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520 lines
16 KiB
C++
520 lines
16 KiB
C++
#include "player.hpp"
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#include <stdexcept>
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#include <iostream>
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/*
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Start of tes3mp addition
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Include additional headers for multiplayer purposes
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*/
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#include "../mwmp/Main.hpp"
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#include "../mwmp/Networking.hpp"
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#include "../mwmp/ObjectList.hpp"
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/*
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End of tes3mp addition
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*/
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#include <components/esm/esmreader.hpp>
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#include <components/esm/esmwriter.hpp>
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#include <components/esm/player.hpp>
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#include <components/esm/defs.hpp>
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#include <components/esm/loadbsgn.hpp>
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#include "../mwworld/esmstore.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwbase/soundmanager.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwmechanics/movement.hpp"
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#include "../mwmechanics/npcstats.hpp"
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#include "class.hpp"
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#include "ptr.hpp"
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#include "cellstore.hpp"
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namespace MWWorld
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{
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Player::Player (const ESM::NPC *player)
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: mCellStore(0),
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mLastKnownExteriorPosition(0,0,0),
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mMarkedCell(NULL),
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mAutoMove(false),
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mForwardBackward(0),
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mTeleported(false),
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mCurrentCrimeId(-1),
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mPaidCrimeId(-1),
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mAttackingOrSpell(false)
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{
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ESM::CellRef cellRef;
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cellRef.blank();
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cellRef.mRefID = "player";
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mPlayer = LiveCellRef<ESM::NPC>(cellRef, player);
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ESM::Position playerPos = mPlayer.mData.getPosition();
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playerPos.pos[0] = playerPos.pos[1] = playerPos.pos[2] = 0;
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mPlayer.mData.setPosition(playerPos);
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}
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void Player::saveStats()
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{
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MWMechanics::NpcStats& stats = getPlayer().getClass().getNpcStats(getPlayer());
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for (int i=0; i<ESM::Skill::Length; ++i)
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mSaveSkills[i] = stats.getSkill(i);
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for (int i=0; i<ESM::Attribute::Length; ++i)
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mSaveAttributes[i] = stats.getAttribute(i);
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}
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void Player::restoreStats()
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{
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const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
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MWMechanics::CreatureStats& creatureStats = getPlayer().getClass().getCreatureStats(getPlayer());
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MWMechanics::NpcStats& npcStats = getPlayer().getClass().getNpcStats(getPlayer());
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MWMechanics::DynamicStat<float> health = creatureStats.getDynamic(0);
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creatureStats.setHealth(int(health.getBase() / gmst.find("fWereWolfHealth")->getFloat()));
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for (int i=0; i<ESM::Skill::Length; ++i)
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npcStats.setSkill(i, mSaveSkills[i]);
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for (int i=0; i<ESM::Attribute::Length; ++i)
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npcStats.setAttribute(i, mSaveAttributes[i]);
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}
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void Player::setWerewolfStats()
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{
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const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
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MWMechanics::CreatureStats& creatureStats = getPlayer().getClass().getCreatureStats(getPlayer());
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MWMechanics::NpcStats& npcStats = getPlayer().getClass().getNpcStats(getPlayer());
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MWMechanics::DynamicStat<float> health = creatureStats.getDynamic(0);
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creatureStats.setHealth(int(health.getBase() * gmst.find("fWereWolfHealth")->getFloat()));
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for(size_t i = 0;i < ESM::Attribute::Length;++i)
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{
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// Oh, Bethesda. It's "Intelligence".
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std::string name = "fWerewolf"+((i==ESM::Attribute::Intelligence) ? std::string("Intellegence") :
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ESM::Attribute::sAttributeNames[i]);
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MWMechanics::AttributeValue value = npcStats.getAttribute(i);
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value.setBase(int(gmst.find(name)->getFloat()));
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npcStats.setAttribute(i, value);
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}
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for(size_t i = 0;i < ESM::Skill::Length;i++)
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{
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// Acrobatics is set separately for some reason.
