Пример #1
0
void Pathgrid::enableCellPathgrid(const MWWorld::CellStore *store)
{
    MWBase::World* world = MWBase::Environment::get().getWorld();
    const ESM::Pathgrid *pathgrid =
        world->getStore().get<ESM::Pathgrid>().search(*store->getCell());
    if (!pathgrid) return;

    osg::Vec3f cellPathGridPos(0, 0, 0);
    MWMechanics::CoordinateConverter(store->getCell()).toWorld(cellPathGridPos);

    osg::ref_ptr<osg::PositionAttitudeTransform> cellPathGrid = new osg::PositionAttitudeTransform;
    cellPathGrid->setPosition(cellPathGridPos);

    osg::ref_ptr<osg::Geometry> geometry = SceneUtil::createPathgridGeometry(*pathgrid);

    cellPathGrid->addChild(geometry);

    mPathGridRoot->addChild(cellPathGrid);

    if (store->getCell()->isExterior())
    {
        mExteriorPathgridNodes[std::make_pair(store->getCell()->getGridX(), store->getCell()->getGridY())] = cellPathGrid;
    }
    else
    {
        assert(mInteriorPathgridNode == NULL);
        mInteriorPathgridNode = cellPathGrid;
    }
}
Пример #2
0
    std::string InterpreterContext::getPCNextRank() const
    {
        MWBase::World *world = MWBase::Environment::get().getWorld();
        MWWorld::Ptr player = world->getPlayerPtr();

        std::string factionId = getReferenceImp().getClass().getPrimaryFaction(getReferenceImp());
        if (factionId.empty())
            throw std::runtime_error("getPCNextRank(): NPC is not in a faction");

        const std::map<std::string, int>& ranks = player.getClass().getNpcStats (player).getFactionRanks();
        std::map<std::string, int>::const_iterator it = ranks.find(Misc::StringUtils::lowerCase(factionId));
        int rank = -1;
        if (it != ranks.end())
            rank = it->second;

        ++rank; // Next rank

        // if we are already at max rank, there is no next rank
        if (rank > 9)
            rank = 9;

        const MWWorld::ESMStore &store = world->getStore();
        const ESM::Faction *faction = store.get<ESM::Faction>().find(factionId);

        if(rank < 0 || rank > 9)
            return "";

        return faction->mRanks[rank];
    }
Пример #3
0
    void Actors::updateDrowning(const MWWorld::Ptr& ptr, float duration)
    {
        MWBase::World *world = MWBase::Environment::get().getWorld();
        NpcStats &stats = ptr.getClass().getNpcStats(ptr);
        if(world->isSubmerged(ptr) &&
           stats.getMagicEffects().get(ESM::MagicEffect::WaterBreathing).mMagnitude == 0)
        {
            float timeLeft = 0.0f;
            if(stats.getFatigue().getCurrent() == 0)
                stats.setTimeToStartDrowning(0);
            else
            {
                timeLeft = stats.getTimeToStartDrowning() - duration;
                if(timeLeft < 0.0f)
                    timeLeft = 0.0f;
                stats.setTimeToStartDrowning(timeLeft);
            }
            if(timeLeft == 0.0f)
            {
                // If drowning, apply 3 points of damage per second
                ptr.getClass().setActorHealth(ptr, stats.getHealth().getCurrent() - 3.0f*duration);

                // Play a drowning sound as necessary for the player
                if(ptr == world->getPlayer().getPlayer())
                {
                    MWBase::SoundManager *sndmgr = MWBase::Environment::get().getSoundManager();
                    if(!sndmgr->getSoundPlaying(MWWorld::Ptr(), "drown"))
                        sndmgr->playSound("drown", 1.0f, 1.0f);
                }
            }
        }
        else
            stats.setTimeToStartDrowning(20);
    }
Пример #4
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);
    }
Пример #5
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]);
     }
 }
Пример #6
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]);
        }
    }
Пример #7
0
    // Convert a soundId to file name, and modify the volume
    // according to the sounds local volume setting, minRange and
    // maxRange.
    std::string SoundManager::lookup(const std::string &soundId,
                       float &volume, float &min, float &max)
    {
        MWBase::World* world = MWBase::Environment::get().getWorld();
        const ESM::Sound *snd = world->getStore().get<ESM::Sound>().find(soundId);

