#include "worldimp.hpp" #include #include #include #include #include #include #include #include #include #include #include "../mwbase/environment.hpp" #include "../mwbase/soundmanager.hpp" #include "../mwbase/mechanicsmanager.hpp" #include "../mwbase/windowmanager.hpp" #include "../mwbase/scriptmanager.hpp" #include "../mwmechanics/creaturestats.hpp" #include "../mwmechanics/movement.hpp" #include "../mwmechanics/npcstats.hpp" #include "../mwmechanics/spellcasting.hpp" #include "../mwmechanics/levelledlist.hpp" #include "../mwmechanics/combat.hpp" #include "../mwmechanics/aiavoiddoor.hpp" //Used to tell actors to avoid doors #include "../mwrender/animation.hpp" #include "../mwrender/npcanimation.hpp" #include "../mwrender/renderingmanager.hpp" #include "../mwrender/camera.hpp" #include "../mwrender/vismask.hpp" #include "../mwscript/interpretercontext.hpp" #include "../mwscript/globalscripts.hpp" #include "../mwclass/door.hpp" #include "../mwphysics/physicssystem.hpp" #include "../mwphysics/actor.hpp" #include "../mwphysics/collisiontype.hpp" #include "player.hpp" #include "manualref.hpp" #include "cellstore.hpp" #include "containerstore.hpp" #include "inventorystore.hpp" #include "actionteleport.hpp" #include "projectilemanager.hpp" #include "weather.hpp" #include "contentloader.hpp" #include "esmloader.hpp" namespace { // Wraps a value to (-PI, PI] void wrap(float& rad) { const float pi = static_cast(osg::PI); if (rad>0) rad = std::fmod(rad+pi, 2.0f*pi)-pi; else rad = std::fmod(rad-pi, 2.0f*pi)+pi; } } namespace MWWorld { struct GameContentLoader : public ContentLoader { GameContentLoader(Loading::Listener& listener) : ContentLoader(listener) { } bool addLoader(const std::string& extension, ContentLoader* loader) { return mLoaders.insert(std::make_pair(extension, loader)).second; } void load(const boost::filesystem::path& filepath, int& index) { LoadersContainer::iterator it(mLoaders.find(Misc::StringUtils::lowerCase(filepath.extension().string()))); if (it != mLoaders.end()) { it->second->load(filepath, index); } else { std::string msg("Cannot load file: "); msg += filepath.string(); throw std::runtime_error(msg.c_str()); } } private: typedef std::map LoadersContainer; LoadersContainer mLoaders; }; 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->skySetDate (mDay->getInteger(), mMonth->getInteger()); mRendering->setSkyEnabled(true); } else mRendering->setSkyEnabled(false); } World::World ( osgViewer::Viewer* viewer, osg::ref_ptr rootNode, Resource::ResourceSystem* resourceSystem, SceneUtil::WorkQueue* workQueue, const Files::Collections& fileCollections, const std::vector& contentFiles, ToUTF8::Utf8Encoder* encoder, const std::map& fallbackMap, int activationDistanceOverride, const std::string& startCell, const std::string& startupScript, const std::string& resourcePath, const std::string& userDataPath) : mResourceSystem(resourceSystem), mFallback(fallbackMap), mLocalScripts (mStore), mSky (true), mCells (mStore, mEsm), mGodMode(false), mScriptsEnabled(true), mContentFiles (contentFiles), mUserDataPath(userDataPath), mActivationDistanceOverride (activationDistanceOverride), mStartupScript(startupScript), mStartCell (startCell), mDistanceToFacedObject(-1), mTeleportEnabled(true), mLevitationEnabled(true), mGoToJail(false), mDaysInPrison(0), mSpellPreloadTimer(0.f) { mPhysics.reset(new MWPhysics::PhysicsSystem(resourceSystem, rootNode)); mRendering.reset(new MWRender::RenderingManager(viewer, rootNode, resourceSystem, workQueue, &mFallback, resourcePath)); mProjectileManager.reset(new ProjectileManager(mRendering->getLightRoot(), resourceSystem, mRendering.get(), mPhysics.get())); mRendering->preloadCommonAssets(); mEsm.resize(contentFiles.size()); Loading::Listener* listener = MWBase::Environment::get().getWindowManager()->getLoadingScreen(); listener->loadingOn(); GameContentLoader gameContentLoader(*listener); EsmLoader esmLoader(mStore, mEsm, encoder, *listener); gameContentLoader.addLoader(".esm", &esmLoader); gameContentLoader.addLoader(".esp", &esmLoader); gameContentLoader.addLoader(".omwgame", &esmLoader); gameContentLoader.addLoader(".omwaddon", &esmLoader); gameContentLoader.addLoader(".project", &esmLoader); loadContentFiles(fileCollections, contentFiles, gameContentLoader); listener->loadingOff(); // insert records that may not be present in all versions of MW if (mEsm[0].getFormat() == 0) ensureNeededRecords(); fillGlobalVariables(); mStore.setUp(true); mStore.movePlayerRecord(); mSwimHeightScale = mStore.get().find("fSwimHeightScale")->getFloat(); mWeatherManager.reset(new MWWorld::WeatherManager(*mRendering, mFallback, mStore)); mWorldScene.reset(new Scene(*mRendering.get(), mPhysics.get())); } void World::fillGlobalVariables() { mGlobalVariables.fill (mStore); mGameHour = &mGlobalVariables["gamehour"]; mDaysPassed = &mGlobalVariables["dayspassed"]; mDay = &mGlobalVariables["day"]; mMonth = &mGlobalVariables["month"]; mYear = &mGlobalVariables["year"]; mTimeScale = &mGlobalVariables["timescale"]; } void World::startNewGame (bool bypass) { mGoToJail = false; mLevitationEnabled = true; mTeleportEnabled = true; mGodMode = false; mScriptsEnabled = true; mSky = true; // Rebuild player setupPlayer(); renderPlayer(); mRendering->resetCamera(); // we don't want old weather to persist on a new game // Note that if reset later, the initial ChangeWeather that the chargen script calls will be lost. mWeatherManager.reset(); mWeatherManager.reset(new MWWorld::WeatherManager(*mRendering.get(), mFallback, mStore)); if (!bypass) { // set new game mark mGlobalVariables["chargenstate"].setInteger (1); } else mGlobalVariables["chargenstate"].setInteger (-1); if (bypass && !mStartCell.empty()) { ESM::Position pos; if (findExteriorPosition (mStartCell, pos)) { changeToExteriorCell (pos, true); fixPosition(getPlayerPtr()); } else { findInteriorPosition (mStartCell, pos); changeToInteriorCell (mStartCell, pos, true); } } else { for (int i=0; i<5; ++i) MWBase::Environment::get().getScriptManager()->getGlobalScripts().run(); if (!getPlayerPtr().isInCell()) { ESM::Position pos; const int cellSize = 8192; pos.pos[0] = cellSize/2; pos.pos[1] = cellSize/2; pos.pos[2] = 0; pos.rot[0] = 0; pos.rot[1] = 0; pos.rot[2] = 0; mWorldScene->changeToExteriorCell(pos, true); } } if (!bypass) { std::string video = mFallback.getFallbackString("Movies_New_Game"); if (!video.empty()) MWBase::Environment::get().getWindowManager()->playVideo(video, true); } // enable collision if (!mPhysics->toggleCollisionMode()) mPhysics->toggleCollisionMode(); if (!mStartupScript.empty()) MWBase::Environment::get().getWindowManager()->executeInConsole(mStartupScript); MWBase::Environment::get().getWindowManager()->updatePlayer(); } void World::clear() { mWeatherManager->clear(); mRendering->clear(); mProjectileManager->clear(); mLocalScripts.clear(); mWorldScene->clear(); mStore.clearDynamic(); if (mPlayer) { mPlayer->clear(); mPlayer->setCell(0); mPlayer->getPlayer().getRefData() = RefData(); mPlayer->set(mStore.get().find ("player")); } mCells.clear(); mDoorStates.clear(); mGoToJail = false; mTeleportEnabled = true; mLevitationEnabled = true; fillGlobalVariables(); } int World::countSavedGameRecords() const { return mCells.countSavedGameRecords() +mStore.countSavedGameRecords() +mGlobalVariables.countSavedGameRecords() +mProjectileManager->countSavedGameRecords() +1 // player record +1 // weather record +1 // actorId counter +1 // levitation/teleport enabled state +1; // camera } int World::countSavedGameCells() const { return mCells.countSavedGameRecords(); } void World::write (ESM::ESMWriter& writer, Loading::Listener& progress) const { // Active cells could have a dirty fog of war, sync it to the CellStore first for (Scene::CellStoreCollection::const_iterator iter (mWorldScene->getActiveCells().begin()); iter!=mWorldScene->getActiveCells().end(); ++iter) { CellStore* cellstore = *iter; MWBase::Environment::get().getWindowManager()->writeFog(cellstore); } MWMechanics::CreatureStats::writeActorIdCounter(writer); mStore.write (writer, progress); // dynamic Store must be written (and read) before Cells, so that // references to custom made records will be recognized mPlayer->write (writer, progress); mCells.write (writer, progress); mGlobalVariables.write (writer, progress); mWeatherManager->write (writer, progress); mProjectileManager->write (writer, progress); writer.startRecord(ESM::REC_ENAB); writer.writeHNT("TELE", mTeleportEnabled); writer.writeHNT("LEVT", mLevitationEnabled); writer.endRecord(ESM::REC_ENAB); writer.startRecord(ESM::REC_CAM_); writer.writeHNT("FIRS", isFirstPerson()); writer.endRecord(ESM::REC_CAM_); } void World::readRecord (ESM::ESMReader& reader, uint32_t type, const std::map& contentFileMap) { switch (type) { case ESM::REC_ACTC: MWMechanics::CreatureStats::readActorIdCounter(reader); return; case ESM::REC_ENAB: reader.getHNT(mTeleportEnabled, "TELE"); reader.getHNT(mLevitationEnabled, "LEVT"); return; case ESM::REC_PLAY: mPlayer->readRecord(reader, type); if (getPlayerPtr().isInCell()) { mWorldScene->preloadCell(getPlayerPtr().getCell(), true); mWorldScene->preloadTerrain(getPlayerPtr().getRefData().getPosition().asVec3()); } break; default: if (!mStore.readRecord (reader, type) && !mGlobalVariables.readRecord (reader, type) && !mWeatherManager->readRecord (reader, type) && !mCells.readRecord (reader, type, contentFileMap) && !mProjectileManager->readRecord (reader, type) ) { throw std::runtime_error ("unknown record in saved game"); } break; } } void World::ensureNeededRecords() { std::map gmst; // Companion (tribunal) gmst["sCompanionShare"] = ESM::Variant("Companion Share"); gmst["sCompanionWarningMessage"] = ESM::Variant("Warning message"); gmst["sCompanionWarningButtonOne"] = ESM::Variant("Button 1"); gmst["sCompanionWarningButtonTwo"] = ESM::Variant("Button 2"); gmst["sProfitValue"] = ESM::Variant("Profit Value"); gmst["sTeleportDisabled"] = ESM::Variant("Teleport disabled"); gmst["sLevitateDisabled"] = ESM::Variant("Levitate disabled"); // Missing in unpatched MW 1.0 gmst["sDifficulty"] = ESM::Variant("Difficulty"); gmst["fDifficultyMult"] = ESM::Variant(5.f); gmst["sAuto_Run"] = ESM::Variant("Auto Run"); gmst["sServiceRefusal"] = ESM::Variant("Service Refusal"); gmst["sNeedOneSkill"] = ESM::Variant("Need one skill"); gmst["sNeedTwoSkills"] = ESM::Variant("Need two skills"); gmst["sEasy"] = ESM::Variant("Easy"); gmst["sHard"] = ESM::Variant("Hard"); gmst["sDeleteNote"] = ESM::Variant("Delete Note"); gmst["sEditNote"] = ESM::Variant("Edit Note"); gmst["sAdmireSuccess"] = ESM::Variant("Admire Success"); gmst["sAdmireFail"] = ESM::Variant("Admire Fail"); gmst["sIntimidateSuccess"] = ESM::Variant("Intimidate Success"); gmst["sIntimidateFail"] = ESM::Variant("Intimidate Fail"); gmst["sTauntSuccess"] = ESM::Variant("Taunt Success"); gmst["sTauntFail"] = ESM::Variant("Taunt Fail"); gmst["sBribeSuccess"] = ESM::Variant("Bribe Success"); gmst["sBribeFail"] = ESM::Variant("Bribe Fail"); gmst["fNPCHealthBarTime"] = ESM::Variant(5.f); gmst["fNPCHealthBarFade"] = ESM::Variant(1.f); gmst["fFleeDistance"] = ESM::Variant(3000.f); gmst["sMaxSale"] = ESM::Variant("Max Sale"); gmst["sAnd"] = ESM::Variant("and"); // Werewolf (BM) gmst["fWereWolfRunMult"] = ESM::Variant(1.3f); gmst["fWereWolfSilverWeaponDamageMult"] = ESM::Variant(2.f); gmst["iWerewolfFightMod"] = ESM::Variant(100); gmst["iWereWolfFleeMod"] = ESM::Variant(100); gmst["iWereWolfLevelToAttack"] = ESM::Variant(20); gmst["iWereWolfBounty"] = ESM::Variant(1000); gmst["fCombatDistanceWerewolfMod"] = ESM::Variant(0.3f); std::map