
{
// fade out
float advance = gameHour - (timeSettings.mDayEnd + 1);
float factor = advance / 2.f;
float advance = gameHour - middle;
float factor = 1.f;
if (duration > 0)
factor = advance / duration * 2;
return lerp(mSunsetValue, mNightValue, factor);
}
}
@ -539,10 +556,28 @@ WeatherManager::WeatherManager(MWRender::RenderingManager& rendering, const Fall
, mPlayingSoundID()
{
mTimeSettings.mNightStart = mSunsetTime + mSunsetDuration;
mTimeSettings.mNightEnd = mSunriseTime - 0.5f;
mTimeSettings.mNightEnd = mSunriseTime;
mTimeSettings.mDayStart = mSunriseTime + mSunriseDuration;
mTimeSettings.mDayEnd = mSunsetTime;
mTimeSettings.mSunriseTime = mSunriseTime;
mTimeSettings.addSetting(fallback, "Sky");
mTimeSettings.addSetting(fallback, "Ambient");
mTimeSettings.addSetting(fallback, "Fog");
mTimeSettings.addSetting(fallback, "Sun");
// Morrowind handles stars settings differently for other ones
mTimeSettings.mStarsPostSunsetStart = fallback.getFallbackFloat("Weather_Stars_Post-Sunset_Start");
mTimeSettings.mStarsPreSunriseFinish = fallback.getFallbackFloat("Weather_Stars_Pre-Sunrise_Finish");
mTimeSettings.mStarsFadingDuration = fallback.getFallbackFloat("Weather_Stars_Fading_Duration");
WeatherSetting starSetting = {
mTimeSettings.mStarsPreSunriseFinish,
mTimeSettings.mStarsFadingDuration - mTimeSettings.mStarsPreSunriseFinish,
mTimeSettings.mStarsPostSunsetStart,
mTimeSettings.mStarsFadingDuration - mTimeSettings.mStarsPostSunsetStart
};
mTimeSettings.mSunriseTransitions["Stars"] = starSetting;
mWeatherSettings.reserve(10);
// These distant land fog factor and offset values are the defaults MGE XE provides. Should be
@ -698,10 +733,13 @@ void WeatherManager::update(float duration, bool paused, const TimeStamp& time,
const float nightDuration = 24.f - dayDuration;
double theta;
if ( !is_night ) {
if ( !is_night )
{
theta = static_cast<float>(osg::PI) * (adjustedHour - mSunriseTime) / dayDuration;
} else {
theta = static_cast<float>(osg::PI) * (1.f - (adjustedHour - adjustedNightStart) / nightDuration);
}
else
{
theta = static_cast<float>(osg::PI) + static_cast<float>(osg::PI) * (adjustedHour - adjustedNightStart) / nightDuration;
}
osg::Vec3f final(
@ -711,7 +749,7 @@ void WeatherManager::update(float duration, bool paused, const TimeStamp& time,
mRendering.setSunDirection( final * -1 );
}
float underwaterFog = mUnderwaterFog.getValue(time.getHour(), mTimeSettings);
float underwaterFog = mUnderwaterFog.getValue(time.getHour(), mTimeSettings, "Fog");
float peakHour = mSunriseTime + (mSunsetTime - mSunriseTime) / 2;
if (time.getHour() < mSunriseTime || time.getHour() > mSunsetTime)
@ -784,7 +822,7 @@ unsigned int WeatherManager::getWeatherID() const
bool WeatherManager::useTorches(float hour) const
{
bool isDark = hour < mSunriseTime || hour > mTimeSettings.mNightStart - 1;
bool isDark = hour < mSunriseTime || hour > mTimeSettings.mNightStart;
return isDark && !mPrecipitation;
}
@ -1060,20 +1098,25 @@ inline void WeatherManager::calculateResult(const int weatherID, const float gam
mResult.mParticleEffect = current.mParticleEffect;
mResult.mRainEffect = current.mRainEffect;
mResult.mNight = (gameHour < mSunriseTime || gameHour > mTimeSettings.mNightStart - 1);
mResult.mNight = (gameHour < mSunriseTime || gameHour > mTimeSettings.mNightStart + mTimeSettings.mStarsPostSunsetStart - mTimeSettings.mStarsFadingDuration);
mResult.mFogDepth = current.mLandFogDepth.getValue(gameHour, mTimeSettings);
mResult.mFogDepth = current.mLandFogDepth.getValue(gameHour, mTimeSettings, "Fog");
mResult.mFogColor = current.mFogColor.getValue(gameHour, mTimeSettings, "Fog");
mResult.mAmbientColor = current.mAmbientColor.getValue(gameHour, mTimeSettings, "Ambient");
mResult.mSunColor = current.mSunColor.getValue(gameHour, mTimeSettings, "Sun");
mResult.mSkyColor = current.mSkyColor.getValue(gameHour, mTimeSettings, "Sky");
mResult.mNightFade = mNightFade.getValue(gameHour, mTimeSettings, "Stars");
mResult.mDLFogFactor = current.mDL.FogFactor;
mResult.mDLFogOffset = current.mDL.FogOffset;
mResult.mFogColor = current.mFogColor.getValue(gameHour, mTimeSettings);
mResult.mAmbientColor = current.mAmbientColor.getValue(gameHour, mTimeSettings);
mResult.mSunColor = current.mSunColor.getValue(gameHour, mTimeSettings);
mResult.mSkyColor = current.mSkyColor.getValue(gameHour, mTimeSettings);
mResult.mNightFade = mNightFade.getValue(gameHour, mTimeSettings);
if (gameHour >= mSunsetTime - mSunPreSunsetTime)
WeatherSetting setting = mTimeSettings.getSetting("Sun");
float preSunsetTime = setting.mPreSunsetTime;
if (gameHour >= mTimeSettings.mDayEnd - preSunsetTime)
{
float factor = (gameHour - (mSunsetTime - mSunPreSunsetTime)) / mSunPreSunsetTime;
float factor = 1.f;
if (preSunsetTime > 0)
factor = (gameHour - (mTimeSettings.mDayEnd - preSunsetTime)) / preSunsetTime;
factor = std::min(1.f, factor);
mResult.mSunDiscColor = lerp(osg::Vec4f(1,1,1,1), current.mSunDiscSunsetColor, factor);
// The SunDiscSunsetColor in the INI isn't exactly the resulting color on screen, most likely because
@ -1087,15 +1130,17 @@ inline void WeatherManager::calculateResult(const int weatherID, const float gam
else
mResult.mSunDiscColor = osg::Vec4f(1,1,1,1);
if (gameHour >= mSunsetTime)
if (gameHour >= mTimeSettings.mDayEnd)
{
float fade = std::min(1.f, (gameHour - mSunsetTime) / 2.f);
// sunset
float fade = std::min(1.f, (gameHour - mTimeSettings.mDayEnd) / (mTimeSettings.mNightStart - mTimeSettings.mDayEnd));
fade = fade*fade;
mResult.mSunDiscColor.a() = 1.f - fade;
}
else if (gameHour >= mSunriseTime && gameHour <= mSunriseTime + 1)
else if (gameHour >= mTimeSettings.mNightEnd && gameHour <= mTimeSettings.mNightEnd + mSunriseDuration / 2.f)
{
mResult.mSunDiscColor.a() = gameHour - mSunriseTime;
// sunrise
mResult.mSunDiscColor.a() = gameHour - mTimeSettings.mNightEnd;
}
else
mResult.mSunDiscColor.a() = 1;

