#include "door.hpp" /* Start of tes3mp addition Include additional headers for multiplayer purposes */ #include "../mwmp/Main.hpp" #include "../mwmp/Networking.hpp" #include "../mwmp/ObjectList.hpp" /* End of tes3mp addition */ #include #include #include #include "../mwbase/environment.hpp" #include "../mwbase/world.hpp" #include "../mwbase/windowmanager.hpp" #include "../mwbase/soundmanager.hpp" #include "../mwworld/ptr.hpp" #include "../mwworld/failedaction.hpp" #include "../mwworld/actionteleport.hpp" #include "../mwworld/actiondoor.hpp" #include "../mwworld/cellstore.hpp" #include "../mwworld/esmstore.hpp" #include "../mwphysics/physicssystem.hpp" #include "../mwworld/inventorystore.hpp" #include "../mwworld/actiontrap.hpp" #include "../mwworld/customdata.hpp" #include "../mwgui/tooltips.hpp" #include "../mwrender/objects.hpp" #include "../mwrender/renderinginterface.hpp" #include "../mwrender/animation.hpp" #include "../mwrender/vismask.hpp" #include "../mwmechanics/actorutil.hpp" namespace MWClass { class DoorCustomData : public MWWorld::TypedCustomData { public: MWWorld::DoorState mDoorState = MWWorld::DoorState::Idle; DoorCustomData& asDoorCustomData() override { return *this; } const DoorCustomData& asDoorCustomData() const override { return *this; } }; void Door::insertObjectRendering (const MWWorld::Ptr& ptr, const std::string& model, MWRender::RenderingInterface& renderingInterface) const { if (!model.empty()) { renderingInterface.getObjects().insertModel(ptr, model, true); ptr.getRefData().getBaseNode()->setNodeMask(MWRender::Mask_Static); } } void Door::insertObject(const MWWorld::Ptr& ptr, const std::string& model, MWPhysics::PhysicsSystem& physics) const { if(!model.empty()) physics.addObject(ptr, model, MWPhysics::CollisionType_Door); // Resume the door's opening/closing animation if it wasn't finished if (ptr.getRefData().getCustomData()) { const DoorCustomData& customData = ptr.getRefData().getCustomData()->asDoorCustomData(); if (customData.mDoorState != MWWorld::DoorState::Idle) { MWBase::Environment::get().getWorld()->activateDoor(ptr, customData.mDoorState); } } } bool Door::isDoor() const { return true; } bool Door::useAnim() const { return true; } std::string Door::getModel(const MWWorld::ConstPtr &ptr) const { const MWWorld::LiveCellRef *ref = ptr.get(); const std::string &model = ref->mBase->mModel; if (!model.empty()) { return "meshes\\" + model; } return ""; } std::string Door::getName (const MWWorld::ConstPtr& ptr) const { const MWWorld::LiveCellRef *ref = ptr.get(); const std::string& name = ref->mBase->mName; return !name.empty() ? name : ref->mBase->mId; } std::shared_ptr Door::activate (const MWWorld::Ptr& ptr, const MWWorld::Ptr& actor) const { MWWorld::LiveCellRef *ref = ptr.get(); const std::string &openSound = ref->mBase->mOpenSound; const std::string &closeSound = ref->mBase->mCloseSound; const std::string lockedSound = "LockedDoor"; const std::string trapActivationSound = "Disarm Trap Fail"; MWWorld::ContainerStore &invStore = actor.getClass().getContainerStore(actor); bool isLocked = ptr.getCellRef().getLockLevel() > 0; bool isTrapped = !ptr.getCellRef().getTrap().empty(); bool hasKey = false; std::string keyName; // FIXME: If NPC activate teleporting door, it can lead to crash due to iterator invalidation in the Actors update. // Make such activation a no-op for now, like how it is in the vanilla game. if (actor != MWMechanics::getPlayer() && ptr.getCellRef().getTeleport()) { std::shared_ptr action(new MWWorld::FailedAction(std::string(), ptr)); action->setSound(lockedSound); return action; } // make door glow if player activates it with telekinesis if (actor == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getDistanceToFacedObject() > MWBase::Environment::get().getWorld()->getMaxActivationDistance()) { MWRender::Animation* animation = MWBase::Environment::get().getWorld()->getAnimation(ptr); if(animation) { const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore(); int index = ESM::MagicEffect::effectStringToId("sEffectTelekinesis"); const