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

1277 lines
41 KiB
C++

//
// Created by koncord on 14.01.16.
//
#include <components/esm/esmwriter.hpp>
#include <components/openmw-mp/Log.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/journal.hpp"
#include "../mwclass/creature.hpp"
#include "../mwclass/npc.hpp"
#include "../mwdialogue/dialoguemanagerimp.hpp"
#include "../mwgui/inventorywindow.hpp"
#include "../mwgui/windowmanagerimp.hpp"
#include "../mwinput/inputmanagerimp.hpp"
#include "../mwmechanics/aitravel.hpp"
#include "../mwmechanics/creaturestats.hpp"
#include "../mwmechanics/mechanicsmanagerimp.hpp"
#include "../mwscript/scriptmanagerimp.hpp"
#include "../mwstate/statemanagerimp.hpp"
#include "../mwworld/cellstore.hpp"
#include "../mwworld/customdata.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwworld/manualref.hpp"
#include "../mwworld/player.hpp"
#include "../mwworld/worldimp.hpp"
#include "LocalPlayer.hpp"
#include "Main.hpp"
#include "Networking.hpp"
#include "CellController.hpp"
#include "MechanicsHelper.hpp"
using namespace mwmp;
using namespace std;
LocalPlayer::LocalPlayer()
{
charGenStage.current = 0;
charGenStage.end = 1;
consoleAllowed = true;
ignorePosPacket = false;
attack.shouldSend = false;
deathReason = "suicide";
isChangingRegion = false;
}
LocalPlayer::~LocalPlayer()
{
}
Networking *LocalPlayer::getNetworking()
{
return mwmp::Main::get().getNetworking();
}
MWWorld::Ptr LocalPlayer::getPlayerPtr()
{
return MWBase::Environment::get().getWorld()->getPlayerPtr();
}
void LocalPlayer::update()
{
static float updateTimer = 0;
const float timeoutSec = 0.015;
if ((updateTimer += MWBase::Environment::get().getFrameDuration()) >= timeoutSec)
{
updateTimer = 0;
updateCell();
updatePosition();
updateAnimFlags();
updateAttack();
updateDeadState();
updateEquipment();
updateStatsDynamic();
updateAttributes();
updateSkills();
updateLevel();
updateBounty();
}
}
void LocalPlayer::charGen(int stageFirst, int stageEnd)
{
charGenStage.current = stageFirst;
charGenStage.end = stageEnd;
}
bool LocalPlayer::charGenThread()
{
MWBase::WindowManager *windowManager = MWBase::Environment::get().getWindowManager();
// If we haven't finished CharGen and we're in a menu, it must be
// one of the CharGen menus, so go no further until it's closed
if (windowManager->isGuiMode() && charGenStage.end != 0)
return false;
// If the current stage of CharGen is not the last one,
// move to the next one
else if (charGenStage.current < charGenStage.end)
{
switch (charGenStage.current)
{
case 0:
windowManager->pushGuiMode(MWGui::GM_Name);
break;
case 1:
windowManager->pushGuiMode(MWGui::GM_Race);
break;
case 2:
windowManager->pushGuiMode(MWGui::GM_Class);
break;
case 3:
windowManager->pushGuiMode(MWGui::GM_Birth);
break;
default:
windowManager->pushGuiMode(MWGui::GM_Review);
break;
}
getNetworking()->getPlayerPacket(ID_PLAYER_CHARGEN)->setPlayer(this);
getNetworking()->getPlayerPacket(ID_PLAYER_CHARGEN)->Send();
charGenStage.current++;
return false;
}
// If we've reached the last stage of CharGen, send the
// corresponding packets and mark CharGen as finished
else if (charGenStage.end != 0)
{
MWBase::World *world = MWBase::Environment::get().getWorld();
MWWorld::Ptr player = world->getPlayerPtr();
npc = *player.get<ESM::NPC>()->mBase;
birthsign = world->getPlayer().getBirthSign();
LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Sending ID_PLAYER_BASEINFO to server with my CharGen info");
getNetworking()->getPlayerPacket(ID_PLAYER_BASEINFO)->setPlayer(this);
getNetworking()->getPlayerPacket(ID_PLAYER_BASEINFO)->Send();
// Send stats packets if this is the 2nd round of CharGen that
// only happens for new characters
if (charGenStage.end != 1)
{
updateStatsDynamic(true);
updateAttributes(true);
updateSkills(true);
updateLevel(true);
sendClass();
sendSpellbook();
getNetworking()->getPlayerPacket(ID_PLAYER_CHARGEN)->setPlayer(this);
getNetworking()->getPlayerPacket(ID_PLAYER_CHARGEN)->Send();
}
sendCellStates();
// Set the last stage variable to 0 to indicate that CharGen is finished
charGenStage.end = 0;
}
return true;
}
bool LocalPlayer::hasFinishedCharGen()
{
return charGenStage.end == 0;
}
void LocalPlayer::updateStatsDynamic(bool forceUpdate)
{
MWWorld::Ptr player = getPlayerPtr();
MWMechanics::CreatureStats *ptrCreatureStats = &player.getClass().getCreatureStats(player);
MWMechanics::DynamicStat<float> health(ptrCreatureStats->getHealth());
MWMechanics::DynamicStat<float> magicka(ptrCreatureStats->getMagicka());
