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

704 lines
27 KiB
C++

#include "projectilemanager.hpp"
#include <iomanip>
#include <iostream>
#include <osg/PositionAttitudeTransform>
#include <osg/ComputeBoundsVisitor>
#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 "../mwmechanics/aipackage.hpp"
#include "../mwrender/effectmanager.hpp"
#include "../mwrender/animation.hpp"
#include "../mwrender/vismask.hpp"
#include "../mwrender/renderingmanager.hpp"
#include "../mwrender/util.hpp"
#include "../mwsound/sound.hpp"
#include "../mwphysics/physicssystem.hpp"
namespace
{
ESM::EffectList getMagicBoltData(std::vector<std::string>& projectileIDs, std::vector<std::string>& sounds, float& speed, std::string& texture, std::string& sourceName, const std::string& id)
{
const MWWorld::ESMStore& esmStore = MWBase::Environment::get().getWorld()->getStore();
const ESM::EffectList* effects;
if (const ESM::Spell* spell = esmStore.get<ESM::Spell>().search(id)) // check if it's a spell
{
sourceName = spell->mName;
effects = &spell->mEffects;
}
else // check if it's an enchanted item
{
MWWorld::ManualRef ref(esmStore, id);
MWWorld::Ptr ptr = ref.getPtr();
const ESM::Enchantment* ench = esmStore.get<ESM::Enchantment>().find(ptr.getClass().getEnchantment(ptr));
sourceName = ptr.getClass().getName(ptr);
effects = &ench->mEffects;
}
int count = 0;
speed = 0.0f;
ESM::EffectList projectileEffects;
for (std::vector<ESM::ENAMstruct>::const_iterator iter (effects->mList.begin());
iter!=effects->mList.end(); ++iter)
{
const ESM::MagicEffect *magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find (
iter->mEffectID);
// Speed of multi-effect projectiles should be the average of the constituent effects,
// based on observation of the original engine.
speed += magicEffect->mData.mSpeed;
count++;
if (iter->mRange != ESM::RT_Target)
continue;
if (magicEffect->mBolt.empty())
projectileIDs.push_back("VFX_DefaultBolt");
else
projectileIDs.push_back(magicEffect->mBolt);
static const std::string schools[] = {
"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
};
if (!magicEffect->mBoltSound.empty())
sounds.push_back(magicEffect->mBoltSound);
else
sounds.push_back(schools[magicEffect->mData.mSchool] + " bolt");
projectileEffects.mList.push_back(*iter);
}
if (count != 0)
speed /= count;
// the particle texture is only used if there is only one projectile
if (projectileEffects.mList.size() == 1)
{
const ESM::MagicEffect *magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find (
effects->mList.begin()->mEffectID);
texture = magicEffect->mParticle;
}
if (projectileEffects.mList.size() > 1) // insert a VFX_Multiple projectile if there are multiple projectile effects
{
std::ostringstream ID;
ID << "VFX_Multiple" << effects->mList.size();
std::vector<std::string>::iterator it;
it = projectileIDs.begin();
it = projectileIDs.insert(it, ID.str());
}
return projectileEffects;
}
osg::Vec4 getMagicBoltLightDiffuseColor(const ESM::EffectList& effects)
{
// Calculate combined light diffuse color from magical effects
osg::Vec4 lightDiffuseColor;
float lightDiffuseRed = 0.0f;
float lightDiffuseGreen = 0.0f;
float lightDiffuseBlue = 0.0f;
for (std::vector<ESM::ENAMstruct>::const_iterator iter(effects.mList.begin());
iter != effects.mList.end(); ++iter)
{
const ESM::MagicEffect *magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(
iter->mEffectID);
lightDiffuseRed += (static_cast<float>(magicEffect->mData.mRed) / 255.f);
lightDiffuseGreen += (static_cast<float>(magicEffect->mData.mGreen) / 255.f);
lightDiffuseBlue += (static_cast<float>(magicEffect->mData.mBlue) / 255.f);
}
int numberOfEffects = effects.mList.size();
lightDiffuseColor = osg::Vec4(lightDiffuseRed / numberOfEffects
, lightDiffuseGreen / numberOfEffects
, lightDiffuseBlue / numberOfEffects
, 1.0f);
return lightDiffuseColor;
}
}
namespace MWWorld
{
ProjectileManager::ProjectileManager(osg::Group* parent, Resource::ResourceSystem* resourceSystem,
MWRender::RenderingManager* rendering, MWPhysics::PhysicsSystem* physics)
: mParent(parent)
, mResourceSystem(resourceSystem)
, mRendering(rendering)
, mPhysics(physics)
, mCleanupTimer(0.0f)
{
}
/// Rotates an osg::PositionAttitudeTransform over time.
