Linux multi-monitor fullscreen support
[ryzomcore.git] / ryzom / client / src / user_entity.cpp
blob6c0e68973f90d432806a1b3c8184da8ed0b1cb0c
1 // Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
2 // Copyright (C) 2010-2019 Winch Gate Property Limited
3 //
4 // This source file has been modified by the following contributors:
5 // Copyright (C) 2013 Laszlo KIS-ADAM (dfighter) <dfighter1985@gmail.com>
6 // Copyright (C) 2013-2020 Jan BOON (Kaetemi) <jan.boon@kaetemi.be>
7 //
8 // This program is free software: you can redistribute it and/or modify
9 // it under the terms of the GNU Affero General Public License as
10 // published by the Free Software Foundation, either version 3 of the
11 // License, or (at your option) any later version.
13 // This program is distributed in the hope that it will be useful,
14 // but WITHOUT ANY WARRANTY; without even the implied warranty of
15 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 // GNU Affero General Public License for more details.
18 // You should have received a copy of the GNU Affero General Public License
19 // along with this program. If not, see <http://www.gnu.org/licenses/>.
24 /////////////
25 // INCLUDE //
26 /////////////
27 #include "stdpch.h"
28 // Misc.
29 #include "nel/misc/vectord.h"
30 #include "nel/misc/matrix.h"
31 #include "nel/misc/quat.h"
32 // 3D Interface.
33 #include "nel/3d/u_scene.h"
34 #include "nel/3d/u_visual_collision_manager.h"
35 #include "nel/3d/viewport.h"
36 #include "nel/3d/u_bone.h"
37 #include "nel/3d/u_instance_material.h"
38 #include "nel/3d/u_play_list.h"
39 #include "nel/3d/u_point_light.h"
40 #include "nel/3d/u_particle_system_instance.h"
41 #include "nel/3d/u_camera.h"
42 // Pacs Interface
43 #include "nel/pacs/u_global_position.h"
44 // Client.
45 #include "user_entity.h"
46 #include "motion/user_controls.h"
47 #include "pacs_client.h"
48 #include "net_manager.h"
49 #include "time_client.h"
50 #include "entity_animation_manager.h"
51 #include "sheet_manager.h"
52 #include "sound_manager.h"
53 #include "interface_v3/interface_manager.h"
54 #include "entities.h"
55 #include "debug_client.h"
56 #include "misc.h"
57 #include "interface_v3/bot_chat_manager.h"
58 #include "fx_manager.h"
59 #include "main_loop.h"
60 #include "interface_v3/group_in_scene_bubble.h"
61 #include "interface_v3/inventory_manager.h"
62 #include "nel/gui/group_html.h"
63 #include "interface_v3/people_interraction.h"
64 #include "init_main_loop.h"
65 #include "view.h"
66 #include "interface_v3/sphrase_manager.h"
67 #include "interface_v3/sbrick_manager.h"
68 #include "interface_v3/action_phrase_faber.h"
69 #include "interface_v3/bar_manager.h"
70 #include "interface_v3/skill_manager.h"
71 #include "far_tp.h"
72 #include "npc_icon.h"
73 // game share
74 #include "game_share/slot_types.h"
75 #include "game_share/player_visual_properties.h"
76 #include "game_share/mode_and_behaviour.h"
77 #include "game_share/inventories.h"
78 #include "game_share/animal_type.h"
79 #include "game_share/bot_chat_types.h"
80 // Sound animation
81 #include "nel/sound/sound_anim_manager.h"
82 #include "nel/sound/sound_animation.h"
83 #include "nel/sound/sound_anim_marker.h"
84 // r2
85 #include "r2/editor.h"
87 #ifdef DEBUG_NEW
88 #define new DEBUG_NEW
89 #endif
91 ///////////
92 // USING //
93 ///////////
94 using namespace NLMISC;
95 using namespace NLPACS;
96 using namespace std;
97 using NL3D::UScene;
98 using NL3D::UVisualCollisionManager;
99 using NL3D::UTextContext;
102 ////////////
103 // EXTERN //
104 ////////////
105 extern UScene *Scene;
106 extern UVisualCollisionManager *CollisionManager;
107 extern CEntityAnimationManager *EAM;
108 extern UTextContext *TextContext;
109 extern NL3D::UCamera MainCam;
111 // Context help
112 extern void contextHelp (const std::string &help);
114 extern void beastOrder (const std::string &orderStr, const std::string &beastIndexStr, bool confirmFree = true);
116 // Out game received position
117 NLMISC::CVectorD UserEntityInitPos;
118 NLMISC::CVector UserEntityInitFront;
119 CUserEntity *UserEntity = NULL;
121 uint32 CharFirstConnectedTime = 0;
122 uint32 CharPlayedTime = 0;
124 const double MaxExtractionDistance = 1.0f;
126 ////////////
127 // GLOBAL //
128 ////////////
130 // Hierarchical timer
131 H_AUTO_DECL ( RZ_Client_Update_Sound )
133 //////////////
134 // FUNCTION //
135 //////////////
136 //string chooseRandom( const vector<string>& sounds, uint32& previousIndex );
138 //-----------------------------------------------
139 // CUserEntity :
140 // Constructor.
141 //-----------------------------------------------
142 CUserEntity::CUserEntity()
143 : CPlayerCL()
145 Type = User;
146 _Run = false;
147 _RunWhenAble = false;
148 _WalkVelocity = 1.0f;
149 _RunVelocity = 2.0f;
150 _CurrentVelocity = _WalkVelocity;
152 _FrontVelocity = 0.0f;
153 _LateralVelocity = 0.0f;
155 _SpeedServerAdjust = 1.0f;
157 // \todo GUIGUI : do it more generic.
158 _First_Pos = false;
160 // No selection, trader, interlocutor at the beginning.
161 _Selection = CLFECOMMON::INVALID_SLOT;
162 _Trader = CLFECOMMON::INVALID_SLOT;
163 _Interlocutor = CLFECOMMON::INVALID_SLOT;
165 // Not selectable at the beginning.
166 _Selectable = false;
168 // Your are not on a mount at the beginning.
169 _OnMount = false;
170 _HiddenMount = CLFECOMMON::INVALID_SLOT;
172 _AnimAttackOn = false;
174 _ViewMode = FirstPV;
175 _PermanentDeath = false;
176 _FollowMode = false;
178 _CheckPrimitive = 0;
179 // The user is not in collision with someone else.
180 _ColOn = false;
181 // Collisions are not removed.
182 _ColRemoved = false;
184 // No Move To at the beginning.
185 _MoveToSlot = CLFECOMMON::INVALID_SLOT;
186 _MoveToAction= CUserEntity::None;
187 _MoveToDist= 0.0;
188 _MoveToColStartTime= 0;
190 _FollowForceHeadPitch= false;
192 _ForceLookSlot= CLFECOMMON::INVALID_SLOT;
193 _LastExecuteCombatSlot= CLFECOMMON::INVALID_SLOT;
195 _R2CharMode= R2::TCharMode::Player;
197 }// CUserEntity //
200 //-----------------------------------------------
201 // ~CUserEntity :
202 // Destructor.
203 //-----------------------------------------------
204 CUserEntity::~CUserEntity()
206 // Remove observers
207 _SpeedFactor.release();
208 _MountHunger.release();
209 _MountSpeeds.release();
211 CInterfaceManager *pIM = CInterfaceManager::getInstance();
214 CCDBNodeLeaf *node = NLGUI::CDBManager::getInstance()->getDbProp("SERVER:USER:IS_INVISIBLE", false);
215 if (node)
217 ICDBNode::CTextId textId;
218 node->removeObserver(&_InvisibleObs, textId);
222 for(uint i=0;i<EGSPD::CSPType::EndSPType;i++)
224 CCDBNodeLeaf *node= NLGUI::CDBManager::getInstance()->getDbProp(toString("SERVER:USER:SKILL_POINTS_%d:VALUE", i), false);
225 if(node)
227 ICDBNode::CTextId textId;
228 node->removeObserver(_SkillPointObs+i, textId);
232 for( uint i=0; i<_FamesObs.size(); ++i )
234 uint32 factionIndex = _FamesObs[i]->FactionIndex;
235 uint32 fameIndexInDatabase = CStaticFames::getInstance().getDatabaseIndex(factionIndex);
236 string sDBPath = toString("SERVER:FAME:PLAYER%d:VALUE",fameIndexInDatabase);
238 CCDBNodeLeaf * node = NLGUI::CDBManager::getInstance()->getDbProp(sDBPath, false);
239 if(node)
241 ICDBNode::CTextId textId;
242 node->removeObserver(_FamesObs[i], textId);
245 contReset(_FamesObs);
247 CNPCIconCache::getInstance().removeObservers();
249 // Remove the Primitive used for check (because ~CEntityCL() will call CEntityCL::removePrimitive(), not CUserEntity::removePrimitive())
250 removeCheckPrimitive();
252 CNPCIconCache::release();
254 }// ~CUserEntity //
256 //-----------------------------------------------
257 // initProperties :
258 // Initialize properties of the entity (according to the class).
259 //-----------------------------------------------
260 void CUserEntity::initProperties()
262 properties().selectable(true);
263 }// initProperties //
266 //-----------------------------------------------
267 // build :
268 // Build the entity from a sheet.
269 //-----------------------------------------------
270 bool CUserEntity::build(const CEntitySheet *sheet) // virtual
272 // Init received position
273 pos(UserEntityInitPos);
274 front(UserEntityInitFront);
275 dir(front());
276 setHeadPitch(0);
278 // Cast the sheet in the right type.
279 _PlayerSheet = dynamic_cast<const CRaceStatsSheet *>(sheet);
280 if(_PlayerSheet == 0)
282 pushDebugStr("User Sheet is not a valid '.race_stats'.");
283 return false;
285 else
286 pushInfoStr("User Sheet is a valid '.race_stats'.");
287 // Get the DB Entry
288 if(IngameDbMngr.getNodePtr())
290 CCDBNodeBranch *nodeRoot = dynamic_cast<CCDBNodeBranch *>(IngameDbMngr.getNodePtr()->getNode(0));
291 if(nodeRoot)
293 _DBEntry = dynamic_cast<CCDBNodeBranch *>(nodeRoot->getNode(_Slot));
294 if(_DBEntry == 0)
295 pushDebugStr("Cannot get a pointer on the DB entry.");
299 disableFollow();
300 // Walk/Run ?
301 if(ClientCfg.RunAtTheBeginning != _Run)
302 switchVelocity();
304 // Set the up of the user.
305 up(CVector(0,0,1));
307 // Init User infos.
308 eyesHeight(ClientCfg.EyesHeight);
309 walkVelocity(ClientCfg.Walk);
310 runVelocity(ClientCfg.Run);
312 // Compute the first automaton.
313 _CurrentAutomaton = automatonType() + "_normal.automaton";
315 // Build the PACS Primitive.
316 if(initPrimitive(0.5f, 2.0f, 0.0f, 0.0f, UMovePrimitive::Slide, (UMovePrimitive::TTrigger)(UMovePrimitive::OverlapTrigger | UMovePrimitive::EnterTrigger), MaskColPlayer, MaskColPlayer | MaskColNpc | MaskColDoor))
317 _Primitive->insertInWorldImage(dynamicWI);
319 // Compute the element to be able to snap the entity to the ground.
320 computeCollisionEntity();
322 // Initialize properties of the client.
323 initProperties();
325 // Initialize the observer for the speed factor and mount stuff
326 _SpeedFactor.init();
327 _MountHunger.init();
328 _MountSpeeds.init();
330 // Create the user playlist
331 createPlayList();
333 // Initialize the internal time.
334 _LastFrameTime = ((double)T1) * 0.001;
336 // Set the gender in local mode.
337 if(ClientCfg.Local)
339 _Mode = MBEHAV::NORMAL;
340 _ModeWanted = MBEHAV::NORMAL;
341 _Gender = ClientCfg.Sex;
342 SPropVisualA visualA = buildPropVisualA(_PlayerSheet->GenderInfos[_Gender]);
343 SPropVisualB visualB = buildPropVisualB(_PlayerSheet->GenderInfos[_Gender]);
344 SPropVisualC visualC;
345 visualA.PropertySubData.Sex = _Gender;
346 visualC.PropertyC = 0;
347 visualC.PropertySubData.CharacterHeight = 0;
348 visualC.PropertySubData.ArmsWidth = 7;
349 visualC.PropertySubData.LegsWidth = 7;
350 visualC.PropertySubData.TorsoWidth = 7;
351 visualC.PropertySubData.BreastSize = 7;
352 // Set the Database
353 sint64 *prop = (sint64 *)&visualA;
354 NLGUI::CDBManager::getInstance()->getDbProp("SERVER:Entities:E0:P"+toString("%d", CLFECOMMON::PROPERTY_VPA))->setValue64(*prop); // Set the database
355 prop = (sint64 *)&visualB;
356 NLGUI::CDBManager::getInstance()->getDbProp("SERVER:Entities:E0:P"+toString("%d", CLFECOMMON::PROPERTY_VPB))->setValue64(*prop); // Set the database
357 prop = (sint64 *)&visualC;
358 NLGUI::CDBManager::getInstance()->getDbProp("SERVER:Entities:E0:P"+toString("%d", CLFECOMMON::PROPERTY_VPC))->setValue64(*prop); // Set the database
359 // Apply Changes.
360 updateVisualProperty(0, CLFECOMMON::PROPERTY_VPA);
362 // \todo GUIGUI Retrieve the player's appearence during the avatar selection.
363 // Get Visual Properties From the character selection window.
364 else
368 // Rebuild interface
369 buildInSceneInterface ();
371 // Add observer on invisible property
372 CInterfaceManager *pIM = CInterfaceManager::getInstance();
374 CCDBNodeLeaf *node = NLGUI::CDBManager::getInstance()->getDbProp("SERVER:USER:IS_INVISIBLE", false);
375 if (node)
377 ICDBNode::CTextId textId;
378 node->addObserver(&_InvisibleObs, textId);
382 // Add an observer on skill points
383 for(uint i=0;i<EGSPD::CSPType::EndSPType;i++)
385 _SkillPointObs[i].SpType= i;
386 CCDBNodeLeaf *node= NLGUI::CDBManager::getInstance()->getDbProp(toString("SERVER:USER:SKILL_POINTS_%d:VALUE", i), false);
387 if(node)
389 ICDBNode::CTextId textId;
390 node->addObserver(_SkillPointObs+i, textId);
394 // Add an observer on Fames
395 for( uint i=(uint)PVP_CLAN::BeginClans; i<=(uint)PVP_CLAN::EndClans; ++i )
397 uint32 factionIndex = PVP_CLAN::getFactionIndex((PVP_CLAN::TPVPClan)i);
398 uint32 fameIndexInDatabase = CStaticFames::getInstance().getDatabaseIndex(factionIndex);
399 string sDBPath = toString("SERVER:FAME:PLAYER%d:VALUE",fameIndexInDatabase);
401 CFameObserver * fameObs = new CFameObserver();
402 if( fameObs )
404 fameObs->FactionIndex = factionIndex;
405 CCDBNodeLeaf * node = NLGUI::CDBManager::getInstance()->getDbProp(sDBPath, false);
406 if(node)
408 ICDBNode::CTextId textId;
409 node->addObserver(fameObs, textId);
411 _FamesObs.push_back(fameObs);
415 // Add an observer on Mission Journal
416 CNPCIconCache::getInstance().addObservers();
418 // Initialize the camera distance.
419 View.cameraDistance(ClientCfg.CameraDistance);
421 // char and account time properties
422 CSkillManager *pSM = CSkillManager::getInstance();
423 if( pSM )
425 pSM->tryToUnblockTitleFromCharOldness( CharFirstConnectedTime );
426 pSM->tryToUnblockTitleFromCharPlayedTime( CharPlayedTime );
429 // Entity created.
430 return true;
431 }// build //
434 //-----------------------------------------------
435 // eyesHeight :
436 // \todo GUIGUI : do it better in mount mode
437 //-----------------------------------------------
438 float CUserEntity::eyesHeight()
440 if(!_OnMount)
441 return _EyesHeight * _CharacterScalePos;
442 else
443 return _EyesHeight * _CharacterScalePos;
444 }// eyesHeight //
447 /////////////////////////////////////////////////
448 /////////////////////////////////////////////////
449 /////////////// VISUAL PROPERTIES ///////////////
450 /////////////////////////////////////////////////
451 /////////////////////////////////////////////////
452 //-----------------------------------------------
453 // updateVisualPropertyPos :
454 // Update Entity Position.
455 //-----------------------------------------------
456 void CUserEntity::updateVisualPropertyPos(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */, const NLMISC::TGameCycle &/* pI */)
458 }// updateVisualPropertyPos //
460 //-----------------------------------------------
461 // updateVisualPropertyOrient :
462 // Update Entity Orientation.
463 //-----------------------------------------------
464 void CUserEntity::updateVisualPropertyOrient(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */)
466 }// updateVisualPropertyOrient //
469 void CUserEntity::updateVisualPropertyTargetList(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */, uint /* listIndex */)
473 void CUserEntity::updateVisualPropertyVisualFX(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &prop)
475 applyVisualFX(prop);
478 //-----------------------------------------------
479 // updateVisualPropertyBehaviour :
480 // Update Entity Behaviour.
481 //-----------------------------------------------
482 void CUserEntity::updateVisualPropertyBehaviour(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &prop)
484 // Compute the behaviour.
485 CBehaviourContext bc;
486 bc.Behav = MBEHAV::CBehaviour(prop);
487 bc.BehavTime = TimeInSec;
488 if(VerboseAnimUser)
490 nlinfo("UE::updateVPBeha: '%d(%s)'.", (sint)bc.Behav.Behaviour, MBEHAV::behaviourToString(bc.Behav.Behaviour).c_str());
492 CCDBNodeLeaf *targetList0 = dynamic_cast<CCDBNodeLeaf *>(_DBEntry->getNode(CLFECOMMON::PROPERTY_TARGET_LIST_0));
493 CCDBNodeLeaf *targetList1 = dynamic_cast<CCDBNodeLeaf *>(_DBEntry->getNode(CLFECOMMON::PROPERTY_TARGET_LIST_1));
494 CCDBNodeLeaf *targetList2 = dynamic_cast<CCDBNodeLeaf *>(_DBEntry->getNode(CLFECOMMON::PROPERTY_TARGET_LIST_1));
495 CCDBNodeLeaf *targetList3 = dynamic_cast<CCDBNodeLeaf *>(_DBEntry->getNode(CLFECOMMON::PROPERTY_TARGET_LIST_1));
496 if (targetList0 && targetList1 && targetList2 && targetList3)
498 uint64 vp[4] =
500 (uint64) targetList0->getValue64(),
501 (uint64) targetList1->getValue64(),
502 (uint64) targetList2->getValue64(),
503 (uint64) targetList3->getValue64()
505 bc.Targets.unpack(vp, 4);
507 applyBehaviour(bc);
508 }// updateVisualPropertyBehaviour //
510 //-----------------------------------------------
511 // updateVisualPropertyName :
512 // Update Entity Name.
513 //-----------------------------------------------
514 void CUserEntity::updateVisualPropertyName(const NLMISC::TGameCycle &gameCycle, const sint64 &prop)
516 uint32 oldNameId = _NameId;
518 CPlayerCL::updateVisualPropertyName(gameCycle, prop);
520 // Name changed ?
521 /* if (oldNameId != _NameId)
523 CInterfaceManager *pIM = CInterfaceManager::getInstance();
524 CInterfaceElement *element = CWidgetManager::getInstance()->getElementFromId("ui:interface:mailbox:content:html");
525 if (element)
527 CGroupHTML *html = dynamic_cast<CGroupHTML*>(element);
528 if (html)
529 html->browse("home");
533 }// updateVisualPropertyName //
535 //-----------------------------------------------
536 // updateVisualPropertyTarget :
537 // Update Entity Target.
538 //-----------------------------------------------
539 void CUserEntity::updateVisualPropertyTarget(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &/* prop */)
541 // Don't override the Player Target, cause client side entirely => no lag.
