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openmw-tes3mp/apps/openmw/mwmp/LocalActor.cpp

380 lines
12 KiB
C++

#include <components/openmw-mp/TimedLog.hpp>
#include "../mwbase/environment.hpp"
#include "../mwmechanics/mechanicsmanagerimp.hpp"
#include "../mwmechanics/movement.hpp"
#include "../mwrender/animation.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwworld/worldimp.hpp"
#include "LocalActor.hpp"
#include "Main.hpp"
#include "Networking.hpp"
#include "ActorList.hpp"
#include "MechanicsHelper.hpp"
using namespace mwmp;
LocalActor::LocalActor()
{
hasSentData = false;
posWasChanged = false;
equipmentChanged = false;
wasRunning = false;
wasSneaking = false;
wasForceJumping = false;
wasForceMoveJumping = false;
wasFlying = false;
attack.type = Attack::MELEE;
attack.shouldSend = false;
attack.instant = false;
attack.pressed = false;
cast.type = Cast::REGULAR;
cast.shouldSend = false;
cast.instant = false;
cast.pressed = false;
killer.isPlayer = false;
killer.refId = "";
killer.name = "";
creatureStats.mDead = false;
creatureStats.mDeathAnimationFinished = false;
}
LocalActor::~LocalActor()
{
}
void LocalActor::update(bool forceUpdate)
{
updateStatsDynamic(forceUpdate);
updateEquipment(forceUpdate, false);
if (forceUpdate || !creatureStats.mDeathAnimationFinished)
{
updatePosition(forceUpdate);
updateAnimFlags(forceUpdate);
updateAnimPlay();
updateSpeech();
updateAttackOrCast();
}
hasSentData = true;
}
void LocalActor::updateCell()
{
LOG_MESSAGE_SIMPLE(TimedLog::LOG_VERBOSE, "Sending ID_ACTOR_CELL_CHANGE about %s %i-%i in cell %s to server",
refId.c_str(), refNum, mpNum, cell.getShortDescription().c_str());
LOG_APPEND(TimedLog::LOG_VERBOSE, "- Moved to cell %s", ptr.getCell()->getCell()->getShortDescription().c_str());
cell = *ptr.getCell()->getCell();
position = ptr.getRefData().getPosition();
isFollowerCellChange = false;
mwmp::Main::get().getNetworking()->getActorList()->addCellChangeActor(*this);
}
void LocalActor::updatePosition(bool forceUpdate)
{
bool posIsChanging = false;
if (creatureStats.mDead)
{
ESM::Position ptrPosition = ptr.getRefData().getPosition();
posIsChanging = position.pos[0] != ptrPosition.pos[0] || position.pos[1] != ptrPosition.pos[1] ||
position.pos[2] != ptrPosition.pos[2];
}
else
{
posIsChanging = direction.pos[0] != 0 || direction.pos[1] != 0 || direction.pos[2] != 0 ||
direction.rot[0] != 0 || direction.rot[1] != 0 || direction.rot[2] != 0 ||
!MWBase::Environment::get().getWorld()->isOnGround(ptr);
}
if (forceUpdate || posIsChanging || posWasChanged)
{
posWasChanged = posIsChanging;
position = ptr.getRefData().getPosition();
mwmp::Main::get().getNetworking()->getActorList()->addPositionActor(*this);
}
}
void LocalActor::updateAnimFlags(bool forceUpdate)
{
MWBase::World *world = MWBase::Environment::get().getWorld();
MWMechanics::CreatureStats ptrCreatureStats = ptr.getClass().getCreatureStats(ptr);
using namespace MWMechanics;
bool isRunning = ptrCreatureStats.getMovementFlag(CreatureStats::Flag_Run);
bool isSneaking = ptrCreatureStats.getMovementFlag(CreatureStats::Flag_Sneak);
bool isForceJumping = ptrCreatureStats.getMovementFlag(CreatureStats::Flag_ForceJump);
bool isForceMoveJumping = ptrCreatureStats.getMovementFlag(CreatureStats::Flag_ForceMoveJump);
isFlying = world->isFlying(ptr);
MWMechanics::DrawState_ currentDrawState = ptr.getClass().getCreatureStats(ptr).getDrawState();
if (wasRunning != isRunning || wasSneaking != isSneaking ||
wasForceJumping != isForceJumping || wasForceMoveJumping != isForceMoveJumping ||
lastDrawState != currentDrawState || wasFlying != isFlying ||
forceUpdate)
{