globals; // vanilla Morrowind does not define dayspassed. globals["dayspassed"] = ESM::Variant(1); // but the addons start counting at 1 :( globals["werewolfclawmult"] = ESM::Variant(25.f); globals["pcknownwerewolf"] = ESM::Variant(0); // following should exist in all versions of MW, but not necessarily in TCs globals["gamehour"] = ESM::Variant(0.f); globals["timescale"] = ESM::Variant(30.f); globals["day"] = ESM::Variant(1); globals["month"] = ESM::Variant(1); globals["year"] = ESM::Variant(1); globals["pcrace"] = ESM::Variant(0); globals["pchascrimegold"] = ESM::Variant(0); globals["pchasgolddiscount"] = ESM::Variant(0); globals["crimegolddiscount"] = ESM::Variant(0); globals["crimegoldturnin"] = ESM::Variant(0); globals["pchasturnin"] = ESM::Variant(0); for (std::map::iterator it = gmst.begin(); it != gmst.end(); ++it) { if (!mStore.get().search(it->first)) { ESM::GameSetting setting; setting.mId = it->first; setting.mValue = it->second; mStore.insertStatic(setting); } } for (std::map::iterator it = globals.begin(); it != globals.end(); ++it) { if (!mStore.get().search(it->first)) { ESM::Global setting; setting.mId = it->first; setting.mValue = it->second; mStore.insertStatic(setting); } } } World::~World() { // Must be cleared before mRendering is destroyed mProjectileManager->clear(); } const ESM::Cell *World::getExterior (const std::string& cellName) const { // first try named cells const ESM::Cell *cell = mStore.get().searchExtByName (cellName); if (cell != 0) { return cell; } // didn't work -> now check for regions const MWWorld::Store ®ions = mStore.get(); MWWorld::Store::iterator it = regions.begin(); for (; it != regions.end(); ++it) { if (Misc::StringUtils::ciEqual(cellName, it->mName)) { return mStore.get().searchExtByRegion(it->mId); } } return 0; } const Fallback::Map *World::getFallback() const { return &mFallback; } CellStore *World::getExterior (int x, int y) { return mCells.getExterior (x, y); } CellStore *World::getInterior (const std::string& name) { return mCells.getInterior (name); } CellStore *World::getCell (const ESM::CellId& id) { if (id.mPaged) return getExterior (id.mIndex.mX, id.mIndex.mY); else return getInterior (id.mWorldspace); } void World::useDeathCamera() { if(mRendering->getCamera()->isVanityOrPreviewModeEnabled() ) { mRendering->getCamera()->togglePreviewMode(false); mRendering->getCamera()->toggleVanityMode(false); } if(mRendering->getCamera()->isFirstPerson()) mRendering->getCamera()->toggleViewMode(true); } MWWorld::Player& World::getPlayer() { return *mPlayer; } const MWWorld::ESMStore& World::getStore() const { return mStore; } std::vector& World::getEsmReader() { return mEsm; } LocalScripts& World::getLocalScripts() { return mLocalScripts; } bool World::hasCellChanged() const { return mWorldScene->hasCellChanged(); } void World::setGlobalInt (const std::string& name, int value) { if (name=="gamehour") setHour (value); else if (name=="day") setDay (value); else if (name=="month") setMonth (value); else mGlobalVariables[name].setInteger (value); } void World::setGlobalFloat (const std::string& name, float value) { if (name=="gamehour") setHour (value); else if (name=="day") setDay(static_cast(value)); else if (name=="month") setMonth(static_cast(value)); else mGlobalVariables[name].setFloat (value); } int World::getGlobalInt (const std::string& name) const { return mGlobalVariables[name].getInteger(); } float World::getGlobalFloat (const std::string& name) const { return mGlobalVariables[name].getFloat(); } char World::getGlobalVariableType (const std::string& name) const { return mGlobalVariables.getType (name); } std::string World::getCellName (const MWWorld::CellStore *cell) const { if (!cell) cell = mWorldScene->getCurrentCell(); if (!cell->getCell()->isExterior() || !cell->getCell()->mName.empty()) return cell->getCell()->mName; if (const ESM::Region* region = getStore().get().search (cell->getCell()->mRegion)) return region->mName; return getStore().get().find ("sDefaultCellname")->mValue.getString(); } void World::removeRefScript (MWWorld::RefData *ref) { mLocalScripts.remove (ref); } Ptr World::searchPtr (const std::string& name, bool activeOnly) { Ptr ret; // the player is always in an active cell. if (name=="player") { return mPlayer->getPlayer(); } std::string lowerCaseName = Misc::StringUtils::lowerCase(name); for (Scene::CellStoreCollection::const_iterator iter (mWorldScene->getActiveCells().begin()); iter!=mWorldScene->getActiveCells().end(); ++iter) { // TODO: caching still doesn't work efficiently here (only works for the one CellStore that the reference is in) CellStore* cellstore = *iter; Ptr ptr = mCells.getPtr (lowerCaseName, *cellstore, false); if (!ptr.isEmpty()) return ptr; } if (!activeOnly) { ret = mCells.getPtr (lowerCaseName); if (!ret.isEmpty()) return ret; } for (Scene::CellStoreCollection::const_iterator iter (mWorldScene->getActiveCells().begin()); iter!=mWorldScene->getActiveCells().end(); ++iter) { CellStore* cellstore = *iter; Ptr ptr = cellstore->searchInContainer(lowerCaseName); if (!ptr.isEmpty()) return ptr; } Ptr ptr = mPlayer->getPlayer().getClass() .getContainerStore(mPlayer->getPlayer()).search(lowerCaseName); return ptr; } Ptr World::getPtr (const std::string& name, bool activeOnly) { Ptr ret = searchPtr(name, activeOnly); if (!ret.isEmpty()) return ret; throw std::runtime_error ("unknown ID: " + name); } Ptr World::searchPtrViaActorId (int actorId) { // The player is not registered in any CellStore so must be checked manually if (actorId == getPlayerPtr().getClass().getCreatureStats(getPlayerPtr()).getActorId()) return getPlayerPtr(); // Now search cells return mWorldScene->searchPtrViaActorId (actorId); } struct FindContainerVisitor { ConstPtr mContainedPtr; Ptr mResult; FindContainerVisitor(const ConstPtr& containedPtr) : mContainedPtr(containedPtr) {} bool operator() (Ptr ptr) { if (mContainedPtr.getContainerStore() == &ptr.getClass().getContainerStore(ptr)) { mResult = ptr; return false; } return true; } }; Ptr World::findContainer(const ConstPtr& ptr) { if (ptr.isInCell()) return Ptr(); Ptr player = getPlayerPtr(); if (ptr.getContainerStore() == &player.getClass().getContainerStore(player)) return player; const Scene::CellStoreCollection& collection = mWorldScene->getActiveCells(); for (Scene::CellStoreCollection::const_iterator cellIt = collection.begin(); cellIt != collection.end(); ++cellIt) { FindContainerVisitor visitor(ptr); (*cellIt)->forEachType(visitor); if (visitor.mResult.isEmpty()) (*cellIt)->forEachType(visitor); if (visitor.mResult.isEmpty()) (*cellIt)->forEachType(visitor); if (!visitor.mResult.isEmpty()) return visitor.mResult; } return Ptr(); } void World::addContainerScripts(const Ptr& reference, CellStore * cell) { if( reference.getTypeName()==typeid (ESM::Container).name() || reference.getTypeName()==typeid (ESM::NPC).name() || reference.getTypeName()==typeid (ESM::Creature).name()) { MWWorld::ContainerStore& container = reference.getClass().getContainerStore(reference); for(MWWorld::ContainerStoreIterator it = container.begin(); it != container.end(); ++it) { std::string script = it->getClass().getScript(*it); if(script != "") { MWWorld::Ptr item = *it; item.mCell = cell; mLocalScripts.add (script, item); } } } } void World::enable (const Ptr& reference) { // enable is a no-op for items in containers if (!reference.isInCell()) return; if (!reference.getRefData().isEnabled()) { reference.getRefData().enable(); if(mWorldScene->getActiveCells().find (reference.getCell()) != mWorldScene->getActiveCells().end() && reference.getRefData().getCount()) mWorldScene->addObjectToScene (reference); } } void World::removeContainerScripts(const Ptr& reference) { if( reference.getTypeName()==typeid (ESM::Container).name() || reference.getTypeName()==typeid (ESM::NPC).name() || reference.getTypeName()==typeid (ESM::Creature).name()) { MWWorld::ContainerStore& container = reference.getClass().getContainerStore(reference); for(MWWorld::ContainerStoreIterator it = container.begin(); it != container.end(); ++it) { std::string script = it->getClass().getScript(*it); if(script != "") { MWWorld::Ptr item = *it; mLocalScripts.remove (item); } } } } void World::disable (const Ptr& reference) { // disable is a no-op for items in containers if (!reference.isInCell()) return; if (reference.getRefData().isEnabled()) { if (reference == getPlayerPtr()) throw std::runtime_error("can not disable player object"); reference.getRefData().disable(); if(mWorldScene->getActiveCells().find (reference.getCell())!=mWorldScene->getActiveCells().end() && reference.getRefData().getCount()) mWorldScene->removeObjectFromScene (reference); } } void World::advanceTime (double hours, bool incremental) { MWBase::Environment::get().getMechanicsManager()->advanceTime(static_cast(hours * 3600)); mWeatherManager->advanceTime (hours, incremental); if (!incremental) { mRendering->notifyWorldSpaceChanged(); mProjectileManager->clear(); } hours += mGameHour->getFloat(); setHour (hours); int days = static_cast(hours / 24); if (days>0) mDaysPassed->setInteger ( days + mDaysPassed->getInteger()); } void World::setHour (double hour) { if (hour<0) hour = 0; int days = static_cast(hour / 24); hour = std::fmod (hour, 24); mGameHour->setFloat(static_cast(hour)); if (days>0) setDay (days + mDay->getInteger()); } void World::setDay (int day) { if (day<1) day = 1; int month = mMonth->getInteger(); while (true) { int days = getDaysPerMonth (month); if (day<=days) break; if (month<11) { ++month; } else { month = 0; mYear->setInteger(mYear->getInteger()+1); } day -= days; } mDay->setInteger(day); mMonth->setInteger(month); mRendering->skySetDate(day, month); } void World::setMonth (int month) { if (month<0) month = 0; int years = month / 12; month = month % 12; int days = getDaysPerMonth (month); if (mDay->getInteger()>days) mDay->setInteger (days); mMonth->setInteger (month); if (years>0) mYear->setInteger (years+mYear->getInteger()); mRendering->skySetDate (mDay->getInteger(), month); } int World::getDay() const { return mDay->getInteger(); } int World::getMonth() const { return mMonth->getInteger(); } int World::getYear() const { return mYear->getInteger(); } std::string World::getMonthName (int month) const { if (month==-1) month = getMonth(); const int months = 12; if (month<0 || month>=months) return ""; static const char *monthNames[months] = { "sMonthMorningstar", "sMonthSunsdawn", "sMonthFirstseed", "sMonthRainshand", "sMonthSecondseed", "sMonthMidyear", "sMonthSunsheight", "sMonthLastseed", "sMonthHeartfire", "sMonthFrostfall", "sMonthSunsdusk", "sMonthEveningstar" }; return getStore().get().find (monthNames[month])->mValue.getString(); } TimeStamp World::getTimeStamp() const { return TimeStamp (mGameHour->getFloat(), mDaysPassed->getInteger()); } bool World::toggleSky() { mSky = !mSky; mRendering->setSkyEnabled(mSky); return mSky; } 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 mTimeScale->getFloat(); } void World::changeToInteriorCell (const std::string& cellName, const ESM::Position& position, bool adjustPlayerPos, bool changeEvent) { mPhysics->clearQueuedMovement(); if (changeEvent && mCurrentWorldSpace != cellName) { // changed worldspace mProjectileManager->clear(); mRendering->notifyWorldSpaceChanged(); mCurrentWorldSpace = cellName; } removeContainerScripts(getPlayerPtr()); mWorldScene->changeToInteriorCell(cellName, position, adjustPlayerPos, changeEvent); addContainerScripts(getPlayerPtr(), getPlayerPtr().getCell()); } void World::changeToExteriorCell (const ESM::Position& position, bool adjustPlayerPos, bool changeEvent) { mPhysics->clearQueuedMovement(); if (changeEvent && mCurrentWorldSpace != ESM::CellId::sDefaultWorldspace) { // changed worldspace mProjectileManager->clear(); mRendering->notifyWorldSpaceChanged(); } removeContainerScripts(getPlayerPtr()); mWorldScene->changeToExteriorCell(position, adjustPlayerPos, changeEvent); addContainerScripts(getPlayerPtr(), getPlayerPtr().getCell()); } void World::changeToCell (const ESM::CellId& cellId, const ESM::Position& position, bool adjustPlayerPos, bool changeEvent) { if (!changeEvent) mCurrentWorldSpace = cellId.mWorldspace; if (cellId.mPaged) changeToExteriorCell (position, adjustPlayerPos, changeEvent); else changeToInteriorCell (cellId.mWorldspace, position, adjustPlayerPos, changeEvent); } void World::markCellAsUnchanged() { return mWorldScene->markCellAsUnchanged(); } float World::getMaxActivationDistance () { if (mActivationDistanceOverride >= 0) return static_cast(mActivationDistanceOverride); static const int iMaxActivateDist = getStore().get().find("iMaxActivateDist")->getInt(); return static_cast(iMaxActivateDist); } MWWorld::Ptr World::getFacedObject() { MWWorld::Ptr facedObject; if (MWBase::Environment::get().getWindowManager()->isGuiMode() && MWBase::Environment::get().getWindowManager()->isConsoleMode()) facedObject = getFacedObject(getMaxActivationDistance() * 50, false); else { float activationDistance = getActivationDistancePlusTelekinesis(); facedObject = getFacedObject(activationDistance, true); if (!facedObject.isEmpty() && !facedObject.getClass().allowTelekinesis(facedObject) && mDistanceToFacedObject > getMaxActivationDistance() && !MWBase::Environment::get().getWindowManager()->isGuiMode()) return 0; } return facedObject; } float World::getDistanceToFacedObject() { return mDistanceToFacedObject; } osg::Matrixf World::getActorHeadTransform(const MWWorld::ConstPtr& actor) const { const MWRender::Animation *anim = mRendering->getAnimation(actor); if(anim) { const osg::Node *node = anim->getNode("Head"); if(!node) node = anim->getNode("Bip01 Head"); if(node) { osg::NodePathList nodepaths = node->getParentalNodePaths(); if(!nodepaths.empty()) return osg::computeLocalToWorld(nodepaths[0]); } } return osg::Matrixf::translate(actor.getRefData().getPosition().asVec3()); } std::pair World::getHitContact(const MWWorld::ConstPtr &ptr, float distance, std::vector &targets) { const ESM::Position &posdata = ptr.getRefData().getPosition(); osg::Quat rot = osg::Quat(posdata.rot[0], osg::Vec3f(-1,0,0)) * osg::Quat(posdata.rot[2], osg::Vec3f(0,0,-1)); osg::Vec3f halfExtents = mPhysics->getHalfExtents(ptr); // the origin of hitbox is an actor's front, not center distance += halfExtents.y(); // special cased for better aiming with the camera // if we do not hit anything, will use the default approach as fallback if (ptr == getPlayerPtr()) { osg::Vec3f pos = getActorHeadTransform(ptr).getTrans(); std::pair result = mPhysics->getHitContact(ptr, pos, rot, distance, targets); if(!result.first.isEmpty()) return std::make_pair(result.first, result.second); } osg::Vec3f pos = ptr.getRefData().getPosition().asVec3(); // general case, compatible with all types of different creatures // note: we intentionally do *not* use the collision box offset here, this is required to make // some flying creatures work that have their collision box offset in the air pos.z() += halfExtents.z(); std::pair result = mPhysics->getHitContact(ptr, pos, rot, distance, targets); if(result.first.isEmpty()) return std::make_pair(MWWorld::Ptr(), osg::Vec3f()); return std::make_pair(result.first, result.second); } void World::deleteObject (const Ptr& ptr) { if (!ptr.getRefData().isDeleted() && ptr.getContainerStore() == NULL) { if (ptr == getPlayerPtr()) throw std::runtime_error("can not delete player object"); ptr.getRefData().setCount(0); if (ptr.isInCell() && mWorldScene->getActiveCells().find(ptr.getCell()) != mWorldScene->getActiveCells().end() && ptr.getRefData().isEnabled()) { mWorldScene->removeObjectFromScene (ptr); mLocalScripts.remove (ptr); removeContainerScripts (ptr); } } } void World::undeleteObject(const Ptr& ptr) { if (!ptr.getCellRef().hasContentFile()) return; if (ptr.getRefData().isDeleted()) { ptr.getRefData().setCount(1); if (mWorldScene->getActiveCells().find(ptr.getCell()) != mWorldScene->getActiveCells().end() && ptr.getRefData().isEnabled()) { mWorldScene->addObjectToScene(ptr); std::string script = ptr.getClass().getScript(ptr); if (!script.empty()) mLocalScripts.add(script, ptr); addContainerScripts(ptr, ptr.getCell()); } } } MWWorld::Ptr World::moveObject(const Ptr &ptr, CellStore* newCell, float x, float y, float z, bool movePhysics) { ESM::Position pos = ptr.getRefData().getPosition(); pos.pos[0] = x; pos.pos[1] = y; pos.pos[2] = z; ptr.getRefData().setPosition(pos); osg::Vec3f vec(x, y, z); CellStore *currCell = ptr.isInCell() ? ptr.getCell() : NULL; // currCell == NULL should only happen for player, during initial startup bool isPlayer = ptr == mPlayer->getPlayer(); bool haveToMove = isPlayer || (currCell && mWorldScene->isCellActive(*currCell)); MWWorld::Ptr newPtr = ptr; if (currCell != newCell) { removeContainerScripts(ptr); if (isPlayer) { if (!newCell->isExterior()) changeToInteriorCell(Misc::StringUtils::lowerCase(newCell->getCell()->mName), pos, false); else { if (mWorldScene->isCellActive(*newCell)) mWorldScene->changePlayerCell(newCell, pos, false); else mWorldScene->changeToExteriorCell(pos, false); } addContainerScripts (getPlayerPtr(), newCell); newPtr = getPlayerPtr(); } else { bool currCellActive = mWorldScene->isCellActive(*currCell); bool newCellActive = mWorldScene->isCellActive(*newCell); if (!currCellActive && newCellActive) { newPtr = currCell->moveTo(ptr, newCell); mWorldScene->addObjectToScene(newPtr); std::string script = newPtr.getClass().getScript(newPtr); if (!script.empty()) { mLocalScripts.add(script, newPtr); } addContainerScripts(newPtr, newCell); } else if (!newCellActive && currCellActive) { mWorldScene->removeObjectFromScene(ptr); mLocalScripts.remove(ptr); removeContainerScripts (ptr); haveToMove = false; newPtr = currCell->moveTo(ptr, newCell); newPtr.getRefData().setBaseNode(0); } else if (!currCellActive && !newCellActive) newPtr = currCell->moveTo(ptr, newCell); else // both cells active { newPtr = currCell->moveTo(ptr, newCell); mRendering->updatePtr(ptr, newPtr); MWBase::Environment::get().getSoundManager()->updatePtr (ptr, newPtr); mPhysics->updatePtr(ptr, newPtr); MWBase::MechanicsManager *mechMgr = MWBase::Environment::get().getMechanicsManager(); mechMgr->updateCell(ptr, newPtr); std::string script = ptr.getClass().getScript(ptr); if (!script.empty()) { mLocalScripts.remove(ptr); removeContainerScripts (ptr); mLocalScripts.add(script, newPtr); addContainerScripts (newPtr, newCell); } } } } if (haveToMove && newPtr.getRefData().getBaseNode()) { mRendering->moveObject(newPtr, vec); if (movePhysics) mPhysics->updatePosition(newPtr); } if (isPlayer) { mWorldScene->playerMoved(vec); } return newPtr; } MWWorld::Ptr World::moveObjectImp(const Ptr& ptr, float x, float y, float z, bool movePhysics) { CellStore *cell = ptr.getCell(); if (cell->isExterior()) { int cellX, cellY; positionToIndex(x, y, cellX, cellY); cell = getExterior(cellX, cellY); } return moveObject(ptr, cell, x, y, z, movePhysics); } MWWorld::Ptr World::moveObject (const Ptr& ptr, float x, float y, float z) { return moveObjectImp(ptr, x, y, z); } void World::scaleObject (const Ptr& ptr, float scale) { ptr.getCellRef().setScale(scale); mWorldScene->updateObjectScale(ptr); } void World::rotateObjectImp (const Ptr& ptr, const osg::Vec3f& rot, bool adjust) { const float pi = static_cast(osg::PI); ESM::Position pos = ptr.getRefData().getPosition(); float *objRot = pos.rot; if(adjust) { objRot[0] += rot.x(); objRot[1] += rot.y(); objRot[2] += rot.z(); } else { objRot[0] = rot.x(); objRot[1] = rot.y(); objRot[2] = rot.z(); } if(ptr.getClass().isActor()) { /* HACK? Actors shouldn't really be rotating around X (or Y), but * currently it's done so for rotating the camera, which needs * clamping. */ const float half_pi = pi/2.f; if(objRot[0] < -half_pi) objRot[0] = -half_pi; else if(objRot[0] > half_pi) objRot[0] = half_pi; wrap(objRot[1]); wrap(objRot[2]); } ptr.getRefData().setPosition(pos); if(ptr.getRefData().getBaseNode() != 0) mWorldScene->updateObjectRotation(ptr, true); } void World::adjustPosition(const Ptr &ptr, bool force) { osg::Vec3f pos (ptr.getRefData().getPosition().asVec3()); if(!ptr.getRefData().getBaseNode()) { // will be adjusted when Ptr's cell becomes active return; } float terrainHeight = -std::numeric_limits::max(); if (ptr.getCell()->isExterior()) terrainHeight = getTerrainHeightAt(pos); if (pos.z() < terrainHeight) pos.z() = terrainHeight; pos.z() += 20; // place slightly above. will snap down to ground with code below if (force || !isFlying(ptr)) { osg::Vec3f traced = mPhysics->traceDown(ptr, pos, 500); if (traced.z() < pos.z()) pos.z() = traced.z(); } moveObject(ptr, ptr.getCell(), pos.x(), pos.y(), pos.z()); } void World::fixPosition(const Ptr &actor) { const float dist = 8000; osg::Vec3f pos (actor.getRefData().getPosition().asVec3()); pos.z() += dist; osg::Vec3f traced = mPhysics->traceDown(actor, pos, dist*1.1f); if (traced != pos) moveObject(actor, actor.getCell(), traced.x(), traced.y(), traced.z()); } void World::rotateObject (const Ptr& ptr,float x,float y,float z, bool adjust) { rotateObjectImp(ptr, osg::Vec3f(x, y, z), adjust); } void World::rotateWorldObject (const Ptr& ptr, osg::Quat rotate) { if(ptr.getRefData().getBaseNode() != 0) { mRendering->rotateObject(ptr, rotate); mPhysics->updateRotation(ptr); } } MWWorld::Ptr World::placeObject(const MWWorld::ConstPtr& ptr, MWWorld::CellStore* cell, ESM::Position pos) { return copyObjectToCell(ptr,cell,pos,ptr.getRefData().getCount(),false); } MWWorld::Ptr World::safePlaceObject(const ConstPtr &ptr, const ConstPtr &referenceObject, MWWorld::CellStore* referenceCell, int direction, float distance) { ESM::Position ipos = referenceObject.getRefData().getPosition(); osg::Vec3f pos(ipos.asVec3()); osg::Quat orientation(ipos.rot[2], osg::Vec3f(0,0,-1)); int fallbackDirections[4] = {direction, (direction+3)%4, (direction+2)%4, (direction+1)%4}; osg::Vec3f spawnPoint = pos; for (int i=0; i<4; ++i) { direction = fallbackDirections[i]; if (direction == 0) spawnPoint = pos + (orientation * osg::Vec3f(0,1,0)) * distance; else if(direction == 1) spawnPoint = pos - (orientation * osg::Vec3f(0,1,0)) * distance; else if(direction == 2) spawnPoint = pos - (orientation * osg::Vec3f(1,0,0)) * distance; else if(direction == 3) spawnPoint = pos + (orientation * osg::Vec3f(1,0,0)) * distance; if (!ptr.getClass().isActor()) break; // check if spawn point is safe, fall back to another direction if not spawnPoint.z() += 30; // move up a little to account for slopes, will snap down later if (!castRay(spawnPoint.x(), spawnPoint.y(), spawnPoint.z(), pos.x(), pos.y(), pos.z() + 20)) { // safe break; } } ipos.pos[0] = spawnPoint.x(); ipos.pos[1] = spawnPoint.y(); ipos.pos[2] = spawnPoint.z(); if (!referenceObject.getClass().isActor()) { ipos.rot[0] = referenceObject.getRefData().getPosition().rot[0]; ipos.rot[1] = referenceObject.getRefData().getPosition().rot[1]; } else { ipos.rot[0] = 0; ipos.rot[1] = 0; } ipos.rot[2] = referenceObject.getRefData().getPosition().rot[2]; MWWorld::Ptr placed = copyObjectToCell(ptr, referenceCell, ipos, ptr.getRefData().getCount(), false); placed.getClass().adjustPosition(placed, true); // snap