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4691 lines
162 KiB
C++
4691 lines
162 KiB
C++
#include "worldimp.hpp"
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#include <stdio.h>
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#include <osg/Group>
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#include <osg/ComputeBoundsVisitor>
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#include <osg/Timer>
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#include <BulletCollision/CollisionDispatch/btCollisionWorld.h>
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#include <BulletCollision/CollisionShapes/btCompoundShape.h>
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/*
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Start of tes3mp addition
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Include additional headers for multiplayer purposes
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*/
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#include <components/openmw-mp/TimedLog.hpp>
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#include "../mwmp/Main.hpp"
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#include "../mwmp/Networking.hpp"
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#include "../mwmp/LocalPlayer.hpp"
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#include "../mwmp/PlayerList.hpp"
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#include "../mwmp/DedicatedPlayer.hpp"
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#include "../mwmp/LocalActor.hpp"
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#include "../mwmp/DedicatedActor.hpp"
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#include "../mwmp/ObjectList.hpp"
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#include "../mwmp/RecordHelper.hpp"
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#include "../mwmp/CellController.hpp"
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#include "../mwmp/MechanicsHelper.hpp"
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/*
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End of tes3mp addition
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*/
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#include <components/debug/debuglog.hpp>
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#include <components/esm/esmreader.hpp>
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#include <components/esm/esmwriter.hpp>
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#include <components/esm/cellid.hpp>
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#include <components/esm/cellref.hpp>
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#include <components/misc/constants.hpp>
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#include <components/misc/resourcehelpers.hpp>
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#include <components/misc/rng.hpp>
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#include <components/misc/convert.hpp>
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#include <components/files/collections.hpp>
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#include <components/resource/bulletshape.hpp>
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#include <components/resource/resourcesystem.hpp>
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#include <components/sceneutil/positionattitudetransform.hpp>
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#include <components/sceneutil/visitor.hpp>
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#include <components/detournavigator/debug.hpp>
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#include <components/detournavigator/navigatorimpl.hpp>
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#include <components/detournavigator/navigatorstub.hpp>
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#include <components/detournavigator/recastglobalallocator.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/soundmanager.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwbase/scriptmanager.hpp"
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#include "../mwmechanics/creaturestats.hpp"
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#include "../mwmechanics/npcstats.hpp"
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#include "../mwmechanics/spellcasting.hpp"
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#include "../mwmechanics/levelledlist.hpp"
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#include "../mwmechanics/combat.hpp"
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#include "../mwmechanics/aiavoiddoor.hpp" //Used to tell actors to avoid doors
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#include "../mwmechanics/summoning.hpp"
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#include "../mwrender/animation.hpp"
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#include "../mwrender/npcanimation.hpp"
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#include "../mwrender/renderingmanager.hpp"
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#include "../mwrender/camera.hpp"
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#include "../mwrender/vismask.hpp"
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#include "../mwscript/globalscripts.hpp"
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#include "../mwclass/door.hpp"
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#include "../mwphysics/physicssystem.hpp"
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#include "../mwphysics/actor.hpp"
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#include "../mwphysics/collisiontype.hpp"
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#include "../mwphysics/object.hpp"
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#include "../mwphysics/constants.hpp"
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#include "datetimemanager.hpp"
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#include "player.hpp"
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#include "manualref.hpp"
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#include "cellstore.hpp"
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#include "containerstore.hpp"
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#include "inventorystore.hpp"
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#include "actionteleport.hpp"
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#include "projectilemanager.hpp"
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#include "weather.hpp"
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#include "contentloader.hpp"
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#include "esmloader.hpp"
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#ifdef USE_OPENXR
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#include "../mwvr/vranimation.hpp"
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#include "../mwvr/vrenvironment.hpp"
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#include "../mwvr/vrinputmanager.hpp"
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#include "../mwvr/vrpointer.hpp"
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#include "../mwvr/vrutil.hpp"
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#endif
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namespace
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{
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// Wraps a value to (-PI, PI]
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void wrap(float& rad)
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{
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const float pi = static_cast<float>(osg::PI);
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if (rad>0)
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rad = std::fmod(rad+pi, 2.0f*pi)-pi;
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else
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rad = std::fmod(rad-pi, 2.0f*pi)+pi;
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}
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}
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namespace MWWorld
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{
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struct GameContentLoader : public ContentLoader
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{
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GameContentLoader(Loading::Listener& listener)
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: ContentLoader(listener)
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{
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}
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bool addLoader(const std::string& extension, ContentLoader* loader)
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{
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return mLoaders.insert(std::make_pair(extension, loader)).second;
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}
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void load(const boost::filesystem::path& filepath, int& index) override
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{
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LoadersContainer::iterator it(mLoaders.find(Misc::StringUtils::lowerCase(filepath.extension().string())));
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if (it != mLoaders.end())
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{
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it->second->load(filepath, index);
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}
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else
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{
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std::string msg("Cannot load file: ");
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msg += filepath.string();
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throw std::runtime_error(msg.c_str());
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}
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}
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private:
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typedef std::map<std::string, ContentLoader*> LoadersContainer;
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LoadersContainer mLoaders;
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};
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void World::adjustSky()
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{
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if (mSky && (isCellExterior() || isCellQuasiExterior()))
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{
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updateSkyDate();
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mRendering->setSkyEnabled(true);
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}
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else
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mRendering->setSkyEnabled(false);
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}
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World::World (
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osgViewer::Viewer* viewer,
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osg::ref_ptr<osg::Group> rootNode,
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std::unique_ptr<MWRender::Camera> camera,
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Resource::ResourceSystem* resourceSystem, SceneUtil::WorkQueue* workQueue,
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const Files::Collections& fileCollections,
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const std::vector<std::string>& contentFiles,
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const std::vector<std::string>& groundcoverFiles,
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ToUTF8::Utf8Encoder* encoder, int activationDistanceOverride,
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const std::string& startCell, const std::string& startupScript,
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const std::string& resourcePath, const std::string& userDataPath)
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: mResourceSystem(resourceSystem), mLocalScripts (mStore),
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mCells (mStore, mEsm), mSky (true),
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mGodMode(false), mScriptsEnabled(true), mDiscardMovements(true), mContentFiles (contentFiles),
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mUserDataPath(userDataPath), mShouldUpdateNavigator(false),
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mActivationDistanceOverride (activationDistanceOverride),
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mStartCell(startCell), mDistanceToFacedObject(-1.f), mTeleportEnabled(true),
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mLevitationEnabled(true), mGoToJail(false), mDaysInPrison(0),
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mPlayerTraveling(false), mPlayerInJail(false), mSpellPreloadTimer(0.f)
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{
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mEsm.resize(contentFiles.size() + groundcoverFiles.size());
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Loading::Listener* listener = MWBase::Environment::get().getWindowManager()->getLoadingScreen();
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listener->loadingOn();
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GameContentLoader gameContentLoader(*listener);
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EsmLoader esmLoader(mStore, mEsm, encoder, *listener);
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gameContentLoader.addLoader(".esm", &esmLoader);
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gameContentLoader.addLoader(".esp", &esmLoader);
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gameContentLoader.addLoader(".omwgame", &esmLoader);
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gameContentLoader.addLoader(".omwaddon", &esmLoader);
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gameContentLoader.addLoader(".project", &esmLoader);
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loadContentFiles(fileCollections, contentFiles, groundcoverFiles, gameContentLoader);
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listener->loadingOff();
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// insert records that may not be present in all versions of MW
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if (mEsm[0].getFormat() == 0)
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ensureNeededRecords();
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mCurrentDate.reset(new DateTimeManager());
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fillGlobalVariables();
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mStore.setUp(true);
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mStore.movePlayerRecord();
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mSwimHeightScale = mStore.get<ESM::GameSetting>().find("fSwimHeightScale")->mValue.getFloat();
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mPhysics.reset(new MWPhysics::PhysicsSystem(resourceSystem, rootNode));
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if (auto navigatorSettings = DetourNavigator::makeSettingsFromSettingsManager())
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{
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navigatorSettings->mMaxClimb = MWPhysics::sStepSizeUp;
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navigatorSettings->mMaxSlope = MWPhysics::sMaxSlope;
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navigatorSettings->mSwimHeightScale = mSwimHeightScale;
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DetourNavigator::RecastGlobalAllocator::init();
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mNavigator.reset(new DetourNavigator::NavigatorImpl(*navigatorSettings));
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}
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else
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{
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mNavigator.reset(new DetourNavigator::NavigatorStub());
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}
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mRendering.reset(new MWRender::RenderingManager(viewer, rootNode, std::move(camera), resourceSystem, workQueue, resourcePath, *mNavigator));
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mProjectileManager.reset(new ProjectileManager(mRendering->getLightRoot(), resourceSystem, mRendering.get(), mPhysics.get()));
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mRendering->preloadCommonAssets();
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mWeatherManager.reset(new MWWorld::WeatherManager(*mRendering, mStore));
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mWorldScene.reset(new Scene(*mRendering.get(), mPhysics.get(), *mNavigator));
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}
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void World::fillGlobalVariables()
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{
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mGlobalVariables.fill (mStore);
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mCurrentDate->setup(mGlobalVariables);
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}
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void World::startNewGame (bool bypass)
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{
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mGoToJail = false;
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mLevitationEnabled = true;
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mTeleportEnabled = true;
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mGodMode = false;
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mScriptsEnabled = true;
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mSky = true;
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// Rebuild player
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setupPlayer();
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renderPlayer();
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mRendering->getCamera()->reset();
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// we don't want old weather to persist on a new game
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// Note that if reset later, the initial ChangeWeather that the chargen script calls will be lost.
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mWeatherManager.reset();
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mWeatherManager.reset(new MWWorld::WeatherManager(*mRendering.get(), mStore));
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if (!bypass)
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{
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// set new game mark
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mGlobalVariables["chargenstate"].setInteger (1);
