mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-15 19:49:54 +00:00
221 lines
6.6 KiB
C++
221 lines
6.6 KiB
C++
#include <components/openmw-mp/Log.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwmechanics/creaturestats.hpp"
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#include "../mwmechanics/movement.hpp"
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#include "../mwrender/animation.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/worldimp.hpp"
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#include "LocalActor.hpp"
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#include "Main.hpp"
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#include "Networking.hpp"
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#include "ActorList.hpp"
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#include "MechanicsHelper.hpp"
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using namespace mwmp;
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using namespace std;
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LocalActor::LocalActor()
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{
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posWasChanged = false;
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wasRunning = false;
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wasSneaking = false;
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wasForceJumping = false;
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wasForceMoveJumping = false;
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wasJumping = false;
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wasFlying = false;
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statTimer = 0;
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attack.type = Attack::MELEE;
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attack.shouldSend = false;
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creatureStats = new ESM::CreatureStats();
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}
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LocalActor::~LocalActor()
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{
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}
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void LocalActor::update(bool forceUpdate)
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{
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updatePosition(forceUpdate);
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updateAnimFlags(forceUpdate);
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updateAnimPlay();
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updateSpeech();
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updateStatsDynamic(forceUpdate);
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updateAttack();
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}
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void LocalActor::updateCell()
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{
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LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Sending ID_ACTOR_CELL_CHANGE about %s, %i, %i to server",
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refId.c_str(), refNumIndex, mpNum);
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LOG_APPEND(Log::LOG_INFO, "- Moved from %s to %s", cell.getDescription().c_str(), ptr.getCell()->getCell()->getDescription().c_str());
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cell = *ptr.getCell()->getCell();
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mwmp::Main::get().getNetworking()->getActorList()->addCellChangeActor(*this);
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}
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void LocalActor::updatePosition(bool forceUpdate)
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{
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bool posIsChanging = (direction.pos[0] != 0 || direction.pos[1] != 0 || direction.pos[2] != 0 ||
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direction.rot[0] != 0 || direction.rot[1] != 0 || direction.rot[2] != 0);
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if (posIsChanging || posWasChanged || forceUpdate)
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{
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posWasChanged = posIsChanging;
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position = ptr.getRefData().getPosition();
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mwmp::Main::get().getNetworking()->getActorList()->addPositionActor(*this);
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}
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}
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void LocalActor::updateAnimFlags(bool forceUpdate)
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{
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MWBase::World *world = MWBase::Environment::get().getWorld();
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MWMechanics::NpcStats ptrNpcStats = ptr.getClass().getNpcStats(ptr);
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using namespace MWMechanics;
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bool isRunning = ptrNpcStats.getMovementFlag(CreatureStats::Flag_Run);
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bool isSneaking = ptrNpcStats.getMovementFlag(CreatureStats::Flag_Sneak);
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bool isForceJumping = ptrNpcStats.getMovementFlag(CreatureStats::Flag_ForceJump);
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bool isForceMoveJumping = ptrNpcStats.getMovementFlag(CreatureStats::Flag_ForceMoveJump);
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isFlying = world->isFlying(ptr);
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bool isJumping = !world->isOnGround(ptr) && !isFlying;
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MWMechanics::DrawState_ currentDrawState = ptr.getClass().getNpcStats(ptr).getDrawState();
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if (wasRunning != isRunning
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|| wasSneaking != isSneaking || wasForceJumping != isForceJumping
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|| wasForceMoveJumping != isForceMoveJumping || lastDrawState != currentDrawState
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|| wasJumping || isJumping || wasFlying || isFlying
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|| forceUpdate)
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{
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wasRunning = isRunning;
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wasSneaking = isSneaking;
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wasForceJumping = isForceJumping;
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wasForceMoveJumping = isForceMoveJumping;
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lastDrawState = currentDrawState;
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wasFlying = isFlying;
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wasJumping = isJumping;
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movementFlags = 0;
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#define __SETFLAG(flag, value) (value) ? (movementFlags | flag) : (movementFlags & ~flag)
