Feature #50: Spawn projectiles

Fix a bug in copyObjectToCell.
Make actor rotations more consistent.
actorid
scrawl 11 years ago
parent f36bea03ab
commit 12de0afb03

@ -274,7 +274,7 @@ namespace MWBase
virtual void moveObject (const MWWorld::Ptr& ptr, float x, float y, float z) = 0;
virtual void
moveObject(const MWWorld::Ptr &ptr, MWWorld::CellStore &newCell, float x, float y, float z) = 0;
moveObject(const MWWorld::Ptr &ptr, MWWorld::CellStore* newCell, float x, float y, float z) = 0;
virtual void scaleObject (const MWWorld::Ptr& ptr, float scale) = 0;
@ -282,7 +282,7 @@ namespace MWBase
virtual void localRotateObject (const MWWorld::Ptr& ptr, float x, float y, float z) = 0;
virtual MWWorld::Ptr safePlaceObject(const MWWorld::Ptr& ptr,MWWorld::CellStore &Cell,ESM::Position pos) = 0;
virtual MWWorld::Ptr safePlaceObject(const MWWorld::Ptr& ptr, MWWorld::CellStore* cell, ESM::Position pos) = 0;
///< place an object in a "safe" location (ie not in the void, etc).
virtual void indexToPosition (int cellX, int cellY, float &x, float &y, bool centre = false)
@ -464,8 +464,10 @@ namespace MWBase
virtual void castSpell (const MWWorld::Ptr& actor) = 0;
virtual void launchProjectile (const std::string& id, bool stack, const ESM::EffectList& effects,
virtual void launchMagicBolt (const std::string& id, bool stack, const ESM::EffectList& effects,
const MWWorld::Ptr& actor, const std::string& sourceName) = 0;
virtual void launchProjectile (MWWorld::Ptr actor, MWWorld::Ptr projectile,
const Ogre::Vector3& worldPos, const Ogre::Quaternion& orient, MWWorld::Ptr bow, float speed) = 0;
virtual const std::vector<std::string>& getContentFiles() const = 0;

@ -57,7 +57,7 @@ namespace MWClass
MWWorld::ManualRef ref(store, id);
ref.getPtr().getCellRef().mPos = ptr.getCellRef().mPos;
// TODO: hold on to this for respawn purposes later
MWBase::Environment::get().getWorld()->safePlaceObject(ref.getPtr(), *ptr.getCell() , ptr.getCellRef().mPos);
MWBase::Environment::get().getWorld()->safePlaceObject(ref.getPtr(), ptr.getCell() , ptr.getCellRef().mPos);
}
ptr.getRefData().setCustomData(data.release());

@ -578,13 +578,13 @@ namespace MWInput
float rot[3];
rot[0] = -y;
rot[1] = 0.0f;
rot[2] = x;
rot[2] = -x;
// Only actually turn player when we're not in vanity mode
if(!MWBase::Environment::get().getWorld()->vanityRotateCamera(rot))
{
mPlayer->yaw(x);
mPlayer->pitch(-y);
mPlayer->pitch(y);
}
if (arg.zrel && mControlSwitch["playerviewswitch"]) //Check to make sure you are allowed to zoomout and there is a change

@ -210,7 +210,7 @@ namespace MWMechanics
&& LOS
)
{
creatureStats.getAiSequence().stack(AiCombat(MWBase::Environment::get().getWorld()->getPlayer().getPlayer()));
creatureStats.getAiSequence().stack(AiCombat(MWBase::Environment::get().getWorld()->getPlayerPtr()));
creatureStats.setHostile(true);
}
}
@ -541,7 +541,7 @@ namespace MWMechanics
// TODO: Add AI to follow player and fight for him
// TODO: VFX_SummonStart, VFX_SummonEnd
creatureStats.mSummonedCreatures.insert(std::make_pair(it->first,
MWBase::Environment::get().getWorld()->safePlaceObject(ref.getPtr(),*store,ipos).getRefData().getHandle()));
MWBase::Environment::get().getWorld()->safePlaceObject(ref.getPtr(),store,ipos).getRefData().getHandle()));
}
}
else

@ -313,6 +313,7 @@ void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterStat
mAnimation->disable(mCurrentMovement);
mCurrentMovement = movement;
mMovementAnimVelocity = 0.0f;
if(!mCurrentMovement.empty())
{
float vel, speedmult = 1.0f;
@ -320,7 +321,10 @@ void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterStat
bool isrunning = mPtr.getClass().getCreatureStats(mPtr).getStance(MWMechanics::CreatureStats::Stance_Run);
if(mMovementSpeed > 0.0f && (vel=mAnimation->getVelocity(mCurrentMovement)) > 1.0f)
{
mMovementAnimVelocity = vel;
speedmult = mMovementSpeed / vel;
}
else if (mMovementState == CharState_TurnLeft || mMovementState == CharState_TurnRight)
speedmult = 1.f; // TODO: should get a speed mult depending on the current turning speed
else if (mMovementSpeed > 0.0f)
@ -330,10 +334,7 @@ void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterStat
speedmult = mMovementSpeed / (isrunning ? 222.857f : 154.064f);
mAnimation->play(mCurrentMovement, Priority_Movement, movegroup, false,
speedmult, ((mode!=2)?"start":"loop start"), "stop", 0.0f, ~0ul);
mMovementAnimVelocity = vel;
}
else mMovementAnimVelocity = 0.0f;
}
}
@ -1194,7 +1195,10 @@ void CharacterController::update(float duration)
: (sneak ? CharState_SneakBack
: (isrunning ? CharState_RunBack : CharState_WalkBack)));
}
else if(rot.z != 0.0f && !inwater && !sneak)
// Don't play turning animations during attack. It would break positioning of the arrow bone when releasing a shot.
// Actually, in vanilla the turning animation is not even played when merely having equipped the weapon,
// but I don't think we need to go as far as that.
else if(rot.z != 0.0f && !inwater && !sneak && mUpperBodyState < UpperCharState_StartToMinAttack)
{
if(rot.z > 0.0f)
movestate = CharState_TurnRight;

