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@ -60,7 +60,7 @@ void LocalActor::update(bool forceUpdate)
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void LocalActor::updateCell()
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{
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LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Sending ID_ACTOR_CELL_CHANGE about %s-%i-%i to server",
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refId.c_str(), refNumIndex, mpNum);
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refId.c_str(), refNumIndex, mpNum);
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LOG_APPEND(Log::LOG_INFO, "- Moved from %s to %s", cell.getDescription().c_str(), ptr.getCell()->getCell()->getDescription().c_str());
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@ -78,9 +78,7 @@ void LocalActor::updatePosition(bool forceUpdate)
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if (forceUpdate || posIsChanging || posWasChanged)
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{
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posWasChanged = posIsChanging;
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position = ptr.getRefData().getPosition();
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mwmp::Main::get().getNetworking()->getActorList()->addPositionActor(*this);
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}
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}
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@ -160,17 +158,14 @@ void LocalActor::updateStatsDynamic(bool forceUpdate)
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// Update stats when they become 0 or they have changed enough
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//
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// Also check for an oldHealth of 0 changing to something else for resurrected NPCs
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bool shouldUpdateHealth = oldHealth != health && (health.getCurrent() == 0 || oldHealth.getCurrent() == 0 || abs(oldHealth.getCurrent() - health.getCurrent()) > 5);
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bool shouldUpdateMagicka = false;
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bool shouldUpdateFatigue = false;
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if (!shouldUpdateHealth)
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shouldUpdateMagicka = oldMagicka != magicka && (magicka.getCurrent() == 0 || abs(oldMagicka.getCurrent() - magicka.getCurrent()) > 10);
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auto needUpdate = [](MWMechanics::DynamicStat<float> &oldVal, MWMechanics::DynamicStat<float> &newVal, int limit) {
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return oldVal != newVal && (newVal.getCurrent() == 0 || oldVal.getCurrent() == 0
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|| abs(oldVal.getCurrent() - newVal.getCurrent()) > limit);
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};
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if (!shouldUpdateMagicka)
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shouldUpdateFatigue = oldFatigue != fatigue && (fatigue.getCurrent() == 0 || abs(oldFatigue.getCurrent() - fatigue.getCurrent()) > 10);
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if (forceUpdate || shouldUpdateHealth || shouldUpdateMagicka || shouldUpdateFatigue)
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if (forceUpdate || needUpdate(oldHealth, health, 5) || needUpdate(oldMagicka, magicka, 10) ||
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needUpdate(oldFatigue, fatigue, 10))
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{
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oldHealth = health;
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oldMagicka = magicka;
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@ -198,28 +193,32 @@ void LocalActor::updateEquipment(bool forceUpdate)
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for (int slot = 0; slot < MWWorld::InventoryStore::Slots; slot++)
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{
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MWWorld::ContainerStoreIterator it = invStore.getSlot(slot);
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if (it != invStore.end() && !::Misc::StringUtils::ciEqual(it->getCellRef().getRefId(), equipedItems[slot].refId))
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auto &item = equipedItems[slot];
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auto &cellRef = it->getCellRef();
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if (it != invStore.end() && !::Misc::StringUtils::ciEqual(cellRef.getRefId(), item.refId))
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{
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equipmentChanged = true;
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equipedItems[slot].refId = it->getCellRef().getRefId();
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equipedItems[slot].charge = it->getCellRef().getCharge();
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item.refId = cellRef.getRefId();
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item.charge = cellRef.getCharge();
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if (slot == MWWorld::InventoryStore::Slot_CarriedRight)
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{
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MWMechanics::WeaponType weaptype;
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MWMechanics::getActiveWeapon(ptr.getClass().getCreatureStats(ptr), ptr.getClass().getInventoryStore(ptr), &weaptype);
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auto &_class = ptr.getClass();
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MWMechanics::getActiveWeapon(_class.getCreatureStats(ptr), _class.getInventoryStore(ptr), &weaptype);
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if (weaptype != MWMechanics::WeapType_Thrown)
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equipedItems[slot].count = 1;
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item.count = 1;
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}
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else
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equipedItems[slot].count = invStore.count(it->getCellRef().getRefId());
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item.count = invStore.count(cellRef.getRefId());
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}
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else if (it == invStore.end() && !equipedItems[slot].refId.empty())
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else if (it == invStore.end() && !item.refId.empty())
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{
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equipmentChanged = true;
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equipedItems[slot].refId = "";
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equipedItems[slot].count = 0;
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equipedItems[slot].charge = 0;
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item.refId = "";
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item.count = 0;
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item.charge = 0;
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}
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}
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