Player.cpp 15 KB

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  1. #include "Player.h"
  2. #include "ArrayUtils.h"
  3. #include "BasicBlocks.h"
  4. #include "Block.h"
  5. #include "Chat.h"
  6. #include "Game.h"
  7. #include "ItemFilter.h"
  8. #include "ItemStack.h"
  9. #include "ItemType.h"
  10. #include "QuestDialog.h"
  11. #include "UIController.h"
  12. #include "UIMLBuilder.h"
  13. Player::Player(Framework::Vec3<float> location, int dimensionId, int entityId)
  14. : Entity(EntityTypeEnum::PLAYER, location, dimensionId, entityId),
  15. BasicShapedCrafter(3, 3, this, "inventory")
  16. {
  17. for (int i = 0; i < 10; i++)
  18. {
  19. ItemSlot* slot = new ItemSlot("ItemBar", 50, 0, i, 0, ANY_DIRECTION, 0);
  20. itemBar.add(slot);
  21. addSlot(slot);
  22. }
  23. for (int i = 0; i < 30; i++)
  24. {
  25. ItemSlot* slot
  26. = new ItemSlot("Inventory", 50, 0, i + 10, 0, ANY_DIRECTION, 0);
  27. addSlot(slot);
  28. }
  29. leftHandPosition = 0;
  30. maxHP = 10;
  31. maxStamina = 10;
  32. maxHunger = 10;
  33. maxThirst = 10;
  34. setHP(0, 0, 0, 10.f);
  35. setStamina(10);
  36. setHunger(10);
  37. setThirst(10);
  38. setJumpSpeed(5.f);
  39. keyState = 0;
  40. jumping = 0;
  41. faceOffset = {0.f, 0.f, 1.5f};
  42. targetDistanceLimit = 4;
  43. maxMovementSpeed = 1.f;
  44. movementFlags |= MovementFlags::ROTATE_TO_FACE;
  45. }
  46. void Player::onTargetChange()
  47. {
  48. NetworkMessage* msg = new NetworkMessage();
  49. ActionTarget::toMessage(zTarget(), dimensionId, msg);
  50. Game::INSTANCE->sendMessage(msg, this);
  51. }
  52. Framework::XML::Element* Player::getInventoryUIML() const
  53. {
  54. return UIMLBuilder::createDialog("player_inventory")
  55. ->setTitle("Inventory")
  56. ->setWidth(610)
  57. ->setHeight(450)
  58. ->addElement(UIMLBuilder::createCraftingGrid()
  59. ->setID("crafting")
  60. ->setMarginTop(9)
  61. ->setAlignTopStart()
  62. ->setAlignLeftStart()
  63. ->setMarginLeft(9)
  64. ->setWidth(282)
  65. ->setHeight(172)
  66. ->setRows(3)
  67. ->setColumns(3)
  68. ->setOutputSize(1)
  69. ->setEntitySource(getId())
  70. ->build())
  71. ->addElement(UIMLBuilder::createInventory()
  72. ->setID("inventory")
  73. ->setMarginBottom(18)
  74. ->setAlignBottomToElement("item_bar")
  75. ->setAlignLeftStart()
  76. ->setMarginLeft(9)
  77. ->setWidth(592)
  78. ->setHeight(172)
  79. ->setRowSize(10)
  80. ->setSlotCount(30)
  81. ->setSlotNameFilter("Inventory")
  82. ->setEntitySource(getId())
  83. ->build())
  84. ->addElement(UIMLBuilder::createInventory()
  85. ->setID("item_bar")
  86. ->setMarginBottom(9)
  87. ->setAlignBottomEnd()
  88. ->setAlignLeftStart()
  89. ->setMarginLeft(9)
  90. ->setWidth(592)
  91. ->setHeight(52)
  92. ->setRowSize(10)
  93. ->setSlotCount(10)
  94. ->setSlotNameFilter("ItemBar")
  95. ->setEntitySource(getId())
  96. ->build())
  97. ->build();
  98. }
  99. Framework::XML::Element* Player::getPlayerGUI() const
  100. {
  101. return UIMLBuilder::createContainer()
  102. ->setID("player_gui")
  103. ->addChild(UIMLBuilder::createItemBar()
  104. ->setID("gui_item_bar")
  105. ->setMarginBottom(9)
  106. ->setAlignBottomEnd()
  107. ->setAlignLeftCenter()
  108. ->setWidth(592)
  109. ->setHeight(52)
  110. ->setRowSize(10)
  111. ->setSlotNameFilter("ItemBar")
  112. ->setEntitySource(getId())
  113. ->build())
  114. ->addChild(UIMLBuilder::createStatusBars()
  115. ->setID("gui_status_bars")
  116. ->setMarginBottom(9)