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}
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else
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mGlobalVariables["chargenstate"].setInteger (-1);
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if (bypass && !mStartCell.empty())
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{
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ESM::Position pos;
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if (findExteriorPosition (mStartCell, pos))
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{
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changeToExteriorCell (pos, true);
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adjustPosition(getPlayerPtr(), false);
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}
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else
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{
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findInteriorPosition (mStartCell, pos);
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changeToInteriorCell (mStartCell, pos, true);
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}
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}
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else
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{
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for (int i=0; i<5; ++i)
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MWBase::Environment::get().getScriptManager()->getGlobalScripts().run();
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if (!getPlayerPtr().isInCell())
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{
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ESM::Position pos;
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/*
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Start of tes3mp change (major)
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Spawn at 0, -7 by default
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*/
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const int cellSize = Constants::CellSizeInUnits;
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pos.pos[0] = cellSize / 2;
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pos.pos[1] = cellSize * -7 + cellSize / 2;
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pos.pos[2] = 0;
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pos.rot[0] = 0;
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pos.rot[1] = 0;
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pos.rot[2] = 0;
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mWorldScene->changeToExteriorCell(pos, true);
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/*
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End of tes3mp change (major)
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*/
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}
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}
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if (!bypass)
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{
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const std::string& video = Fallback::Map::getString("Movies_New_Game");
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if (!video.empty())
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MWBase::Environment::get().getWindowManager()->playVideo(video, true);
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}
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// enable collision
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if (!mPhysics->toggleCollisionMode())
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mPhysics->toggleCollisionMode();
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MWBase::Environment::get().getWindowManager()->updatePlayer();
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mCurrentDate->setup(mGlobalVariables);
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}
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void World::clear()
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{
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mWeatherManager->clear();
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mRendering->clear();
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mProjectileManager->clear();
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mLocalScripts.clear();
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mWorldScene->clear();
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mStore.clearDynamic();
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if (mPlayer)
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{
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mPlayer->clear();
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mPlayer->setCell(nullptr);
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mPlayer->getPlayer().getRefData() = RefData();
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mPlayer->set(mStore.get<ESM::NPC>().find ("player"));
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}
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mCells.clear();
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mDoorStates.clear();
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mGoToJail = false;
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mTeleportEnabled = true;
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mLevitationEnabled = true;
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mPlayerTraveling = false;
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mPlayerInJail = false;
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fillGlobalVariables();
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}
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int World::countSavedGameRecords() const
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{
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return
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mCells.countSavedGameRecords()
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+mStore.countSavedGameRecords()
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+mGlobalVariables.countSavedGameRecords()
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+mProjectileManager->countSavedGameRecords()
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+1 // player record
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+1 // weather record
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+1 // actorId counter
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+1 // levitation/teleport enabled state
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+1; // camera
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}
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int World::countSavedGameCells() const
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{
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return mCells.countSavedGameRecords();
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}
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void World::write (ESM::ESMWriter& writer, Loading::Listener& progress) const
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{
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// Active cells could have a dirty fog of war, sync it to the CellStore first
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for (CellStore* cellstore : mWorldScene->getActiveCells())
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{
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MWBase::Environment::get().getWindowManager()->writeFog(cellstore);
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}
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MWMechanics::CreatureStats::writeActorIdCounter(writer);
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mStore.write (writer, progress); // dynamic Store must be written (and read) before Cells, so that
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// references to custom made records will be recognized
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mPlayer->write (writer, progress);
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mCells.write (writer, progress);
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mGlobalVariables.write (writer, progress);
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mWeatherManager->write (writer, progress);
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mProjectileManager->write (writer, progress);
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writer.startRecord(ESM::REC_ENAB);
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writer.writeHNT("TELE", mTeleportEnabled);
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writer.writeHNT("LEVT", mLevitationEnabled);
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writer.endRecord(ESM::REC_ENAB);
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writer.startRecord(ESM::REC_CAM_);
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writer.writeHNT("FIRS", isFirstPerson());
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writer.endRecord(ESM::REC_CAM_);
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}
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void World::readRecord (ESM::ESMReader& reader, uint32_t type,
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const std::map<int, int>& contentFileMap)
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{
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switch (type)
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{
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case ESM::REC_ACTC:
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MWMechanics::CreatureStats::readActorIdCounter(reader);
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return;
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case ESM::REC_ENAB:
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reader.getHNT(mTeleportEnabled, "TELE");
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reader.getHNT(mLevitationEnabled, "LEVT");
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return;
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case ESM::REC_PLAY:
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mStore.checkPlayer();
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mPlayer->readRecord(reader, type);
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if (getPlayerPtr().isInCell())
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{
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if (getPlayerPtr().getCell()->isExterior())
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mWorldScene->preloadTerrain(getPlayerPtr().getRefData().getPosition().asVec3());
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mWorldScene->preloadCell(getPlayerPtr().getCell(), true);
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}
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break;
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default:
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if (!mStore.readRecord (reader, type) &&
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!mGlobalVariables.readRecord (reader, type) &&
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!mWeatherManager->readRecord (reader, type) &&
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!mCells.readRecord (reader, type, contentFileMap)
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&& !mProjectileManager->readRecord (reader, type)
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)
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{
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throw std::runtime_error ("unknown record in saved game");
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}
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break;
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}
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}
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void World::ensureNeededRecords()
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{
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std::map<std::string, ESM::Variant> gmst;
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// Companion (tribunal)
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gmst["sCompanionShare"] = ESM::Variant("Companion Share");
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gmst["sCompanionWarningMessage"] = ESM::Variant("Warning message");
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gmst["sCompanionWarningButtonOne"] = ESM::Variant("Button 1");
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gmst["sCompanionWarningButtonTwo"] = ESM::Variant("Button 2");
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gmst["sProfitValue"] = ESM::Variant("Profit Value");
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gmst["sTeleportDisabled"] = ESM::Variant("Teleport disabled");
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gmst["sLevitateDisabled"] = ESM::Variant("Levitate disabled");
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// Missing in unpatched MW 1.0
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gmst["sDifficulty"] = ESM::Variant("Difficulty");
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gmst["fDifficultyMult"] = ESM::Variant(5.f);
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gmst["sAuto_Run"] = ESM::Variant("Auto Run");
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gmst["sServiceRefusal"] = ESM::Variant("Service Refusal");
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gmst["sNeedOneSkill"] = ESM::Variant("Need one skill");
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gmst["sNeedTwoSkills"] = ESM::Variant("Need two skills");
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gmst["sEasy"] = ESM::Variant("Easy");
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gmst["sHard"] = ESM::Variant("Hard");
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gmst["sDeleteNote"] = ESM::Variant("Delete Note");
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gmst["sEditNote"] = ESM::Variant("Edit Note");
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gmst["sAdmireSuccess"] = ESM::Variant("Admire Success");
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gmst["sAdmireFail"] = ESM::Variant("Admire Fail");
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gmst["sIntimidateSuccess"] = ESM::Variant("Intimidate Success");
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gmst["sIntimidateFail"] = ESM::Variant("Intimidate Fail");
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gmst["sTauntSuccess"] = ESM::Variant("Taunt Success");
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gmst["sTauntFail"] = ESM::Variant("Taunt Fail");
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gmst["sBribeSuccess"] = ESM::Variant("Bribe Success");
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gmst["sBribeFail"] = ESM::Variant("Bribe Fail");
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gmst["fNPCHealthBarTime"] = ESM::Variant(5.f);
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gmst["fNPCHealthBarFade"] = ESM::Variant(1.f);
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gmst["fFleeDistance"] = ESM::Variant(3000.f);
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gmst["sMaxSale"] = ESM::Variant("Max Sale");
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gmst["sAnd"] = ESM::Variant("and");
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// Werewolf (BM)
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gmst["fWereWolfRunMult"] = ESM::Variant(1.3f);
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gmst["fWereWolfSilverWeaponDamageMult"] = ESM::Variant(2.f);
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gmst["iWerewolfFightMod"] = ESM::Variant(100);
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gmst["iWereWolfFleeMod"] = ESM::Variant(100);
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gmst["iWereWolfLevelToAttack"] = ESM::Variant(20);
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gmst["iWereWolfBounty"] = ESM::Variant(1000);
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gmst["fCombatDistanceWerewolfMod"] = ESM::Variant(0.3f);
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for (const auto ¶ms : gmst)
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{
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if (!mStore.get<ESM::GameSetting>().search(params.first))
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{
|
|
ESM::GameSetting record;
|
|
record.mId = params.first;
|
|
record.mValue = params.second;
|
|
mStore.insertStatic(record);
|
|
}
|
|
}
|
|
|
|
std::map<std::string, ESM::Variant> 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 (const auto ¶ms : globals)
|
|
{
|
|
if (!mStore.get<ESM::Global>().search(params.first))
|
|
{
|
|
ESM::Global record;
|
|
record.mId = params.first;
|
|
record.mValue = params.second;
|
|
mStore.insertStatic(record);
|
|
}
|
|
}
|
|
|
|
std::map<std::string, std::string> statics;
|
|
// Total conversions from SureAI lack marker records
|
|
statics["divinemarker"] = "marker_divine.nif";
|
|
statics["doormarker"] = "marker_arrow.nif";
|
|
statics["northmarker"] = "marker_north.nif";
|
|
statics["templemarker"] = "marker_temple.nif";
|
|
statics["travelmarker"] = "marker_travel.nif";
|
|
|
|
for (const auto ¶ms : statics)
|
|
{
|
|
if (!mStore.get<ESM::Static>().search(params.first))
|
|
{
|
|
ESM::Static record;
|
|
record.mId = params.first;
|
|
record.mModel = params.second;
|
|
mStore.insertStatic(record);
|
|
}
|
|
}
|
|
|
|
std::map<std::string, std::string> doors;
|
|
doors["prisonmarker"] = "marker_prison.nif";
|
|
|
|
for (const auto ¶ms : doors)
|
|
{
|
|
if (!mStore.get<ESM::Door>().search(params.first))
|
|
{
|
|
ESM::Door record;
|
|
record.mId = params.first;
|
|
record.mModel = params.second;
|
|
mStore.insertStatic(record);
|
|
}
|
|
}
|
|
}
|
|
|
|
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<ESM::Cell>().searchExtByName (cellName);
|
|
if (cell)
|
|
return cell;
|
|
|
|
// didn't work -> now check for regions
|
|
for (const ESM::Region ®ion : mStore.get<ESM::Region>())
|
|
{
|
|
if (Misc::StringUtils::ciEqual(cellName, region.mName))
|
|
{
|
|
return mStore.get<ESM::Cell>().searchExtByRegion(region.mId);
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
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::testExteriorCells()
|
|
{
|
|
mWorldScene->testExteriorCells();
|
|
}
|
|
|
|
void World::testInteriorCells()
|
|
{
|
|
mWorldScene->testInteriorCells();
|
|
}
|
|
|
|
void World::useDeathCamera()
|
|
{
|
|
#ifndef USE_OPENXR
|
|
if(mRendering->getCamera()->isVanityOrPreviewModeEnabled() )
|
|
{
|
|
mRendering->getCamera()->togglePreviewMode(false);
|
|
mRendering->getCamera()->toggleVanityMode(false);
|
|
}
|
|
if(mRendering->getCamera()->isFirstPerson())
|
|
mRendering->getCamera()->toggleViewMode(true);
|
|
#endif
|
|
}
|
|
|
|
MWWorld::Player& World::getPlayer()
|
|
{
|
|
return *mPlayer;
|
|
}
|
|
|
|
const MWWorld::ESMStore& World::getStore() const
|
|
{
|
|
return mStore;
