Merge branch 'flying_position' into 'master'

Only force adjust the player and NPCs teleported out of the active grid

See merge request OpenMW/openmw!2488
7098-improve-post-process-behavior-with-transparent-objects
psi29a 2 years ago
commit 45e673564f

@ -387,21 +387,22 @@ namespace MWScript
return;
bool isPlayer = ptr == MWMechanics::getPlayer();
auto world = MWBase::Environment::get().getWorld();
if (isPlayer)
{
MWBase::Environment::get().getWorld()->getPlayer().setTeleported(true);
world->getPlayer().setTeleported(true);
}
MWWorld::CellStore* store = nullptr;
try
{
store = MWBase::Environment::get().getWorld()->getInterior(cellID);
store = world->getInterior(cellID);
}
catch (std::exception&)
{
// cell not found, move to exterior instead if moving the player (vanilla PositionCell
// compatibility)
const ESM::Cell* cell = MWBase::Environment::get().getWorld()->getExterior(cellID);
const ESM::Cell* cell = world->getExterior(cellID);
if (!cell)
{
std::string error
@ -414,12 +415,12 @@ namespace MWScript
return;
}
const osg::Vec2i cellIndex = MWWorld::positionToCellIndex(x, y);
store = MWBase::Environment::get().getWorld()->getExterior(cellIndex.x(), cellIndex.y());
store = world->getExterior(cellIndex.x(), cellIndex.y());
}
if (store)
{
MWWorld::Ptr base = ptr;
ptr = MWBase::Environment::get().getWorld()->moveObject(ptr, store, osg::Vec3f(x, y, z));
ptr = world->moveObject(ptr, store, osg::Vec3f(x, y, z));
dynamic_cast<MWScript::InterpreterContext&>(runtime.getContext()).updatePtr(base, ptr);
auto rot = ptr.getRefData().getPosition().asRotationVec3();
@ -429,9 +430,9 @@ namespace MWScript
if (!isPlayer)
zRot = zRot / 60.0f;
rot.z() = osg::DegreesToRadians(zRot);
MWBase::Environment::get().getWorld()->rotateObject(ptr, rot);
world->rotateObject(ptr, rot);
ptr.getClass().adjustPosition(ptr, true);
ptr.getClass().adjustPosition(ptr, isPlayer || !world->isCellActive(ptr.getCell()));
}
}
};
@ -456,24 +457,25 @@ namespace MWScript
if (!ptr.isInCell())
return;
if (ptr == MWMechanics::getPlayer())
bool isPlayer = ptr == MWMechanics::getPlayer();
auto world = MWBase::Environment::get().getWorld();
if (isPlayer)
{
MWBase::Environment::get().getWorld()->getPlayer().setTeleported(true);
world->getPlayer().setTeleported(true);
}
const osg::Vec2i cellIndex = MWWorld::positionToCellIndex(x, y);
// another morrowind oddity: player will be moved to the exterior cell at this location,
// non-player actors will move within the cell they are in.
MWWorld::Ptr base = ptr;
if (ptr == MWMechanics::getPlayer())
if (isPlayer)
{
MWWorld::CellStore* cell
= MWBase::Environment::get().getWorld()->getExterior(cellIndex.x(), cellIndex.y());
ptr = MWBase::Environment::get().getWorld()->moveObject(ptr, cell, osg::Vec3(x, y, z));
MWWorld::CellStore* cell = world->getExterior(cellIndex.x(), cellIndex.y());
ptr = world->moveObject(ptr, cell, osg::Vec3(x, y, z));
}
else
{
ptr = MWBase::Environment::get().getWorld()->moveObject(ptr, osg::Vec3f(x, y, z), true, true);
ptr = world->moveObject(ptr, osg::Vec3f(x, y, z), true, true);
}
dynamic_cast<MWScript::InterpreterContext&>(runtime.getContext()).updatePtr(base, ptr);
@ -481,11 +483,11 @@ namespace MWScript
// Note that you must specify ZRot in minutes (1 degree = 60 minutes; north = 0, east = 5400, south =
// 10800, west = 16200) except for when you position the player, then degrees must be used. See
// "Morrowind Scripting for Dummies (9th Edition)" pages 50 and 54 for reference.
if (ptr != MWMechanics::getPlayer())
if (!isPlayer)
zRot = zRot / 60.0f;
rot.z() = osg::DegreesToRadians(zRot);
MWBase::Environment::get().getWorld()->rotateObject(ptr, rot);
ptr.getClass().adjustPosition(ptr, true);
world->rotateObject(ptr, rot);
ptr.getClass().adjustPosition(ptr, isPlayer || !world->isCellActive(ptr.getCell()));
}
};

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