        volume *= static_cast<float>(pow(10.0, (snd->mData.mVolume / 255.0*3348.0 - 3348.0) / 2000.0));

        if(snd->mData.mMinRange == 0 && snd->mData.mMaxRange == 0)
        {
            static const float fAudioDefaultMinDistance = world->getStore().get<ESM::GameSetting>().find("fAudioDefaultMinDistance")->getFloat();
            static const float fAudioDefaultMaxDistance = world->getStore().get<ESM::GameSetting>().find("fAudioDefaultMaxDistance")->getFloat();
            min = fAudioDefaultMinDistance;
            max = fAudioDefaultMaxDistance;
        }
        else
        {
            min = snd->mData.mMinRange;
            max = snd->mData.mMaxRange;
        }

        static const float fAudioMinDistanceMult = world->getStore().get<ESM::GameSetting>().find("fAudioMinDistanceMult")->getFloat();
        static const float fAudioMaxDistanceMult = world->getStore().get<ESM::GameSetting>().find("fAudioMaxDistanceMult")->getFloat();
        min *= fAudioMinDistanceMult;
        max *= fAudioMaxDistanceMult;
        min = std::max(min, 1.0f);
        max = std::max(min, max);

        return "Sound/"+snd->mSound;
    }
Пример #8
0
    void HUD::unsetSelectedWeapon()
    {
        std::string itemName = "#{sSkillHandtohand}";
        if (itemName != mWeaponName && mWeaponVisible)
        {
            mWeaponSpellTimer = 5.0f;
            mWeaponName = itemName;
            mWeaponSpellBox->setCaptionWithReplacing(mWeaponName);
            mWeaponSpellBox->setVisible(true);
        }

        mWeapStatus->setProgressRange(100);
        mWeapStatus->setProgressPosition(0);

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

        mWeapImage->setItem(MWWorld::Ptr());
        std::string icon = (player.getClass().getNpcStats(player).isWerewolf()) ? "icons\\k\\tx_werewolf_hand.dds" : "icons\\k\\stealth_handtohand.dds";
        mWeapImage->setIcon(icon);

        mWeapBox->clearUserStrings();
        mWeapBox->setUserString("ToolTipType", "Layout");
        mWeapBox->setUserString("ToolTipLayout", "HandToHandToolTip");
        mWeapBox->setUserString("Caption_HandToHandText", itemName);
        mWeapBox->setUserString("ImageTexture_HandToHandImage", icon);
    }
Пример #9
0
    void SoundManager::say(const MWWorld::Ptr &ptr, const std::string& filename)
    {
        if(!mOutput->isInitialized())
            return;
        try
        {
            float basevol = volumeFromType(Play_TypeVoice);
            std::string filePath = "Sound/"+filename;
            const ESM::Position &pos = ptr.getRefData().getPosition();
            const osg::Vec3f objpos(pos.asVec3());

            MWBase::World* world = MWBase::Environment::get().getWorld();
            static const float fAudioMinDistanceMult = world->getStore().get<ESM::GameSetting>().find("fAudioMinDistanceMult")->getFloat();
            static const float fAudioMaxDistanceMult = world->getStore().get<ESM::GameSetting>().find("fAudioMaxDistanceMult")->getFloat();
            static const float fAudioVoiceDefaultMinDistance = world->getStore().get<ESM::GameSetting>().find("fAudioVoiceDefaultMinDistance")->getFloat();
            static const float fAudioVoiceDefaultMaxDistance = world->getStore().get<ESM::GameSetting>().find("fAudioVoiceDefaultMaxDistance")->getFloat();

            float minDistance = fAudioVoiceDefaultMinDistance * fAudioMinDistanceMult;
            float maxDistance = fAudioVoiceDefaultMaxDistance * fAudioMaxDistanceMult;
            minDistance = std::max(minDistance, 1.f);
            maxDistance = std::max(minDistance, maxDistance);