|
|
}
|
|
|
|
/*
|
|
Start of tes3mp addition
|
|
|
|
Make it possible to get the World's ESMStore as a non-const
|
|
*/
|
|
MWWorld::ESMStore& World::getModifiableStore()
|
|
{
|
|
return mStore;
|
|
}
|
|
/*
|
|
End of tes3mp addition
|
|
*/
|
|
|
|
std::vector<ESM::ESMReader>& World::getEsmReader()
|
|
{
|
|
return mEsm;
|
|
}
|
|
|
|
LocalScripts& World::getLocalScripts()
|
|
{
|
|
return mLocalScripts;
|
|
}
|
|
|
|
bool World::hasCellChanged() const
|
|
{
|
|
return mWorldScene->hasCellChanged();
|
|
}
|
|
|
|
/*
|
|
Start of tes3mp addition
|
|
|
|
Make it possible to check whether global variables exist and to create
|
|
new ones
|
|
*/
|
|
bool World::hasGlobal(const std::string& name)
|
|
{
|
|
return mGlobalVariables.hasRecord(name);
|
|
}
|
|
|
|
void World::createGlobal(const std::string& name, ESM::VarType varType)
|
|
{
|
|
ESM::Global global;
|
|
global.mId = name;
|
|
global.mValue.setType(varType);
|
|
mGlobalVariables.addRecord(global);
|
|
}
|
|
/*
|
|
End of tes3mp addition
|
|
*/
|
|
|
|
void World::setGlobalInt (const std::string& name, int value)
|
|
{
|
|
bool dateUpdated = mCurrentDate->updateGlobalInt(name, value);
|
|
if (dateUpdated)
|
|
updateSkyDate();
|
|
|
|
mGlobalVariables[name].setInteger (value);
|
|
}
|
|
|
|
void World::setGlobalFloat (const std::string& name, float value)
|
|
{
|
|
bool dateUpdated = mCurrentDate->updateGlobalFloat(name, value);
|
|
if (dateUpdated)
|
|
updateSkyDate();
|
|
|
|
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::getMonthName (int month) const
|
|
{
|
|
return mCurrentDate->getMonthName(month);
|
|
}
|
|
|
|
std::string World::getCellName (const MWWorld::CellStore *cell) const
|
|
{
|
|
if (!cell)
|
|
cell = mWorldScene->getCurrentCell();
|
|
return getCellName(cell->getCell());
|
|
}
|
|
|
|
std::string World::getCellName(const ESM::Cell* cell) const
|
|
{
|
|
if (cell)
|
|
{
|
|
if (!cell->isExterior() || !cell->mName.empty())
|
|
return cell->mName;
|
|
|
|
if (const ESM::Region* region = mStore.get<ESM::Region>().search (cell->mRegion))
|
|
return region->mName;
|
|
}
|
|
return mStore.get<ESM::GameSetting>().find ("sDefaultCellname")->mValue.getString();
|
|
}
|
|
|
|
void World::removeRefScript (MWWorld::RefData *ref)
|
|
{
|
|
mLocalScripts.remove (ref);
|
|
}
|
|
|
|
Ptr World::searchPtr (const std::string& name, bool activeOnly, bool searchInContainers)
|
|
{
|
|
Ptr ret;
|
|
// the player is always in an active cell.
|
|
if (name=="player")
|
|
{
|
|
return mPlayer->getPlayer();
|
|
}
|
|
|
|
std::string lowerCaseName = Misc::StringUtils::lowerCase(name);
|
|
|
|
for (CellStore* cellstore : mWorldScene->getActiveCells())
|
|
{
|
|
// TODO: caching still doesn't work efficiently here (only works for the one CellStore that the reference is in)
|
|
Ptr ptr = mCells.getPtr (lowerCaseName, *cellstore, false);
|
|
|
|
if (!ptr.isEmpty())
|
|
return ptr;
|
|
}
|
|
|
|
if (!activeOnly)
|
|
{
|
|
ret = mCells.getPtr (lowerCaseName);
|
|
if (!ret.isEmpty())
|
|
return ret;
|
|
}
|
|
|
|
if (searchInContainers)
|
|
{
|
|
for (CellStore* cellstore : mWorldScene->getActiveCells())
|
|
{
|
|
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;
|
|
std::string error = "failed to find an instance of object '" + name + "'";
|
|
if (activeOnly)
|
|
error += " in active cells";
|
|
throw std::runtime_error(error);
|
|
}
|
|
|
|
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();
|
|
/*
|
|
Start of tes3mp addition
|
|
|
|
Make it possible to find dedicated players here as well
|
|
*/
|
|
else
|
|
{
|
|
mwmp::DedicatedPlayer* dedicatedPlayer = mwmp::PlayerList::getPlayer(actorId);
|
|
if (dedicatedPlayer != nullptr)
|
|
{
|
|
return dedicatedPlayer->getPtr();
|
|
}
|
|
}
|
|
/*
|
|
End of tes3mp addition
|
|
*/
|
|
// Now search cells
|
|
return mWorldScene->searchPtrViaActorId (actorId);
|
|
}
|
|
|
|
Ptr World::searchPtrViaRefNum (const std::string& id, const ESM::RefNum& refNum)
|
|
{
|
|
return mCells.getPtr (id, refNum);
|
|
}
|
|
|
|
/*
|
|
Start of tes3mp addition
|
|
|
|
Make it possible to find a Ptr in any active cell based on its refNum and mpNum
|
|
*/
|
|
Ptr World::searchPtrViaUniqueIndex(int refNum, int mpNum)
|
|
{
|
|
for (Scene::CellStoreCollection::const_iterator iter(mWorldScene->getActiveCells().begin());
|
|
iter != mWorldScene->getActiveCells().end(); ++iter)
|
|
{
|
|
CellStore* cellStore = *iter;
|
|
|
|
MWWorld::Ptr ptrFound = cellStore->searchExact(refNum, mpNum);
|
|
|
|
if (ptrFound)
|
|
return ptrFound;
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
/*
|
|
End of tes3mp addition
|
|
*/
|
|
|
|
/*
|
|
Start of tes3mp addition
|
|
|
|
Make it possible to update all Ptrs in active cells that have a certain refId
|
|
*/
|
|
void World::updatePtrsWithRefId(std::string refId)
|
|
{
|
|
for (Scene::CellStoreCollection::const_iterator iter(mWorldScene->getActiveCells().begin());
|
|
iter != mWorldScene->getActiveCells().end(); ++iter)
|
|
{
|
|
CellStore* cellStore = *iter;
|
|
|
|
for (auto &mergedRef : cellStore->getMergedRefs())
|
|
{
|
|
if (Misc::StringUtils::ciEqual(refId, mergedRef->mRef.getRefId()))
|
|
{
|
|
MWWorld::Ptr ptr(mergedRef, cellStore);
|
|
|
|
const ESM::Position* position = &ptr.getRefData().getPosition();
|
|
const unsigned int refNum = ptr.getCellRef().getRefNum().mIndex;
|
|
const unsigned int mpNum = ptr.getCellRef().getMpNum();
|
|
|
|
deleteObject(ptr);
|
|
ptr.getCellRef().unsetRefNum();
|
|
ptr.getCellRef().setMpNum(0);
|
|
|
|
MWWorld::ManualRef* reference = new MWWorld::ManualRef(getStore(), refId, 1);
|
|
MWWorld::Ptr newPtr = placeObject(reference->getPtr(), cellStore, *position);
|
|
newPtr.getCellRef().setRefNum(refNum);
|
|
newPtr.getCellRef().setMpNum(mpNum);
|
|
|
|
// Update Ptrs for LocalActors and DedicatedActors
|
|
if (newPtr.getClass().isActor())
|
|
{
|
|
if (mwmp::Main::get().getCellController()->isLocalActor(refNum, mpNum))
|
|
mwmp::Main::get().getCellController()->getLocalActor(refNum, mpNum)->setPtr(newPtr);
|
|
else if (mwmp::Main::get().getCellController()->isDedicatedActor(refNum, mpNum))
|
|
mwmp::Main::get().getCellController()->getDedicatedActor(refNum, mpNum)->setPtr(newPtr);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
/*
|
|
End of tes3mp addition
|
|
*/
|
|
|
|
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;
|
|
|
|
for (CellStore* cellstore : mWorldScene->getActiveCells())
|
|
{
|
|
FindContainerVisitor visitor(ptr);
|
|
cellstore->forEachType<ESM::Container>(visitor);
|
|
if (visitor.mResult.isEmpty())
|
|
cellstore->forEachType<ESM::Creature>(visitor);
|
|
if (visitor.mResult.isEmpty())
|
|
cellstore->forEachType<ESM::NPC>(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);
|
|
|
|
if (reference.getCellRef().getRefNum().hasContentFile())
|
|
{
|
|
int type = mStore.find(Misc::StringUtils::lowerCase(reference.getCellRef().getRefId()));
|
|
if (mRendering->pagingEnableObject(type, reference, true))
|
|
mWorldScene->reloadTerrain();
|
|
}
|
|
}
|
|
}
|
|
|
|
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)
|
|
{
|
|
if (!reference.getRefData().isEnabled())
|
|
return;
|
|
|
|
// disable is a no-op for items in containers
|
|
if (!reference.isInCell())
|
|
return;
|
|
|
|
if (reference == getPlayerPtr())
|
|
throw std::runtime_error("can not disable player object");
|
|
|
|
reference.getRefData().disable();
|
|
|
|
if (reference.getCellRef().getRefNum().hasContentFile())
|
|
{
|
|
int type = mStore.find(Misc::StringUtils::lowerCase(reference.getCellRef().getRefId()));
|
|
if (mRendering->pagingEnableObject(type, reference, false))
|
|
mWorldScene->reloadTerrain();
|
|
}
|
|
|
|
if(mWorldScene->getActiveCells().find (reference.getCell())!=mWorldScene->getActiveCells().end() && reference.getRefData().getCount())
|
|
mWorldScene->removeObjectFromScene (reference);
|
|
}
|
|
|
|
void World::advanceTime (double hours, bool incremental)
|
|
{
|
|
if (!incremental)
|
|
{
|
|
// When we fast-forward time, we should recharge magic items
|
|
// in all loaded cells, using game world time
|
|
float duration = hours * 3600;
|
|
const float timeScaleFactor = getTimeScaleFactor();
|
|
if (timeScaleFactor != 0.0f)
|
|
duration /= timeScaleFactor;
|
|
|
|
rechargeItems(duration, false);
|
|
}
|
|
|
|
mWeatherManager->advanceTime (hours, incremental);
|
|
mCurrentDate->advanceTime(hours, mGlobalVariables);
|
|
updateSkyDate();
|
|
|
|
if (!incremental)
|
|
{
|
|
mRendering->notifyWorldSpaceChanged();
|
|
mProjectileManager->clear();
|
|
mDiscardMovements = true;
|
|
}
|
|
}
|
|
|
|
|
|
float World::getTimeScaleFactor() const
|
|
|
|
{
|
|
return mCurrentDate->getTimeScaleFactor();
|
|
}
|
|
|
|
TimeStamp World::getTimeStamp() const
|
|
{
|
|
return mCurrentDate->getTimeStamp();
|
|
}
|
|
|
|
ESM::EpochTimeStamp World::getEpochTimeStamp() const
|
|
{
|
|
return mCurrentDate->getEpochTimeStamp();
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
void World::changeToInteriorCell (const std::string& cellName, const ESM::Position& position, bool adjustPlayerPos, bool changeEvent)
|
|
{
|
|
mPhysics->clearQueuedMovement();
|
|
mDiscardMovements = true;
|
|
|
|
if (changeEvent && mCurrentWorldSpace != cellName)
|
|
{
|
|
// changed worldspace
|
|
mProjectileManager->clear();
|
|
mRendering->notifyWorldSpaceChanged();
|
|
|
|
mCurrentWorldSpace = cellName;
|
|
}
|
|
|
|
removeContainerScripts(getPlayerPtr());
|
|
mWorldScene->changeToInteriorCell(cellName, position, adjustPlayerPos, changeEvent);
|
|
addContainerScripts(getPlayerPtr(), getPlayerPtr().getCell());
|
|
mRendering->getCamera()->instantTransition();
|
|
|
|
#ifdef USE_OPENXR
|
|
auto* xrInput = MWVR::Environment::get().getInputManager();
|
|
if (xrInput)
|
|
xrInput->requestRecenter(false);
|
|
#endif
|
|
}
|
|
|
|
void World::changeToExteriorCell (const ESM::Position& position, bool adjustPlayerPos, bool changeEvent)
|
|
{
|
|
mPhysics->clearQueuedMovement();
|
|
mDiscardMovements = true;
|
|
|
|
if (changeEvent && mCurrentWorldSpace != ESM::CellId::sDefaultWorldspace)
|
|
{
|
|
// changed worldspace
|
|
mProjectileManager->clear();
|
|
mRendering->notifyWorldSpaceChanged();
|
|
}
|
|
removeContainerScripts(getPlayerPtr());
|
|
mWorldScene->changeToExteriorCell(position, adjustPlayerPos, changeEvent);
|
|
addContainerScripts(getPlayerPtr(), getPlayerPtr().getCell());
|
|
mRendering->getCamera()->instantTransition();
|
|
|
|
#ifdef USE_OPENXR
|
|
auto* xrInput = MWVR::Environment::get().getInputManager();
|
|
if (xrInput)
|
|
xrInput->requestRecenter(false);
|
|
#endif
|
|
}
|
|
|
|
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);
|
|
|
|
mCurrentDate->setup(mGlobalVariables);
|
|
}
|
|
|
|
void World::markCellAsUnchanged()
|
|
{
|
|
return mWorldScene->markCellAsUnchanged();
|
|
}
|
|
|
|
float World::getMaxActivationDistance ()
|
|
{
|
|
if (mActivationDistanceOverride >= 0)
|
|
return static_cast<float>(mActivationDistanceOverride);
|
|
|
|
static const int iMaxActivateDist = mStore.get<ESM::GameSetting>().find("iMaxActivateDist")->mValue.getInteger();
|
|
return static_cast<float>(iMaxActivateDist);
|
|
}
|
|
|
|
MWWorld::Ptr World::getFacedObject()
|
|
{
|
|
#ifdef USE_OPENXR
|
|
return getPointerTarget();
|
|
#endif
|
|
|
|
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 nullptr;
|
|
}
|
|
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<MWWorld::Ptr,osg::Vec3f> World::getHitContact(const MWWorld::ConstPtr &ptr, float distance, std::vector<MWWorld::Ptr> &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();
|
|
|
|
if (ptr == getPlayerPtr())
|
|
{
|
|
#ifdef USE_OPENXR
|
|
// Use current aim of weapon to impact
|
|
osg::Matrix worldMatrix = MWVR::Environment::get().getPlayerAnimation()->getWeaponTransformMatrix();
|
|
|
|
auto result = mPhysics->getHitContact(ptr, worldMatrix.getTrans(), worldMatrix.getRotate(), distance, targets);
|
|
if (!result.first.isEmpty())
|
|
Log(Debug::Verbose) << "Hit: " << result.first.getTypeName();
|
|
return result;
|
|
#else
|
|
// special cased for better aiming with the camera
|
|
// if we do not hit anything, will use the default approach as fallback
|
|
osg::Vec3f pos = getActorHeadTransform(ptr).getTrans();
|
|
|
|
std::pair<MWWorld::Ptr,osg::Vec3f> result = mPhysics->getHitContact(ptr, pos, rot, distance, targets);
|
|
if(!result.first.isEmpty())
|
|
return std::make_pair(result.first, result.second);
|
|
#endif
|
|
}
|
|
|
|
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<MWWorld::Ptr,osg::Vec3f> 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() == nullptr)
|
|
{
|
|
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)
|
|
{
|
|
/*
|
|
Start of tes3mp addition
|
|
|
|
If we choose to deny this move because it's part of an unapproved cell change, we should also revert the Ptr back to its
|
|
original coordinates, so keep track of them
|
|
*/
|
|
ESM::Position originalPos = ptr.getRefData().getPosition();
|
|
/*
|
|
End of tes3mp addition
|
|
*/
|
|
|
|
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() : nullptr; // currCell == nullptr 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 (!isPlayer && !currCell)
|
|
throw std::runtime_error("Can not move actor \"" + ptr.getCellRef().getRefId() + "\" to another cell: current cell is nullptr");
|
|
|
|
if (!newCell)
|
|
throw std::runtime_error("Can not move actor \"" + ptr.getCellRef().getRefId() + "\" to another cell: new cell is nullptr");
|
|
|
|
if (currCell != newCell)
|
|
{
|
|
/*
|
|
Start of tes3mp addition
|
|
|
|
Check if a DedicatedPlayer or DedicatedActor's new Ptr cell is the same as their packet cell, and deny the Ptr's movement and
|
|
cell change if it is not
|
|
*/
|
|
if (mwmp::PlayerList::isDedicatedPlayer(ptr) &&
|
|
!mwmp::Main::get().getCellController()->isSameCell(mwmp::PlayerList::getPlayer(ptr)->cell, *newCell->getCell()))
|
|
{
|
|
ptr.getRefData().setPosition(originalPos);
|
|
return ptr;
|
|
}
|
|
else if (mwmp::Main::get().getCellController()->isDedicatedActor(ptr) &&
|
|
!mwmp::Main::get().getCellController()->isSameCell(mwmp::Main::get().getCellController()->getDedicatedActor(ptr)->cell, *newCell->getCell()))
|
|
{
|
|
ptr.getRefData().setPosition(originalPos);
|
|
return ptr;
|
|
}
|
|
/*
|
|
End of tes3mp addition
|
|
*/
|
|
|
|
removeContainerScripts(ptr);
|
|
|
|
if (isPlayer)
|
|
{
|
|
if (!newCell->isExterior())
|
|
{
|
|
changeToInteriorCell(Misc::StringUtils::lowerCase(newCell->getCell()->mName), pos, false);
|
|
removeContainerScripts(getPlayerPtr());
|
|
}
|
|
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(nullptr);
|
|
}
|
|
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);
|
|
}
|
|
}
|
|
|
|
/*
|
|
Start of tes3mp addition
|
|
|
|
Update the Ptrs of LocalActors, DedicatedPlayers and DedicatedActors
|
|
*/
|
|
if (mwmp::Main::get().getCellController()->isLocalActor(ptr))
|
|
mwmp::Main::get().getCellController()->getLocalActor(ptr)->setPtr(newPtr);
|
|
else if (mwmp::Main::get().getCellController()->isDedicatedActor(ptr))
|
|
mwmp::Main::get().getCellController()->getDedicatedActor(ptr)->setPtr(newPtr);
|
|
else if (mwmp::PlayerList::isDedicatedPlayer(ptr))
|
|
mwmp::PlayerList::getPlayer(ptr)->setPtr(newPtr);
|
|
/*
|
|
End of tes3mp addition
|
|
*/
|
|
}
|
|
|
|
MWBase::Environment::get().getWindowManager()->updateConsoleObjectPtr(ptr, newPtr);
|
|
MWBase::Environment::get().getScriptManager()->getGlobalScripts().updatePtrs(ptr, newPtr);
|
|
}
|
|
if (haveToMove && newPtr.getRefData().getBaseNode())
|
|
{
|
|
mWorldScene->updateObjectPosition(newPtr, vec, movePhysics);
|
|
if (movePhysics)
|
|
{
|
|
if (const auto object = mPhysics->getObject(ptr))
|
|
updateNavigatorObject(*object);
|
|
}
|
|
}
|
|
|
|
if (isPlayer)
|
|
mWorldScene->playerMoved(vec);
|
|
else
|
|
{
|
|
mRendering->pagingBlacklistObject(mStore.find(ptr.getCellRef().getRefId()), ptr);
|
|
mWorldScene->removeFromPagedRefs(newPtr);
|
|
}
|
|
|
|
return newPtr;
|
|
}
|
|
|
|
MWWorld::Ptr World::moveObject (const Ptr& ptr, float x, float y, float z, bool movePhysics, bool moveToActive)
|
|
{
|
|
int cellX, cellY;
|
|
positionToIndex(x, y, cellX, cellY);
|
|
|
|
CellStore* cell = ptr.getCell();
|
|
CellStore* newCell = getExterior(cellX, cellY);
|
|
bool isCellActive = getPlayerPtr().isInCell() && getPlayerPtr().getCell()->isExterior() && mWorldScene->isCellActive(*newCell);
|
|
|
|
if (cell->isExterior() || (moveToActive && isCellActive && ptr.getClass().isActor()))
|
|
cell = newCell;
|
|
|
|
return moveObject(ptr, cell, x, y, z, movePhysics);
|
|
}
|
|
|
|
MWWorld::Ptr World::moveObjectBy(const Ptr& ptr, osg::Vec3f vec, bool moveToActive, bool ignoreCollisions)
|
|
{
|
|
auto* actor = mPhysics->getActor(ptr);
|
|
osg::Vec3f newpos = ptr.getRefData().getPosition().asVec3() + vec;
|
|
if (actor)
|
|
actor->adjustPosition(vec, ignoreCollisions);
|
|
if (ptr.getClass().isActor())
|
|
return moveObject(ptr, newpos.x(), newpos.y(), newpos.z(), false, moveToActive && ptr != getPlayerPtr());
|
|
return moveObject(ptr, newpos.x(), newpos.y(), newpos.z());
|
|
}
|
|
|
|
void World::scaleObject (const Ptr& ptr, float scale)
|
|
{
|
|
if (mPhysics->getActor(ptr))
|
|
mNavigator->removeAgent(getPathfindingHalfExtents(ptr));
|
|
|
|
if (scale != ptr.getCellRef().getScale())
|
|
{
|
|
ptr.getCellRef().setScale(scale);
|
|
mRendering->pagingBlacklistObject(mStore.find(ptr.getCellRef().getRefId()), ptr);
|
|
mWorldScene->removeFromPagedRefs(ptr);
|
|
}
|
|
|
|
if(ptr.getRefData().getBaseNode() != nullptr)
|
|
mWorldScene->updateObjectScale(ptr);
|
|
|
|
if (mPhysics->getActor(ptr))
|
|
mNavigator->addAgent(getPathfindingHalfExtents(ptr));
|
|
else if (const auto object = mPhysics->getObject(ptr))
|
|
updateNavigatorObject(*object);
|
|
}
|
|
|
|
void World::rotateObjectImp(const Ptr& ptr, const osg::Vec3f& rot, MWBase::RotationFlags flags)
|
|
{
|
|
const float pi = static_cast<float>(osg::PI);
|
|
|
|
ESM::Position pos = ptr.getRefData().getPosition();
|
|
float *objRot = pos.rot;
|
|
if (flags & MWBase::RotationFlag_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);
|
|
|
|
mRendering->pagingBlacklistObject(mStore.find(ptr.getCellRef().getRefId()), ptr);
|
|
mWorldScene->removeFromPagedRefs(ptr);
|
|
|
|
if(ptr.getRefData().getBaseNode() != nullptr)
|
|
{
|
|
const auto order = flags & MWBase::RotationFlag_inverseOrder
|
|
? RotationOrder::inverse : RotationOrder::direct;
|
|
mWorldScene->updateObjectRotation(ptr, order);
|
|
|
|
if (const auto object = mPhysics->getObject(ptr))
|
|
updateNavigatorObject(*object);
|
|
}
|
|
}
|
|
|
|
void World::adjustPosition(const Ptr &ptr, bool force)
|
|
{
|
|
if (ptr.isEmpty())
|
|
{
|
|
Log(Debug::Warning) << "Unable to adjust position for empty object";
|
|
return;
|
|
}
|
|
|
|
osg::Vec3f pos (ptr.getRefData().getPosition().asVec3());
|
|
|
|
if(!ptr.getRefData().getBaseNode())
|
|
{
|
|
// will be adjusted when Ptr's cell becomes active
|
|
return;
|
|
}
|
|
|
|
if (!ptr.isInCell())
|
|
{
|
|
Log(Debug::Warning) << "Unable to adjust position for object '" << ptr.getCellRef().getRefId() << "' - it has no cell";
|
|
return;
|
|
}
|
|
|
|
const float terrainHeight = ptr.getCell()->isExterior() ? getTerrainHeightAt(pos) : -std::numeric_limits<float>::max();
|
|
pos.z() = std::max(pos.z(), terrainHeight) + 20; // place slightly above terrain. will snap down to ground with code below
|
|
|
|
// We still should trace down dead persistent actors - they do not use the "swimdeath" animation.
