// Ryzom - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as // published by the Free Software Foundation, either version 3 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #ifndef CL_USER_ENTITY_H #define CL_USER_ENTITY_H ///////////// // INCLUDE // ///////////// // Misc. #include "nel/misc/types_nl.h" #include "nel/misc/vector.h" // 3D Interface. #include "nel/3d/u_visual_collision_entity.h" // Client DB #include "cdb.h" // Client #include "player_cl.h" #include "client_cfg.h" // Std. #include // sp_types #include "game_share/sp_type.h" // r2 types #include "game_share/r2_types.h" /////////// // USING // /////////// using NLMISC::CVector; using NL3D::UVisualCollisionEntity; //using std::list; class CItemImage; /////////// // CLASS // /////////// /** * Class to manage an user entity. * \author Guillaume PUZIN * \author Nevrax France * \date 2001 */ class CUserEntity : public CPlayerCL { public: enum TView { FirstPV = 0, // First Person View ThirdPV // Third Person View }; // Move To Actions enum TMoveToAction { None = 0, Attack, Quarter, Loot, PickUp, ExtractRM, TradeItem, TradePhrase, TradePact, Mission, DynamicMission, StaticMission, CreateGuild, News, TradeTeleport, TradeFaction, TradeCosmetic, Talk, CombatPhrase, Mount, WebPage, Outpost, BuildTotem, MissionRing, }; public: NLMISC_DECLARE_CLASS(CUserEntity); /// Constructor CUserEntity(); /// Destructor virtual ~CUserEntity(); /// Build the entity from a sheet. virtual bool build(const CEntitySheet *sheet); /** * Apply the motion to the entity. */ void applyMotion(CEntityCL *target); /** * Apply ForceLook (computed at prec applyMotion). */ void applyForceLook(); /** * Update precollision */ virtual void updatePreCollision(const NLMISC::TTime &time, CEntityCL *target); /** * Update the position of the entity after the motion. * \param target : pointer on the current target. */ virtual void updatePosCombatFloatChanged(CEntityCL *target); /** * Update the position of the entity after the motion. * \param time : Time for the position of the entity after the motion. * \param target : pointer on the current target. */ virtual void updatePos(const NLMISC::TTime &time, CEntityCL *target); /** 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. */ virtual void pacsFinalizeMove(); /** * Update the sound management to play user steps */ void updateSound(const NLMISC::TTime &time); virtual void snapToGround(); /** * 'true' if the user is dead too much and have to be disconnected. */ bool permanentDeath() const {return _PermanentDeath;} /// Method called to change the mode (Combat/Mount/etc.). virtual bool mode(MBEHAV::EMode m); /// Set the mode for the entity virtual MBEHAV::EMode mode() const {return _Mode;} /// Return the mount entity if the user is riding, otherwise NULL CEntityCL* getMountEntity(); /// Return the DB entry for the specified user's animal (NULL if not found) CCDBNodeBranch *getBeastDBEntry( CLFECOMMON::TClientDataSetIndex uid ); /** 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. */ virtual void slotRemoved(const CLFECOMMON::TCLEntityId &slot); /** 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). */ virtual void selection(const CLFECOMMON::TCLEntityId &slot); /** Return the entity selected. * \return CLFECOMMON::TCLEntityId : slot currently selected (CLFECOMMON::INVALID_SLOT for an empty selection). * \warning Can be different from the entity targeted (in combat mode for example). */ virtual const CLFECOMMON::TCLEntityId &selection() const {return _Selection;} /** Set the trader (see also trader() and interlocutor()) * \param slot : trader slot (CLFECOMMON::INVALID_SLOT if no trader). */ virtual void trader(const CLFECOMMON::TCLEntityId &slot); /** Return the trader entity that will be turned towards the user entity (client-side) * and other stuff such as distance