Lua engine handler onTeleported

revert-6246b479
Petr Mikheev 11 months ago
parent 086fdb1f37
commit 4016e8b383

@ -47,6 +47,7 @@ namespace MWBase
virtual void gameLoaded() = 0;
virtual void objectAddedToScene(const MWWorld::Ptr& ptr) = 0;
virtual void objectRemovedFromScene(const MWWorld::Ptr& ptr) = 0;
virtual void objectTeleported(const MWWorld::Ptr& ptr) = 0;
virtual void itemConsumed(const MWWorld::Ptr& consumable, const MWWorld::Ptr& actor) = 0;
virtual void objectActivated(const MWWorld::Ptr& object, const MWWorld::Ptr& actor) = 0;
virtual void exteriorCreated(MWWorld::CellStore& cell) = 0;

@ -48,6 +48,12 @@ namespace MWLua
scripts->setActive(false);
}
void operator()(const OnTeleported& event) const
{
if (auto* scripts = getLocalScripts(event.mObject))
scripts->onTeleported();
}
void operator()(const OnActivate& event) const
{
MWWorld::Ptr obj = getPtr(event.mObject);

@ -27,6 +27,10 @@ namespace MWLua
{
ESM::RefNum mObject;
};
struct OnTeleported
{
ESM::RefNum mObject;
};
struct OnActivate
{
ESM::RefNum mActor;
@ -41,7 +45,7 @@ namespace MWLua
{
MWWorld::CellStore& mCell;
};
using Event = std::variant<OnActive, OnInactive, OnConsume, OnActivate, OnNewExterior>;
using Event = std::variant<OnActive, OnInactive, OnConsume, OnActivate, OnNewExterior, OnTeleported>;
void clear() { mQueue.clear(); }
void addToQueue(Event e) { mQueue.push_back(std::move(e)); }

@ -169,8 +169,8 @@ namespace MWLua
, mData(obj)
{
this->addPackage("openmw.self", sol::make_object(lua->sol(), &mData));
registerEngineHandlers(
{ &mOnActiveHandlers, &mOnInactiveHandlers, &mOnConsumeHandlers, &mOnActivatedHandlers });
registerEngineHandlers({ &mOnActiveHandlers, &mOnInactiveHandlers, &mOnConsumeHandlers, &mOnActivatedHandlers,
&mOnTeleportedHandlers });
}
void LocalScripts::setActive(bool active)

@ -70,6 +70,7 @@ namespace MWLua
void setActive(bool active);
void onConsume(const LObject& consumable) { callEngineHandlers(mOnConsumeHandlers, consumable); }
void onActivated(const LObject& actor) { callEngineHandlers(mOnActivatedHandlers, actor); }
void onTeleported() { callEngineHandlers(mOnTeleportedHandlers); }
void applyStatsCache();
@ -81,6 +82,7 @@ namespace MWLua
EngineHandlerList mOnInactiveHandlers{ "onInactive" };
EngineHandlerList mOnConsumeHandlers{ "onConsume" };
EngineHandlerList mOnActivatedHandlers{ "onActivated" };
EngineHandlerList mOnTeleportedHandlers{ "onTeleported" };
};
}

@ -178,6 +178,20 @@ namespace MWLua
}
}
void LuaManager::objectTeleported(const MWWorld::Ptr& ptr)
{
if (ptr == mPlayer)
{
// For player run the onTeleported handler immediately,
// so it can adjust camera position after teleporting.
PlayerScripts* playerScripts = dynamic_cast<PlayerScripts*>(mPlayer.getRefData().getLuaScripts());
if (playerScripts)
playerScripts->onTeleported();
}
else
mEngineEvents.addToQueue(EngineEvents::OnTeleported{ getId(ptr) });
}
void LuaManager::questUpdated(const ESM::RefId& questId, int stage)
{
if (mPlayer.isEmpty())

@ -75,6 +75,7 @@ namespace MWLua
{
mEngineEvents.addToQueue(EngineEvents::OnNewExterior{ cell });
}
void objectTeleported(const MWWorld::Ptr& ptr) override;
void questUpdated(const ESM::RefId& questId, int stage) override;
MWBase::LuaManager::ActorControls* getActorControls(const MWWorld::Ptr&) const override;

@ -95,6 +95,7 @@ namespace MWLua
world->rotateObject(newPtr, rot);
if (placeOnGround)
world->adjustPosition(newPtr, true);
MWBase::Environment::get().getLuaManager()->objectTeleported(newPtr);
}
void teleportNotPlayer(const MWWorld::Ptr& ptr, MWWorld::CellStore* destCell, const osg::Vec3f& pos,
@ -119,6 +120,7 @@ namespace MWLua
}
if (!newPtr.getRefData().isEnabled())
world->enable(newPtr);
MWBase::Environment::get().getLuaManager()->objectTeleported(newPtr);
}
template <typename ObjT>

@ -11,6 +11,7 @@
#include <components/interpreter/runtime.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/luamanager.hpp"
#include "../mwbase/world.hpp"
#include "../mwworld/cellstore.hpp"
@ -436,6 +437,7 @@ namespace MWScript
bool cellActive = MWBase::Environment::get().getWorldScene()->isCellActive(*ptr.getCell());
ptr.getClass().adjustPosition(ptr, isPlayer || !cellActive);
MWBase::Environment::get().getLuaManager()->objectTeleported(ptr);
}
};
@ -492,6 +494,7 @@ namespace MWScript
world->rotateObject(ptr, rot);
bool cellActive = MWBase::Environment::get().getWorldScene()->isCellActive(*ptr.getCell());
ptr.getClass().adjustPosition(ptr, isPlayer || !cellActive);
MWBase::Environment::get().getLuaManager()->objectTeleported(ptr);
}
};

@ -4,6 +4,7 @@
#include <components/esm3/loadmgef.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/luamanager.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/world.hpp"
@ -65,7 +66,6 @@ namespace MWWorld
actor.getClass().getCreatureStats(actor).getAiSequence().stopCombat();
return;
}
else
teleported = world->moveObject(actor, &worldModel->getCell(mCellId), mPosition.asVec3(), true, true);
}
@ -75,6 +75,8 @@ namespace MWWorld
.getCreatureStats(teleported)
.getActiveSpells()
.purgeEffect(actor, ESM::MagicEffect::WaterWalking);
MWBase::Environment::get().getLuaManager()->objectTeleported(teleported);
}
void ActionTeleport::getFollowers(

@ -64,6 +64,8 @@ Engine handler is a function defined by a script, that can be called by the engi
- | Object became inactive. Since it is inactive the handler
| can not access anything nearby, but it is possible to send
| an event to global scripts.
* - onTeleported()
- Object was teleported.
* - onActivated(actor)
- | Called on an object when an actor activates it. Note that picking
| up an item is also an activation and works this way: (1) a copy of

Loading…
Cancel
Save