|
|
bool swims = ptr.getClass().isActor() && isSwimming(ptr) && !(ptr.getClass().isPersistent(ptr) && ptr.getClass().getCreatureStats(ptr).isDeathAnimationFinished());
|
|
if (force || !ptr.getClass().isActor() || (!isFlying(ptr) && !swims && isActorCollisionEnabled(ptr)))
|
|
{
|
|
osg::Vec3f traced = mPhysics->traceDown(ptr, pos, Constants::CellSizeInUnits);
|
|
pos.z() = std::min(pos.z(), traced.z());
|
|
}
|
|
|
|
moveObject(ptr, ptr.getCell(), pos.x(), pos.y(), pos.z());
|
|
}
|
|
|
|
void World::fixPosition()
|
|
{
|
|
const MWWorld::Ptr actor = getPlayerPtr();
|
|
const float distance = 128.f;
|
|
ESM::Position esmPos = actor.getRefData().getPosition();
|
|
osg::Quat orientation(esmPos.rot[2], osg::Vec3f(0,0,-1));
|
|
osg::Vec3f pos (esmPos.asVec3());
|
|
|
|
int direction = 0;
|
|
int fallbackDirections[4] = {direction, (direction+3)%4, (direction+2)%4, (direction+1)%4};
|
|
|
|
osg::Vec3f targetPos = pos;
|
|
for (int i=0; i<4; ++i)
|
|
{
|
|
direction = fallbackDirections[i];
|
|
if (direction == 0) targetPos = pos + (orientation * osg::Vec3f(0,1,0)) * distance;
|
|
else if(direction == 1) targetPos = pos - (orientation * osg::Vec3f(0,1,0)) * distance;
|
|
else if(direction == 2) targetPos = pos - (orientation * osg::Vec3f(1,0,0)) * distance;
|
|
else if(direction == 3) targetPos = pos + (orientation * osg::Vec3f(1,0,0)) * distance;
|
|
|
|
// destination is free
|
|
if (!castRay(pos.x(), pos.y(), pos.z(), targetPos.x(), targetPos.y(), targetPos.z()))
|
|
break;
|
|
}
|
|
|
|
targetPos.z() += distance / 2.f; // move up a bit to get out from geometry, will snap down later
|
|
osg::Vec3f traced = mPhysics->traceDown(actor, targetPos, Constants::CellSizeInUnits);
|
|
if (traced != pos)
|
|
{
|
|
esmPos.pos[0] = traced.x();
|
|
esmPos.pos[1] = traced.y();
|
|
esmPos.pos[2] = traced.z();
|
|
MWWorld::ActionTeleport(actor.getCell()->isExterior() ? "" : actor.getCell()->getCell()->mName, esmPos, false).execute(actor);
|
|
}
|
|
}
|
|
|
|
void World::rotateObject (const Ptr& ptr, float x, float y, float z, MWBase::RotationFlags flags)
|
|
{
|
|
rotateObjectImp(ptr, osg::Vec3f(x, y, z), flags);
|
|
}
|
|
|
|
void World::rotateWorldObject (const Ptr& ptr, osg::Quat rotate)
|
|
{
|
|
if(ptr.getRefData().getBaseNode() != nullptr)
|
|
{
|
|
mRendering->pagingBlacklistObject(mStore.find(ptr.getCellRef().getRefId()), ptr);
|
|
mWorldScene->removeFromPagedRefs(ptr);
|
|
|
|
mRendering->rotateObject(ptr, rotate);
|
|
mPhysics->updateRotation(ptr);
|
|
|
|
if (const auto object = mPhysics->getObject(ptr))
|
|
updateNavigatorObject(*object);
|
|
}
|
|
}
|
|
|
|
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] = 0;
|
|
ipos.rot[1] = 0;
|
|
}
|
|
|
|
MWWorld::Ptr placed = copyObjectToCell(ptr, referenceCell, ipos, ptr.getRefData().getCount(), false);
|
|
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 = Constants::CellSizeInUnits;
|
|
|
|
x = static_cast<float>(cellSize * cellX);
|
|
y = static_cast<float>(cellSize * cellY);
|
|
|
|
if (centre)
|
|
{
|
|
x += cellSize/2;
|
|
y += cellSize/2;
|
|
}
|
|
}
|
|
|
|
void World::positionToIndex (float x, float y, int &cellX, int &cellY) const
|
|
{
|
|
cellX = static_cast<int>(std::floor(x / Constants::CellSizeInUnits));
|
|
cellY = static_cast<int>(std::floor(y / Constants::CellSizeInUnits));
|
|
}
|
|
|
|
void World::queueMovement(const Ptr &ptr, const osg::Vec3f &velocity)
|
|
{
|
|
mPhysics->queueObjectMovement(ptr, velocity);
|
|
}
|
|
|
|
/*
|
|
Start of tes3mp addition
|
|
|
|
Make it possible to set the inertial force of a Ptr directly
|
|
*/
|
|
void World::setInertialForce(const Ptr& ptr, const osg::Vec3f &force)
|
|
{
|
|
MWPhysics::Actor *actor = mPhysics->getActor(ptr);
|
|
|
|
if (actor != nullptr)
|
|
{
|
|
actor->setOnGround(false);
|
|
actor->setInertialForce(force);
|
|
}
|
|
}
|
|
/*
|
|
End of tes3mp addition
|
|
*/
|
|
|
|
/*
|
|
Start of tes3mp addition
|
|
|
|
Make it possible to set whether a Ptr is on the ground or not, needed for proper
|
|
synchronization in multiplayer
|
|
*/
|
|
void World::setOnGround(const Ptr& ptr, bool onGround)
|
|
{
|
|
MWPhysics::Actor* actor = mPhysics->getActor(ptr);
|
|
|
|
if (actor != nullptr)
|
|
{
|
|
actor->setOnGround(onGround);
|
|
}
|
|
}
|
|
/*
|
|
End of tes3mp addition
|
|
*/
|
|
|
|
/*
|
|
Start of tes3mp addition
|
|
|
|
Make it possible to set the physics framerate from elsewhere
|
|
*/
|
|
void World::setPhysicsFramerate(float physFramerate)
|
|
{
|
|
mPhysics->setPhysicsFramerate(physFramerate);
|
|
}
|
|
/*
|
|
End of tes3mp addition
|
|
*/
|
|
|
|
void World::updateAnimatedCollisionShape(const Ptr &ptr)
|
|
{
|
|
mPhysics->updateAnimatedCollisionShape(ptr);
|
|
}
|
|
|
|
void World::doPhysics(float duration, osg::Timer_t frameStart, unsigned int frameNumber, osg::Stats& stats)
|
|
{
|
|
mPhysics->stepSimulation();
|
|
processDoors(duration);
|
|
|
|
mProjectileManager->update(duration);
|
|
|
|
const auto& results = mPhysics->applyQueuedMovement(duration, mDiscardMovements, frameStart, frameNumber, stats);
|
|
mProjectileManager->processHits();
|
|
mDiscardMovements = false;
|
|
|
|
for(const auto& actor : results)
|
|
{
|
|
// Handle player last, in case a cell transition occurs
|
|
if(actor != getPlayerPtr())
|
|
{
|
|
auto* physactor = mPhysics->getActor(actor);
|
|
assert(physactor);
|
|
const auto position = physactor->getSimulationPosition();
|
|
moveObject(actor, position.x(), position.y(), position.z(), false, false);
|
|
}
|
|
}
|
|
|
|
const auto player = std::find(results.begin(), results.end(), getPlayerPtr());
|
|
if (player != results.end())
|
|
{
|
|
auto* physactor = mPhysics->getActor(*player);
|
|
assert(physactor);
|
|
const auto position = physactor->getSimulationPosition();
|
|
moveObject(*player, position.x(), position.y(), position.z(), false, false);
|
|
}
|
|
}
|
|
|
|
void World::updateNavigator()
|
|
{
|
|
mPhysics->forEachAnimatedObject([&] (const MWPhysics::Object* object) { updateNavigatorObject(*object); });
|
|
|
|
for (const auto& door : mDoorStates)
|
|
if (const auto object = mPhysics->getObject(door.first))
|
|
updateNavigatorObject(*object);
|
|
|
|
if (mShouldUpdateNavigator)
|
|
{
|
|
mNavigator->update(getPlayerPtr().getRefData().getPosition().asVec3());
|
|
mShouldUpdateNavigator = false;
|
|
}
|
|
}
|
|
|
|
void World::updateNavigatorObject(const MWPhysics::Object& object)
|
|
{
|
|
const DetourNavigator::ObjectShapes shapes(object.getShapeInstance());
|
|
mShouldUpdateNavigator = mNavigator->updateObject(DetourNavigator::ObjectId(&object), shapes, object.getTransform())
|
|
|| mShouldUpdateNavigator;
|
|
}
|
|
|
|
const MWPhysics::RayCastingInterface* World::getRayCasting() const
|
|
{
|
|
return mPhysics.get();
|
|
}
|
|
|
|
bool World::castRay (float x1, float y1, float z1, float x2, float y2, float z2)
|
|
{
|
|
int mask = MWPhysics::CollisionType_World | MWPhysics::CollisionType_Door;
|
|
bool result = castRay(x1, y1, z1, x2, y2, z2, mask);
|
|
return result;
|
|
}
|
|
|
|
bool World::castRay (float x1, float y1, float z1, float x2, float y2, float z2, int mask)
|
|
{
|
|
osg::Vec3f a(x1,y1,z1);
|
|
osg::Vec3f b(x2,y2,z2);
|
|
|
|
MWPhysics::RayCastingResult result = mPhysics->castRay(a, b, MWWorld::Ptr(), std::vector<MWWorld::Ptr>(), mask);
|
|
return result.mHit;
|
|
}
|
|
|
|
bool World::castRay(const osg::Vec3f& from, const osg::Vec3f& to, int mask, const MWWorld::ConstPtr& ignore)
|
|
{
|
|
return mPhysics->castRay(from, to, ignore, std::vector<MWWorld::Ptr>(), mask).mHit;
|
|
}
|
|
|
|
bool World::rotateDoor(const Ptr door, MWWorld::DoorState state, float duration)
|
|
{
|
|
const ESM::Position& objPos = door.getRefData().getPosition();
|
|
float oldRot = objPos.rot[2];
|
|
|
|
float minRot = door.getCellRef().getPosition().rot[2];
|
|
float maxRot = minRot + osg::DegreesToRadians(90.f);
|
|
|
|
float diff = duration * osg::DegreesToRadians(90.f) * (state == MWWorld::DoorState::Opening ? 1 : -1);
|
|
float targetRot = std::min(std::max(minRot, oldRot + diff), maxRot);
|
|
rotateObject(door, objPos.rot[0], objPos.rot[1], targetRot, MWBase::RotationFlag_none);
|
|
|
|
bool reached = (targetRot == maxRot && state != MWWorld::DoorState::Idle) || targetRot == minRot;
|
|
|
|
/// \todo should use convexSweepTest here
|
|
bool collisionWithActor = false;
|
|
for (auto& [ptr, point, normal] : mPhysics->getCollisionsPoints(door, MWPhysics::CollisionType_Door, MWPhysics::CollisionType_Actor))
|
|
{
|
|
|
|
if (ptr.getClass().isActor())
|
|
{
|
|
auto localPoint = objPos.asVec3() - point;
|
|
osg::Vec3f direction = osg::Quat(diff, osg::Vec3f(0, 0, 1)) * localPoint - localPoint;
|
|
direction.normalize();
|
|
mPhysics->reportCollision(Misc::Convert::toBullet(point), Misc::Convert::toBullet(normal));
|
|
if (direction * normal < 0) // door is turning away from actor
|
|
continue;
|
|
|
|
collisionWithActor = true;
|
|
|
|
// 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::AiPackageTypeId::AvoidDoor) //Only add it once
|
|
seq.stack(MWMechanics::AiAvoidDoor(door),ptr);
|
|
}
|
|
|
|
// we need to undo the rotation
|
|
reached = false;
|
|
}
|
|
}
|
|
|
|
// Cancel door closing sound if collision with actor is detected
|
|
if (collisionWithActor)
|
|
{
|
|
const ESM::Door* ref = door.get<ESM::Door>()->mBase;
|
|
|
|
if (state == MWWorld::DoorState::Opening)
|
|
{
|
|
const std::string& openSound = ref->mOpenSound;
|
|
if (!openSound.empty() && MWBase::Environment::get().getSoundManager()->getSoundPlaying(door, openSound))
|
|
MWBase::Environment::get().getSoundManager()->stopSound3D(door, openSound);
|
|
}
|
|
else if (state == MWWorld::DoorState::Closing)
|
|
{
|
|
const std::string& closeSound = ref->mCloseSound;
|
|
if (!closeSound.empty() && MWBase::Environment::get().getSoundManager()->getSoundPlaying(door, closeSound))
|
|
MWBase::Environment::get().getSoundManager()->stopSound3D(door, closeSound);
|
|
}
|
|
|
|
rotateObject(door, objPos.rot[0], objPos.rot[1], oldRot, MWBase::RotationFlag_none);
|
|
}
|
|
|
|
return reached;
|
|
}
|
|
|
|
void World::processDoors(float duration)
|
|
{
|
|
auto 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
|
|
{
|
|
bool reached = rotateDoor(it->first, it->second, duration);
|
|
|
|
if (reached)
|
|
{
|
|
// Mark as non-moving
|
|
it->first.getClass().setDoorState(it->first, MWWorld::DoorState::Idle);
|
|
mDoorStates.erase(it++);
|
|
}
|
|
else
|
|
++it;
|
|
}
|
|
}
|
|
}
|
|
|
|
void World::setActorCollisionMode(const MWWorld::Ptr& ptr, bool internal, bool external)
|
|
{
|
|
MWPhysics::Actor *physicActor = mPhysics->getActor(ptr);
|
|
if (physicActor && physicActor->getCollisionMode() != internal)
|
|
{
|
|
physicActor->enableCollisionMode(internal);
|
|
physicActor->enableCollisionBody(external);
|
|
}
|
|
}
|
|
|
|
bool World::isActorCollisionEnabled(const MWWorld::Ptr& ptr)
|
|
{
|
|
MWPhysics::Actor *physicActor = mPhysics->getActor(ptr);
|
|
return physicActor && physicActor->getCollisionMode();
|
|
}
|
|
|
|
bool World::toggleCollisionMode()
|
|
{
|
|
if (mPhysics->toggleCollisionMode())
|
|
{
|
|
adjustPosition(getPlayerPtr(), true);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
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::Creature *World::createOverrideRecord(const ESM::Creature &record)
|
|
{
|
|
return mStore.overrideRecord(record);
|
|
}
|
|
|
|
const ESM::NPC *World::createOverrideRecord(const ESM::NPC &record)
|
|
{
|
|
return mStore.overrideRecord(record);
|
|
}
|
|
|
|
const ESM::Container *World::createOverrideRecord(const ESM::Container &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<ESM::NPC>()->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::Creature *World::createRecord(const ESM::Creature &record)
|
|
{
|
|
return mStore.insert(record);
|
|
}
|
|
|
|
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();
|
|
|
|
// Reset "traveling" flag - there was a frame to detect traveling.
