#include "worldimp.hpp" #include #include #include "../mwbase/environment.hpp" #include "../mwbase/soundmanager.hpp" #include "../mwbase/mechanicsmanager.hpp" #include "../mwbase/windowmanager.hpp" #include "../mwrender/sky.hpp" #include "../mwrender/player.hpp" #include "player.hpp" #include "manualref.hpp" #include "cellfunctors.hpp" using namespace Ogre; namespace { template void listCellScripts (const ESMS::ESMStore& store, MWWorld::CellRefList& cellRefList, MWWorld::LocalScripts& localScripts, MWWorld::Ptr::CellStore *cell) { for (typename MWWorld::CellRefList::List::iterator iter ( cellRefList.list.begin()); iter!=cellRefList.list.end(); ++iter) { if (!iter->base->script.empty() && iter->mData.getCount()) { if (const ESM::Script *script = store.scripts.find (iter->base->script)) { iter->mData.setLocals (*script); localScripts.add (iter->base->script, MWWorld::Ptr (&*iter, cell)); } } } } template MWWorld::LiveCellRef *searchViaHandle (const std::string& handle, MWWorld::CellRefList& refList) { typedef typename MWWorld::CellRefList::List::iterator iterator; for (iterator iter (refList.list.begin()); iter!=refList.list.end(); ++iter) { if(iter->mData.getCount() > 0 && iter->mData.getBaseNode()){ if (iter->mData.getHandle()==handle) { return &*iter; } } } return 0; } } namespace MWWorld { Ptr World::getPtrViaHandle (const std::string& handle, Ptr::CellStore& cell) { if (MWWorld::LiveCellRef *ref = searchViaHandle (handle, cell.activators)) return Ptr (ref, &cell); if (MWWorld::LiveCellRef *ref = searchViaHandle (handle, cell.potions)) return Ptr (ref, &cell); if (MWWorld::LiveCellRef *ref = searchViaHandle (handle, cell.appas)) return Ptr (ref, &cell); if (MWWorld::LiveCellRef *ref = searchViaHandle (handle, cell.armors)) return Ptr (ref, &cell); if (MWWorld::LiveCellRef *ref = searchViaHandle (handle, cell.books)) return Ptr (ref, &cell); if (MWWorld::LiveCellRef *ref = searchViaHandle (handle, cell.clothes)) return Ptr (ref, &cell); if (MWWorld::LiveCellRef *ref = searchViaHandle (handle, cell.containers)) return Ptr (ref, &cell); if (MWWorld::LiveCellRef *ref = searchViaHandle (handle, cell.creatures)) return Ptr (ref, &cell); if (MWWorld::LiveCellRef *ref = searchViaHandle (handle, cell.doors)) return Ptr (ref, &cell); if (MWWorld::LiveCellRef *ref = searchViaHandle (handle, cell.ingreds)) return Ptr (ref, &cell); if (MWWorld::LiveCellRef *ref = searchViaHandle (handle, cell.lights)) return Ptr (ref, &cell); if (MWWorld::LiveCellRef *ref = searchViaHandle (handle, cell.lockpicks)) return Ptr (ref, &cell); if (MWWorld::LiveCellRef *ref = searchViaHandle (handle, cell.miscItems)) return Ptr (ref, &cell); if (MWWorld::LiveCellRef *ref = searchViaHandle (handle, cell.npcs)) return Ptr (ref, &cell); if (MWWorld::LiveCellRef *ref = searchViaHandle (handle, cell.probes)) return Ptr (ref, &cell); if (MWWorld::LiveCellRef *ref = searchViaHandle (handle, cell.repairs)) return Ptr (ref, &cell); if (MWWorld::LiveCellRef *ref = searchViaHandle (handle, cell.statics)) return Ptr (ref, &cell); if (MWWorld::LiveCellRef *ref = searchViaHandle (handle, cell.weapons)) return Ptr (ref, &cell); return Ptr(); } int World::getDaysPerMonth (int month) const { switch (month) { case 0: return 31; case 1: return 28; case 2: return 31; case 3: return 30; case 4: return 31; case 5: return 30; case 6: return 31; case 7: return 31; case 8: return 30; case 9: return 31; case 10: return 30; case 11: return 31; } throw std::runtime_error ("month out of range"); } void World::adjustSky() { if (mSky && (isCellExterior() || isCellQuasiExterior())) { mRendering->skySetHour (mGlobalVariables->getFloat ("gamehour")); mRendering->skySetDate (mGlobalVariables->getInt ("day"), mGlobalVariables->getInt ("month")); mRendering->skyEnable(); } else mRendering->skyDisable(); } void World::setFallbackValues (const std::map& fallbackMap) { mFallback = fallbackMap; } std::string World::getFallback (const std::string& key) const { return getFallback(key, ""); } std::string World::getFallback (const std::string& key, const std::string& def) const { std::map::const_iterator it; if((it = mFallback.find(key)) == mFallback.end()) { return def; } return it->second; } World::World (OEngine::Render::OgreRenderer& renderer, const Files::Collections& fileCollections, const std::string& master, const boost::filesystem::path& resDir, bool newGame, const std::string& encoding, std::map fallbackMap) : mPlayer (0), mLocalScripts (mStore), mGlobalVariables (0), mSky (true), mNextDynamicRecord (0), mCells (mStore, mEsm), mNumFacing(0) { mPhysics = new PhysicsSystem(renderer); mPhysEngine = mPhysics->getEngine(); mRendering = new MWRender::RenderingManager(renderer, resDir, mPhysEngine); mWeatherManager = new MWWorld::WeatherManager(mRendering); boost::filesystem::path masterPath (fileCollections.getCollection (".esm").getPath (master)); std::cout << "Loading ESM " << masterPath.string() << "\n"; // This parses the ESM file and loads a sample cell mEsm.setEncoding(encoding); mEsm.open (masterPath.string()); mStore.load (mEsm); mPlayer = new MWWorld::Player (mStore.npcs.find ("player"), *this); mRendering->attachCameraTo(mPlayer->getPlayer()); mPhysics->addActor (mPlayer->getPlayer().getRefData().getHandle(), "", Ogre::Vector3 (0, 0, 0)); // global variables mGlobalVariables = new Globals (mStore); if (newGame) { // set new game mark mGlobalVariables->setInt ("chargenstate", 1); } mWorldScene = new Scene(*mRendering, mPhysics); setFallbackValues(fallbackMap); lastTick = mTimer.getMilliseconds(); } World::~World() { delete mWeatherManager; delete mWorldScene; delete mGlobalVariables; delete mRendering; delete mPhysics; delete mPlayer; } const ESM::Cell *World::getExterior (const std::string& cellName) const { // first try named cells if (const ESM::Cell *cell = mStore.cells.searchExtByName (cellName)) return cell; // didn't work -> now check for regions std::string cellName2 = ESMS::RecListT::toLower (cellName); for (ESMS::RecListT::MapType::const_iterator iter (mStore.regions.list.begin()); iter!=mStore.regions.list.end(); ++iter) { if (ESMS::RecListT::toLower (iter->second.name)==cellName2) { if (const ESM::Cell *cell = mStore.cells.searchExtByRegion (iter->first)) return cell; break; } } return 0; } Ptr::CellStore *World::getExterior (int x, int y) { return mCells.getExterior (x, y); } Ptr::CellStore *World::getInterior (const std::string& name) { return mCells.getInterior (name); } MWWorld::Player& World::getPlayer() { return *mPlayer; } const ESMS::ESMStore& World::getStore() const { return mStore; } ESM::ESMReader& World::getEsmReader() { return mEsm; } LocalScripts& World::getLocalScripts() { return mLocalScripts; } bool World::hasCellChanged() const { return mWorldScene->hasCellChanged(); } Globals::Data& World::getGlobalVariable (const std::string& name) { return (*mGlobalVariables)[name]; } Globals::Data World::getGlobalVariable (const std::string& name) const { return (*mGlobalVariables)[name]; } char World::getGlobalVariableType (const std::string& name) const { return mGlobalVariables->getType (name); } Ptr World::getPtr (const std::string& name, bool activeOnly) { // the player is always in an active cell. if (name=="player") { return mPlayer->getPlayer(); } // active cells for (Scene::CellStoreCollection::const_iterator iter (mWorldScene->getActiveCells().begin()); iter!=mWorldScene->getActiveCells().end(); ++iter) { Ptr::CellStore* cellstore = *iter; Ptr ptr = mCells.getPtr (name, *cellstore); if (!ptr.isEmpty()) return ptr; } if (!activeOnly) { Ptr ptr = mCells.getPtr (name); if (!ptr.isEmpty()) return ptr; } throw std::runtime_error ("unknown ID: " + name); } Ptr World::getPtrViaHandle (const std::string& handle) { if (mPlayer->getPlayer().getRefData().getHandle()==handle) return mPlayer->getPlayer(); for (Scene::CellStoreCollection::const_iterator iter (mWorldScene->getActiveCells().begin()); iter!