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3543 lines
122 KiB
C++
3543 lines
122 KiB
C++
#include "worldimp.hpp"
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#include <osg/Group>
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#include <osg/ComputeBoundsVisitor>
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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/misc/resourcehelpers.hpp>
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#include <components/misc/rng.hpp>
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#include <components/files/collections.hpp>
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#include <components/resource/resourcesystem.hpp>
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#include <components/sceneutil/positionattitudetransform.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/movement.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 "../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/interpretercontext.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 "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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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)
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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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int World::getDaysPerMonth (int month) const
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{
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switch (month)
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{
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case 0: return 31;
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case 1: return 28;
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case 2: return 31;
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case 3: return 30;
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case 4: return 31;
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case 5: return 30;
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case 6: return 31;
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case 7: return 31;
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case 8: return 30;
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case 9: return 31;
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case 10: return 30;
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case 11: return 31;
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}
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throw std::runtime_error ("month out of range");
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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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mRendering->skySetDate (mDay->getInteger(), mMonth->getInteger());
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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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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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ToUTF8::Utf8Encoder* encoder, const std::map<std::string,std::string>& fallbackMap,
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int activationDistanceOverride, 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), mFallback(fallbackMap), mLocalScripts (mStore),
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mSky (true), mCells (mStore, mEsm),
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mGodMode(false), mScriptsEnabled(true), mContentFiles (contentFiles), mUserDataPath(userDataPath),
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mActivationDistanceOverride (activationDistanceOverride), mStartupScript(startupScript),
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mStartCell (startCell), mDistanceToFacedObject(-1), mTeleportEnabled(true),
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mLevitationEnabled(true), mGoToJail(false), mDaysInPrison(0), mSpellPreloadTimer(0.f)
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{
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mPhysics.reset(new MWPhysics::PhysicsSystem(resourceSystem, rootNode));
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mRendering.reset(new MWRender::RenderingManager(viewer, rootNode, resourceSystem, workQueue, &mFallback, resourcePath));
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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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mEsm.resize(contentFiles.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, 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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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")->getFloat();
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mWeatherManager.reset(new MWWorld::WeatherManager(*mRendering, mFallback, mStore));
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mWorldScene.reset(new Scene(*mRendering.get(), mPhysics.get()));
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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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mGameHour = &mGlobalVariables["gamehour"];
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mDaysPassed = &mGlobalVariables["dayspassed"];
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mDay = &mGlobalVariables["day"];
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mMonth = &mGlobalVariables["month"];
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mYear = &mGlobalVariables["year"];
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mTimeScale = &mGlobalVariables["timescale"];
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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->resetCamera();
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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(), mFallback, 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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fixPosition(getPlayerPtr());
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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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const int cellSize = 8192;
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pos.pos[0] = cellSize/2;
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pos.pos[1] = 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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}
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if (!bypass)
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{
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std::string video = mFallback.getFallbackString("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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if (!mStartupScript.empty())
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MWBase::Environment::get().getWindowManager()->executeInConsole(mStartupScript);
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MWBase::Environment::get().getWindowManager()->updatePlayer();
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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(0);
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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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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 (Scene::CellStoreCollection::const_iterator iter (mWorldScene->getActiveCells().begin());
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iter!=mWorldScene->getActiveCells().end(); ++iter)
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{
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CellStore* cellstore = *iter;
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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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mPlayer->readRecord(reader, type);
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if (getPlayerPtr().isInCell())
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{
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mWorldScene->preloadCell(getPlayerPtr().getCell(), true);
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mWorldScene->preloadTerrain(getPlayerPtr().getRefData().getPosition().asVec3());
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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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std::map<std::string, ESM::Variant> globals;
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// vanilla Morrowind does not define dayspassed.
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globals["dayspassed"] = ESM::Variant(1); // but the addons start counting at 1 :(
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globals["werewolfclawmult"] = ESM::Variant(25.f);
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globals["pcknownwerewolf"] = ESM::Variant(0);
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// following should exist in all versions of MW, but not necessarily in TCs
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globals["gamehour"] = ESM::Variant(0.f);
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globals["timescale"] = ESM::Variant(30.f);
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globals["day"] = ESM::Variant(1);
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globals["month"] = ESM::Variant(1);
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globals["year"] = ESM::Variant(1);
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globals["pcrace"] = ESM::Variant(0);
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globals["pchascrimegold"] = ESM::Variant(0);
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globals["pchasgolddiscount"] = ESM::Variant(0);
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globals["crimegolddiscount"] = ESM::Variant(0);
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globals["crimegoldturnin"] = ESM::Variant(0);
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globals["pchasturnin"] = ESM::Variant(0);
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for (std::map<std::string, ESM::Variant>::iterator it = gmst.begin(); it != gmst.end(); ++it)
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{
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if (!mStore.get<ESM::GameSetting>().search(it->first))
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{
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ESM::GameSetting setting;
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setting.mId = it->first;
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setting.mValue = it->second;
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mStore.insertStatic(setting);
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}
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}
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for (std::map<std::string, ESM::Variant>::iterator it = globals.begin(); it != globals.end(); ++it)
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{
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if (!mStore.get<ESM::Global>().search(it->first))
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{
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ESM::Global setting;
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setting.mId = it->first;
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setting.mValue = it->second;
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mStore.insertStatic(setting);
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}
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}
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}
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World::~World()
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{
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// Must be cleared before mRendering is destroyed
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mProjectileManager->clear();
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}
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const ESM::Cell *World::getExterior (const std::string& cellName) const
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{
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// first try named cells
|
|
const ESM::Cell *cell = mStore.get<ESM::Cell>().searchExtByName (cellName);
|
|
if (cell != 0) {
|
|
return cell;
|
|
}
|
|
|
|
// didn't work -> now check for regions
|
|
const MWWorld::Store<ESM::Region> ®ions = mStore.get<ESM::Region>();
|
|
MWWorld::Store<ESM::Region>::iterator it = regions.begin();
|
|
for (; it != regions.end(); ++it)
|
|
{
|
|
if (Misc::StringUtils::ciEqual(cellName, it->mName))
|
|
{
|
|
return mStore.get<ESM::Cell>().searchExtByRegion(it->mId);
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
const Fallback::Map *World::getFallback() const
|
|
{
|
|
return &mFallback;
|
|
}
|
|
|
|
CellStore *World::getExterior (int x, int y)
|
|
{
|
|
return mCells.getExterior (x, y);
|
|
}
|
|
|
|
CellStore *World::getInterior (const std::string& name)
|
|
{
|
|
return mCells.getInterior (name);
|
|
}
|
|
|
|
CellStore *World::getCell (const ESM::CellId& id)
|
|
{
|
|
if (id.mPaged)
|
|
return getExterior (id.mIndex.mX, id.mIndex.mY);
|
|
else
|
|
return getInterior (id.mWorldspace);
|
|
}
|
|
|
|
void World::useDeathCamera()
|
|
{
|
|
if(mRendering->getCamera()->isVanityOrPreviewModeEnabled() )
|
|
{
|
|
mRendering->getCamera()->togglePreviewMode(false);
|
|
mRendering->getCamera()->toggleVanityMode(false);
|
|
}
|
|
if(mRendering->getCamera()->isFirstPerson())
|
|
mRendering->getCamera()->toggleViewMode(true);
|
|
}
|
|
|
|
MWWorld::Player& World::getPlayer()
|
|
{
|
|
return *mPlayer;
|
|
}
|
|
|
|
const MWWorld::ESMStore& World::getStore() const
|
|
{
|
|
return mStore;
|
|
}
|
|
|
|
std::vector<ESM::ESMReader>& World::getEsmReader()
|
|
{
|
|
return mEsm;
|
|
}
|
|
|
|
LocalScripts& World::getLocalScripts()
|
|
{
|
|
return mLocalScripts;
|
|
}
|
|
|
|
bool World::hasCellChanged() const
|
|
{
|
|
return mWorldScene->hasCellChanged();
|
|
}
|
|
|
|
void World::setGlobalInt (const std::string& name, int value)
|
|
{
|
|
if (name=="gamehour")
|
|
setHour (value);
|
|
else if (name=="day")
|
|
setDay (value);
|
|
else if (name=="month")
|
|
setMonth (value);
|
|
else
|
|
mGlobalVariables[name].setInteger (value);
|
|
}
|
|
|
|
void World::setGlobalFloat (const std::string& name, float value)
|
|
{
|
|
if (name=="gamehour")
|
|
setHour (value);
|
|
else if (name=="day")
|
|
setDay(static_cast<int>(value));
|
|
else if (name=="month")
|
|
setMonth(static_cast<int>(value));
|
|
else
|
|
mGlobalVariables[name].setFloat (value);
|
|
}
|
|
|
|
int World::getGlobalInt (const std::string& name) const
|
|
{
|
|
return mGlobalVariables[name].getInteger();
|
|
}
|
|
|
|
float World::getGlobalFloat (const std::string& name) const
|
|
{
|
|
return mGlobalVariables[name].getFloat();
|
|
}
|
|
|
|
char World::getGlobalVariableType (const std::string& name) const
|
|
{
|
|
return mGlobalVariables.getType (name);
|
|
}
|
|
|
|
std::string World::getCellName (const MWWorld::CellStore *cell) const
|
|
{
|
|
if (!cell)
|
|
cell = mWorldScene->getCurrentCell();
|
|
|
|
if (!cell->getCell()->isExterior() || !cell->getCell()->mName.empty())
|
|
return cell->getCell()->mName;
|
|
|
|
if (const ESM::Region* region = getStore().get<ESM::Region>().search (cell->getCell()->mRegion))
|
|
return region->mName;
|
|
|
|
return getStore().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)
|
|
{
|
|
Ptr ret;
|
|
// the player is always in an active cell.