|
|
mPlayerTraveling = false;
|
|
|
|
// The same thing for "in jail" flag: reset it if:
|
|
// 1. Player was in jail
|
|
// 2. Jailing window was closed
|
|
if (mPlayerInJail && !mGoToJail && !MWBase::Environment::get().getWindowManager()->containsMode(MWGui::GM_Jail))
|
|
mPlayerInJail = false;
|
|
|
|
updateWeather(duration, paused);
|
|
|
|
if (!paused)
|
|
{
|
|
updateNavigator();
|
|
}
|
|
|
|
updatePlayer();
|
|
|
|
mPhysics->debugDraw();
|
|
|
|
mWorldScene->update (duration, paused);
|
|
|
|
updateSoundListener();
|
|
|
|
mSpellPreloadTimer -= duration;
|
|
if (mSpellPreloadTimer <= 0.f)
|
|
{
|
|
mSpellPreloadTimer = 0.1f;
|
|
preloadSpells();
|
|
}
|
|
}
|
|
|
|
void World::updatePhysics (float duration, bool paused, osg::Timer_t frameStart, unsigned int frameNumber, osg::Stats& stats)
|
|
{
|
|
if (!paused)
|
|
{
|
|
doPhysics (duration, frameStart, frameNumber, stats);
|
|
}
|
|
else
|
|
{
|
|
// zero the async stats if we are paused
|
|
stats.setAttribute(frameNumber, "physicsworker_time_begin", 0);
|
|
stats.setAttribute(frameNumber, "physicsworker_time_taken", 0);
|
|
stats.setAttribute(frameNumber, "physicsworker_time_end", 0);
|
|
}
|
|
}
|
|
|
|
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 = Fallback::Map::getFloat("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 swimming = isSwimming(player);
|
|
bool flying = isFlying(player);
|
|
|
|
static const float i1stPersonSneakDelta = mStore.get<ESM::GameSetting>().find("i1stPersonSneakDelta")->mValue.getFloat();
|
|
if (sneaking && !swimming && !flying)
|
|
mRendering->getCamera()->setSneakOffset(i1stPersonSneakDelta);
|
|
else
|
|
mRendering->getCamera()->setSneakOffset(0.f);
|
|
|
|
int blind = 0;
|
|
auto& magicEffects = player.getClass().getCreatureStats(player).getMagicEffects();
|
|
if (!mGodMode)
|
|
blind = static_cast<int>(magicEffects.get(ESM::MagicEffect::Blind).getMagnitude());
|
|
MWBase::Environment::get().getWindowManager()->setBlindness(std::max(0, std::min(100, blind)));
|
|
|
|
int nightEye = static_cast<int>(magicEffects.get(ESM::MagicEffect::NightEye).getMagnitude());
|
|
mRendering->setNightEyeFactor(std::min(1.f, (nightEye/100.f)));
|
|
}
|
|
|
|
void World::preloadSpells()
|
|
{
|
|
std::string selectedSpell = MWBase::Environment::get().getWindowManager()->getSelectedSpell();
|
|
if (!selectedSpell.empty())
|
|
{
|
|
const ESM::Spell* spell = mStore.get<ESM::Spell>().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<ESM::Enchantment>().search(enchantId);
|
|
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<ESM::Enchantment>().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(), mRendering->getCameraPosition());
|
|
|
|
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::BoundingBox bb = mPhysics->getBoundingBox(object);
|
|
if (!bb.valid() && object.getRefData().getBaseNode())
|
|
{
|
|
osg::ComputeBoundsVisitor computeBoundsVisitor;
|
|
computeBoundsVisitor.setTraversalMask(~(MWRender::Mask_ParticleSystem|MWRender::Mask_Effect));
|
|
object.getRefData().getBaseNode()->accept(computeBoundsVisitor);
|
|
bb = computeBoundsVisitor.getBoundingBox();
|
|
}
|
|
osg::Vec4f screenBounds = mRendering->getScreenBounds(bb);
|
|
MWBase::Environment::get().getWindowManager()->setFocusObjectScreenCoords(
|
|
screenBounds.x(), screenBounds.y(), screenBounds.z(), screenBounds.w());
|
|
}
|
|
|
|
MWBase::Environment::get().getWindowManager()->setFocusObject(object);
|
|
}
|
|
catch (std::exception& e)
|
|
{
|
|
Log(Debug::Error) << "Error updating window manager: " << e.what();
|
|
}
|
|
}
|
|
|
|
MWWorld::Ptr World::getFacedObject(float maxDistance, bool ignorePlayer)
|
|
{
|
|
const float camDist = mRendering->getCamera()->getCameraDistance();
|
|
maxDistance += camDist;
|
|
MWWorld::Ptr facedObject;
|
|
MWRender::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 (facedObject.isEmpty() && rayToObject.mHitRefnum.hasContentFile())
|
|
{
|
|
for (CellStore* cellstore : mWorldScene->getActiveCells())
|
|
{
|
|
facedObject = cellstore->searchViaRefNum(rayToObject.mHitRefnum);
|
|
if (!facedObject.isEmpty()) break;
|
|
}
|
|
}
|
|
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();
|
|
}
|
|
|
|
unsigned int World::getNightDayMode() const
|
|
{
|
|
return mWeatherManager->getNightDayMode();
|
|
}
|
|
|
|
void World::changeWeather(const std::string& region, const unsigned int id)
|
|
{
|
|
mWeatherManager->changeWeather(region, id);
|
|
}
|
|
|
|
/*
|
|
Start of tes3mp addition
|
|
|
|
Make it possible to set a specific weather state for a region from elsewhere
|
|
in the code
|
|
*/
|
|
void World::setRegionWeather(const std::string& region, const unsigned int currentWeather, const unsigned int nextWeather,
|
|
const unsigned int queuedWeather, const float transitionFactor, bool force)
|
|
{
|
|
mWeatherManager->setRegionWeather(region, currentWeather, nextWeather, queuedWeather, transitionFactor, force);
|
|
}
|
|
/*
|
|
End of tes3mp addition
|
|
*/
|
|
|
|
/*
|
|
Start of tes3mp addition
|
|
|
|
Make it possible to check whether the local WeatherManager has the
|
|
ability to create weather changes
|
|
*/
|
|
bool World::getWeatherCreationState()
|
|
{
|
|
return mWeatherManager->getWeatherCreationState();
|
|
}
|
|
/*
|
|
End of tes3mp addition
|
|
*/
|
|
|
|
/*
|
|
Start of tes3mp addition
|
|
|
|
Make it possible to enable and disable the local WeatherManager's ability
|
|
to create weather changes
|
|
*/
|
|
void World::setWeatherCreationState(bool state)
|
|
{
|
|
mWeatherManager->setWeatherCreationState(state);
|
|
}
|
|
/*
|
|
End of tes3mp addition
|
|
*/
|
|
|
|
/*
|
|
Start of tes3mp addition
|
|
|
|
Make it possible to send the current weather in a WorldWeather packet
|
|
when requested from elsewhere in the code
|
|
*/
|
|
void World::sendWeather()
|
|
{
|
|
mWeatherManager->sendWeather();
|
|
}
|
|
/*
|
|
End of tes3mp addition
|
|
*/
|
|
|
|
void World::modRegion(const std::string ®ionid, const std::vector<char> &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<World::DoorMarker>& out)
|
|
: mOut(out)
|
|
{
|
|
}
|
|
|
|
std::vector<World::DoorMarker>& mOut;
|
|
|
|
bool operator()(const MWWorld::Ptr& ptr)
|
|
{
|
|
MWWorld::LiveCellRef<ESM::Door>& ref = *static_cast<MWWorld::LiveCellRef<ESM::Door>* >(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<World::DoorMarker>& out)
|
|
{
|
|
GetDoorMarkerVisitor visitor(out);
|
|
cell->forEachType<ESM::Door>(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::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::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)
|
|
throw std::runtime_error("copyObjectToCell(): cannot copy object to null cell");
|
|
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::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
|
|
{
|
|
if(!ptr.getClass().isActor())
|
|
return false;
|
|
|
|
const MWMechanics::CreatureStats &stats = ptr.getClass().getCreatureStats(ptr);
|
|
|
|
if (stats.isDead())
|
|
return false;
|
|
|
|
const bool isPlayer = ptr == getPlayerConstPtr();
|
|
if (!(isPlayer && mGodMode) && stats.getMagicEffects().get(ESM::MagicEffect::Paralyze).getModifier() > 0)
|
|
return false;
|
|
|
|
if (ptr.getClass().canFly(ptr))
|
|
return true;
|
|
|
|
if(stats.getMagicEffects().get(ESM::MagicEffect::Levitate).getMagnitude() > 0
|
|
&& isLevitationEnabled())
|
|
return true;
|
|
|
|
const MWPhysics::Actor* actor = mPhysics->getActor(ptr);
|
|
if(!actor)
|
|
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() : nullptr; // currCell == nullptr 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(bool force)
|
|
{
|
|
mRendering->getCamera()->toggleViewMode(force);
|
|
}
|
|
|
|
bool World::isFirstPerson() const
|
|
{
|
|
return mRendering->getCamera()->isFirstPerson();
|
|
}
|
|
|
|
bool World::isPreviewModeEnabled() const
|
|
{
|
|
return mRendering->getCamera()->getMode() == MWRender::Camera::Mode::Preview;
|
|
}
|
|
|
|
void World::togglePreviewMode(bool enable)
|
|
{
|
|
mRendering->getCamera()->togglePreviewMode(enable);
|
|
}
|
|
|
|
bool World::toggleVanityMode(bool enable)
|
|
{
|
|
return mRendering->getCamera()->toggleVanityMode(enable);
|
|
}
|
|
|
|
void World::disableDeferredPreviewRotation()
|
|
{
|
|
mRendering->getCamera()->disableDeferredPreviewRotation();
|
|
}
|
|
|
|
void World::applyDeferredPreviewRotationToPlayer(float dt)
|
|
{
|
|
mRendering->getCamera()->applyDeferredPreviewRotationToPlayer(dt);
|
|
}
|
|
|
|
void World::allowVanityMode(bool allow)
|
|
{
|
|
mRendering->getCamera()->allowVanityMode(allow);
|
|
}
|
|
|
|
bool World::vanityRotateCamera(float * rot)
|
|
{
|
|
if(!mRendering->getCamera()->isVanityOrPreviewModeEnabled())
|
|
return false;
|
|
|
|
mRendering->getCamera()->rotateCamera(rot[0], 0.f, rot[2], true);
|
|
return true;
|
|
}
|
|
|
|
void World::adjustCameraDistance(float dist)
|
|
{
|
|
mRendering->getCamera()->adjustCameraDistance(dist);
|
|
}
|
|
|
|
void World::saveLoaded()
|
|
{
|
|
mStore.validateDynamic();
|
|
}
|
|
|
|
void World::setupPlayer()
|
|
{
|
|
const ESM::NPC *player = mStore.get<ESM::NPC>().find("player");
|
|
if (!mPlayer)
|
|
mPlayer.reset(new MWWorld::Player(player));
|
|
else
|
|
{
|
|
// Remove the old CharacterController
|
|
MWBase::Environment::get().getMechanicsManager()->remove(getPlayerPtr());
|
|
mNavigator->removeAgent(getPathfindingHalfExtents(getPlayerConstPtr()));
|
|
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<MWRender::NpcAnimation*>(mRendering->getAnimation(player));
|
|
player.getClass().getInventoryStore(player).setInvListener(anim, player);
|
|
player.getClass().getInventoryStore(player).setContListener(anim);
|
|
|
|
scaleObject(player, player.getCellRef().getScale()); // apply race height
|
|
rotateObject(player, 0.f, 0.f, 0.f, MWBase::RotationFlag_inverseOrder | MWBase::RotationFlag_adjust);
|
|
|
|
MWBase::Environment::get().getMechanicsManager()->add(getPlayerPtr());
|
|
MWBase::Environment::get().getWindowManager()->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);
|
|
|
|
mDefaultHalfExtents = mPhysics->getOriginalHalfExtents(getPlayerPtr());
|
|
mNavigator->addAgent(getPathfindingHalfExtents(getPlayerConstPtr()));
|
|
}
|
|
|
|
World::RestPermitted World::canRest () const
|
|
{
|
|
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(mPlayer->enemiesNearby())
|
|
return Rest_EnemiesAreNearby;
|
|
|
|
if (isUnderwater(currentCell, playerPos) || isWalkingOnWater(player))
|
|
return Rest_PlayerIsUnderwater;
|
|
|
|
float fallHeight = player.getClass().getCreatureStats(player).getFallHeight();
|
|
float epsilon = 1e-4;
|
|
if ((actor->getCollisionMode() && (!mPhysics->isOnSolidGround(player) || fallHeight >= epsilon)) || isFlying(player))
|
|
return Rest_PlayerIsInAir;
|
|
|
|
if((currentCell->getCell()->mData.mFlags&ESM::Cell::NoSleep) || player.getClass().getNpcStats(player).isWerewolf())
|
|
return Rest_OnlyWaiting;
|
|
|
|
return Rest_Allowed;
|
|
}
|
|
|
|
MWRender::Animation* World::getAnimation(const MWWorld::Ptr &ptr)
|
|
{
|
|
auto* animation = mRendering->getAnimation(ptr);
|
|
if(!animation) {
|
|
mWorldScene->removeFromPagedRefs(ptr);
|
|
animation = mRendering->getAnimation(ptr);
|
|
if(animation)
|
|
mRendering->pagingBlacklistObject(mStore.find(ptr.getCellRef().getRefId()), ptr);
|
|
}
|
|
return animation;
|
|
}
|
|
|
|
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)
|
|
{
|
|
return mRendering->screenshot360(image);
|
|
}
|
|
|
|
void World::activateDoor(const MWWorld::Ptr& door)
|
|
{
|
|
auto state = door.getClass().getDoorState(door);
|
|
switch (state)
|
|
{
|
|
case MWWorld::DoorState::Idle:
|
|
if (door.getRefData().getPosition().rot[2] == door.getCellRef().getPosition().rot[2])
|
|
state = MWWorld::DoorState::Opening; // if closed, then open
|
|
else
|
|
state = MWWorld::DoorState::Closing; // if open, then close
|
|
break;
|
|
case MWWorld::DoorState::Closing:
|
|
state = MWWorld::DoorState::Opening; // if closing, then open
|
|
break;
|
|
case MWWorld::DoorState::Opening:
|
|
default:
|
|
state = MWWorld::DoorState::Closing; // if opening, then close
|
|
break;
|
|
}
|
|
|
|
/*
|
|
Start of tes3mp addition
|
|
|
|
Send an ID_DOOR_STATE packet every time a door is activated
|
|
*/
|
|
if (mwmp::Main::get().getLocalPlayer()->isLoggedIn())
|
|
{
|
|
mwmp::ObjectList *objectList = mwmp::Main::get().getNetworking()->getObjectList();
|
|
objectList->reset();
|
|
objectList->packetOrigin = mwmp::CLIENT_GAMEPLAY;
|
|
objectList->addDoorState(door, state);
|
|
objectList->sendDoorState();
|
|
}
|
|
/*
|
|
End of tes3mp addition
|
|
*/
|
|
|
|
door.getClass().setDoorState(door, state);
|
|
mDoorStates[door] = state;
|
|
}
|
|
|
|
void World::activateDoor(const Ptr &door, MWWorld::DoorState state)
|
|
{
|
|
/*
|
|
Start of tes3mp addition
|
|
|
|
Send an ID_DOOR_STATE packet every time a door is activated
|
|
*/
|
|
if (mwmp::Main::get().getLocalPlayer()->isLoggedIn())
|
|
{
|
|
mwmp::ObjectList *objectList = mwmp::Main::get().getNetworking()->getObjectList();
|
|
objectList->reset();
|
|
objectList->packetOrigin = mwmp::CLIENT_GAMEPLAY;
|
|
objectList->addDoorState(door, state);
|
|
objectList->sendDoorState();
|
|
}
|
|
/*
|
|
End of tes3mp addition
|
|
*/
|
|
|
|
door.getClass().setDoorState(door, state);
|
|
mDoorStates[door] = state;
|
|
if (state == MWWorld::DoorState::Idle)
|
|
{
|
|
mDoorStates.erase(door);
|
|
rotateDoor(door, state, 1);
|
|
}
|
|
}
|
|
|
|
/*
|
|
Start of tes3mp addition
|
|
|
|
Allow the saving of door states without going through World::activateDoor()
|
|
*/
|
|
void World::saveDoorState(const Ptr &door, MWWorld::DoorState state)
|
|
{
|
|
mDoorStates[door] = state;
|
|
