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openmw-tes3mp/apps/openmw/mwmp/DedicatedPlayer.cpp
David Cernat b57807407a [General] Implement RecordDynamic packet, part 1
Spell, potion, enchantment, creature, NPC, armor, book, clothing, miscellaneous and weapon record data can now be sent in a RecordDynamic packet. Additionally, the packets include data related to associated magical effects (for spells, potions and enchantments), data related to default inventory contents (for creatures and NPCs) and data related to body parts affected (for armor and clothing).

The server now has associated script functions for setting most of the details of the above, with the main exception being individual creature and NPC stats.

Records can either be created entirely from scratch or can use an existing record (set via the baseId variable) as a starting point for their values. In the latter case, only the values that are specifically set override the starting values. Creature and NPC records also have an inventoryBaseId that can be used on top of the baseId to base their inventories on another existing record.

The client's RecordHelper class has been heavily expanded to allow for the above mentioned functionality.

When players create spells, potions and enchantments as part of regular gameplay, they send RecordDynamic packets that provide the server with the complete details of the records that should be created. When they create enchantments, they also provide the server with armor, book, clothing and weapon records corresponding to the items they've enchanted.

This functionality added by this packet was originally supposed to be exclusive to the rewrite, but I've gone ahead and tried to provide it for the pre-rewrite in a way that can mostly be reused for the rewrite.
2018-07-30 10:56:26 +03:00

496 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 = "";
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::doesRaceRecordExist(npc.mRace))
npc.mRace = previousRace;
if (!reference)
{
npc.mId = RecordHelper::createNpcRecord(npc);
createReference(npc.mId);
}
else
{
RecordHelper::overrideNpcRecord(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::doesCreatureRecordExist(creatureRefId))
{
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 = creatureRecordId = RecordHelper::createCreatureRecord(creature);
LOG_APPEND(Log::LOG_INFO, "- Creating new creature record %s", creatureRecordId.c_str());
}
else
{
creature.mId = creatureRecordId;
RecordHelper::overrideCreatureRecord(creature);
}
LOG_APPEND(Log::LOG_INFO, "- Creating reference for %s", creature.mId.c_str());
createReference(creature.mId);
}
// 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::overrideNpcRecord(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);
}