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OpenMW/apps/openmw/mwworld/world.cpp

1014 lines
32 KiB
C++

#include "world.hpp"
#include <cmath>
#include <iostream>
#include <components/bsa/bsa_archive.hpp>
#include <components/files/collections.hpp>
#include "../mwbase/environment.hpp"
#include "../mwrender/sky.hpp"
#include "../mwrender/player.hpp"
#include "../mwmechanics/mechanicsmanager.hpp"
#include "../mwsound/soundmanager.hpp"
#include "../mwgui/window_manager.hpp"
#include "ptr.hpp"
#include "class.hpp"
#include "player.hpp"
#include "weather.hpp"
#include "manualref.hpp"
#include "refdata.hpp"
#include "globals.hpp"
#include "cellfunctors.hpp"
#include <OgreVector3.h>
using namespace Ogre;
namespace
{
template<typename T>
void listCellScripts (const ESMS::ESMStore& store,
ESMS::CellRefList<T, MWWorld::RefData>& cellRefList, MWWorld::LocalScripts& localScripts,
MWWorld::Ptr::CellStore *cell)
{
for (typename ESMS::CellRefList<T, MWWorld::RefData>::List::iterator iter (
cellRefList.list.begin());
iter!=cellRefList.list.end(); ++iter)
{
if (!iter->base->script.empty() && iter->mData.getCount())
{
if (const ESM::Script *script = store.scripts.find (iter->base->script))
{
iter->mData.setLocals (*script);
localScripts.add (iter->base->script, MWWorld::Ptr (&*iter, cell));
}
}
}
}
template<typename T>
ESMS::LiveCellRef<T, MWWorld::RefData> *searchViaHandle (const std::string& handle,
ESMS::CellRefList<T, MWWorld::RefData>& refList)
{
typedef typename ESMS::CellRefList<T, MWWorld::RefData>::List::iterator iterator;
for (iterator iter (refList.list.begin()); iter!=refList.list.end(); ++iter)
{
if(iter->mData.getBaseNode()){
if (iter->mData.getHandle()==handle)
{
return &*iter;
}
}
}
return 0;
}
}
namespace MWWorld
{
Ptr World::getPtrViaHandle (const std::string& handle, Ptr::CellStore& cell)
{
if (ESMS::LiveCellRef<ESM::Activator, RefData> *ref =
searchViaHandle (handle, cell.activators))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Potion, RefData> *ref = searchViaHandle (handle, cell.potions))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Apparatus, RefData> *ref = searchViaHandle (handle, cell.appas))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Armor, RefData> *ref = searchViaHandle (handle, cell.armors))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Book, RefData> *ref = searchViaHandle (handle, cell.books))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Clothing, RefData> *ref = searchViaHandle (handle, cell.clothes))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Container, RefData> *ref =
searchViaHandle (handle, cell.containers))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Creature, RefData> *ref =
searchViaHandle (handle, cell.creatures))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Door, RefData> *ref = searchViaHandle (handle, cell.doors))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Ingredient, RefData> *ref =
searchViaHandle (handle, cell.ingreds))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Light, RefData> *ref = searchViaHandle (handle, cell.lights))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Tool, RefData> *ref = searchViaHandle (handle, cell.lockpicks))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Miscellaneous, RefData> *ref = searchViaHandle (handle, cell.miscItems))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::NPC, RefData> *ref = searchViaHandle (handle, cell.npcs))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Probe, RefData> *ref = searchViaHandle (handle, cell.probes))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Repair, RefData> *ref = searchViaHandle (handle, cell.repairs))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Static, RefData> *ref = searchViaHandle (handle, cell.statics))
return Ptr (ref, &cell);
if (ESMS::LiveCellRef<ESM::Weapon, RefData> *ref = searchViaHandle (handle, cell.weapons))
return Ptr (ref, &cell);
return Ptr();
}
int World::getDaysPerMonth (int month) const
{
switch (month)
{
case 0: return 31;
