mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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4467 lines
126 KiB
C++
4467 lines
126 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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/////////////
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// INCLUDE //
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/////////////
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#include "stdpch.h"
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// Misc.
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#include "nel/misc/vectord.h"
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#include "nel/misc/matrix.h"
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#include "nel/misc/quat.h"
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// 3D Interface.
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#include "nel/3d/u_scene.h"
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#include "nel/3d/u_visual_collision_manager.h"
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#include "nel/3d/viewport.h"
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#include "nel/3d/u_bone.h"
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#include "nel/3d/u_instance_material.h"
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#include "nel/3d/u_play_list.h"
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#include "nel/3d/u_point_light.h"
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#include "nel/3d/u_particle_system_instance.h"
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#include "nel/3d/u_camera.h"
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// Pacs Interface
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#include "nel/pacs/u_global_position.h"
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// Client.
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#include "user_entity.h"
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#include "motion/user_controls.h"
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#include "pacs_client.h"
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#include "net_manager.h"
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#include "time_client.h"
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#include "entity_animation_manager.h"
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#include "sheet_manager.h"
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#include "sound_manager.h"
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#include "interface_v3/interface_manager.h"
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#include "entities.h"
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#include "debug_client.h"
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#include "misc.h"
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#include "interface_v3/bot_chat_manager.h"
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#include "fx_manager.h"
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#include "main_loop.h"
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#include "interface_v3/group_in_scene_bubble.h"
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#include "interface_v3/inventory_manager.h"
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#include "nel/gui/group_html.h"
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#include "interface_v3/people_interraction.h"
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#include "init_main_loop.h"
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#include "view.h"
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#include "interface_v3/sphrase_manager.h"
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#include "interface_v3/sbrick_manager.h"
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#include "interface_v3/action_phrase_faber.h"
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#include "interface_v3/bar_manager.h"
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#include "interface_v3/skill_manager.h"
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#include "far_tp.h"
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#include "npc_icon.h"
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// game share
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#include "game_share/slot_types.h"
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#include "game_share/player_visual_properties.h"
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#include "game_share/mode_and_behaviour.h"
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#include "game_share/inventories.h"
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#include "game_share/animal_type.h"
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#include "game_share/bot_chat_types.h"
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// Sound animation
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#include "nel/sound/sound_anim_manager.h"
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#include "nel/sound/sound_animation.h"
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#include "nel/sound/sound_anim_marker.h"
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// r2
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#include "r2/editor.h"
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///////////
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// USING //
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///////////
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using namespace NLMISC;
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using namespace NLPACS;
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using namespace std;
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using NL3D::UScene;
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using NL3D::UVisualCollisionManager;
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using NL3D::UTextContext;
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////////////
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// EXTERN //
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////////////
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extern UScene *Scene;
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extern UVisualCollisionManager *CollisionManager;
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extern CEntityAnimationManager *EAM;
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extern UTextContext *TextContext;
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extern NL3D::UCamera MainCam;
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// Context help
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extern void contextHelp (const std::string &help);
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extern void beastOrder (const std::string &orderStr, const std::string &beastIndexStr, bool confirmFree = true);
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// Out game received position
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NLMISC::CVectorD UserEntityInitPos;
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NLMISC::CVector UserEntityInitFront;
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CUserEntity *UserEntity = NULL;
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uint32 CharFirstConnectedTime = 0;
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uint32 CharPlayedTime = 0;
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const double MaxExtractionDistance = 1.0f;
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////////////
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// GLOBAL //
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////////////
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// Hierarchical timer
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H_AUTO_DECL ( RZ_Client_Update_Sound )
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//////////////
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// FUNCTION //
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//////////////
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//string chooseRandom( const vector<string>& sounds, uint32& previousIndex );
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//-----------------------------------------------
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// CUserEntity :
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// Constructor.
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//-----------------------------------------------
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CUserEntity::CUserEntity()
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: CPlayerCL()
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{
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Type = User;
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_Run = false;
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_RunWhenAble = false;
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_WalkVelocity = 1.0f;
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_RunVelocity = 2.0f;
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_CurrentVelocity = _WalkVelocity;
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_FrontVelocity = 0.0f;
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_LateralVelocity = 0.0f;
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// \todo GUIGUI : do it more generic.
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_First_Pos = false;
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// No selection, trader, interlocutor at the beginning.
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_Selection = CLFECOMMON::INVALID_SLOT;
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_Trader = CLFECOMMON::INVALID_SLOT;
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_Interlocutor = CLFECOMMON::INVALID_SLOT;
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// Not selectable at the beginning.
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_Selectable = false;
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// Your are not on a mount at the beginning.
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_OnMount = false;
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_AnimAttackOn = false;
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_ViewMode = FirstPV;
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_PermanentDeath = false;
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_FollowMode = false;
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_CheckPrimitive = 0;
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// The user is not in collision with someone else.
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_ColOn = false;
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// Collisions are not removed.
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_ColRemoved = false;
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// No Move To at the beginning.
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_MoveToSlot = CLFECOMMON::INVALID_SLOT;
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_MoveToAction= CUserEntity::None;
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_MoveToDist= 0.0;
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_MoveToColStartTime= 0;
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_FollowForceHeadPitch= false;
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_ForceLookSlot= CLFECOMMON::INVALID_SLOT;
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_LastExecuteCombatSlot= CLFECOMMON::INVALID_SLOT;
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_R2CharMode= R2::TCharMode::Player;
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}// CUserEntity //
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//-----------------------------------------------
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// ~CUserEntity :
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// Destructor.
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//-----------------------------------------------
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CUserEntity::~CUserEntity()
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{
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// Remove observers
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_SpeedFactor.release();
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_MountHunger.release();
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_MountSpeeds.release();
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CInterfaceManager *pIM = CInterfaceManager::getInstance();
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{
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CCDBNodeLeaf *node = NLGUI::CDBManager::getInstance()->getDbProp("SERVER:USER:IS_INVISIBLE", false);
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if (node)
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{
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ICDBNode::CTextId textId;
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node->removeObserver(&_InvisibleObs, textId);
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}
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}
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for(uint i=0;i<EGSPD::CSPType::EndSPType;i++)
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{
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CCDBNodeLeaf *node= NLGUI::CDBManager::getInstance()->getDbProp(toString("SERVER:USER:SKILL_POINTS_%d:VALUE", i), false);
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if(node)
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{
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ICDBNode::CTextId textId;
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node->removeObserver(_SkillPointObs+i, textId);
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}
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}
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for( uint i=0; i<_FamesObs.size(); ++i )
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{
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uint32 factionIndex = _FamesObs[i]->FactionIndex;
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uint32 fameIndexInDatabase = CStaticFames::getInstance().getDatabaseIndex(factionIndex);
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string sDBPath = toString("SERVER:FAME:PLAYER%d:VALUE",fameIndexInDatabase);
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CCDBNodeLeaf * node = NLGUI::CDBManager::getInstance()->getDbProp(sDBPath, false);
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if(node)
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{
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ICDBNode::CTextId textId;
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node->removeObserver(_FamesObs[i], textId);
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}
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}
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contReset(_FamesObs);
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CNPCIconCache::getInstance().removeObservers();
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// Remove the Primitive used for check (because ~CEntityCL() will call CEntityCL::removePrimitive(), not CUserEntity::removePrimitive())
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removeCheckPrimitive();
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CNPCIconCache::release();
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}// ~CUserEntity //
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//-----------------------------------------------
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// initProperties :
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// Initialize properties of the entity (according to the class).
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//-----------------------------------------------
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void CUserEntity::initProperties()
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{
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properties().selectable(true);
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}// initProperties //
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//-----------------------------------------------
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// build :
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// Build the entity from a sheet.
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//-----------------------------------------------
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bool CUserEntity::build(const CEntitySheet *sheet) // virtual
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{
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// Init received position
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pos(UserEntityInitPos);
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front(UserEntityInitFront);
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dir(front());
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setHeadPitch(0);
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// Cast the sheet in the right type.
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_PlayerSheet = dynamic_cast<const CRaceStatsSheet *>(sheet);
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if(_PlayerSheet == 0)
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{
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pushDebugStr("User Sheet is not a valid '.race_stats'.");
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return false;
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}
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else
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pushInfoStr("User Sheet is a valid '.race_stats'.");
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// Get the DB Entry
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if(IngameDbMngr.getNodePtr())
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{
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CCDBNodeBranch *nodeRoot = dynamic_cast<CCDBNodeBranch *>(IngameDbMngr.getNodePtr()->getNode(0));
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if(nodeRoot)
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{
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_DBEntry = dynamic_cast<CCDBNodeBranch *>(nodeRoot->getNode(_Slot));
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if(_DBEntry == 0)
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pushDebugStr("Cannot get a pointer on the DB entry.");
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}
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}
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disableFollow();
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// Walk/Run ?
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if(ClientCfg.RunAtTheBeginning != _Run)
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switchVelocity();
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// Set the up of the user.
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up(CVector(0,0,1));
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// Init User infos.
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eyesHeight(ClientCfg.EyesHeight);
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walkVelocity(ClientCfg.Walk);
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runVelocity(ClientCfg.Run);
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// Compute the first automaton.
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_CurrentAutomaton = automatonType() + "_normal.automaton";
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// Build the PACS Primitive.
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if(initPrimitive(0.5f, 2.0f, 0.0f, 0.0f, UMovePrimitive::Slide, (UMovePrimitive::TTrigger)(UMovePrimitive::OverlapTrigger | UMovePrimitive::EnterTrigger), MaskColPlayer, MaskColPlayer | MaskColNpc | MaskColDoor))
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_Primitive->insertInWorldImage(dynamicWI);
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// Compute the element to be able to snap the entity to the ground.
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computeCollisionEntity();
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// Initialize properties of the client.
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initProperties();
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// Initialize the observer for the speed factor and mount stuff
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_SpeedFactor.init();
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_MountHunger.init();
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_MountSpeeds.init();
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// Create the user playlist
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createPlayList();
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// Initialize the internal time.
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_LastFrameTime = ((double)T1) * 0.001;
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// Set the gender in local mode.
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if(ClientCfg.Local)
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{
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_Mode = MBEHAV::NORMAL;
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_ModeWanted = MBEHAV::NORMAL;
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_Gender = ClientCfg.Sex;
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SPropVisualA visualA = buildPropVisualA(_PlayerSheet->GenderInfos[_Gender]);
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SPropVisualB visualB = buildPropVisualB(_PlayerSheet->GenderInfos[_Gender]);
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SPropVisualC visualC;
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visualA.PropertySubData.Sex = _Gender;
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visualC.PropertyC = 0;
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visualC.PropertySubData.CharacterHeight = 0;
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visualC.PropertySubData.ArmsWidth = 7;
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visualC.PropertySubData.LegsWidth = 7;
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visualC.PropertySubData.TorsoWidth = 7;
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visualC.PropertySubData.BreastSize = 7;
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// Set the Database
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sint64 *prop = (sint64 *)&visualA;
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NLGUI::CDBManager::getInstance()->getDbProp("SERVER:Entities:E0:P"+toString("%d", CLFECOMMON::PROPERTY_VPA))->setValue64(*prop); // Set the database
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prop = (sint64 *)&visualB;
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NLGUI::CDBManager::getInstance()->getDbProp("SERVER:Entities:E0:P"+toString("%d", CLFECOMMON::PROPERTY_VPB))->setValue64(*prop); // Set the database
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prop = (sint64 *)&visualC;
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NLGUI::CDBManager::getInstance()->getDbProp("SERVER:Entities:E0:P"+toString("%d", CLFECOMMON::PROPERTY_VPC))->setValue64(*prop); // Set the database
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// Apply Changes.
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updateVisualProperty(0, CLFECOMMON::PROPERTY_VPA);
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}
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// \todo GUIGUI Retrieve the player's appearence during the avatar selection.
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// Get Visual Properties From the character selection window.
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else
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{
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}
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// Rebuild interface
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buildInSceneInterface ();
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// Add observer on invisible property
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CInterfaceManager *pIM = CInterfaceManager::getInstance();
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{
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CCDBNodeLeaf *node = NLGUI::CDBManager::getInstance()->getDbProp("SERVER:USER:IS_INVISIBLE", false);
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if (node)
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{
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ICDBNode::CTextId textId;
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node->addObserver(&_InvisibleObs, textId);
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}
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}
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// Add an observer on skill points
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for(uint i=0;i<EGSPD::CSPType::EndSPType;i++)
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{
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_SkillPointObs[i].SpType= i;
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CCDBNodeLeaf *node= NLGUI::CDBManager::getInstance()->getDbProp(toString("SERVER:USER:SKILL_POINTS_%d:VALUE", i), false);
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if(node)
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{
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ICDBNode::CTextId textId;
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node->addObserver(_SkillPointObs+i, textId);
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}
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}
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// Add an observer on Fames
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for( uint i=(uint)PVP_CLAN::BeginClans; i<=(uint)PVP_CLAN::EndClans; ++i )
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{
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uint32 factionIndex = PVP_CLAN::getFactionIndex((PVP_CLAN::TPVPClan)i);
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uint32 fameIndexInDatabase = CStaticFames::getInstance().getDatabaseIndex(factionIndex);
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string sDBPath = toString("SERVER:FAME:PLAYER%d:VALUE",fameIndexInDatabase);
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CFameObserver * fameObs = new CFameObserver();
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if( fameObs )
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{
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fameObs->FactionIndex = factionIndex;
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CCDBNodeLeaf * node = NLGUI::CDBManager::getInstance()->getDbProp(sDBPath, false);
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if(node)
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{
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ICDBNode::CTextId textId;
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node->addObserver(fameObs, textId);
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}
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_FamesObs.push_back(fameObs);
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}
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}
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// Add an observer on Mission Journal
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CNPCIconCache::getInstance().addObservers();
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// Initialize the camera distance.
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View.cameraDistance(ClientCfg.CameraDistance);
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// char and account time properties
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CSkillManager *pSM = CSkillManager::getInstance();
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if( pSM )
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{
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pSM->tryToUnblockTitleFromCharOldness( CharFirstConnectedTime );
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pSM->tryToUnblockTitleFromCharPlayedTime( CharPlayedTime );
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}
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// Entity created.
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return true;
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}// build //
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//-----------------------------------------------
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// eyesHeight :
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// \todo GUIGUI : do it better in mount mode
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//-----------------------------------------------
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float CUserEntity::eyesHeight()
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{
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if(!_OnMount)
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return _EyesHeight * _CharacterScalePos;
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else
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return _EyesHeight * _CharacterScalePos;
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}// eyesHeight //
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/////////////////////////////////////////////////
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/////////////////////////////////////////////////
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/////////////// VISUAL PROPERTIES ///////////////
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/////////////////////////////////////////////////
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/////////////////////////////////////////////////
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//-----------------------------------------------
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// updateVisualPropertyPos :
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// Update Entity Position.
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//-----------------------------------------------
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void CUserEntity::updateVisualPropertyPos(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */, const NLMISC::TGameCycle &/* pI */)
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{
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}// updateVisualPropertyPos //
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//-----------------------------------------------
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// updateVisualPropertyOrient :
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// Update Entity Orientation.
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//-----------------------------------------------
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void CUserEntity::updateVisualPropertyOrient(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */)
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{
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}// updateVisualPropertyOrient //
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void CUserEntity::updateVisualPropertyTargetList(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */, uint /* listIndex */)
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{
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}
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void CUserEntity::updateVisualPropertyVisualFX(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &prop)
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{
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applyVisualFX(prop);
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}
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//-----------------------------------------------
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// updateVisualPropertyBehaviour :
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// Update Entity Behaviour.
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//-----------------------------------------------
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void CUserEntity::updateVisualPropertyBehaviour(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &prop)
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{
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// Compute the behaviour.
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CBehaviourContext bc;
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bc.Behav = MBEHAV::CBehaviour(prop);
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bc.BehavTime = TimeInSec;
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if(VerboseAnimUser)
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{
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nlinfo("UE::updateVPBeha: '%d(%s)'.", (sint)bc.Behav.Behaviour, MBEHAV::behaviourToString(bc.Behav.Behaviour).c_str());
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}
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CCDBNodeLeaf *targetList0 = dynamic_cast<CCDBNodeLeaf *>(_DBEntry->getNode(CLFECOMMON::PROPERTY_TARGET_LIST_0));
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CCDBNodeLeaf *targetList1 = dynamic_cast<CCDBNodeLeaf *>(_DBEntry->getNode(CLFECOMMON::PROPERTY_TARGET_LIST_1));
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CCDBNodeLeaf *targetList2 = dynamic_cast<CCDBNodeLeaf *>(_DBEntry->getNode(CLFECOMMON::PROPERTY_TARGET_LIST_1));
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CCDBNodeLeaf *targetList3 = dynamic_cast<CCDBNodeLeaf *>(_DBEntry->getNode(CLFECOMMON::PROPERTY_TARGET_LIST_1));
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if (targetList0 && targetList1 && targetList2 && targetList3)
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{
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uint64 vp[4] =
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{
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(uint64) targetList0->getValue64(),
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(uint64) targetList1->getValue64(),
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(uint64) targetList2->getValue64(),
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(uint64) targetList3->getValue64()
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};
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bc.Targets.unpack(vp, 4);
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}
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applyBehaviour(bc);
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}// updateVisualPropertyBehaviour //
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//-----------------------------------------------
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// updateVisualPropertyName :
|
|
// Update Entity Name.
|
|
//-----------------------------------------------
|
|
void CUserEntity::updateVisualPropertyName(const NLMISC::TGameCycle &gameCycle, const sint64 &prop)
|
|
{
|
|
uint32 oldNameId = _NameId;
|
|
|
|
CPlayerCL::updateVisualPropertyName(gameCycle, prop);
|
|
|
|
// Name changed ?
|
|
/* if (oldNameId != _NameId)
|
|
{
|
|
CInterfaceManager *pIM = CInterfaceManager::getInstance();
|
|
CInterfaceElement *element = CWidgetManager::getInstance()->getElementFromId("ui:interface:mailbox:content:html");
|
|
if (element)
|
|
{
|
|
CGroupHTML *html = dynamic_cast<CGroupHTML*>(element);
|
|
if (html)
|
|
html->browse("home");
|
|
}
|
|
}
|
|
*/
|
|
}// updateVisualPropertyName //
|
|
|
|
//-----------------------------------------------
|
|
// updateVisualPropertyTarget :
|
|
// Update Entity Target.
|
|
//-----------------------------------------------
|
|
void CUserEntity::updateVisualPropertyTarget(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */)
|
|
{
|
|
// Don't override the Player Target, cause client side entirely => no lag.
|
|
//targetSlot((CLFECOMMON::TCLEntityId)prop);
|
|
}// updateVisualPropertyTarget //
|
|
|
|
//-----------------------------------------------
|
|
// updateVisualPropertyMode :
|
|
// New mode received -> immediately change the mode for the user.
|
|
// \warning Read the position or orientation from the database when reading the mode (no more updated in updateVisualPropertyPos and updateVisualPropertyOrient).
|
|
//-----------------------------------------------
|
|
void CUserEntity::updateVisualPropertyMode(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &prop)
|
|
{
|
|
// Combat Float Check
|
|
if((MBEHAV::EMode)prop == MBEHAV::COMBAT_FLOAT)
|
|
{
|
|
nlwarning("UE:updateVPMode: the user should never have the COMBAT_FLOAT mode.");
|
|
return;
|
|
}
|
|
// New Mode Received.
|
|
_TheoreticalMode = (MBEHAV::EMode)prop;
|
|
// Change the user mode.
|
|
mode(_TheoreticalMode);
|
|
}// updateVisualPropertyMode //
|
|
|
|
//-----------------------------------------------
|
|
// updateVisualPropertyVpa :
|
|
// Update Entity Visual Property A
|
|
//-----------------------------------------------
|
|
void CUserEntity::updateVisualPropertyVpa(const NLMISC::TGameCycle &gameCycle, const sint64 &prop)
|
|
{
|
|
CPlayerCL::updateVisualPropertyVpa(gameCycle, prop);
|
|
|
|
// Special for user: Disable Character Lod, because always want it at full rez.
