#include "worldimp.hpp" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "../mwbase/environment.hpp" #include "../mwbase/luamanager.hpp" #include "../mwbase/mechanicsmanager.hpp" #include "../mwbase/scriptmanager.hpp" #include "../mwbase/soundmanager.hpp" #include "../mwbase/statemanager.hpp" #include "../mwbase/windowmanager.hpp" #include "../mwmechanics/actorutil.hpp" #include "../mwmechanics/aiavoiddoor.hpp" //Used to tell actors to avoid doors #include "../mwmechanics/combat.hpp" #include "../mwmechanics/creaturestats.hpp" #include "../mwmechanics/levelledlist.hpp" #include "../mwmechanics/npcstats.hpp" #include "../mwmechanics/spellcasting.hpp" #include "../mwmechanics/spellutil.hpp" #include "../mwmechanics/summoning.hpp" #include "../mwrender/animation.hpp" #include "../mwrender/camera.hpp" #include "../mwrender/npcanimation.hpp" #include "../mwrender/postprocessor.hpp" #include "../mwrender/renderingmanager.hpp" #include "../mwrender/vismask.hpp" #include "../mwscript/globalscripts.hpp" #include "../mwclass/door.hpp" #include "../mwphysics/actor.hpp" #include "../mwphysics/collisiontype.hpp" #include "../mwphysics/object.hpp" #include "../mwphysics/physicssystem.hpp" #include "../mwsound/constants.hpp" #include "actionteleport.hpp" #include "cellstore.hpp" #include "containerstore.hpp" #include "datetimemanager.hpp" #include "inventorystore.hpp" #include "manualref.hpp" #include "player.hpp" #include "projectilemanager.hpp" #include "weather.hpp" #include "contentloader.hpp" #include "esmloader.hpp" namespace MWWorld { namespace { std::vector> generateDefaultGameSettings() { return { // Companion (tribunal) { "sCompanionShare", ESM::Variant("Companion Share") }, { "sCompanionWarningMessage", ESM::Variant("Warning message") }, { "sCompanionWarningButtonOne", ESM::Variant("Button 1") }, { "sCompanionWarningButtonTwo", ESM::Variant("Button 2") }, { "sProfitValue", ESM::Variant("Profit Value") }, { "sTeleportDisabled", ESM::Variant("Teleport disabled") }, { "sLevitateDisabled", ESM::Variant("Levitate disabled") }, // Missing in unpatched MW 1.0 { "sDifficulty", ESM::Variant("Difficulty") }, { "fDifficultyMult", ESM::Variant(5.f) }, { "sAuto_Run", ESM::Variant("Auto Run") }, { "sServiceRefusal", ESM::Variant("Service Refusal") }, { "sNeedOneSkill", ESM::Variant("Need one skill") }, { "sNeedTwoSkills", ESM::Variant("Need two skills") }, { "sEasy", ESM::Variant("Easy") }, { "sHard", ESM::Variant("Hard") }, { "sDeleteNote", ESM::Variant("Delete Note") }, { "sEditNote", ESM::Variant("Edit Note") }, { "sAdmireSuccess", ESM::Variant("Admire Success") }, { "sAdmireFail", ESM::Variant("Admire Fail") }, { "sIntimidateSuccess", ESM::Variant("Intimidate Success") }, { "sIntimidateFail", ESM::Variant("Intimidate Fail") }, { "sTauntSuccess", ESM::Variant("Taunt Success") }, { "sTauntFail", ESM::Variant("Taunt Fail") }, { "sBribeSuccess", ESM::Variant("Bribe Success") }, { "sBribeFail", ESM::Variant("Bribe Fail") }, { "fNPCHealthBarTime", ESM::Variant(5.f) }, { "fNPCHealthBarFade", ESM::Variant(1.f) }, { "fFleeDistance", ESM::Variant(3000.f) }, { "sMaxSale", ESM::Variant("Max Sale") }, { "sAnd", ESM::Variant("and") }, // Werewolf (BM) { "fWereWolfRunMult", ESM::Variant(1.3f) }, { "fWereWolfSilverWeaponDamageMult", ESM::Variant(2.f) }, { "iWerewolfFightMod", ESM::Variant(100) }, { "iWereWolfFleeMod", ESM::Variant(100) }, { "iWereWolfLevelToAttack", ESM::Variant(20) }, { "iWereWolfBounty", ESM::Variant(1000) }, { "fCombatDistanceWerewolfMod", ESM::Variant(0.3f) }, }; } std::vector> generateDefaultGlobals() { return { // vanilla Morrowind does not define dayspassed. { Globals::sDaysPassed, ESM::Variant(1) }, // but the addons start counting at 1 :( { Globals::sWerewolfClawMult, ESM::Variant(25.f) }, { Globals::sPCKnownWerewolf, ESM::Variant(0) }, // following should exist in all versions of MW, but not necessarily in TCs { Globals::sGameHour, ESM::Variant(0) }, { Globals::sTimeScale, ESM::Variant(30.f) }, { Globals::sDay, ESM::Variant(1) }, { Globals::sYear, ESM::Variant(1) }, { Globals::sPCRace, ESM::Variant(0) }, { Globals::sPCHasCrimeGold, ESM::Variant(0) }, { Globals::sCrimeGoldDiscount, ESM::Variant(0) }, { Globals::sCrimeGoldTurnIn, ESM::Variant(0) }, { Globals::sPCHasTurnIn, ESM::Variant(0) }, }; } std::vector> generateDefaultStatics() { return { // Total conversions from SureAI lack marker records { "divinemarker", "marker_divine.nif" }, { "doormarker", "marker_arrow.nif" }, { "northmarker", "marker_north.nif" }, { "templemarker", "marker_temple.nif" }, { "travelmarker", "marker_travel.nif" }, }; } std::vector> generateDefaultDoors() { return { { "prisonmarker", "marker_prison.nif" } }; } } struct GameContentLoader : public ContentLoader { void addLoader(std::string&& extension, ContentLoader& loader) { mLoaders.emplace(std::move(extension), &loader); } void load(const std::filesystem::path& filepath, int& index, Loading::Listener* listener) override { const auto it = mLoaders.find(Misc::StringUtils::lowerCase(Files::pathToUnicodeString(filepath.extension()))); if (it != mLoaders.end()) { const auto filename = filepath.filename(); Log(Debug::Info) << "Loading content file " << filename; if (listener != nullptr) listener->setLabel(MyGUI::TextIterator::toTagsString(Files::pathToUnicodeString(filename))); it->second->load(filepath, index, listener); } else { std::string msg("Cannot load file: "); msg += Files::pathToUnicodeString(filepath); throw std::runtime_error(msg.c_str()); } } private: std::map mLoaders; }; struct OMWScriptsLoader : public ContentLoader { ESMStore& mStore; OMWScriptsLoader(ESMStore& store) : mStore(store) { } void load(const std::filesystem::path& filepath, int& /*index*/, Loading::Listener* /*listener*/) override { mStore.addOMWScripts(filepath); } }; void World::adjustSky() { if (mSky && (isCellExterior() || isCellQuasiExterior())) { mRendering->setSkyEnabled(true); } else mRendering->setSkyEnabled(false); } World::World(Resource::ResourceSystem* resourceSystem, int activationDistanceOverride, const std::string& startCell, const std::filesystem::path& userDataPath) : mResourceSystem(resourceSystem) , mLocalScripts(mStore) , mWorldModel(mStore, mReaders) , mTimeManager(std::make_unique()) , mSky(true) , mGodMode(false) , mScriptsEnabled(true) , mDiscardMovements(true) , mUserDataPath(userDataPath) , mActivationDistanceOverride(activationDistanceOverride) , mStartCell(startCell) , mSwimHeightScale(0.f) , mDistanceToFacedObject(-1.f) , mTeleportEnabled(true) , mLevitationEnabled(true) , mGoToJail(false) , mDaysInPrison(0) , mPlayerTraveling(false) , mPlayerInJail(false) , mSpellPreloadTimer(0.f) { } void World::loadData(const Files::Collections& fileCollections, const std::vector& contentFiles, const std::vector& groundcoverFiles, ToUTF8::Utf8Encoder* encoder, Loading::Listener* listener) { mContentFiles = contentFiles; mESMVersions.resize(mContentFiles.size(), -1); loadContentFiles(fileCollections, contentFiles, encoder, listener); loadGroundcoverFiles(fileCollections, groundcoverFiles, encoder, listener); fillGlobalVariables(); mStore.setUp(); mStore.validateRecords(mReaders); mStore.movePlayerRecord(); mSwimHeightScale = mStore.get().find("fSwimHeightScale")->mValue.getFloat(); } void World::init(osgViewer::Viewer* viewer, osg::ref_ptr rootNode, SceneUtil::WorkQueue* workQueue, SceneUtil::UnrefQueue& unrefQueue) { mPhysics = std::make_unique(mResourceSystem, rootNode); if (Settings::navigator().mEnable) { auto navigatorSettings = DetourNavigator::makeSettingsFromSettingsManager(); navigatorSettings.mRecast.mSwimHeightScale = mSwimHeightScale; mNavigator = DetourNavigator::makeNavigator(navigatorSettings, mUserDataPath); } else { mNavigator = DetourNavigator::makeNavigatorStub(); } mRendering = std::make_unique( viewer, rootNode, mResourceSystem, workQueue, *mNavigator, mGroundcoverStore, unrefQueue); mProjectileManager = std::make_unique( mRendering->getLightRoot()->asGroup(), mResourceSystem, mRendering.get(), mPhysics.get()); mRendering->preloadCommonAssets(); mWeatherManager = std::make_unique(*mRendering, mStore); mWorldScene = std::make_unique(*this, *mRendering.get(), mPhysics.get(), *mNavigator); } void World::fillGlobalVariables() { mGlobalVariables.fill(mStore); mTimeManager->setup(mGlobalVariables); } void World::startNewGame(bool bypass) { mGoToJail = false; mLevitationEnabled = true; mTeleportEnabled = true; mGodMode = false; mScriptsEnabled = true; mSky = true; // Rebuild player setupPlayer(); renderPlayer(); mRendering->getCamera()->reset(); // we don't want old weather to persist on a new game // Note that if reset later, the initial ChangeWeather that the chargen script calls will be lost. mWeatherManager.reset(); mWeatherManager = std::make_unique(*mRendering.get(), mStore); if (!bypass) { // set new game mark mGlobalVariables[Globals::sCharGenState].setInteger(1); } else mGlobalVariables[Globals::sCharGenState].setInteger(-1); MWBase::Environment::get().getLuaManager()->newGameStarted(); if (bypass && !mStartCell.empty()) { ESM::Position pos; ESM::RefId cellId = findExteriorPosition(mStartCell, pos); if (!cellId.empty()) { changeToCell(cellId, pos, true); adjustPosition(getPlayerPtr(), false); } else { findInteriorPosition(mStartCell, pos); changeToInteriorCell(mStartCell, pos, true); } } else { for (int i = 0; i < 5; ++i) MWBase::Environment::get().getScriptManager()->getGlobalScripts().run(); if (!getPlayerPtr().isInCell()) { ESM::Position pos; const int cellSize = Constants::CellSizeInUnits; pos.pos[0] = cellSize / 2; pos.pos[1] = cellSize / 2; pos.pos[2] = 0; pos.rot[0] = 0; pos.rot[1] = 0; pos.rot[2] = 0; ESM::ExteriorCellLocation exteriorCellPos = ESM::positionToExteriorCellLocation(pos.pos[0], pos.pos[1]); ESM::RefId cellId = ESM::RefId::esm3ExteriorCell(exteriorCellPos.mX, exteriorCellPos.mY); mWorldScene->changeToExteriorCell(cellId, pos, true); } } if (!bypass) { std::string_view video = Fallback::Map::getString("Movies_New_Game"); if (!video.empty()) { // Make sure that we do not continue to play a Title music after a new game video. MWBase::Environment::get().getSoundManager()->stopMusic(); MWBase::Environment::get().getWindowManager()->playVideo(video, true); } } // enable collision if (!mPhysics->toggleCollisionMode()) mPhysics->toggleCollisionMode(); MWBase::Environment::get().getWindowManager()->updatePlayer(); mTimeManager->setup(mGlobalVariables); // Initial seed. mPrng.seed(mRandomSeed); } void World::clear() { mWeatherManager->clear(); mRendering->clear(); mProjectileManager->clear(); mLocalScripts.clear(); mWorldScene->clear(); mWorldModel.clear(); mStore.clearDynamic(); if (mPlayer) { mPlayer->clear(); mPlayer->set(mStore.get().find(ESM::RefId::stringRefId("Player"))); } mDoorStates.clear(); mGoToJail = false; mTeleportEnabled = true; mLevitationEnabled = true; mPlayerTraveling = false; mPlayerInJail = false; mIdsRebuilt = false; fillGlobalVariables(); } int World::countSavedGameRecords() const { return mWorldModel.countSavedGameRecords() + mStore.countSavedGameRecords() + mGlobalVariables.countSavedGameRecords() + mProjectileManager->countSavedGameRecords() + 1 // player record + 1 // weather record + 1 // actorId counter + 1 // levitation/teleport enabled state + 1 // camera + 1; // random state. } int World::countSavedGameCells() const { return mWorldModel.countSavedGameRecords(); } void World::write(ESM::ESMWriter& writer, Loading::Listener& progress) const { writer.startRecord(ESM::REC_RAND); writer.writeHNOString("RAND", Misc::Rng::serialize(mPrng)); writer.endRecord(ESM::REC_RAND); // Active cells could have a dirty fog of war, sync it to the CellStore first for (CellStore* cellstore : mWorldScene->getActiveCells()) { MWBase::Environment::get().getWindowManager()->writeFog(cellstore); } MWMechanics::CreatureStats::writeActorIdCounter(writer); mStore.write(writer, progress); // dynamic Store must be written (and read) before Cells, so that // references to custom made records will be recognized mWorldModel.write(writer, progress); // the player's cell needs to be loaded before the player mPlayer->write(writer, progress); mGlobalVariables.write(writer, progress); mWeatherManager->write(writer, progress); mProjectileManager->write(writer, progress); writer.startRecord(ESM::REC_ENAB); writer.writeHNT("TELE", mTeleportEnabled); writer.writeHNT("LEVT", mLevitationEnabled); writer.endRecord(ESM::REC_ENAB); writer.startRecord(ESM::REC_CAM_); writer.writeHNT("FIRS", isFirstPerson()); writer.endRecord(ESM::REC_CAM_); } void World::readRecord(ESM::ESMReader& reader, uint32_t type) { switch (type) { case ESM::REC_ACTC: MWMechanics::CreatureStats::readActorIdCounter(reader); return; case ESM::REC_ENAB: reader.getHNT(mTeleportEnabled, "TELE"); reader.getHNT(mLevitationEnabled, "LEVT"); return; case ESM::REC_RAND: { auto data = reader.getHNOString("RAND"); Misc::Rng::deserialize(data, mPrng); } break; case ESM::REC_PLAY: if (reader.getFormatVersion() <= ESM::MaxPlayerBeforeCellDataFormatVersion && !mIdsRebuilt) { mStore.rebuildIdsIndex(); mIdsRebuilt = true; } mStore.checkPlayer(); mPlayer->readRecord(reader, type); if (getPlayerPtr().isInCell()) { if (getPlayerPtr().getCell()->isExterior()) mWorldScene->preloadTerrain(getPlayerPtr().getRefData().getPosition().asVec3(), getPlayerPtr().getCell()->getCell()->getWorldSpace()); mWorldScene->preloadCellWithSurroundings(*getPlayerPtr().getCell()); } break; case