class RotateCallback : public osg::NodeCallback
{
public:
RotateCallback(const osg::Vec3f& axis = osg::Vec3f(0,-1,0), float rotateSpeed = osg::PI*2)
: mAxis(axis)
, mRotateSpeed(rotateSpeed)
{
}
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
osg::PositionAttitudeTransform* transform = static_cast<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, bool createLight, osg::Vec4 lightDiffuseColor, std::string texture)
{
state.mNode = new osg::PositionAttitudeTransform;
state.mNode->setNodeMask(MWRender::Mask_Effect);
state.mNode->setPosition(pos);
state.mNode->setAttitude(orient);
osg::Group* attachTo = state.mNode;
if (rotate)
{
osg::ref_ptr<osg::PositionAttitudeTransform> rotateNode (new osg::PositionAttitudeTransform);
rotateNode->addUpdateCallback(new RotateCallback());
state.mNode->addChild(rotateNode);
attachTo = rotateNode;
}
osg::ref_ptr<osg::Node> projectile = mResourceSystem->getSceneManager()->getInstance(model, attachTo);
osg::ref_ptr<osg::ComputeBoundsVisitor> boundVisitor = new osg::ComputeBoundsVisitor();
projectile->accept(*boundVisitor.get());
osg::BoundingBox bb = boundVisitor->getBoundingBox();
state.mNode->setPivotPoint(bb.center());
if (state.mIdMagic.size() > 1)
for (size_t iter = 1; iter != state.mIdMagic.size(); ++iter)
{
std::ostringstream nodeName;
nodeName << "Dummy" << std::setw(2) << std::setfill('0') << iter;
const ESM::Weapon* weapon = MWBase::Environment::get().getWorld()->getStore().get<ESM::Weapon>().find (state.mIdMagic.at(iter));
SceneUtil::FindByNameVisitor findVisitor(nodeName.str());
attachTo->accept(findVisitor);
if (findVisitor.mFoundNode)
mResourceSystem->getSceneManager()->getInstance("meshes\\" + weapon->mModel, findVisitor.mFoundNode);
}
if (createLight)
{
osg::ref_ptr<osg::Light> projectileLight(new osg::Light);
projectileLight->setAmbient(osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f));
projectileLight->setDiffuse(lightDiffuseColor);
projectileLight->setSpecular(osg::Vec4(0.0f, 0.0f, 0.0f, 0.0f));
projectileLight->setConstantAttenuation(0.f);
projectileLight->setLinearAttenuation(0.1f);
projectileLight->setQuadraticAttenuation(0.f);
projectileLight->setPosition(osg::Vec4(pos, 1.0));
SceneUtil::LightSource* projectileLightSource = new SceneUtil::LightSource;
projectileLightSource->setNodeMask(MWRender::Mask_Lighting);
projectileLightSource->setRadius(66.f);
state.mNode->addChild(projectileLightSource);
projectileLightSource->setLight(projectileLight);
}
SceneUtil::DisableFreezeOnCullVisitor disableFreezeOnCullVisitor;
state.mNode->accept(disableFreezeOnCullVisitor);
state.mNode->addCullCallback(new SceneUtil::LightListCallback);
mParent->addChild(state.mNode);
state.mEffectAnimationTime.reset(new MWRender::EffectAnimationTime);
SceneUtil::AssignControllerSourcesVisitor assignVisitor (state.mEffectAnimationTime);
state.mNode->accept(assignVisitor);
MWRender::overrideFirstRootTexture(texture, mResourceSystem, projectile);
}
void ProjectileManager::update(State& state, float duration)
{
state.mEffectAnimationTime->addTime(duration);
}
void ProjectileManager::launchMagicBolt(const std::string &spellId, const Ptr &caster, const osg::Vec3f& fallbackDirection)
{
osg::Vec3f pos = caster.getRefData().getPosition().asVec3();
if (caster.getClass().isActor())
{
// Spawn at 0.75 * ActorHeight
// Note: we ignore the collision box offset, this is required to make some flying creatures work as intended.