  117. ->setAlignBottomToElement("gui_item_bar")
  118. ->setAlignLeftCenter()
  119. ->setEntitySource(getId())
  120. ->build())
  121. ->build();
  122. }
  123. void Player::useItemSlot(ItemSlot* zSlot, bool left)
  124. {
  125. if (Entity::useItem(zSlot->zStack() && zSlot->zStack()->zItem()
  126. ? zSlot->zStack()->zItem()->getTypeId()
  127. : ItemTypeEnum::PLAYER_HAND,
  128. (ItemStack*)zSlot->zStack(),
  129. left))
  130. {
  131. zSlot->update();
  132. if (zSlot->zStack())
  133. {
  134. if (zSlot->zStack()->zItem()->getDurability() <= 0)
  135. {
  136. ItemStack* stack = zSlot->takeItemsOut(
  137. zSlot->getNumberOfItems(), NO_DIRECTION);
  138. Item* broken
  139. = stack->zItem()->zItemType()->breakItem(stack->zItem());
  140. if (broken)
  141. {
  142. ItemStack* newStack
  143. = new ItemStack(broken, stack->getSize());
  144. zSlot->addItems(newStack, NO_DIRECTION);
  145. if (newStack->getSize() > 0)
  146. {
  147. Game::INSTANCE->spawnItem(
  148. getLocation(), getDimensionId(), newStack);
  149. }
  150. else
  151. {
  152. newStack->release();
  153. }
  154. }
  155. stack->release();
  156. }
  157. else if (zSlot->zStack()->zItem()->getHp() <= 0)
  158. {
  159. ItemStack* stack = zSlot->takeItemsOut(
  160. zSlot->getNumberOfItems(), NO_DIRECTION);
  161. Framework::Array<ItemSlot*> fromSlots;
  162. for (ItemSlot* slot : *this)
  163. {
  164. if (slot != zSlot) fromSlots.add(slot);
  165. }
  166. Framework::Array<ItemSlot*> targetSlots;
  167. targetSlots.add(zSlot);
  168. TypeItemFilter filter;
  169. filter.setType(stack->zItem()->zItemType());
  170. localTransaction(&fromSlots,
  171. &targetSlots,
  172. &filter,
  173. zSlot->getFreeSpace(),
  174. NO_DIRECTION,
  175. NO_DIRECTION);
  176. stack->release();
  177. }
  178. }
  179. updateSlot(zSlot);
  180. }
  181. }
  182. void Player::setName(Framework::Text name)
  183. {
  184. this->name = name;
  185. }
  186. const char* Player::getName() const
  187. {
  188. return name;
  189. }
  190. void Player::tick(const Dimension* zDimension, double seconds)
  191. {
  192. if ((keyState | Key::LEFT_HAND_ACTION) == keyState)
  193. useItemSlot(itemBar.get(leftHandPosition), true);
  194. if ((keyState | Key::RIGHT_HAND_ACTION) == keyState)
  195. useItemSlot(itemBar.get(leftHandPosition), false);
  196. return Entity::tick(zDimension, seconds);
  197. }
  198. void Player::playerApi(
  199. Framework::StreamReader* zRequest, NetworkMessage* zResponse)
  200. {
  201. char byte;
  202. zRequest->lese(&byte, 1);
  203. switch (byte)
  204. {
  205. case 0:
  206. // stop action
  207. zRequest->lese(&byte, 1);
  208. switch (byte)
  209. {
  210. case 8:
  211. keyState = keyState & ~Key::LEFT_HAND_ACTION;
  212. break;
  213. case 9:
  214. keyState = keyState & ~Key::RIGHT_HAND_ACTION;
  215. break;
  216. }
  217. break;
  218. case 1:
  219. // begin action
  220. zRequest->lese(&byte, 1);
  221. switch (byte)
  222. {
  223. case 8:
  224. keyState = keyState | Key::LEFT_HAND_ACTION;
  225. break;
  226. case 9:
  227. keyState = keyState | Key::RIGHT_HAND_ACTION;
  228. break;
  229. }
  230. break;
  231. case 2:
  232. // set face direction
  233. {
  234. zRequest->lese((char*)&faceDir.x, 4);
  235. zRequest->lese((char*)&faceDir.y, 4);
  236. zRequest->lese((char*)&faceDir.z, 4);
  237. // TODO: calculate rotation and try to rotate without collision
  238. calculateTarget(
  239. !itemBar.get(leftHandPosition)->isEmpty()