|
|
if(!_Skeleton.empty())
|
|
{
|
|
_Skeleton.setLodCharacterShape(-1);
|
|
}
|
|
|
|
updateVisualDisplay();
|
|
}// updateVisualPropertyVpa //
|
|
|
|
//-----------------------------------------------
|
|
// updateVisualPropertyVpb :
|
|
// Update Entity Visual Property B
|
|
//-----------------------------------------------
|
|
void CUserEntity::updateVisualPropertyVpb(const NLMISC::TGameCycle &gameCycle, const sint64 &prop)
|
|
{
|
|
CPlayerCL::updateVisualPropertyVpb(gameCycle, prop);
|
|
updateVisualDisplay();
|
|
}// updateVisualPropertyVpb //
|
|
|
|
//-----------------------------------------------
|
|
// updateVisualPropertyVpc :
|
|
// Update Entity Visual Property C
|
|
//-----------------------------------------------
|
|
void CUserEntity::updateVisualPropertyVpc(const NLMISC::TGameCycle &gameCycle, const sint64 &prop)
|
|
{
|
|
CPlayerCL::updateVisualPropertyVpc(gameCycle, prop);
|
|
updateVisualDisplay();
|
|
}// updateVisualPropertyVpc //
|
|
|
|
//-----------------------------------------------
|
|
// updateVisualPropertyEntityMounted :
|
|
// Update Entity Mount
|
|
//-----------------------------------------------
|
|
void CUserEntity::updateVisualPropertyEntityMounted(const NLMISC::TGameCycle &gameCycle, const sint64 &prop)
|
|
{
|
|
if(isFighting())
|
|
CPlayerCL::updateVisualPropertyEntityMounted(gameCycle, prop);
|
|
else
|
|
_Mount = (CLFECOMMON::TCLEntityId)prop;
|
|
}// updateVisualPropertyEntityMounted //
|
|
|
|
//-----------------------------------------------
|
|
// updateVisualPropertyRiderEntity :
|
|
// Update Entity Rider
|
|
//-----------------------------------------------
|
|
void CUserEntity::updateVisualPropertyRiderEntity(const NLMISC::TGameCycle &gameCycle, const sint64 &prop)
|
|
{
|
|
if(isFighting())
|
|
CPlayerCL::updateVisualPropertyRiderEntity(gameCycle, prop);
|
|
else
|
|
_Rider = (CLFECOMMON::TCLEntityId)prop;
|
|
}// updateVisualPropertyRiderEntity //
|
|
|
|
//-----------------------------------------------
|
|
//-----------------------------------------------
|
|
void CUserEntity::updateVisualPropertyPvpMode(const NLMISC::TGameCycle &gameCycle, const sint64 &prop)
|
|
{
|
|
CPlayerCL::updateVisualPropertyPvpMode(gameCycle, prop);
|
|
// Additionaly, inform interface of the change
|
|
CInterfaceManager *pIM= CInterfaceManager::getInstance();
|
|
// For PVP ZoneFaction
|
|
CCDBNodeLeaf *pDB= NLGUI::CDBManager::getInstance()->getDbProp("UI:VARIABLES:USER:TRACK_PVP_CHANGE_MODE");
|
|
if(pDB)
|
|
{
|
|
sint32 val= pDB->getValue32();
|
|
pDB->setValue32(val+1);
|
|
}
|
|
// For Any PVP change
|
|
pDB= NLGUI::CDBManager::getInstance()->getDbProp("UI:VARIABLES:USER:TRACK_PVP_CHANGE_ANY");
|
|
if(pDB)
|
|
{
|
|
sint32 val= pDB->getValue32();
|
|
pDB->setValue32(val+1);
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------
|
|
//-----------------------------------------------
|
|
void CUserEntity::updateVisualPropertyOutpostInfos(const NLMISC::TGameCycle &gameCycle, const sint64 &prop)
|
|
{
|
|
CPlayerCL::updateVisualPropertyOutpostInfos(gameCycle, prop);
|
|
// For Any PVP change
|
|
CInterfaceManager *pIM= CInterfaceManager::getInstance();
|
|
CCDBNodeLeaf *pDB= NLGUI::CDBManager::getInstance()->getDbProp("UI:VARIABLES:USER:TRACK_PVP_CHANGE_ANY");
|
|
if(pDB)
|
|
{
|
|
sint32 val= pDB->getValue32();
|
|
pDB->setValue32(val+1);
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------
|
|
//-----------------------------------------------
|
|
void CUserEntity::updateVisualPropertyPvpClan(const NLMISC::TGameCycle &gameCycle, const sint64 &prop)
|
|
{
|
|
CPlayerCL::updateVisualPropertyPvpClan(gameCycle, prop);
|
|
// For Any PVP change
|
|
CInterfaceManager *pIM= CInterfaceManager::getInstance();
|
|
CCDBNodeLeaf *pDB= NLGUI::CDBManager::getInstance()->getDbProp("UI:VARIABLES:USER:TRACK_PVP_CHANGE_ANY");
|
|
if(pDB)
|
|
{
|
|
sint32 val= pDB->getValue32();
|
|
pDB->setValue32(val+1);
|
|
}
|
|
}
|
|
|
|
|
|
/////////////////////////////////////////////////
|
|
/////////////////////////////////////////////////
|
|
/////////////////////////////////////////////////
|
|
/////////////////////////////////////////////////
|
|
|
|
|
|
//-----------------------------------------------
|
|
// mode :
|
|
// Method called to change the mode (Combat/Mount/etc.).
|
|
// \todo GUIGUI : apply stage in combat modes instead of just removing them.
|
|
// \todo GUIGUI : go or teleport the player to the mode position (see how to manage it).
|
|
//-----------------------------------------------
|
|
bool CUserEntity::mode(MBEHAV::EMode m)
|
|
{
|
|
if(Verbose & VerboseAnim)
|
|
nlinfo("UE::mode: old mode '%s(%d)' new mode '%s(%d)'.", MBEHAV::modeToString(_Mode).c_str(), _Mode, MBEHAV::modeToString(m).c_str(), m);
|
|
// Nothing to do if the mode is the same as the previous one.
|
|
if(m == _Mode)
|
|
return true;
|
|
// Release the old Mode.
|
|
switch(_Mode)
|
|
{
|
|
// Leave COMBAT Mode
|
|
case MBEHAV::COMBAT:
|
|
case MBEHAV::COMBAT_FLOAT:
|
|
{
|
|
// If there are some stage not complete -> remove them
|
|
if(_Stages._StageSet.size() != 0)
|
|
_Stages._StageSet.clear();
|
|
}
|
|
break;
|
|
// Leave MOUNTED Mode
|
|
case MBEHAV::MOUNT_NORMAL:
|
|
case MBEHAV::MOUNT_SWIM:
|
|
{
|
|
if ( m == MBEHAV::REST )
|
|
{
|
|
// can't go afk while mounting
|
|
return false;
|
|
}
|
|
|
|
// if changing mode for another mount mode, do nothing
|
|
if (m != MBEHAV::MOUNT_NORMAL && m != MBEHAV::MOUNT_SWIM)
|
|
{
|
|
// Display the mount again.
|
|
CCharacterCL *mount = dynamic_cast<CCharacterCL *>(EntitiesMngr.entity(_Mount));
|
|
if(mount)
|
|
{
|
|
// Set the mount.
|
|
mount->rider(CLFECOMMON::INVALID_SLOT);
|
|
mount->_Stages._StageSet.clear();
|
|
mount->setMode(MBEHAV::NORMAL);
|
|
mount->computeAutomaton();
|
|
mount->computeAnimSet();
|
|
mount->setAnim(CAnimationStateSheet::Idle);
|
|
if(mount->getPrimitive())
|
|
mount->getPrimitive()->setOcclusionMask(MaskColNpc); // the mount is an npc
|
|
mount->_ForbidClipping = false;
|
|
}
|
|
//
|
|
_Mount = CLFECOMMON::INVALID_SLOT;
|
|
// Restore the user Primitive
|
|
if(_Primitive)
|
|
{
|
|
_Primitive->setRadius( std::min(0.5f, (float)(RYZOM_ENTITY_SIZE_MAX/2)) );
|
|
_Primitive->setHeight(2);
|
|
}
|
|
_OnMount = false;
|
|
|
|
// Shift the player position (not to stand inside the mount)
|
|
CVectorD unmountShift;
|
|
unmountShift.sphericToCartesian(1.0, frontYaw() + NLMISC::Pi/2, 0);
|
|
pacsPos(pos() + unmountShift);
|
|
|
|
// Restore running if necessary
|
|
if (!_Run && _RunWhenAble)
|
|
{
|
|
switchVelocity();
|
|
}
|
|
}
|
|
|
|
if (_Mode == MBEHAV::MOUNT_SWIM && ( m == MBEHAV::COMBAT || m == MBEHAV::COMBAT_FLOAT))
|
|
{
|
|
//TODO : display "you can't fight while swimming"
|
|
return true;
|
|
}
|
|
}
|
|
break;
|
|
// Leave DEATH Mode
|
|
case MBEHAV::DEATH:
|
|
// Restore the last view.
|
|
viewMode(viewMode());
|
|
break;
|
|
case MBEHAV::SWIM:
|
|
if( m == MBEHAV::COMBAT || m == MBEHAV::COMBAT_FLOAT)
|
|
{
|
|
//TODO : display "you can't fight while swimming"
|
|
return true;
|
|
}
|
|
break;
|
|
default:
|
|
nlwarning("Invalid behaviour change.");
|
|
}
|
|
|
|
// Reset Parent, unless we stay in mount mode
|
|
if ((_Mode != MBEHAV::MOUNT_SWIM && _Mode != MBEHAV::MOUNT_NORMAL)
|
|
|| (m != MBEHAV::MOUNT_SWIM && m != MBEHAV::MOUNT_NORMAL)
|
|
)
|
|
{
|
|
parent(CLFECOMMON::INVALID_SLOT);
|
|
}
|
|
|
|
// Change the Mode for the user ( if user sits down or stands up we wait in order to play the sit/stand transition anim)
|
|
if( m != MBEHAV::SIT && _Mode != MBEHAV::SIT )
|
|
_Mode = m;
|
|
_ModeWanted = m;
|
|
|
|
// Initialize the new Mode.
|
|
switch(m)
|
|
{
|
|
// Combat mode
|
|
case MBEHAV::COMBAT:
|
|
case MBEHAV::COMBAT_FLOAT:
|
|
{
|
|
// Compute the angle
|
|
const string propName = toString("SERVER:Entities:E%d:P%d", _Slot, CLFECOMMON::PROPERTY_ORIENTATION);
|
|
sint64 ang = NLGUI::CDBManager::getInstance()->getDbProp(propName)->getValue64();
|
|
_TargetAngle = *(float *)(&ang);
|
|
|
|
// Initialize controls for the combat.
|
|
UserControls.startCombat();
|
|
|
|
// Context help
|
|
contextHelp ("action_bar");
|
|
}
|
|
break;
|
|
|
|
// Mount Normal or mount swim
|
|
case MBEHAV::MOUNT_NORMAL:
|
|
{
|
|
CCharacterCL *mount = dynamic_cast<CCharacterCL *>(EntitiesMngr.entity(parent()));
|
|
if(mount)
|
|
{
|
|
mount->_Stages.removePosWithNoMode();
|
|
dir(mount->dir());
|
|
}
|
|
}
|
|
case MBEHAV::MOUNT_SWIM:
|
|
{
|
|
// Hide the mount unless we come from another mounted mode
|
|
if (_Mode != MBEHAV::MOUNT_SWIM && _Mode != MBEHAV::MOUNT_NORMAL)
|
|
{
|
|
if(_Mount != CLFECOMMON::INVALID_SLOT) // if _Mount is still invalid, the following code will be done in updatePos()
|
|
{
|
|
setOnMount();
|
|
}
|
|
}
|
|
// refresh target
|
|
UserEntity->selection(_Selection);
|
|
}
|
|
break;
|
|
|
|
// Dead mode.
|
|
case MBEHAV::DEATH:
|
|
setDead();
|
|
if(isSwimming())
|
|
_Mode = MBEHAV::SWIM_DEATH;
|
|
break;
|
|
|
|
// Normal or Default mode.
|
|
case MBEHAV::NORMAL:
|
|
_CurrentBehaviour.Behaviour = MBEHAV::IDLE;
|
|
default:
|
|
//
|
|
setAlive();
|
|
viewMode(viewMode());
|
|
break;
|
|
}
|
|
|
|
bool doSetAnim = true;
|
|
// if user sits down or stands up we set transition anim before changing animset
|
|
if( m == MBEHAV::SIT )
|
|
{
|
|
setAnim(CAnimationStateSheet::SitMode);
|
|
_Mode = m;
|
|
doSetAnim = false;
|
|
}
|
|
else
|
|
if( _Mode == MBEHAV::SIT && m!=MBEHAV::DEATH )
|
|
{
|
|
setAnim(CAnimationStateSheet::SitEnd);
|
|
_Mode = m;
|
|
doSetAnim = false;
|
|
}
|
|
|
|
// Show/Hide all or parts of the body.
|
|
updateVisualDisplay();
|
|
if( ClientCfg.AutomaticCamera )
|
|
{
|
|
// Set the direction as the front.
|
|
dir(front());
|
|
}
|
|
// Compute the current automaton
|
|
computeAutomaton();
|
|
// Update the animation set according to the mode.
|
|
computeAnimSet();
|
|
|
|
if( doSetAnim )
|
|
{
|
|
// Animset changed -> update current animation
|
|
setAnim(CAnimationStateSheet::Idle);
|
|
}
|
|
|
|
// Changing the mode well done.
|
|
return true;
|
|
}// mode //
|
|
|
|
|
|
/*
|
|
* Mount the mount in _Mount
|
|
*/
|
|
void CUserEntity::setOnMount()
|
|
{
|
|
CCharacterCL *mount = dynamic_cast<CCharacterCL *>(EntitiesMngr.entity(_Mount));
|
|
if(mount)
|
|
{
|
|
// Update primitives for the mount and the rider.
|
|
if(_Primitive && mount->getPrimitive())
|
|
{
|
|
_Primitive->setRadius( std::min(mount->getPrimitive()->getRadius(), (float)(RYZOM_ENTITY_SIZE_MAX/2)) );
|
|
_Primitive->setHeight(mount->getPrimitive()->getHeight());
|
|
mount->getPrimitive()->setOcclusionMask(MaskColNone); // Remove collisions.
|
|
}
|
|
// Now on a mount
|
|
_OnMount = true;
|
|
// Link the mount and the user.
|
|
parent(_Mount);
|
|
// Refresh the View Mode
|
|
viewMode(viewMode());
|
|
// Close the crafting window if open
|
|
closeFaberCastWindow();
|
|
|
|
// Keep run in mind
|
|
_RunWhenAble = _Run;
|
|
|
|
mount->_ForbidClipping = true;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------
|
|
// getVelocity :
|
|
// compute and return the entity velocity
|
|
//-----------------------------------------------
|
|
CVector CUserEntity::getVelocity() const
|
|
{
|
|
static const CVector lateral(0,0,1);
|
|
static CVector velocity;
|
|
velocity = front() * _FrontVelocity + ( lateral ^ front()) * _LateralVelocity;
|
|
velocity.normalize();
|
|
// User is Dead
|
|
if(isDead())
|
|
{
|
|
velocity *= 0.0;
|
|
}
|
|
// User is sitting
|
|
else if(isSit())
|
|
{
|
|
velocity *= 0.0;
|
|
}
|
|
// User is swimming
|
|
else if(isSwimming())
|
|
{
|
|
// We are a Ring DM so speed up a litle
|
|
|
|
|
|
// Forward Run or Walk
|
|
if(_FrontVelocity > 0.0f)
|
|
{
|
|
if(_Run)
|
|
velocity *= 3.0;
|
|
else
|
|
velocity *= 1.0;
|
|
}
|
|
// Lateral or Backward Walk
|
|
else
|
|
velocity *= 1.0;
|
|
|
|
if (_R2CharMode == R2::TCharMode::Editer || _R2CharMode == R2::TCharMode::Dm)
|
|
{
|
|
velocity *= (float(ClientCfg.DmRun) / 6.0f); // velocity max = max run / 2
|
|
}
|
|
|
|
}
|
|
else if(isRiding())
|
|
{
|
|
// Forward Run or Walk
|
|
if(_FrontVelocity > 0.0f)
|
|
{
|
|
if(_Run)
|
|
velocity *= getMountRunVelocity();
|
|
else
|
|
velocity *= getMountWalkVelocity();
|
|
}
|
|
// Lateral or Backward Walk (currently, not used)
|
|
else
|
|
velocity *= 0.66f;//getMountWalkVelocity();
|
|
}
|
|
else
|
|
{
|
|
// Forward Run or Walk
|
|
if(_FrontVelocity > 0.0f)
|
|
velocity *= currentVelocity();
|
|
// Lateral or Backward Walk
|
|
else
|
|
velocity *= _WalkVelocity;
|
|
}
|
|
return velocity;
|
|
}// getVelocity //
|
|
|
|
//-----------------------------------------------
|
|
// speed :
|
|
// Return the Entity Current Speed.
|
|
//-----------------------------------------------
|
|
double CUserEntity::speed() const // virtual
|
|
{
|
|
return CPlayerCL::speed();
|
|
// return (double)getVelocity().norm();
|
|
}// speed //
|
|
|
|
//-----------------------------------------------
|
|
// applyMotion :
|
|
// Apply the motion to the entity.
|
|
//-----------------------------------------------
|
|
void CUserEntity::applyMotion(CEntityCL *target)
|
|
{
|
|
// default each frame
|
|
_ForceLookSlot= CLFECOMMON::INVALID_SLOT;
|
|
|
|
bool lastHasMoved = _HasMoved;
|
|
_HasMoved = false;
|
|
// Remove Positions in stages
|
|
_Stages.removePosWithNoMode();
|
|
// Remove Positions in stages for the mount.
|
|
CCharacterCL *mount = 0;
|
|
if(parent() != CLFECOMMON::INVALID_SLOT)
|
|
{
|
|
mount = dynamic_cast<CCharacterCL *>(EntitiesMngr.entity(parent()));
|
|
if(mount)
|
|
mount->_Stages.removePosWithNoMode();
|
|
}
|
|
// NO PRIMITIVE -> NO MOVE
|
|
if(_Primitive == 0)
|
|
return;
|
|
// BAD CONNECTION -> NO MOVE
|
|
if(NetMngr.getConnectionQuality() == false)
|
|
return;
|
|
// MS per TICK <=0 -> NO MOVE
|
|
if(NetMngr.getMsPerTick() <= 0)
|
|
return;
|
|
// Compute Speed Vector
|
|
NLMISC::CVectorD speed;
|
|
if(_MoveToSlot != CLFECOMMON::INVALID_SLOT)
|
|
{
|
|
// Check the Target.
|
|
if(target == 0 || target == this)
|
|
return;
|
|
// Compute the vector between the user and the target.
|
|
CVectorD dir2targ = target->pos() - pos();
|
|
dir2targ.z = 0.0;
|
|
if(dir2targ == CVectorD::Null)
|
|
dir2targ = front();
|
|
const double angToTarget = atan2(dir2targ.y, dir2targ.x);
|
|
CVectorD aimingPos = target->getAttackerPos(angToTarget, attackRadius() + ClientCfg.AttackDist);
|
|
// Aiming Position
|
|
CVectorD dirToAimingPos = aimingPos-pos();
|
|
dirToAimingPos.z = 0.0;
|
|
const double distToAimingPos = dirToAimingPos.norm();
|
|
|
|
// Decide if the target is reached or not
|
|
bool targetReached= false;
|
|
if(distToAimingPos > 0.5)
|
|
{
|
|
// Because of Tryker Counter, may increase the Threshold, when the player is stalled
|
|
if(distToAimingPos<_MoveToDist)
|
|
{
|
|
// If the player is stalled too much time, abort the move and launch the action
|
|
float actualSpeed= float((_Position - _LastFramePos).norm() / DT);
|
|
|
|
// if player effectively runs twice slower, start colision timer
|
|
if( actualSpeed*2 < getMaxSpeed() )
|
|
{
|
|
if(!_MoveToColStartTime)
|
|
_MoveToColStartTime= T1;
|
|
}
|
|
// else ok, reset colision timer
|
|
else
|
|
_MoveToColStartTime= 0;
|
|
|
|
// if too much time stalled, stop run.
|
|
if(_MoveToColStartTime && (T1 - _MoveToColStartTime >= ClientCfg.MoveToTimeToStopStall) )
|
|
targetReached= true;
|
|
}
|
|
else
|
|
_MoveToColStartTime= 0;
|
|
}
|
|
else
|
|
targetReached= true;
|
|
|
|
// If the target is reached
|
|
if(targetReached)
|
|
{
|
|
// stop and execute action
|
|
speed = CVectorD::Null;
|
|
moveToAction(target);
|
|
}
|
|
// else continue follow
|
|
else
|
|
{
|
|
// Look at the entity. delay it after pacs evalCollision(), for correct orientation
|
|
_ForceLookSlot= target->slot();
|
|
// but still estimate now an approximative front (may be used between now and applyForceLook())
|
|
forceLookEntity(dir2targ, false);
|
|
|
|
// Normalize
|
|
dirToAimingPos.normalize();
|
|
// Set the Velocity Direction
|
|
speed = dirToAimingPos*distToAimingPos;
|
|
speed /= DT;
|
|
if(speed.norm() > getMaxSpeed())
|
|
speed = dirToAimingPos*getMaxSpeed();
|
|
}
|
|
}
|
|
else if(follow())
|
|
{
|
|
// Check the Target.
|
|
if(target == 0 || target == this)
|
|
return;
|
|
// If the target is moving, orientate the user to the target.
|
|
// if(target->hasMoved())
|
|
{
|
|
// Compute the vector between the user and the target.
|
|
CVectorD dir2targ = target->pos() - pos();
|
|
dir2targ.z = 0.0;
|
|
if(dir2targ != CVectorD::Null)
|
|
{
|
|
// Look at the entity. delay it after pacs evalCollision(), for correct orientation
|
|
_ForceLookSlot= target->slot();
|
|
// but still estimate now an approximative front (may be used between now and applyForceLook())
|
|
forceLookEntity(dir2targ, false);
|
|
}
|
|
}
|
|
// Compute the angle in the world to attack the target.
|
|
const double angToTarget = frontYaw();
|
|
// Get the best position to attack the target with the given angle.
|
|
const CVectorD aimingPos = target->getAttackerPos(angToTarget, attackRadius() + ClientCfg.AttackDist);
|
|
// Aiming Position
|
|
CVectorD dirToAimingPos = aimingPos-pos();
|
|
dirToAimingPos.z = 0.0;
|
|
const double distToAimingPos = dirToAimingPos.norm();
|
|
// If the User was not moving and the distance to re-move is not enough big, stay idle
|
|
if(lastHasMoved
|
|
|| (isFighting() && distToAimingPos >= 0.5)
|
|
|| (!isFighting() && distToAimingPos >= 3.0))
|
|
{
|
|
dirToAimingPos.normalize();
|
|
// User is in combat mode -> follow as close as possible.
|
|
if(isFighting())
|
|
{
|
|
// Target is moving
|
|
if(target->hasMoved())
|
|
{
|
|
// Get closer if too far.
|
|
if(distToAimingPos >= 0.2)
|
|
{
|
|
// Set the Velocity Direction
|
|
speed = dirToAimingPos*distToAimingPos;
|
|
speed /= DT;
|
|
if(speed.norm() > getMaxSpeed())
|
|
speed = dirToAimingPos*getMaxSpeed();
|
|
}
|
|
else
|
|
{
|
|
// Try to have the same speed as the target.
|
|
if(target->getSpeed() > getMaxSpeed())
|
|
speed = target->dir()* ((float)getMaxSpeed());
|
|
else
|
|
speed = target->dir()* ((float)target->getSpeed());
|
|
}
|
|
}
|
|
// Target is not moving.
|
|
else
|
|
{
|
|
// Get closer if too far.
|
|
if(distToAimingPos >= 0.1)
|
|
{
|
|
// Set the Velocity Direction
|
|
speed = dirToAimingPos*distToAimingPos;
|
|
speed /= DT;
|
|
if(speed.norm() > getMaxSpeed())
|
|
speed = dirToAimingPos*getMaxSpeed();
|
|
}
|
|
else
|
|
speed = CVectorD::Null;
|
|
}
|
|
}
|
|
// User is not in combat mode -> follow not so close.