=mWorldScene->getActiveCells().end(); ++iter) { Ptr::CellStore* cellstore = *iter; Ptr ptr = getPtrViaHandle (handle, *cellstore); if (!ptr.isEmpty()) return ptr; } throw std::runtime_error ("unknown Ogre handle: " + handle); } void World::enable (const Ptr& reference) { if (!reference.getRefData().isEnabled()) { reference.getRefData().enable(); if(mWorldScene->getActiveCells().find (reference.getCell()) != mWorldScene->getActiveCells().end() && reference.getRefData().getCount()) mWorldScene->addObjectToScene (reference); } } void World::disable (const Ptr& reference) { if (reference.getRefData().isEnabled()) { reference.getRefData().disable(); if(mWorldScene->getActiveCells().find (reference.getCell())!=mWorldScene->getActiveCells().end() && reference.getRefData().getCount()) mWorldScene->removeObjectFromScene (reference); } } void World::advanceTime (double hours) { hours += mGlobalVariables->getFloat ("gamehour"); setHour (hours); int days = hours / 24; if (days>0) mGlobalVariables->setInt ("dayspassed", days + mGlobalVariables->getInt ("dayspassed")); } void World::setHour (double hour) { if (hour<0) hour = 0; int days = hour / 24; hour = std::fmod (hour, 24); mGlobalVariables->setFloat ("gamehour", hour); mRendering->skySetHour (hour); mWeatherManager->setHour (hour); if (days>0) setDay (days + mGlobalVariables->getInt ("day")); } void World::setDay (int day) { if (day<0) day = 0; int month = mGlobalVariables->getInt ("month"); while (true) { int days = getDaysPerMonth (month); if (daysetInt ("year", mGlobalVariables->getInt ("year")+1); } day -= days; } mGlobalVariables->setInt ("day", day); mGlobalVariables->setInt ("month", month); mRendering->skySetDate (day, month); mWeatherManager->setDate (day, month); } void World::setMonth (int month) { if (month<0) month = 0; int years = month / 12; month = month % 12; int days = getDaysPerMonth (month); if (mGlobalVariables->getInt ("day")>=days) mGlobalVariables->setInt ("day", days-1); mGlobalVariables->setInt ("month", month); if (years>0) mGlobalVariables->setInt ("year", years+mGlobalVariables->getInt ("year")); mRendering->skySetDate (mGlobalVariables->getInt ("day"), month); } TimeStamp World::getTimeStamp() const { return TimeStamp (mGlobalVariables->getFloat ("gamehour"), mGlobalVariables->getInt ("dayspassed")); } bool World::toggleSky() { if (mSky) { mSky = false; mRendering->skyDisable(); return false; } else { mSky = true; mRendering->skyEnable(); return true; } } int World::getMasserPhase() const { return mRendering->skyGetMasserPhase(); } int World::getSecundaPhase() const { return mRendering->skyGetSecundaPhase(); } void World::setMoonColour (bool red) { mRendering->skySetMoonColour (red); } float World::getTimeScaleFactor() const { return mGlobalVariables->getFloat ("timescale"); } void World::changeToInteriorCell (const std::string& cellName, const ESM::Position& position) { return mWorldScene->changeToInteriorCell(cellName, position); } void World::changeToExteriorCell (const ESM::Position& position) { return mWorldScene->changeToExteriorCell(position); } void World::markCellAsUnchanged() { return mWorldScene->markCellAsUnchanged(); } std::string World::getFacedHandle() { if (!mRendering->occlusionQuerySupported()) { std::pair result = mPhysics->getFacedHandle (*this); if (result.first.empty() || result.second>getStore().gameSettings.find ("iMaxActivateDist")->i) return ""; return result.first; } else { // updated every few frames in update() return mFacedHandle; } } void World::deleteObject (const Ptr& ptr) { if (ptr.getRefData().getCount()>0) { ptr.getRefData().setCount (0); if (mWorldScene->getActiveCells().find (ptr.getCell())!