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35,222
testmathutil.cpp
OpenMW_openmw/apps/components_tests/misc/testmathutil.cpp
#include <components/misc/mathutil.hpp> #include <osg/io_utils> #include <gmock/gmock.h> #include <gtest/gtest.h> #include <iomanip> #include <limits> MATCHER_P2(Vec3fEq, other, precision, "") { return std::abs(arg.x() - other.x()) < precision && std::abs(arg.y() - other.y()) < precision && std::abs(arg.z() - other.z()) < precision; } namespace testing { template <> inline testing::Message& Message::operator<<(const osg::Vec3f& value) { return (*this) << std::setprecision(std::numeric_limits<float>::max_exponent10) << "osg::Vec3f(" << value.x() << ", " << value.y() << ", " << value.z() << ')'; } template <> inline testing::Message& Message::operator<<(const osg::Quat& value) { return (*this) << std::setprecision(std::numeric_limits<float>::max_exponent10) << "osg::Quat(" << value.x() << ", " << value.y() << ", " << value.z() << ", " << value.w() << ')'; } } namespace Misc { namespace { using namespace testing; struct MiscToEulerAnglesXZQuatTest : TestWithParam<std::pair<osg::Quat, osg::Vec3f>> { }; TEST_P(MiscToEulerAnglesXZQuatTest, shouldReturnValueCloseTo) { const osg::Vec3f result = toEulerAnglesXZ(GetParam().first); EXPECT_THAT(result, Vec3fEq(GetParam().second, 1e-6)) << "toEulerAnglesXZ(" << GetParam().first << ") = " << result; } const std::pair<osg::Quat, osg::Vec3f> eulerAnglesXZQuat[] = { { osg::Quat(1, 0, 0, 0), osg::Vec3f(0, 0, osg::PI), }, { osg::Quat(0, 1, 0, 0), osg::Vec3f(0, 0, 0), }, { osg::Quat(0, 0, 1, 0), osg::Vec3f(0, 0, osg::PI), }, { osg::Quat(0, 0, 0, 1), osg::Vec3f(0, 0, 0), }, { osg::Quat(-0.5, -0.5, -0.5, -0.5), osg::Vec3f(-osg::PI_2f, 0, 0), }, { osg::Quat(0.5, -0.5, -0.5, -0.5), osg::Vec3f(0, 0, -osg::PI_2f), }, { osg::Quat(0.5, 0.5, -0.5, -0.5), osg::Vec3f(osg::PI_2f, 0, 0), }, { osg::Quat(0.5, 0.5, 0.5, -0.5), osg::Vec3f(0, 0, osg::PI_2f), }, { osg::Quat(0.5, 0.5, 0.5, 0.5), osg::Vec3f(-osg::PI_2f, 0, 0), }, { // normalized osg::Quat(0.1, 0.2, 0.3, 0.4) osg::Quat(0.18257418583505536, 0.36514837167011072, 0.54772255750516607, 0.73029674334022143), osg::Vec3f(-0.72972762584686279296875f, 0, -1.10714876651763916015625f), }, { osg::Quat(-0.18257418583505536, 0.36514837167011072, 0.54772255750516607, 0.73029674334022143), osg::Vec3f(-0.13373161852359771728515625f, 0, -1.2277724742889404296875f), }, { osg::Quat(0.18257418583505536, -0.36514837167011072, 0.54772255750516607, 0.73029674334022143), osg::Vec3f(0.13373161852359771728515625f, 0, -1.2277724742889404296875f), }, { osg::Quat(0.18257418583505536, 0.36514837167011072, -0.54772255750516607, 0.73029674334022143), osg::Vec3f(0.13373161852359771728515625f, 0, 1.2277724742889404296875f), }, { osg::Quat(0.18257418583505536, 0.36514837167011072, 0.54772255750516607, -0.73029674334022143), osg::Vec3f(-0.13373161852359771728515625, 0, 1.2277724742889404296875f), }, { osg::Quat(0.246736, -0.662657, -0.662667, 0.246739), osg::Vec3f(-osg::PI_2f, 0, 2.5199801921844482421875f), }, }; INSTANTIATE_TEST_SUITE_P(FromQuat, MiscToEulerAnglesXZQuatTest, ValuesIn(eulerAnglesXZQuat)); struct MiscToEulerAnglesZYXQuatTest : TestWithParam<std::pair<osg::Quat, osg::Vec3f>> { }; TEST_P(MiscToEulerAnglesZYXQuatTest, shouldReturnValueCloseTo) { const osg::Vec3f result = toEulerAnglesZYX(GetParam().first); EXPECT_THAT(result, Vec3fEq(GetParam().second, std::numeric_limits<float>::epsilon())) << "toEulerAnglesZYX(" << GetParam().first << ") = " << result; } const std::pair<osg::Quat, osg::Vec3f> eulerAnglesZYXQuat[] = { { osg::Quat(1, 0, 0, 0), osg::Vec3f(osg::PI, 0, 0), }, { osg::Quat(0, 1, 0, 0), osg::Vec3f(osg::PI, 0, osg::PI), }, { osg::Quat(0, 0, 1, 0), osg::Vec3f(0, 0, osg::PI), }, { osg::Quat(0, 0, 0, 1), osg::Vec3f(0, 0, 0), }, { osg::Quat(-0.5, -0.5, -0.5, -0.5), osg::Vec3f(0, -osg::PI_2f, -osg::PI_2f), }, { osg::Quat(0.5, -0.5, -0.5, -0.5), osg::Vec3f(osg::PI_2f, 0, -osg::PI_2f), }, { osg::Quat(0.5, 0.5, -0.5, -0.5), osg::Vec3f(0, osg::PI_2f, -osg::PI_2f), }, { osg::Quat(0.5, 0.5, 0.5, -0.5), osg::Vec3f(osg::PI_2f, 0, osg::PI_2f), }, { osg::Quat(0.5, 0.5, 0.5, 0.5), osg::Vec3f(0, -osg::PI_2f, -osg::PI_2f), }, { // normalized osg::Quat(0.1, 0.2, 0.3, 0.4) osg::Quat(0.18257418583505536, 0.36514837167011072, 0.54772255750516607, 0.73029674334022143), osg::Vec3f(0.1973955929279327392578125f, -0.8232119083404541015625f, -1.37340080738067626953125f), }, { osg::Quat(-0.18257418583505536, 0.36514837167011072, 0.54772255750516607, 0.73029674334022143), osg::Vec3f(0.78539812564849853515625f, -0.339836895465850830078125f, -1.428899288177490234375f), }, { osg::Quat(0.18257418583505536, -0.36514837167011072, 0.54772255750516607, 0.73029674334022143), osg::Vec3f(-0.78539812564849853515625f, 0.339836895465850830078125f, -1.428899288177490234375f), }, { osg::Quat(0.18257418583505536, 0.36514837167011072, -0.54772255750516607, 0.73029674334022143), osg::Vec3f(-0.78539812564849853515625f, -0.339836895465850830078125f, 1.428899288177490234375f), }, { osg::Quat(0.18257418583505536, 0.36514837167011072, 0.54772255750516607, -0.73029674334022143), osg::Vec3f(0.78539812564849853515625f, 0.339836895465850830078125f, 1.428899288177490234375f), }, { osg::Quat(0.246736, -0.662657, 0.246739, -0.662667), osg::Vec3f(0.06586204469203948974609375f, -osg::PI_2f, 0.64701664447784423828125f), }, }; INSTANTIATE_TEST_SUITE_P(FromQuat, MiscToEulerAnglesZYXQuatTest, ValuesIn(eulerAnglesZYXQuat)); } }
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35,223
compression.cpp
OpenMW_openmw/apps/components_tests/misc/compression.cpp
#include <components/misc/compression.hpp> #include <gtest/gtest.h> #include <algorithm> #include <cstdlib> #include <cstring> namespace { using namespace testing; using namespace Misc; TEST(MiscCompressionTest, compressShouldAddPrefixWithDataSize) { const std::vector<std::byte> data(1234); const std::vector<std::byte> compressed = compress(data); int size = 0; std::memcpy(&size, compressed.data(), sizeof(size)); EXPECT_EQ(size, data.size()); } TEST(MiscCompressionTest, decompressIsInverseToCompress) { const std::vector<std::byte> data(1024); const std::vector<std::byte> compressed = compress(data); EXPECT_LT(compressed.size(), data.size()); const std::vector<std::byte> decompressed = decompress(compressed); EXPECT_EQ(decompressed, data); } }
870
C++
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OpenMW/openmw
5,318
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GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
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35,224
progressreporter.cpp
OpenMW_openmw/apps/components_tests/misc/progressreporter.cpp
#include <components/misc/progressreporter.hpp> #include <gmock/gmock.h> #include <gtest/gtest.h> #include <chrono> namespace { using namespace testing; using namespace Misc; struct ReportMock { MOCK_METHOD(void, call, (std::size_t, std::size_t), ()); }; struct Report { StrictMock<ReportMock>* mImpl; void operator()(std::size_t provided, std::size_t expected) { mImpl->call(provided, expected); } }; TEST(MiscProgressReporterTest, shouldCallReportWhenPassedInterval) { StrictMock<ReportMock> report; EXPECT_CALL(report, call(13, 42)).WillOnce(Return()); ProgressReporter reporter(std::chrono::steady_clock::duration(0), Report{ &report }); reporter(13, 42); } TEST(MiscProgressReporterTest, shouldNotCallReportWhenIntervalIsNotPassed) { StrictMock<ReportMock> report; EXPECT_CALL(report, call(13, 42)).Times(0); ProgressReporter reporter(std::chrono::seconds(1000), Report{ &report }); reporter(13, 42); } }
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35,225
test_resourcehelpers.cpp
OpenMW_openmw/apps/components_tests/misc/test_resourcehelpers.cpp
#include <components/misc/resourcehelpers.hpp> #include <components/testing/util.hpp> #include <gtest/gtest.h> namespace { using namespace Misc::ResourceHelpers; TEST(CorrectSoundPath, wav_files_not_overridden_with_mp3_in_vfs_are_not_corrected) { constexpr VFS::Path::NormalizedView path("sound/bar.wav"); std::unique_ptr<VFS::Manager> mVFS = TestingOpenMW::createTestVFS({ { path, nullptr } }); EXPECT_EQ(correctSoundPath(path, *mVFS), "sound/bar.wav"); } TEST(CorrectSoundPath, wav_files_overridden_with_mp3_in_vfs_are_corrected) { constexpr VFS::Path::NormalizedView mp3("sound/foo.mp3"); std::unique_ptr<VFS::Manager> mVFS = TestingOpenMW::createTestVFS({ { mp3, nullptr } }); constexpr VFS::Path::NormalizedView wav("sound/foo.wav"); EXPECT_EQ(correctSoundPath(wav, *mVFS), "sound/foo.mp3"); } TEST(CorrectSoundPath, corrected_path_does_not_check_existence_in_vfs) { std::unique_ptr<VFS::Manager> mVFS = TestingOpenMW::createTestVFS({}); constexpr VFS::Path::NormalizedView path("sound/foo.wav"); EXPECT_EQ(correctSoundPath(path, *mVFS), "sound/foo.mp3"); } namespace { std::string checkChangeExtensionToDds(std::string path) { changeExtensionToDds(path); return path; } } TEST(ChangeExtensionToDds, original_extension_with_same_size_as_dds) { EXPECT_EQ(checkChangeExtensionToDds("texture/bar.tga"), "texture/bar.dds"); } TEST(ChangeExtensionToDds, original_extension_greater_than_dds) { EXPECT_EQ(checkChangeExtensionToDds("texture/bar.jpeg"), "texture/bar.dds"); } TEST(ChangeExtensionToDds, original_extension_smaller_than_dds) { EXPECT_EQ(checkChangeExtensionToDds("texture/bar.xx"), "texture/bar.dds"); } TEST(ChangeExtensionToDds, does_not_change_dds_extension) { std::string path = "texture/bar.dds"; EXPECT_FALSE(changeExtensionToDds(path)); } TEST(ChangeExtensionToDds, does_not_change_when_no_extension) { std::string path = "texture/bar"; EXPECT_FALSE(changeExtensionToDds(path)); } TEST(ChangeExtensionToDds, change_when_there_is_an_extension) { std::string path = "texture/bar.jpeg"; EXPECT_TRUE(changeExtensionToDds(path)); } }
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35,226
record.cpp
OpenMW_openmw/apps/components_tests/esmloader/record.cpp
#include <components/esmloader/record.hpp> #include <gmock/gmock.h> #include <gtest/gtest.h> #include <array> #include <tuple> namespace { using namespace testing; using namespace EsmLoader; struct Value { int mKey; int mValue; }; auto tie(const Value& v) { return std::tie(v.mKey, v.mValue); } bool operator==(const Value& l, const Value& r) { return tie(l) == tie(r); } std::ostream& operator<<(std::ostream& s, const Value& v) { return s << "Value {" << v.mKey << ", " << v.mValue << "}"; } Record<Value> present(const Value& v) { return Record<Value>(false, v); } Record<Value> deleted(const Value& v) { return Record<Value>(true, v); } struct Params { Records<Value> mRecords; std::vector<Value> mResult; }; struct EsmLoaderPrepareRecordTest : TestWithParam<Params> { }; TEST_P(EsmLoaderPrepareRecordTest, prepareRecords) { auto records = GetParam().mRecords; const auto getKey = [&](const Record<Value>& v) { return v.mValue.mKey; }; EXPECT_THAT(prepareRecords(records, getKey), ElementsAreArray(GetParam().mResult)); } const std::array params = { Params{ {}, {} }, Params{ { present(Value{ 1, 1 }) }, { Value{ 1, 1 } } }, Params{ { deleted(Value{ 1, 1 }) }, {} }, Params{ { present(Value{ 1, 1 }), present(Value{ 2, 2 }) }, { Value{ 1, 1 }, Value{ 2, 2 } } }, Params{ { present(Value{ 2, 2 }), present(Value{ 1, 1 }) }, { Value{ 1, 1 }, Value{ 2, 2 } } }, Params{ { present(Value{ 1, 1 }), present(Value{ 1, 2 }) }, { Value{ 1, 2 } } }, Params{ { present(Value{ 1, 2 }), present(Value{ 1, 1 }) }, { Value{ 1, 1 } } }, Params{ { present(Value{ 1, 1 }), deleted(Value{ 1, 2 }) }, {} }, Params{ { deleted(Value{ 1, 1 }), present(Value{ 1, 2 }) }, { Value{ 1, 2 } } }, Params{ { present(Value{ 1, 2 }), deleted(Value{ 1, 1 }) }, {} }, Params{ { deleted(Value{ 1, 2 }), present(Value{ 1, 1 }) }, { Value{ 1, 1 } } }, }; INSTANTIATE_TEST_SUITE_P(Params, EsmLoaderPrepareRecordTest, ValuesIn(params)); }
2,230
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OpenMW/openmw
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35,227
esmdata.cpp
OpenMW_openmw/apps/components_tests/esmloader/esmdata.cpp
#include <components/esm3/loadacti.hpp> #include <components/esm3/loadcell.hpp> #include <components/esm3/loadcont.hpp> #include <components/esm3/loaddoor.hpp> #include <components/esm3/loadgmst.hpp> #include <components/esm3/loadland.hpp> #include <components/esm3/loadstat.hpp> #include <components/esm3/variant.hpp> #include <components/esmloader/esmdata.hpp> #include <gtest/gtest.h> #include <array> #include <functional> #include <string> #include <vector> namespace { using namespace testing; using namespace EsmLoader; struct Params { std::string mRefId; ESM::RecNameInts mType; std::string mResult; std::function<void(EsmData&)> mPushBack; }; struct EsmLoaderGetModelTest : TestWithParam<Params> { }; TEST_P(EsmLoaderGetModelTest, shouldReturnFoundModelName) { EsmData data; GetParam().mPushBack(data); EXPECT_EQ(EsmLoader::getModel(data, ESM::RefId::stringRefId(GetParam().mRefId), GetParam().mType), GetParam().mResult); } void pushBack(ESM::Activator&& value, EsmData& esmData) { esmData.mActivators.push_back(std::move(value)); } void pushBack(ESM::Container&& value, EsmData& esmData) { esmData.mContainers.push_back(std::move(value)); } void pushBack(ESM::Door&& value, EsmData& esmData) { esmData.mDoors.push_back(std::move(value)); } void pushBack(ESM::Static&& value, EsmData& esmData) { esmData.mStatics.push_back(std::move(value)); } template <class T> struct PushBack { std::string mId; std::string mModel; void operator()(EsmData& esmData) const { T value; value.mId = ESM::RefId::stringRefId(mId); value.mModel = mModel; pushBack(std::move(value), esmData); } }; const std::array params = { Params{ "acti_ref_id", ESM::REC_ACTI, "acti_model", PushBack<ESM::Activator>{ "acti_ref_id", "acti_model" } }, Params{ "cont_ref_id", ESM::REC_CONT, "cont_model", PushBack<ESM::Container>{ "cont_ref_id", "cont_model" } }, Params{ "door_ref_id", ESM::REC_DOOR, "door_model", PushBack<ESM::Door>{ "door_ref_id", "door_model" } }, Params{ "static_ref_id", ESM::REC_STAT, "static_model", PushBack<ESM::Static>{ "static_ref_id", "static_model" } }, Params{ "acti_ref_id_a", ESM::REC_ACTI, "", PushBack<ESM::Activator>{ "acti_ref_id_z", "acti_model" } }, Params{ "cont_ref_id_a", ESM::REC_CONT, "", PushBack<ESM::Container>{ "cont_ref_id_z", "cont_model" } }, Params{ "door_ref_id_a", ESM::REC_DOOR, "", PushBack<ESM::Door>{ "door_ref_id_z", "door_model" } }, Params{ "static_ref_id_a", ESM::REC_STAT, "", PushBack<ESM::Static>{ "static_ref_id_z", "static_model" } }, Params{ "acti_ref_id_z", ESM::REC_ACTI, "", PushBack<ESM::Activator>{ "acti_ref_id_a", "acti_model" } }, Params{ "cont_ref_id_z", ESM::REC_CONT, "", PushBack<ESM::Container>{ "cont_ref_id_a", "cont_model" } }, Params{ "door_ref_id_z", ESM::REC_DOOR, "", PushBack<ESM::Door>{ "door_ref_id_a", "door_model" } }, Params{ "static_ref_id_z", ESM::REC_STAT, "", PushBack<ESM::Static>{ "static_ref_id_a", "static_model" } }, Params{ "ref_id", ESM::REC_STAT, "", [](EsmData&) {} }, Params{ "ref_id", ESM::REC_BOOK, "", [](EsmData&) {} }, }; INSTANTIATE_TEST_SUITE_P(Params, EsmLoaderGetModelTest, ValuesIn(params)); TEST(EsmLoaderGetGameSettingTest, shouldReturnFoundValue) { std::vector<ESM::GameSetting> settings; ESM::GameSetting setting; setting.mId = ESM::RefId::stringRefId("setting"); setting.mValue = ESM::Variant(42); setting.mRecordFlags = 0; settings.push_back(setting); EXPECT_EQ(EsmLoader::getGameSetting(settings, "setting"), ESM::Variant(42)); } TEST(EsmLoaderGetGameSettingTest, shouldThrowExceptionWhenNotFound) { const std::vector<ESM::GameSetting> settings; EXPECT_THROW(EsmLoader::getGameSetting(settings, "setting"), std::runtime_error); } }
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OpenMW/openmw
5,318
933
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GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
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35,228
load.cpp
OpenMW_openmw/apps/components_tests/esmloader/load.cpp
#include <components/esm3/loadacti.hpp> #include <components/esm3/loadcell.hpp> #include <components/esm3/loadcont.hpp> #include <components/esm3/loaddoor.hpp> #include <components/esm3/loadgmst.hpp> #include <components/esm3/loadland.hpp> #include <components/esm3/loadstat.hpp> #include <components/esm3/readerscache.hpp> #include <components/esmloader/esmdata.hpp> #include <components/esmloader/load.hpp> #include <components/files/collections.hpp> #include <components/files/multidircollection.hpp> #include <components/to_utf8/to_utf8.hpp> #include <gtest/gtest.h> #ifndef OPENMW_DATA_DIR #error "OPENMW_DATA_DIR is not defined" #endif namespace { using namespace testing; using namespace EsmLoader; struct EsmLoaderTest : Test { const Files::PathContainer mDataDirs{ { std::filesystem::path{ OPENMW_DATA_DIR } } }; const Files::Collections mFileCollections{ mDataDirs }; const std::vector<std::string> mContentFiles{ { "template.omwgame" } }; }; TEST_F(EsmLoaderTest, loadEsmDataShouldSupportOmwgame) { Query query; query.mLoadActivators = true; query.mLoadCells = true; query.mLoadContainers = true; query.mLoadDoors = true; query.mLoadGameSettings = true; query.mLoadLands = true; query.mLoadStatics = true; ESM::ReadersCache readers; ToUTF8::Utf8Encoder* const encoder = nullptr; const EsmData esmData = loadEsmData(query, mContentFiles, mFileCollections, readers, encoder); EXPECT_EQ(esmData.mActivators.size(), 0); EXPECT_EQ(esmData.mCells.size(), 1); EXPECT_EQ(esmData.mContainers.size(), 0); EXPECT_EQ(esmData.mDoors.size(), 0); EXPECT_EQ(esmData.mGameSettings.size(), 1521); EXPECT_EQ(esmData.mLands.size(), 1); EXPECT_EQ(esmData.mStatics.size(), 2); } TEST_F(EsmLoaderTest, shouldIgnoreCellsWhenQueryLoadCellsIsFalse) { Query query; query.mLoadActivators = true; query.mLoadCells = false; query.mLoadContainers = true; query.mLoadDoors = true; query.mLoadGameSettings = true; query.mLoadLands = true; query.mLoadStatics = true; ESM::ReadersCache readers; ToUTF8::Utf8Encoder* const encoder = nullptr; const EsmData esmData = loadEsmData(query, mContentFiles, mFileCollections, readers, encoder); EXPECT_EQ(esmData.mActivators.size(), 0); EXPECT_EQ(esmData.mCells.size(), 0); EXPECT_EQ(esmData.mContainers.size(), 0); EXPECT_EQ(esmData.mDoors.size(), 0); EXPECT_EQ(esmData.mGameSettings.size(), 1521); EXPECT_EQ(esmData.mLands.size(), 1); EXPECT_EQ(esmData.mStatics.size(), 2); } TEST_F(EsmLoaderTest, shouldIgnoreCellsGameSettingsWhenQueryLoadGameSettingsIsFalse) { Query query; query.mLoadActivators = true; query.mLoadCells = true; query.mLoadContainers = true; query.mLoadDoors = true; query.mLoadGameSettings = false; query.mLoadLands = true; query.mLoadStatics = true; ESM::ReadersCache readers; ToUTF8::Utf8Encoder* const encoder = nullptr; const EsmData esmData = loadEsmData(query, mContentFiles, mFileCollections, readers, encoder); EXPECT_EQ(esmData.mActivators.size(), 0); EXPECT_EQ(esmData.mCells.size(), 1); EXPECT_EQ(esmData.mContainers.size(), 0); EXPECT_EQ(esmData.mDoors.size(), 0); EXPECT_EQ(esmData.mGameSettings.size(), 0); EXPECT_EQ(esmData.mLands.size(), 1); EXPECT_EQ(esmData.mStatics.size(), 2); } TEST_F(EsmLoaderTest, shouldIgnoreAllWithDefaultQuery) { const Query query; ESM::ReadersCache readers; ToUTF8::Utf8Encoder* const encoder = nullptr; const EsmData esmData = loadEsmData(query, mContentFiles, mFileCollections, readers, encoder); EXPECT_EQ(esmData.mActivators.size(), 0); EXPECT_EQ(esmData.mCells.size(), 0); EXPECT_EQ(esmData.mContainers.size(), 0); EXPECT_EQ(esmData.mDoors.size(), 0); EXPECT_EQ(esmData.mGameSettings.size(), 0); EXPECT_EQ(esmData.mLands.size(), 0); EXPECT_EQ(esmData.mStatics.size(), 0); } TEST_F(EsmLoaderTest, loadEsmDataShouldSkipUnsupportedFormats) { Query query; query.mLoadActivators = true; query.mLoadCells = true; query.mLoadContainers = true; query.mLoadDoors = true; query.mLoadGameSettings = true; query.mLoadLands = true; query.mLoadStatics = true; const std::vector<std::string> contentFiles{ { "script.omwscripts" } }; ESM::ReadersCache readers; ToUTF8::Utf8Encoder* const encoder = nullptr; const EsmData esmData = loadEsmData(query, contentFiles, mFileCollections, readers, encoder); EXPECT_EQ(esmData.mActivators.size(), 0); EXPECT_EQ(esmData.mCells.size(), 0); EXPECT_EQ(esmData.mContainers.size(), 0); EXPECT_EQ(esmData.mDoors.size(), 0); EXPECT_EQ(esmData.mGameSettings.size(), 0); EXPECT_EQ(esmData.mLands.size(), 0); EXPECT_EQ(esmData.mStatics.size(), 0); } }
5,240
C++
.cpp
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OpenMW/openmw
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9/20/2024, 9:26:25 PM (Europe/Amsterdam)
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35,229
testobjectcache.cpp
OpenMW_openmw/apps/components_tests/resource/testobjectcache.cpp
#include <components/resource/objectcache.hpp> #include <gmock/gmock.h> #include <gtest/gtest.h> #include <osg/Object> namespace Resource { namespace { using namespace ::testing; TEST(ResourceGenericObjectCacheTest, getRefFromObjectCacheShouldReturnNullptrByDefault) { osg::ref_ptr<GenericObjectCache<int>> cache(new GenericObjectCache<int>); EXPECT_EQ(cache->getRefFromObjectCache(42), nullptr); } TEST(ResourceGenericObjectCacheTest, getRefFromObjectCacheOrNoneShouldReturnNulloptByDefault) { osg::ref_ptr<GenericObjectCache<int>> cache(new GenericObjectCache<int>); EXPECT_EQ(cache->getRefFromObjectCacheOrNone(42), std::nullopt); } struct Object : osg::Object { Object() = default; Object(const Object& other, const osg::CopyOp& copyOp = osg::CopyOp()) : osg::Object(other, copyOp) { } META_Object(ResourceTest, Object) }; TEST(ResourceGenericObjectCacheTest, shouldStoreValues) { osg::ref_ptr<GenericObjectCache<int>> cache(new GenericObjectCache<int>); const int key = 42; osg::ref_ptr<Object> value(new Object); cache->addEntryToObjectCache(key, value); EXPECT_EQ(cache->getRefFromObjectCache(key), value); } TEST(ResourceGenericObjectCacheTest, shouldStoreNullptrValues) { osg::ref_ptr<GenericObjectCache<int>> cache(new GenericObjectCache<int>); const int key = 42; cache->addEntryToObjectCache(key, nullptr); EXPECT_THAT(cache->getRefFromObjectCacheOrNone(key), Optional(nullptr)); } TEST(ResourceGenericObjectCacheTest, updateShouldExtendLifetimeForItemsWithZeroTimestamp) { osg::ref_ptr<GenericObjectCache<int>> cache(new GenericObjectCache<int>); const int key = 42; osg::ref_ptr<Object> value(new Object); cache->addEntryToObjectCache(key, value, 0); value = nullptr; const double referenceTime = 1000; const double expiryDelay = 1; cache->update(referenceTime, expiryDelay); EXPECT_THAT(cache->getRefFromObjectCacheOrNone(key), Optional(_)); } TEST(ResourceGenericObjectCacheTest, addEntryToObjectCacheShouldReplaceExistingItemByKey) { osg::ref_ptr<GenericObjectCache<int>> cache(new GenericObjectCache<int>); const int key = 42; osg::ref_ptr<Object> value1(new Object); osg::ref_ptr<Object> value2(new Object); cache->addEntryToObjectCache(key, value1); ASSERT_EQ(cache->getRefFromObjectCache(key), value1); cache->addEntryToObjectCache(key, value2); EXPECT_EQ(cache->getRefFromObjectCache(key), value2); } TEST(ResourceGenericObjectCacheTest, addEntryToObjectCacheShouldMarkLifetime) { osg::ref_ptr<GenericObjectCache<int>> cache(new GenericObjectCache<int>); const double referenceTime = 1; const double expiryDelay = 2; const int key = 42; cache->addEntryToObjectCache(key, nullptr, referenceTime + expiryDelay); cache->update(referenceTime, expiryDelay); ASSERT_THAT(cache->getRefFromObjectCacheOrNone(key), Optional(_)); cache->update(referenceTime + expiryDelay, expiryDelay); ASSERT_THAT(cache->getRefFromObjectCacheOrNone(key), Optional(_)); cache->update(referenceTime + 2 * expiryDelay, expiryDelay); EXPECT_EQ(cache->getRefFromObjectCacheOrNone(key), std::nullopt); } TEST(ResourceGenericObjectCacheTest, updateShouldRemoveExpiredItems) { osg::ref_ptr<GenericObjectCache<int>> cache(new GenericObjectCache<int>); const double referenceTime = 1; const double expiryDelay = 1; const int key = 42; osg::ref_ptr<Object> value(new Object); cache->addEntryToObjectCache(key, value); value = nullptr; cache->update(referenceTime, expiryDelay); ASSERT_THAT(cache->getRefFromObjectCacheOrNone(key), Optional(_)); ASSERT_EQ(cache->getStats().mExpired, 0); cache->update(referenceTime + expiryDelay, expiryDelay); EXPECT_EQ(cache->getRefFromObjectCacheOrNone(key), std::nullopt); ASSERT_EQ(cache->getStats().mExpired, 1); } TEST(ResourceGenericObjectCacheTest, updateShouldKeepExternallyReferencedItems) { osg::ref_ptr<GenericObjectCache<int>> cache(new GenericObjectCache<int>); const double referenceTime = 1; const double expiryDelay = 1; const int key = 42; osg::ref_ptr<Object> value(new Object); cache->addEntryToObjectCache(key, value); cache->update(referenceTime, expiryDelay); ASSERT_THAT(cache->getRefFromObjectCacheOrNone(key), Optional(_)); cache->update(referenceTime + expiryDelay, expiryDelay); EXPECT_THAT(cache->getRefFromObjectCacheOrNone(key), Optional(value)); } TEST(ResourceGenericObjectCacheTest, updateShouldKeepNotExpiredItems) { osg::ref_ptr<GenericObjectCache<int>> cache(new GenericObjectCache<int>); const double referenceTime = 1; const double expiryDelay = 2; const int key = 42; osg::ref_ptr<Object> value(new Object); cache->addEntryToObjectCache(key, value); value = nullptr; cache->update(referenceTime + expiryDelay, expiryDelay); ASSERT_THAT(cache->getRefFromObjectCacheOrNone(key), Optional(_)); cache->update(referenceTime + expiryDelay / 2, expiryDelay); EXPECT_THAT(cache->getRefFromObjectCacheOrNone(key), Optional(_)); } TEST(ResourceGenericObjectCacheTest, updateShouldKeepNotExpiredNullptrItems) { osg::ref_ptr<GenericObjectCache<int>> cache(new GenericObjectCache<int>); const double referenceTime = 1; const double expiryDelay = 2; const int key = 42; cache->addEntryToObjectCache(key, nullptr); cache->update(referenceTime + expiryDelay, expiryDelay); ASSERT_THAT(cache->getRefFromObjectCacheOrNone(key), Optional(_)); cache->update(referenceTime + expiryDelay / 2, expiryDelay); EXPECT_THAT(cache->getRefFromObjectCacheOrNone(key), Optional(_)); } TEST(ResourceGenericObjectCacheTest, getRefFromObjectCacheOrNoneShouldNotExtendItemLifetime) { osg::ref_ptr<GenericObjectCache<int>> cache(new GenericObjectCache<int>); const double referenceTime = 1; const double expiryDelay = 2; const int key = 42; cache->addEntryToObjectCache(key, nullptr); cache->update(referenceTime, expiryDelay); ASSERT_THAT(cache->getRefFromObjectCacheOrNone(key), Optional(_)); cache->update(referenceTime + expiryDelay / 2, expiryDelay); ASSERT_THAT(cache->getRefFromObjectCacheOrNone(key), Optional(_)); cache->update(referenceTime + expiryDelay, expiryDelay); EXPECT_EQ(cache->getRefFromObjectCacheOrNone(key), std::nullopt); } TEST(ResourceGenericObjectCacheTest, lowerBoundShouldSupportHeterogeneousLookup) { osg::ref_ptr<GenericObjectCache<std::string>> cache(new GenericObjectCache<std::string>); cache->addEntryToObjectCache("a", nullptr); cache->addEntryToObjectCache("c", nullptr); EXPECT_THAT(cache->lowerBound(std::string_view("b")), Optional(Pair("c", _))); } TEST(ResourceGenericObjectCacheTest, shouldSupportRemovingItems) { osg::ref_ptr<GenericObjectCache<int>> cache(new GenericObjectCache<int>); const int key = 42; osg::ref_ptr<Object> value(new Object); cache->addEntryToObjectCache(key, value); ASSERT_EQ(cache->getRefFromObjectCache(key), value); cache->removeFromObjectCache(key); EXPECT_EQ(cache->getRefFromObjectCacheOrNone(key), std::nullopt); } TEST(ResourceGenericObjectCacheTest, clearShouldRemoveAllItems) { osg::ref_ptr<GenericObjectCache<int>> cache(new GenericObjectCache<int>); const int key1 = 42; const int key2 = 13; osg::ref_ptr<Object> value1(new Object); osg::ref_ptr<Object> value2(new Object); cache->addEntryToObjectCache(key1, value1); cache->addEntryToObjectCache(key2, value2); ASSERT_EQ(cache->getRefFromObjectCache(key1), value1); ASSERT_EQ(cache->getRefFromObjectCache(key2), value2); cache->clear(); EXPECT_EQ(cache->getRefFromObjectCacheOrNone(key1), std::nullopt); EXPECT_EQ(cache->getRefFromObjectCacheOrNone(key2), std::nullopt); } TEST(ResourceGenericObjectCacheTest, callShouldIterateOverAllItems) { osg::ref_ptr<GenericObjectCache<int>> cache(new GenericObjectCache<int>); osg::ref_ptr<Object> value1(new Object); osg::ref_ptr<Object> value2(new Object); osg::ref_ptr<Object> value3(new Object); cache->addEntryToObjectCache(1, value1); cache->addEntryToObjectCache(2, value2); cache->addEntryToObjectCache(3, value3); std::vector<std::pair<int, osg::Object*>> actual; cache->call([&](int key, osg::Object* value) { actual.emplace_back(key, value); }); EXPECT_THAT(actual, ElementsAre(Pair(1, value1.get()), Pair(2, value2.get()), Pair(3, value3.get()))); } TEST(ResourceGenericObjectCacheTest, getStatsShouldReturnNumberOrAddedItems) { osg::ref_ptr<GenericObjectCache<int>> cache(new GenericObjectCache<int>); osg::ref_ptr<Object> value1(new Object); osg::ref_ptr<Object> value2(new Object); cache->addEntryToObjectCache(13, value1); cache->addEntryToObjectCache(42, value2); const CacheStats stats = cache->getStats(); EXPECT_EQ(stats.mSize, 2); } TEST(ResourceGenericObjectCacheTest, getStatsShouldReturnNumberOrGetsAndHits) { osg::ref_ptr<GenericObjectCache<int>> cache(new GenericObjectCache<int>); { const CacheStats stats = cache->getStats(); EXPECT_EQ(stats.mGet, 0); EXPECT_EQ(stats.mHit, 0); } osg::ref_ptr<Object> value(new Object); cache->addEntryToObjectCache(13, value); cache->getRefFromObjectCache(13); cache->getRefFromObjectCache(42); { const CacheStats stats = cache->getStats(); EXPECT_EQ(stats.mGet, 2); EXPECT_EQ(stats.mHit, 1); } } TEST(ResourceGenericObjectCacheTest, lowerBoundShouldReturnFirstNotLessThatGivenKey) { osg::ref_ptr<GenericObjectCache<int>> cache(new GenericObjectCache<int>); osg::ref_ptr<Object> value1(new Object); osg::ref_ptr<Object> value2(new Object); osg::ref_ptr<Object> value3(new Object); cache->addEntryToObjectCache(1, value1); cache->addEntryToObjectCache(2, value2); cache->addEntryToObjectCache(4, value3); EXPECT_THAT(cache->lowerBound(3), Optional(Pair(4, value3))); } TEST(ResourceGenericObjectCacheTest, lowerBoundShouldReturnNulloptWhenKeyIsGreaterThanAnyOther) { osg::ref_ptr<GenericObjectCache<int>> cache(new GenericObjectCache<int>); osg::ref_ptr<Object> value1(new Object); osg::ref_ptr<Object> value2(new Object); osg::ref_ptr<Object> value3(new Object); cache->addEntryToObjectCache(1, value1); cache->addEntryToObjectCache(2, value2); cache->addEntryToObjectCache(3, value3); EXPECT_EQ(cache->lowerBound(4), std::nullopt); } TEST(ResourceGenericObjectCacheTest, addEntryToObjectCacheShouldSupportHeterogeneousLookup) { osg::ref_ptr<GenericObjectCache<std::string>> cache(new GenericObjectCache<std::string>); const std::string key = "key"; osg::ref_ptr<Object> value(new Object); cache->addEntryToObjectCache(std::string_view("key"), value); EXPECT_EQ(cache->getRefFromObjectCache(key), value); } TEST(ResourceGenericObjectCacheTest, addEntryToObjectCacheShouldKeyMoving) { osg::ref_ptr<GenericObjectCache<std::string>> cache(new GenericObjectCache<std::string>); std::string key(128, 'a'); osg::ref_ptr<Object> value(new Object); cache->addEntryToObjectCache(std::move(key), value); EXPECT_EQ(key, ""); EXPECT_EQ(cache->getRefFromObjectCache(std::string(128, 'a')), value); } TEST(ResourceGenericObjectCacheTest, removeFromObjectCacheShouldSupportHeterogeneousLookup) { osg::ref_ptr<GenericObjectCache<std::string>> cache(new GenericObjectCache<std::string>); const std::string key = "key"; osg::ref_ptr<Object> value(new Object); cache->addEntryToObjectCache(key, value); ASSERT_EQ(cache->getRefFromObjectCache(key), value); cache->removeFromObjectCache(std::string_view("key")); EXPECT_EQ(cache->getRefFromObjectCacheOrNone(key), std::nullopt); } TEST(ResourceGenericObjectCacheTest, getRefFromObjectCacheShouldSupportHeterogeneousLookup) { osg::ref_ptr<GenericObjectCache<std::string>> cache(new GenericObjectCache<std::string>); const std::string key = "key"; osg::ref_ptr<Object> value(new Object); cache->addEntryToObjectCache(key, value); EXPECT_EQ(cache->getRefFromObjectCache(std::string_view("key")), value); } TEST(ResourceGenericObjectCacheTest, getRefFromObjectCacheOrNoneShouldSupportHeterogeneousLookup) { osg::ref_ptr<GenericObjectCache<std::string>> cache(new GenericObjectCache<std::string>); const std::string key = "key"; osg::ref_ptr<Object> value(new Object); cache->addEntryToObjectCache(key, value); EXPECT_THAT(cache->getRefFromObjectCacheOrNone(std::string_view("key")), Optional(value)); } TEST(ResourceGenericObjectCacheTest, checkInObjectCacheShouldSupportHeterogeneousLookup) { osg::ref_ptr<GenericObjectCache<std::string>> cache(new GenericObjectCache<std::string>); const std::string key = "key"; osg::ref_ptr<Object> value(new Object); cache->addEntryToObjectCache(key, value); EXPECT_TRUE(cache->checkInObjectCache(std::string_view("key"), 0)); } } }
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.cpp
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OpenMW/openmw
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GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
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false
false
false
35,230
shadermanager.cpp
OpenMW_openmw/apps/components_tests/settings/shadermanager.cpp
#include <components/settings/shadermanager.hpp> #include <components/testing/util.hpp> #include <filesystem> #include <fstream> #include <gtest/gtest.h> namespace { using namespace testing; using namespace Settings; struct ShaderSettingsTest : Test { template <typename F> void withSettingsFile(const std::string& content, F&& f) { auto path = TestingOpenMW::outputFilePath( std::string(UnitTest::GetInstance()->current_test_info()->name()) + ".yaml"); { std::ofstream stream; stream.open(path); stream << content; stream.close(); } f(path); } }; TEST_F(ShaderSettingsTest, fail_to_fetch_then_set_and_succeed) { const std::string content = R"YAML( config: shader: vec3_uniform: [1.0, 2.0] )YAML"; withSettingsFile(content, [](const auto& path) { EXPECT_TRUE(ShaderManager::get().load(path)); EXPECT_FALSE(ShaderManager::get().getValue<osg::Vec3f>("shader", "vec3_uniform").has_value()); EXPECT_TRUE(ShaderManager::get().setValue<osg::Vec3f>("shader", "vec3_uniform", osg::Vec3f(1, 2, 3))); EXPECT_TRUE(ShaderManager::get().getValue<osg::Vec3f>("shader", "vec3_uniform").has_value()); EXPECT_EQ(ShaderManager::get().getValue<osg::Vec3f>("shader", "vec3_uniform").value(), osg::Vec3f(1, 2, 3)); EXPECT_TRUE(ShaderManager::get().save()); }); } TEST_F(ShaderSettingsTest, fail_to_load_file_then_fail_to_set_and_get) { const std::string content = R"YAML( config: shader: uniform: 12.0 >Defeated by a sideways carrot )YAML"; withSettingsFile(content, [](const auto& path) { EXPECT_FALSE(ShaderManager::get().load(path)); EXPECT_FALSE(ShaderManager::get().setValue("shader", "uniform", 12.0)); EXPECT_FALSE(ShaderManager::get().getValue<float>("shader", "uniform").has_value()); EXPECT_FALSE(ShaderManager::get().save()); }); } }
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.cpp
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OpenMW/openmw
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9/20/2024, 9:26:25 PM (Europe/Amsterdam)
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35,231
testvalues.cpp
OpenMW_openmw/apps/components_tests/settings/testvalues.cpp
#include "components/misc/strings/conversion.hpp" #include "components/settings/parser.hpp" #include "components/settings/values.hpp" #include <gmock/gmock.h> #include <gtest/gtest.h> #ifndef OPENMW_PROJECT_SOURCE_DIR #define OPENMW_PROJECT_SOURCE_DIR "." #endif namespace Settings { namespace { using namespace testing; struct SettingsValuesTest : Test { const std::filesystem::path mSettingsDefaultPath = std::filesystem::path{ OPENMW_PROJECT_SOURCE_DIR } / "files" / Misc::StringUtils::stringToU8String("settings-default.cfg"); SettingsValuesTest() { Manager::mDefaultSettings.clear(); Manager::mUserSettings.clear(); Manager::mChangedSettings.clear(); SettingsFileParser parser; parser.loadSettingsFile(mSettingsDefaultPath, Manager::mDefaultSettings); } }; TEST_F(SettingsValuesTest, shouldLoadFromSettingsManager) { Index index; Values values(index); EXPECT_EQ(values.mCamera.mFieldOfView.get(), 60); } TEST_F(SettingsValuesTest, shouldFillIndexOnLoad) { Index index; Values values(index); EXPECT_EQ(index.get<float>("Camera", "field of view").get(), 60); } TEST_F(SettingsValuesTest, constructorShouldThrowExceptionOnMissingSetting) { Manager::mDefaultSettings.erase({ "Camera", "field of view" }); Index index; EXPECT_THROW([&] { Values values(index); }(), std::runtime_error); } TEST_F(SettingsValuesTest, constructorShouldSanitize) { Manager::mUserSettings[std::make_pair("Camera", "field of view")] = "-1"; Index index; Values values(index); EXPECT_EQ(values.mCamera.mFieldOfView.get(), 1); } TEST_F(SettingsValuesTest, constructorWithDefaultShouldDoLookup) { Manager::mUserSettings[std::make_pair("category", "value")] = "13"; Index index; SettingValue<int> value{ index, "category", "value", 42 }; EXPECT_EQ(value.get(), 13); value.reset(); EXPECT_EQ(value.get(), 42); } TEST_F(SettingsValuesTest, constructorWithDefaultShouldSanitize) { Manager::mUserSettings[std::make_pair("category", "value")] = "2"; Index index; SettingValue<int> value{ index, "category", "value", -1, Settings::makeClampSanitizerInt(0, 1) }; EXPECT_EQ(value.get(), 1); value.reset(); EXPECT_EQ(value.get(), 0); } TEST_F(SettingsValuesTest, constructorWithDefaultShouldFallbackToDefault) { Index index; const SettingValue<int> value{ index, "category", "value", 42 }; EXPECT_EQ(value.get(), 42); } TEST_F(SettingsValuesTest, moveConstructorShouldSetDefaults) { Index index; Values defaultValues(index); Manager::mUserSettings.emplace(std::make_pair("Camera", "field of view"), "61"); Values values(std::move(defaultValues)); EXPECT_EQ(values.mCamera.mFieldOfView.get(), 61); values.mCamera.mFieldOfView.reset(); EXPECT_EQ(values.mCamera.mFieldOfView.get(), 60); } TEST_F(SettingsValuesTest, moveConstructorShouldSanitize) { Index index; Values defaultValues(index); Manager::mUserSettings[std::make_pair("Camera", "field of view")] = "-1"; Values values(std::move(defaultValues)); EXPECT_EQ(values.mCamera.mFieldOfView.get(), 1); } TEST_F(SettingsValuesTest, moveConstructorShouldThrowOnMissingSetting) { Index index; SettingValue<int> defaultValue{ index, "category", "value", 42 }; EXPECT_THROW([&] { SettingValue<int> value(std::move(defaultValue)); }(), std::runtime_error); } TEST_F(SettingsValuesTest, findShouldThrowExceptionOnTypeMismatch) { Index index; Values values(index); EXPECT_THROW(index.find<int>("Camera", "field of view"), std::invalid_argument); } TEST_F(SettingsValuesTest, findShouldReturnNullptrForAbsentSetting) { Index index; Values values(index); EXPECT_EQ(index.find<int>("foo", "bar"), nullptr); } TEST_F(SettingsValuesTest, getShouldThrowExceptionForAbsentSetting) { Index index; Values values(index); EXPECT_THROW(index.get<int>("foo", "bar").get(), std::invalid_argument); } TEST_F(SettingsValuesTest, setShouldChangeManagerUserSettings) { Index index; Values values(index); values.mCamera.mFieldOfView.set(42); EXPECT_EQ(Manager::mUserSettings.at({ "Camera", "field of view" }), "42"); EXPECT_THAT(Manager::mChangedSettings, ElementsAre(std::make_pair("Camera", "field of view"))); } TEST_F(SettingsValuesTest, setShouldNotChangeManagerChangedSettingsForNoChange) { Index index; Values values(index); values.mCamera.mFieldOfView.set(values.mCamera.mFieldOfView.get()); EXPECT_THAT(Manager::mChangedSettings, ElementsAre()); } } }
5,548
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.cpp
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OpenMW/openmw
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9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
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false
false
false
false
false
35,232
parser.cpp
OpenMW_openmw/apps/components_tests/settings/parser.cpp
#include <components/settings/parser.hpp> #include <components/testing/util.hpp> #include <fstream> #include <gtest/gtest.h> namespace { using namespace testing; using namespace Settings; struct SettingsFileParserTest : Test { SettingsFileParser mLoader; SettingsFileParser mSaver; template <typename F> void withSettingsFile(const std::string& content, F&& f) { auto path = TestingOpenMW::outputFilePath( std::string(UnitTest::GetInstance()->current_test_info()->name()) + ".cfg"); { std::ofstream stream(path); stream << content; stream.close(); } f(path); } }; TEST_F(SettingsFileParserTest, load_empty_file) { const std::string content; withSettingsFile(content, [this](const auto& path) { CategorySettingValueMap map; mLoader.loadSettingsFile(path, map); EXPECT_EQ(map, CategorySettingValueMap()); }); } TEST_F(SettingsFileParserTest, file_with_single_empty_section) { const std::string content = "[Section]\n"; withSettingsFile(content, [this](const auto& path) { CategorySettingValueMap map; mLoader.loadSettingsFile(path, map); EXPECT_EQ(map, CategorySettingValueMap()); }); } TEST_F(SettingsFileParserTest, file_with_single_section_and_key) { const std::string content = "[Section]\n" "key = value\n"; withSettingsFile(content, [this](const auto& path) { CategorySettingValueMap map; mLoader.loadSettingsFile(path, map); EXPECT_EQ(map, CategorySettingValueMap({ { CategorySetting("Section", "key"), "value" } })); }); } TEST_F(SettingsFileParserTest, file_with_single_section_and_key_and_line_comments) { const std::string content = "# foo\n" "[Section]\n" "# bar\n" "key = value\n" "# baz\n"; withSettingsFile(content, [this](const auto& path) { CategorySettingValueMap map; mLoader.loadSettingsFile(path, map); EXPECT_EQ(map, CategorySettingValueMap({ { CategorySetting("Section", "key"), "value" } })); }); } TEST_F(SettingsFileParserTest, file_with_single_section_and_key_file_and_inline_section_comment) { const std::string content = "[Section] # foo\n" "key = value\n"; withSettingsFile(content, [this](const auto& path) { CategorySettingValueMap map; EXPECT_THROW(mLoader.loadSettingsFile(path, map), std::runtime_error); }); } TEST_F(SettingsFileParserTest, file_single_section_and_key_and_inline_key_comment) { const std::string content = "[Section]\n" "key = value # foo\n"; withSettingsFile(content, [this](const auto& path) { CategorySettingValueMap map; mLoader.loadSettingsFile(path, map); EXPECT_EQ(map, CategorySettingValueMap({ { CategorySetting("Section", "key"), "value # foo" } })); }); } TEST_F(SettingsFileParserTest, file_with_single_section_and_key_and_whitespaces) { const std::string content = " [ Section ] \n" " key = value \n"; withSettingsFile(content, [this](const auto& path) { CategorySettingValueMap map; mLoader.loadSettingsFile(path, map); EXPECT_EQ(map, CategorySettingValueMap({ { CategorySetting("Section", "key"), "value" } })); }); } TEST_F(SettingsFileParserTest, file_with_quoted_string_value) { const std::string content = "[Section]\n" R"(key = "value")"; withSettingsFile(content, [this](const auto& path) { CategorySettingValueMap map; mLoader.loadSettingsFile(path, map); EXPECT_EQ(map, CategorySettingValueMap({ { CategorySetting("Section", "key"), R"("value")" } })); }); } TEST_F(SettingsFileParserTest, file_with_quoted_string_value_and_eol) { const std::string content = "[Section]\n" R"(key = "value"\n)"; withSettingsFile(content, [this](const auto& path) { CategorySettingValueMap map; mLoader.loadSettingsFile(path, map); EXPECT_EQ(map, CategorySettingValueMap({ { CategorySetting("Section", "key"), R"("value"\n)" } })); }); } TEST_F(SettingsFileParserTest, file_with_empty_value) { const std::string content = "[Section]\n" "key =\n"; withSettingsFile(content, [this](const auto& path) { CategorySettingValueMap map; mLoader.loadSettingsFile(path, map); EXPECT_EQ(map, CategorySettingValueMap({ { CategorySetting("Section", "key"), "" } })); }); } TEST_F(SettingsFileParserTest, file_with_empty_key) { const std::string content = "[Section]\n" "=\n"; withSettingsFile(content, [this](const auto& path) { CategorySettingValueMap map; mLoader.loadSettingsFile(path, map); EXPECT_EQ(map, CategorySettingValueMap({ { CategorySetting("Section", ""), "" } })); }); } TEST_F(SettingsFileParserTest, file_with_multiple_keys) { const std::string content = "[Section]\n" "key1 = value1\n" "key2 = value2\n"; withSettingsFile(content, [this](const auto& path) { CategorySettingValueMap map; mLoader.loadSettingsFile(path, map); EXPECT_EQ(map, CategorySettingValueMap({ { CategorySetting("Section", "key1"), "value1" }, { CategorySetting("Section", "key2"), "value2" }, })); }); } TEST_F(SettingsFileParserTest, file_with_multiple_sections) { const std::string content = "[Section1]\n" "key1 = value1\n" "[Section2]\n" "key2 = value2\n"; withSettingsFile(content, [this](const auto& path) { CategorySettingValueMap map; mLoader.loadSettingsFile(path, map); EXPECT_EQ(map, CategorySettingValueMap({ { CategorySetting("Section1", "key1"), "value1" }, { CategorySetting("Section2", "key2"), "value2" }, })); }); } TEST_F(SettingsFileParserTest, file_with_multiple_sections_and_keys) { const std::string content = "[Section1]\n" "key1 = value1\n" "key2 = value2\n" "[Section2]\n" "key3 = value3\n" "key4 = value4\n"; withSettingsFile(content, [this](const auto& path) { CategorySettingValueMap map; mLoader.loadSettingsFile(path, map); EXPECT_EQ(map, CategorySettingValueMap({ { CategorySetting("Section1", "key1"), "value1" }, { CategorySetting("Section1", "key2"), "value2" }, { CategorySetting("Section2", "key3"), "value3" }, { CategorySetting("Section2", "key4"), "value4" }, })); }); } TEST_F(SettingsFileParserTest, file_with_repeated_sections) { const std::string content = "[Section]\n" "key1 = value1\n" "[Section]\n" "key2 = value2\n"; withSettingsFile(content, [this](const auto& path) { CategorySettingValueMap map; mLoader.loadSettingsFile(path, map); EXPECT_EQ(map, CategorySettingValueMap({ { CategorySetting("Section", "key1"), "value1" }, { CategorySetting("Section", "key2"), "value2" }, })); }); } TEST_F(SettingsFileParserTest, file_with_repeated_keys) { const std::string content = "[Section]\n" "key = value\n" "key = value\n"; withSettingsFile(content, [this](const auto& path) { CategorySettingValueMap map; EXPECT_THROW(mLoader.loadSettingsFile(path, map), std::runtime_error); }); } TEST_F(SettingsFileParserTest, file_with_repeated_keys_in_differrent_sections) { const std::string content = "[Section1]\n" "key = value\n" "[Section2]\n" "key = value\n"; withSettingsFile(content, [this](const auto& path) { CategorySettingValueMap map; mLoader.loadSettingsFile(path, map); EXPECT_EQ(map, CategorySettingValueMap({ { CategorySetting("Section1", "key"), "value" }, { CategorySetting("Section2", "key"), "value" }, })); }); } TEST_F(SettingsFileParserTest, file_with_unterminated_section) { const std::string content = "[Section"; withSettingsFile(content, [this](const auto& path) { CategorySettingValueMap map; EXPECT_THROW(mLoader.loadSettingsFile(path, map), std::runtime_error); }); } TEST_F(SettingsFileParserTest, file_with_single_empty_section_name) { const std::string content = "[]\n"; withSettingsFile(content, [this](const auto& path) { CategorySettingValueMap map; mLoader.loadSettingsFile(path, map); EXPECT_EQ(map, CategorySettingValueMap()); }); } TEST_F(SettingsFileParserTest, file_with_key_and_without_section) { const std::string content = "key = value\n"; withSettingsFile(content, [this](const auto& path) { CategorySettingValueMap map; EXPECT_THROW(mLoader.loadSettingsFile(path, map), std::runtime_error); }); } TEST_F(SettingsFileParserTest, file_with_key_in_empty_name_section) { const std::string content = "[]" "key = value\n"; withSettingsFile(content, [this](const auto& path) { CategorySettingValueMap map; EXPECT_THROW(mLoader.loadSettingsFile(path, map), std::runtime_error); }); } TEST_F(SettingsFileParserTest, file_with_unterminated_key) { const std::string content = "[Section]\n" "key\n"; withSettingsFile(content, [this](const auto& path) { CategorySettingValueMap map; EXPECT_THROW(mLoader.loadSettingsFile(path, map), std::runtime_error); }); } TEST_F(SettingsFileParserTest, file_with_empty_lines) { const std::string content = "\n" "[Section]\n" "\n" "key = value\n" "\n"; withSettingsFile(content, [this](const auto& path) { CategorySettingValueMap map; mLoader.loadSettingsFile(path, map); EXPECT_EQ(map, CategorySettingValueMap({ { CategorySetting("Section", "key"), "value" } })); }); } }
11,467
C++
.cpp
303
27.09571
111
0.561385
OpenMW/openmw
5,318
933
0
GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
35,233
shadermanager.cpp
OpenMW_openmw/apps/components_tests/shader/shadermanager.cpp
#include <components/files/conversion.hpp> #include <components/shader/shadermanager.hpp> #include <components/testing/util.hpp> #include <fstream> #include <gtest/gtest.h> namespace { using namespace testing; using namespace Shader; struct ShaderManagerTest : Test { ShaderManager mManager; ShaderManager::DefineMap mDefines; ShaderManagerTest() { mManager.setShaderPath("tests_output"); } template <class F> void withShaderFile(const std::string& content, F&& f) { withShaderFile("", content, std::forward<F>(f)); } template <class F> void withShaderFile(const std::string& suffix, const std::string& content, F&& f) { auto subdir = std::filesystem::path("lib") / std::filesystem::path( std::string(UnitTest::GetInstance()->current_test_info()->name()) + suffix + ".vert"); auto path = TestingOpenMW::outputFilePathWithSubDir(subdir); { std::ofstream stream(path); stream << content; stream.close(); } f(subdir); } }; TEST_F(ShaderManagerTest, get_shader_with_empty_content_should_succeed) { const std::string content; withShaderFile(content, [this](const std::filesystem::path& templateName) { EXPECT_TRUE(mManager.getShader(Files::pathToUnicodeString(templateName))); }); } TEST_F(ShaderManagerTest, get_shader_should_not_change_source_without_template_parameters) { const std::string content = "#version 120\n" "void main() {}\n"; withShaderFile(content, [&](const std::filesystem::path& templateName) { const auto shader = mManager.getShader(Files::pathToUnicodeString(templateName), mDefines); ASSERT_TRUE(shader); EXPECT_EQ(shader->getShaderSource(), content); }); } TEST_F(ShaderManagerTest, get_shader_should_replace_includes_with_content) { const std::string content0 = "void foo() {}\n"; withShaderFile("_0", content0, [&](const std::filesystem::path& templateName0) { const std::string content1 = "#include \"" + Files::pathToUnicodeString(templateName0) + "\"\n" "void bar() { foo() }\n"; withShaderFile("_1", content1, [&](const std::filesystem::path& templateName1) { const std::string content2 = "#version 120\n" "#include \"" + Files::pathToUnicodeString(templateName1) + "\"\n" "void main() { bar() }\n"; withShaderFile(content2, [&](const std::filesystem::path& templateName2) { const auto shader = mManager.getShader(Files::pathToUnicodeString(templateName2), mDefines); ASSERT_TRUE(shader); const std::string expected = "#version 120\n" "#line 0 1\n" "#line 0 2\n" "void foo() {}\n" "\n" "#line 0 0\n" "\n" "void bar() { foo() }\n" "\n" "#line 1 0\n" "\n" "void main() { bar() }\n"; EXPECT_EQ(shader->getShaderSource(), expected); }); }); }); } TEST_F(ShaderManagerTest, get_shader_should_replace_defines) { const std::string content = "#version 120\n" "#define FLAG @flag\n" "void main() {}\n"; withShaderFile(content, [&](const std::filesystem::path& templateName) { mDefines["flag"] = "1"; const auto shader = mManager.getShader(Files::pathToUnicodeString(templateName), mDefines); ASSERT_TRUE(shader); const std::string expected = "#version 120\n" "#define FLAG 1\n" "void main() {}\n"; EXPECT_EQ(shader->getShaderSource(), expected); }); } TEST_F(ShaderManagerTest, get_shader_should_expand_loop) { const std::string content = "#version 120\n" "@foreach index @list\n" " varying vec4 foo@index;\n" "@endforeach\n" "void main() {}\n"; withShaderFile(content, [&](const std::filesystem::path& templateName) { mDefines["list"] = "1,2,3"; const auto shader = mManager.getShader(Files::pathToUnicodeString(templateName), mDefines); ASSERT_TRUE(shader); const std::string expected = "#version 120\n" " varying vec4 foo1;\n" " varying vec4 foo2;\n" " varying vec4 foo3;\n" "\n" "#line 5\n" "void main() {}\n"; EXPECT_EQ(shader->getShaderSource(), expected); }); } TEST_F(ShaderManagerTest, get_shader_should_replace_loops_with_conditions) { const std::string content = "#version 120\n" "@foreach index @list\n" " varying vec4 foo@index;\n" "@endforeach\n" "void main()\n" "{\n" "#ifdef BAR\n" "@foreach index @list\n" " foo@index = vec4(1.0);\n" "@endforeach\n" "#elif BAZ\n" "@foreach index @list\n" " foo@index = vec4(2.0);\n" "@endforeach\n" "#else\n" "@foreach index @list\n" " foo@index = vec4(3.0);\n" "@endforeach\n" "#endif\n" "}\n"; withShaderFile(content, [&](const std::filesystem::path& templateName) { mDefines["list"] = "1,2,3"; const auto shader = mManager.getShader(Files::pathToUnicodeString(templateName), mDefines); ASSERT_TRUE(shader); const std::string expected = "#version 120\n" " varying vec4 foo1;\n" " varying vec4 foo2;\n" " varying vec4 foo3;\n" "\n" "#line 5\n" "void main()\n" "{\n" "#ifdef BAR\n" " foo1 = vec4(1.0);\n" " foo2 = vec4(1.0);\n" " foo3 = vec4(1.0);\n" "\n" "#line 11\n" "#elif BAZ\n" "#line 12\n" " foo1 = vec4(2.0);\n" " foo2 = vec4(2.0);\n" " foo3 = vec4(2.0);\n" "\n" "#line 15\n" "#else\n" "#line 16\n" " foo1 = vec4(3.0);\n" " foo2 = vec4(3.0);\n" " foo3 = vec4(3.0);\n" "\n" "#line 19\n" "#endif\n" "#line 20\n" "}\n"; EXPECT_EQ(shader->getShaderSource(), expected); }); } TEST_F(ShaderManagerTest, get_shader_should_fail_on_absent_template_parameters_in_single_line_comments) { const std::string content = "#version 120\n" "// #define FLAG @flag\n" "void main() {}\n"; withShaderFile(content, [&](const std::filesystem::path& templateName) { EXPECT_FALSE(mManager.getShader(Files::pathToUnicodeString(templateName), mDefines)); }); } TEST_F(ShaderManagerTest, get_shader_should_fail_on_absent_template_parameter_in_multi_line_comments) { const std::string content = "#version 120\n" "/* #define FLAG @flag */\n" "void main() {}\n"; withShaderFile(content, [&](const std::filesystem::path& templateName) { EXPECT_FALSE(mManager.getShader(Files::pathToUnicodeString(templateName), mDefines)); }); } }
8,351
C++
.cpp
208
26.552885
112
0.487495
OpenMW/openmw
5,318
933
0
GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
35,234
parsefors.cpp
OpenMW_openmw/apps/components_tests/shader/parsefors.cpp
#include <components/shader/shadermanager.hpp> #include <gmock/gmock.h> #include <gtest/gtest.h> #include <vector> namespace { using namespace testing; using namespace Shader; using DefineMap = ShaderManager::DefineMap; struct ShaderParseForsTest : Test { std::string mSource; const std::string mName = "shader"; }; static bool parseFors(std::string& source, const std::string& templateName) { std::vector<std::string> dummy; return parseDirectives(source, dummy, {}, {}, templateName); } TEST_F(ShaderParseForsTest, empty_should_succeed) { ASSERT_TRUE(parseFors(mSource, mName)); EXPECT_EQ(mSource, ""); } TEST_F(ShaderParseForsTest, should_fail_for_single_escape_symbol) { mSource = "$"; ASSERT_FALSE(parseFors(mSource, mName)); EXPECT_EQ(mSource, "$"); } TEST_F(ShaderParseForsTest, should_fail_on_first_found_escaped_not_foreach) { mSource = "$foo "; ASSERT_FALSE(parseFors(mSource, mName)); EXPECT_EQ(mSource, "$foo "); } TEST_F(ShaderParseForsTest, should_fail_on_absent_foreach_variable) { mSource = "$foreach "; ASSERT_FALSE(parseFors(mSource, mName)); EXPECT_EQ(mSource, "$foreach "); } TEST_F(ShaderParseForsTest, should_fail_on_unmatched_after_variable) { mSource = "$foreach foo "; ASSERT_FALSE(parseFors(mSource, mName)); EXPECT_EQ(mSource, "$foreach foo "); } TEST_F(ShaderParseForsTest, should_fail_on_absent_newline_after_foreach_list) { mSource = "$foreach foo 1,2,3 "; ASSERT_FALSE(parseFors(mSource, mName)); EXPECT_EQ(mSource, "$foreach foo 1,2,3 "); } TEST_F(ShaderParseForsTest, should_fail_on_absent_endforeach_after_newline) { mSource = "$foreach foo 1,2,3\n"; ASSERT_FALSE(parseFors(mSource, mName)); EXPECT_EQ(mSource, "$foreach foo 1,2,3\n"); } TEST_F(ShaderParseForsTest, should_replace_complete_foreach_by_line_number) { mSource = "$foreach foo 1,2,3\n$endforeach"; ASSERT_TRUE(parseFors(mSource, mName)); EXPECT_EQ(mSource, "\n#line 3"); } TEST_F(ShaderParseForsTest, should_replace_loop_variable) { mSource = "$foreach foo 1,2,3\n$foo\n$endforeach"; ASSERT_TRUE(parseFors(mSource, mName)); EXPECT_EQ(mSource, "1\n2\n3\n\n#line 4"); } TEST_F(ShaderParseForsTest, should_count_line_number_from_existing) { mSource = "$foreach foo 1,2,3\n#line 10\n$foo\n$endforeach"; ASSERT_TRUE(parseFors(mSource, mName)); EXPECT_EQ(mSource, "#line 10\n1\n#line 10\n2\n#line 10\n3\n\n#line 12"); } TEST_F(ShaderParseForsTest, should_not_support_nested_loops) { mSource = "$foreach foo 1,2\n$foo\n$foreach bar 1,2\n$bar\n$endforeach\n$endforeach"; ASSERT_FALSE(parseFors(mSource, mName)); EXPECT_EQ(mSource, "1\n1\n2\n$foreach bar 1,2\n1\n\n#line 6\n2\n2\n$foreach bar 1,2\n2\n\n#line 6\n\n#line 7"); } }
3,089
C++
.cpp
85
29.788235
119
0.644913
OpenMW/openmw
5,318
933
0
GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
35,235
parselinks.cpp
OpenMW_openmw/apps/components_tests/shader/parselinks.cpp
#include <components/shader/shadermanager.hpp> #include <gmock/gmock.h> #include <gtest/gtest.h> #include <vector> namespace { using namespace testing; using namespace Shader; using DefineMap = ShaderManager::DefineMap; struct ShaderParseLinksTest : Test { std::string mSource; std::vector<std::string> mLinkTargets; ShaderManager::DefineMap mDefines; const std::string mName = "my_shader.glsl"; bool parseLinks() { return parseDirectives(mSource, mLinkTargets, mDefines, {}, mName); } }; TEST_F(ShaderParseLinksTest, empty_should_succeed) { ASSERT_TRUE(parseLinks()); EXPECT_EQ(mSource, ""); EXPECT_TRUE(mLinkTargets.empty()); } TEST_F(ShaderParseLinksTest, should_fail_for_single_escape_symbol) { mSource = "$"; ASSERT_FALSE(parseLinks()); EXPECT_EQ(mSource, "$"); EXPECT_TRUE(mLinkTargets.empty()); } TEST_F(ShaderParseLinksTest, should_fail_on_first_found_escaped_not_valid_directive) { mSource = "$foo "; ASSERT_FALSE(parseLinks()); EXPECT_EQ(mSource, "$foo "); EXPECT_TRUE(mLinkTargets.empty()); } TEST_F(ShaderParseLinksTest, should_fail_on_absent_link_target) { mSource = "$link "; ASSERT_FALSE(parseLinks()); EXPECT_EQ(mSource, "$link "); EXPECT_TRUE(mLinkTargets.empty()); } TEST_F(ShaderParseLinksTest, should_not_require_newline) { mSource = "$link \"foo.glsl\""; ASSERT_TRUE(parseLinks()); EXPECT_EQ(mSource, ""); ASSERT_EQ(mLinkTargets.size(), 1); EXPECT_EQ(mLinkTargets[0], "foo.glsl"); } TEST_F(ShaderParseLinksTest, should_require_quotes) { mSource = "$link foo.glsl"; ASSERT_FALSE(parseLinks()); EXPECT_EQ(mSource, "$link foo.glsl"); EXPECT_EQ(mLinkTargets.size(), 0); } TEST_F(ShaderParseLinksTest, should_be_replaced_with_empty_line) { mSource = "$link \"foo.glsl\"\nbar"; ASSERT_TRUE(parseLinks()); EXPECT_EQ(mSource, "\nbar"); ASSERT_EQ(mLinkTargets.size(), 1); EXPECT_EQ(mLinkTargets[0], "foo.glsl"); } TEST_F(ShaderParseLinksTest, should_only_accept_on_true_condition) { mSource = R"glsl( $link "foo.glsl" if 1 $link "bar.glsl" if 0 )glsl"; ASSERT_TRUE(parseLinks()); EXPECT_EQ(mSource, R"glsl( )glsl"); ASSERT_EQ(mLinkTargets.size(), 1); EXPECT_EQ(mLinkTargets[0], "foo.glsl"); } }
2,578
C++
.cpp
82
24.695122
97
0.620717
OpenMW/openmw
5,318
933
0
GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
35,236
parsedefines.cpp
OpenMW_openmw/apps/components_tests/shader/parsedefines.cpp
#include <components/shader/shadermanager.hpp> #include <gmock/gmock.h> #include <gtest/gtest.h> namespace { using namespace testing; using namespace Shader; using DefineMap = ShaderManager::DefineMap; struct ShaderParseDefinesTest : Test { std::string mSource; const std::string mName = "shader"; DefineMap mDefines; DefineMap mGlobalDefines; }; TEST_F(ShaderParseDefinesTest, empty_should_succeed) { ASSERT_TRUE(parseDefines(mSource, mDefines, mGlobalDefines, mName)); EXPECT_EQ(mSource, ""); } TEST_F(ShaderParseDefinesTest, should_fail_for_absent_define) { mSource = "@foo\n"; ASSERT_FALSE(parseDefines(mSource, mDefines, mGlobalDefines, mName)); EXPECT_EQ(mSource, "@foo\n"); } TEST_F(ShaderParseDefinesTest, should_replace_by_existing_define) { mDefines["foo"] = "42"; mSource = "@foo\n"; ASSERT_TRUE(parseDefines(mSource, mDefines, mGlobalDefines, mName)); EXPECT_EQ(mSource, "42\n"); } TEST_F(ShaderParseDefinesTest, should_replace_by_existing_global_define) { mGlobalDefines["foo"] = "42"; mSource = "@foo\n"; ASSERT_TRUE(parseDefines(mSource, mDefines, mGlobalDefines, mName)); EXPECT_EQ(mSource, "42\n"); } TEST_F(ShaderParseDefinesTest, should_prefer_define_over_global_define) { mDefines["foo"] = "13"; mGlobalDefines["foo"] = "42"; mSource = "@foo\n"; ASSERT_TRUE(parseDefines(mSource, mDefines, mGlobalDefines, mName)); EXPECT_EQ(mSource, "13\n"); } namespace SupportedTerminals { struct ShaderParseDefinesTest : ::ShaderParseDefinesTest, WithParamInterface<char> { }; TEST_P(ShaderParseDefinesTest, support_defines_terminated_by) { mDefines["foo"] = "13"; mSource = "@foo" + std::string(1, GetParam()); ASSERT_TRUE(parseDefines(mSource, mDefines, mGlobalDefines, mName)); EXPECT_EQ(mSource, "13" + std::string(1, GetParam())); } INSTANTIATE_TEST_SUITE_P( SupportedTerminals, ShaderParseDefinesTest, Values(' ', '\n', '\r', '(', ')', '[', ']', '.', ';', ',')); } TEST_F(ShaderParseDefinesTest, should_not_support_define_ending_with_source) { mDefines["foo"] = "42"; mSource = "@foo"; ASSERT_FALSE(parseDefines(mSource, mDefines, mGlobalDefines, mName)); EXPECT_EQ(mSource, "@foo"); } TEST_F(ShaderParseDefinesTest, should_replace_all_matched_values) { mDefines["foo"] = "42"; mSource = "@foo @foo "; ASSERT_TRUE(parseDefines(mSource, mDefines, mGlobalDefines, mName)); EXPECT_EQ(mSource, "42 42 "); } TEST_F(ShaderParseDefinesTest, should_support_define_with_empty_name) { mDefines[""] = "42"; mSource = "@ "; ASSERT_TRUE(parseDefines(mSource, mDefines, mGlobalDefines, mName)); EXPECT_EQ(mSource, "42 "); } TEST_F(ShaderParseDefinesTest, should_replace_all_found_defines) { mDefines["foo"] = "42"; mDefines["bar"] = "13"; mDefines["baz"] = "55"; mSource = "@foo @bar "; ASSERT_TRUE(parseDefines(mSource, mDefines, mGlobalDefines, mName)); EXPECT_EQ(mSource, "42 13 "); } TEST_F(ShaderParseDefinesTest, should_fail_on_foreach_without_endforeach) { mSource = "@foreach "; ASSERT_FALSE(parseDefines(mSource, mDefines, mGlobalDefines, mName)); EXPECT_EQ(mSource, "$foreach "); } TEST_F(ShaderParseDefinesTest, should_fail_on_endforeach_without_foreach) { mSource = "@endforeach "; ASSERT_FALSE(parseDefines(mSource, mDefines, mGlobalDefines, mName)); EXPECT_EQ(mSource, "$endforeach "); } TEST_F(ShaderParseDefinesTest, should_replace_at_sign_by_dollar_for_foreach_endforeach) { mSource = "@foreach @endforeach "; ASSERT_TRUE(parseDefines(mSource, mDefines, mGlobalDefines, mName)); EXPECT_EQ(mSource, "$foreach $endforeach "); } TEST_F(ShaderParseDefinesTest, should_succeed_on_unmatched_nested_foreach) { mSource = "@foreach @foreach @endforeach "; ASSERT_TRUE(parseDefines(mSource, mDefines, mGlobalDefines, mName)); EXPECT_EQ(mSource, "$foreach $foreach $endforeach "); } TEST_F(ShaderParseDefinesTest, should_fail_on_unmatched_nested_endforeach) { mSource = "@foreach @endforeach @endforeach "; ASSERT_FALSE(parseDefines(mSource, mDefines, mGlobalDefines, mName)); EXPECT_EQ(mSource, "$foreach $endforeach $endforeach "); } TEST_F(ShaderParseDefinesTest, should_support_nested_foreach) { mSource = "@foreach @foreach @endforeach @endforeach "; ASSERT_TRUE(parseDefines(mSource, mDefines, mGlobalDefines, mName)); EXPECT_EQ(mSource, "$foreach $foreach $endforeach $endforeach "); } TEST_F(ShaderParseDefinesTest, should_support_foreach_variable) { mSource = "@foreach foo @foo @endforeach "; ASSERT_TRUE(parseDefines(mSource, mDefines, mGlobalDefines, mName)); EXPECT_EQ(mSource, "$foreach foo $foo $endforeach "); } TEST_F(ShaderParseDefinesTest, should_not_replace_foreach_variable_by_define) { mDefines["foo"] = "42"; mSource = "@foreach foo @foo @endforeach "; ASSERT_TRUE(parseDefines(mSource, mDefines, mGlobalDefines, mName)); EXPECT_EQ(mSource, "$foreach foo $foo $endforeach "); } TEST_F(ShaderParseDefinesTest, should_support_nested_foreach_with_variable) { mSource = "@foreach foo @foo @foreach bar @bar @endforeach @endforeach "; ASSERT_TRUE(parseDefines(mSource, mDefines, mGlobalDefines, mName)); EXPECT_EQ(mSource, "$foreach foo $foo $foreach bar $bar $endforeach $endforeach "); } TEST_F(ShaderParseDefinesTest, should_not_support_single_line_comments_for_defines) { mDefines["foo"] = "42"; mSource = "@foo // @foo\n"; ASSERT_TRUE(parseDefines(mSource, mDefines, mGlobalDefines, mName)); EXPECT_EQ(mSource, "42 // 42\n"); } TEST_F(ShaderParseDefinesTest, should_not_support_multiline_comments_for_defines) { mDefines["foo"] = "42"; mSource = "/* @foo */ @foo "; ASSERT_TRUE(parseDefines(mSource, mDefines, mGlobalDefines, mName)); EXPECT_EQ(mSource, "/* 42 */ 42 "); } }
6,530
C++
.cpp
163
32.760736
116
0.644006
OpenMW/openmw
5,318
933
0
GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
35,237
osgacontroller.cpp
OpenMW_openmw/apps/components_tests/sceneutil/osgacontroller.cpp
#include <components/sceneutil/osgacontroller.hpp> #include <gtest/gtest.h> #include <osgAnimation/Channel> #include <filesystem> #include <fstream> namespace { using namespace SceneUtil; static const std::string ROOT_BONE_NAME = "bip01"; // Creates a merged anim track with a single root channel with two start/end matrix transforms osg::ref_ptr<Resource::Animation> createMergedAnimationTrack(std::string name, osg::Matrixf startTransform, osg::Matrixf endTransform, float startTime = 0.0f, float endTime = 1.0f) { osg::ref_ptr<Resource::Animation> mergedAnimationTrack = new Resource::Animation; mergedAnimationTrack->setName(name); osgAnimation::MatrixKeyframeContainer* cbCntr = new osgAnimation::MatrixKeyframeContainer; cbCntr->push_back(osgAnimation::MatrixKeyframe(startTime, startTransform)); cbCntr->push_back(osgAnimation::MatrixKeyframe(endTime, endTransform)); osg::ref_ptr<osgAnimation::MatrixLinearChannel> rootChannel = new osgAnimation::MatrixLinearChannel; rootChannel->setName("transform"); rootChannel->setTargetName(ROOT_BONE_NAME); rootChannel->getOrCreateSampler()->setKeyframeContainer(cbCntr); mergedAnimationTrack->addChannel(rootChannel); return mergedAnimationTrack; } TEST(OsgAnimationControllerTest, getTranslationShouldReturnSampledChannelTranslationForBip01) { std::vector<EmulatedAnimation> emulatedAnimations; emulatedAnimations.push_back({ 0.0f, 1.0f, "test1" }); // should sample this emulatedAnimations.push_back({ 1.1f, 2.0f, "test2" }); // should ignore this OsgAnimationController controller; controller.setEmulatedAnimations(emulatedAnimations); osg::Matrixf startTransform = osg::Matrixf::identity(); osg::Matrixf endTransform = osg::Matrixf::identity(); osg::Matrixf endTransform2 = osg::Matrixf::identity(); endTransform.setTrans(1.0f, 1.0f, 1.0f); controller.addMergedAnimationTrack(createMergedAnimationTrack("test1", startTransform, endTransform)); endTransform2.setTrans(2.0f, 2.0f, 2.0f); controller.addMergedAnimationTrack( createMergedAnimationTrack("test2", endTransform, endTransform2, 0.1f, 0.9f)); // should be halfway between 0,0,0 and 1,1,1 osg::Vec3f translation = controller.getTranslation(0.5f); EXPECT_EQ(translation, osg::Vec3f(0.5f, 0.5f, 0.5f)); } TEST(OsgAnimationControllerTest, getTranslationShouldReturnZeroVectorIfNotFound) { std::vector<EmulatedAnimation> emulatedAnimations; emulatedAnimations.push_back({ 0.0f, 1.0f, "test1" }); OsgAnimationController controller; controller.setEmulatedAnimations(emulatedAnimations); osg::Matrixf startTransform = osg::Matrixf::identity(); osg::Matrixf endTransform = osg::Matrixf::identity(); endTransform.setTrans(1.0f, 1.0f, 1.0f); controller.addMergedAnimationTrack(createMergedAnimationTrack("test1", startTransform, endTransform)); // Has no emulated animation at time so will return 0,0,0 osg::Vec3f translation = controller.getTranslation(100.0f); EXPECT_EQ(translation, osg::Vec3f(0.0f, 0.0f, 0.0f)); } TEST(OsgAnimationControllerTest, getTranslationShouldReturnZeroVectorIfNoMergedTracks) { std::vector<EmulatedAnimation> emulatedAnimations; emulatedAnimations.push_back({ 0.0f, 1.0f, "test1" }); OsgAnimationController controller; controller.setEmulatedAnimations(emulatedAnimations); // Has no merged tracks so will return 0,0,0 osg::Vec3f translation = controller.getTranslation(0.5); EXPECT_EQ(translation, osg::Vec3f(0.0f, 0.0f, 0.0f)); } TEST(OsgAnimationControllerTest, getTransformShouldReturnIdentityIfNotFound) { std::vector<EmulatedAnimation> emulatedAnimations; emulatedAnimations.push_back({ 0.0f, 1.0f, "test1" }); OsgAnimationController controller; controller.setEmulatedAnimations(emulatedAnimations); osg::Matrixf startTransform = osg::Matrixf::identity(); osg::Matrixf endTransform = osg::Matrixf::identity(); endTransform.setTrans(1.0f, 1.0f, 1.0f); controller.addMergedAnimationTrack(createMergedAnimationTrack("test1", startTransform, endTransform)); // Has no emulated animation at time so will return identity EXPECT_EQ(controller.getTransformForNode(100.0f, ROOT_BONE_NAME), osg::Matrixf::identity()); // Has no bone animation at time so will return identity EXPECT_EQ(controller.getTransformForNode(0.5f, "wrongbone"), osg::Matrixf::identity()); } TEST(OsgAnimationControllerTest, getTransformShouldReturnSampledAnimMatrixAtTime) { std::vector<EmulatedAnimation> emulatedAnimations; emulatedAnimations.push_back({ 0.0f, 1.0f, "test1" }); // should sample this emulatedAnimations.push_back({ 1.1f, 2.0f, "test2" }); // should ignore this OsgAnimationController controller; controller.setEmulatedAnimations(emulatedAnimations); osg::Matrixf startTransform = osg::Matrixf::identity(); osg::Matrixf endTransform = osg::Matrixf::identity(); endTransform.setTrans(1.0f, 1.0f, 1.0f); controller.addMergedAnimationTrack(createMergedAnimationTrack("test1", startTransform, endTransform)); osg::Matrixf endTransform2 = osg::Matrixf::identity(); endTransform2.setTrans(2.0f, 2.0f, 2.0f); controller.addMergedAnimationTrack( createMergedAnimationTrack("test2", endTransform, endTransform2, 0.1f, 0.9f)); EXPECT_EQ(controller.getTransformForNode(0.0f, ROOT_BONE_NAME), startTransform); // start of test1 EXPECT_EQ(controller.getTransformForNode(1.0f, ROOT_BONE_NAME), endTransform); // end of test1 EXPECT_EQ(controller.getTransformForNode(1.1f, ROOT_BONE_NAME), endTransform); // start of test2 EXPECT_EQ(controller.getTransformForNode(2.0f, ROOT_BONE_NAME), endTransform2); // end of test2 } }
6,144
C++
.cpp
104
51.163462
111
0.721936
OpenMW/openmw
5,318
933
0
GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
35,238
transaction.cpp
OpenMW_openmw/apps/components_tests/sqlite3/transaction.cpp
#include <components/sqlite3/db.hpp> #include <components/sqlite3/request.hpp> #include <components/sqlite3/statement.hpp> #include <components/sqlite3/transaction.hpp> #include <gmock/gmock.h> #include <gtest/gtest.h> #include <limits> #include <tuple> #include <vector> namespace { using namespace testing; using namespace Sqlite3; struct InsertId { static std::string_view text() noexcept { return "INSERT INTO test (id) VALUES (42)"; } static void bind(sqlite3&, sqlite3_stmt&) {} }; struct GetIds { static std::string_view text() noexcept { return "SELECT id FROM test"; } static void bind(sqlite3&, sqlite3_stmt&) {} }; struct Sqlite3TransactionTest : Test { const Db mDb = makeDb(":memory:", "CREATE TABLE test ( id INTEGER )"); void insertId() const { Statement insertId(*mDb, InsertId{}); EXPECT_EQ(execute(*mDb, insertId), 1); } std::vector<std::tuple<int>> getIds() const { Statement getIds(*mDb, GetIds{}); std::vector<std::tuple<int>> result; request(*mDb, getIds, std::back_inserter(result), std::numeric_limits<std::size_t>::max()); return result; } }; TEST_F(Sqlite3TransactionTest, shouldRollbackOnDestruction) { { const Transaction transaction(*mDb); insertId(); } EXPECT_THAT(getIds(), IsEmpty()); } TEST_F(Sqlite3TransactionTest, commitShouldCommitTransaction) { { Transaction transaction(*mDb); insertId(); transaction.commit(); } EXPECT_THAT(getIds(), ElementsAre(std::tuple(42))); } }
1,754
C++
.cpp
57
23.701754
103
0.611144
OpenMW/openmw
5,318
933
0
GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
35,239
statement.cpp
OpenMW_openmw/apps/components_tests/sqlite3/statement.cpp
#include <components/sqlite3/db.hpp> #include <components/sqlite3/statement.hpp> #include <gtest/gtest.h> namespace { using namespace testing; using namespace Sqlite3; struct Query { static std::string_view text() noexcept { return "SELECT 1"; } static void bind(sqlite3&, sqlite3_stmt&) {} }; TEST(Sqlite3StatementTest, makeStatementShouldCreateStatementWithPreparedQuery) { const auto db = makeDb(":memory:", "CREATE TABLE test ( id INTEGER )"); const Statement statement(*db, Query{}); EXPECT_FALSE(statement.mNeedReset); EXPECT_NE(statement.mHandle, nullptr); EXPECT_EQ(statement.mQuery.text(), "SELECT 1"); } }
708
C++
.cpp
21
28.333333
83
0.685212
OpenMW/openmw
5,318
933
0
GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
35,240
request.cpp
OpenMW_openmw/apps/components_tests/sqlite3/request.cpp
#include <components/sqlite3/db.hpp> #include <components/sqlite3/request.hpp> #include <components/sqlite3/statement.hpp> #include <gmock/gmock.h> #include <gtest/gtest.h> #include <limits> #include <tuple> #include <vector> namespace { using namespace testing; using namespace Sqlite3; template <class T> struct InsertInt { static std::string_view text() noexcept { return "INSERT INTO ints (value) VALUES (:value)"; } static void bind(sqlite3& db, sqlite3_stmt& statement, T value) { bindParameter(db, statement, ":value", value); } }; struct InsertReal { static std::string_view text() noexcept { return "INSERT INTO reals (value) VALUES (:value)"; } static void bind(sqlite3& db, sqlite3_stmt& statement, double value) { bindParameter(db, statement, ":value", value); } }; struct InsertText { static std::string_view text() noexcept { return "INSERT INTO texts (value) VALUES (:value)"; } static void bind(sqlite3& db, sqlite3_stmt& statement, std::string_view value) { bindParameter(db, statement, ":value", value); } }; struct InsertBlob { static std::string_view text() noexcept { return "INSERT INTO blobs (value) VALUES (:value)"; } static void bind(sqlite3& db, sqlite3_stmt& statement, const std::vector<std::byte>& value) { bindParameter(db, statement, ":value", value); } }; struct GetAll { std::string mQuery; explicit GetAll(const std::string& table) : mQuery("SELECT value FROM " + table + " ORDER BY value") { } std::string_view text() noexcept { return mQuery; } static void bind(sqlite3&, sqlite3_stmt&) {} }; template <class T> struct GetExact { std::string mQuery; explicit GetExact(const std::string& table) : mQuery("SELECT value FROM " + table + " WHERE value = :value") { } std::string_view text() noexcept { return mQuery; } static void bind(sqlite3& db, sqlite3_stmt& statement, const T& value) { bindParameter(db, statement, ":value", value); } }; struct GetInt64 { static std::string_view text() noexcept { return "SELECT value FROM ints WHERE value = :value"; } static void bind(sqlite3& db, sqlite3_stmt& statement, std::int64_t value) { bindParameter(db, statement, ":value", value); } }; struct GetNull { static std::string_view text() noexcept { return "SELECT NULL"; } static void bind(sqlite3&, sqlite3_stmt&) {} }; struct Int { int mValue = 0; Int() = default; explicit Int(int value) : mValue(value) { } Int& operator=(int value) { mValue = value; return *this; } friend bool operator==(const Int& l, const Int& r) { return l.mValue == r.mValue; } }; constexpr const char schema[] = R"( CREATE TABLE ints ( value INTEGER ); CREATE TABLE reals ( value REAL ); CREATE TABLE texts ( value TEXT ); CREATE TABLE blobs ( value BLOB ); )"; struct Sqlite3RequestTest : Test { const Db mDb = makeDb(":memory:", schema); }; TEST_F(Sqlite3RequestTest, executeShouldSupportInt) { Statement insert(*mDb, InsertInt<int>{}); EXPECT_EQ(execute(*mDb, insert, 13), 1); EXPECT_EQ(execute(*mDb, insert, 42), 1); Statement select(*mDb, GetAll("ints")); std::vector<std::tuple<int>> result; request(*mDb, select, std::back_inserter(result), std::numeric_limits<std::size_t>::max()); EXPECT_THAT(result, ElementsAre(std::tuple(13), std::tuple(42))); } TEST_F(Sqlite3RequestTest, executeShouldSupportInt64) { Statement insert(*mDb, InsertInt<std::int64_t>{}); const std::int64_t value = 1099511627776; EXPECT_EQ(execute(*mDb, insert, value), 1); Statement select(*mDb, GetAll("ints")); std::vector<std::tuple<std::int64_t>> result; request(*mDb, select, std::back_inserter(result), std::numeric_limits<std::size_t>::max()); EXPECT_THAT(result, ElementsAre(std::tuple(value))); } TEST_F(Sqlite3RequestTest, executeShouldSupportReal) { Statement insert(*mDb, InsertReal{}); EXPECT_EQ(execute(*mDb, insert, 3.14), 1); Statement select(*mDb, GetAll("reals")); std::vector<std::tuple<double>> result; request(*mDb, select, std::back_inserter(result), std::numeric_limits<std::size_t>::max()); EXPECT_THAT(result, ElementsAre(std::tuple(3.14))); } TEST_F(Sqlite3RequestTest, executeShouldSupportText) { Statement insert(*mDb, InsertText{}); const std::string text = "foo"; EXPECT_EQ(execute(*mDb, insert, text), 1); Statement select(*mDb, GetAll("texts")); std::vector<std::tuple<std::string>> result; request(*mDb, select, std::back_inserter(result), std::numeric_limits<std::size_t>::max()); EXPECT_THAT(result, ElementsAre(std::tuple(text))); } TEST_F(Sqlite3RequestTest, executeShouldSupportBlob) { Statement insert(*mDb, InsertBlob{}); const std::vector<std::byte> blob({ std::byte(42), std::byte(13) }); EXPECT_EQ(execute(*mDb, insert, blob), 1); Statement select(*mDb, GetAll("blobs")); std::vector<std::tuple<std::vector<std::byte>>> result; request(*mDb, select, std::back_inserter(result), std::numeric_limits<std::size_t>::max()); EXPECT_THAT(result, ElementsAre(std::tuple(blob))); } TEST_F(Sqlite3RequestTest, requestShouldSupportInt) { Statement insert(*mDb, InsertInt<int>{}); const int value = 42; EXPECT_EQ(execute(*mDb, insert, value), 1); Statement select(*mDb, GetExact<int>("ints")); std::vector<std::tuple<int>> result; request(*mDb, select, std::back_inserter(result), std::numeric_limits<std::size_t>::max(), value); EXPECT_THAT(result, ElementsAre(std::tuple(value))); } TEST_F(Sqlite3RequestTest, requestShouldSupportInt64) { Statement insert(*mDb, InsertInt<std::int64_t>{}); const std::int64_t value = 1099511627776; EXPECT_EQ(execute(*mDb, insert, value), 1); Statement select(*mDb, GetExact<std::int64_t>("ints")); std::vector<std::tuple<std::int64_t>> result; request(*mDb, select, std::back_inserter(result), std::numeric_limits<std::size_t>::max(), value); EXPECT_THAT(result, ElementsAre(std::tuple(value))); } TEST_F(Sqlite3RequestTest, requestShouldSupportReal) { Statement insert(*mDb, InsertReal{}); const double value = 3.14; EXPECT_EQ(execute(*mDb, insert, value), 1); Statement select(*mDb, GetExact<double>("reals")); std::vector<std::tuple<double>> result; request(*mDb, select, std::back_inserter(result), std::numeric_limits<std::size_t>::max(), value); EXPECT_THAT(result, ElementsAre(std::tuple(value))); } TEST_F(Sqlite3RequestTest, requestShouldSupportText) { Statement insert(*mDb, InsertText{}); const std::string text = "foo"; EXPECT_EQ(execute(*mDb, insert, text), 1); Statement select(*mDb, GetExact<std::string>("texts")); std::vector<std::tuple<std::string>> result; request(*mDb, select, std::back_inserter(result), std::numeric_limits<std::size_t>::max(), text); EXPECT_THAT(result, ElementsAre(std::tuple(text))); } TEST_F(Sqlite3RequestTest, requestShouldSupportBlob) { Statement insert(*mDb, InsertBlob{}); const std::vector<std::byte> blob({ std::byte(42), std::byte(13) }); EXPECT_EQ(execute(*mDb, insert, blob), 1); Statement select(*mDb, GetExact<std::vector<std::byte>>("blobs")); std::vector<std::tuple<std::vector<std::byte>>> result; request(*mDb, select, std::back_inserter(result), std::numeric_limits<std::size_t>::max(), blob); EXPECT_THAT(result, ElementsAre(std::tuple(blob))); } TEST_F(Sqlite3RequestTest, requestResultShouldSupportNull) { Statement select(*mDb, GetNull{}); std::vector<std::tuple<void*>> result; request(*mDb, select, std::back_inserter(result), std::numeric_limits<std::size_t>::max()); EXPECT_THAT(result, ElementsAre(std::tuple(nullptr))); } TEST_F(Sqlite3RequestTest, requestResultShouldSupportConstructibleFromInt) { Statement insert(*mDb, InsertInt<int>{}); const int value = 42; EXPECT_EQ(execute(*mDb, insert, value), 1); Statement select(*mDb, GetExact<int>("ints")); std::vector<std::tuple<Int>> result; request(*mDb, select, std::back_inserter(result), std::numeric_limits<std::size_t>::max(), value); EXPECT_THAT(result, ElementsAre(std::tuple(Int(value)))); } TEST_F(Sqlite3RequestTest, requestShouldLimitOutput) { Statement insert(*mDb, InsertInt<int>{}); EXPECT_EQ(execute(*mDb, insert, 13), 1); EXPECT_EQ(execute(*mDb, insert, 42), 1); Statement select(*mDb, GetAll("ints")); std::vector<std::tuple<int>> result; request(*mDb, select, std::back_inserter(result), 1); EXPECT_THAT(result, ElementsAre(std::tuple(13))); } }
9,609
C++
.cpp
234
33.358974
106
0.61892
OpenMW/openmw
5,318
933
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GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
35,241
db.cpp
OpenMW_openmw/apps/components_tests/sqlite3/db.cpp
#include <components/sqlite3/db.hpp> #include <gtest/gtest.h> namespace { using namespace testing; using namespace Sqlite3; TEST(Sqlite3DbTest, makeDbShouldCreateInMemoryDbWithSchema) { const auto db = makeDb(":memory:", "CREATE TABLE test ( id INTEGER )"); EXPECT_NE(db, nullptr); } }
325
C++
.cpp
12
22.833333
79
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OpenMW/openmw
5,318
933
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GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
35,242
binaryreader.cpp
OpenMW_openmw/apps/components_tests/serialization/binaryreader.cpp
#include "format.hpp" #include <components/serialization/binaryreader.hpp> #include <gmock/gmock.h> #include <gtest/gtest.h> #include <cstdint> #include <cstring> #include <vector> namespace { using namespace testing; using namespace Serialization; using namespace SerializationTesting; TEST(DetourNavigatorSerializationBinaryReaderTest, shouldReadArithmeticTypeValue) { std::uint32_t value = 42; std::vector<std::byte> data(sizeof(value)); std::memcpy(data.data(), &value, sizeof(value)); BinaryReader binaryReader(data.data(), data.data() + data.size()); std::uint32_t result = 0; const TestFormat<Mode::Read> format; binaryReader(format, result); EXPECT_EQ(result, 42u); } TEST(DetourNavigatorSerializationBinaryReaderTest, shouldReadArithmeticTypeRangeValue) { const std::size_t count = 3; std::vector<std::byte> data(sizeof(std::size_t) + count * sizeof(std::uint32_t)); std::memcpy(data.data(), &count, sizeof(count)); const std::uint32_t value1 = 960900021; std::memcpy(data.data() + sizeof(count), &value1, sizeof(std::uint32_t)); const std::uint32_t value2 = 1235496234; std::memcpy(data.data() + sizeof(count) + sizeof(std::uint32_t), &value2, sizeof(std::uint32_t)); const std::uint32_t value3 = 2342038092; std::memcpy(data.data() + sizeof(count) + 2 * sizeof(std::uint32_t), &value3, sizeof(std::uint32_t)); BinaryReader binaryReader(data.data(), data.data() + data.size()); std::size_t resultCount = 0; const TestFormat<Mode::Read> format; binaryReader(format, resultCount); std::vector<std::uint32_t> result(resultCount); binaryReader(format, result.data(), result.size()); EXPECT_THAT(result, ElementsAre(value1, value2, value3)); } TEST(DetourNavigatorSerializationBinaryReaderTest, forNotEnoughDataForArithmeticTypeShouldThrowException) { std::vector<std::byte> data(3); BinaryReader binaryReader(data.data(), data.data() + data.size()); std::uint32_t result = 0; const TestFormat<Mode::Read> format; EXPECT_THROW(binaryReader(format, result), std::runtime_error); } TEST(DetourNavigatorSerializationBinaryReaderTest, forNotEnoughDataForArithmeticTypeRangeShouldThrowException) { std::vector<std::byte> data(7); BinaryReader binaryReader(data.data(), data.data() + data.size()); std::vector<std::uint32_t> values(2); const TestFormat<Mode::Read> format; EXPECT_THROW(binaryReader(format, values.data(), values.size()), std::runtime_error); } TEST(DetourNavigatorSerializationBinaryReaderTest, shouldSetPointerToCurrentBufferPosition) { std::vector<std::byte> data(8); BinaryReader binaryReader(data.data(), data.data() + data.size()); const std::byte* ptr = nullptr; const TestFormat<Mode::Read> format; binaryReader(format, ptr); EXPECT_EQ(ptr, data.data()); } TEST(DetourNavigatorSerializationBinaryReaderTest, shouldNotAdvanceAfterPointer) { std::vector<std::byte> data(8); BinaryReader binaryReader(data.data(), data.data() + data.size()); const std::byte* ptr1 = nullptr; const std::byte* ptr2 = nullptr; const TestFormat<Mode::Read> format; binaryReader(format, ptr1); binaryReader(format, ptr2); EXPECT_EQ(ptr1, data.data()); EXPECT_EQ(ptr2, data.data()); } }
3,571
C++
.cpp
80
37.5625
114
0.672795
OpenMW/openmw
5,318
933
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GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
35,243
binarywriter.cpp
OpenMW_openmw/apps/components_tests/serialization/binarywriter.cpp
#include "format.hpp" #include <components/serialization/binarywriter.hpp> #include <gmock/gmock.h> #include <gtest/gtest.h> #include <array> #include <cstdint> #include <vector> namespace { using namespace testing; using namespace Serialization; using namespace SerializationTesting; TEST(DetourNavigatorSerializationBinaryWriterTest, shouldWriteArithmeticTypeValue) { std::vector<std::byte> result(4); BinaryWriter binaryWriter(result.data(), result.data() + result.size()); const TestFormat<Mode::Write> format; binaryWriter(format, std::uint32_t(42)); EXPECT_THAT(result, ElementsAre(std::byte(42), std::byte(0), std::byte(0), std::byte(0))); } TEST(DetourNavigatorSerializationBinaryWriterTest, shouldWriteArithmeticTypeRangeValue) { std::vector<std::byte> result(8); BinaryWriter binaryWriter(result.data(), result.data() + result.size()); std::vector<std::uint32_t> values({ 42, 13 }); const TestFormat<Mode::Write> format; binaryWriter(format, values.data(), values.size()); constexpr std::array<std::byte, 8> expected{ std::byte(42), std::byte(0), std::byte(0), std::byte(0), std::byte(13), std::byte(0), std::byte(0), std::byte(0), }; EXPECT_THAT(result, ElementsAreArray(expected)); } TEST(DetourNavigatorSerializationBinaryWriterTest, forNotEnoughSpaceForArithmeticTypeShouldThrowException) { std::vector<std::byte> result(3); BinaryWriter binaryWriter(result.data(), result.data() + result.size()); const TestFormat<Mode::Write> format; EXPECT_THROW(binaryWriter(format, std::uint32_t(42)), std::runtime_error); } TEST(DetourNavigatorSerializationBinaryWriterTest, forNotEnoughSpaceForArithmeticTypeRangeShouldThrowException) { std::vector<std::byte> result(7); BinaryWriter binaryWriter(result.data(), result.data() + result.size()); std::vector<std::uint32_t> values({ 42, 13 }); const TestFormat<Mode::Write> format; EXPECT_THROW(binaryWriter(format, values.data(), values.size()), std::runtime_error); } }
2,263
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.cpp
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115
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OpenMW/openmw
5,318
933
0
GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
35,244
integration.cpp
OpenMW_openmw/apps/components_tests/serialization/integration.cpp
#include "format.hpp" #include <components/serialization/binaryreader.hpp> #include <components/serialization/binarywriter.hpp> #include <components/serialization/sizeaccumulator.hpp> #include <gmock/gmock.h> #include <gtest/gtest.h> #include <vector> namespace { using namespace testing; using namespace Serialization; using namespace SerializationTesting; struct DetourNavigatorSerializationIntegrationTest : Test { Composite mComposite; DetourNavigatorSerializationIntegrationTest() { mComposite.mIntVector = { 4, 5, 6 }; mComposite.mEnumVector = { Enum::A, Enum::B, Enum::C }; mComposite.mPodVector = { Pod{ 4, 23.87 }, Pod{ 5, -31.76 }, Pod{ 6, 65.12 } }; mComposite.mPodBuffer = { Pod{ 7, 456.123 }, Pod{ 8, -628.346 } }; mComposite.mPodDataSize = mComposite.mPodBuffer.size(); std::string charData = "serialization"; mComposite.mCharBuffer = { charData.begin(), charData.end() }; mComposite.mCharDataSize = charData.size(); } }; TEST_F(DetourNavigatorSerializationIntegrationTest, sizeAccumulatorShouldSupportCustomSerializer) { SizeAccumulator sizeAccumulator; TestFormat<Mode::Write>{}(sizeAccumulator, mComposite); EXPECT_EQ(sizeAccumulator.value(), 143); } TEST_F(DetourNavigatorSerializationIntegrationTest, binaryReaderShouldDeserializeDataWrittenByBinaryWriter) { std::vector<std::byte> data(143); TestFormat<Mode::Write>{}(BinaryWriter(data.data(), data.data() + data.size()), mComposite); Composite result; TestFormat<Mode::Read>{}(BinaryReader(data.data(), data.data() + data.size()), result); EXPECT_EQ(result.mIntVector, mComposite.mIntVector); EXPECT_EQ(result.mEnumVector, mComposite.mEnumVector); EXPECT_EQ(result.mPodVector, mComposite.mPodVector); EXPECT_EQ(result.mPodDataSize, mComposite.mPodDataSize); EXPECT_EQ(result.mPodBuffer, mComposite.mPodBuffer); EXPECT_EQ(result.mCharDataSize, mComposite.mCharDataSize); EXPECT_EQ(result.mCharBuffer, mComposite.mCharBuffer); } }
2,196
C++
.cpp
48
38.583333
111
0.697196
OpenMW/openmw
5,318
933
0
GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
35,245
sizeaccumulator.cpp
OpenMW_openmw/apps/components_tests/serialization/sizeaccumulator.cpp
#include "format.hpp" #include <components/serialization/sizeaccumulator.hpp> #include <gtest/gtest.h> #include <cstddef> #include <cstdint> #include <variant> #include <vector> namespace { using namespace testing; using namespace Serialization; using namespace SerializationTesting; TEST(DetourNavigatorSerializationSizeAccumulatorTest, shouldProvideSizeForArithmeticType) { SizeAccumulator sizeAccumulator; constexpr std::monostate format; sizeAccumulator(format, std::uint32_t()); EXPECT_EQ(sizeAccumulator.value(), 4); } TEST(DetourNavigatorSerializationSizeAccumulatorTest, shouldProvideSizeForArithmeticTypeRange) { SizeAccumulator sizeAccumulator; const std::uint64_t* const data = nullptr; const std::size_t count = 3; const std::monostate format; sizeAccumulator(format, data, count); EXPECT_EQ(sizeAccumulator.value(), 24); } TEST(DetourNavigatorSerializationSizeAccumulatorTest, shouldSupportCustomSerializer) { SizeAccumulator sizeAccumulator; const TestFormat<Mode::Write> format; sizeAccumulator(format, Pod{}); EXPECT_EQ(sizeAccumulator.value(), 12); } }
1,237
C++
.cpp
36
28.722222
98
0.734506
OpenMW/openmw
5,318
933
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GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
35,246
includes.cpp
OpenMW_openmw/apps/components_tests/esm4/includes.cpp
#include <components/esm4/actor.hpp> #include <components/esm4/common.hpp> #include <components/esm4/dialogue.hpp> #include <components/esm4/effect.hpp> #include <components/esm4/inventory.hpp> #include <components/esm4/lighting.hpp> #include <components/esm4/loadachr.hpp> #include <components/esm4/loadacti.hpp> #include <components/esm4/loadalch.hpp> #include <components/esm4/loadaloc.hpp> #include <components/esm4/loadammo.hpp> #include <components/esm4/loadanio.hpp> #include <components/esm4/loadappa.hpp> #include <components/esm4/loadarma.hpp> #include <components/esm4/loadarmo.hpp> #include <components/esm4/loadaspc.hpp> #include <components/esm4/loadbook.hpp> #include <components/esm4/loadbptd.hpp> #include <components/esm4/loadcell.hpp> #include <components/esm4/loadclas.hpp> #include <components/esm4/loadclfm.hpp> #include <components/esm4/loadclot.hpp> #include <components/esm4/loadcont.hpp> #include <components/esm4/loadcrea.hpp> #include <components/esm4/loaddial.hpp> #include <components/esm4/loaddobj.hpp> #include <components/esm4/loaddoor.hpp> #include <components/esm4/loadeyes.hpp> #include <components/esm4/loadflor.hpp> #include <components/esm4/loadflst.hpp> #include <components/esm4/loadfurn.hpp> #include <components/esm4/loadglob.hpp> #include <components/esm4/loadgras.hpp> #include <components/esm4/loadgrup.hpp> #include <components/esm4/loadhair.hpp> #include <components/esm4/loadhdpt.hpp> #include <components/esm4/loadidle.hpp> #include <components/esm4/loadidlm.hpp> #include <components/esm4/loadimod.hpp> #include <components/esm4/loadinfo.hpp> #include <components/esm4/loadingr.hpp> #include <components/esm4/loadkeym.hpp> #include <components/esm4/loadland.hpp> #include <components/esm4/loadlgtm.hpp> #include <components/esm4/loadligh.hpp> #include <components/esm4/loadltex.hpp> #include <components/esm4/loadlvlc.hpp> #include <components/esm4/loadlvli.hpp> #include <components/esm4/loadlvln.hpp> #include <components/esm4/loadmato.hpp> #include <components/esm4/loadmisc.hpp> #include <components/esm4/loadmset.hpp> #include <components/esm4/loadmstt.hpp> #include <components/esm4/loadmusc.hpp> #include <components/esm4/loadnavi.hpp> #include <components/esm4/loadnavm.hpp> #include <components/esm4/loadnote.hpp> #include <components/esm4/loadnpc.hpp> #include <components/esm4/loadotft.hpp> #include <components/esm4/loadpack.hpp> #include <components/esm4/loadpgrd.hpp> #include <components/esm4/loadpgre.hpp> #include <components/esm4/loadpwat.hpp> #include <components/esm4/loadqust.hpp> #include <components/esm4/loadrace.hpp> #include <components/esm4/loadrefr.hpp> #include <components/esm4/loadregn.hpp> #include <components/esm4/loadroad.hpp> #include <components/esm4/loadsbsp.hpp> #include <components/esm4/loadscol.hpp> #include <components/esm4/loadscpt.hpp> #include <components/esm4/loadscrl.hpp> #include <components/esm4/loadsgst.hpp> #include <components/esm4/loadslgm.hpp> #include <components/esm4/loadsndr.hpp> #include <components/esm4/loadsoun.hpp> #include <components/esm4/loadstat.hpp> #include <components/esm4/loadtact.hpp> #include <components/esm4/loadterm.hpp> #include <components/esm4/loadtes4.hpp> #include <components/esm4/loadtree.hpp> #include <components/esm4/loadtxst.hpp> #include <components/esm4/loadweap.hpp> #include <components/esm4/loadwrld.hpp> #include <components/esm4/reader.hpp> #include <components/esm4/reference.hpp> #include <components/esm4/script.hpp>
3,470
C++
.cpp
87
38.885057
40
0.819982
OpenMW/openmw
5,318
933
0
GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
35,247
testrefid.cpp
OpenMW_openmw/apps/components_tests/esm/testrefid.cpp
#include <components/esm/refid.hpp> #include <components/esm3/esmreader.hpp> #include <components/esm3/esmwriter.hpp> #include <components/testing/expecterror.hpp> #include <gmock/gmock.h> #include <gtest/gtest.h> #include <functional> #include <map> #include <string> MATCHER(IsPrint, "") { return std::isprint(arg) != 0; } namespace ESM { namespace { using namespace ::testing; TEST(ESMRefIdTest, defaultConstructedIsEmpty) { const RefId refId; EXPECT_TRUE(refId.empty()); } TEST(ESMRefIdTest, stringRefIdIsNotEmpty) { const RefId refId = RefId::stringRefId("ref_id"); EXPECT_FALSE(refId.empty()); } TEST(ESMRefIdTest, formIdRefIdIsNotEmpty) { const RefId refId = RefId::formIdRefId({ .mIndex = 42, .mContentFile = 0 }); EXPECT_FALSE(refId.empty()); } TEST(ESMRefIdTest, FormIdRefIdMustHaveContentFile) { EXPECT_TRUE(RefId(FormId()).empty()); EXPECT_ERROR(RefId(FormId{ .mIndex = 1, .mContentFile = -1 }), "RefId can't be a generated FormId"); } TEST(ESMRefIdTest, defaultConstructedIsEqualToItself) { const RefId refId; EXPECT_EQ(refId, refId); } TEST(ESMRefIdTest, defaultConstructedIsEqualToDefaultConstructed) { const RefId a; const RefId b; EXPECT_EQ(a, b); } TEST(ESMRefIdTest, defaultConstructedIsNotEqualToDebugStringRefId) { const RefId a; const RefId b = RefId::stringRefId("b"); EXPECT_NE(a, b); } TEST(ESMRefIdTest, defaultConstructedIsNotEqualToFormIdRefId) { const RefId a; const RefId b = RefId::formIdRefId({ .mIndex = 42, .mContentFile = 0 }); EXPECT_NE(a, b); } TEST(ESMRefIdTest, defaultConstructedIsNotEqualToDebugStringLiteral) { const RefId a; EXPECT_NE(a, "foo"); } TEST(ESMRefIdTest, stringRefIdIsEqualToTheSameStringLiteralValue) { const RefId refId = RefId::stringRefId("ref_id"); EXPECT_EQ(refId, "ref_id"); } TEST(ESMRefIdTest, stringRefIdIsCaseInsensitiveEqualToTheSameStringLiteralValue) { const RefId refId = RefId::stringRefId("ref_id"); EXPECT_EQ(refId, "REF_ID"); } TEST(ESMRefIdTest, stringRefIdIsEqualToTheSameStringRefId) { const RefId a = RefId::stringRefId("ref_id"); const RefId b = RefId::stringRefId("ref_id"); EXPECT_EQ(a, b); } TEST(ESMRefIdTest, stringRefIdIsCaseInsensitiveEqualToTheSameStringRefId) { const RefId lower = RefId::stringRefId("ref_id"); const RefId upper = RefId::stringRefId("REF_ID"); EXPECT_EQ(lower, upper); } TEST(ESMRefIdTest, equalityIsDefinedForStringRefIdAndRefId) { const StringRefId stringRefId("ref_id"); const RefId refId = RefId::stringRefId("REF_ID"); EXPECT_EQ(stringRefId, refId); } TEST(ESMRefIdTest, equalityIsDefinedForFormIdAndRefId) { const FormId formId{ .mIndex = 42, .mContentFile = 0 }; EXPECT_EQ(formId, RefId(formId)); } TEST(ESMRefIdTest, stringRefIdIsEqualToItself) { const RefId refId = RefId::stringRefId("ref_id"); EXPECT_EQ(refId, refId); } TEST(ESMRefIdTest, stringRefIdIsCaseInsensitiveLessByContent) { const RefId a = RefId::stringRefId("a"); const RefId b = RefId::stringRefId("B"); EXPECT_LT(a, b); } TEST(ESMRefIdTest, stringRefIdDeserializationReturnsEmptyRefIdForNonExistentValues) { RefId id = RefId::deserializeText("this stringrefid should not exist"); EXPECT_TRUE(id.empty()); } TEST(ESMRefIdTest, lessThanIsDefinedForStringRefIdAndRefId) { const StringRefId stringRefId("a"); const RefId refId = RefId::stringRefId("B"); EXPECT_LT(stringRefId, refId); } TEST(ESMRefIdTest, lessThanIsDefinedForFormRefIdAndRefId) { const FormId formId{ .mIndex = 13, .mContentFile = 0 }; const RefId refId = RefId(FormId{ .mIndex = 42, .mContentFile = 0 }); EXPECT_LT(formId, refId); } TEST(ESMRefIdTest, stringRefIdHasCaseInsensitiveHash) { const RefId lower = RefId::stringRefId("a"); const RefId upper = RefId::stringRefId("A"); const std::hash<RefId> hash; EXPECT_EQ(hash(lower), hash(upper)); } TEST(ESMRefIdTest, hasCaseInsensitiveEqualityWithStringView) { const RefId a = RefId::stringRefId("a"); const std::string_view b = "A"; EXPECT_EQ(a, b); } TEST(ESMRefIdTest, hasCaseInsensitiveLessWithStringView) { const RefId a = RefId::stringRefId("a"); const std::string_view b = "B"; EXPECT_LT(a, b); } TEST(ESMRefIdTest, hasCaseInsensitiveStrongOrderWithStringView) { const RefId a = RefId::stringRefId("a"); const std::string_view b = "B"; const RefId c = RefId::stringRefId("c"); EXPECT_LT(a, b); EXPECT_LT(b, c); } TEST(ESMRefIdTest, stringRefIdHasStrongOrderWithFormId) { const RefId stringRefId = RefId::stringRefId("a"); const RefId formIdRefId = RefId::formIdRefId({ .mIndex = 42, .mContentFile = 0 }); EXPECT_TRUE(stringRefId < formIdRefId); EXPECT_FALSE(formIdRefId < stringRefId); } TEST(ESMRefIdTest, formIdRefIdHasStrongOrderWithStringView) { const RefId formIdRefId = RefId::formIdRefId({ .mIndex = 42, .mContentFile = 0 }); const std::string_view stringView = "42"; EXPECT_TRUE(stringView < formIdRefId); EXPECT_FALSE(formIdRefId < stringView); } TEST(ESMRefIdTest, canBeUsedAsMapKeyWithLookupByStringView) { const std::map<RefId, int, std::less<>> map({ { RefId::stringRefId("a"), 42 } }); EXPECT_EQ(map.count("A"), 1); } TEST(ESMRefIdTest, canBeUsedAsLookupKeyForMapWithStringKey) { const std::map<std::string, int, std::less<>> map({ { "a", 42 } }); EXPECT_EQ(map.count(RefId::stringRefId("A")), 1); } TEST(ESMRefIdTest, emptyRefId) { EXPECT_EQ(RefId(), EmptyRefId()); EXPECT_EQ(RefId(), RefId::stringRefId("\0")); EXPECT_EQ(RefId(), RefId::formIdRefId({ .mIndex = 0, .mContentFile = 0 })); EXPECT_EQ(RefId(), RefId::formIdRefId({ .mIndex = 0, .mContentFile = -1 })); } TEST(ESMRefIdTest, indexRefIdHashDiffersForDistinctValues) { const RefId a = RefId::index(static_cast<RecNameInts>(3), 1); const RefId b = RefId::index(static_cast<RecNameInts>(3), 2); std::hash<RefId> hash; EXPECT_NE(hash(a), hash(b)); } TEST(ESMRefIdTest, indexRefIdHashDiffersForDistinctRecords) { const RefId a = RefId::index(static_cast<RecNameInts>(1), 3); const RefId b = RefId::index(static_cast<RecNameInts>(2), 3); std::hash<RefId> hash; EXPECT_NE(hash(a), hash(b)); } TEST(ESMRefIdTest, esm3ExteriorCellHasLexicographicalOrder) { const RefId a = RefId::esm3ExteriorCell(0, 0); const RefId b = RefId::esm3ExteriorCell(1, 0); EXPECT_LT(a, b); EXPECT_TRUE(!(b < a)); } struct ESMRefIdToStringTest : TestWithParam<std::pair<RefId, std::string>> { }; TEST_P(ESMRefIdToStringTest, toString) { const RefId& refId = GetParam().first; const std::string& string = GetParam().second; EXPECT_EQ(refId.toString(), string); } const std::vector<std::pair<RefId, std::string>> toStringParams = { { RefId(), std::string() }, { RefId::stringRefId("foo"), "foo" }, { RefId::stringRefId(std::string({ 'a', 0, -1, '\n', '\t' })), { 'a', 0, -1, '\n', '\t' } }, { RefId::formIdRefId({ .mIndex = 42, .mContentFile = 0 }), "0x2a" }, { RefId::formIdRefId({ .mIndex = 0xffffff, .mContentFile = std::numeric_limits<std::int32_t>::max() }), "0x7fffffffffffff" }, { RefId::generated(42), "0x2a" }, { RefId::generated(std::numeric_limits<std::uint64_t>::max()), "0xffffffffffffffff" }, { RefId::index(REC_ARMO, 42), "ARMO:0x2a" }, { RefId::esm3ExteriorCell(-13, 42), "#-13 42" }, { RefId::esm3ExteriorCell(std::numeric_limits<int>::min(), std::numeric_limits<int>::min()), "#-2147483648 -2147483648" }, { RefId::esm3ExteriorCell(std::numeric_limits<int>::max(), std::numeric_limits<int>::max()), "#2147483647 2147483647" }, }; INSTANTIATE_TEST_SUITE_P(ESMRefIdToString, ESMRefIdToStringTest, ValuesIn(toStringParams)); struct ESMRefIdToDebugStringTest : TestWithParam<std::pair<RefId, std::string>> { }; TEST_P(ESMRefIdToDebugStringTest, toDebugString) { const RefId& refId = GetParam().first; const std::string& debugString = GetParam().second; EXPECT_EQ(refId.toDebugString(), debugString); } TEST_P(ESMRefIdToDebugStringTest, toStream) { const RefId& refId = GetParam().first; const std::string& debugString = GetParam().second; std::ostringstream stream; stream << refId; EXPECT_EQ(stream.str(), debugString); } const std::vector<std::pair<RefId, std::string>> toDebugStringParams = { { RefId(), "Empty{}" }, { RefId::stringRefId("foo"), "\"foo\"" }, { RefId::stringRefId("BAR"), "\"BAR\"" }, { RefId::stringRefId(std::string({ 'a', 0, -1, '\n', '\t' })), "\"a\\x0\\xff\\xa\\x9\"" }, { RefId::stringRefId("Логово дракона"), "\"Логово дракона\"" }, { RefId::stringRefId("\xd0\x9b"), "\"Л\"" }, { RefId::stringRefId("\xff\x9b"), "\"\\xff\\x9b\"" }, { RefId::stringRefId("\xd0\xd0"), "\"\\xd0\\xd0\"" }, { RefId::formIdRefId({ .mIndex = 42, .mContentFile = 0 }), "FormId:0x2a" }, { RefId::formIdRefId({ .mIndex = 0xffffff, .mContentFile = std::numeric_limits<std::int32_t>::max() }), "FormId:0x7fffffffffffff" }, { RefId::generated(42), "Generated:0x2a" }, { RefId::generated(std::numeric_limits<std::uint64_t>::max()), "Generated:0xffffffffffffffff" }, { RefId::index(REC_ARMO, 42), "Index:ARMO:0x2a" }, { RefId::index(REC_ARMO, std::numeric_limits<std::uint32_t>::max()), "Index:ARMO:0xffffffff" }, { RefId::esm3ExteriorCell(-13, 42), "Esm3ExteriorCell:-13:42" }, { RefId::esm3ExteriorCell(std::numeric_limits<int>::min(), std::numeric_limits<int>::min()), "Esm3ExteriorCell:-2147483648:-2147483648" }, { RefId::esm3ExteriorCell(std::numeric_limits<int>::max(), std::numeric_limits<int>::max()), "Esm3ExteriorCell:2147483647:2147483647" }, }; INSTANTIATE_TEST_SUITE_P(ESMRefIdToDebugString, ESMRefIdToDebugStringTest, ValuesIn(toDebugStringParams)); struct ESMRefIdTextTest : TestWithParam<std::pair<RefId, std::string>> { }; TEST_P(ESMRefIdTextTest, serializeTextShouldReturnString) { EXPECT_EQ(GetParam().first.serializeText(), GetParam().second); } TEST_P(ESMRefIdTextTest, deserializeTextShouldReturnRefId) { EXPECT_EQ(RefId::deserializeText(GetParam().second), GetParam().first); } const std::vector<std::pair<RefId, std::string>> serializedRefIds = { { RefId(), "" }, { RefId::stringRefId("foo"), "foo" }, { RefId::stringRefId("BAR"), "bar" }, { RefId::stringRefId(std::string({ 'a', 0, -1, '\n', '\t' })), { 'a', 0, -1, '\n', '\t' } }, { RefId::formIdRefId({ .mIndex = 1, .mContentFile = 0 }), "FormId:0x1" }, { RefId::formIdRefId({ .mIndex = 0x1f, .mContentFile = 0 }), "FormId:0x1f" }, { RefId::formIdRefId({ .mIndex = 0x1f, .mContentFile = 2 }), "FormId:0x200001f" }, { RefId::formIdRefId({ .mIndex = 0xffffff, .mContentFile = 0x1abc }), "FormId:0x1abcffffff" }, { RefId::formIdRefId({ .mIndex = 0xffffff, .mContentFile = std::numeric_limits<std::int32_t>::max() }), "FormId:0x7fffffffffffff" }, { RefId::generated(0), "Generated:0x0" }, { RefId::generated(1), "Generated:0x1" }, { RefId::generated(0x1f), "Generated:0x1f" }, { RefId::generated(std::numeric_limits<std::uint64_t>::max()), "Generated:0xffffffffffffffff" }, { RefId::index(REC_INGR, 0), "Index:INGR:0x0" }, { RefId::index(REC_INGR, 1), "Index:INGR:0x1" }, { RefId::index(REC_INGR, 0x1f), "Index:INGR:0x1f" }, { RefId::index(REC_INGR, std::numeric_limits<std::uint32_t>::max()), "Index:INGR:0xffffffff" }, { RefId::esm3ExteriorCell(-13, 42), "Esm3ExteriorCell:-13:42" }, { RefId::esm3ExteriorCell( std::numeric_limits<std::int32_t>::min(), std::numeric_limits<std::int32_t>::min()), "Esm3ExteriorCell:-2147483648:-2147483648" }, { RefId::esm3ExteriorCell( std::numeric_limits<std::int32_t>::max(), std::numeric_limits<std::int32_t>::max()), "Esm3ExteriorCell:2147483647:2147483647" }, }; INSTANTIATE_TEST_SUITE_P(ESMRefIdText, ESMRefIdTextTest, ValuesIn(serializedRefIds)); template <class> [[maybe_unused]] constexpr bool alwaysFalse = false; template <class T> struct GenerateRefId { static_assert(alwaysFalse<T>, "There should be specialization for each RefId type. If this assert fails, probably there are no tests " "for a new RefId type."); }; template <> struct GenerateRefId<EmptyRefId> { static RefId call() { return RefId(); } }; template <> struct GenerateRefId<StringRefId> { static RefId call() { return RefId::stringRefId("StringRefId"); } }; template <> struct GenerateRefId<FormId> { static RefId call() { return FormId{ .mIndex = 42, .mContentFile = 0 }; } }; template <> struct GenerateRefId<GeneratedRefId> { static RefId call() { return RefId::generated(13); } }; template <> struct GenerateRefId<IndexRefId> { static RefId call() { return RefId::index(REC_BOOK, 7); } }; template <> struct GenerateRefId<ESM3ExteriorCellRefId> { static RefId call() { return RefId::esm3ExteriorCell(-12, 7); } }; template <class T> struct ESMRefIdTypesTest : Test { }; TYPED_TEST_SUITE_P(ESMRefIdTypesTest); TYPED_TEST_P(ESMRefIdTypesTest, serializeThenDeserializeShouldProduceSameValue) { const RefId refId = GenerateRefId<TypeParam>::call(); EXPECT_EQ(RefId::deserialize(refId.serialize()), refId); } TYPED_TEST_P(ESMRefIdTypesTest, serializeTextThenDeserializeTextShouldProduceSameValue) { const RefId refId = GenerateRefId<TypeParam>::call(); const std::string text = refId.serializeText(); EXPECT_EQ(RefId::deserializeText(text), refId); } TYPED_TEST_P(ESMRefIdTypesTest, serializeTextShouldReturnOnlyPrintableCharacters) { const RefId refId = GenerateRefId<TypeParam>::call(); EXPECT_THAT(refId.serializeText(), Each(IsPrint())); } TYPED_TEST_P(ESMRefIdTypesTest, toStringShouldReturnOnlyPrintableCharacters) { const RefId refId = GenerateRefId<TypeParam>::call(); EXPECT_THAT(refId.toString(), Each(IsPrint())); } TYPED_TEST_P(ESMRefIdTypesTest, toDebugStringShouldReturnOnlyPrintableCharacters) { const RefId refId = GenerateRefId<TypeParam>::call(); EXPECT_THAT(refId.toDebugString(), Each(IsPrint())); } TYPED_TEST_P(ESMRefIdTypesTest, shouldBeEqualToItself) { const RefId a = GenerateRefId<TypeParam>::call(); const RefId b = GenerateRefId<TypeParam>::call(); EXPECT_EQ(a, b); } TYPED_TEST_P(ESMRefIdTypesTest, shouldNotBeNotEqualToItself) { const RefId a = GenerateRefId<TypeParam>::call(); const RefId b = GenerateRefId<TypeParam>::call(); EXPECT_FALSE(a != b) << a; } TYPED_TEST_P(ESMRefIdTypesTest, shouldBeNotLessThanItself) { const RefId a = GenerateRefId<TypeParam>::call(); const RefId b = GenerateRefId<TypeParam>::call(); EXPECT_FALSE(a < b) << a; } TYPED_TEST_P(ESMRefIdTypesTest, saveAndLoadShouldNotChange) { constexpr NAME fakeRecordId(fourCC("FAKE")); constexpr NAME subRecordId(fourCC("NAME")); const RefId expected = GenerateRefId<TypeParam>::call(); auto stream = std::make_unique<std::stringstream>(); { ESMWriter writer; writer.setFormatVersion(CurrentSaveGameFormatVersion); writer.save(*stream); writer.startRecord(fakeRecordId); writer.writeHNCRefId(subRecordId, expected); writer.endRecord(fakeRecordId); } ESMReader reader; reader.open(std::move(stream), "stream"); ASSERT_TRUE(reader.hasMoreRecs()); ASSERT_EQ(reader.getRecName().toInt(), fakeRecordId); reader.getRecHeader(); const RefId actual = reader.getHNRefId(subRecordId); EXPECT_EQ(actual, expected); } REGISTER_TYPED_TEST_SUITE_P(ESMRefIdTypesTest, serializeThenDeserializeShouldProduceSameValue, serializeTextThenDeserializeTextShouldProduceSameValue, shouldBeEqualToItself, shouldNotBeNotEqualToItself, shouldBeNotLessThanItself, serializeTextShouldReturnOnlyPrintableCharacters, toStringShouldReturnOnlyPrintableCharacters, toDebugStringShouldReturnOnlyPrintableCharacters, saveAndLoadShouldNotChange); template <class> struct RefIdTypes; template <class... Args> struct RefIdTypes<std::variant<Args...>> { using Type = Types<Args...>; }; using RefIdTypeParams = typename RefIdTypes<RefId::Value>::Type; INSTANTIATE_TYPED_TEST_SUITE_P(RefIdTypes, ESMRefIdTypesTest, RefIdTypeParams); } }
19,640
C++
.cpp
437
33.853547
120
0.585698
OpenMW/openmw
5,318
933
0
GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
35,248
test_fixed_string.cpp
OpenMW_openmw/apps/components_tests/esm/test_fixed_string.cpp
#include "components/esm/defs.hpp" #include "components/esm/esmcommon.hpp" #include <gtest/gtest.h> namespace { TEST(EsmFixedString, operator__eq_ne) { { SCOPED_TRACE("asdc == asdc"); constexpr ESM::NAME name("asdc"); char s[4] = { 'a', 's', 'd', 'c' }; std::string ss(s, 4); EXPECT_TRUE(name == s); EXPECT_TRUE(name == ss.c_str()); EXPECT_TRUE(name == ss); } { SCOPED_TRACE("asdc == asdcx"); constexpr ESM::NAME name("asdc"); char s[5] = { 'a', 's', 'd', 'c', 'x' }; std::string ss(s, 5); EXPECT_TRUE(name != s); EXPECT_TRUE(name != ss.c_str()); EXPECT_TRUE(name != ss); } { SCOPED_TRACE("asdc == asdc[NULL]"); const ESM::NAME name("asdc"); char s[5] = { 'a', 's', 'd', 'c', '\0' }; std::string ss(s, 5); EXPECT_TRUE(name == s); EXPECT_TRUE(name == ss.c_str()); EXPECT_TRUE(name == ss); } } TEST(EsmFixedString, operator__eq_ne_const) { { SCOPED_TRACE("asdc == asdc (const)"); constexpr ESM::NAME name("asdc"); const char s[4] = { 'a', 's', 'd', 'c' }; std::string ss(s, 4); EXPECT_TRUE(name == s); EXPECT_TRUE(name == ss.c_str()); EXPECT_TRUE(name == ss); } { SCOPED_TRACE("asdc == asdcx (const)"); constexpr ESM::NAME name("asdc"); const char s[5] = { 'a', 's', 'd', 'c', 'x' }; std::string ss(s, 5); EXPECT_TRUE(name != s); EXPECT_TRUE(name != ss.c_str()); EXPECT_TRUE(name != ss); } { SCOPED_TRACE("asdc == asdc[NULL] (const)"); constexpr ESM::NAME name("asdc"); const char s[5] = { 'a', 's', 'd', 'c', '\0' }; std::string ss(s, 5); EXPECT_TRUE(name == s); EXPECT_TRUE(name == ss.c_str()); EXPECT_TRUE(name == ss); } } TEST(EsmFixedString, empty_strings) { { SCOPED_TRACE("4 bytes"); ESM::NAME empty = ESM::NAME(); EXPECT_TRUE(empty == ""); EXPECT_TRUE(empty == static_cast<uint32_t>(0)); EXPECT_TRUE(empty != "some string"); EXPECT_TRUE(empty != static_cast<uint32_t>(42)); } { SCOPED_TRACE("32 bytes"); ESM::NAME32 empty = ESM::NAME32(); EXPECT_TRUE(empty == ""); EXPECT_TRUE(empty != "some string"); } } TEST(EsmFixedString, assign_should_zero_untouched_bytes_for_4) { ESM::NAME value; value = static_cast<uint32_t>(0xFFFFFFFFu); value.assign(std::string(1, 'a')); EXPECT_EQ(value, static_cast<uint32_t>('a')) << value.toInt(); } TEST(EsmFixedString, assign_should_only_truncate_for_4) { ESM::NAME value; value.assign(std::string(5, 'a')); EXPECT_EQ(value, std::string(4, 'a')); } TEST(EsmFixedString, assign_should_truncate_and_set_last_element_to_zero) { ESM::FixedString<17> value; value.assign(std::string(20, 'a')); EXPECT_EQ(value, std::string(16, 'a')); } TEST(EsmFixedString, assign_should_truncate_and_set_last_element_to_zero_for_32) { ESM::NAME32 value; value.assign(std::string(33, 'a')); EXPECT_EQ(value, std::string(31, 'a')); } TEST(EsmFixedString, assign_should_truncate_and_set_last_element_to_zero_for_64) { ESM::NAME64 value; value.assign(std::string(65, 'a')); EXPECT_EQ(value, std::string(63, 'a')); } TEST(EsmFixedString, assignment_operator_is_supported_for_uint32) { ESM::NAME value; value = static_cast<uint32_t>(0xFEDCBA98u); EXPECT_EQ(value, static_cast<uint32_t>(0xFEDCBA98u)) << value.toInt(); } TEST(EsmFixedString, construction_from_uint32_is_supported) { constexpr ESM::NAME value(0xFEDCBA98u); EXPECT_EQ(value, static_cast<std::uint32_t>(0xFEDCBA98u)) << value.toInt(); } TEST(EsmFixedString, construction_from_RecNameInts_is_supported) { constexpr ESM::NAME value(ESM::RecNameInts::REC_ACTI); EXPECT_EQ(value, static_cast<std::uint32_t>(ESM::RecNameInts::REC_ACTI)) << value.toInt(); } TEST(EsmFixedString, equality_operator_for_not_convertible_to_uint32_with_string_literal) { const ESM::FixedString<5> value("abcd"); EXPECT_EQ(value, "abcd"); } TEST(EsmFixedString, equality_operator_for_not_convertible_to_uint32_with_fixed_size_char_array) { const ESM::FixedString<5> value("abcd"); const char other[5] = { 'a', 'b', 'c', 'd', '\0' }; EXPECT_EQ(value, other); } TEST(EsmFixedString, equality_operator_for_not_convertible_to_uint32_with_const_char_pointer) { const ESM::FixedString<5> value("abcd"); const char other[5] = { 'a', 'b', 'c', 'd', '\0' }; EXPECT_EQ(value, static_cast<const char*>(other)); } TEST(EsmFixedString, equality_operator_for_not_convertible_to_uint32_with_string) { const ESM::FixedString<5> value("abcd"); EXPECT_EQ(value, std::string("abcd")); } TEST(EsmFixedString, equality_operator_for_not_convertible_to_uint32_with_string_view) { const ESM::FixedString<5> value("abcd"); const std::string other("abcd"); EXPECT_EQ(value, std::string_view(other)); } TEST(EsmFixedString, equality_operator_should_not_get_out_of_bounds) { ESM::FixedString<5> value; const char other[5] = { 'a', 'b', 'c', 'd', 'e' }; std::memcpy(value.mData, other, sizeof(other)); EXPECT_EQ(value, static_cast<const char*>(other)); } }
5,975
C++
.cpp
165
27.339394
100
0.541213
OpenMW/openmw
5,318
933
0
GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
35,249
variant.cpp
OpenMW_openmw/apps/components_tests/esm/variant.cpp
#include <components/esm/fourcc.hpp> #include <components/esm3/esmreader.hpp> #include <components/esm3/esmwriter.hpp> #include <components/esm3/variant.hpp> #include <gmock/gmock.h> #include <gtest/gtest.h> #include <array> #include <functional> namespace { using namespace testing; using namespace ESM; constexpr std::uint32_t fakeRecordId = fourCC("FAKE"); Variant makeVariant(VarType type) { Variant v; v.setType(type); return v; } Variant makeVariant(VarType type, int value) { Variant v; v.setType(type); v.setInteger(value); return v; } TEST(ESMVariantTest, move_constructed_should_have_data) { Variant a(int{ 42 }); const Variant b(std::move(a)); ASSERT_EQ(b.getInteger(), 42); } TEST(ESMVariantTest, copy_constructed_is_equal_to_source) { const Variant a(int{ 42 }); const Variant b(a); ASSERT_EQ(a, b); } TEST(ESMVariantTest, copy_constructed_does_not_share_data_with_source) { const Variant a(int{ 42 }); Variant b(a); b.setInteger(13); ASSERT_EQ(a.getInteger(), 42); ASSERT_EQ(b.getInteger(), 13); } TEST(ESMVariantTest, move_assigned_should_have_data) { Variant b; { Variant a(int{ 42 }); b = std::move(a); } ASSERT_EQ(b.getInteger(), 42); } TEST(ESMVariantTest, copy_assigned_is_equal_to_source) { const Variant a(int{ 42 }); Variant b; b = a; ASSERT_EQ(a, b); } TEST(ESMVariantTest, not_equal_is_negation_of_equal) { const Variant a(int{ 42 }); Variant b; b = a; ASSERT_TRUE(!(a != b)); } TEST(ESMVariantTest, different_types_are_not_equal) { ASSERT_NE(Variant(int{ 42 }), Variant(float{ 2.7f })); } struct ESMVariantWriteToOStreamTest : TestWithParam<std::tuple<Variant, std::string>> { }; TEST_P(ESMVariantWriteToOStreamTest, should_write) { const auto [variant, result] = GetParam(); std::ostringstream s; s << variant; ASSERT_EQ(s.str(), result); } INSTANTIATE_TEST_SUITE_P(VariantAsString, ESMVariantWriteToOStreamTest, Values(std::make_tuple(Variant(), "variant none"), std::make_tuple(Variant(int{ 42 }), "variant long: 42"), std::make_tuple(Variant(float{ 2.7f }), "variant float: 2.7"), std::make_tuple(Variant(std::string("foo")), "variant string: \"foo\""), std::make_tuple(makeVariant(VT_Unknown), "variant unknown"), std::make_tuple(makeVariant(VT_Short, 42), "variant short: 42"), std::make_tuple(makeVariant(VT_Int, 42), "variant int: 42"))); struct ESMVariantGetTypeTest : Test { }; TEST(ESMVariantGetTypeTest, default_constructed_should_return_none) { ASSERT_EQ(Variant().getType(), VT_None); } TEST(ESMVariantGetTypeTest, for_constructed_from_int_should_return_long) { ASSERT_EQ(Variant(int{}).getType(), VT_Long); } TEST(ESMVariantGetTypeTest, for_constructed_from_float_should_return_float) { ASSERT_EQ(Variant(float{}).getType(), VT_Float); } TEST(ESMVariantGetTypeTest, for_constructed_from_lvalue_string_should_return_string) { const std::string string; ASSERT_EQ(Variant(string).getType(), VT_String); } TEST(ESMVariantGetTypeTest, for_constructed_from_rvalue_string_should_return_string) { ASSERT_EQ(Variant(std::string{}).getType(), VT_String); } struct ESMVariantGetIntegerTest : Test { }; TEST(ESMVariantGetIntegerTest, for_default_constructed_should_throw_exception) { ASSERT_THROW(Variant().getInteger(), std::runtime_error); } TEST(ESMVariantGetIntegerTest, for_constructed_from_int_should_return_same_value) { const Variant variant(int{ 42 }); ASSERT_EQ(variant.getInteger(), 42); } TEST(ESMVariantGetIntegerTest, for_constructed_from_float_should_return_casted_to_int) { const Variant variant(float{ 2.7 }); ASSERT_EQ(variant.getInteger(), 2); } TEST(ESMVariantGetIntegerTest, for_constructed_from_string_should_throw_exception) { const Variant variant(std::string("foo")); ASSERT_THROW(variant.getInteger(), std::runtime_error); } TEST(ESMVariantGetFloatTest, for_default_constructed_should_throw_exception) { ASSERT_THROW(Variant().getFloat(), std::runtime_error); } TEST(ESMVariantGetFloatTest, for_constructed_from_int_should_return_casted_to_float) { const Variant variant(int{ 42 }); ASSERT_EQ(variant.getFloat(), 42); } TEST(ESMVariantGetFloatTest, for_constructed_from_float_should_return_same_value) { const Variant variant(float{ 2.7f }); ASSERT_EQ(variant.getFloat(), 2.7f); } TEST(ESMVariantGetFloatTest, for_constructed_from_string_should_throw_exception) { const Variant variant(std::string("foo")); ASSERT_THROW(variant.getFloat(), std::runtime_error); } TEST(ESMVariantGetStringTest, for_default_constructed_should_throw_exception) { ASSERT_THROW(Variant().getString(), std::bad_variant_access); } TEST(ESMVariantGetStringTest, for_constructed_from_int_should_throw_exception) { const Variant variant(int{ 42 }); ASSERT_THROW(variant.getString(), std::bad_variant_access); } TEST(ESMVariantGetStringTest, for_constructed_from_float_should_throw_exception) { const Variant variant(float{ 2.7 }); ASSERT_THROW(variant.getString(), std::bad_variant_access); } TEST(ESMVariantGetStringTest, for_constructed_from_string_should_return_same_value) { const Variant variant(std::string("foo")); ASSERT_EQ(variant.getString(), "foo"); } TEST(ESMVariantSetTypeTest, for_unknown_should_reset_data) { Variant variant(int{ 42 }); variant.setType(VT_Unknown); ASSERT_THROW(variant.getInteger(), std::runtime_error); } TEST(ESMVariantSetTypeTest, for_none_should_reset_data) { Variant variant(int{ 42 }); variant.setType(VT_None); ASSERT_THROW(variant.getInteger(), std::runtime_error); } TEST(ESMVariantSetTypeTest, for_same_type_should_not_change_value) { Variant variant(int{ 42 }); variant.setType(VT_Long); ASSERT_EQ(variant.getInteger(), 42); } TEST(ESMVariantSetTypeTest, for_float_replaced_by_int_should_cast_float_to_int) { Variant variant(float{ 2.7f }); variant.setType(VT_Int); ASSERT_EQ(variant.getInteger(), 2); } TEST(ESMVariantSetTypeTest, for_string_replaced_by_int_should_set_default_initialized_data) { Variant variant(std::string("foo")); variant.setType(VT_Int); ASSERT_EQ(variant.getInteger(), 0); } TEST(ESMVariantSetTypeTest, for_default_constructed_replaced_by_float_should_set_default_initialized_value) { Variant variant; variant.setType(VT_Float); ASSERT_EQ(variant.getInteger(), 0.0f); } TEST(ESMVariantSetTypeTest, for_float_replaced_by_short_should_cast_data_to_int) { Variant variant(float{ 2.7f }); variant.setType(VT_Short); ASSERT_EQ(variant.getInteger(), 2); } TEST(ESMVariantSetTypeTest, for_float_replaced_by_long_should_cast_data_to_int) { Variant variant(float{ 2.7f }); variant.setType(VT_Long); ASSERT_EQ(variant.getInteger(), 2); } TEST(ESMVariantSetTypeTest, for_int_replaced_by_float_should_cast_data_to_float) { Variant variant(int{ 42 }); variant.setType(VT_Float); ASSERT_EQ(variant.getFloat(), 42.0f); } TEST(ESMVariantSetTypeTest, for_int_replaced_by_string_should_set_default_initialized_data) { Variant variant(int{ 42 }); variant.setType(VT_String); ASSERT_EQ(variant.getString(), ""); } TEST(ESMVariantSetIntegerTest, for_default_constructed_should_throw_exception) { Variant variant; ASSERT_THROW(variant.setInteger(42), std::runtime_error); } TEST(ESMVariantSetIntegerTest, for_unknown_should_throw_exception) { Variant variant; variant.setType(VT_Unknown); ASSERT_THROW(variant.setInteger(42), std::runtime_error); } TEST(ESMVariantSetIntegerTest, for_default_int_should_change_value) { Variant variant(int{ 13 }); variant.setInteger(42); ASSERT_EQ(variant.getInteger(), 42); } TEST(ESMVariantSetIntegerTest, for_int_should_change_value) { Variant variant; variant.setType(VT_Int); variant.setInteger(42); ASSERT_EQ(variant.getInteger(), 42); } TEST(ESMVariantSetIntegerTest, for_short_should_change_value) { Variant variant; variant.setType(VT_Short); variant.setInteger(42); ASSERT_EQ(variant.getInteger(), 42); } TEST(ESMVariantSetIntegerTest, for_float_should_change_value) { Variant variant(float{ 2.7f }); variant.setInteger(42); ASSERT_EQ(variant.getFloat(), 42.0f); } TEST(ESMVariantSetIntegerTest, for_string_should_throw_exception) { Variant variant(std::string{}); ASSERT_THROW(variant.setInteger(42), std::runtime_error); } TEST(ESMVariantSetFloatTest, for_default_constructed_should_throw_exception) { Variant variant; ASSERT_THROW(variant.setFloat(2.7f), std::runtime_error); } TEST(ESMVariantSetFloatTest, for_unknown_should_throw_exception) { Variant variant; variant.setType(VT_Unknown); ASSERT_THROW(variant.setFloat(2.7f), std::runtime_error); } TEST(ESMVariantSetFloatTest, for_default_int_should_change_value) { Variant variant(int{ 13 }); variant.setFloat(2.7f); ASSERT_EQ(variant.getInteger(), 2); } TEST(ESMVariantSetFloatTest, for_int_should_change_value) { Variant variant; variant.setType(VT_Int); variant.setFloat(2.7f); ASSERT_EQ(variant.getInteger(), 2); } TEST(ESMVariantSetFloatTest, for_short_should_change_value) { Variant variant; variant.setType(VT_Short); variant.setFloat(2.7f); ASSERT_EQ(variant.getInteger(), 2); } TEST(ESMVariantSetFloatTest, for_float_should_change_value) { Variant variant(float{ 2.7f }); variant.setFloat(3.14f); ASSERT_EQ(variant.getFloat(), 3.14f); } TEST(ESMVariantSetFloatTest, for_string_should_throw_exception) { Variant variant(std::string{}); ASSERT_THROW(variant.setFloat(2.7f), std::runtime_error); } TEST(ESMVariantSetStringTest, for_default_constructed_should_throw_exception) { Variant variant; ASSERT_THROW(variant.setString("foo"), std::bad_variant_access); } TEST(ESMVariantSetStringTest, for_unknown_should_throw_exception) { Variant variant; variant.setType(VT_Unknown); ASSERT_THROW(variant.setString("foo"), std::bad_variant_access); } TEST(ESMVariantSetStringTest, for_default_int_should_throw_exception) { Variant variant(int{ 13 }); ASSERT_THROW(variant.setString("foo"), std::bad_variant_access); } TEST(ESMVariantSetStringTest, for_int_should_throw_exception) { Variant variant; variant.setType(VT_Int); ASSERT_THROW(variant.setString("foo"), std::bad_variant_access); } TEST(ESMVariantSetStringTest, for_short_should_throw_exception) { Variant variant; variant.setType(VT_Short); ASSERT_THROW(variant.setString("foo"), std::bad_variant_access); } TEST(ESMVariantSetStringTest, for_float_should_throw_exception) { Variant variant(float{ 2.7f }); ASSERT_THROW(variant.setString("foo"), std::bad_variant_access); } TEST(ESMVariantSetStringTest, for_string_should_change_value) { Variant variant(std::string("foo")); variant.setString("bar"); ASSERT_EQ(variant.getString(), "bar"); } struct WriteToESMTestCase { Variant mVariant; Variant::Format mFormat; std::size_t mDataSize{}; }; std::string write(const Variant& variant, const Variant::Format format) { std::ostringstream out; ESMWriter writer; writer.save(out); writer.startRecord(fakeRecordId); variant.write(writer, format); writer.endRecord(fakeRecordId); writer.close(); return out.str(); } void read(const Variant::Format format, const std::string& data, Variant& result) { ESMReader reader; reader.open(std::make_unique<std::istringstream>(data), "stream"); ASSERT_TRUE(reader.hasMoreRecs()); ASSERT_EQ(reader.getRecName().toInt(), fakeRecordId); reader.getRecHeader(); result.read(reader, format); } void writeAndRead(const Variant& variant, const Variant::Format format, std::size_t dataSize, Variant& result) { const std::string data = write(variant, format); EXPECT_EQ(data.size(), dataSize); read(format, data, result); } struct ESMVariantToESMTest : TestWithParam<WriteToESMTestCase> { }; TEST_P(ESMVariantToESMTest, deserialized_is_equal_to_serialized) { const auto param = GetParam(); ESM::Variant result; writeAndRead(param.mVariant, param.mFormat, param.mDataSize, result); ASSERT_EQ(param.mVariant, result); } const std::array deserializedParams = { WriteToESMTestCase{ Variant(), Variant::Format_Gmst, 340 }, WriteToESMTestCase{ Variant(int{ 42 }), Variant::Format_Global, 361 }, WriteToESMTestCase{ Variant(float{ 2.7f }), Variant::Format_Global, 361 }, WriteToESMTestCase{ Variant(float{ 2.7f }), Variant::Format_Info, 352 }, WriteToESMTestCase{ Variant(float{ 2.7f }), Variant::Format_Local, 352 }, WriteToESMTestCase{ makeVariant(VT_Short, 42), Variant::Format_Global, 361 }, WriteToESMTestCase{ makeVariant(VT_Short, 42), Variant::Format_Local, 350 }, WriteToESMTestCase{ makeVariant(VT_Int, 42), Variant::Format_Info, 352 }, WriteToESMTestCase{ makeVariant(VT_Int, 42), Variant::Format_Local, 352 }, WriteToESMTestCase{ Variant(float{ 2.7f }), Variant::Format_Gmst, 352 }, WriteToESMTestCase{ Variant(std::string("foo")), Variant::Format_Gmst, 351 }, WriteToESMTestCase{ makeVariant(VT_Int, 42), Variant::Format_Gmst, 352 }, }; INSTANTIATE_TEST_SUITE_P(VariantAndData, ESMVariantToESMTest, ValuesIn(deserializedParams)); struct ESMVariantWriteToESMFailTest : TestWithParam<WriteToESMTestCase> { }; TEST_P(ESMVariantWriteToESMFailTest, write_is_not_supported) { const auto param = GetParam(); std::ostringstream out; ESMWriter writer; writer.save(out); ASSERT_THROW(param.mVariant.write(writer, param.mFormat), std::runtime_error); } INSTANTIATE_TEST_SUITE_P(VariantAndFormat, ESMVariantWriteToESMFailTest, Values(WriteToESMTestCase{ Variant(), Variant::Format_Global }, WriteToESMTestCase{ Variant(), Variant::Format_Info }, WriteToESMTestCase{ Variant(), Variant::Format_Local }, WriteToESMTestCase{ Variant(int{ 42 }), Variant::Format_Gmst }, WriteToESMTestCase{ Variant(int{ 42 }), Variant::Format_Info }, WriteToESMTestCase{ Variant(int{ 42 }), Variant::Format_Local }, WriteToESMTestCase{ Variant(std::string("foo")), Variant::Format_Global }, WriteToESMTestCase{ Variant(std::string("foo")), Variant::Format_Info }, WriteToESMTestCase{ Variant(std::string("foo")), Variant::Format_Local }, WriteToESMTestCase{ makeVariant(VT_Unknown), Variant::Format_Global }, WriteToESMTestCase{ makeVariant(VT_Int, 42), Variant::Format_Global }, WriteToESMTestCase{ makeVariant(VT_Short, 42), Variant::Format_Gmst }, WriteToESMTestCase{ makeVariant(VT_Short, 42), Variant::Format_Info })); }
16,476
C++
.cpp
440
30.252273
115
0.656871
OpenMW/openmw
5,318
933
0
GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
35,250
technique.cpp
OpenMW_openmw/apps/components_tests/fx/technique.cpp
#include <gmock/gmock.h> #include <gtest/gtest.h> #include <components/files/configurationmanager.hpp> #include <components/fx/technique.hpp> #include <components/resource/imagemanager.hpp> #include <components/settings/settings.hpp> #include <components/testing/util.hpp> namespace { constexpr VFS::Path::NormalizedView techniquePropertiesPath("shaders/technique_properties.omwfx"); TestingOpenMW::VFSTestFile techniqueProperties(R"( fragment main {} vertex main {} technique { passes = main; version = "0.1a"; description = "description"; author = "author"; glsl_version = 330; glsl_profile = "compatability"; glsl_extensions = GL_EXT_gpu_shader4, GL_ARB_uniform_buffer_object; flags = disable_sunglare; hdr = true; } )"); constexpr VFS::Path::NormalizedView rendertargetPropertiesPath("shaders/rendertarget_properties.omwfx"); TestingOpenMW::VFSTestFile rendertargetProperties{ R"( render_target rendertarget { width_ratio = 0.5; height_ratio = 0.5; internal_format = r16f; source_type = float; source_format = red; mipmaps = true; wrap_s = clamp_to_edge; wrap_t = repeat; min_filter = linear; mag_filter = nearest; } fragment downsample2x(target=rendertarget) { omw_In vec2 omw_TexCoord; void main() { omw_FragColor.r = omw_GetLastShader(omw_TexCoord).r; } } fragment main { } technique { passes = downsample2x, main; } )" }; constexpr VFS::Path::NormalizedView uniformPropertiesPath("shaders/uniform_properties.omwfx"); TestingOpenMW::VFSTestFile uniformProperties{ R"( uniform_vec4 uVec4 { default = vec4(0,0,0,0); min = vec4(0,1,0,0); max = vec4(0,0,1,0); step = 0.5; header = "header"; static = true; description = "description"; } fragment main { } technique { passes = main; } )" }; constexpr VFS::Path::NormalizedView missingSamplerSourcePath("shaders/missing_sampler_source.omwfx"); TestingOpenMW::VFSTestFile missingSamplerSource{ R"( sampler_1d mysampler1d { } fragment main { } technique { passes = main; } )" }; constexpr VFS::Path::NormalizedView repeatedSharedBlockPath("shaders/repeated_shared_block.omwfx"); TestingOpenMW::VFSTestFile repeatedSharedBlock{ R"( shared { float myfloat = 1.0; } shared {} fragment main { } technique { passes = main; } )" }; using namespace testing; using namespace fx; struct TechniqueTest : Test { std::unique_ptr<VFS::Manager> mVFS; Resource::ImageManager mImageManager; std::unique_ptr<Technique> mTechnique; TechniqueTest() : mVFS(TestingOpenMW::createTestVFS({ { techniquePropertiesPath, &techniqueProperties }, { rendertargetPropertiesPath, &rendertargetProperties }, { uniformPropertiesPath, &uniformProperties }, { missingSamplerSourcePath, &missingSamplerSource }, { repeatedSharedBlockPath, &repeatedSharedBlock }, })) , mImageManager(mVFS.get(), 0) { } void compile(const std::string& name) { mTechnique = std::make_unique<Technique>(*mVFS.get(), mImageManager, name, 1, 1, true, true); mTechnique->compile(); } }; TEST_F(TechniqueTest, technique_properties) { std::unordered_set<std::string> targetExtensions = { "GL_EXT_gpu_shader4", "GL_ARB_uniform_buffer_object" }; compile("technique_properties"); EXPECT_EQ(mTechnique->getVersion(), "0.1a"); EXPECT_EQ(mTechnique->getDescription(), "description"); EXPECT_EQ(mTechnique->getAuthor(), "author"); EXPECT_EQ(mTechnique->getGLSLVersion(), 330); EXPECT_EQ(mTechnique->getGLSLProfile(), "compatability"); EXPECT_EQ(mTechnique->getGLSLExtensions(), targetExtensions); EXPECT_EQ(mTechnique->getFlags(), Technique::Flag_Disable_SunGlare); EXPECT_EQ(mTechnique->getHDR(), true); EXPECT_EQ(mTechnique->getPasses().size(), 1); EXPECT_EQ(mTechnique->getPasses().front()->getName(), "main"); } TEST_F(TechniqueTest, rendertarget_properties) { compile("rendertarget_properties"); EXPECT_EQ(mTechnique->getRenderTargetsMap().size(), 1); const std::string_view name = mTechnique->getRenderTargetsMap().begin()->first; auto& rt = mTechnique->getRenderTargetsMap().begin()->second; auto& texture = rt.mTarget; EXPECT_EQ(name, "rendertarget"); EXPECT_EQ(rt.mMipMap, true); EXPECT_EQ(rt.mSize.mWidthRatio, 0.5f); EXPECT_EQ(rt.mSize.mHeightRatio, 0.5f); EXPECT_EQ(texture->getWrap(osg::Texture::WRAP_S), osg::Texture::CLAMP_TO_EDGE); EXPECT_EQ(texture->getWrap(osg::Texture::WRAP_T), osg::Texture::REPEAT); EXPECT_EQ(texture->getFilter(osg::Texture::MIN_FILTER), osg::Texture::LINEAR); EXPECT_EQ(texture->getFilter(osg::Texture::MAG_FILTER), osg::Texture::NEAREST); EXPECT_EQ(texture->getSourceType(), static_cast<GLenum>(GL_FLOAT)); EXPECT_EQ(texture->getSourceFormat(), static_cast<GLenum>(GL_RED)); EXPECT_EQ(texture->getInternalFormat(), static_cast<GLint>(GL_R16F)); EXPECT_EQ(mTechnique->getPasses().size(), 2); EXPECT_EQ(mTechnique->getPasses()[0]->getTarget(), "rendertarget"); } TEST_F(TechniqueTest, uniform_properties) { compile("uniform_properties"); EXPECT_EQ(mTechnique->getUniformMap().size(), 1); const auto& uniform = mTechnique->getUniformMap().front(); EXPECT_TRUE(uniform->mStatic); EXPECT_DOUBLE_EQ(uniform->mStep, 0.5); EXPECT_EQ(uniform->getDefault<osg::Vec4f>(), osg::Vec4f(0, 0, 0, 0)); EXPECT_EQ(uniform->getMin<osg::Vec4f>(), osg::Vec4f(0, 1, 0, 0)); EXPECT_EQ(uniform->getMax<osg::Vec4f>(), osg::Vec4f(0, 0, 1, 0)); EXPECT_EQ(uniform->mHeader, "header"); EXPECT_EQ(uniform->mDescription, "description"); EXPECT_EQ(uniform->mName, "uVec4"); } TEST_F(TechniqueTest, fail_with_missing_source_for_sampler) { internal::CaptureStdout(); compile("missing_sampler_source"); std::string output = internal::GetCapturedStdout(); Log(Debug::Error) << output; EXPECT_THAT(output, HasSubstr("sampler_1d 'mysampler1d' requires a filename")); } TEST_F(TechniqueTest, fail_with_repeated_shared_block) { internal::CaptureStdout(); compile("repeated_shared_block"); std::string output = internal::GetCapturedStdout(); Log(Debug::Error) << output; EXPECT_THAT(output, HasSubstr("repeated 'shared' block")); } }
