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https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-03-05 18:49:40 +00:00
Add OpenMW 0.47 commits up to 10 Oct 2021
This commit is contained in:
commit
e010c61167
13 changed files with 56 additions and 62 deletions
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@ -222,6 +222,7 @@ Programmers
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Yuri Krupenin
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zelurker
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Noah Gooder
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Andrew Appuhamy (andrew-app)
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Documentation
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-------------
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@ -131,6 +131,7 @@
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Bug #6043: Actor can have torch missing when torch animation is played
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Bug #6047: Mouse bindings can be triggered during save loading
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Bug #6136: Game freezes when NPCs try to open doors that are about to be closed
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Bug #6294: Game crashes with empty pathgrid
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Feature #390: 3rd person look "over the shoulder"
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Feature #832: OpenMW-CS: Handle deleted references
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Feature #1536: Show more information about level on menu
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@ -160,6 +161,7 @@
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Feature #5519: Code Patch tab in launcher
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Feature #5524: Resume failed script execution after reload
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Feature #5545: Option to allow stealing from an unconscious NPC during combat
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Feature #5551: Do not reboot PC after OpenMW installation on Windows
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Feature #5563: Run physics update in background thread
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Feature #5579: MCP SetAngle enhancement
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Feature #5580: Service refusal filtering
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@ -174,6 +176,7 @@
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Feature #5814: Bsatool should be able to create BSA archives, not only to extract it
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Feature #5828: Support more than 8 lights
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Feature #5910: Fall back to delta time when physics can't keep up
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Feature #5980: Support Bullet with double precision instead of one with single precision
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Feature #6024: OpenMW-CS: Selecting terrain in "Terrain land editing" should support "Add to selection" and "Remove from selection" modes
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Feature #6033: Include pathgrid to navigation mesh
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Feature #6034: Find path based on area cost depending on NPC stats
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@ -98,8 +98,8 @@ namespace MWInput
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// We keep track of our own mouse position, so that moving the mouse while in
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// game mode does not move the position of the GUI cursor
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float uiScale = MWBase::Environment::get().getWindowManager()->getScalingFactor();
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float xMove = xAxis * dt * 1500.0f / uiScale;
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float yMove = yAxis * dt * 1500.0f / uiScale;
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float xMove = xAxis * dt * 1500.0f / uiScale * mGamepadCursorSpeed;
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float yMove = yAxis * dt * 1500.0f / uiScale * mGamepadCursorSpeed;
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float mouseWheelMove = -zAxis * dt * 1500.0f;
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if (xMove != 0 || yMove != 0 || mouseWheelMove != 0)
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@ -44,14 +44,14 @@ namespace MWMechanics
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}
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};
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bool absorbSpell (const std::string& spellId, const MWWorld::Ptr& caster, const MWWorld::Ptr& target)
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int getAbsorbChance(const MWWorld::Ptr& caster, const MWWorld::Ptr& target)
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{
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if (spellId.empty() || target.isEmpty() || caster == target || !target.getClass().isActor())
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return false;
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if(target.isEmpty() || caster == target || !target.getClass().isActor())
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return 0;
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CreatureStats& stats = target.getClass().getCreatureStats(target);
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if (stats.getMagicEffects().get(ESM::MagicEffect::SpellAbsorption).getMagnitude() <= 0.f)
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return false;
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return 0;
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GetAbsorptionProbability check;
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stats.getActiveSpells().visitEffectSources(check);
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@ -59,9 +59,12 @@ namespace MWMechanics
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if (target.getClass().hasInventoryStore(target))
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target.getClass().getInventoryStore(target).visitEffectSources(check);
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int chance = check.mProbability * 100;
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if (Misc::Rng::roll0to99() >= chance)
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return false;
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return check.mProbability * 100;
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}
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void absorbSpell (const std::string& spellId, const MWWorld::Ptr& caster, const MWWorld::Ptr& target)
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{
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CreatureStats& stats = target.getClass().getCreatureStats(target);
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const auto& esmStore = MWBase::Environment::get().getWorld()->getStore();
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const ESM::Static* absorbStatic = esmStore.get<ESM::Static>().find("VFX_Absorb");
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@ -85,7 +88,6 @@ namespace MWMechanics
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DynamicStat<float> magicka = stats.getMagicka();
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magicka.setCurrent(magicka.getCurrent() + spellCost);
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stats.setMagicka(magicka);
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return true;
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}
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}
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@ -10,8 +10,9 @@ namespace MWWorld
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namespace MWMechanics
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{
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// Try to absorb a spell based on the magnitude of every Spell Absorption effect source on the target.
