#include #include "../mwbase/environment.hpp" #include "../mwbase/soundmanager.hpp" #include "../mwbase/windowmanager.hpp" #include "../mwmechanics/creaturestats.hpp" #include "../mwmechanics/mechanicsmanagerimp.hpp" #include "../mwmechanics/movement.hpp" #include "../mwrender/animation.hpp" #include "../mwworld/cellstore.hpp" #include "../mwworld/class.hpp" #include "../mwworld/worldimp.hpp" #include "DedicatedActor.hpp" #include "Main.hpp" #include "CellController.hpp" #include "MechanicsHelper.hpp" using namespace mwmp; using namespace std; DedicatedActor::DedicatedActor() { drawState = 0; movementFlags = 0; animation.groupname = ""; sound = ""; creatureStats = new ESM::CreatureStats(); creatureStats->blank(); hasStatsDynamicData = false; hasChangedCell = true; attack.pressed = false; } DedicatedActor::~DedicatedActor() { } void DedicatedActor::update(float dt) { move(dt); setAnimFlags(); playAnimation(); playSound(); setStatsDynamic(); } void DedicatedActor::setCell(MWWorld::CellStore *cellStore) { MWBase::World *world = MWBase::Environment::get().getWorld(); ptr = world->moveObject(ptr, cellStore, position.pos[0], position.pos[1], position.pos[2]); hasChangedCell = true; } void DedicatedActor::move(float dt) { ESM::Position refPos = ptr.getRefData().getPosition(); MWBase::World *world = MWBase::Environment::get().getWorld(); // Don't apply linear interpolation if the DedicatedActor has just gone through a cell change, because // the interpolated position will be invalid, causing a slight hopping glitch if (!hasChangedCell) { static const int timeMultiplier = 15; osg::Vec3f lerp = Main::get().getMechanicsHelper()->getLinearInterpolation(refPos.asVec3(), position.asVec3(), dt * timeMultiplier); refPos.pos[0] = lerp.x(); refPos.pos[1] = lerp.y(); refPos.pos[2] = lerp.z(); world->moveObject(ptr, refPos.pos[0], refPos.pos[1], refPos.pos[2]); } else { world->moveObject(ptr, position.pos[0], position.pos[1], position.pos[2]); hasChangedCell = false; } 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]; world->rotateObject(ptr, position.rot[0], position.rot[1], position.rot[2]); } void DedicatedActor::setAnimFlags() { using namespace MWMechanics; 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 DedicatedActor::playAnimation() { if (!animation.groupname.empty()) { MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(ptr, animation.groupname, animation.mode, animation.count, animation.persist); animation.groupname.clear(); } } void DedicatedActor::playSound() { if (!sound.empty()) { MWBase::Environment::get().getSoundManager()->say(ptr, sound); MWBase::WindowManager *winMgr = MWBase::Environment::get().getWindowManager(); if (winMgr->getSubtitlesEnabled()) winMgr->messageBox(response); sound.clear(); } } void DedicatedActor::setStatsDynamic() { // Only set dynamic stats if we have received at least one packet about them if (!hasStatsDynamicData) return; MWMechanics::CreatureStats *ptrCreatureStats = &ptr.getClass().getCreatureStats(ptr); MWMechanics::DynamicStat value; for (int i = 0; i < 3; ++i) { value.readState(creatureStats->mDynamic[i]); ptrCreatureStats->setDynamic(i, value); } } MWWorld::Ptr DedicatedActor::getPtr() { return ptr; } void DedicatedActor::setPtr(const MWWorld::Ptr& newPtr) { ptr = newPtr; refId = ptr.getCellRef().getRefId(); refNumIndex = ptr.getCellRef().getRefNum().mIndex; mpNum = ptr.getCellRef().getMpNum(); }