to ground return placed; } void World::indexToPosition (int cellX, int cellY, float &x, float &y, bool centre) const { const int cellSize = 8192; x = static_cast(cellSize * cellX); y = static_cast(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(std::floor(x / cellSize)); cellY = static_cast(std::floor(y / cellSize)); } void World::queueMovement(const Ptr &ptr, const osg::Vec3f &velocity) { mPhysics->queueObjectMovement(ptr, velocity); } void World::doPhysics(float duration) { mPhysics->stepSimulation(duration); processDoors(duration); mProjectileManager->update(duration); const MWPhysics::PtrVelocityList &results = mPhysics->applyQueuedMovement(duration); MWPhysics::PtrVelocityList::const_iterator player(results.end()); for(MWPhysics::PtrVelocityList::const_iterator iter(results.begin());iter != results.end();++iter) { if(iter->first == getPlayerPtr()) { // Handle player last, in case a cell transition occurs player = iter; continue; } moveObjectImp(iter->first, iter->second.x(), iter->second.y(), iter->second.z(), false); } if(player != results.end()) moveObjectImp(player->first, player->second.x(), player->second.y(), player->second.z(), false); } bool World::castRay (float x1, float y1, float z1, float x2, float y2, float z2) { osg::Vec3f a(x1,y1,z1); osg::Vec3f b(x2,y2,z2); MWPhysics::PhysicsSystem::RayResult result = mPhysics->castRay(a, b, MWWorld::Ptr(), std::vector(), MWPhysics::CollisionType_World|MWPhysics::CollisionType_Door); return result.mHit; } void World::processDoors(float duration) { std::map::iterator it = mDoorStates.begin(); while (it != mDoorStates.end()) { if (!mWorldScene->isCellActive(*it->first.getCell()) || !it->first.getRefData().getBaseNode()) { // The door is no longer in an active cell, or it was disabled. // Erase from mDoorStates, since we no longer need to move it. // Once we load the door's cell again (or re-enable the door), Door::insertObject will reinsert to mDoorStates. mDoorStates.erase(it++); } else { const ESM::Position& objPos = it->first.getRefData().getPosition(); float oldRot = objPos.rot[2]; float minRot = it->first.getCellRef().getPosition().rot[2]; float maxRot = minRot + osg::DegreesToRadians(90.f); float diff = duration * osg::DegreesToRadians(90.f); float targetRot = std::min(std::max(minRot, oldRot + diff * (it->second == 1 ? 1 : -1)), maxRot); rotateObject(it->first, objPos.rot[0], objPos.rot[1], targetRot); bool reached = (targetRot == maxRot && it->second) || targetRot == minRot; /// \todo should use convexSweepTest here std::vector collisions = mPhysics->getCollisions(it->first, MWPhysics::CollisionType_Door, MWPhysics::CollisionType_Actor); for (std::vector::iterator cit = collisions.begin(); cit != collisions.end(); ++cit) { MWWorld::Ptr ptr = *cit; if (ptr.getClass().isActor()) { // Collided with actor, ask actor to try to avoid door if(ptr != getPlayerPtr() ) { MWMechanics::AiSequence& seq = ptr.getClass().getCreatureStats(ptr).getAiSequence(); if(seq.getTypeId() != MWMechanics::AiPackage::TypeIdAvoidDoor) //Only add it once seq.stack(MWMechanics::AiAvoidDoor(it->first),ptr); } // we need to undo the rotation rotateObject(it->first, objPos.rot[0], objPos.rot[1], oldRot); reached = false; } } // the rotation order we want to use mWorldScene->updateObjectRotation(it->first, false); if (reached) { // Mark as non-moving it->first.getClass().setDoorState(it->first, 0); mDoorStates.erase(it++); } else ++it; } } } bool World::toggleCollisionMode() { return mPhysics->toggleCollisionMode(); } bool World::toggleRenderMode (MWRender::RenderMode mode) { switch (mode) { case MWRender::Render_CollisionDebug: return mPhysics->toggleDebugRendering(); default: return mRendering->toggleRenderMode(mode); } } const ESM::Potion *World::createRecord (const ESM::Potion& record) { return mStore.insert(record); } const ESM::Class *World::createRecord (const ESM::Class& record) { return mStore.insert(record); } const ESM::Spell *World::createRecord (const ESM::Spell& record) { return mStore.insert(record); } const ESM::Cell *World::createRecord (const ESM::Cell& record) { return mStore.insert(record); } const ESM::CreatureLevList *World::createOverrideRecord(const ESM::CreatureLevList &record) { return mStore.overrideRecord(record); } const ESM::ItemLevList *World::createOverrideRecord(const ESM::ItemLevList &record) { return mStore.overrideRecord(record); } const ESM::NPC *World::createRecord(const ESM::NPC &record) { bool update = false; if (Misc::StringUtils::ciEqual(record.mId, "player")) { const ESM::NPC *player = mPlayer->getPlayer().get()->mBase; update = record.isMale() != player->isMale() || !Misc::StringUtils::ciEqual(record.mRace, player->mRace) || !Misc::StringUtils::ciEqual(record.mHead, player->mHead) || !Misc::StringUtils::ciEqual(record.mHair, player->mHair); } const ESM::NPC *ret = mStore.insert(record); if (update) { renderPlayer(); } return ret; } const ESM::Armor *World::createRecord (const ESM::Armor& record) { return mStore.insert(record); } const ESM::Weapon *World::createRecord (const ESM::Weapon& record) { return mStore.insert(record); } const ESM::Clothing *World::createRecord (const ESM::Clothing& record) { return mStore.insert(record); } const ESM::Enchantment *World::createRecord (const ESM::Enchantment& record) { return mStore.insert(record); } const ESM::Book *World::createRecord (const ESM::Book& record) { return mStore.insert(record); } void World::update (float duration, bool paused) { if (mGoToJail && !paused) goToJail(); updateWeather(duration, paused); if (!paused) doPhysics (duration); updatePlayer(); mPhysics->debugDraw(); mWorldScene->update (duration, paused); updateSoundListener(); mSpellPreloadTimer -= duration; if (mSpellPreloadTimer <= 0.f) { mSpellPreloadTimer = 0.1f; preloadSpells(); } } void World::updatePlayer() { MWWorld::Ptr player = getPlayerPtr(); // TODO: move to MWWorld::Player if (player.getCell()->isExterior()) { ESM::Position pos = player.getRefData().getPosition(); mPlayer->setLastKnownExteriorPosition(pos.asVec3()); } bool isWerewolf = player.getClass().getNpcStats(player).isWerewolf(); bool isFirstPerson = mRendering->getCamera()->isFirstPerson(); if (isWerewolf && isFirstPerson) { float werewolfFov = mFallback.getFallbackFloat("General_Werewolf_FOV"); if (werewolfFov != 0) mRendering->overrideFieldOfView(werewolfFov); MWBase::Environment::get().getWindowManager()->setWerewolfOverlay(true); } else { mRendering->resetFieldOfView(); MWBase::Environment::get().getWindowManager()->setWerewolfOverlay(false); } // Sink the camera while sneaking bool sneaking = player.getClass().getCreatureStats(getPlayerPtr()).getStance(MWMechanics::CreatureStats::Stance_Sneak); bool inair = !isOnGround(player); bool swimming = isSwimming(player); static const float i1stPersonSneakDelta = getStore().get().find("i1stPersonSneakDelta")->getFloat(); if (sneaking && !(swimming || inair)) mRendering->getCamera()->setSneakOffset(i1stPersonSneakDelta); else mRendering->getCamera()->setSneakOffset(0.f); int blind = static_cast(player.getClass().getCreatureStats(player).getMagicEffects().get(ESM::MagicEffect::Blind).getMagnitude()); MWBase::Environment::get().getWindowManager()->setBlindness(std::max(0, std::min(100, blind))); int nightEye = static_cast(player.getClass().getCreatureStats(player).getMagicEffects().get(ESM::MagicEffect::NightEye).getMagnitude()); mRendering->setNightEyeFactor(std::min(1.f, (nightEye/100.f))); mRendering->getCamera()->setCameraDistance(); if(!mRendering->getCamera()->isFirstPerson()) { osg::Vec3f focal, camera; mRendering->getCamera()->getPosition(focal, camera); float radius = mRendering->getNearClipDistance()*2.5f; MWPhysics::PhysicsSystem::RayResult result = mPhysics->castSphere(focal, camera, radius); if (result.mHit) mRendering->getCamera()->setCameraDistance((result.mHitPos - focal).length() - radius, false, false); } } void World::preloadSpells() { std::string selectedSpell = MWBase::Environment::get().getWindowManager()->getSelectedSpell(); if (!selectedSpell.empty()) { const ESM::Spell* spell = mStore.get().search(selectedSpell); if (spell) preloadEffects(&spell->mEffects); } const MWWorld::Ptr& selectedEnchantItem = MWBase::Environment::get().getWindowManager()->getSelectedEnchantItem(); if (!selectedEnchantItem.isEmpty()) { std::string enchantId = selectedEnchantItem.getClass().getEnchantment(selectedEnchantItem); if (!enchantId.empty()) { const ESM::Enchantment* ench = mStore.get().search(selectedEnchantItem.getClass().getEnchantment(selectedEnchantItem)); if (ench) preloadEffects(&ench->mEffects); } } const MWWorld::Ptr& selectedWeapon = MWBase::Environment::get().getWindowManager()->getSelectedWeapon(); if (!selectedWeapon.isEmpty()) { std::string enchantId = selectedWeapon.getClass().getEnchantment(selectedWeapon); if (!enchantId.empty()) { const ESM::Enchantment* ench = mStore.get().search(enchantId); if (ench && ench->mData.mType == ESM::Enchantment::WhenStrikes) preloadEffects(&ench->mEffects); } } } void World::updateSoundListener() { const ESM::Position& refpos = getPlayerPtr().getRefData().getPosition(); osg::Vec3f listenerPos; if (isFirstPerson()) listenerPos = mRendering->getCameraPosition(); else listenerPos = refpos.asVec3() + osg::Vec3f(0, 0, 1.85f * mPhysics->getHalfExtents(getPlayerPtr()).z()); osg::Quat listenerOrient = osg::Quat(refpos.rot[1], osg::Vec3f(0,-1,0)) * osg::Quat(refpos.rot[0], osg::Vec3f(-1,0,0)) * osg::Quat(refpos.rot[2], osg::Vec3f(0,0,-1)); osg::Vec3f forward = listenerOrient * osg::Vec3f(0,1,0); osg::Vec3f up = listenerOrient * osg::Vec3f(0,0,1); bool underwater = isUnderwater(getPlayerPtr().getCell(), listenerPos); MWBase::Environment::get().getSoundManager()->setListenerPosDir(listenerPos, forward, up, underwater); } void World::updateWindowManager () { try { // inform the GUI about focused object MWWorld::Ptr object = getFacedObject (); // retrieve object dimensions so we know where to place the floating label if (!object.isEmpty ()) { osg::Vec4f screenBounds = mRendering->getScreenBounds(object); MWBase::Environment::get().getWindowManager()->setFocusObjectScreenCoords( screenBounds.x(), screenBounds.y(), screenBounds.z(), screenBounds.w()); } MWBase::Environment::get().getWindowManager()->setFocusObject(object); } catch (std::exception& e) { std::cerr << "Error updating window manager: " << e.what() << std::endl; } } MWWorld::Ptr World::getFacedObject(float maxDistance, bool ignorePlayer) { const float camDist = mRendering->getCameraDistance(); maxDistance += camDist; MWWorld::Ptr facedObject; MWRender::RenderingManager::RayResult rayToObject; if (MWBase::Environment::get().getWindowManager()->isGuiMode()) { float x, y; MWBase::Environment::get().getWindowManager()->getMousePosition(x, y); rayToObject = mRendering->castCameraToViewportRay(x, y, maxDistance, ignorePlayer); } else rayToObject = mRendering->castCameraToViewportRay(0.5f, 0.5f, maxDistance, ignorePlayer); facedObject = rayToObject.mHitObject; if (rayToObject.mHit) mDistanceToFacedObject = (rayToObject.mRatio * maxDistance) - camDist; else mDistanceToFacedObject = -1; return facedObject; } bool World::isCellExterior() const { const CellStore *currentCell = mWorldScene->getCurrentCell(); if (currentCell) { return currentCell->getCell()->isExterior(); } return false; } bool World::isCellQuasiExterior() const { const CellStore *currentCell = mWorldScene->getCurrentCell(); if (currentCell) { if (!