            MWBase::SoundPtr sound = mOutput->playSound3D(filePath, objpos, 1.0f, basevol, 1.0f,
                                                          minDistance, maxDistance, Play_Normal|Play_TypeVoice, 0, true);
            mActiveSounds[sound] = std::make_pair(ptr, std::string("_say_sound"));
        }
        catch(std::exception &e)
        {
            std::cout <<"Sound Error: "<<e.what()<< std::endl;
        }
    }
Пример #10
0
    void HUD::onWorldMouseOver(MyGUI::Widget* _sender, int x, int y)
    {
        if (mDragAndDrop->mIsOnDragAndDrop)
        {
            mWorldMouseOver = false;

            MyGUI::IntSize viewSize = MyGUI::RenderManager::getInstance().getViewSize();
            MyGUI::IntPoint cursorPosition = MyGUI::InputManager::getInstance().getMousePosition();
            float mouseX = cursorPosition.left / float(viewSize.width);
            float mouseY = cursorPosition.top / float(viewSize.height);

            MWBase::World* world = MWBase::Environment::get().getWorld();

            // if we can't drop the object at the wanted position, show the "drop on ground" cursor.
            bool canDrop = world->canPlaceObject(mouseX, mouseY);

            if (!canDrop)
                MWBase::Environment::get().getWindowManager()->changePointer("drop_ground");
            else
                MWBase::Environment::get().getWindowManager()->changePointer("arrow");

        }
        else
        {
            MWBase::Environment::get().getWindowManager()->changePointer("arrow");
            mWorldMouseOver = true;
        }
    }
Пример #11
0
    std::string InterpreterContext::getPCRank() const
    {
        MWBase::World *world = MWBase::Environment::get().getWorld();
        MWWorld::Ptr player = world->getPlayerPtr();

        std::string factionId = getReferenceImp().getClass().getPrimaryFaction(getReferenceImp());
        if (factionId.empty())
            throw std::runtime_error("getPCRank(): NPC is not in a faction");

        const std::map<std::string, int>& ranks = player.getClass().getNpcStats (player).getFactionRanks();
        std::map<std::string, int>::const_iterator it = ranks.find(Misc::StringUtils::lowerCase(factionId));
        int rank = -1;
        if (it != ranks.end())
            rank = it->second;

        // If you are not in the faction, PcRank returns the first rank, for whatever reason.
        // This is used by the dialogue when joining the Thieves Guild in Balmora.
        if (rank == -1)
            rank = 0;

        const MWWorld::ESMStore &store = world->getStore();
        const ESM::Faction *faction = store.get<ESM::Faction>().find(factionId);

        if(rank < 0 || rank > 9) // there are only 10 ranks
            return "";

        return faction->mRanks[rank];
    }
Пример #12
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);
    }
Пример #13
0
    void HUD::unsetSelectedWeapon()
    {
        std::string itemName = "#{sSkillHandtohand}";
        if (itemName != mWeaponName && mWeaponVisible)
        {
            mWeaponSpellTimer = 5.0f;
            mWeaponName = itemName;
            mWeaponSpellBox->setCaptionWithReplacing(mWeaponName);
            mWeaponSpellBox->setVisible(true);
        }

        if (mWeapImage->getChildCount())
            MyGUI::Gui::getInstance().destroyWidget(mWeapImage->getChildAt(0));
        mWeapStatus->setProgressRange(100);
        mWeapStatus->setProgressPosition(0);