MWMechanics::DynamicStat<float> fatigue(ptrCreatureStats->getFatigue());
static MWMechanics::DynamicStat<float> oldHealth(ptrCreatureStats->getHealth());
static MWMechanics::DynamicStat<float> oldMagicka(ptrCreatureStats->getMagicka());
static MWMechanics::DynamicStat<float> oldFatigue(ptrCreatureStats->getFatigue());
// Update stats when they become 0 or they have changed enough
bool shouldUpdateHealth = oldHealth != health && (health.getCurrent() == 0 || abs(oldHealth.getCurrent() - health.getCurrent()) > 3);
bool shouldUpdateMagicka = false;
bool shouldUpdateFatigue = false;
if (!shouldUpdateHealth)
shouldUpdateMagicka = oldMagicka != magicka && (magicka.getCurrent() == 0 || abs(oldMagicka.getCurrent() - magicka.getCurrent()) > 10);
if (!shouldUpdateMagicka)
shouldUpdateFatigue = oldFatigue != fatigue && (fatigue.getCurrent() == 0 || abs(oldFatigue.getCurrent() - fatigue.getCurrent()) > 10);
if (forceUpdate || shouldUpdateHealth || shouldUpdateMagicka || shouldUpdateFatigue)
{
oldHealth = health;
oldMagicka = magicka;
oldFatigue = fatigue;
health.writeState(creatureStats.mDynamic[0]);
magicka.writeState(creatureStats.mDynamic[1]);
fatigue.writeState(creatureStats.mDynamic[2]);
getNetworking()->getPlayerPacket(ID_PLAYER_STATS_DYNAMIC)->setPlayer(this);
getNetworking()->getPlayerPacket(ID_PLAYER_STATS_DYNAMIC)->Send();
}
}
void LocalPlayer::updateAttributes(bool forceUpdate)
{
MWWorld::Ptr player = getPlayerPtr();
const MWMechanics::NpcStats &ptrNpcStats = player.getClass().getNpcStats(player);
bool attributesChanged = false;
for (int i = 0; i < 8; ++i)
{
if (ptrNpcStats.getAttribute(i).getBase() != creatureStats.mAttributes[i].mBase)
{
ptrNpcStats.getAttribute(i).writeState(creatureStats.mAttributes[i]);
attributesChanged = true;
}
}
if (attributesChanged || forceUpdate)
{
getNetworking()->getPlayerPacket(ID_PLAYER_ATTRIBUTE)->setPlayer(this);
getNetworking()->getPlayerPacket(ID_PLAYER_ATTRIBUTE)->Send();
}
}
void LocalPlayer::updateSkills(bool forceUpdate)
{
MWWorld::Ptr player = getPlayerPtr();
const MWMechanics::NpcStats &ptrNpcStats = player.getClass().getNpcStats(player);
// Track whether skills have changed their values, but not whether
// progress towards skill increases has changed (to not spam server
// with packets every time tiny progress is made)
bool skillsChanged = false;
for (int i = 0; i < 27; ++i)
{
if (ptrNpcStats.getSkill(i).getBase() != npcStats.mSkills[i].mBase)
{
ptrNpcStats.getSkill(i).writeState(npcStats.mSkills[i]);
skillsChanged = true;
}
// If we only have skill progress, remember it for future packets,
// but don't send a packet just because of this
else if (ptrNpcStats.getSkill(i).getProgress() != npcStats.mSkills[i].mProgress)
{
ptrNpcStats.getSkill(i).writeState(npcStats.mSkills[i]);
}
}
for (int i = 0; i < 8; i++)
{
if (ptrNpcStats.getSkillIncrease(i) != npcStats.mSkillIncrease[i]) {
npcStats.mSkillIncrease[i] = ptrNpcStats.getSkillIncrease(i);
}
}
if (skillsChanged || forceUpdate)
{
npcStats.mLevelProgress = ptrNpcStats.getLevelProgress();
getNetworking()->getPlayerPacket(ID_PLAYER_SKILL)->setPlayer(this);
getNetworking()->getPlayerPacket(ID_PLAYER_SKILL)->Send();
}
}
void LocalPlayer::updateLevel(bool forceUpdate)
{
MWWorld::Ptr player = getPlayerPtr();
const MWMechanics::CreatureStats &ptrCreatureStats = player.getClass().getCreatureStats(player);
if (ptrCreatureStats.getLevel() != creatureStats.mLevel || forceUpdate)
{
creatureStats.mLevel = ptrCreatureStats.getLevel();
getNetworking()->getPlayerPacket(ID_PLAYER_LEVEL)->setPlayer(this);
getNetworking()->getPlayerPacket(ID_PLAYER_LEVEL)->Send();
// Also update skills to refresh level progress and attribute bonuses
// for next level up
updateSkills(true);
}
}
void LocalPlayer::updateBounty(bool forceUpdate)
{
MWWorld::Ptr player = getPlayerPtr();
const MWMechanics::NpcStats &ptrNpcStats = player.getClass().getNpcStats(player);
if (ptrNpcStats.getBounty() != npcStats.mBounty || forceUpdate)
{
npcStats.mBounty = ptrNpcStats.getBounty();
getNetworking()->getPlayerPacket(ID_PLAYER_BOUNTY)->setPlayer(this);
getNetworking()->getPlayerPacket(ID_PLAYER_BOUNTY)->Send();
}
}
void LocalPlayer::updatePosition(bool forceUpdate)
{
MWBase::World *world = MWBase::Environment::get().getWorld();
MWWorld::Ptr player = world->getPlayerPtr();
static bool posWasChanged = false;
static bool isJumping = false;
static bool sentJumpEnd = true;
static float oldRot[2] = {0};
position = player.getRefData().getPosition();
bool posIsChanging = (direction.pos[0] != 0 || direction.pos[1] != 0 ||
