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OpenMW/apps/openmw/mwworld/actionteleport.cpp
elsid 639bdd5801
Use free function instead of virtual MWBase::World::positionToIndex
The virtual function does the same thing.

* Change return type to osg::Vec2i to avoid dependency on ESM3.
* Rename to positionToCellIndex to make it clear what is the index.
2022-05-24 19:31:23 +02:00

87 lines
3.2 KiB
C++

#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<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();
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<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;
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);
}
}
}