|
|
else
|
|
{
|
|
// Too far, get closer as fast as possible
|
|
if(distToAimingPos >= 3.0)
|
|
{
|
|
// Set the Velocity Direction
|
|
speed = dirToAimingPos*distToAimingPos;
|
|
speed /= DT;
|
|
if(speed.norm() > getMaxSpeed())
|
|
speed = dirToAimingPos*getMaxSpeed();
|
|
}
|
|
// Just far enough, adjust the user speed to the target
|
|
else if(target->hasMoved() && distToAimingPos >= 1.0)
|
|
{
|
|
// Try to have the same speed as the target.
|
|
if(target->getSpeed() > getMaxSpeed())
|
|
speed = target->dir()* ((float)getMaxSpeed());
|
|
else
|
|
speed = target->dir()* ((float)target->getSpeed());
|
|
}
|
|
// Too close, Stop
|
|
else
|
|
speed = CVectorD::Null;
|
|
}
|
|
}
|
|
// User was stop and the next pos is to close to begin to move.
|
|
else
|
|
speed = CVectorD::Null;
|
|
}
|
|
else
|
|
speed = getVelocity()*_SpeedFactor.getValue();
|
|
// SPEED VECTOR NULL -> NO MOVE
|
|
if(speed == CVectorD::Null)
|
|
return;
|
|
|
|
// First Person View
|
|
if(UserControls.isInternalView())
|
|
{
|
|
// If the server is slow, the client move slower too (only needed in FPV).
|
|
double modif = (100.0f/(float)NetMngr.getMsPerTick());
|
|
// don't increase speed
|
|
clamp(modif, 0.0, 1.0);
|
|
speed *= modif;
|
|
// Move
|
|
_HasMoved = true;
|
|
_Primitive->move(speed, dynamicWI);
|
|
if(mount && mount->getPrimitive())
|
|
mount->getPrimitive()->move(speed, dynamicWI);
|
|
}
|
|
// Third Person View
|
|
else
|
|
{
|
|
speed += pos();
|
|
sint64 x = (sint64)((sint32)(speed.x * 1000.0));
|
|
sint64 y = (sint64)((sint32)(speed.y * 1000.0));
|
|
sint64 z = (sint64)((sint32)(speed.z * 1000.0));
|
|
const uint time = 10; // = 1sec because the speed is in Meter per Sec.
|
|
_Stages.addStage(NetMngr.getCurrentClientTick()+time, CLFECOMMON::PROPERTY_POSX, x, 0);
|
|
_Stages.addStage(NetMngr.getCurrentClientTick()+time, CLFECOMMON::PROPERTY_POSY, y);
|
|
_Stages.addStage(NetMngr.getCurrentClientTick()+time, CLFECOMMON::PROPERTY_POSZ, z);
|
|
// Move the Mount
|
|
if(mount)
|
|
{
|
|
mount->_Stages.addStage(NetMngr.getCurrentClientTick()+time, CLFECOMMON::PROPERTY_POSX, x, 0);
|
|
mount->_Stages.addStage(NetMngr.getCurrentClientTick()+time, CLFECOMMON::PROPERTY_POSY, y);
|
|
mount->_Stages.addStage(NetMngr.getCurrentClientTick()+time, CLFECOMMON::PROPERTY_POSZ, z);
|
|
}
|
|
}
|
|
}// applyMotion //
|
|
|
|
|
|
//---------------------------------------------------
|
|
//---------------------------------------------------
|
|
void CUserEntity::applyForceLook()
|
|
{
|
|
if(_ForceLookSlot!=CLFECOMMON::INVALID_SLOT)
|
|
{
|
|
CEntityCL *target= EntitiesMngr.entity(_ForceLookSlot);
|
|
if(target && target!=this)
|
|
{
|
|
// Compute the vector between the user and the target.
|
|
CVectorD dir2targ = target->pos() - pos();
|
|
dir2targ.z = 0.0;
|
|
if(dir2targ == CVectorD::Null)
|
|
dir2targ = front();
|
|
// Look at the entity
|
|
forceLookEntity(dir2targ, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//---------------------------------------------------
|
|
// updatePosCombatFloatChanged :
|
|
//---------------------------------------------------
|
|
void CUserEntity::updatePosCombatFloatChanged(CEntityCL * /* target */) // virtual
|
|
{
|
|
if(viewMode() == FirstPV)
|
|
{
|
|
pos(_FirstPos);
|
|
}
|
|
}// updatePosCombatFloatChanged //
|
|
|
|
|
|
//-----------------------------------------------
|
|
// forceIndoorFPV //
|
|
// Return true if the user is indoor and the CFG want to force the FPV Indoor.
|
|
//-----------------------------------------------
|
|
bool CUserEntity::forceIndoorFPV()
|
|
{
|
|
return (ClientCfg.ForceIndoorFPV && indoor());
|
|
}// forceIndoorFPV //
|
|
|
|
|
|
//-----------------------------------------------
|
|
// enableFollow :
|
|
//-----------------------------------------------
|
|
void CUserEntity::disableFollow()
|
|
{
|
|
if (_FollowMode==false)
|
|
return;
|
|
|
|
_FollowMode = false;
|
|
|
|
// Send the message to the server.
|
|
CBitMemStream out;
|
|
if(GenericMsgHeaderMngr.pushNameToStream("TARGET:NO_FOLLOW", out))
|
|
NetMngr.push(out);
|
|
else
|
|
nlwarning("UE:follow: unknown message named 'TARGET:NO_FOLLOW'.");
|
|
|
|
}// follow //
|
|
|
|
|
|
//-----------------------------------------------
|
|
// enableFollow :
|
|
//-----------------------------------------------
|
|
void CUserEntity::enableFollow(bool resetCameraRot)
|
|
{
|
|
if (_FollowMode == true)
|
|
return;
|
|
|
|
if( _Mode == MBEHAV::DEATH )
|
|
return;
|
|
|
|
_FollowMode = true;
|
|
|
|
// Send the message to the server.
|
|
CBitMemStream out;
|
|
if(GenericMsgHeaderMngr.pushNameToStream("TARGET:FOLLOW", out))
|
|
NetMngr.push(out);
|
|
else
|
|
nlwarning("UE:follow: unknown message named 'TARGET:FOLLOW'.");
|
|
|
|
// Disable any autowalk (else when follow re-disabled, it will effect, which is weird)
|
|
UserControls.autowalkState(false);
|
|
|
|
// disable afk mode
|
|
setAFK(false);
|
|
|
|
// if want to reset camera rotation
|
|
if(resetCameraRot)
|
|
startForceLookEntity(targetSlot());
|
|
|
|
}// follow //
|
|
|
|
|
|
//-----------------------------------------------
|
|
// resetAnyMoveTo
|
|
//-----------------------------------------------
|
|
void CUserEntity::resetAnyMoveTo()
|
|
{
|
|
// if we cancel a MoveToPhrase action, MUST dec the action counter, and hide the Action Icon
|
|
if(_MoveToAction==CUserEntity::CombatPhrase || _MoveToAction==CUserEntity::ExtractRM)
|
|
{
|
|
// the clientExecute has not been called in case of "ExtractRM autoFind"
|
|
bool autoFindExtractRM= _MoveToAction==CUserEntity::ExtractRM && _MoveToPhraseMemoryLine == std::numeric_limits<uint>::max();
|
|
if(!autoFindExtractRM)
|
|
{
|
|
CSPhraseManager *pPM= CSPhraseManager::getInstance();
|
|
pPM->cancelClientExecute(_MoveToPhraseCyclic);
|
|
}
|
|
}
|
|
|
|
// reset to no moveTo
|
|
_MoveToSlot = CLFECOMMON::INVALID_SLOT;
|
|
_MoveToAction = CUserEntity::None;
|
|
_MoveToDist = 0.0;
|
|
_MoveToColStartTime= 0;
|
|
}
|
|
|
|
//-----------------------------------------------
|
|
// moveToCheckStartDist :
|
|
// Check if the user is not already well placed.
|
|
//-----------------------------------------------
|
|
void CUserEntity::moveToCheckStartDist(CLFECOMMON::TCLEntityId slot, double dist, TMoveToAction /* action */)
|
|
{
|
|
if(_MoveToSlot != CLFECOMMON::INVALID_SLOT)
|
|
{
|
|
// Start a new Force Look entity
|
|
startForceLookEntity(_MoveToSlot);
|
|
|
|
// Disable any autowalk (else when moveTo re-disabled, it will effect, which is weird)
|
|
UserControls.autowalkState(false);
|
|
|
|
// disable afk mode
|
|
setAFK(false);
|
|
|
|
// if sufficiently near, launch the action
|
|
CEntityCL *target = EntitiesMngr.entity(slot);
|
|
if(target)
|
|
{
|
|
CVectorD dir2targ = target->pos() - pos();
|
|
dir2targ.z = 0.0;
|
|
if((dir2targ==CVectorD::Null) || (dir2targ.norm() < dist))
|
|
{
|
|
moveToAction(target);
|
|
}
|
|
}
|
|
}
|
|
}// moveToCheckStartDist //
|
|
|
|
//-----------------------------------------------
|
|
// moveTo :
|
|
// Method to move to someone else.
|
|
//-----------------------------------------------
|
|
void CUserEntity::moveTo(CLFECOMMON::TCLEntityId slot, double dist, TMoveToAction action)
|
|
{
|
|
resetAnyMoveTo();
|
|
|
|
// setup new state
|
|
_MoveToSlot = slot;
|
|
_MoveToDist = dist;
|
|
_MoveToAction = action;
|
|
|
|
moveToCheckStartDist(_MoveToSlot, _MoveToDist, _MoveToAction);
|
|
}// moveTo //
|
|
|
|
//-----------------------------------------------
|
|
// moveToMission :
|
|
// Method to move to someone else for a mission. NB: if prec action was a CombatPhrase action, action counter are decremented
|
|
//-----------------------------------------------
|
|
void CUserEntity::moveToMission(CLFECOMMON::TCLEntityId slot, double dist, uint32 id)
|
|
{
|
|
resetAnyMoveTo();
|
|
|
|
// setup new state
|
|
_MoveToSlot = slot;
|
|
_MoveToDist = dist;
|
|
_MoveToAction = CUserEntity::Mission;
|
|
_MoveToMissionId = id;
|
|
|
|
moveToCheckStartDist(_MoveToSlot, _MoveToDist, _MoveToAction);
|
|
}// moveToMission //
|
|
|
|
//-----------------------------------------------
|
|
// moveToMissionRing :
|
|
// Method to move to someone else for a ring mission. NB: if prec action was a CombatPhrase action, action counter are decremented
|
|
//-----------------------------------------------
|
|
void CUserEntity::moveToMissionRing(CLFECOMMON::TCLEntityId slot, double dist, uint32 id)
|
|
{
|
|
resetAnyMoveTo();
|
|
|
|
// setup new state
|
|
_MoveToSlot = slot;
|
|
_MoveToDist = dist;
|
|
_MoveToAction = CUserEntity::MissionRing;
|
|
_MoveToMissionId = id;
|
|
|
|
moveToCheckStartDist(_MoveToSlot, _MoveToDist, _MoveToAction);
|
|
}// moveToMissionRing //
|
|
|
|
//-----------------------------------------------
|
|
// moveTo :
|
|
// Method to move to someone else.
|
|
//-----------------------------------------------
|
|
void CUserEntity::moveToCombatPhrase(CLFECOMMON::TCLEntityId slot, double dist, uint phraseMemoryLine, uint phraseMemorySlot, bool phraseCyclic)
|
|
{
|
|
resetAnyMoveTo();
|
|
|
|
// setup new state
|
|
_MoveToSlot = slot;
|
|
_MoveToDist = dist;
|
|
_MoveToAction = CUserEntity::CombatPhrase;
|
|
_MoveToPhraseMemoryLine= phraseMemoryLine;
|
|
_MoveToPhraseMemorySlot= phraseMemorySlot;
|
|
_MoveToPhraseCyclic= phraseCyclic;
|
|
|
|
moveToCheckStartDist(_MoveToSlot, _MoveToDist, _MoveToAction);
|
|
}
|
|
|
|
//-----------------------------------------------
|
|
// Method to move to someone else, for foraging extraction
|
|
// The caller MUST call after CSPhraseManager::clientExecute(), to increment action counter
|
|
//-----------------------------------------------
|
|
void CUserEntity::moveToExtractionPhrase(CLFECOMMON::TCLEntityId slot, double dist, uint phraseMemoryLine, uint phraseMemorySlot, bool cyclic)
|
|
{
|
|
// Test if forage tool in hand, otherwise auto-equip with it
|
|
bool validForageToolInHand = false;
|
|
CInventoryManager * inv = CInventoryManager::getInstance();
|
|
if ( !inv )
|
|
{
|
|
return;
|
|
}
|
|
uint32 rightHandSheet = inv->getRightHandItemSheet();
|
|
if ( rightHandSheet )
|
|
{
|
|
validForageToolInHand = inv->isForageToolItem( rightHandSheet );
|
|
}
|
|
if ( !validForageToolInHand )
|
|
{
|
|
// Find a forage tool in the bag
|
|
uint i;
|
|
for ( i=0; i<MAX_BAGINV_ENTRIES; ++i )
|
|
{
|
|
uint32 itemSheet = inv->getBagItem(i).getSheetID();
|
|
if ( itemSheet && inv->isForageToolItem(itemSheet) )
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
if ( i != MAX_BAGINV_ENTRIES && ClientCfg.AutoEquipTool )
|
|
{
|
|
// remember last used weapon(s)
|
|
rememberWeaponsInHand();
|
|
|
|
// Clear hands
|
|
inv->unequip( "LOCAL:INVENTORY:HAND:1" );
|
|
inv->unequip( "LOCAL:INVENTORY:HAND:0" );
|
|
|
|
// Equip hands
|
|
string bagPath = toString( "LOCAL:INVENTORY:BAG:%u", i );
|
|
inv->equip( bagPath, "LOCAL:INVENTORY:HAND:0" );
|
|
}
|
|
else
|
|
{
|
|
// No forage tool in bag
|
|
CInterfaceManager::getInstance()->displaySystemInfo( CI18N::get("uiForageToolMissing"), "CHK" );
|
|
return;
|
|
}
|
|
}
|
|
|
|
resetAnyMoveTo();
|
|
|
|
// setup new state
|
|
_MoveToSlot = slot;
|
|
_MoveToDist = dist;
|
|
_MoveToAction = CUserEntity::ExtractRM;
|
|
_MoveToPhraseMemoryLine= phraseMemoryLine;
|
|
_MoveToPhraseMemorySlot= phraseMemorySlot;
|
|
_MoveToPhraseCyclic= cyclic;
|
|
|
|
moveToCheckStartDist(_MoveToSlot, _MoveToDist, _MoveToAction);
|
|
}
|
|
|
|
//-----------------------------------------------
|
|
// Method to begin a spire construction
|
|
// The caller MUST call after CSPhraseManager::clientExecute(), to increment action counter
|
|
//-----------------------------------------------
|
|
void CUserEntity::moveToTotemBuildingPhrase(CLFECOMMON::TCLEntityId slot, double dist, uint phraseMemoryLine, uint phraseMemorySlot, bool cyclic)
|
|
{
|
|
resetAnyMoveTo();
|
|
|
|
// setup new state
|
|
_MoveToSlot = slot;
|
|
_MoveToDist = dist;
|
|
_MoveToAction = CUserEntity::BuildTotem;
|
|
_MoveToPhraseMemoryLine= phraseMemoryLine;
|
|
_MoveToPhraseMemorySlot= phraseMemorySlot;
|
|
_MoveToPhraseCyclic= cyclic;
|
|
|
|
moveToCheckStartDist(_MoveToSlot, _MoveToDist, _MoveToAction);
|
|
}
|
|
|
|
//-----------------------------------------------
|
|
// moveToAction :
|
|
// Launch the Action Once the Move is done.
|
|
// \param CEntityCL * : pointer on the destination entity.
|
|
// \warning entity pointer must be valid(allocated).
|
|
//-----------------------------------------------
|
|
void CUserEntity::moveToAction(CEntityCL *ent)
|
|
{
|
|
// Check entity pointer
|
|
nlassert(ent);
|
|
|
|
UserControls.needReleaseForward();
|
|
|
|
// Get the interface instance.
|
|
CInterfaceManager *IM = CInterfaceManager::getInstance();
|
|
switch(_MoveToAction)
|
|
{
|
|
// Attack
|
|
case CUserEntity::Attack:
|
|
UserEntity->attack();
|
|
break;
|
|
// Quartering
|
|
case CUserEntity::Quarter:
|
|
if((ent->properties()).harvestable())
|
|
CAHManager::getInstance()->runActionHandler("context_quartering", 0);
|
|
break;
|
|
// Loot
|
|
case CUserEntity::Loot:
|
|
if((ent->properties()).lootable())
|
|
CAHManager::getInstance()->runActionHandler("context_loot", 0);
|
|
break;
|
|
// Pick Up
|
|
case CUserEntity::PickUp:
|
|
nlwarning("UE:checkMoveTo: not yet implemented");
|
|
break;
|
|
case CUserEntity::ExtractRM:
|
|
extractRM();
|
|
break;
|
|
// Trade Item
|
|
case CUserEntity::TradeItem:
|
|
CAHManager::getInstance()->runActionHandler("context_trade_item", 0);
|
|
break;
|
|
// Trade Phrase
|
|
case CUserEntity::TradePhrase:
|
|
CAHManager::getInstance()->runActionHandler("context_trade_phrase", 0);
|
|
break;
|
|
// Trade Pact
|
|
case CUserEntity::TradePact:
|
|
CAHManager::getInstance()->runActionHandler("context_trade_pact", 0);
|
|
break;
|
|
// Mission
|
|
case CUserEntity::Mission:
|
|
{
|
|
string param = toString("id=%d", _MoveToMissionId);
|
|
CAHManager::getInstance()->runActionHandler("mission_option", 0, param);
|
|
}
|
|
break;
|
|
// Dynamic Mission
|
|
case CUserEntity::DynamicMission:
|
|
CAHManager::getInstance()->runActionHandler("context_dynamic_mission", 0);
|
|
break;
|
|
// Static Mission
|
|
case CUserEntity::StaticMission:
|
|
CAHManager::getInstance()->runActionHandler("context_choose_mission", 0);
|
|
break;
|
|
// Mission
|
|
case CUserEntity::MissionRing:
|
|
{
|
|
string param = toString("id=%d", _MoveToMissionId);
|
|
CAHManager::getInstance()->runActionHandler("mission_ring", 0, param);
|
|
}
|
|
break;
|
|
// Create Guild
|
|
case CUserEntity::CreateGuild:
|
|
CAHManager::getInstance()->runActionHandler("context_create_guild", 0);
|
|
break;
|
|
// News
|
|
case CUserEntity::News:
|
|
CAHManager::getInstance()->runActionHandler("context_talk", 0);
|
|
break;
|
|
// Trade Teleport
|
|
case CUserEntity::TradeTeleport:
|
|
CAHManager::getInstance()->runActionHandler("context_trade_teleport", 0);
|
|
break;
|
|
// Trade Faction items
|
|
case CUserEntity::TradeFaction:
|
|
CAHManager::getInstance()->runActionHandler("context_trade_faction", 0);
|
|
break;
|
|
// Trade Cosmetic
|
|
case CUserEntity::TradeCosmetic:
|
|
CAHManager::getInstance()->runActionHandler("context_trade_cosmetic", 0);
|
|
break;
|
|
// Talk
|
|
case CUserEntity::Talk:
|
|
nlwarning("UE:checkMoveTo: not yet implemented");
|
|
break;
|
|
// CombatPhrase
|
|
case CUserEntity::CombatPhrase:
|
|
UserEntity->attackWithPhrase();
|
|
break;
|
|
// Mount
|
|
case CUserEntity::Mount:
|
|
{
|
|
string orderStr = "mount";
|
|
string beastIndexStr = "@UI:GCM_BEAST_SELECTED";
|
|
bool confirmFree = true;
|
|
beastOrder(orderStr,beastIndexStr,confirmFree);
|
|
break;
|
|
}
|
|
// WebPage
|
|
case CUserEntity::WebPage:
|
|
CAHManager::getInstance()->runActionHandler("context_web_page", 0);
|
|
break;
|
|
// Outpost
|
|
case CUserEntity::Outpost:
|
|
CLuaManager::getInstance().executeLuaScript("game:outpostBCOpenStateWindow()", 0);
|
|
break;
|
|
// BuildTotem
|
|
case CUserEntity::BuildTotem:
|
|
buildTotem();
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
// Move To Done.
|
|
resetAnyMoveTo();
|
|
}// moveToAction //
|
|
|
|
|
|
//-----------------------------------------------
|
|
// sendToServer :
|
|
// Send the position and orientation to the server.
|
|
//-----------------------------------------------
|
|
bool CUserEntity::sendToServer(CBitMemStream &out)
|
|
{
|
|
if(GenericMsgHeaderMngr.pushNameToStream("POSITION", out))
|
|
{
|
|
// Backup the position sent.
|
|
if (_Primitive) _Primitive->getGlobalPosition(_LastGPosSent, dynamicWI);
|
|
// Send Position & Orientation
|
|
CPositionMsg positionMsg;
|
|
positionMsg.X = (sint32)(pos().x * 1000);
|
|
positionMsg.Y = (sint32)(pos().y * 1000);
|
|
positionMsg.Z = (sint32)(pos().z * 1000);
|
|
positionMsg.Heading = frontYaw();
|
|
out.serial(positionMsg);
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
nlwarning("UE:sendToServer: unknown message named 'POSITION'.");
|
|
return false;
|
|
}
|
|
}// sendToServer //
|
|
|
|
//-----------------------------------------------
|
|
// msgForCombatPos :
|
|
// Fill the msg to know if the user is well placed to fight.