position.rot[0] != oldRot[0] || position.rot[2] != oldRot[1]);
if (forceUpdate || posIsChanging || posWasChanged)
{
oldRot[0] = position.rot[0];
oldRot[1] = position.rot[2];
posWasChanged = posIsChanging;
if (!isJumping && !world->isOnGround(player) && !world->isFlying(player))
isJumping = true;
getNetworking()->getPlayerPacket(ID_PLAYER_POSITION)->setPlayer(this);
getNetworking()->getPlayerPacket(ID_PLAYER_POSITION)->Send();
}
else if (isJumping && world->isOnGround(player))
{
isJumping = false;
sentJumpEnd = false;
}
// Packet with jump end position has to be sent one tick after above check
else if (!sentJumpEnd)
{
sentJumpEnd = true;
position = player.getRefData().getPosition();
getNetworking()->getPlayerPacket(ID_PLAYER_POSITION)->setPlayer(this);
getNetworking()->getPlayerPacket(ID_PLAYER_POSITION)->Send();
}
}
void LocalPlayer::updateCell(bool forceUpdate)
{
const ESM::Cell *ptrCell = MWBase::Environment::get().getWorld()->getPlayerPtr().getCell()->getCell();
// If the LocalPlayer's Ptr cell is different from the LocalPlayer's packet cell, proceed
if (forceUpdate || !Main::get().getCellController()->isSameCell(*ptrCell, cell))
{
LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Sending ID_PLAYER_CELL_CHANGE about LocalPlayer to server");
LOG_APPEND(Log::LOG_INFO, "- Moved from %s to %s", cell.getDescription().c_str(), ptrCell->getDescription().c_str());
if (!Misc::StringUtils::ciEqual(cell.mRegion, ptrCell->mRegion))
{
LOG_APPEND(Log::LOG_INFO, "- Changed region from %s to %s",
cell.mRegion.empty() ? "none" : cell.mRegion.c_str(),
ptrCell->mRegion.empty() ? "none" : ptrCell->mRegion.c_str());
isChangingRegion = true;
}
cell = *ptrCell;
// Make sure the position is updated before a cell packet is sent, or else
// cell change events in server scripts will have the wrong player position
updatePosition(true);
getNetworking()->getPlayerPacket(ID_PLAYER_CELL_CHANGE)->setPlayer(this);
getNetworking()->getPlayerPacket(ID_PLAYER_CELL_CHANGE)->Send();
isChangingRegion = false;
// Also force an update to skills (to send all progress to skill increases)
updateSkills(true);
// Also check if the inventory needs to be updated
updateInventory();
}
}
void LocalPlayer::updateChar()
{
MWBase::Environment::get().getMechanicsManager()->setPlayerRace(
npc.mRace,
npc.isMale(),
npc.mHead,
npc.mHair
);
MWBase::Environment::get().getMechanicsManager()->setPlayerBirthsign(birthsign);
MWBase::Environment::get().getWindowManager()->getInventoryWindow()->rebuildAvatar();
}
void LocalPlayer::updateEquipment(bool forceUpdate)
{
MWWorld::Ptr player = getPlayerPtr();
static bool equipmentChanged = false;
if (forceUpdate)
equipmentChanged = true;
MWWorld::InventoryStore &invStore = player.getClass().getInventoryStore(player);
for (int slot = 0; slot < MWWorld::InventoryStore::Slots; slot++)
{
MWWorld::ContainerStoreIterator it = invStore.getSlot(slot);
if (it != invStore.end() && !::Misc::StringUtils::ciEqual(it->getCellRef().getRefId(), equipedItems[slot].refId))
{
equipmentChanged = true;
equipedItems[slot].refId = it->getCellRef().getRefId();
equipedItems[slot].charge = it->getCellRef().getCharge();
if (slot == MWWorld::InventoryStore::Slot_CarriedRight)
{
MWMechanics::WeaponType weaptype;
MWMechanics::getActiveWeapon(player.getClass().getCreatureStats(player), player.getClass().getInventoryStore(player), &weaptype);
if (weaptype != MWMechanics::WeapType_Thrown)
equipedItems[slot].count = 1;
}
else
equipedItems[slot].count = invStore.count(it->getCellRef().getRefId());
}
else if (it == invStore.end() && !equipedItems[slot].refId.empty())
{
equipmentChanged = true;
equipedItems[slot].refId = "";
equipedItems[slot].count = 0;
equipedItems[slot].charge = 0;
}
}
if (equipmentChanged)
{
getNetworking()->getPlayerPacket(ID_PLAYER_EQUIPMENT)->setPlayer(this);
getNetworking()->getPlayerPacket(ID_PLAYER_EQUIPMENT)->Send();
equipmentChanged = false;
}
}
void LocalPlayer::updateInventory(bool forceUpdate)
{
static bool invChanged = false;
if (forceUpdate)
invChanged = true;
MWWorld::Ptr ptrPlayer = getPlayerPtr();
MWWorld::InventoryStore &ptrInventory = ptrPlayer.getClass().getInventoryStore(ptrPlayer);
mwmp::Item item;
if (!invChanged)
{
for (vector<Item>::iterator iter = inventoryChanges.items.begin(); iter != inventoryChanges.items.end(); ++iter)
{
MWWorld::ContainerStoreIterator result(ptrInventory.begin());
for (; result != ptrInventory.end(); ++result)
{
item.refId = result->getCellRef().getRefId();
if (item.refId.find("$dynamic") != string::npos) // skip generated items (self enchanted for e.g.)