  240. ? itemBar.get(leftHandPosition)->zStack()->zItem()
  241. : 0);
  242. break;
  243. }
  244. case 3:
  245. { // switch item bar position
  246. zRequest->lese((char*)&leftHandPosition, 4);
  247. leftHandPosition = leftHandPosition % itemBar.getEintragAnzahl();
  248. NetworkMessage* msg = new NetworkMessage();
  249. msg->addressUIElement("gui_item_bar", -1);
  250. char* message = new char[5];
  251. message[0] = 3; // set selected slot
  252. *(int*)(message + 1) = leftHandPosition;
  253. msg->setMessage(message, 5);
  254. Game::INSTANCE->sendMessage(msg, this);
  255. break;
  256. }
  257. case 4:
  258. {
  259. Game::INSTANCE->zUIController()->addDialog(
  260. new UIDialog("player_inventory", getId(), getInventoryUIML()));
  261. break;
  262. }
  263. case 5:
  264. {
  265. // request gui
  266. Framework::XML::Element* element = getPlayerGUI();
  267. Framework::Text uiml = element->toString();
  268. element->release();
  269. int msgSize = 6 + uiml.getLength();
  270. char* msg = new char[msgSize];
  271. msg[0] = 2; // gui message
  272. msg[1] = 2; // set gui
  273. *(int*)(msg + 2) = uiml.getLength();
  274. memcpy(msg + 6, uiml.getText(), uiml.getLength());
  275. zResponse->setMessage(msg, msgSize);
  276. break;
  277. }
  278. case 6:
  279. { // inventory transaction
  280. bool isEntity;
  281. zRequest->lese((char*)&isEntity, 1);
  282. Inventory* source;
  283. if (isEntity)
  284. {
  285. int id;
  286. zRequest->lese((char*)&id, 4);
  287. source = Game::INSTANCE->zEntity(id, dimensionId);
  288. }
  289. else
  290. {
  291. int dim;
  292. Framework::Vec3<int> pos;
  293. zRequest->lese((char*)&dim, 4);
  294. zRequest->lese((char*)&pos.x, 4);
  295. zRequest->lese((char*)&pos.y, 4);
  296. zRequest->lese((char*)&pos.z, 4);
  297. source = Game::INSTANCE->zBlockAt(pos, dim, 0);
  298. }
  299. int sourceSlotId;
  300. zRequest->lese((char*)&sourceSlotId, 4);
  301. zRequest->lese((char*)&isEntity, 1);
  302. Inventory* target;
  303. if (isEntity)
  304. {
  305. int id;
  306. zRequest->lese((char*)&id, 4);
  307. target = Game::INSTANCE->zEntity(id, dimensionId);
  308. }
  309. else
  310. {
  311. int dim;
  312. Framework::Vec3<int> pos;
  313. zRequest->lese((char*)&dim, 4);
  314. zRequest->lese((char*)&pos.x, 4);
  315. zRequest->lese((char*)&pos.y, 4);
  316. zRequest->lese((char*)&pos.z, 4);
  317. target = Game::INSTANCE->zBlockAt(pos, dim, 0);
  318. }
  319. if (source && target)
  320. {
  321. int targetSlotId;
  322. zRequest->lese((char*)&targetSlotId, 4);
  323. SpecificSlotFilter filter(sourceSlotId, targetSlotId);
  324. source->interactWith(target, Direction::NO_DIRECTION)
  325. .pushItems(source->zSlot(sourceSlotId)->getNumberOfItems(),
  326. &filter);
  327. }
  328. break;
  329. }
  330. case 7: // craft action
  331. {
  332. bool isEntity;
  333. zRequest->lese((char*)&isEntity, 1);
  334. BasicShapedCrafter* target;
  335. if (isEntity)
  336. {
  337. int id;
  338. zRequest->lese((char*)&id, 4);
  339. target = dynamic_cast<BasicShapedCrafter*>(
  340. Game::INSTANCE->zEntity(id, dimensionId));
  341. if (target) target->applyCurrentRecipie();
  342. }
  343. else
  344. {
  345. int dim;
  346. Framework::Vec3<int> pos;
  347. zRequest->lese((char*)&dim, 4);
  348. zRequest->lese((char*)&pos.x, 4);
  349. zRequest->lese((char*)&pos.y, 4);
  350. zRequest->lese((char*)&pos.z, 4);
  351. target = dynamic_cast<BasicShapedCrafter*>(
  352. Game::INSTANCE->zRealBlockInstance(pos, dim));
