Implement Command creature/humanoid magic effects (Fixes #1120)

deque
scrawl 11 years ago
parent 0f8a10f468
commit 22d7d8a466

@ -89,6 +89,58 @@ bool disintegrateSlot (MWWorld::Ptr ptr, int slot, float disintegrate)
return false;
}
class CheckActorCommanded : public MWMechanics::EffectSourceVisitor
{
MWWorld::Ptr mActor;
public:
bool mCommanded;
CheckActorCommanded(MWWorld::Ptr actor)
: mActor(actor)
, mCommanded(false){}
virtual void visit (MWMechanics::EffectKey key,
const std::string& sourceName, int casterActorId,
float magnitude, float remainingTime = -1)
{
MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
if ( ((key.mId == ESM::MagicEffect::CommandHumanoid && mActor.getClass().isNpc())
|| (key.mId == ESM::MagicEffect::CommandCreature && mActor.getTypeName() == typeid(ESM::Creature).name()))
&& casterActorId == player.getClass().getCreatureStats(player).getActorId()
&& magnitude >= mActor.getClass().getCreatureStats(mActor).getLevel())
mCommanded = true;
}
};
void adjustCommandedActor (const MWWorld::Ptr& actor)
{
CheckActorCommanded check(actor);
MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor);
stats.getActiveSpells().visitEffectSources(check);
bool hasCommandPackage = false;
std::list<MWMechanics::AiPackage*>::const_iterator it;
for (it = stats.getAiSequence().begin(); it != stats.getAiSequence().end(); ++it)
{
if ((*it)->getTypeId() == MWMechanics::AiPackage::TypeIdFollow &&
dynamic_cast<MWMechanics::AiFollow*>(*it)->isCommanded())
{
hasCommandPackage = true;
break;
}
}
if (check.mCommanded && !hasCommandPackage)
{
MWMechanics::AiFollow package("player", true);
stats.getAiSequence().stack(package, actor);
}
else if (!check.mCommanded && hasCommandPackage)
{
stats.getAiSequence().erase(it);
}
}
void getRestorationPerHourOfSleep (const MWWorld::Ptr& ptr, float& health, float& magicka)
{
MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats (ptr);
@ -1005,7 +1057,10 @@ namespace MWMechanics
if (MWBase::Environment::get().getMechanicsManager()->isAIActive())
{
if (timerUpdateAITargets == 0)
{
{
if (iter->first != player)
adjustCommandedActor(iter->first);
for(PtrControllerMap::iterator it(mActors.begin()); it != mActors.end(); ++it)
{
if (it->first == iter->first || iter->first == player) // player is not AI-controlled

@ -16,16 +16,16 @@
#include "steering.hpp"
MWMechanics::AiFollow::AiFollow(const std::string &actorId,float duration, float x, float y, float z)
: mAlwaysFollow(false), mRemainingDuration(duration), mX(x), mY(y), mZ(z), mActorId(actorId), mCellId("")
: mAlwaysFollow(false), mCommanded(false), mRemainingDuration(duration), mX(x), mY(y), mZ(z), mActorId(actorId), mCellId("")
{
}
MWMechanics::AiFollow::AiFollow(const std::string &actorId,const std::string &cellId,float duration, float x, float y, float z)
: mAlwaysFollow(false), mRemainingDuration(duration), mX(x), mY(y), mZ(z), mActorId(actorId), mCellId(cellId)
: mAlwaysFollow(false), mCommanded(false), mRemainingDuration(duration), mX(x), mY(y), mZ(z), mActorId(actorId), mCellId(cellId)
{
}
MWMechanics::AiFollow::AiFollow(const std::string &actorId)
: mAlwaysFollow(true), mRemainingDuration(0), mX(0), mY(0), mZ(0), mActorId(actorId), mCellId("")
MWMechanics::AiFollow::AiFollow(const std::string &actorId, bool commanded)
: mAlwaysFollow(true), mCommanded(commanded), mRemainingDuration(0), mX(0), mY(0), mZ(0), mActorId(actorId), mCellId("")
{
}
@ -99,6 +99,11 @@ int MWMechanics::AiFollow::getTypeId() const
return TypeIdFollow;
}
bool MWMechanics::AiFollow::isCommanded() const
{
return mCommanded;
}
void MWMechanics::AiFollow::writeState(ESM::AiSequence::AiSequence &sequence) const
{
std::auto_ptr<ESM::AiSequence::AiFollow> follow(new ESM::AiSequence::AiFollow());
@ -109,6 +114,7 @@ void MWMechanics::AiFollow::writeState(ESM::AiSequence::AiSequence &sequence) co
follow->mRemainingDuration = mRemainingDuration;
follow->mCellId = mCellId;
follow->mAlwaysFollow = mAlwaysFollow;
follow->mCommanded = mCommanded;
ESM::AiSequence::AiPackageContainer package;
package.mType = ESM::AiSequence::Ai_Follow;
@ -120,6 +126,7 @@ MWMechanics::AiFollow::AiFollow(const ESM::AiSequence::AiFollow *follow)
: mAlwaysFollow(follow->mAlwaysFollow), mRemainingDuration(follow->mRemainingDuration)
, mX(follow->mData.mX), mY(follow->mData.mY), mZ(follow->mData.mZ)
, mActorId(follow->mTargetId), mCellId(follow->mCellId)
, mCommanded(follow->mCommanded)
{
}

