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

286 lines
8.3 KiB
C++

//
// Created by koncord on 02.01.16.
//
#include <boost/algorithm/clamp.hpp>
#include <components/openmw-mp/Log.hpp>
#include "../mwbase/environment.hpp"
#include "../mwgui/windowmanagerimp.hpp"
#include "../mwclass/npc.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"
using namespace mwmp;
using namespace std;
DedicatedPlayer::DedicatedPlayer(RakNet::RakNetGUID guid) : BasePlayer(guid)
{
reference = 0;
attack.pressed = 0;
creatureStats.mDead = false;
movementFlags = 0;
}
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);
move(dt);
updateAnimFlags();
}
void DedicatedPlayer::move(float dt)
{
if (state != 2) return;
ESM::Position refPos = ptr.getRefData().getPosition();
MWBase::World *world = MWBase::Environment::get().getWorld();
{
static const int timeMultiplier = 15;
osg::Vec3f lerp = Main::get().getMechanicsHelper()->getLinearInterpolation(refPos.asVec3(), position.asVec3(), dt * timeMultiplier);
refPos.pos[0] = lerp.x();
refPos.pos[1] = lerp.y();
refPos.pos[2] = lerp.z();
world->moveObject(ptr, refPos.pos[0], refPos.pos[1], refPos.pos[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];
world->rotateObject(ptr, position.rot[0], position.rot[1], position.rot[2]);
}
void DedicatedPlayer::updateAnimFlags()
{
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::updateEquipment()
{
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 = equipedItems[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 = equipedItems[slot].count;
ptr.getClass().getContainerStore(ptr).add(dedicItem, count, ptr);
for (MWWorld::ContainerStoreIterator it2 = invStore.begin(); it2 != invStore.end(); ++it2)
{
if (::Misc::StringUtils::ciEqual(it2->getCellRef().getRefId(), dedicItem)) // equip item
{
boost::shared_ptr<MWWorld::Action> action = it2->getClass().use(*it2);
action->execute(ptr);
break;
}
}
}
}
void DedicatedPlayer::updateCell()
{
// Prevent cell update when player hasn't been instantiated yet
if (state == 0)
return;
MWBase::World *world = MWBase::Environment::get().getWorld();
MWWorld::CellStore *cellStore;
LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Server says DedicatedPlayer %s moved to %s",
this->npc.mName.c_str(), cell.getDescription().c_str());
try
{
if (cell.isExterior())
cellStore = world->getExterior(cell.mData.mX, cell.mData.mY);
else
cellStore = world->getInterior(cell.mName);
}
// If the intended cell doesn't exist on this client, use ToddTest as a replacement
catch (std::exception&)
{
cellStore = world->getInterior("ToddTest");
LOG_APPEND(Log::LOG_INFO, "%s", "- Cell doesn't exist on this client");
}
if (!cellStore) return;
// 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]));
// If this player is now in a cell that is active for us, we should send them all
// NPC data in that cell
if (Main::get().getCellController()->isActiveWorldCell(cell))
{
if (Main::get().getCellController()->isInitializedCell(cell))
Main::get().getCellController()->getCell(cell)->updateLocal(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;
Main::get().getGUIController()->mPlayerMarkers.deleteMarker(marker);
}
void DedicatedPlayer::setMarkerState(bool state)
{
if (state)
{
markerEnabled = true;
updateMarker();
}
else
removeMarker();
}
MWWorld::Ptr DedicatedPlayer::getPtr()
{
return ptr;
}
MWWorld::Ptr DedicatedPlayer::getLiveCellPtr()
{
return reference->getPtr();
}
MWWorld::ManualRef *DedicatedPlayer::getRef()
{
return reference;
}
void DedicatedPlayer::setPtr(const MWWorld::Ptr& newPtr)
{
ptr = newPtr;
}