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openmw-tes3coop/apps/openmw/mwmp/LocalPlayer.cpp

454 lines
15 KiB
C++

//
// Created by koncord on 14.01.16.
//
#include <apps/openmw/mwworld/manualref.hpp>
#include <apps/openmw/mwmechanics/aitravel.hpp>
#include <components/esm/esmwriter.hpp>
#include "../mwbase/environment.hpp"
#include "../mwstate/statemanagerimp.hpp"
#include "../mwinput/inputmanagerimp.hpp"
#include "../mwscript/scriptmanagerimp.hpp"
#include "../mwgui/windowmanagerimp.hpp"
#include "../mwworld/worldimp.hpp"
#include "../mwworld/player.hpp"
#include "../mwworld/customdata.hpp"
#include "../mwmechanics/creaturestats.hpp"
#include "../mwclass/npc.hpp"
#include "../mwclass/creature.hpp"
#include "../mwmechanics/mechanicsmanagerimp.hpp"
#include "../mwworld/cellstore.hpp"
#include <apps/openmw/mwdialogue/dialoguemanagerimp.hpp>
#include <apps/openmw/mwworld/inventorystore.hpp>
#include <apps/openmw/mwmechanics/spellcasting.hpp>
#include <apps/openmw/mwgui/inventorywindow.hpp>
#include "LocalPlayer.hpp"
#include "Main.hpp"
using namespace mwmp;
using namespace std;
LocalPlayer::LocalPlayer()
{
CharGenStage()->current = 0;
CharGenStage()->end = 1;
}
LocalPlayer::~LocalPlayer()
{
}
void LocalPlayer::Update()
{
updateCell();
updatePosition();
updateDrawStateAndFlags();
updateAttackState();
updateDeadState();
updateInventory();
updateBaseStats();
}
MWWorld::Ptr LocalPlayer::GetPlayerPtr()
{
return MWBase::Environment::get().getWorld()->getPlayerPtr();
}
void LocalPlayer::updateBaseStats(bool forceUpdate)
{
MWWorld::Ptr player = GetPlayerPtr();
MWMechanics::CreatureStats *creatureClass = &player.getClass().getCreatureStats(player);
MWMechanics::DynamicStat<float> health(creatureClass->getHealth());
MWMechanics::DynamicStat<float> magicka(creatureClass->getMagicka());
MWMechanics::DynamicStat<float> fatigue(creatureClass->getFatigue());
static MWMechanics::DynamicStat<float> oldHealth(creatureClass->getHealth());
static MWMechanics::DynamicStat<float> oldMagicka(creatureClass->getMagicka());
static MWMechanics::DynamicStat<float> oldFatigue(creatureClass->getFatigue());
static float timer = 0;
if(((oldHealth != health || oldMagicka != magicka || oldFatigue != fatigue) &&
(timer += MWBase::Environment::get().getFrameDuration()) >= 0.5 ) || forceUpdate)
{
oldHealth = health;
oldMagicka = magicka;
oldFatigue = fatigue;
health.writeState(CreatureStats()->mDynamic[0]);
magicka.writeState(CreatureStats()->mDynamic[1]);
fatigue.writeState(CreatureStats()->mDynamic[2]);
timer = 0;
GetNetworking()->GetPacket(ID_GAME_UPDATE_BASESTATS)->Send(this);
}
}
void LocalPlayer::updatePosition(bool forceUpdate)
{
MWBase::World *world = MWBase::Environment::get().getWorld();
MWWorld::Ptr player = world->getPlayerPtr();
const MWMechanics::Movement &move = player.getClass().getMovementSettings(player);
static bool posChanged = false;
ESM::Position _pos = player.getRefData().getPosition();
const bool isChangedPos = (move.mPosition[0] != 0 || move.mPosition[1] != 0 || move.mPosition[2] != 0
|| move.mRotation[0] != 0 || move.mRotation[1] != 0 || move.mRotation[2] != 0);
if (isChangedPos || posChanged || forceUpdate)
{
posChanged = isChangedPos;
(*Position()) = _pos;