@ -587,7 +587,7 @@ namespace MWMechanics
inflict(mTarget, mCaster, enchantment->mEffects, ESM::RT_Touch);
}
MWBase::Environment::get().getWorld()->launchProjectile(mId, false, enchantment->mEffects, mCaster, mSourceName);
MWBase::Environment::get().getWorld()->launchMagicBolt(mId, false, enchantment->mEffects, mCaster, mSourceName);
return true;
}
@ -666,7 +666,7 @@ namespace MWMechanics
}
}
MWBase::Environment::get().getWorld()->launchProjectile(mId, false, spell->mEffects, mCaster, mSourceName);
MWBase::Environment::get().getWorld()->launchMagicBolt(mId, false, spell->mEffects, mCaster, mSourceName);
return true;
}

@ -70,7 +70,7 @@ namespace MWRender
if (!mVanity.enabled && !mPreviewMode) {
mCamera->getParentNode()->setOrientation(xr);
} else {
Ogre::Quaternion zr(Ogre::Radian(getYaw()), Ogre::Vector3::NEGATIVE_UNIT_Z);
Ogre::Quaternion zr(Ogre::Radian(getYaw()), Ogre::Vector3::UNIT_Z);
mCamera->getParentNode()->setOrientation(zr * xr);
}
}

@ -532,7 +532,7 @@ Ogre::Vector3 NpcAnimation::runAnimation(float timepassed)
{
float pitch = mPtr.getRefData().getPosition().rot[0];
Ogre::Node *node = baseinst->getBone("Bip01 Neck");
node->pitch(Ogre::Radian(pitch), Ogre::Node::TS_WORLD);
node->pitch(Ogre::Radian(-pitch), Ogre::Node::TS_WORLD);
// This has to be done before this function ends;
// updateSkeletonInstance, below, touches the hands.
@ -543,9 +543,9 @@ Ogre::Vector3 NpcAnimation::runAnimation(float timepassed)
// In third person mode we may still need pitch for ranged weapon targeting
float pitch = mPtr.getRefData().getPosition().rot[0] * mPitchFactor;
Ogre::Node *node = baseinst->getBone("Bip01 Spine2");
node->pitch(Ogre::Radian(pitch/2), Ogre::Node::TS_WORLD);
node->pitch(Ogre::Radian(-pitch/2), Ogre::Node::TS_WORLD);
node = baseinst->getBone("Bip01 Spine1");
node->pitch(Ogre::Radian(pitch/2), Ogre::Node::TS_WORLD);
node->pitch(Ogre::Radian(-pitch/2), Ogre::Node::TS_WORLD);
}
mFirstPersonOffset = 0.f; // reset the X, Y, Z offset for the next frame.
@ -770,12 +770,35 @@ void NpcAnimation::attachArrow()
void NpcAnimation::releaseArrow()
{
// Thrown weapons get detached now
MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
MWWorld::ContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
if (weapon != inv.end() && weapon->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::MarksmanThrown)
if (weapon == inv.end())
return;
// The orientation of the launched projectile. Always the same as the actor orientation, even if the ArrowBone's orientation dictates otherwise.
Ogre::Quaternion orient = Ogre::Quaternion(Ogre::Radian(mPtr.getRefData().getPosition().rot[2]), Ogre::Vector3::NEGATIVE_UNIT_Z) *
Ogre::Quaternion(Ogre::Radian(mPtr.getRefData().getPosition().rot[0]), Ogre::Vector3::NEGATIVE_UNIT_X);
if (weapon->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::MarksmanThrown)
{
// Thrown weapons get detached now
NifOgre::ObjectScenePtr objects = mObjectParts[ESM::PRT_Weapon];
Ogre::Vector3 launchPos(0,0,0);
if (objects->mSkelBase)
{
launchPos = objects->mSkelBase->getParentNode()->_getDerivedPosition();
}
else if (objects->mEntities.size())
{
objects->mEntities[0]->getParentNode()->needUpdate(true);
launchPos = objects->mEntities[0]->getParentNode()->_getDerivedPosition();
}
MWBase::Environment::get().getWorld()->launchProjectile(mPtr, *weapon, launchPos, orient, *weapon, 400);
showWeapons(false);
inv.remove(*weapon, 1, mPtr);
}
else
@ -784,6 +807,21 @@ void NpcAnimation::releaseArrow()
MWWorld::ContainerStoreIterator ammo = inv.getSlot(MWWorld::InventoryStore::Slot_Ammunition);
if (ammo == inv.end())
return;
Ogre::Vector3 launchPos(0,0,0);
if (mAmmunition->mSkelBase)
{
launchPos = mAmmunition->mSkelBase->getParentNode()->_getDerivedPosition();
}
else if (mAmmunition->mEntities.size())
{
mAmmunition->mEntities[0]->getParentNode()->needUpdate(true);
launchPos = mAmmunition->mEntities[0]->getParentNode()->_getDerivedPosition();
}
/// \todo speed
MWBase::Environment::get().getWorld()->launchProjectile(mPtr, *ammo, launchPos, orient, *weapon, 400);
inv.remove(*ammo, 1, mPtr);
mAmmunition.setNull();
}

