2015-03-07 16:01:14 +00:00
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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 <http://www.gnu.org/licenses/>.
/////////////
// 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 "nel/gui/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<string>& 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 ( ) ;
{
CCDBNodeLeaf * node = NLGUI : : CDBManager : : getInstance ( ) - > getDbProp ( " SERVER:USER:IS_INVISIBLE " , false ) ;
if ( node )
{
ICDBNode : : CTextId textId ;
node - > removeObserver ( & _InvisibleObs , textId ) ;
}
}
for ( uint i = 0 ; i < EGSPD : : CSPType : : EndSPType ; i + + )
{
CCDBNodeLeaf * node = NLGUI : : CDBManager : : getInstance ( ) - > getDbProp ( toString ( " SERVER:USER:SKILL_POINTS_%d:VALUE " , i ) , false ) ;
if ( node )
{
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 = NLGUI : : CDBManager : : getInstance ( ) - > 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 < const CRaceStatsSheet * > ( 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 < CCDBNodeBranch * > ( IngameDbMngr . getNodePtr ( ) - > getNode ( 0 ) ) ;
if ( nodeRoot )
{
_DBEntry = dynamic_cast < CCDBNodeBranch * > ( 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 ;
NLGUI : : CDBManager : : getInstance ( ) - > getDbProp ( " SERVER:Entities:E0:P " + toString ( " %d " , CLFECOMMON : : PROPERTY_VPA ) ) - > setValue64 ( * prop ) ; // Set the database
prop = ( sint64 * ) & visualB ;
NLGUI : : CDBManager : : getInstance ( ) - > getDbProp ( " SERVER:Entities:E0:P " + toString ( " %d " , CLFECOMMON : : PROPERTY_VPB ) ) - > setValue64 ( * prop ) ; // Set the database
prop = ( sint64 * ) & visualC ;
NLGUI : : CDBManager : : 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 observer on invisible property
CInterfaceManager * pIM = CInterfaceManager : : getInstance ( ) ;
{
CCDBNodeLeaf * node = NLGUI : : CDBManager : : getInstance ( ) - > getDbProp ( " SERVER:USER:IS_INVISIBLE " , false ) ;
if ( node )
{
ICDBNode : : CTextId textId ;
node - > addObserver ( & _InvisibleObs , textId ) ;
}
}
// Add an observer on skill points
for ( uint i = 0 ; i < EGSPD : : CSPType : : EndSPType ; i + + )
{
_SkillPointObs [ i ] . SpType = i ;
CCDBNodeLeaf * node = NLGUI : : CDBManager : : getInstance ( ) - > getDbProp ( 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 = NLGUI : : CDBManager : : getInstance ( ) - > 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 < CCDBNodeLeaf * > ( _DBEntry - > getNode ( CLFECOMMON : : PROPERTY_TARGET_LIST_0 ) ) ;
CCDBNodeLeaf * targetList1 = dynamic_cast < CCDBNodeLeaf * > ( _DBEntry - > getNode ( CLFECOMMON : : PROPERTY_TARGET_LIST_1 ) ) ;
CCDBNodeLeaf * targetList2 = dynamic_cast < CCDBNodeLeaf * > ( _DBEntry - > getNode ( CLFECOMMON : : PROPERTY_TARGET_LIST_1 ) ) ;
CCDBNodeLeaf * targetList3 = dynamic_cast < CCDBNodeLeaf * > ( _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 = CWidgetManager : : getInstance ( ) - > getElementFromId ( " ui:interface:mailbox:content:html " ) ;
if ( element )
{
CGroupHTML * html = dynamic_cast < CGroupHTML * > ( element ) ;
if ( html )
html - > browse ( " home " ) ;
}
}
*/
} // updateVisualPropertyName //
//-----------------------------------------------
// updateVisualPropertyTarget :
// Update Entity Target.
//-----------------------------------------------
void CUserEntity : : updateVisualPropertyTarget ( const NLMISC : : TGameCycle & /* gameCycle */ , const sint64 & /* prop */ )
{
// Don't override the Player Target, cause client side entirely => no lag.
//targetSlot((CLFECOMMON::TCLEntityId)prop);
} // updateVisualPropertyTarget //
//-----------------------------------------------
// updateVisualPropertyMode :
// New mode received -> immediately change the mode for the user.
// \warning Read the position or orientation from the database when reading the mode (no more updated in updateVisualPropertyPos and updateVisualPropertyOrient).
//-----------------------------------------------
void CUserEntity : : updateVisualPropertyMode ( const NLMISC : : TGameCycle & /* gameCycle */ , const sint64 & prop )
{
// Combat Float Check
if ( ( MBEHAV : : EMode ) prop = = MBEHAV : : COMBAT_FLOAT )
{
nlwarning ( " UE:updateVPMode: the user should never have the COMBAT_FLOAT mode. " ) ;
return ;
}
// New Mode Received.
_TheoreticalMode = ( MBEHAV : : EMode ) prop ;
// Change the user mode.
mode ( _TheoreticalMode ) ;
} // updateVisualPropertyMode //
//-----------------------------------------------
// updateVisualPropertyVpa :
// Update Entity Visual Property A
//-----------------------------------------------
void CUserEntity : : updateVisualPropertyVpa ( const NLMISC : : TGameCycle & gameCycle , const sint64 & prop )
{
CPlayerCL : : updateVisualPropertyVpa ( gameCycle , prop ) ;
// Special for user: Disable Character Lod, because always want it at full rez.
if ( ! _Skeleton . empty ( ) )
{
_Skeleton . setLodCharacterShape ( - 1 ) ;
}
updateVisualDisplay ( ) ;
} // updateVisualPropertyVpa //
//-----------------------------------------------
// updateVisualPropertyVpb :
// Update Entity Visual Property B
//-----------------------------------------------
void CUserEntity : : updateVisualPropertyVpb ( const NLMISC : : TGameCycle & gameCycle , const sint64 & prop )
{
CPlayerCL : : updateVisualPropertyVpb ( gameCycle , prop ) ;
updateVisualDisplay ( ) ;
} // updateVisualPropertyVpb //
//-----------------------------------------------
// updateVisualPropertyVpc :
// Update Entity Visual Property C
//-----------------------------------------------
void CUserEntity : : updateVisualPropertyVpc ( const NLMISC : : TGameCycle & gameCycle , const sint64 & prop )
{
CPlayerCL : : updateVisualPropertyVpc ( gameCycle , prop ) ;
updateVisualDisplay ( ) ;
} // updateVisualPropertyVpc //
//-----------------------------------------------
// updateVisualPropertyEntityMounted :
// Update Entity Mount
//-----------------------------------------------
void CUserEntity : : updateVisualPropertyEntityMounted ( const NLMISC : : TGameCycle & gameCycle , const sint64 & prop )
{
if ( isFighting ( ) )
CPlayerCL : : updateVisualPropertyEntityMounted ( gameCycle , prop ) ;
else
_Mount = ( CLFECOMMON : : TCLEntityId ) prop ;
} // updateVisualPropertyEntityMounted //
//-----------------------------------------------
// updateVisualPropertyRiderEntity :
// Update Entity Rider
//-----------------------------------------------
void CUserEntity : : updateVisualPropertyRiderEntity ( const NLMISC : : TGameCycle & gameCycle , const sint64 & prop )
{
if ( isFighting ( ) )
CPlayerCL : : updateVisualPropertyRiderEntity ( gameCycle , prop ) ;
else
_Rider = ( CLFECOMMON : : TCLEntityId ) prop ;
} // updateVisualPropertyRiderEntity //
//-----------------------------------------------
//-----------------------------------------------
void CUserEntity : : updateVisualPropertyPvpMode ( const NLMISC : : TGameCycle & gameCycle , const sint64 & prop )
{
CPlayerCL : : updateVisualPropertyPvpMode ( gameCycle , prop ) ;
// Additionaly, inform interface of the change
CInterfaceManager * pIM = CInterfaceManager : : getInstance ( ) ;
// For PVP ZoneFaction
CCDBNodeLeaf * pDB = NLGUI : : CDBManager : : getInstance ( ) - > getDbProp ( " UI:VARIABLES:USER:TRACK_PVP_CHANGE_MODE " ) ;
if ( pDB )
{
sint32 val = pDB - > getValue32 ( ) ;
pDB - > setValue32 ( val + 1 ) ;
}
// For Any PVP change
pDB = NLGUI : : CDBManager : : getInstance ( ) - > getDbProp ( " UI:VARIABLES:USER:TRACK_PVP_CHANGE_ANY " ) ;
if ( pDB )
{
sint32 val = pDB - > getValue32 ( ) ;
pDB - > setValue32 ( val + 1 ) ;
}
}
//-----------------------------------------------
//-----------------------------------------------
void CUserEntity : : updateVisualPropertyOutpostInfos ( const NLMISC : : TGameCycle & gameCycle , const sint64 & prop )
{
CPlayerCL : : updateVisualPropertyOutpostInfos ( gameCycle , prop ) ;
// For Any PVP change
CInterfaceManager * pIM = CInterfaceManager : : getInstance ( ) ;
CCDBNodeLeaf * pDB = NLGUI : : CDBManager : : getInstance ( ) - > getDbProp ( " UI:VARIABLES:USER:TRACK_PVP_CHANGE_ANY " ) ;
if ( pDB )
{
sint32 val = pDB - > getValue32 ( ) ;
pDB - > setValue32 ( val + 1 ) ;
}
}
//-----------------------------------------------
//-----------------------------------------------
void CUserEntity : : updateVisualPropertyPvpClan ( const NLMISC : : TGameCycle & gameCycle , const sint64 & prop )
{
CPlayerCL : : updateVisualPropertyPvpClan ( gameCycle , prop ) ;
// For Any PVP change
CInterfaceManager * pIM = CInterfaceManager : : getInstance ( ) ;
CCDBNodeLeaf * pDB = NLGUI : : CDBManager : : getInstance ( ) - > getDbProp ( " UI:VARIABLES:USER:TRACK_PVP_CHANGE_ANY " ) ;
if ( pDB )
{
sint32 val = pDB - > getValue32 ( ) ;
pDB - > setValue32 ( val + 1 ) ;
}
}
/////////////////////////////////////////////////
/////////////////////////////////////////////////
/////////////////////////////////////////////////
/////////////////////////////////////////////////
//-----------------------------------------------
// mode :
// Method called to change the mode (Combat/Mount/etc.).
// \todo GUIGUI : apply stage in combat modes instead of just removing them.
// \todo GUIGUI : go or teleport the player to the mode position (see how to manage it).
//-----------------------------------------------
bool CUserEntity : : mode ( MBEHAV : : EMode m )
{
if ( Verbose & VerboseAnim )
nlinfo ( " UE::mode: old mode '%s(%d)' new mode '%s(%d)'. " , MBEHAV : : modeToString ( _Mode ) . c_str ( ) , _Mode , MBEHAV : : modeToString ( m ) . c_str ( ) , m ) ;
// Nothing to do if the mode is the same as the previous one.
if ( m = = _Mode )
return true ;
// Release the old Mode.
switch ( _Mode )
{
// Leave COMBAT Mode
case MBEHAV : : COMBAT :
case MBEHAV : : COMBAT_FLOAT :
{
// If there are some stage not complete -> remove them
if ( _Stages . _StageSet . size ( ) ! = 0 )
_Stages . _StageSet . clear ( ) ;
}
break ;
// Leave MOUNTED Mode
case MBEHAV : : MOUNT_NORMAL :
case MBEHAV : : MOUNT_SWIM :
{
if ( m = = MBEHAV : : REST )
{
// can't go afk while mounting
return false ;
}
// if changing mode for another mount mode, do nothing
if ( m ! = MBEHAV : : MOUNT_NORMAL & & m ! = MBEHAV : : MOUNT_SWIM )
{
// Display the mount again.
CCharacterCL * mount = dynamic_cast < CCharacterCL * > ( EntitiesMngr . entity ( _Mount ) ) ;
if ( mount )
{
// Set the mount.
mount - > rider ( CLFECOMMON : : INVALID_SLOT ) ;
mount - > _Stages . _StageSet . clear ( ) ;
mount - > setMode ( MBEHAV : : NORMAL ) ;
mount - > computeAutomaton ( ) ;
mount - > computeAnimSet ( ) ;
mount - > setAnim ( CAnimationStateSheet : : Idle ) ;
if ( mount - > getPrimitive ( ) )
mount - > getPrimitive ( ) - > setOcclusionMask ( MaskColNpc ) ; // the mount is an npc
mount - > _ForbidClipping = false ;
}
//
_Mount = CLFECOMMON : : INVALID_SLOT ;
// Restore the user Primitive
if ( _Primitive )
{
_Primitive - > setRadius ( std : : min ( 0.5f , ( float ) ( RYZOM_ENTITY_SIZE_MAX / 2 ) ) ) ;
_Primitive - > setHeight ( 2 ) ;
}
_OnMount = false ;
// Shift the player position (not to stand inside the mount)
CVectorD unmountShift ;
unmountShift . sphericToCartesian ( 1.0 , frontYaw ( ) + NLMISC : : Pi / 2 , 0 ) ;
pacsPos ( pos ( ) + unmountShift ) ;
// Restore running if necessary
if ( ! _Run & & _RunWhenAble )
{
switchVelocity ( ) ;
}
}
if ( _Mode = = MBEHAV : : MOUNT_SWIM & & ( m = = MBEHAV : : COMBAT | | m = = MBEHAV : : COMBAT_FLOAT ) )
{
//TODO : display "you can't fight while swimming"
return true ;
}
}
break ;
// Leave DEATH Mode
case MBEHAV : : DEATH :
2015-11-08 13:14:53 +00:00
// Restore the last view.
2015-03-07 16:01:14 +00:00
viewMode ( viewMode ( ) ) ;
break ;
case MBEHAV : : SWIM :
if ( m = = MBEHAV : : COMBAT | | m = = MBEHAV : : COMBAT_FLOAT )
{
//TODO : display "you can't fight while swimming"
return true ;
}
break ;
default :
nlwarning ( " Invalid behaviour change. " ) ;
}
// Reset Parent, unless we stay in mount mode
if ( ( _Mode ! = MBEHAV : : MOUNT_SWIM & & _Mode ! = MBEHAV : : MOUNT_NORMAL )
| | ( m ! = MBEHAV : : MOUNT_SWIM & & m ! = MBEHAV : : MOUNT_NORMAL )
)
{
parent ( CLFECOMMON : : INVALID_SLOT ) ;
}
// Change the Mode for the user ( if user sits down or stands up we wait in order to play the sit/stand transition anim)
if ( m ! = MBEHAV : : SIT & & _Mode ! = MBEHAV : : SIT )
_Mode = m ;
_ModeWanted = m ;
// Initialize the new Mode.
switch ( m )
{
// Combat mode
case MBEHAV : : COMBAT :
case MBEHAV : : COMBAT_FLOAT :
{
// Compute the angle
const string propName = toString ( " SERVER:Entities:E%d:P%d " , _Slot , CLFECOMMON : : PROPERTY_ORIENTATION ) ;
sint64 ang = NLGUI : : CDBManager : : getInstance ( ) - > getDbProp ( propName ) - > getValue64 ( ) ;
_TargetAngle = * ( float * ) ( & ang ) ;
// Initialize controls for the combat.
UserControls . startCombat ( ) ;
// Context help
contextHelp ( " action_bar " ) ;
}
break ;
// Mount Normal or mount swim
case MBEHAV : : MOUNT_NORMAL :
{
CCharacterCL * mount = dynamic_cast < CCharacterCL * > ( EntitiesMngr . entity ( parent ( ) ) ) ;
if ( mount )
{
mount - > _Stages . removePosWithNoMode ( ) ;
dir ( mount - > dir ( ) ) ;
}
}
case MBEHAV : : MOUNT_SWIM :
{
// Hide the mount unless we come from another mounted mode
if ( _Mode ! = MBEHAV : : MOUNT_SWIM & & _Mode ! = MBEHAV : : MOUNT_NORMAL )
{
if ( _Mount ! = CLFECOMMON : : INVALID_SLOT ) // if _Mount is still invalid, the following code will be done in updatePos()
{
setOnMount ( ) ;
}
}
// refresh target
UserEntity - > selection ( _Selection ) ;
}
break ;
// Dead mode.
case MBEHAV : : DEATH :
setDead ( ) ;
if ( isSwimming ( ) )
_Mode = MBEHAV : : SWIM_DEATH ;
break ;
// Normal or Default mode.
case MBEHAV : : NORMAL :
_CurrentBehaviour . Behaviour = MBEHAV : : IDLE ;
default :
//
setAlive ( ) ;
viewMode ( viewMode ( ) ) ;
break ;
}
bool doSetAnim = true ;
// if user sits down or stands up we set transition anim before changing animset
if ( m = = MBEHAV : : SIT )
{
setAnim ( CAnimationStateSheet : : SitMode ) ;
_Mode = m ;
doSetAnim = false ;
}
else
if ( _Mode = = MBEHAV : : SIT & & m ! = MBEHAV : : DEATH )
{
setAnim ( CAnimationStateSheet : : SitEnd ) ;
_Mode = m ;
doSetAnim = false ;
}
// Show/Hide all or parts of the body.
updateVisualDisplay ( ) ;
if ( ClientCfg . AutomaticCamera )
{
// Set the direction as the front.
dir ( front ( ) ) ;
}
// Compute the current automaton
computeAutomaton ( ) ;
// Update the animation set according to the mode.
computeAnimSet ( ) ;
if ( doSetAnim )
{
// Animset changed -> update current animation
setAnim ( CAnimationStateSheet : : Idle ) ;
}
// Changing the mode well done.
return true ;
} // mode //
/*
* Mount the mount in _Mount
*/
void CUserEntity : : setOnMount ( )
{
CCharacterCL * mount = dynamic_cast < CCharacterCL * > ( EntitiesMngr . entity ( _Mount ) ) ;
if ( mount )
{
// Update primitives for the mount and the rider.
if ( _Primitive & & mount - > getPrimitive ( ) )
{
_Primitive - > setRadius ( std : : min ( mount - > getPrimitive ( ) - > getRadius ( ) , ( float ) ( RYZOM_ENTITY_SIZE_MAX / 2 ) ) ) ;
_Primitive - > setHeight ( mount - > getPrimitive ( ) - > getHeight ( ) ) ;
mount - > getPrimitive ( ) - > setOcclusionMask ( MaskColNone ) ; // Remove collisions.
