예제 #1
0
        // Output building info to HUD
        private void PresentBuildingInfo(StaticBuilding building)
        {
            // Get building directory for location
            BuildingDirectory buildingDirectory = GameManager.Instance.StreamingWorld.GetCurrentBuildingDirectory();

            if (!buildingDirectory)
            {
                return;
            }

            // Get detailed building data from directory
            BuildingSummary buildingSummary;

            if (!buildingDirectory.GetBuildingSummary(building.buildingKey, out buildingSummary))
            {
                int layoutX, layoutY, recordIndex;
                BuildingDirectory.ReverseBuildingKey(building.buildingKey, out layoutX, out layoutY, out recordIndex);
                Debug.LogFormat("Unable to find expected building key {0} in {1}.{2}", building.buildingKey, buildingDirectory.LocationData.RegionName, buildingDirectory.LocationData.Name);
                Debug.LogFormat("LayoutX={0}, LayoutY={1}, RecordIndex={2}", layoutX, layoutY, recordIndex);
                throw new Exception("Error finding building key in directory.");
            }

            // Resolve name by building type
            string buildingName;

            if (RMBLayout.IsResidence(buildingSummary.BuildingType))
            {
                // Residence
                // TODO: Link to quest system active sites
                buildingName = HardStrings.residence;
            }
            else
            {
                // Fixed building name
                buildingName = BuildingNames.GetName(
                    buildingSummary.NameSeed,
                    buildingSummary.BuildingType,
                    buildingSummary.FactionId,
                    buildingDirectory.LocationData.Name,
                    buildingDirectory.LocationData.RegionName);
            }

            // Output building name to HUD
            DaggerfallUI.AddHUDText(buildingName);
        }
예제 #2
0
        // Custom transition to store building data before entering building
        private void TransitionInterior(Transform doorOwner, StaticDoor door, bool doFade = false)
        {
            // Get building directory for location
            BuildingDirectory buildingDirectory = GameManager.Instance.StreamingWorld.GetCurrentBuildingDirectory();

            if (!buildingDirectory)
            {
                Debug.LogError("PlayerActivate.TransitionInterior() could not retrieve BuildingDirectory.");
                return;
            }

            // Get building discovery data - this is added when player clicks door at exterior
            PlayerGPS.DiscoveredBuilding db;
            if (!GameManager.Instance.PlayerGPS.GetDiscoveredBuilding(door.buildingKey, out db))
            {
                Debug.LogErrorFormat("PlayerActivate.TransitionInterior() could not retrieve DiscoveredBuilding for key {0}.", door.buildingKey);
                return;
            }

            // Perform transition
            playerEnterExit.BuildingDiscoveryData = db;
            playerEnterExit.TransitionInterior(doorOwner, door, doFade);
        }
예제 #3
0
        // Display a shop quality level
        private DaggerfallMessageBox PresentShopQuality(StaticBuilding building)
        {
            const int qualityLevel1TextId = 266;    // "Incense and soft music soothe your nerves"
            const int qualityLevel2TextId = 267;    // "The shop is better appointed than many"
            const int qualityLevel3TextId = 268;    // "The shop is laid out in a practical"
            const int qualityLevel4TextId = 269;    // "Sturdy shelves, cobbled together"
            const int qualityLevel5TextId = 270;    // "Rusty relics lie wherever they were last tossed"

            // Get building directory for location
            BuildingDirectory buildingDirectory = GameManager.Instance.StreamingWorld.GetCurrentBuildingDirectory();

            if (!buildingDirectory)
            {
                return(null);
            }

            // Get detailed building data from directory
            BuildingSummary buildingSummary;

            if (!buildingDirectory.GetBuildingSummary(building.buildingKey, out buildingSummary))
            {
                return(null);
            }

            // Do nothing if not a shop
            if (!RMBLayout.IsShop(buildingSummary.BuildingType))
            {
                return(null);
            }