6,937
C++
.cpp
169
33.402367
116
0.644883
OpenMW/openmw
5,318
933
0
GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
35,251
lexer.cpp
OpenMW_openmw/apps/components_tests/fx/lexer.cpp
#include <components/fx/lexer.hpp> #include <gtest/gtest.h> namespace { using namespace testing; using namespace fx::Lexer; struct LexerTest : Test { }; struct LexerSingleTokenTest : Test { template <class Token> void test() { const std::string content = std::string(Token::repr); Lexer lexer(content); EXPECT_TRUE(std::holds_alternative<Token>(lexer.next())); } }; TEST_F(LexerSingleTokenTest, single_token_shared) { test<Shared>(); } TEST_F(LexerSingleTokenTest, single_token_technique) { test<Technique>(); } TEST_F(LexerSingleTokenTest, single_token_render_target) { test<Render_Target>(); } TEST_F(LexerSingleTokenTest, single_token_vertex) { test<Vertex>(); } TEST_F(LexerSingleTokenTest, single_token_fragment) { test<Fragment>(); } TEST_F(LexerSingleTokenTest, single_token_compute) { test<Compute>(); } TEST_F(LexerSingleTokenTest, single_token_sampler_1d) { test<Sampler_1D>(); } TEST_F(LexerSingleTokenTest, single_token_sampler_2d) { test<Sampler_2D>(); } TEST_F(LexerSingleTokenTest, single_token_sampler_3d) { test<Sampler_3D>(); } TEST_F(LexerSingleTokenTest, single_token_true) { test<True>(); } TEST_F(LexerSingleTokenTest, single_token_false) { test<False>(); } TEST_F(LexerSingleTokenTest, single_token_vec2) { test<Vec2>(); } TEST_F(LexerSingleTokenTest, single_token_vec3) { test<Vec3>(); } TEST_F(LexerSingleTokenTest, single_token_vec4) { test<Vec4>(); } TEST(LexerTest, peek_whitespace_only_content_should_be_eof) { Lexer lexer(R"( )"); EXPECT_TRUE(std::holds_alternative<Eof>(lexer.peek())); } TEST(LexerTest, float_with_no_prefixed_digits) { Lexer lexer(R"( 0.123; )"); auto token = lexer.next(); EXPECT_TRUE(std::holds_alternative<Float>(token)); EXPECT_FLOAT_EQ(std::get<Float>(token).value, 0.123f); } TEST(LexerTest, float_with_alpha_prefix) { Lexer lexer(R"( abc.123; )"); EXPECT_TRUE(std::holds_alternative<Literal>(lexer.next())); auto token = lexer.next(); EXPECT_TRUE(std::holds_alternative<Float>(token)); EXPECT_FLOAT_EQ(std::get<Float>(token).value, 0.123f); } TEST(LexerTest, float_with_numeric_prefix) { Lexer lexer(R"( 123.123; )"); auto token = lexer.next(); EXPECT_TRUE(std::holds_alternative<Float>(token)); EXPECT_FLOAT_EQ(std::get<Float>(token).value, 123.123f); } TEST(LexerTest, int_should_not_be_float) { Lexer lexer(R"( 123 )"); auto token = lexer.next(); EXPECT_TRUE(std::holds_alternative<Integer>(token)); EXPECT_EQ(std::get<Integer>(token).value, 123); } TEST(LexerTest, simple_string) { Lexer lexer(R"( "test string" )"); auto token = lexer.next(); EXPECT_TRUE(std::holds_alternative<String>(token)); std::string parsed = std::string(std::get<String>(token).value); EXPECT_EQ("test string", parsed); } TEST(LexerTest, fail_on_unterminated_double_quotes) { Lexer lexer(R"( "unterminated string' )"); EXPECT_THROW(lexer.next(), LexerException); } TEST(LexerTest, multiline_strings_with_single_quotes) { Lexer lexer(R"( "string that is on multiple with 'single quotes' and correctly terminated!" )"); auto token = lexer.next(); EXPECT_TRUE(std::holds_alternative<String>(token)); } TEST(LexerTest, fail_on_unterminated_double_quotes_with_multiline_strings) { Lexer lexer(R"( "string that is on multiple with 'single quotes' and but is unterminated :( )"); EXPECT_THROW(lexer.next(), LexerException); } TEST(LexerTest, jump_with_single_nested_bracket) { const std::string content = R"( #version 120 void main() { return 0; }})"; const std::string expected = content.substr(0, content.size() - 1); Lexer lexer(content); auto block = lexer.jump(); EXPECT_NE(block, std::nullopt); EXPECT_EQ(expected, std::string(block.value())); } TEST(LexerTest, jump_with_single_line_comments_and_mismatching_brackets) { const std::string content = R"( #version 120 void main() { // } return 0; }})"; const std::string expected = content.substr(0, content.size() - 1); Lexer lexer(content); auto block = lexer.jump(); EXPECT_NE(block, std::nullopt); EXPECT_EQ(expected, std::string(block.value())); } TEST(LexerTest, jump_with_multi_line_comments_and_mismatching_brackets) { const std::string content = R"( #version 120 void main() { /* } */ return 0; }})"; const std::string expected = content.substr(0, content.size() - 1); Lexer lexer(content); auto block = lexer.jump(); EXPECT_NE(block, std::nullopt); EXPECT_EQ(expected, std::string(block.value())); } TEST(LexerTest, immediate_closed_blocks) { Lexer lexer(R"(block{})"); EXPECT_TRUE(std::holds_alternative<Literal>(lexer.next())); EXPECT_TRUE(std::holds_alternative<Open_bracket>(lexer.next())); auto block = lexer.jump(); EXPECT_TRUE(block.has_value()); EXPECT_TRUE(block.value().empty()); EXPECT_TRUE(std::holds_alternative<Close_bracket>(lexer.next())); } }
6,244
C++
.cpp
211
21.047393
78
0.560902
OpenMW/openmw
5,318
933
0
GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
35,252
niftest.cpp
OpenMW_openmw/apps/niftest/niftest.cpp
/// Program to test .nif files both on the FileSystem and in BSA archives. #include <exception> #include <filesystem> #include <iostream> #include <memory> #include <string> #include <utility> #include <vector> #include <components/bgsm/file.hpp> #include <components/files/configurationmanager.hpp> #include <components/files/constrainedfilestream.hpp> #include <components/files/conversion.hpp> #include <components/misc/strings/algorithm.hpp> #include <components/nif/niffile.hpp> #include <components/vfs/archive.hpp> #include <components/vfs/bsaarchive.hpp> #include <components/vfs/filesystemarchive.hpp> #include <components/vfs/manager.hpp> #include <components/vfs/recursivedirectoryiterator.hpp> #include <boost/program_options.hpp> // Create local aliases for brevity namespace bpo = boost::program_options; enum class FileType { BSA, BA2, BGEM, BGSM, NIF, KF, BTO, BTR, RDT, PSA, Unknown, }; enum class FileClass { Archive, Material, NIF, Unknown, }; std::pair<FileType, FileClass> classifyFile(const std::filesystem::path& filename) { const std::string extension = Misc::StringUtils::lowerCase(Files::pathToUnicodeString(filename.extension())); if (extension == ".bsa") return { FileType::BSA, FileClass::Archive }; if (extension == ".ba2") return { FileType::BA2, FileClass::Archive }; if (extension == ".bgem") return { FileType::BGEM, FileClass::Material }; if (extension == ".bgsm") return { FileType::BGSM, FileClass::Material }; if (extension == ".nif") return { FileType::NIF, FileClass::NIF }; if (extension == ".kf") return { FileType::KF, FileClass::NIF }; if (extension == ".bto") return { FileType::BTO, FileClass::NIF }; if (extension == ".btr") return { FileType::BTR, FileClass::NIF }; if (extension == ".rdt") return { FileType::RDT, FileClass::NIF }; if (extension == ".psa") return { FileType::PSA, FileClass::NIF }; return { FileType::Unknown, FileClass::Unknown }; } std::string getFileTypeName(FileType fileType) { switch (fileType) { case FileType::BSA: return "BSA"; case FileType::BA2: return "BA2"; case FileType::BGEM: return "BGEM"; case FileType::BGSM: return "BGSM"; case FileType::NIF: return "NIF"; case FileType::KF: return "KF"; case FileType::BTO: return "BTO"; case FileType::BTR: return "BTR"; case FileType::RDT: return "RDT"; case FileType::PSA: return "PSA"; case FileType::Unknown: default: return {}; } } bool isBSA(const std::filesystem::path& path) { return classifyFile(path).second == FileClass::Archive; } std::unique_ptr<VFS::Archive> makeArchive(const std::filesystem::path& path) { if (isBSA(path)) return VFS::makeBsaArchive(path); if (std::filesystem::is_directory(path)) return std::make_unique<VFS::FileSystemArchive>(path); return nullptr; } bool readFile( const std::filesystem::path& source, const std::filesystem::path& path, const VFS::Manager* vfs, bool quiet) { const auto [fileType, fileClass] = classifyFile(path); if (fileClass != FileClass::NIF && fileClass != FileClass::Material) return false; const std::string pathStr = Files::pathToUnicodeString(path); if (!quiet) { std::cout << "Reading " << getFileTypeName(fileType) << " file '" << pathStr << "'"; if (!source.empty()) std::cout << " from '" << Files::pathToUnicodeString(isBSA(source) ? source.filename() : source) << "'"; std::cout << std::endl; } const std::filesystem::path fullPath = !source.empty() ? source / path : path; try { switch (fileClass) { case FileClass::NIF: { Nif::NIFFile file(Files::pathToUnicodeString(fullPath)); Nif::Reader reader(file, nullptr); if (vfs != nullptr) reader.parse(vfs->get(pathStr)); else reader.parse(Files::openConstrainedFileStream(fullPath)); break; } case FileClass::Material: { if (vfs != nullptr) Bgsm::parse(vfs->get(pathStr)); else Bgsm::parse(Files::openConstrainedFileStream(fullPath)); break; } default: break; } } catch (std::exception& e) { std::cerr << "Failed to read '" << pathStr << "':" << std::endl << e.what() << std::endl; } return true; } /// Check all the nif files in a given VFS::Archive /// \note Can not read a bsa file inside of a bsa file. void readVFS(std::unique_ptr<VFS::Archive>&& archive, const std::filesystem::path& archivePath, bool quiet) { if (archive == nullptr) return; if (!quiet) std::cout << "Reading data source '" << Files::pathToUnicodeString(archivePath) << "'" << std::endl; VFS::Manager vfs; vfs.addArchive(std::move(archive)); vfs.buildIndex(); for (const auto& name : vfs.getRecursiveDirectoryIterator()) { readFile(archivePath, name.value(), &vfs, quiet); } if (!archivePath.empty() && !isBSA(archivePath)) { const Files::Collections fileCollections({ archivePath }); const Files::MultiDirCollection& bsaCol = fileCollections.getCollection(".bsa"); const Files::MultiDirCollection& ba2Col = fileCollections.getCollection(".ba2"); for (const Files::MultiDirCollection& collection : { bsaCol, ba2Col }) { for (auto& file : collection) { try { readVFS(VFS::makeBsaArchive(file.second), file.second, quiet); } catch (const std::exception& e) { std::cerr << "Failed to read archive file '" << Files::pathToUnicodeString(file.second) << "': " << e.what() << std::endl; } } } } } bool parseOptions(int argc, char** argv, Files::PathContainer& files, Files::PathContainer& archives, bool& writeDebugLog, bool& quiet) { bpo::options_description desc( R"(Ensure that OpenMW can use the provided NIF, KF, BTO/BTR, RDT, PSA, BGEM/BGSM and BSA/BA2 files Usages: niftest <nif files, kf files, bto/btr files, rdt files, psa files, bgem/bgsm files, BSA/BA2 files, or directories> Scan the file or directories for NIF errors. Allowed options)"); auto addOption = desc.add_options(); addOption("help,h", "print help message."); addOption("write-debug-log,v", "write debug log for unsupported nif files"); addOption("quiet,q", "do not log read archives/files"); addOption("archives", bpo::value<Files::MaybeQuotedPathContainer>(), "path to archive files to provide files"); addOption("input-file", bpo::value<Files::MaybeQuotedPathContainer>(), "input file"); // Default option if none provided bpo::positional_options_description p; p.add("input-file", -1); bpo::variables_map variables; try { bpo::parsed_options valid_opts = bpo::command_line_parser(argc, argv).options(desc).positional(p).run(); bpo::store(valid_opts, variables); bpo::notify(variables); if (variables.count("help")) { std::cout << desc << std::endl; return false; } writeDebugLog = variables.count("write-debug-log") > 0; quiet = variables.count("quiet") > 0; if (variables.count("input-file")) { files = asPathContainer(variables["input-file"].as<Files::MaybeQuotedPathContainer>()); if (const auto it = variables.find("archives"); it != variables.end()) archives = asPathContainer(it->second.as<Files::MaybeQuotedPathContainer>()); return true; } } catch (std::exception& e) { std::cout << "Error parsing arguments: " << e.what() << "\n\n" << desc << std::endl; return false; } std::cout << "No input files or directories specified!" << std::endl; std::cout << desc << std::endl; return false; } int main(int argc, char** argv) { Files::PathContainer files, sources; bool writeDebugLog = false; bool quiet = false; if (!parseOptions(argc, argv, files, sources, writeDebugLog, quiet)) return 1; Nif::Reader::setLoadUnsupportedFiles(true); Nif::Reader::setWriteNifDebugLog(writeDebugLog); std::unique_ptr<VFS::Manager> vfs; if (!sources.empty()) { vfs = std::make_unique<VFS::Manager>(); for (const std::filesystem::path& path : sources) { const std::string pathStr = Files::pathToUnicodeString(path); if (!quiet) std::cout << "Adding data source '" << pathStr << "'" << std::endl; try { if (auto archive = makeArchive(path)) vfs->addArchive(std::move(archive)); else std::cerr << "Error: '" << pathStr << "' is not an archive or directory" << std::endl; } catch (std::exception& e) { std::cerr << "Failed to add data source '" << pathStr << "': " << e.what() << std::endl; } } vfs->buildIndex(); } for (const auto& path : files) { const std::string pathStr = Files::pathToUnicodeString(path); try { const bool isFile = readFile({}, path, vfs.get(), quiet); if (!isFile) { if (auto archive = makeArchive(path)) { readVFS(std::move(archive), path, quiet); } else { std::cerr << "Error: '" << pathStr << "' is not a NIF file, material file, archive, or directory" << std::endl; } } } catch (std::exception& e) { std::cerr << "Failed to read '" << pathStr << "': " << e.what() << std::endl; } } return 0; }
10,507
C++
.cpp
299
27.056856
117
0.58204
OpenMW/openmw
5,318
933
0
GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
35,253
engine.cpp
OpenMW_openmw/apps/openmw/engine.cpp
#include "engine.hpp" #include <cerrno> #include <chrono> #include <future> #include <system_error> #include <osgDB/WriteFile> #include <osgViewer/ViewerEventHandlers> #include <SDL.h> #include <components/debug/debuglog.hpp> #include <components/debug/gldebug.hpp> #include <components/misc/rng.hpp> #include <components/misc/strings/format.hpp> #include <components/vfs/manager.hpp> #include <components/vfs/registerarchives.hpp> #include <components/sdlutil/imagetosurface.hpp> #include <components/sdlutil/sdlgraphicswindow.hpp> #include <components/resource/resourcesystem.hpp> #include <components/resource/scenemanager.hpp> #include <components/resource/stats.hpp> #include <components/compiler/extensions0.hpp> #include <components/stereo/multiview.hpp> #include <components/stereo/stereomanager.hpp> #include <components/sceneutil/glextensions.hpp> #include <components/sceneutil/workqueue.hpp> #include <components/files/configurationmanager.hpp> #include <components/version/version.hpp> #include <components/l10n/manager.hpp> #include <components/loadinglistener/asynclistener.hpp> #include <components/loadinglistener/loadinglistener.hpp> #include <components/misc/frameratelimiter.hpp> #include <components/sceneutil/color.hpp> #include <components/sceneutil/depth.hpp> #include <components/sceneutil/screencapture.hpp> #include <components/sceneutil/unrefqueue.hpp> #include <components/sceneutil/util.hpp> #include <components/settings/shadermanager.hpp> #include <components/settings/values.hpp> #include "mwinput/inputmanagerimp.hpp" #include "mwgui/windowmanagerimp.hpp" #include "mwlua/luamanagerimp.hpp" #include "mwlua/worker.hpp" #include "mwscript/interpretercontext.hpp" #include "mwscript/scriptmanagerimp.hpp" #include "mwsound/constants.hpp" #include "mwsound/soundmanagerimp.hpp" #include "mwworld/class.hpp" #include "mwworld/datetimemanager.hpp" #include "mwworld/worldimp.hpp" #include "mwrender/vismask.hpp" #include "mwclass/classes.hpp" #include "mwdialogue/dialoguemanagerimp.hpp" #include "mwdialogue/journalimp.hpp" #include "mwdialogue/scripttest.hpp" #include "mwmechanics/mechanicsmanagerimp.hpp" #include "mwstate/statemanagerimp.hpp" #include "profile.hpp" namespace { void checkSDLError(int ret) { if (ret != 0) Log(Debug::Error) << "SDL error: " << SDL_GetError(); } void initStatsHandler(Resource::Profiler& profiler) { const osg::Vec4f textColor(1.f, 1.f, 1.f, 1.f); const osg::Vec4f barColor(1.f, 1.f, 1.f, 1.f); const float multiplier = 1000; const bool average = true; const bool averageInInverseSpace = false; const float maxValue = 10000; OMW::forEachUserStatsValue([&](const OMW::UserStats& v) { profiler.addUserStatsLine(v.mLabel, textColor, barColor, v.mTaken, multiplier, average, averageInInverseSpace, v.mBegin, v.mEnd, maxValue); }); // the forEachUserStatsValue loop is "run" at compile time, hence the settings manager is not available. // Unconditionnally add the async physics stats, and then remove it at runtime if necessary if (Settings::physics().mAsyncNumThreads == 0) profiler.removeUserStatsLine(" -Async"); } struct ScreenCaptureMessageBox { void operator()(std::string filePath) const { if (filePath.empty()) { MWBase::Environment::get().getWindowManager()->scheduleMessageBox( "#{OMWEngine:ScreenshotFailed}", MWGui::ShowInDialogueMode_Never); return; } std::string messageFormat = MWBase::Environment::get().getL10nManager()->getMessage("OMWEngine", "ScreenshotMade"); std::string message = Misc::StringUtils::format(messageFormat, filePath); MWBase::Environment::get().getWindowManager()->scheduleMessageBox( std::move(message), MWGui::ShowInDialogueMode_Never); } }; struct IgnoreString { void operator()(std::string) const {} }; class IdentifyOpenGLOperation : public osg::GraphicsOperation { public: IdentifyOpenGLOperation() : GraphicsOperation("IdentifyOpenGLOperation", false) { } void operator()(osg::GraphicsContext* graphicsContext) override { Log(Debug::Info) << "OpenGL Vendor: " << glGetString(GL_VENDOR); Log(Debug::Info) << "OpenGL Renderer: " << glGetString(GL_RENDERER); Log(Debug::Info) << "OpenGL Version: " << glGetString(GL_VERSION); glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &mMaxTextureImageUnits); } int getMaxTextureImageUnits() const { if (mMaxTextureImageUnits == 0) throw std::logic_error("mMaxTextureImageUnits is not initialized"); return mMaxTextureImageUnits; } private: int mMaxTextureImageUnits = 0; }; void reportStats(unsigned frameNumber, osgViewer::Viewer& viewer, std::ostream& stream) { viewer.getViewerStats()->report(stream, frameNumber); osgViewer::Viewer::Cameras cameras; viewer.getCameras(cameras); for (osg::Camera* camera : cameras) camera->getStats()->report(stream, frameNumber); } } void OMW::Engine::executeLocalScripts() { MWWorld::LocalScripts& localScripts = mWorld->getLocalScripts(); localScripts.startIteration(); std::pair<ESM::RefId, MWWorld::Ptr> script; while (localScripts.getNext(script)) { MWScript::InterpreterContext interpreterContext(&script.second.getRefData().getLocals(), script.second); mScriptManager->run(script.first, interpreterContext); } } bool OMW::Engine::frame(unsigned frameNumber, float frametime) { const osg::Timer_t frameStart = mViewer->getStartTick(); const osg::Timer* const timer = osg::Timer::instance(); osg::Stats* const stats = mViewer->getViewerStats(); mEnvironment.setFrameDuration(frametime); try { // update input { ScopedProfile<UserStatsType::Input> profile(frameStart, frameNumber, *timer, *stats); mInputManager->update(frametime, false); } // When the window is minimized, pause the game. Currently this *has* to be here to work around a MyGUI bug. // If we are not currently rendering, then RenderItems will not be reused resulting in a memory leak upon // changing widget textures (fixed in MyGUI 3.3.2), and destroyed widgets will not be deleted (not fixed yet, // https://github.com/MyGUI/mygui/issues/21) { ScopedProfile<UserStatsType::Sound> profile(frameStart, frameNumber, *timer, *stats); if (!mWindowManager->isWindowVisible()) { mSoundManager->pausePlayback(); return false; } else mSoundManager->resumePlayback(); // sound if (mUseSound) mSoundManager->update(frametime); } { ScopedProfile<UserStatsType::LuaSyncUpdate> profile(frameStart, frameNumber, *timer, *stats); // Should be called after input manager update and before any change to the game world. // It applies to the game world queued changes from the previous frame. mLuaManager->synchronizedUpdate(); } // update game state { ScopedProfile<UserStatsType::State> profile(frameStart, frameNumber, *timer, *stats); mStateManager->update(frametime); } bool paused = mWorld->getTimeManager()->isPaused(); { ScopedProfile<UserStatsType::Script> profile(frameStart, frameNumber, *timer, *stats); if (mStateManager->getState() != MWBase::StateManager::State_NoGame) { if (!mWindowManager->containsMode(MWGui::GM_MainMenu) || !paused) { if (mWorld->getScriptsEnabled()) { // local scripts executeLocalScripts(); // global scripts mScriptManager->getGlobalScripts().run(); } mWorld->getWorldScene().markCellAsUnchanged(); } if (!paused) { double hours = (frametime * mWorld->getTimeManager()->getGameTimeScale()) / 3600.0; mWorld->advanceTime(hours, true); mWorld->rechargeItems(frametime, true); } } } // update mechanics { ScopedProfile<UserStatsType::Mechanics> profile(frameStart, frameNumber, *timer, *stats); if (mStateManager->getState() != MWBase::StateManager::State_NoGame) { mMechanicsManager->update(frametime, paused); } if (mStateManager->getState() == MWBase::StateManager::State_Running) { MWWorld::Ptr player = mWorld->getPlayerPtr(); if (!paused && player.getClass().getCreatureStats(player).isDead()) mStateManager->endGame(); } } // update physics { ScopedProfile<UserStatsType::Physics> profile(frameStart, frameNumber, *timer, *stats); if (mStateManager->getState() != MWBase::StateManager::State_NoGame) { mWorld->updatePhysics(frametime, paused, frameStart, frameNumber, *stats); } } // update world { ScopedProfile<UserStatsType::World> profile(frameStart, frameNumber, *timer, *stats); if (mStateManager->getState() != MWBase::StateManager::State_NoGame) { mWorld->update(frametime, paused); } } // update GUI { ScopedProfile<UserStatsType::Gui> profile(frameStart, frameNumber, *timer, *stats); mWindowManager->update(frametime); } } catch (const std::exception& e) { Log(Debug::Error) << "Error in frame: " << e.what(); } const bool reportResource = stats->collectStats("resource"); if (reportResource) stats->setAttribute(frameNumber, "UnrefQueue", mUnrefQueue->getSize()); mUnrefQueue->flush(*mWorkQueue); if (reportResource) { stats->setAttribute(frameNumber, "FrameNumber", frameNumber); mResourceSystem->reportStats(frameNumber, stats); stats->setAttribute(frameNumber, "WorkQueue", mWorkQueue->getNumItems()); stats->setAttribute(frameNumber, "WorkThread", mWorkQueue->getNumActiveThreads()); mMechanicsManager->reportStats(frameNumber, *stats); mWorld->reportStats(frameNumber, *stats); mLuaManager->reportStats(frameNumber, *stats); } mStereoManager->updateSettings(Settings::camera().mNearClip, Settings::camera().mViewingDistance); mViewer->eventTraversal(); mViewer->updateTraversal(); // update GUI by world data { ScopedProfile<UserStatsType::WindowManager> profile(frameStart, frameNumber, *timer, *stats); mWorld->updateWindowManager(); } // if there is a separate Lua thread, it starts the update now mLuaWorker->allowUpdate(frameStart, frameNumber, *stats); mViewer->renderingTraversals(); mLuaWorker->finishUpdate(frameStart, frameNumber, *stats); return true; } OMW::Engine::Engine(Files::ConfigurationManager& configurationManager) : mWindow(nullptr) , mEncoding(ToUTF8::WINDOWS_1252) , mScreenCaptureOperation(nullptr) , mSelectDepthFormatOperation(new SceneUtil::SelectDepthFormatOperation()) , mSelectColorFormatOperation(new SceneUtil::Color::SelectColorFormatOperation()) , mStereoManager(nullptr) , mSkipMenu(false) , mUseSound(true) , mCompileAll(false) , mCompileAllDialogue(false) , mWarningsMode(1) , mScriptConsoleMode(false) , mActivationDistanceOverride(-1) , mGrab(true) , mRandomSeed(0) , mNewGame(false) , mCfgMgr(configurationManager) , mGlMaxTextureImageUnits(0) { SDL_SetHint(SDL_HINT_ACCELEROMETER_AS_JOYSTICK, "0"); // We use only gamepads Uint32 flags = SDL_INIT_VIDEO | SDL_INIT_NOPARACHUTE | SDL_INIT_GAMECONTROLLER | SDL_INIT_JOYSTICK | SDL_INIT_SENSOR; if (SDL_WasInit(flags) == 0) { SDL_SetMainReady(); if (SDL_Init(flags) != 0) { throw std::runtime_error("Could not initialize SDL! " + std::string(SDL_GetError())); } } } OMW::Engine::~Engine() { if (mScreenCaptureOperation != nullptr) mScreenCaptureOperation->stop(); mMechanicsManager = nullptr; mDialogueManager = nullptr; mJournal = nullptr; mScriptManager = nullptr; mWindowManager = nullptr; mWorld = nullptr; mStereoManager = nullptr; mSoundManager = nullptr; mInputManager = nullptr; mStateManager = nullptr; mLuaWorker = nullptr; mLuaManager = nullptr; mL10nManager = nullptr; mScriptContext = nullptr; mUnrefQueue = nullptr; mWorkQueue = nullptr; mViewer = nullptr; mResourceSystem.reset(); mEncoder = nullptr; if (mWindow) { SDL_DestroyWindow(mWindow); mWindow = nullptr; } SDL_Quit(); } // Set data dir void OMW::Engine::setDataDirs(const Files::PathContainer& dataDirs) { mDataDirs = dataDirs; mDataDirs.insert(mDataDirs.begin(), mResDir / "vfs"); mFileCollections = Files::Collections(mDataDirs); } // Add BSA archive void OMW::Engine::addArchive(const std::string& archive) { mArchives.push_back(archive); } // Set resource dir void OMW::Engine::setResourceDir(const std::filesystem::path& parResDir) { mResDir = parResDir; if (!Version::checkResourcesVersion(mResDir)) Log(Debug::Error) << "Resources dir " << mResDir << " doesn't match OpenMW binary, the game may work incorrectly."; } // Set start cell name void OMW::Engine::setCell(const std::string& cellName) { mCellName = cellName; } void OMW::Engine::addContentFile(const std::string& file) { mContentFiles.push_back(file); } void OMW::Engine::addGroundcoverFile(const std::string& file) { mGroundcoverFiles.emplace_back(file); } void OMW::Engine::setSkipMenu(bool skipMenu, bool newGame) { mSkipMenu = skipMenu; mNewGame = newGame; } void OMW::Engine::createWindow() { const int screen = Settings::video().mScreen; const int width = Settings::video().mResolutionX; const int height = Settings::video().mResolutionY; const Settings::WindowMode windowMode = Settings::video().mWindowMode; const bool windowBorder = Settings::video().mWindowBorder; const SDLUtil::VSyncMode vsync = Settings::video().mVsyncMode; unsigned antialiasing = static_cast<unsigned>(Settings::video().mAntialiasing); int pos_x = SDL_WINDOWPOS_CENTERED_DISPLAY(screen), pos_y = SDL_WINDOWPOS_CENTERED_DISPLAY(screen); if (windowMode == Settings::WindowMode::Fullscreen || windowMode == Settings::WindowMode::WindowedFullscreen) { pos_x = SDL_WINDOWPOS_UNDEFINED_DISPLAY(screen); pos_y = SDL_WINDOWPOS_UNDEFINED_DISPLAY(screen); } Uint32 flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI; if (windowMode == Settings::WindowMode::Fullscreen) flags |= SDL_WINDOW_FULLSCREEN; else if (windowMode == Settings::WindowMode::WindowedFullscreen) flags |= SDL_WINDOW_FULLSCREEN_DESKTOP; // Allows for Windows snapping features to properly work in borderless window SDL_SetHint("SDL_BORDERLESS_WINDOWED_STYLE", "1"); SDL_SetHint("SDL_BORDERLESS_RESIZABLE_STYLE", "1"); if (!windowBorder) flags |= SDL_WINDOW_BORDERLESS; SDL_SetHint(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, Settings::video().mMinimizeOnFocusLoss ? "1" : "0"); checkSDLError(SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8)); checkSDLError(SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8)); checkSDLError(SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8)); checkSDLError(SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0)); checkSDLError(SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24)); if (Debug::shouldDebugOpenGL()) checkSDLError(SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG)); if (antialiasing > 0) { checkSDLError(SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1)); checkSDLError(SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, antialiasing)); } osg::ref_ptr<SDLUtil::GraphicsWindowSDL2> graphicsWindow; while (!graphicsWindow || !graphicsWindow->valid()) { while (!mWindow) { mWindow = SDL_CreateWindow("OpenMW", pos_x, pos_y, width, height, flags); if (!mWindow) { // Try with a lower AA if (antialiasing > 0) { Log(Debug::Warning) << "Warning: " << antialiasing << "x antialiasing not supported, trying " << antialiasing / 2; antialiasing /= 2; Settings::video().mAntialiasing.set(antialiasing); checkSDLError(SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, antialiasing)); continue; } else { std::stringstream error; error << "Failed to create SDL window: " << SDL_GetError(); throw std::runtime_error(error.str()); } } } // Since we use physical resolution internally, we have to create the window with scaled resolution, // but we can't get the scale before the window exists, so instead we have to resize aftewards. int w, h; SDL_GetWindowSize(mWindow, &w, &h); int dw, dh; SDL_GL_GetDrawableSize(mWindow, &dw, &dh); if (dw != w || dh != h) { SDL_SetWindowSize(mWindow, width / (dw / w), height / (dh / h)); } setWindowIcon(); osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits; SDL_GetWindowPosition(mWindow, &traits->x, &traits->y); SDL_GL_GetDrawableSize(mWindow, &traits->width, &traits->height); traits->windowName = SDL_GetWindowTitle(mWindow); traits->windowDecoration = !(SDL_GetWindowFlags(mWindow) & SDL_WINDOW_BORDERLESS); traits->screenNum = SDL_GetWindowDisplayIndex(mWindow); traits->vsync = 0; traits->inheritedWindowData = new SDLUtil::GraphicsWindowSDL2::WindowData(mWindow); graphicsWindow = new SDLUtil::GraphicsWindowSDL2(traits, vsync); if (!graphicsWindow->valid()) throw std::runtime_error("Failed to create GraphicsContext"); if (traits->samples < antialiasing) { Log(Debug::Warning) << "Warning: Framebuffer MSAA level is only " << traits->samples << "x instead of " << antialiasing << "x. Trying " << antialiasing / 2 << "x instead."; graphicsWindow->closeImplementation(); SDL_DestroyWindow(mWindow); mWindow = nullptr; antialiasing /= 2; Settings::video().mAntialiasing.set(antialiasing); checkSDLError(SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, antialiasing)); continue; } if (traits->red < 8) Log(Debug::Warning) << "Warning: Framebuffer only has a " << traits->red << " bit red channel."; if (traits->green < 8) Log(Debug::Warning) << "Warning: Framebuffer only has a " << traits->green << " bit green channel."; if (traits->blue < 8) Log(Debug::Warning) << "Warning: Framebuffer only has a " << traits->blue << " bit blue channel."; if (traits->depth < 24) Log(Debug::Warning) << "Warning: Framebuffer only has " << traits->depth << " bits of depth precision."; traits->alpha = 0; // set to 0 to stop ScreenCaptureHandler reading the alpha channel } osg::ref_ptr<osg::Camera> camera = mViewer->getCamera(); camera->setGraphicsContext(graphicsWindow); camera->setViewport(0, 0, graphicsWindow->getTraits()->width, graphicsWindow->getTraits()->height); osg::ref_ptr<SceneUtil::OperationSequence> realizeOperations = new SceneUtil::OperationSequence(false); mViewer->setRealizeOperation(realizeOperations); osg::ref_ptr<IdentifyOpenGLOperation> identifyOp = new IdentifyOpenGLOperation(); realizeOperations->add(identifyOp); realizeOperations->add(new SceneUtil::GetGLExtensionsOperation()); if (Debug::shouldDebugOpenGL()) realizeOperations->add(new Debug::EnableGLDebugOperation()); realizeOperations->add(mSelectDepthFormatOperation); realizeOperations->add(mSelectColorFormatOperation); if (Stereo::getStereo()) { Stereo::Settings settings; settings.mMultiview = Settings::stereo().mMultiview; settings.mAllowDisplayListsForMultiview = Settings::stereo().mAllowDisplayListsForMultiview; settings.mSharedShadowMaps = Settings::stereo().mSharedShadowMaps; if (Settings::stereo().mUseCustomView) { const osg::Vec3 leftEyeOffset(Settings::stereoView().mLeftEyeOffsetX, Settings::stereoView().mLeftEyeOffsetY, Settings::stereoView().mLeftEyeOffsetZ); const osg::Quat leftEyeOrientation(Settings::stereoView().mLeftEyeOrientationX, Settings::stereoView().mLeftEyeOrientationY, Settings::stereoView().mLeftEyeOrientationZ, Settings::stereoView().mLeftEyeOrientationW); const osg::Vec3 rightEyeOffset(Settings::stereoView().mRightEyeOffsetX, Settings::stereoView().mRightEyeOffsetY, Settings::stereoView().mRightEyeOffsetZ); const osg::Quat rightEyeOrientation(Settings::stereoView().mRightEyeOrientationX, Settings::stereoView().mRightEyeOrientationY, Settings::stereoView().mRightEyeOrientationZ, Settings::stereoView().mRightEyeOrientationW); settings.mCustomView = Stereo::CustomView{ .mLeft = Stereo::View{ .pose = Stereo::Pose{ .position = leftEyeOffset, .orientation = leftEyeOrientation, }, .fov = Stereo::FieldOfView{ .angleLeft = Settings::stereoView().mLeftEyeFovLeft, .angleRight = Settings::stereoView().mLeftEyeFovRight, .angleUp = Settings::stereoView().mLeftEyeFovUp, .angleDown = Settings::stereoView().mLeftEyeFovDown, }, }, .mRight = Stereo::View{ .pose = Stereo::Pose{ .position = rightEyeOffset, .orientation = rightEyeOrientation, }, .fov = Stereo::FieldOfView{ .angleLeft = Settings::stereoView().mRightEyeFovLeft, .angleRight = Settings::stereoView().mRightEyeFovRight, .angleUp = Settings::stereoView().mRightEyeFovUp, .angleDown = Settings::stereoView().mRightEyeFovDown, }, }, }; } if (Settings::stereo().mUseCustomEyeResolution) settings.mEyeResolution = osg::Vec2i(Settings::stereoView().mEyeResolutionX, Settings::stereoView().mEyeResolutionY); realizeOperations->add(new Stereo::InitializeStereoOperation(settings)); } mViewer->realize(); mGlMaxTextureImageUnits = identifyOp->getMaxTextureImageUnits(); mViewer->getEventQueue()->getCurrentEventState()->setWindowRectangle( 0, 0, graphicsWindow->getTraits()->width, graphicsWindow->getTraits()->height); } void OMW::Engine::setWindowIcon() { std::ifstream windowIconStream; const auto windowIcon = mResDir / "openmw.png"; windowIconStream.open(windowIcon, std::ios_base::in | std::ios_base::binary); if (windowIconStream.fail()) Log(Debug::Error) << "Error: Failed to open " << windowIcon; osgDB::ReaderWriter* reader = osgDB::Registry::instance()->getReaderWriterForExtension("png"); if (!reader) { Log(Debug::Error) << "Error: Failed to read window icon, no png readerwriter found"; return; } osgDB::ReaderWriter::ReadResult result = reader->readImage(windowIconStream); if (!result.success()) Log(Debug::Error) << "Error: Failed to read " << windowIcon << ": " << result.message() << " code " << result.status(); else { osg::ref_ptr<osg::Image> image = result.getImage(); auto surface = SDLUtil::imageToSurface(image, true); SDL_SetWindowIcon(mWindow, surface.get()); } } void OMW::Engine::prepareEngine() { mStateManager = std::make_unique<MWState::StateManager>(mCfgMgr.getUserDataPath() / "saves", mContentFiles); mEnvironment.setStateManager(*mStateManager); const bool stereoEnabled = Settings::stereo().mStereoEnabled || osg::DisplaySettings::instance().get()->getStereo(); mStereoManager = std::make_unique<Stereo::Manager>( mViewer, stereoEnabled, Settings::camera().mNearClip, Settings::camera().mViewingDistance); osg::ref_ptr<osg::Group> rootNode(new osg::Group); mViewer->setSceneData(rootNode); createWindow(); mVFS = std::make_unique<VFS::Manager>(); VFS::registerArchives(mVFS.get(), mFileCollections, mArchives, true); mResourceSystem = std::make_unique<Resource::ResourceSystem>( mVFS.get(), Settings::cells().mCacheExpiryDelay, &mEncoder.get()->getStatelessEncoder()); mResourceSystem->getSceneManager()->getShaderManager().setMaxTextureUnits(mGlMaxTextureImageUnits); mResourceSystem->getSceneManager()->setUnRefImageDataAfterApply( false); // keep to Off for now to allow better state sharing mResourceSystem->getSceneManager()->setFilterSettings(Settings::general().mTextureMagFilter, Settings::general().mTextureMinFilter, Settings::general().mTextureMipmap, Settings::general().mAnisotropy); mEnvironment.setResourceSystem(*mResourceSystem); mWorkQueue = new SceneUtil::WorkQueue(Settings::cells().mPreloadNumThreads); mUnrefQueue = std::make_unique<SceneUtil::UnrefQueue>(); mScreenCaptureOperation = new SceneUtil::AsyncScreenCaptureOperation(mWorkQueue, new SceneUtil::WriteScreenshotToFileOperation(mCfgMgr.getScreenshotPath(), Settings::general().mScreenshotFormat, Settings::general().mNotifyOnSavedScreenshot ? std::function<void(std::string)>(ScreenCaptureMessageBox{}) : std::function<void(std::string)>(IgnoreString{}))); mScreenCaptureHandler = new osgViewer::ScreenCaptureHandler(mScreenCaptureOperation); mViewer->addEventHandler(mScreenCaptureHandler); mL10nManager = std::make_unique<l10n::Manager>(mVFS.get()); mL10nManager->setPreferredLocales(Settings::general().mPreferredLocales, Settings::general().mGmstOverridesL10n); mEnvironment.setL10nManager(*mL10nManager); mLuaManager = std::make_unique<MWLua::LuaManager>(mVFS.get(), mResDir / "lua_libs"); mEnvironment.setLuaManager(*mLuaManager); // Create input and UI first to set up a bootstrapping environment for // showing a loading screen and keeping the window responsive while doing so const auto keybinderUser = mCfgMgr.getUserConfigPath() / "input_v3.xml"; bool keybinderUserExists = std::filesystem::exists(keybinderUser); if (!keybinderUserExists) { const auto input2 = (mCfgMgr.getUserConfigPath() / "input_v2.xml"); if (std::filesystem::exists(input2)) { keybinderUserExists = std::filesystem::copy_file(input2, keybinderUser); Log(Debug::Info) << "Loading keybindings file: " << keybinderUser; } } else Log(Debug::Info) << "Loading keybindings file: " << keybinderUser; const auto userdefault = mCfgMgr.getUserConfigPath() / "gamecontrollerdb.txt"; const auto localdefault = mCfgMgr.getLocalPath() / "gamecontrollerdb.txt"; const auto globaldefault = mCfgMgr.getGlobalPath() / "gamecontrollerdb.txt"; std::filesystem::path userGameControllerdb; if (std::filesystem::exists(userdefault)) userGameControllerdb = userdefault; std::filesystem::path gameControllerdb; if (std::filesystem::exists(localdefault)) gameControllerdb = localdefault; else if (std::filesystem::exists(globaldefault)) gameControllerdb = globaldefault; // else if it doesn't exist, pass in an empty string // gui needs our shaders path before everything else mResourceSystem->getSceneManager()->setShaderPath(mResDir / "shaders"); osg::GLExtensions& exts = SceneUtil::getGLExtensions(); bool shadersSupported = exts.glslLanguageVersion >= 1.2f; #if OSG_VERSION_LESS_THAN(3, 6, 6) // hack fix for https://github.com/openscenegraph/OpenSceneGraph/issues/1028 if (!osg::isGLExtensionSupported(exts.contextID, "NV_framebuffer_multisample_coverage")) exts.glRenderbufferStorageMultisampleCoverageNV = nullptr; #endif osg::ref_ptr<osg::Group> guiRoot = new osg::Group; guiRoot->setName("GUI Root"); guiRoot->setNodeMask(MWRender::Mask_GUI); mStereoManager->disableStereoForNode(guiRoot); rootNode->addChild(guiRoot); mWindowManager = std::make_unique<MWGui::WindowManager>(mWindow, mViewer, guiRoot, mResourceSystem.get(), mWorkQueue.get(), mCfgMgr.getLogPath(), mScriptConsoleMode, mTranslationDataStorage, mEncoding, Version::getOpenmwVersionDescription(), shadersSupported, mCfgMgr); mEnvironment.setWindowManager(*mWindowManager); mInputManager = std::make_unique<MWInput::InputManager>(mWindow, mViewer, mScreenCaptureHandler, keybinderUser, keybinderUserExists, userGameControllerdb, gameControllerdb, mGrab); mEnvironment.setInputManager(*mInputManager); // Create sound system mSoundManager = std::make_unique<MWSound::SoundManager>(mVFS.get(), mUseSound); mEnvironment.setSoundManager(*mSoundManager); // Create the world mWorld = std::make_unique<MWWorld::World>( mResourceSystem.get(), mActivationDistanceOverride, mCellName, mCfgMgr.getUserDataPath()); mEnvironment.setWorld(*mWorld); mEnvironment.setWorldModel(mWorld->getWorldModel()); mEnvironment.setESMStore(mWorld->getStore()); Loading::Listener* listener = MWBase::Environment::get().getWindowManager()->getLoadingScreen(); Loading::AsyncListener asyncListener(*listener); auto dataLoading = std::async(std::launch::async, [&] { mWorld->loadData(mFileCollections, mContentFiles, mGroundcoverFiles, mEncoder.get(), &asyncListener); }); if (!mSkipMenu) { std::string_view logo = Fallback::Map::getString("Movies_Company_Logo"); if (!logo.empty()) mWindowManager->playVideo(logo, true); } listener->loadingOn(); { using namespace std::chrono_literals; while (dataLoading.wait_for(50ms) != std::future_status::ready) asyncListener.update(); dataLoading.get(); } listener->loadingOff(); mWorld->init(mViewer, std::move(rootNode), mWorkQueue.get(), *mUnrefQueue); mEnvironment.setWorldScene(mWorld->getWorldScene()); mWorld->setupPlayer(); mWorld->setRandomSeed(mRandomSeed); const MWWorld::Store<ESM::GameSetting>* gmst = &mWorld->getStore().get<ESM::GameSetting>(); mL10nManager->setGmstLoader( [gmst, misses = std::set<std::string, std::less<>>()](std::string_view gmstName) mutable { const ESM::GameSetting* res = gmst->search(gmstName); if (res && res->mValue.getType() == ESM::VT_String) return res->mValue.getString(); else { if (misses.count(gmstName) == 0) { misses.emplace(gmstName); Log(Debug::Error) << "GMST " << gmstName << " not found"; } return std::string("GMST:") + std::string(gmstName); } }); mWindowManager->setStore(mWorld->getStore()); mWindowManager->initUI(); // Load translation data mTranslationDataStorage.setEncoder(mEncoder.get()); for (auto& mContentFile : mContentFiles) mTranslationDataStorage.loadTranslationData(mFileCollections, mContentFile); Compiler::registerExtensions(mExtensions); // Create script system mScriptContext = std::make_unique<MWScript::CompilerContext>(MWScript::CompilerContext::Type_Full); mScriptContext->setExtensions(&mExtensions); mScriptManager = std::make_unique<MWScript::ScriptManager>(mWorld->getStore(), *mScriptContext, mWarningsMode); mEnvironment.setScriptManager(*mScriptManager); // Create game mechanics system mMechanicsManager = std::make_unique<MWMechanics::MechanicsManager>(); mEnvironment.setMechanicsManager(*mMechanicsManager); // Create dialog system mJournal = std::make_unique<MWDialogue::Journal>(); mEnvironment.setJournal(*mJournal); mDialogueManager = std::make_unique<MWDialogue::DialogueManager>(mExtensions, mTranslationDataStorage); mEnvironment.setDialogueManager(*mDialogueManager); // scripts if (mCompileAll) { std::pair<int, int> result = mScriptManager->compileAll(); if (result.first) Log(Debug::Info) << "compiled " << result.second << " of " << result.first << " scripts (" << 100 * static_cast<double>(result.second) / result.first << "%)"; } if (mCompileAllDialogue) { std::pair<int, int> result = MWDialogue::ScriptTest::compileAll(&mExtensions, mWarningsMode); if (result.first) Log(Debug::Info) << "compiled " << result.second << " of " << result.first << " dialogue scripts (" << 100 * static_cast<double>(result.second) / result.first << "%)"; } mLuaManager->loadPermanentStorage(mCfgMgr.getUserConfigPath()); mLuaManager->init(); // starts a separate lua thread if "lua num threads" > 0 mLuaWorker = std::make_unique<MWLua::Worker>(*mLuaManager); } // Initialise and enter main loop. void OMW::Engine::go() { assert(!mContentFiles.empty()); Log(Debug::Info) << "OSG version: " << osgGetVersion(); SDL_version sdlVersion; SDL_GetVersion(&sdlVersion); Log(Debug::Info) << "SDL version: " << (int)sdlVersion.major << "." << (int)sdlVersion.minor << "." << (int)sdlVersion.patch; Misc::Rng::init(mRandomSeed); Settings::ShaderManager::get().load(mCfgMgr.getUserConfigPath() / "shaders.yaml"); MWClass::registerClasses(); // Create encoder mEncoder = std::make_unique<ToUTF8::Utf8Encoder>(mEncoding); // Setup viewer mViewer = new osgViewer::Viewer; mViewer->setReleaseContextAtEndOfFrameHint(false); // Do not try to outsmart the OS thread scheduler (see bug #4785). mViewer->setUseConfigureAffinity(false); mEnvironment.setFrameRateLimit(Settings::video().mFramerateLimit); prepareEngine(); #ifdef _WIN32 const auto* stats_file = _wgetenv(L"OPENMW_OSG_STATS_FILE"); #else const auto* stats_file = std::getenv("OPENMW_OSG_STATS_FILE"); #endif std::filesystem::path path; if (stats_file != nullptr) path = stats_file; std::ofstream stats; if (!path.empty()) { stats.open(path, std::ios_base::out); if (stats.is_open()) Log(Debug::Info) << "OSG stats will be written to: " << path; else Log(Debug::Warning) << "Failed to open file to write OSG stats \"" << path << "\": " << std::generic_category().message(errno); } // Setup profiler osg::ref_ptr<Resource::Profiler> statsHandler = new Resource::Profiler(stats.is_open(), *mVFS); initStatsHandler(*statsHandler); mViewer->addEventHandler(statsHandler); osg::ref_ptr<Resource::StatsHandler> resourcesHandler = new Resource::StatsHandler(stats.is_open(), *mVFS); mViewer->addEventHandler(resourcesHandler); if (stats.is_open()) Resource::collectStatistics(*mViewer); // Start the game if (!mSaveGameFile.empty()) { mStateManager->loadGame(mSaveGameFile); } else if (!mSkipMenu) { // start in main menu mWindowManager->pushGuiMode(MWGui::GM_MainMenu); if (mVFS->exists(MWSound::titleMusic)) mSoundManager->streamMusic(MWSound::titleMusic, MWSound::MusicType::Normal); else Log(Debug::Warning) << "Title music not found"; std::string_view logo = Fallback::Map::getString("Movies_Morrowind_Logo"); if (!logo.empty()) mWindowManager->playVideo(logo, /*allowSkipping*/ true, /*overrideSounds*/ false); } else { mStateManager->newGame(!mNewGame); } if (!mStartupScript.empty() && mStateManager->getState() == MWState::StateManager::State_Running) { mWindowManager->executeInConsole(mStartupScript); } // Start the main rendering loop MWWorld::DateTimeManager& timeManager = *mWorld->getTimeManager(); Misc::FrameRateLimiter frameRateLimiter = Misc::makeFrameRateLimiter(mEnvironment.getFrameRateLimit()); const std::chrono::steady_clock::duration maxSimulationInterval(std::chrono::milliseconds(200)); while (!mViewer->done() && !mStateManager->hasQuitRequest()) { const double dt = std::chrono::duration_cast<std::chrono::duration<double>>( std::min(frameRateLimiter.getLastFrameDuration(), maxSimulationInterval)) .count() * timeManager.getSimulationTimeScale(); mViewer->advance(timeManager.getRenderingSimulationTime()); const unsigned frameNumber = mViewer->getFrameStamp()->getFrameNumber(); if (!frame(frameNumber, dt)) { std::this_thread::sleep_for(std::chrono::milliseconds(5)); continue; } timeManager.updateIsPaused(); if (!timeManager.isPaused()) { timeManager.setSimulationTime(timeManager.getSimulationTime() + dt); timeManager.setRenderingSimulationTime(timeManager.getRenderingSimulationTime() + dt); } if (stats) { // The delay is required because rendering happens in parallel to the main thread and stats from there is // available with delay. constexpr unsigned statsReportDelay = 3; if (frameNumber >= statsReportDelay) { // Viewer frame number can be different from frameNumber because of loading screens which render new // frames inside a simulation frame. const unsigned currentFrameNumber = mViewer->getFrameStamp()->getFrameNumber(); for (unsigned i = frameNumber; i <= currentFrameNumber; ++i) reportStats(i - statsReportDelay, *mViewer, stats); } } frameRateLimiter.limit(); } mLuaWorker->join(); // Save user settings Settings::Manager::saveUser(mCfgMgr.getUserConfigPath() / "settings.cfg"); Settings::ShaderManager::get().save(); mLuaManager->savePermanentStorage(mCfgMgr.getUserConfigPath()); Log(Debug::Info) << "Quitting peacefully."; } void OMW::Engine::setCompileAll(bool all) { mCompileAll = all; } void OMW::Engine::setCompileAllDialogue(bool all) { mCompileAllDialogue = all; } void OMW::Engine::setSoundUsage(bool soundUsage) { mUseSound = soundUsage; } void OMW::Engine::setEncoding(const ToUTF8::FromType& encoding) { mEncoding = encoding; } void OMW::Engine::setScriptConsoleMode(bool enabled) { mScriptConsoleMode = enabled; } void OMW::Engine::setStartupScript(const std::filesystem::path& path) { mStartupScript = path; } void OMW::Engine::setActivationDistanceOverride(int distance) { mActivationDistanceOverride = distance; } void OMW::Engine::setWarningsMode(int mode) { mWarningsMode = mode; } void OMW::Engine::setSaveGameFile(const std::filesystem::path& savegame) { mSaveGameFile = savegame; } void OMW::Engine::setRandomSeed(unsigned int seed) { mRandomSeed = seed; }
41,013
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.cpp
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OpenMW/openmw
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9/20/2024, 9:26:25 PM (Europe/Amsterdam)
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35,254
main.cpp
OpenMW_openmw/apps/openmw/main.cpp
#include <components/debug/debugging.hpp> #include <components/fallback/fallback.hpp> #include <components/fallback/validate.hpp> #include <components/files/configurationmanager.hpp> #include <components/misc/osgpluginchecker.hpp> #include <components/misc/rng.hpp> #include <components/platform/platform.hpp> #include <components/version/version.hpp> #include "mwgui/debugwindow.hpp" #include "engine.hpp" #include "options.hpp" #include <boost/program_options/variables_map.hpp> #if defined(_WIN32) #include <components/misc/windows.hpp> // makes __argc and __argv available on windows #include <cstdlib> extern "C" __declspec(dllexport) DWORD AmdPowerXpressRequestHighPerformance = 0x00000001; #endif #include <filesystem> #if (defined(__APPLE__) || defined(__linux) || defined(__unix) || defined(__posix)) #include <unistd.h> #endif using namespace Fallback; /** * \brief Parses application command line and calls \ref Cfg::ConfigurationManager * to parse configuration files. * * Results are directly written to \ref Engine class. * * \retval true - Everything goes OK * \retval false - Error */ bool parseOptions(int argc, char** argv, OMW::Engine& engine, Files::ConfigurationManager& cfgMgr) { // Create a local alias for brevity namespace bpo = boost::program_options; typedef std::vector<std::string> StringsVector; bpo::options_description desc = OpenMW::makeOptionsDescription(); bpo::variables_map variables; Files::parseArgs(argc, argv, variables, desc); bpo::notify(variables); if (variables.count("help")) { Debug::getRawStdout() << desc << std::endl; return false; } if (variables.count("version")) { Debug::getRawStdout() << Version::getOpenmwVersionDescription() << std::endl; return false; } cfgMgr.readConfiguration(variables, desc); Debug::setupLogging(cfgMgr.getLogPath(), "OpenMW"); Log(Debug::Info) << Version::getOpenmwVersionDescription(); Settings::Manager::load(cfgMgr); MWGui::DebugWindow::startLogRecording(); engine.setGrabMouse(!variables["no-grab"].as<bool>()); // Font encoding settings std::string encoding(variables["encoding"].as<std::string>()); Log(Debug::Info) << ToUTF8::encodingUsingMessage(encoding); engine.setEncoding(ToUTF8::calculateEncoding(encoding)); Files::PathContainer dataDirs(asPathContainer(variables["data"].as<Files::MaybeQuotedPathContainer>())); Files::PathContainer::value_type local(variables["data-local"] .as<Files::MaybeQuotedPathContainer::value_type>() .u8string()); // This call to u8string is redundant, but required to // build on MSVC 14.26 due to implementation bugs. if (!local.empty()) dataDirs.push_back(local); cfgMgr.filterOutNonExistingPaths(dataDirs); engine.setResourceDir(variables["resources"] .as<Files::MaybeQuotedPath>() .u8string()); // This call to u8string is redundant, but required to build on MSVC 14.26 // due to implementation bugs. engine.setDataDirs(dataDirs); // fallback archives StringsVector archives = variables["fallback-archive"].as<StringsVector>(); for (StringsVector::const_iterator it = archives.begin(); it != archives.end(); ++it) { engine.addArchive(*it); } StringsVector content = variables["content"].as<StringsVector>(); if (content.empty()) { Log(Debug::Error) << "No content file given (esm/esp, nor omwgame/omwaddon). Aborting..."; return false; } engine.addContentFile("builtin.omwscripts"); std::set<std::string> contentDedupe{ "builtin.omwscripts" }; for (const auto& contentFile : content) { if (!contentDedupe.insert(contentFile).second) { Log(Debug::Error) << "Content file specified more than once: " << contentFile << ". Aborting..."; return false; } } for (auto& file : content) { engine.addContentFile(file); } StringsVector groundcover = variables["groundcover"].as<StringsVector>(); for (auto& file : groundcover) { engine.addGroundcoverFile(file); } if (variables.count("lua-scripts")) { Log(Debug::Warning) << "Lua scripts have been specified via the old lua-scripts option and will not be loaded. " "Please update them to a version which uses the new omwscripts format."; } // startup-settings engine.setCell(variables["start"].as<std::string>()); engine.setSkipMenu(variables["skip-menu"].as<bool>(), variables["new-game"].as<bool>()); if (!variables["skip-menu"].as<bool>() && variables["new-game"].as<bool>()) Log(Debug::Warning) << "Warning: new-game used without skip-menu -> ignoring it"; // scripts engine.setCompileAll(variables["script-all"].as<bool>()); engine.setCompileAllDialogue(variables["script-all-dialogue"].as<bool>()); engine.setScriptConsoleMode(variables["script-console"].as<bool>()); engine.setStartupScript(variables["script-run"].as<std::string>()); engine.setWarningsMode(variables["script-warn"].as<int>()); engine.setSaveGameFile(variables["load-savegame"].as<Files::MaybeQuotedPath>().u8string()); // other settings Fallback::Map::init(variables["fallback"].as<FallbackMap>().mMap); engine.setSoundUsage(!variables["no-sound"].as<bool>()); engine.setActivationDistanceOverride(variables["activate-dist"].as<int>()); engine.setRandomSeed(variables["random-seed"].as<unsigned int>()); return true; } namespace { class OSGLogHandler : public osg::NotifyHandler { void notify(osg::NotifySeverity severity, const char* msg) override { // Copy, because osg logging is not thread safe. std::string msgCopy(msg); if (msgCopy.empty()) return; Debug::Level level; switch (severity) { case osg::ALWAYS: case osg::FATAL: level = Debug::Error; break; case osg::WARN: case osg::NOTICE: level = Debug::Warning; break; case osg::INFO: level = Debug::Info; break; case osg::DEBUG_INFO: case osg::DEBUG_FP: default: level = Debug::Debug; } std::string_view s(msgCopy); if (s.size() < 1024) Log(level) << (s.back() == '\n' ? s.substr(0, s.size() - 1) : s); else { while (!s.empty()) { size_t lineSize = 1; while (lineSize < s.size() && s[lineSize - 1] != '\n') lineSize++; Log(level) << s.substr(0, s[lineSize - 1] == '\n' ? lineSize - 1 : lineSize); s = s.substr(lineSize); } } } }; } int runApplication(int argc, char* argv[]) { Platform::init(); #ifdef __APPLE__ setenv("OSG_GL_TEXTURE_STORAGE", "OFF", 0); #endif osg::setNotifyHandler(new OSGLogHandler()); Files::ConfigurationManager cfgMgr; std::unique_ptr<OMW::Engine> engine = std::make_unique<OMW::Engine>(cfgMgr); if (parseOptions(argc, argv, *engine, cfgMgr)) { if (!Misc::checkRequiredOSGPluginsArePresent()) return 1; engine->go(); } return 0; } #ifdef ANDROID extern "C" int SDL_main(int argc, char** argv) #else int main(int argc, char** argv) #endif { return Debug::wrapApplication(&runApplication, argc, argv, "OpenMW"); } // Platform specific for Windows when there is no console built into the executable. // Windows will call the WinMain function instead of main in this case, the normal // main function is then called with the __argc and __argv parameters. #if defined(_WIN32) && !defined(_CONSOLE) int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) { return main(__argc, __argv); } #endif
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OpenMW/openmw
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9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
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false
false
false
false
35,255
android_main.cpp
OpenMW_openmw/apps/openmw/android_main.cpp
#ifndef stderr int stderr = 0; // Hack: fix linker error #endif #include "SDL_main.h" #include <SDL_events.h> #include <SDL_gamecontroller.h> #include <SDL_mouse.h> /******************************************************************************* Functions called by JNI *******************************************************************************/ #include <jni.h> /* Called before to initialize JNI bindings */ extern void SDL_Android_Init(JNIEnv* env, jclass cls); extern int argcData; extern const char** argvData; void releaseArgv(); extern "C" int Java_org_libsdl_app_SDLActivity_getMouseX(JNIEnv* env, jclass cls, jobject obj) { int ret = 0; SDL_GetMouseState(&ret, nullptr); return ret; } extern "C" int Java_org_libsdl_app_SDLActivity_getMouseY(JNIEnv* env, jclass cls, jobject obj) { int ret = 0; SDL_GetMouseState(nullptr, &ret); return ret; } extern "C" int Java_org_libsdl_app_SDLActivity_isMouseShown(JNIEnv* env, jclass cls, jobject obj) { return SDL_ShowCursor(SDL_QUERY); } extern SDL_Window* Android_Window; extern "C" int SDL_SendMouseMotion(SDL_Window* window, int mouseID, int relative, int x, int y); extern "C" void Java_org_libsdl_app_SDLActivity_sendRelativeMouseMotion(JNIEnv* env, jclass cls, int x, int y) { SDL_SendMouseMotion(Android_Window, 0, 1, x, y); } extern "C" int SDL_SendMouseButton(SDL_Window* window, int mouseID, Uint8 state, Uint8 button); extern "C" void Java_org_libsdl_app_SDLActivity_sendMouseButton(JNIEnv* env, jclass cls, int state, int button) { SDL_SendMouseButton(Android_Window, 0, state, button); } extern "C" int Java_org_libsdl_app_SDLActivity_nativeInit(JNIEnv* env, jclass cls, jobject obj) { setenv("OPENMW_DECOMPRESS_TEXTURES", "1", 1); // On Android, we use a virtual controller with guid="Virtual" SDL_GameControllerAddMapping( "5669727475616c000000000000000000,Virtual,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1," "guide:b16,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14," "righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4"); return 0; }
2,175
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.cpp
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0.688152
OpenMW/openmw
5,318
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GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
35,256
options.cpp
OpenMW_openmw/apps/openmw/options.cpp
#include "options.hpp" #include <components/fallback/validate.hpp> #include <components/files/configurationmanager.hpp> #include <components/misc/rng.hpp> namespace { namespace bpo = boost::program_options; typedef std::vector<std::string> StringsVector; } namespace OpenMW { bpo::options_description makeOptionsDescription() { bpo::options_description desc("Syntax: openmw <options>\nAllowed options"); Files::ConfigurationManager::addCommonOptions(desc); auto addOption = desc.add_options(); addOption("help", "print help message"); addOption("version", "print version information and quit"); addOption("data", bpo::value<Files::MaybeQuotedPathContainer>() ->default_value(Files::MaybeQuotedPathContainer(), "data") ->multitoken() ->composing(), "set data directories (later directories have higher priority)"); addOption("data-local", bpo::value<Files::MaybeQuotedPath>()->default_value(Files::MaybeQuotedPath(), ""), "set local data directory (highest priority)"); addOption("fallback-archive", bpo::value<StringsVector>()->default_value(StringsVector(), "fallback-archive")->multitoken()->composing(), "set fallback BSA archives (later archives have higher priority)"); addOption("start", bpo::value<std::string>()->default_value(""), "set initial cell"); addOption("content", bpo::value<StringsVector>()->default_value(StringsVector(), "")->multitoken()->composing(), "content file(s): esm/esp, or omwgame/omwaddon/omwscripts"); addOption("groundcover", bpo::value<StringsVector>()->default_value(StringsVector(), "")->multitoken()->composing(), "groundcover content file(s): esm/esp, or omwgame/omwaddon"); addOption("no-sound", bpo::value<bool>()->implicit_value(true)->default_value(false), "disable all sounds"); addOption("script-all", bpo::value<bool>()->implicit_value(true)->default_value(false), "compile all scripts (excluding dialogue scripts) at startup"); addOption("script-all-dialogue", bpo::value<bool>()->implicit_value(true)->default_value(false), "compile all dialogue scripts at startup"); addOption("script-console", bpo::value<bool>()->implicit_value(true)->default_value(false), "enable console-only script functionality"); addOption("script-run", bpo::value<std::string>()->default_value(""), "select a file containing a list of console commands that is executed on startup"); addOption("script-warn", bpo::value<int>()->implicit_value(1)->default_value(1), "handling of warnings when compiling scripts\n" "\t0 - ignore warning\n" "\t1 - show warning but consider script as correctly compiled anyway\n" "\t2 - treat warnings as errors"); addOption("load-savegame", bpo::value<Files::MaybeQuotedPath>()->default_value(Files::MaybeQuotedPath(), ""), "load a save game file on game startup (specify an absolute filename or a filename relative to the current " "working directory)"); addOption("skip-menu", bpo::value<bool>()->implicit_value(true)->default_value(false), "skip main menu on game startup"); addOption("new-game", bpo::value<bool>()->implicit_value(true)->default_value(false), "run new game sequence (ignored if skip-menu=0)"); addOption("encoding", bpo::value<std::string>()->default_value("win1252"), "Character encoding used in OpenMW game messages:\n" "\n\twin1250 - Central and Eastern European such as Polish, Czech, Slovak, Hungarian, Slovene, Bosnian, " "Croatian, Serbian (Latin script), Romanian and Albanian languages\n" "\n\twin1251 - Cyrillic alphabet such as Russian, Bulgarian, Serbian Cyrillic and other languages\n" "\n\twin1252 - Western European (Latin) alphabet, used by default"); addOption("fallback", bpo::value<Fallback::FallbackMap>()->default_value(Fallback::FallbackMap(), "")->multitoken()->composing(), "fallback values"); addOption("no-grab", bpo::value<bool>()->implicit_value(true)->default_value(false), "Don't grab mouse cursor"); addOption("export-fonts", bpo::value<bool>()->implicit_value(true)->default_value(false), "Export Morrowind .fnt fonts to PNG image and XML file in current directory"); addOption("activate-dist", bpo::value<int>()->default_value(-1), "activation distance override"); addOption("random-seed", bpo::value<unsigned int>()->default_value(Misc::Rng::generateDefaultSeed()), "seed value for random number generator"); return desc; } }
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OpenMW/openmw
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9/20/2024, 9:26:25 PM (Europe/Amsterdam)
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false
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35,257
magiceffects.cpp
OpenMW_openmw/apps/openmw/mwworld/magiceffects.cpp
#include "magiceffects.hpp" #include "esmstore.hpp" #include <components/esm3/loadarmo.hpp> #include <components/esm3/loadclot.hpp> #include <components/esm3/loadench.hpp> #include <components/esm3/loadmgef.hpp> #include <components/esm3/loadskil.hpp> #include <components/esm3/loadspel.hpp> #include <components/esm3/loadweap.hpp> #include <components/esm3/npcstate.hpp> #include "../mwbase/environment.hpp" #include "../mwworld/worldmodel.hpp" #include "../mwmechanics/magiceffects.hpp" namespace { template <class T> void getEnchantedItem(const ESM::RefId& id, ESM::RefId& enchantment, std::string& itemName) { const T* item = MWBase::Environment::get().getESMStore()->get<T>().search(id); if (item) { enchantment = item->mEnchant; itemName = item->mName; } } } namespace MWWorld { void convertMagicEffects(ESM::CreatureStats& creatureStats, ESM::InventoryState& inventory, ESM::NpcStats* npcStats) { const auto& store = *MWBase::Environment::get().getESMStore(); // Convert corprus to format 10 for (const auto& [id, oldStats] : creatureStats.mSpells.mCorprusSpells) { const ESM::Spell* spell = store.get<ESM::Spell>().search(id); if (!spell) continue; ESM::CreatureStats::CorprusStats stats; stats.mNextWorsening = oldStats.mNextWorsening; stats.mWorsenings.fill(0); for (auto& effect : spell->mEffects.mList) { if (effect.mData.mEffectID == ESM::MagicEffect::DrainAttribute) stats.mWorsenings[effect.mData.mAttribute] = oldStats.mWorsenings; } creatureStats.mCorprusSpells[id] = stats; } // Convert to format 17 for (const auto& [id, oldParams] : creatureStats.mSpells.mSpellParams) { const ESM::Spell* spell = store.get<ESM::Spell>().search(id); if (!spell || spell->mData.mType == ESM::Spell::ST_Spell || spell->mData.mType == ESM::Spell::ST_Power) continue; ESM::ActiveSpells::ActiveSpellParams params; params.mSourceSpellId = id; params.mDisplayName = spell->mName; params.mCasterActorId = creatureStats.mActorId; if (spell->mData.mType == ESM::Spell::ST_Ability) params.mFlags = ESM::Compatibility::ActiveSpells::Type_Ability_Flags; else params.mFlags = ESM::Compatibility::ActiveSpells::Type_Permanent_Flags; params.mWorsenings = -1; params.mNextWorsening = ESM::TimeStamp(); for (const auto& enam : spell->mEffects.mList) { if (oldParams.mPurgedEffects.find(enam.mIndex) == oldParams.mPurgedEffects.end()) { ESM::ActiveEffect effect; effect.mEffectId = enam.mData.mEffectID; effect.mArg = MWMechanics::EffectKey(enam.mData).mArg; effect.mDuration = -1; effect.mTimeLeft = -1; effect.mEffectIndex = enam.mIndex; auto rand = oldParams.mEffectRands.find(enam.mIndex); if (rand != oldParams.mEffectRands.end()) { float magnitude = (enam.mData.mMagnMax - enam.mData.mMagnMin) * rand->second + enam.mData.mMagnMin; effect.mMagnitude = magnitude; effect.mMinMagnitude = magnitude; effect.mMaxMagnitude = magnitude; // Prevent recalculation of resistances and don't reflect or absorb the effect effect.mFlags = ESM::ActiveEffect::Flag_Ignore_Resistances | ESM::ActiveEffect::Flag_Ignore_Reflect | ESM::ActiveEffect::Flag_Ignore_SpellAbsorption; } else { effect.mMagnitude = 0.f; effect.mMinMagnitude = enam.mData.mMagnMin; effect.mMaxMagnitude = enam.mData.mMagnMax; effect.mFlags = ESM::ActiveEffect::Flag_None; } params.mEffects.emplace_back(effect); } } creatureStats.mActiveSpells.mSpells.emplace_back(params); } std::multimap<ESM::RefId, ESM::RefNum> equippedItems; for (std::size_t i = 0; i < inventory.mItems.size(); ++i) { ESM::ObjectState& item = inventory.mItems[i]; auto slot = inventory.mEquipmentSlots.find(i); if (slot != inventory.mEquipmentSlots.end()) { MWBase::Environment::get().getWorldModel()->assignSaveFileRefNum(item.mRef); equippedItems.emplace(item.mRef.mRefID, item.mRef.mRefNum); } } for (const auto& [id, oldMagnitudes] : inventory.mPermanentMagicEffectMagnitudes) { ESM::RefId eId; std::string name; switch (store.find(id)) { case ESM::REC_ARMO: getEnchantedItem<ESM::Armor>(id, eId, name); break; case ESM::REC_CLOT: getEnchantedItem<ESM::Clothing>(id, eId, name); break; case ESM::REC_WEAP: getEnchantedItem<ESM::Weapon>(id, eId, name); break; } if (eId.empty()) continue; const ESM::Enchantment* enchantment = store.get<ESM::Enchantment>().search(eId); if (!enchantment) continue; ESM::ActiveSpells::ActiveSpellParams params; params.mSourceSpellId = id; params.mDisplayName = std::move(name); params.mCasterActorId = creatureStats.mActorId; params.mFlags = ESM::Compatibility::ActiveSpells::Type_Enchantment_Flags; params.mWorsenings = -1; params.mNextWorsening = ESM::TimeStamp(); for (const auto& enam : enchantment->mEffects.mList) { auto [random, multiplier] = oldMagnitudes[enam.mIndex]; float magnitude = (enam.mData.mMagnMax - enam.mData.mMagnMin) * random + enam.mData.mMagnMin; magnitude *= multiplier; if (magnitude <= 0) continue; ESM::ActiveEffect effect; effect.mEffectId = enam.mData.mEffectID; effect.mMagnitude = magnitude; effect.mMinMagnitude = magnitude; effect.mMaxMagnitude = magnitude; effect.mArg = MWMechanics::EffectKey(enam.mData).mArg; effect.mDuration = -1; effect.mTimeLeft = -1; effect.mEffectIndex = enam.mIndex; // Prevent recalculation of resistances and don't reflect or absorb the effect effect.mFlags = ESM::ActiveEffect::Flag_Ignore_Resistances | ESM::ActiveEffect::Flag_Ignore_Reflect | ESM::ActiveEffect::Flag_Ignore_SpellAbsorption; params.mEffects.emplace_back(effect); } auto [begin, end] = equippedItems.equal_range(id); for (auto it = begin; it != end; ++it) { params.mItem = it->second; creatureStats.mActiveSpells.mSpells.emplace_back(params); } } for (const auto& spell : creatureStats.mCorprusSpells) { auto it = std::find_if(creatureStats.mActiveSpells.mSpells.begin(), creatureStats.mActiveSpells.mSpells.end(), [&](const auto& params) { return params.mSourceSpellId == spell.first; }); if (it != creatureStats.mActiveSpells.mSpells.end()) { it->mNextWorsening = spell.second.mNextWorsening; int worsenings = 0; for (const auto& worsening : spell.second.mWorsenings) worsenings = std::max(worsening, worsenings); it->mWorsenings = worsenings; } } for (const auto& [key, actorId] : creatureStats.mSummonedCreatureMap) { if (actorId < 0) continue; for (auto& params : creatureStats.mActiveSpells.mSpells) { if (params.mSourceSpellId == key.mSourceId) { bool found = false; for (auto& effect : params.mEffects) { if (effect.mEffectId == key.mEffectId && effect.mEffectIndex == key.mEffectIndex) { effect.mArg = ESM::RefId::generated(static_cast<uint64_t>(actorId)); effect.mFlags |= ESM::ActiveEffect::Flag_Applied | ESM::ActiveEffect::Flag_Remove; found = true; break; } } if (found) break; } } } // Reset modifiers that were previously recalculated each frame for (auto& attribute : creatureStats.mAttributes) attribute.mMod = 0.f; for (auto& dynamic : creatureStats.mDynamic) { dynamic.mCurrent -= dynamic.mMod - dynamic.mBase; dynamic.mMod = 0.f; } for (auto& setting : creatureStats.mAiSettings) setting.mMod = 0.f; if (npcStats) { for (auto& skill : npcStats->mSkills) skill.mMod = 0.f; } } // Versions 17-19 wrote different modifiers to the savegame depending on whether the save had upgraded from a pre-17 // version or not void convertStats(ESM::CreatureStats& creatureStats) { for (auto& dynamic : creatureStats.mDynamic) dynamic.mMod = 0.f; for (auto& setting : creatureStats.mAiSettings) setting.mMod = 0.f; } // Versions 17-27 wrote an equipment slot index to mItem void convertEnchantmentSlots(ESM::CreatureStats& creatureStats, ESM::InventoryState& inventory) { for (auto& activeSpell : creatureStats.mActiveSpells.mSpells) { if (!activeSpell.mItem.isSet()) continue; if (activeSpell.mFlags & ESM::ActiveSpells::Flag_Equipment) { std::int64_t slotIndex = activeSpell.mItem.mIndex; auto slot = std::find_if(inventory.mEquipmentSlots.begin(), inventory.mEquipmentSlots.end(), [=](const auto& entry) { return entry.second == slotIndex; }); if (slot != inventory.mEquipmentSlots.end() && slot->first < inventory.mItems.size()) { ESM::CellRef& ref = inventory.mItems[slot->first].mRef; MWBase::Environment::get().getWorldModel()->assignSaveFileRefNum(ref); activeSpell.mItem = ref.mRefNum; continue; } } activeSpell.mItem = {}; } } }
11,374
C++
.cpp
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31.386454
120
0.552546
OpenMW/openmw
5,318
933
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GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
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false
35,258
inventorystore.cpp
OpenMW_openmw/apps/openmw/mwworld/inventorystore.cpp
#include "inventorystore.hpp" #include <algorithm> #include <iterator> #include <components/esm3/inventorystate.hpp> #include "../mwbase/environment.hpp" #include "../mwmechanics/actorutil.hpp" #include "../mwmechanics/npcstats.hpp" #include "../mwmechanics/weapontype.hpp" #include "class.hpp" #include "esmstore.hpp" void MWWorld::InventoryStore::copySlots(const InventoryStore& store) { // some const-trickery, required because of a flaw in the handling of MW-references and the // resulting workarounds for (std::vector<ContainerStoreIterator>::const_iterator iter(const_cast<InventoryStore&>(store).mSlots.begin()); iter != const_cast<InventoryStore&>(store).mSlots.end(); ++iter) { std::size_t distance = std::distance(const_cast<InventoryStore&>(store).begin(), *iter); ContainerStoreIterator slot = begin(); std::advance(slot, distance); mSlots.push_back(slot); } // some const-trickery, required because of a flaw in the handling of MW-references and the // resulting workarounds std::size_t distance = std::distance( const_cast<InventoryStore&>(store).begin(), const_cast<InventoryStore&>(store).mSelectedEnchantItem); ContainerStoreIterator slot = begin(); std::advance(slot, distance); mSelectedEnchantItem = slot; } void MWWorld::InventoryStore::initSlots(TSlots& slots_) { for (int i = 0; i < Slots; ++i) slots_.push_back(end()); } void MWWorld::InventoryStore::storeEquipmentState( const MWWorld::LiveCellRefBase& ref, size_t index, ESM::InventoryState& inventory) const { for (int32_t i = 0; i < MWWorld::InventoryStore::Slots; ++i) { if (mSlots[i].getType() != -1 && mSlots[i]->getBase() == &ref) inventory.mEquipmentSlots[static_cast<uint32_t>(index)] = i; } if (mSelectedEnchantItem.getType() != -1 && mSelectedEnchantItem->getBase() == &ref) inventory.mSelectedEnchantItem = index; } void MWWorld::InventoryStore::readEquipmentState( const MWWorld::ContainerStoreIterator& iter, size_t index, const ESM::InventoryState& inventory) { if (index == inventory.mSelectedEnchantItem) mSelectedEnchantItem = iter; auto found = inventory.mEquipmentSlots.find(index); if (found != inventory.mEquipmentSlots.end()) { if (found->second < 0 || found->second >= MWWorld::InventoryStore::Slots) throw std::runtime_error("Invalid slot index in inventory state"); // make sure the item can actually be equipped in this slot int32_t slot = found->second; std::pair<std::vector<int>, bool> allowedSlots = iter->getClass().getEquipmentSlots(*iter); if (!allowedSlots.first.size()) return; if (std::find(allowedSlots.first.begin(), allowedSlots.first.end(), slot) == allowedSlots.first.end()) slot = allowedSlots.first.front(); // unstack if required if (!allowedSlots.second && iter->getCellRef().getCount() > 1) { int count = iter->getCellRef().getCount(false); MWWorld::ContainerStoreIterator newIter = addNewStack(*iter, count > 0 ? 1 : -1); iter->getCellRef().setCount(subtractItems(count, 1)); mSlots[slot] = newIter; } else mSlots[slot] = iter; } } MWWorld::InventoryStore::InventoryStore() : ContainerStore() , mInventoryListener(nullptr) , mUpdatesEnabled(true) , mFirstAutoEquip(true) , mSelectedEnchantItem(end()) { initSlots(mSlots); } MWWorld::InventoryStore::InventoryStore(const InventoryStore& store) : ContainerStore(store) , mInventoryListener(store.mInventoryListener) , mUpdatesEnabled(store.mUpdatesEnabled) , mFirstAutoEquip(store.mFirstAutoEquip) , mSelectedEnchantItem(end()) { copySlots(store); } MWWorld::InventoryStore& MWWorld::InventoryStore::operator=(const InventoryStore& store) { if (this == &store) return *this; mListener = store.mListener; mInventoryListener = store.mInventoryListener; mFirstAutoEquip = store.mFirstAutoEquip; mRechargingItemsUpToDate = false; ContainerStore::operator=(store); mSlots.clear(); copySlots(store); return *this; } MWWorld::ContainerStoreIterator MWWorld::InventoryStore::add( const Ptr& itemPtr, int count, bool allowAutoEquip, bool resolve) { const MWWorld::ContainerStoreIterator& retVal = MWWorld::ContainerStore::add(itemPtr, count, allowAutoEquip, resolve); // Auto-equip items if an armor/clothing item is added, but not for the player nor werewolves const Ptr& actor = getPtr(); if (allowAutoEquip && actor != MWMechanics::getPlayer() && actor.getClass().isNpc() && !actor.getClass().getNpcStats(actor).isWerewolf()) { auto type = itemPtr.getType(); if (type == ESM::Armor::sRecordId || type == ESM::Clothing::sRecordId) autoEquip(); } if (mListener) mListener->itemAdded(*retVal, count); return retVal; } void MWWorld::InventoryStore::equip(int slot, const ContainerStoreIterator& iterator) { if (iterator == end()) throw std::runtime_error("can't equip end() iterator, use unequip function instead"); if (slot < 0 || slot >= static_cast<int>(mSlots.size())) throw std::runtime_error("slot number out of range"); if (iterator.getContainerStore() != this) throw std::runtime_error("attempt to equip an item that is not in the inventory"); std::pair<std::vector<int>, bool> slots_; slots_ = iterator->getClass().getEquipmentSlots(*iterator); if (std::find(slots_.first.begin(), slots_.first.end(), slot) == slots_.first.end()) throw std::runtime_error("invalid slot"); if (mSlots[slot] != end()) unequipSlot(slot); // unstack item pointed to by iterator if required if (iterator != end() && !slots_.second && iterator->getCellRef().getCount() > 1) // if slots.second is true, item can stay stacked when equipped { unstack(*iterator); } mSlots[slot] = iterator; flagAsModified(); fireEquipmentChangedEvent(); } void MWWorld::InventoryStore::unequipAll() { mUpdatesEnabled = false; for (int slot = 0; slot < MWWorld::InventoryStore::Slots; ++slot) unequipSlot(slot); mUpdatesEnabled = true; fireEquipmentChangedEvent(); } MWWorld::ContainerStoreIterator MWWorld::InventoryStore::getSlot(int slot) { return findSlot(slot); } MWWorld::ConstContainerStoreIterator MWWorld::InventoryStore::getSlot(int slot) const { return findSlot(slot); } MWWorld::ContainerStoreIterator MWWorld::InventoryStore::findSlot(int slot) const { if (slot < 0 || slot >= static_cast<int>(mSlots.size())) throw std::runtime_error("slot number out of range"); if (mSlots[slot] == end()) return mSlots[slot]; // NOTE: mSlots[slot]->getRefData().getCount() can be zero if the item is marked // for removal by a Lua script, but the removal action is not yet processed. // The item will be automatically unequiped in the current frame. return mSlots[slot]; } void MWWorld::InventoryStore::autoEquipWeapon(TSlots& slots_) { const Ptr& actor = getPtr(); if (!actor.getClass().isNpc()) { // In original game creatures do not autoequip weapon, but we need it for weapon sheathing. // The only case when the difference is noticable - when this creature sells weapon. // So just disable weapon autoequipping for creatures which sells weapon. int services = actor.getClass().getServices(actor); bool sellsWeapon = services & (ESM::NPC::Weapon | ESM::NPC::MagicItems); if (sellsWeapon) return; } static const ESM::RefId weaponSkills[] = { ESM::Skill::LongBlade, ESM::Skill::Axe, ESM::Skill::Spear, ESM::Skill::ShortBlade, ESM::Skill::Marksman, ESM::Skill::BluntWeapon, }; const size_t weaponSkillsLength = sizeof(weaponSkills) / sizeof(weaponSkills[0]); bool weaponSkillVisited[weaponSkillsLength] = { false }; // give arrows/bolt with max damage by default int arrowMax = 0; int boltMax = 0; ContainerStoreIterator arrow(end()); ContainerStoreIterator bolt(end()); // rate ammo for (ContainerStoreIterator iter(begin(ContainerStore::Type_Weapon)); iter != end(); ++iter) { const ESM::Weapon* esmWeapon = iter->get<ESM::Weapon>()->mBase; if (esmWeapon->mData.mType == ESM::Weapon::Arrow) { if (esmWeapon->mData.mChop[1] >= arrowMax) { arrowMax = esmWeapon->mData.mChop[1]; arrow = iter; } } else if (esmWeapon->mData.mType == ESM::Weapon::Bolt) { if (esmWeapon->mData.mChop[1] >= boltMax) { boltMax = esmWeapon->mData.mChop[1]; bolt = iter; } } } // rate weapon for (int i = 0; i < static_cast<int>(weaponSkillsLength); ++i) { float max = 0; int maxWeaponSkill = -1; for (int j = 0; j < static_cast<int>(weaponSkillsLength); ++j) { float skillValue = actor.getClass().getSkill(actor, weaponSkills[j]); if (skillValue > max && !weaponSkillVisited[j]) { max = skillValue; maxWeaponSkill = j; } } if (maxWeaponSkill == -1) break; max = 0; ContainerStoreIterator weapon(end()); for (ContainerStoreIterator iter(begin(ContainerStore::Type_Weapon)); iter != end(); ++iter) { const ESM::Weapon* esmWeapon = iter->get<ESM::Weapon>()->mBase; if (MWMechanics::getWeaponType(esmWeapon->mData.mType)->mWeaponClass == ESM::WeaponType::Ammo) continue; if (iter->getClass().getEquipmentSkill(*iter) == weaponSkills[maxWeaponSkill]) { if (esmWeapon->mData.mChop[1] >= max) { max = esmWeapon->mData.mChop[1]; weapon = iter; } if (esmWeapon->mData.mSlash[1] >= max) { max = esmWeapon->mData.mSlash[1]; weapon = iter; } if (esmWeapon->mData.mThrust[1] >= max) { max = esmWeapon->mData.mThrust[1]; weapon = iter; } } } if (weapon != end() && weapon->getClass().canBeEquipped(*weapon, actor).first) { // Do not equip ranged weapons, if there is no suitable ammo bool hasAmmo = true; const MWWorld::LiveCellRef<ESM::Weapon>* ref = weapon->get<ESM::Weapon>(); int type = ref->mBase->mData.mType; int ammotype = MWMechanics::getWeaponType(type)->mAmmoType; if (ammotype == ESM::Weapon::Arrow) { if (arrow == end()) hasAmmo = false; else slots_[Slot_Ammunition] = arrow; } else if (ammotype == ESM::Weapon::Bolt) { if (bolt == end()) hasAmmo = false; else slots_[Slot_Ammunition] = bolt; } if (hasAmmo) { std::pair<std::vector<int>, bool> itemsSlots = weapon->getClass().getEquipmentSlots(*weapon); if (!itemsSlots.first.empty()) { if (!itemsSlots.second) { if (weapon->getCellRef().getCount() > 1) { unstack(*weapon); } } int slot = itemsSlots.first.front(); slots_[slot] = weapon; if (ammotype == ESM::Weapon::None) slots_[Slot_Ammunition] = end(); } break; } } weaponSkillVisited[maxWeaponSkill] = true; } } void MWWorld::InventoryStore::autoEquipArmor(TSlots& slots_) { // Only NPCs can wear armor for now. // For creatures we equip only shields. const Ptr& actor = getPtr(); if (!actor.getClass().isNpc()) { autoEquipShield(slots_); return; } const MWWorld::Store<ESM::GameSetting>& store = MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>(); static float fUnarmoredBase1 = store.find("fUnarmoredBase1")->mValue.getFloat(); static float fUnarmoredBase2 = store.find("fUnarmoredBase2")->mValue.getFloat(); float unarmoredSkill = actor.getClass().getSkill(actor, ESM::Skill::Unarmored); float unarmoredRating = (fUnarmoredBase1 * unarmoredSkill) * (fUnarmoredBase2 * unarmoredSkill); for (ContainerStoreIterator iter(begin(ContainerStore::Type_Clothing | ContainerStore::Type_Armor)); iter != end(); ++iter) { Ptr test = *iter; switch (test.getClass().canBeEquipped(test, actor).first) { case 0: continue; default: break; } if (iter.getType() == ContainerStore::Type_Armor && test.getClass().getEffectiveArmorRating(test, actor) <= std::max(unarmoredRating, 0.f)) { continue; } std::pair<std::vector<int>, bool> itemsSlots = iter->getClass().getEquipmentSlots(*iter); // checking if current item pointed by iter can be equipped for (int slot : itemsSlots.first) { // if true then it means slot is equipped already // check if slot may require swapping if current item is more valuable if (slots_.at(slot) != end()) { Ptr old = *slots_.at(slot); if (iter.getType() == ContainerStore::Type_Armor) { if (old.getType() == ESM::Armor::sRecordId) { if (old.get<ESM::Armor>()->mBase->mData.mType < test.get<ESM::Armor>()->mBase->mData.mType) continue; if (old.get<ESM::Armor>()->mBase->mData.mType == test.get<ESM::Armor>()->mBase->mData.mType) { if (old.getClass().getEffectiveArmorRating(old, actor) >= test.getClass().getEffectiveArmorRating(test, actor)) // old armor had better armor rating continue; } } // suitable armor should replace already equipped clothing } else if (iter.getType() == ContainerStore::Type_Clothing) { // if left ring is equipped if (slot == Slot_LeftRing) { // if there is a place for right ring dont swap it if (slots_.at(Slot_RightRing) == end()) { continue; } else // if right ring is equipped too { Ptr rightRing = *slots_.at(Slot_RightRing); // we want to swap cheaper ring only if both are equipped if (old.getClass().getValue(old) >= rightRing.getClass().getValue(rightRing)) continue; } } if (old.getType() == ESM::Clothing::sRecordId) { // check value if (old.getClass().getValue(old) >= test.getClass().getValue(test)) // old clothing was more valuable continue; } else // suitable clothing should NOT replace already equipped armor continue; } } if (!itemsSlots.second) // if itemsSlots.second is true, item can stay stacked when equipped { // unstack item pointed to by iterator if required if (iter->getCellRef().getCount() > 1) { unstack(*iter); } } // if we are here it means item can be equipped or swapped slots_[slot] = iter; break; } } } void MWWorld::InventoryStore::autoEquipShield(TSlots& slots_) { for (ContainerStoreIterator iter(begin(ContainerStore::Type_Armor)); iter != end(); ++iter) { if (iter->get<ESM::Armor>()->mBase->mData.mType != ESM::Armor::Shield) continue; if (iter->getClass().canBeEquipped(*iter, getPtr()).first != 1) continue; std::pair<std::vector<int>, bool> shieldSlots = iter->getClass().getEquipmentSlots(*iter); int slot = shieldSlots.first[0]; const ContainerStoreIterator& shield = slots_[slot]; if (shield != end() && shield.getType() == Type_Armor && shield->get<ESM::Armor>()->mBase->mData.mType == ESM::Armor::Shield) { if (shield->getClass().getItemHealth(*shield) >= iter->getClass().getItemHealth(*iter)) continue; } slots_[slot] = iter; } } void MWWorld::InventoryStore::autoEquip() { TSlots slots_; initSlots(slots_); // Disable model update during auto-equip mUpdatesEnabled = false; // Autoequip clothing, armor and weapons. // Equipping lights is handled in Actors::updateEquippedLight based on environment light. // Note: creatures ignore equipment armor rating and only equip shields // Use custom logic for them - select shield based on its health instead of armor rating autoEquipWeapon(slots_); autoEquipArmor(slots_); bool changed = false; for (std::size_t i = 0; i < slots_.size(); ++i) { if (slots_[i] != mSlots[i]) { changed = true; break; } } mUpdatesEnabled = true; if (changed) { mSlots.swap(slots_); fireEquipmentChangedEvent(); flagAsModified(); } } MWWorld::ContainerStoreIterator MWWorld::InventoryStore::getPreferredShield() { TSlots slots; initSlots(slots); autoEquipArmor(slots); return slots[Slot_CarriedLeft]; } bool MWWorld::InventoryStore::stacks(const ConstPtr& ptr1, const ConstPtr& ptr2) const { bool canStack = MWWorld::ContainerStore::stacks(ptr1, ptr2); if (!canStack) return false; // don't stack if either item is currently equipped for (TSlots::const_iterator iter(mSlots.begin()); iter != mSlots.end(); ++iter) { if (*iter != end() && (ptr1 == **iter || ptr2 == **iter)) { bool stackWhenEquipped = (*iter)->getClass().getEquipmentSlots(**iter).second; if (!stackWhenEquipped) return false; } } return true; } void MWWorld::InventoryStore::setSelectedEnchantItem(const ContainerStoreIterator& iterator) { mSelectedEnchantItem = iterator; } MWWorld::ContainerStoreIterator MWWorld::InventoryStore::getSelectedEnchantItem() { return mSelectedEnchantItem; } int MWWorld::InventoryStore::remove(const Ptr& item, int count, bool equipReplacement, bool resolve) { int retCount = ContainerStore::remove(item, count, equipReplacement, resolve); bool wasEquipped = false; if (!item.getCellRef().getCount()) { for (int slot = 0; slot < MWWorld::InventoryStore::Slots; ++slot) { if (mSlots[slot] == end()) continue; if (*mSlots[slot] == item) { unequipSlot(slot); wasEquipped = true; break; } } } // If an armor/clothing item is removed, try to find a replacement, // but not for the player nor werewolves, and not if the RemoveItem script command // was used (equipReplacement is false) const Ptr& actor = getPtr(); if (equipReplacement && wasEquipped && (actor != MWMechanics::getPlayer()) && actor.getClass().isNpc() && !actor.getClass().getNpcStats(actor).isWerewolf()) { auto type = item.getType(); if (type == ESM::Armor::sRecordId || type == ESM::Clothing::sRecordId) autoEquip(); } if (item.getCellRef().getCount() == 0 && mSelectedEnchantItem != end() && *mSelectedEnchantItem == item) { mSelectedEnchantItem = end(); } if (mListener) mListener->itemRemoved(item, retCount); return retCount; } MWWorld::ContainerStoreIterator MWWorld::InventoryStore::unequipSlot(int slot, bool applyUpdates) { if (slot < 0 || slot >= static_cast<int>(mSlots.size())) throw std::runtime_error("slot number out of range"); ContainerStoreIterator it = mSlots[slot]; if (it != end()) { ContainerStoreIterator retval = it; // empty this slot mSlots[slot] = end(); if (it->getCellRef().getCount()) { retval = restack(*it); if (getPtr() == MWMechanics::getPlayer()) { // Unset OnPCEquip Variable on item's script, if it has a script with that variable declared const ESM::RefId& script = it->getClass().getScript(*it); if (!script.empty()) (*it).getRefData().getLocals().setVarByInt(script, "onpcequip", 0); } if ((mSelectedEnchantItem != end()) && (mSelectedEnchantItem == it)) { mSelectedEnchantItem = end(); } } if (applyUpdates) { fireEquipmentChangedEvent(); } return retval; } return it; } MWWorld::ContainerStoreIterator MWWorld::InventoryStore::unequipItem(const MWWorld::Ptr& item) { for (int slot = 0; slot < MWWorld::InventoryStore::Slots; ++slot) { MWWorld::ContainerStoreIterator equipped = getSlot(slot); if (equipped != end() && *equipped == item) return unequipSlot(slot); } throw std::runtime_error("attempt to unequip an item that is not currently equipped"); } MWWorld::ContainerStoreIterator MWWorld::InventoryStore::unequipItemQuantity(const Ptr& item, int count) { if (!isEquipped(item)) throw std::runtime_error("attempt to unequip an item that is not currently equipped"); if (count <= 0) throw std::runtime_error("attempt to unequip nothing (count <= 0)"); if (count > item.getCellRef().getCount()) throw std::runtime_error("attempt to unequip more items than equipped"); if (count == item.getCellRef().getCount()) return unequipItem(item); // Move items to an existing stack if possible, otherwise split count items out into a new stack. // Moving counts manually here, since ContainerStore's restack can't target unequipped stacks. for (MWWorld::ContainerStoreIterator iter(begin()); iter != end(); ++iter) { if (stacks(*iter, item) && !isEquipped(*iter)) { iter->getCellRef().setCount(addItems(iter->getCellRef().getCount(false), count)); item.getCellRef().setCount(subtractItems(item.getCellRef().getCount(false), count)); return iter; } } return unstack(item, item.getCellRef().getCount() - count); } MWWorld::InventoryStoreListener* MWWorld::InventoryStore::getInvListener() const { return mInventoryListener; } void MWWorld::InventoryStore::setInvListener(InventoryStoreListener* listener) { mInventoryListener = listener; } void MWWorld::InventoryStore::fireEquipmentChangedEvent() { if (!mUpdatesEnabled) return; if (mInventoryListener) mInventoryListener->equipmentChanged(); // if player, update inventory window /* if (mActor == MWMechanics::getPlayer()) { MWBase::Environment::get().getWindowManager()->getInventoryWindow()->updateItemView(); } */ } void MWWorld::InventoryStore::clear() { mSlots.clear(); initSlots(mSlots); ContainerStore::clear(); } bool MWWorld::InventoryStore::isEquipped(const MWWorld::ConstPtr& item) { for (int i = 0; i < MWWorld::InventoryStore::Slots; ++i) { if (getSlot(i) != end() && *getSlot(i) == item) return true; } return false; } bool MWWorld::InventoryStore::isFirstEquip() { bool first = mFirstAutoEquip; mFirstAutoEquip = false; return first; }
24,969
C++
.cpp
637
29.985871
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OpenMW/openmw
5,318
933
0
GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
35,259
datetimemanager.cpp
OpenMW_openmw/apps/openmw/mwworld/datetimemanager.cpp
#include "datetimemanager.hpp" #include <components/l10n/manager.hpp> #include "../mwbase/environment.hpp" #include "../mwbase/soundmanager.hpp" #include "../mwbase/statemanager.hpp" #include "../mwbase/windowmanager.hpp" #include "../mwbase/world.hpp" #include "duration.hpp" #include "globals.hpp" #include "timestamp.hpp" namespace { static int getDaysPerMonth(int month) { switch (month) { case 0: return 31; case 1: return 28; case 2: return 31; case 3: return 30; case 4: return 31; case 5: return 30; case 6: return 31; case 7: return 31; case 8: return 30; case 9: return 31; case 10: return 30; case 11: return 31; } throw std::runtime_error("month out of range"); } } namespace MWWorld { void DateTimeManager::setup(Globals& globalVariables) { mGameHour = globalVariables[Globals::sGameHour].getFloat(); mDaysPassed = globalVariables[Globals::sDaysPassed].getInteger(); mDay = globalVariables[Globals::sDay].getInteger(); mMonth = globalVariables[Globals::sMonth].getInteger(); mYear = globalVariables[Globals::sYear].getInteger(); mGameTimeScale = globalVariables[Globals::sTimeScale].getFloat(); setSimulationTimeScale(1.0); mPaused = false; mPausedTags.clear(); } void DateTimeManager::setHour(double hour) { if (hour < 0) hour = 0; const Duration duration = Duration::fromHours(hour); mGameHour = duration.getHours(); if (const int days = duration.getDays(); days > 0) setDay(days + mDay); } void DateTimeManager::setDay(int day) { if (day < 1) day = 1; int month = mMonth; while (true) { int days = getDaysPerMonth(month); if (day <= days) break; if (month < 11) { ++month; } else { month = 0; mYear++; } day -= days; } mDay = day; mMonth = month; } TimeStamp DateTimeManager::getTimeStamp() const { return TimeStamp(mGameHour, mDaysPassed); } void DateTimeManager::setGameTimeScale(float scale) { MWBase::Environment::get().getWorld()->setGlobalFloat(MWWorld::Globals::sTimeScale, scale); } ESM::EpochTimeStamp DateTimeManager::getEpochTimeStamp() const { ESM::EpochTimeStamp timeStamp; timeStamp.mGameHour = mGameHour; timeStamp.mDay = mDay; timeStamp.mMonth = mMonth; timeStamp.mYear = mYear; return timeStamp; } void DateTimeManager::setMonth(int month) { if (month < 0) month = 0; int years = month / 12; month = month % 12; int days = getDaysPerMonth(month); if (mDay > days) mDay = days; mMonth = month; if (years > 0) mYear += years; } void DateTimeManager::advanceTime(double hours, Globals& globalVariables) { hours += mGameHour; setHour(hours); int days = static_cast<int>(hours / 24); if (days > 0) mDaysPassed += days; globalVariables[Globals::sGameHour].setFloat(mGameHour); globalVariables[Globals::sDaysPassed].setInteger(mDaysPassed); globalVariables[Globals::sDay].setInteger(mDay); globalVariables[Globals::sMonth].setInteger(mMonth); globalVariables[Globals::sYear].setInteger(mYear); } static std::vector<std::string> getMonthNames() { auto calendarL10n = MWBase::Environment::get().getL10nManager()->getContext("Calendar"); std::string prefix = "month"; std::vector<std::string> months; int count = 12; months.reserve(count); for (int i = 1; i <= count; ++i) months.push_back(calendarL10n->formatMessage(prefix + std::to_string(i), {}, {})); return months; } std::string_view DateTimeManager::getMonthName(int month) const { static std::vector<std::string> months = getMonthNames(); if (month == -1) month = mMonth; if (month < 0 || month >= static_cast<int>(months.size())) return {}; else return months[month]; } void DateTimeManager::updateGlobalFloat(GlobalVariableName name, float value) { if (name == Globals::sGameHour) { setHour(value); } else if (name == Globals::sDay) { setDay(static_cast<int>(value)); } else if (name == Globals::sMonth) { setMonth(static_cast<int>(value)); } else if (name == Globals::sYear) { mYear = static_cast<int>(value); } else if (name == Globals::sTimeScale) { mGameTimeScale = value; } else if (name == Globals::sDaysPassed) { mDaysPassed = static_cast<int>(value); } } void DateTimeManager::updateGlobalInt(GlobalVariableName name, int value) { if (name == Globals::sGameHour) { setHour(static_cast<float>(value)); } else if (name == Globals::sDay) { setDay(value); } else if (name == Globals::sMonth) { setMonth(value); } else if (name == Globals::sYear) { mYear = value; } else if (name == Globals::sTimeScale) { mGameTimeScale = static_cast<float>(value); } else if (name == Globals::sDaysPassed) { mDaysPassed = value; } } void DateTimeManager::setSimulationTimeScale(float scale) { mSimulationTimeScale = std::max(0.f, scale); MWBase::Environment::get().getSoundManager()->setSimulationTimeScale(mSimulationTimeScale); } void DateTimeManager::unpause(std::string_view tag) { auto it = mPausedTags.find(tag); if (it != mPausedTags.end()) mPausedTags.erase(it); } void DateTimeManager::updateIsPaused() { auto stateManager = MWBase::Environment::get().getStateManager(); auto wm = MWBase::Environment::get().getWindowManager(); mPaused = !mPausedTags.empty() || wm->isConsoleMode() || wm->isPostProcessorHudVisible() || wm->isInteractiveMessageBoxActive() || stateManager->getState() == MWBase::StateManager::State_NoGame; } }
6,957
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.cpp
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9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
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35,260
cellpreloader.cpp
OpenMW_openmw/apps/openmw/mwworld/cellpreloader.cpp
#include "cellpreloader.hpp" #include <algorithm> #include <atomic> #include <limits> #include <span> #include <osg/Stats> #include <components/debug/debuglog.hpp> #include <components/esm3/loadcell.hpp> #include <components/loadinglistener/reporter.hpp> #include <components/misc/constants.hpp> #include <components/misc/pathhelpers.hpp> #include <components/misc/resourcehelpers.hpp> #include <components/misc/strings/algorithm.hpp> #include <components/misc/strings/lower.hpp> #include <components/resource/bulletshapemanager.hpp> #include <components/resource/keyframemanager.hpp> #include <components/resource/resourcesystem.hpp> #include <components/resource/scenemanager.hpp> #include <components/terrain/view.hpp> #include <components/terrain/world.hpp> #include <components/vfs/manager.hpp> #include "../mwrender/landmanager.hpp" #include "cellstore.hpp" #include "class.hpp" namespace MWWorld { namespace { bool contains(std::span<const PositionCellGrid> positions, const PositionCellGrid& contained, float tolerance) { const float squaredTolerance = tolerance * tolerance; const auto predicate = [&](const PositionCellGrid& v) { return (contained.mPosition - v.mPosition).length2() < squaredTolerance && contained.mCellBounds == v.mCellBounds; }; return std::ranges::any_of(positions, predicate); } bool contains( std::span<const PositionCellGrid> container, std::span<const PositionCellGrid> contained, float tolerance) { const auto predicate = [&](const PositionCellGrid& v) { return contains(container, v, tolerance); }; return std::ranges::all_of(contained, predicate); } } struct ListModelsVisitor { bool operator()(const MWWorld::ConstPtr& ptr) { ptr.getClass().getModelsToPreload(ptr, mOut); return true; } std::vector<std::string_view>& mOut; }; /// Worker thread item: preload models in a cell. class PreloadItem : public SceneUtil::WorkItem { public: /// Constructor to be called from the main thread. explicit PreloadItem(MWWorld::CellStore* cell, Resource::SceneManager* sceneManager, Resource::BulletShapeManager* bulletShapeManager, Resource::KeyframeManager* keyframeManager, Terrain::World* terrain, MWRender::LandManager* landManager, bool preloadInstances) : mIsExterior(cell->getCell()->isExterior()) , mCellLocation(cell->getCell()->getExteriorCellLocation()) , mCellId(cell->getCell()->getId()) , mSceneManager(sceneManager) , mBulletShapeManager(bulletShapeManager) , mKeyframeManager(keyframeManager) , mTerrain(terrain) , mLandManager(landManager) , mPreloadInstances(preloadInstances) , mAbort(false) { mTerrainView = mTerrain->createView(); ListModelsVisitor visitor{ mMeshes }; cell->forEachConst(visitor); } void abort() override { mAbort = true; } /// Preload work to be called from the worker thread. void doWork() override { if (mIsExterior) { try { mTerrain->cacheCell(mTerrainView.get(), mCellLocation.mX, mCellLocation.mY); mPreloadedObjects.insert(mLandManager->getLand(mCellLocation)); } catch (const std::exception& e) { Log(Debug::Warning) << "Failed to cache terrain for exterior cell " << mCellLocation << ": " << e.what(); } } VFS::Path::Normalized mesh; VFS::Path::Normalized kfname; for (std::string_view path : mMeshes) { if (mAbort) break; try { const VFS::Manager& vfs = *mSceneManager->getVFS(); mesh = Misc::ResourceHelpers::correctMeshPath(path); mesh = Misc::ResourceHelpers::correctActorModelPath(mesh, &vfs); if (!vfs.exists(mesh)) continue; if (Misc::getFileName(mesh).starts_with('x') && Misc::getFileExtension(mesh) == "nif") { kfname = mesh; kfname.changeExtension("kf"); if (vfs.exists(kfname)) mPreloadedObjects.insert(mKeyframeManager->get(kfname)); } mPreloadedObjects.insert(mSceneManager->getTemplate(mesh)); if (mPreloadInstances) mPreloadedObjects.insert(mBulletShapeManager->cacheInstance(mesh)); else mPreloadedObjects.insert(mBulletShapeManager->getShape(mesh)); } catch (const std::exception& e) { Log(Debug::Warning) << "Failed to preload mesh \"" << path << "\" from cell " << mCellId << ": " << e.what(); } } } private: bool mIsExterior; ESM::ExteriorCellLocation mCellLocation; ESM::RefId mCellId; std::vector<std::string_view> mMeshes; Resource::SceneManager* mSceneManager; Resource::BulletShapeManager* mBulletShapeManager; Resource::KeyframeManager* mKeyframeManager; Terrain::World* mTerrain; MWRender::LandManager* mLandManager; bool mPreloadInstances; std::atomic<bool> mAbort; osg::ref_ptr<Terrain::View> mTerrainView; // keep a ref to the loaded objects to make sure it stays loaded as long as this cell is in the preloaded state std::set<osg::ref_ptr<const osg::Object>> mPreloadedObjects; }; class TerrainPreloadItem : public SceneUtil::WorkItem { public: explicit TerrainPreloadItem(const std::vector<osg::ref_ptr<Terrain::View>>& views, Terrain::World* world, std::span<const PositionCellGrid> preloadPositions) : mAbort(false) , mTerrainViews(views) , mWorld(world) , mPreloadPositions(preloadPositions.begin(), preloadPositions.end()) { } void doWork() override { for (unsigned int i = 0; i < mTerrainViews.size() && i < mPreloadPositions.size() && !mAbort; ++i) { mTerrainViews[i]->reset(); mWorld->preload(mTerrainViews[i], mPreloadPositions[i].mPosition, mPreloadPositions[i].mCellBounds, mAbort, mLoadingReporter); } mLoadingReporter.complete(); } void abort() override { mAbort = true; } void wait(Loading::Listener& listener) const { mLoadingReporter.wait(listener); } private: std::atomic<bool> mAbort; std::vector<osg::ref_ptr<Terrain::View>> mTerrainViews; Terrain::World* mWorld; std::vector<PositionCellGrid> mPreloadPositions; Loading::Reporter mLoadingReporter; }; /// Worker thread item: update the resource system's cache, effectively deleting unused entries. class UpdateCacheItem : public SceneUtil::WorkItem { public: UpdateCacheItem(Resource::ResourceSystem* resourceSystem, double referenceTime) : mReferenceTime(referenceTime) , mResourceSystem(resourceSystem) { } void doWork() override { mResourceSystem->updateCache(mReferenceTime); } private: double mReferenceTime; Resource::ResourceSystem* mResourceSystem; }; CellPreloader::CellPreloader(Resource::ResourceSystem* resourceSystem, Resource::BulletShapeManager* bulletShapeManager, Terrain::World* terrain, MWRender::LandManager* landManager) : mResourceSystem(resourceSystem) , mBulletShapeManager(bulletShapeManager) , mTerrain(terrain) , mLandManager(landManager) , mExpiryDelay(0.0) , mPreloadInstances(true) , mLastResourceCacheUpdate(0.0) , mLoadedTerrainTimestamp(0.0) { } CellPreloader::~CellPreloader() { clearAllTasks(); } void CellPreloader::preload(CellStore& cell, double timestamp) { if (!mWorkQueue) { Log(Debug::Error) << "Error: can't preload, no work queue set"; return; } if (cell.getState() == CellStore::State_Unloaded) { Log(Debug::Error) << "Error: can't preload objects for unloaded cell"; return; } PreloadMap::iterator found = mPreloadCells.find(&cell); if (found != mPreloadCells.end()) { // already preloaded, nothing to do other than updating the timestamp found->second.mTimeStamp = timestamp; return; } while (mPreloadCells.size() >= mMaxCacheSize) { // throw out oldest cell to make room PreloadMap::iterator oldestCell = mPreloadCells.begin(); double oldestTimestamp = std::numeric_limits<double>::max(); double threshold = 1.0; // seconds for (PreloadMap::iterator it = mPreloadCells.begin(); it != mPreloadCells.end(); ++it) { if (it->second.mTimeStamp < oldestTimestamp) { oldestTimestamp = it->second.mTimeStamp; oldestCell = it; } } if (oldestTimestamp + threshold < timestamp) { oldestCell->second.mWorkItem->abort(); mPreloadCells.erase(oldestCell); ++mEvicted; } else return; } osg::ref_ptr<PreloadItem> item(new PreloadItem(&cell, mResourceSystem->getSceneManager(), mBulletShapeManager, mResourceSystem->getKeyframeManager(), mTerrain, mLandManager, mPreloadInstances)); mWorkQueue->addWorkItem(item); mPreloadCells.emplace(&cell, PreloadEntry(timestamp, item)); ++mAdded; } void CellPreloader::notifyLoaded(CellStore* cell) { PreloadMap::iterator found = mPreloadCells.find(cell); if (found != mPreloadCells.end()) { if (found->second.mWorkItem) { found->second.mWorkItem->abort(); found->second.mWorkItem = nullptr; } mPreloadCells.erase(found); ++mLoaded; } } void CellPreloader::clear() { for (PreloadMap::iterator it = mPreloadCells.begin(); it != mPreloadCells.end();) { if (it->second.mWorkItem) { it->second.mWorkItem->abort(); it->second.mWorkItem = nullptr; } mPreloadCells.erase(it++); } } void CellPreloader::updateCache(double timestamp) { for (PreloadMap::iterator it = mPreloadCells.begin(); it != mPreloadCells.end();) { if (mPreloadCells.size() >= mMinCacheSize && it->second.mTimeStamp < timestamp - mExpiryDelay) { if (it->second.mWorkItem) { it->second.mWorkItem->abort(); it->second.mWorkItem = nullptr; } mPreloadCells.erase(it++); ++mExpired; } else ++it; } if (timestamp - mLastResourceCacheUpdate > 1.0 && (!mUpdateCacheItem || mUpdateCacheItem->isDone())) { // the resource cache is cleared from the worker thread so that we're not holding up the main thread with // delete operations mUpdateCacheItem = new UpdateCacheItem(mResourceSystem, timestamp); mWorkQueue->addWorkItem(mUpdateCacheItem, true); mLastResourceCacheUpdate = timestamp; } if (mTerrainPreloadItem && mTerrainPreloadItem->isDone()) { mLoadedTerrainPositions = mTerrainPreloadPositions; mLoadedTerrainTimestamp = timestamp; } } void CellPreloader::setExpiryDelay(double expiryDelay) { mExpiryDelay = expiryDelay; } void CellPreloader::setPreloadInstances(bool preload) { mPreloadInstances = preload; } void CellPreloader::setWorkQueue(osg::ref_ptr<SceneUtil::WorkQueue> workQueue) { mWorkQueue = workQueue; } void CellPreloader::syncTerrainLoad(Loading::Listener& listener) { if (mTerrainPreloadItem != nullptr && !mTerrainPreloadItem->isDone()) mTerrainPreloadItem->wait(listener); } void CellPreloader::abortTerrainPreloadExcept(const PositionCellGrid* exceptPos) { if (exceptPos != nullptr && contains(mTerrainPreloadPositions, *exceptPos, Constants::CellSizeInUnits)) return; if (mTerrainPreloadItem && !mTerrainPreloadItem->isDone()) { mTerrainPreloadItem->abort(); mTerrainPreloadItem->waitTillDone(); } setTerrainPreloadPositions({}); } void CellPreloader::setTerrainPreloadPositions(std::span<const PositionCellGrid> positions) { if (positions.empty()) { mTerrainPreloadPositions.clear(); mLoadedTerrainPositions.clear(); } else if (contains(mTerrainPreloadPositions, positions, 128.f)) return; if (mTerrainPreloadItem && !mTerrainPreloadItem->isDone()) return; else { if (mTerrainViews.size() > positions.size()) mTerrainViews.resize(positions.size()); else if (mTerrainViews.size() < positions.size()) { for (unsigned int i = mTerrainViews.size(); i < positions.size(); ++i) mTerrainViews.emplace_back(mTerrain->createView()); } mTerrainPreloadPositions.assign(positions.begin(), positions.end()); if (!positions.empty()) { mTerrainPreloadItem = new TerrainPreloadItem(mTerrainViews, mTerrain, positions); mWorkQueue->addWorkItem(mTerrainPreloadItem); } } } bool CellPreloader::isTerrainLoaded(const PositionCellGrid& position, double referenceTime) const { return mLoadedTerrainTimestamp + mResourceSystem->getSceneManager()->getExpiryDelay() > referenceTime && contains(mLoadedTerrainPositions, position, Constants::CellSizeInUnits); } void CellPreloader::setTerrain(Terrain::World* terrain) { if (terrain != mTerrain) { clearAllTasks(); mTerrain = terrain; } } void CellPreloader::clearAllTasks() { if (mTerrainPreloadItem) { mTerrainPreloadItem->abort(); mTerrainPreloadItem->waitTillDone(); mTerrainPreloadItem = nullptr; } if (mUpdateCacheItem) { mUpdateCacheItem->waitTillDone(); mUpdateCacheItem = nullptr; } for (PreloadMap::iterator it = mPreloadCells.begin(); it != mPreloadCells.end(); ++it) it->second.mWorkItem->abort(); for (PreloadMap::iterator it = mPreloadCells.begin(); it != mPreloadCells.end(); ++it) it->second.mWorkItem->waitTillDone(); mPreloadCells.clear(); } void CellPreloader::reportStats(unsigned int frameNumber, osg::Stats& stats) const { stats.setAttribute(frameNumber, "CellPreloader Count", mPreloadCells.size()); stats.setAttribute(frameNumber, "CellPreloader Added", mAdded); stats.setAttribute(frameNumber, "CellPreloader Evicted", mEvicted); stats.setAttribute(frameNumber, "CellPreloader Loaded", mLoaded); stats.setAttribute(frameNumber, "CellPreloader Expired", mExpired); } }
16,303
C++
.cpp
404
29.539604
119
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OpenMW/openmw
5,318
933
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GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
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false
false
false
false
false
35,261
actionopen.cpp
OpenMW_openmw/apps/openmw/mwworld/actionopen.cpp
#include "actionopen.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/mechanicsmanager.hpp" #include "../mwbase/windowmanager.hpp" #include "../mwmechanics/actorutil.hpp" #include "../mwmechanics/disease.hpp" namespace MWWorld { ActionOpen::ActionOpen(const MWWorld::Ptr& container) : Action(false, container) { } void ActionOpen::executeImp(const MWWorld::Ptr& actor) { if (!MWBase::Environment::get().getWindowManager()->isAllowed(MWGui::GW_Inventory)) return; if (actor != MWMechanics::getPlayer()) return; if (!MWBase::Environment::get().getMechanicsManager()->onOpen(getTarget())) return; MWMechanics::diseaseContact(actor, getTarget()); MWBase::Environment::get().getWindowManager()->pushGuiMode(MWGui::GM_Container, getTarget()); } }
870
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.cpp
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OpenMW/openmw
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GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
35,262
actionharvest.cpp
OpenMW_openmw/apps/openmw/mwworld/actionharvest.cpp
#include "actionharvest.hpp" #include <sstream> #include <MyGUI_LanguageManager.h> #include <components/misc/strings/format.hpp> #include "../mwbase/environment.hpp" #include "../mwbase/mechanicsmanager.hpp" #include "../mwbase/windowmanager.hpp" #include "../mwbase/world.hpp" #include "class.hpp" #include "containerstore.hpp" namespace MWWorld { ActionHarvest::ActionHarvest(const MWWorld::Ptr& container) : Action(true, container) { setSound(ESM::RefId::stringRefId("Item Ingredient Up")); } void ActionHarvest::executeImp(const MWWorld::Ptr& actor) { if (!MWBase::Environment::get().getWindowManager()->isAllowed(MWGui::GW_Inventory)) return; MWWorld::Ptr target = getTarget(); MWWorld::ContainerStore& store = target.getClass().getContainerStore(target); store.resolve(); MWWorld::ContainerStore& actorStore = actor.getClass().getContainerStore(actor); std::map<std::string, int> takenMap; for (MWWorld::ContainerStoreIterator it = store.begin(); it != store.end(); ++it) { if (!it->getClass().showsInInventory(*it)) continue; int itemCount = it->getCellRef().getCount(); // Note: it is important to check for crime before move an item from container. Otherwise owner check will // not work for a last item in the container - empty harvested containers are considered as "allowed to // use". MWBase::Environment::get().getMechanicsManager()->itemTaken(actor, *it, target, itemCount); actorStore.add(*it, itemCount); store.remove(*it, itemCount); std::string name{ it->getClass().getName(*it) }; takenMap[name] += itemCount; } // Spawn a messagebox (only for items added to player's inventory) if (actor == MWBase::Environment::get().getWorld()->getPlayerPtr()) { std::ostringstream stream; int lineCount = 0; const static int maxLines = 10; for (const auto& pair : takenMap) { const std::string& itemName = pair.first; int itemCount = pair.second; lineCount++; if (lineCount == maxLines) stream << "\n..."; else if (lineCount > maxLines) break; // The two GMST entries below expand to strings informing the player of what, and how many of it has // been added to their inventory std::string msgBox; if (itemCount == 1) { msgBox = MyGUI::LanguageManager::getInstance().replaceTags("\n#{sNotifyMessage60}"); msgBox = Misc::StringUtils::format(msgBox, itemName); } else { msgBox = MyGUI::LanguageManager::getInstance().replaceTags("\n#{sNotifyMessage61}"); msgBox = Misc::StringUtils::format(msgBox, itemCount, itemName); } stream << msgBox; } std::string tooltip = stream.str(); // remove the first newline (easier this way) if (tooltip.size() > 0 && tooltip[0] == '\n') tooltip.erase(0, 1); if (tooltip.size() > 0) MWBase::Environment::get().getWindowManager()->messageBox(tooltip); } // Update animation object MWBase::Environment::get().getWorld()->disable(target); MWBase::Environment::get().getWorld()->enable(target); } }
3,674
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.cpp
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33.536585
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OpenMW/openmw
5,318
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GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
35,263
actionsoulgem.cpp
OpenMW_openmw/apps/openmw/mwworld/actionsoulgem.cpp
#include "actionsoulgem.hpp" #include <components/debug/debuglog.hpp> #include <components/esm3/loadcrea.hpp> #include "../mwbase/environment.hpp" #include "../mwbase/windowmanager.hpp" #include "../mwmechanics/actorutil.hpp" #include "../mwworld/esmstore.hpp" namespace MWWorld { ActionSoulgem::ActionSoulgem(const Ptr& object) : Action(false, object) { } void ActionSoulgem::executeImp(const Ptr& actor) { if (actor != MWMechanics::getPlayer()) return; if (MWMechanics::isPlayerInCombat()) { // Ensure we're not in combat MWBase::Environment::get().getWindowManager()->messageBox("#{sInventoryMessage5}"); return; } const auto& target = getTarget(); const ESM::RefId& targetSoul = target.getCellRef().getSoul(); if (targetSoul.empty()) { MWBase::Environment::get().getWindowManager()->messageBox("#{sNotifyMessage32}"); return; } if (!MWBase::Environment::get().getESMStore()->get<ESM::Creature>().search(targetSoul)) { Log(Debug::Warning) << "Soul '" << targetSoul << "' not found (item: '" << target.getCellRef().getRefId() << "')"; return; } MWBase::Environment::get().getWindowManager()->showSoulgemDialog(target); } }
1,390
C++
.cpp
38
28.605263
117
0.60717
OpenMW/openmw
5,318
933
0
GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
35,264
actionapply.cpp
OpenMW_openmw/apps/openmw/mwworld/actionapply.cpp
#include "actionapply.hpp" #include "class.hpp" namespace MWWorld { ActionApply::ActionApply(const Ptr& object, const ESM::RefId& id) : Action(false, object) , mId(id) { } void ActionApply::executeImp(const Ptr& actor) { actor.getClass().consume(getTarget(), actor); } }
322
C++
.cpp
14
18.357143
69
0.645902
OpenMW/openmw
5,318
933
0
GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
35,265
cellref.cpp
OpenMW_openmw/apps/openmw/mwworld/cellref.cpp
#include "cellref.hpp" #include <cassert> #include <components/debug/debuglog.hpp> #include <components/esm/refid.hpp> #include <components/esm3/loadcell.hpp> #include <components/esm3/objectstate.hpp> #include <components/esm4/loadrefr.hpp> #include "apps/openmw/mwbase/environment.hpp" #include "apps/openmw/mwbase/world.hpp" #include "apps/openmw/mwmechanics/spellutil.hpp" #include "apps/openmw/mwworld/esmstore.hpp" namespace MWWorld { CellRef::CellRef(const ESM::CellRef& ref) : mCellRef(ESM::ReferenceVariant(ref)) { } CellRef::CellRef(const ESM4::Reference& ref) : mCellRef(ESM::ReferenceVariant(ref)) { } CellRef::CellRef(const ESM4::ActorCharacter& ref) : mCellRef(ESM::ReferenceVariant(ref)) { } ESM::RefNum CellRef::getRefNum() const noexcept { return std::visit(ESM::VisitOverload{ [&](const ESM4::Reference& ref) -> ESM::RefNum { return ref.mId; }, [&](const ESM4::ActorCharacter& ref) -> ESM::RefNum { return ref.mId; }, [&](const ESM::CellRef& ref) -> ESM::RefNum { return ref.mRefNum; }, }, mCellRef.mVariant); } ESM::RefNum CellRef::getOrAssignRefNum(ESM::RefNum& lastAssignedRefNum) { ESM::RefNum& refNum = std::visit(ESM::VisitOverload{ [&](ESM4::Reference& ref) -> ESM::RefNum& { return ref.mId; }, [&](ESM4::ActorCharacter& ref) -> ESM::RefNum& { return ref.mId; }, [&](ESM::CellRef& ref) -> ESM::RefNum& { return ref.mRefNum; }, }, mCellRef.mVariant); if (!refNum.isSet()) { // Generated RefNums have negative mContentFile assert(lastAssignedRefNum.mContentFile < 0); lastAssignedRefNum.mIndex++; if (lastAssignedRefNum.mIndex == 0) // mIndex overflow, so mContentFile should be changed { if (lastAssignedRefNum.mContentFile > std::numeric_limits<int32_t>::min()) lastAssignedRefNum.mContentFile--; else Log(Debug::Error) << "RefNum counter overflow in CellRef::getOrAssignRefNum"; } refNum = lastAssignedRefNum; mChanged = true; } return refNum; } void CellRef::setRefNum(ESM::RefNum refNum) { std::visit(ESM::VisitOverload{ [&](ESM4::Reference& ref) { ref.mId = refNum; }, [&](ESM4::ActorCharacter& ref) { ref.mId = refNum; }, [&](ESM::CellRef& ref) { ref.mRefNum = refNum; }, }, mCellRef.mVariant); } static const std::string emptyString = ""; ESM::Position CellRef::getDoorDest() const { return std::visit( ESM::VisitOverload{ [&](const ESM4::Reference& ref) { return ref.mDoor.destPos; }, [&](const ESM::CellRef& ref) -> ESM::Position { return ref.mDoorDest; }, [&](const ESM4::ActorCharacter&) -> ESM::Position { throw std::logic_error("Not applicable"); }, }, mCellRef.mVariant); } ESM::RefId CellRef::getDestCell() const { auto esm3Visit = [&](const ESM::CellRef& ref) -> ESM::RefId { if (!ref.mDestCell.empty()) { return ESM::RefId::stringRefId(ref.mDestCell); } else { const auto cellPos = ESM::positionToExteriorCellLocation(ref.mDoorDest.pos[0], ref.mDoorDest.pos[1]); return ESM::RefId::esm3ExteriorCell(cellPos.mX, cellPos.mY); } }; auto esm4Visit = [&](const ESM4::Reference& ref) -> ESM::RefId { if (ref.mDoor.destDoor.isZeroOrUnset()) return ESM::RefId(); const ESM4::Reference* refDest = MWBase::Environment::get().getESMStore()->get<ESM4::Reference>().searchStatic(ref.mDoor.destDoor); if (refDest) return refDest->mParent; return ESM::RefId(); }; auto actorDestCell = [&](const ESM4::ActorCharacter&) -> ESM::RefId { throw std::logic_error("Not applicable"); }; return std::visit(ESM::VisitOverload{ esm3Visit, esm4Visit, actorDestCell }, mCellRef.mVariant); } void CellRef::setScale(float scale) { if (scale != getScale()) { mChanged = true; std::visit([scale](auto&& ref) { ref.mScale = scale; }, mCellRef.mVariant); } } void CellRef::setPosition(const ESM::Position& position) { mChanged = true; std::visit([&position](auto&& ref) { ref.mPos = position; }, mCellRef.mVariant); } float CellRef::getEnchantmentCharge() const { return std::visit(ESM::VisitOverload{ [&](const ESM4::Reference& /*ref*/) { return 0.f; }, [&](const ESM::CellRef& ref) { return ref.mEnchantmentCharge; }, [&](const ESM4::ActorCharacter&) -> float { throw std::logic_error("Not applicable"); }, }, mCellRef.mVariant); } float CellRef::getNormalizedEnchantmentCharge(const ESM::Enchantment& enchantment) const { const int maxCharge = MWMechanics::getEnchantmentCharge(enchantment); if (maxCharge == 0) { return 0; } else if (getEnchantmentCharge() == -1) { return 1; } else { return getEnchantmentCharge() / static_cast<float>(maxCharge); } } void CellRef::setEnchantmentCharge(float charge) { if (charge != getEnchantmentCharge()) { mChanged = true; std::visit(ESM::VisitOverload{ [&](ESM4::Reference& /*ref*/) {}, [&](ESM4::ActorCharacter&) {}, [&](ESM::CellRef& ref) { ref.mEnchantmentCharge = charge; }, }, mCellRef.mVariant); } } void CellRef::setCharge(int charge) { std::visit(ESM::VisitOverload{ [&](ESM4::Reference& /*ref*/) {}, [&](ESM4::ActorCharacter&) {}, [&](ESM::CellRef& ref) { ref.mChargeInt = charge; }, }, mCellRef.mVariant); } void CellRef::applyChargeRemainderToBeSubtracted(float chargeRemainder) { auto esm3Visit = [&](ESM::CellRef& cellRef3) { cellRef3.mChargeIntRemainder -= std::abs(chargeRemainder); if (cellRef3.mChargeIntRemainder <= -1.0f) { float newChargeRemainder = std::modf(cellRef3.mChargeIntRemainder, &cellRef3.mChargeIntRemainder); cellRef3.mChargeInt += static_cast<int>(cellRef3.mChargeIntRemainder); cellRef3.mChargeIntRemainder = newChargeRemainder; if (cellRef3.mChargeInt < 0) cellRef3.mChargeInt = 0; } }; std::visit(ESM::VisitOverload{ [&](ESM4::Reference& /*ref*/) {}, [&](ESM4::ActorCharacter&) {}, esm3Visit, }, mCellRef.mVariant); } void CellRef::setChargeIntRemainder(float chargeRemainder) { std::visit(ESM::VisitOverload{ [&](ESM4::Reference& /*ref*/) {}, [&](ESM4::ActorCharacter&) {}, [&](ESM::CellRef& ref) { ref.mChargeIntRemainder = chargeRemainder; }, }, mCellRef.mVariant); } void CellRef::setChargeFloat(float charge) { std::visit(ESM::VisitOverload{ [&](ESM4::Reference& /*ref*/) {}, [&](ESM4::ActorCharacter&) {}, [&](ESM::CellRef& ref) { ref.mChargeFloat = charge; }, }, mCellRef.mVariant); } const std::string& CellRef::getGlobalVariable() const { return std::visit(ESM::VisitOverload{ [&](const ESM4::Reference& /*ref*/) -> const std::string& { return emptyString; }, [&](const ESM4::ActorCharacter& /*ref*/) -> const std::string& { return emptyString; }, [&](const ESM::CellRef& ref) -> const std::string& { return ref.mGlobalVariable; }, }, mCellRef.mVariant); } void CellRef::resetGlobalVariable() { if (!getGlobalVariable().empty()) { mChanged = true; std::visit(ESM::VisitOverload{ [&](ESM4::Reference& /*ref*/) {}, [&](ESM4::ActorCharacter& /*ref*/) {}, [&](ESM::CellRef& ref) { ref.mGlobalVariable.erase(); }, }, mCellRef.mVariant); } } void CellRef::setFactionRank(int factionRank) { if (factionRank != getFactionRank()) { mChanged = true; std::visit(ESM::VisitOverload{ [&](ESM4::ActorCharacter&) {}, [&](auto&& ref) { ref.mFactionRank = factionRank; } }, mCellRef.mVariant); } } void CellRef::setOwner(const ESM::RefId& owner) { if (owner != getOwner()) { std::visit(ESM::VisitOverload{ [&](ESM4::Reference& /*ref*/) {}, [&](ESM4::ActorCharacter&) {}, [&](ESM::CellRef& ref) { ref.mOwner = owner; }, }, mCellRef.mVariant); } } void CellRef::setSoul(const ESM::RefId& soul) { if (soul != getSoul()) { mChanged = true; std::visit(ESM::VisitOverload{ [&](ESM4::Reference& /*ref*/) {}, [&](ESM4::ActorCharacter&) {}, [&](ESM::CellRef& ref) { ref.mSoul = soul; }, }, mCellRef.mVariant); } } void CellRef::setFaction(const ESM::RefId& faction) { if (faction != getFaction()) { mChanged = true; std::visit(ESM::VisitOverload{ [&](ESM4::Reference& /*ref*/) {}, [&](ESM4::ActorCharacter&) {}, [&](ESM::CellRef& ref) { ref.mFaction = faction; }, }, mCellRef.mVariant); } } void CellRef::setLockLevel(int lockLevel) { if (lockLevel != getLockLevel()) { mChanged = true; std::visit(ESM::VisitOverload{ [&](ESM4::Reference& ref) { ref.mLockLevel = lockLevel; }, [&](ESM4::ActorCharacter&) {}, [&](ESM::CellRef& ref) { ref.mLockLevel = lockLevel; }, }, mCellRef.mVariant); } } void CellRef::lock(int lockLevel) { setLockLevel(lockLevel); setLocked(true); } void CellRef::unlock() { setLockLevel(-getLockLevel()); setLocked(false); } bool CellRef::isLocked() const { struct Visitor { bool operator()(const ESM::CellRef& ref) { return ref.mIsLocked; } bool operator()(const ESM4::Reference& ref) { return ref.mIsLocked; } bool operator()(const ESM4::ActorCharacter&) { throw std::logic_error("Not applicable"); } }; return std::visit(Visitor(), mCellRef.mVariant); } void CellRef::setLocked(bool locked) { std::visit(ESM::VisitOverload{ [&](ESM4::Reference& ref) { ref.mIsLocked = locked; }, [&](ESM4::ActorCharacter&) {}, [&](ESM::CellRef& ref) { ref.mIsLocked = locked; }, }, mCellRef.mVariant); } void CellRef::setTrap(const ESM::RefId& trap) { if (trap != getTrap()) { mChanged = true; std::visit(ESM::VisitOverload{ [&](ESM4::Reference& /*ref*/) {}, [&](ESM4::ActorCharacter&) {}, [&](ESM::CellRef& ref) { ref.mTrap = trap; }, }, mCellRef.mVariant); } } void CellRef::setKey(const ESM::RefId& key) { if (key != getKey()) { mChanged = true; std::visit(ESM::VisitOverload{ [&](ESM4::Reference& /*ref*/) {}, [&](ESM4::ActorCharacter&) {}, [&](ESM::CellRef& ref) { ref.mKey = key; }, }, mCellRef.mVariant); } } void CellRef::setCount(int value) { if (value != getCount(false)) { mChanged = true; std::visit(ESM::VisitOverload{ [&](ESM4::Reference& ref) { ref.mCount = value; }, [&](ESM4::ActorCharacter& ref) { ref.mCount = value; }, [&](ESM::CellRef& ref) { ref.mCount = value; }, }, mCellRef.mVariant); if (value == 0) MWBase::Environment::get().getWorld()->removeRefScript(this); } } void CellRef::writeState(ESM::ObjectState& state) const { std::visit(ESM::VisitOverload{ [&](const ESM4::Reference& /*ref*/) {}, [&](const ESM4::ActorCharacter&) {}, [&](const ESM::CellRef& ref) { state.mRef = ref; }, }, mCellRef.mVariant); } }
14,240
C++
.cpp
366
25.814208
118
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OpenMW/openmw
5,318
933
0
GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
35,266
refdata.cpp
OpenMW_openmw/apps/openmw/mwworld/refdata.cpp
#include "refdata.hpp" #include <components/esm3/objectstate.hpp> #include <components/esm4/loadachr.hpp> #include <components/esm4/loadrefr.hpp> #include <components/sceneutil/positionattitudetransform.hpp> #include "customdata.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/world.hpp" #include "../mwlua/localscripts.hpp" namespace { enum RefDataFlags { Flag_SuppressActivate = 1, // If set, activation will be suppressed and redirected to the OnActivate flag, which // can then be handled by a script. Flag_OnActivate = 2, Flag_ActivationBuffered = 4 }; } namespace MWWorld { void RefData::setLuaScripts(std::shared_ptr<MWLua::LocalScripts>&& scripts) { mChanged = true; mLuaScripts = std::move(scripts); } void RefData::copy(const RefData& refData) { mBaseNode = refData.mBaseNode; mLocals = refData.mLocals; mEnabled = refData.mEnabled; mPosition = refData.mPosition; mChanged = refData.mChanged; mDeletedByContentFile = refData.mDeletedByContentFile; mFlags = refData.mFlags; mPhysicsPostponed = refData.mPhysicsPostponed; mAnimationState = refData.mAnimationState; mCustomData = refData.mCustomData ? refData.mCustomData->clone() : nullptr; mLuaScripts = refData.mLuaScripts; } void RefData::cleanup() { mBaseNode = nullptr; mCustomData = nullptr; mLuaScripts = nullptr; } RefData::RefData() : mBaseNode(nullptr) , mCustomData(nullptr) , mFlags(0) , mDeletedByContentFile(false) , mEnabled(true) , mPhysicsPostponed(false) , mChanged(false) { for (int i = 0; i < 3; ++i) { mPosition.pos[i] = 0; mPosition.rot[i] = 0; } } RefData::RefData(const ESM::CellRef& cellRef) : mBaseNode(nullptr) , mPosition(cellRef.mPos) , mCustomData(nullptr) , mFlags(0) // Loading from ESM/ESP files -> assume unchanged , mDeletedByContentFile(false) , mEnabled(true) , mPhysicsPostponed(false) , mChanged(false) { } RefData::RefData(const ESM4::Reference& ref) : mBaseNode(nullptr) , mPosition(ref.mPos) , mCustomData(nullptr) , mFlags(0) , mDeletedByContentFile(ref.mFlags & ESM4::Rec_Deleted) , mEnabled(!(ref.mFlags & ESM4::Rec_Disabled)) , mPhysicsPostponed(false) , mChanged(false) { } RefData::RefData(const ESM4::ActorCharacter& ref) : mBaseNode(nullptr) , mPosition(ref.mPos) , mCustomData(nullptr) , mFlags(0) , mDeletedByContentFile(ref.mFlags & ESM4::Rec_Deleted) , mEnabled(!(ref.mFlags & ESM4::Rec_Disabled)) , mPhysicsPostponed(false) , mChanged(false) { } RefData::RefData(const ESM::ObjectState& objectState, bool deletedByContentFile) : mBaseNode(nullptr) , mPosition(objectState.mPosition) , mAnimationState(objectState.mAnimationState) , mCustomData(nullptr) , mFlags(objectState.mFlags) // Loading from a savegame -> assume changed , mDeletedByContentFile(deletedByContentFile) , mEnabled(objectState.mEnabled != 0) , mPhysicsPostponed(false) , mChanged(true) { // "Note that the ActivationFlag_UseEnabled is saved to the reference, // which will result in permanently suppressed activation if the reference script is removed. // This occurred when removing the animated containers mod, and the fix in MCP is to reset UseEnabled to true on // loading a game." mFlags &= (~Flag_SuppressActivate); } RefData::RefData(const RefData& refData) : mBaseNode(nullptr) , mCustomData(nullptr) { try { copy(refData); mFlags &= ~(Flag_SuppressActivate | Flag_OnActivate | Flag_ActivationBuffered); } catch (...) { cleanup(); throw; } } void RefData::write(ESM::ObjectState& objectState, const ESM::RefId& scriptId) const { objectState.mHasLocals = mLocals.write(objectState.mLocals, scriptId); objectState.mEnabled = mEnabled; objectState.mPosition = mPosition; objectState.mFlags = mFlags; objectState.mAnimationState = mAnimationState; } RefData& RefData::operator=(const RefData& refData) { try { cleanup(); copy(refData); } catch (...) { cleanup(); throw; } return *this; } RefData::~RefData() { try { cleanup(); } catch (...) { } } RefData::RefData(RefData&& other) = default; RefData& RefData::operator=(RefData&& other) = default; void RefData::setBaseNode(osg::ref_ptr<SceneUtil::PositionAttitudeTransform> base) { mBaseNode = std::move(base); } SceneUtil::PositionAttitudeTransform* RefData::getBaseNode() { return mBaseNode; } const SceneUtil::PositionAttitudeTransform* RefData::getBaseNode() const { return mBaseNode; } void RefData::setLocals(const ESM::Script& script) { if (mLocals.configure(script) && !mLocals.isEmpty()) mChanged = true; } void RefData::setDeletedByContentFile(bool deleted) { mDeletedByContentFile = deleted; } bool RefData::isDeletedByContentFile() const { return mDeletedByContentFile; } MWScript::Locals& RefData::getLocals() { return mLocals; } bool RefData::isEnabled() const { return mEnabled; } void RefData::enable() { if (!mEnabled) { mChanged = true; mEnabled = true; } } void RefData::disable() { if (mEnabled) { mChanged = true; mEnabled = false; } } void RefData::setPosition(const ESM::Position& pos) { mChanged = true; mPosition = pos; } const ESM::Position& RefData::getPosition() const { return mPosition; } void RefData::setCustomData(std::unique_ptr<CustomData>&& value) noexcept { mChanged = true; // We do not currently track CustomData, so assume anything with a CustomData is changed mCustomData = std::move(value); } CustomData* RefData::getCustomData() { return mCustomData.get(); } const CustomData* RefData::getCustomData() const { return mCustomData.get(); } bool RefData::hasChanged() const { return mChanged || !mAnimationState.empty(); } bool RefData::activateByScript() { bool ret = (mFlags & Flag_ActivationBuffered); mFlags &= ~(Flag_SuppressActivate | Flag_OnActivate); return ret; } bool RefData::activate() { if (mFlags & Flag_SuppressActivate) { mFlags |= Flag_OnActivate | Flag_ActivationBuffered; return false; } else { return true; } } bool RefData::onActivate() { bool ret = mFlags & Flag_OnActivate; mFlags |= Flag_SuppressActivate; mFlags &= (~Flag_OnActivate); return ret; } const ESM::AnimationState& RefData::getAnimationState() const { return mAnimationState; } ESM::AnimationState& RefData::getAnimationState() { return mAnimationState; } }
7,800
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.cpp
269
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OpenMW/openmw
5,318
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GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
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false
35,267
esmstore.cpp
OpenMW_openmw/apps/openmw/mwworld/esmstore.cpp