}
// Now on a mount
_OnMount = true ;
// Link the mount and the user.
parent ( _Mount ) ;
// Refresh the View Mode
viewMode ( viewMode ( ) ) ;
// Close the crafting window if open
closeFaberCastWindow ( ) ;
// Keep run in mind
_RunWhenAble = _Run ;
mount - > _ForbidClipping = true ;
}
}
//-----------------------------------------------
// getVelocity :
// compute and return the entity velocity
//-----------------------------------------------
CVector CUserEntity : : getVelocity ( ) const
{
static const CVector lateral ( 0 , 0 , 1 ) ;
static CVector velocity ;
velocity = front ( ) * _FrontVelocity + ( lateral ^ front ( ) ) * _LateralVelocity ;
velocity . normalize ( ) ;
// User is Dead
if ( isDead ( ) )
{
velocity * = 0.0 ;
}
// User is sitting
else if ( isSit ( ) )
{
velocity * = 0.0 ;
}
// User is swimming
else if ( isSwimming ( ) )
{
// We are a Ring DM so speed up a litle
// Forward Run or Walk
if ( _FrontVelocity > 0.0f )
{
if ( _Run )
velocity * = 3.0 ;
else
velocity * = 1.0 ;
}
// Lateral or Backward Walk
else
velocity * = 1.0 ;
if ( _R2CharMode = = R2 : : TCharMode : : Editer | | _R2CharMode = = R2 : : TCharMode : : Dm )
{
velocity * = ( float ( ClientCfg . DmRun ) / 6.0f ) ; // velocity max = max run / 2
}
}
else if ( isRiding ( ) )
{
// Forward Run or Walk
if ( _FrontVelocity > 0.0f )
{
if ( _Run )
velocity * = getMountRunVelocity ( ) ;
else
velocity * = getMountWalkVelocity ( ) ;
}
// Lateral or Backward Walk (currently, not used)
else
velocity * = 0.66f ; //getMountWalkVelocity();
}
else
{
// Forward Run or Walk
if ( _FrontVelocity > 0.0f )
velocity * = currentVelocity ( ) ;
// Lateral or Backward Walk
else
velocity * = _WalkVelocity ;
}
return velocity ;
} // getVelocity //
//-----------------------------------------------
// speed :
// Return the Entity Current Speed.
//-----------------------------------------------
double CUserEntity : : speed ( ) const // virtual
{
return CPlayerCL : : speed ( ) ;
// return (double)getVelocity().norm();
} // speed //
//-----------------------------------------------
// applyMotion :
// Apply the motion to the entity.
//-----------------------------------------------
void CUserEntity : : applyMotion ( CEntityCL * target )
{
// default each frame
_ForceLookSlot = CLFECOMMON : : INVALID_SLOT ;
bool lastHasMoved = _HasMoved ;
_HasMoved = false ;
// Remove Positions in stages
_Stages . removePosWithNoMode ( ) ;
// Remove Positions in stages for the mount.
CCharacterCL * mount = 0 ;
if ( parent ( ) ! = CLFECOMMON : : INVALID_SLOT )
{
mount = dynamic_cast < CCharacterCL * > ( EntitiesMngr . entity ( parent ( ) ) ) ;
if ( mount )
mount - > _Stages . removePosWithNoMode ( ) ;
}
// NO PRIMITIVE -> NO MOVE
if ( _Primitive = = 0 )
return ;
// BAD CONNECTION -> NO MOVE
if ( NetMngr . getConnectionQuality ( ) = = false )
return ;
// MS per TICK <=0 -> NO MOVE
if ( NetMngr . getMsPerTick ( ) < = 0 )
return ;
// Compute Speed Vector
NLMISC : : CVectorD speed ;
if ( _MoveToSlot ! = CLFECOMMON : : INVALID_SLOT )
{
// Check the Target.
if ( target = = 0 | | target = = this )
return ;
// Compute the vector between the user and the target.
CVectorD dir2targ = target - > pos ( ) - pos ( ) ;
dir2targ . z = 0.0 ;
if ( dir2targ = = CVectorD : : Null )
dir2targ = front ( ) ;
const double angToTarget = atan2 ( dir2targ . y , dir2targ . x ) ;
CVectorD aimingPos = target - > getAttackerPos ( angToTarget , attackRadius ( ) + ClientCfg . AttackDist ) ;
// Aiming Position
CVectorD dirToAimingPos = aimingPos - pos ( ) ;
dirToAimingPos . z = 0.0 ;
const double distToAimingPos = dirToAimingPos . norm ( ) ;
// Decide if the target is reached or not
bool targetReached = false ;
if ( distToAimingPos > 0.5 )
{
// Because of Tryker Counter, may increase the Threshold, when the player is stalled
if ( distToAimingPos < _MoveToDist )
{
// If the player is stalled too much time, abort the move and launch the action
float actualSpeed = float ( ( _Position - _LastFramePos ) . norm ( ) / DT ) ;
// if player effectively runs twice slower, start colision timer
if ( actualSpeed * 2 < getMaxSpeed ( ) )
{
if ( ! _MoveToColStartTime )
_MoveToColStartTime = T1 ;
}
// else ok, reset colision timer
else
_MoveToColStartTime = 0 ;
// if too much time stalled, stop run.
if ( _MoveToColStartTime & & ( T1 - _MoveToColStartTime > = ClientCfg . MoveToTimeToStopStall ) )
targetReached = true ;
}
else
_MoveToColStartTime = 0 ;
}
else
targetReached = true ;
// If the target is reached
if ( targetReached )
{
// stop and execute action
speed = CVectorD : : Null ;
moveToAction ( target ) ;
}
// else continue follow
else
{
// Look at the entity. delay it after pacs evalCollision(), for correct orientation
_ForceLookSlot = target - > slot ( ) ;
// but still estimate now an approximative front (may be used between now and applyForceLook())
forceLookEntity ( dir2targ , false ) ;
// Normalize
dirToAimingPos . normalize ( ) ;
// Set the Velocity Direction
speed = dirToAimingPos * distToAimingPos ;
speed / = DT ;
if ( speed . norm ( ) > getMaxSpeed ( ) )
speed = dirToAimingPos * getMaxSpeed ( ) ;
}
}
else if ( follow ( ) )
{
// Check the Target.
if ( target = = 0 | | target = = this )
return ;
// If the target is moving, orientate the user to the target.
// if(target->hasMoved())
{
// Compute the vector between the user and the target.
CVectorD dir2targ = target - > pos ( ) - pos ( ) ;
dir2targ . z = 0.0 ;
if ( dir2targ ! = CVectorD : : Null )
{
// Look at the entity. delay it after pacs evalCollision(), for correct orientation
_ForceLookSlot = target - > slot ( ) ;
// but still estimate now an approximative front (may be used between now and applyForceLook())
forceLookEntity ( dir2targ , false ) ;
}
}
// Compute the angle in the world to attack the target.
const double angToTarget = frontYaw ( ) ;
// Get the best position to attack the target with the given angle.
const CVectorD aimingPos = target - > getAttackerPos ( angToTarget , attackRadius ( ) + ClientCfg . AttackDist ) ;
// Aiming Position
CVectorD dirToAimingPos = aimingPos - pos ( ) ;
dirToAimingPos . z = 0.0 ;
const double distToAimingPos = dirToAimingPos . norm ( ) ;
// If the User was not moving and the distance to re-move is not enough big, stay idle
if ( lastHasMoved
| | ( isFighting ( ) & & distToAimingPos > = 0.5 )
| | ( ! isFighting ( ) & & distToAimingPos > = 3.0 ) )
{
dirToAimingPos . normalize ( ) ;
// User is in combat mode -> follow as close as possible.
if ( isFighting ( ) )
{
// Target is moving
if ( target - > hasMoved ( ) )
{
// Get closer if too far.
if ( distToAimingPos > = 0.2 )
{
// Set the Velocity Direction
speed = dirToAimingPos * distToAimingPos ;
speed / = DT ;
if ( speed . norm ( ) > getMaxSpeed ( ) )
speed = dirToAimingPos * getMaxSpeed ( ) ;
}
else
{
// Try to have the same speed as the target.
if ( target - > getSpeed ( ) > getMaxSpeed ( ) )
speed = target - > dir ( ) * ( ( float ) getMaxSpeed ( ) ) ;
else
speed = target - > dir ( ) * ( ( float ) target - > getSpeed ( ) ) ;
}
}
// Target is not moving.
else
{
// Get closer if too far.
if ( distToAimingPos > = 0.1 )
{
// Set the Velocity Direction
speed = dirToAimingPos * distToAimingPos ;
speed / = DT ;
if ( speed . norm ( ) > getMaxSpeed ( ) )
speed = dirToAimingPos * getMaxSpeed ( ) ;
}
else
speed = CVectorD : : Null ;
}
}
// User is not in combat mode -> follow not so close.
else
{
// Too far, get closer as fast as possible
if ( distToAimingPos > = 3.0 )
{
// Set the Velocity Direction
speed = dirToAimingPos * distToAimingPos ;
speed / = DT ;
if ( speed . norm ( ) > getMaxSpeed ( ) )
speed = dirToAimingPos * getMaxSpeed ( ) ;
}
// Just far enough, adjust the user speed to the target
else if ( target - > hasMoved ( ) & & distToAimingPos > = 1.0 )
{
// Try to have the same speed as the target.
if ( target - > getSpeed ( ) > getMaxSpeed ( ) )
speed = target - > dir ( ) * ( ( float ) getMaxSpeed ( ) ) ;
else
speed = target - > dir ( ) * ( ( float ) target - > getSpeed ( ) ) ;
}
// Too close, Stop
else
speed = CVectorD : : Null ;
}
}
// User was stop and the next pos is to close to begin to move.
else
speed = CVectorD : : Null ;
}
else
speed = getVelocity ( ) * _SpeedFactor . getValue ( ) ;
// SPEED VECTOR NULL -> NO MOVE
if ( speed = = CVectorD : : Null )
return ;
// First Person View
if ( UserControls . isInternalView ( ) )
{
// If the server is slow, the client move slower too (only needed in FPV).
double modif = ( 100.0f / ( float ) NetMngr . getMsPerTick ( ) ) ;
// don't increase speed
clamp ( modif , 0.0 , 1.0 ) ;
speed * = modif ;
// Move
_HasMoved = true ;
_Primitive - > move ( speed , dynamicWI ) ;
if ( mount & & mount - > getPrimitive ( ) )
mount - > getPrimitive ( ) - > move ( speed , dynamicWI ) ;
}
// Third Person View
else
{
speed + = pos ( ) ;
sint64 x = ( sint64 ) ( ( sint32 ) ( speed . x * 1000.0 ) ) ;
sint64 y = ( sint64 ) ( ( sint32 ) ( speed . y * 1000.0 ) ) ;
sint64 z = ( sint64 ) ( ( sint32 ) ( speed . z * 1000.0 ) ) ;
const uint time = 10 ; // = 1sec because the speed is in Meter per Sec.
_Stages . addStage ( NetMngr . getCurrentClientTick ( ) + time , CLFECOMMON : : PROPERTY_POSX , x , 0 ) ;
_Stages . addStage ( NetMngr . getCurrentClientTick ( ) + time , CLFECOMMON : : PROPERTY_POSY , y ) ;
_Stages . addStage ( NetMngr . getCurrentClientTick ( ) + time , CLFECOMMON : : PROPERTY_POSZ , z ) ;
// Move the Mount
if ( mount )
{
mount - > _Stages . addStage ( NetMngr . getCurrentClientTick ( ) + time , CLFECOMMON : : PROPERTY_POSX , x , 0 ) ;
mount - > _Stages . addStage ( NetMngr . getCurrentClientTick ( ) + time , CLFECOMMON : : PROPERTY_POSY , y ) ;
mount - > _Stages . addStage ( NetMngr . getCurrentClientTick ( ) + time , CLFECOMMON : : PROPERTY_POSZ , z ) ;
}
}
} // applyMotion //
//---------------------------------------------------
//---------------------------------------------------
void CUserEntity : : applyForceLook ( )
{
if ( _ForceLookSlot ! = CLFECOMMON : : INVALID_SLOT )
{
CEntityCL * target = EntitiesMngr . entity ( _ForceLookSlot ) ;
if ( target & & target ! = this )
{
// Compute the vector between the user and the target.
CVectorD dir2targ = target - > pos ( ) - pos ( ) ;
dir2targ . z = 0.0 ;
if ( dir2targ = = CVectorD : : Null )
dir2targ = front ( ) ;
// Look at the entity
forceLookEntity ( dir2targ , true ) ;
}
}
}
//---------------------------------------------------
// updatePosCombatFloatChanged :
//---------------------------------------------------
void CUserEntity : : updatePosCombatFloatChanged ( CEntityCL * /* target */ ) // virtual
{
if ( viewMode ( ) = = FirstPV )
{
pos ( _FirstPos ) ;
}
} // updatePosCombatFloatChanged //
//-----------------------------------------------
// forceIndoorFPV //
// Return true if the user is indoor and the CFG want to force the FPV Indoor.
//-----------------------------------------------
bool CUserEntity : : forceIndoorFPV ( )
{
return ( ClientCfg . ForceIndoorFPV & & indoor ( ) ) ;
} // forceIndoorFPV //
//-----------------------------------------------
// enableFollow :
//-----------------------------------------------
void CUserEntity : : disableFollow ( )
{
if ( _FollowMode = = false )
return ;
_FollowMode = false ;
// Send the message to the server.
CBitMemStream out ;
if ( GenericMsgHeaderMngr . pushNameToStream ( " TARGET:NO_FOLLOW " , out ) )
NetMngr . push ( out ) ;
else
nlwarning ( " UE:follow: unknown message named 'TARGET:NO_FOLLOW'. " ) ;
} // follow //
//-----------------------------------------------
// enableFollow :
//-----------------------------------------------
void CUserEntity : : enableFollow ( bool resetCameraRot )
{
if ( _FollowMode = = true )
return ;
if ( _Mode = = MBEHAV : : DEATH )
return ;
_FollowMode = true ;
// Send the message to the server.
CBitMemStream out ;
if ( GenericMsgHeaderMngr . pushNameToStream ( " TARGET:FOLLOW " , out ) )
NetMngr . push ( out ) ;
else
nlwarning ( " UE:follow: unknown message named 'TARGET:FOLLOW'. " ) ;
// Disable any autowalk (else when follow re-disabled, it will effect, which is weird)
UserControls . autowalkState ( false ) ;
// disable afk mode
setAFK ( false ) ;
// if want to reset camera rotation
if ( resetCameraRot )
startForceLookEntity ( targetSlot ( ) ) ;
} // follow //
//-----------------------------------------------
// resetAnyMoveTo
//-----------------------------------------------
void CUserEntity : : resetAnyMoveTo ( )
{
// if we cancel a MoveToPhrase action, MUST dec the action counter, and hide the Action Icon
if ( _MoveToAction = = CUserEntity : : CombatPhrase | | _MoveToAction = = CUserEntity : : ExtractRM )
{
// the clientExecute has not been called in case of "ExtractRM autoFind"
bool autoFindExtractRM = _MoveToAction = = CUserEntity : : ExtractRM & & _MoveToPhraseMemoryLine = = std : : numeric_limits < uint > : : max ( ) ;
if ( ! autoFindExtractRM )
{
CSPhraseManager * pPM = CSPhraseManager : : getInstance ( ) ;
pPM - > cancelClientExecute ( _MoveToPhraseCyclic ) ;
}
}
// reset to no moveTo
_MoveToSlot = CLFECOMMON : : INVALID_SLOT ;
_MoveToAction = CUserEntity : : None ;
_MoveToDist = 0.0 ;
_MoveToColStartTime = 0 ;
}
//-----------------------------------------------
// moveToCheckStartDist :
// Check if the user is not already well placed.
//-----------------------------------------------
void CUserEntity : : moveToCheckStartDist ( CLFECOMMON : : TCLEntityId slot , double dist , TMoveToAction /* action */ )
{
if ( _MoveToSlot ! = CLFECOMMON : : INVALID_SLOT )
{
// Start a new Force Look entity
startForceLookEntity ( _MoveToSlot ) ;
// Disable any autowalk (else when moveTo re-disabled, it will effect, which is weird)
UserControls . autowalkState ( false ) ;
// disable afk mode
setAFK ( false ) ;
// if sufficiently near, launch the action
CEntityCL * target = EntitiesMngr . entity ( slot ) ;
if ( target )
{
CVectorD dir2targ = target - > pos ( ) - pos ( ) ;
dir2targ . z = 0.0 ;
if ( ( dir2targ = = CVectorD : : Null ) | | ( dir2targ . norm ( ) < dist ) )
{
moveToAction ( target ) ;
}
}
}
} // moveToCheckStartDist //
//-----------------------------------------------
// moveTo :
// Method to move to someone else.
//-----------------------------------------------
void CUserEntity : : moveTo ( CLFECOMMON : : TCLEntityId slot , double dist , TMoveToAction action )
{
resetAnyMoveTo ( ) ;
// setup new state
_MoveToSlot = slot ;
_MoveToDist = dist ;
_MoveToAction = action ;
moveToCheckStartDist ( _MoveToSlot , _MoveToDist , _MoveToAction ) ;
} // moveTo //
//-----------------------------------------------
// moveToMission :
// Method to move to someone else for a mission. NB: if prec action was a CombatPhrase action, action counter are decremented
//-----------------------------------------------
void CUserEntity : : moveToMission ( CLFECOMMON : : TCLEntityId slot , double dist , uint32 id )
{
resetAnyMoveTo ( ) ;
// setup new state
_MoveToSlot = slot ;
_MoveToDist = dist ;
_MoveToAction = CUserEntity : : Mission ;
_MoveToMissionId = id ;
moveToCheckStartDist ( _MoveToSlot , _MoveToDist , _MoveToAction ) ;
} // moveToMission //
//-----------------------------------------------
// moveToMissionRing :
// Method to move to someone else for a ring mission. NB: if prec action was a CombatPhrase action, action counter are decremented
//-----------------------------------------------
void CUserEntity : : moveToMissionRing ( CLFECOMMON : : TCLEntityId slot , double dist , uint32 id )
{
resetAnyMoveTo ( ) ;
// setup new state
_MoveToSlot = slot ;
_MoveToDist = dist ;
_MoveToAction = CUserEntity : : MissionRing ;
_MoveToMissionId = id ;
moveToCheckStartDist ( _MoveToSlot , _MoveToDist , _MoveToAction ) ;
} // moveToMissionRing //
//-----------------------------------------------
// moveTo :
// Method to move to someone else.