542 //targetSlot((CLFECOMMON::TCLEntityId)prop);
543 }// updateVisualPropertyTarget //
545 //-----------------------------------------------
546 // updateVisualPropertyMode :
547 // New mode received -> immediately change the mode for the user.
548 // \warning Read the position or orientation from the database when reading the mode (no more updated in updateVisualPropertyPos and updateVisualPropertyOrient).
549 //-----------------------------------------------
550 void CUserEntity::updateVisualPropertyMode(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &prop)
552 // Combat Float Check
553 if((MBEHAV::EMode)prop == MBEHAV::COMBAT_FLOAT)
555 nlwarning("UE:updateVPMode: the user should never have the COMBAT_FLOAT mode.");
556 return;
558 // New Mode Received.
559 _TheoreticalMode = (MBEHAV::EMode)prop;
560 // Change the user mode.
561 mode(_TheoreticalMode);
562 }// updateVisualPropertyMode //
564 //-----------------------------------------------
565 // updateVisualPropertyVpa :
566 // Update Entity Visual Property A
567 //-----------------------------------------------
568 void CUserEntity::updateVisualPropertyVpa(const NLMISC::TGameCycle &gameCycle, const sint64 &prop)
570 CPlayerCL::updateVisualPropertyVpa(gameCycle, prop);
572 // Special for user: Disable Character Lod, because always want it at full rez.
573 if(!_Skeleton.empty())
575 _Skeleton.setLodCharacterShape(-1);
578 updateVisualDisplay();
579 }// updateVisualPropertyVpa //
581 //-----------------------------------------------
582 // updateVisualPropertyVpb :
583 // Update Entity Visual Property B
584 //-----------------------------------------------
585 void CUserEntity::updateVisualPropertyVpb(const NLMISC::TGameCycle &gameCycle, const sint64 &prop)
587 CPlayerCL::updateVisualPropertyVpb(gameCycle, prop);
588 updateVisualDisplay();
589 }// updateVisualPropertyVpb //
591 //-----------------------------------------------
592 // updateVisualPropertyVpc :
593 // Update Entity Visual Property C
594 //-----------------------------------------------
595 void CUserEntity::updateVisualPropertyVpc(const NLMISC::TGameCycle &gameCycle, const sint64 &prop)
597 CPlayerCL::updateVisualPropertyVpc(gameCycle, prop);
598 updateVisualDisplay();
599 }// updateVisualPropertyVpc //
601 //-----------------------------------------------
602 // updateVisualPropertyEntityMounted :
603 // Update Entity Mount
604 //-----------------------------------------------
605 void CUserEntity::updateVisualPropertyEntityMounted(const NLMISC::TGameCycle &gameCycle, const sint64 &prop)
607 if(isFighting())
608 CPlayerCL::updateVisualPropertyEntityMounted(gameCycle, prop);
609 else
610 _Mount = (CLFECOMMON::TCLEntityId)prop;
611 }// updateVisualPropertyEntityMounted //
613 //-----------------------------------------------
614 // updateVisualPropertyRiderEntity :
615 // Update Entity Rider
616 //-----------------------------------------------
617 void CUserEntity::updateVisualPropertyRiderEntity(const NLMISC::TGameCycle &gameCycle, const sint64 &prop)
619 if(isFighting())
620 CPlayerCL::updateVisualPropertyRiderEntity(gameCycle, prop);
621 else
622 _Rider = (CLFECOMMON::TCLEntityId)prop;
623 }// updateVisualPropertyRiderEntity //
625 //-----------------------------------------------
626 //-----------------------------------------------
627 void CUserEntity::updateVisualPropertyPvpMode(const NLMISC::TGameCycle &gameCycle, const sint64 &prop)
629 CPlayerCL::updateVisualPropertyPvpMode(gameCycle, prop);
630 // Additionaly, inform interface of the change
631 CInterfaceManager *pIM= CInterfaceManager::getInstance();
632 // For PVP ZoneFaction
633 CCDBNodeLeaf *pDB= NLGUI::CDBManager::getInstance()->getDbProp("UI:VARIABLES:USER:TRACK_PVP_CHANGE_MODE");
634 if(pDB)
636 sint32 val= pDB->getValue32();
637 pDB->setValue32(val+1);
639 // For Any PVP change
640 pDB= NLGUI::CDBManager::getInstance()->getDbProp("UI:VARIABLES:USER:TRACK_PVP_CHANGE_ANY");
641 if(pDB)
643 sint32 val= pDB->getValue32();
644 pDB->setValue32(val+1);
648 //-----------------------------------------------
649 //-----------------------------------------------
650 void CUserEntity::updateVisualPropertyOutpostInfos(const NLMISC::TGameCycle &gameCycle, const sint64 &prop)
652 CPlayerCL::updateVisualPropertyOutpostInfos(gameCycle, prop);
653 // For Any PVP change
654 CInterfaceManager *pIM= CInterfaceManager::getInstance();
655 CCDBNodeLeaf *pDB= NLGUI::CDBManager::getInstance()->getDbProp("UI:VARIABLES:USER:TRACK_PVP_CHANGE_ANY");
656 if(pDB)
658 sint32 val= pDB->getValue32();
659 pDB->setValue32(val+1);
663 //-----------------------------------------------
664 //-----------------------------------------------
665 void CUserEntity::updateVisualPropertyPvpClan(const NLMISC::TGameCycle &gameCycle, const sint64 &prop)
667 CPlayerCL::updateVisualPropertyPvpClan(gameCycle, prop);
668 // For Any PVP change
669 CInterfaceManager *pIM= CInterfaceManager::getInstance();
670 CCDBNodeLeaf *pDB= NLGUI::CDBManager::getInstance()->getDbProp("UI:VARIABLES:USER:TRACK_PVP_CHANGE_ANY");
671 if(pDB)
673 sint32 val= pDB->getValue32();
674 pDB->setValue32(val+1);
679 /////////////////////////////////////////////////
680 /////////////////////////////////////////////////
681 /////////////////////////////////////////////////
682 /////////////////////////////////////////////////
685 //-----------------------------------------------
686 // mode :
687 // Method called to change the mode (Combat/Mount/etc.).
688 // \todo GUIGUI : apply stage in combat modes instead of just removing them.
689 // \todo GUIGUI : go or teleport the player to the mode position (see how to manage it).
690 //-----------------------------------------------
691 bool CUserEntity::mode(MBEHAV::EMode m)
693 if(Verbose & VerboseAnim)
694 nlinfo("UE::mode: old mode '%s(%d)' new mode '%s(%d)'.", MBEHAV::modeToString(_Mode).c_str(), _Mode, MBEHAV::modeToString(m).c_str(), m);
695 // Nothing to do if the mode is the same as the previous one.
696 if(m == _Mode)
697 return true;
698 // Release the old Mode.
699 switch(_Mode)
701 // Leave COMBAT Mode
702 case MBEHAV::COMBAT:
703 case MBEHAV::COMBAT_FLOAT:
705 // If there are some stage not complete -> remove them
706 if(_Stages._StageSet.size() != 0)
707 _Stages._StageSet.clear();
709 break;
710 // Leave MOUNTED Mode
711 case MBEHAV::MOUNT_NORMAL:
712 case MBEHAV::MOUNT_SWIM:
714 if ( m == MBEHAV::REST )
716 // can't go afk while mounting
717 return false;
720 // if changing mode for another mount mode, do nothing
721 if (m != MBEHAV::MOUNT_NORMAL && m != MBEHAV::MOUNT_SWIM)
723 // Display the mount again.
724 CCharacterCL *mount = dynamic_cast<CCharacterCL *>(EntitiesMngr.entity(_Mount));
725 if(mount)
727 // Set the mount.
728 mount->rider(CLFECOMMON::INVALID_SLOT);
729 mount->_Stages._StageSet.clear();
730 mount->setMode(MBEHAV::NORMAL);
731 mount->computeAutomaton();
732 mount->computeAnimSet();
733 mount->setAnim(CAnimationStateSheet::Idle);
734 if(mount->getPrimitive())
735 mount->getPrimitive()->setOcclusionMask(MaskColNpc); // the mount is an npc
736 mount->_ForbidClipping = false;
739 _Mount = CLFECOMMON::INVALID_SLOT;
740 // Restore the user Primitive
741 if(_Primitive)
743 _Primitive->setRadius( std::min(0.5f, (float)(RYZOM_ENTITY_SIZE_MAX/2)) );
744 _Primitive->setHeight(2);
746 _OnMount = false;
748 // Shift the player position (not to stand inside the mount)
749 CVectorD unmountShift;
750 unmountShift.sphericToCartesian(1.0, frontYaw() + NLMISC::Pi/2, 0);
751 pacsPos(pos() + unmountShift);
753 // Restore running if necessary
754 if (!_Run && _RunWhenAble)
756 switchVelocity();
760 if (_Mode == MBEHAV::MOUNT_SWIM && ( m == MBEHAV::COMBAT || m == MBEHAV::COMBAT_FLOAT))
762 //TODO : display "you can't fight while swimming"
763 return true;
766 break;
767 // Leave DEATH Mode
768 case MBEHAV::DEATH:
769 // Restore the last view.
770 viewMode(viewMode());
771 break;
772 case MBEHAV::SWIM:
773 if( m == MBEHAV::COMBAT || m == MBEHAV::COMBAT_FLOAT)
775 //TODO : display "you can't fight while swimming"
776 return true;
778 break;
779 default:
780 nlwarning("Invalid behaviour change.");
783 // Reset Parent, unless we stay in mount mode
784 if ((_Mode != MBEHAV::MOUNT_SWIM && _Mode != MBEHAV::MOUNT_NORMAL)
785 || (m != MBEHAV::MOUNT_SWIM && m != MBEHAV::MOUNT_NORMAL)
788 parent(CLFECOMMON::INVALID_SLOT);
791 // Change the Mode for the user ( if user sits down or stands up we wait in order to play the sit/stand transition anim)
792 if( m != MBEHAV::SIT && _Mode != MBEHAV::SIT )
793 _Mode = m;
794 _ModeWanted = m;
796 // Initialize the new Mode.
797 switch(m)
799 // Combat mode
800 case MBEHAV::COMBAT:
801 case MBEHAV::COMBAT_FLOAT:
803 C64BitsParts rot;
805 // Compute the angle
806 const string propName = toString("SERVER:Entities:E%d:P%d", _Slot, CLFECOMMON::PROPERTY_ORIENTATION);
807 rot.i64[0] = NLGUI::CDBManager::getInstance()->getDbProp(propName)->getValue64();
808 _TargetAngle = rot.f[0];
810 // Initialize controls for the combat.
811 UserControls.startCombat();
813 // Context help
814 contextHelp ("action_bar");
816 break;
818 // Mount Normal or mount swim
819 case MBEHAV::MOUNT_NORMAL:
821 CCharacterCL *mount = dynamic_cast<CCharacterCL *>(EntitiesMngr.entity(parent()));
822 if(mount)
824 mount->_Stages.removePosWithNoMode();
825 dir(mount->dir());
828 case MBEHAV::MOUNT_SWIM:
830 // Hide the mount unless we come from another mounted mode
831 if (_Mode != MBEHAV::MOUNT_SWIM && _Mode != MBEHAV::MOUNT_NORMAL)
833 if(_Mount != CLFECOMMON::INVALID_SLOT) // if _Mount is still invalid, the following code will be done in updatePos()
835 setOnMount();
838 // refresh target
839 UserEntity->selection(_Selection);
841 break;
843 // Dead mode.
844 case MBEHAV::DEATH:
845 setDead();
846 if(isSwimming())
847 _Mode = MBEHAV::SWIM_DEATH;
848 break;
850 // Normal or Default mode.
851 case MBEHAV::NORMAL:
852 _CurrentBehaviour.Behaviour = MBEHAV::IDLE;
853 default:
855 setAlive();
856 viewMode(viewMode());
857 break;
860 bool doSetAnim = true;
861 // if user sits down or stands up we set transition anim before changing animset
862 if( m == MBEHAV::SIT )
864 setAnim(CAnimationStateSheet::SitMode);
865 _Mode = m;
866 doSetAnim = false;
868 else
869 if( _Mode == MBEHAV::SIT && m!=MBEHAV::DEATH )
871 setAnim(CAnimationStateSheet::SitEnd);
872 _Mode = m;
873 doSetAnim = false;
876 // Show/Hide all or parts of the body.
877 updateVisualDisplay();
878 if( ClientCfg.AutomaticCamera )
880 // Set the direction as the front.
881 dir(front());
883 // Compute the current automaton
884 computeAutomaton();
885 // Update the animation set according to the mode.
886 computeAnimSet();
888 if( doSetAnim )
890 // Animset changed -> update current animation
891 setAnim(CAnimationStateSheet::Idle);
894 // Changing the mode well done.
895 return true;
896 }// mode //
900 * Mount the mount in _Mount
902 void CUserEntity::setOnMount()
904 CCharacterCL *mount = dynamic_cast<CCharacterCL *>(EntitiesMngr.entity(_Mount));
905 if(mount)
907 // Update primitives for the mount and the rider.
908 if(_Primitive && mount->getPrimitive())
910 _Primitive->setRadius( std::min(mount->getPrimitive()->getRadius(), (float)(RYZOM_ENTITY_SIZE_MAX/2)) );
911 _Primitive->setHeight(mount->getPrimitive()->getHeight());
912 mount->getPrimitive()->setOcclusionMask(MaskColNone); // Remove collisions.
914 // Now on a mount
915 _OnMount = true;
916 // Link the mount and the user.
917 parent(_Mount);
918 // Refresh the View Mode
919 viewMode(viewMode());
920 // Close the crafting window if open
921 closeFaberCastWindow();
923 // Keep run in mind
924 _RunWhenAble = _Run;
926 mount->_ForbidClipping = true;
932 //-----------------------------------------------
933 // getVelocity :
934 // compute and return the entity velocity
935 //-----------------------------------------------
936 CVector CUserEntity::getVelocity() const
938 static const CVector lateral(0,0,1);
939 static CVector velocity;
940 velocity = front() * _FrontVelocity + ( lateral ^ front()) * _LateralVelocity;
941 velocity.normalize();
942 // User is Dead
943 if(isDead())
945 velocity *= 0.0;
947 // User is sitting
948 else if(isSit())
950 velocity *= 0.0;
952 // User is swimming
953 else if(isSwimming())
955 // We are a Ring DM so speed up a litle
958 // Forward Run or Walk
959 if(_FrontVelocity > 0.0f)
961 if(_Run)
962 velocity *= 3.0;
963 else
964 velocity *= 1.0;
966 // Lateral or Backward Walk
967 else
968 velocity *= 1.0;
970 if (_R2CharMode == R2::TCharMode::Editer || _R2CharMode == R2::TCharMode::Dm)
972 velocity *= (float(ClientCfg.DmRun) / 6.0f); // velocity max = max run / 2
976 else if(isRiding())
978 // Forward Run or Walk
979 if(_FrontVelocity > 0.0f)
981 if(_Run)
982 velocity *= getMountRunVelocity();
983 else
984 velocity *= getMountWalkVelocity();
986 // Lateral or Backward Walk (currently, not used)
987 else
988 velocity *= 0.66f;//getMountWalkVelocity();
990 else
992 // Forward Run or Walk
993 if(_FrontVelocity > 0.0f)
994 velocity *= currentVelocity();
995 // Lateral or Backward Walk
996 else
997 velocity *= _WalkVelocity;
999 return velocity;
1000 }// getVelocity //
1002 //-----------------------------------------------
1003 // speed :
1004 // Return the Entity Current Speed.
1005 //-----------------------------------------------
1006 double CUserEntity::speed() const // virtual
1008 return CPlayerCL::speed();
1009 // return (double)getVelocity().norm();
1010 }// speed //
1012 //-----------------------------------------------
1013 // applyMotion :
1014 // Apply the motion to the entity.
1015 //-----------------------------------------------
1016 void CUserEntity::applyMotion(CEntityCL *target)
1018 // default each frame
1019 _ForceLookSlot= CLFECOMMON::INVALID_SLOT;
1021 bool lastHasMoved = _HasMoved;
1022 _HasMoved = false;
1023 // Remove Positions in stages
1024 _Stages.removePosWithNoMode();
1025 // Remove Positions in stages for the mount.
1026 CCharacterCL *mount = 0;
1027 if(parent() != CLFECOMMON::INVALID_SLOT)
1029 mount = dynamic_cast<CCharacterCL *>(EntitiesMngr.entity(parent()));
1030 if(mount)
1031 mount->_Stages.removePosWithNoMode();
1033 // NO PRIMITIVE -> NO MOVE
1034 if(_Primitive == 0)
1035 return;
1036 // BAD CONNECTION -> NO MOVE
1037 if(NetMngr.getConnectionQuality() == false)
1038 return;
1039 // MS per TICK <=0 -> NO MOVE
1040 if(NetMngr.getMsPerTick() <= 0)
1041 return;
1042 // Compute Speed Vector
1043 NLMISC::CVectorD speed;
1044 if(_MoveToSlot != CLFECOMMON::INVALID_SLOT)
1046 // Check the Target.
1047 if(target == 0 || target == this)
1048 return;
1049 // Compute the vector between the user and the target.
1050 CVectorD dir2targ = target->pos() - pos();
1051 dir2targ.z = 0.0;
1052 if(dir2targ == CVectorD::Null)
1053 dir2targ = front();
1054 const double angToTarget = atan2(dir2targ.y, dir2targ.x);
1055 CVectorD aimingPos = target->getAttackerPos(angToTarget, attackRadius() + ClientCfg.AttackDist);
1056 // Aiming Position
1057 CVectorD dirToAimingPos = aimingPos-pos();
1058 dirToAimingPos.z = 0.0;
1059 const double distToAimingPos = dirToAimingPos.norm();
1061 // Decide if the target is reached or not
1062 bool targetReached= false;
1063 if(distToAimingPos > 0.5)
1065 // Because of Tryker Counter, may increase the Threshold, when the player is stalled
1066 if(distToAimingPos<_MoveToDist)
1068 // If the player is stalled too much time, abort the move and launch the action
1069 float actualSpeed= float((_Position - _LastFramePos).norm() / DT);
1071 // if player effectively runs twice slower, start colision timer
1072 if( actualSpeed*2 < getMaxSpeed() )
1074 if(!_MoveToColStartTime)
1075 _MoveToColStartTime= T1;
1077 // else ok, reset colision timer
1078 else
1079 _MoveToColStartTime= 0;
1081 // if too much time stalled, stop run.
1082 if(_MoveToColStartTime && (T1 - _MoveToColStartTime >= ClientCfg.MoveToTimeToStopStall) )
1083 targetReached= true;
1085 else
1086 _MoveToColStartTime= 0;
1088 else
1089 targetReached= true;
1091 // If the target is reached
1092 if(targetReached)
1094 // stop and execute action
1095 speed = CVectorD::Null;
1096 moveToAction(target);
1098 // else continue follow
1099 else
1101 // Look at the entity. delay it after pacs evalCollision(), for correct orientation
1102 _ForceLookSlot= target->slot();
1103 // but still estimate now an approximative front (may be used between now and applyForceLook())
1104 forceLookEntity(dir2targ, false);
1106 // Normalize
1107 dirToAimingPos.normalize();
1108 // Set the Velocity Direction
1109 speed = dirToAimingPos*distToAimingPos;
1110 speed /= DT;
1111 if(speed.norm() > getMaxSpeed())
1112 speed = dirToAimingPos*getMaxSpeed();
1115 else if(follow())
1117 // Check the Target.
1118 if(target == 0 || target == this)
1119 return;
1120 // If the target is moving, orientate the user to the target.
1121 // if(target->hasMoved())
1123 // Compute the vector between the user and the target.
1124 CVectorD dir2targ = target->pos() - pos();
1125 dir2targ.z = 0.0;
1126 if(dir2targ != CVectorD::Null)
1128 // Look at the entity. delay it after pacs evalCollision(), for correct orientation
1129 _ForceLookSlot= target->slot();
1130 // but still estimate now an approximative front (may be used between now and applyForceLook())
1131 forceLookEntity(dir2targ, false);
1134 // Compute the angle in the world to attack the target.