checking (see also interlocutor()) * \return CLFECOMMON::TCLEntityId : slot of the trader (CLFECOMMON::INVALID_SLOT if no trader). */ virtual const CLFECOMMON::TCLEntityId &trader() const {return _Trader;} /** Set the current interlocutor entity that will be turned towards the user entity (client-side). * This one is for dyn-chat, while trader() is for bot-chat. * \param slot : interlocutor slot (CLFECOMMON::INVALID_SLOT if no interlocutor). */ void interlocutor( const CLFECOMMON::TCLEntityId &slot); /** Return the current interlocutor entity that will be turned towards the user entity (client-side). * This one is for dyn-chat, while trader() is for bot-chat. * \return CLFECOMMON::TCLEntityId : slot of the interlocutor (CLFECOMMON::INVALID_SLOT if no interlocutor). */ const CLFECOMMON::TCLEntityId &interlocutor() const {return _Interlocutor;} /// Method to place the user to attack the target and attack. void moveToAttack(); /// Method to attack the target. void attack(); /// Method to disengage the target. void disengage(); /// Method to attack the target, with a special phrase void attackWithPhrase(); /// your current target become the target of your current one. void assist(); /// the entity target in the slot become the target of your current one. void assist(uint slot); /// Ask fot the client to sit/stand ('true' to sit). bool sit(bool s); /// Return true if the user can sit. bool canSit() const; /// Set the user away from keyboard (or not), txt can be customized void setAFK(bool b, std::string afkTxt=""); /// Roll a dice and tell the result around void rollDice(sint16 min, sint16 max); /// return true if user can engage melee combat, else return false and display system msg bool canEngageCombat(); /** \name VELOCITY * Method to manage the user velocity. */ //@{ /** * Set the velocity when the user walks. * \param velocity : new velocity for the user when he walks. */ inline void walkVelocity(float velocity) { _WalkVelocity = velocity; if(!_Run) _CurrentVelocity = _WalkVelocity; } /** * Get the velocity when the user walks. * \return float : User velocity when he walks. */ inline float walkVelocity() const {return _WalkVelocity;} /** * Set the velocity when the user runs. * \param velocity : new velocity for the user when he runs. */ inline void runVelocity(float velocity) { _RunVelocity = velocity; if(_Run) _CurrentVelocity = _RunVelocity; } /** * Get the velocity when the user runs. * \return float : User velocity when he runs. */ inline float runVelocity() const {return _RunVelocity;} /** * Get the current velocity of the user. * \return float : Current User velocity. */ inline float currentVelocity() const {return _CurrentVelocity;} /** * Switch velocity between Run and Walk. * \param userRequest : true if user asked it */ void switchVelocity(bool userRequest = true); /** * Test if user is running */ bool running() const { return _Run; } //@} /// Get the front velocity. inline float frontVelocity() const {return _FrontVelocity;} /// Set the front velocity. inline void frontVelocity(float velocity) {_FrontVelocity = velocity;} /// Get the lateral velocity. inline float lateralVelocity() const {return _LateralVelocity;} /// Set the lateral velocity. inline void lateralVelocity(float velocity) {_LateralVelocity = velocity;} // get the velocity vector of the entity NLMISC::CVector getVelocity() const; /// Check if the mount is able to run, and force walking mode if not void checkMountAbleToRun(); /// Get Eyes Height. float eyesHeight(); /// Set Eyes Height. inline void eyesHeight(float h) {_EyesHeight = h;} /// Head Pitch methods void setHeadPitch(double hp); double getHeadPitch() const {return _HeadPitch;} void rotHeadVertically(float ang); /// Get the playersheet inline const CPlayerSheet *sheet() const {return _Sheet;} /// rotate the body