case 1: return 28;
case 2: return 31;
case 3: return 30;
case 4: return 31;
case 5: return 30;
case 6: return 31;
case 7: return 31;
case 8: return 30;
case 9: return 31;
case 10: return 30;
case 11: return 31;
}
throw std::runtime_error ("month out of range");
}
void World::adjustSky()
{
if (mSky && (isCellExterior() || isCellQuasiExterior()))
{
mRendering->skySetHour (mGlobalVariables->getFloat ("gamehour"));
mRendering->skySetDate (mGlobalVariables->getInt ("day"),
mGlobalVariables->getInt ("month"));
mRendering->skyEnable();
}
else
mRendering->skyDisable();
}
void World::setFallbackValues(std::map<std::string,std::string> fallbackMap)
{
mFallback = fallbackMap;
}
std::string World::getFallback(std::string key)
{
return getFallback(key, "");
}
std::string World::getFallback(std::string key, std::string def)
{
std::map<std::string,std::string>::iterator it;
if((it = mFallback.find(key)) == mFallback.end())
{
return def;
}
return it->second;
}
World::World (OEngine::Render::OgreRenderer& renderer,
const Files::Collections& fileCollections,
const std::string& master, const boost::filesystem::path& resDir, bool newGame,
const std::string& encoding, std::map<std::string,std::string> fallbackMap)
: mPlayer (0), mLocalScripts (mStore), mGlobalVariables (0),
mSky (true), mNextDynamicRecord (0), mCells (mStore, mEsm, *this),
mNumFacing(0)
{
mPhysics = new PhysicsSystem(renderer);
mPhysEngine = mPhysics->getEngine();
mRendering = new MWRender::RenderingManager(renderer, resDir, mPhysEngine);
mWeatherManager = new MWWorld::WeatherManager(mRendering);
boost::filesystem::path masterPath (fileCollections.getCollection (".esm").getPath (master));
std::cout << "Loading ESM " << masterPath.string() << "\n";
// This parses the ESM file and loads a sample cell
mEsm.setEncoding(encoding);
mEsm.open (masterPath.string());
mStore.load (mEsm);
MWRender::Player* play = &(mRendering->getPlayer());
mPlayer = new MWWorld::Player (play, mStore.npcs.find ("player"), *this);
mPhysics->addActor (mPlayer->getPlayer().getRefData().getHandle(), "", Ogre::Vector3 (0, 0, 0));
// global variables
mGlobalVariables = new Globals (mStore);
if (newGame)
{
// set new game mark
mGlobalVariables->setInt ("chargenstate", 1);
}
mWorldScene = new Scene(this, *mRendering, mPhysics);
setFallbackValues(fallbackMap);
lastTick = mTimer.getMilliseconds();
}
World::~World()
{
delete mWeatherManager;
delete mWorldScene;
delete mGlobalVariables;
delete mRendering;
delete mPhysics;
delete mPlayer;
}
const ESM::Cell *World::getExterior (const std::string& cellName) const
{
// first try named cells
if (const ESM::Cell *cell = mStore.cells.searchExtByName (cellName))
return cell;
// didn't work -> now check for regions
std::string cellName2 = ESMS::RecListT<ESM::Region>::toLower (cellName);
for (ESMS::RecListT<ESM::Region>::MapType::const_iterator iter (mStore.regions.list.begin());
iter!=mStore.regions.list.end(); ++iter)
{
if (ESMS::RecListT<ESM::Region>::toLower (iter->second.name)==cellName2)
{
if (const ESM::Cell *cell = mStore.cells.searchExtByRegion (iter->first))
return cell;
break;
}
}
return 0;
}
Ptr::CellStore *World::getExterior (int x, int y)
{
return mCells.getExterior (x, y);
}
Ptr::CellStore *World::getInterior (const std::string& name)
{
return mCells.getInterior (name);
}
MWWorld::Player& World::getPlayer()
{
return *mPlayer;
}
const ESMS::ESMStore& World::getStore() const
{
return mStore;
}
ESM::ESMReader& World::getEsmReader()
{
return mEsm;
}
LocalScripts& World::getLocalScripts()
{
return mLocalScripts;
}
bool World::hasCellChanged() const
{
return mWorldScene->hasCellChanged();
}
Globals::Data& World::getGlobalVariable (const std::string& name)
{
return (*mGlobalVariables)[name];
}
Globals::Data World::getGlobalVariable (const std::string& name) const
{
return (*mGlobalVariables)[name];
}
char World::getGlobalVariableType (const std::string& name) const
{
return mGlobalVariables->getType (name);
}
Ptr World::getPtr (const std::string& name, bool activeOnly)
{
// the player is always in an active cell.
