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openmw-tes3mp/apps/openmw/mwworld/player.cpp

435 lines
13 KiB
C++

#include "player.hpp"
#include <stdexcept>
#include <iostream>
#include <components/esm/esmreader.hpp>
#include <components/esm/esmwriter.hpp>
#include <components/esm/player.hpp>
#include <components/esm/defs.hpp>
#include <components/esm/loadbsgn.hpp>
#include "../mwworld/esmstore.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/soundmanager.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwmechanics/movement.hpp"
#include "../mwmechanics/npcstats.hpp"
#include "class.hpp"
#include "ptr.hpp"
#include "cellstore.hpp"
namespace MWWorld
{
Player::Player (const ESM::NPC *player)
: mCellStore(0),
mLastKnownExteriorPosition(0,0,0),
mMarkedCell(NULL),
mAutoMove(false),
mForwardBackward(0),
mTeleported(false),
mCurrentCrimeId(-1),
mPaidCrimeId(-1),
mAttackingOrSpell(false)
{
ESM::CellRef cellRef;
cellRef.blank();
cellRef.mRefID = "player";
mPlayer = LiveCellRef<ESM::NPC>(cellRef, player);
ESM::Position playerPos = mPlayer.mData.getPosition();
playerPos.pos[0] = playerPos.pos[1] = playerPos.pos[2] = 0;
mPlayer.mData.setPosition(playerPos);
}
void Player::saveSkillsAttributes()
{
MWMechanics::NpcStats& stats = getPlayer().getClass().getNpcStats(getPlayer());
for (int i=0; i<ESM::Skill::Length; ++i)
mSaveSkills[i] = stats.getSkill(i);
for (int i=0; i<ESM::Attribute::Length; ++i)
mSaveAttributes[i] = stats.getAttribute(i);
}
void Player::restoreSkillsAttributes()
{
MWMechanics::NpcStats& stats = getPlayer().getClass().getNpcStats(getPlayer());
for (int i=0; i<ESM::Skill::Length; ++i)
stats.setSkill(i, mSaveSkills[i]);
for (int i=0; i<ESM::Attribute::Length; ++i)
stats.setAttribute(i, mSaveAttributes[i]);
}
void Player::setWerewolfSkillsAttributes()
{
const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
MWMechanics::NpcStats& stats = getPlayer().getClass().getNpcStats(getPlayer());
for(size_t i = 0;i < ESM::Attribute::Length;++i)
{
// Oh, Bethesda. It's "Intelligence".
std::string name = "fWerewolf"+((i==ESM::Attribute::Intelligence) ? std::string("Intellegence") :
ESM::Attribute::sAttributeNames[i]);
MWMechanics::AttributeValue value = stats.getAttribute(i);
value.setBase(int(gmst.find(name)->getFloat()));
stats.setAttribute(i, value);
}
for(size_t i = 0;i < ESM::Skill::Length;i++)
{
// Acrobatics is set separately for some reason.
if(i == ESM::Skill::Acrobatics)
continue;
// "Mercantile"! >_<
std::string name = "fWerewolf"+((i==ESM::Skill::Mercantile) ? std::string("Merchantile") :
ESM::Skill::sSkillNames[i]);
MWMechanics::SkillValue value = stats.getSkill(i);
value.setBase(int(gmst.find(name)->getFloat()));
stats.setSkill(i, value);
}
}
void Player::set(const ESM::NPC *player)
{
mPlayer.mBase = player;
}
void Player::setCell (MWWorld::CellStore *cellStore)
{
mCellStore = cellStore;
}
MWWorld::Ptr Player::getPlayer()
{
MWWorld::Ptr ptr (&mPlayer, mCellStore);
return ptr;
}
void Player::setBirthSign (const std::string &sign)
{
mSign = sign;
}
const std::string& Player::getBirthSign() const
{
return mSign;
}
void Player::setDrawState (MWMechanics::DrawState_ state)
{
MWWorld::Ptr ptr = getPlayer();
ptr.getClass().getNpcStats(ptr).setDrawState (state);
}
bool Player::getAutoMove() const
{
return mAutoMove;
}
void Player::setAutoMove (bool enable)
{
MWWorld::Ptr ptr = getPlayer();
mAutoMove = enable;
int value = mForwardBackward;
if (mAutoMove)
value = 1;
ptr.getClass().getMovementSettings(ptr).mPosition[1] = static_cast<float>(value);
}
void Player::setLeftRight (int value)
{
MWWorld::Ptr ptr = getPlayer();
ptr.getClass().getMovementSettings(ptr).mPosition[0] = static_cast<float>(value);
}
void Player::setForwardBackward (int value)
{
MWWorld::Ptr ptr = getPlayer();
mForwardBackward = value;
if (mAutoMove)
value = 1;
ptr.getClass().getMovementSettings(ptr).mPosition[1] = static_cast<float>(value);
}
void Player::setUpDown(int value)