on the left or right (front changes). void rotate(float ang); /// TODO: Ben tests for landscape pacs bug const NLPACS::UMovePrimitive *getMovePrimitive() const { return _Primitive; } /// Remove the primitive virtual void removePrimitive(); /// Create a primitive for the entity. virtual void computePrimitive(); /// Remove the check primitive void removeCheckPrimitive(); /// Is the user selectable (first or third person view for example). bool selectable() const {return _Selectable;} /// Set is the user is selectable or not. void selectable(bool s) {_Selectable = s;} /// Return if the user is already busy (combat/bo chat/loot/ etc.). bool isBusy() const; /// Return 'true' if the user is on a mount. bool isOnMount() const {return _OnMount;} /** \name DEBUG * Methods only here for the debug. */ //@{ /// Display Debug Information. virtual void displayDebug(float x, float &y, float lineStep); //@} void updateVisualDisplay(); /// Return 'true' is an attack animation is currently playing. bool isAttacking() const {return _AnimAttackOn;} /// Show/Hide the user light. void light(); /// Display dmg/heal numbers above the head. virtual void displayModifiers(); /** \name VIEW * Methods about the view (First/Third Person View). */ //@{ /// Change the View (First/Third Person View). void viewMode(TView viewMode, bool changeView=true); /// Return the current View Mode. TView viewMode() const {return _ViewMode;} /// Toggle Camera (First/Third Person) void toggleCamera(); //@} /// Return the entity scale. (return 1.0 if there is any problem). virtual float getScale() const; /// Return 'true' is the entity is displayed. virtual bool isVisible() const; /// Return true if the user is indoor and the CFG want to force the FPV Indoor. bool forceIndoorFPV(); bool moveTo() const {return (_MoveToSlot != CLFECOMMON::INVALID_SLOT);} /// Return true if the User is following an entity. bool follow() const {return _FollowMode;} /// set true to resetCameraRot if you want that camera rotation follow void enableFollow(bool resetCameraRot); void disableFollow(); // when the user request to move the head pitch, stop the "follow mode" to force it void stopForceHeadPitchInFollow(); /// Method to move to someone else. NB: resetAnyMoveTo() is called first void moveTo(CLFECOMMON::TCLEntityId slot, double dist, TMoveToAction action); /// Method to move to someone else for a mission. NB: resetAnyMoveTo() is called first void moveToMission(CLFECOMMON::TCLEntityId slot, double dist, uint32 id); /// Method to move to someone else for a ring mission. NB: resetAnyMoveTo() is called first void moveToMissionRing(CLFECOMMON::TCLEntityId slot, double dist, uint32 id); /** Method to move to someone else, for foraging extraction * The caller MUST call after CSPhraseManager::clientExecute(), to increment action counter * NB: resetAnyMoveTo() is called first */ void moveToExtractionPhrase(CLFECOMMON::TCLEntityId slot, double dist, uint phraseMemoryLine, uint phraseMemorySlot, bool cyclic); /** Method to begin a spire construction * The caller MUST call after CSPhraseManager::clientExecute(), to increment action counter * NB: resetAnyMoveTo() is called first */ void moveToTotemBuildingPhrase(CLFECOMMON::TCLEntityId slot, double dist, uint phraseMemoryLine, uint phraseMemorySlot, bool cyclic); /// Reset any MoveTo. NB: if the current moveTo is a moveToCombatPhrase() or a moveToExtractionPhrase(), decrement action counter void resetAnyMoveTo(); /** Launch the Action Once the Move is done. * \param CEntityCL * : pointer on the destination entity. * \warning entity pointer must be valid(allocated). */ void moveToAction(CEntityCL *ent); /// Send the position and orientation to the server. bool sendToServer(NLMISC::CBitMemStream &out); /// Fill the msg to know if the user is well placed to fight. bool