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Merge branch 'flying_position' into 'master'
Only force adjust the player and NPCs teleported out of the active grid See merge request OpenMW/openmw!2488
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commit
45e673564f
@ -387,21 +387,22 @@ namespace MWScript
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return;
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bool isPlayer = ptr == MWMechanics::getPlayer();
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auto world = MWBase::Environment::get().getWorld();
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if (isPlayer)
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{
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MWBase::Environment::get().getWorld()->getPlayer().setTeleported(true);
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world->getPlayer().setTeleported(true);
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}
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MWWorld::CellStore* store = nullptr;
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try
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{
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store = MWBase::Environment::get().getWorld()->getInterior(cellID);
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store = world->getInterior(cellID);
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}
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catch (std::exception&)
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{
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// cell not found, move to exterior instead if moving the player (vanilla PositionCell
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// compatibility)
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const ESM::Cell* cell = MWBase::Environment::get().getWorld()->getExterior(cellID);
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const ESM::Cell* cell = world->getExterior(cellID);
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if (!cell)
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{
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std::string error
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@ -414,12 +415,12 @@ namespace MWScript
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return;
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}
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const osg::Vec2i cellIndex = MWWorld::positionToCellIndex(x, y);
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store = MWBase::Environment::get().getWorld()->getExterior(cellIndex.x(), cellIndex.y());
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store = world->getExterior(cellIndex.x(), cellIndex.y());
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}
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if (store)
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{
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MWWorld::Ptr base = ptr;
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ptr = MWBase::Environment::get().getWorld()->moveObject(ptr, store, osg::Vec3f(x, y, z));
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ptr = world->moveObject(ptr, store, osg::Vec3f(x, y, z));
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dynamic_cast<MWScript::InterpreterContext&>(runtime.getContext()).updatePtr(base, ptr);
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auto rot = ptr.getRefData().getPosition().asRotationVec3();
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@ -429,9 +430,9 @@ namespace MWScript
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if (!isPlayer)
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zRot = zRot / 60.0f;
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rot.z() = osg::DegreesToRadians(zRot);
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MWBase::Environment::get().getWorld()->rotateObject(ptr, rot);
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world->rotateObject(ptr, rot);
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ptr.getClass().adjustPosition(ptr, true);
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ptr.getClass().adjustPosition(ptr, isPlayer || !world->isCellActive(ptr.getCell()));
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}
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}
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};
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@ -456,24 +457,25 @@ namespace MWScript
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if (!ptr.isInCell())
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return;
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if (ptr == MWMechanics::getPlayer())
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bool isPlayer = ptr == MWMechanics::getPlayer();
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auto world = MWBase::Environment::get().getWorld();
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if (isPlayer)
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{
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MWBase::Environment::get().getWorld()->getPlayer().setTeleported(true);
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world->getPlayer().setTeleported(true);
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}
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const osg::Vec2i cellIndex = MWWorld::positionToCellIndex(x, y);
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// another morrowind oddity: player will be moved to the exterior cell at this location,
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// non-player actors will move within the cell they are in.
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MWWorld::Ptr base = ptr;
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if (ptr == MWMechanics::getPlayer())
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if (isPlayer)
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{
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MWWorld::CellStore* cell
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= MWBase::Environment::get().getWorld()->getExterior(cellIndex.x(), cellIndex.y());
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ptr = MWBase::Environment::get().getWorld()->moveObject(ptr, cell, osg::Vec3(x, y, z));
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MWWorld::CellStore* cell = world->getExterior(cellIndex.x(), cellIndex.y());
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ptr = world->moveObject(ptr, cell, osg::Vec3(x, y, z));
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}
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else
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{
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ptr = MWBase::Environment::get().getWorld()->moveObject(ptr, osg::Vec3f(x, y, z), true, true);
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ptr = world->moveObject(ptr, osg::Vec3f(x, y, z), true, true);
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}
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dynamic_cast<MWScript::InterpreterContext&>(runtime.getContext()).updatePtr(base, ptr);
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@ -481,11 +483,11 @@ namespace MWScript
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// Note that you must specify ZRot in minutes (1 degree = 60 minutes; north = 0, east = 5400, south =
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// 10800, west = 16200) except for when you position the player, then degrees must be used. See
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// "Morrowind Scripting for Dummies (9th Edition)" pages 50 and 54 for reference.
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if (ptr != MWMechanics::getPlayer())
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if (!isPlayer)
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zRot = zRot / 60.0f;
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rot.z() = osg::DegreesToRadians(zRot);
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MWBase::Environment::get().getWorld()->rotateObject(ptr, rot);
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ptr.getClass().adjustPosition(ptr, true);
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world->rotateObject(ptr, rot);
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ptr.getClass().adjustPosition(ptr, isPlayer || !world->isCellActive(ptr.getCell()));
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}
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};
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