ESM::REC_CSTA: // We need to rebuild the ESMStore index in order to be able to lookup dynamic records while loading the // WorldModel and, afterwards, the player. if (!mIdsRebuilt) { mStore.rebuildIdsIndex(); mIdsRebuilt = true; } mWorldModel.readRecord(reader, type); break; default: if (!mStore.readRecord(reader, type) && !mGlobalVariables.readRecord(reader, type) && !mWeatherManager->readRecord(reader, type) && !mProjectileManager->readRecord(reader, type)) { throw std::runtime_error("unknown record in saved game"); } break; } } void World::ensureNeededRecords() { for (const auto& [id, value] : generateDefaultGameSettings()) { if (mStore.get().search(id) == nullptr) { ESM::GameSetting record; record.mId = ESM::RefId::stringRefId(id); record.mValue = value; record.mRecordFlags = 0; mStore.insertStatic(record); } } for (const auto& [name, value] : generateDefaultGlobals()) { if (mStore.get().search(ESM::RefId::stringRefId(name.getValue())) == nullptr) { ESM::Global record; record.mId = ESM::RefId::stringRefId(name.getValue()); record.mValue = value; record.mRecordFlags = 0; mStore.insertStatic(record); } } for (const auto& [id, model] : generateDefaultStatics()) { if (mStore.get().search(ESM::RefId::stringRefId(id)) == nullptr) { ESM::Static record; record.mId = ESM::RefId::stringRefId(id); record.mModel = model; record.mRecordFlags = 0; mStore.insertStatic(record); } } for (const auto& [id, model] : generateDefaultDoors()) { if (mStore.get().search(ESM::RefId::stringRefId(id)) == nullptr) { ESM::Door record; record.mId = ESM::RefId::stringRefId(id); record.mModel = model; record.mRecordFlags = 0; mStore.insertStatic(record); } } } World::~World() { // Must be cleared before mRendering is destroyed if (mProjectileManager) mProjectileManager->clear(); if (Settings::navigator().mWaitForAllJobsOnExit) { Log(Debug::Verbose) << "Waiting for all navmesh jobs to be done..."; mNavigator->wait(DetourNavigator::WaitConditionType::allJobsDone, nullptr); } } void World::setRandomSeed(uint32_t seed) { mRandomSeed = seed; } void World::useDeathCamera() { mRendering->getCamera()->setMode(MWRender::Camera::Mode::ThirdPerson); } MWWorld::Player& World::getPlayer() { return *mPlayer; } const std::vector& World::getESMVersions() const { return mESMVersions; } LocalScripts& World::getLocalScripts() { return mLocalScripts; } void World::setGlobalInt(GlobalVariableName name, int value) { mTimeManager->updateGlobalInt(name, value); mGlobalVariables[name].setInteger(value); } void World::setGlobalFloat(GlobalVariableName name, float value) { mTimeManager->updateGlobalFloat(name, value); mGlobalVariables[name].setFloat(value); } int World::getGlobalInt(GlobalVariableName name) const { return mGlobalVariables[name].getInteger(); } float World::getGlobalFloat(GlobalVariableName name) const { return mGlobalVariables[name].getFloat(); } char World::getGlobalVariableType(GlobalVariableName name) const { return mGlobalVariables.getType(name); } std::string_view World::getCellName(const MWWorld::CellStore* cell) const { if (!cell) cell = mWorldScene->getCurrentCell(); return getCellName(*cell->getCell()); } std::string_view World::getCellName(const MWWorld::Cell& cell) const { if (!cell.isExterior() || !cell.getDisplayName().empty()) return cell.getDisplayName(); if (!cell.getRegion().empty()) { std::string_view regionName = ESM::visit(ESM::VisitOverload{ [&](const ESM::Cell& cellIn) -> std::string_view { if (const ESM::Region* region = mStore.get().search(cell.getRegion())) return !region->mName.empty() ? region->mName : region->mId.getRefIdString(); return {}; }, [&](const ESM4::Cell& cellIn) -> std::string_view { return {}; }, }, cell); if (!regionName.empty()) return regionName; } if (!cell.getWorldSpace().empty() && ESM::isEsm4Ext(cell.getWorldSpace())) { if (const ESM4::World* worldspace = mStore.get().search(cell.getWorldSpace())) if (!worldspace->mFullName.empty()) return worldspace->mFullName; } return mStore.get().find("sDefaultCellname")->mValue.getString(); } void World::removeRefScript(const MWWorld::CellRef* ref) { mLocalScripts.remove(ref); } Ptr World::searchPtr(const ESM::RefId& name, bool activeOnly, bool searchInContainers) { Ptr ret; // the player is always in an active cell. if (name == "Player") { return mPlayer->getPlayer(); } for (CellStore* cellstore : mWorldScene->getActiveCells()) { // TODO: caching still doesn't work efficiently here (only works for the one CellStore that the reference is // in) Ptr ptr = cellstore->getPtr(name); if (!ptr.isEmpty()) return ptr; } if (!activeOnly) { ret = mWorldModel.getPtrByRefId(name); if (!ret.isEmpty()) return ret; } if (searchInContainers) { for (CellStore* cellstore : mWorldScene->getActiveCells()) { Ptr ptr = cellstore->searchInContainer(name); if (!ptr.isEmpty()) return ptr; } } Ptr ptr = mPlayer->getPlayer().getClass().getContainerStore(mPlayer->getPlayer()).search(name); return ptr; } Ptr World::getPtr(const ESM::RefId& name, bool activeOnly) { Ptr ret = searchPtr(name, activeOnly); if (!ret.isEmpty()) return ret; std::string error = "Failed to find an instance of object " + name.toDebugString(); if (activeOnly) error += " in active cells"; throw std::runtime_error(error); } Ptr World::searchPtrViaActorId(int actorId) { // The player is not registered in any CellStore so must be checked manually if (actorId == getPlayerPtr().getClass().getCreatureStats(getPlayerPtr()).getActorId()) return getPlayerPtr(); // Now search cells return mWorldScene->searchPtrViaActorId(actorId); } struct FindContainerVisitor { ConstPtr mContainedPtr; Ptr mResult; FindContainerVisitor(const ConstPtr& containedPtr) : mContainedPtr(containedPtr) { } bool operator()(const Ptr& ptr) { if (mContainedPtr.getContainerStore() == &ptr.getClass().getContainerStore(ptr)) { mResult = ptr; return false; } return true; } }; Ptr World::findContainer(const ConstPtr& ptr) { if (ptr.isInCell()) return Ptr(); Ptr player = getPlayerPtr(); if (ptr.getContainerStore() == &player.getClass().getContainerStore(player)) return player; for (CellStore* cellstore : mWorldScene->getActiveCells()) { FindContainerVisitor visitor(ptr); cellstore->forEachType(visitor); if (visitor.mResult.isEmpty()) cellstore->forEachType(visitor); if (visitor.mResult.isEmpty()) cellstore->forEachType(visitor); if (!visitor.mResult.isEmpty()) return visitor.mResult; } return Ptr(); } void World::addContainerScripts(const Ptr& reference, CellStore* cell) { if (reference.getType() == ESM::Container::sRecordId || reference.getType() == ESM::NPC::sRecordId || reference.getType() == ESM::Creature::sRecordId) { MWWorld::ContainerStore& container = reference.getClass().getContainerStore(reference); for (MWWorld::ContainerStoreIterator it = container.begin(); it != container.end(); ++it) { const auto& script = it->getClass().getScript(*it); if (!script.empty()) { MWWorld::Ptr item = *it; item.mCell = cell; mLocalScripts.add(script, item); } } } } void World::enable(const Ptr& reference) { if (!reference.isInCell()) return; if (!reference.getRefData().isEnabled()) { reference.getRefData().enable(); if (mWorldScene->getActiveCells().find(reference.getCell()) != mWorldScene->getActiveCells().end() && reference.getCellRef().getCount()) mWorldScene->addObjectToScene(reference); if (reference.getCellRef().getRefNum().hasContentFile()) { int type = mStore.find(reference.getCellRef().getRefId()); if (mRendering->pagingEnableObject(type, reference, true)) mWorldScene->reloadTerrain(); } } } void World::removeContainerScripts(const Ptr& reference) { if (reference.getType() == ESM::Container::sRecordId || reference.getType() == ESM::NPC::sRecordId || reference.getType() == ESM::Creature::sRecordId) { MWWorld::ContainerStore& container = reference.getClass().getContainerStore(reference); for (MWWorld::ContainerStoreIterator it = container.begin(); it != container.end(); ++it) { const ESM::RefId& script = it->getClass().getScript(*it); if (!script.empty()) { MWWorld::Ptr item = *it; mLocalScripts.remove(item); } } } } void World::disable(const Ptr& reference) { if (!reference.getRefData().isEnabled()) return; // disable is a no-op for items in containers if (!reference.isInCell()) return; if (reference == getPlayerPtr()) throw std::runtime_error("can not disable player object"); reference.getRefData().disable(); if (reference.getCellRef().getRefNum().hasContentFile()) { int type = mStore.find(reference.getCellRef().getRefId()); if (mRendering->pagingEnableObject(type, reference, false)) mWorldScene->reloadTerrain(); } if (mWorldScene->getActiveCells().find(reference.getCell()) != mWorldScene->getActiveCells().end() && reference.getCellRef().getCount()) { mWorldScene->removeObjectFromScene(reference); mWorldScene->addPostponedPhysicsObjects(); } } void World::advanceTime(double hours, bool incremental) { if (!incremental) { // When we fast-forward time, we should recharge magic items // in all loaded cells, using game world time float duration = hours * 3600; const float timeScaleFactor = mTimeManager->getGameTimeScale(); if (timeScaleFactor != 0.0f) duration /= timeScaleFactor; rechargeItems(duration, false); } mWeatherManager->advanceTime(hours, incremental); mTimeManager->advanceTime(hours, mGlobalVariables); if (!incremental) { mRendering->notifyWorldSpaceChanged(); mProjectileManager->clear(); mDiscardMovements = true; } } TimeStamp World::getTimeStamp() const { return mTimeManager->getTimeStamp(); } bool World::toggleSky() { mSky = !mSky; mRendering->setSkyEnabled(mSky); return mSky; } int World::getMasserPhase() const { return mRendering->skyGetMasserPhase(); } int World::getSecundaPhase() const { return mRendering->skyGetSecundaPhase(); } void World::setMoonColour(bool red) { mRendering->skySetMoonColour(red); } void World::changeToInteriorCell( const std::string_view cellName, const ESM::Position& position, bool adjustPlayerPos, bool changeEvent) { mPhysics->clearQueuedMovement(); mDiscardMovements = true; if (changeEvent && mCurrentWorldSpace != cellName) { // changed worldspace mProjectileManager->clear(); mRendering->notifyWorldSpaceChanged(); mCurrentWorldSpace = cellName; } removeContainerScripts(getPlayerPtr()); mWorldScene->changeToInteriorCell(cellName, position, adjustPlayerPos, changeEvent); addContainerScripts(getPlayerPtr(), getPlayerPtr().getCell()); } void World::changeToCell( const ESM::RefId& cellId, const ESM::Position& position, bool adjustPlayerPos, bool changeEvent) { const MWWorld::Cell* destinationCell = getWorldModel().getCell(cellId).getCell(); bool exteriorCell = destinationCell->isExterior(); mPhysics->clearQueuedMovement(); mDiscardMovements = true; if (changeEvent && mCurrentWorldSpace != destinationCell->getNameId()) { // changed worldspace mProjectileManager->clear(); mRendering->notifyWorldSpaceChanged(); mCurrentWorldSpace = destinationCell->getNameId(); } removeContainerScripts(getPlayerPtr()); if (exteriorCell) mWorldScene->changeToExteriorCell(cellId, position, adjustPlayerPos, changeEvent); else mWorldScene->changeToInteriorCell(destinationCell->getNameId(), position, adjustPlayerPos, changeEvent); addContainerScripts(getPlayerPtr(), getPlayerPtr().getCell()); } float World::getMaxActivationDistance() const { if (mActivationDistanceOverride >= 0) return static_cast(mActivationDistanceOverride); static const int iMaxActivateDist = mStore.get().find("iMaxActivateDist")->mValue.getInteger(); return static_cast(iMaxActivateDist); } MWWorld::Ptr World::getFacedObject() { MWWorld::Ptr facedObject; if (MWBase::Environment::get().getStateManager()->getState() == MWBase::StateManager::State_NoGame) return facedObject; if (MWBase::Environment::get().getWindowManager()->isGuiMode() && MWBase::Environment::get().getWindowManager()->isConsoleMode()) facedObject = getFacedObject(getMaxActivationDistance() * 50, false); else { float activationDistance = getActivationDistancePlusTelekinesis(); facedObject = getFacedObject(activationDistance, true); if (!facedObject.isEmpty() && !facedObject.getClass().allowTelekinesis(facedObject) && mDistanceToFacedObject > getMaxActivationDistance() && !MWBase::Environment::get().getWindowManager()->isGuiMode()) return nullptr; } return facedObject; } float World::getDistanceToFacedObject() { return mDistanceToFacedObject; } osg::Matrixf World::getActorHeadTransform(const MWWorld::ConstPtr& actor) const { const MWRender::Animation* anim = mRendering->getAnimation(actor); if (anim) { const osg::Node* node = anim->getNode("Head"); if (!node) node = anim->getNode("Bip01 Head"); if (node) { osg::NodePathList nodepaths = node->getParentalNodePaths(); if (!nodepaths.empty()) return osg::computeLocalToWorld(nodepaths[0]); } } return osg::Matrixf::translate(actor.getRefData().getPosition().asVec3()); } void World::deleteObject(const Ptr& ptr) { if (!ptr.mRef->isDeleted() && ptr.getContainerStore() == nullptr) { if (ptr == getPlayerPtr()) throw std::runtime_error("can not delete player object"); ptr.getCellRef().setCount(0); if (ptr.isInCell() && mWorldScene->getActiveCells().find(ptr.getCell()) != mWorldScene->getActiveCells().end() && ptr.getRefData().isEnabled()) { mWorldScene->removeObjectFromScene(ptr); mLocalScripts.remove(ptr); removeContainerScripts(ptr); } } } void World::undeleteObject(const Ptr& ptr) { if (!ptr.getCellRef().hasContentFile()) return; if (ptr.mRef->isDeleted()) { ptr.getCellRef().setCount(1); if (mWorldScene->getActiveCells().find(ptr.getCell()) != mWorldScene->getActiveCells().end() && ptr.getRefData().isEnabled()) { mWorldScene->addObjectToScene(ptr); const auto& script = ptr.getClass().getScript(ptr); if (!script.empty()) mLocalScripts.add(script, ptr); addContainerScripts(ptr, ptr.getCell()); } } } MWWorld::Ptr World::moveObject( const Ptr& ptr, CellStore* newCell, const osg::Vec3f& position, bool movePhysics, bool keepActive) { ESM::Position pos = ptr.getRefData().getPosition(); std::memcpy(pos.pos, &position, sizeof(osg::Vec3f)); ptr.getRefData().setPosition(pos); CellStore* currCell = ptr.isInCell() ? ptr.getCell() : nullptr; // currCell == nullptr should only happen for player, during initial startup bool isPlayer = ptr == mPlayer->getPlayer(); bool haveToMove = isPlayer || (currCell && mWorldScene->isCellActive(*currCell)); MWWorld::Ptr newPtr = ptr; if (!isPlayer && !currCell) throw std::runtime_error("Can not move actor " + ptr.getCellRef().getRefId().toDebugString() + " to another cell: current cell is nullptr"); if (!newCell) throw std::runtime_error("Can not move actor " + ptr.getCellRef().getRefId().toDebugString() + " to another cell: new cell is nullptr"); if (currCell != newCell) { removeContainerScripts(ptr); if (isPlayer) { if (!newCell->isExterior()) { changeToInteriorCell(newCell->getCell()->getNameId(), pos, false); removeContainerScripts(getPlayerPtr()); } else { if (mWorldScene->isCellActive(*newCell)) mWorldScene->changePlayerCell(*newCell, pos, false); else mWorldScene->changeToExteriorCell(newCell->getCell()->getId(), pos, false); } addContainerScripts(getPlayerPtr(), newCell); newPtr = getPlayerPtr(); } else { bool currCellActive = mWorldScene->isCellActive(*currCell); bool newCellActive = mWorldScene->isCellActive(*newCell); if (!currCellActive && newCellActive) { newPtr = currCell->moveTo(ptr, newCell); if (newPtr.getRefData().isEnabled()) mWorldScene->addObjectToScene(newPtr); const auto& script = newPtr.getClass().getScript(newPtr); if (!script.empty()) { mLocalScripts.add(script, newPtr); } addContainerScripts(newPtr, newCell); } else if (!newCellActive && currCellActive) { mWorldScene->removeObjectFromScene(ptr, keepActive); mLocalScripts.remove(ptr); removeContainerScripts(ptr); haveToMove = false; newPtr = currCell->moveTo(ptr, newCell); newPtr.getRefData().setBaseNode(nullptr); } else if (!currCellActive && !newCellActive) newPtr = currCell->moveTo(ptr, newCell); else // both cells active { newPtr = currCell->moveTo(ptr, newCell); mRendering->updatePtr(ptr, newPtr); MWBase::Environment::get().getSoundManager()->updatePtr(ptr, newPtr); mPhysics->updatePtr(ptr, newPtr); MWBase::MechanicsManager* mechMgr = MWBase::Environment::get().getMechanicsManager(); mechMgr->updateCell(ptr, newPtr); const auto& script = ptr.getClass().getScript(ptr); if (!script.empty()) { mLocalScripts.remove(ptr); removeContainerScripts(ptr); mLocalScripts.add(script, newPtr); addContainerScripts(newPtr, newCell); } } } MWBase::Environment::get().getWindowManager()->updateConsoleObjectPtr(ptr, newPtr); MWBase::Environment::get().getScriptManager()->getGlobalScripts().updatePtrs(ptr, newPtr); } if (haveToMove && newPtr.getRefData().getBaseNode()) { mRendering->moveObject(newPtr, position); if (movePhysics) { mPhysics->updatePosition(newPtr); if (const MWPhysics::Object* object = mPhysics->getObject(newPtr)) updateNavigatorObject(*object); } } if (isPlayer) mWorldScene->playerMoved(position); else { mRendering->pagingBlacklistObject(mStore.find(ptr.getCellRef().getRefId()), ptr); mWorldScene->removeFromPagedRefs(newPtr); } return newPtr; } MWWorld::Ptr World::moveObject(const Ptr& ptr, const osg::Vec3f& position, bool movePhysics, bool moveToActive) { CellStore* cell = ptr.getCell(); ESM::RefId worldspaceId = cell->isExterior() ? cell->getCell()->getWorldSpace() : ESM::Cell::sDefaultWorldspaceId; const ESM::ExteriorCellLocation index = ESM::positionToExteriorCellLocation(position.x(), position.y(), worldspaceId); CellStore* newCell = cell->isExterior() ? &mWorldModel.getExterior(index) : nullptr; bool isCellActive = getPlayerPtr().isInCell() && getPlayerPtr().getCell()->isExterior() && (newCell && mWorldScene->isCellActive(*newCell)); if (cell->isExterior() || (moveToActive && isCellActive && ptr.getClass().isActor())) cell = newCell; return moveObject(ptr, cell, position, movePhysics); } MWWorld::Ptr World::moveObjectBy(const Ptr& ptr, const osg::Vec3f& vec, bool moveToActive) { auto* actor = mPhysics->getActor(ptr); osg::Vec3f newpos = ptr.getRefData().getPosition().asVec3() + vec; if (actor) actor->adjustPosition(vec); if (ptr.getClass().isActor()) return moveObject(ptr, newpos, false, moveToActive && ptr != getPlayerPtr()); return moveObject(ptr, newpos); } void World::scaleObject(const Ptr& ptr, float scale, bool force) { if (!force && scale == ptr.getCellRef().getScale()) return; if (mPhysics->getActor(ptr)) mNavigator->removeAgent(getPathfindingAgentBounds(ptr)); ptr.getCellRef().setScale(scale); mRendering->pagingBlacklistObject(mStore.find(ptr.getCellRef().getRefId()), ptr); mWorldScene->removeFromPagedRefs(ptr); if (ptr.getRefData().getBaseNode() != nullptr) mWorldScene->updateObjectScale(ptr); if (mPhysics->getActor(ptr)) { const DetourNavigator::AgentBounds agentBounds = getPathfindingAgentBounds(ptr); if (!mNavigator->addAgent(agentBounds)) Log(Debug::Warning) << "Scaled agent bounds are not supported by navigator: " << agentBounds; } else if (const auto object = mPhysics->getObject(ptr)) updateNavigatorObject(*object); } void World::rotateObject(const Ptr& ptr, const osg::Vec3f& rot, MWBase::RotationFlags flags) { ESM::Position pos = ptr.getRefData().getPosition(); float* objRot = pos.rot; if (flags & MWBase::RotationFlag_adjust) { objRot[0] += rot.x(); objRot[1] += rot.y(); objRot[2] += rot.z(); } else { objRot[0] = rot.x(); objRot[1] = rot.y(); objRot[2] = rot.z(); } if (ptr.getClass().isActor()) { /* HACK? Actors shouldn't really be rotating around X (or Y), but * currently it's done so for rotating the camera, which needs * clamping. */ objRot[0] = std::clamp(objRot[0], -osg::PI_2, osg::PI_2); objRot[1] = Misc::normalizeAngle(objRot[1]); objRot[2] = Misc::normalizeAngle(objRot[2]); } ptr.getRefData().setPosition(pos); mRendering->pagingBlacklistObject(mStore.find(ptr.getCellRef().getRefId()), ptr); mWorldScene->removeFromPagedRefs(ptr); if (ptr.getRefData().getBaseNode() != nullptr) { const auto order = flags & MWBase::RotationFlag_inverseOrder ? RotationOrder::inverse : RotationOrder::direct; mWorldScene->updateObjectRotation(ptr, order); if (const auto object = mPhysics->getObject(ptr)) updateNavigatorObject(*object); } } void World::adjustPosition(const Ptr& ptr, bool force) { if (ptr.isEmpty()) { Log(Debug::Warning) << "Unable to adjust position for empty object"; return; } osg::Vec3f pos(ptr.getRefData().getPosition().asVec3()); if (!ptr.getRefData().getBaseNode()) { // will be adjusted when Ptr's cell becomes active return; } if (!ptr.isInCell()) { Log(Debug::Warning) << "Unable to adjust position for object '" << ptr.getCellRef().getRefId() << "' - it has no cell"; return; } const float terrainHeight = ptr.getCell()->isExterior() ? getTerrainHeightAt(pos, ptr.getCell()->getCell()->getWorldSpace()) : -std::numeric_limits::max(); pos.z() = std::max(pos.z(), terrainHeight) + 20; // place slightly above terrain. will snap down to ground with code below // We still should trace down dead persistent actors - they do not use the "swimdeath" animation. bool swims = ptr.getClass().isActor() && isSwimming(ptr) && !(ptr.getClass().isPersistent(ptr) && ptr.getClass().getCreatureStats(ptr).isDeathAnimationFinished()); if (force || !ptr.getClass().isActor() || (!isFlying(ptr) && !swims && isActorCollisionEnabled(ptr))) { osg::Vec3f traced = mPhysics->traceDown(ptr, pos, ESM::getCellSize(ptr.getCell()->getCell()->getWorldSpace())); pos.z() = std::min(pos.z(), traced.z()); } moveObject(ptr, ptr.getCell(), pos); } void World::fixPosition() { const MWWorld::Ptr actor = getPlayerPtr(); const float distance = 128.f; ESM::Position esmPos = actor.getRefData().getPosition(); osg::Quat orientation(esmPos.rot[2], osg::Vec3f(0, 0, -1)); osg::Vec3f pos(esmPos.asVec3()); int direction = 0; int fallbackDirections[4] = { direction, (direction + 3) % 4, (direction + 2) % 4, (direction + 1) % 4 }; osg::Vec3f targetPos = pos; for (int i = 0; i < 4; ++i) { direction = fallbackDirections[i]; if (direction == 0) targetPos = pos + (orientation * osg::Vec3f(0, 1, 0)) * distance; else if (direction == 1) targetPos = pos - (orientation * osg::Vec3f(0, 1, 0)) * distance; else if (direction == 2) targetPos = pos - (orientation * osg::Vec3f(1, 0, 0)) * distance; else if (direction == 3) targetPos = pos + (orientation * osg::Vec3f(1, 0, 0)) * distance; // destination is free if (!mPhysics->castRay(pos, targetPos, MWPhysics::CollisionType_World | MWPhysics::CollisionType_Door).mHit) break; } targetPos.z() += distance / 2.f; // move up a bit to get out from geometry, will snap down later osg::Vec3f traced = mPhysics->traceDown(actor, targetPos, ESM::getCellSize(actor.getCell()->getCell()->getWorldSpace())); if (traced != pos) { esmPos.pos[0] = traced.x(); esmPos.pos[1] = traced.y(); esmPos.pos[2] = traced.z(); ESM::RefId cell = actor.getCell()->getCell()->getId(); MWWorld::ActionTeleport(cell, esmPos, false).execute(actor); } } void World::rotateWorldObject(const Ptr& ptr, const osg::Quat& rotate) { if (ptr.getRefData().getBaseNode() != nullptr) { mRendering->pagingBlacklistObject(mStore.find(ptr.getCellRef().getRefId()), ptr); mWorldScene->removeFromPagedRefs(ptr); mRendering->rotateObject(ptr, rotate); mPhysics->updateRotation(ptr, rotate); if (const auto object = mPhysics->getObject(ptr)) updateNavigatorObject(*object); } } MWWorld::Ptr World::placeObject(const MWWorld::ConstPtr& ptr, MWWorld::CellStore* cell, const ESM::Position& pos) { return copyObjectToCell(ptr, cell, pos, ptr.getCellRef().getCount(), false); } MWWorld::Ptr World::safePlaceObject(const ConstPtr& ptr, const ConstPtr& referenceObject, MWWorld::CellStore* referenceCell, int direction, float distance) { ESM::Position ipos = referenceObject.getRefData().getPosition(); osg::Vec3f pos(ipos.asVec3()); osg::Quat orientation(ipos.rot[2], osg::Vec3f(0, 0, -1)); int fallbackDirections[4] = { direction, (direction + 3) % 4, (direction + 2) % 4, (direction + 1) % 4 }; osg::Vec3f spawnPoint = pos; for (int i = 0; i < 4; ++i) { direction = fallbackDirections[i]; if (direction == 0) spawnPoint = pos + (orientation * osg::Vec3f(0, 1, 0)) * distance; else if (direction == 1) spawnPoint = pos - (orientation * osg::Vec3f(0, 1, 0)) * distance; else if (direction == 2) spawnPoint = pos - (orientation * osg::Vec3f(1, 0, 0)) * distance; else if (direction == 3) spawnPoint = pos + (orientation * osg::Vec3f(1, 0, 0)) * distance; if (!ptr.getClass().isActor()) break; // check if spawn point is safe, fall back to another direction if not spawnPoint.z() += 30; // move up a little to account for slopes, will snap down later if (!mPhysics ->castRay(spawnPoint, osg::Vec3f(pos.x(), pos.y(), pos.z() + 20), MWPhysics::CollisionType_World | MWPhysics::CollisionType_Door) .mHit) { // safe break; } } ipos.pos[0] = spawnPoint.x(); ipos.pos[1] = spawnPoint.y(); ipos.pos[2] = spawnPoint.z(); if (referenceObject.getClass().isActor()) { ipos.rot[0] = 0; ipos.rot[1] = 0; } MWWorld::Ptr placed = copyObjectToCell(ptr, referenceCell, ipos, ptr.getCellRef().getCount(), false); adjustPosition(placed, true); // snap to ground return placed; } void World::queueMovement(const Ptr& ptr, const osg::Vec3f& velocity) { mPhysics->queueObjectMovement(ptr, velocity); } void World::updateAnimatedCollisionShape(const Ptr& ptr) { mPhysics->updateAnimatedCollisionShape(ptr); } void World::doPhysics(float duration, osg::Timer_t frameStart, unsigned int frameNumber, osg::Stats& stats) { processDoors(duration); mProjectileManager->update(duration); mPhysics->stepSimulation(duration, mDiscardMovements, frameStart, frameNumber, stats); mProjectileManager->processHits(); mDiscardMovements = false; mPhysics->moveActors(); } void World::updateNavigator() { auto navigatorUpdateGuard = mNavigator->makeUpdateGuard(); mPhysics->forEachAnimatedObject([&](const auto& pair) { const auto [object, changed] = pair; if (changed) updateNavigatorObject(*object, navigatorUpdateGuard.get()); }); for (const auto& door : mDoorStates) if (const auto object = mPhysics->getObject(door.first)) updateNavigatorObject(*object, navigatorUpdateGuard.get()); mNavigator->update(getPlayerPtr().getRefData().getPosition().asVec3(), navigatorUpdateGuard.get()); } void World::updateNavigatorObject( const MWPhysics::Object& object, const DetourNavigator::UpdateGuard* navigatorUpdateGuard) { if (object.getShapeInstance()->mVisualCollisionType != Resource::VisualCollisionType::None) return; const MWWorld::Ptr ptr = object.getPtr(); const DetourNavigator::ObjectShapes shapes(object.getShapeInstance(), DetourNavigator::ObjectTransform{ ptr.getRefData().getPosition(), ptr.getCellRef().getScale() }); mNavigator->updateObject( DetourNavigator::ObjectId(&object), shapes, object.getTransform(), navigatorUpdateGuard); } const MWPhysics::RayCastingInterface* World::getRayCasting() const { return mPhysics.get(); } bool World::rotateDoor(const Ptr door, MWWorld::DoorState state, float duration) { const ESM::Position& objPos = door.getRefData().getPosition(); auto oldRot = objPos.asRotationVec3(); auto newRot = oldRot; float minRot = door.getCellRef().getPosition().rot[2]; float maxRot = minRot + osg::DegreesToRadians(90.f); float diff = duration * osg::DegreesToRadians(90.f) * (state == MWWorld::DoorState::Opening ? 