=mWorldScene->getActiveCells().end() && ptr.getRefData().isEnabled()) { mWorldScene->removeObjectFromScene (ptr); mLocalScripts.remove (ptr); } } } void World::moveObject(const Ptr &ptr, CellStore &newCell, float x, float y, float z) { ESM::Position &pos = ptr.getRefData().getPosition(); pos.pos[0] = x, pos.pos[1] = y, pos.pos[2] = z; Ogre::Vector3 vec(x, y, z); CellStore *currCell = ptr.getCell(); bool isPlayer = ptr == mPlayer->getPlayer(); bool haveToMove = mWorldScene->isCellActive(*currCell) || isPlayer; if (*currCell != newCell) { if (isPlayer) { if (!newCell.isExterior()) { changeToInteriorCell(newCell.cell->name, pos); } else { int cellX = newCell.cell->data.gridX; int cellY = newCell.cell->data.gridY; mWorldScene->changeCell(cellX, cellY, pos, false); } } else { if (!mWorldScene->isCellActive(*currCell)) { copyObjectToCell(ptr, newCell, pos); } else if (!mWorldScene->isCellActive(newCell)) { MWWorld::Class::get(ptr).copyToCell(ptr, newCell); mWorldScene->removeObjectFromScene(ptr); mLocalScripts.remove(ptr); haveToMove = false; } else { MWWorld::Ptr copy = MWWorld::Class::get(ptr).copyToCell(ptr, newCell); mRendering->moveObjectToCell(copy, vec, currCell); if (MWWorld::Class::get(ptr).isActor()) { MWBase::MechanicsManager *mechMgr = MWBase::Environment::get().getMechanicsManager(); mechMgr->removeActor(ptr); mechMgr->addActor(copy); } else { std::string script = MWWorld::Class::get(ptr).getScript(ptr); if (!script.empty()) { mLocalScripts.remove(ptr); mLocalScripts.add(script, copy); } } } ptr.getRefData().setCount(0); } } if (haveToMove) { mRendering->moveObject(ptr, vec); mPhysics->moveObject(ptr.getRefData().getHandle(), vec); } } bool World::moveObjectImp(const Ptr& ptr, float x, float y, float z) { CellStore *cell = ptr.getCell(); if (cell->isExterior()) { int cellX, cellY; positionToIndex(x, y, cellX, cellY); cell = getExterior(cellX, cellY); } moveObject(ptr, *cell, x, y, z); return cell != ptr.getCell(); } void World::moveObject (const Ptr& ptr, float x, float y, float z) { moveObjectImp(ptr, x, y, z); } void World::scaleObject (const Ptr& ptr, float scale) { MWWorld::Class::get(ptr).adjustScale(ptr,scale); ptr.getCellRef().scale = scale; //scale = scale/ptr.getRefData().getBaseNode()->getScale().x; ptr.getRefData().getBaseNode()->setScale(scale,scale,scale); mPhysics->scaleObject( ptr.getRefData().getHandle(), scale ); } void World::rotateObject (const Ptr& ptr,float x,float y,float z, bool adjust) { Ogre::Vector3 rot; rot.x = Ogre::Degree(x).valueRadians(); rot.y = Ogre::Degree(y).valueRadians(); rot.z = Ogre::Degree(z).valueRadians(); if (mRendering->rotateObject(ptr, rot, adjust)) { float *objRot = ptr.getRefData().getPosition().rot; objRot[0] = rot.x, objRot[1] = rot.y, objRot[2] = rot.z; if (ptr.getRefData().getBaseNode() != 0) { mPhysics->rotateObject( ptr.getRefData().getHandle(), ptr.getRefData().getBaseNode()->getOrientation() ); } } } void World::indexToPosition (int cellX, int cellY, float &x, float &y, bool centre) const { const int cellSize = 8192; x = cellSize * cellX; y = cellSize * cellY; if (centre) { x += cellSize/2; y += cellSize/2; } } void World::positionToIndex (float x, float y, int &cellX, int &cellY) const { const int cellSize = 8192; cellX = static_cast (x/cellSize); if (x<0) --cellX; cellY = static_cast (y/cellSize); if (y<0) --cellY; } void World::doPhysics (const std::vector >& actors, float duration) { mPhysics->doPhysics(duration, actors); const int tick = 16; // 16 ms ^= 60 Hz // Game clock part of the loop, contains everything that has to be executed in a fixed timestep long long dt = mTimer.getMilliseconds() - lastTick; if (dt >= 100) { // throw away wall clock time if necessary to keep the framerate above the minimum of 10 fps lastTick += (dt - 100); dt = 100; } while (dt >= tick) { dt -= tick; lastTick += tick; std::vector< std::pair > vectors = mPhysics->doPhysicsFixed (actors); std::vector< std::pair >::iterator player = vectors.end(); for (std::vector< std::pair >::iterator it = vectors.begin(); it!