|
|
if (name=="player")
|
|
{
|
|
return mPlayer->getPlayer();
|
|
}
|
|
|
|
std::string lowerCaseName = Misc::StringUtils::lowerCase(name);
|
|
|
|
for (Scene::CellStoreCollection::const_iterator iter (mWorldScene->getActiveCells().begin());
|
|
iter!=mWorldScene->getActiveCells().end(); ++iter)
|
|
{
|
|
// TODO: caching still doesn't work efficiently here (only works for the one CellStore that the reference is in)
|
|
CellStore* cellstore = *iter;
|
|
Ptr ptr = mCells.getPtr (lowerCaseName, *cellstore, false);
|
|
|
|
if (!ptr.isEmpty())
|
|
return ptr;
|
|
}
|
|
|
|
if (!activeOnly)
|
|
{
|
|
ret = mCells.getPtr (lowerCaseName);
|
|
if (!ret.isEmpty())
|
|
return ret;
|
|
}
|
|
|
|
for (Scene::CellStoreCollection::const_iterator iter (mWorldScene->getActiveCells().begin());
|
|
iter!=mWorldScene->getActiveCells().end(); ++iter)
|
|
{
|
|
CellStore* cellstore = *iter;
|
|
Ptr ptr = cellstore->searchInContainer(lowerCaseName);
|
|
if (!ptr.isEmpty())
|
|
return ptr;
|
|
}
|
|
|
|
Ptr ptr = mPlayer->getPlayer().getClass()
|
|
.getContainerStore(mPlayer->getPlayer()).search(lowerCaseName);
|
|
|
|
return ptr;
|
|
}
|
|
|
|
Ptr World::getPtr (const std::string& name, bool activeOnly)
|
|
{
|
|
Ptr ret = searchPtr(name, activeOnly);
|
|
if (!ret.isEmpty())
|
|
return ret;
|
|
throw std::runtime_error ("unknown ID: " + name);
|
|
}
|
|
|
|
Ptr World::searchPtrViaActorId (int actorId)
|
|
{
|
|
// The player is not registered in any CellStore so must be checked manually
|
|
if (actorId == getPlayerPtr().getClass().getCreatureStats(getPlayerPtr()).getActorId())
|
|
return getPlayerPtr();
|
|
// Now search cells
|
|
return mWorldScene->searchPtrViaActorId (actorId);
|
|
}
|
|
|
|
struct FindContainerVisitor
|
|
{
|
|
ConstPtr mContainedPtr;
|
|
Ptr mResult;
|
|
|
|
FindContainerVisitor(const ConstPtr& containedPtr) : mContainedPtr(containedPtr) {}
|
|
|
|
bool operator() (Ptr ptr)
|
|
{
|
|
if (mContainedPtr.getContainerStore() == &ptr.getClass().getContainerStore(ptr))
|
|
{
|
|
mResult = ptr;
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
};
|
|
|
|
Ptr World::findContainer(const ConstPtr& ptr)
|
|
{
|
|
if (ptr.isInCell())
|
|
return Ptr();
|
|
|
|
Ptr player = getPlayerPtr();
|
|
if (ptr.getContainerStore() == &player.getClass().getContainerStore(player))
|
|
return player;
|
|
|
|
const Scene::CellStoreCollection& collection = mWorldScene->getActiveCells();
|
|
for (Scene::CellStoreCollection::const_iterator cellIt = collection.begin(); cellIt != collection.end(); ++cellIt)
|
|
{
|
|
FindContainerVisitor visitor(ptr);
|
|
(*cellIt)->forEachType<ESM::Container>(visitor);
|
|
if (visitor.mResult.isEmpty())
|
|
(*cellIt)->forEachType<ESM::Creature>(visitor);
|
|
if (visitor.mResult.isEmpty())
|
|
(*cellIt)->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);
|
|
}
|
|
}
|
|
|
|
void World::removeContainerScripts(const Ptr& reference)
|
|
{
|
|
if( reference.getTypeName()==typeid (ESM::Container).name() ||
|
|
reference.getTypeName()==typeid (ESM::NPC).name() ||
|
|
reference.getTypeName()==typeid (ESM::Creature).name())
|
|
{
|
|
MWWorld::ContainerStore& container = reference.getClass().getContainerStore(reference);
|
|
for(MWWorld::ContainerStoreIterator it = container.begin(); it != container.end(); ++it)
|
|
{
|
|
std::string script = it->getClass().getScript(*it);
|
|
if(script != "")
|
|
{
|
|
MWWorld::Ptr item = *it;
|
|
mLocalScripts.remove (item);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void World::disable (const Ptr& reference)
|
|
{
|
|
// disable is a no-op for items in containers
|
|
if (!reference.isInCell())
|
|
return;
|
|
|
|
if (reference.getRefData().isEnabled())
|
|
{
|
|
if (reference == getPlayerPtr())
|
|
throw std::runtime_error("can not disable player object");
|
|
|
|
reference.getRefData().disable();
|
|
|
|
if(mWorldScene->getActiveCells().find (reference.getCell())!=mWorldScene->getActiveCells().end() && reference.getRefData().getCount())
|
|
mWorldScene->removeObjectFromScene (reference);
|
|
}
|
|
}
|
|
|
|
void World::advanceTime (double hours, bool incremental)
|
|
{
|
|
MWBase::Environment::get().getMechanicsManager()->advanceTime(static_cast<float>(hours * 3600));
|
|
|
|
mWeatherManager->advanceTime (hours, incremental);
|
|
|
|
if (!incremental)
|
|
{
|
|
mRendering->notifyWorldSpaceChanged();
|
|
mProjectileManager->clear();
|
|
}
|
|
|
|
hours += mGameHour->getFloat();
|
|
|
|
setHour (hours);
|
|
|
|
int days = static_cast<int>(hours / 24);
|
|
|
|
if (days>0)
|
|
mDaysPassed->setInteger (
|
|
days + mDaysPassed->getInteger());
|
|
}
|
|
|
|
void World::setHour (double hour)
|
|
{
|
|
if (hour<0)
|
|
hour = 0;
|
|
|
|
int days = static_cast<int>(hour / 24);
|
|
|
|
hour = std::fmod (hour, 24);
|
|
|
|
mGameHour->setFloat(static_cast<float>(hour));
|
|
|
|
if (days>0)
|
|
setDay (days + mDay->getInteger());
|
|
}
|
|
|
|
void World::setDay (int day)
|
|
{
|
|
if (day<1)
|
|
day = 1;
|
|
|
|
int month = mMonth->getInteger();
|
|
|
|
while (true)
|
|
{
|
|
int days = getDaysPerMonth (month);
|
|
if (day<=days)
|
|
break;
|
|
|
|
if (month<11)
|
|
{
|
|
++month;
|
|
}
|
|
else
|
|
{
|
|
month = 0;
|
|
mYear->setInteger(mYear->getInteger()+1);
|
|
}
|
|
|
|
day -= days;
|
|
}
|
|
|
|
mDay->setInteger(day);
|
|
mMonth->setInteger(month);
|
|
|
|
mRendering->skySetDate(day, month);
|
|
}
|
|
|
|
void World::setMonth (int month)
|
|
{
|
|
if (month<0)
|
|
month = 0;
|
|
|
|
int years = month / 12;
|
|
month = month % 12;
|
|
|
|
int days = getDaysPerMonth (month);
|
|
|
|
if (mDay->getInteger()>days)
|
|
mDay->setInteger (days);
|
|
|
|
mMonth->setInteger (month);
|
|
|
|
if (years>0)
|
|
mYear->setInteger (years+mYear->getInteger());
|
|
|
|
mRendering->skySetDate (mDay->getInteger(), month);
|
|
}
|
|
|
|
int World::getDay() const
|
|
{
|
|
return mDay->getInteger();
|
|
}
|
|
|
|
int World::getMonth() const
|
|
{
|
|
return mMonth->getInteger();
|
|
}
|
|
|
|
int World::getYear() const
|
|
{
|
|
return mYear->getInteger();
|
|
}
|
|
|
|
std::string World::getMonthName (int month) const
|
|
{
|
|
if (month==-1)
|
|
month = getMonth();
|
|
|
|
const int months = 12;
|
|
|
|
if (month<0 || month>=months)
|
|
return "";
|
|
|
|
static const char *monthNames[months] =
|
|
{
|
|
"sMonthMorningstar", "sMonthSunsdawn", "sMonthFirstseed", "sMonthRainshand",
|
|
"sMonthSecondseed", "sMonthMidyear", "sMonthSunsheight", "sMonthLastseed",
|
|
"sMonthHeartfire", "sMonthFrostfall", "sMonthSunsdusk", "sMonthEveningstar"
|
|
};
|
|
|
|
return getStore().get<ESM::GameSetting>().find (monthNames[month])->mValue.getString();
|
|
}
|
|
|
|
TimeStamp World::getTimeStamp() const
|
|
{
|
|
return TimeStamp (mGameHour->getFloat(), mDaysPassed->getInteger());
|
|
}
|
|
|
|
bool World::toggleSky()
|
|
{
|
|
mSky = !mSky;
|
|
mRendering->setSkyEnabled(mSky);
|
|
return mSky;
|
|
}
|
|
|
|
int World::getMasserPhase() const
|
|
{
|
|
return mRendering->skyGetMasserPhase();
|
|
}
|
|
|
|
int World::getSecundaPhase() const
|
|
{
|
|
return mRendering->skyGetSecundaPhase();
|
|
}
|
|
|
|
void World::setMoonColour (bool red)
|
|
{
|
|
mRendering->skySetMoonColour (red);
|
|
}
|
|
|
|
float World::getTimeScaleFactor() const
|
|
{
|
|
return mTimeScale->getFloat();
|
|
}
|
|
|
|
void World::changeToInteriorCell (const std::string& cellName, const ESM::Position& position, bool adjustPlayerPos, bool changeEvent)
|
|
{
|
|
mPhysics->clearQueuedMovement();
|
|
|
|
if (changeEvent && mCurrentWorldSpace != cellName)
|
|
{
|
|
// changed worldspace
|
|
mProjectileManager->clear();
|
|
mRendering->notifyWorldSpaceChanged();
|
|
|
|
mCurrentWorldSpace = cellName;
|
|
}
|
|
|
|
removeContainerScripts(getPlayerPtr());
|
|
mWorldScene->changeToInteriorCell(cellName, position, adjustPlayerPos, changeEvent);
|
|
addContainerScripts(getPlayerPtr(), getPlayerPtr().getCell());
|
|
}
|
|
|
|
void World::changeToExteriorCell (const ESM::Position& position, bool adjustPlayerPos, bool changeEvent)
|
|
{
|
|
mPhysics->clearQueuedMovement();
|
|
|
|
if (changeEvent && mCurrentWorldSpace != ESM::CellId::sDefaultWorldspace)
|
|
{
|
|
// changed worldspace
|
|
mProjectileManager->clear();
|
|
mRendering->notifyWorldSpaceChanged();
|
|
}
|
|
removeContainerScripts(getPlayerPtr());
|
|
mWorldScene->changeToExteriorCell(position, adjustPlayerPos, changeEvent);
|
|
addContainerScripts(getPlayerPtr(), getPlayerPtr().getCell());
|
|
}
|
|
|
|
void World::changeToCell (const ESM::CellId& cellId, const ESM::Position& position, bool adjustPlayerPos, bool changeEvent)
|
|
{
|
|
if (!changeEvent)
|
|
mCurrentWorldSpace = cellId.mWorldspace;
|
|
|
|
if (cellId.mPaged)
|
|
changeToExteriorCell (position, adjustPlayerPos, changeEvent);
|
|
else
|
|
changeToInteriorCell (cellId.mWorldspace, position, adjustPlayerPos, changeEvent);
|
|
}
|
|
|
|
void World::markCellAsUnchanged()
|
|
{
|
|
return mWorldScene->markCellAsUnchanged();
|
|
}
|
|
|
|
float World::getMaxActivationDistance ()
|
|
{
|
|
if (mActivationDistanceOverride >= 0)
|
|
return static_cast<float>(mActivationDistanceOverride);
|
|
|
|
static const int iMaxActivateDist = getStore().get<ESM::GameSetting>().find("iMaxActivateDist")->getInt();
|
|
return static_cast<float>(iMaxActivateDist);
|
|
}
|
|
|
|
MWWorld::Ptr World::getFacedObject()
|
|
{
|
|
MWWorld::Ptr facedObject;
|
|
|
|
if (MWBase::Environment::get().getWindowManager()->isGuiMode() &&
|
|
MWBase::Environment::get().getWindowManager()->isConsoleMode())
|
|
facedObject = getFacedObject(getMaxActivationDistance() * 50, false);
|
|
else
|
|
{
|
|
float activationDistance = getActivationDistancePlusTelekinesis();
|
|
|
|
facedObject = getFacedObject(activationDistance, true);
|
|
|
|
if (!facedObject.isEmpty() && !facedObject.getClass().allowTelekinesis(facedObject)
|
|
&& mDistanceToFacedObject > getMaxActivationDistance() && !MWBase::Environment::get().getWindowManager()->isGuiMode())
|
|
return 0;
|
|
}
|
|
return facedObject;
|
|
}
|
|
|
|
float World::getDistanceToFacedObject()
|
|
{
|
|
return mDistanceToFacedObject;
|
|
}
|
|
|
|
osg::Matrixf World::getActorHeadTransform(const MWWorld::ConstPtr& actor) const
|
|
{
|
|
const MWRender::Animation *anim = mRendering->getAnimation(actor);
|
|
if(anim)
|
|
{
|
|
const osg::Node *node = anim->getNode("Head");
|
|
if(!node) node = anim->getNode("Bip01 Head");
|
|
if(node)
|
|
{
|
|
osg::NodePathList nodepaths = node->getParentalNodePaths();
|
|
if(!nodepaths.empty())
|
|
return osg::computeLocalToWorld(nodepaths[0]);
|
|
}
|
|
}
|
|
return osg::Matrixf::translate(actor.getRefData().getPosition().asVec3());
|
|
}
|
|
|
|
std::pair<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();
|
|
|
|
// special cased for better aiming with the camera
|
|
// if we do not hit anything, will use the default approach as fallback
|
|
if (ptr == getPlayerPtr())
|
|
{
|
|
osg::Vec3f pos = getActorHeadTransform(ptr).getTrans();
|
|
|
|
std::pair<MWWorld::Ptr,osg::Vec3f> result = mPhysics->getHitContact(ptr, pos, rot, distance, targets);
|
|
if(!result.first.isEmpty())
|
|
return std::make_pair(result.first, result.second);
|
|
}
|
|
|
|
osg::Vec3f pos = ptr.getRefData().getPosition().asVec3();
|
|
|
|
// general case, compatible with all types of different creatures
|
|
// note: we intentionally do *not* use the collision box offset here, this is required to make
|
|
// some flying creatures work that have their collision box offset in the air
|
|
pos.z() += halfExtents.z();
|
|
|
|