@ -7,6 +7,8 @@
#include <osg/Vec4f>
#include <components/fallback/fallback.hpp>
#include "../mwbase/soundmanager.hpp"
#include "../mwrender/sky.hpp"
@ -38,6 +40,13 @@ namespace MWWorld
{
class TimeStamp;
struct WeatherSetting
{
float mPreSunriseTime;
float mPostSunriseTime;
float mPreSunsetTime;
float mPostSunsetTime;
};
struct TimeOfDaySettings
{
@ -45,7 +54,37 @@ namespace MWWorld
float mNightEnd;
float mDayStart;
float mDayEnd;
float mSunriseTime;
std::map<std::string, WeatherSetting> mSunriseTransitions;
float mStarsPostSunsetStart;
float mStarsPreSunriseFinish;
float mStarsFadingDuration;
WeatherSetting getSetting(const std::string& type) const
{
std::map<std::string, WeatherSetting>::const_iterator it = mSunriseTransitions.find(type);
if (it != mSunriseTransitions.end())
{
return it->second;
}
else
{
return { 1.f, 1.f, 1.f, 1.f };
}
}
void addSetting(const Fallback::Map& fallback, const std::string& type)
{
WeatherSetting setting = {
fallback.getFallbackFloat("Weather_" + type + "_Pre-Sunrise_Time"),
fallback.getFallbackFloat("Weather_" + type + "_Post-Sunrise_Time"),
fallback.getFallbackFloat("Weather_" + type + "_Pre-Sunset_Time"),
fallback.getFallbackFloat("Weather_" + type + "_Post-Sunset_Time")
};
mSunriseTransitions[type] = setting;
}
};
/// Interpolates between 4 data points (sunrise, day, sunset, night) based on the time of day.
@ -59,7 +98,7 @@ namespace MWWorld
{
}
T getValue (const float gameHour, const TimeOfDaySettings& timeSettings) const;
T getValue (const float gameHour, const TimeOfDaySettings& timeSettings, const std::string& prefix) const;
private:
T mSunriseValue, mDayValue, mSunsetValue, mNightValue;