if (name=="player")
{
return mPlayer->getPlayer();
}
// active cells
for (Scene::CellStoreCollection::const_iterator iter (mWorldScene->getActiveCells().begin());
iter!=mWorldScene->getActiveCells().end(); ++iter)
{
Ptr::CellStore* cellstore = *iter;
Ptr ptr = mCells.getPtr (name, *cellstore);
if (!ptr.isEmpty())
return ptr;
}
if (!activeOnly)
{
Ptr ptr = mCells.getPtr (name);
if (!ptr.isEmpty())
return ptr;
}
throw std::runtime_error ("unknown ID: " + name);
}
Ptr World::getPtrViaHandle (const std::string& handle)
{
if (mPlayer->getPlayer().getRefData().getHandle()==handle)
return mPlayer->getPlayer();
for (Scene::CellStoreCollection::const_iterator iter (mWorldScene->getActiveCells().begin());
iter!=mWorldScene->getActiveCells().end(); ++iter)
{
Ptr::CellStore* cellstore = *iter;
Ptr ptr = getPtrViaHandle (handle, *cellstore);
if (!ptr.isEmpty())
return ptr;
}
throw std::runtime_error ("unknown Ogre handle: " + handle);
}
void World::enable (Ptr reference)
{
if (!reference.getRefData().isEnabled())
{
reference.getRefData().enable();
if(mWorldScene->getActiveCells().find (reference.getCell()) != mWorldScene->getActiveCells().end() && reference.getRefData().getCount())
mWorldScene->addObjectToScene (reference);
}
}
void World::disable (Ptr reference)
{
if (reference.getRefData().isEnabled())
{
reference.getRefData().disable();
if(mWorldScene->getActiveCells().find (reference.getCell())!=mWorldScene->getActiveCells().end() && reference.getRefData().getCount())
mWorldScene->removeObjectFromScene (reference);
}
}
void World::advanceTime (double hours)
{
hours += mGlobalVariables->getFloat ("gamehour");
setHour (hours);
int days = hours / 24;
if (days>0)
mGlobalVariables->setInt ("dayspassed", days + mGlobalVariables->getInt ("dayspassed"));
}
void World::setHour (double hour)
{
if (hour<0)
hour = 0;
int days = hour / 24;
hour = std::fmod (hour, 24);
mGlobalVariables->setFloat ("gamehour", hour);
mRendering->skySetHour (hour);
mWeatherManager->setHour (hour);
if (days>0)
setDay (days + mGlobalVariables->getInt ("day"));
}
void World::setDay (int day)
{
if (day<0)
day = 0;
int month = mGlobalVariables->getInt ("month");
while (true)
{
int days = getDaysPerMonth (month);
if (day<days)
break;
if (month<11)
{
++month;
}
else
{
month = 0;
mGlobalVariables->setInt ("year", mGlobalVariables->getInt ("year")+1);
}
day -= days;
}
mGlobalVariables->setInt ("day", day);
mGlobalVariables->setInt ("month", month);
mRendering->skySetDate (day, month);
mWeatherManager->setDate (day, month);
}
void World::setMonth (int month)
{
if (month<0)
month = 0;
int years = month / 12;
month = month % 12;
int days = getDaysPerMonth (month);
if (mGlobalVariables->getInt ("day")>=days)
mGlobalVariables->setInt ("day", days-1);
mGlobalVariables->setInt ("month", month);
if (years>0)
mGlobalVariables->setInt ("year", years+mGlobalVariables->getInt ("year"));
mRendering->skySetDate (mGlobalVariables->getInt ("day"), month);
}
TimeStamp World::getTimeStamp() const
{
return TimeStamp (mGlobalVariables->getFloat ("gamehour"),
mGlobalVariables->getInt ("dayspassed"));
}
bool World::toggleSky()
{
if (mSky)
{
mSky = false;
mRendering->skyDisable();
return false;
}
else
{
mSky = true;
mRendering->skyEnable();
return true;
}
}
int World::getMasserPhase() const
{