            // Set quality level text ID from quality value 01-20
            // UESP states this is building quality / 4 but Daggerfall uses manual thresholds
            int qualityTextId;

            if (buildingSummary.Quality <= 3)
            {
                qualityTextId = qualityLevel5TextId;        // 01 - 03
            }
            else if (buildingSummary.Quality <= 7)
            {
                qualityTextId = qualityLevel4TextId;        // 04 - 07
            }
            else if (buildingSummary.Quality <= 13)
            {
                qualityTextId = qualityLevel3TextId;        // 08 - 13
            }
            else if (buildingSummary.Quality <= 17)
            {
                qualityTextId = qualityLevel2TextId;        // 14 - 17
            }
            else
            {
                qualityTextId = qualityLevel1TextId;        // 18 - 20
            }
            // Log quality of building entered for debugging
            //Debug.Log("Entered store with quality of " + buildingData.Quality);

            // Output quality text based on settings
            switch (DaggerfallUnity.Settings.ShopQualityPresentation)
            {
            case 0:         // Display popup as per classic
                return(DaggerfallUI.MessageBox(qualityTextId));

            case 1:         // Display HUD text only with variable delay
                TextFile.Token[] tokens = DaggerfallUnity.Instance.TextProvider.GetRSCTokens(qualityTextId);
                for (int i = 0; i < tokens.Length; i++)
                {
                    if (tokens[i].formatting == TextFile.Formatting.Text)
                    {
                        DaggerfallUI.AddHUDText(tokens[i].text, DaggerfallUnity.Settings.ShopQualityHUDDelay);
                    }
                }
                break;

            case 2:         // Display nothing about shop quality
            default:
                return(null);
            }

            return(null);
        }
예제 #4
0
        void Update()
        {
            if (mainCamera == null)
            {
                return;
            }

            // Change activate mode
            if (InputManager.Instance.ActionStarted(InputManager.Actions.StealMode))
            {
                ChangeInteractionMode(PlayerActivateModes.Steal);
            }
            else if (InputManager.Instance.ActionStarted(InputManager.Actions.GrabMode))
            {
                ChangeInteractionMode(PlayerActivateModes.Grab);
            }
            else if (InputManager.Instance.ActionStarted(InputManager.Actions.InfoMode))
            {
                ChangeInteractionMode(PlayerActivateModes.Info);
            }
            else if (InputManager.Instance.ActionStarted(InputManager.Actions.TalkMode))
            {
                ChangeInteractionMode(PlayerActivateModes.Talk);
            }

            // Fire ray into scene
            if (InputManager.Instance.ActionStarted(InputManager.Actions.ActivateCenterObject))
            {
                // TODO: Clean all this up

                // Ray origin is slightly below camera height to ensure it originates inside player's own collider
                // This prevents ray from intersecting with player's own collider and blocking looting or low triggers
                Ray        ray = new Ray(transform.position + Vector3.up * 0.7f, mainCamera.transform.forward);
                RaycastHit hit;
                RayDistance = 75f; // Approximates classic at full view distance (default setting). Classic seems to do raycasts for as far as it can render objects.
                bool hitSomething = Physics.Raycast(ray, out hit, RayDistance);
                if (hitSomething)
                {
                    bool hitBuilding      = false;
                    bool buildingUnlocked = false;
                    DFLocation.BuildingTypes buildingType = DFLocation.BuildingTypes.AllValid;
                    StaticBuilding           building     = new StaticBuilding();

                    #region Hit Checks

                    // Trigger quest resource behaviour click on anything but NPCs
                    QuestResourceBehaviour questResourceBehaviour;
                    if (QuestResourceBehaviourCheck(hit, out questResourceBehaviour))
                    {
                        if (!(questResourceBehaviour.TargetResource is Person))
                        {
                            if (hit.distance > (DefaultActivationDistance * MeshReader.GlobalScale))
                            {
                                DaggerfallUI.SetMidScreenText(HardStrings.youAreTooFarAway);
                                return;
                            }

                            // Only trigger click when not in info mode
                            if (currentMode != PlayerActivateModes.Info)
                            {
                                TriggerQuestResourceBehaviourClick(questResourceBehaviour);
                            }
                        }
                    }

                    // Check for a static building hit
                    Transform buildingOwner;
                    DaggerfallStaticBuildings buildings = GetBuildings(hit.transform, out buildingOwner);
                    if (buildings)
                    {
                        if (buildings.HasHit(hit.point, out building))
                        {
                            hitBuilding = true;

                            // Get building directory for location
                            BuildingDirectory buildingDirectory = GameManager.Instance.StreamingWorld.GetCurrentBuildingDirectory();
                            if (!buildingDirectory)
                            {
                                return;
                            }