#include "esmstore.hpp" #include <algorithm> #include <fstream> #include <tuple> #include <components/debug/debuglog.hpp> #include <components/esm/records.hpp> #include <components/esm3/esmreader.hpp> #include <components/esm3/esmwriter.hpp> #include <components/esm3/readerscache.hpp> #include <components/esm4/common.hpp> #include <components/esm4/reader.hpp> #include <components/esm4/readerutils.hpp> #include <components/esmloader/load.hpp> #include <components/loadinglistener/loadinglistener.hpp> #include <components/lua/configuration.hpp> #include <components/misc/algorithm.hpp> #include "../mwmechanics/spelllist.hpp" namespace { struct Ref { ESM::RefNum mRefNum; std::size_t mRefID; Ref(ESM::RefNum refNum, std::size_t refID) : mRefNum(refNum) , mRefID(refID) { } }; constexpr std::size_t deletedRefID = std::numeric_limits<std::size_t>::max(); void readRefs(const ESM::Cell& cell, std::vector<Ref>& refs, std::vector<ESM::RefId>& refIDs, std::set<ESM::RefId>& keyIDs, ESM::ReadersCache& readers) { // TODO: we have many similar copies of this code. for (size_t i = 0; i < cell.mContextList.size(); i++) { const std::size_t index = static_cast<std::size_t>(cell.mContextList[i].index); const ESM::ReadersCache::BusyItem reader = readers.get(index); cell.restore(*reader, i); ESM::CellRef ref; bool deleted = false; while (cell.getNextRef(*reader, ref, deleted)) { if (deleted) refs.emplace_back(ref.mRefNum, deletedRefID); else if (std::find(cell.mMovedRefs.begin(), cell.mMovedRefs.end(), ref.mRefNum) == cell.mMovedRefs.end()) { if (!ref.mKey.empty()) keyIDs.insert(std::move(ref.mKey)); refs.emplace_back(ref.mRefNum, refIDs.size()); refIDs.push_back(std::move(ref.mRefID)); } } } for (const auto& [value, deleted] : cell.mLeasedRefs) { if (deleted) refs.emplace_back(value.mRefNum, deletedRefID); else { if (!value.mKey.empty()) keyIDs.insert(std::move(value.mKey)); refs.emplace_back(value.mRefNum, refIDs.size()); refIDs.push_back(value.mRefID); } } } const ESM::RefId& getDefaultClass(const MWWorld::Store<ESM::Class>& classes) { auto it = classes.begin(); if (it != classes.end()) return it->mId; throw std::runtime_error("List of NPC classes is empty!"); } const ESM::RefId& getDefaultRace(const MWWorld::Store<ESM::Race>& races) { auto it = races.begin(); if (it != races.end()) return it->mId; throw std::runtime_error("List of NPC races is empty!"); } std::vector<ESM::NPC> getNPCsToReplace(const MWWorld::Store<ESM::Faction>& factions, const MWWorld::Store<ESM::Class>& classes, const MWWorld::Store<ESM::Race>& races, const MWWorld::Store<ESM::Script>& scripts, const std::unordered_map<ESM::RefId, ESM::NPC>& npcs) { // Cache first class from store - we will use it if current class is not found const ESM::RefId& defaultCls = getDefaultClass(classes); // Same for races const ESM::RefId& defaultRace = getDefaultRace(races); // Validate NPCs for non-existing class and faction. // We will replace invalid entries by fixed ones std::vector<ESM::NPC> npcsToReplace; for (const auto& npcIter : npcs) { ESM::NPC npc = npcIter.second; bool changed = false; const ESM::RefId& npcFaction = npc.mFaction; if (!npcFaction.empty()) { const ESM::Faction* fact = factions.search(npcFaction); if (!fact) { Log(Debug::Verbose) << "NPC " << npc.mId << " (" << npc.mName << ") has nonexistent faction " << npc.mFaction << ", ignoring it."; npc.mFaction = ESM::RefId(); npc.mNpdt.mRank = 0; changed = true; } } const ESM::Class* cls = classes.search(npc.mClass); if (!cls) { Log(Debug::Verbose) << "NPC " << npc.mId << " (" << npc.mName << ") has nonexistent class " << npc.mClass << ", using " << defaultCls << " class as replacement."; npc.mClass = defaultCls; changed = true; } const ESM::Race* race = races.search(npc.mRace); if (!race) { Log(Debug::Verbose) << "NPC " << npc.mId << " (" << npc.mName << ") has nonexistent race " << npc.mRace << ", using " << defaultRace << " race as replacement."; npc.mRace = defaultRace; changed = true; } if (!npc.mScript.empty() && !scripts.search(npc.mScript)) { Log(Debug::Verbose) << "NPC " << npc.mId << " (" << npc.mName << ") has nonexistent script " << npc.mScript << ", ignoring it."; npc.mScript = ESM::RefId(); changed = true; } if (changed) npcsToReplace.push_back(npc); } return npcsToReplace; } template <class RecordType> std::vector<RecordType> getSpellsToReplace( const MWWorld::Store<RecordType>& spells, const MWWorld::Store<ESM::MagicEffect>& magicEffects) { std::vector<RecordType> spellsToReplace; for (RecordType spell : spells) { if (spell.mEffects.mList.empty()) continue; bool changed = false; auto iter = spell.mEffects.mList.begin(); while (iter != spell.mEffects.mList.end()) { const ESM::MagicEffect* mgef = magicEffects.search(iter->mData.mEffectID); if (!mgef) { Log(Debug::Verbose) << RecordType::getRecordType() << " " << spell.mId << ": dropping invalid effect (index " << iter->mData.mEffectID << ")"; iter = spell.mEffects.mList.erase(iter); changed = true; continue; } if (!(mgef->mData.mFlags & ESM::MagicEffect::TargetAttribute) && iter->mData.mAttribute != -1) { iter->mData.mAttribute = -1; Log(Debug::Verbose) << RecordType::getRecordType() << " " << spell.mId << ": dropping unexpected attribute argument of " << ESM::MagicEffect::indexToGmstString(iter->mData.mEffectID) << " effect"; changed = true; } if (!(mgef->mData.mFlags & ESM::MagicEffect::TargetSkill) && iter->mData.mSkill != -1) { iter->mData.mSkill = -1; Log(Debug::Verbose) << RecordType::getRecordType() << " " << spell.mId << ": dropping unexpected skill argument of " << ESM::MagicEffect::indexToGmstString(iter->mData.mEffectID) << " effect"; changed = true; } ++iter; } if (changed) spellsToReplace.emplace_back(spell); } return spellsToReplace; } // Custom enchanted items can reference scripts that no longer exist, this doesn't necessarily mean the base item no // longer exists however. So instead of removing the item altogether, we're only removing the script. template <class MapT> void removeMissingScripts(const MWWorld::Store<ESM::Script>& scripts, MapT& items) { for (auto& [id, item] : items) { if (!item.mScript.empty() && !scripts.search(item.mScript)) { Log(Debug::Verbose) << MapT::mapped_type::getRecordType() << ' ' << id << " (" << item.mName << ") has nonexistent script " << item.mScript << ", ignoring it."; item.mScript = ESM::RefId(); } } } } namespace MWWorld { using IDMap = std::unordered_map<ESM::RefId, int>; struct ESMStoreImp { ESMStore::StoreTuple mStores; std::map<ESM::RecNameInts, DynamicStore*> mRecNameToStore; // Lookup of all IDs. Makes looking up references faster. Just // maps the id name to the record type. IDMap mIds; IDMap mStaticIds; template <typename T> static void assignStoreToIndex(ESMStore& stores, Store<T>& store) { const std::size_t storeIndex = ESMStore::getTypeIndex<T>(); if (stores.mStores.size() <= storeIndex) stores.mStores.resize(storeIndex + 1); assert(&store == &std::get<Store<T>>(stores.mStoreImp->mStores)); stores.mStores[storeIndex] = &store; if constexpr (std::is_convertible_v<Store<T>*, DynamicStore*>) { stores.mDynamicStores.push_back(&store); constexpr ESM::RecNameInts recName = T::sRecordId; if constexpr (recName != ESM::REC_INTERNAL_PLAYER) { stores.mStoreImp->mRecNameToStore[recName] = &store; } } } template <typename T> static bool typedReadRecordESM4(ESM4::Reader& reader, Store<T>& store) { auto recordType = static_cast<ESM4::RecordTypes>(reader.hdr().record.typeId); ESM::RecNameInts esm4RecName = static_cast<ESM::RecNameInts>(ESM::esm4Recname(recordType)); if constexpr (HasRecordId<T>::value) { if constexpr (ESM::isESM4Rec(T::sRecordId)) { if (T::sRecordId == esm4RecName) { reader.getRecordData(); T value; value.load(reader); store.insertStatic(value); return true; } } } return false; } static bool readRecord(ESM4::Reader& reader, ESMStore& store) { return std::apply( [&reader](auto&... x) { return (typedReadRecordESM4(reader, x) || ...); }, store.mStoreImp->mStores); } }; int ESMStore::find(const ESM::RefId& id) const { IDMap::const_iterator it = mStoreImp->mIds.find(id); if (it == mStoreImp->mIds.end()) { return 0; } return it->second; } int ESMStore::findStatic(const ESM::RefId& id) const { IDMap::const_iterator it = mStoreImp->mStaticIds.find(id); if (it == mStoreImp->mStaticIds.end()) { return 0; } return it->second; } ESMStore::ESMStore() { mStoreImp = std::make_unique<ESMStoreImp>(); std::apply([this](auto&... x) { (ESMStoreImp::assignStoreToIndex(*this, x), ...); }, mStoreImp->mStores); mDynamicCount = 0; getWritable<ESM::Pathgrid>().setCells(getWritable<ESM::Cell>()); } ESMStore::~ESMStore() = default; void ESMStore::clearDynamic() { for (const auto& store : mDynamicStores) store->clearDynamic(); mStoreImp->mIds = mStoreImp->mStaticIds; movePlayerRecord(); } static bool isCacheableRecord(int id) { switch (id) { case ESM::REC_ACTI: case ESM::REC_ALCH: case ESM::REC_APPA: case ESM::REC_ARMO: case ESM::REC_BOOK: case ESM::REC_CLOT: case ESM::REC_CONT: case ESM::REC_CREA: case ESM::REC_DOOR: case ESM::REC_INGR: case ESM::REC_LEVC: case ESM::REC_LEVI: case ESM::REC_LIGH: case ESM::REC_LOCK: case ESM::REC_MISC: case ESM::REC_NPC_: case ESM::REC_PROB: case ESM::REC_REPA: case ESM::REC_STAT: case ESM::REC_WEAP: case ESM::REC_BODY: case ESM::REC_ACTI4: case ESM::REC_ALCH4: case ESM::REC_AMMO4: case ESM::REC_ARMO4: case ESM::REC_BOOK4: case ESM::REC_CONT4: case ESM::REC_CREA4: case ESM::REC_DOOR4: case ESM::REC_FLOR4: case ESM::REC_FURN4: case ESM::REC_IMOD4: case ESM::REC_INGR4: case ESM::REC_LIGH4: case ESM::REC_LVLI4: case ESM::REC_LVLC4: case ESM::REC_LVLN4: case ESM::REC_MISC4: case ESM::REC_MSTT4: case ESM::REC_NPC_4: case ESM::REC_SCOL4: case ESM::REC_STAT4: case ESM::REC_TERM4: case ESM::REC_TREE4: case ESM::REC_WEAP4: return true; break; } return false; } void ESMStore::load(ESM::ESMReader& esm, Loading::Listener* listener, ESM::Dialogue*& dialogue) { if (listener != nullptr) listener->setProgressRange(::EsmLoader::fileProgress); // Loop through all records while (esm.hasMoreRecs()) { ESM::NAME n = esm.getRecName(); esm.getRecHeader(); if (esm.getRecordFlags() & ESM::FLAG_Ignored) { esm.skipRecord(); continue; } // Look up the record type. ESM::RecNameInts recName = static_cast<ESM::RecNameInts>(n.toInt()); const auto& it = mStoreImp->mRecNameToStore.find(recName); if (it == mStoreImp->mRecNameToStore.end()) { if (recName == ESM::REC_INFO) { if (dialogue) { dialogue->readInfo(esm); } else { Log(Debug::Error) << "Error: info record without dialog"; esm.skipRecord(); } } else if (n.toInt() == ESM::REC_MGEF) { getWritable<ESM::MagicEffect>().load(esm); } else if (n.toInt() == ESM::REC_SKIL) { getWritable<ESM::Skill>().load(esm); } else if (n.toInt() == ESM::REC_FILT || n.toInt() == ESM::REC_DBGP) { // ignore project file only records esm.skipRecord(); } else if (n.toInt() == ESM::REC_LUAL) { ESM::LuaScriptsCfg cfg; cfg.load(esm); cfg.adjustRefNums(esm); mLuaContent.push_back(std::move(cfg)); } else { throw std::runtime_error("Unknown record: " + n.toString()); } } else { RecordId id = it->second->load(esm); if (id.mIsDeleted) { it->second->eraseStatic(id.mId); continue; } if (n.toInt() == ESM::REC_DIAL) { dialogue = const_cast<ESM::Dialogue*>(getWritable<ESM::Dialogue>().find(id.mId)); } else { dialogue = nullptr; } } if (listener != nullptr) listener->setProgress(::EsmLoader::fileProgress * esm.getFileOffset() / esm.getFileSize()); } } void ESMStore::loadESM4(ESM4::Reader& reader) { auto visitorRec = [this](ESM4::Reader& reader) { return ESMStoreImp::readRecord(reader, *this); }; ESM4::ReaderUtils::readAll(reader, visitorRec, [](ESM4::Reader&) {}); } void ESMStore::setIdType(const ESM::RefId& id, ESM::RecNameInts type) { mStoreImp->mIds[id] = type; } ESM::LuaScriptsCfg ESMStore::getLuaScriptsCfg() const { ESM::LuaScriptsCfg cfg; for (const LuaContent& c : mLuaContent) { if (std::holds_alternative<std::filesystem::path>(c)) { // *.omwscripts are intentionally reloaded every time when `getLuaScriptsCfg` is called. // It is important for the `reloadlua` console command. try { auto file = std::ifstream(std::get<std::filesystem::path>(c)); std::string fileContent(std::istreambuf_iterator<char>(file), {}); LuaUtil::parseOMWScripts(cfg, fileContent); } catch (std::exception& e) { Log(Debug::Error) << e.what(); } } else { const ESM::LuaScriptsCfg& addition = std::get<ESM::LuaScriptsCfg>(c); cfg.mScripts.insert(cfg.mScripts.end(), addition.mScripts.begin(), addition.mScripts.end()); } } return cfg; } void ESMStore::setUp() { if (mIsSetUpDone) throw std::logic_error("ESMStore::setUp() is called twice"); mIsSetUpDone = true; for (const auto& [_, store] : mStoreImp->mRecNameToStore) store->setUp(); getWritable<ESM::Skill>().setUp(get<ESM::GameSetting>()); getWritable<ESM::MagicEffect>().setUp(); getWritable<ESM::Attribute>().setUp(get<ESM::GameSetting>()); getWritable<ESM4::Land>().updateLandPositions(get<ESM4::Cell>()); getWritable<ESM4::Reference>().preprocessReferences(get<ESM4::Cell>()); getWritable<ESM4::ActorCharacter>().preprocessReferences(get<ESM4::Cell>()); getWritable<ESM4::ActorCreature>().preprocessReferences(get<ESM4::Cell>()); rebuildIdsIndex(); mStoreImp->mStaticIds = mStoreImp->mIds; } void ESMStore::rebuildIdsIndex() { mStoreImp->mIds.clear(); for (const auto& [recordType, store] : mStoreImp->mRecNameToStore) { if (isCacheableRecord(recordType)) { std::vector<ESM::RefId> identifiers; store->listIdentifier(identifiers); for (auto& record : identifiers) mStoreImp->mIds[record] = recordType; } } } void ESMStore::validateRecords(ESM::ReadersCache& readers) { validate(); countAllCellRefsAndMarkKeys(readers); } void ESMStore::countAllCellRefsAndMarkKeys(ESM::ReadersCache& readers) { // TODO: We currently need to read entire files here again. // We should consider consolidating or deferring this reading. if (!mRefCount.empty()) return; std::vector<Ref> refs; std::set<ESM::RefId> keyIDs; std::vector<ESM::RefId> refIDs; Store<ESM::Cell> Cells = get<ESM::Cell>(); for (auto it = Cells.intBegin(); it != Cells.intEnd(); ++it) readRefs(*it, refs, refIDs, keyIDs, readers); for (auto it = Cells.extBegin(); it != Cells.extEnd(); ++it) readRefs(*it, refs, refIDs, keyIDs, readers); const auto lessByRefNum = [](const Ref& l, const Ref& r) { return l.mRefNum < r.mRefNum; }; std::stable_sort(refs.begin(), refs.end(), lessByRefNum); const auto equalByRefNum = [](const Ref& l, const Ref& r) { return l.mRefNum == r.mRefNum; }; const auto incrementRefCount = [&](const Ref& value) { if (value.mRefID != deletedRefID) { ESM::RefId& refId = refIDs[value.mRefID]; ++mRefCount[std::move(refId)]; } }; Misc::forEachUnique(refs.rbegin(), refs.rend(), equalByRefNum, incrementRefCount); auto& store = getWritable<ESM::Miscellaneous>().mStatic; for (const auto& id : keyIDs) { auto it = store.find(id); if (it != store.end()) it->second.mData.mFlags |= ESM::Miscellaneous::Key; } } int ESMStore::getRefCount(const ESM::RefId& id) const { auto it = mRefCount.find(id); if (it == mRefCount.end()) return 0; return it->second; } void ESMStore::validate() { auto& npcs = getWritable<ESM::NPC>(); std::vector<ESM::NPC> npcsToReplace = getNPCsToReplace(getWritable<ESM::Faction>(), getWritable<ESM::Class>(), getWritable<ESM::Race>(), getWritable<ESM::Script>(), npcs.mStatic); for (const ESM::NPC& npc : npcsToReplace) { npcs.eraseStatic(npc.mId); npcs.insertStatic(npc); } removeMissingScripts(getWritable<ESM::Script>(), getWritable<ESM::Creature>().mStatic); // Validate spell effects and enchantments for invalid arguments auto& spells = getWritable<ESM::Spell>(); auto& enchantments = getWritable<ESM::Enchantment>(); auto& magicEffects = getWritable<ESM::MagicEffect>(); std::vector<ESM::Spell> spellsToReplace = getSpellsToReplace(spells, magicEffects); for (const ESM::Spell& spell : spellsToReplace) { spells.eraseStatic(spell.mId); spells.insertStatic(spell); } std::vector<ESM::Enchantment> enchantmentsToReplace = getSpellsToReplace(enchantments, magicEffects); for (const ESM::Enchantment& enchantment : enchantmentsToReplace) { enchantments.eraseStatic(enchantment.mId); enchantments.insertStatic(enchantment); } } void ESMStore::movePlayerRecord() { auto& npcs = getWritable<ESM::NPC>(); auto player = npcs.find(ESM::RefId::stringRefId("Player")); npcs.insert(*player); } void ESMStore::validateDynamic() { auto& npcs = getWritable<ESM::NPC>(); auto& scripts = getWritable<ESM::Script>(); std::vector<ESM::NPC> npcsToReplace = getNPCsToReplace(getWritable<ESM::Faction>(), getWritable<ESM::Class>(), getWritable<ESM::Race>(), getWritable<ESM::Script>(), npcs.mDynamic); for (const ESM::NPC& npc : npcsToReplace) npcs.insert(npc); removeMissingScripts(scripts, getWritable<ESM::Armor>().mDynamic); removeMissingScripts(scripts, getWritable<ESM::Book>().mDynamic); removeMissingScripts(scripts, getWritable<ESM::Clothing>().mDynamic); removeMissingScripts(scripts, getWritable<ESM::Creature>().mDynamic); removeMissingScripts(scripts, getWritable<ESM::Weapon>().mDynamic); removeMissingObjects(getWritable<ESM::CreatureLevList>()); removeMissingObjects(getWritable<ESM::ItemLevList>()); } // Leveled lists can be modified by scripts. This removes items that no longer exist (presumably because the // plugin was removed) from modified lists template <class T> void ESMStore::removeMissingObjects(Store<T>& store) { for (auto& entry : store.mDynamic) { auto first = std::remove_if(entry.second.mList.begin(), entry.second.mList.end(), [&](const auto& item) { if (!find(item.mId)) { Log(Debug::Verbose) << "Leveled list " << entry.first << " has nonexistent object " << item.mId << ", ignoring it."; return true; } return false; }); entry.second.mList.erase(first, entry.second.mList.end()); } } int ESMStore::countSavedGameRecords() const { return 1 // DYNA (dynamic name counter) + get<ESM::Potion>().getDynamicSize() + get<ESM::Armor>().getDynamicSize() + get<ESM::Book>().getDynamicSize() + get<ESM::Class>().getDynamicSize() + get<ESM::Clothing>().getDynamicSize() + get<ESM::Enchantment>().getDynamicSize() + get<ESM::NPC>().getDynamicSize() + get<ESM::Spell>().getDynamicSize() + get<ESM::Activator>().getDynamicSize() + get<ESM::Miscellaneous>().getDynamicSize() + get<ESM::Weapon>().getDynamicSize() + get<ESM::CreatureLevList>().getDynamicSize() + get<ESM::ItemLevList>().getDynamicSize() + get<ESM::Creature>().getDynamicSize() + get<ESM::Container>().getDynamicSize() + get<ESM::Light>().getDynamicSize(); } void ESMStore::write(ESM::ESMWriter& writer, Loading::Listener& progress) const { writer.startRecord(ESM::REC_DYNA); writer.startSubRecord("COUN"); writer.writeT(mDynamicCount); writer.endRecord("COUN"); writer.endRecord(ESM::REC_DYNA); get<ESM::Potion>().write(writer, progress); get<ESM::Armor>().write(writer, progress); get<ESM::Book>().write(writer, progress); get<ESM::Class>().write(writer, progress); get<ESM::Clothing>().write(writer, progress); get<ESM::Enchantment>().write(writer, progress); get<ESM::NPC>().write(writer, progress); get<ESM::Miscellaneous>().write(writer, progress); get<ESM::Activator>().write(writer, progress); get<ESM::Spell>().write(writer, progress); get<ESM::Weapon>().write(writer, progress); get<ESM::CreatureLevList>().write(writer, progress); get<ESM::ItemLevList>().write(writer, progress); get<ESM::Creature>().write(writer, progress); get<ESM::Container>().write(writer, progress); get<ESM::Light>().write(writer, progress); } bool ESMStore::readRecord(ESM::ESMReader& reader, uint32_t type_id) { ESM::RecNameInts type = (ESM::RecNameInts)type_id; switch (type) { case ESM::REC_ALCH: case ESM::REC_MISC: case ESM::REC_ACTI: case ESM::REC_ARMO: case ESM::REC_BOOK: case ESM::REC_CLAS: case ESM::REC_CLOT: case ESM::REC_ENCH: case ESM::REC_SPEL: case ESM::REC_WEAP: case ESM::REC_LEVI: case ESM::REC_LEVC: case ESM::REC_LIGH: mStoreImp->mRecNameToStore[type]->read(reader); return true; case ESM::REC_NPC_: case ESM::REC_CREA: case ESM::REC_CONT: mStoreImp->mRecNameToStore[type]->read(reader, true); return true; case ESM::REC_DYNA: reader.getSubNameIs("COUN"); if (reader.getFormatVersion() <= ESM::MaxActiveSpellTypeVersion) { uint32_t dynamicCount32 = 0; reader.getHT(dynamicCount32); mDynamicCount = dynamicCount32; } else { reader.getHT(mDynamicCount); } return true; default: return false; } } void ESMStore::checkPlayer() { const ESM::NPC* player = get<ESM::NPC>().find(ESM::RefId::stringRefId("Player")); if (!get<ESM::Race>().find(player->mRace) || !get<ESM::Class>().find(player->mClass)) throw std::runtime_error("Invalid player record (race or class unavailable"); } std::pair<std::shared_ptr<MWMechanics::SpellList>, bool> ESMStore::getSpellList(const ESM::RefId& id) const { auto result = mSpellListCache.find(id); std::shared_ptr<MWMechanics::SpellList> ptr; if (result != mSpellListCache.end()) ptr = result->second.lock(); if (!ptr) { int type = find(id); ptr = std::make_shared<MWMechanics::SpellList>(id, type); if (result != mSpellListCache.end()) result->second = ptr; else mSpellListCache.insert({ id, ptr }); return { ptr, false }; } return { ptr, true }; } template <> const ESM::Cell* ESMStore::insert<ESM::Cell>(const ESM::Cell& cell) { return getWritable<ESM::Cell>().insert(cell); } template <> const ESM::NPC* ESMStore::insert<ESM::NPC>(const ESM::NPC& npc) { auto& npcs = getWritable<ESM::NPC>(); if (npc.mId == "Player") { return npcs.insert(npc); } const ESM::RefId id = ESM::RefId::generated(mDynamicCount++); if (npcs.search(id) != nullptr) throw std::runtime_error("Try to override existing record: " + id.toDebugString()); ESM::NPC record = npc; record.mId = id; ESM::NPC* ptr = npcs.insert(record); mStoreImp->mIds[ptr->mId] = ESM::REC_NPC_; return ptr; } } // end namespace
29,725
C++
.cpp
726
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0.535785
OpenMW/openmw
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GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
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35,268
projectilemanager.cpp
OpenMW_openmw/apps/openmw/mwworld/projectilemanager.cpp
#include "projectilemanager.hpp" #include <iomanip> #include <memory> #include <optional> #include <sstream> #include <osg/PositionAttitudeTransform> #include <components/debug/debuglog.hpp> #include <components/esm3/esmwriter.hpp> #include <components/esm3/loadench.hpp> #include <components/esm3/loadmgef.hpp> #include <components/esm3/loadrace.hpp> #include <components/esm3/projectilestate.hpp> #include <components/esm/quaternion.hpp> #include <components/esm/vector3.hpp> #include <components/misc/constants.hpp> #include <components/misc/convert.hpp> #include <components/misc/resourcehelpers.hpp> #include <components/resource/resourcesystem.hpp> #include <components/resource/scenemanager.hpp> #include <components/sceneutil/controller.hpp> #include <components/sceneutil/lightmanager.hpp> #include <components/sceneutil/nodecallback.hpp> #include <components/sceneutil/visitor.hpp> #include <components/settings/values.hpp> #include "../mwworld/class.hpp" #include "../mwworld/esmstore.hpp" #include "../mwworld/inventorystore.hpp" #include "../mwworld/manualref.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/soundmanager.hpp" #include "../mwbase/windowmanager.hpp" #include "../mwbase/world.hpp" #include "../mwmechanics/actorutil.hpp" #include "../mwmechanics/combat.hpp" #include "../mwmechanics/creaturestats.hpp" #include "../mwmechanics/spellcasting.hpp" #include "../mwmechanics/weapontype.hpp" #include "../mwrender/animation.hpp" #include "../mwrender/renderingmanager.hpp" #include "../mwrender/util.hpp" #include "../mwrender/vismask.hpp" #include "../mwsound/sound.hpp" #include "../mwphysics/physicssystem.hpp" #include "../mwphysics/projectile.hpp" namespace { ESM::EffectList getMagicBoltData(std::vector<ESM::RefId>& projectileIDs, std::set<ESM::RefId>& sounds, float& speed, std::string& texture, std::string& sourceName, const ESM::RefId& id) { const MWWorld::ESMStore& esmStore = *MWBase::Environment::get().getESMStore(); const ESM::EffectList* effects; if (const ESM::Spell* spell = esmStore.get<ESM::Spell>().search(id)) // check if it's a spell { sourceName = spell->mName; effects = &spell->mEffects; } else // check if it's an enchanted item { MWWorld::ManualRef ref(esmStore, id); MWWorld::Ptr ptr = ref.getPtr(); const ESM::Enchantment* ench = esmStore.get<ESM::Enchantment>().find(ptr.getClass().getEnchantment(ptr)); sourceName = ptr.getClass().getName(ptr); effects = &ench->mEffects; } int count = 0; speed = 0.0f; ESM::EffectList projectileEffects; for (const ESM::IndexedENAMstruct& effect : effects->mList) { const ESM::MagicEffect* magicEffect = MWBase::Environment::get().getESMStore()->get<ESM::MagicEffect>().find(effect.mData.mEffectID); // Speed of multi-effect projectiles should be the average of the constituent effects, // based on observation of the original engine. speed += magicEffect->mData.mSpeed; count++; if (effect.mData.mRange != ESM::RT_Target) continue; if (magicEffect->mBolt.empty()) projectileIDs.emplace_back(ESM::RefId::stringRefId("VFX_DefaultBolt")); else projectileIDs.push_back(magicEffect->mBolt); if (!magicEffect->mBoltSound.empty()) sounds.emplace(magicEffect->mBoltSound); else sounds.emplace(MWBase::Environment::get() .getESMStore() ->get<ESM::Skill>() .find(magicEffect->mData.mSchool) ->mSchool->mBoltSound); projectileEffects.mList.push_back(effect); } if (count != 0) speed /= count; // the particle texture is only used if there is only one projectile if (projectileEffects.mList.size() == 1) { const ESM::MagicEffect* magicEffect = MWBase::Environment::get().getESMStore()->get<ESM::MagicEffect>().find( effects->mList.begin()->mData.mEffectID); texture = magicEffect->mParticle; } if (projectileEffects.mList.size() > 1) // insert a VFX_Multiple projectile if there are multiple projectile effects { const ESM::RefId ID = ESM::RefId::stringRefId("VFX_Multiple" + std::to_string(effects->mList.size())); std::vector<ESM::RefId>::iterator it; it = projectileIDs.begin(); it = projectileIDs.insert(it, ID); } return projectileEffects; } osg::Vec4 getMagicBoltLightDiffuseColor(const ESM::EffectList& effects) { // Calculate combined light diffuse color from magical effects osg::Vec4 lightDiffuseColor; for (const ESM::IndexedENAMstruct& enam : effects.mList) { const ESM::MagicEffect* magicEffect = MWBase::Environment::get().getESMStore()->get<ESM::MagicEffect>().find(enam.mData.mEffectID); lightDiffuseColor += magicEffect->getColor(); } int numberOfEffects = effects.mList.size(); lightDiffuseColor /= numberOfEffects; return lightDiffuseColor; } } namespace MWWorld { ProjectileManager::ProjectileManager(osg::Group* parent, Resource::ResourceSystem* resourceSystem, MWRender::RenderingManager* rendering, MWPhysics::PhysicsSystem* physics) : mParent(parent) , mResourceSystem(resourceSystem) , mRendering(rendering) , mPhysics(physics) , mCleanupTimer(0.0f) { } /// Rotates an osg::PositionAttitudeTransform over time. class RotateCallback : public SceneUtil::NodeCallback<RotateCallback, osg::PositionAttitudeTransform*> { public: RotateCallback(const osg::Vec3f& axis = osg::Vec3f(0, -1, 0), float rotateSpeed = osg::PI * 2) : mAxis(axis) , mRotateSpeed(rotateSpeed) { } void operator()(osg::PositionAttitudeTransform* node, osg::NodeVisitor* nv) { double time = nv->getFrameStamp()->getSimulationTime(); osg::Quat orient = osg::Quat(time * mRotateSpeed, mAxis); node->setAttitude(orient); traverse(node, nv); } private: osg::Vec3f mAxis; float mRotateSpeed; }; void ProjectileManager::createModel(State& state, VFS::Path::NormalizedView model, const osg::Vec3f& pos, const osg::Quat& orient, bool rotate, bool createLight, osg::Vec4 lightDiffuseColor, const std::string& texture) { state.mNode = new osg::PositionAttitudeTransform; state.mNode->setNodeMask(MWRender::Mask_Effect); state.mNode->setPosition(pos); state.mNode->setAttitude(orient); osg::Group* attachTo = state.mNode; if (rotate) { osg::ref_ptr<osg::PositionAttitudeTransform> rotateNode(new osg::PositionAttitudeTransform); rotateNode->addUpdateCallback(new RotateCallback()); state.mNode->addChild(rotateNode); attachTo = rotateNode; } osg::ref_ptr<osg::Node> projectile = mResourceSystem->getSceneManager()->getInstance(model, attachTo); if (state.mIdMagic.size() > 1) { for (size_t iter = 1; iter != state.mIdMagic.size(); ++iter) { std::ostringstream nodeName; nodeName << "Dummy" << std::setw(2) << std::setfill('0') << iter; const ESM::Weapon* weapon = MWBase::Environment::get().getESMStore()->get<ESM::Weapon>().find(state.mIdMagic.at(iter)); std::string nameToFind = nodeName.str(); SceneUtil::FindByNameVisitor findVisitor(nameToFind); attachTo->accept(findVisitor); if (findVisitor.mFoundNode) mResourceSystem->getSceneManager()->getInstance( VFS::Path::toNormalized(Misc::ResourceHelpers::correctMeshPath(weapon->mModel)), findVisitor.mFoundNode); } } if (createLight) { osg::ref_ptr<osg::Light> projectileLight(new osg::Light); projectileLight->setAmbient(osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f)); projectileLight->setDiffuse(lightDiffuseColor); projectileLight->setSpecular(osg::Vec4(0.0f, 0.0f, 0.0f, 0.0f)); projectileLight->setConstantAttenuation(0.f); projectileLight->setLinearAttenuation(0.1f); projectileLight->setQuadraticAttenuation(0.f); projectileLight->setPosition(osg::Vec4(pos, 1.0)); SceneUtil::LightSource* projectileLightSource = new SceneUtil::LightSource; projectileLightSource->setNodeMask(MWRender::Mask_Lighting); projectileLightSource->setRadius(66.f); state.mNode->addChild(projectileLightSource); projectileLightSource->setLight(projectileLight); } state.mNode->addCullCallback(new SceneUtil::LightListCallback); mParent->addChild(state.mNode); state.mEffectAnimationTime = std::make_shared<MWRender::EffectAnimationTime>(); SceneUtil::AssignControllerSourcesVisitor assignVisitor(state.mEffectAnimationTime); state.mNode->accept(assignVisitor); MWRender::overrideFirstRootTexture(texture, mResourceSystem, *projectile); } void ProjectileManager::update(State& state, float duration) { state.mEffectAnimationTime->addTime(duration); } void ProjectileManager::launchMagicBolt( const ESM::RefId& spellId, const Ptr& caster, const osg::Vec3f& fallbackDirection, ESM::RefNum item) { osg::Vec3f pos = caster.getRefData().getPosition().asVec3(); if (caster.getClass().isActor()) { // Note: we ignore the collision box offset, this is required to make some flying creatures work as // intended. pos.z() += mPhysics->getRenderingHalfExtents(caster).z() * 2 * Constants::TorsoHeight; } if (MWBase::Environment::get().getWorld()->isUnderwater( caster.getCell(), pos)) // Underwater casting not possible return; osg::Quat orient; if (caster.getClass().isActor()) orient = osg::Quat(caster.getRefData().getPosition().rot[0], osg::Vec3f(-1, 0, 0)) * osg::Quat(caster.getRefData().getPosition().rot[2], osg::Vec3f(0, 0, -1)); else orient.makeRotate(osg::Vec3f(0, 1, 0), osg::Vec3f(fallbackDirection)); MagicBoltState state; state.mSpellId = spellId; state.mCasterHandle = caster; state.mItem = item; if (caster.getClass().isActor()) state.mActorId = caster.getClass().getCreatureStats(caster).getActorId(); else state.mActorId = -1; std::string texture; state.mEffects = getMagicBoltData( state.mIdMagic, state.mSoundIds, state.mSpeed, texture, state.mSourceName, state.mSpellId); // Non-projectile should have been removed by getMagicBoltData if (state.mEffects.mList.empty()) return; if (!caster.getClass().isActor() && fallbackDirection.length2() <= 0) { Log(Debug::Warning) << "Unable to launch magic bolt (direction to target is empty)"; return; } MWWorld::ManualRef ref(*MWBase::Environment::get().getESMStore(), state.mIdMagic.at(0)); MWWorld::Ptr ptr = ref.getPtr(); osg::Vec4 lightDiffuseColor = getMagicBoltLightDiffuseColor(state.mEffects); VFS::Path::Normalized model = ptr.getClass().getCorrectedModel(ptr); createModel(state, model, pos, orient, true, true, lightDiffuseColor, texture); MWBase::SoundManager* sndMgr = MWBase::Environment::get().getSoundManager(); for (const auto& soundid : state.mSoundIds) { MWBase::Sound* sound = sndMgr->playSound3D(pos, soundid, 1.0f, 1.0f, MWSound::Type::Sfx, MWSound::PlayMode::Loop); if (sound) state.mSounds.push_back(sound); } // in case there are multiple effects, the model is a dummy without geometry. Use the second effect for physics // shape if (state.mIdMagic.size() > 1) { model = Misc::ResourceHelpers::correctMeshPath( MWBase::Environment::get().getESMStore()->get<ESM::Weapon>().find(state.mIdMagic[1])->mModel); } state.mProjectileId = mPhysics->addProjectile(caster, pos, model, true); state.mToDelete = false; mMagicBolts.push_back(state); } void ProjectileManager::launchProjectile(const Ptr& actor, const ConstPtr& projectile, const osg::Vec3f& pos, const osg::Quat& orient, const Ptr& bow, float speed, float attackStrength) { ProjectileState state; state.mActorId = actor.getClass().getCreatureStats(actor).getActorId(); state.mBowId = bow.getCellRef().getRefId(); state.mVelocity = orient * osg::Vec3f(0, 1, 0) * speed; state.mIdArrow = projectile.getCellRef().getRefId(); state.mCasterHandle = actor; state.mAttackStrength = attackStrength; int type = projectile.get<ESM::Weapon>()->mBase->mData.mType; state.mThrown = MWMechanics::getWeaponType(type)->mWeaponClass == ESM::WeaponType::Thrown; MWWorld::ManualRef ref(*MWBase::Environment::get().getESMStore(), projectile.getCellRef().getRefId()); MWWorld::Ptr ptr = ref.getPtr(); const VFS::Path::Normalized model = ptr.getClass().getCorrectedModel(ptr); createModel(state, model, pos, orient, false, false, osg::Vec4(0, 0, 0, 0)); if (!ptr.getClass().getEnchantment(ptr).empty()) SceneUtil::addEnchantedGlow(state.mNode, mResourceSystem, ptr.getClass().getEnchantmentColor(ptr)); state.mProjectileId = mPhysics->addProjectile(actor, pos, model, false); state.mToDelete = false; mProjectiles.push_back(state); } void ProjectileManager::updateCasters() { for (auto& state : mProjectiles) mPhysics->setCaster(state.mProjectileId, state.getCaster()); for (auto& state : mMagicBolts) { // casters are identified by actor id in the savegame. objects doesn't have one so they can't be identified // back. // TODO: should object-type caster be restored from savegame? if (state.mActorId == -1) continue; auto caster = state.getCaster(); if (caster.isEmpty()) { Log(Debug::Error) << "Couldn't find caster with ID " << state.mActorId; cleanupMagicBolt(state); continue; } mPhysics->setCaster(state.mProjectileId, caster); } } void ProjectileManager::update(float dt) { periodicCleanup(dt); moveProjectiles(dt); moveMagicBolts(dt); } void ProjectileManager::periodicCleanup(float dt) { mCleanupTimer -= dt; if (mCleanupTimer <= 0.0f) { mCleanupTimer = 2.0f; auto isCleanable = [](const ProjectileManager::State& state) -> bool { const float farawayThreshold = 72000.0f; osg::Vec3 playerPos = MWMechanics::getPlayer().getRefData().getPosition().asVec3(); return (state.mNode->getPosition() - playerPos).length2() >= farawayThreshold * farawayThreshold; }; for (auto& projectileState : mProjectiles) { if (isCleanable(projectileState)) cleanupProjectile(projectileState); } for (auto& magicBoltState : mMagicBolts) { if (isCleanable(magicBoltState)) cleanupMagicBolt(magicBoltState); } } } void ProjectileManager::moveMagicBolts(float duration) { const bool normaliseRaceSpeed = Settings::game().mNormaliseRaceSpeed; for (auto& magicBoltState : mMagicBolts) { if (magicBoltState.mToDelete) continue; auto* projectile = mPhysics->getProjectile(magicBoltState.mProjectileId); if (!projectile->isActive()) continue; // If the actor caster is gone, the magic bolt needs to be removed from the scene during the next frame. MWWorld::Ptr caster = magicBoltState.getCaster(); if (!caster.isEmpty() && caster.getClass().isActor()) { if (caster.getCellRef().getCount() <= 0 || caster.getClass().getCreatureStats(caster).isDead()) { cleanupMagicBolt(magicBoltState); continue; } } const auto& store = *MWBase::Environment::get().getESMStore(); osg::Quat orient = magicBoltState.mNode->getAttitude(); static float fTargetSpellMaxSpeed = store.get<ESM::GameSetting>().find("fTargetSpellMaxSpeed")->mValue.getFloat(); float speed = fTargetSpellMaxSpeed * magicBoltState.mSpeed; if (!normaliseRaceSpeed && !caster.isEmpty() && caster.getClass().isNpc()) { const auto npc = caster.get<ESM::NPC>()->mBase; const auto race = store.get<ESM::Race>().find(npc->mRace); speed *= npc->isMale() ? race->mData.mMaleWeight : race->mData.mFemaleWeight; } osg::Vec3f direction = orient * osg::Vec3f(0, 1, 0); direction.normalize(); projectile->setVelocity(direction * speed); update(magicBoltState, duration); // For AI actors, get combat targets to use in the ray cast. Only those targets will return a positive hit // result. std::vector<MWWorld::Ptr> targetActors; if (!caster.isEmpty() && caster.getClass().isActor() && caster != MWMechanics::getPlayer()) caster.getClass().getCreatureStats(caster).getAiSequence().getCombatTargets(targetActors); projectile->setValidTargets(targetActors); } } void ProjectileManager::moveProjectiles(float duration) { for (auto& projectileState : mProjectiles) { if (projectileState.mToDelete) continue; auto* projectile = mPhysics->getProjectile(projectileState.mProjectileId); if (!projectile->isActive()) continue; // gravity constant - must be way lower than the gravity affecting actors, since we're not // simulating aerodynamics at all projectileState.mVelocity -= osg::Vec3f(0, 0, Constants::GravityConst * Constants::UnitsPerMeter * 0.1f) * duration; projectile->setVelocity(projectileState.mVelocity); // rotation does not work well for throwing projectiles - their roll angle will depend on shooting // direction. if (!projectileState.mThrown) { osg::Quat orient; orient.makeRotate(osg::Vec3f(0, 1, 0), projectileState.mVelocity); projectileState.mNode->setAttitude(orient); } update(projectileState, duration); MWWorld::Ptr caster = projectileState.getCaster(); // For AI actors, get combat targets to use in the ray cast. Only those targets will return a positive hit // result. std::vector<MWWorld::Ptr> targetActors; if (!caster.isEmpty() && caster.getClass().isActor() && caster != MWMechanics::getPlayer()) caster.getClass().getCreatureStats(caster).getAiSequence().getCombatTargets(targetActors); projectile->setValidTargets(targetActors); } } void ProjectileManager::processHits() { for (auto& projectileState : mProjectiles) { if (projectileState.mToDelete) continue; auto* projectile = mPhysics->getProjectile(projectileState.mProjectileId); const auto pos = projectile->getSimulationPosition(); projectileState.mNode->setPosition(pos); if (projectile->isActive()) continue; const auto target = projectile->getTarget(); auto caster = projectileState.getCaster(); assert(target != caster); if (caster.isEmpty()) caster = target; // Try to get a Ptr to the bow that was used. It might no longer exist. MWWorld::ManualRef projectileRef(*MWBase::Environment::get().getESMStore(), projectileState.mIdArrow); MWWorld::Ptr bow = projectileRef.getPtr(); if (!caster.isEmpty() && projectileState.mIdArrow != projectileState.mBowId) { MWWorld::InventoryStore& inv = caster.getClass().getInventoryStore(caster); MWWorld::ContainerStoreIterator invIt = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight); if (invIt != inv.end() && invIt->getCellRef().getRefId() == projectileState.mBowId) bow = *invIt; } const auto hitPosition = Misc::Convert::toOsg(projectile->getHitPosition()); if (projectile->getHitWater()) mRendering->emitWaterRipple(hitPosition); MWMechanics::projectileHit( caster, target, bow, projectileRef.getPtr(), hitPosition, projectileState.mAttackStrength); projectileState.mToDelete = true; } const MWWorld::ESMStore& esmStore = *MWBase::Environment::get().getESMStore(); for (auto& magicBoltState : mMagicBolts) { if (magicBoltState.mToDelete) continue; auto* projectile = mPhysics->getProjectile(magicBoltState.mProjectileId); const auto pos = projectile->getSimulationPosition(); magicBoltState.mNode->setPosition(pos); for (const auto& sound : magicBoltState.mSounds) sound->setPosition(pos); if (projectile->isActive()) continue; const auto target = projectile->getTarget(); const auto caster = magicBoltState.getCaster(); assert(target != caster); MWMechanics::CastSpell cast(caster, target); cast.mHitPosition = Misc::Convert::toOsg(projectile->getHitPosition()); cast.mId = magicBoltState.mSpellId; cast.mSourceName = magicBoltState.mSourceName; cast.mItem = magicBoltState.mItem; // Grab original effect list so the indices are correct const ESM::EffectList* effects; if (const ESM::Spell* spell = esmStore.get<ESM::Spell>().search(magicBoltState.mSpellId)) effects = &spell->mEffects; else { MWWorld::ManualRef ref(esmStore, magicBoltState.mSpellId); const MWWorld::Ptr& ptr = ref.getPtr(); effects = &esmStore.get<ESM::Enchantment>().find(ptr.getClass().getEnchantment(ptr))->mEffects; } cast.inflict(target, *effects, ESM::RT_Target); magicBoltState.mToDelete = true; } for (auto& projectileState : mProjectiles) { if (projectileState.mToDelete) cleanupProjectile(projectileState); } for (auto& magicBoltState : mMagicBolts) { if (magicBoltState.mToDelete) cleanupMagicBolt(magicBoltState); } mProjectiles.erase(std::remove_if(mProjectiles.begin(), mProjectiles.end(), [](const State& state) { return state.mToDelete; }), mProjectiles.end()); mMagicBolts.erase( std::remove_if(mMagicBolts.begin(), mMagicBolts.end(), [](const State& state) { return state.mToDelete; }), mMagicBolts.end()); } void ProjectileManager::cleanupProjectile(ProjectileManager::ProjectileState& state) { mParent->removeChild(state.mNode); mPhysics->removeProjectile(state.mProjectileId); state.mToDelete = true; } void ProjectileManager::cleanupMagicBolt(ProjectileManager::MagicBoltState& state) { mParent->removeChild(state.mNode); mPhysics->removeProjectile(state.mProjectileId); state.mToDelete = true; for (size_t soundIter = 0; soundIter != state.mSounds.size(); soundIter++) { MWBase::Environment::get().getSoundManager()->stopSound(state.mSounds.at(soundIter)); } } void ProjectileManager::clear() { for (auto& mProjectile : mProjectiles) cleanupProjectile(mProjectile); mProjectiles.clear(); for (auto& mMagicBolt : mMagicBolts) cleanupMagicBolt(mMagicBolt); mMagicBolts.clear(); } 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.mItem = it->mItem; state.mSpellId = it->mSpellId; state.mSpeed = it->mSpeed; state.save(writer); writer.endRecord(ESM::REC_MPRJ); } } 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; state.mToDelete = false; VFS::Path::Normalized model; try { MWWorld::ManualRef ref(*MWBase::Environment::get().getESMStore(), esm.mId); MWWorld::Ptr ptr = ref.getPtr(); model = ptr.getClass().getCorrectedModel(ptr); int weaponType = ptr.get<ESM::Weapon>()->mBase->mData.mType; state.mThrown = MWMechanics::getWeaponType(weaponType)->mWeaponClass == ESM::WeaponType::Thrown; state.mProjectileId = mPhysics->addProjectile(state.getCaster(), osg::Vec3f(esm.mPosition), model, false); } catch (const std::exception& e) { Log(Debug::Warning) << "Failed to add projectile for " << esm.mId << " while reading projectile record: " << e.what(); 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; } if (type == ESM::REC_MPRJ) { ESM::MagicBoltState esm; esm.load(reader); MagicBoltState state; state.mIdMagic.push_back(esm.mId); state.mSpellId = esm.mSpellId; state.mActorId = esm.mActorId; state.mToDelete = false; state.mItem = esm.mItem; std::string texture; try { state.mEffects = getMagicBoltData( state.mIdMagic, state.mSoundIds, state.mSpeed, texture, state.mSourceName, state.mSpellId); } catch (const std::exception& e) { Log(Debug::Warning) << "Failed to recreate magic projectile for " << esm.mId << " and spell " << state.mSpellId << " while reading projectile record: " << e.what(); return true; } 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. VFS::Path::Normalized model; try { MWWorld::ManualRef ref(*MWBase::Environment::get().getESMStore(), state.mIdMagic.at(0)); MWWorld::Ptr ptr = ref.getPtr(); model = ptr.getClass().getCorrectedModel(ptr); } catch (const std::exception& e) { Log(Debug::Warning) << "Failed to get model for " << state.mIdMagic.at(0) << " while reading projectile record: " << e.what(); return true; } osg::Vec4 lightDiffuseColor = getMagicBoltLightDiffuseColor(state.mEffects); createModel(state, model, osg::Vec3f(esm.mPosition), osg::Quat(esm.mOrientation), true, true, lightDiffuseColor, texture); state.mProjectileId = mPhysics->addProjectile(state.getCaster(), osg::Vec3f(esm.mPosition), model, true); MWBase::SoundManager* sndMgr = MWBase::Environment::get().getSoundManager(); for (const auto& soundid : state.mSoundIds) { MWBase::Sound* sound = sndMgr->playSound3D( esm.mPosition, soundid, 1.0f, 1.0f, MWSound::Type::Sfx, MWSound::PlayMode::Loop); if (sound) state.mSounds.push_back(sound); } mMagicBolts.push_back(state); return true; } return false; } int ProjectileManager::countSavedGameRecords() const { return mMagicBolts.size() + mProjectiles.size(); } MWWorld::Ptr ProjectileManager::State::getCaster() { if (!mCasterHandle.isEmpty()) return mCasterHandle; return MWBase::Environment::get().getWorld()->searchPtrViaActorId(mActorId); } }
31,705
C++
.cpp
667
36.07946
120
0.608025
OpenMW/openmw
5,318
933
0
GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
35,269
actionread.cpp
OpenMW_openmw/apps/openmw/mwworld/actionread.cpp
#include "actionread.hpp" #include <components/esm3/loadbook.hpp> #include <components/esm3/loadclas.hpp> #include <components/esm3/loadskil.hpp> #include "../mwbase/environment.hpp" #include "../mwbase/luamanager.hpp" #include "../mwbase/windowmanager.hpp" #include "../mwmechanics/actorutil.hpp" #include "../mwmechanics/npcstats.hpp" #include "class.hpp" #include "esmstore.hpp" namespace MWWorld { ActionRead::ActionRead(const MWWorld::Ptr& object) : Action(false, object) { } void ActionRead::executeImp(const MWWorld::Ptr& actor) { const MWWorld::Ptr player = MWMechanics::getPlayer(); if (actor != player && getTarget().getContainerStore() != nullptr) return; // Ensure we're not in combat if (MWMechanics::isPlayerInCombat() // Reading in combat is still allowed if the scroll/book is not in the player inventory yet // (since otherwise, there would be no way to pick it up) && getTarget().getContainerStore() == &player.getClass().getContainerStore(player)) { MWBase::Environment::get().getWindowManager()->messageBox("#{sInventoryMessage4}"); return; } LiveCellRef<ESM::Book>* ref = getTarget().get<ESM::Book>(); if (ref->mBase->mData.mIsScroll) MWBase::Environment::get().getWindowManager()->pushGuiMode(MWGui::GM_Scroll, getTarget()); else MWBase::Environment::get().getWindowManager()->pushGuiMode(MWGui::GM_Book, getTarget()); MWMechanics::NpcStats& npcStats = player.getClass().getNpcStats(player); // Skill gain from books ESM::RefId skill = ESM::Skill::indexToRefId(ref->mBase->mData.mSkillId); if (!skill.empty() && !npcStats.hasBeenUsed(ref->mBase->mId)) { MWBase::Environment::get().getLuaManager()->skillLevelUp(player, skill, "book"); npcStats.flagAsUsed(ref->mBase->mId); } } }
1,985
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.cpp
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OpenMW/openmw
5,318
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0
GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
35,270
actiondoor.cpp
OpenMW_openmw/apps/openmw/mwworld/actiondoor.cpp
#include "actiondoor.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/world.hpp" namespace MWWorld { ActionDoor::ActionDoor(const MWWorld::Ptr& object) : Action(false, object) { } void ActionDoor::executeImp(const MWWorld::Ptr& actor) { MWBase::Environment::get().getWorld()->activateDoor(getTarget()); } }
363
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.cpp
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21.857143
73
0.679191
OpenMW/openmw
5,318
933
0
GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
true
false
true
true
true
false
35,271
actiontake.cpp
OpenMW_openmw/apps/openmw/mwworld/actiontake.cpp
#include "actiontake.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/mechanicsmanager.hpp" #include "../mwbase/windowmanager.hpp" #include "../mwbase/world.hpp" #include "../mwgui/inventorywindow.hpp" #include "class.hpp" #include "containerstore.hpp" namespace MWWorld { ActionTake::ActionTake(const MWWorld::Ptr& object) : Action(true, object) { } void ActionTake::executeImp(const Ptr& actor) { // When in GUI mode, we should use drag and drop if (actor == MWBase::Environment::get().getWorld()->getPlayerPtr()) { MWGui::GuiMode mode = MWBase::Environment::get().getWindowManager()->getMode(); if (mode == MWGui::GM_Inventory || mode == MWGui::GM_Container) { MWBase::Environment::get().getWindowManager()->getInventoryWindow()->pickUpObject(getTarget()); return; } } int count = getTarget().getCellRef().getCount(); if (getTarget().getClass().isGold(getTarget())) count *= getTarget().getClass().getValue(getTarget()); MWBase::Environment::get().getMechanicsManager()->itemTaken(actor, getTarget(), MWWorld::Ptr(), count); MWWorld::Ptr newitem = *actor.getClass().getContainerStore(actor).add(getTarget(), count); MWBase::Environment::get().getWorld()->deleteObject(getTarget()); setTarget(newitem); } }
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C++
.cpp
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OpenMW/openmw
5,318
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0
GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
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false
false
false
false
false
35,272
actionequip.cpp
OpenMW_openmw/apps/openmw/mwworld/actionequip.cpp
#include "actionequip.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/windowmanager.hpp" #include "../mwmechanics/actorutil.hpp" #include "class.hpp" #include "inventorystore.hpp" namespace MWWorld { ActionEquip::ActionEquip(const MWWorld::Ptr& object, bool force) : Action(false, object) , mForce(force) { } void ActionEquip::executeImp(const Ptr& actor) { MWWorld::Ptr object = getTarget(); MWWorld::InventoryStore& invStore = actor.getClass().getInventoryStore(actor); if (object.getClass().hasItemHealth(object) && object.getCellRef().getCharge() == 0) { if (actor == MWMechanics::getPlayer()) MWBase::Environment::get().getWindowManager()->messageBox("#{sInventoryMessage1}"); return; } if (!mForce) { auto result = object.getClass().canBeEquipped(object, actor); // display error message if the player tried to equip something if (!result.second.empty() && actor == MWMechanics::getPlayer()) MWBase::Environment::get().getWindowManager()->messageBox(result.second); switch (result.first) { case 0: return; default: break; } } // slots that this item can be equipped in std::pair<std::vector<int>, bool> slots_ = getTarget().getClass().getEquipmentSlots(getTarget()); if (slots_.first.empty()) return; // retrieve ContainerStoreIterator to the item MWWorld::ContainerStoreIterator it = invStore.begin(); for (; it != invStore.end(); ++it) { if (*it == object) { break; } } if (it == invStore.end()) throw std::runtime_error("ActionEquip can't find item " + object.getCellRef().getRefId().toDebugString()); // equip the item in the first free slot std::vector<int>::const_iterator slot = slots_.first.begin(); for (; slot != slots_.first.end(); ++slot) { // if the item is equipped already, nothing to do if (invStore.getSlot(*slot) == it) return; if (invStore.getSlot(*slot) == invStore.end()) { // slot is not occupied invStore.equip(*slot, it); break; } } // all slots are occupied -> cycle // move all slots one towards begin(), then equip the item in the slot that is now free if (slot == slots_.first.end()) { ContainerStoreIterator enchItem = invStore.getSelectedEnchantItem(); bool reEquip = false; for (slot = slots_.first.begin(); slot != slots_.first.end(); ++slot) { invStore.unequipSlot(*slot, false); if (slot + 1 != slots_.first.end()) { invStore.equip(*slot, invStore.getSlot(*(slot + 1))); } else { invStore.equip(*slot, it); } // Fix for issue of selected enchated item getting remmoved on cycle if (invStore.getSlot(*slot) == enchItem) { reEquip = true; } } if (reEquip) { invStore.setSelectedEnchantItem(enchItem); } } } }
3,582
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.cpp
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OpenMW/openmw
5,318
933
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GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
35,273
scene.cpp
OpenMW_openmw/apps/openmw/mwworld/scene.cpp
#include "scene.hpp" #include <atomic> #include <chrono> #include <limits> #include <BulletCollision/CollisionDispatch/btCollisionObject.h> #include <components/debug/debuglog.hpp> #include <components/detournavigator/agentbounds.hpp> #include <components/detournavigator/debug.hpp> #include <components/detournavigator/heightfieldshape.hpp> #include <components/detournavigator/navigator.hpp> #include <components/detournavigator/updateguard.hpp> #include <components/esm/esmterrain.hpp> #include <components/esm/records.hpp> #include <components/esm3/loadcell.hpp> #include <components/loadinglistener/loadinglistener.hpp> #include <components/misc/convert.hpp> #include <components/misc/resourcehelpers.hpp> #include <components/resource/resourcesystem.hpp> #include <components/resource/scenemanager.hpp> #include <components/sceneutil/positionattitudetransform.hpp> #include <components/settings/values.hpp> #include <components/vfs/pathutil.hpp> #include "../mwbase/environment.hpp" #include "../mwbase/luamanager.hpp" #include "../mwbase/mechanicsmanager.hpp" #include "../mwbase/soundmanager.hpp" #include "../mwbase/windowmanager.hpp" #include "../mwbase/world.hpp" #include "../mwrender/landmanager.hpp" #include "../mwrender/postprocessor.hpp" #include "../mwrender/renderingmanager.hpp" #include "../mwphysics/actor.hpp" #include "../mwphysics/heightfield.hpp" #include "../mwphysics/object.hpp" #include "../mwphysics/physicssystem.hpp" #include "../mwworld/actionteleport.hpp" #include "cellpreloader.hpp" #include "cellstore.hpp" #include "cellvisitors.hpp" #include "class.hpp" #include "esmstore.hpp" #include "localscripts.hpp" #include "player.hpp" #include "worldimp.hpp" namespace { using MWWorld::RotationOrder; osg::Quat makeActorOsgQuat(const ESM::Position& position) { return osg::Quat(position.rot[2], osg::Vec3(0, 0, -1)); } osg::Quat makeInversedOrderObjectOsgQuat(const ESM::Position& position) { const float xr = position.rot[0]; const float yr = position.rot[1]; const float zr = position.rot[2]; return osg::Quat(xr, osg::Vec3(-1, 0, 0)) * osg::Quat(yr, osg::Vec3(0, -1, 0)) * osg::Quat(zr, osg::Vec3(0, 0, -1)); } osg::Quat makeInverseNodeRotation(const MWWorld::Ptr& ptr) { const auto& pos = ptr.getRefData().getPosition(); return ptr.getClass().isActor() ? makeActorOsgQuat(pos) : makeInversedOrderObjectOsgQuat(pos); } osg::Quat makeDirectNodeRotation(const MWWorld::Ptr& ptr) { const auto& pos = ptr.getRefData().getPosition(); return ptr.getClass().isActor() ? makeActorOsgQuat(pos) : Misc::Convert::makeOsgQuat(pos); } osg::Quat makeNodeRotation(const MWWorld::Ptr& ptr, RotationOrder order) { if (order == RotationOrder::inverse) return makeInverseNodeRotation(ptr); return makeDirectNodeRotation(ptr); } void setNodeRotation(const MWWorld::Ptr& ptr, MWRender::RenderingManager& rendering, const osg::Quat& rotation) { if (ptr.getRefData().getBaseNode()) rendering.rotateObject(ptr, rotation); } std::string getModel(const MWWorld::Ptr& ptr) { if (Misc::ResourceHelpers::isHiddenMarker(ptr.getCellRef().getRefId())) return {}; return ptr.getClass().getCorrectedModel(ptr); } // Null node meant to distinguish objects that aren't in the scene from paged objects // TODO: find a more clever way to make paging exclusion more reliable? static osg::ref_ptr<SceneUtil::PositionAttitudeTransform> pagedNode = new SceneUtil::PositionAttitudeTransform; void addObject(const MWWorld::Ptr& ptr, const MWWorld::World& world, const std::vector<ESM::RefNum>& pagedRefs, MWPhysics::PhysicsSystem& physics, MWRender::RenderingManager& rendering) { if (ptr.getRefData().getBaseNode() || physics.getActor(ptr)) { Log(Debug::Warning) << "Warning: Tried to add " << ptr.getCellRef().getRefId() << " to the scene twice"; return; } std::string model = getModel(ptr); const auto rotation = makeDirectNodeRotation(ptr); ESM::RefNum refnum = ptr.getCellRef().getRefNum(); if (!refnum.hasContentFile() || !std::binary_search(pagedRefs.begin(), pagedRefs.end(), refnum)) ptr.getClass().insertObjectRendering(ptr, model, rendering); else ptr.getRefData().setBaseNode(pagedNode); setNodeRotation(ptr, rendering, rotation); if (ptr.getClass().useAnim()) MWBase::Environment::get().getMechanicsManager()->add(ptr); if (ptr.getClass().isActor()) rendering.addWaterRippleEmitter(ptr); // Restore effect particles world.applyLoopingParticles(ptr); if (!model.empty()) ptr.getClass().insertObject(ptr, model, rotation, physics); MWBase::Environment::get().getLuaManager()->objectAddedToScene(ptr); } void addObject(const MWWorld::Ptr& ptr, const MWWorld::World& world, const MWPhysics::PhysicsSystem& physics, float& lowestPoint, bool isInterior, DetourNavigator::Navigator& navigator, const DetourNavigator::UpdateGuard* navigatorUpdateGuard = nullptr) { if (const auto object = physics.getObject(ptr)) { // Find the lowest point of this collision object in world space from its AABB if interior // this point is used to determine the infinite fall cutoff from lowest point in the cell if (isInterior) { btVector3 aabbMin; btVector3 aabbMax; const auto transform = object->getTransform(); object->getShapeInstance()->mCollisionShape->getAabb(transform, aabbMin, aabbMax); lowestPoint = std::min(lowestPoint, static_cast<float>(aabbMin.z())); } const DetourNavigator::ObjectTransform objectTransform{ ptr.getRefData().getPosition(), ptr.getCellRef().getScale() }; if (ptr.getClass().isDoor() && !ptr.getCellRef().getTeleport()) { btVector3 aabbMin; btVector3 aabbMax; object->getShapeInstance()->mCollisionShape->getAabb(btTransform::getIdentity(), aabbMin, aabbMax); const auto center = (aabbMax + aabbMin) * 0.5f; const auto distanceFromDoor = world.getMaxActivationDistance() * 0.5f; const auto toPoint = aabbMax.x() - aabbMin.x() < aabbMax.y() - aabbMin.y() ? btVector3(distanceFromDoor, 0, 0) : btVector3(0, distanceFromDoor, 0); const auto transform = object->getTransform(); const btTransform closedDoorTransform( Misc::Convert::makeBulletQuaternion(ptr.getCellRef().getPosition()), transform.getOrigin()); const auto start = Misc::Convert::toOsg(closedDoorTransform(center + toPoint)); const auto startPoint = physics.castRay(start, start - osg::Vec3f(0, 0, 1000), { ptr }, {}, MWPhysics::CollisionType_World | MWPhysics::CollisionType_HeightMap | MWPhysics::CollisionType_Water); const auto connectionStart = startPoint.mHit ? startPoint.mHitPos : start; const auto end = Misc::Convert::toOsg(closedDoorTransform(center - toPoint)); const auto endPoint = physics.castRay(end, end - osg::Vec3f(0, 0, 1000), { ptr }, {}, MWPhysics::CollisionType_World | MWPhysics::CollisionType_HeightMap | MWPhysics::CollisionType_Water); const auto connectionEnd = endPoint.mHit ? endPoint.mHitPos : end; navigator.addObject(DetourNavigator::ObjectId(object), DetourNavigator::DoorShapes( object->getShapeInstance(), objectTransform, connectionStart, connectionEnd), transform, navigatorUpdateGuard); } else if (object->getShapeInstance()->mVisualCollisionType == Resource::VisualCollisionType::None) { navigator.addObject(DetourNavigator::ObjectId(object), DetourNavigator::ObjectShapes(object->getShapeInstance(), objectTransform), object->getTransform(), navigatorUpdateGuard); } } else if (physics.getActor(ptr)) { const DetourNavigator::AgentBounds agentBounds = world.getPathfindingAgentBounds(ptr); if (!navigator.addAgent(agentBounds)) Log(Debug::Warning) << "Agent bounds are not supported by navigator for " << ptr.toString() << ": " << agentBounds; } } struct InsertVisitor { MWWorld::CellStore& mCell; Loading::Listener* mLoadingListener; std::vector<MWWorld::Ptr> mToInsert; InsertVisitor(MWWorld::CellStore& cell, Loading::Listener* loadingListener); bool operator()(const MWWorld::Ptr& ptr); template <class AddObject> void insert(AddObject&& addObject); }; InsertVisitor::InsertVisitor(MWWorld::CellStore& cell, Loading::Listener* loadingListener) : mCell(cell) , mLoadingListener(loadingListener) { } bool InsertVisitor::operator()(const MWWorld::Ptr& ptr) { // do not insert directly as we can't modify the cell from within the visitation // CreatureLevList::insertObjectRendering may spawn a new creature mToInsert.push_back(ptr); return true; } template <class AddObject> void InsertVisitor::insert(AddObject&& addObject) { for (MWWorld::Ptr& ptr : mToInsert) { if (!ptr.mRef->isDeleted() && ptr.getRefData().isEnabled()) { try { addObject(ptr); } catch (const std::exception& e) { Log(Debug::Error) << "failed to render '" << ptr.getCellRef().getRefId() << "': " << e.what(); } } if (mLoadingListener != nullptr) mLoadingListener->increaseProgress(1); } } int getCellPositionDistanceToOrigin(const std::pair<int, int>& cellPosition) { return std::abs(cellPosition.first) + std::abs(cellPosition.second); } bool isCellInCollection(ESM::ExteriorCellLocation cellIndex, MWWorld::Scene::CellStoreCollection& collection) { for (auto* cell : collection) { assert(cell->getCell()->isExterior()); if (cellIndex == cell->getCell()->getExteriorCellLocation()) return true; } return false; } bool removeFromSorted(ESM::RefNum refNum, std::vector<ESM::RefNum>& pagedRefs) { const auto it = std::lower_bound(pagedRefs.begin(), pagedRefs.end(), refNum); if (it == pagedRefs.end() || *it != refNum) return false; pagedRefs.erase(it); return true; } template <class Function> void iterateOverCellsAround(int cellX, int cellY, int range, Function&& f) { for (int x = cellX - range, lastX = cellX + range; x <= lastX; ++x) for (int y = cellY - range, lastY = cellY + range; y <= lastY; ++y) f(x, y); } void sortCellsToLoad(int centerX, int centerY, std::vector<std::pair<int, int>>& cells) { const auto getDistanceToPlayerCell = [&](const std::pair<int, int>& cellPosition) { return std::abs(cellPosition.first - centerX) + std::abs(cellPosition.second - centerY); }; const auto getCellPositionPriority = [&](const std::pair<int, int>& cellPosition) { return std::make_pair(getDistanceToPlayerCell(cellPosition), getCellPositionDistanceToOrigin(cellPosition)); }; std::sort(cells.begin(), cells.end(), [&](const std::pair<int, int>& lhs, const std::pair<int, int>& rhs) { return getCellPositionPriority(lhs) < getCellPositionPriority(rhs); }); } } namespace MWWorld { void Scene::removeFromPagedRefs(const Ptr& ptr) { ESM::RefNum refnum = ptr.getCellRef().getRefNum(); if (refnum.hasContentFile() && removeFromSorted(refnum, mPagedRefs)) { if (!ptr.getRefData().getBaseNode()) return; ptr.getClass().insertObjectRendering(ptr, getModel(ptr), mRendering); setNodeRotation(ptr, mRendering, makeNodeRotation(ptr, RotationOrder::direct)); reloadTerrain(); } } bool Scene::isPagedRef(const Ptr& ptr) const { return ptr.getRefData().getBaseNode() == pagedNode.get(); } void Scene::updateObjectRotation(const Ptr& ptr, RotationOrder order) { const auto rot = makeNodeRotation(ptr, order); setNodeRotation(ptr, mRendering, rot); mPhysics->updateRotation(ptr, rot); } void Scene::updateObjectScale(const Ptr& ptr) { float scale = ptr.getCellRef().getScale(); osg::Vec3f scaleVec(scale, scale, scale); ptr.getClass().adjustScale(ptr, scaleVec, true); mRendering.scaleObject(ptr, scaleVec); mPhysics->updateScale(ptr); } void Scene::update(float duration) { if (mChangeCellGridRequest.has_value()) { changeCellGrid(mChangeCellGridRequest->mPosition, mChangeCellGridRequest->mCellIndex, mChangeCellGridRequest->mChangeEvent); mChangeCellGridRequest.reset(); } mPreloader->updateCache(mRendering.getReferenceTime()); preloadCells(duration); } void Scene::unloadCell(CellStore* cell, const DetourNavigator::UpdateGuard* navigatorUpdateGuard) { if (mActiveCells.find(cell) == mActiveCells.end()) return; Log(Debug::Info) << "Unloading cell " << cell->getCell()->getDescription(); ListAndResetObjectsVisitor visitor; cell->forEach(visitor); for (const auto& ptr : visitor.mObjects) { if (const auto object = mPhysics->getObject(ptr)) { if (object->getShapeInstance()->mVisualCollisionType == Resource::VisualCollisionType::None) mNavigator.removeObject(DetourNavigator::ObjectId(object), navigatorUpdateGuard); mPhysics->remove(ptr); ptr.mRef->mData.mPhysicsPostponed = false; } else if (mPhysics->getActor(ptr)) { mNavigator.removeAgent(mWorld.getPathfindingAgentBounds(ptr)); mRendering.removeActorPath(ptr); mPhysics->remove(ptr); } MWBase::Environment::get().getLuaManager()->objectRemovedFromScene(ptr); } const auto cellX = cell->getCell()->getGridX(); const auto cellY = cell->getCell()->getGridY(); if (cell->getCell()->isExterior()) { mNavigator.removeHeightfield(osg::Vec2i(cellX, cellY), navigatorUpdateGuard); mPhysics->removeHeightField(cellX, cellY); } if (cell->getCell()->hasWater()) mNavigator.removeWater(osg::Vec2i(cellX, cellY), navigatorUpdateGuard); ESM::visit(ESM::VisitOverload{ [&](const ESM::Cell& cell) { if (const auto pathgrid = mWorld.getStore().get<ESM::Pathgrid>().search(cell)) mNavigator.removePathgrid(*pathgrid); }, [&](const ESM4::Cell& cell) {}, }, *cell->getCell()); MWBase::Environment::get().getMechanicsManager()->drop(cell); mRendering.removeCell(cell); MWBase::Environment::get().getWindowManager()->removeCell(cell); mWorld.getLocalScripts().clearCell(cell); MWBase::Environment::get().getSoundManager()->stopSound(cell); mActiveCells.erase(cell); // Clean up any effects that may have been spawned while unloading all cells if (mActiveCells.empty()) mRendering.notifyWorldSpaceChanged(); } void Scene::loadCell(CellStore& cell, Loading::Listener* loadingListener, bool respawn, const osg::Vec3f& position, const DetourNavigator::UpdateGuard* navigatorUpdateGuard) { using DetourNavigator::HeightfieldShape; assert(mActiveCells.find(&cell) == mActiveCells.end()); mActiveCells.insert(&cell); Log(Debug::Info) << "Loading cell " << cell.getCell()->getDescription(); const int cellX = cell.getCell()->getGridX(); const int cellY = cell.getCell()->getGridY(); const MWWorld::Cell& cellVariant = *cell.getCell(); ESM::RefId worldspace = cellVariant.getWorldSpace(); ESM::ExteriorCellLocation cellIndex(cellX, cellY, worldspace); if (cellVariant.isExterior()) { osg::ref_ptr<const ESMTerrain::LandObject> land = mRendering.getLandManager()->getLand(cellIndex); const ESM::LandData* data = land ? land->getData(ESM::Land::DATA_VHGT) : nullptr; const int verts = ESM::getLandSize(worldspace); const int worldsize = ESM::getCellSize(worldspace); if (data) { mPhysics->addHeightField(data->getHeights().data(), cellX, cellY, worldsize, verts, data->getMinHeight(), data->getMaxHeight(), land.get()); } else if (!ESM::isEsm4Ext(worldspace)) { static const std::vector<float> defaultHeight(verts * verts, ESM::Land::DEFAULT_HEIGHT); mPhysics->addHeightField(defaultHeight.data(), cellX, cellY, worldsize, verts, ESM::Land::DEFAULT_HEIGHT, ESM::Land::DEFAULT_HEIGHT, land.get()); } if (const auto heightField = mPhysics->getHeightField(cellX, cellY)) { const osg::Vec2i cellPosition(cellX, cellY); const btVector3& origin = heightField->getCollisionObject()->getWorldTransform().getOrigin(); const osg::Vec3f shift(origin.x(), origin.y(), origin.z()); const HeightfieldShape shape = [&]() -> HeightfieldShape { if (data == nullptr) { return DetourNavigator::HeightfieldPlane{ static_cast<float>(ESM::Land::DEFAULT_HEIGHT) }; } else { DetourNavigator::HeightfieldSurface heights; heights.mHeights = data->getHeights().data(); heights.mSize = static_cast<std::size_t>(data->getLandSize()); heights.mMinHeight = data->getMinHeight(); heights.mMaxHeight = data->getMaxHeight(); return heights; } }(); mNavigator.addHeightfield(cellPosition, worldsize, shape, navigatorUpdateGuard); } } ESM::visit(ESM::VisitOverload{ [&](const ESM::Cell& cell) { if (const auto pathgrid = mWorld.getStore().get<ESM::Pathgrid>().search(cell)) mNavigator.addPathgrid(cell, *pathgrid); }, [&](const ESM4::Cell& cell) {}, }, *cell.getCell()); // register local scripts // do this before insertCell, to make sure we don't add scripts from levelled creature spawning twice mWorld.getLocalScripts().addCell(&cell); if (respawn) cell.respawn(); insertCell(cell, loadingListener, navigatorUpdateGuard); mRendering.addCell(&cell); MWBase::Environment::get().getWindowManager()->addCell(&cell); bool waterEnabled = cellVariant.hasWater() || cell.isExterior(); float waterLevel = cell.getWaterLevel(); mRendering.setWaterEnabled(waterEnabled); if (waterEnabled) { mPhysics->enableWater(waterLevel); mRendering.setWaterHeight(waterLevel); if (cellVariant.isExterior()) { if (const auto heightField = mPhysics->getHeightField(cellX, cellY)) mNavigator.addWater( osg::Vec2i(cellX, cellY), ESM::Land::REAL_SIZE, waterLevel, navigatorUpdateGuard); } else { mNavigator.addWater( osg::Vec2i(cellX, cellY), std::numeric_limits<int>::max(), waterLevel, navigatorUpdateGuard); } } else mPhysics->disableWater(); if (!cell.isExterior() && !cellVariant.isQuasiExterior()) mRendering.configureAmbient(cellVariant); mPreloader->notifyLoaded(&cell); } void Scene::clear() { auto navigatorUpdateGuard = mNavigator.makeUpdateGuard(); for (auto iter = mActiveCells.begin(); iter != mActiveCells.end();) { auto* cell = *iter++; unloadCell(cell, navigatorUpdateGuard.get()); } navigatorUpdateGuard.reset(); assert(mActiveCells.empty()); mCurrentCell = nullptr; mLowestPoint = std::numeric_limits<float>::max(); mPreloader->clear(); } osg::Vec4i Scene::gridCenterToBounds(const osg::Vec2i& centerCell) const { return osg::Vec4i(centerCell.x() - mHalfGridSize, centerCell.y() - mHalfGridSize, centerCell.x() + mHalfGridSize + 1, centerCell.y() + mHalfGridSize + 1); } osg::Vec2i Scene::getNewGridCenter(const osg::Vec3f& pos, const osg::Vec2i* currentGridCenter) const { ESM::RefId worldspace = mCurrentCell ? mCurrentCell->getCell()->getWorldSpace() : ESM::Cell::sDefaultWorldspaceId; if (currentGridCenter) { const osg::Vec2f center = ESM::indexToPosition( ESM::ExteriorCellLocation(currentGridCenter->x(), currentGridCenter->y(), worldspace), true); float distance = std::max(std::abs(center.x() - pos.x()), std::abs(center.y() - pos.y())); float cellSize = ESM::getCellSize(worldspace); const float maxDistance = cellSize / 2 + mCellLoadingThreshold; // 1/2 cell size + threshold if (distance <= maxDistance) return *currentGridCenter; } ESM::ExteriorCellLocation cellPos = ESM::positionToExteriorCellLocation(pos.x(), pos.y(), worldspace); return { cellPos.mX, cellPos.mY }; } void Scene::playerMoved(const osg::Vec3f& pos) { if (!mCurrentCell) return; // The player is reset when z is 90 units below the lowest reference bound z. constexpr float lowestPointAdjustment = -90.0f; if (mCurrentCell->isExterior()) { osg::Vec2i newCell = getNewGridCenter(pos, &mCurrentGridCenter); if (newCell != mCurrentGridCenter) requestChangeCellGrid(pos, newCell); } else if (pos.z() < mLowestPoint + lowestPointAdjustment) { // Player has fallen into the void, reset to interior marker/coc (#1415) const std::string_view cellNameId = mCurrentCell->getCell()->getNameId(); MWBase::World* world = MWBase::Environment::get().getWorld(); MWWorld::Ptr playerPtr = world->getPlayerPtr(); // Check that collision is enabled, which is opposite to Vanilla // this change was decided in MR #4100 as the behaviour is preferable if (world->isActorCollisionEnabled(playerPtr)) { ESM::Position newPos; const ESM::RefId refId = world->findInteriorPosition(cellNameId, newPos); // Only teleport if that teleport point is > the lowest point, rare edge case if (!refId.empty() && newPos.pos[2] >= mLowestPoint - lowestPointAdjustment) { MWWorld::ActionTeleport(refId, newPos, false).execute(playerPtr); Log(Debug::Warning) << "Player position has been reset due to falling into the void"; } } } } void Scene::requestChangeCellGrid(const osg::Vec3f& position, const osg::Vec2i& cell, bool changeEvent) { mChangeCellGridRequest = ChangeCellGridRequest{ position, ESM::ExteriorCellLocation(cell.x(), cell.y(), mCurrentCell->getCell()->getWorldSpace()), changeEvent }; } void Scene::changeCellGrid(const osg::Vec3f& pos, ESM::ExteriorCellLocation playerCellIndex, bool changeEvent) { const int halfGridSize = isEsm4Ext(playerCellIndex.mWorldspace) ? Constants::ESM4CellGridRadius : Constants::CellGridRadius; auto navigatorUpdateGuard = mNavigator.makeUpdateGuard(); const int playerCellX = playerCellIndex.mX; const int playerCellY = playerCellIndex.mY; for (auto iter = mActiveCells.begin(); iter != mActiveCells.end();) { auto* cell = *iter++; if (cell->getCell()->isExterior() && cell->getCell()->getWorldSpace() == playerCellIndex.mWorldspace) { const auto dx = std::abs(playerCellX - cell->getCell()->getGridX()); const auto dy = std::abs(playerCellY - cell->getCell()->getGridY()); if (dx > halfGridSize || dy > halfGridSize) unloadCell(cell, navigatorUpdateGuard.get()); } else unloadCell(cell, navigatorUpdateGuard.get()); } const DetourNavigator::CellGridBounds cellGridBounds{ .mCenter = osg::Vec2i(playerCellX, playerCellY), .mHalfSize = halfGridSize, }; mNavigator.updateBounds(playerCellIndex.mWorldspace, cellGridBounds, pos, navigatorUpdateGuard.get()); mHalfGridSize = halfGridSize; mCurrentGridCenter = osg::Vec2i(playerCellX, playerCellY); osg::Vec4i newGrid = gridCenterToBounds(mCurrentGridCenter); mRendering.setActiveGrid(newGrid); mRendering.enableTerrain(true, playerCellIndex.mWorldspace); mPreloader->setTerrain(mRendering.getTerrain()); if (mRendering.pagingUnlockCache()) mPreloader->abortTerrainPreloadExcept(nullptr); if (!mPreloader->isTerrainLoaded(PositionCellGrid{ pos, newGrid }, mRendering.getReferenceTime())) preloadTerrain(pos, playerCellIndex.mWorldspace, true); mPagedRefs.clear(); mRendering.getPagedRefnums(newGrid, mPagedRefs); addPostponedPhysicsObjects(); std::size_t refsToLoad = 0; std::vector<std::pair<int, int>> cellsPositionsToLoad; iterateOverCellsAround(playerCellX, playerCellY, mHalfGridSize, [&](int x, int y) { const ESM::ExteriorCellLocation location(x, y, playerCellIndex.mWorldspace); if (isCellInCollection(location, mActiveCells)) return; refsToLoad += mWorld.getWorldModel().getExterior(location).count(); cellsPositionsToLoad.emplace_back(x, y); }); Loading::Listener* loadingListener = MWBase::Environment::get().getWindowManager()->getLoadingScreen(); Loading::ScopedLoad load(loadingListener); loadingListener->setLabel("#{OMWEngine:LoadingExterior}"); loadingListener->setProgressRange(refsToLoad); sortCellsToLoad(playerCellX, playerCellY, cellsPositionsToLoad); for (const auto& [x, y] : cellsPositionsToLoad) { ESM::ExteriorCellLocation indexToLoad = { x, y, playerCellIndex.mWorldspace }; if (!isCellInCollection(indexToLoad, mActiveCells)) { CellStore& cell = mWorld.getWorldModel().getExterior(indexToLoad); loadCell(cell, loadingListener, changeEvent, pos, navigatorUpdateGuard.get()); } } mNavigator.update(pos, navigatorUpdateGuard.get()); navigatorUpdateGuard.reset(); CellStore& current = mWorld.getWorldModel().getExterior(playerCellIndex); MWBase::Environment::get().getWindowManager()->changeCell(&current); if (changeEvent) mCellChanged = true; mCellLoaded = true; } void Scene::addPostponedPhysicsObjects() { for (const auto& cell : mActiveCells) { cell->forEach([&](const MWWorld::Ptr& ptr) { if (ptr.mRef->mData.mPhysicsPostponed) { ptr.mRef->mData.mPhysicsPostponed = false; if (ptr.mRef->mData.isEnabled() && ptr.mRef->mRef.getCount() > 0) { std::string model = getModel(ptr); if (!model.empty()) { const auto rotation = makeNodeRotation(ptr, RotationOrder::direct); ptr.getClass().insertObjectPhysics(ptr, model, rotation, *mPhysics); } } } return true; }); } } void Scene::testExteriorCells() { // Note: temporary disable ICO to decrease memory usage mRendering.getResourceSystem()->getSceneManager()->setIncrementalCompileOperation(nullptr); mRendering.getResourceSystem()->setExpiryDelay(1.f); const MWWorld::Store<ESM::Cell>& cells = mWorld.getStore().get<ESM::Cell>(); Loading::Listener* loadingListener = MWBase::Environment::get().getWindowManager()->getLoadingScreen(); Loading::ScopedLoad load(loadingListener); loadingListener->setProgressRange(cells.getExtSize()); MWWorld::Store<ESM::Cell>::iterator it = cells.extBegin(); int i = 1; auto navigatorUpdateGuard = mNavigator.makeUpdateGuard(); for (; it != cells.extEnd(); ++it) { loadingListener->setLabel("#{OMWEngine:TestingExteriorCells} (" + std::to_string(i) + "/" + std::to_string(cells.getExtSize()) + ")..."); CellStore& cell = mWorld.getWorldModel().getExterior( ESM::ExteriorCellLocation(it->mData.mX, it->mData.mY, ESM::Cell::sDefaultWorldspaceId)); const osg::Vec3f position = osg::Vec3f(it->mData.mX + 0.5f, it->mData.mY + 0.5f, 0) * Constants::CellSizeInUnits; const osg::Vec2i cellPosition(it->mData.mX, it->mData.mY); const DetourNavigator::CellGridBounds cellGridBounds{ .mCenter = osg::Vec2i(it->mData.mX, it->mData.mY), .mHalfSize = Constants::CellGridRadius, }; mNavigator.updateBounds( ESM::Cell::sDefaultWorldspaceId, cellGridBounds, position, navigatorUpdateGuard.get()); loadCell(cell, nullptr, false, position, navigatorUpdateGuard.get()); mNavigator.update(position, navigatorUpdateGuard.get()); navigatorUpdateGuard.reset(); mNavigator.wait(DetourNavigator::WaitConditionType::requiredTilesPresent, nullptr); navigatorUpdateGuard = mNavigator.makeUpdateGuard(); auto iter = mActiveCells.begin(); while (iter != mActiveCells.end()) { if (it->isExterior() && it->mData.mX == (*iter)->getCell()->getGridX() && it->mData.mY == (*iter)->getCell()->getGridY()) { unloadCell(*iter, navigatorUpdateGuard.get()); break; } ++iter; } mRendering.getResourceSystem()->updateCache(mRendering.getReferenceTime()); loadingListener->increaseProgress(1); i++; } mRendering.getResourceSystem()->getSceneManager()->setIncrementalCompileOperation( mRendering.getIncrementalCompileOperation()); mRendering.getResourceSystem()->setExpiryDelay(Settings::cells().mCacheExpiryDelay); } void Scene::testInteriorCells() { // Note: temporary disable ICO to decrease memory usage mRendering.getResourceSystem()->getSceneManager()->setIncrementalCompileOperation(nullptr); mRendering.getResourceSystem()->setExpiryDelay(1.f); const MWWorld::Store<ESM::Cell>& cells = mWorld.getStore().get<ESM::Cell>(); Loading::Listener* loadingListener = MWBase::Environment::get().getWindowManager()->getLoadingScreen(); Loading::ScopedLoad load(loadingListener); loadingListener->setProgressRange(cells.getIntSize()); int i = 1; MWWorld::Store<ESM::Cell>::iterator it = cells.intBegin(); auto navigatorUpdateGuard = mNavigator.makeUpdateGuard(); for (; it != cells.intEnd(); ++it) { loadingListener->setLabel("#{OMWEngine:TestingInteriorCells} (" + std::to_string(i) + "/" + std::to_string(cells.getIntSize()) + ")..."); CellStore& cell = mWorld.getWorldModel().getInterior(it->mName); ESM::Position position; mWorld.findInteriorPosition(it->mName, position); mNavigator.updateBounds( cell.getCell()->getWorldSpace(), std::nullopt, position.asVec3(), navigatorUpdateGuard.get()); loadCell(cell, nullptr, false, position.asVec3(), navigatorUpdateGuard.get()); mNavigator.update(position.asVec3(), navigatorUpdateGuard.get()); navigatorUpdateGuard.reset(); mNavigator.wait(DetourNavigator::WaitConditionType::requiredTilesPresent, nullptr); navigatorUpdateGuard = mNavigator.makeUpdateGuard(); auto iter = mActiveCells.begin(); while (iter != mActiveCells.end()) { assert(!(*iter)->getCell()->isExterior()); if (it->mName == (*iter)->getCell()->getNameId()) { unloadCell(*iter, navigatorUpdateGuard.get()); break; } ++iter; } mRendering.getResourceSystem()->updateCache(mRendering.getReferenceTime()); loadingListener->increaseProgress(1); i++; } mRendering.getResourceSystem()->getSceneManager()->setIncrementalCompileOperation( mRendering.getIncrementalCompileOperation()); mRendering.getResourceSystem()->setExpiryDelay(Settings::cells().mCacheExpiryDelay); } void Scene::changePlayerCell(CellStore& cell, const ESM::Position& pos, bool adjustPlayerPos) { mHalfGridSize = cell.getCell()->isEsm4() ? Constants::ESM4CellGridRadius : Constants::CellGridRadius; mCurrentCell = &cell; mRendering.enableTerrain(cell.isExterior(), cell.getCell()->getWorldSpace()); MWWorld::Ptr old = mWorld.getPlayerPtr(); mWorld.getPlayer().setCell(&cell); MWWorld::Ptr player = mWorld.getPlayerPtr(); mRendering.updatePlayerPtr(player); // The player is loaded before the scene and by default it is grounded, with the scene fully loaded, // we validate and correct this. Only run once, during initial cell load. if (old.mCell == &cell) mPhysics->traceDown(player, player.getRefData().getPosition().asVec3(), 10.f); if (adjustPlayerPos) { mWorld.moveObject(player, pos.asVec3()); mWorld.rotateObject(player, pos.asRotationVec3()); player.getClass().adjustPosition(player, true); } MWBase::Environment::get().getMechanicsManager()->updateCell(old, player); MWBase::Environment::get().getWindowManager()->watchActor(player); mPhysics->updatePtr(old, player); mWorld.adjustSky(); mLastPlayerPos = player.getRefData().getPosition().asVec3(); } Scene::Scene(MWWorld::World& world, MWRender::RenderingManager& rendering, MWPhysics::PhysicsSystem* physics, DetourNavigator::Navigator& navigator) : mCurrentCell(nullptr) , mCellChanged(false) , mWorld(world) , mPhysics(physics) , mRendering(rendering) , mNavigator(navigator) , mCellLoadingThreshold(1024.f) , mPreloadDistance(Settings::cells().mPreloadDistance) , mPreloadEnabled(Settings::cells().mPreloadEnabled) , mPreloadExteriorGrid(Settings::cells().mPreloadExteriorGrid) , mPreloadDoors(Settings::cells().mPreloadDoors) , mPreloadFastTravel(Settings::cells().mPreloadFastTravel) , mPredictionTime(Settings::cells().mPredictionTime) , mLowestPoint(std::numeric_limits<float>::max()) { mPreloader = std::make_unique<CellPreloader>(rendering.getResourceSystem(), physics->getShapeManager(), rendering.getTerrain(), rendering.getLandManager()); mPreloader->setWorkQueue(mRendering.getWorkQueue()); mPreloader->setExpiryDelay(Settings::cells().mPreloadCellExpiryDelay); mPreloader->setMinCacheSize(Settings::cells().mPreloadCellCacheMin); mPreloader->setMaxCacheSize(Settings::cells().mPreloadCellCacheMax); mPreloader->setPreloadInstances(Settings::cells().mPreloadInstances); } Scene::~Scene() { for (const osg::ref_ptr<SceneUtil::WorkItem>& v : mWorkItems) v->abort(); for (const osg::ref_ptr<SceneUtil::WorkItem>& v : mWorkItems) v->waitTillDone(); } bool Scene::hasCellChanged() const { return mCellChanged; } const Scene::CellStoreCollection& Scene::getActiveCells() const { return mActiveCells; } void Scene::changeToInteriorCell( std::string_view cellName, const ESM::Position& position, bool adjustPlayerPos, bool changeEvent) { CellStore& cell = mWorld.getWorldModel().getInterior(cellName); bool useFading = (mCurrentCell != nullptr); if (useFading) MWBase::Environment::get().getWindowManager()->fadeScreenOut(0.5); Loading::Listener* loadingListener = MWBase::Environment::get().getWindowManager()->getLoadingScreen(); loadingListener->setLabel("#{OMWEngine:LoadingInterior}"); Loading::ScopedLoad load(loadingListener); if (mCurrentCell == &cell) { mWorld.moveObject(mWorld.getPlayerPtr(), position.asVec3()); mWorld.rotateObject(mWorld.getPlayerPtr(), position.asRotationVec3()); if (adjustPlayerPos) mWorld.getPlayerPtr().getClass().adjustPosition(mWorld.getPlayerPtr(), true); MWBase::Environment::get().getWindowManager()->fadeScreenIn(0.5); return; } Log(Debug::Info) << "Changing to interior"; auto navigatorUpdateGuard = mNavigator.makeUpdateGuard(); // unload for (auto iter = mActiveCells.begin(); iter != mActiveCells.end();) { auto* cellToUnload = *iter++; unloadCell(cellToUnload, navigatorUpdateGuard.get()); } assert(mActiveCells.empty()); loadingListener->setProgressRange(cell.count()); mNavigator.updateBounds( cell.getCell()->getWorldSpace(), std::nullopt, position.asVec3(), navigatorUpdateGuard.get()); // Load cell. mPagedRefs.clear(); loadCell(cell, loadingListener, changeEvent, position.asVec3(), navigatorUpdateGuard.get()); navigatorUpdateGuard.reset(); changePlayerCell(cell, position, adjustPlayerPos); // adjust fog mRendering.configureFog(*mCurrentCell->getCell()); // Sky system mWorld.adjustSky(); if (changeEvent) mCellChanged = true; mCellLoaded = true; if (useFading) MWBase::Environment::get().getWindowManager()->fadeScreenIn(0.5); MWBase::Environment::get().getWindowManager()->changeCell(mCurrentCell); MWBase::Environment::get().getWorld()->getPostProcessor()->setExteriorFlag(cell.getCell()->isQuasiExterior()); } void Scene::changeToExteriorCell( const ESM::RefId& extCellId, const ESM::Position& position, bool adjustPlayerPos, bool changeEvent) { if (changeEvent) MWBase::Environment::get().getWindowManager()->fadeScreenOut(0.5); CellStore& current = mWorld.getWorldModel().getCell(extCellId); const osg::Vec2i cellIndex(current.getCell()->getGridX(), current.getCell()->getGridY()); changeCellGrid(position.asVec3(), ESM::ExteriorCellLocation(cellIndex.x(), cellIndex.y(), current.getCell()->getWorldSpace()), changeEvent); changePlayerCell(current, position, adjustPlayerPos); if (changeEvent) MWBase::Environment::get().getWindowManager()->fadeScreenIn(0.5); MWBase::Environment::get().getWorld()->getPostProcessor()->setExteriorFlag(true); } CellStore* Scene::getCurrentCell() { return mCurrentCell; } void Scene::markCellAsUnchanged() { mCellChanged = false; } void Scene::insertCell( CellStore& cell, Loading::Listener* loadingListener, const DetourNavigator::UpdateGuard* navigatorUpdateGuard) { const bool isInterior = !cell.isExterior(); InsertVisitor insertVisitor(cell, loadingListener); cell.forEach(insertVisitor); insertVisitor.insert( [&](const MWWorld::Ptr& ptr) { addObject(ptr, mWorld, mPagedRefs, *mPhysics, mRendering); }); insertVisitor.insert([&](const MWWorld::Ptr& ptr) { addObject(ptr, mWorld, *mPhysics, mLowestPoint, isInterior, mNavigator, navigatorUpdateGuard); }); } void Scene::addObjectToScene(const Ptr& ptr) { const bool isInterior = mCurrentCell && !mCurrentCell->isExterior(); try { addObject(ptr, mWorld, mPagedRefs, *mPhysics, mRendering); addObject(ptr, mWorld, *mPhysics, mLowestPoint, isInterior, mNavigator); mWorld.scaleObject(ptr, ptr.getCellRef().getScale()); } catch (std::exception& e) { Log(Debug::Error) << "failed to render '" << ptr.getCellRef().getRefId() << "': " << e.what(); } } void Scene::removeObjectFromScene(const Ptr& ptr, bool keepActive) { MWBase::Environment::get().getMechanicsManager()->remove(ptr, keepActive); // You'd expect the sounds attached to the object to be stopped here // because the object is nowhere to be heard, but in Morrowind, they're not. // They're still stopped when the cell is unloaded // or if the player moves away far from the object's position. // Todd Howard, Who art in Bethesda, hallowed be Thy name. MWBase::Environment::get().getLuaManager()->objectRemovedFromScene(ptr); if (const auto object = mPhysics->getObject(ptr)) { if (object->getShapeInstance()->mVisualCollisionType == Resource::VisualCollisionType::None) mNavigator.removeObject(DetourNavigator::ObjectId(object), nullptr); } else if (mPhysics->getActor(ptr)) { mNavigator.removeAgent(mWorld.getPathfindingAgentBounds(ptr)); } mPhysics->remove(ptr); mRendering.removeObject(ptr); if (ptr.getClass().isActor()) mRendering.removeWaterRippleEmitter(ptr); ptr.getRefData().setBaseNode(nullptr); } bool Scene::isCellActive(const CellStore& cell) { return mActiveCells.contains(&cell); } Ptr Scene::searchPtrViaActorId(int actorId) { for (CellStoreCollection::const_iterator iter(mActiveCells.begin()); iter != mActiveCells.end(); ++iter) { Ptr ptr = (*iter)->searchViaActorId(actorId); if (!ptr.isEmpty()) return ptr; } return Ptr(); } class PreloadMeshItem : public SceneUtil::WorkItem { public: explicit PreloadMeshItem(VFS::Path::NormalizedView mesh, Resource::SceneManager* sceneManager) : mMesh(mesh) , mSceneManager(sceneManager) { } void doWork() override { if (mAborted) return; try { mSceneManager->getTemplate(mMesh); } catch (const std::exception& e) { Log(Debug::Warning) << "Failed to get mesh template \"" << mMesh << "\" to preload: " << e.what(); } } void abort() override { mAborted = true; } private: VFS::Path::Normalized mMesh; Resource::SceneManager* mSceneManager; std::atomic_bool mAborted{ false }; }; void Scene::preload(const std::string& mesh, bool useAnim) { const VFS::Path::Normalized meshPath = useAnim ? Misc::ResourceHelpers::correctActorModelPath( VFS::Path::toNormalized(mesh), mRendering.getResourceSystem()->getVFS()) : VFS::Path::toNormalized(mesh); if (mRendering.getResourceSystem()->getSceneManager()->checkLoaded(meshPath, mRendering.getReferenceTime())) return; osg::ref_ptr<PreloadMeshItem> item( new PreloadMeshItem(meshPath, mRendering.getResourceSystem()->getSceneManager())); mRendering.getWorkQueue()->addWorkItem(item); const auto isDone = [](const osg::ref_ptr<SceneUtil::WorkItem>& v) { return v->isDone(); }; mWorkItems.erase(std::remove_if(mWorkItems.begin(), mWorkItems.end(), isDone), mWorkItems.end()); mWorkItems.emplace_back(std::move(item)); } void Scene::preloadCells(float dt) { if (dt <= 1e-06) return; std::vector<PositionCellGrid> exteriorPositions; const MWWorld::ConstPtr player = mWorld.getPlayerPtr(); osg::Vec3f playerPos = player.getRefData().getPosition().asVec3(); osg::Vec3f moved = playerPos - mLastPlayerPos; osg::Vec3f predictedPos = playerPos + moved / dt * mPredictionTime; if (mCurrentCell->isExterior()) exteriorPositions.push_back(PositionCellGrid{ predictedPos, gridCenterToBounds(getNewGridCenter(predictedPos, &mCurrentGridCenter)) }); mLastPlayerPos = playerPos; if (mPreloadEnabled) { if (mPreloadDoors) preloadTeleportDoorDestinations(playerPos, predictedPos); if (mPreloadExteriorGrid) preloadExteriorGrid(playerPos, predictedPos); if (mPreloadFastTravel) preloadFastTravelDestinations(playerPos, exteriorPositions); } mPreloader->setTerrainPreloadPositions(exteriorPositions); } void Scene::preloadTeleportDoorDestinations(const osg::Vec3f& playerPos, const osg::Vec3f& predictedPos) { std::vector<MWWorld::ConstPtr> teleportDoors; for (const MWWorld::CellStore* cellStore : mActiveCells) { typedef MWWorld::CellRefList<ESM::Door>::List DoorList; const DoorList& doors = cellStore->getReadOnlyDoors().mList; for (auto& door : doors) { if (!door.mRef.getTeleport()) { continue; } teleportDoors.emplace_back(&door, cellStore); } } for (const MWWorld::ConstPtr& door : teleportDoors) { float sqrDistToPlayer = (playerPos - door.getRefData().getPosition().asVec3()).length2(); sqrDistToPlayer = std::min(sqrDistToPlayer, (predictedPos - door.getRefData().getPosition().asVec3()).length2()); if (sqrDistToPlayer < mPreloadDistance * mPreloadDistance) { try { preloadCellWithSurroundings(mWorld.getWorldModel().getCell(door.getCellRef().getDestCell())); } catch (const std::exception& e) { Log(Debug::Warning) << "Failed to schedule preload for door " << door.toString() << ": " << e.what(); } } } } void Scene::preloadExteriorGrid(const osg::Vec3f& playerPos, const osg::Vec3f& predictedPos) { if (!mWorld.isCellExterior()) return; int halfGridSizePlusOne = mHalfGridSize + 1; int cellX, cellY; cellX = mCurrentGridCenter.x(); cellY = mCurrentGridCenter.y(); ESM::RefId extWorldspace = mWorld.getCurrentWorldspace(); float cellSize = ESM::getCellSize(extWorldspace); for (int dx = -halfGridSizePlusOne; dx <= halfGridSizePlusOne; ++dx) { for (int dy = -halfGridSizePlusOne; dy <= halfGridSizePlusOne; ++dy) { if (dy != halfGridSizePlusOne && dy != -halfGridSizePlusOne && dx != halfGridSizePlusOne && dx != -halfGridSizePlusOne) continue; // only care about the outer (not yet loaded) part of the grid ESM::ExteriorCellLocation cellIndex(cellX + dx, cellY + dy, extWorldspace); const osg::Vec2f thisCellCenter = ESM::indexToPosition(cellIndex, true); float dist = std::max( std::abs(thisCellCenter.x() - playerPos.x()), std::abs(thisCellCenter.y() - playerPos.y())); dist = std::min(dist, std::max(std::abs(thisCellCenter.x() - predictedPos.x()), std::abs(thisCellCenter.y() - predictedPos.y()))); float loadDist = cellSize / 2 + cellSize - mCellLoadingThreshold + mPreloadDistance; if (dist < loadDist) preloadCell(mWorld.getWorldModel().getExterior(cellIndex)); } } } void Scene::preloadCellWithSurroundings(CellStore& cell) { if (!cell.isExterior()) { mPreloader->preload(cell, mRendering.getReferenceTime()); return; } const int cellX = cell.getCell()->getGridX(); const int cellY = cell.getCell()->getGridY(); std::vector<std::pair<int, int>> cells; const std::size_t gridSize = static_cast<std::size_t>(2 * mHalfGridSize + 1); cells.reserve(gridSize * gridSize); iterateOverCellsAround(cellX, cellY, mHalfGridSize, [&](int x, int y) { cells.emplace_back(x, y); }); sortCellsToLoad(cellX, cellY, cells); const std::size_t leftCapacity = mPreloader->getMaxCacheSize() - mPreloader->getCacheSize(); if (cells.size() > leftCapacity) { static bool logged = [&] { Log(Debug::Warning) << "Not enough cell preloader cache capacity to preload exterior cells, consider " "increasing \"preload cell cache max\" up to " << (mPreloader->getCacheSize() + cells.size()); return true; }(); (void)logged; cells.resize(leftCapacity); } const ESM::RefId worldspace = cell.getCell()->getWorldSpace(); for (const auto& [x, y] : cells) mPreloader->preload(mWorld.getWorldModel().getExterior(ESM::ExteriorCellLocation(x, y, worldspace)), mRendering.getReferenceTime()); } void Scene::preloadCell(CellStore& cell) { mPreloader->preload(cell, mRendering.getReferenceTime()); } void Scene::preloadTerrain(const osg::Vec3f& pos, ESM::RefId worldspace, bool sync) { ESM::ExteriorCellLocation cellPos = ESM::positionToExteriorCellLocation(pos.x(), pos.y(), worldspace); const PositionCellGrid position{ pos, gridCenterToBounds({ cellPos.mX, cellPos.mY }) }; mPreloader->abortTerrainPreloadExcept(&position); mPreloader->setTerrainPreloadPositions(std::span(&position, 1)); if (!sync) return; Loading::Listener* loadingListener = MWBase::Environment::get().getWindowManager()->getLoadingScreen(); Loading::ScopedLoad load(loadingListener); loadingListener->setLabel("#{OMWEngine:InitializingData}"); mPreloader->syncTerrainLoad(*loadingListener); } void Scene::reloadTerrain() { mPreloader->setTerrainPreloadPositions({}); } struct ListFastTravelDestinationsVisitor { ListFastTravelDestinationsVisitor(float preloadDist, const osg::Vec3f& playerPos) : mPreloadDist(preloadDist) , mPlayerPos(playerPos) { } bool operator()(const MWWorld::Ptr& ptr) { if ((ptr.getRefData().getPosition().asVec3() - mPlayerPos).length2() > mPreloadDist * mPreloadDist) return true; if (ptr.getClass().isNpc()) { const std::vector<ESM::Transport::Dest>& transport = ptr.get<ESM::NPC>()->mBase->mTransport.mList; mList.insert(mList.begin(), transport.begin(), transport.end()); } else { const std::vector<ESM::Transport::Dest>& transport = ptr.get<ESM::Creature>()->mBase->mTransport.mList; mList.insert(mList.begin(), transport.begin(), transport.end()); } return true; } float mPreloadDist; osg::Vec3f mPlayerPos; std::vector<ESM::Transport::Dest> mList; }; void Scene::preloadFastTravelDestinations( const osg::Vec3f& playerPos, std::vector<PositionCellGrid>& exteriorPositions) { ListFastTravelDestinationsVisitor listVisitor(mPreloadDistance, playerPos); ESM::RefId extWorldspace = mWorld.getCurrentWorldspace(); for (MWWorld::CellStore* cellStore : mActiveCells) { cellStore->forEachType<ESM::NPC>(listVisitor); cellStore->forEachType<ESM::Creature>(listVisitor); } for (ESM::Transport::Dest& dest : listVisitor.mList) { if (!dest.mCellName.empty()) preloadCell(mWorld.getWorldModel().getInterior(dest.mCellName)); else { osg::Vec3f pos = dest.mPos.asVec3(); const ESM::ExteriorCellLocation cellIndex = ESM::positionToExteriorCellLocation(pos.x(), pos.y(), extWorldspace); preloadCellWithSurroundings(mWorld.getWorldModel().getExterior(cellIndex)); exteriorPositions.push_back(PositionCellGrid{ pos, gridCenterToBounds(getNewGridCenter(pos)) }); } } } void Scene::reportStats(unsigned int frameNumber, osg::Stats& stats) const { mPreloader->reportStats(frameNumber, stats); } }
55,237
C++
.cpp
1,146
37.246073
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0.620946
OpenMW/openmw
5,318
933
0
GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
35,274
customdata.cpp
OpenMW_openmw/apps/openmw/mwworld/customdata.cpp
#include "customdata.hpp" #include <sstream> #include <stdexcept> #include <typeinfo> namespace MWWorld { MWClass::CreatureCustomData& CustomData::asCreatureCustomData() { std::stringstream error; error << "bad cast " << typeid(this).name() << " to CreatureCustomData"; throw std::logic_error(error.str()); } const MWClass::CreatureCustomData& CustomData::asCreatureCustomData() const { std::stringstream error; error << "bad cast " << typeid(this).name() << " to CreatureCustomData"; throw std::logic_error(error.str()); } MWClass::NpcCustomData& CustomData::asNpcCustomData() { std::stringstream error; error << "bad cast " << typeid(this).name() << " to NpcCustomData"; throw std::logic_error(error.str()); } const MWClass::NpcCustomData& CustomData::asNpcCustomData() const { std::stringstream error; error << "bad cast " << typeid(this).name() << " to NpcCustomData"; throw std::logic_error(error.str()); } MWClass::ContainerCustomData& CustomData::asContainerCustomData() { std::stringstream error; error << "bad cast " << typeid(this).name() << " to ContainerCustomData"; throw std::logic_error(error.str()); } const MWClass::ContainerCustomData& CustomData::asContainerCustomData() const { std::stringstream error; error << "bad cast " << typeid(this).name() << " to ContainerCustomData"; throw std::logic_error(error.str()); } MWClass::DoorCustomData& CustomData::asDoorCustomData() { std::stringstream error; error << "bad cast " << typeid(this).name() << " to DoorCustomData"; throw std::logic_error(error.str()); } const MWClass::DoorCustomData& CustomData::asDoorCustomData() const { std::stringstream error; error << "bad cast " << typeid(this).name() << " to DoorCustomData"; throw std::logic_error(error.str()); } MWClass::CreatureLevListCustomData& CustomData::asCreatureLevListCustomData() { std::stringstream error; error << "bad cast " << typeid(this).name() << " to CreatureLevListCustomData"; throw std::logic_error(error.str()); } const MWClass::CreatureLevListCustomData& CustomData::asCreatureLevListCustomData() const { std::stringstream error; error << "bad cast " << typeid(this).name() << " to CreatureLevListCustomData"; throw std::logic_error(error.str()); } MWClass::ESM4NpcCustomData& CustomData::asESM4NpcCustomData() { std::stringstream error; error << "bad cast " << typeid(this).name() << " to ESM4NpcCustomData"; throw std::logic_error(error.str()); } const MWClass::ESM4NpcCustomData& CustomData::asESM4NpcCustomData() const { std::stringstream error; error << "bad cast " << typeid(this).name() << " to ESM4NpcCustomData"; throw std::logic_error(error.str()); } }
3,050
C++
.cpp
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31.962025
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0.640176
OpenMW/openmw
5,318
933
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GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
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false
false
false
false
false
35,275
groundcoverstore.cpp
OpenMW_openmw/apps/openmw/mwworld/groundcoverstore.cpp
#include "groundcoverstore.hpp" #include <components/esm3/loadcell.hpp> #include <components/esm3/loadstat.hpp> #include <components/esm3/readerscache.hpp> #include <components/esmloader/esmdata.hpp> #include <components/esmloader/load.hpp> #include <components/misc/resourcehelpers.hpp> #include <components/misc/strings/lower.hpp> #include <components/resource/resourcesystem.hpp> #include "store.hpp" namespace MWWorld { void GroundcoverStore::init(const Store<ESM::Static>& statics, const Files::Collections& fileCollections, const std::vector<std::string>& groundcoverFiles, ToUTF8::Utf8Encoder* encoder, Loading::Listener* listener) { ::EsmLoader::Query query; query.mLoadStatics = true; query.mLoadCells = true; ESM::ReadersCache readers; ::EsmLoader::EsmData content = ::EsmLoader::loadEsmData(query, groundcoverFiles, fileCollections, readers, encoder, listener); static constexpr std::string_view prefix = "grass/"; for (const ESM::Static& stat : statics) { VFS::Path::Normalized model = VFS::Path::toNormalized(stat.mModel); if (!model.value().starts_with(prefix)) continue; mMeshCache[stat.mId] = Misc::ResourceHelpers::correctMeshPath(model); } for (const ESM::Static& stat : content.mStatics) { VFS::Path::Normalized model = VFS::Path::toNormalized(stat.mModel); if (!model.value().starts_with(prefix)) continue; mMeshCache[stat.mId] = Misc::ResourceHelpers::correctMeshPath(model); } for (ESM::Cell& cell : content.mCells) { if (!cell.isExterior()) continue; auto cellIndex = std::make_pair(cell.getGridX(), cell.getGridY()); mCellContexts[cellIndex] = std::move(cell.mContextList); } } void GroundcoverStore::initCell(ESM::Cell& cell, int cellX, int cellY) const { cell.blank(); auto searchCell = mCellContexts.find(std::make_pair(cellX, cellY)); if (searchCell != mCellContexts.end()) cell.mContextList = searchCell->second; } }
2,211
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.cpp
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OpenMW/openmw
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GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
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false
false
35,276
cell.cpp
OpenMW_openmw/apps/openmw/mwworld/cell.cpp
#include "cell.hpp" #include "esmstore.hpp" #include "../mwbase/environment.hpp" #include <components/esm3/loadcell.hpp> #include <components/esm4/loadcell.hpp> #include <components/esm4/loadwrld.hpp> #include <components/misc/algorithm.hpp> #include <stdexcept> #include <string> namespace MWWorld { namespace { std::string getDescription(const ESM4::World& value) { if (!value.mEditorId.empty()) return value.mEditorId; return ESM::RefId(value.mId).serializeText(); } std::string getCellDescription(const ESM4::Cell& cell, const ESM4::World* world) { std::string result; if (!cell.mEditorId.empty()) result = cell.mEditorId; else if (world != nullptr && cell.isExterior()) result = getDescription(*world); else result = cell.mId.serializeText(); if (cell.isExterior()) result += " (" + std::to_string(cell.mX) + ", " + std::to_string(cell.mY) + ")"; return result; } } Cell::Cell(const ESM4::Cell& cell) : ESM::CellVariant(cell) , mIsExterior(!(cell.mCellFlags & ESM4::CELL_Interior)) , mIsQuasiExterior(cell.mCellFlags & ESM4::CELL_QuasiExt) , mHasWater(cell.mCellFlags & ESM4::CELL_HasWater) , mNoSleep(false) // No such notion in ESM4 , mGridPos(cell.mX, cell.mY) , mDisplayname(cell.mFullName) , mNameID(cell.mEditorId) , mRegion(ESM::RefId()) // Unimplemented for now , mId(cell.mId) , mParent(cell.mParent) , mWaterHeight(cell.mWaterHeight) , mMood{ .mAmbiantColor = cell.mLighting.ambient, .mDirectionalColor = cell.mLighting.directional, .mFogColor = cell.mLighting.fogColor, // TODO: use ESM4::Lighting fog parameters .mFogDensity = 1.f, } { const ESM4::World* world = MWBase::Environment::get().getESMStore()->get<ESM4::World>().search(mParent); if (isExterior()) { if (world == nullptr) throw std::runtime_error( "Cell " + cell.mId.toDebugString() + " parent world " + mParent.toDebugString() + " is not found"); mWaterHeight = world->mWaterLevel; } mDescription = getCellDescription(cell, world); } Cell::Cell(const ESM::Cell& cell) : ESM::CellVariant(cell) , mIsExterior(!(cell.mData.mFlags & ESM::Cell::Interior)) , mIsQuasiExterior(cell.mData.mFlags & ESM::Cell::QuasiEx) , mHasWater(cell.mData.mFlags & ESM::Cell::HasWater) , mNoSleep(cell.mData.mFlags & ESM::Cell::NoSleep) , mGridPos(cell.getGridX(), cell.getGridY()) , mDisplayname(cell.mName) , mNameID(cell.mName) , mRegion(cell.mRegion) , mId(cell.mId) , mParent(ESM::Cell::sDefaultWorldspaceId) , mWaterHeight(cell.mWater) , mDescription(cell.getDescription()) , mMood{ .mAmbiantColor = cell.mAmbi.mAmbient, .mDirectionalColor = cell.mAmbi.mSunlight, .mFogColor = cell.mAmbi.mFog, .mFogDensity = cell.mAmbi.mFogDensity, } { if (isExterior()) { mWaterHeight = -1.f; mHasWater = true; } else mGridPos = {}; } }
3,464
C++
.cpp
94
27.553191
119
0.582192
OpenMW/openmw
5,318
933
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GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
35,277
esmloader.cpp
OpenMW_openmw/apps/openmw/mwworld/esmloader.cpp
#include "esmloader.hpp" #include "esmstore.hpp" #include <fstream> #include <components/esm/format.hpp> #include <components/esm3/esmreader.hpp> #include <components/esm3/readerscache.hpp> #include <components/esm4/reader.hpp> #include <components/files/conversion.hpp> #include <components/files/openfile.hpp> #include <components/misc/strings/lower.hpp> #include <components/resource/resourcesystem.hpp> #include "../mwbase/environment.hpp" namespace MWWorld { EsmLoader::EsmLoader(MWWorld::ESMStore& store, ESM::ReadersCache& readers, ToUTF8::Utf8Encoder* encoder, std::vector<int>& esmVersions) : mReaders(readers) , mStore(store) , mEncoder(encoder) , mDialogue(nullptr) // A content file containing INFO records without a DIAL record appends them to the // previous file's dialogue , mESMVersions(esmVersions) { } void EsmLoader::load(const std::filesystem::path& filepath, int& index, Loading::Listener* listener) { auto stream = Files::openBinaryInputFileStream(filepath); const ESM::Format format = ESM::readFormat(*stream); stream->seekg(0); switch (format) { case ESM::Format::Tes3: { const ESM::ReadersCache::BusyItem reader = mReaders.get(static_cast<std::size_t>(index)); reader->setEncoder(mEncoder); reader->setIndex(index); reader->open(filepath); reader->resolveParentFileIndices(mReaders); assert(reader->getGameFiles().size() == reader->getParentFileIndices().size()); for (std::size_t i = 0, n = reader->getParentFileIndices().size(); i < n; ++i) if (i == static_cast<std::size_t>(reader->getIndex())) throw std::runtime_error("File " + Files::pathToUnicodeString(reader->getName()) + " asks for parent file " + reader->getGameFiles()[i].name + ", but it is not available or has been loaded in the wrong order. " "Please run the launcher to fix this issue."); mESMVersions[index] = reader->getVer(); mStore.load(*reader, listener, mDialogue); if (!mMasterFileFormat.has_value() && (Misc::StringUtils::ciEndsWith(reader->getName().u8string(), u8".esm") || Misc::StringUtils::ciEndsWith(reader->getName().u8string(), u8".omwgame"))) mMasterFileFormat = reader->getFormatVersion(); break; } case ESM::Format::Tes4: { ESM4::Reader reader(std::move(stream), filepath, MWBase::Environment::get().getResourceSystem()->getVFS(), mEncoder != nullptr ? &mEncoder->getStatelessEncoder() : nullptr); reader.setModIndex(index); reader.updateModIndices(mNameToIndex); mStore.loadESM4(reader); break; } } mNameToIndex[Misc::StringUtils::lowerCase(Files::pathToUnicodeString(filepath.filename()))] = index; } } /* namespace MWWorld */
3,236
C++
.cpp
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0.602787
OpenMW/openmw
5,318
933
0
GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
35,278
actiontrap.cpp
OpenMW_openmw/apps/openmw/mwworld/actiontrap.cpp
#include "actiontrap.hpp" #include "../mwmechanics/spellcasting.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/world.hpp" namespace MWWorld { void ActionTrap::executeImp(const Ptr& actor) { osg::Vec3f actorPosition(actor.getRefData().getPosition().asVec3()); osg::Vec3f trapPosition(mTrapSource.getRefData().getPosition().asVec3()); float trapRange = MWBase::Environment::get().getWorld()->getMaxActivationDistance(); // Note: can't just detonate the trap at the trapped object's location and use the blast // radius, because for most trap spells this is 1 foot, much less than the activation distance. // Using activation distance as the trap range. if (actor == MWBase::Environment::get().getWorld()->getPlayerPtr() && MWBase::Environment::get().getWorld()->getDistanceToFacedObject() > trapRange) // player activated object outside range of trap { MWMechanics::CastSpell cast(mTrapSource, mTrapSource); cast.mHitPosition = trapPosition; cast.cast(mSpellId); } else // player activated object within range of trap, or NPC activated trap { MWMechanics::CastSpell cast(mTrapSource, actor); cast.mHitPosition = actorPosition; cast.cast(mSpellId); } mTrapSource.getCellRef().setTrap(ESM::RefId()); } }
1,436
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.cpp
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OpenMW/openmw
5,318
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9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
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false
false
false
false
35,279
store.cpp
OpenMW_openmw/apps/openmw/mwworld/store.cpp
#include "store.hpp" #include <iterator> #include <sstream> #include <stdexcept> #include <components/debug/debuglog.hpp> #include <components/esm/records.hpp> #include <components/esm3/esmreader.hpp> #include <components/esm3/esmwriter.hpp> #include <components/fallback/fallback.hpp> #include <components/loadinglistener/loadinglistener.hpp> #include <components/misc/rng.hpp> #include "../mwworld/cell.hpp" namespace { // TODO: Switch to C++23 to get a working version of std::unordered_map::erase template <class T, class Id> bool eraseFromMap(T& map, const Id& value) { auto it = map.find(value); if (it != map.end()) { map.erase(it); return true; } return false; } std::string_view getGMSTString(const MWWorld::Store<ESM::GameSetting>& settings, std::string_view id) { const ESM::GameSetting* setting = settings.search(id); if (setting && setting->mValue.getType() == ESM::VT_String) return setting->mValue.getString(); return id; } float getGMSTFloat(const MWWorld::Store<ESM::GameSetting>& settings, std::string_view id) { const ESM::GameSetting* setting = settings.search(id); if (setting && (setting->mValue.getType() == ESM::VT_Float || setting->mValue.getType() == ESM::VT_Int)) return setting->mValue.getFloat(); return {}; } } namespace MWWorld { RecordId::RecordId(const ESM::RefId& id, bool isDeleted) : mId(id) , mIsDeleted(isDeleted) { } template <typename T> IndexedStore<T>::IndexedStore() { } template <typename T> typename IndexedStore<T>::iterator IndexedStore<T>::begin() const { return mStatic.begin(); } template <typename T> typename IndexedStore<T>::iterator IndexedStore<T>::end() const { return mStatic.end(); } template <typename T> void IndexedStore<T>::load(ESM::ESMReader& esm) { T record; bool isDeleted = false; record.load(esm, isDeleted); auto idx = record.mIndex; mStatic.insert_or_assign(idx, std::move(record)); } template <typename T> int IndexedStore<T>::getSize() const { return mStatic.size(); } template <typename T> void IndexedStore<T>::setUp() { } template <typename T> const T* IndexedStore<T>::search(int index) const { typename Static::const_iterator it = mStatic.find(index); if (it != mStatic.end()) return &(it->second); return nullptr; } template <typename T> const T* IndexedStore<T>::find(int index) const { const T* ptr = search(index); if (ptr == nullptr) { std::stringstream msg; msg << T::getRecordType() << " with index " << index << " not found"; throw std::runtime_error(msg.str()); } return ptr; } // Need to instantiate these before they're used template class IndexedStore<ESM::MagicEffect>; template <class T, class Id> TypedDynamicStore<T, Id>::TypedDynamicStore() { } template <class T, class Id> TypedDynamicStore<T, Id>::TypedDynamicStore(const TypedDynamicStore<T, Id>& orig) : mStatic(orig.mStatic) { } template <class T, class Id> void TypedDynamicStore<T, Id>::clearDynamic() { // remove the dynamic part of mShared assert(mShared.size() >= mStatic.size()); mShared.erase(mShared.begin() + mStatic.size(), mShared.end()); mDynamic.clear(); } template <class T, class Id> const T* TypedDynamicStore<T, Id>::search(const Id& id) const { typename Dynamic::const_iterator dit = mDynamic.find(id); if (dit != mDynamic.end()) return &dit->second; typename Static::const_iterator it = mStatic.find(id); if (it != mStatic.end()) return &(it->second); return nullptr; } template <class T, class Id> const T* TypedDynamicStore<T, Id>::searchStatic(const Id& id) const { typename Static::const_iterator it = mStatic.find(id); if (it != mStatic.end()) return &(it->second); return nullptr; } template <class T, class Id> bool TypedDynamicStore<T, Id>::isDynamic(const Id& id) const { typename Dynamic::const_iterator dit = mDynamic.find(id); return (dit != mDynamic.end()); } template <class T, class Id> const T* TypedDynamicStore<T, Id>::searchRandom(const std::string_view prefix, Misc::Rng::Generator& prng) const { if constexpr (std::is_same_v<Id, ESM::RefId>) { if (prefix.empty()) { if (!mShared.empty()) return mShared[Misc::Rng::rollDice(mShared.size(), prng)]; } else if constexpr (!std::is_same_v<decltype(T::mId), ESM::FormId>) { std::vector<const T*> results; std::copy_if(mShared.begin(), mShared.end(), std::back_inserter(results), [prefix](const T* item) { return item->mId.startsWith(prefix); }); if (!results.empty()) return results[Misc::Rng::rollDice(results.size(), prng)]; } return nullptr; } else throw std::runtime_error("Store<T>::searchRandom is supported only if Id is ESM::RefId"); } template <class T, class Id> const T* TypedDynamicStore<T, Id>::find(const Id& id) const { const T* ptr = search(id); if (ptr == nullptr) { std::stringstream msg; if constexpr (!ESM::isESM4Rec(T::sRecordId)) { msg << T::getRecordType(); } else { msg << "ESM::REC_" << getRecNameString(T::sRecordId).toStringView(); } msg << " '" << id << "' not found"; throw std::runtime_error(msg.str()); } return ptr; } template <class T, class Id> RecordId TypedDynamicStore<T, Id>::load(ESM::ESMReader& esm) { if constexpr (!ESM::isESM4Rec(T::sRecordId)) { T record; bool isDeleted = false; record.load(esm, isDeleted); std::pair<typename Static::iterator, bool> inserted = mStatic.insert_or_assign(record.mId, record); if (inserted.second) mShared.push_back(&inserted.first->second); if constexpr (std::is_same_v<Id, ESM::RefId>) return RecordId(record.mId, isDeleted); else return RecordId(); } else { std::stringstream msg; msg << "Can not load record of type ESM::REC_" << getRecNameString(T::sRecordId).toStringView() << ": ESM::ESMReader can load only ESM3 records."; throw std::runtime_error(msg.str()); } } template <class T, class Id> void TypedDynamicStore<T, Id>::setUp() { } template <class T, class Id> typename TypedDynamicStore<T, Id>::iterator TypedDynamicStore<T, Id>::begin() const { return mShared.begin(); } template <class T, class Id> typename TypedDynamicStore<T, Id>::iterator TypedDynamicStore<T, Id>::end() const { return mShared.end(); } template <class T, class Id> size_t TypedDynamicStore<T, Id>::getSize() const { return mShared.size(); } template <class T, class Id> int TypedDynamicStore<T, Id>::getDynamicSize() const { return mDynamic.size(); } template <class T, class Id> void TypedDynamicStore<T, Id>::listIdentifier(std::vector<Id>& list) const { list.reserve(list.size() + getSize()); typename std::vector<T*>::const_iterator it = mShared.begin(); for (; it != mShared.end(); ++it) { list.push_back((*it)->mId); } } template <class T, class Id> T* TypedDynamicStore<T, Id>::insert(const T& item, bool overrideOnly) { if (overrideOnly) { auto it = mStatic.find(item.mId); if (it == mStatic.end()) return nullptr; } std::pair<typename Dynamic::iterator, bool> result = mDynamic.insert_or_assign(item.mId, item); T* ptr = &result.first->second; if (result.second) mShared.push_back(ptr); return ptr; } template <class T, class Id> T* TypedDynamicStore<T, Id>::insertStatic(const T& item) { std::pair<typename Static::iterator, bool> result = mStatic.insert_or_assign(item.mId, item); T* ptr = &result.first->second; if (result.second) mShared.push_back(ptr); return ptr; } template <class T, class Id> bool TypedDynamicStore<T, Id>::eraseStatic(const Id& id) { typename Static::iterator it = mStatic.find(id); if (it != mStatic.end()) { // delete from the static part of mShared typename std::vector<T*>::iterator sharedIter = mShared.begin(); typename std::vector<T*>::iterator end = sharedIter + mStatic.size(); while (sharedIter != mShared.end() && sharedIter != end) { if ((*sharedIter)->mId == id) { mShared.erase(sharedIter); break; } ++sharedIter; } mStatic.erase(it); } return true; } template <class T, class Id> bool TypedDynamicStore<T, Id>::erase(const Id& id) { if (!eraseFromMap(mDynamic, id)) return false; // have to reinit the whole shared part assert(mShared.size() >= mStatic.size()); mShared.erase(mShared.begin() + mStatic.size(), mShared.end()); for (auto it = mDynamic.begin(); it != mDynamic.end(); ++it) { mShared.push_back(&it->second); } return true; } template <class T, class Id> bool TypedDynamicStore<T, Id>::erase(const T& item) { return erase(item.mId); } template <class T, class Id> void TypedDynamicStore<T, Id>::write(ESM::ESMWriter& writer, Loading::Listener& progress) const { for (typename Dynamic::const_iterator iter(mDynamic.begin()); iter != mDynamic.end(); ++iter) { if constexpr (!ESM::isESM4Rec(T::sRecordId)) { writer.startRecord(T::sRecordId); iter->second.save(writer); writer.endRecord(T::sRecordId); } } } template <class T, class Id> RecordId TypedDynamicStore<T, Id>::read(ESM::ESMReader& reader, bool overrideOnly) { if constexpr (!ESM::isESM4Rec(T::sRecordId)) { T record; bool isDeleted = false; record.load(reader, isDeleted); insert(record, overrideOnly); if constexpr (std::is_same_v<Id, ESM::RefId>) return RecordId(record.mId, isDeleted); else return RecordId(); } else { std::stringstream msg; msg << "Can not load record of type ESM::REC_" << getRecNameString(T::sRecordId).toStringView() << ": ESM::ESMReader can load only ESM3 records."; throw std::runtime_error(msg.str()); } } // LandTexture //========================================================================= Store<ESM::LandTexture>::Store() = default; const std::string* Store<ESM::LandTexture>::search(std::uint32_t index, int plugin) const { auto mapping = mMappings.find(PluginIndex{ plugin, index }); if (mapping == mMappings.end()) return nullptr; auto texture = mStatic.find(mapping->second); if (texture == mStatic.end()) return nullptr; return &texture->second; } size_t Store<ESM::LandTexture>::getSize() const { return mStatic.size(); } RecordId Store<ESM::LandTexture>::load(ESM::ESMReader& esm) { const int plugin = esm.getIndex(); ESM::LandTexture lt; bool isDeleted = false; lt.load(esm, isDeleted); if (!isDeleted) { mStatic[lt.mId] = std::move(lt.mTexture); mMappings.emplace(PluginIndex{ plugin, lt.mIndex }, lt.mId); } return RecordId(lt.mId, isDeleted); } bool Store<ESM::LandTexture>::eraseStatic(const ESM::RefId& id) { mStatic.erase(id); return true; } // Land //========================================================================= Store<ESM::Land>::~Store() = default; size_t Store<ESM::Land>::getSize() const { return mStatic.size(); } Store<ESM::Land>::iterator Store<ESM::Land>::begin() const { return iterator(mStatic.begin()); } Store<ESM::Land>::iterator Store<ESM::Land>::end() const { return iterator(mStatic.end()); } const ESM::Land* Store<ESM::Land>::search(int x, int y) const { std::pair<int, int> comp(x, y); if (auto it = mStatic.find(comp); it != mStatic.end() && it->mX == x && it->mY == y) return &*it; return nullptr; } const ESM::Land* Store<ESM::Land>::find(int x, int y) const { const ESM::Land* ptr = search(x, y); if (ptr == nullptr) { const std::string msg = "Land at (" + std::to_string(x) + ", " + std::to_string(y) + ") not found"; throw std::runtime_error(msg); } return ptr; } RecordId Store<ESM::Land>::load(ESM::ESMReader& esm) { ESM::Land land; bool isDeleted = false; land.load(esm, isDeleted); // Same area defined in multiple plugins? -> last plugin wins auto it = mStatic.lower_bound(land); if (it != mStatic.end() && (std::tie(it->mX, it->mY) == std::tie(land.mX, land.mY))) { auto nh = mStatic.extract(it); nh.value() = std::move(land); mStatic.insert(std::move(nh)); } else mStatic.insert(it, std::move(land)); return RecordId(ESM::RefId(), isDeleted); } void Store<ESM::Land>::setUp() { // The land is static for given game session, there is no need to refresh it every load. if (mBuilt) throw std::logic_error("Store<ESM::Land>::setUp() is called twice"); mBuilt = true; } // Cell //========================================================================= const ESM::Cell* Store<ESM::Cell>::search(const ESM::RefId& cellId) const { auto foundCellIt = mCells.find(cellId); if (foundCellIt != mCells.end()) return &foundCellIt->second; return nullptr; } const ESM::Cell* Store<ESM::Cell>::search(const ESM::Cell& cell) const { return search(cell.mId); } // this method *must* be called right after esm3.loadCell() void Store<ESM::Cell>::handleMovedCellRefs(ESM::ESMReader& esm, ESM::Cell* cell) { ESM::CellRef ref; ESM::MovedCellRef cMRef; bool deleted = false; bool moved = false; ESM::ESM_Context ctx = esm.getContext(); // Handling MovedCellRefs, there is no way to do it inside loadcell // TODO: verify above comment // // Get regular moved reference data. Adapted from CellStore::loadRefs. Maybe we can optimize the following // implementation when the oher implementation works as well. while (ESM::Cell::getNextRef(esm, ref, deleted, cMRef, moved, ESM::Cell::GetNextRefMode::LoadOnlyMoved)) { if (!moved) continue; ESM::Cell* cellAlt = const_cast<ESM::Cell*>(searchOrCreate(cMRef.mTarget[0], cMRef.mTarget[1])); // Add data required to make reference appear in the correct cell. // We should not need to test for duplicates, as this part of the code is pre-cell merge. cell->mMovedRefs.push_back(cMRef); // But there may be duplicates here! ESM::CellRefTracker::iterator iter = std::find_if( cellAlt->mLeasedRefs.begin(), cellAlt->mLeasedRefs.end(), ESM::CellRefTrackerPredicate(ref.mRefNum)); if (iter == cellAlt->mLeasedRefs.end()) cellAlt->mLeasedRefs.emplace_back(std::move(ref), deleted); else *iter = std::make_pair(std::move(ref), deleted); cMRef.mRefNum.mIndex = 0; } esm.restoreContext(ctx); } const ESM::Cell* Store<ESM::Cell>::search(std::string_view name) const { DynamicInt::const_iterator it = mInt.find(name); if (it != mInt.end()) { return it->second; } DynamicInt::const_iterator dit = mDynamicInt.find(name); if (dit != mDynamicInt.end()) { return dit->second; } return nullptr; } const ESM::Cell* Store<ESM::Cell>::search(int x, int y) const { std::pair<int, int> key(x, y); DynamicExt::const_iterator it = mExt.find(key); if (it != mExt.end()) return it->second; DynamicExt::const_iterator dit = mDynamicExt.find(key); if (dit != mDynamicExt.end()) return dit->second; return nullptr; } const ESM::Cell* Store<ESM::Cell>::searchStatic(int x, int y) const { DynamicExt::const_iterator it = mExt.find(std::make_pair(x, y)); if (it != mExt.end()) return (it->second); return nullptr; } const ESM::Cell* Store<ESM::Cell>::searchOrCreate(int x, int y) { std::pair<int, int> key(x, y); DynamicExt::const_iterator it = mExt.find(key); if (it != mExt.end()) return (it->second); DynamicExt::const_iterator dit = mDynamicExt.find(key); if (dit != mDynamicExt.end()) return dit->second; ESM::Cell newCell; newCell.mData.mX = x; newCell.mData.mY = y; newCell.mData.mFlags = ESM::Cell::HasWater; newCell.mAmbi.mAmbient = 0; newCell.mAmbi.mSunlight = 0; newCell.mAmbi.mFog = 0; newCell.mAmbi.mFogDensity = 0; newCell.updateId(); ESM::Cell* newCellInserted = &mCells.insert(std::make_pair(newCell.mId, newCell)).first->second; return mExt.insert(std::make_pair(key, newCellInserted)).first->second; } const ESM::Cell* Store<ESM::Cell>::find(const ESM::RefId& id) const { const ESM::Cell* ptr = search(id); if (ptr == nullptr) { const std::string msg = "Cell " + id.toDebugString() + " not found"; throw std::runtime_error(msg); } return ptr; } const ESM::Cell* Store<ESM::Cell>::find(std::string_view id) const { const ESM::Cell* ptr = search(id); if (ptr == nullptr) { const std::string msg = "Cell '" + std::string(id) + "' not found"; throw std::runtime_error(msg); } return ptr; } const ESM::Cell* Store<ESM::Cell>::find(int x, int y) const { const ESM::Cell* ptr = search(x, y); if (ptr == nullptr) { const std::string msg = "Exterior at (" + std::to_string(x) + ", " + std::to_string(y) + ") not found"; throw std::runtime_error(msg); } return ptr; } void Store<ESM::Cell>::clearDynamic() { for (const auto& [_, cell] : mDynamicExt) mCells.erase(cell->mId); mDynamicExt.clear(); for (const auto& [_, cell] : mDynamicInt) mCells.erase(cell->mId); mDynamicInt.clear(); setUp(); } void Store<ESM::Cell>::setUp() { mSharedInt.clear(); mSharedInt.reserve(mInt.size()); for (auto& [_, cell] : mInt) mSharedInt.push_back(cell); mSharedExt.clear(); mSharedExt.reserve(mExt.size()); for (auto& [_, cell] : mExt) mSharedExt.push_back(cell); } RecordId Store<ESM::Cell>::load(ESM::ESMReader& esm) { // Don't automatically assume that a new cell must be spawned. Multiple plugins write to the same cell, // and we merge all this data into one Cell object. However, we can't simply search for the cell id, // as many exterior cells do not have a name. Instead, we need to search by (x,y) coordinates - and they // are not available until both cells have been loaded at least partially! // All cells have a name record, even nameless exterior cells. ESM::Cell* emplacedCell = nullptr; bool isDeleted = false; bool newCell = false; { ESM::Cell cellToLoad; cellToLoad.loadNameAndData(esm, isDeleted); auto [it, inserted] = mCells.insert(std::make_pair(cellToLoad.mId, cellToLoad)); emplacedCell = &it->second; if (!inserted) { emplacedCell->mData = cellToLoad.mData; emplacedCell->mName = cellToLoad.mName; } newCell = inserted; } ESM::Cell& cell = *emplacedCell; // Load the (x,y) coordinates of the cell, if it is an exterior cell, // so we can find the cell we need to merge with if (cell.mData.mFlags & ESM::Cell::Interior) { cell.loadCell(esm, true); if (newCell) mInt[cell.mName] = &cell; } else { cell.loadCell(esm, false); // handle moved ref (MVRF) subrecords ESM::MovedCellRefTracker newMovedRefs; std::swap(newMovedRefs, cell.mMovedRefs); handleMovedCellRefs(esm, &cell); std::swap(newMovedRefs, cell.mMovedRefs); // push the new references on the list of references to manage cell.postLoad(esm); if (newCell) mExt[std::make_pair(cell.mData.mX, cell.mData.mY)] = &cell; else { // merge lists of leased references, use newer data in case of conflict for (const auto& movedRef : newMovedRefs) { // remove reference from current leased ref tracker and add it to new cell auto itOld = std::find(cell.mMovedRefs.begin(), cell.mMovedRefs.end(), movedRef.mRefNum); if (itOld != cell.mMovedRefs.end()) { if (movedRef.mTarget[0] != itOld->mTarget[0] || movedRef.mTarget[1] != itOld->mTarget[1]) { ESM::Cell* wipecell = const_cast<ESM::Cell*>(search(itOld->mTarget[0], itOld->mTarget[1])); auto itLease = std::find_if(wipecell->mLeasedRefs.begin(), wipecell->mLeasedRefs.end(), ESM::CellRefTrackerPredicate(movedRef.mRefNum)); if (itLease != wipecell->mLeasedRefs.end()) wipecell->mLeasedRefs.erase(itLease); else Log(Debug::Error) << "Error: can't find " << movedRef.mRefNum.mIndex << " " << movedRef.mRefNum.mContentFile << " in leasedRefs"; } *itOld = movedRef; } else cell.mMovedRefs.push_back(movedRef); } // We don't need to merge mLeasedRefs of cell / oldcell. This list is filled when another cell moves a // reference to this cell, so the list for the new cell should be empty. The list for oldcell, // however, could have leased refs in it and so should be kept. } } return RecordId(cell.mId, isDeleted); } Store<ESM::Cell>::iterator Store<ESM::Cell>::intBegin() const { return iterator(mSharedInt.begin()); } Store<ESM::Cell>::iterator Store<ESM::Cell>::intEnd() const { return iterator(mSharedInt.end()); } Store<ESM::Cell>::iterator Store<ESM::Cell>::extBegin() const { return iterator(mSharedExt.begin()); } Store<ESM::Cell>::iterator Store<ESM::Cell>::extEnd() const { return iterator(mSharedExt.end()); } const ESM::Cell* Store<ESM::Cell>::searchExtByName(std::string_view name) const { const ESM::Cell* cell = nullptr; for (const ESM::Cell* sharedCell : mSharedExt) { if (Misc::StringUtils::ciEqual(sharedCell->mName, name)) { if (cell == nullptr || (sharedCell->mData.mX > cell->mData.mX) || (sharedCell->mData.mX == cell->mData.mX && sharedCell->mData.mY > cell->mData.mY)) { cell = sharedCell; } } } return cell; } const ESM::Cell* Store<ESM::Cell>::searchExtByRegion(const ESM::RefId& id) const { const ESM::Cell* cell = nullptr; for (const ESM::Cell* sharedCell : mSharedExt) { if (sharedCell->mRegion == id) { if (cell == nullptr || (sharedCell->mData.mX > cell->mData.mX) || (sharedCell->mData.mX == cell->mData.mX && sharedCell->mData.mY > cell->mData.mY)) { cell = sharedCell; } } } return cell; } size_t Store<ESM::Cell>::getSize() const { return mSharedInt.size() + mSharedExt.size(); } size_t Store<ESM::Cell>::getExtSize() const { return mSharedExt.size(); } size_t Store<ESM::Cell>::getIntSize() const { return mSharedInt.size(); } void Store<ESM::Cell>::listIdentifier(std::vector<ESM::RefId>& list) const { list.reserve(list.size() + mSharedInt.size()); for (const ESM::Cell* sharedCell : mSharedInt) { list.push_back(ESM::RefId::stringRefId(sharedCell->mName)); } } ESM::Cell* Store<ESM::Cell>::insert(const ESM::Cell& cell) { if (search(cell) != nullptr) { const std::string cellType = (cell.isExterior()) ? "exterior" : "interior"; throw std::runtime_error("Failed to create " + cellType + " cell"); } ESM::Cell* insertedCell = &mCells.emplace(cell.mId, cell).first->second; if (cell.isExterior()) { std::pair<int, int> key(cell.getGridX(), cell.getGridY()); // duplicate insertions are avoided by search(ESM::Cell &) DynamicExt::iterator result = mDynamicExt.emplace(key, insertedCell).first; mSharedExt.push_back(result->second); return result->second; } else { // duplicate insertions are avoided by search(ESM::Cell &) DynamicInt::iterator result = mDynamicInt.emplace(cell.mName, insertedCell).first; mSharedInt.push_back(result->second); return result->second; } } // Pathgrid //========================================================================= Store<ESM::Pathgrid>::Store() : mCells(nullptr) { } void Store<ESM::Pathgrid>::setCells(Store<ESM::Cell>& cells) { mCells = &cells; } RecordId Store<ESM::Pathgrid>::load(ESM::ESMReader& esm) { ESM::Pathgrid pathgrid; bool isDeleted = false; pathgrid.load(esm, isDeleted); // Unfortunately the Pathgrid record model does not specify whether the pathgrid belongs to an interior or // exterior cell. For interior cells, mCell is the cell name, but for exterior cells it is either the cell name // or if that doesn't exist, the cell's region name. mX and mY will be (0,0) for interior cells, but there is // also an exterior cell with the coordinates of (0,0), so that doesn't help. Check whether mCell is an interior // cell. This isn't perfect, will break if a Region with the same name as an interior cell is created. A proper // fix should be made for future versions of the file format. bool interior = pathgrid.mData.mX == 0 && pathgrid.mData.mY == 0 && mCells->search(pathgrid.mCell.getRefIdString()) != nullptr; ESM::RefId cell = interior ? pathgrid.mCell : ESM::RefId::esm3ExteriorCell(pathgrid.mData.mX, pathgrid.mData.mY); // deal with mods that have empty pathgrid records (Issue #6209) // we assume that these records are empty on purpose (i.e. to remove old pathgrid on an updated cell) if (isDeleted || pathgrid.mPoints.empty() || pathgrid.mEdges.empty()) { mStatic.erase(cell); return RecordId(ESM::RefId(), isDeleted); } // Try to overwrite existing record auto ret = mStatic.emplace(cell, pathgrid); if (!ret.second) ret.first->second = std::move(pathgrid); return RecordId(ESM::RefId(), isDeleted); } size_t Store<ESM::Pathgrid>::getSize() const { return mStatic.size(); } void Store<ESM::Pathgrid>::setUp() {} const ESM::Pathgrid* Store<ESM::Pathgrid>::search(const ESM::RefId& name) const { auto it = mStatic.find(name); if (it != mStatic.end()) return &(it->second); return nullptr; } const ESM::Pathgrid* Store<ESM::Pathgrid>::find(const ESM::RefId& name) const { const ESM::Pathgrid* pathgrid = search(name); if (pathgrid == nullptr) throw std::runtime_error("Pathgrid in cell " + name.toDebugString() + " is not found"); return pathgrid; } const ESM::Pathgrid* Store<ESM::Pathgrid>::search(const ESM::Cell& cell) const { return search(cell.mId); } const ESM::Pathgrid* Store<ESM::Pathgrid>::search(const MWWorld::Cell& cellVariant) const { return ESM::visit(ESM::VisitOverload{ [&](const ESM::Cell& cell) { return search(cell); }, [&](const ESM4::Cell& cell) -> const ESM::Pathgrid* { return nullptr; }, }, cellVariant); } const ESM::Pathgrid* Store<ESM::Pathgrid>::find(const ESM::Cell& cell) const { return find(cell.mId); } // Skill //========================================================================= void Store<ESM::Skill>::setUp(const MWWorld::Store<ESM::GameSetting>& settings) { constexpr std::string_view skillValues[ESM::Skill::Length][4] = { { "sSkillBlock", "icons\\k\\combat_block.dds", "fWerewolfBlock", {} }, { "sSkillArmorer", "icons\\k\\combat_armor.dds", "fWerewolfArmorer", {} }, { "sSkillMediumarmor", "icons\\k\\combat_mediumarmor.dds", "fWerewolfMediumarmor", {} }, { "sSkillHeavyarmor", "icons\\k\\combat_heavyarmor.dds", "fWerewolfHeavyarmor", {} }, { "sSkillBluntweapon", "icons\\k\\combat_blunt.dds", "fWerewolfBluntweapon", {} }, { "sSkillLongblade", "icons\\k\\combat_longblade.dds", "fWerewolfLongblade", {} }, { "sSkillAxe", "icons\\k\\combat_axe.dds", "fWerewolfAxe", {} }, { "sSkillSpear", "icons\\k\\combat_spear.dds", "fWerewolfSpear", {} }, { "sSkillAthletics", "icons\\k\\combat_athletics.dds", "fWerewolfAthletics", {} }, { "sSkillEnchant", "icons\\k\\magic_enchant.dds", "fWerewolfEnchant", {} }, { "sSkillDestruction", "icons\\k\\magic_destruction.dds", "fWerewolfDestruction", "destruction" }, { "sSkillAlteration", "icons\\k\\magic_alteration.dds", "fWerewolfAlteration", "alteration" }, { "sSkillIllusion", "icons\\k\\magic_illusion.dds", "fWerewolfIllusion", "illusion" }, { "sSkillConjuration", "icons\\k\\magic_conjuration.dds", "fWerewolfConjuration", "conjuration" }, { "sSkillMysticism", "icons\\k\\magic_mysticism.dds", "fWerewolfMysticism", "mysticism" }, { "sSkillRestoration", "icons\\k\\magic_restoration.dds", "fWerewolfRestoration", "restoration" }, { "sSkillAlchemy", "icons\\k\\magic_alchemy.dds", "fWerewolfAlchemy", {} }, { "sSkillUnarmored", "icons\\k\\magic_unarmored.dds", "fWerewolfUnarmored", {} }, { "sSkillSecurity", "icons\\k\\stealth_security.dds", "fWerewolfSecurity", {} }, { "sSkillSneak", "icons\\k\\stealth_sneak.dds", "fWerewolfSneak", {} }, { "sSkillAcrobatics", "icons\\k\\stealth_acrobatics.dds", "fWerewolfAcrobatics", {} }, { "sSkillLightarmor", "icons\\k\\stealth_lightarmor.dds", "fWerewolfLightarmor", {} }, { "sSkillShortblade", "icons\\k\\stealth_shortblade.dds", "fWerewolfShortblade", {} }, { "sSkillMarksman", "icons\\k\\stealth_marksman.dds", "fWerewolfMarksman", {} }, // "Mercantile"! >_< { "sSkillMercantile", "icons\\k\\stealth_mercantile.dds", "fWerewolfMerchantile", {} }, { "sSkillSpeechcraft", "icons\\k\\stealth_speechcraft.dds", "fWerewolfSpeechcraft", {} }, { "sSkillHandtohand", "icons\\k\\stealth_handtohand.dds", "fWerewolfHandtohand", {} }, }; for (ESM::Skill* skill : mShared) { int index = ESM::Skill::refIdToIndex(skill->mId); if (index >= 0) { const auto& values = skillValues[index]; skill->mName = getGMSTString(settings, values[0]); skill->mIcon = values[1]; skill->mWerewolfValue = getGMSTFloat(settings, values[2]); const auto& school = values[3]; if (!school.empty()) { if (!skill->mSchool) skill->mSchool = ESM::MagicSchool{}; const std::string id{ school }; skill->mSchool->mAreaSound = ESM::RefId::stringRefId(id + " area"); skill->mSchool->mBoltSound = ESM::RefId::stringRefId(id + " bolt"); skill->mSchool->mCastSound = ESM::RefId::stringRefId(id + " cast"); skill->mSchool->mFailureSound = ESM::RefId::stringRefId("Spell Failure " + id); skill->mSchool->mHitSound = ESM::RefId::stringRefId(id + " hit"); const std::string name = "sSchool" + id; skill->mSchool->mName = getGMSTString(settings, name); skill->mSchool->mAutoCalcMax = int(getGMSTFloat(settings, "iAutoSpell" + id + "Max")); } } } } // Game Settings //========================================================================= const ESM::GameSetting* Store<ESM::GameSetting>::search(const ESM::RefId& id) const { return TypedDynamicStore::search(id); } const ESM::GameSetting* Store<ESM::GameSetting>::find(std::string_view id) const { return TypedDynamicStore::find(ESM::RefId::stringRefId(id)); } const ESM::GameSetting* Store<ESM::GameSetting>::search(std::string_view id) const { return TypedDynamicStore::search(ESM::RefId::stringRefId(id)); } void Store<ESM::GameSetting>::setUp() { auto addSetting = [&](const std::string& key, ESM::Variant value) { auto id = ESM::RefId::stringRefId(key); ESM::GameSetting setting; setting.blank(); setting.mId = id; setting.mValue = std::move(value); auto [iter, inserted] = mStatic.insert_or_assign(id, std::move(setting)); if (inserted) mShared.push_back(&iter->second); }; for (auto& [key, value] : Fallback::Map::getIntFallbackMap()) addSetting(key, ESM::Variant(value)); for (auto& [key, value] : Fallback::Map::getFloatFallbackMap()) addSetting(key, ESM::Variant(value)); for (auto& [key, value] : Fallback::Map::getNonNumericFallbackMap()) addSetting(key, ESM::Variant(value)); TypedDynamicStore<ESM::GameSetting>::setUp(); } // Magic effect //========================================================================= Store<ESM::MagicEffect>::Store() {} // Attribute //========================================================================= void Store<ESM::Attribute>::setUp(const MWWorld::Store<ESM::GameSetting>& settings) { insertStatic({ .mId = ESM::Attribute::Strength, .mName = std::string{ getGMSTString(settings, "sAttributeStrength") }, .mDescription = std::string{ getGMSTString(settings, "sStrDesc") }, .mIcon = "icons\\k\\attribute_strength.dds", .mWerewolfValue = getGMSTFloat(settings, "fWerewolfStrength") }); insertStatic({ .mId = ESM::Attribute::Intelligence, .mName = std::string{ getGMSTString(settings, "sAttributeIntelligence") }, .mDescription = std::string{ getGMSTString(settings, "sIntDesc") }, .mIcon = "icons\\k\\attribute_int.dds", // Oh, Bethesda. It's "Intelligence". .mWerewolfValue = getGMSTFloat(settings, "fWerewolfIntellegence") }); insertStatic({ .mId = ESM::Attribute::Willpower, .mName = std::string{ getGMSTString(settings, "sAttributeWillpower") }, .mDescription = std::string{ getGMSTString(settings, "sWilDesc") }, .mIcon = "icons\\k\\attribute_wilpower.dds", .mWerewolfValue = getGMSTFloat(settings, "fWerewolfWillpower") }); insertStatic({ .mId = ESM::Attribute::Agility, .mName = std::string{ getGMSTString(settings, "sAttributeAgility") }, .mDescription = std::string{ getGMSTString(settings, "sAgiDesc") }, .mIcon = "icons\\k\\attribute_agility.dds", .mWerewolfValue = getGMSTFloat(settings, "fWerewolfAgility") }); insertStatic({ .mId = ESM::Attribute::Speed, .mName = std::string{ getGMSTString(settings, "sAttributeSpeed") }, .mDescription = std::string{ getGMSTString(settings, "sSpdDesc") }, .mIcon = "icons\\k\\attribute_speed.dds", .mWerewolfValue = getGMSTFloat(settings, "fWerewolfSpeed") }); insertStatic({ .mId = ESM::Attribute::Endurance, .mName = std::string{ getGMSTString(settings, "sAttributeEndurance") }, .mDescription = std::string{ getGMSTString(settings, "sEndDesc") }, .mIcon = "icons\\k\\attribute_endurance.dds", .mWerewolfValue = getGMSTFloat(settings, "fWerewolfEndurance") }); insertStatic({ .mId = ESM::Attribute::Personality, .mName = std::string{ getGMSTString(settings, "sAttributePersonality") }, .mDescription = std::string{ getGMSTString(settings, "sPerDesc") }, .mIcon = "icons\\k\\attribute_personality.dds", .mWerewolfValue = getGMSTFloat(settings, "fWerewolfPersonality") }); insertStatic({ .mId = ESM::Attribute::Luck, .mName = std::string{ getGMSTString(settings, "sAttributeLuck") }, .mDescription = std::string{ getGMSTString(settings, "sLucDesc") }, .mIcon = "icons\\k\\attribute_luck.dds", .mWerewolfValue = getGMSTFloat(settings, "fWerewolfLuck") }); } // Dialogue //========================================================================= Store<ESM::Dialogue>::Store() : mKeywordSearchModFlag(true) { } void Store<ESM::Dialogue>::setUp() { // DialInfos marked as deleted are kept during the loading phase, so that the linked list // structure is kept intact for inserting further INFOs. Delete them now that loading is done. for (auto& [_, dial] : mStatic) dial.setUp(); mShared.clear(); mShared.reserve(mStatic.size()); for (auto& [_, dial] : mStatic) mShared.push_back(&dial); // TODO: verify and document this inconsistent behaviour // TODO: if we require this behaviour, maybe we should move it to the place that requires it std::sort(mShared.begin(), mShared.end(), [](const ESM::Dialogue* l, const ESM::Dialogue* r) -> bool { return l->mId < r->mId; }); mKeywordSearchModFlag = true; } const ESM::Dialogue* Store<ESM::Dialogue>::search(const ESM::RefId& id) const { typename Static::const_iterator it = mStatic.find(id); if (it != mStatic.end()) return &(it->second); return nullptr; } const ESM::Dialogue* Store<ESM::Dialogue>::find(const ESM::RefId& id) const { const ESM::Dialogue* ptr = search(id); if (ptr == nullptr) { std::stringstream msg; msg << ESM::Dialogue::getRecordType() << " '" << id << "' not found"; throw std::runtime_error(msg.str()); } return ptr; } typename Store<ESM::Dialogue>::iterator Store<ESM::Dialogue>::begin() const { return mShared.begin(); } typename Store<ESM::Dialogue>::iterator Store<ESM::Dialogue>::end() const { return mShared.end(); } size_t Store<ESM::Dialogue>::getSize() const { return mShared.size(); } inline RecordId Store<ESM::Dialogue>::load(ESM::ESMReader& esm) { // The original letter case of a dialogue ID is saved, because it's printed ESM::Dialogue dialogue; bool isDeleted = false; dialogue.loadId(esm); Static::iterator found = mStatic.find(dialogue.mId); if (found == mStatic.end()) { dialogue.loadData(esm, isDeleted); mStatic.emplace(dialogue.mId, dialogue); } else { found->second.loadData(esm, isDeleted); dialogue.mId = found->second.mId; } mKeywordSearchModFlag = true; return RecordId(dialogue.mId, isDeleted); } bool Store<ESM::Dialogue>::eraseStatic(const ESM::RefId& id) { if (eraseFromMap(mStatic, id)) mKeywordSearchModFlag = true; return true; } void Store<ESM::Dialogue>::listIdentifier(std::vector<ESM::RefId>& list) const { list.reserve(list.size() + getSize()); for (const auto& dialogue : mShared) list.push_back(dialogue->mId); } const MWDialogue::KeywordSearch<int>& Store<ESM::Dialogue>::getDialogIdKeywordSearch() const { if (mKeywordSearchModFlag) { mKeywordSearch.clear(); std::vector<std::string> keywordList; keywordList.reserve(getSize()); for (const auto& it : *this) keywordList.push_back(Misc::StringUtils::lowerCase(it.mStringId)); sort(keywordList.begin(), keywordList.end()); for (const auto& it : keywordList) mKeywordSearch.seed(it, 0 /*unused*/); mKeywordSearchModFlag = false; } return mKeywordSearch; } // ESM4 Cell //========================================================================= const ESM4::Cell* Store<ESM4::Cell>::searchCellName(std::string_view cellName) const { const auto foundCell = mCellNameIndex.find(cellName); if (foundCell == mCellNameIndex.end()) return nullptr; return foundCell->second; } const ESM4::Cell* Store<ESM4::Cell>::searchExterior(ESM::ExteriorCellLocation cellIndex) const { const auto foundCell = mExteriors.find(cellIndex); if (foundCell == mExteriors.end()) return nullptr; return foundCell->second; } ESM4::Cell* Store<ESM4::Cell>::insert(const ESM4::Cell& item, bool overrideOnly) { auto cellPtr = TypedDynamicStore<ESM4::Cell>::insert(item, overrideOnly); insertCell(cellPtr); return cellPtr; } ESM4::Cell* Store<ESM4::Cell>::insertStatic(const ESM4::Cell& item) { auto cellPtr = TypedDynamicStore<ESM4::Cell>::insertStatic(item); insertCell(cellPtr); return cellPtr; } void Store<ESM4::Cell>::insertCell(ESM4::Cell* cellPtr) { // Do not index exterior cells with Rec_Persistent flag because they are not real cells. // References from these cells are merged into normal cells. if (cellPtr->isExterior() && cellPtr->mFlags & ESM4::Rec_Persistent) return; if (!cellPtr->mEditorId.empty()) mCellNameIndex[cellPtr->mEditorId] = cellPtr; if (cellPtr->isExterior()) mExteriors[ESM::ExteriorCellLocation(cellPtr->mX, cellPtr->mY, cellPtr->mParent)] = cellPtr; } void Store<ESM4::Cell>::clearDynamic() { for (auto& cellToDeleteIt : mDynamic) { ESM4::Cell& cellToDelete = cellToDeleteIt.second; if (cellToDelete.isExterior()) { mExteriors.erase({ cellToDelete.mX, cellToDelete.mY, cellToDelete.mParent }); } if (!cellToDelete.mEditorId.empty()) mCellNameIndex.erase(cellToDelete.mEditorId); } MWWorld::TypedDynamicStore<ESM4::Cell>::clearDynamic(); } // ESM4 Land //========================================================================= // Needed to avoid include of ESM4::Land in header Store<ESM4::Land>::Store() {} void Store<ESM4::Land>::updateLandPositions(const Store<ESM4::Cell>& cells) { for (const auto& [id, value] : mStatic) { const ESM4::Cell* cell = cells.find(value.mCell); mLands[cell->getExteriorCellLocation()] = &value; } for (const auto& [id, value] : mDynamic) { const ESM4::Cell* cell = cells.find(value.mCell); mLands[cell->getExteriorCellLocation()] = &value; } } const ESM4::Land* MWWorld::Store<ESM4::Land>::search(ESM::ExteriorCellLocation cellLocation) const { auto foundLand = mLands.find(cellLocation); if (foundLand == mLands.end()) return nullptr; return foundLand->second; } } template class MWWorld::TypedDynamicStore<ESM::Activator>; template class MWWorld::TypedDynamicStore<ESM::Apparatus>; template class MWWorld::TypedDynamicStore<ESM::Armor>; template class MWWorld::TypedDynamicStore<ESM::Attribute>; template class MWWorld::TypedDynamicStore<ESM::BirthSign>; template class MWWorld::TypedDynamicStore<ESM::BodyPart>; template class MWWorld::TypedDynamicStore<ESM::Book>; // template class MWWorld::Store<ESM::Cell>; template class MWWorld::TypedDynamicStore<ESM::Class>; template class MWWorld::TypedDynamicStore<ESM::Clothing>; template class MWWorld::TypedDynamicStore<ESM::Container>; template class MWWorld::TypedDynamicStore<ESM::Creature>; template class MWWorld::TypedDynamicStore<ESM::CreatureLevList>; // template class MWWorld::Store<ESM::Dialogue>; template class MWWorld::TypedDynamicStore<ESM::Door>; template class MWWorld::TypedDynamicStore<ESM::Enchantment>; template class MWWorld::TypedDynamicStore<ESM::Faction>; template class MWWorld::TypedDynamicStore<ESM::GameSetting>; template class MWWorld::TypedDynamicStore<ESM::Global>; template class MWWorld::TypedDynamicStore<ESM::Ingredient>; template class MWWorld::TypedDynamicStore<ESM::ItemLevList>; // template class MWWorld::Store<ESM::Land>; // template class MWWorld::Store<ESM::LandTexture>; template class MWWorld::TypedDynamicStore<ESM::Light>; template class MWWorld::TypedDynamicStore<ESM::Lockpick>; // template class MWWorld::Store<ESM::MagicEffect>; template class MWWorld::TypedDynamicStore<ESM::Miscellaneous>; template class MWWorld::TypedDynamicStore<ESM::NPC>; // template class MWWorld::Store<ESM::Pathgrid>; template class MWWorld::TypedDynamicStore<ESM::Potion>; template class MWWorld::TypedDynamicStore<ESM::Probe>; template class MWWorld::TypedDynamicStore<ESM::Race>; template class MWWorld::TypedDynamicStore<ESM::Region>; template class MWWorld::TypedDynamicStore<ESM::Repair>; template class MWWorld::TypedDynamicStore<ESM::Script>; template class MWWorld::TypedDynamicStore<ESM::Skill>; template class MWWorld::TypedDynamicStore<ESM::Sound>; template class MWWorld::TypedDynamicStore<ESM::SoundGenerator>; template class MWWorld::TypedDynamicStore<ESM::Spell>; template class MWWorld::TypedDynamicStore<ESM::StartScript>; template class MWWorld::TypedDynamicStore<ESM::Static>; template class MWWorld::TypedDynamicStore<ESM::Weapon>; template class MWWorld::TypedDynamicStore<ESM4::Reference, ESM::FormId>; template class MWWorld::TypedDynamicStore<ESM4::ActorCharacter, ESM::FormId>; template class MWWorld::TypedDynamicStore<ESM4::ActorCreature, ESM::FormId>; template class MWWorld::TypedDynamicStore<ESM4::Activator>; template class MWWorld::TypedDynamicStore<ESM4::Ammunition>; template class MWWorld::TypedDynamicStore<ESM4::Armor>; template class MWWorld::TypedDynamicStore<ESM4::ArmorAddon>; template class MWWorld::TypedDynamicStore<ESM4::Book>; template class MWWorld::TypedDynamicStore<ESM4::Cell>; template class MWWorld::TypedDynamicStore<ESM4::Clothing>; template class MWWorld::TypedDynamicStore<ESM4::Container>; template class MWWorld::TypedDynamicStore<ESM4::Creature>; template class MWWorld::TypedDynamicStore<ESM4::Door>; template class MWWorld::TypedDynamicStore<ESM4::Flora>; template class MWWorld::TypedDynamicStore<ESM4::Furniture>; template class MWWorld::TypedDynamicStore<ESM4::Hair>; template class MWWorld::TypedDynamicStore<ESM4::HeadPart>; template class MWWorld::TypedDynamicStore<ESM4::Ingredient>; template class MWWorld::TypedDynamicStore<ESM4::ItemMod>; template class MWWorld::TypedDynamicStore<ESM4::Land>; template class MWWorld::TypedDynamicStore<ESM4::LandTexture>; template class MWWorld::TypedDynamicStore<ESM4::LevelledCreature>; template class MWWorld::TypedDynamicStore<ESM4::LevelledItem>; template class MWWorld::TypedDynamicStore<ESM4::LevelledNpc>; template class MWWorld::TypedDynamicStore<ESM4::Light>; template class MWWorld::TypedDynamicStore<ESM4::MiscItem>; template class MWWorld::TypedDynamicStore<ESM4::MovableStatic>; template class MWWorld::TypedDynamicStore<ESM4::Npc>; template class MWWorld::TypedDynamicStore<ESM4::Outfit>; template class MWWorld::TypedDynamicStore<ESM4::Potion>; template class MWWorld::TypedDynamicStore<ESM4::Race>; template class MWWorld::TypedDynamicStore<ESM4::Static>; template class MWWorld::TypedDynamicStore<ESM4::StaticCollection>; template class MWWorld::TypedDynamicStore<ESM4::Terminal>; template class MWWorld::TypedDynamicStore<ESM4::Tree>; template class MWWorld::TypedDynamicStore<ESM4::Weapon>; template class MWWorld::TypedDynamicStore<ESM4::World>;
