#include #include #include #include "../mwbase/environment.hpp" #include "../mwbase/soundmanager.hpp" #include "../mwclass/npc.hpp" #include "../mwdialogue/dialoguemanagerimp.hpp" #include "../mwgui/windowmanagerimp.hpp" #include "../mwinput/inputmanagerimp.hpp" #include "../mwmechanics/actor.hpp" #include "../mwmechanics/aitravel.hpp" #include "../mwmechanics/creaturestats.hpp" #include "../mwmechanics/npcstats.hpp" #include "../mwmechanics/mechanicsmanagerimp.hpp" #include "../mwmechanics/spellcasting.hpp" #include "../mwstate/statemanagerimp.hpp" #include "../mwworld/action.hpp" #include "../mwworld/cellstore.hpp" #include "../mwworld/customdata.hpp" #include "../mwworld/inventorystore.hpp" #include "../mwworld/player.hpp" #include "../mwworld/worldimp.hpp" #include "DedicatedPlayer.hpp" #include "Main.hpp" #include "GUIController.hpp" #include "CellController.hpp" #include "MechanicsHelper.hpp" #include "RecordHelper.hpp" using namespace mwmp; using namespace std; DedicatedPlayer::DedicatedPlayer(RakNet::RakNetGUID guid) : BasePlayer(guid) { reference = 0; attack.pressed = 0; creatureStats.mDead = false; // Give this new character a temporary high fatigue so it doesn't spawn on // the ground creatureStats.mDynamic[2].mBase = 1000; movementFlags = 0; attack.instant = false; cell.blank(); position.pos[0] = position.pos[1] = Main::get().getCellController()->getCellSize() / 2; position.pos[2] = 0; MWBase::World *world = MWBase::Environment::get().getWorld(); npc = *world->getPlayerPtr().get()->mBase; npc.mId = ""; previousRace = npc.mRace; hasFinishedInitialTeleportation = false; } DedicatedPlayer::~DedicatedPlayer() { } void DedicatedPlayer::update(float dt) { // Only move and set anim flags if the framerate isn't too low if (dt < 0.1) { move(dt); setAnimFlags(); } MWMechanics::CreatureStats *ptrCreatureStats = &ptr.getClass().getCreatureStats(ptr); MWMechanics::DynamicStat value; if (creatureStats.mDead) { value.readState(creatureStats.mDynamic[0]); ptrCreatureStats->setHealth(value); return; } for (int i = 0; i < 3; ++i) { value.readState(creatureStats.mDynamic[i]); ptrCreatureStats->setDynamic(i, value); } if (ptrCreatureStats->isDead()) ptrCreatureStats->resurrect(); ptrCreatureStats->setAttacked(false); ptrCreatureStats->getAiSequence().stopCombat(); ptrCreatureStats->setAlarmed(false); ptrCreatureStats->setAiSetting(MWMechanics::CreatureStats::AI_Alarm, 0); ptrCreatureStats->setAiSetting(MWMechanics::CreatureStats::AI_Fight, 0); ptrCreatureStats->setAiSetting(MWMechanics::CreatureStats::AI_Flee, 0); ptrCreatureStats->setAiSetting(MWMechanics::CreatureStats::AI_Hello, 0); } void DedicatedPlayer::move(float dt) { if (!reference) return; ESM::Position refPos = ptr.getRefData().getPosition(); MWBase::World *world = MWBase::Environment::get().getWorld(); const int maxInterpolationDistance = 40; // Apply interpolation only if the position hasn't changed too much from last time bool shouldInterpolate = abs(position.pos[0] - refPos.pos[0]) < maxInterpolationDistance && abs(position.pos[1] - refPos.pos[1]) < maxInterpolationDistance && abs(position.pos[2] - refPos.pos[2]) < maxInterpolationDistance; if (shouldInterpolate) { static const int timeMultiplier = 15; osg::Vec3f lerp = MechanicsHelper::getLinearInterpolation(refPos.asVec3(), position.asVec3(), dt * timeMultiplier); world->moveObject(ptr, lerp.x(), lerp.y(), lerp.z()); } else world->moveObject(ptr, position.pos[0], position.pos[1], position.pos[2]); world->rotateObject(ptr, position.rot[0], 0, position.rot[2]); MWMechanics::Movement *move = &ptr.getClass().getMovementSettings(ptr); move->mPosition[0] = direction.pos[0]; move->mPosition[1] = direction.pos[1]; move->mPosition[2] = direction.pos[2]; // Make sure the values are valid, or we'll get an infinite error loop if (!isnan(direction.rot[0]) && !isnan(direction.rot[1]) && !isnan(direction.rot[2])) { move->mRotation[0] = direction.rot[0]; move->mRotation[1] = direction.rot[1]; move->mRotation[2] = direction.rot[2]; } } void DedicatedPlayer::setBaseInfo() { // Use the previous race if the new one doesn't exist if (!RecordHelper::doesRaceRecordExist(npc.mRace)) npc.mRace = previousRace; if (!reference) { npc.mId = RecordHelper::createNpcRecord(npc); createReference(npc.mId); } else { RecordHelper::overrideNpcRecord(npc); reloadPtr(); } // Only set equipment if the player isn't disguised as a creature if (ptr.getTypeName() == typeid(ESM::NPC).name()) setEquipment(); previousRace = npc.mRace; } void DedicatedPlayer::setShapeshift() { MWBase::World *world = MWBase::Environment::get().getWorld(); bool isNpc = false; if (reference) isNpc = ptr.getTypeName() == typeid(ESM::NPC).name(); if (creatureRefId != previousCreatureRefId || displayCreatureName != previousDisplayCreatureName) { if (!creatureRefId.empty() && RecordHelper::doesCreatureRecordExist(creatureRefId)) { deleteReference(); const ESM::Creature *tmpCreature = world->getStore().get().search(creatureRefId); creature = *tmpCreature; creature.mScript = ""; if (!displayCreatureName) creature.mName = npc.mName; LOG_APPEND(Log::LOG_INFO, "- %s is disguised as %s", npc.mName.c_str(), creatureRefId.c_str()); // Is this our first time creating a creature record id for this player? If so, keep it around // and reuse it if (creatureRecordId.empty()) { creature.mId = creatureRecordId = RecordHelper::createCreatureRecord(creature); LOG_APPEND(Log::LOG_INFO, "- Creating new creature record %s", creatureRecordId.c_str()); } else { creature.mId = creatureRecordId; RecordHelper::overrideCreatureRecord(creature); } LOG_APPEND(Log::LOG_INFO, "- Creating reference for %s", creature.mId.c_str()); createReference(creature.mId); } // This player was already a creature, but the new creature refId was empty or // invalid, so we'll turn this player into their NPC self again as a result else if (!isNpc) { if (reference) { deleteReference(); } RecordHelper::overrideNpcRecord(npc); createReference(npc.mId); reloadPtr(); } previousCreatureRefId = creatureRefId; previousDisplayCreatureName = displayCreatureName; } if (ptr.getTypeName() == typeid(ESM::NPC).name()) { MWBase::Environment::get().getMechanicsManager()->setWerewolf(ptr, isWerewolf); if (!isWerewolf) setEquipment(); } MWBase::Environment::get().getWorld()->scaleObject(ptr, scale); } void DedicatedPlayer::setAnimFlags() { using namespace MWMechanics; MWBase::World *world = MWBase::Environment::get().getWorld(); // Until we figure out a better workaround for disabling player gravity, // simply cast Levitate over and over on a player that's supposed to be flying if (!isFlying) ptr.getClass().getCreatureStats(ptr).getActiveSpells().purgeEffect(ESM::MagicEffect::Levitate); else if (isFlying && !world->isFlying(ptr)) { MWMechanics::CastSpell cast(ptr, ptr); cast.mHitPosition = ptr.getRefData().getPosition().asVec3(); cast.mAlwaysSucceed = true; cast.cast("Levitate"); } if (drawState == 0) ptr.getClass().getCreatureStats(ptr).setDrawState(DrawState_Nothing); else if (drawState == 1) ptr.getClass().getCreatureStats(ptr).setDrawState(DrawState_Weapon); else if (drawState == 2) ptr.getClass().getCreatureStats(ptr).setDrawState(DrawState_Spell); MWMechanics::CreatureStats *ptrCreatureStats = &ptr.getClass().getCreatureStats(ptr); ptrCreatureStats->setMovementFlag(CreatureStats::Flag_Run, (movementFlags & CreatureStats::Flag_Run) != 0); ptrCreatureStats->setMovementFlag(CreatureStats::Flag_Sneak, (movementFlags & CreatureStats::Flag_Sneak) != 0); ptrCreatureStats->setMovementFlag(CreatureStats::Flag_ForceJump, (movementFlags & CreatureStats::Flag_ForceJump) != 0); ptrCreatureStats->setMovementFlag(CreatureStats::Flag_ForceMoveJump, (movementFlags & CreatureStats::Flag_ForceMoveJump) != 0); } void DedicatedPlayer::setAttributes() { MWMechanics::CreatureStats *ptrCreatureStats = &ptr.getClass().getCreatureStats(ptr); MWMechanics::AttributeValue attributeValue; for (int i = 0; i < 8; ++i) { attributeValue.readState(creatureStats.mAttributes[i]); ptrCreatureStats->setAttribute(i, attributeValue); } } void DedicatedPlayer::setSkills() { // Go no further if the player is disguised as a creature if (ptr.getTypeName() != typeid(ESM::NPC).name()) return; MWMechanics::NpcStats *ptrNpcStats = &ptr.getClass().getNpcStats(ptr); MWMechanics::SkillValue skillValue; for (int i = 0; i < 27; ++i) { skillValue.readState(npcStats.mSkills[i]); ptrNpcStats->setSkill(i, skillValue); } } void DedicatedPlayer::setEquipment() { // Go no further if the player is disguised as a creature if (!ptr.getClass().hasInventoryStore(ptr)) return; MWWorld::InventoryStore& invStore = ptr.getClass().getInventoryStore(ptr); for (int slot = 0; slot < MWWorld::InventoryStore::Slots; ++slot) { MWWorld::ContainerStoreIterator it = invStore.getSlot(slot); const string &packetItemId = equipmentItems[slot].refId; std::string ptrItemId = ""; bool equal = false; if (it != invStore.end()) { ptrItemId = it->getCellRef().getRefId(); if (!Misc::StringUtils::ciEqual(ptrItemId, packetItemId)) // if other item is now equipped { MWWorld::ContainerStore &store = ptr.getClass().getContainerStore(ptr); // Remove the items that are no longer equipped, except for throwing weapons and ranged weapon ammo that // have just run out but still need to be kept briefly so they can be used in attacks about to be released bool shouldRemove = true; if (attack.type == mwmp::Attack::RANGED && packetItemId.empty() && !attack.pressed) { if (slot == MWWorld::InventoryStore::Slot_CarriedRight && Misc::StringUtils::ciEqual(ptrItemId, attack.rangedWeaponId)) shouldRemove = false; else if (slot == MWWorld::InventoryStore::Slot_Ammunition && Misc::StringUtils::ciEqual(ptrItemId, attack.rangedAmmoId)) shouldRemove = false; } if (shouldRemove) store.remove(ptrItemId, store.count(ptrItemId), ptr); } else equal = true; } if (packetItemId.empty() || equal) continue; const int count = equipmentItems[slot].count; ptr.getClass().getContainerStore(ptr).add(packetItemId, count, ptr); for (const auto &itemPtr : invStore) { if (::Misc::StringUtils::ciEqual(itemPtr.getCellRef().getRefId(), packetItemId)) // equip item { std::shared_ptr action = itemPtr.getClass().use(itemPtr); action->execute(ptr); break; } } } } void DedicatedPlayer::setCell() { // Prevent cell update when reference doesn't exist if (!reference) return; MWBase::World *world = MWBase::Environment::get().getWorld(); LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Server says DedicatedPlayer %s moved to %s", npc.mName.c_str(), cell.getDescription().c_str()); MWWorld::CellStore *cellStore = Main::get().getCellController()->getCellStore(cell); if (!cellStore) { LOG_APPEND(Log::LOG_INFO, "%s", "- Cell doesn't exist on this client"); world->disable(getPtr()); return; } else