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428 lines
16 KiB
C++
428 lines
16 KiB
C++
#include "projectilemanager.hpp"
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#include <OgreSceneManager.h>
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#include <OgreSceneNode.h>
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#include <libs/openengine/bullet/physic.hpp>
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#include <components/esm/projectilestate.hpp>
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#include "../mwworld/manualref.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/inventorystore.hpp"
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#include "../mwbase/soundmanager.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwmechanics/combat.hpp"
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#include "../mwmechanics/creaturestats.hpp"
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#include "../mwmechanics/spellcasting.hpp"
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#include "../mwrender/effectmanager.hpp"
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#include "../mwrender/animation.hpp"
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#include "../mwrender/renderconst.hpp"
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#include "../mwsound/sound.hpp"
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namespace MWWorld
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{
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ProjectileManager::ProjectileManager(Ogre::SceneManager* sceneMgr, OEngine::Physic::PhysicEngine &engine)
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: mPhysEngine(engine)
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, mSceneMgr(sceneMgr)
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{
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}
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void ProjectileManager::createModel(State &state, const std::string &model)
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{
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state.mObject = NifOgre::Loader::createObjects(state.mNode, model);
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for(size_t i = 0;i < state.mObject->mControllers.size();i++)
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{
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if(state.mObject->mControllers[i].getSource().isNull())
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state.mObject->mControllers[i].setSource(Ogre::SharedPtr<MWRender::EffectAnimationTime> (new MWRender::EffectAnimationTime()));
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}
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MWRender::Animation::setRenderProperties(state.mObject, MWRender::RV_Misc,
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MWRender::RQG_Main, MWRender::RQG_Alpha, 0.f, false, NULL);
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}
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void ProjectileManager::update(NifOgre::ObjectScenePtr object, float duration)
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{
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for(size_t i = 0; i < object->mControllers.size() ;i++)
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{
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MWRender::EffectAnimationTime* value = dynamic_cast<MWRender::EffectAnimationTime*>(object->mControllers[i].getSource().get());
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if (value)
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value->addTime(duration);
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object->mControllers[i].update();
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}
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}
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void ProjectileManager::launchMagicBolt(const std::string &model, const std::string &sound,
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const std::string &spellId, float speed, bool stack,
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const ESM::EffectList &effects, const Ptr &caster, const std::string &sourceName,
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const Ogre::Vector3& fallbackDirection)
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{
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float height = 0;
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if (OEngine::Physic::PhysicActor* actor = mPhysEngine.getCharacter(caster.getRefData().getHandle()))
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height = actor->getHalfExtents().z * 2 * 0.75; // Spawn at 0.75 * ActorHeight
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Ogre::Vector3 pos(caster.getRefData().getPosition().pos);
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pos.z += height;
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if (MWBase::Environment::get().getWorld()->isUnderwater(caster.getCell(), pos)) // Underwater casting not possible
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return;
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Ogre::Quaternion orient;
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if (caster.getClass().isActor())
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orient = Ogre::Quaternion(Ogre::Radian(caster.getRefData().getPosition().rot[2]), Ogre::Vector3::NEGATIVE_UNIT_Z) *
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Ogre::Quaternion(Ogre::Radian(caster.getRefData().getPosition().rot[0]), Ogre::Vector3::NEGATIVE_UNIT_X);
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else
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orient = Ogre::Vector3::UNIT_Y.getRotationTo(fallbackDirection);
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MagicBoltState state;
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state.mSourceName = sourceName;
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state.mId = model;
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state.mSpellId = spellId;
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state.mCasterHandle = caster.getRefData().getHandle();
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if (caster.getClass().isActor())
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state.mActorId = caster.getClass().getCreatureStats(caster).getActorId();
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else
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state.mActorId = -1;
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state.mSpeed = speed;
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state.mStack = stack;
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state.mSoundId = sound;
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// Only interested in "on target" effects
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for (std::vector<ESM::ENAMstruct>::const_iterator iter (effects.mList.begin());
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iter!=effects.mList.end(); ++iter)
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{
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if (iter->mRange == ESM::RT_Target)
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state.mEffects.mList.push_back(*iter);
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}
