void ProjectileManager::write(ESM::ESMWriter &writer, Loading::Listener &progress) const
    {
        for (std::vector<ProjectileState>::const_iterator it = mProjectiles.begin(); it != mProjectiles.end(); ++it)
        {
            writer.startRecord(ESM::REC_PROJ);

            ESM::ProjectileState state;
            state.mId = it->mId;
            state.mPosition = it->mNode->getPosition();
            state.mOrientation = it->mNode->getOrientation();
            state.mActorId = it->mActorId;

            state.mBowId = it->mBowId;
            state.mVelocity = it->mVelocity;

            state.save(writer);

            writer.endRecord(ESM::REC_PROJ);

            progress.increaseProgress();
        }

        for (std::vector<MagicBoltState>::const_iterator it = mMagicBolts.begin(); it != mMagicBolts.end(); ++it)
        {
            writer.startRecord(ESM::REC_MPRJ);

            ESM::MagicBoltState state;
            state.mId = it->mId;
            state.mPosition = it->mNode->getPosition();
            state.mOrientation = it->mNode->getOrientation();
            state.mActorId = it->mActorId;

            state.mSpellId = it->mSpellId;
            state.mEffects = it->mEffects;
            state.mSound = it->mSoundId;
            state.mSourceName = it->mSourceName;
            state.mSpeed = it->mSpeed;
            state.mStack = it->mStack;

            state.save(writer);

            writer.endRecord(ESM::REC_MPRJ);

            progress.increaseProgress();
        }
    }
Exemple #2
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    void ProjectileManager::write(ESM::ESMWriter &writer, Loading::Listener &progress) const
    {
        for (std::vector<ProjectileState>::const_iterator it = mProjectiles.begin(); it != mProjectiles.end(); ++it)
        {
            writer.startRecord(ESM::REC_PROJ);

            ESM::ProjectileState state;
            state.mId = it->mIdArrow;
            state.mPosition = ESM::Vector3(osg::Vec3f(it->mNode->getPosition()));
            state.mOrientation = ESM::Quaternion(osg::Quat(it->mNode->getAttitude()));
            state.mActorId = it->mActorId;

            state.mBowId = it->mBowId;
            state.mVelocity = it->mVelocity;
            state.mAttackStrength = it->mAttackStrength;

            state.save(writer);

            writer.endRecord(ESM::REC_PROJ);
        }

        for (std::vector<MagicBoltState>::const_iterator it = mMagicBolts.begin(); it != mMagicBolts.end(); ++it)
        {
            writer.startRecord(ESM::REC_MPRJ);

            ESM::MagicBoltState state;
            state.mId = it->mIdMagic.at(0);
            state.mPosition = ESM::Vector3(osg::Vec3f(it->mNode->getPosition()));
            state.mOrientation = ESM::Quaternion(osg::Quat(it->mNode->getAttitude()));
            state.mActorId = it->mActorId;

            state.mSpellId = it->mSpellId;
            state.mEffects = it->mEffects;
            state.mSound = it->mSoundIds.at(0);
            state.mSourceName = it->mSourceName;
            state.mSpeed = it->mSpeed;
            state.mStack = it->mStack;

            state.save(writer);

            writer.endRecord(ESM::REC_MPRJ);
        }
    }
Exemple #3
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    bool ProjectileManager::readRecord(ESM::ESMReader &reader, uint32_t type)
    {
        if (type == ESM::REC_PROJ)
        {
            ESM::ProjectileState esm;
            esm.load(reader);

            ProjectileState state;
            state.mActorId = esm.mActorId;
            state.mBowId = esm.mBowId;
            state.mVelocity = esm.mVelocity;
            state.mId = esm.mId;
            state.mAttackStrength = esm.mAttackStrength;

            std::string model;
            try
            {
                MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), esm.mId);
                MWWorld::Ptr ptr = ref.getPtr();
                model = ptr.getClass().getModel(ptr);
            }
            catch(...)
            {
                return true;
            }

            createModel(state, model, osg::Vec3f(esm.mPosition), osg::Quat(esm.mOrientation), false);

            mProjectiles.push_back(state);
            return true;
        }
        else if (type == ESM::REC_MPRJ)
        {
            ESM::MagicBoltState esm;
            esm.load(reader);