@ -2306,6 +2306,11 @@ namespace MWWorld
mRendering->screenshot(image, w, h);
}
bool World::screenshot360(osg::Image* image, std::string settingStr)
{
return mRendering->screenshot360(image,settingStr);
}
void World::activateDoor(const MWWorld::Ptr& door)
{
int state = door.getClass().getDoorState(door);

@ -562,6 +562,7 @@ namespace MWWorld
/// \todo this does not belong here
void screenshot (osg::Image* image, int w, int h) override;
bool screenshot360 (osg::Image* image, std::string settingStr) override;
/// Find center of exterior cell above land surface
/// \return false if exterior with given name not exists, true otherwise

@ -31,6 +31,18 @@ void ESM::Player::load (ESMReader &esm)
mPaidCrimeId = -1;
esm.getHNOT (mPaidCrimeId, "PAYD");
bool checkPrevItems = true;
while (checkPrevItems)
{
std::string boundItemId = esm.getHNOString("BOUN");
std::string prevItemId = esm.getHNOString("PREV");
if (!boundItemId.empty())
mPreviousItems[boundItemId] = prevItemId;
else
checkPrevItems = false;
}
if (esm.hasMoreSubs())
{
for (int i=0; i<ESM::Attribute::Length; ++i)
@ -62,6 +74,12 @@ void ESM::Player::save (ESMWriter &esm) const
esm.writeHNT ("CURD", mCurrentCrimeId);
esm.writeHNT ("PAYD", mPaidCrimeId);
for (PreviousItems::const_iterator it=mPreviousItems.begin(); it != mPreviousItems.end(); ++it)
{
esm.writeHNString ("BOUN", it->first);
esm.writeHNString ("PREV", it->second);
}
for (int i=0; i<ESM::Attribute::Length; ++i)
mSaveAttributes[i].save(esm);
for (int i=0; i<ESM::Skill::Length; ++i)

