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OpenMW/apps/openmw/mwworld/actionteleport.cpp

114 lines
4.0 KiB
C++

#include "actionteleport.hpp"
#include <components/esm3/loadcell.hpp>
#include <components/esm3/loadmgef.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/world.hpp"
#include "../mwmechanics/actorutil.hpp"
#include "../mwmechanics/creaturestats.hpp"
#include "../mwworld/cellstore.hpp"
#include "../mwworld/cellutils.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/worldmodel.hpp"
#include "player.hpp"
namespace MWWorld
{
ActionTeleport::ActionTeleport(std::string_view 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<MWWorld::Ptr> followers;
getFollowers(actor, followers, mCellName.empty(), true);
for (std::set<MWWorld::Ptr>::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();
MWWorld::WorldModel* worldModel = MWBase::Environment::get().getWorldModel();
actor.getClass().getCreatureStats(actor).land(actor == world->getPlayerPtr());
Ptr teleported;
if (actor == world->getPlayerPtr())
{
world->getPlayer().setTeleported(true);
if (mCellName.empty())
world->changeToExteriorCell(mPosition, true);
else
world->changeToInteriorCell(mCellName, mPosition, true);
teleported = world->getPlayerPtr();
}
else
{
if (actor.getClass().getCreatureStats(actor).getAiSequence().isInCombat(world->getPlayerPtr()))
{
actor.getClass().getCreatureStats(actor).getAiSequence().stopCombat();
return;
}
else if (mCellName.empty())
{
const osg::Vec2i index = positionToCellIndex(mPosition.pos[0], mPosition.pos[1]);
teleported = world->moveObject(
actor, worldModel->getExterior(index.x(), index.y()), mPosition.asVec3(), true, true);
}
else
teleported
= world->moveObject(actor, worldModel->getInterior(mCellName), mPosition.asVec3(), true, true);
}
if (!world->isWaterWalkingCastableOnTarget(teleported) && MWMechanics::hasWaterWalking(teleported))
teleported.getClass()
.getCreatureStats(teleported)
.getActiveSpells()
.purgeEffect(actor, ESM::MagicEffect::WaterWalking);
}
void ActionTeleport::getFollowers(
const MWWorld::Ptr& actor, std::set<MWWorld::Ptr>& out, bool toExterior, bool includeHostiles)
{
std::set<MWWorld::Ptr> followers;
MWBase::Environment::get().getMechanicsManager()->getActorsFollowing(actor, followers);
for (std::set<MWWorld::Ptr>::iterator it = followers.begin(); it != followers.end(); ++it)
{
MWWorld::Ptr follower = *it;
const ESM::RefId& 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);
}
}
}