1 : -1); float targetRot = std::clamp(oldRot.z() + diff, minRot, maxRot); newRot.z() = targetRot; rotateObject(door, newRot, MWBase::RotationFlag_none); bool reached = (targetRot == maxRot && state != MWWorld::DoorState::Idle) || targetRot == minRot; /// \todo should use convexSweepTest here bool collisionWithActor = false; for (auto& [ptr, point, normal] : mPhysics->getCollisionsPoints(door, MWPhysics::CollisionType_Door, MWPhysics::CollisionType_Actor)) { if (ptr.getClass().isActor()) { auto localPoint = objPos.asVec3() - point; osg::Vec3f direction = osg::Quat(diff, osg::Vec3f(0, 0, 1)) * localPoint - localPoint; direction.normalize(); mPhysics->reportCollision(Misc::Convert::toBullet(point), Misc::Convert::toBullet(normal)); if (direction * normal < 0) // door is turning away from actor continue; collisionWithActor = true; // Collided with actor, ask actor to try to avoid door if (ptr != getPlayerPtr()) { MWMechanics::AiSequence& seq = ptr.getClass().getCreatureStats(ptr).getAiSequence(); if (seq.getTypeId() != MWMechanics::AiPackageTypeId::AvoidDoor) // Only add it once seq.stack(MWMechanics::AiAvoidDoor(door), ptr); } // we need to undo the rotation reached = false; } } // Cancel door closing sound if collision with actor is detected if (collisionWithActor) { const ESM::Door* ref = door.get()->mBase; if (state == MWWorld::DoorState::Opening) { const ESM::RefId& openSound = ref->mOpenSound; if (!openSound.empty() && MWBase::Environment::get().getSoundManager()->getSoundPlaying(door, openSound)) MWBase::Environment::get().getSoundManager()->stopSound3D(door, openSound); } else if (state == MWWorld::DoorState::Closing) { const ESM::RefId& closeSound = ref->mCloseSound; if (!closeSound.empty() && MWBase::Environment::get().getSoundManager()->getSoundPlaying(door, closeSound)) MWBase::Environment::get().getSoundManager()->stopSound3D(door, closeSound); } rotateObject(door, oldRot, MWBase::RotationFlag_none); } return reached; } void World::processDoors(float duration) { auto it = mDoorStates.begin(); while (it != mDoorStates.end()) { if (!mWorldScene->isCellActive(*it->first.getCell()) || !it->first.getRefData().getBaseNode()) { // The door is no longer in an active cell, or it was disabled. // Erase from mDoorStates, since we no longer need to move it. // Once we load the door's cell again (or re-enable the door), Door::insertObject will reinsert to // mDoorStates. mDoorStates.erase(it++); } else { bool reached = rotateDoor(it->first, it->second, duration); if (reached) { // Mark as non-moving it->first.getClass().setDoorState(it->first, MWWorld::DoorState::Idle); mDoorStates.erase(it++); } else ++it; } } } void World::setActorCollisionMode(const MWWorld::Ptr& ptr, bool internal, bool external) { MWPhysics::Actor* physicActor = mPhysics->getActor(ptr); if (physicActor && physicActor->getCollisionMode() != internal) { physicActor->enableCollisionMode(internal); physicActor->enableCollisionBody(external); } } bool World::isActorCollisionEnabled(const MWWorld::Ptr& ptr) { MWPhysics::Actor* physicActor = mPhysics->getActor(ptr); return physicActor && physicActor->getCollisionMode(); } bool World::toggleCollisionMode() { if (mPhysics->toggleCollisionMode()) { adjustPosition(getPlayerPtr(), true); return true; } return false; } bool World::toggleRenderMode(MWRender::RenderMode mode) { switch (mode) { case MWRender::Render_CollisionDebug: return mPhysics->toggleDebugRendering(); default: return mRendering->toggleRenderMode(mode); } } void World::update(float duration, bool paused) { if (mGoToJail && !paused) goToJail(); // Reset "traveling" flag - there was a frame to detect traveling. mPlayerTraveling = false; // The same thing for "in jail" flag: reset it if: // 1. Player was in jail // 2. Jailing window was closed if (mPlayerInJail && !mGoToJail && !MWBase::Environment::get().getWindowManager()->containsMode(MWGui::GM_Jail)) mPlayerInJail = false; updateWeather(duration, paused); updateNavigator(); mPlayer->update(); mPhysics->debugDraw(); mWorldScene->update(duration); mRendering->update(duration, paused); updateSoundListener(); mSpellPreloadTimer -= duration; if (mSpellPreloadTimer <= 0.f) { mSpellPreloadTimer = 0.1f; preloadSpells(); } if (mWorldScene->hasCellLoaded()) { mNavigator->wait(DetourNavigator::WaitConditionType::requiredTilesPresent, MWBase::Environment::get().getWindowManager()->getLoadingScreen()); mWorldScene->resetCellLoaded(); } } void World::updatePhysics( float duration, bool paused, osg::Timer_t frameStart, unsigned int frameNumber, osg::Stats& stats) { if (!paused) { doPhysics(duration, frameStart, frameNumber, stats); } else { // zero the async stats if we are paused stats.setAttribute(frameNumber, "physicsworker_time_begin", 0); stats.setAttribute(frameNumber, "physicsworker_time_taken", 0); stats.setAttribute(frameNumber, "physicsworker_time_end", 0); } } void World::preloadSpells() { const ESM::RefId& selectedSpell = MWBase::Environment::get().getWindowManager()->getSelectedSpell(); if (!selectedSpell.empty()) { const ESM::Spell* spell = mStore.get().search(selectedSpell); if (spell) preloadEffects(&spell->mEffects); } const MWWorld::Ptr& selectedEnchantItem = MWBase::Environment::get().getWindowManager()->getSelectedEnchantItem(); if (!selectedEnchantItem.isEmpty()) { const ESM::RefId& enchantId = selectedEnchantItem.getClass().getEnchantment(selectedEnchantItem); if (!enchantId.empty()) { const ESM::Enchantment* ench = mStore.get().search(enchantId); if (ench) preloadEffects(&ench->mEffects); } } const MWWorld::Ptr& selectedWeapon = MWBase::Environment::get().getWindowManager()->getSelectedWeapon(); if (!selectedWeapon.isEmpty()) { const ESM::RefId& enchantId = selectedWeapon.getClass().getEnchantment(selectedWeapon); if (!enchantId.empty()) { const ESM::Enchantment* ench = mStore.get().search(enchantId); if (ench && ench->mData.mType == ESM::Enchantment::WhenStrikes) preloadEffects(&ench->mEffects); } } } void World::updateSoundListener() { const MWRender::Camera* camera = mRendering->getCamera(); const auto& player = getPlayerPtr(); const ESM::Position& refpos = player.getRefData().getPosition(); osg::Vec3f listenerPos, up, forward; osg::Quat listenerOrient; if (isFirstPerson() || Settings::sound().mCameraListener) listenerPos = camera->getPosition(); else listenerPos = refpos.asVec3() + osg::Vec3f(0, 0, 1.85f * mPhysics->getHalfExtents(player).z()); if (isFirstPerson() || Settings::sound().mCameraListener) listenerOrient = camera->getOrient(); else listenerOrient = osg::Quat(refpos.rot[1], osg::Vec3f(0, -1, 0)) * osg::Quat(refpos.rot[0], osg::Vec3f(-1, 0, 0)) * osg::Quat(refpos.rot[2], osg::Vec3f(0, 0, -1)); forward = listenerOrient * osg::Vec3f(0, 1, 0); up = listenerOrient * osg::Vec3f(0, 0, 1); bool underwater = isUnderwater(player.getCell(), camera->getPosition()); MWBase::Environment::get().getSoundManager()->setListenerPosDir(listenerPos, forward, up, underwater); } void World::updateWindowManager() { try { // inform the GUI about focused object MWWorld::Ptr object = getFacedObject(); // retrieve object dimensions so we know where to place the floating label if (!object.isEmpty()) { osg::BoundingBox bb = mPhysics->getBoundingBox(object); if (!bb.valid() && object.getRefData().getBaseNode()) { osg::ComputeBoundsVisitor computeBoundsVisitor; computeBoundsVisitor.setTraversalMask(~(MWRender::Mask_ParticleSystem | MWRender::Mask_Effect)); object.getRefData().getBaseNode()->accept(computeBoundsVisitor); bb = computeBoundsVisitor.getBoundingBox(); } osg::Vec4f screenBounds = mRendering->getScreenBounds(bb); MWBase::Environment::get().getWindowManager()->setFocusObjectScreenCoords( screenBounds.x(), screenBounds.y(), screenBounds.z(), screenBounds.w()); } MWBase::Environment::get().getWindowManager()->setFocusObject(object); } catch (std::exception& e) { Log(Debug::Error) << "Error updating window manager: " << e.what(); } } MWWorld::Ptr World::getFacedObject(float maxDistance, bool ignorePlayer) { const float camDist = mRendering->getCamera()->getCameraDistance(); maxDistance += camDist; MWWorld::Ptr facedObject; MWRender::RenderingManager::RayResult rayToObject; if (MWBase::Environment::get().getWindowManager()->isGuiMode()) { float x, y; MWBase::Environment::get().getWindowManager()->getMousePosition(x, y); rayToObject = mRendering->castCameraToViewportRay(x, y, maxDistance, ignorePlayer); } else rayToObject = mRendering->castCameraToViewportRay(0.5f, 0.5f, maxDistance, ignorePlayer); facedObject = rayToObject.mHitObject; if (facedObject.isEmpty() && rayToObject.mHitRefnum.isSet()) facedObject = MWBase::Environment::get().getWorldModel()->getPtr(rayToObject.mHitRefnum); if (rayToObject.mHit) mDistanceToFacedObject = (rayToObject.mRatio * maxDistance) - camDist; else mDistanceToFacedObject = -1; return facedObject; } bool World::castRenderingRay(MWPhysics::RayCastingResult& res, const osg::Vec3f& from, const osg::Vec3f& to, bool ignorePlayer, bool ignoreActors, std::span ignoreList) { MWRender::RenderingManager::RayResult rayRes = mRendering->castRay(from, to, ignorePlayer, ignoreActors, ignoreList); res.mHit = rayRes.mHit; res.mHitPos = rayRes.mHitPointWorld; res.mHitNormal = rayRes.mHitNormalWorld; res.mHitObject = rayRes.mHitObject; if (res.mHitObject.isEmpty() && rayRes.mHitRefnum.isSet()) res.mHitObject = MWBase::Environment::get().getWorldModel()->getPtr(rayRes.mHitRefnum); return res.mHit; } bool World::isCellExterior() const { const CellStore* currentCell = mWorldScene->getCurrentCell(); if (currentCell) { return currentCell->getCell()->isExterior(); } return false; } bool World::isCellQuasiExterior() const { const CellStore* currentCell = mWorldScene->getCurrentCell(); if (currentCell) { return currentCell->getCell()->isQuasiExterior(); } return false; } ESM::RefId World::getCurrentWorldspace() const { const CellStore* cellStore = mWorldScene->getCurrentCell(); if (cellStore) return cellStore->getCell()->getWorldSpace(); return ESM::Cell::sDefaultWorldspaceId; } int World::getCurrentWeather() const { return mWeatherManager->getWeatherID(); } int World::getNextWeather() const { return mWeatherManager->getNextWeatherID(); } float World::getWeatherTransition() const { return mWeatherManager->getTransitionFactor(); } unsigned int World::getNightDayMode() const { return mWeatherManager->getNightDayMode(); } void World::changeWeather(const ESM::RefId& region, const unsigned int id) { mWeatherManager->changeWeather(region, id); } void World::modRegion(const ESM::RefId& regionid, const std::vector& chances) { mWeatherManager->modRegion(regionid, chances); } struct GetDoorMarkerVisitor { std::vector& mOut; bool operator()(const MWWorld::Ptr& ptr) { MWWorld::LiveCellRef& ref = *static_cast*>(ptr.getBase()); if (!ref.mData.isEnabled() || ref.isDeleted()) return true; if (ref.mRef.getTeleport()) { World::DoorMarker newMarker; newMarker.name = MWClass::Door::getDestination(ref); newMarker.dest = ref.mRef.getDestCell(); ESM::Position pos = ref.mData.getPosition(); newMarker.x = pos.pos[0]; newMarker.y = pos.pos[1]; mOut.push_back(newMarker); } return true; } }; void World::getDoorMarkers(CellStore& cell, std::vector& out) { GetDoorMarkerVisitor visitor{ out }; cell.forEachType(visitor); } void World::setWaterHeight(const float height) { mPhysics->setWaterHeight(height); mRendering->setWaterHeight(height); } bool World::toggleWater() { return mRendering->toggleRenderMode(MWRender::Render_Water); } bool World::toggleWorld() { return mRendering->toggleRenderMode(MWRender::Render_Scene); } bool World::toggleBorders() { return mRendering->toggleBorders(); } void World::PCDropped(const Ptr& item) { const auto& script = item.getClass().getScript(item); // Set OnPCDrop Variable on item's script, if it has a script with that variable declared if (!script.empty()) item.getRefData().getLocals().setVarByInt(script, "onpcdrop", 1); } MWWorld::Ptr World::placeObject(const MWWorld::Ptr& object, float cursorX, float cursorY, int amount, bool copy) { const float maxDist = 200.f; MWRender::RenderingManager::RayResult result = mRendering->castCameraToViewportRay(cursorX, cursorY, maxDist, true, true); CellStore* cell = getPlayerPtr().getCell(); ESM::Position pos = getPlayerPtr().getRefData().getPosition(); if (result.mHit) { pos.pos[0] = result.mHitPointWorld.x(); pos.pos[1] = result.mHitPointWorld.y(); pos.pos[2] = result.mHitPointWorld.z(); } // We want only the Z part of the player's rotation pos.rot[0] = 0; pos.rot[1] = 0; // copy the object and set its count Ptr dropped = copy ? copyObjectToCell(object, cell, pos, amount, true) : moveObjectToCell(object, cell, pos, true); // only the player place items in the world, so no need to check actor PCDropped(dropped); return dropped; } bool World::canPlaceObject(float cursorX, float cursorY) { const float maxDist = 