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639bdd5801
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.
87 lines
3.2 KiB
C++
87 lines
3.2 KiB
C++
#include "actionteleport.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwmechanics/creaturestats.hpp"
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#include "../mwworld/cellstore.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/cellutils.hpp"
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#include "player.hpp"
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namespace MWWorld
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{
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ActionTeleport::ActionTeleport (const std::string& cellName,
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const ESM::Position& position, bool teleportFollowers)
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: Action (true), mCellName (cellName), mPosition (position), mTeleportFollowers(teleportFollowers)
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{
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}
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void ActionTeleport::executeImp (const Ptr& actor)
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{
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if (mTeleportFollowers)
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{
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// Find any NPCs that are following the actor and teleport them with him
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std::set<MWWorld::Ptr> followers;
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getFollowers(actor, followers, mCellName.empty(), true);
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for (std::set<MWWorld::Ptr>::iterator it = followers.begin(); it != followers.end(); ++it)
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teleport(*it);
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}
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teleport(actor);
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}
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void ActionTeleport::teleport(const Ptr &actor)
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{
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MWBase::World* world = MWBase::Environment::get().getWorld();
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actor.getClass().getCreatureStats(actor).land(actor == world->getPlayerPtr());
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if(actor == world->getPlayerPtr())
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{
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world->getPlayer().setTeleported(true);
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if (mCellName.empty())
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world->changeToExteriorCell (mPosition, true);
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else
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world->changeToInteriorCell (mCellName, mPosition, true);
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}
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else
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{
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if (actor.getClass().getCreatureStats(actor).getAiSequence().isInCombat(world->getPlayerPtr()))
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actor.getClass().getCreatureStats(actor).getAiSequence().stopCombat();
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else if (mCellName.empty())
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{
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const osg::Vec2i index = positionToCellIndex(mPosition.pos[0], mPosition.pos[1]);
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world->moveObject(actor, world->getExterior(index.x(), index.y()), mPosition.asVec3(), true, true);
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}
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else
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world->moveObject(actor,world->getInterior(mCellName),mPosition.asVec3(), true, true);
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}
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}
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void ActionTeleport::getFollowers(const MWWorld::Ptr& actor, std::set<MWWorld::Ptr>& out, bool toExterior, bool includeHostiles) {
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std::set<MWWorld::Ptr> followers;
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MWBase::Environment::get().getMechanicsManager()->getActorsFollowing(actor, followers);
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for(std::set<MWWorld::Ptr>::iterator it = followers.begin();it != followers.end();++it)
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{
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MWWorld::Ptr follower = *it;
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std::string script = follower.getClass().getScript(follower);
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if (!includeHostiles && follower.getClass().getCreatureStats(follower).getAiSequence().isInCombat(actor))
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continue;
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if (!toExterior && !script.empty() && follower.getRefData().getLocals().getIntVar(script, "stayoutside") == 1 && follower.getCell()->getCell()->isExterior())
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continue;
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if ((follower.getRefData().getPosition().asVec3() - actor.getRefData().getPosition().asVec3()).length2() > 800 * 800)
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continue;
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out.emplace(follower);
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}
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}
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}
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