|
|
//-----------------------------------------------
|
|
bool CUserEntity::msgForCombatPos(NLMISC::CBitMemStream &out)
|
|
{
|
|
static bool wellPosition = false;
|
|
bool wellP = false;
|
|
// if(isFighting())
|
|
{
|
|
// Is the user well Placed
|
|
CEntityCL *target = EntitiesMngr.entity(UserEntity->targetSlot());
|
|
if(target)
|
|
wellP = target->isPlacedToFight(UserEntity->pos(), front(), attackRadius() + ClientCfg.AttackDist);
|
|
}
|
|
// If different from the last time
|
|
if(wellPosition != wellP)
|
|
{
|
|
wellPosition = wellP;
|
|
// Send state to server.
|
|
if(GenericMsgHeaderMngr.pushNameToStream("COMBAT:VALIDATE_MELEE", out))
|
|
{
|
|
uint8 flag = wellP?1:0;
|
|
out.serial(flag);
|
|
return true;
|
|
}
|
|
else
|
|
nlwarning("UE:msgForCombatPos: unknown message named 'COMBAT:TOGGLE_COMBAT_FLOAT_MODE'.");
|
|
}
|
|
// Do not send the msg.
|
|
return false;
|
|
}// msgForCombatPos //
|
|
|
|
|
|
//-----------------------------------------------
|
|
// checkPos :
|
|
// Check the User Position according to the server code.
|
|
// \todo GUIGUI : put checks on GPos
|
|
// \todo GUIGUI : refact the check primitive when creating a PACS again
|
|
//-----------------------------------------------
|
|
void CUserEntity::checkPos()
|
|
{
|
|
if(PACS && _Primitive)
|
|
{
|
|
// Is in water ?
|
|
if(GR)
|
|
{
|
|
UGlobalPosition gPos;
|
|
_Primitive->getGlobalPosition(gPos, dynamicWI);
|
|
float waterHeight;
|
|
if(GR->isWaterPosition(gPos, waterHeight))
|
|
{
|
|
if(isSwimming() == false)
|
|
{
|
|
// Player is Dead set the right mode (swim and dead)
|
|
if(isDead())
|
|
mode(MBEHAV::SWIM_DEATH);
|
|
else
|
|
{
|
|
// Do not swim when in combat mode.
|
|
if(isFighting())
|
|
{
|
|
_HasMoved = false;
|
|
pacsPos(_LastPositionValidated, _LastGPosValidated);
|
|
}
|
|
// \todo GUIGUI : if the move was cancelled, do not switch to swimming mode.
|
|
else if (isRiding())
|
|
{
|
|
mode(MBEHAV::MOUNT_SWIM);
|
|
// also change mounted entity mode
|
|
CCharacterCL *mount = dynamic_cast<CCharacterCL *>(EntitiesMngr.entity(_Mount));
|
|
if(mount)
|
|
{
|
|
// Set the mount.
|
|
mount->setMode(MBEHAV::MOUNT_SWIM);
|
|
mount->computeAutomaton();
|
|
mount->computeAnimSet();
|
|
mount->setAnim(CAnimationStateSheet::Idle);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
mode(MBEHAV::SWIM);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(isSwimming())
|
|
{
|
|
if(isDead())
|
|
{
|
|
mode(MBEHAV::DEATH);
|
|
}
|
|
else if (isRiding())
|
|
{
|
|
mode(MBEHAV::MOUNT_NORMAL);
|
|
// also change mounted entity mode
|
|
CCharacterCL *mount = dynamic_cast<CCharacterCL *>(EntitiesMngr.entity(_Mount));
|
|
if(mount)
|
|
{
|
|
// Set the mount.
|
|
mount->setMode(MBEHAV::MOUNT_NORMAL);
|
|
mount->computeAutomaton();
|
|
mount->computeAnimSet();
|
|
mount->setAnim(CAnimationStateSheet::Idle);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
mode(MBEHAV::NORMAL);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Create the Primitive used to check if the move will be accepted by the server
|
|
if(_CheckPrimitive == 0)
|
|
{
|
|
_Primitive->getGlobalPosition(_LastGPosSent, dynamicWI);
|
|
_Primitive->getGlobalPosition(_LastGPosValidated, dynamicWI);
|
|
_CheckPrimitive = PACS->addNonCollisionablePrimitive(_Primitive);
|
|
_CheckPrimitive->setOcclusionMask(MaskColNone); // Collide with nothing
|
|
_CheckPrimitive->setCollisionMask(MaskColNone); // Collide with nothing
|
|
_LastPositionValidated = pos();
|
|
}
|
|
if(_CheckPrimitive)
|
|
{
|
|
_CheckPrimitive->setGlobalPosition(_LastGPosSent, dynamicWI);
|
|
CVectorD speed = _Primitive->getFinalPosition(dynamicWI) - _CheckPrimitive->getFinalPosition(dynamicWI);
|
|
|
|
_CheckPrimitive->move(speed, dynamicWI);
|
|
if(PACS->evalNCPrimitiveCollision(1.0, _CheckPrimitive, dynamicWI) == false)
|
|
nlwarning("UE:checkPos: _CheckPrimitive is a collisionable primitive !!!");
|
|
|
|
CVectorD vectDist = _Primitive->getFinalPosition(dynamicWI) - _CheckPrimitive->getFinalPosition(dynamicWI);
|
|
if(vectDist.norm() > 0.001)
|
|
{
|
|
// The server will not be able to reproduce this move, restoring the last one.
|
|
_HasMoved = false;
|
|
pacsPos(_LastPositionValidated,_LastGPosValidated);
|
|
}
|
|
else
|
|
{
|
|
_LastPositionValidated = _Primitive->getFinalPosition(dynamicWI);
|
|
_Primitive->getGlobalPosition(_LastGPosValidated, dynamicWI);
|
|
}
|
|
}
|
|
}
|
|
}// checkPos //
|
|
|
|
|
|
//-----------------------------------------------
|
|
// testPacsPos :
|
|
// test the move from posToTest to current pos
|
|
//-----------------------------------------------
|
|
bool CUserEntity::testPacsPos( CVectorD& posToTest )
|
|
{
|
|
if(PACS && _Primitive && _CheckPrimitive)
|
|
{
|
|
_CheckPrimitive->setGlobalPosition(posToTest, dynamicWI);
|
|
CVectorD speed = _Primitive->getFinalPosition(dynamicWI) - _CheckPrimitive->getFinalPosition(dynamicWI);
|
|
|
|
_CheckPrimitive->move(speed, dynamicWI);
|
|
if(PACS->evalNCPrimitiveCollision(1.0, _CheckPrimitive, dynamicWI) == false)
|
|
nlwarning("UE:testPacsPos: _CheckPrimitive is a collisionable primitive !!!");
|
|
|
|
CVectorD vectDist = _Primitive->getFinalPosition(dynamicWI) - _CheckPrimitive->getFinalPosition(dynamicWI);
|
|
if(vectDist.norm() > 0.001)
|
|
{
|
|
return false;
|
|
}
|
|
else
|
|
return true;
|
|
}
|
|
return false;
|
|
|
|
} // testPacsPos //
|
|
|
|
|
|
//-----------------------------------------------
|
|
// tp :
|
|
// Teleport the player (remove selection, re-init checkPos, etc.).
|
|
//-----------------------------------------------
|
|
void CUserEntity::tp(const CVectorD &dest)
|
|
{
|
|
// Remove the selection.
|
|
UserEntity->selection(CLFECOMMON::INVALID_SLOT);
|
|
// Update PACS
|
|
pacsPos(dest);
|
|
// Update the primitive useful to check the user position.
|
|
_LastPositionValidated = dest;
|
|
// Get the Global position
|
|
if(_Primitive)
|
|
{
|
|
// this is the last PACS position validated too
|
|
_Primitive->getGlobalPosition(_LastGPosValidated, dynamicWI);
|
|
// consider this is the last position sent to server (since actually received!)
|
|
_Primitive->getGlobalPosition(_LastGPosSent, dynamicWI);
|
|
// Set the new position of the 'check' primitive
|
|
if(_CheckPrimitive)
|
|
_CheckPrimitive->setGlobalPosition(_LastGPosSent, dynamicWI);
|
|
}
|
|
else
|
|
nlwarning("UE:tp: the entity has a Null primitive.");
|
|
// Return to interface mode.
|
|
viewMode(UserEntity->viewMode());
|
|
// User well oriented.
|
|
dir(UserEntity->front());
|
|
// Set Normal Mode after a teleport.
|
|
mode(MBEHAV::NORMAL);
|
|
// Set animation with idle.
|
|
setAnim(CAnimationStateSheet::Idle);
|
|
}// tp //
|
|
|
|
//-----------------------------------------------
|
|
// correctPos :
|
|
// Teleport the player to correct his position.
|
|
//-----------------------------------------------
|
|
void CUserEntity::correctPos(const NLMISC::CVectorD &dest)
|
|
{
|
|
nlinfo("UE:correctPos: new user position %f %f %f", dest.x, dest.y, dest.z);
|
|
// Change the user poisition.
|
|
UserEntity->pacsPos(dest);
|
|
// Update the primitive useful to check the user position.
|
|
_LastPositionValidated = dest;
|
|
// Get the Global position
|
|
if(_Primitive)
|
|
{
|
|
// this is the last PACS position validated too
|
|
_Primitive->getGlobalPosition(_LastGPosValidated, dynamicWI);
|
|
// consider this is the last position sent to server (since actually received!)
|
|
_Primitive->getGlobalPosition(_LastGPosSent, dynamicWI);
|
|
// Set the new position of the 'check' primitive
|
|
if(_CheckPrimitive)
|
|
_CheckPrimitive->setGlobalPosition(_LastGPosSent, dynamicWI);
|
|
}
|
|
else
|
|
nlwarning("UE:correctPos: the entity has a Null primitive.");
|
|
|
|
// Correct the pos of the mount, if riding
|
|
if ( isRiding() )
|
|
{
|
|
if ( _Mount < EntitiesMngr.entities().size() )
|
|
{
|
|
CEntityCL *mount = EntitiesMngr.entities()[_Mount];
|
|
if ( mount )
|
|
mount->pacsPos( dest );
|
|
}
|
|
}
|
|
}// correctPos //
|
|
|
|
|
|
/*
|
|
* Check if the mount is able to run, and force walking mode if not
|
|
* (if the player clicked on run, set back to walk).
|
|
*/
|
|
void CUserEntity::checkMountAbleToRun()
|
|
{
|
|
if ( isRiding() )
|
|
{
|
|
if ( running() )
|
|
{
|
|
// Make the mount walk if she's hungry
|
|
if ( ! _MountHunger.canRun() )
|
|
switchVelocity( false );
|
|
}
|
|
else
|
|
{
|
|
// Make the mount run if she's not hungry anymore
|
|
if ( _RunWhenAble && _MountHunger.canRun() )
|
|
switchVelocity( false );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------
|
|
// Update the position of the entity after the motion.
|
|
// \param t : Time for the position of the entity after the motion.
|
|
// \param target : pointer on the current target.
|
|
//-----------------------------------------------
|
|
void CUserEntity::updatePos(const TTime &t, CEntityCL *target)
|
|
{
|
|
// Update Mount if mounting (if _Mount was still not valid when mode received)
|
|
if((_Mount != CLFECOMMON::INVALID_SLOT && isRiding()) && _OnMount==false)
|
|
{
|
|
setOnMount();
|
|
}
|
|
// External view are managed like other entities.
|
|
if(!UserControls.isInternalView())
|
|
{
|
|
// Update position according to the animations.
|
|
CPlayerCL::updatePos(t, target);
|
|
_LastFrameTime = t*0.001;
|
|
// Set The FPV when indoor.
|
|
if(forceIndoorFPV())
|
|
viewMode(FirstPV, false);
|
|
return;
|
|
}
|
|
/*
|
|
else
|
|
{
|
|
// update anim state at least (needed when a spell is cast to play the cast fx at the right time, because they may be visible)
|
|
updateAnimationState();
|
|
}*/
|
|
|
|
// Compute the Time Step.
|
|
double frameTimeRemaining = computeTimeStep(((double)t)*0.001);
|
|
// Do not update animation if Client Light
|
|
if (!ClientCfg.Light)
|
|
{
|
|
// Attack Animation.
|
|
if(_AnimAttackOn)
|
|
{
|
|
if(animIndex(MOVE) != ::CAnimation::UnknownAnim)
|
|
{
|
|
if(animOffset(MOVE) >= EAM->getAnimationLength(animId(MOVE)))
|
|
{
|
|
_AnimAttackOn = false;
|
|
updateVisualDisplay();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Increase the time in the current animation.
|
|
double previousTimeOffset = animOffset(MOVE);
|
|
double offset = previousTimeOffset + frameTimeRemaining;
|
|
// Check Anim length
|
|
double animLength = EAM->getAnimationLength(animId(MOVE));
|
|
if(offset > animLength)
|
|
animOffset(MOVE, animLength);
|
|
else
|
|
animOffset(MOVE, offset);
|
|
// Manage Events that could be created by the animation (like sound).
|
|
animEventsProcessing(previousTimeOffset, animOffset(MOVE));
|
|
}
|
|
// Get the right pos from PACS.
|
|
if(_Primitive && GR)
|
|
{
|
|
UGlobalPosition gPos;
|
|
_Primitive->getGlobalPosition(gPos, dynamicWI);
|
|
|
|
// Set the new current pos.
|
|
pos(GR->getGlobalPosition(gPos));
|
|
}
|
|
// Set the direction.
|
|
if( ClientCfg.AutomaticCamera )
|
|
{
|
|
//dir(front());
|
|
}
|
|
// Reset the TPV when outdoor if needed.
|
|
if(_Primitive && GR)
|
|
{
|
|
UGlobalPosition gPos;
|
|
_Primitive->getGlobalPosition(gPos, dynamicWI);
|
|
if(!GR->isInterior(gPos))
|
|
if(!ClientCfg.FPV)
|
|
viewMode(ThirdPV, false);
|
|
}
|
|
// Current time is now the entity time too.
|
|
_LastFrameTime = t*0.001;
|
|
}// updatePos //
|
|
|
|
//-----------------------------------------------
|
|
// updateDisplay :
|
|
// Update the PACS position after the evalCollision. The entity position is set too. This is fast.
|
|
// If the entity position is too far from its PACS position, setGlobalPosition is called.
|
|
// After this call, the position.z is valid.
|
|
//-----------------------------------------------
|
|
void CUserEntity::pacsFinalizeMove() // virtual
|
|
{
|
|
if(_Primitive == 0)
|
|
return;
|
|
|
|
// Get the global position
|
|
_FinalPacsPos = _Primitive->getFinalPosition(dynamicWI);
|
|
|
|
// Get the global position
|
|
UGlobalPosition gPos;
|
|
_Primitive->getGlobalPosition(gPos, dynamicWI);
|
|
if(gPos.InstanceId != -1)
|
|
{
|
|
pos(_FinalPacsPos);
|
|
if(_Mount != CLFECOMMON::INVALID_SLOT)
|
|
{
|
|
CEntityCL *mount = EntitiesMngr.entity(_Mount);
|
|
if(mount)
|
|
mount->pacsPos(pos());
|
|
}
|
|
}
|
|
else
|
|
_SetGlobalPositionDone = false;
|
|
}// pacsFinalizeMove //
|
|
|
|
|
|
//-----------------------------------------------
|
|
// applyBehaviour :
|
|
// Apply the behaviour for the user.
|
|
//-----------------------------------------------
|
|
void CUserEntity::applyBehaviour(const CBehaviourContext &behaviourContext) // virtual
|
|
{
|
|
const MBEHAV::CBehaviour &behaviour = behaviourContext.Behav;
|
|
// Special code for the First Person View
|
|
if((viewMode() == FirstPV) && behaviour.isCombat())
|
|
{
|
|
// Backup the current behaviour.
|
|
_CurrentBehaviour = behaviourContext.Behav;
|
|
dir(front());
|
|
|
|
// check if self-target
|
|
bool selfSpell = false;
|
|
if (behaviourContext.Targets.Targets.size() == 1)
|
|
{
|
|
if (behaviourContext.Targets.Targets[0].TargetSlot == 0)
|
|
{
|
|
selfSpell = true;
|
|
}
|
|
}
|
|
bool isOffensif;
|
|
switch(behaviour.Behaviour)
|
|
{
|
|
case MBEHAV::CAST_OFF:
|
|
case MBEHAV::CAST_OFF_FAIL:
|
|
case MBEHAV::CAST_OFF_SUCCESS:
|
|
case MBEHAV::CAST_OFF_LINK:
|
|
isOffensif = true;
|
|
break;
|
|
default:
|
|
isOffensif = false;
|
|
break;
|
|
}
|
|
|
|
// Default target hit dates
|
|
static vector<double> targetHitDates;
|
|
targetHitDates.clear();
|
|
targetHitDates.resize(behaviourContext.Targets.Targets.size(), TimeInSec);
|
|
|
|
// cast projectiles/impact linked to behaviour
|
|
updateCurrentAttack();
|
|
if (isCurrentBehaviourAttackEnd())
|
|
{
|
|
// In First Person (don't care), use a default animation => will choose a default delay of 0.5
|
|
performCurrentAttackEnd(behaviourContext, selfSpell && isOffensif,
|
|
targetHitDates, CAnimationStateSheet::UnknownState);
|
|
}
|
|
//
|
|
_RightFXActivated = false;
|
|
_LeftFXActivated = false;
|
|
if(EAM)
|
|
{
|
|
animState (MOVE, CAnimationStateSheet::FirstPersonAttack);
|
|
animIndex (MOVE, CAnimation::UnknownAnim);
|
|
animOffset(MOVE, 0.0);
|
|
_CurrentState = EAM->mState(_CurrentAutomaton, animState(MOVE));
|
|
if(_CurrentState && _CurrentAnimSet[MOVE])
|
|
{
|
|
const CAnimationState *animStatePtr = _CurrentAnimSet[MOVE]->getAnimationState(animState(MOVE));
|
|
if(animStatePtr)
|
|
{
|
|
animIndex(MOVE, animStatePtr->chooseAnim(_AnimJobSpecialisation, people(), getGender(), 0.0));
|
|
if(animIndex(MOVE) != CAnimation::UnknownAnim)
|
|
{
|
|
if(_PlayList)
|
|
{
|
|
_PlayList->setAnimation (MOVE, animId(MOVE));
|
|
_PlayList->setTimeOrigin (MOVE, ryzomGetLocalTime ()*0.001);//_LastFrameTime);
|
|
_AnimAttackOn = true;
|
|
updateVisualDisplay();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// Start FX to play at the animation beginning like trails.
|
|
if(_CurrentBehaviour.Behaviour == MBEHAV::RANGE_ATTACK)
|
|
{
|
|
startItemAttackFXs(_CurrentBehaviour.Range.ImpactIntensity != 0, _CurrentBehaviour.Range.ImpactIntensity);
|
|
}
|
|
else
|
|
{
|
|
startItemAttackFXs(_CurrentBehaviour.Combat.ImpactIntensity != 0 && _CurrentBehaviour.Combat.HitType != HITTYPE::Failed, _CurrentBehaviour.Combat.ImpactIntensity);
|
|
}
|
|
// DeltaHP
|
|
applyBehaviourFlyingHPs(behaviourContext, behaviour, targetHitDates);
|
|
}
|
|
// In third person view (or camera mode), play the same way than for the others.
|
|
else
|
|
CPlayerCL::applyBehaviour(behaviourContext);
|
|
}// applyBehaviour //
|
|
|
|
//---------------------------------------------------
|
|
// setDead :
|
|
// Method to Flag the character as dead and do everything needed.
|
|
//---------------------------------------------------
|
|
void CUserEntity::setDead() // virtual
|
|
{
|
|
// User is dead -> NO FOLLOW
|
|
disableFollow();
|
|
// Remove the selection.
|
|
UserEntity->selection(CLFECOMMON::INVALID_SLOT);
|
|
// Death Mode Control and view.
|
|
UserControls.mode(CUserControls::DeathMode);
|
|
// Play the FX for the death
|
|
NL3D::UParticleSystemInstance deathFX = FXMngr.instantFX(ClientCfg.DeadFXName);
|
|
if(!deathFX.empty())
|
|
deathFX.setPos(selectBox().getCenter());
|
|
|
|
// Last teleport is a death
|
|
|
|
// get player's kami fame
|
|
CInterfaceManager *pIM = CInterfaceManager::getInstance();
|
|
sint8 kamiFame = 0;
|
|
uint kamiFameIndex = CStaticFames::getInstance().getFactionIndex("kami");
|
|
if (pIM && kamiFameIndex != CStaticFames::INVALID_FACTION_INDEX)
|
|
{
|
|
CCDBNodeLeaf *pLeafKamiFame = NLGUI::CDBManager::getInstance()->getDbProp(toString("SERVER:FAME:PLAYER%d:VALUE", kamiFameIndex - 1), false);
|
|
if (pLeafKamiFame != NULL)
|
|
kamiFame = pLeafKamiFame->getValue8();
|
|
}
|
|
|
|
// get player's karavan fame
|
|
sint8 karavanFame = 0;
|
|
uint karavanFameIndex = CStaticFames::getInstance().getFactionIndex("karavan");
|
|
if (pIM && karavanFameIndex != CStaticFames::INVALID_FACTION_INDEX)
|
|
{
|
|
CCDBNodeLeaf *pLeafKaravanFame = NLGUI::CDBManager::getInstance()->getDbProp(toString("SERVER:FAME:PLAYER%d:VALUE", karavanFameIndex - 1), false);
|
|
if (pLeafKaravanFame != NULL)
|
|
karavanFame = pLeafKaravanFame->getValue8();
|
|
}
|
|
|
|
// set loading background depending on player's faction fame
|
|
if (kamiFame > karavanFame)
|
|
LoadingBackground = ResurectKamiBackground;
|
|
else
|
|
LoadingBackground = ResurectKaravanBackground;
|
|
|
|
// disable or enable shadowing
|
|
updateCastShadowMap();
|
|
|
|
// enable death warning popup
|
|
//CInterfaceManager * pIM = CInterfaceManager::getInstance();
|
|
if( pIM )
|
|
{
|
|
CAHManager::getInstance()->runActionHandler("set",NULL,"dblink=UI:VARIABLES:DEATH_WARNING_WANTED|value=1");
|
|
}
|
|
}// setDead //
|
|
|
|
//-----------------------------------------------
|
|
// skillUp :
|
|
// Skill Up
|
|
//-----------------------------------------------
|
|
void CUserEntity::skillUp()
|
|
{
|
|
// Play the FX for the death
|
|
NL3D::UParticleSystemInstance skillUpFX = FXMngr.instantFX(ClientCfg.SkillUpFXName);
|
|
skillUpFX.setClusterSystem(getClusterSystem());
|
|
if(!skillUpFX.empty())
|
|
skillUpFX.setPos(pos());
|
|
}// skillUp //
|
|
|
|
//-----------------------------------------------
|
|
// startColTimer :
|
|
// After a few time, if the user is still in collision with someone else, remove collisions with other entitites.
