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

473 lines
17 KiB
C++

#include <components/openmw-mp/Log.hpp>
#include <components/misc/rng.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwmechanics/creaturestats.hpp"
#include "../mwmechanics/combat.hpp"
#include "../mwmechanics/levelledlist.hpp"
#include "../mwmechanics/spellcasting.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/inventorystore.hpp"
#include "MechanicsHelper.hpp"
#include "Main.hpp"
#include "Networking.hpp"
#include "LocalPlayer.hpp"
#include "DedicatedPlayer.hpp"
#include "PlayerList.hpp"
#include "ObjectList.hpp"
#include "CellController.hpp"
using namespace mwmp;
osg::Vec3f MechanicsHelper::getLinearInterpolation(osg::Vec3f start, osg::Vec3f end, float percent)
{
osg::Vec3f position(percent, percent, percent);
return (start + osg::componentMultiply(position, (end - start)));
}
ESM::Position MechanicsHelper::getPositionFromVector(osg::Vec3f vector)
{
ESM::Position position;
position.pos[0] = vector.x();
position.pos[1] = vector.y();
position.pos[2] = vector.z();
return position;
}
// Inspired by similar code in mwclass\creaturelevlist.cpp
void MechanicsHelper::spawnLeveledCreatures(MWWorld::CellStore* cellStore)
{
MWWorld::CellRefList<ESM::CreatureLevList> *creatureLevList = cellStore->getCreatureLists();
mwmp::ObjectList *objectList = mwmp::Main::get().getNetworking()->getObjectList();
objectList->reset();
objectList->packetOrigin = mwmp::CLIENT_GAMEPLAY;
int spawnCount = 0;
for (auto &lref : creatureLevList->mList)
{
MWWorld::Ptr ptr(&lref, cellStore);
std::string id = MWMechanics::getLevelledItem(ptr.get<ESM::CreatureLevList>()->mBase, true);
if (!id.empty())
{
const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
MWWorld::ManualRef manualRef(store, id);
manualRef.getPtr().getCellRef().setPosition(ptr.getCellRef().getPosition());
MWWorld::Ptr placed = MWBase::Environment::get().getWorld()->placeObject(manualRef.getPtr(), ptr.getCell(),
ptr.getCellRef().getPosition());
objectList->addObjectSpawn(placed);
MWBase::Environment::get().getWorld()->deleteObject(placed);
spawnCount++;
}
}
if (spawnCount > 0)
objectList->sendObjectSpawn();
}
bool MechanicsHelper::isUsingRangedWeapon(const MWWorld::Ptr& ptr)
{
if (ptr.getClass().hasInventoryStore(ptr))
{
MWWorld::InventoryStore &inventoryStore = ptr.getClass().getInventoryStore(ptr);
MWWorld::ContainerStoreIterator weaponSlot = inventoryStore.getSlot(
MWWorld::InventoryStore::Slot_CarriedRight);
if (weaponSlot != inventoryStore.end() && weaponSlot->getTypeName() == typeid(ESM::Weapon).name())
{
const ESM::Weapon* weaponRecord = weaponSlot->get<ESM::Weapon>()->mBase;
if (weaponRecord->mData.mType >= ESM::Weapon::MarksmanBow)
return true;
}
}
return false;
}
Attack *MechanicsHelper::getLocalAttack(const MWWorld::Ptr& ptr)
{
if (ptr == MWBase::Environment::get().getWorld()->getPlayerPtr())
return &mwmp::Main::get().getLocalPlayer()->attack;
else if (mwmp::Main::get().getCellController()->isLocalActor(ptr))
return &mwmp::Main::get().getCellController()->getLocalActor(ptr)->attack;
return nullptr;
}
Attack *MechanicsHelper::getDedicatedAttack(const MWWorld::Ptr& ptr)
{
if (mwmp::PlayerList::isDedicatedPlayer(ptr))
return &mwmp::PlayerList::getPlayer(ptr)->attack;
else if (mwmp::Main::get().getCellController()->isDedicatedActor(ptr))
return &mwmp::Main::get().getCellController()->getDedicatedActor(ptr)->attack;
return nullptr;
}
MWWorld::Ptr MechanicsHelper::getPlayerPtr(const Target& target)
{
if (target.guid == mwmp::Main::get().getLocalPlayer()->guid)
return MWBase::Environment::get().getWorld()->getPlayerPtr();
else if (PlayerList::getPlayer(target.guid) != nullptr)
return PlayerList::getPlayer(target.guid)->getPtr();
return nullptr;
}
mwmp::Target MechanicsHelper::getTarget(const MWWorld::Ptr& ptr)
{
mwmp::Target target;
clearTarget(target);
if (ptr != nullptr)
{
if (ptr == MWBase::Environment::get().getWorld()->getPlayerPtr())
{
target.isPlayer = true;
target.guid = mwmp::Main::get().getLocalPlayer()->guid;
}
else if (mwmp::PlayerList::isDedicatedPlayer(ptr))
