#include "projectilemanager.hpp" #include #include #include #include #include #include #include #include #include "../mwworld/manualref.hpp" #include "../mwworld/class.hpp" #include "../mwworld/esmstore.hpp" #include "../mwworld/inventorystore.hpp" #include "../mwbase/soundmanager.hpp" #include "../mwbase/world.hpp" #include "../mwbase/environment.hpp" #include "../mwmechanics/combat.hpp" #include "../mwmechanics/creaturestats.hpp" #include "../mwmechanics/spellcasting.hpp" #include "../mwmechanics/actorutil.hpp" #include "../mwrender/effectmanager.hpp" #include "../mwrender/animation.hpp" #include "../mwrender/vismask.hpp" #include "../mwrender/renderingmanager.hpp" #include "../mwsound/sound.hpp" #include "../mwphysics/physicssystem.hpp" namespace MWWorld { ProjectileManager::ProjectileManager(osg::Group* parent, Resource::ResourceSystem* resourceSystem, MWRender::RenderingManager* rendering, MWPhysics::PhysicsSystem* physics) : mParent(parent) , mResourceSystem(resourceSystem) , mRendering(rendering) , mPhysics(physics) { } /// Rotates an osg::PositionAttitudeTransform over time. class RotateCallback : public osg::NodeCallback { public: RotateCallback(const osg::Vec3f& axis = osg::Vec3f(0,-1,0), float rotateSpeed = osg::PI*2) : mAxis(axis) , mRotateSpeed(rotateSpeed) { } virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) { osg::PositionAttitudeTransform* transform = static_cast(node); double time = nv->getFrameStamp()->getSimulationTime(); osg::Quat orient = osg::Quat(time * mRotateSpeed, mAxis); transform->setAttitude(orient); traverse(node, nv); } private: osg::Vec3f mAxis; float mRotateSpeed; }; void ProjectileManager::createModel(State &state, const std::string &model, const osg::Vec3f& pos, const osg::Quat& orient, bool rotate) { state.mNode = new osg::PositionAttitudeTransform; state.mNode->setNodeMask(MWRender::Mask_Effect); state.mNode->setPosition(pos); state.mNode->setAttitude(orient); osg::Group* attachTo = state.mNode; if (rotate) { osg::ref_ptr rotateNode (new osg::PositionAttitudeTransform); rotateNode->addUpdateCallback(new RotateCallback()); state.mNode->addChild(rotateNode); attachTo = rotateNode; } mResourceSystem->getSceneManager()->getInstance(model, attachTo); SceneUtil::DisableFreezeOnCullVisitor disableFreezeOnCullVisitor; state.mNode->accept(disableFreezeOnCullVisitor); state.mNode->addCullCallback(new SceneUtil::LightListCallback); mParent->addChild(state.mNode); state.mEffectAnimationTime.reset(new MWRender::EffectAnimationTime); SceneUtil::AssignControllerSourcesVisitor assignVisitor (state.mEffectAnimationTime); state.mNode->accept(assignVisitor); } void ProjectileManager::update(State& state, float duration) { state.mEffectAnimationTime->addTime(duration); } void ProjectileManager::launchMagicBolt(const std::string &model, const std::string &sound, const std::string &spellId, float speed, bool stack, const ESM::EffectList &effects, const Ptr &caster, const std::string &sourceName, const osg::Vec3f& fallbackDirection) { osg::Vec3f pos; if (caster.getClass().isActor()) pos = mPhysics->getCollisionObjectPosition(caster) + osg::Vec3f(0,0,mPhysics->getHalfExtents(caster).z() * 0.5); // Spawn at 0.75 * ActorHeight else pos = caster.getRefData().getPosition().asVec3(); if (MWBase::Environment::get().getWorld()->isUnderwater(caster.getCell(), pos)) // Underwater casting not possible return; osg::Quat orient; if (caster.getClass().isActor()) orient = osg::Quat(caster.getRefData().getPosition().rot[0], osg::Vec3f(-1,0,0)) * osg::Quat(caster.getRefData().getPosition().rot[2], osg::Vec3f(0,0,-1)); else orient.makeRotate(osg::Vec3f(0,1,0), osg::Vec3f(fallbackDirection)); MagicBoltState state; state.mSourceName = sourceName; state.mId = model; state.mSpellId = spellId; state.mCasterHandle = caster; if (caster.getClass().isActor()) state.mActorId = caster.getClass().getCreatureStats(caster).getActorId(); else state.mActorId = -1; state.mSpeed = speed; state.mStack = stack; state.mSoundId = sound; // Only interested in "on target" effects for (std::vector::const_iterator iter (effects.mList.begin()); iter!