[General] Synchronize summoned creatures

pull/249/merge
David Cernat 8 years ago
parent 1c6e359fe9
commit f4cdedd8cb

@ -208,6 +208,11 @@ void WorldFunctions::SetObjectDisarmState(bool disarmState) noexcept
tempWorldObject.isDisarmed = disarmState;
}
void WorldFunctions::SetObjectMasterState(bool masterState) noexcept
{
tempWorldObject.hasMaster = masterState;
}
void WorldFunctions::SetObjectPosition(double x, double y, double z) noexcept
{
tempWorldObject.position.pos[0] = x;

@ -43,6 +43,7 @@
{"SetObjectDoorState", WorldFunctions::SetObjectDoorState},\
{"SetObjectLockLevel", WorldFunctions::SetObjectLockLevel},\
{"SetObjectDisarmState", WorldFunctions::SetObjectDisarmState},\
{"SetObjectMasterState", WorldFunctions::SetObjectMasterState},\
{"SetObjectPosition", WorldFunctions::SetObjectPosition},\
{"SetObjectRotation", WorldFunctions::SetObjectRotation},\
\
@ -111,6 +112,7 @@ public:
static void SetObjectDoorState(int doorState) noexcept;
static void SetObjectLockLevel(int lockLevel) noexcept;
static void SetObjectDisarmState(bool disarmState) noexcept;
static void SetObjectMasterState(bool masterState) noexcept;
static void SetObjectPosition(double x, double y, double z) noexcept;
static void SetObjectRotation(double x, double y, double z) noexcept;

@ -2,6 +2,17 @@
#include <algorithm>
/*
Start of tes3mp addition
Include additional headers for multiplayer purposes
*/
#include <components/openmw-mp/Log.hpp>
#include "spellcasting.hpp"
/*
End of tes3mp addition
*/
#include <components/esm/creaturestats.hpp>
#include <components/esm/esmreader.hpp>
#include <components/esm/esmwriter.hpp>
@ -668,4 +679,27 @@ namespace MWMechanics
{
return mSummonGraveyard;
}
/*
Start of tes3mp addition
Make it possible to set a new actorId for summoned creatures, necessary for properly
initializing them after syncing them across players
*/
void CreatureStats::setSummonedCreatureActorId(std::string refId, int actorId)
{
for (std::map<CreatureStats::SummonKey, int>::iterator it = mSummonedCreatures.begin(); it != mSummonedCreatures.end(); )
{
if (Misc::StringUtils::ciEqual(getSummonedCreature(it->first.first), refId))
{
it->second = actorId;
break;
}
else
++it;
}
}
/*
End of tes3mp addition
*/
}

@ -222,6 +222,17 @@ namespace MWMechanics
std::map<SummonKey, int>& getSummonedCreatureMap(); // <SummonKey, ActorId of summoned creature>
std::vector<int>& getSummonedCreatureGraveyard(); // ActorIds
/*
Start of tes3mp addition
Make it possible to set a new actorId for summoned creatures, necessary for properly
initializing them after syncing them across players
*/
void setSummonedCreatureActorId(std::string refId, int actorId);
/*
End of tes3mp addition
*/
enum Flag
{
Flag_ForceRun = 1,