{
target.isPlayer = true;
target.guid = mwmp::PlayerList::getPlayer(ptr)->guid;
}
else
{
MWWorld::CellRef *ptrRef = &ptr.getCellRef();
if (ptrRef)
{
target.isPlayer = false;
target.refId = ptrRef->getRefId();
target.refNum = ptrRef->getRefNum().mIndex;
target.mpNum = ptrRef->getMpNum();
target.name = ptr.getClass().getName(ptr);
}
}
}
return target;
}
void MechanicsHelper::clearTarget(mwmp::Target& target)
{
target.isPlayer = false;
target.refId.clear();
target.refNum = -1;
target.mpNum = -1;
target.name.clear();
}
bool MechanicsHelper::isEmptyTarget(const mwmp::Target& target)
{
if (target.isPlayer == false && target.refId.empty())
return true;
return false;
}
void MechanicsHelper::assignAttackTarget(Attack* attack, const MWWorld::Ptr& target)
{
if (target == MWBase::Environment::get().getWorld()->getPlayerPtr())
{
attack->target.isPlayer = true;
attack->target.guid = mwmp::Main::get().getLocalPlayer()->guid;
}
else if (mwmp::PlayerList::isDedicatedPlayer(target))
{
attack->target.isPlayer = true;
attack->target.guid = mwmp::PlayerList::getPlayer(target)->guid;
}
else
{
MWWorld::CellRef *targetRef = &target.getCellRef();
attack->target.isPlayer = false;
attack->target.refId = targetRef->getRefId();
attack->target.refNum = targetRef->getRefNum().mIndex;
attack->target.mpNum = targetRef->getMpNum();
}
}
void MechanicsHelper::resetAttack(Attack* attack)
{
attack->isHit = false;
attack->success = false;
attack->knockdown = false;
attack->block = false;
attack->applyWeaponEnchantment = false;
attack->applyAmmoEnchantment = false;
attack->hitPosition.pos[0] = attack->hitPosition.pos[1] = attack->hitPosition.pos[2] = 0;
attack->target.guid = RakNet::RakNetGUID();
attack->target.refId.clear();
attack->target.refNum = 0;
attack->target.mpNum = 0;
}
bool MechanicsHelper::getSpellSuccess(std::string spellId, const MWWorld::Ptr& caster)
{
return Misc::Rng::roll0to99() < MWMechanics::getSpellSuccessChance(spellId, caster);
}
void MechanicsHelper::processAttack(Attack attack, const MWWorld::Ptr& attacker)
{
LOG_MESSAGE_SIMPLE(Log::LOG_VERBOSE, "Processing attack from %s of type %i",
attacker.getClass().getName(attacker).c_str(), attack.type);
if (!attack.pressed)
{
LOG_APPEND(Log::LOG_VERBOSE, "- success: %s", attack.success ? "true" : "false");
if (attack.success)
LOG_APPEND(Log::LOG_VERBOSE, "- damage: %f", attack.damage);
}
LOG_APPEND(Log::LOG_VERBOSE, "- pressed: %s", attack.pressed ? "true" : "false");
MWMechanics::CreatureStats &attackerStats = attacker.getClass().getCreatureStats(attacker);
MWWorld::Ptr victim;
if (attack.target.isPlayer)
{
if (attack.target.guid == mwmp::Main::get().getLocalPlayer()->guid)
victim = MWBase::Environment::get().getWorld()->getPlayerPtr();
else if (PlayerList::getPlayer(attack.target.guid) != nullptr)
victim = PlayerList::getPlayer(attack.target.guid)->getPtr();
}
else
{
auto controller = mwmp::Main::get().getCellController();
if (controller->isLocalActor(attack.target.refNum, attack.target.mpNum))
victim = controller->getLocalActor(attack.target.refNum, attack.target.mpNum)->getPtr();
else if (controller->isDedicatedActor(attack.target.refNum, attack.target.mpNum))
victim = controller->getDedicatedActor(attack.target.refNum, attack.target.mpNum)->getPtr();
}
if (attack.isHit && (attack.type == attack.MELEE || attack.type == attack.RANGED))
{
bool isRanged = attack.type == attack.RANGED;
MWWorld::Ptr weaponPtr;
MWWorld::Ptr ammoPtr;
bool usedTempRangedWeapon = false;
bool usedTempRangedAmmo = false;
// Get the attacker's current weapon
//
// Note: if using hand-to-hand, the weapon is equal to inv.end()
if (attacker.getClass().hasInventoryStore(attacker))
{
MWWorld::InventoryStore &inventoryStore = attacker.getClass().getInventoryStore(attacker);
MWWorld::ContainerStoreIterator weaponSlot = inventoryStore.getSlot(
MWWorld::InventoryStore::Slot_CarriedRight);
weaponPtr = weaponSlot != inventoryStore.end() ? *weaponSlot : MWWorld::Ptr();
// Is the currently selected weapon different from the one recorded for this ranged attack?