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if(i == ESM::Skill::Acrobatics)
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continue;
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// "Mercantile"! >_<
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std::string name = "fWerewolf"+((i==ESM::Skill::Mercantile) ? std::string("Merchantile") :
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ESM::Skill::sSkillNames[i]);
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MWMechanics::SkillValue value = npcStats.getSkill(i);
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value.setBase(int(gmst.find(name)->getFloat()));
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npcStats.setSkill(i, value);
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}
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}
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void Player::set(const ESM::NPC *player)
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{
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mPlayer.mBase = player;
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}
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void Player::setCell (MWWorld::CellStore *cellStore)
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{
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mCellStore = cellStore;
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}
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MWWorld::Ptr Player::getPlayer()
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{
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MWWorld::Ptr ptr (&mPlayer, mCellStore);
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return ptr;
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}
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void Player::setBirthSign (const std::string &sign)
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{
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mSign = sign;
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}
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const std::string& Player::getBirthSign() const
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{
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return mSign;
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}
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void Player::setDrawState (MWMechanics::DrawState_ state)
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{
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MWWorld::Ptr ptr = getPlayer();
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ptr.getClass().getNpcStats(ptr).setDrawState (state);
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}
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bool Player::getAutoMove() const
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{
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return mAutoMove;
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}
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void Player::setAutoMove (bool enable)
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{
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MWWorld::Ptr ptr = getPlayer();
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mAutoMove = enable;
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int value = mForwardBackward;
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if (mAutoMove)
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value = 1;
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ptr.getClass().getMovementSettings(ptr).mPosition[1] = static_cast<float>(value);
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}
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void Player::setLeftRight (int value)
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{
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MWWorld::Ptr ptr = getPlayer();
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ptr.getClass().getMovementSettings(ptr).mPosition[0] = static_cast<float>(value);
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}
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void Player::setForwardBackward (int value)
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{
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MWWorld::Ptr ptr = getPlayer();
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mForwardBackward = value;
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if (mAutoMove)
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value = 1;
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ptr.getClass().getMovementSettings(ptr).mPosition[1] = static_cast<float>(value);
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}
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void Player::setUpDown(int value)
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{
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MWWorld::Ptr ptr = getPlayer();
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ptr.getClass().getMovementSettings(ptr).mPosition[2] = static_cast<float>(value);
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}
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void Player::setRunState(bool run)
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{
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MWWorld::Ptr ptr = getPlayer();
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ptr.getClass().getCreatureStats(ptr).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, run);
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}
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void Player::setSneak(bool sneak)
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{
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MWWorld::Ptr ptr = getPlayer();
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ptr.getClass().getCreatureStats(ptr).setMovementFlag(MWMechanics::CreatureStats::Flag_Sneak, sneak);
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}
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void Player::yaw(float yaw)
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{
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MWWorld::Ptr ptr = getPlayer();
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ptr.getClass().getMovementSettings(ptr).mRotation[2] += yaw;
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}
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void Player::pitch(float pitch)
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{
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MWWorld::Ptr ptr = getPlayer();
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ptr.getClass().getMovementSettings(ptr).mRotation[0] += pitch;
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}
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void Player::roll(float roll)
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{
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MWWorld::Ptr ptr = getPlayer();
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ptr.getClass().getMovementSettings(ptr).mRotation[1] += roll;
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}
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MWMechanics::DrawState_ Player::getDrawState()
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{
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MWWorld::Ptr ptr = getPlayer();
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return ptr.getClass().getNpcStats(ptr).getDrawState();
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}
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void Player::activate()
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{
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if (MWBase::Environment::get().getWindowManager()->isGuiMode())
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return;
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MWWorld::Ptr player = getPlayer();
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const MWMechanics::NpcStats &playerStats = player.getClass().getNpcStats(player);
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if (playerStats.isParalyzed() || playerStats.getKnockedDown() || playerStats.isDead())
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return;
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MWWorld::Ptr toActivate = MWBase::Environment::get().getWorld()->getFacedObject();
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if (toActivate.isEmpty())
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return;
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if (!toActivate.getClass().canBeActivated(toActivate))
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return;
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/*
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Start of tes3mp change (major)
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Disable unilateral activation on this client and expect the server's reply to our
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packet to do it instead
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*/
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//MWBase::Environment::get().getWorld()->activate(toActivate, player);
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/*