continue;
item.count = result->getRefData().getCount();
item.charge = result->getCellRef().getCharge();
if (item == (*iter))
break;
}
if (result == ptrInventory.end())
{
invChanged = true;
break;
}
}
}
if (!invChanged)
{
for (MWWorld::ContainerStoreIterator iter(ptrInventory.begin()); iter != ptrInventory.end(); ++iter)
{
item.refId = iter->getCellRef().getRefId();
if (item.refId.find("$dynamic") != string::npos) // skip generated items (self enchanted for e.g.)
continue;
item.count = iter->getRefData().getCount();
item.charge = iter->getCellRef().getCharge();
vector<Item>::iterator result = inventoryChanges.items.begin();
for (; result != inventoryChanges.items.end(); result++)
{
if ((*result) == item)
break;
}
if (result == inventoryChanges.items.end())
{
invChanged = true;
break;
}
}
}
if (!invChanged)
return;
invChanged = false;
sendInventory();
}
void LocalPlayer::updateAttack()
{
if (attack.shouldSend)
{
if (attack.type == Attack::MAGIC)
{
attack.spellId = MWBase::Environment::get().getWindowManager()->getSelectedSpell();
attack.success = mwmp::Main::get().getMechanicsHelper()->getSpellSuccess(attack.spellId, getPlayerPtr());
}
getNetworking()->getPlayerPacket(ID_PLAYER_ATTACK)->setPlayer(this);
getNetworking()->getPlayerPacket(ID_PLAYER_ATTACK)->Send();
attack.shouldSend = false;
}
}
void LocalPlayer::updateDeadState(bool forceUpdate)
{
MWWorld::Ptr player = getPlayerPtr();
MWMechanics::NpcStats *ptrNpcStats = &player.getClass().getNpcStats(player);
static bool isDead = false;
if (ptrNpcStats->isDead() && !isDead)
{
creatureStats.mDead = true;
LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Sending ID_PLAYER_DEATH to server about myself");
LOG_APPEND(Log::LOG_INFO, "- deathReason was %s", deathReason.c_str());
getNetworking()->getPlayerPacket(ID_PLAYER_DEATH)->setPlayer(this);
getNetworking()->getPlayerPacket(ID_PLAYER_DEATH)->Send();
isDead = true;
}
else if (ptrNpcStats->getHealth().getCurrent() > 0 && isDead)
{
deathReason = "suicide";
isDead = false;
}
}
void LocalPlayer::updateAnimFlags(bool forceUpdate)
{
MWBase::World *world = MWBase::Environment::get().getWorld();
MWWorld::Ptr player = world->getPlayerPtr();
MWMechanics::NpcStats ptrNpcStats = player.getClass().getNpcStats(player);
using namespace MWMechanics;
static bool wasRunning = ptrNpcStats.getMovementFlag(CreatureStats::Flag_Run);
static bool wasSneaking = ptrNpcStats.getMovementFlag(CreatureStats::Flag_Sneak);
static bool wasForceJumping = ptrNpcStats.getMovementFlag(CreatureStats::Flag_ForceJump);
static bool wasForceMoveJumping = ptrNpcStats.getMovementFlag(CreatureStats::Flag_ForceMoveJump);
bool isRunning = ptrNpcStats.getMovementFlag(CreatureStats::Flag_Run);
bool isSneaking = ptrNpcStats.getMovementFlag(CreatureStats::Flag_Sneak);
bool isForceJumping = ptrNpcStats.getMovementFlag(CreatureStats::Flag_ForceJump);
bool isForceMoveJumping = ptrNpcStats.getMovementFlag(CreatureStats::Flag_ForceMoveJump);
isFlying = world->isFlying(player);
bool isJumping = !world->isOnGround(player) && !isFlying;
// We need to send a new packet at the end of jumping and flying too,
// so keep track of what we were doing last frame
static bool wasJumping = false;
static bool wasFlying = false;
MWMechanics::DrawState_ currentDrawState = player.getClass().getNpcStats(player).getDrawState();
static MWMechanics::DrawState_ lastDrawState = player.getClass().getNpcStats(player).getDrawState();
if (wasRunning != isRunning ||
wasSneaking != isSneaking || wasForceJumping != isForceJumping ||
wasForceMoveJumping != isForceMoveJumping || lastDrawState != currentDrawState ||
wasJumping || isJumping || wasFlying != isFlying ||
forceUpdate)
{
wasSneaking = isSneaking;
wasRunning = isRunning;
wasForceJumping = isForceJumping;
wasForceMoveJumping = isForceMoveJumping;
lastDrawState = currentDrawState;
wasFlying = isFlying;
wasJumping = isJumping;
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_ForceJump, isJumping);
movementFlags = __SETFLAG(CreatureStats::Flag_ForceMoveJump, isForceMoveJumping);
#undef __SETFLAG
if (currentDrawState == MWMechanics::DrawState_Nothing)
drawState = 0;
else if (currentDrawState == MWMechanics::DrawState_Weapon)
drawState = 1;
else if (currentDrawState == MWMechanics::DrawState_Spell)
drawState = 2;
if (isJumping)
updatePosition(true); // fix position after jump;
getNetworking()->getPlayerPacket(ID_PLAYER_ANIM_FLAGS)->setPlayer(this);
getNetworking()->getPlayerPacket(ID_PLAYER_ANIM_FLAGS)->Send();
}
}
void LocalPlayer::addItems()
