#include "worldimp.hpp" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "../mwbase/environment.hpp" #include "../mwbase/soundmanager.hpp" #include "../mwbase/mechanicsmanager.hpp" #include "../mwbase/windowmanager.hpp" #include "../mwbase/scriptmanager.hpp" #include "../mwbase/luamanager.hpp" #include "../mwmechanics/creaturestats.hpp" #include "../mwmechanics/npcstats.hpp" #include "../mwmechanics/spellcasting.hpp" #include "../mwmechanics/spellutil.hpp" #include "../mwmechanics/levelledlist.hpp" #include "../mwmechanics/combat.hpp" #include "../mwmechanics/aiavoiddoor.hpp" //Used to tell actors to avoid doors #include "../mwmechanics/summoning.hpp" #include "../mwrender/animation.hpp" #include "../mwrender/npcanimation.hpp" #include "../mwrender/renderingmanager.hpp" #include "../mwrender/camera.hpp" #include "../mwrender/vismask.hpp" #include "../mwscript/globalscripts.hpp" #include "../mwclass/door.hpp" #include "../mwphysics/physicssystem.hpp" #include "../mwphysics/actor.hpp" #include "../mwphysics/collisiontype.hpp" #include "../mwphysics/object.hpp" #include "../mwphysics/constants.hpp" #include "datetimemanager.hpp" #include "player.hpp" #include "manualref.hpp" #include "cellstore.hpp" #include "containerstore.hpp" #include "inventorystore.hpp" #include "actionteleport.hpp" #include "projectilemanager.hpp" #include "weather.hpp" #include "contentloader.hpp" #include "esmloader.hpp" namespace MWWorld { struct GameContentLoader : public ContentLoader { GameContentLoader(Loading::Listener& listener) : ContentLoader(listener) { } bool addLoader(const std::string& extension, ContentLoader* loader) { return mLoaders.insert(std::make_pair(extension, loader)).second; } void load(const boost::filesystem::path& filepath, int& index) override { LoadersContainer::iterator it(mLoaders.find(Misc::StringUtils::lowerCase(filepath.extension().string()))); if (it != mLoaders.end()) { it->second->load(filepath, index); } else { std::string msg("Cannot load file: "); msg += filepath.string(); throw std::runtime_error(msg.c_str()); } } private: typedef std::map LoadersContainer; LoadersContainer mLoaders; }; void World::adjustSky() { if (mSky && (isCellExterior() || isCellQuasiExterior())) { updateSkyDate(); mRendering->setSkyEnabled(true); } else mRendering->setSkyEnabled(false); } World::World ( osgViewer::Viewer* viewer, osg::ref_ptr rootNode, Resource::ResourceSystem* resourceSystem, SceneUtil::WorkQueue* workQueue, const Files::Collections& fileCollections, const std::vector& contentFiles, const std::vector& groundcoverFiles, ToUTF8::Utf8Encoder* encoder, int activationDistanceOverride, const std::string& startCell, const std::string& startupScript, const std::string& resourcePath, const std::string& userDataPath) : mResourceSystem(resourceSystem), mLocalScripts (mStore), mCells (mStore, mEsm), mSky (true), mGodMode(false), mScriptsEnabled(true), mDiscardMovements(true), mContentFiles (contentFiles), mUserDataPath(userDataPath), mDefaultHalfExtents(Settings::Manager::getVector3("default actor pathfind half extents", "Game")), mShouldUpdateNavigator(false), mActivationDistanceOverride (activationDistanceOverride), mStartCell(startCell), mDistanceToFacedObject(-1.f), mTeleportEnabled(true), mLevitationEnabled(true), mGoToJail(false), mDaysInPrison(0), mPlayerTraveling(false), mPlayerInJail(false), mSpellPreloadTimer(0.f) { mEsm.resize(contentFiles.size() + groundcoverFiles.size()); Loading::Listener* listener = MWBase::Environment::get().getWindowManager()->getLoadingScreen(); listener->loadingOn(); GameContentLoader gameContentLoader(*listener); EsmLoader esmLoader(mStore, mEsm, encoder, *listener); gameContentLoader.addLoader(".esm", &esmLoader); gameContentLoader.addLoader(".esp", &esmLoader); gameContentLoader.addLoader(".omwgame", &esmLoader); gameContentLoader.addLoader(".omwaddon", &esmLoader); gameContentLoader.addLoader(".project", &esmLoader); loadContentFiles(fileCollections, contentFiles, groundcoverFiles, gameContentLoader); listener->loadingOff(); // insert records that may not be present in all versions of MW if (mEsm[0].getFormat() == 0) ensureNeededRecords(); mCurrentDate.reset(new DateTimeManager()); fillGlobalVariables(); mStore.setUp(true); mStore.movePlayerRecord(); mSwimHeightScale = mStore.get().find("fSwimHeightScale")->mValue.getFloat(); mPhysics.reset(new MWPhysics::PhysicsSystem(resourceSystem, rootNode)); if (auto navigatorSettings = DetourNavigator::makeSettingsFromSettingsManager()) { navigatorSettings->mMaxClimb = MWPhysics::sStepSizeUp; navigatorSettings->mMaxSlope = MWPhysics::sMaxSlope; navigatorSettings->mSwimHeightScale = mSwimHeightScale; DetourNavigator::RecastGlobalAllocator::init(); mNavigator.reset(new DetourNavigator::NavigatorImpl(*navigatorSettings)); } else { mNavigator.reset(new DetourNavigator::NavigatorStub()); } mRendering.reset(new MWRender::RenderingManager(viewer, rootNode, resourceSystem, workQueue, resourcePath, *mNavigator)); mProjectileManager.reset(new ProjectileManager(mRendering->getLightRoot(), resourceSystem, mRendering.get(), mPhysics.get())); mRendering->preloadCommonAssets(); mWeatherManager.reset(new MWWorld::WeatherManager(*mRendering, mStore)); mWorldScene.reset(new Scene(*mRendering.get(), mPhysics.get(), *mNavigator)); } void World::fillGlobalVariables() { mGlobalVariables.fill (mStore); mCurrentDate->setup(mGlobalVariables); } void World::startNewGame (bool bypass) { mGoToJail = false; mLevitationEnabled = true; mTeleportEnabled = true; mGodMode = false; mScriptsEnabled = true; mSky = true; // Rebuild player setupPlayer(); renderPlayer(); mRendering->getCamera()->reset(); // we don't want old weather to persist on a new game // Note that if reset later, the initial ChangeWeather that the chargen script calls will be lost. mWeatherManager.reset(); mWeatherManager.reset(new MWWorld::WeatherManager(*mRendering.get(), mStore)); if (!bypass) { // set new game mark mGlobalVariables["chargenstate"].setInteger (1); } else mGlobalVariables["chargenstate"].setInteger (-1); if (bypass && !mStartCell.empty()) { ESM::Position pos; if (findExteriorPosition (mStartCell, pos)) { changeToExteriorCell (pos, true); adjustPosition(getPlayerPtr(), false); } else { findInteriorPosition (mStartCell, pos); changeToInteriorCell (mStartCell, pos, true); } } else { for (int i=0; i<5; ++i) MWBase::Environment::get().getScriptManager()->getGlobalScripts().run(); if (!getPlayerPtr().isInCell()) { ESM::Position pos; const int cellSize = Constants::CellSizeInUnits; pos.pos[0] = cellSize/2; pos.pos[1] = cellSize/2; pos.pos[2] = 0; pos.rot[0] = 0; pos.rot[1] = 0; pos.rot[2] = 0; mWorldScene->changeToExteriorCell(pos, true); } } if (!bypass) { const std::string& video = Fallback::Map::getString("Movies_New_Game"); if (!video.empty()) MWBase::Environment::get().getWindowManager()->playVideo(video, true); } // enable collision if (!mPhysics->toggleCollisionMode()) mPhysics->toggleCollisionMode(); MWBase::Environment::get().getWindowManager()->updatePlayer(); mCurrentDate->setup(mGlobalVariables); } void World::clear() { mWeatherManager->clear(); mRendering->clear(); mProjectileManager->clear(); mLocalScripts.clear(); mWorldScene->clear(); mStore.clearDynamic(); if (mPlayer) { mPlayer->clear(); mPlayer->setCell(nullptr); mPlayer->getPlayer().getRefData() = RefData(); mPlayer->set(mStore.get().find ("player")); } mCells.clear(); mDoorStates.clear(); mGoToJail = false; mTeleportEnabled = true; mLevitationEnabled = true; mPlayerTraveling = false; mPlayerInJail = false; fillGlobalVariables(); } int World::countSavedGameRecords() const { return mCells.countSavedGameRecords() +mStore.countSavedGameRecords() +mGlobalVariables.countSavedGameRecords() +mProjectileManager->countSavedGameRecords() +1 // player record +1 // weather record +1 // actorId counter +1 // levitation/teleport enabled state +1; // camera } int World::countSavedGameCells() const { return mCells.countSavedGameRecords(); } void World::write (ESM::ESMWriter& writer, Loading::Listener& progress) const { // Active cells could have a dirty fog of war, sync it to the CellStore first for (CellStore* cellstore : mWorldScene->getActiveCells()) { MWBase::Environment::get().getWindowManager()->writeFog(cellstore); } MWMechanics::CreatureStats::writeActorIdCounter(writer); mStore.write (writer, progress); // dynamic Store must be written (and read) before Cells, so that // references to custom made records will be recognized mPlayer->write (writer, progress); mCells.write (writer, progress); mGlobalVariables.write (writer, progress); mWeatherManager->write (writer, progress); mProjectileManager->write (writer, progress); writer.startRecord(ESM::REC_ENAB); writer.writeHNT("TELE", mTeleportEnabled); writer.writeHNT("LEVT", mLevitationEnabled); writer.endRecord(ESM::REC_ENAB); writer.startRecord(ESM::REC_CAM_); writer.writeHNT("FIRS", isFirstPerson()); writer.endRecord(ESM::REC_CAM_); } void World::readRecord (ESM::ESMReader& reader, uint32_t type, const std::map& contentFileMap) { switch (type) { case ESM::REC_ACTC: MWMechanics::CreatureStats::readActorIdCounter(reader); return; case ESM::REC_ENAB: reader.getHNT(mTeleportEnabled, "TELE"); reader.getHNT(mLevitationEnabled, "LEVT"); return; case ESM::REC_PLAY: mStore.checkPlayer(); mPlayer->readRecord(reader, type); if (getPlayerPtr().isInCell()) { if (getPlayerPtr().getCell()->isExterior()) mWorldScene->preloadTerrain(getPlayerPtr().getRefData().getPosition().asVec3()); mWorldScene->preloadCell(getPlayerPtr().getCell(), true); } break; default: if (!mStore.readRecord (reader, type) && !mGlobalVariables.readRecord (reader, type) && !mWeatherManager->readRecord (reader, type) && !mCells.readRecord (reader, type, contentFileMap) && !mProjectileManager->readRecord (reader, type) ) { throw std::runtime_error ("unknown record in saved game"); } break; } } void World::ensureNeededRecords() { std::map gmst; // Companion (tribunal) gmst["sCompanionShare"] = ESM::Variant("Companion Share"); gmst["sCompanionWarningMessage"] = ESM::Variant("Warning message"); gmst["sCompanionWarningButtonOne"] = ESM::Variant("Button 1"); gmst["sCompanionWarningButtonTwo"] = ESM::Variant("Button 2"); gmst["sProfitValue"] = ESM::Variant("Profit Value"); gmst["sTeleportDisabled"] = ESM::Variant("Teleport disabled"); gmst["sLevitateDisabled"] = ESM::Variant("Levitate disabled"); // Missing in unpatched MW 1.0 gmst["sDifficulty"] = ESM::Variant("Difficulty"); gmst["fDifficultyMult"] = ESM::Variant(5.f); gmst["sAuto_Run"] = ESM::Variant("Auto Run"); gmst["sServiceRefusal"] = ESM::Variant("Service Refusal"); gmst["sNeedOneSkill"] = ESM::Variant("Need one skill"); gmst["sNeedTwoSkills"] = ESM::Variant("Need two skills"); gmst["sEasy"] = ESM::Variant("Easy"); gmst["sHard"] = ESM::Variant("Hard"); gmst["sDeleteNote"] = ESM::Variant("Delete Note"); gmst["sEditNote"] = ESM::Variant("Edit Note"); gmst["sAdmireSuccess"] = ESM::Variant("Admire Success"); gmst["sAdmireFail"] = ESM::Variant("Admire Fail"); gmst["sIntimidateSuccess"] = ESM::Variant("Intimidate Success"); gmst["sIntimidateFail"] = ESM::Variant("Intimidate Fail"); gmst["sTauntSuccess"] = ESM::Variant("Taunt Success"); gmst["sTauntFail"] = ESM::Variant("Taunt Fail"); gmst["sBribeSuccess"] = ESM::Variant("Bribe Success"); gmst["sBribeFail"] = ESM::Variant("Bribe Fail"); gmst["fNPCHealthBarTime"] = ESM::Variant(5.f); gmst["fNPCHealthBarFade"] = ESM::Variant(1.f); gmst["fFleeDistance"] = ESM::Variant(3000.f); gmst["sMaxSale"] = ESM::Variant("Max Sale"); gmst["sAnd"] = ESM::Variant("and"); // Werewolf (BM) gmst["fWereWolfRunMult"] = ESM::Variant(1.3f); gmst["fWereWolfSilverWeaponDamageMult"] = ESM::Variant(2.f); gmst["iWerewolfFightMod"] = ESM::Variant(100); gmst["iWereWolfFleeMod"] = ESM::Variant(100); gmst["iWereWolfLevelToAttack"] = ESM::Variant(20); gmst["iWereWolfBounty"] = ESM::Variant(1000); gmst["fCombatDistanceWerewolfMod"] = ESM::Variant(0.3f); for (const