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bool absorbSpell(const std::string& spellId, const MWWorld::Ptr& caster, const MWWorld::Ptr& target);
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void absorbSpell(const std::string& spellId, const MWWorld::Ptr& caster, const MWWorld::Ptr& target);
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// Calculate the chance to absorb a spell based on the magnitude of every Spell Absorption effect source on the target.
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int getAbsorbChance(const MWWorld::Ptr& caster, const MWWorld::Ptr& target);
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}
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#endif
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@ -136,8 +136,7 @@ namespace MWMechanics
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// throughout the iteration of this spell's
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// effects, we display a "can't re-cast" message
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// Try absorbing the spell. Some handling must still happen for absorbed effects.
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bool absorbed = absorbSpell(mId, caster, target);
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int absorbChance = getAbsorbChance(caster, target);
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int currentEffectIndex = 0;
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for (std::vector<ESM::ENAMstruct>::const_iterator effectIt (effects.mList.begin());
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@ -159,6 +158,13 @@ namespace MWMechanics
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}
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canCastAnEffect = true;
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// Try absorbing the effect
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if(absorbChance && Misc::Rng::roll0to99() < absorbChance)
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{
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absorbSpell(mId, caster, target);
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continue;
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}
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if (!checkEffectTarget(effectIt->mEffectID, target, caster, castByPlayer))
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continue;
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@ -172,10 +178,6 @@ namespace MWMechanics
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if (target.getClass().isActor() && target != caster && !caster.isEmpty() && isHarmful)
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target.getClass().onHit(target, 0.0f, true, MWWorld::Ptr(), caster, osg::Vec3f(), true);
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// Avoid proceeding further for absorbed spells.
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if (absorbed)
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continue;
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// Reflect harmful effects
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if (!reflected && reflectEffect(*effectIt, magicEffect, caster, target, reflectedEffects))
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continue;
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@ -644,7 +644,7 @@ namespace MWPhysics
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mTaskScheduler->convexSweepTest(projectile->getConvexShape(), from_, to_, resultCallback);
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const auto newpos = projectile->isActive() ? position : Misc::Convert::toOsg(resultCallback.m_hitPointWorld);
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const auto newpos = projectile->isActive() ? position : Misc::Convert::toOsg(projectile->getHitPosition());
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projectile->setPosition(newpos);
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mTaskScheduler->updateSingleAabb(foundProjectile->second);
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}
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@ -717,7 +717,7 @@ namespace MWPhysics
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mActors.emplace(ptr, std::move(actor));
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}
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int PhysicsSystem::addProjectile (const MWWorld::Ptr& caster, const osg::Vec3f& position, const std::string& mesh, bool computeRadius, bool canTraverseWater)
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int PhysicsSystem::addProjectile (const MWWorld::Ptr& caster, const osg::Vec3f& position, const std::string& mesh, bool computeRadius)
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{
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osg::ref_ptr<Resource::BulletShapeInstance> shapeInstance = mShapeManager->getInstance(mesh);
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assert(shapeInstance);
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@ -725,7 +725,7 @@ namespace MWPhysics
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mProjectileId++;
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auto projectile = std::make_shared<Projectile>(caster, position, radius, canTraverseWater, mTaskScheduler.get(), this);
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auto projectile = std::make_shared<Projectile>(caster, position, radius, mTaskScheduler.get(), this);
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mProjectiles.emplace(mProjectileId, std::move(projectile));
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return mProjectileId;
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@ -125,7 +125,7 @@ namespace MWPhysics
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void addObject (const MWWorld::Ptr& ptr, const std::string& mesh, int collisionType = CollisionType_World);
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void addActor (const MWWorld::Ptr& ptr, const std::string& mesh);
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int addProjectile(const MWWorld::Ptr& caster, const osg::Vec3f& position, const std::string& mesh, bool computeRadius, bool canTraverseWater);
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int addProjectile(const MWWorld::Ptr& caster, const osg::Vec3f& position, const std::string& mesh, bool computeRadius);
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void setCaster(int projectileId, const MWWorld::Ptr& caster);
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void updateProjectile(const int projectileId, const osg::Vec3f &position) const;
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void removeProjectile(const int projectileId);
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@ -13,12 +13,10 @@
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namespace MWPhysics