{
MWWorld::Ptr ptrPlayer = getPlayerPtr();
MWWorld::ContainerStore &ptrStore = ptrPlayer.getClass().getContainerStore(ptrPlayer);
for (unsigned int i = 0; i < inventoryChanges.count; i++)
{
mwmp::Item item = inventoryChanges.items.at(i);
MWWorld::Ptr itemPtr = *ptrStore.add(item.refId, item.count, ptrPlayer);
if (item.charge != -1)
itemPtr.getCellRef().setCharge(item.charge);
}
}
void LocalPlayer::addSpells()
{
MWWorld::Ptr ptrPlayer = getPlayerPtr();
MWMechanics::Spells &ptrSpells = ptrPlayer.getClass().getCreatureStats(ptrPlayer).getSpells();
for (vector<ESM::Spell>::const_iterator spell = spellbookChanges.spells.begin(); spell != spellbookChanges.spells.end(); spell++)
ptrSpells.add(spell->mId);
}
void LocalPlayer::addJournalItems()
{
for (unsigned int i = 0; i < journalChanges.count; i++)
{
mwmp::JournalItem journalItem = journalChanges.journalItems.at(i);
if (journalItem.type == JournalItem::ENTRY)
{
MWWorld::CellStore *ptrCellStore = Main::get().getCellController()->getCellStore(journalItem.actorCell);
if (!ptrCellStore) continue;
MWWorld::Ptr ptrFound = ptrCellStore->searchExact(journalItem.actorRefNumIndex, journalItem.actorMpNum);
if (!ptrFound)
{
ptrFound = getPlayerPtr();
}
MWBase::Environment::get().getJournal()->addEntry(journalItem.quest, journalItem.index, ptrFound);
}
else
{
MWBase::Environment::get().getJournal()->setJournalIndex(journalItem.quest, journalItem.index);
}
}
}
void LocalPlayer::addTopics()
{
for (unsigned int i = 0; i < topicChanges.count; i++)
{
mwmp::Topic topic = topicChanges.topics.at(i);
std::string topicId = topic.topicId;
// If we're using a translated version of Morrowind, translate this topic from English into our language
if (MWBase::Environment::get().getWindowManager()->getTranslationDataStorage().hasTranslation())
topicId = MWBase::Environment::get().getWindowManager()->getTranslationDataStorage().getLocalizedTopicId(topicId);
MWBase::Environment::get().getDialogueManager()->addTopic(topicId);
if (MWBase::Environment::get().getWindowManager()->containsMode(MWGui::GM_Dialogue))
MWBase::Environment::get().getDialogueManager()->updateTopics();
}
}
void LocalPlayer::removeItems()
{
MWWorld::Ptr ptrPlayer = getPlayerPtr();
MWWorld::ContainerStore &ptrStore = ptrPlayer.getClass().getContainerStore(ptrPlayer);
for (unsigned int i = 0; i < inventoryChanges.count; i++)
{
mwmp::Item item = inventoryChanges.items.at(i);
ptrStore.remove(item.refId, item.count, ptrPlayer);
}
}
void LocalPlayer::removeSpells()
{
MWWorld::Ptr ptrPlayer = getPlayerPtr();
MWMechanics::Spells &ptrSpells = ptrPlayer.getClass().getCreatureStats(ptrPlayer).getSpells();
for (vector<ESM::Spell>::const_iterator spell = spellbookChanges.spells.begin(); spell != spellbookChanges.spells.end(); spell++)
{
ptrSpells.remove(spell->mId);
MWBase::WindowManager *wm = MWBase::Environment::get().getWindowManager();
if (spell->mId == wm->getSelectedSpell())
wm->unsetSelectedSpell();
}
}
void LocalPlayer::setDynamicStats()
{
MWBase::World *world = MWBase::Environment::get().getWorld();
MWWorld::Ptr player = world->getPlayerPtr();
MWMechanics::CreatureStats *ptrCreatureStats = &player.getClass().getCreatureStats(player);
MWMechanics::DynamicStat<float> dynamicStat;
for (int i = 0; i < 3; ++i)
{
dynamicStat = ptrCreatureStats->getDynamic(i);
dynamicStat.setBase(creatureStats.mDynamic[i].mBase);
dynamicStat.setCurrent(creatureStats.mDynamic[i].mCurrent);
ptrCreatureStats->setDynamic(i, dynamicStat);
}
}
void LocalPlayer::setAttributes()
{
MWBase::World *world = MWBase::Environment::get().getWorld();
MWWorld::Ptr player = world->getPlayerPtr();
MWMechanics::CreatureStats *ptrCreatureStats = &player.getClass().getCreatureStats(player);
MWMechanics::AttributeValue attributeValue;
for (int i = 0; i < 8; ++i)
{
attributeValue.readState(creatureStats.mAttributes[i]);
ptrCreatureStats->setAttribute(i, attributeValue);
}
}
void LocalPlayer::setSkills()
{
MWBase::World *world = MWBase::Environment::get().getWorld();
MWWorld::Ptr player = world->getPlayerPtr();
MWMechanics::NpcStats *ptrNpcStats = &player.getClass().getNpcStats(player);
MWMechanics::SkillValue skillValue;
for (int i = 0; i < 27; ++i)
{
skillValue.readState(npcStats.mSkills[i]);
ptrNpcStats->setSkill(i, skillValue);
}
for (int i = 0; i < 8; ++i)
{
ptrNpcStats->setSkillIncrease(i, npcStats.mSkillIncrease[i]);
}
ptrNpcStats->setLevelProgress(npcStats.mLevelProgress);
}
void LocalPlayer::setLevel()
{
MWBase::World *world = MWBase::Environment::get().getWorld();
