Player.cpp 17 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 (gameMode)
  193. {
  194. setStamina(maxStamina);
  195. setHP(0, 0, 0, maxHP);
  196. setThirst(maxThirst);
  197. setHunger(maxHunger);
  198. }
  199. if ((keyState | Key::LEFT_HAND_ACTION) == keyState)
  200. useItemSlot(itemBar.get(leftHandPosition), true);
  201. if ((keyState | Key::RIGHT_HAND_ACTION) == keyState)
  202. useItemSlot(itemBar.get(leftHandPosition), false);
  203. return Entity::tick(zDimension, seconds);
  204. }
  205. void Player::playerApi(
  206. Framework::StreamReader* zRequest, NetworkMessage* zResponse)
  207. {
  208. char byte;
  209. zRequest->read(&byte, 1);
  210. switch (byte)
  211. {
  212. case 0:
  213. // stop action
  214. zRequest->read(&byte, 1);
  215. switch (byte)
  216. {
  217. case 8:
  218. keyState = keyState & ~Key::LEFT_HAND_ACTION;
  219. break;
  220. case 9:
  221. keyState = keyState & ~Key::RIGHT_HAND_ACTION;
  222. break;
  223. }
  224. break;
  225. case 1:
  226. // begin action
  227. zRequest->read(&byte, 1);
  228. switch (byte)
  229. {
  230. case 8:
  231. keyState = keyState | Key::LEFT_HAND_ACTION;
  232. break;
  233. case 9:
  234. keyState = keyState | Key::RIGHT_HAND_ACTION;
  235. break;
  236. }
  237. break;
  238. case 2:
  239. // set face direction
  240. {
  241. zRequest->read((char*)&faceDir.x, 4);
  242. zRequest->read((char*)&faceDir.y, 4);
  243. zRequest->read((char*)&faceDir.z, 4);
  244. // TODO: calculate rotation and try to rotate without collision
  245. calculateTarget(
  246. !itemBar.get(leftHandPosition)->isEmpty()
  247. ? itemBar.get(leftHandPosition)->zStack()->zItem()
  248. : 0);
  249. break;
  250. }
  251. case 3:
  252. { // switch item bar position
  253. zRequest->read((char*)&leftHandPosition, 4);
  254. leftHandPosition = leftHandPosition % itemBar.getEntryCount();
  255. NetworkMessage* msg = new NetworkMessage();
  256. msg->addressUIElement("gui_item_bar", -1);
  257. char* message = new char[5];
  258. message[0] = 3; // set selected slot
  259. *(int*)(message + 1) = leftHandPosition;
  260. msg->setMessage(message, 5);
  261. Game::INSTANCE->sendMessage(msg, this);
  262. break;
  263. }
  264. case 4:
  265. {
  266. Game::INSTANCE->zUIController()->addDialog(
  267. new UIDialog("player_inventory", getId(), getInventoryUIML()));
  268. break;
  269. }
  270. case 5:
  271. {
  272. // request gui
  273. Framework::XML::Element* element = getPlayerGUI();
  274. Framework::Text uiml = element->toString();
  275. element->release();
  276. int msgSize = 6 + uiml.getLength();
  277. char* msg = new char[msgSize];
  278. msg[0] = 2; // gui message
  279. msg[1] = 2; // set gui
  280. *(int*)(msg + 2) = uiml.getLength();
  281. memcpy(msg + 6, uiml.getText(), uiml.getLength());
  282. zResponse->setMessage(msg, msgSize);
  283. break;
  284. }
  285. case 6:
  286. { // inventory transaction
  287. bool isEntity;
  288. zRequest->read((char*)&isEntity, 1);
  289. Inventory* source;
  290. if (isEntity)
  291. {
  292. int id;
  293. zRequest->read((char*)&id, 4);
  294. source = Game::INSTANCE->zEntity(id, dimensionId);
  295. }
  296. else
  297. {
  298. int dim;
  299. Framework::Vec3<int> pos;