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.cpp
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35,280
globals.cpp
OpenMW_openmw/apps/openmw/mwworld/globals.cpp
#include "globals.hpp" #include <stdexcept> #include <components/esm3/esmreader.hpp> #include <components/esm3/esmwriter.hpp> #include "esmstore.hpp" namespace MWWorld { Globals::Collection::const_iterator Globals::find(std::string_view name) const { Collection::const_iterator iter = mVariables.find(name); if (iter == mVariables.end()) throw std::runtime_error("unknown global variable: " + std::string{ name }); return iter; } Globals::Collection::iterator Globals::find(std::string_view name) { Collection::iterator iter = mVariables.find(name); if (iter == mVariables.end()) throw std::runtime_error("unknown global variable: " + std::string{ name }); return iter; } void Globals::fill(const MWWorld::ESMStore& store) { mVariables.clear(); const MWWorld::Store<ESM::Global>& globals = store.get<ESM::Global>(); for (const ESM::Global& esmGlobal : globals) { mVariables.emplace(esmGlobal.mId, esmGlobal); } } const ESM::Variant& Globals::operator[](GlobalVariableName name) const { return find(name.getValue())->second.mValue; } ESM::Variant& Globals::operator[](GlobalVariableName name) { return find(name.getValue())->second.mValue; } char Globals::getType(GlobalVariableName name) const { Collection::const_iterator iter = mVariables.find(name.getValue()); if (iter == mVariables.end()) return ' '; switch (iter->second.mValue.getType()) { case ESM::VT_Short: return 's'; case ESM::VT_Long: return 'l'; case ESM::VT_Float: return 'f'; default: return ' '; } } int Globals::countSavedGameRecords() const { return mVariables.size(); } void Globals::write(ESM::ESMWriter& writer, Loading::Listener& progress) const { for (const auto& variable : mVariables) { writer.startRecord(ESM::REC_GLOB); variable.second.save(writer); writer.endRecord(ESM::REC_GLOB); } } bool Globals::readRecord(ESM::ESMReader& reader, uint32_t type) { if (type == ESM::REC_GLOB) { ESM::Global global; bool isDeleted = false; // This readRecord() method is used when reading a saved game. // Deleted globals can't appear there, so isDeleted will be ignored here. global.load(reader, isDeleted); if (const auto iter = mVariables.find(global.mId); iter != mVariables.end()) iter->second = std::move(global); return true; } return false; } }
2,854
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.cpp
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OpenMW/openmw
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9/20/2024, 9:26:25 PM (Europe/Amsterdam)
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35,281
actionalchemy.cpp
OpenMW_openmw/apps/openmw/mwworld/actionalchemy.cpp
#include "actionalchemy.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/windowmanager.hpp" #include "../mwmechanics/actorutil.hpp" namespace MWWorld { ActionAlchemy::ActionAlchemy(bool force) : Action(false) , mForce(force) { } void ActionAlchemy::executeImp(const Ptr& actor) { if (actor != MWMechanics::getPlayer()) return; if (!mForce && MWMechanics::isPlayerInCombat()) { // Ensure we're not in combat MWBase::Environment::get().getWindowManager()->messageBox("#{sInventoryMessage3}"); return; } MWBase::Environment::get().getWindowManager()->pushGuiMode(MWGui::GM_Alchemy); } }
719
C++
.cpp
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OpenMW/openmw
5,318
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GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
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false
false
false
false
false
false
35,282
timestamp.cpp
OpenMW_openmw/apps/openmw/mwworld/timestamp.cpp
#include "timestamp.hpp" #include <cmath> #include <stdexcept> #include <string> #include <components/esm3/timestamp.hpp> #include "duration.hpp" namespace MWWorld { TimeStamp::TimeStamp(float hour, int day) : mHour(hour) , mDay(day) { if (hour < 0 || hour >= 24) throw std::runtime_error("invalid time stamp hour: " + std::to_string(hour)); } float TimeStamp::getHour() const { return mHour; } int TimeStamp::getDay() const { return mDay; } TimeStamp& TimeStamp::operator+=(double hours) { if (hours < 0) throw std::runtime_error("can't move time stamp backwards in time"); const Duration duration = Duration::fromHours(mHour + hours); mHour = duration.getHours(); mDay += duration.getDays(); return *this; } bool operator==(const TimeStamp& left, const TimeStamp& right) { return left.getHour() == right.getHour() && left.getDay() == right.getDay(); } bool operator!=(const TimeStamp& left, const TimeStamp& right) { return !(left == right); } bool operator<(const TimeStamp& left, const TimeStamp& right) { if (left.getDay() < right.getDay()) return true; if (left.getDay() > right.getDay()) return false; return left.getHour() < right.getHour(); } bool operator<=(const TimeStamp& left, const TimeStamp& right) { return left < right || left == right; } bool operator>(const TimeStamp& left, const TimeStamp& right) { return !(left <= right); } bool operator>=(const TimeStamp& left, const TimeStamp& right) { return !(left < right); } TimeStamp operator+(const TimeStamp& stamp, double hours) { return TimeStamp(stamp) += hours; } TimeStamp operator+(double hours, const TimeStamp& stamp) { return TimeStamp(stamp) += hours; } double operator-(const TimeStamp& left, const TimeStamp& right) { if (left < right) return -(right - left); int days = left.getDay() - right.getDay(); double hours = 0; if (left.getHour() < right.getHour()) { hours = 24 - right.getHour() + left.getHour(); --days; } else { hours = left.getHour() - right.getHour(); } return hours + 24 * days; } ESM::TimeStamp TimeStamp::toEsm() const { ESM::TimeStamp ret; ret.mDay = mDay; ret.mHour = mHour; return ret; } TimeStamp::TimeStamp(const ESM::TimeStamp& esm) { mDay = esm.mDay; mHour = esm.mHour; } }
2,769
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.cpp
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OpenMW/openmw
5,318
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GPL-3.0
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true
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false
35,283
localscripts.cpp
OpenMW_openmw/apps/openmw/mwworld/localscripts.cpp
#include "localscripts.hpp" #include <components/debug/debuglog.hpp> #include <components/esm3/loadcont.hpp> #include <components/esm3/loadcrea.hpp> #include <components/esm3/loadnpc.hpp> #include <components/esm3/loadscpt.hpp> #include "cellstore.hpp" #include "class.hpp" #include "containerstore.hpp" #include "esmstore.hpp" namespace { struct AddScriptsVisitor { AddScriptsVisitor(MWWorld::LocalScripts& scripts) : mScripts(scripts) { } MWWorld::LocalScripts& mScripts; bool operator()(const MWWorld::Ptr& ptr) { if (ptr.mRef->isDeleted()) return true; const ESM::RefId& script = ptr.getClass().getScript(ptr); if (!script.empty()) mScripts.add(script, ptr); return true; } }; struct AddContainerItemScriptsVisitor { AddContainerItemScriptsVisitor(MWWorld::LocalScripts& scripts) : mScripts(scripts) { } MWWorld::LocalScripts& mScripts; bool operator()(const MWWorld::Ptr& containerPtr) { // Ignore containers without generated content if (containerPtr.getType() == ESM::Container::sRecordId && containerPtr.getRefData().getCustomData() == nullptr) return true; MWWorld::ContainerStore& container = containerPtr.getClass().getContainerStore(containerPtr); for (const auto& ptr : container) { const ESM::RefId& script = ptr.getClass().getScript(ptr); if (!script.empty()) { MWWorld::Ptr item = ptr; item.mCell = containerPtr.getCell(); mScripts.add(script, item); } } return true; } }; } MWWorld::LocalScripts::LocalScripts(const MWWorld::ESMStore& store) : mStore(store) { mIter = mScripts.end(); } void MWWorld::LocalScripts::startIteration() { mIter = mScripts.begin(); } bool MWWorld::LocalScripts::getNext(std::pair<ESM::RefId, Ptr>& script) { if (mIter != mScripts.end()) { auto iter = mIter++; script = *iter; return true; } return false; } void MWWorld::LocalScripts::add(const ESM::RefId& scriptName, const Ptr& ptr) { if (const ESM::Script* script = mStore.get<ESM::Script>().search(scriptName)) { try { ptr.getRefData().setLocals(*script); for (auto iter = mScripts.begin(); iter != mScripts.end(); ++iter) if (iter->second == ptr) { Log(Debug::Warning) << "Error: tried to add local script twice for " << ptr.getCellRef().getRefId(); remove(ptr); break; } mScripts.emplace_back(scriptName, ptr); } catch (const std::exception& exception) { Log(Debug::Error) << "failed to add local script " << scriptName << " because an exception has been thrown: " << exception.what(); } } else Log(Debug::Warning) << "failed to add local script " << scriptName << " because the script does not exist."; } void MWWorld::LocalScripts::addCell(CellStore* cell) { AddScriptsVisitor addScriptsVisitor(*this); cell->forEach(addScriptsVisitor); AddContainerItemScriptsVisitor addContainerItemScriptsVisitor(*this); cell->forEachType<ESM::NPC>(addContainerItemScriptsVisitor); cell->forEachType<ESM::Creature>(addContainerItemScriptsVisitor); cell->forEachType<ESM::Container>(addContainerItemScriptsVisitor); } void MWWorld::LocalScripts::clear() { mScripts.clear(); } void MWWorld::LocalScripts::clearCell(CellStore* cell) { auto iter = mScripts.begin(); while (iter != mScripts.end()) { if (iter->second.mCell == cell) { if (iter == mIter) ++mIter; mScripts.erase(iter++); } else ++iter; } } void MWWorld::LocalScripts::remove(const MWWorld::CellRef* ref) { for (auto iter = mScripts.begin(); iter != mScripts.end(); ++iter) if (&(iter->second.getCellRef()) == ref) { if (iter == mIter) ++mIter; mScripts.erase(iter); break; } } void MWWorld::LocalScripts::remove(const Ptr& ptr) { for (auto iter = mScripts.begin(); iter != mScripts.end(); ++iter) if (iter->second == ptr) { if (iter == mIter) ++mIter; mScripts.erase(iter); break; } } bool MWWorld::LocalScripts::isRunning(const ESM::RefId& scriptName, const Ptr& ptr) const { return std::ranges::find(mScripts, std::pair(scriptName, ptr)) != mScripts.end(); }
4,920
C++
.cpp
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OpenMW/openmw
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9/20/2024, 9:26:25 PM (Europe/Amsterdam)
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false
false
false
false
35,284
actiontalk.cpp
OpenMW_openmw/apps/openmw/mwworld/actiontalk.cpp
#include "actiontalk.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/windowmanager.hpp" #include "../mwmechanics/actorutil.hpp" namespace MWWorld { ActionTalk::ActionTalk(const Ptr& actor) : Action(false, actor) { } void ActionTalk::executeImp(const Ptr& actor) { if (actor == MWMechanics::getPlayer()) MWBase::Environment::get().getWindowManager()->pushGuiMode(MWGui::GM_Dialogue, getTarget()); } }
470
C++
.cpp
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OpenMW/openmw
5,318
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9/20/2024, 9:26:25 PM (Europe/Amsterdam)
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35,286
cellstore.cpp
OpenMW_openmw/apps/openmw/mwworld/cellstore.cpp
#include "cellstore.hpp" #include "magiceffects.hpp" #include <algorithm> #include <fstream> #include <components/debug/debuglog.hpp> #include <components/esm/format.hpp> #include <components/esm3/cellref.hpp> #include <components/esm3/cellstate.hpp> #include <components/esm3/containerstate.hpp> #include <components/esm3/creaturelevliststate.hpp> #include <components/esm3/creaturestate.hpp> #include <components/esm3/doorstate.hpp> #include <components/esm3/esmreader.hpp> #include <components/esm3/esmwriter.hpp> #include <components/esm3/fogstate.hpp> #include <components/esm3/loadacti.hpp> #include <components/esm3/loadalch.hpp> #include <components/esm3/loadappa.hpp> #include <components/esm3/loadarmo.hpp> #include <components/esm3/loadbody.hpp> #include <components/esm3/loadbook.hpp> #include <components/esm3/loadclot.hpp> #include <components/esm3/loadcont.hpp> #include <components/esm3/loadcrea.hpp> #include <components/esm3/loaddoor.hpp> #include <components/esm3/loadench.hpp> #include <components/esm3/loadingr.hpp> #include <components/esm3/loadlevlist.hpp> #include <components/esm3/loadligh.hpp> #include <components/esm3/loadlock.hpp> #include <components/esm3/loadmisc.hpp> #include <components/esm3/loadnpc.hpp> #include <components/esm3/loadprob.hpp> #include <components/esm3/loadrepa.hpp> #include <components/esm3/loadstat.hpp> #include <components/esm3/loadweap.hpp> #include <components/esm3/npcstate.hpp> #include <components/esm3/objectstate.hpp> #include <components/esm3/readerscache.hpp> #include <components/esm4/loadachr.hpp> #include <components/esm4/loadacti.hpp> #include <components/esm4/loadalch.hpp> #include <components/esm4/loadammo.hpp> #include <components/esm4/loadarmo.hpp> #include <components/esm4/loadbook.hpp> #include <components/esm4/loadcell.hpp> #include <components/esm4/loadclot.hpp> #include <components/esm4/loadcont.hpp> #include <components/esm4/loadcrea.hpp> #include <components/esm4/loaddoor.hpp> #include <components/esm4/loadflor.hpp> #include <components/esm4/loadfurn.hpp> #include <components/esm4/loadimod.hpp> #include <components/esm4/loadingr.hpp> #include <components/esm4/loadligh.hpp> #include <components/esm4/loadmisc.hpp> #include <components/esm4/loadmstt.hpp> #include <components/esm4/loadnpc.hpp> #include <components/esm4/loadrefr.hpp> #include <components/esm4/loadscol.hpp> #include <components/esm4/loadstat.hpp> #include <components/esm4/loadterm.hpp> #include <components/esm4/loadtree.hpp> #include <components/esm4/loadweap.hpp> #include <components/esm4/readerutils.hpp> #include <components/files/openfile.hpp> #include <components/misc/tuplehelpers.hpp> #include <components/resource/resourcesystem.hpp> #include "../mwbase/environment.hpp" #include "../mwbase/mechanicsmanager.hpp" #include "../mwbase/world.hpp" #include "../mwmechanics/creaturestats.hpp" #include "../mwmechanics/recharge.hpp" #include "../mwmechanics/spellutil.hpp" #include "class.hpp" #include "containerstore.hpp" #include "esmstore.hpp" #include "inventorystore.hpp" #include "ptr.hpp" #include "worldmodel.hpp" namespace { template <typename Record> struct RecordToState { using StateType = ESM::ObjectState; }; template <> struct RecordToState<ESM::NPC> { using StateType = ESM::NpcState; }; template <> struct RecordToState<ESM::Creature> { using StateType = ESM::CreatureState; }; template <> struct RecordToState<ESM::Door> { using StateType = ESM::DoorState; }; template <> struct RecordToState<ESM::Container> { using StateType = ESM::ContainerState; }; template <> struct RecordToState<ESM::CreatureLevList> { using StateType = ESM::CreatureLevListState; }; template <typename T> MWWorld::Ptr searchInContainerList(MWWorld::CellRefList<T>& containerList, const ESM::RefId& id) { for (auto iter(containerList.mList.begin()); iter != containerList.mList.end(); ++iter) { MWWorld::Ptr container(&*iter, nullptr); if (container.getRefData().getCustomData() == nullptr) continue; MWWorld::Ptr ptr = container.getClass().getContainerStore(container).search(id); if (!ptr.isEmpty()) return ptr; } return MWWorld::Ptr(); } template <typename T> MWWorld::Ptr searchViaActorId(MWWorld::CellRefList<T>& actorList, int actorId, MWWorld::CellStore* cell, const std::map<MWWorld::LiveCellRefBase*, MWWorld::CellStore*>& toIgnore) { for (typename MWWorld::CellRefList<T>::List::iterator iter(actorList.mList.begin()); iter != actorList.mList.end(); ++iter) { MWWorld::Ptr actor(&*iter, cell); if (toIgnore.find(&*iter) != toIgnore.end()) continue; if (actor.getClass().getCreatureStats(actor).matchesActorId(actorId) && actor.getCellRef().getCount() > 0) return actor; } return MWWorld::Ptr(); } template <typename T> void writeReferenceCollection(ESM::ESMWriter& writer, const MWWorld::CellRefList<T>& collection) { // references for (const MWWorld::LiveCellRef<T>& liveCellRef : collection.mList) { if (ESM::isESM4Rec(T::sRecordId)) { // TODO: Implement loading/saving of REFR4 and ACHR4 with ESM3 reader/writer. continue; } if (!liveCellRef.mData.hasChanged() && !liveCellRef.mRef.hasChanged() && liveCellRef.mRef.hasContentFile()) { // Reference that came from a content file and has not been changed -> ignore continue; } if (liveCellRef.mRef.getCount() == 0 && !liveCellRef.mRef.hasContentFile()) { // Deleted reference that did not come from a content file -> ignore continue; } using StateType = typename RecordToState<T>::StateType; StateType state; liveCellRef.save(state); // recordId currently unused writer.writeHNT("OBJE", collection.mList.front().mBase->sRecordId); state.save(writer); } } template <class RecordType, class T> void fixRestockingImpl(const T* base, RecordType& state) { // Workaround for old saves not containing negative quantities for (const auto& baseItem : base->mInventory.mList) { if (baseItem.mCount < 0) { for (auto& item : state.mInventory.mItems) { if (item.mRef.mCount > 0 && baseItem.mItem == item.mRef.mRefID) item.mRef.mCount = -item.mRef.mCount; } } } } template <class RecordType, class T> void fixRestocking(const T* base, RecordType& state) { } template <> void fixRestocking<>(const ESM::Creature* base, ESM::CreatureState& state) { fixRestockingImpl(base, state); } template <> void fixRestocking<>(const ESM::NPC* base, ESM::NpcState& state) { fixRestockingImpl(base, state); } template <> void fixRestocking<>(const ESM::Container* base, ESM::ContainerState& state) { fixRestockingImpl(base, state); } template <typename T> void readReferenceCollection(ESM::ESMReader& reader, MWWorld::CellRefList<T>& collection, const ESM::CellRef& cref, const MWWorld::ESMStore& esmStore, MWWorld::CellStore* cellstore) { using StateType = typename RecordToState<T>::StateType; StateType state; state.mRef = cref; state.load(reader); // If the reference came from a content file, make sure this content file is loaded if (!reader.applyContentFileMapping(state.mRef.mRefNum)) return; // content file has been removed -> skip if (!MWWorld::LiveCellRef<T>::checkState(state)) return; // not valid anymore with current content files -> skip const T* record = esmStore.get<T>().search(state.mRef.mRefID); if (!record) return; if (state.mVersion <= ESM::MaxOldRestockingFormatVersion) fixRestocking(record, state); if (state.mVersion <= ESM::MaxClearModifiersFormatVersion) { if constexpr (std::is_same_v<T, ESM::Creature>) MWWorld::convertMagicEffects(state.mCreatureStats, state.mInventory); else if constexpr (std::is_same_v<T, ESM::NPC>) MWWorld::convertMagicEffects(state.mCreatureStats, state.mInventory, &state.mNpcStats); } else if (state.mVersion <= ESM::MaxOldCreatureStatsFormatVersion) { if constexpr (std::is_same_v<T, ESM::Creature> || std::is_same_v<T, ESM::NPC>) { MWWorld::convertStats(state.mCreatureStats); MWWorld::convertEnchantmentSlots(state.mCreatureStats, state.mInventory); } } else if (state.mVersion <= ESM::MaxActiveSpellSlotIndexFormatVersion) { if constexpr (std::is_same_v<T, ESM::Creature> || std::is_same_v<T, ESM::NPC>) MWWorld::convertEnchantmentSlots(state.mCreatureStats, state.mInventory); } if (state.mRef.mRefNum.hasContentFile()) { for (typename MWWorld::CellRefList<T>::List::iterator iter(collection.mList.begin()); iter != collection.mList.end(); ++iter) if (iter->mRef.getRefNum() == state.mRef.mRefNum && iter->mRef.getRefId() == state.mRef.mRefID) { // overwrite existing reference float oldscale = iter->mRef.getScale(); iter->load(state); const ESM::Position& oldpos = iter->mRef.getPosition(); const ESM::Position& newpos = iter->mData.getPosition(); const MWWorld::Ptr ptr(&*iter, cellstore); if ((oldscale != iter->mRef.getScale() || oldpos.asVec3() != newpos.asVec3() || oldpos.rot[0] != newpos.rot[0] || oldpos.rot[1] != newpos.rot[1] || oldpos.rot[2] != newpos.rot[2]) && !ptr.getClass().isActor()) MWBase::Environment::get().getWorld()->moveObject(ptr, newpos.asVec3()); if (!iter->mData.isEnabled()) { iter->mData.enable(); MWBase::Environment::get().getWorld()->disable(ptr); } MWBase::Environment::get().getWorldModel()->registerPtr(ptr); return; } // Note: we preserve RefNum when picking up or dropping an item. This includes non-carriable lights 'picked // up' through Lua. So if this RefNum is not found in this cell in content files, it doesn't mean that the // instance is invalid. But non-storable item are always stored in saves together with their original cell. // If a non-storable item references a content file, but is not found in this content file, // we should drop it. Likewise if this stack is empty. if (!MWWorld::ContainerStore::isStorableType<T>() || !state.mRef.mCount) { if (state.mRef.mCount) Log(Debug::Warning) << "Warning: Dropping reference to " << state.mRef.mRefID << " (invalid content file link)"; return; } } // new reference MWWorld::LiveCellRef<T> ref(ESM::makeBlankCellRef(), record); ref.load(state); collection.mList.push_back(std::move(ref)); MWWorld::LiveCellRefBase* base = &collection.mList.back(); MWBase::Environment::get().getWorldModel()->registerPtr(MWWorld::Ptr(base, cellstore)); } // this function allows us to link a CellRefList<T> to the associated recNameInt, and apply a function template <typename RecordType, typename Callable> static void recNameSwitcher(MWWorld::CellRefList<RecordType>& store, ESM::RecNameInts recnNameInt, Callable&& f) { if (RecordType::sRecordId == recnNameInt) { f(store); } } // helper function for forEachInternal template <class Visitor, class List> bool forEachImp(Visitor& visitor, List& list, MWWorld::CellStore* cellStore) { for (typename List::List::iterator iter(list.mList.begin()); iter != list.mList.end(); ++iter) { if (!MWWorld::CellStore::isAccessible(iter->mData, iter->mRef)) continue; if (!visitor(MWWorld::Ptr(&*iter, cellStore))) return false; } return true; } } namespace MWWorld { namespace { template <class T> bool isEnabled(const T& ref, const ESMStore& store) { if (ref.mEsp.parent.isZeroOrUnset()) return true; // Disable objects that are linked to an initially disabled parent. // Actually when we will start working on Oblivion/Skyrim scripting we will need to: // - use the current state of the parent instead of initial state of the parent // - every time when the parent is enabled/disabled we should also enable/disable // all objects that are linked to it. // But for now we assume that the parent remains in its initial state. if (const ESM4::Reference* parentRef = store.get<ESM4::Reference>().searchStatic(ref.mEsp.parent)) { const bool parentDisabled = parentRef->mFlags & ESM4::Rec_Disabled; const bool inversed = ref.mEsp.flags & ESM4::EnableParent::Flag_Inversed; if (parentDisabled != inversed) return false; return isEnabled(*parentRef, store); } return true; } } struct CellStoreImp { CellStoreTuple mRefLists; template <typename T> static void assignStoreToIndex(CellStore& stores, CellRefList<T>& refList) { const std::size_t storeIndex = CellStore::getTypeIndex<T>(); if (stores.mCellRefLists.size() <= storeIndex) stores.mCellRefLists.resize(storeIndex + 1); assert(&refList == &std::get<CellRefList<T>>(stores.mCellStoreImp->mRefLists)); stores.mCellRefLists[storeIndex] = &refList; } // listing only objects owned by this cell. Internal use only, you probably want to use forEach() so that moved // objects are accounted for. template <class Visitor> static bool forEachInternal(Visitor& visitor, MWWorld::CellStore& cellStore) { bool returnValue = true; Misc::tupleForEach(cellStore.mCellStoreImp->mRefLists, [&visitor, &returnValue, &cellStore](auto& store) { returnValue = returnValue && forEachImp(visitor, store, &cellStore); }); return returnValue; } }; template <typename X> void CellRefList<X>::load(ESM::CellRef& ref, bool deleted, const MWWorld::ESMStore& esmStore) { const MWWorld::Store<X>& store = esmStore.get<X>(); if (const X* ptr = store.search(ref.mRefID)) { typename std::list<LiveRef>::iterator iter = std::find(mList.begin(), mList.end(), ref.mRefNum); LiveRef liveCellRef(ref, ptr); if (deleted) liveCellRef.mData.setDeletedByContentFile(true); if (iter != mList.end()) *iter = std::move(liveCellRef); else mList.push_back(std::move(liveCellRef)); } else { Log(Debug::Warning) << "Warning: could not resolve cell reference " << ref.mRefID << " (dropping reference)"; } } static constexpr bool isESM4ActorRec(unsigned int rec) { return rec == ESM::REC_NPC_4 || rec == ESM::REC_CREA4; } template <typename X, typename R> static void loadImpl(const R& ref, const MWWorld::ESMStore& esmStore, auto& list) { const MWWorld::Store<X>& store = esmStore.get<X>(); const X* ptr = store.search(ref.mBaseObj); if (!ptr) { Log(Debug::Warning) << "Warning: could not resolve cell reference " << ref.mId << " (dropping reference)"; return; } LiveCellRef<X> liveCellRef(ref, ptr); if (!isEnabled(ref, esmStore)) liveCellRef.mData.disable(); list.push_back(std::move(liveCellRef)); } template <typename X> void CellRefList<X>::load(const ESM4::Reference& ref, const MWWorld::ESMStore& esmStore) { if constexpr (ESM::isESM4Rec(X::sRecordId) && !isESM4ActorRec(X::sRecordId)) loadImpl<X>(ref, esmStore, mList); } template <typename X> void CellRefList<X>::load(const ESM4::ActorCharacter& ref, const MWWorld::ESMStore& esmStore) { if constexpr (isESM4ActorRec(X::sRecordId)) loadImpl<X>(ref, esmStore, mList); } template <typename X> bool operator==(const LiveCellRef<X>& ref, int pRefnum) { return (ref.mRef.mRefnum == pRefnum); } Ptr CellStore::getCurrentPtr(LiveCellRefBase* ref) { MovedRefTracker::iterator found = mMovedToAnotherCell.find(ref); if (found != mMovedToAnotherCell.end()) return Ptr(ref, found->second); return Ptr(ref, this); } void CellStore::moveFrom(const Ptr& object, CellStore* from) { if (mState != State_Loaded) load(); mHasState = true; MovedRefTracker::iterator found = mMovedToAnotherCell.find(object.getBase()); if (found != mMovedToAnotherCell.end()) { // A cell we had previously moved an object to is returning it to us. assert(found->second == from); mMovedToAnotherCell.erase(found); } else { mMovedHere.insert(std::make_pair(object.getBase(), from)); } requestMergedRefsUpdate(); } MWWorld::Ptr CellStore::moveTo(const Ptr& object, CellStore* cellToMoveTo) { if (cellToMoveTo == this) throw std::runtime_error("moveTo: object is already in this cell"); // We assume that *this is in State_Loaded since we could hardly have reference to a live object otherwise. if (mState != State_Loaded) throw std::runtime_error( "moveTo: can't move object from a non-loaded cell (how did you get this object anyway?)"); MWBase::Environment::get().getWorldModel()->registerPtr(MWWorld::Ptr(object.getBase(), cellToMoveTo)); MovedRefTracker::iterator found = mMovedHere.find(object.getBase()); if (found != mMovedHere.end()) { // Special case - object didn't originate in this cell // Move it back to its original cell first CellStore* originalCell = found->second; assert(originalCell != this); originalCell->moveFrom(object, this); mMovedHere.erase(found); // Now that object is back to its rightful owner, we can move it if (cellToMoveTo != originalCell) { originalCell->moveTo(object, cellToMoveTo); } requestMergedRefsUpdate(); return MWWorld::Ptr(object.getBase(), cellToMoveTo); } cellToMoveTo->moveFrom(object, this); mMovedToAnotherCell.insert(std::make_pair(object.getBase(), cellToMoveTo)); requestMergedRefsUpdate(); return MWWorld::Ptr(object.getBase(), cellToMoveTo); } struct MergeVisitor { MergeVisitor(std::vector<LiveCellRefBase*>& mergeTo, const std::map<LiveCellRefBase*, MWWorld::CellStore*>& movedHere, const std::map<LiveCellRefBase*, MWWorld::CellStore*>& movedToAnotherCell) : mMergeTo(mergeTo) , mMovedHere(movedHere) , mMovedToAnotherCell(movedToAnotherCell) { } bool operator()(const MWWorld::Ptr& ptr) { if (mMovedToAnotherCell.find(ptr.getBase()) != mMovedToAnotherCell.end()) return true; mMergeTo.push_back(ptr.getBase()); return true; } void merge() { for (const auto& [base, _] : mMovedHere) mMergeTo.push_back(base); } private: std::vector<LiveCellRefBase*>& mMergeTo; const std::map<LiveCellRefBase*, MWWorld::CellStore*>& mMovedHere; const std::map<LiveCellRefBase*, MWWorld::CellStore*>& mMovedToAnotherCell; }; void CellStore::requestMergedRefsUpdate() { mRechargingItemsUpToDate = false; mMergedRefsNeedsUpdate = true; } void CellStore::updateMergedRefs() const { mMergedRefs.clear(); MergeVisitor visitor(mMergedRefs, mMovedHere, mMovedToAnotherCell); CellStoreImp::forEachInternal(visitor, const_cast<CellStore&>(*this)); visitor.merge(); mMergedRefsNeedsUpdate = false; } bool CellStore::movedHere(const MWWorld::Ptr& ptr) const { if (ptr.isEmpty()) return false; if (mMovedHere.find(ptr.getBase()) != mMovedHere.end()) return true; return false; } CellStore::CellStore(MWWorld::Cell&& cell, const MWWorld::ESMStore& esmStore, ESM::ReadersCache& readers) : mStore(esmStore) , mReaders(readers) , mCellVariant(std::move(cell)) , mState(State_Unloaded) , mHasState(false) , mLastRespawn(0, 0) , mCellStoreImp(std::make_unique<CellStoreImp>()) , mRechargingItemsUpToDate(false) { std::apply([this](auto&... x) { (CellStoreImp::assignStoreToIndex(*this, x), ...); }, mCellStoreImp->mRefLists); mWaterLevel = mCellVariant.getWaterHeight(); } CellStore::~CellStore() = default; const MWWorld::Cell* CellStore::getCell() const { return &mCellVariant; } CellStore::State CellStore::getState() const { return mState; } const std::vector<ESM::RefId>& CellStore::getPreloadedIds() const { return mIds; } bool CellStore::hasState() const { return mHasState; } bool CellStore::hasId(const ESM::RefId& id) const { if (mState == State_Unloaded) return false; if (mState == State_Preloaded) return std::binary_search(mIds.begin(), mIds.end(), id); return searchConst(id).isEmpty(); } template <typename PtrType> struct SearchVisitor { PtrType mFound; const ESM::RefId& mIdToFind; SearchVisitor(const ESM::RefId& id) : mIdToFind(id) { } bool operator()(const PtrType& ptr) { if (ptr.getCellRef().getRefId() == mIdToFind) { mFound = ptr; return false; } return true; } }; Ptr CellStore::search(const ESM::RefId& id) { SearchVisitor<MWWorld::Ptr> searchVisitor(id); forEach(searchVisitor); return searchVisitor.mFound; } ConstPtr CellStore::searchConst(const ESM::RefId& id) const { SearchVisitor<MWWorld::ConstPtr> searchVisitor(id); forEachConst(searchVisitor); return searchVisitor.mFound; } Ptr CellStore::searchViaActorId(int id) { if (Ptr ptr = ::searchViaActorId(get<ESM::NPC>(), id, this, mMovedToAnotherCell); !ptr.isEmpty()) return ptr; if (Ptr ptr = ::searchViaActorId(get<ESM::Creature>(), id, this, mMovedToAnotherCell); !ptr.isEmpty()) return ptr; for (const auto& [base, _] : mMovedHere) { MWWorld::Ptr actor(base, this); if (!actor.getClass().isActor()) continue; if (actor.getClass().getCreatureStats(actor).matchesActorId(id) && actor.getCellRef().getCount() > 0) return actor; } return Ptr(); } class RefNumSearchVisitor { ESM::RefNum mRefNum; public: RefNumSearchVisitor(ESM::RefNum refNum) : mRefNum(refNum) { } Ptr mFound; bool operator()(const Ptr& ptr) { if (ptr.getCellRef().getRefNum() == mRefNum) { mFound = ptr; return false; } return true; } }; float CellStore::getWaterLevel() const { if (isExterior()) return getCell()->getWaterHeight(); return mWaterLevel; } void CellStore::setWaterLevel(float level) { mWaterLevel = level; mHasState = true; } std::size_t CellStore::count() const { if (mMergedRefsNeedsUpdate) updateMergedRefs(); return mMergedRefs.size(); } void CellStore::load() { if (mState != State_Loaded) { if (mState == State_Preloaded) mIds.clear(); loadRefs(); mState = State_Loaded; } } void CellStore::preload() { if (mState == State_Unloaded) { listRefs(); mState = State_Preloaded; } } void CellStore::listRefs(const ESM::Cell& cell) { if (cell.mContextList.empty()) return; // this is a dynamically generated cell -> skipping. // Load references from all plugins that do something with this cell. for (size_t i = 0; i < cell.mContextList.size(); i++) { try { // Reopen the ESM reader and seek to the right position. const std::size_t index = static_cast<std::size_t>(cell.mContextList[i].index); const ESM::ReadersCache::BusyItem reader = mReaders.get(index); cell.restore(*reader, i); ESM::CellRef ref; // Get each reference in turn ESM::MovedCellRef cMRef; bool deleted = false; bool moved = false; while (ESM::Cell::getNextRef( *reader, ref, deleted, cMRef, moved, ESM::Cell::GetNextRefMode::LoadOnlyNotMoved)) { if (deleted || moved) continue; // Don't list reference if it was moved to a different cell. ESM::MovedCellRefTracker::const_iterator iter = std::find(cell.mMovedRefs.begin(), cell.mMovedRefs.end(), ref.mRefNum); if (iter != cell.mMovedRefs.end()) { continue; } mIds.push_back(std::move(ref.mRefID)); } } catch (std::exception& e) { Log(Debug::Error) << "An error occurred listing references for cell " << getCell()->getDescription() << ": " << e.what(); } } // List moved references, from separately tracked list. for (const auto& [ref, deleted] : cell.mLeasedRefs) { if (!deleted) mIds.push_back(ref.mRefID); } } template <typename ReferenceInvocable> static void visitCell4References( const ESM4::Cell& cell, const ESMStore& esmStore, ESM::ReadersCache& readers, ReferenceInvocable&& invocable) { for (const ESM4::Reference* ref : esmStore.get<ESM4::Reference>().getByCell(cell.mId)) invocable(*ref); } template <typename ReferenceInvocable> static void visitCell4ActorReferences( const ESM4::Cell& cell, const ESMStore& esmStore, ESM::ReadersCache& readers, ReferenceInvocable&& invocable) { for (const ESM4::ActorCharacter* ref : esmStore.get<ESM4::ActorCharacter>().getByCell(cell.mId)) invocable(*ref); for (const ESM4::ActorCharacter* ref : esmStore.get<ESM4::ActorCreature>().getByCell(cell.mId)) invocable(*ref); } void CellStore::listRefs(const ESM4::Cell& cell) { visitCell4References(cell, mStore, mReaders, [&](const ESM4::Reference& ref) { mIds.push_back(ref.mBaseObj); }); visitCell4ActorReferences( cell, mStore, mReaders, [&](const ESM4::ActorCharacter& ref) { mIds.push_back(ref.mBaseObj); }); } void CellStore::listRefs() { ESM::visit([&](auto&& cell) { listRefs(cell); }, mCellVariant); std::sort(mIds.begin(), mIds.end()); } void CellStore::loadRefs(const ESM::Cell& cell, std::map<ESM::RefNum, ESM::RefId>& refNumToID) { if (cell.mContextList.empty()) return; // this is a dynamically generated cell -> skipping. // Load references from all plugins that do something with this cell. for (size_t i = 0; i < cell.mContextList.size(); i++) { try { // Reopen the ESM reader and seek to the right position. const std::size_t index = static_cast<std::size_t>(cell.mContextList[i].index); const ESM::ReadersCache::BusyItem reader = mReaders.get(index); cell.restore(*reader, i); ESM::CellRef ref; // Get each reference in turn ESM::MovedCellRef cMRef; bool deleted = false; bool moved = false; while (ESM::Cell::getNextRef( *reader, ref, deleted, cMRef, moved, ESM::Cell::GetNextRefMode::LoadOnlyNotMoved)) { if (moved) continue; // Don't load reference if it was moved to a different cell. ESM::MovedCellRefTracker::const_iterator iter = std::find(cell.mMovedRefs.begin(), cell.mMovedRefs.end(), ref.mRefNum); if (iter != cell.mMovedRefs.end()) { continue; } loadRef(ref, deleted, refNumToID); } } catch (std::exception& e) { Log(Debug::Error) << "An error occurred loading references for cell " << getCell()->getDescription() << ": " << e.what(); } } // Load moved references, from separately tracked list. for (const auto& leasedRef : cell.mLeasedRefs) { ESM::CellRef& ref = const_cast<ESM::CellRef&>(leasedRef.first); bool deleted = leasedRef.second; loadRef(ref, deleted, refNumToID); } } void CellStore::loadRefs(const ESM4::Cell& cell, std::map<ESM::RefNum, ESM::RefId>& refNumToID) { visitCell4References(cell, mStore, mReaders, [&](const ESM4::Reference& ref) { loadRef(ref); }); visitCell4ActorReferences(cell, mStore, mReaders, [&](const ESM4::ActorCharacter& ref) { loadRef(ref); }); } void CellStore::loadRefs() { std::map<ESM::RefNum, ESM::RefId> refNumToID; // used to detect refID modifications ESM::visit([&](auto&& cell) { loadRefs(cell, refNumToID); }, mCellVariant); requestMergedRefsUpdate(); } bool CellStore::isExterior() const { return mCellVariant.isExterior(); } bool CellStore::isQuasiExterior() const { return mCellVariant.isQuasiExterior(); } Ptr CellStore::searchInContainer(const ESM::RefId& id) { bool oldState = mHasState; mHasState = true; if (Ptr ptr = searchInContainerList(get<ESM::Container>(), id); !ptr.isEmpty()) return ptr; if (Ptr ptr = searchInContainerList(get<ESM::Creature>(), id); !ptr.isEmpty()) return ptr; if (Ptr ptr = searchInContainerList(get<ESM::NPC>(), id); !ptr.isEmpty()) return ptr; mHasState = oldState; return Ptr(); } void CellStore::loadRef(const ESM4::Reference& ref) { const MWWorld::ESMStore& store = mStore; ESM::RecNameInts foundType = static_cast<ESM::RecNameInts>(store.find(ref.mBaseObj)); Misc::tupleForEach(this->mCellStoreImp->mRefLists, [&ref, &store, foundType](auto& x) { recNameSwitcher(x, foundType, [&ref, &store](auto& storeIn) { storeIn.load(ref, store); }); }); } void CellStore::loadRef(const ESM4::ActorCharacter& ref) { const MWWorld::ESMStore& store = mStore; ESM::RecNameInts foundType = static_cast<ESM::RecNameInts>(store.find(ref.mBaseObj)); Misc::tupleForEach(this->mCellStoreImp->mRefLists, [&ref, &store, foundType](auto& x) { recNameSwitcher(x, foundType, [&ref, &store](auto& storeIn) { storeIn.load(ref, store); }); }); } void CellStore::loadRef(ESM::CellRef& ref, bool deleted, std::map<ESM::RefNum, ESM::RefId>& refNumToID) { const MWWorld::ESMStore& store = mStore; auto it = refNumToID.find(ref.mRefNum); if (it != refNumToID.end()) { if (it->second != ref.mRefID) { // refID was modified, make sure we don't end up with duplicated refs ESM::RecNameInts foundType = static_cast<ESM::RecNameInts>(store.find(it->second)); if (foundType != 0) { Misc::tupleForEach(this->mCellStoreImp->mRefLists, [&ref, foundType](auto& x) { recNameSwitcher(x, foundType, [&ref](auto& storeIn) { storeIn.remove(ref.mRefNum); }); }); } } } ESM::RecNameInts foundType = static_cast<ESM::RecNameInts>(store.find(ref.mRefID)); bool handledType = false; if (foundType != 0) { Misc::tupleForEach( this->mCellStoreImp->mRefLists, [&ref, &deleted, &store, foundType, &handledType](auto& x) { recNameSwitcher(x, foundType, [&ref, &deleted, &store, &handledType](auto& storeIn) { handledType = true; storeIn.load(ref, deleted, store); }); }); } else { Log(Debug::Error) << "Cell reference " << ref.mRefID << " is not found!"; return; } if (!handledType) { Log(Debug::Error) << "Error: Ignoring reference " << ref.mRefID << " of unhandled type"; return; } refNumToID[ref.mRefNum] = ref.mRefID; } void CellStore::loadState(const ESM::CellState& state) { mHasState = true; if (!mCellVariant.isExterior() && mCellVariant.hasWater()) mWaterLevel = state.mWaterLevel; mLastRespawn = MWWorld::TimeStamp(state.mLastRespawn); } void CellStore::saveState(ESM::CellState& state) const { state.mId = mCellVariant.getId(); if (!mCellVariant.isExterior() && mCellVariant.hasWater()) state.mWaterLevel = mWaterLevel; state.mIsInterior = !mCellVariant.isExterior(); state.mHasFogOfWar = (mFogState.get() ? 1 : 0); state.mLastRespawn = mLastRespawn.toEsm(); } void CellStore::writeFog(ESM::ESMWriter& writer) const { if (mFogState.get()) { mFogState->save(writer, !mCellVariant.isExterior()); } } void CellStore::readFog(ESM::ESMReader& reader) { mFogState = std::make_unique<ESM::FogState>(); mFogState->load(reader); } void CellStore::writeReferences(ESM::ESMWriter& writer) const { Misc::tupleForEach(this->mCellStoreImp->mRefLists, [&writer](auto& cellRefList) { writeReferenceCollection(writer, cellRefList); }); for (const auto& [base, store] : mMovedToAnotherCell) { ESM::RefNum refNum = base->mRef.getRefNum(); if (base->isDeleted() && !refNum.hasContentFile()) continue; // filtered out in writeReferenceCollection ESM::RefId movedTo = store->getCell()->getId(); writer.writeFormId(refNum, true, "MVRF"); writer.writeCellId(movedTo); } } void CellStore::readReferences(ESM::ESMReader& reader, GetCellStoreCallback* callback) { mHasState = true; while (reader.isNextSub("OBJE")) { unsigned int unused; reader.getHT(unused); // load the RefID first so we know what type of object it is ESM::CellRef cref; cref.loadId(reader, true); int type = mStore.find(cref.mRefID); if (type == 0) { Log(Debug::Warning) << "Dropping reference to " << cref.mRefID << " (object no longer exists)"; // Skip until the next OBJE or MVRF while (reader.hasMoreSubs() && !reader.peekNextSub("OBJE") && !reader.peekNextSub("MVRF")) { reader.getSubName(); reader.skipHSub(); } continue; } if (type != 0) { bool foundCorrespondingStore = false; Misc::tupleForEach( this->mCellStoreImp->mRefLists, [&reader, this, &cref, &foundCorrespondingStore, type](auto&& x) { recNameSwitcher(x, static_cast<ESM::RecNameInts>(type), [&reader, this, &cref, &foundCorrespondingStore](auto& store) { foundCorrespondingStore = true; readReferenceCollection(reader, store, cref, mStore, this); }); }); if (!foundCorrespondingStore) throw std::runtime_error("unknown type in cell reference section"); } } while (reader.isNextSub("MVRF")) { reader.cacheSubName(); ESM::RefNum refnum = reader.getFormId(true, "MVRF"); ESM::RefId movedToId = reader.getCellId(); if (!reader.applyContentFileMapping(refnum)) { Log(Debug::Warning) << "Warning: Dropping moved ref tag for " << refnum.mIndex << " (content file no longer exists)"; continue; } // Search for the reference. It might no longer exist if its content file was changed. Ptr movedRef = MWBase::Environment::get().getWorldModel()->getPtr(refnum); if (movedRef.isEmpty()) { Log(Debug::Warning) << "Warning: Dropping moved ref tag for " << refnum.mIndex << " (moved object no longer exists)"; continue; } CellStore* otherCell = callback->getCellStore(movedToId); if (otherCell == nullptr) { Log(Debug::Warning) << "Warning: Dropping moved ref tag for " << movedRef.getCellRef().getRefId() << " (target cell " << movedToId << " no longer exists). Reference moved back to its original location."; // Note by dropping tag the object will automatically re-appear in its original cell, though // potentially at inapproriate coordinates. Restore original coordinates: movedRef.getRefData().setPosition(movedRef.getCellRef().getPosition()); continue; } if (otherCell == this) { // Should never happen unless someone's tampering with files. Log(Debug::Warning) << "Found invalid moved ref, ignoring"; continue; } moveTo(movedRef, otherCell); } requestMergedRefsUpdate(); } void CellStore::setFog(std::unique_ptr<ESM::FogState>&& fog) { mFogState = std::move(fog); } ESM::FogState* CellStore::getFog() const { return mFogState.get(); } static void clearCorpse(const MWWorld::Ptr& ptr, const ESMStore& store) { const MWMechanics::CreatureStats& creatureStats = ptr.getClass().getCreatureStats(ptr); static const float fCorpseClearDelay = store.get<ESM::GameSetting>().find("fCorpseClearDelay")->mValue.getFloat(); if (creatureStats.isDead() && creatureStats.isDeathAnimationFinished() && !ptr.getClass().isPersistent(ptr) && creatureStats.getTimeOfDeath() + fCorpseClearDelay <= MWBase::Environment::get().getWorld()->getTimeStamp()) { MWBase::Environment::get().getWorld()->deleteObject(ptr); } } void CellStore::rest(double hours) { if (mState == State_Loaded) { for (MWWorld::LiveCellRef<ESM::Creature>& creature : get<ESM::Creature>().mList) { Ptr ptr = getCurrentPtr(&creature); if (!ptr.isEmpty() && ptr.getCellRef().getCount() > 0) { MWBase::Environment::get().getMechanicsManager()->restoreDynamicStats(ptr, hours, true); } } for (MWWorld::LiveCellRef<ESM::NPC>& npc : get<ESM::NPC>().mList) { Ptr ptr = getCurrentPtr(&npc); if (!ptr.isEmpty() && ptr.getCellRef().getCount() > 0) { MWBase::Environment::get().getMechanicsManager()->restoreDynamicStats(ptr, hours, true); } } } } void CellStore::recharge(float duration) { if (duration <= 0) return; if (mState == State_Loaded) { for (MWWorld::LiveCellRef<ESM::Creature>& creature : get<ESM::Creature>().mList) { Ptr ptr = getCurrentPtr(&creature); if (!ptr.isEmpty() && ptr.getCellRef().getCount() > 0) { ptr.getClass().getContainerStore(ptr).rechargeItems(duration); } } for (MWWorld::LiveCellRef<ESM::NPC>& npc : get<ESM::NPC>().mList) { Ptr ptr = getCurrentPtr(&npc); if (!ptr.isEmpty() && ptr.getCellRef().getCount() > 0) { ptr.getClass().getContainerStore(ptr).rechargeItems(duration); } } for (MWWorld::LiveCellRef<ESM::Container>& container : get<ESM::Container>().mList) { Ptr ptr = getCurrentPtr(&container); if (!ptr.isEmpty() && ptr.getRefData().getCustomData() != nullptr && ptr.getCellRef().getCount() > 0 && ptr.getClass().getContainerStore(ptr).isResolved()) { ptr.getClass().getContainerStore(ptr).rechargeItems(duration); } } rechargeItems(duration); } } void CellStore::respawn() { if (mState == State_Loaded) { static const int iMonthsToRespawn = mStore.get<ESM::GameSetting>().find("iMonthsToRespawn")->mValue.getInteger(); if (MWBase::Environment::get().getWorld()->getTimeStamp() - mLastRespawn > 24 * 30 * iMonthsToRespawn) { mLastRespawn = MWBase::Environment::get().getWorld()->getTimeStamp(); for (CellRefList<ESM::Container>::List::iterator it(get<ESM::Container>().mList.begin()); it != get<ESM::Container>().mList.end(); ++it) { Ptr ptr = getCurrentPtr(&*it); ptr.getClass().respawn(ptr); } } for (CellRefList<ESM::Creature>::List::iterator it(get<ESM::Creature>().mList.begin()); it != get<ESM::Creature>().mList.end(); ++it) { Ptr ptr = getCurrentPtr(&*it); clearCorpse(ptr, mStore); ptr.getClass().respawn(ptr); } for (CellRefList<ESM::NPC>::List::iterator it(get<ESM::NPC>().mList.begin()); it != get<ESM::NPC>().mList.end(); ++it) { Ptr ptr = getCurrentPtr(&*it); clearCorpse(ptr, mStore); ptr.getClass().respawn(ptr); } forEachType<ESM::CreatureLevList>([](Ptr ptr) { // no need to clearCorpse, handled as part of get<ESM::Creature>() if (!ptr.mRef->isDeleted()) ptr.getClass().respawn(ptr); return true; }); } } void MWWorld::CellStore::rechargeItems(float duration) { if (!mRechargingItemsUpToDate) { updateRechargingItems(); mRechargingItemsUpToDate = true; } for (const auto& [item, charge] : mRechargingItems) { MWMechanics::rechargeItem(item, charge, duration); } } void MWWorld::CellStore::updateRechargingItems() { mRechargingItems.clear(); const auto update = [this](auto& list) { for (auto& item : list) { Ptr ptr = getCurrentPtr(&item); if (!ptr.isEmpty() && ptr.getCellRef().getCount() > 0) { checkItem(ptr); } } }; update(get<ESM::Weapon>().mList); update(get<ESM::Armor>().mList); update(get<ESM::Clothing>().mList); update(get<ESM::Book>().mList); } void MWWorld::CellStore::checkItem(const Ptr& ptr) { const ESM::RefId& enchantmentId = ptr.getClass().getEnchantment(ptr); if (enchantmentId.empty()) return; const ESM::Enchantment* enchantment = mStore.get<ESM::Enchantment>().search(enchantmentId); if (!enchantment) { Log(Debug::Warning) << "Warning: Can't find enchantment " << enchantmentId << " on item " << ptr.getCellRef().getRefId(); return; } if (enchantment->mData.mType == ESM::Enchantment::WhenUsed || enchantment->mData.mType == ESM::Enchantment::WhenStrikes) mRechargingItems.emplace_back( ptr.getBase(), static_cast<float>(MWMechanics::getEnchantmentCharge(*enchantment))); } Ptr MWWorld::CellStore::getMovedActor(int actorId) const { for (const auto& [cellRef, cell] : mMovedToAnotherCell) { if (cellRef->mClass->isActor() && cellRef->mData.getCustomData()) { Ptr actor(cellRef, cell); if (actor.getClass().getCreatureStats(actor).getActorId() == actorId) return actor; } } return {}; } Ptr CellStore::getPtr(ESM::RefId id) { if (mState == CellStore::State_Unloaded) preload(); if (mState == CellStore::State_Preloaded) { if (!std::binary_search(mIds.begin(), mIds.end(), id)) return Ptr(); load(); } Ptr ptr = search(id); if (!ptr.isEmpty() && isAccessible(ptr.getRefData(), ptr.getCellRef())) return ptr; return Ptr(); } }
48,171
C++
.cpp
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OpenMW/openmw
5,318
933
0
GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
35,287
manualref.cpp
OpenMW_openmw/apps/openmw/mwworld/manualref.cpp
#include "manualref.hpp" #include <components/esm/records.hpp> #include <components/esm4/loadstat.hpp> #include "esmstore.hpp" namespace { template <typename T> void create(const MWWorld::Store<T>& list, const ESM::RefId& name, std::any& refValue, MWWorld::Ptr& ptrValue) { const T* base = list.find(name); ESM::CellRef cellRef; cellRef.blank(); cellRef.mRefID = name; refValue = MWWorld::LiveCellRef<T>(cellRef, base); ptrValue = MWWorld::Ptr(&std::any_cast<MWWorld::LiveCellRef<T>&>(refValue), nullptr); } template <typename T> void create( const MWWorld::Store<T>& list, const MWWorld::Ptr& templatePtr, std::any& refValue, MWWorld::Ptr& ptrValue) { refValue = *static_cast<MWWorld::LiveCellRef<T>*>(templatePtr.getBase()); ptrValue = MWWorld::Ptr(&std::any_cast<MWWorld::LiveCellRef<T>&>(refValue), nullptr); } template <typename F> void visitRefStore(const MWWorld::ESMStore& store, ESM::RefId name, F func) { switch (store.find(name)) { case ESM::REC_ACTI: return func(store.get<ESM::Activator>()); case ESM::REC_ALCH: return func(store.get<ESM::Potion>()); case ESM::REC_APPA: return func(store.get<ESM::Apparatus>()); case ESM::REC_ARMO: return func(store.get<ESM::Armor>()); case ESM::REC_BOOK: return func(store.get<ESM::Book>()); case ESM::REC_CLOT: return func(store.get<ESM::Clothing>()); case ESM::REC_CONT: return func(store.get<ESM::Container>()); case ESM::REC_CREA: return func(store.get<ESM::Creature>()); case ESM::REC_DOOR: return func(store.get<ESM::Door>()); case ESM::REC_INGR: return func(store.get<ESM::Ingredient>()); case ESM::REC_LEVC: return func(store.get<ESM::CreatureLevList>()); case ESM::REC_LEVI: return func(store.get<ESM::ItemLevList>()); case ESM::REC_LIGH: return func(store.get<ESM::Light>()); case ESM::REC_LOCK: return func(store.get<ESM::Lockpick>()); case ESM::REC_MISC: return func(store.get<ESM::Miscellaneous>()); case ESM::REC_NPC_: return func(store.get<ESM::NPC>()); case ESM::REC_PROB: return func(store.get<ESM::Probe>()); case ESM::REC_REPA: return func(store.get<ESM::Repair>()); case ESM::REC_STAT: return func(store.get<ESM::Static>()); case ESM::REC_WEAP: return func(store.get<ESM::Weapon>()); case ESM::REC_BODY: return func(store.get<ESM::BodyPart>()); case ESM::REC_STAT4: return func(store.get<ESM4::Static>()); case ESM::REC_TERM4: return func(store.get<ESM4::Terminal>()); case 0: throw std::logic_error( "failed to create manual cell ref for " + name.toDebugString() + " (unknown ID)"); default: throw std::logic_error( "failed to create manual cell ref for " + name.toDebugString() + " (unknown type)"); } } } MWWorld::ManualRef::ManualRef(const MWWorld::ESMStore& store, const ESM::RefId& name, const int count) { auto cb = [&](const auto& store) { create(store, name, mRef, mPtr); }; visitRefStore(store, name, cb); mPtr.getCellRef().setCount(count); } MWWorld::ManualRef::ManualRef(const ESMStore& store, const Ptr& template_, const int count) { auto cb = [&](const auto& store) { create(store, template_, mRef, mPtr); }; visitRefStore(store, template_.getCellRef().getRefId(), cb); mPtr.getCellRef().setCount(count); mPtr.getCellRef().unsetRefNum(); mPtr.getRefData().setLuaScripts(nullptr); }
4,093
C++
.cpp
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OpenMW/openmw
5,318
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GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
35,288
actionteleport.cpp
OpenMW_openmw/apps/openmw/mwworld/actionteleport.cpp
#include "actionteleport.hpp" #include <components/esm3/loadcell.hpp> #include <components/esm3/loadmgef.hpp> #include "../mwbase/environment.hpp" #include "../mwbase/luamanager.hpp" #include "../mwbase/mechanicsmanager.hpp" #include "../mwbase/world.hpp" #include "../mwmechanics/actorutil.hpp" #include "../mwmechanics/creaturestats.hpp" #include "../mwworld/cellstore.hpp" #include "../mwworld/class.hpp" #include "../mwworld/worldmodel.hpp" #include "player.hpp" namespace MWWorld { ActionTeleport::ActionTeleport(ESM::RefId cellId, const ESM::Position& position, bool teleportFollowers) : Action(true) , mCellId(cellId) , mPosition(position) , mTeleportFollowers(teleportFollowers) { } void ActionTeleport::executeImp(const Ptr& actor) { if (mTeleportFollowers) { // Find any NPCs that are following the actor and teleport them with him std::set<MWWorld::Ptr> followers; bool toExterior = MWBase::Environment::get().getWorldModel()->getCell(mCellId).isExterior(); getFollowers(actor, followers, toExterior, true); for (std::set<MWWorld::Ptr>::iterator it = followers.begin(); it != followers.end(); ++it) teleport(*it); } teleport(actor); } void ActionTeleport::teleport(const Ptr& actor) { MWBase::World* world = MWBase::Environment::get().getWorld(); MWWorld::WorldModel* worldModel = MWBase::Environment::get().getWorldModel(); auto& stats = actor.getClass().getCreatureStats(actor); stats.land(actor == world->getPlayerPtr()); stats.setTeleported(true); Ptr teleported; if (actor == world->getPlayerPtr()) { world->getPlayer().setTeleported(true); world->changeToCell(mCellId, mPosition, true); teleported = world->getPlayerPtr(); } else { if (actor.getClass().getCreatureStats(actor).getAiSequence().isInCombat(world->getPlayerPtr())) { actor.getClass().getCreatureStats(actor).getAiSequence().stopCombat(); return; } else teleported = world->moveObject(actor, &worldModel->getCell(mCellId), mPosition.asVec3(), true, true); } if (!world->isWaterWalkingCastableOnTarget(teleported) && MWMechanics::hasWaterWalking(teleported)) teleported.getClass() .getCreatureStats(teleported) .getActiveSpells() .purgeEffect(actor, ESM::MagicEffect::WaterWalking); MWBase::Environment::get().getLuaManager()->objectTeleported(teleported); } void ActionTeleport::getFollowers( const MWWorld::Ptr& actor, std::set<MWWorld::Ptr>& out, bool toExterior, bool includeHostiles) { std::set<MWWorld::Ptr> followers; MWBase::Environment::get().getMechanicsManager()->getActorsFollowing(actor, followers); for (std::set<MWWorld::Ptr>::iterator it = followers.begin(); it != followers.end(); ++it) { MWWorld::Ptr follower = *it; const ESM::RefId& script = follower.getClass().getScript(follower); if (!includeHostiles && follower.getClass().getCreatureStats(follower).getAiSequence().isInCombat(actor)) continue; if (!toExterior && !script.empty() && follower.getRefData().getLocals().getIntVar(script, "stayoutside") == 1 && follower.getCell()->getCell()->isExterior()) continue; if ((follower.getRefData().getPosition().asVec3() - actor.getRefData().getPosition().asVec3()).length2() > 800 * 800) continue; out.emplace(follower); } } }
3,851
C++
.cpp
88
34.477273
117
0.627472
OpenMW/openmw
5,318
933
0
GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
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false
false
false
false
35,289
weather.cpp
OpenMW_openmw/apps/openmw/mwworld/weather.cpp
#include "weather.hpp" #include <components/settings/values.hpp> #include <components/misc/rng.hpp> #include <components/esm3/esmreader.hpp> #include <components/esm3/esmwriter.hpp> #include <components/esm3/loadregn.hpp> #include <components/esm3/weatherstate.hpp> #include "../mwbase/environment.hpp" #include "../mwbase/soundmanager.hpp" #include "../mwbase/world.hpp" #include "../mwmechanics/actorutil.hpp" #include "../mwsound/sound.hpp" #include "../mwrender/renderingmanager.hpp" #include "../mwrender/sky.hpp" #include "cellstore.hpp" #include "esmstore.hpp" #include "player.hpp" #include <algorithm> #include <cmath> namespace MWWorld { namespace { static const int invalidWeatherID = -1; // linear interpolate between x and y based on factor. float lerp(float x, float y, float factor) { return x * (1 - factor) + y * factor; } // linear interpolate between x and y based on factor. osg::Vec4f lerp(const osg::Vec4f& x, const osg::Vec4f& y, float factor) { return x * (1 - factor) + y * factor; } osg::Vec3f calculateStormDirection(const std::string& particleEffect) { osg::Vec3f stormDirection = MWWorld::Weather::defaultDirection(); if (particleEffect == Settings::models().mWeatherashcloud.get() || particleEffect == Settings::models().mWeatherblightcloud.get()) { osg::Vec3f playerPos = MWMechanics::getPlayer().getRefData().getPosition().asVec3(); playerPos.z() = 0; osg::Vec3f redMountainPos = osg::Vec3f(25000.f, 70000.f, 0.f); stormDirection = (playerPos - redMountainPos); stormDirection.normalize(); } return stormDirection; } } template <typename T> T TimeOfDayInterpolator<T>::getValue( const float gameHour, const TimeOfDaySettings& timeSettings, const std::string& prefix) const { WeatherSetting setting = timeSettings.getSetting(prefix); float preSunriseTime = setting.mPreSunriseTime; float postSunriseTime = setting.mPostSunriseTime; float preSunsetTime = setting.mPreSunsetTime; float postSunsetTime = setting.mPostSunsetTime; // night if (gameHour < timeSettings.mNightEnd - preSunriseTime || gameHour > timeSettings.mNightStart + postSunsetTime) return mNightValue; // sunrise else if (gameHour >= timeSettings.mNightEnd - preSunriseTime && gameHour <= timeSettings.mDayStart + postSunriseTime) { float duration = timeSettings.mDayStart + postSunriseTime - timeSettings.mNightEnd + preSunriseTime; float middle = timeSettings.mNightEnd - preSunriseTime + duration / 2.f; if (gameHour <= middle) { // fade in float advance = middle - gameHour; float factor = 0.f; if (duration > 0) factor = advance / duration * 2; return lerp(mSunriseValue, mNightValue, factor); } else { // fade out float advance = gameHour - middle; float factor = 1.f; if (duration > 0) factor = advance / duration * 2; return lerp(mSunriseValue, mDayValue, factor); } } // day else if (gameHour > timeSettings.mDayStart + postSunriseTime && gameHour < timeSettings.mDayEnd - preSunsetTime) return mDayValue; // sunset else if (gameHour >= timeSettings.mDayEnd - preSunsetTime && gameHour <= timeSettings.mNightStart + postSunsetTime) { float duration = timeSettings.mNightStart + postSunsetTime - timeSettings.mDayEnd + preSunsetTime; float middle = timeSettings.mDayEnd - preSunsetTime + duration / 2.f; if (gameHour <= middle) { // fade in float advance = middle - gameHour; float factor = 0.f; if (duration > 0) factor = advance / duration * 2; return lerp(mSunsetValue, mDayValue, factor); } else { // fade out float advance = gameHour - middle; float factor = 1.f; if (duration > 0) factor = advance / duration * 2; return lerp(mSunsetValue, mNightValue, factor); } } // shut up compiler return T(); } template class MWWorld::TimeOfDayInterpolator<float>; template class MWWorld::TimeOfDayInterpolator<osg::Vec4f>; osg::Vec3f Weather::defaultDirection() { static const osg::Vec3f direction = osg::Vec3f(0.f, 1.f, 0.f); return direction; } Weather::Weather(const std::string& name, float stormWindSpeed, float rainSpeed, float dlFactor, float dlOffset, const std::string& particleEffect) : mCloudTexture(Fallback::Map::getString("Weather_" + name + "_Cloud_Texture")) , mSkyColor(Fallback::Map::getColour("Weather_" + name + "_Sky_Sunrise_Color"), Fallback::Map::getColour("Weather_" + name + "_Sky_Day_Color"), Fallback::Map::getColour("Weather_" + name + "_Sky_Sunset_Color"), Fallback::Map::getColour("Weather_" + name + "_Sky_Night_Color")) , mFogColor(Fallback::Map::getColour("Weather_" + name + "_Fog_Sunrise_Color"), Fallback::Map::getColour("Weather_" + name + "_Fog_Day_Color"), Fallback::Map::getColour("Weather_" + name + "_Fog_Sunset_Color"), Fallback::Map::getColour("Weather_" + name + "_Fog_Night_Color")) , mAmbientColor(Fallback::Map::getColour("Weather_" + name + "_Ambient_Sunrise_Color"), Fallback::Map::getColour("Weather_" + name + "_Ambient_Day_Color"), Fallback::Map::getColour("Weather_" + name + "_Ambient_Sunset_Color"), Fallback::Map::getColour("Weather_" + name + "_Ambient_Night_Color")) , mSunColor(Fallback::Map::getColour("Weather_" + name + "_Sun_Sunrise_Color"), Fallback::Map::getColour("Weather_" + name + "_Sun_Day_Color"), Fallback::Map::getColour("Weather_" + name + "_Sun_Sunset_Color"), Fallback::Map::getColour("Weather_" + name + "_Sun_Night_Color")) , mLandFogDepth(Fallback::Map::getFloat("Weather_" + name + "_Land_Fog_Day_Depth"), Fallback::Map::getFloat("Weather_" + name + "_Land_Fog_Day_Depth"), Fallback::Map::getFloat("Weather_" + name + "_Land_Fog_Day_Depth"), Fallback::Map::getFloat("Weather_" + name + "_Land_Fog_Night_Depth")) , mSunDiscSunsetColor(Fallback::Map::getColour("Weather_" + name + "_Sun_Disc_Sunset_Color")) , mWindSpeed(Fallback::Map::getFloat("Weather_" + name + "_Wind_Speed")) , mCloudSpeed(Fallback::Map::getFloat("Weather_" + name + "_Cloud_Speed")) , mGlareView(Fallback::Map::getFloat("Weather_" + name + "_Glare_View")) , mIsStorm(mWindSpeed > stormWindSpeed) , mRainSpeed(rainSpeed) , mRainEntranceSpeed(Fallback::Map::getFloat("Weather_" + name + "_Rain_Entrance_Speed")) , mRainMaxRaindrops(Fallback::Map::getFloat("Weather_" + name + "_Max_Raindrops")) , mRainDiameter(Fallback::Map::getFloat("Weather_" + name + "_Rain_Diameter")) , mRainThreshold(Fallback::Map::getFloat("Weather_" + name + "_Rain_Threshold")) , mRainMinHeight(Fallback::Map::getFloat("Weather_" + name + "_Rain_Height_Min")) , mRainMaxHeight(Fallback::Map::getFloat("Weather_" + name + "_Rain_Height_Max")) , mParticleEffect(particleEffect) , mRainEffect(Fallback::Map::getBool("Weather_" + name + "_Using_Precip") ? "meshes\\raindrop.nif" : "") , mStormDirection(Weather::defaultDirection()) , mCloudsMaximumPercent(Fallback::Map::getFloat("Weather_" + name + "_Clouds_Maximum_Percent")) , mTransitionDelta(Fallback::Map::getFloat("Weather_" + name + "_Transition_Delta")) , mThunderFrequency(Fallback::Map::getFloat("Weather_" + name + "_Thunder_Frequency")) , mThunderThreshold(Fallback::Map::getFloat("Weather_" + name + "_Thunder_Threshold")) , mFlashDecrement(Fallback::Map::getFloat("Weather_" + name + "_Flash_Decrement")) , mFlashBrightness(0.0f) { mDL.FogFactor = dlFactor; mDL.FogOffset = dlOffset; mThunderSoundID[0] = ESM::RefId::stringRefId(Fallback::Map::getString("Weather_" + name + "_Thunder_Sound_ID_0")); mThunderSoundID[1] = ESM::RefId::stringRefId(Fallback::Map::getString("Weather_" + name + "_Thunder_Sound_ID_1")); mThunderSoundID[2] = ESM::RefId::stringRefId(Fallback::Map::getString("Weather_" + name + "_Thunder_Sound_ID_2")); mThunderSoundID[3] = ESM::RefId::stringRefId(Fallback::Map::getString("Weather_" + name + "_Thunder_Sound_ID_3")); if (!mRainEffect.empty()) // NOTE: in vanilla, the weathers with rain seem to be hardcoded; changing // Using_Precip has no effect { mRainLoopSoundID = ESM::RefId::stringRefId(Fallback::Map::getString("Weather_" + name + "_Rain_Loop_Sound_ID")); if (mRainLoopSoundID.empty()) // default to "rain" if not set mRainLoopSoundID = ESM::RefId::stringRefId("rain"); else if (mRainLoopSoundID == "None") mRainLoopSoundID = ESM::RefId(); } mAmbientLoopSoundID = ESM::RefId::stringRefId(Fallback::Map::getString("Weather_" + name + "_Ambient_Loop_Sound_ID")); if (mAmbientLoopSoundID == "None") mAmbientLoopSoundID = ESM::RefId(); } float Weather::transitionDelta() const { // Transition Delta describes how quickly transitioning to the weather in question will take, in Hz. Note that // the measurement is in real time, not in-game time. return mTransitionDelta; } float Weather::cloudBlendFactor(const float transitionRatio) const { // Clouds Maximum Percent affects how quickly the sky transitions from one sky texture to the next. return transitionRatio / mCloudsMaximumPercent; } float Weather::calculateThunder(const float transitionRatio, const float elapsedSeconds, const bool isPaused) { // When paused, the flash brightness remains the same and no new strikes can occur. if (!isPaused) { // Morrowind doesn't appear to do any calculations unless the transition ratio is higher than the Thunder // Threshold. if (transitionRatio >= mThunderThreshold && mThunderFrequency > 0.0f) { flashDecrement(elapsedSeconds); auto& prng = MWBase::Environment::get().getWorld()->getPrng(); if (Misc::Rng::rollProbability(prng) <= thunderChance(transitionRatio, elapsedSeconds)) { lightningAndThunder(); } } else { mFlashBrightness = 0.0f; } } return mFlashBrightness; } inline void Weather::flashDecrement(const float elapsedSeconds) { // The Flash Decrement is measured in whole units per second. This means that if the flash brightness was // currently 1.0, then it should take approximately 0.25 seconds to decay to 0.0 (the minimum). float decrement = mFlashDecrement * elapsedSeconds; mFlashBrightness = decrement > mFlashBrightness ? 0.0f : mFlashBrightness - decrement; } inline float Weather::thunderChance(const float transitionRatio, const float elapsedSeconds) const { // This formula is reversed from the observation that with Thunder Frequency set to 1, there are roughly 10 // strikes per minute. It doesn't appear to be tied to in game time as Timescale doesn't affect it. Various // values of Thunder Frequency seem to change the average number of strikes in a linear fashion.. During a // transition, it appears to scaled based on how far past it is past the Thunder Threshold. float scaleFactor = (transitionRatio - mThunderThreshold) / (1.0f - mThunderThreshold); return ((mThunderFrequency * 10.0f) / 60.0f) * elapsedSeconds * scaleFactor; } inline void Weather::lightningAndThunder(void) { // Morrowind seems to vary the intensity of the brightness based on which of the four sound IDs it selects. // They appear to go from 0 (brightest, closest) to 3 (faintest, farthest). The value of 0.25 per distance // was derived by setting the Flash Decrement to 0.1 and measuring how long each value took to decay to 0. // TODO: Determine the distribution of each distance to see if it's evenly weighted. auto& prng = MWBase::Environment::get().getWorld()->getPrng(); unsigned int distance = Misc::Rng::rollDice(4, prng); // Flash brightness appears additive, since if multiple strikes occur, it takes longer for it to decay to 0. mFlashBrightness += 1 - (distance * 0.25f); MWBase::Environment::get().getSoundManager()->playSound(mThunderSoundID[distance], 1.0, 1.0); } RegionWeather::RegionWeather(const ESM::Region& region) : mWeather(invalidWeatherID) , mChances(region.mData.mProbabilities.begin(), region.mData.mProbabilities.end()) { } RegionWeather::RegionWeather(const ESM::RegionWeatherState& state) : mWeather(state.mWeather) , mChances(state.mChances) { } RegionWeather::operator ESM::RegionWeatherState() const { ESM::RegionWeatherState state = { mWeather, mChances }; return state; } void RegionWeather::setChances(const std::vector<uint8_t>& chances) { mChances = chances; // Regional weather no longer supports the current type, select a new weather pattern. if ((static_cast<size_t>(mWeather) >= mChances.size()) || (mChances[mWeather] == 0)) { chooseNewWeather(); } } void RegionWeather::setWeather(int weatherID) { mWeather = weatherID; } int RegionWeather::getWeather() { // If the region weather was already set (by ChangeWeather, or by a previous call) then just return that value. // Note that the region weather will be expired periodically when the weather update timer expires. if (mWeather == invalidWeatherID) { chooseNewWeather(); } return mWeather; } void RegionWeather::chooseNewWeather() { // All probabilities must add to 100 (responsibility of the user). // If chances A and B has values 30 and 70 then by generating 100 numbers 1..100, 30% will be lesser or equal 30 // and 70% will be greater than 30 (in theory). auto& prng = MWBase::Environment::get().getWorld()->getPrng(); unsigned int chance = static_cast<unsigned int>(Misc::Rng::rollDice(100, prng) + 1); // 1..100 unsigned int sum = 0; for (size_t i = 0; i < mChances.size(); ++i) { sum += mChances[i]; if (chance <= sum) { mWeather = static_cast<int>(i); return; } } // if we hit this path then the chances don't add to 100, choose a default weather instead mWeather = 0; } MoonModel::MoonModel(const std::string& name) : mFadeInStart(Fallback::Map::getFloat("Moons_" + name + "_Fade_In_Start")) , mFadeInFinish(Fallback::Map::getFloat("Moons_" + name + "_Fade_In_Finish")) , mFadeOutStart(Fallback::Map::getFloat("Moons_" + name + "_Fade_Out_Start")) , mFadeOutFinish(Fallback::Map::getFloat("Moons_" + name + "_Fade_Out_Finish")) , mAxisOffset(Fallback::Map::getFloat("Moons_" + name + "_Axis_Offset")) , mSpeed(Fallback::Map::getFloat("Moons_" + name + "_Speed")) , mDailyIncrement(Fallback::Map::getFloat("Moons_" + name + "_Daily_Increment")) , mFadeStartAngle(Fallback::Map::getFloat("Moons_" + name + "_Fade_Start_Angle")) , mFadeEndAngle(Fallback::Map::getFloat("Moons_" + name + "_Fade_End_Angle")) , mMoonShadowEarlyFadeAngle(Fallback::Map::getFloat("Moons_" + name + "_Moon_Shadow_Early_Fade_Angle")) { // Morrowind appears to have a minimum speed in order to avoid situations where the moon couldn't conceivably // complete a rotation in a single 24 hour period. The value of 180/23 was deduced from reverse engineering. mSpeed = std::min(mSpeed, 180.0f / 23.0f); } MWRender::MoonState MoonModel::calculateState(const TimeStamp& gameTime) const { float rotationFromHorizon = angle(gameTime); MWRender::MoonState state = { rotationFromHorizon, mAxisOffset, // Reverse engineered from Morrowind's scene graph rotation matrices. phase(gameTime), shadowBlend(rotationFromHorizon), earlyMoonShadowAlpha(rotationFromHorizon) * hourlyAlpha(gameTime.getHour()) }; return state; } inline float MoonModel::angle(const TimeStamp& gameTime) const { // Morrowind's moons start travel on one side of the horizon (let's call it H-rise) and travel 180 degrees to // the opposite horizon (let's call it H-set). Upon reaching H-set, they reset to H-rise until the next moon // rise. // When calculating the angle of the moon, several cases have to be taken into account: // 1. Moon rises and then sets in one day. // 2. Moon sets and doesn't rise in one day (occurs when the moon rise hour is >= 24). // 3. Moon sets and then rises in one day. float moonRiseHourToday = moonRiseHour(gameTime.getDay()); float moonRiseAngleToday = 0; if (gameTime.getHour() < moonRiseHourToday) { float moonRiseHourYesterday = moonRiseHour(gameTime.getDay() - 1); if (moonRiseHourYesterday < 24) { float moonRiseAngleYesterday = rotation(24 - moonRiseHourYesterday); if (moonRiseAngleYesterday < 180) { // The moon rose but did not set yesterday, so accumulate yesterday's angle with how much we've // travelled today. moonRiseAngleToday = rotation(gameTime.getHour()) + moonRiseAngleYesterday; } } } else { moonRiseAngleToday = rotation(gameTime.getHour() - moonRiseHourToday); } if (moonRiseAngleToday >= 180) { // The moon set today, reset the angle to the horizon. moonRiseAngleToday = 0; } return moonRiseAngleToday; } inline float MoonModel::moonRiseHour(unsigned int daysPassed) const { // This arises from the start date of 16 Last Seed, 427 // TODO: Find an alternate formula that doesn't rely on this day being fixed. static const unsigned int startDay = 16; // This odd formula arises from the fact that on 16 Last Seed, 17 increments have occurred, meaning // that upon starting a new game, it must only calculate the moon phase as far back as 1 Last Seed. // Note that we don't modulo after adding the latest daily increment because other calculations need to // know if doing so would cause the moon rise to be postponed until the next day (which happens when // the moon rise hour is >= 24 in Morrowind). return mDailyIncrement + std::fmod((daysPassed - 1 + startDay) * mDailyIncrement, 24.0f); } inline float MoonModel::rotation(float hours) const { // 15 degrees per hour was reverse engineered from the rotation matrices of the Morrowind scene graph. // Note that this correlates to 360 / 24, which is a full rotation every 24 hours, so speed is a measure // of whole rotations that could be completed in a day. return 15.0f * mSpeed * hours; } MWRender::MoonState::Phase MoonModel::phase(const TimeStamp& gameTime) const { // Morrowind starts with a full moon on 16 Last Seed and then begins to wane 17 Last Seed, working on 3 day // phase cycle. // If the moon didn't rise yet today, use yesterday's moon phase. if (gameTime.getHour() < moonRiseHour(gameTime.getDay())) return static_cast<MWRender::MoonState::Phase>((gameTime.getDay() / 3) % 8); else return static_cast<MWRender::MoonState::Phase>(((gameTime.getDay() + 1) / 3) % 8); } inline float MoonModel::shadowBlend(float angle) const { // The Fade End Angle and Fade Start Angle describe a region where the moon transitions from a solid disk // that is roughly the color of the sky, to a textured surface. // Depending on the current angle, the following values describe the ratio between the textured moon // and the solid disk: // 1. From Fade End Angle 1 to Fade Start Angle 1 (during moon rise): 0..1 // 2. From Fade Start Angle 1 to Fade Start Angle 2 (between moon rise and moon set): 1 (textured) // 3. From Fade Start Angle 2 to Fade End Angle 2 (during moon set): 1..0 // 4. From Fade End Angle 2 to Fade End Angle 1 (between moon set and moon rise): 0 (solid disk) float fadeAngle = mFadeStartAngle - mFadeEndAngle; float fadeEndAngle2 = 180.0f - mFadeEndAngle; float fadeStartAngle2 = 180.0f - mFadeStartAngle; if ((angle >= mFadeEndAngle) && (angle < mFadeStartAngle)) return (angle - mFadeEndAngle) / fadeAngle; else if ((angle >= mFadeStartAngle) && (angle < fadeStartAngle2)) return 1.0f; else if ((angle >= fadeStartAngle2) && (angle < fadeEndAngle2)) return (fadeEndAngle2 - angle) / fadeAngle; else return 0.0f; } inline float MoonModel::hourlyAlpha(float gameHour) const { // The Fade Out Start / Finish and Fade In Start / Finish describe the hours at which the moon // appears and disappears. // Depending on the current hour, the following values describe how transparent the moon is. // 1. From Fade Out Start to Fade Out Finish: 1..0 // 2. From Fade Out Finish to Fade In Start: 0 (transparent) // 3. From Fade In Start to Fade In Finish: 0..1 // 4. From Fade In Finish to Fade Out Start: 1 (solid) if ((gameHour >= mFadeOutStart) && (gameHour < mFadeOutFinish)) return (mFadeOutFinish - gameHour) / (mFadeOutFinish - mFadeOutStart); else if ((gameHour >= mFadeOutFinish) && (gameHour < mFadeInStart)) return 0.0f; else if ((gameHour >= mFadeInStart) && (gameHour < mFadeInFinish)) return (gameHour - mFadeInStart) / (mFadeInFinish - mFadeInStart); else return 1.0f; } inline float MoonModel::earlyMoonShadowAlpha(float angle) const { // The Moon Shadow Early Fade Angle describes an arc relative to Fade End Angle. // Depending on the current angle, the following values describe how transparent the moon is. // 1. From Moon Shadow Early Fade Angle 1 to Fade End Angle 1 (during moon rise): 0..1 // 2. From Fade End Angle 1 to Fade End Angle 2 (between moon rise and moon set): 1 (solid) // 3. From Fade End Angle 2 to Moon Shadow Early Fade Angle 2 (during moon set): 1..0 // 4. From Moon Shadow Early Fade Angle 2 to Moon Shadow Early Fade Angle 1: 0 (transparent) float moonShadowEarlyFadeAngle1 = mFadeEndAngle - mMoonShadowEarlyFadeAngle; float fadeEndAngle2 = 180.0f - mFadeEndAngle; float moonShadowEarlyFadeAngle2 = fadeEndAngle2 + mMoonShadowEarlyFadeAngle; if ((angle >= moonShadowEarlyFadeAngle1) && (angle < mFadeEndAngle)) return (angle - moonShadowEarlyFadeAngle1) / mMoonShadowEarlyFadeAngle; else if ((angle >= mFadeEndAngle) && (angle < fadeEndAngle2)) return 1.0f; else if ((angle >= fadeEndAngle2) && (angle < moonShadowEarlyFadeAngle2)) return (moonShadowEarlyFadeAngle2 - angle) / mMoonShadowEarlyFadeAngle; else return 0.0f; } WeatherManager::WeatherManager(MWRender::RenderingManager& rendering, MWWorld::ESMStore& store) : mStore(store) , mRendering(rendering) , mSunriseTime(Fallback::Map::getFloat("Weather_Sunrise_Time")) , mSunsetTime(Fallback::Map::getFloat("Weather_Sunset_Time")) , mSunriseDuration(Fallback::Map::getFloat("Weather_Sunrise_Duration")) , mSunsetDuration(Fallback::Map::getFloat("Weather_Sunset_Duration")) , mSunPreSunsetTime(Fallback::Map::getFloat("Weather_Sun_Pre-Sunset_Time")) , mNightFade(0, 0, 0, 1) , mHoursBetweenWeatherChanges(Fallback::Map::getFloat("Weather_Hours_Between_Weather_Changes")) , mRainSpeed(Fallback::Map::getFloat("Weather_Precip_Gravity")) , mUnderwaterFog(Fallback::Map::getFloat("Water_UnderwaterSunriseFog"), Fallback::Map::getFloat("Water_UnderwaterDayFog"), Fallback::Map::getFloat("Water_UnderwaterSunsetFog"), Fallback::Map::getFloat("Water_UnderwaterNightFog")) , mWeatherSettings() , mMasser("Masser") , mSecunda("Secunda") , mWindSpeed(0.f) , mCurrentWindSpeed(0.f) , mNextWindSpeed(0.f) , mIsStorm(false) , mPrecipitation(false) , mStormDirection(Weather::defaultDirection()) , mCurrentRegion() , mTimePassed(0) , mFastForward(false) , mWeatherUpdateTime(mHoursBetweenWeatherChanges) , mTransitionFactor(0) , mNightDayMode(Default) , mCurrentWeather(0) , mNextWeather(0) , mQueuedWeather(0) , mRegions() , mResult() { mTimeSettings.mNightStart = mSunsetTime + mSunsetDuration; mTimeSettings.mNightEnd = mSunriseTime; mTimeSettings.mDayStart = mSunriseTime + mSunriseDuration; mTimeSettings.mDayEnd = mSunsetTime; mTimeSettings.addSetting("Sky"); mTimeSettings.addSetting("Ambient"); mTimeSettings.addSetting("Fog"); mTimeSettings.addSetting("Sun"); // Morrowind handles stars settings differently for other ones mTimeSettings.mStarsPostSunsetStart = Fallback::Map::getFloat("Weather_Stars_Post-Sunset_Start"); mTimeSettings.mStarsPreSunriseFinish = Fallback::Map::getFloat("Weather_Stars_Pre-Sunrise_Finish"); mTimeSettings.mStarsFadingDuration = Fallback::Map::getFloat("Weather_Stars_Fading_Duration"); WeatherSetting starSetting = { mTimeSettings.mStarsPreSunriseFinish, mTimeSettings.mStarsFadingDuration - mTimeSettings.mStarsPreSunriseFinish, mTimeSettings.mStarsPostSunsetStart, mTimeSettings.mStarsFadingDuration - mTimeSettings.mStarsPostSunsetStart }; mTimeSettings.mSunriseTransitions["Stars"] = starSetting; mWeatherSettings.reserve(10); // These distant land fog factor and offset values are the defaults MGE XE provides. Should be // provided by settings somewhere? addWeather("Clear", 1.0f, 0.0f); // 0 addWeather("Cloudy", 0.9f, 0.0f); // 1 addWeather("Foggy", 0.2f, 30.0f); // 2 addWeather("Overcast", 0.7f, 0.0f); // 3 addWeather("Rain", 0.5f, 10.0f); // 4 addWeather("Thunderstorm", 0.5f, 20.0f); // 5 addWeather("Ashstorm", 0.2f, 50.0f, Settings::models().mWeatherashcloud.get()); // 6 addWeather("Blight", 0.2f, 60.0f, Settings::models().mWeatherblightcloud.get()); // 7 addWeather("Snow", 0.5f, 40.0f, Settings::models().mWeathersnow.get()); // 8 addWeather("Blizzard", 0.16f, 70.0f, Settings::models().mWeatherblizzard.get()); // 9 Store<ESM::Region>::iterator it = store.get<ESM::Region>().begin(); for (; it != store.get<ESM::Region>().end(); ++it) { mRegions.insert(std::make_pair(it->mId, RegionWeather(*it))); } forceWeather(0); } WeatherManager::~WeatherManager() { stopSounds(); } void WeatherManager::changeWeather(const ESM::RefId& regionID, const unsigned int weatherID) { // In Morrowind, this seems to have the following behavior, when applied to the current region: // - When there is no transition in progress, start transitioning to the new weather. // - If there is a transition in progress, queue up the transition and process it when the current one // completes. // - If there is a transition in progress, and a queued transition, overwrite the queued transition. // - If multiple calls to ChangeWeather are made while paused (console up), only the last call will be used, // meaning that if there was no transition in progress, only the last ChangeWeather will be processed. // If the region isn't current, Morrowind will store the new weather for the region in question. if (weatherID < mWeatherSettings.size()) { auto it = mRegions.find(regionID); if (it != mRegions.end()) { it->second.setWeather(weatherID); regionalWeatherChanged(it->first, it->second); } } } void WeatherManager::modRegion(const ESM::RefId& regionID, const std::vector<uint8_t>& chances) { // Sets the region's probability for various weather patterns. Note that this appears to be saved permanently. // In Morrowind, this seems to have the following behavior when applied to the current region: // - If the region supports the current weather, no change in current weather occurs. // - If the region no longer supports the current weather, and there is no transition in progress, begin to // transition to a new supported weather type. // - If the region no longer supports the current weather, and there is a transition in progress, queue a // transition to a new supported weather type. auto it = mRegions.find(regionID); if (it != mRegions.end()) { it->second.setChances(chances); regionalWeatherChanged(it->first, it->second); } } void WeatherManager::playerTeleported(const ESM::RefId& playerRegion, bool isExterior) { // If the player teleports to an outdoors cell in a new region (for instance, by travelling), the weather needs // to be changed immediately, and any transitions for the previous region discarded. { auto it = mRegions.find(playerRegion); if (it != mRegions.end() && playerRegion != mCurrentRegion) { mCurrentRegion = playerRegion; forceWeather(it->second.getWeather()); } } } float WeatherManager::calculateWindSpeed(int weatherId, float currentSpeed) { float targetSpeed = std::min(8.0f * mWeatherSettings[weatherId].mWindSpeed, 70.f); if (currentSpeed == 0.f) currentSpeed = targetSpeed; float multiplier = mWeatherSettings[weatherId].mRainEffect.empty() ? 1.f : 0.5f; auto& prng = MWBase::Environment::get().getWorld()->getPrng(); float updatedSpeed = (Misc::Rng::rollClosedProbability(prng) - 0.5f) * multiplier * targetSpeed + currentSpeed; if (updatedSpeed > 0.5f * targetSpeed && updatedSpeed < 2.f * targetSpeed) currentSpeed = updatedSpeed; return currentSpeed; } void WeatherManager::update(float duration, bool paused, const TimeStamp& time, bool isExterior) { MWWorld::ConstPtr player = MWMechanics::getPlayer(); if (!paused || mFastForward) { // Add new transitions when either the player's current external region changes. if (updateWeatherTime() || updateWeatherRegion(player.getCell()->getCell()->getRegion())) { auto it = mRegions.find(mCurrentRegion); if (it != mRegions.end()) { addWeatherTransition(it->second.getWeather()); } } updateWeatherTransitions(duration); } bool isDay = time.getHour() >= mSunriseTime && time.getHour() <= mTimeSettings.mNightStart; if (isExterior && !isDay) mNightDayMode = ExteriorNight; else if (!isExterior && isDay && mWeatherSettings[mCurrentWeather].mGlareView >= 0.5f) mNightDayMode = InteriorDay; else mNightDayMode = Default; if (!isExterior) { mRendering.setSkyEnabled(false); stopSounds(); mWindSpeed = 0.f; mCurrentWindSpeed = 0.f; mNextWindSpeed = 0.f; return; } calculateWeatherResult(time.getHour(), duration, paused); if (!paused) { mWindSpeed = mResult.mWindSpeed; mCurrentWindSpeed = mResult.mCurrentWindSpeed; mNextWindSpeed = mResult.mNextWindSpeed; } mIsStorm = mResult.mIsStorm; // For some reason Ash Storm is not considered as a precipitation weather in game mPrecipitation = !(mResult.mParticleEffect.empty() && mResult.mRainEffect.empty()) && mResult.mParticleEffect != Settings::models().mWeatherashcloud.get(); mStormDirection = calculateStormDirection(mResult.mParticleEffect); mRendering.getSkyManager()->setStormParticleDirection(mStormDirection); // disable sun during night if (time.getHour() >= mTimeSettings.mNightStart || time.getHour() <= mSunriseTime) mRendering.getSkyManager()->sunDisable(); else mRendering.getSkyManager()->sunEnable(); // Update the sun direction. Run it east to west at a fixed angle from overhead. // The sun's speed at day and night may differ, since mSunriseTime and mNightStart // mark when the sun is level with the horizon. { // Shift times into a 24-hour window beginning at mSunriseTime... float adjustedHour = time.getHour(); float adjustedNightStart = mTimeSettings.mNightStart; if (time.getHour() < mSunriseTime) adjustedHour += 24.f; if (mTimeSettings.mNightStart < mSunriseTime) adjustedNightStart += 24.f; const bool is_night = adjustedHour >= adjustedNightStart; const float dayDuration = adjustedNightStart - mSunriseTime; const float nightDuration = 24.f - dayDuration; float orbit; if (!is_night) { float t = (adjustedHour - mSunriseTime) / dayDuration; orbit = 1.f - 2.f * t; } else { float t = (adjustedHour - adjustedNightStart) / nightDuration; orbit = 2.f * t - 1.f; } // Hardcoded constant from Morrowind const osg::Vec3f sunDir(-400.f * orbit, 75.f, -100.f); mRendering.setSunDirection(sunDir); mRendering.setNight(is_night); } float underwaterFog = mUnderwaterFog.getValue(time.getHour(), mTimeSettings, "Fog"); float peakHour = mSunriseTime + (mTimeSettings.mNightStart - mSunriseTime) / 2; float glareFade = 1.f; if (time.getHour() < mSunriseTime || time.getHour() > mTimeSettings.mNightStart) glareFade = 0.f; else if (time.getHour() < peakHour) glareFade = 1.f - (peakHour - time.getHour()) / (peakHour - mSunriseTime); else glareFade = 1.f - (time.getHour() - peakHour) / (mTimeSettings.mNightStart - peakHour); mRendering.getSkyManager()->setGlareTimeOfDayFade(glareFade); mRendering.getSkyManager()->setMasserState(mMasser.calculateState(time)); mRendering.getSkyManager()->setSecundaState(mSecunda.calculateState(time)); mRendering.configureFog( mResult.mFogDepth, underwaterFog, mResult.mDLFogFactor, mResult.mDLFogOffset / 100.0f, mResult.mFogColor); mRendering.setAmbientColour(mResult.mAmbientColor); mRendering.setSunColour(mResult.mSunColor, mResult.mSunColor, mResult.mGlareView * glareFade); mRendering.getSkyManager()->setWeather(mResult); // Play sounds if (mPlayingAmbientSoundID != mResult.mAmbientLoopSoundID) { if (mAmbientSound) { MWBase::Environment::get().getSoundManager()->stopSound(mAmbientSound); mAmbientSound = nullptr; } if (!mResult.mAmbientLoopSoundID.empty()) mAmbientSound = MWBase::Environment::get().getSoundManager()->playSound(mResult.mAmbientLoopSoundID, mResult.mAmbientSoundVolume, 1.0, MWSound::Type::Sfx, MWSound::PlayMode::Loop); mPlayingAmbientSoundID = mResult.mAmbientLoopSoundID; } else if (mAmbientSound) mAmbientSound->setVolume(mResult.mAmbientSoundVolume); if (mPlayingRainSoundID != mResult.mRainLoopSoundID) { if (mRainSound) { MWBase::Environment::get().getSoundManager()->stopSound(mRainSound); mRainSound = nullptr; } if (!mResult.mRainLoopSoundID.empty()) mRainSound = MWBase::Environment::get().getSoundManager()->playSound(mResult.mRainLoopSoundID, mResult.mAmbientSoundVolume, 1.0, MWSound::Type::Sfx, MWSound::PlayMode::Loop); mPlayingRainSoundID = mResult.mRainLoopSoundID; } else if (mRainSound) mRainSound->setVolume(mResult.mAmbientSoundVolume); } void WeatherManager::stopSounds() { MWBase::SoundManager* sndMgr = MWBase::Environment::get().getSoundManager(); if (mAmbientSound) { sndMgr->stopSound(mAmbientSound); mAmbientSound = nullptr; } mPlayingAmbientSoundID = ESM::RefId(); if (mRainSound) { sndMgr->stopSound(mRainSound); mRainSound = nullptr; } mPlayingRainSoundID = ESM::RefId(); for (ESM::RefId soundId : mWeatherSettings[mCurrentWeather].mThunderSoundID) if (!soundId.empty() && sndMgr->getSoundPlaying(MWWorld::ConstPtr(), soundId)) sndMgr->stopSound3D(MWWorld::ConstPtr(), soundId); if (inTransition()) for (ESM::RefId soundId : mWeatherSettings[mNextWeather].mThunderSoundID) if (!soundId.empty() && sndMgr->getSoundPlaying(MWWorld::ConstPtr(), soundId)) sndMgr->stopSound3D(MWWorld::ConstPtr(), soundId); } float WeatherManager::getWindSpeed() const { return mWindSpeed; } bool WeatherManager::isInStorm() const { return mIsStorm; } osg::Vec3f WeatherManager::getStormDirection() const { return mStormDirection; } void WeatherManager::advanceTime(double hours, bool incremental) { // In Morrowind, when the player sleeps/waits, serves jail time, travels, or trains, all weather transitions are // immediately applied, regardless of whatever transition time might have been remaining. mTimePassed += hours; mFastForward = !incremental ? true : mFastForward; } NightDayMode WeatherManager::getNightDayMode() const { return mNightDayMode; } bool WeatherManager::useTorches(float hour) const { bool isDark = hour < mSunriseTime || hour > mTimeSettings.mNightStart; return isDark && !mPrecipitation; } float WeatherManager::getSunPercentage(float hour) const { if (hour <= mTimeSettings.mNightEnd || hour >= mTimeSettings.mNightStart) return 0.f; else if (hour <= mTimeSettings.mDayStart) return (hour - mTimeSettings.mNightEnd) / mSunriseDuration; else if (hour > mTimeSettings.mDayEnd) return 1.f - ((hour - mTimeSettings.mDayEnd) / mSunsetDuration); return 1.f; } float WeatherManager::getSunVisibility() const { if (inTransition() && mTransitionFactor < mWeatherSettings[mNextWeather].mCloudsMaximumPercent) { float t = mTransitionFactor / mWeatherSettings[mNextWeather].mCloudsMaximumPercent; return (1.f - t) * mWeatherSettings[mCurrentWeather].mGlareView + t * mWeatherSettings[mNextWeather].mGlareView; } return mWeatherSettings[mCurrentWeather].mGlareView; } void WeatherManager::write(ESM::ESMWriter& writer, Loading::Listener& progress) { ESM::WeatherState state; state.mCurrentRegion = mCurrentRegion; state.mTimePassed = mTimePassed; state.mFastForward = mFastForward; state.mWeatherUpdateTime = mWeatherUpdateTime; state.mTransitionFactor = mTransitionFactor; state.mCurrentWeather = mCurrentWeather; state.mNextWeather = mNextWeather; state.mQueuedWeather = mQueuedWeather; auto it = mRegions.begin(); for (; it != mRegions.end(); ++it) { state.mRegions.insert(std::make_pair(it->first, it->second)); } writer.startRecord(ESM::REC_WTHR); state.save(writer); writer.endRecord(ESM::REC_WTHR); } bool WeatherManager::readRecord(ESM::ESMReader& reader, uint32_t type) { if (ESM::REC_WTHR == type) { ESM::WeatherState state; state.load(reader); std::swap(mCurrentRegion, state.mCurrentRegion); mTimePassed = state.mTimePassed; mFastForward = state.mFastForward; mWeatherUpdateTime = state.mWeatherUpdateTime; mTransitionFactor = state.mTransitionFactor; mCurrentWeather = state.mCurrentWeather; mNextWeather = state.mNextWeather; mQueuedWeather = state.mQueuedWeather; mRegions.clear(); importRegions(); for (auto it = state.mRegions.begin(); it != state.mRegions.end(); ++it) { auto found = mRegions.find(it->first); if (found != mRegions.end()) { found->second = RegionWeather(it->second); } } return true; } return false; } void WeatherManager::clear() { stopSounds(); mCurrentRegion = ESM::RefId(); mTimePassed = 0.0f; mWeatherUpdateTime = 0.0f; forceWeather(0); mRegions.clear(); importRegions(); } inline void WeatherManager::addWeather( const std::string& name, float dlFactor, float dlOffset, const std::string& particleEffect) { static const float fStromWindSpeed = mStore.get<ESM::GameSetting>().find("fStromWindSpeed")->mValue.getFloat(); Weather weather(name, fStromWindSpeed, mRainSpeed, dlFactor, dlOffset, particleEffect); mWeatherSettings.push_back(weather); } inline void WeatherManager::importRegions() { for (const ESM::Region& region : mStore.get<ESM::Region>()) { mRegions.insert(std::make_pair(region.mId, RegionWeather(region))); } } inline void WeatherManager::regionalWeatherChanged(const ESM::RefId& regionID, RegionWeather& region) { // If the region is current, then add a weather transition for it. MWWorld::ConstPtr player = MWMechanics::getPlayer(); if (player.isInCell()) { if (regionID == mCurrentRegion) { addWeatherTransition(region.getWeather()); } } } inline bool WeatherManager::updateWeatherTime() { mWeatherUpdateTime -= mTimePassed; mTimePassed = 0.0f; if (mWeatherUpdateTime <= 0.0f) { // Expire all regional weather, so that any call to getWeather() will return a new weather ID. auto it = mRegions.begin(); for (; it != mRegions.end(); ++it) { it->second.setWeather(invalidWeatherID); } mWeatherUpdateTime += mHoursBetweenWeatherChanges; return true; } return false; } inline bool WeatherManager::updateWeatherRegion(const ESM::RefId& playerRegion) { if (!playerRegion.empty() && playerRegion != mCurrentRegion) { mCurrentRegion = playerRegion; return true; } return false; } inline void WeatherManager::updateWeatherTransitions(const float elapsedRealSeconds) { // When a player chooses to train, wait, or serves jail time, any transitions will be fast forwarded to the last // weather type set, regardless of the remaining transition time. if (!mFastForward && inTransition()) { const float delta = mWeatherSettings[mNextWeather].transitionDelta(); mTransitionFactor -= elapsedRealSeconds * delta; if (mTransitionFactor <= 0.0f) { mCurrentWeather = mNextWeather; mNextWeather = mQueuedWeather; mQueuedWeather = invalidWeatherID; // We may have begun processing the queued transition, so we need to apply the remaining time towards // it. if (inTransition()) { const float newDelta = mWeatherSettings[mNextWeather].transitionDelta(); const float remainingSeconds = -(mTransitionFactor / delta); mTransitionFactor = 1.0f - (remainingSeconds * newDelta); } else { mTransitionFactor = 0.0f; } } } else { if (mQueuedWeather != invalidWeatherID) { mCurrentWeather = mQueuedWeather; } else if (mNextWeather != invalidWeatherID) { mCurrentWeather = mNextWeather; } mNextWeather = invalidWeatherID; mQueuedWeather = invalidWeatherID; mFastForward = false; } } inline void WeatherManager::forceWeather(const int weatherID) { mTransitionFactor = 0.0f; mCurrentWeather = weatherID; mNextWeather = invalidWeatherID; mQueuedWeather = invalidWeatherID; } inline bool WeatherManager::inTransition() const { return mNextWeather != invalidWeatherID; } inline void WeatherManager::addWeatherTransition(const int weatherID) { // In order to work like ChangeWeather expects, this method begins transitioning to the new weather immediately // if no transition is in progress, otherwise it queues it to be transitioned. assert(weatherID >= 0 && static_cast<size_t>(weatherID) < mWeatherSettings.size()); if (!inTransition() && (weatherID != mCurrentWeather)) { mNextWeather = weatherID; mTransitionFactor = 1.0f; } else if (inTransition() && (weatherID != mNextWeather)) { mQueuedWeather = weatherID; } } inline void WeatherManager::calculateWeatherResult( const float gameHour, const float elapsedSeconds, const bool isPaused) { float flash = 0.0f; if (!inTransition()) { calculateResult(mCurrentWeather, gameHour); flash = mWeatherSettings[mCurrentWeather].calculateThunder(1.0f, elapsedSeconds, isPaused); } else { calculateTransitionResult(1 - mTransitionFactor, gameHour); float currentFlash = mWeatherSettings[mCurrentWeather].calculateThunder(mTransitionFactor, elapsedSeconds, isPaused); float nextFlash = mWeatherSettings[mNextWeather].calculateThunder(1 - mTransitionFactor, elapsedSeconds, isPaused); flash = currentFlash + nextFlash; } osg::Vec4f flashColor(flash, flash, flash, 0.0f); mResult.mFogColor += flashColor; mResult.mAmbientColor += flashColor; mResult.mSunColor += flashColor; } inline void WeatherManager::calculateResult(const int weatherID, const float gameHour) { const Weather& current = mWeatherSettings[weatherID]; mResult.mCloudTexture = current.mCloudTexture; mResult.mCloudBlendFactor = 0; mResult.mNextWindSpeed = 0; mResult.mWindSpeed = mResult.mCurrentWindSpeed = calculateWindSpeed(weatherID, mWindSpeed); mResult.mBaseWindSpeed = mWeatherSettings[weatherID].mWindSpeed; mResult.mCloudSpeed = current.mCloudSpeed; mResult.mGlareView = current.mGlareView; mResult.mAmbientLoopSoundID = current.mAmbientLoopSoundID; mResult.mRainLoopSoundID = current.mRainLoopSoundID; mResult.mAmbientSoundVolume = 1.f; mResult.mPrecipitationAlpha = 1.f; mResult.mIsStorm = current.mIsStorm; mResult.mRainSpeed = current.mRainSpeed; mResult.mRainEntranceSpeed = current.mRainEntranceSpeed; mResult.mRainDiameter = current.mRainDiameter; mResult.mRainMinHeight = current.mRainMinHeight; mResult.mRainMaxHeight = current.mRainMaxHeight; mResult.mRainMaxRaindrops = current.mRainMaxRaindrops; mResult.mParticleEffect = current.mParticleEffect; mResult.mRainEffect = current.mRainEffect; mResult.mNight = (gameHour < mSunriseTime || gameHour > mTimeSettings.mNightStart + mTimeSettings.mStarsPostSunsetStart - mTimeSettings.mStarsFadingDuration); mResult.mFogDepth = current.mLandFogDepth.getValue(gameHour, mTimeSettings, "Fog"); mResult.mFogColor = current.mFogColor.getValue(gameHour, mTimeSettings, "Fog"); mResult.mAmbientColor = current.mAmbientColor.getValue(gameHour, mTimeSettings, "Ambient"); mResult.mSunColor = current.mSunColor.getValue(gameHour, mTimeSettings, "Sun"); mResult.mSkyColor = current.mSkyColor.getValue(gameHour, mTimeSettings, "Sky"); mResult.mNightFade = mNightFade.getValue(gameHour, mTimeSettings, "Stars"); mResult.mDLFogFactor = current.mDL.FogFactor; mResult.mDLFogOffset = current.mDL.FogOffset; WeatherSetting setting = mTimeSettings.getSetting("Sun"); float preSunsetTime = setting.mPreSunsetTime; if (gameHour >= mTimeSettings.mDayEnd - preSunsetTime) { float factor = 1.f; if (preSunsetTime > 0) factor = (gameHour - (mTimeSettings.mDayEnd - preSunsetTime)) / preSunsetTime; factor = std::min(1.f, factor); mResult.mSunDiscColor = lerp(osg::Vec4f(1, 1, 1, 1), current.mSunDiscSunsetColor, factor); // The SunDiscSunsetColor in the INI isn't exactly the resulting color on screen, most likely because // MW applied the color to the ambient term as well. After the ambient and emissive terms are added // together, the fixed pipeline would then clamp the total lighting to (1,1,1). A noticeable change in color // tone can be observed when only one of the color components gets clamped. Unfortunately that means we // can't use the INI color as is, have to replicate the above nonsense. mResult.mSunDiscColor = mResult.mSunDiscColor + osg::componentMultiply(mResult.mSunDiscColor, mResult.mAmbientColor); for (int i = 0; i < 3; ++i) mResult.mSunDiscColor[i] = std::min(1.f, mResult.mSunDiscColor[i]); } else mResult.mSunDiscColor = osg::Vec4f(1, 1, 1, 1); if (gameHour >= mTimeSettings.mDayEnd) { // sunset float fade = std::min( 1.f, (gameHour - mTimeSettings.mDayEnd) / (mTimeSettings.mNightStart - mTimeSettings.mDayEnd)); fade = fade * fade; mResult.mSunDiscColor.a() = 1.f - fade; } else if (gameHour >= mTimeSettings.mNightEnd && gameHour <= mTimeSettings.mNightEnd + mSunriseDuration / 2.f) { // sunrise mResult.mSunDiscColor.a() = gameHour - mTimeSettings.mNightEnd; } else mResult.mSunDiscColor.a() = 1; mResult.mStormDirection = calculateStormDirection(mResult.mParticleEffect); } inline void WeatherManager::calculateTransitionResult(const float factor, const float gameHour) { calculateResult(mCurrentWeather, gameHour); const MWRender::WeatherResult current = mResult; calculateResult(mNextWeather, gameHour); const MWRender::WeatherResult other = mResult; mResult.mStormDirection = current.mStormDirection; mResult.mNextStormDirection = other.mStormDirection; mResult.mCloudTexture = current.mCloudTexture; mResult.mNextCloudTexture = other.mCloudTexture; mResult.mCloudBlendFactor = mWeatherSettings[mNextWeather].cloudBlendFactor(factor); mResult.mFogColor = lerp(current.mFogColor, other.mFogColor, factor); mResult.mSunColor = lerp(current.mSunColor, other.mSunColor, factor); mResult.mSkyColor = lerp(current.mSkyColor, other.mSkyColor, factor); mResult.mAmbientColor = lerp(current.mAmbientColor, other.mAmbientColor, factor); mResult.mSunDiscColor = lerp(current.mSunDiscColor, other.mSunDiscColor, factor); mResult.mFogDepth = lerp(current.mFogDepth, other.mFogDepth, factor); mResult.mDLFogFactor = lerp(current.mDLFogFactor, other.mDLFogFactor, factor); mResult.mDLFogOffset = lerp(current.mDLFogOffset, other.mDLFogOffset, factor); mResult.mCurrentWindSpeed = calculateWindSpeed(mCurrentWeather, mCurrentWindSpeed); mResult.mNextWindSpeed = calculateWindSpeed(mNextWeather, mNextWindSpeed); mResult.mBaseWindSpeed = lerp(current.mBaseWindSpeed, other.mBaseWindSpeed, factor); mResult.mWindSpeed = lerp(mResult.mCurrentWindSpeed, mResult.mNextWindSpeed, factor); mResult.mCloudSpeed = lerp(current.mCloudSpeed, other.mCloudSpeed, factor); mResult.mGlareView = lerp(current.mGlareView, other.mGlareView, factor); mResult.mNightFade = lerp(current.mNightFade, other.mNightFade, factor); mResult.mNight = current.mNight; float threshold = mWeatherSettings[mNextWeather].mRainThreshold; if (threshold <= 0.f) threshold = 0.5f; if (factor < threshold) { mResult.mIsStorm = current.mIsStorm; mResult.mParticleEffect = current.mParticleEffect; mResult.mRainEffect = current.mRainEffect; mResult.mRainSpeed = current.mRainSpeed; mResult.mRainEntranceSpeed = current.mRainEntranceSpeed; mResult.mAmbientSoundVolume = 1.f - factor / threshold; mResult.mPrecipitationAlpha = mResult.mAmbientSoundVolume; mResult.mAmbientLoopSoundID = current.mAmbientLoopSoundID; mResult.mRainLoopSoundID = current.mRainLoopSoundID; mResult.mRainDiameter = current.mRainDiameter; mResult.mRainMinHeight = current.mRainMinHeight; mResult.mRainMaxHeight = current.mRainMaxHeight; mResult.mRainMaxRaindrops = current.mRainMaxRaindrops; } else { mResult.mIsStorm = other.mIsStorm; mResult.mParticleEffect = other.mParticleEffect; mResult.mRainEffect = other.mRainEffect; mResult.mRainSpeed = other.mRainSpeed; mResult.mRainEntranceSpeed = other.mRainEntranceSpeed; mResult.mAmbientSoundVolume = (factor - threshold) / (1 - threshold); mResult.mPrecipitationAlpha = mResult.mAmbientSoundVolume; mResult.mAmbientLoopSoundID = other.mAmbientLoopSoundID; mResult.mRainLoopSoundID = other.mRainLoopSoundID; mResult.mRainDiameter = other.mRainDiameter; mResult.mRainMinHeight = other.mRainMinHeight; mResult.mRainMaxHeight = other.mRainMaxHeight; mResult.mRainMaxRaindrops = other.mRainMaxRaindrops; } } }
57,186
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.cpp
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GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
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false
false
false
false
35,290
ptr.cpp
OpenMW_openmw/apps/openmw/mwworld/ptr.cpp
#include "ptr.hpp" #include "apps/openmw/mwbase/environment.hpp" #include "worldmodel.hpp" namespace MWWorld { SafePtr::SafePtr(const Ptr& ptr) : mId(ptr.getCellRef().getRefNum()) , mPtr(ptr) , mLastUpdate(MWBase::Environment::get().getWorldModel()->getPtrRegistryRevision()) { } std::string SafePtr::toString() const { update(); if (mPtr.isEmpty()) return "object" + mId.toString() + " (not found)"; else return mPtr.toString(); } void SafePtr::update() const { const WorldModel& worldModel = *MWBase::Environment::get().getWorldModel(); if (mLastUpdate != worldModel.getPtrRegistryRevision()) { mPtr = worldModel.getPtr(mId); mLastUpdate = worldModel.getPtrRegistryRevision(); } } }
854
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.cpp
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OpenMW/openmw
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GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
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false
false
false
false
false
false
35,291
action.cpp
OpenMW_openmw/apps/openmw/mwworld/action.cpp
#include "action.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/soundmanager.hpp" #include "../mwbase/windowmanager.hpp" #include "../mwmechanics/actorutil.hpp" const MWWorld::Ptr& MWWorld::Action::getTarget() const { return mTarget; } void MWWorld::Action::setTarget(const MWWorld::Ptr& target) { mTarget = target; } MWWorld::Action::Action(bool keepSound, const Ptr& target) : mKeepSound(keepSound) , mSoundOffset(0) , mTarget(target) { } MWWorld::Action::~Action() {} void MWWorld::Action::execute(const Ptr& actor, bool noSound) { if (!mSoundId.empty() && !noSound) { MWSound::PlayMode envType = MWSound::PlayMode::Normal; // Action sounds should not have a distortion in GUI mode // example: take an item or drink a potion underwater if (actor == MWMechanics::getPlayer() && MWBase::Environment::get().getWindowManager()->isGuiMode()) { envType = MWSound::PlayMode::NoEnv; } if (mKeepSound && actor == MWMechanics::getPlayer()) MWBase::Environment::get().getSoundManager()->playSound( mSoundId, 1.0, 1.0, MWSound::Type::Sfx, envType, mSoundOffset); else { bool local = mTarget.isEmpty() || !mTarget.isInCell(); // no usable target if (mKeepSound) MWBase::Environment::get().getSoundManager()->playSound3D( (local ? actor : mTarget).getRefData().getPosition().asVec3(), mSoundId, 1.0, 1.0, MWSound::Type::Sfx, envType, mSoundOffset); else MWBase::Environment::get().getSoundManager()->playSound3D( local ? actor : mTarget, mSoundId, 1.0, 1.0, MWSound::Type::Sfx, envType, mSoundOffset); } } executeImp(actor); } void MWWorld::Action::setSound(const ESM::RefId& id) { mSoundId = id; } void MWWorld::Action::setSoundOffset(float offset) { mSoundOffset = offset; }
1,986
C++
.cpp
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0.635889
OpenMW/openmw
5,318
933
0
GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
35,292
worldmodel.cpp
OpenMW_openmw/apps/openmw/mwworld/worldmodel.cpp
#include "worldmodel.hpp" #include <algorithm> #include <cassert> #include <optional> #include <stdexcept> #include <components/debug/debuglog.hpp> #include <components/esm/defs.hpp> #include <components/esm3/cellid.hpp> #include <components/esm3/cellref.hpp> #include <components/esm3/cellstate.hpp> #include <components/esm3/esmreader.hpp> #include <components/esm3/esmwriter.hpp> #include <components/esm3/loadregn.hpp> #include <components/esm4/loadwrld.hpp> #include <components/loadinglistener/loadinglistener.hpp> #include <components/settings/values.hpp> #include "cellstore.hpp" #include "esmstore.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/luamanager.hpp" namespace MWWorld { namespace { const ESM::RefId draftCellId = ESM::RefId::index(ESM::REC_CSTA, 0); template <class T> CellStore& emplaceCellStore(ESM::RefId id, const T& cell, ESMStore& store, ESM::ReadersCache& readers, std::unordered_map<ESM::RefId, CellStore>& cells) { const auto [it, inserted] = cells.emplace( std::piecewise_construct, std::forward_as_tuple(id), std::forward_as_tuple(Cell(cell), store, readers)); assert(inserted); return it->second; } CellStore* emplaceInteriorCellStore(std::string_view name, ESMStore& store, ESM::ReadersCache& readers, std::unordered_map<ESM::RefId, CellStore>& cells) { if (const ESM::Cell* cell = store.get<ESM::Cell>().search(name)) return &emplaceCellStore(cell->mId, *cell, store, readers, cells); if (const ESM4::Cell* cell = store.get<ESM4::Cell>().searchCellName(name); cell != nullptr && !cell->isExterior()) { return &emplaceCellStore(cell->mId, *cell, store, readers, cells); } return nullptr; } const ESM::Cell* createEsmCell(ESM::ExteriorCellLocation location, ESMStore& store) { ESM::Cell record = {}; record.mData.mFlags = ESM::Cell::HasWater; record.mData.mX = location.mX; record.mData.mY = location.mY; record.updateId(); return store.insert(record); } const ESM4::Cell* createEsm4Cell(ESM::ExteriorCellLocation location, ESMStore& store) { ESM4::Cell record = {}; record.mParent = location.mWorldspace; record.mX = location.mX; record.mY = location.mY; return store.insert(record); } std::tuple<Cell, bool> createExteriorCell(ESM::ExteriorCellLocation location, ESMStore& store) { if (ESM::isEsm4Ext(location.mWorldspace)) { if (store.get<ESM4::World>().search(location.mWorldspace) == nullptr) throw std::runtime_error( "Exterior ESM4 world is not found: " + location.mWorldspace.toDebugString()); const ESM4::Cell* cell = store.get<ESM4::Cell>().searchExterior(location); bool created = cell == nullptr; if (created) cell = createEsm4Cell(location, store); assert(cell != nullptr); return { MWWorld::Cell(*cell), created }; } const ESM::Cell* cell = store.get<ESM::Cell>().search(location.mX, location.mY); bool created = cell == nullptr; if (created) cell = createEsmCell(location, store); assert(cell != nullptr); return { Cell(*cell), created }; } std::optional<Cell> createCell(ESM::RefId id, const ESMStore& store) { if (const ESM4::Cell* cell = store.get<ESM4::Cell>().search(id)) return Cell(*cell); if (const ESM::Cell* cell = store.get<ESM::Cell>().search(id)) return Cell(*cell); return std::nullopt; } CellStore* getOrCreateExterior(const ESM::ExteriorCellLocation& location, std::map<ESM::ExteriorCellLocation, MWWorld::CellStore*>& exteriors, ESMStore& store, ESM::ReadersCache& readers, std::unordered_map<ESM::RefId, CellStore>& cells, bool triggerEvent) { if (const auto it = exteriors.find(location); it != exteriors.end()) { assert(it->second != nullptr); return it->second; } auto [cell, created] = createExteriorCell(location, store); const ESM::RefId id = cell.getId(); CellStore* const cellStore = &emplaceCellStore(id, std::move(cell), store, readers, cells); exteriors.emplace(location, cellStore); if (created && triggerEvent) MWBase::Environment::get().getLuaManager()->exteriorCreated(*cellStore); return cellStore; } } } MWWorld::CellStore& MWWorld::WorldModel::getOrInsertCellStore(const ESM::Cell& cell) { const auto it = mCells.find(cell.mId); if (it != mCells.end()) return it->second; return insertCellStore(cell); } MWWorld::CellStore& MWWorld::WorldModel::insertCellStore(const ESM::Cell& cell) { CellStore& cellStore = emplaceCellStore(cell.mId, cell, mStore, mReaders, mCells); if (cell.mData.mFlags & ESM::Cell::Interior) mInteriors.emplace(cell.mName, &cellStore); else mExteriors.emplace( ESM::ExteriorCellLocation(cell.getGridX(), cell.getGridY(), ESM::Cell::sDefaultWorldspaceId), &cellStore); return cellStore; } void MWWorld::WorldModel::clear() { mPtrRegistry.clear(); mInteriors.clear(); mExteriors.clear(); mCells.clear(); std::fill(mIdCache.begin(), mIdCache.end(), std::make_pair(ESM::RefId(), (MWWorld::CellStore*)nullptr)); mIdCacheIndex = 0; } MWWorld::Ptr MWWorld::WorldModel::getPtrAndCache(const ESM::RefId& name, CellStore& cellStore) { Ptr ptr = cellStore.getPtr(name); if (!ptr.isEmpty() && ptr.isInCell()) { mIdCache[mIdCacheIndex].first = name; mIdCache[mIdCacheIndex].second = &cellStore; if (++mIdCacheIndex >= mIdCache.size()) mIdCacheIndex = 0; } return ptr; } void MWWorld::WorldModel::writeCell(ESM::ESMWriter& writer, CellStore& cell) const { if (cell.getState() != CellStore::State_Loaded) cell.load(); ESM::CellState cellState; cell.saveState(cellState); writer.startRecord(ESM::REC_CSTA); writer.writeCellId(cellState.mId); cellState.save(writer); cell.writeFog(writer); cell.writeReferences(writer); writer.endRecord(ESM::REC_CSTA); } MWWorld::WorldModel::WorldModel(MWWorld::ESMStore& store, ESM::ReadersCache& readers) : mStore(store) , mReaders(readers) , mIdCache(Settings::cells().mPointersCacheSize, { ESM::RefId(), nullptr }) { mDraftCell.mId = draftCellId; } namespace MWWorld { CellStore& WorldModel::getExterior(ESM::ExteriorCellLocation location, bool forceLoad) const { CellStore* cellStore = getOrCreateExterior(location, mExteriors, mStore, mReaders, mCells, true); if (forceLoad && cellStore->getState() != CellStore::State_Loaded) cellStore->load(); return *cellStore; } CellStore* WorldModel::findInterior(std::string_view name, bool forceLoad) const { const auto it = mInteriors.find(name); CellStore* cellStore = nullptr; if (it == mInteriors.end()) { cellStore = emplaceInteriorCellStore(name, mStore, mReaders, mCells); if (cellStore == nullptr) return cellStore; mInteriors.emplace(name, cellStore); } else { assert(it->second != nullptr); cellStore = it->second; } if (forceLoad && cellStore->getState() != CellStore::State_Loaded) cellStore->load(); return cellStore; } CellStore& WorldModel::getInterior(std::string_view name, bool forceLoad) const { CellStore* const cellStore = findInterior(name, forceLoad); if (cellStore == nullptr) throw std::runtime_error("Interior cell is not found: '" + std::string(name) + "'"); return *cellStore; } CellStore* WorldModel::findCell(ESM::RefId id, bool forceLoad) const { auto it = mCells.find(id); if (it != mCells.end()) { CellStore& cellStore = it->second; if (forceLoad && cellStore.getState() != CellStore::State_Loaded) cellStore.load(); return &cellStore; } if (id == draftCellId) { CellStore& cellStore = emplaceCellStore(id, Cell(mDraftCell), mStore, mReaders, mCells); cellStore.load(); return &cellStore; } if (const auto* exteriorId = id.getIf<ESM::ESM3ExteriorCellRefId>()) return &getExterior( ESM::ExteriorCellLocation(exteriorId->getX(), exteriorId->getY(), ESM::Cell::sDefaultWorldspaceId), forceLoad); std::optional<Cell> cell = createCell(id, mStore); if (!cell.has_value()) return nullptr; CellStore& cellStore = emplaceCellStore(id, std::move(*cell), mStore, mReaders, mCells); if (cellStore.isExterior()) mExteriors.emplace(ESM::ExteriorCellLocation(cellStore.getCell()->getGridX(), cellStore.getCell()->getGridY(), cellStore.getCell()->getWorldSpace()), &cellStore); else mInteriors.emplace(cellStore.getCell()->getNameId(), &cellStore); if (forceLoad && cellStore.getState() != CellStore::State_Loaded) cellStore.load(); return &cellStore; } CellStore& WorldModel::getCell(ESM::RefId id, bool forceLoad) const { CellStore* const result = findCell(id, forceLoad); if (result == nullptr) throw std::runtime_error("Cell does not exist: " + id.toDebugString()); return *result; } CellStore& WorldModel::getDraftCell() const { return getCell(draftCellId); } CellStore* WorldModel::findCell(std::string_view name, bool forceLoad) const { if (CellStore* const cellStore = findInterior(name, forceLoad)) return cellStore; // try named exteriors const ESM::Cell* cell = mStore.get<ESM::Cell>().searchExtByName(name); if (cell == nullptr) { // treat "Wilderness" like an empty string static const std::string& defaultName = mStore.get<ESM::GameSetting>().find("sDefaultCellname")->mValue.getString(); if (Misc::StringUtils::ciEqual(name, defaultName)) cell = mStore.get<ESM::Cell>().searchExtByName({}); } if (cell == nullptr) { // now check for regions const Store<ESM::Region>& regions = mStore.get<ESM::Region>(); const auto region = std::find_if(regions.begin(), regions.end(), [&](const ESM::Region& v) { return Misc::StringUtils::ciEqual(name, v.mName); }); if (region != regions.end()) cell = mStore.get<ESM::Cell>().searchExtByRegion(region->mId); } if (cell != nullptr) return &getExterior( ESM::ExteriorCellLocation(cell->getGridX(), cell->getGridY(), ESM::Cell::sDefaultWorldspaceId), forceLoad); if (const ESM4::Cell* cell4 = mStore.get<ESM4::Cell>().searchCellName(name); cell4 != nullptr && cell4->isExterior()) { return &getExterior(cell4->getExteriorCellLocation(), forceLoad); } return nullptr; } CellStore& WorldModel::getCell(std::string_view name, bool forceLoad) const { CellStore* const result = findCell(name, forceLoad); if (result == nullptr) throw std::runtime_error(std::string("Can't find cell with name ") + std::string(name)); return *result; } void WorldModel::registerPtr(const Ptr& ptr) { if (ptr.mRef == nullptr) throw std::logic_error("Ptr with nullptr mRef is not allowed to be registered"); mPtrRegistry.insert(ptr); ptr.mRef->mWorldModel = this; } void WorldModel::deregisterLiveCellRef(LiveCellRefBase& ref) noexcept { mPtrRegistry.remove(ref); ref.mWorldModel = nullptr; } } MWWorld::Ptr MWWorld::WorldModel::getPtrByRefId(const ESM::RefId& name) { for (const auto& [cachedId, cellStore] : mIdCache) { if (cachedId != name || cellStore == nullptr) continue; Ptr ptr = cellStore->getPtr(name); if (!ptr.isEmpty()) return ptr; } // Then check cells that are already listed // Search in reverse, this is a workaround for an ambiguous chargen_plank reference in the vanilla game. // there is one at -22,16 and one at -2,-9, the latter should be used. for (auto iter = mExteriors.rbegin(); iter != mExteriors.rend(); ++iter) { Ptr ptr = getPtrAndCache(name, *iter->second); if (!ptr.isEmpty()) return ptr; } for (auto iter = mInteriors.begin(); iter != mInteriors.end(); ++iter) { Ptr ptr = getPtrAndCache(name, *iter->second); if (!ptr.isEmpty()) return ptr; } // Now try the other cells const MWWorld::Store<ESM::Cell>& cells = mStore.get<ESM::Cell>(); for (auto iter = cells.extBegin(); iter != cells.extEnd(); ++iter) { if (mCells.contains(iter->mId)) continue; Ptr ptr = getPtrAndCache(name, insertCellStore(*iter)); if (!ptr.isEmpty()) return ptr; } for (auto iter = cells.intBegin(); iter != cells.intEnd(); ++iter) { if (mCells.contains(iter->mId)) continue; Ptr ptr = getPtrAndCache(name, insertCellStore(*iter)); if (!ptr.isEmpty()) return ptr; } // giving up return Ptr(); } void MWWorld::WorldModel::getExteriorPtrs(const ESM::RefId& name, std::vector<MWWorld::Ptr>& out) { const MWWorld::Store<ESM::Cell>& cells = mStore.get<ESM::Cell>(); for (MWWorld::Store<ESM::Cell>::iterator iter = cells.extBegin(); iter != cells.extEnd(); ++iter) { CellStore& cellStore = getOrInsertCellStore(*iter); Ptr ptr = getPtrAndCache(name, cellStore); if (!ptr.isEmpty()) out.push_back(ptr); } } std::vector<MWWorld::Ptr> MWWorld::WorldModel::getAll(const ESM::RefId& id) { std::vector<Ptr> result; for (auto& [cellId, cellStore] : mCells) { if (cellStore.getState() == CellStore::State_Unloaded) cellStore.preload(); if (cellStore.getState() == CellStore::State_Preloaded) { if (!cellStore.hasId(id)) continue; cellStore.load(); } cellStore.forEach([&](const Ptr& ptr) { if (ptr.getCellRef().getRefId() == id) result.push_back(ptr); return true; }); } return result; } int MWWorld::WorldModel::countSavedGameRecords() const { return std::count_if(mCells.begin(), mCells.end(), [](const auto& v) { return v.second.hasState(); }); } void MWWorld::WorldModel::write(ESM::ESMWriter& writer, Loading::Listener& progress) const { for (auto& [id, cellStore] : mCells) if (cellStore.hasState()) { writeCell(writer, cellStore); progress.increaseProgress(); } } struct MWWorld::WorldModel::GetCellStoreCallback : public CellStore::GetCellStoreCallback { public: GetCellStoreCallback(WorldModel& worldModel) : mWorldModel(worldModel) { } WorldModel& mWorldModel; CellStore* getCellStore(const ESM::RefId& cellId) override { if (const auto* exteriorId = cellId.getIf<ESM::ESM3ExteriorCellRefId>()) { ESM::ExteriorCellLocation location(exteriorId->getX(), exteriorId->getY(), ESM::Cell::sDefaultWorldspaceId); return getOrCreateExterior( location, mWorldModel.mExteriors, mWorldModel.mStore, mWorldModel.mReaders, mWorldModel.mCells, false); } return mWorldModel.findCell(cellId); } }; bool MWWorld::WorldModel::readRecord(ESM::ESMReader& reader, uint32_t type) { if (type == ESM::REC_CSTA) { ESM::CellState state; state.mId = reader.getCellId(); GetCellStoreCallback callback(*this); CellStore* const cellStore = callback.getCellStore(state.mId); if (cellStore == nullptr) { Log(Debug::Warning) << "Dropping state for cell " << state.mId << " (cell no longer exists)"; reader.skipRecord(); return true; } state.load(reader); cellStore->loadState(state); if (state.mHasFogOfWar) cellStore->readFog(reader); if (cellStore->getState() != CellStore::State_Loaded) cellStore->load(); cellStore->readReferences(reader, &callback); return true; } return false; }
17,325
C++
.cpp
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OpenMW/openmw
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0
GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
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false
false
35,293
player.cpp
OpenMW_openmw/apps/openmw/mwworld/player.cpp