|
|
//-----------------------------------------------
|
|
void CUserEntity::startColTimer()
|
|
{
|
|
if(_ColOn)
|
|
{
|
|
if(_ColRemoved==false)
|
|
{
|
|
if((T1-_ColStartTime) > ClientCfg.TimeToRemoveCol)
|
|
{
|
|
EntitiesMngr.removeColUserOther();
|
|
_ColRemoved = true;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
_ColOn = true;
|
|
_ColStartTime = T1;
|
|
}
|
|
}// startColTimer //
|
|
|
|
//-----------------------------------------------
|
|
// stopColTimer :
|
|
// Called when the user is no more in collision with another entity.
|
|
//-----------------------------------------------
|
|
void CUserEntity::stopColTimer()
|
|
{
|
|
// Restore collisions.
|
|
if(_ColRemoved)
|
|
{
|
|
EntitiesMngr.restoreColUserOther();
|
|
_ColRemoved = false;
|
|
}
|
|
_ColOn = false;
|
|
}// stopColTimer //
|
|
|
|
|
|
|
|
//-----------------------------------------------
|
|
// getMaxSpeed
|
|
// Return the current max speed for the entity in meter per sec
|
|
// The method return a max according to the speed factor (given by the server)
|
|
// It's also return a value according to the landscape (water)
|
|
// Also managed mounts
|
|
//-----------------------------------------------
|
|
double CUserEntity::getMaxSpeed() const // virtual
|
|
{
|
|
// Max Defined speed according to the current factor (slow, or speed increased)
|
|
double maxSpeed = _SpeedFactor.getValue();
|
|
// User is Dead
|
|
if(isDead())
|
|
{
|
|
maxSpeed *= 0.0;
|
|
}
|
|
// User is sitting
|
|
else if(isSit())
|
|
{
|
|
maxSpeed *= 0.0;
|
|
}
|
|
// User is swimming
|
|
else if(isSwimming())
|
|
{
|
|
|
|
// We are a Ring DM so speed up a litle
|
|
if (_R2CharMode == R2::TCharMode::Editer || _R2CharMode == R2::TCharMode::Dm)
|
|
{
|
|
maxSpeed *= ClientCfg.DmRun / 2;
|
|
}
|
|
else
|
|
{
|
|
// Run
|
|
maxSpeed *= 3.0;
|
|
}
|
|
}
|
|
else if(isRiding())
|
|
{
|
|
// Run if mount not hungry, otherwise, use walk velocity
|
|
if (_MountHunger.canRun())
|
|
maxSpeed *= (double)getMountRunVelocity();
|
|
else
|
|
maxSpeed *= (double)getMountWalkVelocity();
|
|
}
|
|
else
|
|
{
|
|
// Run
|
|
maxSpeed *= runVelocity();
|
|
}
|
|
// Return the current max
|
|
return maxSpeed;
|
|
// return ClientCfg.Run * _SpeedFactor.getValue();
|
|
}// getMaxSpeed //
|
|
|
|
|
|
//-----------------------------------------------
|
|
// snapToGround :
|
|
// Snap the user to the ground.
|
|
//-----------------------------------------------
|
|
void CUserEntity::snapToGround()
|
|
{
|
|
CEntityCL::snapToGround();
|
|
|
|
updateSound (ryzomGetLocalTime ());
|
|
}// // snapToGround //
|
|
|
|
|
|
//-----------------------------------------------
|
|
// updateSound :
|
|
//-----------------------------------------------
|
|
void CUserEntity::updateSound(const TTime &time)
|
|
{
|
|
H_AUTO_USE ( RZ_Client_Update_Sound );
|
|
|
|
// no sound manager, no need to update sound
|
|
if (SoundMngr == 0)
|
|
return;
|
|
|
|
if (!(StereoHMD && true)) // TODO: ClientCfg.Headphone
|
|
{
|
|
// NOTE: StereoHMD+Headphone impl in main_loop.cpp
|
|
SoundMngr->setListenerPos(pos());
|
|
const CMatrix &camMat = MainCam.getMatrix();
|
|
SoundMngr->setListenerOrientation(camMat.getJ(), camMat.getK());
|
|
}
|
|
|
|
if (ClientCfg.Light)
|
|
return;
|
|
|
|
// step sound of self : refind the sound animations associated to the walk and run animation
|
|
|
|
static bool computeAnim = true;
|
|
static bool lastMode = false;
|
|
static TTime previousTime = 0;
|
|
static TTime stepTime = 0;
|
|
static bool leftRight = false;
|
|
static NLSOUND::CSoundAnimMarker *leftStep = 0;
|
|
static NLSOUND::CSoundAnimMarker *rightStep = 0;
|
|
|
|
// TODO : Remove when bug corrected:
|
|
if (_Gender == GSGENDER::unknown)
|
|
{
|
|
nlwarning("CUserEntity::updateSound : The gender is unknown, forcing it to male");
|
|
_Gender = GSGENDER::male;
|
|
}
|
|
|
|
// force recompute of anim if walk/run change.
|
|
computeAnim = computeAnim || (lastMode != _Run);
|
|
|
|
// Check the sound animation to find the time between to step
|
|
if(computeAnim && SoundMngr && _CurrentAnimSet[MOVE] != 0) // && _SoundId[MOVE] != NLSOUND::CSoundAnimationNoId)
|
|
{
|
|
lastMode = _Run;
|
|
TAnimStateId mode = _Run ? CAnimationStateSheet::Run : CAnimationStateSheet::Walk;
|
|
const CAnimationState *animStatePtr = _CurrentAnimSet[MOVE]->getAnimationState (mode);
|
|
if (animStatePtr)
|
|
{
|
|
::CAnimation::TAnimId animId = animStatePtr->chooseAnim (_AnimJobSpecialisation, people(), getGender(), 0);
|
|
if (animId != ::CAnimation::UnknownAnim)
|
|
{
|
|
const ::CAnimation *anim = animStatePtr->getAnimation (animId);
|
|
if(anim)
|
|
{
|
|
// Select the sound ID
|
|
_SoundId[MOVE] = anim->soundId();
|
|
|
|
if (_SoundId[MOVE] != NLSOUND::CSoundAnimationNoId)
|
|
{
|
|
// retrieve the anim
|
|
NLSOUND::CSoundAnimManager *mgr = NLSOUND::CSoundAnimManager::instance();
|
|
|
|
string name = mgr->idToName(_SoundId[MOVE]);
|
|
|
|
if (!name.empty())
|
|
{
|
|
NLSOUND::CSoundAnimation *sanim = mgr->findAnimation(name);
|
|
if (sanim->countMarkers() != 2)
|
|
{
|
|
static set<string> warnOnce;
|
|
if (warnOnce.find(sanim->getName()) == warnOnce.end())
|
|
{
|
|
nlwarning("Sound animation '%s' has not 2 markers, not a biped ? (Display Once)", sanim->getName().c_str());
|
|
warnOnce.insert(sanim->getName());
|
|
}
|
|
}
|
|
else
|
|
{
|
|
stepTime = TTime((sanim->getMarker(1)->getTime() - sanim->getMarker(0)->getTime()) * 1000);
|
|
rightStep = sanim->getMarker(0);
|
|
leftStep = sanim->getMarker(1);
|
|
computeAnim = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if( SoundMngr && _Mode == MBEHAV::NORMAL)
|
|
{
|
|
if (!getVelocity().isNull())
|
|
{
|
|
if (stepTime > 0 && time-previousTime>=stepTime)
|
|
{
|
|
previousTime = time;
|
|
|
|
// set the sound 1 meter below listener
|
|
_SoundContext.Position = pos() + CVector(0,0,-1);
|
|
_SoundContext.RelativeGain = SoundMngr->getUserEntitySoundLevel();;
|
|
|
|
uint32 matId= getGroundType();
|
|
//nldebug("Current material = %u", matId);
|
|
_SoundContext.Args[0] = matId;
|
|
|
|
if (leftRight)
|
|
{
|
|
if (leftStep)
|
|
// TODO : find the correct cluster
|
|
leftStep->play(SoundMngr->getMixer(), NULL, _SoundContext);
|
|
}
|
|
else
|
|
{
|
|
if (rightStep)
|
|
// TODO : find the correct cluster
|
|
rightStep->play(SoundMngr->getMixer(), NULL, _SoundContext);
|
|
|
|
// recompute a new sound anim
|
|
computeAnim = true;
|
|
}
|
|
|
|
leftRight = !leftRight;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// resets the counter
|
|
previousTime = 0;
|
|
}
|
|
}
|
|
}// updateSound //
|
|
|
|
|
|
//-----------------------------------------------
|
|
// rotate :
|
|
// rotate the body on the left or right (front changes).
|
|
//-----------------------------------------------
|
|
void CUserEntity::rotate(float ang)
|
|
{
|
|
// Rotate the body.
|
|
CMatrix m;
|
|
m.identity();
|
|
m.rotateZ(ang);
|
|
front(m * front().normed());
|
|
}// rotate //
|
|
|
|
|
|
//-----------------------------------------------
|
|
// rotHeadVertically :
|
|
// rotate the head vertically.
|
|
//-----------------------------------------------
|
|
void CUserEntity::rotHeadVertically(float ang)
|
|
{
|
|
setHeadPitch(_HeadPitch+ang);
|
|
}// rotHeadVertically //
|
|
|
|
|
|
//-----------------------------------------------
|
|
// setHeadPitch(double hp)
|
|
//-----------------------------------------------
|
|
void CUserEntity::setHeadPitch(double hp)
|
|
{
|
|
_HeadPitch= hp;
|
|
const double bound= Pi/2 - 0.01; // epsilon to avoid gimbal lock
|
|
clamp(_HeadPitch, -bound, bound);
|
|
}
|
|
|
|
//---------------------------------------------------
|
|
// slotRemoved :
|
|
// To Inform about an entity removed (to remove from selection for example).
|
|
// This will remove the entity from the target.
|
|
// \param slot : Slot of the entity that will be removed.
|
|
//---------------------------------------------------
|
|
void CUserEntity::slotRemoved(const CLFECOMMON::TCLEntityId &slot)
|
|
{
|
|
// parent call
|
|
CPlayerCL::slotRemoved(slot);
|
|
|
|
// reset also selection
|
|
if(selection() == slot)
|
|
selection(CLFECOMMON::INVALID_SLOT);
|
|
}// slotRemoved //
|
|
|
|
//---------------------------------------------------
|
|
// selection :
|
|
// Change the entity selected.
|
|
// \param slot : slot now selected (CLFECOMMON::INVALID_SLOT for an empty selection).
|
|
// \warning Can be different from the entity targeted (in combat mode for example).
|
|
//---------------------------------------------------
|
|
void CUserEntity::selection(const CLFECOMMON::TCLEntityId &slot) // virtual
|
|
{
|
|
//allows reselection in Ring client: even if the selected slots is equal to the selection,
|
|
//the client must send the messages.
|
|
if ((_Selection == slot) && !ClientCfg.R2EDEnabled)
|
|
return;
|
|
|
|
// The selection will be the entity to watch
|
|
WatchedEntitySlot = slot;
|
|
disableFollow();
|
|
|
|
// Send the entity selected to the server.
|
|
NetMngr.pushTarget(slot);
|
|
|
|
|
|
// Target the slot on client, don't wait NetWork response
|
|
targetSlot(slot);
|
|
_TargetSlotNoLag= slot;
|
|
|
|
if (ClientCfg.R2EDEnabled)
|
|
{
|
|
R2::getEditor().inGameSelection(slot);
|
|
}
|
|
|
|
|
|
// Change the current selection so un color the current selection.
|
|
CEntityCL *sel = EntitiesMngr.entity(_Selection);
|
|
if(sel != NULL)
|
|
sel->visualSelectionStop(); // Blink off == restore to normal
|
|
|
|
// Set the entity selected
|
|
_Selection = slot;
|
|
|
|
// Update visual selection and interface
|
|
if ( sel && sel->isForageSource() )
|
|
sel->buildInSceneInterface(); // remove focus on previous selected source
|
|
sel = EntitiesMngr.entity(_Selection);
|
|
if(sel != NULL)
|
|
{
|
|
sel->visualSelectionStart();
|
|
if ( sel->isForageSource() )
|
|
sel->buildInSceneInterface(); // set focus on new selected source
|
|
}
|
|
|
|
|
|
// **** Update Target interface
|
|
//get the new target slot and set it in the database
|
|
CInterfaceManager *pIM = CInterfaceManager::getInstance();
|
|
NLGUI::CDBManager::getInstance()->getDbProp("UI:VARIABLES:TARGET:SLOT")->setValue64(slot);
|
|
|
|
// Get the new target UID, and set in Database
|
|
uint tgtSlot= _Selection;
|
|
uint32 tgtEntityId= CLFECOMMON::INVALID_CLIENT_DATASET_INDEX;
|
|
CEntityCL *entity = NULL;
|
|
if (tgtSlot!=CLFECOMMON::INVALID_SLOT)
|
|
{
|
|
entity = EntitiesMngr.entity(tgtSlot);
|
|
if (entity)
|
|
tgtEntityId= entity->dataSetId();
|
|
}
|
|
|
|
// Set the User Target
|
|
CCDBNodeLeaf *prop = NLGUI::CDBManager::getInstance()->getDbProp("UI:VARIABLES:TARGET:UID", false);
|
|
if(prop)
|
|
prop->setValue32(tgtEntityId);
|
|
|
|
// Bar Manager. Update now the Target View (so it takes VP if data available or 0... but result is immediate)
|
|
CBarManager::getInstance()->setLocalTarget(tgtEntityId);
|
|
|
|
// **** Update DB for InGameMenu
|
|
// clear the entries for mission option
|
|
for(uint k = 0; k < NUM_MISSION_OPTIONS; ++k)
|
|
{
|
|
CCDBNodeLeaf *missionOption = NLGUI::CDBManager::getInstance()->getDbProp(toString("LOCAL:TARGET:CONTEXT_MENU:MISSIONS_OPTIONS:%d:TITLE", (int) k), false);
|
|
if (missionOption)
|
|
{
|
|
missionOption->setValue32(0);
|
|
}
|
|
CCDBNodeLeaf *playerGiftNeeded = NLGUI::CDBManager::getInstance()->getDbProp(toString("LOCAL:TARGET:CONTEXT_MENU:MISSIONS_OPTIONS:%d:PLAYER_GIFT_NEEDED", (int) k), false);
|
|
if (playerGiftNeeded)
|
|
{
|
|
playerGiftNeeded->setValue32(0);
|
|
}
|
|
//
|
|
missionOption = NLGUI::CDBManager::getInstance()->getDbProp(toString("SERVER:TARGET:CONTEXT_MENU:MISSIONS_OPTIONS:%d:TITLE", (int) k), false);
|
|
if (missionOption)
|
|
{
|
|
missionOption->setValue32(0);
|
|
}
|
|
playerGiftNeeded = NLGUI::CDBManager::getInstance()->getDbProp(toString("SERVER:TARGET:CONTEXT_MENU:MISSIONS_OPTIONS:%d:PLAYER_GIFT_NEEDED", (int) k), false);
|
|
if (playerGiftNeeded)
|
|
{
|
|
playerGiftNeeded->setValue32(0);
|
|
}
|
|
}
|
|
/* TODO ULU : Add RP tags */
|
|
|
|
// update pvp tags
|
|
if ((tgtSlot!=CLFECOMMON::INVALID_SLOT) && entity)
|
|
{
|
|
CPlayerCL *pPlayer = dynamic_cast<CPlayerCL*>(entity);
|
|
|
|
if (pPlayer)
|
|
{
|
|
/*// Pvp Mode
|
|
CViewBitmap * tagMode = dynamic_cast<CViewBitmap*>(CWidgetManager::getInstance()->getElementFromId("ui:interface:target:pvp_tags:mode"));
|
|
if (tagMode)
|
|
{
|
|
if (pPlayer->getPvpMode()&PVP_MODE::PvpFaction)
|
|
tagMode->setTexture("pvp_orange.tga");
|
|
else if (pPlayer->getPvpMode()&PVP_MODE::PvpFactionFlagged)
|
|
tagMode->setTexture("pvp_red.tga");
|
|
else
|
|
tagMode->setTexture("alpha_10.tga");
|
|
}
|
|
*/
|
|
/*// Pvp available actions (attack, heal, both)
|
|
CViewBitmap * tagMode = dynamic_cast<CViewBitmap*>(CWidgetManager::getInstance()->getElementFromId("ui:interface:target:pvp_tags:actions"));
|
|
if (tagMode)
|
|
{
|
|
if (pPlayer->getPvpMode()&PVP_MODE::PvpFaction)
|
|
tag->setTexture("pvp_orange.tga");
|
|
else if (pPlayer->getPvpMode()&PVP_MODE::PvpFactionFlagged)
|
|
tag->setTexture("pvp_red.tga");
|
|
else
|
|
tag->setTexture("alpha_10.tga");
|
|
}*/
|
|
|
|
}
|
|
}
|
|
|
|
// clear web page
|
|
prop= NLGUI::CDBManager::getInstance()->getDbProp("LOCAL:TARGET:CONTEXT_MENU:WEB_PAGE_URL", false);
|
|
if(prop) prop->setValue32(0);
|
|
prop= NLGUI::CDBManager::getInstance()->getDbProp("LOCAL:TARGET:CONTEXT_MENU:WEB_PAGE_TITLE", false);
|
|
if(prop) prop->setValue32(0);
|
|
|
|
// clear mission ring
|
|
for(uint k = 0; k < BOTCHATTYPE::MaxR2MissionEntryDatabase; ++k)
|
|
{
|
|
prop= NLGUI::CDBManager::getInstance()->getDbProp(toString("LOCAL:TARGET:CONTEXT_MENU:MISSION_RING:%d:TITLE", k), false);
|
|
if(prop) prop->setValue32(0);
|
|
}
|
|
|
|
// clear programs
|
|
prop= NLGUI::CDBManager::getInstance()->getDbProp("LOCAL:TARGET:CONTEXT_MENU:PROGRAMMES", false);
|
|
if(prop) prop->setValue32(0);
|
|
prop= NLGUI::CDBManager::getInstance()->getDbProp("SERVER:TARGET:CONTEXT_MENU:PROGRAMMES");
|
|
if(prop) prop->setValue32(0);
|
|
// increment db counter for context menu
|
|
pIM->incLocalSyncActionCounter();
|
|
|
|
}// selection //
|
|
|
|
//---------------------------------------------------
|
|
// moveToAttack :
|
|
// Method to place the user to attack the target and attack.
|
|
//---------------------------------------------------
|
|
void CUserEntity::moveToAttack()
|
|
{
|
|
// **** For clarity, try to launch a "default attack" found in the memory bar instead of an "anonymous" action
|
|
CSPhraseManager *pPM= CSPhraseManager::getInstance();
|
|
uint32 memLine, memSlot;
|
|
CEntityCL *target= EntitiesMngr.entity(selection());
|
|
|
|
CInventoryManager *inv = CInventoryManager::getInstance();
|
|
|
|
// auto-equip with valid weapon
|
|
if( ClientCfg.AutoEquipTool )
|
|
{
|
|
if(inv)
|
|
{
|
|
// if no valid weapons in had -> auto-equip with last used weapons
|
|
bool validWeaponInHand = true;
|
|
uint32 rightHandSheet = inv->getRightHandItemSheet();
|
|
if(rightHandSheet)
|
|
{
|
|
validWeaponInHand = inv->isMeleeWeaponItem(rightHandSheet) || inv->isRangeWeaponItem(rightHandSheet);
|
|
}
|
|
if( !validWeaponInHand )
|
|
{
|
|
autoEquipWithLastUsedWeapons();
|
|
}
|
|
|
|
// remember last used weapon(s)
|
|
rememberWeaponsInHand();
|
|
}
|
|
}
|
|
|
|
if(target && pPM->findDefaultAttack(memLine, memSlot))
|
|
{
|
|
// launch instead a phrase execution with this phrase
|
|
executeCombatWithPhrase(target, memLine, memSlot, true);
|
|
}
|
|
// **** Else launch an anonymous "default attack"
|
|
else
|
|
{
|
|
// melee or range?
|
|
bool melee = true;
|
|
if(inv)
|
|
{
|
|
uint32 rightHandSheet = inv->getRightHandItemSheet();
|
|
if(rightHandSheet)
|
|
melee = inv->isMeleeWeaponItem(rightHandSheet);
|
|
}
|
|
|
|
// Move to target if melee weapon
|
|
if(melee)
|
|
moveTo(selection(), 2.0, CUserEntity::Attack);
|
|
// Just attack if range weapon.
|
|
else
|
|
attack();
|
|
}
|
|
}// moveToAttack //
|
|
|
|
//---------------------------------------------------
|
|
// attack :
|
|
// Method to attack the target.
|
|
//---------------------------------------------------
|
|
void CUserEntity::attack()
|
|
{
|
|
// execute the default attack
|
|
CSPhraseManager *pPM= CSPhraseManager::getInstance();
|
|
pPM->executeDefaultAttack();
|
|
|
|
bool melee = true;
|
|
CInventoryManager *inv = CInventoryManager::getInstance();
|
|
if(inv)
|
|
{
|
|
uint32 rightHandSheet = inv->getRightHandItemSheet();
|
|
if(rightHandSheet)
|
|
melee = inv->isMeleeWeaponItem(rightHandSheet);
|
|
}
|
|
|
|
// If option ON, follow when attacking.
