#include "projectilemanager.hpp" #include #include #include #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 "../mwmechanics/aipackage.hpp" #include "../mwrender/effectmanager.hpp" #include "../mwrender/animation.hpp" #include "../mwrender/vismask.hpp" #include "../mwrender/renderingmanager.hpp" #include "../mwrender/util.hpp" #include "../mwsound/sound.hpp" #include "../mwphysics/physicssystem.hpp" namespace { ESM::EffectList getMagicBoltData(std::vector& projectileIDs, std::vector& sounds, float& speed, std::string& texture, std::string& sourceName, const std::string& id) { const MWWorld::ESMStore& esmStore = MWBase::Environment::get().getWorld()->getStore(); const ESM::EffectList* effects; if (const ESM::Spell* spell = esmStore.get().search(id)) // check if it's a spell { sourceName = spell->mName; effects = &spell->mEffects; } else // check if it's an enchanted item { MWWorld::ManualRef ref(esmStore, id); MWWorld::Ptr ptr = ref.getPtr(); const ESM::Enchantment* ench = esmStore.get().find(ptr.getClass().getEnchantment(ptr)); sourceName = ptr.getClass().getName(ptr); effects = &ench->mEffects; } int count = 0; speed = 0.0f; ESM::EffectList projectileEffects; for (std::vector::const_iterator iter (effects->mList.begin()); iter!=effects->mList.end(); ++iter) { const ESM::MagicEffect *magicEffect = MWBase::Environment::get().getWorld()->getStore().get().find ( iter->mEffectID); // Speed of multi-effect projectiles should be the average of the constituent effects, // based on observation of the original engine. speed += magicEffect->mData.mSpeed; count++; if (iter->mRange != ESM::RT_Target) continue; if (magicEffect->mBolt.empty()) projectileIDs.push_back("VFX_DefaultBolt"); else projectileIDs.push_back(magicEffect->mBolt); static const std::string schools[] = { "alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration" }; if (!magicEffect->mBoltSound.empty()) sounds.push_back(magicEffect->mBoltSound); else sounds.push_back(schools[magicEffect->mData.mSchool] + " bolt"); projectileEffects.mList.push_back(*iter); } if (count != 0) speed /= count; // the particle texture is only used if there is only one projectile if (projectileEffects.mList.size() == 1) { const ESM::MagicEffect *magicEffect = MWBase::Environment::get().getWorld()->getStore().get().find ( effects->mList.begin()->mEffectID); texture = magicEffect->mParticle; } if (projectileEffects.mList.size() > 1) // insert a VFX_Multiple projectile if there are multiple projectile effects { std::ostringstream ID; ID << "VFX_Multiple" << effects->mList.size(); std::vector::iterator it; it = projectileIDs.begin(); it = projectileIDs.insert(it, ID.str()); } return projectileEffects; } osg::Vec4 getMagicBoltLightDiffuseColor(const ESM::EffectList& effects) { // Calculate combined light diffuse color from magical effects osg::Vec4 lightDiffuseColor; float lightDiffuseRed = 0.0f; float lightDiffuseGreen = 0.0f; float lightDiffuseBlue = 0.0f; for (std::vector::const_iterator iter(effects.mList.begin()); iter != effects.mList.end(); ++iter) { const ESM::MagicEffect *magicEffect = MWBase::Environment::get().getWorld()->getStore().get().find( iter->mEffectID); lightDiffuseRed += (static_cast(magicEffect->mData.mRed) / 255.f); lightDiffuseGreen += (static_cast(magicEffect->mData.mGreen) / 255.f); lightDiffuseBlue += (static_cast(magicEffect->mData.mBlue) / 255.f); } int numberOfEffects = effects.mList.size(); lightDiffuseColor = osg::Vec4(lightDiffuseRed / numberOfEffects , lightDiffuseGreen / numberOfEffects , lightDiffuseBlue / numberOfEffects , 1.0f); return lightDiffuseColor; } } namespace MWWorld { ProjectileManager::ProjectileManager(osg::Group* parent, Resource::ResourceSystem* resourceSystem, MWRender::RenderingManager* rendering, MWPhysics::PhysicsSystem* physics) : mParent(parent) , mResourceSystem(resourceSystem) , mRendering(rendering) , mPhysics(physics) , mCleanupTimer(0.0f) { } /// 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, bool createLight, osg::Vec4 lightDiffuseColor, std::string texture) { 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; } osg::ref_ptr projectile = mResourceSystem->getSceneManager()->getInstance(model, attachTo); osg::ref_ptr boundVisitor = new osg::ComputeBoundsVisitor(); projectile->accept(*boundVisitor.get()); osg::BoundingBox bb = boundVisitor->getBoundingBox(); state.mNode->setPivotPoint(bb.center()); if (state.mIdMagic.size() > 1) for (size_t iter = 1; iter != state.mIdMagic.size(); ++iter) { std::ostringstream nodeName; nodeName << "Dummy" << std::setw(2) << std::setfill('0') << iter; const ESM::Weapon* weapon = MWBase::Environment::get().getWorld()->getStore().get().find (state.mIdMagic.at(iter)); SceneUtil::FindByNameVisitor