ed884644af
--HG-- branch : develop
787 lines
25 KiB
C++
787 lines
25 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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#ifndef CL_USER_ENTITY_H
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#define CL_USER_ENTITY_H
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/////////////
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// INCLUDE //
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/////////////
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// Misc.
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#include "nel/misc/types_nl.h"
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#include "nel/misc/vector.h"
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// 3D Interface.
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#include "nel/3d/u_visual_collision_entity.h"
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// Client DB
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#include "nel/misc/cdb.h"
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// Client
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#include "player_cl.h"
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#include "client_cfg.h"
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// Std.
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#include <list>
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// sp_types
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#include "game_share/sp_type.h"
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// r2 types
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#include "game_share/r2_types.h"
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///////////
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// USING //
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///////////
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using NLMISC::CVector;
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using NL3D::UVisualCollisionEntity;
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//using std::list;
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class CItemImage;
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///////////
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// CLASS //
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///////////
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/**
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* Class to manage an user entity.
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* \author Guillaume PUZIN
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* \author Nevrax France
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* \date 2001
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*/
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class CUserEntity : public CPlayerCL
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{
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public:
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enum TView
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{
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FirstPV = 0, // First Person View
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ThirdPV // Third Person View
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};
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// Move To Actions
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enum TMoveToAction
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{
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None = 0,
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Attack,
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Quarter,
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Loot,
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PickUp,
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ExtractRM,
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TradeItem,
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TradePhrase,
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TradePact,
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Mission,
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DynamicMission,
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StaticMission,
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CreateGuild,
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News,
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TradeTeleport,
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TradeFaction,
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TradeCosmetic,
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Talk,
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CombatPhrase,
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Mount,
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WebPage,
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Outpost,
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BuildTotem,
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MissionRing,
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};
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public:
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NLMISC_DECLARE_CLASS(CUserEntity);
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/// Constructor
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CUserEntity();
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/// Destructor
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virtual ~CUserEntity();
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/// Build the entity from a sheet.
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virtual bool build(const CEntitySheet *sheet);
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/**
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* Apply the motion to the entity.
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*/
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void applyMotion(CEntityCL *target);
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/**
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* Apply ForceLook (computed at prec applyMotion).
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*/
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void applyForceLook();
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/**
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* Update precollision
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*/
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virtual void updatePreCollision(const NLMISC::TTime &time, CEntityCL *target);
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/**
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* Update the position of the entity after the motion.
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* \param target : pointer on the current target.
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*/
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virtual void updatePosCombatFloatChanged(CEntityCL *target);
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/**
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* Update the position of the entity after the motion.
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* \param time : Time for the position of the entity after the motion.
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* \param target : pointer on the current target.
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*/
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virtual void updatePos(const NLMISC::TTime &time, CEntityCL *target);
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/** Update the PACS position after the evalCollision. The entity position is set too. This is fast.
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* If the entity position is too far from its PACS position, setGlobalPosition is called.
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* After this call, the position.z is valid.
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*/
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virtual void pacsFinalizeMove();
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/**
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* Update the sound management to play user steps
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*/
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void updateSound(const NLMISC::TTime &time);
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virtual void snapToGround();
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/**
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* 'true' if the user is dead too much and have to be disconnected.
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*/
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bool permanentDeath() const {return _PermanentDeath;}
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/// Method called to change the mode (Combat/Mount/etc.).
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virtual bool mode(MBEHAV::EMode m);
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/// Set the mode for the entity
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virtual MBEHAV::EMode mode() const {return _Mode;}
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/// Return the mount entity if the user is riding, otherwise NULL
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CEntityCL* getMountEntity();
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/// Return the DB entry for the specified user's animal (NULL if not found)
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NLMISC::CCDBNodeBranch *getBeastDBEntry( CLFECOMMON::TClientDataSetIndex uid );
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/** To Inform about an entity removed (to remove from selection for example).
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* This will remove the entity from the target.
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* \param slot : Slot of the entity that will be removed.
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*/
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virtual void slotRemoved(const CLFECOMMON::TCLEntityId &slot);
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/** Change the entity selected.
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* \param slot : slot now selected (CLFECOMMON::INVALID_SLOT for an empty selection).
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* \warning Can be different from the entity targeted (in combat mode for example).
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*/
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virtual void selection(const CLFECOMMON::TCLEntityId &slot);
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/** Return the entity selected.
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* \return CLFECOMMON::TCLEntityId : slot currently selected (CLFECOMMON::INVALID_SLOT for an empty selection).
