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openmw-tes3mp/apps/openmw/mwmechanics/aiactivate.cpp

129 lines
3.8 KiB
C++

#include "aiactivate.hpp"
#include <components/esm/aisequence.hpp>
/*
Start of tes3mp addition
Include additional headers for multiplayer purposes
*/
#include "../mwmp/Main.hpp"
#include "../mwmp/Networking.hpp"
#include "../mwmp/ObjectList.hpp"
/*
End of tes3mp addition
*/
#include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"
#include "../mwworld/class.hpp"
#include "creaturestats.hpp"
#include "movement.hpp"
namespace MWMechanics
{
AiActivate::AiActivate(const std::string &objectId)
: mObjectId(objectId)
{
}
/*
Start of tes3mp addition
Allow AiActivate to be initialized using a Ptr instead of a refId
*/
AiActivate::AiActivate(MWWorld::Ptr object)
: mObjectId("")
{
mObjectPtr = object;
}
/*
End of tes3mp addition
*/
AiActivate *MWMechanics::AiActivate::clone() const
{
return new AiActivate(*this);
}
bool AiActivate::execute(const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
{
/*
Start of tes3mp change (major)
Only search for an object based on its refId if we haven't provided a specific object already
*/
const MWWorld::Ptr target = mObjectId.empty() ? mObjectPtr : MWBase::Environment::get().getWorld()->searchPtr(mObjectId, false);
/*
End of tes3mp change (major)
*/
actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Nothing);
// Stop if the target doesn't exist
// Really we should be checking whether the target is currently registered with the MechanicsManager
if (target == MWWorld::Ptr() || !target.getRefData().getCount() || !target.getRefData().isEnabled())
return true;
//Set the target destination for the actor
const osg::Vec3f dest = target.getRefData().getPosition().asVec3();
if (pathTo(actor, dest, duration, MWBase::Environment::get().getWorld()->getMaxActivationDistance())) //Stop when you get in activation range
{
// activate when reached
/*
Start of tes3mp change (major)
Disable unilateral activation on this client and expect the server's reply to our
packet to do it instead
*/
//MWBase::Environment::get().getWorld()->activate(target, actor);
/*
End of tes3mp change (major)
*/
/*
Start of tes3mp addition
Send an ID_OBJECT_ACTIVATE packet every time an object is activated here
*/
mwmp::ObjectList *objectList = mwmp::Main::get().getNetworking()->getObjectList();
objectList->reset();
objectList->packetOrigin = mwmp::CLIENT_GAMEPLAY;
objectList->addObjectActivate(target, actor);
objectList->sendObjectActivate();
/*
End of tes3mp addition
*/
return true;
}
return false;
}
int AiActivate::getTypeId() const
{
return TypeIdActivate;
}
void AiActivate::writeState(ESM::AiSequence::AiSequence &sequence) const
{
std::unique_ptr<ESM::AiSequence::AiActivate> activate(new ESM::AiSequence::AiActivate());
activate->mTargetId = mObjectId;
ESM::AiSequence::AiPackageContainer package;
package.mType = ESM::AiSequence::Ai_Activate;
package.mPackage = activate.release();
sequence.mPackages.push_back(package);
}
AiActivate::AiActivate(const ESM::AiSequence::AiActivate *activate)
: mObjectId(activate->mTargetId)
{
}
}