(currentCell->getCell()->mData.mFlags & 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); } void World::modRegion(const std::string ®ionid, const std::vector &chances) { mWeatherManager->modRegion(regionid, chances); } osg::Vec2f World::getNorthVector (const CellStore* cell) { MWWorld::ConstPtr northmarker = cell->searchConst("northmarker"); if (northmarker.isEmpty()) return osg::Vec2f(0, 1); osg::Quat orient (-northmarker.getRefData().getPosition().rot[2], osg::Vec3f(0,0,1)); osg::Vec3f dir = orient * osg::Vec3f(0,1,0); osg::Vec2f d (dir.x(), dir.y()); return d; } struct GetDoorMarkerVisitor { GetDoorMarkerVisitor(std::vector& out) : mOut(out) { } std::vector& mOut; bool operator()(const MWWorld::Ptr& ptr) { MWWorld::LiveCellRef& ref = *static_cast* >(ptr.getBase()); if (!ref.mData.isEnabled() || ref.mData.isDeleted()) return true; if (ref.mRef.getTeleport()) { World::DoorMarker newMarker; newMarker.name = MWClass::Door::getDestination(ref); ESM::CellId cellid; if (!ref.mRef.getDestCell().empty()) { cellid.mWorldspace = ref.mRef.getDestCell(); cellid.mPaged = false; cellid.mIndex.mX = 0; cellid.mIndex.mY = 0; } else { cellid.mPaged = true; MWBase::Environment::get().getWorld()->positionToIndex( ref.mRef.getDoorDest().pos[0], ref.mRef.getDoorDest().pos[1], cellid.mIndex.mX, cellid.mIndex.mY); } newMarker.dest = cellid; ESM::Position pos = ref.mData.getPosition (); newMarker.x = pos.pos[0]; newMarker.y = pos.pos[1]; mOut.push_back(newMarker); } return true; } }; void World::getDoorMarkers (CellStore* cell, std::vector& out) { GetDoorMarkerVisitor visitor(out); cell->forEachType(visitor); } void World::setWaterHeight(const float height) { mPhysics->setWaterHeight(height); mRendering->setWaterHeight(height); } bool World::toggleWater() { return mRendering->toggleRenderMode(MWRender::Render_Water); } bool World::toggleWorld() { return mRendering->toggleRenderMode(MWRender::Render_Scene); } bool World::toggleBorders() { return mRendering->toggleBorders(); } void World::PCDropped (const Ptr& item) { std::string script = item.getClass().getScript(item); // Set OnPCDrop Variable on item's script, if it has a script with that variable declared if(script != "") item.getRefData().getLocals().setVarByInt(script, "onpcdrop", 1); } MWWorld::Ptr World::placeObject (const MWWorld::ConstPtr& object, float cursorX, float cursorY, int amount) { const float maxDist = 200.f; MWRender::RenderingManager::RayResult result = mRendering->castCameraToViewportRay(cursorX, cursorY, maxDist, true, true); CellStore* cell = getPlayerPtr().getCell(); ESM::Position pos = getPlayerPtr().getRefData().getPosition(); if (result.mHit) { pos.pos[0] = result.mHitPointWorld.x(); pos.pos[1] = result.mHitPointWorld.y(); pos.pos[2] = result.mHitPointWorld.z(); } // We want only the Z part of the player's rotation pos.rot[0] = 0; pos.rot[1] = 0; // copy the object and set its count Ptr dropped = copyObjectToCell(object, cell, pos, amount, true); // only the player place items in the world, so no need to check actor PCDropped(dropped); return dropped; } bool World::canPlaceObject(float cursorX, float cursorY) { const float maxDist = 200.f; MWRender::RenderingManager::RayResult result = mRendering->castCameraToViewportRay(cursorX, cursorY, maxDist, true, true); if (result.mHit) { // check if the wanted position is on a flat surface, and not e.g. against a vertical wall if (std::acos((result.mHitNormalWorld/result.mHitNormalWorld.length()) * osg::Vec3f(0,0,1)) >= osg::DegreesToRadians(30.f)) return false; return true; } else return false; } Ptr World::copyObjectToCell(const ConstPtr &object, CellStore* cell, ESM::Position pos, int count, bool adjustPos) { if (cell->isExterior()) { int cellX, cellY; positionToIndex(pos.pos[0], pos.pos[1], cellX, cellY); cell = mCells.getExterior(cellX, cellY); } MWWorld::Ptr dropped = object.getClass().copyToCell(object, *cell, pos, count); // Reset some position values that could be uninitialized if this item came from a container dropped.getCellRef().setPosition(pos); dropped.getCellRef().unsetRefNum(); if (mWorldScene->isCellActive(*cell)) { if (dropped.getRefData().isEnabled()) { mWorldScene->addObjectToScene(dropped); } std::string script = dropped.getClass().getScript(dropped); if (!script.empty()) { mLocalScripts.add(script, dropped); } addContainerScripts(dropped, cell); } if (!object.getClass().isActor() && adjustPos && dropped.getRefData().getBaseNode()) { // Adjust position so the location we wanted ends up in the middle of the object bounding box osg::ComputeBoundsVisitor computeBounds; computeBounds.setTraversalMask(~MWRender::Mask_ParticleSystem); dropped.getRefData().getBaseNode()->accept(computeBounds); osg::BoundingBox bounds = computeBounds.getBoundingBox(); if (bounds.valid()) { bounds.set(bounds._min - pos.asVec3(), bounds._max - pos.asVec3()); osg::Vec3f adjust ( (bounds.xMin() + bounds.xMax()) / 2, (bounds.yMin() + bounds.yMax()) / 2, bounds.zMin() ); pos.pos[0] -= adjust.x(); pos.pos[1] -= adjust.y(); pos.pos[2] -= adjust.z(); moveObject(dropped, pos.pos[0], pos.pos[1], pos.pos[2]); } } return dropped; } MWWorld::Ptr World::dropObjectOnGround (const Ptr& actor, const ConstPtr& object, int amount) { MWWorld::CellStore* cell = actor.getCell(); ESM::Position pos = actor.getRefData().getPosition(); // We want only the Z part of the actor's rotation pos.rot[0] = 0; pos.rot[1] = 0; osg::Vec3f orig = pos.asVec3(); orig.z() += 20; osg::Vec3f dir (0, 0, -1); float len = 1000000.0; MWRender::RenderingManager::RayResult result = mRendering->castRay(orig, orig+dir*len, true, true); if (result.mHit) pos.pos[2] = result.mHitPointWorld.z(); // copy the object and set its count Ptr dropped = copyObjectToCell(object, cell, pos, amount, true); if(actor == mPlayer->getPlayer()) // Only call if dropped by player PCDropped(dropped); return dropped; } void World::processChangedSettings(const Settings::CategorySettingVector& settings) { mRendering->processChangedSettings(settings); } bool World::isFlying(const MWWorld::Ptr &ptr) const { const MWMechanics::CreatureStats &stats = ptr.getClass().getCreatureStats(ptr); if(!ptr.getClass().isActor()) return false; if (stats.isDead()) return false; if (ptr.getClass().canFly(ptr)) return !stats.isParalyzed(); if(stats.getMagicEffects().get(ESM::MagicEffect::Levitate).getMagnitude() > 0 && isLevitationEnabled()) return true; const MWPhysics::Actor* actor = mPhysics->getActor(ptr); if(!actor || !actor->getCollisionMode()) return true; return false; } bool World::isSlowFalling(const MWWorld::Ptr &ptr) const { if(!ptr.getClass().isActor()) return false; const MWMechanics::CreatureStats &stats = ptr.getClass().getCreatureStats(ptr); if(stats.getMagicEffects().get(ESM::MagicEffect::SlowFall).getMagnitude() > 0) return true; return false; } bool World::isSubmerged(const MWWorld::ConstPtr &object) const { return isUnderwater(object, 1.0f/mSwimHeightScale); } bool World::isSwimming(const MWWorld::ConstPtr &object) const { return isUnderwater(object, mSwimHeightScale); } bool World::isWading(const MWWorld::ConstPtr &object) const { const float kneeDeep = 0.25f; return isUnderwater(object, kneeDeep); } bool World::isUnderwater(const MWWorld::ConstPtr &object, const float heightRatio) const { osg::Vec3f pos (object.getRefData().getPosition().asVec3()); pos.z() += heightRatio*2*mPhysics->getRenderingHalfExtents(object).z(); const CellStore *currCell = object.isInCell() ? object.getCell() : NULL; // currCell == NULL should only happen for player, during initial startup return isUnderwater(currCell, pos); } bool World::isUnderwater(const MWWorld::CellStore* cell, const osg::Vec3f &pos) const { if (!cell) return false; if (!(cell->getCell()->hasWater())) { return false; } return pos.z() < cell->getWaterLevel(); } bool World::isWaterWalkingCastableOnTarget(const MWWorld::ConstPtr &target) const { const MWWorld::CellStore* cell = target.getCell(); if (!cell->getCell()->hasWater()) return true; float waterlevel = cell->getWaterLevel(); // SwimHeightScale affects the upper z position an actor can swim to // while in water. Based on observation from the original engine, // the upper z position you get with a +1 SwimHeightScale is the depth // limit for being able to cast water walking on an underwater target. if (isUnderwater(target, mSwimHeightScale + 1) || (isUnderwater(cell, target.getRefData().getPosition().asVec3()) && !mPhysics->canMoveToWaterSurface(target, waterlevel))) return false; // not castable if too deep or if not enough room to move actor to surface else return true; } bool World::isOnGround(const MWWorld::Ptr &ptr) const { return mPhysics->isOnGround(ptr); } void World::togglePOV() { mRendering->togglePOV(); } bool World::isFirstPerson() const { return mRendering->getCamera()->isFirstPerson(); } void World::togglePreviewMode(bool enable) { mRendering->togglePreviewMode(enable); } bool World::toggleVanityMode(bool enable) { return mRendering->toggleVanityMode(enable); } void World::allowVanityMode(bool allow) { mRendering->allowVanityMode(allow); } void World::togglePlayerLooking(bool enable) { mRendering->togglePlayerLooking(enable); } void World::changeVanityModeScale(float factor) { mRendering->changeVanityModeScale(factor); } bool World::vanityRotateCamera(float * rot) { return mRendering->vanityRotateCamera(rot); } void World::setCameraDistance(float dist, bool adjust, bool override_) { mRendering->setCameraDistance(dist, adjust, override_); } void World::setupPlayer() { const ESM::NPC *player = mStore.get().find("player"); if (!mPlayer) mPlayer.reset(new MWWorld::Player(player)); else { // Remove the old CharacterController MWBase::Environment::get().getMechanicsManager()->remove(getPlayerPtr()); mPhysics->remove(getPlayerPtr()); mRendering->removePlayer(getPlayerPtr()); mPlayer->set(player); } Ptr ptr = mPlayer->getPlayer(); mRendering->setupPlayer(ptr); } void World::renderPlayer() { MWBase::Environment::get().getMechanicsManager()->remove(getPlayerPtr()); MWWorld::Ptr player = getPlayerPtr(); mRendering->renderPlayer(player); MWRender::NpcAnimation* anim = static_cast(mRendering->getAnimation(player)); player.getClass().getInventoryStore(player).setInvListener(anim, player); player.getClass().getInventoryStore(player).setContListener(anim); scaleObject(getPlayerPtr(), 1.f); // apply race height rotateObject(getPlayerPtr(), 0.f, 0.f, 0.f, true); MWBase::Environment::get().getMechanicsManager()->add(getPlayerPtr()); MWBase::Environment::get().getMechanicsManager()->watchActor(getPlayerPtr()); std::string model = getPlayerPtr().getClass().getModel(getPlayerPtr()); model = Misc::ResourceHelpers::correctActorModelPath(model, mResourceSystem->getVFS()); mPhysics->remove(getPlayerPtr()); mPhysics->addActor(getPlayerPtr(), model); applyLoopingParticles(player); } int World::canRest () { CellStore *currentCell = mWorldScene->getCurrentCell(); Ptr player = mPlayer->getPlayer(); RefData &refdata = player.getRefData(); osg::Vec3f playerPos(refdata.getPosition().asVec3()); const MWPhysics::Actor* actor = mPhysics->getActor(player); if (!actor) throw std::runtime_error("can't find player"); if ((actor->getCollisionMode() && !mPhysics->isOnSolidGround(player)) || isUnderwater(currentCell, playerPos) || isWalkingOnWater(player)) return 2; if((currentCell->getCell()->mData.mFlags&ESM::Cell::NoSleep) || player.getClass().getNpcStats(player).isWerewolf()) return 1; return 0; } MWRender::Animation* World::getAnimation(const MWWorld::Ptr &ptr) { return mRendering->getAnimation(ptr); } const MWRender::Animation* World::getAnimation(const MWWorld::ConstPtr &ptr) const { return mRendering->getAnimation(ptr); } void