#include "actionteleport.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/world.hpp" #include "../mwbase/mechanicsmanager.hpp" #include "../mwmechanics/creaturestats.hpp" #include "../mwworld/cellstore.hpp" #include "../mwworld/class.hpp" #include "../mwworld/cellutils.hpp" #include "player.hpp" namespace MWWorld { ActionTeleport::ActionTeleport (const std::string& cellName, const ESM::Position& position, bool teleportFollowers) : Action (true), mCellName (cellName), mPosition (position), mTeleportFollowers(teleportFollowers) { } void ActionTeleport::executeImp (const Ptr& actor) { if (mTeleportFollowers) { // Find any NPCs that are following the actor and teleport them with him std::set followers; getFollowers(actor, followers, mCellName.empty(), true); for (std::set::iterator it = followers.begin(); it != followers.end(); ++it) teleport(*it); } teleport(actor); } void ActionTeleport::teleport(const Ptr &actor) { MWBase::World* world = MWBase::Environment::get().getWorld(); actor.getClass().getCreatureStats(actor).land(actor == world->getPlayerPtr()); if(actor == world->getPlayerPtr()) { world->getPlayer().setTeleported(true); if (mCellName.empty()) world->changeToExteriorCell (mPosition, true); else world->changeToInteriorCell (mCellName, mPosition, true); } else { if (actor.getClass().getCreatureStats(actor).getAiSequence().isInCombat(world->getPlayerPtr())) actor.getClass().getCreatureStats(actor).getAiSequence().stopCombat(); else if (mCellName.empty()) { const osg::Vec2i index = positionToCellIndex(mPosition.pos[0], mPosition.pos[1]); world->moveObject(actor, world->getExterior(index.x(), index.y()), mPosition.asVec3(), true, true); } else world->moveObject(actor,world->getInterior(mCellName),mPosition.asVec3(), true, true); } } void ActionTeleport::getFollowers(const MWWorld::Ptr& actor, std::set& out, bool toExterior, bool includeHostiles) { std::set followers; MWBase::Environment::get().getMechanicsManager()->getActorsFollowing(actor, followers); for(std::set::iterator it = followers.begin();it != followers.end();++it) { MWWorld::Ptr follower = *it; std::string script = follower.getClass().getScript(follower); if (!includeHostiles && follower.getClass().getCreatureStats(follower).getAiSequence().isInCombat(actor)) continue; if (!toExterior && !script.empty() && follower.getRefData().getLocals().getIntVar(script, "stayoutside") == 1 && follower.getCell()->getCell()->isExterior()) continue; if ((follower.getRefData().getPosition().asVec3() - actor.getRefData().getPosition().asVec3()).length2() > 800 * 800) continue; out.emplace(follower); } } }