Handle the pick/probe in the character controller

actorid
Chris Robinson 12 years ago
parent 2cfe6db389
commit eab4e09566

@ -268,10 +268,6 @@ namespace MWInput
case A_ToggleHUD:
mWindows.toggleHud();
break;
case A_Use:
if (!MWBase::Environment::get().getWindowManager()->isGuiMode())
mPlayer.use();
break;
}
}
}

@ -24,12 +24,14 @@
#include "movement.hpp"
#include "npcstats.hpp"
#include "creaturestats.hpp"
#include "security.hpp"
#include "../mwrender/animation.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/soundmanager.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwworld/player.hpp"
#include "../mwworld/class.hpp"
@ -465,7 +467,36 @@ bool CharacterController::updateNpcState()
sndMgr->playSound3D(mPtr, schools[effect->mData.mSchool]+" cast", 1.0f, 1.0f);
}
}
else if(mWeaponType != WeapType_PickProbe)
else if(mWeaponType == WeapType_PickProbe)
{
MWWorld::Ptr item = *weapon;
MWWorld::Ptr target = MWBase::Environment::get().getWorld()->getFacedObject();
std::string resultMessage, resultSound;
if(!target.isEmpty())
{
if(item.getTypeName() == typeid(ESM::Lockpick).name())
Security(mPtr).pickLock(target, item, resultMessage, resultSound);
else if(item.getTypeName() == typeid(ESM::Probe).name())
Security(mPtr).probeTrap(target, item, resultMessage, resultSound);
}
mAnimation->play(mCurrentWeapon, Priority_Weapon,
MWRender::Animation::Group_UpperBody, true,
1.0f, "start", "stop", 0.0, 0);
mUpperBodyState = UpperCharState_FollowStartToFollowStop;
if(!resultMessage.empty())
MWBase::Environment::get().getWindowManager()->messageBox(resultMessage);
if(!resultSound.empty())
MWBase::Environment::get().getSoundManager()->playSound(resultSound, 1.0f, 1.0f);
// tool used up?
if(!item.getRefData().getCount())
MWBase::Environment::get().getWindowManager()->unsetSelectedWeapon();
else
MWBase::Environment::get().getWindowManager()->setSelectedWeapon(item);
}
else
{
if(mWeaponType == WeapType_Crossbow || mWeaponType == WeapType_BowAndArrow ||
mWeaponType == WeapType_ThowWeapon)

@ -11,10 +11,6 @@
#include "../mwmechanics/movement.hpp"
#include "../mwmechanics/npcstats.hpp"
#include "../mwmechanics/character.hpp"
#include "../mwmechanics/security.hpp"
#include "../mwrender/animation.hpp"
#include "class.hpp"
@ -144,51 +140,6 @@ namespace MWWorld
MWWorld::Class::get(ptr).getMovementSettings(ptr).mRotation[1] += roll;
}
void Player::use()
{
MWWorld::InventoryStore& store = MWWorld::Class::get(getPlayer()).getInventoryStore(getPlayer());
MWWorld::ContainerStoreIterator equipped = store.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
if (getDrawState() == MWMechanics::DrawState_Weapon)
{
if (equipped != store.end())
{
MWWorld::Ptr item = *equipped;
MWRender::Animation* anim = MWBase::Environment::get().getWorld()->getAnimation(getPlayer());
MWWorld::Ptr target = MWBase::Environment::get().getWorld()->getFacedObject();
if (anim->isPriorityActive(MWMechanics::Priority_Weapon))
return;
std::string resultMessage, resultSound;
if (item.getTypeName() == typeid(ESM::Lockpick).name())
{
if (!target.isEmpty())
MWMechanics::Security(getPlayer()).pickLock(target, item, resultMessage, resultSound);
anim->play("pickprobe", MWMechanics::Priority_Weapon, MWRender::Animation::Group_UpperBody, true, 1.0f, "start", "stop", 0.0, 0);
}
else if (item.getTypeName() == typeid(ESM::Probe).name())
{
if (!target.isEmpty())
MWMechanics::Security(getPlayer()).probeTrap(target, item, resultMessage, resultSound);
anim->play("pickprobe", MWMechanics::Priority_Weapon, MWRender::Animation::Group_UpperBody, true, 1.0f, "start", "stop", 0.0, 0);
}
if (!resultMessage.empty())
MWBase::Environment::get().getWindowManager()->messageBox(resultMessage);
if (!resultSound.empty())
MWBase::Environment::get().getSoundManager()->playSound(resultSound,1,1);
// tool used up?
if (!item.getRefData().getCount())
MWBase::Environment::get().getWindowManager()->unsetSelectedWeapon();
else
MWBase::Environment::get().getWindowManager()->setSelectedWeapon(item);
}
}
}
MWMechanics::DrawState_ Player::getDrawState()
{
MWWorld::Ptr ptr = getPlayer();

@ -58,9 +58,6 @@ namespace MWWorld
void setForwardBackward (int value);
void setUpDown(int value);
void use ();
///< Use item equipped on right hand, or fists
void setRunState(bool run);
void setSneak(bool sneak);

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