World::screenshot(osg::Image* image, int w, int h) { mRendering->screenshot(image, w, h); } bool World::screenshot360(osg::Image* image, std::string settingStr) { return mRendering->screenshot360(image,settingStr); } void World::activateDoor(const MWWorld::Ptr& door) { int state = door.getClass().getDoorState(door); switch (state) { case 0: if (door.getRefData().getPosition().rot[2] == door.getCellRef().getPosition().rot[2]) state = 1; // if closed, then open else state = 2; // if open, then close break; case 2: state = 1; // if closing, then open break; case 1: default: state = 2; // if opening, then close break; } door.getClass().setDoorState(door, state); mDoorStates[door] = state; } void World::activateDoor(const Ptr &door, int state) { door.getClass().setDoorState(door, state); mDoorStates[door] = state; if (state == 0) mDoorStates.erase(door); } bool World::getPlayerStandingOn (const MWWorld::ConstPtr& object) { MWWorld::Ptr player = getPlayerPtr(); return mPhysics->isActorStandingOn(player, object); } bool World::getActorStandingOn (const MWWorld::ConstPtr& object) { std::vector actors; mPhysics->getActorsStandingOn(object, actors); return !actors.empty(); } bool World::getPlayerCollidingWith (const MWWorld::ConstPtr& object) { MWWorld::Ptr player = getPlayerPtr(); return mPhysics->isActorCollidingWith(player, object); } bool World::getActorCollidingWith (const MWWorld::ConstPtr& object) { std::vector actors; mPhysics->getActorsCollidingWith(object, actors); return !actors.empty(); } void World::hurtStandingActors(const ConstPtr &object, float healthPerSecond) { if (MWBase::Environment::get().getWindowManager()->isGuiMode()) return; std::vector actors; mPhysics->getActorsStandingOn(object, actors); for (std::vector::iterator it = actors.begin(); it != actors.end(); ++it) { MWWorld::Ptr actor = *it; MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor); if (stats.isDead()) continue; mPhysics->markAsNonSolid (object); if (actor == getPlayerPtr() && MWBase::Environment::get().getWorld()->getGodModeState()) return; MWMechanics::DynamicStat health = stats.getHealth(); health.setCurrent(health.getCurrent()-healthPerSecond*MWBase::Environment::get().getFrameDuration()); stats.setHealth(health); if (healthPerSecond > 0.0f) { if (actor == getPlayerPtr()) MWBase::Environment::get().getWindowManager()->activateHitOverlay(false); if (!MWBase::Environment::get().getSoundManager()->getSoundPlaying(actor, "Health Damage")) MWBase::Environment::get().getSoundManager()->playSound3D(actor, "Health Damage", 1.0f, 1.0f); } } } void World::hurtCollidingActors(const ConstPtr &object, float healthPerSecond) { if (MWBase::Environment::get().getWindowManager()->isGuiMode()) return; std::vector actors; mPhysics->getActorsCollidingWith(object, actors); for (std::vector::iterator it = actors.begin(); it != actors.end(); ++it) { MWWorld::Ptr actor = *it; MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor); if (stats.isDead()) continue; mPhysics->markAsNonSolid (object); if (actor == getPlayerPtr() && MWBase::Environment::get().getWorld()->getGodModeState()) return; MWMechanics::DynamicStat health = stats.getHealth(); health.setCurrent(health.getCurrent()-healthPerSecond*MWBase::Environment::get().getFrameDuration()); stats.setHealth(health); if (healthPerSecond > 0.0f) { if (actor == getPlayerPtr()) MWBase::Environment::get().getWindowManager()->activateHitOverlay(false); if (!MWBase::Environment::get().getSoundManager()->getSoundPlaying(actor, "Health Damage")) MWBase::Environment::get().getSoundManager()->playSound3D(actor, "Health Damage", 1.0f, 1.0f); } } } float World::getWindSpeed() { if (isCellExterior() || isCellQuasiExterior()) return mWeatherManager->getWindSpeed(); else return 0.f; } bool World::isInStorm() const { if (isCellExterior() || isCellQuasiExterior()) return mWeatherManager->isInStorm(); else return false; } osg::Vec3f World::getStormDirection() const { if (isCellExterior() || isCellQuasiExterior()) return mWeatherManager->getStormDirection(); else return osg::Vec3f(0,1,0); } struct GetContainersOwnedByVisitor { GetContainersOwnedByVisitor(const MWWorld::ConstPtr& owner, std::vector& out) : mOwner(owner) , mOut(out) { } MWWorld::ConstPtr mOwner; std::vector& mOut; bool operator()(const MWWorld::Ptr& ptr) { if (ptr.getRefData().isDeleted()) return true; // vanilla Morrowind does not allow to sell items from containers with zero capacity if (ptr.getClass().getCapacity(ptr) <= 0.f) return true; if (Misc::StringUtils::ciEqual(ptr.getCellRef().getOwner(), mOwner.getCellRef().getRefId())) mOut.push_back(ptr); return true; } }; void World::getContainersOwnedBy (const MWWorld::ConstPtr& owner, std::vector& out) { const Scene::CellStoreCollection& collection = mWorldScene->getActiveCells(); for (Scene::CellStoreCollection::const_iterator cellIt = collection.begin(); cellIt != collection.end(); ++cellIt) { GetContainersOwnedByVisitor visitor (owner, out); (*cellIt)->forEachType(visitor); } } struct ListObjectsVisitor { std::vector mObjects; bool operator() (Ptr ptr) { if (ptr.getRefData().getBaseNode()) mObjects.push_back(ptr); return true; } }; void World::getItemsOwnedBy (const MWWorld::ConstPtr& npc, std::vector& out) { const Scene::CellStoreCollection& collection = mWorldScene->getActiveCells(); for (Scene::CellStoreCollection::const_iterator cellIt = collection.begin(); cellIt != collection.end(); ++cellIt) { ListObjectsVisitor visitor; (*cellIt)->forEach(visitor); for (std::vector::iterator it = visitor.mObjects.begin(); it != visitor.mObjects.end(); ++it) if (Misc::StringUtils::ciEqual(it->getCellRef().getOwner(), npc.getCellRef().getRefId())) out.push_back(*it); } } bool World::getLOS(const MWWorld::ConstPtr& actor, const MWWorld::ConstPtr& targetActor) { if (!targetActor.getRefData().isEnabled() || !actor.getRefData().isEnabled()) return false; // cannot get LOS unless both NPC's are enabled if (!targetActor.getRefData().getBaseNode() || !actor.getRefData().getBaseNode()) return false; // not in active cell return mPhysics->getLineOfSight(actor, targetActor); } float World::getDistToNearestRayHit(const osg::Vec3f& from, const osg::Vec3f& dir, float maxDist, bool includeWater) { osg::Vec3f to (dir); to.normalize(); to = from + (to * maxDist); int collisionTypes = MWPhysics::CollisionType_World | MWPhysics::CollisionType_HeightMap | MWPhysics::CollisionType_Door; if (includeWater) { collisionTypes |= MWPhysics::CollisionType_Water; } MWPhysics::PhysicsSystem::RayResult result = mPhysics->castRay(from, to, MWWorld::Ptr(), std::vector(), collisionTypes); if (!result.mHit) return maxDist; else return (result.mHitPos - from).length(); } void World::enableActorCollision(const MWWorld::Ptr& actor, bool enable) { MWPhysics::Actor *physicActor = mPhysics->getActor(actor); if (physicActor) physicActor->enableCollisionBody(enable); } bool World::findInteriorPosition(const std::string &name, ESM::Position &pos) { typedef MWWorld::CellRefList::List DoorList; typedef MWWorld::CellRefList::List StaticList; pos.rot[0] = pos.rot[1] = pos.rot[2] = 0; pos.pos[0] = pos.pos[1] = pos.pos[2] = 0; MWWorld::CellStore *cellStore = getInterior(name); if (0 == cellStore) { return false; } const DoorList &doors = cellStore->getReadOnlyDoors().mList; for (DoorList::const_iterator it = doors.begin(); it != doors.end(); ++it) { if (!it->mRef.getTeleport()) { continue; } MWWorld::CellStore *source = 0; // door to exterior if (it->mRef.getDestCell().empty()) { int x, y; ESM::Position doorDest = it->mRef.getDoorDest(); positionToIndex(doorDest.pos[0], doorDest.pos[1], x, y); source = getExterior(x, y); } // door to interior else { source = getInterior(it->mRef.getDestCell()); } if (0 != source) { // Find door leading to our current teleport door // and use its destination to position inside cell. const DoorList &destinationDoors = source->getReadOnlyDoors().mList; for (DoorList::const_iterator jt = destinationDoors.begin(); jt != destinationDoors.end(); ++jt) { if (it->mRef.getTeleport() && Misc::StringUtils::ciEqual(name, jt->mRef.getDestCell())) { /// \note Using _any_ door pointed to the interior, /// not the one pointed to current door. pos = jt->mRef.getDoorDest(); return true; } } } } // Fall back to the first static location. const StaticList &statics = cellStore->getReadOnlyStatics().mList; if ( statics.begin() != statics.end() ) { pos = statics.begin()->mRef.getPosition(); return true; } return false; } bool World::findExteriorPosition(const std::string &name, ESM::Position &pos) { pos.rot[0] = pos.rot[1] = pos.rot[2] = 0; const ESM::Cell *ext = getExterior(name); if (!ext && name.find(',') != std::string::npos) { try { int x = std::stoi(name.substr(0, name.find(','))); int y = std::stoi(name.substr(name.find(',')+1)); ext = getExterior(x, y)->getCell(); } catch (const std::invalid_argument&) { // This exception can be ignored, as this means that name probably refers to a interior cell instead of comma separated coordinates } catch (const std::out_of_range&) { throw std::runtime_error("Cell coordinates out of range."); } } if (ext) { int x = ext->getGridX(); int y = ext->getGridY(); indexToPosition(x, y, pos.pos[0], pos.pos[1], true); // Note: Z pos will be adjusted by adjustPosition later pos.pos[2] = 0; return true; } return false; } void World::enableTeleporting(bool enable) { mTeleportEnabled = enable; } bool World::isTeleportingEnabled() const { return mTeleportEnabled; } void World::enableLevitation(bool enable) { mLevitationEnabled = enable; } bool World::isLevitationEnabled() const { return mLevitationEnabled; } void World::reattachPlayerCamera() { mRendering->rebuildPtr(getPlayerPtr()); } bool World::getGodModeState() { return mGodMode; } bool World::toggleGodMode() { mGodMode = !mGodMode; return mGodMode; } bool World::toggleScripts() { mScriptsEnabled = !mScriptsEnabled; return mScriptsEnabled; } bool World::getScriptsEnabled() const { return mScriptsEnabled; } void World::loadContentFiles(const Files::Collections& fileCollections, const std::vector& content, ContentLoader& contentLoader) { std::vector::const_iterator it(content.begin()); std::vector::const_iterator end(content.end()); for (int idx = 0; it != end; ++it, ++idx) { boost::filesystem::path filename(*it); const Files::MultiDirCollection& col = fileCollections.getCollection(filename.extension().string()); if (col.doesExist(*it)) { contentLoader.load(col.getPath(*it), idx); } else { std::stringstream msg; msg << "Failed loading " << *it << ": the content file does not exist"; throw std::runtime_error(msg.str()); } } } bool World::startSpellCast(const Ptr &actor) { MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor); std::string message; bool fail = false; bool isPlayer = (actor == getPlayerPtr()); std::string selectedSpell = stats.getSpells().getSelectedSpell(); if (!selectedSpell.empty()) { const ESM::Spell* spell = getStore().get().find(selectedSpell); // Check mana bool godmode = (isPlayer && getGodModeState()); MWMechanics::DynamicStat magicka = stats.getMagicka(); if (magicka.getCurrent() < spell->mData.mCost && !godmode) { message = "#{sMagicInsufficientSP}"; fail = true; } // If this is a power, check if it was already used in the last 24h if (!fail && spell->mData.mType == ESM::Spell::ST_Power && !stats.getSpells().canUsePower(spell)) { message = "#{sPowerAlreadyUsed}"; fail = true; } // Reduce mana if (!fail && !godmode) { magicka.setCurrent(magicka.getCurrent() - spell->mData.mCost); stats.setMagicka(magicka); } } if (isPlayer && fail) MWBase::Environment::get().getWindowManager()->messageBox(message); return !fail; } void World::castSpell(const Ptr &actor) { MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor); // 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 (!actor.isEmpty() && actor != MWMechanics::getPlayer()) actor.getClass().getCreatureStats(actor).getAiSequence().getCombatTargets(targetActors); const float fCombatDistance = getStore().get().find("fCombatDistance")->getFloat(); osg::Vec3f hitPosition = actor.getRefData().getPosition().asVec3(); // for player we can take faced object first MWWorld::Ptr target; if (actor == MWMechanics::getPlayer()) target = getFacedObject(); // if the faced object can not be activated, do not use it if (!target.isEmpty() && !target.getClass().canBeActivated(target)) target = NULL; if (target.isEmpty()) { // For actor targets, we want to use hit contact with bounding boxes. // This is to give a slight tolerance for errors, especially with creatures like the Skeleton that would be very hard to aim at otherwise. // For object targets, we want the detailed shapes (rendering raycast). // If we used the bounding boxes for static objects, then we would not be able to target e.g. objects lying on a shelf. std::pair result1 = getHitContact(actor, fCombatDistance, targetActors); // Get the target to use for "on touch" effects, using the facing direction from Head node osg::Vec3f origin = getActorHeadTransform(actor).getTrans(); osg::Quat orient = osg::Quat(actor.getRefData().getPosition().rot[0], osg::Vec3f(-1,0,0)) * osg::Quat(actor.getRefData().getPosition().rot[2], osg::Vec3f(0,0,-1)); osg::Vec3f direction = orient * osg::Vec3f(0,1,0); float distance = getMaxActivationDistance(); osg::Vec3f dest = origin + direction * distance; MWRender::RenderingManager::RayResult result2 = mRendering->castRay(origin, dest, true, true); float dist1 = std::numeric_limits::max(); float dist2 = std::numeric_limits::max(); if (!result1.first.isEmpty() && result1.first.getClass().isActor()) dist1 = (origin - result1.second).length(); if (result2.mHit) dist2 = (origin - result2.mHitPointWorld).length(); if (!result1.first.isEmpty() && result1.first.getClass().isActor()) { target = result1.first; hitPosition = result1.second; if (dist1 > getMaxActivationDistance()) target = NULL; } else if (result2.mHit) { target = result2.mHitObject; hitPosition = result2.mHitPointWorld; if (dist2 > getMaxActivationDistance() && !target.isEmpty() && !target.getClass().canBeActivated(target)) target = NULL; } } std::string selectedSpell = stats.getSpells().getSelectedSpell(); MWMechanics::CastSpell cast(actor, target); cast.mHitPosition = hitPosition; if (!selectedSpell.empty()) { const ESM::Spell* spell = getStore().get().find(selectedSpell); cast.cast(spell); } else if (actor.getClass().hasInventoryStore(actor)) { MWWorld::InventoryStore& inv = actor.getClass().getInventoryStore(actor); if (inv.getSelectedEnchantItem() != inv.end()) cast.cast(*inv.getSelectedEnchantItem()); } } void World::launchProjectile (MWWorld::Ptr actor, MWWorld::ConstPtr projectile, const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr bow, float speed, float attackStrength) { mProjectileManager->launchProjectile(actor, projectile, worldPos, orient, bow, speed, attackStrength); } void World::launchMagicBolt (const std::string &spellId, const MWWorld::Ptr& caster, const osg::Vec3f& fallbackDirection) { mProjectileManager->launchMagicBolt(spellId, caster, fallbackDirection); } void World::applyLoopingParticles(const MWWorld::Ptr& ptr) { const MWWorld::Class &cls = ptr.getClass(); if (cls.isActor()) { MWMechanics::ApplyLoopingParticlesVisitor visitor(ptr); cls.getCreatureStats(ptr).getActiveSpells().visitEffectSources(visitor); cls.getCreatureStats(ptr).getSpells().visitEffectSources(visitor); if (cls.hasInventoryStore(ptr)) cls.getInventoryStore(ptr).visitEffectSources(visitor); } } const std::vector& World::getContentFiles() const { return mContentFiles; } void World::breakInvisibility(const Ptr &actor) { actor.getClass().getCreatureStats(actor).getSpells().purgeEffect(ESM::MagicEffect::Invisibility); actor.getClass().getCreatureStats(actor).getActiveSpells().purgeEffect(ESM::MagicEffect::Invisibility); if (actor.getClass().hasInventoryStore(actor)) actor.getClass().getInventoryStore(actor).purgeEffect(ESM::MagicEffect::Invisibility); // Normally updated once per frame, but here it is kinda important to do it right away. MWBase::Environment::get().getMechanicsManager()->updateMagicEffects(actor); } bool World::useTorches() const { // If we are in exterior, check the weather manager. // In interiors there are no precipitations and sun, so check the ambient // Looks like pseudo-exteriors considered as interiors in this case MWWorld::CellStore* cell = mPlayer->getPlayer().getCell(); if (cell->isExterior()) { float hour = getTimeStamp().getHour(); return mWeatherManager->useTorches(hour); } else { uint32_t ambient = cell->getCell()->mAmbi.mAmbient; int ambientTotal = (ambient & 0xff) + ((ambient>>8) & 0xff) + ((ambient>>16) & 0xff); return !(cell->getCell()->mData.mFlags & ESM::Cell::NoSleep) && ambientTotal <= 201; } } bool World::findInteriorPositionInWorldSpace(const MWWorld::CellStore* cell, osg::Vec3f& result) { if (cell->isExterior()) return false; // Search for a 'nearest' exterior, counting each cell between the starting // cell and the exterior as a distance of 1. Will fail for isolated interiors. std::set< std::string >checkedCells; std::set< std::string >currentCells; std::set< std::string >nextCells; nextCells.insert( cell->getCell()->mName ); while ( !nextCells.empty() ) { currentCells = nextCells; nextCells.clear(); for( std::set< std::string >::const_iterator i = currentCells.begin(); i != currentCells.end(); ++i ) { MWWorld::CellStore *next = getInterior( *i ); if ( !next ) continue; const MWWorld::CellRefList& doors = next->getReadOnlyDoors(); const CellRefList::List& refList = doors.mList; // Check if any door in the cell leads to an exterior directly for (CellRefList::List::const_iterator it = refList.begin(); it != refList.end(); ++it) { const MWWorld::LiveCellRef& ref = *it; if (!ref.mRef.getTeleport()) continue; if (ref.mRef.getDestCell().empty()) { ESM::Position pos = ref.mRef.getDoorDest(); result = pos.asVec3(); return true; } else { std::string dest = ref.mRef.getDestCell(); if ( !checkedCells.count(dest) && !currentCells.count(dest) ) nextCells.insert(dest); } } checkedCells.insert( *i ); } } // No luck :( return false; } MWWorld::ConstPtr World::getClosestMarker( const MWWorld::Ptr &ptr, const std::string &id ) { if ( ptr.getCell()->isExterior() ) { return getClosestMarkerFromExteriorPosition(mPlayer->getLastKnownExteriorPosition(), id); } // Search for a 'nearest' marker, counting each cell between the starting // cell and the exterior as a distance of 1. If an exterior is found, jump // to the nearest exterior marker, without further interior searching. std::set< std::string >checkedCells; std::set< std::string >currentCells; std::set< std::string >nextCells; MWWorld::ConstPtr closestMarker; nextCells.insert( ptr.getCell()->getCell()->mName ); while ( !nextCells.empty() ) { currentCells = nextCells; nextCells.clear(); for( std::set< std::string >::const_iterator i = currentCells.begin(); i != currentCells.end(); ++i ) { MWWorld::CellStore *next = getInterior( *i ); checkedCells.insert( *i ); if ( !next ) continue; closestMarker = next->searchConst( id ); if ( !closestMarker.isEmpty() ) { return closestMarker; } const MWWorld::CellRefList& doors = next->getReadOnlyDoors(); const CellRefList::List& doorList = doors.mList; // Check if any door in the cell leads to an exterior directly for (CellRefList::List::const_iterator it = doorList.begin(); it != doorList.end(); ++it) { const MWWorld::LiveCellRef& ref = *it; if (!ref.mRef.getTeleport()) continue; if (ref.mRef.getDestCell().empty()) { osg::Vec3f worldPos = ref.mRef.getDoorDest().asVec3(); return getClosestMarkerFromExteriorPosition(worldPos, id); } else { std::string dest = ref.mRef.getDestCell(); if ( !checkedCells.count(dest) && !currentCells.count(dest) ) nextCells.insert(dest); } } } } return MWWorld::Ptr(); } MWWorld::ConstPtr World::getClosestMarkerFromExteriorPosition( const osg::Vec3f& worldPos, const std::string &id ) { MWWorld::ConstPtr closestMarker; float closestDistance = std::numeric_limits::max(); std::vector markers; mCells.getExteriorPtrs(id, markers); for (std::vector::iterator it2 = markers.begin(); it2 != markers.end(); ++it2) { ESM::Position pos = it2->getRefData().getPosition(); osg::Vec3f markerPos = pos.asVec3(); float distance = (worldPos - markerPos).length2(); if (distance < closestDistance) { closestDistance = distance; closestMarker = *it2; } } return closestMarker; } void World::teleportToClosestMarker (const MWWorld::Ptr& ptr, const std::string& id) { MWWorld::ConstPtr closestMarker = getClosestMarker( ptr, id ); if ( closestMarker.isEmpty() ) { std::cerr << "Failed to teleport: no closest marker found" << std::endl; return; } std::string cellName; if ( !closestMarker.mCell->isExterior() ) cellName = closestMarker.mCell->getCell()->mName; MWWorld::ActionTeleport action(cellName, closestMarker.getRefData().getPosition(), false); action.execute(ptr); } void World::updateWeather(float duration, bool paused) { bool isExterior = isCellExterior() || isCellQuasiExterior(); if (mPlayer->wasTeleported()) { mPlayer->setTeleported(false); const std::string playerRegion = Misc::StringUtils::lowerCase(getPlayerPtr().getCell()->getCell()->mRegion); mWeatherManager->playerTeleported(playerRegion, isExterior); } const TimeStamp time = getTimeStamp(); mWeatherManager->update(duration, paused, time, isExterior); } struct AddDetectedReferenceVisitor { AddDetectedReferenceVisitor(std::vector& out, const Ptr& detector, World::DetectionType type, float squaredDist) : mOut(out), mDetector(detector), mSquaredDist(squaredDist), mType(type) { } std::vector& mOut; Ptr mDetector; float mSquaredDist; World::DetectionType mType; bool operator() (const MWWorld::Ptr& ptr) { if ((ptr.getRefData().getPosition().asVec3() - mDetector.getRefData().getPosition().asVec3()).length2() >= mSquaredDist) return true; if (!ptr.getRefData().isEnabled() || ptr.getRefData().isDeleted()) return true; // Consider references inside containers as well (except if we are looking for a Creature, they cannot be in containers) if (mType != World::Detect_Creature && (ptr.getClass().isActor() || ptr.getClass().getTypeName() == typeid(ESM::Container).name())) { MWWorld::ContainerStore& store = ptr.getClass().getContainerStore(ptr); { for (MWWorld::ContainerStoreIterator it = store.begin(); it != store.end(); ++it) { if (needToAdd(*it, mDetector)) { mOut.push_back(ptr); return true; } } } } if (needToAdd(ptr, mDetector)) mOut.push_back(ptr); return true; } bool needToAdd (const MWWorld::Ptr& ptr, const MWWorld::Ptr& detector) { if (mType == World::Detect_Creature) { // If in werewolf form, this detects only NPCs, otherwise only creatures if (detector.getClass().isNpc() && detector.getClass().getNpcStats(detector).isWerewolf()) { if (ptr.getClass().getTypeName() != typeid(ESM::NPC).name()) return false; } else if (ptr.getClass().getTypeName() != typeid(ESM::Creature).name()) return false; if (ptr.getClass().getCreatureStats(ptr).isDead()) return false; } if (mType == World::Detect_Key && !ptr.getClass().isKey(ptr)) return false; if (mType == World::Detect_Enchantment && ptr.getClass().getEnchantment(ptr).empty()) return false; return true; } }; void World::listDetectedReferences(const