1135 const double angToTarget = frontYaw();
1136 // Get the best position to attack the target with the given angle.
1137 const CVectorD aimingPos = target->getAttackerPos(angToTarget, attackRadius() + ClientCfg.AttackDist);
1138 // Aiming Position
1139 CVectorD dirToAimingPos = aimingPos-pos();
1140 dirToAimingPos.z = 0.0;
1141 const double distToAimingPos = dirToAimingPos.norm();
1142 // If the User was not moving and the distance to re-move is not enough big, stay idle
1143 if(lastHasMoved
1144 || (isFighting() && distToAimingPos >= 0.5)
1145 || (!isFighting() && distToAimingPos >= 3.0))
1147 dirToAimingPos.normalize();
1148 // User is in combat mode -> follow as close as possible.
1149 if(isFighting())
1151 // Target is moving
1152 if(target->hasMoved())
1154 // Get closer if too far.
1155 if(distToAimingPos >= 0.2)
1157 // Set the Velocity Direction
1158 speed = dirToAimingPos*distToAimingPos;
1159 speed /= DT;
1160 if(speed.norm() > getMaxSpeed())
1161 speed = dirToAimingPos*getMaxSpeed();
1163 else
1165 // Try to have the same speed as the target.
1166 if(target->getSpeed() > getMaxSpeed())
1167 speed = target->dir()* ((float)getMaxSpeed());
1168 else
1169 speed = target->dir()* ((float)target->getSpeed());
1172 // Target is not moving.
1173 else
1175 // Get closer if too far.
1176 if(distToAimingPos >= 0.1)
1178 // Set the Velocity Direction
1179 speed = dirToAimingPos*distToAimingPos;
1180 speed /= DT;
1181 if(speed.norm() > getMaxSpeed())
1182 speed = dirToAimingPos*getMaxSpeed();
1184 else
1185 speed = CVectorD::Null;
1188 // User is not in combat mode -> follow not so close.
1189 else
1191 // Too far, get closer as fast as possible
1192 if(distToAimingPos >= 3.0)
1194 // Set the Velocity Direction
1195 speed = dirToAimingPos*distToAimingPos;
1196 speed /= DT;
1197 if(speed.norm() > getMaxSpeed())
1198 speed = dirToAimingPos*getMaxSpeed();
1200 // Just far enough, adjust the user speed to the target
1201 else if(target->hasMoved() && distToAimingPos >= 1.0)
1203 // Try to have the same speed as the target.
1204 if(target->getSpeed() > getMaxSpeed())
1205 speed = target->dir()* ((float)getMaxSpeed());
1206 else
1207 speed = target->dir()* ((float)target->getSpeed());
1209 // Too close, Stop
1210 else
1211 speed = CVectorD::Null;
1214 // User was stop and the next pos is to close to begin to move.
1215 else
1216 speed = CVectorD::Null;
1218 else
1220 speed = getVelocity()*_SpeedFactor.getValue();
1221 _SpeedFactor.addFactorValue(0.005f);
1224 // SPEED VECTOR NULL -> NO MOVE
1225 if(speed == CVectorD::Null)
1226 return;
1228 // First Person View
1229 if(UserControls.isInternalView())
1231 // If the server is slow, the client move slower too (only needed in FPV).
1232 double modif = (100.0f/(float)NetMngr.getMsPerTick());
1233 // don't increase speed
1234 clamp(modif, 0.0, 1.0);
1235 speed *= modif;
1236 // Move
1237 _HasMoved = true;
1238 _Primitive->move(speed, dynamicWI);
1239 if(mount && mount->getPrimitive())
1240 mount->getPrimitive()->move(speed, dynamicWI);
1242 // Third Person View
1243 else
1245 double modif = (100.0f/(float)NetMngr.getMsPerTick());
1246 clamp(modif, 0.0, 1.0);
1247 speed *= modif;
1248 speed += pos();
1249 sint64 x = (sint64)((sint32)(speed.x * 1000.0));
1250 sint64 y = (sint64)((sint32)(speed.y * 1000.0));
1251 sint64 z = (sint64)((sint32)(speed.z * 1000.0));
1252 const uint time = 10; // = 1sec because the speed is in Meter per Sec.
1253 _Stages.addStage(NetMngr.getCurrentClientTick()+time, CLFECOMMON::PROPERTY_POSX, x, 0);
1254 _Stages.addStage(NetMngr.getCurrentClientTick()+time, CLFECOMMON::PROPERTY_POSY, y);
1255 _Stages.addStage(NetMngr.getCurrentClientTick()+time, CLFECOMMON::PROPERTY_POSZ, z);
1256 // Move the Mount
1257 if(mount)
1259 mount->_Stages.addStage(NetMngr.getCurrentClientTick()+time, CLFECOMMON::PROPERTY_POSX, x, 0);
1260 mount->_Stages.addStage(NetMngr.getCurrentClientTick()+time, CLFECOMMON::PROPERTY_POSY, y);
1261 mount->_Stages.addStage(NetMngr.getCurrentClientTick()+time, CLFECOMMON::PROPERTY_POSZ, z);
1266 }// applyMotion //
1269 //---------------------------------------------------
1270 //---------------------------------------------------
1271 void CUserEntity::applyForceLook()
1273 if(_ForceLookSlot!=CLFECOMMON::INVALID_SLOT)
1275 CEntityCL *target= EntitiesMngr.entity(_ForceLookSlot);
1276 if(target && target!=this)
1278 // Compute the vector between the user and the target.
1279 CVectorD dir2targ = target->pos() - pos();
1280 dir2targ.z = 0.0;
1281 if(dir2targ == CVectorD::Null)
1282 dir2targ = front();
1283 // Look at the entity
1284 forceLookEntity(dir2targ, true);
1290 //---------------------------------------------------
1291 // updatePosCombatFloatChanged :
1292 //---------------------------------------------------
1293 void CUserEntity::updatePosCombatFloatChanged(CEntityCL * /* target */) // virtual
1295 if(viewMode() == FirstPV)
1297 pos(_FirstPos);
1299 }// updatePosCombatFloatChanged //
1302 //-----------------------------------------------
1303 // forceIndoorFPV //
1304 // Return true if the user is indoor and the CFG want to force the FPV Indoor.
1305 //-----------------------------------------------
1306 bool CUserEntity::forceIndoorFPV()
1308 return (ClientCfg.ForceIndoorFPV && indoor());
1309 }// forceIndoorFPV //
1312 //-----------------------------------------------
1313 // enableFollow :
1314 //-----------------------------------------------
1315 void CUserEntity::disableFollow()
1317 if (_FollowMode==false)
1318 return;
1320 _FollowMode = false;
1322 // Send the message to the server.
1323 CBitMemStream out;
1324 if(GenericMsgHeaderMngr.pushNameToStream("TARGET:NO_FOLLOW", out))
1325 NetMngr.push(out);
1326 else
1327 nlwarning("UE:follow: unknown message named 'TARGET:NO_FOLLOW'.");
1329 }// follow //
1332 //-----------------------------------------------
1333 // enableFollow :
1334 //-----------------------------------------------
1335 void CUserEntity::enableFollow(bool resetCameraRot)
1337 if (_FollowMode == true)
1338 return;
1340 if( _Mode == MBEHAV::DEATH )
1341 return;
1343 _FollowMode = true;
1345 // Send the message to the server.
1346 CBitMemStream out;
1347 if(GenericMsgHeaderMngr.pushNameToStream("TARGET:FOLLOW", out))
1348 NetMngr.push(out);
1349 else
1350 nlwarning("UE:follow: unknown message named 'TARGET:FOLLOW'.");
1352 // Disable any autowalk (else when follow re-disabled, it will effect, which is weird)
1353 UserControls.autowalkState(false);
1355 // disable afk mode
1356 setAFK(false);
1358 // if want to reset camera rotation
1359 if(resetCameraRot)
1360 startForceLookEntity(targetSlot());
1362 }// follow //
1365 //-----------------------------------------------
1366 // resetAnyMoveTo
1367 //-----------------------------------------------
1368 void CUserEntity::resetAnyMoveTo()
1370 // if we cancel a MoveToPhrase action, MUST dec the action counter, and hide the Action Icon
1371 if(_MoveToAction==CUserEntity::CombatPhrase || _MoveToAction==CUserEntity::ExtractRM)
1373 // the clientExecute has not been called in case of "ExtractRM autoFind"
1374 bool autoFindExtractRM= _MoveToAction==CUserEntity::ExtractRM && _MoveToPhraseMemoryLine == std::numeric_limits<uint>::max();
1375 if(!autoFindExtractRM)
1377 CSPhraseManager *pPM= CSPhraseManager::getInstance();
1378 pPM->cancelClientExecute(_MoveToPhraseCyclic);
1382 // reset to no moveTo
1383 _MoveToSlot = CLFECOMMON::INVALID_SLOT;
1384 _MoveToAction = CUserEntity::None;
1385 _MoveToDist = 0.0;
1386 _MoveToColStartTime= 0;
1389 //-----------------------------------------------
1390 // moveToCheckStartDist :
1391 // Check if the user is not already well placed.
1392 //-----------------------------------------------
1393 void CUserEntity::moveToCheckStartDist(CLFECOMMON::TCLEntityId slot, double dist, TMoveToAction /* action */)
1395 if(_MoveToSlot != CLFECOMMON::INVALID_SLOT)
1397 // Start a new Force Look entity
1398 startForceLookEntity(_MoveToSlot);
1400 // Disable any autowalk (else when moveTo re-disabled, it will effect, which is weird)
1401 UserControls.autowalkState(false);
1403 // disable afk mode
1404 setAFK(false);
1406 }// moveToCheckStartDist //
1408 //-----------------------------------------------
1409 // moveTo :
1410 // Method to move to someone else.
1411 //-----------------------------------------------
1412 void CUserEntity::moveTo(CLFECOMMON::TCLEntityId slot, double dist, TMoveToAction action)
1414 resetAnyMoveTo();
1416 // setup new state
1417 _MoveToSlot = slot;
1418 _MoveToDist = dist;
1419 _MoveToAction = action;
1421 moveToCheckStartDist(_MoveToSlot, _MoveToDist, _MoveToAction);
1422 }// moveTo //
1424 //-----------------------------------------------
1425 // moveToMission :
1426 // Method to move to someone else for a mission. NB: if prec action was a CombatPhrase action, action counter are decremented
1427 //-----------------------------------------------
1428 void CUserEntity::moveToMission(CLFECOMMON::TCLEntityId slot, double dist, uint32 id)
1430 resetAnyMoveTo();
1432 // setup new state
1433 _MoveToSlot = slot;
1434 _MoveToDist = dist;
1435 _MoveToAction = CUserEntity::Mission;
1436 _MoveToMissionId = id;
1438 moveToCheckStartDist(_MoveToSlot, _MoveToDist, _MoveToAction);
1439 }// moveToMission //
1441 //-----------------------------------------------
1442 // moveToMissionRing :
1443 // Method to move to someone else for a ring mission. NB: if prec action was a CombatPhrase action, action counter are decremented
1444 //-----------------------------------------------
1445 void CUserEntity::moveToMissionRing(CLFECOMMON::TCLEntityId slot, double dist, uint32 id)
1447 resetAnyMoveTo();
1449 // setup new state
1450 _MoveToSlot = slot;
1451 _MoveToDist = dist;
1452 _MoveToAction = CUserEntity::MissionRing;
1453 _MoveToMissionId = id;
1455 moveToCheckStartDist(_MoveToSlot, _MoveToDist, _MoveToAction);
1456 }// moveToMissionRing //
1458 //-----------------------------------------------
1459 // moveTo :
1460 // Method to move to someone else.
1461 //-----------------------------------------------
1462 void CUserEntity::moveToCombatPhrase(CLFECOMMON::TCLEntityId slot, double dist, uint phraseMemoryLine, uint phraseMemorySlot, bool phraseCyclic)
1464 resetAnyMoveTo();
1466 // setup new state
1467 _MoveToSlot = slot;
1468 _MoveToDist = dist;
1469 _MoveToAction = CUserEntity::CombatPhrase;
1470 _MoveToPhraseMemoryLine= phraseMemoryLine;
1471 _MoveToPhraseMemorySlot= phraseMemorySlot;
1472 _MoveToPhraseCyclic= phraseCyclic;
1474 moveToCheckStartDist(_MoveToSlot, _MoveToDist, _MoveToAction);
1477 //-----------------------------------------------
1478 // Method to move to someone else, for foraging extraction
1479 // The caller MUST call after CSPhraseManager::clientExecute(), to increment action counter
1480 //-----------------------------------------------
1481 void CUserEntity::moveToExtractionPhrase(CLFECOMMON::TCLEntityId slot, double dist, uint phraseMemoryLine, uint phraseMemorySlot, bool cyclic)
1483 // Test if forage tool in hand, otherwise auto-equip with it
1484 bool validForageToolInHand = false;
1485 CInventoryManager * inv = CInventoryManager::getInstance();
1486 if ( !inv )
1488 return;
1490 uint32 rightHandSheet = inv->getRightHandItemSheet();
1491 if ( rightHandSheet )
1493 validForageToolInHand = inv->isForageToolItem( rightHandSheet );
1495 if ( !validForageToolInHand )
1497 // Find a forage tool in the bag
1498 uint i;
1499 for ( i=0; i<MAX_BAGINV_ENTRIES; ++i )
1501 uint32 itemSheet = inv->getBagItem(i).getSheetID();
1502 if ( itemSheet && inv->isForageToolItem(itemSheet) )
1504 break;
1507 if ( i != MAX_BAGINV_ENTRIES && ClientCfg.AutoEquipTool )
1509 // remember last used weapon(s)
1510 rememberWeaponsInHand();
1512 // Clear hands
1513 inv->unequip( "LOCAL:INVENTORY:HAND:1" );
1514 inv->unequip( "LOCAL:INVENTORY:HAND:0" );
1516 // Equip hands
1517 string bagPath = toString( "LOCAL:INVENTORY:BAG:%u", i );
1518 inv->equip( bagPath, "LOCAL:INVENTORY:HAND:0" );
1520 else
1522 // No forage tool in bag
1523 CInterfaceManager::getInstance()->displaySystemInfo( CI18N::get("uiForageToolMissing"), "CHK" );
1524 return;
1528 resetAnyMoveTo();
1530 // setup new state
1531 _MoveToSlot = slot;
1532 _MoveToDist = dist;
1533 _MoveToAction = CUserEntity::ExtractRM;
1534 _MoveToPhraseMemoryLine= phraseMemoryLine;
1535 _MoveToPhraseMemorySlot= phraseMemorySlot;
1536 _MoveToPhraseCyclic= cyclic;
1538 moveToCheckStartDist(_MoveToSlot, _MoveToDist, _MoveToAction);
1541 //-----------------------------------------------
1542 // Method to begin a spire construction
1543 // The caller MUST call after CSPhraseManager::clientExecute(), to increment action counter
1544 //-----------------------------------------------
1545 void CUserEntity::moveToTotemBuildingPhrase(CLFECOMMON::TCLEntityId slot, double dist, uint phraseMemoryLine, uint phraseMemorySlot, bool cyclic)
1547 resetAnyMoveTo();
1549 // setup new state
1550 _MoveToSlot = slot;
1551 _MoveToDist = dist;
1552 _MoveToAction = CUserEntity::BuildTotem;
1553 _MoveToPhraseMemoryLine= phraseMemoryLine;
1554 _MoveToPhraseMemorySlot= phraseMemorySlot;
1555 _MoveToPhraseCyclic= cyclic;
1557 moveToCheckStartDist(_MoveToSlot, _MoveToDist, _MoveToAction);
1560 //-----------------------------------------------
1561 // moveToAction :
1562 // Launch the Action Once the Move is done.
1563 // \param CEntityCL * : pointer on the destination entity.
1564 // \warning entity pointer must be valid(allocated).
1565 //-----------------------------------------------
1566 void CUserEntity::moveToAction(CEntityCL *ent)
1568 // Check entity pointer
1569 nlassert(ent);
1571 UserControls.needReleaseForward();
1573 // Get the interface instance.
1574 CInterfaceManager *IM = CInterfaceManager::getInstance();
1575 switch(_MoveToAction)
1577 // Attack
1578 case CUserEntity::Attack:
1579 UserEntity->attack();
1580 break;
1581 // Quartering
1582 case CUserEntity::Quarter:
1583 if((ent->properties()).harvestable())
1584 CAHManager::getInstance()->runActionHandler("context_quartering", 0);
1585 break;
1586 // Loot
1587 case CUserEntity::Loot:
1588 if((ent->properties()).lootable())
1589 CAHManager::getInstance()->runActionHandler("context_loot", 0);
1590 break;
1591 // Pick Up
1592 case CUserEntity::PickUp:
1593 nlwarning("UE:checkMoveTo: not yet implemented");
1594 break;
1595 case CUserEntity::ExtractRM:
1596 extractRM();
1597 break;
1598 // Trade Item
1599 case CUserEntity::TradeItem:
1600 CAHManager::getInstance()->runActionHandler("context_trade_item", 0);
1601 break;
1602 // Trade Phrase
1603 case CUserEntity::TradePhrase:
1604 CAHManager::getInstance()->runActionHandler("context_trade_phrase", 0);
1605 break;
1606 // Trade Pact
1607 case CUserEntity::TradePact:
1608 CAHManager::getInstance()->runActionHandler("context_trade_pact", 0);
1609 break;
1610 // Mission
1611 case CUserEntity::Mission:
1613 string param = toString("id=%d", _MoveToMissionId);
1614 CAHManager::getInstance()->runActionHandler("mission_option", 0, param);
1616 break;
1617 // Dynamic Mission
1618 case CUserEntity::DynamicMission:
1619 CAHManager::getInstance()->runActionHandler("context_dynamic_mission", 0);
1620 break;
1621 // Static Mission
1622 case CUserEntity::StaticMission:
1623 CAHManager::getInstance()->runActionHandler("context_choose_mission", 0);
1624 break;
1625 // Mission
1626 case CUserEntity::MissionRing:
1628 string param = toString("id=%d", _MoveToMissionId);
1629 CAHManager::getInstance()->runActionHandler("mission_ring", 0, param);
1631 break;
1632 // Create Guild
1633 case CUserEntity::CreateGuild:
1634 CAHManager::getInstance()->runActionHandler("context_create_guild", 0);
1635 break;
1636 // News
1637 case CUserEntity::News:
1638 CAHManager::getInstance()->runActionHandler("context_talk", 0);
1639 break;
1640 // Trade Teleport
1641 case CUserEntity::TradeTeleport:
1642 CAHManager::getInstance()->runActionHandler("context_trade_teleport", 0);
1643 break;
1644 // Trade Faction items
1645 case CUserEntity::TradeFaction:
1646 CAHManager::getInstance()->runActionHandler("context_trade_faction", 0);
1647 break;
1648 // Trade Cosmetic
1649 case CUserEntity::TradeCosmetic:
1650 CAHManager::getInstance()->runActionHandler("context_trade_cosmetic", 0);
1651 break;
1652 // Talk
1653 case CUserEntity::Talk:
1654 nlwarning("UE:checkMoveTo: not yet implemented");
1655 break;
1656 // CombatPhrase
1657 case CUserEntity::CombatPhrase:
1658 UserEntity->attackWithPhrase();
1659 break;
1660 // Mount
1661 case CUserEntity::Mount:
1663 string orderStr = "mount";
1664 string beastIndexStr = "@UI:GCM_BEAST_SELECTED";
1665 bool confirmFree = true;
1666 beastOrder(orderStr,beastIndexStr,confirmFree);
1667 break;
1669 // WebPage
1670 case CUserEntity::WebPage:
1671 CAHManager::getInstance()->runActionHandler("context_web_page", 0);
1672 break;
1673 // Outpost
1674 case CUserEntity::Outpost:
1675 CLuaManager::getInstance().executeLuaScript("game:outpostBCOpenStateWindow()", 0);
1676 break;
1677 // BuildTotem
1678 case CUserEntity::BuildTotem:
1679 buildTotem();
1680 break;
1681 default:
1682 break;
1685 // Move To Done.