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* \warning Can be different from the entity targeted (in combat mode for example).
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*/
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virtual const CLFECOMMON::TCLEntityId &selection() const {return _Selection;}
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/** Set the trader (see also trader() and interlocutor())
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* \param slot : trader slot (CLFECOMMON::INVALID_SLOT if no trader).
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*/
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virtual void trader(const CLFECOMMON::TCLEntityId &slot);
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/** Return the trader entity that will be turned towards the user entity (client-side)
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* and other stuff such as distance checking (see also interlocutor())
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* \return CLFECOMMON::TCLEntityId : slot of the trader (CLFECOMMON::INVALID_SLOT if no trader).
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*/
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virtual const CLFECOMMON::TCLEntityId &trader() const {return _Trader;}
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/** Set the current interlocutor entity that will be turned towards the user entity (client-side).
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* This one is for dyn-chat, while trader() is for bot-chat.
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* \param slot : interlocutor slot (CLFECOMMON::INVALID_SLOT if no interlocutor).
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*/
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void interlocutor( const CLFECOMMON::TCLEntityId &slot);
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/** Return the current interlocutor entity that will be turned towards the user entity (client-side).
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* This one is for dyn-chat, while trader() is for bot-chat.
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* \return CLFECOMMON::TCLEntityId : slot of the interlocutor (CLFECOMMON::INVALID_SLOT if no interlocutor).
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*/
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const CLFECOMMON::TCLEntityId &interlocutor() const {return _Interlocutor;}
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/// Method to place the user to attack the target and attack.
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void moveToAttack();
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/// Method to attack the target.
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void attack();
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/// Method to disengage the target.
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void disengage();
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/// Method to attack the target, with a special phrase
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void attackWithPhrase();
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/// your current target become the target of your current one.
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void assist();
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/// the entity target in the slot become the target of your current one.
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void assist(uint slot);
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/// Ask fot the client to sit/stand ('true' to sit).
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bool sit(bool s);
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/// Return true if the user can sit.
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bool canSit() const;
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/// Set the user away from keyboard (or not), txt can be customized
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void setAFK(bool b, std::string afkTxt="");
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/// Roll a dice and tell the result around
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void rollDice(sint16 min, sint16 max);
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/// return true if user can engage melee combat, else return false and display system msg
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bool canEngageCombat();
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/** \name VELOCITY
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* Method to manage the user velocity.
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*/
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//@{
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/**
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* Set the velocity when the user walks.
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* \param velocity : new velocity for the user when he walks.
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*/
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inline void walkVelocity(float velocity)
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{
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_WalkVelocity = velocity;
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if(!_Run)
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_CurrentVelocity = _WalkVelocity;
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}
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/**
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* Get the velocity when the user walks.
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* \return float : User velocity when he walks.
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*/
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inline float walkVelocity() const {return _WalkVelocity;}
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/**
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* Set the velocity when the user runs.
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* \param velocity : new velocity for the user when he runs.
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*/
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inline void runVelocity(float velocity)
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{
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_RunVelocity = velocity;
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if(_Run)
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_CurrentVelocity = _RunVelocity;
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}
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/**
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* Get the velocity when the user runs.
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* \return float : User velocity when he runs.
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*/
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inline float runVelocity() const {return _RunVelocity;}
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/**
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* Get the current velocity of the user.
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* \return float : Current User velocity.
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*/
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inline float currentVelocity() const {return _CurrentVelocity;}
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/**
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* Switch velocity between Run and Walk.
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* \param userRequest : true if user asked it
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*/
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void switchVelocity(bool userRequest = true);
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/**
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* Test if user is running
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*/
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bool running() const { return _Run; }
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//@}
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/// Get the front velocity.
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inline float frontVelocity() const {return _FrontVelocity;}
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/// Set the front velocity.
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inline void frontVelocity(float velocity) {_FrontVelocity = velocity;}
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/// Get the lateral velocity.
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inline float lateralVelocity() const {return _LateralVelocity;}
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/// Set the lateral velocity.
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inline void lateralVelocity(float velocity) {_LateralVelocity = velocity;}
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// get the velocity vector of the entity
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NLMISC::CVector getVelocity() const;
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inline void setSpeedServerAdjust(float speed) {_SpeedFactor.addFactorValue(speed);}
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/// Check if the mount is able to run, and force walking mode if not
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void checkMountAbleToRun();
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/// Get Eyes Height.
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float eyesHeight();
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/// Set Eyes Height.
