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https://github.com/TES3MP/openmw-tes3mp.git
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Savegame: store levelled creature state and move to actorIds
(Closes #1332)
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parent
9b67fcc4d7
commit
471bbd0021
6 changed files with 100 additions and 18 deletions
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@ -2,6 +2,7 @@
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#include "creaturelevlist.hpp"
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#include <components/esm/loadlevlist.hpp>
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#include <components/esm/creaturelevliststate.hpp>
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#include "../mwmechanics/levelledlist.hpp"
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@ -11,7 +12,9 @@ namespace
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{
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struct CreatureLevListCustomData : public MWWorld::CustomData
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{
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// TODO: save the creature we spawned here
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// actorId of the creature we spawned
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int mSpawnActorId;
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virtual MWWorld::CustomData *clone() const;
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};
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@ -38,6 +41,25 @@ namespace MWClass
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void CreatureLevList::insertObjectRendering(const MWWorld::Ptr &ptr, MWRender::RenderingInterface &renderingInterface) const
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{
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ensureCustomData(ptr);
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CreatureLevListCustomData& customData = dynamic_cast<CreatureLevListCustomData&> (*ptr.getRefData().getCustomData());
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if (customData.mSpawnActorId != -1)
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return; // TODO: handle respawning
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MWWorld::LiveCellRef<ESM::CreatureLevList> *ref =
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ptr.get<ESM::CreatureLevList>();
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std::string id = MWMechanics::getLevelledItem(ref->mBase, true);
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if (!id.empty())
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{
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const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
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MWWorld::ManualRef ref(store, id);
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ref.getPtr().getCellRef().mPos = ptr.getCellRef().mPos;
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MWWorld::Ptr placed = MWBase::Environment::get().getWorld()->safePlaceObject(ref.getPtr(), ptr.getCell() , ptr.getCellRef().mPos);
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customData.mSpawnActorId = placed.getClass().getCreatureStats(placed).getActorId();
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}
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}
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void CreatureLevList::ensureCustomData(const MWWorld::Ptr &ptr) const
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@ -45,22 +67,29 @@ namespace MWClass
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if (!ptr.getRefData().getCustomData())
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{
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std::auto_ptr<CreatureLevListCustomData> data (new CreatureLevListCustomData);
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MWWorld::LiveCellRef<ESM::CreatureLevList> *ref =
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ptr.get<ESM::CreatureLevList>();
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std::string id = MWMechanics::getLevelledItem(ref->mBase, true);
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if (!id.empty())
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{
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const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
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MWWorld::ManualRef ref(store, id);
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ref.getPtr().getCellRef().mPos = ptr.getCellRef().mPos;
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// TODO: hold on to this for respawn purposes later
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MWBase::Environment::get().getWorld()->safePlaceObject(ref.getPtr(), ptr.getCell() , ptr.getCellRef().mPos);
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}
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data->mSpawnActorId = -1;
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ptr.getRefData().setCustomData(data.release());
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}
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}
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void CreatureLevList::readAdditionalState (const MWWorld::Ptr& ptr, const ESM::ObjectState& state)
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const
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{
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const ESM::CreatureLevListState& state2 = dynamic_cast<const ESM::CreatureLevListState&> (state);
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ensureCustomData(ptr);
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CreatureLevListCustomData& customData = dynamic_cast<CreatureLevListCustomData&> (*ptr.getRefData().getCustomData());
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customData.mSpawnActorId = state2.mSpawnActorId;
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}
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void CreatureLevList::writeAdditionalState (const MWWorld::Ptr& ptr, ESM::ObjectState& state)
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const
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{
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ESM::CreatureLevListState& state2 = dynamic_cast<ESM::CreatureLevListState&> (state);
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ensureCustomData(ptr);
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CreatureLevListCustomData& customData = dynamic_cast<CreatureLevListCustomData&> (*ptr.getRefData().getCustomData());
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state2.mSpawnActorId = customData.mSpawnActorId;
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}
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}
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@ -19,6 +19,14 @@ namespace MWClass
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virtual void insertObjectRendering (const MWWorld::Ptr& ptr, MWRender::RenderingInterface& renderingInterface) const;
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///< Add reference into a cell for rendering
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virtual void readAdditionalState (const MWWorld::Ptr& ptr, const ESM::ObjectState& state)
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const;
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///< Read additional state from \a state into \a ptr.