  300. zRequest->read((char*)&dim, 4);
  301. zRequest->read((char*)&pos.x, 4);
  302. zRequest->read((char*)&pos.y, 4);
  303. zRequest->read((char*)&pos.z, 4);
  304. source = Game::INSTANCE->zBlockAt(pos, dim, 0);
  305. }
  306. int sourceSlotId;
  307. zRequest->read((char*)&sourceSlotId, 4);
  308. zRequest->read((char*)&isEntity, 1);
  309. Inventory* target;
  310. if (isEntity)
  311. {
  312. int id;
  313. zRequest->read((char*)&id, 4);
  314. target = Game::INSTANCE->zEntity(id, dimensionId);
  315. }
  316. else
  317. {
  318. int dim;
  319. Framework::Vec3<int> pos;
  320. zRequest->read((char*)&dim, 4);
  321. zRequest->read((char*)&pos.x, 4);
  322. zRequest->read((char*)&pos.y, 4);
  323. zRequest->read((char*)&pos.z, 4);
  324. target = Game::INSTANCE->zBlockAt(pos, dim, 0);
  325. }
  326. if (source && target)
  327. {
  328. int targetSlotId;
  329. zRequest->read((char*)&targetSlotId, 4);
  330. SpecificSlotFilter filter(sourceSlotId, targetSlotId);
  331. source->interactWith(target, Direction::NO_DIRECTION)
  332. .pushItems(source->zSlot(sourceSlotId)->getNumberOfItems(),
  333. &filter);
  334. }
  335. break;
  336. }
  337. case 7: // craft action
  338. {
  339. bool isEntity;
  340. zRequest->read((char*)&isEntity, 1);
  341. BasicShapedCrafter* target;
  342. if (isEntity)
  343. {
  344. int id;
  345. zRequest->read((char*)&id, 4);
  346. target = dynamic_cast<BasicShapedCrafter*>(
  347. Game::INSTANCE->zEntity(id, dimensionId));
  348. if (target) target->applyCurrentRecipie();
  349. }
  350. else
  351. {
  352. int dim;
  353. Framework::Vec3<int> pos;
  354. zRequest->read((char*)&dim, 4);
  355. zRequest->read((char*)&pos.x, 4);
  356. zRequest->read((char*)&pos.y, 4);
  357. zRequest->read((char*)&pos.z, 4);
  358. target = dynamic_cast<BasicShapedCrafter*>(
  359. Game::INSTANCE->zRealBlockInstance(pos, dim));
  360. if (target)
  361. {
  362. target->applyCurrentRecipie();
  363. }
  364. else
  365. {
  366. BasicBlock* block = dynamic_cast<BasicBlock*>(
  367. Game::INSTANCE->zRealBlockInstance(pos, dim));
  368. if (block)
  369. {
  370. int index;
  371. zRequest->read((char*)&index, 4);
  372. block->zComponent(index);
  373. target = dynamic_cast<BasicShapedCrafter*>(block);
  374. if (target)
  375. {
  376. target->applyCurrentRecipie();
  377. }
  378. }
  379. }
  380. }
  381. break;
  382. }
  383. case 8: // request left hand position
  384. {
  385. NetworkMessage* msg = new NetworkMessage();
  386. msg->addressUIElement("gui_item_bar", -1);
  387. char* message = new char[5];
  388. message[0] = 3; // set selected slot
  389. *(int*)(message + 1) = leftHandPosition;
  390. msg->setMessage(message, 5);
  391. Game::INSTANCE->sendMessage(msg, this);
  392. break;
  393. }
  394. case 9: // open quest dialog
  395. {
  396. Game::INSTANCE->zUIController()->addDialog(
  397. new QuestDialog(getId()));
  398. break;
  399. }
  400. case 10: // change movement flags
  401. {
  402. int flags;
  403. zRequest->read((char*)&flags, 4);
  404. flags &= 0xFFF; // only lower 12 bits are valid
  405. flags |= movementFlags & 0xFFFFF000;
  406. movementFlags = flags;
  407. break;
  408. }
  409. case 11: // give Items
