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

375 lines
12 KiB
C++

#include <components/openmw-mp/Log.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/soundmanager.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwdialogue/dialoguemanagerimp.hpp"
#include "../mwmechanics/aiactivate.hpp"
#include "../mwmechanics/aicombat.hpp"
#include "../mwmechanics/aiescort.hpp"
#include "../mwmechanics/aifollow.hpp"
#include "../mwmechanics/aitravel.hpp"
#include "../mwmechanics/aiwander.hpp"
#include "../mwmechanics/creaturestats.hpp"
#include "../mwmechanics/mechanicsmanagerimp.hpp"
#include "../mwmechanics/movement.hpp"
#include "../mwrender/animation.hpp"
#include "../mwworld/action.hpp"
#include "../mwworld/cellstore.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwworld/worldimp.hpp"
#include "DedicatedActor.hpp"
#include "Main.hpp"
#include "CellController.hpp"
#include "MechanicsHelper.hpp"
using namespace mwmp;
using namespace std;
DedicatedActor::DedicatedActor()
{
drawState = MWMechanics::DrawState_::DrawState_Nothing;
movementFlags = 0;
animation.groupname = "";
sound = "";
hasPositionData = false;
hasStatsDynamicData = false;
hasChangedCell = true;
attack.pressed = false;
}
DedicatedActor::~DedicatedActor()
{
}
void DedicatedActor::update(float dt)
{
// Only move and set anim flags if the framerate isn't too low
if (dt < 0.1)
{
move(dt);
setAnimFlags();
}
setStatsDynamic();
}
void DedicatedActor::setCell(MWWorld::CellStore *cellStore)
{
MWBase::World *world = MWBase::Environment::get().getWorld();
ptr = world->moveObject(ptr, cellStore, position.pos[0], position.pos[1], position.pos[2]);
setMovementSettings();
hasChangedCell = true;
}
void DedicatedActor::move(float dt)
{
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;
// Don't apply linear interpolation if the DedicatedActor has just gone through a cell change, because
// the interpolated position will be invalid, causing a slight hopping glitch
if (shouldInterpolate && !hasChangedCell)
{
static const int timeMultiplier = 15;
osg::Vec3f lerp = MechanicsHelper::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]);
}
else
{
setPosition();
hasChangedCell = false;
}
setMovementSettings();
world->rotateObject(ptr, position.rot[0], position.rot[1], position.rot[2]);
}
void DedicatedActor::setMovementSettings()
{
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 DedicatedActor::setPosition()
{
MWBase::World *world = MWBase::Environment::get().getWorld();
world->moveObject(ptr, position.pos[0], position.pos[1], position.pos[2]);
}
void DedicatedActor::setAnimFlags()
{
using namespace MWMechanics;
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 DedicatedActor::setStatsDynamic()
{
// Only set dynamic stats if we have received at least one packet about them
if (!hasStatsDynamicData) return;
MWMechanics::CreatureStats *ptrCreatureStats = &ptr.getClass().getCreatureStats(ptr);
MWMechanics::DynamicStat<float> value;
// Resurrect this Actor if it's not supposed to be dead according to its authority
if (creatureStats.mDynamic[0].mCurrent > 0)
ptrCreatureStats->resurrect();
for (int i = 0; i < 3; ++i)
{
value.readState(creatureStats.mDynamic[i]);
ptrCreatureStats->setDynamic(i, value);
}
}
void DedicatedActor::setEquipment()
{
if (!ptr.getClass().hasInventoryStore(ptr))
return;
MWWorld::InventoryStore& invStore = ptr.getClass().getInventoryStore(ptr);
for (int slot = 0; slot < MWWorld::InventoryStore::Slots; ++slot)
{
int count = equipmentItems[slot].count;
// If we've somehow received a corrupted item with a count lower than 0, ignore it
if (count < 0) continue;
MWWorld::ContainerStoreIterator it = invStore.getSlot(slot);
const string &packetRefId = equipmentItems[slot].refId;
int packetCharge = equipmentItems[slot].charge;
std::string storeRefId = "";
bool equal = false;
if (it != invStore.end())
{
storeRefId = it->getCellRef().getRefId();
if (!Misc::StringUtils::ciEqual(storeRefId, packetRefId)) // if other item equiped
invStore.unequipSlot(slot, ptr);
else
equal = true;
}
if (packetRefId.empty() || equal)
continue;
if (hasItem(packetRefId, packetCharge))
equipItem(packetRefId, packetCharge);
else
{
ptr.getClass().getContainerStore(ptr).add(packetRefId, count, ptr);
equipItem(packetRefId, packetCharge);
}
}
}
void DedicatedActor::setAi()
{
MWMechanics::CreatureStats *ptrCreatureStats = &ptr.getClass().getCreatureStats(ptr);
ptrCreatureStats->setAiSetting(MWMechanics::CreatureStats::AI_Fight, 0);
LOG_APPEND(Log::LOG_VERBOSE, "- actor cellRef: %s %i-%i",
ptr.getCellRef().getRefId().c_str(), ptr.getCellRef().getRefNum().mIndex, ptr.getCellRef().getMpNum());
if (aiAction == mwmp::BaseActorList::CANCEL)
{