//-----------------------------------------------
void CUserEntity : : moveToCombatPhrase ( CLFECOMMON : : TCLEntityId slot , double dist , uint phraseMemoryLine , uint phraseMemorySlot , bool phraseCyclic )
{
resetAnyMoveTo ( ) ;
// setup new state
_MoveToSlot = slot ;
_MoveToDist = dist ;
_MoveToAction = CUserEntity : : CombatPhrase ;
_MoveToPhraseMemoryLine = phraseMemoryLine ;
_MoveToPhraseMemorySlot = phraseMemorySlot ;
_MoveToPhraseCyclic = phraseCyclic ;
moveToCheckStartDist ( _MoveToSlot , _MoveToDist , _MoveToAction ) ;
}
//-----------------------------------------------
// Method to move to someone else, for foraging extraction
// The caller MUST call after CSPhraseManager::clientExecute(), to increment action counter
//-----------------------------------------------
void CUserEntity : : moveToExtractionPhrase ( CLFECOMMON : : TCLEntityId slot , double dist , uint phraseMemoryLine , uint phraseMemorySlot , bool cyclic )
{
// Test if forage tool in hand, otherwise auto-equip with it
bool validForageToolInHand = false ;
CInventoryManager * inv = CInventoryManager : : getInstance ( ) ;
if ( ! inv )
{
return ;
}
uint32 rightHandSheet = inv - > getRightHandItemSheet ( ) ;
if ( rightHandSheet )
{
validForageToolInHand = inv - > isForageToolItem ( rightHandSheet ) ;
}
if ( ! validForageToolInHand )
{
// Find a forage tool in the bag
uint i ;
for ( i = 0 ; i < MAX_BAGINV_ENTRIES ; + + i )
{
uint32 itemSheet = inv - > getBagItem ( i ) . getSheetID ( ) ;
if ( itemSheet & & inv - > isForageToolItem ( itemSheet ) )
{
break ;
}
}
if ( i ! = MAX_BAGINV_ENTRIES & & ClientCfg . AutoEquipTool )
{
// remember last used weapon(s)
rememberWeaponsInHand ( ) ;
// Clear hands
inv - > unequip ( " LOCAL:INVENTORY:HAND:1 " ) ;
inv - > unequip ( " LOCAL:INVENTORY:HAND:0 " ) ;
// Equip hands
string bagPath = toString ( " LOCAL:INVENTORY:BAG:%u " , i ) ;
inv - > equip ( bagPath , " LOCAL:INVENTORY:HAND:0 " ) ;
}
else
{
// No forage tool in bag
CInterfaceManager : : getInstance ( ) - > displaySystemInfo ( CI18N : : get ( " uiForageToolMissing " ) , " CHK " ) ;
return ;
}
}
resetAnyMoveTo ( ) ;
// setup new state
_MoveToSlot = slot ;
_MoveToDist = dist ;
_MoveToAction = CUserEntity : : ExtractRM ;
_MoveToPhraseMemoryLine = phraseMemoryLine ;
_MoveToPhraseMemorySlot = phraseMemorySlot ;
_MoveToPhraseCyclic = cyclic ;
moveToCheckStartDist ( _MoveToSlot , _MoveToDist , _MoveToAction ) ;
}
//-----------------------------------------------
// Method to begin a spire construction
// The caller MUST call after CSPhraseManager::clientExecute(), to increment action counter
//-----------------------------------------------
void CUserEntity : : moveToTotemBuildingPhrase ( CLFECOMMON : : TCLEntityId slot , double dist , uint phraseMemoryLine , uint phraseMemorySlot , bool cyclic )
{
resetAnyMoveTo ( ) ;
// setup new state
_MoveToSlot = slot ;
_MoveToDist = dist ;
_MoveToAction = CUserEntity : : BuildTotem ;
_MoveToPhraseMemoryLine = phraseMemoryLine ;
_MoveToPhraseMemorySlot = phraseMemorySlot ;
_MoveToPhraseCyclic = cyclic ;
moveToCheckStartDist ( _MoveToSlot , _MoveToDist , _MoveToAction ) ;
}
//-----------------------------------------------
// moveToAction :
// Launch the Action Once the Move is done.
// \param CEntityCL * : pointer on the destination entity.
// \warning entity pointer must be valid(allocated).
//-----------------------------------------------
void CUserEntity : : moveToAction ( CEntityCL * ent )
{
// Check entity pointer
nlassert ( ent ) ;
UserControls . needReleaseForward ( ) ;
// Get the interface instance.
CInterfaceManager * IM = CInterfaceManager : : getInstance ( ) ;
switch ( _MoveToAction )
{
// Attack
case CUserEntity : : Attack :
UserEntity - > attack ( ) ;
break ;
// Quartering
case CUserEntity : : Quarter :
if ( ( ent - > properties ( ) ) . harvestable ( ) )
CAHManager : : getInstance ( ) - > runActionHandler ( " context_quartering " , 0 ) ;
break ;
// Loot
case CUserEntity : : Loot :
if ( ( ent - > properties ( ) ) . lootable ( ) )
CAHManager : : getInstance ( ) - > runActionHandler ( " context_loot " , 0 ) ;
break ;
// Pick Up
case CUserEntity : : PickUp :
nlwarning ( " UE:checkMoveTo: not yet implemented " ) ;
break ;
case CUserEntity : : ExtractRM :
extractRM ( ) ;
break ;
// Trade Item
case CUserEntity : : TradeItem :
CAHManager : : getInstance ( ) - > runActionHandler ( " context_trade_item " , 0 ) ;
break ;
// Trade Phrase
case CUserEntity : : TradePhrase :
CAHManager : : getInstance ( ) - > runActionHandler ( " context_trade_phrase " , 0 ) ;
break ;
// Trade Pact
case CUserEntity : : TradePact :
CAHManager : : getInstance ( ) - > runActionHandler ( " context_trade_pact " , 0 ) ;
break ;
// Mission
case CUserEntity : : Mission :
{
string param = toString ( " id=%d " , _MoveToMissionId ) ;
CAHManager : : getInstance ( ) - > runActionHandler ( " mission_option " , 0 , param ) ;
}
break ;
// Dynamic Mission
case CUserEntity : : DynamicMission :
CAHManager : : getInstance ( ) - > runActionHandler ( " context_dynamic_mission " , 0 ) ;
break ;
// Static Mission
case CUserEntity : : StaticMission :
CAHManager : : getInstance ( ) - > runActionHandler ( " context_choose_mission " , 0 ) ;
break ;
// Mission
case CUserEntity : : MissionRing :
{
string param = toString ( " id=%d " , _MoveToMissionId ) ;
CAHManager : : getInstance ( ) - > runActionHandler ( " mission_ring " , 0 , param ) ;
}
break ;
// Create Guild
case CUserEntity : : CreateGuild :
CAHManager : : getInstance ( ) - > runActionHandler ( " context_create_guild " , 0 ) ;
break ;
// News
case CUserEntity : : News :
CAHManager : : getInstance ( ) - > runActionHandler ( " context_talk " , 0 ) ;
break ;
// Trade Teleport
case CUserEntity : : TradeTeleport :
CAHManager : : getInstance ( ) - > runActionHandler ( " context_trade_teleport " , 0 ) ;
break ;
// Trade Faction items
case CUserEntity : : TradeFaction :
CAHManager : : getInstance ( ) - > runActionHandler ( " context_trade_faction " , 0 ) ;
break ;
// Trade Cosmetic
case CUserEntity : : TradeCosmetic :
CAHManager : : getInstance ( ) - > runActionHandler ( " context_trade_cosmetic " , 0 ) ;
break ;
// Talk
case CUserEntity : : Talk :
nlwarning ( " UE:checkMoveTo: not yet implemented " ) ;
break ;
// CombatPhrase
case CUserEntity : : CombatPhrase :
UserEntity - > attackWithPhrase ( ) ;
break ;
// Mount
case CUserEntity : : Mount :
{
string orderStr = " mount " ;
string beastIndexStr = " @UI:GCM_BEAST_SELECTED " ;
bool confirmFree = true ;
beastOrder ( orderStr , beastIndexStr , confirmFree ) ;
break ;
}
// WebPage
case CUserEntity : : WebPage :
CAHManager : : getInstance ( ) - > runActionHandler ( " context_web_page " , 0 ) ;
break ;
// Outpost
case CUserEntity : : Outpost :
CLuaManager : : getInstance ( ) . executeLuaScript ( " game:outpostBCOpenStateWindow() " , 0 ) ;
break ;
// BuildTotem
case CUserEntity : : BuildTotem :
buildTotem ( ) ;
break ;
default :
break ;
}
// Move To Done.
resetAnyMoveTo ( ) ;
} // moveToAction //
//-----------------------------------------------
// sendToServer :
// Send the position and orientation to the server.
//-----------------------------------------------
bool CUserEntity : : sendToServer ( CBitMemStream & out )
{
if ( GenericMsgHeaderMngr . pushNameToStream ( " POSITION " , out ) )
{
// Backup the position sent.
if ( _Primitive ) _Primitive - > getGlobalPosition ( _LastGPosSent , dynamicWI ) ;
// Send Position & Orientation
CPositionMsg positionMsg ;
positionMsg . X = ( sint32 ) ( pos ( ) . x * 1000 ) ;
positionMsg . Y = ( sint32 ) ( pos ( ) . y * 1000 ) ;
positionMsg . Z = ( sint32 ) ( pos ( ) . z * 1000 ) ;
positionMsg . Heading = frontYaw ( ) ;
out . serial ( positionMsg ) ;
return true ;
}
else
{
nlwarning ( " UE:sendToServer: unknown message named 'POSITION'. " ) ;
return false ;
}
} // sendToServer //
//-----------------------------------------------
// msgForCombatPos :
// Fill the msg to know if the user is well placed to fight.
//-----------------------------------------------
bool CUserEntity : : msgForCombatPos ( NLMISC : : CBitMemStream & out )
{
static bool wellPosition = false ;
bool wellP = false ;
// if(isFighting())
{
// Is the user well Placed
CEntityCL * target = EntitiesMngr . entity ( UserEntity - > targetSlot ( ) ) ;
if ( target )
wellP = target - > isPlacedToFight ( UserEntity - > pos ( ) , front ( ) , attackRadius ( ) + ClientCfg . AttackDist ) ;
}
// If different from the last time
if ( wellPosition ! = wellP )
{
wellPosition = wellP ;
// Send state to server.
if ( GenericMsgHeaderMngr . pushNameToStream ( " COMBAT:VALIDATE_MELEE " , out ) )
{
uint8 flag = wellP ? 1 : 0 ;
out . serial ( flag ) ;
return true ;
}
else
nlwarning ( " UE:msgForCombatPos: unknown message named 'COMBAT:TOGGLE_COMBAT_FLOAT_MODE'. " ) ;
}
// Do not send the msg.
return false ;
} // msgForCombatPos //
//-----------------------------------------------
// checkPos :
// Check the User Position according to the server code.
// \todo GUIGUI : put checks on GPos
// \todo GUIGUI : refact the check primitive when creating a PACS again
//-----------------------------------------------
void CUserEntity : : checkPos ( )
{
if ( PACS & & _Primitive )
{
// Is in water ?
if ( GR )
{
UGlobalPosition gPos ;
_Primitive - > getGlobalPosition ( gPos , dynamicWI ) ;
float waterHeight ;
if ( GR - > isWaterPosition ( gPos , waterHeight ) )
{
if ( isSwimming ( ) = = false )
{
// Player is Dead set the right mode (swim and dead)
if ( isDead ( ) )
mode ( MBEHAV : : SWIM_DEATH ) ;
else
{
// Do not swim when in combat mode.
if ( isFighting ( ) )
{
_HasMoved = false ;
pacsPos ( _LastPositionValidated , _LastGPosValidated ) ;
}
// \todo GUIGUI : if the move was cancelled, do not switch to swimming mode.
else if ( isRiding ( ) )
{
mode ( MBEHAV : : MOUNT_SWIM ) ;
// also change mounted entity mode
CCharacterCL * mount = dynamic_cast < CCharacterCL * > ( EntitiesMngr . entity ( _Mount ) ) ;
if ( mount )
{
// Set the mount.
mount - > setMode ( MBEHAV : : MOUNT_SWIM ) ;
mount - > computeAutomaton ( ) ;
mount - > computeAnimSet ( ) ;
mount - > setAnim ( CAnimationStateSheet : : Idle ) ;
}
}
else
{
mode ( MBEHAV : : SWIM ) ;
}
}
}
}
else
{
if ( isSwimming ( ) )
{
if ( isDead ( ) )
{
mode ( MBEHAV : : DEATH ) ;
}
else if ( isRiding ( ) )
{
mode ( MBEHAV : : MOUNT_NORMAL ) ;
// also change mounted entity mode
CCharacterCL * mount = dynamic_cast < CCharacterCL * > ( EntitiesMngr . entity ( _Mount ) ) ;
if ( mount )
{
// Set the mount.
mount - > setMode ( MBEHAV : : MOUNT_NORMAL ) ;
mount - > computeAutomaton ( ) ;
mount - > computeAnimSet ( ) ;
mount - > setAnim ( CAnimationStateSheet : : Idle ) ;
}
}
else
{
mode ( MBEHAV : : NORMAL ) ;
}
}
}
}
// Create the Primitive used to check if the move will be accepted by the server
if ( _CheckPrimitive = = 0 )
{
_Primitive - > getGlobalPosition ( _LastGPosSent , dynamicWI ) ;
_Primitive - > getGlobalPosition ( _LastGPosValidated , dynamicWI ) ;
_CheckPrimitive = PACS - > addNonCollisionablePrimitive ( _Primitive ) ;
_CheckPrimitive - > setOcclusionMask ( MaskColNone ) ; // Collide with nothing
_CheckPrimitive - > setCollisionMask ( MaskColNone ) ; // Collide with nothing
_LastPositionValidated = pos ( ) ;
}
if ( _CheckPrimitive )
{
_CheckPrimitive - > setGlobalPosition ( _LastGPosSent , dynamicWI ) ;
CVectorD speed = _Primitive - > getFinalPosition ( dynamicWI ) - _CheckPrimitive - > getFinalPosition ( dynamicWI ) ;
_CheckPrimitive - > move ( speed , dynamicWI ) ;
if ( PACS - > evalNCPrimitiveCollision ( 1.0 , _CheckPrimitive , dynamicWI ) = = false )
nlwarning ( " UE:checkPos: _CheckPrimitive is a collisionable primitive !!! " ) ;
CVectorD vectDist = _Primitive - > getFinalPosition ( dynamicWI ) - _CheckPrimitive - > getFinalPosition ( dynamicWI ) ;
if ( vectDist . norm ( ) > 0.001 )
{
// The server will not be able to reproduce this move, restoring the last one.
_HasMoved = false ;
pacsPos ( _LastPositionValidated , _LastGPosValidated ) ;
}
else
{
_LastPositionValidated = _Primitive - > getFinalPosition ( dynamicWI ) ;
_Primitive - > getGlobalPosition ( _LastGPosValidated , dynamicWI ) ;
}
}
}
} // checkPos //
//-----------------------------------------------
// testPacsPos :
// test the move from posToTest to current pos
//-----------------------------------------------
bool CUserEntity : : testPacsPos ( CVectorD & posToTest )
{
if ( PACS & & _Primitive & & _CheckPrimitive )
{
_CheckPrimitive - > setGlobalPosition ( posToTest , dynamicWI ) ;
CVectorD speed = _Primitive - > getFinalPosition ( dynamicWI ) - _CheckPrimitive - > getFinalPosition ( dynamicWI ) ;
_CheckPrimitive - > move ( speed , dynamicWI ) ;
if ( PACS - > evalNCPrimitiveCollision ( 1.0 , _CheckPrimitive , dynamicWI ) = = false )
nlwarning ( " UE:testPacsPos: _CheckPrimitive is a collisionable primitive !!! " ) ;
CVectorD vectDist = _Primitive - > getFinalPosition ( dynamicWI ) - _CheckPrimitive - > getFinalPosition ( dynamicWI ) ;
if ( vectDist . norm ( ) > 0.001 )
{
return false ;
}
else
return true ;
}
return false ;
} // testPacsPos //
//-----------------------------------------------
// tp :
// Teleport the player (remove selection, re-init checkPos, etc.).
//-----------------------------------------------
void CUserEntity : : tp ( const CVectorD & dest )
{
// Remove the selection.
UserEntity - > selection ( CLFECOMMON : : INVALID_SLOT ) ;
// Update PACS
pacsPos ( dest ) ;
// Update the primitive useful to check the user position.
_LastPositionValidated = dest ;
// Get the Global position
if ( _Primitive )
{
// this is the last PACS position validated too
_Primitive - > getGlobalPosition ( _LastGPosValidated , dynamicWI ) ;
// consider this is the last position sent to server (since actually received!)
_Primitive - > getGlobalPosition ( _LastGPosSent , dynamicWI ) ;
// Set the new position of the 'check' primitive
if ( _CheckPrimitive )
_CheckPrimitive - > setGlobalPosition ( _LastGPosSent , dynamicWI ) ;
}
else
nlwarning ( " UE:tp: the entity has a Null primitive. " ) ;
// Return to interface mode.
viewMode ( UserEntity - > viewMode ( ) ) ;
// User well oriented.
dir ( UserEntity - > front ( ) ) ;
// Set Normal Mode after a teleport.
mode ( MBEHAV : : NORMAL ) ;
// Set animation with idle.
setAnim ( CAnimationStateSheet : : Idle ) ;
} // tp //
//-----------------------------------------------
// correctPos :
// Teleport the player to correct his position.
//-----------------------------------------------
void CUserEntity : : correctPos ( const NLMISC : : CVectorD & dest )
{
nlinfo ( " UE:correctPos: new user position %f %f %f " , dest . x , dest . y , dest . z ) ;
// Change the user poisition.
UserEntity - > pacsPos ( dest ) ;
// Update the primitive useful to check the user position.
_LastPositionValidated = dest ;
// Get the Global position
if ( _Primitive )
{
// this is the last PACS position validated too
_Primitive - > getGlobalPosition ( _LastGPosValidated , dynamicWI ) ;
// consider this is the last position sent to server (since actually received!)
_Primitive - > getGlobalPosition ( _LastGPosSent , dynamicWI ) ;
// Set the new position of the 'check' primitive
if ( _CheckPrimitive )
_CheckPrimitive - > setGlobalPosition ( _LastGPosSent , dynamicWI ) ;
}
else
nlwarning ( " UE:correctPos: the entity has a Null primitive. " ) ;
// Correct the pos of the mount, if riding
if ( isRiding ( ) )
{
if ( _Mount < EntitiesMngr . entities ( ) . size ( ) )
{
CEntityCL * mount = EntitiesMngr . entities ( ) [ _Mount ] ;
if ( mount )
mount - > pacsPos ( dest ) ;
}
}
} // correctPos //
/*
* Check if the mount is able to run , and force walking mode if not
* ( if the player clicked on run , set back to walk ) .