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{
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Projectile::Projectile(const MWWorld::Ptr& caster, const osg::Vec3f& position, float radius, bool canCrossWaterSurface, PhysicsTaskScheduler* scheduler, PhysicsSystem* physicssystem)
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: mCanCrossWaterSurface(canCrossWaterSurface)
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, mCrossedWaterSurface(false)
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Projectile::Projectile(const MWWorld::Ptr& caster, const osg::Vec3f& position, float radius, PhysicsTaskScheduler* scheduler, PhysicsSystem* physicssystem)
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: mHitWater(false)
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, mActive(true)
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, mCaster(caster)
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, mWaterHitPosition(std::nullopt)
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, mPhysics(physicssystem)
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, mTaskScheduler(scheduler)
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{
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@ -72,11 +70,6 @@ osg::Vec3f Projectile::getPosition() const
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return mPosition;
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}
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bool Projectile::canTraverseWater() const
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{
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return mCanCrossWaterSurface;
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}
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void Projectile::hit(MWWorld::Ptr target, btVector3 pos, btVector3 normal)
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{
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if (!mActive.load(std::memory_order_acquire))
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@ -127,17 +120,4 @@ bool Projectile::isValidTarget(const MWWorld::Ptr& target) const
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return validTarget;
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}
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std::optional<btVector3> Projectile::getWaterHitPosition()
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{
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return std::exchange(mWaterHitPosition, std::nullopt);
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}
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void Projectile::setWaterHitPosition(btVector3 pos)
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{
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if (mCrossedWaterSurface)
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return;
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mCrossedWaterSurface = true;
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mWaterHitPosition = pos;
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}
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}
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@ -4,7 +4,6 @@
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#include <atomic>
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#include <memory>
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#include <mutex>
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#include <optional>
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#include <LinearMath/btVector3.h>
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class Projectile final : public PtrHolder
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{
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public:
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Projectile(const MWWorld::Ptr& caster, const osg::Vec3f& position, float radius, bool canCrossWaterSurface, PhysicsTaskScheduler* scheduler, PhysicsSystem* physicssystem);
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Projectile(const MWWorld::Ptr& caster, const osg::Vec3f& position, float radius, PhysicsTaskScheduler* scheduler, PhysicsSystem* physicssystem);
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~Projectile() override;
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btConvexShape* getConvexShape() const { return mConvexShape; }
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@ -61,15 +60,25 @@ namespace MWPhysics
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MWWorld::Ptr getCaster() const;
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void setCaster(MWWorld::Ptr caster);
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bool canTraverseWater() const;
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void setHitWater()
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{
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mHitWater = true;
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}
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bool getHitWater() const
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{
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return mHitWater;
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}
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void hit(MWWorld::Ptr target, btVector3 pos, btVector3 normal);
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void setValidTargets(const std::vector<MWWorld::Ptr>& targets);
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bool isValidTarget(const MWWorld::Ptr& target) const;
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std::optional<btVector3> getWaterHitPosition();
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void setWaterHitPosition(btVector3 pos);
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btVector3 getHitPosition() const
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{
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return mHitPosition;
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}
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private:
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@ -78,12 +87,10 @@ namespace MWPhysics
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std::unique_ptr<btCollisionObject> mCollisionObject;
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bool mTransformUpdatePending;
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bool mCanCrossWaterSurface;
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bool mCrossedWaterSurface;
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bool mHitWater;
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std::atomic<bool> mActive;
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MWWorld::Ptr mCaster;
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MWWorld::Ptr mHitTarget;
