Player.cpp 14 KB

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  1. #include "Player.h"
  2. #include "ArrayUtils.h"
  3. #include "Block.h"
  4. #include "Chat.h"
  5. #include "Game.h"
  6. #include "ItemFilter.h"
  7. #include "ItemStack.h"
  8. #include "ItemType.h"
  9. #include "QuestDialog.h"
  10. #include "UIController.h"
  11. Player::Player(Framework::Vec3<float> location, int dimensionId, int entityId)
  12. : Entity(EntityTypeEnum::PLAYER, location, dimensionId, entityId),
  13. BasicShapedCrafter(3, 3, this, "inventory")
  14. {
  15. for (int i = 0; i < 10; i++)
  16. {
  17. ItemSlot* slot = new ItemSlot("ItemBar", 50, 0, i, 0, ANY_DIRECTION, 0);
  18. itemBar.add(slot);
  19. addSlot(slot);
  20. }
  21. for (int i = 0; i < 30; i++)
  22. {
  23. ItemSlot* slot
  24. = new ItemSlot("Inventory", 50, 0, i + 10, 0, ANY_DIRECTION, 0);
  25. addSlot(slot);
  26. }
  27. leftHandPosition = 0;
  28. maxHP = 10;
  29. maxStamina = 10;
  30. maxHunger = 10;
  31. maxThirst = 10;
  32. setHP(0, 0, 0, 10.f);
  33. setStamina(10);
  34. setHunger(10);
  35. setThirst(10);
  36. setJumpSpeed(5.f);
  37. keyState = 0;
  38. jumping = 0;
  39. faceOffset = {0.f, 0.f, 1.5f};
  40. targetDistanceLimit = 4;
  41. maxMovementSpeed = 1.f;
  42. movementFlags |= MovementFlags::ROTATE_TO_FACE;
  43. }
  44. void Player::onTargetChange()
  45. {
  46. NetworkMessage* msg = new NetworkMessage();
  47. ActionTarget::toMessage(zTarget(), dimensionId, msg);
  48. Game::INSTANCE->sendMessage(msg, this);
  49. }
  50. Framework::Text Player::getInventoryUIML()
  51. {
  52. Framework::Text result
  53. = "<dialog id=\"player_inventory\" title=\"Inventory\" width=\"610\" "
  54. "height=\"450\">";
  55. result.append()
  56. << "<craftingGrid id=\"crafting\" margin-top=\"9\" "
  57. "align-top=\"start\" align-left=\"start\" margin-left=\"9\" "
  58. "width=\"282\" height=\"172\" rowSize=\"3\" colSize=\"3\" "
  59. "numOutputSlots=\"1\" target=\""
  60. << getId() << "\"/>"
  61. << "<inventory id=\"inventory\" margin-bottom=\"18\" "
  62. "align-bottom=\"item_bar\" align-left=\"start\" "
  63. "margin-left=\"9\" width=\"592\" height=\"172\" rowSize=\"10\" "
  64. "numSlots=\"30\" slotNameFilter=\"Inventory\" target=\""
  65. << getId() << "\"/>"
  66. << "<inventory id=\"item_bar\" margin-bottom=\"9\" "
  67. "align-bottom=\"end\" align-left=\"start\" margin-left=\"9\" "
  68. "width=\"592\" height=\"52\" rowSize=\"10\" numSlots=\"10\" "
  69. "slotNameFilter=\"ItemBar\" target=\""
  70. << getId() << "\"/>"
  71. << "</dialog>";
  72. return result;
  73. }
  74. Framework::Text Player::getPlayerGUI()
  75. {
  76. Framework::Text result = "<gui id=\"player_gui\">";
  77. result.append()
  78. << "<itemBar id=\"gui_item_bar\" margin-bottom=\"9\" "
  79. "align-bottom=\"end\" align-left=\"center\" width=\"592\" "
  80. "height=\"52\" rowSize=\"10\" slotNameFilter=\"ItemBar\" target=\""
  81. << getId() << "\"/>"
  82. << "<statusBars id=\"gui_status_bars\" margin-bottom=\"9\" "
  83. "align-bottom=\"gui_item_bar\" align-left=\"center\" target=\""
  84. << getId() << "\"/>"
  85. << "</gui>";
  86. return result;
  87. }
  88. void Player::useItemSlot(ItemSlot* zSlot, bool left)
  89. {
