mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-15 19:49:54 +00:00
038757b91a
I originally added rotation animation sync as part of commit068a45be87
. Unfortunately, it meant the PlayerPosition packets were now twice as large as they had been before, which was less than ideal for such a frequently sent packet, which is why Koncord switched to a more optimized approach in commits5f30dfd5db
andd67db1a9bd
. Recently, there have since been some rotation animation problems in OpenMW, which have broken the way Koncord's approach looks. My original approach still looks somewhat okay, so I'm switching back to it until we can figure out how to reuse it under the current circumstances.
507 lines
16 KiB
C++
507 lines
16 KiB
C++
#include <boost/algorithm/clamp.hpp>
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#include <components/openmw-mp/Log.hpp>
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#include <apps/openmw/mwmechanics/steering.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/soundmanager.hpp"
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#include "../mwclass/npc.hpp"
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#include "../mwdialogue/dialoguemanagerimp.hpp"
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#include "../mwgui/windowmanagerimp.hpp"
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#include "../mwinput/inputmanagerimp.hpp"
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#include "../mwmechanics/actor.hpp"
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#include "../mwmechanics/aitravel.hpp"
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#include "../mwmechanics/creaturestats.hpp"
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#include "../mwmechanics/npcstats.hpp"
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#include "../mwmechanics/mechanicsmanagerimp.hpp"
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#include "../mwmechanics/spellcasting.hpp"
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#include "../mwstate/statemanagerimp.hpp"
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#include "../mwworld/action.hpp"
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#include "../mwworld/cellstore.hpp"
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#include "../mwworld/customdata.hpp"
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#include "../mwworld/inventorystore.hpp"
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#include "../mwworld/player.hpp"
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#include "../mwworld/worldimp.hpp"
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#include "DedicatedPlayer.hpp"
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#include "Main.hpp"
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#include "GUIController.hpp"
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#include "CellController.hpp"
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#include "MechanicsHelper.hpp"
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#include "RecordHelper.hpp"
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using namespace mwmp;
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using namespace std;
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DedicatedPlayer::DedicatedPlayer(RakNet::RakNetGUID guid) : BasePlayer(guid)
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{
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reference = 0;
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attack.pressed = 0;
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creatureStats.mDead = false;
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// Give this new character a temporary high fatigue so it doesn't spawn on
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// the ground
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creatureStats.mDynamic[2].mBase = 1000;
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movementFlags = 0;
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attack.instant = false;
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cell.blank();
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position.pos[0] = position.pos[1] = Main::get().getCellController()->getCellSize() / 2;
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position.pos[2] = 0;
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MWBase::World *world = MWBase::Environment::get().getWorld();
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npc = *world->getPlayerPtr().get<ESM::NPC>()->mBase;
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npc.mId = "Dedicated Player";
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previousRace = npc.mRace;
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hasFinishedInitialTeleportation = false;
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}
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DedicatedPlayer::~DedicatedPlayer()
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{
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}
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void DedicatedPlayer::update(float dt)
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{
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MWMechanics::CreatureStats *ptrCreatureStats = &ptr.getClass().getCreatureStats(ptr);
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MWMechanics::DynamicStat<float> value;
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if (creatureStats.mDead)
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{
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value.readState(creatureStats.mDynamic[0]);
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ptrCreatureStats->setHealth(value);
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return;
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}
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for (int i = 0; i < 3; ++i)
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{
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value.readState(creatureStats.mDynamic[i]);
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ptrCreatureStats->setDynamic(i, value);
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}
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if (ptrCreatureStats->isDead())
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ptrCreatureStats->resurrect();
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ptrCreatureStats->setAttacked(false);
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ptrCreatureStats->getAiSequence().stopCombat();
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ptrCreatureStats->setAlarmed(false);
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ptrCreatureStats->setAiSetting(MWMechanics::CreatureStats::AI_Alarm, 0);
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ptrCreatureStats->setAiSetting(MWMechanics::CreatureStats::AI_Fight, 0);
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ptrCreatureStats->setAiSetting(MWMechanics::CreatureStats::AI_Flee, 0);
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ptrCreatureStats->setAiSetting(MWMechanics::CreatureStats::AI_Hello, 0);
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// Only move and set anim flags if the framerate isn't too low
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if (dt < 0.1)
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{
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move(dt);
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setAnimFlags();
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}
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}
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void DedicatedPlayer::move(float dt)
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{
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if (!reference) return;
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ESM::Position refPos = ptr.getRefData().getPosition();
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MWBase::World *world = MWBase::Environment::get().getWorld();
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const int maxInterpolationDistance = 40;
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// Apply interpolation only if the position hasn't changed too much from last time
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bool shouldInterpolate =
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abs(position.pos[0] - refPos.pos[0]) < maxInterpolationDistance &&
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abs(position.pos[1] - refPos.pos[1]) < maxInterpolationDistance &&
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abs(position.pos[2] - refPos.pos[2]) < maxInterpolationDistance;
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if (shouldInterpolate)
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{
