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openmw-tes3mp/apps/openmw/mwclass/door.cpp
Emanuel Guevel 1e4a854433 Remove static method MWWorld::Class::get(&Ptr)
It was just adding a level of indirection to Ptr.getClass().
All the call were replaced by that instead. The number of lines changed
is important, but the change itself is trivial, so everything should be
fine. :)
2014-05-22 20:50:00 +02:00

341 lines
11 KiB
C++

#include "door.hpp"
#include <components/esm/loaddoor.hpp>
#include <components/esm/doorstate.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/soundmanager.hpp"
#include "../mwworld/ptr.hpp"
#include "../mwworld/nullaction.hpp"
#include "../mwworld/failedaction.hpp"
#include "../mwworld/actionteleport.hpp"
#include "../mwworld/actiondoor.hpp"
#include "../mwworld/cellstore.hpp"
#include "../mwworld/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"
namespace
{
struct DoorCustomData : public MWWorld::CustomData
{
int mDoorState; // 0 = nothing, 1 = opening, 2 = closing
virtual MWWorld::CustomData *clone() const;
};
MWWorld::CustomData *DoorCustomData::clone() const
{
return new DoorCustomData (*this);
}
}
namespace MWClass
{
void Door::insertObjectRendering (const MWWorld::Ptr& ptr, MWRender::RenderingInterface& renderingInterface) const
{
const std::string model = getModel(ptr);
if (!model.empty()) {
renderingInterface.getObjects().insertModel(ptr, model);
}
}
void Door::insertObject(const MWWorld::Ptr& ptr, MWWorld::PhysicsSystem& physics) const
{
const std::string model = getModel(ptr);
if(!model.empty())
physics.addObject(ptr);
// Resume the door's opening/closing animation if it wasn't finished
ensureCustomData(ptr);
const DoorCustomData& customData = dynamic_cast<const DoorCustomData&>(*ptr.getRefData().getCustomData());
if (customData.mDoorState > 0)
{
MWBase::Environment::get().getWorld()->activateDoor(ptr, customData.mDoorState == 1 ? true : false);
}
}
std::string Door::getModel(const MWWorld::Ptr &ptr) const
{
MWWorld::LiveCellRef<ESM::Door> *ref =
ptr.get<ESM::Door>();
assert(ref->mBase != NULL);
const std::string &model = ref->mBase->mModel;
if (!model.empty()) {
return "meshes\\" + model;
}
return "";
}
std::string Door::getName (const MWWorld::Ptr& ptr) const
{
MWWorld::LiveCellRef<ESM::Door> *ref =
ptr.get<ESM::Door>();
if (ref->mRef.mTeleport && !ref->mRef.mDestCell.empty()) // TODO doors that lead to exteriors
return ref->mRef.mDestCell;
return ref->mBase->mName;
}
boost::shared_ptr<MWWorld::Action> Door::activate (const MWWorld::Ptr& ptr,
const MWWorld::Ptr& actor) const
{
MWWorld::LiveCellRef<ESM::Door> *ref = ptr.get<ESM::Door>();
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 needKey = ptr.getCellRef().mLockLevel > 0;
bool hasKey = false;
std::string keyName;
// make key id lowercase
std::string keyId = ptr.getCellRef().mKey;
Misc::StringUtils::toLower(keyId);
for (MWWorld::ContainerStoreIterator it = invStore.begin(); it != invStore.end(); ++it)
{
std::string refId = it->getCellRef().mRefID;
Misc::StringUtils::toLower(refId);
if (refId == keyId)
{
hasKey = true;
keyName = it->getClass().getName(*it);
}
}
if (needKey && hasKey)
{
if(actor == MWBase::Environment::get().getWorld()->getPlayerPtr())
MWBase::Environment::get().getWindowManager()->messageBox(keyName + " #{sKeyUsed}");
unlock(ptr); //Call the function here. because that makes sense.
// using a key disarms the trap
ptr.getCellRef().mTrap = "";
}
if (!needKey || hasKey)
{
if(!ptr.getCellRef().mTrap.empty())
{
// Trap activation
boost::shared_ptr<MWWorld::Action> action(new MWWorld::ActionTrap(actor, ptr.getCellRef().mTrap, ptr));
action->setSound(trapActivationSound);
return action;
}
if (ref->mRef.mTeleport)
{
boost::shared_ptr<MWWorld::Action> action(new MWWorld::ActionTeleport (ref->mRef.mDestCell, ref->mRef.mDoorDest));
action->setSound(openSound);
return action;
}
else
{
// animated door
boost::shared_ptr<MWWorld::Action> action(new MWWorld::ActionDoor(ptr));
int doorstate = getDoorState(ptr);
bool opening = true;
if (doorstate == 1)
opening = false;
if (doorstate == 0 && ptr.getRefData().getLocalRotation().rot[2] != 0)
opening = false;
if (opening)
{
MWBase::Environment::get().getSoundManager()->fadeOutSound3D(ptr,
closeSound, 0.5);
float offset = ptr.getRefData().getLocalRotation().rot[2]/ 3.14159265 * 2.0;
action->setSoundOffset(offset);
action->setSound(openSound);
}
else
{
MWBase::Environment::get().getSoundManager()->fadeOutSound3D(ptr,
openSound, 0.5);
float offset = 1.0 - ptr.getRefData().getLocalRotation().rot[2]/ 3.14159265 * 2.0;
//most if not all door have closing bang somewhere in the middle of the sound,
//so we divide offset by two
action->setSoundOffset(offset * 0.5);
action->setSound(closeSound);
}
return action;
}
}
else
{
// locked, and we can't open.