1686 resetAnyMoveTo();
1687 }// moveToAction //
1690 //-----------------------------------------------
1691 // sendToServer :
1692 // Send the position and orientation to the server.
1693 //-----------------------------------------------
1694 bool CUserEntity::sendToServer(CBitMemStream &out)
1696 if(GenericMsgHeaderMngr.pushNameToStream("POSITION", out))
1698 // Backup the position sent.
1699 if (_Primitive) _Primitive->getGlobalPosition(_LastGPosSent, dynamicWI);
1700 // Send Position & Orientation
1701 CPositionMsg positionMsg;
1702 positionMsg.X = (sint32)(pos().x * 1000);
1703 positionMsg.Y = (sint32)(pos().y * 1000);
1704 positionMsg.Z = (sint32)(pos().z * 1000);
1705 positionMsg.Heading = frontYaw();
1706 out.serial(positionMsg);
1707 return true;
1709 else
1711 nlwarning("UE:sendToServer: unknown message named 'POSITION'.");
1712 return false;
1714 }// sendToServer //
1716 //-----------------------------------------------
1717 // msgForCombatPos :
1718 // Fill the msg to know if the user is well placed to fight.
1719 //-----------------------------------------------
1720 bool CUserEntity::msgForCombatPos(NLMISC::CBitMemStream &out)
1722 static bool wellPosition = false;
1723 bool wellP = false;
1724 // if(isFighting())
1726 // Is the user well Placed
1727 CEntityCL *target = EntitiesMngr.entity(UserEntity->targetSlot());
1728 if(target)
1729 wellP = target->isPlacedToFight(UserEntity->pos(), front(), attackRadius() + ClientCfg.AttackDist);
1731 // If different from the last time
1732 if(wellPosition != wellP)
1734 wellPosition = wellP;
1735 // Send state to server.
1736 if(GenericMsgHeaderMngr.pushNameToStream("COMBAT:VALIDATE_MELEE", out))
1738 uint8 flag = wellP?1:0;
1739 out.serial(flag);
1740 return true;
1742 else
1743 nlwarning("UE:msgForCombatPos: unknown message named 'COMBAT:TOGGLE_COMBAT_FLOAT_MODE'.");
1745 // Do not send the msg.
1746 return false;
1747 }// msgForCombatPos //
1750 //-----------------------------------------------
1751 // checkPos :
1752 // Check the User Position according to the server code.
1753 // \todo GUIGUI : put checks on GPos
1754 // \todo GUIGUI : refact the check primitive when creating a PACS again
1755 //-----------------------------------------------
1756 void CUserEntity::checkPos()
1758 if(PACS && _Primitive)
1760 // Is in water ?
1761 if(GR)
1763 UGlobalPosition gPos;
1764 _Primitive->getGlobalPosition(gPos, dynamicWI);
1765 float waterHeight;
1766 if(GR->isWaterPosition(gPos, waterHeight))
1768 if(isSwimming() == false)
1770 // Player is Dead set the right mode (swim and dead)
1771 if(isDead())
1772 mode(MBEHAV::SWIM_DEATH);
1773 else
1775 // Do not swim when in combat mode.
1776 if(isFighting())
1778 _HasMoved = false;
1779 pacsPos(_LastPositionValidated, _LastGPosValidated);
1781 // \todo GUIGUI : if the move was cancelled, do not switch to swimming mode.
1782 else if (isRiding())
1784 mode(MBEHAV::MOUNT_SWIM);
1785 // also change mounted entity mode
1786 CCharacterCL *mount = dynamic_cast<CCharacterCL *>(EntitiesMngr.entity(_Mount));
1787 if(mount)
1789 // Set the mount.
1790 mount->setMode(MBEHAV::MOUNT_SWIM);
1791 mount->computeAutomaton();
1792 mount->computeAnimSet();
1793 mount->setAnim(CAnimationStateSheet::Idle);
1796 else
1798 mode(MBEHAV::SWIM);
1803 else
1805 if(isSwimming())
1807 if(isDead())
1809 mode(MBEHAV::DEATH);
1811 else if (isRiding())
1813 mode(MBEHAV::MOUNT_NORMAL);
1814 // also change mounted entity mode
1815 CCharacterCL *mount = dynamic_cast<CCharacterCL *>(EntitiesMngr.entity(_Mount));
1816 if(mount)
1818 // Set the mount.
1819 mount->setMode(MBEHAV::MOUNT_NORMAL);
1820 mount->computeAutomaton();
1821 mount->computeAnimSet();
1822 mount->setAnim(CAnimationStateSheet::Idle);
1825 else
1827 mode(MBEHAV::NORMAL);
1833 // Create the Primitive used to check if the move will be accepted by the server
1834 if(_CheckPrimitive == 0)
1836 _Primitive->getGlobalPosition(_LastGPosSent, dynamicWI);
1837 _Primitive->getGlobalPosition(_LastGPosValidated, dynamicWI);
1838 _CheckPrimitive = PACS->addNonCollisionablePrimitive(_Primitive);
1839 _CheckPrimitive->setOcclusionMask(MaskColNone); // Collide with nothing
1840 _CheckPrimitive->setCollisionMask(MaskColNone); // Collide with nothing
1841 _LastPositionValidated = pos();
1843 if(_CheckPrimitive)
1845 _CheckPrimitive->setGlobalPosition(_LastGPosSent, dynamicWI);
1846 CVectorD speed = _Primitive->getFinalPosition(dynamicWI) - _CheckPrimitive->getFinalPosition(dynamicWI);
1848 _CheckPrimitive->move(speed, dynamicWI);
1849 if(PACS->evalNCPrimitiveCollision(1.0, _CheckPrimitive, dynamicWI) == false)
1850 nlwarning("UE:checkPos: _CheckPrimitive is a collisionable primitive !!!");
1852 CVectorD vectDist = _Primitive->getFinalPosition(dynamicWI) - _CheckPrimitive->getFinalPosition(dynamicWI);
1853 if(vectDist.norm() > 0.001)
1855 // The server will not be able to reproduce this move, restoring the last one.
1856 _HasMoved = false;
1857 pacsPos(_LastPositionValidated,_LastGPosValidated);
1859 else
1861 _LastPositionValidated = _Primitive->getFinalPosition(dynamicWI);
1862 _Primitive->getGlobalPosition(_LastGPosValidated, dynamicWI);
1866 }// checkPos //
1869 //-----------------------------------------------
1870 // testPacsPos :
1871 // test the move from posToTest to current pos
1872 //-----------------------------------------------
1873 bool CUserEntity::testPacsPos( CVectorD& posToTest )
1875 if(PACS && _Primitive && _CheckPrimitive)
1877 _CheckPrimitive->setGlobalPosition(posToTest, dynamicWI);
1878 CVectorD speed = _Primitive->getFinalPosition(dynamicWI) - _CheckPrimitive->getFinalPosition(dynamicWI);
1880 _CheckPrimitive->move(speed, dynamicWI);
1881 if(PACS->evalNCPrimitiveCollision(1.0, _CheckPrimitive, dynamicWI) == false)
1882 nlwarning("UE:testPacsPos: _CheckPrimitive is a collisionable primitive !!!");
1884 CVectorD vectDist = _Primitive->getFinalPosition(dynamicWI) - _CheckPrimitive->getFinalPosition(dynamicWI);
1885 if(vectDist.norm() > 0.001)
1887 return false;
1889 else
1890 return true;
1892 return false;
1894 } // testPacsPos //
1897 //-----------------------------------------------
1898 // tp :
1899 // Teleport the player (remove selection, re-init checkPos, etc.).
1900 //-----------------------------------------------
1901 void CUserEntity::tp(const CVectorD &dest)
1903 // Remove the selection.
1904 UserEntity->selection(CLFECOMMON::INVALID_SLOT);
1905 // Update PACS
1906 pacsPos(dest);
1907 // Update the primitive useful to check the user position.
1908 _LastPositionValidated = dest;
1909 // Get the Global position
1910 if(_Primitive)
1912 // this is the last PACS position validated too
1913 _Primitive->getGlobalPosition(_LastGPosValidated, dynamicWI);
1914 // consider this is the last position sent to server (since actually received!)
1915 _Primitive->getGlobalPosition(_LastGPosSent, dynamicWI);
1916 // Set the new position of the 'check' primitive
1917 if(_CheckPrimitive)
1918 _CheckPrimitive->setGlobalPosition(_LastGPosSent, dynamicWI);
1920 else
1921 nlwarning("UE:tp: the entity has a Null primitive.");
1922 // Return to interface mode.
1923 viewMode(UserEntity->viewMode());
1924 // User well oriented.
1925 dir(UserEntity->front());
1926 // Set Normal Mode after a teleport.
1927 mode(MBEHAV::NORMAL);
1928 // Set animation with idle.
1929 setAnim(CAnimationStateSheet::Idle);
1930 }// tp //
1932 //-----------------------------------------------
1933 // correctPos :
1934 // Teleport the player to correct his position.
1935 //-----------------------------------------------
1936 void CUserEntity::correctPos(const NLMISC::CVectorD &dest)
1938 nlinfo("UE:correctPos: new user position %f %f %f", dest.x, dest.y, dest.z);
1939 // Change the user poisition.
1940 UserEntity->pacsPos(dest);
1941 // Update the primitive useful to check the user position.
1942 _LastPositionValidated = dest;
1943 // Get the Global position
1944 if(_Primitive)
1946 // this is the last PACS position validated too
1947 _Primitive->getGlobalPosition(_LastGPosValidated, dynamicWI);
1948 // consider this is the last position sent to server (since actually received!)
1949 _Primitive->getGlobalPosition(_LastGPosSent, dynamicWI);
1950 // Set the new position of the 'check' primitive
1951 if(_CheckPrimitive)
1952 _CheckPrimitive->setGlobalPosition(_LastGPosSent, dynamicWI);
1954 else
1955 nlwarning("UE:correctPos: the entity has a Null primitive.");
1957 // Correct the pos of the mount, if riding
1958 if ( isRiding() )
1960 if ( _Mount < EntitiesMngr.entities().size() )
1962 CEntityCL *mount = EntitiesMngr.entities()[_Mount];
1963 if ( mount )
1964 mount->pacsPos( dest );
1967 }// correctPos //
1971 * Check if the mount is able to run, and force walking mode if not
1972 * (if the player clicked on run, set back to walk).
1974 void CUserEntity::checkMountAbleToRun()
1976 if ( isRiding() )
1978 if ( running() )
1980 // Make the mount walk if she's hungry
1981 if ( ! _MountHunger.canRun() )
1982 switchVelocity( false );
1984 else
1986 // Make the mount run if she's not hungry anymore
1987 if ( _RunWhenAble && _MountHunger.canRun() )
1988 switchVelocity( false );
1994 //-----------------------------------------------
1995 // Update the position of the entity after the motion.
1996 // \param t : Time for the position of the entity after the motion.
1997 // \param target : pointer on the current target.
1998 //-----------------------------------------------
1999 void CUserEntity::updatePos(const TTime &t, CEntityCL *target)
2001 // Update Mount if mounting (if _Mount was still not valid when mode received)
2002 if((_Mount != CLFECOMMON::INVALID_SLOT && isRiding()) && _OnMount==false)
2004 setOnMount();
2006 // External view are managed like other entities.
2007 if(!UserControls.isInternalView())
2009 // Update position according to the animations.
2010 CPlayerCL::updatePos(t, target);
2011 _LastFrameTime = t*0.001;
2012 // Set The FPV when indoor.
2013 if(forceIndoorFPV())
2014 viewMode(FirstPV, false);
2015 return;
2018 else
2020 // 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)
2021 updateAnimationState();
2024 // Compute the Time Step.
2025 double frameTimeRemaining = computeTimeStep(((double)t)*0.001);
2026 // Do not update animation if Client Light
2027 if (!ClientCfg.Light)
2029 // Attack Animation.
2030 if(_AnimAttackOn)
2032 if(animIndex(MOVE) != ::CAnimation::UnknownAnim)
2034 if(animOffset(MOVE) >= EAM->getAnimationLength(animId(MOVE)))
2036 _AnimAttackOn = false;
2037 updateVisualDisplay();
2042 // Increase the time in the current animation.
2043 double previousTimeOffset = animOffset(MOVE);
2044 double offset = previousTimeOffset + frameTimeRemaining;
2045 // Check Anim length
2046 double animLength = EAM->getAnimationLength(animId(MOVE));
2047 if(offset > animLength)
2048 animOffset(MOVE, animLength);
2049 else
2050 animOffset(MOVE, offset);
2051 // Manage Events that could be created by the animation (like sound).
2052 animEventsProcessing(previousTimeOffset, animOffset(MOVE));
2054 // Get the right pos from PACS.
2055 if(_Primitive && GR)
2057 UGlobalPosition gPos;
2058 _Primitive->getGlobalPosition(gPos, dynamicWI);
2060 // Set the new current pos.
2061 pos(GR->getGlobalPosition(gPos));
2063 // Set the direction.
2064 if( ClientCfg.AutomaticCamera )
2066 //dir(front());
2068 // Reset the TPV when outdoor if needed.
2069 if(_Primitive && GR)
2071 UGlobalPosition gPos;
2072 _Primitive->getGlobalPosition(gPos, dynamicWI);
2073 if(!GR->isInterior(gPos))
2074 if(!ClientCfg.FPV)
2075 viewMode(ThirdPV, false);
2077 // Current time is now the entity time too.
2078 _LastFrameTime = t*0.001;
2079 }// updatePos //
2081 //-----------------------------------------------
2082 // updateDisplay :
2083 // Update the PACS position after the evalCollision. The entity position is set too. This is fast.
2084 // If the entity position is too far from its PACS position, setGlobalPosition is called.
2085 // After this call, the position.z is valid.
2086 //-----------------------------------------------
2087 void CUserEntity::pacsFinalizeMove() // virtual
2089 if(_Primitive == 0)
2090 return;
2092 // Get the global position
2093 _FinalPacsPos = _Primitive->getFinalPosition(dynamicWI);
2095 // Get the global position
2096 UGlobalPosition gPos;
2097 _Primitive->getGlobalPosition(gPos, dynamicWI);
2098 if(gPos.InstanceId != -1)
2100 pos(_FinalPacsPos);
2101 if(_Mount != CLFECOMMON::INVALID_SLOT)
2103 CEntityCL *mount = EntitiesMngr.entity(_Mount);
2104 if(mount)
2105 mount->pacsPos(pos());
2108 else
2109 _SetGlobalPositionDone = false;
2110 }// pacsFinalizeMove //
2113 //-----------------------------------------------
2114 // applyBehaviour :
2115 // Apply the behaviour for the user.
2116 //-----------------------------------------------
2117 void CUserEntity::applyBehaviour(const CBehaviourContext &behaviourContext) // virtual
2119 const MBEHAV::CBehaviour &behaviour = behaviourContext.Behav;
2120 // Special code for the First Person View
2121 if((viewMode() == FirstPV) && behaviour.isCombat())
2123 // Backup the current behaviour.
2124 _CurrentBehaviour = behaviourContext.Behav;
2125 dir(front());
2127 // check if self-target
2128 bool selfSpell = false;
2129 if (behaviourContext.Targets.Targets.size() == 1)
2131 if (behaviourContext.Targets.Targets[0].TargetSlot == 0)
2133 selfSpell = true;
2136 bool isOffensif;
2137 switch(behaviour.Behaviour)
2139 case MBEHAV::CAST_OFF:
2140 case MBEHAV::CAST_OFF_FAIL:
2141 case MBEHAV::CAST_OFF_SUCCESS:
2142 case MBEHAV::CAST_OFF_LINK:
2143 isOffensif = true;
2144 break;
2145 default:
2146 isOffensif = false;
2147 break;
2150 // Default target hit dates
2151 static vector<double> targetHitDates;
2152 targetHitDates.clear();
2153 targetHitDates.resize(behaviourContext.Targets.Targets.size(), TimeInSec);
2155 // cast projectiles/impact linked to behaviour
2156 updateCurrentAttack();
2157 if (isCurrentBehaviourAttackEnd())
2159 // In First Person (don't care), use a default animation => will choose a default delay of 0.5
2160 performCurrentAttackEnd(behaviourContext, selfSpell && isOffensif,
2161 targetHitDates, CAnimationStateSheet::UnknownState);
2164 _RightFXActivated = false;
2165 _LeftFXActivated = false;
2166 if(EAM)
2168 animState (MOVE, CAnimationStateSheet::FirstPersonAttack);
2169 animIndex (MOVE, CAnimation::UnknownAnim);
2170 animOffset(MOVE, 0.0);
2171 _CurrentState = EAM->mState(_CurrentAutomaton, animState(MOVE));
2172 if(_CurrentState && _CurrentAnimSet[MOVE])
2174 const CAnimationState *animStatePtr = _CurrentAnimSet[MOVE]->getAnimationState(animState(MOVE));
2175 if(animStatePtr)
2177 animIndex(MOVE, animStatePtr->chooseAnim(_AnimJobSpecialisation, people(), getGender(), 0.0));
2178 if(animIndex(MOVE) != CAnimation::UnknownAnim)
2180 if(_PlayList)
2182 _PlayList->setAnimation (MOVE, animId(MOVE));
2183 _PlayList->setTimeOrigin (MOVE, ryzomGetLocalTime ()*0.001);//_LastFrameTime);
2184 _AnimAttackOn = true;
2185 updateVisualDisplay();
2191 // Start FX to play at the animation beginning like trails.
2192 if(_CurrentBehaviour.Behaviour == MBEHAV::RANGE_ATTACK)
2194 startItemAttackFXs(_CurrentBehaviour.Range.ImpactIntensity != 0, _CurrentBehaviour.Range.ImpactIntensity);
2196 else
2198 startItemAttackFXs(_CurrentBehaviour.Combat.ImpactIntensity != 0 && _CurrentBehaviour.Combat.HitType != HITTYPE::Failed, _CurrentBehaviour.Combat.ImpactIntensity);
2200 // DeltaHP
2201 applyBehaviourFlyingHPs(behaviourContext, behaviour, targetHitDates);
2203 // In third person view (or camera mode), play the same way than for the others.
2204 else
2205 CPlayerCL::applyBehaviour(behaviourContext);
2206 }// applyBehaviour //
2208 //---------------------------------------------------
2209 // setDead :
2210 // Method to Flag the character as dead and do everything needed.
2211 //---------------------------------------------------
2212 void CUserEntity::setDead() // virtual
2214 // User is dead -> NO FOLLOW
2215 disableFollow();
2216 // Remove the selection.
2217 UserEntity->selection(CLFECOMMON::INVALID_SLOT);
2218 // Death Mode Control and view.
2219 UserControls.mode(CUserControls::DeathMode);
2220 // Play the FX for the death
2221 NL3D::UParticleSystemInstance deathFX = FXMngr.instantFX(ClientCfg.DeadFXName);
2222 if(!deathFX.empty())
2223 deathFX.setPos(selectBox().getCenter());
2225 // Last teleport is a death
2227 // get player's kami fame
2228 CInterfaceManager *pIM = CInterfaceManager::getInstance();
2229 sint8 kamiFame = 0;
2230 uint kamiFameIndex = CStaticFames::getInstance().getFactionIndex("kami");
2231 if (pIM && kamiFameIndex != CStaticFames::INVALID_FACTION_INDEX)
2233 CCDBNodeLeaf *pLeafKamiFame = NLGUI::CDBManager::getInstance()->getDbProp(toString("SERVER:FAME:PLAYER%d:VALUE", kamiFameIndex - 1), false);
2234 if (pLeafKamiFame != NULL)
2235 kamiFame = pLeafKamiFame->getValue8();
2238 // get player's karavan fame
2239 sint8 karavanFame = 0;
2240 uint karavanFameIndex = CStaticFames::getInstance().getFactionIndex("karavan");
2241 if (pIM && karavanFameIndex != CStaticFames::INVALID_FACTION_INDEX)
2243 CCDBNodeLeaf *pLeafKaravanFame = NLGUI::CDBManager::getInstance()->getDbProp(toString("SERVER:FAME:PLAYER%d:VALUE", karavanFameIndex - 1), false);
2244 if (pLeafKaravanFame != NULL)
2245 karavanFame = pLeafKaravanFame->getValue8();
2248 // set loading background depending on player's faction fame
2249 if (kamiFame > karavanFame)
2250 LoadingBackground = ResurectKamiBackground;
2251 else
2252 LoadingBackground = ResurectKaravanBackground;
2254 // disable or enable shadowing
2255 updateCastShadowMap();
2257 // enable death warning popup
2258 //CInterfaceManager * pIM = CInterfaceManager::getInstance();
2259 if( pIM )
2261 CAHManager::getInstance()->runActionHandler("set",NULL,"dblink=UI:VARIABLES:DEATH_WARNING_WANTED|value=1");
2263 }// setDead //
2265 //-----------------------------------------------
2266 // skillUp :
2267 // Skill Up
2268 //-----------------------------------------------
2269 void CUserEntity::skillUp()
2271 // Play the FX for the death
2272 NL3D::UParticleSystemInstance skillUpFX = FXMngr.instantFX(ClientCfg.SkillUpFXName);
2273 skillUpFX.setClusterSystem(getClusterSystem());
2274 if(!skillUpFX.empty())
2275 skillUpFX.setPos(pos());
2276 }// skillUp //
2278 //-----------------------------------------------
2279 // startColTimer :
2280 // After a few time, if the user is still in collision with someone else, remove collisions with other entitites.
