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https://github.com/TES3MP/openmw-tes3mp.git
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508 lines
16 KiB
C++
508 lines
16 KiB
C++
//
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// Created by koncord on 02.01.16.
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//
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#include "DedicatedPlayer.hpp"
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#include <apps/openmw/mwmechanics/aitravel.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwstate/statemanagerimp.hpp"
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#include "../mwinput/inputmanagerimp.hpp"
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#include "../mwgui/windowmanagerimp.hpp"
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#include "../mwworld/worldimp.hpp"
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#include "../mwworld/player.hpp"
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#include "../mwworld/customdata.hpp"
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#include "../mwclass/npc.hpp"
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#include "../mwmechanics/actor.hpp"
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#include "../mwmechanics/creaturestats.hpp"
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#include "../mwmechanics/npcstats.hpp"
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#include "../mwmechanics/mechanicsmanagerimp.hpp"
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#include "../mwworld/cellstore.hpp"
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#include "../mwworld/action.hpp"
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#include "Main.hpp"
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#include <apps/openmw/mwworld/inventorystore.hpp>
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#include <boost/algorithm/clamp.hpp>
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#include <components/openmw-mp/Log.hpp>
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using namespace mwmp;
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using namespace std;
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std::map<uint64_t, DedicatedPlayer *> Players::players;
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DedicatedPlayer::DedicatedPlayer(RakNet::RakNetGUID guid) : BasePlayer(guid)
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{
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getAttack()->pressed = 0;
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CreatureStats()->mDead = false;
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movementFlags = 0;
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}
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DedicatedPlayer::~DedicatedPlayer()
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{
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}
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MWWorld::Ptr DedicatedPlayer::getPtr()
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{
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return ptr;
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}
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void Players::createPlayer(RakNet::RakNetGUID guid)
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{
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LOG_APPEND(Log::LOG_INFO, "%s", "- Setting up character info");
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MWBase::World *world = MWBase::Environment::get().getWorld();
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MWWorld::Ptr player = world->getPlayerPtr();
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ESM::NPC npc = *player.get<ESM::NPC>()->mBase;
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DedicatedPlayer *dedicPlayer = players[guid.g];
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npc.mRace = dedicPlayer->Npc()->mRace;
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npc.mHead = dedicPlayer->Npc()->mHead;
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npc.mHair = dedicPlayer->Npc()->mHair;
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npc.mClass = dedicPlayer->Npc()->mClass;
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npc.mName = dedicPlayer->Npc()->mName;
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npc.mFlags = dedicPlayer->Npc()->mFlags;
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if (dedicPlayer->state == 0)
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{
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npc.mId = "Dedicated Player";
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std::string recid = world->createRecord(npc)->mId;
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dedicPlayer->reference = new MWWorld::ManualRef(world->getStore(), recid, 1);
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}
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// Temporarily spawn or move player to ToddTest whenever setting base info
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ESM::Position newPos;
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world->findInteriorPosition("ToddTest", newPos);
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MWWorld::CellStore *cellStore = world->getInterior("ToddTest");
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if (dedicPlayer->state == 0)
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{
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LOG_APPEND(Log::LOG_INFO, "- Creating new reference pointer for %s",
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dedicPlayer->Npc()->mName.c_str());
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MWWorld::Ptr tmp = world->placeObject(dedicPlayer->reference->getPtr(), cellStore, newPos);
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dedicPlayer->ptr.mCell = tmp.mCell;
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dedicPlayer->ptr.mRef = tmp.mRef;
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dedicPlayer->cell = *dedicPlayer->ptr.getCell()->getCell();
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dedicPlayer->pos = dedicPlayer->ptr.getRefData().getPosition();
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}
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else
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{
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LOG_APPEND(Log::LOG_INFO, "- Updating reference pointer for %s",
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dedicPlayer->Npc()->mName.c_str());
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dedicPlayer->ptr.getBase()->canChangeCell = true;
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dedicPlayer->updatePtr(world->moveObject(dedicPlayer->ptr, cellStore, newPos.pos[0], newPos.pos[1], newPos.pos[2]));
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npc.mId = players[guid.g]->ptr.get<ESM::NPC>()->mBase->mId;
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MWWorld::ESMStore *store = const_cast<MWWorld::ESMStore *>(&world->getStore());
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MWWorld::Store<ESM::NPC> *esm_store = const_cast<MWWorld::Store<ESM::NPC> *> (&store->get<ESM::NPC>());
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esm_store->insert(npc);
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dedicPlayer->updateCell();
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ESM::CustomMarker mEditingMarker = Main::get().getGUIController()->CreateMarker(guid);
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dedicPlayer->marker = mEditingMarker;
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dedicPlayer->setMarkerState(true);
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}
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dedicPlayer->guid = guid;
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dedicPlayer->state = 2;
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world->enable(players[guid.g]->ptr);
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}
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void Players::cleanUp()
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{
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for (std::map <uint64_t, DedicatedPlayer *>::iterator it = players.begin(); it != players.end(); it++)
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delete it->second;
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}
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void Players::disconnectPlayer(RakNet::RakNetGUID guid)