        MWBase::World *world = MWBase::Environment::get().getWorld();
        MWWorld::Ptr player = world->getPlayerPtr();
        if (player.getClass().getNpcStats(player).isWerewolf())
            mWeapImage->setImageTexture("icons\\k\\tx_werewolf_hand.dds");
        else
            mWeapImage->setImageTexture("icons\\k\\stealth_handtohand.dds");

        mWeapBox->clearUserStrings();
    }
Пример #14
0
    std::string InterpreterContext::getPCNextRank() const
    {
        MWBase::World *world = MWBase::Environment::get().getWorld();
        MWWorld::Ptr player = world->getPlayerPtr();

        std::string factionId = mReference.getClass().getNpcStats (mReference).getFactionRanks().begin()->first;

        std::map<std::string, int> ranks = player.getClass().getNpcStats (player).getFactionRanks();
        std::map<std::string, int>::const_iterator it = ranks.find(factionId);
        int rank = -1;
        if (it != ranks.end())
            rank = it->second;

        ++rank; // Next rank

        // if we are already at max rank, there is no next rank
        if (rank > 9)
            rank = 9;

        const MWWorld::ESMStore &store = world->getStore();
        const ESM::Faction *faction = store.get<ESM::Faction>().find(factionId);

        if(rank < 0 || rank > 9)
            return "";

        return faction->mRanks[rank];
    }
Пример #15
0
    std::string InterpreterContext::getPCRank() const
    {
        MWBase::World *world = MWBase::Environment::get().getWorld();
        MWWorld::Ptr player = world->getPlayerPtr();

        std::string factionId = mReference.getClass().getNpcStats (mReference).getFactionRanks().begin()->first;

        std::map<std::string, int> ranks = player.getClass().getNpcStats (player).getFactionRanks();
        std::map<std::string, int>::const_iterator it = ranks.find(factionId);
        int rank = -1;
        if (it != ranks.end())
            rank = it->second;

        // If you are not in the faction, PcRank returns the first rank, for whatever reason.
        // This is used by the dialogue when joining the Thieves Guild in Balmora.
        if (rank == -1)
            rank = 0;

        const MWWorld::ESMStore &store = world->getStore();
        const ESM::Faction *faction = store.get<ESM::Faction>().find(factionId);

        if(rank < 0 || rank > 9) // there are only 10 ranks
            return "";

        return faction->mRanks[rank];
    }
Пример #16
0
    void SoundManager::updateRegionSound(float duration)
    {
        static float sTimeToNextEnvSound = 0.0f;
        static int total = 0;
        static std::string regionName = "";
        static float sTimePassed = 0.0;
        MWBase::World *world = MWBase::Environment::get().getWorld();
        const MWWorld::Ptr player = world->getPlayerPtr();
        const ESM::Cell *cell = player.getCell()->getCell();

        sTimePassed += duration;
        if(!cell->isExterior() || sTimePassed < sTimeToNextEnvSound)
            return;

        float a = Misc::Rng::rollClosedProbability();
        // NOTE: We should use the "Minimum Time Between Environmental Sounds" and
        // "Maximum Time Between Environmental Sounds" fallback settings here.
        sTimeToNextEnvSound = 5.0f*a + 15.0f*(1.0f-a);
        sTimePassed = 0;

        if(regionName != cell->mRegion)
        {
            regionName = cell->mRegion;
            total = 0;
        }

        const ESM::Region *regn = world->getStore().get<ESM::Region>().search(regionName);
        if(regn == NULL)
            return;

        std::vector<ESM::Region::SoundRef>::const_iterator soundIter;
        if(total == 0)
        {
            soundIter = regn->mSoundList.begin();
            while(soundIter != regn->mSoundList.end())
            {
                total += (int)soundIter->mChance;
                ++soundIter;
            }
            if(total == 0)
                return;
        }

        int r = Misc::Rng::rollDice(total);
        int pos = 0;

        soundIter = regn->mSoundList.begin();
        while(soundIter != regn->mSoundList.end())
        {
            if(r - pos < soundIter->mChance)
            {
                playSound(soundIter->mSound.toString(), 1.0f, 1.0f);
                break;
            }
            pos += soundIter->mChance;