// If so, try to find the correct one in the attacker's inventory and use it here. If it
// no longer exists, add it back temporarily.
if (isRanged)
{
if (!weaponPtr || !Misc::StringUtils::ciEqual(weaponPtr.getCellRef().getRefId(), attack.rangedWeaponId))
{
weaponPtr = inventoryStore.search(attack.rangedWeaponId);
if (!weaponPtr)
{
weaponPtr = *attacker.getClass().getContainerStore(attacker).add(attack.rangedWeaponId, 1, attacker);
usedTempRangedWeapon = true;
}
}
if (!attack.rangedAmmoId.empty())
{
MWWorld::ContainerStoreIterator ammoSlot = inventoryStore.getSlot(
MWWorld::InventoryStore::Slot_Ammunition);
ammoPtr = ammoSlot != inventoryStore.end() ? *ammoSlot : MWWorld::Ptr();
if (!ammoPtr || !Misc::StringUtils::ciEqual(ammoPtr.getCellRef().getRefId(), attack.rangedAmmoId))
{
ammoPtr = inventoryStore.search(attack.rangedAmmoId);
if (!ammoPtr)
{
ammoPtr = *attacker.getClass().getContainerStore(attacker).add(attack.rangedAmmoId, 1, attacker);
usedTempRangedAmmo = true;
}
}
}
}
if (!weaponPtr.isEmpty() && weaponPtr.getTypeName() != typeid(ESM::Weapon).name())
weaponPtr = MWWorld::Ptr();
}
if (!weaponPtr.isEmpty())
{
LOG_APPEND(Log::LOG_VERBOSE, "- weapon: %s\n- isRanged: %s\n- applyWeaponEnchantment: %s\n- applyAmmoEnchantment: %s",
weaponPtr.getCellRef().getRefId().c_str(), isRanged ? "true" : "false", attack.applyWeaponEnchantment ? "true" : "false",
attack.applyAmmoEnchantment ? "true" : "false");
if (attack.applyWeaponEnchantment)
{
MWMechanics::CastSpell cast(attacker, victim, isRanged);
cast.mHitPosition = attack.hitPosition.asVec3();
cast.cast(weaponPtr, false);
}
if (isRanged && !ammoPtr.isEmpty() && attack.applyAmmoEnchantment)
{
MWMechanics::CastSpell cast(attacker, victim, isRanged);
cast.mHitPosition = attack.hitPosition.asVec3();
cast.cast(ammoPtr, false);
}
}
if (victim.mRef != nullptr)
{
bool isHealthDamage = true;
if (weaponPtr.isEmpty())
{
if (attacker.getClass().isBipedal(attacker))
{
MWMechanics::CreatureStats &victimStats = victim.getClass().getCreatureStats(victim);
isHealthDamage = victimStats.isParalyzed() || victimStats.getKnockedDown();
}
}
if (!isRanged)
MWMechanics::blockMeleeAttack(attacker, victim, weaponPtr, attack.damage, 1);
victim.getClass().onHit(victim, attack.damage, isHealthDamage, weaponPtr, attacker, attack.hitPosition.asVec3(),
attack.success);
}
// Remove temporary items that may have been added above for ranged attacks
if (isRanged && attacker.getClass().hasInventoryStore(attacker))
{
MWWorld::InventoryStore &inventoryStore = attacker.getClass().getInventoryStore(attacker);
if (usedTempRangedWeapon)
inventoryStore.remove(weaponPtr, 1, attacker);
if (usedTempRangedAmmo)
inventoryStore.remove(ammoPtr, 1, attacker);
}
}
else if (attack.type == attack.MAGIC)
{
attackerStats.getSpells().setSelectedSpell(attack.spellId);
if (attack.instant)
{
MWBase::Environment::get().getWorld()->castSpell(attacker);
attack.instant = false;
}
LOG_APPEND(Log::LOG_VERBOSE, "- spellId: %s", attack.spellId.c_str());
}
else if (attack.type == attack.ITEM_MAGIC)
{