            MagicBoltState state;
            state.mSourceName = esm.mSourceName;
            state.mId = esm.mId;
            state.mSpellId = esm.mSpellId;
            state.mActorId = esm.mActorId;
            state.mSpeed = esm.mSpeed;
            state.mStack = esm.mStack;
            state.mEffects = esm.mEffects;

            std::string model;
            try
            {
                MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), esm.mId);
                MWWorld::Ptr ptr = ref.getPtr();
                model = ptr.getClass().getModel(ptr);
            }
            catch(...)
            {
                return true;
            }

            createModel(state, model, osg::Vec3f(esm.mPosition), osg::Quat(esm.mOrientation), true);

            MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
            state.mSound = sndMgr->playSound3D(esm.mPosition, esm.mSound, 1.0f, 1.0f,
                                               MWBase::SoundManager::Play_TypeSfx, MWBase::SoundManager::Play_Loop);
            state.mSoundId = esm.mSound;

            mMagicBolts.push_back(state);
            return true;
        }

        return false;
    }
Exemple #4
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    bool ProjectileManager::readRecord(ESM::ESMReader &reader, uint32_t type)
    {
        if (type == ESM::REC_PROJ)
        {
            ESM::ProjectileState esm;
            esm.load(reader);

            ProjectileState state;
            state.mActorId = esm.mActorId;
            state.mBowId = esm.mBowId;
            state.mVelocity = esm.mVelocity;
            state.mIdArrow = esm.mId;
            state.mAttackStrength = esm.mAttackStrength;

            std::string model;
            try
            {
                MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), esm.mId);
                MWWorld::Ptr ptr = ref.getPtr();
                model = ptr.getClass().getModel(ptr);
            }
            catch(...)
            {
                return true;
            }

            createModel(state, model, osg::Vec3f(esm.mPosition), osg::Quat(esm.mOrientation), false, false, osg::Vec4(0,0,0,0));

            mProjectiles.push_back(state);
            return true;
        }
        else if (type == ESM::REC_MPRJ)
        {
            ESM::MagicBoltState esm;
            esm.load(reader);

            MagicBoltState state;
            state.mSourceName = esm.mSourceName;
            state.mIdMagic.push_back(esm.mId);
            state.mSpellId = esm.mSpellId;
            state.mActorId = esm.mActorId;
            state.mStack = esm.mStack;
            std::string texture = "";
            state.mEffects = getMagicBoltData(state.mIdMagic, state.mSoundIds, state.mSpeed, texture, esm.mEffects);
            state.mSpeed = esm.mSpeed; // speed is derived from non-projectile effects as well as
                                       // projectile effects, so we can't calculate it from the save
                                       // file's effect list, which is already trimmed of non-projectile
                                       // effects. We need to use the stored value.

            std::string model;
            try
            {
                MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), state.mIdMagic.at(0));
                MWWorld::Ptr ptr = ref.getPtr();
                model = ptr.getClass().getModel(ptr);
            }
            catch(...)
            {
                return true;
            }

            osg::Vec4 lightDiffuseColor = getMagicBoltLightDiffuseColor(esm.mEffects);
            createModel(state, model, osg::Vec3f(esm.mPosition), osg::Quat(esm.mOrientation), true, true, lightDiffuseColor, texture);

            MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
            
            for (size_t soundIter = 0; soundIter != state.mSoundIds.size(); soundIter++)
            {
                state.mSounds.push_back(sndMgr->playSound3D(esm.mPosition, state.mSoundIds.at(soundIter), 1.0f, 1.0f,
                                        MWBase::SoundManager::Play_TypeSfx, MWBase::SoundManager::Play_Loop));
            }

            mMagicBolts.push_back(state);
            return true;
        }

        return false;
    }