Beispiel #1
0
    void ActionTeleport::executeImp (const Ptr& actor)
    {
        MWBase::World* world = MWBase::Environment::get().getWorld();

        //find any NPC that is following the actor and teleport him too
        std::list<MWWorld::Ptr> followers = MWBase::Environment::get().getMechanicsManager()->getActorsFollowing(actor);
        for(std::list<MWWorld::Ptr>::iterator it = followers.begin();it != followers.end();it++)
        {
            std::cout << "teleporting someone!" << (*it).getCellRef().mRefID;
            executeImp(*it);
        }

        if(actor == world->getPlayerPtr())
        {
            world->getPlayer().setTeleported(true);
            if (mCellName.empty())
                world->changeToExteriorCell (mPosition);
            else
                world->changeToInteriorCell (mCellName, mPosition);
        }
        else
        {
            if (mCellName.empty())
            {
                int cellX;
                int cellY;
                world->positionToIndex(mPosition.pos[0],mPosition.pos[1],cellX,cellY);
                world->moveObject(actor,world->getExterior(cellX,cellY),
                    mPosition.pos[0],mPosition.pos[1],mPosition.pos[2]);
            }
            else
                world->moveObject(actor,world->getInterior(mCellName),mPosition.pos[0],mPosition.pos[1],mPosition.pos[2]);
        }
    }
Beispiel #2
0
 void ActionTeleport::teleport(const Ptr &actor)
 {
     MWBase::World* world = MWBase::Environment::get().getWorld();
     if(actor == world->getPlayerPtr())
     {
         world->getPlayer().setTeleported(true);
         if (mCellName.empty())
             world->changeToExteriorCell (mPosition, true);
         else
             world->changeToInteriorCell (mCellName, mPosition, true);
     }
     else
     {
         if (mCellName.empty())
         {
             int cellX;
             int cellY;
             world->positionToIndex(mPosition.pos[0],mPosition.pos[1],cellX,cellY);
             world->moveObject(actor,world->getExterior(cellX,cellY),
                 mPosition.pos[0],mPosition.pos[1],mPosition.pos[2]);
         }
         else
             world->moveObject(actor,world->getInterior(mCellName),mPosition.pos[0],mPosition.pos[1],mPosition.pos[2]);
     }
 }
Beispiel #3
0
    void Scene::playerCellChange(MWWorld::CellStore *cell, const ESM::Position& pos, bool adjustPlayerPos)
    {
        bool hasWater = cell->mCell->mData.mFlags & ESM::Cell::HasWater;
        mPhysics->setCurrentWater(hasWater, cell->mCell->mWater);

        MWBase::World *world = MWBase::Environment::get().getWorld();
        world->getPlayer().setCell(cell);

        MWWorld::Ptr player = world->getPlayer().getPlayer();

        if (adjustPlayerPos) {
            world->moveObject(player, pos.pos[0], pos.pos[1], pos.pos[2]);

            float x = Ogre::Radian(pos.rot[0]).valueDegrees();
            float y = Ogre::Radian(pos.rot[1]).valueDegrees();
            float z = Ogre::Radian(pos.rot[2]).valueDegrees();
            world->rotateObject(player, x, y, z);
        }

        MWBase::MechanicsManager *mechMgr =
            MWBase::Environment::get().getMechanicsManager();

        mechMgr->add(player);
        mechMgr->watchActor(player);

        MWBase::Environment::get().getWindowManager()->changeCell(mCurrentCell);
    }
Beispiel #4
0
    void
    Scene::playerCellChange(
        MWWorld::CellStore *cell,
        const ESM::Position& pos,
        bool adjustPlayerPos)
    {
        bool hasWater = cell->cell->data.flags & cell->cell->HasWater;
        mPhysics->setCurrentWater(hasWater, cell->cell->water);

        MWBase::World *world = MWBase::Environment::get().getWorld();
        MWWorld::Ptr player = world->getPlayer().getPlayer();

        if (adjustPlayerPos) {
            world->moveObject(player, pos.pos[0], pos.pos[1], pos.pos[2]);
            MWBase::Environment::get().getWorld()->getPlayer().setRot (pos.rot[0], pos.rot[1], pos.rot[2]);
        }
        world->getPlayer().setCell(cell);

        MWMechanics::MechanicsManager *mechMgr =
            MWBase::Environment::get().getMechanicsManager();

        mechMgr->addActor(player);
        mechMgr->watchActor(player);

        MWBase::Environment::get().getWindowManager()->changeCell(mCurrentCell);
    }
Beispiel #5
0
    void Scene::playerCellChange(CellStore *cell, const ESM::Position& pos, bool adjustPlayerPos)
    {
        MWBase::World *world = MWBase::Environment::get().getWorld();
        MWWorld::Ptr old = world->getPlayerPtr();
        world->getPlayer().setCell(cell);