#include "player.hpp" #include <stdexcept> #include <components/debug/debuglog.hpp> #include <components/esm/defs.hpp> #include <components/esm3/esmreader.hpp> #include <components/esm3/esmwriter.hpp> #include <components/esm3/loadbsgn.hpp> #include <components/esm3/loadmgef.hpp> #include <components/esm3/player.hpp> #include <components/fallback/fallback.hpp> #include "../mwworld/esmstore.hpp" #include "../mwworld/inventorystore.hpp" #include "../mwworld/magiceffects.hpp" #include "../mwworld/worldmodel.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/luamanager.hpp" #include "../mwbase/mechanicsmanager.hpp" #include "../mwbase/windowmanager.hpp" #include "../mwbase/world.hpp" #include "../mwmechanics/movement.hpp" #include "../mwmechanics/npcstats.hpp" #include "../mwmechanics/spellutil.hpp" #include "../mwrender/camera.hpp" #include "../mwrender/renderingmanager.hpp" #include "cellstore.hpp" #include "class.hpp" #include "ptr.hpp" namespace MWWorld { namespace { ESM::CellRef makePlayerCellRef() { ESM::CellRef result; result.blank(); result.mRefID = ESM::RefId::stringRefId("Player"); return result; } } Player::Player(const ESM::NPC* player) : mPlayer(makePlayerCellRef(), player) , mCellStore(nullptr) , mLastKnownExteriorPosition(0, 0, 0) , mMarkedPosition(ESM::Position()) , mMarkedCell(nullptr) , mTeleported(false) , mCurrentCrimeId(-1) , mPaidCrimeId(-1) , mJumping(false) { ESM::Position playerPos = mPlayer.mData.getPosition(); playerPos.pos[0] = playerPos.pos[1] = playerPos.pos[2] = 0; mPlayer.mData.setPosition(playerPos); } void Player::saveStats() { MWMechanics::NpcStats& stats = getPlayer().getClass().getNpcStats(getPlayer()); for (size_t i = 0; i < mSaveSkills.size(); ++i) mSaveSkills[i] = stats.getSkill(ESM::Skill::indexToRefId(i)).getModified(); for (size_t i = 0; i < mSaveAttributes.size(); ++i) mSaveAttributes[i] = stats.getAttribute(ESM::Attribute::indexToRefId(i)).getModified(); } void Player::restoreStats() { const auto& store = MWBase::Environment::get().getESMStore(); const MWWorld::Store<ESM::GameSetting>& gmst = store->get<ESM::GameSetting>(); MWMechanics::CreatureStats& creatureStats = getPlayer().getClass().getCreatureStats(getPlayer()); MWMechanics::NpcStats& npcStats = getPlayer().getClass().getNpcStats(getPlayer()); MWMechanics::DynamicStat<float> health = creatureStats.getDynamic(0); creatureStats.setHealth(health.getBase() / gmst.find("fWereWolfHealth")->mValue.getFloat()); for (size_t i = 0; i < mSaveSkills.size(); ++i) { auto& skill = npcStats.getSkill(ESM::Skill::indexToRefId(i)); skill.restore(skill.getDamage()); skill.setModifier(mSaveSkills[i] - skill.getBase()); } for (size_t i = 0; i < mSaveAttributes.size(); ++i) { auto id = ESM::Attribute::indexToRefId(i); auto attribute = npcStats.getAttribute(id); attribute.restore(attribute.getDamage()); attribute.setModifier(mSaveAttributes[i] - attribute.getBase()); npcStats.setAttribute(id, attribute); } } void Player::setWerewolfStats() { const auto& store = MWBase::Environment::get().getESMStore(); const MWWorld::Store<ESM::GameSetting>& gmst = store->get<ESM::GameSetting>(); MWMechanics::CreatureStats& creatureStats = getPlayer().getClass().getCreatureStats(getPlayer()); MWMechanics::NpcStats& npcStats = getPlayer().getClass().getNpcStats(getPlayer()); MWMechanics::DynamicStat<float> health = creatureStats.getDynamic(0); creatureStats.setHealth(health.getBase() * gmst.find("fWereWolfHealth")->mValue.getFloat()); for (const auto& attribute : store->get<ESM::Attribute>()) { MWMechanics::AttributeValue value = npcStats.getAttribute(attribute.mId); value.setModifier(attribute.mWerewolfValue - value.getModified()); npcStats.setAttribute(attribute.mId, value); } for (const auto& skill : store->get<ESM::Skill>()) { // Acrobatics is set separately for some reason. if (skill.mId == ESM::Skill::Acrobatics) continue; MWMechanics::SkillValue& value = npcStats.getSkill(skill.mId); value.setModifier(skill.mWerewolfValue - value.getModified()); } } void Player::set(const ESM::NPC* player) { mPlayer.mBase = player; } void Player::setCell(MWWorld::CellStore* cellStore) { mCellStore = cellStore; } MWWorld::Ptr Player::getPlayer() { MWWorld::Ptr ptr(&mPlayer, mCellStore); return ptr; } MWWorld::ConstPtr Player::getConstPlayer() const { MWWorld::ConstPtr ptr(&mPlayer, mCellStore); return ptr; } void Player::setBirthSign(const ESM::RefId& sign) { mSign = sign; } const ESM::RefId& Player::getBirthSign() const { return mSign; } void Player::setDrawState(MWMechanics::DrawState state) { MWWorld::Ptr ptr = getPlayer(); ptr.getClass().getNpcStats(ptr).setDrawState(state); } void Player::yaw(float yaw) { MWWorld::Ptr ptr = getPlayer(); ptr.getClass().getMovementSettings(ptr).mRotation[2] += yaw; } void Player::pitch(float pitch) { MWWorld::Ptr ptr = getPlayer(); ptr.getClass().getMovementSettings(ptr).mRotation[0] += pitch; } void Player::roll(float roll) { MWWorld::Ptr ptr = getPlayer(); ptr.getClass().getMovementSettings(ptr).mRotation[1] += roll; } MWMechanics::DrawState Player::getDrawState() { MWWorld::Ptr ptr = getPlayer(); return ptr.getClass().getNpcStats(ptr).getDrawState(); } void Player::activate() { if (MWBase::Environment::get().getWindowManager()->isGuiMode()) return; MWWorld::Ptr player = getPlayer(); const MWMechanics::NpcStats& playerStats = player.getClass().getNpcStats(player); if (playerStats.isParalyzed() || playerStats.getKnockedDown() || playerStats.isDead()) return; MWWorld::Ptr toActivate = MWBase::Environment::get().getWorld()->getFacedObject(); if (toActivate.isEmpty()) return; if (!toActivate.getClass().hasToolTip(toActivate)) return; MWBase::Environment::get().getLuaManager()->objectActivated(toActivate, player); } bool Player::wasTeleported() const { return mTeleported; } void Player::setTeleported(bool teleported) { mTeleported = teleported; } void Player::setJumping(bool jumping) { mJumping = jumping; } bool Player::getJumping() const { return mJumping; } bool Player::isInCombat() { return MWBase::Environment::get().getMechanicsManager()->getActorsFighting(getPlayer()).size() != 0; } bool Player::enemiesNearby() { return MWBase::Environment::get().getMechanicsManager()->getEnemiesNearby(getPlayer()).size() != 0; } void Player::markPosition(CellStore* markedCell, const ESM::Position& markedPosition) { mMarkedCell = markedCell; mMarkedPosition = markedPosition; } void Player::getMarkedPosition(CellStore*& markedCell, ESM::Position& markedPosition) const { markedCell = mMarkedCell; if (mMarkedCell) markedPosition = mMarkedPosition; } void Player::clear() { ESM::CellRef cellRef; cellRef.blank(); cellRef.mRefID = ESM::RefId::stringRefId("Player"); cellRef.mRefNum = mPlayer.mRef.getRefNum(); mPlayer = LiveCellRef<ESM::NPC>(cellRef, mPlayer.mBase); mCellStore = nullptr; mSign = ESM::RefId(); mMarkedCell = nullptr; mTeleported = false; mJumping = false; mCurrentCrimeId = -1; mPaidCrimeId = -1; mPreviousItems.clear(); mLastKnownExteriorPosition = osg::Vec3f(0, 0, 0); mSaveSkills.fill(0.f); mSaveAttributes.fill(0.f); mMarkedPosition.pos[0] = 0; mMarkedPosition.pos[1] = 0; mMarkedPosition.pos[2] = 0; mMarkedPosition.rot[0] = 0; mMarkedPosition.rot[1] = 0; mMarkedPosition.rot[2] = 0; } void Player::write(ESM::ESMWriter& writer, Loading::Listener& progress) const { ESM::Player player; mPlayer.save(player.mObject); player.mCellId = mCellStore->getCell()->getId(); player.mCurrentCrimeId = mCurrentCrimeId; player.mPaidCrimeId = mPaidCrimeId; player.mBirthsign = mSign; player.mLastKnownExteriorPosition[0] = mLastKnownExteriorPosition.x(); player.mLastKnownExteriorPosition[1] = mLastKnownExteriorPosition.y(); player.mLastKnownExteriorPosition[2] = mLastKnownExteriorPosition.z(); if (mMarkedCell) { player.mHasMark = true; player.mMarkedPosition = mMarkedPosition; player.mMarkedCell = mMarkedCell->getCell()->getId(); } else player.mHasMark = false; for (size_t i = 0; i < mSaveAttributes.size(); ++i) player.mSaveAttributes[i] = mSaveAttributes[i]; for (size_t i = 0; i < mSaveSkills.size(); ++i) player.mSaveSkills[i] = mSaveSkills[i]; player.mPreviousItems = mPreviousItems; writer.startRecord(ESM::REC_PLAY); player.save(writer); writer.endRecord(ESM::REC_PLAY); } bool Player::readRecord(ESM::ESMReader& reader, uint32_t type) { if (type == ESM::REC_PLAY) { ESM::Player player; player.load(reader); if (!mPlayer.checkState(player.mObject)) { // this is the one object we can not silently drop. throw std::runtime_error("invalid player state record (object state)"); } if (reader.getFormatVersion() <= ESM::MaxClearModifiersFormatVersion) convertMagicEffects( player.mObject.mCreatureStats, player.mObject.mInventory, &player.mObject.mNpcStats); else if (reader.getFormatVersion() <= ESM::MaxOldCreatureStatsFormatVersion) { convertStats(player.mObject.mCreatureStats); convertEnchantmentSlots(player.mObject.mCreatureStats, player.mObject.mInventory); } else if (reader.getFormatVersion() <= ESM::MaxActiveSpellSlotIndexFormatVersion) convertEnchantmentSlots(player.mObject.mCreatureStats, player.mObject.mInventory); if (!player.mObject.mEnabled) { Log(Debug::Warning) << "Warning: Savegame attempted to disable the player."; player.mObject.mEnabled = true; } MWBase::Environment::get().getWorldModel()->deregisterLiveCellRef(mPlayer); mPlayer.load(player.mObject); for (size_t i = 0; i < mSaveAttributes.size(); ++i) mSaveAttributes[i] = player.mSaveAttributes[i]; for (size_t i = 0; i < mSaveSkills.size(); ++i) mSaveSkills[i] = player.mSaveSkills[i]; if (player.mObject.mNpcStats.mIsWerewolf) { if (reader.getFormatVersion() <= ESM::MaxOldSkillsAndAttributesFormatVersion) { setWerewolfStats(); if (player.mSetWerewolfAcrobatics) MWBase::Environment::get().getMechanicsManager()->applyWerewolfAcrobatics(getPlayer()); } } getPlayer().getClass().getCreatureStats(getPlayer()).getAiSequence().clear(); MWBase::World& world = *MWBase::Environment::get().getWorld(); mCellStore = MWBase::Environment::get().getWorldModel()->findCell(player.mCellId); if (mCellStore == nullptr) Log(Debug::Warning) << "Player cell " << player.mCellId << " no longer exists"; if (!player.mBirthsign.empty()) { const ESM::BirthSign* sign = world.getStore().get<ESM::BirthSign>().search(player.mBirthsign); if (!sign) throw std::runtime_error("invalid player state record (birthsign does not exist)"); } mCurrentCrimeId = player.mCurrentCrimeId; mPaidCrimeId = player.mPaidCrimeId; mSign = player.mBirthsign; mLastKnownExteriorPosition.x() = player.mLastKnownExteriorPosition[0]; mLastKnownExteriorPosition.y() = player.mLastKnownExteriorPosition[1]; mLastKnownExteriorPosition.z() = player.mLastKnownExteriorPosition[2]; if (player.mHasMark) { if (!world.getStore().get<ESM::Cell>().search(player.mMarkedCell)) player.mHasMark = false; // drop mark silently } if (player.mHasMark) { mMarkedPosition = player.mMarkedPosition; mMarkedCell = &MWBase::Environment::get().getWorldModel()->getCell(player.mMarkedCell); } else { mMarkedCell = nullptr; } mTeleported = false; mPreviousItems = player.mPreviousItems; return true; } return false; } int Player::getNewCrimeId() { return ++mCurrentCrimeId; } void Player::recordCrimeId() { mPaidCrimeId = mCurrentCrimeId; } int Player::getCrimeId() const { return mPaidCrimeId; } void Player::setPreviousItem(const ESM::RefId& boundItemId, const ESM::RefId& previousItemId) { mPreviousItems[boundItemId] = previousItemId; } ESM::RefId Player::getPreviousItem(const ESM::RefId& boundItemId) { return mPreviousItems[boundItemId]; } void Player::erasePreviousItem(const ESM::RefId& boundItemId) { mPreviousItems.erase(boundItemId); } void Player::setSelectedSpell(const ESM::RefId& spellId) { Ptr player = getPlayer(); InventoryStore& store = player.getClass().getInventoryStore(player); store.setSelectedEnchantItem(store.end()); int castChance = int(MWMechanics::getSpellSuccessChance(spellId, player)); MWBase::Environment::get().getWindowManager()->setSelectedSpell(spellId, castChance); MWBase::Environment::get().getWindowManager()->updateSpellWindow(); } void Player::update() { auto player = getPlayer(); const auto world = MWBase::Environment::get().getWorld(); const auto rendering = world->getRenderingManager(); auto& store = world->getStore(); auto& playerClass = player.getClass(); const auto windowMgr = MWBase::Environment::get().getWindowManager(); if (player.getCell()->isExterior()) { ESM::Position pos = player.getRefData().getPosition(); setLastKnownExteriorPosition(pos.asVec3()); } bool isWerewolf = playerClass.getNpcStats(player).isWerewolf(); bool isFirstPerson = world->isFirstPerson(); if (isWerewolf && isFirstPerson) { float werewolfFov = Fallback::Map::getFloat("General_Werewolf_FOV"); if (werewolfFov != 0) rendering->overrideFieldOfView(werewolfFov); windowMgr->setWerewolfOverlay(true); } else { rendering->resetFieldOfView(); windowMgr->setWerewolfOverlay(false); } // Sink the camera while sneaking bool sneaking = playerClass.getCreatureStats(player).getStance(MWMechanics::CreatureStats::Stance_Sneak); bool swimming = world->isSwimming(player); bool flying = world->isFlying(player); static const float i1stPersonSneakDelta = store.get<ESM::GameSetting>().find("i1stPersonSneakDelta")->mValue.getFloat(); if (sneaking && !swimming && !flying) rendering->getCamera()->setSneakOffset(i1stPersonSneakDelta); else rendering->getCamera()->setSneakOffset(0.f); int blind = 0; const auto& magicEffects = playerClass.getCreatureStats(player).getMagicEffects(); if (!world->getGodModeState()) blind = static_cast<int>(magicEffects.getOrDefault(ESM::MagicEffect::Blind).getModifier()); windowMgr->setBlindness(std::clamp(blind, 0, 100)); int nightEye = static_cast<int>(magicEffects.getOrDefault(ESM::MagicEffect::NightEye).getMagnitude()); rendering->setNightEyeFactor(std::min(1.f, (nightEye / 100.f))); } }
17,152
C++
.cpp
419
31.894988
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0.628484
OpenMW/openmw
5,318
933
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GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
false
false
false
true
true
false
35,294
livecellref.cpp
OpenMW_openmw/apps/openmw/mwworld/livecellref.cpp
#include "livecellref.hpp" #include <sstream> #include <components/debug/debuglog.hpp> #include <components/esm3/loadcrea.hpp> #include <components/esm3/loadscpt.hpp> #include <components/esm3/objectstate.hpp> #include "../mwbase/environment.hpp" #include "../mwbase/luamanager.hpp" #include "class.hpp" #include "esmstore.hpp" #include "ptr.hpp" #include "worldmodel.hpp" namespace MWWorld { LiveCellRefBase::LiveCellRefBase(unsigned int type, const ESM::CellRef& cref) : mClass(&Class::get(type)) , mRef(cref) , mData(cref) { } LiveCellRefBase::LiveCellRefBase(unsigned int type, const ESM4::Reference& cref) : mClass(&Class::get(type)) , mRef(cref) , mData(cref) { } LiveCellRefBase::LiveCellRefBase(unsigned int type, const ESM4::ActorCharacter& cref) : mClass(&Class::get(type)) , mRef(cref) , mData(cref) { } LiveCellRefBase::LiveCellRefBase(LiveCellRefBase&& other) noexcept : mClass(other.mClass) , mRef(std::move(other.mRef)) , mData(std::move(other.mData)) , mWorldModel(std::exchange(other.mWorldModel, nullptr)) { } LiveCellRefBase::~LiveCellRefBase() { if (mWorldModel != nullptr) mWorldModel->deregisterLiveCellRef(*this); } LiveCellRefBase& LiveCellRefBase::operator=(LiveCellRefBase&& other) noexcept { mClass = other.mClass; mRef = std::move(other.mRef); mData = std::move(other.mData); mWorldModel = std::exchange(other.mWorldModel, nullptr); return *this; } void LiveCellRefBase::loadImp(const ESM::ObjectState& state) { mRef = CellRef(state.mRef); mData = RefData(state, mData.isDeletedByContentFile()); Ptr ptr(this); if (state.mHasLocals) { const ESM::RefId& scriptId = mClass->getScript(ptr); // Make sure we still have a script. It could have been coming from a content file that is no longer active. if (!scriptId.empty()) { if (const ESM::Script* script = MWBase::Environment::get().getESMStore()->get<ESM::Script>().search(scriptId)) { try { mData.setLocals(*script); mData.getLocals().read(state.mLocals, scriptId); } catch (const std::exception& exception) { Log(Debug::Error) << "Error: failed to load state for local script " << scriptId << " because an exception has been thrown: " << exception.what(); } } } } mClass->readAdditionalState(ptr, state); if (!mRef.getSoul().empty() && !MWBase::Environment::get().getESMStore()->get<ESM::Creature>().search(mRef.getSoul())) { Log(Debug::Warning) << "Soul '" << mRef.getSoul() << "' not found, removing the soul from soul gem"; mRef.setSoul(ESM::RefId()); } MWBase::Environment::get().getLuaManager()->loadLocalScripts(ptr, state.mLuaScripts); } void LiveCellRefBase::saveImp(ESM::ObjectState& state) const { mRef.writeState(state); ConstPtr ptr(this); mData.write(state, mClass->getScript(ptr)); MWBase::Environment::get().getLuaManager()->saveLocalScripts( Ptr(const_cast<LiveCellRefBase*>(this)), state.mLuaScripts); mClass->writeAdditionalState(ptr, state); } bool LiveCellRefBase::checkStateImp(const ESM::ObjectState& state) { return true; } unsigned int LiveCellRefBase::getType() const { return mClass->getType(); } bool LiveCellRefBase::isDeleted() const { return mData.isDeletedByContentFile() || mRef.getCount(false) == 0; } std::string makeDynamicCastErrorMessage(const LiveCellRefBase* value, std::string_view recordType) { std::stringstream message; message << "Bad LiveCellRef cast to " << recordType << " from "; if (value != nullptr) message << value->getTypeDescription(); else message << "an empty object"; return message.str(); } }
4,391
C++
.cpp
120
27.583333
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0.597785
OpenMW/openmw
5,318
933
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GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
35,295
actionrepair.cpp
OpenMW_openmw/apps/openmw/mwworld/actionrepair.cpp
#include "actionrepair.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/windowmanager.hpp" #include "../mwmechanics/actorutil.hpp" namespace MWWorld { ActionRepair::ActionRepair(const Ptr& item, bool force) : Action(false, item) , mForce(force) { } void ActionRepair::executeImp(const Ptr& actor) { if (actor != MWMechanics::getPlayer()) return; if (!mForce && MWMechanics::isPlayerInCombat()) { MWBase::Environment::get().getWindowManager()->messageBox("#{sInventoryMessage2}"); return; } MWBase::Environment::get().getWindowManager()->pushGuiMode(MWGui::GM_Repair, getTarget()); } }
719
C++
.cpp
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OpenMW/openmw
5,318
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GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
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false
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false
false
false
false
35,296
class.cpp
OpenMW_openmw/apps/openmw/mwworld/class.cpp
#include "class.hpp" #include <stdexcept> #include <components/esm/defs.hpp> #include <components/esm3/loadench.hpp> #include <components/esm3/loadmgef.hpp> #include <components/esm3/loadsoun.hpp> #include <components/misc/resourcehelpers.hpp> #include "../mwbase/environment.hpp" #include "../mwbase/windowmanager.hpp" #include "../mwbase/world.hpp" #include "../mwworld/esmstore.hpp" #include "actiontake.hpp" #include "containerstore.hpp" #include "failedaction.hpp" #include "inventorystore.hpp" #include "nullaction.hpp" #include "ptr.hpp" #include "worldmodel.hpp" #include "../mwgui/tooltips.hpp" #include "../mwmechanics/npcstats.hpp" namespace MWWorld { std::map<unsigned, Class*>& Class::getClasses() { static std::map<unsigned, Class*> values; return values; } void Class::insertObjectRendering( const Ptr& ptr, const std::string& mesh, MWRender::RenderingInterface& renderingInterface) const { } void Class::insertObject( const Ptr& ptr, const std::string& mesh, const osg::Quat& rotation, MWPhysics::PhysicsSystem& physics) const { } void Class::insertObjectPhysics( const Ptr& ptr, const std::string& mesh, const osg::Quat& rotation, MWPhysics::PhysicsSystem& physics) const { } bool Class::consume(const MWWorld::Ptr& consumable, const MWWorld::Ptr& actor) const { return false; } void Class::skillUsageSucceeded(const MWWorld::Ptr& ptr, ESM::RefId skill, int usageType, float extraFactor) const { throw std::runtime_error("class does not represent an actor"); } bool Class::canSell(const MWWorld::ConstPtr& item, int npcServices) const { return false; } int Class::getServices(const ConstPtr& actor) const { throw std::runtime_error("class does not have services"); } MWMechanics::CreatureStats& Class::getCreatureStats(const Ptr& ptr) const { throw std::runtime_error("class does not have creature stats"); } MWMechanics::NpcStats& Class::getNpcStats(const Ptr& ptr) const { throw std::runtime_error("class does not have NPC stats"); } bool Class::hasItemHealth(const ConstPtr& ptr) const { return false; } int Class::getItemHealth(const ConstPtr& ptr) const { if (ptr.getCellRef().getCharge() == -1) return getItemMaxHealth(ptr); else return ptr.getCellRef().getCharge(); } float Class::getItemNormalizedHealth(const ConstPtr& ptr) const { if (getItemMaxHealth(ptr) == 0) { return 0.f; } else { return getItemHealth(ptr) / static_cast<float>(getItemMaxHealth(ptr)); } } int Class::getItemMaxHealth(const ConstPtr& ptr) const { throw std::runtime_error("class does not have item health"); } bool Class::evaluateHit(const Ptr& ptr, Ptr& victim, osg::Vec3f& hitPosition) const { throw std::runtime_error("class cannot hit"); } void Class::hit(const Ptr& ptr, float attackStrength, int type, const Ptr& victim, const osg::Vec3f& hitPosition, bool success) const { throw std::runtime_error("class cannot hit"); } void Class::onHit(const Ptr& ptr, float damage, bool ishealth, const Ptr& object, const Ptr& attacker, const osg::Vec3f& hitPosition, bool successful, const MWMechanics::DamageSourceType sourceType) const { throw std::runtime_error("class cannot be hit"); } std::unique_ptr<Action> Class::activate(const Ptr& ptr, const Ptr& actor) const { return std::make_unique<NullAction>(); } std::unique_ptr<Action> Class::use(const Ptr& ptr, bool force) const { return std::make_unique<NullAction>(); } ContainerStore& Class::getContainerStore(const Ptr& ptr) const { throw std::runtime_error("class does not have a container store"); } InventoryStore& Class::getInventoryStore(const Ptr& ptr) const { throw std::runtime_error("class does not have an inventory store"); } bool Class::hasInventoryStore(const ConstPtr& ptr) const { return false; } bool Class::canLock(const ConstPtr& ptr) const { return false; } void Class::setRemainingUsageTime(const Ptr& ptr, float duration) const { throw std::runtime_error("class does not support time-based uses"); } float Class::getRemainingUsageTime(const ConstPtr& ptr) const { return -1; } ESM::RefId Class::getScript(const ConstPtr& ptr) const { return ESM::RefId(); } float Class::getMaxSpeed(const Ptr& ptr) const { return 0; } float Class::getCurrentSpeed(const Ptr& ptr) const { return 0; } float Class::getJump(const Ptr& ptr) const { return 0; } int Class::getEnchantmentPoints(const MWWorld::ConstPtr& ptr) const { throw std::runtime_error("class does not support enchanting"); } MWMechanics::Movement& Class::getMovementSettings(const Ptr& ptr) const { throw std::runtime_error("movement settings not supported by class"); } osg::Vec3f Class::getRotationVector(const Ptr& ptr) const { return osg::Vec3f(0, 0, 0); } std::pair<std::vector<int>, bool> Class::getEquipmentSlots(const ConstPtr& ptr) const { return std::make_pair(std::vector<int>(), false); } ESM::RefId Class::getEquipmentSkill(const ConstPtr& ptr) const { return {}; } int Class::getValue(const ConstPtr& ptr) const { throw std::logic_error("value not supported by this class"); } float Class::getCapacity(const MWWorld::Ptr& ptr) const { throw std::runtime_error("capacity not supported by this class"); } float Class::getWeight(const ConstPtr& ptr) const { throw std::runtime_error("weight not supported by this class"); } float Class::getEncumbrance(const MWWorld::Ptr& ptr) const { throw std::runtime_error("encumbrance not supported by class"); } bool Class::isEssential(const MWWorld::ConstPtr& ptr) const { return false; } float Class::getArmorRating(const MWWorld::Ptr& ptr) const { throw std::runtime_error("Class does not support armor rating"); } const Class& Class::get(unsigned int key) { const auto& classes = getClasses(); auto iter = classes.find(key); if (iter == classes.end()) throw std::logic_error("Class::get(): unknown class key: " + std::to_string(key)); return *iter->second; } bool Class::isPersistent(const ConstPtr& ptr) const { throw std::runtime_error("class does not support persistence"); } void Class::registerClass(Class& instance) { getClasses().emplace(instance.getType(), &instance); } const ESM::RefId& Class::getUpSoundId(const ConstPtr& ptr) const { throw std::runtime_error("class does not have an up sound"); } const ESM::RefId& Class::getDownSoundId(const ConstPtr& ptr) const { throw std::runtime_error("class does not have an down sound"); } ESM::RefId Class::getSoundIdFromSndGen(const Ptr& ptr, std::string_view type) const { throw std::runtime_error("class does not support soundgen look up"); } const std::string& Class::getInventoryIcon(const MWWorld::ConstPtr& ptr) const { throw std::runtime_error("class does not have any inventory icon"); } MWGui::ToolTipInfo Class::getToolTipInfo(const ConstPtr& ptr, int count) const { throw std::runtime_error("class does not have a tool tip"); } bool Class::showsInInventory(const ConstPtr& ptr) const { // NOTE: Don't show WerewolfRobe objects in the inventory, or allow them to be taken. // Vanilla likely uses a hack like this since there's no other way to prevent it from // being shown or taken. return (ptr.getCellRef().getRefId() != "werewolfrobe"); } bool Class::hasToolTip(const ConstPtr& ptr) const { return true; } ESM::RefId Class::getEnchantment(const ConstPtr& ptr) const { return ESM::RefId(); } void Class::adjustScale(const MWWorld::ConstPtr& ptr, osg::Vec3f& scale, bool rendering) const {} std::string_view Class::getModel(const MWWorld::ConstPtr& ptr) const { return {}; } std::string Class::getCorrectedModel(const MWWorld::ConstPtr& ptr) const { std::string_view model = getModel(ptr); if (!model.empty()) return Misc::ResourceHelpers::correctMeshPath(model); return {}; } bool Class::useAnim() const { return false; } void Class::getModelsToPreload(const ConstPtr& ptr, std::vector<std::string_view>& models) const { std::string_view model = getModel(ptr); if (!model.empty()) models.push_back(model); } const ESM::RefId& Class::applyEnchantment( const MWWorld::ConstPtr& ptr, const ESM::RefId& enchId, int enchCharge, const std::string& newName) const { throw std::runtime_error("class can't be enchanted"); } std::pair<int, std::string_view> Class::canBeEquipped(const MWWorld::ConstPtr& ptr, const MWWorld::Ptr& npc) const { return { 1, {} }; } void Class::adjustPosition(const MWWorld::Ptr& ptr, bool force) const {} std::unique_ptr<Action> Class::defaultItemActivate(const Ptr& ptr, const Ptr& actor) const { if (!MWBase::Environment::get().getWindowManager()->isAllowed(MWGui::GW_Inventory)) return std::make_unique<NullAction>(); if (actor.getClass().isNpc() && actor.getClass().getNpcStats(actor).isWerewolf()) { const MWWorld::ESMStore& store = *MWBase::Environment::get().getESMStore(); auto& prng = MWBase::Environment::get().getWorld()->getPrng(); const ESM::Sound* sound = store.get<ESM::Sound>().searchRandom("WolfItem", prng); std::unique_ptr<MWWorld::Action> action = std::make_unique<MWWorld::FailedAction>("#{sWerewolfRefusal}"); if (sound) action->setSound(sound->mId); return action; } std::unique_ptr<MWWorld::Action> action = std::make_unique<ActionTake>(ptr); action->setSound(getUpSoundId(ptr)); return action; } MWWorld::Ptr Class::copyToCellImpl(const ConstPtr& ptr, CellStore& cell) const { throw std::runtime_error("unable to copy class to cell"); } MWWorld::Ptr Class::copyToCell(const ConstPtr& ptr, CellStore& cell, int count) const { Ptr newPtr = copyToCellImpl(ptr, cell); newPtr.getCellRef().unsetRefNum(); // This RefNum is only valid within the original cell of the reference newPtr.getCellRef().setCount(count); newPtr.getRefData().setLuaScripts(nullptr); MWBase::Environment::get().getWorldModel()->registerPtr(newPtr); return newPtr; } MWWorld::Ptr Class::moveToCell(const Ptr& ptr, CellStore& cell) const { Ptr newPtr = copyToCellImpl(ptr, cell); ptr.getRefData().setLuaScripts(nullptr); MWBase::Environment::get().getWorldModel()->registerPtr(newPtr); return newPtr; } Ptr Class::moveToCell(const Ptr& ptr, CellStore& cell, const ESM::Position& pos) const { Ptr newPtr = moveToCell(ptr, cell); newPtr.getRefData().setPosition(pos); newPtr.getCellRef().setPosition(pos); return newPtr; } MWWorld::Ptr Class::copyToCell(const ConstPtr& ptr, CellStore& cell, const ESM::Position& pos, int count) const { Ptr newPtr = copyToCell(ptr, cell, count); newPtr.getRefData().setPosition(pos); newPtr.getCellRef().setPosition(pos); return newPtr; } bool Class::isBipedal(const ConstPtr& ptr) const { return false; } bool Class::canFly(const ConstPtr& ptr) const { return false; } bool Class::canSwim(const ConstPtr& ptr) const { return false; } bool Class::canWalk(const ConstPtr& ptr) const { return false; } bool Class::isPureWaterCreature(const ConstPtr& ptr) const { return canSwim(ptr) && !isBipedal(ptr) && !canFly(ptr) && !canWalk(ptr); } bool Class::isPureFlyingCreature(const ConstPtr& ptr) const { return canFly(ptr) && !isBipedal(ptr) && !canSwim(ptr) && !canWalk(ptr); } bool Class::isPureLandCreature(const Ptr& ptr) const { return canWalk(ptr) && !isBipedal(ptr) && !canFly(ptr) && !canSwim(ptr); } bool Class::isMobile(const MWWorld::Ptr& ptr) const { return canSwim(ptr) || canWalk(ptr) || canFly(ptr); } float Class::getSkill(const MWWorld::Ptr& ptr, ESM::RefId id) const { throw std::runtime_error("class does not support skills"); } int Class::getBloodTexture(const MWWorld::ConstPtr& ptr) const { throw std::runtime_error("class does not support gore"); } void Class::readAdditionalState(const MWWorld::Ptr& ptr, const ESM::ObjectState& state) const {} void Class::writeAdditionalState(const MWWorld::ConstPtr& ptr, ESM::ObjectState& state) const {} int Class::getBaseGold(const MWWorld::ConstPtr& ptr) const { throw std::runtime_error("class does not support base gold"); } bool Class::isClass(const MWWorld::ConstPtr& ptr, std::string_view className) const { return false; } MWWorld::DoorState Class::getDoorState(const MWWorld::ConstPtr& ptr) const { throw std::runtime_error("this is not a door"); } void Class::setDoorState(const MWWorld::Ptr& ptr, MWWorld::DoorState state) const { throw std::runtime_error("this is not a door"); } float Class::getNormalizedEncumbrance(const Ptr& ptr) const { float capacity = getCapacity(ptr); float encumbrance = getEncumbrance(ptr); if (encumbrance == 0) return 0.f; if (capacity == 0) return 1.f; return encumbrance / capacity; } ESM::RefId Class::getSound(const MWWorld::ConstPtr&) const { return ESM::RefId(); } int Class::getBaseFightRating(const ConstPtr& ptr) const { throw std::runtime_error("class does not support fight rating"); } ESM::RefId Class::getPrimaryFaction(const MWWorld::ConstPtr& ptr) const { return ESM::RefId(); } int Class::getPrimaryFactionRank(const MWWorld::ConstPtr& ptr) const { return -1; } float Class::getEffectiveArmorRating(const ConstPtr& armor, const Ptr& actor) const { throw std::runtime_error("class does not support armor ratings"); } osg::Vec4f Class::getEnchantmentColor(const MWWorld::ConstPtr& item) const { osg::Vec4f result(1, 1, 1, 1); const ESM::RefId& enchantmentName = item.getClass().getEnchantment(item); if (enchantmentName.empty()) return result; const ESM::Enchantment* enchantment = MWBase::Environment::get().getESMStore()->get<ESM::Enchantment>().search(enchantmentName); if (!enchantment || enchantment->mEffects.mList.empty()) return result; const ESM::MagicEffect* magicEffect = MWBase::Environment::get().getESMStore()->get<ESM::MagicEffect>().search( enchantment->mEffects.mList.front().mData.mEffectID); if (!magicEffect) return result; result.x() = magicEffect->mData.mRed / 255.f; result.y() = magicEffect->mData.mGreen / 255.f; result.z() = magicEffect->mData.mBlue / 255.f; return result; } void Class::setBaseAISetting(const ESM::RefId&, MWMechanics::AiSetting setting, int value) const { throw std::runtime_error("class does not have creature stats"); } void Class::modifyBaseInventory(const ESM::RefId& actorId, const ESM::RefId& itemId, int amount) const { throw std::runtime_error("class does not have an inventory store"); } float Class::getWalkSpeed(const Ptr& /*ptr*/) const { return 0; } float Class::getRunSpeed(const Ptr& /*ptr*/) const { return 0; } float Class::getSwimSpeed(const Ptr& /*ptr*/) const { return 0; } }
16,637
C++
.cpp
458
29.650655
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OpenMW/openmw
5,318
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GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
false
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false
false
false
false
35,297
failedaction.cpp
OpenMW_openmw/apps/openmw/mwworld/failedaction.cpp
#include "failedaction.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/windowmanager.hpp" #include "../mwmechanics/actorutil.hpp" namespace MWWorld { FailedAction::FailedAction(std::string_view msg, const Ptr& target) : Action(false, target) , mMessage(msg) { } void FailedAction::executeImp(const Ptr& actor) { if (actor == MWMechanics::getPlayer() && !mMessage.empty()) MWBase::Environment::get().getWindowManager()->messageBox(mMessage); } }
523
C++
.cpp
17
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OpenMW/openmw
5,318
933
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GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
false
false
false
true
true
false
35,298
actioneat.cpp
OpenMW_openmw/apps/openmw/mwworld/actioneat.cpp
#include "actioneat.hpp" #include <components/esm3/loadskil.hpp> #include "../mwmechanics/actorutil.hpp" #include "class.hpp" namespace MWWorld { void ActionEat::executeImp(const Ptr& actor) { if (actor.getClass().consume(getTarget(), actor) && actor == MWMechanics::getPlayer()) actor.getClass().skillUsageSucceeded(actor, ESM::Skill::Alchemy, ESM::Skill::Alchemy_UseIngredient); } ActionEat::ActionEat(const MWWorld::Ptr& object) : Action(false, object) { } }
519
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.cpp
16
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OpenMW/openmw
5,318
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GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
35,299
worldimp.cpp
OpenMW_openmw/apps/openmw/mwworld/worldimp.cpp
#include "worldimp.hpp" #include <charconv> #include <vector> #include <osg/ComputeBoundsVisitor> #include <osg/Group> #include <osg/Timer> #include <MyGUI_TextIterator.h> #include <LinearMath/btAabbUtil2.h> #include <components/debug/debuglog.hpp> #include <components/esm3/cellref.hpp> #include <components/esm3/esmreader.hpp> #include <components/esm3/esmwriter.hpp> #include <components/esm3/loadclas.hpp> #include <components/esm3/loadcrea.hpp> #include <components/esm3/loadench.hpp> #include <components/esm3/loadgmst.hpp> #include <components/esm3/loadlevlist.hpp> #include <components/esm3/loadmgef.hpp> #include <components/esm3/loadregn.hpp> #include <components/esm3/loadstat.hpp> #include <components/esm4/loadcell.hpp> #include <components/esm4/loaddoor.hpp> #include <components/esm4/loadstat.hpp> #include <components/esm4/loadwrld.hpp> #include <components/misc/constants.hpp> #include <components/misc/convert.hpp> #include <components/misc/mathutil.hpp> #include <components/misc/resourcehelpers.hpp> #include <components/misc/rng.hpp> #include <components/files/collections.hpp> #include <components/resource/bulletshape.hpp> #include <components/resource/resourcesystem.hpp> #include <components/sceneutil/lightmanager.hpp> #include <components/sceneutil/positionattitudetransform.hpp> #include <components/sceneutil/workqueue.hpp> #include <components/detournavigator/agentbounds.hpp> #include <components/detournavigator/debug.hpp> #include <components/detournavigator/navigator.hpp> #include <components/detournavigator/settings.hpp> #include <components/detournavigator/stats.hpp> #include <components/detournavigator/updateguard.hpp> #include <components/files/conversion.hpp> #include <components/loadinglistener/loadinglistener.hpp> #include <components/settings/values.hpp> #include "../mwbase/environment.hpp" #include "../mwbase/luamanager.hpp" #include "../mwbase/mechanicsmanager.hpp" #include "../mwbase/scriptmanager.hpp" #include "../mwbase/soundmanager.hpp" #include "../mwbase/statemanager.hpp" #include "../mwbase/windowmanager.hpp" #include "../mwmechanics/actorutil.hpp" #include "../mwmechanics/aiavoiddoor.hpp" //Used to tell actors to avoid doors #include "../mwmechanics/combat.hpp" #include "../mwmechanics/creaturestats.hpp" #include "../mwmechanics/levelledlist.hpp" #include "../mwmechanics/npcstats.hpp" #include "../mwmechanics/spellcasting.hpp" #include "../mwmechanics/spellutil.hpp" #include "../mwmechanics/summoning.hpp" #include "../mwrender/animation.hpp" #include "../mwrender/camera.hpp" #include "../mwrender/npcanimation.hpp" #include "../mwrender/postprocessor.hpp" #include "../mwrender/renderingmanager.hpp" #include "../mwrender/vismask.hpp" #include "../mwscript/globalscripts.hpp" #include "../mwclass/door.hpp" #include "../mwphysics/actor.hpp" #include "../mwphysics/collisiontype.hpp" #include "../mwphysics/object.hpp" #include "../mwphysics/physicssystem.hpp" #include "../mwsound/constants.hpp" #include "actionteleport.hpp" #include "cellstore.hpp" #include "containerstore.hpp" #include "datetimemanager.hpp" #include "inventorystore.hpp" #include "manualref.hpp" #include "player.hpp" #include "projectilemanager.hpp" #include "weather.hpp" #include "contentloader.hpp" #include "esmloader.hpp" namespace MWWorld { namespace { std::vector<std::pair<std::string_view, ESM::Variant>> generateDefaultGameSettings() { return { // Companion (tribunal) { "sCompanionShare", ESM::Variant("Companion Share") }, { "sCompanionWarningMessage", ESM::Variant("Warning message") }, { "sCompanionWarningButtonOne", ESM::Variant("Button 1") }, { "sCompanionWarningButtonTwo", ESM::Variant("Button 2") }, { "sProfitValue", ESM::Variant("Profit Value") }, { "sTeleportDisabled", ESM::Variant("Teleport disabled") }, { "sLevitateDisabled", ESM::Variant("Levitate disabled") }, // Missing in unpatched MW 1.0 { "sDifficulty", ESM::Variant("Difficulty") }, { "fDifficultyMult", ESM::Variant(5.f) }, { "sAuto_Run", ESM::Variant("Auto Run") }, { "sServiceRefusal", ESM::Variant("Service Refusal") }, { "sNeedOneSkill", ESM::Variant("Need one skill") }, { "sNeedTwoSkills", ESM::Variant("Need two skills") }, { "sEasy", ESM::Variant("Easy") }, { "sHard", ESM::Variant("Hard") }, { "sDeleteNote", ESM::Variant("Delete Note") }, { "sEditNote", ESM::Variant("Edit Note") }, { "sAdmireSuccess", ESM::Variant("Admire Success") }, { "sAdmireFail", ESM::Variant("Admire Fail") }, { "sIntimidateSuccess", ESM::Variant("Intimidate Success") }, { "sIntimidateFail", ESM::Variant("Intimidate Fail") }, { "sTauntSuccess", ESM::Variant("Taunt Success") }, { "sTauntFail", ESM::Variant("Taunt Fail") }, { "sBribeSuccess", ESM::Variant("Bribe Success") }, { "sBribeFail", ESM::Variant("Bribe Fail") }, { "fNPCHealthBarTime", ESM::Variant(5.f) }, { "fNPCHealthBarFade", ESM::Variant(1.f) }, { "fFleeDistance", ESM::Variant(3000.f) }, { "sMaxSale", ESM::Variant("Max Sale") }, { "sAnd", ESM::Variant("and") }, // Werewolf (BM) { "fWereWolfRunMult", ESM::Variant(1.3f) }, { "fWereWolfSilverWeaponDamageMult", ESM::Variant(2.f) }, { "iWerewolfFightMod", ESM::Variant(100) }, { "iWereWolfFleeMod", ESM::Variant(100) }, { "iWereWolfLevelToAttack", ESM::Variant(20) }, { "iWereWolfBounty", ESM::Variant(1000) }, { "fCombatDistanceWerewolfMod", ESM::Variant(0.3f) }, }; } std::vector<std::pair<GlobalVariableName, ESM::Variant>> generateDefaultGlobals() { return { // vanilla Morrowind does not define dayspassed. { Globals::sDaysPassed, ESM::Variant(1) }, // but the addons start counting at 1 :( { Globals::sWerewolfClawMult, ESM::Variant(25.f) }, { Globals::sPCKnownWerewolf, ESM::Variant(0) }, // following should exist in all versions of MW, but not necessarily in TCs { Globals::sGameHour, ESM::Variant(0) }, { Globals::sTimeScale, ESM::Variant(30.f) }, { Globals::sDay, ESM::Variant(1) }, { Globals::sYear, ESM::Variant(1) }, { Globals::sPCRace, ESM::Variant(0) }, { Globals::sPCHasCrimeGold, ESM::Variant(0) }, { Globals::sCrimeGoldDiscount, ESM::Variant(0) }, { Globals::sCrimeGoldTurnIn, ESM::Variant(0) }, { Globals::sPCHasTurnIn, ESM::Variant(0) }, }; } std::vector<std::pair<std::string_view, std::string_view>> generateDefaultStatics() { return { // Total conversions from SureAI lack marker records { "divinemarker", "marker_divine.nif" }, { "doormarker", "marker_arrow.nif" }, { "northmarker", "marker_north.nif" }, { "templemarker", "marker_temple.nif" }, { "travelmarker", "marker_travel.nif" }, }; } std::vector<std::pair<std::string_view, std::string_view>> generateDefaultDoors() { return { { "prisonmarker", "marker_prison.nif" } }; } } struct GameContentLoader : public ContentLoader { void addLoader(std::string&& extension, ContentLoader& loader) { mLoaders.emplace(std::move(extension), &loader); } void load(const std::filesystem::path& filepath, int& index, Loading::Listener* listener) override { const auto it = mLoaders.find(Misc::StringUtils::lowerCase(Files::pathToUnicodeString(filepath.extension()))); if (it != mLoaders.end()) { const auto filename = filepath.filename(); Log(Debug::Info) << "Loading content file " << filename; if (listener != nullptr) listener->setLabel(MyGUI::TextIterator::toTagsString(Files::pathToUnicodeString(filename))); it->second->load(filepath, index, listener); } else { std::string msg("Cannot load file: "); msg += Files::pathToUnicodeString(filepath); throw std::runtime_error(msg.c_str()); } } private: std::map<std::string, ContentLoader*> mLoaders; }; struct OMWScriptsLoader : public ContentLoader { ESMStore& mStore; OMWScriptsLoader(ESMStore& store) : mStore(store) { } void load(const std::filesystem::path& filepath, int& /*index*/, Loading::Listener* /*listener*/) override { mStore.addOMWScripts(filepath); } }; void World::adjustSky() { if (mSky && (isCellExterior() || isCellQuasiExterior())) { mRendering->setSkyEnabled(true); } else mRendering->setSkyEnabled(false); } World::World(Resource::ResourceSystem* resourceSystem, int activationDistanceOverride, const std::string& startCell, const std::filesystem::path& userDataPath) : mResourceSystem(resourceSystem) , mLocalScripts(mStore) , mWorldModel(mStore, mReaders) , mTimeManager(std::make_unique<DateTimeManager>()) , mSky(true) , mGodMode(false) , mScriptsEnabled(true) , mDiscardMovements(true) , mUserDataPath(userDataPath) , mActivationDistanceOverride(activationDistanceOverride) , mStartCell(startCell) , mSwimHeightScale(0.f) , mDistanceToFacedObject(-1.f) , mTeleportEnabled(true) , mLevitationEnabled(true) , mGoToJail(false) , mDaysInPrison(0) , mPlayerTraveling(false) , mPlayerInJail(false) , mSpellPreloadTimer(0.f) { } void World::loadData(const Files::Collections& fileCollections, const std::vector<std::string>& contentFiles, const std::vector<std::string>& groundcoverFiles, ToUTF8::Utf8Encoder* encoder, Loading::Listener* listener) { mContentFiles = contentFiles; mESMVersions.resize(mContentFiles.size(), -1); loadContentFiles(fileCollections, contentFiles, encoder, listener); loadGroundcoverFiles(fileCollections, groundcoverFiles, encoder, listener); fillGlobalVariables(); mStore.setUp(); mStore.validateRecords(mReaders); mStore.movePlayerRecord(); mSwimHeightScale = mStore.get<ESM::GameSetting>().find("fSwimHeightScale")->mValue.getFloat(); } void World::init(osgViewer::Viewer* viewer, osg::ref_ptr<osg::Group> rootNode, SceneUtil::WorkQueue* workQueue, SceneUtil::UnrefQueue& unrefQueue) { mPhysics = std::make_unique<MWPhysics::PhysicsSystem>(mResourceSystem, rootNode); if (Settings::navigator().mEnable) { auto navigatorSettings = DetourNavigator::makeSettingsFromSettingsManager(); navigatorSettings.mRecast.mSwimHeightScale = mSwimHeightScale; mNavigator = DetourNavigator::makeNavigator(navigatorSettings, mUserDataPath); } else { mNavigator = DetourNavigator::makeNavigatorStub(); } mRendering = std::make_unique<MWRender::RenderingManager>( viewer, rootNode, mResourceSystem, workQueue, *mNavigator, mGroundcoverStore, unrefQueue); mProjectileManager = std::make_unique<ProjectileManager>( mRendering->getLightRoot()->asGroup(), mResourceSystem, mRendering.get(), mPhysics.get()); mRendering->preloadCommonAssets(); mWeatherManager = std::make_unique<MWWorld::WeatherManager>(*mRendering, mStore); mWorldScene = std::make_unique<Scene>(*this, *mRendering.get(), mPhysics.get(), *mNavigator); } void World::fillGlobalVariables() { mGlobalVariables.fill(mStore); mTimeManager->setup(mGlobalVariables); } void World::startNewGame(bool bypass) { mGoToJail = false; mLevitationEnabled = true; mTeleportEnabled = true; mGodMode = false; mScriptsEnabled = true; mSky = true; // Rebuild player setupPlayer(); renderPlayer(); mRendering->getCamera()->reset(); // we don't want old weather to persist on a new game // Note that if reset later, the initial ChangeWeather that the chargen script calls will be lost. mWeatherManager.reset(); mWeatherManager = std::make_unique<MWWorld::WeatherManager>(*mRendering.get(), mStore); if (!bypass) { // set new game mark mGlobalVariables[Globals::sCharGenState].setInteger(1); } else mGlobalVariables[Globals::sCharGenState].setInteger(-1); MWBase::Environment::get().getLuaManager()->newGameStarted(); if (bypass && !mStartCell.empty()) { ESM::Position pos; ESM::RefId cellId = findExteriorPosition(mStartCell, pos); if (!cellId.empty()) { changeToCell(cellId, pos, true); adjustPosition(getPlayerPtr(), false); } else { findInteriorPosition(mStartCell, pos); changeToInteriorCell(mStartCell, pos, true); } } else { for (int i = 0; i < 5; ++i) MWBase::Environment::get().getScriptManager()->getGlobalScripts().run(); if (!getPlayerPtr().isInCell()) { ESM::Position pos; const int cellSize = Constants::CellSizeInUnits; pos.pos[0] = cellSize / 2; pos.pos[1] = cellSize / 2; pos.pos[2] = 0; pos.rot[0] = 0; pos.rot[1] = 0; pos.rot[2] = 0; ESM::ExteriorCellLocation exteriorCellPos = ESM::positionToExteriorCellLocation(pos.pos[0], pos.pos[1]); ESM::RefId cellId = ESM::RefId::esm3ExteriorCell(exteriorCellPos.mX, exteriorCellPos.mY); mWorldScene->changeToExteriorCell(cellId, pos, true); } } if (!bypass) { std::string_view video = Fallback::Map::getString("Movies_New_Game"); if (!video.empty()) { // Make sure that we do not continue to play a Title music after a new game video. MWBase::Environment::get().getSoundManager()->stopMusic(); MWBase::Environment::get().getWindowManager()->playVideo(video, true); } } // enable collision if (!mPhysics->toggleCollisionMode()) mPhysics->toggleCollisionMode(); MWBase::Environment::get().getWindowManager()->updatePlayer(); mTimeManager->setup(mGlobalVariables); // Initial seed. mPrng.seed(mRandomSeed); } void World::clear() { mWeatherManager->clear(); mRendering->clear(); mProjectileManager->clear(); mLocalScripts.clear(); mWorldScene->clear(); mWorldModel.clear(); mStore.clearDynamic(); if (mPlayer) { mPlayer->clear(); mPlayer->set(mStore.get<ESM::NPC>().find(ESM::RefId::stringRefId("Player"))); } mDoorStates.clear(); mGoToJail = false; mTeleportEnabled = true; mLevitationEnabled = true; mPlayerTraveling = false; mPlayerInJail = false; mIdsRebuilt = false; fillGlobalVariables(); } int World::countSavedGameRecords() const { return mWorldModel.countSavedGameRecords() + mStore.countSavedGameRecords() + mGlobalVariables.countSavedGameRecords() + mProjectileManager->countSavedGameRecords() + 1 // player record + 1 // weather record + 1 // actorId counter + 1 // levitation/teleport enabled state + 1 // camera + 1; // random state. } int World::countSavedGameCells() const { return mWorldModel.countSavedGameRecords(); } void World::write(ESM::ESMWriter& writer, Loading::Listener& progress) const { writer.startRecord(ESM::REC_RAND); writer.writeHNOString("RAND", Misc::Rng::serialize(mPrng)); writer.endRecord(ESM::REC_RAND); // Active cells could have a dirty fog of war, sync it to the CellStore first for (CellStore* cellstore : mWorldScene->getActiveCells()) { MWBase::Environment::get().getWindowManager()->writeFog(cellstore); } MWMechanics::CreatureStats::writeActorIdCounter(writer); mStore.write(writer, progress); // dynamic Store must be written (and read) before Cells, so that // references to custom made records will be recognized mWorldModel.write(writer, progress); // the player's cell needs to be loaded before the player mPlayer->write(writer, progress); mGlobalVariables.write(writer, progress); mWeatherManager->write(writer, progress); mProjectileManager->write(writer, progress); writer.startRecord(ESM::REC_ENAB); writer.writeHNT("TELE", mTeleportEnabled); writer.writeHNT("LEVT", mLevitationEnabled); writer.endRecord(ESM::REC_ENAB); writer.startRecord(ESM::REC_CAM_); writer.writeHNT("FIRS", isFirstPerson()); writer.endRecord(ESM::REC_CAM_); } void World::readRecord(ESM::ESMReader& reader, uint32_t type) { switch (type) { case ESM::REC_ACTC: MWMechanics::CreatureStats::readActorIdCounter(reader); return; case ESM::REC_ENAB: reader.getHNT(mTeleportEnabled, "TELE"); reader.getHNT(mLevitationEnabled, "LEVT"); return; case ESM::REC_RAND: { auto data = reader.getHNOString("RAND"); Misc::Rng::deserialize(data, mPrng); } break; case ESM::REC_PLAY: if (reader.getFormatVersion() <= ESM::MaxPlayerBeforeCellDataFormatVersion && !mIdsRebuilt) { mStore.rebuildIdsIndex(); mIdsRebuilt = true; } mStore.checkPlayer(); mPlayer->readRecord(reader, type); if (getPlayerPtr().isInCell()) { if (getPlayerPtr().getCell()->isExterior()) mWorldScene->preloadTerrain(getPlayerPtr().getRefData().getPosition().asVec3(), getPlayerPtr().getCell()->getCell()->getWorldSpace()); mWorldScene->preloadCellWithSurroundings(*getPlayerPtr().getCell()); } break; case ESM::REC_CSTA: // We need to rebuild the ESMStore index in order to be able to lookup dynamic records while loading the // WorldModel and, afterwards, the player. if (!mIdsRebuilt) { mStore.rebuildIdsIndex(); mIdsRebuilt = true; } mWorldModel.readRecord(reader, type); break; default: if (!mStore.readRecord(reader, type) && !mGlobalVariables.readRecord(reader, type) && !mWeatherManager->readRecord(reader, type) && !mProjectileManager->readRecord(reader, type)) { throw std::runtime_error("unknown record in saved game"); } break; } } void World::ensureNeededRecords() { for (const auto& [id, value] : generateDefaultGameSettings()) { if (mStore.get<ESM::GameSetting>().search(id) == nullptr) { ESM::GameSetting record; record.mId = ESM::RefId::stringRefId(id); record.mValue = value; record.mRecordFlags = 0; mStore.insertStatic(record); } } for (const auto& [name, value] : generateDefaultGlobals()) { if (mStore.get<ESM::Global>().search(ESM::RefId::stringRefId(name.getValue())) == nullptr) { ESM::Global record; record.mId = ESM::RefId::stringRefId(name.getValue()); record.mValue = value; record.mRecordFlags = 0; mStore.insertStatic(record); } } for (const auto& [id, model] : generateDefaultStatics()) { if (mStore.get<ESM::Static>().search(ESM::RefId::stringRefId(id)) == nullptr) { ESM::Static record; record.mId = ESM::RefId::stringRefId(id); record.mModel = model; record.mRecordFlags = 0; mStore.insertStatic(record); } } for (const auto& [id, model] : generateDefaultDoors()) { if (mStore.get<ESM::Door>().search(ESM::RefId::stringRefId(id)) == nullptr) { ESM::Door record; record.mId = ESM::RefId::stringRefId(id); record.mModel = model; record.mRecordFlags = 0; mStore.insertStatic(record); } } } World::~World() { // Must be cleared before mRendering is destroyed if (mProjectileManager) mProjectileManager->clear(); if (Settings::navigator().mWaitForAllJobsOnExit) { Log(Debug::Verbose) << "Waiting for all navmesh jobs to be done..."; mNavigator->wait(DetourNavigator::WaitConditionType::allJobsDone, nullptr); } } void World::setRandomSeed(uint32_t seed) { mRandomSeed = seed; } void World::useDeathCamera() { mRendering->getCamera()->setMode(MWRender::Camera::Mode::ThirdPerson); } MWWorld::Player& World::getPlayer() { return *mPlayer; } const std::vector<int>& World::getESMVersions() const { return mESMVersions; } LocalScripts& World::getLocalScripts() { return mLocalScripts; } void World::setGlobalInt(GlobalVariableName name, int value) { mTimeManager->updateGlobalInt(name, value); mGlobalVariables[name].setInteger(value); } void World::setGlobalFloat(GlobalVariableName name, float value) { mTimeManager->updateGlobalFloat(name, value); mGlobalVariables[name].setFloat(value); } int World::getGlobalInt(GlobalVariableName name) const { return mGlobalVariables[name].getInteger(); } float World::getGlobalFloat(GlobalVariableName name) const { return mGlobalVariables[name].getFloat(); } char World::getGlobalVariableType(GlobalVariableName name) const { return mGlobalVariables.getType(name); } std::string_view World::getCellName(const MWWorld::CellStore* cell) const { if (!cell) cell = mWorldScene->getCurrentCell(); return getCellName(*cell->getCell()); } std::string_view World::getCellName(const MWWorld::Cell& cell) const { if (!cell.isExterior() || !cell.getDisplayName().empty()) return cell.getDisplayName(); if (!cell.getRegion().empty()) { std::string_view regionName = ESM::visit(ESM::VisitOverload{ [&](const ESM::Cell& cellIn) -> std::string_view { if (const ESM::Region* region = mStore.get<ESM::Region>().search(cell.getRegion())) return !region->mName.empty() ? region->mName : region->mId.getRefIdString(); return {}; }, [&](const ESM4::Cell& cellIn) -> std::string_view { return {}; }, }, cell); if (!regionName.empty()) return regionName; } if (!cell.getWorldSpace().empty() && ESM::isEsm4Ext(cell.getWorldSpace())) { if (const ESM4::World* worldspace = mStore.get<ESM4::World>().search(cell.getWorldSpace())) if (!worldspace->mFullName.empty()) return worldspace->mFullName; } return mStore.get<ESM::GameSetting>().find("sDefaultCellname")->mValue.getString(); } void World::removeRefScript(const MWWorld::CellRef* ref) { mLocalScripts.remove(ref); } Ptr World::searchPtr(const ESM::RefId& name, bool activeOnly, bool searchInContainers) { Ptr ret; // the player is always in an active cell. if (name == "Player") { return mPlayer->getPlayer(); } for (CellStore* cellstore : mWorldScene->getActiveCells()) { // TODO: caching still doesn't work efficiently here (only works for the one CellStore that the reference is // in) Ptr ptr = cellstore->getPtr(name); if (!ptr.isEmpty()) return ptr; } if (!activeOnly) { ret = mWorldModel.getPtrByRefId(name); if (!ret.isEmpty()) return ret; } if (searchInContainers) { for (CellStore* cellstore : mWorldScene->getActiveCells()) { Ptr ptr = cellstore->searchInContainer(name); if (!ptr.isEmpty()) return ptr; } } Ptr ptr = mPlayer->getPlayer().getClass().getContainerStore(mPlayer->getPlayer()).search(name); return ptr; } Ptr World::getPtr(const ESM::RefId& name, bool activeOnly) { Ptr ret = searchPtr(name, activeOnly); if (!ret.isEmpty()) return ret; std::string error = "Failed to find an instance of object " + name.toDebugString(); if (activeOnly) error += " in active cells"; throw std::runtime_error(error); } Ptr World::searchPtrViaActorId(int actorId) { // The player is not registered in any CellStore so must be checked manually if (actorId == getPlayerPtr().getClass().getCreatureStats(getPlayerPtr()).getActorId()) return getPlayerPtr(); // Now search cells return mWorldScene->searchPtrViaActorId(actorId); } struct FindContainerVisitor { ConstPtr mContainedPtr; Ptr mResult; FindContainerVisitor(const ConstPtr& containedPtr) : mContainedPtr(containedPtr) { } bool operator()(const Ptr& ptr) { if (mContainedPtr.getContainerStore() == &ptr.getClass().getContainerStore(ptr)) { mResult = ptr; return false; } return true; } }; Ptr World::findContainer(const ConstPtr& ptr) { if (ptr.isInCell()) return Ptr(); Ptr player = getPlayerPtr(); if (ptr.getContainerStore() == &player.getClass().getContainerStore(player)) return player; for (CellStore* cellstore : mWorldScene->getActiveCells()) { FindContainerVisitor visitor(ptr); cellstore->forEachType<ESM::Container>(visitor); if (visitor.mResult.isEmpty()) cellstore->forEachType<ESM::Creature>(visitor); if (visitor.mResult.isEmpty()) cellstore->forEachType<ESM::NPC>(visitor); if (!visitor.mResult.isEmpty()) return visitor.mResult; } return Ptr(); } void World::addContainerScripts(const Ptr& reference, CellStore* cell) { if (reference.getType() == ESM::Container::sRecordId || reference.getType() == ESM::NPC::sRecordId || reference.getType() == ESM::Creature::sRecordId) { MWWorld::ContainerStore& container = reference.getClass().getContainerStore(reference); for (MWWorld::ContainerStoreIterator it = container.begin(); it != container.end(); ++it) { const auto& script = it->getClass().getScript(*it); if (!script.empty()) { MWWorld::Ptr item = *it; item.mCell = cell; mLocalScripts.add(script, item); } } } } void World::enable(const Ptr& reference) { if (!reference.isInCell()) return; if (!reference.getRefData().isEnabled()) { reference.getRefData().enable(); if (mWorldScene->getActiveCells().find(reference.getCell()) != mWorldScene->getActiveCells().end() && reference.getCellRef().getCount()) mWorldScene->addObjectToScene(reference); if (reference.getCellRef().getRefNum().hasContentFile()) { int type = mStore.find(reference.getCellRef().getRefId()); if (mRendering->pagingEnableObject(type, reference, true)) mWorldScene->reloadTerrain(); } } } void World::removeContainerScripts(const Ptr& reference) { if (reference.getType() == ESM::Container::sRecordId || reference.getType() == ESM::NPC::sRecordId || reference.getType() == ESM::Creature::sRecordId) { MWWorld::ContainerStore& container = reference.getClass().getContainerStore(reference); for (MWWorld::ContainerStoreIterator it = container.begin(); it != container.end(); ++it) { const ESM::RefId& script = it->getClass().getScript(*it); if (!script.empty()) { MWWorld::Ptr item = *it; mLocalScripts.remove(item); } } } } void World::disable(const Ptr& reference) { if (!reference.getRefData().isEnabled()) return; // disable is a no-op for items in containers if (!reference.isInCell()) return; if (reference == getPlayerPtr()) throw std::runtime_error("can not disable player object"); reference.getRefData().disable(); if (reference.getCellRef().getRefNum().hasContentFile()) { int type = mStore.find(reference.getCellRef().getRefId()); if (mRendering->pagingEnableObject(type, reference, false)) mWorldScene->reloadTerrain(); } if (mWorldScene->getActiveCells().find(reference.getCell()) != mWorldScene->getActiveCells().end() && reference.getCellRef().getCount()) { mWorldScene->removeObjectFromScene(reference); mWorldScene->addPostponedPhysicsObjects(); } } void World::advanceTime(double hours, bool incremental) { if (!incremental) { // When we fast-forward time, we should recharge magic items // in all loaded cells, using game world time float duration = hours * 3600; const float timeScaleFactor = mTimeManager->getGameTimeScale(); if (timeScaleFactor != 0.0f) duration /= timeScaleFactor; rechargeItems(duration, false); } mWeatherManager->advanceTime(hours, incremental); mTimeManager->advanceTime(hours, mGlobalVariables); if (!incremental) { mRendering->notifyWorldSpaceChanged(); mProjectileManager->clear(); mDiscardMovements = true; } } TimeStamp World::getTimeStamp() const { return mTimeManager->getTimeStamp(); } bool World::toggleSky() { mSky = !mSky; mRendering->setSkyEnabled(mSky); return mSky; } int World::getMasserPhase() const { return mRendering->skyGetMasserPhase(); } int World::getSecundaPhase() const { return mRendering->skyGetSecundaPhase(); } void World::setMoonColour(bool red) { mRendering->skySetMoonColour(red); } void World::changeToInteriorCell( const std::string_view cellName, const ESM::Position& position, bool adjustPlayerPos, bool changeEvent) { mPhysics->clearQueuedMovement(); mDiscardMovements = true; if (changeEvent && mCurrentWorldSpace != cellName) { // changed worldspace mProjectileManager->clear(); mRendering->notifyWorldSpaceChanged(); mCurrentWorldSpace = cellName; } removeContainerScripts(getPlayerPtr()); mWorldScene->changeToInteriorCell(cellName, position, adjustPlayerPos, changeEvent); addContainerScripts(getPlayerPtr(), getPlayerPtr().getCell()); } void World::changeToCell( const ESM::RefId& cellId, const ESM::Position& position, bool adjustPlayerPos, bool changeEvent) { const MWWorld::Cell* destinationCell = getWorldModel().getCell(cellId).getCell(); bool exteriorCell = destinationCell->isExterior(); mPhysics->clearQueuedMovement(); mDiscardMovements = true; if (changeEvent && mCurrentWorldSpace != destinationCell->getNameId()) { // changed worldspace mProjectileManager->clear(); mRendering->notifyWorldSpaceChanged(); mCurrentWorldSpace = destinationCell->getNameId(); } removeContainerScripts(getPlayerPtr()); if (exteriorCell) mWorldScene->changeToExteriorCell(cellId, position, adjustPlayerPos, changeEvent); else mWorldScene->changeToInteriorCell(destinationCell->getNameId(), position, adjustPlayerPos, changeEvent); addContainerScripts(getPlayerPtr(), getPlayerPtr().getCell()); } float World::getMaxActivationDistance() const { if (mActivationDistanceOverride >= 0) return static_cast<float>(mActivationDistanceOverride); static const int iMaxActivateDist = mStore.get<ESM::GameSetting>().find("iMaxActivateDist")->mValue.getInteger(); return static_cast<float>(iMaxActivateDist); } MWWorld::Ptr World::getFacedObject() { MWWorld::Ptr facedObject; if (MWBase::Environment::get().getStateManager()->getState() == MWBase::StateManager::State_NoGame) return facedObject; if (MWBase::Environment::get().getWindowManager()->isGuiMode() && MWBase::Environment::get().getWindowManager()->isConsoleMode()) facedObject = getFacedObject(getMaxActivationDistance() * 50, false); else { float activationDistance = getActivationDistancePlusTelekinesis(); facedObject = getFacedObject(activationDistance, true); if (!facedObject.isEmpty() && !facedObject.getClass().allowTelekinesis(facedObject) && mDistanceToFacedObject > getMaxActivationDistance() && !MWBase::Environment::get().getWindowManager()->isGuiMode()) return nullptr; } return facedObject; } float World::getDistanceToFacedObject() { return mDistanceToFacedObject; } osg::Matrixf World::getActorHeadTransform(const MWWorld::ConstPtr& actor) const { const MWRender::Animation* anim = mRendering->getAnimation(actor); if (anim) { const osg::Node* node = anim->getNode("Head"); if (!node) node = anim->getNode("Bip01 Head"); if (node) { osg::NodePathList nodepaths = node->getParentalNodePaths(); if (!nodepaths.empty()) return osg::computeLocalToWorld(nodepaths[0]); } } return osg::Matrixf::translate(actor.getRefData().getPosition().asVec3()); } void World::deleteObject(const Ptr& ptr) { if (!ptr.mRef->isDeleted() && ptr.getContainerStore() == nullptr) { if (ptr == getPlayerPtr()) throw std::runtime_error("can not delete player object"); ptr.getCellRef().setCount(0); if (ptr.isInCell() && mWorldScene->getActiveCells().find(ptr.getCell()) != mWorldScene->getActiveCells().end() && ptr.getRefData().isEnabled()) { mWorldScene->removeObjectFromScene(ptr); mLocalScripts.remove(ptr); removeContainerScripts(ptr); } } } void World::undeleteObject(const Ptr& ptr) { if (!ptr.getCellRef().hasContentFile()) return; if (ptr.mRef->isDeleted()) { ptr.getCellRef().setCount(1); if (mWorldScene->getActiveCells().find(ptr.getCell()) != mWorldScene->getActiveCells().end() && ptr.getRefData().isEnabled()) { mWorldScene->addObjectToScene(ptr); const auto& script = ptr.getClass().getScript(ptr); if (!script.empty()) mLocalScripts.add(script, ptr); addContainerScripts(ptr, ptr.getCell()); } } } MWWorld::Ptr World::moveObject( const Ptr& ptr, CellStore* newCell, const osg::Vec3f& position, bool movePhysics, bool keepActive) { ESM::Position pos = ptr.getRefData().getPosition(); std::memcpy(pos.pos, &position, sizeof(osg::Vec3f)); ptr.getRefData().setPosition(pos); CellStore* currCell = ptr.isInCell() ? ptr.getCell() : nullptr; // currCell == nullptr should only happen for player, during initial startup bool isPlayer = ptr == mPlayer->getPlayer(); bool haveToMove = isPlayer || (currCell && mWorldScene->isCellActive(*currCell)); MWWorld::Ptr newPtr = ptr; if (!isPlayer && !currCell) throw std::runtime_error("Can not move actor " + ptr.getCellRef().getRefId().toDebugString() + " to another cell: current cell is nullptr"); if (!newCell) throw std::runtime_error("Can not move actor " + ptr.getCellRef().getRefId().toDebugString() + " to another cell: new cell is nullptr"); if (currCell != newCell) { removeContainerScripts(ptr); if (isPlayer) { if (!newCell->isExterior()) { changeToInteriorCell(newCell->getCell()->getNameId(), pos, false); removeContainerScripts(getPlayerPtr()); } else { if (mWorldScene->isCellActive(*newCell)) mWorldScene->changePlayerCell(*newCell, pos, false); else mWorldScene->changeToExteriorCell(newCell->getCell()->getId(), pos, false); } addContainerScripts(getPlayerPtr(), newCell); newPtr = getPlayerPtr(); } else { bool currCellActive = mWorldScene->isCellActive(*currCell); bool newCellActive = mWorldScene->isCellActive(*newCell); if (!currCellActive && newCellActive) { newPtr = currCell->moveTo(ptr, newCell); if (newPtr.getRefData().isEnabled()) mWorldScene->addObjectToScene(newPtr); const auto& script = newPtr.getClass().getScript(newPtr); if (!script.empty()) { mLocalScripts.add(script, newPtr); } addContainerScripts(newPtr, newCell); } else if (!newCellActive && currCellActive) { mWorldScene->removeObjectFromScene(ptr, keepActive); mLocalScripts.remove(ptr); removeContainerScripts(ptr); haveToMove = false; newPtr = currCell->moveTo(ptr, newCell); newPtr.getRefData().setBaseNode(nullptr); } else if (!currCellActive && !newCellActive) newPtr = currCell->moveTo(ptr, newCell); else // both cells active { newPtr = currCell->moveTo(ptr, newCell); mRendering->updatePtr(ptr, newPtr); MWBase::Environment::get().getSoundManager()->updatePtr(ptr, newPtr); mPhysics->updatePtr(ptr, newPtr); MWBase::MechanicsManager* mechMgr = MWBase::Environment::get().getMechanicsManager(); mechMgr->updateCell(ptr, newPtr); const auto& script = ptr.getClass().getScript(ptr); if (!script.empty()) { mLocalScripts.remove(ptr); removeContainerScripts(ptr); mLocalScripts.add(script, newPtr); addContainerScripts(newPtr, newCell); } } } MWBase::Environment::get().getWindowManager()->updateConsoleObjectPtr(ptr, newPtr); MWBase::Environment::get().getScriptManager()->getGlobalScripts().updatePtrs(ptr, newPtr); } if (haveToMove && newPtr.getRefData().getBaseNode()) { mRendering->moveObject(newPtr, position); if (movePhysics) { mPhysics->updatePosition(newPtr); if (const MWPhysics::Object* object = mPhysics->getObject(newPtr)) updateNavigatorObject(*object); } } if (isPlayer) mWorldScene->playerMoved(position); else { mRendering->pagingBlacklistObject(mStore.find(ptr.getCellRef().getRefId()), ptr); mWorldScene->removeFromPagedRefs(newPtr); } return newPtr; } MWWorld::Ptr World::moveObject(const Ptr& ptr, const osg::Vec3f& position, bool movePhysics, bool moveToActive) { CellStore* cell = ptr.getCell(); ESM::RefId worldspaceId = cell->isExterior() ? cell->getCell()->getWorldSpace() : ESM::Cell::sDefaultWorldspaceId; const ESM::ExteriorCellLocation index = ESM::positionToExteriorCellLocation(position.x(), position.y(), worldspaceId); CellStore* newCell = cell->isExterior() ? &mWorldModel.getExterior(index) : nullptr; bool isCellActive = getPlayerPtr().isInCell() && getPlayerPtr().getCell()->isExterior() && (newCell && mWorldScene->isCellActive(*newCell)); if (cell->isExterior() || (moveToActive && isCellActive && ptr.getClass().isActor())) cell = newCell; return moveObject(ptr, cell, position, movePhysics); } MWWorld::Ptr World::moveObjectBy(const Ptr& ptr, const osg::Vec3f& vec, bool moveToActive) { auto* actor = mPhysics->getActor(ptr); osg::Vec3f newpos = ptr.getRefData().getPosition().asVec3() + vec; if (actor) actor->adjustPosition(vec); if (ptr.getClass().isActor()) return moveObject(ptr, newpos, false, moveToActive && ptr != getPlayerPtr()); return moveObject(ptr, newpos); } void World::scaleObject(const Ptr& ptr, float scale, bool force) { if (!force && scale == ptr.getCellRef().getScale()) return; if (mPhysics->getActor(ptr)) mNavigator->removeAgent(getPathfindingAgentBounds(ptr)); ptr.getCellRef().setScale(scale); mRendering->pagingBlacklistObject(mStore.find(ptr.getCellRef().getRefId()), ptr); mWorldScene->removeFromPagedRefs(ptr); if (ptr.getRefData().getBaseNode() != nullptr) mWorldScene->updateObjectScale(ptr); if (mPhysics->getActor(ptr)) { const DetourNavigator::AgentBounds agentBounds = getPathfindingAgentBounds(ptr); if (!mNavigator->addAgent(agentBounds)) Log(Debug::Warning) << "Scaled agent bounds are not supported by navigator: " << agentBounds; } else if (const auto object = mPhysics->getObject(ptr)) updateNavigatorObject(*object); } void World::rotateObject(const Ptr& ptr, const osg::Vec3f& rot, MWBase::RotationFlags flags) { ESM::Position pos = ptr.getRefData().getPosition(); float* objRot = pos.rot; if (flags & MWBase::RotationFlag_adjust) { objRot[0] += rot.x(); objRot[1] += rot.y(); objRot[2] += rot.z(); } else { objRot[0] = rot.x(); objRot[1] = rot.y(); objRot[2] = rot.z(); } if (ptr.getClass().isActor()) { /* HACK? Actors shouldn't really be rotating around X (or Y), but * currently it's done so for rotating the camera, which needs * clamping. */ objRot[0] = std::clamp<float>(objRot[0], -osg::PI_2, osg::PI_2); objRot[1] = Misc::normalizeAngle(objRot[1]); objRot[2] = Misc::normalizeAngle(objRot[2]); } ptr.getRefData().setPosition(pos); mRendering->pagingBlacklistObject(mStore.find(ptr.getCellRef().getRefId()), ptr); mWorldScene->removeFromPagedRefs(ptr); if (ptr.getRefData().getBaseNode() != nullptr) { const auto order = flags & MWBase::RotationFlag_inverseOrder ? RotationOrder::inverse : RotationOrder::direct; mWorldScene->updateObjectRotation(ptr, order); if (const auto object = mPhysics->getObject(ptr)) updateNavigatorObject(*object); } } void World::adjustPosition(const Ptr& ptr, bool force) { if (ptr.isEmpty()) { Log(Debug::Warning) << "Unable to adjust position for empty object"; return; } osg::Vec3f pos(ptr.getRefData().getPosition().asVec3()); if (!ptr.getRefData().getBaseNode()) { // will be adjusted when Ptr's cell becomes active return; } if (!ptr.isInCell()) { Log(Debug::Warning) << "Unable to adjust position for object '" << ptr.getCellRef().getRefId() << "' - it has no cell"; return; } const float terrainHeight = ptr.getCell()->isExterior() ? getTerrainHeightAt(pos, ptr.getCell()->getCell()->getWorldSpace()) : -std::numeric_limits<float>::max(); pos.z() = std::max(pos.z(), terrainHeight) + 20; // place slightly above terrain. will snap down to ground with code below // We still should trace down dead persistent actors - they do not use the "swimdeath" animation. bool swims = ptr.getClass().isActor() && isSwimming(ptr) && !(ptr.getClass().isPersistent(ptr) && ptr.getClass().getCreatureStats(ptr).isDeathAnimationFinished()); if (force || !ptr.getClass().isActor() || (!isFlying(ptr) && !swims && isActorCollisionEnabled(ptr))) { osg::Vec3f traced = mPhysics->traceDown(ptr, pos, ESM::getCellSize(ptr.getCell()->getCell()->getWorldSpace())); pos.z() = std::min(pos.z(), traced.z()); } moveObject(ptr, ptr.getCell(), pos); } void World::fixPosition() { const MWWorld::Ptr actor = getPlayerPtr(); const float distance = 128.f; ESM::Position esmPos = actor.getRefData().getPosition(); osg::Quat orientation(esmPos.rot[2], osg::Vec3f(0, 0, -1)); osg::Vec3f pos(esmPos.asVec3()); int direction = 0; int fallbackDirections[4] = { direction, (direction + 3) % 4, (direction + 2) % 4, (direction + 1) % 4 }; osg::Vec3f targetPos = pos; for (int i = 0; i < 4; ++i) { direction = fallbackDirections[i]; if (direction == 0) targetPos = pos + (orientation * osg::Vec3f(0, 1, 0)) * distance; else if (direction == 1) targetPos = pos - (orientation * osg::Vec3f(0, 1, 0)) * distance; else if (direction == 2) targetPos = pos - (orientation * osg::Vec3f(1, 0, 0)) * distance; else if (direction == 3) targetPos = pos + (orientation * osg::Vec3f(1, 0, 0)) * distance; // destination is free if (!mPhysics->castRay(pos, targetPos, MWPhysics::CollisionType_World | MWPhysics::CollisionType_Door).mHit) break; } targetPos.z() += distance / 2.f; // move up a bit to get out from geometry, will snap down later osg::Vec3f traced = mPhysics->traceDown(actor, targetPos, ESM::getCellSize(actor.getCell()->getCell()->getWorldSpace())); if (traced != pos) { esmPos.pos[0] = traced.x(); esmPos.pos[1] = traced.y(); esmPos.pos[2] = traced.z(); ESM::RefId cell = actor.getCell()->getCell()->getId(); MWWorld::ActionTeleport(cell, esmPos, false).execute(actor); } } void World::rotateWorldObject(const Ptr& ptr, const osg::Quat& rotate) { if (ptr.getRefData().getBaseNode() != nullptr) { mRendering->pagingBlacklistObject(mStore.find(ptr.getCellRef().getRefId()), ptr); mWorldScene->removeFromPagedRefs(ptr); mRendering->rotateObject(ptr, rotate); mPhysics->updateRotation(ptr, rotate); if (const auto object = mPhysics->getObject(ptr)) updateNavigatorObject(*object); } } MWWorld::Ptr World::placeObject(const MWWorld::ConstPtr& ptr, MWWorld::CellStore* cell, const ESM::Position& pos) { return copyObjectToCell(ptr, cell, pos, ptr.getCellRef().getCount(), false); } MWWorld::Ptr World::safePlaceObject(const ConstPtr& ptr, const ConstPtr& referenceObject, MWWorld::CellStore* referenceCell, int direction, float distance) { ESM::Position ipos = referenceObject.getRefData().getPosition(); osg::Vec3f pos(ipos.asVec3()); osg::Quat orientation(ipos.rot[2], osg::Vec3f(0, 0, -1)); int fallbackDirections[4] = { direction, (direction + 3) % 4, (direction + 2) % 4, (direction + 1) % 4 }; osg::Vec3f spawnPoint = pos; for (int i = 0; i < 4; ++i) { direction = fallbackDirections[i]; if (direction == 0) spawnPoint = pos + (orientation * osg::Vec3f(0, 1, 0)) * distance; else if (direction == 1) spawnPoint = pos - (orientation * osg::Vec3f(0, 1, 0)) * distance; else if (direction == 2) spawnPoint = pos - (orientation * osg::Vec3f(1, 0, 0)) * distance; else if (direction == 3) spawnPoint = pos + (orientation * osg::Vec3f(1, 0, 0)) * distance; if (!ptr.getClass().isActor()) break; // check if spawn point is safe, fall back to another direction if not spawnPoint.z() += 30; // move up a little to account for slopes, will snap down later if (!mPhysics ->castRay(spawnPoint, osg::Vec3f(pos.x(), pos.y(), pos.z() + 20), MWPhysics::CollisionType_World | MWPhysics::CollisionType_Door) .mHit) { // safe break; } } ipos.pos[0] = spawnPoint.x(); ipos.pos[1] = spawnPoint.y(); ipos.pos[2] = spawnPoint.z(); if (referenceObject.getClass().isActor()) { ipos.rot[0] = 0; ipos.rot[1] = 0; } MWWorld::Ptr placed = copyObjectToCell(ptr, referenceCell, ipos, ptr.getCellRef().getCount(), false); adjustPosition(placed, true); // snap to ground return placed; } void World::queueMovement(const Ptr& ptr, const osg::Vec3f& velocity) { mPhysics->queueObjectMovement(ptr, velocity); } void World::updateAnimatedCollisionShape(const Ptr& ptr) { mPhysics->updateAnimatedCollisionShape(ptr); } void World::doPhysics(float duration, osg::Timer_t frameStart, unsigned int frameNumber, osg::Stats& stats) { processDoors(duration); mProjectileManager->update(duration); mPhysics->stepSimulation(duration, mDiscardMovements, frameStart, frameNumber, stats); mProjectileManager->processHits(); mDiscardMovements = false; mPhysics->moveActors(); } void World::updateNavigator() { auto navigatorUpdateGuard = mNavigator->makeUpdateGuard(); mPhysics->forEachAnimatedObject([&](const auto& pair) { const auto [object, changed] = pair; if (changed) updateNavigatorObject(*object, navigatorUpdateGuard.get()); }); for (const auto& door : mDoorStates) if (const auto object = mPhysics->getObject(door.first)) updateNavigatorObject(*object, navigatorUpdateGuard.get()); mNavigator->update(getPlayerPtr().getRefData().getPosition().asVec3(), navigatorUpdateGuard.get()); } void World::updateNavigatorObject( const MWPhysics::Object& object, const DetourNavigator::UpdateGuard* navigatorUpdateGuard) { if (object.getShapeInstance()->mVisualCollisionType != Resource::VisualCollisionType::None) return; const MWWorld::Ptr ptr = object.getPtr(); const DetourNavigator::ObjectShapes shapes(object.getShapeInstance(), DetourNavigator::ObjectTransform{ ptr.getRefData().getPosition(), ptr.getCellRef().getScale() }); mNavigator->updateObject( DetourNavigator::ObjectId(&object), shapes, object.getTransform(), navigatorUpdateGuard); } const MWPhysics::RayCastingInterface* World::getRayCasting() const { return mPhysics.get(); } bool World::rotateDoor(const Ptr door, MWWorld::DoorState state, float duration) { const ESM::Position& objPos = door.getRefData().getPosition(); auto oldRot = objPos.asRotationVec3(); auto newRot = oldRot; float minRot = door.getCellRef().getPosition().rot[2]; float maxRot = minRot + osg::DegreesToRadians(90.f); float diff = duration * osg::DegreesToRadians(90.f) * (state == MWWorld::DoorState::Opening ? 1 : -1); float targetRot = std::clamp(oldRot.z() + diff, minRot, maxRot); newRot.z() = targetRot; rotateObject(door, newRot, MWBase::RotationFlag_none); bool reached = (targetRot == maxRot && state != MWWorld::DoorState::Idle) || targetRot == minRot; /// \todo should use convexSweepTest here bool collisionWithActor = false; for (auto& [ptr, point, normal] : mPhysics->getCollisionsPoints(door, MWPhysics::CollisionType_Door, MWPhysics::CollisionType_Actor)) { if (ptr.getClass().isActor()) { auto localPoint = objPos.asVec3() - point; osg::Vec3f direction = osg::Quat(diff, osg::Vec3f(0, 0, 1)) * localPoint - localPoint; direction.normalize(); mPhysics->reportCollision(Misc::Convert::toBullet(point), Misc::Convert::toBullet(normal)); if (direction * normal < 0) // door is turning away from actor continue; collisionWithActor = true; // Collided with actor, ask actor to try to avoid door if (ptr != getPlayerPtr()) { MWMechanics::AiSequence& seq = ptr.getClass().getCreatureStats(ptr).getAiSequence(); if (seq.getTypeId() != MWMechanics::AiPackageTypeId::AvoidDoor) // Only add it once seq.stack(MWMechanics::AiAvoidDoor(door), ptr); } // we need to undo the rotation reached = false; } } // Cancel door closing sound if collision with actor is detected if (collisionWithActor) { const ESM::Door* ref = door.get<ESM::Door>()->mBase; if (state == MWWorld::DoorState::Opening) { const ESM::RefId& openSound = ref->mOpenSound; if (!openSound.empty() && MWBase::Environment::get().getSoundManager()->getSoundPlaying(door, openSound)) MWBase::Environment::get().getSoundManager()->stopSound3D(door, openSound); } else if (state == MWWorld::DoorState::Closing) { const ESM::RefId& closeSound = ref->mCloseSound; if (!closeSound.empty() && MWBase::Environment::get().getSoundManager()->getSoundPlaying(door, closeSound)) MWBase::Environment::get().getSoundManager()->stopSound3D(door, closeSound); } rotateObject(door, oldRot, MWBase::RotationFlag_none); } return reached; } void World::processDoors(float duration) { auto it = mDoorStates.begin(); while (it != mDoorStates.end()) { if (!mWorldScene->isCellActive(*it->first.getCell()) || !it->first.getRefData().getBaseNode()) { // The door is no longer in an active cell, or it was disabled. // Erase from mDoorStates, since we no longer need to move it. // Once we load the door's cell again (or re-enable the door), Door::insertObject will reinsert to // mDoorStates. mDoorStates.erase(it++); } else { bool reached = rotateDoor(it->first, it->second, duration); if (reached) { // Mark as non-moving it->first.getClass().setDoorState(it->first, MWWorld::DoorState::Idle); mDoorStates.erase(it++); } else ++it; } } } void World::setActorCollisionMode(const MWWorld::Ptr& ptr, bool internal, bool external) { MWPhysics::Actor* physicActor = mPhysics->getActor(ptr); if (physicActor && physicActor->getCollisionMode() != internal) { physicActor->enableCollisionMode(internal); physicActor->enableCollisionBody(external); } } bool World::isActorCollisionEnabled(const MWWorld::Ptr& ptr) { MWPhysics::Actor* physicActor = mPhysics->getActor(ptr); return physicActor && physicActor->getCollisionMode(); } bool World::toggleCollisionMode() { if (mPhysics->toggleCollisionMode()) { adjustPosition(getPlayerPtr(), true); return true; } return false; } bool World::toggleRenderMode(MWRender::RenderMode mode) { switch (mode) { case MWRender::Render_CollisionDebug: return mPhysics->toggleDebugRendering(); default: return mRendering->toggleRenderMode(mode); } } void World::update(float duration, bool paused) { if (mGoToJail && !paused) goToJail(); // Reset "traveling" flag - there was a frame to detect traveling. mPlayerTraveling = false; // The same thing for "in jail" flag: reset it if: // 1. Player was in jail // 2. Jailing window was closed if (mPlayerInJail && !mGoToJail && !MWBase::Environment::get().getWindowManager()->containsMode(MWGui::GM_Jail)) mPlayerInJail = false; updateWeather(duration, paused); updateNavigator(); mPlayer->update(); mPhysics->debugDraw(); mWorldScene->update(duration); mRendering->update(duration, paused); updateSoundListener(); mSpellPreloadTimer -= duration; if (mSpellPreloadTimer <= 0.f) { mSpellPreloadTimer = 0.1f; preloadSpells(); } if (mWorldScene->hasCellLoaded()) { mNavigator->wait(DetourNavigator::WaitConditionType::requiredTilesPresent, MWBase::Environment::get().getWindowManager()->getLoadingScreen()); mWorldScene->resetCellLoaded(); } } void World::updatePhysics( float duration, bool paused, osg::Timer_t frameStart, unsigned int frameNumber, osg::Stats& stats) { if (!paused) { doPhysics(duration, frameStart, frameNumber, stats); } else { // zero the async stats if we are paused stats.setAttribute(frameNumber, "physicsworker_time_begin", 0); stats.setAttribute(frameNumber, "physicsworker_time_taken", 0); stats.setAttribute(frameNumber, "physicsworker_time_end", 0); } } void World::preloadSpells() { const ESM::RefId& selectedSpell = MWBase::Environment::get().getWindowManager()->getSelectedSpell(); if (!selectedSpell.empty()) { const ESM::Spell* spell = mStore.get<ESM::Spell>().search(selectedSpell); if (spell) preloadEffects(&spell->mEffects); } const MWWorld::Ptr& selectedEnchantItem = MWBase::Environment::get().getWindowManager()->getSelectedEnchantItem(); if (!selectedEnchantItem.isEmpty()) { const ESM::RefId& enchantId = selectedEnchantItem.getClass().getEnchantment(selectedEnchantItem); if (!enchantId.empty()) { const ESM::Enchantment* ench = mStore.get<ESM::Enchantment>().search(enchantId); if (ench) preloadEffects(&ench->mEffects); } } const MWWorld::Ptr& selectedWeapon = MWBase::Environment::get().getWindowManager()->getSelectedWeapon(); if (!selectedWeapon.isEmpty()) { const ESM::RefId& enchantId = selectedWeapon.getClass().getEnchantment(selectedWeapon); if (!enchantId.empty()) { const ESM::Enchantment* ench = mStore.get<ESM::Enchantment>().search(enchantId); if (ench && ench->mData.mType == ESM::Enchantment::WhenStrikes) preloadEffects(&ench->mEffects); } } } void World::updateSoundListener() { const MWRender::Camera* camera = mRendering->getCamera(); const auto& player = getPlayerPtr(); const ESM::Position& refpos = player.getRefData().getPosition(); osg::Vec3f listenerPos, up, forward; osg::Quat listenerOrient; if (isFirstPerson() || Settings::sound().mCameraListener) listenerPos = camera->getPosition(); else listenerPos = refpos.asVec3() + osg::Vec3f(0, 0, 1.85f * mPhysics->getHalfExtents(player).z()); if (isFirstPerson() || Settings::sound().mCameraListener) listenerOrient = camera->getOrient(); else listenerOrient = osg::Quat(refpos.rot[1], osg::Vec3f(0, -1, 0)) * osg::Quat(refpos.rot[0], osg::Vec3f(-1, 0, 0)) * osg::Quat(refpos.rot[2], osg::Vec3f(0, 0, -1)); forward = listenerOrient * osg::Vec3f(0, 1, 0); up = listenerOrient * osg::Vec3f(0, 0, 1); bool underwater = isUnderwater(player.getCell(), camera->getPosition()); MWBase::Environment::get().getSoundManager()->setListenerPosDir(listenerPos, forward, up, underwater); } void World::updateWindowManager() { try { // inform the GUI about focused object MWWorld::Ptr object = getFacedObject(); // retrieve object dimensions so we know where to place the floating label if (!object.isEmpty()) { osg::BoundingBox bb = mPhysics->getBoundingBox(object); if (!bb.valid() && object.getRefData().getBaseNode()) { osg::ComputeBoundsVisitor computeBoundsVisitor; computeBoundsVisitor.setTraversalMask(~(MWRender::Mask_ParticleSystem | MWRender::Mask_Effect)); object.getRefData().getBaseNode()->accept(computeBoundsVisitor); bb = computeBoundsVisitor.getBoundingBox(); } osg::Vec4f screenBounds = mRendering->getScreenBounds(bb); MWBase::Environment::get().getWindowManager()->setFocusObjectScreenCoords( screenBounds.x(), screenBounds.y(), screenBounds.z(), screenBounds.w()); } MWBase::Environment::get().getWindowManager()->setFocusObject(object); } catch (std::exception& e) { Log(Debug::Error) << "Error updating window manager: " << e.what(); } } MWWorld::Ptr World::getFacedObject(float maxDistance, bool ignorePlayer) { const float camDist = mRendering->getCamera()->getCameraDistance(); maxDistance += camDist; MWWorld::Ptr facedObject; MWRender::RenderingManager::RayResult rayToObject; if (MWBase::Environment::get().getWindowManager()->isGuiMode()) { float x, y; MWBase::Environment::get().getWindowManager()->getMousePosition(x, y); rayToObject = mRendering->castCameraToViewportRay(x, y, maxDistance, ignorePlayer); } else rayToObject = mRendering->castCameraToViewportRay(0.5f, 0.5f, maxDistance, ignorePlayer); facedObject = rayToObject.mHitObject; if (facedObject.isEmpty() && rayToObject.mHitRefnum.isSet()) facedObject = MWBase::Environment::get().getWorldModel()->getPtr(rayToObject.mHitRefnum); if (rayToObject.mHit) mDistanceToFacedObject = (rayToObject.mRatio * maxDistance) - camDist; else mDistanceToFacedObject = -1; return facedObject; } bool World::castRenderingRay(MWPhysics::RayCastingResult& res, const osg::Vec3f& from, const osg::Vec3f& to, bool ignorePlayer, bool ignoreActors, std::span<const MWWorld::Ptr> ignoreList) { MWRender::RenderingManager::RayResult rayRes = mRendering->castRay(from, to, ignorePlayer, ignoreActors, ignoreList); res.mHit = rayRes.mHit; res.mHitPos = rayRes.mHitPointWorld; res.mHitNormal = rayRes.mHitNormalWorld; res.mHitObject = rayRes.mHitObject; if (res.mHitObject.isEmpty() && rayRes.mHitRefnum.isSet()) res.mHitObject = MWBase::Environment::get().getWorldModel()->getPtr(rayRes.mHitRefnum); return res.mHit; } bool World::isCellExterior() const { const CellStore* currentCell = mWorldScene->getCurrentCell(); if (currentCell) { return currentCell->getCell()->isExterior(); } return false; } bool World::isCellQuasiExterior() const { const CellStore* currentCell = mWorldScene->getCurrentCell(); if (currentCell) { return currentCell->getCell()->isQuasiExterior(); } return false; } ESM::RefId World::getCurrentWorldspace() const { const CellStore* cellStore = mWorldScene->getCurrentCell(); if (cellStore) return cellStore->getCell()->getWorldSpace(); return ESM::Cell::sDefaultWorldspaceId; } int World::getCurrentWeather() const { return mWeatherManager->getWeatherID(); } int World::getNextWeather() const { return mWeatherManager->getNextWeatherID(); } float World::getWeatherTransition() const { return mWeatherManager->getTransitionFactor(); } unsigned int World::getNightDayMode() const { return mWeatherManager->getNightDayMode(); } void World::changeWeather(const ESM::RefId& region, const unsigned int id) { mWeatherManager->changeWeather(region, id); } void World::modRegion(const ESM::RefId& regionid, const std::vector<uint8_t>& chances) { mWeatherManager->modRegion(regionid, chances); } struct GetDoorMarkerVisitor { std::vector<World::DoorMarker>& mOut; bool operator()(const MWWorld::Ptr& ptr) { MWWorld::LiveCellRef<ESM::Door>& ref = *static_cast<MWWorld::LiveCellRef<ESM::Door>*>(ptr.getBase()); if (!ref.mData.isEnabled() || ref.isDeleted()) return true; if (ref.mRef.getTeleport()) { World::DoorMarker newMarker; newMarker.name = MWClass::Door::getDestination(ref); newMarker.dest = ref.mRef.getDestCell(); ESM::Position pos = ref.mData.getPosition(); newMarker.x = pos.pos[0]; newMarker.y = pos.pos[1]; mOut.push_back(newMarker); } return true; } }; void World::getDoorMarkers(CellStore& cell, std::vector<World::DoorMarker>& out) { GetDoorMarkerVisitor visitor{ out }; cell.forEachType<ESM::Door>(visitor); } void World::setWaterHeight(const float height) { mPhysics->setWaterHeight(height); mRendering->setWaterHeight(height); } bool World::toggleWater() { return mRendering->toggleRenderMode(MWRender::Render_Water); } bool World::toggleWorld() { return mRendering->toggleRenderMode(MWRender::Render_Scene); } bool World::toggleBorders() { return mRendering->toggleBorders(); } void World::PCDropped(const Ptr& item) { const auto& script = item.getClass().getScript(item); // Set OnPCDrop Variable on item's script, if it has a script with that variable declared if (!script.empty()) item.getRefData().getLocals().setVarByInt(script, "onpcdrop", 1); } MWWorld::Ptr World::placeObject(const MWWorld::Ptr& object, float cursorX, float cursorY, int amount, bool copy) { const float maxDist = 200.f; MWRender::RenderingManager::RayResult result = mRendering->castCameraToViewportRay(cursorX, cursorY, maxDist, true, true); CellStore* cell = getPlayerPtr().getCell(); ESM::Position pos = getPlayerPtr().getRefData().getPosition(); if (result.mHit) { pos.pos[0] = result.mHitPointWorld.x(); pos.pos[1] = result.mHitPointWorld.y(); pos.pos[2] = result.mHitPointWorld.z(); } // We want only the Z part of the player's rotation pos.rot[0] = 0; pos.rot[1] = 0; // copy the object and set its count Ptr dropped = copy ? copyObjectToCell(object, cell, pos, amount, true) : moveObjectToCell(object, cell, pos, true); // only the player place items in the world, so no need to check actor PCDropped(dropped); return dropped; } bool World::canPlaceObject(float cursorX, float cursorY) { const float maxDist = 200.f; MWRender::RenderingManager::RayResult result = mRendering->castCameraToViewportRay(cursorX, cursorY, maxDist, true, true); if (result.mHit) { // check if the wanted position is on a flat surface, and not e.g. against a vertical wall if (std::acos((result.mHitNormalWorld / result.mHitNormalWorld.length()) * osg::Vec3f(0, 0, 1)) >= osg::DegreesToRadians(30.f)) return false; return true; } else return false; } Ptr World::copyObjectToCell(const ConstPtr& object, CellStore* cell, ESM::Position pos, int count, bool adjustPos) { if (!cell) throw std::runtime_error("copyObjectToCell(): cannot copy object to null cell"); if (cell->isExterior()) { const ESM::ExteriorCellLocation index = ESM::positionToExteriorCellLocation(pos.pos[0], pos.pos[1], cell->getCell()->getWorldSpace()); cell = &mWorldModel.getExterior(index); } MWWorld::Ptr dropped = object.getClass().copyToCell(object, *cell, pos, count); initObjectInCell(dropped, *cell, adjustPos); return dropped; } Ptr World::moveObjectToCell(const Ptr& object, CellStore* cell, ESM::Position pos, bool adjustPos) { if (!cell) throw std::runtime_error("moveObjectToCell(): cannot move object to null cell"); if (cell->isExterior()) { const ESM::ExteriorCellLocation index = ESM::positionToExteriorCellLocation(pos.pos[0], pos.pos[1], cell->getCell()->getWorldSpace()); cell = &mWorldModel.getExterior(index); } MWWorld::Ptr dropped = object.getClass().moveToCell(object, *cell, pos); initObjectInCell(dropped, *cell, adjustPos); return dropped; } void World::initObjectInCell(const Ptr& object, CellStore& cell, bool adjustPos) { if (mWorldScene->isCellActive(cell)) { if (object.getRefData().isEnabled()) { mWorldScene->addObjectToScene(object); } const auto& script = object.getClass().getScript(object); if (!script.empty()) { mLocalScripts.add(script, object); } addContainerScripts(object, &cell); } if (!object.getClass().isActor() && adjustPos && object.getRefData().getBaseNode()) { // Adjust position so the location we wanted ends up in the middle of the object bounding box osg::ComputeBoundsVisitor computeBounds; computeBounds.setTraversalMask(~MWRender::Mask_ParticleSystem); object.getRefData().getBaseNode()->accept(computeBounds); osg::BoundingBox bounds = computeBounds.getBoundingBox(); if (bounds.valid()) { ESM::Position pos = object.getRefData().getPosition(); bounds.set(bounds._min - pos.asVec3(), bounds._max - pos.asVec3()); osg::Vec3f adjust( (bounds.xMin() + bounds.xMax()) / 2, (bounds.yMin() + bounds.yMax()) / 2, bounds.zMin()); pos.pos[0] -= adjust.x(); pos.pos[1] -= adjust.y(); pos.pos[2] -= adjust.z(); moveObject(object, pos.asVec3()); } } } MWWorld::Ptr World::dropObjectOnGround(const Ptr& actor, const Ptr& object, int amount, bool copy) { MWWorld::CellStore* cell = actor.getCell(); ESM::Position pos = actor.getRefData().getPosition(); // We want only the Z part of the actor's rotation pos.rot[0] = 0; pos.rot[1] = 0; osg::Vec3f orig = pos.asVec3(); orig.z() += 20; osg::Vec3f dir(0, 0, -1); float len = 1000000.0; MWRender::RenderingManager::RayResult result = mRendering->castRay(orig, orig + dir * len, true, true); if (result.mHit) pos.pos[2] = result.mHitPointWorld.z(); // copy the object and set its count Ptr dropped = copy ? copyObjectToCell(object, cell, pos, amount, true) : moveObjectToCell(object, cell, pos, true); if (actor == mPlayer->getPlayer()) // Only call if dropped by player PCDropped(dropped); return dropped; } void World::processChangedSettings(const Settings::CategorySettingVector& settings) { mRendering->processChangedSettings(settings); } bool World::isFlying(const MWWorld::Ptr& ptr) const { if (!ptr.getClass().isActor()) return false; const MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats(ptr); if (stats.isDead()) return false; const bool isPlayer = ptr == getPlayerConstPtr(); if (!(isPlayer && mGodMode) && stats.getMagicEffects().getOrDefault(ESM::MagicEffect::Paralyze).getModifier() > 0) return false; if (ptr.getClass().canFly(ptr)) return true; if (stats.getMagicEffects().getOrDefault(ESM::MagicEffect::Levitate).getMagnitude() > 0 && isLevitationEnabled()) return true; const MWPhysics::Actor* actor = mPhysics->getActor(ptr); if (!actor) return true; return false; } bool World::isSlowFalling(const MWWorld::Ptr& ptr) const { if (!ptr.getClass().isActor()) return false; const MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats(ptr); if (stats.getMagicEffects().getOrDefault(ESM::MagicEffect::SlowFall).getMagnitude() > 0) return true; return false; } bool World::isSubmerged(const MWWorld::ConstPtr& object) const { return isUnderwater(object, 1.0f / mSwimHeightScale); } bool World::isSwimming(const MWWorld::ConstPtr& object) const { return isUnderwater(object, mSwimHeightScale); } bool World::isWading(const MWWorld::ConstPtr& object) const { const float kneeDeep = 0.25f; return isUnderwater(object, kneeDeep); } bool World::isUnderwater(const MWWorld::ConstPtr& object, const float heightRatio) const { osg::Vec3f pos(object.getRefData().getPosition().asVec3()); pos.z() += heightRatio * 2 * mPhysics->getRenderingHalfExtents(object).z(); const CellStore* currCell = object.isInCell() ? object.getCell() : nullptr; // currCell == nullptr should only happen for player, during initial startup return isUnderwater(currCell, pos); } bool World::isUnderwater(const MWWorld::CellStore* cell, const osg::Vec3f& pos) const { if (!cell) return false; if (!(cell->getCell()->hasWater())) { return false; } return pos.z() < cell->getWaterLevel(); } bool World::isWaterWalkingCastableOnTarget(const MWWorld::ConstPtr& target) const { const MWWorld::CellStore* cell = target.getCell(); if (!cell->getCell()->hasWater()) return true; float waterlevel = cell->getWaterLevel(); // SwimHeightScale affects the upper z position an actor can swim to // while in water. Based on observation from the original engine, // the upper z position you get with a +1 SwimHeightScale is the depth // limit for being able to cast water walking on an underwater target. if (isUnderwater(target, mSwimHeightScale + 1) || (isUnderwater(cell, target.getRefData().getPosition().asVec3()) && !mPhysics->canMoveToWaterSurface(target, waterlevel))) return false; // not castable if too deep or if not enough room to move actor to surface else return true; } bool World::isOnGround(const MWWorld::Ptr& ptr) const { return mPhysics->isOnGround(ptr); } void World::togglePOV(bool force) { mRendering->getCamera()->toggleViewMode(force); } bool World::isFirstPerson() const { return mRendering->getCamera()->getMode() == MWRender::Camera::Mode::FirstPerson; } bool World::isPreviewModeEnabled() const { return mRendering->getCamera()->getMode() == MWRender::Camera::Mode::Preview; } bool World::toggleVanityMode(bool enable) { return mRendering->getCamera()->toggleVanityMode(enable); } void World::disableDeferredPreviewRotation() { mRendering->getCamera()->disableDeferredPreviewRotation(); } void World::applyDeferredPreviewRotationToPlayer(float dt) { mRendering->getCamera()->applyDeferredPreviewRotationToPlayer(dt); } MWRender::Camera* World::getCamera() { return mRendering->getCamera(); } bool World::vanityRotateCamera(const float* rot) { auto* camera = mRendering->getCamera(); if (!camera->isVanityOrPreviewModeEnabled()) return false; camera->setPitch(camera->getPitch() + rot[0]); camera->setYaw(camera->getYaw() + rot[2]); return true; } void World::saveLoaded() { mStore.rebuildIdsIndex(); mStore.validateDynamic(); mTimeManager->setup(mGlobalVariables); } void World::setupPlayer() { const ESM::NPC* player = mStore.get<ESM::NPC>().find(ESM::RefId::stringRefId("Player")); if (!mPlayer) mPlayer = std::make_unique<MWWorld::Player>(player); else { // Remove the old CharacterController MWBase::Environment::get().getMechanicsManager()->remove(getPlayerPtr(), true); mNavigator->removeAgent(getPathfindingAgentBounds(getPlayerConstPtr())); mPhysics->remove(getPlayerPtr()); mRendering->removePlayer(getPlayerPtr()); MWBase::Environment::get().getLuaManager()->objectRemovedFromScene(getPlayerPtr()); mPlayer->set(player); } Ptr ptr = mPlayer->getPlayer(); mRendering->setupPlayer(ptr); MWBase::Environment::get().getLuaManager()->setupPlayer(ptr); } void World::renderPlayer() { MWBase::Environment::get().getMechanicsManager()->remove(getPlayerPtr(), true); MWWorld::Ptr player = getPlayerPtr(); mRendering->renderPlayer(player); MWRender::NpcAnimation* anim = static_cast<MWRender::NpcAnimation*>(mRendering->getAnimation(player)); player.getClass().getInventoryStore(player).setInvListener(anim); player.getClass().getInventoryStore(player).setContListener(anim); scaleObject(player, player.getCellRef().getScale(), true); // apply race height rotateObject(player, osg::Vec3f(), MWBase::RotationFlag_inverseOrder | MWBase::RotationFlag_adjust); MWBase::Environment::get().getMechanicsManager()->add(getPlayerPtr()); MWBase::Environment::get().getWindowManager()->watchActor(getPlayerPtr()); mPhysics->remove(getPlayerPtr()); mPhysics->addActor( getPlayerPtr(), VFS::Path::toNormalized(getPlayerPtr().getClass().getCorrectedModel(getPlayerPtr()))); applyLoopingParticles(player); const DetourNavigator::AgentBounds agentBounds = getPathfindingAgentBounds(getPlayerConstPtr()); if (!mNavigator->addAgent(agentBounds)) Log(Debug::Warning) << "Player agent bounds are not supported by navigator: " << agentBounds; } World::RestPermitted World::canRest() const { CellStore* currentCell = mWorldScene->getCurrentCell(); Ptr player = mPlayer->getPlayer(); RefData& refdata = player.getRefData(); osg::Vec3f playerPos(refdata.getPosition().asVec3()); const MWPhysics::Actor* actor = mPhysics->getActor(player); if (!actor) throw std::runtime_error("can't find player"); if (mPlayer->enemiesNearby()) return Rest_EnemiesAreNearby; if (isUnderwater(currentCell, playerPos) || isWalkingOnWater(player)) return Rest_PlayerIsUnderwater; float fallHeight = player.getClass().getCreatureStats(player).getFallHeight(); float epsilon = 1e-4; if ((actor->getCollisionMode() && (!mPhysics->isOnSolidGround(player) || fallHeight >= epsilon)) || isFlying(player)) return Rest_PlayerIsInAir; if (currentCell->getCell()->noSleep() || player.getClass().getNpcStats(player).isWerewolf()) return Rest_OnlyWaiting; return Rest_Allowed; } MWRender::Animation* World::getAnimation(const MWWorld::Ptr& ptr) { auto* animation = mRendering->getAnimation(ptr); if (!animation) { mWorldScene->removeFromPagedRefs(ptr); animation = mRendering->getAnimation(ptr); if (animation) mRendering->pagingBlacklistObject(mStore.find(ptr.getCellRef().getRefId()), ptr); } return animation; } const MWRender::Animation* World::getAnimation(const MWWorld::ConstPtr& ptr) const { return mRendering->getAnimation(ptr); } void World::screenshot(osg::Image* image, int w, int h) { mRendering->screenshot(image, w, h); } void World::activateDoor(const MWWorld::Ptr& door) { auto state = door.getClass().getDoorState(door); switch (state) { case MWWorld::DoorState::Idle: if (door.getRefData().getPosition().rot[2] == door.getCellRef().getPosition().rot[2]) state = MWWorld::DoorState::Opening; // if closed, then open else state = MWWorld::DoorState::Closing; // if open, then close break; case MWWorld::DoorState::Closing: state = MWWorld::DoorState::Opening; // if closing, then open break; case MWWorld::DoorState::Opening: default: state = MWWorld::DoorState::Closing; // if opening, then close break; } door.getClass().setDoorState(door, state); mDoorStates[door] = state; } void World::activateDoor(const Ptr& door, MWWorld::DoorState state) { door.getClass().setDoorState(door, state); mDoorStates[door] = state; if (state == MWWorld::DoorState::Idle) { mDoorStates.erase(door); rotateDoor(door, state, 1); } } bool World::getPlayerStandingOn(const MWWorld::ConstPtr& object) { MWWorld::Ptr player = getPlayerPtr(); return mPhysics->isActorStandingOn(player, object); } bool World::getActorStandingOn(const MWWorld::ConstPtr& object) { std::vector<MWWorld::Ptr> actors; mPhysics->getActorsStandingOn(object, actors); return !actors.empty(); } void World::getActorsStandingOn(const MWWorld::ConstPtr& object, std::vector<MWWorld::Ptr>& actors) { mPhysics->getActorsStandingOn(object, actors); } bool World::getPlayerCollidingWith(const MWWorld::ConstPtr& object) { return mPhysics->isObjectCollidingWith(object, MWPhysics::ScriptedCollisionType_Player); } bool World::getActorCollidingWith(const MWWorld::ConstPtr& object) { return mPhysics->isObjectCollidingWith(object, MWPhysics::ScriptedCollisionType_Actor); } void World::hurtStandingActors(const ConstPtr& object, float healthPerSecond) { if (MWBase::Environment::get().getWindowManager()->isGuiMode()) return; std::vector<MWWorld::Ptr> actors; mPhysics->getActorsStandingOn(object, actors); for (const Ptr& actor : actors) { MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor); if (stats.isDead()) continue; mPhysics->markAsNonSolid(object); if (actor == getPlayerPtr() && mGodMode) continue; MWMechanics::DynamicStat<float> health = stats.getHealth(); health.setCurrent(health.getCurrent() - healthPerSecond * MWBase::Environment::get().getFrameDuration()); stats.setHealth(health); if (healthPerSecond > 0.0f) { if (actor == getPlayerPtr()) MWBase::Environment::get().getWindowManager()->activateHitOverlay(false); auto healthDamage = ESM::RefId::stringRefId("Health Damage"); if (!MWBase::Environment::get().getSoundManager()->getSoundPlaying(actor, healthDamage)) MWBase::Environment::get().getSoundManager()->playSound3D(actor, healthDamage, 1.0f, 1.0f); } } } void World::hurtCollidingActors(const ConstPtr& object, float healthPerSecond) { if (MWBase::Environment::get().getWindowManager()->isGuiMode()) return; std::vector<Ptr> actors; mPhysics->getActorsCollidingWith(object, actors); for (const Ptr& actor : actors) { MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor); if (stats.isDead()) continue; mPhysics->markAsNonSolid(object); if (actor == getPlayerPtr() && mGodMode) continue; MWMechanics::DynamicStat<float> health = stats.getHealth(); health.setCurrent(health.getCurrent() - healthPerSecond * MWBase::Environment::get().getFrameDuration()); stats.setHealth(health); if (healthPerSecond > 0.0f) { if (actor == getPlayerPtr()) MWBase::Environment::get().getWindowManager()->activateHitOverlay(false); auto healthDamage = ESM::RefId::stringRefId("Health Damage"); if (!MWBase::Environment::get().getSoundManager()->getSoundPlaying(actor, healthDamage)) MWBase::Environment::get().getSoundManager()->playSound3D(actor, healthDamage, 1.0f, 1.0f); } } } float World::getWindSpeed() { if (isCellExterior() || isCellQuasiExterior()) return mWeatherManager->getWindSpeed(); else return 0.f; } bool World::isInStorm() const { if (isCellExterior() || isCellQuasiExterior()) return mWeatherManager->isInStorm(); else return false; } osg::Vec3f World::getStormDirection() const { if (isCellExterior() || isCellQuasiExterior()) return mWeatherManager->getStormDirection(); else return osg::Vec3f(0, 1, 0); } struct GetContainersOwnedByVisitor { GetContainersOwnedByVisitor(const MWWorld::ConstPtr& owner, std::vector<MWWorld::Ptr>& out) : mOwner(owner) , mOut(out) { } MWWorld::ConstPtr mOwner; std::vector<MWWorld::Ptr>& mOut; bool operator()(const MWWorld::Ptr& ptr) { if (ptr.mRef->isDeleted()) return true; // vanilla Morrowind does not allow to sell items from containers with zero capacity if (ptr.getClass().getCapacity(ptr) <= 0.f) return true; if (ptr.getCellRef().getOwner() == mOwner.getCellRef().getRefId()) mOut.push_back(ptr); return true; } }; void World::getContainersOwnedBy(const MWWorld::ConstPtr& owner, std::vector<MWWorld::Ptr>& out) { for (CellStore* cellstore : mWorldScene->getActiveCells()) { GetContainersOwnedByVisitor visitor(owner, out); cellstore->forEachType<ESM::Container>(visitor); } } void World::getItemsOwnedBy(const MWWorld::ConstPtr& npc, std::vector<MWWorld::Ptr>& out) { for (CellStore* cellstore : mWorldScene->getActiveCells()) { cellstore->forEach([&](const auto& ptr) { if (ptr.getRefData().getBaseNode() && ptr.getCellRef().getOwner() == npc.getCellRef().getRefId()) out.push_back(ptr); return true; }); } } bool World::getLOS(const MWWorld::ConstPtr& actor, const MWWorld::ConstPtr& targetActor) { if (!targetActor.getRefData().isEnabled() || !actor.getRefData().isEnabled()) return false; // cannot get LOS unless both NPC's are enabled if (!targetActor.getRefData().getBaseNode() || !actor.getRefData().getBaseNode()) return false; // not in active cell return mPhysics->getLineOfSight(actor, targetActor); } float World::getDistToNearestRayHit(const osg::Vec3f& from, const osg::Vec3f& dir, float maxDist, bool includeWater) { osg::Vec3f to(dir); to.normalize(); to = from + (to * maxDist); int collisionTypes = MWPhysics::CollisionType_World | MWPhysics::CollisionType_HeightMap | MWPhysics::CollisionType_Door; if (includeWater) { collisionTypes |= MWPhysics::CollisionType_Water; } MWPhysics::RayCastingResult result = mPhysics->castRay(from, to, { MWWorld::Ptr() }, std::vector<MWWorld::Ptr>(), collisionTypes); if (!result.mHit) return maxDist; else return (result.mHitPos - from).length(); } void World::enableActorCollision(const MWWorld::Ptr& actor, bool enable) { MWPhysics::Actor* physicActor = mPhysics->getActor(actor); if (physicActor) physicActor->enableCollisionBody(enable); } static std::optional<ESM::Position> searchMarkerPosition(const CellStore& cellStore, std::string_view editorId) { for (const MWWorld::LiveCellRef<ESM4::Static>& stat4 : cellStore.getReadOnlyEsm4Statics().mList) { if (Misc::StringUtils::lowerCase(stat4.mBase->mEditorId) == editorId) return stat4.mRef.getPosition(); } return std::nullopt; } static std::optional<ESM::Position> searchDoorDestInCell(const CellStore& cellStore) { ESM::RefId cellId = cellStore.getCell()->getId(); std::vector<const MWWorld::CellRef*> sortedDoors; for (const MWWorld::LiveCellRef<ESM::Door>& door : cellStore.getReadOnlyDoors().mList) { if (!door.mRef.getTeleport()) continue; sortedDoors.push_back(&door.mRef); } for (const MWWorld::LiveCellRef<ESM4::Door>& door : cellStore.getReadOnlyEsm4Doors().mList) { if (!door.mRef.getTeleport()) continue; sortedDoors.push_back(&door.mRef); } // Sort teleporting doors alphabetically, first by ID, then by destination cell to make search consistent std::sort(sortedDoors.begin(), sortedDoors.end(), [](const MWWorld::CellRef* lhs, const MWWorld::CellRef* rhs) { if (lhs->getRefId() != rhs->getRefId()) return lhs->getRefId() < rhs->getRefId(); return lhs->getDestCell() < rhs->getDestCell(); }); WorldModel* worldModel = MWBase::Environment::get().getWorldModel(); for (const MWWorld::CellRef* door : sortedDoors) { const MWWorld::CellStore& source = worldModel->getCell(door->getDestCell()); // Find door leading to our current teleport door // and use its destination to position inside cell. // \note Using _any_ door pointed to the cell, // not the one pointed to current door. for (const MWWorld::LiveCellRef<ESM::Door>& destDoor : source.getReadOnlyDoors().mList) { if (cellId == destDoor.mRef.getDestCell()) { ESM::Position doorDest = destDoor.mRef.getDoorDest(); doorDest.rot[0] = doorDest.rot[1] = doorDest.rot[2] = 0; return doorDest; } } for (const MWWorld::LiveCellRef<ESM4::Door>& destDoor : source.getReadOnlyEsm4Doors().mList) { if (cellId == destDoor.mRef.getDestCell()) return destDoor.mRef.getDoorDest(); } } return std::nullopt; } ESM::RefId World::findInteriorPosition(std::string_view name, ESM::Position& pos) { pos.rot[0] = pos.rot[1] = pos.rot[2] = 0; pos.pos[0] = pos.pos[1] = pos.pos[2] = 0; const MWWorld::CellStore* cellStore = mWorldModel.findInterior(name); if (!cellStore) return ESM::RefId(); ESM::RefId cellId = cellStore->getCell()->getId(); if (std::optional<ESM::Position> destPos = searchMarkerPosition(*cellStore, "cocmarkerheading")) { pos = *destPos; return cellId; } if (std::optional<ESM::Position> destPos = searchDoorDestInCell(*cellStore)) { pos = *destPos; return cellId; } if (std::optional<ESM::Position> destPos = searchMarkerPosition(*cellStore, "xmarkerheading")) { pos = *destPos; return cellId; } // Fall back to the first static location. const MWWorld::CellRefList<ESM4::Static>::List& statics4 = cellStore->getReadOnlyEsm4Statics().mList; if (!statics4.empty()) { pos = statics4.begin()->mRef.getPosition(); pos.rot[0] = pos.rot[1] = pos.rot[2] = 0; return cellId; } const MWWorld::CellRefList<ESM::Static>::List& statics = cellStore->getReadOnlyStatics().mList; if (!statics.empty()) { pos = statics.begin()->mRef.getPosition(); pos.rot[0] = pos.rot[1] = pos.rot[2] = 0; return cellId; } return ESM::RefId(); } ESM::RefId World::findExteriorPosition(std::string_view nameId, ESM::Position& pos) { pos.rot[0] = pos.rot[1] = pos.rot[2] = 0; const MWWorld::CellStore* cellStore = mWorldModel.findCell(nameId); if (cellStore != nullptr && !cellStore->isExterior()) return ESM::RefId(); if (!cellStore) { size_t comma = nameId.find(','); if (comma != std::string::npos) { int x, y; std::from_chars_result xResult = std::from_chars(nameId.data(), nameId.data() + comma, x); std::from_chars_result yResult = std::from_chars(nameId.data() + comma + 1, nameId.data() + nameId.size(), y); if (xResult.ec == std::errc::result_out_of_range || yResult.ec == std::errc::result_out_of_range) throw std::runtime_error("Cell coordinates out of range."); else if (xResult.ec == std::errc{} && yResult.ec == std::errc{}) cellStore = &mWorldModel.getExterior(ESM::ExteriorCellLocation(x, y, ESM::Cell::sDefaultWorldspaceId)); // ignore std::errc::invalid_argument, as this means that name probably refers to a interior cell // instead of comma separated coordinates } } if (!cellStore) return ESM::RefId(); const MWWorld::Cell* ext = cellStore->getCell(); if (std::optional<ESM::Position> destPos = searchMarkerPosition(*cellStore, "cocmarkerheading")) { pos = *destPos; return ext->getId(); } if (std::optional<ESM::Position> destPos = searchMarkerPosition(*cellStore, "xmarkerheading")) { pos = *destPos; return ext->getId(); } int x = ext->getGridX(); int y = ext->getGridY(); const osg::Vec2f posFromIndex = indexToPosition(ESM::ExteriorCellLocation(x, y, ext->getWorldSpace()), true); pos.pos[0] = posFromIndex.x(); pos.pos[1] = posFromIndex.y(); // Note: Z pos will be adjusted by adjustPosition later pos.pos[2] = 0; return ext->getId(); } void World::enableTeleporting(bool enable) { mTeleportEnabled = enable; } bool World::isTeleportingEnabled() const { return mTeleportEnabled; } void World::enableLevitation(bool enable) { mLevitationEnabled = enable; } bool World::isLevitationEnabled() const { return mLevitationEnabled; } void World::reattachPlayerCamera() { mRendering->rebuildPtr(getPlayerPtr()); } bool World::getGodModeState() const { return mGodMode; } bool World::toggleGodMode() { mGodMode = !mGodMode; return mGodMode; } bool World::toggleScripts() { mScriptsEnabled = !mScriptsEnabled; return mScriptsEnabled; } bool World::getScriptsEnabled() const { return mScriptsEnabled; } void World::loadContentFiles(const Files::Collections& fileCollections, const std::vector<std::string>& content, ToUTF8::Utf8Encoder* encoder, Loading::Listener* listener) { GameContentLoader gameContentLoader; EsmLoader esmLoader(mStore, mReaders, encoder, mESMVersions); gameContentLoader.addLoader(".esm", esmLoader); gameContentLoader.addLoader(".esp", esmLoader); gameContentLoader.addLoader(".omwgame", esmLoader); gameContentLoader.addLoader(".omwaddon", esmLoader); gameContentLoader.addLoader(".project", esmLoader); OMWScriptsLoader omwScriptsLoader(mStore); gameContentLoader.addLoader(".omwscripts", omwScriptsLoader); int idx = 0; for (const std::string& file : content) { const auto filename = Files::pathFromUnicodeString(file); const Files::MultiDirCollection& col = fileCollections.getCollection(Files::pathToUnicodeString(filename.extension())); if (col.doesExist(file)) { gameContentLoader.load(col.getPath(file), idx, listener); } else { std::string message = "Failed loading " + file + ": the content file does not exist"; throw std::runtime_error(message); } idx++; } if (const auto v = esmLoader.getMasterFileFormat(); v.has_value() && *v == 0) ensureNeededRecords(); // Insert records that may not be present in all versions of master files. } void World::loadGroundcoverFiles(const Files::Collections& fileCollections, const std::vector<std::string>& groundcoverFiles, ToUTF8::Utf8Encoder* encoder, Loading::Listener* listener) { if (!Settings::groundcover().mEnabled) return; Log(Debug::Info) << "Loading groundcover:"; mGroundcoverStore.init(mStore.get<ESM::Static>(), fileCollections, groundcoverFiles, encoder, listener); } MWWorld::SpellCastState World::startSpellCast(const Ptr& actor) { MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor); std::string_view message; MWWorld::SpellCastState result = MWWorld::SpellCastState::Success; bool isPlayer = (actor == getPlayerPtr()); const ESM::RefId& selectedSpell = stats.getSpells().getSelectedSpell(); if (!selectedSpell.empty()) { const ESM::Spell* spell = mStore.get<ESM::Spell>().find(selectedSpell); int spellCost = MWMechanics::calcSpellCost(*spell); // Check mana bool godmode = (isPlayer && mGodMode); MWMechanics::DynamicStat<float> magicka = stats.getMagicka(); if (spellCost > 0 && magicka.getCurrent() < spellCost && !godmode) { message = "#{sMagicInsufficientSP}"; result = MWWorld::SpellCastState::InsufficientMagicka; } // If this is a power, check if it was already used in the last 24h if (result == MWWorld::SpellCastState::Success && spell->mData.mType == ESM::Spell::ST_Power && !stats.getSpells().canUsePower(spell)) { message = "#{sPowerAlreadyUsed}"; result = MWWorld::SpellCastState::PowerAlreadyUsed; } if (result == MWWorld::SpellCastState::Success && !godmode) { // Reduce mana magicka.setCurrent(magicka.getCurrent() - spellCost); stats.setMagicka(magicka); // Reduce fatigue (note that in the vanilla game, both GMSTs are 0, and there's no fatigue loss) static const float fFatigueSpellBase = mStore.get<ESM::GameSetting>().find("fFatigueSpellBase")->mValue.getFloat(); static const float fFatigueSpellMult = mStore.get<ESM::GameSetting>().find("fFatigueSpellMult")->mValue.getFloat(); MWMechanics::DynamicStat<float> fatigue = stats.getFatigue(); const float normalizedEncumbrance = actor.getClass().getNormalizedEncumbrance(actor); float fatigueLoss = spellCost * (fFatigueSpellBase + normalizedEncumbrance * fFatigueSpellMult); fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss); stats.setFatigue(fatigue); } } if (isPlayer && result != MWWorld::SpellCastState::Success) MWBase::Environment::get().getWindowManager()->messageBox(message); return result; } void World::castSpell(const Ptr& actor, bool scriptedSpell) { MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor); const bool casterIsPlayer = actor == MWMechanics::getPlayer(); MWWorld::Ptr target; // For scripted spells we should not use hit contact if (scriptedSpell) { if (!casterIsPlayer) { for (const auto& package : stats.getAiSequence()) { if (package->getTypeId() == MWMechanics::AiPackageTypeId::Cast) { target = package->getTarget(); break; } } } } else { if (casterIsPlayer) target = getFacedObject(); if (target.isEmpty() || !target.getClass().hasToolTip(target)) { // For actor targets, we want to use melee hit contact. // This is to give a slight tolerance for errors, especially with creatures like the Skeleton that would // be very hard to aim at otherwise. // For object targets, we want the detailed shapes (rendering raycast). // If we used the bounding boxes for static objects, then we would not be able to target e.g. // objects lying on a shelf. const float fCombatDistance = mStore.get<ESM::GameSetting>().find("fCombatDistance")->mValue.getFloat(); target = MWMechanics::getHitContact(actor, fCombatDistance).first; if (target.isEmpty()) { // Get the target using the facing direction from Head node const osg::Vec3f origin = getActorHeadTransform(actor).getTrans(); const osg::Quat orient = osg::Quat(actor.getRefData().getPosition().rot[0], osg::Vec3f(-1, 0, 0)) * osg::Quat(actor.getRefData().getPosition().rot[2], osg::Vec3f(0, 0, -1)); const osg::Vec3f direction = orient * osg::Vec3f(0, 1, 0); const osg::Vec3f dest = origin + direction * getMaxActivationDistance(); const MWRender::RenderingManager::RayResult result = mRendering->castRay(origin, dest, true, true); if (result.mHit) target = result.mHitObject; } } } osg::Vec3f hitPosition = actor.getRefData().getPosition().asVec3(); if (!target.isEmpty()) { // Touch explosion placement doesn't depend on where the target was "touched". // In Morrowind, it's at 0.7 of the actor's AABB height for actors // or at 0.7 of the player's height for non-actors if the player is the caster // This is probably meant to prevent the explosion from being too far above on large objects // but it often puts the explosions way above small objects, so we'll deviate here // and use the object's bounds when reasonable (it's $CURRENT_YEAR, we can afford that) // Note collision object origin is intentionally not used hitPosition = target.getRefData().getPosition().asVec3(); constexpr float explosionHeight = 0.7f; float targetHeight = getHalfExtents(target).z() * 2.f; if (!target.getClass().isActor() && casterIsPlayer) { const float playerHeight = getHalfExtents(actor).z() * 2.f; targetHeight = std::min(targetHeight, playerHeight); } hitPosition.z() += targetHeight * explosionHeight; } const ESM::RefId& selectedSpell = stats.getSpells().getSelectedSpell(); MWMechanics::CastSpell cast(actor, target, false, scriptedSpell); cast.mHitPosition = hitPosition; if (!selectedSpell.empty()) { const ESM::Spell* spell = mStore.get<ESM::Spell>().find(selectedSpell); cast.cast(spell); } else if (actor.getClass().hasInventoryStore(actor)) { MWWorld::InventoryStore& inv = actor.getClass().getInventoryStore(actor); if (inv.getSelectedEnchantItem() != inv.end()) { const auto& itemPtr = *inv.getSelectedEnchantItem(); cast.cast(itemPtr); } } } void World::launchProjectile(MWWorld::Ptr& actor, MWWorld::Ptr& projectile, const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr& bow, float speed, float attackStrength) { // An initial position of projectile can be outside shooter's collision box, so any object between shooter and // launch position will be ignored. To avoid this issue, we should check for impact immediately before launch // the projectile. So we cast a 1-yard-length ray from shooter to launch position and check if there are // collisions in this area. // TODO: as a better solutuon we should handle projectiles during physics update, not during world update. const osg::Vec3f sourcePos = worldPos + orient * osg::Vec3f(0, -1, 0) * 64.f; // Early out if the launch position is underwater bool underwater = isUnderwater(MWMechanics::getPlayer().getCell(), worldPos); if (underwater) { MWMechanics::projectileHit(actor, Ptr(), bow, projectile, worldPos, attackStrength); mRendering->emitWaterRipple(worldPos); return; } // For AI actors, get combat targets to use in the ray cast. Only those targets will return a positive hit // result. std::vector<MWWorld::Ptr> targetActors; if (!actor.isEmpty() && actor.getClass().isActor() && actor != MWMechanics::getPlayer()) actor.getClass().getCreatureStats(actor).getAiSequence().getCombatTargets(targetActors); // Check for impact, if yes, handle hit, if not, launch projectile MWPhysics::RayCastingResult result = mPhysics->castRay( sourcePos, worldPos, { actor }, targetActors, 0xff, MWPhysics::CollisionType_Projectile); if (result.mHit) MWMechanics::projectileHit(actor, result.mHitObject, bow, projectile, result.mHitPos, attackStrength); else mProjectileManager->launchProjectile(actor, projectile, worldPos, orient, bow, speed, attackStrength); } void World::launchMagicBolt( const ESM::RefId& spellId, const MWWorld::Ptr& caster, const osg::Vec3f& fallbackDirection, ESM::RefNum item) { mProjectileManager->launchMagicBolt(spellId, caster, fallbackDirection, item); } void World::updateProjectilesCasters() { mProjectileManager->updateCasters(); } void World::applyLoopingParticles(const MWWorld::Ptr& ptr) const { const MWWorld::Class& cls = ptr.getClass(); if (cls.isActor()) { std::set<int> playing; for (const auto& params : cls.getCreatureStats(ptr).getActiveSpells()) { for (const auto& effect : params.getEffects()) { if (playing.insert(effect.mEffectId).second) { const auto magicEffect = mStore.get<ESM::MagicEffect>().find(effect.mEffectId); if (magicEffect->mData.mFlags & ESM::MagicEffect::ContinuousVfx) MWMechanics::playEffects(ptr, *magicEffect, false); } } } } } const std::vector<std::string>& World::getContentFiles() const { return mContentFiles; } void World::breakInvisibility(const Ptr& actor) { actor.getClass().getCreatureStats(actor).getActiveSpells().purgeEffect(actor, ESM::MagicEffect::Invisibility); // Normally updated once per frame, but here it is kinda important to do it right away. MWBase::Environment::get().getMechanicsManager()->updateMagicEffects(actor); } bool World::useTorches() const { // If we are in exterior, check the weather manager. // In interiors there are no precipitations and sun, so check the ambient // Looks like pseudo-exteriors considered as interiors in this case MWWorld::CellStore* cell = mPlayer->getPlayer().getCell(); if (cell->isExterior()) { float hour = getTimeStamp().getHour(); return mWeatherManager->useTorches(hour); } else { const MWWorld::Cell& cellVariant = *cell->getCell(); uint32_t ambient = cellVariant.getMood().mAmbiantColor; int ambientTotal = (ambient & 0xff) + ((ambient >> 8) & 0xff) + ((ambient >> 16) & 0xff); return !cell->getCell()->noSleep() && ambientTotal <= 201; } } float World::getSunVisibility() const { return mWeatherManager->getSunVisibility(); } float World::getSunPercentage() const { return mWeatherManager->getSunPercentage(getTimeStamp().getHour()); } bool World::findInteriorPositionInWorldSpace(const MWWorld::CellStore* cell, osg::Vec3f& result) { if (cell->isExterior()) return false; // Search for a 'nearest' exterior, counting each cell between the starting // cell and the exterior as a distance of 1. Will fail for isolated interiors. std::set<ESM::RefId> checkedCells; std::set<ESM::RefId> currentCells; std::set<ESM::RefId> nextCells; nextCells.insert(cell->getCell()->getId()); while (!nextCells.empty()) { currentCells = nextCells; nextCells.clear(); for (const auto& currentCell : currentCells) { MWWorld::CellStore& next = mWorldModel.getCell(currentCell); // Check if any door in the cell leads to an exterior directly for (const MWWorld::LiveCellRef<ESM::Door>& ref : next.getReadOnlyDoors().mList) { if (!ref.mRef.getTeleport()) continue; if (ref.mRef.getDestCell().is<ESM::ESM3ExteriorCellRefId>()) { ESM::Position pos = ref.mRef.getDoorDest(); result = pos.asVec3(); return true; } else { ESM::RefId dest = ref.mRef.getDestCell(); if (!checkedCells.count(dest) && !currentCells.count(dest)) nextCells.insert(dest); } } checkedCells.insert(currentCell); } } // No luck :( return false; } MWWorld::ConstPtr World::getClosestMarker(const MWWorld::ConstPtr& ptr, const ESM::RefId& id) { if (ptr.getCell()->isExterior()) { return getClosestMarkerFromExteriorPosition(mPlayer->getLastKnownExteriorPosition(), id); } // Search for a 'nearest' marker, counting each cell between the starting // cell and the exterior as a distance of 1. If an exterior is found, jump // to the nearest exterior marker, without further interior searching. std::set<ESM::RefId> checkedCells; std::set<ESM::RefId> currentCells; std::set<ESM::RefId> nextCells; MWWorld::ConstPtr closestMarker; nextCells.insert(ptr.getCell()->getCell()->getId()); while (!nextCells.empty()) { currentCells.clear(); std::swap(currentCells, nextCells); for (const auto& cell : currentCells) { MWWorld::CellStore& next = mWorldModel.getCell(cell); checkedCells.insert(cell); closestMarker = next.searchConst(id); if (!closestMarker.isEmpty()) { return closestMarker; } // Check if any door in the cell leads to an exterior directly for (const MWWorld::LiveCellRef<ESM::Door>& ref : next.getReadOnlyDoors().mList) { if (!ref.mRef.getTeleport()) continue; if (ref.mRef.getDestCell().is<ESM::ESM3ExteriorCellRefId>()) { osg::Vec3f worldPos = ref.mRef.getDoorDest().asVec3(); return getClosestMarkerFromExteriorPosition(worldPos, id); } else { const auto& dest = ref.mRef.getDestCell(); if (!checkedCells.contains(dest) && !currentCells.contains(dest)) nextCells.insert(dest); } } } } return MWWorld::Ptr(); } MWWorld::ConstPtr World::getClosestMarkerFromExteriorPosition(const osg::Vec3f& worldPos, const ESM::RefId& id) { const ESM::ExteriorCellLocation posIndex = ESM::positionToExteriorCellLocation(worldPos.x(), worldPos.y()); // Potential optimization: don't scan the entire world for markers and actually do the Todd spiral std::vector<Ptr> markers; mWorldModel.getExteriorPtrs(id, markers); struct MarkerInfo { Ptr mPtr; int mColumn, mRow; // Local coordinates in the valid marker grid }; std::vector<MarkerInfo> validMarkers; validMarkers.reserve(markers.size()); // The idea is to collect all markers that belong to the smallest possible square grid around worldPos // They are grouped with their position on that grid's edge where the origin is the SW corner int minGridSize = std::numeric_limits<int>::max(); for (const Ptr& marker : markers) { const osg::Vec3f markerPos = marker.getRefData().getPosition().asVec3(); const ESM::ExteriorCellLocation index = ESM::positionToExteriorCellLocation(markerPos.x(), markerPos.y()); const int deltaX = index.mX - posIndex.mX; const int deltaY = index.mY - posIndex.mY; const int gridSize = std::max(std::abs(deltaX), std::abs(deltaY)) * 2; if (gridSize == 0) return marker; if (gridSize <= minGridSize) { if (gridSize < minGridSize) { validMarkers.clear(); minGridSize = gridSize; } validMarkers.push_back({ marker, gridSize / 2 + deltaX, gridSize / 2 + deltaY }); } } ConstPtr closestMarker; if (validMarkers.empty()) return closestMarker; if (validMarkers.size() == 1) return validMarkers[0].mPtr; // All the markers are on the edge of the grid // Break ties by picking the earliest marker on SW -> SE -> NE -> NW -> SW path int earliestDistance = std::numeric_limits<int>::max(); for (const MarkerInfo& marker : validMarkers) { int distance = 0; if (marker.mRow == 0) // South edge (plus SW and SE corners) distance = marker.mColumn; else if (marker.mColumn == minGridSize) // East edge and NE corner distance = minGridSize + marker.mRow; else if (marker.mRow == minGridSize) // North edge and NW corner distance = minGridSize * 3 - marker.mColumn; else // West edge distance = minGridSize * 4 - marker.mRow; if (distance < earliestDistance) { closestMarker = marker.mPtr; earliestDistance = distance; } } return closestMarker; } void World::rest(double hours) { mWorldModel.forEachLoadedCellStore([hours](CellStore& store) { store.rest(hours); }); } void World::rechargeItems(double duration, bool activeOnly) { MWWorld::Ptr player = getPlayerPtr(); player.getClass().getInventoryStore(player).rechargeItems(duration); if (activeOnly) { for (auto& cell : mWorldScene->getActiveCells()) { cell->recharge(duration); } } else mWorldModel.forEachLoadedCellStore([duration](CellStore& store) { store.recharge(duration); }); } void World::teleportToClosestMarker(const MWWorld::Ptr& ptr, const ESM::RefId& id) { MWWorld::ConstPtr closestMarker = getClosestMarker(ptr, id); if (closestMarker.isEmpty()) { Log(Debug::Warning) << "Failed to teleport: no closest marker found"; return; } ESM::RefId cellId = closestMarker.mCell->getCell()->getId(); MWWorld::ActionTeleport action(cellId, closestMarker.getRefData().getPosition(), false); action.execute(ptr); } void World::updateWeather(float duration, bool paused) { bool isExterior = isCellExterior() || isCellQuasiExterior(); if (mPlayer->wasTeleported()) { mPlayer->setTeleported(false); const ESM::RefId& playerRegion = getPlayerPtr().getCell()->getCell()->getRegion(); mWeatherManager->playerTeleported(playerRegion, isExterior); } const TimeStamp time = getTimeStamp(); mWeatherManager->update(duration, paused, time, isExterior); } struct AddDetectedReferenceVisitor { std::vector<Ptr>& mOut; Ptr mDetector; float mSquaredDist; World::DetectionType mType; const MWWorld::ESMStore& mStore; bool operator()(const MWWorld::Ptr& ptr) { if ((ptr.getRefData().getPosition().asVec3() - mDetector.getRefData().getPosition().asVec3()).length2() >= mSquaredDist) return true; if (!ptr.getRefData().isEnabled() || ptr.mRef->isDeleted()) return true; // Consider references inside containers as well (except if we are looking for a Creature, they cannot be in // containers) bool isContainer = ptr.getClass().getType() == ESM::Container::sRecordId; if (mType != World::Detect_Creature && (ptr.getClass().isActor() || isContainer)) { // but ignore containers without resolved content if (isContainer && ptr.getRefData().getCustomData() == nullptr) { for (const auto& containerItem : ptr.get<ESM::Container>()->mBase->mInventory.mList) { if (containerItem.mCount) { try { ManualRef ref(mStore, containerItem.mItem, containerItem.mCount); if (needToAdd(ref.getPtr(), mDetector)) { mOut.push_back(ptr); return true; } } catch (const std::exception& e) { Log(Debug::Warning) << "Failed to process container item " << containerItem.mItem << ": " << e.what(); } } } return true; } MWWorld::ContainerStore& store = ptr.getClass().getContainerStore(ptr); { for (MWWorld::ContainerStoreIterator it = store.begin(); it != store.end(); ++it) { if (needToAdd(*it, mDetector)) { mOut.push_back(ptr); return true; } } } } if (needToAdd(ptr, mDetector)) mOut.push_back(ptr); return true; } bool needToAdd(const MWWorld::Ptr& ptr, const MWWorld::Ptr& detector) { if (mType == World::Detect_Creature) { // If in werewolf form, this detects only NPCs, otherwise only creatures if (detector.getClass().isNpc() && detector.getClass().getNpcStats(detector).isWerewolf()) { if (ptr.getClass().getType() != ESM::NPC::sRecordId) return false; } else if (ptr.getClass().getType() != ESM::Creature::sRecordId) return false; if (ptr.getClass().getCreatureStats(ptr).isDead()) return false; } if (mType == World::Detect_Key && !ptr.getClass().isKey(ptr)) return false; if (mType == World::Detect_Enchantment && ptr.getClass().getEnchantment(ptr).empty()) return false; return true; } }; void World::listDetectedReferences(const Ptr& ptr, std::vector<Ptr>& out, DetectionType type) { const MWMechanics::MagicEffects& effects = ptr.getClass().getCreatureStats(ptr).getMagicEffects(); float dist = 0; if (type == World::Detect_Creature) dist = effects.getOrDefault(ESM::MagicEffect::DetectAnimal).getMagnitude(); else if (type == World::Detect_Key) dist = effects.getOrDefault(ESM::MagicEffect::DetectKey).getMagnitude(); else if (type == World::Detect_Enchantment) dist = effects.getOrDefault(ESM::MagicEffect::DetectEnchantment).getMagnitude(); if (!dist) return; dist = feetToGameUnits(dist); AddDetectedReferenceVisitor visitor{ out, ptr, dist * dist, type, mStore }; for (CellStore* cellStore : mWorldScene->getActiveCells()) { cellStore->forEach(visitor); } } float World::feetToGameUnits(float feet) { // Original engine rounds size upward static const int unitsPerFoot = ceil(Constants::UnitsPerFoot); return feet * unitsPerFoot; } float World::getActivationDistancePlusTelekinesis() { float telekinesisRangeBonus = mPlayer->getPlayer() .getClass() .getCreatureStats(mPlayer->getPlayer()) .getMagicEffects() .getOrDefault(ESM::MagicEffect::Telekinesis) .getMagnitude(); telekinesisRangeBonus = feetToGameUnits(telekinesisRangeBonus); float activationDistance = getMaxActivationDistance() + telekinesisRangeBonus; return activationDistance; } MWWorld::Ptr World::getPlayerPtr() { return mPlayer->getPlayer(); } MWWorld::ConstPtr World::getPlayerConstPtr() const { return mPlayer->getConstPlayer(); } void World::updateDialogueGlobals() { MWWorld::Ptr player = getPlayerPtr(); int bounty = player.getClass().getNpcStats(player).getBounty(); int playerGold = player.getClass().getContainerStore(player).count(ContainerStore::sGoldId); static float fCrimeGoldDiscountMult = mStore.get<ESM::GameSetting>().find("fCrimeGoldDiscountMult")->mValue.getFloat(); static float fCrimeGoldTurnInMult = mStore.get<ESM::GameSetting>().find("fCrimeGoldTurnInMult")->mValue.getFloat(); int discount = static_cast<int>(bounty * fCrimeGoldDiscountMult); int turnIn = static_cast<int>(bounty * fCrimeGoldTurnInMult); if (bounty > 0) { discount = std::max(1, discount); turnIn = std::max(1, turnIn); } mGlobalVariables[Globals::sPCHasCrimeGold].setInteger((bounty <= playerGold) ? 1 : 0); mGlobalVariables[Globals::sPCHasGoldDiscount].setInteger((discount <= playerGold) ? 1 : 0); mGlobalVariables[Globals::sCrimeGoldDiscount].setInteger(discount); mGlobalVariables[Globals::sCrimeGoldTurnIn].setInteger(turnIn); mGlobalVariables[Globals::sPCHasTurnIn].setInteger((turnIn <= playerGold) ? 1 : 0); } void World::confiscateStolenItems(const Ptr& ptr) { MWWorld::ConstPtr prisonMarker = getClosestMarker(ptr, ESM::RefId::stringRefId("prisonmarker")); if (prisonMarker.isEmpty()) { Log(Debug::Warning) << "Failed to confiscate items: no closest prison marker found."; return; } ESM::RefId prisonName = prisonMarker.getCellRef().getDestCell(); if (prisonName.empty()) { Log(Debug::Warning) << "Failed to confiscate items: prison marker not linked to prison interior"; return; } MWWorld::CellStore& prison = mWorldModel.getCell(prisonName); MWWorld::Ptr closestChest = prison.search(ESM::RefId::stringRefId("stolen_goods")); if (!closestChest.isEmpty()) // Found a close chest { MWBase::Environment::get().getMechanicsManager()->confiscateStolenItems(ptr, closestChest); } else Log(Debug::Warning) << "Failed to confiscate items: no stolen_goods container found"; } void World::goToJail() { const MWWorld::Ptr player = getPlayerPtr(); if (!mGoToJail) { // Reset bounty and forget the crime now, but don't change cell yet (the player should be able to read the // dialog text first) mGoToJail = true; mPlayerInJail = true; int bounty = player.getClass().getNpcStats(player).getBounty(); player.getClass().getNpcStats(player).setBounty(0); mPlayer->recordCrimeId(); confiscateStolenItems(player); static int iDaysinPrisonMod = mStore.get<ESM::GameSetting>().find("iDaysinPrisonMod")->mValue.getInteger(); mDaysInPrison = std::max(1, bounty / iDaysinPrisonMod); return; } else { if (MWBase::Environment::get().getMechanicsManager()->isAttackPreparing(player)) { player.getClass().getCreatureStats(player).setAttackingOrSpell(false); } mPlayer->setDrawState(MWMechanics::DrawState::Nothing); mGoToJail = false; MWBase::Environment::get().getWindowManager()->removeGuiMode(MWGui::GM_Dialogue); MWBase::Environment::get().getWindowManager()->goToJail(mDaysInPrison); } } bool World::isPlayerInJail() const { return mPlayerInJail; } void World::setPlayerTraveling(bool traveling) { mPlayerTraveling = traveling; } bool World::isPlayerTraveling() const { return mPlayerTraveling; } float World::getTerrainHeightAt(const osg::Vec3f& worldPos, ESM::RefId worldspace) const { return mRendering->getTerrainHeightAt(worldPos, worldspace); } osg::Vec3f World::getHalfExtents(const ConstPtr& object, bool rendering) const { if (!object.getClass().isActor()) return mRendering->getHalfExtents(object); // Handle actors separately because of bodyparts if (rendering) return mPhysics->getRenderingHalfExtents(object); else return mPhysics->getHalfExtents(object); } std::filesystem::path World::exportSceneGraph(const Ptr& ptr) { auto file = mUserDataPath / "openmw.osgt"; if (!ptr.isEmpty()) { mRendering->pagingBlacklistObject(mStore.find(ptr.getCellRef().getRefId()), ptr); mWorldScene->removeFromPagedRefs(ptr); } mRendering->exportSceneGraph(ptr, file, "Ascii"); return file; } void World::spawnRandomCreature(const ESM::RefId& creatureList) { const ESM::CreatureLevList* list = mStore.get<ESM::CreatureLevList>().find(creatureList); static int iNumberCreatures = mStore.get<ESM::GameSetting>().find("iNumberCreatures")->mValue.getInteger(); int numCreatures = 1 + Misc::Rng::rollDice(iNumberCreatures, mPrng); // [1, iNumberCreatures] for (int i = 0; i < numCreatures; ++i) { const ESM::RefId& selectedCreature = MWMechanics::getLevelledItem(list, true, mPrng); if (selectedCreature.empty()) continue; MWWorld::ManualRef ref(mStore, selectedCreature, 1); safePlaceObject(ref.getPtr(), getPlayerPtr(), getPlayerPtr().getCell(), 0, 220.f); } } void World::spawnBloodEffect(const Ptr& ptr, const osg::Vec3f& worldPosition) { if (ptr == getPlayerPtr() && Settings::gui().mHitFader) return; std::string_view texture = Fallback::Map::getString("Blood_Texture_" + std::to_string(ptr.getClass().getBloodTexture(ptr))); if (texture.empty()) texture = Fallback::Map::getString("Blood_Texture_0"); VFS::Path::Normalized model(Misc::ResourceHelpers::correctMeshPath(std::string{ Fallback::Map::getString("Blood_Model_" + std::to_string(Misc::Rng::rollDice(3))) } /*[0, 2]*/)); mRendering->spawnEffect(model, texture, worldPosition, 1.0f, false); } void World::spawnEffect(VFS::Path::NormalizedView model, const std::string& textureOverride, const osg::Vec3f& worldPos, float scale, bool isMagicVFX) { mRendering->spawnEffect(model, textureOverride, worldPos, scale, isMagicVFX); } struct ResetActorsVisitor { World& mWorld; bool operator()(const Ptr& ptr) { if (ptr.getClass().isActor() && ptr.getCellRef().hasContentFile()) { if (ptr.getCell()->movedHere(ptr)) return true; const ESM::Position& origPos = ptr.getCellRef().getPosition(); mWorld.moveObject(ptr, origPos.asVec3()); mWorld.rotateObject(ptr, origPos.asRotationVec3()); ptr.getClass().adjustPosition(ptr, true); } return true; } }; void World::resetActors() { for (CellStore* cellstore : mWorldScene->getActiveCells()) { ResetActorsVisitor visitor{ *this }; cellstore->forEach(visitor); } } bool World::isWalkingOnWater(const ConstPtr& actor) const { const MWPhysics::Actor* physicActor = mPhysics->getActor(actor); if (physicActor && physicActor->isWalkingOnWater()) return true; return false; } osg::Vec3f World::aimToTarget(const ConstPtr& actor, const ConstPtr& target, bool isRangedCombat) { osg::Vec3f weaponPos = actor.getRefData().getPosition().asVec3(); float heightRatio = isRangedCombat ? 2.f * Constants::TorsoHeight : 1.f; weaponPos.z() += mPhysics->getHalfExtents(actor).z() * heightRatio; osg::Vec3f targetPos = mPhysics->getCollisionObjectPosition(target); return (targetPos - weaponPos); } namespace { void preload(MWWorld::Scene* scene, const ESMStore& store, const ESM::RefId& obj) { if (obj.empty()) return; try { MWWorld::ManualRef ref(store, obj); std::string model = ref.getPtr().getClass().getCorrectedModel(ref.getPtr()); if (!model.empty()) scene->preload(model, ref.getPtr().getClass().useAnim()); } catch (const std::exception& e) { Log(Debug::Warning) << "Failed to preload scene object " << obj << ": " << e.what(); } } } void World::preloadEffects(const ESM::EffectList* effectList) { for (const ESM::IndexedENAMstruct& effectInfo : effectList->mList) { const ESM::MagicEffect* effect = mStore.get<ESM::MagicEffect>().find(effectInfo.mData.mEffectID); if (MWMechanics::isSummoningEffect(effectInfo.mData.mEffectID)) { preload(mWorldScene.get(), mStore, ESM::RefId::stringRefId("VFX_Summon_Start")); preload(mWorldScene.get(), mStore, MWMechanics::getSummonedCreature(effectInfo.mData.mEffectID)); } preload(mWorldScene.get(), mStore, effect->mCasting); preload(mWorldScene.get(), mStore, effect->mHit); if (effectInfo.mData.mArea > 0) preload(mWorldScene.get(), mStore, effect->mArea); if (effectInfo.mData.mRange == ESM::RT_Target) preload(mWorldScene.get(), mStore, effect->mBolt); } } DetourNavigator::Navigator* World::getNavigator() const { return mNavigator.get(); } void World::updateActorPath(const MWWorld::ConstPtr& actor, const std::deque<osg::Vec3f>& path, const DetourNavigator::AgentBounds& agentBounds, const osg::Vec3f& start, const osg::Vec3f& end) const { mRendering->updateActorPath(actor, path, agentBounds, start, end); } void World::removeActorPath(const MWWorld::ConstPtr& actor) const { mRendering->removeActorPath(actor); } void World::setNavMeshNumberToRender(const std::size_t value) { mRendering->setNavMeshNumber(value); } DetourNavigator::AgentBounds World::getPathfindingAgentBounds(const MWWorld::ConstPtr& actor) const { const MWPhysics::Actor* physicsActor = mPhysics->getActor(actor); if (physicsActor == nullptr || !actor.isInCell() || actor.getCell()->isExterior()) return DetourNavigator::AgentBounds{ Settings::game().mActorCollisionShapeType, Settings::game().mDefaultActorPathfindHalfExtents }; else return DetourNavigator::AgentBounds{ physicsActor->getCollisionShapeType(), physicsActor->getHalfExtents() }; } bool World::hasCollisionWithDoor( const MWWorld::ConstPtr& door, const osg::Vec3f& position, const osg::Vec3f& destination) const { const auto object = mPhysics->getObject(door); if (!object) return false; btVector3 aabbMin; btVector3 aabbMax; object->getShapeInstance()->mCollisionShape->getAabb(btTransform::getIdentity(), aabbMin, aabbMax); const auto toLocal = object->getTransform().inverse(); const auto localFrom = toLocal(Misc::Convert::toBullet(position)); const auto localTo = toLocal(Misc::Convert::toBullet(destination)); btScalar hitDistance = 1; btVector3 hitNormal; return btRayAabb(localFrom, localTo, aabbMin, aabbMax, hitDistance, hitNormal); } bool World::isAreaOccupiedByOtherActor(const osg::Vec3f& position, const float radius, std::span<const MWWorld::ConstPtr> ignore, std::vector<MWWorld::Ptr>* occupyingActors) const { return mPhysics->isAreaOccupiedByOtherActor(position, radius, ignore, occupyingActors); } void World::reportStats(unsigned int frameNumber, osg::Stats& stats) const { DetourNavigator::reportStats(mNavigator->getStats(), frameNumber, stats); mPhysics->reportStats(frameNumber, stats); mWorldScene->reportStats(frameNumber, stats); } std::vector<MWWorld::Ptr> World::getAll(const ESM::RefId& id) { return mWorldModel.getAll(id); } Misc::Rng::Generator& World::getPrng() { return mPrng; } MWRender::PostProcessor* World::getPostProcessor() { return mRendering->getPostProcessor(); } void World::setActorActive(const MWWorld::Ptr& ptr, bool value) { if (MWPhysics::Actor* const actor = mPhysics->getActor(ptr)) actor->setActive(value); } }