            ++soundIter;
        }
    }
Пример #17
0
void RecordHelper::updateNpcRecord(const ESM::NPC& npc)
{
    MWBase::World *world = MWBase::Environment::get().getWorld();

    MWWorld::ESMStore *esmStore = const_cast<MWWorld::ESMStore *>(&world->getStore());
    MWWorld::Store<ESM::NPC> *npcStore = const_cast<MWWorld::Store<ESM::NPC> *> (&esmStore->get<ESM::NPC>());

    npcStore->insert(npc);
}
Пример #18
0
void RecordHelper::updateCreatureRecord(const ESM::Creature& creature)
{
    MWBase::World *world = MWBase::Environment::get().getWorld();

    MWWorld::ESMStore *esmStore = const_cast<MWWorld::ESMStore *>(&world->getStore());
    MWWorld::Store<ESM::Creature> *creatureStore = const_cast<MWWorld::Store<ESM::Creature> *> (&esmStore->get<ESM::Creature>());

    creatureStore->insert(creature);
}
Пример #19
0
    void LevelupDialog::onOpen()
    {
        MWBase::World *world = MWBase::Environment::get().getWorld();
        MWWorld::Ptr player = world->getPlayerPtr();
        MWMechanics::CreatureStats& creatureStats = player.getClass().getCreatureStats(player);
        MWMechanics::NpcStats& pcStats = player.getClass().getNpcStats(player);

        setClassImage(mClassImage, getLevelupClassImage(pcStats.getSkillIncreasesForSpecialization(0),
                                                        pcStats.getSkillIncreasesForSpecialization(1),
                                                        pcStats.getSkillIncreasesForSpecialization(2)));

        int level = creatureStats.getLevel ()+1;
        mLevelText->setCaptionWithReplacing("#{sLevelUpMenu1} " + MyGUI::utility::toString(level));

        std::string levelupdescription;
        levelupdescription=world->getFallback()->getFallbackString("Level_Up_Level"+MyGUI::utility::toString(level));

        if (levelupdescription == "")
            levelupdescription=world->getFallback()->getFallbackString("Level_Up_Default");

        mLevelDescription->setCaption (levelupdescription);

        unsigned int availableAttributes = 0;
        for (int i = 0; i < 8; ++i)
        {
            MyGUI::TextBox* text = mAttributeMultipliers[i];
            if (pcStats.getAttribute(i).getBase() < 100)
            {
                mAttributes[i]->setEnabled(true);
                mAttributeValues[i]->setEnabled(true);
                availableAttributes++;

                int mult = pcStats.getLevelupAttributeMultiplier (i);
                mult = std::min(mult, 100-pcStats.getAttribute(i).getBase());
                text->setCaption(mult <= 1 ? "" : "x" + MyGUI::utility::toString(mult));
            }
            else
            {
                mAttributes[i]->setEnabled(false);
                mAttributeValues[i]->setEnabled(false);

                text->setCaption("");
            }
        }

        mCoinCount = std::min(sMaxCoins, availableAttributes);

        mSpentAttributes.clear();
        resetCoins();

        setAttributeValues();

        center();

        // Play LevelUp Music
        MWBase::Environment::get().getSoundManager()->streamMusic("Special/MW_Triumph.mp3");
    }
Пример #20
0
    std::string InterpreterContext::getNPCRank() const
    {
        std::map<std::string, int> ranks = mReference.getClass().getNpcStats (mReference).getFactionRanks();
        std::map<std::string, int>::const_iterator it = ranks.begin();

        MWBase::World *world = MWBase::Environment::get().getWorld();
        const MWWorld::ESMStore &store = world->getStore();
        const ESM::Faction *faction = store.get<ESM::Faction>().find(it->first);

        return faction->mRanks[it->second];
    }
Пример #21
0
    void HUD::onWorldClicked(MyGUI::Widget* _sender)
    {
        if (!MWBase::Environment::get().getWindowManager ()->isGuiMode ())
            return;

        if (mDragAndDrop->mIsOnDragAndDrop)
        {
            // drop item into the gameworld
            MWWorld::Ptr object = mDragAndDrop->mItem.mBase;