200.f; MWRender::RenderingManager::RayResult result = mRendering->castCameraToViewportRay(cursorX, cursorY, maxDist, true, true); if (result.mHit) { // check if the wanted position is on a flat surface, and not e.g. against a vertical wall if (std::acos((result.mHitNormalWorld / result.mHitNormalWorld.length()) * osg::Vec3f(0, 0, 1)) >= osg::DegreesToRadians(30.f)) return false; return true; } else return false; } Ptr World::copyObjectToCell(const ConstPtr& object, CellStore* cell, ESM::Position pos, int count, bool adjustPos) { if (!cell) throw std::runtime_error("copyObjectToCell(): cannot copy object to null cell"); if (cell->isExterior()) { const ESM::ExteriorCellLocation index = ESM::positionToExteriorCellLocation(pos.pos[0], pos.pos[1], cell->getCell()->getWorldSpace()); cell = &mWorldModel.getExterior(index); } MWWorld::Ptr dropped = object.getClass().copyToCell(object, *cell, pos, count); initObjectInCell(dropped, *cell, adjustPos); return dropped; } Ptr World::moveObjectToCell(const Ptr& object, CellStore* cell, ESM::Position pos, bool adjustPos) { if (!cell) throw std::runtime_error("moveObjectToCell(): cannot move object to null cell"); if (cell->isExterior()) { const ESM::ExteriorCellLocation index = ESM::positionToExteriorCellLocation(pos.pos[0], pos.pos[1], cell->getCell()->getWorldSpace()); cell = &mWorldModel.getExterior(index); } MWWorld::Ptr dropped = object.getClass().moveToCell(object, *cell, pos); initObjectInCell(dropped, *cell, adjustPos); return dropped; } void World::initObjectInCell(const Ptr& object, CellStore& cell, bool adjustPos) { if (mWorldScene->isCellActive(cell)) { if (object.getRefData().isEnabled()) { mWorldScene->addObjectToScene(object); } const auto& script = object.getClass().getScript(object); if (!script.empty()) { mLocalScripts.add(script, object); } addContainerScripts(object, &cell); } if (!object.getClass().isActor() && adjustPos && object.getRefData().getBaseNode()) { // Adjust position so the location we wanted ends up in the middle of the object bounding box osg::ComputeBoundsVisitor computeBounds; computeBounds.setTraversalMask(~MWRender::Mask_ParticleSystem); object.getRefData().getBaseNode()->accept(computeBounds); osg::BoundingBox bounds = computeBounds.getBoundingBox(); if (bounds.valid()) { ESM::Position pos = object.getRefData().getPosition(); bounds.set(bounds._min - pos.asVec3(), bounds._max - pos.asVec3()); osg::Vec3f adjust( (bounds.xMin() + bounds.xMax()) / 2, (bounds.yMin() + bounds.yMax()) / 2, bounds.zMin()); pos.pos[0] -= adjust.x(); pos.pos[1] -= adjust.y(); pos.pos[2] -= adjust.z(); moveObject(object, pos.asVec3()); } } } MWWorld::Ptr World::dropObjectOnGround(const Ptr& actor, const Ptr& object, int amount, bool copy) { MWWorld::CellStore* cell = actor.getCell(); ESM::Position pos = actor.getRefData().getPosition(); // We want only the Z part of the actor's rotation pos.rot[0] = 0; pos.rot[1] = 0; osg::Vec3f orig = pos.asVec3(); orig.z() += 20; osg::Vec3f dir(0, 0, -1); float len = 1000000.0; MWRender::RenderingManager::RayResult result = mRendering->castRay(orig, orig + dir * len, true, true); if (result.mHit) pos.pos[2] = result.mHitPointWorld.z(); // copy the object and set its count Ptr dropped = copy ? copyObjectToCell(object, cell, pos, amount, true) : moveObjectToCell(object, cell, pos, true); if (actor == mPlayer->getPlayer()) // Only call if dropped by player PCDropped(dropped); return dropped; } void World::processChangedSettings(const Settings::CategorySettingVector& settings) { mRendering->processChangedSettings(settings); } bool World::isFlying(const MWWorld::Ptr& ptr) const { if (!ptr.getClass().isActor()) return false; const MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats(ptr); if (stats.isDead()) return false; const bool isPlayer = ptr == getPlayerConstPtr(); if (!(isPlayer && mGodMode) && stats.getMagicEffects().getOrDefault(ESM::MagicEffect::Paralyze).getModifier() > 0) return false; if (ptr.getClass().canFly(ptr)) return true; if (stats.getMagicEffects().getOrDefault(ESM::MagicEffect::Levitate).getMagnitude() > 0 && isLevitationEnabled()) return true; const MWPhysics::Actor* actor = mPhysics->getActor(ptr); if (!actor) return true; return false; } bool World::isSlowFalling(const MWWorld::Ptr& ptr) const { if (!ptr.getClass().isActor()) return false; const MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats(ptr); if (stats.getMagicEffects().getOrDefault(ESM::MagicEffect::SlowFall).getMagnitude() > 0) return true; return false; } bool World::isSubmerged(const MWWorld::ConstPtr& object) const { return isUnderwater(object, 1.0f / mSwimHeightScale); } bool World::isSwimming(const MWWorld::ConstPtr& object) const { return isUnderwater(object, mSwimHeightScale); } bool World::isWading(const MWWorld::ConstPtr& object) const { const float kneeDeep = 0.25f; return isUnderwater(object, kneeDeep); } bool World::isUnderwater(const MWWorld::ConstPtr& object, const float heightRatio) const { osg::Vec3f pos(object.getRefData().getPosition().asVec3()); pos.z() += heightRatio * 2 * mPhysics->getRenderingHalfExtents(object).z(); const CellStore* currCell = object.isInCell() ? object.getCell() : nullptr; // currCell == nullptr should only happen for player, during initial startup return isUnderwater(currCell, pos); } bool World::isUnderwater(const MWWorld::CellStore* cell, const osg::Vec3f& pos) const { if (!cell) return false; if (!(cell->getCell()->hasWater())) { return false; } return pos.z() < cell->getWaterLevel(); } bool World::isWaterWalkingCastableOnTarget(const MWWorld::ConstPtr& target) const { const MWWorld::CellStore* cell = target.getCell(); if (!cell->getCell()->hasWater()) return true; float waterlevel = cell->getWaterLevel(); // SwimHeightScale affects the upper z position an actor can swim to // while in water. Based on observation from the original engine, // the upper z position you get with a +1 SwimHeightScale is the depth // limit for being able to cast water walking on an underwater target. if (isUnderwater(target, mSwimHeightScale + 1) || (isUnderwater(cell, target.getRefData().getPosition().asVec3()) && !mPhysics->canMoveToWaterSurface(target, waterlevel))) return false; // not castable if too deep or if not enough room to move actor to surface else return true; } bool World::isOnGround(const MWWorld::Ptr& ptr) const { return mPhysics->isOnGround(ptr); } void World::togglePOV(bool force) { mRendering->getCamera()->toggleViewMode(force); } bool World::isFirstPerson() const { return mRendering->getCamera()->getMode() == MWRender::Camera::Mode::FirstPerson; } bool World::isPreviewModeEnabled() const { return mRendering->getCamera()->getMode() == MWRender::Camera::Mode::Preview; } bool World::toggleVanityMode(bool enable) { return mRendering->getCamera()->toggleVanityMode(enable); } void World::disableDeferredPreviewRotation() { mRendering->getCamera()->disableDeferredPreviewRotation(); } void World::applyDeferredPreviewRotationToPlayer(float dt) { mRendering->getCamera()->applyDeferredPreviewRotationToPlayer(dt); } MWRender::Camera* World::getCamera() { return mRendering->getCamera(); } bool World::vanityRotateCamera(const float* rot) { auto* camera = mRendering->getCamera(); if (!camera->isVanityOrPreviewModeEnabled()) return false; camera->setPitch(camera->getPitch() + rot[0]); camera->setYaw(camera->getYaw() + rot[2]); return true; } void World::saveLoaded() { mStore.rebuildIdsIndex(); mStore.validateDynamic(); mTimeManager->setup(mGlobalVariables); } void World::setupPlayer() { const ESM::NPC* player = mStore.get().find(ESM::RefId::stringRefId("Player")); if (!mPlayer) mPlayer = std::make_unique(player); else { // Remove the old CharacterController MWBase::Environment::get().getMechanicsManager()->remove(getPlayerPtr(), true); mNavigator->removeAgent(getPathfindingAgentBounds(getPlayerConstPtr())); mPhysics->remove(getPlayerPtr()); mRendering->removePlayer(getPlayerPtr()); MWBase::Environment::get().getLuaManager()->objectRemovedFromScene(getPlayerPtr()); mPlayer->set(player); } Ptr ptr = mPlayer->getPlayer(); mRendering->setupPlayer(ptr); MWBase::Environment::get().getLuaManager()->setupPlayer(ptr); } void World::renderPlayer() { MWBase::Environment::get().getMechanicsManager()->remove(getPlayerPtr(), true); MWWorld::Ptr player = getPlayerPtr(); mRendering->renderPlayer(player); MWRender::NpcAnimation* anim = static_cast(mRendering->getAnimation(player)); player.getClass().getInventoryStore(player).setInvListener(anim); player.getClass().getInventoryStore(player).setContListener(anim); scaleObject(player, player.getCellRef().getScale(), true); // apply race height rotateObject(player, osg::Vec3f(), MWBase::RotationFlag_inverseOrder | MWBase::RotationFlag_adjust); MWBase::Environment::get().getMechanicsManager()->add(getPlayerPtr()); MWBase::Environment::get().getWindowManager()->watchActor(getPlayerPtr()); mPhysics->remove(getPlayerPtr()); mPhysics->addActor( getPlayerPtr(), VFS::Path::toNormalized(getPlayerPtr().getClass().getCorrectedModel(getPlayerPtr()))); applyLoopingParticles(player); const DetourNavigator::AgentBounds agentBounds = getPathfindingAgentBounds(getPlayerConstPtr()); if (!mNavigator->addAgent(agentBounds)) Log(Debug::Warning) << "Player agent bounds are not supported by navigator: " << agentBounds; } World::RestPermitted World::canRest() const { CellStore* currentCell = mWorldScene->getCurrentCell(); Ptr player = mPlayer->getPlayer(); RefData& refdata = player.getRefData(); osg::Vec3f playerPos(refdata.getPosition().asVec3()); const MWPhysics::Actor* actor = mPhysics->getActor(player); if (!actor) throw std::runtime_error("can't find player"); if (mPlayer->enemiesNearby()) return Rest_EnemiesAreNearby; if (isUnderwater(currentCell, playerPos) || isWalkingOnWater(player)) return Rest_PlayerIsUnderwater; float fallHeight = player.getClass().getCreatureStats(player).getFallHeight(); float epsilon = 1e-4; if ((actor->getCollisionMode() && (!mPhysics->isOnSolidGround(player) || fallHeight >= epsilon)) || isFlying(player)) return Rest_PlayerIsInAir; if (currentCell->getCell()->noSleep() || player.getClass().getNpcStats(player).isWerewolf()) return Rest_OnlyWaiting; return Rest_Allowed; } MWRender::Animation* World::getAnimation(const MWWorld::Ptr& ptr) { auto* animation = mRendering->getAnimation(ptr); if (!animation) { mWorldScene->removeFromPagedRefs(ptr); animation = mRendering->getAnimation(ptr); if (animation) mRendering->pagingBlacklistObject(mStore.find(ptr.getCellRef().getRefId()), ptr); } return animation; } const MWRender::Animation* World::getAnimation(const MWWorld::ConstPtr& ptr) const { return mRendering->getAnimation(ptr); } void World::screenshot(osg::Image* image, int w, int h) { mRendering->screenshot(image, w, h); } void World::activateDoor(const MWWorld::Ptr& door) { auto state = door.getClass().getDoorState(door); switch (state) { case MWWorld::DoorState::Idle: if (door.getRefData().getPosition().rot[2] == door.getCellRef().getPosition().rot[2]) state = MWWorld::DoorState::Opening; // if closed, then open else state = MWWorld::DoorState::Closing; // if open, then close break; case MWWorld::DoorState::Closing: state = MWWorld::DoorState::Opening; // if closing, then open break; case MWWorld::DoorState::Opening: default: state = MWWorld::DoorState::Closing; // if opening, then close break; } door.getClass().setDoorState(door, state); mDoorStates[door] = state; } void World::activateDoor(const Ptr& door, MWWorld::DoorState state) { door.getClass().setDoorState(door, state); mDoorStates[door] = state; if (state == MWWorld::DoorState::Idle) { mDoorStates.erase(door); rotateDoor(door, state, 1); } } bool World::getPlayerStandingOn(const MWWorld::ConstPtr& object) { MWWorld::Ptr player = getPlayerPtr(); return mPhysics->isActorStandingOn(player, object); } bool World::getActorStandingOn(const MWWorld::ConstPtr& object) { std::vector actors; mPhysics->getActorsStandingOn(object, actors); return !actors.empty(); } void World::getActorsStandingOn(const MWWorld::ConstPtr& object, std::vector& actors) { mPhysics->getActorsStandingOn(object, actors); } bool World::getPlayerCollidingWith(const MWWorld::ConstPtr& object) { return mPhysics->isObjectCollidingWith(object, MWPhysics::ScriptedCollisionType_Player); } bool World::getActorCollidingWith(const MWWorld::ConstPtr& object) { return mPhysics->isObjectCollidingWith(object, MWPhysics::ScriptedCollisionType_Actor); } void World::hurtStandingActors(const ConstPtr& object, float healthPerSecond) { if (MWBase::Environment::get().getWindowManager()->isGuiMode()) return; std::vector actors; mPhysics->getActorsStandingOn(object, actors); for (const Ptr& actor : actors) { MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor); if (stats.isDead()) continue; mPhysics->markAsNonSolid(object); if (actor == getPlayerPtr() && mGodMode) continue; MWMechanics::DynamicStat health = stats.getHealth(); health.setCurrent(health.getCurrent() - healthPerSecond * MWBase::Environment::get().getFrameDuration()); stats.setHealth(health); if (healthPerSecond > 0.0f) { if (actor == getPlayerPtr()) MWBase::Environment::get().getWindowManager()->activateHitOverlay(false); auto healthDamage = ESM::RefId::stringRefId("Health Damage"); if (!MWBase::Environment::get().getSoundManager()->getSoundPlaying(actor, healthDamage)) MWBase::Environment::get().getSoundManager()->playSound3D(actor, healthDamage, 