@ -2,6 +2,20 @@
#include <iostream>
/*
Start of tes3mp addition
Include additional headers for multiplayer purposes
*/
#include <components/openmw-mp/Log.hpp>
#include "../mwmp/Main.hpp"
#include "../mwmp/Networking.hpp"
#include "../mwmp/CellController.hpp"
#include "../mwmp/WorldEvent.hpp"
/*
End of tes3mp addition
*/
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/mechanicsmanager.hpp"
@ -68,19 +82,33 @@ namespace MWMechanics
if (!creatureID.empty())
{
int creatureActorId = -1;
/*
Start of tes3mp change (major)
Send an ID_OBJECT_SPAWN packet every time a creature is summoned in a cell that we hold
authority over, then delete the creature and wait for the server to send it back with a
unique mpNum of its own
Comment out most of the code here except for the actual placement of the Ptr and the
creatureActorId insertion into the creatureMap
*/
try
{
MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), creatureID, 1);
/*
MWMechanics::CreatureStats& summonedCreatureStats = ref.getPtr().getClass().getCreatureStats(ref.getPtr());
// Make the summoned creature follow its master and help in fights
AiFollow package(mActor.getCellRef().getRefId());
summonedCreatureStats.getAiSequence().stack(package, ref.getPtr());
creatureActorId = summonedCreatureStats.getActorId();
*/
MWWorld::Ptr placed = MWBase::Environment::get().getWorld()->safePlaceObject(ref.getPtr(), mActor, mActor.getCell(), 0, 120.f);
/*
MWRender::Animation* anim = MWBase::Environment::get().getWorld()->getAnimation(placed);
if (anim)
{
@ -89,6 +117,17 @@ namespace MWMechanics
if (fx)
anim->addEffect("meshes\\" + fx->mModel, -1, false);
}
*/
if (mwmp::Main::get().getCellController()->hasLocalAuthority(*placed.getCell()->getCell()))
{
mwmp::WorldEvent *worldEvent = mwmp::Main::get().getNetworking()->getWorldEvent();
worldEvent->reset();
worldEvent->addObjectSpawn(placed, mActor);
worldEvent->sendObjectSpawn();
}
MWBase::Environment::get().getWorld()->deleteObject(placed);
}
catch (std::exception& e)
{
@ -97,6 +136,9 @@ namespace MWMechanics
}
creatureMap.insert(std::make_pair(*it, creatureActorId));
/*
End of tes3mp change (major)
*/
}
}
}

@ -91,6 +91,19 @@ Attack *MechanicsHelper::getDedicatedAttack(const MWWorld::Ptr& ptr)
return NULL;
}
MWWorld::Ptr MechanicsHelper::getPlayerPtr(const Target& target)
{
if (target.refId.empty())
{
if (target.guid == mwmp::Main::get().getLocalPlayer()->guid)
return MWBase::Environment::get().getWorld()->getPlayerPtr();
else if (PlayerList::getPlayer(target.guid) != NULL)
return PlayerList::getPlayer(target.guid)->getPtr();
}
return NULL;
}
void MechanicsHelper::assignAttackTarget(Attack* attack, const MWWorld::Ptr& target)
{
if (target == MWBase::Environment::get().getWorld()->getPlayerPtr())

@ -21,6 +21,8 @@ namespace mwmp
Attack *getLocalAttack(const MWWorld::Ptr& ptr);
Attack *getDedicatedAttack(const MWWorld::Ptr& ptr);
MWWorld::Ptr getPlayerPtr(const Target& target);
void assignAttackTarget(Attack* attack, const MWWorld::Ptr& target);
void resetAttack(Attack* attack);