2281 //-----------------------------------------------
2282 void CUserEntity::startColTimer()
2284 if(_ColOn)
2286 if(_ColRemoved==false)
2288 if((T1-_ColStartTime) > ClientCfg.TimeToRemoveCol)
2290 EntitiesMngr.removeColUserOther();
2291 _ColRemoved = true;
2295 else
2297 _ColOn = true;
2298 _ColStartTime = T1;
2300 }// startColTimer //
2302 //-----------------------------------------------
2303 // stopColTimer :
2304 // Called when the user is no more in collision with another entity.
2305 //-----------------------------------------------
2306 void CUserEntity::stopColTimer()
2308 // Restore collisions.
2309 if(_ColRemoved)
2311 EntitiesMngr.restoreColUserOther();
2312 _ColRemoved = false;
2314 _ColOn = false;
2315 }// stopColTimer //
2319 //-----------------------------------------------
2320 // getMaxSpeed
2321 // Return the current max speed for the entity in meter per sec
2322 // The method return a max according to the speed factor (given by the server)
2323 // It's also return a value according to the landscape (water)
2324 // Also managed mounts
2325 //-----------------------------------------------
2326 double CUserEntity::getMaxSpeed() const // virtual
2328 // Max Defined speed according to the current factor (slow, or speed increased)
2329 double maxSpeed = _SpeedFactor.getValue();
2330 // User is Dead
2331 if(isDead())
2333 maxSpeed *= 0.0;
2335 // User is sitting
2336 else if(isSit())
2338 maxSpeed *= 0.0;
2340 // User is swimming
2341 else if(isSwimming())
2344 // We are a Ring DM so speed up a litle
2345 if (_R2CharMode == R2::TCharMode::Editer || _R2CharMode == R2::TCharMode::Dm)
2347 maxSpeed *= ClientCfg.DmRun / 2;
2349 else
2351 // Run
2352 maxSpeed *= 3.0;
2355 else if(isRiding())
2357 // Run if mount not hungry, otherwise, use walk velocity
2358 if (_MountHunger.canRun())
2359 maxSpeed *= (double)getMountRunVelocity();
2360 else
2361 maxSpeed *= (double)getMountWalkVelocity();
2363 else
2365 // Run
2366 maxSpeed *= runVelocity();
2368 // Return the current max
2369 return maxSpeed;
2370 // return ClientCfg.Run * _SpeedFactor.getValue();
2371 }// getMaxSpeed //
2374 //-----------------------------------------------
2375 // snapToGround :
2376 // Snap the user to the ground.
2377 //-----------------------------------------------
2378 void CUserEntity::snapToGround()
2380 CEntityCL::snapToGround();
2382 updateSound (ryzomGetLocalTime ());
2383 }// // snapToGround //
2386 //-----------------------------------------------
2387 // updateSound :
2388 //-----------------------------------------------
2389 void CUserEntity::updateSound(const TTime &time)
2391 H_AUTO_USE ( RZ_Client_Update_Sound );
2393 // no sound manager, no need to update sound
2394 if (SoundMngr == NULL)
2395 return;
2397 if (!(StereoHMD && true)) // TODO: ClientCfg.Headphone
2399 // NOTE: StereoHMD+Headphone impl in main_loop.cpp
2400 SoundMngr->setListenerPos(pos());
2401 const CMatrix &camMat = MainCam.getMatrix();
2402 SoundMngr->setListenerOrientation(camMat.getJ(), camMat.getK());
2405 if (ClientCfg.Light)
2406 return;
2408 // step sound of self : refind the sound animations associated to the walk and run animation
2410 static bool computeAnim = true;
2411 static bool lastMode = false;
2412 static TTime previousTime = 0;
2413 static TTime stepTime = 0;
2414 static bool leftRight = false;
2415 static NLSOUND::CSoundAnimMarker *leftStep = 0;
2416 static NLSOUND::CSoundAnimMarker *rightStep = 0;
2418 // TODO : Remove when bug corrected:
2419 if (_Gender == GSGENDER::unknown)
2421 nlwarning("CUserEntity::updateSound : The gender is unknown, forcing it to male");
2422 _Gender = GSGENDER::male;
2425 // force recompute of anim if walk/run change.
2426 computeAnim = computeAnim || (lastMode != _Run);
2428 // Check the sound animation to find the time between to step
2429 if(computeAnim && SoundMngr && _CurrentAnimSet[MOVE] != 0) // && _SoundId[MOVE] != NLSOUND::CSoundAnimationNoId)
2431 lastMode = _Run;
2432 TAnimStateId mode = _Run ? CAnimationStateSheet::Run : CAnimationStateSheet::Walk;
2433 const CAnimationState *animStatePtr = _CurrentAnimSet[MOVE]->getAnimationState (mode);
2434 if (animStatePtr)
2436 ::CAnimation::TAnimId animId = animStatePtr->chooseAnim (_AnimJobSpecialisation, people(), getGender(), 0);
2437 if (animId != ::CAnimation::UnknownAnim)
2439 const ::CAnimation *anim = animStatePtr->getAnimation (animId);
2440 if(anim)
2442 // Select the sound ID
2443 _SoundId[MOVE] = anim->soundId();
2445 if (_SoundId[MOVE] != NLSOUND::CSoundAnimationNoId)
2447 // retrieve the anim
2448 NLSOUND::CSoundAnimManager *mgr = NLSOUND::CSoundAnimManager::instance();
2450 string name = mgr->idToName(_SoundId[MOVE]);
2452 if (!name.empty())
2454 NLSOUND::CSoundAnimation *sanim = mgr->findAnimation(name);
2455 if (sanim->countMarkers() != 2)
2457 static set<string> warnOnce;
2458 if (warnOnce.find(sanim->getName()) == warnOnce.end())
2460 nlwarning("Sound animation '%s' has not 2 markers, not a biped ? (Display Once)", sanim->getName().c_str());
2461 warnOnce.insert(sanim->getName());
2464 else
2466 stepTime = TTime((sanim->getMarker(1)->getTime() - sanim->getMarker(0)->getTime()) * 1000);
2467 rightStep = sanim->getMarker(0);
2468 leftStep = sanim->getMarker(1);
2469 computeAnim = false;
2478 if( SoundMngr && _Mode == MBEHAV::NORMAL)
2480 if (!getVelocity().isNull())
2482 if (stepTime > 0 && time-previousTime>=stepTime)
2484 previousTime = time;
2486 // set the sound 1 meter below listener
2487 _SoundContext.Position = pos() + CVector(0,0,-1);
2488 _SoundContext.RelativeGain = SoundMngr->getUserEntitySoundLevel();;
2490 uint32 matId= getGroundType();
2491 //nldebug("Current material = %u", matId);
2492 _SoundContext.Args[0] = matId;
2494 if (leftRight)
2496 if (leftStep)
2497 // TODO : find the correct cluster
2498 leftStep->play(SoundMngr->getMixer(), NULL, _SoundContext);
2500 else
2502 if (rightStep)
2503 // TODO : find the correct cluster
2504 rightStep->play(SoundMngr->getMixer(), NULL, _SoundContext);
2506 // recompute a new sound anim
2507 computeAnim = true;
2510 leftRight = !leftRight;
2513 else
2515 // resets the counter
2516 previousTime = 0;
2519 }// updateSound //
2522 //-----------------------------------------------
2523 // rotate :
2524 // rotate the body on the left or right (front changes).
2525 //-----------------------------------------------
2526 void CUserEntity::rotate(float ang)
2528 // Rotate the body.
2529 CMatrix m;
2530 m.identity();
2531 m.rotateZ(ang);
2532 front(m * front().normed());
2533 }// rotate //
2536 //-----------------------------------------------
2537 // rotHeadVertically :
2538 // rotate the head vertically.
2539 //-----------------------------------------------
2540 void CUserEntity::rotHeadVertically(float ang)
2542 setHeadPitch(_HeadPitch+ang);
2543 }// rotHeadVertically //
2546 //-----------------------------------------------
2547 // setHeadPitch(double hp)
2548 //-----------------------------------------------
2549 void CUserEntity::setHeadPitch(double hp)
2551 _HeadPitch= hp;
2552 const double bound= Pi/2 - 0.01; // epsilon to avoid gimbal lock
2553 clamp(_HeadPitch, -bound, bound);
2556 //---------------------------------------------------
2557 // slotRemoved :
2558 // To Inform about an entity removed (to remove from selection for example).
2559 // This will remove the entity from the target.
2560 // \param slot : Slot of the entity that will be removed.
2561 //---------------------------------------------------
2562 void CUserEntity::slotRemoved(const CLFECOMMON::TCLEntityId &slot)
2564 // parent call
2565 CPlayerCL::slotRemoved(slot);
2567 // reset also selection
2568 if(selection() == slot)
2569 selection(CLFECOMMON::INVALID_SLOT);
2570 }// slotRemoved //
2572 //---------------------------------------------------
2573 // selection :
2574 // Change the entity selected.
2575 // \param slot : slot now selected (CLFECOMMON::INVALID_SLOT for an empty selection).
2576 // \warning Can be different from the entity targeted (in combat mode for example).
2577 //---------------------------------------------------
2578 void CUserEntity::selection(const CLFECOMMON::TCLEntityId &slot) // virtual
2580 //allows reselection in Ring client: even if the selected slots is equal to the selection,
2581 //the client must send the messages.
2582 if ((_Selection == slot) && !ClientCfg.R2EDEnabled)
2583 return;
2585 // The selection will be the entity to watch
2586 WatchedEntitySlot = slot;
2587 disableFollow();
2589 // Send the entity selected to the server.
2590 NetMngr.pushTarget(slot);
2593 // Target the slot on client, don't wait NetWork response
2594 targetSlot(slot);
2595 _TargetSlotNoLag= slot;
2597 if (ClientCfg.R2EDEnabled)
2599 R2::getEditor().inGameSelection(slot);
2603 // Change the current selection so un color the current selection.
2604 CEntityCL *sel = EntitiesMngr.entity(_Selection);
2605 if(sel != NULL)
2606 sel->visualSelectionStop(); // Blink off == restore to normal
2608 // Set the entity selected
2609 _Selection = slot;
2611 // Update visual selection and interface
2612 if ( sel && sel->isForageSource() )
2613 sel->buildInSceneInterface(); // remove focus on previous selected source
2614 sel = EntitiesMngr.entity(_Selection);
2615 if(sel != NULL)
2617 sel->visualSelectionStart();
2618 if ( sel->isForageSource() )
2619 sel->buildInSceneInterface(); // set focus on new selected source
2623 // **** Update Target interface
2624 //get the new target slot and set it in the database
2625 CInterfaceManager *pIM = CInterfaceManager::getInstance();
2626 NLGUI::CDBManager::getInstance()->getDbProp("UI:VARIABLES:TARGET:SLOT")->setValue64(slot);
2628 // Get the new target UID, and set in Database
2629 uint tgtSlot= _Selection;
2630 uint32 tgtEntityId= CLFECOMMON::INVALID_CLIENT_DATASET_INDEX;
2631 CEntityCL *entity = NULL;
2632 if (tgtSlot!=CLFECOMMON::INVALID_SLOT)
2634 entity = EntitiesMngr.entity(tgtSlot);
2635 if (entity)
2636 tgtEntityId= entity->dataSetId();
2639 // Set the User Target
2640 CCDBNodeLeaf *prop = NLGUI::CDBManager::getInstance()->getDbProp("UI:VARIABLES:TARGET:UID", false);
2641 if(prop)
2642 prop->setValue32(tgtEntityId);
2644 // Bar Manager. Update now the Target View (so it takes VP if data available or 0... but result is immediate)
2645 CBarManager::getInstance()->setLocalTarget(tgtEntityId);
2647 // **** Update DB for InGameMenu
2648 // clear the entries for mission option
2649 for(uint k = 0; k < NUM_MISSION_OPTIONS; ++k)
2651 CCDBNodeLeaf *missionOption = NLGUI::CDBManager::getInstance()->getDbProp(toString("LOCAL:TARGET:CONTEXT_MENU:MISSIONS_OPTIONS:%d:TITLE", (int) k), false);
2652 if (missionOption)
2654 missionOption->setValue32(0);
2656 CCDBNodeLeaf *playerGiftNeeded = NLGUI::CDBManager::getInstance()->getDbProp(toString("LOCAL:TARGET:CONTEXT_MENU:MISSIONS_OPTIONS:%d:PLAYER_GIFT_NEEDED", (int) k), false);
2657 if (playerGiftNeeded)
2659 playerGiftNeeded->setValue32(0);
2662 /* TODO ULU : Add RP tags */
2664 // update pvp tags
2665 if ((tgtSlot!=CLFECOMMON::INVALID_SLOT) && entity)
2667 CPlayerCL *pPlayer = dynamic_cast<CPlayerCL*>(entity);
2669 if (pPlayer)
2671 /*// Pvp Mode
2672 CViewBitmap * tagMode = dynamic_cast<CViewBitmap*>(CWidgetManager::getInstance()->getElementFromId("ui:interface:target:pvp_tags:mode"));
2673 if (tagMode)
2675 if (pPlayer->getPvpMode()&PVP_MODE::PvpFaction)
2676 tagMode->setTexture("pvp_orange.tga");
2677 else if (pPlayer->getPvpMode()&PVP_MODE::PvpFactionFlagged)
2678 tagMode->setTexture("pvp_red.tga");
2679 else
2680 tagMode->setTexture("alpha_10.tga");
2683 /*// Pvp available actions (attack, heal, both)
2684 CViewBitmap * tagMode = dynamic_cast<CViewBitmap*>(CWidgetManager::getInstance()->getElementFromId("ui:interface:target:pvp_tags:actions"));
2685 if (tagMode)
2687 if (pPlayer->getPvpMode()&PVP_MODE::PvpFaction)
2688 tag->setTexture("pvp_orange.tga");
2689 else if (pPlayer->getPvpMode()&PVP_MODE::PvpFactionFlagged)
2690 tag->setTexture("pvp_red.tga");
2691 else
2692 tag->setTexture("alpha_10.tga");
2698 // clear web page
2699 prop= NLGUI::CDBManager::getInstance()->getDbProp("LOCAL:TARGET:CONTEXT_MENU:WEB_PAGE_URL", false);
2700 if(prop) prop->setValue32(0);
2701 prop= NLGUI::CDBManager::getInstance()->getDbProp("LOCAL:TARGET:CONTEXT_MENU:WEB_PAGE_TITLE", false);
2702 if(prop) prop->setValue32(0);
2704 // clear mission ring
2705 for(uint k = 0; k < BOTCHATTYPE::MaxR2MissionEntryDatabase; ++k)
2707 prop= NLGUI::CDBManager::getInstance()->getDbProp(toString("LOCAL:TARGET:CONTEXT_MENU:MISSION_RING:%d:TITLE", k), false);
2708 if(prop) prop->setValue32(0);
2711 // clear programs
2712 prop= NLGUI::CDBManager::getInstance()->getDbProp("LOCAL:TARGET:CONTEXT_MENU:PROGRAMMES", false);
2713 if(prop) prop->setValue32(0);
2714 prop= NLGUI::CDBManager::getInstance()->getDbProp("SERVER:TARGET:CONTEXT_MENU:PROGRAMMES");
2715 if(prop) prop->setValue32(0);
2716 // increment db counter for context menu
2717 pIM->incLocalSyncActionCounter();
2719 }// selection //
2721 //---------------------------------------------------
2722 // moveToAttack :
2723 // Method to place the user to attack the target and attack.
2724 //---------------------------------------------------
2725 void CUserEntity::moveToAttack()
2727 // **** For clarity, try to launch a "default attack" found in the memory bar instead of an "anonymous" action
2728 CSPhraseManager *pPM= CSPhraseManager::getInstance();
2729 uint32 memLine, memSlot;
2730 CEntityCL *target= EntitiesMngr.entity(selection());
2732 CInventoryManager *inv = CInventoryManager::getInstance();
2734 // auto-equip with valid weapon
2735 if( ClientCfg.AutoEquipTool )
2737 if(inv)
2739 // if no valid weapons in had -> auto-equip with last used weapons
2740 bool validWeaponInHand = true;
2741 uint32 rightHandSheet = inv->getRightHandItemSheet();
2742 if(rightHandSheet)
2744 validWeaponInHand = inv->isMeleeWeaponItem(rightHandSheet) || inv->isRangeWeaponItem(rightHandSheet);
2746 if( !validWeaponInHand )
2748 autoEquipWithLastUsedWeapons();
2751 // remember last used weapon(s)
2752 rememberWeaponsInHand();
2756 if(target && pPM->findDefaultAttack(memLine, memSlot))
2758 // launch instead a phrase execution with this phrase
2759 executeCombatWithPhrase(target, memLine, memSlot, true);
2761 // **** Else launch an anonymous "default attack"
2762 else
2764 // melee or range?
2765 bool melee = true;
2766 if(inv)
2768 uint32 rightHandSheet = inv->getRightHandItemSheet();
2769 if(rightHandSheet)
2770 melee = inv->isMeleeWeaponItem(rightHandSheet);
2773 // Move to target if melee weapon
2774 if(melee)
2775 moveTo(selection(), 2.0, CUserEntity::Attack);
2776 // Just attack if range weapon.
2777 else
2778 attack();
2780 }// moveToAttack //
2782 //---------------------------------------------------
2783 // attack :
2784 // Method to attack the target.
2785 //---------------------------------------------------
2786 void CUserEntity::attack()
2788 // execute the default attack
2789 CSPhraseManager *pPM= CSPhraseManager::getInstance();
2790 pPM->executeDefaultAttack();
2792 bool melee = true;
2793 CInventoryManager *inv = CInventoryManager::getInstance();
2794 if(inv)
2796 uint32 rightHandSheet = inv->getRightHandItemSheet();
2797 if(rightHandSheet)
2798 melee = inv->isMeleeWeaponItem(rightHandSheet);
2801 // If option ON, follow when attacking.
2802 if(ClientCfg.FollowOnAtk)
2804 // Follow only if attacking with a melee weapon
2805 if(melee)
2806 // enable, but don't reset camera rotation
2807 enableFollow(false);
2809 }// attack //
2811 //---------------------------------------------------
2812 // attack :
2813 // Method to attack the target, with a special phrase
2814 //---------------------------------------------------
2815 void CUserEntity::attackWithPhrase()
2817 if( !canEngageCombat() )
2818 return;
2820 CSPhraseManager *pPM= CSPhraseManager::getInstance();
2822 // validate the execution on server
2823 pPM->sendExecuteToServer(_MoveToPhraseMemoryLine, _MoveToPhraseMemorySlot, _MoveToPhraseCyclic);
2825 // If the Attack is a "Next", and not a cycle, do a default attack
2826 if(!_MoveToPhraseCyclic)
2827 pPM->executeDefaultAttack();
2829 // If option ON, follow when attacking.