|
|
if(ClientCfg.FollowOnAtk)
|
|
{
|
|
// Follow only if attacking with a melee weapon
|
|
if(melee)
|
|
// enable, but don't reset camera rotation
|
|
enableFollow(false);
|
|
}
|
|
}// attack //
|
|
|
|
//---------------------------------------------------
|
|
// attack :
|
|
// Method to attack the target, with a special phrase
|
|
//---------------------------------------------------
|
|
void CUserEntity::attackWithPhrase()
|
|
{
|
|
if( !canEngageCombat() )
|
|
return;
|
|
|
|
CSPhraseManager *pPM= CSPhraseManager::getInstance();
|
|
|
|
// validate the execution on server
|
|
pPM->sendExecuteToServer(_MoveToPhraseMemoryLine, _MoveToPhraseMemorySlot, _MoveToPhraseCyclic);
|
|
|
|
// If the Attack is a "Next", and not a cycle, do a default attack
|
|
if(!_MoveToPhraseCyclic)
|
|
pPM->executeDefaultAttack();
|
|
|
|
// If option ON, follow when attacking.
|
|
if(ClientCfg.FollowOnAtk)
|
|
{
|
|
bool melee = true;
|
|
CInventoryManager *inv = CInventoryManager::getInstance();
|
|
if(inv)
|
|
{
|
|
uint32 rightHandSheet = inv->getRightHandItemSheet();
|
|
if(rightHandSheet)
|
|
melee = inv->isMeleeWeaponItem(rightHandSheet);
|
|
}
|
|
// Follow only if attacking with a melee weapon
|
|
if(melee)
|
|
// enable, but don't reset camera rotation
|
|
enableFollow(false);
|
|
}
|
|
|
|
// Because sendExecuteToServer() has been called, must NOT cancelClientExecute() at resetAnyMoveTo()
|
|
_MoveToAction= CUserEntity::None;
|
|
}
|
|
|
|
//-----------------------------------------------
|
|
// assist :
|
|
// your current target become the target of your current one.
|
|
//-----------------------------------------------
|
|
void CUserEntity::assist()
|
|
{
|
|
assist(targetSlot());
|
|
}// assist //
|
|
|
|
//-----------------------------------------------
|
|
|
|
void CUserEntity::assist(uint slot)
|
|
{
|
|
// Check the current target
|
|
if(slot == CLFECOMMON::INVALID_SLOT || slot == _Slot)
|
|
return;
|
|
// Check the target
|
|
CEntityCL *target = EntitiesMngr.entity(slot);
|
|
if(target == 0)
|
|
return;
|
|
// Check the new slot.
|
|
CLFECOMMON::TCLEntityId newSlot = target->targetSlot();
|
|
if(newSlot == CLFECOMMON::INVALID_SLOT || newSlot == _Slot)
|
|
return;
|
|
// Select the new target.
|
|
selection(newSlot);
|
|
}
|
|
|
|
//---------------------------------------------------
|
|
// disengage :
|
|
// Method to disengage the target.
|
|
//---------------------------------------------------
|
|
void CUserEntity::disengage()
|
|
{
|
|
// Set the database in local.
|
|
if(ClientCfg.Local)
|
|
{
|
|
IngameDbMngr.setProp("Entities:E0:P" + toString(CLFECOMMON::PROPERTY_MODE), MBEHAV::NORMAL); // Mode
|
|
IngameDbMngr.setProp("Entities:E0:P" + toString(CLFECOMMON::PROPERTY_TARGET_ID), _Selection); // Target
|
|
UserEntity->updateVisualProperty(0, CLFECOMMON::PROPERTY_MODE);
|
|
UserEntity->updateVisualProperty(0, CLFECOMMON::PROPERTY_TARGET_ID);
|
|
return;
|
|
}
|
|
|
|
// Disengage MSG.
|
|
const string msgName = "COMBAT:DISENGAGE";
|
|
CBitMemStream out;
|
|
if(GenericMsgHeaderMngr.pushNameToStream(msgName, out))
|
|
NetMngr.push(out);
|
|
else
|
|
nlwarning("UE::disengage: unknown message named '%s'.", msgName.c_str());
|
|
|
|
// Change the current mode.
|
|
mode(MBEHAV::NORMAL);
|
|
}// disengage //
|
|
|
|
//-----------------------------------------------
|
|
// sit :
|
|
// Ask for the client to sit/stand ('true' to sit).
|
|
//-----------------------------------------------
|
|
bool CUserEntity::sit(bool s)
|
|
{
|
|
bool ok= false;
|
|
|
|
// SIT
|
|
if(s)
|
|
{
|
|
if(canSit() == true)
|
|
{
|
|
// disable afk mode
|
|
setAFK(false);
|
|
|
|
// Sit MSG.
|
|
if(mode(MBEHAV::SIT))
|
|
{
|
|
// autowalk disabled
|
|
UserControls.autowalkState(false);
|
|
|
|
const string msgName = "COMMAND:SIT";
|
|
CBitMemStream out;
|
|
if(GenericMsgHeaderMngr.pushNameToStream(msgName, out))
|
|
{
|
|
out.serial(s);
|
|
NetMngr.push(out);
|
|
}
|
|
else
|
|
nlwarning("UE:sit: unknown message named '%s'.", msgName.c_str());
|
|
|
|
// mode changed
|
|
ok= true;
|
|
|
|
// display sit msg
|
|
CInterfaceManager *pIM= CInterfaceManager::getInstance();
|
|
ucstring msg = CI18N::get("msgUserIsSitting");
|
|
string cat = getStringCategory(msg, msg);
|
|
pIM->displaySystemInfo(msg, cat);
|
|
}
|
|
}
|
|
}
|
|
// STAND
|
|
else
|
|
{
|
|
if(_Mode == MBEHAV::SIT)
|
|
{
|
|
if(mode(MBEHAV::NORMAL))
|
|
{
|
|
const string msgName = "COMMAND:SIT";
|
|
CBitMemStream out;
|
|
if(GenericMsgHeaderMngr.pushNameToStream(msgName, out))
|
|
{
|
|
out.serial(s);
|
|
NetMngr.push(out);
|
|
}
|
|
else
|
|
nlwarning("UE:sit: unknown message named '%s'.", msgName.c_str());
|
|
|
|
// mode changed
|
|
ok= true;
|
|
|
|
// display stand msg
|
|
CInterfaceManager *pIM= CInterfaceManager::getInstance();
|
|
ucstring msg = CI18N::get("msgUserIsStanding");
|
|
string cat = getStringCategory(msg, msg);
|
|
pIM->displaySystemInfo(msg, cat);
|
|
}
|
|
}
|
|
}
|
|
|
|
// if mode changed, Write to the UI database, to update views
|
|
if(ok)
|
|
{
|
|
CInterfaceManager *pIM= CInterfaceManager::getInstance();
|
|
CCDBNodeLeaf *node= NLGUI::CDBManager::getInstance()->getDbProp("UI:VARIABLES:PLAYER_STAND", false);
|
|
if(node)
|
|
node->setValue32(_Mode != MBEHAV::SIT);
|
|
}
|
|
|
|
// mode changed
|
|
return ok;
|
|
}// sit //
|
|
|
|
//-----------------------------------------------
|
|
// canSit :
|
|
// Return true if the user can sit.
|
|
//-----------------------------------------------
|
|
bool CUserEntity::canSit() const
|
|
{
|
|
// If the user is not already sitting or is on a mount
|
|
if(!isSit() && (!isRiding()) && !isDead() && !isSwimming())
|
|
{
|
|
return true;
|
|
}
|
|
else
|
|
return false;
|
|
}// canSit //
|
|
|
|
//-----------------------------------------------
|
|
// setAFK
|
|
//-----------------------------------------------
|
|
void CUserEntity::setAFK(bool b, string afkTxt)
|
|
{
|
|
if( isAFK() == b ) return;
|
|
|
|
if (b)
|
|
{
|
|
if( isDead() || isRiding() || moveTo() || follow() )
|
|
return;
|
|
|
|
CInterfaceManager *pIM = CInterfaceManager::getInstance();
|
|
//sint64 start = NLGUI::CDBManager::getInstance()->getDbProp("SERVER:USER:ACT_TSTART")->getValue64();
|
|
//sint64 end = NLGUI::CDBManager::getInstance()->getDbProp("SERVER:USER:ACT_TEND")->getValue64();
|
|
//sint64 type = NLGUI::CDBManager::getInstance()->getDbProp("SERVER:USER:ACT_TYPE")->getValue64();
|
|
//sint64 num = NLGUI::CDBManager::getInstance()->getDbProp("SERVER:USER:ACT_NUMBER")->getValue64();
|
|
if( pIM )
|
|
{
|
|
if( NLGUI::CDBManager::getInstance()->getDbProp("SERVER:USER:ACT_TYPE")->getValue64() != 0 )
|
|
return;
|
|
}
|
|
|
|
if( !isSit() && !isSwimming() )
|
|
{
|
|
if( !mode(MBEHAV::REST) )
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if( !isSit() && !isSwimming() )
|
|
{
|
|
if (isDead())
|
|
return;
|
|
else
|
|
mode(MBEHAV::NORMAL);
|
|
}
|
|
}
|
|
|
|
// send afk state
|
|
string msgName = "COMMAND:AFK";
|
|
CBitMemStream out;
|
|
if(GenericMsgHeaderMngr.pushNameToStream(msgName, out))
|
|
{
|
|
out.serial(b);
|
|
NetMngr.push(out);
|
|
}
|
|
else
|
|
nlwarning("CUserEntity:setAFK: unknown message named '%s'.", msgName.c_str());
|
|
|
|
// custom afk txt
|
|
ucstring ucstr;
|
|
ucstr.fromUtf8( afkTxt );
|
|
CBitMemStream outTxt;
|
|
msgName = "STRING:AFK_TXT";
|
|
if( GenericMsgHeaderMngr.pushNameToStream(msgName,outTxt) )
|
|
{
|
|
outTxt.serial( ucstr );
|
|
NetMngr.push( outTxt );
|
|
}
|
|
else
|
|
{
|
|
nlwarning("CUserEntity:setAFK: unknown message named '%s'.", msgName.c_str());
|
|
}
|
|
|
|
|
|
}// setAFK //
|
|
|
|
//-----------------------------------------------
|
|
// rollDice
|
|
//-----------------------------------------------
|
|
void CUserEntity::rollDice(sint16 min, sint16 max)
|
|
{
|
|
const string msgName = "COMMAND:RANDOM";
|
|
CBitMemStream out;
|
|
if (GenericMsgHeaderMngr.pushNameToStream(msgName, out))
|
|
{
|
|
out.serial(min);
|
|
out.serial(max);
|
|
NetMngr.push(out);
|
|
}
|
|
else
|
|
nlwarning("CUserEntity:rollDice: unknown message named '%s'.", msgName.c_str());
|
|
}// rollDice //
|
|
|
|
//---------------------------------------------------
|
|
// canEngageCombat :
|
|
// return true if user can engage melee combat, else return false and display system msg
|
|
//---------------------------------------------------
|
|
bool CUserEntity::canEngageCombat()
|
|
{
|
|
if( isSit() )
|
|
{
|
|
// display "you can't fight while sitting" message)
|
|
CInterfaceManager *pIM= CInterfaceManager::getInstance();
|
|
ucstring msg = CI18N::get("msgCantFightSit");
|
|
string cat = getStringCategory(msg, msg);
|
|
pIM->displaySystemInfo(msg, cat);
|
|
|
|
return false;
|
|
}
|
|
|
|
if( isSwimming() )
|
|
{
|
|
// display "you can't fight while swiming" message)
|
|
CInterfaceManager *pIM= CInterfaceManager::getInstance();
|
|
ucstring msg = CI18N::get("msgCantFightSwim");
|
|
string cat = getStringCategory(msg, msg);
|
|
pIM->displaySystemInfo(msg, cat);
|
|
|
|
return false;
|
|
}
|
|
|
|
if ( isRiding() )
|
|
{
|
|
// display "you can't fight while swimming" message)
|
|
CInterfaceManager *pIM= CInterfaceManager::getInstance();
|
|
ucstring msg = CI18N::get("msgCantFightRide");
|
|
string cat = getStringCategory(msg, msg);
|
|
pIM->displaySystemInfo(msg, cat);
|
|
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
} // canEngageCombat //
|
|
|
|
|
|
//---------------------------------------------------
|
|
// viewMode :
|
|
// Change the View (First/Third Person View).
|
|
//---------------------------------------------------
|
|
void CUserEntity::viewMode(CUserEntity::TView viewMode, bool changeView)
|
|
{
|
|
switch(viewMode)
|
|
{
|
|
// First Person View
|
|
case FirstPV:
|
|
if(changeView)
|
|
ClientCfg.FPV = true;
|
|
if(_Mount != CLFECOMMON::INVALID_SLOT)
|
|
{
|
|
CEntityCL *mount = EntitiesMngr.entity(_Mount);
|
|
if(mount)
|
|
mount->displayable(false);
|
|
}
|
|
// Change Controls.
|
|
if( isRiding() )
|
|
{
|
|
bool autoWalk = UserControls.autowalkState();
|
|
UserControls.mode(CUserControls::MountMode);
|
|
if( autoWalk )
|
|
UserControls.autowalkState( true );
|
|
}
|
|
else
|
|
UserControls.mode(CUserControls::InterfaceMode);
|
|
break;
|
|
|
|
// Third Person View
|
|
case ThirdPV:
|
|
if(changeView)
|
|
ClientCfg.FPV = false;
|
|
if(_Mount != CLFECOMMON::INVALID_SLOT)
|
|
{
|
|
CEntityCL *mount = EntitiesMngr.entity(_Mount);
|
|
if(mount)
|
|
mount->displayable(true);
|
|
}
|
|
// Change Controls.
|
|
UserControls.mode(CUserControls::ThirdMode);
|
|
break;
|
|
|
|
// Unknown
|
|
default:
|
|
nlwarning("UE:viewMode: Unknown View Asked '%d'.", (sint)viewMode);
|
|
return;
|
|
}
|
|
|
|
// Change the current View like asked.
|
|
_ViewMode = viewMode;
|
|
|
|
// disable or enable shadowing
|
|
updateCastShadowMap();
|
|
}// viewMode //
|
|
|
|
//-----------------------------------------------
|
|
// toggleCamera :
|
|
// Toggle Camera (First/Third Person)
|
|
//-----------------------------------------------
|
|
void CUserEntity::toggleCamera()
|
|
{
|
|
// You cannot change the camera view when dead.
|
|
if(isDead())
|
|
return;
|
|
// Only if not inside a building.
|
|
if(!UserEntity->forceIndoorFPV())
|
|
{
|
|
// Leave the 1st Person Mode -> Enter the 3rd Person View Mode
|
|
if (UserEntity->viewMode() == CUserEntity::FirstPV)
|
|
UserEntity->viewMode(CUserEntity::ThirdPV);
|
|
// Leave the 3rd Person Mode -> Enter the 1st Person View Mode
|
|
else
|
|
UserEntity->viewMode(CUserEntity::FirstPV);
|
|
}
|
|
}// toggleCamera //
|
|
|
|
//---------------------------------------------------
|
|
// getScale :
|
|
// Return the entity scale. (return 1.0 if there is any problem).
|
|
// \todo GUIGUI : do we have to take care of the user's race kwnowing it can favour him ?
|
|
//---------------------------------------------------
|
|
float CUserEntity::getScale() const // virtual
|
|
{
|
|
// Default Scale.
|
|
return 1.0f;
|
|
}// getScale //
|
|
|
|
//---------------------------------------------------
|
|
// removeCheckPrimitive :
|
|
// Remove the check primitive
|
|
//---------------------------------------------------
|
|
void CUserEntity::removeCheckPrimitive()
|
|
{
|
|
if(PACS && _CheckPrimitive)
|
|
PACS->removePrimitive(_CheckPrimitive);
|
|
_CheckPrimitive = 0;
|
|
}
|
|
|
|
//---------------------------------------------------
|
|
// removePrimitive :
|
|
// Remove the primitive
|
|
//---------------------------------------------------
|
|
void CUserEntity::removePrimitive() // virtual (will not be called by ~CEntityCL())
|
|
{
|
|
// Remove the Primitive used for check
|
|
removeCheckPrimitive();
|
|
|
|
// Remove the other primitive
|
|
CPlayerCL::removePrimitive();
|
|
}// removePrimitive //
|
|
|
|
//---------------------------------------------------
|
|
// computePrimitive :
|
|
// Create a primitive for the entity.
|
|
//---------------------------------------------------
|
|
void CUserEntity::computePrimitive() // virtual
|
|
{
|
|
// Initialize the primitive.
|
|
if(initPrimitive(0.5f, 2.0f, 0.0f, 0.0f, UMovePrimitive::Slide, (UMovePrimitive::TTrigger)(UMovePrimitive::OverlapTrigger | UMovePrimitive::EnterTrigger), MaskColPlayer, MaskColPlayer | MaskColNpc | MaskColDoor))
|
|
_Primitive->insertInWorldImage(dynamicWI);
|
|
// Set the position.
|
|
pacsPos(pos());
|
|
}// computePrimitive //
|
|
|
|
|
|
//---------------------------------------------------
|
|
// isBusy :
|
|
// Return if the user is already busy (combat/bo chat/loot/ etc.).
|
|
//---------------------------------------------------
|
|
bool CUserEntity::isBusy() const
|
|
{
|
|
CInterfaceManager *IM = CInterfaceManager::getInstance ();
|
|
// Check Trade.
|
|
|
|
// TODO : put the right DB entry !
|
|
|
|
CCDBNodeLeaf *nod = NLGUI::CDBManager::getInstance()->getDbProp("SERVER:INVENTORY:EXCHANGE:BEGUN", false);
|
|
if(nod)
|
|
{
|
|
if(nod->getValueBool())
|
|
return true;
|
|
}
|
|
// else
|
|
// nlwarning("UE:isBusy: Cannot get the nod 'SERVER:INVENTORY:EXCHANGE:BEGUN'.");
|
|
|
|
/*
|
|
// Check Loot
|
|
static const uint nbSlot = 4;
|
|
uint i;
|
|
for(i=0; i<nbSlot; ++i)
|
|
{
|
|
nod = NLGUI::CDBManager::getInstance()->getDbProp(NLMISC::toString("SERVER:INVENTORY:%d:%d:SHEET", INVENTORIES::pickup, i), false);
|
|
if(nod)
|
|
{
|
|
if(nod->getValue32() != 0)
|
|
return true;
|
|
}
|
|
else
|
|
nlwarning("UE:isBusy: Cannot get the nod 'SERVER:INVENTORY:%d:%d:SHEET'.", INVENTORIES::pickup, i);
|
|
}
|
|
|
|
// Check Harvest
|
|
for(i=0; i<nbSlot; ++i)
|
|
{
|
|
nod = NLGUI::CDBManager::getInstance()->getDbProp(NLMISC::toString("SERVER:INVENTORY:%d:%d:SHEET", INVENTORIES::harvest, i), false);
|
|
if(nod)
|
|
{
|
|
if(nod->getValue32() != 0)
|
|
return true;
|
|
}
|
|
else
|
|
nlwarning("UE:isBusy: Cannot get the nod 'SERVER:INVENTORY:%d:%d:SHEET'.", INVENTORIES::harvest, i);
|
|
}
|
|
*/
|
|
|
|
// Check Bot chat.
|
|
CBotChatPage * currPage = CBotChatManager::getInstance()->getCurrPage();
|
|
if( currPage!= NULL )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// Not Busy
|
|
return false;
|
|
}// isBusy //
|
|
|
|
|
|
//---------------------------------------------------
|
|
// updateVisualDisplay :
|
|
// Show/Hide all or parts of the user body.
|
|
// todo GUIGUI : it's bad for the _Face to be a separated instance
|
|
//---------------------------------------------------
|
|
void CUserEntity::updateVisualDisplay()
|
|
{
|
|
// We need a skeleton.
|
|
if(_Skeleton.empty())
|
|
return;
|
|
|
|
// 1st person View
|
|
if(UserControls.isInternalView() || View.forceFirstPersonView())
|
|
{
|
|
// Hide the mount
|
|
CCharacterCL *mount = dynamic_cast<CCharacterCL *>(EntitiesMngr.entity(_Mount));
|
|
if(mount)
|
|
mount->displayable(false);
|
|
// Hide all user body parts.
|
|
for(uint i=0; i<_Instances.size(); ++i)
|
|
if(!_Instances[i].Current.empty())
|
|
{
|
|
_Instances[i].Current.hide();
|
|
_Instances[i].hideStaticFXs();
|
|
}
|
|
// Hide the face
|
|
if(!_Face.Current.empty())
|
|
_Face.Current.hide();
|
|
|
|
// We want to display weapons in 1st person view when attacking.
|
|
if(modeWithHiddenItems() == false)
|
|
{
|
|
if( _Mode == MBEHAV::COMBAT_FLOAT || _Mode == MBEHAV::COMBAT )
|
|
{
|
|
if( _ObjectsVisible )
|
|
{
|
|
// Show just Few parts
|
|
if(!_Instances[SLOTTYPE::HANDS_SLOT].Current.empty())
|
|
{
|
|
_Instances[SLOTTYPE::HANDS_SLOT].Current.show();
|
|
_Instances[SLOTTYPE::HANDS_SLOT].showStaticFXs();
|
|
}
|
|
if(!_Instances[SLOTTYPE::ARMS_SLOT].Current.empty())
|
|
{
|
|
_Instances[SLOTTYPE::ARMS_SLOT].Current.show();
|
|
_Instances[SLOTTYPE::ARMS_SLOT].showStaticFXs();
|
|
}
|
|
if(!_Instances[SLOTTYPE::RIGHT_HAND_SLOT].Current.empty())
|
|
{
|
|
_Instances[SLOTTYPE::RIGHT_HAND_SLOT].Current.show();
|
|
_Instances[SLOTTYPE::RIGHT_HAND_SLOT].showStaticFXs();
|
|
}
|
|
if(!_Instances[SLOTTYPE::LEFT_HAND_SLOT].Current.empty())
|
|
{
|
|
_Instances[SLOTTYPE::LEFT_HAND_SLOT].Current.show();
|
|
_Instances[SLOTTYPE::LEFT_HAND_SLOT].showStaticFXs();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Show the mount
|
|
CCharacterCL *mount = dynamic_cast<CCharacterCL *>(EntitiesMngr.entity(_Mount));
|
|
if(mount)
|
|
{
|
|
mount->displayable(true);
|
|
|
|
showOrHideBodyParts( objectsVisible() );
|
|
}
|
|
|
|
// Show the face
|
|
/*
|
|
if(!_Face.Current.empty())
|
|
_Face.Current.show();
|
|
*/
|
|
}
|
|
}// updateVisualDisplay //
|
|
|
|
//---------------------------------------------------
|
|
// light:
|
|
// Show/Hide the user light.
