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Merge pull request #2492 from akortunov/lock
Use a common doors rotation code in the "lock" command handler
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commit
38042bb49f
@ -127,6 +127,7 @@
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Bug #5112: Insufficient magicka for current spell not reflected on HUD icon
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Bug #5112: Insufficient magicka for current spell not reflected on HUD icon
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Bug #5123: Script won't run on respawn
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Bug #5123: Script won't run on respawn
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Bug #5124: Arrow remains attached to actor if pulling animation was cancelled
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Bug #5124: Arrow remains attached to actor if pulling animation was cancelled
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Bug #5134: Doors rotation by "Lock" console command is inconsistent
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Bug #5137: Textures with Clamp Mode set to Clamp instead of Wrap are too dark outside the boundaries
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Bug #5137: Textures with Clamp Mode set to Clamp instead of Wrap are too dark outside the boundaries
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Feature #1774: Handle AvoidNode
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Feature #1774: Handle AvoidNode
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Feature #2229: Improve pathfinding AI
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Feature #2229: Improve pathfinding AI
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@ -189,12 +189,6 @@ namespace MWScript
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if (ptr.getTypeName() == typeid(ESM::Door).name() && !ptr.getCellRef().getTeleport())
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if (ptr.getTypeName() == typeid(ESM::Door).name() && !ptr.getCellRef().getTeleport())
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{
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{
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MWBase::Environment::get().getWorld()->activateDoor(ptr, 0);
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MWBase::Environment::get().getWorld()->activateDoor(ptr, 0);
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float xr = ptr.getCellRef().getPosition().rot[0];
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float yr = ptr.getCellRef().getPosition().rot[1];
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float zr = ptr.getCellRef().getPosition().rot[2];
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MWBase::Environment::get().getWorld()->rotateObject(ptr, xr, yr, zr);
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}
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}
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}
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}
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};
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};
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@ -1617,6 +1617,45 @@ namespace MWWorld
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return result.mHit;
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return result.mHit;
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}
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}
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bool World::rotateDoor(const Ptr door, int state, float duration)
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{
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const ESM::Position& objPos = door.getRefData().getPosition();
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float oldRot = objPos.rot[2];
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float minRot = door.getCellRef().getPosition().rot[2];
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float maxRot = minRot + osg::DegreesToRadians(90.f);
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float diff = duration * osg::DegreesToRadians(90.f);
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float targetRot = std::min(std::max(minRot, oldRot + diff * (state == 1 ? 1 : -1)), maxRot);
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rotateObject(door, objPos.rot[0], objPos.rot[1], targetRot);
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bool reached = (targetRot == maxRot && state) || targetRot == minRot;
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/// \todo should use convexSweepTest here
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std::vector<MWWorld::Ptr> collisions = mPhysics->getCollisions(door, MWPhysics::CollisionType_Door, MWPhysics::CollisionType_Actor);
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for (MWWorld::Ptr& ptr : collisions)
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{
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if (ptr.getClass().isActor())
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{
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// Collided with actor, ask actor to try to avoid door
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if(ptr != getPlayerPtr() )
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{
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MWMechanics::AiSequence& seq = ptr.getClass().getCreatureStats(ptr).getAiSequence();
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if(seq.getTypeId() != MWMechanics::AiPackage::TypeIdAvoidDoor) //Only add it once
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seq.stack(MWMechanics::AiAvoidDoor(door),ptr);
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}
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// we need to undo the rotation
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rotateObject(door, objPos.rot[0], objPos.rot[1], oldRot);
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reached = false;
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}
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}
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// the rotation order we want to use
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mWorldScene->updateObjectRotation(door, false);
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return reached;
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}
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void World::processDoors(float duration)
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void World::processDoors(float duration)
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{
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{
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std::map<MWWorld::Ptr, int>::iterator it = mDoorStates.begin();
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std::map<MWWorld::Ptr, int>::iterator it = mDoorStates.begin();
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@ -1631,40 +1670,7 @@ namespace MWWorld
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}
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}
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else
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else
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{
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{
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const ESM::Position& objPos = it->first.getRefData().getPosition();
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bool reached = rotateDoor(it->first, it->second, duration);
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float oldRot = objPos.rot[2];
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float minRot = it->first.getCellRef().getPosition().rot[2];
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float maxRot = minRot + osg::DegreesToRadians(90.f);
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float diff = duration * osg::DegreesToRadians(90.f);
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float targetRot = std::min(std::max(minRot, oldRot + diff * (it->second == 1 ? 1 : -1)), maxRot);
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rotateObject(it->first, objPos.rot[0], objPos.rot[1], targetRot);
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bool reached = (targetRot == maxRot && it->second) || targetRot == minRot;
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/// \todo should use convexSweepTest here
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std::vector<MWWorld::Ptr> collisions = mPhysics->getCollisions(it->first, MWPhysics::CollisionType_Door, MWPhysics::CollisionType_Actor);
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for (MWWorld::Ptr& ptr : collisions)
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{
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if (ptr.getClass().isActor())
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{
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// Collided with actor, ask actor to try to avoid door
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if(ptr != getPlayerPtr() )
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{
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MWMechanics::AiSequence& seq = ptr.getClass().getCreatureStats(ptr).getAiSequence();
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if(seq.getTypeId() != MWMechanics::AiPackage::TypeIdAvoidDoor) //Only add it once
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seq.stack(MWMechanics::AiAvoidDoor(it->first),ptr);
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}
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// we need to undo the rotation
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rotateObject(it->first, objPos.rot[0], objPos.rot[1], oldRot);
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reached = false;
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}
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}
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// the rotation order we want to use
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mWorldScene->updateObjectRotation(it->first, false);
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if (reached)
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if (reached)
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{
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{
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@ -2535,7 +2541,10 @@ namespace MWWorld
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door.getClass().setDoorState(door, state);
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door.getClass().setDoorState(door, state);
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mDoorStates[door] = state;
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mDoorStates[door] = state;
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if (state == 0)
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if (state == 0)
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{
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mDoorStates.erase(door);
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mDoorStates.erase(door);
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rotateDoor(door, state, 1);
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}
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}
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}
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bool World::getPlayerStandingOn (const MWWorld::ConstPtr& object)
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bool World::getPlayerStandingOn (const MWWorld::ConstPtr& object)
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@ -146,6 +146,8 @@ namespace MWWorld
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private:
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private:
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void PCDropped (const Ptr& item);
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void PCDropped (const Ptr& item);
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bool rotateDoor(const Ptr door, int state, float duration);
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void processDoors(float duration);
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void processDoors(float duration);
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///< Run physics simulation and modify \a world accordingly.
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///< Run physics simulation and modify \a world accordingly.
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