if (state == MWWorld::DoorState::Idle)
|
|
mDoorStates.erase(door);
|
|
}
|
|
/*
|
|
End of tes3mp addition
|
|
*/
|
|
|
|
/*
|
|
Start of tes3mp addition
|
|
|
|
Make it possible to check whether a cell is active
|
|
*/
|
|
bool World::isCellActive(const ESM::Cell& cell)
|
|
{
|
|
const Scene::CellStoreCollection& activeCells = mWorldScene->getActiveCells();
|
|
mwmp::CellController *cellController = mwmp::Main::get().getCellController();
|
|
|
|
for (auto it = activeCells.begin(); it != activeCells.end(); ++it)
|
|
{
|
|
if (cellController->isSameCell(cell, *(*it)->getCell()))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
/*
|
|
End of tes3mp addition
|
|
*/
|
|
|
|
/*
|
|
Start of tes3mp addition
|
|
|
|
Make it possible to unload a cell from elsewhere
|
|
*/
|
|
void World::unloadCell(const ESM::Cell& cell)
|
|
{
|
|
if (isCellActive(cell))
|
|
{
|
|
const Scene::CellStoreCollection& activeCells = mWorldScene->getActiveCells();
|
|
mwmp::CellController *cellController = mwmp::Main::get().getCellController();
|
|
mWorldScene->unloadCell(activeCells.find(cellController->getCellStore(cell)));
|
|
}
|
|
}
|
|
/*
|
|
End of tes3mp addition
|
|
*/
|
|
|
|
/*
|
|
Start of tes3mp addition
|
|
|
|
Make it possible to unload all active cells from elsewhere
|
|
*/
|
|
void World::unloadActiveCells()
|
|
{
|
|
const Scene::CellStoreCollection& activeCells = mWorldScene->getActiveCells();
|
|
|
|
for (auto it = activeCells.begin(); it != activeCells.end(); ++it)
|
|
{
|
|
// Ignore a placeholder interior that a player may currently be in
|
|
if ((*it)->getCell()->isExterior() || !Misc::StringUtils::ciEqual((*it)->getCell()->getDescription(), RecordHelper::getPlaceholderInteriorCellName()))
|
|
{
|
|
mWorldScene->unloadCell(it);
|
|
}
|
|
}
|
|
}
|
|
/*
|
|
End of tes3mp addition
|
|
*/
|
|
|
|
/*
|
|
Start of tes3mp addition
|
|
|
|
Clear the CellStore for a specific Cell from elsewhere
|
|
*/
|
|
void World::clearCellStore(const ESM::Cell& cell)
|
|
{
|
|
mwmp::CellController* cellController = mwmp::Main::get().getCellController();
|
|
MWWorld::CellStore *cellStore = cellController->getCellStore(cell);
|
|
|
|
if (cellStore != nullptr)
|
|
cellStore->clearMovesToCells();
|
|
mCells.clear(cell);
|
|
}
|
|
/*
|
|
End of tes3mp addition
|
|
*/
|
|
|
|
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<MWWorld::Ptr> actors;
|
|
mPhysics->getActorsStandingOn(object, actors);
|
|
return !actors.empty();
|
|
}
|
|
|
|
void World::getActorsStandingOn (const MWWorld::ConstPtr& object, std::vector<MWWorld::Ptr> &actors)
|
|
{
|
|
mPhysics->getActorsStandingOn(object, actors);
|
|
}
|
|
|
|
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<MWWorld::Ptr> actors;
|
|
mPhysics->getActorsCollidingWith(object, actors);
|
|
return !actors.empty();
|
|
}
|
|
|
|
void World::hurtStandingActors(const ConstPtr &object, float healthPerSecond)
|
|
{
|
|
/*
|
|
Start of tes3mp change (major)
|
|
|
|
Being in a menu should not prevent actors from being hurt in multiplayer,
|
|
so that check has been commented out
|
|
*/
|
|
//if (MWBase::Environment::get().getWindowManager()->isGuiMode())
|
|
// return;
|
|
/*
|
|
End of tes3mp change (major)
|
|
*/
|
|
|
|
std::vector<MWWorld::Ptr> actors;
|
|
mPhysics->getActorsStandingOn(object, actors);
|
|
for (const Ptr &actor : actors)
|
|
{
|
|
MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor);
|
|
if (stats.isDead())
|
|
continue;
|
|
|
|
mPhysics->markAsNonSolid (object);
|
|
|
|
if (actor == getPlayerPtr() && mGodMode)
|
|
continue;
|
|
|
|
MWMechanics::DynamicStat<float> 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)
|
|
{
|
|
/*
|
|
Start of tes3mp change (major)
|
|
|
|
Being in a menu should not prevent actors from being hurt in multiplayer,
|
|
so that check has been commented out
|
|
*/
|
|
//if (MWBase::Environment::get().getWindowManager()->isGuiMode())
|
|
// return;
|
|
/*
|
|
End of tes3mp change (major)
|
|
*/
|
|
|
|
std::vector<Ptr> actors;
|
|
mPhysics->getActorsCollidingWith(object, actors);
|
|
for (const Ptr &actor : actors)
|
|
{
|
|
MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor);
|
|
if (stats.isDead())
|
|
continue;
|
|
|
|
mPhysics->markAsNonSolid (object);
|
|
|
|
if (actor == getPlayerPtr() && mGodMode)
|
|
continue;
|
|
|
|
MWMechanics::DynamicStat<float> 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<MWWorld::Ptr>& out)
|
|
: mOwner(owner)
|
|
, mOut(out)
|
|
{
|
|
}
|
|
|
|
MWWorld::ConstPtr mOwner;
|
|
std::vector<MWWorld::Ptr>& 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<MWWorld::Ptr>& out)
|
|
{
|
|
for (CellStore* cellstore : mWorldScene->getActiveCells())
|
|
{
|
|
GetContainersOwnedByVisitor visitor (owner, out);
|
|
cellstore->forEachType<ESM::Container>(visitor);
|
|
}
|
|
}
|
|
|
|
void World::getItemsOwnedBy (const MWWorld::ConstPtr& npc, std::vector<MWWorld::Ptr>& out)
|
|
{
|
|
for (CellStore* cellstore : mWorldScene->getActiveCells())
|
|
{
|
|
cellstore->forEach([&] (const auto& ptr) {
|
|
if (ptr.getRefData().getBaseNode() && Misc::StringUtils::ciEqual(ptr.getCellRef().getOwner(), npc.getCellRef().getRefId()))
|
|
out.push_back(ptr);
|
|
return true;
|
|
});
|
|
}
|
|
}
|
|
|
|
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::RayCastingResult result = mPhysics->castRay(from, to, MWWorld::Ptr(), std::vector<MWWorld::Ptr>(), 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)
|
|
{
|
|
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 (!cellStore)
|
|
return false;
|
|
|
|
std::vector<const MWWorld::CellRef *> sortedDoors;
|
|
for (const MWWorld::LiveCellRef<ESM::Door>& door : cellStore->getReadOnlyDoors().mList)
|
|
{
|
|
if (!door.mRef.getTeleport())
|
|
continue;
|
|
|
|
sortedDoors.push_back(&door.mRef);
|
|
}
|
|
|
|
// Sort teleporting doors alphabetically, first by ID, then by destination cell to make search consistent
|
|
std::sort(sortedDoors.begin(), sortedDoors.end(), [] (const MWWorld::CellRef *lhs, const MWWorld::CellRef *rhs)
|
|
{
|
|
if (lhs->getRefId() != rhs->getRefId())
|
|
return lhs->getRefId() < rhs->getRefId();
|
|
|
|
return lhs->getDestCell() < rhs->getDestCell();
|
|
});
|
|
|
|
for (const MWWorld::CellRef* door : sortedDoors)
|
|
{
|
|
MWWorld::CellStore *source = nullptr;
|
|
|
|
// door to exterior
|
|
if (door->getDestCell().empty())
|
|
{
|
|
int x, y;
|
|
ESM::Position doorDest = door->getDoorDest();
|
|
positionToIndex(doorDest.pos[0], doorDest.pos[1], x, y);
|
|
source = getExterior(x, y);
|
|
}
|
|
// door to interior
|
|
else
|
|
{
|
|
source = getInterior(door->getDestCell());
|
|
}
|
|
if (source)
|
|
{
|
|
// Find door leading to our current teleport door
|
|
// and use its destination to position inside cell.
|
|
for (const MWWorld::LiveCellRef<ESM::Door>& destDoor : source->getReadOnlyDoors().mList)
|
|
{
|
|
if (Misc::StringUtils::ciEqual(name, destDoor.mRef.getDestCell()))
|
|
{
|
|
/// \note Using _any_ door pointed to the interior,
|
|
/// not the one pointed to current door.
|
|
pos = destDoor.mRef.getDoorDest();
|
|
pos.rot[0] = pos.rot[1] = pos.rot[2] = 0;
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// Fall back to the first static location.
|
|
const MWWorld::CellRefList<ESM::Static>::List &statics = cellStore->getReadOnlyStatics().mList;
|
|
if (!statics.empty())
|
|
{
|
|
pos = statics.begin()->mRef.getPosition();
|
|
pos.rot[0] = pos.rot[1] = pos.rot[2] = 0;
|
|
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() const
|
|
{
|
|
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<std::string>& content, const std::vector<std::string>& groundcover, ContentLoader& contentLoader)
|
|
{
|
|
int idx = 0;
|
|
for (const std::string &file : content)
|
|
{
|
|
boost::filesystem::path filename(file);
|
|
const Files::MultiDirCollection& col = fileCollections.getCollection(filename.extension().string());
|
|
if (col.doesExist(file))
|
|
{
|
|
contentLoader.load(col.getPath(file), idx);
|
|
}
|
|
else
|
|
{
|
|
std::string message = "Failed loading " + file + ": the content file does not exist";
|
|
throw std::runtime_error(message);
|
|
}
|
|
idx++;
|
|
}
|
|
|
|
ESM::GroundcoverIndex = idx;
|
|
|
|
for (const std::string &file : groundcover)
|
|
{
|
|
boost::filesystem::path filename(file);
|
|
const Files::MultiDirCollection& col = fileCollections.getCollection(filename.extension().string());
|
|
if (col.doesExist(file))
|
|
{
|
|
contentLoader.load(col.getPath(file), idx);
|
|
}
|
|
else
|
|
{
|
|
std::string message = "Failed loading " + file + ": the groundcover file does not exist";
|
|
throw std::runtime_error(message);
|
|
}
|
|
idx++;
|
|
}
|
|
}
|
|
|
|
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())
|
|
{
|
|
/*
|
|
Start of tes3mp addition
|
|
|
|
If the spell being cast does not exist on our client, ignore it
|
|
to avoid framelistener errors
|
|
*/
|
|
if (getStore().get<ESM::Spell>().search(selectedSpell) == 0)
|
|
return false;
|
|
/*
|
|
End of tes3mp addition
|
|
*/
|
|
|
|
/*
|
|
Start of tes3mp addition
|
|
|
|
Always start spells cast by DedicatedPlayers and DedicatedActors,
|
|
without unilaterally deducting any magicka for them on this client
|
|
*/
|
|
if (mwmp::PlayerList::isDedicatedPlayer(actor) || mwmp::Main::get().getCellController()->isDedicatedActor(actor))
|
|
return true;
|
|
/*
|
|
End of tes3mp addition
|
|
*/
|
|
|
|
const ESM::Spell* spell = mStore.get<ESM::Spell>().find(selectedSpell);
|
|
|
|
// Check mana
|
|
bool godmode = (isPlayer && mGodMode);
|
|
MWMechanics::DynamicStat<float> magicka = stats.getMagicka();
|
|
if (spell->mData.mCost > 0 && 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, bool manualSpell)
|
|
{
|
|
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<MWWorld::Ptr> targetActors;
|
|
if (!actor.isEmpty() && actor != MWMechanics::getPlayer() && !manualSpell)
|
|
stats.getAiSequence().getCombatTargets(targetActors);
|
|
|
|
const float fCombatDistance = mStore.get<ESM::GameSetting>().find("fCombatDistance")->mValue.getFloat();
|
|
|
|
osg::Vec3f hitPosition = actor.getRefData().getPosition().asVec3();
|
|
|
|
// for player we can take faced object first
|
|
MWWorld::Ptr target;
|
|
#ifdef USE_OPENXR
|
|
if (actor == MWMechanics::getPlayer())
|
|
target = MWVR::Util::getTouchTarget().first;
|
|
#else
|
|
// Does not apply to VR
|
|
if (actor == MWMechanics::getPlayer())
|
|
target = getFacedObject();
|
|
#endif
|
|
|
|
// if the faced object can not be activated, do not use it
|
|
if (!target.isEmpty() && !target.getClass().hasToolTip(target))
|
|
target = nullptr;
|
|
|
|
if (target.isEmpty())
|
|
{
|
|
// For scripted spells we should not use hit contact
|
|
if (manualSpell)
|
|
{
|
|
if (actor != MWMechanics::getPlayer())
|
|
{
|
|
for (const auto& package : stats.getAiSequence())
|
|
{
|
|
if (package->getTypeId() == MWMechanics::AiPackageTypeId::Cast)
|
|
{
|
|
target = package->getTarget();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// 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<MWWorld::Ptr,osg::Vec3f> 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));
|
|
|
|
#ifdef USE_OPENXR
|
|
if (actor == MWMechanics::getPlayer())
|
|
{
|
|
osg::Matrix worldMatrix = MWVR::Environment::get().getPlayerAnimation()->getWeaponTransformMatrix();
|
|
origin = worldMatrix.getTrans();
|
|
orient = worldMatrix.getRotate();
|
|
}
|
|
#endif
|
|
Log(Debug::Verbose) << "Origin: " << origin;
|
|
Log(Debug::Verbose) << "Orient: " << orient;
|
|
|
|
osg::Vec3f direction = orient * osg::Vec3f(0,1,0);
|
|
float distance = getMaxActivationDistance();
|
|
osg::Vec3f dest = origin + direction * distance;
|
|
|
|
MWRender::RayResult result2 = mRendering->castRay(origin, dest, true, true);
|
|
|
|
float dist1 = std::numeric_limits<float>::max();
|
|
float dist2 = std::numeric_limits<float>::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 = nullptr;
|
|
}
|
|
else if (result2.mHit)
|
|
{
|
|
target = result2.mHitObject;
|
|
hitPosition = result2.mHitPointWorld;
|
|
if (dist2 > getMaxActivationDistance() && !target.isEmpty() && !target.getClass().hasToolTip(target))
|
|
target = nullptr;
|
|
}
|
|
}
|
|
}
|
|
|
|
std::string selectedSpell = stats.getSpells().getSelectedSpell();
|
|
|
|
MWMechanics::CastSpell cast(actor, target, false, manualSpell);
|
|
cast.mHitPosition = hitPosition;
|
|
|
|
if (!selectedSpell.empty())
|
|
{
|
|
const ESM::Spell* spell = mStore.get<ESM::Spell>().find(selectedSpell);
|
|
cast.cast(spell);
|
|
}
|
|
else if (actor.getClass().hasInventoryStore(actor))
|
|
{
|
|
MWWorld::InventoryStore& inv = actor.getClass().getInventoryStore(actor);
|
|
if (inv.getSelectedEnchantItem() != inv.end())
|
|
/*
|
|
Start of tes3mp change (minor)
|
|
|
|
If this actor is a LocalPlayer or LocalActor, get their Cast and prepare
|
|
it for sending
|
|
|
|
Set the cast details before going forward, in case it's a one use item that
|
|
will get removed (like a scroll)
|
|
*/
|
|
{
|
|
mwmp::Cast *localCast = MechanicsHelper::getLocalCast(actor);
|
|
|
|
if (localCast)
|
|
{
|
|
MechanicsHelper::resetCast(localCast);
|
|
localCast->type = mwmp::Cast::ITEM;
|
|
localCast->itemId = inv.getSelectedEnchantItem()->getCellRef().getRefId();
|
|
localCast->shouldSend = true;
|
|
}
|
|
|
|
cast.cast(*inv.getSelectedEnchantItem());
|
|
}
|
|
/*
|
|
End of tes3mp addition
|
|
*/
|
|
}
|
|
}
|
|
|
|
void World::launchProjectile (MWWorld::Ptr& actor, MWWorld::Ptr& projectile,
|
|
const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr& bow, float speed, float attackStrength)
|
|
{
|
|
// An initial position of projectile can be outside shooter's collision box, so any object between shooter and launch position will be ignored.
