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https://gitlab.com/OpenMW/openmw.git
synced 2025-01-25 06:35:30 +00:00
Update jail state once instead of for every single hour
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@ -29,6 +29,7 @@
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Bug #4813: Creatures with known file but no "Sound Gen Creature" assigned use default sounds
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Bug #4815: "Finished" journal entry with lower index doesn't close journal, SetJournalIndex closes journal
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Bug #4820: Spell absorption is broken
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Bug #4823: Jail progress bar works incorrectly
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Bug #4827: NiUVController is handled incorrectly
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Bug #4828: Potion looping effects VFX are not shown for NPCs
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Bug #4837: CTD when a mesh with NiLODNode root node with particles is loaded
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@ -90,9 +90,9 @@ namespace MWBase
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virtual void setPlayerClass (const ESM::Class& class_) = 0;
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///< Set player class to custom class.
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virtual void restoreDynamicStats(MWWorld::Ptr actor, bool sleep) = 0;
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virtual void restoreDynamicStats(MWWorld::Ptr actor, double hours, bool sleep) = 0;
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virtual void rest(bool sleep) = 0;
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virtual void rest(double hours, bool sleep) = 0;
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///< If the player is sleeping or waiting, this should be called every hour.
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/// @param sleep is the player sleeping or waiting?
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@ -587,7 +587,7 @@ namespace MWBase
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virtual bool isPlayerInJail() const = 0;
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virtual void rest() = 0;
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virtual void rest(double hours) = 0;
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virtual void setPlayerTraveling(bool traveling) = 0;
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virtual bool isPlayerTraveling() const = 0;
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@ -78,8 +78,7 @@ namespace MWGui
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MWWorld::Ptr player = MWMechanics::getPlayer();
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for (int i=0; i<mDays*24; ++i)
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MWBase::Environment::get().getMechanicsManager()->rest(true);
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MWBase::Environment::get().getMechanicsManager()->rest(mDays * 24, true);
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MWBase::Environment::get().getWorld()->advanceTime(mDays * 24);
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std::set<int> skills;
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@ -169,8 +169,7 @@ namespace MWGui
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npcStats.setGoldPool(npcStats.getGoldPool() + price);
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// advance time
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MWBase::Environment::get().getMechanicsManager()->rest(false);
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MWBase::Environment::get().getMechanicsManager()->rest(false);
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MWBase::Environment::get().getMechanicsManager()->rest(2, false);
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MWBase::Environment::get().getWorld ()->advanceTime (2);
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setVisible(false);
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@ -174,10 +174,7 @@ namespace MWGui
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ESM::Position playerPos = player.getRefData().getPosition();
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float d = (osg::Vec3f(pos.pos[0], pos.pos[1], 0) - osg::Vec3f(playerPos.pos[0], playerPos.pos[1], 0)).length();
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int hours = static_cast<int>(d /MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fTravelTimeMult")->mValue.getFloat());
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for(int i = 0;i < hours;i++)
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{
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MWBase::Environment::get().getMechanicsManager ()->rest (true);
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}
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MWBase::Environment::get().getMechanicsManager ()->rest (hours, true);
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MWBase::Environment::get().getWorld()->advanceTime(hours);
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}
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@ -232,7 +232,7 @@ namespace MWGui
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void WaitDialog::onWaitingProgressChanged(int cur, int total)
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{
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mProgressBar.setProgress(cur, total);
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MWBase::Environment::get().getMechanicsManager()->rest(mSleeping);
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MWBase::Environment::get().getMechanicsManager()->rest(1, mSleeping);
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MWBase::Environment::get().getWorld()->advanceTime(1);
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MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
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@ -568,7 +568,7 @@ namespace MWMechanics
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creatureStats.setMagicka(magicka);
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}
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void Actors::restoreDynamicStats (const MWWorld::Ptr& ptr, bool sleep)
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void Actors::restoreDynamicStats (const MWWorld::Ptr& ptr, double hours, bool sleep)
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{
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MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats (ptr);
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if (stats.isDead())
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@ -582,11 +582,11 @@ namespace MWMechanics
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getRestorationPerHourOfSleep(ptr, health, magicka);
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DynamicStat<float> stat = stats.getHealth();
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stat.setCurrent(stat.getCurrent() + health);
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stat.setCurrent(stat.getCurrent() + health * hours);
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stats.setHealth(stat);
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stat = stats.getMagicka();
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stat.setCurrent(stat.getCurrent() + magicka);
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stat.setCurrent(stat.getCurrent() + magicka * hours);
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stats.setMagicka(stat);
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}
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@ -610,7 +610,7 @@ namespace MWMechanics
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float x = fFatigueReturnBase + fFatigueReturnMult * (1 - normalizedEncumbrance);
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x *= fEndFatigueMult * endurance;
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fatigue.setCurrent (fatigue.getCurrent() + 3600 * x);
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fatigue.setCurrent (fatigue.getCurrent() + 3600 * x * hours);
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stats.setFatigue (fatigue);
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}
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@ -1685,9 +1685,9 @@ namespace MWMechanics
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}
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}
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void Actors::rest(bool sleep)
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void Actors::rest(double hours, bool sleep)
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{
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float duration = 3600.f / MWBase::Environment::get().getWorld()->getTimeScaleFactor();
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float duration = hours * 3600.f / MWBase::Environment::get().getWorld()->getTimeScaleFactor();
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const MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
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const osg::Vec3f playerPos = player.getRefData().getPosition().asVec3();
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@ -1697,7 +1697,7 @@ namespace MWMechanics
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continue;
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if (!sleep || iter->first == player)
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restoreDynamicStats(iter->first, sleep);
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restoreDynamicStats(iter->first, hours, sleep);
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if ((!iter->first.getRefData().getBaseNode()) ||
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(playerPos - iter->first.getRefData().getPosition().asVec3()).length2() > mActorsProcessingRange*mActorsProcessingRange)
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@ -121,13 +121,13 @@ namespace MWMechanics
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void updateHeadTracking(const MWWorld::Ptr& actor, const MWWorld::Ptr& targetActor,
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MWWorld::Ptr& headTrackTarget, float& sqrHeadTrackDistance);
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void rest(bool sleep);
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///< Update actors while the player is waiting or sleeping. This should be called every hour.
