void RenderingManager::configureFog(const MWWorld::CellStore &mCell) { Ogre::ColourValue color; color.setAsABGR (mCell.getCell()->mAmbi.mFog); configureFog (mCell.getCell()->mAmbi.mFogDensity, color); }
MWWorld::Ptr getNearbyDoor(const MWWorld::Ptr& actor, float minSqr, bool closed) { MWWorld::CellStore *cell = actor.getCell(); if(cell->getCell()->isExterior()) return MWWorld::Ptr(); // check interior cells only // Check all the doors in this cell MWWorld::CellRefList<ESM::Door>& doors = cell->get<ESM::Door>(); MWWorld::CellRefList<ESM::Door>::List& refList = doors.mList; MWWorld::CellRefList<ESM::Door>::List::iterator it = refList.begin(); Ogre::Vector3 pos(actor.getRefData().getPosition().pos); /// TODO: How to check whether the actor is facing a door? Below code is for /// the player, perhaps it can be adapted. //MWWorld::Ptr ptr = MWBase::Environment::get().getWorld()->getFacedObject(); //if(!ptr.isEmpty()) //std::cout << "faced door " << ptr.getClass().getName(ptr) << std::endl; /// TODO: The in-game observation of rot[2] value seems to be the /// opposite of the code in World::activateDoor() ::confused:: for (; it != refList.end(); ++it) { MWWorld::LiveCellRef<ESM::Door>& ref = *it; if(pos.squaredDistance(Ogre::Vector3(ref.mData.getPosition().pos)) < minSqr) if((closed && ref.mData.getLocalRotation().rot[2] == 0) || (!closed && ref.mData.getLocalRotation().rot[2] >= 1)) { return MWWorld::Ptr(&ref, actor.getCell()); // found, stop searching } } return MWWorld::Ptr(); // none found }
virtual void execute (Interpreter::Runtime& runtime) { MWWorld::CellStore *cell = MWBase::Environment::get().getWorld()->getPlayerPtr().getCell(); if (cell->getCell()->hasWater()) runtime.push (cell->getWaterLevel()); else runtime.push (-std::numeric_limits<float>().max()); }
void RenderingManager::configureAmbient(MWWorld::CellStore &mCell) { if (mCell.getCell()->mData.mFlags & ESM::Cell::Interior) mAmbientColor.setAsABGR (mCell.getCell()->mAmbi.mAmbient); setAmbientMode(); // Create a "sun" that shines light downwards. It doesn't look // completely right, but leave it for now. if(!mSun) { mSun = mRendering.getScene()->createLight(); mSun->setType(Ogre::Light::LT_DIRECTIONAL); } if (mCell.getCell()->mData.mFlags & ESM::Cell::Interior) { Ogre::ColourValue colour; colour.setAsABGR (mCell.getCell()->mAmbi.mSunlight); mSun->setDiffuseColour (colour); mSun->setDirection(0,-1,0); } }
virtual void execute (Interpreter::Runtime& runtime) { Interpreter::Type_Float level = runtime[0].mFloat; MWWorld::CellStore *cell = MWBase::Environment::get().getWorld()->getPlayerPtr().getCell(); if (cell->getCell()->isExterior()) throw std::runtime_error("Can't set water level in exterior cell"); cell->setWaterLevel (cell->getWaterLevel()+level); MWBase::Environment::get().getWorld()->setWaterHeight(cell->getWaterLevel()); }
virtual void execute (Interpreter::Runtime& runtime) { if (!MWMechanics::getPlayer().isInCell()) { runtime.push(0.f); return; } MWWorld::CellStore *cell = MWMechanics::getPlayer().getCell(); if (cell->getCell()->hasWater()) runtime.push (cell->getWaterLevel()); else runtime.push (-std::numeric_limits<float>::max()); }
virtual void execute (Interpreter::Runtime& runtime) { if (!MWMechanics::getPlayer().isInCell()) { runtime.push(0.f); return; } MWWorld::CellStore *cell = MWMechanics::getPlayer().getCell(); if (cell->isExterior()) runtime.push(0.f); // vanilla oddity, return 0 even though water is actually at -1 else if (cell->getCell()->hasWater()) runtime.push (cell->getWaterLevel()); else runtime.push (-std::numeric_limits<float>::max()); }