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MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), model);
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MWWorld::Ptr ptr = ref.getPtr();
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state.mNode = mSceneMgr->getRootSceneNode()->createChildSceneNode(pos, orient);
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createModel(state, ptr.getClass().getModel(ptr));
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MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
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state.mSound = sndMgr->playManualSound3D(pos, sound, 1.0f, 1.0f, MWBase::SoundManager::Play_TypeSfx, MWBase::SoundManager::Play_Loop);
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mMagicBolts.push_back(state);
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}
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void ProjectileManager::launchProjectile(Ptr actor, Ptr projectile, const Ogre::Vector3 &pos,
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const Ogre::Quaternion &orient, Ptr bow, float speed)
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{
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ProjectileState state;
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state.mActorId = actor.getClass().getCreatureStats(actor).getActorId();
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state.mBowId = bow.getCellRef().getRefId();
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state.mVelocity = orient.yAxis() * speed;
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state.mId = projectile.getCellRef().getRefId();
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MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), projectile.getCellRef().getRefId());
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MWWorld::Ptr ptr = ref.getPtr();
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state.mNode = mSceneMgr->getRootSceneNode()->createChildSceneNode(pos, orient);
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createModel(state, ptr.getClass().getModel(ptr));
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mProjectiles.push_back(state);
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}
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void ProjectileManager::update(float dt)
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{
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moveProjectiles(dt);
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moveMagicBolts(dt);
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}
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void ProjectileManager::moveMagicBolts(float duration)
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{
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for (std::vector<MagicBoltState>::iterator it = mMagicBolts.begin(); it != mMagicBolts.end();)
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{
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Ogre::Quaternion orient = it->mNode->getOrientation();
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static float fTargetSpellMaxSpeed = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>()
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.find("fTargetSpellMaxSpeed")->getFloat();
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float speed = fTargetSpellMaxSpeed * it->mSpeed;
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Ogre::Vector3 direction = orient.yAxis();
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direction.normalise();
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Ogre::Vector3 pos(it->mNode->getPosition());
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Ogre::Vector3 newPos = pos + direction * duration * speed;
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if (it->mSound.get())
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it->mSound->setPosition(newPos);
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it->mNode->setPosition(newPos);
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update(it->mObject, duration);
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// Check for impact
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// TODO: use a proper btRigidBody / btGhostObject?
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btVector3 from(pos.x, pos.y, pos.z);
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btVector3 to(newPos.x, newPos.y, newPos.z);
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std::vector<std::pair<float, std::string> > collisions = mPhysEngine.rayTest2(from, to, OEngine::Physic::CollisionType_Projectile);
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bool hit=false;
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for (std::vector<std::pair<float, std::string> >::iterator cIt = collisions.begin(); cIt != collisions.end() && !hit; ++cIt)
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{
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MWWorld::Ptr obstacle = MWBase::Environment::get().getWorld()->searchPtrViaHandle(cIt->second);
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MWWorld::Ptr caster = MWBase::Environment::get().getWorld()->searchPtrViaHandle(it->mCasterHandle);
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if (caster.isEmpty())
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caster = MWBase::Environment::get().getWorld()->searchPtrViaActorId(it->mActorId);
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if (!obstacle.isEmpty() && obstacle == caster)
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continue;
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if (caster.isEmpty())
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caster = obstacle;
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if (obstacle.isEmpty())
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{
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// Terrain
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}
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else
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{
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MWMechanics::CastSpell cast(caster, obstacle);
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cast.mHitPosition = pos;
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cast.mId = it->mSpellId;
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cast.mSourceName = it->mSourceName;
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cast.mStack = it->mStack;
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cast.inflict(obstacle, caster, it->mEffects, ESM::RT_Target, false, true);
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}
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hit = true;
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}
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// Explodes when hitting water
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if (MWBase::Environment::get().getWorld()->isUnderwater(MWBase::Environment::get().getWorld()->getPlayerPtr().getCell(), newPos))
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hit = true;
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if (hit)
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{
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MWWorld::Ptr caster = MWBase::Environment::get().getWorld()->searchPtrViaActorId(it->mActorId);
