// Ryzom - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as // published by the Free Software Foundation, either version 3 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . ///////////// // INCLUDE // ///////////// #include "stdpch.h" // Misc. #include "nel/misc/vectord.h" #include "nel/misc/matrix.h" #include "nel/misc/quat.h" // 3D Interface. #include "nel/3d/u_scene.h" #include "nel/3d/u_visual_collision_manager.h" #include "nel/3d/viewport.h" #include "nel/3d/u_bone.h" #include "nel/3d/u_instance_material.h" #include "nel/3d/u_play_list.h" #include "nel/3d/u_point_light.h" #include "nel/3d/u_particle_system_instance.h" #include "nel/3d/u_camera.h" // Pacs Interface #include "nel/pacs/u_global_position.h" // Client. #include "user_entity.h" #include "motion/user_controls.h" #include "pacs_client.h" #include "net_manager.h" #include "time_client.h" #include "entity_animation_manager.h" #include "sheet_manager.h" #include "sound_manager.h" #include "interface_v3/interface_manager.h" #include "entities.h" #include "debug_client.h" #include "misc.h" #include "interface_v3/bot_chat_manager.h" #include "fx_manager.h" #include "main_loop.h" #include "interface_v3/group_in_scene_bubble.h" #include "interface_v3/inventory_manager.h" #include "interface_v3/group_html.h" #include "interface_v3/people_interraction.h" #include "init_main_loop.h" #include "view.h" #include "interface_v3/sphrase_manager.h" #include "interface_v3/sbrick_manager.h" #include "interface_v3/action_phrase_faber.h" #include "interface_v3/bar_manager.h" #include "interface_v3/skill_manager.h" #include "far_tp.h" #include "npc_icon.h" // game share #include "game_share/slot_types.h" #include "game_share/player_visual_properties.h" #include "game_share/mode_and_behaviour.h" #include "game_share/inventories.h" #include "game_share/animal_type.h" #include "game_share/bot_chat_types.h" // Sound animation #include "nel/sound/sound_anim_manager.h" #include "nel/sound/sound_animation.h" #include "nel/sound/sound_anim_marker.h" // r2 #include "r2/editor.h" /////////// // USING // /////////// using namespace NLMISC; using namespace NLPACS; using namespace std; using NL3D::UScene; using NL3D::UVisualCollisionManager; using NL3D::UTextContext; //////////// // EXTERN // //////////// extern UScene *Scene; extern UVisualCollisionManager *CollisionManager; extern CEntityAnimationManager *EAM; extern UTextContext *TextContext; extern NL3D::UCamera MainCam; // Context help extern void contextHelp (const std::string &help); extern void beastOrder (const std::string &orderStr, const std::string &beastIndexStr, bool confirmFree = true); // Out game received position NLMISC::CVectorD UserEntityInitPos; NLMISC::CVector UserEntityInitFront; CUserEntity *UserEntity = NULL; uint32 CharFirstConnectedTime = 0; uint32 CharPlayedTime = 0; const double MaxExtractionDistance = 1.0f; //////////// // GLOBAL // //////////// // Hierarchical timer H_AUTO_DECL ( RZ_Client_Update_Sound ) ////////////// // FUNCTION // ////////////// //string chooseRandom( const vector& sounds, uint32& previousIndex ); //----------------------------------------------- // CUserEntity : // Constructor. //----------------------------------------------- CUserEntity::CUserEntity() : CPlayerCL() { Type = User; _Run = false; _RunWhenAble = false; _WalkVelocity = 1.0f; _RunVelocity = 2.0f; _CurrentVelocity = _WalkVelocity; _FrontVelocity = 0.0f; _LateralVelocity = 0.0f; // \todo GUIGUI : do it more generic. _First_Pos = false; // No selection, trader, interlocutor at the beginning. _Selection = CLFECOMMON::INVALID_SLOT; _Trader = CLFECOMMON::INVALID_SLOT; _Interlocutor = CLFECOMMON::INVALID_SLOT; // Not selectable at the beginning. _Selectable = false; // Your are not on a mount at the beginning. _OnMount = false; _AnimAttackOn = false; _ViewMode = FirstPV; _PermanentDeath = false; _FollowMode = false; _CheckPrimitive = 0; // The user is not in collision with someone else. _ColOn = false; // Collisions are not removed. _ColRemoved = false; // No Move To at the beginning. _MoveToSlot = CLFECOMMON::INVALID_SLOT; _MoveToAction= CUserEntity::None; _MoveToDist= 0.0; _MoveToColStartTime= 0; _FollowForceHeadPitch= false; _ForceLookSlot= CLFECOMMON::INVALID_SLOT; _LastExecuteCombatSlot= CLFECOMMON::INVALID_SLOT; _R2CharMode= R2::TCharMode::Player; }// CUserEntity // //----------------------------------------------- // ~CUserEntity : // Destructor. //----------------------------------------------- CUserEntity::~CUserEntity() { // Remove observers _SpeedFactor.release(); _MountHunger.release(); _MountSpeeds.release(); CInterfaceManager *pIM = CInterfaceManager::getInstance(); for(uint i=0;igetDbProp(toString("SERVER:USER:SKILL_POINTS_%d:VALUE", i), false); if(node) { ICDBNode::CTextId textId; node->removeObserver(_SkillPointObs+i, textId); } } for( uint i=0; i<_FamesObs.size(); ++i ) { uint32 factionIndex = _FamesObs[i]->FactionIndex; uint32 fameIndexInDatabase = CStaticFames::getInstance().getDatabaseIndex(factionIndex); string sDBPath = toString("SERVER:FAME:PLAYER%d:VALUE",fameIndexInDatabase); CCDBNodeLeaf * node = pIM->getDbProp(sDBPath, false); if(node) { ICDBNode::CTextId textId; node->removeObserver(_FamesObs[i], textId); } } contReset(_FamesObs); CNPCIconCache::getInstance().removeObservers(); // Remove the Primitive used for check (because ~CEntityCL() will call CEntityCL::removePrimitive(), not CUserEntity::removePrimitive()) removeCheckPrimitive(); CNPCIconCache::release(); }// ~CUserEntity // //----------------------------------------------- // initProperties : // Initialize properties of the entity (according to the class). //----------------------------------------------- void CUserEntity::initProperties() { properties().selectable(true); }// initProperties // //----------------------------------------------- // build : // Build the entity from a sheet. //----------------------------------------------- bool CUserEntity::build(const CEntitySheet *sheet) // virtual { // Init received position pos(UserEntityInitPos); front(UserEntityInitFront); dir(front()); setHeadPitch(0); // Cast the sheet in the right type. _PlayerSheet = dynamic_cast(sheet); if(_PlayerSheet == 0) { pushDebugStr("User Sheet is not a valid '.race_stats'."); return false; } else pushInfoStr("User Sheet is a valid '.race_stats'."); // Get the DB Entry if(IngameDbMngr.getNodePtr()) { CCDBNodeBranch *nodeRoot = dynamic_cast(IngameDbMngr.getNodePtr()->getNode(0)); if(nodeRoot) { _DBEntry = dynamic_cast(nodeRoot->getNode(_Slot)); if(_DBEntry == 0) pushDebugStr("Cannot get a pointer on the DB entry."); } } disableFollow(); // Walk/Run ? if(ClientCfg.RunAtTheBeginning != _Run) switchVelocity(); // Set the up of the user. up(CVector(0,0,1)); // Init User infos. eyesHeight(ClientCfg.EyesHeight); walkVelocity(ClientCfg.Walk); runVelocity(ClientCfg.Run); // Compute the first automaton. _CurrentAutomaton = automatonType() + "_normal.automaton"; // Build the PACS 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); // Compute the element to be able to snap the entity to the ground. computeCollisionEntity(); // Initialize properties of the client. initProperties(); // Initialize the observer for the speed factor and mount stuff _SpeedFactor.init(); _MountHunger.init(); _MountSpeeds.init(); // Create the user playlist createPlayList(); // Initialize the internal time. _LastFrameTime = ((double)T1) * 0.001; // Set the gender in local mode. if(ClientCfg.Local) { _Mode = MBEHAV::NORMAL; _ModeWanted = MBEHAV::NORMAL; _Gender = ClientCfg.Sex; SPropVisualA visualA = buildPropVisualA(_PlayerSheet->GenderInfos[_Gender]); SPropVisualB visualB = buildPropVisualB(_PlayerSheet->GenderInfos[_Gender]); SPropVisualC visualC; visualA.PropertySubData.Sex = _Gender; visualC.PropertyC = 0; visualC.PropertySubData.CharacterHeight = 0; visualC.PropertySubData.ArmsWidth = 7; visualC.PropertySubData.LegsWidth = 7; visualC.PropertySubData.TorsoWidth = 7; visualC.PropertySubData.BreastSize = 7; // Set the Database sint64 *prop = (sint64 *)&visualA; CInterfaceManager::getInstance()->getDbProp("SERVER:Entities:E0:P"+toString("%d", CLFECOMMON::PROPERTY_VPA))->setValue64(*prop); // Set