Add Vampirism and Sun Damage effects. Some fixes.

actorid
scrawl 11 years ago
parent 7f735c2c4c
commit 4ed4c1e319

@ -211,7 +211,7 @@ namespace MWMechanics
float currentDiff = creatureStats.getMagicEffects().get(EffectKey(ESM::MagicEffect::RestoreHealth+i)).mMagnitude
- creatureStats.getMagicEffects().get(EffectKey(ESM::MagicEffect::DamageHealth+i)).mMagnitude
- creatureStats.getMagicEffects().get(EffectKey(ESM::MagicEffect::AbsorbHealth)).mMagnitude;
- creatureStats.getMagicEffects().get(EffectKey(ESM::MagicEffect::AbsorbHealth+i)).mMagnitude;
stat.setCurrent(stat.getCurrent() + currentDiff * duration);
creatureStats.setDynamic(i, stat);
@ -219,16 +219,34 @@ namespace MWMechanics
// Apply damage ticks
int damageEffects[] = {
ESM::MagicEffect::FireDamage, ESM::MagicEffect::ShockDamage, ESM::MagicEffect::FrostDamage, ESM::MagicEffect::Poison
ESM::MagicEffect::FireDamage, ESM::MagicEffect::ShockDamage, ESM::MagicEffect::FrostDamage, ESM::MagicEffect::Poison,
ESM::MagicEffect::SunDamage
};
DynamicStat<float> health = creatureStats.getHealth();
for (unsigned int i=0; i<sizeof(damageEffects)/sizeof(int); ++i)
{
float magnitude = creatureStats.getMagicEffects().get(EffectKey(damageEffects[i])).mMagnitude;
DynamicStat<float> health = creatureStats.getHealth();
health.setCurrent(health.getCurrent() - magnitude * duration);
creatureStats.setHealth(health);
if (damageEffects[i] == ESM::MagicEffect::SunDamage)
{
// isInCell shouldn't be needed, but updateActor called during game start
if (!ptr.isInCell() || !ptr.getCell()->isExterior())
continue;
float time = MWBase::Environment::get().getWorld()->getTimeStamp().getHour();
float timeDiff = std::min(7.f, std::max(0.f, std::abs(time - 13)));
float damageScale = 1.f - timeDiff / 7.f;
// When cloudy, the sun damage effect is halved
int weather = MWBase::Environment::get().getWorld()->getCurrentWeather();
if (weather > 1)
damageScale *= 0.5;
health.setCurrent(health.getCurrent() - magnitude * duration * damageScale);
}
else
health.setCurrent(health.getCurrent() - magnitude * duration);
}
creatureStats.setHealth(health);
}
void Actors::calculateNpcStatModifiers (const MWWorld::Ptr& ptr)
@ -324,7 +342,7 @@ namespace MWMechanics
}
}
Actors::Actors() : mDuration (0) {}
Actors::Actors() {}
void Actors::addActor (const MWWorld::Ptr& ptr)
{
@ -377,14 +395,8 @@ namespace MWMechanics
void Actors::update (float duration, bool paused)
{
mDuration += duration;
//if (mDuration>=0.25)
if (!paused)
{
float totalDuration = mDuration;
mDuration = 0;
for(PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();iter++)
{
const MWWorld::Class &cls = MWWorld::Class::get(iter->first);
@ -396,9 +408,9 @@ namespace MWMechanics
if(iter->second->isDead())
iter->second->resurrect();
updateActor(iter->first, totalDuration);
updateActor(iter->first, duration);
if(iter->first.getTypeName() == typeid(ESM::NPC).name())
updateNpc(iter->first, totalDuration, paused);
updateNpc(iter->first, duration, paused);
if(!stats.isDead())
continue;

@ -30,8 +30,6 @@ namespace MWMechanics
std::map<std::string, int> mDeathCount;
float mDuration;
void updateNpc(const MWWorld::Ptr &ptr, float duration, bool paused);

@ -66,7 +66,7 @@ namespace MWMechanics
int i=0;
for (std::vector<ESM::ENAMstruct>::const_iterator it = spell->mEffects.mList.begin(); it != spell->mEffects.mList.end(); ++it)
{
effects.add (*it, iter->second[i]);
effects.add (*it, it->mMagnMin + (it->mMagnMax - it->mMagnMin) * iter->second[i]);
++i;
}
}

