#include "door.hpp" #include #include #include #include #include #include #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/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 "../mwrender/animation.hpp" #include "../mwrender/objects.hpp" #include "../mwrender/renderinginterface.hpp" #include "../mwrender/vismask.hpp" #include "../mwmechanics/actorutil.hpp" #include "classmodel.hpp" #include "nameorid.hpp" namespace MWClass { class DoorCustomData : public MWWorld::TypedCustomData { public: MWWorld::DoorState mDoorState = MWWorld::DoorState::Idle; DoorCustomData& asDoorCustomData() override { return *this; } const DoorCustomData& asDoorCustomData() const override { return *this; } }; Door::Door() : MWWorld::RegisteredClass(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_view Door::getModel(const MWWorld::ConstPtr& ptr) const { return getClassModel(ptr); } std::string_view Door::getName(const MWWorld::ConstPtr& ptr) const { return getNameOrId(ptr); } std::unique_ptr Door::activate(const MWWorld::Ptr& ptr, const MWWorld::Ptr& actor) const { MWWorld::LiveCellRef* ref = ptr.get(); 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 action = std::make_unique(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().find(ESM::MagicEffect::Telekinesis); animation->addSpellCastGlow( effect->getColor(), 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().isLocked(); 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 action = std::make_unique(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(); } else { std::unique_ptr action = std::make_unique( ptr.getCellRef().getDestCell(), ptr.getCellRef().getDoorDest(), true); action->setSound(openSound); return action; } } else { // animated door std::unique_ptr action = std::make_unique(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 action = std::make_unique(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().isLocked() && ptr.getCellRef().getTrap().empty()) return false; else return true; } ESM::RefId Door::getScript(const MWWorld::ConstPtr& ptr) const { const MWWorld::LiveCellRef* ref = ptr.get(); return ref->mBase->mScript; } MWGui::ToolTipInfo Door::getToolTipInfo(const MWWorld::ConstPtr& ptr, int count) const { const MWWorld::LiveCellRef* ref = ptr.get(); MWGui::ToolTipInfo info; std::string_view name = getName(ptr); info.caption = MyGUI::TextIterator::toTagsString(MyGUI::UString(name)); std::string text; if (ptr.getCellRef().getTeleport()) { text += "\n#{sTo}"; text += "\n" + getDestination(*ref); } int lockLevel = ptr.getCellRef().getLockLevel(); if (lockLevel) { if (ptr.getCellRef().isLocked()) text += "\n#{sLockLevel}: " + MWGui::ToolTips::toString(lockLevel); else text += "\n#{sUnlocked}"; } if (!ptr.getCellRef().getTrap().empty()) text += "\n#{sTrapped}"; if (MWBase::Environment::get().getWindowManager()->getFullHelp()) { info.extra += MWGui::ToolTips::getCellRefString(ptr.getCellRef()); info.extra += MWGui::ToolTips::getMiscString(ref->mBase->mScript.getRefIdString(), "Script"); } info.text = std::move(text); return info; } std::string Door::getDestination(const MWWorld::LiveCellRef& 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* ref = ptr.get(); 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()); } } 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); } }