std::pair<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() == NULL)
|
|
{
|
|
if (ptr == getPlayerPtr())
|
|
throw std::runtime_error("can not delete player object");
|
|
|
|
ptr.getRefData().setCount(0);
|
|
|
|
if (ptr.isInCell()
|
|
&& mWorldScene->getActiveCells().find(ptr.getCell()) != mWorldScene->getActiveCells().end()
|
|
&& ptr.getRefData().isEnabled())
|
|
{
|
|
mWorldScene->removeObjectFromScene (ptr);
|
|
mLocalScripts.remove (ptr);
|
|
removeContainerScripts (ptr);
|
|
}
|
|
}
|
|
}
|
|
|
|
void World::undeleteObject(const Ptr& ptr)
|
|
{
|
|
if (!ptr.getCellRef().hasContentFile())
|
|
return;
|
|
if (ptr.getRefData().isDeleted())
|
|
{
|
|
ptr.getRefData().setCount(1);
|
|
if (mWorldScene->getActiveCells().find(ptr.getCell()) != mWorldScene->getActiveCells().end()
|
|
&& ptr.getRefData().isEnabled())
|
|
{
|
|
mWorldScene->addObjectToScene(ptr);
|
|
std::string script = ptr.getClass().getScript(ptr);
|
|
if (!script.empty())
|
|
mLocalScripts.add(script, ptr);
|
|
addContainerScripts(ptr, ptr.getCell());
|
|
}
|
|
}
|
|
}
|
|
|
|
MWWorld::Ptr World::moveObject(const Ptr &ptr, CellStore* newCell, float x, float y, float z, bool movePhysics)
|
|
{
|
|
ESM::Position pos = ptr.getRefData().getPosition();
|
|
|
|
pos.pos[0] = x;
|
|
pos.pos[1] = y;
|
|
pos.pos[2] = z;
|
|
|
|
ptr.getRefData().setPosition(pos);
|
|
|
|
osg::Vec3f vec(x, y, z);
|
|
|
|
CellStore *currCell = ptr.isInCell() ? ptr.getCell() : NULL; // currCell == NULL should only happen for player, during initial startup
|
|
bool isPlayer = ptr == mPlayer->getPlayer();
|
|
bool haveToMove = isPlayer || (currCell && mWorldScene->isCellActive(*currCell));
|
|
MWWorld::Ptr newPtr = ptr;
|
|
|
|
if (currCell != newCell)
|
|
{
|
|
removeContainerScripts(ptr);
|
|
|
|
if (isPlayer)
|
|
{
|
|
if (!newCell->isExterior())
|
|
changeToInteriorCell(Misc::StringUtils::lowerCase(newCell->getCell()->mName), pos, false);
|
|
else
|
|
{
|
|
if (mWorldScene->isCellActive(*newCell))
|
|
mWorldScene->changePlayerCell(newCell, pos, false);
|
|
else
|
|
mWorldScene->changeToExteriorCell(pos, false);
|
|
}
|
|
addContainerScripts (getPlayerPtr(), newCell);
|
|
newPtr = getPlayerPtr();
|
|
}
|
|
else
|
|
{
|
|
bool currCellActive = currCell && mWorldScene->isCellActive(*currCell);
|
|
bool newCellActive = newCell && mWorldScene->isCellActive(*newCell);
|
|
if (!currCellActive && newCellActive)
|
|
{
|
|
newPtr = currCell->moveTo(ptr, newCell);
|
|
mWorldScene->addObjectToScene(newPtr);
|
|
|
|
std::string script = newPtr.getClass().getScript(newPtr);
|
|
if (!script.empty()) {
|
|
mLocalScripts.add(script, newPtr);
|
|
}
|
|
addContainerScripts(newPtr, newCell);
|
|
}
|
|
else if (!newCellActive && currCellActive)
|
|
{
|
|
mWorldScene->removeObjectFromScene(ptr);
|
|
mLocalScripts.remove(ptr);
|
|
removeContainerScripts (ptr);
|
|
haveToMove = false;
|
|
|
|
newPtr = currCell->moveTo(ptr, newCell);
|
|
newPtr.getRefData().setBaseNode(0);
|
|
}
|
|
else if (!currCellActive && !newCellActive)
|
|
newPtr = currCell->moveTo(ptr, newCell);
|
|
else // both cells active
|
|
{
|
|
newPtr = currCell->moveTo(ptr, newCell);
|
|
|
|
mRendering->updatePtr(ptr, newPtr);
|
|
MWBase::Environment::get().getSoundManager()->updatePtr (ptr, newPtr);
|
|
mPhysics->updatePtr(ptr, newPtr);
|
|
|
|
MWBase::MechanicsManager *mechMgr = MWBase::Environment::get().getMechanicsManager();
|
|
mechMgr->updateCell(ptr, newPtr);
|
|
|
|
std::string script =
|
|
ptr.getClass().getScript(ptr);
|
|
if (!script.empty())
|
|
{
|
|
mLocalScripts.remove(ptr);
|
|
removeContainerScripts (ptr);
|
|
mLocalScripts.add(script, newPtr);
|
|
addContainerScripts (newPtr, newCell);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (haveToMove && newPtr.getRefData().getBaseNode())
|
|
{
|
|
mRendering->moveObject(newPtr, vec);
|
|
if (movePhysics)
|
|
mPhysics->updatePosition(newPtr);
|
|
}
|
|
if (isPlayer)
|
|
{
|
|
mWorldScene->playerMoved(vec);
|
|
}
|
|
return newPtr;
|
|
}
|
|
|
|
MWWorld::Ptr World::moveObjectImp(const Ptr& ptr, float x, float y, float z, bool movePhysics)
|
|
{
|
|
CellStore *cell = ptr.getCell();
|
|
|
|
if (cell->isExterior()) {
|
|
int cellX, cellY;
|
|
positionToIndex(x, y, cellX, cellY);
|
|
|
|
cell = getExterior(cellX, cellY);
|
|
}
|
|
|
|
return moveObject(ptr, cell, x, y, z, movePhysics);
|
|
}
|
|
|
|
MWWorld::Ptr World::moveObject (const Ptr& ptr, float x, float y, float z)
|
|
{
|
|
return moveObjectImp(ptr, x, y, z);
|
|
}
|
|
|
|
void World::scaleObject (const Ptr& ptr, float scale)
|
|
{
|
|
ptr.getCellRef().setScale(scale);
|
|
|
|
mWorldScene->updateObjectScale(ptr);
|
|
}
|
|
|
|
void World::rotateObjectImp (const Ptr& ptr, const osg::Vec3f& rot, bool adjust)
|
|
{
|
|
const float pi = static_cast<float>(osg::PI);
|
|
|
|
ESM::Position pos = ptr.getRefData().getPosition();
|
|
float *objRot = pos.rot;
|
|
if(adjust)
|
|
{
|
|
objRot[0] += rot.x();
|
|
objRot[1] += rot.y();
|
|
objRot[2] += rot.z();
|
|
}
|
|
else
|
|
{
|
|
objRot[0] = rot.x();
|
|
objRot[1] = rot.y();
|
|
objRot[2] = rot.z();
|
|
}
|
|
|
|
if(ptr.getClass().isActor())
|
|
{
|
|
/* HACK? Actors shouldn't really be rotating around X (or Y), but
|
|
* currently it's done so for rotating the camera, which needs
|
|
* clamping.
|
|
*/
|
|
const float half_pi = pi/2.f;
|
|
|
|
if(objRot[0] < -half_pi) objRot[0] = -half_pi;
|
|
else if(objRot[0] > half_pi) objRot[0] = half_pi;
|
|
|
|
wrap(objRot[1]);
|
|
wrap(objRot[2]);
|
|
}
|
|
|
|
ptr.getRefData().setPosition(pos);
|
|
|
|
if(ptr.getRefData().getBaseNode() != 0)
|
|
mWorldScene->updateObjectRotation(ptr, true);
|
|
}
|
|
|
|
void World::adjustPosition(const Ptr &ptr, bool force)
|
|
{
|
|
osg::Vec3f pos (ptr.getRefData().getPosition().asVec3());
|
|
|
|
if(!ptr.getRefData().getBaseNode())
|
|
{
|
|
// will be adjusted when Ptr's cell becomes active
|
|
return;
|
|
}
|
|
|
|
float terrainHeight = -std::numeric_limits<float>::max();
|
|
if (ptr.getCell()->isExterior())
|
|
terrainHeight = getTerrainHeightAt(pos);
|
|
|
|
if (pos.z() < terrainHeight)
|
|
pos.z() = terrainHeight;
|
|
|
|
pos.z() += 20; // place slightly above. will snap down to ground with code below
|
|
|
|
if (force || !isFlying(ptr))
|
|
{
|
|
osg::Vec3f traced = mPhysics->traceDown(ptr, pos, 500);
|
|
if (traced.z() < pos.z())
|
|
pos.z() = traced.z();
|
|
}
|
|
|
|
moveObject(ptr, ptr.getCell(), pos.x(), pos.y(), pos.z());
|
|
}
|
|
|
|
void World::fixPosition(const Ptr &actor)
|
|
{
|
|
const float dist = 8000;
|
|
osg::Vec3f pos (actor.getRefData().getPosition().asVec3());
|
|
pos.z() += dist;
|
|
|
|
osg::Vec3f traced = mPhysics->traceDown(actor, pos, dist*1.1f);
|
|
if (traced != pos)
|
|
moveObject(actor, actor.getCell(), traced.x(), traced.y(), traced.z());
|
|
}
|
|
|
|
void World::rotateObject (const Ptr& ptr,float x,float y,float z, bool adjust)
|
|
{
|
|
rotateObjectImp(ptr, osg::Vec3f(x, y, z), adjust);
|
|
}
|
|
|
|
void World::rotateWorldObject (const Ptr& ptr, osg::Quat rotate)
|
|
{
|
|
if(ptr.getRefData().getBaseNode() != 0)
|
|
{
|
|
mRendering->rotateObject(ptr, rotate);
|
|
mPhysics->updateRotation(ptr);
|
|
}
|
|
}
|
|
|
|
MWWorld::Ptr World::placeObject(const MWWorld::ConstPtr& ptr, MWWorld::CellStore* cell, ESM::Position pos)
|
|
{
|
|
return copyObjectToCell(ptr,cell,pos,ptr.getRefData().getCount(),false);
|
|
}
|
|
|
|
MWWorld::Ptr World::safePlaceObject(const ConstPtr &ptr, const ConstPtr &referenceObject, MWWorld::CellStore* referenceCell, int direction, float distance)
|
|
{
|
|
ESM::Position ipos = referenceObject.getRefData().getPosition();
|
|
osg::Vec3f pos(ipos.asVec3());
|
|
osg::Quat orientation(ipos.rot[2], osg::Vec3f(0,0,-1));
|
|
|
|
int fallbackDirections[4] = {direction, (direction+3)%4, (direction+2)%4, (direction+1)%4};
|
|
|
|
osg::Vec3f spawnPoint = pos;
|
|
|
|
for (int i=0; i<4; ++i)
|
|
{
|
|
direction = fallbackDirections[i];
|
|
if (direction == 0) spawnPoint = pos + (orientation * osg::Vec3f(0,1,0)) * distance;
|
|
else if(direction == 1) spawnPoint = pos - (orientation * osg::Vec3f(0,1,0)) * distance;
|
|
else if(direction == 2) spawnPoint = pos - (orientation * osg::Vec3f(1,0,0)) * distance;
|
|
else if(direction == 3) spawnPoint = pos + (orientation * osg::Vec3f(1,0,0)) * distance;
|
|
|
|
if (!ptr.getClass().isActor())
|
|
break;
|
|
|
|
// check if spawn point is safe, fall back to another direction if not
|
|
spawnPoint.z() += 30; // move up a little to account for slopes, will snap down later
|
|
|
|
if (!castRay(spawnPoint.x(), spawnPoint.y(), spawnPoint.z(),
|
|
pos.x(), pos.y(), pos.z() + 20))
|
|
{
|
|
// safe
|
|
break;
|
|
}
|
|
}
|
|
ipos.pos[0] = spawnPoint.x();
|
|
ipos.pos[1] = spawnPoint.y();
|
|
ipos.pos[2] = spawnPoint.z();
|
|
|
|
if (!referenceObject.getClass().isActor())
|
|
{
|
|
ipos.rot[0] = referenceObject.getRefData().getPosition().rot[0];
|
|
ipos.rot[1] = referenceObject.getRefData().getPosition().rot[1];
|
|
}
|
|
else
|
|
{
|
|
ipos.rot[0] = 0;
|
|
ipos.rot[1] = 0;
|
|
}
|
|
ipos.rot[2] = referenceObject.getRefData().getPosition().rot[2];
|
|
|
|
MWWorld::Ptr placed = copyObjectToCell(ptr, referenceCell, ipos, ptr.getRefData().getCount(), false);
|
|
placed.getClass().adjustPosition(placed, true); // snap to ground
|
|
return placed;
|
|
}
|
|
|
|
void World::indexToPosition (int cellX, int cellY, float &x, float &y, bool centre) const
|
|
{
|
|
const int cellSize = 8192;
|
|
|
|
x = static_cast<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
|
|
{
|
|
const int cellSize = 8192;
|
|
|
|
cellX = static_cast<int>(std::floor(x / cellSize));
|
|
cellY = static_cast<int>(std::floor(y / cellSize));
|
|
}
|
|
|
|
void World::queueMovement(const Ptr &ptr, const osg::Vec3f &velocity)
|
|
{
|
|
mPhysics->queueObjectMovement(ptr, velocity);
|
|
}
|
|
|
|
void World::doPhysics(float duration)
|
|
{
|
|
mPhysics->stepSimulation(duration);
|
|
processDoors(duration);
|
|
|
|
mProjectileManager->update(duration);
|
|
|
|
const MWPhysics::PtrVelocityList &results = mPhysics->applyQueuedMovement(duration);
|
|
MWPhysics::PtrVelocityList::const_iterator player(results.end());
|
|
for(MWPhysics::PtrVelocityList::const_iterator iter(results.begin());iter != results.end();++iter)
|
|
{
|
|
if(iter->first == getPlayerPtr())
|
|
{
|
|
// Handle player last, in case a cell transition occurs
|
|
player = iter;
|
|
continue;
|
|
}
|
|
moveObjectImp(iter->first, iter->second.x(), iter->second.y(), iter->second.z(), false);
|
|
}
|
|
if(player != results.end())
|
|
moveObjectImp(player->first, player->second.x(), player->second.y(), player->second.z(), false);
|
|
}
|
|
|
|
bool World::castRay (float x1, float y1, float z1, float x2, float y2, float z2)
|
|
{
|
|
osg::Vec3f a(x1,y1,z1);
|
|
osg::Vec3f b(x2,y2,z2);
|
|
|
|
MWPhysics::PhysicsSystem::RayResult result = mPhysics->castRay(a, b, MWWorld::Ptr(), std::vector<MWWorld::Ptr>(), MWPhysics::CollisionType_World|MWPhysics::CollisionType_Door);
|
|
return result.mHit;
|
|
}
|
|
|
|
void World::processDoors(float duration)
|
|
{
|
|
std::map<MWWorld::Ptr, int>::iterator it = mDoorStates.begin();
|
|
while (it != mDoorStates.end())
|
|
{
|
|
if (!mWorldScene->isCellActive(*it->first.getCell()) || !it->first.getRefData().getBaseNode())
|
|
{
|
|
// The door is no longer in an active cell, or it was disabled.
|
|
// Erase from mDoorStates, since we no longer need to move it.
|
|
// Once we load the door's cell again (or re-enable the door), Door::insertObject will reinsert to mDoorStates.