return mRendering->skyGetMasserPhase();
}
int World::getSecundaPhase() const
{
return mRendering->skyGetSecundaPhase();
}
void World::setMoonColour (bool red)
{
mRendering->skySetMoonColour (red);
}
float World::getTimeScaleFactor() const
{
return mGlobalVariables->getFloat ("timescale");
}
void World::changeToInteriorCell (const std::string& cellName, const ESM::Position& position)
{
return mWorldScene->changeToInteriorCell(cellName, position);
}
void World::changeToExteriorCell (const ESM::Position& position)
{
return mWorldScene->changeToExteriorCell(position);
}
void World::markCellAsUnchanged()
{
return mWorldScene->markCellAsUnchanged();
}
std::string World::getFacedHandle()
{
if (!mRendering->occlusionQuerySupported())
{
std::pair<std::string, float> result = mPhysics->getFacedHandle (*this);
if (result.first.empty() ||
result.second>getStore().gameSettings.find ("iMaxActivateDist")->i)
return "";
return result.first;
}
else
{
// updated every few frames in update()
return mFacedHandle;
}
}
void World::deleteObject (Ptr ptr)
{
if (ptr.getRefData().getCount()>0)
{
ptr.getRefData().setCount (0);
if (mWorldScene->getActiveCells().find (ptr.getCell())!=mWorldScene->getActiveCells().end() &&
ptr.getRefData().isEnabled())
{
mWorldScene->removeObjectFromScene (ptr);
mLocalScripts.remove (ptr);
}
}
}
bool World::moveObjectImp (Ptr ptr, float x, float y, float z)
{
bool ret = false;
ptr.getRefData().getPosition().pos[0] = x;
ptr.getRefData().getPosition().pos[1] = y;
ptr.getRefData().getPosition().pos[2] = z;
if (ptr==mPlayer->getPlayer())
{
//std::cout << "X:" << ptr.getRefData().getPosition().pos[0] << " Z: " << ptr.getRefData().getPosition().pos[1] << "\n";
Ptr::CellStore *currentCell = mWorldScene->getCurrentCell();
if (currentCell)
{
if (!(currentCell->cell->data.flags & ESM::Cell::Interior))
{
// exterior -> adjust loaded cells
int cellX = 0;
int cellY = 0;
positionToIndex (x, y, cellX, cellY);
if (currentCell->cell->data.gridX!=cellX || currentCell->cell->data.gridY!=cellY)
{
mWorldScene->changeCell (cellX, cellY, mPlayer->getPlayer().getRefData().getPosition(), false);
ret = true;
}
}
}
}
/// \todo cell change for non-player ref
mRendering->moveObject (ptr, Ogre::Vector3 (x, y, z));
return ret;
}
void World::moveObject (Ptr ptr, float x, float y, float z)
{
moveObjectImp(ptr, x, y, z);
mPhysics->moveObject (ptr.getRefData().getHandle(), Ogre::Vector3 (x, y, z));
}
void World::indexToPosition (int cellX, int cellY, float &x, float &y, bool centre) const
{
const int cellSize = 8192;
x = cellSize * cellX;
y = cellSize * cellY;
if (centre)
{
x += cellSize/2;
y += cellSize/2;
}
}
void World::positionToIndex (float x, float y, int &cellX, int &cellY) const
{
const int cellSize = 8192;
cellX = static_cast<int> (x/cellSize);
if (x<0)
--cellX;
cellY = static_cast<int> (y/cellSize);
if (y<0)
--cellY;
}
void World::doPhysics (const std::vector<std::pair<std::string, Ogre::Vector3> >& actors,
float duration)
{
mPhysics->doPhysics(duration, actors);
const int tick = 16; // 16 ms ^= 60 Hz
// Game clock part of the loop, contains everything that has to be executed in a fixed timestep
long long dt = mTimer.getMilliseconds() - lastTick;
if (dt >= 100)
{
// throw away wall clock time if necessary to keep the framerate above the minimum of 10 fps
lastTick += (dt - 100);