{
MWWorld::Ptr ptr = getPlayer();
ptr.getClass().getMovementSettings(ptr).mPosition[2] = static_cast<float>(value);
}
void Player::setRunState(bool run)
{
MWWorld::Ptr ptr = getPlayer();
ptr.getClass().getCreatureStats(ptr).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, run);
}
void Player::setSneak(bool sneak)
{
MWWorld::Ptr ptr = getPlayer();
ptr.getClass().getCreatureStats(ptr).setMovementFlag(MWMechanics::CreatureStats::Flag_Sneak, sneak);
}
void Player::yaw(float yaw)
{
MWWorld::Ptr ptr = getPlayer();
ptr.getClass().getMovementSettings(ptr).mRotation[2] += yaw;
}
void Player::pitch(float pitch)
{
MWWorld::Ptr ptr = getPlayer();
ptr.getClass().getMovementSettings(ptr).mRotation[0] += pitch;
}
void Player::roll(float roll)
{
MWWorld::Ptr ptr = getPlayer();
ptr.getClass().getMovementSettings(ptr).mRotation[1] += roll;
}
MWMechanics::DrawState_ Player::getDrawState()
{
MWWorld::Ptr ptr = getPlayer();
return ptr.getClass().getNpcStats(ptr).getDrawState();
}
void Player::activate()
{
if (MWBase::Environment::get().getWindowManager()->isGuiMode())
return;
MWWorld::Ptr player = getPlayer();
const MWMechanics::NpcStats &playerStats = player.getClass().getNpcStats(player);
if (playerStats.isParalyzed() || playerStats.getKnockedDown())
return;
MWWorld::Ptr toActivate = MWBase::Environment::get().getWorld()->getFacedObject();
if (toActivate.isEmpty())
return;
if (toActivate.getClass().getName(toActivate) == "") // objects without name presented to user can never be activated
return;
if (toActivate.getClass().isActor())
{
MWMechanics::CreatureStats &stats = toActivate.getClass().getCreatureStats(toActivate);
if (stats.getAiSequence().isInCombat() && !stats.isDead())
return;
}
MWBase::Environment::get().getWorld()->activate(toActivate, player);
}
bool Player::wasTeleported() const
{
return mTeleported;
}
void Player::setTeleported(bool teleported)
{
mTeleported = teleported;
}
void Player::setAttackingOrSpell(bool attackingOrSpell)
{
mAttackingOrSpell = attackingOrSpell;
}
bool Player::getAttackingOrSpell() const
{
return mAttackingOrSpell;
}
bool Player::isInCombat() {
return MWBase::Environment::get().getMechanicsManager()->getActorsFighting(getPlayer()).size() != 0;
}
void Player::markPosition(CellStore *markedCell, ESM::Position markedPosition)
{
mMarkedCell = markedCell;
mMarkedPosition = markedPosition;
}
void Player::getMarkedPosition(CellStore*& markedCell, ESM::Position &markedPosition) const
{
markedCell = mMarkedCell;
if (mMarkedCell)
markedPosition = mMarkedPosition;
}
void Player::clear()
{
mCellStore = 0;
mSign.clear();
mMarkedCell = 0;
mAutoMove = false;
mForwardBackward = 0;
mTeleported = false;
}
void Player::write (ESM::ESMWriter& writer, Loading::Listener& progress) const
{
ESM::Player player;
mPlayer.save (player.mObject);
player.mCellId = mCellStore->getCell()->getCellId();
player.mCurrentCrimeId = mCurrentCrimeId;
player.mPaidCrimeId = mPaidCrimeId;
player.mBirthsign = mSign;
player.mLastKnownExteriorPosition[0] = mLastKnownExteriorPosition.x();
player.mLastKnownExteriorPosition[1] = mLastKnownExteriorPosition.y();
player.mLastKnownExteriorPosition[2] = mLastKnownExteriorPosition.z();
if (mMarkedCell)
{
player.mHasMark = true;
player.mMarkedPosition = mMarkedPosition;
player.mMarkedCell = mMarkedCell->getCell()->getCellId();
}
else
player.mHasMark = false;
player.mAutoMove = mAutoMove ? 1 : 0;
for (int i=0; i<ESM::Attribute::Length; ++i)
mSaveAttributes[i].writeState(player.mSaveAttributes[i]);
for (int i=0; i<ESM::Skill::Length; ++i)
mSaveSkills[i].writeState(player.mSaveSkills[i]);
writer.startRecord (ESM::REC_PLAY);
player.save (writer);
writer.endRecord (ESM::REC_PLAY);
}
bool Player::readRecord (ESM::ESMReader& reader, uint32_t type)
{
if (type==ESM::REC_PLAY)
{
ESM::Player player;
player.load (reader);
if (!mPlayer.checkState (player.mObject))
{
// this is the one object we can not silently drop.