|
|
mDoorStates.erase(it++);
|
|
}
|
|
else
|
|
{
|
|
const ESM::Position& objPos = it->first.getRefData().getPosition();
|
|
float oldRot = objPos.rot[2];
|
|
|
|
float minRot = it->first.getCellRef().getPosition().rot[2];
|
|
float maxRot = minRot + osg::DegreesToRadians(90.f);
|
|
|
|
float diff = duration * osg::DegreesToRadians(90.f);
|
|
float targetRot = std::min(std::max(minRot, oldRot + diff * (it->second == 1 ? 1 : -1)), maxRot);
|
|
rotateObject(it->first, objPos.rot[0], objPos.rot[1], targetRot);
|
|
|
|
bool reached = (targetRot == maxRot && it->second) || targetRot == minRot;
|
|
|
|
/// \todo should use convexSweepTest here
|
|
std::vector<MWWorld::Ptr> collisions = mPhysics->getCollisions(it->first, MWPhysics::CollisionType_Door, MWPhysics::CollisionType_Actor);
|
|
for (std::vector<MWWorld::Ptr>::iterator cit = collisions.begin(); cit != collisions.end(); ++cit)
|
|
{
|
|
MWWorld::Ptr ptr = *cit;
|
|
if (ptr.getClass().isActor())
|
|
{
|
|
// Collided with actor, ask actor to try to avoid door
|
|
if(ptr != getPlayerPtr() ) {
|
|
MWMechanics::AiSequence& seq = ptr.getClass().getCreatureStats(ptr).getAiSequence();
|
|
if(seq.getTypeId() != MWMechanics::AiPackage::TypeIdAvoidDoor) //Only add it once
|
|
seq.stack(MWMechanics::AiAvoidDoor(it->first),ptr);
|
|
}
|
|
|
|
// we need to undo the rotation
|
|
rotateObject(it->first, objPos.rot[0], objPos.rot[1], oldRot);
|
|
reached = false;
|
|
}
|
|
}
|
|
|
|
// the rotation order we want to use
|
|
mWorldScene->updateObjectRotation(it->first, false);
|
|
|
|
if (reached)
|
|
{
|
|
// Mark as non-moving
|
|
it->first.getClass().setDoorState(it->first, 0);
|
|
mDoorStates.erase(it++);
|
|
}
|
|
else
|
|
++it;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool World::toggleCollisionMode()
|
|
{
|
|
return mPhysics->toggleCollisionMode();
|
|
}
|
|
|
|
bool World::toggleRenderMode (MWRender::RenderMode mode)
|
|
{
|
|
switch (mode)
|
|
{
|
|
case MWRender::Render_CollisionDebug:
|
|
return mPhysics->toggleDebugRendering();
|
|
default:
|
|
return mRendering->toggleRenderMode(mode);
|
|
}
|
|
}
|
|
|
|
const ESM::Potion *World::createRecord (const ESM::Potion& record)
|
|
{
|
|
return mStore.insert(record);
|
|
}
|
|
|
|
const ESM::Class *World::createRecord (const ESM::Class& record)
|
|
{
|
|
return mStore.insert(record);
|
|
}
|
|
|
|
const ESM::Spell *World::createRecord (const ESM::Spell& record)
|
|
{
|
|
return mStore.insert(record);
|
|
}
|
|
|
|
const ESM::Cell *World::createRecord (const ESM::Cell& record)
|
|
{
|
|
return mStore.insert(record);
|
|
}
|
|
|
|
const ESM::CreatureLevList *World::createOverrideRecord(const ESM::CreatureLevList &record)
|
|
{
|
|
return mStore.overrideRecord(record);
|
|
}
|
|
|
|
const ESM::ItemLevList *World::createOverrideRecord(const ESM::ItemLevList &record)
|
|
{
|
|
return mStore.overrideRecord(record);
|
|
}
|
|
|
|
const ESM::NPC *World::createRecord(const ESM::NPC &record)
|
|
{
|
|
bool update = false;
|
|
|
|
if (Misc::StringUtils::ciEqual(record.mId, "player"))
|
|
{
|
|
const ESM::NPC *player =
|
|
mPlayer->getPlayer().get<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::Armor *World::createRecord (const ESM::Armor& record)
|
|
{
|
|
return mStore.insert(record);
|
|
}
|
|
|
|
const ESM::Weapon *World::createRecord (const ESM::Weapon& record)
|
|
{
|
|
return mStore.insert(record);
|
|
}
|
|
|
|
const ESM::Clothing *World::createRecord (const ESM::Clothing& record)
|
|
{
|
|
return mStore.insert(record);
|
|
}
|
|
|
|
const ESM::Enchantment *World::createRecord (const ESM::Enchantment& record)
|
|
{
|
|
return mStore.insert(record);
|
|
}
|
|
|
|
const ESM::Book *World::createRecord (const ESM::Book& record)
|
|
{
|
|
return mStore.insert(record);
|
|
}
|
|
|
|
void World::update (float duration, bool paused)
|
|
{
|
|
if (mGoToJail && !paused)
|
|
goToJail();
|
|
|
|
updateWeather(duration, paused);
|
|
|
|
if (!paused)
|
|
doPhysics (duration);
|
|
|
|
updatePlayer();
|
|
|
|
mPhysics->debugDraw();
|
|
|
|
mWorldScene->update (duration, paused);
|
|
|
|
updateSoundListener();
|
|
|
|
mSpellPreloadTimer -= duration;
|
|
if (mSpellPreloadTimer <= 0.f)
|
|
{
|
|
mSpellPreloadTimer = 0.1f;
|
|
preloadSpells();
|
|
}
|
|
}
|
|
|
|
void World::updatePlayer()
|
|
{
|
|
MWWorld::Ptr player = getPlayerPtr();
|
|
|
|
// TODO: move to MWWorld::Player
|
|
|
|
if (player.getCell()->isExterior())
|
|
{
|
|
ESM::Position pos = player.getRefData().getPosition();
|
|
mPlayer->setLastKnownExteriorPosition(pos.asVec3());
|
|
}
|
|
|
|
bool isWerewolf = player.getClass().getNpcStats(player).isWerewolf();
|
|
bool isFirstPerson = mRendering->getCamera()->isFirstPerson();
|
|
if (isWerewolf && isFirstPerson)
|
|
{
|
|
float werewolfFov = mFallback.getFallbackFloat("General_Werewolf_FOV");
|
|
if (werewolfFov != 0)
|
|
mRendering->overrideFieldOfView(werewolfFov);
|
|
MWBase::Environment::get().getWindowManager()->setWerewolfOverlay(true);
|
|
}
|
|
else
|
|
{
|
|
mRendering->resetFieldOfView();
|
|
MWBase::Environment::get().getWindowManager()->setWerewolfOverlay(false);
|
|
}
|
|
|
|
// Sink the camera while sneaking
|
|
bool sneaking = player.getClass().getCreatureStats(getPlayerPtr()).getStance(MWMechanics::CreatureStats::Stance_Sneak);
|
|
bool inair = !isOnGround(player);
|
|
bool swimming = isSwimming(player);
|
|
|
|
static const float i1stPersonSneakDelta = getStore().get<ESM::GameSetting>().find("i1stPersonSneakDelta")->getFloat();
|
|
if (sneaking && !(swimming || inair))
|
|
mRendering->getCamera()->setSneakOffset(i1stPersonSneakDelta);
|
|
else
|
|
mRendering->getCamera()->setSneakOffset(0.f);
|
|
|
|
int blind = static_cast<int>(player.getClass().getCreatureStats(player).getMagicEffects().get(ESM::MagicEffect::Blind).getMagnitude());
|
|
MWBase::Environment::get().getWindowManager()->setBlindness(std::max(0, std::min(100, blind)));
|
|
|
|
int nightEye = static_cast<int>(player.getClass().getCreatureStats(player).getMagicEffects().get(ESM::MagicEffect::NightEye).getMagnitude());
|
|
mRendering->setNightEyeFactor(std::min(1.f, (nightEye/100.f)));
|
|
|
|
mRendering->getCamera()->setCameraDistance();
|
|
if(!mRendering->getCamera()->isFirstPerson())
|
|
{
|
|
osg::Vec3f focal, camera;
|
|
mRendering->getCamera()->getPosition(focal, camera);
|
|
float radius = mRendering->getNearClipDistance()*2.5f;
|
|
MWPhysics::PhysicsSystem::RayResult result = mPhysics->castSphere(focal, camera, radius);
|
|
if (result.mHit)
|
|
mRendering->getCamera()->setCameraDistance((result.mHitPos - focal).length() - radius, false, false);
|
|
}
|
|
}
|
|
|
|
void World::preloadSpells()
|
|
{
|
|
std::string selectedSpell = MWBase::Environment::get().getWindowManager()->getSelectedSpell();
|
|
if (!selectedSpell.empty())
|
|
{
|
|
const ESM::Spell* spell = mStore.get<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(selectedEnchantItem.getClass().getEnchantment(selectedEnchantItem));
|
|
if (ench)
|
|
preloadEffects(&ench->mEffects);
|
|
}
|
|
}
|
|
const MWWorld::Ptr& selectedWeapon = MWBase::Environment::get().getWindowManager()->getSelectedWeapon();
|
|
if (!selectedWeapon.isEmpty())
|
|
{
|
|
std::string enchantId = selectedWeapon.getClass().getEnchantment(selectedWeapon);
|
|
if (!enchantId.empty())
|
|
{
|
|
const ESM::Enchantment* ench = mStore.get<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(), listenerPos);
|
|
|
|
MWBase::Environment::get().getSoundManager()->setListenerPosDir(listenerPos, forward, up, underwater);
|
|
}
|
|
|
|
void World::updateWindowManager ()
|
|
{
|
|
try
|
|
{
|
|
// inform the GUI about focused object
|
|
MWWorld::Ptr object = getFacedObject ();
|
|
|
|
// retrieve object dimensions so we know where to place the floating label
|
|
if (!object.isEmpty ())
|
|
{
|
|
osg::Vec4f screenBounds = mRendering->getScreenBounds(object);
|
|
|
|
MWBase::Environment::get().getWindowManager()->setFocusObjectScreenCoords(
|
|
screenBounds.x(), screenBounds.y(), screenBounds.z(), screenBounds.w());
|
|
}
|
|
|
|
MWBase::Environment::get().getWindowManager()->setFocusObject(object);
|
|
}
|
|
catch (std::exception& e)
|
|
{
|
|
std::cerr << "Error updating window manager: " << e.what() << std::endl;
|
|
}
|
|
}
|
|
|
|
MWWorld::Ptr World::getFacedObject(float maxDistance, bool ignorePlayer)
|
|
{
|
|
const float camDist = mRendering->getCameraDistance();
|
|
maxDistance += camDist;
|
|
MWWorld::Ptr facedObject;
|
|
MWRender::RenderingManager::RayResult rayToObject;
|
|
|
|
if (MWBase::Environment::get().getWindowManager()->isGuiMode())
|
|
{
|
|
float x, y;
|
|
MWBase::Environment::get().getWindowManager()->getMousePosition(x, y);
|
|
rayToObject = mRendering->castCameraToViewportRay(x, y, maxDistance, ignorePlayer);
|
|
}
|
|
else
|
|
rayToObject = mRendering->castCameraToViewportRay(0.5f, 0.5f, maxDistance, ignorePlayer);
|
|
|
|
facedObject = rayToObject.mHitObject;
|
|
if (rayToObject.mHit)
|
|
mDistanceToFacedObject = (rayToObject.mRatio * maxDistance) - camDist;
|
|
else
|
|
mDistanceToFacedObject = -1;
|
|
return facedObject;
|
|
}
|
|
|
|
bool World::isCellExterior() const
|
|
{
|
|
const CellStore *currentCell = mWorldScene->getCurrentCell();
|
|
if (currentCell)
|
|
{
|
|
return currentCell->getCell()->isExterior();
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool World::isCellQuasiExterior() const
|
|
{
|
|
const CellStore *currentCell = mWorldScene->getCurrentCell();
|
|
if (currentCell)
|
|
{
|
|
if (!(currentCell->getCell()->mData.mFlags & ESM::Cell::QuasiEx))
|
|
return false;
|
|
else
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
int World::getCurrentWeather() const
|
|
{
|
|
return mWeatherManager->getWeatherID();
|
|
}
|
|
|
|
void World::changeWeather(const std::string& region, const unsigned int id)
|
|
{
|
|
mWeatherManager->changeWeather(region, id);
|
|
}
|
|
|
|
void World::modRegion(const std::string ®ionid, const std::vector<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::RenderingManager::RayResult result = mRendering->castCameraToViewportRay(cursorX, cursorY, maxDist, true, true);
|
|
|
|
CellStore* cell = getPlayerPtr().getCell();
|
|
|
|
ESM::Position pos = getPlayerPtr().getRefData().getPosition();
|
|
if (result.mHit)
|
|
{
|
|
pos.pos[0] = result.mHitPointWorld.x();
|
|
pos.pos[1] = result.mHitPointWorld.y();
|
|
pos.pos[2] = result.mHitPointWorld.z();
|
|
}
|
|
// We want only the Z part of the player's rotation
|
|
pos.rot[0] = 0;
|
|
pos.rot[1] = 0;
|
|
|
|
// copy the object and set its count
|
|
Ptr dropped = copyObjectToCell(object, cell, pos, amount, true);
|
|
|
|
// only the player place items in the world, so no need to check actor