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MWBase::Environment::get().getWorld()->explodeSpell(pos, it->mEffects, caster, it->mSpellId, it->mSourceName);
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MWBase::Environment::get().getSoundManager()->stopSound(it->mSound);
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mSceneMgr->destroySceneNode(it->mNode);
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it = mMagicBolts.erase(it);
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continue;
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}
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else
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++it;
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}
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}
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void ProjectileManager::moveProjectiles(float duration)
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{
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for (std::vector<ProjectileState>::iterator it = mProjectiles.begin(); it != mProjectiles.end();)
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{
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// gravity constant - must be way lower than the gravity affecting actors, since we're not
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// simulating aerodynamics at all
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it->mVelocity -= Ogre::Vector3(0, 0, 627.2f * 0.1f) * duration;
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Ogre::Vector3 pos(it->mNode->getPosition());
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Ogre::Vector3 newPos = pos + it->mVelocity * duration;
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Ogre::Quaternion orient = Ogre::Vector3::UNIT_Y.getRotationTo(it->mVelocity);
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it->mNode->setOrientation(orient);
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it->mNode->setPosition(newPos);
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update(it->mObject, duration);
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// Check for impact
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// TODO: use a proper btRigidBody / btGhostObject?
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btVector3 from(pos.x, pos.y, pos.z);
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btVector3 to(newPos.x, newPos.y, newPos.z);
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std::vector<std::pair<float, std::string> > collisions = mPhysEngine.rayTest2(from, to, OEngine::Physic::CollisionType_Projectile);
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bool hit=false;
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for (std::vector<std::pair<float, std::string> >::iterator cIt = collisions.begin(); cIt != collisions.end() && !hit; ++cIt)
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{
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MWWorld::Ptr obstacle = MWBase::Environment::get().getWorld()->searchPtrViaHandle(cIt->second);
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MWWorld::Ptr caster = MWBase::Environment::get().getWorld()->searchPtrViaActorId(it->mActorId);
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// Arrow intersects with player immediately after shooting :/
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if (obstacle == caster)
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continue;
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MWWorld::ManualRef projectileRef(MWBase::Environment::get().getWorld()->getStore(), it->mId);
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// Try to get a Ptr to the bow that was used. It might no longer exist.
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MWWorld::Ptr bow = projectileRef.getPtr();
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if (!caster.isEmpty())
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{
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MWWorld::InventoryStore& inv = caster.getClass().getInventoryStore(caster);
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MWWorld::ContainerStoreIterator invIt = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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if (invIt != inv.end() && Misc::StringUtils::ciEqual(invIt->getCellRef().getRefId(), it->mBowId))
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bow = *invIt;
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}
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if (caster.isEmpty())
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caster = obstacle;
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MWMechanics::projectileHit(caster, obstacle, bow, projectileRef.getPtr(), pos + (newPos - pos) * cIt->first);
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hit = true;
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}
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if (hit)
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{
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mSceneMgr->destroySceneNode(it->mNode);
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it = mProjectiles.erase(it);
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continue;
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}
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else
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++it;
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}
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}
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void ProjectileManager::clear()
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{
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for (std::vector<ProjectileState>::iterator it = mProjectiles.begin(); it != mProjectiles.end(); ++it)
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{
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mSceneMgr->destroySceneNode(it->mNode);
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}
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mProjectiles.clear();
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for (std::vector<MagicBoltState>::iterator it = mMagicBolts.begin(); it != mMagicBolts.end(); ++it)
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{
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MWBase::Environment::get().getSoundManager()->stopSound(it->mSound);
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mSceneMgr->destroySceneNode(it->mNode);
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}
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mMagicBolts.clear();
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}
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void ProjectileManager::write(ESM::ESMWriter &writer, Loading::Listener &progress) const
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{
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for (std::vector<ProjectileState>::const_iterator it = mProjectiles.begin(); it != mProjectiles.end(); ++it)
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{
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writer.startRecord(ESM::REC_PROJ);
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ESM::ProjectileState state;
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state.mId = it->mId;
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state.mPosition = it->mNode->getPosition();