@ -34,6 +34,9 @@ namespace ESM
StatState<int> mSaveAttributes[ESM::Attribute::Length];
StatState<int> mSaveSkills[ESM::Skill::Length];
typedef std::map<std::string, std::string> PreviousItems; // previous equipped items, needed for bound spells
PreviousItems mPreviousItems;
void load (ESMReader &esm);
void save (ESMWriter &esm) const;
};

@ -5,7 +5,7 @@
#include "defs.hpp"
unsigned int ESM::SavedGame::sRecordId = ESM::REC_SAVE;
int ESM::SavedGame::sCurrentFormat = 4;
int ESM::SavedGame::sCurrentFormat = 5;
void ESM::SavedGame::load (ESMReader &esm)
{

@ -20,7 +20,7 @@ namespace Loading
/// @note To get the loading screen to actually update, you must call setProgress / increaseProgress periodically.
/// @note It is best to use the ScopedLoad object instead of using loadingOn()/loadingOff() directly,
/// so that the loading is exception safe.
virtual void loadingOn() {}
virtual void loadingOn(bool visible=true) {}
virtual void loadingOff() {}
/// Set the total range of progress (e.g. the number of objects to load).

@ -8,6 +8,8 @@
<string>English</string>
<key>CFBundleExecutable</key>
<string>openmw-launcher</string>
<key>CFBundleIdentifier</key>
<string>org.openmw.openmw</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleLongVersionString</key>

@ -402,6 +402,10 @@ contrast = 1.0
# Video gamma setting. (>0.0). No effect in Linux.
gamma = 1.0
# Type of screenshot to take (regular, cylindrical, spherical or planet), optionally followed by
# screenshot width, height and cubemap resolution in pixels. (e.g. spherical 1600 1000 1200)
screenshot type = regular
[Water]
# Enable water shader with reflections and optionally refraction.

@ -16,6 +16,8 @@ set(SHADER_FILES
terrain_fragment.glsl
lighting.glsl
parallax.glsl
s360_fragment.glsl
s360_vertex.glsl
)
copy_all_resource_files(${CMAKE_CURRENT_SOURCE_DIR} ${OPENMW_SHADERS_ROOT} ${DDIRRELATIVE} "${SHADER_FILES}")

@ -0,0 +1,52 @@
#version 120
varying vec2 uv;
uniform samplerCube cubeMap;
uniform int mapping;
#define PI 3.1415926535
vec3 sphericalCoords(vec2 coords)
{
coords.x = -1 * coords.x * 2 * PI;
coords.y = (coords.y - 0.5) * PI;
vec3 result = vec3(0.0,cos(coords.y),sin(coords.y));
result = vec3(cos(coords.x) * result.y,sin(coords.x) * result.y,result.z);
return result;
}
vec3 cylindricalCoords(vec2 coords)
{
return normalize(vec3(cos(-1 * coords.x * 2 * PI),sin(-1 * coords.x * 2 * PI),coords.y * 2.0 - 1.0));
}
vec3 planetCoords(vec2 coords)
{
vec2 fromCenter = coords - vec2(0.5,0.5);
float magnitude = length(fromCenter);
fromCenter = normalize(fromCenter);
float dotProduct = dot(fromCenter,vec2(0.0,1.0));
coords.x = coords.x > 0.5 ? 0.5 - (dotProduct + 1.0) / 4.0 : 0.5 + (dotProduct + 1.0) / 4.0;
coords.y = max(0.0,1.0 - pow(magnitude / 0.5,0.5));
return sphericalCoords(coords);
}
void main(void)
{
vec3 c;
if (mapping == 0)
c = sphericalCoords(uv);
else if (mapping == 1)
c = cylindricalCoords(uv);
else
c = planetCoords(uv);
gl_FragData[0] = textureCube(cubeMap,c);
}

@ -0,0 +1,9 @@
#version 120
varying vec2 uv;
void main(void)
{
gl_Position = gl_Vertex;
uv = (gl_Vertex.xy * vec2(1.0,-1.0) + vec2(1.0)) / 2;
}
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