*/
void CUserEntity : : checkMountAbleToRun ( )
{
if ( isRiding ( ) )
{
if ( running ( ) )
{
// Make the mount walk if she's hungry
if ( ! _MountHunger . canRun ( ) )
switchVelocity ( false ) ;
}
else
{
// Make the mount run if she's not hungry anymore
if ( _RunWhenAble & & _MountHunger . canRun ( ) )
switchVelocity ( false ) ;
}
}
}
//-----------------------------------------------
// Update the position of the entity after the motion.
// \param t : Time for the position of the entity after the motion.
// \param target : pointer on the current target.
//-----------------------------------------------
void CUserEntity : : updatePos ( const TTime & t , CEntityCL * target )
{
// Update Mount if mounting (if _Mount was still not valid when mode received)
if ( ( _Mount ! = CLFECOMMON : : INVALID_SLOT & & isRiding ( ) ) & & _OnMount = = false )
{
setOnMount ( ) ;
}
// External view are managed like other entities.
if ( ! UserControls . isInternalView ( ) )
{
// Update position according to the animations.
CPlayerCL : : updatePos ( t , target ) ;
_LastFrameTime = t * 0.001 ;
// Set The FPV when indoor.
if ( forceIndoorFPV ( ) )
viewMode ( FirstPV , false ) ;
return ;
}
/*
else
{
// update anim state at least (needed when a spell is cast to play the cast fx at the right time, because they may be visible)
updateAnimationState ( ) ;
} */
// Compute the Time Step.
double frameTimeRemaining = computeTimeStep ( ( ( double ) t ) * 0.001 ) ;
// Do not update animation if Client Light
if ( ! ClientCfg . Light )
{
// Attack Animation.
if ( _AnimAttackOn )
{
if ( animIndex ( MOVE ) ! = : : CAnimation : : UnknownAnim )
{
if ( animOffset ( MOVE ) > = EAM - > getAnimationLength ( animId ( MOVE ) ) )
{
_AnimAttackOn = false ;
updateVisualDisplay ( ) ;
}
}
}
// Increase the time in the current animation.
double previousTimeOffset = animOffset ( MOVE ) ;
double offset = previousTimeOffset + frameTimeRemaining ;
// Check Anim length
double animLength = EAM - > getAnimationLength ( animId ( MOVE ) ) ;
if ( offset > animLength )
animOffset ( MOVE , animLength ) ;
else
animOffset ( MOVE , offset ) ;
// Manage Events that could be created by the animation (like sound).
animEventsProcessing ( previousTimeOffset , animOffset ( MOVE ) ) ;
}
// Get the right pos from PACS.
if ( _Primitive & & GR )
{
UGlobalPosition gPos ;
_Primitive - > getGlobalPosition ( gPos , dynamicWI ) ;
// Set the new current pos.
pos ( GR - > getGlobalPosition ( gPos ) ) ;
}
// Set the direction.
if ( ClientCfg . AutomaticCamera )
{
//dir(front());
}
// Reset the TPV when outdoor if needed.
if ( _Primitive & & GR )
{
UGlobalPosition gPos ;
_Primitive - > getGlobalPosition ( gPos , dynamicWI ) ;
if ( ! GR - > isInterior ( gPos ) )
if ( ! ClientCfg . FPV )
viewMode ( ThirdPV , false ) ;
}
// Current time is now the entity time too.
_LastFrameTime = t * 0.001 ;
} // updatePos //
//-----------------------------------------------
// updateDisplay :
// Update the PACS position after the evalCollision. The entity position is set too. This is fast.
// If the entity position is too far from its PACS position, setGlobalPosition is called.
// After this call, the position.z is valid.
//-----------------------------------------------
void CUserEntity : : pacsFinalizeMove ( ) // virtual
{
if ( _Primitive = = 0 )
return ;
// Get the global position
_FinalPacsPos = _Primitive - > getFinalPosition ( dynamicWI ) ;
// Get the global position
UGlobalPosition gPos ;
_Primitive - > getGlobalPosition ( gPos , dynamicWI ) ;
if ( gPos . InstanceId ! = - 1 )
{
pos ( _FinalPacsPos ) ;
if ( _Mount ! = CLFECOMMON : : INVALID_SLOT )
{
CEntityCL * mount = EntitiesMngr . entity ( _Mount ) ;
if ( mount )
mount - > pacsPos ( pos ( ) ) ;
}
}
else
_SetGlobalPositionDone = false ;
} // pacsFinalizeMove //
//-----------------------------------------------
// applyBehaviour :
// Apply the behaviour for the user.
//-----------------------------------------------
void CUserEntity : : applyBehaviour ( const CBehaviourContext & behaviourContext ) // virtual
{
const MBEHAV : : CBehaviour & behaviour = behaviourContext . Behav ;
// Special code for the First Person View
if ( ( viewMode ( ) = = FirstPV ) & & behaviour . isCombat ( ) )
{
// Backup the current behaviour.
_CurrentBehaviour = behaviourContext . Behav ;
dir ( front ( ) ) ;
// check if self-target
bool selfSpell = false ;
if ( behaviourContext . Targets . Targets . size ( ) = = 1 )
{
if ( behaviourContext . Targets . Targets [ 0 ] . TargetSlot = = 0 )
{
selfSpell = true ;
}
}
bool isOffensif ;
switch ( behaviour . Behaviour )
{
case MBEHAV : : CAST_OFF :
case MBEHAV : : CAST_OFF_FAIL :
case MBEHAV : : CAST_OFF_SUCCESS :
case MBEHAV : : CAST_OFF_LINK :
isOffensif = true ;
break ;
default :
isOffensif = false ;
break ;
}
// Default target hit dates
static vector < double > targetHitDates ;
targetHitDates . clear ( ) ;
targetHitDates . resize ( behaviourContext . Targets . Targets . size ( ) , TimeInSec ) ;
// cast projectiles/impact linked to behaviour
updateCurrentAttack ( ) ;
if ( isCurrentBehaviourAttackEnd ( ) )
{
// In First Person (don't care), use a default animation => will choose a default delay of 0.5
performCurrentAttackEnd ( behaviourContext , selfSpell & & isOffensif ,
targetHitDates , CAnimationStateSheet : : UnknownState ) ;
}
//
_RightFXActivated = false ;
_LeftFXActivated = false ;
if ( EAM )
{
animState ( MOVE , CAnimationStateSheet : : FirstPersonAttack ) ;
animIndex ( MOVE , CAnimation : : UnknownAnim ) ;
animOffset ( MOVE , 0.0 ) ;
_CurrentState = EAM - > mState ( _CurrentAutomaton , animState ( MOVE ) ) ;
if ( _CurrentState & & _CurrentAnimSet [ MOVE ] )
{
const CAnimationState * animStatePtr = _CurrentAnimSet [ MOVE ] - > getAnimationState ( animState ( MOVE ) ) ;
if ( animStatePtr )
{
animIndex ( MOVE , animStatePtr - > chooseAnim ( _AnimJobSpecialisation , people ( ) , getGender ( ) , 0.0 ) ) ;
if ( animIndex ( MOVE ) ! = CAnimation : : UnknownAnim )
{
if ( _PlayList )
{
_PlayList - > setAnimation ( MOVE , animId ( MOVE ) ) ;
_PlayList - > setTimeOrigin ( MOVE , ryzomGetLocalTime ( ) * 0.001 ) ; //_LastFrameTime);
_AnimAttackOn = true ;
updateVisualDisplay ( ) ;
}
}
}
}
}
// Start FX to play at the animation beginning like trails.
if ( _CurrentBehaviour . Behaviour = = MBEHAV : : RANGE_ATTACK )
{
startItemAttackFXs ( _CurrentBehaviour . Range . ImpactIntensity ! = 0 , _CurrentBehaviour . Range . ImpactIntensity ) ;
}
else
{
startItemAttackFXs ( _CurrentBehaviour . Combat . ImpactIntensity ! = 0 & & _CurrentBehaviour . Combat . HitType ! = HITTYPE : : Failed , _CurrentBehaviour . Combat . ImpactIntensity ) ;
}
// DeltaHP
applyBehaviourFlyingHPs ( behaviourContext , behaviour , targetHitDates ) ;
}
// In third person view (or camera mode), play the same way than for the others.
else
CPlayerCL : : applyBehaviour ( behaviourContext ) ;
} // applyBehaviour //
//---------------------------------------------------
// setDead :
// Method to Flag the character as dead and do everything needed.
//---------------------------------------------------
void CUserEntity : : setDead ( ) // virtual
{
// User is dead -> NO FOLLOW
disableFollow ( ) ;
// Remove the selection.
UserEntity - > selection ( CLFECOMMON : : INVALID_SLOT ) ;
// Death Mode Control and view.
UserControls . mode ( CUserControls : : DeathMode ) ;
// Play the FX for the death
NL3D : : UParticleSystemInstance deathFX = FXMngr . instantFX ( ClientCfg . DeadFXName ) ;
if ( ! deathFX . empty ( ) )
deathFX . setPos ( selectBox ( ) . getCenter ( ) ) ;
// Last teleport is a death
// get player's kami fame
CInterfaceManager * pIM = CInterfaceManager : : getInstance ( ) ;
sint8 kamiFame = 0 ;
uint kamiFameIndex = CStaticFames : : getInstance ( ) . getFactionIndex ( " kami " ) ;
if ( pIM & & kamiFameIndex ! = CStaticFames : : INVALID_FACTION_INDEX )
{
CCDBNodeLeaf * pLeafKamiFame = NLGUI : : CDBManager : : getInstance ( ) - > getDbProp ( toString ( " SERVER:FAME:PLAYER%d:VALUE " , kamiFameIndex - 1 ) , false ) ;
if ( pLeafKamiFame ! = NULL )
kamiFame = pLeafKamiFame - > getValue8 ( ) ;
}
// get player's karavan fame
sint8 karavanFame = 0 ;
uint karavanFameIndex = CStaticFames : : getInstance ( ) . getFactionIndex ( " karavan " ) ;
if ( pIM & & karavanFameIndex ! = CStaticFames : : INVALID_FACTION_INDEX )
{
CCDBNodeLeaf * pLeafKaravanFame = NLGUI : : CDBManager : : getInstance ( ) - > getDbProp ( toString ( " SERVER:FAME:PLAYER%d:VALUE " , karavanFameIndex - 1 ) , false ) ;
if ( pLeafKaravanFame ! = NULL )
karavanFame = pLeafKaravanFame - > getValue8 ( ) ;
}
// set loading background depending on player's faction fame
if ( kamiFame > karavanFame )
LoadingBackground = ResurectKamiBackground ;
else
LoadingBackground = ResurectKaravanBackground ;
// disable or enable shadowing
updateCastShadowMap ( ) ;
// enable death warning popup
//CInterfaceManager * pIM = CInterfaceManager::getInstance();
if ( pIM )
{
CAHManager : : getInstance ( ) - > runActionHandler ( " set " , NULL , " dblink=UI:VARIABLES:DEATH_WARNING_WANTED|value=1 " ) ;
}
} // setDead //
//-----------------------------------------------
// skillUp :
// Skill Up
//-----------------------------------------------
void CUserEntity : : skillUp ( )
{
// Play the FX for the death
NL3D : : UParticleSystemInstance skillUpFX = FXMngr . instantFX ( ClientCfg . SkillUpFXName ) ;
skillUpFX . setClusterSystem ( getClusterSystem ( ) ) ;
if ( ! skillUpFX . empty ( ) )
skillUpFX . setPos ( pos ( ) ) ;
} // skillUp //
//-----------------------------------------------
// startColTimer :
// After a few time, if the user is still in collision with someone else, remove collisions with other entitites.
//-----------------------------------------------
void CUserEntity : : startColTimer ( )
{
if ( _ColOn )
{
if ( _ColRemoved = = false )
{
if ( ( T1 - _ColStartTime ) > ClientCfg . TimeToRemoveCol )
{
EntitiesMngr . removeColUserOther ( ) ;
_ColRemoved = true ;
}
}
}
else
{
_ColOn = true ;
_ColStartTime = T1 ;
}
} // startColTimer //
//-----------------------------------------------
// stopColTimer :
// Called when the user is no more in collision with another entity.
//-----------------------------------------------
void CUserEntity : : stopColTimer ( )
{
// Restore collisions.
if ( _ColRemoved )
{
EntitiesMngr . restoreColUserOther ( ) ;
_ColRemoved = false ;
}
_ColOn = false ;
} // stopColTimer //
//-----------------------------------------------
// getMaxSpeed
// Return the current max speed for the entity in meter per sec
// The method return a max according to the speed factor (given by the server)
// It's also return a value according to the landscape (water)
// Also managed mounts
//-----------------------------------------------
double CUserEntity : : getMaxSpeed ( ) const // virtual
{
// Max Defined speed according to the current factor (slow, or speed increased)
double maxSpeed = _SpeedFactor . getValue ( ) ;
// User is Dead
if ( isDead ( ) )
{
maxSpeed * = 0.0 ;
}
// User is sitting
else if ( isSit ( ) )
{
maxSpeed * = 0.0 ;
}
// User is swimming
else if ( isSwimming ( ) )
{
// We are a Ring DM so speed up a litle
if ( _R2CharMode = = R2 : : TCharMode : : Editer | | _R2CharMode = = R2 : : TCharMode : : Dm )
{
maxSpeed * = ClientCfg . DmRun / 2 ;
}
else
{
// Run
maxSpeed * = 3.0 ;
}
}
else if ( isRiding ( ) )
{
// Run if mount not hungry, otherwise, use walk velocity
if ( _MountHunger . canRun ( ) )
maxSpeed * = ( double ) getMountRunVelocity ( ) ;
else
maxSpeed * = ( double ) getMountWalkVelocity ( ) ;
}
else
{
// Run
maxSpeed * = runVelocity ( ) ;
}
// Return the current max
return maxSpeed ;
// return ClientCfg.Run * _SpeedFactor.getValue();
} // getMaxSpeed //
//-----------------------------------------------
// snapToGround :
// Snap the user to the ground.
//-----------------------------------------------
void CUserEntity : : snapToGround ( )
{
CEntityCL : : snapToGround ( ) ;
updateSound ( ryzomGetLocalTime ( ) ) ;
} // // snapToGround //
//-----------------------------------------------
// updateSound :
//-----------------------------------------------
void CUserEntity : : updateSound ( const TTime & time )
{
H_AUTO_USE ( RZ_Client_Update_Sound ) ;
// no sound manager, no need to update sound
if ( SoundMngr = = 0 )
return ;
if ( ! ( StereoHMD & & true ) ) // TODO: ClientCfg.Headphone
{
// NOTE: StereoHMD+Headphone impl in main_loop.cpp
SoundMngr - > setListenerPos ( pos ( ) ) ;
const CMatrix & camMat = MainCam . getMatrix ( ) ;
SoundMngr - > setListenerOrientation ( camMat . getJ ( ) , camMat . getK ( ) ) ;
}
if ( ClientCfg . Light )
return ;
// step sound of self : refind the sound animations associated to the walk and run animation
static bool computeAnim = true ;
static bool lastMode = false ;
static TTime previousTime = 0 ;
static TTime stepTime = 0 ;
static bool leftRight = false ;
static NLSOUND : : CSoundAnimMarker * leftStep = 0 ;
static NLSOUND : : CSoundAnimMarker * rightStep = 0 ;
// TODO : Remove when bug corrected:
if ( _Gender = = GSGENDER : : unknown )
{
nlwarning ( " CUserEntity::updateSound : The gender is unknown, forcing it to male " ) ;
_Gender = GSGENDER : : male ;
}
// force recompute of anim if walk/run change.
computeAnim = computeAnim | | ( lastMode ! = _Run ) ;
// Check the sound animation to find the time between to step
if ( computeAnim & & SoundMngr & & _CurrentAnimSet [ MOVE ] ! = 0 ) // && _SoundId[MOVE] != NLSOUND::CSoundAnimationNoId)
{
lastMode = _Run ;
TAnimStateId mode = _Run ? CAnimationStateSheet : : Run : CAnimationStateSheet : : Walk ;
const CAnimationState * animStatePtr = _CurrentAnimSet [ MOVE ] - > getAnimationState ( mode ) ;
if ( animStatePtr )
{
: : CAnimation : : TAnimId animId = animStatePtr - > chooseAnim ( _AnimJobSpecialisation , people ( ) , getGender ( ) , 0 ) ;
if ( animId ! = : : CAnimation : : UnknownAnim )
{
const : : CAnimation * anim = animStatePtr - > getAnimation ( animId ) ;
if ( anim )
{
// Select the sound ID
_SoundId [ MOVE ] = anim - > soundId ( ) ;
if ( _SoundId [ MOVE ] ! = NLSOUND : : CSoundAnimationNoId )
{
// retrieve the anim
NLSOUND : : CSoundAnimManager * mgr = NLSOUND : : CSoundAnimManager : : instance ( ) ;
string name = mgr - > idToName ( _SoundId [ MOVE ] ) ;
if ( ! name . empty ( ) )
{
NLSOUND : : CSoundAnimation * sanim = mgr - > findAnimation ( name ) ;
if ( sanim - > countMarkers ( ) ! = 2 )
{
static set < string > warnOnce ;
if ( warnOnce . find ( sanim - > getName ( ) ) = = warnOnce . end ( ) )
{
nlwarning ( " Sound animation '%s' has not 2 markers, not a biped ? (Display Once) " , sanim - > getName ( ) . c_str ( ) ) ;
warnOnce . insert ( sanim - > getName ( ) ) ;
}
}
else
{
stepTime = TTime ( ( sanim - > getMarker ( 1 ) - > getTime ( ) - sanim - > getMarker ( 0 ) - > getTime ( ) ) * 1000 ) ;
rightStep = sanim - > getMarker ( 0 ) ;
leftStep = sanim - > getMarker ( 1 ) ;
computeAnim = false ;
}
}
}
}
}
}
}
if ( SoundMngr & & _Mode = = MBEHAV : : NORMAL )
{
if ( ! getVelocity ( ) . isNull ( ) )
{
if ( stepTime > 0 & & time - previousTime > = stepTime )
{
previousTime = time ;
// set the sound 1 meter below listener
_SoundContext . Position = pos ( ) + CVector ( 0 , 0 , - 1 ) ;
_SoundContext . RelativeGain = SoundMngr - > getUserEntitySoundLevel ( ) ; ;
uint32 matId = getGroundType ( ) ;
//nldebug("Current material = %u", matId);
_SoundContext . Args [ 0 ] = matId ;
if ( leftRight )
{
if ( leftStep )
// TODO : find the correct cluster
leftStep - > play ( SoundMngr - > getMixer ( ) , NULL , _SoundContext ) ;
}
else
{
if ( rightStep )
// TODO : find the correct cluster
rightStep - > play ( SoundMngr - > getMixer ( ) , NULL , _SoundContext ) ;
// recompute a new sound anim
computeAnim = true ;
}
leftRight = ! leftRight ;
}
}
else
{
// resets the counter
previousTime = 0 ;
}
}
} // updateSound //
//-----------------------------------------------
// rotate :
// rotate the body on the left or right (front changes).