@ -27,7 +27,7 @@ namespace MWMechanics
/// Follow Actor for duration or until you arrive at a position in a cell
AiFollow(const std::string &ActorId,const std::string &CellId,float duration, float X, float Y, float Z);
/// Follow Actor indefinitively
AiFollow(const std::string &ActorId);
AiFollow(const std::string &ActorId, bool commanded=false);
AiFollow(const ESM::AiSequence::AiFollow* follow);
@ -44,10 +44,13 @@ namespace MWMechanics
virtual void writeState (ESM::AiSequence::AiSequence& sequence) const;
bool isCommanded() const;
private:
/// This will make the actor always follow.
/** Thus ignoring mDuration and mX,mY,mZ (used for summoned creatures). **/
bool mAlwaysFollow;
bool mCommanded;
float mRemainingDuration; // Seconds
float mX;
float mY;

@ -82,6 +82,20 @@ std::list<AiPackage*>::const_iterator AiSequence::end() const
return mPackages.end();
}
void AiSequence::erase(std::list<AiPackage*>::const_iterator package)
{
// Not sure if manually terminated packages should trigger mDone, probably not?
for(std::list<AiPackage*>::iterator it = mPackages.begin(); it != mPackages.end(); ++it)
{
if (package == it)
{
mPackages.erase(it);
return;
}
}
throw std::runtime_error("can't find package to erase");
}
bool AiSequence::isInCombat() const
{
for(std::list<AiPackage*>::const_iterator it = mPackages.begin(); it != mPackages.end(); ++it)

@ -54,6 +54,8 @@ namespace MWMechanics
std::list<AiPackage*>::const_iterator begin() const;
std::list<AiPackage*>::const_iterator end() const;
void erase (std::list<AiPackage*>::const_iterator package);
/// Returns currently executing AiPackage type
/** \see enum AiPackage::TypeId **/
int getTypeId() const;

@ -58,6 +58,8 @@ namespace AiSequence
esm.getHNT (mRemainingDuration, "DURA");
mCellId = esm.getHNOString ("CELL");
esm.getHNT (mAlwaysFollow, "ALWY");
mCommanded = false;
esm.getHNOT (mCommanded, "CMND");
}
void AiFollow::save(ESMWriter &esm) const
@ -68,6 +70,7 @@ namespace AiSequence
if (!mCellId.empty())
esm.writeHNString ("CELL", mCellId);
esm.writeHNT ("ALWY", mAlwaysFollow);
esm.writeHNT ("CMND", mCommanded);
}
void AiActivate::load(ESMReader &esm)

@ -96,6 +96,7 @@ namespace ESM
float mRemainingDuration;
bool mAlwaysFollow;
bool mCommanded;
void load(ESMReader &esm);
void save(ESMWriter &esm) const;

Loading…
Cancel
Save