forked from mirror/openmw-tes3mp
[Client] Add ActorList methods for sending ActorAI packets
Additionally, use consistent capitalization for AI-related methods.
This commit is contained in:
parent
0fd8f7660b
commit
6316f1e590
9 changed files with 27 additions and 9 deletions
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@ -79,6 +79,11 @@ void ActorList::addEquipmentActor(BaseActor baseActor)
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equipmentActors.push_back(baseActor);
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equipmentActors.push_back(baseActor);
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}
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}
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void ActorList::addAiActor(BaseActor baseActor)
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{
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aiActors.push_back(baseActor);
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}
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void ActorList::addAttackActor(BaseActor baseActor)
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void ActorList::addAttackActor(BaseActor baseActor)
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{
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{
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attackActors.push_back(baseActor);
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attackActors.push_back(baseActor);
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@ -159,6 +164,16 @@ void ActorList::sendEquipmentActors()
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}
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}
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}
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}
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void ActorList::sendAiActors()
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{
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if (aiActors.size() > 0)
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{
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baseActors = aiActors;
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Main::get().getNetworking()->getActorPacket(ID_ACTOR_AI)->setActorList(this);
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Main::get().getNetworking()->getActorPacket(ID_ACTOR_AI)->Send();
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}
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}
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void ActorList::sendAttackActors()
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void ActorList::sendAttackActors()
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{
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{
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if (attackActors.size() > 0)
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if (attackActors.size() > 0)
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@ -27,6 +27,7 @@ namespace mwmp
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void addStatsDynamicActor(BaseActor baseActor);
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void addStatsDynamicActor(BaseActor baseActor);
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void addDeathActor(BaseActor baseActor);
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void addDeathActor(BaseActor baseActor);
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void addEquipmentActor(BaseActor baseActor);
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void addEquipmentActor(BaseActor baseActor);
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void addAiActor(BaseActor baseActor);
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void addAttackActor(BaseActor baseActor);
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void addAttackActor(BaseActor baseActor);
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void addCellChangeActor(BaseActor baseActor);
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void addCellChangeActor(BaseActor baseActor);
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@ -37,6 +38,7 @@ namespace mwmp
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void sendStatsDynamicActors();
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void sendStatsDynamicActors();
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void sendDeathActors();
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void sendDeathActors();
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void sendEquipmentActors();
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void sendEquipmentActors();
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void sendAiActors();
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void sendAttackActors();
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void sendAttackActors();
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void sendCellChangeActors();
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void sendCellChangeActors();
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@ -52,6 +54,7 @@ namespace mwmp
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std::vector<BaseActor> statsDynamicActors;
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std::vector<BaseActor> statsDynamicActors;
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std::vector<BaseActor> deathActors;
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std::vector<BaseActor> deathActors;
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std::vector<BaseActor> equipmentActors;
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std::vector<BaseActor> equipmentActors;
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std::vector<BaseActor> aiActors;
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std::vector<BaseActor> attackActors;
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std::vector<BaseActor> attackActors;
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std::vector<BaseActor> cellChangeActors;
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std::vector<BaseActor> cellChangeActors;
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};
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};
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@ -245,7 +245,7 @@ void Cell::readSpeech(ActorList& actorList)
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}
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}
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}
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}
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void Cell::readAI(ActorList& actorList)
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void Cell::readAi(ActorList& actorList)
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{
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{
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initializeDedicatedActors(actorList);
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initializeDedicatedActors(actorList);
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@ -263,7 +263,7 @@ void Cell::readAI(ActorList& actorList)
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actor->aiCoordinates = baseActor.aiCoordinates;
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actor->aiCoordinates = baseActor.aiCoordinates;
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actor->hasAiTarget = baseActor.hasAiTarget;
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actor->hasAiTarget = baseActor.hasAiTarget;
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actor->aiTarget = baseActor.aiTarget;
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actor->aiTarget = baseActor.aiTarget;
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actor->setAI();
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actor->setAi();
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}