//-----------------------------------------------
void CUserEntity : : rotate ( float ang )
{
// Rotate the body.
CMatrix m ;
m . identity ( ) ;
m . rotateZ ( ang ) ;
front ( m * front ( ) . normed ( ) ) ;
} // rotate //
//-----------------------------------------------
// rotHeadVertically :
// rotate the head vertically.
//-----------------------------------------------
void CUserEntity : : rotHeadVertically ( float ang )
{
setHeadPitch ( _HeadPitch + ang ) ;
} // rotHeadVertically //
//-----------------------------------------------
// setHeadPitch(double hp)
//-----------------------------------------------
void CUserEntity : : setHeadPitch ( double hp )
{
_HeadPitch = hp ;
const double bound = Pi / 2 - 0.01 ; // epsilon to avoid gimbal lock
clamp ( _HeadPitch , - bound , bound ) ;
}
//---------------------------------------------------
// slotRemoved :
// To Inform about an entity removed (to remove from selection for example).
// This will remove the entity from the target.
// \param slot : Slot of the entity that will be removed.
//---------------------------------------------------
void CUserEntity : : slotRemoved ( const CLFECOMMON : : TCLEntityId & slot )
{
// parent call
CPlayerCL : : slotRemoved ( slot ) ;
// reset also selection
if ( selection ( ) = = slot )
selection ( CLFECOMMON : : INVALID_SLOT ) ;
} // slotRemoved //
//---------------------------------------------------
// selection :
// Change the entity selected.
// \param slot : slot now selected (CLFECOMMON::INVALID_SLOT for an empty selection).
// \warning Can be different from the entity targeted (in combat mode for example).
//---------------------------------------------------
void CUserEntity : : selection ( const CLFECOMMON : : TCLEntityId & slot ) // virtual
{
//allows reselection in Ring client: even if the selected slots is equal to the selection,
//the client must send the messages.
if ( ( _Selection = = slot ) & & ! ClientCfg . R2EDEnabled )
return ;
// The selection will be the entity to watch
WatchedEntitySlot = slot ;
disableFollow ( ) ;
// Send the entity selected to the server.
NetMngr . pushTarget ( slot ) ;
// Target the slot on client, don't wait NetWork response
targetSlot ( slot ) ;
_TargetSlotNoLag = slot ;
if ( ClientCfg . R2EDEnabled )
{
R2 : : getEditor ( ) . inGameSelection ( slot ) ;
}
// Change the current selection so un color the current selection.
CEntityCL * sel = EntitiesMngr . entity ( _Selection ) ;
if ( sel ! = NULL )
sel - > visualSelectionStop ( ) ; // Blink off == restore to normal
// Set the entity selected
_Selection = slot ;
// Update visual selection and interface
if ( sel & & sel - > isForageSource ( ) )
sel - > buildInSceneInterface ( ) ; // remove focus on previous selected source
sel = EntitiesMngr . entity ( _Selection ) ;
if ( sel ! = NULL )
{
sel - > visualSelectionStart ( ) ;
if ( sel - > isForageSource ( ) )
sel - > buildInSceneInterface ( ) ; // set focus on new selected source
}
// **** Update Target interface
//get the new target slot and set it in the database
CInterfaceManager * pIM = CInterfaceManager : : getInstance ( ) ;
NLGUI : : CDBManager : : getInstance ( ) - > getDbProp ( " UI:VARIABLES:TARGET:SLOT " ) - > setValue64 ( slot ) ;
// Get the new target UID, and set in Database
uint tgtSlot = _Selection ;
uint32 tgtEntityId = CLFECOMMON : : INVALID_CLIENT_DATASET_INDEX ;
CEntityCL * entity = NULL ;
if ( tgtSlot ! = CLFECOMMON : : INVALID_SLOT )
{
entity = EntitiesMngr . entity ( tgtSlot ) ;
if ( entity )
tgtEntityId = entity - > dataSetId ( ) ;
}
// Set the User Target
CCDBNodeLeaf * prop = NLGUI : : CDBManager : : getInstance ( ) - > getDbProp ( " UI:VARIABLES:TARGET:UID " , false ) ;
if ( prop )
prop - > setValue32 ( tgtEntityId ) ;
// Bar Manager. Update now the Target View (so it takes VP if data available or 0... but result is immediate)
CBarManager : : getInstance ( ) - > setLocalTarget ( tgtEntityId ) ;
// **** Update DB for InGameMenu
// clear the entries for mission option
for ( uint k = 0 ; k < NUM_MISSION_OPTIONS ; + + k )
{
CCDBNodeLeaf * missionOption = NLGUI : : CDBManager : : getInstance ( ) - > getDbProp ( toString ( " LOCAL:TARGET:CONTEXT_MENU:MISSIONS_OPTIONS:%d:TITLE " , ( int ) k ) , false ) ;
if ( missionOption )
{
missionOption - > setValue32 ( 0 ) ;
}
CCDBNodeLeaf * playerGiftNeeded = NLGUI : : CDBManager : : getInstance ( ) - > getDbProp ( toString ( " LOCAL:TARGET:CONTEXT_MENU:MISSIONS_OPTIONS:%d:PLAYER_GIFT_NEEDED " , ( int ) k ) , false ) ;
if ( playerGiftNeeded )
{
playerGiftNeeded - > setValue32 ( 0 ) ;
}
//
missionOption = NLGUI : : CDBManager : : getInstance ( ) - > getDbProp ( toString ( " SERVER:TARGET:CONTEXT_MENU:MISSIONS_OPTIONS:%d:TITLE " , ( int ) k ) , false ) ;
if ( missionOption )
{
missionOption - > setValue32 ( 0 ) ;
}
playerGiftNeeded = NLGUI : : CDBManager : : getInstance ( ) - > getDbProp ( toString ( " SERVER:TARGET:CONTEXT_MENU:MISSIONS_OPTIONS:%d:PLAYER_GIFT_NEEDED " , ( int ) k ) , false ) ;
if ( playerGiftNeeded )
{
playerGiftNeeded - > setValue32 ( 0 ) ;
}
}
/* TODO ULU : Add RP tags */
// update pvp tags
if ( ( tgtSlot ! = CLFECOMMON : : INVALID_SLOT ) & & entity )
{
CPlayerCL * pPlayer = dynamic_cast < CPlayerCL * > ( entity ) ;
if ( pPlayer )
{
/*// Pvp Mode
CViewBitmap * tagMode = dynamic_cast < CViewBitmap * > ( CWidgetManager : : getInstance ( ) - > getElementFromId ( " ui:interface:target:pvp_tags:mode " ) ) ;
if ( tagMode )
{
if ( pPlayer - > getPvpMode ( ) & PVP_MODE : : PvpFaction )
tagMode - > setTexture ( " pvp_orange.tga " ) ;
else if ( pPlayer - > getPvpMode ( ) & PVP_MODE : : PvpFactionFlagged )
tagMode - > setTexture ( " pvp_red.tga " ) ;
else
tagMode - > setTexture ( " alpha_10.tga " ) ;
}
*/
/*// Pvp available actions (attack, heal, both)
CViewBitmap * tagMode = dynamic_cast < CViewBitmap * > ( CWidgetManager : : getInstance ( ) - > getElementFromId ( " ui:interface:target:pvp_tags:actions " ) ) ;
if ( tagMode )
{
if ( pPlayer - > getPvpMode ( ) & PVP_MODE : : PvpFaction )
tag - > setTexture ( " pvp_orange.tga " ) ;
else if ( pPlayer - > getPvpMode ( ) & PVP_MODE : : PvpFactionFlagged )
tag - > setTexture ( " pvp_red.tga " ) ;
else
tag - > setTexture ( " alpha_10.tga " ) ;
} */
}
}
// clear web page
prop = NLGUI : : CDBManager : : getInstance ( ) - > getDbProp ( " LOCAL:TARGET:CONTEXT_MENU:WEB_PAGE_URL " , false ) ;
if ( prop ) prop - > setValue32 ( 0 ) ;
prop = NLGUI : : CDBManager : : getInstance ( ) - > getDbProp ( " LOCAL:TARGET:CONTEXT_MENU:WEB_PAGE_TITLE " , false ) ;
if ( prop ) prop - > setValue32 ( 0 ) ;
// clear mission ring
for ( uint k = 0 ; k < BOTCHATTYPE : : MaxR2MissionEntryDatabase ; + + k )
{
prop = NLGUI : : CDBManager : : getInstance ( ) - > getDbProp ( toString ( " LOCAL:TARGET:CONTEXT_MENU:MISSION_RING:%d:TITLE " , k ) , false ) ;
if ( prop ) prop - > setValue32 ( 0 ) ;
}
// clear programs
prop = NLGUI : : CDBManager : : getInstance ( ) - > getDbProp ( " LOCAL:TARGET:CONTEXT_MENU:PROGRAMMES " , false ) ;
if ( prop ) prop - > setValue32 ( 0 ) ;
prop = NLGUI : : CDBManager : : getInstance ( ) - > getDbProp ( " SERVER:TARGET:CONTEXT_MENU:PROGRAMMES " ) ;
if ( prop ) prop - > setValue32 ( 0 ) ;
// increment db counter for context menu
pIM - > incLocalSyncActionCounter ( ) ;
} // selection //
//---------------------------------------------------
// moveToAttack :
// Method to place the user to attack the target and attack.
//---------------------------------------------------
void CUserEntity : : moveToAttack ( )
{
// **** For clarity, try to launch a "default attack" found in the memory bar instead of an "anonymous" action
CSPhraseManager * pPM = CSPhraseManager : : getInstance ( ) ;
uint32 memLine , memSlot ;
CEntityCL * target = EntitiesMngr . entity ( selection ( ) ) ;
CInventoryManager * inv = CInventoryManager : : getInstance ( ) ;
// auto-equip with valid weapon
if ( ClientCfg . AutoEquipTool )
{
if ( inv )
{
// if no valid weapons in had -> auto-equip with last used weapons
bool validWeaponInHand = true ;
uint32 rightHandSheet = inv - > getRightHandItemSheet ( ) ;
if ( rightHandSheet )
{
validWeaponInHand = inv - > isMeleeWeaponItem ( rightHandSheet ) | | inv - > isRangeWeaponItem ( rightHandSheet ) ;
}
if ( ! validWeaponInHand )
{
autoEquipWithLastUsedWeapons ( ) ;
}
// remember last used weapon(s)
rememberWeaponsInHand ( ) ;
}
}
if ( target & & pPM - > findDefaultAttack ( memLine , memSlot ) )
{
// launch instead a phrase execution with this phrase
executeCombatWithPhrase ( target , memLine , memSlot , true ) ;
}
// **** Else launch an anonymous "default attack"
else
{
// melee or range?
bool melee = true ;
if ( inv )
{
uint32 rightHandSheet = inv - > getRightHandItemSheet ( ) ;
if ( rightHandSheet )
melee = inv - > isMeleeWeaponItem ( rightHandSheet ) ;
}
// Move to target if melee weapon
if ( melee )
moveTo ( selection ( ) , 2.0 , CUserEntity : : Attack ) ;
// Just attack if range weapon.
else
attack ( ) ;
}
} // moveToAttack //
//---------------------------------------------------
// attack :
// Method to attack the target.
//---------------------------------------------------
void CUserEntity : : attack ( )
{
// execute the default attack
CSPhraseManager * pPM = CSPhraseManager : : getInstance ( ) ;
pPM - > executeDefaultAttack ( ) ;
bool melee = true ;
CInventoryManager * inv = CInventoryManager : : getInstance ( ) ;
if ( inv )
{
uint32 rightHandSheet = inv - > getRightHandItemSheet ( ) ;
if ( rightHandSheet )
melee = inv - > isMeleeWeaponItem ( rightHandSheet ) ;
}
// If option ON, follow when attacking.
if ( ClientCfg . FollowOnAtk )
{
// Follow only if attacking with a melee weapon
if ( melee )
// enable, but don't reset camera rotation
enableFollow ( false ) ;
}
} // attack //
//---------------------------------------------------
// attack :
// Method to attack the target, with a special phrase
//---------------------------------------------------
void CUserEntity : : attackWithPhrase ( )
{
if ( ! canEngageCombat ( ) )
return ;
CSPhraseManager * pPM = CSPhraseManager : : getInstance ( ) ;
// validate the execution on server
pPM - > sendExecuteToServer ( _MoveToPhraseMemoryLine , _MoveToPhraseMemorySlot , _MoveToPhraseCyclic ) ;
// If the Attack is a "Next", and not a cycle, do a default attack
if ( ! _MoveToPhraseCyclic )
pPM - > executeDefaultAttack ( ) ;
// If option ON, follow when attacking.
if ( ClientCfg . FollowOnAtk )
{
bool melee = true ;
CInventoryManager * inv = CInventoryManager : : getInstance ( ) ;
if ( inv )
{
uint32 rightHandSheet = inv - > getRightHandItemSheet ( ) ;
if ( rightHandSheet )
melee = inv - > isMeleeWeaponItem ( rightHandSheet ) ;
}
// Follow only if attacking with a melee weapon
if ( melee )
// enable, but don't reset camera rotation
enableFollow ( false ) ;
}
// Because sendExecuteToServer() has been called, must NOT cancelClientExecute() at resetAnyMoveTo()
_MoveToAction = CUserEntity : : None ;
}
//-----------------------------------------------
// assist :
// your current target become the target of your current one.
//-----------------------------------------------
void CUserEntity : : assist ( )
{
assist ( targetSlot ( ) ) ;
} // assist //
//-----------------------------------------------
void CUserEntity : : assist ( uint slot )
{
// Check the current target
if ( slot = = CLFECOMMON : : INVALID_SLOT | | slot = = _Slot )
return ;
// Check the target
CEntityCL * target = EntitiesMngr . entity ( slot ) ;
if ( target = = 0 )
return ;
// Check the new slot.
CLFECOMMON : : TCLEntityId newSlot = target - > targetSlot ( ) ;
if ( newSlot = = CLFECOMMON : : INVALID_SLOT | | newSlot = = _Slot )
return ;
// Select the new target.
selection ( newSlot ) ;
}
//---------------------------------------------------
// disengage :
// Method to disengage the target.
//---------------------------------------------------
void CUserEntity : : disengage ( )
{
// Set the database in local.
if ( ClientCfg . Local )
{
IngameDbMngr . setProp ( " Entities:E0:P " + toString ( CLFECOMMON : : PROPERTY_MODE ) , MBEHAV : : NORMAL ) ; // Mode
IngameDbMngr . setProp ( " Entities:E0:P " + toString ( CLFECOMMON : : PROPERTY_TARGET_ID ) , _Selection ) ; // Target
UserEntity - > updateVisualProperty ( 0 , CLFECOMMON : : PROPERTY_MODE ) ;
UserEntity - > updateVisualProperty ( 0 , CLFECOMMON : : PROPERTY_TARGET_ID ) ;
return ;
}
// Disengage MSG.
const string msgName = " COMBAT:DISENGAGE " ;
CBitMemStream out ;
if ( GenericMsgHeaderMngr . pushNameToStream ( msgName , out ) )
NetMngr . push ( out ) ;
else
nlwarning ( " UE::disengage: unknown message named '%s'. " , msgName . c_str ( ) ) ;
// Change the current mode.
mode ( MBEHAV : : NORMAL ) ;
} // disengage //
//-----------------------------------------------
// sit :
// Ask for the client to sit/stand ('true' to sit).
//-----------------------------------------------
bool CUserEntity : : sit ( bool s )
{
bool ok = false ;
// SIT
if ( s )
{
if ( canSit ( ) = = true )
{
// disable afk mode
setAFK ( false ) ;
// Sit MSG.
if ( mode ( MBEHAV : : SIT ) )
{
// autowalk disabled
UserControls . autowalkState ( false ) ;
const string msgName = " COMMAND:SIT " ;
CBitMemStream out ;
if ( GenericMsgHeaderMngr . pushNameToStream ( msgName , out ) )
{
out . serial ( s ) ;
NetMngr . push ( out ) ;
}
else
nlwarning ( " UE:sit: unknown message named '%s'. " , msgName . c_str ( ) ) ;
// mode changed
ok = true ;
// display sit msg
CInterfaceManager * pIM = CInterfaceManager : : getInstance ( ) ;
ucstring msg = CI18N : : get ( " msgUserIsSitting " ) ;
string cat = getStringCategory ( msg , msg ) ;
pIM - > displaySystemInfo ( msg , cat ) ;
}
}
}
// STAND
else
{
if ( _Mode = = MBEHAV : : SIT )
{
if ( mode ( MBEHAV : : NORMAL ) )
{
const string msgName = " COMMAND:SIT " ;
CBitMemStream out ;
if ( GenericMsgHeaderMngr . pushNameToStream ( msgName , out ) )
{
out . serial ( s ) ;
NetMngr . push ( out ) ;
}
else
nlwarning ( " UE:sit: unknown message named '%s'. " , msgName . c_str ( ) ) ;
// mode changed
ok = true ;
// display stand msg
CInterfaceManager * pIM = CInterfaceManager : : getInstance ( ) ;
ucstring msg = CI18N : : get ( " msgUserIsStanding " ) ;
string cat = getStringCategory ( msg , msg ) ;
pIM - > displaySystemInfo ( msg , cat ) ;
}
}
}
// if mode changed, Write to the UI database, to update views
if ( ok )
{
CInterfaceManager * pIM = CInterfaceManager : : getInstance ( ) ;
CCDBNodeLeaf * node = NLGUI : : CDBManager : : getInstance ( ) - > getDbProp ( " UI:VARIABLES:PLAYER_STAND " , false ) ;
if ( node )
node - > setValue32 ( _Mode ! = MBEHAV : : SIT ) ;
}
// mode changed
return ok ;
} // sit //
//-----------------------------------------------
// canSit :
// Return true if the user can sit.