@ -280,13 +280,12 @@ void RenderingManager::rotateObject(const MWWorld::Ptr &ptr)
if(ptr.getRefData().getHandle() == mCamera->getHandle() &&
!mCamera->isVanityOrPreviewModeEnabled())
mCamera->rotateCamera(rot, false);
mCamera->rotateCamera(-rot, false);
Ogre::Quaternion newo = Ogre::Quaternion(Ogre::Radian(-rot.z), Ogre::Vector3::UNIT_Z);
Ogre::Quaternion newo = Ogre::Quaternion(Ogre::Radian(rot.z), Ogre::Vector3::NEGATIVE_UNIT_Z);
if(!MWWorld::Class::get(ptr).isActor())
newo = Ogre::Quaternion(Ogre::Radian(-rot.x), Ogre::Vector3::UNIT_X) *
Ogre::Quaternion(Ogre::Radian(-rot.y), Ogre::Vector3::UNIT_Y) * newo;
newo = Ogre::Quaternion(Ogre::Radian(rot.x), Ogre::Vector3::NEGATIVE_UNIT_X) *
Ogre::Quaternion(Ogre::Radian(rot.y), Ogre::Vector3::NEGATIVE_UNIT_Y) * newo;
ptr.getRefData().getBaseNode()->setOrientation(newo);
}

@ -82,27 +82,21 @@ namespace MWScript
Interpreter::Type_Float angle = runtime[0].mFloat;
runtime.pop();
float ax = Ogre::Radian(ptr.getRefData().getLocalRotation().rot[0]).valueDegrees();
float ay = Ogre::Radian(ptr.getRefData().getLocalRotation().rot[1]).valueDegrees();
float az = Ogre::Radian(ptr.getRefData().getLocalRotation().rot[2]).valueDegrees();
float *objRot = ptr.getRefData().getPosition().rot;
float lx = Ogre::Radian(objRot[0]).valueDegrees();
float ly = Ogre::Radian(objRot[1]).valueDegrees();
float lz = Ogre::Radian(objRot[2]).valueDegrees();
float ax = Ogre::Radian(ptr.getRefData().getPosition().rot[0]).valueDegrees();
float ay = Ogre::Radian(ptr.getRefData().getPosition().rot[1]).valueDegrees();
float az = Ogre::Radian(ptr.getRefData().getPosition().rot[2]).valueDegrees();
if (axis == "x")
{
MWBase::Environment::get().getWorld()->localRotateObject(ptr,angle-lx,ay,az);
MWBase::Environment::get().getWorld()->rotateObject(ptr,angle,ay,az);
}
else if (axis == "y")
{
MWBase::Environment::get().getWorld()->localRotateObject(ptr,ax,angle-ly,az);
MWBase::Environment::get().getWorld()->rotateObject(ptr,ax,angle,az);
}
else if (axis == "z")
{
MWBase::Environment::get().getWorld()->localRotateObject(ptr,ax,ay,angle-lz);
MWBase::Environment::get().getWorld()->rotateObject(ptr,ax,ay,angle);
}
else
throw std::runtime_error ("invalid ration axis: " + axis);
@ -152,15 +146,15 @@ namespace MWScript
if (axis=="x")
{
runtime.push(Ogre::Radian(ptr.getCellRef().mPos.rot[0]).valueDegrees()+Ogre::Radian(ptr.getRefData().getLocalRotation().rot[0]).valueDegrees());
runtime.push(Ogre::Radian(ptr.getRefData().getPosition().rot[0]).valueDegrees());
}
else if (axis=="y")
{
runtime.push(Ogre::Radian(ptr.getCellRef().mPos.rot[1]).valueDegrees()+Ogre::Radian(ptr.getRefData().getLocalRotation().rot[1]).valueDegrees());
runtime.push(Ogre::Radian(ptr.getRefData().getPosition().rot[1]).valueDegrees());
}
else if (axis=="z")
{
runtime.push(Ogre::Radian(ptr.getCellRef().mPos.rot[2]).valueDegrees()+Ogre::Radian(ptr.getRefData().getLocalRotation().rot[2]).valueDegrees());
runtime.push(Ogre::Radian(ptr.getRefData().getPosition().rot[2]).valueDegrees());
}
else
throw std::runtime_error ("invalid ration axis: " + axis);
@ -313,7 +307,7 @@ namespace MWScript
}
if(store)
{
MWBase::Environment::get().getWorld()->moveObject(ptr,*store,x,y,z);
MWBase::Environment::get().getWorld()->moveObject(ptr,store,x,y,z);
float ax = Ogre::Radian(ptr.getRefData().getPosition().rot[0]).valueDegrees();
float ay = Ogre::Radian(ptr.getRefData().getPosition().rot[1]).valueDegrees();
if(ptr.getTypeName() == typeid(ESM::NPC).name())//some morrowind oddity
@ -361,7 +355,7 @@ namespace MWScript
int cx,cy;
MWBase::Environment::get().getWorld()->positionToIndex(x,y,cx,cy);
MWBase::Environment::get().getWorld()->moveObject(ptr,
*MWBase::Environment::get().getWorld()->getExterior(cx,cy),x,y,z);
MWBase::Environment::get().getWorld()->getExterior(cx,cy),x,y,z);
float ax = Ogre::Radian(ptr.getRefData().getPosition().rot[0]).valueDegrees();
float ay = Ogre::Radian(ptr.getRefData().getPosition().rot[1]).valueDegrees();
if(ptr.getTypeName() == typeid(ESM::NPC).name())//some morrowind oddity
@ -421,7 +415,7 @@ namespace MWScript
pos.rot[2] = zRot;
MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(),itemID);
ref.getPtr().getCellRef().mPos = pos;
MWBase::Environment::get().getWorld()->safePlaceObject(ref.getPtr(),*store,pos);
MWBase::Environment::get().getWorld()->safePlaceObject(ref.getPtr(),store,pos);
}
else
{
@ -462,7 +456,7 @@ namespace MWScript
pos.rot[2] = zRot;
MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(),itemID);
ref.getPtr().getCellRef().mPos = pos;
MWBase::Environment::get().getWorld()->safePlaceObject(ref.getPtr(),*store,pos);
MWBase::Environment::get().getWorld()->safePlaceObject(ref.getPtr(),store,pos);
}
else
{
@ -530,7 +524,7 @@ namespace MWScript
MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), itemID, count);
ref.getPtr().getCellRef().mPos = ipos;
MWBase::Environment::get().getWorld()->safePlaceObject(ref.getPtr(),*store,ipos);
MWBase::Environment::get().getWorld()->safePlaceObject(ref.getPtr(),store,ipos);
}
};

