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114 lines
2.7 KiB
C++
114 lines
2.7 KiB
C++
#include <components/openmw-mp/Log.hpp>
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#include <apps/openmw/mwclass/creature.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwclass/npc.hpp"
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#include "../mwmechanics/creaturestats.hpp"
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#include "../mwworld/cellstore.hpp"
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#include "../mwworld/player.hpp"
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#include "../mwworld/worldimp.hpp"
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#include "PlayerList.hpp"
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#include "Main.hpp"
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#include "DedicatedPlayer.hpp"
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#include "CellController.hpp"
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#include "GUIController.hpp"
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using namespace mwmp;
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using namespace std;
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std::map <RakNet::RakNetGUID, DedicatedPlayer *> PlayerList::players;
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void PlayerList::update(float dt)
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{
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for (auto &p : players)
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{
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DedicatedPlayer *player = p.second;
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if (player == 0) continue;
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player->update(dt);
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}
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}
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DedicatedPlayer *PlayerList::newPlayer(RakNet::RakNetGUID guid)
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{
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LOG_APPEND(Log::LOG_INFO, "- Creating new DedicatedPlayer with guid %s", guid.ToString());
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players[guid] = new DedicatedPlayer(guid);
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LOG_APPEND(Log::LOG_INFO, "- There are now %i DedicatedPlayers", players.size());
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return players[guid];
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}
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void PlayerList::deletePlayer(RakNet::RakNetGUID guid)
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{
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if (players[guid]->reference)
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players[guid]->deleteReference();
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delete players[guid];
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players.erase(guid);
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}
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void PlayerList::cleanUp()
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{
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for (auto &p : players)
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delete p.second;
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}
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DedicatedPlayer *PlayerList::getPlayer(RakNet::RakNetGUID guid)
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{
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return players[guid];
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}
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DedicatedPlayer *PlayerList::getPlayer(const MWWorld::Ptr &ptr)
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{
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for (auto &p : players)
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{
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if (p.second == 0 || p.second->getPtr().mRef == 0)
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continue;
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string refId = ptr.getCellRef().getRefId();
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if (p.second->getPtr().getCellRef().getRefId() == refId)
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return p.second;
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}
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return 0;
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}
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bool PlayerList::isDedicatedPlayer(const MWWorld::Ptr &ptr)
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{
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if (ptr.mRef == nullptr)
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return false;
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// Players always have 0 as their refNum and mpNum
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if (ptr.getCellRef().getRefNum().mIndex != 0 || ptr.getCellRef().getMpNum() != 0)
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return false;
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return (getPlayer(ptr) != 0);
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}
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/*
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Go through all DedicatedPlayers checking if their mHitAttemptActorId matches this one
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and set it to -1 if it does
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This resets the combat target for a DedicatedPlayer's followers in Actors::update()
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*/
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void PlayerList::clearHitAttemptActorId(int actorId)
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{
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for (auto &p : players)
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{
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if (p.second == 0 || p.second->getPtr().mRef == 0)
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continue;
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MWMechanics::CreatureStats &playerCreatureStats = p.second->getPtr().getClass().getCreatureStats(p.second->getPtr());
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if (playerCreatureStats.getHitAttemptActorId() == actorId)
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playerCreatureStats.setHitAttemptActorId(-1);
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}
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}
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