//-----------------------------------------------
bool CUserEntity : : canSit ( ) const
{
// If the user is not already sitting or is on a mount
if ( ! isSit ( ) & & ( ! isRiding ( ) ) & & ! isDead ( ) & & ! isSwimming ( ) )
{
return true ;
}
else
return false ;
} // canSit //
//-----------------------------------------------
// setAFK
//-----------------------------------------------
void CUserEntity : : setAFK ( bool b , string afkTxt )
{
if ( isAFK ( ) = = b ) return ;
if ( b )
{
if ( isDead ( ) | | isRiding ( ) | | moveTo ( ) | | follow ( ) )
return ;
CInterfaceManager * pIM = CInterfaceManager : : getInstance ( ) ;
//sint64 start = NLGUI::CDBManager::getInstance()->getDbProp("SERVER:USER:ACT_TSTART")->getValue64();
//sint64 end = NLGUI::CDBManager::getInstance()->getDbProp("SERVER:USER:ACT_TEND")->getValue64();
//sint64 type = NLGUI::CDBManager::getInstance()->getDbProp("SERVER:USER:ACT_TYPE")->getValue64();
//sint64 num = NLGUI::CDBManager::getInstance()->getDbProp("SERVER:USER:ACT_NUMBER")->getValue64();
if ( pIM )
{
if ( NLGUI : : CDBManager : : getInstance ( ) - > getDbProp ( " SERVER:USER:ACT_TYPE " ) - > getValue64 ( ) ! = 0 )
return ;
}
if ( ! isSit ( ) & & ! isSwimming ( ) )
{
if ( ! mode ( MBEHAV : : REST ) )
return ;
}
}
else
{
if ( ! isSit ( ) & & ! isSwimming ( ) )
{
if ( isDead ( ) )
return ;
else
mode ( MBEHAV : : NORMAL ) ;
}
}
// send afk state
string msgName = " COMMAND:AFK " ;
CBitMemStream out ;
if ( GenericMsgHeaderMngr . pushNameToStream ( msgName , out ) )
{
out . serial ( b ) ;
NetMngr . push ( out ) ;
}
else
nlwarning ( " CUserEntity:setAFK: unknown message named '%s'. " , msgName . c_str ( ) ) ;
// custom afk txt
ucstring ucstr ;
ucstr . fromUtf8 ( afkTxt ) ;
CBitMemStream outTxt ;
msgName = " STRING:AFK_TXT " ;
if ( GenericMsgHeaderMngr . pushNameToStream ( msgName , outTxt ) )
{
outTxt . serial ( ucstr ) ;
NetMngr . push ( outTxt ) ;
}
else
{
nlwarning ( " CUserEntity:setAFK: unknown message named '%s'. " , msgName . c_str ( ) ) ;
}
} // setAFK //
//-----------------------------------------------
// rollDice
//-----------------------------------------------
void CUserEntity : : rollDice ( sint16 min , sint16 max )
{
const string msgName = " COMMAND:RANDOM " ;
CBitMemStream out ;
if ( GenericMsgHeaderMngr . pushNameToStream ( msgName , out ) )
{
out . serial ( min ) ;
out . serial ( max ) ;
NetMngr . push ( out ) ;
}
else
nlwarning ( " CUserEntity:rollDice: unknown message named '%s'. " , msgName . c_str ( ) ) ;
} // rollDice //
//---------------------------------------------------
// canEngageCombat :
// return true if user can engage melee combat, else return false and display system msg
//---------------------------------------------------
bool CUserEntity : : canEngageCombat ( )
{
if ( isSit ( ) )
{
// display "you can't fight while sitting" message)
CInterfaceManager * pIM = CInterfaceManager : : getInstance ( ) ;
ucstring msg = CI18N : : get ( " msgCantFightSit " ) ;
string cat = getStringCategory ( msg , msg ) ;
pIM - > displaySystemInfo ( msg , cat ) ;
return false ;
}
if ( isSwimming ( ) )
{
// display "you can't fight while swiming" message)
CInterfaceManager * pIM = CInterfaceManager : : getInstance ( ) ;
ucstring msg = CI18N : : get ( " msgCantFightSwim " ) ;
string cat = getStringCategory ( msg , msg ) ;
pIM - > displaySystemInfo ( msg , cat ) ;
return false ;
}
if ( isRiding ( ) )
{
// display "you can't fight while swimming" message)
CInterfaceManager * pIM = CInterfaceManager : : getInstance ( ) ;
ucstring msg = CI18N : : get ( " msgCantFightRide " ) ;
string cat = getStringCategory ( msg , msg ) ;
pIM - > displaySystemInfo ( msg , cat ) ;
return false ;
}
return true ;
} // canEngageCombat //
//---------------------------------------------------
// viewMode :
// Change the View (First/Third Person View).
//---------------------------------------------------
void CUserEntity : : viewMode ( CUserEntity : : TView viewMode , bool changeView )
{
switch ( viewMode )
{
// First Person View
case FirstPV :
if ( changeView )
ClientCfg . FPV = true ;
if ( _Mount ! = CLFECOMMON : : INVALID_SLOT )
{
CEntityCL * mount = EntitiesMngr . entity ( _Mount ) ;
if ( mount )
mount - > displayable ( false ) ;
}
// Change Controls.
if ( isRiding ( ) )
{
bool autoWalk = UserControls . autowalkState ( ) ;
UserControls . mode ( CUserControls : : MountMode ) ;
if ( autoWalk )
UserControls . autowalkState ( true ) ;
}
else
UserControls . mode ( CUserControls : : InterfaceMode ) ;
break ;
// Third Person View
case ThirdPV :
if ( changeView )
ClientCfg . FPV = false ;
if ( _Mount ! = CLFECOMMON : : INVALID_SLOT )
{
CEntityCL * mount = EntitiesMngr . entity ( _Mount ) ;
if ( mount )
mount - > displayable ( true ) ;
}
// Change Controls.
UserControls . mode ( CUserControls : : ThirdMode ) ;
break ;
// Unknown
default :
nlwarning ( " UE:viewMode: Unknown View Asked '%d'. " , ( sint ) viewMode ) ;
return ;
}
// Change the current View like asked.
_ViewMode = viewMode ;
// disable or enable shadowing
updateCastShadowMap ( ) ;
} // viewMode //
//-----------------------------------------------
// toggleCamera :
// Toggle Camera (First/Third Person)
//-----------------------------------------------
void CUserEntity : : toggleCamera ( )
{
// You cannot change the camera view when dead.
if ( isDead ( ) )
return ;
// Only if not inside a building.
if ( ! UserEntity - > forceIndoorFPV ( ) )
{
// Leave the 1st Person Mode -> Enter the 3rd Person View Mode
if ( UserEntity - > viewMode ( ) = = CUserEntity : : FirstPV )
UserEntity - > viewMode ( CUserEntity : : ThirdPV ) ;
// Leave the 3rd Person Mode -> Enter the 1st Person View Mode
else
UserEntity - > viewMode ( CUserEntity : : FirstPV ) ;
}
} // toggleCamera //
//---------------------------------------------------
// getScale :
// Return the entity scale. (return 1.0 if there is any problem).
// \todo GUIGUI : do we have to take care of the user's race kwnowing it can favour him ?
//---------------------------------------------------
float CUserEntity : : getScale ( ) const // virtual
{
// Default Scale.
return 1.0f ;
} // getScale //
//---------------------------------------------------
// removeCheckPrimitive :
// Remove the check primitive
//---------------------------------------------------
void CUserEntity : : removeCheckPrimitive ( )
{
if ( PACS & & _CheckPrimitive )
PACS - > removePrimitive ( _CheckPrimitive ) ;
_CheckPrimitive = 0 ;
}
//---------------------------------------------------
// removePrimitive :
// Remove the primitive
//---------------------------------------------------
void CUserEntity : : removePrimitive ( ) // virtual (will not be called by ~CEntityCL())
{
// Remove the Primitive used for check
removeCheckPrimitive ( ) ;
// Remove the other primitive
CPlayerCL : : removePrimitive ( ) ;
} // removePrimitive //
//---------------------------------------------------
// computePrimitive :
// Create a primitive for the entity.
//---------------------------------------------------
void CUserEntity : : computePrimitive ( ) // virtual
{
// Initialize the primitive.
if ( initPrimitive ( 0.5f , 2.0f , 0.0f , 0.0f , UMovePrimitive : : Slide , ( UMovePrimitive : : TTrigger ) ( UMovePrimitive : : OverlapTrigger | UMovePrimitive : : EnterTrigger ) , MaskColPlayer , MaskColPlayer | MaskColNpc | MaskColDoor ) )
_Primitive - > insertInWorldImage ( dynamicWI ) ;
// Set the position.
pacsPos ( pos ( ) ) ;
} // computePrimitive //
//---------------------------------------------------
// isBusy :
// Return if the user is already busy (combat/bo chat/loot/ etc.).
//---------------------------------------------------
bool CUserEntity : : isBusy ( ) const
{
CInterfaceManager * IM = CInterfaceManager : : getInstance ( ) ;
// Check Trade.
// TODO : put the right DB entry !
CCDBNodeLeaf * nod = NLGUI : : CDBManager : : getInstance ( ) - > getDbProp ( " SERVER:INVENTORY:EXCHANGE:BEGUN " , false ) ;
if ( nod )
{
if ( nod - > getValueBool ( ) )
return true ;
}
// else
// nlwarning("UE:isBusy: Cannot get the nod 'SERVER:INVENTORY:EXCHANGE:BEGUN'.");
/*
// Check Loot
static const uint nbSlot = 4 ;
uint i ;
for ( i = 0 ; i < nbSlot ; + + i )
{
nod = NLGUI : : CDBManager : : getInstance ( ) - > getDbProp ( NLMISC : : toString ( " SERVER:INVENTORY:%d:%d:SHEET " , INVENTORIES : : pickup , i ) , false ) ;
if ( nod )
{
if ( nod - > getValue32 ( ) ! = 0 )
return true ;
}
else
nlwarning ( " UE:isBusy: Cannot get the nod 'SERVER:INVENTORY:%d:%d:SHEET'. " , INVENTORIES : : pickup , i ) ;
}
// Check Harvest
for ( i = 0 ; i < nbSlot ; + + i )
{
nod = NLGUI : : CDBManager : : getInstance ( ) - > getDbProp ( NLMISC : : toString ( " SERVER:INVENTORY:%d:%d:SHEET " , INVENTORIES : : harvest , i ) , false ) ;
if ( nod )
{
if ( nod - > getValue32 ( ) ! = 0 )
return true ;
}
else
nlwarning ( " UE:isBusy: Cannot get the nod 'SERVER:INVENTORY:%d:%d:SHEET'. " , INVENTORIES : : harvest , i ) ;
}
*/
// Check Bot chat.
CBotChatPage * currPage = CBotChatManager : : getInstance ( ) - > getCurrPage ( ) ;
if ( currPage ! = NULL )
{
return true ;
}
// Not Busy
return false ;
} // isBusy //
//---------------------------------------------------
// updateVisualDisplay :
// Show/Hide all or parts of the user body.
// todo GUIGUI : it's bad for the _Face to be a separated instance
//---------------------------------------------------
void CUserEntity : : updateVisualDisplay ( )
{
// We need a skeleton.
if ( _Skeleton . empty ( ) )
return ;
// 1st person View
if ( UserControls . isInternalView ( ) | | View . forceFirstPersonView ( ) )
{
// Hide the mount
CCharacterCL * mount = dynamic_cast < CCharacterCL * > ( EntitiesMngr . entity ( _Mount ) ) ;
if ( mount )
mount - > displayable ( false ) ;
// Hide all user body parts.
for ( uint i = 0 ; i < _Instances . size ( ) ; + + i )
if ( ! _Instances [ i ] . Current . empty ( ) )
{
_Instances [ i ] . Current . hide ( ) ;
_Instances [ i ] . hideStaticFXs ( ) ;
}
// Hide the face
if ( ! _Face . Current . empty ( ) )
_Face . Current . hide ( ) ;
// We want to display weapons in 1st person view when attacking.
if ( modeWithHiddenItems ( ) = = false )
{
if ( _Mode = = MBEHAV : : COMBAT_FLOAT | | _Mode = = MBEHAV : : COMBAT )
{
if ( _ObjectsVisible )
{
// Show just Few parts
if ( ! _Instances [ SLOTTYPE : : HANDS_SLOT ] . Current . empty ( ) )
{
_Instances [ SLOTTYPE : : HANDS_SLOT ] . Current . show ( ) ;
_Instances [ SLOTTYPE : : HANDS_SLOT ] . showStaticFXs ( ) ;
}
if ( ! _Instances [ SLOTTYPE : : ARMS_SLOT ] . Current . empty ( ) )
{
_Instances [ SLOTTYPE : : ARMS_SLOT ] . Current . show ( ) ;
_Instances [ SLOTTYPE : : ARMS_SLOT ] . showStaticFXs ( ) ;
}
if ( ! _Instances [ SLOTTYPE : : RIGHT_HAND_SLOT ] . Current . empty ( ) )
{
_Instances [ SLOTTYPE : : RIGHT_HAND_SLOT ] . Current . show ( ) ;
_Instances [ SLOTTYPE : : RIGHT_HAND_SLOT ] . showStaticFXs ( ) ;
}
if ( ! _Instances [ SLOTTYPE : : LEFT_HAND_SLOT ] . Current . empty ( ) )
{
_Instances [ SLOTTYPE : : LEFT_HAND_SLOT ] . Current . show ( ) ;
_Instances [ SLOTTYPE : : LEFT_HAND_SLOT ] . showStaticFXs ( ) ;
}
}
}
}
}
else
{
// Show the mount
CCharacterCL * mount = dynamic_cast < CCharacterCL * > ( EntitiesMngr . entity ( _Mount ) ) ;
if ( mount )
{
mount - > displayable ( true ) ;
showOrHideBodyParts ( objectsVisible ( ) ) ;
}
// Show the face
/*
if ( ! _Face . Current . empty ( ) )
_Face . Current . show ( ) ;
*/
}
} // updateVisualDisplay //
//---------------------------------------------------
// light:
// Show/Hide the user light.
//---------------------------------------------------
void CUserEntity : : light ( )
{
// Create the light
if ( _Light . empty ( ) )
{
// Check there is a skeleton and a bone to stick the light before to create it.
if ( ! _Skeleton . empty ( ) & & _NameBoneId ! = - 1 )
{
_Light = Scene - > createPointLight ( ) ;
if ( ! _Light . empty ( ) )
{
// front of the player
_Light . setPos ( 0.f , 0.3f , 0.f ) ;
// Setup the light
_Light . setupAttenuation ( 12.0f , 20.0f ) ;
// Attach the light
_Skeleton . stickObject ( _Light , _NameBoneId ) ;
// The player light is the only one who can interact with Lightmapped objects
_Light . setInfluenceLightMap ( true ) ;
// TestYoyo
/*
NL3D : : UInstance inst ;
inst = Scene - > createInstance ( " box.shape " ) ;
if ( ! inst . empty ( ) )
{
inst . setScale ( 0.2f , 0.2f , 0.2f ) ;
inst . parent ( _Light ) ;
}
*/
}
}
else
nlwarning ( " UE:light: there is no skeleton or Name Bone to stick the light. " ) ;
}
// Turn On/Off the Light
_LightOn = ! _LightOn ;
if ( ! _Light . empty ( ) )
{
if ( _LightOn )
_Light . show ( ) ;
else
_Light . hide ( ) ;
}
} // light //
//---------------------------------------------------
// CSpeedFactor::init :
// Initialize the Observer for the Speed Factor.
//---------------------------------------------------
void CUserEntity : : CSpeedFactor : : init ( )
{
_Value = 1.0f ; // Default speed factor is 1.
CInterfaceManager * IM = CInterfaceManager : : getInstance ( ) ;
CCDBNodeLeaf * pNodeLeaf = NLGUI : : CDBManager : : getInstance ( ) - > getDbProp ( " SERVER:USER:SPEED_FACTOR " , false ) ;
if ( pNodeLeaf )
{
/* if(!pNodeLeaf->addToLeaves(this))
nlwarning ( " UE:SP:init: cannot add the observer " ) ; */
ICDBNode : : CTextId textId ;
pNodeLeaf - > addObserver ( this , textId ) ;
if ( pNodeLeaf - > getValue64 ( ) ! = 0 )
_Value = ( ( float ) pNodeLeaf - > getValue64 ( ) ) / 100.0f ; // may have been received before
}
else
nlwarning ( " UE:SP:init: 'SERVER:USER:SPEED_FACTOR' does not exist. " ) ;
} // CSpeedFactor::init //
//---------------------------------------------------
// CMountHunger::init :
//---------------------------------------------------
void CUserEntity : : CMountHunger : : init ( )
{ }
//---------------------------------------------------
// CMountSpeeds::init :
//---------------------------------------------------
void CUserEntity : : CMountSpeeds : : init ( )
{
CInterfaceManager * IM = CInterfaceManager : : getInstance ( ) ;
CCDBNodeLeaf * pNodeLeaf = NLGUI : : CDBManager : : getInstance ( ) - > getDbProp ( " SERVER:USER:MOUNT_WALK_SPEED " , false ) ;
BOMB_IF ( ! pNodeLeaf , " MOUNT_WALK_SPEED not found " , return ) ;
if ( pNodeLeaf )
{
ICDBNode : : CTextId textId ;
pNodeLeaf - > addObserver ( this , textId ) ;
_WalkSpeed = ( ( float ) pNodeLeaf - > getValue32 ( ) ) / 1000.0f ; // may have been received before
}
pNodeLeaf = NLGUI : : CDBManager : : getInstance ( ) - > getDbProp ( " SERVER:USER:MOUNT_RUN_SPEED " , false ) ;
BOMB_IF ( ! pNodeLeaf , " MOUNT_RUN_SPEED not found " , return ) ;
if ( pNodeLeaf )
{
ICDBNode : : CTextId textId ;
pNodeLeaf - > addObserver ( this , textId ) ;
_RunSpeed = ( ( float ) pNodeLeaf - > getValue32 ( ) ) / 1000.0f ; // may have been received before
}
}
//---------------------------------------------------
void CUserEntity : : CSpeedFactor : : release ( )
{
CInterfaceManager * IM = CInterfaceManager : : getInstance ( ) ;
CCDBNodeLeaf * pNodeLeaf = NLGUI : : CDBManager : : getInstance ( ) - > getDbProp ( " SERVER:USER:SPEED_FACTOR " , false ) ;
if ( pNodeLeaf )
{
/* if(!pNodeLeaf->addToLeaves(this))
nlwarning ( " UE:SP:init: cannot add the observer " ) ; */
ICDBNode : : CTextId textId ;
pNodeLeaf - > removeObserver ( this , textId ) ;
}
else
nlwarning ( " UE:SP:init: 'SERVER:USER:SPEED_FACTOR' does not exist. " ) ;
} // CSpeedFactor::init //
void CUserEntity : : CMountHunger : : release ( )
{ }
void CUserEntity : : CMountSpeeds : : release ( )
{
CInterfaceManager * IM = CInterfaceManager : : getInstance ( ) ;
CCDBNodeLeaf * pNodeLeaf = NLGUI : : CDBManager : : getInstance ( ) - > getDbProp ( " SERVER:USER:MOUNT_WALK_SPEED " , false ) ;
BOMB_IF ( ! pNodeLeaf , " MOUNT_WALK_SPEED not found " , return ) ;
if ( pNodeLeaf )
{
ICDBNode : : CTextId textId ;
pNodeLeaf - > removeObserver ( this , textId ) ;
}
pNodeLeaf = NLGUI : : CDBManager : : getInstance ( ) - > getDbProp ( " SERVER:USER:MOUNT_RUN_SPEED " , false ) ;
BOMB_IF ( ! pNodeLeaf , " MOUNT_RUN_SPEED not found " , return ) ;
if ( pNodeLeaf )
{
ICDBNode : : CTextId textId ;
pNodeLeaf - > removeObserver ( this , textId ) ;
}
}
//---------------------------------------------------
// CSpeedFactor::update :
// Callback called to update the speed factor.