@ -148,7 +148,7 @@ void MWState::StateManager::saveGame (const std::string& description, const Slot
MWBase::World& world = *MWBase::Environment::get().getWorld();
MWWorld::Ptr player = world.getPlayer().getPlayer();
MWWorld::Ptr player = world.getPlayerPtr();
profile.mContentFiles = world.getContentFiles();
@ -300,7 +300,7 @@ void MWState::StateManager::loadGame (const Character *character, const Slot *sl
MWBase::Environment::get().getWindowManager()->updatePlayer();
MWBase::Environment::get().getMechanicsManager()->playerLoaded();
MWWorld::Ptr ptr = MWBase::Environment::get().getWorld()->getPlayer().getPlayer();
MWWorld::Ptr ptr = MWBase::Environment::get().getWorld()->getPlayerPtr();
ESM::CellId cellId = ptr.getCell()->getCell()->getCellId();

@ -41,11 +41,11 @@ namespace MWWorld
int cellX;
int cellY;
world->positionToIndex(mPosition.pos[0],mPosition.pos[1],cellX,cellY);
world->moveObject(actor,*world->getExterior(cellX,cellY),
world->moveObject(actor,world->getExterior(cellX,cellY),
mPosition.pos[0],mPosition.pos[1],mPosition.pos[2]);
}
else
world->moveObject(actor,*world->getInterior(mCellName),mPosition.pos[0],mPosition.pos[1],mPosition.pos[2]);
world->moveObject(actor,world->getInterior(mCellName),mPosition.pos[0],mPosition.pos[1],mPosition.pos[2]);
}
}
}

@ -120,11 +120,9 @@ namespace MWWorld
OEngine::Physic::PhysicActor *physicActor = engine->getCharacter(ptr.getRefData().getHandle());
if(!physicActor || !physicActor->getCollisionMode())
{
// FIXME: This works, but it's inconcsistent with how the rotations are applied elsewhere. Why?
return position + (Ogre::Quaternion(Ogre::Radian(-refpos.rot[2]), Ogre::Vector3::UNIT_Z)*
Ogre::Quaternion(Ogre::Radian(-refpos.rot[1]), Ogre::Vector3::UNIT_Y)*
Ogre::Quaternion(Ogre::Radian( refpos.rot[0]), Ogre::Vector3::UNIT_X)) *
movement * time;
return position + (Ogre::Quaternion(Ogre::Radian(refpos.rot[2]), Ogre::Vector3::NEGATIVE_UNIT_Z) *
Ogre::Quaternion(Ogre::Radian(refpos.rot[0]), Ogre::Vector3::NEGATIVE_UNIT_X))
* movement * time;
}
btCollisionObject *colobj = physicActor->getCollisionBody();
@ -140,14 +138,12 @@ namespace MWWorld
Ogre::Vector3 velocity;
if(position.z < waterlevel || isFlying)
{
velocity = (Ogre::Quaternion(Ogre::Radian(-refpos.rot[2]), Ogre::Vector3::UNIT_Z)*
Ogre::Quaternion(Ogre::Radian(-refpos.rot[1]), Ogre::Vector3::UNIT_Y)*
Ogre::Quaternion(Ogre::Radian( refpos.rot[0]), Ogre::Vector3::UNIT_X)) *
movement;
velocity = (Ogre::Quaternion(Ogre::Radian(refpos.rot[2]), Ogre::Vector3::NEGATIVE_UNIT_Z)*
Ogre::Quaternion(Ogre::Radian(refpos.rot[0]), Ogre::Vector3::NEGATIVE_UNIT_X)) * movement;
}
else
{
velocity = Ogre::Quaternion(Ogre::Radian(-refpos.rot[2]), Ogre::Vector3::UNIT_Z) * movement;
velocity = Ogre::Quaternion(Ogre::Radian(refpos.rot[2]), Ogre::Vector3::NEGATIVE_UNIT_Z) * movement;
if(!physicActor->getOnGround())
{
// If falling, add part of the incoming velocity with the current inertia