dt = 100;
}
while (dt >= tick)
{
dt -= tick;
lastTick += tick;
std::vector< std::pair<std::string, Ogre::Vector3> > vectors = mPhysics->doPhysicsFixed (actors);
std::vector< std::pair<std::string, Ogre::Vector3> >::iterator player = vectors.end();
for (std::vector< std::pair<std::string, Ogre::Vector3> >::iterator it = vectors.begin();
it!= vectors.end(); ++it)
{
if (it->first=="player")
{
player = it;
}
else
{
MWWorld::Ptr ptr = getPtrViaHandle (it->first);
moveObjectImp (ptr, it->second.x, it->second.y, it->second.z);
}
}
// Make sure player is moved last (otherwise the cell might change in the middle of an update
// loop)
if (player!=vectors.end())
{
if (moveObjectImp (getPtrViaHandle (player->first),
player->second.x, player->second.y, player->second.z) == true)
return; // abort the current loop if the cell has changed
}
}
}
bool World::toggleCollisionMode()
{
return mPhysics->toggleCollisionMode();;
}
bool World::toggleRenderMode (RenderMode mode)
{
return mRendering->toggleRenderMode (mode);
}
std::pair<std::string, const ESM::Potion *> World::createRecord (const ESM::Potion& record)
{
/// \todo Rewrite the ESMStore so that a dynamic 2nd ESMStore can be attached to it.
/// This function should then insert the record into the 2nd store (the code for this
/// should also be moved to the ESMStore class). It might be a good idea to review
/// the STL-container usage of the ESMStore before the rewrite.
std::ostringstream stream;
stream << "$dynamic" << mNextDynamicRecord++;
const ESM::Potion *created =
&mStore.potions.list.insert (std::make_pair (stream.str(), record)).first->second;
mStore.all.insert (std::make_pair (stream.str(), ESM::REC_ALCH));
return std::make_pair (stream.str(), created);
}
std::pair<std::string, const ESM::Class *> World::createRecord (const ESM::Class& record)
{
/// \todo See function above.
std::ostringstream stream;
stream << "$dynamic" << mNextDynamicRecord++;
const ESM::Class *created =
&mStore.classes.list.insert (std::make_pair (stream.str(), record)).first->second;
mStore.all.insert (std::make_pair (stream.str(), ESM::REC_CLAS));
return std::make_pair (stream.str(), created);
}
const ESM::Cell *World::createRecord (const ESM::Cell& record)
{
if (record.data.flags & ESM::Cell::Interior)
{
if (mStore.cells.searchInt (record.name))
throw std::runtime_error ("failed creating interior cell");
ESM::Cell *cell = new ESM::Cell (record);
mStore.cells.intCells.insert (std::make_pair (record.name, cell));
return cell;
}
else
{
if (mStore.cells.searchExt (record.data.gridX, record.data.gridY))
throw std::runtime_error ("failed creating exterior cell");
ESM::Cell *cell = new ESM::Cell (record);
mStore.cells.extCells.insert (
std::make_pair (std::make_pair (record.data.gridX, record.data.gridY), cell));
return cell;
}
}
void World::playAnimationGroup (const MWWorld::Ptr& ptr, const std::string& groupName, int mode,
int number)
{
mRendering->playAnimationGroup (ptr, groupName, mode, number);
}
void World::skipAnimation (const MWWorld::Ptr& ptr)
{
mRendering->skipAnimation (ptr);
}
void World::update (float duration)
{
mWorldScene->update (duration);
mWeatherManager->update (duration);
// inform the GUI about focused object
try
{
MWWorld::Ptr object = getPtrViaHandle(mFacedHandle);