findVisitor(nodeName.str()); attachTo->accept(findVisitor); if (findVisitor.mFoundNode) mResourceSystem->getSceneManager()->getInstance("meshes\\" + weapon->mModel, findVisitor.mFoundNode); } if (createLight) { osg::ref_ptr projectileLight(new osg::Light); projectileLight->setAmbient(osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f)); projectileLight->setDiffuse(lightDiffuseColor); projectileLight->setSpecular(osg::Vec4(0.0f, 0.0f, 0.0f, 0.0f)); projectileLight->setConstantAttenuation(0.f); projectileLight->setLinearAttenuation(0.1f); projectileLight->setQuadraticAttenuation(0.f); projectileLight->setPosition(osg::Vec4(pos, 1.0)); SceneUtil::LightSource* projectileLightSource = new SceneUtil::LightSource; projectileLightSource->setNodeMask(MWRender::Mask_Lighting); projectileLightSource->setRadius(66.f); state.mNode->addChild(projectileLightSource); projectileLightSource->setLight(projectileLight); } 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); MWRender::overrideFirstRootTexture(texture, mResourceSystem, projectile); } void ProjectileManager::update(State& state, float duration) { state.mEffectAnimationTime->addTime(duration); } void ProjectileManager::launchMagicBolt(const std::string &spellId, const Ptr &caster, const osg::Vec3f& fallbackDirection) { osg::Vec3f pos = caster.getRefData().getPosition().asVec3(); if (caster.getClass().isActor()) { // Spawn at 0.75 * ActorHeight // Note: we ignore the collision box offset, this is required to make some flying creatures work as intended. pos.z() += mPhysics->getHalfExtents(caster).z() * 2 * 0.75; } 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.mSpellId = spellId; state.mCasterHandle = caster; if (caster.getClass().isActor()) state.mActorId = caster.getClass().getCreatureStats(caster).getActorId(); else state.mActorId = -1; std::string texture = ""; state.mEffects = getMagicBoltData(state.mIdMagic, state.mSoundIds, state.mSpeed, texture, state.mSourceName, state.mSpellId); // Non-projectile should have been removed by getMagicBoltData if (state.mEffects.mList.empty()) return; MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), state.mIdMagic.at(0)); MWWorld::Ptr ptr = ref.getPtr(); osg::Vec4 lightDiffuseColor = getMagicBoltLightDiffuseColor(state.mEffects); createModel(state, ptr.getClass().getModel(ptr), pos, orient, true, true, lightDiffuseColor, texture); MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager(); for (size_t it = 0; it != state.mSoundIds.size(); it++) { MWBase::Sound *sound = sndMgr->playSound3D(pos, state.mSoundIds.at(it), 1.0f, 1.0f, MWSound::Type::Sfx, MWSound::PlayMode::Loop); if (sound) state.mSounds.push_back(sound); } 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.mIdArrow = projectile.getCellRef().getRefId(); state.mCasterHandle = actor; state.mAttackStrength = attackStrength; state.mThrown = projectile.get()->mBase->mData.mType == ESM::Weapon::MarksmanThrown; 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, false, osg::Vec4(0,0,0,0)); mProjectiles.push_back(state); } void ProjectileManager::update(float dt) { periodicCleanup(dt); moveProjectiles(dt); moveMagicBolts(dt); } void ProjectileManager::periodicCleanup(float dt) { mCleanupTimer -= dt; if (mCleanupTimer <= 0.0f) { mCleanupTimer = 2.0f; auto isCleanable = [](const ProjectileManager::State& state) -> bool { const float farawayThreshold = 72000.0f; osg::Vec3 playerPos = MWMechanics::getPlayer().getRefData().getPosition().asVec3(); return (state.mNode->getPosition() - playerPos).length2() >= farawayThreshold*farawayThreshold; }; for (std::vector::iterator it = mProjectiles.begin(); it != mProjectiles.end();) { if (isCleanable(*it)) { cleanupProjectile(*it); it = mProjectiles.erase(it); } else ++it; } for (std::vector::iterator it = mMagicBolts.begin(); it != mMagicBolts.end();) { if (isCleanable(*it)) { cleanupMagicBolt(*it); it = mMagicBolts.erase(it); } else ++it; } } } 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; for (size_t soundIter = 0; soundIter != it->mSounds.size(); soundIter++) { it->mSounds.at(soundIter)->setPosition(newPos); } it->mNode->setPosition(newPos); update(*it, duration); MWWorld::Ptr caster = it->getCaster(); // For AI actors, get combat targets to use in the ray cast. Only those targets will return a positive hit result. std::vector targetActors; if (!caster.isEmpty() && caster.getClass().isActor() && caster != MWMechanics::getPlayer()) caster.getClass().getCreatureStats(caster).getAiSequence().getCombatTargets(targetActors); // Check for impact // TODO: use a proper btRigidBody / btGhostObject? MWPhysics::PhysicsSystem::RayResult result = mPhysics->castRay(pos, newPos, caster, targetActors, 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 = false; 