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void rest(double hours, bool sleep);
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///< Update actors while the player is waiting or sleeping.
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void updateSneaking(CharacterController* ctrl, float duration);
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///< Update the sneaking indicator state according to the given player character controller.
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void restoreDynamicStats(const MWWorld::Ptr& actor, bool sleep);
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void restoreDynamicStats(const MWWorld::Ptr& actor, double hours, bool sleep);
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int getHoursToRest(const MWWorld::Ptr& ptr) const;
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///< Calculate how many hours the given actor needs to rest in order to be fully healed
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@ -479,17 +479,17 @@ namespace MWMechanics
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return mActors.isSneaking(ptr);
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}
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void MechanicsManager::rest(bool sleep)
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void MechanicsManager::rest(double hours, bool sleep)
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{
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if (sleep)
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MWBase::Environment::get().getWorld()->rest();
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MWBase::Environment::get().getWorld()->rest(hours);
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mActors.rest(sleep);
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mActors.rest(hours, sleep);
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}
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void MechanicsManager::restoreDynamicStats(MWWorld::Ptr actor, bool sleep)
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void MechanicsManager::restoreDynamicStats(MWWorld::Ptr actor, double hours, bool sleep)
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{
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mActors.restoreDynamicStats(actor, sleep);
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mActors.restoreDynamicStats(actor, hours, sleep);
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}
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int MechanicsManager::getHoursToRest() const
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@ -95,9 +95,9 @@ namespace MWMechanics
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virtual void setPlayerClass (const ESM::Class& class_) override;
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///< Set player class to custom class.
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virtual void restoreDynamicStats(MWWorld::Ptr actor, bool sleep) override;
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virtual void restoreDynamicStats(MWWorld::Ptr actor, double hours, bool sleep) override;
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virtual void rest(bool sleep) override;
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virtual void rest(double hours, bool sleep) override;
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///< If the player is sleeping or waiting, this should be called every hour.
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/// @param sleep is the player sleeping or waiting?
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@ -151,16 +151,16 @@ MWWorld::CellStore *MWWorld::Cells::getInterior (const std::string& name)
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return &result->second;
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}
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void MWWorld::Cells::rest ()
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void MWWorld::Cells::rest (double hours)
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{
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for (auto &interior : mInteriors)
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{
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interior.second.rest();
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interior.second.rest(hours);
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}
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for (auto &exterior : mExteriors)
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{
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exterior.second.rest();
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exterior.second.rest(hours);
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}
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}
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@ -61,7 +61,7 @@ namespace MWWorld
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/// @note name must be lower case
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Ptr getPtr (const std::string& name);
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void rest ();
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void rest (double hours);
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/// Get all Ptrs referencing \a name in exterior cells
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/// @note Due to the current implementation of getPtr this only supports one Ptr per cell.
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@ -966,7 +966,7 @@ namespace MWWorld
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}
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}
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void CellStore::rest()
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void CellStore::rest(double hours)
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{
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if (mState == State_Loaded)
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{
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@ -975,7 +975,7 @@ namespace MWWorld
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Ptr ptr = getCurrentPtr(&*it);
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if (!ptr.isEmpty() && ptr.getRefData().getCount() > 0)
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{
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MWBase::Environment::get().getMechanicsManager()->restoreDynamicStats(ptr, true);
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MWBase::Environment::get().getMechanicsManager()->restoreDynamicStats(ptr, hours, true);
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}
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}
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for (CellRefList<ESM::NPC>::List::iterator it (mNpcs.mList.begin()); it!=mNpcs.mList.end(); ++it)
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@ -983,7 +983,7 @@ namespace MWWorld
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Ptr ptr = getCurrentPtr(&*it);
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if (!ptr.isEmpty() && ptr.getRefData().getCount() > 0)
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{
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MWBase::Environment::get().getMechanicsManager()->restoreDynamicStats(ptr, true);
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MWBase::Environment::get().getMechanicsManager()->restoreDynamicStats(ptr, hours, true);
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}
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}
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}
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@ -183,7 +183,7 @@ namespace MWWorld
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/// @return updated MWWorld::Ptr with the new CellStore pointer set.
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MWWorld::Ptr moveTo(const MWWorld::Ptr& object, MWWorld::CellStore* cellToMoveTo);
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void rest();
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void rest(double hours);
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/// Make a copy of the given object and insert it into this cell.
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/// @note If you get a linker error here, this means the given type can not be inserted into a cell.
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@ -3266,9 +3266,9 @@ namespace MWWorld
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return closestMarker;
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}
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void World::rest()
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void World::rest(double hours)
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{
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mCells.rest();
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mCells.rest(hours);
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}
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void World::teleportToClosestMarker (const MWWorld::Ptr& ptr,
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@ -574,7 +574,7 @@ namespace MWWorld
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RestPermitted canRest() const override;
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///< check if the player is allowed to rest
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void rest() override;
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void rest(double hours) override;
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/// \todo Probably shouldn't be here
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MWRender::Animation* getAnimation(const MWWorld::Ptr &ptr) override;
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