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#include <components/esm/cellid.hpp>
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#include <components/openmw-mp/Log.hpp>
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#include "../mwworld/worldimp.hpp"
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#include "Cell.hpp"
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#include "Main.hpp"
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#include "Networking.hpp"
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#include "CellController.hpp"
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#include "MechanicsHelper.hpp"
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using namespace mwmp;
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mwmp::Cell::Cell(MWWorld::CellStore* cellStore)
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{
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store = cellStore;
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std::map<std::string, LocalActor *> localActors;
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std::map<std::string, DedicatedActor *> dedicatedActors;
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}
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mwmp::Cell::~Cell()
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{
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}
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void Cell::updateLocal(bool forceUpdate)
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{
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if (localActors.empty()) return;
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ActorList *actorList = mwmp::Main::get().getNetworking()->getActorList();
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actorList->reset();
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actorList->cell = *store->getCell();
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for (std::map<std::string, LocalActor *>::iterator it = localActors.begin(); it != localActors.end();)
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{
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LocalActor *actor = it->second;
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MWWorld::CellStore *newStore = actor->getPtr().getCell();
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if (newStore != store)
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{
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actor->updateCell();
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LOG_APPEND(Log::LOG_INFO, "- Removing LocalActor %s which is no longer in this cell", it->first.c_str());
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Main::get().getCellController()->removeLocalActorRecord(it->first);
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// If the cell this actor has moved to is active, initialize them in it
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if (Main::get().getCellController()->isInitializedCell(*newStore->getCell()))
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Main::get().getCellController()->getCell(*newStore->getCell())->initializeLocalActor(actor->getPtr());
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localActors.erase(it++);
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}
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else
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{
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if (actor->getPtr().getRefData().isEnabled())
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actor->update(forceUpdate);
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++it;
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}
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}
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actorList->sendPositionActors();
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actorList->sendAnimFlagsActors();
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actorList->sendAnimPlayActors();
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actorList->sendSpeechActors();
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actorList->sendStatsDynamicActors();
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actorList->sendAttackActors();
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actorList->sendCellChangeActors();
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}
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void Cell::updateDedicated(float dt)
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{
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if (dedicatedActors.empty()) return;
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for (std::map<std::string, DedicatedActor *>::iterator it = dedicatedActors.begin(); it != dedicatedActors.end(); ++it)
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{
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DedicatedActor *actor = it->second;
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actor->update(dt);
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}
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}
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void Cell::readPositions(ActorList& actorList)
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{
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initializeDedicatedActors(actorList);
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BaseActor baseActor;
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for (unsigned int i = 0; i < actorList.count; i++)
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{
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baseActor = actorList.baseActors.at(i);
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std::string mapIndex = Main::get().getCellController()->generateMapIndex(baseActor);
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if (dedicatedActors.count(mapIndex) > 0)
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{
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DedicatedActor *actor = dedicatedActors[mapIndex];
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actor->position = baseActor.position;
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actor->direction = baseActor.direction;
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}
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}
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}
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void Cell::readAnimFlags(ActorList& actorList)
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{
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BaseActor baseActor;
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for (unsigned int i = 0; i < actorList.count; i++)
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{
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baseActor = actorList.baseActors.at(i);
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std::string mapIndex = Main::get().getCellController()->generateMapIndex(baseActor);
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if (dedicatedActors.count(mapIndex) > 0)
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{
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DedicatedActor *actor = dedicatedActors[mapIndex];
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actor->movementFlags = baseActor.movementFlags;
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actor->drawState = baseActor.drawState;
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actor->isFlying = baseActor.isFlying;
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}
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}
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}
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void Cell::readAnimPlay(ActorList& actorList)
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{
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BaseActor baseActor;
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for (unsigned int i = 0; i < actorList.count; i++)
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{
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baseActor = actorList.baseActors.at(i);
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std::string mapIndex = Main::get().getCellController()->generateMapIndex(baseActor);
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if (dedicatedActors.count(mapIndex) > 0)
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{
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DedicatedActor *actor = dedicatedActors[mapIndex];
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actor->animation.groupname = baseActor.animation.groupname;
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actor->animation.mode = baseActor.animation.mode;
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actor->animation.count = baseActor.animation.count;
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actor->animation.persist = baseActor.animation.persist;
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}
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}
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}
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void Cell::readStatsDynamic(ActorList& actorList)
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{
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BaseActor baseActor;
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for (unsigned int i = 0; i < actorList.count; i++)
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{
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baseActor = actorList.baseActors.at(i);
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std::string mapIndex = Main::get().getCellController()->generateMapIndex(baseActor);
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if (dedicatedActors.count(mapIndex) > 0)
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{
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DedicatedActor *actor = dedicatedActors[mapIndex];
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actor->creatureStats = baseActor.creatureStats;
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}
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}
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}
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void Cell::readSpeech(ActorList& actorList)
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{
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BaseActor baseActor;
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for (unsigned int i = 0; i < actorList.count; i++)
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{
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baseActor = actorList.baseActors.at(i);
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std::string mapIndex = Main::get().getCellController()->generateMapIndex(baseActor);
