Merge pull request #108 from OpenMW/master

Add OpenMW changes up to 20 Nov, part 3
coverity_scan^2
David Cernat 8 years ago committed by GitHub
commit 1feec58ed2

@ -551,7 +551,7 @@ namespace MWBase
/// Resets all actors in the current active cells to their original location within that cell.
virtual void resetActors() = 0;
virtual bool isWalkingOnWater (const MWWorld::ConstPtr& actor) = 0;
virtual bool isWalkingOnWater (const MWWorld::ConstPtr& actor) const = 0;
/// Return a vector aiming the actor's weapon towards a target.
/// @note The length of the vector is the distance between actor and target.

@ -11,6 +11,7 @@
#include "../mwworld/inventorystore.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwworld/player.hpp"
#include "../mwmechanics/spellcasting.hpp"
#include "../mwmechanics/spells.hpp"
@ -122,8 +123,15 @@ namespace MWGui
const ESM::Spell* spell =
MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(spellId);
if (spell->mData.mFlags & ESM::Spell::F_Always
|| spell->mData.mType == ESM::Spell::ST_Power)
MWWorld::Ptr player = MWMechanics::getPlayer();
std::string raceId = player.get<ESM::NPC>()->mBase->mRace;
const std::string& signId =
MWBase::Environment::get().getWorld()->getPlayer().getBirthSign();
const ESM::Race* race = MWBase::Environment::get().getWorld()->getStore().get<ESM::Race>().find(raceId);
const ESM::BirthSign* birthsign = MWBase::Environment::get().getWorld()->getStore().get<ESM::BirthSign>().find(signId);
// can't delete racial spells, birthsign spells or powers
if (race->mPowers.exists(spell->mId) || birthsign->mPowers.exists(spell->mId) || spell->mData.mType == ESM::Spell::ST_Power)
{
MWBase::Environment::get().getWindowManager()->messageBox("#{sDeleteSpellError}");
}

@ -117,6 +117,7 @@ RippleSimulation::~RippleSimulation()
void RippleSimulation::update(float dt)
{
const MWBase::World* world = MWBase::Environment::get().getWorld();
for (std::vector<Emitter>::iterator it=mEmitters.begin(); it !=mEmitters.end(); ++it)
{
if (it->mPtr == MWBase::Environment::get().getWorld ()->getPlayerPtr())
@ -128,10 +129,8 @@ void RippleSimulation::update(float dt)
osg::Vec3f currentPos (it->mPtr.getRefData().getPosition().asVec3());
if ( (currentPos - it->mLastEmitPosition).length() > 10
// Only emit when close to the water surface, not above it and not too deep in the water
&& MWBase::Environment::get().getWorld ()->isUnderwater (it->mPtr.getCell(), it->mPtr.getRefData().getPosition().asVec3())
&& !MWBase::Environment::get().getWorld()->isSubmerged(it->mPtr))
bool shouldEmit = ( world->isUnderwater (it->mPtr.getCell(), it->mPtr.getRefData().getPosition().asVec3()) && !world->isSubmerged(it->mPtr) ) || world->isWalkingOnWater(it->mPtr);
if ( shouldEmit && (currentPos - it->mLastEmitPosition).length() > 10 )
{
it->mLastEmitPosition = currentPos;

@ -3380,7 +3380,7 @@ namespace MWWorld
}
}
bool World::isWalkingOnWater(const ConstPtr &actor)
bool World::isWalkingOnWater(const ConstPtr &actor) const
{
const MWPhysics::Actor* physicActor = mPhysics->getActor(actor);
if (physicActor && physicActor->isWalkingOnWater())

@ -654,7 +654,7 @@ namespace MWWorld
/// Resets all actors in the current active cells to their original location within that cell.
virtual void resetActors();
virtual bool isWalkingOnWater (const MWWorld::ConstPtr& actor);
virtual bool isWalkingOnWater (const MWWorld::ConstPtr& actor) const;
/// Return a vector aiming the actor's weapon towards a target.
/// @note The length of the vector is the distance between actor and target.

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