  410. {
  411. if (gameMode)
  412. {
  413. int type;
  414. zRequest->read((char*)&type, 4);
  415. bool fullStack = 0;
  416. zRequest->read((char*)&fullStack, 1);
  417. Item* item = Game::INSTANCE->zItemType(type)->createItem();
  418. if (item)
  419. {
  420. ItemStack* stack = new ItemStack(
  421. item, fullStack ? item->getMaxStackSize() : 1);
  422. unsaveAddItem(stack, NO_DIRECTION, 0);
  423. if (stack->getSize() > 0)
  424. {
  425. Game::INSTANCE->zChat()->sendMessageTo(
  426. "Der Stack konnte nicht vollständig hinzugefügt "
  427. "werden. Eventuell ist das Inventar voll.",
  428. this,
  429. Chat::CHANNEL_ERROR);
  430. }
  431. stack->release();
  432. }
  433. else
  434. {
  435. Game::INSTANCE->zChat()->sendMessageTo(
  436. "Ein Item dieses Typs kann nicht erstellt werden.",
  437. this,
  438. Chat::CHANNEL_ERROR);
  439. }
  440. }
  441. break;
  442. }
  443. }
  444. }
  445. void Player::onFall(float collisionSpeed)
  446. {
  447. Entity::onFall(collisionSpeed);
  448. // TODO: check validity
  449. }
  450. void Player::onDeath(Entity* zActor, Item* zUsedItem, ItemSkill* zUsedSkill)
  451. {
  452. this->setHP(zActor, zUsedItem, zUsedSkill, this->getMaxHP());
  453. Game::INSTANCE->zChat()->broadcastMessage(
  454. name + " died!", Chat::CHANNEL_INFO);
  455. // TODO: respown
  456. }
  457. void Player::setGameMode(int gameMode)
  458. {
  459. this->gameMode = gameMode;
  460. }
  461. int Player::getGameMode() const
  462. {
  463. return gameMode;
  464. }
  465. PlayerEntityType::PlayerEntityType()
  466. : EntityType()
  467. {
  468. setName("Player");
  469. setModel(new ModelInfo("data/models/entities.m3/player",
  470. toArray("data/textures/entities.ltdb/player.png", 6),
  471. 0,
  472. 1.f));
  473. }
  474. void PlayerEntityType::loadSuperEntity(
  475. Entity* zEntity, Framework::StreamReader* zReader) const
  476. {
  477. Player* zPlayer = dynamic_cast<Player*>(zEntity);
  478. if (!zPlayer)
  479. throw "PlayerEntityType::loadSuperEntity was called with an entity "
  480. "witch is not an instance of Player";
  481. zReader->read((char*)&zPlayer->leftHandPosition, 4);
  482. char len;
  483. zReader->read(&len, 1);
  484. char* name = new char[(int)len + 1];
  485. zReader->read(name, (int)len);
  486. name[(int)len] = 0;
  487. zPlayer->name = name;
  488. delete[] name;
  489. EntityType::loadSuperEntity(zPlayer, zReader);
  490. }
  491. void PlayerEntityType::saveSuperEntity(
  492. Entity* zEntity, Framework::StreamWriter* zWriter) const
  493. {
  494. Player* zPlayer = dynamic_cast<Player*>(zEntity);
  495. if (!zPlayer)
  496. throw "PlayerEntityType::saveSuperEntity was called with an entity "
  497. "witch is not an instance of Player";
  498. zWriter->write((char*)&zPlayer->leftHandPosition, 4);
  499. char len = (char)Framework::textLength(zPlayer->getName());
  500. zWriter->write(&len, 1);
  501. zWriter->write(zPlayer->getName(), (int)len);
  502. EntityType::saveSuperEntity(zEntity, zWriter);
  503. }
  504. Entity* PlayerEntityType::createEntity(
  505. Framework::Vec3<float> position, int dimensionId, int entityId) const
  506. {
  507. return new Player(position, dimensionId, entityId);
  508. }