forked from teamnwah/openmw-tes3coop
[Client] Use CellController pointers to make code easier to read
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parent
e05adbfe65
commit
206c9cc357
1 changed files with 12 additions and 10 deletions
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@ -27,6 +27,7 @@ void Cell::updateLocal(bool forceUpdate)
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{
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if (localActors.empty()) return;
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CellController *cellController = Main::get().getCellController();
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ActorList *actorList = mwmp::Main::get().getNetworking()->getActorList();
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actorList->reset();
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@ -44,17 +45,17 @@ void Cell::updateLocal(bool forceUpdate)
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std::string mapIndex = it->first;
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// If the cell this actor has moved to is under our authority, move them to it
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if (Main::get().getCellController()->hasLocalAuthority(actor->cell))
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if (cellController->hasLocalAuthority(actor->cell))
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{
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LOG_APPEND(Log::LOG_INFO, "- Moving LocalActor %s to our authority in %s", mapIndex.c_str(), actor->cell.getDescription().c_str());
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Cell *newCell = Main::get().getCellController()->getCell(actor->cell);
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Cell *newCell = cellController->getCell(actor->cell);
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newCell->localActors[mapIndex] = actor;
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Main::get().getCellController()->setLocalActorRecord(mapIndex, newCell->getDescription());
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cellController->setLocalActorRecord(mapIndex, newCell->getDescription());
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}
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else
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{
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LOG_APPEND(Log::LOG_INFO, "- Deleting LocalActor %s which is no longer under our authority", mapIndex.c_str(), getDescription().c_str());
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Main::get().getCellController()->removeLocalActorRecord(mapIndex);
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cellController->removeLocalActorRecord(mapIndex);
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delete actor;
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}
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@ -233,6 +234,7 @@ void Cell::readCellChange(ActorList& actorList)
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initializeDedicatedActors(actorList);
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BaseActor baseActor;
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CellController *cellController = Main::get().getCellController();
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for (unsigned int i = 0; i < actorList.count; i++)
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{
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@ -247,21 +249,21 @@ void Cell::readCellChange(ActorList& actorList)
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LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Server says DedicatedActor %s moved to %s", mapIndex.c_str(), actor->cell.getDescription().c_str());
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MWWorld::CellStore *newStore = Main::get().getCellController()->getCellStore(actor->cell);
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MWWorld::CellStore *newStore = cellController->getCellStore(actor->cell);
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actor->setCell(newStore);
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// If the cell this actor has moved to is active, move them to it
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if (Main::get().getCellController()->isInitializedCell(actor->cell))
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// If the cell this actor has moved to is active and not under our authority, move them to it
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if (cellController->isInitializedCell(actor->cell))
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{
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LOG_APPEND(Log::LOG_INFO, "- Moving DedicatedActor %s to our active cell %s", mapIndex.c_str(), actor->cell.getDescription().c_str());
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Cell *newCell = Main::get().getCellController()->getCell(actor->cell);
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Cell *newCell = cellController->getCell(actor->cell);
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newCell->dedicatedActors[mapIndex] = actor;
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Main::get().getCellController()->setDedicatedActorRecord(mapIndex, newCell->getDescription());
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cellController->setDedicatedActorRecord(mapIndex, newCell->getDescription());
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}
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else
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{
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LOG_APPEND(Log::LOG_INFO, "- Deleting DedicatedActor %s which is no longer in an active cell", mapIndex.c_str(), getDescription().c_str());
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Main::get().getCellController()->removeDedicatedActorRecord(mapIndex);
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cellController->removeDedicatedActorRecord(mapIndex);
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delete actor;
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}
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