MWBase::Environment::get().getWindowManager()->setFocusObject(object);
// retrieve object dimensions so we know where to place the floating label
Ogre::SceneNode* node = object.getRefData().getBaseNode();
Ogre::AxisAlignedBox bounds;
int i;
for (i=0; i<node->numAttachedObjects(); ++i)
{
Ogre::MovableObject* ob = node->getAttachedObject(i);
bounds.merge(ob->getWorldBoundingBox());
}
if (bounds.isFinite())
{
Vector4 screenCoords = mRendering->boundingBoxToScreen(bounds);
MWBase::Environment::get().getWindowManager()->setFocusObjectScreenCoords(
screenCoords[0], screenCoords[1], screenCoords[2], screenCoords[3]);
}
}
catch (std::runtime_error&)
{
MWWorld::Ptr null;
MWBase::Environment::get().getWindowManager()->setFocusObject(null);
}
if (!mRendering->occlusionQuerySupported())
{
// cast a ray from player to sun to detect if the sun is visible
// this is temporary until we find a better place to put this code
// currently its here because we need to access the physics system
float* p = mPlayer->getPlayer().getRefData().getPosition().pos;
Vector3 sun = mRendering->getSkyManager()->getRealSunPos();
sun = Vector3(sun.x, -sun.z, sun.y);
mRendering->getSkyManager()->setGlare(!mPhysics->castRay(Ogre::Vector3(p[0], p[1], p[2]), sun));
}
// update faced handle (object the player is looking at)
// this uses a mixture of raycasts and occlusion queries.
else // if (mRendering->occlusionQuerySupported())
{
MWRender::OcclusionQuery* query = mRendering->getOcclusionQuery();
if (!query->occlusionTestPending())
{
// get result of last query
if (mNumFacing == 0) mFacedHandle = "";
else if (mNumFacing == 1)
{
bool result = query->getTestResult();
mFacedHandle = result ? mFaced1Name : "";
}
else if (mNumFacing == 2)
{
bool result = query->getTestResult();
mFacedHandle = result ? mFaced2Name : mFaced1Name;
}
// send new query
// figure out which object we want to test against
std::vector < std::pair < float, std::string > > results = mPhysics->getFacedObjects();
// ignore the player and other things we're not interested in
std::vector < std::pair < float, std::string > >::iterator it = results.begin();
while (it != results.end())
{
if ( (*it).second.find("HeightField") != std::string::npos // not interested in terrain
|| getPtrViaHandle((*it).second) == mPlayer->getPlayer() ) // not interested in player (unless you want to talk to yourself)
{
it = results.erase(it);
}
else
++it;
}
if (results.size() == 0)
{
mNumFacing = 0;
}
else if (results.size() == 1)
{
mFaced1 = getPtrViaHandle(results.front().second);
mFaced1Name = results.front().second;
mNumFacing = 1;
btVector3 p = mPhysics->getRayPoint(results.front().first);
Ogre::Vector3 pos(p.x(), p.z(), -p.y());
Ogre::SceneNode* node = mFaced1.getRefData().getBaseNode();
//std::cout << "Num facing 1 : " << mFaced1Name << std::endl;
//std::cout << "Type 1 " << mFaced1.getTypeName() << std::endl;
query->occlusionTest(pos, node);
}
else
{
mFaced1Name = results.front().second;
mFaced2Name = results[1].second;
mFaced1 = getPtrViaHandle(results.front().second);
mFaced2 = getPtrViaHandle(results[1].second);
mNumFacing = 2;
btVector3 p = mPhysics->getRayPoint(results[1].first);
Ogre::Vector3 pos(p.x(), p.z(), -p.y());
Ogre::SceneNode* node1 = mFaced1.getRefData().getBaseNode();
Ogre::SceneNode* node2 = mFaced2.getRefData().getBaseNode();