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std::optional<btVector3> mWaterHitPosition;
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osg::Vec3f mPosition;
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btVector3 mHitPosition;
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btVector3 mHitNormal;
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@ -47,9 +47,7 @@ namespace MWPhysics
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}
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case CollisionType_Water:
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{
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mProjectile->setWaterHitPosition(m_hitPointWorld);
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if (mProjectile->canTraverseWater())
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return 1.f;
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mProjectile->setHitWater();
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mProjectile->hit(MWWorld::Ptr(), m_hitPointWorld, m_hitNormalWorld);
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break;
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}
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@ -320,7 +320,7 @@ namespace MWWorld
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// in case there are multiple effects, the model is a dummy without geometry. Use the second effect for physics shape
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if (state.mIdMagic.size() > 1)
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model = "meshes\\" + MWBase::Environment::get().getWorld()->getStore().get<ESM::Weapon>().find(state.mIdMagic.at(1))->mModel;
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state.mProjectileId = mPhysics->addProjectile(caster, pos, model, true, false);
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state.mProjectileId = mPhysics->addProjectile(caster, pos, model, true);
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state.mToDelete = false;
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mMagicBolts.push_back(state);
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}
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@ -345,7 +345,7 @@ namespace MWWorld
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if (!ptr.getClass().getEnchantment(ptr).empty())
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SceneUtil::addEnchantedGlow(state.mNode, mResourceSystem, ptr.getClass().getEnchantmentColor(ptr));
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state.mProjectileId = mPhysics->addProjectile(actor, pos, model, false, true);
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state.mProjectileId = mPhysics->addProjectile(actor, pos, model, false);
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state.mToDelete = false;
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mProjectiles.push_back(state);
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}
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@ -496,9 +496,6 @@ namespace MWWorld
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auto* projectile = mPhysics->getProjectile(projectileState.mProjectileId);
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if (const auto hitWaterPos = projectile->getWaterHitPosition())
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mRendering->emitWaterRipple(Misc::Convert::toOsg(*hitWaterPos));
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const auto pos = projectile->getPosition();
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projectileState.mNode->setPosition(pos);
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@ -522,6 +519,8 @@ namespace MWWorld
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if (invIt != inv.end() && Misc::StringUtils::ciEqual(invIt->getCellRef().getRefId(), projectileState.mBowId))
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bow = *invIt;
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}
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if (projectile->getHitWater())
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mRendering->emitWaterRipple(pos);
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MWMechanics::projectileHit(caster, target, bow, projectileRef.getPtr(), pos, projectileState.mAttackStrength);
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cleanupProjectile(projectileState);
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@ -654,7 +653,7 @@ namespace MWWorld
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int weaponType = ptr.get<ESM::Weapon>()->mBase->mData.mType;
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state.mThrown = MWMechanics::getWeaponType(weaponType)->mWeaponClass == ESM::WeaponType::Thrown;
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state.mProjectileId = mPhysics->addProjectile(state.getCaster(), osg::Vec3f(esm.mPosition), model, false, true);
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state.mProjectileId = mPhysics->addProjectile(state.getCaster(), osg::Vec3f(esm.mPosition), model, false);
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}
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catch(...)
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{
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@ -707,7 +706,7 @@ namespace MWWorld
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osg::Vec4 lightDiffuseColor = getMagicBoltLightDiffuseColor(state.mEffects);
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createModel(state, model, osg::Vec3f(esm.mPosition), osg::Quat(esm.mOrientation), true, true, lightDiffuseColor, texture);
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state.mProjectileId = mPhysics->addProjectile(state.getCaster(), osg::Vec3f(esm.mPosition), model, true, false);
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state.mProjectileId = mPhysics->addProjectile(state.getCaster(), osg::Vec3f(esm.mPosition), model, true);
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MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
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for (const std::string &soundid : state.mSoundIds)
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@ -3672,6 +3672,7 @@ namespace MWWorld
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bool underwater = MWBase::Environment::get().getWorld()->isUnderwater(MWMechanics::getPlayer().getCell(), worldPos);
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if (underwater)
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{
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MWMechanics::projectileHit(actor, Ptr(), bow, projectile, worldPos, attackStrength);
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mRendering->emitWaterRipple(worldPos);
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return;
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}
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