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openmw-tes3mp/apps/openmw/mwmp/DedicatedPlayer.cpp
David Cernat 038757b91a [General] Temporarily revert to original rotation animation sync
I originally added rotation animation sync as part of commit 068a45be87. 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 commits 5f30dfd5db and d67db1a9bd.

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.
2018-07-21 19:27:36 +03:00

507 lines
16 KiB
C++

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