            MWBase::World* world = MWBase::Environment::get().getWorld();

            MyGUI::IntSize viewSize = MyGUI::RenderManager::getInstance().getViewSize();
            MyGUI::IntPoint cursorPosition = MyGUI::InputManager::getInstance().getMousePosition();
            float mouseX = cursorPosition.left / float(viewSize.width);
            float mouseY = cursorPosition.top / float(viewSize.height);

            int origCount = object.getRefData().getCount();
            object.getRefData().setCount(mDragAndDrop->mDraggedCount);

            if (world->canPlaceObject(mouseX, mouseY))
                world->placeObject(object, mouseX, mouseY);
            else
                world->dropObjectOnGround(world->getPlayer().getPlayer(), object);

            MWBase::Environment::get().getWindowManager()->changePointer("arrow");

            std::string sound = MWWorld::Class::get(object).getDownSoundId(object);
            MWBase::Environment::get().getSoundManager()->playSound (sound, 1.0, 1.0);

            object.getRefData().setCount(origCount);

            // remove object from the container it was coming from
            mDragAndDrop->mSourceModel->removeItem(mDragAndDrop->mItem, mDragAndDrop->mDraggedCount);
            mDragAndDrop->finish();
        }
        else
        {
            GuiMode mode = MWBase::Environment::get().getWindowManager()->getMode();

            if ( (mode != GM_Console) && (mode != GM_Container) && (mode != GM_Inventory) )
                return;

            MWWorld::Ptr object = MWBase::Environment::get().getWorld()->getFacedObject();

            if (mode == GM_Console)
                MWBase::Environment::get().getWindowManager()->getConsole()->setSelectedObject(object);
            else if ((mode == GM_Container) || (mode == GM_Inventory))
            {
                // pick up object
                MWBase::Environment::get().getWindowManager()->getInventoryWindow()->pickUpObject(object);
            }
        }
    }
Пример #22
0
        virtual MWWorld::Ptr copyItem (const ItemStack& item, size_t count, bool setNewOwner=false)
        {
            MWBase::World* world = MWBase::Environment::get().getWorld();

            MWWorld::Ptr dropped;
            if (world->canPlaceObject(mLeft, mTop))
                dropped = world->placeObject(item.mBase, mLeft, mTop, count);
            else
                dropped = world->dropObjectOnGround(world->getPlayerPtr(), item.mBase, count);
            if (setNewOwner)
                dropped.getCellRef().setOwner("");

            return dropped;
        }
Пример #23
0
            virtual void execute(Interpreter::Runtime &runtime)
            {
                InterpreterContext& context =
                    static_cast<InterpreterContext&> (runtime.getContext());

                MWBase::World *world =
                    MWBase::Environment::get().getWorld();

                if (world->toggleVanityMode(sActivate)) {
                    context.report(sActivate ? "Vanity Mode -> On" : "Vanity Mode -> Off");
                    sActivate = !sActivate;
                } else {
                    context.report("Vanity Mode -> No");
                }
            }
Пример #24
0
    std::string InterpreterContext::getNPCRank() const
    {
        const MWWorld::Ptr& ptr = getReferenceImp();
        std::string faction = ptr.getClass().getPrimaryFaction(ptr);
        if (faction.empty())
            throw std::runtime_error("getNPCRank(): NPC is not in a faction");

        int rank = ptr.getClass().getPrimaryFactionRank(ptr);
        if (rank < 0 || rank > 9)
            throw std::runtime_error("getNPCRank(): invalid rank");

