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OpenMW/apps/openmw/mwclass/activator.cpp
fredzio c795e0bce6 Some actors are supposed to spawn on an object that belongs to an adjacent cell.
Since actors can be active in 3x3 grid around the player, we need to
first load all objects in a 5x5 grid around the player.

Split load and unloading in 2 phases. Add an mInactiveCells set into the
scene, which contains all cells inside the aforementioned 5x5 grid.
These cells contains only heightfields and non-animated physics objects.

Animated objects are tied to the scene graph, which doesn't exists yet
in these cells, so we skip them.
2021-06-28 09:36:04 +02:00

210 lines
7.1 KiB
C++

#include "activator.hpp"
#include <components/esm/loadacti.hpp>
#include <components/misc/rng.hpp>
#include <components/sceneutil/positionattitudetransform.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/world.hpp"
#include "../mwworld/cellstore.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwworld/ptr.hpp"
#include "../mwworld/action.hpp"
#include "../mwworld/failedaction.hpp"
#include "../mwworld/nullaction.hpp"
#include "../mwphysics/physicssystem.hpp"
#include "../mwrender/objects.hpp"
#include "../mwrender/renderinginterface.hpp"
#include "../mwrender/vismask.hpp"
#include "../mwgui/tooltips.hpp"
#include "../mwmechanics/npcstats.hpp"
namespace MWClass
{
void Activator::insertObjectRendering (const MWWorld::Ptr& ptr, const std::string& model, MWRender::RenderingInterface& renderingInterface) const
{
if (!model.empty())
{
renderingInterface.getObjects().insertModel(ptr, model, true);
ptr.getRefData().getBaseNode()->setNodeMask(MWRender::Mask_Static);
}
}
void Activator::insertObject(const MWWorld::Ptr& ptr, const std::string& model, osg::Quat rotation, MWPhysics::PhysicsSystem& physics, bool skipAnimated) const
{
if(!model.empty())
physics.addObject(ptr, model, rotation, MWPhysics::CollisionType_World, skipAnimated);
}
std::string Activator::getModel(const MWWorld::ConstPtr &ptr) const
{
const MWWorld::LiveCellRef<ESM::Activator> *ref = ptr.get<ESM::Activator>();
const std::string &model = ref->mBase->mModel;
if (!model.empty()) {
return "meshes\\" + model;
}
return "";
}
bool Activator::isActivator() const
{
return true;
}
bool Activator::useAnim() const
{
return true;
}
std::string Activator::getName (const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Activator> *ref = ptr.get<ESM::Activator>();
return ref->mBase->mName;
}
std::string Activator::getScript (const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Activator> *ref =
ptr.get<ESM::Activator>();
return ref->mBase->mScript;
}
void Activator::registerSelf()
{
std::shared_ptr<Class> instance (new Activator);
registerClass (typeid (ESM::Activator).name(), instance);
}
bool Activator::hasToolTip (const MWWorld::ConstPtr& ptr) const
{
return !getName(ptr).empty();
}
bool Activator::allowTelekinesis(const MWWorld::ConstPtr &ptr) const {
return false;
}
MWGui::ToolTipInfo Activator::getToolTipInfo (const MWWorld::ConstPtr& ptr, int count) const
{
const MWWorld::LiveCellRef<ESM::Activator> *ref = ptr.get<ESM::Activator>();
MWGui::ToolTipInfo info;
info.caption = MyGUI::TextIterator::toTagsString(getName(ptr)) + MWGui::ToolTips::getCountString(count);
std::string text;
if (MWBase::Environment::get().getWindowManager()->getFullHelp())
{
text += MWGui::ToolTips::getCellRefString(ptr.getCellRef());
text += MWGui::ToolTips::getMiscString(ref->mBase->mScript, "Script");
}
info.text = text;
return info;
}
std::shared_ptr<MWWorld::Action> Activator::activate(const MWWorld::Ptr &ptr, const MWWorld::Ptr &actor) const
{
if(actor.getClass().isNpc() && actor.getClass().getNpcStats(actor).isWerewolf())
{
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
const ESM::Sound *sound = store.get<ESM::Sound>().searchRandom("WolfActivator");
std::shared_ptr<MWWorld::Action> action(new MWWorld::FailedAction("#{sWerewolfRefusal}"));
if(sound) action->setSound(sound->mId);
return action;
}
return std::shared_ptr<MWWorld::Action>(new MWWorld::NullAction);
}
MWWorld::Ptr Activator::copyToCellImpl(const MWWorld::ConstPtr &ptr, MWWorld::CellStore &cell) const
{
const MWWorld::LiveCellRef<ESM::Activator> *ref = ptr.get<ESM::Activator>();
return MWWorld::Ptr(cell.insert(ref), &cell);
}
std::string Activator::getSoundIdFromSndGen(const MWWorld::Ptr &ptr, const std::string &name) const
{
const std::string model = getModel(ptr); // Assume it's not empty, since we wouldn't have gotten the soundgen otherwise
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
std::string creatureId;
for (const ESM::Creature &iter : store.get<ESM::Creature>())
{
if (!iter.mModel.empty() && Misc::StringUtils::ciEqual(model, "meshes\\" + iter.mModel))
{
creatureId = !iter.mOriginal.empty() ? iter.mOriginal : iter.mId;
break;
}
}
int type = getSndGenTypeFromName(name);
std::vector<const ESM::SoundGenerator*> fallbacksounds;
if (!creatureId.empty())
{
std::vector<const ESM::SoundGenerator*> sounds;
for (auto sound = store.get<ESM::SoundGenerator>().begin(); sound != store.get<ESM::SoundGenerator>().end(); ++sound)
{
if (type == sound->mType && !sound->mCreature.empty() && (Misc::StringUtils::ciEqual(creatureId, sound->mCreature)))
sounds.push_back(&*sound);
if (type == sound->mType && sound->mCreature.empty())
fallbacksounds.push_back(&*sound);
}
if (!sounds.empty())
return sounds[Misc::Rng::rollDice(sounds.size())]->mSound;
if (!fallbacksounds.empty())
return fallbacksounds[Misc::Rng::rollDice(fallbacksounds.size())]->mSound;
}
else
{
// The activator doesn't have a corresponding creature ID, but we can try to use the defaults
for (auto sound = store.get<ESM::SoundGenerator>().begin(); sound != store.get<ESM::SoundGenerator>().end(); ++sound)
if (type == sound->mType && sound->mCreature.empty())
fallbacksounds.push_back(&*sound);
if (!fallbacksounds.empty())
return fallbacksounds[Misc::Rng::rollDice(fallbacksounds.size())]->mSound;
}
return std::string();
}
int Activator::getSndGenTypeFromName(const std::string &name)
{
if (name == "left")
return ESM::SoundGenerator::LeftFoot;
if (name == "right")
return ESM::SoundGenerator::RightFoot;
if (name == "swimleft")
return ESM::SoundGenerator::SwimLeft;
if (name == "swimright")
return ESM::SoundGenerator::SwimRight;
if (name == "moan")
return ESM::SoundGenerator::Moan;
if (name == "roar")
return ESM::SoundGenerator::Roar;
if (name == "scream")
return ESM::SoundGenerator::Scream;
if (name == "land")
return ESM::SoundGenerator::Land;
throw std::runtime_error(std::string("Unexpected soundgen type: ")+name);
}
}