|
|
//---------------------------------------------------
|
|
void CUserEntity::light()
|
|
{
|
|
// Create the light
|
|
if(_Light.empty())
|
|
{
|
|
// Check there is a skeleton and a bone to stick the light before to create it.
|
|
if(!_Skeleton.empty() && _NameBoneId!=-1)
|
|
{
|
|
_Light = Scene->createPointLight();
|
|
if(!_Light.empty())
|
|
{
|
|
// front of the player
|
|
_Light.setPos(0.f,0.3f,0.f);
|
|
// Setup the light
|
|
_Light.setupAttenuation(12.0f, 20.0f);
|
|
// Attach the light
|
|
_Skeleton.stickObject(_Light, _NameBoneId);
|
|
// The player light is the only one who can interact with Lightmapped objects
|
|
_Light.setInfluenceLightMap(true);
|
|
|
|
// TestYoyo
|
|
/*
|
|
NL3D::UInstance inst;
|
|
inst= Scene->createInstance("box.shape");
|
|
if(!inst.empty())
|
|
{
|
|
inst.setScale(0.2f, 0.2f, 0.2f);
|
|
inst.parent(_Light);
|
|
}
|
|
*/
|
|
}
|
|
}
|
|
else
|
|
nlwarning("UE:light: there is no skeleton or Name Bone to stick the light.");
|
|
}
|
|
// Turn On/Off the Light
|
|
_LightOn = !_LightOn;
|
|
if(!_Light.empty())
|
|
{
|
|
if(_LightOn)
|
|
_Light.show();
|
|
else
|
|
_Light.hide();
|
|
}
|
|
}// light //
|
|
|
|
//---------------------------------------------------
|
|
// CSpeedFactor::init :
|
|
// Initialize the Observer for the Speed Factor.
|
|
//---------------------------------------------------
|
|
void CUserEntity::CSpeedFactor::init()
|
|
{
|
|
_Value = 1.0f; // Default speed factor is 1.
|
|
CInterfaceManager *IM = CInterfaceManager::getInstance ();
|
|
CCDBNodeLeaf *pNodeLeaf = NLGUI::CDBManager::getInstance()->getDbProp("SERVER:USER:SPEED_FACTOR", false);
|
|
if(pNodeLeaf)
|
|
{
|
|
/* if(!pNodeLeaf->addToLeaves(this))
|
|
nlwarning("UE:SP:init: cannot add the observer");*/
|
|
ICDBNode::CTextId textId;
|
|
pNodeLeaf->addObserver(this, textId);
|
|
if ( pNodeLeaf->getValue64() != 0 )
|
|
_Value = ((float)pNodeLeaf->getValue64())/100.0f; // may have been received before
|
|
}
|
|
else
|
|
nlwarning("UE:SP:init: 'SERVER:USER:SPEED_FACTOR' does not exist.");
|
|
}// CSpeedFactor::init //
|
|
|
|
//---------------------------------------------------
|
|
// CMountHunger::init :
|
|
//---------------------------------------------------
|
|
void CUserEntity::CMountHunger::init()
|
|
{}
|
|
|
|
//---------------------------------------------------
|
|
// CMountSpeeds::init :
|
|
//---------------------------------------------------
|
|
void CUserEntity::CMountSpeeds::init()
|
|
{
|
|
CInterfaceManager *IM = CInterfaceManager::getInstance ();
|
|
CCDBNodeLeaf *pNodeLeaf = NLGUI::CDBManager::getInstance()->getDbProp( "SERVER:USER:MOUNT_WALK_SPEED", false );
|
|
BOMB_IF( ! pNodeLeaf, "MOUNT_WALK_SPEED not found", return );
|
|
if(pNodeLeaf)
|
|
{
|
|
ICDBNode::CTextId textId;
|
|
pNodeLeaf->addObserver(this, textId);
|
|
_WalkSpeed = ((float)pNodeLeaf->getValue32()) / 1000.0f; // may have been received before
|
|
}
|
|
pNodeLeaf = NLGUI::CDBManager::getInstance()->getDbProp( "SERVER:USER:MOUNT_RUN_SPEED", false );
|
|
BOMB_IF( ! pNodeLeaf, "MOUNT_RUN_SPEED not found", return );
|
|
if(pNodeLeaf)
|
|
{
|
|
ICDBNode::CTextId textId;
|
|
pNodeLeaf->addObserver(this, textId);
|
|
_RunSpeed = ((float)pNodeLeaf->getValue32()) / 1000.0f; // may have been received before
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------
|
|
|
|
void CUserEntity::CSpeedFactor::release()
|
|
{
|
|
CInterfaceManager *IM = CInterfaceManager::getInstance ();
|
|
CCDBNodeLeaf *pNodeLeaf = NLGUI::CDBManager::getInstance()->getDbProp("SERVER:USER:SPEED_FACTOR", false);
|
|
if(pNodeLeaf)
|
|
{
|
|
/* if(!pNodeLeaf->addToLeaves(this))
|
|
nlwarning("UE:SP:init: cannot add the observer");*/
|
|
ICDBNode::CTextId textId;
|
|
pNodeLeaf->removeObserver(this, textId);
|
|
}
|
|
else
|
|
nlwarning("UE:SP:init: 'SERVER:USER:SPEED_FACTOR' does not exist.");
|
|
}// CSpeedFactor::init //
|
|
|
|
void CUserEntity::CMountHunger::release()
|
|
{}
|
|
|
|
void CUserEntity::CMountSpeeds::release()
|
|
{
|
|
CInterfaceManager *IM = CInterfaceManager::getInstance ();
|
|
CCDBNodeLeaf *pNodeLeaf = NLGUI::CDBManager::getInstance()->getDbProp( "SERVER:USER:MOUNT_WALK_SPEED", false );
|
|
BOMB_IF( ! pNodeLeaf, "MOUNT_WALK_SPEED not found", return );
|
|
if(pNodeLeaf)
|
|
{
|
|
ICDBNode::CTextId textId;
|
|
pNodeLeaf->removeObserver(this, textId);
|
|
}
|
|
pNodeLeaf = NLGUI::CDBManager::getInstance()->getDbProp( "SERVER:USER:MOUNT_RUN_SPEED", false );
|
|
BOMB_IF( ! pNodeLeaf, "MOUNT_RUN_SPEED not found", return );
|
|
if(pNodeLeaf)
|
|
{
|
|
ICDBNode::CTextId textId;
|
|
pNodeLeaf->removeObserver(this, textId);
|
|
}
|
|
}
|
|
|
|
|
|
//---------------------------------------------------
|
|
// CSpeedFactor::update :
|
|
// Callback called to update the speed factor.
|
|
//---------------------------------------------------
|
|
void CUserEntity::CSpeedFactor::update(ICDBNode *node) // virtual
|
|
{
|
|
CCDBNodeLeaf *leaf = safe_cast<CCDBNodeLeaf *>(node);
|
|
_Value = ((float)leaf->getValue64())/100.0f;
|
|
//nlinfo("SpeedFactor changed to %f / %" NL_I64 "u", _Value, leaf->getValue64());
|
|
|
|
// clamp the value (2.0 is the egg item or the level 6 speed up power up, nothing should be faster)
|
|
// commented because ring editor speed is in fact faster
|
|
//if(_Value > 2.0f)
|
|
//{
|
|
//nlwarning("HACK: you try to change the speed factor to %f", _Value);
|
|
//nlstop;
|
|
//_Value = 2.0f;
|
|
//}
|
|
}// CSpeedFactor::update //
|
|
|
|
|
|
/*
|
|
* Return true if the mount can run. Precondition: UserEntity->isRiding().
|
|
*/
|
|
bool CUserEntity::CMountHunger::canRun() const
|
|
{
|
|
CEntityCL *mountEntity = UserEntity->getMountEntity();
|
|
if ( ! mountEntity )
|
|
return false;
|
|
|
|
// Find the mount's db leaf and check hunger
|
|
CInterfaceManager *pIM = CInterfaceManager::getInstance();
|
|
CCDBNodeBranch *animalsNode = safe_cast<CCDBNodeBranch*>(NLGUI::CDBManager::getInstance()->getDB()->getNode( ICDBNode::CTextId( "SERVER:PACK_ANIMAL" ), false ));
|
|
BOMB_IF( ! animalsNode, "! animalsNode", return false; );
|
|
uint nbAnimals = (uint)animalsNode->getNbNodes();
|
|
for ( uint i=0; i!=nbAnimals; ++i )
|
|
{
|
|
ICDBNode *beastNode = animalsNode->getNode( i );
|
|
CCDBNodeLeaf *uidLeaf = safe_cast<CCDBNodeLeaf*>(beastNode->getNode( ICDBNode::CTextId( "UID" ) ));
|
|
if ( ((CLFECOMMON::TClientDataSetIndex)uidLeaf->getValue32()) == mountEntity->dataSetId() )
|
|
{
|
|
CCDBNodeLeaf *hungerLeaf = safe_cast<CCDBNodeLeaf*>(beastNode->getNode( ICDBNode::CTextId( "HUNGER" ) ));
|
|
return (hungerLeaf->getValue32() != (sint)ANIMAL_TYPE::DbHungryValue);
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
|
|
//---------------------------------------------------
|
|
// CMountSpeeds::update :
|
|
// Callback called to update the mount speed.
|
|
//---------------------------------------------------
|
|
void CUserEntity::CMountSpeeds::update(ICDBNode * /* node */) // virtual
|
|
{
|
|
CInterfaceManager *pIM = CInterfaceManager::getInstance();
|
|
_WalkSpeed = ((float)(NLGUI::CDBManager::getInstance()->getDbProp("SERVER:USER:MOUNT_WALK_SPEED")->getValue32())) / 1000.0f;
|
|
_RunSpeed = ((float)(NLGUI::CDBManager::getInstance()->getDbProp("SERVER:USER:MOUNT_RUN_SPEED")->getValue32())) / 1000.0f;
|
|
}
|
|
|
|
|
|
/*
|
|
* Return the mount entity if the user is riding, otherwise NULL
|
|
*/
|
|
CEntityCL* CUserEntity::getMountEntity()
|
|
{
|
|
if ( _Mount < EntitiesMngr.entities().size() )
|
|
{
|
|
return EntitiesMngr.entities()[_Mount];
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
* Return the DB entry for the specified user's animal (NULL if not found)
|
|
*/
|
|
CCDBNodeBranch *CUserEntity::getBeastDBEntry( CLFECOMMON::TClientDataSetIndex uid )
|
|
{
|
|
// Find animal entry corresponding to datasetId
|
|
CInterfaceManager *pIM = CInterfaceManager::getInstance();
|
|
CCDBNodeBranch *animalsNode = safe_cast<CCDBNodeBranch*>(NLGUI::CDBManager::getInstance()->getDB()->getNode( ICDBNode::CTextId( "SERVER:PACK_ANIMAL" ), false ));
|
|
BOMB_IF( ! animalsNode, "! animalsNode", return NULL );
|
|
uint nbAnimals = (uint)animalsNode->getNbNodes();
|
|
for ( uint i=0; i!=nbAnimals; ++i )
|
|
{
|
|
ICDBNode *beastNode = animalsNode->getNode( i );
|
|
CCDBNodeLeaf *pNodeLeaf = safe_cast<CCDBNodeLeaf*>(beastNode->getNode( ICDBNode::CTextId( "UID" ) ));
|
|
if ( pNodeLeaf && (pNodeLeaf->getValue32() == (sint32)uid) )
|
|
return (CCDBNodeBranch*)beastNode;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
|
|
//---------------------------------------------------
|
|
// displayDebug :
|
|
// Display Debug Information.
|
|
//---------------------------------------------------
|
|
void CUserEntity::displayDebug(float x, float &y, float lineStep) // virtual
|
|
{
|
|
CPlayerCL::displayDebug(x, y, lineStep);
|
|
}// displayDebug //
|
|
|
|
//---------------------------------------------------
|
|
// displayModifiers :
|
|
// Display dmg/heal numbers above the head.
|
|
//---------------------------------------------------
|
|
void CUserEntity::displayModifiers() // virtual
|
|
{
|
|
if(!UserControls.isInternalView())
|
|
CPlayerCL::displayModifiers();
|
|
}// displayModifiers //
|
|
|
|
//---------------------------------------------------
|
|
// isVisible :
|
|
// Return 'true' is the entity is displayed.
|
|
//---------------------------------------------------
|
|
bool CUserEntity::isVisible() const // virtual
|
|
{
|
|
return !UserControls.isInternalView();
|
|
}// isVisible //
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//---------------------------------------------------
|
|
// readWrite :
|
|
// Read/Write Variables from/to the stream.
|
|
//---------------------------------------------------
|
|
void CUserEntity::readWrite(class NLMISC::IStream &f) throw(NLMISC::EStream)
|
|
{
|
|
CPlayerCL::readWrite(f);
|
|
|
|
// PROTECTED
|
|
f.serial(_SpeedFactor);
|
|
f.serial(_FrontVelocity);
|
|
f.serial(_LateralVelocity);
|
|
CVector dummyHead;
|
|
f.serial(dummyHead);
|
|
f.serial(_HeadPitch);
|
|
f.serial(_EyesHeight);
|
|
f.serial(_Run);
|
|
f.serial(_WalkVelocity);
|
|
f.serial(_RunVelocity);
|
|
f.serial(_CurrentVelocity);
|
|
f.serial(_Selection);
|
|
f.serial(_Trader);
|
|
f.serial(_Interlocutor);
|
|
f.serial(_Selectable);
|
|
|
|
// PRIVATE
|
|
f.serial(_OnMount);
|
|
f.serial(_AnimAttackOn);
|
|
// f.serialEnum(_ViewMode);
|
|
}// readWrite //
|
|
|
|
//---------------------------------------------------
|
|
// load :
|
|
// To call after a read from a stream to re-initialize the entity.
|
|
//---------------------------------------------------
|
|
void CUserEntity::load() // virtual
|
|
{
|
|
CInterfaceManager *IM = CInterfaceManager::getInstance ();
|
|
// Insert the user into PACS at his saved position
|
|
pacsPos(pos());
|
|
|
|
// update
|
|
if(!_WaitForAppearance)
|
|
{
|
|
// Visual properties A
|
|
sint64 prop = NLGUI::CDBManager::getInstance()->getDbProp("SERVER:Entities:E"+toString("%d", _Slot)+":P"+toString("%d", CLFECOMMON::PROPERTY_VPA))->getValue64();
|
|
updateVisualPropertyVpa(0, prop); // Vpa udapte vpb and vpc too.
|
|
}
|
|
}// load //
|
|
|
|
|
|
//---------------------------------------------------
|
|
void CUserEntity::CInvisibleObserver::update(ICDBNode* node)
|
|
{
|
|
UserEntity->buildInSceneInterface();
|
|
}
|
|
|
|
//---------------------------------------------------
|
|
void CUserEntity::CSkillPointsObserver::update(ICDBNode* node )
|
|
{
|
|
if (FarTP.isFarTPInProgress() || IngameDbMngr.initInProgress()) // prevent from displaying at the beginning of a FarTP (due to RESET_BANK or CDB resetData())
|
|
return;
|
|
|
|
CInterfaceManager *pIM = CInterfaceManager::getInstance ();
|
|
CCDBNodeLeaf *leaf = dynamic_cast<CCDBNodeLeaf*>(node);
|
|
if (leaf)
|
|
{
|
|
sint32 oldValue = leaf->getOldValue32();
|
|
if (oldValue != 0)
|
|
{
|
|
sint delta = leaf->getValue32()-oldValue;
|
|
string deltaStr = toString("%+d", delta);
|
|
|
|
// get the sp title
|
|
ucstring spTitle;
|
|
spTitle= CI18N::get(toString("uiSkillPointsBold%d",SpType));
|
|
|
|
// run the popup
|
|
CAHManager::getInstance()->runActionHandler("message_popup", NULL, "text1="+deltaStr+"|text0="+spTitle.toUtf8());
|
|
|
|
// Context help
|
|
contextHelp ("skill_point");
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//---------------------------------------------------
|
|
// CFameObserver::update
|
|
//---------------------------------------------------
|
|
void CUserEntity::CFameObserver::update(ICDBNode* node )
|
|
{
|
|
CSkillManager *pSM = CSkillManager::getInstance();
|
|
CCDBNodeLeaf *leaf = dynamic_cast<CCDBNodeLeaf*>(node);
|
|
if (leaf)
|
|
{
|
|
sint32 fameValue = leaf->getValue32();
|
|
pSM->tryToUnblockTitleFromMinFames( FactionIndex, fameValue );
|
|
pSM->tryToUnblockTitleFromMaxFames( FactionIndex, fameValue );
|
|
}
|
|
}
|
|
|
|
|
|
//---------------------------------------------------
|
|
void CUserEntity::makeTransparent(bool t)
|
|
{
|
|
CPlayerCL::makeTransparent(t);
|
|
|
|
uint32 opaMin= getOpacityMin();
|
|
uint8 opacity = (uint8)(opaMin + (255-opaMin) * (1.0 - _TranspFactor));
|
|
|
|
getFace()->makeInstanceTransparent(opacity, (uint8)opaMin);
|
|
}// makeTransparent //
|
|
|
|
//---------------------------------------------------
|
|
void CUserEntity::setDiffuse(bool onOff, NLMISC::CRGBA diffuse)
|
|
{
|
|
CPlayerCL::setDiffuse(onOff, diffuse);
|
|
getFace()->setDiffuse(onOff, diffuse);
|
|
}
|
|
|
|
|
|
|
|
|
|
// Helper for CUserEntity::extractRM()
|
|
bool findExtractionActionInMemory( CSPhraseManager *pm, CSBrickManager *bm, uint memoryLine, uint& index )
|
|
{
|
|
uint x;
|
|
for ( x=0; x!=PHRASE_MAX_MEMORY_SLOT; ++x )
|
|
{
|
|
uint32 phraseSlot = pm->getMemorizedPhrase( memoryLine, x );
|
|
const CSPhraseCom& phraseCom = pm->getPhrase( phraseSlot );
|
|
if ( ! phraseCom.empty() )
|
|
{
|
|
CSBrickSheet *brickSheet = bm->getBrick( phraseCom.Bricks[0] );
|
|
if ( brickSheet->isForageExtraction() && (!brickSheet->MandatoryFamilies.empty()) ) // assumes care root bricks have not mandatories
|
|
{
|
|
index = x;
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//---------------------------------------------------
|
|
void CUserEntity::extractRM()
|
|
{
|
|
CSPhraseManager *pm = CSPhraseManager::getInstance();
|
|
uint index;
|
|
uint memoryLine;
|
|
bool autoFindPhrase = (_MoveToPhraseMemoryLine == std::numeric_limits<uint>::max());
|
|
if ( ! autoFindPhrase )
|
|
{
|
|
// Use clicked phrase
|
|
memoryLine = _MoveToPhraseMemoryLine;
|
|
index = _MoveToPhraseMemorySlot;
|
|
}
|
|
else
|
|
{
|
|
// Find the first extraction phrase in the memory bar
|
|
CSBrickManager *bm = CSBrickManager::getInstance();
|
|
memoryLine = pm->getSelectedMemoryLineDB();
|
|
if ( ! findExtractionActionInMemory( pm, bm, memoryLine, index ) )
|
|
{
|
|
// Search in other memory bar lines (because the auto-equip does not set the current line at once)
|
|
memoryLine = std::numeric_limits<uint>::max();
|
|
uint nbLines = pm->getNbMemoryLines();
|
|
for ( uint j=0; j!=nbLines; ++j )
|
|
{
|
|
if ( j == memoryLine )
|
|
continue;
|
|
if ( findExtractionActionInMemory( pm, bm, j, index ) )
|
|
{
|
|
memoryLine = j;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( memoryLine != std::numeric_limits<uint>::max() )
|
|
{
|
|
// Open the forage (but not for care actions). Necessary for the case of redoing an extraction after a Drop All on the same source.
|
|
uint32 phraseId = pm->getMemorizedPhrase( memoryLine, index );
|
|
if ( phraseId != 0 )
|
|
{
|
|
const CSPhraseCom& phraseCom = pm->getPhrase( phraseId );
|
|
if ( ! phraseCom.empty() )
|
|
{
|
|
CSBrickSheet *rootBrick = CSBrickManager::getInstance()->getBrick( phraseCom.Bricks[0] );
|
|
if ( rootBrick )
|
|
{
|
|
if ( rootBrick->IndexInFamily == 1 ) // only extracting actions
|
|
CTempInvManager::getInstance()->open( TEMP_INV_MODE::Forage );
|
|
}
|
|
}
|
|
}
|
|
|
|
// Cast the extraction. if autoFindPhrase, clientExecute() not already called.
|
|
if ( autoFindPhrase )
|
|
{
|
|
// decide now if cyclic or not
|
|
_MoveToPhraseCyclic= true;
|
|
if(pm->avoidCyclicForPhrase(pm->getMemorizedPhrase(memoryLine, index)))
|
|
_MoveToPhraseCyclic= false;
|
|
|
|
// execute on client now
|
|
pm->clientExecute( memoryLine, index, _MoveToPhraseCyclic);
|
|
}
|
|
|
|
// execute on server
|
|
pm->sendExecuteToServer( memoryLine, index, _MoveToPhraseCyclic );
|
|
|
|
// Because sendExecuteToServer() has been called, must NOT cancelClientExecute() at resetAnyMoveTo()
|
|
_MoveToAction= CUserEntity::None;
|
|
}
|
|
else
|
|
{
|
|
CInterfaceManager::getInstance()->displaySystemInfo( CI18N::get("uiExtractionPhraseMissing"), "CHK" );
|
|
return;
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
bool CUserEntity::canCastShadowMap() const
|
|
{
|
|
if(!CCharacterCL::canCastShadowMap())
|
|
return false;
|
|
|
|
// don't cast shadow in first person, but in death mode (third person actually...)