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inline void eyesHeight(float h) {_EyesHeight = h;}
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/// Head Pitch methods
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void setHeadPitch(double hp);
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double getHeadPitch() const {return _HeadPitch;}
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void rotHeadVertically(float ang);
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/// Get the playersheet
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inline const CPlayerSheet *sheet() const {return _Sheet;}
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/// rotate the body on the left or right (front changes).
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void rotate(float ang);
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/// TODO: Ben tests for landscape pacs bug
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const NLPACS::UMovePrimitive *getMovePrimitive() const { return _Primitive; }
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/// Remove the primitive
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virtual void removePrimitive();
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/// Create a primitive for the entity.
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virtual void computePrimitive();
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/// Remove the check primitive
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void removeCheckPrimitive();
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/// Is the user selectable (first or third person view for example).
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bool selectable() const {return _Selectable;}
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/// Set is the user is selectable or not.
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void selectable(bool s) {_Selectable = s;}
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/// Return if the user is already busy (combat/bo chat/loot/ etc.).
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bool isBusy() const;
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/// Return 'true' if the user is on a mount.
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bool isOnMount() const {return _OnMount;}
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/** \name DEBUG
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* Methods only here for the debug.
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*/
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//@{
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/// Display Debug Information.
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virtual void displayDebug(float x, float &y, float lineStep);
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//@}
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void updateVisualDisplay();
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/// Return 'true' is an attack animation is currently playing.
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bool isAttacking() const {return _AnimAttackOn;}
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/// Show/Hide the user light.
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void light();
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/// Display dmg/heal numbers above the head.
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virtual void displayModifiers();
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/** \name VIEW
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* Methods about the view (First/Third Person View).
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*/
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//@{
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/// Change the View (First/Third Person View).
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void viewMode(TView viewMode, bool changeView=true);
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/// Return the current View Mode.
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TView viewMode() const {return _ViewMode;}
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/// Toggle Camera (First/Third Person)
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void toggleCamera();
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/// Force Camera First Person View
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void forceCameraFirstPerson();
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//@}
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/// Return the entity scale. (return 1.0 if there is any problem).
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virtual float getScale() const;
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/// Return 'true' is the entity is displayed.
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virtual bool isVisible() const;
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/// Return true if the user is indoor and the CFG want to force the FPV Indoor.
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bool forceIndoorFPV();
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bool moveTo() const {return (_MoveToSlot != CLFECOMMON::INVALID_SLOT);}
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/// Return true if the User is following an entity.
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bool follow() const {return _FollowMode;}
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/// set true to resetCameraRot if you want that camera rotation follow
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void enableFollow(bool resetCameraRot);
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void disableFollow();
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// when the user request to move the head pitch, stop the "follow mode" to force it
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void stopForceHeadPitchInFollow();
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/// Method to move to someone else. NB: resetAnyMoveTo() is called first
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void moveTo(CLFECOMMON::TCLEntityId slot, double dist, TMoveToAction action);
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/// Method to move to someone else for a mission. NB: resetAnyMoveTo() is called first
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void moveToMission(CLFECOMMON::TCLEntityId slot, double dist, uint32 id);
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/// Method to move to someone else for a ring mission. NB: resetAnyMoveTo() is called first
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void moveToMissionRing(CLFECOMMON::TCLEntityId slot, double dist, uint32 id);
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/** Method to move to someone else, for foraging extraction
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* The caller MUST call after CSPhraseManager::clientExecute(), to increment action counter
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* NB: resetAnyMoveTo() is called first
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*/
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void moveToExtractionPhrase(CLFECOMMON::TCLEntityId slot, double dist, uint phraseMemoryLine, uint phraseMemorySlot, bool cyclic);
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/** Method to begin a spire construction
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* The caller MUST call after CSPhraseManager::clientExecute(), to increment action counter
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* NB: resetAnyMoveTo() is called first
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*/
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void moveToTotemBuildingPhrase(CLFECOMMON::TCLEntityId slot, double dist, uint phraseMemoryLine, uint phraseMemorySlot, bool cyclic);
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/// Reset any MoveTo. NB: if the current moveTo is a moveToCombatPhrase() or a moveToExtractionPhrase(), decrement action counter
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void resetAnyMoveTo();
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/** Launch the Action Once the Move is done.
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* \param CEntityCL * : pointer on the destination entity.
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* \warning entity pointer must be valid(allocated).
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*/
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void moveToAction(CEntityCL *ent);
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/// Send the position and orientation to the server.