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::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager(); for (size_t soundIter = 0; soundIter != it->mSounds.size(); soundIter++) sndMgr->stopSound(it->mSounds.at(soundIter)); 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; if (it->mThrown) orient.set( osg::Matrixd::rotate(it->mEffectAnimationTime->getTime() * -10.0,osg::Vec3f(0,0,1)) * osg::Matrixd::rotate(osg::PI / 2.0,osg::Vec3f(0,1,0)) * osg::Matrixd::rotate(-1 * osg::PI / 2.0,osg::Vec3f(1,0,0)) * osg::Matrixd::inverse( osg::Matrixd::lookAt( osg::Vec3f(0,0,0), it->mVelocity, osg::Vec3f(0,0,1)) ) ); else 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(); // For AI actors, get combat targets to use in the ray cast. Only those targets will return a positive hit result. std::vector targetActors; if (!caster.isEmpty() && caster.getClass().isActor() && caster != MWMechanics::getPlayer()) caster.getClass().getCreatureStats(caster).getAiSequence().getCombatTargets(targetActors); // Check for impact // TODO: use a proper btRigidBody / btGhostObject? MWPhysics::PhysicsSystem::RayResult result = mPhysics->castRay(pos, newPos, caster, targetActors, 0xff, MWPhysics::CollisionType_Projectile); bool underwater = MWBase::Environment::get().getWorld()->isUnderwater(MWMechanics::getPlayer().getCell(), newPos); if (result.mHit || underwater) { MWWorld::ManualRef projectileRef(MWBase::Environment::get().getWorld()->getStore(), it->mIdArrow); // Try to get a Ptr to the bow that was used. It might no longer exist. MWWorld::Ptr bow = projectileRef.getPtr(); if (!caster.isEmpty() && it->mIdArrow != it->mBowId) { 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.mHit ? result.mHitPos : newPos, it->mAttackStrength); if (underwater) mRendering->emitWaterRipple(newPos); mParent->removeChild(it->mNode); it = mProjectiles.erase(it); continue; } ++it; } } void ProjectileManager::cleanupProjectile(ProjectileManager::ProjectileState& state) { mParent->removeChild(state.mNode); } void ProjectileManager::cleanupMagicBolt(ProjectileManager::MagicBoltState& state) { mParent->removeChild(state.mNode); for (size_t soundIter = 0; soundIter != state.mSounds.size(); soundIter++) { MWBase::Environment::get().getSoundManager()->stopSound(state.mSounds.at(soundIter)); } } void ProjectileManager::clear() { for (std::vector::iterator it = mProjectiles.begin(); it != mProjectiles.end(); ++it) { cleanupProjectile(*it); } mProjectiles.clear(); for (std::vector::iterator it = mMagicBolts.begin(); it != mMagicBolts.end(); ++it) { cleanupMagicBolt(*it); } 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->mIdArrow; 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->mIdMagic.at(0); 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.mSpeed = it->mSpeed; 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.mIdArrow = 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); state.mThrown = ptr.get()->mBase->mData.mType == ESM::Weapon::MarksmanThrown; } catch(...) { return true; } createModel(state, model, osg::Vec3f(esm.mPosition), osg::Quat(esm.mOrientation), false, false, osg::Vec4(0,0,0,0)); mProjectiles.push_back(state); return true; } else if (type == ESM::REC_MPRJ) { ESM::MagicBoltState esm; esm.load(reader); MagicBoltState state; state.mIdMagic.push_back(esm.mId); state.mSpellId = esm.mSpellId; state.mActorId = esm.mActorId; std::string texture = ""; try { state.mEffects = getMagicBoltData(state.mIdMagic, state.mSoundIds, state.mSpeed, texture, state.mSourceName, state.mSpellId); } catch(...) { std::cerr << "Warning: Failed to recreate magic projectile from saved data (id \"" << state.mSpellId << "\" no longer exists?)" << std::endl; return true; } state.mSpeed = esm.mSpeed; // speed is derived from non-projectile effects as well as // projectile effects, so we can't calculate it from the save // file's effect list, which is already trimmed of non-projectile // effects. We need to use the stored value. std::string model; try { MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), state.mIdMagic.at(0)); MWWorld::Ptr ptr = ref.getPtr(); model = ptr.getClass().getModel(ptr); } catch(...) { return true; } osg::Vec4 lightDiffuseColor = getMagicBoltLightDiffuseColor(state.mEffects); createModel(state, model, osg::Vec3f(esm.mPosition), osg::Quat(esm.mOrientation), true, true, lightDiffuseColor, texture); MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager(); for (size_t soundIter = 0; soundIter != state.mSoundIds.size(); soundIter++) { MWBase::Sound *sound = sndMgr->playSound3D(esm.mPosition, state.mSoundIds.at(soundIter), 1.0f, 1.0f, MWSound::Type::Sfx, MWSound::PlayMode::Loop); if (sound) state.mSounds.push_back(sound); } 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); } }