|
|
// To avoid this issue, we should check for impact immediately before launch the projectile.
|
|
// So we cast a 1-yard-length ray from shooter to launch position and check if there are collisions in this area.
|
|
// TODO: as a better solutuon we should handle projectiles during physics update, not during world update.
|
|
const osg::Vec3f sourcePos = worldPos + orient * osg::Vec3f(0,-1,0) * 64.f;
|
|
|
|
// Early out if the launch position is underwater
|
|
bool underwater = MWBase::Environment::get().getWorld()->isUnderwater(MWMechanics::getPlayer().getCell(), worldPos);
|
|
if (underwater)
|
|
{
|
|
MWMechanics::projectileHit(actor, Ptr(), bow, projectile, worldPos, attackStrength);
|
|
mRendering->emitWaterRipple(worldPos);
|
|
return;
|
|
}
|
|
|
|
// 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 (!actor.isEmpty() && actor.getClass().isActor() && actor != MWMechanics::getPlayer())
|
|
actor.getClass().getCreatureStats(actor).getAiSequence().getCombatTargets(targetActors);
|
|
|
|
// Check for impact, if yes, handle hit, if not, launch projectile
|
|
MWPhysics::RayCastingResult result = mPhysics->castRay(sourcePos, worldPos, actor, targetActors, 0xff, MWPhysics::CollisionType_Projectile);
|
|
if (result.mHit)
|
|
MWMechanics::projectileHit(actor, result.mHitObject, bow, projectile, result.mHitPos, attackStrength);
|
|
else
|
|
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::updateProjectilesCasters()
|
|
{
|
|
mProjectileManager->updateCasters();
|
|
}
|
|
|
|
class ApplyLoopingParticlesVisitor : public MWMechanics::EffectSourceVisitor
|
|
{
|
|
private:
|
|
MWWorld::Ptr mActor;
|
|
|
|
public:
|
|
ApplyLoopingParticlesVisitor(const MWWorld::Ptr& actor)
|
|
: mActor(actor)
|
|
{
|
|
}
|
|
|
|
void visit (MWMechanics::EffectKey key, int /*effectIndex*/,
|
|
const std::string& /*sourceName*/, const std::string& /*sourceId*/, int /*casterActorId*/,
|
|
float /*magnitude*/, float /*remainingTime*/ = -1, float /*totalTime*/ = -1) override
|
|
{
|
|
const ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
|
|
const auto magicEffect = store.get<ESM::MagicEffect>().find(key.mId);
|
|
if ((magicEffect->mData.mFlags & ESM::MagicEffect::ContinuousVfx) == 0)
|
|
return;
|
|
const ESM::Static* castStatic;
|
|
if (!magicEffect->mHit.empty())
|
|
castStatic = store.get<ESM::Static>().find (magicEffect->mHit);
|
|
else
|
|
castStatic = store.get<ESM::Static>().find ("VFX_DefaultHit");
|
|
MWRender::Animation* anim = MWBase::Environment::get().getWorld()->getAnimation(mActor);
|
|
if (anim && !castStatic->mModel.empty())
|
|
anim->addEffect("meshes\\" + castStatic->mModel, magicEffect->mIndex, /*loop*/true, "", magicEffect->mParticle);
|
|
}
|
|
};
|
|
|
|
void World::applyLoopingParticles(const MWWorld::Ptr& ptr)
|
|
{
|
|
const MWWorld::Class &cls = ptr.getClass();
|
|
if (cls.isActor())
|
|
{
|
|
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<std::string>& 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 (const std::string ¤tCell : currentCells)
|
|
{
|
|
MWWorld::CellStore *next = getInterior(currentCell);
|
|
if ( !next ) continue;
|
|
|
|
// Check if any door in the cell leads to an exterior directly
|
|
for (const MWWorld::LiveCellRef<ESM::Door>& ref : next->getReadOnlyDoors().mList)
|
|
{
|
|
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(currentCell);
|
|
}
|
|
}
|
|
|
|
// 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 (const std::string &cell : currentCells) {
|
|
MWWorld::CellStore *next = getInterior(cell);
|
|
checkedCells.insert(cell);
|
|
if ( !next ) continue;
|
|
|
|
closestMarker = next->searchConst( id );
|
|
if ( !closestMarker.isEmpty() )
|
|
{
|
|
return closestMarker;
|
|
}
|
|
|
|
// Check if any door in the cell leads to an exterior directly
|
|
for (const MWWorld::LiveCellRef<ESM::Door>& ref : next->getReadOnlyDoors().mList)
|
|
{
|
|
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<float>::max();
|
|
|
|
std::vector<MWWorld::Ptr> markers;
|
|
mCells.getExteriorPtrs(id, markers);
|
|
for (const Ptr& marker : markers)
|
|
{
|
|
osg::Vec3f markerPos = marker.getRefData().getPosition().asVec3();
|
|
float distance = (worldPos - markerPos).length2();
|
|
if (distance < closestDistance)
|
|
{
|
|
closestDistance = distance;
|
|
closestMarker = marker;
|
|
}
|
|
}
|
|
|
|
return closestMarker;
|
|
}
|
|
|
|
void World::rest(double hours)
|
|
{
|
|
mCells.rest(hours);
|
|
}
|
|
|
|
void World::rechargeItems(double duration, bool activeOnly)
|
|
{
|
|
MWWorld::Ptr player = getPlayerPtr();
|
|
player.getClass().getInventoryStore(player).rechargeItems(duration);
|
|
|
|
/*
|
|
Start of tes3mp change (major)
|
|
|
|
Don't unilaterally recharge world items on clients
|
|
*/
|
|
/*
|
|
if (activeOnly)
|
|
{
|
|
for (auto &cell : mWorldScene->getActiveCells())
|
|
{
|
|
cell->recharge(duration);
|
|
}
|
|
}
|
|
else
|
|
mCells.recharge(duration);
|
|
*/
|
|
/*
|
|
End of tes3mp change (major)
|
|
*/
|
|
}
|
|
|
|
void World::teleportToClosestMarker (const MWWorld::Ptr& ptr,
|
|
const std::string& id)
|
|
{
|
|
MWWorld::ConstPtr closestMarker = getClosestMarker( ptr, id );
|
|
|
|
if ( closestMarker.isEmpty() )
|
|
{
|
|
Log(Debug::Warning) << "Failed to teleport: no closest marker found";
|
|
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<Ptr>& out, const Ptr& detector, World::DetectionType type, float squaredDist)
|
|
: mOut(out), mDetector(detector), mSquaredDist(squaredDist), mType(type)
|
|
{
|
|
}
|
|
|
|
std::vector<Ptr>& 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)
|
|
bool isContainer = ptr.getClass().getTypeName() == typeid(ESM::Container).name();
|
|
if (mType != World::Detect_Creature && (ptr.getClass().isActor() || isContainer))
|
|
{
|
|
// but ignore containers without resolved content
|
|
if (isContainer && ptr.getRefData().getCustomData() == nullptr)
|
|
return true;
|
|
|
|
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<Ptr> &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);
|
|
|
|
for (CellStore* cellStore : mWorldScene->getActiveCells())
|
|
{
|
|
cellStore->forEach(visitor);
|
|
}
|
|
}
|
|
|
|
float World::feetToGameUnits(float feet)
|
|
{
|
|
// Original engine rounds size upward
|
|
static const int unitsPerFoot = ceil(Constants::UnitsPerFoot);
|
|
return feet * unitsPerFoot;
|
|
}
|
|
|
|
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();
|
|
}
|
|
|
|
MWWorld::ConstPtr World::getPlayerConstPtr() const
|
|
{
|
|
return mPlayer->getConstPlayer();
|
|
}
|
|
|
|
MWRender::RenderingManager& World::getRenderingManager()
|
|
{
|
|
return *mRendering;
|
|
}
|
|
|
|
void World::updateDialogueGlobals()
|
|
{
|
|
MWWorld::Ptr player = getPlayerPtr();
|
|
int bounty = player.getClass().getNpcStats(player).getBounty();
|
|
int playerGold = player.getClass().getContainerStore(player).count(ContainerStore::sGoldId);
|
|
|
|
static float fCrimeGoldDiscountMult = mStore.get<ESM::GameSetting>().find("fCrimeGoldDiscountMult")->mValue.getFloat();
|
|
static float fCrimeGoldTurnInMult = mStore.get<ESM::GameSetting>().find("fCrimeGoldTurnInMult")->mValue.getFloat();
|
|
|
|
int discount = static_cast<int>(bounty * fCrimeGoldDiscountMult);
|
|
int turnIn = static_cast<int>(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() )
|
|
{
|
|
Log(Debug::Warning) << "Failed to confiscate items: no closest prison marker found.";
|
|
return;
|
|
}
|
|
std::string prisonName = prisonMarker.getCellRef().getDestCell();
|
|
if ( prisonName.empty() )
|
|
{
|
|
Log(Debug::Warning) << "Failed to confiscate items: prison marker not linked to prison interior";
|
|
return;
|
|
}
|
|
MWWorld::CellStore *prison = getInterior( prisonName );
|
|
if ( !prison )
|
|
{
|
|
Log(Debug::Warning) << "Failed to confiscate items: failed to load cell " << prisonName;
|
|
return;
|
|
}
|
|
|
|
MWWorld::Ptr closestChest = prison->search( "stolen_goods" );
|
|
if (!closestChest.isEmpty()) //Found a close chest
|
|
{
|
|
MWBase::Environment::get().getMechanicsManager()->confiscateStolenItems(ptr, closestChest);
|
|
}
|
|
else
|
|
Log(Debug::Warning) << "Failed to confiscate items: no stolen_goods container found";
|
|
}
|
|
|
|
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;
|
|
mPlayerInJail = true;
|
|
|
|
MWWorld::Ptr player = getPlayerPtr();
|
|
|
|
int bounty = player.getClass().getNpcStats(player).getBounty();
|
|
player.getClass().getNpcStats(player).setBounty(0);
|
|
mPlayer->recordCrimeId();
|
|
confiscateStolenItems(player);
|
|
|
|
static int iDaysinPrisonMod = mStore.get<ESM::GameSetting>().find("iDaysinPrisonMod")->mValue.getInteger();
|
|
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
|
|
{
|
|
return mPlayerInJail;
|
|
}
|
|
|
|
void World::setPlayerTraveling(bool traveling)
|
|
{
|
|
mPlayerTraveling = traveling;
|
|
}
|
|
|
|
bool World::isPlayerTraveling() const
|
|
{
|
|
return mPlayerTraveling;
|
|
}
|
|
|
|
float World::getTerrainHeightAt(const osg::Vec3f& worldPos) const
|
|
{
|
|
return mRendering->getTerrainHeightAt(worldPos);
|
|
}
|
|
|
|
osg::Vec3f World::getHalfExtents(const ConstPtr& object, bool rendering) const
|
|
{
|
|
if (!object.getClass().isActor())
|
|
return mRendering->getHalfExtents(object);
|
|
|
|
// Handle actors separately because of bodyparts
|
|
if (rendering)
|
|
return mPhysics->getRenderingHalfExtents(object);
|
|
else
|
|
return mPhysics->getHalfExtents(object);
|
|
}
|
|
|
|
std::string World::exportSceneGraph(const Ptr &ptr)
|
|
{
|
|
std::string file = mUserDataPath + "/openmw.osgt";
|
|
if (!ptr.isEmpty())
|
|
{
|
|
mRendering->pagingBlacklistObject(mStore.find(ptr.getCellRef().getRefId()), ptr);
|
|
mWorldScene->removeFromPagedRefs(ptr);
|
|
}
|
|
mRendering->exportSceneGraph(ptr, file, "Ascii");
|
|
return file;
|
|
}
|
|
|
|
void World::spawnRandomCreature(const std::string &creatureList)
|
|
{
|
|
const ESM::CreatureLevList* list = mStore.get<ESM::CreatureLevList>().find(creatureList);
|
|
|
|
static int iNumberCreatures = mStore.get<ESM::GameSetting>().find("iNumberCreatures")->mValue.getInteger();
|
|
int numCreatures = 1 + Misc::Rng::rollDice(iNumberCreatures); // [1, iNumberCreatures]
|
|
|
|
for (int i=0; i<numCreatures; ++i)
|
|
{
|
|
std::string selectedCreature = MWMechanics::getLevelledItem(list, true);
|
|
if (selectedCreature.empty())
|
|
continue;
|
|
|
|
MWWorld::ManualRef ref(mStore, selectedCreature, 1);
|
|
|
|
/*
|
|
Start of tes3mp change (major)
|
|
|
|
Send an ID_OBJECT_SPAWN packet every time a random creature is spawned, then delete
|
|
the creature and wait for the server to send it back with a unique mpNum of its own
|
|
*/
|
|
MWWorld::Ptr ptr = safePlaceObject(ref.getPtr(), getPlayerPtr(), getPlayerPtr().getCell(), 0, 220.f);
|
|
|
|
mwmp::ObjectList *objectList = mwmp::Main::get().getNetworking()->getObjectList();