msgForCombatPos(NLMISC::CBitMemStream &out); /// Check the User Position according to the server code. void checkPos(); /// Check a position according to the server code. bool testPacsPos(NLMISC::CVectorD& pos); /// Teleport the player (remove selection, re-init checkPos, etc.). void tp(const NLMISC::CVectorD &dest); /// Teleport the player to correct his position. void correctPos(const NLMISC::CVectorD &dest); /// Skill Up void skillUp(); /// get the level of the player (max of all skills) sint getLevel() const; /// After a few time, if the user is still in collision with someone else, remove collisions with other entitites. void startColTimer(); /// Called when the user is no more in collision with another entity. void stopColTimer(); /// Make the character transparent if the mouse is under it (params is if we must make it transparent or opaque) virtual void makeTransparent(bool t); virtual void setDiffuse(bool onOff, NLMISC::CRGBA diffuse); /// false if in first person mode virtual bool canCastShadowMap() const; /// Return the Entity Current Speed. virtual double speed() const; /// assert(target). NB: this engage (moveToCombatPhrase) if in melee and to far, or directly launch the action void executeCombatWithPhrase(CEntityCL *target, uint32 memoryLine, uint32 memoryIndex, bool cyclic); /// equip with the last weapon used of with the best weapon that can be found in inventory void autoEquipWithLastUsedWeapons(); /// save the last weapon(s) used in fight or weapons in hand before tool auto-equip void rememberWeaponsInHand(); /// overriden beginCast method virtual void beginCast(const MBEHAV::CBehaviour &behaviour); /// Return the walk speed applicable when riding float getMountWalkVelocity() const { return _MountSpeeds.getWalkSpeed(); } /// Return the run speed applicable when riding float getMountRunVelocity() const { return _MountSpeeds.getRunSpeed(); } /// \name R2 specific // @{ // R2 char mode (player, dm, anim, edit) NB: automatically affect the camera max distance and player run/walk speed void setR2CharMode(R2::TCharMode mode); R2::TCharMode getR2CharMode() const {return _R2CharMode;} // re-update view camera dist max, and walk/run speed according to current R2 char mode void flushR2CharMode() {setR2CharMode(_R2CharMode);} // @} // When a player control a npc (in a ring shard) then he must adapt his speed on the Npc speed. void updateNpcContolSpeed(); bool isInNpcControl() const; /// cancel current action void cancelAllPhrases(); /// true if current behaviour allows to change front bool canChangeFront(); protected: class CSpeedFactor : public ICDBNode::IPropertyObserver { public: /// Initialize void init(); /// Release void release(); /// Return the speed factor. float getValue() const {return _Value;} virtual void serial(class NLMISC::IStream &f) throw(NLMISC::EStream) {f.serial(_Value);} protected: /// Method called when the ping message is back. virtual void update(ICDBNode* leaf); private: float _Value; }; class CMountHunger { public: /// Initialize void init(); /// Release void release(); /// Return true if the mount can run. Precondition: UserEntity->isRiding(). bool canRun() const; virtual void serial(class NLMISC::IStream &/* f */) throw(NLMISC::EStream) {} }; class CMountSpeeds : public ICDBNode::IPropertyObserver { public: /// Initialize void init(); /// Release void release(); /// Return the walk speed when riding float getWalkSpeed() const { return _WalkSpeed; } /// Return the run speed when riding float getRunSpeed() const { return _RunSpeed; } protected: /// Method called when the value is changed virtual void update(ICDBNode* leaf); private: float _WalkSpeed; float _RunSpeed; }; /// Speed Factor to use for the user sent by the server to respect magical spells CSpeedFactor _SpeedFactor; /// The current maximum speed of the mount (if