//---------------------------------------------------
void CUserEntity : : CSpeedFactor : : update ( ICDBNode * node ) // virtual
{
CCDBNodeLeaf * leaf = safe_cast < CCDBNodeLeaf * > ( node ) ;
_Value = ( ( float ) leaf - > getValue64 ( ) ) / 100.0f ;
//nlinfo("SpeedFactor changed to %f / %"NL_I64"u", _Value, leaf->getValue64());
// clamp the value (2.0 is the egg item or the level 6 speed up power up, nothing should be faster)
// commented because ring editor speed is in fact faster
//if(_Value > 2.0f)
//{
//nlwarning("HACK: you try to change the speed factor to %f", _Value);
//nlstop;
//_Value = 2.0f;
//}
} // CSpeedFactor::update //
/*
* Return true if the mount can run . Precondition : UserEntity - > isRiding ( ) .
*/
bool CUserEntity : : CMountHunger : : canRun ( ) const
{
CEntityCL * mountEntity = UserEntity - > getMountEntity ( ) ;
if ( ! mountEntity )
return false ;
// Find the mount's db leaf and check hunger
CInterfaceManager * pIM = CInterfaceManager : : getInstance ( ) ;
CCDBNodeBranch * animalsNode = safe_cast < CCDBNodeBranch * > ( NLGUI : : CDBManager : : getInstance ( ) - > getDB ( ) - > getNode ( ICDBNode : : CTextId ( " SERVER:PACK_ANIMAL " ) , false ) ) ;
BOMB_IF ( ! animalsNode , " ! animalsNode " , return false ; ) ;
uint nbAnimals = ( uint ) animalsNode - > getNbNodes ( ) ;
for ( uint i = 0 ; i ! = nbAnimals ; + + i )
{
ICDBNode * beastNode = animalsNode - > getNode ( i ) ;
CCDBNodeLeaf * uidLeaf = safe_cast < CCDBNodeLeaf * > ( beastNode - > getNode ( ICDBNode : : CTextId ( " UID " ) ) ) ;
if ( ( ( CLFECOMMON : : TClientDataSetIndex ) uidLeaf - > getValue32 ( ) ) = = mountEntity - > dataSetId ( ) )
{
CCDBNodeLeaf * hungerLeaf = safe_cast < CCDBNodeLeaf * > ( beastNode - > getNode ( ICDBNode : : CTextId ( " HUNGER " ) ) ) ;
return ( hungerLeaf - > getValue32 ( ) ! = ( sint ) ANIMAL_TYPE : : DbHungryValue ) ;
}
}
return false ;
}
//---------------------------------------------------
// CMountSpeeds::update :
// Callback called to update the mount speed.
//---------------------------------------------------
void CUserEntity : : CMountSpeeds : : update ( ICDBNode * /* node */ ) // virtual
{
CInterfaceManager * pIM = CInterfaceManager : : getInstance ( ) ;
_WalkSpeed = ( ( float ) ( NLGUI : : CDBManager : : getInstance ( ) - > getDbProp ( " SERVER:USER:MOUNT_WALK_SPEED " ) - > getValue32 ( ) ) ) / 1000.0f ;
_RunSpeed = ( ( float ) ( NLGUI : : CDBManager : : getInstance ( ) - > getDbProp ( " SERVER:USER:MOUNT_RUN_SPEED " ) - > getValue32 ( ) ) ) / 1000.0f ;
}
/*
* Return the mount entity if the user is riding , otherwise NULL
*/
CEntityCL * CUserEntity : : getMountEntity ( )
{
if ( _Mount < EntitiesMngr . entities ( ) . size ( ) )
{
return EntitiesMngr . entities ( ) [ _Mount ] ;
}
return NULL ;
}
/*
* Return the DB entry for the specified user ' s animal ( NULL if not found )
*/
CCDBNodeBranch * CUserEntity : : getBeastDBEntry ( CLFECOMMON : : TClientDataSetIndex uid )
{
// Find animal entry corresponding to datasetId
CInterfaceManager * pIM = CInterfaceManager : : getInstance ( ) ;
CCDBNodeBranch * animalsNode = safe_cast < CCDBNodeBranch * > ( NLGUI : : CDBManager : : getInstance ( ) - > getDB ( ) - > getNode ( ICDBNode : : CTextId ( " SERVER:PACK_ANIMAL " ) , false ) ) ;
BOMB_IF ( ! animalsNode , " ! animalsNode " , return NULL ) ;
uint nbAnimals = ( uint ) animalsNode - > getNbNodes ( ) ;
for ( uint i = 0 ; i ! = nbAnimals ; + + i )
{
ICDBNode * beastNode = animalsNode - > getNode ( i ) ;
CCDBNodeLeaf * pNodeLeaf = safe_cast < CCDBNodeLeaf * > ( beastNode - > getNode ( ICDBNode : : CTextId ( " UID " ) ) ) ;
if ( pNodeLeaf & & ( pNodeLeaf - > getValue32 ( ) = = ( sint32 ) uid ) )
return ( CCDBNodeBranch * ) beastNode ;
}
return NULL ;
}
//---------------------------------------------------
// displayDebug :
// Display Debug Information.
//---------------------------------------------------
void CUserEntity : : displayDebug ( float x , float & y , float lineStep ) // virtual
{
CPlayerCL : : displayDebug ( x , y , lineStep ) ;
} // displayDebug //
//---------------------------------------------------
// displayModifiers :
// Display dmg/heal numbers above the head.
//---------------------------------------------------
void CUserEntity : : displayModifiers ( ) // virtual
{
if ( ! UserControls . isInternalView ( ) )
CPlayerCL : : displayModifiers ( ) ;
} // displayModifiers //
//---------------------------------------------------
// isVisible :
// Return 'true' is the entity is displayed.
//---------------------------------------------------
bool CUserEntity : : isVisible ( ) const // virtual
{
return ! UserControls . isInternalView ( ) ;
} // isVisible //
//---------------------------------------------------
// readWrite :
// Read/Write Variables from/to the stream.
//---------------------------------------------------
void CUserEntity : : readWrite ( class NLMISC : : IStream & f ) throw ( NLMISC : : EStream )
{
CPlayerCL : : readWrite ( f ) ;
// PROTECTED
f . serial ( _SpeedFactor ) ;
f . serial ( _FrontVelocity ) ;
f . serial ( _LateralVelocity ) ;
CVector dummyHead ;
f . serial ( dummyHead ) ;
f . serial ( _HeadPitch ) ;
f . serial ( _EyesHeight ) ;
f . serial ( _Run ) ;
f . serial ( _WalkVelocity ) ;
f . serial ( _RunVelocity ) ;
f . serial ( _CurrentVelocity ) ;
f . serial ( _Selection ) ;
f . serial ( _Trader ) ;
f . serial ( _Interlocutor ) ;
f . serial ( _Selectable ) ;
// PRIVATE
f . serial ( _OnMount ) ;
f . serial ( _AnimAttackOn ) ;
// f.serialEnum(_ViewMode);
} // readWrite //
//---------------------------------------------------
// load :
// To call after a read from a stream to re-initialize the entity.
//---------------------------------------------------
void CUserEntity : : load ( ) // virtual
{
CInterfaceManager * IM = CInterfaceManager : : getInstance ( ) ;
// Insert the user into PACS at his saved position
pacsPos ( pos ( ) ) ;
// update
if ( ! _WaitForAppearance )
{
// Visual properties A
sint64 prop = NLGUI : : CDBManager : : getInstance ( ) - > getDbProp ( " SERVER:Entities:E " + toString ( " %d " , _Slot ) + " :P " + toString ( " %d " , CLFECOMMON : : PROPERTY_VPA ) ) - > getValue64 ( ) ;
updateVisualPropertyVpa ( 0 , prop ) ; // Vpa udapte vpb and vpc too.
}
} // load //
//---------------------------------------------------
void CUserEntity : : CInvisibleObserver : : update ( ICDBNode * node )
{
UserEntity - > buildInSceneInterface ( ) ;
}
//---------------------------------------------------
void CUserEntity : : CSkillPointsObserver : : update ( ICDBNode * node )
{
if ( FarTP . isFarTPInProgress ( ) | | IngameDbMngr . initInProgress ( ) ) // prevent from displaying at the beginning of a FarTP (due to RESET_BANK or CDB resetData())
return ;
CInterfaceManager * pIM = CInterfaceManager : : getInstance ( ) ;
CCDBNodeLeaf * leaf = dynamic_cast < CCDBNodeLeaf * > ( node ) ;
if ( leaf )
{
sint32 oldValue = leaf - > getOldValue32 ( ) ;
if ( oldValue ! = 0 )
{
sint delta = leaf - > getValue32 ( ) - oldValue ;
string deltaStr = toString ( " %+d " , delta ) ;
// get the sp title
ucstring spTitle ;
spTitle = CI18N : : get ( toString ( " uiSkillPointsBold%d " , SpType ) ) ;
// run the popup
CAHManager : : getInstance ( ) - > runActionHandler ( " message_popup " , NULL , " text1= " + deltaStr + " |text0= " + spTitle . toUtf8 ( ) ) ;
// Context help
contextHelp ( " skill_point " ) ;
}
}
}
//---------------------------------------------------
// CFameObserver::update
//---------------------------------------------------
void CUserEntity : : CFameObserver : : update ( ICDBNode * node )
{
CSkillManager * pSM = CSkillManager : : getInstance ( ) ;
CCDBNodeLeaf * leaf = dynamic_cast < CCDBNodeLeaf * > ( node ) ;
if ( leaf )
{
sint32 fameValue = leaf - > getValue32 ( ) ;
pSM - > tryToUnblockTitleFromMinFames ( FactionIndex , fameValue ) ;
pSM - > tryToUnblockTitleFromMaxFames ( FactionIndex , fameValue ) ;
}
}
//---------------------------------------------------
void CUserEntity : : makeTransparent ( bool t )
{
CPlayerCL : : makeTransparent ( t ) ;
uint32 opaMin = getOpacityMin ( ) ;
uint8 opacity = ( uint8 ) ( opaMin + ( 255 - opaMin ) * ( 1.0 - _TranspFactor ) ) ;
getFace ( ) - > makeInstanceTransparent ( opacity , ( uint8 ) opaMin ) ;
} // makeTransparent //
//---------------------------------------------------
void CUserEntity : : setDiffuse ( bool onOff , NLMISC : : CRGBA diffuse )
{
CPlayerCL : : setDiffuse ( onOff , diffuse ) ;
getFace ( ) - > setDiffuse ( onOff , diffuse ) ;
}
// Helper for CUserEntity::extractRM()
bool findExtractionActionInMemory ( CSPhraseManager * pm , CSBrickManager * bm , uint memoryLine , uint & index )
{
uint x ;
for ( x = 0 ; x ! = PHRASE_MAX_MEMORY_SLOT ; + + x )
{
uint32 phraseSlot = pm - > getMemorizedPhrase ( memoryLine , x ) ;
const CSPhraseCom & phraseCom = pm - > getPhrase ( phraseSlot ) ;
if ( ! phraseCom . empty ( ) )
{
CSBrickSheet * brickSheet = bm - > getBrick ( phraseCom . Bricks [ 0 ] ) ;
if ( brickSheet - > isForageExtraction ( ) & & ( ! brickSheet - > MandatoryFamilies . empty ( ) ) ) // assumes care root bricks have not mandatories
{
index = x ;
return true ;
}
}
}
return false ;
}
//---------------------------------------------------
void CUserEntity : : extractRM ( )
{
CSPhraseManager * pm = CSPhraseManager : : getInstance ( ) ;
uint index ;
uint memoryLine ;
bool autoFindPhrase = ( _MoveToPhraseMemoryLine = = std : : numeric_limits < uint > : : max ( ) ) ;
if ( ! autoFindPhrase )
{
// Use clicked phrase
memoryLine = _MoveToPhraseMemoryLine ;
index = _MoveToPhraseMemorySlot ;
}
else
{
// Find the first extraction phrase in the memory bar
CSBrickManager * bm = CSBrickManager : : getInstance ( ) ;
memoryLine = pm - > getSelectedMemoryLineDB ( ) ;
if ( ! findExtractionActionInMemory ( pm , bm , memoryLine , index ) )
{
// Search in other memory bar lines (because the auto-equip does not set the current line at once)
memoryLine = std : : numeric_limits < uint > : : max ( ) ;
uint nbLines = pm - > getNbMemoryLines ( ) ;
for ( uint j = 0 ; j ! = nbLines ; + + j )
{
if ( j = = memoryLine )
continue ;
if ( findExtractionActionInMemory ( pm , bm , j , index ) )
{
memoryLine = j ;
break ;
}
}
}
}
if ( memoryLine ! = std : : numeric_limits < uint > : : max ( ) )
{
// Open the forage (but not for care actions). Necessary for the case of redoing an extraction after a Drop All on the same source.
uint32 phraseId = pm - > getMemorizedPhrase ( memoryLine , index ) ;
if ( phraseId ! = 0 )
{
const CSPhraseCom & phraseCom = pm - > getPhrase ( phraseId ) ;
if ( ! phraseCom . empty ( ) )
{
CSBrickSheet * rootBrick = CSBrickManager : : getInstance ( ) - > getBrick ( phraseCom . Bricks [ 0 ] ) ;
if ( rootBrick )
{
if ( rootBrick - > IndexInFamily = = 1 ) // only extracting actions
CTempInvManager : : getInstance ( ) - > open ( TEMP_INV_MODE : : Forage ) ;
}
}
}
// Cast the extraction. if autoFindPhrase, clientExecute() not already called.
if ( autoFindPhrase )
{
// decide now if cyclic or not
_MoveToPhraseCyclic = true ;
if ( pm - > avoidCyclicForPhrase ( pm - > getMemorizedPhrase ( memoryLine , index ) ) )
_MoveToPhraseCyclic = false ;
// execute on client now
pm - > clientExecute ( memoryLine , index , _MoveToPhraseCyclic ) ;
}
// execute on server
pm - > sendExecuteToServer ( memoryLine , index , _MoveToPhraseCyclic ) ;
// Because sendExecuteToServer() has been called, must NOT cancelClientExecute() at resetAnyMoveTo()
_MoveToAction = CUserEntity : : None ;
}
else
{
CInterfaceManager : : getInstance ( ) - > displaySystemInfo ( CI18N : : get ( " uiExtractionPhraseMissing " ) , " CHK " ) ;
return ;
}
}
// ***************************************************************************
bool CUserEntity : : canCastShadowMap ( ) const
{
if ( ! CCharacterCL : : canCastShadowMap ( ) )
return false ;
// don't cast shadow in first person, but in death mode (third person actually...)
return viewMode ( ) ! = FirstPV | | UserControls . mode ( ) = = CUserControls : : DeathMode ;
}
// ***************************************************************************
void CUserEntity : : forceLookEntity ( const NLMISC : : CVectorD & dir2targIn , bool updateHeadPitch , bool /* start */ )
{
CVectorD dir2targ = dir2targIn ;
float frontYawBefore = 0.f ;
float frontYawAfter ;
// Third person: bkup current yaw
if ( viewMode ( ) = = ThirdPV )
{
frontYawBefore = frontYaw ( ) ;
}
// **** Look at the entity
dir2targ . normalize ( ) ;
front ( dir2targ , false , false ) ;
// **** FirstPerson
if ( viewMode ( ) = = FirstPV )
{
if ( updateHeadPitch & & _FollowForceHeadPitch )
{
// rotate the head to the target
CEntityCL * target = EntitiesMngr . entity ( targetSlot ( ) ) ;
if ( target )
{
// Both Z must be correct
snapToGround ( ) ;
target - > snapToGround ( ) ;
// don't update to the real head position each frame (else jitter too much cause of target anim)
CVector targetPos = target - > pos ( ) + CVector ( 0 , 0 , _FollowHeadOffset ) ;
// then look at this target
CVector dirToTarget = targetPos - ( pos ( ) + CVector ( 0 , 0 , UserEntity - > eyesHeight ( ) ) ) ;
if ( ( dirToTarget . x ! = 0.0f ) | | ( dirToTarget . y ! = 0.0f ) )
{
dirToTarget . normalize ( ) ;
setHeadPitch ( atan2 ( dirToTarget . z , sqrt ( sqr ( dirToTarget . x ) + sqr ( dirToTarget . y ) ) ) ) ;
}
// TestYoyo
/*if(ClientCfg.Fly!=0.f)
{
nlinfo ( " Uy: %.3f. Hp: %.3f. UPos:(%.3f,%.3f,%.3f). TPos:(%.3f,%.3f,%.3f) " ,
UserEntity - > frontYaw ( ) , UserEntity - > getHeadPitch ( ) , pos ( ) . x , pos ( ) . y , pos ( ) . z ,
targetPos . x , targetPos . y , targetPos . z ) ;
static float uy = 0.f ;
static float hp = 0.f ;
if ( fabs ( fmod ( UserEntity - > frontYaw ( ) - uy , 2 * Pi ) ) > ClientCfg . Fly | |
fabs ( fmod ( UserEntity - > getHeadPitch ( ) - hp , 2 * Pi ) ) > ClientCfg . Fly )
{
nlinfo ( " YOYOBREAK: ^^^^^^^^^^ " ) ;
}
uy = UserEntity - > frontYaw ( ) ;
hp = UserEntity - > getHeadPitch ( ) ;
} */
}
}
}
// **** Third person
else if ( viewMode ( ) = = ThirdPV )
{
// keep the current effective yaw. ONLY if no SmoothResetCameraYaw forced
if ( ! UserControls . isResetSmoothCDYForced ( ) )
{
frontYawAfter = frontYaw ( ) ;
float deltaYaw = frontYawAfter - frontYawBefore ;
// compensate rotation (NB: it stops also any SmoothReset)
UserControls . appendCameraDeltaYaw ( - deltaYaw ) ;
}
}
// when looking to an entity, if automatic camera, center the view on it.