                            // Get detailed building data from directory
                            BuildingSummary buildingSummary;
                            if (!buildingDirectory.GetBuildingSummary(building.buildingKey, out buildingSummary))
                            {
                                return;
                            }

                            // Check if door is unlocked
                            buildingUnlocked = BuildingIsUnlocked(buildingSummary);

                            // Store building type
                            buildingType = buildingSummary.BuildingType;

                            if (currentMode == PlayerActivateModes.Info)
                            {
                                // Discover building
                                GameManager.Instance.PlayerGPS.DiscoverBuilding(building.buildingKey);

                                // Get discovered building
                                PlayerGPS.DiscoveredBuilding db;
                                if (GameManager.Instance.PlayerGPS.GetDiscoveredBuilding(building.buildingKey, out db))
                                {
                                    // TODO: Check against quest system for an overriding quest-assigned display name for this building
                                    DaggerfallUI.AddHUDText(db.displayName);

                                    if (!buildingUnlocked && buildingType < DFLocation.BuildingTypes.Temple &&
                                        buildingType != DFLocation.BuildingTypes.HouseForSale)
                                    {
                                        string storeClosedMessage = HardStrings.storeClosed;
                                        storeClosedMessage = storeClosedMessage.Replace("%d1", openHours[(int)buildingType].ToString());
                                        storeClosedMessage = storeClosedMessage.Replace("%d2", closeHours[(int)buildingType].ToString());
                                        DaggerfallUI.Instance.PopupMessage(storeClosedMessage);
                                    }
                                }
                            }
                        }
                    }

                    // Check for a static door hit
                    Transform             doorOwner;
                    DaggerfallStaticDoors doors = GetDoors(hit.transform, out doorOwner);
                    if (doors && playerEnterExit)
                    {
                        StaticDoor door;
                        if (doors.HasHit(hit.point, out door))
                        {
                            // Check if close enough to activate
                            if (hit.distance > (DoorActivationDistance * MeshReader.GlobalScale))
                            {
                                DaggerfallUI.SetMidScreenText(HardStrings.youAreTooFarAway);
                                return;
                            }

                            if (door.doorType == DoorTypes.Building && !playerEnterExit.IsPlayerInside)
                            {
                                // Discover building
                                GameManager.Instance.PlayerGPS.DiscoverBuilding(building.buildingKey);

                                // TODO: Implement lockpicking and door bashing for exterior doors
                                // For now, any locked building door can be entered by using steal mode
                                if (!buildingUnlocked)
                                {
                                    if (currentMode != PlayerActivateModes.Steal)
                                    {
                                        string Locked = "Locked.";
                                        DaggerfallUI.Instance.PopupMessage(Locked);
                                        return;
                                    }
                                    else     // Breaking into building
                                    {
                                        PlayerEntity player = GameManager.Instance.PlayerEntity;
                                        //player.TallyCrimeGuildRequirements(true, 1);
                                    }
                                }

                                // If entering a shop let player know the quality level
                                // If entering an open home, show greeting
                                if (hitBuilding)
                                {
                                    const int houseGreetingsTextId = 256;

                                    DaggerfallMessageBox mb;

                                    if (buildingUnlocked && buildingType >= DFLocation.BuildingTypes.House1 &&
                                        buildingType <= DFLocation.BuildingTypes.House4)
                                    {
                                        string greetingText = DaggerfallUnity.Instance.TextProvider.GetRandomText(houseGreetingsTextId);
                                        mb = DaggerfallUI.MessageBox(greetingText);
                                    }
                                    else
                                    {
                                        mb = PresentShopQuality(building);
                                    }

                                    if (mb != null)
                                    {
                                        // Defer transition to interior to after user closes messagebox
                                        deferredInteriorDoorOwner = doorOwner;
                                        deferredInteriorDoor      = door;
                                        mb.OnClose += Popup_OnClose;
                                        return;
                                    }
                                }