2830 if(ClientCfg.FollowOnAtk)
2832 bool melee = true;
2833 CInventoryManager *inv = CInventoryManager::getInstance();
2834 if(inv)
2836 uint32 rightHandSheet = inv->getRightHandItemSheet();
2837 if(rightHandSheet)
2838 melee = inv->isMeleeWeaponItem(rightHandSheet);
2840 // Follow only if attacking with a melee weapon
2841 if(melee)
2842 // enable, but don't reset camera rotation
2843 enableFollow(false);
2846 // Because sendExecuteToServer() has been called, must NOT cancelClientExecute() at resetAnyMoveTo()
2847 _MoveToAction= CUserEntity::None;
2850 //-----------------------------------------------
2851 // assist :
2852 // your current target become the target of your current one.
2853 //-----------------------------------------------
2854 void CUserEntity::assist()
2856 assist(targetSlot());
2857 }// assist //
2859 //-----------------------------------------------
2861 void CUserEntity::assist(uint slot)
2863 // Check the current target
2864 if(slot == CLFECOMMON::INVALID_SLOT || slot == _Slot)
2865 return;
2866 // Check the target
2867 CEntityCL *target = EntitiesMngr.entity(slot);
2868 if(target == 0)
2869 return;
2870 // Check the new slot.
2871 CLFECOMMON::TCLEntityId newSlot = target->targetSlot();
2872 if(newSlot == CLFECOMMON::INVALID_SLOT || newSlot == _Slot)
2873 return;
2874 // Select the new target.
2875 selection(newSlot);
2878 //---------------------------------------------------
2879 // disengage :
2880 // Method to disengage the target.
2881 //---------------------------------------------------
2882 void CUserEntity::disengage()
2884 // Set the database in local.
2885 if(ClientCfg.Local)
2887 IngameDbMngr.setProp("Entities:E0:P" + toString(CLFECOMMON::PROPERTY_MODE), MBEHAV::NORMAL); // Mode
2888 IngameDbMngr.setProp("Entities:E0:P" + toString(CLFECOMMON::PROPERTY_TARGET_ID), _Selection); // Target
2889 UserEntity->updateVisualProperty(0, CLFECOMMON::PROPERTY_MODE);
2890 UserEntity->updateVisualProperty(0, CLFECOMMON::PROPERTY_TARGET_ID);
2891 return;
2894 // Disengage MSG.
2895 const string msgName = "COMBAT:DISENGAGE";
2896 CBitMemStream out;
2897 if(GenericMsgHeaderMngr.pushNameToStream(msgName, out))
2898 NetMngr.push(out);
2899 else
2900 nlwarning("UE::disengage: unknown message named '%s'.", msgName.c_str());
2902 // Change the current mode.
2903 mode(MBEHAV::NORMAL);
2904 }// disengage //
2906 //-----------------------------------------------
2907 // sit :
2908 // Ask for the client to sit/stand ('true' to sit).
2909 //-----------------------------------------------
2910 bool CUserEntity::sit(bool s)
2912 bool ok= false;
2914 // SIT
2915 if(s)
2917 if(canSit() == true)
2919 // disable afk mode
2920 setAFK(false);
2922 // Sit MSG.
2923 if(mode(MBEHAV::SIT))
2925 // autowalk disabled
2926 UserControls.autowalkState(false);
2928 static const string msgName = "COMMAND:SIT";
2929 CBitMemStream out;
2930 if(GenericMsgHeaderMngr.pushNameToStream(msgName, out))
2932 out.serial(s);
2933 NetMngr.push(out);
2935 else
2936 nlwarning("UE:sit: unknown message named '%s'.", msgName.c_str());
2938 // mode changed
2939 ok= true;
2941 // display sit msg
2942 CInterfaceManager *pIM= CInterfaceManager::getInstance();
2943 string msg = CI18N::get("msgUserIsSitting");
2944 string cat = getStringCategory(msg, msg);
2945 pIM->displaySystemInfo(msg, cat);
2949 // STAND
2950 else
2952 if(_Mode == MBEHAV::SIT)
2954 if(mode(MBEHAV::NORMAL))
2956 static const string msgName = "COMMAND:SIT";
2957 CBitMemStream out;
2958 if(GenericMsgHeaderMngr.pushNameToStream(msgName, out))
2960 out.serial(s);
2961 NetMngr.push(out);
2963 else
2964 nlwarning("UE:sit: unknown message named '%s'.", msgName.c_str());
2966 // mode changed
2967 ok= true;
2969 // display stand msg
2970 CInterfaceManager *pIM= CInterfaceManager::getInstance();
2971 string msg = CI18N::get("msgUserIsStanding");
2972 string cat = getStringCategory(msg, msg);
2973 pIM->displaySystemInfo(msg, cat);
2978 // if mode changed, Write to the UI database, to update views
2979 if(ok)
2981 CInterfaceManager *pIM= CInterfaceManager::getInstance();
2982 CCDBNodeLeaf *node= NLGUI::CDBManager::getInstance()->getDbProp("UI:VARIABLES:PLAYER_STAND", false);
2983 if(node)
2984 node->setValue32(_Mode != MBEHAV::SIT);
2987 // mode changed
2988 return ok;
2989 }// sit //
2991 //-----------------------------------------------
2992 // canSit :
2993 // Return true if the user can sit.
2994 //-----------------------------------------------
2995 bool CUserEntity::canSit() const
2997 // If the user is not already sitting or is on a mount
2998 if(!isSit() && (!isRiding()) && !isDead() && !isSwimming())
3000 return true;
3002 else
3003 return false;
3004 }// canSit //
3006 //-----------------------------------------------
3007 // setAFK
3008 //-----------------------------------------------
3009 void CUserEntity::setAFK(bool b, string afkTxt)
3011 if( isAFK() == b ) return;
3013 if (b)
3015 if( isDead() || isRiding() || moveTo() || follow() )
3016 return;
3018 CInterfaceManager *pIM = CInterfaceManager::getInstance();
3019 //sint64 start = NLGUI::CDBManager::getInstance()->getDbProp("SERVER:USER:ACT_TSTART")->getValue64();
3020 //sint64 end = NLGUI::CDBManager::getInstance()->getDbProp("SERVER:USER:ACT_TEND")->getValue64();
3021 //sint64 type = NLGUI::CDBManager::getInstance()->getDbProp("SERVER:USER:ACT_TYPE")->getValue64();
3022 //sint64 num = NLGUI::CDBManager::getInstance()->getDbProp("SERVER:USER:ACT_NUMBER")->getValue64();
3023 if( pIM )
3025 if( NLGUI::CDBManager::getInstance()->getDbProp("SERVER:USER:ACT_TYPE")->getValue64() != 0 )
3026 return;
3029 if( !isSit() && !isSwimming() )
3031 if( !mode(MBEHAV::REST) )
3032 return;
3035 else
3037 if( !isSit() && !isSwimming() )
3039 if (isDead())
3040 return;
3041 else
3042 mode(MBEHAV::NORMAL);
3046 // send afk state
3047 static const string msgName = "COMMAND:AFK";
3048 CBitMemStream out;
3049 if(GenericMsgHeaderMngr.pushNameToStream(msgName, out))
3051 out.serial(b);
3052 NetMngr.push(out);
3054 else
3055 nlwarning("CUserEntity:setAFK: unknown message named '%s'.", msgName.c_str());
3057 // custom afk txt
3058 ucstring ucstr; // TODO: UTF-8 (serial)
3059 ucstr.fromUtf8( afkTxt );
3060 CBitMemStream outTxt;
3061 static const string msgNameTxt = "STRING:AFK_TXT";
3062 if( GenericMsgHeaderMngr.pushNameToStream(msgNameTxt,outTxt) )
3064 outTxt.serial( ucstr );
3065 NetMngr.push( outTxt );
3067 else
3069 nlwarning("CUserEntity:setAFK: unknown message named '%s'.", msgNameTxt.c_str());
3073 }// setAFK //
3075 //-----------------------------------------------
3076 // rollDice
3077 //-----------------------------------------------
3078 void CUserEntity::rollDice(sint16 min, sint16 max, bool local)
3080 if (local)
3082 // no need to broadcast over network here
3083 static NLMISC::CRandom* dice = (NLMISC::CRandom*)NULL;
3084 if (!dice)
3086 dice = new NLMISC::CRandom;
3087 dice->srand(CTickEventHandler::getGameCycle());
3089 sint16 roll = min + (sint16)dice->rand(max-min);
3091 string msg = CI18N::get("msgRollDiceLocal");
3092 strFindReplace(msg, "%min", toString(min));
3093 strFindReplace(msg, "%max", toString(max));
3094 strFindReplace(msg, "%roll", toString(roll));
3096 CInterfaceManager *pIM= CInterfaceManager::getInstance();
3098 pIM->displaySystemInfo(msg, getStringCategory(msg, msg));
3099 return;
3101 const string msgName = "COMMAND:RANDOM";
3102 CBitMemStream out;
3103 if (GenericMsgHeaderMngr.pushNameToStream(msgName, out))
3105 out.serial(min);
3106 out.serial(max);
3107 NetMngr.push(out);
3109 else
3110 nlwarning("CUserEntity:rollDice: unknown message named '%s'.", msgName.c_str());
3111 }// rollDice //
3113 //---------------------------------------------------
3114 // canEngageCombat :
3115 // return true if user can engage melee combat, else return false and display system msg
3116 //---------------------------------------------------
3117 bool CUserEntity::canEngageCombat()
3119 if( isSit() )
3121 // display "you can't fight while sitting" message)
3122 CInterfaceManager *pIM= CInterfaceManager::getInstance();
3123 string msg = CI18N::get("msgCantFightSit");
3124 string cat = getStringCategory(msg, msg);
3125 pIM->displaySystemInfo(msg, cat);
3127 return false;
3130 if( isSwimming() )
3132 // display "you can't fight while swiming" message)
3133 CInterfaceManager *pIM= CInterfaceManager::getInstance();
3134 string msg = CI18N::get("msgCantFightSwim");
3135 string cat = getStringCategory(msg, msg);
3136 pIM->displaySystemInfo(msg, cat);
3138 return false;
3141 if ( isRiding() )
3143 // display "you can't fight while swimming" message)
3144 CInterfaceManager *pIM= CInterfaceManager::getInstance();
3145 string msg = CI18N::get("msgCantFightRide");
3146 string cat = getStringCategory(msg, msg);
3147 pIM->displaySystemInfo(msg, cat);
3149 return false;
3152 return true;
3153 } // canEngageCombat //
3156 //---------------------------------------------------
3157 // viewMode :
3158 // Change the View (First/Third Person View).
3159 //---------------------------------------------------
3160 void CUserEntity::viewMode(CUserEntity::TView viewMode, bool changeView)
3162 switch(viewMode)
3164 // First Person View
3165 case FirstPV:
3166 if(changeView)
3167 ClientCfg.FPV = true;
3168 if(_Mount != CLFECOMMON::INVALID_SLOT)
3170 CEntityCL *mount = EntitiesMngr.entity(_Mount);
3171 if(mount)
3172 mount->displayable(false);
3174 _HiddenMount = _Mount;
3176 // Change Controls.
3177 if( isRiding() )
3179 bool autoWalk = UserControls.autowalkState();
3180 UserControls.mode(CUserControls::MountMode);
3181 if( autoWalk )
3182 UserControls.autowalkState( true );
3184 else
3185 UserControls.mode(CUserControls::InterfaceMode);
3186 break;
3188 // Third Person View
3189 case ThirdPV:
3190 if(changeView)
3191 ClientCfg.FPV = false;
3193 if(_HiddenMount != CLFECOMMON::INVALID_SLOT)
3195 CEntityCL *mount = EntitiesMngr.entity(_HiddenMount);
3196 if(mount)
3197 mount->displayable(true);
3199 _HiddenMount = CLFECOMMON::INVALID_SLOT;
3201 // Change Controls.
3202 UserControls.mode(CUserControls::ThirdMode);
3203 break;
3205 // Unknown
3206 default:
3207 nlwarning("UE:viewMode: Unknown View Asked '%d'.", (sint)viewMode);
3208 return;
3211 // Change the current View like asked.
3212 _ViewMode = viewMode;
3214 // disable or enable shadowing
3215 updateCastShadowMap();
3216 }// viewMode //
3218 //-----------------------------------------------
3219 // toggleCamera :
3220 // Toggle Camera (First/Third Person)
3221 //-----------------------------------------------
3222 void CUserEntity::toggleCamera()
3224 // You cannot change the camera view when dead.
3225 if(isDead())
3226 return;
3227 // Only if not inside a building.
3228 if(!UserEntity->forceIndoorFPV())
3230 // Leave the 1st Person Mode -> Enter the 3rd Person View Mode
3231 if (UserEntity->viewMode() == CUserEntity::FirstPV)
3232 UserEntity->viewMode(CUserEntity::ThirdPV);
3233 // Leave the 3rd Person Mode -> Enter the 1st Person View Mode
3234 else
3235 UserEntity->viewMode(CUserEntity::FirstPV);
3237 }// toggleCamera //
3239 //-----------------------------------------------
3240 // forceCameraFirstPerson :
3241 // Force Camera to First Person View
3242 //-----------------------------------------------
3243 void CUserEntity::forceCameraFirstPerson()
3245 // You cannot change the camera view when dead.
3246 if(isDead())
3247 return;
3248 // Only if not inside a building.
3249 if(!UserEntity->forceIndoorFPV())
3251 if (UserEntity->viewMode() != CUserEntity::FirstPV)
3252 //Enter the 1st Person View Mode
3253 UserEntity->viewMode(CUserEntity::FirstPV);
3255 }// forceCameraFirstPerson //
3257 //---------------------------------------------------
3258 // getScale :
3259 // Return the entity scale. (return 1.0 if there is any problem).
3260 // \todo GUIGUI : do we have to take care of the user's race kwnowing it can favour him ?
3261 //---------------------------------------------------
3262 float CUserEntity::getScale() const // virtual
3264 // Default Scale.
3265 return 1.0f;
3266 }// getScale //
3268 //---------------------------------------------------
3269 // removeCheckPrimitive :
3270 // Remove the check primitive
3271 //---------------------------------------------------
3272 void CUserEntity::removeCheckPrimitive()
3274 if(PACS && _CheckPrimitive)
3275 PACS->removePrimitive(_CheckPrimitive);
3276 _CheckPrimitive = 0;
3279 //---------------------------------------------------
3280 // removePrimitive :
3281 // Remove the primitive
3282 //---------------------------------------------------
3283 void CUserEntity::removePrimitive() // virtual (will not be called by ~CEntityCL())
3285 // Remove the Primitive used for check
3286 removeCheckPrimitive();
3288 // Remove the other primitive
3289 CPlayerCL::removePrimitive();
3290 }// removePrimitive //
3292 //---------------------------------------------------
3293 // computePrimitive :
3294 // Create a primitive for the entity.
3295 //---------------------------------------------------
3296 void CUserEntity::computePrimitive() // virtual
3298 // Initialize the primitive.
3299 if(initPrimitive(0.5f, 2.0f, 0.0f, 0.0f, UMovePrimitive::Slide, (UMovePrimitive::TTrigger)(UMovePrimitive::OverlapTrigger | UMovePrimitive::EnterTrigger), MaskColPlayer, MaskColPlayer | MaskColNpc | MaskColDoor))
3300 _Primitive->insertInWorldImage(dynamicWI);
3301 // Set the position.
3302 pacsPos(pos());
3303 }// computePrimitive //
3306 //---------------------------------------------------
3307 // isBusy :
3308 // Return if the user is already busy (combat/bo chat/loot/ etc.).
3309 //---------------------------------------------------
3310 bool CUserEntity::isBusy() const
3312 CInterfaceManager *IM = CInterfaceManager::getInstance ();
3313 // Check Trade.
3315 // TODO : put the right DB entry !
3317 CCDBNodeLeaf *nod = NLGUI::CDBManager::getInstance()->getDbProp("SERVER:INVENTORY:EXCHANGE:BEGUN", false);
3318 if(nod)
3320 if(nod->getValueBool())
3321 return true;
3323 // else
3324 // nlwarning("UE:isBusy: Cannot get the nod 'SERVER:INVENTORY:EXCHANGE:BEGUN'.");
3327 // Check Loot
3328 static const uint nbSlot = 4;
3329 uint i;
3330 for(i=0; i<nbSlot; ++i)
3332 nod = NLGUI::CDBManager::getInstance()->getDbProp(NLMISC::toString("SERVER:INVENTORY:%d:%d:SHEET", INVENTORIES::pickup, i), false);
3333 if(nod)
3335 if(nod->getValue32() != 0)
3336 return true;
3338 else
3339 nlwarning("UE:isBusy: Cannot get the nod 'SERVER:INVENTORY:%d:%d:SHEET'.", INVENTORIES::pickup, i);
3342 // Check Harvest
3343 for(i=0; i<nbSlot; ++i)
3345 nod = NLGUI::CDBManager::getInstance()->getDbProp(NLMISC::toString("SERVER:INVENTORY:%d:%d:SHEET", INVENTORIES::harvest, i), false);
3346 if(nod)
3348 if(nod->getValue32() != 0)
3349 return true;
3351 else
3352 nlwarning("UE:isBusy: Cannot get the nod 'SERVER:INVENTORY:%d:%d:SHEET'.", INVENTORIES::harvest, i);
3356 // Check Bot chat.
3357 CBotChatPage * currPage = CBotChatManager::getInstance()->getCurrPage();
3358 if( currPage!= NULL )
3360 return true;
3363 // Not Busy
3364 return false;
3365 }// isBusy //
3368 //---------------------------------------------------
3369 // updateVisualDisplay :
3370 // Show/Hide all or parts of the user body.
3371 // todo GUIGUI : it's bad for the _Face to be a separated instance
3372 //---------------------------------------------------
3373 void CUserEntity::updateVisualDisplay()
3375 // We need a skeleton.
3376 if(_Skeleton.empty())
3377 return;
3379 // 1st person View
3380 if(UserControls.isInternalView() || View.forceFirstPersonView())
3382 // Hide the mount
3383 if (_Mount != CLFECOMMON::INVALID_SLOT)
3385 CCharacterCL *mount = dynamic_cast<CCharacterCL *>(EntitiesMngr.entity(_Mount));
3386 if(mount)
3387 mount->displayable(false);
3389 _HiddenMount = _Mount;
3391 else if (_HiddenMount != CLFECOMMON::INVALID_SLOT)
3393 // not on mount anymore, but still in FPV
3394 CCharacterCL *mount = dynamic_cast<CCharacterCL *>(EntitiesMngr.entity(_HiddenMount));
3395 if(mount)
3396 mount->displayable(true);
3398 _HiddenMount = CLFECOMMON::INVALID_SLOT;
3401 // Hide all user body parts.
3402 for(uint i=0; i<_Instances.size(); ++i)
3403 if(!_Instances[i].Current.empty())
3405 _Instances[i].Current.hide();
3406 _Instances[i].hideStaticFXs();
3408 // Hide the face
3409 if(!_Face.Current.empty())
3410 _Face.Current.hide();
3412 // We want to display weapons in 1st person view when attacking.
3413 if(modeWithHiddenItems() == false)
3415 if( _Mode == MBEHAV::COMBAT_FLOAT || _Mode == MBEHAV::COMBAT )
3417 if( _ObjectsVisible )
3419 // Show just Few parts
3420 if(!_Instances[SLOTTYPE::HANDS_SLOT].Current.empty())
3422 _Instances[SLOTTYPE::HANDS_SLOT].Current.show();
3423 _Instances[SLOTTYPE::HANDS_SLOT].showStaticFXs();
3425 if(!_Instances[SLOTTYPE::ARMS_SLOT].Current.empty())
3427 _Instances[SLOTTYPE::ARMS_SLOT].Current.show();
3428 _Instances[SLOTTYPE::ARMS_SLOT].showStaticFXs();
3430 if(!_Instances[SLOTTYPE::RIGHT_HAND_SLOT].Current.empty())
3432 _Instances[SLOTTYPE::RIGHT_HAND_SLOT].Current.show();
3433 _Instances[SLOTTYPE::RIGHT_HAND_SLOT].showStaticFXs();
3435 if(!_Instances[SLOTTYPE::LEFT_HAND_SLOT].Current.empty())
3437 _Instances[SLOTTYPE::LEFT_HAND_SLOT].Current.show();
3438 _Instances[SLOTTYPE::LEFT_HAND_SLOT].showStaticFXs();
3444 else
3446 // Show the mount
3447 CCharacterCL *mount = dynamic_cast<CCharacterCL *>(EntitiesMngr.entity(_Mount));
3448 if(mount)
3450 mount->displayable(true);
3452 showOrHideBodyParts( objectsVisible() );
3455 // Show the face
3457 if(!_Face.Current.empty())
3458 _Face.Current.show();
3461 }// updateVisualDisplay //
3463 //---------------------------------------------------
3464 // light:
3465 // Show/Hide the user light.
