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openmw-tes3mp/apps/openmw/mwmp/Cell.cpp

164 lines
5.0 KiB
C++

#include "../mwworld/worldimp.hpp"
#include <components/esm/cellid.hpp>
#include <components/openmw-mp/Log.hpp>
#include "Cell.hpp"
#include "CellController.hpp"
#include "Main.hpp"
#include "Networking.hpp"
#include "LocalPlayer.hpp"
using namespace mwmp;
mwmp::Cell::Cell(MWWorld::CellStore* cellStore)
{
store = cellStore;
std::map<std::string, LocalActor *> localActors;
std::map<std::string, DedicatedActor *> dedicatedActors;
}
mwmp::Cell::~Cell()
{
}
void Cell::updateLocal()
{
if (localActors.empty()) return;
WorldEvent *worldEvent = mwmp::Main::get().getNetworking()->getWorldEvent();
worldEvent->reset();
worldEvent->cell = *store->getCell();
for (std::map<std::string, LocalActor *>::iterator it = localActors.begin(); it != localActors.end();)
{
LocalActor *actor = it->second;
// TODO:: Make sure this condition actually works
if (actor->getPtr().getCell() && actor->getPtr().getCell() != store)
{
LOG_APPEND(Log::LOG_INFO, "- Removing LocalActor %s which is no longer in this cell", it->first.c_str());
actor->getPtr().getBase()->isLocalActor = false;
localActors.erase(it++);
}
else
{
//LOG_APPEND(Log::LOG_VERBOSE, "- Updating LocalActor %s", it->first.c_str());
actor->update();
MWWorld::Ptr ptr = actor->getPtr();
WorldObject worldObject;
worldObject.refId = ptr.getCellRef().getRefId();
worldObject.refNumIndex = ptr.getCellRef().getRefNum().mIndex;
worldObject.mpNum = ptr.getCellRef().getMpNum();
worldObject.pos = actor->position;
worldObject.direction = actor->direction;
worldObject.drawState = actor->drawState;
worldObject.movementFlags = actor->movementFlags;
worldObject.headPitch = actor->headPitch;
worldObject.headYaw = actor->headYaw;
worldEvent->addObject(worldObject);
++it;
}
}
Main::get().getNetworking()->getWorldPacket(ID_ACTOR_FRAME)->setEvent(worldEvent);
Main::get().getNetworking()->getWorldPacket(ID_ACTOR_FRAME)->Send();
}
void Cell::initializeLocalActors()
{
ESM::Cell esmCell = *store->getCell();
MWWorld::CellRefList<ESM::NPC> *npcList = store->getNpcs();
for (typename MWWorld::CellRefList<ESM::NPC>::List::iterator listIter(npcList->mList.begin());
listIter != npcList->mList.end(); ++listIter)
{
MWWorld::Ptr ptr(&*listIter, 0);
LocalActor *actor = new LocalActor();
actor->cell = esmCell;
ptr.getBase()->isLocalActor = true;
actor->setPtr(ptr);
std::string mapIndex = Main::get().getCellController()->generateMapIndex(ptr);
localActors[mapIndex] = actor;
Main::get().getCellController()->setLocalActorRecord(mapIndex, getDescription());
LOG_APPEND(Log::LOG_INFO, "- Initialized LocalActor %s", mapIndex.c_str());
}
}
void Cell::uninitializeLocalActors()
{
for (std::map<std::string, LocalActor *>::iterator it = localActors.begin(); it != localActors.end(); ++it)
{
LocalActor *actor = it->second;
actor->getPtr().getBase()->isLocalActor = false;
Main::get().getCellController()->removeLocalActorRecord(it->first);
}
localActors.clear();
}
void Cell::readCellFrame(WorldEvent& worldEvent)
{
WorldObject worldObject;
for (unsigned int i = 0; i < worldEvent.objectChanges.count; i++)
{
worldObject = worldEvent.objectChanges.objects.at(i);
std::string mapIndex = Main::get().getCellController()->generateMapIndex(worldObject);
// If this key doesn't exist, create it
if (dedicatedActors.count(mapIndex) == 0)
{
MWWorld::Ptr ptrFound = store->searchExact(worldObject.refId, worldObject.refNumIndex, worldObject.mpNum);
if (!ptrFound) return;
DedicatedActor *actor = new DedicatedActor();
actor->cell = worldEvent.cell;
actor->setPtr(ptrFound);
dedicatedActors[mapIndex] = actor;
LOG_APPEND(Log::LOG_INFO, "- Initialized DedicatedActor %s", mapIndex.c_str());
}
// If this now exists, set its details
if (dedicatedActors.count(mapIndex) > 0)
{
DedicatedActor *actor = dedicatedActors[mapIndex];
actor->position = worldObject.pos;
actor->direction = worldObject.direction;
actor->drawState = worldObject.drawState;
actor->movementFlags = worldObject.movementFlags;
actor->headPitch = worldObject.headPitch;
actor->headYaw = worldObject.headYaw;
actor->move();
actor->setDrawState();
actor->setMovementFlags();
actor->setAnimation();
}
}
}
LocalActor *Cell::getLocalActor(std::string actorIndex)
{
return localActors.at(actorIndex);
}
MWWorld::CellStore *Cell::getCellStore()
{
return store;
}
std::string Cell::getDescription()
{
return store->getCell()->getDescription();
}