#include #include #include "../mwworld/worldimp.hpp" #include "Cell.hpp" #include "CellController.hpp" #include "Main.hpp" #include "Networking.hpp" #include "LocalPlayer.hpp" using namespace mwmp; mwmp::Cell::Cell(MWWorld::CellStore* cellStore) { store = cellStore; std::map localActors; std::map dedicatedActors; } mwmp::Cell::~Cell() { } void Cell::updateLocal(bool forceUpdate) { if (localActors.empty()) return; ActorList *actorList = mwmp::Main::get().getNetworking()->getActorList(); actorList->reset(); actorList->cell = *store->getCell(); for (std::map::iterator it = localActors.begin(); it != localActors.end();) { LocalActor *actor = it->second; // TODO:: Make sure this condition actually works if (actor->getPtr().getCell() != store) { LOG_APPEND(Log::LOG_INFO, "- Removing LocalActor %s which is no longer in this cell", it->first.c_str()); Main::get().getCellController()->removeLocalActorRecord(it->first); localActors.erase(it++); } else { if (actor->getPtr().getRefData().isEnabled()) actor->update(forceUpdate); ++it; } } actorList->sendPositionActors(); actorList->sendAnimFlagsActors(); actorList->sendAnimPlayActors(); actorList->sendSpeechActors(); actorList->sendStatsDynamicActors(); } void Cell::updateDedicated(float dt) { if (dedicatedActors.empty()) return; for (std::map::iterator it = dedicatedActors.begin(); it != dedicatedActors.end(); ++it) { DedicatedActor *actor = it->second; actor->update(dt); } } void Cell::readPositions(ActorList& actorList) { initializeDedicatedActors(actorList); BaseActor baseActor; for (unsigned int i = 0; i < actorList.count; i++) { baseActor = actorList.baseActors.at(i); std::string mapIndex = Main::get().getCellController()->generateMapIndex(baseActor); if (dedicatedActors.count(mapIndex) > 0) { DedicatedActor *actor = dedicatedActors[mapIndex]; actor->position = baseActor.position; actor->direction = baseActor.direction; } } } void Cell::readAnimFlags(ActorList& actorList) { initializeDedicatedActors(actorList); BaseActor baseActor; for (unsigned int i = 0; i < actorList.count; i++) { baseActor = actorList.baseActors.at(i); std::string mapIndex = Main::get().getCellController()->generateMapIndex(baseActor); if (dedicatedActors.count(mapIndex) > 0) { DedicatedActor *actor = dedicatedActors[mapIndex]; actor->movementFlags = baseActor.movementFlags; actor->drawState = baseActor.drawState; actor->isFlying = baseActor.isFlying; } } } void Cell::readAnimPlay(ActorList& actorList) { initializeDedicatedActors(actorList); BaseActor baseActor; for (unsigned int i = 0; i < actorList.count; i++) { baseActor = actorList.baseActors.at(i); std::string mapIndex = Main::get().getCellController()->generateMapIndex(baseActor); if (dedicatedActors.count(mapIndex) > 0) { DedicatedActor *actor = dedicatedActors[mapIndex]; actor->animation.groupname = baseActor.animation.groupname; actor->animation.mode = baseActor.animation.mode; actor->animation.count = baseActor.animation.count; actor->animation.persist = baseActor.animation.persist; } } } void Cell::readStatsDynamic(ActorList& actorList) { initializeDedicatedActors(actorList); BaseActor baseActor; for (unsigned int i = 0; i < actorList.count; i++) { baseActor = actorList.baseActors.at(i); std::string mapIndex = Main::get().getCellController()->generateMapIndex(baseActor); if (dedicatedActors.count(mapIndex) > 0) { DedicatedActor *actor = dedicatedActors[mapIndex]; actor->creatureStats = baseActor.creatureStats; } } } void Cell::readSpeech(ActorList& actorList) { initializeDedicatedActors(actorList); BaseActor baseActor; for (unsigned int i = 0; i < actorList.count; i++) { baseActor = actorList.baseActors.at(i); std::string mapIndex = Main::get().getCellController()->generateMapIndex(baseActor); if (dedicatedActors.count(mapIndex) > 0) { DedicatedActor *actor = dedicatedActors[mapIndex]; actor->response = baseActor.response; actor->sound = baseActor.sound; } } } void Cell::initializeLocalActors() { ESM::Cell esmCell = *store->getCell(); MWWorld::CellRefList *npcList = store->getNpcs(); for (typename MWWorld::CellRefList::List::iterator listIter(npcList->mList.begin()); listIter != npcList->mList.end(); ++listIter) { MWWorld::Ptr ptr(&*listIter, store); LocalActor *actor = new LocalActor(); actor->cell = esmCell; actor->setPtr(ptr); std::string mapIndex = Main::get().getCellController()->generateMapIndex(ptr); localActors[mapIndex] = actor; Main::get().getCellController()->setLocalActorRecord(mapIndex, getDescription()); LOG_APPEND(Log::LOG_INFO, "- Initialized LocalActor %s", mapIndex.c_str()); } } void Cell::initializeDedicatedActors(ActorList& actorList) { BaseActor baseActor; for (unsigned int i = 0; i < actorList.count; i++) { baseActor = actorList.baseActors.at(i); std::string mapIndex = Main::get().getCellController()->generateMapIndex(baseActor); // If this key doesn't exist, create it if (dedicatedActors.count(mapIndex) == 0) { MWWorld::Ptr ptrFound = store->searchExact(baseActor.refId, baseActor.refNumIndex, baseActor.mpNum); if (!ptrFound) return; DedicatedActor *actor = new DedicatedActor(); actor->cell = actorList.cell; actor->setPtr(ptrFound); dedicatedActors[mapIndex] = actor; Main::get().getCellController()->setDedicatedActorRecord(mapIndex, getDescription()); LOG_APPEND(Log::LOG_INFO, "- Initialized DedicatedActor %s", mapIndex.c_str()); } } } void Cell::uninitializeLocalActors() { for (std::map::iterator it = localActors.begin(); it != localActors.end(); ++it) { LocalActor *actor = it->second; Main::get().getCellController()->removeLocalActorRecord(it->first); } localActors.clear(); } void Cell::uninitializeDedicatedActors() { for (std::map::iterator it = dedicatedActors.begin(); it != dedicatedActors.end(); ++it) { Main::get().getCellController()->removeDedicatedActorRecord(it->first); } dedicatedActors.clear(); } LocalActor *Cell::getLocalActor(std::string actorIndex) { return localActors.at(actorIndex); } DedicatedActor *Cell::getDedicatedActor(std::string actorIndex) { return dedicatedActors.at(actorIndex); } MWWorld::CellStore *Cell::getCellStore() { return store; } std::string Cell::getDescription() { return store->getCell()->getDescription(); }