Fixes #1129: Change summoned creatures to use ActorId

Gracefully handles summoned creatures that are left behind in inactive cells.
deque
scrawl 11 years ago
parent 99b4bc721b
commit 7697ab37e0

@ -38,9 +38,12 @@ void adjustBoundItem (const std::string& item, bool bound, const MWWorld::Ptr& a
{
if (bound)
{
MWWorld::Ptr newPtr = *actor.getClass().getContainerStore(actor).add(item, 1, actor);
MWWorld::ActionEquip action(newPtr);
action.execute(actor);
if (actor.getClass().getContainerStore(actor).count(item) == 0)
{
MWWorld::Ptr newPtr = *actor.getClass().getContainerStore(actor).add(item, 1, actor);
MWWorld::ActionEquip action(newPtr);
action.execute(actor);
}
}
else
{
@ -534,28 +537,49 @@ namespace MWMechanics
MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), creatureID, 1);
ref.getPtr().getCellRef().mPos = ipos;
// TODO: Add AI to follow player and fight for him
MWMechanics::CreatureStats& summonedCreatureStats = ref.getPtr().getClass().getCreatureStats(ref.getPtr());
// Make the summoned creature follow its master and help in fights
AiFollow package(ptr.getRefData().getHandle());
MWWorld::Class::get (ref.getPtr()).getCreatureStats (ref.getPtr()).getAiSequence().stack(package, ptr);
summonedCreatureStats.getAiSequence().stack(package, ref.getPtr());
int creatureActorId = summonedCreatureStats.getActorId();
MWBase::Environment::get().getWorld()->safePlaceObject(ref.getPtr(),store,ipos);
// TODO: VFX_SummonStart, VFX_SummonEnd
creatureStats.mSummonedCreatures.insert(std::make_pair(it->first,
MWBase::Environment::get().getWorld()->safePlaceObject(ref.getPtr(),store,ipos).getRefData().getHandle()));
creatureStats.mSummonedCreatures.insert(std::make_pair(it->first, creatureActorId));
}
}
else
{
std::string handle = creatureStats.mSummonedCreatures[it->first];
// TODO: Show death animation before deleting? We shouldn't allow looting the corpse while the animation
// plays though, which is a rather lame exploit in vanilla.
MWWorld::Ptr ptr = MWBase::Environment::get().getWorld()->searchPtrViaHandle(handle);
// Summon lifetime has expired. Try to delete the creature.
int actorId = creatureStats.mSummonedCreatures[it->first];
creatureStats.mSummonedCreatures.erase(it->first);
MWWorld::Ptr ptr = MWBase::Environment::get().getWorld()->searchPtrViaActorId(actorId);
if (!ptr.isEmpty())
{
// TODO: Show death animation before deleting? We shouldn't allow looting the corpse while the animation
// plays though, which is a rather lame exploit in vanilla.
MWBase::Environment::get().getWorld()->deleteObject(ptr);
creatureStats.mSummonedCreatures.erase(it->first);
}
else
{
// We didn't find the creature. It's probably in an inactive cell.
// Add to graveyard so we can delete it when the cell becomes active.
creatureStats.mSummonGraveyard.push_back(actorId);
}
}
}
}
for (std::vector<int>::iterator it = creatureStats.mSummonGraveyard.begin(); it != creatureStats.mSummonGraveyard.end(); ++it)
{
MWWorld::Ptr ptr = MWBase::Environment::get().getWorld()->searchPtrViaActorId(*it);
if (!ptr.isEmpty())
MWBase::Environment::get().getWorld()->deleteObject(ptr);
}
}
void Actors::calculateNpcStatModifiers (const MWWorld::Ptr& ptr)

@ -223,10 +223,16 @@ namespace MWMechanics
void setLastHitObject(const std::string &objectid);
const std::string &getLastHitObject() const;
// Note, this is just a cache to avoid checking the whole container store every frame TODO: Put it somewhere else?
// Note, this is just a cache to avoid checking the whole container store every frame. We don't need to store it in saves.
// TODO: Put it somewhere else?
std::set<int> mBoundItems;
// Same as above
std::map<int, std::string> mSummonedCreatures;
// TODO: store in savegame
// TODO: encapsulate?
// <ESM::MagicEffect index, actor index>
std::map<int, int> mSummonedCreatures;
// Contains summoned creatures with an expired lifetime that have not been deleted yet.
std::vector<int> mSummonGraveyard;
void writeState (ESM::CreatureStats& state) const;

@ -22,7 +22,6 @@ namespace MWWorld
std::list<MWWorld::Ptr> followers = MWBase::Environment::get().getMechanicsManager()->getActorsFollowing(actor);
for(std::list<MWWorld::Ptr>::iterator it = followers.begin();it != followers.end();++it)
{
std::cout << "teleporting someone!" << (*it).getCellRef().mRefID;
executeImp(*it);
}

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