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117 lines
3.4 KiB
C++
117 lines
3.4 KiB
C++
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#include "door.hpp"
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#include <components/esm/loaddoor.hpp>
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#include <components/esm_store/cell_store.hpp>
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#include "../mwworld/player.hpp"
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#include "../mwworld/ptr.hpp"
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#include "../mwworld/nullaction.hpp"
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#include "../mwworld/actionteleport.hpp"
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#include "../mwworld/environment.hpp"
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#include "../mwworld/world.hpp"
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#include "../mwrender/cellimp.hpp"
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#include <iostream>
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namespace MWClass
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{
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void Door::insertObj (const MWWorld::Ptr& ptr, MWRender::CellRenderImp& cellRender,
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MWWorld::Environment& environment) const
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{
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ESMS::LiveCellRef<ESM::Door, MWWorld::RefData> *ref =
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ptr.get<ESM::Door>();
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assert (ref->base != NULL);
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const std::string &model = ref->base->model;
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if (!model.empty())
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{
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MWRender::Rendering rendering (cellRender, ref->ref);
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cellRender.insertMesh ("meshes\\" + model);
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cellRender.insertObjectPhysics();
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ref->mData.setHandle (rendering.end (ref->mData.isEnabled()));
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}
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}
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std::string Door::getName (const MWWorld::Ptr& ptr) const
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{
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ESMS::LiveCellRef<ESM::Door, MWWorld::RefData> *ref =
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ptr.get<ESM::Door>();
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if (ref->ref.teleport && !ref->ref.destCell.empty()) // TODO doors that lead to exteriors
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return ref->ref.destCell;
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return ref->base->name;
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}
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boost::shared_ptr<MWWorld::Action> Door::activate (const MWWorld::Ptr& ptr,
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const MWWorld::Ptr& actor, const MWWorld::Environment& environment) const
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{
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ESMS::LiveCellRef<ESM::Door, MWWorld::RefData> *ref =
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ptr.get<ESM::Door>();
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if (ptr.getCellRef().lockLevel>0)
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{
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// TODO check for key
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// TODO report failure to player (message, sound?). Look up behaviour of original MW.
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std::cout << "Locked!" << std::endl;
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return boost::shared_ptr<MWWorld::Action> (new MWWorld::NullAction);
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}
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// TODO check trap
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if (ref->ref.teleport)
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{
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// teleport door
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if (environment.mWorld->getPlayer().getPlayer()==actor)
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{
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// the player is using the door
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return boost::shared_ptr<MWWorld::Action> (
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new MWWorld::ActionTeleportPlayer (ref->ref.destCell, ref->ref.doorDest));
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}
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else
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{
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// another NPC or a create is using the door
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// TODO return action for teleporting other NPC/creature
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return boost::shared_ptr<MWWorld::Action> (new MWWorld::NullAction);
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}
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}
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else
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{
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// animated door
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// TODO return action for rotating the door
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return boost::shared_ptr<MWWorld::Action> (new MWWorld::NullAction);
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}
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}
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void Door::lock (const MWWorld::Ptr& ptr, int lockLevel) const
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{
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if (lockLevel<0)
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lockLevel = 0;
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ptr.getCellRef().lockLevel = lockLevel;
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}
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void Door::unlock (const MWWorld::Ptr& ptr) const
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{
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ptr.getCellRef().lockLevel = 0;
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}
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std::string Door::getScript (const MWWorld::Ptr& ptr) const
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{
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ESMS::LiveCellRef<ESM::Door, MWWorld::RefData> *ref =
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ptr.get<ESM::Door>();
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return ref->base->script;
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}
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void Door::registerSelf()
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{
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boost::shared_ptr<Class> instance (new Door);
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registerClass (typeid (ESM::Door).name(), instance);
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}
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}
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