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{
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if (players[guid.g]->state > 1)
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{
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players[guid.g]->state = 1;
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// Remove player's marker
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players[guid.g]->setMarkerState(false);
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MWBase::World *world = MWBase::Environment::get().getWorld();
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world->disable(players[guid.g]->getPtr());
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// Move player to ToddTest
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ESM::Position newPos;
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world->findInteriorPosition("ToddTest", newPos);
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MWWorld::CellStore *store = world->getInterior("ToddTest");
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players[guid.g]->getPtr().getBase()->canChangeCell = true;
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world->moveObject(players[guid.g]->getPtr(), store, newPos.pos[0], newPos.pos[1], newPos.pos[2]);
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}
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}
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DedicatedPlayer *Players::getPlayer(RakNet::RakNetGUID guid)
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{
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return players[guid.g];
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}
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MWWorld::Ptr DedicatedPlayer::getLiveCellPtr()
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{
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return reference->getPtr();
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}
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MWWorld::ManualRef *DedicatedPlayer::getRef()
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{
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return reference;
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}
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ESM::Position Slerp(ESM::Position start, ESM::Position end, float percent)
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{
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// dot product - the cosine of the angle between 2 vectors.
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float dot = start.asVec3() * end.asVec3();
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// clamp it to be in the range of Acos()
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// This may be unnecessary, but floating point
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// precision can be a fickle mistress.
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dot = boost::algorithm::clamp(dot, -1.0f, 1.0f);
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// acos(dot) returns the angle between start and end,
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// And multiplying that by percent returns the angle between
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// start and the final result.
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float theta = acos(dot) * percent;
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osg::Vec3f relativeVec = end.asVec3() - start.asVec3() * dot;
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relativeVec.normalize(); // Orthonormal basis
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// result
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osg::Vec3f tmp ((start.asVec3() * cos(theta)) + (relativeVec * sin(theta)));
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ESM::Position result;
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result.pos[0] = tmp.x();
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result.pos[1] = tmp.y();
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result.pos[2] = tmp.z();
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result.rot[0] = start.rot[0];
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result.rot[1] = start.rot[1];
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result.rot[2] = result.rot[2];
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return result;
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}
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osg::Vec3f Lerp(osg::Vec3f start, osg::Vec3f end, float percent)
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{
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osg::Vec3f p(percent, percent, percent);
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return (start + osg::componentMultiply(p, (end - start)));
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}
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void DedicatedPlayer::move(float dt)
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{
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if (state != 2) return;
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ESM::Position refPos = ptr.getRefData().getPosition();
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MWBase::World *world = MWBase::Environment::get().getWorld();
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{
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osg::Vec3f lerp = Lerp(refPos.asVec3(), pos.asVec3(), dt * 15);
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refPos.pos[0] = lerp.x();
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refPos.pos[1] = lerp.y();
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refPos.pos[2] = lerp.z();
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world->moveObject(ptr, refPos.pos[0], refPos.pos[1], refPos.pos[2]);
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}
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MWMechanics::Movement *move = &ptr.getClass().getMovementSettings(ptr);
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move->mPosition[0] = dir.pos[0];
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move->mPosition[1] = dir.pos[1];
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move->mPosition[2] = dir.pos[2];
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world->rotateObject(ptr, pos.rot[0], pos.rot[1], pos.rot[2]);
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}
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void Players::update(float dt)
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{
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for (std::map <uint64_t, DedicatedPlayer *>::iterator it = players.begin(); it != players.end(); it++)
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{
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DedicatedPlayer *pl = it->second;
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if (pl == 0) continue;
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MWMechanics::NpcStats *ptrNpcStats = &pl->ptr.getClass().getNpcStats(pl->getPtr());
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MWMechanics::DynamicStat<float> value;
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if (pl->CreatureStats()->mDead)
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{
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value.readState(pl->CreatureStats()->mDynamic[0]);
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ptrNpcStats->setHealth(value);
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continue;
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}
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value.readState(pl->CreatureStats()->mDynamic[0]);
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ptrNpcStats->setHealth(value);
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value.readState(pl->CreatureStats()->mDynamic[1]);
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ptrNpcStats->setMagicka(value);
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value.readState(pl->CreatureStats()->mDynamic[2]);
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ptrNpcStats->setFatigue(value);
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if (ptrNpcStats->isDead())
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ptrNpcStats->resurrect();
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ptrNpcStats->setAttacked(false);
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ptrNpcStats->getAiSequence().stopCombat();
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ptrNpcStats->setAlarmed(false);