boost::shared_ptr<MWWorld::Action> action(new MWWorld::FailedAction);
action->setSound(lockedSound);
return action;
}
}
void Door::lock (const MWWorld::Ptr& ptr, int lockLevel) const
{
if(lockLevel!=0)
ptr.getCellRef().mLockLevel = abs(lockLevel); //Changes lock to locklevel, in positive
else
ptr.getCellRef().mLockLevel = abs(ptr.getCellRef().mLockLevel); //No locklevel given, just flip the origional one
}
void Door::unlock (const MWWorld::Ptr& ptr) const
{
ptr.getCellRef().mLockLevel = -abs(ptr.getCellRef().mLockLevel); //Makes lockLevel negative
}
std::string Door::getScript (const MWWorld::Ptr& ptr) const
{
MWWorld::LiveCellRef<ESM::Door> *ref =
ptr.get<ESM::Door>();
return ref->mBase->mScript;
}
void Door::registerSelf()
{
boost::shared_ptr<Class> instance (new Door);
registerClass (typeid (ESM::Door).name(), instance);
}
bool Door::hasToolTip (const MWWorld::Ptr& ptr) const
{
MWWorld::LiveCellRef<ESM::Door> *ref =
ptr.get<ESM::Door>();
return (ref->mBase->mName != "");
}
MWGui::ToolTipInfo Door::getToolTipInfo (const MWWorld::Ptr& ptr) const
{
MWWorld::LiveCellRef<ESM::Door> *ref =
ptr.get<ESM::Door>();
MWGui::ToolTipInfo info;
info.caption = ref->mBase->mName;
std::string text;
if (ref->mRef.mTeleport)
{
text += "\n#{sTo}";
text += "\n" + getDestination(*ref);
}
if (ref->mRef.mLockLevel > 0)
text += "\n#{sLockLevel}: " + MWGui::ToolTips::toString(ref->mRef.mLockLevel);
else if (ref->mRef.mLockLevel < 0)
text += "\n#{sUnlocked}";
if (ref->mRef.mTrap != "")
text += "\n#{sTrapped}";
if (MWBase::Environment::get().getWindowManager()->getFullHelp())
text += MWGui::ToolTips::getMiscString(ref->mBase->mScript, "Script");
info.text = text;
return info;
}
std::string Door::getDestination (const MWWorld::LiveCellRef<ESM::Door>& door)
{
const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
std::string dest;
if (door.mRef.mDestCell != "")
{
// door leads to an interior, use interior name as tooltip
dest = door.mRef.mDestCell;
}
else
{
// door leads to exterior, use cell name (if any), otherwise translated region name
int x,y;
MWBase::Environment::get().getWorld()->positionToIndex (door.mRef.mDoorDest.pos[0], door.mRef.mDoorDest.pos[1], x, y);
const ESM::Cell* cell = store.get<ESM::Cell>().find(x,y);
if (cell->mName != "")
dest = cell->mName;
else
{
const ESM::Region* region =
store.get<ESM::Region>().find(cell->mRegion);
//name as is, not a token
return region->mName;
}
}
return "#{sCell=" + dest + "}";
}
MWWorld::Ptr
Door::copyToCellImpl(const MWWorld::Ptr &ptr, MWWorld::CellStore &cell) const
{
MWWorld::LiveCellRef<ESM::Door> *ref =
ptr.get<ESM::Door>();
return MWWorld::Ptr(&cell.get<ESM::Door>().insert(*ref), &cell);
}
void Door::ensureCustomData(const MWWorld::Ptr &ptr) const
{
if (!ptr.getRefData().getCustomData())
{
std::auto_ptr<DoorCustomData> data(new DoorCustomData);
data->mDoorState = 0;
ptr.getRefData().setCustomData(data.release());
}
}
int Door::getDoorState (const MWWorld::Ptr &ptr) const
{
ensureCustomData(ptr);
const DoorCustomData& customData = dynamic_cast<const DoorCustomData&>(*ptr.getRefData().getCustomData());
return customData.mDoorState;
}
void Door::setDoorState (const MWWorld::Ptr &ptr, int state) const
{
ensureCustomData(ptr);
DoorCustomData& customData = dynamic_cast<DoorCustomData&>(*ptr.getRefData().getCustomData());
customData.mDoorState = state;
}
void Door::readAdditionalState (const MWWorld::Ptr& ptr, const ESM::ObjectState& state) const
{
ensureCustomData(ptr);
DoorCustomData& customData = dynamic_cast<DoorCustomData&>(*ptr.getRefData().getCustomData());
const ESM::DoorState& state2 = dynamic_cast<const ESM::DoorState&>(state);
customData.mDoorState = state2.mDoorState;
}
void Door::writeAdditionalState (const MWWorld::Ptr& ptr, ESM::ObjectState& state) const
{
ensureCustomData(ptr);
const DoorCustomData& customData = dynamic_cast<const DoorCustomData&>(*ptr.getRefData().getCustomData());
ESM::DoorState& state2 = dynamic_cast<ESM::DoorState&>(state);
state2.mDoorState = customData.mDoorState;
}
}