pos.z() += mPhysics->getHalfExtents(caster).z() * 2 * 0.75;
}
if (MWBase::Environment::get().getWorld()->isUnderwater(caster.getCell(), pos)) // Underwater casting not possible
return;
osg::Quat orient;
if (caster.getClass().isActor())
orient = osg::Quat(caster.getRefData().getPosition().rot[0], osg::Vec3f(-1,0,0))
* osg::Quat(caster.getRefData().getPosition().rot[2], osg::Vec3f(0,0,-1));
else
orient.makeRotate(osg::Vec3f(0,1,0), osg::Vec3f(fallbackDirection));
MagicBoltState state;
state.mSpellId = spellId;
state.mCasterHandle = caster;
if (caster.getClass().isActor())
state.mActorId = caster.getClass().getCreatureStats(caster).getActorId();
else
state.mActorId = -1;
std::string texture = "";
state.mEffects = getMagicBoltData(state.mIdMagic, state.mSoundIds, state.mSpeed, texture, state.mSourceName, state.mSpellId);
// Non-projectile should have been removed by getMagicBoltData
if (state.mEffects.mList.empty())
return;
MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), state.mIdMagic.at(0));
MWWorld::Ptr ptr = ref.getPtr();
osg::Vec4 lightDiffuseColor = getMagicBoltLightDiffuseColor(state.mEffects);
createModel(state, ptr.getClass().getModel(ptr), pos, orient, true, true, lightDiffuseColor, texture);
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
for (size_t it = 0; it != state.mSoundIds.size(); it++)
{
MWBase::Sound *sound = sndMgr->playSound3D(pos, state.mSoundIds.at(it), 1.0f, 1.0f,
MWSound::Type::Sfx, MWSound::PlayMode::Loop);
if (sound)
state.mSounds.push_back(sound);
}
mMagicBolts.push_back(state);
}
void ProjectileManager::launchProjectile(Ptr actor, ConstPtr projectile, const osg::Vec3f &pos, const osg::Quat &orient, Ptr bow, float speed, float attackStrength)
{
ProjectileState state;
state.mActorId = actor.getClass().getCreatureStats(actor).getActorId();
state.mBowId = bow.getCellRef().getRefId();
state.mVelocity = orient * osg::Vec3f(0,1,0) * speed;
state.mIdArrow = projectile.getCellRef().getRefId();
state.mCasterHandle = actor;
state.mAttackStrength = attackStrength;
state.mThrown = projectile.get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::MarksmanThrown;
MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), projectile.getCellRef().getRefId());
MWWorld::Ptr ptr = ref.getPtr();
createModel(state, ptr.getClass().getModel(ptr), pos, orient, false, false, osg::Vec4(0,0,0,0));
mProjectiles.push_back(state);
}
void ProjectileManager::update(float dt)
{
periodicCleanup(dt);
moveProjectiles(dt);
moveMagicBolts(dt);
}
void ProjectileManager::periodicCleanup(float dt)
{
mCleanupTimer -= dt;
if (mCleanupTimer <= 0.0f)
{
mCleanupTimer = 2.0f;
auto isCleanable = [](const ProjectileManager::State& state) -> bool
{
const float farawayThreshold = 72000.0f;
osg::Vec3 playerPos = MWMechanics::getPlayer().getRefData().getPosition().asVec3();
return (state.mNode->getPosition() - playerPos).length2() >= farawayThreshold*farawayThreshold;
};
for (std::vector<ProjectileState>::iterator it = mProjectiles.begin(); it != mProjectiles.end();)
{
if (isCleanable(*it))
{
cleanupProjectile(*it);
it = mProjectiles.erase(it);
}
else
++it;
}
for (std::vector<MagicBoltState>::iterator it = mMagicBolts.begin(); it != mMagicBolts.end();)
{
if (isCleanable(*it))
{
cleanupMagicBolt(*it);
it = mMagicBolts.erase(it);
}
else
++it;
}
}
}
void ProjectileManager::moveMagicBolts(float duration)
{
for (std::vector<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;
for (size_t soundIter = 0; soundIter != it->mSounds.size(); soundIter++)
{
it->mSounds.at(soundIter)->setPosition(newPos);
}
it->mNode->setPosition(newPos);
update(*it, duration);
MWWorld::Ptr caster = it->getCaster();
// For AI actors, get combat targets to use in the ray cast. Only those targets will return a positive hit result.
std::vector<MWWorld::Ptr> targetActors;
if (!caster.isEmpty() && caster.getClass().isActor() && caster != MWMechanics::getPlayer())
caster.getClass().getCreatureStats(caster).getAiSequence().getCombatTargets(targetActors);
// Check for impact
// TODO: use a proper btRigidBody / btGhostObject?