143,123
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.cpp
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OpenMW/openmw
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GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
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false
false
false
false
35,300
pickpocket.cpp
OpenMW_openmw/apps/openmw/mwmechanics/pickpocket.cpp
#include "pickpocket.hpp" #include <components/misc/rng.hpp> #include "../mwworld/class.hpp" #include "../mwworld/esmstore.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/world.hpp" #include "npcstats.hpp" namespace MWMechanics { Pickpocket::Pickpocket(const MWWorld::Ptr& thief, const MWWorld::Ptr& victim) : mThief(thief) , mVictim(victim) { } float Pickpocket::getChanceModifier(const MWWorld::Ptr& ptr, float add) { NpcStats& stats = ptr.getClass().getNpcStats(ptr); float agility = stats.getAttribute(ESM::Attribute::Agility).getModified(); float luck = stats.getAttribute(ESM::Attribute::Luck).getModified(); float sneak = static_cast<float>(ptr.getClass().getSkill(ptr, ESM::Skill::Sneak)); return (add + 0.2f * agility + 0.1f * luck + sneak) * stats.getFatigueTerm(); } bool Pickpocket::getDetected(float valueTerm) { float x = getChanceModifier(mThief); float y = getChanceModifier(mVictim, valueTerm); float t = 2 * x - y; float pcSneak = static_cast<float>(mThief.getClass().getSkill(mThief, ESM::Skill::Sneak)); int iPickMinChance = MWBase::Environment::get() .getESMStore() ->get<ESM::GameSetting>() .find("iPickMinChance") ->mValue.getInteger(); int iPickMaxChance = MWBase::Environment::get() .getESMStore() ->get<ESM::GameSetting>() .find("iPickMaxChance") ->mValue.getInteger(); auto& prng = MWBase::Environment::get().getWorld()->getPrng(); int roll = Misc::Rng::roll0to99(prng); if (t < pcSneak / iPickMinChance) { return (roll > int(pcSneak / iPickMinChance)); } else { t = std::min(float(iPickMaxChance), t); return (roll > int(t)); } } bool Pickpocket::pick(const MWWorld::Ptr& item, int count) { float stackValue = static_cast<float>(item.getClass().getValue(item) * count); float fPickPocketMod = MWBase::Environment::get() .getESMStore() ->get<ESM::GameSetting>() .find("fPickPocketMod") ->mValue.getFloat(); float valueTerm = 10 * fPickPocketMod * stackValue; return getDetected(valueTerm); } bool Pickpocket::finish() { return getDetected(0.f); } }
2,713
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false
35,301
objects.cpp
OpenMW_openmw/apps/openmw/mwmechanics/objects.cpp
#include "objects.hpp" #include <components/debug/debuglog.hpp> #include <components/esm3/loadcont.hpp> #include "../mwbase/environment.hpp" #include "../mwbase/windowmanager.hpp" #include "../mwbase/world.hpp" #include "character.hpp" namespace MWMechanics { void Objects::addObject(const MWWorld::Ptr& ptr) { removeObject(ptr); MWRender::Animation* anim = MWBase::Environment::get().getWorld()->getAnimation(ptr); if (anim == nullptr) return; const auto it = mObjects.emplace(mObjects.end(), ptr, anim); mIndex.emplace(ptr.mRef, it); } void Objects::removeObject(const MWWorld::Ptr& ptr) { const auto iter = mIndex.find(ptr.mRef); if (iter != mIndex.end()) { mObjects.erase(iter->second); mIndex.erase(iter); } } void Objects::updateObject(const MWWorld::Ptr& old, const MWWorld::Ptr& ptr) { const auto iter = mIndex.find(old.mRef); if (iter != mIndex.end()) iter->second->updatePtr(ptr); } void Objects::dropObjects(const MWWorld::CellStore* cellStore) { for (auto iter = mObjects.begin(); iter != mObjects.end();) { if (iter->getPtr().getCell() == cellStore) { mIndex.erase(iter->getPtr().mRef); iter = mObjects.erase(iter); } else ++iter; } } void Objects::update(float duration, bool paused) { if (!paused) { for (CharacterController& object : mObjects) object.update(duration); } else { // We still should play container opening animation in the Container GUI mode. MWGui::GuiMode mode = MWBase::Environment::get().getWindowManager()->getMode(); if (mode != MWGui::GM_Container) return; for (CharacterController& object : mObjects) { if (object.getPtr().getType() != ESM::Container::sRecordId) continue; if (object.isAnimPlaying("containeropen")) { object.update(duration); MWBase::Environment::get().getWorld()->updateAnimatedCollisionShape(object.getPtr()); } } } } bool Objects::onOpen(const MWWorld::Ptr& ptr) { const auto iter = mIndex.find(ptr.mRef); if (iter != mIndex.end()) return iter->second->onOpen(); return true; } void Objects::onClose(const MWWorld::Ptr& ptr) { const auto iter = mIndex.find(ptr.mRef); if (iter != mIndex.end()) iter->second->onClose(); } bool Objects::playAnimationGroup( const MWWorld::Ptr& ptr, std::string_view groupName, int mode, uint32_t number, bool scripted) { const auto iter = mIndex.find(ptr.mRef); if (iter != mIndex.end()) { return iter->second->playGroup(groupName, mode, number, scripted); } else { Log(Debug::Warning) << "Warning: Objects::playAnimationGroup: Unable to find " << ptr.getCellRef().getRefId(); return false; } } bool Objects::playAnimationGroupLua(const MWWorld::Ptr& ptr, std::string_view groupName, uint32_t loops, float speed, std::string_view startKey, std::string_view stopKey, bool forceLoop) { const auto iter = mIndex.find(ptr.mRef); if (iter != mIndex.end()) return iter->second->playGroupLua(groupName, speed, startKey, stopKey, loops, forceLoop); return false; } void Objects::enableLuaAnimations(const MWWorld::Ptr& ptr, bool enable) { const auto iter = mIndex.find(ptr.mRef); if (iter != mIndex.end()) iter->second->enableLuaAnimations(enable); } void Objects::skipAnimation(const MWWorld::Ptr& ptr) { const auto iter = mIndex.find(ptr.mRef); if (iter != mIndex.end()) iter->second->skipAnim(); } void Objects::persistAnimationStates() { for (CharacterController& object : mObjects) object.persistAnimationState(); } void Objects::clearAnimationQueue(const MWWorld::Ptr& ptr, bool clearScripted) { const auto iter = mIndex.find(ptr.mRef); if (iter != mIndex.end()) iter->second->clearAnimQueue(clearScripted); } void Objects::getObjectsInRange(const osg::Vec3f& position, float radius, std::vector<MWWorld::Ptr>& out) const { for (const CharacterController& object : mObjects) if ((position - object.getPtr().getRefData().getPosition().asVec3()).length2() <= radius * radius) out.push_back(object.getPtr()); } }
4,912
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.cpp
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OpenMW/openmw
5,318
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GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
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false
false
35,302
summoning.cpp
OpenMW_openmw/apps/openmw/mwmechanics/summoning.cpp
#include "summoning.hpp" #include <components/debug/debuglog.hpp> #include <components/esm/refid.hpp> #include <components/esm3/loadmgef.hpp> #include <components/esm3/loadstat.hpp> #include <components/misc/resourcehelpers.hpp> #include "../mwbase/environment.hpp" #include "../mwbase/mechanicsmanager.hpp" #include "../mwbase/world.hpp" #include "../mwworld/class.hpp" #include "../mwworld/esmstore.hpp" #include "../mwworld/manualref.hpp" #include "../mwrender/animation.hpp" #include "aifollow.hpp" #include "creaturestats.hpp" namespace MWMechanics { bool isSummoningEffect(int effectId) { return ((effectId >= ESM::MagicEffect::SummonScamp && effectId <= ESM::MagicEffect::SummonStormAtronach) || (effectId == ESM::MagicEffect::SummonCenturionSphere) || (effectId >= ESM::MagicEffect::SummonFabricant && effectId <= ESM::MagicEffect::SummonCreature05)); } static const std::map<int, ESM::RefId>& getSummonMap() { static std::map<int, ESM::RefId> summonMap; if (summonMap.size() > 0) return summonMap; const std::map<int, std::string_view> summonMapToGameSetting{ { ESM::MagicEffect::SummonAncestralGhost, "sMagicAncestralGhostID" }, { ESM::MagicEffect::SummonBonelord, "sMagicBonelordID" }, { ESM::MagicEffect::SummonBonewalker, "sMagicLeastBonewalkerID" }, { ESM::MagicEffect::SummonCenturionSphere, "sMagicCenturionSphereID" }, { ESM::MagicEffect::SummonClannfear, "sMagicClannfearID" }, { ESM::MagicEffect::SummonDaedroth, "sMagicDaedrothID" }, { ESM::MagicEffect::SummonDremora, "sMagicDremoraID" }, { ESM::MagicEffect::SummonFabricant, "sMagicFabricantID" }, { ESM::MagicEffect::SummonFlameAtronach, "sMagicFlameAtronachID" }, { ESM::MagicEffect::SummonFrostAtronach, "sMagicFrostAtronachID" }, { ESM::MagicEffect::SummonGoldenSaint, "sMagicGoldenSaintID" }, { ESM::MagicEffect::SummonGreaterBonewalker, "sMagicGreaterBonewalkerID" }, { ESM::MagicEffect::SummonHunger, "sMagicHungerID" }, { ESM::MagicEffect::SummonScamp, "sMagicScampID" }, { ESM::MagicEffect::SummonSkeletalMinion, "sMagicSkeletalMinionID" }, { ESM::MagicEffect::SummonStormAtronach, "sMagicStormAtronachID" }, { ESM::MagicEffect::SummonWingedTwilight, "sMagicWingedTwilightID" }, { ESM::MagicEffect::SummonWolf, "sMagicCreature01ID" }, { ESM::MagicEffect::SummonBear, "sMagicCreature02ID" }, { ESM::MagicEffect::SummonBonewolf, "sMagicCreature03ID" }, { ESM::MagicEffect::SummonCreature04, "sMagicCreature04ID" }, { ESM::MagicEffect::SummonCreature05, "sMagicCreature05ID" }, }; for (const auto& it : summonMapToGameSetting) { summonMap[it.first] = ESM::RefId::stringRefId( MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>().find(it.second)->mValue.getString()); } return summonMap; } ESM::RefId getSummonedCreature(int effectId) { const auto& summonMap = getSummonMap(); auto it = summonMap.find(effectId); if (it != summonMap.end()) { return it->second; } return ESM::RefId(); } int summonCreature(int effectId, const MWWorld::Ptr& summoner) { const ESM::RefId& creatureID = getSummonedCreature(effectId); int creatureActorId = -1; if (!creatureID.empty()) { try { auto world = MWBase::Environment::get().getWorld(); MWWorld::ManualRef ref(world->getStore(), creatureID, 1); MWWorld::Ptr placed = world->safePlaceObject(ref.getPtr(), summoner, summoner.getCell(), 0, 120.f); MWMechanics::CreatureStats& summonedCreatureStats = placed.getClass().getCreatureStats(placed); // Make the summoned creature follow its master and help in fights AiFollow package(summoner); summonedCreatureStats.getAiSequence().stack(package, placed); creatureActorId = summonedCreatureStats.getActorId(); MWRender::Animation* anim = world->getAnimation(placed); if (anim) { const ESM::Static* fx = world->getStore().get<ESM::Static>().search(ESM::RefId::stringRefId("VFX_Summon_Start")); if (fx) anim->addEffect(Misc::ResourceHelpers::correctMeshPath(fx->mModel), "", false); } } catch (std::exception& e) { Log(Debug::Error) << "Failed to spawn summoned creature: " << e.what(); // still insert into creatureMap so we don't try to spawn again every frame, that would spam the warning // log } summoner.getClass().getCreatureStats(summoner).getSummonedCreatureMap().emplace(effectId, creatureActorId); } return creatureActorId; } void updateSummons(const MWWorld::Ptr& summoner, bool cleanup) { MWMechanics::CreatureStats& creatureStats = summoner.getClass().getCreatureStats(summoner); auto& creatureMap = creatureStats.getSummonedCreatureMap(); std::vector<int> graveyard = creatureStats.getSummonedCreatureGraveyard(); creatureStats.getSummonedCreatureGraveyard().clear(); for (const int creature : graveyard) MWBase::Environment::get().getMechanicsManager()->cleanupSummonedCreature(summoner, creature); if (!cleanup) return; for (auto it = creatureMap.begin(); it != creatureMap.end();) { if (it->second == -1) { // Keep the spell effect active if we failed to spawn anything it++; continue; } MWWorld::Ptr ptr = MWBase::Environment::get().getWorld()->searchPtrViaActorId(it->second); if (!ptr.isEmpty() && ptr.getClass().getCreatureStats(ptr).isDead() && ptr.getClass().getCreatureStats(ptr).isDeathAnimationFinished()) { // Purge the magic effect so a new creature can be summoned if desired auto summon = *it; creatureMap.erase(it++); purgeSummonEffect(summoner, summon); } else ++it; } } void purgeSummonEffect(const MWWorld::Ptr& summoner, const std::pair<int, int>& summon) { auto& creatureStats = summoner.getClass().getCreatureStats(summoner); creatureStats.getActiveSpells().purge( [summon](const auto& spell, const auto& effect) { return effect.mEffectId == summon.first && effect.getActorId() == summon.second; }, summoner); MWBase::Environment::get().getMechanicsManager()->cleanupSummonedCreature(summoner, summon.second); } }
7,147
C++
.cpp
146
38.171233
120
0.622474
OpenMW/openmw
5,318
933
0
GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
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false
false
false
false
false
false
35,303
magiceffects.cpp
OpenMW_openmw/apps/openmw/mwmechanics/magiceffects.cpp
#include "magiceffects.hpp" #include <cmath> #include <stdexcept> #include <components/esm/attr.hpp> #include <components/esm3/effectlist.hpp> #include <components/esm3/loadmgef.hpp> #include <components/esm3/loadskil.hpp> #include <components/esm3/magiceffects.hpp> #include "../mwbase/environment.hpp" #include "../mwbase/windowmanager.hpp" #include "../mwworld/esmstore.hpp" namespace { // Round value to prevent precision issues void truncate(float& value) { value = static_cast<int>(value * 1024.f) / 1024.f; } } namespace MWMechanics { EffectKey::EffectKey() : mId(0) { } EffectKey::EffectKey(const ESM::ENAMstruct& effect) { mId = effect.mEffectID; mArg = ESM::Skill::indexToRefId(effect.mSkill); ESM::RefId attribute = ESM::Attribute::indexToRefId(effect.mAttribute); if (!attribute.empty()) { if (!mArg.empty()) throw std::runtime_error("magic effect can't have both a skill and an attribute argument"); mArg = attribute; } } std::string EffectKey::toString() const { const auto& store = MWBase::Environment::get().getESMStore(); const ESM::MagicEffect* magicEffect = store->get<ESM::MagicEffect>().find(mId); return getMagicEffectString( *magicEffect, store->get<ESM::Attribute>().search(mArg), store->get<ESM::Skill>().search(mArg)); } bool operator<(const EffectKey& left, const EffectKey& right) { if (left.mId < right.mId) return true; if (left.mId > right.mId) return false; return left.mArg < right.mArg; } bool operator==(const EffectKey& left, const EffectKey& right) { return left.mId == right.mId && left.mArg == right.mArg; } float EffectParam::getMagnitude() const { return mBase + mModifier; } void EffectParam::modifyBase(int diff) { mBase += diff; } int EffectParam::getBase() const { return mBase; } void EffectParam::setBase(int base) { mBase = base; } void EffectParam::setModifier(float mod) { mModifier = mod; } float EffectParam::getModifier() const { return mModifier; } EffectParam::EffectParam() : mModifier(0) , mBase(0) { } EffectParam& EffectParam::operator+=(const EffectParam& param) { mModifier += param.mModifier; mBase += param.mBase; truncate(mModifier); return *this; } EffectParam& EffectParam::operator-=(const EffectParam& param) { mModifier -= param.mModifier; mBase -= param.mBase; truncate(mModifier); return *this; } void MagicEffects::remove(const EffectKey& key) { mCollection.erase(key); } void MagicEffects::add(const EffectKey& key, const EffectParam& param) { Collection::iterator iter = mCollection.find(key); if (iter == mCollection.end()) { mCollection.insert(std::make_pair(key, param)); } else { iter->second += param; } } void MagicEffects::modifyBase(const EffectKey& key, int diff) { mCollection[key].modifyBase(diff); } void MagicEffects::setModifiers(const MagicEffects& effects) { for (Collection::iterator it = mCollection.begin(); it != mCollection.end(); ++it) { it->second.setModifier(effects.getOrDefault(it->first).getModifier()); } for (Collection::const_iterator it = effects.begin(); it != effects.end(); ++it) { mCollection[it->first].setModifier(it->second.getModifier()); } } EffectParam MagicEffects::getOrDefault(const EffectKey& key) const { return get(key).value_or(EffectParam()); } std::optional<EffectParam> MagicEffects::get(const EffectKey& key) const { Collection::const_iterator iter = mCollection.find(key); if (iter != mCollection.end()) { return iter->second; } return std::nullopt; } MagicEffects MagicEffects::diff(const MagicEffects& prev, const MagicEffects& now) { MagicEffects result; // adding/changing for (Collection::const_iterator iter(now.begin()); iter != now.end(); ++iter) { Collection::const_iterator other = prev.mCollection.find(iter->first); if (other == prev.end()) { // adding result.add(iter->first, iter->second); } else { // changing result.add(iter->first, iter->second - other->second); } } // removing for (Collection::const_iterator iter(prev.begin()); iter != prev.end(); ++iter) { Collection::const_iterator other = now.mCollection.find(iter->first); if (other == now.end()) { result.add(iter->first, EffectParam() - iter->second); } } return result; } void MagicEffects::writeState(ESM::MagicEffects& state) const { for (const auto& [key, params] : mCollection) { if (params.getBase() != 0 || params.getModifier() != 0.f) { // Don't worry about mArg, never used by magic effect script instructions state.mEffects[key.mId] = { params.getBase(), params.getModifier() }; } } } void MagicEffects::readState(const ESM::MagicEffects& state) { for (const auto& [key, params] : state.mEffects) { mCollection[EffectKey(key)].setBase(params.first); mCollection[EffectKey(key)].setModifier(params.second); } } std::string getMagicEffectString( const ESM::MagicEffect& effect, const ESM::Attribute* attribute, const ESM::Skill* skill) { const bool targetsSkill = effect.mData.mFlags & ESM::MagicEffect::TargetSkill && skill; const bool targetsAttribute = effect.mData.mFlags & ESM::MagicEffect::TargetAttribute && attribute; std::string spellLine; auto windowManager = MWBase::Environment::get().getWindowManager(); if (targetsSkill || targetsAttribute) { switch (effect.mIndex) { case ESM::MagicEffect::AbsorbAttribute: case ESM::MagicEffect::AbsorbSkill: spellLine = windowManager->getGameSettingString("sAbsorb", {}); break; case ESM::MagicEffect::DamageAttribute: case ESM::MagicEffect::DamageSkill: spellLine = windowManager->getGameSettingString("sDamage", {}); break; case ESM::MagicEffect::DrainAttribute: case ESM::MagicEffect::DrainSkill: spellLine = windowManager->getGameSettingString("sDrain", {}); break; case ESM::MagicEffect::FortifyAttribute: case ESM::MagicEffect::FortifySkill: spellLine = windowManager->getGameSettingString("sFortify", {}); break; case ESM::MagicEffect::RestoreAttribute: case ESM::MagicEffect::RestoreSkill: spellLine = windowManager->getGameSettingString("sRestore", {}); break; } } if (spellLine.empty()) { auto& effectIDStr = ESM::MagicEffect::indexToGmstString(effect.mIndex); spellLine = windowManager->getGameSettingString(effectIDStr, {}); } if (targetsSkill) { spellLine += ' '; spellLine += skill->mName; } else if (targetsAttribute) { spellLine += ' '; spellLine += attribute->mName; } return spellLine; } }
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.cpp
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OpenMW/openmw
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9/20/2024, 9:26:25 PM (Europe/Amsterdam)
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35,304
aiactivate.cpp
OpenMW_openmw/apps/openmw/mwmechanics/aiactivate.cpp
#include "aiactivate.hpp" #include <components/esm3/aisequence.hpp> #include "../mwbase/environment.hpp" #include "../mwbase/luamanager.hpp" #include "../mwbase/world.hpp" #include "../mwworld/class.hpp" #include "creaturestats.hpp" #include "movement.hpp" #include "steering.hpp" namespace MWMechanics { AiActivate::AiActivate(const ESM::RefId& objectId, bool repeat) : TypedAiPackage<AiActivate>(repeat) , mObjectId(objectId) { } bool AiActivate::execute( const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration) { const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mObjectId, false); // The target to follow actor.getClass().getCreatureStats(actor).setDrawState(DrawState::Nothing); // Stop if the target doesn't exist // Really we should be checking whether the target is currently registered with the MechanicsManager if (target == MWWorld::Ptr() || !target.getCellRef().getCount() || !target.getRefData().isEnabled()) return true; // Turn to target and move to it directly, without pathfinding. const osg::Vec3f targetDir = target.getRefData().getPosition().asVec3() - actor.getRefData().getPosition().asVec3(); zTurn(actor, std::atan2(targetDir.x(), targetDir.y()), 0.f); actor.getClass().getMovementSettings(actor).mPosition[1] = 1; actor.getClass().getMovementSettings(actor).mPosition[0] = 0; if (MWBase::Environment::get().getWorld()->getMaxActivationDistance() >= targetDir.length()) { // Note: we intentionally do not cancel package after activation here for backward compatibility with // original engine. MWBase::Environment::get().getLuaManager()->objectActivated(target, actor); } return false; } void AiActivate::writeState(ESM::AiSequence::AiSequence& sequence) const { auto activate = std::make_unique<ESM::AiSequence::AiActivate>(); activate->mTargetId = mObjectId; activate->mRepeat = getRepeat(); ESM::AiSequence::AiPackageContainer package; package.mType = ESM::AiSequence::Ai_Activate; package.mPackage = std::move(activate); sequence.mPackages.push_back(std::move(package)); } AiActivate::AiActivate(const ESM::AiSequence::AiActivate* activate) : AiActivate(activate->mTargetId, activate->mRepeat) { } }
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.cpp
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OpenMW/openmw
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35,305
npcstats.cpp
OpenMW_openmw/apps/openmw/mwmechanics/npcstats.cpp
#include "npcstats.hpp" #include <cassert> #include <iomanip> #include <sstream> #include <components/esm3/loadclas.hpp> #include <components/esm3/loadfact.hpp> #include <components/esm3/loadgmst.hpp> #include <components/esm3/npcstats.hpp> #include <components/misc/strings/format.hpp> #include <MyGUI_TextIterator.h> #include "../mwworld/esmstore.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/windowmanager.hpp" MWMechanics::NpcStats::NpcStats() : mDisposition(0) , mCrimeDispositionModifier(0) , mReputation(0) , mCrimeId(-1) , mBounty(0) , mWerewolfKills(0) , mLevelProgress(0) , mTimeToStartDrowning(-1.0) // set breath to special value, it will be replaced during actor update , mIsWerewolf(false) { mSpecIncreases.resize(3, 0); for (const ESM::Skill& skill : MWBase::Environment::get().getESMStore()->get<ESM::Skill>()) mSkills.emplace(skill.mId, SkillValue{}); } int MWMechanics::NpcStats::getBaseDisposition() const { return mDisposition; } void MWMechanics::NpcStats::setBaseDisposition(int disposition) { mDisposition = disposition; } int MWMechanics::NpcStats::getCrimeDispositionModifier() const { return mCrimeDispositionModifier; } void MWMechanics::NpcStats::setCrimeDispositionModifier(int value) { mCrimeDispositionModifier = value; } void MWMechanics::NpcStats::modCrimeDispositionModifier(int value) { mCrimeDispositionModifier += value; } const MWMechanics::SkillValue& MWMechanics::NpcStats::getSkill(ESM::RefId id) const { auto it = mSkills.find(id); if (it == mSkills.end()) throw std::runtime_error("skill not found"); return it->second; } MWMechanics::SkillValue& MWMechanics::NpcStats::getSkill(ESM::RefId id) { auto it = mSkills.find(id); if (it == mSkills.end()) throw std::runtime_error("skill not found"); return it->second; } void MWMechanics::NpcStats::setSkill(ESM::RefId id, const MWMechanics::SkillValue& value) { auto it = mSkills.find(id); if (it == mSkills.end()) throw std::runtime_error("skill not found"); it->second = value; } const std::map<ESM::RefId, int>& MWMechanics::NpcStats::getFactionRanks() const { return mFactionRank; } int MWMechanics::NpcStats::getFactionRank(const ESM::RefId& faction) const { auto it = mFactionRank.find(faction); if (it != mFactionRank.end()) return it->second; return -1; } void MWMechanics::NpcStats::joinFaction(const ESM::RefId& faction) { auto it = mFactionRank.find(faction); if (it == mFactionRank.end()) mFactionRank[faction] = 0; } void MWMechanics::NpcStats::setFactionRank(const ESM::RefId& faction, int newRank) { auto it = mFactionRank.find(faction); if (it != mFactionRank.end()) { const ESM::Faction* factionPtr = MWBase::Environment::get().getESMStore()->get<ESM::Faction>().find(faction); if (newRank < 0) { mFactionRank.erase(it); mExpelled.erase(faction); } else if (newRank < static_cast<int>(factionPtr->mData.mRankData.size())) do it->second = newRank; // Does the new rank exist? while (newRank > 0 && factionPtr->mRanks[newRank--].empty()); } } bool MWMechanics::NpcStats::getExpelled(const ESM::RefId& factionID) const { return mExpelled.find(factionID) != mExpelled.end(); } void MWMechanics::NpcStats::expell(const ESM::RefId& factionID, bool printMessage) { if (mExpelled.find(factionID) == mExpelled.end()) { mExpelled.insert(factionID); if (!printMessage) return; std::string message = "#{sExpelledMessage}"; message += MWBase::Environment::get().getESMStore()->get<ESM::Faction>().find(factionID)->mName; MWBase::Environment::get().getWindowManager()->messageBox(message); } } void MWMechanics::NpcStats::clearExpelled(const ESM::RefId& factionID) { mExpelled.erase(factionID); } bool MWMechanics::NpcStats::isInFaction(const ESM::RefId& faction) const { return (mFactionRank.find(faction) != mFactionRank.end()); } int MWMechanics::NpcStats::getFactionReputation(const ESM::RefId& faction) const { auto iter = mFactionReputation.find(faction); if (iter == mFactionReputation.end()) return 0; return iter->second; } void MWMechanics::NpcStats::setFactionReputation(const ESM::RefId& faction, int value) { mFactionReputation[faction] = value; } float MWMechanics::NpcStats::getSkillProgressRequirement(ESM::RefId id, const ESM::Class& class_) const { float progressRequirement = 1.f + getSkill(id).getBase(); const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>(); const ESM::Skill* skill = MWBase::Environment::get().getESMStore()->get<ESM::Skill>().find(id); float typeFactor = gmst.find("fMiscSkillBonus")->mValue.getFloat(); int index = ESM::Skill::refIdToIndex(skill->mId); for (const auto& skills : class_.mData.mSkills) { if (skills[0] == index) { typeFactor = gmst.find("fMinorSkillBonus")->mValue.getFloat(); break; } else if (skills[1] == index) { typeFactor = gmst.find("fMajorSkillBonus")->mValue.getFloat(); break; } } progressRequirement *= typeFactor; if (typeFactor <= 0) throw std::runtime_error("invalid skill type factor"); float specialisationFactor = 1; if (skill->mData.mSpecialization == class_.mData.mSpecialization) { specialisationFactor = gmst.find("fSpecialSkillBonus")->mValue.getFloat(); if (specialisationFactor <= 0) throw std::runtime_error("invalid skill specialisation factor"); } progressRequirement *= specialisationFactor; return progressRequirement; } int MWMechanics::NpcStats::getLevelProgress() const { return mLevelProgress; } void MWMechanics::NpcStats::setLevelProgress(int progress) { mLevelProgress = progress; } void MWMechanics::NpcStats::levelUp() { const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>(); mLevelProgress -= gmst.find("iLevelUpTotal")->mValue.getInteger(); mLevelProgress = std::max(0, mLevelProgress); // might be necessary when levelup was invoked via console mSkillIncreases.clear(); const float endurance = getAttribute(ESM::Attribute::Endurance).getBase(); // "When you gain a level, in addition to increasing three primary attributes, your Health // will automatically increase by 10% of your Endurance attribute. If you increased Endurance this level, // the Health increase is calculated from the increased Endurance" // Note: we should add bonus Health points to current level too. float healthGain = endurance * gmst.find("fLevelUpHealthEndMult")->mValue.getFloat(); MWMechanics::DynamicStat<float> health(getHealth()); health.setBase(getHealth().getBase() + healthGain); health.setCurrent(std::max(1.f, getHealth().getCurrent() + healthGain)); setHealth(health); setLevel(getLevel() + 1); } void MWMechanics::NpcStats::updateHealth() { const float endurance = getAttribute(ESM::Attribute::Endurance).getBase(); const float strength = getAttribute(ESM::Attribute::Strength).getBase(); setHealth(floor(0.5f * (strength + endurance))); } int MWMechanics::NpcStats::getLevelupAttributeMultiplier(ESM::Attribute::AttributeID attribute) const { auto it = mSkillIncreases.find(attribute); if (it == mSkillIncreases.end() || it->second == 0) return 1; int num = std::min(10, it->second); // iLevelUp01Mult - iLevelUp10Mult std::stringstream gmst; gmst << "iLevelUp" << std::setfill('0') << std::setw(2) << num << "Mult"; return MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>().find(gmst.str())->mValue.getInteger(); } int MWMechanics::NpcStats::getSkillIncreasesForAttribute(ESM::Attribute::AttributeID attribute) const { auto it = mSkillIncreases.find(attribute); if (it == mSkillIncreases.end()) return 0; return it->second; } void MWMechanics::NpcStats::setSkillIncreasesForAttribute(ESM::Attribute::AttributeID attribute, int increases) { if (increases == 0) mSkillIncreases.erase(attribute); else mSkillIncreases[attribute] = increases; } int MWMechanics::NpcStats::getSkillIncreasesForSpecialization(ESM::Class::Specialization spec) const { return mSpecIncreases[spec]; } void MWMechanics::NpcStats::setSkillIncreasesForSpecialization(ESM::Class::Specialization spec, int increases) { assert(spec >= 0 && spec < 3); mSpecIncreases[spec] = increases; } void MWMechanics::NpcStats::flagAsUsed(const ESM::RefId& id) { mUsedIds.insert(id); } bool MWMechanics::NpcStats::hasBeenUsed(const ESM::RefId& id) const { return mUsedIds.find(id) != mUsedIds.end(); } int MWMechanics::NpcStats::getBounty() const { return mBounty; } void MWMechanics::NpcStats::setBounty(int bounty) { mBounty = bounty; } int MWMechanics::NpcStats::getReputation() const { return mReputation; } void MWMechanics::NpcStats::setReputation(int reputation) { // Reputation is capped in original engine mReputation = std::clamp(reputation, 0, 255); } int MWMechanics::NpcStats::getCrimeId() const { return mCrimeId; } void MWMechanics::NpcStats::setCrimeId(int id) { mCrimeId = id; } bool MWMechanics::NpcStats::hasSkillsForRank(const ESM::RefId& factionId, int rank) const { const ESM::Faction& faction = *MWBase::Environment::get().getESMStore()->get<ESM::Faction>().find(factionId); const ESM::RankData& rankData = faction.mData.mRankData.at(rank); std::vector<int> skills; for (int index : faction.mData.mSkills) { ESM::RefId id = ESM::Skill::indexToRefId(index); if (!id.empty()) skills.push_back(static_cast<int>(getSkill(id).getBase())); } if (skills.empty()) return true; std::sort(skills.begin(), skills.end()); std::vector<int>::const_reverse_iterator iter = skills.rbegin(); if (*iter < rankData.mPrimarySkill) return false; if (skills.size() < 2) return true; iter++; if (*iter < rankData.mFavouredSkill) return false; if (skills.size() < 3) return true; iter++; if (*iter < rankData.mFavouredSkill) return false; return true; } bool MWMechanics::NpcStats::isWerewolf() const { return mIsWerewolf; } void MWMechanics::NpcStats::setWerewolf(bool set) { if (mIsWerewolf == set) return; if (set != false) { mWerewolfKills = 0; } mIsWerewolf = set; } int MWMechanics::NpcStats::getWerewolfKills() const { return mWerewolfKills; } void MWMechanics::NpcStats::addWerewolfKill() { ++mWerewolfKills; } float MWMechanics::NpcStats::getTimeToStartDrowning() const { return mTimeToStartDrowning; } void MWMechanics::NpcStats::setTimeToStartDrowning(float time) { mTimeToStartDrowning = time; } void MWMechanics::NpcStats::writeState(ESM::CreatureStats& state) const { CreatureStats::writeState(state); } void MWMechanics::NpcStats::writeState(ESM::NpcStats& state) const { for (std::map<ESM::RefId, int>::const_iterator iter(mFactionRank.begin()); iter != mFactionRank.end(); ++iter) state.mFactions[iter->first].mRank = iter->second; state.mDisposition = mDisposition; state.mCrimeDispositionModifier = mCrimeDispositionModifier; for (const auto& [id, value] : mSkills) { // TODO extend format auto index = ESM::Skill::refIdToIndex(id); assert(index >= 0); value.writeState(state.mSkills[static_cast<size_t>(index)]); } state.mIsWerewolf = mIsWerewolf; state.mCrimeId = mCrimeId; state.mBounty = mBounty; for (auto iter(mExpelled.begin()); iter != mExpelled.end(); ++iter) state.mFactions[*iter].mExpelled = true; for (auto iter(mFactionReputation.begin()); iter != mFactionReputation.end(); ++iter) state.mFactions[iter->first].mReputation = iter->second; state.mReputation = mReputation; state.mWerewolfKills = mWerewolfKills; state.mLevelProgress = mLevelProgress; state.mSkillIncrease.fill(0); for (const auto& [key, value] : mSkillIncreases) { // TODO extend format auto index = ESM::Attribute::refIdToIndex(key); assert(index >= 0); state.mSkillIncrease[static_cast<size_t>(index)] = value; } for (size_t i = 0; i < state.mSpecIncreases.size(); ++i) state.mSpecIncreases[i] = mSpecIncreases[i]; std::copy(mUsedIds.begin(), mUsedIds.end(), std::back_inserter(state.mUsedIds)); state.mTimeToStartDrowning = mTimeToStartDrowning; } void MWMechanics::NpcStats::readState(const ESM::CreatureStats& state) { CreatureStats::readState(state); } void MWMechanics::NpcStats::readState(const ESM::NpcStats& state) { const MWWorld::ESMStore& store = *MWBase::Environment::get().getESMStore(); for (auto iter(state.mFactions.begin()); iter != state.mFactions.end(); ++iter) if (store.get<ESM::Faction>().search(iter->first)) { if (iter->second.mExpelled) mExpelled.insert(iter->first); if (iter->second.mRank >= 0) mFactionRank[iter->first] = iter->second.mRank; if (iter->second.mReputation) mFactionReputation[iter->first] = iter->second.mReputation; } mDisposition = state.mDisposition; mCrimeDispositionModifier = state.mCrimeDispositionModifier; for (size_t i = 0; i < state.mSkills.size(); ++i) { // TODO extend format ESM::RefId id = ESM::Skill::indexToRefId(i); assert(!id.empty()); mSkills[id].readState(state.mSkills[i]); } mIsWerewolf = state.mIsWerewolf; mCrimeId = state.mCrimeId; mBounty = state.mBounty; mReputation = state.mReputation; mWerewolfKills = state.mWerewolfKills; mLevelProgress = state.mLevelProgress; for (size_t i = 0; i < state.mSkillIncrease.size(); ++i) mSkillIncreases[ESM::Attribute::indexToRefId(i)] = state.mSkillIncrease[i]; for (size_t i = 0; i < state.mSpecIncreases.size(); ++i) mSpecIncreases[i] = state.mSpecIncreases[i]; for (auto iter(state.mUsedIds.begin()); iter != state.mUsedIds.end(); ++iter) if (store.find(*iter)) mUsedIds.insert(*iter); mTimeToStartDrowning = state.mTimeToStartDrowning; }
14,682
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.cpp
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OpenMW/openmw
5,318
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GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
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35,306
mechanicsmanagerimp.cpp
OpenMW_openmw/apps/openmw/mwmechanics/mechanicsmanagerimp.cpp
#include "mechanicsmanagerimp.hpp" #include <cassert> #include <osg/Stats> #include <components/misc/rng.hpp> #include <components/esm/records.hpp> #include <components/esm/refid.hpp> #include <components/esm3/esmwriter.hpp> #include <components/esm3/loadgmst.hpp> #include <components/esm3/loadmgef.hpp> #include <components/esm3/stolenitems.hpp> #include <components/sceneutil/positionattitudetransform.hpp> #include "../mwworld/class.hpp" #include "../mwworld/esmstore.hpp" #include "../mwworld/globals.hpp" #include "../mwworld/inventorystore.hpp" #include "../mwworld/player.hpp" #include "../mwworld/ptr.hpp" #include "../mwbase/dialoguemanager.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/soundmanager.hpp" #include "../mwbase/statemanager.hpp" #include "../mwbase/windowmanager.hpp" #include "../mwbase/world.hpp" #include "../mwsound/constants.hpp" #include "actor.hpp" #include "actors.hpp" #include "actorutil.hpp" #include "aicombat.hpp" #include "aipursue.hpp" #include "autocalcspell.hpp" #include "combat.hpp" #include "npcstats.hpp" #include "spellutil.hpp" namespace { float getFightDispositionBias(float disposition) { static const float fFightDispMult = MWBase::Environment::get() .getESMStore() ->get<ESM::GameSetting>() .find("fFightDispMult") ->mValue.getFloat(); return ((50.f - disposition) * fFightDispMult); } void getPersuasionRatings( const MWMechanics::NpcStats& stats, float& rating1, float& rating2, float& rating3, bool player) { const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>(); float persTerm = stats.getAttribute(ESM::Attribute::Personality).getModified() / gmst.find("fPersonalityMod")->mValue.getFloat(); float luckTerm = stats.getAttribute(ESM::Attribute::Luck).getModified() / gmst.find("fLuckMod")->mValue.getFloat(); float repTerm = stats.getReputation() * gmst.find("fReputationMod")->mValue.getFloat(); float fatigueTerm = stats.getFatigueTerm(); float levelTerm = stats.getLevel() * gmst.find("fLevelMod")->mValue.getFloat(); rating1 = (repTerm + luckTerm + persTerm + stats.getSkill(ESM::Skill::Speechcraft).getModified()) * fatigueTerm; if (player) { rating2 = rating1 + levelTerm; rating3 = (stats.getSkill(ESM::Skill::Mercantile).getModified() + luckTerm + persTerm) * fatigueTerm; } else { rating2 = (levelTerm + repTerm + luckTerm + persTerm + stats.getSkill(ESM::Skill::Speechcraft).getModified()) * fatigueTerm; rating3 = (stats.getSkill(ESM::Skill::Mercantile).getModified() + repTerm + luckTerm + persTerm) * fatigueTerm; } } bool isOwned(const MWWorld::Ptr& ptr, const MWWorld::Ptr& target, MWWorld::Ptr& victim) { const MWWorld::CellRef& cellref = target.getCellRef(); const ESM::RefId& owner = cellref.getOwner(); bool isOwned = !owner.empty() && owner != ESM::RefId::stringRefId("Player"); const ESM::RefId& faction = cellref.getFaction(); bool isFactionOwned = false; if (!faction.empty() && ptr.getClass().isNpc()) { const std::map<ESM::RefId, int>& factions = ptr.getClass().getNpcStats(ptr).getFactionRanks(); auto found = factions.find(faction); if (found == factions.end() || found->second < cellref.getFactionRank()) isFactionOwned = true; } const std::string& globalVariable = cellref.getGlobalVariable(); if (!globalVariable.empty() && MWBase::Environment::get().getWorld()->getGlobalInt(globalVariable)) { isOwned = false; isFactionOwned = false; } if (!cellref.getOwner().empty()) victim = MWBase::Environment::get().getWorld()->searchPtr(cellref.getOwner(), true, false); return isOwned || isFactionOwned; } } namespace MWMechanics { void MechanicsManager::buildPlayer() { MWWorld::Ptr ptr = getPlayer(); MWMechanics::CreatureStats& creatureStats = ptr.getClass().getCreatureStats(ptr); MWMechanics::NpcStats& npcStats = ptr.getClass().getNpcStats(ptr); npcStats.recalculateMagicka(); const ESM::NPC* player = ptr.get<ESM::NPC>()->mBase; // reset creatureStats.setLevel(player->mNpdt.mLevel); creatureStats.getSpells().clear(true); creatureStats.getActiveSpells().clear(ptr); for (size_t i = 0; i < player->mNpdt.mSkills.size(); ++i) npcStats.getSkill(ESM::Skill::indexToRefId(i)).setBase(player->mNpdt.mSkills[i]); for (size_t i = 0; i < player->mNpdt.mAttributes.size(); ++i) npcStats.setAttribute(ESM::Attribute::indexToRefId(i), player->mNpdt.mSkills[i]); const MWWorld::ESMStore& esmStore = *MWBase::Environment::get().getESMStore(); // race if (mRaceSelected) { const ESM::Race* race = esmStore.get<ESM::Race>().find(player->mRace); bool male = (player->mFlags & ESM::NPC::Female) == 0; for (const ESM::Attribute& attribute : esmStore.get<ESM::Attribute>()) creatureStats.setAttribute(attribute.mId, race->mData.getAttribute(attribute.mId, male)); for (const ESM::Skill& skill : esmStore.get<ESM::Skill>()) { int bonus = 0; int index = ESM::Skill::refIdToIndex(skill.mId); auto bonusIt = std::find_if(race->mData.mBonus.begin(), race->mData.mBonus.end(), [&](const auto& bonus) { return bonus.mSkill == index; }); if (bonusIt != race->mData.mBonus.end()) bonus = bonusIt->mBonus; npcStats.getSkill(skill.mId).setBase(5 + bonus); } for (const ESM::RefId& power : race->mPowers.mList) { creatureStats.getSpells().add(power); } } // birthsign const ESM::RefId& signId = MWBase::Environment::get().getWorld()->getPlayer().getBirthSign(); if (!signId.empty()) { const ESM::BirthSign* sign = esmStore.get<ESM::BirthSign>().find(signId); for (const ESM::RefId& power : sign->mPowers.mList) { creatureStats.getSpells().add(power); } } // class if (mClassSelected) { const ESM::Class* class_ = esmStore.get<ESM::Class>().find(player->mClass); for (int attribute : class_->mData.mAttribute) { ESM::RefId id = ESM::Attribute::indexToRefId(attribute); if (!id.empty()) creatureStats.setAttribute(id, creatureStats.getAttribute(id).getBase() + 10); } for (int i = 0; i < 2; ++i) { int bonus = i == 0 ? 10 : 25; for (const auto& skills : class_->mData.mSkills) { ESM::RefId id = ESM::Skill::indexToRefId(skills[i]); if (!id.empty()) npcStats.getSkill(id).setBase(npcStats.getSkill(id).getBase() + bonus); } } for (const ESM::Skill& skill : esmStore.get<ESM::Skill>()) { if (skill.mData.mSpecialization == class_->mData.mSpecialization) npcStats.getSkill(skill.mId).setBase(npcStats.getSkill(skill.mId).getBase() + 5); } } // F_PCStart spells const ESM::Race* race = nullptr; if (mRaceSelected) race = esmStore.get<ESM::Race>().find(player->mRace); npcStats.updateHealth(); std::vector<ESM::RefId> selectedSpells = autoCalcPlayerSpells(npcStats.getSkills(), npcStats.getAttributes(), race); for (const ESM::RefId& spell : selectedSpells) creatureStats.getSpells().add(spell); // forced update and current value adjustments mActors.updateActor(ptr, 0); for (int i = 0; i < 3; ++i) { DynamicStat<float> stat = creatureStats.getDynamic(i); stat.setCurrent(stat.getModified()); creatureStats.setDynamic(i, stat); } // auto-equip again. we need this for when the race is changed to a beast race and shoes are no longer // equippable MWWorld::InventoryStore& invStore = ptr.getClass().getInventoryStore(ptr); for (int i = 0; i < MWWorld::InventoryStore::Slots; ++i) invStore.unequipAll(); invStore.autoEquip(); } MechanicsManager::MechanicsManager() : mUpdatePlayer(true) , mClassSelected(false) , mRaceSelected(false) , mAI(true) { // buildPlayer no longer here, needs to be done explicitly after all subsystems are up and running } void MechanicsManager::add(const MWWorld::Ptr& ptr) { if (ptr.getClass().isActor()) mActors.addActor(ptr); else mObjects.addObject(ptr); } void MechanicsManager::castSpell(const MWWorld::Ptr& ptr, const ESM::RefId& spellId, bool scriptedSpell) { if (ptr.getClass().isActor()) mActors.castSpell(ptr, spellId, scriptedSpell); } void MechanicsManager::remove(const MWWorld::Ptr& ptr, bool keepActive) { if (ptr == MWBase::Environment::get().getWindowManager()->getWatchedActor()) MWBase::Environment::get().getWindowManager()->watchActor(MWWorld::Ptr()); mActors.removeActor(ptr, keepActive); mObjects.removeObject(ptr); } void MechanicsManager::updateCell(const MWWorld::Ptr& old, const MWWorld::Ptr& ptr) { if (old == MWBase::Environment::get().getWindowManager()->getWatchedActor()) MWBase::Environment::get().getWindowManager()->watchActor(ptr); if (ptr.getClass().isActor()) mActors.updateActor(old, ptr); else mObjects.updateObject(old, ptr); } void MechanicsManager::drop(const MWWorld::CellStore* cellStore) { mActors.dropActors(cellStore, getPlayer()); mObjects.dropObjects(cellStore); } void MechanicsManager::update(float duration, bool paused) { // Note: we should do it here since game mechanics and world updates use these values MWWorld::Ptr ptr = getPlayer(); MWBase::WindowManager* winMgr = MWBase::Environment::get().getWindowManager(); MWWorld::InventoryStore& inv = ptr.getClass().getInventoryStore(ptr); MWWorld::ContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight); // Update the selected spell icon MWWorld::ContainerStoreIterator enchantItem = inv.getSelectedEnchantItem(); if (enchantItem != inv.end()) winMgr->setSelectedEnchantItem(*enchantItem); else { const ESM::RefId& spell = winMgr->getSelectedSpell(); if (!spell.empty()) winMgr->setSelectedSpell(spell, int(MWMechanics::getSpellSuccessChance(spell, ptr))); else winMgr->unsetSelectedSpell(); } // Update the equipped weapon icon if (weapon == inv.end()) winMgr->unsetSelectedWeapon(); else winMgr->setSelectedWeapon(*weapon); if (mUpdatePlayer) { mUpdatePlayer = false; // HACK? The player has been changed, so a new Animation object may // have been made for them. Make sure they're properly updated. mActors.removeActor(ptr, true); mActors.addActor(ptr, true); } mActors.update(duration, paused); mObjects.update(duration, paused); } void MechanicsManager::processChangedSettings(const Settings::CategorySettingVector& changed) { for (Settings::CategorySettingVector::const_iterator it = changed.begin(); it != changed.end(); ++it) { if (it->first == "Game" && it->second == "actors processing range") { int state = MWBase::Environment::get().getStateManager()->getState(); if (state != MWBase::StateManager::State_Running) continue; // Update mechanics for new processing range immediately update(0.f, false); } } } void MechanicsManager::notifyDied(const MWWorld::Ptr& actor) { mActors.notifyDied(actor); } bool MechanicsManager::isActorDetected(const MWWorld::Ptr& actor, const MWWorld::Ptr& observer) { return mActors.isActorDetected(actor, observer); } bool MechanicsManager::isAttackPreparing(const MWWorld::Ptr& ptr) { return mActors.isAttackPreparing(ptr); } bool MechanicsManager::isRunning(const MWWorld::Ptr& ptr) { return mActors.isRunning(ptr); } bool MechanicsManager::isSneaking(const MWWorld::Ptr& ptr) { CreatureStats& stats = ptr.getClass().getCreatureStats(ptr); MWBase::World* world = MWBase::Environment::get().getWorld(); bool animActive = mActors.isSneaking(ptr); bool stanceOn = stats.getStance(MWMechanics::CreatureStats::Stance_Sneak); bool inair = !world->isOnGround(ptr) && !world->isSwimming(ptr) && !world->isFlying(ptr); return stanceOn && (animActive || inair); } void MechanicsManager::rest(double hours, bool sleep) { if (sleep) MWBase::Environment::get().getWorld()->rest(hours); mActors.rest(hours, sleep); } void MechanicsManager::restoreDynamicStats(const MWWorld::Ptr& actor, double hours, bool sleep) { mActors.restoreDynamicStats(actor, hours, sleep); } int MechanicsManager::getHoursToRest() const { return mActors.getHoursToRest(getPlayer()); } void MechanicsManager::setPlayerName(const std::string& name) { MWBase::World* world = MWBase::Environment::get().getWorld(); ESM::NPC player = *world->getPlayerPtr().get<ESM::NPC>()->mBase; player.mName = name; world->getStore().insert(player); mUpdatePlayer = true; } void MechanicsManager::setPlayerRace( const ESM::RefId& race, bool male, const ESM::RefId& head, const ESM::RefId& hair) { MWBase::World* world = MWBase::Environment::get().getWorld(); ESM::NPC player = *world->getPlayerPtr().get<ESM::NPC>()->mBase; if (player.mRace != race || player.mHead != head || player.mHair != hair || player.isMale() != male) { player.mRace = race; player.mHead = head; player.mHair = hair; player.setIsMale(male); world->getStore().insert(player); world->renderPlayer(); } mRaceSelected = true; buildPlayer(); mUpdatePlayer = true; } void MechanicsManager::setPlayerBirthsign(const ESM::RefId& id) { MWBase::Environment::get().getWorld()->getPlayer().setBirthSign(id); buildPlayer(); mUpdatePlayer = true; } void MechanicsManager::setPlayerClass(const ESM::RefId& id) { MWBase::World* world = MWBase::Environment::get().getWorld(); ESM::NPC player = *world->getPlayerPtr().get<ESM::NPC>()->mBase; player.mClass = id; world->getStore().insert(player); mClassSelected = true; buildPlayer(); mUpdatePlayer = true; } void MechanicsManager::setPlayerClass(const ESM::Class& cls) { MWBase::World* world = MWBase::Environment::get().getWorld(); const ESM::Class* ptr = world->getStore().insert(cls); ESM::NPC player = *world->getPlayerPtr().get<ESM::NPC>()->mBase; player.mClass = ptr->mId; world->getStore().insert(player); mClassSelected = true; buildPlayer(); mUpdatePlayer = true; } int MechanicsManager::getDerivedDisposition(const MWWorld::Ptr& ptr, bool clamp) { const MWMechanics::NpcStats& npcStats = ptr.getClass().getNpcStats(ptr); float x = static_cast<float>(npcStats.getBaseDisposition() + npcStats.getCrimeDispositionModifier()); MWWorld::LiveCellRef<ESM::NPC>* npc = ptr.get<ESM::NPC>(); MWWorld::Ptr playerPtr = getPlayer(); MWWorld::LiveCellRef<ESM::NPC>* player = playerPtr.get<ESM::NPC>(); const MWMechanics::NpcStats& playerStats = playerPtr.getClass().getNpcStats(playerPtr); const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>(); static const float fDispRaceMod = gmst.find("fDispRaceMod")->mValue.getFloat(); if (npc->mBase->mRace == player->mBase->mRace) x += fDispRaceMod; static const float fDispPersonalityMult = gmst.find("fDispPersonalityMult")->mValue.getFloat(); static const float fDispPersonalityBase = gmst.find("fDispPersonalityBase")->mValue.getFloat(); x += fDispPersonalityMult * (playerStats.getAttribute(ESM::Attribute::Personality).getModified() - fDispPersonalityBase); float reaction = 0; int rank = 0; const ESM::RefId& npcFaction = ptr.getClass().getPrimaryFaction(ptr); if (playerStats.getFactionRanks().find(npcFaction) != playerStats.getFactionRanks().end()) { if (!playerStats.getExpelled(npcFaction)) { // faction reaction towards itself. yes, that exists reaction = static_cast<float>( MWBase::Environment::get().getDialogueManager()->getFactionReaction(npcFaction, npcFaction)); rank = playerStats.getFactionRanks().find(npcFaction)->second; } } else if (!npcFaction.empty()) { auto playerFactionIt = playerStats.getFactionRanks().begin(); for (; playerFactionIt != playerStats.getFactionRanks().end(); ++playerFactionIt) { const ESM::RefId& itFaction = playerFactionIt->first; // Ignore the faction, if a player was expelled from it. if (playerStats.getExpelled(itFaction)) continue; int itReaction = MWBase::Environment::get().getDialogueManager()->getFactionReaction(npcFaction, itFaction); if (playerFactionIt == playerStats.getFactionRanks().begin() || itReaction < reaction) { reaction = static_cast<float>(itReaction); rank = playerFactionIt->second; } } } else { reaction = 0; rank = 0; } static const float fDispFactionRankMult = gmst.find("fDispFactionRankMult")->mValue.getFloat(); static const float fDispFactionRankBase = gmst.find("fDispFactionRankBase")->mValue.getFloat(); static const float fDispFactionMod = gmst.find("fDispFactionMod")->mValue.getFloat(); x += (fDispFactionRankMult * rank + fDispFactionRankBase) * fDispFactionMod * reaction; static const float fDispCrimeMod = gmst.find("fDispCrimeMod")->mValue.getFloat(); static const float fDispDiseaseMod = gmst.find("fDispDiseaseMod")->mValue.getFloat(); x -= fDispCrimeMod * playerStats.getBounty(); if (playerStats.hasCommonDisease() || playerStats.hasBlightDisease()) x += fDispDiseaseMod; static const float fDispWeaponDrawn = gmst.find("fDispWeaponDrawn")->mValue.getFloat(); if (playerStats.getDrawState() == MWMechanics::DrawState::Weapon) x += fDispWeaponDrawn; x += ptr.getClass() .getCreatureStats(ptr) .getMagicEffects() .getOrDefault(ESM::MagicEffect::Charm) .getMagnitude(); if (clamp) return std::clamp<int>(x, 0, 100); //, normally clamped to [0..100] when used return static_cast<int>(x); } int MechanicsManager::getBarterOffer(const MWWorld::Ptr& ptr, int basePrice, bool buying) { // Make sure zero base price items/services can't be bought/sold for 1 gold // and return the intended base price for creature merchants if (basePrice == 0 || ptr.getType() == ESM::Creature::sRecordId) return basePrice; const MWMechanics::NpcStats& sellerStats = ptr.getClass().getNpcStats(ptr); MWWorld::Ptr playerPtr = getPlayer(); const MWMechanics::NpcStats& playerStats = playerPtr.getClass().getNpcStats(playerPtr); // I suppose the temporary disposition change (second param to getDerivedDisposition()) _has_ to be considered // here, otherwise one would get different prices when exiting and re-entering the dialogue window... int clampedDisposition = getDerivedDisposition(ptr); float a = std::min(playerPtr.getClass().getSkill(playerPtr, ESM::Skill::Mercantile), 100.f); float b = std::min(0.1f * playerStats.getAttribute(ESM::Attribute::Luck).getModified(), 10.f); float c = std::min(0.2f * playerStats.getAttribute(ESM::Attribute::Personality).getModified(), 10.f); float d = std::min(ptr.getClass().getSkill(ptr, ESM::Skill::Mercantile), 100.f); float e = std::min(0.1f * sellerStats.getAttribute(ESM::Attribute::Luck).getModified(), 10.f); float f = std::min(0.2f * sellerStats.getAttribute(ESM::Attribute::Personality).getModified(), 10.f); float pcTerm = (clampedDisposition - 50 + a + b + c) * playerStats.getFatigueTerm(); float npcTerm = (d + e + f) * sellerStats.getFatigueTerm(); float buyTerm = 0.01f * (100 - 0.5f * (pcTerm - npcTerm)); float sellTerm = 0.01f * (50 - 0.5f * (npcTerm - pcTerm)); int offerPrice = int(basePrice * (buying ? buyTerm : sellTerm)); return std::max(1, offerPrice); } int MechanicsManager::countDeaths(const ESM::RefId& id) const { return mActors.countDeaths(id); } void MechanicsManager::getPersuasionDispositionChange( const MWWorld::Ptr& npc, PersuasionType type, bool& success, int& tempChange, int& permChange) { const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>(); MWMechanics::NpcStats& npcStats = npc.getClass().getNpcStats(npc); MWWorld::Ptr playerPtr = getPlayer(); const MWMechanics::NpcStats& playerStats = playerPtr.getClass().getNpcStats(playerPtr); float npcRating1, npcRating2, npcRating3; getPersuasionRatings(npcStats, npcRating1, npcRating2, npcRating3, false); float playerRating1, playerRating2, playerRating3; getPersuasionRatings(playerStats, playerRating1, playerRating2, playerRating3, true); const int currentDisposition = getDerivedDisposition(npc); float d = 1 - 0.02f * abs(currentDisposition - 50); float target1 = d * (playerRating1 - npcRating1 + 50); float target2 = d * (playerRating2 - npcRating2 + 50); float bribeMod; if (type == PT_Bribe10) bribeMod = gmst.find("fBribe10Mod")->mValue.getFloat(); else if (type == PT_Bribe100) bribeMod = gmst.find("fBribe100Mod")->mValue.getFloat(); else bribeMod = gmst.find("fBribe1000Mod")->mValue.getFloat(); float target3 = d * (playerRating3 - npcRating3 + 50) + bribeMod; const float iPerMinChance = gmst.find("iPerMinChance")->mValue.getFloat(); const float iPerMinChange = gmst.find("iPerMinChange")->mValue.getFloat(); const float fPerDieRollMult = gmst.find("fPerDieRollMult")->mValue.getFloat(); const float fPerTempMult = gmst.find("fPerTempMult")->mValue.getFloat(); float x = 0; float y = 0; auto& prng = MWBase::Environment::get().getWorld()->getPrng(); int roll = Misc::Rng::roll0to99(prng); if (type == PT_Admire) { target1 = std::max(iPerMinChance, target1); success = (roll <= target1); float c = floor(fPerDieRollMult * (target1 - roll)); x = success ? std::max(iPerMinChange, c) : c; } else if (type == PT_Intimidate) { target2 = std::max(iPerMinChance, target2); success = (roll <= target2); float r; if (roll != target2) r = floor(target2 - roll); else r = 1; if (roll <= target2) { float s = floor(r * fPerDieRollMult * fPerTempMult); const int flee = npcStats.getAiSetting(MWMechanics::AiSetting::Flee).getBase(); const int fight = npcStats.getAiSetting(MWMechanics::AiSetting::Fight).getBase(); npcStats.setAiSetting( MWMechanics::AiSetting::Flee, std::clamp(flee + int(std::max(iPerMinChange, s)), 0, 100)); npcStats.setAiSetting( MWMechanics::AiSetting::Fight, std::clamp(fight + int(std::min(-iPerMinChange, -s)), 0, 100)); } float c = -std::abs(floor(r * fPerDieRollMult)); if (success) { if (std::abs(c) < iPerMinChange) { // Deviating from Morrowind here: it doesn't increase disposition on marginal wins, // which seems to be a bug (MCP fixes it too). // Original logic: x = 0, y = -iPerMinChange x = iPerMinChange; y = x; // This goes unused. } else { x = -floor(c * fPerTempMult); y = c; } } else { x = floor(c * fPerTempMult); y = c; } } else if (type == PT_Taunt) { target1 = std::max(iPerMinChance, target1); success = (roll <= target1); float c = std::abs(floor(target1 - roll)); if (success) { float s = c * fPerDieRollMult * fPerTempMult; const int flee = npcStats.getAiSetting(AiSetting::Flee).getBase(); const int fight = npcStats.getAiSetting(AiSetting::Fight).getBase(); npcStats.setAiSetting( AiSetting::Flee, std::clamp(flee + std::min(-int(iPerMinChange), int(-s)), 0, 100)); npcStats.setAiSetting( AiSetting::Fight, std::clamp(fight + std::max(int(iPerMinChange), int(s)), 0, 100)); } x = floor(-c * fPerDieRollMult); if (success && std::abs(x) < iPerMinChange) x = -iPerMinChange; } else // Bribe { target3 = std::max(iPerMinChance, target3); success = (roll <= target3); float c = floor((target3 - roll) * fPerDieRollMult); x = success ? std::max(iPerMinChange, c) : c; } if (type == PT_Intimidate) { tempChange = int(x); if (currentDisposition + tempChange > 100) tempChange = 100 - currentDisposition; else if (currentDisposition + tempChange < 0) tempChange = -currentDisposition; permChange = success ? -int(tempChange / fPerTempMult) : int(y); } else { tempChange = int(x * fPerTempMult); if (currentDisposition + tempChange > 100) tempChange = 100 - currentDisposition; else if (currentDisposition + tempChange < 0) tempChange = -currentDisposition; permChange = int(tempChange / fPerTempMult); } } void MechanicsManager::forceStateUpdate(const MWWorld::Ptr& ptr) { if (ptr.getClass().isActor()) mActors.forceStateUpdate(ptr); } bool MechanicsManager::playAnimationGroup( const MWWorld::Ptr& ptr, std::string_view groupName, int mode, uint32_t number, bool scripted) { if (ptr.getClass().isActor()) return mActors.playAnimationGroup(ptr, groupName, mode, number, scripted); else return mObjects.playAnimationGroup(ptr, groupName, mode, number, scripted); } bool MechanicsManager::playAnimationGroupLua(const MWWorld::Ptr& ptr, std::string_view groupName, uint32_t loops, float speed, std::string_view startKey, std::string_view stopKey, bool forceLoop) { if (ptr.getClass().isActor()) return mActors.playAnimationGroupLua(ptr, groupName, loops, speed, startKey, stopKey, forceLoop); else return mObjects.playAnimationGroupLua(ptr, groupName, loops, speed, startKey, stopKey, forceLoop); } void MechanicsManager::enableLuaAnimations(const MWWorld::Ptr& ptr, bool enable) { if (ptr.getClass().isActor()) mActors.enableLuaAnimations(ptr, enable); else mObjects.enableLuaAnimations(ptr, enable); } void MechanicsManager::skipAnimation(const MWWorld::Ptr& ptr) { if (ptr.getClass().isActor()) mActors.skipAnimation(ptr); else mObjects.skipAnimation(ptr); } bool MechanicsManager::checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string& groupName) { if (ptr.getClass().isActor()) return mActors.checkAnimationPlaying(ptr, groupName); else return false; } bool MechanicsManager::checkScriptedAnimationPlaying(const MWWorld::Ptr& ptr) const { if (ptr.getClass().isActor()) return mActors.checkScriptedAnimationPlaying(ptr); return false; } bool MechanicsManager::onOpen(const MWWorld::Ptr& ptr) { if (ptr.getClass().isActor()) return true; else return mObjects.onOpen(ptr); } void MechanicsManager::onClose(const MWWorld::Ptr& ptr) { if (!ptr.getClass().isActor()) mObjects.onClose(ptr); } void MechanicsManager::persistAnimationStates() { mActors.persistAnimationStates(); mObjects.persistAnimationStates(); } void MechanicsManager::clearAnimationQueue(const MWWorld::Ptr& ptr, bool clearScripted) { if (ptr.getClass().isActor()) mActors.clearAnimationQueue(ptr, clearScripted); else mObjects.clearAnimationQueue(ptr, clearScripted); } void MechanicsManager::updateMagicEffects(const MWWorld::Ptr& ptr) { mActors.updateMagicEffects(ptr); } bool MechanicsManager::toggleAI() { mAI = !mAI; return mAI; } bool MechanicsManager::isAIActive() { return mAI; } void MechanicsManager::playerLoaded() { mUpdatePlayer = true; mClassSelected = true; mRaceSelected = true; mAI = true; } namespace { std::set<ESM::RefId> makeBoundItemIdCache() { std::set<ESM::RefId> boundItemIDCache; // Build a list of known bound item ID's const MWWorld::Store<ESM::GameSetting>& gameSettings = MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>(); for (const ESM::GameSetting& currentSetting : gameSettings) { // Don't bother checking this GMST if it's not a sMagicBound* one. if (!currentSetting.mId.startsWith("smagicbound")) continue; // All sMagicBound* GMST's should be of type string std::string currentGMSTValue = currentSetting.mValue.getString(); Misc::StringUtils::lowerCaseInPlace(currentGMSTValue); boundItemIDCache.insert(ESM::RefId::stringRefId(currentGMSTValue)); } return boundItemIDCache; } } bool MechanicsManager::isBoundItem(const MWWorld::Ptr& item) { static const std::set<ESM::RefId> boundItemIdCache = makeBoundItemIdCache(); return boundItemIdCache.find(item.getCellRef().getRefId()) != boundItemIdCache.end(); } bool MechanicsManager::isAllowedToUse(const MWWorld::Ptr& ptr, const MWWorld::Ptr& target, MWWorld::Ptr& victim) { if (target.isEmpty()) return true; const MWWorld::CellRef& cellref = target.getCellRef(); // there is no harm to use unlocked doors if (target.getClass().isDoor() && !cellref.isLocked() && cellref.getTrap().empty()) { return true; } if (!target.getClass().hasToolTip(target)) return true; // TODO: implement a better check to check if target is owned bed if (target.getClass().isActivator() && !target.getClass().getScript(target).startsWith("Bed")) return true; if (target.getClass().isNpc()) { if (target.getClass().getCreatureStats(target).isDead()) return true; if (target.getClass().getCreatureStats(target).getAiSequence().isInCombat()) return true; // check if a player tries to pickpocket a target NPC if (target.getClass().getCreatureStats(target).getKnockedDown() || isSneaking(ptr)) return false; return true; } if (isOwned(ptr, target, victim)) return false; // A special case for evidence chest - we should not allow to take items even if it is technically permitted return !(cellref.getRefId() == "stolen_goods"); } bool MechanicsManager::sleepInBed(const MWWorld::Ptr& ptr, const MWWorld::Ptr& bed) { if (ptr.getClass().getNpcStats(ptr).isWerewolf()) { MWBase::Environment::get().getWindowManager()->messageBox("#{sWerewolfRefusal}"); return true; } if (MWBase::Environment::get().getWorld()->getPlayer().enemiesNearby()) { MWBase::Environment::get().getWindowManager()->messageBox("#{sNotifyMessage2}"); return true; } MWWorld::Ptr victim; if (isAllowedToUse(ptr, bed, victim)) return false; if (commitCrime(ptr, victim, OT_SleepingInOwnedBed, bed.getCellRef().getFaction())) { MWBase::Environment::get().getWindowManager()->messageBox("#{sNotifyMessage64}"); return true; } else return false; } void MechanicsManager::unlockAttempted(const MWWorld::Ptr& ptr, const MWWorld::Ptr& item) { MWWorld::Ptr victim; if (isOwned(ptr, item, victim)) { // Note that attempting to unlock something that has ever been locked is a crime even if it's already // unlocked. Likewise, it's illegal to unlock something that has a trap but isn't otherwise locked. const auto& cellref = item.getCellRef(); if (cellref.getLockLevel() || cellref.isLocked() || !cellref.getTrap().empty()) commitCrime(ptr, victim, OT_Trespassing, item.getCellRef().getFaction()); } } std::vector<std::pair<ESM::RefId, int>> MechanicsManager::getStolenItemOwners(const ESM::RefId& itemid) { std::vector<std::pair<ESM::RefId, int>> result; StolenItemsMap::const_iterator it = mStolenItems.find(itemid); if (it == mStolenItems.end()) return result; else { const OwnerMap& owners = it->second; for (OwnerMap::const_iterator ownerIt = owners.begin(); ownerIt != owners.end(); ++ownerIt) result.emplace_back(ownerIt->first.first, ownerIt->second); return result; } } bool MechanicsManager::isItemStolenFrom(const ESM::RefId& itemid, const MWWorld::Ptr& ptr) { StolenItemsMap::const_iterator it = mStolenItems.find(itemid); if (it == mStolenItems.end()) return false; const OwnerMap& owners = it->second; const ESM::RefId& ownerid = ptr.getCellRef().getRefId(); OwnerMap::const_iterator ownerFound = owners.find(std::make_pair(ownerid, false)); if (ownerFound != owners.end()) return true; const ESM::RefId& factionid = ptr.getClass().getPrimaryFaction(ptr); if (!factionid.empty()) { OwnerMap::const_iterator factionOwnerFound = owners.find(std::make_pair(factionid, true)); return factionOwnerFound != owners.end(); } return false; } void MechanicsManager::confiscateStolenItemToOwner( const MWWorld::Ptr& player, const MWWorld::Ptr& item, const MWWorld::Ptr& victim, int count) { if (player != getPlayer()) return; const ESM::RefId& itemId = item.getCellRef().getRefId(); StolenItemsMap::iterator stolenIt = mStolenItems.find(itemId); if (stolenIt == mStolenItems.end()) return; Owner owner; owner.first = victim.getCellRef().getRefId(); owner.second = false; const ESM::RefId& victimFaction = victim.getClass().getPrimaryFaction(victim); if (!victimFaction.empty() && item.getCellRef().getFaction() == victimFaction) // Is the item faction-owned? { owner.first = victimFaction; owner.second = true; } // decrease count of stolen items int toRemove = std::min(count, mStolenItems[itemId][owner]); mStolenItems[itemId][owner] -= toRemove; if (mStolenItems[itemId][owner] == 0) { // erase owner from stolen items owners OwnerMap& owners = stolenIt->second; OwnerMap::iterator ownersIt = owners.find(owner); if (ownersIt != owners.end()) owners.erase(ownersIt); } MWWorld::ContainerStore& store = player.getClass().getContainerStore(player); // move items from player to owner and report about theft victim.getClass().getContainerStore(victim).add(item, toRemove); store.remove(item, toRemove); commitCrime( player, victim, OT_Theft, item.getCellRef().getFaction(), item.getClass().getValue(item) * toRemove); } void MechanicsManager::confiscateStolenItems(const MWWorld::Ptr& player, const MWWorld::Ptr& targetContainer) { MWWorld::ContainerStore& store = player.getClass().getContainerStore(player); MWWorld::ContainerStore& containerStore = targetContainer.getClass().getContainerStore(targetContainer); for (MWWorld::ContainerStoreIterator it = store.begin(); it != store.end(); ++it) { StolenItemsMap::iterator stolenIt = mStolenItems.find(it->getCellRef().getRefId()); if (stolenIt == mStolenItems.end()) continue; OwnerMap& owners = stolenIt->second; int itemCount = it->getCellRef().getCount(); for (OwnerMap::iterator ownerIt = owners.begin(); ownerIt != owners.end();) { int toRemove = std::min(itemCount, ownerIt->second); itemCount -= toRemove; ownerIt->second -= toRemove; if (ownerIt->second == 0) owners.erase(ownerIt++); else ++ownerIt; } int toMove = it->getCellRef().getCount() - itemCount; containerStore.add(*it, toMove); store.remove(*it, toMove); } // TODO: unhardcode the locklevel targetContainer.getCellRef().lock(50); } void MechanicsManager::itemTaken( const MWWorld::Ptr& ptr, const MWWorld::Ptr& item, const MWWorld::Ptr& container, int count, bool alarm) { if (ptr != getPlayer()) return; MWWorld::Ptr victim; bool isAllowed = true; const MWWorld::CellRef* ownerCellRef = &item.getCellRef(); if (!container.isEmpty()) { // Inherit the owner of the container ownerCellRef = &container.getCellRef(); isAllowed = isAllowedToUse(ptr, container, victim); } else { isAllowed = isAllowedToUse(ptr, item, victim); } if (isAllowed) return; Owner owner; owner.second = false; if (!container.isEmpty() && container.getClass().isActor()) { // "container" is an actor inventory, so just take actor's ID owner.first = ownerCellRef->getRefId(); } else { owner.first = ownerCellRef->getOwner(); if (owner.first.empty()) { owner.first = ownerCellRef->getFaction(); owner.second = true; } } const bool isGold = item.getClass().isGold(item); if (!isGold) { if (victim.isEmpty() || (victim.getClass().isActor() && victim.getCellRef().getCount() > 0 && !victim.getClass().getCreatureStats(victim).isDead())) mStolenItems[item.getCellRef().getRefId()][owner] += count; } if (alarm) { int value = count; if (!isGold) value *= item.getClass().getValue(item); commitCrime(ptr, victim, OT_Theft, ownerCellRef->getFaction(), value); } } bool MechanicsManager::commitCrime(const MWWorld::Ptr& player, const MWWorld::Ptr& victim, OffenseType type, const ESM::RefId& factionId, int arg, bool victimAware) { // NOTE: victim may be empty // Only player can commit crime if (player != getPlayer()) return false; if (type == OT_Assault) victimAware = true; // Find all the actors within the alarm radius std::vector<MWWorld::Ptr> neighbors; osg::Vec3f from(player.getRefData().getPosition().asVec3()); const MWWorld::ESMStore& esmStore = *MWBase::Environment::get().getESMStore(); float radius = esmStore.get<ESM::GameSetting>().find("fAlarmRadius")->mValue.getFloat(); mActors.getObjectsInRange(from, radius, neighbors); // victim should be considered even beyond alarm radius if (!victim.isEmpty() && (from - victim.getRefData().getPosition().asVec3()).length2() > radius * radius) neighbors.push_back(victim); // get the player's followers / allies (works recursively) that will not report crimes std::set<MWWorld::Ptr> playerFollowers; getActorsSidingWith(player, playerFollowers); // Did anyone see it? bool crimeSeen = false; for (const MWWorld::Ptr& neighbor : neighbors) { if (!canReportCrime(neighbor, victim, playerFollowers)) continue; if ((neighbor == victim && victimAware) // Murder crime can be reported even if no one saw it (hearing is enough, I guess). // TODO: Add mod support for stealth executions! || (type == OT_Murder && neighbor != victim) || (MWBase::Environment::get().getWorld()->getLOS(player, neighbor) && awarenessCheck(player, neighbor))) { // NPC will complain about theft even if he will do nothing about it if (type == OT_Theft || type == OT_Pickpocket) MWBase::Environment::get().getDialogueManager()->say(neighbor, ESM::RefId::stringRefId("thief")); crimeSeen = true; } } if (crimeSeen) reportCrime(player, victim, type, factionId, arg); else if (type == OT_Assault && !victim.isEmpty()) { bool reported = false; if (victim.getClass().isClass(victim, "guard") && !victim.getClass().getCreatureStats(victim).getAiSequence().hasPackage(AiPackageTypeId::Pursue)) reported = reportCrime(player, victim, type, ESM::RefId(), arg); // TODO: combat should be started with an "unaware" flag, which makes the victim flee? if (!reported) startCombat(victim, player, &playerFollowers); } return crimeSeen; } bool MechanicsManager::canReportCrime( const MWWorld::Ptr& actor, const MWWorld::Ptr& victim, std::set<MWWorld::Ptr>& playerFollowers) { if (actor == getPlayer() || !actor.getClass().isNpc() || actor.getClass().getCreatureStats(actor).isDead()) return false; if (actor.getClass().getCreatureStats(actor).getAiSequence().isInCombat(victim)) return false; // Unconsious actor can not report about crime and should not become hostile if (actor.getClass().getCreatureStats(actor).getKnockedDown()) return false; // Player's followers should not attack player, or try to arrest him if (actor.getClass().getCreatureStats(actor).getAiSequence().hasPackage(AiPackageTypeId::Follow)) { if (playerFollowers.find(actor) != playerFollowers.end()) return false; } return true; } bool MechanicsManager::reportCrime( const MWWorld::Ptr& player, const MWWorld::Ptr& victim, OffenseType type, const ESM::RefId& factionId, int arg) { const MWWorld::Store<ESM::GameSetting>& store = MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>(); if (type == OT_Murder && !victim.isEmpty()) victim.getClass().getCreatureStats(victim).notifyMurder(); // Bounty and disposition penalty for each type of crime float disp = 0.f, dispVictim = 0.f; if (type == OT_Trespassing || type == OT_SleepingInOwnedBed) { arg = store.find("iCrimeTresspass")->mValue.getInteger(); disp = dispVictim = store.find("iDispTresspass")->mValue.getFloat(); } else if (type == OT_Pickpocket) { arg = store.find("iCrimePickPocket")->mValue.getInteger(); disp = dispVictim = store.find("fDispPickPocketMod")->mValue.getFloat(); } else if (type == OT_Assault) { arg = store.find("iCrimeAttack")->mValue.getInteger(); disp = store.find("iDispAttackMod")->mValue.getFloat(); dispVictim = store.find("fDispAttacking")->mValue.getFloat(); } else if (type == OT_Murder) { arg = store.find("iCrimeKilling")->mValue.getInteger(); disp = dispVictim = store.find("iDispKilling")->mValue.getFloat(); } else if (type == OT_Theft) { disp = dispVictim = store.find("fDispStealing")->mValue.getFloat() * arg; arg = static_cast<int>(arg * store.find("fCrimeStealing")->mValue.getFloat()); arg = std::max(1, arg); // Minimum bounty of 1, in case items with zero value are stolen } // Make surrounding actors within alarm distance respond to the crime std::vector<MWWorld::Ptr> neighbors; const MWWorld::ESMStore& esmStore = *MWBase::Environment::get().getESMStore(); osg::Vec3f from(player.getRefData().getPosition().asVec3()); float radius = esmStore.get<ESM::GameSetting>().find("fAlarmRadius")->mValue.getFloat(); mActors.getObjectsInRange(from, radius, neighbors); // victim should be considered even beyond alarm radius if (!victim.isEmpty() && (from - victim.getRefData().getPosition().asVec3()).length2() > radius * radius) neighbors.push_back(victim); int id = MWBase::Environment::get().getWorld()->getPlayer().getNewCrimeId(); // What amount of provocation did this crime generate? // Controls whether witnesses will engage combat with the criminal. int fight = 0, fightVictim = 0; if (type == OT_Trespassing || type == OT_SleepingInOwnedBed) fight = fightVictim = esmStore.get<ESM::GameSetting>().find("iFightTrespass")->mValue.getInteger(); else if (type == OT_Pickpocket) { fight = esmStore.get<ESM::GameSetting>().find("iFightPickpocket")->mValue.getInteger(); fightVictim = esmStore.get<ESM::GameSetting>().find("iFightPickpocket")->mValue.getInteger() * 4; // *4 according to research wiki } else if (type == OT_Assault) { fight = esmStore.get<ESM::GameSetting>().find("iFightAttacking")->mValue.getInteger(); fightVictim = esmStore.get<ESM::GameSetting>().find("iFightAttack")->mValue.getInteger(); } else if (type == OT_Murder) fight = fightVictim = esmStore.get<ESM::GameSetting>().find("iFightKilling")->mValue.getInteger(); else if (type == OT_Theft) fight = fightVictim = esmStore.get<ESM::GameSetting>().find("fFightStealing")->mValue.getInteger(); bool reported = false; std::set<MWWorld::Ptr> playerFollowers; getActorsSidingWith(player, playerFollowers); // Tell everyone (including the original reporter) in alarm range for (const MWWorld::Ptr& actor : neighbors) { if (!canReportCrime(actor, victim, playerFollowers)) continue; // Will the witness report the crime? if (actor.getClass().getCreatureStats(actor).getAiSetting(AiSetting::Alarm).getBase() >= 100) { reported = true; if (type == OT_Trespassing) MWBase::Environment::get().getDialogueManager()->say(actor, ESM::RefId::stringRefId("intruder")); } } for (const MWWorld::Ptr& actor : neighbors) { if (!canReportCrime(actor, victim, playerFollowers)) continue; NpcStats& observerStats = actor.getClass().getNpcStats(actor); int alarm = observerStats.getAiSetting(AiSetting::Alarm).getBase(); float alarmTerm = 0.01f * alarm; bool isActorVictim = actor == victim; float dispTerm = isActorVictim ? dispVictim : disp; bool isActorGuard = actor.getClass().isClass(actor, "guard"); int currentDisposition = getDerivedDisposition(actor); bool isPermanent = false; bool applyOnlyIfHostile = false; int dispositionModifier = 0; // Murdering and trespassing seem to do not affect disposition if (type == OT_Theft) { dispositionModifier = static_cast<int>(dispTerm * alarmTerm); } else if (type == OT_Pickpocket) { if (alarm >= 100 && isActorGuard) dispositionModifier = static_cast<int>(dispTerm); else if (isActorVictim && isActorGuard) { isPermanent = true; dispositionModifier = static_cast<int>(dispTerm * alarmTerm); } else if (isActorVictim) { isPermanent = true; dispositionModifier = static_cast<int>(dispTerm); } } else if (type == OT_Assault) { if (isActorVictim && !isActorGuard) { isPermanent = true; dispositionModifier = static_cast<int>(dispTerm); } else if (alarm >= 100) dispositionModifier = static_cast<int>(dispTerm); else if (isActorVictim && isActorGuard) { isPermanent = true; dispositionModifier = static_cast<int>(dispTerm * alarmTerm); } else { applyOnlyIfHostile = true; dispositionModifier = static_cast<int>(dispTerm * alarmTerm); } } bool setCrimeId = false; if (isPermanent && dispositionModifier != 0 && !applyOnlyIfHostile) { setCrimeId = true; dispositionModifier = std::clamp(dispositionModifier, -currentDisposition, 100 - currentDisposition); int baseDisposition = observerStats.getBaseDisposition(); observerStats.setBaseDisposition(baseDisposition + dispositionModifier); } else if (dispositionModifier != 0 && !applyOnlyIfHostile) { setCrimeId = true; dispositionModifier = std::clamp(dispositionModifier, -currentDisposition, 100 - currentDisposition); observerStats.modCrimeDispositionModifier(dispositionModifier); } if (isActorGuard && alarm >= 100) { // Mark as Alarmed for dialogue observerStats.setAlarmed(true); setCrimeId = true; if (!observerStats.getAiSequence().isInPursuit()) { observerStats.getAiSequence().stack(AiPursue(player), actor); } } else { // If Alarm is 0, treat it like 100 to calculate a Fight modifier for a victim of pickpocketing. // Observers which do not try to arrest player do not care about pickpocketing at all. if (type == OT_Pickpocket && isActorVictim && alarmTerm == 0.0) alarmTerm = 1.0; else if (type == OT_Pickpocket && !isActorVictim) alarmTerm = 0.0; float fightTerm = static_cast<float>(isActorVictim ? fightVictim : fight); fightTerm += getFightDispositionBias(dispTerm); fightTerm += getFightDistanceBias(actor, player); fightTerm *= alarmTerm; const int observerFightRating = observerStats.getAiSetting(AiSetting::Fight).getBase(); if (observerFightRating + fightTerm > 100) fightTerm = static_cast<float>(100 - observerFightRating); fightTerm = std::max(0.f, fightTerm); if (observerFightRating + fightTerm >= 100) { if (dispositionModifier != 0 && applyOnlyIfHostile) { dispositionModifier = std::clamp(dispositionModifier, -currentDisposition, 100 - currentDisposition); observerStats.modCrimeDispositionModifier(dispositionModifier); } startCombat(actor, player, &playerFollowers); // Apply aggression value to the base Fight rating, so that the actor can continue fighting // after a Calm spell wears off observerStats.setAiSetting(AiSetting::Fight, observerFightRating + static_cast<int>(fightTerm)); setCrimeId = true; // Mark as Alarmed for dialogue observerStats.setAlarmed(true); } } // Set the crime ID, which we will use to calm down participants // once the bounty has been paid and restore their disposition to player character. if (setCrimeId) observerStats.setCrimeId(id); } if (reported) { player.getClass().getNpcStats(player).setBounty( std::max(0, player.getClass().getNpcStats(player).getBounty() + arg)); // If committing a crime against a faction member, expell from the faction if (!victim.isEmpty() && victim.getClass().isNpc()) { const ESM::RefId& factionID = victim.getClass().getPrimaryFaction(victim); const std::map<ESM::RefId, int>& playerRanks = player.getClass().getNpcStats(player).getFactionRanks(); if (playerRanks.find(factionID) != playerRanks.end()) { player.getClass().getNpcStats(player).expell(factionID, true); } } else if (!factionId.empty()) { const std::map<ESM::RefId, int>& playerRanks = player.getClass().getNpcStats(player).getFactionRanks(); if (playerRanks.find(factionId) != playerRanks.end()) { player.getClass().getNpcStats(player).expell(factionId, true); } } if (type == OT_Assault && !victim.isEmpty() && !victim.getClass().getCreatureStats(victim).getAiSequence().isInCombat(player) && victim.getClass().isNpc()) { // Attacker is in combat with us, but we are not in combat with the attacker yet. Time to fight back. // Note: accidental or collateral damage attacks are ignored. if (!victim.getClass().getCreatureStats(victim).getAiSequence().isInPursuit()) startCombat(victim, player, &playerFollowers); // Set the crime ID, which we will use to calm down participants // once the bounty has been paid. victim.getClass().getNpcStats(victim).setCrimeId(id); } } return reported; } bool MechanicsManager::actorAttacked(const MWWorld::Ptr& target, const MWWorld::Ptr& attacker) { const MWWorld::Ptr& player = getPlayer(); if (target == player || !attacker.getClass().isActor()) return false; if (canCommitCrimeAgainst(target, attacker)) commitCrime(attacker, target, MWBase::MechanicsManager::OT_Assault); MWMechanics::CreatureStats& statsTarget = target.getClass().getCreatureStats(target); AiSequence& seq = statsTarget.getAiSequence(); if (!attacker.isEmpty() && (attacker.getClass().getCreatureStats(attacker).getAiSequence().isInCombat(target) || attacker == player) && !seq.isInCombat(attacker)) { // Attacker is in combat with us, but we are not in combat with the attacker yet. Time to fight back. // Note: accidental or collateral damage attacks are ignored. if (!target.getClass().getCreatureStats(target).getAiSequence().isInPursuit()) { // If an actor has OnPCHitMe declared in his script, his Fight = 0 and the attacker is player, // he will attack the player only if we will force him (e.g. via StartCombat console command) bool peaceful = false; const ESM::RefId& script = target.getClass().getScript(target); if (!script.empty() && target.getRefData().getLocals().hasVar(script, "onpchitme") && attacker == player) { const int fight = target.getClass().getCreatureStats(target).getAiSetting(AiSetting::Fight).getModified(); peaceful = (fight == 0); } if (!peaceful) { SidingCache cachedAllies{ mActors, false }; const std::set<MWWorld::Ptr>& attackerAllies = cachedAllies.getActorsSidingWith(attacker); startCombat(target, attacker, &attackerAllies); // Force friendly actors into combat to prevent infighting between followers for (const auto& follower : cachedAllies.getActorsSidingWith(target)) { if (follower != attacker && follower != player) startCombat(follower, attacker, &attackerAllies); } } } } return true; } bool MechanicsManager::canCommitCrimeAgainst(const MWWorld::Ptr& target, const MWWorld::Ptr& attacker) { const MWWorld::Class& cls = target.getClass(); const MWMechanics::CreatureStats& stats = cls.getCreatureStats(target); const MWMechanics::AiSequence& seq = stats.getAiSequence(); return cls.isNpc() && !attacker.isEmpty() && !seq.isInCombat(attacker) && !isAggressive(target, attacker) && !seq.isEngagedWithActor() && !stats.getAiSequence().isInPursuit() && !cls.getNpcStats(target).isWerewolf() && stats.getMagicEffects().getOrDefault(ESM::MagicEffect::Vampirism).getMagnitude() <= 0; } void MechanicsManager::actorKilled(const MWWorld::Ptr& victim, const MWWorld::Ptr& attacker) { if (attacker.isEmpty() || victim.isEmpty()) return; if (victim == attacker) return; // known to happen if (!victim.getClass().isNpc()) return; // TODO: implement animal rights const MWMechanics::NpcStats& victimStats = victim.getClass().getNpcStats(victim); const MWWorld::Ptr& player = getPlayer(); bool canCommit = attacker == player && canCommitCrimeAgainst(victim, attacker); // For now we report only about crimes of player and player's followers if (attacker != player) { std::set<MWWorld::Ptr> playerFollowers; getActorsSidingWith(player, playerFollowers); if (playerFollowers.find(attacker) == playerFollowers.end()) return; } if (!canCommit && victimStats.getCrimeId() == -1) return; // Simple check for who attacked first: if the player attacked first, a crimeId should be set // Doesn't handle possible edge case where no one reported the assault, but in such a case, // for bystanders it is not possible to tell who attacked first, anyway. commitCrime(player, victim, MWBase::MechanicsManager::OT_Murder); } bool MechanicsManager::awarenessCheck(const MWWorld::Ptr& ptr, const MWWorld::Ptr& observer) { if (observer.getClass().getCreatureStats(observer).isDead() || !observer.getRefData().isEnabled()) return false; const MWWorld::Store<ESM::GameSetting>& store = MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>(); CreatureStats& stats = ptr.getClass().getCreatureStats(ptr); float sneakTerm = 0; if (isSneaking(ptr)) { static float fSneakSkillMult = store.find("fSneakSkillMult")->mValue.getFloat(); static float fSneakBootMult = store.find("fSneakBootMult")->mValue.getFloat(); float sneak = static_cast<float>(ptr.getClass().getSkill(ptr, ESM::Skill::Sneak)); float agility = stats.getAttribute(ESM::Attribute::Agility).getModified(); float luck = stats.getAttribute(ESM::Attribute::Luck).getModified(); float bootWeight = 0; if (ptr.getClass().isNpc() && MWBase::Environment::get().getWorld()->isOnGround(ptr)) { const MWWorld::InventoryStore& inv = ptr.getClass().getInventoryStore(ptr); MWWorld::ConstContainerStoreIterator it = inv.getSlot(MWWorld::InventoryStore::Slot_Boots); if (it != inv.end()) bootWeight = it->getClass().getWeight(*it); } sneakTerm = fSneakSkillMult * sneak + 0.2f * agility + 0.1f * luck + bootWeight * fSneakBootMult; } static float fSneakDistBase = store.find("fSneakDistanceBase")->mValue.getFloat(); static float fSneakDistMult = store.find("fSneakDistanceMultiplier")->mValue.getFloat(); osg::Vec3f pos1(ptr.getRefData().getPosition().asVec3()); osg::Vec3f pos2(observer.getRefData().getPosition().asVec3()); float distTerm = fSneakDistBase + fSneakDistMult * (pos1 - pos2).length(); float chameleon = stats.getMagicEffects().getOrDefault(ESM::MagicEffect::Chameleon).getMagnitude(); float invisibility = stats.getMagicEffects().getOrDefault(ESM::MagicEffect::Invisibility).getMagnitude(); float x = sneakTerm * distTerm * stats.getFatigueTerm() + chameleon; if (invisibility > 0.f) x += 100.f; CreatureStats& observerStats = observer.getClass().getCreatureStats(observer); float obsAgility = observerStats.getAttribute(ESM::Attribute::Agility).getModified(); float obsLuck = observerStats.getAttribute(ESM::Attribute::Luck).getModified(); float obsBlind = observerStats.getMagicEffects().getOrDefault(ESM::MagicEffect::Blind).getMagnitude(); float obsSneak = observer.getClass().getSkill(observer, ESM::Skill::Sneak); float obsTerm = obsSneak + 0.2f * obsAgility + 0.1f * obsLuck - obsBlind; // is ptr behind the observer? static float fSneakNoViewMult = store.find("fSneakNoViewMult")->mValue.getFloat(); static float fSneakViewMult = store.find("fSneakViewMult")->mValue.getFloat(); float y = 0; osg::Vec3f vec = pos1 - pos2; if (observer.getRefData().getBaseNode()) { osg::Vec3f observerDir = (observer.getRefData().getBaseNode()->getAttitude() * osg::Vec3f(0, 1, 0)); float angleRadians = std::acos(observerDir * vec / (observerDir.length() * vec.length())); if (angleRadians > osg::DegreesToRadians(90.f)) y = obsTerm * observerStats.getFatigueTerm() * fSneakNoViewMult; else y = obsTerm * observerStats.getFatigueTerm() * fSneakViewMult; } float target = x - y; auto& prng = MWBase::Environment::get().getWorld()->getPrng(); return (Misc::Rng::roll0to99(prng) >= target); } void MechanicsManager::startCombat( const MWWorld::Ptr& ptr, const MWWorld::Ptr& target, const std::set<MWWorld::Ptr>* targetAllies) { CreatureStats& stats = ptr.getClass().getCreatureStats(ptr); // Don't add duplicate packages nor add packages to dead actors. if (stats.isDead() || stats.getAiSequence().isInCombat(target)) return; // The target is somehow the same as the actor. Early-out. if (ptr == target) { // We don't care about dialogue filters since the target is invalid. // We still want to play the combat taunt. MWBase::Environment::get().getDialogueManager()->say(ptr, ESM::RefId::stringRefId("attack")); if (!stats.getAiSequence().isInCombat()) stats.resetFriendlyHits(); return; } const bool inCombat = stats.getAiSequence().isInCombat(); bool shout = !inCombat; if (inCombat) { const auto isInCombatWithOneOf = [&](const auto& allies) { for (const MWWorld::Ptr& ally : allies) { if (stats.getAiSequence().isInCombat(ally)) return true; } return false; }; if (targetAllies) shout = !isInCombatWithOneOf(*targetAllies); else { shout = stats.getAiSequence().isInCombat(target); if (!shout) { std::set<MWWorld::Ptr> sidingActors; getActorsSidingWith(target, sidingActors); shout = !isInCombatWithOneOf(sidingActors); } } } stats.getAiSequence().stack(MWMechanics::AiCombat(target), ptr); if (target == getPlayer()) { // if guard starts combat with player, guards pursuing player should do the same if (ptr.getClass().isClass(ptr, "Guard")) { stats.setHitAttemptActorId( target.getClass() .getCreatureStats(target) .getActorId()); // Stops guard from ending combat if player is unreachable for (const Actor& actor : mActors) { if (actor.getPtr().getClass().isClass(actor.getPtr(), "Guard")) { MWMechanics::AiSequence& aiSeq = actor.getPtr().getClass().getCreatureStats(actor.getPtr()).getAiSequence(); if (aiSeq.getTypeId() == MWMechanics::AiPackageTypeId::Pursue) { aiSeq.stopPursuit(); aiSeq.stack(MWMechanics::AiCombat(target), ptr); actor.getPtr() .getClass() .getCreatureStats(actor.getPtr()) .setHitAttemptActorId( target.getClass() .getCreatureStats(target) .getActorId()); // Stops guard from ending combat if player is unreachable } } } } } // Must be done after the target is set up, so that CreatureTargetted dialogue filter works properly if (shout) MWBase::Environment::get().getDialogueManager()->say(ptr, ESM::RefId::stringRefId("attack")); } void MechanicsManager::stopCombat(const MWWorld::Ptr& actor) { mActors.stopCombat(actor); } void MechanicsManager::getObjectsInRange( const osg::Vec3f& position, float radius, std::vector<MWWorld::Ptr>& objects) { mActors.getObjectsInRange(position, radius, objects); mObjects.getObjectsInRange(position, radius, objects); } void MechanicsManager::getActorsInRange( const osg::Vec3f& position, float radius, std::vector<MWWorld::Ptr>& objects) { mActors.getObjectsInRange(position, radius, objects); } bool MechanicsManager::isAnyActorInRange(const osg::Vec3f& position, float radius) { return mActors.isAnyObjectInRange(position, radius); } std::vector<MWWorld::Ptr> MechanicsManager::getActorsSidingWith(const MWWorld::Ptr& actor) { return mActors.getActorsSidingWith(actor); } std::vector<MWWorld::Ptr> MechanicsManager::getActorsFollowing(const MWWorld::Ptr& actor) { return mActors.getActorsFollowing(actor); } std::vector<int> MechanicsManager::getActorsFollowingIndices(const MWWorld::Ptr& actor) { return mActors.getActorsFollowingIndices(actor); } std::map<int, MWWorld::Ptr> MechanicsManager::getActorsFollowingByIndex(const MWWorld::Ptr& actor) { return mActors.getActorsFollowingByIndex(actor); } std::vector<MWWorld::Ptr> MechanicsManager::getActorsFighting(const MWWorld::Ptr& actor) { return mActors.getActorsFighting(actor); } std::vector<MWWorld::Ptr> MechanicsManager::getEnemiesNearby(const MWWorld::Ptr& actor) { return mActors.getEnemiesNearby(actor); } void MechanicsManager::getActorsFollowing(const MWWorld::Ptr& actor, std::set<MWWorld::Ptr>& out) { mActors.getActorsFollowing(actor, out); } void MechanicsManager::getActorsSidingWith(const MWWorld::Ptr& actor, std::set<MWWorld::Ptr>& out) { mActors.getActorsSidingWith(actor, out); } int MechanicsManager::countSavedGameRecords() const { return 1 // Death counter + 1; // Stolen items } void MechanicsManager::write(ESM::ESMWriter& writer, Loading::Listener& listener) const { mActors.write(writer, listener); ESM::StolenItems items; items.mStolenItems = mStolenItems; writer.startRecord(ESM::REC_STLN); items.write(writer); writer.endRecord(ESM::REC_STLN); } void MechanicsManager::readRecord(ESM::ESMReader& reader, uint32_t type) { if (type == ESM::REC_STLN) { ESM::StolenItems items; items.load(reader); mStolenItems = items.mStolenItems; } else mActors.readRecord(reader, type); } void MechanicsManager::clear() { mActors.clear(); mStolenItems.clear(); mClassSelected = false; mRaceSelected = false; } bool MechanicsManager::isAggressive(const MWWorld::Ptr& ptr, const MWWorld::Ptr& target) { // Don't become aggressive if a calm effect is active, since it would cause combat to cycle on/off as // combat is activated here and then canceled by the calm effect if ((ptr.getClass().isNpc() && ptr.getClass() .getCreatureStats(ptr) .getMagicEffects() .getOrDefault(ESM::MagicEffect::CalmHumanoid) .getMagnitude() > 0) || (!ptr.getClass().isNpc() && ptr.getClass() .getCreatureStats(ptr) .getMagicEffects() .getOrDefault(ESM::MagicEffect::CalmCreature) .getMagnitude() > 0)) return false; int disposition = 50; if (ptr.getClass().isNpc()) disposition = getDerivedDisposition(ptr); int fight = ptr.getClass().getCreatureStats(ptr).getAiSetting(AiSetting::Fight).getModified() + static_cast<int>( getFightDistanceBias(ptr, target) + getFightDispositionBias(static_cast<float>(disposition))); if (ptr.getClass().isNpc() && target.getClass().isNpc()) { if (target.getClass().getNpcStats(target).isWerewolf() || (target == getPlayer() && MWBase::Environment::get().getWorld()->getGlobalInt(MWWorld::Globals::sPCKnownWerewolf))) { const ESM::GameSetting* iWerewolfFightMod = MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>().find("iWerewolfFightMod"); fight += iWerewolfFightMod->mValue.getInteger(); } } return (fight >= 100); } void MechanicsManager::resurrect(const MWWorld::Ptr& ptr) { CreatureStats& stats = ptr.getClass().getCreatureStats(ptr); if (stats.isDead()) { stats.resurrect(); mActors.resurrect(ptr); } } bool MechanicsManager::isCastingSpell(const MWWorld::Ptr& ptr) const { return mActors.isCastingSpell(ptr); } bool MechanicsManager::isReadyToBlock(const MWWorld::Ptr& ptr) const { return mActors.isReadyToBlock(ptr); } bool MechanicsManager::isAttackingOrSpell(const MWWorld::Ptr& ptr) const { return mActors.isAttackingOrSpell(ptr); } void MechanicsManager::setWerewolf(const MWWorld::Ptr& actor, bool werewolf) { MWMechanics::NpcStats& npcStats = actor.getClass().getNpcStats(actor); // The actor does not have to change state if (npcStats.isWerewolf() == werewolf) return; MWWorld::Player* player = &MWBase::Environment::get().getWorld()->getPlayer(); // Werewolfs can not cast spells, so we need to unset the prepared spell if there is one. if (npcStats.getDrawState() == MWMechanics::DrawState::Spell) npcStats.setDrawState(MWMechanics::DrawState::Nothing); npcStats.setWerewolf(werewolf); MWWorld::InventoryStore& inv = actor.getClass().getInventoryStore(actor); if (werewolf) { inv.unequipAll(); inv.equip(MWWorld::InventoryStore::Slot_Robe, inv.ContainerStore::add(ESM::RefId::stringRefId("werewolfrobe"), 1)); } else { inv.unequipSlot(MWWorld::InventoryStore::Slot_Robe); inv.ContainerStore::remove(ESM::RefId::stringRefId("werewolfrobe"), 1); } if (actor == player->getPlayer()) { MWBase::Environment::get().getWorld()->reattachPlayerCamera(); // Update the GUI only when called on the player MWBase::WindowManager* windowManager = MWBase::Environment::get().getWindowManager(); // Transforming removes all temporary effects actor.getClass().getCreatureStats(actor).getActiveSpells().purge( [](const auto& params) { return params.hasFlag(ESM::ActiveSpells::Flag_Temporary); }, actor); mActors.updateActor(actor, 0.f); if (werewolf) { player->saveStats(); player->setWerewolfStats(); windowManager->forceHide(MWGui::GW_Inventory); windowManager->forceHide(MWGui::GW_Magic); } else { player->restoreStats(); windowManager->unsetForceHide(MWGui::GW_Inventory); windowManager->unsetForceHide(MWGui::GW_Magic); } windowManager->setWerewolfOverlay(werewolf); // Witnesses of the player's transformation will make them a globally known werewolf std::vector<MWWorld::Ptr> neighbors; const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>(); getActorsInRange( actor.getRefData().getPosition().asVec3(), gmst.find("fAlarmRadius")->mValue.getFloat(), neighbors); bool detected = false, reported = false; for (const MWWorld::Ptr& neighbor : neighbors) { if (neighbor == actor || !neighbor.getClass().isNpc()) continue; if (MWBase::Environment::get().getWorld()->getLOS(neighbor, actor) && awarenessCheck(actor, neighbor)) { detected = true; if (neighbor.getClass() .getCreatureStats(neighbor) .getAiSetting(MWMechanics::AiSetting::Alarm) .getModified() > 0) { reported = true; break; } } } if (detected) { windowManager->messageBox("#{sWerewolfAlarmMessage}"); MWBase::Environment::get().getWorld()->setGlobalInt(MWWorld::Globals::sPCKnownWerewolf, 1); if (reported) { npcStats.setBounty( std::max(0, npcStats.getBounty() + gmst.find("iWereWolfBounty")->mValue.getInteger())); } } } } void MechanicsManager::applyWerewolfAcrobatics(const MWWorld::Ptr& actor) { const ESM::Skill* acrobatics = MWBase::Environment::get().getESMStore()->get<ESM::Skill>().find(ESM::Skill::Acrobatics); MWMechanics::NpcStats& stats = actor.getClass().getNpcStats(actor); auto& skill = stats.getSkill(acrobatics->mId); skill.setModifier(acrobatics->mWerewolfValue - skill.getModified()); } void MechanicsManager::cleanupSummonedCreature(const MWWorld::Ptr& caster, int creatureActorId) { mActors.cleanupSummonedCreature(caster.getClass().getCreatureStats(caster), creatureActorId); } void MechanicsManager::reportStats(unsigned int frameNumber, osg::Stats& stats) const { stats.setAttribute(frameNumber, "Mechanics Actors", mActors.size()); stats.setAttribute(frameNumber, "Mechanics Objects", mObjects.size()); } int MechanicsManager::getGreetingTimer(const MWWorld::Ptr& ptr) const { return mActors.getGreetingTimer(ptr); } float MechanicsManager::getAngleToPlayer(const MWWorld::Ptr& ptr) const { return mActors.getAngleToPlayer(ptr); } GreetingState MechanicsManager::getGreetingState(const MWWorld::Ptr& ptr) const { return mActors.getGreetingState(ptr); } bool MechanicsManager::isTurningToPlayer(const MWWorld::Ptr& ptr) const { return mActors.isTurningToPlayer(ptr); } }
81,145
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.cpp
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OpenMW/openmw
5,318
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GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
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false
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false
35,307
aicast.cpp
OpenMW_openmw/apps/openmw/mwmechanics/aicast.cpp
#include "aicast.hpp" #include <components/misc/constants.hpp> #include "../mwbase/environment.hpp" #include "../mwbase/mechanicsmanager.hpp" #include "../mwbase/world.hpp" #include "../mwworld/class.hpp" #include "aicombataction.hpp" #include "character.hpp" #include "steering.hpp" namespace MWMechanics { namespace { float getInitialDistance(const ESM::RefId& spellId) { ActionSpell action = ActionSpell(spellId); bool isRanged; return action.getCombatRange(isRanged); } } } MWMechanics::AiCast::AiCast(const ESM::RefId& targetId, const ESM::RefId& spellId, bool scriptedSpell) : mTargetId(targetId) , mSpellId(spellId) , mCasting(false) , mScripted(scriptedSpell) , mDistance(getInitialDistance(spellId)) { } bool MWMechanics::AiCast::execute(const MWWorld::Ptr& actor, MWMechanics::CharacterController& characterController, MWMechanics::AiState& state, float duration) { MWWorld::Ptr target; if (actor.getCellRef().getRefId() == mTargetId) { // If the target has the same ID as caster, consider that actor casts spell with Self range. target = actor; } else { target = getTarget(); if (target.isEmpty()) return true; if (!mScripted && !pathTo(actor, target.getRefData().getPosition().asVec3(), duration, characterController.getSupportedMovementDirections(), mDistance)) { return false; } } osg::Vec3f targetPos = target.getRefData().getPosition().asVec3(); // If the target of an on-target spell is an actor that is not the caster // the target position must be adjusted so that it's not casted at the actor's feet. if (target != actor && target.getClass().isActor()) { osg::Vec3f halfExtents = MWBase::Environment::get().getWorld()->getHalfExtents(target); targetPos.z() += halfExtents.z() * 2 * Constants::TorsoHeight; } osg::Vec3f actorPos = actor.getRefData().getPosition().asVec3(); osg::Vec3f halfExtents = MWBase::Environment::get().getWorld()->getHalfExtents(actor); actorPos.z() += halfExtents.z() * 2 * Constants::TorsoHeight; osg::Vec3f dir = targetPos - actorPos; bool turned = smoothTurn(actor, getZAngleToDir(dir), 2, osg::DegreesToRadians(3.f)); turned &= smoothTurn(actor, getXAngleToDir(dir), 0, osg::DegreesToRadians(3.f)); if (!turned) return false; // Check if the actor is already casting another spell bool isCasting = MWBase::Environment::get().getMechanicsManager()->isCastingSpell(actor); if (isCasting && !mCasting) return false; if (!mCasting) { MWBase::Environment::get().getMechanicsManager()->castSpell(actor, mSpellId, mScripted); mCasting = true; return false; } // Finish package, if actor finished spellcasting return !isCasting; } MWWorld::Ptr MWMechanics::AiCast::getTarget() const { MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mTargetId, false); return target; }
3,130
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.cpp
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OpenMW/openmw
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GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
35,308
stat.cpp
OpenMW_openmw/apps/openmw/mwmechanics/stat.cpp
#include "stat.hpp" #include <algorithm> #include <components/esm3/statstate.hpp> namespace MWMechanics { template <typename T> Stat<T>::Stat() : mBase(0) , mModifier(0) { } template <typename T> Stat<T>::Stat(T base, T modified) : mBase(base) , mModifier(modified) { } template <typename T> T Stat<T>::getModified(bool capped) const { if (capped) return std::max({}, mModifier + mBase); return mModifier + mBase; } template <typename T> void Stat<T>::writeState(ESM::StatState<T>& state) const { state.mBase = mBase; state.mMod = mModifier; } template <typename T> void Stat<T>::readState(const ESM::StatState<T>& state) { mBase = state.mBase; mModifier = state.mMod; } template <typename T> DynamicStat<T>::DynamicStat() : mStatic(0, 0) , mCurrent(0) { } template <typename T> DynamicStat<T>::DynamicStat(T base) : mStatic(base, 0) , mCurrent(base) { } template <typename T> DynamicStat<T>::DynamicStat(T base, T modified, T current) : mStatic(base, modified) , mCurrent(current) { } template <typename T> DynamicStat<T>::DynamicStat(const Stat<T>& stat, T current) : mStatic(stat) , mCurrent(current) { } template <typename T> void DynamicStat<T>::setCurrent(const T& value, bool allowDecreaseBelowZero, bool allowIncreaseAboveModified) { if (value > mCurrent) { // increase if (value <= getModified() || allowIncreaseAboveModified) mCurrent = value; else if (mCurrent > getModified()) return; else mCurrent = getModified(); } else if (value > 0 || allowDecreaseBelowZero) { // allowed decrease mCurrent = value; } else if (mCurrent > 0) { // capped decrease mCurrent = 0; } } template <typename T> T DynamicStat<T>::getRatio(bool nanIsZero) const { T modified = getModified(); if (modified == T{}) { if (nanIsZero) return modified; return { 1 }; } return getCurrent() / modified; } template <typename T> void DynamicStat<T>::writeState(ESM::StatState<T>& state) const { mStatic.writeState(state); state.mCurrent = mCurrent; } template <typename T> void DynamicStat<T>::readState(const ESM::StatState<T>& state) { mStatic.readState(state); mCurrent = state.mCurrent; } AttributeValue::AttributeValue() : mBase(0.f) , mModifier(0.f) , mDamage(0.f) { } float AttributeValue::getModified() const { return std::max(0.f, mBase - mDamage + mModifier); } float AttributeValue::getBase() const { return mBase; } float AttributeValue::getModifier() const { return mModifier; } void AttributeValue::setBase(float base, bool clearModifier) { mBase = base; if (clearModifier) { mModifier = 0.f; mDamage = 0.f; } } void AttributeValue::setModifier(float mod) { if (mod < 0) { mModifier = 0.f; mDamage -= mod; } else mModifier = mod; } void AttributeValue::damage(float damage) { mDamage += damage; } void AttributeValue::restore(float amount) { if (mDamage <= 0) return; mDamage -= std::min(mDamage, amount); } float AttributeValue::getDamage() const { return mDamage; } void AttributeValue::writeState(ESM::StatState<float>& state) const { state.mBase = mBase; state.mMod = mModifier; state.mDamage = mDamage; } void AttributeValue::readState(const ESM::StatState<float>& state) { mBase = state.mBase; mModifier = state.mMod; mDamage = state.mDamage; } SkillValue::SkillValue() : mProgress(0) { } float SkillValue::getProgress() const { return mProgress; } void SkillValue::setProgress(float progress) { mProgress = progress; } void SkillValue::writeState(ESM::StatState<float>& state) const { AttributeValue::writeState(state); state.mProgress = mProgress; } void SkillValue::readState(const ESM::StatState<float>& state) { AttributeValue::readState(state); mProgress = state.mProgress; } } template class MWMechanics::Stat<int>; template class MWMechanics::Stat<float>; template class MWMechanics::DynamicStat<int>; template class MWMechanics::DynamicStat<float>;
4,984
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.cpp
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OpenMW/openmw
5,318
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GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
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false
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false
false
35,309
actorutil.cpp
OpenMW_openmw/apps/openmw/mwmechanics/actorutil.cpp
#include "actorutil.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/world.hpp" #include "../mwworld/class.hpp" #include "../mwworld/player.hpp" #include "../mwmechanics/creaturestats.hpp" #include "../mwmechanics/magiceffects.hpp" #include <components/esm3/loadmgef.hpp> namespace MWMechanics { MWWorld::Ptr getPlayer() { return MWBase::Environment::get().getWorld()->getPlayerPtr(); } bool isPlayerInCombat() { return MWBase::Environment::get().getWorld()->getPlayer().isInCombat(); } bool canActorMoveByZAxis(const MWWorld::Ptr& actor) { MWBase::World* world = MWBase::Environment::get().getWorld(); return (actor.getClass().canSwim(actor) && world->isSwimming(actor)) || world->isFlying(actor); } bool hasWaterWalking(const MWWorld::Ptr& actor) { const MWMechanics::MagicEffects& effects = actor.getClass().getCreatureStats(actor).getMagicEffects(); return effects.getOrDefault(ESM::MagicEffect::WaterWalking).getMagnitude() > 0; } bool isTargetMagicallyHidden(const MWWorld::Ptr& actor) { const MagicEffects& magicEffects = actor.getClass().getCreatureStats(actor).getMagicEffects(); return (magicEffects.getOrDefault(ESM::MagicEffect::Invisibility).getMagnitude() > 0) || (magicEffects.getOrDefault(ESM::MagicEffect::Chameleon).getMagnitude() >= 75); } }
1,419
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.cpp
35
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OpenMW/openmw
5,318
933
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GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
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false
false
false
false
35,310
pathgrid.cpp
OpenMW_openmw/apps/openmw/mwmechanics/pathgrid.cpp
#include "pathgrid.hpp" #include <algorithm> #include <list> #include <set> namespace { // See https://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html // // One of the smallest cost in Seyda Neen is between points 77 & 78: // pt x y // 77 = 8026, 4480 // 78 = 7986, 4218 // // Euclidean distance is about 262 (ignoring z) and Manhattan distance is 300 // (again ignoring z). Using a value of about 300 for D seems like a reasonable // starting point for experiments. If in doubt, just use value 1. // // The distance between 3 & 4 are pretty small, too. // 3 = 5435, 223 // 4 = 5948, 193 // // Approx. 514 Euclidean distance and 533 Manhattan distance. // float manhattan(const ESM::Pathgrid::Point& a, const ESM::Pathgrid::Point& b) { return 300.0f * (abs(a.mX - b.mX) + abs(a.mY - b.mY) + abs(a.mZ - b.mZ)); } // Choose a heuristics - Note that these may not be the best for directed // graphs with non-uniform edge costs. // // distance: // - sqrt((curr.x - goal.x)^2 + (curr.y - goal.y)^2 + (curr.z - goal.z)^2) // - slower but more accurate // // Manhattan: // - |curr.x - goal.x| + |curr.y - goal.y| + |curr.z - goal.z| // - faster but not the shortest path float costAStar(const ESM::Pathgrid::Point& a, const ESM::Pathgrid::Point& b) { // return distance(a, b); return manhattan(a, b); } constexpr size_t NoIndex = static_cast<size_t>(-1); } namespace MWMechanics { class PathgridGraph::Builder { std::vector<Node>& mGraph; // variables used to calculate connected components int mSCCId = 0; size_t mSCCIndex = 0; std::vector<size_t> mSCCStack; std::vector<std::pair<size_t, size_t>> mSCCPoint; // first is index, second is lowlink // v is the pathgrid point index (some call them vertices) void recursiveStrongConnect(const size_t v) { mSCCPoint[v].first = mSCCIndex; // index mSCCPoint[v].second = mSCCIndex; // lowlink mSCCIndex++; mSCCStack.push_back(v); size_t w; for (const auto& edge : mGraph[v].edges) { w = edge.index; if (mSCCPoint[w].first == NoIndex) // not visited { recursiveStrongConnect(w); // recurse mSCCPoint[v].second = std::min(mSCCPoint[v].second, mSCCPoint[w].second); } else if (std::find(mSCCStack.begin(), mSCCStack.end(), w) != mSCCStack.end()) mSCCPoint[v].second = std::min(mSCCPoint[v].second, mSCCPoint[w].first); } if (mSCCPoint[v].second == mSCCPoint[v].first) { // new component do { w = mSCCStack.back(); mSCCStack.pop_back(); mGraph[w].componentId = mSCCId; } while (w != v); mSCCId++; } } public: /* * mGraph contains the strongly connected component group id's along * with pre-calculated edge costs. * * A cell can have disjointed pathgrids, e.g. Seyda Neen has 3 * * mGraph for Seyda Neen will therefore have 3 different values. When * selecting a random pathgrid point for AiWander, mGraph can be checked * for quickly finding whether the destination is reachable. * * Otherwise, buildPath can automatically select a closest reachable end * pathgrid point (reachable from the closest start point). * * Using Tarjan's algorithm: * * mGraph | graph G | * mSCCPoint | V | derived from mPoints * mGraph[v].edges | E (for v) | * mSCCIndex | index | tracking smallest unused index * mSCCStack | S | * mGraph[v].edges[i].index | w | * */ explicit Builder(PathgridGraph& graph) : mGraph(graph.mGraph) { // both of these are set to zero in the constructor // mSCCId = 0; // how many strongly connected components in this cell // mSCCIndex = 0; size_t pointsSize = graph.mPathgrid->mPoints.size(); mSCCPoint.resize(pointsSize, std::pair<size_t, size_t>(NoIndex, NoIndex)); mSCCStack.reserve(pointsSize); for (size_t v = 0; v < pointsSize; ++v) { if (mSCCPoint[v].first == NoIndex) // undefined (haven't visited) recursiveStrongConnect(v); } } }; /* * mGraph is populated with the cost of each allowed edge. * * The data structure is based on the code in buildPath2() but modified. * Please check git history if interested. * * mGraph[v].edges[i].index = w * * v = point index of location "from" * i = index of edges from point v * w = point index of location "to" * * * Example: (notice from p(0) to p(2) is not allowed in this example) * * mGraph[0].edges[0].index = 1 * .edges[1].index = 3 * * mGraph[1].edges[0].index = 0 * .edges[1].index = 2 * .edges[2].index = 3 * * mGraph[2].edges[0].index = 1 * * (etc, etc) * * * low * cost * p(0) <---> p(1) <------------> p(2) * ^ ^ * | | * | +-----> p(3) * +----------------> * high cost */ PathgridGraph::PathgridGraph(const ESM::Pathgrid& pathgrid) : mPathgrid(&pathgrid) { mGraph.resize(mPathgrid->mPoints.size()); for (const auto& edge : mPathgrid->mEdges) { ConnectedPoint neighbour; neighbour.cost = costAStar(mPathgrid->mPoints[edge.mV0], mPathgrid->mPoints[edge.mV1]); // forward path of the edge neighbour.index = edge.mV1; mGraph[edge.mV0].edges.push_back(neighbour); // reverse path of the edge // NOTE: These are redundant, ESM already contains the required reverse paths // neighbour.index = edge.mV0; // mGraph[edge.mV1].edges.push_back(neighbour); } Builder(*this); } const PathgridGraph PathgridGraph::sEmpty = {}; bool PathgridGraph::isPointConnected(const size_t start, const size_t end) const { return (mGraph[start].componentId == mGraph[end].componentId); } void PathgridGraph::getNeighbouringPoints(const size_t index, ESM::Pathgrid::PointList& nodes) const { for (const auto& edge : mGraph[index].edges) { if (edge.index != index) nodes.push_back(mPathgrid->mPoints[edge.index]); } } /* * NOTE: Based on buildPath2(), please check git history if interested * Should consider using a 3rd party library version (e.g. boost) * * Find the shortest path to the target goal using a well known algorithm. * Uses mGraph which has pre-computed costs for allowed edges. It is assumed * that mGraph is already constructed. * * Should be possible to make this MT safe. * * Returns path which may be empty. path contains pathgrid points in local * cell coordinates (indoors) or world coordinates (external). * * Input params: * start, goal - pathgrid point indexes (for this cell) * * Variables: * openset - point indexes to be traversed, lowest cost at the front * closedset - point indexes already traversed * gScore - past accumulated costs vector indexed by point index * fScore - future estimated costs vector indexed by point index * * TODO: An interesting exercise might be to cache the paths created for a * start/goal pair. To cache the results the paths need to be in * pathgrid points form (currently they are converted to world * coordinates). Essentially trading speed w/ memory. */ std::deque<ESM::Pathgrid::Point> PathgridGraph::aStarSearch(const size_t start, const size_t goal) const { std::deque<ESM::Pathgrid::Point> path; if (!isPointConnected(start, goal)) { return path; // there is no path, return an empty path } size_t graphSize = mGraph.size(); std::vector<float> gScore(graphSize, -1); std::vector<float> fScore(graphSize, -1); std::vector<size_t> graphParent(graphSize, NoIndex); // gScore & fScore keep costs for each pathgrid point in mPoints gScore[start] = 0; fScore[start] = costAStar(mPathgrid->mPoints[start], mPathgrid->mPoints[goal]); std::list<size_t> openset; std::set<size_t> closedset; openset.push_back(start); size_t current = start; while (!openset.empty()) { current = openset.front(); // front has the lowest cost openset.pop_front(); if (current == goal) break; closedset.insert(current); // remember we've been here // check all edges for the current point index for (const auto& edge : mGraph[current].edges) { if (!closedset.contains(edge.index)) { // not in closedset - i.e. have not traversed this edge destination size_t dest = edge.index; float tentative_g = gScore[current] + edge.cost; bool isInOpenSet = std::find(openset.begin(), openset.end(), dest) != openset.end(); if (!isInOpenSet || tentative_g < gScore[dest]) { graphParent[dest] = current; gScore[dest] = tentative_g; fScore[dest] = tentative_g + costAStar(mPathgrid->mPoints[dest], mPathgrid->mPoints[goal]); if (!isInOpenSet) { // add this edge to openset, lowest cost goes to the front // TODO: if this causes performance problems a hash table may help auto it = openset.begin(); for (; it != openset.end(); ++it) { if (fScore[*it] > fScore[dest]) break; } openset.insert(it, dest); } } } // if in closedset, i.e. traversed this edge already, try the next edge } } if (current != goal) return path; // for some reason couldn't build a path // reconstruct path to return, using local coordinates while (graphParent[current] != NoIndex) { path.push_front(mPathgrid->mPoints[current]); current = graphParent[current]; } // add first node to path explicitly path.push_front(mPathgrid->mPoints[start]); return path; } }
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.cpp
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35,311
spellutil.cpp
OpenMW_openmw/apps/openmw/mwmechanics/spellutil.cpp
#include "spellutil.hpp" #include <limits> #include <components/esm3/loadalch.hpp> #include <components/esm3/loadench.hpp> #include <components/esm3/loadingr.hpp> #include <components/esm3/loadmgef.hpp> #include "../mwbase/environment.hpp" #include "../mwbase/world.hpp" #include "../mwworld/class.hpp" #include "../mwworld/esmstore.hpp" #include "actorutil.hpp" #include "creaturestats.hpp" namespace MWMechanics { namespace { float getTotalCost(const ESM::EffectList& list, const EffectCostMethod method = EffectCostMethod::GameSpell) { float cost = 0; for (const ESM::IndexedENAMstruct& effect : list.mList) { float effectCost = std::max(0.f, MWMechanics::calcEffectCost(effect.mData, nullptr, method)); // This is applied to the whole spell cost for each effect when // creating spells, but is only applied on the effect itself in TES:CS. if (effect.mData.mRange == ESM::RT_Target) effectCost *= 1.5; cost += effectCost; } return cost; } } float calcEffectCost( const ESM::ENAMstruct& effect, const ESM::MagicEffect* magicEffect, const EffectCostMethod method) { const MWWorld::ESMStore& store = *MWBase::Environment::get().getESMStore(); if (!magicEffect) magicEffect = store.get<ESM::MagicEffect>().find(effect.mEffectID); bool hasMagnitude = !(magicEffect->mData.mFlags & ESM::MagicEffect::NoMagnitude); bool hasDuration = !(magicEffect->mData.mFlags & ESM::MagicEffect::NoDuration); bool appliedOnce = magicEffect->mData.mFlags & ESM::MagicEffect::AppliedOnce; int minMagn = hasMagnitude ? effect.mMagnMin : 1; int maxMagn = hasMagnitude ? effect.mMagnMax : 1; if (method == EffectCostMethod::PlayerSpell || method == EffectCostMethod::GameSpell) { minMagn = std::max(1, minMagn); maxMagn = std::max(1, maxMagn); } int duration = hasDuration ? effect.mDuration : 1; if (!appliedOnce) duration = std::max(1, duration); static const float fEffectCostMult = store.get<ESM::GameSetting>().find("fEffectCostMult")->mValue.getFloat(); static const float iAlchemyMod = store.get<ESM::GameSetting>().find("iAlchemyMod")->mValue.getFloat(); int durationOffset = 0; int minArea = 0; float costMult = fEffectCostMult; if (method == EffectCostMethod::PlayerSpell) { durationOffset = 1; minArea = 1; } else if (method == EffectCostMethod::GamePotion) { minArea = 1; costMult = iAlchemyMod; } float x = 0.5 * (minMagn + maxMagn); x *= 0.1 * magicEffect->mData.mBaseCost; x *= durationOffset + duration; x += 0.05 * std::max(minArea, effect.mArea) * magicEffect->mData.mBaseCost; return x * costMult; } int calcSpellCost(const ESM::Spell& spell) { if (!(spell.mData.mFlags & ESM::Spell::F_Autocalc)) return spell.mData.mCost; float cost = getTotalCost(spell.mEffects); return std::round(cost); } int getEffectiveEnchantmentCastCost(float castCost, const MWWorld::Ptr& actor) { /* * Each point of enchant skill above/under 10 subtracts/adds * one percent of enchantment cost while minimum is 1. */ int eSkill = actor.getClass().getSkill(actor, ESM::Skill::Enchant); const float result = castCost - (castCost / 100) * (eSkill - 10); return static_cast<int>((result < 1) ? 1 : result); } int getEffectiveEnchantmentCastCost(const ESM::Enchantment& enchantment, const MWWorld::Ptr& actor) { float castCost; if (enchantment.mData.mFlags & ESM::Enchantment::Autocalc) castCost = getTotalCost(enchantment.mEffects, EffectCostMethod::GameEnchantment); else castCost = static_cast<float>(enchantment.mData.mCost); return getEffectiveEnchantmentCastCost(castCost, actor); } int getEnchantmentCharge(const ESM::Enchantment& enchantment) { if (enchantment.mData.mFlags & ESM::Enchantment::Autocalc) { int charge = static_cast<int>(std::round(getTotalCost(enchantment.mEffects, EffectCostMethod::GameEnchantment))); const auto& store = MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>(); switch (enchantment.mData.mType) { case ESM::Enchantment::CastOnce: { static const int iMagicItemChargeOnce = store.find("iMagicItemChargeOnce")->mValue.getInteger(); return charge * iMagicItemChargeOnce; } case ESM::Enchantment::WhenStrikes: { static const int iMagicItemChargeStrike = store.find("iMagicItemChargeStrike")->mValue.getInteger(); return charge * iMagicItemChargeStrike; } case ESM::Enchantment::WhenUsed: { static const int iMagicItemChargeUse = store.find("iMagicItemChargeUse")->mValue.getInteger(); return charge * iMagicItemChargeUse; } case ESM::Enchantment::ConstantEffect: { static const int iMagicItemChargeConst = store.find("iMagicItemChargeConst")->mValue.getInteger(); return charge * iMagicItemChargeConst; } } } return enchantment.mData.mCharge; } int getPotionValue(const ESM::Potion& potion) { if (potion.mData.mFlags & ESM::Potion::Autocalc) { float cost = getTotalCost(potion.mEffects, EffectCostMethod::GamePotion); return std::round(cost); } return potion.mData.mValue; } std::optional<ESM::EffectList> rollIngredientEffect( MWWorld::Ptr caster, const ESM::Ingredient* ingredient, uint32_t index) { if (index >= 4) throw std::range_error("Index out of range"); ESM::ENAMstruct effect; effect.mEffectID = ingredient->mData.mEffectID[index]; effect.mSkill = ingredient->mData.mSkills[index]; effect.mAttribute = ingredient->mData.mAttributes[index]; effect.mRange = ESM::RT_Self; effect.mArea = 0; if (effect.mEffectID < 0) return std::nullopt; const MWWorld::ESMStore& store = *MWBase::Environment::get().getESMStore(); const auto magicEffect = store.get<ESM::MagicEffect>().find(effect.mEffectID); const MWMechanics::CreatureStats& creatureStats = caster.getClass().getCreatureStats(caster); float x = (caster.getClass().getSkill(caster, ESM::Skill::Alchemy) + 0.2f * creatureStats.getAttribute(ESM::Attribute::Intelligence).getModified() + 0.1f * creatureStats.getAttribute(ESM::Attribute::Luck).getModified()) * creatureStats.getFatigueTerm(); auto& prng = MWBase::Environment::get().getWorld()->getPrng(); int roll = Misc::Rng::roll0to99(prng); if (roll > x) { return std::nullopt; } float magnitude = 0; float y = roll / std::min(x, 100.f); y *= 0.25f * x; if (magicEffect->mData.mFlags & ESM::MagicEffect::NoDuration) effect.mDuration = 1; else effect.mDuration = static_cast<int>(y); if (!(magicEffect->mData.mFlags & ESM::MagicEffect::NoMagnitude)) { if (!(magicEffect->mData.mFlags & ESM::MagicEffect::NoDuration)) magnitude = floor((0.05f * y) / (0.1f * magicEffect->mData.mBaseCost)); else magnitude = floor(y / (0.1f * magicEffect->mData.mBaseCost)); magnitude = std::max(1.f, magnitude); } else magnitude = 1; effect.mMagnMax = static_cast<int>(magnitude); effect.mMagnMin = static_cast<int>(magnitude); ESM::EffectList effects; effects.mList.push_back({ effect, index }); return effects; } float calcSpellBaseSuccessChance(const ESM::Spell* spell, const MWWorld::Ptr& actor, ESM::RefId* effectiveSchool) { // Morrowind for some reason uses a formula slightly different from magicka cost calculation float y = std::numeric_limits<float>::max(); float lowestSkill = 0; for (const ESM::IndexedENAMstruct& effect : spell->mEffects.mList) { float x = static_cast<float>(effect.mData.mDuration); const auto magicEffect = MWBase::Environment::get().getESMStore()->get<ESM::MagicEffect>().find(effect.mData.mEffectID); if (!(magicEffect->mData.mFlags & ESM::MagicEffect::AppliedOnce)) x = std::max(1.f, x); x *= 0.1f * magicEffect->mData.mBaseCost; x *= 0.5f * (effect.mData.mMagnMin + effect.mData.mMagnMax); x += effect.mData.mArea * 0.05f * magicEffect->mData.mBaseCost; if (effect.mData.mRange == ESM::RT_Target) x *= 1.5f; static const float fEffectCostMult = MWBase::Environment::get() .getESMStore() ->get<ESM::GameSetting>() .find("fEffectCostMult") ->mValue.getFloat(); x *= fEffectCostMult; float s = 2.0f * actor.getClass().getSkill(actor, magicEffect->mData.mSchool); if (s - x < y) { y = s - x; if (effectiveSchool) *effectiveSchool = magicEffect->mData.mSchool; lowestSkill = s; } } CreatureStats& stats = actor.getClass().getCreatureStats(actor); float actorWillpower = stats.getAttribute(ESM::Attribute::Willpower).getModified(); float actorLuck = stats.getAttribute(ESM::Attribute::Luck).getModified(); float castChance = (lowestSkill - calcSpellCost(*spell) + 0.2f * actorWillpower + 0.1f * actorLuck); return castChance; } float getSpellSuccessChance( const ESM::Spell* spell, const MWWorld::Ptr& actor, ESM::RefId* effectiveSchool, bool cap, bool checkMagicka) { // NB: Base chance is calculated here because the effective school pointer must be filled float baseChance = calcSpellBaseSuccessChance(spell, actor, effectiveSchool); bool godmode = actor == getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState(); CreatureStats& stats = actor.getClass().getCreatureStats(actor); if (stats.getMagicEffects().getOrDefault(ESM::MagicEffect::Silence).getMagnitude() && !godmode) return 0; if (spell->mData.mType == ESM::Spell::ST_Power) return stats.getSpells().canUsePower(spell) ? 100 : 0; if (godmode) return 100; if (spell->mData.mType != ESM::Spell::ST_Spell) return 100; if (checkMagicka && calcSpellCost(*spell) > 0 && stats.getMagicka().getCurrent() < calcSpellCost(*spell)) return 0; if (spell->mData.mFlags & ESM::Spell::F_Always) return 100; float castBonus = -stats.getMagicEffects().getOrDefault(ESM::MagicEffect::Sound).getMagnitude(); float castChance = baseChance + castBonus; castChance *= stats.getFatigueTerm(); if (cap) return std::clamp(castChance, 0.f, 100.f); return std::max(castChance, 0.f); } float getSpellSuccessChance( const ESM::RefId& spellId, const MWWorld::Ptr& actor, ESM::RefId* effectiveSchool, bool cap, bool checkMagicka) { if (const auto spell = MWBase::Environment::get().getESMStore()->get<ESM::Spell>().search(spellId)) return getSpellSuccessChance(spell, actor, effectiveSchool, cap, checkMagicka); return 0.f; } ESM::RefId getSpellSchool(const ESM::RefId& spellId, const MWWorld::Ptr& actor) { ESM::RefId school; getSpellSuccessChance(spellId, actor, &school); return school; } ESM::RefId getSpellSchool(const ESM::Spell* spell, const MWWorld::Ptr& actor) { ESM::RefId school; getSpellSuccessChance(spell, actor, &school); return school; } bool spellIncreasesSkill(const ESM::Spell* spell) { return spell->mData.mType == ESM::Spell::ST_Spell && !(spell->mData.mFlags & ESM::Spell::F_Always); } bool spellIncreasesSkill(const ESM::RefId& spellId) { const auto spell = MWBase::Environment::get().getESMStore()->get<ESM::Spell>().search(spellId); return spell && spellIncreasesSkill(spell); } }
