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

632 lines
20 KiB
C++

#include <boost/algorithm/clamp.hpp>
#include <components/openmw-mp/TimedLog.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/movement.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;
DedicatedPlayer::DedicatedPlayer(RakNet::RakNetGUID guid) : BasePlayer(guid)
{
reference = 0;
attack.pressed = false;
cast.pressed = false;
creatureStats.mDead = false;
// Give this new character a temporary high fatigue so it doesn't spawn on
// the ground
creatureStats.mDynamic[2].mBase = 1000;
attack.instant = false;
MWBase::World* world = MWBase::Environment::get().getWorld();
cell = *world->getInterior(RecordHelper::getPlaceholderInteriorCellName())->getCell();
position.pos[0] = position.pos[1] = position.pos[2] = 0;
npc = *world->getPlayerPtr().get<ESM::NPC>()->mBase;
npc.mId = "";
previousRace = npc.mRace;
hasReceivedInitialEquipment = false;
hasFinishedInitialTeleportation = false;
isJumping = false;
wasJumping = false;
}
DedicatedPlayer::~DedicatedPlayer()
{
}
void DedicatedPlayer::update(float dt)
{
// Only move and set anim flags if the framerate isn't too low
if (dt < 0.1)
{
move(dt);
setAnimFlags();
}
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())
MWBase::Environment::get().getMechanicsManager()->resurrect(ptr);
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);
}
void DedicatedPlayer::move(float dt)
{
if (!reference) return;
ESM::Position refPos = ptr.getRefData().getPosition();
MWBase::World *world = MWBase::Environment::get().getWorld();
const int maxInterpolationDistance = 80;
// 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::doesRecordIdExist<ESM::Race>(npc.mRace))
npc.mRace = previousRace;
if (!reference)
{
npc.mId = RecordHelper::createRecord(npc)->mId;
createReference(npc.mId);
}
else
{
RecordHelper::overrideRecord(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::setStatsDynamic()
{
MWMechanics::CreatureStats* ptrCreatureStats = &getPtr().getClass().getCreatureStats(getPtr());
MWMechanics::DynamicStat<float> value;
for (int i = 0; i < 3; ++i)
{
value.readState(creatureStats.mDynamic[i]);
ptrCreatureStats->setDynamic(i, value);
}
}
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 && !hasTcl && !isLevitationPurged)
{
ptr.getClass().getCreatureStats(ptr).getActiveSpells().purgeEffect(ESM::MagicEffect::Levitate);
isLevitationPurged = true;
}
else if ((isFlying || hasTcl) && !world->isFlying(ptr))
{
MWMechanics::CastSpell levitationCast(ptr, ptr);
levitationCast.mHitPosition = ptr.getRefData().getPosition().asVec3();
levitationCast.mAlwaysSucceed = true;
levitationCast.cast("Levitate");
isLevitationPurged = false;
}
if (isJumping && !wasJumping)
{
world->setOnGround(ptr, false);
wasJumping = true;
}
else if (wasJumping && !isJumping)
{
world->setOnGround(ptr, true);
wasJumping = false;
}
MWMechanics::CreatureStats *ptrCreatureStats = &ptr.getClass().getCreatureStats(ptr);
ptrCreatureStats->setDrawState(static_cast<MWMechanics::DrawState_>(drawState));
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;
bool equippedSomething = false;
MWWorld::InventoryStore& invStore = ptr.getClass().getInventoryStore(ptr);
for (int slot = 0; slot < MWWorld::InventoryStore::Slots; ++slot)
{
MWWorld::ContainerStoreIterator it = invStore.getSlot(slot);
const std::string &packetRefId = equipmentItems[slot].refId;
std::string ptrItemId = "";
bool equal = false;
if (it != invStore.end())
{
ptrItemId = it->getCellRef().getRefId();
if (!Misc::StringUtils::ciEqual(ptrItemId, packetRefId)) // if other item is now equipped
{
MWWorld::ContainerStore &store = ptr.getClass().getContainerStore(ptr);
// Remove the items that are no longer equipped, except for throwing weapons and ranged weapon ammo that
// have just run out but still need to be kept briefly so they can be used in attacks about to be released
bool shouldRemove = true;
if (attack.type == mwmp::Attack::RANGED && packetRefId.empty() && !attack.pressed)
{
if (slot == MWWorld::InventoryStore::Slot_CarriedRight && Misc::StringUtils::ciEqual(ptrItemId, attack.rangedWeaponId))
shouldRemove = false;
else if (slot == MWWorld::InventoryStore::Slot_Ammunition && Misc::StringUtils::ciEqual(ptrItemId, attack.rangedAmmoId))
shouldRemove = false;
}
if (shouldRemove)
{
store.remove(ptrItemId, store.count(ptrItemId), ptr);
}
}
else
equal = true;
}
if (packetRefId.empty() || equal)
continue;
const int count = equipmentItems[slot].count;
ptr.getClass().getContainerStore(ptr).add(packetRefId, count, ptr);
// Equip items silently if this is the first time equipment is being set for this character
equipItem(packetRefId, !hasReceivedInitialEquipment);
equippedSomething = true;
}