|
|
return viewMode() != FirstPV || UserControls.mode() == CUserControls::DeathMode;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CUserEntity::forceLookEntity(const NLMISC::CVectorD &dir2targIn, bool updateHeadPitch, bool /* start */)
|
|
{
|
|
CVectorD dir2targ= dir2targIn;
|
|
float frontYawBefore = 0.f;
|
|
float frontYawAfter;
|
|
|
|
// Third person: bkup current yaw
|
|
if(viewMode()==ThirdPV)
|
|
{
|
|
frontYawBefore = frontYaw();
|
|
}
|
|
|
|
|
|
// **** Look at the entity
|
|
dir2targ.normalize();
|
|
front(dir2targ, false, false);
|
|
|
|
|
|
// **** FirstPerson
|
|
if(viewMode() == FirstPV)
|
|
{
|
|
if(updateHeadPitch && _FollowForceHeadPitch)
|
|
{
|
|
// rotate the head to the target
|
|
CEntityCL *target = EntitiesMngr.entity(targetSlot());
|
|
if(target)
|
|
{
|
|
// Both Z must be correct
|
|
snapToGround();
|
|
target->snapToGround();
|
|
|
|
// don't update to the real head position each frame (else jitter too much cause of target anim)
|
|
CVector targetPos= target->pos() + CVector(0,0,_FollowHeadOffset);
|
|
|
|
// then look at this target
|
|
CVector dirToTarget = targetPos - (pos()+CVector(0,0, UserEntity->eyesHeight()));
|
|
if((dirToTarget.x != 0.0f) || (dirToTarget.y!=0.0f))
|
|
{
|
|
dirToTarget.normalize();
|
|
setHeadPitch(atan2(dirToTarget.z, sqrt(sqr(dirToTarget.x)+sqr(dirToTarget.y))));
|
|
}
|
|
|
|
// TestYoyo
|
|
/*if(ClientCfg.Fly!=0.f)
|
|
{
|
|
nlinfo("Uy: %.3f. Hp: %.3f. UPos:(%.3f,%.3f,%.3f). TPos:(%.3f,%.3f,%.3f)",
|
|
UserEntity->frontYaw(), UserEntity->getHeadPitch(), pos().x, pos().y, pos().z,
|
|
targetPos.x, targetPos.y, targetPos.z);
|
|
static float uy=0.f;
|
|
static float hp=0.f;
|
|
if( fabs(fmod(UserEntity->frontYaw()-uy, 2*Pi))>ClientCfg.Fly ||
|
|
fabs(fmod(UserEntity->getHeadPitch()-hp, 2*Pi))>ClientCfg.Fly )
|
|
{
|
|
nlinfo("YOYOBREAK: ^^^^^^^^^^");
|
|
}
|
|
uy=UserEntity->frontYaw();
|
|
hp=UserEntity->getHeadPitch();
|
|
}*/
|
|
}
|
|
}
|
|
}
|
|
// **** Third person
|
|
else if(viewMode()==ThirdPV)
|
|
{
|
|
// keep the current effective yaw. ONLY if no SmoothResetCameraYaw forced
|
|
if(!UserControls.isResetSmoothCDYForced())
|
|
{
|
|
frontYawAfter = frontYaw();
|
|
float deltaYaw= frontYawAfter - frontYawBefore;
|
|
|
|
// compensate rotation (NB: it stops also any SmoothReset)
|
|
UserControls.appendCameraDeltaYaw(-deltaYaw);
|
|
}
|
|
}
|
|
|
|
// when looking to an entity, if automatic camera, center the view on it.
|
|
if( ClientCfg.AutomaticCamera /*&& start*/ )
|
|
{
|
|
UserControls.resetSmoothCameraDeltaYaw();
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CUserEntity::startForceLookEntity(CLFECOMMON::TCLEntityId slot)
|
|
{
|
|
// Start a new follow: force head pitch to follow by default
|
|
_FollowForceHeadPitch= true;
|
|
// if a follow is started in first person, reset CameraYaw
|
|
if(viewMode()==FirstPV)
|
|
UserControls.resetCameraDeltaYaw();
|
|
|
|
// reorient now (important else may have a time shift because of resetCameraDeltaYaw above)
|
|
CEntityCL *target = EntitiesMngr.entity(slot);
|
|
if(target)
|
|
{
|
|
/* For complex reason, the target may not be still snapped on the ground. snap it now
|
|
- this is because in common case, entities are snap only if they are visible (for speed up)
|
|
=> depends on camera
|
|
- but in this case, the camera depends on real entity position (headPitch in first person)
|
|
*/
|
|
target->snapToGround();
|
|
|
|
// For FirstPerson targeting. Get the current target head offset
|
|
_FollowHeadOffset= 0.f;
|
|
CVector headPos;
|
|
if(target->getHeadPos(headPos))
|
|
{
|
|
_FollowHeadOffset= headPos.z - float(target->pos().z);
|
|
}
|
|
|
|
// Look at the entity
|
|
CVectorD dir2targ = target->pos() - pos();
|
|
dir2targ.z = 0.0;
|
|
if(dir2targ!=CVectorD::Null)
|
|
{
|
|
forceLookEntity(dir2targ, true, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CUserEntity::stopForceHeadPitchInFollow()
|
|
{
|
|
_FollowForceHeadPitch= false;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CUserEntity::switchVelocity(bool userRequest)
|
|
{
|
|
if (ClientCfg.R2EDEnabled && R2::getEditor().getMode() == R2::CEditor::EditionMode)
|
|
{
|
|
// when in the R2 editor, force to run all the time
|
|
_Run = true;
|
|
}
|
|
else
|
|
{
|
|
_Run = !_Run;
|
|
}
|
|
_CurrentVelocity = _Run ? runVelocity() : walkVelocity();
|
|
|
|
if (userRequest)
|
|
{
|
|
_RunWhenAble = _Run;
|
|
}
|
|
|
|
// display message : your are running, you are walking
|
|
CInterfaceManager *pIM= CInterfaceManager::getInstance();
|
|
ucstring msg;
|
|
if( _Run )
|
|
msg = CI18N::get("msgUserIsRunning");
|
|
else
|
|
msg = CI18N::get("msgUserIsWalking");
|
|
string cat = getStringCategory(msg, msg);
|
|
pIM->displaySystemInfo(msg, cat);
|
|
|
|
// Write to the UI database, to update views
|
|
CCDBNodeLeaf *node= NLGUI::CDBManager::getInstance()->getDbProp("UI:VARIABLES:PLAYER_RUNNING", false);
|
|
if(node)
|
|
node->setValue32(_Run);
|
|
}
|
|
|
|
//-----------------------------------------------
|
|
// autoEquipWithLastUsedWeapons
|
|
//
|
|
//-----------------------------------------------
|
|
void CUserEntity::autoEquipWithLastUsedWeapons()
|
|
{
|
|
CInventoryManager *inv = CInventoryManager::getInstance();
|
|
if ( !inv )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Clear hands
|
|
inv->unequip( "LOCAL:INVENTORY:HAND:1" );
|
|
inv->unequip( "LOCAL:INVENTORY:HAND:0" );
|
|
|
|
uint ir,il;
|
|
// Equip right hand
|
|
if( _PreviousRightHandItem.Sheet != 0 )
|
|
{
|
|
// find item in bag with same properties than last used one in right hand
|
|
for ( ir=0; ir<MAX_BAGINV_ENTRIES; ++ir )
|
|
{
|
|
if( _PreviousRightHandItem.Sheet == inv->getBagItem(ir).getSheetID() &&
|
|
_PreviousRightHandItem.Quality == inv->getBagItem(ir).getQuality() &&
|
|
_PreviousRightHandItem.Weight == inv->getBagItem(ir).getWeight() &&
|
|
_PreviousRightHandItem.NameId == inv->getBagItem(ir).getNameId() )
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
if ( ir != MAX_BAGINV_ENTRIES )
|
|
{
|
|
// Equip right hand
|
|
string bagPath = toString( "LOCAL:INVENTORY:BAG:%u", ir );
|
|
inv->equip( bagPath, "LOCAL:INVENTORY:HAND:0" );
|
|
|
|
// Equip left hand if needed
|
|
if( _PreviousLeftHandItem.Sheet != 0 )
|
|
{
|
|
for ( il=0; il<MAX_BAGINV_ENTRIES; ++il )
|
|
{
|
|
if( il != ir &&
|
|
_PreviousLeftHandItem.Sheet == inv->getBagItem(il).getSheetID() &&
|
|
_PreviousLeftHandItem.Quality == inv->getBagItem(il).getQuality() &&
|
|
_PreviousLeftHandItem.Weight == inv->getBagItem(il).getWeight() &&
|
|
_PreviousLeftHandItem.NameId == inv->getBagItem(il).getNameId() )
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
if ( il != MAX_BAGINV_ENTRIES )
|
|
{
|
|
bagPath = toString( "LOCAL:INVENTORY:BAG:%u", il );
|
|
inv->equip( bagPath, "LOCAL:INVENTORY:HAND:1" );
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
|
|
// TODO : choose the best one
|
|
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CUserEntity::executeCombatWithPhrase(CEntityCL *target, uint32 memoryLine, uint32 memoryIndex, bool cyclic)
|
|
{
|
|
nlassert(target);
|
|
CSPhraseManager *pPM= CSPhraseManager::getInstance();
|
|
|
|
// is a melee combat?
|
|
bool meleeCombat = false;
|
|
// empty hand => yes!
|
|
meleeCombat= true;
|
|
uint32 rightHandSheet = getInventory().getRightHandItemSheet();
|
|
if(rightHandSheet)
|
|
meleeCombat = getInventory().isMeleeWeaponItem(rightHandSheet);
|
|
|
|
// If melee combat, and if the user entity is not well placed for fight, or if it has changed his target
|
|
if( meleeCombat &&
|
|
(
|
|
!target->isPlacedToFight(pos(), front(), attackRadius() + ClientCfg.AttackDist) ||
|
|
target->slot()!=_LastExecuteCombatSlot
|
|
)
|
|
)
|
|
{
|
|
_LastExecuteCombatSlot= target->slot();
|
|
|
|
// Cancel any follow
|
|
disableFollow();
|
|
|
|
// Launch the moveToCombatPhrase, canceling any old action client execution.
|
|
// NB: this will also force him to look at the entity
|
|
moveToCombatPhrase(target->slot(), 2.0, memoryLine, memoryIndex, cyclic);
|
|
|
|
// And after (order is important), start the phrase execution on client
|
|
pPM->clientExecute(memoryLine, memoryIndex, cyclic);
|
|
}
|
|
else
|
|
{
|
|
// Cancel any moveTo(), because don't want to continue reaching the prec entity
|
|
// VERY important if previous MoveTo was a SPhrase MoveTo (because cancelClientExecute() must be called)
|
|
resetAnyMoveTo();
|
|
|
|
// start client execution: NB: start client execution even if it
|
|
pPM->clientExecute(memoryLine, memoryIndex, cyclic);
|
|
|
|
// inform Server of phrase cast
|
|
pPM->sendExecuteToServer(memoryLine, memoryIndex, cyclic);
|
|
|
|
if( !meleeCombat && !cyclic )
|
|
{
|
|
pPM->executeDefaultAttack();
|
|
}
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CUserEntity::beginCast(const MBEHAV::CBehaviour &behaviour)
|
|
{
|
|
if(viewMode()==ThirdPV)
|
|
{
|
|
// backup front yaw
|
|
float frontYawBefore = frontYaw();
|
|
// begin cast
|
|
CCharacterCL::beginCast( behaviour );
|
|
// compensate the front change using a camera move
|
|
float frontYawAfter = frontYaw();
|
|
float deltaYaw= frontYawAfter - frontYawBefore;
|
|
UserControls.appendCameraDeltaYaw(-deltaYaw);
|
|
// if automatic camera, center the view behind the user
|
|
if( ClientCfg.AutomaticCamera )
|
|
{
|
|
UserControls.resetSmoothCameraDeltaYaw();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// in first person mode, reset the delta yaw
|
|
UserControls.resetCameraDeltaYaw();
|
|
CCharacterCL::beginCast( behaviour );
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CUserEntity::updatePreCollision(const NLMISC::TTime &time, CEntityCL *target)
|
|
{
|
|
CPlayerCL::updatePreCollision(time, target);
|
|
|
|
// test each frame if the mode has changed
|
|
if(SoundMngr)
|
|
{
|
|
string deadMusic= "death.ogg";
|
|
// Play/stop music if comes from or goes to dead
|
|
bool isDead= _Mode==MBEHAV::DEATH || _Mode==MBEHAV::SWIM_DEATH;
|
|
|
|
// must start music?
|
|
if( isDead && SoundMngr->getEventMusicPlayed()!=deadMusic )
|
|
{
|
|
SoundMngr->playEventMusic(deadMusic, 0, true);
|
|
}
|
|
|
|
// must end music?
|
|
if( !isDead && SoundMngr->getEventMusicPlayed()==deadMusic )
|
|
{
|
|
SoundMngr->stopEventMusic(deadMusic, CSoundManager::LoadingMusicXFade);
|
|
}
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CUserEntity::buildTotem()
|
|
{
|
|
const string msgName = "TOTEM:BUILD";
|
|
CBitMemStream out;
|
|
if( GenericMsgHeaderMngr.pushNameToStream( msgName, out ) )
|
|
{
|
|
NetMngr.push( out );
|
|
nlinfo( "sending TOTEM:build message to server" );
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CUserEntity::setR2CharMode(R2::TCharMode mode)
|
|
{
|
|
if (mode == R2::TCharMode::Editer || mode == R2::TCharMode::Dm)
|
|
{
|
|
_R2CharMode= mode;
|
|
walkVelocity(ClientCfg.DmWalk);
|
|
runVelocity(ClientCfg.DmRun);
|
|
View.setCameraDistanceMaxForDm();
|
|
CEntityCL *user = EntitiesMngr.entity(0);
|
|
NLPACS::UMovePrimitive* prim = user?user->getPrimitive():0;
|
|
if (prim)
|
|
{
|
|
prim->setObstacle(false);
|
|
}
|
|
|
|
}
|
|
else if (mode == R2::TCharMode::Player || mode == R2::TCharMode::Tester)
|
|
{
|
|
_R2CharMode= mode;
|
|
walkVelocity(ClientCfg.Walk);
|
|
runVelocity(ClientCfg.Run);
|
|
View.setCameraDistanceMaxForPlayer();
|
|
CEntityCL *user = EntitiesMngr.entity(0);
|
|
NLPACS::UMovePrimitive* prim = user?user->getPrimitive():0;
|
|
if (prim)
|
|
{
|
|
prim->setObstacle(true);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
nlwarning("R2Ed: Error Char Mode not handled %u", (uint32)mode.getValue());
|
|
}
|
|
}
|
|
|
|
bool CUserEntity::isInNpcControl() const
|
|
{
|
|
CInterfaceManager* pIM = CInterfaceManager::getInstance();
|
|
CCDBNodeLeaf *sheet = NLGUI::CDBManager::getInstance()->getDbProp("SERVER:USER:NPC_CONTROL:SHEET", false);
|
|
return sheet && NLMISC::CSheetId(sheet->getValue32())!=NLMISC::CSheetId::Unknown;
|
|
}
|
|
|
|
|
|
void CUserEntity::updateNpcContolSpeed()
|
|
{
|
|
CInterfaceManager* pIM = CInterfaceManager::getInstance();
|
|
CCDBNodeLeaf *sheet = NLGUI::CDBManager::getInstance()->getDbProp("SERVER:USER:NPC_CONTROL:SHEET", false);
|
|
CCDBNodeLeaf *walk = NLGUI::CDBManager::getInstance()->getDbProp("SERVER:USER:NPC_CONTROL:WALK", false);
|
|
CCDBNodeLeaf *run = NLGUI::CDBManager::getInstance()->getDbProp("SERVER:USER:NPC_CONTROL:RUN", false);
|
|
if (!sheet || !walk || !run)
|
|
{
|
|
return;
|
|
}
|
|
|
|
static NLMISC::CSheetId oldSheet = NLMISC::CSheetId::Unknown;
|
|
static float oldRun=0.f;
|
|
static float oldWalk=0.f;
|
|
|
|
NLMISC::CSheetId sheetId(sheet->getValue32());
|
|
float newRun = float(run->getValue32()) / 1000.0f;
|
|
float newWalk = float(walk->getValue32()) / 1000.0f;
|
|
|
|
if (sheetId == oldSheet && oldRun == newRun && oldWalk == newWalk )
|
|
{
|
|
return;
|
|
}
|
|
|
|
oldSheet = sheetId;
|
|
oldRun = newRun;
|
|
oldWalk = newWalk;
|
|
|
|
if (sheetId != NLMISC::CSheetId::Unknown)
|
|
{
|
|
walkVelocity(newWalk);
|
|
runVelocity(newRun);
|
|
}
|
|
else
|
|
{
|
|
setR2CharMode(_R2CharMode);
|
|
}
|
|
|
|
}
|
|
|
|
//-----------------------------------------------
|
|
// cancelAllPhrases
|
|
//-----------------------------------------------
|
|
void CUserEntity::cancelAllPhrases()
|
|
{
|
|
CBitMemStream out;
|
|
if(GenericMsgHeaderMngr.pushNameToStream("PHRASE:CANCEL_ALL", out))
|
|
{
|
|
NetMngr.push(out);
|
|
}
|
|
else
|
|
{
|
|
nlwarning("<CUserEntity::cancelAllPhrases> unknown message name '%s'", "PHRASE:CANCEL_ALL");
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------
|
|
// canChangeFront
|
|
//-----------------------------------------------
|
|
bool CUserEntity::canChangeFront()
|
|
{
|
|
return !(_CurrentBehaviour.Behaviour == MBEHAV::EXTRACTING
|
|
|| (_CurrentBehaviour.Behaviour == MBEHAV::RANGE_ATTACK && _Mode==MBEHAV::COMBAT && !UserControls.isMoving())
|
|
|| (_CurrentBehaviour.Behaviour >= MBEHAV::MAGIC_CASTING_BEHAVIOUR_BEGIN && _CurrentBehaviour.Behaviour <= MBEHAV::MAGIC_CASTING_BEHAVIOUR_END));
|
|
}
|
|
|
|
|
|
//-----------------------------------------------
|
|
// rememberWeaponsInHand
|
|
//
|
|
//-----------------------------------------------
|
|
void CUserEntity::rememberWeaponsInHand()
|
|
{
|
|
CInventoryManager * inv = CInventoryManager::getInstance();
|
|
if( !inv )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// keep right hand item
|
|
CItemImage * rightItemImg = inv->getHandItem(0);
|
|
if( rightItemImg )
|
|
{
|
|
if( inv->isMeleeWeaponItem(rightItemImg->getSheetID()) || inv->isRangeWeaponItem(rightItemImg->getSheetID()) )
|
|
{
|
|
_PreviousRightHandItem = CItemSnapshot(*rightItemImg);
|
|
|
|
// keep left hand item too (could be ammo, second weapon, etc ..)
|
|
CItemImage * leftItemImg = inv->getHandItem(1);
|
|
if( leftItemImg )
|
|
{
|
|
_PreviousLeftHandItem = CItemSnapshot(*leftItemImg);
|
|
}
|
|
else
|
|
{
|
|
_PreviousLeftHandItem = CItemSnapshot();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------
|
|
// snapshot of a CItemImage
|
|
//
|
|
//-----------------------------------------------
|
|
CUserEntity::CItemSnapshot::CItemSnapshot( const CItemImage& i )
|
|
{
|
|
Sheet = i.getSheetID();
|
|
Quality = i.getQuality();
|
|
Quantity = i.getQuantity();
|
|
UserColor = i.getUserColor();
|
|
Price = i.getPrice();
|
|
Weight = i.getWeight();
|
|
NameId = i.getNameId();
|
|
InfoVersion = i.getInfoVersion();
|
|
}
|
|
|
|
sint CUserEntity::getLevel() const
|
|
{
|
|
CInterfaceManager *pIM = CInterfaceManager::getInstance();
|
|
sint level = -1;
|
|
for(uint i=0;i<EGSPD::CSPType::EndSPType;i++)
|
|
{
|
|
CCDBNodeLeaf *node= NLGUI::CDBManager::getInstance()->getDbProp(toString("SERVER:USER:SKILL_POINTS_%d:VALUE", i), false);
|
|
if(node)
|
|
{
|
|
level = std::max(level, (sint) node->getValue32());
|
|
}
|
|
}
|
|
return level;
|
|
}
|
|
|
|
//-----------------------------------------------
|
|
// interlocutor
|
|
//-----------------------------------------------
|
|
void CUserEntity::interlocutor( const CLFECOMMON::TCLEntityId &slot)
|
|
{
|
|
CLFECOMMON::TCLEntityId prevInterlocutor = _Interlocutor;
|
|
_Interlocutor = slot;
|
|
|
|
// Refresh (hide or unhide) the icon for the interlocutor NPC
|
|
if (prevInterlocutor != CLFECOMMON::INVALID_SLOT)
|
|
EntitiesMngr.refreshInsceneInterfaceOfFriendNPC(prevInterlocutor);
|
|
if (_Interlocutor != CLFECOMMON::INVALID_SLOT)
|
|
EntitiesMngr.refreshInsceneInterfaceOfFriendNPC(_Interlocutor);
|
|
}
|
|
|
|
//-----------------------------------------------
|
|
// trader
|
|
//-----------------------------------------------
|
|
void CUserEntity::trader(const CLFECOMMON::TCLEntityId &slot)
|
|
{
|
|
CLFECOMMON::TCLEntityId prevTrader = _Trader;
|
|
_Trader = slot;
|
|
|
|
// Refresh (hide or unhide) the icon for the trader NPC
|
|
if (prevTrader != CLFECOMMON::INVALID_SLOT)
|
|
EntitiesMngr.refreshInsceneInterfaceOfFriendNPC(prevTrader);
|
|
if (_Trader != CLFECOMMON::INVALID_SLOT)
|
|
EntitiesMngr.refreshInsceneInterfaceOfFriendNPC(_Trader);
|
|
}
|
|
|