MWPhysics::PhysicsSystem::RayResult result = mPhysics->castRay(pos, newPos, caster, targetActors, 0xff, MWPhysics::CollisionType_Projectile);
bool hit = false;
if (result.mHit)
{
hit = true;
if (result.mHitObject.isEmpty())
{
// terrain
}
else
{
MWMechanics::CastSpell cast(caster, result.mHitObject);
cast.mHitPosition = pos;
cast.mId = it->mSpellId;
cast.mSourceName = it->mSourceName;
cast.mStack = false;
cast.inflict(result.mHitObject, caster, it->mEffects, ESM::RT_Target, false, true);
}
}
// Explodes when hitting water
if (MWBase::Environment::get().getWorld()->isUnderwater(MWMechanics::getPlayer().getCell(), newPos))
hit = true;
if (hit)
{
MWBase::Environment::get().getWorld()->explodeSpell(pos, it->mEffects, caster, result.mHitObject,
ESM::RT_Target, it->mSpellId, it->mSourceName);
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
for (size_t soundIter = 0; soundIter != it->mSounds.size(); soundIter++)
sndMgr->stopSound(it->mSounds.at(soundIter));
mParent->removeChild(it->mNode);
it = mMagicBolts.erase(it);
continue;
}
else
++it;
}
}
void ProjectileManager::moveProjectiles(float duration)
{
for (std::vector<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;
if (it->mThrown)
orient.set(
osg::Matrixd::rotate(it->mEffectAnimationTime->getTime() * -10.0,osg::Vec3f(0,0,1)) *
osg::Matrixd::rotate(osg::PI / 2.0,osg::Vec3f(0,1,0)) *
osg::Matrixd::rotate(-1 * osg::PI / 2.0,osg::Vec3f(1,0,0)) *
osg::Matrixd::inverse(
osg::Matrixd::lookAt(
osg::Vec3f(0,0,0),
it->mVelocity,
osg::Vec3f(0,0,1))
)
);
else
orient.makeRotate(osg::Vec3f(0,1,0), it->mVelocity);
it->mNode->setAttitude(orient);
it->mNode->setPosition(newPos);
update(*it, duration);
MWWorld::Ptr caster = it->getCaster();
// For AI actors, get combat targets to use in the ray cast. Only those targets will return a positive hit result.
std::vector<MWWorld::Ptr> targetActors;
if (!caster.isEmpty() && caster.getClass().isActor() && caster != MWMechanics::getPlayer())
caster.getClass().getCreatureStats(caster).getAiSequence().getCombatTargets(targetActors);
// Check for impact
// TODO: use a proper btRigidBody / btGhostObject?
MWPhysics::PhysicsSystem::RayResult result = mPhysics->castRay(pos, newPos, caster, targetActors, 0xff, MWPhysics::CollisionType_Projectile);
bool underwater = MWBase::Environment::get().getWorld()->isUnderwater(MWMechanics::getPlayer().getCell(), newPos);
if (result.mHit || underwater)
{
MWWorld::ManualRef projectileRef(MWBase::Environment::get().getWorld()->getStore(), it->mIdArrow);
// Try to get a Ptr to the bow that was used. It might no longer exist.
MWWorld::Ptr bow = projectileRef.getPtr();
if (!caster.isEmpty() && it->mIdArrow != it->mBowId)
{
MWWorld::InventoryStore& inv = caster.getClass().getInventoryStore(caster);
MWWorld::ContainerStoreIterator invIt = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
if (invIt != inv.end() && Misc::StringUtils::ciEqual(invIt->getCellRef().getRefId(), it->mBowId))
bow = *invIt;
}
if (caster.isEmpty())
caster = result.mHitObject;
MWMechanics::projectileHit(caster, result.mHitObject, bow, projectileRef.getPtr(), result.mHit ? result.mHitPos : newPos, it->mAttackStrength);
if (underwater)
mRendering->emitWaterRipple(newPos);
mParent->removeChild(it->mNode);
it = mProjectiles.erase(it);
continue;
}
++it;
}
}
void ProjectileManager::cleanupProjectile(ProjectileManager::ProjectileState& state)
{
mParent->removeChild(state.mNode);
}
void ProjectileManager::cleanupMagicBolt(ProjectileManager::MagicBoltState& state)
{
mParent->removeChild(state.mNode);
for (size_t soundIter = 0; soundIter != state.mSounds.size(); soundIter++)
{
MWBase::Environment::get().getSoundManager()->stopSound(state.mSounds.at(soundIter));
}
}
void ProjectileManager::clear()
{
for (std::vector<ProjectileState>::iterator it = mProjectiles.begin(); it != mProjectiles.end(); ++it)
{
cleanupProjectile(*it);
}
mProjectiles.clear();