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End of tes3mp change (major)
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*/
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/*
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Start of tes3mp addition
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Send an ID_OBJECT_ACTIVATE packet every time an object is activated here
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*/
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mwmp::ObjectList *objectList = mwmp::Main::get().getNetworking()->getObjectList();
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objectList->reset();
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objectList->packetOrigin = mwmp::CLIENT_GAMEPLAY;
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objectList->addObjectActivate(toActivate, player);
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objectList->sendObjectActivate();
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/*
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End of tes3mp addition
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*/
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}
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bool Player::wasTeleported() const
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{
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return mTeleported;
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}
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void Player::setTeleported(bool teleported)
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{
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mTeleported = teleported;
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}
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void Player::setAttackingOrSpell(bool attackingOrSpell)
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{
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mAttackingOrSpell = attackingOrSpell;
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}
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bool Player::getAttackingOrSpell() const
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{
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return mAttackingOrSpell;
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}
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bool Player::isInCombat() {
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return MWBase::Environment::get().getMechanicsManager()->getActorsFighting(getPlayer()).size() != 0;
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}
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bool Player::enemiesNearby()
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{
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return MWBase::Environment::get().getMechanicsManager()->getEnemiesNearby(getPlayer()).size() != 0;
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}
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void Player::markPosition(CellStore *markedCell, const ESM::Position& markedPosition)
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{
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mMarkedCell = markedCell;
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mMarkedPosition = markedPosition;
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}
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void Player::getMarkedPosition(CellStore*& markedCell, ESM::Position &markedPosition) const
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{
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markedCell = mMarkedCell;
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if (mMarkedCell)
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markedPosition = mMarkedPosition;
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}
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void Player::clear()
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{
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mCellStore = 0;
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mSign.clear();
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mMarkedCell = 0;
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mAutoMove = false;
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mForwardBackward = 0;
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mTeleported = false;
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mAttackingOrSpell = false;
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mCurrentCrimeId = -1;
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mPaidCrimeId = -1;
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mPreviousItems.clear();
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mLastKnownExteriorPosition = osg::Vec3f(0,0,0);
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for (int i=0; i<ESM::Skill::Length; ++i)
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{
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mSaveSkills[i].setBase(0);
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mSaveSkills[i].setModifier(0);
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}
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for (int i=0; i<ESM::Attribute::Length; ++i)
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{
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mSaveAttributes[i].setBase(0);
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mSaveAttributes[i].setModifier(0);
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}
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mMarkedPosition.pos[0] = 0;
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mMarkedPosition.pos[1] = 0;
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mMarkedPosition.pos[2] = 0;
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mMarkedPosition.rot[0] = 0;
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mMarkedPosition.rot[1] = 0;
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mMarkedPosition.rot[2] = 0;
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}
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void Player::write (ESM::ESMWriter& writer, Loading::Listener& progress) const
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{
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ESM::Player player;
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mPlayer.save (player.mObject);
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player.mCellId = mCellStore->getCell()->getCellId();
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player.mCurrentCrimeId = mCurrentCrimeId;
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player.mPaidCrimeId = mPaidCrimeId;
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player.mBirthsign = mSign;
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player.mLastKnownExteriorPosition[0] = mLastKnownExteriorPosition.x();
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player.mLastKnownExteriorPosition[1] = mLastKnownExteriorPosition.y();
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player.mLastKnownExteriorPosition[2] = mLastKnownExteriorPosition.z();
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if (mMarkedCell)
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{
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player.mHasMark = true;
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player.mMarkedPosition = mMarkedPosition;
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player.mMarkedCell = mMarkedCell->getCell()->getCellId();
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}
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else
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player.mHasMark = false;
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player.mAutoMove = mAutoMove ? 1 : 0;
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for (int i=0; i<ESM::Attribute::Length; ++i)
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mSaveAttributes[i].writeState(player.mSaveAttributes[i]);
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for (int i=0; i<ESM::Skill::Length; ++i)
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mSaveSkills[i].writeState(player.mSaveSkills[i]);
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player.mPreviousItems = mPreviousItems;
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writer.startRecord (ESM::REC_PLAY);
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player.save (writer);
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writer.endRecord (ESM::REC_PLAY);
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}
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bool Player::readRecord (ESM::ESMReader& reader, uint32_t type)
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{
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if (type==ESM::REC_PLAY)
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{
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ESM::Player player;
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player.load (reader);
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if (!mPlayer.checkState (player.mObject))
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{
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// this is the one object we can not silently drop.
