Merge pull request #1634

Conflicts:
	apps/openmw/mwworld/worldimp.hpp
pull/395/head
scrawl 7 years ago
commit c02920bcd1
No known key found for this signature in database
GPG Key ID: 2E6CC3676024C402

@ -497,8 +497,8 @@ namespace MWBase
virtual void breakInvisibility (const MWWorld::Ptr& actor) = 0;
// Are we in an exterior or pseudo-exterior cell and it's night?
virtual bool isDark() const = 0;
// Allow NPCs to use torches?
virtual bool useTorches() const = 0;
virtual bool findInteriorPositionInWorldSpace(const MWWorld::CellStore* cell, osg::Vec3f& result) = 0;

@ -233,24 +233,6 @@ namespace MWClass
if (!(ref->mBase->mData.mFlags & ESM::Light::Carry))
return std::make_pair(0,"");
const MWWorld::InventoryStore& invStore = npc.getClass().getInventoryStore(npc);
MWWorld::ConstContainerStoreIterator weapon = invStore.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
if(weapon == invStore.end())
return std::make_pair(1,"");
/// \todo the 2h check is repeated many times; put it in a function
if(weapon->getTypeName() == typeid(ESM::Weapon).name() &&
(weapon->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::LongBladeTwoHand ||
weapon->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::BluntTwoClose ||
weapon->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::BluntTwoWide ||
weapon->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::SpearTwoWide ||
weapon->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::AxeTwoHand ||
weapon->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::MarksmanBow ||
weapon->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::MarksmanCrossbow))
{
return std::make_pair(3,"");
}
return std::make_pair(1,"");
}

@ -900,7 +900,7 @@ namespace MWMechanics
stats.setTimeToStartDrowning(fHoldBreathTime);
}
void Actors::updateEquippedLight (const MWWorld::Ptr& ptr, float duration)
void Actors::updateEquippedLight (const MWWorld::Ptr& ptr, float duration, bool mayEquip)
{
bool isPlayer = (ptr == getPlayer());
@ -922,7 +922,7 @@ namespace MWMechanics
}
}
if (MWBase::Environment::get().getWorld()->isDark())
if (mayEquip)
{
if (torch != inventoryStore.end())
{
@ -931,16 +931,11 @@ namespace MWMechanics
// For non-hostile NPCs, unequip whatever is in the left slot in favor of a light.
if (heldIter != inventoryStore.end() && heldIter->getTypeName() != typeid(ESM::Light).name())
inventoryStore.unequipItem(*heldIter, ptr);
// Also unequip twohanded weapons which conflict with anything in CarriedLeft
if (torch->getClass().canBeEquipped(*torch, ptr).first == 3)
inventoryStore.unequipSlot(MWWorld::InventoryStore::Slot_CarriedRight, ptr);
}
heldIter = inventoryStore.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
// If we have a torch and can equip it (left slot free, no
// twohanded weapon in right slot), then equip it now.
// If we have a torch and can equip it, then equip it now.
if (heldIter == inventoryStore.end()
&& torch->getClass().canBeEquipped(*torch, ptr).first == 1)
{
@ -1204,6 +1199,9 @@ namespace MWMechanics
if (mTimerDisposeSummonsCorpses >= 0.2f) mTimerDisposeSummonsCorpses = 0;
if (timerUpdateEquippedLight >= updateEquippedLightInterval) timerUpdateEquippedLight = 0;
// show torches only when there are darkness and no precipitations
bool showTorches = MWBase::Environment::get().getWorld()->useTorches();
MWWorld::Ptr player = getPlayer();
/// \todo move update logic to Actor class where appropriate
@ -1302,7 +1300,7 @@ namespace MWMechanics
updateNpc(iter->first, duration);
if (timerUpdateEquippedLight == 0)
updateEquippedLight(iter->first, updateEquippedLightInterval);
updateEquippedLight(iter->first, updateEquippedLightInterval, showTorches);
}
}
}

@ -39,7 +39,7 @@ namespace MWMechanics
void updateDrowning (const MWWorld::Ptr& ptr, float duration);
void updateEquippedLight (const MWWorld::Ptr& ptr, float duration);
void updateEquippedLight (const MWWorld::Ptr& ptr, float duration, bool mayEquip);
void updateCrimePersuit (const MWWorld::Ptr& ptr, float duration);