throw std::runtime_error ("invalid player state record (object state)");
}
mPlayer.load (player.mObject);
for (int i=0; i<ESM::Attribute::Length; ++i)
mSaveAttributes[i].readState(player.mSaveAttributes[i]);
for (int i=0; i<ESM::Skill::Length; ++i)
mSaveSkills[i].readState(player.mSaveSkills[i]);
if (player.mObject.mNpcStats.mWerewolfDeprecatedData && player.mObject.mNpcStats.mIsWerewolf)
{
saveSkillsAttributes();
setWerewolfSkillsAttributes();
}
getPlayer().getClass().getCreatureStats(getPlayer()).getAiSequence().clear();
MWBase::World& world = *MWBase::Environment::get().getWorld();
try
{
mCellStore = world.getCell (player.mCellId);
}
catch (...)
{
std::cerr << "Player cell '" << player.mCellId.mWorldspace << "' no longer exists" << std::endl;
// Cell no longer exists. Place the player in a default cell.
ESM::Position pos = mPlayer.mData.getPosition();
MWBase::Environment::get().getWorld()->indexToPosition(0, 0, pos.pos[0], pos.pos[1], true);
pos.pos[2] = 0;
mPlayer.mData.setPosition(pos);
mCellStore = world.getExterior(0,0);
}
if (!player.mBirthsign.empty())
{
const ESM::BirthSign* sign = world.getStore().get<ESM::BirthSign>().search (player.mBirthsign);
if (!sign)
throw std::runtime_error ("invalid player state record (birthsign does not exist)");
// To handle the case where a birth sign was edited in between play sessions (does not yet handle removing the old spells)
// Also needed for ess-imported savegames which do not specify the birtsign spells in the player's spell list.
for (std::vector<std::string>::const_iterator iter (sign->mPowers.mList.begin());
iter!=sign->mPowers.mList.end(); ++iter)
{
getPlayer().getClass().getCreatureStats(getPlayer()).getSpells().add (*iter);
}
}
mCurrentCrimeId = player.mCurrentCrimeId;
mPaidCrimeId = player.mPaidCrimeId;
mSign = player.mBirthsign;
mLastKnownExteriorPosition.x() = player.mLastKnownExteriorPosition[0];
mLastKnownExteriorPosition.y() = player.mLastKnownExteriorPosition[1];
mLastKnownExteriorPosition.z() = player.mLastKnownExteriorPosition[2];
if (player.mHasMark && !player.mMarkedCell.mPaged)
{
// interior cell -> need to check if it exists (exterior cell will be
// generated on the fly)
if (!world.getStore().get<ESM::Cell>().search (player.mMarkedCell.mWorldspace))
player.mHasMark = false; // drop mark silently
}
if (player.mHasMark)
{
mMarkedPosition = player.mMarkedPosition;
mMarkedCell = world.getCell (player.mMarkedCell);
}
else
{
mMarkedCell = 0;
}
mAutoMove = player.mAutoMove!=0;
mForwardBackward = 0;
mTeleported = false;
return true;
}
return false;
}
int Player::getNewCrimeId()
{
return ++mCurrentCrimeId;
}
void Player::recordCrimeId()
{
mPaidCrimeId = mCurrentCrimeId;
}
int Player::getCrimeId() const
{
return mPaidCrimeId;
}
}