the database prop = (sint64 *)&visualB; CInterfaceManager::getInstance()->getDbProp("SERVER:Entities:E0:P"+toString("%d", CLFECOMMON::PROPERTY_VPB))->setValue64(*prop); // Set the database prop = (sint64 *)&visualC; CInterfaceManager::getInstance()->getDbProp("SERVER:Entities:E0:P"+toString("%d", CLFECOMMON::PROPERTY_VPC))->setValue64(*prop); // Set the database // Apply Changes. updateVisualProperty(0, CLFECOMMON::PROPERTY_VPA); } // \todo GUIGUI Retrieve the player's appearence during the avatar selection. // Get Visual Properties From the character selection window. else { } // Rebuild interface buildInSceneInterface (); // Add an observer on skill points CInterfaceManager *pIM = CInterfaceManager::getInstance(); for(uint i=0;igetDbProp(toString("SERVER:USER:SKILL_POINTS_%d:VALUE", i), false); if(node) { ICDBNode::CTextId textId; node->addObserver(_SkillPointObs+i, textId); } } // Add an observer on Fames for( uint i=(uint)PVP_CLAN::BeginClans; i<=(uint)PVP_CLAN::EndClans; ++i ) { uint32 factionIndex = PVP_CLAN::getFactionIndex((PVP_CLAN::TPVPClan)i); uint32 fameIndexInDatabase = CStaticFames::getInstance().getDatabaseIndex(factionIndex); string sDBPath = toString("SERVER:FAME:PLAYER%d:VALUE",fameIndexInDatabase); CFameObserver * fameObs = new CFameObserver(); if( fameObs ) { fameObs->FactionIndex = factionIndex; CCDBNodeLeaf * node = pIM->getDbProp(sDBPath, false); if(node) { ICDBNode::CTextId textId; node->addObserver(fameObs, textId); } _FamesObs.push_back(fameObs); } } // Add an observer on Mission Journal CNPCIconCache::getInstance().addObservers(); // Initialize the camera distance. View.cameraDistance(ClientCfg.CameraDistance); // char and account time properties CSkillManager *pSM = CSkillManager::getInstance(); if( pSM ) { pSM->tryToUnblockTitleFromCharOldness( CharFirstConnectedTime ); pSM->tryToUnblockTitleFromCharPlayedTime( CharPlayedTime ); } // Entity created. return true; }// build // //----------------------------------------------- // eyesHeight : // \todo GUIGUI : do it better in mount mode //----------------------------------------------- float CUserEntity::eyesHeight() { if(!_OnMount) return _EyesHeight * _CharacterScalePos; else return _EyesHeight * _CharacterScalePos; }// eyesHeight // ///////////////////////////////////////////////// ///////////////////////////////////////////////// /////////////// VISUAL PROPERTIES /////////////// ///////////////////////////////////////////////// ///////////////////////////////////////////////// //----------------------------------------------- // updateVisualPropertyPos : // Update Entity Position. //----------------------------------------------- void CUserEntity::updateVisualPropertyPos(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */, const NLMISC::TGameCycle &/* pI */) { }// updateVisualPropertyPos // //----------------------------------------------- // updateVisualPropertyOrient : // Update Entity Orientation. //----------------------------------------------- void CUserEntity::updateVisualPropertyOrient(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */) { }// updateVisualPropertyOrient // void CUserEntity::updateVisualPropertyTargetList(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */, uint /* listIndex */) { } void CUserEntity::updateVisualPropertyVisualFX(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &prop) { applyVisualFX(prop); } //----------------------------------------------- // updateVisualPropertyBehaviour : // Update Entity Behaviour. //----------------------------------------------- void CUserEntity::updateVisualPropertyBehaviour(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &prop) { // Compute the behaviour. CBehaviourContext bc; bc.Behav = MBEHAV::CBehaviour(prop); bc.BehavTime = TimeInSec; if(VerboseAnimUser) { nlinfo("UE::updateVPBeha: '%d(%s)'.", (sint)bc.Behav.Behaviour, MBEHAV::behaviourToString(bc.Behav.Behaviour).c_str()); } CCDBNodeLeaf *targetList0 = dynamic_cast(_DBEntry->getNode(CLFECOMMON::PROPERTY_TARGET_LIST_0)); CCDBNodeLeaf *targetList1 = dynamic_cast(_DBEntry->getNode(CLFECOMMON::PROPERTY_TARGET_LIST_1)); CCDBNodeLeaf *targetList2 = dynamic_cast(_DBEntry->getNode(CLFECOMMON::PROPERTY_TARGET_LIST_1)); CCDBNodeLeaf *targetList3 = dynamic_cast(_DBEntry->getNode(CLFECOMMON::PROPERTY_TARGET_LIST_1)); if (targetList0 && targetList1 && targetList2 && targetList3) { uint64 vp[4] = { (uint64) targetList0->getValue64(), (uint64) targetList1->getValue64(), (uint64) targetList2->getValue64(), (uint64) targetList3->getValue64() }; bc.Targets.unpack(vp, 4); } applyBehaviour(bc); }// updateVisualPropertyBehaviour // //----------------------------------------------- // 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 = pIM->getElementFromId("ui:interface:mailbox:content:html"); if (element) { CGroupHTML *html = dynamic_cast(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= pIM->getDbProp("UI:VARIABLES:USER:TRACK_PVP_CHANGE_MODE"); if(pDB) { sint32 val= pDB->getValue32(); pDB->setValue32(val+1); } // For Any PVP change pDB= pIM->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= pIM->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= pIM->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(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: // Restaure 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 = CInterfaceManager::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(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(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(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 == (uint)~0; 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; igetBagItem(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()) IM->runActionHandler("context_quartering", 0); break; // Loot case CUserEntity::Loot: if((ent->properties()).lootable()) IM->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: IM->runActionHandler("context_trade_item", 0); break; // Trade Phrase case CUserEntity::TradePhrase: IM->runActionHandler("context_trade_phrase", 0); break; // Trade Pact case CUserEntity::TradePact: IM->runActionHandler("context_trade_pact", 0); break; // Mission case CUserEntity::Mission: { string param = toString("id=%d", _MoveToMissionId); IM->runActionHandler("mission_option", 0, param); } break; // Dynamic Mission case CUserEntity::DynamicMission: IM->runActionHandler("context_dynamic_mission", 0); break; // Static Mission case CUserEntity::StaticMission: IM->runActionHandler("context_choose_mission", 0); break; // Mission case CUserEntity::MissionRing: { string param = toString("id=%d", _MoveToMissionId); IM->runActionHandler("mission_ring", 0, param); } break; // Create Guild case CUserEntity::CreateGuild: IM->runActionHandler("context_create_guild", 0); break; // News case CUserEntity::News: IM->runActionHandler("context_talk", 0); break; // Trade Teleport case CUserEntity::TradeTeleport: IM->runActionHandler("context_trade_teleport", 0); break; // Trade Faction items case CUserEntity::TradeFaction: IM->runActionHandler("context_trade_faction", 0); break; // Trade Cosmetic case CUserEntity::TradeCosmetic: IM->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: IM->runActionHandler("context_web_page", 0); break; // Outpost case CUserEntity::Outpost: IM->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(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(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 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 = pIM->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 = pIM->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 ) { pIM->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; 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 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(); pIM->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; if(tgtSlot!