@ -228,6 +228,7 @@ namespace MWWorld
mCells.clear();
mMagicBolts.clear();
mProjectiles.clear();
mDoorStates.clear();
@ -821,7 +822,7 @@ namespace MWWorld
const ESM::Position &posdata = ptr.getRefData().getPosition();
Ogre::Vector3 pos(posdata.pos);
Ogre::Quaternion rot = Ogre::Quaternion(Ogre::Radian(posdata.rot[2]), Ogre::Vector3::NEGATIVE_UNIT_Z) *
Ogre::Quaternion(Ogre::Radian(posdata.rot[0]), Ogre::Vector3::UNIT_X);
Ogre::Quaternion(Ogre::Radian(posdata.rot[0]), Ogre::Vector3::NEGATIVE_UNIT_X);
MWRender::Animation *anim = mRendering->getAnimation(ptr);
if(anim != NULL)
@ -858,7 +859,7 @@ namespace MWWorld
}
}
void World::moveObject(const Ptr &ptr, CellStore &newCell, float x, float y, float z)
void World::moveObject(const Ptr &ptr, CellStore* newCell, float x, float y, float z)
{
ESM::Position &pos = ptr.getRefData().getPosition();
@ -872,27 +873,27 @@ namespace MWWorld
bool isPlayer = ptr == mPlayer->getPlayer();
bool haveToMove = isPlayer || mWorldScene->isCellActive(*currCell);
if (*currCell != newCell)
if (currCell != newCell)
{
removeContainerScripts(ptr);
if (isPlayer)
{
if (!newCell.isExterior())
changeToInteriorCell(Misc::StringUtils::lowerCase(newCell.getCell()->mName), pos);
if (!newCell->isExterior())
changeToInteriorCell(Misc::StringUtils::lowerCase(newCell->getCell()->mName), pos);
else
{
int cellX = newCell.getCell()->getGridX();
int cellY = newCell.getCell()->getGridY();
int cellX = newCell->getCell()->getGridX();
int cellY = newCell->getCell()->getGridY();
mWorldScene->changeCell(cellX, cellY, pos, false);
}
addContainerScripts (getPlayerPtr(), &newCell);
addContainerScripts (getPlayerPtr(), newCell);
}
else
{
if (!mWorldScene->isCellActive(*currCell))
copyObjectToCell(ptr, newCell, pos);
else if (!mWorldScene->isCellActive(newCell))
ptr.getClass().copyToCell(ptr, *newCell, pos);
else if (!mWorldScene->isCellActive(*newCell))
{
mWorldScene->removeObjectFromScene(ptr);
mLocalScripts.remove(ptr);
@ -900,7 +901,7 @@ namespace MWWorld
haveToMove = false;
MWWorld::Ptr newPtr = MWWorld::Class::get(ptr)
.copyToCell(ptr, newCell);
.copyToCell(ptr, *newCell);
newPtr.getRefData().setBaseNode(0);
objectLeftActiveCell(ptr, newPtr);
@ -908,7 +909,7 @@ namespace MWWorld
else
{
MWWorld::Ptr copy =
MWWorld::Class::get(ptr).copyToCell(ptr, newCell, pos);
MWWorld::Class::get(ptr).copyToCell(ptr, *newCell, pos);
mRendering->updateObjectCell(ptr, copy);
MWBase::Environment::get().getSoundManager()->updatePtr (ptr, copy);
@ -923,7 +924,7 @@ namespace MWWorld
mLocalScripts.remove(ptr);
removeContainerScripts (ptr);
mLocalScripts.add(script, copy);
addContainerScripts (copy, &newCell);
addContainerScripts (copy, newCell);
}
}
ptr.getRefData().setCount(0);
@ -947,7 +948,7 @@ namespace MWWorld
cell = getExterior(cellX, cellY);
}
moveObject(ptr, *cell, x, y, z);
moveObject(ptr, cell, x, y, z);
return cell != ptr.getCell();
}
@ -1041,15 +1042,13 @@ namespace MWWorld
while(ptr.getRefData().getLocalRotation().rot[2]<=-fullRotateRad)
ptr.getRefData().getLocalRotation().rot[2]+=fullRotateRad;
float *worldRot = ptr.getRefData().getPosition().rot;
Ogre::Quaternion worldRotQuat(Ogre::Quaternion(Ogre::Radian(ptr.getRefData().getPosition().rot[0]), Ogre::Vector3::NEGATIVE_UNIT_X)*
Ogre::Quaternion(Ogre::Radian(ptr.getRefData().getPosition().rot[1]), Ogre::Vector3::NEGATIVE_UNIT_Y)*
Ogre::Quaternion(Ogre::Radian(ptr.getRefData().getPosition().rot[2]), Ogre::Vector3::NEGATIVE_UNIT_Z));
Ogre::Quaternion worldRotQuat(Ogre::Quaternion(Ogre::Radian(-worldRot[0]), Ogre::Vector3::UNIT_X)*
Ogre::Quaternion(Ogre::Radian(-worldRot[1]), Ogre::Vector3::UNIT_Y)*
Ogre::Quaternion(Ogre::Radian(-worldRot[2]), Ogre::Vector3::UNIT_Z));
Ogre::Quaternion rot(Ogre::Quaternion(Ogre::Radian(Ogre::Degree(-x).valueRadians()), Ogre::Vector3::UNIT_X)*
Ogre::Quaternion(Ogre::Radian(Ogre::Degree(-y).valueRadians()), Ogre::Vector3::UNIT_Y)*
Ogre::Quaternion(Ogre::Radian(Ogre::Degree(-z).valueRadians()), Ogre::Vector3::UNIT_Z));
Ogre::Quaternion rot(Ogre::Quaternion(Ogre::Degree(x), Ogre::Vector3::NEGATIVE_UNIT_X)*
Ogre::Quaternion(Ogre::Degree(y), Ogre::Vector3::NEGATIVE_UNIT_Y)*
Ogre::Quaternion(Ogre::Degree(z), Ogre::Vector3::NEGATIVE_UNIT_Z));
ptr.getRefData().getBaseNode()->setOrientation(worldRotQuat*rot);
mPhysics->rotateObject(ptr);
@ -1080,7 +1079,7 @@ namespace MWWorld
pos.z = traced.z;
}
moveObject(ptr, *ptr.getCell(), pos.x, pos.y, pos.z);
moveObject(ptr, ptr.getCell(), pos.x, pos.y, pos.z);
}
void World::rotateObject (const Ptr& ptr,float x,float y,float z, bool adjust)
@ -1091,9 +1090,9 @@ namespace MWWorld
adjust);
}
MWWorld::Ptr World::safePlaceObject(const MWWorld::Ptr& ptr,MWWorld::CellStore &Cell,ESM::Position pos)
MWWorld::Ptr World::safePlaceObject(const MWWorld::Ptr& ptr, MWWorld::CellStore* cell, ESM::Position pos)
{
return copyObjectToCell(ptr,Cell,pos,false);
return copyObjectToCell(ptr,cell,pos,false);
}
void World::indexToPosition (int cellX, int cellY, float &x, float &y, bool centre) const
@ -1127,6 +1126,7 @@ namespace MWWorld
{