Dir()->pos[0] = move.mPosition[0];
Dir()->pos[1] = move.mPosition[1];
Dir()->pos[2] = move.mPosition[2];
GetNetworking()->GetPacket(ID_GAME_UPDATE_POS)->Send(this);
}
}
void LocalPlayer::updateInventory(bool forceUpdate)
{
MWWorld::Ptr player = GetPlayerPtr();
static bool invChanged = false;
if (forceUpdate)
invChanged = true;
MWWorld::InventoryStore &invStore = player.getClass().getInventoryStore(player);
for (int slot = 0; slot < MWWorld::InventoryStore::Slots; ++slot)
{
MWWorld::ContainerStoreIterator it = invStore.getSlot(slot);
if(it != invStore.end() && !::Misc::StringUtils::ciEqual(it->getCellRef().getRefId(), EquipedItem(slot)->refid))
{
invChanged = true;
EquipedItem(slot)->refid = it->getCellRef().getRefId();
if(slot == MWWorld::InventoryStore::Slot_CarriedRight)
{
MWMechanics::WeaponType weaptype;
MWMechanics::getActiveWeapon(player.getClass().getCreatureStats(player), player.getClass().getInventoryStore(player), &weaptype);
if(weaptype != MWMechanics::WeapType_Thrown)
EquipedItem(slot)->count = 1;
}
else
EquipedItem(slot)->count = invStore.count(it->getCellRef().getRefId());
}
else if (it == invStore.end() && !EquipedItem(slot)->refid.empty())
{
invChanged = true;
EquipedItem(slot)->refid = "";
EquipedItem(slot)->count = 0;
}
}
if (invChanged)
{
RakNet::BitStream bs;
bs.ResetWritePointer();
GetNetworking()->GetPacket((RakNet::MessageID) ID_GAME_UPDATE_EQUIPED)->Packet(&bs, this, true);
GetNetworking()->SendData(&bs);
invChanged = false;
}
}
void LocalPlayer::updateAttackState(bool forceUpdate)
{
MWBase::World *world = MWBase::Environment::get().getWorld();
MWWorld::Ptr player = GetPlayerPtr();
using namespace MWMechanics;
static bool attackPressed = false; // prevent flood
MWMechanics::DrawState_ state = player.getClass().getNpcStats(player).getDrawState();
//player.getClass().hit(player, 1, ESM::Weapon::AT_Chop);
if(world->getPlayer().getAttackingOrSpell() && !attackPressed)
{
MWWorld::Ptr weapon = MWWorld::Ptr(); // hand-to-hand
//player.getClass().onHit(player, 0.5, true, weapon, 0, 1);
if(state == MWMechanics::DrawState_Spell)
{
//cout << "getAttackingOrSpell" << endl;
const string &spell = MWBase::Environment::get().getWindowManager()->getSelectedSpell();
GetAttack()->attacker = guid;
GetAttack()->type = 1;
GetAttack()->pressed = true;
GetAttack()->refid = spell;
/*RakNet::BitStream bs;
GetNetworking()->GetPacket((RakNet::MessageID) ID_GAME_ATTACK)->Packet(&bs, this, true);
GetNetworking()->SendData(&bs);*/
}
else if(state == MWMechanics::DrawState_Weapon)
{
//PrepareAttack(2);
}
attackPressed = true;
}
else if(!world->getPlayer().getAttackingOrSpell() && attackPressed)
{
if(/*state == MWMechanics::DrawState_Spell ||*/ state == MWMechanics::DrawState_Weapon)
{
//localNetPlayer->GetAttack()->success = false;
//SendAttack(0);
}
attackPressed = false;
}
}
void LocalPlayer::updateDeadState(bool forceUpdate)
{
MWWorld::Ptr player = GetPlayerPtr();
MWMechanics::NpcStats *playerStats = &player.getClass().getNpcStats(player);
static bool isDead = false;
if(playerStats->isDead() && !isDead)
{
CreatureStats()->mDead = true;
RakNet::BitStream bs;
GetNetworking()->GetPacket((RakNet::MessageID)ID_GAME_DIE)->Packet(&bs, this, true);
GetNetworking()->SendData(&bs);