any) CMountHunger _MountHunger; /// An observer of the current mount speeds CMountSpeeds _MountSpeeds; /// Velocity : Front and Lateral float _FrontVelocity; float _LateralVelocity; /// Head Pitch double _HeadPitch; /// Height of the eyes (camera). float _EyesHeight; /// 'True' if the user is running else is walking. bool _Run; /// 'True' if the user & mount should run but are walking because of the mount unability to run bool _RunWhenAble; /// Speed when the user walks. float _WalkVelocity; /// Speed when the user runs. float _RunVelocity; /// Current User Velocity. float _CurrentVelocity; /// Slot Currently Selected (can be different from _TargetSlot). CLFECOMMON::TCLEntityId _Selection; /// Trader Slot (bot chat) CLFECOMMON::TCLEntityId _Trader; /// Interlocutor Slot (dyn chat) CLFECOMMON::TCLEntityId _Interlocutor; bool _Selectable; bool _PermanentDeath; bool _FollowMode; /// Last position validated by the Check system NLMISC::CVectorD _LastPositionValidated; /// Last Validated Global Position. NLPACS::UGlobalPosition _LastGPosValidated; /// Last Global Position sent to the server (in fact it's a normal position sent). NLPACS::UGlobalPosition _LastGPosSent; /// Primitive used to check if the server will accept the current move. NLPACS::UMovePrimitive *_CheckPrimitive; CLFECOMMON::TCLEntityId _MoveToSlot; double _MoveToDist; TMoveToAction _MoveToAction; uint _MoveToPhraseMemoryLine; // used for extraction as well uint _MoveToPhraseMemorySlot; // used for extraction phrase as well bool _MoveToPhraseCyclic; uint32 _MoveToMissionId; // Used for both mission option and mission ring /// Time in MS when the User started beiing in collision with anything that avoid him to do an Action (and still is). sint64 _MoveToColStartTime; /// CSkill points observer class CSkillPointsObserver : public ICDBNode::IPropertyObserver { public : uint SpType; /// From ICDBNode::IPropertyObserver virtual void update(ICDBNode* node ); }; CSkillPointsObserver _SkillPointObs[EGSPD::CSPType::EndSPType]; class CInvisibleObserver : public ICDBNode::IPropertyObserver { public : virtual void update(ICDBNode* node); }; CInvisibleObserver _InvisibleObs; /// Fame observer class CFameObserver : public ICDBNode::IPropertyObserver { public : uint32 FactionIndex; /// From ICDBNode::IPropertyObserver virtual void update(ICDBNode* node ); }; std::vector _FamesObs; protected: /// Initialize properties of the entity (according to the class). virtual void initProperties(); /// Update Entity Position. virtual void updateVisualPropertyPos (const NLMISC::TGameCycle &gameCycle, const sint64 &prop, const NLMISC::TGameCycle &pI); /// Update Entity Orientation. virtual void updateVisualPropertyOrient (const NLMISC::TGameCycle &gameCycle, const sint64 &prop); /// Update Entity Behaviour. virtual void updateVisualPropertyBehaviour (const NLMISC::TGameCycle &gameCycle, const sint64 &prop); /// Update Entity Name. virtual void updateVisualPropertyName (const NLMISC::TGameCycle &gameCycle, const sint64 &prop); /// Update Entity Target. virtual void updateVisualPropertyTarget (const NLMISC::TGameCycle &gameCycle, const sint64 &prop); /// Update Entity Mode. virtual void updateVisualPropertyMode (const NLMISC::TGameCycle &gameCycle, const sint64 &prop); /// Update Entity Visual Property A virtual void updateVisualPropertyVpa (const NLMISC::TGameCycle &gameCycle, const sint64 &prop); /// Update Entity Visual Property B virtual void updateVisualPropertyVpb (const NLMISC::TGameCycle &gameCycle, const sint64 &prop); /// Update Entity Visual Property C virtual void updateVisualPropertyVpc (const NLMISC::TGameCycle &gameCycle, const sint64 &prop); /// Update Entity Mount virtual void updateVisualPropertyEntityMounted (const NLMISC::TGameCycle &gameCycle, const sint64 &prop); /// Update Entity Rider virtual void