auto ¶ms : gmst) { if (!mStore.get().search(params.first)) { ESM::GameSetting record; record.mId = params.first; record.mValue = params.second; mStore.insertStatic(record); } } std::map globals; // vanilla Morrowind does not define dayspassed. globals["dayspassed"] = ESM::Variant(1); // but the addons start counting at 1 :( globals["werewolfclawmult"] = ESM::Variant(25.f); globals["pcknownwerewolf"] = ESM::Variant(0); // following should exist in all versions of MW, but not necessarily in TCs globals["gamehour"] = ESM::Variant(0.f); globals["timescale"] = ESM::Variant(30.f); globals["day"] = ESM::Variant(1); globals["month"] = ESM::Variant(1); globals["year"] = ESM::Variant(1); globals["pcrace"] = ESM::Variant(0); globals["pchascrimegold"] = ESM::Variant(0); globals["pchasgolddiscount"] = ESM::Variant(0); globals["crimegolddiscount"] = ESM::Variant(0); globals["crimegoldturnin"] = ESM::Variant(0); globals["pchasturnin"] = ESM::Variant(0); for (const auto ¶ms : globals) { if (!mStore.get().search(params.first)) { ESM::Global record; record.mId = params.first; record.mValue = params.second; mStore.insertStatic(record); } } std::map statics; // Total conversions from SureAI lack marker records statics["divinemarker"] = "marker_divine.nif"; statics["doormarker"] = "marker_arrow.nif"; statics["northmarker"] = "marker_north.nif"; statics["templemarker"] = "marker_temple.nif"; statics["travelmarker"] = "marker_travel.nif"; for (const auto ¶ms : statics) { if (!mStore.get().search(params.first)) { ESM::Static record; record.mId = params.first; record.mModel = params.second; mStore.insertStatic(record); } } std::map doors; doors["prisonmarker"] = "marker_prison.nif"; for (const auto ¶ms : doors) { if (!mStore.get().search(params.first)) { ESM::Door record; record.mId = params.first; record.mModel = params.second; mStore.insertStatic(record); } } } World::~World() { // Must be cleared before mRendering is destroyed mProjectileManager->clear(); } const ESM::Cell *World::getExterior (const std::string& cellName) const { // first try named cells const ESM::Cell *cell = mStore.get().searchExtByName (cellName); if (cell) return cell; // didn't work -> now check for regions for (const ESM::Region ®ion : mStore.get()) { if (Misc::StringUtils::ciEqual(cellName, region.mName)) { return mStore.get().searchExtByRegion(region.mId); } } return nullptr; } CellStore *World::getExterior (int x, int y) { return mCells.getExterior (x, y); } CellStore *World::getInterior (const std::string& name) { return mCells.getInterior (name); } CellStore *World::getCell (const ESM::CellId& id) { if (id.mPaged) return getExterior (id.mIndex.mX, id.mIndex.mY); else return getInterior (id.mWorldspace); } bool World::isCellActive(CellStore* cell) const { return mWorldScene->getActiveCells().count(cell) > 0; } void World::testExteriorCells() { mWorldScene->testExteriorCells(); } void World::testInteriorCells() { mWorldScene->testInteriorCells(); } 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& 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) { bool dateUpdated = mCurrentDate->updateGlobalInt(name, value); if (dateUpdated) updateSkyDate(); mGlobalVariables[name].setInteger (value); } void World::setGlobalFloat (const std::string& name, float value) { bool dateUpdated = mCurrentDate->updateGlobalFloat(name, value); if (dateUpdated) updateSkyDate(); mGlobalVariables[name].setFloat(value); } int World::getGlobalInt (const std::string& name) const { return mGlobalVariables[name].getInteger(); } float World::getGlobalFloat (const std::string& name) const { return mGlobalVariables[name].getFloat(); } char World::getGlobalVariableType (const std::string& name) const { return mGlobalVariables.getType (name); } std::string World::getMonthName (int month) const { return mCurrentDate->getMonthName(month); } std::string World::getCellName (const MWWorld::CellStore *cell) const { if (!cell) cell = mWorldScene->getCurrentCell(); return getCellName(cell->getCell()); } std::string World::getCellName(const ESM::Cell* cell) const { if (cell) { if (!cell->isExterior() || !cell->mName.empty()) return cell->mName; if (const ESM::Region* region = mStore.get().search (cell->mRegion)) return region->mName; } return mStore.get().find ("sDefaultCellname")->mValue.getString(); } void World::removeRefScript (MWWorld::RefData *ref) { mLocalScripts.remove (ref); } Ptr World::searchPtr (const std::string& name, bool activeOnly, bool searchInContainers) { Ptr ret; // the player is always in an active cell. if (name=="player") { return mPlayer->getPlayer(); } std::string lowerCaseName = Misc::StringUtils::lowerCase(name); for (CellStore* cellstore : mWorldScene->getActiveCells()) { // TODO: caching still doesn't work efficiently here (only works for the one CellStore that the reference is in) Ptr ptr = mCells.getPtr (lowerCaseName, *cellstore, false); if (!ptr.isEmpty()) return ptr; } if (!activeOnly) { ret = mCells.getPtr (lowerCaseName); if (!ret.isEmpty()) return ret; } if (searchInContainers) { for (CellStore* cellstore : mWorldScene->getActiveCells()) { Ptr ptr = cellstore->searchInContainer(lowerCaseName); if (!ptr.isEmpty()) return ptr; } } Ptr ptr = mPlayer->getPlayer().getClass() .getContainerStore(mPlayer->getPlayer()).search(lowerCaseName); return ptr; } Ptr World::getPtr (const std::string& name, bool activeOnly) { Ptr ret = searchPtr(name, activeOnly); if (!ret.isEmpty()) return ret; std::string error = "failed to find an instance of object '" + name + "'"; if (activeOnly) error += " in active cells"; throw std::runtime_error(error); } Ptr World::searchPtrViaActorId (int actorId) { // The player is not registered in any CellStore so must be checked manually if (actorId == getPlayerPtr().getClass().getCreatureStats(getPlayerPtr()).getActorId()) return getPlayerPtr(); // Now search cells return mWorldScene->searchPtrViaActorId (actorId); } Ptr World::searchPtrViaRefNum (const std::string& id, const ESM::RefNum& refNum) { return mCells.getPtr (id, refNum); } struct FindContainerVisitor { ConstPtr mContainedPtr; Ptr mResult; FindContainerVisitor(const ConstPtr& containedPtr) : mContainedPtr(containedPtr) {} bool operator() (const Ptr& ptr) { if (mContainedPtr.getContainerStore() == &ptr.getClass().getContainerStore(ptr)) { mResult = ptr; return false; } return true; } }; Ptr World::findContainer(const ConstPtr& ptr) { if (ptr.isInCell()) return Ptr(); Ptr player = getPlayerPtr(); if (ptr.getContainerStore() == &player.getClass().getContainerStore(player)) return player; for (CellStore* cellstore : mWorldScene->getActiveCells()) { FindContainerVisitor visitor(ptr); cellstore->forEachType(visitor); if (visitor.mResult.isEmpty()) cellstore->forEachType(visitor); if (visitor.mResult.isEmpty()) cellstore->forEachType(visitor); if (!visitor.mResult.isEmpty()) return visitor.mResult; } return Ptr(); } void World::addContainerScripts(const Ptr& reference, CellStore * cell) { if( reference.getType()==ESM::Container::sRecordId || reference.getType()==ESM::NPC::sRecordId || reference.getType()==ESM::Creature::sRecordId) { 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) { MWBase::Environment::get().getLuaManager()->registerObject(reference); if (!reference.isInCell()) return; if (!reference.getRefData().isEnabled()) { reference.getRefData().enable(); if(mWorldScene->getActiveCells().find (reference.getCell()) != mWorldScene->getActiveCells().end() && reference.getRefData().getCount()) mWorldScene->addObjectToScene (reference); if (reference.getCellRef().getRefNum().hasContentFile()) { int type = mStore.find(Misc::StringUtils::lowerCase(reference.getCellRef().getRefId())); if (mRendering->pagingEnableObject(type, reference, true)) mWorldScene->reloadTerrain(); } } } void World::removeContainerScripts(const Ptr& reference) { if( reference.getType()==ESM::Container::sRecordId || reference.getType()==ESM::NPC::sRecordId || reference.getType()==ESM::Creature::sRecordId) { MWWorld::ContainerStore& container = reference.getClass().getContainerStore(reference); for(MWWorld::ContainerStoreIterator it = container.begin(); it != container.end(); ++it) { std::string script = it->getClass().getScript(*it); if(script != "") { MWWorld::Ptr item = *it; mLocalScripts.remove (item); } } } } void World::disable (const Ptr& reference) { if (!reference.getRefData().isEnabled()) return; // disable is a no-op for items in containers if (!reference.isInCell()) return; if (reference == getPlayerPtr()) throw std::runtime_error("can not disable player object"); MWBase::Environment::get().getLuaManager()->deregisterObject(reference); reference.getRefData().disable(); if (reference.getCellRef().getRefNum().hasContentFile()) { int type = mStore.find(Misc::StringUtils::lowerCase(reference.getCellRef().getRefId())); if (mRendering->pagingEnableObject(type, reference, false)) mWorldScene->reloadTerrain(); } if(mWorldScene->getActiveCells().find (reference.getCell())!=mWorldScene->getActiveCells().end() && reference.getRefData().getCount()) mWorldScene->removeObjectFromScene (reference); } void World::advanceTime (double hours, bool incremental) { if (!incremental) { // When we fast-forward time, we should recharge magic items // in all loaded cells, using game world time float duration = hours * 3600; const float timeScaleFactor = getTimeScaleFactor(); if (timeScaleFactor != 0.0f) duration /= timeScaleFactor; rechargeItems(duration, false); } mWeatherManager->advanceTime (hours, incremental); mCurrentDate->advanceTime(hours, mGlobalVariables); updateSkyDate(); if (!incremental) { mRendering->notifyWorldSpaceChanged(); mProjectileManager->clear(); mDiscardMovements = true; } } float World::getTimeScaleFactor() const { return mCurrentDate->getTimeScaleFactor(); } TimeStamp World::getTimeStamp() const { return mCurrentDate->getTimeStamp(); } ESM::EpochTimeStamp World::getEpochTimeStamp() const { return mCurrentDate->getEpochTimeStamp(); } bool World::toggleSky() { mSky = !mSky; mRendering->setSkyEnabled(mSky); return mSky; } int World::getMasserPhase() const { return mRendering->skyGetMasserPhase(); } int World::getSecundaPhase() const { return mRendering->skyGetSecundaPhase(); } void World::setMoonColour (bool red) { mRendering->skySetMoonColour (red); } void World::changeToInteriorCell (const std::string& cellName, const ESM::Position& position, bool adjustPlayerPos, bool changeEvent) { mPhysics->clearQueuedMovement(); mDiscardMovements = true; if (changeEvent && mCurrentWorldSpace != cellName) { // changed worldspace mProjectileManager->clear(); mRendering->notifyWorldSpaceChanged(); mCurrentWorldSpace = cellName; } removeContainerScripts(getPlayerPtr()); mWorldScene->changeToInteriorCell(cellName, position, adjustPlayerPos, changeEvent); addContainerScripts(getPlayerPtr(), getPlayerPtr().getCell()); mRendering->getCamera()->instantTransition(); } void World::changeToExteriorCell (const ESM::Position& position, bool adjustPlayerPos, bool changeEvent) { mPhysics->clearQueuedMovement(); mDiscardMovements = true; if (changeEvent && mCurrentWorldSpace != ESM::CellId::sDefaultWorldspace) { // changed worldspace mProjectileManager->clear(); mRendering->notifyWorldSpaceChanged(); } removeContainerScripts(getPlayerPtr()); mWorldScene->changeToExteriorCell(position, adjustPlayerPos, changeEvent); addContainerScripts(getPlayerPtr(), getPlayerPtr().getCell()); mRendering->getCamera()->instantTransition(); } void World::changeToCell (const ESM::CellId& cellId, const ESM::Position& position, bool adjustPlayerPos, bool changeEvent) { if (!changeEvent) mCurrentWorldSpace = cellId.mWorldspace; if (cellId.mPaged) changeToExteriorCell (position, adjustPlayerPos, changeEvent); else changeToInteriorCell (cellId.mWorldspace, position, adjustPlayerPos, changeEvent); mCurrentDate->setup(mGlobalVariables); } void World::markCellAsUnchanged() { return mWorldScene->markCellAsUnchanged(); } float World::getMaxActivationDistance () { if (mActivationDistanceOverride >= 0) return static_cast(mActivationDistanceOverride); static const int iMaxActivateDist = mStore.get().find("iMaxActivateDist")->mValue.getInteger(); return static_cast(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 nullptr; } return facedObject; } float World::getDistanceToFacedObject() { return mDistanceToFacedObject; } osg::Matrixf World::getActorHeadTransform(const MWWorld::ConstPtr& actor) const { const MWRender::Animation *anim = mRendering->getAnimation(actor); if(anim) { const osg::Node *node = anim->getNode("Head"); if(!node) node = anim->getNode("Bip01 Head"); if(node) { osg::NodePathList nodepaths = node->getParentalNodePaths(); if(!nodepaths.empty()) return osg::computeLocalToWorld(nodepaths[0]); } } return osg::Matrixf::translate(actor.getRefData().getPosition().asVec3()); } std::pair World::getHitContact(const MWWorld::ConstPtr &ptr, float distance, std::vector &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 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 result = mPhysics->getHitContact(ptr, pos, rot, distance, targets); if(result.first.isEmpty()) return std::make_pair(MWWorld::Ptr(), osg::Vec3f()); return std::make_pair(result.first, result.second); } void World::deleteObject (const Ptr& ptr) { if (!ptr.getRefData().isDeleted() && ptr.getContainerStore() == nullptr) { if (ptr == getPlayerPtr()) throw std::runtime_error("can not delete player object"); ptr.getRefData().setCount(0); if (ptr.isInCell() && mWorldScene->getActiveCells().find(ptr.getCell()) != mWorldScene->getActiveCells().end() && ptr.getRefData().isEnabled()) { mWorldScene->removeObjectFromScene (ptr); mLocalScripts.remove (ptr); removeContainerScripts (ptr); } } } void World::undeleteObject(const Ptr& ptr) { if (!ptr.getCellRef().hasContentFile()) return; if (ptr.getRefData().isDeleted()) { ptr.getRefData().setCount(1); if (mWorldScene->getActiveCells().find(ptr.getCell()) != mWorldScene->getActiveCells().end() && ptr.getRefData().isEnabled()) { mWorldScene->addObjectToScene(ptr); std::string script = ptr.getClass().getScript(ptr); if (!script.empty()) mLocalScripts.add(script, ptr); addContainerScripts(ptr, ptr.getCell()); } } } MWWorld::Ptr World::moveObject(const Ptr &ptr, CellStore* newCell, const osg::Vec3f& position, bool movePhysics, bool keepActive) { ESM::Position pos = ptr.getRefData().getPosition(); std::memcpy(pos.pos, &position, sizeof(osg::Vec3f)); ptr.getRefData().setPosition(pos); CellStore *currCell = ptr.isInCell() ? ptr.getCell() : nullptr; // currCell == nullptr should only happen for player, during initial startup bool isPlayer = ptr == mPlayer->getPlayer(); bool haveToMove = isPlayer || (currCell && mWorldScene->isCellActive(*currCell)); MWWorld::Ptr newPtr = ptr; if (!isPlayer && !currCell) throw std::runtime_error("Can not move actor \"" + ptr.getCellRef().getRefId() + "\" to another cell: current cell is nullptr"); if (!newCell) throw std::runtime_error("Can not move actor \"" + ptr.getCellRef().getRefId() + "\" to another cell: new cell is nullptr"); if (currCell != newCell) { removeContainerScripts(ptr); if (isPlayer) { if (!newCell->isExterior()) { changeToInteriorCell(Misc::StringUtils::lowerCase(newCell->getCell()->mName), pos, false); removeContainerScripts(getPlayerPtr()); } else { if (mWorldScene->isCellActive(*newCell)) mWorldScene->changePlayerCell(newCell, pos, false); else mWorldScene->changeToExteriorCell(pos, false); } addContainerScripts (getPlayerPtr(), newCell); newPtr = getPlayerPtr(); } else { bool currCellActive = mWorldScene->isCellActive(*currCell); bool newCellActive = mWorldScene->isCellActive(*newCell); if (!currCellActive && newCellActive) { newPtr = currCell->moveTo(ptr, newCell); if(newPtr.getRefData().isEnabled()) 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, keepActive); mLocalScripts.remove(ptr); removeContainerScripts (ptr); haveToMove = false; newPtr = currCell->moveTo(ptr, newCell); newPtr.getRefData().setBaseNode(nullptr); } else if (!currCellActive && !newCellActive) newPtr = currCell->moveTo(ptr, newCell); else // both cells active { newPtr = currCell->moveTo(ptr, newCell); mRendering->updatePtr(ptr, newPtr); MWBase::Environment::get().getSoundManager()->updatePtr (ptr, newPtr); mPhysics->updatePtr(ptr, newPtr); MWBase::MechanicsManager *mechMgr = MWBase::Environment::get().getMechanicsManager(); mechMgr->updateCell(ptr, newPtr); std::string script = ptr.getClass().getScript(ptr); if (!script.empty()) { mLocalScripts.remove(ptr); removeContainerScripts (ptr); mLocalScripts.add(script, newPtr); addContainerScripts (newPtr, newCell); } } } MWBase::Environment::get().getWindowManager()->updateConsoleObjectPtr(ptr, newPtr); MWBase::Environment::get().getScriptManager()->getGlobalScripts().updatePtrs(ptr, newPtr); } if (haveToMove && newPtr.getRefData().getBaseNode()) { mWorldScene->updateObjectPosition(newPtr, position, movePhysics); if (movePhysics) { if (const auto object = mPhysics->getObject(ptr)) updateNavigatorObject(*object); } } if (isPlayer) mWorldScene->playerMoved(position); else { mRendering->pagingBlacklistObject(mStore.find(ptr.getCellRef().getRefId()), ptr); mWorldScene->removeFromPagedRefs(newPtr); } return newPtr; } MWWorld::Ptr World::moveObject(const Ptr& ptr, const osg::Vec3f& position, bool movePhysics, bool moveToActive) { int cellX, cellY; positionToIndex(position.x(), position.y(), cellX, cellY); CellStore* cell = ptr.getCell(); CellStore* newCell = getExterior(cellX, cellY); bool isCellActive = getPlayerPtr().isInCell() && getPlayerPtr().getCell()->isExterior() && mWorldScene->isCellActive(*newCell); if (cell->isExterior() || (moveToActive && isCellActive && ptr.getClass().isActor())) cell = newCell; return moveObject(ptr, cell, position, movePhysics); } MWWorld::Ptr World::moveObjectBy(const Ptr& ptr, const osg::Vec3f& vec, bool moveToActive, bool ignoreCollisions) { auto* actor = mPhysics->getActor(ptr); osg::Vec3f newpos = ptr.getRefData().getPosition().asVec3() + vec; if (actor) actor->adjustPosition(vec, ignoreCollisions); if (ptr.getClass().isActor()) return moveObject(ptr, newpos, false, moveToActive && ptr != getPlayerPtr()); return moveObject(ptr, newpos); } void World::scaleObject (const Ptr& ptr, float scale) { if (mPhysics->getActor(ptr)) mNavigator->removeAgent(getPathfindingHalfExtents(ptr)); if (scale != ptr.getCellRef().getScale()) { ptr.getCellRef().setScale(scale); mRendering->pagingBlacklistObject(mStore.find(ptr.getCellRef().getRefId()), ptr); mWorldScene->removeFromPagedRefs(ptr); } if(ptr.getRefData().getBaseNode() != nullptr) mWorldScene->updateObjectScale(ptr); if (mPhysics->getActor(ptr)) mNavigator->addAgent(getPathfindingHalfExtents(ptr)); else if (const auto object = mPhysics->getObject(ptr)) updateNavigatorObject(*object); } void World::rotateObject(const Ptr& ptr, const osg::Vec3f& rot, MWBase::RotationFlags flags) { ESM::Position pos = ptr.getRefData().getPosition(); float *objRot = pos.rot; if (flags & MWBase::RotationFlag_adjust) { objRot[0] += rot.x(); objRot[1] += rot.y(); objRot[2] += rot.z(); } else { objRot[0] = rot.x(); objRot[1] = rot.y(); objRot[2] = rot.z(); } if(ptr.getClass().isActor()) { /* HACK? Actors shouldn't really be rotating around X (or Y), but * currently it's done so for rotating the camera, which needs * clamping. */ objRot[0] = osg::clampBetween(objRot[0], -osg::PIf / 2, osg::PIf / 2); objRot[1] = Misc::normalizeAngle(objRot[1]); objRot[2] = Misc::normalizeAngle(objRot[2]); } ptr.getRefData().setPosition(pos); mRendering->pagingBlacklistObject(mStore.find(ptr.getCellRef().getRefId()), ptr); mWorldScene->removeFromPagedRefs(ptr); if(ptr.getRefData().getBaseNode() != nullptr) { const auto order = flags & MWBase::RotationFlag_inverseOrder ? RotationOrder::inverse : RotationOrder::direct; mWorldScene->updateObjectRotation(ptr, order); if (const auto object = mPhysics->getObject(ptr)) updateNavigatorObject(*object); } } void World::adjustPosition(const Ptr &ptr, bool force) { if (ptr.isEmpty()) { Log(Debug::Warning) << "Unable to adjust position for empty object"; return; } osg::Vec3f pos (ptr.getRefData().getPosition().asVec3()); if(!ptr.getRefData().getBaseNode()) { // will be adjusted when Ptr's cell becomes active return; } if (!ptr.isInCell()) { Log(Debug::Warning) << "Unable to adjust position for object '" << ptr.getCellRef().getRefId() << "' - it has no cell"; return; } const float terrainHeight = ptr.getCell()->isExterior() ? getTerrainHeightAt(pos) : -std::numeric_limits::max(); pos.z() = std::max(pos.z(), terrainHeight) + 20; // place slightly above terrain. will snap down to ground with code below // We still should trace down dead persistent actors - they do not use the "swimdeath" animation. bool swims = ptr.getClass().isActor() && isSwimming(ptr) && !(ptr.getClass().isPersistent(ptr) && ptr.getClass().getCreatureStats(ptr).isDeathAnimationFinished()); if (force || !ptr.getClass().isActor() || (!isFlying(ptr) && !swims && isActorCollisionEnabled(ptr))) { osg::Vec3f traced = mPhysics->traceDown(ptr, pos, Constants::CellSizeInUnits); pos.z() = std::min(pos.z(), traced.z()); } moveObject(ptr, ptr.getCell(), pos); } void World::fixPosition() { const MWWorld::Ptr actor = getPlayerPtr(); const float distance = 128.f; ESM::Position esmPos = actor.getRefData().getPosition(); osg::Quat orientation(esmPos.rot[2], osg::Vec3f(0,0,-1)); osg::Vec3f pos (esmPos.asVec3()); int direction = 0; int fallbackDirections[4] = {direction, (direction+3)%4, (direction+2)%4, (direction+1)%4}; osg::Vec3f targetPos = pos; for (int i=0; i<4; ++i) { direction = fallbackDirections[i]; if (direction == 0) targetPos = pos + (orientation * osg::Vec3f(0,1,0)) * distance; else if(direction == 1) targetPos = pos - (orientation * osg::Vec3f(0,1,0)) * distance; else if(direction == 2) targetPos = pos - (orientation * osg::Vec3f(1,0,0)) * distance; else if(direction == 3) targetPos = pos + (orientation * osg::Vec3f(1,0,0)) * distance; // destination is free if (!castRay(pos.x(), pos.y(), pos.z(), targetPos.x(), targetPos.y(), targetPos.z())) break; } targetPos.z() += distance / 2.f; // move up a bit to get out from geometry, will snap down later osg::Vec3f traced = mPhysics->traceDown(actor, targetPos, Constants::CellSizeInUnits); if (traced != pos) { esmPos.pos[0] = traced.x(); esmPos.pos[1] = traced.y(); esmPos.pos[2] = traced.z(); MWWorld::ActionTeleport(actor.getCell()->isExterior() ? "" : actor.getCell()->getCell()->mName, esmPos, false).execute(actor); } } void World::rotateWorldObject (const Ptr& ptr, const osg::Quat& rotate) { if(ptr.getRefData().getBaseNode() != nullptr) { mRendering->pagingBlacklistObject(mStore.find(ptr.getCellRef().getRefId()), ptr); mWorldScene->removeFromPagedRefs(ptr); mRendering->rotateObject(ptr, rotate); mPhysics->updateRotation(ptr, rotate); if (const auto object = mPhysics->getObject(ptr)) updateNavigatorObject(*object); } } MWWorld::Ptr World::placeObject(const MWWorld::ConstPtr& ptr, MWWorld::CellStore* cell, const ESM::Position& pos) { return copyObjectToCell(ptr,cell,pos,ptr.getRefData().getCount(),false); } MWWorld::Ptr World::safePlaceObject(const ConstPtr &ptr, const ConstPtr &referenceObject, MWWorld::CellStore* referenceCell, int direction, float distance) { ESM::Position ipos = referenceObject.getRefData().getPosition(); osg::Vec3f pos(ipos.asVec3()); osg::Quat orientation(ipos.rot[2], osg::Vec3f(0,0,-1)); int fallbackDirections[4] = {direction, (direction+3)%4, (direction+2)%4, (direction+1)%4}; osg::Vec3f spawnPoint = pos; for (int i=0; i<4; ++i) { direction = fallbackDirections[i]; if (direction == 0) spawnPoint = pos + (orientation * osg::Vec3f(0,1,0)) * distance; else if(direction == 1) spawnPoint = pos - (orientation * osg::Vec3f(0,1,0)) * distance; else if(direction == 2) spawnPoint = pos - (orientation * osg::Vec3f(1,0,0)) * distance; else if(direction == 3) spawnPoint = pos + (orientation * osg::Vec3f(1,0,0)) * distance; if (!ptr.getClass().isActor()) break; // check if spawn point is safe, fall back to another direction if not spawnPoint.z() += 30; // move up a little to account for slopes, will snap down later if (!castRay(spawnPoint.x(), spawnPoint.y(), spawnPoint.z(), pos.x(), pos.y(), pos.z() + 20)) { // safe break; } } ipos.pos[0] = spawnPoint.x(); ipos.pos[1] = spawnPoint.y(); ipos.pos[2] = spawnPoint.z(); if (referenceObject.getClass().isActor()) { ipos.rot[0] = 0; ipos.rot[1] = 0; } MWWorld::Ptr placed = copyObjectToCell(ptr, referenceCell, ipos, ptr.getRefData().getCount(), false); adjustPosition(placed, true); // snap to ground return placed; } void World::indexToPosition (int cellX, int cellY, float &x, float &y, bool centre) const { const int cellSize = Constants::CellSizeInUnits; x = static_cast(cellSize * cellX); y = static_cast(cellSize * cellY); if (centre) { x += cellSize/2; y += cellSize/2; } } void World::positionToIndex (float x, float y, int &cellX, int &cellY) const { cellX = static_cast(std::floor(x / Constants::CellSizeInUnits)); cellY = static_cast(std::floor(y / Constants::CellSizeInUnits)); } void World::queueMovement(const Ptr &ptr, const osg::Vec3f &velocity) { mPhysics->queueObjectMovement(ptr, velocity); } void World::updateAnimatedCollisionShape(const Ptr &ptr) { mPhysics->updateAnimatedCollisionShape(ptr); } void World::doPhysics(float duration, osg::Timer_t frameStart, unsigned int frameNumber, osg::Stats& stats) { processDoors(duration); mProjectileManager->update(duration); mPhysics->stepSimulation(duration, mDiscardMovements, frameStart, frameNumber, stats); mProjectileManager->processHits(); mDiscardMovements = false; mPhysics->moveActors(); } void World::updateNavigator() { mPhysics->forEachAnimatedObject([&] (const MWPhysics::Object* object) { updateNavigatorObject(*object); }); for (const auto& door : mDoorStates) if (const auto object = mPhysics->getObject(door.first)) updateNavigatorObject(*object); if (mShouldUpdateNavigator) { mNavigator->update(getPlayerPtr().getRefData().getPosition().asVec3()); mShouldUpdateNavigator = false; } } void World::updateNavigatorObject(const MWPhysics::Object& object) { const DetourNavigator::ObjectShapes shapes(object.getShapeInstance()); mShouldUpdateNavigator = mNavigator->updateObject(DetourNavigator::ObjectId(&object), shapes, object.getTransform()) || mShouldUpdateNavigator; } const MWPhysics::RayCastingInterface* World::getRayCasting() const { return mPhysics.get(); } bool World::castRay (float x1, float y1, float z1, float x2, float y2, float z2) { int mask = MWPhysics::CollisionType_World | MWPhysics::CollisionType_Door; bool result = castRay(x1, y1, z1, x2, y2, z2, mask); return result; } bool World::castRay (float x1, float y1, float z1, float x2, float y2, float z2, int mask) { osg::Vec3f a(x1,y1,z1); osg::Vec3f b(x2,y2,z2); MWPhysics::RayCastingResult result = mPhysics->castRay(a, b, MWWorld::Ptr(), std::vector(), mask); return result.mHit; } bool World::castRay(const osg::Vec3f& from, const osg::Vec3f& to, int mask, const MWWorld::ConstPtr& ignore) { return mPhysics->castRay(from, to, ignore, std::vector(), mask).mHit; } bool World::rotateDoor(const Ptr door, MWWorld::DoorState state, float duration) { const ESM::Position& objPos = door.getRefData().getPosition(); auto oldRot = objPos.asRotationVec3(); auto newRot = oldRot; float minRot = door.getCellRef().getPosition().rot[2]; float maxRot = minRot + osg::DegreesToRadians(90.f); float diff = duration * osg::DegreesToRadians(90.f) * (state == MWWorld::DoorState::Opening ? 1 : -1); float targetRot = std::clamp(oldRot.z() + diff, minRot, maxRot); newRot.z() = targetRot; rotateObject(door, newRot, MWBase::RotationFlag_none); bool reached = (targetRot == maxRot && state != MWWorld::DoorState::Idle) || targetRot == minRot; /// \todo should use convexSweepTest here bool collisionWithActor = false; for (auto& [ptr, point, normal] : mPhysics->getCollisionsPoints(door, MWPhysics::CollisionType_Door, MWPhysics::CollisionType_Actor)) { if (ptr.getClass().isActor()) { auto localPoint = objPos.asVec3() - point; osg::Vec3f direction = osg::Quat(diff, osg::Vec3f(0, 0, 1)) * localPoint - localPoint; direction.normalize(); mPhysics->reportCollision(Misc::Convert::toBullet(point), Misc::Convert::toBullet(normal)); if (direction * normal < 0) // door is turning away from actor continue; collisionWithActor = true; // Collided with actor, ask actor to try to avoid door if(ptr != getPlayerPtr() ) { MWMechanics::AiSequence& seq = ptr.getClass().getCreatureStats(ptr).getAiSequence(); if(seq.getTypeId() != MWMechanics::AiPackageTypeId::AvoidDoor) //Only add it once seq.stack(MWMechanics::AiAvoidDoor(door),ptr); } // we need to undo the rotation reached = false; } } // Cancel door closing sound if collision with actor is detected if (collisionWithActor) { const ESM::Door* ref = door.get()->mBase; if (state == MWWorld::DoorState::Opening) { const std::string& openSound = ref->mOpenSound; if (!openSound.empty() && MWBase::Environment::get().getSoundManager()->getSoundPlaying(door, openSound)) MWBase::Environment::get().getSoundManager()->stopSound3D(door, openSound); } else if (state == MWWorld::DoorState::Closing) { const std::string& closeSound = ref->mCloseSound; if (!closeSound.empty() && MWBase::Environment::get().getSoundManager()->getSoundPlaying(door, closeSound)) MWBase::Environment::get().getSoundManager()->stopSound3D(door, closeSound); } rotateObject(door, oldRot, MWBase::RotationFlag_none); } return reached; } void World::processDoors(float duration) { auto it = mDoorStates.begin(); while (it != mDoorStates.end()) { if (!mWorldScene->isCellActive(*it->first.getCell()) || !it->first.getRefData().getBaseNode()) { // The door is no longer in an active cell, or it was disabled. // Erase from mDoorStates, since we no longer need to move it. // Once we load the door's cell again (or re-enable the door), Door::insertObject will reinsert to mDoorStates. mDoorStates.erase(it++); } else { bool reached = rotateDoor(it->first, it->second, duration); if (reached) { // Mark as non-moving it->first.getClass().setDoorState(it->first, MWWorld::DoorState::Idle); mDoorStates.erase(it++); } else ++it; } } } void World::setActorCollisionMode(const MWWorld::Ptr& ptr, bool internal, bool external) { MWPhysics::Actor *physicActor = mPhysics->getActor(ptr); if (physicActor && physicActor->getCollisionMode() != internal) { physicActor->enableCollisionMode(internal); physicActor->enableCollisionBody(external); } } bool World::isActorCollisionEnabled(const MWWorld::Ptr& ptr) { MWPhysics::Actor *physicActor = mPhysics->getActor(ptr); return physicActor && physicActor->getCollisionMode(); } bool World::toggleCollisionMode() { if (mPhysics->toggleCollisionMode()) { adjustPosition(getPlayerPtr(), true); return true; } return false; } bool World::toggleRenderMode (MWRender::RenderMode mode) { switch (mode) { case MWRender::Render_CollisionDebug: return mPhysics->toggleDebugRendering(); default: return mRendering->toggleRenderMode(mode); } } const ESM::Potion *World::createRecord (const ESM::Potion& record) { return mStore.insert(record); } const ESM::Class *World::createRecord (const ESM::Class& record) { return mStore.insert(record); } const ESM::Spell *World::createRecord (const ESM::Spell& record) { return mStore.insert(record); } const ESM::Cell *World::createRecord (const ESM::Cell& record) { return mStore.insert(record); } const ESM::CreatureLevList *World::createOverrideRecord(const ESM::CreatureLevList &record) { return mStore.overrideRecord(record); } const ESM::ItemLevList *World::createOverrideRecord(const ESM::ItemLevList &record) { return mStore.overrideRecord(record); } const ESM::Creature *World::createOverrideRecord(const ESM::Creature &record) { return mStore.overrideRecord(record); } const ESM::NPC *World::createOverrideRecord(const ESM::NPC &record) { return mStore.overrideRecord(record); } const ESM::Container *World::createOverrideRecord(const ESM::Container &record) { return mStore.overrideRecord(record); } const ESM::NPC *World::createRecord(const ESM::NPC &record) { bool update = false; if (Misc::StringUtils::ciEqual(record.mId, "player")) { const ESM::NPC *player = mPlayer->getPlayer().get()->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(); // Reset "traveling" flag - there was a frame to detect traveling. mPlayerTraveling = false; // The same thing for "in jail" flag: reset it if: // 1. Player was in jail // 2. Jailing window was closed if (mPlayerInJail && !mGoToJail && !MWBase::Environment::get().getWindowManager()->containsMode(MWGui::GM_Jail)) mPlayerInJail = false; updateWeather(duration, paused); if (!paused) { updateNavigator(); } updatePlayer(); mPhysics->debugDraw(); mWorldScene->update (duration, paused); updateSoundListener(); mSpellPreloadTimer -= duration; if (mSpellPreloadTimer <= 0.f) { mSpellPreloadTimer = 0.1f; preloadSpells(); } } void World::updatePhysics (float duration, bool paused, osg::Timer_t frameStart, unsigned int frameNumber, osg::Stats& stats) { if (!paused) { doPhysics (duration, frameStart, frameNumber, stats); } else { // zero the async stats if we are paused stats.setAttribute(frameNumber, "physicsworker_time_begin", 0); stats.setAttribute(frameNumber, "physicsworker_time_taken", 0); stats.setAttribute(frameNumber, "physicsworker_time_end", 0); } } void World::updatePlayer() { MWWorld::Ptr player = getPlayerPtr(); // TODO: move to MWWorld::Player if (player.getCell()->isExterior()) { ESM::Position pos = player.getRefData().getPosition(); mPlayer->setLastKnownExteriorPosition(pos.asVec3()); } bool isWerewolf = player.getClass().getNpcStats(player).isWerewolf(); bool isFirstPerson = mRendering->getCamera()->isFirstPerson(); if (isWerewolf && isFirstPerson) { float werewolfFov = Fallback::Map::getFloat("General_Werewolf_FOV"); if (werewolfFov != 0) mRendering->overrideFieldOfView(werewolfFov); MWBase::Environment::get().getWindowManager()->setWerewolfOverlay(true); } else { mRendering->resetFieldOfView(); MWBase::Environment::get().getWindowManager()->setWerewolfOverlay(false); } // Sink the camera while sneaking bool sneaking = player.getClass().getCreatureStats(getPlayerPtr()).getStance(MWMechanics::CreatureStats::Stance_Sneak); bool swimming = isSwimming(player); bool flying = isFlying(player); static const float i1stPersonSneakDelta = mStore.get().find("i1stPersonSneakDelta")->mValue.getFloat(); if (sneaking && !swimming && !flying) mRendering->getCamera()->setSneakOffset(i1stPersonSneakDelta); else mRendering->getCamera()->setSneakOffset(0.f); int blind = 0; const auto& magicEffects = player.getClass().getCreatureStats(player).getMagicEffects(); if (!mGodMode) blind = static_cast(magicEffects.get(ESM::MagicEffect::Blind).getMagnitude()); MWBase::Environment::get().getWindowManager()->setBlindness(std::max(0, std::min(100, blind))); int nightEye = static_cast(magicEffects.get(ESM::MagicEffect::NightEye).getMagnitude()); mRendering->setNightEyeFactor(std::min(1.f, (nightEye/100.f))); } void World::preloadSpells() { std::string selectedSpell = MWBase::Environment::get().getWindowManager()->getSelectedSpell(); if (!selectedSpell.empty()) { const ESM::Spell* spell = mStore.get().