=effects.mList.end(); ++iter) { if (iter->mRange == ESM::RT_Target) state.mEffects.mList.push_back(*iter); } MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), model); MWWorld::Ptr ptr = ref.getPtr(); createModel(state, ptr.getClass().getModel(ptr), pos, orient, true); MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager(); state.mSound = sndMgr->playSound3D(pos, sound, 1.0f, 1.0f, MWBase::SoundManager::Play_TypeSfx, MWBase::SoundManager::Play_Loop); mMagicBolts.push_back(state); } void ProjectileManager::launchProjectile(Ptr actor, ConstPtr projectile, const osg::Vec3f &pos, const osg::Quat &orient, Ptr bow, float speed, float attackStrength) { ProjectileState state; state.mActorId = actor.getClass().getCreatureStats(actor).getActorId(); state.mBowId = bow.getCellRef().getRefId(); state.mVelocity = orient * osg::Vec3f(0,1,0) * speed; state.mId = projectile.getCellRef().getRefId(); state.mCasterHandle = actor; state.mAttackStrength = attackStrength; MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), projectile.getCellRef().getRefId()); MWWorld::Ptr ptr = ref.getPtr(); createModel(state, ptr.getClass().getModel(ptr), pos, orient, false); mProjectiles.push_back(state); } void ProjectileManager::update(float dt) { moveProjectiles(dt); moveMagicBolts(dt); } void ProjectileManager::moveMagicBolts(float duration) { for (std::vector::iterator it = mMagicBolts.begin(); it != mMagicBolts.end();) { osg::Quat orient = it->mNode->getAttitude(); static float fTargetSpellMaxSpeed = MWBase::Environment::get().getWorld()->getStore().get() .find("fTargetSpellMaxSpeed")->getFloat(); float speed = fTargetSpellMaxSpeed * it->mSpeed; osg::Vec3f direction = orient * osg::Vec3f(0,1,0); direction.normalize(); osg::Vec3f pos(it->mNode->getPosition()); osg::Vec3f newPos = pos + direction * duration * speed; if (it->mSound.get()) it->mSound->setPosition(newPos); it->mNode->setPosition(newPos); update(*it, duration); MWWorld::Ptr caster = it->getCaster(); // Check for impact // TODO: use a proper btRigidBody / btGhostObject? MWPhysics::PhysicsSystem::RayResult result = mPhysics->castRay(pos, newPos, caster, 0xff, MWPhysics::CollisionType_Projectile); bool hit = false; if (result.mHit) { hit = true; if (result.mHitObject.isEmpty()) { // terrain } else { MWMechanics::CastSpell cast(caster, result.mHitObject); cast.mHitPosition = pos; cast.mId = it->mSpellId; cast.mSourceName = it->mSourceName; cast.mStack = it->mStack; cast.inflict(result.mHitObject, caster, it->mEffects, ESM::RT_Target, false, true); } } // Explodes when hitting water if (MWBase::Environment::get().getWorld()->isUnderwater(MWMechanics::getPlayer().getCell(), newPos)) hit = true; if (hit) { MWBase::Environment::get().getWorld()->explodeSpell(pos, it->mEffects, caster, result.mHitObject, ESM::RT_Target, it->mSpellId, it->mSourceName); MWBase::Environment::get().getSoundManager()->stopSound(it->mSound); mParent->removeChild(it->mNode); it = mMagicBolts.erase(it); continue; } else ++it; } } void ProjectileManager::moveProjectiles(float duration) { for (std::vector::iterator it = mProjectiles.begin(); it != mProjectiles.end();) { // gravity constant - must be way lower than the gravity affecting actors, since we're not // simulating aerodynamics at all it->mVelocity -= osg::Vec3f(0, 0, 627.2f * 0.1f) * duration; osg::Vec3f pos(it->mNode->getPosition()); osg::Vec3f newPos = pos + it->mVelocity * duration; osg::Quat orient; orient.makeRotate(osg::Vec3f(0,1,0), it->mVelocity); it->mNode->setAttitude(orient); it->mNode->setPosition(newPos); update(*it, duration); MWWorld::Ptr caster = it->getCaster(); // Check for impact // TODO: use a proper btRigidBody / btGhostObject? MWPhysics::PhysicsSystem::RayResult result = mPhysics->castRay(pos, newPos, caster, 0xff, MWPhysics::CollisionType_Projectile); bool underwater = MWBase::Environment::get().getWorld()->isUnderwater(MWMechanics::getPlayer().getCell(), newPos); if (result.mHit || underwater) { if (result.mHit) { MWWorld::ManualRef projectileRef(MWBase::Environment::get().getWorld()->getStore(), it->mId); // Try to get a Ptr to the bow that was used. It