                                // Hit door while outside, transition inside
                                TransitionInterior(doorOwner, door, true);
                                return;
                            }
                            else if (door.doorType == DoorTypes.Building && playerEnterExit.IsPlayerInside)
                            {
                                // Hit door while inside, transition outside
                                playerEnterExit.TransitionExterior(true);
                                return;
                            }
                            else if (door.doorType == DoorTypes.DungeonEntrance && !playerEnterExit.IsPlayerInside)
                            {
                                if (playerGPS)
                                {
                                    // Hit dungeon door while outside, transition inside
                                    playerEnterExit.TransitionDungeonInterior(doorOwner, door, playerGPS.CurrentLocation, true);
                                    return;
                                }
                            }
                            else if (door.doorType == DoorTypes.DungeonExit && playerEnterExit.IsPlayerInside)
                            {
                                // Hit dungeon exit while inside, ask if access wagon or transition outside
                                if (GameManager.Instance.PlayerEntity.Items.Contains(ItemGroups.Transportation, (int)Transportation.Small_cart))
                                {
                                    DaggerfallMessageBox messageBox = new DaggerfallMessageBox(DaggerfallUI.UIManager, DaggerfallMessageBox.CommonMessageBoxButtons.YesNo, 38, DaggerfallUI.UIManager.TopWindow);
                                    messageBox.OnButtonClick += DungeonWagonAccess_OnButtonClick;
                                    DaggerfallUI.UIManager.PushWindow(messageBox);
                                    return;
                                }
                                else
                                {
                                    playerEnterExit.TransitionDungeonExterior(true);
                                }
                            }
                        }
                    }

                    // Check for an action door hit
                    DaggerfallActionDoor actionDoor;
                    if (ActionDoorCheck(hit, out actionDoor))
                    {
                        // Check if close enough to activate
                        if (hit.distance > (DoorActivationDistance * MeshReader.GlobalScale))
                        {
                            DaggerfallUI.SetMidScreenText(HardStrings.youAreTooFarAway);
                            return;
                        }

                        if (currentMode == PlayerActivateModes.Steal && actionDoor.IsLocked && !actionDoor.IsOpen)
                        {
                            actionDoor.AttemptLockpicking();
                        }
                        else
                        {
                            actionDoor.ToggleDoor(true);
                        }
                    }

                    // Check for action record hit
                    DaggerfallAction action;
                    if (ActionCheck(hit, out action))
                    {
                        if (hit.distance <= (DefaultActivationDistance * MeshReader.GlobalScale))
                        {
                            action.Receive(this.gameObject, DaggerfallAction.TriggerTypes.Direct);
                        }
                    }

                    // Check for lootable object hit
                    DaggerfallLoot loot;
                    if (LootCheck(hit, out loot))
                    {
                        switch (currentMode)
                        {
                        case PlayerActivateModes.Info:
                            if (loot.ContainerType == LootContainerTypes.CorpseMarker && !string.IsNullOrEmpty(loot.entityName))
                            {
                                string message = string.Empty;
                                if (loot.isEnemyClass)
                                {
                                    message = HardStrings.youSeeADeadPerson;
                                }
                                else
                                {
                                    message = HardStrings.youSeeADead;
                                    message = message.Replace("%s", loot.entityName);
                                }
                                DaggerfallUI.Instance.PopupMessage(message);
                            }
                            break;

                        case PlayerActivateModes.Grab:
                        case PlayerActivateModes.Talk:
                        case PlayerActivateModes.Steal:
                            // Check if close enough to activate
                            if (loot.ContainerType == LootContainerTypes.CorpseMarker)
                            {
                                if (hit.distance > CorpseActivationDistance * MeshReader.GlobalScale)
                                {
                                    DaggerfallUI.SetMidScreenText(HardStrings.youAreTooFarAway);
                                    break;
                                }
                            }
                            else if (hit.distance > TreasureActivationDistance * MeshReader.GlobalScale)
                            {
                                DaggerfallUI.SetMidScreenText(HardStrings.youAreTooFarAway);
                                break;
                            }

                            // For bodies, check has treasure first
                            if (loot.ContainerType == LootContainerTypes.CorpseMarker && loot.Items.Count == 0)
                            {
                                DaggerfallUI.AddHUDText(HardStrings.theBodyHasNoTreasure);
                                break;
                            }

                            // Open inventory window with loot as remote target
                            DaggerfallUI.Instance.InventoryWindow.LootTarget = loot;
                            DaggerfallUI.PostMessage(DaggerfallUIMessages.dfuiOpenInventoryWindow);
                            break;
                        }
                    }

                    // Check for static NPC hit
                    StaticNPC npc;
                    if (NPCCheck(hit, out npc))
                    {
                        switch (currentMode)
                        {
                        case PlayerActivateModes.Info:
                            PresentNPCInfo(npc);
                            break;