wasRunning = isRunning;
wasSneaking = isSneaking;
wasForceJumping = isForceJumping;
wasForceMoveJumping = isForceMoveJumping;
lastDrawState = currentDrawState;
wasFlying = isFlying;
movementFlags = 0;
#define __SETFLAG(flag, value) (value) ? (movementFlags | flag) : (movementFlags & ~flag)
movementFlags = __SETFLAG(CreatureStats::Flag_Sneak, isSneaking);
movementFlags = __SETFLAG(CreatureStats::Flag_Run, isRunning);
movementFlags = __SETFLAG(CreatureStats::Flag_ForceJump, isForceJumping);
movementFlags = __SETFLAG(CreatureStats::Flag_ForceMoveJump, isForceMoveJumping);
#undef __SETFLAG
drawState = currentDrawState;
mwmp::Main::get().getNetworking()->getActorList()->addAnimFlagsActor(*this);
}
}
void LocalActor::updateAnimPlay()
{
if (!animation.groupname.empty())
{
mwmp::Main::get().getNetworking()->getActorList()->addAnimPlayActor(*this);
animation.groupname.clear();
}
}
void LocalActor::updateSpeech()
{
if (!sound.empty())
{
mwmp::Main::get().getNetworking()->getActorList()->addSpeechActor(*this);
sound.clear();
}
}
void LocalActor::updateStatsDynamic(bool forceUpdate)
{
MWMechanics::CreatureStats *ptrCreatureStats = &ptr.getClass().getCreatureStats(ptr);
MWMechanics::DynamicStat<float> health(ptrCreatureStats->getHealth());
MWMechanics::DynamicStat<float> magicka(ptrCreatureStats->getMagicka());
MWMechanics::DynamicStat<float> fatigue(ptrCreatureStats->getFatigue());
// Update stats when they become 0 or they have changed enough
//
// Also check for an oldHealth of 0 changing to something else for resurrected NPCs
auto needUpdate = [](MWMechanics::DynamicStat<float> &oldVal, MWMechanics::DynamicStat<float> &newVal, int limit) {
return oldVal != newVal && (newVal.getCurrent() == 0 || oldVal.getCurrent() == 0
|| abs(oldVal.getCurrent() - newVal.getCurrent()) >= limit);
};
if (forceUpdate || needUpdate(oldHealth, health, 3) || needUpdate(oldMagicka, magicka, 7) ||
needUpdate(oldFatigue, fatigue, 7))
{
oldHealth = health;
oldMagicka = magicka;
oldFatigue = fatigue;
health.writeState(creatureStats.mDynamic[0]);
magicka.writeState(creatureStats.mDynamic[1]);
fatigue.writeState(creatureStats.mDynamic[2]);
creatureStats.mDead = ptrCreatureStats->isDead();
creatureStats.mDeathAnimationFinished = ptrCreatureStats->isDeathAnimationFinished();
mwmp::Main::get().getNetworking()->getActorList()->addStatsDynamicActor(*this);
}
}
void LocalActor::updateEquipment(bool forceUpdate, bool sendImmediately)
{
if (!ptr.getClass().hasInventoryStore(ptr))
return;
MWWorld::InventoryStore &invStore = ptr.getClass().getInventoryStore(ptr);
// If we've never sent any data, autoEquip the actor just in case its inventory
// slots have been cleared by a previous Container packet
if (!hasSentData)
invStore.autoEquip(ptr);
if (forceUpdate)
equipmentChanged = true;
for (int slot = 0; slot < MWWorld::InventoryStore::Slots; slot++)
{
auto &item = equipmentItems[slot];
MWWorld::ContainerStoreIterator it = invStore.getSlot(slot);
if (it != invStore.end())
{
auto &cellRef = it->getCellRef();
if (!::Misc::StringUtils::ciEqual(cellRef.getRefId(), item.refId))
{
equipmentChanged = true;
item.refId = cellRef.getRefId();
item.charge = cellRef.getCharge();
item.enchantmentCharge = it->getCellRef().getEnchantmentCharge();
item.count = it->getRefData().getCount();
}
}
else if (!item.refId.empty())
{
equipmentChanged = true;
item.refId = "";
item.count = 0;
item.charge = -1;
item.enchantmentCharge = -1;
}
}
if (equipmentChanged)
{
if (sendImmediately)
sendEquipment();
else
mwmp::Main::get().getNetworking()->getActorList()->addEquipmentActor(*this);
equipmentChanged = false;
}
}
void LocalActor::updateAttackOrCast()