ESM::MagicEffect *effect = store.get().find(index); animation->addSpellCastGlow(effect, 1); // 1 second glow to match the time taken for a door opening or closing } } const std::string keyId = ptr.getCellRef().getKey(); if (!keyId.empty()) { MWWorld::Ptr keyPtr = invStore.search(keyId); if (!keyPtr.isEmpty()) { hasKey = true; keyName = keyPtr.getClass().getName(keyPtr); } } if (isLocked && hasKey) { if(actor == MWMechanics::getPlayer()) MWBase::Environment::get().getWindowManager()->messageBox(keyName + " #{sKeyUsed}"); /* Start of tes3mp change (major) Disable unilateral unlocking on this client and expect the server's reply to our packet to do it instead */ //ptr.getCellRef().unlock(); //Call the function here. because that makes sense. /* End of tes3mp change (major) */ // using a key disarms the trap if(isTrapped) { /* Start of tes3mp change (major) Disable unilateral trap disarming on this client and expect the server's reply to our packet to do it instead */ //ptr.getCellRef().setTrap(""); //MWBase::Environment::get().getSoundManager()->playSound3D(ptr, "Disarm Trap", 1.0f, 1.0f); /* End of tes3mp change (major) */ isTrapped = false; /* Start of tes3mp addition Send an ID_OBJECT_TRAP packet every time a trap is disarmed */ mwmp::ObjectList *objectList = mwmp::Main::get().getNetworking()->getObjectList(); objectList->reset(); objectList->packetOrigin = mwmp::CLIENT_GAMEPLAY; objectList->addObjectTrap(ptr, ptr.getRefData().getPosition(), true); objectList->sendObjectTrap(); /* End of tes3mp addition */ } /* Start of tes3mp addition Send an ID_OBJECT_LOCK packet every time a door is unlocked here */ if (isLocked) { mwmp::ObjectList *objectList = mwmp::Main::get().getNetworking()->getObjectList(); objectList->reset(); objectList->packetOrigin = mwmp::CLIENT_GAMEPLAY; objectList->addObjectLock(ptr, 0); objectList->sendObjectLock(); } /* End of tes3mp addition */ } if (!isLocked || hasKey) { if(isTrapped) { // Trap activation std::shared_ptr action(new MWWorld::ActionTrap(ptr.getCellRef().getTrap(), ptr)); action->setSound(trapActivationSound); return action; } if (ptr.getCellRef().getTeleport()) { if (actor == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getDistanceToFacedObject() > MWBase::Environment::get().getWorld()->getMaxActivationDistance()) { // player activated teleport door with telekinesis std::shared_ptr action(new MWWorld::FailedAction); return action; } else { /* Start of tes3mp change (major) If there is a destination override in the mwmp::Worldstate for this door's original destination, use it */ std::string destinationCell = ptr.getCellRef().getDestCell(); if (mwmp::Main::get().getNetworking()->getWorldstate()->destinationOverrides.count(destinationCell) != 0) destinationCell = mwmp::Main::get().getNetworking()->getWorldstate()->destinationOverrides[destinationCell]; std::shared_ptr action(new MWWorld::ActionTeleport(destinationCell, ptr.getCellRef().getDoorDest(), true)); /* End of tes3mp change (major) */ action->setSound(openSound); return action; } } else { // animated door std::shared_ptr action(new MWWorld::ActionDoor(ptr)); const auto doorState = getDoorState(ptr); bool opening = true; float doorRot = ptr.getRefData().getPosition().rot[2] - ptr.getCellRef().getPosition().rot[2]; if (doorState == MWWorld::DoorState::Opening) opening = false; if (doorState == MWWorld::DoorState::Idle && doorRot != 0) opening = false; if (opening) { MWBase::Environment::get().getSoundManager()->fadeOutSound3D(ptr, closeSound, 0.5f); // Doors rotate at 90 degrees per second, so start the sound at // where it would be at the current rotation. float offset = doorRot/(osg::PI * 0.5f); action->setSoundOffset(offset); action->setSound(openSound); } else { MWBase::Environment::get().getSoundManager()->fadeOutSound3D(ptr, openSound, 0.5f); float offset = 1.0f - doorRot/(osg::PI * 0.5f); action->setSoundOffset(std::max(offset, 0.0f)); action->setSound(closeSound); } return action; } } else { // locked, and we can't open. std::shared_ptr action(new MWWorld::FailedAction(std::string(), ptr)); action->setSound(lockedSound); return