processDoors(duration);
moveMagicBolts(duration);
moveProjectiles(duration);
const PtrVelocityList &results = mPhysics->applyQueuedMovement(duration);
@ -1506,15 +1506,7 @@ namespace MWWorld
if (!result.first)
return false;
CellStore* cell;
if (isCellExterior())
{
int cellX, cellY;
positionToIndex(result.second[0], result.second[1], cellX, cellY);
cell = mCells.getExterior(cellX, cellY);
}
else
cell = getPlayerPtr().getCell();
CellStore* cell = getPlayerPtr().getCell();
ESM::Position pos = getPlayerPtr().getRefData().getPosition();
pos.pos[0] = result.second[0];
@ -1527,7 +1519,7 @@ namespace MWWorld
// copy the object and set its count
int origCount = object.getRefData().getCount();
object.getRefData().setCount(amount);
Ptr dropped = copyObjectToCell(object, *cell, pos, true);
Ptr dropped = copyObjectToCell(object, cell, pos, true);
object.getRefData().setCount(origCount);
// only the player place items in the world, so no need to check actor
@ -1548,7 +1540,7 @@ namespace MWWorld
}
Ptr World::copyObjectToCell(const Ptr &object, CellStore &cell, ESM::Position pos, bool adjustPos)
Ptr World::copyObjectToCell(const Ptr &object, CellStore* cell, ESM::Position pos, bool adjustPos)
{
if (object.getClass().isActor() || adjustPos)
{
@ -1560,17 +1552,17 @@ namespace MWWorld
}
}
if (cell.isExterior())
if (cell->isExterior())
{
int cellX, cellY;
positionToIndex(pos.pos[0], pos.pos[1], cellX, cellY);
cell = *mCells.getExterior(cellX, cellY);
cell = mCells.getExterior(cellX, cellY);
}
MWWorld::Ptr dropped =
MWWorld::Class::get(object).copyToCell(object, cell, pos);
MWWorld::Class::get(object).copyToCell(object, *cell, pos);
if (mWorldScene->isCellActive(cell)) {
if (mWorldScene->isCellActive(*cell)) {
if (dropped.getRefData().isEnabled()) {
mWorldScene->addObjectToScene(dropped);
}
@ -1578,7 +1570,7 @@ namespace MWWorld
if (!script.empty()) {
mLocalScripts.add(script, dropped);
}
addContainerScripts(dropped, &cell);
addContainerScripts(dropped, cell);
}
return dropped;
@ -1608,7 +1600,7 @@ namespace MWWorld
// copy the object and set its count
int origCount = object.getRefData().getCount();
object.getRefData().setCount(amount);
Ptr dropped = copyObjectToCell(object, *cell, pos);
Ptr dropped = copyObjectToCell(object, cell, pos);
object.getRefData().setCount(origCount);
if(actor == mPlayer->getPlayer()) // Only call if dropped by player
@ -2143,7 +2135,37 @@ namespace MWWorld
}
}
void World::launchProjectile (const std::string& id, bool stack, const ESM::EffectList& effects,
void World::launchProjectile (MWWorld::Ptr actor, MWWorld::Ptr projectile,
const Ogre::Vector3& worldPos, const Ogre::Quaternion& orient, MWWorld::Ptr bow, float speed)
{
ProjectileState state;
state.mActorHandle = actor.getRefData().getHandle();
state.mBow = bow;
state.mSpeed = speed;
MWWorld::ManualRef ref(getStore(), projectile.getCellRef().mRefID);
ESM::Position pos;
pos.pos[0] = worldPos.x;
pos.pos[1] = worldPos.y;
pos.pos[2] = worldPos.z;
// Do NOT copy actor rotation! actors use a different rotation order, and this will not produce the same facing direction.
Ogre::Matrix3 mat;
orient.ToRotationMatrix(mat);
Ogre::Radian xr,yr,zr;
mat.ToEulerAnglesXYZ(xr, yr, zr);
pos.rot[0] = -xr.valueRadians();
pos.rot[1] = -yr.valueRadians();
pos.rot[2] = -zr.valueRadians();
MWWorld::Ptr ptr = copyObjectToCell(ref.getPtr(), actor.getCell(), pos, false);
ptr.getRefData().setCount(1);
mProjectiles[ptr] = state;
}
void World::launchMagicBolt (const std::string& id, bool stack, const ESM::EffectList& effects,
const MWWorld::Ptr& actor, const std::string& sourceName)
{
std::string projectileModel;
@ -2185,13 +2207,23 @@ namespace MWWorld
pos.pos[0] = actor.getRefData().getPosition().pos[0];
pos.pos[1] = actor.getRefData().getPosition().pos[1];
pos.pos[2] = actor.getRefData().getPosition().pos[2] + height;
pos.rot[0] = actor.getRefData().getPosition().rot[0];
pos.rot[1] = actor.getRefData().getPosition().rot[1];
pos.rot[2] = actor.getRefData().getPosition().rot[2];
// Do NOT copy rotation directly! actors use a different rotation order, and this will not produce the same facing direction.
Ogre::Quaternion orient = Ogre::Quaternion(Ogre::Radian(actor.getRefData().getPosition().rot[2]), Ogre::Vector3::NEGATIVE_UNIT_Z) *
Ogre::Quaternion(Ogre::Radian(actor.getRefData().getPosition().rot[0]), Ogre::Vector3::NEGATIVE_UNIT_X);
Ogre::Matrix3 mat;
orient.ToRotationMatrix(mat);
Ogre::Radian xr,yr,zr;
mat.ToEulerAnglesXYZ(xr, yr, zr);
pos.rot[0] = -xr.valueRadians();
pos.rot[1] = -yr.valueRadians();
pos.rot[2] = -zr.valueRadians();
ref.getPtr().getCellRef().mPos = pos;
MWWorld::Ptr ptr = copyObjectToCell(ref.getPtr(), *actor.getCell(), pos);
CellStore* cell = actor.getCell();
MWWorld::Ptr ptr = copyObjectToCell(ref.getPtr(), cell, pos);
ProjectileState state;
MagicBoltState state;
state.mSourceName = sourceName;
state.mId = id;
state.mActorHandle = actor.getRefData().getHandle();
@ -2209,7 +2241,7 @@ namespace MWWorld
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