MWWorld::Ptr player = world->getPlayerPtr();
MWMechanics::CreatureStats *ptrCreatureStats = &player.getClass().getCreatureStats(player);
ptrCreatureStats->setLevel(creatureStats.mLevel);
}
void LocalPlayer::setBounty()
{
MWBase::World *world = MWBase::Environment::get().getWorld();
MWWorld::Ptr player = world->getPlayerPtr();
MWMechanics::NpcStats *ptrNpcStats = &player.getClass().getNpcStats(player);
ptrNpcStats->setBounty(npcStats.mBounty);
}
void LocalPlayer::setPosition()
{
MWBase::World *world = MWBase::Environment::get().getWorld();
MWWorld::Ptr player = world->getPlayerPtr();
// If we're ignoring this position packet because of an invalid cell change,
// don't make the next one get ignored as well
if (ignorePosPacket)
{
ignorePosPacket = false;
}
else
{
world->getPlayer().setTeleported(true);
world->moveObject(player, position.pos[0], position.pos[1], position.pos[2]);
world->rotateObject(player, position.rot[0], position.rot[1], position.rot[2]);
}
updatePosition(true);
// Make sure we update our draw state, or we'll end up with the wrong one
updateAnimFlags(true);
}
void LocalPlayer::setCell()
{
MWBase::World *world = MWBase::Environment::get().getWorld();
MWWorld::Ptr player = world->getPlayerPtr();
ESM::Position pos;
// To avoid crashes, close any container menus this player may be in
if (MWBase::Environment::get().getWindowManager()->containsMode(MWGui::GM_Container))
{
MWBase::Environment::get().getWindowManager()->removeGuiMode(MWGui::GM_Container);
MWBase::Environment::get().getWindowManager()->setDragDrop(false);
}
world->getPlayer().setTeleported(true);
int x = cell.mData.mX;
int y = cell.mData.mY;
if (cell.isExterior())
{
world->indexToPosition(x, y, pos.pos[0], pos.pos[1], true);
pos.pos[2] = 0;
pos.rot[0] = pos.rot[1] = pos.rot[2] = 0;
world->changeToExteriorCell(pos, true);
world->fixPosition(player);
}
else if (world->findExteriorPosition(cell.mName, pos))
{
world->changeToExteriorCell(pos, true);
world->fixPosition(player);
}
else
{
try
{
world->findInteriorPosition(cell.mName, pos);
world->changeToInteriorCell(cell.mName, pos, true);
}
// If we've been sent to an invalid interior, ignore the incoming
// packet about our position in that cell
catch (std::exception&)
{
LOG_APPEND(Log::LOG_INFO, "%s", "- Cell doesn't exist on this client");
ignorePosPacket = true;
}
}
updateCell(true);
}
void LocalPlayer::setClass()
{
if (charClass.mId.empty()) // custom class
{
charClass.mData.mIsPlayable = 0x1;
MWBase::Environment::get().getMechanicsManager()->setPlayerClass(charClass);
MWBase::Environment::get().getWindowManager()->setPlayerClass(charClass);
}
else
{
MWBase::Environment::get().getMechanicsManager()->setPlayerClass(charClass.mId);
const ESM::Class *existingCharClass = MWBase::Environment::get().getWorld()->getStore().get<ESM::Class>().find(charClass.mId);
if (existingCharClass)
MWBase::Environment::get().getWindowManager()->setPlayerClass(charClass);
}
}
void LocalPlayer::setEquipment()
{
MWWorld::Ptr ptrPlayer = getPlayerPtr();
MWWorld::InventoryStore &ptrInventory = ptrPlayer.getClass().getInventoryStore(ptrPlayer);
for (int slot = 0; slot < MWWorld::InventoryStore::Slots; slot++)
{
mwmp::Item *currentItem = &equipedItems[slot];
if (!currentItem->refId.empty())
{
MWWorld::ContainerStoreIterator it = ptrInventory.begin();
for (; it != ptrInventory.end(); ++it) // find item in inventory
{
if (::Misc::StringUtils::ciEqual(it->getCellRef().getRefId(), currentItem->refId))
break;
}
if (it == ptrInventory.end()) // if not exists add item
ptrInventory.equip(
slot,
ptrInventory.ContainerStore::add(
equipedItems[slot].refId.c_str(),
equipedItems[slot].count,
ptrPlayer),
ptrPlayer);
else
ptrInventory.equip(slot, it, ptrPlayer);
}
else
{
ptrInventory.unequipSlot(slot, ptrPlayer);
}
}
}
void LocalPlayer::setInventory()
{
MWWorld::Ptr ptrPlayer = getPlayerPtr();
MWWorld::ContainerStore &ptrStore = ptrPlayer.getClass().getContainerStore(ptrPlayer);
// Clear items in inventory
ptrStore.clear();
// Proceed by adding items
addItems();
// Don't automatically setEquipment() here, or the player could end
// up getting a new set of their starting clothes, or other items
// supposed to no longer exist
//
// Instead, expect server scripts to do that manually
}
void LocalPlayer::setSpellbook()
{
MWWorld::Ptr ptrPlayer = getPlayerPtr();
MWMechanics::Spells &ptrSpells = ptrPlayer.getClass().getCreatureStats(ptrPlayer).getSpells();
// Clear spells in spellbook, while ignoring abilities, powers, etc.