13,149
C++
.cpp
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35.975089
120
0.608258
OpenMW/openmw
5,318
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GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
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35,312
aiwander.cpp
OpenMW_openmw/apps/openmw/mwmechanics/aiwander.cpp
#include "aiwander.hpp" #include <algorithm> #include <osg/Matrixf> #include <components/debug/debuglog.hpp> #include <components/detournavigator/navigatorutils.hpp> #include <components/esm3/aisequence.hpp> #include <components/misc/coordinateconverter.hpp> #include <components/misc/rng.hpp> #include "../mwbase/environment.hpp" #include "../mwbase/mechanicsmanager.hpp" #include "../mwbase/world.hpp" #include "../mwworld/cellstore.hpp" #include "../mwworld/class.hpp" #include "../mwworld/datetimemanager.hpp" #include "../mwworld/esmstore.hpp" #include "../mwphysics/raycasting.hpp" #include "actorutil.hpp" #include "character.hpp" #include "creaturestats.hpp" #include "movement.hpp" #include "pathgrid.hpp" namespace MWMechanics { static const int COUNT_BEFORE_RESET = 10; static const float IDLE_POSITION_CHECK_INTERVAL = 1.5f; // to prevent overcrowding static const int DESTINATION_TOLERANCE = 64; // distance must be long enough that NPC will need to move to get there. static const int MINIMUM_WANDER_DISTANCE = DESTINATION_TOLERANCE * 2; static const std::size_t MAX_IDLE_SIZE = 8; const std::string AiWander::sIdleSelectToGroupName[GroupIndex_MaxIdle - GroupIndex_MinIdle + 1] = { std::string("idle2"), std::string("idle3"), std::string("idle4"), std::string("idle5"), std::string("idle6"), std::string("idle7"), std::string("idle8"), std::string("idle9"), }; namespace { inline int getCountBeforeReset(const MWWorld::ConstPtr& actor) { if (actor.getClass().isPureWaterCreature(actor) || actor.getClass().isPureFlyingCreature(actor)) return 1; return COUNT_BEFORE_RESET; } osg::Vec3f getRandomPointAround(const osg::Vec3f& position, const float distance) { auto& prng = MWBase::Environment::get().getWorld()->getPrng(); const float randomDirection = Misc::Rng::rollClosedProbability(prng) * 2.0f * osg::PI; osg::Matrixf rotation; rotation.makeRotate(randomDirection, osg::Vec3f(0.0, 0.0, 1.0)); return position + osg::Vec3f(distance, 0.0, 0.0) * rotation; } bool isDestinationHidden(const MWWorld::ConstPtr& actor, const osg::Vec3f& destination) { const auto position = actor.getRefData().getPosition().asVec3(); const bool isWaterCreature = actor.getClass().isPureWaterCreature(actor); const bool isFlyingCreature = actor.getClass().isPureFlyingCreature(actor); const osg::Vec3f halfExtents = MWBase::Environment::get().getWorld()->getPathfindingAgentBounds(actor).mHalfExtents; osg::Vec3f direction = destination - position; direction.normalize(); const auto visibleDestination = (isWaterCreature || isFlyingCreature ? destination : destination + osg::Vec3f(0, 0, halfExtents.z())) + direction * std::max(halfExtents.x(), std::max(halfExtents.y(), halfExtents.z())); const int mask = MWPhysics::CollisionType_World | MWPhysics::CollisionType_HeightMap | MWPhysics::CollisionType_Door | MWPhysics::CollisionType_Actor; return MWBase::Environment::get() .getWorld() ->getRayCasting() ->castRay(position, visibleDestination, { actor }, {}, mask) .mHit; } void stopMovement(const MWWorld::Ptr& actor) { auto& movementSettings = actor.getClass().getMovementSettings(actor); movementSettings.mPosition[0] = 0; movementSettings.mPosition[1] = 0; } std::vector<unsigned char> getInitialIdle(const std::vector<unsigned char>& idle) { std::vector<unsigned char> result(MAX_IDLE_SIZE, 0); std::copy_n(idle.begin(), std::min(MAX_IDLE_SIZE, idle.size()), result.begin()); return result; } std::vector<unsigned char> getInitialIdle(const unsigned char (&idle)[MAX_IDLE_SIZE]) { return std::vector<unsigned char>(std::begin(idle), std::end(idle)); } } AiWanderStorage::AiWanderStorage() : mReaction(MWBase::Environment::get().getWorld()->getPrng()) , mState(Wander_ChooseAction) , mIsWanderingManually(false) , mCanWanderAlongPathGrid(true) , mIdleAnimation(0) , mBadIdles() , mPopulateAvailableNodes(true) , mAllowedNodes() , mTrimCurrentNode(false) , mCheckIdlePositionTimer(0) , mStuckCount(0) { } AiWander::AiWander(int distance, int duration, int timeOfDay, const std::vector<unsigned char>& idle, bool repeat) : TypedAiPackage<AiWander>(repeat) , mDistance(std::max(0, distance)) , mDuration(std::max(0, duration)) , mRemainingDuration(duration) , mTimeOfDay(timeOfDay) , mIdle(getInitialIdle(idle)) , mStoredInitialActorPosition(false) , mInitialActorPosition(osg::Vec3f(0, 0, 0)) , mHasDestination(false) , mDestination(osg::Vec3f(0, 0, 0)) , mUsePathgrid(false) { } /* * AiWander high level states (0.29.0). Not entirely accurate in some cases * e.g. non-NPC actors do not greet and some creatures may be moving even in * the IdleNow state. * * [select node, * build path] * +---------->MoveNow----------->Walking * | | * [allowed | | * nodes] | [hello if near] | * start--->ChooseAction----->IdleNow | * ^ ^ | | * | | | | * | +-----------+ | * | | * +----------------------------------+ * * * New high level states. Not exactly as per vanilla (e.g. door stuff) * but the differences are required because our physics does not work like * vanilla and therefore have to compensate/work around. * * [select node, [if stuck evade * build path] or remove nodes if near door] * +---------->MoveNow<---------->Walking * | ^ | | * | |(near door) | | * [allowed | | | | * nodes] | [hello if near] | | * start--->ChooseAction----->IdleNow | | * ^ ^ | ^ | | * | | | | (stuck near | | * | +-----------+ +---------------+ | * | player) | * +----------------------------------+ * * NOTE: non-time critical operations are run once every 250ms or so. * * TODO: It would be great if door opening/closing can be detected and pathgrid * links dynamically updated. Currently (0.29.0) AiWander allows choosing a * destination beyond closed doors which sometimes makes the actors stuck at the * door and impossible for the player to open the door. * * For now detect being stuck at the door and simply delete the nodes from the * allowed set. The issue is when the door opens the allowed set is not * re-calculated. However this would not be an issue in most cases since hostile * actors will enter combat (i.e. no longer wandering) and different pathfinding * will kick in. */ bool AiWander::execute( const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration) { MWMechanics::CreatureStats& cStats = actor.getClass().getCreatureStats(actor); if (cStats.isDead() || cStats.getHealth().getCurrent() <= 0) return true; // Don't bother with dead actors // get or create temporary storage AiWanderStorage& storage = state.get<AiWanderStorage>(); mRemainingDuration -= ((duration * MWBase::Environment::get().getWorld()->getTimeManager()->getGameTimeScale()) / 3600); cStats.setDrawState(DrawState::Nothing); cStats.setMovementFlag(CreatureStats::Flag_Run, false); ESM::Position pos = actor.getRefData().getPosition(); // If there is already a destination due to the package having been interrupted by a combat or pursue package, // rebuild a path to it if (!mPathFinder.isPathConstructed() && mHasDestination) { const ESM::Pathgrid* pathgrid = MWBase::Environment::get().getESMStore()->get<ESM::Pathgrid>().search(*actor.getCell()->getCell()); if (mUsePathgrid) { mPathFinder.buildPathByPathgrid( pos.asVec3(), mDestination, actor.getCell(), getPathGridGraph(pathgrid)); } else { const auto agentBounds = MWBase::Environment::get().getWorld()->getPathfindingAgentBounds(actor); constexpr float endTolerance = 0; const DetourNavigator::Flags navigatorFlags = getNavigatorFlags(actor); const DetourNavigator::AreaCosts areaCosts = getAreaCosts(actor, navigatorFlags); mPathFinder.buildPath(actor, pos.asVec3(), mDestination, actor.getCell(), getPathGridGraph(pathgrid), agentBounds, navigatorFlags, areaCosts, endTolerance, PathType::Full); } if (mPathFinder.isPathConstructed()) storage.setState(AiWanderStorage::Wander_Walking, !mUsePathgrid); } if (!cStats.getMovementFlag(CreatureStats::Flag_ForceJump) && !cStats.getMovementFlag(CreatureStats::Flag_ForceSneak)) { GreetingState greetingState = MWBase::Environment::get().getMechanicsManager()->getGreetingState(actor); if (greetingState == Greet_InProgress) { if (storage.mState == AiWanderStorage::Wander_Walking) { stopMovement(actor); mObstacleCheck.clear(); storage.setState(AiWanderStorage::Wander_IdleNow); } } } doPerFrameActionsForState(actor, duration, characterController.getSupportedMovementDirections(), storage); if (storage.mReaction.update(duration) == Misc::TimerStatus::Waiting) return false; return reactionTimeActions(actor, storage, pos); } bool AiWander::reactionTimeActions(const MWWorld::Ptr& actor, AiWanderStorage& storage, ESM::Position& pos) { if (mDistance <= 0) storage.mCanWanderAlongPathGrid = false; if (isPackageCompleted()) { stopWalking(actor); // Reset package so it can be used again mRemainingDuration = mDuration; return true; } if (!mStoredInitialActorPosition) { mInitialActorPosition = actor.getRefData().getPosition().asVec3(); mStoredInitialActorPosition = true; } // Initialization to discover & store allowed node points for this actor. if (storage.mPopulateAvailableNodes) { getAllowedNodes(actor, storage); } auto& prng = MWBase::Environment::get().getWorld()->getPrng(); if (canActorMoveByZAxis(actor) && mDistance > 0) { // Typically want to idle for a short time before the next wander if (Misc::Rng::rollDice(100, prng) >= 92 && storage.mState != AiWanderStorage::Wander_Walking) { wanderNearStart(actor, storage, mDistance); } storage.mCanWanderAlongPathGrid = false; } // If the package has a wander distance but no pathgrid is available, // randomly idle or wander near spawn point else if (storage.mAllowedNodes.empty() && mDistance > 0 && !storage.mIsWanderingManually) { // Typically want to idle for a short time before the next wander if (Misc::Rng::rollDice(100, prng) >= 96) { wanderNearStart(actor, storage, mDistance); } else { storage.setState(AiWanderStorage::Wander_IdleNow); } } else if (storage.mAllowedNodes.empty() && !storage.mIsWanderingManually) { storage.mCanWanderAlongPathGrid = false; } // If Wandering manually and hit an obstacle, stop if (storage.mIsWanderingManually && mObstacleCheck.isEvading()) { completeManualWalking(actor, storage); } if (storage.mState == AiWanderStorage::Wander_MoveNow && storage.mCanWanderAlongPathGrid) { // Construct a new path if there isn't one if (!mPathFinder.isPathConstructed()) { if (!storage.mAllowedNodes.empty()) { setPathToAnAllowedNode(actor, storage, pos); } } } else if (storage.mIsWanderingManually && mPathFinder.checkPathCompleted()) { completeManualWalking(actor, storage); } if (storage.mIsWanderingManually && storage.mState == AiWanderStorage::Wander_Walking && (mPathFinder.getPathSize() == 0 || isDestinationHidden(actor, mPathFinder.getPath().back()) || isAreaOccupiedByOtherActor(actor, mPathFinder.getPath().back()))) completeManualWalking(actor, storage); return false; // AiWander package not yet completed } osg::Vec3f AiWander::getDestination(const MWWorld::Ptr& actor) const { if (mHasDestination) return mDestination; return actor.getRefData().getPosition().asVec3(); } bool AiWander::isPackageCompleted() const { // End package if duration is complete return mDuration && mRemainingDuration <= 0; } /* * Commands actor to walk to a random location near original spawn location. */ void AiWander::wanderNearStart(const MWWorld::Ptr& actor, AiWanderStorage& storage, int wanderDistance) { const auto currentPosition = actor.getRefData().getPosition().asVec3(); std::size_t attempts = 10; // If a unit can't wander out of water, don't want to hang here const bool isWaterCreature = actor.getClass().isPureWaterCreature(actor); const bool isFlyingCreature = actor.getClass().isPureFlyingCreature(actor); const auto world = MWBase::Environment::get().getWorld(); const auto agentBounds = world->getPathfindingAgentBounds(actor); const auto navigator = world->getNavigator(); const DetourNavigator::Flags navigatorFlags = getNavigatorFlags(actor); const DetourNavigator::AreaCosts areaCosts = getAreaCosts(actor, navigatorFlags); auto& prng = MWBase::Environment::get().getWorld()->getPrng(); do { // Determine a random location within radius of original position const float wanderRadius = (0.2f + Misc::Rng::rollClosedProbability(prng) * 0.8f) * wanderDistance; if (!isWaterCreature && !isFlyingCreature) { // findRandomPointAroundCircle uses wanderDistance as limit for random and not as exact distance const auto getRandom = []() { return Misc::Rng::rollProbability(MWBase::Environment::get().getWorld()->getPrng()); }; auto destination = DetourNavigator::findRandomPointAroundCircle( *navigator, agentBounds, mInitialActorPosition, wanderRadius, navigatorFlags, getRandom); if (destination.has_value()) { osg::Vec3f direction = *destination - mInitialActorPosition; if (direction.length() > wanderDistance) { direction.normalize(); const osg::Vec3f adjustedDestination = mInitialActorPosition + direction * wanderRadius; destination = DetourNavigator::raycast( *navigator, agentBounds, currentPosition, adjustedDestination, navigatorFlags); if (destination.has_value() && (*destination - mInitialActorPosition).length() > wanderDistance) continue; } } mDestination = destination.has_value() ? *destination : getRandomPointAround(mInitialActorPosition, wanderRadius); } else mDestination = getRandomPointAround(mInitialActorPosition, wanderRadius); // Check if land creature will walk onto water or if water creature will swim onto land if (!isWaterCreature && destinationIsAtWater(actor, mDestination)) continue; if (isDestinationHidden(actor, mDestination)) continue; if (isAreaOccupiedByOtherActor(actor, mDestination)) continue; constexpr float endTolerance = 0; if (isWaterCreature || isFlyingCreature) mPathFinder.buildStraightPath(mDestination); else mPathFinder.buildPathByNavMesh(actor, currentPosition, mDestination, agentBounds, navigatorFlags, areaCosts, endTolerance, PathType::Full); if (mPathFinder.isPathConstructed()) { storage.setState(AiWanderStorage::Wander_Walking, true); mHasDestination = true; mUsePathgrid = false; } break; } while (--attempts); } /* * Returns true if the position provided is above water. */ bool AiWander::destinationIsAtWater(const MWWorld::Ptr& actor, const osg::Vec3f& destination) { float heightToGroundOrWater = MWBase::Environment::get().getWorld()->getDistToNearestRayHit( destination, osg::Vec3f(0, 0, -1), 1000.0, true); osg::Vec3f positionBelowSurface = destination; positionBelowSurface[2] = positionBelowSurface[2] - heightToGroundOrWater - 1.0f; return MWBase::Environment::get().getWorld()->isUnderwater(actor.getCell(), positionBelowSurface); } void AiWander::completeManualWalking(const MWWorld::Ptr& actor, AiWanderStorage& storage) { stopWalking(actor); mObstacleCheck.clear(); storage.setState(AiWanderStorage::Wander_IdleNow); } void AiWander::doPerFrameActionsForState(const MWWorld::Ptr& actor, float duration, MWWorld::MovementDirectionFlags supportedMovementDirections, AiWanderStorage& storage) { // Attempt to fast forward to the next state instead of remaining in an intermediate state for a frame for (int i = 0; i < 2; ++i) { switch (storage.mState) { case AiWanderStorage::Wander_IdleNow: { onIdleStatePerFrameActions(actor, duration, storage); if (storage.mState != AiWanderStorage::Wander_ChooseAction) return; continue; } case AiWanderStorage::Wander_Walking: onWalkingStatePerFrameActions(actor, duration, supportedMovementDirections, storage); return; case AiWanderStorage::Wander_ChooseAction: { onChooseActionStatePerFrameActions(actor, storage); if (storage.mState != AiWanderStorage::Wander_IdleNow) return; continue; } case AiWanderStorage::Wander_MoveNow: return; // nothing to do default: // should never get here assert(false); return; } } } void AiWander::onIdleStatePerFrameActions(const MWWorld::Ptr& actor, float duration, AiWanderStorage& storage) { // Check if an idle actor is too far from all allowed nodes or too close to a door - if so start walking. storage.mCheckIdlePositionTimer += duration; if (storage.mCheckIdlePositionTimer >= IDLE_POSITION_CHECK_INTERVAL && !isStationary()) { storage.mCheckIdlePositionTimer = 0; // restart timer static float distance = MWBase::Environment::get().getWorld()->getMaxActivationDistance() * 1.6f; if (proximityToDoor(actor, distance) || !isNearAllowedNode(actor, storage, distance)) { storage.setState(AiWanderStorage::Wander_MoveNow); storage.mTrimCurrentNode = false; // just in case return; } } // Check if idle animation finished GreetingState greetingState = MWBase::Environment::get().getMechanicsManager()->getGreetingState(actor); if (!checkIdle(actor, storage.mIdleAnimation) && (greetingState == Greet_Done || greetingState == Greet_None)) { if (mPathFinder.isPathConstructed()) storage.setState(AiWanderStorage::Wander_Walking, !mUsePathgrid); else storage.setState(AiWanderStorage::Wander_ChooseAction); } } bool AiWander::isNearAllowedNode(const MWWorld::Ptr& actor, const AiWanderStorage& storage, float distance) const { const osg::Vec3f actorPos = actor.getRefData().getPosition().asVec3(); for (const ESM::Pathgrid::Point& node : storage.mAllowedNodes) { osg::Vec3f point(node.mX, node.mY, node.mZ); if ((actorPos - point).length2() < distance * distance) return true; } return false; } void AiWander::onWalkingStatePerFrameActions(const MWWorld::Ptr& actor, float duration, MWWorld::MovementDirectionFlags supportedMovementDirections, AiWanderStorage& storage) { // Is there no destination or are we there yet? if ((!mPathFinder.isPathConstructed()) || pathTo(actor, osg::Vec3f(mPathFinder.getPath().back()), duration, supportedMovementDirections, DESTINATION_TOLERANCE)) { stopWalking(actor); storage.setState(AiWanderStorage::Wander_ChooseAction); } else { // have not yet reached the destination evadeObstacles(actor, storage); } } void AiWander::onChooseActionStatePerFrameActions(const MWWorld::Ptr& actor, AiWanderStorage& storage) { // Wait while fully stop before starting idle animation (important if "smooth movement" is enabled). if (actor.getClass().getCurrentSpeed(actor) > 0) return; unsigned short idleAnimation = getRandomIdle(); storage.mIdleAnimation = idleAnimation; if (!idleAnimation && mDistance) { storage.setState(AiWanderStorage::Wander_MoveNow); return; } if (idleAnimation) { if (std::find(storage.mBadIdles.begin(), storage.mBadIdles.end(), idleAnimation) == storage.mBadIdles.end()) { if (!playIdle(actor, idleAnimation)) { storage.mBadIdles.push_back(idleAnimation); storage.setState(AiWanderStorage::Wander_ChooseAction); return; } } } storage.setState(AiWanderStorage::Wander_IdleNow); } void AiWander::evadeObstacles(const MWWorld::Ptr& actor, AiWanderStorage& storage) { if (mObstacleCheck.isEvading()) { // first check if we're walking into a door static float distance = MWBase::Environment::get().getWorld()->getMaxActivationDistance(); if (proximityToDoor(actor, distance)) { // remove allowed points then select another random destination storage.mTrimCurrentNode = true; trimAllowedNodes(storage.mAllowedNodes, mPathFinder); mObstacleCheck.clear(); stopWalking(actor); storage.setState(AiWanderStorage::Wander_MoveNow); } storage.mStuckCount++; // TODO: maybe no longer needed } // if stuck for sufficiently long, act like current location was the destination if (storage.mStuckCount >= getCountBeforeReset(actor)) // something has gone wrong, reset { mObstacleCheck.clear(); stopWalking(actor); storage.setState(AiWanderStorage::Wander_ChooseAction); storage.mStuckCount = 0; } } void AiWander::setPathToAnAllowedNode( const MWWorld::Ptr& actor, AiWanderStorage& storage, const ESM::Position& actorPos) { auto world = MWBase::Environment::get().getWorld(); auto& prng = world->getPrng(); unsigned int randNode = Misc::Rng::rollDice(storage.mAllowedNodes.size(), prng); const ESM::Pathgrid::Point& dest = storage.mAllowedNodes[randNode]; const osg::Vec3f start = actorPos.asVec3(); // don't take shortcuts for wandering const ESM::Pathgrid* pathgrid = world->getStore().get<ESM::Pathgrid>().search(*actor.getCell()->getCell()); const osg::Vec3f destVec3f = PathFinder::makeOsgVec3(dest); mPathFinder.buildPathByPathgrid(start, destVec3f, actor.getCell(), getPathGridGraph(pathgrid)); if (mPathFinder.isPathConstructed()) { mDestination = destVec3f; mHasDestination = true; mUsePathgrid = true; // Remove this node as an option and add back the previously used node (stops NPC from picking the same // node): ESM::Pathgrid::Point temp = storage.mAllowedNodes[randNode]; storage.mAllowedNodes.erase(storage.mAllowedNodes.begin() + randNode); // check if mCurrentNode was taken out of mAllowedNodes if (storage.mTrimCurrentNode && storage.mAllowedNodes.size() > 1) storage.mTrimCurrentNode = false; else storage.mAllowedNodes.push_back(storage.mCurrentNode); storage.mCurrentNode = temp; storage.setState(AiWanderStorage::Wander_Walking); } // Choose a different node and delete this one from possible nodes because it is uncreachable: else storage.mAllowedNodes.erase(storage.mAllowedNodes.begin() + randNode); } void AiWander::trimAllowedNodes(std::vector<ESM::Pathgrid::Point>& nodes, const PathFinder& pathfinder) { // TODO: how to add these back in once the door opens? // Idea: keep a list of detected closed doors (see aicombat.cpp) // Every now and then check whether one of the doors is opened. (maybe // at the end of playing idle?) If the door is opened then re-calculate // allowed nodes starting from the spawn point. auto paths = pathfinder.getPath(); while (paths.size() >= 2) { const auto pt = paths.back(); for (unsigned int j = 0; j < nodes.size(); j++) { // FIXME: doesn't handle a door with the same X/Y // coordinates but with a different Z if (std::abs(nodes[j].mX - pt.x()) <= 0.5 && std::abs(nodes[j].mY - pt.y()) <= 0.5) { nodes.erase(nodes.begin() + j); break; } } paths.pop_back(); } } void AiWander::stopWalking(const MWWorld::Ptr& actor) { mPathFinder.clearPath(); mHasDestination = false; stopMovement(actor); } bool AiWander::playIdle(const MWWorld::Ptr& actor, unsigned short idleSelect) { if ((GroupIndex_MinIdle <= idleSelect) && (idleSelect <= GroupIndex_MaxIdle)) { const std::string& groupName = sIdleSelectToGroupName[idleSelect - GroupIndex_MinIdle]; return MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(actor, groupName, 0, 1); } else { Log(Debug::Verbose) << "Attempted to play out of range idle animation \"" << idleSelect << "\" for " << actor.getCellRef().getRefId(); return false; } } bool AiWander::checkIdle(const MWWorld::Ptr& actor, unsigned short idleSelect) { if ((GroupIndex_MinIdle <= idleSelect) && (idleSelect <= GroupIndex_MaxIdle)) { const std::string& groupName = sIdleSelectToGroupName[idleSelect - GroupIndex_MinIdle]; return MWBase::Environment::get().getMechanicsManager()->checkAnimationPlaying(actor, groupName); } else { return false; } } int AiWander::getRandomIdle() const { MWBase::World* world = MWBase::Environment::get().getWorld(); static const float fIdleChanceMultiplier = world->getStore().get<ESM::GameSetting>().find("fIdleChanceMultiplier")->mValue.getFloat(); if (Misc::Rng::rollClosedProbability(world->getPrng()) > fIdleChanceMultiplier) return 0; int newIdle = 0; float maxRoll = 0.f; for (size_t i = 0; i < mIdle.size(); i++) { float roll = Misc::Rng::rollClosedProbability(world->getPrng()) * 100.f; if (roll <= mIdle[i] && roll > maxRoll) { newIdle = GroupIndex_MinIdle + i; maxRoll = roll; } } return newIdle; } void AiWander::fastForward(const MWWorld::Ptr& actor, AiState& state) { // Update duration counter mRemainingDuration--; if (mDistance == 0) return; AiWanderStorage& storage = state.get<AiWanderStorage>(); if (storage.mPopulateAvailableNodes) getAllowedNodes(actor, storage); if (storage.mAllowedNodes.empty()) return; auto& prng = MWBase::Environment::get().getWorld()->getPrng(); int index = Misc::Rng::rollDice(storage.mAllowedNodes.size(), prng); ESM::Pathgrid::Point worldDest = storage.mAllowedNodes[index]; const Misc::CoordinateConverter converter = Misc::makeCoordinateConverter(*actor.getCell()->getCell()); ESM::Pathgrid::Point dest = converter.toLocalPoint(worldDest); bool isPathGridOccupied = MWBase::Environment::get().getMechanicsManager()->isAnyActorInRange( PathFinder::makeOsgVec3(worldDest), 60); // add offset only if the selected pathgrid is occupied by another actor if (isPathGridOccupied) { ESM::Pathgrid::PointList points; getNeighbouringNodes(dest, actor.getCell(), points); // there are no neighbouring nodes, nowhere to move if (points.empty()) return; bool isOccupied = false; // AI will try to move the NPC towards every neighboring node until suitable place will be found while (!points.empty()) { int randomIndex = Misc::Rng::rollDice(points.size(), prng); const ESM::Pathgrid::Point& connDest = points[randomIndex]; // add an offset towards random neighboring node osg::Vec3f dir = PathFinder::makeOsgVec3(connDest) - PathFinder::makeOsgVec3(dest); float length = dir.length(); dir.normalize(); for (int j = 1; j <= 3; j++) { // move for 5-15% towards random neighboring node dest = PathFinder::makePathgridPoint(PathFinder::makeOsgVec3(dest) + dir * (j * 5 * length / 100.f)); worldDest = converter.toWorldPoint(dest); isOccupied = MWBase::Environment::get().getMechanicsManager()->isAnyActorInRange( PathFinder::makeOsgVec3(worldDest), 60); if (!isOccupied) break; } if (!isOccupied) break; // Will try an another neighboring node points.erase(points.begin() + randomIndex); } // there is no free space, nowhere to move if (isOccupied) return; } // place above to prevent moving inside objects, e.g. stairs, because a vector between pathgrids can be // underground. Adding 20 in adjustPosition() is not enough. dest.mZ += 60; converter.toWorld(dest); state.moveIn(std::make_unique<AiWanderStorage>()); osg::Vec3f pos(static_cast<float>(dest.mX), static_cast<float>(dest.mY), static_cast<float>(dest.mZ)); MWBase::Environment::get().getWorld()->moveObject(actor, pos); actor.getClass().adjustPosition(actor, false); } void AiWander::getNeighbouringNodes( ESM::Pathgrid::Point dest, const MWWorld::CellStore* currentCell, ESM::Pathgrid::PointList& points) { const ESM::Pathgrid* pathgrid = MWBase::Environment::get().getESMStore()->get<ESM::Pathgrid>().search(*currentCell->getCell()); if (pathgrid == nullptr || pathgrid->mPoints.empty()) return; int index = PathFinder::getClosestPoint(pathgrid, PathFinder::makeOsgVec3(dest)); getPathGridGraph(pathgrid).getNeighbouringPoints(index, points); } void AiWander::getAllowedNodes(const MWWorld::Ptr& actor, AiWanderStorage& storage) { // infrequently used, therefore no benefit in caching it as a member const MWWorld::CellStore* cellStore = actor.getCell(); const ESM::Pathgrid* pathgrid = MWBase::Environment::get().getESMStore()->get<ESM::Pathgrid>().search(*cellStore->getCell()); storage.mAllowedNodes.clear(); // If there is no path this actor doesn't go anywhere. See: // https://forum.openmw.org/viewtopic.php?t=1556 // http://www.fliggerty.com/phpBB3/viewtopic.php?f=30&t=5833 // Note: In order to wander, need at least two points. if (!pathgrid || (pathgrid->mPoints.size() < 2)) storage.mCanWanderAlongPathGrid = false; // A distance value passed into the constructor indicates how far the // actor can wander from the spawn position. AiWander assumes that // pathgrid points are available, and uses them to randomly select wander // destinations within the allowed set of pathgrid points (nodes). // ... pathgrids don't usually include water, so swimmers ignore them if (mDistance && storage.mCanWanderAlongPathGrid && !actor.getClass().isPureWaterCreature(actor)) { // get NPC's position in local (i.e. cell) coordinates const Misc::CoordinateConverter converter = Misc::makeCoordinateConverter(*cellStore->getCell()); const osg::Vec3f npcPos = converter.toLocalVec3(mInitialActorPosition); // Find closest pathgrid point int closestPointIndex = PathFinder::getClosestPoint(pathgrid, npcPos); // mAllowedNodes for this actor with pathgrid point indexes based on mDistance // and if the point is connected to the closest current point // NOTE: mPoints is in local coordinates size_t pointIndex = 0; for (size_t counter = 0; counter < pathgrid->mPoints.size(); counter++) { osg::Vec3f nodePos(PathFinder::makeOsgVec3(pathgrid->mPoints[counter])); if ((npcPos - nodePos).length2() <= mDistance * mDistance && getPathGridGraph(pathgrid).isPointConnected(closestPointIndex, counter)) { storage.mAllowedNodes.push_back(converter.toWorldPoint(pathgrid->mPoints[counter])); pointIndex = counter; } } if (storage.mAllowedNodes.size() == 1) { storage.mAllowedNodes.push_back(PathFinder::makePathgridPoint(mInitialActorPosition)); addNonPathGridAllowedPoints(pathgrid, pointIndex, storage, converter); } if (!storage.mAllowedNodes.empty()) { setCurrentNodeToClosestAllowedNode(storage); } } storage.mPopulateAvailableNodes = false; } // When only one path grid point in wander distance, // additional points for NPC to wander to are: // 1. NPC's initial location // 2. Partway along the path between the point and its connected points. void AiWander::addNonPathGridAllowedPoints(const ESM::Pathgrid* pathGrid, size_t pointIndex, AiWanderStorage& storage, const Misc::CoordinateConverter& converter) { for (const auto& edge : pathGrid->mEdges) { if (edge.mV0 == pointIndex) { AddPointBetweenPathGridPoints(converter.toWorldPoint(pathGrid->mPoints[edge.mV0]), converter.toWorldPoint(pathGrid->mPoints[edge.mV1]), storage); } } } void AiWander::AddPointBetweenPathGridPoints( const ESM::Pathgrid::Point& start, const ESM::Pathgrid::Point& end, AiWanderStorage& storage) { osg::Vec3f vectorStart = PathFinder::makeOsgVec3(start); osg::Vec3f delta = PathFinder::makeOsgVec3(end) - vectorStart; float length = delta.length(); delta.normalize(); int distance = std::max(mDistance / 2, MINIMUM_WANDER_DISTANCE); // must not travel longer than distance between waypoints or NPC goes past waypoint distance = std::min(distance, static_cast<int>(length)); delta *= distance; storage.mAllowedNodes.push_back(PathFinder::makePathgridPoint(vectorStart + delta)); } void AiWander::setCurrentNodeToClosestAllowedNode(AiWanderStorage& storage) { float distanceToClosestNode = std::numeric_limits<float>::max(); size_t index = 0; for (size_t i = 0; i < storage.mAllowedNodes.size(); ++i) { osg::Vec3f nodePos(PathFinder::makeOsgVec3(storage.mAllowedNodes[i])); float tempDist = (mInitialActorPosition - nodePos).length2(); if (tempDist < distanceToClosestNode) { index = i; distanceToClosestNode = tempDist; } } storage.mCurrentNode = storage.mAllowedNodes[index]; storage.mAllowedNodes.erase(storage.mAllowedNodes.begin() + index); } void AiWander::writeState(ESM::AiSequence::AiSequence& sequence) const { float remainingDuration; if (mRemainingDuration > 0 && mRemainingDuration < 24) remainingDuration = mRemainingDuration; else remainingDuration = mDuration; auto wander = std::make_unique<ESM::AiSequence::AiWander>(); wander->mData.mDistance = mDistance; wander->mData.mDuration = mDuration; wander->mData.mTimeOfDay = mTimeOfDay; wander->mDurationData.mRemainingDuration = remainingDuration; assert(mIdle.size() == 8); for (int i = 0; i < 8; ++i) wander->mData.mIdle[i] = mIdle[i]; wander->mData.mShouldRepeat = mOptions.mRepeat; wander->mStoredInitialActorPosition = mStoredInitialActorPosition; if (mStoredInitialActorPosition) wander->mInitialActorPosition = mInitialActorPosition; ESM::AiSequence::AiPackageContainer package; package.mType = ESM::AiSequence::Ai_Wander; package.mPackage = std::move(wander); sequence.mPackages.push_back(std::move(package)); } AiWander::AiWander(const ESM::AiSequence::AiWander* wander) : TypedAiPackage<AiWander>(makeDefaultOptions().withRepeat(wander->mData.mShouldRepeat != 0)) , mDistance(std::max(static_cast<short>(0), wander->mData.mDistance)) , mDuration(std::max(static_cast<short>(0), wander->mData.mDuration)) , mRemainingDuration(wander->mDurationData.mRemainingDuration) , mTimeOfDay(wander->mData.mTimeOfDay) , mIdle(getInitialIdle(wander->mData.mIdle)) , mStoredInitialActorPosition(wander->mStoredInitialActorPosition) , mHasDestination(false) , mDestination(osg::Vec3f(0, 0, 0)) , mUsePathgrid(false) { if (mStoredInitialActorPosition) mInitialActorPosition = wander->mInitialActorPosition; if (mRemainingDuration <= 0 || mRemainingDuration >= 24) mRemainingDuration = mDuration; } }
41,557
C++
.cpp
857
37.507585
120
0.605259
OpenMW/openmw
5,318
933
0
GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
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false
false
false
35,313
steering.cpp
OpenMW_openmw/apps/openmw/mwmechanics/steering.cpp
#include "steering.hpp" #include <components/misc/mathutil.hpp> #include <components/settings/values.hpp> #include "../mwworld/class.hpp" #include "../mwworld/ptr.hpp" #include "../mwbase/environment.hpp" #include "movement.hpp" namespace MWMechanics { bool smoothTurn(const MWWorld::Ptr& actor, float targetAngleRadians, int axis, float epsilonRadians) { MWMechanics::Movement& movement = actor.getClass().getMovementSettings(actor); float diff = Misc::normalizeAngle(targetAngleRadians - actor.getRefData().getPosition().rot[axis]); float absDiff = std::abs(diff); // The turning animation actually moves you slightly, so the angle will be wrong again. // Use epsilon to prevent jerkiness. if (absDiff < epsilonRadians) return true; float limit = getAngularVelocity(actor.getClass().getMaxSpeed(actor)) * MWBase::Environment::get().getFrameDuration(); if (Settings::game().mSmoothMovement) limit *= std::min(absDiff / osg::PI + 0.1, 0.5); if (absDiff > limit) diff = osg::sign(diff) * limit; movement.mRotation[axis] = diff; return false; } bool zTurn(const MWWorld::Ptr& actor, float targetAngleRadians, float epsilonRadians) { return smoothTurn(actor, targetAngleRadians, 2, epsilonRadians); } }
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.cpp
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OpenMW/openmw
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GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
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false
false
false
false
35,314
spellresistance.cpp
OpenMW_openmw/apps/openmw/mwmechanics/spellresistance.cpp
#include "spellresistance.hpp" #include <components/misc/rng.hpp> #include <components/esm3/loadmgef.hpp> #include "../mwbase/environment.hpp" #include "../mwbase/world.hpp" #include "../mwworld/class.hpp" #include "../mwworld/esmstore.hpp" #include "creaturestats.hpp" #include "spellutil.hpp" namespace MWMechanics { float getEffectMultiplier(short effectId, const MWWorld::Ptr& actor, const MWWorld::Ptr& caster, const ESM::Spell* spell, const MagicEffects* effects) { if (!actor.getClass().isActor()) return 1; float resistance = getEffectResistance(effectId, actor, caster, spell, effects); return 1 - resistance / 100.f; } float getEffectResistance(short effectId, const MWWorld::Ptr& actor, const MWWorld::Ptr& caster, const ESM::Spell* spell, const MagicEffects* effects) { // Effects with no resistance attribute belonging to them can not be resisted if (ESM::MagicEffect::getResistanceEffect(effectId) == -1) return 0.f; const auto magicEffect = MWBase::Environment::get().getESMStore()->get<ESM::MagicEffect>().find(effectId); const MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor); const MWMechanics::MagicEffects* magicEffects = &stats.getMagicEffects(); if (effects) magicEffects = effects; float resistance = getEffectResistanceAttribute(effectId, magicEffects); float willpower = stats.getAttribute(ESM::Attribute::Willpower).getModified(); float luck = stats.getAttribute(ESM::Attribute::Luck).getModified(); float x = (willpower + 0.1f * luck) * stats.getFatigueTerm(); // This makes spells that are easy to cast harder to resist and vice versa float castChance = 100.f; if (spell != nullptr && !caster.isEmpty() && caster.getClass().isActor()) castChance = getSpellSuccessChance(spell, caster, nullptr, false, false); // Uncapped casting chance if (castChance > 0) x *= 50 / castChance; auto& prng = MWBase::Environment::get().getWorld()->getPrng(); float roll = Misc::Rng::rollClosedProbability(prng) * 100; if (magicEffect->mData.mFlags & ESM::MagicEffect::NoMagnitude) roll -= resistance; if (x <= roll) x = 0; else { if (magicEffect->mData.mFlags & ESM::MagicEffect::NoMagnitude) x = 100; else x = roll / std::min(x, 100.f); } x = std::min(x + resistance, 100.f); return x; } float getEffectResistanceAttribute(short effectId, const MagicEffects* actorEffects) { short resistanceEffect = ESM::MagicEffect::getResistanceEffect(effectId); short weaknessEffect = ESM::MagicEffect::getWeaknessEffect(effectId); float resistance = 0; if (resistanceEffect != -1) resistance += actorEffects->getOrDefault(resistanceEffect).getMagnitude(); if (weaknessEffect != -1) resistance -= actorEffects->getOrDefault(weaknessEffect).getMagnitude(); if (effectId == ESM::MagicEffect::FireDamage) resistance += actorEffects->getOrDefault(ESM::MagicEffect::FireShield).getMagnitude(); if (effectId == ESM::MagicEffect::ShockDamage) resistance += actorEffects->getOrDefault(ESM::MagicEffect::LightningShield).getMagnitude(); if (effectId == ESM::MagicEffect::FrostDamage) resistance += actorEffects->getOrDefault(ESM::MagicEffect::FrostShield).getMagnitude(); return resistance; } }
3,666
C++
.cpp
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OpenMW/openmw
5,318
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9/20/2024, 9:26:25 PM (Europe/Amsterdam)
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35,315
enchanting.cpp
OpenMW_openmw/apps/openmw/mwmechanics/enchanting.cpp
#include "enchanting.hpp" #include <components/esm3/loadcrea.hpp> #include <components/esm3/loadmgef.hpp> #include <components/misc/rng.hpp> #include <components/settings/values.hpp> #include "../mwworld/class.hpp" #include "../mwworld/containerstore.hpp" #include "../mwworld/esmstore.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/mechanicsmanager.hpp" #include "../mwbase/world.hpp" #include "actorutil.hpp" #include "creaturestats.hpp" #include "spellutil.hpp" #include "weapontype.hpp" namespace MWMechanics { Enchanting::Enchanting() : mCastStyle(ESM::Enchantment::CastOnce) , mSelfEnchanting(false) , mObjectType(0) , mWeaponType(-1) { } void Enchanting::setOldItem(const MWWorld::Ptr& oldItem) { mOldItemPtr = oldItem; mWeaponType = -1; mObjectType = 0; if (!itemEmpty()) { mObjectType = mOldItemPtr.getType(); if (mObjectType == ESM::Weapon::sRecordId) mWeaponType = mOldItemPtr.get<ESM::Weapon>()->mBase->mData.mType; } } void Enchanting::setNewItemName(const std::string& s) { mNewItemName = s; } void Enchanting::setEffect(const ESM::EffectList& effectList) { mEffectList = effectList; } int Enchanting::getCastStyle() const { return mCastStyle; } void Enchanting::setSoulGem(const MWWorld::Ptr& soulGem) { mSoulGemPtr = soulGem; } bool Enchanting::create() { const MWWorld::Ptr& player = getPlayer(); MWWorld::ContainerStore& store = player.getClass().getContainerStore(player); ESM::Enchantment enchantment; enchantment.mData.mFlags = 0; enchantment.mData.mType = mCastStyle; enchantment.mData.mCost = getBaseCastCost(); enchantment.mRecordFlags = 0; store.remove(mSoulGemPtr, 1); // Exception for Azura Star, new one will be added after enchanting auto azurasStarId = ESM::RefId::stringRefId("Misc_SoulGem_Azura"); if (mSoulGemPtr.get<ESM::Miscellaneous>()->mBase->mId == azurasStarId) store.add(azurasStarId, 1); if (mSelfEnchanting) { auto& prng = MWBase::Environment::get().getWorld()->getPrng(); if (getEnchantChance() <= (Misc::Rng::roll0to99(prng))) return false; mEnchanter.getClass().skillUsageSucceeded( mEnchanter, ESM::Skill::Enchant, ESM::Skill::Enchant_CreateMagicItem); } enchantment.mEffects = mEffectList; int count = getEnchantItemsCount(); if (mCastStyle == ESM::Enchantment::ConstantEffect) enchantment.mData.mCharge = 0; else enchantment.mData.mCharge = getGemCharge() / count; // Try to find a dynamic enchantment with the same stats, create a new one if not found. const ESM::Enchantment* enchantmentPtr = getRecord(enchantment); if (enchantmentPtr == nullptr) enchantmentPtr = MWBase::Environment::get().getESMStore()->insert(enchantment); // Apply the enchantment const ESM::RefId& newItemId = mOldItemPtr.getClass().applyEnchantment(mOldItemPtr, enchantmentPtr->mId, getGemCharge(), mNewItemName); if (!mSelfEnchanting) payForEnchantment(count); // Add the new item to player inventory and remove the old one store.remove(mOldItemPtr, count); store.add(newItemId, count); return true; } void Enchanting::nextCastStyle() { if (itemEmpty()) return; const bool powerfulSoul = getGemCharge() >= MWBase::Environment::get() .getESMStore() ->get<ESM::GameSetting>() .find("iSoulAmountForConstantEffect") ->mValue.getInteger(); if ((mObjectType == ESM::Armor::sRecordId) || (mObjectType == ESM::Clothing::sRecordId)) { // Armor or Clothing switch (mCastStyle) { case ESM::Enchantment::WhenUsed: if (powerfulSoul) mCastStyle = ESM::Enchantment::ConstantEffect; return; default: // takes care of Constant effect too mCastStyle = ESM::Enchantment::WhenUsed; return; } } else if (mWeaponType != -1) { // Weapon ESM::WeaponType::Class weapclass = MWMechanics::getWeaponType(mWeaponType)->mWeaponClass; switch (mCastStyle) { case ESM::Enchantment::WhenStrikes: if (weapclass == ESM::WeaponType::Melee || weapclass == ESM::WeaponType::Ranged) mCastStyle = ESM::Enchantment::WhenUsed; return; case ESM::Enchantment::WhenUsed: if (powerfulSoul && weapclass != ESM::WeaponType::Ammo && weapclass != ESM::WeaponType::Thrown) mCastStyle = ESM::Enchantment::ConstantEffect; else if (weapclass != ESM::WeaponType::Ranged) mCastStyle = ESM::Enchantment::WhenStrikes; return; default: // takes care of Constant effect too mCastStyle = ESM::Enchantment::WhenUsed; if (weapclass != ESM::WeaponType::Ranged) mCastStyle = ESM::Enchantment::WhenStrikes; return; } } else if (mObjectType == ESM::Book::sRecordId) { // Scroll or Book mCastStyle = ESM::Enchantment::CastOnce; return; } // Fail case mCastStyle = ESM::Enchantment::CastOnce; } /* * Vanilla enchant cost formula: * * Touch/Self: (min + max) * baseCost * 0.025 * duration + area * baseCost * 0.025 * Target: 1.5 * ((min + max) * baseCost * 0.025 * duration + area * baseCost * 0.025) * Constant eff: (min + max) * baseCost * 2.5 + area * baseCost * 0.025 * * For multiple effects - cost of each effect is multiplied by number of effects that follows +1. * * Note: Minimal value inside formula for 'min' and 'max' is 1. So in vanilla: * (0 + 0) == (1 + 0) == (1 + 1) => 2 or (2 + 0) == (1 + 2) => 3 * * Formula on UESPWiki is not entirely correct. */ float Enchanting::getEnchantPoints(bool precise) const { if (mEffectList.mList.empty()) // No effects added, cost = 0 return 0; const MWWorld::ESMStore& store = *MWBase::Environment::get().getESMStore(); const float fEffectCostMult = store.get<ESM::GameSetting>().find("fEffectCostMult")->mValue.getFloat(); const float fEnchantmentConstantDurationMult = store.get<ESM::GameSetting>().find("fEnchantmentConstantDurationMult")->mValue.getFloat(); float enchantmentCost = 0.f; float cost = 0.f; for (const ESM::IndexedENAMstruct& effect : mEffectList.mList) { float baseCost = (store.get<ESM::MagicEffect>().find(effect.mData.mEffectID))->mData.mBaseCost; int magMin = std::max(1, effect.mData.mMagnMin); int magMax = std::max(1, effect.mData.mMagnMax); int area = std::max(1, effect.mData.mArea); float duration = static_cast<float>(effect.mData.mDuration); if (mCastStyle == ESM::Enchantment::ConstantEffect) duration = fEnchantmentConstantDurationMult; cost += ((magMin + magMax) * duration + area) * baseCost * fEffectCostMult * 0.05f; cost = std::max(1.f, cost); if (effect.mData.mRange == ESM::RT_Target) cost *= 1.5f; enchantmentCost += precise ? cost : std::floor(cost); } return enchantmentCost; } const ESM::Enchantment* Enchanting::getRecord(const ESM::Enchantment& toFind) const { const MWWorld::Store<ESM::Enchantment>& enchantments = MWBase::Environment::get().getESMStore()->get<ESM::Enchantment>(); MWWorld::Store<ESM::Enchantment>::iterator iter(enchantments.begin()); iter += (enchantments.getSize() - enchantments.getDynamicSize()); for (; iter != enchantments.end(); ++iter) { if (iter->mEffects.mList.size() != toFind.mEffects.mList.size()) continue; if (iter->mData.mFlags != toFind.mData.mFlags || iter->mData.mType != toFind.mData.mType || iter->mData.mCost != toFind.mData.mCost || iter->mData.mCharge != toFind.mData.mCharge) continue; // Don't choose an ID that came from the content files, would have unintended side effects if (!enchantments.isDynamic(iter->mId)) continue; bool mismatch = false; for (int i = 0; i < static_cast<int>(iter->mEffects.mList.size()); ++i) { if (iter->mEffects.mList[i] != toFind.mEffects.mList[i]) { mismatch = true; break; } } if (!mismatch) return &(*iter); } return nullptr; } int Enchanting::getBaseCastCost() const { if (mCastStyle == ESM::Enchantment::ConstantEffect) return 0; return static_cast<int>(getEnchantPoints(false)); } int Enchanting::getEffectiveCastCost() const { int baseCost = getBaseCastCost(); MWWorld::Ptr player = getPlayer(); return getEffectiveEnchantmentCastCost(static_cast<float>(baseCost), player); } int Enchanting::getEnchantPrice(int count) const { if (mEnchanter.isEmpty()) return 0; float priceMultipler = MWBase::Environment::get() .getESMStore() ->get<ESM::GameSetting>() .find("fEnchantmentValueMult") ->mValue.getFloat(); int price = MWBase::Environment::get().getMechanicsManager()->getBarterOffer( mEnchanter, static_cast<int>(getEnchantPoints() * priceMultipler), true); price *= count * getTypeMultiplier(); return std::max(1, price); } int Enchanting::getGemCharge() const { const MWWorld::ESMStore& store = *MWBase::Environment::get().getESMStore(); if (soulEmpty()) return 0; if (mSoulGemPtr.getCellRef().getSoul().empty()) return 0; const ESM::Creature* soul = store.get<ESM::Creature>().search(mSoulGemPtr.getCellRef().getSoul()); if (soul) return soul->mData.mSoul; else return 0; } int Enchanting::getMaxEnchantValue() const { if (itemEmpty()) return 0; const MWWorld::ESMStore& store = *MWBase::Environment::get().getESMStore(); return static_cast<int>(mOldItemPtr.getClass().getEnchantmentPoints(mOldItemPtr) * store.get<ESM::GameSetting>().find("fEnchantmentMult")->mValue.getFloat()); } bool Enchanting::soulEmpty() const { return mSoulGemPtr.isEmpty(); } bool Enchanting::itemEmpty() const { return mOldItemPtr.isEmpty(); } void Enchanting::setSelfEnchanting(bool selfEnchanting) { mSelfEnchanting = selfEnchanting; } void Enchanting::setEnchanter(const MWWorld::Ptr& enchanter) { mEnchanter = enchanter; // Reset cast style mCastStyle = ESM::Enchantment::CastOnce; } int Enchanting::getEnchantChance() const { const CreatureStats& stats = mEnchanter.getClass().getCreatureStats(mEnchanter); const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>(); const float a = static_cast<float>(mEnchanter.getClass().getSkill(mEnchanter, ESM::Skill::Enchant)); const float b = static_cast<float>(stats.getAttribute(ESM::Attribute::Intelligence).getModified()); const float c = static_cast<float>(stats.getAttribute(ESM::Attribute::Luck).getModified()); const float fEnchantmentChanceMult = gmst.find("fEnchantmentChanceMult")->mValue.getFloat(); const float fEnchantmentConstantChanceMult = gmst.find("fEnchantmentConstantChanceMult")->mValue.getFloat(); float x = (a - getEnchantPoints() * fEnchantmentChanceMult * getTypeMultiplier() * getEnchantItemsCount() + 0.2f * b + 0.1f * c) * stats.getFatigueTerm(); if (mCastStyle == ESM::Enchantment::ConstantEffect) x *= fEnchantmentConstantChanceMult; return static_cast<int>(x); } int Enchanting::getEnchantItemsCount() const { int count = 1; float enchantPoints = getEnchantPoints(); if (mWeaponType != -1 && enchantPoints > 0) { ESM::WeaponType::Class weapclass = MWMechanics::getWeaponType(mWeaponType)->mWeaponClass; if (weapclass == ESM::WeaponType::Thrown || weapclass == ESM::WeaponType::Ammo) { MWWorld::Ptr player = getPlayer(); count = player.getClass().getContainerStore(player).count(mOldItemPtr.getCellRef().getRefId()); count = std::clamp<int>( getGemCharge() * Settings::game().mProjectilesEnchantMultiplier / enchantPoints, 1, count); } } return count; } float Enchanting::getTypeMultiplier() const { if (Settings::game().mProjectilesEnchantMultiplier > 0 && mWeaponType != -1 && getEnchantPoints() > 0) { ESM::WeaponType::Class weapclass = MWMechanics::getWeaponType(mWeaponType)->mWeaponClass; if (weapclass == ESM::WeaponType::Thrown || weapclass == ESM::WeaponType::Ammo) return 0.125f; } return 1.f; } void Enchanting::payForEnchantment(int count) const { const MWWorld::Ptr& player = getPlayer(); MWWorld::ContainerStore& store = player.getClass().getContainerStore(player); int price = getEnchantPrice(count); store.remove(MWWorld::ContainerStore::sGoldId, price); // add gold to NPC trading gold pool CreatureStats& enchanterStats = mEnchanter.getClass().getCreatureStats(mEnchanter); enchanterStats.setGoldPool(enchanterStats.getGoldPool() + price); } }
14,872
C++
.cpp
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OpenMW/openmw
5,318
933
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GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
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35,316
weaponpriority.cpp
OpenMW_openmw/apps/openmw/mwmechanics/weaponpriority.cpp
#include "weaponpriority.hpp" #include <components/esm3/loadcrea.hpp> #include <components/esm3/loadench.hpp> #include <components/esm3/loadgmst.hpp> #include "../mwbase/environment.hpp" #include "../mwbase/world.hpp" #include "../mwworld/class.hpp" #include "../mwworld/esmstore.hpp" #include "../mwworld/inventorystore.hpp" #include "aicombataction.hpp" #include "combat.hpp" #include "spellpriority.hpp" #include "spellutil.hpp" #include "weapontype.hpp" namespace MWMechanics { float rateWeapon(const MWWorld::Ptr& item, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy, int type, float arrowRating, float boltRating) { if (enemy.isEmpty() || item.getType() != ESM::Weapon::sRecordId) return 0.f; if (item.getClass().hasItemHealth(item) && item.getClass().getItemHealth(item) == 0) return 0.f; const ESM::Weapon* weapon = item.get<ESM::Weapon>()->mBase; if (type != -1 && weapon->mData.mType != type) return 0.f; const MWBase::World* world = MWBase::Environment::get().getWorld(); const MWWorld::Store<ESM::GameSetting>& gmst = world->getStore().get<ESM::GameSetting>(); ESM::WeaponType::Class weapclass = MWMechanics::getWeaponType(weapon->mData.mType)->mWeaponClass; if (type == -1 && weapclass == ESM::WeaponType::Ammo) return 0.f; float rating = 0.f; static const float fAIMeleeWeaponMult = gmst.find("fAIMeleeWeaponMult")->mValue.getFloat(); float ratingMult = fAIMeleeWeaponMult; if (weapclass != ESM::WeaponType::Melee) { // Underwater ranged combat is impossible if (world->isUnderwater(MWWorld::ConstPtr(actor), 0.75f) || world->isUnderwater(MWWorld::ConstPtr(enemy), 0.75f)) return 0.f; // Use a higher rating multiplier if the actor is out of enemy's reach, use the normal mult otherwise if (getDistanceMinusHalfExtents(actor, enemy) >= getMaxAttackDistance(enemy)) { static const float fAIRangeMeleeWeaponMult = gmst.find("fAIRangeMeleeWeaponMult")->mValue.getFloat(); ratingMult = fAIRangeMeleeWeaponMult; } } const float chop = (weapon->mData.mChop[0] + weapon->mData.mChop[1]) / 2.f; // We need to account for the fact that thrown weapons have 2x real damage applied to the target // as they're both the weapon and the ammo of the hit if (weapclass == ESM::WeaponType::Thrown) { rating = chop * 2; } else if (weapclass != ESM::WeaponType::Melee) { rating = chop; } else { const float slash = (weapon->mData.mSlash[0] + weapon->mData.mSlash[1]) / 2.f; const float thrust = (weapon->mData.mThrust[0] + weapon->mData.mThrust[1]) / 2.f; rating = (slash * slash + thrust * thrust + chop * chop) / (slash + thrust + chop); } adjustWeaponDamage(rating, item, actor); if (weapclass != ESM::WeaponType::Ranged) { resistNormalWeapon(enemy, actor, item, rating); applyWerewolfDamageMult(enemy, item, rating); } else { int ammotype = MWMechanics::getWeaponType(weapon->mData.mType)->mAmmoType; if (ammotype == ESM::Weapon::Arrow) { if (arrowRating <= 0.f) rating = 0.f; else rating += arrowRating; } else if (ammotype == ESM::Weapon::Bolt) { if (boltRating <= 0.f) rating = 0.f; else rating += boltRating; } } if (!weapon->mEnchant.empty()) { const ESM::Enchantment* enchantment = world->getStore().get<ESM::Enchantment>().find(weapon->mEnchant); if (enchantment->mData.mType == ESM::Enchantment::WhenStrikes) { int castCost = getEffectiveEnchantmentCastCost(*enchantment, actor); float charge = item.getCellRef().getEnchantmentCharge(); if (charge == -1 || charge >= castCost || weapclass == ESM::WeaponType::Thrown || weapclass == ESM::WeaponType::Ammo) rating += rateEffects(enchantment->mEffects, actor, enemy, false); } } int value = 50.f; ESM::RefId skill = item.getClass().getEquipmentSkill(item); if (!skill.empty()) value = actor.getClass().getSkill(actor, skill); // Prefer hand-to-hand if our skill is 0 (presumably due to magic) if (value <= 0.f) return 0.f; // Note that a creature with a dagger and 0 Stealth will forgo the weapon despite using Combat for hit chance. // The same creature will use a sword provided its Combat stat isn't 0. We're using the "skill" value here to // decide whether to use the weapon at all, but adjusting the final rating based on actual hit chance - i.e. the // Combat stat. if (!actor.getClass().isNpc()) { MWWorld::LiveCellRef<ESM::Creature>* ref = actor.get<ESM::Creature>(); value = ref->mBase->mData.mCombat; } // Take hit chance in account, but do not allow rating become negative. rating *= std::clamp(getHitChance(actor, enemy, value) / 100.f, 0.01f, 1.f); if (weapclass != ESM::WeaponType::Ammo) rating *= weapon->mData.mSpeed; return rating * ratingMult; } float rateAmmo(const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy, MWWorld::Ptr& bestAmmo, int ammoType) { float bestAmmoRating = 0.f; if (!actor.getClass().hasInventoryStore(actor)) return bestAmmoRating; MWWorld::InventoryStore& store = actor.getClass().getInventoryStore(actor); for (MWWorld::ContainerStoreIterator it = store.begin(); it != store.end(); ++it) { float rating = rateWeapon(*it, actor, enemy, ammoType); if (rating > bestAmmoRating) { bestAmmoRating = rating; bestAmmo = *it; } } return bestAmmoRating; } float rateAmmo(const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy, int ammoType) { MWWorld::Ptr emptyPtr; return rateAmmo(actor, enemy, emptyPtr, ammoType); } float vanillaRateWeaponAndAmmo( const MWWorld::Ptr& weapon, const MWWorld::Ptr& ammo, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy) { const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>(); static const float fAIMeleeWeaponMult = gmst.find("fAIMeleeWeaponMult")->mValue.getFloat(); static const float fAIMeleeArmorMult = gmst.find("fAIMeleeArmorMult")->mValue.getFloat(); static const float fAIRangeMeleeWeaponMult = gmst.find("fAIRangeMeleeWeaponMult")->mValue.getFloat(); if (weapon.isEmpty()) return 0.f; float skillMult = actor.getClass().getSkill(actor, weapon.getClass().getEquipmentSkill(weapon)) * 0.01f; float chopMult = fAIMeleeWeaponMult; float bonusDamage = 0.f; const ESM::Weapon* esmWeap = weapon.get<ESM::Weapon>()->mBase; int type = esmWeap->mData.mType; if (getWeaponType(type)->mWeaponClass != ESM::WeaponType::Melee) { if (!ammo.isEmpty() && !MWBase::Environment::get().getWorld()->isSwimming(enemy)) { bonusDamage = ammo.get<ESM::Weapon>()->mBase->mData.mChop[1]; chopMult = fAIRangeMeleeWeaponMult; } else chopMult = 0.f; } float chopRating = (esmWeap->mData.mChop[1] + bonusDamage) * skillMult * chopMult; float slashRating = esmWeap->mData.mSlash[1] * skillMult * fAIMeleeWeaponMult; float thrustRating = esmWeap->mData.mThrust[1] * skillMult * fAIMeleeWeaponMult; return actor.getClass().getArmorRating(actor) * fAIMeleeArmorMult + std::max(std::max(chopRating, slashRating), thrustRating); } }
8,334
C++
.cpp
176
37.039773
120
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OpenMW/openmw
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9/20/2024, 9:26:25 PM (Europe/Amsterdam)
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35,317
actors.cpp
OpenMW_openmw/apps/openmw/mwmechanics/actors.cpp
#include "actors.hpp" #include <array> #include <optional> #include <components/esm3/esmreader.hpp> #include <components/esm3/esmwriter.hpp> #include <components/debug/debuglog.hpp> #include <components/misc/mathutil.hpp> #include <components/misc/resourcehelpers.hpp> #include <components/misc/rng.hpp> #include <components/sceneutil/positionattitudetransform.hpp> #include <components/settings/values.hpp> #include <components/esm3/loadcrea.hpp> #include <components/esm3/loadgmst.hpp> #include <components/esm3/loadmgef.hpp> #include <components/esm3/loadstat.hpp> #include "../mwworld/cellstore.hpp" #include "../mwworld/class.hpp" #include "../mwworld/datetimemanager.hpp" #include "../mwworld/esmstore.hpp" #include "../mwworld/inventorystore.hpp" #include "../mwworld/player.hpp" #include "../mwworld/scene.hpp" #include "../mwbase/dialoguemanager.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/luamanager.hpp" #include "../mwbase/mechanicsmanager.hpp" #include "../mwbase/soundmanager.hpp" #include "../mwbase/statemanager.hpp" #include "../mwbase/windowmanager.hpp" #include "../mwbase/world.hpp" #include "../mwmechanics/aibreathe.hpp" #include "../mwrender/vismask.hpp" #include "../mwsound/constants.hpp" #include "actor.hpp" #include "actorutil.hpp" #include "aicombataction.hpp" #include "aifollow.hpp" #include "aipursue.hpp" #include "aiwander.hpp" #include "attacktype.hpp" #include "character.hpp" #include "creaturestats.hpp" #include "movement.hpp" #include "npcstats.hpp" #include "steering.hpp" #include "summoning.hpp" namespace { bool isConscious(const MWWorld::Ptr& ptr) { const MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats(ptr); return !stats.isDead() && !stats.getKnockedDown(); } bool isCommanded(const MWWorld::Ptr& actor) { const auto& actorClass = actor.getClass(); const auto& stats = actorClass.getCreatureStats(actor); const bool isActorNpc = actorClass.isNpc(); const auto level = stats.getLevel(); for (const auto& params : stats.getActiveSpells()) { for (const auto& effect : params.getEffects()) { if (((effect.mEffectId == ESM::MagicEffect::CommandHumanoid && isActorNpc) || (effect.mEffectId == ESM::MagicEffect::CommandCreature && !isActorNpc)) && effect.mMagnitude >= level) return true; } } return false; } // Check for command effects having ended and remove package if necessary void adjustCommandedActor(const MWWorld::Ptr& actor) { if (isCommanded(actor)) return; MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor); stats.getAiSequence().erasePackageIf([](auto& entry) { if (entry->getTypeId() == MWMechanics::AiPackageTypeId::Follow && static_cast<const MWMechanics::AiFollow*>(entry.get())->isCommanded()) { return true; } return false; }); } std::pair<float, float> getRestorationPerHourOfSleep(const MWWorld::Ptr& ptr) { const MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats(ptr); const MWWorld::Store<ESM::GameSetting>& settings = MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>(); const float endurance = stats.getAttribute(ESM::Attribute::Endurance).getModified(); const float health = 0.1f * endurance; static const float fRestMagicMult = settings.find("fRestMagicMult")->mValue.getFloat(); const float magicka = fRestMagicMult * stats.getAttribute(ESM::Attribute::Intelligence).getModified(); return { health, magicka }; } template <class T> void forEachFollowingPackage( const std::list<MWMechanics::Actor>& actors, const MWWorld::Ptr& actorPtr, const MWWorld::Ptr& player, T&& func) { for (const MWMechanics::Actor& actor : actors) { const MWWorld::Ptr& iteratedActor = actor.getPtr(); if (iteratedActor == player || iteratedActor == actorPtr) continue; const MWMechanics::CreatureStats& stats = iteratedActor.getClass().getCreatureStats(iteratedActor); if (stats.isDead()) continue; // An actor counts as following if AiFollow is the current AiPackage, // or there are only Combat and Wander packages before the AiFollow package for (const auto& package : stats.getAiSequence()) { if (!func(actor, package)) break; } } } float getStuntedMagickaDuration(const MWWorld::Ptr& actor) { float remainingTime = 0.f; for (const auto& params : actor.getClass().getCreatureStats(actor).getActiveSpells()) { for (const auto& effect : params.getEffects()) { if (effect.mEffectId == ESM::MagicEffect::StuntedMagicka) { if (effect.mDuration == -1.f) return -1.f; remainingTime = std::max(remainingTime, effect.mTimeLeft); } } } return remainingTime; } void soulTrap(const MWWorld::Ptr& creature) { const auto& stats = creature.getClass().getCreatureStats(creature); if (!stats.getMagicEffects().getOrDefault(ESM::MagicEffect::Soultrap).getMagnitude()) return; const int creatureSoulValue = creature.get<ESM::Creature>()->mBase->mData.mSoul; if (creatureSoulValue == 0) return; MWBase::World* const world = MWBase::Environment::get().getWorld(); static const float fSoulgemMult = world->getStore().get<ESM::GameSetting>().find("fSoulgemMult")->mValue.getFloat(); for (const auto& params : stats.getActiveSpells()) { for (const auto& effect : params.getEffects()) { if (effect.mEffectId != ESM::MagicEffect::Soultrap || effect.mMagnitude <= 0.f) continue; MWWorld::Ptr caster = world->searchPtrViaActorId(params.getCasterActorId()); if (caster.isEmpty() || !caster.getClass().isActor()) continue; // Use the smallest soulgem that is large enough to hold the soul MWWorld::ContainerStore& container = caster.getClass().getContainerStore(caster); MWWorld::ContainerStoreIterator gem = container.end(); float gemCapacity = std::numeric_limits<float>::max(); for (auto it = container.begin(MWWorld::ContainerStore::Type_Miscellaneous); it != container.end(); ++it) { if (it->getClass().isSoulGem(*it)) { float thisGemCapacity = it->get<ESM::Miscellaneous>()->mBase->mData.mValue * fSoulgemMult; if (thisGemCapacity >= creatureSoulValue && thisGemCapacity < gemCapacity && it->getCellRef().getSoul().empty()) { gem = it; gemCapacity = thisGemCapacity; } } } if (gem == container.end()) continue; // Set the soul on just one of the gems, not the whole stack gem->getContainerStore()->unstack(*gem); gem->getCellRef().setSoul(creature.getCellRef().getRefId()); // Restack the gem with other gems with the same soul gem->getContainerStore()->restack(*gem); if (caster == MWMechanics::getPlayer()) MWBase::Environment::get().getWindowManager()->messageBox("#{sSoultrapSuccess}"); const ESM::Static* const fx = world->getStore().get<ESM::Static>().search(ESM::RefId::stringRefId("VFX_Soul_Trap")); if (fx != nullptr) world->spawnEffect(VFS::Path::toNormalized(Misc::ResourceHelpers::correctMeshPath(fx->mModel)), "", creature.getRefData().getPosition().asVec3()); MWBase::Environment::get().getSoundManager()->playSound3D( creature.getRefData().getPosition().asVec3(), ESM::RefId::stringRefId("conjuration hit"), 1.f, 1.f); return; // remove to get vanilla behaviour } } } void removeTemporaryEffects(const MWWorld::Ptr& ptr) { ptr.getClass().getCreatureStats(ptr).getActiveSpells().unloadActor(ptr); } } namespace MWMechanics { static constexpr int GREETING_SHOULD_START = 4; // how many updates should pass before NPC can greet player static constexpr int GREETING_SHOULD_END = 20; // how many updates should pass before NPC stops turning to player static constexpr int GREETING_COOLDOWN = 40; // how many updates should pass before NPC can continue movement static constexpr float DECELERATE_DISTANCE = 512.f; namespace { std::string_view attackTypeName(AttackType attackType) { switch (attackType) { case AttackType::NoAttack: case AttackType::Any: return {}; case AttackType::Chop: return "chop"; case AttackType::Slash: return "slash"; case AttackType::Thrust: return "thrust"; } throw std::logic_error("Invalid attack type value: " + std::to_string(static_cast<int>(attackType))); } float getTimeToDestination(const AiPackage& package, const osg::Vec3f& position, float speed, float duration, const osg::Vec3f& halfExtents) { const auto distanceToNextPathPoint = (package.getNextPathPoint(package.getDestination()) - position).length(); return (distanceToNextPathPoint - package.getNextPathPointTolerance(speed, duration, halfExtents)) / speed; } void updateHeadTracking(const MWWorld::Ptr& actor, const MWWorld::Ptr& targetActor, MWWorld::Ptr& headTrackTarget, float& sqrHeadTrackDistance, bool inCombatOrPursue) { const auto& actorRefData = actor.getRefData(); if (!actorRefData.getBaseNode()) return; if (targetActor.getClass().getCreatureStats(targetActor).isDead()) return; if (isTargetMagicallyHidden(targetActor)) return; static const float fMaxHeadTrackDistance = MWBase::Environment::get() .getESMStore() ->get<ESM::GameSetting>() .find("fMaxHeadTrackDistance") ->mValue.getFloat(); static const float fInteriorHeadTrackMult = MWBase::Environment::get() .getESMStore() ->get<ESM::GameSetting>() .find("fInteriorHeadTrackMult") ->mValue.getFloat(); float maxDistance = fMaxHeadTrackDistance; auto currentCell = actor.getCell()->getCell(); if (!currentCell->isExterior() && !(currentCell->isQuasiExterior())) maxDistance *= fInteriorHeadTrackMult; const osg::Vec3f actor1Pos(actorRefData.getPosition().asVec3()); const osg::Vec3f actor2Pos(targetActor.getRefData().getPosition().asVec3()); const float sqrDist = (actor1Pos - actor2Pos).length2(); if (sqrDist > std::min(maxDistance * maxDistance, sqrHeadTrackDistance) && !inCombatOrPursue) return; // stop tracking when target is behind the actor osg::Vec3f actorDirection = actorRefData.getBaseNode()->getAttitude() * osg::Vec3f(0, 1, 0); osg::Vec3f targetDirection(actor2Pos - actor1Pos); actorDirection.z() = 0; targetDirection.z() = 0; if ((actorDirection * targetDirection > 0 || inCombatOrPursue) // check LOS and awareness last as it's the most expensive function && MWBase::Environment::get().getWorld()->getLOS(actor, targetActor) && MWBase::Environment::get().getMechanicsManager()->awarenessCheck(targetActor, actor)) { sqrHeadTrackDistance = sqrDist; headTrackTarget = targetActor; } } void updateHeadTracking( const MWWorld::Ptr& ptr, const std::list<Actor>& actors, bool isPlayer, CharacterController& ctrl) { float sqrHeadTrackDistance = std::numeric_limits<float>::max(); MWWorld::Ptr headTrackTarget; const MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats(ptr); const bool firstPersonPlayer = isPlayer && MWBase::Environment::get().getWorld()->isFirstPerson(); // 1. Unconsious actor can not track target // 2. Actors in combat and pursue mode do not bother to headtrack anyone except their target // 3. Player character does not use headtracking in the 1st-person view if (!stats.getKnockedDown() && !firstPersonPlayer) { bool inCombatOrPursue = stats.getAiSequence().isInCombat() || stats.getAiSequence().isInPursuit(); if (inCombatOrPursue) { auto activePackageTarget = stats.getAiSequence().getActivePackage().getTarget(); if (!activePackageTarget.isEmpty()) { // Track the specified target of package. updateHeadTracking( ptr, activePackageTarget, headTrackTarget, sqrHeadTrackDistance, inCombatOrPursue); } } else { // Find something nearby. for (const Actor& otherActor : actors) { if (otherActor.getPtr() == ptr) continue; updateHeadTracking( ptr, otherActor.getPtr(), headTrackTarget, sqrHeadTrackDistance, inCombatOrPursue); } } } ctrl.setHeadTrackTarget(headTrackTarget); } void updateLuaControls(const MWWorld::Ptr& ptr, bool isPlayer, MWBase::LuaManager::ActorControls& controls) { Movement& mov = ptr.getClass().getMovementSettings(ptr); CreatureStats& stats = ptr.getClass().getCreatureStats(ptr); const float speedFactor = isPlayer ? 1.f : mov.mSpeedFactor; const osg::Vec2f movement = osg::Vec2f(mov.mPosition[0], mov.mPosition[1]) * speedFactor; const float rotationX = mov.mRotation[0]; const float rotationZ = mov.mRotation[2]; const bool jump = mov.mPosition[2] == 1; const bool runFlag = stats.getMovementFlag(MWMechanics::CreatureStats::Flag_Run); const bool sneakFlag = stats.getMovementFlag(MWMechanics::CreatureStats::Flag_Sneak); const bool attackingOrSpell = stats.getAttackingOrSpell(); if (controls.mChanged) { mov.mPosition[0] = controls.mSideMovement; mov.mPosition[1] = controls.mMovement; if (controls.mJump) mov.mPosition[2] = 1; mov.mRotation[0] = controls.mPitchChange; mov.mRotation[1] = 0; mov.mRotation[2] = controls.mYawChange; mov.mSpeedFactor = osg::Vec2(controls.mMovement, controls.mSideMovement).length(); stats.setMovementFlag(MWMechanics::CreatureStats::Flag_Run, controls.mRun); stats.setMovementFlag(MWMechanics::CreatureStats::Flag_Sneak, controls.mSneak); AttackType attackType = static_cast<AttackType>(controls.mUse); stats.setAttackingOrSpell(attackType != AttackType::NoAttack); stats.setAttackType(attackTypeName(attackType)); controls.mChanged = false; } // For the player we don't need to copy these values to Lua because mwinput doesn't change them. // All handling of these player controls was moved from C++ to a built-in Lua script. if (!isPlayer) { controls.mSideMovement = movement.x(); controls.mMovement = movement.y(); controls.mJump = jump; controls.mRun = runFlag; controls.mSneak = sneakFlag; controls.mUse = attackingOrSpell ? controls.mUse | 1 : controls.mUse & ~1; } // For the player these controls are still handled by mwinput, so we need to update the values. controls.mPitchChange = rotationX; controls.mYawChange = rotationZ; } } void Actors::updateActor(const MWWorld::Ptr& ptr, float duration) const { // magic effects adjustMagicEffects(ptr, duration); // fatigue restoration calculateRestoration(ptr, duration); } void Actors::playIdleDialogue(const MWWorld::Ptr& actor) const { if (!actor.getClass().isActor() || actor == getPlayer() || MWBase::Environment::get().getSoundManager()->sayActive(actor)) return; const CreatureStats& stats = actor.getClass().getCreatureStats(actor); if (stats.getAiSetting(AiSetting::Hello).getModified() == 0) return; const MWMechanics::AiSequence& seq = stats.getAiSequence(); if (seq.isInCombat() || seq.hasPackage(AiPackageTypeId::Follow) || seq.hasPackage(AiPackageTypeId::Escort)) return; const osg::Vec3f playerPos(getPlayer().getRefData().getPosition().asVec3()); const osg::Vec3f actorPos(actor.getRefData().getPosition().asVec3()); MWBase::World* const world = MWBase::Environment::get().getWorld(); if (world->isSwimming(actor) || (playerPos - actorPos).length2() >= 3000 * 3000) return; // Our implementation is not FPS-dependent unlike Morrowind's so it needs to be recalibrated. // We chose to use the chance MW would have when run at 60 FPS with the default value of the GMST. const float delta = MWBase::Environment::get().getFrameDuration() * 6.f; static const float fVoiceIdleOdds = world->getStore().get<ESM::GameSetting>().find("fVoiceIdleOdds")->mValue.getFloat(); if (Misc::Rng::rollProbability(world->getPrng()) * 10000.f < fVoiceIdleOdds * delta && world->getLOS(getPlayer(), actor)) MWBase::Environment::get().getDialogueManager()->say(actor, ESM::RefId::stringRefId("idle")); } void Actors::updateMovementSpeed(const MWWorld::Ptr& actor) const { if (Settings::game().mSmoothMovement) return; const auto& actorClass = actor.getClass(); const CreatureStats& stats = actorClass.getCreatureStats(actor); const MWMechanics::AiSequence& seq = stats.getAiSequence(); if (!seq.isEmpty() && seq.getActivePackage().useVariableSpeed()) { const osg::Vec3f targetPos = seq.getActivePackage().getDestination(); const osg::Vec3f actorPos = actor.getRefData().getPosition().asVec3(); const float distance = (targetPos - actorPos).length(); if (distance < DECELERATE_DISTANCE) { const float speedCoef = std::max(0.7f, 0.2f + 0.8f * distance / DECELERATE_DISTANCE); auto& movement = actorClass.getMovementSettings(actor); movement.mPosition[0] *= speedCoef; movement.mPosition[1] *= speedCoef; } } } void Actors::updateGreetingState(const MWWorld::Ptr& actor, Actor& actorState, bool turnOnly) { const auto& actorClass = actor.getClass(); if (!actorClass.isActor() || actor == getPlayer()) return; const CreatureStats& actorStats = actorClass.getCreatureStats(actor); const MWMechanics::AiSequence& seq = actorStats.getAiSequence(); const auto packageId = seq.getTypeId(); if (seq.isInCombat() || MWBase::Environment::get().getWorld()->isSwimming(actor) || (packageId != AiPackageTypeId::Wander && packageId != AiPackageTypeId::Travel && packageId != AiPackageTypeId::None)) { actorState.setTurningToPlayer(false); actorState.setGreetingTimer(0); actorState.setGreetingState(Greet_None); return; } const MWWorld::Ptr player = getPlayer(); const osg::Vec3f playerPos(player.getRefData().getPosition().asVec3()); const osg::Vec3f actorPos(actor.getRefData().getPosition().asVec3()); const osg::Vec3f dir = playerPos - actorPos; if (actorState.isTurningToPlayer()) { // Reduce the turning animation glitch by using a *HUGE* value of // epsilon... TODO: a proper fix might be in either the physics or the // animation subsystem if (zTurn(actor, actorState.getAngleToPlayer(), osg::DegreesToRadians(5.f))) { actorState.setTurningToPlayer(false); // An original engine launches an endless idle2 when an actor greets player. playAnimationGroup(actor, "idle2", 0, std::numeric_limits<int>::max(), false); } } if (turnOnly) return; // Play a random voice greeting if the player gets too close static const int iGreetDistanceMultiplier = MWBase::Environment::get() .getESMStore() ->get<ESM::GameSetting>() .find("iGreetDistanceMultiplier") ->mValue.getInteger(); const float helloDistance = static_cast<float>(actorStats.getAiSetting(AiSetting::Hello).getModified() * iGreetDistanceMultiplier); const auto& playerStats = player.getClass().getCreatureStats(player); int greetingTimer = actorState.getGreetingTimer(); GreetingState greetingState = actorState.getGreetingState(); if (greetingState == Greet_None) { if ((playerPos - actorPos).length2() <= helloDistance * helloDistance && !playerStats.isDead() && !actorStats.isParalyzed() && !isTargetMagicallyHidden(player) && MWBase::Environment::get().getWorld()->getLOS(player, actor) && MWBase::Environment::get().getMechanicsManager()->awarenessCheck(player, actor)) greetingTimer++; if (greetingTimer >= GREETING_SHOULD_START) { greetingState = Greet_InProgress; if (!MWBase::Environment::get().getDialogueManager()->say(actor, ESM::RefId::stringRefId("hello"))) greetingState = Greet_Done; greetingTimer = 0; } } if (greetingState == Greet_InProgress) { greetingTimer++; if (!actorStats.getMovementFlag(CreatureStats::Flag_ForceJump) && !actorStats.getMovementFlag(CreatureStats::Flag_ForceSneak) && (greetingTimer <= GREETING_SHOULD_END || MWBase::Environment::get().getSoundManager()->sayActive(actor))) turnActorToFacePlayer(actor, actorState, dir); if (greetingTimer >= GREETING_COOLDOWN) { greetingState = Greet_Done; greetingTimer = 0; } } if (greetingState == Greet_Done) { float resetDist = 2 * helloDistance; if ((playerPos - actorPos).length2() >= resetDist * resetDist) greetingState = Greet_None; } actorState.setGreetingTimer(greetingTimer); actorState.setGreetingState(greetingState); } void Actors::turnActorToFacePlayer(const MWWorld::Ptr& actor, Actor& actorState, const osg::Vec3f& dir) const { auto& movementSettings = actor.getClass().getMovementSettings(actor); movementSettings.mPosition[1] = 0; movementSettings.mPosition[0] = 0; if (!actorState.isTurningToPlayer()) { float from = dir.x(); float to = dir.y(); float angle = std::atan2(from, to); actorState.setAngleToPlayer(angle); float deltaAngle = Misc::normalizeAngle(angle - actor.getRefData().getPosition().rot[2]); if (!Settings::game().mSmoothMovement || std::abs(deltaAngle) > osg::DegreesToRadians(60.f)) actorState.setTurningToPlayer(true); } } void Actors::stopCombat(const MWWorld::Ptr& ptr) const { auto& ai = ptr.getClass().getCreatureStats(ptr).getAiSequence(); std::vector<MWWorld::Ptr> targets; if (ai.getCombatTargets(targets)) { std::set<MWWorld::Ptr> allySet; getActorsSidingWith(ptr, allySet); std::vector<MWWorld::Ptr> allies(allySet.begin(), allySet.end()); for (const auto& ally : allies) ally.getClass().getCreatureStats(ally).getAiSequence().stopCombat(targets); for (const auto& target : targets) target.getClass().getCreatureStats(target).getAiSequence().stopCombat(allies); } } void Actors::engageCombat( const MWWorld::Ptr& actor1, const MWWorld::Ptr& actor2, SidingCache& cachedAllies, bool againstPlayer) const { // No combat for totally static creatures if (!actor1.getClass().isMobile(actor1)) return; CreatureStats& creatureStats1 = actor1.getClass().getCreatureStats(actor1); if (creatureStats1.isDead() || creatureStats1.getAiSequence().isInCombat(actor2)) return; const CreatureStats& creatureStats2 = actor2.getClass().getCreatureStats(actor2); if (creatureStats2.isDead()) return; const osg::Vec3f actor1Pos(actor1.getRefData().getPosition().asVec3()); const osg::Vec3f actor2Pos(actor2.getRefData().getPosition().asVec3()); const float sqrDist = (actor1Pos - actor2Pos).length2(); const int actorsProcessingRange = Settings::game().mActorsProcessingRange; if (sqrDist > actorsProcessingRange * actorsProcessingRange) return; // If this is set to true, actor1 will start combat with actor2 if the awareness check at the end of the method // returns true bool aggressive = false; // Get actors allied with actor1. Includes those following or escorting actor1, actors following or escorting // those actors, (recursive) and any actor currently being followed or escorted by actor1 const std::set<MWWorld::Ptr>& allies1 = cachedAllies.getActorsSidingWith(actor1); const auto mechanicsManager = MWBase::Environment::get().getMechanicsManager(); // If an ally of actor1 has been attacked by actor2 or has attacked actor2, start combat between actor1 and // actor2 for (const MWWorld::Ptr& ally : allies1) { if (creatureStats1.getAiSequence().isInCombat(ally)) continue; if (creatureStats2.matchesActorId(ally.getClass().getCreatureStats(ally).getHitAttemptActorId())) { mechanicsManager->startCombat(actor1, actor2, &cachedAllies.getActorsSidingWith(actor2)); // Also set the same hit attempt actor. Otherwise, if fighting the player, they may stop combat // if the player gets out of reach, while the ally would continue combat with the player creatureStats1.setHitAttemptActorId(ally.getClass().getCreatureStats(ally).getHitAttemptActorId()); return; } // If there's been no attack attempt yet but an ally of actor1 is in combat with actor2, become aggressive // to actor2 if (ally.getClass().getCreatureStats(ally).getAiSequence().isInCombat(actor2)) aggressive = true; } MWWorld::Ptr player = MWMechanics::getPlayer(); const std::set<MWWorld::Ptr>& playerAllies = cachedAllies.getActorsSidingWith(player); bool isPlayerFollowerOrEscorter = playerAllies.find(actor1) != playerAllies.end(); // If actor2 and at least one actor2 are in combat with actor1, actor1 and its allies start combat with them // Doesn't apply for player followers/escorters if (!aggressive && !isPlayerFollowerOrEscorter) { // Check that actor2 is in combat with actor1 if (creatureStats2.getAiSequence().isInCombat(actor1)) { const std::set<MWWorld::Ptr>& allies2 = cachedAllies.getActorsSidingWith(actor2); // Check that an ally of actor2 is also in combat with actor1 for (const MWWorld::Ptr& ally2 : allies2) { if (ally2 != actor2 && ally2.getClass().getCreatureStats(ally2).getAiSequence().isInCombat(actor1)) { mechanicsManager->startCombat(actor1, actor2, &allies2); // Also have actor1's allies start combat for (const MWWorld::Ptr& ally1 : allies1) if (ally1 != player) mechanicsManager->startCombat(ally1, actor2, &allies2); return; } } } } if (creatureStats2.getMagicEffects().getOrDefault(ESM::MagicEffect::Invisibility).getMagnitude() > 0) return; // Stop here if target is unreachable if (!canFight(actor1, actor2)) return; // If set in the settings file, player followers and escorters will become aggressive toward enemies in combat // with them or the player if (!aggressive && isPlayerFollowerOrEscorter && Settings::game().mFollowersAttackOnSight) { if (creatureStats2.getAiSequence().isInCombat(actor1)) aggressive = true; else { for (const MWWorld::Ptr& ally : allies1) { if (ally != actor1 && creatureStats2.getAiSequence().isInCombat(ally)) { aggressive = true; break; } } } } // Do aggression check if actor2 is the player or a player follower or escorter if (!aggressive) { if (againstPlayer || playerAllies.find(actor2) != playerAllies.end()) { // Player followers and escorters with high fight should not initiate combat with the player or with // other player followers or escorters if (!isPlayerFollowerOrEscorter) aggressive = mechanicsManager->isAggressive(actor1, actor2); } } // Make guards go aggressive with creatures and werewolves that are in combat const auto world = MWBase::Environment::get().getWorld(); if (!aggressive && actor1.getClass().isClass(actor1, "Guard") && creatureStats2.getAiSequence().isInCombat()) { // Check if the creature is too far static const float fAlarmRadius = world->getStore().get<ESM::GameSetting>().find("fAlarmRadius")->mValue.getFloat(); if (sqrDist > fAlarmRadius * fAlarmRadius) return; bool targetIsCreature = !actor2.getClass().isNpc(); if (targetIsCreature || actor2.getClass().getNpcStats(actor2).isWerewolf()) { bool followerOrEscorter = false; // ...unless the creature has allies if (targetIsCreature) { for (const auto& package : creatureStats2.getAiSequence()) { // The follow package must be first or have nothing but combat before it if (package->sideWithTarget()) { followerOrEscorter = true; break; } else if (package->getTypeId() != MWMechanics::AiPackageTypeId::Combat) break; } } // Morrowind also checks "known werewolf" flag, but the player is never in combat // so this code is unreachable for the player if (!followerOrEscorter) aggressive = true; } } // If any of the above conditions turned actor1 aggressive towards actor2, do an awareness check. If it passes, // start combat with actor2. if (aggressive) { bool LOS = world->getLOS(actor1, actor2) && mechanicsManager->awarenessCheck(actor2, actor1); if (LOS) mechanicsManager->startCombat(actor1, actor2, &cachedAllies.getActorsSidingWith(actor2)); } } void Actors::adjustMagicEffects(const MWWorld::Ptr& creature, float duration) const { CreatureStats& creatureStats = creature.getClass().getCreatureStats(creature); const bool wasDead = creatureStats.isDead(); creatureStats.getActiveSpells().update(creature, duration); if (!wasDead && creatureStats.isDead()) { // The actor was killed by a magic effect. Figure out if the player was responsible for it. const ActiveSpells& spells = creatureStats.getActiveSpells(); const MWWorld::Ptr player = getPlayer(); std::set<MWWorld::Ptr> playerFollowers; getActorsSidingWith(player, playerFollowers); for (const ActiveSpells::ActiveSpellParams& spell : spells) { bool actorKilled = false; MWWorld::Ptr caster = MWBase::Environment::get().getWorld()->searchPtrViaActorId(spell.getCasterActorId()); if (caster.isEmpty()) continue; for (const auto& effect : spell.getEffects()) { static const std::array<int, 7> damageEffects{ ESM::MagicEffect::FireDamage, ESM::MagicEffect::ShockDamage, ESM::MagicEffect::FrostDamage, ESM::MagicEffect::Poison, ESM::MagicEffect::SunDamage, ESM::MagicEffect::DamageHealth, ESM::MagicEffect::AbsorbHealth, }; const bool isDamageEffect = std::find(damageEffects.begin(), damageEffects.end(), effect.mEffectId) != damageEffects.end(); if (isDamageEffect) { if (caster.getClass().isNpc() && caster.getClass().getNpcStats(caster).isWerewolf()) caster.getClass().getNpcStats(caster).addWerewolfKill(); if (caster == player || playerFollowers.find(caster) != playerFollowers.end()) { MWBase::Environment::get().getMechanicsManager()->actorKilled(creature, player); actorKilled = true; break; } } } if (actorKilled) break; } } // updateSummons assumes the actor belongs to a cell. // This assumption isn't always valid for the player character. if (!creature.isInCell()) return; if (!creatureStats.getSummonedCreatureMap().empty() || !creatureStats.getSummonedCreatureGraveyard().empty()) updateSummons(creature, mTimerDisposeSummonsCorpses == 0.f); } void Actors::restoreDynamicStats(const MWWorld::Ptr& ptr, double hours, bool sleep) const { MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats(ptr); if (stats.isDead()) return; const MWWorld::Store<ESM::GameSetting>& settings = MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>(); if (sleep) { const auto [health, magicka] = getRestorationPerHourOfSleep(ptr); DynamicStat<float> stat = stats.getHealth(); stat.setCurrent(stat.getCurrent() + health * hours); stats.setHealth(stat); double restoreHours = hours; const bool stunted = stats.getMagicEffects().getOrDefault(ESM::MagicEffect::StuntedMagicka).getMagnitude() > 0; if (stunted) { // Stunted Magicka effect should be taken into account. float remainingTime = getStuntedMagickaDuration(ptr); // Take a maximum remaining duration of Stunted Magicka effects (-1 is a constant one) in game hours. if (remainingTime > 0) { double timeScale = MWBase::Environment::get().getWorld()->getTimeManager()->getGameTimeScale(); if (timeScale == 0.0) timeScale = 1; restoreHours = std::max(0.0, hours - remainingTime * timeScale / 3600.f); } else if (remainingTime == -1) restoreHours = 0; } if (restoreHours > 0) { stat = stats.getMagicka(); stat.setCurrent(stat.getCurrent() + magicka * restoreHours); stats.setMagicka(stat); } } // Current fatigue can be above base value due to a fortify effect. // In that case stop here and don't try to restore. DynamicStat<float> fatigue = stats.getFatigue(); if (fatigue.getCurrent() >= fatigue.getBase()) return; // Restore fatigue static const float fFatigueReturnBase = settings.find("fFatigueReturnBase")->mValue.getFloat(); static const float fFatigueReturnMult = settings.find("fFatigueReturnMult")->mValue.getFloat(); static const float fEndFatigueMult = settings.find("fEndFatigueMult")->mValue.getFloat(); const float endurance = stats.getAttribute(ESM::Attribute::Endurance).getModified(); float normalizedEncumbrance = ptr.getClass().getNormalizedEncumbrance(ptr); if (normalizedEncumbrance > 1) normalizedEncumbrance = 1; const float x = (fFatigueReturnBase + fFatigueReturnMult * (1 - normalizedEncumbrance)) * (fEndFatigueMult * endurance); fatigue.setCurrent(fatigue.getCurrent() + 3600 * x * hours); stats.setFatigue(fatigue); } void Actors::calculateRestoration(const MWWorld::Ptr& ptr, float duration) const { if (ptr.getClass().getCreatureStats(ptr).isDead()) return; MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats(ptr); // Current fatigue can be above base value due to a fortify effect. // In that case stop here and don't try to restore. DynamicStat<float> fatigue = stats.getFatigue(); if (fatigue.getCurrent() >= fatigue.getBase()) return; // Restore fatigue const float endurance = stats.getAttribute(ESM::Attribute::Endurance).getModified(); const MWWorld::Store<ESM::GameSetting>& settings = MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>(); static const float fFatigueReturnBase = settings.find("fFatigueReturnBase")->mValue.getFloat(); static const float fFatigueReturnMult = settings.find("fFatigueReturnMult")->mValue.getFloat(); const float x = fFatigueReturnBase + fFatigueReturnMult * endurance; fatigue.setCurrent(fatigue.getCurrent() + duration * x); stats.setFatigue(fatigue); } bool Actors::isAttackPreparing(const MWWorld::Ptr& ptr) const { const auto it = mIndex.find(ptr.mRef); if (it == mIndex.end()) return false; return it->second->getCharacterController().isAttackPreparing(); } bool Actors::isRunning(const MWWorld::Ptr& ptr) const { const auto it = mIndex.find(ptr.mRef); if (it == mIndex.end()) return false; return it->second->getCharacterController().isRunning(); } bool Actors::isSneaking(const MWWorld::Ptr& ptr) const { const auto it = mIndex.find(ptr.mRef); if (it == mIndex.end()) return false; return it->second->getCharacterController().isSneaking(); } static void updateDrowning(const MWWorld::Ptr& ptr, float duration, bool isKnockedOut, bool isPlayer) { const auto& actorClass = ptr.getClass(); NpcStats& stats = actorClass.getNpcStats(ptr); // When npc stats are just initialized, mTimeToStartDrowning == -1 and we should get value from GMST static const float fHoldBreathTime = MWBase::Environment::get() .getESMStore() ->get<ESM::GameSetting>() .find("fHoldBreathTime") ->mValue.getFloat(); if (stats.getTimeToStartDrowning() == -1.f) stats.setTimeToStartDrowning(fHoldBreathTime); if (!isPlayer && stats.getTimeToStartDrowning() < fHoldBreathTime / 2) { AiSequence& seq = actorClass.getCreatureStats(ptr).getAiSequence(); if (seq.getTypeId() != AiPackageTypeId::Breathe) // Only add it once seq.stack(AiBreathe(), ptr); } const MWBase::World* const world = MWBase::Environment::get().getWorld(); const bool knockedOutUnderwater = (isKnockedOut && world->isUnderwater(ptr.getCell(), osg::Vec3f(ptr.getRefData().getPosition().asVec3()))); if ((world->isSubmerged(ptr) || knockedOutUnderwater) && stats.getMagicEffects().getOrDefault(ESM::MagicEffect::WaterBreathing).getMagnitude() == 0) { float timeLeft = 0.0f; if (knockedOutUnderwater) stats.setTimeToStartDrowning(0); else { timeLeft = stats.getTimeToStartDrowning() - duration; if (timeLeft < 0.0f) timeLeft = 0.0f; stats.setTimeToStartDrowning(timeLeft); } const bool godmode = isPlayer && world->getGodModeState(); if (timeLeft == 0.0f && !godmode) { // If drowning, apply 3 points of damage per second static const float fSuffocationDamage = world->getStore().get<ESM::GameSetting>().find("fSuffocationDamage")->mValue.getFloat(); DynamicStat<float> health = stats.getHealth(); health.setCurrent(health.getCurrent() - fSuffocationDamage * duration); stats.setHealth(health); // Play a drowning sound MWBase::SoundManager* sndmgr = MWBase::Environment::get().getSoundManager(); auto soundDrown = ESM::RefId::stringRefId("drown"); if (!sndmgr->getSoundPlaying(ptr, soundDrown)) sndmgr->playSound3D(ptr, soundDrown, 1.0f, 1.0f); if (isPlayer) MWBase::Environment::get().getWindowManager()->activateHitOverlay(false); } } else stats.setTimeToStartDrowning(fHoldBreathTime); } static void updateEquippedLight(const MWWorld::Ptr& ptr, float duration, bool mayEquip) { const bool isPlayer = (ptr == getPlayer()); const auto& actorClass = ptr.getClass(); auto& inventoryStore = actorClass.getInventoryStore(ptr); auto heldIter = inventoryStore.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft); /** * Automatically equip NPCs torches at night and unequip them at day */ if (!isPlayer) { auto torchIter = std::find_if(std::begin(inventoryStore), std::end(inventoryStore), [&](auto entry) { return entry.getType() == ESM::Light::sRecordId && entry.getClass().canBeEquipped(entry, ptr).first; }); if (mayEquip) { if (torchIter != inventoryStore.end()) { if (!actorClass.getCreatureStats(ptr).getAiSequence().isInCombat()) { // For non-hostile NPCs, unequip whatever is in the left slot in favor of a light. if (heldIter != inventoryStore.end() && heldIter->getType() != ESM::Light::sRecordId) inventoryStore.unequipItem(*heldIter); } else if (heldIter == inventoryStore.end() || heldIter->getType() == ESM::Light::sRecordId) { // For hostile NPCs, see if they have anything better to equip first auto shield = inventoryStore.getPreferredShield(); if (shield != inventoryStore.end()) inventoryStore.equip(MWWorld::InventoryStore::Slot_CarriedLeft, shield); } heldIter = inventoryStore.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft); // If we have a torch and can equip it, then equip it now. if (heldIter == inventoryStore.end()) { inventoryStore.equip(MWWorld::InventoryStore::Slot_CarriedLeft, torchIter); } } } else { if (heldIter != inventoryStore.end() && heldIter->getType() == ESM::Light::sRecordId) { // At day, unequip lights and auto equip shields or other suitable items // (Note: autoEquip will ignore lights) inventoryStore.autoEquip(); } } } heldIter = inventoryStore.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft); // If holding a light... const auto world = MWBase::Environment::get().getWorld(); MWRender::Animation* anim = world->getAnimation(ptr); if (heldIter.getType() == MWWorld::ContainerStore::Type_Light && anim && anim->getCarriedLeftShown()) { // Use time from the player's light if (isPlayer) { float timeRemaining = heldIter->getClass().getRemainingUsageTime(*heldIter); // -1 is infinite light source. Other negative values are treated as 0. if (timeRemaining != -1.0f) { timeRemaining -= duration; if (timeRemaining <= 0.f) { inventoryStore.remove(*heldIter, 1); // remove it return; } heldIter->getClass().setRemainingUsageTime(*heldIter, timeRemaining); } } // Both NPC and player lights extinguish in water. if (world->isSwimming(ptr)) { inventoryStore.remove(*heldIter, 1); // remove it // ...But, only the player makes a sound. if (isPlayer) MWBase::Environment::get().getSoundManager()->playSound( ESM::RefId::stringRefId("torch out"), 1.0, 1.0, MWSound::Type::Sfx, MWSound::PlayMode::NoEnv); } } } void Actors::updateCrimePursuit(const MWWorld::Ptr& ptr, float duration, SidingCache& cachedAllies) const { const MWWorld::Ptr player = getPlayer(); if (ptr == player) return; const auto& actorClass = ptr.getClass(); if (!actorClass.isNpc()) return; // get stats of witness CreatureStats& creatureStats = ptr.getClass().getCreatureStats(ptr); NpcStats& npcStats = ptr.getClass().getNpcStats(ptr); const auto& playerClass = player.getClass(); const auto& playerStats = playerClass.getNpcStats(player); if (playerStats.isWerewolf()) return; const auto mechanicsManager = MWBase::Environment::get().getMechanicsManager(); const auto world = MWBase::Environment::get().getWorld(); if (actorClass.isClass(ptr, "Guard") && !creatureStats.getAiSequence().isInPursuit() && !creatureStats.getAiSequence().isInCombat() && creatureStats.getMagicEffects().getOrDefault(ESM::MagicEffect::CalmHumanoid).getMagnitude() == 0) { const MWWorld::ESMStore& esmStore = world->getStore(); static const int cutoff = esmStore.get<ESM::GameSetting>().find("iCrimeThreshold")->mValue.getInteger(); // Force dialogue on sight if bounty is greater than the cutoff // In vanilla morrowind, the greeting dialogue is scripted to either arrest the player (< 5000 bounty) or // attack (>= 5000 bounty) if (playerStats.getBounty() >= cutoff // TODO: do not run these two every frame. keep an Aware state for each actor and update it every 0.2 s // or so? && world->getLOS(ptr, player) && mechanicsManager->awarenessCheck(player, ptr)) { static const int iCrimeThresholdMultiplier = esmStore.get<ESM::GameSetting>().find("iCrimeThresholdMultiplier")->mValue.getInteger(); if (playerStats.getBounty() >= cutoff * iCrimeThresholdMultiplier) { mechanicsManager->startCombat(ptr, player, &cachedAllies.getActorsSidingWith(player)); creatureStats.setHitAttemptActorId( playerClass.getCreatureStats(player) .getActorId()); // Stops the guard from quitting combat if player is unreachable } else creatureStats.getAiSequence().stack(AiPursue(player), ptr); creatureStats.setAlarmed(true); npcStats.setCrimeId(world->getPlayer().getNewCrimeId()); } } // if I was a witness to a crime if (npcStats.getCrimeId() != -1) { // if you've paid for your crimes and I haven't noticed if (npcStats.getCrimeId() <= world->getPlayer().getCrimeId()) { // Calm witness down if (ptr.getClass().isClass(ptr, "Guard")) creatureStats.getAiSequence().stopPursuit(); stopCombat(ptr); // Reset factors to attack creatureStats.setAttacked(false); creatureStats.setAlarmed(false); creatureStats.setAiSetting(AiSetting::Fight, ptr.getClass().getBaseFightRating(ptr)); // Restore original disposition npcStats.setCrimeDispositionModifier(0); // Update witness crime id npcStats.setCrimeId(-1); } } } void Actors::addActor(const MWWorld::Ptr& ptr, bool updateImmediately) { removeActor(ptr, true); MWRender::Animation* anim = MWBase::Environment::get().getWorld()->getAnimation(ptr); if (!anim) return; const auto it = mActors.emplace(mActors.end(), ptr, anim); mIndex.emplace(ptr.mRef, it); if (updateImmediately) it->getCharacterController().update(0); // We should initially hide actors outside of processing range. // Note: since we update player after other actors, distance will be incorrect during teleportation. // Do not update visibility if player was teleported, so actors will be visible during teleportation frame. if (MWBase::Environment::get().getWorld()->getPlayer().wasTeleported()) return; updateVisibility(ptr, it->getCharacterController()); } void Actors::updateVisibility(const MWWorld::Ptr& ptr, CharacterController& ctrl) const { MWWorld::Ptr player = MWMechanics::getPlayer(); if (ptr == player) return; const float dist = (player.getRefData().getPosition().asVec3() - ptr.getRefData().getPosition().asVec3()).length(); const int actorsProcessingRange = Settings::game().mActorsProcessingRange; if (dist > actorsProcessingRange) { ptr.getRefData().getBaseNode()->setNodeMask(0); return; } else ptr.getRefData().getBaseNode()->setNodeMask(MWRender::Mask_Actor); // Fade away actors on large distance (>90% of actor's processing distance) float visibilityRatio = 1.0; const float fadeStartDistance = actorsProcessingRange * 0.9f; const float fadeEndDistance = actorsProcessingRange; const float fadeRatio = (dist - fadeStartDistance) / (fadeEndDistance - fadeStartDistance); if (fadeRatio > 0) visibilityRatio -= std::max(0.f, fadeRatio); visibilityRatio = std::min(1.f, visibilityRatio); ctrl.setVisibility(visibilityRatio); } void Actors::removeActor(const MWWorld::Ptr& ptr, bool keepActive) { const auto iter = mIndex.find(ptr.mRef); if (iter != mIndex.end()) { if (!keepActive) removeTemporaryEffects(iter->second->getPtr()); mActors.erase(iter->second); mIndex.erase(iter); } } void Actors::castSpell(const MWWorld::Ptr& ptr, const ESM::RefId& spellId, bool scriptedSpell) const { const auto iter = mIndex.find(ptr.mRef); if (iter != mIndex.end()) iter->second->getCharacterController().castSpell(spellId, scriptedSpell); } bool Actors::isActorDetected(const MWWorld::Ptr& actor, const MWWorld::Ptr& observer) const { if (!actor.getClass().isActor()) return false; // If an observer is NPC, check if he detected an actor if (!observer.isEmpty() && observer.getClass().isNpc()) { return MWBase::Environment::get().getWorld()->getLOS(observer, actor) && MWBase::Environment::get().getMechanicsManager()->awarenessCheck(actor, observer); } // Otherwise check if any actor in AI processing range sees the target actor std::vector<MWWorld::Ptr> neighbors; osg::Vec3f position(actor.getRefData().getPosition().asVec3()); getObjectsInRange(position, Settings::game().mActorsProcessingRange, neighbors); for (const MWWorld::Ptr& neighbor : neighbors) { if (neighbor == actor) continue; const bool result = MWBase::Environment::get().getWorld()->getLOS(neighbor, actor) && MWBase::Environment::get().getMechanicsManager()->awarenessCheck(actor, neighbor); if (result) return true; } return false; } void Actors::updateActor(const MWWorld::Ptr& old, const MWWorld::Ptr& ptr) const { const auto iter = mIndex.find(old.mRef); if (iter != mIndex.end()) iter->second->updatePtr(ptr); } void Actors::dropActors(const MWWorld::CellStore* cellStore, const MWWorld::Ptr& ignore) { for (auto iter = mActors.begin(); iter != mActors.end();) { if ((iter->getPtr().isInCell() && iter->getPtr().getCell() == cellStore) && iter->getPtr() != ignore) { removeTemporaryEffects(iter->getPtr()); mIndex.erase(iter->getPtr().mRef); iter = mActors.erase(iter); } else ++iter; } } void Actors::predictAndAvoidCollisions(float duration) const { if (!MWBase::Environment::get().getMechanicsManager()->isAIActive()) return; const float minGap = 10.f; const float maxDistForPartialAvoiding = 200.f; const float maxDistForStrictAvoiding = 100.f; const float maxTimeToCheck = 2.0f; const bool giveWayWhenIdle = Settings::game().mNPCsGiveWay; const MWWorld::Ptr player = getPlayer(); const MWBase::World* const world = MWBase::Environment::get().getWorld(); for (const Actor& actor : mActors) { const MWWorld::Ptr& ptr = actor.getPtr(); if (ptr == player) continue; // Don't interfere with player controls. const float maxSpeed = ptr.getClass().getMaxSpeed(ptr); if (maxSpeed == 0.0) continue; // Can't move, so there is no sense to predict collisions. Movement& movement = ptr.getClass().getMovementSettings(ptr); const osg::Vec2f origMovement(movement.mPosition[0], movement.mPosition[1]); const bool isMoving = origMovement.length2() > 0.01; if (movement.mPosition[1] < 0) continue; // Actors can not see others when move backward. // Moving NPCs always should avoid collisions. // Standing NPCs give way to moving ones if they are not in combat (or pursue) mode and either // follow player or have a AIWander package with non-empty wander area. bool shouldAvoidCollision = isMoving; bool shouldGiveWay = false; bool shouldTurnToApproachingActor = !isMoving; MWWorld::Ptr currentTarget; // Combat or pursue target (NPCs should not avoid collision with their targets). const auto& aiSequence = ptr.getClass().getCreatureStats(ptr).getAiSequence(); if (!aiSequence.isEmpty()) { const auto& package = aiSequence.getActivePackage(); if (package.getTypeId() == AiPackageTypeId::Follow) { shouldAvoidCollision = true; } else if (package.getTypeId() == AiPackageTypeId::Wander && giveWayWhenIdle) { if (!static_cast<const AiWander&>(package).isStationary()) shouldGiveWay = true; } else if (package.getTypeId() == AiPackageTypeId::Combat || package.getTypeId() == AiPackageTypeId::Pursue) { currentTarget = package.getTarget(); shouldAvoidCollision = isMoving; shouldTurnToApproachingActor = false; } } if (!shouldAvoidCollision && !shouldGiveWay) continue; const osg::Vec2f baseSpeed = origMovement * maxSpeed; const osg::Vec3f basePos = ptr.getRefData().getPosition().asVec3(); const float baseRotZ = ptr.getRefData().getPosition().rot[2]; const osg::Vec3f halfExtents = world->getHalfExtents(ptr); const float maxDistToCheck = isMoving ? maxDistForPartialAvoiding : maxDistForStrictAvoiding; float timeToCheck = maxTimeToCheck; if (!shouldGiveWay && !aiSequence.isEmpty()) timeToCheck = std::min( timeToCheck, getTimeToDestination(**aiSequence.begin(), basePos, maxSpeed, duration, halfExtents)); float timeToCollision = timeToCheck; osg::Vec2f movementCorrection(0, 0); float angleToApproachingActor = 0; // Iterate through all other actors and predict collisions. for (const Actor& otherActor : mActors) { const MWWorld::Ptr& otherPtr = otherActor.getPtr(); if (otherPtr == ptr || otherPtr == currentTarget) continue; const osg::Vec3f otherHalfExtents = world->getHalfExtents(otherPtr); const osg::Vec3f deltaPos = otherPtr.getRefData().getPosition().asVec3() - basePos; const osg::Vec2f relPos = Misc::rotateVec2f(osg::Vec2f(deltaPos.x(), deltaPos.y()), baseRotZ); const float dist = deltaPos.length(); // Ignore actors which are not close enough or come from behind. if (dist > maxDistToCheck || relPos.y() < 0) continue; // Don't check for a collision if vertical distance is greater then the actor's height. if (deltaPos.z() > halfExtents.z() * 2 || deltaPos.z() < -otherHalfExtents.z() * 2) continue; const osg::Vec3f speed = otherPtr.getClass().getMovementSettings(otherPtr).asVec3() * otherPtr.getClass().getMaxSpeed(otherPtr); const float rotZ = otherPtr.getRefData().getPosition().rot[2]; const osg::Vec2f relSpeed = Misc::rotateVec2f(osg::Vec2f(speed.x(), speed.y()), baseRotZ - rotZ) - baseSpeed; float collisionDist = minGap + halfExtents.x() + otherHalfExtents.x(); collisionDist = std::min(collisionDist, relPos.length()); // Find the earliest `t` when |relPos + relSpeed * t| == collisionDist. const float vr = relPos.x() * relSpeed.x() + relPos.y() * relSpeed.y(); const float v2 = relSpeed.length2(); const float Dh = vr * vr - v2 * (relPos.length2() - collisionDist * collisionDist); if (Dh <= 0 || v2 == 0) continue; // No solution; distance is always >= collisionDist. const float t = (-vr - std::sqrt(Dh)) / v2; if (t < 0 || t > timeToCollision) continue; // Check visibility and awareness last as it's expensive. if (!MWBase::Environment::get().getWorld()->getLOS(otherPtr, ptr)) continue; if (!MWBase::Environment::get().getMechanicsManager()->awarenessCheck(otherPtr, ptr)) continue; timeToCollision = t; angleToApproachingActor = std::atan2(deltaPos.x(), deltaPos.y()); const osg::Vec2f posAtT = relPos + relSpeed * t; const float coef = (posAtT.x() * relSpeed.x() + posAtT.y() * relSpeed.y()) / (collisionDist * collisionDist * maxSpeed) * std::clamp( (maxDistForPartialAvoiding - dist) / (maxDistForPartialAvoiding - maxDistForStrictAvoiding), 0.f, 1.f); movementCorrection = posAtT * coef; if (otherPtr.getClass().getCreatureStats(otherPtr).isDead()) // In case of dead body still try to go around (it looks natural), but reduce the correction twice. movementCorrection.y() *= 0.5f; } if (timeToCollision < timeToCheck) { // Try to evade the nearest collision. osg::Vec2f newMovement = origMovement + movementCorrection; // Step to the side rather than backward. Otherwise player will be able to push the NPC far away from // it's original location. newMovement.y() = std::max(newMovement.y(), 0.f); newMovement.normalize(); if (isMoving) newMovement *= origMovement.length(); // Keep the original speed. movement.mPosition[0] = newMovement.x(); movement.mPosition[1] = newMovement.y(); if (shouldTurnToApproachingActor) zTurn(ptr, angleToApproachingActor); } } } void Actors::update(float duration, bool paused) { if (!paused) { const float updateEquippedLightInterval = 1.0f; if (mTimerUpdateHeadTrack >= 0.3f) mTimerUpdateHeadTrack = 0; if (mTimerUpdateHello >= 0.25f) mTimerUpdateHello = 0; if (mTimerDisposeSummonsCorpses >= 0.2f) mTimerDisposeSummonsCorpses = 0; if (mTimerUpdateEquippedLight >= updateEquippedLightInterval) mTimerUpdateEquippedLight = 0; // show torches only when there are darkness and no precipitations MWBase::World* const world = MWBase::Environment::get().getWorld(); const bool showTorches = world->useTorches(); const MWWorld::Ptr player = getPlayer(); const osg::Vec3f playerPos = player.getRefData().getPosition().asVec3(); /// \todo move update logic to Actor class where appropriate SidingCache cachedAllies{ *this, true }; // will be filled as engageCombat iterates const bool aiActive = MWBase::Environment::get().getMechanicsManager()->isAIActive(); const int attackedByPlayerId = player.getClass().getCreatureStats(player).getHitAttemptActorId(); if (attackedByPlayerId != -1) { const MWWorld::Ptr playerHitAttemptActor = world->searchPtrViaActorId(attackedByPlayerId); if (!playerHitAttemptActor.isInCell()) player.getClass().getCreatureStats(player).setHitAttemptActorId(-1); } const int actorsProcessingRange = Settings::game().mActorsProcessingRange; // AI and magic effects update for (Actor& actor : mActors) { const bool isPlayer = actor.getPtr() == player; CharacterController& ctrl = actor.getCharacterController(); MWBase::LuaManager::ActorControls* luaControls = MWBase::Environment::get().getLuaManager()->getActorControls(actor.getPtr()); const float distSqr = (playerPos - actor.getPtr().getRefData().getPosition().asVec3()).length2(); // AI processing is only done within given distance to the player. const bool inProcessingRange = distSqr <= actorsProcessingRange * actorsProcessingRange; // If dead or no longer in combat, no longer store any actors who attempted to hit us. Also remove for // the player. if (!isPlayer && (actor.getPtr().getClass().getCreatureStats(actor.getPtr()).isDead() || !actor.getPtr().getClass().getCreatureStats(actor.getPtr()).getAiSequence().isInCombat() || !inProcessingRange)) { actor.getPtr().getClass().getCreatureStats(actor.getPtr()).setHitAttemptActorId(-1); if (player.getClass().getCreatureStats(player).getHitAttemptActorId() == actor.getPtr().getClass().getCreatureStats(actor.getPtr()).getActorId()) player.getClass().getCreatureStats(player).setHitAttemptActorId(-1); } const Misc::TimerStatus engageCombatTimerStatus = actor.updateEngageCombatTimer(duration); // For dead actors we need to update looping spell particles if (actor.getPtr().getClass().getCreatureStats(actor.getPtr()).isDead()) { // They can be added during the death animation if (!actor.getPtr().getClass().getCreatureStats(actor.getPtr()).isDeathAnimationFinished()) adjustMagicEffects(actor.getPtr(), duration); ctrl.updateContinuousVfx(); } else { MWWorld::Scene* worldScene = MWBase::Environment::get().getWorldScene(); const bool cellChanged = worldScene->hasCellChanged(); const MWWorld::Ptr actorPtr = actor.getPtr(); // make a copy of the map key to avoid it being // invalidated when the player teleports updateActor(actorPtr, duration); // Looping magic VFX update // Note: we need to do this before any of the animations are updated. // Reaching the text keys may trigger Hit / Spellcast (and as such, particles), // so updating VFX immediately after that would just remove the particle effects instantly. // There needs to be a magic effect update in between. ctrl.updateContinuousVfx(); if (!cellChanged && worldScene->hasCellChanged()) { return; // for now abort update of the old cell when cell changes by teleportation magic effect // a better solution might be to apply cell changes at the end of the frame } if (aiActive && inProcessingRange) { if (engageCombatTimerStatus == Misc::TimerStatus::Elapsed) { if (!isPlayer) adjustCommandedActor(actor.getPtr()); for (const Actor& otherActor : mActors) { if (otherActor.getPtr() == actor.getPtr() || isPlayer) // player is not AI-controlled continue; engageCombat( actor.getPtr(), otherActor.getPtr(), cachedAllies, otherActor.getPtr() == player); } } if (mTimerUpdateHeadTrack == 0) updateHeadTracking(actor.getPtr(), mActors, isPlayer, ctrl); if (actor.getPtr().getClass().isNpc() && !isPlayer) updateCrimePursuit(actor.getPtr(), duration, cachedAllies); if (!isPlayer) { CreatureStats& stats = actor.getPtr().getClass().getCreatureStats(actor.getPtr()); if (isConscious(actor.getPtr()) && !(luaControls && luaControls->mDisableAI)) { stats.getAiSequence().execute(actor.getPtr(), ctrl, duration); updateGreetingState(actor.getPtr(), actor, mTimerUpdateHello > 0); playIdleDialogue(actor.getPtr()); updateMovementSpeed(actor.getPtr()); } } } else if (aiActive && !isPlayer && isConscious(actor.getPtr()) && !(luaControls && luaControls->mDisableAI)) { CreatureStats& stats = actor.getPtr().getClass().getCreatureStats(actor.getPtr()); stats.getAiSequence().execute(actor.getPtr(), ctrl, duration, /*outOfRange*/ true); } if (inProcessingRange && actor.getPtr().getClass().isNpc()) { // We can not update drowning state for actors outside of AI distance - they can not resurface // to breathe updateDrowning(actor.getPtr(), duration, ctrl.isKnockedOut(), isPlayer); } if (mTimerUpdateEquippedLight == 0 && actor.getPtr().getClass().hasInventoryStore(actor.getPtr())) updateEquippedLight(actor.getPtr(), updateEquippedLightInterval, showTorches); if (luaControls != nullptr && isConscious(actor.getPtr())) updateLuaControls(actor.getPtr(), isPlayer, *luaControls); } } if (Settings::game().mNPCsAvoidCollisions) predictAndAvoidCollisions(duration); mTimerUpdateHeadTrack += duration; mTimerUpdateEquippedLight += duration; mTimerUpdateHello += duration; mTimerDisposeSummonsCorpses += duration; // Animation/movement update CharacterController* playerCharacter = nullptr; for (Actor& actor : mActors) { const float dist = (playerPos - actor.getPtr().getRefData().getPosition().asVec3()).length(); const bool isPlayer = actor.getPtr() == player; CreatureStats& stats = actor.getPtr().getClass().getCreatureStats(actor.getPtr()); // Actors with active AI should be able to move. bool alwaysActive = false; if (!isPlayer && isConscious(actor.getPtr()) && !stats.isParalyzed()) { MWMechanics::AiSequence& seq = stats.getAiSequence(); alwaysActive = !seq.isEmpty() && seq.getActivePackage().alwaysActive(); } const bool inRange = isPlayer || dist <= actorsProcessingRange || alwaysActive; const int activeFlag = isPlayer ? 2 : 1; // Can be changed back to '2' to keep updating bounding boxes // off screen (more accurate, but slower) const int active = inRange ? activeFlag : 0; CharacterController& ctrl = actor.getCharacterController(); ctrl.setActive(active); if (!inRange) { actor.getPtr().getRefData().getBaseNode()->setNodeMask(0); world->setActorActive(actor.getPtr(), false); continue; } world->setActorActive(actor.getPtr(), true); const bool isDead = actor.getPtr().getClass().getCreatureStats(actor.getPtr()).isDead(); if (!isDead && actor.getPtr().getClass().getCreatureStats(actor.getPtr()).isParalyzed()) ctrl.skipAnim(); // Handle player last, in case a cell transition occurs by casting a teleportation spell // (would invalidate the iterator) if (isPlayer) { playerCharacter = &ctrl; continue; } actor.getPtr().getRefData().getBaseNode()->setNodeMask(MWRender::Mask_Actor); world->setActorCollisionMode(actor.getPtr(), true, !actor.getPtr().getClass().getCreatureStats(actor.getPtr()).isDeathAnimationFinished()); if (!actor.getPositionAdjusted()) { actor.getPtr().getClass().adjustPosition(actor.getPtr(), false); actor.setPositionAdjusted(true); } ctrl.update(duration); updateVisibility(actor.getPtr(), ctrl); } if (playerCharacter) { MWBase::Environment::get().getWorld()->applyDeferredPreviewRotationToPlayer(duration); playerCharacter->update(duration); playerCharacter->setVisibility(1.f); MWBase::LuaManager::ActorControls* luaControls = MWBase::Environment::get().getLuaManager()->getActorControls(player); if (luaControls && player.getClass().getMovementSettings(player).mPosition[2] < 1) luaControls->mJump = false; } for (const Actor& actor : mActors) { const MWWorld::Class& cls = actor.getPtr().getClass(); CreatureStats& stats = cls.getCreatureStats(actor.getPtr()); // KnockedOutOneFrameLogic // Used for "OnKnockedOut" command // Put here to ensure that it's run for PRECISELY one frame. if (stats.getKnockedDown() && !stats.getKnockedDownOneFrame() && !stats.getKnockedDownOverOneFrame()) { // Start it for one frame if necessary stats.setKnockedDownOneFrame(true); } else if (stats.getKnockedDownOneFrame() && !stats.getKnockedDownOverOneFrame()) { // Turn off KnockedOutOneframe stats.setKnockedDownOneFrame(false); stats.setKnockedDownOverOneFrame(true); } } killDeadActors(); updateSneaking(playerCharacter, duration); } } void Actors::notifyDied(const MWWorld::Ptr& actor) { actor.getClass().getCreatureStats(actor).notifyDied(); ++mDeathCount[actor.getCellRef().getRefId()]; MWBase::Environment::get().getLuaManager()->actorDied(actor); } void Actors::resurrect(const MWWorld::Ptr& ptr) const { const auto iter = mIndex.find(ptr.mRef); if (iter != mIndex.end()) { if (iter->second->getCharacterController().isDead()) { // Actor has been resurrected. Notify the CharacterController and re-enable collision. MWBase::Environment::get().getWorld()->enableActorCollision(iter->second->getPtr(), true); iter->second->getCharacterController().resurrect(); } } } void Actors::killDeadActors() { for (Actor& actor : mActors) { const MWWorld::Class& cls = actor.getPtr().getClass(); CreatureStats& stats = cls.getCreatureStats(actor.getPtr()); if (!stats.isDead()) continue; MWBase::Environment::get().getWorld()->removeActorPath(actor.getPtr()); CharacterController::KillResult killResult = actor.getCharacterController().kill(); if (killResult == CharacterController::Result_DeathAnimStarted) { // Play dying words // Note: It's not known whether the soundgen tags scream, roar, and moan are reliable // for NPCs since some of the npc death animation files are missing them. MWBase::Environment::get().getDialogueManager()->say(actor.getPtr(), ESM::RefId::stringRefId("hit")); // Apply soultrap if (actor.getPtr().getType() == ESM::Creature::sRecordId) soulTrap(actor.getPtr()); if (cls.isEssential(actor.getPtr())) MWBase::Environment::get().getWindowManager()->messageBox("#{sKilledEssential}"); } else if (killResult == CharacterController::Result_DeathAnimJustFinished) { const bool isPlayer = actor.getPtr() == getPlayer(); notifyDied(actor.getPtr()); // Reset magic effects and recalculate derived effects // One case where we need this is to make sure bound items are removed upon death const float vampirism = stats.getMagicEffects().getOrDefault(ESM::MagicEffect::Vampirism).getMagnitude(); stats.getActiveSpells().clear(actor.getPtr()); // Make sure spell effects are removed purgeSpellEffects(stats.getActorId()); stats.getMagicEffects().add(ESM::MagicEffect::Vampirism, vampirism); if (isPlayer) { // player's death animation is over MWBase::Environment::get().getStateManager()->askLoadRecent(); } else { // NPC death animation is over, disable actor collision MWBase::Environment::get().getWorld()->enableActorCollision(actor.getPtr(), false); } } } } void Actors::cleanupSummonedCreature(MWMechanics::CreatureStats& casterStats, int creatureActorId) const { const MWWorld::Ptr ptr = MWBase::Environment::get().getWorld()->searchPtrViaActorId(creatureActorId); if (!ptr.isEmpty()) { MWBase::Environment::get().getWorld()->deleteObject(ptr); const ESM::Static* fx = MWBase::Environment::get().getESMStore()->get<ESM::Static>().search( ESM::RefId::stringRefId("VFX_Summon_End")); if (fx) MWBase::Environment::get().getWorld()->spawnEffect( VFS::Path::toNormalized(Misc::ResourceHelpers::correctMeshPath(fx->mModel)), "", ptr.getRefData().getPosition().asVec3()); // Remove the summoned creature's summoned creatures as well MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats(ptr); auto& creatureMap = stats.getSummonedCreatureMap(); for (const auto& creature : creatureMap) cleanupSummonedCreature(stats, creature.second); creatureMap.clear(); } else if (creatureActorId != -1) { // We didn't find the creature. It's probably in an inactive cell. // Add to graveyard so we can delete it when the cell becomes active. std::vector<int>& graveyard = casterStats.getSummonedCreatureGraveyard(); graveyard.push_back(creatureActorId); } purgeSpellEffects(creatureActorId); } void Actors::purgeSpellEffects(int casterActorId) const { for (const Actor& actor : mActors) { MWMechanics::ActiveSpells& spells = actor.getPtr().getClass().getCreatureStats(actor.getPtr()).getActiveSpells(); spells.purge(actor.getPtr(), casterActorId); } } void Actors::rest(double hours, bool sleep) const { float duration = hours * 3600.f; const float timeScale = MWBase::Environment::get().getWorld()->getTimeManager()->getGameTimeScale(); if (timeScale != 0.f) duration /= timeScale; const MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr(); const osg::Vec3f playerPos = player.getRefData().getPosition().asVec3(); const int actorsProcessingRange = Settings::game().mActorsProcessingRange; for (const Actor& actor : mActors) { if (actor.getPtr().getClass().getCreatureStats(actor.getPtr()).isDead()) { adjustMagicEffects(actor.getPtr(), duration); continue; } if (!sleep || actor.getPtr() == player) restoreDynamicStats(actor.getPtr(), hours, sleep); if ((!actor.getPtr().getRefData().getBaseNode()) || (playerPos - actor.getPtr().getRefData().getPosition().asVec3()).length2() > actorsProcessingRange * actorsProcessingRange) continue; // Get rid of effects pending removal so they are not applied when resting updateMagicEffects(actor.getPtr()); adjustMagicEffects(actor.getPtr(), duration); MWRender::Animation* animation = MWBase::Environment::get().getWorld()->getAnimation(actor.getPtr()); if (animation) { animation->removeEffects(); MWBase::Environment::get().getWorld()->applyLoopingParticles(actor.getPtr()); } } fastForwardAi(); } void Actors::updateSneaking(CharacterController* ctrl, float duration) { if (!ctrl) { MWBase::Environment::get().getWindowManager()->setSneakVisibility(false); return; } const MWWorld::Ptr player = getPlayer(); if (!MWBase::Environment::get().getMechanicsManager()->isSneaking(player)) { MWBase::Environment::get().getWindowManager()->setSneakVisibility(false); return; } MWBase::World* const world = MWBase::Environment::get().getWorld(); const MWWorld::Store<ESM::GameSetting>& gmst = world->getStore().get<ESM::GameSetting>(); static const float fSneakUseDist = gmst.find("fSneakUseDist")->mValue.getFloat(); static const float fSneakUseDelay = gmst.find("fSneakUseDelay")->mValue.getFloat(); if (mSneakTimer >= fSneakUseDelay) mSneakTimer = 0.f; if (mSneakTimer == 0.f) { // Set when an NPC is within line of sight and distance, but is still unaware. Used for skill progress. bool avoidedNotice = false; bool detected = false; std::vector<MWWorld::Ptr> observers; const osg::Vec3f position(player.getRefData().getPosition().asVec3()); const float radius = std::min<float>(fSneakUseDist, Settings::game().mActorsProcessingRange); getObjectsInRange(position, radius, observers); std::set<MWWorld::Ptr> sidingActors; getActorsSidingWith(player, sidingActors); for (const MWWorld::Ptr& observer : observers) { if (observer == player || observer.getClass().getCreatureStats(observer).isDead()) continue; if (sidingActors.find(observer) != sidingActors.cend()) continue; if (world->getLOS(player, observer)) { if (MWBase::Environment::get().getMechanicsManager()->awarenessCheck(player, observer)) { detected = true; avoidedNotice = false; MWBase::Environment::get().getWindowManager()->setSneakVisibility(false); break; } else { avoidedNotice = true; } } } if (mSneakSkillTimer >= fSneakUseDelay) mSneakSkillTimer = 0.f; if (avoidedNotice && mSneakSkillTimer == 0.f) player.getClass().skillUsageSucceeded(player, ESM::Skill::Sneak, ESM::Skill::Sneak_AvoidNotice); if (!detected) MWBase::Environment::get().getWindowManager()->setSneakVisibility(true); } mSneakTimer += duration; mSneakSkillTimer += duration; } int Actors::getHoursToRest(const MWWorld::Ptr& ptr) const { const auto [healthPerHour, magickaPerHour] = getRestorationPerHourOfSleep(ptr); CreatureStats& stats = ptr.getClass().getCreatureStats(ptr); const bool stunted = stats.getMagicEffects().getOrDefault(ESM::MagicEffect::StuntedMagicka).getMagnitude() > 0; const float healthHours = healthPerHour > 0 ? (stats.getHealth().getModified() - stats.getHealth().getCurrent()) / healthPerHour : 1.0f; const float magickaHours = magickaPerHour > 0 && !stunted ? (stats.getMagicka().getModified() - stats.getMagicka().getCurrent()) / magickaPerHour : 1.0f; return static_cast<int>(std::ceil(std::max(1.f, std::max(healthHours, magickaHours)))); } int Actors::countDeaths(const ESM::RefId& id) const { const auto iter = mDeathCount.find(id); if (iter != mDeathCount.end()) return iter->second; return 0; } void Actors::forceStateUpdate(const MWWorld::Ptr& ptr) const { const auto iter = mIndex.find(ptr.mRef); if (iter != mIndex.end()) iter->second->getCharacterController().forceStateUpdate(); } bool Actors::playAnimationGroup( const MWWorld::Ptr& ptr, std::string_view groupName, int mode, uint32_t number, bool scripted) const { const auto iter = mIndex.find(ptr.mRef); if (iter != mIndex.end()) { return iter->second->getCharacterController().playGroup(groupName, mode, number, scripted); } else { Log(Debug::Warning) << "Warning: Actors::playAnimationGroup: Unable to find " << ptr.getCellRef().getRefId(); return false; } } bool Actors::playAnimationGroupLua(const MWWorld::Ptr& ptr, std::string_view groupName, uint32_t loops, float speed, std::string_view startKey, std::string_view stopKey, bool forceLoop) { const auto iter = mIndex.find(ptr.mRef); if (iter != mIndex.end()) return iter->second->getCharacterController().playGroupLua( groupName, speed, startKey, stopKey, loops, forceLoop); return false; } void Actors::enableLuaAnimations(const MWWorld::Ptr& ptr, bool enable) { const auto iter = mIndex.find(ptr.mRef); if (iter != mIndex.end()) iter->second->getCharacterController().enableLuaAnimations(enable); } void Actors::skipAnimation(const MWWorld::Ptr& ptr) const { const auto iter = mIndex.find(ptr.mRef); if (iter != mIndex.end()) iter->second->getCharacterController().skipAnim(); } bool Actors::checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string& groupName) const { const auto iter = mIndex.find(ptr.mRef); if (iter != mIndex.end()) return iter->second->getCharacterController().isAnimPlaying(groupName); return false; } bool Actors::checkScriptedAnimationPlaying(const MWWorld::Ptr& ptr) const { const auto iter = mIndex.find(ptr.mRef); if (iter != mIndex.end()) return iter->second->getCharacterController().isScriptedAnimPlaying(); return false; } void Actors::persistAnimationStates() const { for (const Actor& actor : mActors) actor.getCharacterController().persistAnimationState(); } void Actors::clearAnimationQueue(const MWWorld::Ptr& ptr, bool clearScripted) { const auto iter = mIndex.find(ptr.mRef); if (iter != mIndex.end()) iter->second->getCharacterController().clearAnimQueue(clearScripted); } void Actors::getObjectsInRange(const osg::Vec3f& position, float radius, std::vector<MWWorld::Ptr>& out) const { for (const Actor& actor : mActors) { if ((actor.getPtr().getRefData().getPosition().asVec3() - position).length2() <= radius * radius) out.push_back(actor.getPtr()); } } bool Actors::isAnyObjectInRange(const osg::Vec3f& position, float radius) const { for (const Actor& actor : mActors) { if ((actor.getPtr().getRefData().getPosition().asVec3() - position).length2() <= radius * radius) return true; } return false; } std::vector<MWWorld::Ptr> Actors::getActorsSidingWith(const MWWorld::Ptr& actorPtr, bool excludeInfighting) const { std::vector<MWWorld::Ptr> list; list.push_back(actorPtr); for (const Actor& actor : mActors) { const MWWorld::Ptr& iteratedActor = actor.getPtr(); if (iteratedActor == getPlayer()) continue; const bool sameActor = (iteratedActor == actorPtr); const CreatureStats& stats = iteratedActor.getClass().getCreatureStats(iteratedActor); if (stats.isDead()) continue; // An actor counts as siding with this actor if Follow or Escort is the current AI package, or there are // only Wander packages before the Follow/Escort package Actors that are targeted by this actor's Follow or // Escort packages also side with them for (const auto& package : stats.getAiSequence()) { if (excludeInfighting && !sameActor && package->getTypeId() == AiPackageTypeId::Combat && package->targetIs(actorPtr)) break; if (package->sideWithTarget() && !package->getTarget().isEmpty()) { if (sameActor) { if (excludeInfighting) { MWWorld::Ptr ally = package->getTarget(); std::vector<MWWorld::Ptr> enemies; if (ally.getClass().getCreatureStats(ally).getAiSequence().getCombatTargets(enemies) && std::find(enemies.begin(), enemies.end(), actorPtr) != enemies.end()) break; enemies.clear(); if (actorPtr.getClass().getCreatureStats(actorPtr).getAiSequence().getCombatTargets(enemies) && std::find(enemies.begin(), enemies.end(), ally) != enemies.end()) break; } list.push_back(package->getTarget()); } else if (package->targetIs(actorPtr)) { list.push_back(iteratedActor); } break; } else if (package->getTypeId() > AiPackageTypeId::Wander && package->getTypeId() <= AiPackageTypeId::Activate) // Don't count "fake" package types break; } } return list; } std::vector<MWWorld::Ptr> Actors::getActorsFollowing(const MWWorld::Ptr& actorPtr) const { std::vector<MWWorld::Ptr> list; forEachFollowingPackage( mActors, actorPtr, getPlayer(), [&](const Actor& actor, const std::shared_ptr<AiPackage>& package) { if (package->followTargetThroughDoors() && package->targetIs(actorPtr)) list.push_back(actor.getPtr()); else if (package->getTypeId() != AiPackageTypeId::Combat && package->getTypeId() != AiPackageTypeId::Wander) return false; return true; }); return list; } void Actors::getActorsFollowing(const MWWorld::Ptr& actor, std::set<MWWorld::Ptr>& out) const { auto followers = getActorsFollowing(actor); for (const MWWorld::Ptr& follower : followers) if (out.insert(follower).second) getActorsFollowing(follower, out); } void Actors::getActorsSidingWith( const MWWorld::Ptr& actor, std::set<MWWorld::Ptr>& out, bool excludeInfighting) const { auto followers = getActorsSidingWith(actor, excludeInfighting); for (const MWWorld::Ptr& follower : followers) if (out.insert(follower).second && follower != actor) getActorsSidingWith(follower, out, excludeInfighting); } std::vector<int> Actors::getActorsFollowingIndices(const MWWorld::Ptr& actor) const { std::vector<int> list; forEachFollowingPackage( mActors, actor, getPlayer(), [&](const Actor&, const std::shared_ptr<AiPackage>& package) { if (package->followTargetThroughDoors() && package->targetIs(actor)) { list.push_back(static_cast<const AiFollow*>(package.get())->getFollowIndex()); return false; } else if (package->getTypeId() != AiPackageTypeId::Combat && package->getTypeId() != AiPackageTypeId::Wander) return false; return true; }); return list; } std::map<int, MWWorld::Ptr> Actors::getActorsFollowingByIndex(const MWWorld::Ptr& actor) const { std::map<int, MWWorld::Ptr> map; forEachFollowingPackage( mActors, actor, getPlayer(), [&](const Actor& otherActor, const std::shared_ptr<AiPackage>& package) { if (package->followTargetThroughDoors() && package->targetIs(actor)) { const int index = static_cast<const AiFollow*>(package.get())->getFollowIndex(); map[index] = otherActor.getPtr(); return false; } else if (package->getTypeId() != AiPackageTypeId::Combat && package->getTypeId() != AiPackageTypeId::Wander) return false; return true; }); return map; } std::vector<MWWorld::Ptr> Actors::getActorsFighting(const MWWorld::Ptr& actor) const { std::vector<MWWorld::Ptr> list; std::vector<MWWorld::Ptr> neighbors; const osg::Vec3f position(actor.getRefData().getPosition().asVec3()); getObjectsInRange(position, Settings::game().mActorsProcessingRange, neighbors); for (const MWWorld::Ptr& neighbor : neighbors) { if (neighbor == actor) continue; const CreatureStats& stats = neighbor.getClass().getCreatureStats(neighbor); if (stats.isDead()) continue; if (stats.getAiSequence().isInCombat(actor)) list.push_back(neighbor); } return list; } std::vector<MWWorld::Ptr> Actors::getEnemiesNearby(const MWWorld::Ptr& actor) const { std::vector<MWWorld::Ptr> list; std::vector<MWWorld::Ptr> neighbors; osg::Vec3f position(actor.getRefData().getPosition().asVec3()); getObjectsInRange(position, Settings::game().mActorsProcessingRange, neighbors); std::set<MWWorld::Ptr> followers; getActorsFollowing(actor, followers); for (const MWWorld::Ptr& neighbor : neighbors) { const CreatureStats& stats = neighbor.getClass().getCreatureStats(neighbor); if (stats.isDead() || neighbor == actor || neighbor.getClass().isPureWaterCreature(neighbor)) continue; const bool isFollower = followers.find(neighbor) != followers.end(); if (stats.getAiSequence().isInCombat(actor) || (MWBase::Environment::get().getMechanicsManager()->isAggressive(neighbor, actor) && !isFollower)) list.push_back(neighbor); } return list; } void Actors::write(ESM::ESMWriter& writer, Loading::Listener& listener) const { writer.startRecord(ESM::REC_DCOU); for (const auto& [id, count] : mDeathCount) { writer.writeHNRefId("ID__", id); writer.writeHNT("COUN", count); } writer.endRecord(ESM::REC_DCOU); } void Actors::readRecord(ESM::ESMReader& reader, uint32_t type) { if (type == ESM::REC_DCOU) { while (reader.isNextSub("ID__")) { ESM::RefId id = reader.getRefId(); int count; reader.getHNT(count, "COUN"); if (MWBase::Environment::get().getESMStore()->find(id)) mDeathCount[id] = count; } } } void Actors::clear() { mIndex.clear(); mActors.clear(); mDeathCount.clear(); } void Actors::updateMagicEffects(const MWWorld::Ptr& ptr) const { adjustMagicEffects(ptr, 0.f); } bool Actors::isReadyToBlock(const MWWorld::Ptr& ptr) const { const auto it = mIndex.find(ptr.mRef); if (it == mIndex.end()) return false; return it->second->getCharacterController().isReadyToBlock(); } bool Actors::isCastingSpell(const MWWorld::Ptr& ptr) const { const auto it = mIndex.find(ptr.mRef); if (it == mIndex.end()) return false; return it->second->getCharacterController().isCastingSpell(); } bool Actors::isAttackingOrSpell(const MWWorld::Ptr& ptr) const { const auto it = mIndex.find(ptr.mRef); if (it == mIndex.end()) return false; return it->second->getCharacterController().isAttackingOrSpell(); } int Actors::getGreetingTimer(const MWWorld::Ptr& ptr) const { const auto it = mIndex.find(ptr.mRef); if (it == mIndex.end()) return 0; return it->second->getGreetingTimer(); } float Actors::getAngleToPlayer(const MWWorld::Ptr& ptr) const { const auto it = mIndex.find(ptr.mRef); if (it == mIndex.end()) return 0.f; return it->second->getAngleToPlayer(); } GreetingState Actors::getGreetingState(const MWWorld::Ptr& ptr) const { const auto it = mIndex.find(ptr.mRef); if (it == mIndex.end()) return Greet_None; return it->second->getGreetingState(); } bool Actors::isTurningToPlayer(const MWWorld::Ptr& ptr) const { const auto it = mIndex.find(ptr.mRef); if (it == mIndex.end()) return false; return it->second->isTurningToPlayer(); } void Actors::fastForwardAi() const { if (!MWBase::Environment::get().getMechanicsManager()->isAIActive()) return; for (auto it = mActors.begin(); it != mActors.end();) { const MWWorld::Ptr ptr = it->getPtr(); ++it; if (ptr == getPlayer() || !isConscious(ptr) || ptr.getClass().getCreatureStats(ptr).isParalyzed()) continue; MWMechanics::AiSequence& seq = ptr.getClass().getCreatureStats(ptr).getAiSequence(); seq.fastForward(ptr); } } const std::set<MWWorld::Ptr>& SidingCache::getActorsSidingWith(const MWWorld::Ptr& actor) { // If we have already found actor's allies, use the cache auto search = mCache.find(actor); if (search != mCache.end()) return search->second; std::set<MWWorld::Ptr>& out = mCache[actor]; for (const MWWorld::Ptr& follower : mActors.getActorsSidingWith(actor, mExcludeInfighting)) { if (out.insert(follower).second && follower != actor) { const auto& allies = getActorsSidingWith(follower); out.insert(allies.begin(), allies.end()); } } // Cache ptrs and their sets of allies for (const MWWorld::Ptr& iter : out) { if (iter == actor) continue; search = mCache.find(iter); if (search == mCache.end()) mCache.emplace(iter, out); } return out; } }