  90. if (Entity::useItem(zSlot->zStack() && zSlot->zStack()->zItem()
  91. ? zSlot->zStack()->zItem()->getTypeId()
  92. : ItemTypeEnum::PLAYER_HAND,
  93. (ItemStack*)zSlot->zStack(),
  94. left))
  95. {
  96. zSlot->update();
  97. if (zSlot->zStack())
  98. {
  99. if (zSlot->zStack()->zItem()->getDurability() <= 0)
  100. {
  101. ItemStack* stack = zSlot->takeItemsOut(
  102. zSlot->getNumberOfItems(), NO_DIRECTION);
  103. Item* broken
  104. = stack->zItem()->zItemType()->breakItem(stack->zItem());
  105. if (broken)
  106. {
  107. ItemStack* newStack
  108. = new ItemStack(broken, stack->getSize());
  109. zSlot->addItems(newStack, NO_DIRECTION);
  110. if (newStack->getSize() > 0)
  111. {
  112. Game::INSTANCE->spawnItem(
  113. getLocation(), getDimensionId(), newStack);
  114. }
  115. else
  116. {
  117. newStack->release();
  118. }
  119. }
  120. stack->release();
  121. }
  122. else if (zSlot->zStack()->zItem()->getHp() <= 0)
  123. {
  124. ItemStack* stack = zSlot->takeItemsOut(
  125. zSlot->getNumberOfItems(), NO_DIRECTION);
  126. Framework::Array<ItemSlot*> fromSlots;
  127. for (ItemSlot* slot : *this)
  128. {
  129. if (slot != zSlot) fromSlots.add(slot);
  130. }
  131. Framework::Array<ItemSlot*> targetSlots;
  132. targetSlots.add(zSlot);
  133. TypeItemFilter filter;
  134. filter.setType(stack->zItem()->zItemType());
  135. localTransaction(&fromSlots,
  136. &targetSlots,
  137. &filter,
  138. zSlot->getFreeSpace(),
  139. NO_DIRECTION,
  140. NO_DIRECTION);
  141. stack->release();
  142. }
  143. }
  144. updateSlot(zSlot);
  145. }
  146. }
  147. void Player::setName(Framework::Text name)
  148. {
  149. this->name = name;
  150. }
  151. const char* Player::getName() const
  152. {
  153. return name;
  154. }
  155. void Player::tick(const Dimension* zDimension, double seconds)
  156. {
  157. if ((keyState | Key::LEFT_HAND_ACTION) == keyState)
  158. useItemSlot(itemBar.get(leftHandPosition), true);
  159. if ((keyState | Key::RIGHT_HAND_ACTION) == keyState)
  160. useItemSlot(itemBar.get(leftHandPosition), false);
  161. return Entity::tick(zDimension, seconds);
  162. }
  163. void Player::playerApi(
  164. Framework::StreamReader* zRequest, NetworkMessage* zResponse)
  165. {
  166. char byte;
  167. zRequest->lese(&byte, 1);
  168. switch (byte)
  169. {
  170. case 0:
  171. // stop action
  172. zRequest->lese(&byte, 1);
  173. switch (byte)
  174. {
  175. case 8:
  176. keyState = keyState & ~Key::LEFT_HAND_ACTION;
  177. break;
  178. case 9:
  179. keyState = keyState & ~Key::RIGHT_HAND_ACTION;
  180. break;
  181. }
  182. break;
  183. case 1:
  184. // begin action
  185. zRequest->lese(&byte, 1);
  186. switch (byte)
  187. {
  188. case 8:
  189. keyState = keyState | Key::LEFT_HAND_ACTION;
  190. break;
  191. case 9:
  192. keyState = keyState | Key::RIGHT_HAND_ACTION;
  193. break;
  194. }
  195. break;
  196. case 2:
  197. // set face direction
  198. {
  199. zRequest->lese((char*)&faceDir.x, 4);
  200. zRequest->lese((char*)&faceDir.y, 4);
  201. zRequest->lese((char*)&faceDir.z, 4);
  202. // TODO: calculate rotation and try to rotate without collision
  203. calculateTarget(
  204. !itemBar.get(leftHandPosition)->isEmpty()