isDead = true;
}
else if(playerStats->getHealth().getCurrent() > 0 && isDead)
isDead = false;
}
void LocalPlayer::updateAttributesAndSkills(bool forceUpdate)
{
MWWorld::Ptr player = GetPlayerPtr();
const MWMechanics::NpcStats &_npcStats = player.getClass().getNpcStats(player);
for(int i = 0; i < PacketAttributesAndStats::StatsCount; ++i)
_npcStats.getSkill(i).writeState( NpcStats()->mSkills[i]);
for(int i = 0; i < PacketAttributesAndStats::AttributesCount; ++i)
_npcStats.getAttribute(i).writeState(CreatureStats()->mAttributes[i]);
}
Networking *LocalPlayer::GetNetworking()
{
return mwmp::Main::get().getNetworking();
}
void LocalPlayer::PrepareAttack(char type, bool state)
{
if(GetAttack()->pressed == state)
return;
MWMechanics::DrawState_ dstate = GetPlayerPtr().getClass().getNpcStats(GetPlayerPtr()).getDrawState();
if(dstate == MWMechanics::DrawState_Spell)
{
const string &spell = MWBase::Environment::get().getWindowManager()->getSelectedSpell();
GetAttack()->refid = spell;
}
else
{
}
GetAttack()->pressed = state;
GetAttack()->type = type;
GetAttack()->knockdown = false;
GetAttack()->success = false;
GetAttack()->block = false;
GetAttack()->target = RakNet::RakNetGUID();
GetAttack()->attacker = guid;
RakNet::BitStream bs;
GetNetworking()->GetPacket((RakNet::MessageID) ID_GAME_ATTACK)->Packet(&bs, this, true);
GetNetworking()->SendData(&bs);
}
void LocalPlayer::SendAttack(char type)
{
MWMechanics::DrawState_ state = GetPlayerPtr().getClass().getNpcStats(GetPlayerPtr()).getDrawState();
if(state == MWMechanics::DrawState_Spell)
{
}
else
{
}
GetAttack()->type = type;
GetAttack()->pressed = false;
RakNet::BitStream bs;
GetNetworking()->GetPacket((RakNet::MessageID) ID_GAME_ATTACK)->Packet(&bs, this, true);
GetNetworking()->SendData(&bs);
}
void LocalPlayer::updateCell(bool forceUpdate)
{
const ESM::Cell *_cell = MWBase::Environment::get().getWorld()->getPlayerPtr().getCell()->getCell();
static bool isExterior = !_cell->isExterior();
if(isExterior != _cell->isExterior() || !Misc::StringUtils::ciEqual(_cell->mName, GetCell()->mName) || forceUpdate)
{
(*GetCell()) = *_cell;
isExterior = _cell->isExterior();
RakNet::BitStream bs;
GetNetworking()->GetPacket((RakNet::MessageID) ID_GAME_CELL)->Packet(&bs, this, true);
GetNetworking()->SendData(&bs);
}
}
void LocalPlayer::updateDrawStateAndFlags(bool forceUpdate)
{
MWBase::World *world = MWBase::Environment::get().getWorld();
MWWorld::Ptr player = world->getPlayerPtr();
MWMechanics::NpcStats npcStats = player.getClass().getNpcStats(player);
using namespace MWMechanics;
static bool oldRun = npcStats.getMovementFlag(CreatureStats::Flag_Run);
static bool oldSneak = npcStats.getMovementFlag(CreatureStats::Flag_Sneak);
static bool oldForceJump = npcStats.getMovementFlag(CreatureStats::Flag_ForceJump);
static bool oldForceMoveJump = npcStats.getMovementFlag(CreatureStats::Flag_ForceMoveJump);
bool run = npcStats.getMovementFlag(CreatureStats::Flag_Run);
bool sneak = npcStats.getMovementFlag(CreatureStats::Flag_Sneak);
bool forceJump = npcStats.getMovementFlag(CreatureStats::Flag_ForceJump);
bool forceMoveJump = npcStats.getMovementFlag(CreatureStats::Flag_ForceMoveJump);
bool jump = !world->isOnGround(player) && !world->isFlying(player);