LOG_APPEND(Log::LOG_VERBOSE, "-- Cancelling AI sequence");
ptrCreatureStats->getAiSequence().clear();
}
else if (aiAction == mwmp::BaseActorList::TRAVEL)
{
LOG_APPEND(Log::LOG_VERBOSE, "-- Travelling to %f, %f, %f",
aiCoordinates.pos[0], aiCoordinates.pos[1], aiCoordinates.pos[2]);
MWMechanics::AiTravel package(aiCoordinates.pos[0], aiCoordinates.pos[1], aiCoordinates.pos[2]);
ptrCreatureStats->getAiSequence().stack(package, ptr, true);
}
else if (aiAction == mwmp::BaseActorList::WANDER)
{
LOG_APPEND(Log::LOG_VERBOSE, "-- Wandering for distance %i and duration %i, repetition is %s",
aiDistance, aiDuration, aiShouldRepeat ? "true" : "false");
std::vector<unsigned char> idleList;
MWMechanics::AiWander package(aiDistance, aiDuration, -1, idleList, aiShouldRepeat);
ptrCreatureStats->getAiSequence().stack(package, ptr, true);
}
else if (hasAiTarget)
{
MWWorld::Ptr targetPtr;
if (aiTarget.isPlayer)
{
targetPtr = MechanicsHelper::getPlayerPtr(aiTarget);
LOG_APPEND(Log::LOG_VERBOSE, "-- Has player target %s",
targetPtr.getClass().getName(targetPtr).c_str());
}
else
{
if (mwmp::Main::get().getCellController()->isLocalActor(aiTarget.refNum, aiTarget.mpNum))
targetPtr = mwmp::Main::get().getCellController()->getLocalActor(aiTarget.refNum, aiTarget.mpNum)->getPtr();
else if (mwmp::Main::get().getCellController()->isDedicatedActor(aiTarget.refNum, aiTarget.mpNum))
targetPtr = mwmp::Main::get().getCellController()->getDedicatedActor(aiTarget.refNum, aiTarget.mpNum)->getPtr();
else if (aiAction == mwmp::BaseActorList::ACTIVATE)
targetPtr = MWBase::Environment::get().getWorld()->searchPtrViaUniqueIndex(aiTarget.refNum, aiTarget.mpNum);
if (targetPtr)
{
LOG_APPEND(Log::LOG_VERBOSE, "-- Has actor target %s %i-%i",
targetPtr.getCellRef().getRefId().c_str(), aiTarget.refNum, aiTarget.mpNum);
}
else
{
LOG_APPEND(Log::LOG_VERBOSE, "-- Has invalid actor target %i-%i",
aiTarget.refNum, aiTarget.mpNum);
}
}
if (targetPtr)
{
if (aiAction == mwmp::BaseActorList::ACTIVATE)
{
LOG_APPEND(Log::LOG_VERBOSE, "-- Activating target");
MWMechanics::AiActivate package(targetPtr);
ptrCreatureStats->getAiSequence().stack(package, ptr, true);
}
if (aiAction == mwmp::BaseActorList::COMBAT)
{
LOG_APPEND(Log::LOG_VERBOSE, "-- Starting combat with target");
MWMechanics::AiCombat package(targetPtr);
ptrCreatureStats->getAiSequence().stack(package, ptr, true);
}
else if (aiAction == mwmp::BaseActorList::ESCORT)
{
LOG_APPEND(Log::LOG_VERBOSE, "-- Being escorted by target, for duration %i, to coordinates %f, %f, %f",
aiDuration, aiCoordinates.pos[0], aiCoordinates.pos[1], aiCoordinates.pos[2]);
MWMechanics::AiEscort package(targetPtr.getCellRef().getRefId(), aiDuration,
aiCoordinates.pos[0], aiCoordinates.pos[1], aiCoordinates.pos[2]);
ptrCreatureStats->getAiSequence().stack(package, ptr, true);
}
else if (aiAction == mwmp::BaseActorList::FOLLOW)
{
LOG_APPEND(Log::LOG_VERBOSE, "-- Following target");
MWMechanics::AiFollow package(targetPtr);
package.allowAnyDistance(true);
ptrCreatureStats->getAiSequence().stack(package, ptr, true);
}
}
}
}
void DedicatedActor::playAnimation()
{
if (!animation.groupname.empty())
{
MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(ptr,
animation.groupname, animation.mode, animation.count, animation.persist);
animation.groupname.clear();
}
}
void DedicatedActor::playSound()
{
if (!sound.empty())
{
MWBase::Environment::get().getSoundManager()->say(ptr, sound);
MWBase::WindowManager *winMgr = MWBase::Environment::get().getWindowManager();
if (winMgr->getSubtitlesEnabled())
winMgr->messageBox(MWBase::Environment::get().getDialogueManager()->getVoiceCaption(sound), MWGui::ShowInDialogueMode_Never);
sound.clear();
}
}
bool DedicatedActor::hasItem(std::string refId, int charge)
{
for (const auto &itemPtr : ptr.getClass().getInventoryStore(ptr))
{
if (::Misc::StringUtils::ciEqual(itemPtr.getCellRef().getRefId(), refId) && itemPtr.getCellRef().getCharge() == charge)
return true;
}
return false;
}
void DedicatedActor::equipItem(std::string refId, int charge)
{
for (const auto &itemPtr : ptr.getClass().getInventoryStore(ptr))
{
if (::Misc::StringUtils::ciEqual(itemPtr.getCellRef().getRefId(), refId) && itemPtr.getCellRef().getCharge() == charge)
{
std::shared_ptr<MWWorld::Action> action = itemPtr.getClass().use(itemPtr);
action->execute(ptr);
break;
}
}
}
MWWorld::Ptr DedicatedActor::getPtr()
{
return ptr;
}
void DedicatedActor::setPtr(const MWWorld::Ptr& newPtr)
{
ptr = newPtr;
refId = ptr.getCellRef().getRefId();
refNum = ptr.getCellRef().getRefNum().mIndex;
mpNum = ptr.getCellRef().getMpNum();
position = ptr.getRefData().getPosition();
drawState = ptr.getClass().getCreatureStats(ptr).getDrawState();
}