[Client] Fix issues when changing npc model to creature

0.6.1
Koncord 8 years ago
parent 6ddab0d323
commit 60f4a1d9e5

@ -41,6 +41,7 @@ using namespace std;
DedicatedPlayer::DedicatedPlayer(RakNet::RakNetGUID guid) : BasePlayer(guid)
{
reference = 0;
attack.pressed = 0;
creatureStats.mDead = false;
movementFlags = 0;

@ -1,4 +1,5 @@
#include <components/openmw-mp/Log.hpp>
#include <apps/openmw/mwclass/creature.hpp>
#include "../mwbase/environment.hpp"
@ -20,7 +21,7 @@
using namespace mwmp;
using namespace std;
std::map<RakNet::RakNetGUID, DedicatedPlayer *> PlayerList::players;
std::map <RakNet::RakNetGUID, DedicatedPlayer *> PlayerList::players;
void PlayerList::update(float dt)
{
@ -46,7 +47,7 @@ void PlayerList::createPlayer(RakNet::RakNetGUID guid)
if (!dedicPlayer->creatureModel.empty())
{
const ESM::Creature *tmpCreature = world->getStore().get<ESM::Creature>().search(dedicPlayer->creatureModel);
if(tmpCreature == 0)
if (tmpCreature == 0)
{
dedicPlayer->creatureModel = "";
createPlayer(guid);
@ -54,8 +55,10 @@ void PlayerList::createPlayer(RakNet::RakNetGUID guid)
}
creature = *tmpCreature;
creature.mScript = "";
if(!dedicPlayer->useCreatureName)
if (!dedicPlayer->useCreatureName)
creature.mName = dedicPlayer->npc.mName;
LOG_APPEND(Log::LOG_INFO, "Player %s looks like %s", dedicPlayer->npc.mName.c_str(),
dedicPlayer->creatureModel.c_str());
}
else
{
@ -75,64 +78,110 @@ void PlayerList::createPlayer(RakNet::RakNetGUID guid)
npc.mFlags = dedicPlayer->npc.mFlags;
}
bool reset = false;
if (dedicPlayer->reference)
{
bool isNPC = dedicPlayer->reference->getPtr().getTypeName() == typeid(ESM::NPC).name();
if ((!dedicPlayer->creatureModel.empty() && isNPC) ||
(dedicPlayer->creatureModel.empty() && !isNPC))
{
if (dedicPlayer->reference)
{
LOG_APPEND(Log::LOG_INFO, "- Deleting old reference");
dedicPlayer->state = 0;
world->deleteObject(dedicPlayer->ptr);
delete dedicPlayer->reference;
dedicPlayer->reference = NULL;
reset = true;
}
}
}
// Temporarily spawn or move player to the center of exterior 0,0 whenever setting base info
ESM::Position spawnPos;
spawnPos.pos[0] = spawnPos.pos[1] = Main::get().getCellController()->getCellSize() / 2;
spawnPos.pos[2] = 0;
MWWorld::CellStore *cellStore = world->getExterior(0, 0);
if (dedicPlayer->state == 0)
{
string recid;
if (dedicPlayer->creatureModel.empty())
{
LOG_APPEND(Log::LOG_INFO, "- Creating new NPC record");
npc.mId = "Dedicated Player";
recid = world->createRecord(npc)->mId;
}
else
{
LOG_APPEND(Log::LOG_INFO, "- Creating new Creature record");
creature.mId = "Dedicated Player";
recid = world->createRecord(creature)->mId;
}
dedicPlayer->reference = new MWWorld::ManualRef(world->getStore(), recid, 1);
}
// Temporarily spawn or move player to the center of exterior 0,0 whenever setting base info
ESM::Position spawnPos;
spawnPos.pos[0] = spawnPos.pos[1] = Main::get().getCellController()->getCellSize() / 2;
spawnPos.pos[2] = 0;
MWWorld::CellStore *cellStore = world->getExterior(0, 0);
if (dedicPlayer->state == 0)
{
LOG_APPEND(Log::LOG_INFO, "- Creating new reference pointer for %s", dedicPlayer->npc.mName.c_str());
MWWorld::Ptr tmp = world->placeObject(dedicPlayer->reference->getPtr(), cellStore, spawnPos);
MWWorld::Ptr tmp;
if (reset)
{
if (dedicPlayer->cell.isExterior())
cellStore = world->getExterior(dedicPlayer->cell.mData.mX, dedicPlayer->cell.mData.mY);
else
cellStore = world->getInterior(dedicPlayer->cell.mName);
spawnPos = dedicPlayer->position;
}
tmp = world->placeObject(dedicPlayer->reference->getPtr(), cellStore, spawnPos);
dedicPlayer->ptr.mCell = tmp.mCell;
dedicPlayer->ptr.mRef = tmp.mRef;
dedicPlayer->cell = *dedicPlayer->ptr.getCell()->getCell();
dedicPlayer->position = dedicPlayer->ptr.getRefData().getPosition();
if (!reset)
{
dedicPlayer->cell = *dedicPlayer->ptr.getCell()->getCell();
dedicPlayer->position = dedicPlayer->ptr.getRefData().getPosition();
}
}
else
{
LOG_APPEND(Log::LOG_INFO, "- Updating reference pointer for %s", dedicPlayer->npc.mName.c_str());
MWWorld::ESMStore *store = const_cast<MWWorld::ESMStore *>(&world->getStore());
MWWorld::Store<ESM::Creature> *creature_store = const_cast<MWWorld::Store<ESM::Creature> *> (&store->get<ESM::Creature>());
MWWorld::Store<ESM::NPC> *npc_store = const_cast<MWWorld::Store<ESM::NPC> *> (&store->get<ESM::NPC>());
if (!dedicPlayer->creatureModel.empty())
{
creature.mId = players[guid]->ptr.get<ESM::Creature>()->mBase->mId;
MWWorld::Store<ESM::Creature> *esm_store = const_cast<MWWorld::Store<ESM::Creature> *> (&store->get<ESM::Creature>());
esm_store->insert(creature);
if (!npc.mId.empty() || npc.mId != "Dedicated Player")
{
LOG_APPEND(Log::LOG_INFO, "- Deleting NPC record");
npc_store->erase(npc.mId);
npc.mId.clear();
}
creature.mId = players[guid]->ptr.get<ESM::Creature>()->mBase->mId;
creature_store->insert(creature);
}
else
{
if (!creature.mId.empty() || creature.mId != "Dedicated Player")
{
LOG_APPEND(Log::LOG_INFO, "- Deleting Creature record");
creature_store->erase(creature.mId);
creature.mId.clear();
}
npc.mId = players[guid]->ptr.get<ESM::NPC>()->mBase->mId;
MWWorld::Store<ESM::NPC> *esm_store = const_cast<MWWorld::Store<ESM::NPC> *> (&store->get<ESM::NPC>());
esm_store->insert(npc);
npc_store->insert(npc);
}
// Disable Ptr to avoid graphical glitches caused by race changes
world->disable(players[guid]->ptr);
dedicPlayer->setPtr(world->moveObject(dedicPlayer->ptr, cellStore, spawnPos.pos[0], spawnPos.pos[1], spawnPos.pos[2]));
dedicPlayer->updateCell();

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