|
|
PCDropped(dropped);
|
|
|
|
return dropped;
|
|
}
|
|
|
|
bool World::canPlaceObject(float cursorX, float cursorY)
|
|
{
|
|
const float maxDist = 200.f;
|
|
MWRender::RenderingManager::RayResult result = mRendering->castCameraToViewportRay(cursorX, cursorY, maxDist, true, true);
|
|
|
|
if (result.mHit)
|
|
{
|
|
// check if the wanted position is on a flat surface, and not e.g. against a vertical wall
|
|
if (std::acos((result.mHitNormalWorld/result.mHitNormalWorld.length()) * osg::Vec3f(0,0,1)) >= osg::DegreesToRadians(30.f))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
else
|
|
return false;
|
|
}
|
|
|
|
|
|
Ptr World::copyObjectToCell(const ConstPtr &object, CellStore* cell, ESM::Position pos, int count, bool adjustPos)
|
|
{
|
|
if (cell->isExterior())
|
|
{
|
|
int cellX, cellY;
|
|
positionToIndex(pos.pos[0], pos.pos[1], cellX, cellY);
|
|
cell = mCells.getExterior(cellX, cellY);
|
|
}
|
|
|
|
MWWorld::Ptr dropped =
|
|
object.getClass().copyToCell(object, *cell, pos, count);
|
|
|
|
// Reset some position values that could be uninitialized if this item came from a container
|
|
dropped.getCellRef().setPosition(pos);
|
|
dropped.getCellRef().unsetRefNum();
|
|
|
|
if (mWorldScene->isCellActive(*cell)) {
|
|
if (dropped.getRefData().isEnabled()) {
|
|
mWorldScene->addObjectToScene(dropped);
|
|
}
|
|
std::string script = dropped.getClass().getScript(dropped);
|
|
if (!script.empty()) {
|
|
mLocalScripts.add(script, dropped);
|
|
}
|
|
addContainerScripts(dropped, cell);
|
|
}
|
|
|
|
if (!object.getClass().isActor() && adjustPos && dropped.getRefData().getBaseNode())
|
|
{
|
|
// Adjust position so the location we wanted ends up in the middle of the object bounding box
|
|
osg::ComputeBoundsVisitor computeBounds;
|
|
computeBounds.setTraversalMask(~MWRender::Mask_ParticleSystem);
|
|
dropped.getRefData().getBaseNode()->accept(computeBounds);
|
|
osg::BoundingBox bounds = computeBounds.getBoundingBox();
|
|
if (bounds.valid())
|
|
{
|
|
bounds.set(bounds._min - pos.asVec3(), bounds._max - pos.asVec3());
|
|
|
|
osg::Vec3f adjust (
|
|
(bounds.xMin() + bounds.xMax()) / 2,
|
|
(bounds.yMin() + bounds.yMax()) / 2,
|
|
bounds.zMin()
|
|
);
|
|
pos.pos[0] -= adjust.x();
|
|
pos.pos[1] -= adjust.y();
|
|
pos.pos[2] -= adjust.z();
|
|
moveObject(dropped, pos.pos[0], pos.pos[1], pos.pos[2]);
|
|
}
|
|
}
|
|
|
|
return dropped;
|
|
}
|
|
|
|
MWWorld::Ptr World::dropObjectOnGround (const Ptr& actor, const ConstPtr& object, int amount)
|
|
{
|
|
MWWorld::CellStore* cell = actor.getCell();
|
|
|
|
ESM::Position pos =
|
|
actor.getRefData().getPosition();
|
|
// We want only the Z part of the actor's rotation
|
|
pos.rot[0] = 0;
|
|
pos.rot[1] = 0;
|
|
|
|
osg::Vec3f orig = pos.asVec3();
|
|
orig.z() += 20;
|
|
osg::Vec3f dir (0, 0, -1);
|
|
|
|
float len = 1000000.0;
|
|
|
|
MWRender::RenderingManager::RayResult result = mRendering->castRay(orig, orig+dir*len, true, true);
|
|
if (result.mHit)
|
|
pos.pos[2] = result.mHitPointWorld.z();
|
|
|
|
// copy the object and set its count
|
|
Ptr dropped = copyObjectToCell(object, cell, pos, amount, true);
|
|
|
|
if(actor == mPlayer->getPlayer()) // Only call if dropped by player
|
|
PCDropped(dropped);
|
|
return dropped;
|
|
}
|
|
|
|
void World::processChangedSettings(const Settings::CategorySettingVector& settings)
|
|
{
|
|
mRendering->processChangedSettings(settings);
|
|
}
|
|
|
|
bool World::isFlying(const MWWorld::Ptr &ptr) const
|
|
{
|
|
const MWMechanics::CreatureStats &stats = ptr.getClass().getCreatureStats(ptr);
|
|
|
|
if(!ptr.getClass().isActor())
|
|
return false;
|
|
|
|
if (stats.isDead())
|
|
return false;
|
|
|
|
if (ptr.getClass().canFly(ptr))
|
|
return !stats.isParalyzed();
|
|
|
|
if(stats.getMagicEffects().get(ESM::MagicEffect::Levitate).getMagnitude() > 0
|
|
&& isLevitationEnabled())
|
|
return true;
|
|
|
|
const MWPhysics::Actor* actor = mPhysics->getActor(ptr);
|
|
if(!actor || !actor->getCollisionMode())
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
bool World::isSlowFalling(const MWWorld::Ptr &ptr) const
|
|
{
|
|
if(!ptr.getClass().isActor())
|
|
return false;
|
|
|
|
const MWMechanics::CreatureStats &stats = ptr.getClass().getCreatureStats(ptr);
|
|
if(stats.getMagicEffects().get(ESM::MagicEffect::SlowFall).getMagnitude() > 0)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
bool World::isSubmerged(const MWWorld::ConstPtr &object) const
|
|
{
|
|
return isUnderwater(object, 1.0f/mSwimHeightScale);
|
|
}
|
|
|
|
bool World::isSwimming(const MWWorld::ConstPtr &object) const
|
|
{
|
|
return isUnderwater(object, mSwimHeightScale);
|
|
}
|
|
|
|
bool World::isWading(const MWWorld::ConstPtr &object) const
|
|
{
|
|
const float kneeDeep = 0.25f;
|
|
return isUnderwater(object, kneeDeep);
|
|
}
|
|
|
|
bool World::isUnderwater(const MWWorld::ConstPtr &object, const float heightRatio) const
|
|
{
|
|
osg::Vec3f pos (object.getRefData().getPosition().asVec3());
|
|
|
|
pos.z() += heightRatio*2*mPhysics->getRenderingHalfExtents(object).z();
|
|
|
|
const CellStore *currCell = object.isInCell() ? object.getCell() : NULL; // currCell == NULL should only happen for player, during initial startup
|
|
|
|
return isUnderwater(currCell, pos);
|
|
}
|
|
|
|
bool World::isUnderwater(const MWWorld::CellStore* cell, const osg::Vec3f &pos) const
|
|
{
|
|
if (!cell)
|
|
return false;
|
|
|
|
if (!(cell->getCell()->hasWater())) {
|
|
return false;
|
|
}
|
|
return pos.z() < cell->getWaterLevel();
|
|
}
|
|
|
|
bool World::isWaterWalkingCastableOnTarget(const MWWorld::ConstPtr &target) const
|
|
{
|
|
const MWWorld::CellStore* cell = target.getCell();
|
|
if (!cell->getCell()->hasWater())
|
|
return true;
|
|
|
|
float waterlevel = cell->getWaterLevel();
|
|
|
|
// SwimHeightScale affects the upper z position an actor can swim to
|
|
// while in water. Based on observation from the original engine,
|
|
// the upper z position you get with a +1 SwimHeightScale is the depth
|
|
// limit for being able to cast water walking on an underwater target.
|
|
if (isUnderwater(target, mSwimHeightScale + 1) || (isUnderwater(cell, target.getRefData().getPosition().asVec3()) && !mPhysics->canMoveToWaterSurface(target, waterlevel)))
|
|
return false; // not castable if too deep or if not enough room to move actor to surface
|
|
else
|
|
return true;
|
|
}
|
|
|
|
bool World::isOnGround(const MWWorld::Ptr &ptr) const
|
|
{
|
|
return mPhysics->isOnGround(ptr);
|
|
}
|
|
|
|
void World::togglePOV()
|
|
{
|
|
mRendering->togglePOV();
|
|
}
|
|
|
|
bool World::isFirstPerson() const
|
|
{
|
|
return mRendering->getCamera()->isFirstPerson();
|
|
}
|
|
|
|
void World::togglePreviewMode(bool enable)
|
|
{
|
|
mRendering->togglePreviewMode(enable);
|
|
}
|
|
|
|
bool World::toggleVanityMode(bool enable)
|
|
{
|
|
return mRendering->toggleVanityMode(enable);
|
|
}
|
|
|
|
void World::allowVanityMode(bool allow)
|
|
{
|
|
mRendering->allowVanityMode(allow);
|
|
}
|
|
|
|
void World::togglePlayerLooking(bool enable)
|
|
{
|
|
mRendering->togglePlayerLooking(enable);
|
|
}
|
|
|
|
void World::changeVanityModeScale(float factor)
|
|
{
|
|
mRendering->changeVanityModeScale(factor);
|
|
}
|
|
|
|
bool World::vanityRotateCamera(float * rot)
|
|
{
|
|
return mRendering->vanityRotateCamera(rot);
|
|
}
|
|
|
|
void World::setCameraDistance(float dist, bool adjust, bool override_)
|
|
{
|
|
mRendering->setCameraDistance(dist, adjust, override_);
|
|
}
|
|
|
|
void World::setupPlayer()
|
|
{
|
|
const ESM::NPC *player = mStore.get<ESM::NPC>().find("player");
|
|
if (!mPlayer)
|
|
mPlayer.reset(new MWWorld::Player(player));
|
|
else
|
|
{
|
|
// Remove the old CharacterController
|
|
MWBase::Environment::get().getMechanicsManager()->remove(getPlayerPtr());
|
|
mPhysics->remove(getPlayerPtr());
|
|
mRendering->removePlayer(getPlayerPtr());
|
|
|
|
mPlayer->set(player);
|
|
}
|
|
|
|
Ptr ptr = mPlayer->getPlayer();
|
|
mRendering->setupPlayer(ptr);
|
|
}
|
|
|
|
void World::renderPlayer()
|
|
{
|
|
MWBase::Environment::get().getMechanicsManager()->remove(getPlayerPtr());
|
|
|
|
MWWorld::Ptr player = getPlayerPtr();
|
|
|
|
mRendering->renderPlayer(player);
|
|
MWRender::NpcAnimation* anim = static_cast<MWRender::NpcAnimation*>(mRendering->getAnimation(player));
|
|
player.getClass().getInventoryStore(player).setInvListener(anim, player);
|
|
player.getClass().getInventoryStore(player).setContListener(anim);
|
|
|
|
scaleObject(getPlayerPtr(), 1.f); // apply race height
|
|
|
|
rotateObject(getPlayerPtr(), 0.f, 0.f, 0.f, true);
|
|
|
|
MWBase::Environment::get().getMechanicsManager()->add(getPlayerPtr());
|
|
MWBase::Environment::get().getMechanicsManager()->watchActor(getPlayerPtr());
|
|
|
|
std::string model = getPlayerPtr().getClass().getModel(getPlayerPtr());
|
|
model = Misc::ResourceHelpers::correctActorModelPath(model, mResourceSystem->getVFS());
|
|
mPhysics->remove(getPlayerPtr());
|
|
mPhysics->addActor(getPlayerPtr(), model);
|
|
|
|
applyLoopingParticles(player);
|
|
}
|
|
|
|
int World::canRest ()
|
|
{
|
|
CellStore *currentCell = mWorldScene->getCurrentCell();
|
|
|
|
Ptr player = mPlayer->getPlayer();
|
|
RefData &refdata = player.getRefData();
|
|
osg::Vec3f playerPos(refdata.getPosition().asVec3());
|
|
|
|
const MWPhysics::Actor* actor = mPhysics->getActor(player);
|
|
if (!actor)
|
|
throw std::runtime_error("can't find player");
|
|
|
|
if ((actor->getCollisionMode() && !mPhysics->isOnSolidGround(player)) || isUnderwater(currentCell, playerPos) || isWalkingOnWater(player))
|
|
return 2;
|
|
|
|
if((currentCell->getCell()->mData.mFlags&ESM::Cell::NoSleep) || player.getClass().getNpcStats(player).isWerewolf())
|
|
return 1;
|
|
|
|
return 0;
|
|
}
|
|
|
|
MWRender::Animation* World::getAnimation(const MWWorld::Ptr &ptr)
|
|
{
|
|
return mRendering->getAnimation(ptr);
|
|
}
|
|
|
|
const MWRender::Animation* World::getAnimation(const MWWorld::ConstPtr &ptr) const
|
|
{
|
|
return mRendering->getAnimation(ptr);
|
|
}
|
|
|
|
void World::screenshot(osg::Image* image, int w, int h)
|
|
{
|
|
mRendering->screenshot(image, w, h);
|
|
}
|
|
|
|
bool World::screenshot360(osg::Image* image, std::string settingStr)
|
|
{
|
|
return mRendering->screenshot360(image,settingStr);
|
|
}
|
|
|
|
void World::activateDoor(const MWWorld::Ptr& door)
|
|
{
|
|
int state = door.getClass().getDoorState(door);
|
|
switch (state)
|
|
{
|
|
case 0:
|
|
if (door.getRefData().getPosition().rot[2] == door.getCellRef().getPosition().rot[2])
|
|
state = 1; // if closed, then open
|
|
else
|
|
state = 2; // if open, then close
|
|
break;
|
|
case 2:
|