104,233
C++
.cpp
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36.982465
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0.579061
OpenMW/openmw
5,318
933
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GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
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35,318
character.cpp
OpenMW_openmw/apps/openmw/mwmechanics/character.cpp
/* * OpenMW - The completely unofficial reimplementation of Morrowind * * This file (character.cpp) is part of the OpenMW package. * * OpenMW is distributed as free software: you can redistribute it * and/or modify it under the terms of the GNU General Public License * version 3, as published by the Free Software Foundation. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * version 3 along with this program. If not, see * https://www.gnu.org/licenses/ . */ #include "character.hpp" #include <array> #include <unordered_set> #include <components/esm/records.hpp> #include <components/misc/mathutil.hpp> #include <components/misc/resourcehelpers.hpp> #include <components/misc/rng.hpp> #include <components/misc/strings/algorithm.hpp> #include <components/misc/strings/conversion.hpp> #include <components/settings/values.hpp> #include <components/sceneutil/positionattitudetransform.hpp> #include "../mwrender/animation.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/luamanager.hpp" #include "../mwbase/mechanicsmanager.hpp" #include "../mwbase/soundmanager.hpp" #include "../mwbase/windowmanager.hpp" #include "../mwbase/world.hpp" #include "../mwworld/class.hpp" #include "../mwworld/esmstore.hpp" #include "../mwworld/inventorystore.hpp" #include "../mwworld/player.hpp" #include "../mwworld/spellcaststate.hpp" #include "actorutil.hpp" #include "aicombataction.hpp" #include "creaturestats.hpp" #include "movement.hpp" #include "npcstats.hpp" #include "security.hpp" #include "spellcasting.hpp" #include "weapontype.hpp" namespace { std::string_view getBestAttack(const ESM::Weapon* weapon) { int slash = weapon->mData.mSlash[0] + weapon->mData.mSlash[1]; int chop = weapon->mData.mChop[0] + weapon->mData.mChop[1]; int thrust = weapon->mData.mThrust[0] + weapon->mData.mThrust[1]; if (slash == chop && slash == thrust) return "slash"; else if (thrust >= chop && thrust >= slash) return "thrust"; else if (slash >= chop && slash >= thrust) return "slash"; else return "chop"; } // Converts a movement Run state to its equivalent Walk state, if there is one. MWMechanics::CharacterState runStateToWalkState(MWMechanics::CharacterState state) { using namespace MWMechanics; switch (state) { case CharState_RunForward: return CharState_WalkForward; case CharState_RunBack: return CharState_WalkBack; case CharState_RunLeft: return CharState_WalkLeft; case CharState_RunRight: return CharState_WalkRight; case CharState_SwimRunForward: return CharState_SwimWalkForward; case CharState_SwimRunBack: return CharState_SwimWalkBack; case CharState_SwimRunLeft: return CharState_SwimWalkLeft; case CharState_SwimRunRight: return CharState_SwimWalkRight; default: return state; } } // Converts a Hit state to its equivalent Death state. MWMechanics::CharacterState hitStateToDeathState(MWMechanics::CharacterState state) { using namespace MWMechanics; switch (state) { case CharState_SwimKnockDown: return CharState_SwimDeathKnockDown; case CharState_SwimKnockOut: return CharState_SwimDeathKnockOut; case CharState_KnockDown: return CharState_DeathKnockDown; case CharState_KnockOut: return CharState_DeathKnockOut; default: return CharState_None; } } // Converts a movement state to its equivalent base animation group as long as it is a movement state. std::string_view movementStateToAnimGroup(MWMechanics::CharacterState state) { using namespace MWMechanics; switch (state) { case CharState_WalkForward: return "walkforward"; case CharState_WalkBack: return "walkback"; case CharState_WalkLeft: return "walkleft"; case CharState_WalkRight: return "walkright"; case CharState_SwimWalkForward: return "swimwalkforward"; case CharState_SwimWalkBack: return "swimwalkback"; case CharState_SwimWalkLeft: return "swimwalkleft"; case CharState_SwimWalkRight: return "swimwalkright"; case CharState_RunForward: return "runforward"; case CharState_RunBack: return "runback"; case CharState_RunLeft: return "runleft"; case CharState_RunRight: return "runright"; case CharState_SwimRunForward: return "swimrunforward"; case CharState_SwimRunBack: return "swimrunback"; case CharState_SwimRunLeft: return "swimrunleft"; case CharState_SwimRunRight: return "swimrunright"; case CharState_SneakForward: return "sneakforward"; case CharState_SneakBack: return "sneakback"; case CharState_SneakLeft: return "sneakleft"; case CharState_SneakRight: return "sneakright"; case CharState_TurnLeft: return "turnleft"; case CharState_TurnRight: return "turnright"; case CharState_SwimTurnLeft: return "swimturnleft"; case CharState_SwimTurnRight: return "swimturnright"; default: return {}; } } // Converts a death state to its equivalent animation group as long as it is a death state. std::string_view deathStateToAnimGroup(MWMechanics::CharacterState state) { using namespace MWMechanics; switch (state) { case CharState_SwimDeath: return "swimdeath"; case CharState_SwimDeathKnockDown: return "swimdeathknockdown"; case CharState_SwimDeathKnockOut: return "swimdeathknockout"; case CharState_DeathKnockDown: return "deathknockdown"; case CharState_DeathKnockOut: return "deathknockout"; case CharState_Death1: return "death1"; case CharState_Death2: return "death2"; case CharState_Death3: return "death3"; case CharState_Death4: return "death4"; case CharState_Death5: return "death5"; default: return {}; } } // Converts a hit state to its equivalent animation group as long as it is a hit state. std::string hitStateToAnimGroup(MWMechanics::CharacterState state) { using namespace MWMechanics; switch (state) { case CharState_SwimHit: return "swimhit"; case CharState_SwimKnockDown: return "swimknockdown"; case CharState_SwimKnockOut: return "swimknockout"; case CharState_Hit: return "hit"; case CharState_KnockDown: return "knockdown"; case CharState_KnockOut: return "knockout"; case CharState_Block: return "shield"; default: return {}; } } // Converts an idle state to its equivalent animation group. std::string idleStateToAnimGroup(MWMechanics::CharacterState state) { using namespace MWMechanics; switch (state) { case CharState_IdleSwim: return "idleswim"; case CharState_IdleSneak: return "idlesneak"; case CharState_Idle: case CharState_SpecialIdle: return "idle"; default: return {}; } } MWRender::Animation::AnimPriority getIdlePriority(MWMechanics::CharacterState state) { using namespace MWMechanics; MWRender::Animation::AnimPriority priority(Priority_Default); switch (state) { case CharState_IdleSwim: return Priority_SwimIdle; case CharState_IdleSneak: priority[MWRender::BoneGroup_LowerBody] = Priority_SneakIdleLowerBody; [[fallthrough]]; default: return priority; } } float getFallDamage(const MWWorld::Ptr& ptr, float fallHeight) { MWBase::World* world = MWBase::Environment::get().getWorld(); const MWWorld::Store<ESM::GameSetting>& store = world->getStore().get<ESM::GameSetting>(); const float fallDistanceMin = store.find("fFallDamageDistanceMin")->mValue.getFloat(); if (fallHeight >= fallDistanceMin) { const float acrobaticsSkill = static_cast<float>(ptr.getClass().getSkill(ptr, ESM::Skill::Acrobatics)); const float jumpSpellBonus = ptr.getClass() .getCreatureStats(ptr) .getMagicEffects() .getOrDefault(ESM::MagicEffect::Jump) .getMagnitude(); const float fallAcroBase = store.find("fFallAcroBase")->mValue.getFloat(); const float fallAcroMult = store.find("fFallAcroMult")->mValue.getFloat(); const float fallDistanceBase = store.find("fFallDistanceBase")->mValue.getFloat(); const float fallDistanceMult = store.find("fFallDistanceMult")->mValue.getFloat(); float x = fallHeight - fallDistanceMin; x -= (1.5f * acrobaticsSkill) + jumpSpellBonus; x = std::max(0.0f, x); float a = fallAcroBase + fallAcroMult * (100 - acrobaticsSkill); x = fallDistanceBase + fallDistanceMult * x; x *= a; return x; } return 0.f; } bool isRealWeapon(int weaponType) { return weaponType != ESM::Weapon::HandToHand && weaponType != ESM::Weapon::Spell && weaponType != ESM::Weapon::None; } } namespace MWMechanics { std::string CharacterController::chooseRandomGroup(const std::string& prefix, int* num) const { auto& prng = MWBase::Environment::get().getWorld()->getPrng(); int numAnims = 0; while (mAnimation->hasAnimation(prefix + std::to_string(numAnims + 1))) ++numAnims; int roll = Misc::Rng::rollDice(numAnims, prng) + 1; // [1, numAnims] if (num) *num = roll; return prefix + std::to_string(roll); } void CharacterController::clearStateAnimation(std::string& anim) const { if (anim.empty()) return; if (mAnimation) mAnimation->disable(anim); anim.clear(); } void CharacterController::resetCurrentJumpState() { clearStateAnimation(mCurrentJump); mJumpState = JumpState_None; } void CharacterController::resetCurrentMovementState() { clearStateAnimation(mCurrentMovement); mMovementState = CharState_None; mMovementAnimationHasMovement = false; } void CharacterController::resetCurrentIdleState() { clearStateAnimation(mCurrentIdle); mIdleState = CharState_None; } void CharacterController::resetCurrentHitState() { clearStateAnimation(mCurrentHit); mHitState = CharState_None; } void CharacterController::resetCurrentWeaponState() { clearStateAnimation(mCurrentWeapon); mUpperBodyState = UpperBodyState::None; } void CharacterController::resetCurrentDeathState() { clearStateAnimation(mCurrentDeath); mDeathState = CharState_None; } void CharacterController::refreshHitRecoilAnims() { auto& charClass = mPtr.getClass(); if (!charClass.isActor()) return; const auto world = MWBase::Environment::get().getWorld(); auto& stats = charClass.getCreatureStats(mPtr); bool knockout = stats.getFatigue().getCurrent() < 0 || stats.getFatigue().getBase() == 0; bool recovery = stats.getHitRecovery(); bool knockdown = stats.getKnockedDown(); bool block = stats.getBlock() && !knockout && !recovery && !knockdown; bool isSwimming = world->isSwimming(mPtr); stats.setBlock(false); if (mPtr == getPlayer() && mHitState == CharState_Block && block) { mHitState = CharState_None; resetCurrentIdleState(); } if (mHitState != CharState_None) { if (!mAnimation->isPlaying(mCurrentHit)) { if (isKnockedOut() && mCurrentHit.empty() && knockout) return; mHitState = CharState_None; mCurrentHit.clear(); stats.setKnockedDown(false); stats.setHitRecovery(false); resetCurrentIdleState(); } else if (isKnockedOut()) mAnimation->setLoopingEnabled(mCurrentHit, knockout); return; } if (!knockout && !knockdown && !recovery && !block) return; MWRender::Animation::AnimPriority priority(Priority_Knockdown); std::string_view startKey = "start"; std::string_view stopKey = "stop"; if (knockout) { mHitState = isSwimming ? CharState_SwimKnockOut : CharState_KnockOut; stats.setKnockedDown(true); } else if (knockdown) { mHitState = isSwimming ? CharState_SwimKnockDown : CharState_KnockDown; } else if (recovery) { mHitState = isSwimming ? CharState_SwimHit : CharState_Hit; priority = Priority_Hit; } else if (block) { mHitState = CharState_Block; priority = Priority_Hit; priority[MWRender::BoneGroup_LeftArm] = Priority_Block; priority[MWRender::BoneGroup_LowerBody] = Priority_WeaponLowerBody; startKey = "block start"; stopKey = "block stop"; } mCurrentHit = hitStateToAnimGroup(mHitState); if (isRecovery()) { mCurrentHit = chooseRandomGroup(mCurrentHit); if (mHitState == CharState_SwimHit && !mAnimation->hasAnimation(mCurrentHit)) mCurrentHit = chooseRandomGroup(hitStateToAnimGroup(CharState_Hit)); } // Cancel upper body animations if (isKnockedOut() || isKnockedDown()) { if (!mCurrentWeapon.empty()) mAnimation->disable(mCurrentWeapon); if (mUpperBodyState > UpperBodyState::WeaponEquipped) { mUpperBodyState = UpperBodyState::WeaponEquipped; if (mWeaponType > ESM::Weapon::None) mAnimation->showWeapons(true); } else if (mUpperBodyState < UpperBodyState::WeaponEquipped) { mUpperBodyState = UpperBodyState::None; } } if (!mAnimation->hasAnimation(mCurrentHit)) { mCurrentHit.clear(); return; } playBlendedAnimation(mCurrentHit, priority, MWRender::BlendMask_All, true, 1, startKey, stopKey, 0.0f, std::numeric_limits<uint32_t>::max()); } void CharacterController::refreshJumpAnims(JumpingState jump, bool force) { if (!force && jump == mJumpState) return; if (jump == JumpState_None) { if (!mCurrentJump.empty()) resetCurrentIdleState(); resetCurrentJumpState(); return; } std::string_view weapShortGroup = getWeaponShortGroup(mWeaponType); std::string jumpAnimName = "jump"; jumpAnimName += weapShortGroup; MWRender::Animation::BlendMask jumpmask = MWRender::BlendMask_All; if (!weapShortGroup.empty() && !mAnimation->hasAnimation(jumpAnimName)) jumpAnimName = fallbackShortWeaponGroup("jump", &jumpmask); if (!mAnimation->hasAnimation(jumpAnimName)) { if (!mCurrentJump.empty()) resetCurrentIdleState(); resetCurrentJumpState(); return; } bool startAtLoop = (jump == mJumpState); mJumpState = jump; clearStateAnimation(mCurrentJump); mCurrentJump = jumpAnimName; if (mJumpState == JumpState_InAir) playBlendedAnimation(jumpAnimName, Priority_Jump, jumpmask, false, 1.0f, startAtLoop ? "loop start" : "start", "stop", 0.f, std::numeric_limits<uint32_t>::max()); else if (mJumpState == JumpState_Landing) playBlendedAnimation(jumpAnimName, Priority_Jump, jumpmask, true, 1.0f, "loop stop", "stop", 0.0f, 0); } bool CharacterController::onOpen() const { if (mPtr.getType() == ESM::Container::sRecordId) { if (!mAnimation->hasAnimation("containeropen")) return true; if (mAnimation->isPlaying("containeropen")) return false; if (mAnimation->isPlaying("containerclose")) return false; mAnimation->play( "containeropen", Priority_Scripted, MWRender::BlendMask_All, false, 1.0f, "start", "stop", 0.f, 0); if (mAnimation->isPlaying("containeropen")) return false; } return true; } void CharacterController::onClose() const { if (mPtr.getType() == ESM::Container::sRecordId) { if (!mAnimation->hasAnimation("containerclose")) return; float complete, startPoint = 0.f; bool animPlaying = mAnimation->getInfo("containeropen", &complete); if (animPlaying) startPoint = 1.f - complete; mAnimation->play("containerclose", Priority_Scripted, MWRender::BlendMask_All, false, 1.0f, "start", "stop", startPoint, 0); } } std::string_view CharacterController::getWeaponAnimation(int weaponType) const { std::string_view weaponGroup = getWeaponType(weaponType)->mLongGroup; if (isRealWeapon(weaponType) && !mAnimation->hasAnimation(weaponGroup)) { static const std::string_view oneHandFallback = getWeaponType(ESM::Weapon::LongBladeOneHand)->mLongGroup; static const std::string_view twoHandFallback = getWeaponType(ESM::Weapon::LongBladeTwoHand)->mLongGroup; const ESM::WeaponType* weapInfo = getWeaponType(weaponType); // For real two-handed melee weapons use 2h swords animations as fallback, otherwise use the 1h ones if (weapInfo->mFlags & ESM::WeaponType::TwoHanded && weapInfo->mWeaponClass == ESM::WeaponType::Melee) weaponGroup = twoHandFallback; else weaponGroup = oneHandFallback; } else if (weaponType == ESM::Weapon::HandToHand && !mPtr.getClass().isBipedal(mPtr)) return "attack1"; return weaponGroup; } std::string_view CharacterController::getWeaponShortGroup(int weaponType) const { if (weaponType == ESM::Weapon::HandToHand && !mPtr.getClass().isBipedal(mPtr)) return {}; return getWeaponType(weaponType)->mShortGroup; } std::string CharacterController::fallbackShortWeaponGroup( const std::string& baseGroupName, MWRender::Animation::BlendMask* blendMask) const { if (!isRealWeapon(mWeaponType)) { if (blendMask != nullptr) *blendMask = MWRender::BlendMask_LowerBody; return baseGroupName; } static const std::string_view oneHandFallback = getWeaponShortGroup(ESM::Weapon::LongBladeOneHand); static const std::string_view twoHandFallback = getWeaponShortGroup(ESM::Weapon::LongBladeTwoHand); std::string groupName = baseGroupName; const ESM::WeaponType* weapInfo = getWeaponType(mWeaponType); // For real two-handed melee weapons use 2h swords animations as fallback, otherwise use the 1h ones if (weapInfo->mFlags & ESM::WeaponType::TwoHanded && weapInfo->mWeaponClass == ESM::WeaponType::Melee) groupName += twoHandFallback; else groupName += oneHandFallback; // Special case for crossbows - we should apply 1h animations a fallback only for lower body if (mWeaponType == ESM::Weapon::MarksmanCrossbow && blendMask != nullptr) *blendMask = MWRender::BlendMask_LowerBody; if (!mAnimation->hasAnimation(groupName)) { groupName = baseGroupName; if (blendMask != nullptr) *blendMask = MWRender::BlendMask_LowerBody; } return groupName; } void CharacterController::refreshMovementAnims(CharacterState movement, bool force) { if (movement == mMovementState && !force) return; std::string_view movementAnimGroup = movementStateToAnimGroup(movement); if (movementAnimGroup.empty()) { if (!mCurrentMovement.empty()) resetCurrentIdleState(); resetCurrentMovementState(); return; } std::string movementAnimName{ movementAnimGroup }; mMovementState = movement; std::string::size_type swimpos = movementAnimName.find("swim"); if (!mAnimation->hasAnimation(movementAnimName)) { if (swimpos != std::string::npos) { movementAnimName.erase(swimpos, 4); swimpos = std::string::npos; } } MWRender::Animation::BlendMask movemask = MWRender::BlendMask_All; std::string_view weapShortGroup = getWeaponShortGroup(mWeaponType); // Non-biped creatures don't use spellcasting-specific movement animations. if (!isRealWeapon(mWeaponType) && !mPtr.getClass().isBipedal(mPtr)) weapShortGroup = {}; if (swimpos == std::string::npos && !weapShortGroup.empty()) { std::string weapMovementAnimName; // Spellcasting stance turning is a special case if (mWeaponType == ESM::Weapon::Spell && isTurning()) { weapMovementAnimName = weapShortGroup; weapMovementAnimName += movementAnimName; } else { weapMovementAnimName = movementAnimName; weapMovementAnimName += weapShortGroup; } if (!mAnimation->hasAnimation(weapMovementAnimName)) weapMovementAnimName = fallbackShortWeaponGroup(movementAnimName, &movemask); movementAnimName = std::move(weapMovementAnimName); } if (!mAnimation->hasAnimation(movementAnimName)) { std::string::size_type runpos = movementAnimName.find("run"); if (runpos != std::string::npos) movementAnimName.replace(runpos, 3, "walk"); if (!mAnimation->hasAnimation(movementAnimName)) { if (!mCurrentMovement.empty()) resetCurrentIdleState(); resetCurrentMovementState(); return; } } // If we're playing the same animation, start it from the point it ended float startpoint = 0.f; if (!mCurrentMovement.empty() && movementAnimName == mCurrentMovement) mAnimation->getInfo(mCurrentMovement, &startpoint); mMovementAnimationHasMovement = true; clearStateAnimation(mCurrentMovement); mCurrentMovement = std::move(movementAnimName); // For non-flying creatures, MW uses the Walk animation to calculate the animation velocity // even if we are running. This must be replicated, otherwise the observed speed would differ drastically. mAdjustMovementAnimSpeed = true; if (mPtr.getClass().getType() == ESM::Creature::sRecordId && !(mPtr.get<ESM::Creature>()->mBase->mFlags & ESM::Creature::Flies)) { CharacterState walkState = runStateToWalkState(mMovementState); std::string_view anim = movementStateToAnimGroup(walkState); mMovementAnimSpeed = mAnimation->getVelocity(anim); if (mMovementAnimSpeed <= 1.0f) { // Another bug: when using a fallback animation (e.g. RunForward as fallback to SwimRunForward), // then the equivalent Walk animation will not use a fallback, and if that animation doesn't exist // we will play without any scaling. // Makes the speed attribute of most water creatures totally useless. // And again, this can not be fixed without patching game data. mAdjustMovementAnimSpeed = false; mMovementAnimSpeed = 1.f; } } else { mMovementAnimSpeed = mAnimation->getVelocity(mCurrentMovement); if (mMovementAnimSpeed <= 1.0f) { // The first person anims don't have any velocity to calculate a speed multiplier from. // We use the third person velocities instead. // FIXME: should be pulled from the actual animation, but it is not presently loaded. bool sneaking = mMovementState == CharState_SneakForward || mMovementState == CharState_SneakBack || mMovementState == CharState_SneakLeft || mMovementState == CharState_SneakRight; mMovementAnimSpeed = (sneaking ? 33.5452f : (isRunning() ? 222.857f : 154.064f)); mMovementAnimationHasMovement = false; } } playBlendedAnimation(mCurrentMovement, Priority_Movement, movemask, false, 1.f, "start", "stop", startpoint, std::numeric_limits<uint32_t>::max(), true); } void CharacterController::refreshIdleAnims(CharacterState idle, bool force) { // FIXME: if one of the below states is close to their last animation frame (i.e. will be disabled in the coming // update), the idle animation should be displayed if (((mUpperBodyState != UpperBodyState::None && mUpperBodyState != UpperBodyState::WeaponEquipped) || mMovementState != CharState_None || !mCurrentHit.empty()) && !mPtr.getClass().isBipedal(mPtr)) { resetCurrentIdleState(); return; } if (!force && idle == mIdleState && (mAnimation->isPlaying(mCurrentIdle) || !mAnimQueue.empty())) return; mIdleState = idle; std::string idleGroup = idleStateToAnimGroup(mIdleState); if (idleGroup.empty()) { resetCurrentIdleState(); return; } MWRender::Animation::AnimPriority priority = getIdlePriority(mIdleState); size_t numLoops = std::numeric_limits<uint32_t>::max(); // Only play "idleswim" or "idlesneak" if they exist. Otherwise, fallback to // "idle"+weapon or "idle". bool fallback = mIdleState != CharState_Idle && !mAnimation->hasAnimation(idleGroup); if (fallback) { priority = getIdlePriority(CharState_Idle); idleGroup = idleStateToAnimGroup(CharState_Idle); } if (fallback || mIdleState == CharState_Idle || mIdleState == CharState_SpecialIdle) { std::string_view weapShortGroup = getWeaponShortGroup(mWeaponType); if (!weapShortGroup.empty()) { std::string weapIdleGroup = idleGroup; weapIdleGroup += weapShortGroup; if (!mAnimation->hasAnimation(weapIdleGroup)) weapIdleGroup = fallbackShortWeaponGroup(idleGroup); idleGroup = std::move(weapIdleGroup); // play until the Loop Stop key 2 to 5 times, then play until the Stop key // this replicates original engine behavior for the "Idle1h" 1st-person animation auto& prng = MWBase::Environment::get().getWorld()->getPrng(); numLoops = 1 + Misc::Rng::rollDice(4, prng); } } if (!mAnimation->hasAnimation(idleGroup)) { resetCurrentIdleState(); return; } float startPoint = 0.f; // There is no need to restart anim if the new and old anims are the same. // Just update the number of loops. if (mCurrentIdle == idleGroup) mAnimation->getInfo(mCurrentIdle, &startPoint); clearStateAnimation(mCurrentIdle); mCurrentIdle = std::move(idleGroup); playBlendedAnimation( mCurrentIdle, priority, MWRender::BlendMask_All, false, 1.0f, "start", "stop", startPoint, numLoops, true); } void CharacterController::refreshCurrentAnims( CharacterState idle, CharacterState movement, JumpingState jump, bool force) { // If the current animation is scripted, do not touch it if (isScriptedAnimPlaying()) return; refreshHitRecoilAnims(); refreshJumpAnims(jump, force); refreshMovementAnims(movement, force); // idle handled last as it can depend on the other states refreshIdleAnims(idle, force); } void CharacterController::playDeath(float startpoint, CharacterState death) { mDeathState = death; mCurrentDeath = deathStateToAnimGroup(mDeathState); mPtr.getClass().getCreatureStats(mPtr).setDeathAnimation(mDeathState - CharState_Death1); // For dead actors, refreshCurrentAnims is no longer called, so we need to disable the movement state manually. // Note that these animations wouldn't actually be visible (due to the Death animation's priority being higher). // However, they could still trigger text keys, such as Hit events, or sounds. resetCurrentMovementState(); resetCurrentWeaponState(); resetCurrentHitState(); resetCurrentIdleState(); resetCurrentJumpState(); playBlendedAnimation( mCurrentDeath, Priority_Death, MWRender::BlendMask_All, false, 1.0f, "start", "stop", startpoint, 0); } CharacterState CharacterController::chooseRandomDeathState() const { int selected = 0; chooseRandomGroup("death", &selected); return static_cast<CharacterState>(CharState_Death1 + (selected - 1)); } void CharacterController::playRandomDeath(float startpoint) { if (mPtr == getPlayer()) { // The first-person animations do not include death, so we need to // force-switch to third person before playing the death animation. MWBase::Environment::get().getWorld()->useDeathCamera(); } mDeathState = hitStateToDeathState(mHitState); if (mDeathState == CharState_None && MWBase::Environment::get().getWorld()->isSwimming(mPtr)) mDeathState = CharState_SwimDeath; if (mDeathState == CharState_None || !mAnimation->hasAnimation(deathStateToAnimGroup(mDeathState))) mDeathState = chooseRandomDeathState(); // Do not interrupt scripted animation by death if (isScriptedAnimPlaying()) return; playDeath(startpoint, mDeathState); } std::string CharacterController::chooseRandomAttackAnimation() const { std::string result; bool isSwimming = MWBase::Environment::get().getWorld()->isSwimming(mPtr); if (isSwimming) result = chooseRandomGroup("swimattack"); if (!isSwimming || !mAnimation->hasAnimation(result)) result = chooseRandomGroup("attack"); return result; } CharacterController::CharacterController(const MWWorld::Ptr& ptr, MWRender::Animation* anim) : mPtr(ptr) , mAnimation(anim) { if (!mAnimation) return; mAnimation->setTextKeyListener(this); const MWWorld::Class& cls = mPtr.getClass(); if (cls.isActor()) { /* Accumulate along X/Y only for now, until we can figure out how we should * handle knockout and death which moves the character down. */ mAnimation->setAccumulation(osg::Vec3f(1.0f, 1.0f, 0.0f)); if (cls.hasInventoryStore(mPtr)) { getActiveWeapon(mPtr, &mWeaponType); if (mWeaponType != ESM::Weapon::None) { mUpperBodyState = UpperBodyState::WeaponEquipped; mCurrentWeapon = getWeaponAnimation(mWeaponType); } if (mWeaponType != ESM::Weapon::None && mWeaponType != ESM::Weapon::Spell && mWeaponType != ESM::Weapon::HandToHand) { mAnimation->showWeapons(true); // Note: controllers for ranged weapon should use time for beginning of animation to play shooting // properly, for other weapons they should use absolute time. Some mods rely on this behaviour (to // rotate throwing projectiles, for example) ESM::WeaponType::Class weaponClass = getWeaponType(mWeaponType)->mWeaponClass; bool useRelativeDuration = weaponClass == ESM::WeaponType::Ranged; mAnimation->setWeaponGroup(mCurrentWeapon, useRelativeDuration); } mAnimation->showCarriedLeft(updateCarriedLeftVisible(mWeaponType)); } if (!cls.getCreatureStats(mPtr).isDead()) { mIdleState = CharState_Idle; if (cls.getCreatureStats(mPtr).getFallHeight() > 0) mJumpState = JumpState_InAir; } else { const MWMechanics::CreatureStats& cStats = mPtr.getClass().getCreatureStats(mPtr); if (cStats.isDeathAnimationFinished()) { // Set the death state, but don't play it yet // We will play it in the first frame, but only if no script set the skipAnim flag signed char deathanim = cStats.getDeathAnimation(); if (deathanim == -1) mDeathState = chooseRandomDeathState(); else mDeathState = static_cast<CharacterState>(CharState_Death1 + deathanim); mFloatToSurface = cStats.getHealth().getBase() != 0; } // else: nothing to do, will detect death in the next frame and start playing death animation } } else { /* Don't accumulate with non-actors. */ mAnimation->setAccumulation(osg::Vec3f(0.f, 0.f, 0.f)); mIdleState = CharState_Idle; } // Do not update animation status for dead actors if (mDeathState == CharState_None && (!cls.isActor() || !cls.getCreatureStats(mPtr).isDead())) refreshCurrentAnims(mIdleState, mMovementState, mJumpState, true); mAnimation->runAnimation(0.f); unpersistAnimationState(); } CharacterController::~CharacterController() { if (mAnimation) { persistAnimationState(); mAnimation->setTextKeyListener(nullptr); } } void CharacterController::handleTextKey( std::string_view groupname, SceneUtil::TextKeyMap::ConstIterator key, const SceneUtil::TextKeyMap& map) { std::string_view evt = key->second; MWBase::Environment::get().getLuaManager()->animationTextKey(mPtr, key->second); if (evt.substr(0, 7) == "sound: ") { MWBase::SoundManager* sndMgr = MWBase::Environment::get().getSoundManager(); sndMgr->playSound3D(mPtr, ESM::RefId::stringRefId(evt.substr(7)), 1.0f, 1.0f); return; } auto& charClass = mPtr.getClass(); if (evt.substr(0, 10) == "soundgen: ") { std::string_view soundgen = evt.substr(10); // The event can optionally contain volume and pitch modifiers float volume = 1.0f; float pitch = 1.0f; if (soundgen.find(' ') != std::string::npos) { std::vector<std::string_view> tokens; Misc::StringUtils::split(soundgen, tokens); soundgen = tokens[0]; if (tokens.size() >= 2) { volume = Misc::StringUtils::toNumeric<float>(tokens[1], volume); } if (tokens.size() >= 3) { pitch = Misc::StringUtils::toNumeric<float>(tokens[2], pitch); } } const ESM::RefId sound = charClass.getSoundIdFromSndGen(mPtr, soundgen); if (!sound.empty()) { MWBase::SoundManager* sndMgr = MWBase::Environment::get().getSoundManager(); if (soundgen == "left" || soundgen == "right") { sndMgr->playSound3D( mPtr, sound, volume, pitch, MWSound::Type::Foot, MWSound::PlayMode::NoPlayerLocal); } else { sndMgr->playSound3D(mPtr, sound, volume, pitch); } } return; } if (evt.substr(0, groupname.size()) != groupname || evt.substr(groupname.size(), 2) != ": ") { // Not ours, skip it return; } std::string_view action = evt.substr(groupname.size() + 2); if (action == "equip attach") { if (mUpperBodyState == UpperBodyState::Equipping) { if (groupname == "shield") mAnimation->showCarriedLeft(true); else mAnimation->showWeapons(true); } } else if (action == "unequip detach") { if (mUpperBodyState == UpperBodyState::Unequipping) { if (groupname == "shield") mAnimation->showCarriedLeft(false); else mAnimation->showWeapons(false); } } else if (action == "chop hit" || action == "slash hit" || action == "thrust hit" || action == "hit") { int attackType = -1; if (action == "hit") { if (groupname == "attack1" || groupname == "swimattack1") attackType = ESM::Weapon::AT_Chop; else if (groupname == "attack2" || groupname == "swimattack2") attackType = ESM::Weapon::AT_Slash; else if (groupname == "attack3" || groupname == "swimattack3") attackType = ESM::Weapon::AT_Thrust; } else if (action == "chop hit") attackType = ESM::Weapon::AT_Chop; else if (action == "slash hit") attackType = ESM::Weapon::AT_Slash; else if (action == "thrust hit") attackType = ESM::Weapon::AT_Thrust; // We want to avoid hit keys that come out of nowhere (e.g. in the follow animation) // and processing multiple hit keys for a single attack if (mAttackStrength != -1.f) { charClass.hit(mPtr, mAttackStrength, attackType, mAttackVictim, mAttackHitPos, mAttackSuccess); mAttackStrength = -1.f; } } else if (isRandomAttackAnimation(groupname) && action == "start") { std::multimap<float, std::string>::const_iterator hitKey = key; // Not all animations have a hit key defined. If there is none, the hit happens with the start key. bool hasHitKey = false; while (hitKey != map.end()) { if (hitKey->second.starts_with(groupname)) { std::string_view suffix = std::string_view(hitKey->second).substr(groupname.size()); if (suffix == ": hit") { hasHitKey = true; break; } if (suffix == ": stop") break; } ++hitKey; } if (!hasHitKey) { // State update doesn't expect the start key to be the hit key, // so we have to do this early. prepareHit(); if (groupname == "attack1" || groupname == "swimattack1") charClass.hit( mPtr, mAttackStrength, ESM::Weapon::AT_Chop, mAttackVictim, mAttackHitPos, mAttackSuccess); else if (groupname == "attack2" || groupname == "swimattack2") charClass.hit( mPtr, mAttackStrength, ESM::Weapon::AT_Slash, mAttackVictim, mAttackHitPos, mAttackSuccess); else if (groupname == "attack3" || groupname == "swimattack3") charClass.hit( mPtr, mAttackStrength, ESM::Weapon::AT_Thrust, mAttackVictim, mAttackHitPos, mAttackSuccess); } } else if (action == "shoot attach") mAnimation->attachArrow(); else if (action == "shoot release") { // See notes for melee release above if (mAttackStrength != -1.f) { mAnimation->releaseArrow(mAttackStrength); mAttackStrength = -1.f; } } else if (action == "shoot follow attach") mAnimation->attachArrow(); // Make sure this key is actually for the RangeType we are casting. The flame atronach has // the same animation for all range types, so there are 3 "release" keys on the same time, one for each range // type. else if (groupname == "spellcast" && action == mAttackType + " release") { if (mCanCast) MWBase::Environment::get().getWorld()->castSpell(mPtr, mCastingScriptedSpell); mCastingScriptedSpell = false; mCanCast = false; } else if (groupname == "containeropen" && action == "loot") MWBase::Environment::get().getWindowManager()->pushGuiMode(MWGui::GM_Container, mPtr); } void CharacterController::updatePtr(const MWWorld::Ptr& ptr) { mPtr = ptr; } void CharacterController::updateIdleStormState(bool inwater) const { if (!mAnimation->hasAnimation("idlestorm")) return; bool animPlaying = mAnimation->isPlaying("idlestorm"); if (mUpperBodyState != UpperBodyState::None || inwater) { if (animPlaying) mAnimation->disable("idlestorm"); return; } const auto world = MWBase::Environment::get().getWorld(); if (world->isInStorm()) { osg::Vec3f stormDirection = world->getStormDirection(); osg::Vec3f characterDirection = mPtr.getRefData().getBaseNode()->getAttitude() * osg::Vec3f(0, 1, 0); stormDirection.normalize(); characterDirection.normalize(); if (stormDirection * characterDirection < -0.5f) { if (!animPlaying) { int mask = MWRender::BlendMask_Torso | MWRender::BlendMask_RightArm; playBlendedAnimation("idlestorm", Priority_Storm, mask, true, 1.0f, "start", "stop", 0.0f, std::numeric_limits<uint32_t>::max(), true); } else { mAnimation->setLoopingEnabled("idlestorm", true); } return; } } if (animPlaying) { mAnimation->setLoopingEnabled("idlestorm", false); } } bool CharacterController::updateCarriedLeftVisible(const int weaptype) const { // Shields/torches shouldn't be visible during any operation involving two hands // There seems to be no text keys for this purpose, except maybe for "[un]equip start/stop", // but they are also present in weapon drawing animation. return mAnimation->updateCarriedLeftVisible(weaptype); } float CharacterController::calculateWindUp() const { if (mCurrentWeapon.empty() || mWeaponType == ESM::Weapon::PickProbe || isRandomAttackAnimation(mCurrentWeapon)) return -1.f; float minAttackTime = mAnimation->getTextKeyTime(mCurrentWeapon + ": " + mAttackType + " min attack"); float maxAttackTime = mAnimation->getTextKeyTime(mCurrentWeapon + ": " + mAttackType + " max attack"); if (minAttackTime == -1.f || minAttackTime >= maxAttackTime) return -1.f; return std::clamp( (mAnimation->getCurrentTime(mCurrentWeapon) - minAttackTime) / (maxAttackTime - minAttackTime), 0.f, 1.f); } void CharacterController::prepareHit() { if (mAttackStrength != -1.f) return; auto& prng = MWBase::Environment::get().getWorld()->getPrng(); mAttackStrength = calculateWindUp(); if (mAttackStrength == -1.f) mAttackStrength = std::min(1.f, 0.1f + Misc::Rng::rollClosedProbability(prng)); ESM::WeaponType::Class weapclass = getWeaponType(mWeaponType)->mWeaponClass; if (weapclass != ESM::WeaponType::Ranged && weapclass != ESM::WeaponType::Thrown) { mAttackSuccess = mPtr.getClass().evaluateHit(mPtr, mAttackVictim, mAttackHitPos); if (!mAttackSuccess) mAttackStrength = 0.f; playSwishSound(); } } bool CharacterController::updateWeaponState() { // If the current animation is scripted, we can't do anything here. if (isScriptedAnimPlaying()) return false; const auto world = MWBase::Environment::get().getWorld(); auto& prng = world->getPrng(); MWBase::SoundManager* sndMgr = MWBase::Environment::get().getSoundManager(); const MWWorld::Class& cls = mPtr.getClass(); CreatureStats& stats = cls.getCreatureStats(mPtr); int weaptype = ESM::Weapon::None; if (stats.getDrawState() == DrawState::Weapon) weaptype = ESM::Weapon::HandToHand; else if (stats.getDrawState() == DrawState::Spell) weaptype = ESM::Weapon::Spell; const bool isWerewolf = cls.isNpc() && cls.getNpcStats(mPtr).isWerewolf(); const ESM::RefId* downSoundId = nullptr; bool weaponChanged = false; bool ammunition = true; float weapSpeed = 1.f; if (cls.hasInventoryStore(mPtr)) { MWWorld::InventoryStore& inv = cls.getInventoryStore(mPtr); MWWorld::ContainerStoreIterator weapon = getActiveWeapon(mPtr, &weaptype); if (stats.getDrawState() == DrawState::Spell) weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight); MWWorld::Ptr newWeapon; if (weapon != inv.end()) { newWeapon = *weapon; if (isRealWeapon(mWeaponType)) downSoundId = &newWeapon.getClass().getDownSoundId(newWeapon); } // weapon->HtH switch: weapon is empty already, so we need to take sound from previous weapon else if (!mWeapon.isEmpty() && weaptype == ESM::Weapon::HandToHand && mWeaponType != ESM::Weapon::Spell) downSoundId = &mWeapon.getClass().getDownSoundId(mWeapon); if (mWeapon != newWeapon) { mWeapon = newWeapon; weaponChanged = true; } if (stats.getDrawState() == DrawState::Weapon && !mWeapon.isEmpty() && mWeapon.getType() == ESM::Weapon::sRecordId) { weapSpeed = mWeapon.get<ESM::Weapon>()->mBase->mData.mSpeed; MWWorld::ConstContainerStoreIterator ammo = inv.getSlot(MWWorld::InventoryStore::Slot_Ammunition); int ammotype = getWeaponType(mWeapon.get<ESM::Weapon>()->mBase->mData.mType)->mAmmoType; if (ammotype != ESM::Weapon::None) ammunition = ammo != inv.end() && ammo->get<ESM::Weapon>()->mBase->mData.mType == ammotype; // Cancel attack if we no longer have ammunition if (!ammunition) { if (mUpperBodyState == UpperBodyState::AttackWindUp) { mAnimation->disable(mCurrentWeapon); mUpperBodyState = UpperBodyState::WeaponEquipped; } setAttackingOrSpell(false); } } MWWorld::ConstContainerStoreIterator torch = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft); if (torch != inv.end() && torch->getType() == ESM::Light::sRecordId && updateCarriedLeftVisible(mWeaponType)) { if (mAnimation->isPlaying("shield")) mAnimation->disable("shield"); playBlendedAnimation("torch", Priority_Torch, MWRender::BlendMask_LeftArm, false, 1.0f, "start", "stop", 0.0f, std::numeric_limits<uint32_t>::max(), true); } else if (mAnimation->isPlaying("torch")) { mAnimation->disable("torch"); } } // For biped actors, blend weapon animations with lower body animations with higher priority MWRender::Animation::AnimPriority priorityWeapon(Priority_Weapon); if (cls.isBipedal(mPtr)) priorityWeapon[MWRender::BoneGroup_LowerBody] = Priority_WeaponLowerBody; bool forcestateupdate = false; // We should not play equipping animation and sound during weapon->weapon transition const bool isStillWeapon = isRealWeapon(mWeaponType) && isRealWeapon(weaptype); // If the current weapon type was changed in the middle of attack (e.g. by Equip console command or when bound // spell expires), we should force actor to the "weapon equipped" state, interrupt attack and update animations. if (isStillWeapon && mWeaponType != weaptype && mUpperBodyState > UpperBodyState::WeaponEquipped) { forcestateupdate = true; if (!mCurrentWeapon.empty()) mAnimation->disable(mCurrentWeapon); mUpperBodyState = UpperBodyState::WeaponEquipped; setAttackingOrSpell(false); mAnimation->showWeapons(true); } if (!isKnockedOut() && !isKnockedDown() && !isRecovery()) { std::string weapgroup; if ((!isWerewolf || mWeaponType != ESM::Weapon::Spell) && weaptype != mWeaponType && mUpperBodyState <= UpperBodyState::AttackWindUp && mUpperBodyState != UpperBodyState::Unequipping && !isStillWeapon) { // We can not play un-equip animation if weapon changed since last update if (!weaponChanged) { // Note: we do not disable unequipping animation automatically to avoid body desync weapgroup = getWeaponAnimation(mWeaponType); int unequipMask = MWRender::BlendMask_All; bool useShieldAnims = mAnimation->useShieldAnimations(); if (useShieldAnims && mWeaponType != ESM::Weapon::HandToHand && mWeaponType != ESM::Weapon::Spell && !(mWeaponType == ESM::Weapon::None && weaptype == ESM::Weapon::Spell)) { unequipMask = unequipMask | ~MWRender::BlendMask_LeftArm; playBlendedAnimation("shield", Priority_Block, MWRender::BlendMask_LeftArm, true, 1.0f, "unequip start", "unequip stop", 0.0f, 0); } else if (mWeaponType == ESM::Weapon::HandToHand) mAnimation->showCarriedLeft(false); playBlendedAnimation( weapgroup, priorityWeapon, unequipMask, false, 1.0f, "unequip start", "unequip stop", 0.0f, 0); mUpperBodyState = UpperBodyState::Unequipping; mAnimation->detachArrow(); // If we do not have the "unequip detach" key, hide weapon manually. if (mAnimation->getTextKeyTime(weapgroup + ": unequip detach") < 0) mAnimation->showWeapons(false); } if (downSoundId && !downSoundId->empty()) { sndMgr->playSound3D(mPtr, *downSoundId, 1.0f, 1.0f); } } float complete; bool animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete); if (!animPlaying || complete >= 1.0f) { // Weapon is changed, no current animation (e.g. unequipping or attack). // Start equipping animation now. if (weaptype != mWeaponType && mUpperBodyState <= UpperBodyState::WeaponEquipped) { forcestateupdate = true; bool useShieldAnims = mAnimation->useShieldAnimations(); if (!useShieldAnims) mAnimation->showCarriedLeft(updateCarriedLeftVisible(weaptype)); weapgroup = getWeaponAnimation(weaptype); // Note: controllers for ranged weapon should use time for beginning of animation to play shooting // properly, for other weapons they should use absolute time. Some mods rely on this behaviour (to // rotate throwing projectiles, for example) ESM::WeaponType::Class weaponClass = getWeaponType(weaptype)->mWeaponClass; bool useRelativeDuration = weaponClass == ESM::WeaponType::Ranged; mAnimation->setWeaponGroup(weapgroup, useRelativeDuration); if (!isStillWeapon) { if (animPlaying) mAnimation->disable(mCurrentWeapon); if (weaptype != ESM::Weapon::None) { mAnimation->showWeapons(false); int equipMask = MWRender::BlendMask_All; if (useShieldAnims && weaptype != ESM::Weapon::Spell) { equipMask = equipMask | ~MWRender::BlendMask_LeftArm; playBlendedAnimation("shield", Priority_Block, MWRender::BlendMask_LeftArm, true, 1.0f, "equip start", "equip stop", 0.0f, 0); } playBlendedAnimation( weapgroup, priorityWeapon, equipMask, true, 1.0f, "equip start", "equip stop", 0.0f, 0); mUpperBodyState = UpperBodyState::Equipping; // If we do not have the "equip attach" key, show weapon manually. if (weaptype != ESM::Weapon::Spell && mAnimation->getTextKeyTime(weapgroup + ": equip attach") < 0) { mAnimation->showWeapons(true); } if (!mWeapon.isEmpty() && mWeaponType != ESM::Weapon::HandToHand && isRealWeapon(weaptype)) { const ESM::RefId& upSoundId = mWeapon.getClass().getUpSoundId(mWeapon); if (!upSoundId.empty()) sndMgr->playSound3D(mPtr, upSoundId, 1.0f, 1.0f); } } } if (isWerewolf) { const MWWorld::ESMStore& store = world->getStore(); const ESM::Sound* sound = store.get<ESM::Sound>().searchRandom("WolfEquip", prng); if (sound) { sndMgr->playSound3D(mPtr, sound->mId, 1.0f, 1.0f); } } mWeaponType = weaptype; mCurrentWeapon = weapgroup; } // Make sure that we disabled unequipping animation if (mUpperBodyState == UpperBodyState::Unequipping) { resetCurrentWeaponState(); mWeaponType = ESM::Weapon::None; } } } if (isWerewolf) { const ESM::RefId wolfRun = ESM::RefId::stringRefId("WolfRun"); if (isRunning() && !world->isSwimming(mPtr) && mWeaponType == ESM::Weapon::None) { if (!sndMgr->getSoundPlaying(mPtr, wolfRun)) sndMgr->playSound3D(mPtr, wolfRun, 1.0f, 1.0f, MWSound::Type::Sfx, MWSound::PlayMode::Loop); } else sndMgr->stopSound3D(mPtr, wolfRun); } float complete = 0.f; bool animPlaying = false; ESM::WeaponType::Class weapclass = getWeaponType(mWeaponType)->mWeaponClass; if (getAttackingOrSpell()) { bool resetIdle = true; if (mUpperBodyState == UpperBodyState::WeaponEquipped && (mHitState == CharState_None || mHitState == CharState_Block)) { mAttackStrength = -1.f; // Randomize attacks for non-bipedal creatures if (!cls.isBipedal(mPtr) && (!mAnimation->hasAnimation(mCurrentWeapon) || isRandomAttackAnimation(mCurrentWeapon))) { mCurrentWeapon = chooseRandomAttackAnimation(); } if (mWeaponType == ESM::Weapon::Spell) { // Unset casting flag, otherwise pressing the mouse button down would // continue casting every frame if there is no animation setAttackingOrSpell(false); if (mPtr == getPlayer()) { // For the player, set the spell we want to cast // This has to be done at the start of the casting animation, // *not* when selecting a spell in the GUI (otherwise you could change the spell mid-animation) const ESM::RefId& selectedSpell = MWBase::Environment::get().getWindowManager()->getSelectedSpell(); stats.getSpells().setSelectedSpell(selectedSpell); } ESM::RefId spellid = stats.getSpells().getSelectedSpell(); bool isMagicItem = false; // Play hand VFX and allow castSpell use (assuming an animation is going to be played) if // spellcasting is successful. Scripted spellcasting bypasses restrictions. MWWorld::SpellCastState spellCastResult = MWWorld::SpellCastState::Success; if (!mCastingScriptedSpell) spellCastResult = world->startSpellCast(mPtr); mCanCast = spellCastResult == MWWorld::SpellCastState::Success; if (spellid.empty() && cls.hasInventoryStore(mPtr)) { MWWorld::InventoryStore& inv = cls.getInventoryStore(mPtr); if (inv.getSelectedEnchantItem() != inv.end()) { const MWWorld::Ptr& enchantItem = *inv.getSelectedEnchantItem(); spellid = enchantItem.getClass().getEnchantment(enchantItem); isMagicItem = true; } } if (isMagicItem && !Settings::game().mUseMagicItemAnimations) { world->breakInvisibility(mPtr); // Enchanted items by default do not use casting animations world->castSpell(mPtr); resetIdle = false; // Spellcasting animation needs to "play" for at least one frame to reset the aiming factor animPlaying = true; mUpperBodyState = UpperBodyState::Casting; } // Play the spellcasting animation/VFX if the spellcasting was successful or failed due to // insufficient magicka. Used up powers are exempt from this from some reason. else if (!spellid.empty() && spellCastResult != MWWorld::SpellCastState::PowerAlreadyUsed) { world->breakInvisibility(mPtr); MWMechanics::CastSpell cast(mPtr, {}, false, mCastingScriptedSpell); const std::vector<ESM::IndexedENAMstruct>* effects{ nullptr }; const MWWorld::ESMStore& store = world->getStore(); if (isMagicItem) { const ESM::Enchantment* enchantment = store.get<ESM::Enchantment>().find(spellid); effects = &enchantment->mEffects.mList; cast.playSpellCastingEffects(enchantment); } else { const ESM::Spell* spell = store.get<ESM::Spell>().find(spellid); effects = &spell->mEffects.mList; cast.playSpellCastingEffects(spell); } if (!effects->empty()) { if (mCanCast) { const ESM::MagicEffect* effect = store.get<ESM::MagicEffect>().find( effects->back().mData.mEffectID); // use last effect of list for color of VFX_Hands const ESM::Static* castStatic = world->getStore().get<ESM::Static>().find(ESM::RefId::stringRefId("VFX_Hands")); if (mAnimation->getNode("Bip01 L Hand")) mAnimation->addEffect(Misc::ResourceHelpers::correctMeshPath(castStatic->mModel), "", false, "Bip01 L Hand", effect->mParticle); if (mAnimation->getNode("Bip01 R Hand")) mAnimation->addEffect(Misc::ResourceHelpers::correctMeshPath(castStatic->mModel), "", false, "Bip01 R Hand", effect->mParticle); } // first effect used for casting animation const ESM::ENAMstruct& firstEffect = effects->front().mData; std::string startKey; std::string stopKey; if (isRandomAttackAnimation(mCurrentWeapon)) { startKey = "start"; stopKey = "stop"; if (mCanCast) world->castSpell(mPtr, mCastingScriptedSpell); // No "release" text key to use, so cast immediately mCastingScriptedSpell = false; mCanCast = false; } else { switch (firstEffect.mRange) { case 0: mAttackType = "self"; break; case 1: mAttackType = "touch"; break; case 2: mAttackType = "target"; break; } startKey = mAttackType + " start"; stopKey = mAttackType + " stop"; } playBlendedAnimation(mCurrentWeapon, priorityWeapon, MWRender::BlendMask_All, false, 1, startKey, stopKey, 0.0f, 0); mUpperBodyState = UpperBodyState::Casting; } } else { resetIdle = false; } } else { std::string startKey = "start"; std::string stopKey = "stop"; MWBase::LuaManager::ActorControls* actorControls = MWBase::Environment::get().getLuaManager()->getActorControls(mPtr); const bool aiInactive = actorControls->mDisableAI || !MWBase::Environment::get().getMechanicsManager()->isAIActive(); if (mWeaponType != ESM::Weapon::PickProbe && !isRandomAttackAnimation(mCurrentWeapon)) { if (weapclass == ESM::WeaponType::Ranged || weapclass == ESM::WeaponType::Thrown) mAttackType = "shoot"; else if (mPtr == getPlayer()) { if (Settings::game().mBestAttack) { if (!mWeapon.isEmpty() && mWeapon.getType() == ESM::Weapon::sRecordId) { mAttackType = getBestAttack(mWeapon.get<ESM::Weapon>()->mBase); } else { // There is no "best attack" for Hand-to-Hand mAttackType = getRandomAttackType(); } } else { mAttackType = getMovementBasedAttackType(); } } else if (aiInactive) { mAttackType = getDesiredAttackType(); if (mAttackType == "") mAttackType = getRandomAttackType(); } // else if (mPtr != getPlayer()) use mAttackType set by AiCombat startKey = mAttackType + ' ' + startKey; stopKey = mAttackType + " max attack"; } mUpperBodyState = UpperBodyState::AttackWindUp; // Reset the attack results when the attack starts. // Strictly speaking this should probably be done when the attack ends, // but the attack animation might be cancelled in a myriad different ways. mAttackSuccess = false; mAttackVictim = MWWorld::Ptr(); mAttackHitPos = osg::Vec3f(); playBlendedAnimation(mCurrentWeapon, priorityWeapon, MWRender::BlendMask_All, false, weapSpeed, startKey, stopKey, 0.0f, 0); } } // We should not break swim and sneak animations if (resetIdle && mIdleState != CharState_IdleSneak && mIdleState != CharState_IdleSwim) { resetCurrentIdleState(); } } // Random attack and pick/probe animations never have wind up and are played to their end. // Other animations must be released when the attack state is unset. if (mUpperBodyState == UpperBodyState::AttackWindUp && (mWeaponType == ESM::Weapon::PickProbe || isRandomAttackAnimation(mCurrentWeapon) || !getAttackingOrSpell())) { mUpperBodyState = UpperBodyState::AttackRelease; world->breakInvisibility(mPtr); if (mWeaponType == ESM::Weapon::PickProbe) { // TODO: this will only work for the player, and needs to be fixed if NPCs should ever use // lockpicks/probes. MWWorld::Ptr target = world->getFacedObject(); if (!target.isEmpty()) { std::string_view resultMessage, resultSound; if (mWeapon.getType() == ESM::Lockpick::sRecordId) Security(mPtr).pickLock(target, mWeapon, resultMessage, resultSound); else if (mWeapon.getType() == ESM::Probe::sRecordId) Security(mPtr).probeTrap(target, mWeapon, resultMessage, resultSound); if (!resultMessage.empty()) MWBase::Environment::get().getWindowManager()->messageBox(resultMessage); if (!resultSound.empty()) sndMgr->playSound3D(target, ESM::RefId::stringRefId(resultSound), 1.0f, 1.0f); } } // Evaluate the attack results and play the swish sound. // Attack animations with no hit key do this earlier. else { prepareHit(); } if (mWeaponType == ESM::Weapon::PickProbe || isRandomAttackAnimation(mCurrentWeapon)) mUpperBodyState = UpperBodyState::AttackEnd; } if (mUpperBodyState == UpperBodyState::AttackRelease) { // The release state might have been reached before reaching the wind-up section. We'll play the new section // only when the wind-up section is reached. float currentTime = mAnimation->getCurrentTime(mCurrentWeapon); float minAttackTime = mAnimation->getTextKeyTime(mCurrentWeapon + ": " + mAttackType + " min attack"); float maxAttackTime = mAnimation->getTextKeyTime(mCurrentWeapon + ": " + mAttackType + " max attack"); if (minAttackTime <= currentTime && currentTime <= maxAttackTime) { std::string hit = mAttackType != "shoot" ? "hit" : "release"; float startPoint = 0.f; // Skip a bit of the pre-hit section based on the attack strength if (minAttackTime != -1.f && minAttackTime < maxAttackTime) { startPoint = 1.f - mAttackStrength; float minHitTime = mAnimation->getTextKeyTime(mCurrentWeapon + ": " + mAttackType + " min hit"); float hitTime = mAnimation->getTextKeyTime(mCurrentWeapon + ": " + mAttackType + ' ' + hit); if (maxAttackTime <= minHitTime && minHitTime < hitTime) startPoint *= (minHitTime - maxAttackTime) / (hitTime - maxAttackTime); } mAnimation->disable(mCurrentWeapon); playBlendedAnimation(mCurrentWeapon, priorityWeapon, MWRender::BlendMask_All, false, weapSpeed, mAttackType + " max attack", mAttackType + ' ' + hit, startPoint, 0); } animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete); // Try playing the "follow" section if the attack animation ended naturally or didn't play at all. if (!animPlaying || (currentTime >= maxAttackTime && complete >= 1.f)) { std::string start = "follow start"; std::string stop = "follow stop"; if (mAttackType != "shoot") { std::string strength = mAttackStrength < 0.33f ? "small" : mAttackStrength < 0.66f ? "medium" : "large"; start = strength + ' ' + start; stop = strength + ' ' + stop; } // Reset attack strength to make extra sure hits that come out of nowhere aren't processed mAttackStrength = -1.f; if (animPlaying) mAnimation->disable(mCurrentWeapon); MWRender::Animation::AnimPriority priorityFollow(priorityWeapon); // Follow animations have lower priority than movement for non-biped creatures, logic be damned if (!cls.isBipedal(mPtr)) priorityFollow = Priority_Default; playBlendedAnimation(mCurrentWeapon, priorityFollow, MWRender::BlendMask_All, false, weapSpeed, mAttackType + ' ' + start, mAttackType + ' ' + stop, 0.0f, 0); mUpperBodyState = UpperBodyState::AttackEnd; animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete); } } if (!animPlaying) animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete); if (!animPlaying || complete >= 1.f) { if (mUpperBodyState == UpperBodyState::Equipping || mUpperBodyState == UpperBodyState::AttackEnd || mUpperBodyState == UpperBodyState::Casting) { if (ammunition && mWeaponType == ESM::Weapon::MarksmanCrossbow) mAnimation->attachArrow(); // Cancel stagger animation at the end of an attack to avoid abrupt transitions // in favor of a different abrupt transition, like Morrowind if (mUpperBodyState != UpperBodyState::Equipping && isRecovery()) mAnimation->disable(mCurrentHit); if (animPlaying) mAnimation->disable(mCurrentWeapon); mUpperBodyState = UpperBodyState::WeaponEquipped; } else if (mUpperBodyState == UpperBodyState::Unequipping) { if (animPlaying) mAnimation->disable(mCurrentWeapon); mUpperBodyState = UpperBodyState::None; } } mAnimation->setPitchFactor(0.f); if (mUpperBodyState > UpperBodyState::WeaponEquipped && (weapclass == ESM::WeaponType::Ranged || weapclass == ESM::WeaponType::Thrown)) { mAnimation->setPitchFactor(1.f); // A smooth transition can be provided if a pre-wind-up section is defined. Random attack animations never // have one. if (mUpperBodyState == UpperBodyState::AttackWindUp && !isRandomAttackAnimation(mCurrentWeapon)) { float currentTime = mAnimation->getCurrentTime(mCurrentWeapon); float minAttackTime = mAnimation->getTextKeyTime(mCurrentWeapon + ": " + mAttackType + " min attack"); float startTime = mAnimation->getTextKeyTime(mCurrentWeapon + ": " + mAttackType + " start"); if (startTime <= currentTime && currentTime < minAttackTime) mAnimation->setPitchFactor((currentTime - startTime) / (minAttackTime - startTime)); } else if (mUpperBodyState == UpperBodyState::AttackEnd) { // technically we do not need a pitch for crossbow reload animation, // but we should avoid abrupt repositioning if (mWeaponType == ESM::Weapon::MarksmanCrossbow) mAnimation->setPitchFactor(std::max(0.f, 1.f - complete * 10.f)); else mAnimation->setPitchFactor(1.f - complete); } } mAnimation->setAccurateAiming(mUpperBodyState > UpperBodyState::WeaponEquipped); return forcestateupdate; } void CharacterController::updateAnimQueue() { if (mAnimQueue.empty()) return; if (!mAnimation->isPlaying(mAnimQueue.front().mGroup)) { // Playing animations through mwscript is weird. If an animation is // a looping animation (idle or other cyclical animations), then they // will end as expected. However, if they are non-looping animations, they // will stick around forever or until another animation appears in the queue. bool shouldPlayOrRestart = mAnimQueue.size() > 1; if (shouldPlayOrRestart || !mAnimQueue.front().mScripted || (mAnimQueue.front().mLoopCount == 0 && mAnimQueue.front().mLooping)) { mAnimation->setPlayScriptedOnly(false); mAnimation->disable(mAnimQueue.front().mGroup); mAnimQueue.pop_front(); shouldPlayOrRestart = true; } else // A non-looping animation will stick around forever, so only restart if the animation // actually was removed for some reason. shouldPlayOrRestart = !mAnimation->getInfo(mAnimQueue.front().mGroup) && mAnimation->hasAnimation(mAnimQueue.front().mGroup); if (shouldPlayOrRestart) { // Move on to the remaining items of the queue playAnimQueue(); } } else { float complete; size_t loopcount; mAnimation->getInfo(mAnimQueue.front().mGroup, &complete, nullptr, &loopcount); mAnimQueue.front().mLoopCount = loopcount; mAnimQueue.front().mTime = complete; } if (!mAnimQueue.empty()) mAnimation->setLoopingEnabled(mAnimQueue.front().mGroup, mAnimQueue.size() <= 1); } void CharacterController::playAnimQueue(bool loopStart) { if (!mAnimQueue.empty()) { clearStateAnimation(mCurrentIdle); mIdleState = CharState_SpecialIdle; auto priority = mAnimQueue.front().mScripted ? Priority_Scripted : Priority_Default; mAnimation->setPlayScriptedOnly(mAnimQueue.front().mScripted); if (mAnimQueue.front().mScripted) mAnimation->play(mAnimQueue.front().mGroup, priority, MWRender::BlendMask_All, false, mAnimQueue.front().mSpeed, (loopStart ? "loop start" : mAnimQueue.front().mStartKey), mAnimQueue.front().mStopKey, mAnimQueue.front().mTime, mAnimQueue.front().mLoopCount, mAnimQueue.front().mLooping); else playBlendedAnimation(mAnimQueue.front().mGroup, priority, MWRender::BlendMask_All, false, mAnimQueue.front().mSpeed, (loopStart ? "loop start" : mAnimQueue.front().mStartKey), mAnimQueue.front().mStopKey, mAnimQueue.front().mTime, mAnimQueue.front().mLoopCount, mAnimQueue.front().mLooping); } } void CharacterController::update(float duration) { MWBase::World* world = MWBase::Environment::get().getWorld(); MWBase::SoundManager* sndMgr = MWBase::Environment::get().getSoundManager(); const MWWorld::Class& cls = mPtr.getClass(); osg::Vec3f movement(0.f, 0.f, 0.f); float speed = 0.f; updateMagicEffects(); bool isPlayer = mPtr == MWMechanics::getPlayer(); bool isFirstPersonPlayer = isPlayer && MWBase::Environment::get().getWorld()->isFirstPerson(); bool godmode = isPlayer && MWBase::Environment::get().getWorld()->getGodModeState(); float scale = mPtr.getCellRef().getScale(); if (!Settings::game().mNormaliseRaceSpeed && cls.isNpc()) { const ESM::NPC* npc = mPtr.get<ESM::NPC>()->mBase; const ESM::Race* race = world->getStore().get<ESM::Race>().find(npc->mRace); float weight = npc->isMale() ? race->mData.mMaleWeight : race->mData.mFemaleWeight; scale *= weight; } if (cls.isActor() && cls.getCreatureStats(mPtr).wasTeleported()) { mSmoothedSpeed = osg::Vec2f(); cls.getCreatureStats(mPtr).setTeleported(false); } if (!cls.isActor()) updateAnimQueue(); else if (!cls.getCreatureStats(mPtr).isDead()) { bool onground = world->isOnGround(mPtr); bool inwater = world->isSwimming(mPtr); bool flying = world->isFlying(mPtr); bool solid = world->isActorCollisionEnabled(mPtr); // Can't run and sneak while flying (see speed formula in Npc/Creature::getSpeed) bool sneak = cls.getCreatureStats(mPtr).getStance(MWMechanics::CreatureStats::Stance_Sneak) && !flying && !inwater; bool isrunning = cls.getCreatureStats(mPtr).getStance(MWMechanics::CreatureStats::Stance_Run) && !flying; CreatureStats& stats = cls.getCreatureStats(mPtr); Movement& movementSettings = cls.getMovementSettings(mPtr); // Force Jump Logic bool isMoving = (std::abs(movementSettings.mPosition[0]) > .5 || std::abs(movementSettings.mPosition[1]) > .5); if (!inwater && !flying) { // Force Jump if (stats.getMovementFlag(MWMechanics::CreatureStats::Flag_ForceJump)) movementSettings.mPosition[2] = onground ? 1 : 0; // Force Move Jump, only jump if they're otherwise moving if (stats.getMovementFlag(MWMechanics::CreatureStats::Flag_ForceMoveJump) && isMoving) movementSettings.mPosition[2] = onground ? 1 : 0; } osg::Vec3f rot = cls.getRotationVector(mPtr); osg::Vec3f vec(movementSettings.asVec3()); movementSettings.mSpeedFactor = std::min(vec.length(), 1.f); vec.normalize(); const bool smoothMovement = Settings::game().mSmoothMovement; if (smoothMovement) { float angle = mPtr.getRefData().getPosition().rot[2]; osg::Vec2f targetSpeed = Misc::rotateVec2f(osg::Vec2f(vec.x(), vec.y()), -angle) * movementSettings.mSpeedFactor; osg::Vec2f delta = targetSpeed - mSmoothedSpeed; float speedDelta = movementSettings.mSpeedFactor - mSmoothedSpeed.length(); float deltaLen = delta.length(); float maxDelta; if (isFirstPersonPlayer) maxDelta = 1; else if (std::abs(speedDelta) < deltaLen / 2) // Turning is smooth for player and less smooth for NPCs (otherwise NPC can miss a path point). maxDelta = duration * (isPlayer ? 1.0 / Settings::game().mSmoothMovementPlayerTurningDelay : 6.f); else if (isPlayer && speedDelta < -deltaLen / 2) // As soon as controls are released, mwinput switches player from running to walking. // So stopping should be instant for player, otherwise it causes a small twitch. maxDelta = 1; else // In all other cases speeding up and stopping are smooth. maxDelta = duration * 3.f; if (deltaLen > maxDelta) delta *= maxDelta / deltaLen; mSmoothedSpeed += delta; osg::Vec2f newSpeed = Misc::rotateVec2f(mSmoothedSpeed, angle); movementSettings.mSpeedFactor = newSpeed.normalize(); vec.x() = newSpeed.x(); vec.y() = newSpeed.y(); const float eps = 0.001f; if (movementSettings.mSpeedFactor < eps) { movementSettings.mSpeedFactor = 0; vec.x() = 0; vec.y() = 1; } else if ((vec.y() < 0) != mIsMovingBackward) { if (targetSpeed.length() < eps || (movementSettings.mPosition[1] < 0) == mIsMovingBackward) vec.y() = mIsMovingBackward ? -eps : eps; } vec.normalize(); } float effectiveRotation = rot.z(); bool canMove = cls.getMaxSpeed(mPtr) > 0; const bool turnToMovementDirection = Settings::game().mTurnToMovementDirection; const bool isBiped = mPtr.getClass().isBipedal(mPtr); if (!isBiped || !turnToMovementDirection || isFirstPersonPlayer) { movementSettings.mIsStrafing = std::abs(vec.x()) > std::abs(vec.y()) * 2; stats.setSideMovementAngle(0); } else if (canMove) { float targetMovementAngle = vec.y() >= 0 ? std::atan2(-vec.x(), vec.y()) : std::atan2(vec.x(), -vec.y()); movementSettings.mIsStrafing = (stats.getDrawState() != MWMechanics::DrawState::Nothing || inwater) && std::abs(targetMovementAngle) > osg::DegreesToRadians(60.0f); if (movementSettings.mIsStrafing) targetMovementAngle = 0; float delta = targetMovementAngle - stats.getSideMovementAngle(); float cosDelta = cosf(delta); if ((vec.y() < 0) == mIsMovingBackward) movementSettings.mSpeedFactor *= std::min(std::max(cosDelta, 0.f) + 0.3f, 1.f); // slow down when turn if (std::abs(delta) < osg::DegreesToRadians(20.0f)) mIsMovingBackward = vec.y() < 0; float maxDelta = osg::PI * duration * (2.5f - cosDelta); delta = std::clamp(delta, -maxDelta, maxDelta); stats.setSideMovementAngle(stats.getSideMovementAngle() + delta); effectiveRotation += delta; } mAnimation->setLegsYawRadians(stats.getSideMovementAngle()); if (stats.getDrawState() == MWMechanics::DrawState::Nothing || inwater) mAnimation->setUpperBodyYawRadians(stats.getSideMovementAngle() / 2); else mAnimation->setUpperBodyYawRadians(stats.getSideMovementAngle() / 4); if (smoothMovement && !isPlayer && !inwater) mAnimation->setUpperBodyYawRadians(mAnimation->getUpperBodyYawRadians() + mAnimation->getHeadYaw() / 2); speed = cls.getCurrentSpeed(mPtr); vec.x() *= speed; vec.y() *= speed; if (isKnockedOut() || isKnockedDown() || isRecovery() || isScriptedAnimPlaying()) vec = osg::Vec3f(); CharacterState movestate = CharState_None; CharacterState idlestate = CharState_None; JumpingState jumpstate = JumpState_None; const MWWorld::Store<ESM::GameSetting>& gmst = world->getStore().get<ESM::GameSetting>(); if (vec.x() != 0.f || vec.y() != 0.f) { // advance athletics if (isPlayer) { if (inwater) { mSecondsOfSwimming += duration; while (mSecondsOfSwimming > 1) { cls.skillUsageSucceeded(mPtr, ESM::Skill::Athletics, ESM::Skill::Athletics_SwimOneSecond); mSecondsOfSwimming -= 1; } } else if (isrunning && !sneak) { mSecondsOfRunning += duration; while (mSecondsOfRunning > 1) { cls.skillUsageSucceeded(mPtr, ESM::Skill::Athletics, ESM::Skill::Athletics_RunOneSecond); mSecondsOfRunning -= 1; } } } if (!godmode) { // reduce fatigue float fatigueLoss = 0.f; static const float fFatigueRunBase = gmst.find("fFatigueRunBase")->mValue.getFloat(); static const float fFatigueRunMult = gmst.find("fFatigueRunMult")->mValue.getFloat(); static const float fFatigueSwimWalkBase = gmst.find("fFatigueSwimWalkBase")->mValue.getFloat(); static const float fFatigueSwimRunBase = gmst.find("fFatigueSwimRunBase")->mValue.getFloat(); static const float fFatigueSwimWalkMult = gmst.find("fFatigueSwimWalkMult")->mValue.getFloat(); static const float fFatigueSwimRunMult = gmst.find("fFatigueSwimRunMult")->mValue.getFloat(); static const float fFatigueSneakBase = gmst.find("fFatigueSneakBase")->mValue.getFloat(); static const float fFatigueSneakMult = gmst.find("fFatigueSneakMult")->mValue.getFloat(); if (cls.getEncumbrance(mPtr) <= cls.getCapacity(mPtr)) { const float encumbrance = cls.getNormalizedEncumbrance(mPtr); if (sneak) fatigueLoss = fFatigueSneakBase + encumbrance * fFatigueSneakMult; else { if (inwater) { if (!isrunning) fatigueLoss = fFatigueSwimWalkBase + encumbrance * fFatigueSwimWalkMult; else fatigueLoss = fFatigueSwimRunBase + encumbrance * fFatigueSwimRunMult; } else if (isrunning) fatigueLoss = fFatigueRunBase + encumbrance * fFatigueRunMult; } } fatigueLoss *= duration; fatigueLoss *= movementSettings.mSpeedFactor; DynamicStat<float> fatigue = cls.getCreatureStats(mPtr).getFatigue(); fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss, fatigue.getCurrent() < 0); cls.getCreatureStats(mPtr).setFatigue(fatigue); } } bool wasInJump = mInJump; mInJump = false; const float jumpHeight = cls.getJump(mPtr); if (jumpHeight <= 0.f || sneak || inwater || flying || !solid) { vec.z() = 0.f; // Following code might assign some vertical movement regardless, need to reset this manually // This is used for jumping detection movementSettings.mPosition[2] = 0; } if (!inwater && !flying && solid) { // In the air (either getting up —ascending part of jump— or falling). if (!onground) { mInJump = true; jumpstate = JumpState_InAir; static const float fJumpMoveBase = gmst.find("fJumpMoveBase")->mValue.getFloat(); static const float fJumpMoveMult = gmst.find("fJumpMoveMult")->mValue.getFloat(); float factor = fJumpMoveBase + fJumpMoveMult * mPtr.getClass().getSkill(mPtr, ESM::Skill::Acrobatics) / 100.f; factor = std::min(1.f, factor); vec.x() *= factor; vec.y() *= factor; vec.z() = 0.0f; } // Started a jump. else if (mJumpState != JumpState_InAir && vec.z() > 0.f) { mInJump = true; if (vec.x() == 0 && vec.y() == 0) vec.z() = jumpHeight; else { osg::Vec3f lat(vec.x(), vec.y(), 0.0f); lat.normalize(); vec = osg::Vec3f(lat.x(), lat.y(), 1.0f) * jumpHeight * 0.707f; } } } if (!mInJump) { if (mJumpState == JumpState_InAir && !flying && solid && wasInJump) { float height = cls.getCreatureStats(mPtr).land(isPlayer); float healthLost = 0.f; if (!inwater) healthLost = getFallDamage(mPtr, height); if (healthLost > 0.0f) { const float fatigueTerm = cls.getCreatureStats(mPtr).getFatigueTerm(); // inflict fall damages if (!godmode) { DynamicStat<float> health = cls.getCreatureStats(mPtr).getHealth(); float realHealthLost = healthLost * (1.0f - 0.25f * fatigueTerm); health.setCurrent(health.getCurrent() - realHealthLost); cls.getCreatureStats(mPtr).setHealth(health); sndMgr->playSound3D(mPtr, ESM::RefId::stringRefId("Health Damage"), 1.0f, 1.0f); if (isPlayer) MWBase::Environment::get().getWindowManager()->activateHitOverlay(); } const float acrobaticsSkill = cls.getSkill(mPtr, ESM::Skill::Acrobatics); if (healthLost > (acrobaticsSkill * fatigueTerm)) { if (!godmode) cls.getCreatureStats(mPtr).setKnockedDown(true); } else { // report acrobatics progression if (isPlayer) cls.skillUsageSucceeded(mPtr, ESM::Skill::Acrobatics, ESM::Skill::Acrobatics_Fall); } } if (mPtr.getClass().isNpc()) { std::string_view sound; osg::Vec3f pos(mPtr.getRefData().getPosition().asVec3()); if (world->isUnderwater(mPtr.getCell(), pos) || world->isWalkingOnWater(mPtr)) sound = "DefaultLandWater"; else if (onground) sound = "DefaultLand"; if (!sound.empty()) sndMgr->playSound3D(mPtr, ESM::RefId::stringRefId(sound), 1.f, 1.f, MWSound::Type::Foot, MWSound::PlayMode::NoPlayerLocal); } } if (mAnimation->isPlaying(mCurrentJump)) jumpstate = JumpState_Landing; vec.z() = 0.0f; if (movementSettings.mIsStrafing) { if (vec.x() > 0.0f) movestate = (inwater ? (isrunning ? CharState_SwimRunRight : CharState_SwimWalkRight) : (sneak ? CharState_SneakRight : (isrunning ? CharState_RunRight : CharState_WalkRight))); else if (vec.x() < 0.0f) movestate = (inwater ? (isrunning ? CharState_SwimRunLeft : CharState_SwimWalkLeft) : (sneak ? CharState_SneakLeft : (isrunning ? CharState_RunLeft : CharState_WalkLeft))); } else if (vec.length2() > 0.0f) { if (vec.y() >= 0.0f) movestate = (inwater ? (isrunning ? CharState_SwimRunForward : CharState_SwimWalkForward) : (sneak ? CharState_SneakForward : (isrunning ? CharState_RunForward : CharState_WalkForward))); else movestate = (inwater ? (isrunning ? CharState_SwimRunBack : CharState_SwimWalkBack) : (sneak ? CharState_SneakBack : (isrunning ? CharState_RunBack : CharState_WalkBack))); } else { // Do not play turning animation for player if rotation speed is very slow. // Actual threshold should take framerate in account. float rotationThreshold = (isPlayer ? 0.015f : 0.001f) * 60 * duration; // It seems only bipedal actors use turning animations. // Also do not use turning animations in the first-person view and when sneaking. if (!sneak && !isFirstPersonPlayer && isBiped) { if (effectiveRotation > rotationThreshold) movestate = inwater ? CharState_SwimTurnRight : CharState_TurnRight; else if (effectiveRotation < -rotationThreshold) movestate = inwater ? CharState_SwimTurnLeft : CharState_TurnLeft; } } } if (turnToMovementDirection && !isFirstPersonPlayer && isBiped && (movestate == CharState_SwimRunForward || movestate == CharState_SwimWalkForward || movestate == CharState_SwimRunBack || movestate == CharState_SwimWalkBack)) { float swimmingPitch = mAnimation->getBodyPitchRadians(); float targetSwimmingPitch = -mPtr.getRefData().getPosition().rot[0]; float maxSwimPitchDelta = 3.0f * duration; swimmingPitch += std::clamp(targetSwimmingPitch - swimmingPitch, -maxSwimPitchDelta, maxSwimPitchDelta); mAnimation->setBodyPitchRadians(swimmingPitch); } else mAnimation->setBodyPitchRadians(0); if (inwater && isPlayer && !isFirstPersonPlayer && Settings::game().mSwimUpwardCorrection) { const float swimUpwardCoef = Settings::game().mSwimUpwardCoef; vec.z() = std::abs(vec.y()) * swimUpwardCoef; vec.y() *= std::sqrt(1.0f - swimUpwardCoef * swimUpwardCoef); } // Player can not use smooth turning as NPCs, so we play turning animation a bit to avoid jittering if (isPlayer) { float threshold = mCurrentMovement.find("swim") == std::string::npos ? 0.4f : 0.8f; float complete; bool animPlaying = mAnimation->getInfo(mCurrentMovement, &complete); if (movestate == CharState_None && jumpstate == JumpState_None && isTurning()) { if (animPlaying && complete < threshold) movestate = mMovementState; } } else { if (isBiped) { if (mTurnAnimationThreshold > 0) mTurnAnimationThreshold -= duration; if (movestate == CharState_TurnRight || movestate == CharState_TurnLeft || movestate == CharState_SwimTurnRight || movestate == CharState_SwimTurnLeft) { mTurnAnimationThreshold = 0.05f; } else if (movestate == CharState_None && isTurning() && mTurnAnimationThreshold > 0) { movestate = mMovementState; } } } if (movestate != CharState_None) { clearAnimQueue(); jumpstate = JumpState_None; } updateAnimQueue(); if (!mAnimQueue.empty()) idlestate = CharState_SpecialIdle; else if (sneak && !mInJump) idlestate = CharState_IdleSneak; else idlestate = CharState_Idle; if (inwater) idlestate = CharState_IdleSwim; if (!mSkipAnim) { refreshCurrentAnims(idlestate, movestate, jumpstate, updateWeaponState()); updateIdleStormState(inwater); } if (isTurning()) { // Adjust animation speed from 1.0 to 1.5 multiplier if (duration > 0) { float turnSpeed = std::min(1.5f, std::abs(rot.z()) / duration / static_cast<float>(osg::PI)); mAnimation->adjustSpeedMult(mCurrentMovement, std::max(turnSpeed, 1.0f)); } } else if (mMovementState != CharState_None && mAdjustMovementAnimSpeed) { // Vanilla caps the played animation speed. const float maxSpeedMult = 10.f; const float speedMult = speed / mMovementAnimSpeed; mAnimation->adjustSpeedMult(mCurrentMovement, std::min(maxSpeedMult, speedMult)); // Make sure the actual speed is the "expected" speed even though the animation is slower if (isMovementAnimationControlled()) scale *= std::max(1.f, speedMult / maxSpeedMult); } if (!mSkipAnim) { if (!isKnockedDown() && !isKnockedOut()) { if (rot != osg::Vec3f()) world->rotateObject(mPtr, rot, true); } else // avoid z-rotating for knockdown { if (rot.x() != 0 && rot.y() != 0) { rot.z() = 0.0f; world->rotateObject(mPtr, rot, true); } } updateHeadTracking(duration); } movement = vec; movementSettings.mPosition[0] = movementSettings.mPosition[1] = 0; // Can't reset jump state (mPosition[2]) here in full; we don't know for sure whether the PhysicsSystem will // actually handle it in this frame due to the fixed minimum timestep used for the physics update. It will // be reset in PhysicsSystem::move once the jump is handled. if (movement.z() == 0.f) movementSettings.mPosition[2] = 0; } else if (cls.getCreatureStats(mPtr).isDead()) { // initial start of death animation for actors that started the game as dead // not done in constructor since we need to give scripts a chance to set the mSkipAnim flag if (!mSkipAnim && mDeathState != CharState_None && mCurrentDeath.empty()) { // Fast-forward death animation to end for persisting corpses or corpses after end of death animation if (cls.isPersistent(mPtr) || cls.getCreatureStats(mPtr).isDeathAnimationFinished()) playDeath(1.f, mDeathState); } } osg::Vec3f movementFromAnimation = mAnimation->runAnimation(mSkipAnim && !isScriptedAnimPlaying() ? 0.f : duration); if (mPtr.getClass().isActor() && !isScriptedAnimPlaying()) { if (isMovementAnimationControlled()) { if (duration != 0.f && movementFromAnimation != osg::Vec3f()) { movementFromAnimation /= duration; // Ensure we're moving in the right general direction. // In vanilla, all horizontal movement is taken from animations, even when moving diagonally (which // doesn't have a corresponding animation). So to achieve diagonal movement, we have to rotate the // movement taken from the animation to the intended direction. // // Note that while a complete movement animation cycle will have a well defined direction, no // individual frame will, and therefore we have to determine the direction based on the currently // playing cycle instead. if (speed > 0.f) { float animMovementAngle = getAnimationMovementDirection(); float targetMovementAngle = std::atan2(-movement.x(), movement.y()); float diff = targetMovementAngle - animMovementAngle; movementFromAnimation = osg::Quat(diff, osg::Vec3f(0, 0, 1)) * movementFromAnimation; } movement = movementFromAnimation; } else { movement = osg::Vec3f(); } } else if (mSkipAnim) { movement = osg::Vec3f(); } if (mFloatToSurface && world->isSwimming(mPtr)) { if (cls.getCreatureStats(mPtr).isDead() || (!godmode && cls.getCreatureStats(mPtr) .getMagicEffects() .getOrDefault(ESM::MagicEffect::Paralyze) .getModifier() > 0)) { movement.z() = 1.0; } } movement.x() *= scale; movement.y() *= scale; world->queueMovement(mPtr, movement); } mSkipAnim = false; mAnimation->enableHeadAnimation(cls.isActor() && !cls.getCreatureStats(mPtr).isDead()); } void CharacterController::persistAnimationState() const { ESM::AnimationState& state = mPtr.getRefData().getAnimationState(); state.mScriptedAnims.clear(); for (AnimationQueue::const_iterator iter = mAnimQueue.begin(); iter != mAnimQueue.end(); ++iter) { // TODO: Probably want to presist lua animations too if (!iter->mScripted) continue; ESM::AnimationState::ScriptedAnimation anim; anim.mGroup = iter->mGroup; if (iter == mAnimQueue.begin()) { float complete; size_t loopcount; mAnimation->getInfo(anim.mGroup, &complete, nullptr, &loopcount); anim.mTime = complete; anim.mLoopCount = loopcount; } else { anim.mLoopCount = iter->mLoopCount; anim.mTime = 0.f; } state.mScriptedAnims.push_back(anim); } } void CharacterController::unpersistAnimationState() { const ESM::AnimationState& state = mPtr.getRefData().getAnimationState(); if (!state.mScriptedAnims.empty()) { clearAnimQueue(); for (ESM::AnimationState::ScriptedAnimations::const_iterator iter = state.mScriptedAnims.begin(); iter != state.mScriptedAnims.end(); ++iter) { AnimationQueueEntry entry; entry.mGroup = iter->mGroup; entry.mLoopCount = static_cast<uint32_t>(std::min<uint64_t>(iter->mLoopCount, std::numeric_limits<uint32_t>::max())); entry.mLooping = mAnimation->isLoopingAnimation(entry.mGroup); entry.mScripted = true; entry.mStartKey = "start"; entry.mStopKey = "stop"; entry.mSpeed = 1.f; entry.mTime = iter->mTime; if (iter->mAbsolute) { float start = mAnimation->getTextKeyTime(iter->mGroup + ": start"); float stop = mAnimation->getTextKeyTime(iter->mGroup + ": stop"); float time = std::clamp(iter->mTime, start, stop); entry.mTime = (time - start) / (stop - start); } mAnimQueue.push_back(entry); } playAnimQueue(); } } void CharacterController::playBlendedAnimation(const std::string& groupname, const MWRender::AnimPriority& priority, int blendMask, bool autodisable, float speedmult, std::string_view start, std::string_view stop, float startpoint, uint32_t loops, bool loopfallback) const { if (mLuaAnimations) MWBase::Environment::get().getLuaManager()->playAnimation(mPtr, groupname, priority, blendMask, autodisable, speedmult, start, stop, startpoint, loops, loopfallback); else mAnimation->play( groupname, priority, blendMask, autodisable, speedmult, start, stop, startpoint, loops, loopfallback); } bool CharacterController::playGroup(std::string_view groupname, int mode, uint32_t count, bool scripted) { if (!mAnimation || !mAnimation->hasAnimation(groupname)) return false; // We should not interrupt scripted animations with non-scripted ones if (isScriptedAnimPlaying() && !scripted) return true; bool looping = mAnimation->isLoopingAnimation(groupname); // If this animation is a looped animation that is already playing // and has not yet reached the end of the loop, allow it to continue animating with its existing loop count // and remove any other animations that were queued. // This emulates observed behavior from the original allows the script "OutsideBanner" to animate banners // correctly. if (!mAnimQueue.empty() && mAnimQueue.front().mGroup == groupname && looping && mAnimation->isPlaying(groupname)) { float endOfLoop = mAnimation->getTextKeyTime(mAnimQueue.front().mGroup + ": loop stop"); if (endOfLoop < 0) // if no Loop Stop key was found, use the Stop key endOfLoop = mAnimation->getTextKeyTime(mAnimQueue.front().mGroup + ": stop"); if (endOfLoop > 0 && (mAnimation->getCurrentTime(mAnimQueue.front().mGroup) < endOfLoop)) { mAnimQueue.resize(1); return true; } } // The loop count in vanilla is weird. // if played with a count of 0, all objects play exactly once from start to stop. // But if the count is x > 0, actors and non-actors behave differently. actors will loop // exactly x times, while non-actors will loop x+1 instead. if (mPtr.getClass().isActor() && count > 0) count--; AnimationQueueEntry entry; entry.mGroup = groupname; entry.mLoopCount = count; entry.mTime = 0.f; // "PlayGroup idle" is a special case, used to remove to stop scripted animations playing entry.mScripted = (scripted && groupname != "idle"); entry.mLooping = looping; entry.mSpeed = 1.f; entry.mStartKey = ((mode == 2) ? "loop start" : "start"); entry.mStopKey = "stop"; bool playImmediately = false; if (mode != 0 || mAnimQueue.empty() || !isAnimPlaying(mAnimQueue.front().mGroup)) { clearAnimQueue(scripted); playImmediately = true; } else { mAnimQueue.resize(1); } mAnimQueue.push_back(entry); if (playImmediately) playAnimQueue(mode == 2); return true; } bool CharacterController::playGroupLua(std::string_view groupname, float speed, std::string_view startKey, std::string_view stopKey, uint32_t loops, bool forceLoop) { // Note: In mwscript, "idle" is a special case used to clear the anim queue. // In lua we offer an explicit clear method instead so this method does not treat "idle" special. if (!mAnimation || !mAnimation->hasAnimation(groupname)) return false; AnimationQueueEntry entry; entry.mGroup = groupname; // Note: MWScript gives one less loop to actors than non-actors. // But this is the Lua version. We don't need to reproduce this weirdness here. entry.mLoopCount = loops; entry.mStartKey = startKey; entry.mStopKey = stopKey; entry.mLooping = mAnimation->isLoopingAnimation(groupname) || forceLoop; entry.mScripted = true; entry.mSpeed = speed; entry.mTime = 0; if (mAnimQueue.size() > 1) mAnimQueue.resize(1); mAnimQueue.push_back(entry); if (mAnimQueue.size() == 1) playAnimQueue(); return true; } void CharacterController::enableLuaAnimations(bool enable) { mLuaAnimations = enable; } void CharacterController::skipAnim() { mSkipAnim = true; } bool CharacterController::isScriptedAnimPlaying() const { // If the front of the anim queue is scripted, morrowind treats it as if it's // still playing even if it's actually done. if (!mAnimQueue.empty()) return mAnimQueue.front().mScripted; return false; } bool CharacterController::isAnimPlaying(std::string_view groupName) const { if (mAnimation == nullptr) return false; return mAnimation->isPlaying(groupName); } bool CharacterController::isMovementAnimationControlled() const { if (mHitState != CharState_None) return true; if (Settings::game().mPlayerMovementIgnoresAnimation && mPtr == getPlayer()) return false; if (mInJump) return false; bool movementAnimationControlled = mIdleState != CharState_None; if (mMovementState != CharState_None) movementAnimationControlled = mMovementAnimationHasMovement; return movementAnimationControlled; } void CharacterController::clearAnimQueue(bool clearScriptedAnims) { // Do not interrupt scripted animations, if we want to keep them if ((!isScriptedAnimPlaying() || clearScriptedAnims) && !mAnimQueue.empty()) mAnimation->disable(mAnimQueue.front().mGroup); if (clearScriptedAnims) { mAnimation->setPlayScriptedOnly(false); mAnimQueue.clear(); return; } for (AnimationQueue::iterator it = mAnimQueue.begin(); it != mAnimQueue.end();) { if (!it->mScripted) it = mAnimQueue.erase(it); else ++it; } } void CharacterController::forceStateUpdate() { if (!mAnimation) return; clearAnimQueue(); // Make sure we canceled the current attack or spellcasting, // because we disabled attack animations anyway. mCanCast = false; mCastingScriptedSpell = false; setAttackingOrSpell(false); if (mUpperBodyState != UpperBodyState::None) mUpperBodyState = UpperBodyState::WeaponEquipped; refreshCurrentAnims(mIdleState, mMovementState, mJumpState, true); if (mDeathState != CharState_None) { playRandomDeath(); } updateAnimQueue(); mAnimation->runAnimation(0.f); } CharacterController::KillResult CharacterController::kill() { if (mDeathState == CharState_None) { playRandomDeath(); resetCurrentIdleState(); return Result_DeathAnimStarted; } MWMechanics::CreatureStats& cStats = mPtr.getClass().getCreatureStats(mPtr); if (isAnimPlaying(mCurrentDeath)) return Result_DeathAnimPlaying; if (!cStats.isDeathAnimationFinished()) { cStats.setDeathAnimationFinished(true); return Result_DeathAnimJustFinished; } return Result_DeathAnimFinished; } void CharacterController::resurrect() { if (mDeathState == CharState_None) return; resetCurrentDeathState(); mWeaponType = ESM::Weapon::None; } void CharacterController::updateContinuousVfx() const { // Keeping track of when to stop a continuous VFX seems to be very difficult to do inside the spells code, // as it's extremely spread out (ActiveSpells, Spells, InventoryStore effects, etc...) so we do it here. // Stop any effects that are no longer active std::vector<std::string_view> effects = mAnimation->getLoopingEffects(); for (std::string_view effectId : effects) { auto index = ESM::MagicEffect::indexNameToIndex(effectId); if (index >= 0 && (mPtr.getClass().getCreatureStats(mPtr).isDeathAnimationFinished() || mPtr.getClass() .getCreatureStats(mPtr) .getMagicEffects() .getOrDefault(MWMechanics::EffectKey(index)) .getMagnitude() <= 0)) mAnimation->removeEffect(effectId); } } void CharacterController::updateMagicEffects() const { if (!mPtr.getClass().isActor()) return; float light = mPtr.getClass() .getCreatureStats(mPtr) .getMagicEffects() .getOrDefault(ESM::MagicEffect::Light) .getMagnitude(); mAnimation->setLightEffect(light); // If you're dead you don't care about whether you've started/stopped being a vampire or not if (mPtr.getClass().getCreatureStats(mPtr).isDead()) return; bool vampire = mPtr.getClass() .getCreatureStats(mPtr) .getMagicEffects() .getOrDefault(ESM::MagicEffect::Vampirism) .getMagnitude() > 0.0f; mAnimation->setVampire(vampire); } void CharacterController::setVisibility(float visibility) const { // We should take actor's invisibility in account if (mPtr.getClass().isActor()) { float alpha = 1.f; if (mPtr.getClass() .getCreatureStats(mPtr) .getMagicEffects() .getOrDefault(ESM::MagicEffect::Invisibility) .getModifier()) // Ignore base magnitude (see bug #3555). { if (mPtr == getPlayer()) alpha = 0.25f; else alpha = 0.05f; } float chameleon = mPtr.getClass() .getCreatureStats(mPtr) .getMagicEffects() .getOrDefault(ESM::MagicEffect::Chameleon) .getMagnitude(); if (chameleon) { alpha *= std::clamp(1.f - chameleon / 100.f, 0.25f, 0.75f); } visibility = std::min(visibility, alpha); } // TODO: implement a dithering shader rather than just change object transparency. mAnimation->setAlpha(visibility); } std::string_view CharacterController::getMovementBasedAttackType() const { float* move = mPtr.getClass().getMovementSettings(mPtr).mPosition; if (std::abs(move[1]) > std::abs(move[0]) + 0.2f) // forward-backward return "thrust"; if (std::abs(move[0]) > std::abs(move[1]) + 0.2f) // sideway return "slash"; return "chop"; } bool CharacterController::isRandomAttackAnimation(std::string_view group) { return (group == "attack1" || group == "swimattack1" || group == "attack2" || group == "swimattack2" || group == "attack3" || group == "swimattack3"); } bool CharacterController::isAttackPreparing() const { return mUpperBodyState == UpperBodyState::AttackWindUp; } bool CharacterController::isCastingSpell() const { return mCastingScriptedSpell || mUpperBodyState == UpperBodyState::Casting; } bool CharacterController::isReadyToBlock() const { return updateCarriedLeftVisible(mWeaponType); } bool CharacterController::isKnockedDown() const { return mHitState == CharState_KnockDown || mHitState == CharState_SwimKnockDown; } bool CharacterController::isKnockedOut() const { return mHitState == CharState_KnockOut || mHitState == CharState_SwimKnockOut; } bool CharacterController::isTurning() const { return mMovementState == CharState_TurnLeft || mMovementState == CharState_TurnRight || mMovementState == CharState_SwimTurnLeft || mMovementState == CharState_SwimTurnRight; } bool CharacterController::isRecovery() const { return mHitState == CharState_Hit || mHitState == CharState_SwimHit; } bool CharacterController::isAttackingOrSpell() const { return mUpperBodyState != UpperBodyState::None && mUpperBodyState != UpperBodyState::WeaponEquipped; } bool CharacterController::isSneaking() const { return mIdleState == CharState_IdleSneak || mMovementState == CharState_SneakForward || mMovementState == CharState_SneakBack || mMovementState == CharState_SneakLeft || mMovementState == CharState_SneakRight; } bool CharacterController::isRunning() const { return mMovementState == CharState_RunForward || mMovementState == CharState_RunBack || mMovementState == CharState_RunLeft || mMovementState == CharState_RunRight || mMovementState == CharState_SwimRunForward || mMovementState == CharState_SwimRunBack || mMovementState == CharState_SwimRunLeft || mMovementState == CharState_SwimRunRight; } void CharacterController::setAttackingOrSpell(bool attackingOrSpell) const { mPtr.getClass().getCreatureStats(mPtr).setAttackingOrSpell(attackingOrSpell); } void CharacterController::castSpell(const ESM::RefId& spellId, bool scriptedSpell) { setAttackingOrSpell(true); mCastingScriptedSpell = scriptedSpell; ActionSpell action = ActionSpell(spellId); action.prepare(mPtr); } void CharacterController::setAIAttackType(std::string_view attackType) { mAttackType = attackType; } std::string_view CharacterController::getRandomAttackType() { MWBase::World* world = MWBase::Environment::get().getWorld(); float random = Misc::Rng::rollProbability(world->getPrng()); if (random >= 2 / 3.f) return "thrust"; if (random >= 1 / 3.f) return "slash"; return "chop"; } bool CharacterController::readyToPrepareAttack() const { return (mHitState == CharState_None || mHitState == CharState_Block) && mUpperBodyState <= UpperBodyState::WeaponEquipped; } bool CharacterController::readyToStartAttack() const { if (mHitState != CharState_None && mHitState != CharState_Block) return false; return mUpperBodyState == UpperBodyState::WeaponEquipped; } float CharacterController::getAttackStrength() const { return mAttackStrength; } bool CharacterController::getAttackingOrSpell() const { return mPtr.getClass().getCreatureStats(mPtr).getAttackingOrSpell(); } std::string_view CharacterController::getDesiredAttackType() const { return mPtr.getClass().getCreatureStats(mPtr).getAttackType(); } void CharacterController::setActive(int active) const { mAnimation->setActive(active); } void CharacterController::setHeadTrackTarget(const MWWorld::ConstPtr& target) { mHeadTrackTarget = target; } void CharacterController::playSwishSound() const { static ESM::RefId weaponSwish = ESM::RefId::stringRefId("Weapon Swish"); const ESM::RefId* soundId = &weaponSwish; float volume = 0.98f + mAttackStrength * 0.02f; float pitch = 0.75f + mAttackStrength * 0.4f; const MWWorld::Class& cls = mPtr.getClass(); if (cls.isNpc() && cls.getNpcStats(mPtr).isWerewolf()) { MWBase::World* world = MWBase::Environment::get().getWorld(); const MWWorld::ESMStore& store = world->getStore(); const ESM::Sound* sound = store.get<ESM::Sound>().searchRandom("WolfSwing", world->getPrng()); if (sound) soundId = &sound->mId; } if (!soundId->empty()) MWBase::Environment::get().getSoundManager()->playSound3D(mPtr, *soundId, volume, pitch); } float CharacterController::getAnimationMovementDirection() const { switch (mMovementState) { case CharState_RunLeft: case CharState_SneakLeft: case CharState_SwimWalkLeft: case CharState_SwimRunLeft: case CharState_WalkLeft: return osg::PI_2f; case CharState_RunRight: case CharState_SneakRight: case CharState_SwimWalkRight: case CharState_SwimRunRight: case CharState_WalkRight: return -osg::PI_2f; case CharState_RunForward: case CharState_SneakForward: case CharState_SwimRunForward: case CharState_SwimWalkForward: case CharState_WalkForward: return mAnimation->getLegsYawRadians(); case CharState_RunBack: case CharState_SneakBack: case CharState_SwimWalkBack: case CharState_SwimRunBack: case CharState_WalkBack: return mAnimation->getLegsYawRadians() - osg::PIf; default: return 0.0f; } } void CharacterController::updateHeadTracking(float duration) { const osg::Node* head = mAnimation->getNode("Bip01 Head"); if (!head) return; double zAngleRadians = 0.f; double xAngleRadians = 0.f; if (!mHeadTrackTarget.isEmpty()) { osg::NodePathList nodepaths = head->getParentalNodePaths(); if (nodepaths.empty()) return; osg::Matrixf mat = osg::computeLocalToWorld(nodepaths[0]); osg::Vec3f headPos = mat.getTrans(); osg::Vec3f direction; if (const MWRender::Animation* anim = MWBase::Environment::get().getWorld()->getAnimation(mHeadTrackTarget)) { const osg::Node* node = anim->getNode("Head"); if (node == nullptr) node = anim->getNode("Bip01 Head"); if (node != nullptr) { nodepaths = node->getParentalNodePaths(); if (!nodepaths.empty()) direction = osg::computeLocalToWorld(nodepaths[0]).getTrans() - headPos; } else // no head node to look at, fall back to look at center of collision box direction = MWBase::Environment::get().getWorld()->aimToTarget(mPtr, mHeadTrackTarget, false); } direction.normalize(); if (!mPtr.getRefData().getBaseNode()) return; const osg::Vec3f actorDirection = mPtr.getRefData().getBaseNode()->getAttitude() * osg::Vec3f(0, 1, 0); zAngleRadians = std::atan2(actorDirection.x(), actorDirection.y()) - std::atan2(direction.x(), direction.y()); zAngleRadians = Misc::normalizeAngle(zAngleRadians - mAnimation->getHeadYaw()) + mAnimation->getHeadYaw(); zAngleRadians *= (1 - direction.z() * direction.z()); xAngleRadians = std::asin(direction.z()); } const double xLimit = osg::DegreesToRadians(40.0); const double zLimit = osg::DegreesToRadians(30.0); double zLimitOffset = mAnimation->getUpperBodyYawRadians(); xAngleRadians = std::clamp(xAngleRadians, -xLimit, xLimit); zAngleRadians = std::clamp(zAngleRadians, -zLimit + zLimitOffset, zLimit + zLimitOffset); float factor = duration * 5; factor = std::min(factor, 1.f); xAngleRadians = (1.f - factor) * mAnimation->getHeadPitch() + factor * xAngleRadians; zAngleRadians = (1.f - factor) * mAnimation->getHeadYaw() + factor * zAngleRadians; mAnimation->setHeadPitch(xAngleRadians); mAnimation->setHeadYaw(zAngleRadians); } MWWorld::MovementDirectionFlags CharacterController::getSupportedMovementDirections() const { using namespace std::string_view_literals; // There are fallbacks in the CharacterController::refreshMovementAnims for certain animations. Arrays below // represent them. constexpr std::array all = { ""sv }; constexpr std::array walk = { "walk"sv }; constexpr std::array swimWalk = { "swimwalk"sv, "walk"sv }; constexpr std::array sneak = { "sneak"sv }; constexpr std::array run = { "run"sv, "walk"sv }; constexpr std::array swimRun = { "swimrun"sv, "run"sv, "walk"sv }; constexpr std::array swim = { "swim"sv }; switch (mMovementState) { case CharState_None: case CharState_SpecialIdle: case CharState_Idle: case CharState_IdleSwim: case CharState_IdleSneak: return mAnimation->getSupportedMovementDirections(all); case CharState_WalkForward: case CharState_WalkBack: case CharState_WalkLeft: case CharState_WalkRight: return mAnimation->getSupportedMovementDirections(walk); case CharState_SwimWalkForward: case CharState_SwimWalkBack: case CharState_SwimWalkLeft: case CharState_SwimWalkRight: return mAnimation->getSupportedMovementDirections(swimWalk); case CharState_RunForward: case CharState_RunBack: case CharState_RunLeft: case CharState_RunRight: return mAnimation->getSupportedMovementDirections(run); case CharState_SwimRunForward: case CharState_SwimRunBack: case CharState_SwimRunLeft: case CharState_SwimRunRight: return mAnimation->getSupportedMovementDirections(swimRun); case CharState_SneakForward: case CharState_SneakBack: case CharState_SneakLeft: case CharState_SneakRight: return mAnimation->getSupportedMovementDirections(sneak); case CharState_TurnLeft: case CharState_TurnRight: return mAnimation->getSupportedMovementDirections(all); case CharState_SwimTurnLeft: case CharState_SwimTurnRight: return mAnimation->getSupportedMovementDirections(swim); case CharState_Death1: case CharState_Death2: case CharState_Death3: case CharState_Death4: case CharState_Death5: case CharState_SwimDeath: case CharState_SwimDeathKnockDown: case CharState_SwimDeathKnockOut: case CharState_DeathKnockDown: case CharState_DeathKnockOut: case CharState_Hit: case CharState_SwimHit: case CharState_KnockDown: case CharState_KnockOut: case CharState_SwimKnockDown: case CharState_SwimKnockOut: case CharState_Block: return mAnimation->getSupportedMovementDirections(all); } return 0; } }
134,678
C++
.cpp
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OpenMW/openmw
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9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
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false
false
false
false
35,319
aiavoiddoor.cpp
OpenMW_openmw/apps/openmw/mwmechanics/aiavoiddoor.cpp
#include "aiavoiddoor.hpp" #include <components/misc/rng.hpp> #include "../mwbase/environment.hpp" #include "../mwbase/mechanicsmanager.hpp" #include "../mwbase/world.hpp" #include "../mwworld/class.hpp" #include "actorutil.hpp" #include "creaturestats.hpp" #include "movement.hpp" #include "steering.hpp" static const int MAX_DIRECTIONS = 4; MWMechanics::AiAvoidDoor::AiAvoidDoor(const MWWorld::ConstPtr& doorPtr) : mDuration(1) , mDoorPtr(doorPtr) , mDirection(0) { } bool MWMechanics::AiAvoidDoor::execute( const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration) { ESM::Position pos = actor.getRefData().getPosition(); if (mDuration == 1) // If it just started, get the actor position as the stuck detection thing mLastPos = pos.asVec3(); mDuration -= duration; // Update timer if (mDuration < 0) { if (isStuck(pos.asVec3())) { adjustDirection(); mDuration = 1; // reset timer } else return true; // We have tried backing up for more than one second, we've probably cleared it } if (mDoorPtr.getClass().getDoorState(mDoorPtr) == MWWorld::DoorState::Idle) return true; // Door is no longer opening ESM::Position tPos = mDoorPtr.getRefData().getPosition(); // Position of the door float x = pos.pos[1] - tPos.pos[1]; float y = pos.pos[0] - tPos.pos[0]; actor.getClass().getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true); // Turn away from the door and move when turn completed if (zTurn(actor, std::atan2(y, x) + getAdjustedAngle(), osg::DegreesToRadians(5.f))) actor.getClass().getMovementSettings(actor).mPosition[1] = 1; else actor.getClass().getMovementSettings(actor).mPosition[1] = 0; actor.getClass().getMovementSettings(actor).mPosition[0] = 0; // Make all nearby actors also avoid the door std::vector<MWWorld::Ptr> actors; MWBase::Environment::get().getMechanicsManager()->getActorsInRange(pos.asVec3(), 100, actors); for (auto& neighbor : actors) { if (neighbor == getPlayer()) continue; MWMechanics::AiSequence& seq = neighbor.getClass().getCreatureStats(neighbor).getAiSequence(); if (seq.getTypeId() != MWMechanics::AiPackageTypeId::AvoidDoor) seq.stack(MWMechanics::AiAvoidDoor(mDoorPtr), neighbor); } return false; } bool MWMechanics::AiAvoidDoor::isStuck(const osg::Vec3f& actorPos) const { return (actorPos - mLastPos).length2() < 10 * 10; } void MWMechanics::AiAvoidDoor::adjustDirection() { auto& prng = MWBase::Environment::get().getWorld()->getPrng(); mDirection = Misc::Rng::rollDice(MAX_DIRECTIONS, prng); } float MWMechanics::AiAvoidDoor::getAdjustedAngle() const { return 2 * osg::PI / MAX_DIRECTIONS * mDirection; }
2,898
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.cpp
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OpenMW/openmw
5,318
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GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
false
false
false
false
false
false
false
35,320
repair.cpp
OpenMW_openmw/apps/openmw/mwmechanics/repair.cpp
#include "repair.hpp" #include <components/misc/rng.hpp> #include <components/misc/strings/format.hpp> #include "../mwbase/environment.hpp" #include "../mwbase/windowmanager.hpp" #include "../mwbase/world.hpp" #include "../mwworld/class.hpp" #include "../mwworld/containerstore.hpp" #include "../mwworld/esmstore.hpp" #include "actorutil.hpp" #include "creaturestats.hpp" namespace MWMechanics { void Repair::repair(const MWWorld::Ptr& itemToRepair) { MWWorld::Ptr player = getPlayer(); MWWorld::LiveCellRef<ESM::Repair>* ref = mTool.get<ESM::Repair>(); MWBase::Environment::get().getWorld()->breakInvisibility(player); // unstack tool if required player.getClass().getContainerStore(player).unstack(mTool); // reduce number of uses left int uses = mTool.getClass().getItemHealth(mTool); uses -= std::min(uses, 1); mTool.getCellRef().setCharge(uses); MWMechanics::CreatureStats& stats = player.getClass().getCreatureStats(player); float fatigueTerm = stats.getFatigueTerm(); float pcStrength = stats.getAttribute(ESM::Attribute::Strength).getModified(); float pcLuck = stats.getAttribute(ESM::Attribute::Luck).getModified(); float armorerSkill = player.getClass().getSkill(player, ESM::Skill::Armorer); float fRepairAmountMult = MWBase::Environment::get() .getESMStore() ->get<ESM::GameSetting>() .find("fRepairAmountMult") ->mValue.getFloat(); float toolQuality = ref->mBase->mData.mQuality; float x = (0.1f * pcStrength + 0.1f * pcLuck + armorerSkill) * fatigueTerm; auto& prng = MWBase::Environment::get().getWorld()->getPrng(); int roll = Misc::Rng::roll0to99(prng); if (roll <= x) { int y = static_cast<int>(fRepairAmountMult * toolQuality * roll); y = std::max(1, y); // repair by 'y' points int charge = itemToRepair.getClass().getItemHealth(itemToRepair); charge = std::min(charge + y, itemToRepair.getClass().getItemMaxHealth(itemToRepair)); itemToRepair.getCellRef().setCharge(charge); // attempt to re-stack item, in case it was fully repaired MWWorld::ContainerStoreIterator stacked = player.getClass().getContainerStore(player).restack(itemToRepair); // set the OnPCRepair variable on the item's script const ESM::RefId& script = stacked->getClass().getScript(itemToRepair); if (!script.empty()) stacked->getRefData().getLocals().setVarByInt(script, "onpcrepair", 1); // increase skill player.getClass().skillUsageSucceeded(player, ESM::Skill::Armorer, ESM::Skill::Armorer_Repair); MWBase::Environment::get().getWindowManager()->playSound(ESM::RefId::stringRefId("Repair")); MWBase::Environment::get().getWindowManager()->messageBox("#{sRepairSuccess}"); } else { MWBase::Environment::get().getWindowManager()->playSound(ESM::RefId::stringRefId("Repair Fail")); MWBase::Environment::get().getWindowManager()->messageBox("#{sRepairFailed}"); } // tool used up? if (mTool.getCellRef().getCharge() == 0) { MWWorld::ContainerStore& store = player.getClass().getContainerStore(player); store.remove(mTool, 1); std::string message = MWBase::Environment::get() .getESMStore() ->get<ESM::GameSetting>() .find("sNotifyMessage51") ->mValue.getString(); message = Misc::StringUtils::format(message, mTool.getClass().getName(mTool)); MWBase::Environment::get().getWindowManager()->messageBox(message); // try to find a new tool of the same ID for (MWWorld::ContainerStoreIterator iter(store.begin()); iter != store.end(); ++iter) { if (iter->getCellRef().getRefId() == mTool.getCellRef().getRefId()) { mTool = *iter; MWBase::Environment::get().getWindowManager()->playSound(ESM::RefId::stringRefId("Item Repair Up")); break; } } } } }
4,548
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.cpp
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OpenMW/openmw
5,318
933
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GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
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false
true
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false
35,321
weapontype.cpp
OpenMW_openmw/apps/openmw/mwmechanics/weapontype.cpp
#include "weapontype.hpp" #include "creaturestats.hpp" #include "drawstate.hpp" #include "../mwworld/class.hpp" #include "../mwworld/inventorystore.hpp" #include <components/esm3/loadweap.hpp> #include <set> namespace MWMechanics { template <enum ESM::Weapon::Type> struct Weapon { }; template <> struct Weapon<ESM::Weapon::None> { inline static const ESM::WeaponType& getValue() { static const ESM::WeaponType value{ /* short group */ "", /* long group */ "", /* sound ID */ "", /* attach bone */ "", /* sheath bone */ "", /* usage skill */ ESM::Skill::HandToHand, /* weapon class*/ ESM::WeaponType::Melee, /* ammo type */ ESM::Weapon::None, /* flags */ 0 }; return value; } }; template <> struct Weapon<ESM::Weapon::PickProbe> { inline static const ESM::WeaponType& getValue() { static const ESM::WeaponType value{ /* short group */ "1h", /* long group */ "pickprobe", /* sound ID */ "", /* attach bone */ "", /* sheath bone */ "", /* usage skill */ ESM::Skill::Security, /* weapon class*/ ESM::WeaponType::Melee, /* ammo type */ ESM::Weapon::None, /* flags */ 0 }; return value; } }; template <> struct Weapon<ESM::Weapon::Spell> { inline static const ESM::WeaponType& getValue() { static const ESM::WeaponType value{ /* short group */ "spell", /* long group */ "spellcast", /* sound ID */ "", /* attach bone */ "", /* sheath bone */ "", /* usage skill */ ESM::Skill::HandToHand, /* weapon class*/ ESM::WeaponType::Melee, /* ammo type */ ESM::Weapon::None, /* flags */ ESM::WeaponType::TwoHanded }; return value; } }; template <> struct Weapon<ESM::Weapon::HandToHand> { inline static const ESM::WeaponType& getValue() { static const ESM::WeaponType value{ /* short group */ "hh", /* long group */ "handtohand", /* sound ID */ "", /* attach bone */ "", /* sheath bone */ "", /* usage skill */ ESM::Skill::HandToHand, /* weapon class*/ ESM::WeaponType::Melee, /* ammo type */ ESM::Weapon::None, /* flags */ ESM::WeaponType::TwoHanded }; return value; } }; template <> struct Weapon<ESM::Weapon::ShortBladeOneHand> { inline static const ESM::WeaponType& getValue() { static const ESM::WeaponType value{ /* short group */ "1s", /* long group */ "shortbladeonehand", /* sound ID */ "Item Weapon Shortblade", /* attach bone */ "Weapon Bone", /* sheath bone */ "Bip01 ShortBladeOneHand", /* usage skill */ ESM::Skill::ShortBlade, /* weapon class*/ ESM::WeaponType::Melee, /* ammo type */ ESM::Weapon::None, /* flags */ ESM::WeaponType::HasHealth }; return value; } }; template <> struct Weapon<ESM::Weapon::LongBladeOneHand> { inline static const ESM::WeaponType& getValue() { static const ESM::WeaponType value{ /* short group */ "1h", /* long group */ "weapononehand", /* sound ID */ "Item Weapon Longblade", /* attach bone */ "Weapon Bone", /* sheath bone */ "Bip01 LongBladeOneHand", /* usage skill */ ESM::Skill::LongBlade, /* weapon class*/ ESM::WeaponType::Melee, /* ammo type */ ESM::Weapon::None, /* flags */ ESM::WeaponType::HasHealth }; return value; } }; template <> struct Weapon<ESM::Weapon::BluntOneHand> { inline static const ESM::WeaponType& getValue() { static const ESM::WeaponType value{ /* short group */ "1b", /* long group */ "bluntonehand", /* sound ID */ "Item Weapon Blunt", /* attach bone */ "Weapon Bone", /* sheath bone */ "Bip01 BluntOneHand", /* usage skill */ ESM::Skill::BluntWeapon, /* weapon class*/ ESM::WeaponType::Melee, /* ammo type */ ESM::Weapon::None, /* flags */ ESM::WeaponType::HasHealth }; return value; } }; template <> struct Weapon<ESM::Weapon::AxeOneHand> { inline static const ESM::WeaponType& getValue() { static const ESM::WeaponType value{ /* short group */ "1b", /* long group */ "bluntonehand", /* sound ID */ "Item Weapon Blunt", /* attach bone */ "Weapon Bone", /* sheath bone */ "Bip01 LongBladeOneHand", /* usage skill */ ESM::Skill::Axe, /* weapon class*/ ESM::WeaponType::Melee, /* ammo type */ ESM::Weapon::None, /* flags */ ESM::WeaponType::HasHealth }; return value; } }; template <> struct Weapon<ESM::Weapon::LongBladeTwoHand> { inline static const ESM::WeaponType& getValue() { static const ESM::WeaponType value{ /* short group */ "2c", /* long group */ "weapontwohand", /* sound ID */ "Item Weapon Longblade", /* attach bone */ "Weapon Bone", /* sheath bone */ "Bip01 LongBladeTwoClose", /* usage skill */ ESM::Skill::LongBlade, /* weapon class*/ ESM::WeaponType::Melee, /* ammo type */ ESM::Weapon::None, /* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded }; return value; } }; template <> struct Weapon<ESM::Weapon::AxeTwoHand> { inline static const ESM::WeaponType& getValue() { static const ESM::WeaponType value{ /* short group */ "2b", /* long group */ "blunttwohand", /* sound ID */ "Item Weapon Blunt", /* attach bone */ "Weapon Bone", /* sheath bone */ "Bip01 AxeTwoClose", /* usage skill */ ESM::Skill::Axe, /* weapon class*/ ESM::WeaponType::Melee, /* ammo type */ ESM::Weapon::None, /* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded }; return value; } }; template <> struct Weapon<ESM::Weapon::BluntTwoClose> { inline static const ESM::WeaponType& getValue() { static const ESM::WeaponType value{ /* short group */ "2b", /* long group */ "blunttwohand", /* sound ID */ "Item Weapon Blunt", /* attach bone */ "Weapon Bone", /* sheath bone */ "Bip01 BluntTwoClose", /* usage skill */ ESM::Skill::BluntWeapon, /* weapon class*/ ESM::WeaponType::Melee, /* ammo type */ ESM::Weapon::None, /* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded }; return value; } }; template <> struct Weapon<ESM::Weapon::BluntTwoWide> { inline static const ESM::WeaponType& getValue() { static const ESM::WeaponType value{ /* short group */ "2w", /* long group */ "weapontwowide", /* sound ID */ "Item Weapon Blunt", /* attach bone */ "Weapon Bone", /* sheath bone */ "Bip01 BluntTwoWide", /* usage skill */ ESM::Skill::BluntWeapon, /* weapon class*/ ESM::WeaponType::Melee, /* ammo type */ ESM::Weapon::None, /* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded }; return value; } }; template <> struct Weapon<ESM::Weapon::SpearTwoWide> { inline static const ESM::WeaponType& getValue() { static const ESM::WeaponType value{ /* short group */ "2w", /* long group */ "weapontwowide", /* sound ID */ "Item Weapon Spear", /* attach bone */ "Weapon Bone", /* sheath bone */ "Bip01 SpearTwoWide", /* usage skill */ ESM::Skill::Spear, /* weapon class*/ ESM::WeaponType::Melee, /* ammo type */ ESM::Weapon::None, /* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded }; return value; } }; template <> struct Weapon<ESM::Weapon::MarksmanBow> { inline static const ESM::WeaponType& getValue() { static const ESM::WeaponType value{ /* short group */ "bow", /* long group */ "bowandarrow", /* sound ID */ "Item Weapon Bow", /* attach bone */ "Weapon Bone Left", /* sheath bone */ "Bip01 MarksmanBow", /* usage skill */ ESM::Skill::Marksman, /* weapon class*/ ESM::WeaponType::Ranged, /* ammo type */ ESM::Weapon::Arrow, /* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded }; return value; } }; template <> struct Weapon<ESM::Weapon::MarksmanCrossbow> { inline static const ESM::WeaponType& getValue() { static const ESM::WeaponType value{ /* short group */ "crossbow", /* long group */ "crossbow", /* sound ID */ "Item Weapon Crossbow", /* attach bone */ "Weapon Bone", /* sheath bone */ "Bip01 MarksmanCrossbow", /* usage skill */ ESM::Skill::Marksman, /* weapon class*/ ESM::WeaponType::Ranged, /* ammo type */ ESM::Weapon::Bolt, /* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded }; return value; } }; template <> struct Weapon<ESM::Weapon::MarksmanThrown> { inline static const ESM::WeaponType& getValue() { static const ESM::WeaponType value{ /* short group */ "1t", /* long group */ "throwweapon", /* sound ID */ "Item Weapon Blunt", /* attach bone */ "Weapon Bone", /* sheath bone */ "Bip01 MarksmanThrown", /* usage skill */ ESM::Skill::Marksman, /* weapon class*/ ESM::WeaponType::Thrown, /* ammo type */ ESM::Weapon::None, /* flags */ 0 }; return value; } }; template <> struct Weapon<ESM::Weapon::Arrow> { inline static const ESM::WeaponType& getValue() { static const ESM::WeaponType value{ /* short group */ "", /* long group */ "", /* sound ID */ "Item Ammo", /* attach bone */ "Bip01 Arrow", /* sheath bone */ "", /* usage skill */ ESM::Skill::Marksman, /* weapon class*/ ESM::WeaponType::Ammo, /* ammo type */ ESM::Weapon::None, /* flags */ 0 }; return value; } }; template <> struct Weapon<ESM::Weapon::Bolt> { inline static const ESM::WeaponType& getValue() { static const ESM::WeaponType value{ /* short group */ "", /* long group */ "", /* sound ID */ "Item Ammo", /* attach bone */ "ArrowBone", /* sheath bone */ "", /* usage skill */ ESM::Skill::Marksman, /* weapon class*/ ESM::WeaponType::Ammo, /* ammo type */ ESM::Weapon::None, /* flags */ 0 }; return value; } }; MWWorld::ContainerStoreIterator getActiveWeapon(const MWWorld::Ptr& actor, int* weaptype) { MWWorld::InventoryStore& inv = actor.getClass().getInventoryStore(actor); CreatureStats& stats = actor.getClass().getCreatureStats(actor); if (stats.getDrawState() == MWMechanics::DrawState::Spell) { *weaptype = ESM::Weapon::Spell; return inv.end(); } if (stats.getDrawState() == MWMechanics::DrawState::Weapon) { MWWorld::ContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight); if (weapon == inv.end()) *weaptype = ESM::Weapon::HandToHand; else { auto type = weapon->getType(); if (type == ESM::Weapon::sRecordId) { const MWWorld::LiveCellRef<ESM::Weapon>* ref = weapon->get<ESM::Weapon>(); *weaptype = ref->mBase->mData.mType; } else if (type == ESM::Lockpick::sRecordId || type == ESM::Probe::sRecordId) *weaptype = ESM::Weapon::PickProbe; } return weapon; } return inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight); } const ESM::WeaponType* getWeaponType(const int weaponType) { switch (static_cast<ESM::Weapon::Type>(weaponType)) { case ESM::Weapon::PickProbe: return &Weapon<ESM::Weapon::PickProbe>::getValue(); case ESM::Weapon::HandToHand: return &Weapon<ESM::Weapon::HandToHand>::getValue(); case ESM::Weapon::Spell: return &Weapon<ESM::Weapon::Spell>::getValue(); case ESM::Weapon::None: return &Weapon<ESM::Weapon::None>::getValue(); case ESM::Weapon::ShortBladeOneHand: return &Weapon<ESM::Weapon::ShortBladeOneHand>::getValue(); case ESM::Weapon::LongBladeOneHand: return &Weapon<ESM::Weapon::LongBladeOneHand>::getValue(); case ESM::Weapon::LongBladeTwoHand: return &Weapon<ESM::Weapon::LongBladeTwoHand>::getValue(); case ESM::Weapon::BluntOneHand: return &Weapon<ESM::Weapon::BluntOneHand>::getValue(); case ESM::Weapon::BluntTwoClose: return &Weapon<ESM::Weapon::BluntTwoClose>::getValue(); case ESM::Weapon::BluntTwoWide: return &Weapon<ESM::Weapon::BluntTwoWide>::getValue(); case ESM::Weapon::SpearTwoWide: return &Weapon<ESM::Weapon::SpearTwoWide>::getValue(); case ESM::Weapon::AxeOneHand: return &Weapon<ESM::Weapon::AxeOneHand>::getValue(); case ESM::Weapon::AxeTwoHand: return &Weapon<ESM::Weapon::AxeTwoHand>::getValue(); case ESM::Weapon::MarksmanBow: return &Weapon<ESM::Weapon::MarksmanBow>::getValue(); case ESM::Weapon::MarksmanCrossbow: return &Weapon<ESM::Weapon::MarksmanCrossbow>::getValue(); case ESM::Weapon::MarksmanThrown: return &Weapon<ESM::Weapon::MarksmanThrown>::getValue(); case ESM::Weapon::Arrow: return &Weapon<ESM::Weapon::Arrow>::getValue(); case ESM::Weapon::Bolt: return &Weapon<ESM::Weapon::Bolt>::getValue(); } return &Weapon<ESM::Weapon::ShortBladeOneHand>::getValue(); } std::vector<std::string_view> getAllWeaponTypeShortGroups() { // Go via a set to eliminate duplicates. std::set<std::string_view> shortGroupSet; for (int type = ESM::Weapon::Type::First; type <= ESM::Weapon::Type::Last; type++) { std::string_view shortGroup = getWeaponType(type)->mShortGroup; if (!shortGroup.empty()) shortGroupSet.insert(shortGroup); } return std::vector<std::string_view>(shortGroupSet.begin(), shortGroupSet.end()); } }
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OpenMW/openmw
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9/20/2024, 9:26:25 PM (Europe/Amsterdam)
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35,322
aisequence.cpp
OpenMW_openmw/apps/openmw/mwmechanics/aisequence.cpp
#include "aisequence.hpp" #include <algorithm> #include <limits> #include <components/debug/debuglog.hpp> #include <components/esm3/aisequence.hpp> #include "../mwbase/environment.hpp" #include "../mwbase/mechanicsmanager.hpp" #include "../mwworld/class.hpp" #include "actorutil.hpp" #include "aiactivate.hpp" #include "aicombat.hpp" #include "aicombataction.hpp" #include "aiescort.hpp" #include "aifollow.hpp" #include "aipackage.hpp" #include "aipursue.hpp" #include "aitravel.hpp" #include "aiwander.hpp" #include "creaturestats.hpp" namespace MWMechanics { void AiSequence::copy(const AiSequence& sequence) { for (const auto& package : sequence.mPackages) mPackages.push_back(package->clone()); // We need to keep an AiWander storage, if present - it has a state machine. // Not sure about another temporary storages sequence.mAiState.copy<AiWanderStorage>(mAiState); mNumCombatPackages = sequence.mNumCombatPackages; mNumPursuitPackages = sequence.mNumPursuitPackages; } AiSequence::AiSequence() : mDone(false) , mLastAiPackage(AiPackageTypeId::None) { } AiSequence::AiSequence(const AiSequence& sequence) { copy(sequence); mDone = sequence.mDone; mLastAiPackage = sequence.mLastAiPackage; } AiSequence& AiSequence::operator=(const AiSequence& sequence) { if (this != &sequence) { clear(); copy(sequence); mDone = sequence.mDone; mLastAiPackage = sequence.mLastAiPackage; } return *this; } AiSequence::~AiSequence() { clear(); } void AiSequence::onPackageAdded(const AiPackage& package) { if (package.getTypeId() == AiPackageTypeId::Combat) mNumCombatPackages++; else if (package.getTypeId() == AiPackageTypeId::Pursue) mNumPursuitPackages++; assert(mNumCombatPackages >= 0); assert(mNumPursuitPackages >= 0); } void AiSequence::onPackageRemoved(const AiPackage& package) { if (package.getTypeId() == AiPackageTypeId::Combat) { mNumCombatPackages--; if (mNumCombatPackages == 0) mResetFriendlyHits = true; } else if (package.getTypeId() == AiPackageTypeId::Pursue) mNumPursuitPackages--; assert(mNumCombatPackages >= 0); assert(mNumPursuitPackages >= 0); } AiPackageTypeId AiSequence::getTypeId() const { if (mPackages.empty()) return AiPackageTypeId::None; return mPackages.front()->getTypeId(); } bool AiSequence::getCombatTarget(MWWorld::Ptr& targetActor) const { if (getTypeId() != AiPackageTypeId::Combat) return false; targetActor = mPackages.front()->getTarget(); return !targetActor.isEmpty(); } bool AiSequence::getCombatTargets(std::vector<MWWorld::Ptr>& targetActors) const { for (auto it = mPackages.begin(); it != mPackages.end(); ++it) { if ((*it)->getTypeId() == MWMechanics::AiPackageTypeId::Combat) targetActors.push_back((*it)->getTarget()); } return !targetActors.empty(); } AiPackages::iterator AiSequence::erase(AiPackages::iterator package) { // Not sure if manually terminated packages should trigger mDone, probably not? auto& ptr = *package; onPackageRemoved(*ptr); return mPackages.erase(package); } bool AiSequence::isInCombat() const { return mNumCombatPackages > 0; } bool AiSequence::isInPursuit() const { return mNumPursuitPackages > 0; } bool AiSequence::isFleeing() const { if (!isInCombat()) return false; const AiCombatStorage* storage = mAiState.getPtr<AiCombatStorage>(); return storage && storage->isFleeing(); } bool AiSequence::isEngagedWithActor() const { if (!isInCombat()) return false; for (auto it = mPackages.begin(); it != mPackages.end(); ++it) { if ((*it)->getTypeId() == AiPackageTypeId::Combat) { MWWorld::Ptr target2 = (*it)->getTarget(); if (!target2.isEmpty() && target2.getClass().isNpc()) return true; } } return false; } bool AiSequence::hasPackage(AiPackageTypeId typeId) const { auto it = std::find_if(mPackages.begin(), mPackages.end(), [typeId](const auto& package) { return package->getTypeId() == typeId; }); return it != mPackages.end(); } bool AiSequence::isInCombat(const MWWorld::Ptr& actor) const { if (!isInCombat()) return false; for (const auto& package : mPackages) { if (package->getTypeId() == AiPackageTypeId::Combat) { if (package->targetIs(actor)) return true; } } return false; } void AiSequence::removePackagesById(AiPackageTypeId id) { for (auto it = mPackages.begin(); it != mPackages.end();) { if ((*it)->getTypeId() == id) { it = erase(it); } else ++it; } } void AiSequence::stopCombat() { removePackagesById(AiPackageTypeId::Combat); } void AiSequence::stopCombat(const std::vector<MWWorld::Ptr>& targets) { for (auto it = mPackages.begin(); it != mPackages.end();) { if ((*it)->getTypeId() == AiPackageTypeId::Combat && std::find(targets.begin(), targets.end(), (*it)->getTarget()) != targets.end()) { it = erase(it); } else ++it; } } void AiSequence::stopPursuit() { removePackagesById(AiPackageTypeId::Pursue); } bool AiSequence::isPackageDone() const { return mDone; } namespace { bool isActualAiPackage(AiPackageTypeId packageTypeId) { return (packageTypeId >= AiPackageTypeId::Wander && packageTypeId <= AiPackageTypeId::Activate); } } void AiSequence::execute( const MWWorld::Ptr& actor, CharacterController& characterController, float duration, bool outOfRange) { if (actor == getPlayer()) { // Players don't use this. return; } if (mResetFriendlyHits) { actor.getClass().getCreatureStats(actor).resetFriendlyHits(); mResetFriendlyHits = false; } if (mPackages.empty()) { mLastAiPackage = AiPackageTypeId::None; return; } auto* package = mPackages.front().get(); if (!package->alwaysActive() && outOfRange) return; auto packageTypeId = package->getTypeId(); // workaround ai packages not being handled as in the vanilla engine if (isActualAiPackage(packageTypeId)) mLastAiPackage = packageTypeId; // if active package is combat one, choose nearest target if (packageTypeId == AiPackageTypeId::Combat) { auto itActualCombat = mPackages.end(); float nearestDist = std::numeric_limits<float>::max(); osg::Vec3f vActorPos = actor.getRefData().getPosition().asVec3(); float bestRating = 0.f; for (auto it = mPackages.begin(); it != mPackages.end();) { if ((*it)->getTypeId() != AiPackageTypeId::Combat) break; MWWorld::Ptr target = (*it)->getTarget(); // target disappeared (e.g. summoned creatures) if (target.isEmpty()) { it = erase(it); } else { float rating = 0.f; if (MWMechanics::canFight(actor, target)) rating = MWMechanics::getBestActionRating(actor, target); const ESM::Position& targetPos = target.getRefData().getPosition(); float distTo = (targetPos.asVec3() - vActorPos).length2(); // Small threshold for changing target if (it == mPackages.begin()) distTo = std::max(0.f, distTo - 2500.f); // if a target has higher priority than current target or has same priority but closer if (rating > bestRating || ((distTo < nearestDist) && rating == bestRating)) { nearestDist = distTo; itActualCombat = it; bestRating = rating; } ++it; } } if (mPackages.empty()) return; if (nearestDist < std::numeric_limits<float>::max() && mPackages.begin() != itActualCombat) { assert(itActualCombat != mPackages.end()); // move combat package with nearest target to the front std::rotate(mPackages.begin(), itActualCombat, std::next(itActualCombat)); } package = mPackages.front().get(); packageTypeId = package->getTypeId(); } try { if (package->execute(actor, characterController, mAiState, duration)) { // Put repeating non-combat AI packages on the end of the stack so they can be used again if (isActualAiPackage(packageTypeId) && package->getRepeat()) { package->reset(); mPackages.push_back(package->clone()); } // The active package is typically the first entry, this is however not always the case // e.g. AiPursue executing a dialogue script that uses startCombat adds a combat package to the front // due to the priority. auto activePackageIt = std::find_if( mPackages.begin(), mPackages.end(), [&](auto& entry) { return entry.get() == package; }); erase(activePackageIt); if (isActualAiPackage(packageTypeId)) mDone = true; } else { mDone = false; } } catch (std::exception& e) { Log(Debug::Error) << "Error during AiSequence::execute: " << e.what(); } } void AiSequence::clear() { mPackages.clear(); mNumCombatPackages = 0; mNumPursuitPackages = 0; } void AiSequence::stack(const AiPackage& package, const MWWorld::Ptr& actor, bool cancelOther) { if (actor == getPlayer()) throw std::runtime_error("Can't add AI packages to player"); // Stop combat when a non-combat AI package is added if (isActualAiPackage(package.getTypeId())) { if (package.getTypeId() == MWMechanics::AiPackageTypeId::Follow || package.getTypeId() == MWMechanics::AiPackageTypeId::Escort) { const auto& mechanicsManager = MWBase::Environment::get().getMechanicsManager(); std::vector<MWWorld::Ptr> newAllies = mechanicsManager->getActorsSidingWith(package.getTarget()); std::vector<MWWorld::Ptr> allies = mechanicsManager->getActorsSidingWith(actor); for (const auto& ally : allies) ally.getClass().getCreatureStats(ally).getAiSequence().stopCombat(newAllies); for (const auto& ally : newAllies) ally.getClass().getCreatureStats(ally).getAiSequence().stopCombat(allies); } stopCombat(); } // We should return a wandering actor back after combat, casting or pursuit. // The same thing for actors without AI packages. // Also there is no point to stack return packages. const auto currentTypeId = getTypeId(); const auto newTypeId = package.getTypeId(); if (currentTypeId <= MWMechanics::AiPackageTypeId::Wander && !hasPackage(MWMechanics::AiPackageTypeId::InternalTravel) && (newTypeId <= MWMechanics::AiPackageTypeId::Combat || newTypeId == MWMechanics::AiPackageTypeId::Pursue || newTypeId == MWMechanics::AiPackageTypeId::Cast)) { osg::Vec3f dest; if (currentTypeId == MWMechanics::AiPackageTypeId::Wander) { dest = getActivePackage().getDestination(actor); } else { dest = actor.getRefData().getPosition().asVec3(); } MWMechanics::AiInternalTravel travelPackage(dest.x(), dest.y(), dest.z()); stack(travelPackage, actor, false); } // remove previous packages if required if (cancelOther && package.shouldCancelPreviousAi()) { for (auto it = mPackages.begin(); it != mPackages.end();) { if ((*it)->canCancel()) { it = erase(it); } else ++it; } } // insert new package in correct place depending on priority for (auto it = mPackages.begin(); it != mPackages.end(); ++it) { // We should override current AiCast package, if we try to add a new one. if ((*it)->getTypeId() == MWMechanics::AiPackageTypeId::Cast && package.getTypeId() == MWMechanics::AiPackageTypeId::Cast) { *it = package.clone(); return; } if ((*it)->getPriority() <= package.getPriority()) { onPackageAdded(package); mPackages.insert(it, package.clone()); return; } } onPackageAdded(package); mPackages.push_back(package.clone()); // Make sure that temporary storage is empty if (cancelOther) { mAiState.moveIn(std::make_unique<AiCombatStorage>()); mAiState.moveIn(std::make_unique<AiFollowStorage>()); mAiState.moveIn(std::make_unique<AiWanderStorage>()); } } bool MWMechanics::AiSequence::isEmpty() const { return mPackages.empty(); } const AiPackage& MWMechanics::AiSequence::getActivePackage() const { if (mPackages.empty()) throw std::runtime_error(std::string("No AI Package!")); return *mPackages.front(); } void AiSequence::fill(const ESM::AIPackageList& list) { for (const auto& esmPackage : list.mList) { std::unique_ptr<MWMechanics::AiPackage> package; if (esmPackage.mType == ESM::AI_Wander) { ESM::AIWander data = esmPackage.mWander; std::vector<unsigned char> idles; idles.reserve(8); for (int i = 0; i < 8; ++i) idles.push_back(data.mIdle[i]); package = std::make_unique<MWMechanics::AiWander>( data.mDistance, data.mDuration, data.mTimeOfDay, idles, data.mShouldRepeat != 0); } else if (esmPackage.mType == ESM::AI_Escort) { ESM::AITarget data = esmPackage.mTarget; package = std::make_unique<MWMechanics::AiEscort>(ESM::RefId::stringRefId(data.mId.toStringView()), esmPackage.mCellName, data.mDuration, data.mX, data.mY, data.mZ, data.mShouldRepeat != 0); } else if (esmPackage.mType == ESM::AI_Travel) { ESM::AITravel data = esmPackage.mTravel; package = std::make_unique<MWMechanics::AiTravel>(data.mX, data.mY, data.mZ, data.mShouldRepeat != 0); } else if (esmPackage.mType == ESM::AI_Activate) { ESM::AIActivate data = esmPackage.mActivate; package = std::make_unique<MWMechanics::AiActivate>( ESM::RefId::stringRefId(data.mName.toStringView()), data.mShouldRepeat != 0); } else // if (esmPackage.mType == ESM::AI_Follow) { ESM::AITarget data = esmPackage.mTarget; package = std::make_unique<MWMechanics::AiFollow>(ESM::RefId::stringRefId(data.mId.toStringView()), esmPackage.mCellName, data.mDuration, data.mX, data.mY, data.mZ, data.mShouldRepeat != 0); } onPackageAdded(*package); mPackages.push_back(std::move(package)); } } void AiSequence::writeState(ESM::AiSequence::AiSequence& sequence) const { for (const auto& package : mPackages) package->writeState(sequence); sequence.mLastAiPackage = static_cast<int>(mLastAiPackage); } void AiSequence::readState(const ESM::AiSequence::AiSequence& sequence) { if (!sequence.mPackages.empty()) clear(); // Load packages for (auto& container : sequence.mPackages) { std::unique_ptr<MWMechanics::AiPackage> package; switch (container.mType) { case ESM::AiSequence::Ai_Wander: { package = std::make_unique<AiWander>( &static_cast<const ESM::AiSequence::AiWander&>(*container.mPackage)); break; } case ESM::AiSequence::Ai_Travel: { const ESM::AiSequence::AiTravel& source = static_cast<const ESM::AiSequence::AiTravel&>(*container.mPackage); if (source.mHidden) package = std::make_unique<AiInternalTravel>(&source); else package = std::make_unique<AiTravel>(&source); break; } case ESM::AiSequence::Ai_Escort: { package = std::make_unique<AiEscort>( &static_cast<const ESM::AiSequence::AiEscort&>(*container.mPackage)); break; } case ESM::AiSequence::Ai_Follow: { package = std::make_unique<AiFollow>( &static_cast<const ESM::AiSequence::AiFollow&>(*container.mPackage)); break; } case ESM::AiSequence::Ai_Activate: { package = std::make_unique<AiActivate>( &static_cast<const ESM::AiSequence::AiActivate&>(*container.mPackage)); break; } case ESM::AiSequence::Ai_Combat: { package = std::make_unique<AiCombat>( &static_cast<const ESM::AiSequence::AiCombat&>(*container.mPackage)); break; } case ESM::AiSequence::Ai_Pursue: { package = std::make_unique<AiPursue>( &static_cast<const ESM::AiSequence::AiPursue&>(*container.mPackage)); break; } default: break; } if (!package.get()) continue; onPackageAdded(*package); mPackages.push_back(std::move(package)); } mLastAiPackage = static_cast<AiPackageTypeId>(sequence.mLastAiPackage); } void AiSequence::fastForward(const MWWorld::Ptr& actor) { if (!mPackages.empty()) { mPackages.front()->fastForward(actor, mAiState); } } } // namespace MWMechanics
20,268
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.cpp
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26.870229
118
0.548779
OpenMW/openmw
5,318
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0
GPL-3.0
9/20/2024, 9:26:25 PM (Europe/Amsterdam)
false
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