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bool sendToServer(NLMISC::CBitMemStream &out);
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/// Fill the msg to know if the user is well placed to fight.
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bool msgForCombatPos(NLMISC::CBitMemStream &out);
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/// Check the User Position according to the server code.
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void checkPos();
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/// Check a position according to the server code.
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bool testPacsPos(NLMISC::CVectorD& pos);
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/// Teleport the player (remove selection, re-init checkPos, etc.).
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void tp(const NLMISC::CVectorD &dest);
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/// Teleport the player to correct his position.
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void correctPos(const NLMISC::CVectorD &dest);
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/// Skill Up
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void skillUp();
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/// get the level of the player (max of all skills)
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sint getLevel() const;
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/// After a few time, if the user is still in collision with someone else, remove collisions with other entitites.
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void startColTimer();
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/// Called when the user is no more in collision with another entity.
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void stopColTimer();
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/// Make the character transparent if the mouse is under it (params is if we must make it transparent or opaque)
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virtual void makeTransparent(bool t);
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virtual void setDiffuse(bool onOff, NLMISC::CRGBA diffuse);
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/// false if in first person mode
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virtual bool canCastShadowMap() const;
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/// Return the Entity Current Speed.
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virtual double speed() const;
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/// assert(target). NB: this engage (moveToCombatPhrase) if in melee and to far, or directly launch the action
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void executeCombatWithPhrase(CEntityCL *target, uint32 memoryLine, uint32 memoryIndex, bool cyclic);
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/// equip with the last weapon used of with the best weapon that can be found in inventory
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void autoEquipWithLastUsedWeapons();
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/// save the last weapon(s) used in fight or weapons in hand before tool auto-equip
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void rememberWeaponsInHand();
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/// overriden beginCast method
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virtual void beginCast(const MBEHAV::CBehaviour &behaviour);
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/// Return the walk speed applicable when riding
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float getMountWalkVelocity() const { return _MountSpeeds.getWalkSpeed(); }
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/// Return the run speed applicable when riding
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float getMountRunVelocity() const { return _MountSpeeds.getRunSpeed(); }
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/// \name R2 specific
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// @{
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// R2 char mode (player, dm, anim, edit) NB: automatically affect the camera max distance and player run/walk speed
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void setR2CharMode(R2::TCharMode mode);
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R2::TCharMode getR2CharMode() const {return _R2CharMode;}
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// re-update view camera dist max, and walk/run speed according to current R2 char mode
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void flushR2CharMode() {setR2CharMode(_R2CharMode);}
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// @}
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// When a player control a npc (in a ring shard) then he must adapt his speed on the Npc speed.
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void updateNpcContolSpeed();
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bool isInNpcControl() const;
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/// cancel current action
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void cancelAllPhrases();
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/// true if current behaviour allows to change front
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bool canChangeFront();
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ucstring getLoginName()
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{
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if (_LoginName.empty())
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_LoginName = getDisplayName();
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return _LoginName;
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}
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protected:
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class CSpeedFactor : public NLMISC::ICDBNode::IPropertyObserver
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{
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public:
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/// Initialize
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void init();
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/// Release
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void release();
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/// Return the speed factor.
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float getValue() const { return _Value * _ServerFactor; }
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void setFactorValue(float value) {_ServerFactor = value;}
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void addFactorValue(float value) {
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_ServerFactor += value;
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if (_ServerFactor > 1.0)
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_ServerFactor = 1.0;
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if (_ServerFactor < 0.1)
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_ServerFactor = 0.1;
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}
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virtual void serial(class NLMISC::IStream &f) throw(NLMISC::EStream) {f.serial(_Value);}
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protected:
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/// Method called when the ping message is back.
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virtual void update(NLMISC::ICDBNode* leaf);
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private:
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float _Value;
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float _ServerFactor;
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};
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class CMountHunger
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{
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public:
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/// Initialize
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void init();
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/// Release
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void release();
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/// Return true if the mount can run. Precondition: UserEntity->isRiding().