1.0f, 1.0f); } } } void World::hurtCollidingActors(const ConstPtr& object, float healthPerSecond) { if (MWBase::Environment::get().getWindowManager()->isGuiMode()) return; std::vector actors; mPhysics->getActorsCollidingWith(object, actors); for (const Ptr& actor : actors) { MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor); if (stats.isDead()) continue; mPhysics->markAsNonSolid(object); if (actor == getPlayerPtr() && mGodMode) continue; MWMechanics::DynamicStat health = stats.getHealth(); health.setCurrent(health.getCurrent() - healthPerSecond * MWBase::Environment::get().getFrameDuration()); stats.setHealth(health); if (healthPerSecond > 0.0f) { if (actor == getPlayerPtr()) MWBase::Environment::get().getWindowManager()->activateHitOverlay(false); auto healthDamage = ESM::RefId::stringRefId("Health Damage"); if (!MWBase::Environment::get().getSoundManager()->getSoundPlaying(actor, healthDamage)) MWBase::Environment::get().getSoundManager()->playSound3D(actor, healthDamage, 1.0f, 1.0f); } } } float World::getWindSpeed() { if (isCellExterior() || isCellQuasiExterior()) return mWeatherManager->getWindSpeed(); else return 0.f; } bool World::isInStorm() const { if (isCellExterior() || isCellQuasiExterior()) return mWeatherManager->isInStorm(); else return false; } osg::Vec3f World::getStormDirection() const { if (isCellExterior() || isCellQuasiExterior()) return mWeatherManager->getStormDirection(); else return osg::Vec3f(0, 1, 0); } struct GetContainersOwnedByVisitor { GetContainersOwnedByVisitor(const MWWorld::ConstPtr& owner, std::vector& out) : mOwner(owner) , mOut(out) { } MWWorld::ConstPtr mOwner; std::vector& mOut; bool operator()(const MWWorld::Ptr& ptr) { if (ptr.mRef->isDeleted()) return true; // vanilla Morrowind does not allow to sell items from containers with zero capacity if (ptr.getClass().getCapacity(ptr) <= 0.f) return true; if (ptr.getCellRef().getOwner() == mOwner.getCellRef().getRefId()) mOut.push_back(ptr); return true; } }; void World::getContainersOwnedBy(const MWWorld::ConstPtr& owner, std::vector& out) { for (CellStore* cellstore : mWorldScene->getActiveCells()) { GetContainersOwnedByVisitor visitor(owner, out); cellstore->forEachType(visitor); } } void World::getItemsOwnedBy(const MWWorld::ConstPtr& npc, std::vector& out) { for (CellStore* cellstore : mWorldScene->getActiveCells()) { cellstore->forEach([&](const auto& ptr) { if (ptr.getRefData().getBaseNode() && ptr.getCellRef().getOwner() == npc.getCellRef().getRefId()) out.push_back(ptr); return true; }); } } bool World::getLOS(const MWWorld::ConstPtr& actor, const MWWorld::ConstPtr& targetActor) { if (!targetActor.getRefData().isEnabled() || !actor.getRefData().isEnabled()) return false; // cannot get LOS unless both NPC's are enabled if (!targetActor.getRefData().getBaseNode() || !actor.getRefData().getBaseNode()) return false; // not in active cell return mPhysics->getLineOfSight(actor, targetActor); } float World::getDistToNearestRayHit(const osg::Vec3f& from, const osg::Vec3f& dir, float maxDist, bool includeWater) { osg::Vec3f to(dir); to.normalize(); to = from + (to * maxDist); int collisionTypes = MWPhysics::CollisionType_World | MWPhysics::CollisionType_HeightMap | MWPhysics::CollisionType_Door; if (includeWater) { collisionTypes |= MWPhysics::CollisionType_Water; } MWPhysics::RayCastingResult result = mPhysics->castRay(from, to, { MWWorld::Ptr() }, std::vector(), collisionTypes); if (!result.mHit) return maxDist; else return (result.mHitPos - from).length(); } void World::enableActorCollision(const MWWorld::Ptr& actor, bool enable) { MWPhysics::Actor* physicActor = mPhysics->getActor(actor); if (physicActor) physicActor->enableCollisionBody(enable); } static std::optional searchMarkerPosition(const CellStore& cellStore, std::string_view editorId) { for (const MWWorld::LiveCellRef& stat4 : cellStore.getReadOnlyEsm4Statics().mList) { if (Misc::StringUtils::lowerCase(stat4.mBase->mEditorId) == editorId) return stat4.mRef.getPosition(); } return std::nullopt; } static std::optional searchDoorDestInCell(const CellStore& cellStore) { ESM::RefId cellId = cellStore.getCell()->getId(); std::vector sortedDoors; for (const MWWorld::LiveCellRef& door : cellStore.getReadOnlyDoors().mList) { if (!door.mRef.getTeleport()) continue; sortedDoors.push_back(&door.mRef); } for (const MWWorld::LiveCellRef& door : cellStore.getReadOnlyEsm4Doors().mList) { if (!door.mRef.getTeleport()) continue; sortedDoors.push_back(&door.mRef); } // Sort teleporting doors alphabetically, first by ID, then by destination cell to make search consistent std::sort(sortedDoors.begin(), sortedDoors.end(), [](const MWWorld::CellRef* lhs, const MWWorld::CellRef* rhs) { if (lhs->getRefId() != rhs->getRefId()) return lhs->getRefId() < rhs->getRefId(); return lhs->getDestCell() < rhs->getDestCell(); }); WorldModel* worldModel = MWBase::Environment::get().getWorldModel(); for (const MWWorld::CellRef* door : sortedDoors) { const MWWorld::CellStore& source = worldModel->getCell(door->getDestCell()); // Find door leading to our current teleport door // and use its destination to position inside cell. // \note Using _any_ door pointed to the cell, // not the one pointed to current door. for (const MWWorld::LiveCellRef& destDoor : source.getReadOnlyDoors().mList) { if (cellId == destDoor.mRef.getDestCell()) { ESM::Position doorDest = destDoor.mRef.getDoorDest(); doorDest.rot[0] = doorDest.rot[1] = doorDest.rot[2] = 0; return doorDest; } } for (const MWWorld::LiveCellRef& destDoor : source.getReadOnlyEsm4Doors().mList) { if (cellId == destDoor.mRef.getDestCell()) return destDoor.mRef.getDoorDest(); } } return std::nullopt; } ESM::RefId World::findInteriorPosition(std::string_view name, ESM::Position& pos) { pos.rot[0] = pos.rot[1] = pos.rot[2] = 0; pos.pos[0] = pos.pos[1] = pos.pos[2] = 0; const MWWorld::CellStore* cellStore = mWorldModel.findInterior(name); if (!cellStore) return ESM::RefId(); ESM::RefId cellId = cellStore->getCell()->getId(); if (std::optional destPos = searchMarkerPosition(*cellStore, "cocmarkerheading")) { pos = *destPos; return cellId; } if (std::optional destPos = searchDoorDestInCell(*cellStore)) { pos = *destPos; return cellId; } if (std::optional destPos = searchMarkerPosition(*cellStore, "xmarkerheading")) { pos = *destPos; return cellId; } // Fall back to the first static location. const MWWorld::CellRefList::List& statics4 = cellStore->getReadOnlyEsm4Statics().mList; if (!statics4.empty()) { pos = statics4.begin()->mRef.getPosition(); pos.rot[0] = pos.rot[1] = pos.rot[2] = 0; return cellId; } const MWWorld::CellRefList::List& statics = cellStore->getReadOnlyStatics().mList; if (!statics.empty()) { pos = statics.begin()->mRef.getPosition(); pos.rot[0] = pos.rot[1] = pos.rot[2] = 0; return cellId; } return ESM::RefId(); } ESM::RefId World::findExteriorPosition(std::string_view nameId, ESM::Position& pos) { pos.rot[0] = pos.rot[1] = pos.rot[2] = 0; const MWWorld::CellStore* cellStore = mWorldModel.findCell(nameId); if (cellStore != nullptr && !cellStore->isExterior()) return ESM::RefId(); if (!cellStore) { size_t comma = nameId.find(','); if (comma != std::string::npos) { int x, y; std::from_chars_result xResult = std::from_chars(nameId.data(), nameId.data() + comma, x); std::from_chars_result yResult = std::from_chars(nameId.data() + comma + 1, nameId.data() + nameId.size(), y); if (xResult.ec == std::errc::result_out_of_range || yResult.ec == std::errc::result_out_of_range) throw std::runtime_error("Cell coordinates out of range."); else if (xResult.ec == std::errc{} && yResult.ec == std::errc{}) cellStore = &mWorldModel.getExterior(ESM::ExteriorCellLocation(x, y, ESM::Cell::sDefaultWorldspaceId)); // ignore std::errc::invalid_argument, as this means that name probably refers to a interior cell // instead of comma separated coordinates } } if (!cellStore) return ESM::RefId(); const MWWorld::Cell* ext = cellStore->getCell(); if (std::optional destPos = searchMarkerPosition(*cellStore, "cocmarkerheading")) { pos = *destPos; return ext->getId(); } if (std::optional destPos = searchMarkerPosition(*cellStore, "xmarkerheading")) { pos = *destPos; return ext->getId(); } int x = ext->getGridX(); int y = ext->getGridY(); const osg::Vec2f posFromIndex = indexToPosition(ESM::ExteriorCellLocation(x, y, ext->getWorldSpace()), true); pos.pos[0] = posFromIndex.x(); pos.pos[1] = posFromIndex.y(); // Note: Z pos will be adjusted by adjustPosition later pos.pos[2] = 0; return ext->getId(); } void World::enableTeleporting(bool enable) { mTeleportEnabled = enable; } bool World::isTeleportingEnabled() const { return mTeleportEnabled; } void World::enableLevitation(bool enable) { mLevitationEnabled = enable; } bool World::isLevitationEnabled() const { return mLevitationEnabled; } void World::reattachPlayerCamera() { mRendering->rebuildPtr(getPlayerPtr()); } bool World::getGodModeState() const { return mGodMode; } bool World::toggleGodMode() { mGodMode = !mGodMode; return mGodMode; } bool World::toggleScripts() { mScriptsEnabled = !mScriptsEnabled; return mScriptsEnabled; } bool World::getScriptsEnabled() const { return mScriptsEnabled; } void World::loadContentFiles(const Files::Collections& fileCollections, const std::vector& content, ToUTF8::Utf8Encoder* encoder, Loading::Listener* listener) { GameContentLoader gameContentLoader; EsmLoader esmLoader(mStore, mReaders, encoder, mESMVersions); gameContentLoader.addLoader(".esm", esmLoader); gameContentLoader.addLoader(".esp", esmLoader); gameContentLoader.addLoader(".omwgame", esmLoader); gameContentLoader.addLoader(".omwaddon", esmLoader); gameContentLoader.addLoader(".project", esmLoader); OMWScriptsLoader omwScriptsLoader(mStore); gameContentLoader.addLoader(".omwscripts", omwScriptsLoader); int idx = 0; for (const std::string& file : content) { const auto filename = Files::pathFromUnicodeString(file); const Files::MultiDirCollection& col = fileCollections.getCollection(Files::pathToUnicodeString(filename.extension())); if (col.doesExist(file)) { gameContentLoader.load(col.getPath(file), idx, listener); } else { std::string message = "Failed loading " + file + ": the content file does not exist"; throw std::runtime_error(message); } idx++; } if (const auto v = esmLoader.getMasterFileFormat(); v.has_value() && *v == 0) ensureNeededRecords(); // Insert records that may not be present in all versions of master files. } void World::loadGroundcoverFiles(const Files::Collections& fileCollections, const std::vector& groundcoverFiles, ToUTF8::Utf8Encoder* encoder, Loading::Listener* listener) { if (!Settings::groundcover().mEnabled) return; Log(Debug::Info) << "Loading groundcover:"; mGroundcoverStore.init(mStore.get(), fileCollections, groundcoverFiles, encoder, listener); } MWWorld::SpellCastState World::startSpellCast(const Ptr& actor) { MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor); std::string_view message; MWWorld::SpellCastState result = MWWorld::SpellCastState::Success; bool isPlayer = (actor == getPlayerPtr()); const ESM::RefId& selectedSpell = stats.getSpells().getSelectedSpell(); if (!selectedSpell.empty()) { const ESM::Spell* spell = mStore.get().find(selectedSpell); int spellCost = MWMechanics::calcSpellCost(*spell); // Check mana bool godmode = (isPlayer && mGodMode); MWMechanics::DynamicStat magicka = stats.getMagicka(); if (spellCost > 0 && magicka.getCurrent() < spellCost && !godmode) { message = "#{sMagicInsufficientSP}"; result = MWWorld::SpellCastState::InsufficientMagicka; } // If this is a power, check if it was already used in the last 24h if (result == MWWorld::SpellCastState::Success && spell->mData.mType == ESM::Spell::ST_Power && !stats.getSpells().canUsePower(spell)) { message = "#{sPowerAlreadyUsed}"; result = MWWorld::SpellCastState::PowerAlreadyUsed; } if (result == MWWorld::SpellCastState::Success && !godmode) { // Reduce mana magicka.setCurrent(magicka.getCurrent() - spellCost); stats.setMagicka(magicka); // Reduce fatigue (note that in the vanilla game, both GMSTs are 0, and there's no fatigue loss) static const float fFatigueSpellBase = mStore.get().find("fFatigueSpellBase")->mValue.getFloat(); static const float fFatigueSpellMult = mStore.get().find("fFatigueSpellMult")->mValue.getFloat(); MWMechanics::DynamicStat fatigue = stats.getFatigue(); const float normalizedEncumbrance = actor.getClass().getNormalizedEncumbrance(actor); float fatigueLoss = spellCost * (fFatigueSpellBase + normalizedEncumbrance * fFatigueSpellMult); fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss); stats.setFatigue(fatigue); } } if (isPlayer && result != MWWorld::SpellCastState::Success) MWBase::Environment::get().getWindowManager()->messageBox(message); return result; } void World::castSpell(const Ptr& actor, bool scriptedSpell) { MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor); const bool casterIsPlayer = actor == MWMechanics::getPlayer(); MWWorld::Ptr target; // For scripted spells we should not use hit contact if (scriptedSpell) { if (!casterIsPlayer) { for (const auto& package : stats.getAiSequence()) { if (package->getTypeId() == MWMechanics::AiPackageTypeId::Cast) { target = package->getTarget(); break; } } } } else { if (casterIsPlayer) target = getFacedObject(); if (target.isEmpty() || !target.getClass().hasToolTip(target)) { // For