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if (dedicatedActors.count(mapIndex) > 0)
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{
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DedicatedActor *actor = dedicatedActors[mapIndex];
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actor->response = baseActor.response;
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actor->sound = baseActor.sound;
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}
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}
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}
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void Cell::readAttack(ActorList& actorList)
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{
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BaseActor baseActor;
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for (unsigned int i = 0; i < actorList.count; i++)
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{
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baseActor = actorList.baseActors.at(i);
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std::string mapIndex = Main::get().getCellController()->generateMapIndex(baseActor);
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if (dedicatedActors.count(mapIndex) > 0)
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{
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DedicatedActor *actor = dedicatedActors[mapIndex];
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actor->attack = baseActor.attack;
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mwmp::Main::get().getMechanicsHelper()->processAttack(actor->attack, actor->getPtr());
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}
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}
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}
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void Cell::readCellChange(ActorList& actorList)
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{
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initializeDedicatedActors(actorList);
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BaseActor baseActor;
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for (unsigned int i = 0; i < actorList.count; i++)
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{
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baseActor = actorList.baseActors.at(i);
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std::string mapIndex = Main::get().getCellController()->generateMapIndex(baseActor);
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if (dedicatedActors.count(mapIndex) > 0)
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{
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DedicatedActor *actor = dedicatedActors[mapIndex];
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actor->cell = baseActor.cell;
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actor->position = baseActor.position;
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LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Server says DedicatedActor %s, %i, %i moved to %s",
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actor->refId.c_str(), actor->refNumIndex, actor->mpNum, actor->cell.getDescription().c_str());
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MWWorld::CellStore *newStore = Main::get().getCellController()->getCellStore(actor->cell);
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actor->setCell(newStore);
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Main::get().getCellController()->removeDedicatedActorRecord(mapIndex);
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// If the cell this actor has moved to is active, initialize them in it
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if (Main::get().getCellController()->isInitializedCell(actor->cell))
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Main::get().getCellController()->getCell(actor->cell)->initializeDedicatedActor(actor->getPtr());
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dedicatedActors.erase(mapIndex);
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}
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}
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}
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void Cell::initializeLocalActor(const MWWorld::Ptr& ptr)
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{
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LocalActor *actor = new LocalActor();
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actor->cell = *store->getCell();
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actor->setPtr(ptr);
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std::string mapIndex = Main::get().getCellController()->generateMapIndex(ptr);
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localActors[mapIndex] = actor;
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Main::get().getCellController()->setLocalActorRecord(mapIndex, getDescription());
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LOG_APPEND(Log::LOG_INFO, "- Initialized LocalActor %s", mapIndex.c_str());
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}
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void Cell::initializeLocalActors()
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{
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MWWorld::CellRefList<ESM::NPC> *npcList = store->getNpcs();
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for (typename MWWorld::CellRefList<ESM::NPC>::List::iterator listIter(npcList->mList.begin());
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listIter != npcList->mList.end(); ++listIter)
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{
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MWWorld::Ptr ptr(&*listIter, store);
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initializeLocalActor(ptr);
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}
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}
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void Cell::initializeDedicatedActor(const MWWorld::Ptr& ptr)
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{
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DedicatedActor *actor = new DedicatedActor();
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actor->cell = *store->getCell();
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actor->setPtr(ptr);
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std::string mapIndex = Main::get().getCellController()->generateMapIndex(ptr);
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dedicatedActors[mapIndex] = actor;
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Main::get().getCellController()->setDedicatedActorRecord(mapIndex, getDescription());
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LOG_APPEND(Log::LOG_INFO, "- Initialized DedicatedActor %s", mapIndex.c_str());
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}
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void Cell::initializeDedicatedActors(ActorList& actorList)
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{
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BaseActor baseActor;
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for (unsigned int i = 0; i < actorList.count; i++)
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{
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baseActor = actorList.baseActors.at(i);
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std::string mapIndex = Main::get().getCellController()->generateMapIndex(baseActor);
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// If this key doesn't exist, create it
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if (dedicatedActors.count(mapIndex) == 0)
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{
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MWWorld::Ptr ptrFound = store->searchExact(baseActor.refId, baseActor.refNumIndex, baseActor.mpNum);
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if (!ptrFound) return;
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initializeDedicatedActor(ptrFound);
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}
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}
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}
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void Cell::uninitializeLocalActors()
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{
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for (std::map<std::string, LocalActor *>::iterator it = localActors.begin(); it != localActors.end(); ++it)
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{
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LocalActor *actor = it->second;
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Main::get().getCellController()->removeLocalActorRecord(it->first);
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}
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localActors.clear();
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}
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void Cell::uninitializeDedicatedActors()
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{
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for (std::map<std::string, DedicatedActor *>::iterator it = dedicatedActors.begin(); it != dedicatedActors.end(); ++it)
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{
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Main::get().getCellController()->removeDedicatedActorRecord(it->first);
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}
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dedicatedActors.clear();
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}
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LocalActor *Cell::getLocalActor(std::string actorIndex)
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{
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return localActors.at(actorIndex);
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}
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DedicatedActor *Cell::getDedicatedActor(std::string actorIndex)
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{
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return dedicatedActors.at(actorIndex);
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}
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MWWorld::CellStore *Cell::getCellStore()
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{
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return store;
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}
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std::string Cell::getDescription()
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{
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return store->getCell()->getDescription();
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}
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