// no need to test if the first node is not occluder
if (!query->isPotentialOccluder(node1) && (mFaced1.getTypeName().find("Static") == std::string::npos))
{
mFacedHandle = mFaced1Name;
//std::cout << "node1 Not an occluder" << std::endl;
return;
}
// no need to test if the second object is static (thus cannot be activated)
if (mFaced2.getTypeName().find("Static") != std::string::npos)
{
mFacedHandle = mFaced1Name;
return;
}
// work around door problems
if (mFaced1.getTypeName().find("Static") != std::string::npos
&& mFaced2.getTypeName().find("Door") != std::string::npos)
{
mFacedHandle = mFaced2Name;
return;
}
query->occlusionTest(pos, node2);
}
}
}
}
bool World::isCellExterior() const
{
Ptr::CellStore *currentCell = mWorldScene->getCurrentCell();
if (currentCell)
{
if (!(currentCell->cell->data.flags & ESM::Cell::Interior))
return true;
else
return false;
}
return false;
}
bool World::isCellQuasiExterior() const
{
Ptr::CellStore *currentCell = mWorldScene->getCurrentCell();
if (currentCell)
{
if (!(currentCell->cell->data.flags & ESM::Cell::QuasiEx))
return false;
else
return true;
}
return false;
}
int World::getCurrentWeather() const
{
return mWeatherManager->getWeatherID();
}
void World::changeWeather(const std::string& region, const unsigned int id)
{
mWeatherManager->changeWeather(region, id);
}
OEngine::Render::Fader* World::getFader()
{
return mRendering->getFader();
}
Ogre::Vector2 World::getNorthVector(Ptr::CellStore* cell)
{
ESMS::CellRefList<ESM::Static, MWWorld::RefData> statics = cell->statics;
ESMS::LiveCellRef<ESM::Static, MWWorld::RefData>* ref = statics.find("northmarker");
if (!ref)
return Vector2(0, 1);
Ogre::SceneNode* node = ref->mData.getBaseNode();
Vector3 dir = node->_getDerivedOrientation().yAxis();
Vector2 d = Vector2(dir.x, dir.z);
return d;
}
void World::setWaterHeight(const float height)
{
mRendering->setWaterHeight(height);
}
void World::toggleWater()
{
mRendering->toggleWater();
}
bool World::placeObject(MWWorld::Ptr object, float cursorX, float cursorY)
{
std::pair<bool, Ogre::Vector3> result = mPhysics->castRay(cursorX, cursorY);
if (!result.first)
return false;
MWWorld::Ptr::CellStore* cell;
if (isCellExterior())
{
int cellX, cellY;
positionToIndex(result.second[0], -result.second[2], cellX, cellY);
cell = mCells.getExterior(cellX, cellY);
}
else
cell = getPlayer().getPlayer().getCell();
ESM::Position& pos = object.getRefData().getPosition();
pos.pos[0] = result.second[0];
pos.pos[1] = -result.second[2];
pos.pos[2] = result.second[1];
mWorldScene->insertObject(object, cell);
/// \todo retrieve the bounds of the object and translate it accordingly
return true;
}
bool World::canPlaceObject(float cursorX, float cursorY)
{
std::pair<bool, Ogre::Vector3> result = mPhysics->castRay(cursorX, cursorY);
/// \todo also check if the wanted position is on a flat surface, and not e.g. against a vertical wall!
if (!result.first)
return false;
return true;
}
void World::dropObjectOnGround(MWWorld::Ptr object)
{
MWWorld::Ptr::CellStore* cell = getPlayer().getPlayer().getCell();
float* playerPos = getPlayer().getPlayer().getRefData().getPosition().pos;
ESM::Position& pos = object.getRefData().getPosition();
pos.pos[0] = playerPos[0];
pos.pos[1] = playerPos[1];
pos.pos[2] = playerPos[2];
mWorldScene->insertObject(object, cell);
}
}