3466 //---------------------------------------------------
3467 void CUserEntity::light()
3469 // Create the light
3470 if(_Light.empty())
3472 // Check there is a skeleton and a bone to stick the light before to create it.
3473 if(!_Skeleton.empty() && _NameBoneId!=-1)
3475 _Light = Scene->createPointLight();
3476 if(!_Light.empty())
3478 // front of the player
3479 _Light.setPos(0.f,0.3f,0.f);
3480 // Setup the light
3481 _Light.setupAttenuation(12.0f, 20.0f);
3482 // Attach the light
3483 _Skeleton.stickObject(_Light, _NameBoneId);
3484 // The player light is the only one who can interact with Lightmapped objects
3485 _Light.setInfluenceLightMap(true);
3487 // TestYoyo
3489 NL3D::UInstance inst;
3490 inst= Scene->createInstance("box.shape");
3491 if(!inst.empty())
3493 inst.setScale(0.2f, 0.2f, 0.2f);
3494 inst.parent(_Light);
3499 else
3500 nlwarning("UE:light: there is no skeleton or Name Bone to stick the light.");
3502 // Turn On/Off the Light
3503 _LightOn = !_LightOn;
3504 if(!_Light.empty())
3506 if(_LightOn)
3507 _Light.show();
3508 else
3509 _Light.hide();
3511 }// light //
3513 //---------------------------------------------------
3514 // CSpeedFactor::init :
3515 // Initialize the Observer for the Speed Factor.
3516 //---------------------------------------------------
3517 void CUserEntity::CSpeedFactor::init()
3519 _Value = 1.0f; // Default speed factor is 1.
3520 _ServerFactor = 1.0f;
3521 CInterfaceManager *IM = CInterfaceManager::getInstance ();
3522 CCDBNodeLeaf *pNodeLeaf = NLGUI::CDBManager::getInstance()->getDbProp("SERVER:USER:SPEED_FACTOR", false);
3523 if(pNodeLeaf)
3525 /* if(!pNodeLeaf->addToLeaves(this))
3526 nlwarning("UE:SP:init: cannot add the observer");*/
3527 ICDBNode::CTextId textId;
3528 pNodeLeaf->addObserver(this, textId);
3529 if ( pNodeLeaf->getValue64() != 0 )
3530 _Value = ((float)pNodeLeaf->getValue64())/100.0f; // may have been received before
3532 else
3533 nlwarning("UE:SP:init: 'SERVER:USER:SPEED_FACTOR' does not exist.");
3534 }// CSpeedFactor::init //
3536 //---------------------------------------------------
3537 // CMountHunger::init :
3538 //---------------------------------------------------
3539 void CUserEntity::CMountHunger::init()
3542 //---------------------------------------------------
3543 // CMountSpeeds::init :
3544 //---------------------------------------------------
3545 void CUserEntity::CMountSpeeds::init()
3547 CInterfaceManager *IM = CInterfaceManager::getInstance ();
3548 CCDBNodeLeaf *pNodeLeaf = NLGUI::CDBManager::getInstance()->getDbProp( "SERVER:USER:MOUNT_WALK_SPEED", false );
3549 BOMB_IF( ! pNodeLeaf, "MOUNT_WALK_SPEED not found", return );
3550 if(pNodeLeaf)
3552 ICDBNode::CTextId textId;
3553 pNodeLeaf->addObserver(this, textId);
3554 _WalkSpeed = ((float)pNodeLeaf->getValue32()) / 1000.0f; // may have been received before
3556 pNodeLeaf = NLGUI::CDBManager::getInstance()->getDbProp( "SERVER:USER:MOUNT_RUN_SPEED", false );
3557 BOMB_IF( ! pNodeLeaf, "MOUNT_RUN_SPEED not found", return );
3558 if(pNodeLeaf)
3560 ICDBNode::CTextId textId;
3561 pNodeLeaf->addObserver(this, textId);
3562 _RunSpeed = ((float)pNodeLeaf->getValue32()) / 1000.0f; // may have been received before
3566 //---------------------------------------------------
3568 void CUserEntity::CSpeedFactor::release()
3570 CInterfaceManager *IM = CInterfaceManager::getInstance ();
3571 CCDBNodeLeaf *pNodeLeaf = NLGUI::CDBManager::getInstance()->getDbProp("SERVER:USER:SPEED_FACTOR", false);
3572 if(pNodeLeaf)
3574 /* if(!pNodeLeaf->addToLeaves(this))
3575 nlwarning("UE:SP:init: cannot add the observer");*/
3576 ICDBNode::CTextId textId;
3577 pNodeLeaf->removeObserver(this, textId);
3579 else
3580 nlwarning("UE:SP:init: 'SERVER:USER:SPEED_FACTOR' does not exist.");
3581 }// CSpeedFactor::init //
3583 void CUserEntity::CMountHunger::release()
3586 void CUserEntity::CMountSpeeds::release()
3588 CInterfaceManager *IM = CInterfaceManager::getInstance ();
3589 CCDBNodeLeaf *pNodeLeaf = NLGUI::CDBManager::getInstance()->getDbProp( "SERVER:USER:MOUNT_WALK_SPEED", false );
3590 BOMB_IF( ! pNodeLeaf, "MOUNT_WALK_SPEED not found", return );
3591 if(pNodeLeaf)
3593 ICDBNode::CTextId textId;
3594 pNodeLeaf->removeObserver(this, textId);
3596 pNodeLeaf = NLGUI::CDBManager::getInstance()->getDbProp( "SERVER:USER:MOUNT_RUN_SPEED", false );
3597 BOMB_IF( ! pNodeLeaf, "MOUNT_RUN_SPEED not found", return );
3598 if(pNodeLeaf)
3600 ICDBNode::CTextId textId;
3601 pNodeLeaf->removeObserver(this, textId);
3606 //---------------------------------------------------
3607 // CSpeedFactor::update :
3608 // Callback called to update the speed factor.
3609 //---------------------------------------------------
3610 void CUserEntity::CSpeedFactor::update(ICDBNode *node) // virtual
3612 CCDBNodeLeaf *leaf = safe_cast<CCDBNodeLeaf *>(node);
3613 _Value = ((float)leaf->getValue64())/100.0f;
3614 //nlinfo("SpeedFactor changed to %f / %" NL_I64 "u", _Value, leaf->getValue64());
3616 // clamp the value (2.0 is the egg item or the level 6 speed up power up, nothing should be faster)
3617 // commented because ring editor speed is in fact faster
3618 //if(_Value > 2.0f)
3620 //nlwarning("HACK: you try to change the speed factor to %f", _Value);
3621 //nlstop;
3622 //_Value = 2.0f;
3624 }// CSpeedFactor::update //
3628 * Return true if the mount can run. Precondition: UserEntity->isRiding().
3630 bool CUserEntity::CMountHunger::canRun() const
3632 CEntityCL *mountEntity = UserEntity->getMountEntity();
3633 if ( ! mountEntity )
3634 return false;
3636 // Find the mount's db leaf and check hunger
3637 CInterfaceManager *pIM = CInterfaceManager::getInstance();
3638 CCDBNodeBranch *animalsNode = safe_cast<CCDBNodeBranch*>(NLGUI::CDBManager::getInstance()->getDB()->getNode( ICDBNode::CTextId( "SERVER:PACK_ANIMAL" ), false ));
3639 BOMB_IF( ! animalsNode, "! animalsNode", return false; );
3640 uint nbAnimals = (uint)animalsNode->getNbNodes();
3641 for ( uint i=0; i!=nbAnimals; ++i )
3643 ICDBNode *beastNode = animalsNode->getNode( i );
3644 CCDBNodeLeaf *uidLeaf = safe_cast<CCDBNodeLeaf*>(beastNode->getNode( ICDBNode::CTextId( "UID" ) ));
3645 if ( ((CLFECOMMON::TClientDataSetIndex)uidLeaf->getValue32()) == mountEntity->dataSetId() )
3647 CCDBNodeLeaf *hungerLeaf = safe_cast<CCDBNodeLeaf*>(beastNode->getNode( ICDBNode::CTextId( "HUNGER" ) ));
3648 return (hungerLeaf->getValue32() != (sint)ANIMAL_TYPE::DbHungryValue);
3651 return false;
3656 //---------------------------------------------------
3657 // CMountSpeeds::update :
3658 // Callback called to update the mount speed.
3659 //---------------------------------------------------
3660 void CUserEntity::CMountSpeeds::update(ICDBNode * /* node */) // virtual
3662 CInterfaceManager *pIM = CInterfaceManager::getInstance();
3663 _WalkSpeed = ((float)(NLGUI::CDBManager::getInstance()->getDbProp("SERVER:USER:MOUNT_WALK_SPEED")->getValue32())) / 1000.0f;
3664 _RunSpeed = ((float)(NLGUI::CDBManager::getInstance()->getDbProp("SERVER:USER:MOUNT_RUN_SPEED")->getValue32())) / 1000.0f;
3669 * Return the mount entity if the user is riding, otherwise NULL
3671 CEntityCL* CUserEntity::getMountEntity()
3673 if ( _Mount < EntitiesMngr.entities().size() )
3675 return EntitiesMngr.entities()[_Mount];
3677 return NULL;
3681 * Return the DB entry for the specified user's animal (NULL if not found)
3683 CCDBNodeBranch *CUserEntity::getBeastDBEntry( CLFECOMMON::TClientDataSetIndex uid )
3685 // Find animal entry corresponding to datasetId
3686 CInterfaceManager *pIM = CInterfaceManager::getInstance();
3687 CCDBNodeBranch *animalsNode = safe_cast<CCDBNodeBranch*>(NLGUI::CDBManager::getInstance()->getDB()->getNode( ICDBNode::CTextId( "SERVER:PACK_ANIMAL" ), false ));
3688 BOMB_IF( ! animalsNode, "! animalsNode", return NULL );
3689 uint nbAnimals = (uint)animalsNode->getNbNodes();
3690 for ( uint i=0; i!=nbAnimals; ++i )
3692 ICDBNode *beastNode = animalsNode->getNode( i );
3693 CCDBNodeLeaf *pNodeLeaf = safe_cast<CCDBNodeLeaf*>(beastNode->getNode( ICDBNode::CTextId( "UID" ) ));
3694 if ( pNodeLeaf && (pNodeLeaf->getValue32() == (sint32)uid) )
3695 return (CCDBNodeBranch*)beastNode;
3697 return NULL;
3701 //---------------------------------------------------
3702 // displayDebug :
3703 // Display Debug Information.
3704 //---------------------------------------------------
3705 void CUserEntity::displayDebug(float x, float &y, float lineStep) // virtual
3707 CPlayerCL::displayDebug(x, y, lineStep);
3708 }// displayDebug //
3710 //---------------------------------------------------
3711 // displayModifiers :
3712 // Display dmg/heal numbers above the head.
3713 //---------------------------------------------------
3714 void CUserEntity::displayModifiers() // virtual
3716 if(!UserControls.isInternalView())
3717 CPlayerCL::displayModifiers();
3718 }// displayModifiers //
3720 //---------------------------------------------------
3721 // isVisible :
3722 // Return 'true' is the entity is displayed.
3723 //---------------------------------------------------
3724 bool CUserEntity::isVisible() const // virtual
3726 return !UserControls.isInternalView();
3727 }// isVisible //
3734 //---------------------------------------------------
3735 // readWrite :
3736 // Read/Write Variables from/to the stream.
3737 //---------------------------------------------------
3738 void CUserEntity::readWrite(NLMISC::IStream &f)
3740 CPlayerCL::readWrite(f);
3742 // PROTECTED
3743 f.serial(_SpeedFactor);
3744 f.serial(_FrontVelocity);
3745 f.serial(_LateralVelocity);
3746 CVector dummyHead;
3747 f.serial(dummyHead);
3748 f.serial(_HeadPitch);
3749 f.serial(_EyesHeight);
3750 f.serial(_Run);
3751 f.serial(_WalkVelocity);
3752 f.serial(_RunVelocity);
3753 f.serial(_CurrentVelocity);
3754 f.serial(_Selection);
3755 f.serial(_Trader);
3756 f.serial(_Interlocutor);
3757 f.serial(_Selectable);
3759 // PRIVATE
3760 f.serial(_OnMount);
3761 f.serial(_AnimAttackOn);
3762 // f.serialEnum(_ViewMode);
3763 }// readWrite //
3765 //---------------------------------------------------
3766 // load :
3767 // To call after a read from a stream to re-initialize the entity.
3768 //---------------------------------------------------
3769 void CUserEntity::load() // virtual
3771 CInterfaceManager *IM = CInterfaceManager::getInstance ();
3772 // Insert the user into PACS at his saved position
3773 pacsPos(pos());
3775 // update
3776 if(!_WaitForAppearance)
3778 // Visual properties A
3779 sint64 prop = NLGUI::CDBManager::getInstance()->getDbProp("SERVER:Entities:E"+toString("%d", _Slot)+":P"+toString("%d", CLFECOMMON::PROPERTY_VPA))->getValue64();
3780 updateVisualPropertyVpa(0, prop); // Vpa udapte vpb and vpc too.
3782 }// load //
3785 //---------------------------------------------------
3786 void CUserEntity::CInvisibleObserver::update(ICDBNode* node)
3788 UserEntity->buildInSceneInterface();
3791 //---------------------------------------------------
3792 void CUserEntity::CSkillPointsObserver::update(ICDBNode* node )
3794 if (FarTP.isFarTPInProgress() || IngameDbMngr.initInProgress()) // prevent from displaying at the beginning of a FarTP (due to RESET_BANK or CDB resetData())
3795 return;
3797 CInterfaceManager *pIM = CInterfaceManager::getInstance ();
3798 CCDBNodeLeaf *leaf = dynamic_cast<CCDBNodeLeaf*>(node);
3799 if (leaf)
3801 sint32 oldValue = leaf->getOldValue32();
3802 if (oldValue != 0)
3804 sint delta = leaf->getValue32()-oldValue;
3805 string deltaStr = toString("%+d", delta);
3807 // get the sp title
3808 const string &spTitle = CI18N::get(toString("uiSkillPointsBold%d",SpType));
3810 // run the popup
3811 CAHManager::getInstance()->runActionHandler("message_popup", NULL, "text1="+deltaStr+"|text0="+spTitle);
3813 // Context help
3814 contextHelp ("skill_point");
3820 //---------------------------------------------------
3821 // CFameObserver::update
3822 //---------------------------------------------------
3823 void CUserEntity::CFameObserver::update(ICDBNode* node )
3825 CSkillManager *pSM = CSkillManager::getInstance();
3826 CCDBNodeLeaf *leaf = dynamic_cast<CCDBNodeLeaf*>(node);
3827 if (leaf)
3829 sint32 fameValue = leaf->getValue32();
3830 pSM->tryToUnblockTitleFromMinFames( FactionIndex, fameValue );
3831 pSM->tryToUnblockTitleFromMaxFames( FactionIndex, fameValue );
3836 //---------------------------------------------------
3837 void CUserEntity::makeTransparent(bool t)
3839 CPlayerCL::makeTransparent(t);
3841 uint32 opaMin= getOpacityMin();
3842 uint8 opacity = (uint8)(opaMin + (255-opaMin) * (1.0 - _TranspFactor));
3844 getFace()->makeInstanceTransparent(opacity, (uint8)opaMin);
3845 }// makeTransparent //
3847 //---------------------------------------------------
3848 void CUserEntity::setDiffuse(bool onOff, NLMISC::CRGBA diffuse)
3850 CPlayerCL::setDiffuse(onOff, diffuse);
3851 getFace()->setDiffuse(onOff, diffuse);
3857 // Helper for CUserEntity::extractRM()
3858 bool findExtractionActionInMemory( CSPhraseManager *pm, CSBrickManager *bm, uint memoryLine, uint& index )
3860 uint x;
3861 for ( x=0; x!=PHRASE_MAX_MEMORY_SLOT; ++x )
3863 uint32 phraseSlot = pm->getMemorizedPhrase( memoryLine, x );
3864 const CSPhraseCom& phraseCom = pm->getPhrase( phraseSlot );
3865 if ( ! phraseCom.empty() )
3867 CSBrickSheet *brickSheet = bm->getBrick( phraseCom.Bricks[0] );
3868 if ( brickSheet->isForageExtraction() && (!brickSheet->MandatoryFamilies.empty()) ) // assumes care root bricks have not mandatories
3870 index = x;
3871 return true;
3875 return false;
3878 //---------------------------------------------------
3879 void CUserEntity::extractRM()
3881 CSPhraseManager *pm = CSPhraseManager::getInstance();
3882 uint index;
3883 uint memoryLine;
3884 bool autoFindPhrase = (_MoveToPhraseMemoryLine == std::numeric_limits<uint>::max());
3885 if ( ! autoFindPhrase )
3887 // Use clicked phrase
3888 memoryLine = _MoveToPhraseMemoryLine;
3889 index = _MoveToPhraseMemorySlot;
3891 else
3893 // Find the first extraction phrase in the memory bar
3894 CSBrickManager *bm = CSBrickManager::getInstance();
3895 memoryLine = pm->getSelectedMemoryLineDB();
3896 if ( ! findExtractionActionInMemory( pm, bm, memoryLine, index ) )
3898 // Search in other memory bar lines (because the auto-equip does not set the current line at once)
3899 memoryLine = std::numeric_limits<uint>::max();
3900 uint nbLines = pm->getNbMemoryLines();
3901 for ( uint j=0; j!=nbLines; ++j )
3903 if ( j == memoryLine )
3904 continue;
3905 if ( findExtractionActionInMemory( pm, bm, j, index ) )
3907 memoryLine = j;
3908 break;
3914 if ( memoryLine != std::numeric_limits<uint>::max() )
3916 // Open the forage (but not for care actions). Necessary for the case of redoing an extraction after a Drop All on the same source.
3917 uint32 phraseId = pm->getMemorizedPhrase( memoryLine, index );
3918 if ( phraseId != 0 )
3920 const CSPhraseCom& phraseCom = pm->getPhrase( phraseId );
3921 if ( ! phraseCom.empty() )
3923 CSBrickSheet *rootBrick = CSBrickManager::getInstance()->getBrick( phraseCom.Bricks[0] );
3924 if ( rootBrick )
3926 if ( rootBrick->IndexInFamily == 1 ) // only extracting actions
3927 CTempInvManager::getInstance()->open( TEMP_INV_MODE::Forage );
3932 // Cast the extraction. if autoFindPhrase, clientExecute() not already called.
3933 if ( autoFindPhrase )
3935 // decide now if cyclic or not
3936 _MoveToPhraseCyclic= true;
3937 if(pm->avoidCyclicForPhrase(pm->getMemorizedPhrase(memoryLine, index)))
3938 _MoveToPhraseCyclic= false;
3940 // execute on client now
3941 pm->clientExecute( memoryLine, index, _MoveToPhraseCyclic);
3944 // execute on server
3945 pm->sendExecuteToServer( memoryLine, index, _MoveToPhraseCyclic );
3947 // Because sendExecuteToServer() has been called, must NOT cancelClientExecute() at resetAnyMoveTo()
3948 _MoveToAction= CUserEntity::None;
3950 else
3952 CInterfaceManager::getInstance()->displaySystemInfo( CI18N::get("uiExtractionPhraseMissing"), "CHK" );
3953 return;
3958 // ***************************************************************************
3959 bool CUserEntity::canCastShadowMap() const
3961 if(!CCharacterCL::canCastShadowMap())
3962 return false;
3964 // don't cast shadow in first person, but in death mode (third person actually...)
