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openmw-tes3mp/apps/openmw/mwworld/projectilemanager.cpp

461 lines
16 KiB
C++

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