static bool onJump = false;
MWMechanics::DrawState_ state = player.getClass().getNpcStats(player).getDrawState();
static MWMechanics::DrawState_ oldState = player.getClass().getNpcStats(player).getDrawState();
//static float timer = 0;
if(oldRun != run
|| oldSneak != sneak || oldForceJump != forceJump
|| oldForceMoveJump != forceMoveJump || oldState != state ||
((jump || onJump)/* && (timer += MWBase::Environment::get().getFrameDuration() )> 0.5*/)
|| forceUpdate)
{
oldSneak = sneak;
oldRun = run;
oldForceJump = forceJump;
oldForceMoveJump = forceMoveJump;
oldState = state;
onJump = jump;
movementFlags = 0;
#define __SETFLAG(flag, value) (value) ? (movementFlags | flag) : (movementFlags & ~flag)
movementFlags = __SETFLAG(CreatureStats::Flag_Sneak, sneak);
movementFlags = __SETFLAG(CreatureStats::Flag_Run, run);
movementFlags = __SETFLAG(CreatureStats::Flag_ForceJump, forceJump);
movementFlags = __SETFLAG(CreatureStats::Flag_ForceJump, jump);
movementFlags = __SETFLAG(CreatureStats::Flag_ForceMoveJump, forceMoveJump);
#undef __SETFLAG
if (state == MWMechanics::DrawState_Nothing)
(*DrawState()) = 0;
else if (state == MWMechanics::DrawState_Weapon)
(*DrawState()) = 1;
else if (state == MWMechanics::DrawState_Spell)
(*DrawState()) = 2;
if(jump)
mwmp::Main::get().getLocalPlayer()->updatePosition(true); // fix position after jump;
RakNet::BitStream bs;
GetNetworking()->GetPacket((RakNet::MessageID) ID_GAME_DRAWSTATE)->Packet(&bs, this, true);
GetNetworking()->SendData(&bs);
//timer = 0;
}
}
void LocalPlayer::CharGen(int stageFirst, int stageEnd)
{
CharGenStage()->current = stageFirst;
CharGenStage()->end = stageEnd;
}
bool LocalPlayer::CharGenThread() // ToDo: need fix
{
MWBase::WindowManager *windowManager = MWBase::Environment::get().getWindowManager();
if(windowManager->isGuiMode())
return false;
if(CharGenStage()->current >= CharGenStage()->end)
{
if (GetNetworking()->isConnected() && CharGenStage()->current == CharGenStage()->end &&
CharGenStage()->end != 0)
{
MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
(*Npc()) = *player.get<ESM::NPC>()->mBase;
GetNetworking()->GetPacket(ID_GAME_BASE_INFO)->Send(this);
if(CharGenStage()->end != 1)
{
updateBaseStats(true);
updateAttributesAndSkills(true);
GetNetworking()->GetPacket(ID_GAME_UPDATE_SKILLS)->Send(this);
GetNetworking()->GetPacket(ID_GAME_CHARGEN)->Send(this);
}
CharGenStage()->end = 0;
/*RakNet::BitStream bs;
GetNetworking()->GetPacket(ID_GAME_BASE_INFO)->Packet(&bs, this, true);
GetNetworking()->SendData(&bs);*/
}
return true;
}
switch (CharGenStage()->current)
{
case 0:
windowManager->pushGuiMode(MWGui::GM_Name);
break;
case 1:
windowManager->pushGuiMode(MWGui::GM_Race);
break;
case 2:
windowManager->pushGuiMode(MWGui::GM_Class);
break;
case 3:
windowManager->pushGuiMode(MWGui::GM_Birth);
break;
default:
windowManager->pushGuiMode(MWGui::GM_Review);
break;
}
GetNetworking()->GetPacket(ID_GAME_CHARGEN)->Send(this);
CharGenStage()->current++;
return false;
}
void LocalPlayer::updateChar()
{
MWBase::Environment::get().getMechanicsManager()->setPlayerRace(
Npc()->mRace,
Npc()->isMale(),
Npc()->mHead,
Npc()->mHair
);
MWBase::Environment::get().getWindowManager()->getInventoryWindow()->rebuildAvatar();
}