Exemplo n.º 1
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);
    }
Exemplo n.º 2
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);
    }
Exemplo n.º 3
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();
    }