= vectors.end(); ++it) { if (it->first=="player") { player = it; } else { MWWorld::Ptr ptr = getPtrViaHandle (it->first); moveObjectImp (ptr, it->second.x, it->second.y, it->second.z); } } // Make sure player is moved last (otherwise the cell might change in the middle of an update // loop) if (player!=vectors.end()) { if (moveObjectImp (getPtrViaHandle (player->first), player->second.x, player->second.y, player->second.z) == true) return; // abort the current loop if the cell has changed } } } bool World::toggleCollisionMode() { return mPhysics->toggleCollisionMode();; } bool World::toggleRenderMode (RenderMode mode) { return mRendering->toggleRenderMode (mode); } std::pair World::createRecord (const ESM::Potion& record) { /// \todo Rewrite the ESMStore so that a dynamic 2nd ESMStore can be attached to it. /// This function should then insert the record into the 2nd store (the code for this /// should also be moved to the ESMStore class). It might be a good idea to review /// the STL-container usage of the ESMStore before the rewrite. std::ostringstream stream; stream << "$dynamic" << mNextDynamicRecord++; const ESM::Potion *created = &mStore.potions.list.insert (std::make_pair (stream.str(), record)).first->second; mStore.all.insert (std::make_pair (stream.str(), ESM::REC_ALCH)); return std::make_pair (stream.str(), created); } std::pair World::createRecord (const ESM::Class& record) { /// \todo See function above. std::ostringstream stream; stream << "$dynamic" << mNextDynamicRecord++; const ESM::Class *created = &mStore.classes.list.insert (std::make_pair (stream.str(), record)).first->second; mStore.all.insert (std::make_pair (stream.str(), ESM::REC_CLAS)); return std::make_pair (stream.str(), created); } const ESM::Cell *World::createRecord (const ESM::Cell& record) { if (record.data.flags & ESM::Cell::Interior) { if (mStore.cells.searchInt (record.name)) throw std::runtime_error ("failed creating interior cell"); ESM::Cell *cell = new ESM::Cell (record); mStore.cells.intCells.insert (std::make_pair (record.name, cell)); return cell; } else { if (mStore.cells.searchExt (record.data.gridX, record.data.gridY)) throw std::runtime_error ("failed creating exterior cell"); ESM::Cell *cell = new ESM::Cell (record); mStore.cells.extCells.insert ( std::make_pair (std::make_pair (record.data.gridX, record.data.gridY), cell)); return cell; } } void World::playAnimationGroup (const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number) { mRendering->playAnimationGroup (ptr, groupName, mode, number); } void World::skipAnimation (const MWWorld::Ptr& ptr) { mRendering->skipAnimation (ptr); } void World::update (float duration) { /// \todo split this function up into subfunctions mWorldScene->update (duration); mWeatherManager->update (duration); // inform the GUI about focused object try { MWWorld::Ptr object = getPtrViaHandle(mFacedHandle); MWBase::Environment::get().getWindowManager()->setFocusObject(object); // retrieve object dimensions so we know where to place the floating label Ogre::SceneNode* node = object.getRefData().getBaseNode(); Ogre::AxisAlignedBox bounds; int i; for (i=0; inumAttachedObjects(); ++i) { Ogre::MovableObject* ob = node->getAttachedObject(i); bounds.merge(ob->getWorldBoundingBox()); } if (bounds.isFinite()) { Vector4 screenCoords = mRendering->boundingBoxToScreen(bounds); MWBase::Environment::get().getWindowManager()->setFocusObjectScreenCoords( screenCoords[0], screenCoords[1], screenCoords[2], screenCoords[3]); } } catch (std::runtime_error&) { MWWorld::Ptr null; MWBase::Environment::get().getWindowManager()->setFocusObject(null); } if (!mRendering->occlusionQuerySupported()) { // cast a ray from player to sun to detect if the sun is visible // this is temporary until we find a better place to put this code // currently its here because