@ -1,8 +1,10 @@
#include "WorldEvent.hpp"
#include "Main.hpp"
#include "Networking.hpp"
#include "MechanicsHelper.hpp"
#include "LocalPlayer.hpp"
#include "DedicatedPlayer.hpp"
#include "PlayerList.hpp"
#include <components/openmw-mp/Log.hpp>
@ -12,7 +14,11 @@
#include "../mwbase/soundmanager.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwmechanics/aifollow.hpp"
#include "../mwmechanics/spellcasting.hpp"
#include "../mwmechanics/summoning.hpp"
#include "../mwrender/animation.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/containerstore.hpp"
@ -184,10 +190,42 @@ void WorldEvent::spawnObjects(MWWorld::CellStore* cellStore)
newPtr.getCellRef().setMpNum(worldObject.mpNum);
newPtr = MWBase::Environment::get().getWorld()->placeObject(newPtr, cellStore, worldObject.position);
if (worldObject.hasMaster)
{
MWWorld::Ptr masterPtr;
if (worldObject.master.refId.empty())
masterPtr = mwmp::Main::get().getMechanicsHelper()->getPlayerPtr(worldObject.master);
else
masterPtr = cellStore->searchExact(worldObject.master.refNumIndex, worldObject.master.mpNum);
if (masterPtr)
{
LOG_APPEND(Log::LOG_VERBOSE, "-- Actor has master: %s", masterPtr.getCellRef().getRefId().c_str());
MWMechanics::AiFollow package(masterPtr.getCellRef().getRefId());
newPtr.getClass().getCreatureStats(newPtr).getAiSequence().stack(package, newPtr);
MWRender::Animation* anim = MWBase::Environment::get().getWorld()->getAnimation(newPtr);
if (anim)
{
const ESM::Static* fx = MWBase::Environment::get().getWorld()->getStore().get<ESM::Static>()
.search("VFX_Summon_Start");
if (fx)
anim->addEffect("meshes\\" + fx->mModel, -1, false);
}
int creatureActorId = newPtr.getClass().getCreatureStats(newPtr).getActorId();
MWMechanics::CreatureStats& masterCreatureStats = masterPtr.getClass().getCreatureStats(masterPtr);
masterCreatureStats.setSummonedCreatureActorId(worldObject.refId, creatureActorId);
}
}
}
else
{
LOG_APPEND(Log::LOG_VERBOSE, "-- Object already existed!");
LOG_APPEND(Log::LOG_VERBOSE, "-- Actor already existed!");
}
}
}
@ -547,6 +585,44 @@ void WorldEvent::addObjectSpawn(const MWWorld::Ptr& ptr)
worldObject.refId = ptr.getCellRef().getRefId();
worldObject.refNumIndex = ptr.getCellRef().getRefNum().mIndex;
worldObject.mpNum = 0;
worldObject.hasMaster = false;
// Make sure we send the RefData position instead of the CellRef one, because that's what
// we actually see on this client
worldObject.position = ptr.getRefData().getPosition();
addObject(worldObject);
}
void WorldEvent::addObjectSpawn(const MWWorld::Ptr& ptr, const MWWorld::Ptr& master)
{
cell = *ptr.getCell()->getCell();
mwmp::WorldObject worldObject;
worldObject.refId = ptr.getCellRef().getRefId();
worldObject.refNumIndex = ptr.getCellRef().getRefNum().mIndex;
worldObject.mpNum = 0;
worldObject.hasMaster = true;
if (master == MWBase::Environment::get().getWorld()->getPlayerPtr())
{
worldObject.master.guid = mwmp::Main::get().getLocalPlayer()->guid;
worldObject.master.refId.clear();
}
else if (mwmp::PlayerList::isDedicatedPlayer(master))
{
worldObject.master.guid = mwmp::PlayerList::getPlayer(master)->guid;
worldObject.master.refId.clear();
}
else
{
MWWorld::CellRef *masterRef = &master.getCellRef();
worldObject.master.refId = masterRef->getRefId();
worldObject.master.refNumIndex = masterRef->getRefNum().mIndex;
worldObject.master.mpNum = masterRef->getMpNum();
}
// Make sure we send the RefData position instead of the CellRef one, because that's what
// we actually see on this client

@ -41,6 +41,7 @@ namespace mwmp
void addObjectPlace(const MWWorld::Ptr& ptr);
void addObjectSpawn(const MWWorld::Ptr& ptr);
void addObjectSpawn(const MWWorld::Ptr& ptr, const MWWorld::Ptr& master);
void addObjectDelete(const MWWorld::Ptr& ptr);
void addObjectLock(const MWWorld::Ptr& ptr, int lockLevel);
void addObjectTrap(const MWWorld::Ptr& ptr, const ESM::Position& pos, bool isDisarmed);

@ -3395,7 +3395,7 @@ namespace MWWorld
/*
Start of tes3mp change (major)
Send an ID_OBJECT_PLACE packet every time a random creature is spawned, then delete
Send an ID_OBJECT_SPAWN packet every time a random creature is spawned, then delete
the creature and wait for the server to send it back with a unique mpNum of its own
*/
MWWorld::Ptr ptr = safePlaceObject(ref.getPtr(), getPlayerPtr(), getPlayerPtr().getCell(), 0, 220.f);

@ -49,6 +49,9 @@ namespace mwmp
bool isDisarmed;
Target master;
bool hasMaster;
std::vector<ContainerItem> containerItems;
unsigned int containerItemCount;
};

@ -38,7 +38,14 @@ void PacketObjectSpawn::Packet(RakNet::BitStream *bs, bool send)
RW(worldObject.mpNum, send);
RW(worldObject.position, send);
// Placeholder to be filled in later
RW(worldObject.hasMaster, send);
if (worldObject.hasMaster)
{
RW(worldObject.master.refNumIndex, send);
RW(worldObject.master.mpNum, send);
RW(worldObject.master.guid, send);
}
if (!send)
{

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