        MWWorld::Ptr player = world->getPlayerPtr();
        mRendering.updatePlayerPtr(player);

        if (adjustPlayerPos) {
            world->moveObject(player, pos.pos[0], pos.pos[1], pos.pos[2]);

            float x = Ogre::Radian(pos.rot[0]).valueDegrees();
            float y = Ogre::Radian(pos.rot[1]).valueDegrees();
            float z = Ogre::Radian(pos.rot[2]).valueDegrees();
            world->rotateObject(player, x, y, z);

            player.getClass().adjustPosition(player, true);
        }

        MWBase::MechanicsManager *mechMgr =
            MWBase::Environment::get().getMechanicsManager();

        mechMgr->updateCell(old, player);
        mechMgr->watchActor(player);

        mRendering.updateTerrain();

        // Delay the map update until scripts have been given a chance to run.
        // If we don't do this, objects that should be disabled will still appear on the map.
        mNeedMapUpdate = true;

        MWBase::Environment::get().getWindowManager()->changeCell(mCurrentCell);
    }
Beispiel #6
0
    void Scene::changePlayerCell(CellStore *cell, const ESM::Position &pos, bool adjustPlayerPos)
    {
        mCurrentCell = cell;

        MWBase::World *world = MWBase::Environment::get().getWorld();
        MWWorld::Ptr old = world->getPlayerPtr();
        world->getPlayer().setCell(cell);

        MWWorld::Ptr player = world->getPlayerPtr();
        mRendering.updatePlayerPtr(player);

        if (adjustPlayerPos) {
            world->moveObject(player, pos.pos[0], pos.pos[1], pos.pos[2]);

            float x = Ogre::Radian(pos.rot[0]).valueDegrees();
            float y = Ogre::Radian(pos.rot[1]).valueDegrees();
            float z = Ogre::Radian(pos.rot[2]).valueDegrees();
            world->rotateObject(player, x, y, z);

            player.getClass().adjustPosition(player, true);
        }

        MWBase::MechanicsManager *mechMgr =
            MWBase::Environment::get().getMechanicsManager();

        mechMgr->updateCell(old, player);
        mechMgr->watchActor(player);

        MWBase::Environment::get().getWorld()->adjustSky();
    }
Beispiel #7
0
    void Scene::changeToInteriorCell (const std::string& cellName, const ESM::Position& position)
    {

        const MWWorld::Store<ESM::GameSetting> &gmst =
            MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();

        std::string loadingInteriorText;
        loadingInteriorText = gmst.find ("sLoadingMessage2")->getString();

        CellStore *cell = MWBase::Environment::get().getWorld()->getInterior(cellName);
        bool loadcell = (mCurrentCell == NULL);
        if(!loadcell)
            loadcell = *mCurrentCell != *cell;

        if(!loadcell)
        {
            MWBase::World *world = MWBase::Environment::get().getWorld();
            world->moveObject(world->getPlayer().getPlayer(), position.pos[0], position.pos[1], position.pos[2]);

            float x = Ogre::Radian(position.rot[0]).valueDegrees();
            float y = Ogre::Radian(position.rot[1]).valueDegrees();
            float z = Ogre::Radian(position.rot[2]).valueDegrees();
            world->rotateObject(world->getPlayer().getPlayer(), x, y, z);
            return;
        }

        std::cout << "Changing to interior\n";

        // remove active
        CellStoreCollection::iterator active = mActiveCells.begin();

        // count number of cells to unload
        int numUnload = 0;
        while (active!=mActiveCells.end())
        {
            ++active;
            ++numUnload;
        }

        // unload
        int current = 0;
        active = mActiveCells.begin();
        while (active!=mActiveCells.end())
        {
            unloadCell (active++);
            ++current;
        }

        // Load cell.
        std::cout << "cellName: " << cell->mCell->mName << std::endl;

        //Loading Interior loading text
        MWBase::Environment::get().getWindowManager ()->setLoadingProgress (loadingInteriorText, 0, 0, 1);

        loadCell (cell);

        mCurrentCell = cell;

        // adjust fog
        mRendering.switchToInterior();
        mRendering.configureFog(*mCurrentCell);

        // adjust player
        playerCellChange (mCurrentCell, position);

        // Sky system
        MWBase::Environment::get().getWorld()->adjustSky();

        mCellChanged = true;

        MWBase::Environment::get().getWindowManager ()->loadingDone ();
    }
Beispiel #8
0
    void Scene::changeToInteriorCell (const std::string& cellName, const ESM::Position& position)
    {
        CellStore *cell = MWBase::Environment::get().getWorld()->getInterior(cellName);
        bool loadcell = (mCurrentCell == NULL);
        if(!loadcell)
            loadcell = *mCurrentCell != *cell;

