#include "door.hpp" #include #include "../mwbase/environment.hpp" #include "../mwbase/world.hpp" #include "../mwworld/player.hpp" #include "../mwworld/ptr.hpp" #include "../mwworld/nullaction.hpp" #include "../mwworld/actionteleport.hpp" #include "../mwworld/cellstore.hpp" #include "../mwworld/physicssystem.hpp" #include "../mwgui/window_manager.hpp" #include "../mwgui/tooltips.hpp" #include "../mwrender/objects.hpp" #include "../mwrender/renderinginterface.hpp" #include "../mwsound/soundmanager.hpp" namespace MWClass { void Door::insertObjectRendering (const MWWorld::Ptr& ptr, MWRender::RenderingInterface& renderingInterface) const { const std::string model = getModel(ptr); if (!model.empty()) { MWRender::Objects& objects = renderingInterface.getObjects(); objects.insertBegin(ptr, ptr.getRefData().isEnabled(), false); objects.insertMesh(ptr, model); } } void Door::insertObject(const MWWorld::Ptr& ptr, MWWorld::PhysicsSystem& physics) const { const std::string model = getModel(ptr); if(!model.empty()) { physics.insertObjectPhysics(ptr, model); } } std::string Door::getModel(const MWWorld::Ptr &ptr) const { MWWorld::LiveCellRef *ref = ptr.get(); assert(ref->base != NULL); const std::string &model = ref->base->model; if (!model.empty()) { return "meshes\\" + model; } return ""; } std::string Door::getName (const MWWorld::Ptr& ptr) const { MWWorld::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::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; MWBase::Environment::get().getSoundManager()->playSound3D (ptr, lockedSound, 1.0, 1.0); return boost::shared_ptr (new MWWorld::NullAction); } if(!ptr.getCellRef().trap.empty()) { // Trap activation std::cout << "Activated trap: " << ptr.getCellRef().trap << std::endl; MWBase::Environment::get().getSoundManager()->playSound3D(ptr, trapActivationSound, 1.0, 1.0); ptr.getCellRef().trap = ""; return boost::shared_ptr (new MWWorld::NullAction); } if (ref->ref.teleport) { // teleport door if (MWBase::Environment::get().getWorld()->getPlayer().getPlayer()==actor) { // the player is using the door // The reason this is not 3D is that it would get interrupted when you teleport MWBase::Environment::get().getSoundManager()->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 MWBase::Environment::get().getSoundManager()->playSound3D (ptr, openSound, 1.0, 1.0); 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 { MWWorld::LiveCellRef *ref = ptr.get(); return ref->base->script; } void Door::registerSelf() { boost::shared_ptr instance (new Door); registerClass (typeid (ESM::Door).name(), instance); } bool Door::hasToolTip (const MWWorld::Ptr& ptr) const { MWWorld::LiveCellRef *ref = ptr.get(); return (ref->base->name != ""); } MWGui::ToolTipInfo Door::getToolTipInfo (const MWWorld::Ptr& ptr) const { MWWorld::LiveCellRef *ref = ptr.get(); MWGui::ToolTipInfo info; info.caption = ref->base->name; std::string text; const ESMS::ESMStore& store = MWBase::Environment::get().getWorld()->getStore(); if (ref->ref.teleport) { std::string dest; if (ref->ref.destCell != "") { // door leads to an interior, use interior name as tooltip dest = ref->ref.destCell; } else { // door leads to exterior, use cell name (if any), otherwise translated region name int x,y; MWBase::Environment::get().getWorld()->positionToIndex (ref->ref.doorDest.pos[0], ref->ref.doorDest.pos[1], x, y); const ESM::Cell* cell = store.cells.findExt(x,y); if (cell->name != "") dest = cell->name; else { const ESM::Region* region = store.regions.search(cell->region); dest = region->name; } } text += "\n" + store.gameSettings.search("sTo")->str; text += "\n"+dest; } if (ref->ref.lockLevel > 0) text += "\n" + store.gameSettings.search("sLockLevel")->str + ": " + MWGui::ToolTips::toString(ref->ref.lockLevel); if (ref->ref.trap != "") text += "\n" + store.gameSettings.search("sTrapped")->str; if (MWBase::Environment::get().getWindowManager()->getFullHelp()) text += MWGui::ToolTips::getMiscString(ref->base->script, "Script"); info.text = text; return info; } MWWorld::Ptr Door::moveToCellImpl(const MWWorld::Ptr &ptr, MWWorld::CellStore &cell) const { MWWorld::LiveCellRef *ref = ptr.get(); return MWWorld::Ptr(&cell.doors.insert(*ref), &cell); } }