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ptrNpcStats->setAiSetting(MWMechanics::CreatureStats::AI_Alarm, 0);
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ptrNpcStats->setAiSetting(MWMechanics::CreatureStats::AI_Fight, 0);
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ptrNpcStats->setAiSetting(MWMechanics::CreatureStats::AI_Flee, 0);
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ptrNpcStats->setAiSetting(MWMechanics::CreatureStats::AI_Hello, 0);
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ptrNpcStats->setBaseDisposition(255);
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pl->move(dt);
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pl->updateDrawState();
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}
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}
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void DedicatedPlayer::updatePtr(MWWorld::Ptr newPtr)
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{
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ptr.mCell = newPtr.mCell;
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ptr.mRef = newPtr.mRef;
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ptr.mContainerStore = newPtr.mContainerStore;
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// Disallow this player's reference from moving across cells until
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// the correct packet is sent by the player
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ptr.getBase()->canChangeCell = false;
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}
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DedicatedPlayer *Players::newPlayer(RakNet::RakNetGUID guid)
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{
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LOG_APPEND(Log::LOG_INFO, "- Creating new DedicatedPlayer with guid %lu",
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guid.g);
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players[guid.g] = new DedicatedPlayer(guid);
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players[guid.g]->state = 0;
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return players[guid.g];
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}
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void DedicatedPlayer::updateInventory()
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{
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MWWorld::InventoryStore& invStore = ptr.getClass().getInventoryStore(ptr);
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for (int slot = 0; slot < MWWorld::InventoryStore::Slots; ++slot)
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{
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MWWorld::ContainerStoreIterator it = invStore.getSlot(slot);
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const string &dedicItem = EquipedItem(slot)->refid;
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std::string item = "";
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bool equal = false;
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if (it != invStore.end())
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{
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item = it->getCellRef().getRefId();
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if (!Misc::StringUtils::ciEqual(item, dedicItem)) // if other item equiped
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{
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MWWorld::ContainerStore &store = ptr.getClass().getContainerStore(ptr);
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store.remove(item, store.count(item), ptr);
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}
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else
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equal = true;
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}
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if (dedicItem.empty() || equal)
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continue;
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const int count = EquipedItem(slot)->count;
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ptr.getClass().getContainerStore(ptr).add(dedicItem, count, ptr);
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for (MWWorld::ContainerStoreIterator it2 = invStore.begin(); it2 != invStore.end(); ++it2)
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{
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if (::Misc::StringUtils::ciEqual(it2->getCellRef().getRefId(), dedicItem)) // equip item
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{
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boost::shared_ptr<MWWorld::Action> action = it2->getClass().use(*it2);
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action->execute(ptr);
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break;
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}
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}
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}
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}
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const std::string DedicatedPlayer::getAnim()
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{
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static string anim;
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static string animDir;
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static string animWeap;
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MWMechanics::NpcStats *npcStats = &ptr.getClass().getNpcStats(ptr);
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if (movementFlags & MWMechanics::CreatureStats::Flag_Run)
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anim = "run";
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else if (movementFlags & MWMechanics::CreatureStats::Flag_Sneak)
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anim = "sneak";
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else
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anim = "walk";
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if (movementAnim != 0)
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{
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if (movementAnim == 3)
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animDir = "forward";
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else if (movementAnim == 4)
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animDir = "back";
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else if (movementAnim == 2)
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animDir = "left";
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else if (movementAnim == 1)
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animDir = "right";
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}
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else
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{
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anim = "idle";
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animDir = "";
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}
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if (npcStats->getDrawState() == MWMechanics::DrawState_Weapon)
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{
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MWWorld::InventoryStore& invStore = ptr.getClass().getInventoryStore(ptr);
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MWWorld::ContainerStoreIterator weaponSlot = invStore.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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if (weaponSlot != invStore.end() && weaponSlot->getTypeName() == typeid(ESM::Weapon).name())
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{
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int type = weaponSlot->get<ESM::Weapon>()->mBase->mData.mType;
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if (type == ESM::Weapon::ShortBladeOneHand ||
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type == ESM::Weapon::LongBladeOneHand ||
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type == ESM::Weapon::BluntOneHand ||
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type == ESM::Weapon::AxeOneHand /*||
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type == ESM::Weapon::MarksmanThrown ||
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type == ESM::Weapon::MarksmanCrossbow ||
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type == ESM::Weapon::MarksmanBow*/)