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static const int timeMultiplier = 15;
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osg::Vec3f lerp = MechanicsHelper::getLinearInterpolation(refPos.asVec3(), position.asVec3(), dt * timeMultiplier);
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world->moveObject(ptr, lerp.x(), lerp.y(), lerp.z());
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}
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else
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world->moveObject(ptr, position.pos[0], position.pos[1], position.pos[2]);
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world->rotateObject(ptr, position.rot[0], 0, position.rot[2]);
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MWMechanics::Movement *move = &ptr.getClass().getMovementSettings(ptr);
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move->mPosition[0] = direction.pos[0];
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move->mPosition[1] = direction.pos[1];
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move->mPosition[2] = direction.pos[2];
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// Make sure the values are valid, or we'll get an infinite error loop
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if (!isnan(direction.rot[0]) && !isnan(direction.rot[1]) && !isnan(direction.rot[2]))
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{
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move->mRotation[0] = direction.rot[0];
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move->mRotation[1] = direction.rot[1];
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move->mRotation[2] = direction.rot[2];
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}
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}
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void DedicatedPlayer::setBaseInfo()
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{
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// Use the previous race if the new one doesn't exist
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if (!RecordHelper::doesRaceExist(npc.mRace))
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npc.mRace = previousRace;
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if (!reference)
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{
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npc.mId = RecordHelper::createNpcRecord(npc);
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createReference(npc.mId);
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}
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else
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{
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RecordHelper::updateNpcRecord(npc);
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reloadPtr();
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}
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// Only set equipment if the player isn't disguised as a creature
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if (ptr.getTypeName() == typeid(ESM::NPC).name())
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setEquipment();
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previousRace = npc.mRace;
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}
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void DedicatedPlayer::setShapeshift()
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{
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MWBase::World *world = MWBase::Environment::get().getWorld();
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bool isNpc = false;
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if (reference)
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isNpc = ptr.getTypeName() == typeid(ESM::NPC).name();
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if (creatureRefId != previousCreatureRefId || displayCreatureName != previousDisplayCreatureName)
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{
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if (!creatureRefId.empty() && RecordHelper::doesCreatureExist(creatureRefId))
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{
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if (isNpc)
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{
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deleteReference();
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}
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const ESM::Creature *tmpCreature = world->getStore().get<ESM::Creature>().search(creatureRefId);
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creature = *tmpCreature;
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creature.mScript = "";
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if (!displayCreatureName)
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creature.mName = npc.mName;
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LOG_APPEND(Log::LOG_INFO, "- %s is disguised as %s", npc.mName.c_str(), creatureRefId.c_str());
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// Is this our first time creating a creature record id for this player? If so, keep it around
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// and reuse it
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if (creatureRecordId.empty())
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{
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creature.mId = "Dedicated Player";
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creature.mId = creatureRecordId = RecordHelper::createCreatureRecord(creature);
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LOG_APPEND(Log::LOG_INFO, "- Creating new creature record %s", creatureRecordId.c_str());
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}
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else
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{
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creature.mId = creatureRecordId;
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RecordHelper::updateCreatureRecord(creature);
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}
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if (!reference)
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{
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LOG_APPEND(Log::LOG_INFO, "- Creating reference for %s", creature.mId.c_str());
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createReference(creature.mId);
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}
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else
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{
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reloadPtr();
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}
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}
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// This player was already a creature, but the new creature refId was empty or
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// invalid, so we'll turn this player into their NPC self again as a result
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else if (!isNpc)
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{
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if (reference)
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{
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deleteReference();
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}
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RecordHelper::updateNpcRecord(npc);
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createReference(npc.mId);
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reloadPtr();
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}
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previousCreatureRefId = creatureRefId;
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previousDisplayCreatureName = displayCreatureName;
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}
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if (ptr.getTypeName() == typeid(ESM::NPC).name())
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{
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MWBase::Environment::get().getMechanicsManager()->setWerewolf(ptr, isWerewolf);
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if (!isWerewolf)
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setEquipment();
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}
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MWBase::Environment::get().getWorld()->scaleObject(ptr, scale);
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}
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void DedicatedPlayer::setAnimFlags()
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{
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using namespace MWMechanics;
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MWBase::World *world = MWBase::Environment::get().getWorld();