        MWBase::World *world = MWBase::Environment::get().getWorld();
        const MWWorld::ESMStore &store = world->getStore();
        const ESM::Faction *fact = store.get<ESM::Faction>().find(faction);
        return fact->mRanks[rank];
    }
Пример #25
0
    void LevelupDialog::open()
    {
        MWBase::World *world = MWBase::Environment::get().getWorld();
        MWWorld::Ptr player = world->getPlayerPtr();
        MWMechanics::CreatureStats& creatureStats = player.getClass().getCreatureStats (player);
        MWMechanics::NpcStats& pcStats = player.getClass().getNpcStats (player);

        mSpentAttributes.clear();
        resetCoins();

        setAttributeValues();

        const ESM::NPC *playerData = player.get<ESM::NPC>()->mBase;

        // set class image
        const ESM::Class *cls =
            world->getStore().get<ESM::Class>().find(playerData->mClass);

        // Vanilla uses thief.dds for custom classes.  A player with a custom class
        // doesn't have mId set, see mwworld/esmstore.hpp where it is initialised as
        // "$dynamic0".  This check should resolve bug #1260.
        // Choosing Stealth specialization and Speed/Agility as attributes.
        if(world->getStore().get<ESM::Class>().isDynamic(cls->mId))
        {
            MWWorld::SharedIterator<ESM::Class> it = world->getStore().get<ESM::Class>().begin();
            for(; it != world->getStore().get<ESM::Class>().end(); it++)
            {
                if(it->mData.mIsPlayable && it->mData.mSpecialization == 2 && it->mData.mAttribute[0] == 4 && it->mData.mAttribute[1] == 3)
                    break;
            }
            mClassImage->setImageTexture ("textures\\levelup\\" + it->mId + ".dds");
        }
        else
            mClassImage->setImageTexture ("textures\\levelup\\" + cls->mId + ".dds");

        int level = creatureStats.getLevel ()+1;
        mLevelText->setCaptionWithReplacing("#{sLevelUpMenu1} " + boost::lexical_cast<std::string>(level));

        std::string levelupdescription;
        if(level>20)
            levelupdescription=world->getFallback()->getFallbackString("Level_Up_Default");
        else
            levelupdescription=world->getFallback()->getFallbackString("Level_Up_Level"+boost::lexical_cast<std::string>(level));

        mLevelDescription->setCaption (levelupdescription);

        for (int i=0; i<8; ++i)
        {
            MyGUI::TextBox* text = mAttributeMultipliers[i];
            int mult = pcStats.getLevelupAttributeMultiplier (i);
            text->setCaption(mult <= 1 ? "" : "x" + boost::lexical_cast<std::string>(mult));
        }

        center();
    }
Пример #26
0
                virtual void execute (Interpreter::Runtime& runtime)
                {
                    Interpreter::Type_Integer x = runtime[0].mInteger;
                    runtime.pop();

                    Interpreter::Type_Integer y = runtime[0].mInteger;
                    runtime.pop();

                    ESM::Position pos;
                    MWBase::World *world = MWBase::Environment::get().getWorld();
                    world->getPlayer().setTeleported(true);
                    world->indexToPosition (x, y, pos.pos[0], pos.pos[1], true);
                    pos.pos[2] = 0;

                    pos.rot[0] = pos.rot[1] = pos.rot[2] = 0;

                    world->changeToExteriorCell (pos);
                }
Пример #27
0
    bool isEnvironmentCompatible(const MWWorld::Ptr& attacker, const MWWorld::Ptr& victim)
    {
        const MWWorld::Class& attackerClass = attacker.getClass();
        MWBase::World* world = MWBase::Environment::get().getWorld();

        // If attacker is fish, victim must be in water
        if (attackerClass.isPureWaterCreature(attacker))
        {
            return world->isWading(victim);
        }
        
        // If attacker can't swim, victim must not be in water
        if (!attackerClass.canSwim(attacker))
        {
            return !world->isSwimming(victim);
        }

        return true;
    }
Пример #28
0
    void WaitDialog::startWaiting(int hoursToWait)
    {
        if(Settings::Manager::getBool("autosave","Saves")) //autosaves when enabled
            MWBase::Environment::get().getStateManager()->quickSave("Autosave");