  353. if (target)
  354. {
  355. target->applyCurrentRecipie();
  356. }
  357. else
  358. {
  359. BasicBlock* block = dynamic_cast<BasicBlock*>(
  360. Game::INSTANCE->zRealBlockInstance(pos, dim));
  361. if (block)
  362. {
  363. int index;
  364. zRequest->lese((char*)&index, 4);
  365. block->zComponent(index);
  366. target = dynamic_cast<BasicShapedCrafter*>(block);
  367. if (target)
  368. {
  369. target->applyCurrentRecipie();
  370. }
  371. }
  372. }
  373. }
  374. break;
  375. }
  376. case 8: // request left hand position
  377. {
  378. NetworkMessage* msg = new NetworkMessage();
  379. msg->addressUIElement("gui_item_bar", -1);
  380. char* message = new char[5];
  381. message[0] = 3; // set selected slot
  382. *(int*)(message + 1) = leftHandPosition;
  383. msg->setMessage(message, 5);
  384. Game::INSTANCE->sendMessage(msg, this);
  385. break;
  386. }
  387. case 9: // open quest dialog
  388. {
  389. Game::INSTANCE->zUIController()->addDialog(
  390. new QuestDialog(getId()));
  391. break;
  392. }
  393. case 10: // change movement flags
  394. {
  395. int flags;
  396. zRequest->lese((char*)&flags, 4);
  397. flags &= 0xFFF; // only lower 12 bits are valid
  398. flags |= movementFlags & 0xFFFFF000;
  399. movementFlags = flags;
  400. break;
  401. }
  402. }
  403. }
  404. void Player::onFall(float collisionSpeed)
  405. {
  406. Entity::onFall(collisionSpeed);
  407. // TODO: check validity
  408. }
  409. void Player::onDeath(Entity* zActor, Item* zUsedItem, ItemSkill* zUsedSkill)
  410. {
  411. this->setHP(zActor, zUsedItem, zUsedSkill, this->getMaxHP());
  412. Game::INSTANCE->zChat()->broadcastMessage(
  413. name + " died!", Chat::CHANNEL_INFO);
  414. // TODO: respown
  415. }
  416. PlayerEntityType::PlayerEntityType()
  417. : EntityType()
  418. {
  419. setName("Player");
  420. setModel(new ModelInfo("data/models/entities.m3/player",
  421. toArray("data/textures/entities.ltdb/player.png", 6),
  422. 0,
  423. 1.f));
  424. }
  425. void PlayerEntityType::loadSuperEntity(
  426. Entity* zEntity, Framework::StreamReader* zReader) const
  427. {
  428. Player* zPlayer = dynamic_cast<Player*>(zEntity);
  429. if (!zPlayer)
  430. throw "PlayerEntityType::loadSuperEntity was called with an entity "
  431. "witch is not an instance of Player";
  432. zReader->lese((char*)&zPlayer->leftHandPosition, 4);
  433. char len;
  434. zReader->lese(&len, 1);
  435. char* name = new char[(int)len + 1];
  436. zReader->lese(name, (int)len);
  437. name[(int)len] = 0;
  438. zPlayer->name = name;
  439. delete[] name;
  440. EntityType::loadSuperEntity(zPlayer, zReader);
  441. }
  442. void PlayerEntityType::saveSuperEntity(
  443. Entity* zEntity, Framework::StreamWriter* zWriter) const
  444. {
  445. Player* zPlayer = dynamic_cast<Player*>(zEntity);
  446. if (!zPlayer)
  447. throw "PlayerEntityType::saveSuperEntity was called with an entity "
  448. "witch is not an instance of Player";
  449. zWriter->schreibe((char*)&zPlayer->leftHandPosition, 4);
  450. char len = (char)Framework::textLength(zPlayer->getName());
  451. zWriter->schreibe(&len, 1);
  452. zWriter->schreibe(zPlayer->getName(), (int)len);
  453. EntityType::saveSuperEntity(zEntity, zWriter);
  454. }
  455. Entity* PlayerEntityType::createEntity(
  456. Framework::Vec3<float> position, int dimensionId, int entityId) const
  457. {
  458. return new Player(position, dimensionId, entityId);
  459. }