=CLFECOMMON::INVALID_SLOT) { CEntityCL *entity= EntitiesMngr.entity(tgtSlot); if(entity) tgtEntityId= entity->dataSetId(); } // Set the User Target CCDBNodeLeaf *prop = pIM->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 = pIM->getDbProp(toString("LOCAL:TARGET:CONTEXT_MENU:MISSIONS_OPTIONS:%d:TITLE", (int) k), false); if (missionOption) { missionOption->setValue32(0); } CCDBNodeLeaf *playerGiftNeeded = pIM->getDbProp(toString("LOCAL:TARGET:CONTEXT_MENU:MISSIONS_OPTIONS:%d:PLAYER_GIFT_NEEDED", (int) k), false); if (playerGiftNeeded) { playerGiftNeeded->setValue32(0); } // missionOption = pIM->getDbProp(toString("SERVER:TARGET:CONTEXT_MENU:MISSIONS_OPTIONS:%d:TITLE", (int) k), false); if (missionOption) { missionOption->setValue32(0); } playerGiftNeeded = pIM->getDbProp(toString("SERVER:TARGET:CONTEXT_MENU:MISSIONS_OPTIONS:%d:PLAYER_GIFT_NEEDED", (int) k), false); if (playerGiftNeeded) { playerGiftNeeded->setValue32(0); } } // clear web page prop= pIM->getDbProp("LOCAL:TARGET:CONTEXT_MENU:WEB_PAGE_URL", false); if(prop) prop->setValue32(0); prop= pIM->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= pIM->getDbProp(toString("LOCAL:TARGET:CONTEXT_MENU:MISSION_RING:%d:TITLE", k), false); if(prop) prop->setValue32(0); } // clear programs prop= pIM->getDbProp("LOCAL:TARGET:CONTEXT_MENU:PROGRAMMES", false); if(prop) prop->setValue32(0); prop= pIM->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= pIM->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 = pIM->getDbProp("SERVER:USER:ACT_TSTART")->getValue64(); //sint64 end = pIM->getDbProp("SERVER:USER:ACT_TEND")->getValue64(); //sint64 type = pIM->getDbProp("SERVER:USER:ACT_TYPE")->getValue64(); //sint64 num = pIM->getDbProp("SERVER:USER:ACT_NUMBER")->getValue64(); if( pIM ) { if( pIM->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 = IM->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; igetDbProp(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; igetDbProp(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(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(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 = IM->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 = IM->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 = IM->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 = IM->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 = IM->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 = IM->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(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) 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(pIM->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(beastNode->getNode( ICDBNode::CTextId( "UID" ) )); if ( ((CLFECOMMON::TClientDataSetIndex)uidLeaf->getValue32()) == mountEntity->dataSetId() ) { CCDBNodeLeaf *hungerLeaf = safe_cast(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)(pIM->getDbProp("SERVER:USER:MOUNT_WALK_SPEED")->getValue32())) / 1000.0f; _RunSpeed = ((float)(pIM->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(pIM->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(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 = IM->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::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(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 pIM->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(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 == (uint)~0); 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 = ~0; 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 != (uint)~0 ) { // 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; 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= pIM->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; irgetBagItem(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; ilgetBagItem(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 = pIM->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 = pIM->getDbProp("SERVER:USER:NPC_CONTROL:SHEET", false); CCDBNodeLeaf *walk = pIM->getDbProp("SERVER:USER:NPC_CONTROL:WALK", false); CCDBNodeLeaf *run = pIM->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(" 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;igetDbProp(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); }