  205. ? itemBar.get(leftHandPosition)->zStack()->zItem()
  206. : 0);
  207. break;
  208. }
  209. case 3:
  210. { // switch item bar position
  211. zRequest->lese((char*)&leftHandPosition, 4);
  212. leftHandPosition = leftHandPosition % itemBar.getEintragAnzahl();
  213. NetworkMessage* msg = new NetworkMessage();
  214. msg->addressUIElement("gui_item_bar", -1);
  215. char* message = new char[5];
  216. message[0] = 3; // set selected slot
  217. *(int*)(message + 1) = leftHandPosition;
  218. msg->setMessage(message, 5);
  219. Game::INSTANCE->sendMessage(msg, this);
  220. break;
  221. }
  222. case 4:
  223. {
  224. Game::INSTANCE->zUIController()->addDialog(
  225. new UIDialog("player_inventory",
  226. getId(),
  227. new Framework::XML::Element(getInventoryUIML())));
  228. break;
  229. }
  230. case 5:
  231. {
  232. // request gui
  233. Framework::Text uiml = getPlayerGUI();
  234. int msgSize = 6 + uiml.getLength();
  235. char* msg = new char[msgSize];
  236. msg[0] = 2; // gui message
  237. msg[1] = 2; // set gui
  238. *(int*)(msg + 2) = uiml.getLength();
  239. memcpy(msg + 6, uiml.getText(), uiml.getLength());
  240. zResponse->setMessage(msg, msgSize);
  241. break;
  242. }
  243. case 6:
  244. { // inventory transaction
  245. bool isEntity;
  246. zRequest->lese((char*)&isEntity, 1);
  247. Inventory* source;
  248. if (isEntity)
  249. {
  250. int id;
  251. zRequest->lese((char*)&id, 4);
  252. source = Game::INSTANCE->zEntity(id, dimensionId);
  253. }
  254. else
  255. {
  256. int dim;
  257. Framework::Vec3<int> pos;
  258. zRequest->lese((char*)&dim, 4);
  259. zRequest->lese((char*)&pos.x, 4);
  260. zRequest->lese((char*)&pos.y, 4);
  261. zRequest->lese((char*)&pos.z, 4);
  262. source = Game::INSTANCE->zBlockAt(pos, dim, 0);
  263. }
  264. int sourceSlotId;
  265. zRequest->lese((char*)&sourceSlotId, 4);
  266. zRequest->lese((char*)&isEntity, 1);
  267. Inventory* target;
  268. if (isEntity)
  269. {
  270. int id;
  271. zRequest->lese((char*)&id, 4);
  272. target = Game::INSTANCE->zEntity(id, dimensionId);
  273. }
  274. else
  275. {
  276. int dim;
  277. Framework::Vec3<int> pos;
  278. zRequest->lese((char*)&dim, 4);
  279. zRequest->lese((char*)&pos.x, 4);
  280. zRequest->lese((char*)&pos.y, 4);
  281. zRequest->lese((char*)&pos.z, 4);
  282. target = Game::INSTANCE->zBlockAt(pos, dim, 0);
  283. }
  284. if (source && target)
  285. {
  286. int targetSlotId;
  287. zRequest->lese((char*)&targetSlotId, 4);
  288. SpecificSlotFilter filter(sourceSlotId, targetSlotId);
  289. source->interactWith(target, Direction::NO_DIRECTION)
  290. .pushItems(source->zSlot(sourceSlotId)->getNumberOfItems(),
  291. &filter);
  292. }
  293. break;
  294. }
  295. case 7: // craft action
  296. {
  297. bool isEntity;
  298. zRequest->lese((char*)&isEntity, 1);
  299. BasicShapedCrafter* target;
  300. if (isEntity)
  301. {
  302. int id;
  303. zRequest->lese((char*)&id, 4);
  304. target = dynamic_cast<BasicShapedCrafter*>(
  305. Game::INSTANCE->zEntity(id, dimensionId));
  306. }
  307. else
  308. {
  309. int dim;
  310. Framework::Vec3<int> pos;
  311. zRequest->lese((char*)&dim, 4);
  312. zRequest->lese((char*)&pos.x, 4);