for (std::vector<MagicBoltState>::iterator it = mMagicBolts.begin(); it != mMagicBolts.end(); ++it)
{
cleanupMagicBolt(*it);
}
mMagicBolts.clear();
}
void ProjectileManager::write(ESM::ESMWriter &writer, Loading::Listener &progress) const
{
for (std::vector<ProjectileState>::const_iterator it = mProjectiles.begin(); it != mProjectiles.end(); ++it)
{
writer.startRecord(ESM::REC_PROJ);
ESM::ProjectileState state;
state.mId = it->mIdArrow;
state.mPosition = ESM::Vector3(osg::Vec3f(it->mNode->getPosition()));
state.mOrientation = ESM::Quaternion(osg::Quat(it->mNode->getAttitude()));
state.mActorId = it->mActorId;
state.mBowId = it->mBowId;
state.mVelocity = it->mVelocity;
state.mAttackStrength = it->mAttackStrength;
state.save(writer);
writer.endRecord(ESM::REC_PROJ);
}
for (std::vector<MagicBoltState>::const_iterator it = mMagicBolts.begin(); it != mMagicBolts.end(); ++it)
{
writer.startRecord(ESM::REC_MPRJ);
ESM::MagicBoltState state;
state.mId = it->mIdMagic.at(0);
state.mPosition = ESM::Vector3(osg::Vec3f(it->mNode->getPosition()));
state.mOrientation = ESM::Quaternion(osg::Quat(it->mNode->getAttitude()));
state.mActorId = it->mActorId;
state.mSpellId = it->mSpellId;
state.mSpeed = it->mSpeed;
state.save(writer);
writer.endRecord(ESM::REC_MPRJ);
}
}
bool ProjectileManager::readRecord(ESM::ESMReader &reader, uint32_t type)
{
if (type == ESM::REC_PROJ)
{
ESM::ProjectileState esm;
esm.load(reader);
ProjectileState state;
state.mActorId = esm.mActorId;
state.mBowId = esm.mBowId;
state.mVelocity = esm.mVelocity;
state.mIdArrow = esm.mId;
state.mAttackStrength = esm.mAttackStrength;
std::string model;
try
{
MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), esm.mId);
MWWorld::Ptr ptr = ref.getPtr();
model = ptr.getClass().getModel(ptr);
state.mThrown = ptr.get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::MarksmanThrown;
}
catch(...)
{
return true;
}
createModel(state, model, osg::Vec3f(esm.mPosition), osg::Quat(esm.mOrientation), false, false, osg::Vec4(0,0,0,0));
mProjectiles.push_back(state);
return true;
}
else if (type == ESM::REC_MPRJ)
{
ESM::MagicBoltState esm;
esm.load(reader);
MagicBoltState state;
state.mIdMagic.push_back(esm.mId);
state.mSpellId = esm.mSpellId;
state.mActorId = esm.mActorId;
std::string texture = "";
try
{
state.mEffects = getMagicBoltData(state.mIdMagic, state.mSoundIds, state.mSpeed, texture, state.mSourceName, state.mSpellId);
}
catch(...)
{
std::cerr << "Warning: Failed to recreate magic projectile from saved data (id \"" << state.mSpellId << "\" no longer exists?)" << std::endl;
return true;
}
state.mSpeed = esm.mSpeed; // speed is derived from non-projectile effects as well as
// projectile effects, so we can't calculate it from the save
// file's effect list, which is already trimmed of non-projectile
// effects. We need to use the stored value.
std::string model;
try
{
MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), state.mIdMagic.at(0));
MWWorld::Ptr ptr = ref.getPtr();
model = ptr.getClass().getModel(ptr);
}
catch(...)
{
return true;
}
osg::Vec4 lightDiffuseColor = getMagicBoltLightDiffuseColor(state.mEffects);
createModel(state, model, osg::Vec3f(esm.mPosition), osg::Quat(esm.mOrientation), true, true, lightDiffuseColor, texture);
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
for (size_t soundIter = 0; soundIter != state.mSoundIds.size(); soundIter++)
{
MWBase::Sound *sound = sndMgr->playSound3D(esm.mPosition, state.mSoundIds.at(soundIter), 1.0f, 1.0f,
MWSound::Type::Sfx, MWSound::PlayMode::Loop);
if (sound)
state.mSounds.push_back(sound);
}
mMagicBolts.push_back(state);
return true;
}
return false;
}
int ProjectileManager::countSavedGameRecords() const
{
return mMagicBolts.size() + mProjectiles.size();
}
MWWorld::Ptr ProjectileManager::State::getCaster()
{
if (!mCasterHandle.isEmpty())
return mCasterHandle;
return MWBase::Environment::get().getWorld()->searchPtrViaActorId(mActorId);
}
}