3965 return viewMode() != FirstPV || UserControls.mode() == CUserControls::DeathMode;
3969 // ***************************************************************************
3970 void CUserEntity::forceLookEntity(const NLMISC::CVectorD &dir2targIn, bool updateHeadPitch, bool /* start */)
3972 CVectorD dir2targ= dir2targIn;
3973 float frontYawBefore = 0.f;
3974 float frontYawAfter;
3976 // Third person: bkup current yaw
3977 if(viewMode()==ThirdPV)
3979 frontYawBefore = frontYaw();
3983 // **** Look at the entity
3984 dir2targ.normalize();
3985 front(dir2targ, false, false);
3988 // **** FirstPerson
3989 if(viewMode() == FirstPV)
3991 if(updateHeadPitch && _FollowForceHeadPitch)
3993 // rotate the head to the target
3994 CEntityCL *target = EntitiesMngr.entity(targetSlot());
3995 if(target)
3997 // Both Z must be correct
3998 snapToGround();
3999 target->snapToGround();
4001 // don't update to the real head position each frame (else jitter too much cause of target anim)
4002 CVector targetPos= target->pos() + CVector(0,0,_FollowHeadOffset);
4004 // then look at this target
4005 CVector dirToTarget = targetPos - (pos()+CVector(0,0, UserEntity->eyesHeight()));
4006 if((dirToTarget.x != 0.0f) || (dirToTarget.y!=0.0f))
4008 dirToTarget.normalize();
4009 setHeadPitch(atan2(dirToTarget.z, sqrt(sqr(dirToTarget.x)+sqr(dirToTarget.y))));
4012 // TestYoyo
4013 /*if(ClientCfg.Fly!=0.f)
4015 nlinfo("Uy: %.3f. Hp: %.3f. UPos:(%.3f,%.3f,%.3f). TPos:(%.3f,%.3f,%.3f)",
4016 UserEntity->frontYaw(), UserEntity->getHeadPitch(), pos().x, pos().y, pos().z,
4017 targetPos.x, targetPos.y, targetPos.z);
4018 static float uy=0.f;
4019 static float hp=0.f;
4020 if( fabs(fmod(UserEntity->frontYaw()-uy, 2*Pi))>ClientCfg.Fly ||
4021 fabs(fmod(UserEntity->getHeadPitch()-hp, 2*Pi))>ClientCfg.Fly )
4023 nlinfo("YOYOBREAK: ^^^^^^^^^^");
4025 uy=UserEntity->frontYaw();
4026 hp=UserEntity->getHeadPitch();
4031 // **** Third person
4032 else if(viewMode()==ThirdPV)
4034 // keep the current effective yaw. ONLY if no SmoothResetCameraYaw forced
4035 if(!UserControls.isResetSmoothCDYForced())
4037 frontYawAfter = frontYaw();
4038 float deltaYaw= frontYawAfter - frontYawBefore;
4040 // compensate rotation (NB: it stops also any SmoothReset)
4041 UserControls.appendCameraDeltaYaw(-deltaYaw);
4045 // when looking to an entity, if automatic camera, center the view on it.
4046 if( ClientCfg.AutomaticCamera /*&& start*/ )
4048 UserControls.resetSmoothCameraDeltaYaw();
4053 // ***************************************************************************
4054 void CUserEntity::startForceLookEntity(CLFECOMMON::TCLEntityId slot)
4056 // Start a new follow: force head pitch to follow by default
4057 _FollowForceHeadPitch= true;
4058 // if a follow is started in first person, reset CameraYaw
4059 if(viewMode()==FirstPV)
4060 UserControls.resetCameraDeltaYaw();
4062 // reorient now (important else may have a time shift because of resetCameraDeltaYaw above)
4063 CEntityCL *target = EntitiesMngr.entity(slot);
4064 if(target)
4066 /* For complex reason, the target may not be still snapped on the ground. snap it now
4067 - this is because in common case, entities are snap only if they are visible (for speed up)
4068 => depends on camera
4069 - but in this case, the camera depends on real entity position (headPitch in first person)
4071 target->snapToGround();
4073 // For FirstPerson targeting. Get the current target head offset
4074 _FollowHeadOffset= 0.f;
4075 CVector headPos;
4076 if(target->getHeadPos(headPos))
4078 _FollowHeadOffset= headPos.z - float(target->pos().z);
4081 // Look at the entity
4082 CVectorD dir2targ = target->pos() - pos();
4083 dir2targ.z = 0.0;
4084 if(dir2targ!=CVectorD::Null)
4086 forceLookEntity(dir2targ, true, true);
4092 // ***************************************************************************
4093 void CUserEntity::stopForceHeadPitchInFollow()
4095 _FollowForceHeadPitch= false;
4098 // ***************************************************************************
4099 void CUserEntity::switchVelocity(bool userRequest)
4101 if (ClientCfg.R2EDEnabled && R2::getEditor().getMode() == R2::CEditor::EditionMode)
4103 // when in the R2 editor, force to run all the time
4104 _Run = true;
4106 else
4108 _Run = !_Run;
4110 _CurrentVelocity = _Run ? runVelocity() : walkVelocity();
4112 if (userRequest)
4114 _RunWhenAble = _Run;
4117 // display message : your are running, you are walking
4118 CInterfaceManager *pIM= CInterfaceManager::getInstance();
4119 string msg;
4120 if( _Run )
4121 msg = CI18N::get("msgUserIsRunning");
4122 else
4123 msg = CI18N::get("msgUserIsWalking");
4124 string cat = getStringCategory(msg, msg);
4125 pIM->displaySystemInfo(msg, cat);
4127 // Write to the UI database, to update views
4128 CCDBNodeLeaf *node= NLGUI::CDBManager::getInstance()->getDbProp("UI:VARIABLES:PLAYER_RUNNING", false);
4129 if(node)
4130 node->setValue32(_Run);
4133 //-----------------------------------------------
4134 // autoEquipWithLastUsedWeapons
4136 //-----------------------------------------------
4137 void CUserEntity::autoEquipWithLastUsedWeapons()
4139 CInventoryManager *inv = CInventoryManager::getInstance();
4140 if ( !inv )
4142 return;
4145 // Clear hands
4146 inv->unequip( "LOCAL:INVENTORY:HAND:1" );
4147 inv->unequip( "LOCAL:INVENTORY:HAND:0" );
4149 uint ir,il;
4150 // Equip right hand
4151 if( _PreviousRightHandItem.Sheet != 0 )
4153 // find item in bag with same properties than last used one in right hand
4154 for ( ir=0; ir<MAX_BAGINV_ENTRIES; ++ir )
4156 if( _PreviousRightHandItem.Sheet == inv->getBagItem(ir).getSheetID() &&
4157 _PreviousRightHandItem.Quality == inv->getBagItem(ir).getQuality() &&
4158 _PreviousRightHandItem.Weight == inv->getBagItem(ir).getWeight() &&
4159 _PreviousRightHandItem.NameId == inv->getBagItem(ir).getNameId() )
4161 break;
4164 if ( ir != MAX_BAGINV_ENTRIES )
4166 // Equip right hand
4167 string bagPath = toString( "LOCAL:INVENTORY:BAG:%u", ir );
4168 inv->equip( bagPath, "LOCAL:INVENTORY:HAND:0" );
4170 // Equip left hand if needed
4171 if( _PreviousLeftHandItem.Sheet != 0 )
4173 for ( il=0; il<MAX_BAGINV_ENTRIES; ++il )
4175 if( il != ir &&
4176 _PreviousLeftHandItem.Sheet == inv->getBagItem(il).getSheetID() &&
4177 _PreviousLeftHandItem.Quality == inv->getBagItem(il).getQuality() &&
4178 _PreviousLeftHandItem.Weight == inv->getBagItem(il).getWeight() &&
4179 _PreviousLeftHandItem.NameId == inv->getBagItem(il).getNameId() )
4181 break;
4184 if ( il != MAX_BAGINV_ENTRIES )
4186 bagPath = toString( "LOCAL:INVENTORY:BAG:%u", il );
4187 inv->equip( bagPath, "LOCAL:INVENTORY:HAND:1" );
4190 return;
4195 // TODO : choose the best one
4200 // ***************************************************************************
4201 void CUserEntity::executeCombatWithPhrase(CEntityCL *target, uint32 memoryLine, uint32 memoryIndex, bool cyclic)
4203 nlassert(target);
4204 CSPhraseManager *pPM= CSPhraseManager::getInstance();
4206 // is a melee combat?
4207 bool meleeCombat = false;
4208 // empty hand => yes!
4209 meleeCombat= true;
4210 uint32 rightHandSheet = getInventory().getRightHandItemSheet();
4211 if(rightHandSheet)
4212 meleeCombat = getInventory().isMeleeWeaponItem(rightHandSheet);
4214 // If melee combat, and if the user entity is not well placed for fight, or if it has changed his target
4215 if( meleeCombat &&
4217 !target->isPlacedToFight(pos(), front(), attackRadius() + ClientCfg.AttackDist) ||
4218 target->slot()!=_LastExecuteCombatSlot
4222 _LastExecuteCombatSlot= target->slot();
4224 // Cancel any follow
4225 disableFollow();
4227 // Launch the moveToCombatPhrase, canceling any old action client execution.
4228 // NB: this will also force him to look at the entity
4229 moveToCombatPhrase(target->slot(), 2.0, memoryLine, memoryIndex, cyclic);
4231 // And after (order is important), start the phrase execution on client
4232 pPM->clientExecute(memoryLine, memoryIndex, cyclic);
4234 else
4236 // Cancel any moveTo(), because don't want to continue reaching the prec entity
4237 // VERY important if previous MoveTo was a SPhrase MoveTo (because cancelClientExecute() must be called)
4238 resetAnyMoveTo();
4240 // start client execution: NB: start client execution even if it
4241 pPM->clientExecute(memoryLine, memoryIndex, cyclic);
4243 // inform Server of phrase cast
4244 pPM->sendExecuteToServer(memoryLine, memoryIndex, cyclic);
4246 if( !meleeCombat && !cyclic )
4248 pPM->executeDefaultAttack();
4253 // ***************************************************************************
4254 void CUserEntity::beginCast(const MBEHAV::CBehaviour &behaviour)
4256 if(viewMode()==ThirdPV)
4258 // backup front yaw
4259 float frontYawBefore = frontYaw();
4260 // begin cast
4261 CCharacterCL::beginCast( behaviour );
4262 // compensate the front change using a camera move
4263 float frontYawAfter = frontYaw();
4264 float deltaYaw= frontYawAfter - frontYawBefore;
4265 UserControls.appendCameraDeltaYaw(-deltaYaw);
4266 // if automatic camera, center the view behind the user
4267 if( ClientCfg.AutomaticCamera )
4269 UserControls.resetSmoothCameraDeltaYaw();
4272 else
4274 // in first person mode, reset the delta yaw
4275 UserControls.resetCameraDeltaYaw();
4276 CCharacterCL::beginCast( behaviour );
4280 // ***************************************************************************
4281 void CUserEntity::updatePreCollision(const NLMISC::TTime &time, CEntityCL *target)
4283 CPlayerCL::updatePreCollision(time, target);
4285 // test each frame if the mode has changed
4286 if(SoundMngr)
4288 // Play/stop music if comes from or goes to dead
4289 bool isDead = _Mode == MBEHAV::DEATH || _Mode == MBEHAV::SWIM_DEATH;
4291 // must start music?
4292 if (isDead && SoundMngr->getEventMusicPlayed() != ClientCfg.DeathMusic)
4294 SoundMngr->playEventMusic(ClientCfg.DeathMusic, 0, true);
4297 // must end music?
4298 if (!isDead && SoundMngr->getEventMusicPlayed() == ClientCfg.DeathMusic)
4300 SoundMngr->stopEventMusic(ClientCfg.DeathMusic, CSoundManager::LoadingMusicXFade);
4305 // ***************************************************************************
4306 void CUserEntity::buildTotem()
4308 const string msgName = "TOTEM:BUILD";
4309 CBitMemStream out;
4310 if( GenericMsgHeaderMngr.pushNameToStream( msgName, out ) )
4312 NetMngr.push( out );
4313 nlinfo( "sending TOTEM:build message to server" );
4317 // ***************************************************************************
4318 void CUserEntity::setR2CharMode(R2::TCharMode mode)
4320 if (mode == R2::TCharMode::Editer || mode == R2::TCharMode::Dm)
4322 _R2CharMode= mode;
4323 walkVelocity(ClientCfg.DmWalk);
4324 runVelocity(ClientCfg.DmRun);
4325 View.setCameraDistanceMaxForDm();
4326 CEntityCL *user = EntitiesMngr.entity(0);
4327 NLPACS::UMovePrimitive* prim = user?user->getPrimitive():0;
4328 if (prim)
4330 prim->setObstacle(false);
4334 else if (mode == R2::TCharMode::Player || mode == R2::TCharMode::Tester)
4336 _R2CharMode= mode;
4337 walkVelocity(ClientCfg.Walk);
4338 runVelocity(ClientCfg.Run);
4339 View.setCameraDistanceMaxForPlayer();
4340 CEntityCL *user = EntitiesMngr.entity(0);
4341 NLPACS::UMovePrimitive* prim = user?user->getPrimitive():0;
4342 if (prim)
4344 prim->setObstacle(true);
4347 else
4349 nlwarning("R2Ed: Error Char Mode not handled %u", (uint32)mode.getValue());
4353 bool CUserEntity::isInNpcControl() const
4355 CInterfaceManager* pIM = CInterfaceManager::getInstance();
4356 CCDBNodeLeaf *sheet = NLGUI::CDBManager::getInstance()->getDbProp("SERVER:USER:NPC_CONTROL:SHEET", false);
4357 return sheet && NLMISC::CSheetId(sheet->getValue32())!=NLMISC::CSheetId::Unknown;
4361 void CUserEntity::updateNpcContolSpeed()
4363 CInterfaceManager* pIM = CInterfaceManager::getInstance();
4364 CCDBNodeLeaf *sheet = NLGUI::CDBManager::getInstance()->getDbProp("SERVER:USER:NPC_CONTROL:SHEET", false);
4365 CCDBNodeLeaf *walk = NLGUI::CDBManager::getInstance()->getDbProp("SERVER:USER:NPC_CONTROL:WALK", false);
4366 CCDBNodeLeaf *run = NLGUI::CDBManager::getInstance()->getDbProp("SERVER:USER:NPC_CONTROL:RUN", false);
4367 if (!sheet || !walk || !run)
4369 return;
4372 static NLMISC::CSheetId oldSheet = NLMISC::CSheetId::Unknown;
4373 static float oldRun=0.f;
4374 static float oldWalk=0.f;
4376 NLMISC::CSheetId sheetId(sheet->getValue32());
4377 float newRun = float(run->getValue32()) / 1000.0f;
4378 float newWalk = float(walk->getValue32()) / 1000.0f;
4380 if (sheetId == oldSheet && oldRun == newRun && oldWalk == newWalk )
4382 return;
4385 oldSheet = sheetId;
4386 oldRun = newRun;
4387 oldWalk = newWalk;
4389 if (sheetId != NLMISC::CSheetId::Unknown)
4391 walkVelocity(newWalk);
4392 runVelocity(newRun);
4394 else
4396 setR2CharMode(_R2CharMode);
4401 //-----------------------------------------------
4402 // cancelAllPhrases
4403 //-----------------------------------------------
4404 void CUserEntity::cancelAllPhrases()
4406 CBitMemStream out;
4407 if(GenericMsgHeaderMngr.pushNameToStream("PHRASE:CANCEL_ALL", out))
4409 NetMngr.push(out);
4411 else
4413 nlwarning("<CUserEntity::cancelAllPhrases> unknown message name '%s'", "PHRASE:CANCEL_ALL");
4418 //-----------------------------------------------
4419 // canChangeFront
4420 //-----------------------------------------------
4421 bool CUserEntity::canChangeFront()
4423 return !(_CurrentBehaviour.Behaviour == MBEHAV::EXTRACTING
4424 || (_CurrentBehaviour.Behaviour == MBEHAV::RANGE_ATTACK && _Mode==MBEHAV::COMBAT && !UserControls.isMoving())
4425 || (_CurrentBehaviour.Behaviour >= MBEHAV::MAGIC_CASTING_BEHAVIOUR_BEGIN && _CurrentBehaviour.Behaviour <= MBEHAV::MAGIC_CASTING_BEHAVIOUR_END));
4429 //-----------------------------------------------
4430 // rememberWeaponsInHand
4432 //-----------------------------------------------
4433 void CUserEntity::rememberWeaponsInHand()
4435 CInventoryManager * inv = CInventoryManager::getInstance();
4436 if( !inv )
4438 return;
4441 // keep right hand item
4442 CItemImage * rightItemImg = inv->getHandItem(0);
4443 if( rightItemImg )
4445 if( inv->isMeleeWeaponItem(rightItemImg->getSheetID()) || inv->isRangeWeaponItem(rightItemImg->getSheetID()) )
4447 _PreviousRightHandItem = CItemSnapshot(*rightItemImg);
4449 // keep left hand item too (could be ammo, second weapon, etc ..)
4450 CItemImage * leftItemImg = inv->getHandItem(1);
4451 if( leftItemImg )
4453 _PreviousLeftHandItem = CItemSnapshot(*leftItemImg);
4455 else
4457 _PreviousLeftHandItem = CItemSnapshot();
4464 //-----------------------------------------------
4465 // snapshot of a CItemImage
4467 //-----------------------------------------------
4468 CUserEntity::CItemSnapshot::CItemSnapshot( const CItemImage& i )
4470 Sheet = i.getSheetID();
4471 Quality = i.getQuality();
4472 Quantity = i.getQuantity();
4473 UserColor = i.getUserColor();
4474 Price = i.getPrice();
4475 Weight = i.getWeight();
4476 NameId = i.getNameId();
4477 InfoVersion = i.getInfoVersion();
4480 sint CUserEntity::getLevel() const
4482 CInterfaceManager *pIM = CInterfaceManager::getInstance();
4483 sint level = -1;
4484 for(uint i=0;i<EGSPD::CSPType::EndSPType;i++)
4486 CCDBNodeLeaf *node= NLGUI::CDBManager::getInstance()->getDbProp(toString("SERVER:USER:SKILL_POINTS_%d:VALUE", i), false);
4487 if(node)
4489 level = std::max(level, (sint) node->getValue32());
4492 return level;
4495 //-----------------------------------------------
4496 // interlocutor
4497 //-----------------------------------------------
4498 void CUserEntity::interlocutor( const CLFECOMMON::TCLEntityId &slot)
4500 CLFECOMMON::TCLEntityId prevInterlocutor = _Interlocutor;
4501 _Interlocutor = slot;
4503 // Refresh (hide or unhide) the icon for the interlocutor NPC
4504 if (prevInterlocutor != CLFECOMMON::INVALID_SLOT)
4505 EntitiesMngr.refreshInsceneInterfaceOfFriendNPC(prevInterlocutor);
4506 if (_Interlocutor != CLFECOMMON::INVALID_SLOT)
4507 EntitiesMngr.refreshInsceneInterfaceOfFriendNPC(_Interlocutor);
4510 //-----------------------------------------------
4511 // trader
4512 //-----------------------------------------------
4513 void CUserEntity::trader(const CLFECOMMON::TCLEntityId &slot)
4515 CLFECOMMON::TCLEntityId prevTrader = _Trader;
4516 _Trader = slot;
4518 // Refresh (hide or unhide) the icon for the trader NPC
4519 if (prevTrader != CLFECOMMON::INVALID_SLOT)
4520 EntitiesMngr.refreshInsceneInterfaceOfFriendNPC(prevTrader);
4521 if (_Trader != CLFECOMMON::INVALID_SLOT)
4522 EntitiesMngr.refreshInsceneInterfaceOfFriendNPC(_Trader);