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Simplified code

This commit is contained in:
Allofich 2016-07-04 19:09:12 +09:00
parent c02695e56d
commit c1236f4113
6 changed files with 32 additions and 32 deletions

View file

@ -17,7 +17,7 @@ MWWorld::Action::Action (bool keepSound, const Ptr& target) : mKeepSound (keepSo
MWWorld::Action::~Action() {}
void MWWorld::Action::execute (const Ptr& actor, float distanceToObject, bool useDistance)
void MWWorld::Action::execute (const Ptr& actor, float distanceToObject)
{
if(!mSoundId.empty())
{
@ -41,7 +41,7 @@ void MWWorld::Action::execute (const Ptr& actor, float distanceToObject, bool us
);
}
}
if (useDistance)
if (distanceToObject != 0)
executeImp(actor, distanceToObject);
else
executeImp(actor);

View file

@ -37,7 +37,7 @@ namespace MWWorld
virtual bool isNullAction() { return false; }
///< Is running this action a no-op? (default false)
void execute (const Ptr& actor, float distanceToObject = 0, bool useDistance = false);
void execute (const Ptr& actor, float distanceToObject = 0);
void setSound (const std::string& id);
void setSoundOffset(float offset);

View file

@ -7,30 +7,36 @@
namespace MWWorld
{
void ActionTrap::executeImp(const Ptr &actor, float distance)
// actor activated object without telekinesis, so trap will hit
void ActionTrap::executeImp(const Ptr &actor)
{
osg::Vec3f actorPosition(actor.getRefData().getPosition().asVec3());
MWMechanics::CastSpell cast(mTrapSource, actor);
cast.mHitPosition = actorPosition;
cast.cast(mSpellId);
mTrapSource.getCellRef().setTrap("");
}
// actor activated object with telekinesis, so trap may or may not hit
void ActionTrap::executeImp(const Ptr &actor, float distance)
{
osg::Vec3f trapPosition(mTrapSource.getRefData().getPosition().asVec3());
float activationDistance = 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 the activation distance as the trap range.
// Using activation distance as the trap range.
if (distance < activationDistance)
if (distance < activationDistance) // actor activated object within range of trap
executeImp(actor);
else // actor activated object outside range of trap
{
// actor activated object within range of trap
MWMechanics::CastSpell cast(mTrapSource, actor);
cast.mHitPosition = actorPosition;
cast.cast(mSpellId);
}
else
{
// actor activated object outside range of trap
MWMechanics::CastSpell cast(mTrapSource, mTrapSource);
cast.mHitPosition = trapPosition;
cast.cast(mSpellId);
}
mTrapSource.getCellRef().setTrap("");
mTrapSource.getCellRef().setTrap("");
}
}
}

View file

@ -13,7 +13,11 @@ namespace MWWorld
std::string mSpellId;
MWWorld::Ptr mTrapSource;
virtual void executeImp (const Ptr& actor, float distance);
/// Activating trapped object without telekinesis active or within trap range
virtual void executeImp (const Ptr& actor);
/// Activating trapped object with telekinesis active
virtual void executeImp (const Ptr& actor, float distanceToObject);
public:

View file

@ -1036,7 +1036,6 @@ namespace MWWorld
}
mDistanceToFacedObject = distanceToObject;
mFacedObject = facedObject;
return facedObject;
}
@ -3213,19 +3212,11 @@ namespace MWWorld
if (object.getRefData().activate())
{
boost::shared_ptr<MWWorld::Action> action = (object.getClass().activate(object, actor));
if (object.getCellRef().getTrap() != "")
{
// For the distance check to a trapped object, use the raycast-derived distance if we have it
if (actor == getPlayerPtr() && (object == mFacedObject))
action->execute (actor, mDistanceToFacedObject, true);
else // Otherwise use a position comparison
{
osg::Vec3f actorPosition(actor.getRefData().getPosition().asVec3());
osg::Vec3f objectPosition(object.getRefData().getPosition().asVec3());
action->execute (actor, (objectPosition - actorPosition).length(), true);
}
}
else
// If the player is opening a trap with telekinesis on, use the raycast-derived distance to check if the trap should hit
if (object.getCellRef().getTrap() != "" && actor == getPlayerPtr() && mPlayer->getPlayer().getClass().getCreatureStats(mPlayer->getPlayer()).getMagicEffects()
.get(ESM::MagicEffect::Telekinesis).getMagnitude() > 0)
action->execute (actor, mDistanceToFacedObject);
else // Otherwise just activate, and if it's trapped it will always hit
action->execute (actor);
}
}

View file

@ -158,7 +158,6 @@ namespace MWWorld
float mSwimHeightScale;
float mDistanceToFacedObject;
MWWorld::Ptr mFacedObject;
bool isUnderwater(const MWWorld::ConstPtr &object, const float heightRatio) const;
///< helper function for implementing isSwimming(), isSubmerged(), isWading()