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bool canRun() const;
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virtual void serial(class NLMISC::IStream &/* f */) throw(NLMISC::EStream) {}
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};
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class CMountSpeeds : public NLMISC::ICDBNode::IPropertyObserver
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{
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public:
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/// Initialize
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void init();
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/// Release
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void release();
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/// Return the walk speed when riding
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float getWalkSpeed() const { return _WalkSpeed; }
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/// Return the run speed when riding
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float getRunSpeed() const { return _RunSpeed; }
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protected:
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/// Method called when the value is changed
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virtual void update(NLMISC::ICDBNode* leaf);
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private:
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float _WalkSpeed;
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float _RunSpeed;
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};
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/// Speed Factor to use for the user sent by the server to respect magical spells
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CSpeedFactor _SpeedFactor;
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/// The current maximum speed of the mount (if any)
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CMountHunger _MountHunger;
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/// An observer of the current mount speeds
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CMountSpeeds _MountSpeeds;
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/// Velocity : Front and Lateral
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float _FrontVelocity;
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float _LateralVelocity;
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/// Speed adjustement from gpms
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float _SpeedServerAdjust;
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/// Head Pitch
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double _HeadPitch;
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/// Height of the eyes (camera).
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float _EyesHeight;
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/// 'True' if the user is running else is walking.
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bool _Run;
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/// 'True' if the user & mount should run but are walking because of the mount unability to run
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bool _RunWhenAble;
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/// Speed when the user walks.
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float _WalkVelocity;
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/// Speed when the user runs.
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float _RunVelocity;
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/// Current User Velocity.
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float _CurrentVelocity;
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/// Slot Currently Selected (can be different from _TargetSlot).
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CLFECOMMON::TCLEntityId _Selection;
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/// Trader Slot (bot chat)
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CLFECOMMON::TCLEntityId _Trader;
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/// Interlocutor Slot (dyn chat)
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CLFECOMMON::TCLEntityId _Interlocutor;
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bool _Selectable;
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bool _PermanentDeath;
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bool _FollowMode;
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/// Last position validated by the Check system
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NLMISC::CVectorD _LastPositionValidated;
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/// Last Validated Global Position.
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NLPACS::UGlobalPosition _LastGPosValidated;
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/// Last Global Position sent to the server (in fact it's a normal position sent).
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NLPACS::UGlobalPosition _LastGPosSent;
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/// Primitive used to check if the server will accept the current move.
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NLPACS::UMovePrimitive *_CheckPrimitive;
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CLFECOMMON::TCLEntityId _MoveToSlot;
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double _MoveToDist;
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TMoveToAction _MoveToAction;
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uint _MoveToPhraseMemoryLine; // used for extraction as well
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uint _MoveToPhraseMemorySlot; // used for extraction phrase as well
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bool _MoveToPhraseCyclic;
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uint32 _MoveToMissionId; // Used for both mission option and mission ring
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/// Time in MS when the User started beiing in collision with anything that avoid him to do an Action (and still is).
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sint64 _MoveToColStartTime;
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/// CSkill points observer
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class CSkillPointsObserver : public NLMISC::ICDBNode::IPropertyObserver
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{
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public :
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uint SpType;
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/// From ICDBNode::IPropertyObserver
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virtual void update(NLMISC::ICDBNode* node );
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};
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CSkillPointsObserver _SkillPointObs[EGSPD::CSPType::EndSPType];
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class CInvisibleObserver : public NLMISC::ICDBNode::IPropertyObserver
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{
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public :
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virtual void update(NLMISC::ICDBNode* node);
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};
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CInvisibleObserver _InvisibleObs;
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/// Fame observer
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class CFameObserver : public NLMISC::ICDBNode::IPropertyObserver
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{
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public :
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uint32 FactionIndex;
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/// From ICDBNode::IPropertyObserver
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virtual void update(NLMISC::ICDBNode* node );
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};
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std::vector<CFameObserver *> _FamesObs;
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protected:
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/// Initialize properties of the entity (according to the class).
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virtual void initProperties();
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/// Update Entity Position.
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virtual void updateVisualPropertyPos (const NLMISC::TGameCycle &gameCycle, const sint64 &prop, const NLMISC::TGameCycle &pI);
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/// Update Entity Orientation.
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virtual void updateVisualPropertyOrient (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
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/// Update Entity Behaviour.
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virtual void updateVisualPropertyBehaviour (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
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/// Update Entity Name.
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virtual void updateVisualPropertyName (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
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/// Update Entity Target.
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virtual void updateVisualPropertyTarget (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
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/// Update Entity Mode.
