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openmw-tes3mp/apps/openmw/mwworld/actiontrap.cpp

79 lines
2.7 KiB
C++

#include "actiontrap.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 "../mwmechanics/spellcasting.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
namespace MWWorld
{
void ActionTrap::executeImp(const Ptr &actor)
{
osg::Vec3f actorPosition(actor.getRefData().getPosition().asVec3());
osg::Vec3f trapPosition(mTrapSource.getRefData().getPosition().asVec3());
float trapRange = 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 activation distance as the trap range.
if (actor == MWBase::Environment::get().getWorld()->getPlayerPtr() && MWBase::Environment::get().getWorld()->getDistanceToFacedObject() > trapRange) // player activated object outside range of trap
{
MWMechanics::CastSpell cast(mTrapSource, mTrapSource);
cast.mHitPosition = trapPosition;
cast.cast(mSpellId);
}
else // player activated object within range of trap, or NPC activated trap
{
MWMechanics::CastSpell cast(mTrapSource, actor);
cast.mHitPosition = actorPosition;
cast.cast(mSpellId);
}
/*
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
*/
//mTrapSource.getCellRef().setTrap("");
/*
End of tes3mp change (major)
*/
/*
Start of tes3mp addition
Send an ID_OBJECT_TRAP packet every time a trap is triggered
*/
mwmp::ObjectList *objectList = mwmp::Main::get().getNetworking()->getObjectList();
objectList->reset();
objectList->packetOrigin = mwmp::CLIENT_GAMEPLAY;
ESM::Position pos;
if (actor == MWBase::Environment::get().getWorld()->getPlayerPtr() && MWBase::Environment::get().getWorld()->getDistanceToFacedObject() > trapRange)
pos = mTrapSource.getRefData().getPosition();
else
pos = actor.getRefData().getPosition();
objectList->addObjectTrap(mTrapSource, mSpellId, mwmp::BaseObjectList::TRAP_ACTION::TRIGGER, pos);
objectList->sendObjectTrap();
/*
End of tes3mp addition
*/
}
}