forked from mirror/openmw-tes3mp
Accept a ConstPtr in placeObject
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6c505ca06f
commit
c9ca5bc946
3 changed files with 13 additions and 17 deletions
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@ -271,7 +271,7 @@ namespace MWBase
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virtual void rotateObject(const MWWorld::Ptr& ptr,float x,float y,float z, bool adjust = false) = 0;
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virtual void rotateObject(const MWWorld::Ptr& ptr,float x,float y,float z, bool adjust = false) = 0;
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virtual MWWorld::Ptr safePlaceObject(const MWWorld::Ptr& ptr, MWWorld::CellStore* cell, ESM::Position pos) = 0;
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virtual MWWorld::Ptr safePlaceObject(const MWWorld::ConstPtr& ptr, MWWorld::CellStore* cell, ESM::Position pos) = 0;
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///< place an object in a "safe" location (ie not in the void, etc).
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///< place an object in a "safe" location (ie not in the void, etc).
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virtual void indexToPosition (int cellX, int cellY, float &x, float &y, bool centre = false)
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virtual void indexToPosition (int cellX, int cellY, float &x, float &y, bool centre = false)
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@ -347,14 +347,14 @@ namespace MWBase
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virtual void update (float duration, bool paused) = 0;
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virtual void update (float duration, bool paused) = 0;
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virtual MWWorld::Ptr placeObject (const MWWorld::Ptr& object, float cursorX, float cursorY, int amount) = 0;
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virtual MWWorld::Ptr placeObject (const MWWorld::ConstPtr& object, float cursorX, float cursorY, int amount) = 0;
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///< copy and place an object into the gameworld at the specified cursor position
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///< copy and place an object into the gameworld at the specified cursor position
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/// @param object
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/// @param object
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/// @param cursor X (relative 0-1)
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/// @param cursor X (relative 0-1)
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/// @param cursor Y (relative 0-1)
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/// @param cursor Y (relative 0-1)
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/// @param number of objects to place
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/// @param number of objects to place
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virtual MWWorld::Ptr dropObjectOnGround (const MWWorld::Ptr& actor, const MWWorld::Ptr& object, int amount) = 0;
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virtual MWWorld::Ptr dropObjectOnGround (const MWWorld::Ptr& actor, const MWWorld::ConstPtr& object, int amount) = 0;
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///< copy and place an object into the gameworld at the given actor's position
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///< copy and place an object into the gameworld at the given actor's position
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/// @param actor giving the dropped object position
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/// @param actor giving the dropped object position
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/// @param object
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/// @param object
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@ -1319,7 +1319,7 @@ namespace MWWorld
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rotateObjectImp(ptr, osg::Vec3f(x, y, z), adjust);
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rotateObjectImp(ptr, osg::Vec3f(x, y, z), adjust);
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}
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}
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MWWorld::Ptr World::safePlaceObject(const MWWorld::Ptr& ptr, MWWorld::CellStore* cell, ESM::Position pos)
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MWWorld::Ptr World::safePlaceObject(const MWWorld::ConstPtr& ptr, MWWorld::CellStore* cell, ESM::Position pos)
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{
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{
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return copyObjectToCell(ptr,cell,pos,false);
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return copyObjectToCell(ptr,cell,pos,false);
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}
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}
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@ -1797,7 +1797,7 @@ namespace MWWorld
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item.getRefData().getLocals().setVarByInt(script, "onpcdrop", 1);
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item.getRefData().getLocals().setVarByInt(script, "onpcdrop", 1);
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}
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}
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MWWorld::Ptr World::placeObject (const MWWorld::Ptr& object, float cursorX, float cursorY, int amount)
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MWWorld::Ptr World::placeObject (const MWWorld::ConstPtr& object, float cursorX, float cursorY, int amount)
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{
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{
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const float maxDist = 200.f;
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const float maxDist = 200.f;
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@ -1817,10 +1817,8 @@ namespace MWWorld
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pos.rot[1] = 0;
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pos.rot[1] = 0;
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// copy the object and set its count
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// copy the object and set its count
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int origCount = object.getRefData().getCount();
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object.getRefData().setCount(amount);
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Ptr dropped = copyObjectToCell(object, cell, pos, true);
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Ptr dropped = copyObjectToCell(object, cell, pos, true);
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object.getRefData().setCount(origCount);
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dropped.getRefData().setCount(amount);
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// only the player place items in the world, so no need to check actor
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// only the player place items in the world, so no need to check actor
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PCDropped(dropped);
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PCDropped(dropped);
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@ -1846,7 +1844,7 @@ namespace MWWorld
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}
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}
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Ptr World::copyObjectToCell(const Ptr &object, CellStore* cell, ESM::Position pos, bool adjustPos)
