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