we need to access the physics system float* p = mPlayer->getPlayer().getRefData().getPosition().pos; Vector3 sun = mRendering->getSkyManager()->getRealSunPos(); sun = Vector3(sun.x, -sun.z, sun.y); mRendering->getSkyManager()->setGlare(!mPhysics->castRay(Ogre::Vector3(p[0], p[1], p[2]), sun)); } // update faced handle (object the player is looking at) // this uses a mixture of raycasts and occlusion queries. else // if (mRendering->occlusionQuerySupported()) { MWRender::OcclusionQuery* query = mRendering->getOcclusionQuery(); if (!query->occlusionTestPending()) { // get result of last query if (mNumFacing == 0) mFacedHandle = ""; else if (mNumFacing == 1) { bool result = query->getTestResult(); mFacedHandle = result ? mFaced1Name : ""; } else if (mNumFacing == 2) { bool result = query->getTestResult(); mFacedHandle = result ? mFaced2Name : mFaced1Name; } // send new query // figure out which object we want to test against std::vector < std::pair < float, std::string > > results; if (MWBase::Environment::get().getWindowManager()->isGuiMode()) { float x, y; MWBase::Environment::get().getWindowManager()->getMousePosition(x, y); results = mPhysics->getFacedObjects(x, y); } else results = mPhysics->getFacedObjects(); // ignore the player and other things we're not interested in std::vector < std::pair < float, std::string > >::iterator it = results.begin(); while (it != results.end()) { if ( (*it).second.find("HeightField") != std::string::npos // not interested in terrain || getPtrViaHandle((*it).second) == mPlayer->getPlayer() ) // not interested in player (unless you want to talk to yourself) { it = results.erase(it); } else ++it; } if (results.size() == 0) { mNumFacing = 0; } else if (results.size() == 1) { mFaced1 = getPtrViaHandle(results.front().second); mFaced1Name = results.front().second; mNumFacing = 1; btVector3 p; if (MWBase::Environment::get().getWindowManager()->isGuiMode()) { float x, y; MWBase::Environment::get().getWindowManager()->getMousePosition(x, y); p = mPhysics->getRayPoint(results.front().first, x, y); } else p = mPhysics->getRayPoint(results.front().first); Ogre::Vector3 pos(p.x(), p.z(), -p.y()); Ogre::SceneNode* node = mFaced1.getRefData().getBaseNode(); //std::cout << "Num facing 1 : " << mFaced1Name << std::endl; //std::cout << "Type 1 " << mFaced1.getTypeName() << std::endl; query->occlusionTest(pos, node); } else { mFaced1Name = results.front().second; mFaced2Name = results[1].second; mFaced1 = getPtrViaHandle(results.front().second); mFaced2 = getPtrViaHandle(results[1].second); mNumFacing = 2; btVector3 p; if (MWBase::Environment::get().getWindowManager()->isGuiMode()) { float x, y; MWBase::Environment::get().getWindowManager()->getMousePosition(x, y); p = mPhysics->getRayPoint(results[1].first, x, y); } else p = mPhysics->getRayPoint(results[1].first); Ogre::Vector3 pos(p.x(), p.z(), -p.y()); Ogre::SceneNode* node1 = mFaced1.getRefData().getBaseNode(); Ogre::SceneNode* node2 = mFaced2.getRefData().getBaseNode(); // no need to test if the first node is not occluder if (!query->isPotentialOccluder(node1) && (mFaced1.getTypeName().find("Static") == std::string::npos)) { mFacedHandle = mFaced1Name; //std::cout << "node1 Not an occluder" << std::endl; return; } // no need to test if the second object is static (thus cannot be activated) if (mFaced2.getTypeName().find("Static") != std::string::npos) { mFacedHandle = mFaced1Name; return; } // work around door problems if (mFaced1.getTypeName().find("Static") != std::string::npos && mFaced2.getTypeName().find("Door") != std::string::npos) { mFacedHandle = mFaced2Name; return; } query->occlusionTest(pos, node2); } } } } bool World::isCellExterior() const { Ptr::CellStore *currentCell = mWorldScene->getCurrentCell(); if (currentCell) { if (!