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#include "../mwworld/worldimp.hpp"
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#include <components/esm/cellid.hpp>
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#include <components/openmw-mp/Log.hpp>
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#include "Cell.hpp"
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#include "CellController.hpp"
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#include "Main.hpp"
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#include "Networking.hpp"
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#include "LocalPlayer.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()
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{
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if (localActors.empty()) return;
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WorldEvent *worldEvent = mwmp::Main::get().getNetworking()->getWorldEvent();
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worldEvent->reset();
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worldEvent->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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// TODO:: Make sure this condition actually works
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if (actor->getPtr().getCell() && actor->getPtr().getCell() != store)
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{
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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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actor->getPtr().getBase()->isLocalActor = false;
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localActors.erase(it++);
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}
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else
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{
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//LOG_APPEND(Log::LOG_VERBOSE, "- Updating LocalActor %s", it->first.c_str());
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actor->update();
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MWWorld::Ptr ptr = actor->getPtr();
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WorldObject worldObject;
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worldObject.refId = ptr.getCellRef().getRefId();
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worldObject.refNumIndex = ptr.getCellRef().getRefNum().mIndex;
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worldObject.mpNum = ptr.getCellRef().getMpNum();
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worldObject.pos = actor->position;
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worldObject.direction = actor->direction;
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worldObject.drawState = actor->drawState;
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worldObject.movementFlags = actor->movementFlags;
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worldObject.headPitch = actor->headPitch;
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worldObject.headYaw = actor->headYaw;
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worldEvent->addObject(worldObject);
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++it;
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}
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}
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Main::get().getNetworking()->getWorldPacket(ID_ACTOR_FRAME)->setEvent(worldEvent);
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Main::get().getNetworking()->getWorldPacket(ID_ACTOR_FRAME)->Send();
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}
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void Cell::initializeLocalActors()
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{
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ESM::Cell esmCell = *store->getCell();
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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, 0);
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LocalActor *actor = new LocalActor();
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actor->cell = esmCell;
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ptr.getBase()->isLocalActor = true;
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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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}
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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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actor->getPtr().getBase()->isLocalActor = false;
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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::readCellFrame(WorldEvent& worldEvent)
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{
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WorldObject worldObject;
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for (unsigned int i = 0; i < worldEvent.objectChanges.count; i++)
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{
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worldObject = worldEvent.objectChanges.objects.at(i);
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std::string mapIndex = Main::get().getCellController()->generateMapIndex(worldObject);
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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(worldObject.refId, worldObject.refNumIndex, worldObject.mpNum);
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if (!ptrFound) return;
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DedicatedActor *actor = new DedicatedActor();
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actor->cell = worldEvent.cell;
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actor->setPtr(ptrFound);
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dedicatedActors[mapIndex] = actor;
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LOG_APPEND(Log::LOG_INFO, "- Initialized DedicatedActor %s", mapIndex.c_str());
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}
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// If this now exists, set its details
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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 = worldObject.pos;
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actor->direction = worldObject.direction;
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actor->drawState = worldObject.drawState;
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actor->movementFlags = worldObject.movementFlags;
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actor->headPitch = worldObject.headPitch;
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actor->headYaw = worldObject.headYaw;
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actor->move();
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actor->setDrawState();
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actor->setMovementFlags();
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actor->setAnimation();
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}
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}
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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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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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