while (true)
{
MWMechanics::Spells::TIterator iter = ptrSpells.begin();
for (; iter != ptrSpells.end(); iter++)
{
const ESM::Spell *spell = iter->first;
if (spell->mData.mType == ESM::Spell::ST_Spell)
{
ptrSpells.remove(spell->mId);
break;
}
}
if (iter == ptrSpells.end())
break;
}
// Proceed by adding spells
addSpells();
}
void LocalPlayer::setFactions()
{
MWWorld::Ptr player = getPlayerPtr();
MWMechanics::NpcStats &ptrNpcStats = player.getClass().getNpcStats(player);
for (unsigned int i = 0; i < factionChanges.count; i++)
{
mwmp::Faction faction = factionChanges.factions.at(i);
// If the player isn't in this faction, make them join it
if (!ptrNpcStats.isInFaction(faction.factionId))
ptrNpcStats.joinFaction(faction.factionId);
// While the faction rank is different in the packet than in the NpcStats,
// adjust the NpcStats accordingly
while (faction.rank != ptrNpcStats.getFactionRanks().at(faction.factionId))
{
if (faction.rank > ptrNpcStats.getFactionRanks().at(faction.factionId))
ptrNpcStats.raiseRank(faction.factionId);
else
ptrNpcStats.lowerRank(faction.factionId);
}
// If the expelled state is different in the packet than in the NpcStats,
// adjust the NpcStats accordingly
if (faction.isExpelled != ptrNpcStats.getExpelled(faction.factionId))
{
if (faction.isExpelled)
ptrNpcStats.expell(faction.factionId);
else
ptrNpcStats.clearExpelled(faction.factionId);
}
}
}
void LocalPlayer::setKills()
{
for (unsigned int i = 0; i < killChanges.count; i++)
{
mwmp::Kill kill = killChanges.kills.at(i);
std::string refId = kill.refId;
int number = kill.number;
MWBase::Environment::get().getMechanicsManager()->setDeaths(refId, number);
}
}
void LocalPlayer::sendClass()
{
MWBase::World *world = MWBase::Environment::get().getWorld();
const ESM::NPC *cpl = world->getPlayerPtr().get<ESM::NPC>()->mBase;
const ESM::Class *cls = world->getStore().get<ESM::Class>().find(cpl->mClass);
if (cpl->mClass.find("$dynamic") != string::npos) // custom class
{
charClass.mId = "";
charClass.mName = cls->mName;
charClass.mDescription = cls->mDescription;
charClass.mData = cls->mData;
}
else
charClass.mId = cls->mId;
getNetworking()->getPlayerPacket(ID_PLAYER_CHARCLASS)->setPlayer(this);
getNetworking()->getPlayerPacket(ID_PLAYER_CHARCLASS)->Send();
}
void LocalPlayer::sendInventory()
{
MWWorld::Ptr ptrPlayer = getPlayerPtr();
MWWorld::InventoryStore &ptrInventory = ptrPlayer.getClass().getInventoryStore(ptrPlayer);
mwmp::Item item;
inventoryChanges.items.clear();
for (MWWorld::ContainerStoreIterator iter(ptrInventory.begin()); iter != ptrInventory.end(); ++iter)
{
item.refId = iter->getCellRef().getRefId();
if (item.refId.find("$dynamic") != string::npos) // skip generated items (self enchanted for e.g.)
continue;
item.count = iter->getRefData().getCount();
item.charge = iter->getCellRef().getCharge();
inventoryChanges.items.push_back(item);
}
inventoryChanges.count = (unsigned int) inventoryChanges.items.size();
inventoryChanges.action = InventoryChanges::SET;
getNetworking()->getPlayerPacket(ID_PLAYER_INVENTORY)->setPlayer(this);
getNetworking()->getPlayerPacket(ID_PLAYER_INVENTORY)->Send();
}
void LocalPlayer::sendSpellbook()
{
MWWorld::Ptr ptrPlayer = getPlayerPtr();
MWMechanics::Spells &ptrSpells = ptrPlayer.getClass().getCreatureStats(ptrPlayer).getSpells();
spellbookChanges.spells.clear();
// Send spells in spellbook, while ignoring abilities, powers, etc.