(currentCell->cell->data.flags & ESM::Cell::Interior)) return true; else return false; } return false; } bool World::isCellQuasiExterior() const { Ptr::CellStore *currentCell = mWorldScene->getCurrentCell(); if (currentCell) { if (!(currentCell->cell->data.flags & ESM::Cell::QuasiEx)) return false; else return true; } return false; } int World::getCurrentWeather() const { return mWeatherManager->getWeatherID(); } void World::changeWeather(const std::string& region, const unsigned int id) { mWeatherManager->changeWeather(region, id); } OEngine::Render::Fader* World::getFader() { return mRendering->getFader(); } Ogre::Vector2 World::getNorthVector (CellStore* cell) { MWWorld::CellRefList statics = cell->statics; MWWorld::LiveCellRef* ref = statics.find("northmarker"); if (!ref) return Vector2(0, 1); Ogre::SceneNode* node = ref->mData.getBaseNode(); Vector3 dir = node->_getDerivedOrientation().yAxis(); Vector2 d = Vector2(dir.x, dir.z); return d; } void World::setWaterHeight(const float height) { mRendering->setWaterHeight(height); } void World::toggleWater() { mRendering->toggleWater(); } bool World::placeObject (const Ptr& object, float cursorX, float cursorY) { std::pair result = mPhysics->castRay(cursorX, cursorY); if (!result.first) return false; CellStore* cell; if (isCellExterior()) { int cellX, cellY; positionToIndex(result.second[0], -result.second[2], cellX, cellY); cell = mCells.getExterior(cellX, cellY); } else cell = getPlayer().getPlayer().getCell(); ESM::Position pos = getPlayer().getPlayer().getRefData().getPosition(); pos.pos[0] = result.second[0]; pos.pos[1] = -result.second[2]; pos.pos[2] = result.second[1]; copyObjectToCell(object, *cell, pos); object.getRefData().setCount(0); return true; } bool World::canPlaceObject(float cursorX, float cursorY) { std::pair result = mPhysics->castRay(cursorX, cursorY); /// \todo also check if the wanted position is on a flat surface, and not e.g. against a vertical wall! if (!result.first) return false; return true; } void World::copyObjectToCell(const Ptr &object, CellStore &cell, const ESM::Position &pos) { /// \todo add searching correct cell for position specified MWWorld::Ptr dropped = MWWorld::Class::get(object).copyToCell(object, cell, pos); Ogre::Vector3 min, max; if (mPhysics->getObjectAABB(object, min, max)) { float *pos = dropped.getRefData().getPosition().pos; pos[0] -= (min.x + max.x) / 2; pos[1] -= (min.y + max.y) / 2; pos[2] -= min.z; } if (mWorldScene->isCellActive(cell)) { if (dropped.getRefData().isEnabled()) { mWorldScene->addObjectToScene(dropped); } std::string script = MWWorld::Class::get(dropped).getScript(dropped); if (!script.empty()) { mLocalScripts.add(script, dropped); } } } void World::dropObjectOnGround (const Ptr& object) { MWWorld::Ptr::CellStore* cell = getPlayer().getPlayer().getCell(); ESM::Position pos = getPlayer().getPlayer().getRefData().getPosition(); Ogre::Vector3 orig = Ogre::Vector3(pos.pos[0], pos.pos[1], pos.pos[2]); Ogre::Vector3 dir = Ogre::Vector3(0, 0, -1); float len = (pos.pos[2] >= 0) ? pos.pos[2] : -pos.pos[2]; len += 100.0; std::pair hit = mPhysics->castRay(orig, dir, len); pos.pos[2] = hit.second.z; copyObjectToCell(object, *cell, pos); object.getRefData().setCount(0); } void World::processChangedSettings(const Settings::CategorySettingVector& settings) { mRendering->processChangedSettings(settings); } void World::getTriangleBatchCount(unsigned int &triangles, unsigned int &batches) { mRendering->getTriangleBatchCount(triangles, batches); } bool World::isSwimming(const MWWorld::Ptr &object) { /// \todo add check ifActor() - only actors can swim float *fpos = object.getRefData().getPosition().pos; Ogre::Vector3 pos(fpos[0], fpos[1], fpos[2]); /// \fixme should rely on object height pos.z += 30; return isUnderwater(*object.getCell()->cell, pos); } bool World::isUnderwater(const ESM::Cell &cell, const Ogre::Vector3 &pos) { if (!(cell.data.flags & ESM::Cell::HasWater)) { return false; } return pos.z < cell.water; } }