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137 lines
4.3 KiB
C++
137 lines
4.3 KiB
C++
#include "action.hpp"
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/*
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Start of tes3mp addition
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Include additional headers for multiplayer purposes
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*/
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#include "../mwmp/Main.hpp"
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#include "../mwmp/Networking.hpp"
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#include "../mwmp/CellController.hpp"
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#include "../mwmp/ObjectList.hpp"
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/*
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End of tes3mp addition
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*/
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/soundmanager.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwmechanics/actorutil.hpp"
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const MWWorld::Ptr& MWWorld::Action::getTarget() const
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{
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return mTarget;
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}
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void MWWorld::Action::setTarget(const MWWorld::Ptr& target)
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{
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mTarget = target;
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}
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MWWorld::Action::Action (bool keepSound, const Ptr& target) : mKeepSound (keepSound), mSoundOffset(0), mTarget (target)
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{}
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MWWorld::Action::~Action() {}
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void MWWorld::Action::execute (const Ptr& actor, bool noSound)
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{
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if(!mSoundId.empty() && !noSound)
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{
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MWSound::PlayMode envType = MWSound::PlayMode::Normal;
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// Action sounds should not have a distortion in GUI mode
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// example: take an item or drink a potion underwater
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if (actor == MWMechanics::getPlayer() && MWBase::Environment::get().getWindowManager()->isGuiMode())
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{
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envType = MWSound::PlayMode::NoEnv;
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}
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if(mKeepSound && actor == MWMechanics::getPlayer())
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{
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MWBase::Environment::get().getSoundManager()->playSound(mSoundId, 1.0, 1.0,
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MWSound::Type::Sfx, envType, mSoundOffset
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);
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/*
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Start of tes3mp addition
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Send an ID_OBJECT_SOUND packet every time the local player makes a sound here
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*/
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mwmp::ObjectList *objectList = mwmp::Main::get().getNetworking()->getObjectList();
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objectList->reset();
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objectList->packetOrigin = mwmp::CLIENT_GAMEPLAY;
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objectList->addObjectSound(actor, mSoundId, 1.0, 1.0);
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objectList->sendObjectSound();
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/*
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End of tes3mp addition
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*/
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}
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else
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{
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bool local = mTarget.isEmpty() || !mTarget.isInCell(); // no usable target
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if(mKeepSound)
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{
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MWBase::Environment::get().getSoundManager()->playSound3D(
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(local ? actor : mTarget).getRefData().getPosition().asVec3(),
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mSoundId, 1.0, 1.0, MWSound::Type::Sfx, envType, mSoundOffset
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);
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/*
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Start of tes3mp addition
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Send an ID_OBJECT_SOUND packet every time a local actor makes a sound here
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*/
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if (mwmp::Main::get().getCellController()->isLocalActor(actor))
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{
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mwmp::ObjectList* objectList = mwmp::Main::get().getNetworking()->getObjectList();
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objectList->reset();
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objectList->packetOrigin = mwmp::CLIENT_GAMEPLAY;
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objectList->addObjectSound(local ? actor : mTarget, mSoundId, 1.0, 1.0);
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objectList->sendObjectSound();
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}
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/*
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End of tes3mp addition
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*/
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}
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else
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{
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MWBase::Environment::get().getSoundManager()->playSound3D(local ? actor : mTarget,
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mSoundId, 1.0, 1.0, MWSound::Type::Sfx, envType, mSoundOffset
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);
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/*
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Start of tes3mp addition
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Send an ID_OBJECT_SOUND packet every time a local actor makes a sound here
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*/
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if (mwmp::Main::get().getCellController()->isLocalActor(actor))
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{
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mwmp::ObjectList* objectList = mwmp::Main::get().getNetworking()->getObjectList();
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objectList->reset();
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objectList->packetOrigin = mwmp::CLIENT_GAMEPLAY;
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objectList->addObjectSound(local ? actor : mTarget, mSoundId, 1.0, 1.0);
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objectList->sendObjectSound();
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}
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/*
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End of tes3mp addition
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*/
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}
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}
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}
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executeImp (actor);
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}
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void MWWorld::Action::setSound (const std::string& id)
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{
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mSoundId = id;
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}
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void MWWorld::Action::setSoundOffset(float offset)
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{
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mSoundOffset=offset;
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}
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