sndMgr->playSound3D(ptr, sound, 1.0f, 1.0f, MWBase::SoundManager::Play_TypeSfx, MWBase::SoundManager::Play_Loop);
mProjectiles[ptr] = state;
mMagicBolts[ptr] = state;
}
void World::moveProjectiles(float duration)
@ -2226,13 +2258,100 @@ namespace MWWorld
MWWorld::Ptr ptr = it->first;
Ogre::Vector3 rot(ptr.getRefData().getPosition().rot);
Ogre::Quaternion orient = ptr.getRefData().getBaseNode()->getOrientation();
// TODO: Why -rot.z, but not -rot.x? (note: same issue in MovementSolver::move)
Ogre::Quaternion orient = Ogre::Quaternion(Ogre::Radian(-rot.z), Ogre::Vector3::UNIT_Z);
orient = orient * Ogre::Quaternion(Ogre::Radian(rot.x), Ogre::Vector3::UNIT_X);
float speed = it->second.mSpeed;
Ogre::Vector3 direction = orient.yAxis();
direction.normalise();
Ogre::Vector3 pos(ptr.getRefData().getPosition().pos);
Ogre::Vector3 newPos = pos + direction * duration * speed;
// Check for impact
btVector3 from(pos.x, pos.y, pos.z);
btVector3 to(newPos.x, newPos.y, newPos.z);
std::vector<std::pair<float, std::string> > collisions = mPhysEngine->rayTest2(from, to);
bool hit=false;
// HACK: query against the shape as well, since the ray does not take the volume into account
// really, this should be a convex cast, but the whole physics system needs a rewrite
std::vector<std::string> col2 = mPhysEngine->getCollisions(ptr.getRefData().getHandle());
for (std::vector<std::string>::iterator ci = col2.begin(); ci != col2.end(); ++ci)
collisions.push_back(std::make_pair(0.f,*ci));
for (std::vector<std::pair<float, std::string> >::iterator cIt = collisions.begin(); cIt != collisions.end() && !hit; ++cIt)
{
MWWorld::Ptr obstacle = searchPtrViaHandle(cIt->second);
if (obstacle == ptr)
continue;
MWWorld::Ptr caster = searchPtrViaHandle(it->second.mActorHandle);
// Arrow intersects with player immediately after shooting :/
if (obstacle == caster)
continue;
if (caster.isEmpty())
caster = obstacle;
if (obstacle.isEmpty())
{
// Terrain
}
else if (obstacle.getClass().isActor())
{
// Fargoth
obstacle.getClass().getCreatureStats(obstacle).setHealth(0);
}
hit = true;
}
if (hit)
{
mProjectiles.erase(it++);
continue;
}
std::string handle = ptr.getRefData().getHandle();
moveObject(ptr, newPos.x, newPos.y, newPos.z);
// HACK: Re-fetch Ptrs if necessary, since the cell might have changed
if (!ptr.getRefData().getCount())
{
moved[handle] = it->second;
mProjectiles.erase(it++);
}
else
++it;
}
// HACK: Re-fetch Ptrs if necessary, since the cell might have changed
for (std::map<std::string, ProjectileState>::iterator it = moved.begin(); it != moved.end(); ++it)
{
MWWorld::Ptr newPtr = searchPtrViaHandle(it->first);
if (newPtr.isEmpty()) // The projectile went into an inactive cell and was deleted
continue;
mProjectiles[getPtrViaHandle(it->first)] = it->second;
}
}
void World::moveMagicBolts(float duration)
{
std::map<std::string, MagicBoltState> moved;
for (std::map<MWWorld::Ptr, MagicBoltState>::iterator it = mMagicBolts.begin(); it != mMagicBolts.end();)
{
if (!mWorldScene->isCellActive(*it->first.getCell()))
{
deleteObject(it->first);
mMagicBolts.erase(it++);
continue;
}
MWWorld::Ptr ptr = it->first;
Ogre::Vector3 rot(ptr.getRefData().getPosition().rot);
Ogre::Quaternion orient = ptr.getRefData().getBaseNode()->getOrientation();
static float fTargetSpellMaxSpeed = getStore().get<ESM::GameSetting>().find("fTargetSpellMaxSpeed")->getFloat();
float speed = fTargetSpellMaxSpeed * it->second.mSpeed;
@ -2279,7 +2398,7 @@ namespace MWWorld
explodeSpell(Ogre::Vector3(ptr.getRefData().getPosition().pos), ptr, it->second.mEffects, caster, it->second.mId, it->second.mSourceName);
deleteObject(ptr);
mProjectiles.erase(it++);
mMagicBolts.erase(it++);
continue;
}
@ -2291,29 +2410,29 @@ namespace MWWorld
if (!ptr.getRefData().getCount())
{
moved[handle] = it->second;
mProjectiles.erase(it++);
mMagicBolts.erase(it++);
}
else
++it;
}
// HACK: Re-fetch Ptrs if necessary, since the cell might have changed
for (std::map<std::string, ProjectileState>::iterator it = moved.begin(); it != moved.end(); ++it)
for (std::map<std::string, MagicBoltState>::iterator it = moved.begin(); it != moved.end(); ++it)
{
MWWorld::Ptr newPtr = searchPtrViaHandle(it->first);
if (newPtr.isEmpty()) // The projectile went into an inactive cell and was deleted
continue;
mProjectiles[getPtrViaHandle(it->first)] = it->second;
mMagicBolts[getPtrViaHandle(it->first)] = it->second;
}
}
void World::objectLeftActiveCell(Ptr object, Ptr movedPtr)
{
// For now, projectiles moved to an inactive cell are just deleted, because there's no reliable way to hold on to the meta information
if (mMagicBolts.find(object) != mMagicBolts.end())
deleteObject(movedPtr);
if (mProjectiles.find(object) != mProjectiles.end())
{
deleteObject(movedPtr);
}
}
const std::vector<std::string>& World::getContentFiles() const
@ -2650,7 +2769,7 @@ namespace MWWorld
MWWorld::ManualRef ref(getStore(), selectedCreature, 1);
ref.getPtr().getCellRef().mPos = ipos;
safePlaceObject(ref.getPtr(),*cell,ipos);
safePlaceObject(ref.getPtr(), cell, ipos);
}
}

