#include "actionteleport.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/world.hpp" #include "../mwbase/mechanicsmanager.hpp" #include "../mwworld/class.hpp" #include "player.hpp" namespace { void getFollowers (const MWWorld::Ptr& actor, std::set& out) { std::list followers = MWBase::Environment::get().getMechanicsManager()->getActorsFollowing(actor); for(std::list::iterator it = followers.begin();it != followers.end();++it) { if (out.insert(*it).second) { getFollowers(*it, out); } } } } namespace MWWorld { ActionTeleport::ActionTeleport (const std::string& cellName, const ESM::Position& position, bool teleportFollowers) : Action (true), mCellName (cellName), mPosition (position), mTeleportFollowers(teleportFollowers) { } void ActionTeleport::executeImp (const Ptr& actor) { if (mTeleportFollowers) { //find any NPC that is following the actor and teleport him too std::set followers; getFollowers(actor, followers); for(std::set::iterator it = followers.begin();it != followers.end();++it) { MWWorld::Ptr follower = *it; std::string script = follower.getClass().getScript(follower); if (!script.empty() && follower.getRefData().getLocals().getIntVar(script, "stayoutside") == 1) continue; if ((follower.getRefData().getPosition().asVec3() - actor.getRefData().getPosition().asVec3()).length2() <= 800*800) teleport(*it); } } teleport(actor); } void ActionTeleport::teleport(const Ptr &actor) { MWBase::World* world = MWBase::Environment::get().getWorld(); if(actor == world->getPlayerPtr()) { world->getPlayer().setTeleported(true); if (mCellName.empty()) world->changeToExteriorCell (mPosition); else world->changeToInteriorCell (mCellName, mPosition); } else { if (mCellName.empty()) { int cellX; int cellY; world->positionToIndex(mPosition.pos[0],mPosition.pos[1],cellX,cellY); world->moveObject(actor,world->getExterior(cellX,cellY), mPosition.pos[0],mPosition.pos[1],mPosition.pos[2]); } else world->moveObject(actor,world->getInterior(mCellName),mPosition.pos[0],mPosition.pos[1],mPosition.pos[2]); } } }