        MWBase::Environment::get().getWindowManager()->fadeScreenOut(0.5);

        Loading::Listener* loadingListener = MWBase::Environment::get().getWindowManager()->getLoadingScreen();
        std::string loadingInteriorText = "#{sLoadingMessage2}";
        loadingListener->setLabel(loadingInteriorText);
        Loading::ScopedLoad load(loadingListener);

        mRendering.enableTerrain(false);

        if(!loadcell)
        {
            MWBase::World *world = MWBase::Environment::get().getWorld();
            world->moveObject(world->getPlayerPtr(), position.pos[0], position.pos[1], position.pos[2]);

            float x = Ogre::Radian(position.rot[0]).valueDegrees();
            float y = Ogre::Radian(position.rot[1]).valueDegrees();
            float z = Ogre::Radian(position.rot[2]).valueDegrees();
            world->rotateObject(world->getPlayerPtr(), x, y, z);

            world->getPlayerPtr().getClass().adjustPosition(world->getPlayerPtr(), true);
            MWBase::Environment::get().getWindowManager()->fadeScreenIn(0.5);
            return;
        }

        std::cout << "Changing to interior\n";

        // remove active
        CellStoreCollection::iterator active = mActiveCells.begin();

        // count number of cells to unload
        int numUnload = 0;
        while (active!=mActiveCells.end())
        {
            ++active;
            ++numUnload;
        }

        // unload
        int current = 0;
        active = mActiveCells.begin();
        while (active!=mActiveCells.end())
        {
            unloadCell (active++);
            ++current;
        }

        int refsToLoad = cell->count();
        loadingListener->setProgressRange(refsToLoad);

        // Load cell.
        std::cout << "cellName: " << cell->getCell()->mName << std::endl;

        //Loading Interior loading text

        loadCell (cell, loadingListener);

        mCurrentCell = cell;

        // adjust fog
        mRendering.configureFog(*mCurrentCell);

        // adjust player
        playerCellChange (mCurrentCell, position);

        // Sky system
        MWBase::Environment::get().getWorld()->adjustSky();

        mCellChanged = true;
        MWBase::Environment::get().getWindowManager()->fadeScreenIn(0.5);
    }
Beispiel #9
0
    void Scene::changeToInteriorCell (const std::string& cellName, const ESM::Position& position)
    {
        CellStore *cell = MWBase::Environment::get().getWorld()->getInterior(cellName);
        bool loadcell = (mCurrentCell == NULL);
        if(!loadcell)
            loadcell = *mCurrentCell != *cell;

        MWBase::Environment::get().getWindowManager()->fadeScreenOut(0.5);

        Loading::Listener* loadingListener = MWBase::Environment::get().getWindowManager()->getLoadingScreen();
        std::string loadingInteriorText = "#{sLoadingMessage2}";
        loadingListener->setLabel(loadingInteriorText);
        Loading::ScopedLoad load(loadingListener);

        mRendering.enableTerrain(false);

        if(!loadcell)
        {
            MWBase::World *world = MWBase::Environment::get().getWorld();
            world->moveObject(world->getPlayerPtr(), position.pos[0], position.pos[1], position.pos[2]);

            float x = Ogre::Radian(position.rot[0]).valueDegrees();
            float y = Ogre::Radian(position.rot[1]).valueDegrees();
            float z = Ogre::Radian(position.rot[2]).valueDegrees();
            world->rotateObject(world->getPlayerPtr(), x, y, z);

            world->getPlayerPtr().getClass().adjustPosition(world->getPlayerPtr(), true);
            MWBase::Environment::get().getWindowManager()->fadeScreenIn(0.5);
            return;
        }

        std::cout << "Changing to interior\n";

        // unload
        int current = 0;
        CellStoreCollection::iterator active = mActiveCells.begin();
        while (active!=mActiveCells.end())
        {
            unloadCell (active++);
            ++current;
        }

        int refsToLoad = cell->count();
        loadingListener->setProgressRange(refsToLoad);

        // Load cell.
        std::cout << "cellName: " << cell->getCell()->mName << std::endl;

        loadCell (cell, loadingListener);

        changePlayerCell(cell, position, true);

        // adjust fog
        mRendering.configureFog(*mCurrentCell);

        // Sky system
        MWBase::Environment::get().getWorld()->adjustSky();

        mCellChanged = true; MWBase::Environment::get().getWindowManager()->fadeScreenIn(0.5);

        MWBase::Environment::get().getWindowManager()->changeCell(mCurrentCell);

        // Delay the map update until scripts have been given a chance to run.
        // If we don't do this, objects that should be disabled will still appear on the map.
        mNeedMapUpdate = true;
    }