attackerStats.getSpells().setSelectedSpell("");
MWWorld::InventoryStore& inventoryStore = attacker.getClass().getInventoryStore(attacker);
MWWorld::ContainerStoreIterator it = inventoryStore.begin();
for (; it != inventoryStore.end(); ++it)
{
if (Misc::StringUtils::ciEqual(it->getCellRef().getRefId(), attack.itemId))
break;
}
// Add the item if it's missing
if (it == inventoryStore.end())
it = attacker.getClass().getContainerStore(attacker).add(attack.itemId, 1, attacker);
inventoryStore.setSelectedEnchantItem(it);
LOG_APPEND(Log::LOG_VERBOSE, "- itemId: %s", attack.itemId.c_str());
MWBase::Environment::get().getWorld()->castSpell(attacker);
inventoryStore.setSelectedEnchantItem(inventoryStore.end());
}
}
bool MechanicsHelper::doesEffectListContainEffect(const ESM::EffectList& effectList, short effectId, short attributeId, short skillId)
{
for (const auto &effect : effectList.mList)
{
if (effect.mEffectID == effectId)
{
if (attributeId == -1 || effect.mAttribute == attributeId)
{
if (skillId == -1 || effect.mSkill == skillId)
{
return true;
}
}
}
}
return false;
}
void MechanicsHelper::unequipItemsByEffect(const MWWorld::Ptr& ptr, short enchantmentType, short effectId, short attributeId, short skillId)
{
MWBase::World *world = MWBase::Environment::get().getWorld();
MWWorld::InventoryStore &ptrInventory = ptr.getClass().getInventoryStore(ptr);
for (int slot = 0; slot < MWWorld::InventoryStore::Slots; slot++)
{
if (ptrInventory.getSlot(slot) != ptrInventory.end())
{
MWWorld::ConstContainerStoreIterator itemIterator = ptrInventory.getSlot(slot);
std::string enchantmentName = itemIterator->getClass().getEnchantment(*itemIterator);
if (!enchantmentName.empty())
{
const ESM::Enchantment* enchantment = world->getStore().get<ESM::Enchantment>().find(enchantmentName);
if (enchantment->mData.mType == enchantmentType && doesEffectListContainEffect(enchantment->mEffects, effectId, attributeId, skillId))
ptrInventory.unequipSlot(slot, ptr);
}
}
}
}
MWWorld::Ptr MechanicsHelper::getItemPtrFromStore(const mwmp::Item& item, MWWorld::ContainerStore& store)
{
MWWorld::Ptr closestPtr;
for (MWWorld::ContainerStoreIterator storeIterator = store.begin(); storeIterator != store.end(); ++storeIterator)
{
// Enchantment charges are often in the process of refilling themselves, so don't check for them here
if (Misc::StringUtils::ciEqual(item.refId, storeIterator->getCellRef().getRefId()) &&
item.count == storeIterator->getRefData().getCount() &&
item.charge == storeIterator->getCellRef().getCharge() &&
Misc::StringUtils::ciEqual(item.soul, storeIterator->getCellRef().getSoul()))
{
// If we have no closestPtr, set it to the Ptr corresponding to this storeIterator; otherwise, make
// sure the storeIterator's enchantmentCharge is closer to our goal than that of the previous closestPtr
if (!closestPtr || abs(storeIterator->getCellRef().getEnchantmentCharge() - item.enchantmentCharge) <
abs(closestPtr.getCellRef().getEnchantmentCharge() - item.enchantmentCharge))
{
closestPtr = *storeIterator;
}
}
}
return closestPtr;
}