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virtual void writeAdditionalState (const MWWorld::Ptr& ptr, ESM::ObjectState& state)
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const;
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///< Write additional state from \a ptr into \a state.
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};
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}
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@ -12,6 +12,7 @@
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#include <components/esm/npcstate.hpp>
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#include <components/esm/creaturestate.hpp>
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#include <components/esm/fogstate.hpp>
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#include <components/esm/creaturelevliststate.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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@ -592,7 +593,7 @@ namespace MWWorld
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writeReferenceCollection<ESM::CreatureState> (writer, mCreatures);
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writeReferenceCollection<ESM::ObjectState> (writer, mDoors);
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writeReferenceCollection<ESM::ObjectState> (writer, mIngreds);
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writeReferenceCollection<ESM::ObjectState> (writer, mCreatureLists);
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writeReferenceCollection<ESM::CreatureLevListState> (writer, mCreatureLists);
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writeReferenceCollection<ESM::ObjectState> (writer, mItemLists);
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writeReferenceCollection<ESM::LightState> (writer, mLights);
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writeReferenceCollection<ESM::ObjectState> (writer, mLockpicks);
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@ -668,7 +669,7 @@ namespace MWWorld
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case ESM::REC_LEVC:
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readReferenceCollection<ESM::ObjectState> (reader, mCreatureLists, contentFileMap);
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readReferenceCollection<ESM::CreatureLevListState> (reader, mCreatureLists, contentFileMap);
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break;
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case ESM::REC_LEVI:
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@ -45,7 +45,7 @@ add_component_dir (esm
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loadnpc loadpgrd loadrace loadregn loadscpt loadskil loadsndg loadsoun loadspel loadsscr loadstat
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loadweap records aipackage effectlist spelllist variant variantimp loadtes3 cellref filter
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savedgame journalentry queststate locals globalscript player objectstate cellid cellstate globalmap lightstate inventorystate containerstate npcstate creaturestate dialoguestate statstate
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npcstats creaturestats weatherstate quickkeys fogstate spellstate activespells
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npcstats creaturestats weatherstate quickkeys fogstate spellstate activespells creaturelevliststate
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)
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add_component_dir (misc
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25
components/esm/creaturelevliststate.cpp
Normal file
25
components/esm/creaturelevliststate.cpp
Normal file
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@ -0,0 +1,25 @@
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#include "creaturelevliststate.hpp"
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#include "esmreader.hpp"
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#include "esmwriter.hpp"
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namespace ESM
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{
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void CreatureLevListState::load(ESMReader &esm)
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{
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ObjectState::load(esm);
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mSpawnActorId = -1;
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esm.getHNOT (mSpawnActorId, "SPAW");
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}
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void CreatureLevListState::save(ESMWriter &esm, bool inInventory) const
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{
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ObjectState::save(esm, inInventory);
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if (mSpawnActorId != -1)
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esm.writeHNT ("SPAW", mSpawnActorId);
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}
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}
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19
components/esm/creaturelevliststate.hpp
Normal file
19
components/esm/creaturelevliststate.hpp
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#ifndef OPENMW_ESM_CREATURELEVLISTSTATE_H
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#define OPENMW_ESM_CREATURELEVLISTSTATE_H
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#include "objectstate.hpp"
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namespace ESM
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{
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// format 0, saved games only
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struct CreatureLevListState : public ObjectState
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{
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int mSpawnActorId;
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virtual void load (ESMReader &esm);
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virtual void save (ESMWriter &esm, bool inInventory = false) const;
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};
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}
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#endif
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