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().search(enchantId); if (ench) preloadEffects(&ench->mEffects); } } const MWWorld::Ptr& selectedWeapon = MWBase::Environment::get().getWindowManager()->getSelectedWeapon(); if (!selectedWeapon.isEmpty()) { std::string enchantId = selectedWeapon.getClass().getEnchantment(selectedWeapon); if (!enchantId.empty()) { const ESM::Enchantment* ench = mStore.get().search(enchantId); if (ench && ench->mData.mType == ESM::Enchantment::WhenStrikes) preloadEffects(&ench->mEffects); } } } void World::updateSoundListener() { const ESM::Position& refpos = getPlayerPtr().getRefData().getPosition(); osg::Vec3f listenerPos; if (isFirstPerson()) listenerPos = mRendering->getCameraPosition(); else listenerPos = refpos.asVec3() + osg::Vec3f(0, 0, 1.85f * mPhysics->getHalfExtents(getPlayerPtr()).z()); osg::Quat listenerOrient = osg::Quat(refpos.rot[1], osg::Vec3f(0,-1,0)) * osg::Quat(refpos.rot[0], osg::Vec3f(-1,0,0)) * osg::Quat(refpos.rot[2], osg::Vec3f(0,0,-1)); osg::Vec3f forward = listenerOrient * osg::Vec3f(0,1,0); osg::Vec3f up = listenerOrient * osg::Vec3f(0,0,1); bool underwater = isUnderwater(getPlayerPtr().getCell(), mRendering->getCameraPosition()); MWBase::Environment::get().getSoundManager()->setListenerPosDir(listenerPos, forward, up, underwater); } void World::updateWindowManager () { try { // inform the GUI about focused object MWWorld::Ptr object = getFacedObject (); // retrieve object dimensions so we know where to place the floating label if (!object.isEmpty ()) { osg::BoundingBox bb = mPhysics->getBoundingBox(object); if (!bb.valid() && object.getRefData().getBaseNode()) { osg::ComputeBoundsVisitor computeBoundsVisitor; computeBoundsVisitor.setTraversalMask(~(MWRender::Mask_ParticleSystem|MWRender::Mask_Effect)); object.getRefData().getBaseNode()->accept(computeBoundsVisitor); bb = computeBoundsVisitor.getBoundingBox(); } osg::Vec4f screenBounds = mRendering->getScreenBounds(bb); MWBase::Environment::get().getWindowManager()->setFocusObjectScreenCoords( screenBounds.x(), screenBounds.y(), screenBounds.z(), screenBounds.w()); } MWBase::Environment::get().getWindowManager()->setFocusObject(object); } catch (std::exception& e) { Log(Debug::Error) << "Error updating window manager: " << e.what(); } } MWWorld::Ptr World::getFacedObject(float maxDistance, bool ignorePlayer) { const float camDist = mRendering->getCamera()->getCameraDistance(); maxDistance += camDist; MWWorld::Ptr facedObject; MWRender::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 (facedObject.isEmpty() && rayToObject.mHitRefnum.isSet()) { for (CellStore* cellstore : mWorldScene->getActiveCells()) { facedObject = cellstore->searchViaRefNum(rayToObject.mHitRefnum); if (!facedObject.isEmpty()) break; } } if (rayToObject.mHit) mDistanceToFacedObject = (rayToObject.mRatio * maxDistance) - camDist; else mDistanceToFacedObject = -1; return facedObject; } bool World::isCellExterior() const { const CellStore *currentCell = mWorldScene->getCurrentCell(); if (currentCell) { return currentCell->getCell()->isExterior(); } return false; } bool World::isCellQuasiExterior() const { const CellStore *currentCell = mWorldScene->getCurrentCell(); if (currentCell) { if (!(currentCell->getCell()->mData.mFlags & ESM::Cell::QuasiEx)) return false; else return true; } return false; } int World::getCurrentWeather() const { return mWeatherManager->getWeatherID(); } unsigned int World::getNightDayMode() const { return mWeatherManager->getNightDayMode(); } void World::changeWeather(const std::string& region, const unsigned int id) { mWeatherManager->changeWeather(region, id); } void World::modRegion(const std::string ®ionid, const std::vector &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& out) : mOut(out) { } std::vector& mOut; bool operator()(const MWWorld::Ptr& ptr) { MWWorld::LiveCellRef& ref = *static_cast* >(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& out) { GetDoorMarkerVisitor visitor(out); cell->forEachType(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) throw std::runtime_error("copyObjectToCell(): cannot copy object to null cell"); if (cell->isExterior()) { int cellX, cellY; positionToIndex(pos.pos[0], pos.pos[1], cellX, cellY); cell = mCells.getExterior(cellX, cellY); } MWWorld::Ptr dropped = object.getClass().copyToCell(object, *cell, pos, count); // Reset some position values that could be uninitialized if this item came from a container dropped.getCellRef().setPosition(pos); dropped.getCellRef().unsetRefNum(); if (mWorldScene->isCellActive(*cell)) { if (dropped.getRefData().isEnabled()) { mWorldScene->addObjectToScene(dropped); } std::string script = dropped.getClass().getScript(dropped); if (!script.empty()) { mLocalScripts.add(script, dropped); } addContainerScripts(dropped, cell); } if (!object.getClass().isActor() && adjustPos && dropped.getRefData().getBaseNode()) { // Adjust position so the location we wanted ends up in the middle of the object bounding box osg::ComputeBoundsVisitor computeBounds; computeBounds.setTraversalMask(~MWRender::Mask_ParticleSystem); dropped.getRefData().getBaseNode()->accept(computeBounds); osg::BoundingBox bounds = computeBounds.getBoundingBox(); if (bounds.valid()) { bounds.set(bounds._min - pos.asVec3(), bounds._max - pos.asVec3()); osg::Vec3f adjust ( (bounds.xMin() + bounds.xMax()) / 2, (bounds.yMin() + bounds.yMax()) / 2, bounds.zMin() ); pos.pos[0] -= adjust.x(); pos.pos[1] -= adjust.y(); pos.pos[2] -= adjust.z(); moveObject(dropped, pos.asVec3()); } } 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 { if(!ptr.getClass().isActor()) return false; const MWMechanics::CreatureStats &stats = ptr.getClass().getCreatureStats(ptr); if (stats.isDead()) return false; const bool isPlayer = ptr == getPlayerConstPtr(); if (!(isPlayer && mGodMode) && stats.getMagicEffects().get(ESM::MagicEffect::Paralyze).getModifier() > 0) return false; if (ptr.getClass().canFly(ptr)) return true; if(stats.getMagicEffects().get(ESM::MagicEffect::Levitate).getMagnitude() > 0 && isLevitationEnabled()) return true; const MWPhysics::Actor* actor = mPhysics->getActor(ptr); if(!actor) return true; return false; } bool World::isSlowFalling(const MWWorld::Ptr &ptr) const { if(!ptr.getClass().isActor()) return false; const MWMechanics::CreatureStats &stats = ptr.getClass().getCreatureStats(ptr); if(stats.getMagicEffects().get(ESM::MagicEffect::SlowFall).getMagnitude() > 0) return true; return false; } bool World::isSubmerged(const MWWorld::ConstPtr &object) const { return isUnderwater(object, 1.0f/mSwimHeightScale); } bool World::isSwimming(const MWWorld::ConstPtr &object) const { return isUnderwater(object, mSwimHeightScale); } bool World::isWading(const MWWorld::ConstPtr &object) const { const float kneeDeep = 0.25f; return isUnderwater(object, kneeDeep); } bool World::isUnderwater(const MWWorld::ConstPtr &object, const float heightRatio) const { osg::Vec3f pos (object.getRefData().getPosition().asVec3()); pos.z() += heightRatio*2*mPhysics->getRenderingHalfExtents(object).z(); const CellStore *currCell = object.isInCell() ? object.getCell() : nullptr; // currCell == nullptr should only happen for player, during initial startup return isUnderwater(currCell, pos); } bool World::isUnderwater(const MWWorld::CellStore* cell, const osg::Vec3f &pos) const { if (!cell) return false; if (!(cell->getCell()->hasWater())) { return false; } return pos.z() < cell->getWaterLevel(); } bool World::isWaterWalkingCastableOnTarget(const MWWorld::ConstPtr &target) const { const MWWorld::CellStore* cell = target.getCell(); if (!cell->getCell()->hasWater()) return true; float waterlevel = cell->getWaterLevel(); // SwimHeightScale affects the upper z position an actor can swim to // while in water. Based on observation from the original engine, // the upper z position you get with a +1 SwimHeightScale is the depth // limit for being able to cast water walking on an underwater target. if (isUnderwater(target, mSwimHeightScale + 1) || (isUnderwater(cell, target.getRefData().getPosition().asVec3()) && !mPhysics->canMoveToWaterSurface(target, waterlevel))) return false; // not castable if too deep or if not enough room to move actor to surface else return true; } bool World::isOnGround(const MWWorld::Ptr &ptr) const { return mPhysics->isOnGround(ptr); } void World::togglePOV(bool force) { mRendering->getCamera()->toggleViewMode(force); } bool World::isFirstPerson() const { return mRendering->getCamera()->isFirstPerson(); } bool World::isPreviewModeEnabled() const { return mRendering->getCamera()->getMode() == MWRender::Camera::Mode::Preview; } void World::togglePreviewMode(bool enable) { mRendering->getCamera()->togglePreviewMode(enable); } bool World::toggleVanityMode(bool enable) { return mRendering->getCamera()->toggleVanityMode(enable); } void World::disableDeferredPreviewRotation() { mRendering->getCamera()->disableDeferredPreviewRotation(); } void World::applyDeferredPreviewRotationToPlayer(float dt) { mRendering->getCamera()->applyDeferredPreviewRotationToPlayer(dt); } void World::allowVanityMode(bool allow) { mRendering->getCamera()->allowVanityMode(allow); } bool World::vanityRotateCamera(float * rot) { if(!mRendering->getCamera()->isVanityOrPreviewModeEnabled()) return false; mRendering->getCamera()->rotateCamera(rot[0], rot[2], true); return true; } void World::adjustCameraDistance(float dist) { mRendering->getCamera()->adjustCameraDistance(dist); } void World::saveLoaded() { mStore.validateDynamic(); } void World::setupPlayer() { const ESM::NPC *player = mStore.get().find("player"); if (!mPlayer) mPlayer.reset(new MWWorld::Player(player)); else { // Remove the old CharacterController MWBase::Environment::get().getMechanicsManager()->remove(getPlayerPtr(), true); mNavigator->removeAgent(getPathfindingHalfExtents(getPlayerConstPtr())); mPhysics->remove(getPlayerPtr()); mRendering->removePlayer(getPlayerPtr()); MWBase::Environment::get().getLuaManager()->objectRemovedFromScene(getPlayerPtr()); mPlayer->set(player); } Ptr ptr = mPlayer->getPlayer(); mRendering->setupPlayer(ptr); MWBase::Environment::get().getLuaManager()->setupPlayer(ptr); } void World::renderPlayer() { MWBase::Environment::get().getMechanicsManager()->remove(getPlayerPtr(), true); MWWorld::Ptr player = getPlayerPtr(); mRendering->renderPlayer(player); MWRender::NpcAnimation* anim = static_cast(mRendering->getAnimation(player)); player.getClass().getInventoryStore(player).setInvListener(anim, player); player.getClass().getInventoryStore(player).setContListener(anim); scaleObject(player, player.getCellRef().getScale()); // apply race height rotateObject(player, osg::Vec3f(), MWBase::RotationFlag_inverseOrder | MWBase::RotationFlag_adjust); MWBase::Environment::get().getMechanicsManager()->add(getPlayerPtr()); MWBase::Environment::get().getWindowManager()->watchActor(getPlayerPtr()); std::string model = getPlayerPtr().getClass().getModel(getPlayerPtr()); model = Misc::ResourceHelpers::correctActorModelPath(model, mResourceSystem->getVFS()); mPhysics->remove(getPlayerPtr()); mPhysics->addActor(getPlayerPtr(), model); applyLoopingParticles(player); mNavigator->addAgent(getPathfindingHalfExtents(getPlayerConstPtr())); } World::RestPermitted World::canRest () const { CellStore *currentCell = mWorldScene->getCurrentCell(); Ptr player = mPlayer->getPlayer(); RefData &refdata = player.getRefData(); osg::Vec3f playerPos(refdata.getPosition().asVec3()); const MWPhysics::Actor* actor = mPhysics->getActor(player); if (!actor) throw std::runtime_error("can't find player"); if(mPlayer->enemiesNearby()) return Rest_EnemiesAreNearby; if (isUnderwater(currentCell, playerPos) || isWalkingOnWater(player)) return Rest_PlayerIsUnderwater; float fallHeight = player.getClass().getCreatureStats(player).getFallHeight(); float epsilon = 1e-4; if ((actor->getCollisionMode() && (!mPhysics->isOnSolidGround(player) || fallHeight >= epsilon)) || isFlying(player)) return Rest_PlayerIsInAir; if((currentCell->getCell()->mData.mFlags&ESM::Cell::NoSleep) || player.getClass().getNpcStats(player).isWerewolf()) return Rest_OnlyWaiting; return Rest_Allowed; } MWRender::Animation* World::getAnimation(const MWWorld::Ptr &ptr) { auto* animation = mRendering->getAnimation(ptr); if(!animation) { mWorldScene->removeFromPagedRefs(ptr); animation = mRendering->getAnimation(ptr); if(animation) mRendering->pagingBlacklistObject(mStore.find(ptr.getCellRef().getRefId()), ptr); } return animation; } const MWRender::Animation* World::getAnimation(const MWWorld::ConstPtr &ptr) const { return mRendering->getAnimation(ptr); } void