actor targets, we want to use melee hit contact. // This is to give a slight tolerance for errors, especially with creatures like the Skeleton that would // be very hard to aim at otherwise. // For object targets, we want the detailed shapes (rendering raycast). // If we used the bounding boxes for static objects, then we would not be able to target e.g. // objects lying on a shelf. const float fCombatDistance = mStore.get().find("fCombatDistance")->mValue.getFloat(); target = MWMechanics::getHitContact(actor, fCombatDistance).first; if (target.isEmpty()) { // Get the target using the facing direction from Head node const osg::Vec3f origin = getActorHeadTransform(actor).getTrans(); const osg::Quat orient = osg::Quat(actor.getRefData().getPosition().rot[0], osg::Vec3f(-1, 0, 0)) * osg::Quat(actor.getRefData().getPosition().rot[2], osg::Vec3f(0, 0, -1)); const osg::Vec3f direction = orient * osg::Vec3f(0, 1, 0); const osg::Vec3f dest = origin + direction * getMaxActivationDistance(); const MWRender::RenderingManager::RayResult result = mRendering->castRay(origin, dest, true, true); if (result.mHit) target = result.mHitObject; } } } osg::Vec3f hitPosition = actor.getRefData().getPosition().asVec3(); if (!target.isEmpty()) { // Touch explosion placement doesn't depend on where the target was "touched". // In Morrowind, it's at 0.7 of the actor's AABB height for actors // or at 0.7 of the player's height for non-actors if the player is the caster // This is probably meant to prevent the explosion from being too far above on large objects // but it often puts the explosions way above small objects, so we'll deviate here // and use the object's bounds when reasonable (it's $CURRENT_YEAR, we can afford that) // Note collision object origin is intentionally not used hitPosition = target.getRefData().getPosition().asVec3(); constexpr float explosionHeight = 0.7f; float targetHeight = getHalfExtents(target).z() * 2.f; if (!target.getClass().isActor() && casterIsPlayer) { const float playerHeight = getHalfExtents(actor).z() * 2.f; targetHeight = std::min(targetHeight, playerHeight); } hitPosition.z() += targetHeight * explosionHeight; } const ESM::RefId& selectedSpell = stats.getSpells().getSelectedSpell(); MWMechanics::CastSpell cast(actor, target, false, scriptedSpell); cast.mHitPosition = hitPosition; if (!selectedSpell.empty()) { const ESM::Spell* spell = mStore.get().find(selectedSpell); cast.cast(spell); } else if (actor.getClass().hasInventoryStore(actor)) { MWWorld::InventoryStore& inv = actor.getClass().getInventoryStore(actor); if (inv.getSelectedEnchantItem() != inv.end()) { const auto& itemPtr = *inv.getSelectedEnchantItem(); cast.cast(itemPtr); } } } void World::launchProjectile(MWWorld::Ptr& actor, MWWorld::Ptr& projectile, const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr& bow, float speed, float attackStrength) { // An initial position of projectile can be outside shooter's collision box, so any object between shooter and // launch position will be ignored. To avoid this issue, we should check for impact immediately before launch // the projectile. So we cast a 1-yard-length ray from shooter to launch position and check if there are // collisions in this area. // TODO: as a better solutuon we should handle projectiles during physics update, not during world update. const osg::Vec3f sourcePos = worldPos + orient * osg::Vec3f(0, -1, 0) * 64.f; // Early out if the launch position is underwater bool underwater = isUnderwater(MWMechanics::getPlayer().getCell(), worldPos); if (underwater) { MWMechanics::projectileHit(actor, Ptr(), bow, projectile, worldPos, attackStrength); mRendering->emitWaterRipple(worldPos); return; } // For AI actors, get combat targets to use in the ray cast. Only those targets will return a positive hit // result. std::vector targetActors; if (!actor.isEmpty() && actor.getClass().isActor() && actor != MWMechanics::getPlayer()) actor.getClass().getCreatureStats(actor).getAiSequence().getCombatTargets(targetActors); // Check for impact, if yes, handle hit, if not, launch projectile MWPhysics::RayCastingResult result = mPhysics->castRay( sourcePos, worldPos, { actor }, targetActors, 0xff, MWPhysics::CollisionType_Projectile); if (result.mHit) MWMechanics::projectileHit(actor, result.mHitObject, bow, projectile, result.mHitPos, attackStrength); else mProjectileManager->launchProjectile(actor, projectile, worldPos, orient, bow, speed, attackStrength); } void World::launchMagicBolt( const ESM::RefId& spellId, const MWWorld::Ptr& caster, const osg::Vec3f& fallbackDirection, ESM::RefNum item) { mProjectileManager->launchMagicBolt(spellId, caster, fallbackDirection, item); } void World::updateProjectilesCasters() { mProjectileManager->updateCasters(); } void World::applyLoopingParticles(const MWWorld::Ptr& ptr) const { const MWWorld::Class& cls = ptr.getClass(); if (cls.isActor()) { std::set playing; for (const auto& params : cls.getCreatureStats(ptr).getActiveSpells()) { for (const auto& effect : params.getEffects()) { if (playing.insert(effect.mEffectId).second) { const auto magicEffect = mStore.get().find(effect.mEffectId); if (magicEffect->mData.mFlags & ESM::MagicEffect::ContinuousVfx) MWMechanics::playEffects(ptr, *magicEffect, false); } } } } } const std::vector& World::getContentFiles() const { return mContentFiles; } void World::breakInvisibility(const Ptr& actor) { actor.getClass().getCreatureStats(actor).getActiveSpells().purgeEffect(actor, ESM::MagicEffect::Invisibility); // Normally updated once per frame, but here it is kinda important to do it right away. MWBase::Environment::get().getMechanicsManager()->updateMagicEffects(actor); } bool World::useTorches() const { // If we are in exterior, check the weather manager. // In interiors there are no precipitations and sun, so check the ambient // Looks like pseudo-exteriors considered as interiors in this case MWWorld::CellStore* cell = mPlayer->getPlayer().getCell(); if (cell->isExterior()) { float hour = getTimeStamp().getHour(); return mWeatherManager->useTorches(hour); } else { const MWWorld::Cell& cellVariant = *cell->getCell(); uint32_t ambient = cellVariant.getMood().mAmbiantColor; int ambientTotal = (ambient & 0xff) + ((ambient >> 8) & 0xff) + ((ambient >> 16) & 0xff); return !cell->getCell()->noSleep() && ambientTotal <= 201; } } float World::getSunVisibility() const { return mWeatherManager->getSunVisibility(); } float World::getSunPercentage() const { return mWeatherManager->getSunPercentage(getTimeStamp().getHour()); } bool World::findInteriorPositionInWorldSpace(const MWWorld::CellStore* cell, osg::Vec3f& result) { if (cell->isExterior()) return false; // Search for a 'nearest' exterior, counting each cell between the starting // cell and the exterior as a distance of 1. Will fail for isolated interiors. std::set checkedCells; std::set currentCells; std::set nextCells; nextCells.insert(cell->getCell()->getId()); while (!nextCells.empty()) { currentCells = nextCells; nextCells.clear(); for (const auto& currentCell : currentCells) { MWWorld::CellStore& next = mWorldModel.getCell(currentCell); // Check if any door in the cell leads to an exterior directly for (const MWWorld::LiveCellRef& ref : next.getReadOnlyDoors().mList) { if (!ref.mRef.getTeleport()) continue; if (ref.mRef.getDestCell().is()) { ESM::Position pos = ref.mRef.getDoorDest(); result = pos.asVec3(); return true; } else { ESM::RefId dest = ref.mRef.getDestCell(); if (!checkedCells.count(dest) && !currentCells.count(dest)) nextCells.insert(dest); } } checkedCells.insert(currentCell); } } // No luck :( return false; } MWWorld::ConstPtr World::getClosestMarker(const MWWorld::ConstPtr& ptr, const ESM::RefId& id) { if (ptr.getCell()->isExterior()) { return getClosestMarkerFromExteriorPosition(mPlayer->getLastKnownExteriorPosition(), id); } // Search for a 'nearest' marker, counting each cell between the starting // cell and the exterior as a distance of 1. If an exterior is found, jump // to the nearest exterior marker, without further interior searching. std::set checkedCells; std::set currentCells; std::set nextCells; MWWorld::ConstPtr closestMarker; nextCells.insert(ptr.getCell()->getCell()->getId()); while (!nextCells.empty()) { currentCells.clear(); std::swap(currentCells, nextCells); for (const auto& cell : currentCells) { MWWorld::CellStore& next = mWorldModel.getCell(cell); checkedCells.insert(cell); closestMarker = next.searchConst(id); if (!closestMarker.isEmpty()) { return closestMarker; } // Check if any door in the cell leads to an exterior directly for (const MWWorld::LiveCellRef& ref : next.getReadOnlyDoors().mList) { if (!ref.mRef.getTeleport()) continue; if (ref.mRef.getDestCell().is()) { osg::Vec3f worldPos = ref.mRef.getDoorDest().asVec3(); return getClosestMarkerFromExteriorPosition(worldPos, id); } else { const auto& dest = ref.mRef.getDestCell(); if (!checkedCells.contains(dest) && !currentCells.contains(dest)) nextCells.insert(dest); } } } } return MWWorld::Ptr(); } MWWorld::ConstPtr World::getClosestMarkerFromExteriorPosition(const osg::Vec3f& worldPos, const ESM::RefId& id) { const ESM::ExteriorCellLocation posIndex = ESM::positionToExteriorCellLocation(worldPos.x(), worldPos.y()); // Potential optimization: don't scan the entire world for markers and actually do the Todd spiral std::vector markers; mWorldModel.getExteriorPtrs(id, markers); struct MarkerInfo { Ptr mPtr; int mColumn, mRow; // Local coordinates in the valid marker grid }; std::vector validMarkers; validMarkers.reserve(markers.size()); // The idea is to collect all markers that belong to the smallest possible square grid around worldPos // They are grouped with their position on that grid's edge where the origin is the SW corner int minGridSize = std::numeric_limits::max(); for (const Ptr& marker : markers) { const osg::Vec3f markerPos = marker.getRefData().getPosition().asVec3(); const ESM::ExteriorCellLocation index = ESM::positionToExteriorCellLocation(markerPos.x(), markerPos.y()); const int deltaX = index.mX - posIndex.mX; const int deltaY = index.mY - posIndex.mY; const int gridSize = std::max(std::abs(deltaX), std::abs(deltaY)) * 2; if (gridSize == 0) return marker; if (gridSize <= minGridSize) { if (gridSize < minGridSize) { validMarkers.clear(); minGridSize = gridSize; } validMarkers.push_back({ marker, gridSize / 2 + deltaX, gridSize / 2 + deltaY }); } } ConstPtr closestMarker; if (validMarkers.empty()) return closestMarker; if (validMarkers.size() == 1) return validMarkers[0].mPtr; // All the markers are on the edge of the grid // Break ties by picking the earliest marker on SW -> SE -> NE -> NW -> SW path int earliestDistance = std::numeric_limits::max(); for (const MarkerInfo& marker : validMarkers) { int distance = 0; if (marker.mRow == 0) // South edge (plus SW and SE corners) distance = marker.mColumn; else if (marker.mColumn == minGridSize) // East edge and NE corner distance = minGridSize + marker.mRow; else if (marker.mRow == minGridSize) // North edge and NW corner distance = minGridSize * 3 - marker.mColumn; else // West edge distance = minGridSize * 4 - marker.mRow; if (distance < earliestDistance) { closestMarker = marker.mPtr; earliestDistance = distance; } } return closestMarker; } void World::rest(double hours) { mWorldModel.forEachLoadedCellStore([hours](CellStore& store) { store.rest(hours); }); } void World::rechargeItems(double duration, bool activeOnly) { MWWorld::Ptr player = getPlayerPtr(); player.getClass().getInventoryStore(player).rechargeItems(duration); if (activeOnly) { for (auto& cell : mWorldScene->getActiveCells()) { cell->recharge(duration); } } else mWorldModel.forEachLoadedCellStore([duration](CellStore& store) { store.recharge(duration); }); } void World::teleportToClosestMarker(const MWWorld::Ptr& ptr, const ESM::RefId& id) { MWWorld::ConstPtr closestMarker = getClosestMarker(ptr, id); if (closestMarker.isEmpty()) { Log(Debug::Warning) << "Failed to teleport: no closest marker found"; return; } ESM::RefId cellId = closestMarker.mCell->getCell()->getId(); MWWorld::ActionTeleport action(cellId, closestMarker.getRefData().getPosition(), false); action.execute(ptr); } void World::updateWeather(float duration, bool paused) { bool isExterior = isCellExterior() || isCellQuasiExterior(); if (mPlayer->wasTeleported()) { mPlayer->setTeleported(false); const ESM::RefId& playerRegion = getPlayerPtr().getCell()->getCell()->getRegion(); mWeatherManager->playerTeleported(playerRegion, isExterior); } const TimeStamp time = getTimeStamp(); mWeatherManager->update(duration, paused, time, isExterior); } struct AddDetectedReferenceVisitor { std::vector& mOut; Ptr mDetector; float mSquaredDist; World::DetectionType mType; const MWWorld::ESMStore& mStore; bool operator()(const MWWorld::Ptr& ptr) { if ((ptr.getRefData().getPosition().asVec3() - mDetector.getRefData().getPosition().asVec3()).length2() >= mSquaredDist) return true; if (!ptr.getRefData().isEnabled() || ptr.mRef->isDeleted()) return true; // Consider references inside containers as well (except if we are looking for a Creature, they cannot be in // containers) bool isContainer = ptr.getClass().getType() == ESM::Container::sRecordId; if (mType != World::Detect_Creature && (ptr.getClass().isActor() || isContainer)) { // but