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Ptr World::copyObjectToCell(const ConstPtr &object, CellStore* cell, ESM::Position pos, bool adjustPos)
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{
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{
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if (cell->isExterior())
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if (cell->isExterior())
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{
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{
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@ -1899,7 +1897,7 @@ namespace MWWorld
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return dropped;
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return dropped;
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}
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}
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MWWorld::Ptr World::dropObjectOnGround (const Ptr& actor, const Ptr& object, int amount)
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MWWorld::Ptr World::dropObjectOnGround (const Ptr& actor, const ConstPtr& object, int amount)
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{
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{
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MWWorld::CellStore* cell = actor.getCell();
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MWWorld::CellStore* cell = actor.getCell();
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@ -1920,10 +1918,8 @@ namespace MWWorld
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pos.pos[2] = result.mHitPointWorld.z();
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pos.pos[2] = result.mHitPointWorld.z();
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// copy the object and set its count
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// copy the object and set its count
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int origCount = object.getRefData().getCount();
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object.getRefData().setCount(amount);
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Ptr dropped = copyObjectToCell(object, cell, pos);
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Ptr dropped = copyObjectToCell(object, cell, pos);
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object.getRefData().setCount(origCount);
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dropped.getRefData().setCount(amount);
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if(actor == mPlayer->getPlayer()) // Only call if dropped by player
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if(actor == mPlayer->getPlayer()) // Only call if dropped by player
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PCDropped(dropped);
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PCDropped(dropped);
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@ -123,7 +123,7 @@ namespace MWWorld
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Ptr moveObjectImp (const Ptr& ptr, float x, float y, float z);
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Ptr moveObjectImp (const Ptr& ptr, float x, float y, float z);
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///< @return an updated Ptr in case the Ptr's cell changes
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///< @return an updated Ptr in case the Ptr's cell changes
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Ptr copyObjectToCell(const Ptr &ptr, CellStore* cell, ESM::Position pos, bool adjustPos=true);
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Ptr copyObjectToCell(const ConstPtr &ptr, CellStore* cell, ESM::Position pos, bool adjustPos=true);
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void updateSoundListener();
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void updateSoundListener();
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void updateWindowManager ();
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void updateWindowManager ();
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@ -365,7 +365,7 @@ namespace MWWorld
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/// \param adjust indicates rotation should be set or adjusted
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/// \param adjust indicates rotation should be set or adjusted
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virtual void rotateObject (const Ptr& ptr,float x,float y,float z, bool adjust = false);
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virtual void rotateObject (const Ptr& ptr,float x,float y,float z, bool adjust = false);
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virtual MWWorld::Ptr safePlaceObject(const MWWorld::Ptr& ptr, MWWorld::CellStore* cell, ESM::Position pos);
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virtual MWWorld::Ptr safePlaceObject(const MWWorld::ConstPtr& ptr, MWWorld::CellStore* cell, ESM::Position pos);
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///< place an object in a "safe" location (ie not in the void, etc). Makes a copy of the Ptr.
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///< place an object in a "safe" location (ie not in the void, etc). Makes a copy of the Ptr.
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virtual float getMaxActivationDistance();
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virtual float getMaxActivationDistance();
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@ -443,14 +443,14 @@ namespace MWWorld
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virtual void update (float duration, bool paused);
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virtual void update (float duration, bool paused);
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virtual MWWorld::Ptr placeObject (const MWWorld::Ptr& object, float cursorX, float cursorY, int amount);
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virtual MWWorld::Ptr placeObject (const MWWorld::ConstPtr& object, float cursorX, float cursorY, int amount);
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///< copy and place an object into the gameworld at the specified cursor position
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///< copy and place an object into the gameworld at the specified cursor position
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/// @param object
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/// @param object
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/// @param cursor X (relative 0-1)
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/// @param cursor X (relative 0-1)
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/// @param cursor Y (relative 0-1)
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/// @param cursor Y (relative 0-1)
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/// @param number of objects to place
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/// @param number of objects to place
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virtual MWWorld::Ptr dropObjectOnGround (const MWWorld::Ptr& actor, const MWWorld::Ptr& object, int amount);
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virtual MWWorld::Ptr dropObjectOnGround (const MWWorld::Ptr& actor, const MWWorld::ConstPtr& object, int amount);
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///< copy and place an object into the gameworld at the given actor's position
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///< copy and place an object into the gameworld at the given actor's position
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/// @param actor giving the dropped object position
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/// @param actor giving the dropped object position
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/// @param object
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/// @param object
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