action; } } bool Door::canLock(const MWWorld::ConstPtr &ptr) const { return true; } bool Door::allowTelekinesis(const MWWorld::ConstPtr &ptr) const { if (ptr.getCellRef().getTeleport() && ptr.getCellRef().getLockLevel() <= 0 && ptr.getCellRef().getTrap().empty()) return false; else return true; } std::string Door::getScript (const MWWorld::ConstPtr& ptr) const { const MWWorld::LiveCellRef *ref = ptr.get(); return ref->mBase->mScript; } void Door::registerSelf() { std::shared_ptr instance (new Door); registerClass (typeid (ESM::Door).name(), instance); } MWGui::ToolTipInfo Door::getToolTipInfo (const MWWorld::ConstPtr& ptr, int count) const { const MWWorld::LiveCellRef *ref = ptr.get(); MWGui::ToolTipInfo info; info.caption = MyGUI::TextIterator::toTagsString(getName(ptr)); std::string text; if (ptr.getCellRef().getTeleport()) { text += "\n#{sTo}"; text += "\n" + getDestination(*ref); } int lockLevel = ptr.getCellRef().getLockLevel(); if (lockLevel > 0 && lockLevel != ESM::UnbreakableLock) text += "\n#{sLockLevel}: " + MWGui::ToolTips::toString(ptr.getCellRef().getLockLevel()); else if (ptr.getCellRef().getLockLevel() < 0) text += "\n#{sUnlocked}"; if (ptr.getCellRef().getTrap() != "") text += "\n#{sTrapped}"; if (MWBase::Environment::get().getWindowManager()->getFullHelp()) { text += MWGui::ToolTips::getCellRefString(ptr.getCellRef()); text += MWGui::ToolTips::getMiscString(ref->mBase->mScript, "Script"); } info.text = text; return info; } std::string Door::getDestination(const MWWorld::LiveCellRef& door) { const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore(); std::string dest = door.mRef.getDestCell(); if (dest.empty()) { // door leads to exterior, use cell name (if any), otherwise translated region name int x, y; auto world = MWBase::Environment::get().getWorld(); world->positionToIndex(door.mRef.getDoorDest().pos[0], door.mRef.getDoorDest().pos[1], x, y); const ESM::Cell* cell = world->getStore().get().search(x, y); dest = world->getCellName(cell); } /* Start of tes3mp addition If there is a destination override in the mwmp::Worldstate for this door's original destination, use it */ else if (mwmp::Main::get().getNetworking()->getWorldstate()->destinationOverrides.count(dest) != 0) dest = mwmp::Main::get().getNetworking()->getWorldstate()->destinationOverrides[dest]; /* End of tes3mp addition */ return "#{sCell=" + dest + "}"; } MWWorld::Ptr Door::copyToCellImpl(const MWWorld::ConstPtr &ptr, MWWorld::CellStore &cell) const { const MWWorld::LiveCellRef *ref = ptr.get(); return MWWorld::Ptr(cell.insert(ref), &cell); } void Door::ensureCustomData(const MWWorld::Ptr &ptr) const { if (!ptr.getRefData().getCustomData()) { ptr.getRefData().setCustomData(std::make_unique()); } } MWWorld::DoorState Door::getDoorState (const MWWorld::ConstPtr &ptr) const { if (!ptr.getRefData().getCustomData()) return MWWorld::DoorState::Idle; const DoorCustomData& customData = ptr.getRefData().getCustomData()->asDoorCustomData(); return customData.mDoorState; } void Door::setDoorState (const MWWorld::Ptr &ptr, MWWorld::DoorState state) const { if (ptr.getCellRef().getTeleport()) throw std::runtime_error("load doors can't be moved"); ensureCustomData(ptr); DoorCustomData& customData = ptr.getRefData().getCustomData()->asDoorCustomData(); customData.mDoorState = state; } void Door::readAdditionalState (const MWWorld::Ptr& ptr, const ESM::ObjectState& state) const { if (!state.mHasCustomState) return; ensureCustomData(ptr); DoorCustomData& customData = ptr.getRefData().getCustomData()->asDoorCustomData(); const ESM::DoorState& doorState = state.asDoorState(); customData.mDoorState = MWWorld::DoorState(doorState.mDoorState); } void Door::writeAdditionalState (const MWWorld::ConstPtr& ptr, ESM::ObjectState& state) const { if (!ptr.getRefData().getCustomData()) { state.mHasCustomState = false; return; } const DoorCustomData& customData = ptr.getRefData().getCustomData()->asDoorCustomData(); ESM::DoorState& doorState = state.asDoorState(); doorState.mDoorState = int(customData.mDoorState); } }