@ -9,7 +9,6 @@
#include <components/fallback/fallback.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/soundmanager.hpp"
#include "../mwmechanics/actorutil.hpp"
@ -520,6 +519,7 @@ WeatherManager::WeatherManager(MWRender::RenderingManager& rendering, const Fall
, mSecunda("Secunda", fallback)
, mWindSpeed(0.f)
, mIsStorm(false)
, mPrecipitation(false)
, mStormDirection(0,1,0)
, mCurrentRegion()
, mTimePassed(0)
@ -608,14 +608,11 @@ void WeatherManager::modRegion(const std::string& regionID, const std::vector<ch
}
}
void WeatherManager::playerTeleported()
void WeatherManager::playerTeleported(const std::string& playerRegion, bool isExterior)
{
// If the player teleports to an outdoors cell in a new region (for instance, by travelling), the weather needs to
// be changed immediately, and any transitions for the previous region discarded.
MWBase::World* world = MWBase::Environment::get().getWorld();
if(world->isCellExterior() || world->isCellQuasiExterior())
{
std::string playerRegion = Misc::StringUtils::lowerCase(world->getPlayerPtr().getCell()->getCell()->mRegion);
std::map<std::string, RegionWeather>::iterator it = mRegions.find(playerRegion);
if(it != mRegions.end() && playerRegion != mCurrentRegion)
{
@ -625,11 +622,9 @@ void WeatherManager::playerTeleported()
}
}
void WeatherManager::update(float duration, bool paused)
void WeatherManager::update(float duration, bool paused, const TimeStamp& time, bool isExterior)
{
MWWorld::ConstPtr player = MWMechanics::getPlayer();
MWBase::World& world = *MWBase::Environment::get().getWorld();
TimeStamp time = world.getTimeStamp();
if(!paused || mFastForward)
{
@ -647,8 +642,7 @@ void WeatherManager::update(float duration, bool paused)
updateWeatherTransitions(duration);
}
const bool exterior = (world.isCellExterior() || world.isCellQuasiExterior());
if(!exterior)
if(!isExterior)
{
mRendering.setSkyEnabled(false);
stopSounds();
@ -660,6 +654,10 @@ void WeatherManager::update(float duration, bool paused)
mWindSpeed = mResult.mWindSpeed;
mIsStorm = mResult.mIsStorm;
// For some reason Ash Storm is not considered as a precipitation weather in game
mPrecipitation = !(mResult.mParticleEffect.empty() && mResult.mRainEffect.empty())
&& mResult.mParticleEffect != "meshes\\ashcloud.nif";
if (mIsStorm)
{
osg::Vec3f playerPos (player.getRefData().getPosition().asVec3());
@ -777,12 +775,11 @@ unsigned int WeatherManager::getWeatherID() const
return mCurrentWeather;
}
bool WeatherManager::isDark() const
bool WeatherManager::useTorches(float hour) const
{
TimeStamp time = MWBase::Environment::get().getWorld()->getTimeStamp();
bool exterior = (MWBase::Environment::get().getWorld()->isCellExterior()
|| MWBase::Environment::get().getWorld()->isCellQuasiExterior());
return exterior && (time.getHour() < mSunriseTime || time.getHour() > mTimeSettings.mNightStart - 1);
bool isDark = hour < mSunriseTime || hour > mTimeSettings.mNightStart - 1;
return isDark && !mPrecipitation;
}
void WeatherManager::write(ESM::ESMWriter& writer, Loading::Listener& progress)

@ -218,14 +218,14 @@ namespace MWWorld
*/
void changeWeather(const std::string& regionID, const unsigned int weatherID);
void modRegion(const std::string& regionID, const std::vector<char>& chances);
void playerTeleported();
void playerTeleported(const std::string& playerRegion, bool isExterior);
/**
* Per-frame update
* @param duration
* @param paused
*/
void update(float duration, bool paused = false);
void update(float duration, bool paused, const TimeStamp& time, bool isExterior);
void stopSounds();
@ -240,8 +240,7 @@ namespace MWWorld
unsigned int getWeatherID() const;
/// @see World::isDark
bool isDark() const;
bool useTorches(float hour) const;
void write(ESM::ESMWriter& writer, Loading::Listener& progress);
@ -275,6 +274,7 @@ namespace MWWorld
float mWindSpeed;
bool mIsStorm;
bool mPrecipitation;
osg::Vec3f mStormDirection;
std::string mCurrentRegion;

@ -2862,11 +2862,17 @@ namespace MWWorld
MWBase::Environment::get().getMechanicsManager()->updateMagicEffects(actor);
}
bool World::isDark() const
bool World::useTorches() const
{
// If we are in exterior, check the weather manager.
// In interiors there are no precipitations and sun, so check the ambient
// Looks like pseudo-exteriors considered as interiors in this case
MWWorld::CellStore* cell = mPlayer->getPlayer().getCell();
if (cell->isExterior())
return mWeatherManager->isDark();
{
float hour = getTimeStamp().getHour();
return mWeatherManager->useTorches(hour);
}
else
{
uint32_t ambient = cell->getCell()->mAmbi.mAmbient;
@ -3027,13 +3033,17 @@ namespace MWWorld
void World::updateWeather(float duration, bool paused)
{
bool isExterior = isCellExterior() || isCellQuasiExterior();
if (mPlayer->wasTeleported())
{
mPlayer->setTeleported(false);
mWeatherManager->playerTeleported();
const std::string playerRegion = Misc::StringUtils::lowerCase(getPlayerPtr().getCell()->getCell()->mRegion);
mWeatherManager->playerTeleported(playerRegion, isExterior);
}
mWeatherManager->update(duration, paused);
const TimeStamp time = getTimeStamp();
mWeatherManager->update(duration, paused, time, isExterior);
}
struct AddDetectedReferenceVisitor

@ -607,10 +607,10 @@ namespace MWWorld
void applyLoopingParticles(const MWWorld::Ptr& ptr);
const std::vector<std::string>& getContentFiles() const override;
void breakInvisibility (const MWWorld::Ptr& actor) override;
// Are we in an exterior or pseudo-exterior cell and it's night?
bool isDark() const override;
// Allow NPCs to use torches?
bool useTorches() const override;
bool findInteriorPositionInWorldSpace(const MWWorld::CellStore* cell, osg::Vec3f& result) override;

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