[General] Allow followers to follow non-authority players through cells

fix/skillcap
David Cernat 6 years ago
parent ab5fd0aef8
commit 528bd26a3b

@ -17,14 +17,31 @@ namespace mwmp
{
Cell *serverCell = CellController::get()->getCell(&actorList.cell);
if (serverCell != nullptr && *serverCell->getAuthority() == actorList.guid)
if (serverCell != nullptr)
{
serverCell->removeActors(&actorList);
bool isFollowerCellChange = false;
Script::Call<Script::CallbackIdentity("OnActorCellChange")>(player.getId(), actorList.cell.getDescription().c_str());
// TODO: Move this check on the Lua side
for (unsigned int i = 0; i < actorList.count; i++)
{
if (actorList.baseActors.at(i).isFollowerCellChange)
{
isFollowerCellChange = true;
break;
}
}
// Send this to everyone
packet.Send(true);
// Only accept regular cell changes from a cell's authority, but accept follower
// cell changes from other players
if (*serverCell->getAuthority() == actorList.guid || isFollowerCellChange)
{
serverCell->removeActors(&actorList);
Script::Call<Script::CallbackIdentity("OnActorCellChange")>(player.getId(), actorList.cell.getDescription().c_str());
// Send this to everyone
packet.Send(true);
}
}
}
};

@ -72,6 +72,7 @@ void LocalActor::updateCell()
cell = *ptr.getCell()->getCell();
position = ptr.getRefData().getPosition();
isFollowerCellChange = false;
mwmp::Main::get().getNetworking()->getActorList()->addCellChangeActor(*this);
}

@ -351,7 +351,7 @@ namespace MWScript
baseActor.aiTarget = MechanicsHelper::getTarget(targetPtr);
LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Sending ID_ACTOR_AI about %s %i-%i to server",
ptr.getCellRef().getRefId(), baseActor.refNum, baseActor.mpNum);
ptr.getCellRef().getRefId().c_str(), baseActor.refNum, baseActor.mpNum);
if (baseActor.aiTarget.isPlayer)
{
@ -361,7 +361,7 @@ namespace MWScript
else
{
LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "- Following actor %s %i-%i",
targetPtr.getCellRef().getRefId(), baseActor.aiTarget.refNum, baseActor.aiTarget.mpNum);
targetPtr.getCellRef().getRefId().c_str(), baseActor.aiTarget.refNum, baseActor.aiTarget.mpNum);
}
mwmp::ActorList *actorList = mwmp::Main::get().getNetworking()->getActorList();

@ -8,6 +8,8 @@
#include <components/openmw-mp/Log.hpp>
#include "../mwbase/windowmanager.hpp"
#include "../mwmp/Main.hpp"
#include "../mwmp/Networking.hpp"
#include "../mwmp/ActorList.hpp"
#include "../mwmp/CellController.hpp"
/*
End of tes3mp addition
@ -41,17 +43,6 @@ namespace MWWorld
for (std::set<MWWorld::Ptr>::iterator it = followers.begin(); it != followers.end(); ++it)
teleport(*it);
/*
Start of tes3mp addition
Update LocalActors before we unload their cells, so packets with their cell changes
can be sent
*/
mwmp::Main::get().getCellController()->updateLocal(true);
/*
End of tes3mp addition
*/
}
teleport(actor);
@ -72,34 +63,78 @@ namespace MWWorld
else
{
/*
Start of tes3mp change (major)
Start of tes3mp addition
Only allow LocalActors to teleport across cells
Track the original cell of this actor so we can use it when sending a packet
*/
if (!mwmp::Main::get().getCellController()->isLocalActor(actor))
{
MWBase::Environment::get().getWindowManager()->messageBox("That NPC can't follow you because their AI is running on another player's client.");
return;
}
else
{
LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Teleporting actor %s-%i-%i to new cell", actor.getCellRef().getRefId().c_str(),
actor.getCellRef().getRefNum().mIndex, actor.getCellRef().getMpNum());
}
ESM::Cell originalCell = *actor.getCell()->getCell();
/*
End of tes3mp change (major)
End of tes3mp addition
*/
/*
Start of tes3mp change (minor)
If this is a DedicatedActor, get their new cell and override their stored cell with it
so their cell change is approved in World::moveObject()
*/
MWWorld::CellStore *newCellStore;
mwmp::CellController *cellController = mwmp::Main::get().getCellController();
if (mCellName.empty())
{
int cellX;
int cellY;
world->positionToIndex(mPosition.pos[0],mPosition.pos[1],cellX,cellY);
newCellStore = world->getExterior(cellX, cellY);
if (cellController->isDedicatedActor(actor))
cellController->getDedicatedActor(actor)->cell = *newCellStore->getCell();
world->moveObject(actor,world->getExterior(cellX,cellY),
mPosition.pos[0],mPosition.pos[1],mPosition.pos[2]);
}
else
{
newCellStore = world->getInterior(mCellName);
if (cellController->isDedicatedActor(actor))
cellController->getDedicatedActor(actor)->cell = *newCellStore->getCell();
world->moveObject(actor,world->getInterior(mCellName),mPosition.pos[0],mPosition.pos[1],mPosition.pos[2]);
}
/*
Start of tes3mp change (minor)
*/
/*
Start of tes3mp addition
Send ActorCellChange packets when an actor follows us across cells, regardless of
whether we're the cell authority or not; the server can decide if it wants to comply
with them
*/
mwmp::BaseActor baseActor;
baseActor.refNum = actor.getCellRef().getRefNum().mIndex;
baseActor.mpNum = actor.getCellRef().getMpNum();
baseActor.cell = *newCellStore->getCell();
baseActor.position = actor.getRefData().getPosition();
baseActor.isFollowerCellChange = true;
mwmp::ActorList *actorList = mwmp::Main::get().getNetworking()->getActorList();
actorList->reset();
actorList->cell = originalCell;
LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Sending ID_ACTOR_CELL_CHANGE about %s %i-%i to server",
actor.getCellRef().getRefId().c_str(), baseActor.refNum, baseActor.mpNum);
LOG_APPEND(Log::LOG_INFO, "- Moved from %s to %s", actorList->cell.getDescription().c_str(),
baseActor.cell.getDescription().c_str());
actorList->addCellChangeActor(baseActor);
actorList->sendCellChangeActors();
/*
End of tes3mp addition
*/
}
}

@ -41,6 +41,8 @@ namespace mwmp
Target killer;
bool isFollowerCellChange;
bool hasAiTarget;
Target aiTarget;
unsigned int aiAction;

@ -16,4 +16,6 @@ void PacketActorCellChange::Actor(BaseActor &actor, bool send)
RW(actor.position, send, true);
RW(actor.direction, send, true);
RW(actor.isFollowerCellChange, send);
}

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