|
state = 1; // if closing, then open
|
|
break;
|
|
case 1:
|
|
default:
|
|
state = 2; // if opening, then close
|
|
break;
|
|
}
|
|
door.getClass().setDoorState(door, state);
|
|
mDoorStates[door] = state;
|
|
}
|
|
|
|
void World::activateDoor(const Ptr &door, int state)
|
|
{
|
|
door.getClass().setDoorState(door, state);
|
|
mDoorStates[door] = state;
|
|
if (state == 0)
|
|
mDoorStates.erase(door);
|
|
}
|
|
|
|
bool World::getPlayerStandingOn (const MWWorld::ConstPtr& object)
|
|
{
|
|
MWWorld::Ptr player = getPlayerPtr();
|
|
return mPhysics->isActorStandingOn(player, object);
|
|
}
|
|
|
|
bool World::getActorStandingOn (const MWWorld::ConstPtr& object)
|
|
{
|
|
std::vector<MWWorld::Ptr> actors;
|
|
mPhysics->getActorsStandingOn(object, actors);
|
|
return !actors.empty();
|
|
}
|
|
|
|
bool World::getPlayerCollidingWith (const MWWorld::ConstPtr& object)
|
|
{
|
|
MWWorld::Ptr player = getPlayerPtr();
|
|
return mPhysics->isActorCollidingWith(player, object);
|
|
}
|
|
|
|
bool World::getActorCollidingWith (const MWWorld::ConstPtr& object)
|
|
{
|
|
std::vector<MWWorld::Ptr> actors;
|
|
mPhysics->getActorsCollidingWith(object, actors);
|
|
return !actors.empty();
|
|
}
|
|
|
|
void World::hurtStandingActors(const ConstPtr &object, float healthPerSecond)
|
|
{
|
|
if (MWBase::Environment::get().getWindowManager()->isGuiMode())
|
|
return;
|
|
|
|
std::vector<MWWorld::Ptr> actors;
|
|
mPhysics->getActorsStandingOn(object, actors);
|
|
for (std::vector<MWWorld::Ptr>::iterator it = actors.begin(); it != actors.end(); ++it)
|
|
{
|
|
MWWorld::Ptr actor = *it;
|
|
MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor);
|
|
if (stats.isDead())
|
|
continue;
|
|
|
|
mPhysics->markAsNonSolid (object);
|
|
|
|
if (actor == getPlayerPtr() && MWBase::Environment::get().getWorld()->getGodModeState())
|
|
return;
|
|
|
|
MWMechanics::DynamicStat<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)
|
|
{
|
|
if (MWBase::Environment::get().getWindowManager()->isGuiMode())
|
|
return;
|
|
|
|
std::vector<MWWorld::Ptr> actors;
|
|
mPhysics->getActorsCollidingWith(object, actors);
|
|
for (std::vector<MWWorld::Ptr>::iterator it = actors.begin(); it != actors.end(); ++it)
|
|
{
|
|
MWWorld::Ptr actor = *it;
|
|
MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor);
|
|
if (stats.isDead())
|
|
continue;
|
|
|
|
mPhysics->markAsNonSolid (object);
|
|
|
|
if (actor == getPlayerPtr() && MWBase::Environment::get().getWorld()->getGodModeState())
|
|
return;
|
|
|
|
MWMechanics::DynamicStat<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)
|
|
{
|
|
const Scene::CellStoreCollection& collection = mWorldScene->getActiveCells();
|
|
for (Scene::CellStoreCollection::const_iterator cellIt = collection.begin(); cellIt != collection.end(); ++cellIt)
|
|
{
|
|
GetContainersOwnedByVisitor visitor (owner, out);
|
|
(*cellIt)->forEachType<ESM::Container>(visitor);
|
|
}
|
|
}
|
|
|
|
struct ListObjectsVisitor
|
|
{
|
|
std::vector<MWWorld::Ptr> mObjects;
|
|
|
|
bool operator() (Ptr ptr)
|
|
{
|
|
if (ptr.getRefData().getBaseNode())
|
|
mObjects.push_back(ptr);
|
|
return true;
|
|
}
|
|
};
|
|
|
|
void World::getItemsOwnedBy (const MWWorld::ConstPtr& npc, std::vector<MWWorld::Ptr>& out)
|
|
{
|
|
const Scene::CellStoreCollection& collection = mWorldScene->getActiveCells();
|
|
for (Scene::CellStoreCollection::const_iterator cellIt = collection.begin(); cellIt != collection.end(); ++cellIt)
|
|
{
|
|
ListObjectsVisitor visitor;
|
|
(*cellIt)->forEach(visitor);
|
|
|
|
for (std::vector<MWWorld::Ptr>::iterator it = visitor.mObjects.begin(); it != visitor.mObjects.end(); ++it)
|
|
if (Misc::StringUtils::ciEqual(it->getCellRef().getOwner(), npc.getCellRef().getRefId()))
|
|
out.push_back(*it);
|
|
}
|
|
}
|
|
|
|
bool World::getLOS(const MWWorld::ConstPtr& actor, const MWWorld::ConstPtr& targetActor)
|
|
{
|
|
if (!targetActor.getRefData().isEnabled() || !actor.getRefData().isEnabled())
|
|
return false; // cannot get LOS unless both NPC's are enabled
|
|
if (!targetActor.getRefData().getBaseNode() || !actor.getRefData().getBaseNode())
|
|
return false; // not in active cell
|
|
|
|
return mPhysics->getLineOfSight(actor, targetActor);
|
|
}
|
|
|
|
float World::getDistToNearestRayHit(const osg::Vec3f& from, const osg::Vec3f& dir, float maxDist, bool includeWater)
|
|
{
|
|
osg::Vec3f to (dir);
|
|
to.normalize();
|
|
to = from + (to * maxDist);
|
|
|
|
int collisionTypes = MWPhysics::CollisionType_World | MWPhysics::CollisionType_HeightMap | MWPhysics::CollisionType_Door;
|
|
if (includeWater) {
|
|
collisionTypes |= MWPhysics::CollisionType_Water;
|
|
}
|
|
MWPhysics::PhysicsSystem::RayResult result = mPhysics->castRay(from, to, MWWorld::Ptr(), std::vector<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)
|
|
{
|
|
typedef MWWorld::CellRefList<ESM::Door>::List DoorList;
|
|
typedef MWWorld::CellRefList<ESM::Static>::List StaticList;
|
|
|
|
pos.rot[0] = pos.rot[1] = pos.rot[2] = 0;
|
|
pos.pos[0] = pos.pos[1] = pos.pos[2] = 0;
|
|
|
|
MWWorld::CellStore *cellStore = getInterior(name);
|
|
|
|
if (0 == cellStore) {
|
|
return false;
|
|
}
|
|
|
|
const DoorList &doors = cellStore->getReadOnlyDoors().mList;
|
|
for (DoorList::const_iterator it = doors.begin(); it != doors.end(); ++it) {
|
|
if (!it->mRef.getTeleport()) {
|
|
continue;
|
|
}
|
|
|
|
MWWorld::CellStore *source = 0;
|
|
|
|
// door to exterior
|
|
if (it->mRef.getDestCell().empty()) {
|
|
int x, y;
|
|
ESM::Position doorDest = it->mRef.getDoorDest();
|
|
positionToIndex(doorDest.pos[0], doorDest.pos[1], x, y);
|
|
source = getExterior(x, y);
|
|
}
|
|
// door to interior
|
|
else {
|
|
source = getInterior(it->mRef.getDestCell());
|
|
}
|
|
if (0 != source) {
|
|
// Find door leading to our current teleport door
|
|
// and use its destination to position inside cell.
|
|
const DoorList &destinationDoors = source->getReadOnlyDoors().mList;
|
|
for (DoorList::const_iterator jt = destinationDoors.begin(); jt != destinationDoors.end(); ++jt) {
|
|
if (it->mRef.getTeleport() &&
|
|
Misc::StringUtils::ciEqual(name, jt->mRef.getDestCell()))
|
|
{
|
|
/// \note Using _any_ door pointed to the interior,
|
|
/// not the one pointed to current door.
|
|
pos = jt->mRef.getDoorDest();
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// Fall back to the first static location.
|
|
const StaticList &statics = cellStore->getReadOnlyStatics().mList;
|
|
if ( statics.begin() != statics.end() ) {
|
|
pos = statics.begin()->mRef.getPosition();
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool World::findExteriorPosition(const std::string &name, ESM::Position &pos)
|
|
{
|
|
pos.rot[0] = pos.rot[1] = pos.rot[2] = 0;
|
|
|
|
const ESM::Cell *ext = getExterior(name);
|
|
|
|
if (!ext && name.find(',') != std::string::npos) {
|
|
try {
|
|
int x = std::stoi(name.substr(0, name.find(',')));
|
|
int y = std::stoi(name.substr(name.find(',')+1));
|
|
ext = getExterior(x, y)->getCell();
|
|
}
|
|
catch (const std::invalid_argument&)
|
|
{
|
|
// This exception can be ignored, as this means that name probably refers to a interior cell instead of comma separated coordinates
|
|
}
|
|
catch (const std::out_of_range&)
|
|
{
|
|
throw std::runtime_error("Cell coordinates out of range.");
|
|
}
|
|
}
|
|
|
|
if (ext) {
|
|
int x = ext->getGridX();
|
|
int y = ext->getGridY();
|
|
indexToPosition(x, y, pos.pos[0], pos.pos[1], true);
|
|
|
|
// Note: Z pos will be adjusted by adjustPosition later
|
|
pos.pos[2] = 0;
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void World::enableTeleporting(bool enable)
|
|
{
|
|
mTeleportEnabled = enable;
|
|
}
|
|
|
|
bool World::isTeleportingEnabled() const
|
|
{
|
|
return mTeleportEnabled;
|
|
}
|
|
|
|
void World::enableLevitation(bool enable)
|
|
{
|
|
mLevitationEnabled = enable;
|
|
}
|
|
|
|
bool World::isLevitationEnabled() const
|
|
{
|
|
return mLevitationEnabled;
|
|
}
|
|
|
|
void World::reattachPlayerCamera()
|
|
{
|
|
mRendering->rebuildPtr(getPlayerPtr());
|
|
}
|
|
|
|
bool World::getGodModeState()
|
|
{
|
|
return mGodMode;
|
|
}
|
|
|
|
bool World::toggleGodMode()
|
|
{
|
|
mGodMode = !mGodMode;
|
|
|
|
return mGodMode;
|
|
}
|
|
|
|
bool World::toggleScripts()
|
|
{
|
|
mScriptsEnabled = !mScriptsEnabled;
|
|
return mScriptsEnabled;
|
|
}
|
|
|
|
bool World::getScriptsEnabled() const
|
|
{
|
|
return mScriptsEnabled;
|
|
}
|
|
|
|
void World::loadContentFiles(const Files::Collections& fileCollections,
|
|
const std::vector<std::string>& content, ContentLoader& contentLoader)
|
|
{
|
|
std::vector<std::string>::const_iterator it(content.begin());
|
|
std::vector<std::string>::const_iterator end(content.end());
|
|
for (int idx = 0; it != end; ++it, ++idx)
|
|
{
|
|
boost::filesystem::path filename(*it);
|
|
const Files::MultiDirCollection& col = fileCollections.getCollection(filename.extension().string());
|
|
if (col.doesExist(*it))
|
|
{
|
|
contentLoader.load(col.getPath(*it), idx);
|
|
}
|
|
else
|
|
{
|
|
std::stringstream msg;
|
|
msg << "Failed loading " << *it << ": the content file does not exist";
|
|
throw std::runtime_error(msg.str());
|
|
}
|
|
}
|
|
}
|
|
|
|
bool World::startSpellCast(const Ptr &actor)
|
|
{
|
|
MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor);
|
|
|
|
std::string message;
|
|
bool fail = false;
|
|
bool isPlayer = (actor == getPlayerPtr());
|
|
|
|
std::string selectedSpell = stats.getSpells().getSelectedSpell();
|
|
|
|
if (!selectedSpell.empty())
|
|
{
|
|
const ESM::Spell* spell = getStore().get<ESM::Spell>().find(selectedSpell);
|
|
|
|
// Check mana
|
|
bool godmode = (isPlayer && getGodModeState());
|
|
MWMechanics::DynamicStat<float> magicka = stats.getMagicka();
|
|
if (magicka.getCurrent() < spell->mData.mCost && !godmode)
|
|
{
|
|
message = "#{sMagicInsufficientSP}";
|
|
fail = true;
|
|
}
|
|
|
|
// If this is a power, check if it was already used in the last 24h
|
|
if (!fail && spell->mData.mType == ESM::Spell::ST_Power && !stats.getSpells().canUsePower(spell))
|
|
{
|
|
message = "#{sPowerAlreadyUsed}";
|
|
fail = true;
|
|
}
|
|
|
|
// Reduce mana
|
|
if (!fail && !godmode)
|
|
{
|
|
magicka.setCurrent(magicka.getCurrent() - spell->mData.mCost);
|
|
stats.setMagicka(magicka);
|
|
}
|
|
}
|
|
|
|
if (isPlayer && fail)
|
|
MWBase::Environment::get().getWindowManager()->messageBox(message);
|
|
|
|
return !fail;
|
|
}
|
|
|
|
void World::castSpell(const Ptr &actor)
|
|
{
|
|
MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor);
|
|
|
|
// For AI actors, get combat targets to use in the ray cast. Only those targets will return a positive hit result.