// Only track the initial equipment as received if at least one item has been equipped
if (equippedSomething)
hasReceivedInitialEquipment = true;
}
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::doesRecordIdExist<ESM::Creature>(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(TimedLog::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::createRecord(creature)->mId;
LOG_APPEND(TimedLog::LOG_INFO, "- Creating new creature record %s", creatureRecordId.c_str());
}
else
{
creature.mId = creatureRecordId;
RecordHelper::overrideRecord(creature);
}
LOG_APPEND(TimedLog::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::overrideRecord(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::setCell()
{
// Prevent cell update when reference doesn't exist
if (!reference) return;
MWBase::World *world = MWBase::Environment::get().getWorld();
LOG_MESSAGE_SIMPLE(TimedLog::LOG_INFO, "Server says DedicatedPlayer %s moved to %s",
npc.mName.c_str(), cell.getShortDescription().c_str());
MWWorld::CellStore *cellStore = Main::get().getCellController()->getCellStore(cell);
if (!cellStore)
{
LOG_APPEND(TimedLog::LOG_INFO, "%s", "- Cell doesn't exist on this client");
world->disable(getPtr());
return;
}
else
world->enable(getPtr());
// Make sure the Ptr's dynamic stats and anim flags are up-to-date, so it doesn't show up
// knocked down or in a jump loop when it shouldn't
setStatsDynamic();
setAnimFlags();
// 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
{
enableMarker();
}
// 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::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::equipItem(std::string itemId, bool noSound)
{
for (const auto& itemPtr : ptr.getClass().getInventoryStore(ptr))
{
if (::Misc::StringUtils::ciEqual(itemPtr.getCellRef().getRefId(), itemId))
{
std::shared_ptr<MWWorld::Action> action = itemPtr.getClass().use(itemPtr);
action->execute(ptr, noSound);
break;
}
}
}
void DedicatedPlayer::die()
{
MWMechanics::DynamicStat<float> health;
creatureStats.mDead = true;
health.readState(creatureStats.mDynamic[0]);
health.setCurrent(0);
health.writeState(creatureStats.mDynamic[0]);
ptr.getClass().getCreatureStats(ptr).setHealth(health);
}
void DedicatedPlayer::resurrect()
{
creatureStats.mDead = false;
if (creatureStats.mDynamic[0].mMod < 1)
creatureStats.mDynamic[0].mMod = 1;
creatureStats.mDynamic[0].mCurrent = creatureStats.mDynamic[0].mMod;
MWBase::Environment::get().getMechanicsManager()->resurrect(getPtr());
MWMechanics::DynamicStat<float> health;
health.readState(creatureStats.mDynamic[0]);
getPtr().getClass().getCreatureStats(getPtr()).setHealth(health);
}
void DedicatedPlayer::addSpellsActive()
{
MWMechanics::ActiveSpells& activeSpells = getPtr().getClass().getCreatureStats(getPtr()).getActiveSpells();
for (const auto& activeSpell : spellsActiveChanges.activeSpells)
{
MWWorld::TimeStamp timestamp = MWWorld::TimeStamp(activeSpell.timestampHour, activeSpell.timestampDay);
int casterActorId = MechanicsHelper::getActorId(activeSpell.caster);
MechanicsHelper::createSpellGfx(getPtr(), activeSpell.params.mEffects);
// Don't do a check for a spell's existence, because active effects from potions need to be applied here too
activeSpells.addSpell(activeSpell.id, activeSpell.isStackingSpell, activeSpell.params.mEffects, activeSpell.params.mDisplayName, casterActorId, timestamp, false);
}
}
void DedicatedPlayer::removeSpellsActive()
{
MWMechanics::ActiveSpells& activeSpells = getPtr().getClass().getCreatureStats(getPtr()).getActiveSpells();
for (const auto& activeSpell : spellsActiveChanges.activeSpells)
{
// Remove stacking spells based on their timestamps
if (activeSpell.isStackingSpell)
{
MWWorld::TimeStamp timestamp = MWWorld::TimeStamp(activeSpell.timestampHour, activeSpell.timestampDay);
activeSpells.removeSpellByTimestamp(activeSpell.id, timestamp);
}
else
{
activeSpells.removeEffects(activeSpell.id);
}
}
}
void DedicatedPlayer::setSpellsActive()
{
MWMechanics::ActiveSpells& activeSpells = getPtr().getClass().getCreatureStats(getPtr()).getActiveSpells();
activeSpells.clear();
// Proceed by adding spells active
addSpellsActive();
}
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::enableMarker()
{
markerEnabled = true;
updateMarker();
}
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::createReference(const std::string& recId)
{
MWBase::World *world = MWBase::Environment::get().getWorld();
reference = new MWWorld::ManualRef(world->getStore(), recId, 1);
LOG_APPEND(TimedLog::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;
enableMarker();
}
void DedicatedPlayer::deleteReference()
{
MWBase::World *world = MWBase::Environment::get().getWorld();
LOG_APPEND(TimedLog::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);
}