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#include "actiontrap.hpp"
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#include "../mwmechanics/spellcasting.hpp"
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#include "../mwmechanics/actorutil.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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namespace MWWorld
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{
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void ActionTrap::executeImp(const Ptr &actor, float distance)
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{
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osg::Vec3f actorPosition(actor.getRefData().getPosition().asVec3());
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osg::Vec3f trapPosition(mTrapSource.getRefData().getPosition().asVec3());
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float trapRange = MWBase::Environment::get().getWorld()->getMaxActivationDistance();
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// Note: can't just detonate the trap at the trapped object's location and use the blast
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// radius, because for most trap spells this is 1 foot, much less than the activation distance.
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// Using activation distance as the trap range.
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if (distance > trapRange && actor == MWMechanics::getPlayer()) // player activated object outside range of trap
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{
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MWMechanics::CastSpell cast(mTrapSource, mTrapSource);
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cast.mHitPosition = trapPosition;
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cast.cast(mSpellId);
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}
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else // player activated object within range of trap, or NPC activated trap
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{
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MWMechanics::CastSpell cast(mTrapSource, actor);
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cast.mHitPosition = actorPosition;
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cast.cast(mSpellId);
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}
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mTrapSource.getCellRef().setTrap("");
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}
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}
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