|
|
std::vector<MWWorld::Ptr> targetActors;
|
|
if (!actor.isEmpty() && actor != MWMechanics::getPlayer())
|
|
actor.getClass().getCreatureStats(actor).getAiSequence().getCombatTargets(targetActors);
|
|
|
|
const float fCombatDistance = getStore().get<ESM::GameSetting>().find("fCombatDistance")->getFloat();
|
|
|
|
osg::Vec3f hitPosition = actor.getRefData().getPosition().asVec3();
|
|
|
|
// for player we can take faced object first
|
|
MWWorld::Ptr target;
|
|
if (actor == MWMechanics::getPlayer())
|
|
target = getFacedObject();
|
|
|
|
// if the faced object can not be activated, do not use it
|
|
if (!target.isEmpty() && !target.getClass().canBeActivated(target))
|
|
target = NULL;
|
|
|
|
if (target.isEmpty())
|
|
{
|
|
// For actor targets, we want to use hit contact with bounding boxes.
|
|
// This is to give a slight tolerance for errors, especially with creatures like the Skeleton that would be very hard to aim at otherwise.
|
|
// For object targets, we want the detailed shapes (rendering raycast).
|
|
// If we used the bounding boxes for static objects, then we would not be able to target e.g. objects lying on a shelf.
|
|
std::pair<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));
|
|
|
|
osg::Vec3f direction = orient * osg::Vec3f(0,1,0);
|
|
float distance = getMaxActivationDistance();
|
|
osg::Vec3f dest = origin + direction * distance;
|
|
|
|
MWRender::RenderingManager::RayResult result2 = mRendering->castRay(origin, dest, true, true);
|
|
|
|
float dist1 = std::numeric_limits<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 = NULL;
|
|
}
|
|
else if (result2.mHit)
|
|
{
|
|
target = result2.mHitObject;
|
|
hitPosition = result2.mHitPointWorld;
|
|
if (dist2 > getMaxActivationDistance() && !target.isEmpty() && !target.getClass().canBeActivated(target))
|
|
target = NULL;
|
|
}
|
|
}
|
|
|
|
std::string selectedSpell = stats.getSpells().getSelectedSpell();
|
|
|
|
MWMechanics::CastSpell cast(actor, target);
|
|
cast.mHitPosition = hitPosition;
|
|
|
|
if (!selectedSpell.empty())
|
|
{
|
|
const ESM::Spell* spell = getStore().get<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())
|
|
cast.cast(*inv.getSelectedEnchantItem());
|
|
}
|
|
}
|
|
|
|
void World::launchProjectile (MWWorld::Ptr actor, MWWorld::ConstPtr projectile,
|
|
const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr bow, float speed, float attackStrength)
|
|
{
|
|
mProjectileManager->launchProjectile(actor, projectile, worldPos, orient, bow, speed, attackStrength);
|
|
}
|
|
|
|
void World::launchMagicBolt (const std::string &spellId, const MWWorld::Ptr& caster, const osg::Vec3f& fallbackDirection)
|
|
{
|
|
mProjectileManager->launchMagicBolt(spellId, caster, fallbackDirection);
|
|
}
|
|
|
|
void World::applyLoopingParticles(const MWWorld::Ptr& ptr)
|
|
{
|
|
const MWWorld::Class &cls = ptr.getClass();
|
|
if (cls.isActor())
|
|
{
|
|
MWMechanics::ApplyLoopingParticlesVisitor visitor(ptr);
|
|
cls.getCreatureStats(ptr).getActiveSpells().visitEffectSources(visitor);
|
|
cls.getCreatureStats(ptr).getSpells().visitEffectSources(visitor);
|
|
if (cls.hasInventoryStore(ptr))
|
|
cls.getInventoryStore(ptr).visitEffectSources(visitor);
|
|
}
|
|
}
|
|
|
|
const std::vector<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( std::set< std::string >::const_iterator i = currentCells.begin(); i != currentCells.end(); ++i ) {
|
|
MWWorld::CellStore *next = getInterior( *i );
|
|
if ( !next ) continue;
|
|
|
|
const MWWorld::CellRefList<ESM::Door>& doors = next->getReadOnlyDoors();
|
|
const CellRefList<ESM::Door>::List& refList = doors.mList;
|
|
|
|
// Check if any door in the cell leads to an exterior directly
|
|
for (CellRefList<ESM::Door>::List::const_iterator it = refList.begin(); it != refList.end(); ++it)
|
|
{
|
|
const MWWorld::LiveCellRef<ESM::Door>& ref = *it;
|
|
if (!ref.mRef.getTeleport()) continue;
|
|
|
|
if (ref.mRef.getDestCell().empty())
|
|
{
|
|
ESM::Position pos = ref.mRef.getDoorDest();
|
|
result = pos.asVec3();
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
std::string dest = ref.mRef.getDestCell();
|
|
if ( !checkedCells.count(dest) && !currentCells.count(dest) )
|
|
nextCells.insert(dest);
|
|
}
|
|
}
|
|
|
|
checkedCells.insert( *i );
|
|
}
|
|
}
|
|
|
|
// No luck :(
|
|
return false;
|
|
}
|
|
|
|
MWWorld::ConstPtr World::getClosestMarker( const MWWorld::Ptr &ptr, const std::string &id )
|
|
{
|
|
if ( ptr.getCell()->isExterior() ) {
|
|
return getClosestMarkerFromExteriorPosition(mPlayer->getLastKnownExteriorPosition(), id);
|
|
}
|
|
|
|
// Search for a 'nearest' marker, counting each cell between the starting
|
|
// cell and the exterior as a distance of 1. If an exterior is found, jump
|
|
// to the nearest exterior marker, without further interior searching.
|
|
std::set< std::string >checkedCells;
|
|
std::set< std::string >currentCells;
|
|
std::set< std::string >nextCells;
|
|
MWWorld::ConstPtr closestMarker;
|
|
|
|
nextCells.insert( ptr.getCell()->getCell()->mName );
|
|
while ( !nextCells.empty() ) {
|
|
currentCells = nextCells;
|
|
nextCells.clear();
|
|
for( std::set< std::string >::const_iterator i = currentCells.begin(); i != currentCells.end(); ++i ) {
|
|
MWWorld::CellStore *next = getInterior( *i );
|
|
checkedCells.insert( *i );
|
|
if ( !next ) continue;
|
|
|
|
closestMarker = next->searchConst( id );
|
|
if ( !closestMarker.isEmpty() )
|
|
{
|
|
return closestMarker;
|
|
}
|
|
|
|
const MWWorld::CellRefList<ESM::Door>& doors = next->getReadOnlyDoors();
|
|
const CellRefList<ESM::Door>::List& doorList = doors.mList;
|
|
|
|
// Check if any door in the cell leads to an exterior directly
|
|
for (CellRefList<ESM::Door>::List::const_iterator it = doorList.begin(); it != doorList.end(); ++it)
|
|
{
|
|
const MWWorld::LiveCellRef<ESM::Door>& ref = *it;
|
|
|
|
if (!ref.mRef.getTeleport()) continue;
|
|
|
|
if (ref.mRef.getDestCell().empty())
|
|
{
|
|
osg::Vec3f worldPos = ref.mRef.getDoorDest().asVec3();
|
|
return getClosestMarkerFromExteriorPosition(worldPos, id);
|
|
}
|
|
else
|
|
{
|
|
std::string dest = ref.mRef.getDestCell();
|
|
if ( !checkedCells.count(dest) && !currentCells.count(dest) )
|
|
nextCells.insert(dest);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return MWWorld::Ptr();
|
|
}
|
|
|
|
MWWorld::ConstPtr World::getClosestMarkerFromExteriorPosition( const osg::Vec3f& worldPos, const std::string &id ) {
|
|
MWWorld::ConstPtr closestMarker;
|
|
float closestDistance = std::numeric_limits<float>::max();
|
|
|
|
std::vector<MWWorld::Ptr> markers;
|
|
mCells.getExteriorPtrs(id, markers);
|
|
for (std::vector<MWWorld::Ptr>::iterator it2 = markers.begin(); it2 != markers.end(); ++it2)
|
|
{
|
|
ESM::Position pos = it2->getRefData().getPosition();
|
|
osg::Vec3f markerPos = pos.asVec3();
|
|
float distance = (worldPos - markerPos).length2();
|
|
if (distance < closestDistance)
|
|
{
|
|
closestDistance = distance;
|
|
closestMarker = *it2;
|
|
}
|
|
|
|
}
|
|
|
|
return closestMarker;
|
|
}
|
|
|
|
|
|
void World::teleportToClosestMarker (const MWWorld::Ptr& ptr,
|
|
const std::string& id)
|
|
{
|
|
MWWorld::ConstPtr closestMarker = getClosestMarker( ptr, id );
|
|
|
|
if ( closestMarker.isEmpty() )
|
|
{
|
|
std::cerr << "Failed to teleport: no closest marker found" << std::endl;
|
|
return;
|
|
}
|
|
|
|
std::string cellName;
|
|
if ( !closestMarker.mCell->isExterior() )
|
|
cellName = closestMarker.mCell->getCell()->mName;
|
|
|
|
MWWorld::ActionTeleport action(cellName, closestMarker.getRefData().getPosition(), false);
|
|
action.execute(ptr);
|
|
}
|
|
|
|
void World::updateWeather(float duration, bool paused)
|
|
{
|
|
bool isExterior = isCellExterior() || isCellQuasiExterior();
|
|
if (mPlayer->wasTeleported())
|
|
{
|
|
mPlayer->setTeleported(false);
|
|
|
|
const std::string playerRegion = Misc::StringUtils::lowerCase(getPlayerPtr().getCell()->getCell()->mRegion);
|
|
mWeatherManager->playerTeleported(playerRegion, isExterior);
|
|
}
|
|
|
|
const TimeStamp time = getTimeStamp();
|
|
mWeatherManager->update(duration, paused, time, isExterior);
|
|
}
|
|
|
|
struct AddDetectedReferenceVisitor
|
|
{
|
|
AddDetectedReferenceVisitor(std::vector<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)
|
|
if (mType != World::Detect_Creature &&
|
|
(ptr.getClass().isActor() || ptr.getClass().getTypeName() == typeid(ESM::Container).name()))
|
|
{
|
|
MWWorld::ContainerStore& store = ptr.getClass().getContainerStore(ptr);
|
|
{
|
|
for (MWWorld::ContainerStoreIterator it = store.begin(); it != store.end(); ++it)
|
|
{
|
|
if (needToAdd(*it, mDetector))
|
|
{
|
|
mOut.push_back(ptr);
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (needToAdd(ptr, mDetector))
|
|
mOut.push_back(ptr);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool needToAdd (const MWWorld::Ptr& ptr, const MWWorld::Ptr& detector)
|
|
{
|
|
if (mType == World::Detect_Creature)
|
|
{
|
|
// If in werewolf form, this detects only NPCs, otherwise only creatures
|
|
if (detector.getClass().isNpc() && detector.getClass().getNpcStats(detector).isWerewolf())
|
|
{
|
|
if (ptr.getClass().getTypeName() != typeid(ESM::NPC).name())
|
|
return false;
|
|
}
|
|
else if (ptr.getClass().getTypeName() != typeid(ESM::Creature).name())
|
|
return false;
|
|
|
|
if (ptr.getClass().getCreatureStats(ptr).isDead())
|
|
return false;
|
|
}
|
|
if (mType == World::Detect_Key && !ptr.getClass().isKey(ptr))
|
|
return false;
|
|
if (mType == World::Detect_Enchantment && ptr.getClass().getEnchantment(ptr).empty())
|
|
return false;
|
|
return true;
|
|
}
|
|
};
|
|
|
|
void World::listDetectedReferences(const Ptr &ptr, std::vector<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);
|
|
|
|
const Scene::CellStoreCollection& active = mWorldScene->getActiveCells();
|
|
for (Scene::CellStoreCollection::const_iterator it = active.begin(); it != active.end(); ++it)
|
|
{
|
|
MWWorld::CellStore* cellStore = *it;
|
|
cellStore->forEach(visitor);
|
|
}
|
|
}
|
|
|
|
float World::feetToGameUnits(float feet)
|
|
{
|
|
// Looks like there is no GMST for this. This factor was determined in experiments
|
|
// with the Telekinesis effect.