        MWBase::World* world = MWBase::Environment::get().getWorld();
        MWBase::Environment::get().getWindowManager()->fadeScreenOut(0.2f);
        mFadeTimeRemaining = 0.4f;
        setVisible(false);

        mHours = hoursToWait;

        // FIXME: move this somewhere else?
        mInterruptAt = -1;
        MWWorld::Ptr player = world->getPlayerPtr();
        if (mSleeping && player.getCell()->isExterior())
        {
            std::string regionstr = player.getCell()->getCell()->mRegion;
            if (!regionstr.empty())
            {
                const ESM::Region *region = world->getStore().get<ESM::Region>().find (regionstr);
                if (!region->mSleepList.empty())
                {
                    // figure out if player will be woken while sleeping
                    int x = Misc::Rng::rollDice(hoursToWait);
                    float fSleepRandMod = world->getStore().get<ESM::GameSetting>().find("fSleepRandMod")->getFloat();
                    if (x < fSleepRandMod * hoursToWait)
                    {
                        float fSleepRestMod = world->getStore().get<ESM::GameSetting>().find("fSleepRestMod")->getFloat();
                        int interruptAtHoursRemaining = int(fSleepRestMod * hoursToWait);
                        if (interruptAtHoursRemaining != 0)
                        {
                            mInterruptAt = hoursToWait - interruptAtHoursRemaining;
                            mInterruptCreatureList = region->mSleepList;
                        }
                    }
                }
            }
        }

        mProgressBar.setProgress (0, hoursToWait);
    }
Пример #29
0
                virtual void execute (Interpreter::Runtime& runtime)
                {
                    Interpreter::Type_Integer x = runtime[0].mInteger;
                    runtime.pop();

                    Interpreter::Type_Integer y = runtime[0].mInteger;
                    runtime.pop();

                    ESM::Position pos;
                    MWBase::World *world = MWBase::Environment::get().getWorld();
                    const MWWorld::Ptr playerPtr = world->getPlayerPtr();

                    world->indexToPosition (x, y, pos.pos[0], pos.pos[1], true);
                    pos.pos[2] = 0;

                    pos.rot[0] = pos.rot[1] = pos.rot[2] = 0;

                    MWWorld::ActionTeleport("", pos, false).execute(playerPtr);
                    world->adjustPosition(playerPtr, false);
                }
Пример #30
0
    void WaitDialog::startWaiting(int hoursToWait)
    {
        if(Settings::Manager::getBool("autosave","Saves") && mSleeping) //autosaves when enabled and sleeping
            MWBase::Environment::get().getStateManager()->quickSave("Autosave");

        MWBase::World* world = MWBase::Environment::get().getWorld();
        MWBase::Environment::get().getWindowManager()->fadeScreenOut(0.2);
        setVisible(false);
        mProgressBar.setVisible (true);

        mWaiting = true;
        mCurHour = 0;
        mHours = hoursToWait;

        // FIXME: move this somewhere else?
        mInterruptAt = -1;
        MWWorld::Ptr player = world->getPlayerPtr();
        if (mSleeping && player.getCell()->isExterior())
        {
            std::string regionstr = player.getCell()->getCell()->mRegion;
            if (!regionstr.empty())
            {
                const ESM::Region *region = world->getStore().get<ESM::Region>().find (regionstr);
                if (!region->mSleepList.empty())
                {
                    float fSleepRandMod = world->getStore().get<ESM::GameSetting>().find("fSleepRandMod")->getFloat();
                    int x = std::rand()/ (static_cast<double> (RAND_MAX) + 1) * hoursToWait; // [0, hoursRested]
                    float y = fSleepRandMod * hoursToWait;
                    if (x > y)
                    {
                        float fSleepRestMod = world->getStore().get<ESM::GameSetting>().find("fSleepRestMod")->getFloat();
                        mInterruptAt = hoursToWait - int(fSleepRestMod * hoursToWait);
                        mInterruptCreatureList = region->mSleepList;
                    }
                }
            }
        }

        mRemainingTime = 0.05;
        mProgressBar.setProgress (0, mHours);
    }