@ -90,7 +90,7 @@ namespace MWWorld
std::map<MWWorld::Ptr, int> mDoorStates;
///< only holds doors that are currently moving. 0 means closing, 1 opening
struct ProjectileState
struct MagicBoltState
{
// Id of spell or enchantment to apply when it hits
std::string mId;
@ -108,6 +108,17 @@ namespace MWWorld
bool mStack;
};
struct ProjectileState
{
// Actor who shot this projectile
std::string mActorHandle;
MWWorld::Ptr mBow; // bow or crossbow the projectile was fired from
float mSpeed;
};
std::map<MWWorld::Ptr, MagicBoltState> mMagicBolts;
std::map<MWWorld::Ptr, ProjectileState> mProjectiles;
void updateWeather(float duration);
int getDaysPerMonth (int month) const;
@ -117,7 +128,7 @@ namespace MWWorld
bool moveObjectImp (const Ptr& ptr, float x, float y, float z);
///< @return true if the active cell (cell player is in) changed
Ptr copyObjectToCell(const Ptr &ptr, CellStore &cell, ESM::Position pos, bool adjustPos=true);
Ptr copyObjectToCell(const Ptr &ptr, CellStore* cell, ESM::Position pos, bool adjustPos=true);
void updateWindowManager ();
void performUpdateSceneQueries ();
@ -134,6 +145,7 @@ namespace MWWorld
void processDoors(float duration);
///< Run physics simulation and modify \a world accordingly.
void moveMagicBolts(float duration);
void moveProjectiles(float duration);
void doPhysics(float duration);
@ -341,7 +353,7 @@ namespace MWWorld
virtual void deleteObject (const Ptr& ptr);
virtual void moveObject (const Ptr& ptr, float x, float y, float z);
virtual void moveObject (const Ptr& ptr, CellStore &newCell, float x, float y, float z);
virtual void moveObject (const Ptr& ptr, CellStore* newCell, float x, float y, float z);
virtual void scaleObject (const Ptr& ptr, float scale);
@ -351,7 +363,7 @@ namespace MWWorld
virtual void localRotateObject (const Ptr& ptr, float x, float y, float z);
virtual MWWorld::Ptr safePlaceObject(const MWWorld::Ptr& ptr,MWWorld::CellStore &Cell,ESM::Position pos);
virtual MWWorld::Ptr safePlaceObject(const MWWorld::Ptr& ptr, MWWorld::CellStore* cell, ESM::Position pos);
///< place an object in a "safe" location (ie not in the void, etc). Makes a copy of the Ptr.
virtual void indexToPosition (int cellX, int cellY, float &x, float &y, bool centre = false)
@ -552,8 +564,10 @@ namespace MWWorld
*/
virtual void castSpell (const MWWorld::Ptr& actor);
virtual void launchProjectile (const std::string& id, bool stack, const ESM::EffectList& effects,
virtual void launchMagicBolt (const std::string& id, bool stack, const ESM::EffectList& effects,
const MWWorld::Ptr& actor, const std::string& sourceName);
virtual void launchProjectile (MWWorld::Ptr actor, MWWorld::Ptr projectile,
const Ogre::Vector3& worldPos, const Ogre::Quaternion& orient, MWWorld::Ptr bow, float speed);
virtual const std::vector<std::string>& getContentFiles() const;

@ -597,6 +597,8 @@ namespace Physic
std::vector<std::string> PhysicEngine::getCollisions(const std::string& name)
{
RigidBody* body = getRigidBody(name);
if (!body) // fall back to raycasting body if there is no collision body
body = getRigidBody(name, true);
ContactTestResultCallback callback;
dynamicsWorld->contactTest(body, callback);
return callback.mResult;

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