ignore containers without resolved content if (isContainer && ptr.getRefData().getCustomData() == nullptr) { for (const auto& containerItem : ptr.get()->mBase->mInventory.mList) { if (containerItem.mCount) { try { ManualRef ref(mStore, containerItem.mItem, containerItem.mCount); if (needToAdd(ref.getPtr(), mDetector)) { mOut.push_back(ptr); return true; } } catch (const std::exception& e) { Log(Debug::Warning) << "Failed to process container item " << containerItem.mItem << ": " << e.what(); } } } return true; } MWWorld::ContainerStore& store = ptr.getClass().getContainerStore(ptr); { for (MWWorld::ContainerStoreIterator it = store.begin(); it != store.end(); ++it) { if (needToAdd(*it, mDetector)) { mOut.push_back(ptr); return true; } } } } if (needToAdd(ptr, mDetector)) mOut.push_back(ptr); return true; } bool needToAdd(const MWWorld::Ptr& ptr, const MWWorld::Ptr& detector) { if (mType == World::Detect_Creature) { // If in werewolf form, this detects only NPCs, otherwise only creatures if (detector.getClass().isNpc() && detector.getClass().getNpcStats(detector).isWerewolf()) { if (ptr.getClass().getType() != ESM::NPC::sRecordId) return false; } else if (ptr.getClass().getType() != ESM::Creature::sRecordId) return false; if (ptr.getClass().getCreatureStats(ptr).isDead()) return false; } if (mType == World::Detect_Key && !ptr.getClass().isKey(ptr)) return false; if (mType == World::Detect_Enchantment && ptr.getClass().getEnchantment(ptr).empty()) return false; return true; } }; void World::listDetectedReferences(const Ptr& ptr, std::vector& out, DetectionType type) { const MWMechanics::MagicEffects& effects = ptr.getClass().getCreatureStats(ptr).getMagicEffects(); float dist = 0; if (type == World::Detect_Creature) dist = effects.getOrDefault(ESM::MagicEffect::DetectAnimal).getMagnitude(); else if (type == World::Detect_Key) dist = effects.getOrDefault(ESM::MagicEffect::DetectKey).getMagnitude(); else if (type == World::Detect_Enchantment) dist = effects.getOrDefault(ESM::MagicEffect::DetectEnchantment).getMagnitude(); if (!dist) return; dist = feetToGameUnits(dist); AddDetectedReferenceVisitor visitor{ out, ptr, dist * dist, type, mStore }; for (CellStore* cellStore : mWorldScene->getActiveCells()) { cellStore->forEach(visitor); } } float World::feetToGameUnits(float feet) { // Original engine rounds size upward static const int unitsPerFoot = ceil(Constants::UnitsPerFoot); return feet * unitsPerFoot; } float World::getActivationDistancePlusTelekinesis() { float telekinesisRangeBonus = mPlayer->getPlayer() .getClass() .getCreatureStats(mPlayer->getPlayer()) .getMagicEffects() .getOrDefault(ESM::MagicEffect::Telekinesis) .getMagnitude(); telekinesisRangeBonus = feetToGameUnits(telekinesisRangeBonus); float activationDistance = getMaxActivationDistance() + telekinesisRangeBonus; return activationDistance; } MWWorld::Ptr World::getPlayerPtr() { return mPlayer->getPlayer(); } MWWorld::ConstPtr World::getPlayerConstPtr() const { return mPlayer->getConstPlayer(); } void World::updateDialogueGlobals() { MWWorld::Ptr player = getPlayerPtr(); int bounty = player.getClass().getNpcStats(player).getBounty(); int playerGold = player.getClass().getContainerStore(player).count(ContainerStore::sGoldId); static float fCrimeGoldDiscountMult = mStore.get().find("fCrimeGoldDiscountMult")->mValue.getFloat(); static float fCrimeGoldTurnInMult = mStore.get().find("fCrimeGoldTurnInMult")->mValue.getFloat(); int discount = static_cast(bounty * fCrimeGoldDiscountMult); int turnIn = static_cast(bounty * fCrimeGoldTurnInMult); if (bounty > 0) { discount = std::max(1, discount); turnIn = std::max(1, turnIn); } mGlobalVariables[Globals::sPCHasCrimeGold].setInteger((bounty <= playerGold) ? 1 : 0); mGlobalVariables[Globals::sPCHasGoldDiscount].setInteger((discount <= playerGold) ? 1 : 0); mGlobalVariables[Globals::sCrimeGoldDiscount].setInteger(discount); mGlobalVariables[Globals::sCrimeGoldTurnIn].setInteger(turnIn); mGlobalVariables[Globals::sPCHasTurnIn].setInteger((turnIn <= playerGold) ? 1 : 0); } void World::confiscateStolenItems(const Ptr& ptr) { MWWorld::ConstPtr prisonMarker = getClosestMarker(ptr, ESM::RefId::stringRefId("prisonmarker")); if (prisonMarker.isEmpty()) { Log(Debug::Warning) << "Failed to confiscate items: no closest prison marker found."; return; } ESM::RefId prisonName = prisonMarker.getCellRef().getDestCell(); if (prisonName.empty()) { Log(Debug::Warning) << "Failed to confiscate items: prison marker not linked to prison interior"; return; } MWWorld::CellStore& prison = mWorldModel.getCell(prisonName); MWWorld::Ptr closestChest = prison.search(ESM::RefId::stringRefId("stolen_goods")); if (!closestChest.isEmpty()) // Found a close chest { MWBase::Environment::get().getMechanicsManager()->confiscateStolenItems(ptr, closestChest); } else Log(Debug::Warning) << "Failed to confiscate items: no stolen_goods container found"; } void World::goToJail() { const MWWorld::Ptr player = getPlayerPtr(); if (!mGoToJail) { // Reset bounty and forget the crime now, but don't change cell yet (the player should be able to read the // dialog text first) mGoToJail = true; mPlayerInJail = true; int bounty = player.getClass().getNpcStats(player).getBounty(); player.getClass().getNpcStats(player).setBounty(0); mPlayer->recordCrimeId(); confiscateStolenItems(player); static int iDaysinPrisonMod = mStore.get().find("iDaysinPrisonMod")->mValue.getInteger(); mDaysInPrison = std::max(1, bounty / iDaysinPrisonMod); return; } else { if (MWBase::Environment::get().getMechanicsManager()->isAttackPreparing(player)) { player.getClass().getCreatureStats(player).setAttackingOrSpell(false); } mPlayer->setDrawState(MWMechanics::DrawState::Nothing); mGoToJail = false; MWBase::Environment::get().getWindowManager()->removeGuiMode(MWGui::GM_Dialogue); MWBase::Environment::get().getWindowManager()->goToJail(mDaysInPrison); } } bool World::isPlayerInJail() const { return mPlayerInJail; } void World::setPlayerTraveling(bool traveling) { mPlayerTraveling = traveling; } bool World::isPlayerTraveling() const { return mPlayerTraveling; } float World::getTerrainHeightAt(const osg::Vec3f& worldPos, ESM::RefId worldspace) const { return mRendering->getTerrainHeightAt(worldPos, worldspace); } osg::Vec3f World::getHalfExtents(const ConstPtr& object, bool rendering) const { if (!object.getClass().isActor()) return mRendering->getHalfExtents(object); // Handle actors separately because of bodyparts if (rendering) return mPhysics->getRenderingHalfExtents(object); else return mPhysics->getHalfExtents(object); } std::filesystem::path World::exportSceneGraph(const Ptr& ptr) { auto file = mUserDataPath / "openmw.osgt"; if (!ptr.isEmpty()) { mRendering->pagingBlacklistObject(mStore.find(ptr.getCellRef().getRefId()), ptr); mWorldScene->removeFromPagedRefs(ptr); } mRendering->exportSceneGraph(ptr, file, "Ascii"); return file; } void World::spawnRandomCreature(const ESM::RefId& creatureList) { const ESM::CreatureLevList* list = mStore.get().find(creatureList); static int iNumberCreatures = mStore.get().find("iNumberCreatures")->mValue.getInteger(); int numCreatures = 1 + Misc::Rng::rollDice(iNumberCreatures, mPrng); // [1, iNumberCreatures] for (int i = 0; i < numCreatures; ++i) { const ESM::RefId& selectedCreature = MWMechanics::getLevelledItem(list, true, mPrng); if (selectedCreature.empty()) continue; MWWorld::ManualRef ref(mStore, selectedCreature, 1); safePlaceObject(ref.getPtr(), getPlayerPtr(), getPlayerPtr().getCell(), 0, 220.f); } } void World::spawnBloodEffect(const Ptr& ptr, const osg::Vec3f& worldPosition) { if (ptr == getPlayerPtr() && Settings::gui().mHitFader) return; std::string_view texture = Fallback::Map::getString("Blood_Texture_" + std::to_string(ptr.getClass().getBloodTexture(ptr))); if (texture.empty()) texture = Fallback::Map::getString("Blood_Texture_0"); // [0, 2] const int number = Misc::Rng::rollDice(3); const VFS::Path::Normalized model = Misc::ResourceHelpers::correctMeshPath( VFS::Path::Normalized(Fallback::Map::getString("Blood_Model_" + std::to_string(number)))); mRendering->spawnEffect(model, texture, worldPosition, 1.0f, false); } void World::spawnEffect(VFS::Path::NormalizedView model, const std::string& textureOverride, const osg::Vec3f& worldPos, float scale, bool isMagicVFX) { mRendering->spawnEffect(model, textureOverride, worldPos, scale, isMagicVFX); } struct ResetActorsVisitor { World& mWorld; bool operator()(const Ptr& ptr) { if (ptr.getClass().isActor() && ptr.getCellRef().hasContentFile()) { if (ptr.getCell()->movedHere(ptr)) return true; const ESM::Position& origPos = ptr.getCellRef().getPosition(); mWorld.moveObject(ptr, origPos.asVec3()); mWorld.rotateObject(ptr, origPos.asRotationVec3()); ptr.getClass().adjustPosition(ptr, true); } return true; } }; void World::resetActors() { for (CellStore* cellstore : mWorldScene->getActiveCells()) { ResetActorsVisitor visitor{ *this }; cellstore->forEach(visitor); } } bool World::isWalkingOnWater(const ConstPtr& actor) const { const MWPhysics::Actor* physicActor = mPhysics->getActor(actor); if (physicActor && physicActor->isWalkingOnWater()) return true; return false; } osg::Vec3f World::aimToTarget(const ConstPtr& actor, const ConstPtr& target, bool isRangedCombat) { osg::Vec3f weaponPos = actor.getRefData().getPosition().asVec3(); float heightRatio = isRangedCombat ? 2.f * Constants::TorsoHeight : 1.f; weaponPos.z() += mPhysics->getHalfExtents(actor).z() * heightRatio; osg::Vec3f targetPos = mPhysics->getCollisionObjectPosition(target); return (targetPos - weaponPos); } namespace { void preload(MWWorld::Scene* scene, const ESMStore& store, const ESM::RefId& obj) { if (obj.empty()) return; try { MWWorld::ManualRef ref(store, obj); std::string model = ref.getPtr().getClass().getCorrectedModel(ref.getPtr()); if (!model.empty()) scene->preload(model, ref.getPtr().getClass().useAnim()); } catch (const std::exception& e) { Log(Debug::Warning) << "Failed to preload scene object " << obj << ": " << e.what(); } } } void World::preloadEffects(const ESM::EffectList* effectList) { for (const ESM::IndexedENAMstruct& effectInfo : effectList->mList) { const ESM::MagicEffect* effect = mStore.get().find(effectInfo.mData.mEffectID); if (MWMechanics::isSummoningEffect(effectInfo.mData.mEffectID)) { preload(mWorldScene.get(), mStore, ESM::RefId::stringRefId("VFX_Summon_Start")); preload(mWorldScene.get(), mStore, MWMechanics::getSummonedCreature(effectInfo.mData.mEffectID)); } preload(mWorldScene.get(), mStore, effect->mCasting); preload(mWorldScene.get(), mStore, effect->mHit); if (effectInfo.mData.mArea > 0) preload(mWorldScene.get(), mStore, effect->mArea); if (effectInfo.mData.mRange == ESM::RT_Target) preload(mWorldScene.get(), mStore, effect->mBolt); } } DetourNavigator::Navigator* World::getNavigator() const { return mNavigator.get(); } void World::updateActorPath(const MWWorld::ConstPtr& actor, const std::deque& path, const DetourNavigator::AgentBounds& agentBounds, const osg::Vec3f& start, const osg::Vec3f& end) const { mRendering->updateActorPath(actor, path, agentBounds, start, end); } void World::removeActorPath(const MWWorld::ConstPtr& actor) const { mRendering->removeActorPath(actor); } void World::setNavMeshNumberToRender(const std::size_t value) { mRendering->setNavMeshNumber(value); } DetourNavigator::AgentBounds World::getPathfindingAgentBounds(const MWWorld::ConstPtr& actor) const { const MWPhysics::Actor* physicsActor = mPhysics->getActor(actor); if (physicsActor == nullptr || !actor.isInCell() || actor.getCell()->isExterior()) return DetourNavigator::AgentBounds{ Settings::game().mActorCollisionShapeType, Settings::game().mDefaultActorPathfindHalfExtents }; else return DetourNavigator::AgentBounds{ physicsActor->getCollisionShapeType(), physicsActor->getHalfExtents() }; } bool World::hasCollisionWithDoor( const MWWorld::ConstPtr& door, const osg::Vec3f& position, const osg::Vec3f& destination) const { const auto object = mPhysics->getObject(door); if (!object) return false; btVector3 aabbMin; btVector3 aabbMax; object->getShapeInstance()->mCollisionShape->getAabb(btTransform::getIdentity(), aabbMin, aabbMax); const auto toLocal = object->getTransform().inverse(); const auto localFrom = toLocal(Misc::Convert::toBullet(position)); const auto localTo = toLocal(Misc::Convert::toBullet(destination)); btScalar hitDistance = 1; btVector3 hitNormal; return btRayAabb(localFrom, localTo, aabbMin, aabbMax, hitDistance, hitNormal); } bool World::isAreaOccupiedByOtherActor(const osg::Vec3f& position, const float radius, std::span ignore, std::vector* occupyingActors) const { return mPhysics->isAreaOccupiedByOtherActor(position, radius, ignore, occupyingActors); } void World::reportStats(unsigned int frameNumber, osg::Stats& stats) const { DetourNavigator::reportStats(mNavigator->getStats(), frameNumber, stats); mPhysics->reportStats(frameNumber, stats); mWorldScene->reportStats(frameNumber, stats); } std::vector World::getAll(const ESM::RefId& id) { return mWorldModel.getAll(id); } Misc::Rng::Generator& World::getPrng() { return mPrng; } MWRender::PostProcessor* World::getPostProcessor() { return mRendering->getPostProcessor(); } void World::setActorActive(const MWWorld::Ptr& ptr, bool value) { if (MWPhysics::Actor* const actor = mPhysics->getActor(ptr)) actor->setActive(value); } }