|
|
objectList->reset();
|
|
objectList->packetOrigin = mwmp::CLIENT_GAMEPLAY;
|
|
objectList->addObjectSpawn(ptr);
|
|
objectList->sendObjectSpawn();
|
|
|
|
deleteObject(ptr);
|
|
/*
|
|
End of tes3mp change (major)
|
|
*/
|
|
}
|
|
}
|
|
|
|
void World::spawnBloodEffect(const Ptr &ptr, const osg::Vec3f &worldPosition)
|
|
{
|
|
if (ptr == getPlayerPtr() && Settings::Manager::getBool("hit fader", "GUI"))
|
|
return;
|
|
|
|
std::string texture = Fallback::Map::getString("Blood_Texture_" + std::to_string(ptr.getClass().getBloodTexture(ptr)));
|
|
if (texture.empty())
|
|
texture = Fallback::Map::getString("Blood_Texture_0");
|
|
|
|
std::string model = "meshes\\" + Fallback::Map::getString("Blood_Model_" + std::to_string(Misc::Rng::rollDice(3))); // [0, 2]
|
|
|
|
mRendering->spawnEffect(model, texture, worldPosition, 1.0f, false);
|
|
}
|
|
|
|
void World::spawnEffect(const std::string &model, const std::string &textureOverride, const osg::Vec3f &worldPos, float scale, bool isMagicVFX)
|
|
{
|
|
mRendering->spawnEffect(model, textureOverride, worldPos, scale, isMagicVFX);
|
|
}
|
|
|
|
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<MWWorld::Ptr, std::vector<ESM::ENAMstruct> > toApply;
|
|
for (const ESM::ENAMstruct& effectInfo : effects.mList)
|
|
{
|
|
const ESM::MagicEffect* effect = mStore.get<ESM::MagicEffect>().find(effectInfo.mEffectID);
|
|
|
|
if (effectInfo.mRange != rangeType || (effectInfo.mArea <= 0 && !ignore.isEmpty() && ignore.getClass().isActor()))
|
|
continue; // Not right range type, or not area effect and hit an actor
|
|
|
|
if (fromProjectile && effectInfo.mArea <= 0)
|
|
continue; // Don't play explosion for projectiles with 0-area effects
|
|
|
|
if (!fromProjectile && effectInfo.mRange == ESM::RT_Touch && !ignore.isEmpty() && !ignore.getClass().isActor() && !ignore.getClass().hasToolTip(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 = mStore.get<ESM::Static>().find (effect->mArea);
|
|
else
|
|
areaStatic = mStore.get<ESM::Static>().find ("VFX_DefaultArea");
|
|
|
|
std::string texture = effect->mParticle;
|
|
|
|
if (effectInfo.mArea <= 0)
|
|
{
|
|
if (effectInfo.mRange == ESM::RT_Target)
|
|
mRendering->spawnEffect("meshes\\" + areaStatic->mModel, texture, origin, 1.0f);
|
|
continue;
|
|
}
|
|
else
|
|
mRendering->spawnEffect("meshes\\" + areaStatic->mModel, texture, origin, static_cast<float>(effectInfo.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<MWWorld::Ptr> objects;
|
|
MWBase::Environment::get().getMechanicsManager()->getObjectsInRange(
|
|
origin, feetToGameUnits(static_cast<float>(effectInfo.mArea)), objects);
|
|
for (const Ptr& affected : objects)
|
|
{
|
|
// Ignore actors without collisions here, otherwise it will be possible to hit actors outside processing range.
|
|
if (affected.getClass().isActor() && !isActorCollisionEnabled(affected))
|
|
continue;
|
|
|
|
toApply[affected].push_back(effectInfo);
|
|
}
|
|
}
|
|
|
|
// Now apply the appropriate effects to each actor in range
|
|
for (auto& applyPair : toApply)
|
|
{
|
|
MWWorld::Ptr source = caster;
|
|
// Vanilla-compatible behaviour of never applying the spell to the caster
|
|
// (could be changed by mods later)
|
|
if (applyPair.first == caster)
|
|
continue;
|
|
|
|
if (applyPair.first == ignore)
|
|
continue;
|
|
|
|
if (source.isEmpty())
|
|
source = applyPair.first;
|
|
|
|
MWMechanics::CastSpell cast(source, applyPair.first);
|
|
cast.mHitPosition = origin;
|
|
cast.mId = id;
|
|
cast.mSourceName = sourceName;
|
|
cast.mStack = false;
|
|
ESM::EffectList effectsToApply;
|
|
effectsToApply.mList = applyPair.second;
|
|
cast.inflict(applyPair.first, caster, effectsToApply, rangeType, false, true);
|
|
}
|
|
}
|
|
|
|
void World::activate(const Ptr &object, const Ptr &actor)
|
|
{
|
|
breakInvisibility(actor);
|
|
|
|
if (object.getRefData().activate())
|
|
{
|
|
std::shared_ptr<MWWorld::Action> action = (object.getClass().activate(object, actor));
|
|
action->execute (actor);
|
|
}
|
|
}
|
|
|
|
struct ResetActorsVisitor
|
|
{
|
|
bool operator() (Ptr ptr)
|
|
{
|
|
if (ptr.getClass().isActor() && ptr.getCellRef().hasContentFile())
|
|
{
|
|
if (ptr.getCell()->movedHere(ptr))
|
|
return true;
|
|
|
|
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, true);
|
|
}
|
|
return true;
|
|
}
|
|
};
|
|
void World::resetActors()
|
|
{
|
|
for (CellStore* cellstore : mWorldScene->getActiveCells())
|
|
{
|
|
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 ConstPtr &target, bool isRangedCombat)
|
|
{
|
|
osg::Vec3f weaponPos = actor.getRefData().getPosition().asVec3();
|
|
float heightRatio = isRangedCombat ? 2.f * Constants::TorsoHeight : 1.f;
|
|
weaponPos.z() += mPhysics->getHalfExtents(actor).z() * heightRatio;
|
|
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&)
|
|
{
|
|
}
|
|
}
|
|
|
|
void World::preloadEffects(const ESM::EffectList *effectList)
|
|
{
|
|
for (const ESM::ENAMstruct& effectInfo : effectList->mList)
|
|
{
|
|
const ESM::MagicEffect *effect = mStore.get<ESM::MagicEffect>().find(effectInfo.mEffectID);
|
|
|
|
if (MWMechanics::isSummoningEffect(effectInfo.mEffectID))
|
|
{
|
|
preload(mWorldScene.get(), mStore, "VFX_Summon_Start");
|
|
preload(mWorldScene.get(), mStore, MWMechanics::getSummonedCreature(effectInfo.mEffectID));
|
|
}
|
|
|
|
preload(mWorldScene.get(), mStore, effect->mCasting);
|
|
preload(mWorldScene.get(), mStore, effect->mHit);
|
|
|
|
if (effectInfo.mArea > 0)
|
|
preload(mWorldScene.get(), mStore, effect->mArea);
|
|
if (effectInfo.mRange == ESM::RT_Target)
|
|
preload(mWorldScene.get(), mStore, effect->mBolt);
|
|
}
|
|
}
|
|
|
|
DetourNavigator::Navigator* World::getNavigator() const
|
|
{
|
|
return mNavigator.get();
|
|
}
|
|
|
|
void World::updateActorPath(const MWWorld::ConstPtr& actor, const std::deque<osg::Vec3f>& path,
|
|
const osg::Vec3f& halfExtents, const osg::Vec3f& start, const osg::Vec3f& end) const
|
|
{
|
|
mRendering->updateActorPath(actor, path, halfExtents, start, end);
|
|
}
|
|
|
|
void World::removeActorPath(const MWWorld::ConstPtr& actor) const
|
|
{
|
|
mRendering->removeActorPath(actor);
|
|
}
|
|
|
|
void World::setNavMeshNumberToRender(const std::size_t value)
|
|
{
|
|
mRendering->setNavMeshNumber(value);
|
|
}
|
|
|
|
osg::Vec3f World::getPathfindingHalfExtents(const MWWorld::ConstPtr& actor) const
|
|
{
|
|
if (actor.isInCell() && actor.getCell()->isExterior())
|
|
return mDefaultHalfExtents; // Using default half extents for better performance
|
|
else
|
|
return getHalfExtents(actor);
|
|
}
|
|
|
|
bool World::hasCollisionWithDoor(const MWWorld::ConstPtr& door, const osg::Vec3f& position, const osg::Vec3f& destination) const
|
|
{
|
|
const auto object = mPhysics->getObject(door);
|
|
|
|
if (!object)
|
|
return false;
|
|
|
|
btVector3 aabbMin;
|
|
btVector3 aabbMax;
|
|
object->getShapeInstance()->getCollisionShape()->getAabb(btTransform::getIdentity(), aabbMin, aabbMax);
|
|
|
|
const auto toLocal = object->getTransform().inverse();
|
|
const auto localFrom = toLocal(Misc::Convert::toBullet(position));
|
|
const auto localTo = toLocal(Misc::Convert::toBullet(destination));
|
|
|
|
btScalar hitDistance = 1;
|
|
btVector3 hitNormal;
|
|
return btRayAabb(localFrom, localTo, aabbMin, aabbMax, hitDistance, hitNormal);
|
|
}
|
|
|
|
float World::getTargetObject(MWRender::RayResult& result, const osg::Vec3f& origin, const osg::Quat& orientation, float maxDistance, bool ignorePlayer)
|
|
{
|
|
osg::Vec3f direction = orientation * osg::Vec3f(0, 1, 0);
|
|
direction.normalize();
|
|
osg::Vec3f end = origin + direction * maxDistance;
|
|
result = mRendering->castRay(origin, end, ignorePlayer);
|
|
if(!result.mHit)
|
|
return 0.f;
|
|
|
|
MWWorld::Ptr facedObject = result.mHitObject;
|
|
if (facedObject.isEmpty() && result.mHitRefnum.hasContentFile())
|
|
{
|
|
for (CellStore* cellstore : mWorldScene->getActiveCells())
|
|
{
|
|
facedObject = cellstore->searchViaRefNum(result.mHitRefnum);
|
|
if (!facedObject.isEmpty()) break;
|
|
}
|
|
}
|
|
result.mHitObject = facedObject;
|
|
|
|
return result.mRatio * maxDistance;
|
|
}
|
|
|
|
#ifdef USE_OPENXR
|
|
MWVR::UserPointer& World::getUserPointer()
|
|
{
|
|
return mRendering->userPointer();
|
|
}
|
|
|
|
MWWorld::Ptr World::getPointerTarget()
|
|
{
|
|
return getUserPointer().getPointerTarget().mHitObject;
|
|
}
|
|
#endif
|
|
|
|
MWWorld::Ptr World::placeObject(const MWWorld::ConstPtr& object, const MWRender::RayResult& ray, int amount)
|
|
{
|
|
const float maxDist = 200.f;
|
|
|
|
CellStore* cell = getPlayerPtr().getCell();
|
|
|
|
ESM::Position pos = getPlayerPtr().getRefData().getPosition();
|
|
|
|
if (ray.mHit && !ray.mHitObject.isEmpty())
|
|
{
|
|
pos.pos[0] = ray.mHitPointWorld.x();
|
|
pos.pos[1] = ray.mHitPointWorld.y();
|
|
pos.pos[2] = ray.mHitPointWorld.z();
|
|
}
|
|
// We want only the Z part of the player's rotation
|
|
// TODO: Use the hand to orient in VR?
|
|
pos.rot[0] = 0;
|
|
pos.rot[1] = 0;
|
|
|
|
// copy the object and set its count
|
|
MWWorld::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;
|
|
}
|
|
|
|
int World::getActiveWeaponType(void)
|
|
{
|
|
if (mPlayer)
|
|
{
|
|
if (mPlayer->getDrawState() == MWMechanics::DrawState_Nothing)
|
|
return ESM::Weapon::Type::None;
|
|
|
|
if (mPlayer->getDrawState() == MWMechanics::DrawState_Spell)
|
|
return ESM::Weapon::Type::Spell;
|
|
|
|
MWWorld::Ptr ptr = mPlayer->getPlayer();
|
|
const MWWorld::InventoryStore& invStore = ptr.getClass().getInventoryStore(ptr);
|
|
MWWorld::ConstContainerStoreIterator it = invStore.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
|
|
if (it != invStore.end())
|
|
{
|
|
if (it->getTypeName() == typeid(ESM::Weapon).name())
|
|
return ESM::Weapon::Type(it->get<ESM::Weapon>()->mBase->mData.mType);
|
|
if (it->getTypeName() == typeid(ESM::Lockpick).name())
|
|
return ESM::Weapon::Type::PickProbe;
|
|
if (it->getTypeName() == typeid(ESM::Probe).name())
|
|
return ESM::Weapon::Type::PickProbe;
|
|
}
|
|
return ESM::Weapon::Type::HandToHand;
|
|
}
|
|
return ESM::Weapon::Type::None;
|
|
}
|
|
|
|
bool World::isAreaOccupiedByOtherActor(const osg::Vec3f& position, const float radius, const MWWorld::ConstPtr& ignore) const
|
|
{
|
|
return mPhysics->isAreaOccupiedByOtherActor(position, radius, ignore);
|
|
}
|
|
|
|
void World::reportStats(unsigned int frameNumber, osg::Stats& stats) const
|
|
{
|
|
mNavigator->reportStats(frameNumber, stats);
|
|
mPhysics->reportStats(frameNumber, stats);
|
|
}
|
|
|
|
void World::updateSkyDate()
|
|
{
|
|
ESM::EpochTimeStamp currentDate = mCurrentDate->getEpochTimeStamp();
|
|
mRendering->skySetDate(currentDate.mDay, currentDate.mMonth);
|
|
}
|
|
|
|
std::vector<MWWorld::Ptr> World::getAll(const std::string& id)
|
|
{
|
|
return mCells.getAll(id);
|
|
}
|
|
}
|