  313. zRequest->lese((char*)&pos.y, 4);
  314. zRequest->lese((char*)&pos.z, 4);
  315. target = dynamic_cast<BasicShapedCrafter*>(
  316. Game::INSTANCE->zRealBlockInstance(pos, dim));
  317. }
  318. if (target) target->applyCurrentRecipie();
  319. break;
  320. }
  321. case 8: // request left hand position
  322. {
  323. NetworkMessage* msg = new NetworkMessage();
  324. msg->addressUIElement("gui_item_bar", -1);
  325. char* message = new char[5];
  326. message[0] = 3; // set selected slot
  327. *(int*)(message + 1) = leftHandPosition;
  328. msg->setMessage(message, 5);
  329. Game::INSTANCE->sendMessage(msg, this);
  330. break;
  331. }
  332. case 9: // open quest dialog
  333. {
  334. Game::INSTANCE->zUIController()->addDialog(
  335. new QuestDialog(getId()));
  336. break;
  337. }
  338. case 10: // change movement flags
  339. {
  340. int flags;
  341. zRequest->lese((char*)&flags, 4);
  342. flags &= 0xFFF; // only lower 12 bits are valid
  343. flags |= movementFlags & 0xFFFFF000;
  344. movementFlags = flags;
  345. break;
  346. }
  347. }
  348. }
  349. void Player::onFall(float collisionSpeed)
  350. {
  351. Entity::onFall(collisionSpeed);
  352. // TODO: check validity
  353. }
  354. void Player::onDeath(Entity* zActor, Item* zUsedItem, ItemSkill* zUsedSkill)
  355. {
  356. this->setHP(zActor, zUsedItem, zUsedSkill, this->getMaxHP());
  357. Game::INSTANCE->zChat()->broadcastMessage(
  358. name + " died!", Chat::CHANNEL_INFO);
  359. // TODO: respown
  360. }
  361. PlayerEntityType::PlayerEntityType()
  362. : EntityType()
  363. {
  364. setName("Player");
  365. setModel(new ModelInfo("data/models/entities.m3/player",
  366. toArray("data/textures/entities.ltdb/player.png", 6),
  367. 0,
  368. 1.f));
  369. }
  370. void PlayerEntityType::loadSuperEntity(
  371. Entity* zEntity, Framework::StreamReader* zReader) const
  372. {
  373. Player* zPlayer = dynamic_cast<Player*>(zEntity);
  374. if (!zPlayer)
  375. throw "PlayerEntityType::loadSuperEntity was called with an entity "
  376. "witch is not an instance of Player";
  377. zReader->lese((char*)&zPlayer->leftHandPosition, 4);
  378. char len;
  379. zReader->lese(&len, 1);
  380. char* name = new char[(int)len + 1];
  381. zReader->lese(name, (int)len);
  382. name[(int)len] = 0;
  383. zPlayer->name = name;
  384. delete[] name;
  385. EntityType::loadSuperEntity(zPlayer, zReader);
  386. }
  387. void PlayerEntityType::saveSuperEntity(
  388. Entity* zEntity, Framework::StreamWriter* zWriter) const
  389. {
  390. Player* zPlayer = dynamic_cast<Player*>(zEntity);
  391. if (!zPlayer)
  392. throw "PlayerEntityType::saveSuperEntity was called with an entity "
  393. "witch is not an instance of Player";
  394. zWriter->schreibe((char*)&zPlayer->leftHandPosition, 4);
  395. char len = (char)Framework::textLength(zPlayer->getName());
  396. zWriter->schreibe(&len, 1);
  397. zWriter->schreibe(zPlayer->getName(), (int)len);
  398. EntityType::saveSuperEntity(zEntity, zWriter);
  399. }
  400. Entity* PlayerEntityType::createEntity(
  401. Framework::Vec3<float> position, int dimensionId, int entityId) const
  402. {
  403. return new Player(position, dimensionId, entityId);
  404. }