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throw std::runtime_error ("invalid player state record (object state)");
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}
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if (!player.mObject.mEnabled)
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{
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std::cerr << "Warning: Savegame attempted to disable the player." << std::endl;
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player.mObject.mEnabled = true;
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}
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mPlayer.load (player.mObject);
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for (int i=0; i<ESM::Attribute::Length; ++i)
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mSaveAttributes[i].readState(player.mSaveAttributes[i]);
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for (int i=0; i<ESM::Skill::Length; ++i)
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mSaveSkills[i].readState(player.mSaveSkills[i]);
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if (player.mObject.mNpcStats.mWerewolfDeprecatedData && player.mObject.mNpcStats.mIsWerewolf)
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{
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saveStats();
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setWerewolfStats();
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}
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getPlayer().getClass().getCreatureStats(getPlayer()).getAiSequence().clear();
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MWBase::World& world = *MWBase::Environment::get().getWorld();
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try
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{
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mCellStore = world.getCell (player.mCellId);
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}
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catch (...)
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{
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std::cerr << "Warning: Player cell '" << player.mCellId.mWorldspace << "' no longer exists" << std::endl;
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// Cell no longer exists. The loader will have to choose a default cell.
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mCellStore = NULL;
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}
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if (!player.mBirthsign.empty())
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{
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const ESM::BirthSign* sign = world.getStore().get<ESM::BirthSign>().search (player.mBirthsign);
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if (!sign)
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throw std::runtime_error ("invalid player state record (birthsign does not exist)");
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// To handle the case where a birth sign was edited in between play sessions (does not yet handle removing the old spells)
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// Also needed for ess-imported savegames which do not specify the birtsign spells in the player's spell list.
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for (std::vector<std::string>::const_iterator iter (sign->mPowers.mList.begin());
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iter!=sign->mPowers.mList.end(); ++iter)
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{
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getPlayer().getClass().getCreatureStats(getPlayer()).getSpells().add (*iter);
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}
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}
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mCurrentCrimeId = player.mCurrentCrimeId;
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mPaidCrimeId = player.mPaidCrimeId;
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mSign = player.mBirthsign;
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mLastKnownExteriorPosition.x() = player.mLastKnownExteriorPosition[0];
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mLastKnownExteriorPosition.y() = player.mLastKnownExteriorPosition[1];
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mLastKnownExteriorPosition.z() = player.mLastKnownExteriorPosition[2];
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if (player.mHasMark && !player.mMarkedCell.mPaged)
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{
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// interior cell -> need to check if it exists (exterior cell will be
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// generated on the fly)
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if (!world.getStore().get<ESM::Cell>().search (player.mMarkedCell.mWorldspace))
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player.mHasMark = false; // drop mark silently
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}
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if (player.mHasMark)
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{
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mMarkedPosition = player.mMarkedPosition;
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mMarkedCell = world.getCell (player.mMarkedCell);
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}
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else
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{
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mMarkedCell = 0;
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}
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mAutoMove = player.mAutoMove!=0;
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mForwardBackward = 0;
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mTeleported = false;
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mPreviousItems = player.mPreviousItems;
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return true;
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}
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return false;
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}
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int Player::getNewCrimeId()
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{
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return ++mCurrentCrimeId;
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}
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void Player::recordCrimeId()
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{
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mPaidCrimeId = mCurrentCrimeId;
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}
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int Player::getCrimeId() const
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{
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return mPaidCrimeId;
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}
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void Player::setPreviousItem(const std::string& boundItemId, const std::string& previousItemId)
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{
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mPreviousItems[boundItemId] = previousItemId;
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}
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std::string Player::getPreviousItem(const std::string& boundItemId)
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{
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return mPreviousItems[boundItemId];
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}
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void Player::erasePreviousItem(const std::string& boundItemId)
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{
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mPreviousItems.erase(boundItemId);
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}
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}
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