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openmw/apps/openmw/mwclass/door.cpp

366 lines
13 KiB
C++

#include "door.hpp"
#include <MyGUI_TextIterator.h>
#include <components/esm3/doorstate.hpp>
#include <components/esm3/loaddoor.hpp>
#include <components/esm3/loadmgef.hpp>
#include <components/sceneutil/positionattitudetransform.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/soundmanager.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/world.hpp"
#include "../mwphysics/physicssystem.hpp"
#include "../mwworld/actiondoor.hpp"
#include "../mwworld/actionteleport.hpp"
#include "../mwworld/actiontrap.hpp"
#include "../mwworld/cellstore.hpp"
#include "../mwworld/cellutils.hpp"
#include "../mwworld/containerstore.hpp"
#include "../mwworld/customdata.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwworld/failedaction.hpp"
#include "../mwworld/ptr.hpp"
#include "../mwworld/worldmodel.hpp"
#include "../mwgui/tooltips.hpp"
#include "../mwgui/ustring.hpp"
#include "../mwrender/animation.hpp"
#include "../mwrender/objects.hpp"
#include "../mwrender/renderinginterface.hpp"
#include "../mwrender/vismask.hpp"
#include "../mwmechanics/actorutil.hpp"
#include "classmodel.hpp"
namespace MWClass
{
class DoorCustomData : public MWWorld::TypedCustomData<DoorCustomData>
{
public:
MWWorld::DoorState mDoorState = MWWorld::DoorState::Idle;
DoorCustomData& asDoorCustomData() override { return *this; }
const DoorCustomData& asDoorCustomData() const override { return *this; }
};
Door::Door()
: MWWorld::RegisteredClass<Door>(ESM::Door::sRecordId)
{
}
void Door::insertObjectRendering(
const MWWorld::Ptr& ptr, const std::string& model, MWRender::RenderingInterface& renderingInterface) const
{
if (!model.empty())
{
renderingInterface.getObjects().insertModel(ptr, model);
ptr.getRefData().getBaseNode()->setNodeMask(MWRender::Mask_Static);
}
}
void Door::insertObject(const MWWorld::Ptr& ptr, const std::string& model, const osg::Quat& rotation,
MWPhysics::PhysicsSystem& physics) const
{
insertObjectPhysics(ptr, model, rotation, physics);
// 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);
}
}
}
void Door::insertObjectPhysics(const MWWorld::Ptr& ptr, const std::string& model, const osg::Quat& rotation,
MWPhysics::PhysicsSystem& physics) const
{
physics.addObject(ptr, model, rotation, MWPhysics::CollisionType_Door);
}
bool Door::isDoor() const
{
return true;
}
bool Door::useAnim() const
{
return true;
}
std::string Door::getModel(const MWWorld::ConstPtr& ptr) const
{
return getClassModel<ESM::Door>(ptr);
}
std::string_view Door::getName(const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Door>* ref = ptr.get<ESM::Door>();
const std::string& name = ref->mBase->mName;
return !name.empty() ? name : ref->mBase->mId.getRefIdString();
}
std::unique_ptr<MWWorld::Action> Door::activate(const MWWorld::Ptr& ptr, const MWWorld::Ptr& actor) const
{
MWWorld::LiveCellRef<ESM::Door>* ref = ptr.get<ESM::Door>();
const ESM::RefId& openSound = ref->mBase->mOpenSound;
const ESM::RefId& closeSound = ref->mBase->mCloseSound;
const ESM::RefId lockedSound = ESM::RefId::stringRefId("LockedDoor");
// 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::unique_ptr<MWWorld::Action> action = std::make_unique<MWWorld::FailedAction>(std::string_view{}, 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().getESMStore();
const ESM::MagicEffect* effect = store.get<ESM::MagicEffect>().find(ESM::MagicEffect::Telekinesis);
animation->addSpellCastGlow(
effect, 1); // 1 second glow to match the time taken for a door opening or closing
}
}
MWWorld::ContainerStore& invStore = actor.getClass().getContainerStore(actor);
bool isLocked = ptr.getCellRef().getLockLevel() > 0;
bool isTrapped = !ptr.getCellRef().getTrap().empty();
bool hasKey = false;
std::string_view keyName;
const ESM::RefId& 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(std::string{ keyName } + " #{sKeyUsed}");
ptr.getCellRef().unlock(); // Call the function here. because that makes sense.
// using a key disarms the trap
if (isTrapped)
{
ptr.getCellRef().setTrap(ESM::RefId());
MWBase::Environment::get().getSoundManager()->playSound3D(
ptr, ESM::RefId::stringRefId("Disarm Trap"), 1.0f, 1.0f);
isTrapped = false;
}
}
if (!isLocked || hasKey)
{
if (isTrapped)
{
// Trap activation
std::unique_ptr<MWWorld::Action> action
= std::make_unique<MWWorld::ActionTrap>(ptr.getCellRef().getTrap(), ptr);
action->setSound(ESM::RefId::stringRefId("Disarm Trap Fail"));
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
return std::make_unique<MWWorld::FailedAction>();
}
else
{
std::unique_ptr<MWWorld::Action> action = std::make_unique<MWWorld::ActionTeleport>(
ptr.getCellRef().getDestCell(), ptr.getCellRef().getDoorDest(), true);
action->setSound(openSound);
return action;
}
}
else
{
// animated door
std::unique_ptr<MWWorld::Action> action = std::make_unique<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::unique_ptr<MWWorld::Action> action = std::make_unique<MWWorld::FailedAction>(std::string_view{}, 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;
}
ESM::RefId Door::getScript(const MWWorld::ConstPtr& ptr) const
{
const MWWorld::LiveCellRef<ESM::Door>* ref = ptr.get<ESM::Door>();
return ref->mBase->mScript;
}
MWGui::ToolTipInfo Door::getToolTipInfo(const MWWorld::ConstPtr& ptr, int count) const
{
const MWWorld::LiveCellRef<ESM::Door>* ref = ptr.get<ESM::Door>();
MWGui::ToolTipInfo info;
std::string_view name = getName(ptr);
info.caption = MyGUI::TextIterator::toTagsString(MWGui::toUString(name));
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().empty())
text += "\n#{sTrapped}";
if (MWBase::Environment::get().getWindowManager()->getFullHelp())
{
text += MWGui::ToolTips::getCellRefString(ptr.getCellRef());
text += MWGui::ToolTips::getMiscString(ref->mBase->mScript.getRefIdString(), "Script");
}
info.text = text;
return info;
}
std::string Door::getDestination(const MWWorld::LiveCellRef<ESM::Door>& door)
{
std::string_view dest = MWBase::Environment::get().getWorld()->getCellName(
&MWBase::Environment::get().getWorldModel()->getCell(door.mRef.getDestCell()));
return "#{sCell=" + std::string{ dest } + "}";
}
MWWorld::Ptr Door::copyToCellImpl(const MWWorld::ConstPtr& ptr, MWWorld::CellStore& cell) const
{
const MWWorld::LiveCellRef<ESM::Door>* ref = ptr.get<ESM::Door>();
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<DoorCustomData>());
}
}
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);
}
}