Added a delay before summoned creature corpse despawning

experimental
Andrei Kortunov 7 years ago
parent 3f159960b7
commit 641a6cd842

@ -781,7 +781,7 @@ namespace MWMechanics
creatureStats.getActiveSpells().visitEffectSources(updateSummonedCreatures);
if (ptr.getClass().hasInventoryStore(ptr))
ptr.getClass().getInventoryStore(ptr).visitEffectSources(updateSummonedCreatures);
updateSummonedCreatures.process();
updateSummonedCreatures.process(mTimerDisposeSummonsCorpses == 0.f);
}
}
@ -1009,7 +1009,9 @@ namespace MWMechanics
}
}
Actors::Actors() {}
Actors::Actors() {
mTimerDisposeSummonsCorpses = 0.2f; // We should add a delay between summoned creature death and its corpse despawning
}
Actors::~Actors()
{
@ -1078,6 +1080,7 @@ namespace MWMechanics
// target lists get updated once every 1.0 sec
if (timerUpdateAITargets >= 1.0f) timerUpdateAITargets = 0;
if (timerUpdateHeadTrack >= 0.3f) timerUpdateHeadTrack = 0;
if (mTimerDisposeSummonsCorpses >= 0.2f) mTimerDisposeSummonsCorpses = 0;
if (timerUpdateEquippedLight >= updateEquippedLightInterval) timerUpdateEquippedLight = 0;
MWWorld::Ptr player = getPlayer();
@ -1182,6 +1185,7 @@ namespace MWMechanics
timerUpdateAITargets += duration;
timerUpdateHeadTrack += duration;
timerUpdateEquippedLight += duration;
mTimerDisposeSummonsCorpses += duration;
// Looping magic VFX update
// Note: we need to do this before any of the animations are updated.

@ -150,6 +150,7 @@ namespace MWMechanics
private:
PtrActorMap mActors;
float mTimerDisposeSummonsCorpses;
};
}

@ -38,26 +38,10 @@ namespace MWMechanics
}
}
void UpdateSummonedCreatures::process()
void UpdateSummonedCreatures::process(bool cleanup)
{
MWMechanics::CreatureStats& creatureStats = mActor.getClass().getCreatureStats(mActor);
// Update summon effects
std::map<CreatureStats::SummonKey, int>& creatureMap = creatureStats.getSummonedCreatureMap();
for (std::map<CreatureStats::SummonKey, int>::iterator it = creatureMap.begin(); it != creatureMap.end(); )
{
bool found = mActiveEffects.find(it->first) != mActiveEffects.end();
if (!found)
{
// Effect has ended
MWBase::Environment::get().getMechanicsManager()->cleanupSummonedCreature(mActor, it->second);
creatureMap.erase(it++);
continue;
}
++it;
}
for (std::set<std::pair<int, std::string> >::iterator it = mActiveEffects.begin(); it != mActiveEffects.end(); ++it)
{
@ -101,21 +85,18 @@ namespace MWMechanics
}
}
// Update summon effects
for (std::map<CreatureStats::SummonKey, int>::iterator it = creatureMap.begin(); it != creatureMap.end(); )
{
MWWorld::Ptr ptr = MWBase::Environment::get().getWorld()->searchPtrViaActorId(it->second);
if (!ptr.isEmpty() && ptr.getClass().getCreatureStats(ptr).isDead() && ptr.getClass().getCreatureStats(ptr).isDeathAnimationFinished())
bool found = mActiveEffects.find(it->first) != mActiveEffects.end();
if (!found)
{
// Purge the magic effect so a new creature can be summoned if desired
creatureStats.getActiveSpells().purgeEffect(it->first.first, it->first.second);
if (mActor.getClass().hasInventoryStore(ptr))
mActor.getClass().getInventoryStore(mActor).purgeEffect(it->first.first, it->first.second);
// Effect has ended
MWBase::Environment::get().getMechanicsManager()->cleanupSummonedCreature(mActor, it->second);
creatureMap.erase(it++);
continue;
}
else
++it;
++it;
}
std::vector<int>& graveyard = creatureStats.getSummonedCreatureGraveyard();
@ -137,6 +118,26 @@ namespace MWMechanics
else
++it;
}
if (!cleanup)
return;
for (std::map<CreatureStats::SummonKey, int>::iterator it = creatureMap.begin(); it != creatureMap.end(); )
{
MWWorld::Ptr ptr = MWBase::Environment::get().getWorld()->searchPtrViaActorId(it->second);
if (ptr.isEmpty() || (ptr.getClass().getCreatureStats(ptr).isDead() && ptr.getClass().getCreatureStats(ptr).isDeathAnimationFinished()))
{
// Purge the magic effect so a new creature can be summoned if desired
creatureStats.getActiveSpells().purgeEffect(it->first.first, it->first.second);
if (mActor.getClass().hasInventoryStore(mActor))
mActor.getClass().getInventoryStore(mActor).purgeEffect(it->first.first, it->first.second);
MWBase::Environment::get().getMechanicsManager()->cleanupSummonedCreature(mActor, it->second);
creatureMap.erase(it++);
}
else
++it;
}
}
}

@ -22,7 +22,7 @@ namespace MWMechanics
float magnitude, float remainingTime = -1, float totalTime = -1);
/// To call after all effect sources have been visited
void process();
void process(bool cleanup);
private:
MWWorld::Ptr mActor;

Loading…
Cancel
Save