Ptr &ptr, std::vector &out, DetectionType type) { const MWMechanics::MagicEffects& effects = ptr.getClass().getCreatureStats(ptr).getMagicEffects(); float dist=0; if (type == World::Detect_Creature) dist = effects.get(ESM::MagicEffect::DetectAnimal).getMagnitude(); else if (type == World::Detect_Key) dist = effects.get(ESM::MagicEffect::DetectKey).getMagnitude(); else if (type == World::Detect_Enchantment) dist = effects.get(ESM::MagicEffect::DetectEnchantment).getMagnitude(); if (!dist) return; dist = feetToGameUnits(dist); AddDetectedReferenceVisitor visitor (out, ptr, type, dist*dist); const Scene::CellStoreCollection& active = mWorldScene->getActiveCells(); for (Scene::CellStoreCollection::const_iterator it = active.begin(); it != active.end(); ++it) { MWWorld::CellStore* cellStore = *it; cellStore->forEach(visitor); } } float World::feetToGameUnits(float feet) { // Looks like there is no GMST for this. This factor was determined in experiments // with the Telekinesis effect. return feet * 22; } float World::getActivationDistancePlusTelekinesis() { float telekinesisRangeBonus = mPlayer->getPlayer().getClass().getCreatureStats(mPlayer->getPlayer()).getMagicEffects() .get(ESM::MagicEffect::Telekinesis).getMagnitude(); telekinesisRangeBonus = feetToGameUnits(telekinesisRangeBonus); float activationDistance = getMaxActivationDistance() + telekinesisRangeBonus; return activationDistance; } MWWorld::Ptr World::getPlayerPtr() { return mPlayer->getPlayer(); } void World::updateDialogueGlobals() { MWWorld::Ptr player = getPlayerPtr(); int bounty = player.getClass().getNpcStats(player).getBounty(); int playerGold = player.getClass().getContainerStore(player).count(ContainerStore::sGoldId); float fCrimeGoldDiscountMult = getStore().get().find("fCrimeGoldDiscountMult")->getFloat(); float fCrimeGoldTurnInMult = getStore().get().find("fCrimeGoldTurnInMult")->getFloat(); int discount = static_cast(bounty * fCrimeGoldDiscountMult); int turnIn = static_cast(bounty * fCrimeGoldTurnInMult); if (bounty > 0) { discount = std::max(1, discount); turnIn = std::max(1, turnIn); } mGlobalVariables["pchascrimegold"].setInteger((bounty <= playerGold) ? 1 : 0); mGlobalVariables["pchasgolddiscount"].setInteger((discount <= playerGold) ? 1 : 0); mGlobalVariables["crimegolddiscount"].setInteger(discount); mGlobalVariables["crimegoldturnin"].setInteger(turnIn); mGlobalVariables["pchasturnin"].setInteger((turnIn <= playerGold) ? 1 : 0); } void World::confiscateStolenItems(const Ptr &ptr) { MWWorld::ConstPtr prisonMarker = getClosestMarker( ptr, "prisonmarker" ); if ( prisonMarker.isEmpty() ) { std::cerr << "Failed to confiscate items: no closest prison marker found." << std::endl; return; } std::string prisonName = prisonMarker.getCellRef().getDestCell(); if ( prisonName.empty() ) { std::cerr << "Failed to confiscate items: prison marker not linked to prison interior" << std::endl; return; } MWWorld::CellStore *prison = getInterior( prisonName ); if ( !prison ) { std::cerr << "Failed to confiscate items: failed to load cell " << prisonName << std::endl; return; } MWWorld::Ptr closestChest = prison->search( "stolen_goods" ); if (!closestChest.isEmpty()) //Found a close chest { MWBase::Environment::get().getMechanicsManager()->confiscateStolenItems(ptr, closestChest); } else std::cerr << "Failed to confiscate items: no stolen_goods container found" << std::endl; } void World::goToJail() { if (!mGoToJail) { // Reset bounty and forget the crime now, but don't change cell yet (the player should be able to read the dialog text first) mGoToJail = true; MWWorld::Ptr player = getPlayerPtr(); int bounty = player.getClass().getNpcStats(player).getBounty(); player.getClass().getNpcStats(player).setBounty(0); mPlayer->recordCrimeId(); confiscateStolenItems(player); int iDaysinPrisonMod = getStore().get().find("iDaysinPrisonMod")->getInt(); mDaysInPrison = std::max(1, bounty / iDaysinPrisonMod); return; } else { mGoToJail = false; MWBase::Environment::get().getWindowManager()->removeGuiMode(MWGui::GM_Dialogue); MWBase::Environment::get().getWindowManager()->goToJail(mDaysInPrison); } } bool World::isPlayerInJail() const { if (mGoToJail) return true; return MWBase::Environment::get().getWindowManager()->containsMode(MWGui::GM_Jail); } float World::getTerrainHeightAt(const osg::Vec3f& worldPos) const { return mRendering->getTerrainHeightAt(worldPos); } osg::Vec3f World::getHalfExtents(const ConstPtr& actor, bool rendering) const { if (rendering) return mPhysics->getRenderingHalfExtents(actor); else return mPhysics->getHalfExtents(actor); } std::string World::exportSceneGraph(const Ptr &ptr) { std::string file = mUserDataPath + "/openmw.osgt"; mRendering->exportSceneGraph(ptr, file, "Ascii"); return file; } void World::spawnRandomCreature(const std::string &creatureList) { const ESM::CreatureLevList* list = getStore().get().find(creatureList); int iNumberCreatures = getStore().get().find("iNumberCreatures")->getInt(); int numCreatures = 1 + Misc::Rng::rollDice(iNumberCreatures); // [1, iNumberCreatures] for (int i=0; igetFallbackString("Blood_Texture_2"); break; case 1: texture = getFallback()->getFallbackString("Blood_Texture_1"); break; case 0: default: texture = getFallback()->getFallbackString("Blood_Texture_0"); break; } std::stringstream modelName; modelName << "Blood_Model_"; int roll = Misc::Rng::rollDice(3); // [0, 2] modelName << roll; std::string model = "meshes\\" + getFallback()->getFallbackString(modelName.str()); mRendering->spawnEffect(model, texture, worldPosition, 1.0f, false); } void World::spawnEffect(const std::string &model, const std::string &textureOverride, const osg::Vec3f &worldPos) { mRendering->spawnEffect(model, textureOverride, worldPos); } void World::explodeSpell(const osg::Vec3f& origin, const ESM::EffectList& effects, const Ptr& caster, const Ptr& ignore, ESM::RangeType rangeType, const std::string& id, const std::string& sourceName, const bool fromProjectile) { std::map > toApply; for (std::vector::const_iterator effectIt = effects.mList.begin(); effectIt != effects.mList.end(); ++effectIt) { const ESM::MagicEffect* effect = getStore().get().find(effectIt->mEffectID); if (effectIt->mRange != rangeType || (effectIt->mArea <= 0 && !ignore.isEmpty() && ignore.getClass().isActor())) continue; // Not right range type, or not area effect and hit an actor if (fromProjectile && effectIt->mArea <= 0) continue; // Don't play explosion for projectiles with 0-area effects if (!fromProjectile && effectIt->mRange == ESM::RT_Touch && (!ignore.isEmpty()) && (!ignore.getClass().isActor() && !ignore.getClass().canBeActivated(ignore))) continue; // Don't play explosion for touch spells on non-activatable objects except when spell is from the projectile enchantment // Spawn the explosion orb effect const ESM::Static* areaStatic; if (!effect->mArea.empty()) areaStatic = getStore().get().find (effect->mArea); else areaStatic = getStore().get().find ("VFX_DefaultArea"); std::string texture = effect->mParticle; if (effectIt->mArea <= 0) { if (effectIt->mRange == ESM::RT_Target) mRendering->spawnEffect("meshes\\" + areaStatic->mModel, texture, origin, 1.0f); continue; } else mRendering->spawnEffect("meshes\\" + areaStatic->mModel, texture, origin, static_cast(effectIt->mArea * 2)); // Play explosion sound (make sure to use NoTrack, since we will delete the projectile now) static const std::string schools[] = { "alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration" }; { MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager(); if(!effect->mAreaSound.empty()) sndMgr->playSound3D(origin, effect->mAreaSound, 1.0f, 1.0f); else sndMgr->playSound3D(origin, schools[effect->mData.mSchool]+" area", 1.0f, 1.0f); } // Get the actors in range of the effect std::vector objects; MWBase::Environment::get().getMechanicsManager()->getObjectsInRange( origin, feetToGameUnits(static_cast(effectIt->mArea)), objects); for (std::vector::iterator affected = objects.begin(); affected != objects.end(); ++affected) toApply[*affected].push_back(*effectIt); } // Now apply the appropriate effects to each actor in range for (std::map >::iterator apply = toApply.begin(); apply != toApply.end(); ++apply) { MWWorld::Ptr source = caster; // Vanilla-compatible behaviour of never applying the spell to the caster // (could be changed by mods later) if (apply->first == caster) continue; if (apply->first == ignore) continue; if (source.isEmpty()) source = apply->first; MWMechanics::CastSpell cast(source, apply->first); cast.mHitPosition = origin; cast.mId = id; cast.mSourceName = sourceName; cast.mStack = false; ESM::EffectList effectsToApply; effectsToApply.mList = apply->second; cast.inflict(apply->first, caster, effectsToApply, rangeType, false, true); } } void World::activate(const Ptr &object, const Ptr &actor) { breakInvisibility(actor); if (object.getRefData().activate()) { std::shared_ptr action = (object.getClass().activate(object, actor)); action->execute (actor); } } struct ResetActorsVisitor { bool operator() (Ptr ptr) { if (ptr.getClass().isActor() && ptr.getCellRef().hasContentFile()) { const ESM::Position& origPos = ptr.getCellRef().getPosition(); MWBase::Environment::get().getWorld()->moveObject(ptr, origPos.pos[0], origPos.pos[1], origPos.pos[2]); MWBase::Environment::get().getWorld()->rotateObject(ptr, origPos.rot[0], origPos.rot[1], origPos.rot[2]); ptr.getClass().adjustPosition(ptr, false); } return true; } }; void World::resetActors() { for (Scene::CellStoreCollection::const_iterator iter (mWorldScene->getActiveCells().begin()); iter!=mWorldScene->getActiveCells().end(); ++iter) { CellStore* cellstore = *iter; ResetActorsVisitor visitor; cellstore->forEach(visitor); } } bool World::isWalkingOnWater(const ConstPtr &actor) const { const MWPhysics::Actor* physicActor = mPhysics->getActor(actor); if (physicActor && physicActor->isWalkingOnWater()) return true; return false; } osg::Vec3f World::aimToTarget(const ConstPtr &actor, const MWWorld::ConstPtr& target) { osg::Vec3f weaponPos = actor.getRefData().getPosition().asVec3(); weaponPos.z() += mPhysics->getHalfExtents(actor).z(); osg::Vec3f targetPos = mPhysics->getCollisionObjectPosition(target); return (targetPos - weaponPos); } float World::getHitDistance(const ConstPtr &actor, const ConstPtr &target) { osg::Vec3f weaponPos = actor.getRefData().getPosition().asVec3(); osg::Vec3f halfExtents = mPhysics->getHalfExtents(actor); weaponPos.z() += halfExtents.z(); return mPhysics->getHitDistance(weaponPos, target) - halfExtents.y(); } void preload(MWWorld::Scene* scene, const ESMStore& store, const std::string& obj) { if (obj.empty()) return; try { MWWorld::ManualRef ref(store, obj); std::string model = ref.getPtr().getClass().getModel(ref.getPtr()); if (!model.empty()) scene->preload(model, ref.getPtr().getClass().useAnim()); } catch(std::exception& e) { } } void World::preloadEffects(const ESM::EffectList *effectList) { for (std::vector::const_iterator it = effectList->mList.begin(); it != effectList->mList.end(); ++it) { const ESM::MagicEffect *effect = mStore.get().find(it->mEffectID); if (MWMechanics::isSummoningEffect(it->mEffectID)) { preload(mWorldScene.get(), mStore, "VFX_Summon_Start"); preload(mWorldScene.get(), mStore, MWMechanics::getSummonedCreature(it->mEffectID)); } preload(mWorldScene.get(), mStore, effect->mCasting); preload(mWorldScene.get(), mStore, effect->mHit); if (it->mArea > 0) preload(mWorldScene.get(), mStore, effect->mArea); if (it->mRange == ESM::RT_Target) preload(mWorldScene.get(), mStore, effect->mBolt); } } }