                        case PlayerActivateModes.Grab:
                        case PlayerActivateModes.Talk:
                        case PlayerActivateModes.Steal:
                            if (hit.distance > (StaticNPCActivationDistance * MeshReader.GlobalScale))
                            {
                                DaggerfallUI.SetMidScreenText(HardStrings.youAreTooFarAway);
                                break;
                            }
                            StaticNPCClick(npc);
                            break;
                        }
                    }

                    // Check for mobile NPC hit
                    MobilePersonNPC mobileNpc = null;
                    if (MobilePersonMotorCheck(hit, out mobileNpc))
                    {
                        switch (currentMode)
                        {
                        case PlayerActivateModes.Info:
                        case PlayerActivateModes.Grab:
                        case PlayerActivateModes.Talk:
                            if (hit.distance > (MobileNPCActivationDistance * MeshReader.GlobalScale))
                            {
                                DaggerfallUI.SetMidScreenText(HardStrings.youAreTooFarAway);
                                break;
                            }
                            GameManager.Instance.TalkManager.TalkToMobileNPC(mobileNpc);
                            break;

                        case PlayerActivateModes.Steal:
                            if (!mobileNpc.PickpocketByPlayerAttempted)
                            {
                                if (hit.distance > (PickpocketDistance * MeshReader.GlobalScale))
                                {
                                    DaggerfallUI.SetMidScreenText(HardStrings.youAreTooFarAway);
                                    break;
                                }
                                mobileNpc.PickpocketByPlayerAttempted = true;
                                Pickpocket();
                            }
                            break;
                        }
                    }

                    // Check for mobile enemy hit
                    DaggerfallEntityBehaviour mobileEnemyBehaviour;
                    if (MobileEnemyCheck(hit, out mobileEnemyBehaviour))
                    {
                        EnemyEntity enemyEntity = mobileEnemyBehaviour.Entity as EnemyEntity;
                        switch (currentMode)
                        {
                        case PlayerActivateModes.Info:
                        case PlayerActivateModes.Grab:
                        case PlayerActivateModes.Talk:
                            if (enemyEntity != null)
                            {
                                MobileEnemy mobileEnemy     = enemyEntity.MobileEnemy;
                                bool        startsWithVowel = "aeiouAEIOU".Contains(mobileEnemy.Name[0].ToString());
                                string      message;
                                if (startsWithVowel)
                                {
                                    message = HardStrings.youSeeAn;
                                }
                                else
                                {
                                    message = HardStrings.youSeeA;
                                }
                                message = message.Replace("%s", mobileEnemy.Name);
                                DaggerfallUI.Instance.PopupMessage(message);
                            }
                            break;

                        case PlayerActivateModes.Steal:
                            // Classic allows pickpocketing of NPC mobiles and enemy mobiles.
                            // In early versions the only enemy mobiles that can be pickpocketed are classes,
                            // but patch 1.07.212 allows pickpocketing of creatures.
                            // For now, the only enemy mobiles being allowed by DF Unity are classes.
                            if (mobileEnemyBehaviour && (mobileEnemyBehaviour.EntityType != EntityTypes.EnemyClass))
                            {
                                break;
                            }
                            // Classic doesn't set any flag when pickpocketing enemy mobiles, so infinite attempts are possible
                            if (enemyEntity != null && !enemyEntity.PickpocketByPlayerAttempted)
                            {
                                if (hit.distance > (PickpocketDistance * MeshReader.GlobalScale))
                                {
                                    DaggerfallUI.SetMidScreenText(HardStrings.youAreTooFarAway);
                                    break;
                                }
                                enemyEntity.PickpocketByPlayerAttempted = true;
                                Pickpocket(mobileEnemyBehaviour);
                            }
                            break;
                        }
                    }

                    // Trigger ladder hit
                    DaggerfallLadder ladder = hit.transform.GetComponent <DaggerfallLadder>();
                    if (ladder)
                    {
                        if (hit.distance > (DefaultActivationDistance * MeshReader.GlobalScale))
                        {
                            DaggerfallUI.SetMidScreenText(HardStrings.youAreTooFarAway);
                            return;
                        }

                        ladder.ClimbLadder();
                    }

                    #endregion
                }
            }
        }