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virtual void updateVisualPropertyMode (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
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/// Update Entity Visual Property A
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virtual void updateVisualPropertyVpa (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
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/// Update Entity Visual Property B
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virtual void updateVisualPropertyVpb (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
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/// Update Entity Visual Property C
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virtual void updateVisualPropertyVpc (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
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/// Update Entity Mount
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virtual void updateVisualPropertyEntityMounted (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
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/// Update Entity Rider
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virtual void updateVisualPropertyRiderEntity (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
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/// Target lists
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virtual void updateVisualPropertyTargetList (const NLMISC::TGameCycle &gameCycle, const sint64 &prop, uint listIndex);
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/// visual fx
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virtual void updateVisualPropertyVisualFX (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
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/// PVP Mode
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virtual void updateVisualPropertyPvpMode (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
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/// Pvp Outpost
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virtual void updateVisualPropertyOutpostInfos (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
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/// Pvp Clan
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virtual void updateVisualPropertyPvpClan (const NLMISC::TGameCycle &gameCycle, const sint64 &prop);
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/// Apply the behaviour for the user.
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virtual void applyBehaviour(const CBehaviourContext &behaviour);
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/// Method to Flag the character as dead and do everything needed.
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virtual void setDead();
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/// Mount the mount in _Mount
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void setOnMount();
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/** Return the current max speed for the entity in meter per sec
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* The method return a max according to the speed factor (given by the server)
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* It's also return a value according to the landscape (water)
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* Also managed mounts
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*/
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virtual double getMaxSpeed() const;
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/// Read/Write Variables from/to the stream.
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virtual void readWrite(class NLMISC::IStream &f) throw(NLMISC::EStream);
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/// To call after a read from a stream to re-initialize the entity.
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virtual void load();
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/// Extract RM from a select forage source
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void extractRM();
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/// Build a Totem
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void buildTotem();
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private:
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/// TO know if the user is on a mount at the moment.
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bool _OnMount;
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/// Is the attack animation is currently playing.
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bool _AnimAttackOn;
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/// Current View Mode (First/Third Person View).
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TView _ViewMode;
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/// 'true' if the collisions between the user and other entities are removed.
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bool _ColRemoved;
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/// 'true' if the User is in collision with someone else.
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bool _ColOn;
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/// Time in MS when the User started beiing in collision with another entity (and still is).
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sint64 _ColStartTime;
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/// Force Look also modify the head pitch in First person
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bool _FollowForceHeadPitch;
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/// The Head Offset to follow is kept here.
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float _FollowHeadOffset;
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/// Check if the user is not already well placed.
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void moveToCheckStartDist(CLFECOMMON::TCLEntityId slot, double dist, TMoveToAction action);
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/// forceLook an entity (follow or moveTo)
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CLFECOMMON::TCLEntityId _ForceLookSlot;
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void forceLookEntity(const NLMISC::CVectorD &dir2targ, bool updateHeadPitch, bool start = false);
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void startForceLookEntity(CLFECOMMON::TCLEntityId slot);
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/** Method to move to someone else, for special melee combat
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* The caller MUST call after CSPhraseManager::clientExecute(), to increment action counter
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* NB: resetAnyMoveTo() is called first
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*/
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void moveToCombatPhrase(CLFECOMMON::TCLEntityId slot, double dist, uint phraseMemoryLine, uint phraseMemorySlot, bool phraseCyclic);
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/// For executeCombatWithPhrase
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CLFECOMMON::TCLEntityId _LastExecuteCombatSlot;
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/// R2: to know in which mode is the current entity (affect camera view and run speed)
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R2::TCharMode _R2CharMode;
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/// snapshot of a CItemImage
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struct CItemSnapshot
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{
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uint32 Sheet;
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uint16 Quality;
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uint16 Quantity;
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uint8 UserColor;
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uint32 Price;
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uint32 Weight;
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uint32 NameId;
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uint8 InfoVersion;
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CItemSnapshot()
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{
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Sheet = 0;
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Quality = 0;
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Quantity = 0;
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UserColor = 0;
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Price = 0;
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Weight = 0;
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NameId = 0;
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InfoVersion = 0;
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}
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CItemSnapshot( const CItemImage& i );
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};
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/// previous items in hand before they have been changed by an auto-equip due to an action (ex: forage)
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CItemSnapshot _PreviousRightHandItem;
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CItemSnapshot _PreviousLeftHandItem;
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ucstring _LoginName;
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};
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/// Out game received position
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extern NLMISC::CVectorD UserEntityInitPos;
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extern NLMISC::CVector UserEntityInitFront;
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extern CUserEntity *UserEntity;
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/// char and account time properties
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extern uint32 CharFirstConnectedTime;
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extern uint32 CharPlayedTime;
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/// Max distance between player and extracted forage source
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extern const double MaxExtractionDistance;
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#endif // CL_USER_ENTITY_H
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/* End of user_entity.h */
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