World::screenshot(osg::Image* image, int w, int h) { mRendering->screenshot(image, w, h); } bool World::screenshot360(osg::Image* image) { return mRendering->screenshot360(image); } void World::activateDoor(const MWWorld::Ptr& door) { auto state = door.getClass().getDoorState(door); switch (state) { case MWWorld::DoorState::Idle: if (door.getRefData().getPosition().rot[2] == door.getCellRef().getPosition().rot[2]) state = MWWorld::DoorState::Opening; // if closed, then open else state = MWWorld::DoorState::Closing; // if open, then close break; case MWWorld::DoorState::Closing: state = MWWorld::DoorState::Opening; // if closing, then open break; case MWWorld::DoorState::Opening: default: state = MWWorld::DoorState::Closing; // if opening, then close break; } door.getClass().setDoorState(door, state); mDoorStates[door] = state; } void World::activateDoor(const Ptr &door, MWWorld::DoorState state) { door.getClass().setDoorState(door, state); mDoorStates[door] = state; if (state == MWWorld::DoorState::Idle) { mDoorStates.erase(door); rotateDoor(door, state, 1); } } 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 actors; mPhysics->getActorsStandingOn(object, actors); return !actors.empty(); } void World::getActorsStandingOn (const MWWorld::ConstPtr& object, std::vector &actors) { mPhysics->getActorsStandingOn(object, actors); } bool World::getPlayerCollidingWith (const MWWorld::ConstPtr& object) { MWWorld::Ptr player = getPlayerPtr(); return mPhysics->isActorCollidingWith(player, object); } bool World::getActorCollidingWith (const MWWorld::ConstPtr& object) { std::vector 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 actors; mPhysics->getActorsStandingOn(object, actors); for (const Ptr &actor : actors) { MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor); if (stats.isDead()) continue; mPhysics->markAsNonSolid (object); if (actor == getPlayerPtr() && mGodMode) continue; MWMechanics::DynamicStat 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 actors; mPhysics->getActorsCollidingWith(object, actors); for (const Ptr &actor : actors) { MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor); if (stats.isDead()) continue; mPhysics->markAsNonSolid (object); if (actor == getPlayerPtr() && mGodMode) continue; MWMechanics::DynamicStat 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& out) : mOwner(owner) , mOut(out) { } MWWorld::ConstPtr mOwner; std::vector& 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& out) { for (CellStore* cellstore : mWorldScene->getActiveCells()) { GetContainersOwnedByVisitor visitor (owner, out); cellstore->forEachType(visitor); } } void World::getItemsOwnedBy (const MWWorld::ConstPtr& npc, std::vector& out) { for (CellStore* cellstore : mWorldScene->getActiveCells()) { cellstore->forEach([&] (const auto& ptr) { if (ptr.getRefData().getBaseNode() && Misc::StringUtils::ciEqual(ptr.getCellRef().getOwner(), npc.getCellRef().getRefId())) out.push_back(ptr); return true; }); } } bool World::getLOS(const MWWorld::ConstPtr& actor, const MWWorld::ConstPtr& targetActor) { if (!targetActor.getRefData().isEnabled() || !actor.getRefData().isEnabled()) return false; // cannot get LOS unless both NPC's are enabled if (!targetActor.getRefData().getBaseNode() || !actor.getRefData().getBaseNode()) return false; // not in active cell return mPhysics->getLineOfSight(actor, targetActor); } float World::getDistToNearestRayHit(const osg::Vec3f& from, const osg::Vec3f& dir, float maxDist, bool includeWater) { osg::Vec3f to (dir); to.normalize(); to = from + (to * maxDist); int collisionTypes = MWPhysics::CollisionType_World | MWPhysics::CollisionType_HeightMap | MWPhysics::CollisionType_Door; if (includeWater) { collisionTypes |= MWPhysics::CollisionType_Water; } MWPhysics::RayCastingResult result = mPhysics->castRay(from, to, MWWorld::Ptr(), std::vector(), collisionTypes); if (!result.mHit) return maxDist; else return (result.mHitPos - from).length(); } void World::enableActorCollision(const MWWorld::Ptr& actor, bool enable) { MWPhysics::Actor *physicActor = mPhysics->getActor(actor); if (physicActor) physicActor->enableCollisionBody(enable); } bool World::findInteriorPosition(const std::string &name, ESM::Position &pos) { pos.rot[0] = pos.rot[1] = pos.rot[2] = 0; pos.pos[0] = pos.pos[1] = pos.pos[2] = 0; MWWorld::CellStore *cellStore = getInterior(name); if (!cellStore) return false; std::vector sortedDoors; for (const MWWorld::LiveCellRef& door : cellStore->getReadOnlyDoors().mList) { if (!door.mRef.getTeleport()) continue; sortedDoors.push_back(&door.mRef); } // Sort teleporting doors alphabetically, first by ID, then by destination cell to make search consistent std::sort(sortedDoors.begin(), sortedDoors.end(), [] (const MWWorld::CellRef *lhs, const MWWorld::CellRef *rhs) { if (lhs->getRefId() != rhs->getRefId()) return lhs->getRefId() < rhs->getRefId(); return lhs->getDestCell() < rhs->getDestCell(); }); for (const MWWorld::CellRef* door : sortedDoors) { MWWorld::CellStore *source = nullptr; // door to exterior if (door->getDestCell().empty()) { int x, y; ESM::Position doorDest = door->getDoorDest(); positionToIndex(doorDest.pos[0], doorDest.pos[1], x, y); source = getExterior(x, y); } // door to interior else { source = getInterior(door->getDestCell()); } if (source) { // Find door leading to our current teleport door // and use its destination to position inside cell. for (const MWWorld::LiveCellRef& destDoor : source->getReadOnlyDoors().mList) { if (Misc::StringUtils::ciEqual(name, destDoor.mRef.getDestCell())) { /// \note Using _any_ door pointed to the interior, /// not the one pointed to current door. pos = destDoor.mRef.getDoorDest(); pos.rot[0] = pos.rot[1] = pos.rot[2] = 0; return true; } } } } // Fall back to the first static location. const MWWorld::CellRefList::List &statics = cellStore->getReadOnlyStatics().mList; if (!statics.empty()) { pos = statics.begin()->mRef.getPosition(); pos.rot[0] = pos.rot[1] = pos.rot[2] = 0; return true; } return false; } bool World::findExteriorPosition(const std::string &name, ESM::Position &pos) { pos.rot[0] = pos.rot[1] = pos.rot[2] = 0; const ESM::Cell *ext = getExterior(name); if (!ext && name.find(',') != std::string::npos) { try { int x = std::stoi(name.substr(0, name.find(','))); int y = std::stoi(name.substr(name.find(',')+1)); ext = getExterior(x, y)->getCell(); } catch (const std::invalid_argument&) { // This exception can be ignored, as this means that name probably refers to a interior cell instead of comma separated coordinates } catch (const std::out_of_range&) { throw std::runtime_error("Cell coordinates out of range."); } } if (ext) { int x = ext->getGridX(); int y = ext->getGridY(); indexToPosition(x, y, pos.pos[0], pos.pos[1], true); // Note: Z pos will be adjusted by adjustPosition later pos.pos[2] = 0; return true; } return false; } void World::enableTeleporting(bool enable) { mTeleportEnabled = enable; } bool World::isTeleportingEnabled() const { return mTeleportEnabled; } void World::enableLevitation(bool enable) { mLevitationEnabled = enable; } bool World::isLevitationEnabled() const { return mLevitationEnabled; } void World::reattachPlayerCamera() { mRendering->rebuildPtr(getPlayerPtr()); } bool World::getGodModeState() const { return mGodMode; } bool World::toggleGodMode() { mGodMode = !mGodMode; return mGodMode; } bool World::toggleScripts() { mScriptsEnabled = !mScriptsEnabled; return mScriptsEnabled; } bool World::getScriptsEnabled() const { return mScriptsEnabled; } void World::loadContentFiles(const Files::Collections& fileCollections, const std::vector& content, const std::vector& groundcover, ContentLoader& contentLoader) { int idx = 0; for (const std::string &file : content) { boost::filesystem::path filename(file); const Files::MultiDirCollection& col = fileCollections.getCollection(filename.extension().string()); if (col.doesExist(file)) { contentLoader.load(col.getPath(file), idx); } else { std::string message = "Failed loading " + file + ": the content file does not exist"; throw std::runtime_error(message); } idx++; } ESM::GroundcoverIndex = idx; for (const std::string &file : groundcover) { boost::filesystem::path filename(file); const Files::MultiDirCollection& col = fileCollections.getCollection(filename.extension().string()); if (col.doesExist(file)) { contentLoader.load(col.getPath(file), idx); } else { std::string message = "Failed loading " + file + ": the groundcover file does not exist"; throw std::runtime_error(message); } idx++; } } bool World::startSpellCast(const Ptr &actor) { MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor); std::string message; bool fail = false; bool isPlayer = (actor == getPlayerPtr()); std::string selectedSpell = stats.getSpells().getSelectedSpell(); if (!selectedSpell.empty()) { const ESM::Spell* spell = mStore.get().find(selectedSpell); int spellCost = MWMechanics::calcSpellCost(*spell); // Check mana bool godmode = (isPlayer && mGodMode); MWMechanics::DynamicStat magicka = stats.getMagicka(); if (spellCost > 0 && magicka.getCurrent() < spellCost && !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() - spellCost); stats.setMagicka(magicka); } } if (isPlayer && fail) MWBase::Environment::get().getWindowManager()->messageBox(message); return !fail; } void World::castSpell(const Ptr &actor, bool manualSpell) { MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor); // For AI actors, get combat targets to use in the ray cast. Only those targets will return a positive hit result. std::vector targetActors; if (!actor.isEmpty() && actor != MWMechanics::getPlayer() && !manualSpell) stats.getAiSequence().getCombatTargets(targetActors); const float fCombatDistance = mStore.get().find("fCombatDistance")->mValue.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().hasToolTip(target)) target = nullptr; if (target.isEmpty()) { // For scripted spells we should not use hit contact if (manualSpell) { if (actor != MWMechanics::getPlayer()) { for (const auto& package : stats.getAiSequence()) { if (package->getTypeId() == MWMechanics::AiPackageTypeId::Cast) { target = package->getTarget(); break; } } } } else { // For actor targets, we want to use hit contact with bounding boxes. // This is to give a slight tolerance for errors, especially with creatures like the Skeleton that would be very hard to aim at otherwise. // For object targets, we want the detailed shapes (rendering raycast). // If we used the bounding boxes for static objects, then we would not be able to target e.g. objects lying on a shelf. std::pair 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::max(); float dist2 = std::numeric_limits::max(); if (!result1.first.isEmpty() && result1.first.getClass().isActor()) dist1 = (origin - result1.second).length(); if (result2.mHit) dist2 = (origin - result2.mHitPointWorld).length(); if (!result1.first.isEmpty() && result1.first.getClass().isActor()) { target = result1.first; hitPosition = result1.second; if (dist1 > getMaxActivationDistance()) target = nullptr; } else if (result2.mHit) { target = result2.mHitObject; hitPosition = result2.mHitPointWorld; if (dist2 > getMaxActivationDistance() && !target.isEmpty() && !target.getClass().hasToolTip(target)) target = nullptr; } } } std::string selectedSpell = stats.getSpells().getSelectedSpell(); MWMechanics::CastSpell cast(actor, target, false, manualSpell); cast.mHitPosition = hitPosition; if (!selectedSpell.empty()) { const ESM::Spell* spell = mStore.get().find(selectedSpell); cast.cast(spell); } else if (actor.getClass().hasInventoryStore(actor)) { MWWorld::InventoryStore& inv = actor.getClass().getInventoryStore(actor); if (inv.getSelectedEnchantItem() != inv.end()) { const auto& itemPtr = *inv.getSelectedEnchantItem(); auto [slots, _] = itemPtr.getClass().getEquipmentSlots(itemPtr); int slot = 0; for(std::size_t i = 0; i < slots.size(); ++i) { if(inv.getSlot(slots[i]) == inv.getSelectedEnchantItem()) { slot = slots[i]; break; } } cast.cast(itemPtr, slot); } } } void World::launchProjectile (MWWorld::Ptr& actor, MWWorld::Ptr& projectile, const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr& bow, float speed, float attackStrength) { // An initial position of projectile can be outside shooter's collision box, so any object between shooter and launch position will be ignored. // To avoid this issue, we should check for impact immediately before launch the projectile. // So we cast a 1-yard-length ray from shooter to launch position and check if there are collisions in this area. // TODO: as a better solutuon we should handle projectiles during physics update, not during world update. const osg::Vec3f sourcePos = worldPos + orient * osg::Vec3f(0,-1,0) * 64.f; // Early out if the launch position is underwater bool underwater = MWBase::Environment::get().getWorld()->isUnderwater(MWMechanics::getPlayer().getCell(), worldPos); if (underwater) { MWMechanics::projectileHit(actor, Ptr(), bow, projectile, worldPos, attackStrength); mRendering->emitWaterRipple(worldPos); return; } // For AI actors, get combat targets to use in the ray cast. Only those targets will return a positive hit result. std::vector targetActors; if (!actor.isEmpty() && actor.getClass().isActor() && actor != MWMechanics::getPlayer()) actor.getClass().getCreatureStats(actor).getAiSequence().getCombatTargets(targetActors); // Check for impact, if yes, handle hit, if not, launch projectile MWPhysics::RayCastingResult result = mPhysics->castRay(sourcePos, worldPos, actor, targetActors, 0xff, MWPhysics::CollisionType_Projectile); if (result.mHit) MWMechanics::projectileHit(actor, result.mHitObject, bow, projectile, result.mHitPos, attackStrength); else mProjectileManager->launchProjectile(actor, projectile, worldPos, orient, bow, speed, attackStrength); } void World::launchMagicBolt (const std::string &spellId, const MWWorld::Ptr& caster, const osg::Vec3f& fallbackDirection, int slot) { mProjectileManager->launchMagicBolt(spellId, caster, fallbackDirection, slot); } void World::updateProjectilesCasters() { mProjectileManager->updateCasters(); } void World::applyLoopingParticles(const MWWorld::Ptr& ptr) { const MWWorld::Class &cls = ptr.getClass(); if (cls.isActor()) { std::set playing; for(const auto& params : cls.getCreatureStats(ptr).getActiveSpells()) { for(const auto& effect : params.getEffects()) { if(playing.insert(effect.mEffectId).second) { const auto magicEffect = getStore().get().find(effect.mEffectId); if(magicEffect->mData.mFlags & ESM::MagicEffect::ContinuousVfx) MWMechanics::playEffects(ptr, *magicEffect, false); } } } } } const std::vector& World::getContentFiles() const { return mContentFiles; } void World::breakInvisibility(const Ptr &actor) { actor.getClass().getCreatureStats(actor).getActiveSpells().purgeEffect(actor, ESM::MagicEffect::Invisibility); // Normally updated once per frame, but here it is kinda important to do it right away. MWBase::Environment::get().getMechanicsManager()->updateMagicEffects(actor); } bool World::useTorches() const { // If we are in exterior, check the weather manager. // In interiors there are no precipitations and sun, so check the ambient // Looks like pseudo-exteriors considered as interiors in this case MWWorld::CellStore* cell = mPlayer->getPlayer().getCell(); if (cell->isExterior()) { float hour = getTimeStamp().getHour(); return mWeatherManager->useTorches(hour); } else { uint32_t ambient = cell->getCell()->mAmbi.mAmbient; int ambientTotal = (ambient & 0xff) + ((ambient>>8) & 0xff) + ((ambient>>16) & 0xff); return !(cell->getCell()->mData.mFlags & ESM::Cell::NoSleep) && ambientTotal <= 201; } } bool World::findInteriorPositionInWorldSpace(const MWWorld::CellStore* cell, osg::Vec3f& result) { if (cell->isExterior()) return false; // Search for a 'nearest' exterior, counting each cell between the starting // cell and the exterior as a distance of 1. Will fail for isolated interiors. std::set< std::string >checkedCells; std::set< std::string >currentCells; std::set< std::string >nextCells; nextCells.insert( cell->getCell()->mName ); while ( !nextCells.empty() ) { currentCells = nextCells; nextCells.clear(); for (const std::string ¤tCell : currentCells) { MWWorld::CellStore *next = getInterior(currentCell); if ( !next ) continue; // Check if any door in the cell leads to an exterior directly for (const MWWorld::LiveCellRef& ref : next->getReadOnlyDoors().mList) { if (!ref.mRef.getTeleport()) continue; if (ref.mRef.getDestCell().empty()) { ESM::Position pos = ref.mRef.getDoorDest(); result = pos.asVec3(); return true; } else { std::string dest = ref.mRef.getDestCell(); if ( !checkedCells.count(dest) && !currentCells.count(dest) ) nextCells.insert(dest); } } checkedCells.insert(currentCell); } } // No luck :( return false; } MWWorld::ConstPtr World::getClosestMarker( const MWWorld::Ptr &ptr, const std::string &id ) { if ( ptr.getCell()->isExterior() ) { return getClosestMarkerFromExteriorPosition(mPlayer->getLastKnownExteriorPosition(), id); } // Search for a 'nearest' marker, counting each cell between the starting // cell and the exterior as a distance of 1. If an exterior is found, jump // to the nearest exterior marker, without further interior searching. std::set< std::string >checkedCells; std::set< std::string >currentCells; std::set< std::string >nextCells; MWWorld::ConstPtr closestMarker; nextCells.insert( ptr.getCell()->getCell()->mName ); while ( !nextCells.empty() ) { currentCells = nextCells; nextCells.clear(); for (const std::string &cell : currentCells) { MWWorld::CellStore *next = getInterior(cell); checkedCells.insert(cell); if ( !next ) continue; closestMarker = next->searchConst( id ); if ( !closestMarker.isEmpty() ) { return closestMarker; } // Check if any door in the cell leads to an exterior directly for (const MWWorld::LiveCellRef& ref : next->getReadOnlyDoors().mList) { if (!ref.mRef.getTeleport()) continue; if (ref.mRef.getDestCell().empty()) { osg::Vec3f worldPos = ref.mRef.getDoorDest().asVec3(); return getClosestMarkerFromExteriorPosition(worldPos, id); } else { std::string dest = ref.mRef.getDestCell(); if ( !checkedCells.count(dest) && !currentCells.count(dest) ) nextCells.insert(dest); } } } } return MWWorld::Ptr(); } MWWorld::ConstPtr World::getClosestMarkerFromExteriorPosition( const osg::Vec3f& worldPos, const std::string &id ) { MWWorld::ConstPtr closestMarker; float closestDistance = std::numeric_limits::max(); std::vector markers; mCells.getExteriorPtrs(id, markers); for (const Ptr& marker : markers) { osg::Vec3f markerPos = marker.getRefData().getPosition().asVec3(); float distance = (worldPos - markerPos).length2(); if (distance < closestDistance) { closestDistance = distance; closestMarker = marker; } } return closestMarker; } void World::rest(double hours) { mCells.rest(hours); } void World::rechargeItems(double duration, bool activeOnly) { MWWorld::Ptr player = getPlayerPtr(); player.getClass().getInventoryStore(player).rechargeItems(duration); if (activeOnly) { for (auto &cell : mWorldScene->getActiveCells()) { cell->recharge(duration); } } else mCells.recharge(duration); } void World::teleportToClosestMarker (const MWWorld::Ptr& ptr, const std::string& id) { MWWorld::ConstPtr closestMarker = getClosestMarker( ptr, id ); if ( closestMarker.isEmpty() ) { Log(Debug::Warning) << "Failed to teleport: no closest marker found"; return; } std::string cellName; if ( !closestMarker.mCell->isExterior() ) cellName = closestMarker.mCell->getCell()->mName; MWWorld::ActionTeleport action(cellName, closestMarker.getRefData().getPosition(), false); action.execute(ptr); } void World::updateWeather(float duration, bool paused) { bool isExterior = isCellExterior() || isCellQuasiExterior(); if (mPlayer->wasTeleported()) { mPlayer->setTeleported(false); const std::string playerRegion = Misc::StringUtils::lowerCase(getPlayerPtr().getCell()->getCell()->mRegion); mWeatherManager->playerTeleported(playerRegion, isExterior); } const TimeStamp time = getTimeStamp(); mWeatherManager->update(duration, paused, time, isExterior); } struct AddDetectedReferenceVisitor { AddDetectedReferenceVisitor(std::vector& out, const Ptr& detector, World::DetectionType type, float squaredDist) : mOut(out), mDetector(detector), mSquaredDist(squaredDist), mType(type) { } std::vector& mOut; Ptr mDetector; float mSquaredDist; World::DetectionType mType; bool operator() (const MWWorld::Ptr& ptr) { if ((ptr.getRefData().getPosition().asVec3() - mDetector.getRefData().getPosition().asVec3()).length2() >= mSquaredDist) return true; if (!ptr.getRefData().isEnabled() || ptr.getRefData().isDeleted()) return true; // Consider references inside containers as well (except if we are looking for a Creature, they cannot be in containers) bool isContainer = ptr.getClass().getType() == ESM::Container::sRecordId; if (mType != World::Detect_Creature && (ptr.getClass().isActor() || isContainer)) { // but ignore containers without resolved content if (isContainer && ptr.getRefData().getCustomData() == nullptr) { const auto& store = MWBase::Environment::get().getWorld()->getStore(); for(const auto& containerItem : ptr.get()->mBase->mInventory.mList) { if(containerItem.mCount) { try { ManualRef ref(store, containerItem.mItem, containerItem.mCount); if(needToAdd(ref.getPtr(), mDetector)) { mOut.push_back(ptr); return true; } } catch (const std::exception&) { // Ignore invalid item id } } } return true; } MWWorld::ContainerStore& store = ptr.getClass().getContainerStore(ptr); { for (MWWorld::ContainerStoreIterator it = store.begin(); it != store.end(); ++it) { if (needToAdd(*it, mDetector)) { mOut.push_back(ptr); return true; } } } } if (needToAdd(ptr, mDetector)) mOut.push_back(ptr); return true; } bool needToAdd (const MWWorld::Ptr& ptr, const MWWorld::Ptr& detector) { if (mType == World::Detect_Creature) { // If in werewolf form, this detects only NPCs, otherwise only creatures if (detector.getClass().isNpc() && detector.getClass().getNpcStats(detector).isWerewolf()) { if (ptr.getClass().getType() != ESM::NPC::sRecordId) return false; } else if (ptr.getClass().getType() != ESM::Creature::sRecordId) 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 &out, DetectionType type) { const MWMechanics::MagicEffects& effects = ptr.getClass().getCreatureStats(ptr).getMagicEffects(); float dist=0; if (type == World::Detect_Creature) dist = effects.get(ESM::MagicEffect::DetectAnimal).getMagnitude(); else if (type == World::Detect_Key) dist = effects.get(ESM::MagicEffect::DetectKey).getMagnitude(); else if (type == World::Detect_Enchantment) dist = effects.get(ESM::MagicEffect::DetectEnchantment).getMagnitude(); if (!dist) return; dist = feetToGameUnits(dist); AddDetectedReferenceVisitor visitor (out, ptr, type, dist*dist); for (CellStore* cellStore : mWorldScene->getActiveCells()) { cellStore->forEach(visitor); } } float World::feetToGameUnits(float feet) { // Original engine rounds size upward static const int unitsPerFoot = ceil(Constants::UnitsPerFoot); return feet * unitsPerFoot; } float World::getActivationDistancePlusTelekinesis() { float telekinesisRangeBonus = mPlayer->getPlayer().getClass().getCreatureStats(mPlayer->getPlayer()).getMagicEffects() .get(ESM::MagicEffect::Telekinesis).getMagnitude(); telekinesisRangeBonus = feetToGameUnits(telekinesisRangeBonus); float activationDistance = getMaxActivationDistance() + telekinesisRangeBonus; return activationDistance; } MWWorld::Ptr World::getPlayerPtr() { return mPlayer->getPlayer(); } MWWorld::ConstPtr World::getPlayerConstPtr() const { return mPlayer->getConstPlayer(); } void World::updateDialogueGlobals() { MWWorld::Ptr player = getPlayerPtr(); int bounty = player.getClass().getNpcStats(player).getBounty(); int playerGold = player.getClass().getContainerStore(player).count(ContainerStore::sGoldId); static float fCrimeGoldDiscountMult = mStore.get().find("fCrimeGoldDiscountMult")->mValue.getFloat(); static float fCrimeGoldTurnInMult = mStore.get().find("fCrimeGoldTurnInMult")->mValue.getFloat(); int discount = static_cast(bounty * fCrimeGoldDiscountMult); int turnIn = static_cast(bounty * fCrimeGoldTurnInMult); if (bounty > 0) { discount = std::max(1, discount); turnIn = std::max(1, turnIn); } mGlobalVariables["pchascrimegold"].setInteger((bounty <= playerGold) ? 