updateVisualPropertyRiderEntity (const NLMISC::TGameCycle &gameCycle, const sint64 &prop); /// Target lists virtual void updateVisualPropertyTargetList (const NLMISC::TGameCycle &gameCycle, const sint64 &prop, uint listIndex); /// visual fx virtual void updateVisualPropertyVisualFX (const NLMISC::TGameCycle &gameCycle, const sint64 &prop); /// PVP Mode virtual void updateVisualPropertyPvpMode (const NLMISC::TGameCycle &gameCycle, const sint64 &prop); /// Pvp Outpost virtual void updateVisualPropertyOutpostInfos (const NLMISC::TGameCycle &gameCycle, const sint64 &prop); /// Pvp Clan virtual void updateVisualPropertyPvpClan (const NLMISC::TGameCycle &gameCycle, const sint64 &prop); /// Apply the behaviour for the user. virtual void applyBehaviour(const CBehaviourContext &behaviour); /// Method to Flag the character as dead and do everything needed. virtual void setDead(); /// Mount the mount in _Mount void setOnMount(); /** 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 */ virtual double getMaxSpeed() const; /// Read/Write Variables from/to the stream. virtual void readWrite(class NLMISC::IStream &f) throw(NLMISC::EStream); /// To call after a read from a stream to re-initialize the entity. virtual void load(); /// Extract RM from a select forage source void extractRM(); /// Build a Totem void buildTotem(); private: /// TO know if the user is on a mount at the moment. bool _OnMount; /// Is the attack animation is currently playing. bool _AnimAttackOn; /// Current View Mode (First/Third Person View). TView _ViewMode; /// 'true' if the collisions between the user and other entities are removed. bool _ColRemoved; /// 'true' if the User is in collision with someone else. bool _ColOn; /// Time in MS when the User started beiing in collision with another entity (and still is). sint64 _ColStartTime; /// Force Look also modify the head pitch in First person bool _FollowForceHeadPitch; /// The Head Offset to follow is kept here. float _FollowHeadOffset; /// Check if the user is not already well placed. void moveToCheckStartDist(CLFECOMMON::TCLEntityId slot, double dist, TMoveToAction action); /// forceLook an entity (follow or moveTo) CLFECOMMON::TCLEntityId _ForceLookSlot; void forceLookEntity(const NLMISC::CVectorD &dir2targ, bool updateHeadPitch, bool start = false); void startForceLookEntity(CLFECOMMON::TCLEntityId slot); /** Method to move to someone else, for special melee combat * The caller MUST call after CSPhraseManager::clientExecute(), to increment action counter * NB: resetAnyMoveTo() is called first */ void moveToCombatPhrase(CLFECOMMON::TCLEntityId slot, double dist, uint phraseMemoryLine, uint phraseMemorySlot, bool phraseCyclic); /// For executeCombatWithPhrase CLFECOMMON::TCLEntityId _LastExecuteCombatSlot; /// R2: to know in wich mode is the current entity (affect camera view and run speed) R2::TCharMode _R2CharMode; /// snapshot of a CItemImage struct CItemSnapshot { uint32 Sheet; uint16 Quality; uint16 Quantity; uint8 UserColor; uint32 Price; uint32 Weight; uint32 NameId; uint8 InfoVersion; CItemSnapshot() { Sheet = 0; Quality = 0; Quantity = 0; UserColor = 0; Price = 0; Weight = 0; NameId = 0; InfoVersion = 0; } CItemSnapshot( const CItemImage& i ); }; /// previous items in hand before they have been changed by an auto-equip due to an action (ex: forage) CItemSnapshot _PreviousRightHandItem; CItemSnapshot _PreviousLeftHandItem; }; /// Out game received position extern NLMISC::CVectorD UserEntityInitPos; extern NLMISC::CVector UserEntityInitFront; extern CUserEntity *UserEntity; /// char and account time properties extern uint32 CharFirstConnectedTime; extern uint32 CharPlayedTime; /// Max distance between player and extracted forage source extern const double MaxExtractionDistance; #endif // CL_USER_ENTITY_H /* End of user_entity.h */