if ( ClientCfg . AutomaticCamera /*&& start*/ )
{
UserControls . resetSmoothCameraDeltaYaw ( ) ;
}
}
// ***************************************************************************
void CUserEntity : : startForceLookEntity ( CLFECOMMON : : TCLEntityId slot )
{
// Start a new follow: force head pitch to follow by default
_FollowForceHeadPitch = true ;
// if a follow is started in first person, reset CameraYaw
if ( viewMode ( ) = = FirstPV )
UserControls . resetCameraDeltaYaw ( ) ;
// reorient now (important else may have a time shift because of resetCameraDeltaYaw above)
CEntityCL * target = EntitiesMngr . entity ( slot ) ;
if ( target )
{
/* For complex reason, the target may not be still snapped on the ground. snap it now
- this is because in common case , entities are snap only if they are visible ( for speed up )
= > depends on camera
- but in this case , the camera depends on real entity position ( headPitch in first person )
*/
target - > snapToGround ( ) ;
// For FirstPerson targeting. Get the current target head offset
_FollowHeadOffset = 0.f ;
CVector headPos ;
if ( target - > getHeadPos ( headPos ) )
{
_FollowHeadOffset = headPos . z - float ( target - > pos ( ) . z ) ;
}
// Look at the entity
CVectorD dir2targ = target - > pos ( ) - pos ( ) ;
dir2targ . z = 0.0 ;
if ( dir2targ ! = CVectorD : : Null )
{
forceLookEntity ( dir2targ , true , true ) ;
}
}
}
// ***************************************************************************
void CUserEntity : : stopForceHeadPitchInFollow ( )
{
_FollowForceHeadPitch = false ;
}
// ***************************************************************************
void CUserEntity : : switchVelocity ( bool userRequest )
{
if ( ClientCfg . R2EDEnabled & & R2 : : getEditor ( ) . getMode ( ) = = R2 : : CEditor : : EditionMode )
{
// when in the R2 editor, force to run all the time
_Run = true ;
}
else
{
_Run = ! _Run ;
}
_CurrentVelocity = _Run ? runVelocity ( ) : walkVelocity ( ) ;
if ( userRequest )
{
_RunWhenAble = _Run ;
}
// display message : your are running, you are walking
CInterfaceManager * pIM = CInterfaceManager : : getInstance ( ) ;
ucstring msg ;
if ( _Run )
msg = CI18N : : get ( " msgUserIsRunning " ) ;
else
msg = CI18N : : get ( " msgUserIsWalking " ) ;
string cat = getStringCategory ( msg , msg ) ;
pIM - > displaySystemInfo ( msg , cat ) ;
// Write to the UI database, to update views
CCDBNodeLeaf * node = NLGUI : : CDBManager : : getInstance ( ) - > getDbProp ( " UI:VARIABLES:PLAYER_RUNNING " , false ) ;
if ( node )
node - > setValue32 ( _Run ) ;
}
//-----------------------------------------------
// autoEquipWithLastUsedWeapons
//
//-----------------------------------------------
void CUserEntity : : autoEquipWithLastUsedWeapons ( )
{
CInventoryManager * inv = CInventoryManager : : getInstance ( ) ;
if ( ! inv )
{
return ;
}
// Clear hands
inv - > unequip ( " LOCAL:INVENTORY:HAND:1 " ) ;
inv - > unequip ( " LOCAL:INVENTORY:HAND:0 " ) ;
uint ir , il ;
// Equip right hand
if ( _PreviousRightHandItem . Sheet ! = 0 )
{
// find item in bag with same properties than last used one in right hand
for ( ir = 0 ; ir < MAX_BAGINV_ENTRIES ; + + ir )
{
if ( _PreviousRightHandItem . Sheet = = inv - > getBagItem ( ir ) . getSheetID ( ) & &
_PreviousRightHandItem . Quality = = inv - > getBagItem ( ir ) . getQuality ( ) & &
_PreviousRightHandItem . Weight = = inv - > getBagItem ( ir ) . getWeight ( ) & &
_PreviousRightHandItem . NameId = = inv - > getBagItem ( ir ) . getNameId ( ) )
{
break ;
}
}
if ( ir ! = MAX_BAGINV_ENTRIES )
{
// Equip right hand
string bagPath = toString ( " LOCAL:INVENTORY:BAG:%u " , ir ) ;
inv - > equip ( bagPath , " LOCAL:INVENTORY:HAND:0 " ) ;
// Equip left hand if needed
if ( _PreviousLeftHandItem . Sheet ! = 0 )
{
for ( il = 0 ; il < MAX_BAGINV_ENTRIES ; + + il )
{
if ( il ! = ir & &
_PreviousLeftHandItem . Sheet = = inv - > getBagItem ( il ) . getSheetID ( ) & &
_PreviousLeftHandItem . Quality = = inv - > getBagItem ( il ) . getQuality ( ) & &
_PreviousLeftHandItem . Weight = = inv - > getBagItem ( il ) . getWeight ( ) & &
_PreviousLeftHandItem . NameId = = inv - > getBagItem ( il ) . getNameId ( ) )
{
break ;
}
}
if ( il ! = MAX_BAGINV_ENTRIES )
{
bagPath = toString ( " LOCAL:INVENTORY:BAG:%u " , il ) ;
inv - > equip ( bagPath , " LOCAL:INVENTORY:HAND:1 " ) ;
}
}
return ;
}
}
// TODO : choose the best one
}
// ***************************************************************************
void CUserEntity : : executeCombatWithPhrase ( CEntityCL * target , uint32 memoryLine , uint32 memoryIndex , bool cyclic )
{
nlassert ( target ) ;
CSPhraseManager * pPM = CSPhraseManager : : getInstance ( ) ;
// is a melee combat?
bool meleeCombat = false ;
// empty hand => yes!
meleeCombat = true ;
uint32 rightHandSheet = getInventory ( ) . getRightHandItemSheet ( ) ;
if ( rightHandSheet )
meleeCombat = getInventory ( ) . isMeleeWeaponItem ( rightHandSheet ) ;
// If melee combat, and if the user entity is not well placed for fight, or if it has changed his target
if ( meleeCombat & &
(
! target - > isPlacedToFight ( pos ( ) , front ( ) , attackRadius ( ) + ClientCfg . AttackDist ) | |
target - > slot ( ) ! = _LastExecuteCombatSlot
)
)
{
_LastExecuteCombatSlot = target - > slot ( ) ;
// Cancel any follow
disableFollow ( ) ;
// Launch the moveToCombatPhrase, canceling any old action client execution.
// NB: this will also force him to look at the entity
moveToCombatPhrase ( target - > slot ( ) , 2.0 , memoryLine , memoryIndex , cyclic ) ;
// And after (order is important), start the phrase execution on client
pPM - > clientExecute ( memoryLine , memoryIndex , cyclic ) ;
}
else
{
// Cancel any moveTo(), because don't want to continue reaching the prec entity
// VERY important if previous MoveTo was a SPhrase MoveTo (because cancelClientExecute() must be called)
resetAnyMoveTo ( ) ;
// start client execution: NB: start client execution even if it
pPM - > clientExecute ( memoryLine , memoryIndex , cyclic ) ;
// inform Server of phrase cast
pPM - > sendExecuteToServer ( memoryLine , memoryIndex , cyclic ) ;
if ( ! meleeCombat & & ! cyclic )
{
pPM - > executeDefaultAttack ( ) ;
}
}
}
// ***************************************************************************
void CUserEntity : : beginCast ( const MBEHAV : : CBehaviour & behaviour )
{
if ( viewMode ( ) = = ThirdPV )
{
// backup front yaw
float frontYawBefore = frontYaw ( ) ;
// begin cast
CCharacterCL : : beginCast ( behaviour ) ;
// compensate the front change using a camera move
float frontYawAfter = frontYaw ( ) ;
float deltaYaw = frontYawAfter - frontYawBefore ;
UserControls . appendCameraDeltaYaw ( - deltaYaw ) ;
// if automatic camera, center the view behind the user
if ( ClientCfg . AutomaticCamera )
{
UserControls . resetSmoothCameraDeltaYaw ( ) ;
}
}
else
{
// in first person mode, reset the delta yaw
UserControls . resetCameraDeltaYaw ( ) ;
CCharacterCL : : beginCast ( behaviour ) ;
}
}
// ***************************************************************************
void CUserEntity : : updatePreCollision ( const NLMISC : : TTime & time , CEntityCL * target )
{
CPlayerCL : : updatePreCollision ( time , target ) ;
// test each frame if the mode has changed
if ( SoundMngr )
{
string deadMusic = " death.ogg " ;
// Play/stop music if comes from or goes to dead
bool isDead = _Mode = = MBEHAV : : DEATH | | _Mode = = MBEHAV : : SWIM_DEATH ;
// must start music?
if ( isDead & & SoundMngr - > getEventMusicPlayed ( ) ! = deadMusic )
{
SoundMngr - > playEventMusic ( deadMusic , 0 , true ) ;
}
// must end music?
if ( ! isDead & & SoundMngr - > getEventMusicPlayed ( ) = = deadMusic )
{
SoundMngr - > stopEventMusic ( deadMusic , CSoundManager : : LoadingMusicXFade ) ;
}
}
}
// ***************************************************************************
void CUserEntity : : buildTotem ( )
{
const string msgName = " TOTEM:BUILD " ;
CBitMemStream out ;
if ( GenericMsgHeaderMngr . pushNameToStream ( msgName , out ) )
{
NetMngr . push ( out ) ;
nlinfo ( " sending TOTEM:build message to server " ) ;
}
}
// ***************************************************************************
void CUserEntity : : setR2CharMode ( R2 : : TCharMode mode )
{
if ( mode = = R2 : : TCharMode : : Editer | | mode = = R2 : : TCharMode : : Dm )
{
_R2CharMode = mode ;
walkVelocity ( ClientCfg . DmWalk ) ;
runVelocity ( ClientCfg . DmRun ) ;
View . setCameraDistanceMaxForDm ( ) ;
CEntityCL * user = EntitiesMngr . entity ( 0 ) ;
NLPACS : : UMovePrimitive * prim = user ? user - > getPrimitive ( ) : 0 ;
if ( prim )
{
prim - > setObstacle ( false ) ;
}
}
else if ( mode = = R2 : : TCharMode : : Player | | mode = = R2 : : TCharMode : : Tester )
{
_R2CharMode = mode ;
walkVelocity ( ClientCfg . Walk ) ;
runVelocity ( ClientCfg . Run ) ;
View . setCameraDistanceMaxForPlayer ( ) ;
CEntityCL * user = EntitiesMngr . entity ( 0 ) ;
NLPACS : : UMovePrimitive * prim = user ? user - > getPrimitive ( ) : 0 ;
if ( prim )
{
prim - > setObstacle ( true ) ;
}
}
else
{
nlwarning ( " R2Ed: Error Char Mode not handled %u " , ( uint32 ) mode . getValue ( ) ) ;
}
}
bool CUserEntity : : isInNpcControl ( ) const
{
CInterfaceManager * pIM = CInterfaceManager : : getInstance ( ) ;
CCDBNodeLeaf * sheet = NLGUI : : CDBManager : : getInstance ( ) - > getDbProp ( " SERVER:USER:NPC_CONTROL:SHEET " , false ) ;
return sheet & & NLMISC : : CSheetId ( sheet - > getValue32 ( ) ) ! = NLMISC : : CSheetId : : Unknown ;
}
void CUserEntity : : updateNpcContolSpeed ( )
{
CInterfaceManager * pIM = CInterfaceManager : : getInstance ( ) ;
CCDBNodeLeaf * sheet = NLGUI : : CDBManager : : getInstance ( ) - > getDbProp ( " SERVER:USER:NPC_CONTROL:SHEET " , false ) ;
CCDBNodeLeaf * walk = NLGUI : : CDBManager : : getInstance ( ) - > getDbProp ( " SERVER:USER:NPC_CONTROL:WALK " , false ) ;
CCDBNodeLeaf * run = NLGUI : : CDBManager : : getInstance ( ) - > getDbProp ( " SERVER:USER:NPC_CONTROL:RUN " , false ) ;
if ( ! sheet | | ! walk | | ! run )
{
return ;
}
static NLMISC : : CSheetId oldSheet = NLMISC : : CSheetId : : Unknown ;
static float oldRun = 0.f ;
static float oldWalk = 0.f ;
NLMISC : : CSheetId sheetId ( sheet - > getValue32 ( ) ) ;
float newRun = float ( run - > getValue32 ( ) ) / 1000.0f ;
float newWalk = float ( walk - > getValue32 ( ) ) / 1000.0f ;
if ( sheetId = = oldSheet & & oldRun = = newRun & & oldWalk = = newWalk )
{
return ;
}
oldSheet = sheetId ;
oldRun = newRun ;
oldWalk = newWalk ;
if ( sheetId ! = NLMISC : : CSheetId : : Unknown )
{
walkVelocity ( newWalk ) ;
runVelocity ( newRun ) ;
}
else
{
setR2CharMode ( _R2CharMode ) ;
}
}
//-----------------------------------------------
// cancelAllPhrases
//-----------------------------------------------
void CUserEntity : : cancelAllPhrases ( )
{
CBitMemStream out ;
if ( GenericMsgHeaderMngr . pushNameToStream ( " PHRASE:CANCEL_ALL " , out ) )
{
NetMngr . push ( out ) ;
}
else
{
nlwarning ( " <CUserEntity::cancelAllPhrases> unknown message name '%s' " , " PHRASE:CANCEL_ALL " ) ;
}
}
//-----------------------------------------------
// canChangeFront
//-----------------------------------------------
bool CUserEntity : : canChangeFront ( )
{
return ! ( _CurrentBehaviour . Behaviour = = MBEHAV : : EXTRACTING
| | ( _CurrentBehaviour . Behaviour = = MBEHAV : : RANGE_ATTACK & & _Mode = = MBEHAV : : COMBAT & & ! UserControls . isMoving ( ) )
| | ( _CurrentBehaviour . Behaviour > = MBEHAV : : MAGIC_CASTING_BEHAVIOUR_BEGIN & & _CurrentBehaviour . Behaviour < = MBEHAV : : MAGIC_CASTING_BEHAVIOUR_END ) ) ;
}
//-----------------------------------------------
// rememberWeaponsInHand
//
//-----------------------------------------------
void CUserEntity : : rememberWeaponsInHand ( )
{
CInventoryManager * inv = CInventoryManager : : getInstance ( ) ;
if ( ! inv )
{
return ;
}
// keep right hand item
CItemImage * rightItemImg = inv - > getHandItem ( 0 ) ;
if ( rightItemImg )
{
if ( inv - > isMeleeWeaponItem ( rightItemImg - > getSheetID ( ) ) | | inv - > isRangeWeaponItem ( rightItemImg - > getSheetID ( ) ) )
{
_PreviousRightHandItem = CItemSnapshot ( * rightItemImg ) ;
// keep left hand item too (could be ammo, second weapon, etc ..)
CItemImage * leftItemImg = inv - > getHandItem ( 1 ) ;
if ( leftItemImg )
{
_PreviousLeftHandItem = CItemSnapshot ( * leftItemImg ) ;
}
else
{
_PreviousLeftHandItem = CItemSnapshot ( ) ;
}
}
}
}
//-----------------------------------------------
// snapshot of a CItemImage
//
//-----------------------------------------------
CUserEntity : : CItemSnapshot : : CItemSnapshot ( const CItemImage & i )
{
Sheet = i . getSheetID ( ) ;
Quality = i . getQuality ( ) ;
Quantity = i . getQuantity ( ) ;
UserColor = i . getUserColor ( ) ;
Price = i . getPrice ( ) ;
Weight = i . getWeight ( ) ;
NameId = i . getNameId ( ) ;
InfoVersion = i . getInfoVersion ( ) ;
}
sint CUserEntity : : getLevel ( ) const
{
CInterfaceManager * pIM = CInterfaceManager : : getInstance ( ) ;
sint level = - 1 ;
for ( uint i = 0 ; i < EGSPD : : CSPType : : EndSPType ; i + + )
{
CCDBNodeLeaf * node = NLGUI : : CDBManager : : getInstance ( ) - > getDbProp ( toString ( " SERVER:USER:SKILL_POINTS_%d:VALUE " , i ) , false ) ;
if ( node )
{
level = std : : max ( level , ( sint ) node - > getValue32 ( ) ) ;
}
}
return level ;
}
//-----------------------------------------------
// interlocutor
//-----------------------------------------------
void CUserEntity : : interlocutor ( const CLFECOMMON : : TCLEntityId & slot )
{
CLFECOMMON : : TCLEntityId prevInterlocutor = _Interlocutor ;
_Interlocutor = slot ;
// Refresh (hide or unhide) the icon for the interlocutor NPC
if ( prevInterlocutor ! = CLFECOMMON : : INVALID_SLOT )
EntitiesMngr . refreshInsceneInterfaceOfFriendNPC ( prevInterlocutor ) ;
if ( _Interlocutor ! = CLFECOMMON : : INVALID_SLOT )
EntitiesMngr . refreshInsceneInterfaceOfFriendNPC ( _Interlocutor ) ;
}
//-----------------------------------------------
// trader
//-----------------------------------------------
void CUserEntity : : trader ( const CLFECOMMON : : TCLEntityId & slot )
{
CLFECOMMON : : TCLEntityId prevTrader = _Trader ;
_Trader = slot ;
// Refresh (hide or unhide) the icon for the trader NPC
if ( prevTrader ! = CLFECOMMON : : INVALID_SLOT )
EntitiesMngr . refreshInsceneInterfaceOfFriendNPC ( prevTrader ) ;
if ( _Trader ! = CLFECOMMON : : INVALID_SLOT )
EntitiesMngr . refreshInsceneInterfaceOfFriendNPC ( _Trader ) ;
}