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178 lines
6.6 KiB
C++
178 lines
6.6 KiB
C++
#include "actionteleport.hpp"
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/*
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Start of tes3mp addition
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Include additional headers for multiplayer purposes
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*/
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#include <components/openmw-mp/TimedLog.hpp>
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#include "../mwbase/windowmanager.hpp"
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#include "../mwmp/Main.hpp"
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#include "../mwmp/Networking.hpp"
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#include "../mwmp/ActorList.hpp"
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#include "../mwmp/CellController.hpp"
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#include "../mwmp/MechanicsHelper.hpp"
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/*
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End of tes3mp addition
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*/
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwmechanics/creaturestats.hpp"
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#include "../mwworld/class.hpp"
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#include "player.hpp"
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namespace MWWorld
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{
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ActionTeleport::ActionTeleport (const std::string& cellName,
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const ESM::Position& position, bool teleportFollowers)
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: Action (true), mCellName (cellName), mPosition (position), mTeleportFollowers(teleportFollowers)
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{
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}
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void ActionTeleport::executeImp (const Ptr& actor)
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{
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if (mTeleportFollowers)
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{
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// Find any NPCs that are following the actor and teleport them with him
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std::set<MWWorld::Ptr> followers;
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getFollowers(actor, followers, true);
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for (std::set<MWWorld::Ptr>::iterator it = followers.begin(); it != followers.end(); ++it)
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teleport(*it);
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}
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teleport(actor);
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}
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void ActionTeleport::teleport(const Ptr &actor)
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{
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MWBase::World* world = MWBase::Environment::get().getWorld();
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actor.getClass().getCreatureStats(actor).land(actor == world->getPlayerPtr());
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if(actor == world->getPlayerPtr())
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{
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world->getPlayer().setTeleported(true);
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if (mCellName.empty())
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world->changeToExteriorCell (mPosition, true);
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else
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world->changeToInteriorCell (mCellName, mPosition, true);
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}
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else
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{
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/*
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Start of tes3mp addition
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Track the original cell of this actor so we can use it when sending a packet
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*/
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ESM::Cell originalCell = *actor.getCell()->getCell();
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/*
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End of tes3mp addition
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*/
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/*
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Start of tes3mp change (minor)
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If this is a DedicatedActor, get their new cell and override their stored cell with it
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so their cell change is approved in World::moveObject()
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*/
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MWWorld::CellStore *newCellStore;
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mwmp::CellController *cellController = mwmp::Main::get().getCellController();
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if (actor.getClass().getCreatureStats(actor).getAiSequence().isInCombat(world->getPlayerPtr()))
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actor.getClass().getCreatureStats(actor).getAiSequence().stopCombat();
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else if (mCellName.empty())
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{
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int cellX;
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int cellY;
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world->positionToIndex(mPosition.pos[0],mPosition.pos[1],cellX,cellY);
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newCellStore = world->getExterior(cellX, cellY);
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if (cellController->isDedicatedActor(actor))
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cellController->getDedicatedActor(actor)->cell = *newCellStore->getCell();
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world->moveObject(actor,world->getExterior(cellX,cellY),
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mPosition.pos[0],mPosition.pos[1],mPosition.pos[2]);
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}
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else
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{
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newCellStore = world->getInterior(mCellName);
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if (cellController->isDedicatedActor(actor))
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cellController->getDedicatedActor(actor)->cell = *newCellStore->getCell();
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world->moveObject(actor,world->getInterior(mCellName),mPosition.pos[0],mPosition.pos[1],mPosition.pos[2]);
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}
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/*
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Start of tes3mp change (minor)
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*/
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/*
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Start of tes3mp addition
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Send ActorCellChange packets when an actor follows us across cells, regardless of
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whether we're the cell authority or not; the server can decide if it wants to comply
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with them
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Afterwards, send an ActorAI packet about this actor being our follower, to ensure
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they remain our follower even if the destination cell has another player as its
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cell authority
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*/
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mwmp::BaseActor baseActor;
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baseActor.refNum = actor.getCellRef().getRefNum().mIndex;
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baseActor.mpNum = actor.getCellRef().getMpNum();
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baseActor.cell = *newCellStore->getCell();
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baseActor.position = actor.getRefData().getPosition();
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baseActor.isFollowerCellChange = true;
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mwmp::ActorList *actorList = mwmp::Main::get().getNetworking()->getActorList();
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actorList->reset();
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actorList->cell = originalCell;
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LOG_MESSAGE_SIMPLE(TimedLog::LOG_INFO, "Sending ID_ACTOR_CELL_CHANGE about %s %i-%i to server",
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actor.getCellRef().getRefId().c_str(), baseActor.refNum, baseActor.mpNum);
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LOG_APPEND(TimedLog::LOG_INFO, "- Moved from %s to %s", actorList->cell.getDescription().c_str(),
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baseActor.cell.getDescription().c_str());
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actorList->addCellChangeActor(baseActor);
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actorList->sendCellChangeActors();
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// Send ActorAI to bring all players in the new cell up to speed with this follower
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actorList->cell = baseActor.cell;
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baseActor.aiAction = mwmp::BaseActorList::FOLLOW;
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baseActor.aiTarget = MechanicsHelper::getTarget(world->getPlayerPtr());
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actorList->addAiActor(baseActor);
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actorList->sendAiActors();
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/*
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End of tes3mp addition
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*/
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}
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}
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void ActionTeleport::getFollowers(const MWWorld::Ptr& actor, std::set<MWWorld::Ptr>& out, bool includeHostiles) {
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std::set<MWWorld::Ptr> followers;
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MWBase::Environment::get().getMechanicsManager()->getActorsFollowing(actor, followers);
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for(std::set<MWWorld::Ptr>::iterator it = followers.begin();it != followers.end();++it)
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{
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MWWorld::Ptr follower = *it;
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std::string script = follower.getClass().getScript(follower);
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if (!includeHostiles && follower.getClass().getCreatureStats(follower).getAiSequence().isInCombat(actor))
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continue;
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if (!script.empty() && follower.getRefData().getLocals().getIntVar(script, "stayoutside") == 1)
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continue;
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if ((follower.getRefData().getPosition().asVec3() - actor.getRefData().getPosition().asVec3()).length2() > 800 * 800)
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continue;
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out.emplace(follower);
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}
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}
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}
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