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// Until we figure out a better workaround for disabling player gravity,
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// simply cast Levitate over and over on a player that's supposed to be flying
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if (!isFlying)
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ptr.getClass().getCreatureStats(ptr).getActiveSpells().purgeEffect(ESM::MagicEffect::Levitate);
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else if (isFlying && !world->isFlying(ptr))
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{
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MWMechanics::CastSpell cast(ptr, ptr);
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cast.mHitPosition = ptr.getRefData().getPosition().asVec3();
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cast.mAlwaysSucceed = true;
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cast.cast("Levitate");
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}
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if (drawState == 0)
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ptr.getClass().getCreatureStats(ptr).setDrawState(DrawState_Nothing);
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else if (drawState == 1)
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ptr.getClass().getCreatureStats(ptr).setDrawState(DrawState_Weapon);
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else if (drawState == 2)
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ptr.getClass().getCreatureStats(ptr).setDrawState(DrawState_Spell);
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MWMechanics::CreatureStats *ptrCreatureStats = &ptr.getClass().getCreatureStats(ptr);
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ptrCreatureStats->setMovementFlag(CreatureStats::Flag_Run, (movementFlags & CreatureStats::Flag_Run) != 0);
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ptrCreatureStats->setMovementFlag(CreatureStats::Flag_Sneak, (movementFlags & CreatureStats::Flag_Sneak) != 0);
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ptrCreatureStats->setMovementFlag(CreatureStats::Flag_ForceJump, (movementFlags & CreatureStats::Flag_ForceJump) != 0);
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ptrCreatureStats->setMovementFlag(CreatureStats::Flag_ForceMoveJump, (movementFlags & CreatureStats::Flag_ForceMoveJump) != 0);
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}
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void DedicatedPlayer::setAttributes()
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{
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MWMechanics::CreatureStats *ptrCreatureStats = &ptr.getClass().getCreatureStats(ptr);
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MWMechanics::AttributeValue attributeValue;
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for (int i = 0; i < 8; ++i)
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{
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attributeValue.readState(creatureStats.mAttributes[i]);
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ptrCreatureStats->setAttribute(i, attributeValue);
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}
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}
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void DedicatedPlayer::setSkills()
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{
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// Go no further if the player is disguised as a creature
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if (ptr.getTypeName() != typeid(ESM::NPC).name()) return;
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MWMechanics::NpcStats *ptrNpcStats = &ptr.getClass().getNpcStats(ptr);
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MWMechanics::SkillValue skillValue;
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for (int i = 0; i < 27; ++i)
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{
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skillValue.readState(npcStats.mSkills[i]);
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ptrNpcStats->setSkill(i, skillValue);
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}
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}
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void DedicatedPlayer::setEquipment()
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{
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// Go no further if the player is disguised as a creature
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if (!ptr.getClass().hasInventoryStore(ptr)) return;
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MWWorld::InventoryStore& invStore = ptr.getClass().getInventoryStore(ptr);
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for (int slot = 0; slot < MWWorld::InventoryStore::Slots; ++slot)
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{
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MWWorld::ContainerStoreIterator it = invStore.getSlot(slot);
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const string &dedicItem = equipmentItems[slot].refId;
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std::string item = "";
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bool equal = false;
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if (it != invStore.end())
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{
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item = it->getCellRef().getRefId();
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if (!Misc::StringUtils::ciEqual(item, dedicItem)) // if other item equiped
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{
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MWWorld::ContainerStore &store = ptr.getClass().getContainerStore(ptr);
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store.remove(item, store.count(item), ptr);
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}
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else
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equal = true;
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}
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if (dedicItem.empty() || equal)
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continue;
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const int count = equipmentItems[slot].count;
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ptr.getClass().getContainerStore(ptr).add(dedicItem, count, ptr);
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for (const auto &itemPtr : invStore)
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{
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if (::Misc::StringUtils::ciEqual(itemPtr.getCellRef().getRefId(), dedicItem)) // equip item
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{
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std::shared_ptr<MWWorld::Action> action = itemPtr.getClass().use(itemPtr);
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action->execute(ptr);
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break;
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}
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}
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}
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}
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void DedicatedPlayer::setCell()
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{
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// Prevent cell update when reference doesn't exist
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if (!reference) return;
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MWBase::World *world = MWBase::Environment::get().getWorld();
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LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Server says DedicatedPlayer %s moved to %s",
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npc.mName.c_str(), cell.getDescription().c_str());
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MWWorld::CellStore *cellStore = Main::get().getCellController()->getCellStore(cell);
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if (!cellStore)
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{
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LOG_APPEND(Log::LOG_INFO, "%s", "- Cell doesn't exist on this client");
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world->disable(getPtr());
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return;
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}
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else
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world->enable(getPtr());
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// Allow this player's reference to move across a cell now that a manual cell