world->enable(getPtr()); // Allow this player's reference to move across a cell now that a manual cell // update has been called setPtr(world->moveObject(ptr, cellStore, position.pos[0], position.pos[1], position.pos[2])); // Remove the marker entirely if this player has moved to an interior that is inactive for us if (!cell.isExterior() && !Main::get().getCellController()->isActiveWorldCell(cell)) removeMarker(); // Otherwise, update their marker so the player shows up in the right cell on the world map else updateMarker(); // If this player is now in a cell that we are the local authority over, we should send them all // NPC data in that cell if (Main::get().getCellController()->hasLocalAuthority(cell)) Main::get().getCellController()->getCell(cell)->updateLocal(true); // If this player is a new player or is now in a region that we are the weather authority over, // or is a new player, we should send our latest weather data to the server if (world->getWeatherCreationState()) { if (!hasFinishedInitialTeleportation || Misc::StringUtils::ciEqual(getPtr().getCell()->getCell()->mRegion, world->getPlayerPtr().getCell()->getCell()->mRegion)) { world->sendWeather(); } } hasFinishedInitialTeleportation = true; } void DedicatedPlayer::updateMarker() { if (!markerEnabled) return; GUIController *gui = Main::get().getGUIController(); if (gui->mPlayerMarkers.contains(marker)) { gui->mPlayerMarkers.deleteMarker(marker); marker = gui->createMarker(guid); gui->mPlayerMarkers.addMarker(marker); } else gui->mPlayerMarkers.addMarker(marker, true); } void DedicatedPlayer::removeMarker() { if (!markerEnabled) return; markerEnabled = false; GUIController *gui = Main::get().getGUIController(); if (gui->mPlayerMarkers.contains(marker)) Main::get().getGUIController()->mPlayerMarkers.deleteMarker(marker); } void DedicatedPlayer::setMarkerState(bool state) { if (state) { markerEnabled = true; updateMarker(); } else removeMarker(); } void DedicatedPlayer::playAnimation() { MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(getPtr(), animation.groupname, animation.mode, animation.count, animation.persist); } void DedicatedPlayer::playSpeech() { MWBase::Environment::get().getSoundManager()->say(getPtr(), sound); MWBase::WindowManager *winMgr = MWBase::Environment::get().getWindowManager(); if (winMgr->getSubtitlesEnabled()) winMgr->messageBox(MWBase::Environment::get().getDialogueManager()->getVoiceCaption(sound), MWGui::ShowInDialogueMode_Never); } void DedicatedPlayer::createReference(const std::string& recId) { MWBase::World *world = MWBase::Environment::get().getWorld(); reference = new MWWorld::ManualRef(world->getStore(), recId, 1); LOG_APPEND(Log::LOG_INFO, "- Creating new reference pointer for %s", npc.mName.c_str()); ptr = world->placeObject(reference->getPtr(), Main::get().getCellController()->getCellStore(cell), position); ESM::CustomMarker mEditingMarker = Main::get().getGUIController()->createMarker(guid); marker = mEditingMarker; setMarkerState(true); } void DedicatedPlayer::deleteReference() { MWBase::World *world = MWBase::Environment::get().getWorld(); LOG_APPEND(Log::LOG_INFO, "- Deleting reference"); world->deleteObject(ptr); delete reference; reference = nullptr; } MWWorld::Ptr DedicatedPlayer::getPtr() { return ptr; } MWWorld::ManualRef *DedicatedPlayer::getRef() { return reference; } void DedicatedPlayer::setPtr(const MWWorld::Ptr& newPtr) { ptr = newPtr; } void DedicatedPlayer::reloadPtr() { MWBase::World *world = MWBase::Environment::get().getWorld(); world->disable(ptr); world->enable(ptr); }