1 : 0); mGlobalVariables["pchasgolddiscount"].setInteger((discount <= playerGold) ? 1 : 0); mGlobalVariables["crimegolddiscount"].setInteger(discount); mGlobalVariables["crimegoldturnin"].setInteger(turnIn); mGlobalVariables["pchasturnin"].setInteger((turnIn <= playerGold) ? 1 : 0); } void World::confiscateStolenItems(const Ptr &ptr) { MWWorld::ConstPtr prisonMarker = getClosestMarker( ptr, "prisonmarker" ); if ( prisonMarker.isEmpty() ) { Log(Debug::Warning) << "Failed to confiscate items: no closest prison marker found."; return; } std::string prisonName = prisonMarker.getCellRef().getDestCell(); if ( prisonName.empty() ) { Log(Debug::Warning) << "Failed to confiscate items: prison marker not linked to prison interior"; return; } MWWorld::CellStore *prison = getInterior( prisonName ); if ( !prison ) { Log(Debug::Warning) << "Failed to confiscate items: failed to load cell " << prisonName; return; } MWWorld::Ptr closestChest = prison->search( "stolen_goods" ); if (!closestChest.isEmpty()) //Found a close chest { MWBase::Environment::get().getMechanicsManager()->confiscateStolenItems(ptr, closestChest); } else Log(Debug::Warning) << "Failed to confiscate items: no stolen_goods container found"; } void World::goToJail() { if (!mGoToJail) { // Reset bounty and forget the crime now, but don't change cell yet (the player should be able to read the dialog text first) mGoToJail = true; mPlayerInJail = true; MWWorld::Ptr player = getPlayerPtr(); int bounty = player.getClass().getNpcStats(player).getBounty(); player.getClass().getNpcStats(player).setBounty(0); mPlayer->recordCrimeId(); confiscateStolenItems(player); static int iDaysinPrisonMod = mStore.get().find("iDaysinPrisonMod")->mValue.getInteger(); mDaysInPrison = std::max(1, bounty / iDaysinPrisonMod); return; } else { mGoToJail = false; MWBase::Environment::get().getWindowManager()->removeGuiMode(MWGui::GM_Dialogue); MWBase::Environment::get().getWindowManager()->goToJail(mDaysInPrison); } } bool World::isPlayerInJail() const { return mPlayerInJail; } void World::setPlayerTraveling(bool traveling) { mPlayerTraveling = traveling; } bool World::isPlayerTraveling() const { return mPlayerTraveling; } float World::getTerrainHeightAt(const osg::Vec3f& worldPos) const { return mRendering->getTerrainHeightAt(worldPos); } osg::Vec3f World::getHalfExtents(const ConstPtr& object, bool rendering) const { if (!object.getClass().isActor()) return mRendering->getHalfExtents(object); // Handle actors separately because of bodyparts if (rendering) return mPhysics->getRenderingHalfExtents(object); else return mPhysics->getHalfExtents(object); } std::string World::exportSceneGraph(const Ptr &ptr) { std::string file = mUserDataPath + "/openmw.osgt"; if (!ptr.isEmpty()) { mRendering->pagingBlacklistObject(mStore.find(ptr.getCellRef().getRefId()), ptr); mWorldScene->removeFromPagedRefs(ptr); } mRendering->exportSceneGraph(ptr, file, "Ascii"); return file; } void World::spawnRandomCreature(const std::string &creatureList) { const ESM::CreatureLevList* list = mStore.get().find(creatureList); static int iNumberCreatures = mStore.get().find("iNumberCreatures")->mValue.getInteger(); int numCreatures = 1 + Misc::Rng::rollDice(iNumberCreatures); // [1, iNumberCreatures] for (int i=0; ispawnEffect(model, texture, worldPosition, 1.0f, false); } void World::spawnEffect(const std::string &model, const std::string &textureOverride, const osg::Vec3f &worldPos, float scale, bool isMagicVFX) { mRendering->spawnEffect(model, textureOverride, worldPos, scale, isMagicVFX); } void World::explodeSpell(const osg::Vec3f& origin, const ESM::EffectList& effects, const Ptr& caster, const Ptr& ignore, ESM::RangeType rangeType, const std::string& id, const std::string& sourceName, const bool fromProjectile, int slot) { std::map > toApply; for (const ESM::ENAMstruct& effectInfo : effects.mList) { const ESM::MagicEffect* effect = mStore.get().find(effectInfo.mEffectID); if (effectInfo.mRange != rangeType || (effectInfo.mArea <= 0 && !ignore.isEmpty() && ignore.getClass().isActor())) continue; // Not right range type, or not area effect and hit an actor if (fromProjectile && effectInfo.mArea <= 0) continue; // Don't play explosion for projectiles with 0-area effects if (!fromProjectile && effectInfo.mRange == ESM::RT_Touch && !ignore.isEmpty() && !ignore.getClass().isActor() && !ignore.getClass().hasToolTip(ignore)) continue; // Don't play explosion for touch spells on non-activatable objects except when spell is from the projectile enchantment // Spawn the explosion orb effect const ESM::Static* areaStatic; if (!effect->mArea.empty()) areaStatic = mStore.get().find (effect->mArea); else areaStatic = mStore.get().find ("VFX_DefaultArea"); std::string texture = effect->mParticle; if (effectInfo.mArea <= 0) { if (effectInfo.mRange == ESM::RT_Target) mRendering->spawnEffect("meshes\\" + areaStatic->mModel, texture, origin, 1.0f); continue; } else mRendering->spawnEffect("meshes\\" + areaStatic->mModel, texture, origin, static_cast(effectInfo.mArea * 2)); // Play explosion sound (make sure to use NoTrack, since we will delete the projectile now) static const std::string schools[] = { "alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration" }; { MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager(); if(!effect->mAreaSound.empty()) sndMgr->playSound3D(origin, effect->mAreaSound, 1.0f, 1.0f); else sndMgr->playSound3D(origin, schools[effect->mData.mSchool]+" area", 1.0f, 1.0f); } // Get the actors in range of the effect std::vector objects; MWBase::Environment::get().getMechanicsManager()->getObjectsInRange( origin, feetToGameUnits(static_cast(effectInfo.mArea)), objects); for (const Ptr& affected : objects) { // Ignore actors without collisions here, otherwise it will be possible to hit actors outside processing range. if (affected.getClass().isActor() && !isActorCollisionEnabled(affected)) continue; toApply[affected].push_back(effectInfo); } } // Now apply the appropriate effects to each actor in range for (auto& applyPair : toApply) { MWWorld::Ptr source = caster; // Vanilla-compatible behaviour of never applying the spell to the caster // (could be changed by mods later) if (applyPair.first == caster) continue; if (applyPair.first == ignore) continue; if (source.isEmpty()) source = applyPair.first; MWMechanics::CastSpell cast(source, applyPair.first); cast.mHitPosition = origin; cast.mId = id; cast.mSourceName = sourceName; cast.mSlot = slot; ESM::EffectList effectsToApply; effectsToApply.mList = applyPair.second; cast.inflict(applyPair.first, caster, effectsToApply, rangeType, false, true); } } void World::activate(const Ptr &object, const Ptr &actor) { breakInvisibility(actor); if (object.getRefData().activate()) { std::shared_ptr action = (object.getClass().activate(object, actor)); action->execute (actor); } } struct ResetActorsVisitor { bool operator() (const Ptr& ptr) { if (ptr.getClass().isActor() && ptr.getCellRef().hasContentFile()) { if (ptr.getCell()->movedHere(ptr)) return true; const ESM::Position& origPos = ptr.getCellRef().getPosition(); MWBase::Environment::get().getWorld()->moveObject(ptr, origPos.asVec3()); MWBase::Environment::get().getWorld()->rotateObject(ptr, origPos.asRotationVec3()); ptr.getClass().adjustPosition(ptr, true); } return true; } }; void World::resetActors() { for (CellStore* cellstore : mWorldScene->getActiveCells()) { ResetActorsVisitor visitor; cellstore->forEach(visitor); } } bool World::isWalkingOnWater(const ConstPtr &actor) const { const MWPhysics::Actor* physicActor = mPhysics->getActor(actor); if (physicActor && physicActor->isWalkingOnWater()) return true; return false; } osg::Vec3f World::aimToTarget(const ConstPtr &actor, const ConstPtr &target, bool isRangedCombat) { osg::Vec3f weaponPos = actor.getRefData().getPosition().asVec3(); float heightRatio = isRangedCombat ? 2.f * Constants::TorsoHeight : 1.f; weaponPos.z() += mPhysics->getHalfExtents(actor).z() * heightRatio; osg::Vec3f targetPos = mPhysics->getCollisionObjectPosition(target); return (targetPos - weaponPos); } float World::getHitDistance(const ConstPtr &actor, const ConstPtr &target) { osg::Vec3f weaponPos = actor.getRefData().getPosition().asVec3(); osg::Vec3f halfExtents = mPhysics->getHalfExtents(actor); weaponPos.z() += halfExtents.z(); return mPhysics->getHitDistance(weaponPos, target) - halfExtents.y(); } void preload(MWWorld::Scene* scene, const ESMStore& store, const std::string& obj) { if (obj.empty()) return; try { MWWorld::ManualRef ref(store, obj); std::string model = ref.getPtr().getClass().getModel(ref.getPtr()); if (!model.empty()) scene->preload(model, ref.getPtr().getClass().useAnim()); } catch(std::exception&) { } } void World::preloadEffects(const ESM::EffectList *effectList) { for (const ESM::ENAMstruct& effectInfo : effectList->mList) { const ESM::MagicEffect *effect = mStore.get().find(effectInfo.mEffectID); if (MWMechanics::isSummoningEffect(effectInfo.mEffectID)) { preload(mWorldScene.get(), mStore, "VFX_Summon_Start"); preload(mWorldScene.get(), mStore, MWMechanics::getSummonedCreature(effectInfo.mEffectID)); } preload(mWorldScene.get(), mStore, effect->mCasting); preload(mWorldScene.get(), mStore, effect->mHit); if (effectInfo.mArea > 0) preload(mWorldScene.get(), mStore, effect->mArea); if (effectInfo.mRange == ESM::RT_Target) preload(mWorldScene.get(), mStore, effect->mBolt); } } DetourNavigator::Navigator* World::getNavigator() const { return mNavigator.get(); } void World::updateActorPath(const MWWorld::ConstPtr& actor, const std::deque& path, const osg::Vec3f& halfExtents, const osg::Vec3f& start, const osg::Vec3f& end) const { mRendering->updateActorPath(actor, path, halfExtents, start, end); } void World::removeActorPath(const MWWorld::ConstPtr& actor) const { mRendering->removeActorPath(actor); } void World::setNavMeshNumberToRender(const std::size_t value) { mRendering->setNavMeshNumber(value); } osg::Vec3f World::getPathfindingHalfExtents(const MWWorld::ConstPtr& actor) const { if (actor.isInCell() && actor.getCell()->isExterior()) return mDefaultHalfExtents; // Using default half extents for better performance else return getHalfExtents(actor); } bool World::hasCollisionWithDoor(const MWWorld::ConstPtr& door, const osg::Vec3f& position, const osg::Vec3f& destination) const { const auto object = mPhysics->getObject(door); if (!object) return false; btVector3 aabbMin; btVector3 aabbMax; object->getShapeInstance()->getCollisionShape()->getAabb(btTransform::getIdentity(), aabbMin, aabbMax); const auto toLocal = object->getTransform().inverse(); const auto localFrom = toLocal(Misc::Convert::toBullet(position)); const auto localTo = toLocal(Misc::Convert::toBullet(destination)); btScalar hitDistance = 1; btVector3 hitNormal; return btRayAabb(localFrom, localTo, aabbMin, aabbMax, hitDistance, hitNormal); } bool World::isAreaOccupiedByOtherActor(const osg::Vec3f& position, const float radius, const MWWorld::ConstPtr& ignore, std::vector* occupyingActors) const { return mPhysics->isAreaOccupiedByOtherActor(position, radius, ignore, occupyingActors); } void World::reportStats(unsigned int frameNumber, osg::Stats& stats) const { mNavigator->reportStats(frameNumber, stats); mPhysics->reportStats(frameNumber, stats); } void World::updateSkyDate() { ESM::EpochTimeStamp currentDate = mCurrentDate->getEpochTimeStamp(); mRendering->skySetDate(currentDate.mDay, currentDate.mMonth); } std::vector World::getAll(const std::string& id) { return mCells.getAll(id); } }