#include "door.hpp" #include #include #include "../mwworld/player.hpp" #include "../mwworld/ptr.hpp" #include "../mwworld/nullaction.hpp" #include "../mwworld/actionteleport.hpp" #include "../mwworld/environment.hpp" #include "../mwworld/world.hpp" #include "../mwrender/objects.hpp" #include "../mwsound/soundmanager.hpp" namespace MWClass { void Door::insertObjectRendering (const MWWorld::Ptr& ptr, MWRender::RenderingInterface& renderingInterface) const { ESMS::LiveCellRef *ref = ptr.get(); assert (ref->base != NULL); const std::string &model = ref->base->model; if (!model.empty()) { MWRender::Objects& objects = renderingInterface.getObjects(); objects.insertBegin(ptr, ptr.getRefData().isEnabled(), false); objects.insertMesh(ptr, "meshes\\" + model); } } void Door::insertObject(const MWWorld::Ptr& ptr, MWWorld::PhysicsSystem& physics, MWWorld::Environment& environment) const { ESMS::LiveCellRef *ref = ptr.get(); const std::string &model = ref->base->model; assert (ref->base != NULL); if(!model.empty()){ physics.insertObjectPhysics(ptr, "meshes\\" + model); } } std::string Door::getName (const MWWorld::Ptr& ptr) const { ESMS::LiveCellRef *ref = ptr.get(); if (ref->ref.teleport && !ref->ref.destCell.empty()) // TODO doors that lead to exteriors return ref->ref.destCell; return ref->base->name; } boost::shared_ptr Door::activate (const MWWorld::Ptr& ptr, const MWWorld::Ptr& actor, const MWWorld::Environment& environment) const { ESMS::LiveCellRef *ref = ptr.get(); const std::string &openSound = ref->base->openSound; //const std::string &closeSound = ref->base->closeSound; const std::string lockedSound = "LockedDoor"; const std::string trapActivationSound = "Disarm Trap Fail"; if (ptr.getCellRef().lockLevel>0) { // TODO check for key // TODO report failure to player (message, sound?). Look up behaviour of original MW. std::cout << "Locked!" << std::endl; environment.mSoundManager->playSound3D (ptr, lockedSound, 1.0, 1.0, false); return boost::shared_ptr (new MWWorld::NullAction); } if(!ptr.getCellRef().trap.empty()) { // Trap activation std::cout << "Activated trap: " << ptr.getCellRef().trap << std::endl; environment.mSoundManager->playSound3D(ptr, trapActivationSound, 1.0, 1.0, false); ptr.getCellRef().trap = ""; return boost::shared_ptr (new MWWorld::NullAction); } if (ref->ref.teleport) { // teleport door if (environment.mWorld->getPlayer().getPlayer()==actor) { // the player is using the door // The reason this is not 3D is that it would get interrupted when you teleport environment.mSoundManager->playSound(openSound, 1.0, 1.0); return boost::shared_ptr ( new MWWorld::ActionTeleportPlayer (ref->ref.destCell, ref->ref.doorDest)); } else { // another NPC or a creature is using the door // TODO return action for teleporting other NPC/creature return boost::shared_ptr (new MWWorld::NullAction); } } else { // animated door // TODO return action for rotating the door // This is a little pointless, but helps with testing environment.mSoundManager->playSound3D (ptr, openSound, 1.0, 1.0, false); return boost::shared_ptr (new MWWorld::NullAction); } } void Door::lock (const MWWorld::Ptr& ptr, int lockLevel) const { if (lockLevel<0) lockLevel = 0; ptr.getCellRef().lockLevel = lockLevel; } void Door::unlock (const MWWorld::Ptr& ptr) const { ptr.getCellRef().lockLevel = 0; } std::string Door::getScript (const MWWorld::Ptr& ptr) const { ESMS::LiveCellRef *ref = ptr.get(); return ref->base->script; } void Door::registerSelf() { boost::shared_ptr instance (new Door); registerClass (typeid (ESM::Door).name(), instance); } }