{
if (attack.shouldSend)
{
mwmp::Main::get().getNetworking()->getActorList()->addAttackActor(*this);
attack.shouldSend = false;
}
else if (cast.shouldSend)
{
mwmp::Main::get().getNetworking()->getActorList()->addCastActor(*this);
cast.shouldSend = false;
cast.hasProjectile = false;
}
}
void LocalActor::sendEquipment()
{
ActorList actorList;
actorList.cell = cell;
actorList.addActor(*this);
Main::get().getNetworking()->getActorPacket(ID_ACTOR_EQUIPMENT)->setActorList(&actorList);
Main::get().getNetworking()->getActorPacket(ID_ACTOR_EQUIPMENT)->Send();
}
void LocalActor::sendSpellsActiveAddition(const std::string id, bool isStackingSpell, const MWMechanics::ActiveSpells::ActiveSpellParams& params)
{
// Skip any bugged spells that somehow have clientside-only dynamic IDs
if (id.find("$dynamic") != std::string::npos)
return;
spellsActiveChanges.activeSpells.clear();
const MWWorld::Ptr& caster = MWBase::Environment::get().getWorld()->searchPtrViaActorId(params.mCasterActorId);
mwmp::ActiveSpell spell;
spell.id = id;
spell.isStackingSpell = isStackingSpell;
spell.caster = MechanicsHelper::getTarget(caster);
spell.timestampDay = params.mTimeStamp.getDay();
spell.timestampHour = params.mTimeStamp.getHour();
spell.params.mEffects = params.mEffects;
spell.params.mDisplayName = params.mDisplayName;
spellsActiveChanges.activeSpells.push_back(spell);
spellsActiveChanges.action = mwmp::SpellsActiveChanges::ADD;
ActorList actorList;
actorList.cell = cell;
actorList.addActor(*this);
Main::get().getNetworking()->getActorPacket(ID_ACTOR_SPELLS_ACTIVE)->setActorList(&actorList);
Main::get().getNetworking()->getActorPacket(ID_ACTOR_SPELLS_ACTIVE)->Send();
}
void LocalActor::sendSpellsActiveRemoval(const std::string id, bool isStackingSpell, MWWorld::TimeStamp timestamp)
{
// Skip any bugged spells that somehow have clientside-only dynamic IDs
if (id.find("$dynamic") != std::string::npos)
return;
spellsActiveChanges.activeSpells.clear();
mwmp::ActiveSpell spell;
spell.id = id;
spell.isStackingSpell = isStackingSpell;
spell.timestampDay = timestamp.getDay();
spell.timestampHour = timestamp.getHour();
spellsActiveChanges.activeSpells.push_back(spell);
spellsActiveChanges.action = mwmp::SpellsActiveChanges::REMOVE;
ActorList actorList;
actorList.cell = cell;
actorList.addActor(*this);
Main::get().getNetworking()->getActorPacket(ID_ACTOR_SPELLS_ACTIVE)->setActorList(&actorList);
Main::get().getNetworking()->getActorPacket(ID_ACTOR_SPELLS_ACTIVE)->Send();
}
void LocalActor::sendDeath(char newDeathState)
{
deathState = newDeathState;
if (MechanicsHelper::isEmptyTarget(killer))
killer = MechanicsHelper::getTarget(ptr);
LOG_MESSAGE_SIMPLE(TimedLog::LOG_INFO, "Sending ID_ACTOR_DEATH about %s %i-%i in cell %s to server\n- deathState: %d",
refId.c_str(), refNum, mpNum, cell.getShortDescription().c_str(), deathState);
ActorList actorList;
actorList.cell = cell;
actorList.addActor(*this);
Main::get().getNetworking()->getActorPacket(ID_ACTOR_DEATH)->setActorList(&actorList);
Main::get().getNetworking()->getActorPacket(ID_ACTOR_DEATH)->Send();
MechanicsHelper::clearTarget(killer);
}
MWWorld::Ptr LocalActor::getPtr()
{
return ptr;
}
void LocalActor::setPtr(const MWWorld::Ptr& newPtr)
{
ptr = newPtr;
refId = ptr.getCellRef().getRefId();
refNum = ptr.getCellRef().getRefNum().mIndex;
mpNum = ptr.getCellRef().getMpNum();
lastDrawState = ptr.getClass().getCreatureStats(ptr).getDrawState();
oldHealth = ptr.getClass().getCreatureStats(ptr).getHealth();
oldMagicka = ptr.getClass().getCreatureStats(ptr).getMagicka();
oldFatigue = ptr.getClass().getCreatureStats(ptr).getFatigue();
}