for (MWMechanics::Spells::TIterator iter = ptrSpells.begin(); iter != ptrSpells.end(); ++iter)
{
const ESM::Spell *spell = iter->first;
if (spell->mData.mType == ESM::Spell::ST_Spell)
{
spellbookChanges.spells.push_back(*spell);
}
}
spellbookChanges.action = SpellbookChanges::SET;
getNetworking()->getPlayerPacket(ID_PLAYER_SPELLBOOK)->setPlayer(this);
getNetworking()->getPlayerPacket(ID_PLAYER_SPELLBOOK)->Send();
}
void LocalPlayer::sendCellStates()
{
LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Sending ID_PLAYER_CELL_STATE to server");
getNetworking()->getPlayerPacket(ID_PLAYER_CELL_STATE)->setPlayer(this);
getNetworking()->getPlayerPacket(ID_PLAYER_CELL_STATE)->Send();
}
void LocalPlayer::sendSpellAddition(std::string id)
{
if (id.find("$dynamic") != string::npos) // skip custom spells
return;
spellbookChanges.spells.clear();
ESM::Spell spell;
spell.mId = id;
spellbookChanges.spells.push_back(spell);
spellbookChanges.action = SpellbookChanges::ADD;
getNetworking()->getPlayerPacket(ID_PLAYER_SPELLBOOK)->setPlayer(this);
getNetworking()->getPlayerPacket(ID_PLAYER_SPELLBOOK)->Send();
}
void LocalPlayer::sendSpellRemoval(std::string id)
{
if (id.find("$dynamic") != string::npos) // skip custom spells
return;
spellbookChanges.spells.clear();
ESM::Spell spell;
spell.mId = id;
spellbookChanges.spells.push_back(spell);
spellbookChanges.action = SpellbookChanges::REMOVE;
getNetworking()->getPlayerPacket(ID_PLAYER_SPELLBOOK)->setPlayer(this);
getNetworking()->getPlayerPacket(ID_PLAYER_SPELLBOOK)->Send();
}
void LocalPlayer::sendSpellAddition(const ESM::Spell &spell)
{
LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Not implemented.");
}
void LocalPlayer::sendSpellRemoval(const ESM::Spell &spell)
{
LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Not implemented.");
}
void LocalPlayer::sendJournalEntry(const std::string& quest, int index, const MWWorld::Ptr& actor)
{
journalChanges.journalItems.clear();
mwmp::JournalItem journalItem;
journalItem.type = JournalItem::ENTRY;
journalItem.quest = quest;
journalItem.index = index;
if (actor.mCell != nullptr)
journalItem.actorCell = *actor.mCell->getCell();
journalItem.actorRefId = actor.getCellRef().getRefId();
journalItem.actorRefNumIndex = actor.getCellRef().getRefNum().mIndex;
journalItem.actorMpNum = actor.getCellRef().getMpNum();
journalChanges.journalItems.push_back(journalItem);
getNetworking()->getPlayerPacket(ID_PLAYER_JOURNAL)->setPlayer(this);
getNetworking()->getPlayerPacket(ID_PLAYER_JOURNAL)->Send();
}
void LocalPlayer::sendJournalIndex(const std::string& quest, int index)
{
journalChanges.journalItems.clear();
mwmp::JournalItem journalItem;
journalItem.type = JournalItem::INDEX;
journalItem.quest = quest;
journalItem.index = index;
journalChanges.journalItems.push_back(journalItem);
getNetworking()->getPlayerPacket(ID_PLAYER_JOURNAL)->setPlayer(this);
getNetworking()->getPlayerPacket(ID_PLAYER_JOURNAL)->Send();
}
void LocalPlayer::sendFaction(const std::string& factionId, int rank, bool isExpelled)
{
factionChanges.factions.clear();
mwmp::Faction faction;
faction.factionId = factionId;
faction.rank = rank;
faction.isExpelled = isExpelled;
factionChanges.factions.push_back(faction);
getNetworking()->getPlayerPacket(ID_PLAYER_FACTION)->setPlayer(this);
getNetworking()->getPlayerPacket(ID_PLAYER_FACTION)->Send();
}
void LocalPlayer::sendTopic(const std::string& topicId)
{
topicChanges.topics.clear();
mwmp::Topic topic;
// For translated versions of the game, make sure we translate the topic back into English first
if (MWBase::Environment::get().getWindowManager()->getTranslationDataStorage().hasTranslation())
topic.topicId = MWBase::Environment::get().getWindowManager()->getTranslationDataStorage().topicID(topicId);
else
topic.topicId = topicId;
LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Sending ID_PLAYER_TOPIC with topic %s", topic.topicId.c_str());
topicChanges.topics.push_back(topic);
getNetworking()->getPlayerPacket(ID_PLAYER_TOPIC)->setPlayer(this);
getNetworking()->getPlayerPacket(ID_PLAYER_TOPIC)->Send();
}
void LocalPlayer::sendKill(const std::string& refId, int number)
{
killChanges.kills.clear();
mwmp::Kill kill;
kill.refId = refId;
kill.number = number;
LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Sending ID_PLAYER_KILL_COUNT with refId %s, number %i", refId.c_str(), number);
killChanges.kills.push_back(kill);
getNetworking()->getPlayerPacket(ID_PLAYER_KILL_COUNT)->setPlayer(this);
getNetworking()->getPlayerPacket(ID_PLAYER_KILL_COUNT)->Send();
}
void LocalPlayer::clearCellStates()
{
cellStateChanges.cellStates.clear();
}
void LocalPlayer::clearCurrentContainer()
{
currentContainer.refId = "";
currentContainer.refNumIndex = 0;
currentContainer.mpNum = 0;
}
void LocalPlayer::storeCellState(ESM::Cell cell, int stateType)
{
std::vector<CellState>::iterator iter;
for (iter = cellStateChanges.cellStates.begin(); iter != cellStateChanges.cellStates.end(); )
{
// If there's already a cell state recorded for this particular cell,
// remove it
if (cell.getDescription() == (*iter).cell.getDescription())
{
iter = cellStateChanges.cellStates.erase(iter);
}
else
++iter;
}
CellState cellState;
cellState.cell = cell;
cellState.type = stateType;
cellStateChanges.cellStates.push_back(cellState);
}
void LocalPlayer::storeCurrentContainer(const MWWorld::Ptr &container, bool loot)
{
currentContainer.refId = container.getCellRef().getRefId();
currentContainer.refNumIndex = container.getCellRef().getRefNum().mIndex;
currentContainer.mpNum = container.getCellRef().getMpNum();
currentContainer.loot = loot;
}