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// update has been called
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setPtr(world->moveObject(ptr, cellStore, position.pos[0], position.pos[1], position.pos[2]));
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// Remove the marker entirely if this player has moved to an interior that is inactive for us
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if (!cell.isExterior() && !Main::get().getCellController()->isActiveWorldCell(cell))
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removeMarker();
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// Otherwise, update their marker so the player shows up in the right cell on the world map
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else
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updateMarker();
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// If this player is now in a cell that we are the local authority over, we should send them all
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// NPC data in that cell
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if (Main::get().getCellController()->hasLocalAuthority(cell))
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Main::get().getCellController()->getCell(cell)->updateLocal(true);
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// If this player is a new player or is now in a region that we are the weather authority over,
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// or is a new player, we should send our latest weather data to the server
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if (world->getWeatherCreationState())
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{
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if (!hasFinishedInitialTeleportation || Misc::StringUtils::ciEqual(getPtr().getCell()->getCell()->mRegion,
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world->getPlayerPtr().getCell()->getCell()->mRegion))
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{
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world->sendWeather();
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}
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}
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hasFinishedInitialTeleportation = true;
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}
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void DedicatedPlayer::updateMarker()
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{
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if (!markerEnabled)
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return;
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GUIController *gui = Main::get().getGUIController();
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if (gui->mPlayerMarkers.contains(marker))
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{
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gui->mPlayerMarkers.deleteMarker(marker);
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marker = gui->createMarker(guid);
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gui->mPlayerMarkers.addMarker(marker);
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}
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else
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gui->mPlayerMarkers.addMarker(marker, true);
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}
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void DedicatedPlayer::removeMarker()
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{
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if (!markerEnabled)
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return;
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markerEnabled = false;
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GUIController *gui = Main::get().getGUIController();
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if (gui->mPlayerMarkers.contains(marker))
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Main::get().getGUIController()->mPlayerMarkers.deleteMarker(marker);
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}
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void DedicatedPlayer::setMarkerState(bool state)
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{
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if (state)
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{
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markerEnabled = true;
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updateMarker();
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}
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else
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removeMarker();
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}
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void DedicatedPlayer::playAnimation()
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{
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MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(getPtr(),
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animation.groupname, animation.mode, animation.count, animation.persist);
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}
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void DedicatedPlayer::playSpeech()
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{
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MWBase::Environment::get().getSoundManager()->say(getPtr(), sound);
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MWBase::WindowManager *winMgr = MWBase::Environment::get().getWindowManager();
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if (winMgr->getSubtitlesEnabled())
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winMgr->messageBox(MWBase::Environment::get().getDialogueManager()->getVoiceCaption(sound), MWGui::ShowInDialogueMode_Never);
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}
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void DedicatedPlayer::createReference(const std::string& recId)
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{
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MWBase::World *world = MWBase::Environment::get().getWorld();
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reference = new MWWorld::ManualRef(world->getStore(), recId, 1);
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LOG_APPEND(Log::LOG_INFO, "- Creating new reference pointer for %s", npc.mName.c_str());
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ptr = world->placeObject(reference->getPtr(), Main::get().getCellController()->getCellStore(cell), position);
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ESM::CustomMarker mEditingMarker = Main::get().getGUIController()->createMarker(guid);
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marker = mEditingMarker;
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setMarkerState(true);
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}
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void DedicatedPlayer::deleteReference()
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{
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MWBase::World *world = MWBase::Environment::get().getWorld();
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LOG_APPEND(Log::LOG_INFO, "- Deleting reference");
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world->deleteObject(ptr);
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delete reference;
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reference = nullptr;
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}
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MWWorld::Ptr DedicatedPlayer::getPtr()
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{
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return ptr;
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}
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MWWorld::ManualRef *DedicatedPlayer::getRef()
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{
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return reference;
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}
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void DedicatedPlayer::setPtr(const MWWorld::Ptr& newPtr)
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{
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ptr = newPtr;
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}
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void DedicatedPlayer::reloadPtr()
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{
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MWBase::World *world = MWBase::Environment::get().getWorld();
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world->disable(ptr);
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world->enable(ptr);
|
|
}
|