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movementFlags = __SETFLAG(CreatureStats::Flag_Sneak, isSneaking);
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movementFlags = __SETFLAG(CreatureStats::Flag_Run, isRunning);
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movementFlags = __SETFLAG(CreatureStats::Flag_ForceJump, isForceJumping);
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movementFlags = __SETFLAG(CreatureStats::Flag_ForceJump, isJumping);
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movementFlags = __SETFLAG(CreatureStats::Flag_ForceMoveJump, isForceMoveJumping);
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#undef __SETFLAG
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if (currentDrawState == MWMechanics::DrawState_Nothing)
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drawState = 0;
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else if (currentDrawState == MWMechanics::DrawState_Weapon)
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drawState = 1;
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else if (currentDrawState == MWMechanics::DrawState_Spell)
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drawState = 2;
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if (isJumping)
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updatePosition(true); // fix position after jump;
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mwmp::Main::get().getNetworking()->getActorList()->addAnimFlagsActor(*this);
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}
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}
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void LocalActor::updateAnimPlay()
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{
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if (!animation.groupname.empty())
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{
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mwmp::Main::get().getNetworking()->getActorList()->addAnimPlayActor(*this);
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animation.groupname.clear();
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}
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}
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void LocalActor::updateSpeech()
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{
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if (!sound.empty())
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{
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mwmp::Main::get().getNetworking()->getActorList()->addSpeechActor(*this);
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sound.clear();
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}
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}
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void LocalActor::updateStatsDynamic(bool forceUpdate)
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{
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MWMechanics::CreatureStats *ptrCreatureStats = &ptr.getClass().getCreatureStats(ptr);
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MWMechanics::DynamicStat<float> health(ptrCreatureStats->getHealth());
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MWMechanics::DynamicStat<float> magicka(ptrCreatureStats->getMagicka());
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MWMechanics::DynamicStat<float> fatigue(ptrCreatureStats->getFatigue());
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const float timeoutSec = 0.5;
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if ((statTimer += MWBase::Environment::get().getFrameDuration()) >= timeoutSec || forceUpdate)
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{
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if (oldHealth != health || oldMagicka != magicka || oldFatigue != fatigue || forceUpdate)
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{
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oldHealth = health;
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oldMagicka = magicka;
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oldFatigue = fatigue;
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health.writeState(creatureStats->mDynamic[0]);
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magicka.writeState(creatureStats->mDynamic[1]);
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fatigue.writeState(creatureStats->mDynamic[2]);
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statTimer = 0;
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mwmp::Main::get().getNetworking()->getActorList()->addStatsDynamicActor(*this);
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}
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}
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}
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void LocalActor::updateAttack()
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{
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if (attack.shouldSend)
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{
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if (attack.type == Attack::MAGIC)
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{
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MWMechanics::CreatureStats &attackerStats = ptr.getClass().getNpcStats(ptr);
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attack.spellId = attackerStats.getSpells().getSelectedSpell();
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attack.success = mwmp::Main::get().getMechanicsHelper()->getSpellSuccess(attack.spellId, ptr);
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}
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mwmp::Main::get().getNetworking()->getActorList()->addAttackActor(*this);
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attack.shouldSend = false;
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}
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}
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MWWorld::Ptr LocalActor::getPtr()
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{
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return ptr;
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}
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void LocalActor::setPtr(const MWWorld::Ptr& newPtr)
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{
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ptr = newPtr;
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refId = ptr.getCellRef().getRefId();
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refNumIndex = ptr.getCellRef().getRefNum().mIndex;
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mpNum = ptr.getCellRef().getMpNum();
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lastDrawState = ptr.getClass().getNpcStats(ptr).getDrawState();
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oldHealth = ptr.getClass().getCreatureStats(ptr).getHealth();
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oldMagicka = ptr.getClass().getCreatureStats(ptr).getMagicka();
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oldFatigue = ptr.getClass().getCreatureStats(ptr).getFatigue();
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}
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