|
|
return feet * 22;
|
|
}
|
|
|
|
float World::getActivationDistancePlusTelekinesis()
|
|
{
|
|
float telekinesisRangeBonus =
|
|
mPlayer->getPlayer().getClass().getCreatureStats(mPlayer->getPlayer()).getMagicEffects()
|
|
.get(ESM::MagicEffect::Telekinesis).getMagnitude();
|
|
telekinesisRangeBonus = feetToGameUnits(telekinesisRangeBonus);
|
|
|
|
float activationDistance = getMaxActivationDistance() + telekinesisRangeBonus;
|
|
|
|
return activationDistance;
|
|
}
|
|
|
|
MWWorld::Ptr World::getPlayerPtr()
|
|
{
|
|
return mPlayer->getPlayer();
|
|
}
|
|
|
|
void World::updateDialogueGlobals()
|
|
{
|
|
MWWorld::Ptr player = getPlayerPtr();
|
|
int bounty = player.getClass().getNpcStats(player).getBounty();
|
|
int playerGold = player.getClass().getContainerStore(player).count(ContainerStore::sGoldId);
|
|
|
|
float fCrimeGoldDiscountMult = getStore().get<ESM::GameSetting>().find("fCrimeGoldDiscountMult")->getFloat();
|
|
float fCrimeGoldTurnInMult = getStore().get<ESM::GameSetting>().find("fCrimeGoldTurnInMult")->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() )
|
|
{
|
|
std::cerr << "Failed to confiscate items: no closest prison marker found." << std::endl;
|
|
return;
|
|
}
|
|
std::string prisonName = prisonMarker.getCellRef().getDestCell();
|
|
if ( prisonName.empty() )
|
|
{
|
|
std::cerr << "Failed to confiscate items: prison marker not linked to prison interior" << std::endl;
|
|
return;
|
|
}
|
|
MWWorld::CellStore *prison = getInterior( prisonName );
|
|
if ( !prison )
|
|
{
|
|
std::cerr << "Failed to confiscate items: failed to load cell " << prisonName << std::endl;
|
|
return;
|
|
}
|
|
|
|
MWWorld::Ptr closestChest = prison->search( "stolen_goods" );
|
|
if (!closestChest.isEmpty()) //Found a close chest
|
|
{
|
|
MWBase::Environment::get().getMechanicsManager()->confiscateStolenItems(ptr, closestChest);
|
|
}
|
|
else
|
|
std::cerr << "Failed to confiscate items: no stolen_goods container found" << std::endl;
|
|
}
|
|
|
|
void World::goToJail()
|
|
{
|
|
if (!mGoToJail)
|
|
{
|
|
// Reset bounty and forget the crime now, but don't change cell yet (the player should be able to read the dialog text first)
|
|
mGoToJail = true;
|
|
|
|
MWWorld::Ptr player = getPlayerPtr();
|
|
|
|
int bounty = player.getClass().getNpcStats(player).getBounty();
|
|
player.getClass().getNpcStats(player).setBounty(0);
|
|
mPlayer->recordCrimeId();
|
|
confiscateStolenItems(player);
|
|
|
|
int iDaysinPrisonMod = getStore().get<ESM::GameSetting>().find("iDaysinPrisonMod")->getInt();
|
|
mDaysInPrison = std::max(1, bounty / iDaysinPrisonMod);
|
|
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
mGoToJail = false;
|
|
|
|
MWBase::Environment::get().getWindowManager()->removeGuiMode(MWGui::GM_Dialogue);
|
|
|
|
MWBase::Environment::get().getWindowManager()->goToJail(mDaysInPrison);
|
|
}
|
|
}
|
|
|
|
bool World::isPlayerInJail() const
|
|
{
|
|
if (mGoToJail)
|
|
return true;
|
|
|
|
return MWBase::Environment::get().getWindowManager()->containsMode(MWGui::GM_Jail);
|
|
}
|
|
|
|
float World::getTerrainHeightAt(const osg::Vec3f& worldPos) const
|
|
{
|
|
return mRendering->getTerrainHeightAt(worldPos);
|
|
}
|
|
|
|
osg::Vec3f World::getHalfExtents(const ConstPtr& actor, bool rendering) const
|
|
{
|
|
if (rendering)
|
|
return mPhysics->getRenderingHalfExtents(actor);
|
|
else
|
|
return mPhysics->getHalfExtents(actor);
|
|
}
|
|
|
|
std::string World::exportSceneGraph(const Ptr &ptr)
|
|
{
|
|
std::string file = mUserDataPath + "/openmw.osgt";
|
|
mRendering->exportSceneGraph(ptr, file, "Ascii");
|
|
return file;
|
|
}
|
|
|
|
void World::spawnRandomCreature(const std::string &creatureList)
|
|
{
|
|
const ESM::CreatureLevList* list = getStore().get<ESM::CreatureLevList>().find(creatureList);
|
|
|
|
int iNumberCreatures = getStore().get<ESM::GameSetting>().find("iNumberCreatures")->getInt();
|
|
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())
|
|
return;
|
|
|
|
MWWorld::ManualRef ref(getStore(), selectedCreature, 1);
|
|
|
|
safePlaceObject(ref.getPtr(), getPlayerPtr(), getPlayerPtr().getCell(), 0, 220.f);
|
|
}
|
|
}
|
|
|
|
void World::spawnBloodEffect(const Ptr &ptr, const osg::Vec3f &worldPosition)
|
|
{
|
|
if (ptr == getPlayerPtr() && Settings::Manager::getBool("hit fader", "GUI"))
|
|
return;
|
|
|
|
int type = ptr.getClass().getBloodTexture(ptr);
|
|
std::string texture;
|
|
switch (type)
|
|
{
|
|
case 2:
|
|
texture = getFallback()->getFallbackString("Blood_Texture_2");
|
|
break;
|
|
case 1:
|
|
texture = getFallback()->getFallbackString("Blood_Texture_1");
|
|
break;
|
|
case 0:
|
|
default:
|
|
texture = getFallback()->getFallbackString("Blood_Texture_0");
|
|
break;
|
|
}
|
|
|
|
std::stringstream modelName;
|
|
modelName << "Blood_Model_";
|
|
int roll = Misc::Rng::rollDice(3); // [0, 2]
|
|
modelName << roll;
|
|
std::string model = "meshes\\" + getFallback()->getFallbackString(modelName.str());
|
|
|
|
mRendering->spawnEffect(model, texture, worldPosition, 1.0f, false);
|
|
}
|
|
|
|
void World::spawnEffect(const std::string &model, const std::string &textureOverride, const osg::Vec3f &worldPos)
|
|
{
|
|
mRendering->spawnEffect(model, textureOverride, worldPos);
|
|
}
|
|
|
|
void World::explodeSpell(const osg::Vec3f& origin, const ESM::EffectList& effects, const Ptr& caster, const Ptr& ignore, ESM::RangeType rangeType,
|
|
const std::string& id, const std::string& sourceName, const bool fromProjectile)
|
|
{
|
|
std::map<MWWorld::Ptr, std::vector<ESM::ENAMstruct> > toApply;
|
|
for (std::vector<ESM::ENAMstruct>::const_iterator effectIt = effects.mList.begin();
|
|
effectIt != effects.mList.end(); ++effectIt)
|
|
{
|
|
const ESM::MagicEffect* effect = getStore().get<ESM::MagicEffect>().find(effectIt->mEffectID);
|
|
|
|
if (effectIt->mRange != rangeType || (effectIt->mArea <= 0 && !ignore.isEmpty() && ignore.getClass().isActor()))
|
|
continue; // Not right range type, or not area effect and hit an actor
|
|
|
|
if (fromProjectile && effectIt->mArea <= 0)
|
|
continue; // Don't play explosion for projectiles with 0-area effects
|
|
|
|
if (!fromProjectile && effectIt->mRange == ESM::RT_Touch && (!ignore.isEmpty()) && (!ignore.getClass().isActor() && !ignore.getClass().canBeActivated(ignore)))
|
|
continue; // Don't play explosion for touch spells on non-activatable objects except when spell is from the projectile enchantment
|
|
|
|
// Spawn the explosion orb effect
|
|
const ESM::Static* areaStatic;
|
|
if (!effect->mArea.empty())
|
|
areaStatic = getStore().get<ESM::Static>().find (effect->mArea);
|
|
else
|
|
areaStatic = getStore().get<ESM::Static>().find ("VFX_DefaultArea");
|
|
|
|
std::string texture = effect->mParticle;
|
|
|
|
if (effectIt->mArea <= 0)
|
|
{
|
|
if (effectIt->mRange == ESM::RT_Target)
|
|
mRendering->spawnEffect("meshes\\" + areaStatic->mModel, texture, origin, 1.0f);
|
|
continue;
|
|
}
|
|
else
|
|
mRendering->spawnEffect("meshes\\" + areaStatic->mModel, texture, origin, static_cast<float>(effectIt->mArea * 2));
|
|
|
|
// Play explosion sound (make sure to use NoTrack, since we will delete the projectile now)
|
|
static const std::string schools[] = {
|
|
"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
|
|
};
|
|
{
|
|
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
|
|
if(!effect->mAreaSound.empty())
|
|
sndMgr->playSound3D(origin, effect->mAreaSound, 1.0f, 1.0f);
|
|
else
|
|
sndMgr->playSound3D(origin, schools[effect->mData.mSchool]+" area", 1.0f, 1.0f);
|
|
}
|
|
// Get the actors in range of the effect
|
|
std::vector<MWWorld::Ptr> objects;
|
|
MWBase::Environment::get().getMechanicsManager()->getObjectsInRange(
|
|
origin, feetToGameUnits(static_cast<float>(effectIt->mArea)), objects);
|
|
for (std::vector<MWWorld::Ptr>::iterator affected = objects.begin(); affected != objects.end(); ++affected)
|
|
toApply[*affected].push_back(*effectIt);
|
|
}
|
|
|
|
// Now apply the appropriate effects to each actor in range
|
|
for (std::map<MWWorld::Ptr, std::vector<ESM::ENAMstruct> >::iterator apply = toApply.begin(); apply != toApply.end(); ++apply)
|
|
{
|
|
MWWorld::Ptr source = caster;
|
|
// Vanilla-compatible behaviour of never applying the spell to the caster
|
|
// (could be changed by mods later)
|
|
if (apply->first == caster)
|
|
continue;
|
|
|
|
if (apply->first == ignore)
|
|
continue;
|
|
|
|
if (source.isEmpty())
|
|
source = apply->first;
|
|
|
|
MWMechanics::CastSpell cast(source, apply->first);
|
|
cast.mHitPosition = origin;
|
|
cast.mId = id;
|
|
cast.mSourceName = sourceName;
|
|
cast.mStack = false;
|
|
ESM::EffectList effectsToApply;
|
|
effectsToApply.mList = apply->second;
|
|
cast.inflict(apply->first, caster, effectsToApply, rangeType, false, true);
|
|
}
|
|
}
|
|
|
|
void World::activate(const Ptr &object, const Ptr &actor)
|
|
{
|
|
breakInvisibility(actor);
|
|
|
|
if (object.getRefData().activate())
|
|
{
|
|
std::shared_ptr<MWWorld::Action> action = (object.getClass().activate(object, actor));
|
|
action->execute (actor);
|
|
}
|
|
}
|
|
|
|
struct ResetActorsVisitor
|
|
{
|
|
bool operator() (Ptr ptr)
|
|
{
|
|
if (ptr.getClass().isActor() && ptr.getCellRef().hasContentFile())
|
|
{
|
|
const ESM::Position& origPos = ptr.getCellRef().getPosition();
|
|
MWBase::Environment::get().getWorld()->moveObject(ptr, origPos.pos[0], origPos.pos[1], origPos.pos[2]);
|
|
MWBase::Environment::get().getWorld()->rotateObject(ptr, origPos.rot[0], origPos.rot[1], origPos.rot[2]);
|
|
ptr.getClass().adjustPosition(ptr, false);
|
|
}
|
|
return true;
|
|
}
|
|
};
|
|
void World::resetActors()
|
|
{
|
|
for (Scene::CellStoreCollection::const_iterator iter (mWorldScene->getActiveCells().begin());
|
|
iter!=mWorldScene->getActiveCells().end(); ++iter)
|
|
{
|
|
CellStore* cellstore = *iter;
|
|
ResetActorsVisitor visitor;
|
|
cellstore->forEach(visitor);
|
|
}
|
|
}
|
|
|
|
bool World::isWalkingOnWater(const ConstPtr &actor) const
|
|
{
|
|
const MWPhysics::Actor* physicActor = mPhysics->getActor(actor);
|
|
if (physicActor && physicActor->isWalkingOnWater())
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
osg::Vec3f World::aimToTarget(const ConstPtr &actor, const MWWorld::ConstPtr& target)
|
|
{
|
|
osg::Vec3f weaponPos = actor.getRefData().getPosition().asVec3();
|
|
weaponPos.z() += mPhysics->getHalfExtents(actor).z();
|
|
osg::Vec3f targetPos = mPhysics->getCollisionObjectPosition(target);
|
|
return (targetPos - weaponPos);
|
|
}
|
|
|
|
float World::getHitDistance(const ConstPtr &actor, const ConstPtr &target)
|
|
{
|
|
osg::Vec3f weaponPos = actor.getRefData().getPosition().asVec3();
|
|
osg::Vec3f halfExtents = mPhysics->getHalfExtents(actor);
|
|
weaponPos.z() += halfExtents.z();
|
|
|
|
return mPhysics->getHitDistance(weaponPos, target) - halfExtents.y();
|
|
}
|
|
|
|
void preload(MWWorld::Scene* scene, const ESMStore& store, const std::string& obj)
|
|
{
|
|
if (obj.empty())
|
|
return;
|
|
try
|
|
{
|
|
MWWorld::ManualRef ref(store, obj);
|
|
std::string model = ref.getPtr().getClass().getModel(ref.getPtr());
|
|
if (!model.empty())
|
|
scene->preload(model, ref.getPtr().getClass().useAnim());
|
|
}
|
|
catch(std::exception& e)
|
|
{
|
|
}
|
|
}
|
|
|
|
void World::preloadEffects(const ESM::EffectList *effectList)
|
|
{
|
|
for (std::vector<ESM::ENAMstruct>::const_iterator it = effectList->mList.begin(); it != effectList->mList.end(); ++it)
|
|
{
|
|
const ESM::MagicEffect *effect = mStore.get<ESM::MagicEffect>().find(it->mEffectID);
|
|
|
|
if (MWMechanics::isSummoningEffect(it->mEffectID))
|
|
{
|
|
preload(mWorldScene.get(), mStore, "VFX_Summon_Start");
|
|
preload(mWorldScene.get(), mStore, MWMechanics::getSummonedCreature(it->mEffectID));
|
|
}
|
|
|
|
preload(mWorldScene.get(), mStore, effect->mCasting);
|
|
preload(mWorldScene.get(), mStore, effect->mHit);
|
|
|
|
if (it->mArea > 0)
|
|
preload(mWorldScene.get(), mStore, effect->mArea);
|
|
if (it->mRange == ESM::RT_Target)
|
|
preload(mWorldScene.get(), mStore, effect->mBolt);
|
|
}
|
|
}
|
|
|
|
}
|