// // Created by koncord on 14.01.16. // #include #include #include #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 #include #include #include #include #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 health(creatureClass->getHealth()); MWMechanics::DynamicStat magicka(creatureClass->getMagicka()); MWMechanics::DynamicStat fatigue(creatureClass->getFatigue()); static MWMechanics::DynamicStat oldHealth(creatureClass->getHealth()); static MWMechanics::DynamicStat oldMagicka(creatureClass->getMagicka()); static MWMechanics::DynamicStat 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::setPosition() { MWBase::World *world = MWBase::Environment::get().getWorld(); MWWorld::Ptr player = world->getPlayerPtr(); world->getPlayer().setTeleported(true); world->moveObject(player, Position()->pos[0], Position()->pos[1], Position()->pos[2]); world->rotateObject(player, Position()->rot[0], Position()->rot[1], Position()->rot[2]); } void LocalPlayer::setCell() { MWBase::World *world = MWBase::Environment::get().getWorld(); MWWorld::Ptr player = world->getPlayerPtr(); ESM::Position pos; world->getPlayer().setTeleported(true); int x = GetCell()->mCellId.mIndex.mX; int y = GetCell()->mCellId.mIndex.mY; ESM::CellId curCell = player.mCell->getCell()->mCellId; if (GetCell()->mName.empty()) { world->indexToPosition(x, y, pos.pos[0], pos.pos[1], true); pos.pos[2] = 0; pos.rot[0] = pos.rot[1] = pos.rot[2] = 0; world->changeToExteriorCell(pos, true); world->fixPosition(player); } else if (world->findExteriorPosition(GetCell()->mName, pos)) { world->changeToExteriorCell(pos, true); world->fixPosition(player); } else { world->findInteriorPosition(GetCell()->mName, pos); world->changeToInteriorCell(GetCell()->mName, pos, true); } updateCell(true); } 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) { 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(); bool shouldUpdate = false; // Send a packet to server to update this LocalPlayer's cell if: // 1) forceUpdate is true // 2) The LocalPlayer's cell name does not equal the World Player's cell name // 3) The LocalPlayer's exterior cell coordinates do not equal the World Player's // exterior cell coordinates if (forceUpdate) { shouldUpdate = true; } else if (!Misc::StringUtils::ciEqual(_cell->mName, GetCell()->mName)) { shouldUpdate = true; } else if (_cell->isExterior()) { if (_cell->mCellId.mIndex.mX != GetCell()->mCellId.mIndex.mX) { shouldUpdate = true; } else if (_cell->mCellId.mIndex.mY != GetCell()->mCellId.mIndex.mY) { shouldUpdate = true; } } if (shouldUpdate) { LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Telling server I moved from %s to %s\n", GetCell()->getDescription().c_str(), _cell->getDescription().c_str()); (*GetCell()) = *_cell; isExterior = _cell->isExterior(); RakNet::BitStream bs; GetNetworking()->GetPacket((RakNet::MessageID) ID_GAME_CELL)->Packet(&bs, this, true); GetNetworking()->SendData(&bs); updatePosition(true); } } 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()->mBase; LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Sending ID_GAME_BASE_INFO to server with my CharGen info\n"); 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(); }