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}
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}
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}
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}
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}
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@ -24,7 +24,7 @@ namespace mwmp
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void readStatsDynamic(ActorList& actorList);
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void readStatsDynamic(ActorList& actorList);
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void readEquipment(ActorList& actorList);
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void readEquipment(ActorList& actorList);
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void readSpeech(ActorList& actorList);
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void readSpeech(ActorList& actorList);
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void readAI(ActorList& actorList);
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void readAi(ActorList& actorList);
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void readAttack(ActorList& actorList);
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void readAttack(ActorList& actorList);
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void readCellChange(ActorList& actorList);
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void readCellChange(ActorList& actorList);
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@ -154,7 +154,7 @@ void CellController::readSpeech(ActorList& actorList)
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cellsInitialized[mapIndex]->readSpeech(actorList);
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cellsInitialized[mapIndex]->readSpeech(actorList);
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}
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}
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void CellController::readAI(ActorList& actorList)
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void CellController::readAi(ActorList& actorList)
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{
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{
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std::string mapIndex = actorList.cell.getDescription();
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std::string mapIndex = actorList.cell.getDescription();
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@ -162,7 +162,7 @@ void CellController::readAI(ActorList& actorList)
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// If this now exists, send it the data
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// If this now exists, send it the data
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if (cellsInitialized.count(mapIndex) > 0)
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if (cellsInitialized.count(mapIndex) > 0)
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cellsInitialized[mapIndex]->readAI(actorList);
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cellsInitialized[mapIndex]->readAi(actorList);
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}
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}
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void CellController::readAttack(ActorList& actorList)
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void CellController::readAttack(ActorList& actorList)
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@ -27,7 +27,7 @@ namespace mwmp
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void readStatsDynamic(mwmp::ActorList& actorList);
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void readStatsDynamic(mwmp::ActorList& actorList);
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void readEquipment(mwmp::ActorList& actorList);
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void readEquipment(mwmp::ActorList& actorList);
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void readSpeech(mwmp::ActorList& actorList);
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void readSpeech(mwmp::ActorList& actorList);
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void readAI(mwmp::ActorList& actorList);
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void readAi(mwmp::ActorList& actorList);
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void readAttack(mwmp::ActorList& actorList);
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void readAttack(mwmp::ActorList& actorList);
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void readCellChange(mwmp::ActorList& actorList);
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void readCellChange(mwmp::ActorList& actorList);
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@ -211,7 +211,7 @@ void DedicatedActor::setEquipment()
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}
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}
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}
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}
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void DedicatedActor::setAI()
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void DedicatedActor::setAi()
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{
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{
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MWMechanics::CreatureStats *ptrCreatureStats = &ptr.getClass().getCreatureStats(ptr);
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MWMechanics::CreatureStats *ptrCreatureStats = &ptr.getClass().getCreatureStats(ptr);
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ptrCreatureStats->setAiSetting(MWMechanics::CreatureStats::AI_Fight, 0);
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ptrCreatureStats->setAiSetting(MWMechanics::CreatureStats::AI_Fight, 0);
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@ -22,7 +22,7 @@ namespace mwmp
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void setAnimFlags();
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void setAnimFlags();
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void setStatsDynamic();
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void setStatsDynamic();
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void setEquipment();
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void setEquipment();
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void setAI();
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void setAi();
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void playAnimation();
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void playAnimation();
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void playSound();
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void playSound();
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@ -19,7 +19,7 @@ namespace mwmp
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{
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{
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LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Received %s about %s", strPacketID.c_str(), actorList.cell.getDescription().c_str());
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LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Received %s about %s", strPacketID.c_str(), actorList.cell.getDescription().c_str());
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Main::get().getCellController()->readAI(actorList);
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Main::get().getCellController()->readAi(actorList);
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}
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}
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};
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};
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}
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}
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