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animWeap = "1h";
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else if (type == ESM::Weapon::LongBladeTwoHand ||
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type == ESM::Weapon::BluntTwoClose ||
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type == ESM::Weapon::AxeTwoHand)
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animWeap = "2c";
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else if (type == ESM::Weapon::BluntTwoWide ||
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type == ESM::Weapon::SpearTwoWide)
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animWeap = "2w";
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}
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else
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animWeap = "hh";
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}
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else if (movementAnim == 0 && npcStats->getDrawState() == MWMechanics::DrawState_Spell)
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animWeap = "spell";
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else
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animWeap = "";
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return (anim + animDir + animWeap);
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}
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DedicatedPlayer *Players::getPlayer(const MWWorld::Ptr &ptr)
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{
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std::map <uint64_t, DedicatedPlayer *>::iterator it = players.begin();
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for (; it != players.end(); it++)
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{
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if (it->second == 0 || it->second->getPtr().mRef == 0)
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continue;
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string refid = ptr.getCellRef().getRefId();
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if (it->second->getPtr().getCellRef().getRefId() == refid)
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return it->second;
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}
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return 0;
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}
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void DedicatedPlayer::updateDrawState()
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{
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using namespace MWMechanics;
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if (drawState == 0)
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ptr.getClass().getNpcStats(ptr).setDrawState(DrawState_Nothing);
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else if (drawState == 1)
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ptr.getClass().getNpcStats(ptr).setDrawState(DrawState_Weapon);
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else if (drawState == 2)
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ptr.getClass().getNpcStats(ptr).setDrawState(DrawState_Spell);
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MWMechanics::NpcStats *ptrNpcStats = &ptr.getClass().getNpcStats(ptr);
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ptrNpcStats->setMovementFlag(CreatureStats::Flag_Run, (movementFlags & CreatureStats::Flag_Run) != 0);
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ptrNpcStats->setMovementFlag(CreatureStats::Flag_Sneak, (movementFlags & CreatureStats::Flag_Sneak) != 0);
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ptrNpcStats->setMovementFlag(CreatureStats::Flag_ForceJump, (movementFlags & CreatureStats::Flag_ForceJump) != 0);
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ptrNpcStats->setMovementFlag(CreatureStats::Flag_ForceMoveJump, (movementFlags & CreatureStats::Flag_ForceMoveJump) != 0);
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}
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void DedicatedPlayer::updateCell()
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{
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// Prevent cell update when player hasn't been instantiated yet
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if (state == 0)
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return;
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MWBase::World *world = MWBase::Environment::get().getWorld();
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MWWorld::CellStore *cellStore;
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LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Server says %s (%s) moved to %s",
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ptr.getBase()->mRef.getRefId().c_str(),
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this->Npc()->mName.c_str(),
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cell.getDescription().c_str());
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try
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{
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if (cell.isExterior())
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cellStore = world->getExterior(cell.mData.mX, cell.mData.mY);
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else
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cellStore = world->getInterior(cell.mName);
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}
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// If the intended cell doesn't exist on this client, use ToddTest as a replacement
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catch (std::exception&)
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{
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cellStore = world->getInterior("ToddTest");
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LOG_APPEND(Log::LOG_INFO, "%s", "- Cell doesn't exist on this client");
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}
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if (!cellStore) return;
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// Allow this player's reference to move across a cell now that a manual cell
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// update has been called
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ptr.getBase()->canChangeCell = true;
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updatePtr(world->moveObject(ptr, cellStore, pos.pos[0], pos.pos[1], pos.pos[2]));
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}
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void DedicatedPlayer::updateMarker()
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{
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if (!markerEnabled)
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return;
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GUIController *gui = Main::get().getGUIController();
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if (gui->mPlayerMarkers.contains(marker))
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{
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gui->mPlayerMarkers.deleteMarker(marker);
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marker = gui->CreateMarker(guid);
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gui->mPlayerMarkers.addMarker(marker);
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}
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else
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gui->mPlayerMarkers.addMarker(marker, true);
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}
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void DedicatedPlayer::removeMarker()
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{
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if (!markerEnabled)
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return;
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markerEnabled = false;
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Main::get().getGUIController()->mPlayerMarkers.deleteMarker(marker);
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}
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void DedicatedPlayer::setMarkerState(bool state)
|
|
{
|
|
if (state)
|
|
{
|
|
markerEnabled = true;
|
|
updateMarker();
|
|
}
|
|
else
|
|
removeMarker();
|
|
}
|
|
|
|
void DedicatedPlayer::updateActor(MWMechanics::Actor *actor)
|
|
{
|
|
actor->getCharacterController()->setAttackingOrSpell(getAttack()->pressed);
|
|
}
|