might no longer exist. MWWorld::Ptr bow = projectileRef.getPtr(); if (!caster.isEmpty()) { MWWorld::InventoryStore& inv = caster.getClass().getInventoryStore(caster); MWWorld::ContainerStoreIterator invIt = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight); if (invIt != inv.end() && Misc::StringUtils::ciEqual(invIt->getCellRef().getRefId(), it->mBowId)) bow = *invIt; } if (caster.isEmpty()) caster = result.mHitObject; MWMechanics::projectileHit(caster, result.mHitObject, bow, projectileRef.getPtr(), result.mHitPos, it->mAttackStrength); } if (underwater) mRendering->emitWaterRipple(newPos); mParent->removeChild(it->mNode); it = mProjectiles.erase(it); continue; } ++it; } } void ProjectileManager::clear() { for (std::vector::iterator it = mProjectiles.begin(); it != mProjectiles.end(); ++it) { mParent->removeChild(it->mNode); } mProjectiles.clear(); for (std::vector::iterator it = mMagicBolts.begin(); it != mMagicBolts.end(); ++it) { mParent->removeChild(it->mNode); MWBase::Environment::get().getSoundManager()->stopSound(it->mSound); } mMagicBolts.clear(); } void ProjectileManager::write(ESM::ESMWriter &writer, Loading::Listener &progress) const { for (std::vector::const_iterator it = mProjectiles.begin(); it != mProjectiles.end(); ++it) { writer.startRecord(ESM::REC_PROJ); ESM::ProjectileState state; state.mId = it->mId; state.mPosition = ESM::Vector3(osg::Vec3f(it->mNode->getPosition())); state.mOrientation = ESM::Quaternion(osg::Quat(it->mNode->getAttitude())); state.mActorId = it->mActorId; state.mBowId = it->mBowId; state.mVelocity = it->mVelocity; state.mAttackStrength = it->mAttackStrength; state.save(writer); writer.endRecord(ESM::REC_PROJ); } for (std::vector::const_iterator it = mMagicBolts.begin(); it != mMagicBolts.end(); ++it) { writer.startRecord(ESM::REC_MPRJ); ESM::MagicBoltState state; state.mId = it->mId; state.mPosition = ESM::Vector3(osg::Vec3f(it->mNode->getPosition())); state.mOrientation = ESM::Quaternion(osg::Quat(it->mNode->getAttitude())); state.mActorId = it->mActorId; state.mSpellId = it->mSpellId; state.mEffects = it->mEffects; state.mSound = it->mSoundId; state.mSourceName = it->mSourceName; state.mSpeed = it->mSpeed; state.mStack = it->mStack; state.save(writer); writer.endRecord(ESM::REC_MPRJ); } } bool ProjectileManager::readRecord(ESM::ESMReader &reader, uint32_t type) { if (type == ESM::REC_PROJ) { ESM::ProjectileState esm; esm.load(reader); ProjectileState state; state.mActorId = esm.mActorId; state.mBowId = esm.mBowId; state.mVelocity = esm.mVelocity; state.mId = esm.mId; state.mAttackStrength = esm.mAttackStrength; std::string model; try { MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), esm.mId); MWWorld::Ptr ptr = ref.getPtr(); model = ptr.getClass().getModel(ptr); } catch(...) { return true; } createModel(state, model, osg::Vec3f(esm.mPosition), osg::Quat(esm.mOrientation), false); mProjectiles.push_back(state); return true; } else if (type == ESM::REC_MPRJ) { ESM::MagicBoltState esm; esm.load(reader); MagicBoltState state; state.mSourceName = esm.mSourceName; state.mId = esm.mId; state.mSpellId = esm.mSpellId; state.mActorId = esm.mActorId; state.mSpeed = esm.mSpeed; state.mStack = esm.mStack; state.mEffects = esm.mEffects; std::string model; try { MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), esm.mId); MWWorld::Ptr ptr = ref.getPtr(); model = ptr.getClass().getModel(ptr); } catch(...) { return true; } createModel(state, model, osg::Vec3f(esm.mPosition), osg::Quat(esm.mOrientation), true); MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager(); state.mSound = sndMgr->playSound3D(esm.mPosition, esm.mSound, 1.0f, 1.0f, MWBase::SoundManager::Play_TypeSfx, MWBase::SoundManager::Play_Loop); state.mSoundId = esm.mSound; mMagicBolts.push_back(state); return true; } return false; } int ProjectileManager::countSavedGameRecords() const { return mMagicBolts.size() + mProjectiles.size(); } MWWorld::Ptr ProjectileManager::State::getCaster() { if (!mCasterHandle.isEmpty()) return mCasterHandle; return MWBase::Environment::get().getWorld()->searchPtrViaActorId(mActorId); } }