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state.mOrientation = it->mNode->getOrientation();
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state.mActorId = it->mActorId;
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state.mBowId = it->mBowId;
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state.mVelocity = it->mVelocity;
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state.save(writer);
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writer.endRecord(ESM::REC_PROJ);
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progress.increaseProgress();
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}
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for (std::vector<MagicBoltState>::const_iterator it = mMagicBolts.begin(); it != mMagicBolts.end(); ++it)
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{
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writer.startRecord(ESM::REC_MPRJ);
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ESM::MagicBoltState state;
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state.mId = it->mId;
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state.mPosition = it->mNode->getPosition();
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state.mOrientation = it->mNode->getOrientation();
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state.mActorId = it->mActorId;
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state.mSpellId = it->mSpellId;
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state.mEffects = it->mEffects;
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state.mSound = it->mSoundId;
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state.mSourceName = it->mSourceName;
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state.mSpeed = it->mSpeed;
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state.mStack = it->mStack;
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state.save(writer);
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writer.endRecord(ESM::REC_MPRJ);
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progress.increaseProgress();
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}
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}
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bool ProjectileManager::readRecord(ESM::ESMReader &reader, int32_t type)
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{
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if (type == ESM::REC_PROJ)
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{
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ESM::ProjectileState esm;
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esm.load(reader);
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ProjectileState state;
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state.mActorId = esm.mActorId;
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state.mBowId = esm.mBowId;
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state.mVelocity = esm.mVelocity;
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state.mId = esm.mId;
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std::string model;
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try
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{
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MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), esm.mId);
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MWWorld::Ptr ptr = ref.getPtr();
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model = ptr.getClass().getModel(ptr);
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}
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catch(...)
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{
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return true;
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}
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state.mNode = mSceneMgr->getRootSceneNode()->createChildSceneNode(esm.mPosition, esm.mOrientation);
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createModel(state, model);
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mProjectiles.push_back(state);
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return true;
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}
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else if (type == ESM::REC_MPRJ)
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{
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ESM::MagicBoltState esm;
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esm.load(reader);
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MagicBoltState state;
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state.mSourceName = esm.mSourceName;
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state.mId = esm.mId;
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state.mSpellId = esm.mSpellId;
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state.mActorId = esm.mActorId;
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state.mSpeed = esm.mSpeed;
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state.mStack = esm.mStack;
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state.mEffects = esm.mEffects;
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std::string model;
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try
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{
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MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), esm.mId);
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MWWorld::Ptr ptr = ref.getPtr();
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model = ptr.getClass().getModel(ptr);
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}
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catch(...)
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{
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return true;
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}
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state.mNode = mSceneMgr->getRootSceneNode()->createChildSceneNode(esm.mPosition, esm.mOrientation);
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createModel(state, model);
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MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
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state.mSound = sndMgr->playManualSound3D(esm.mPosition, esm.mSound, 1.0f, 1.0f,
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MWBase::SoundManager::Play_TypeSfx, MWBase::SoundManager::Play_Loop);
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state.mSoundId = esm.mSound;
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mMagicBolts.push_back(state);
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return true;
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}
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return false;
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}
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int ProjectileManager::countSavedGameRecords() const
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{
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return mMagicBolts.size() + mProjectiles.size();
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}
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}
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