@ -72,7 +72,6 @@ namespace MWRender
mAnimation = new NpcAnimation(mCharacter, mNode,
0, true, (renderHeadOnly() ? NpcAnimation::VM_HeadOnly : NpcAnimation::VM_Normal));
mAnimation->updateParts();
Ogre::Vector3 scale = mNode->getScale();
mCamera->setPosition(mPosition * scale);
@ -114,7 +113,6 @@ namespace MWRender
delete mAnimation;
mAnimation = new NpcAnimation(mCharacter, mNode,
0, true, (renderHeadOnly() ? NpcAnimation::VM_HeadOnly : NpcAnimation::VM_Normal));
mAnimation->updateParts();
float scale=1.f;
MWWorld::Class::get(mCharacter).adjustScale(mCharacter, scale);
@ -142,6 +140,9 @@ namespace MWRender
void InventoryPreview::update(int sizeX, int sizeY)
{
// TODO: can we avoid this. Vampire state needs to be updated.
mAnimation->rebuild();
MWWorld::InventoryStore &inv = MWWorld::Class::get(mCharacter).getInventoryStore(mCharacter);
MWWorld::ContainerStoreIterator iter = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
std::string groupname;
@ -176,11 +177,12 @@ namespace MWRender
groupname = "inventoryhandtohand";
}
if(groupname != mCurrentAnimGroup)
{
// TODO see above
//if(groupname != mCurrentAnimGroup)
//{
mCurrentAnimGroup = groupname;
mAnimation->play(mCurrentAnimGroup, 1, Animation::Group_All, false, 1.0f, "start", "stop", 0.0f, 0);
}
//}
MWWorld::ContainerStoreIterator torch = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
if(torch != inv.end() && torch->getTypeName() == typeid(ESM::Light).name())

@ -19,6 +19,42 @@
#include "renderconst.hpp"
#include "camera.hpp"
namespace
{
std::string getVampireHead(const std::string& race, bool female)
{
static std::map <std::pair<std::string,int>, const ESM::BodyPart* > sVampireMapping;
std::pair<std::string, int> thisCombination = std::make_pair(race, int(female));
if (sVampireMapping.find(thisCombination) == sVampireMapping.end())
{
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
const MWWorld::Store<ESM::BodyPart> &partStore = store.get<ESM::BodyPart>();
for(MWWorld::Store<ESM::BodyPart>::iterator it = partStore.begin(); it != partStore.end(); ++it)
{
const ESM::BodyPart& bodypart = *it;
if (!bodypart.mData.mVampire)
continue;
if (bodypart.mData.mType != ESM::BodyPart::MT_Skin)
continue;
if (bodypart.mData.mPart != ESM::BodyPart::MP_Head)
continue;
if (female != (bodypart.mData.mFlags & ESM::BodyPart::BPF_Female))
continue;
if (!Misc::StringUtils::ciEqual(bodypart.mRace, race))
continue;
sVampireMapping[thisCombination] = &*it;
}
}
assert(sVampireMapping[thisCombination]);
return "meshes\\" + sVampireMapping[thisCombination]->mModel;
}
}
namespace MWRender
{
@ -110,17 +146,22 @@ void NpcAnimation::updateNpcBase()
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
const ESM::Race *race = store.get<ESM::Race>().find(mNpc->mRace);
bool isWerewolf = MWWorld::Class::get(mPtr).getNpcStats(mPtr).isWerewolf();
bool isWerewolf = mPtr.getClass().getNpcStats(mPtr).isWerewolf();
bool vampire = mPtr.getClass().getCreatureStats(mPtr).getMagicEffects().get(ESM::MagicEffect::Vampirism).mMagnitude;
if(!isWerewolf)
if (isWerewolf)
{
mHeadModel = "meshes\\" + store.get<ESM::BodyPart>().find(mNpc->mHead)->mModel;
mHairModel = "meshes\\" + store.get<ESM::BodyPart>().find(mNpc->mHair)->mModel;
mHeadModel = "meshes\\" + store.get<ESM::BodyPart>().find("WerewolfHead")->mModel;
mHairModel = "meshes\\" + store.get<ESM::BodyPart>().find("WerewolfHair")->mModel;
}
else
{
mHeadModel = "meshes\\" + store.get<ESM::BodyPart>().find("WerewolfHead")->mModel;
mHairModel = "meshes\\" + store.get<ESM::BodyPart>().find("WerewolfHair")->mModel;
if (vampire)
mHeadModel = getVampireHead(mNpc->mRace, mNpc->mFlags & ESM::NPC::Female);
else
mHeadModel = "meshes\\" + store.get<ESM::BodyPart>().find(mNpc->mHead)->mModel;
mHairModel = "meshes\\" + store.get<ESM::BodyPart>().find(mNpc->mHair)->mModel;
}
bool isBeast = (race->mData.mFlags & ESM::Race::Beast) != 0;
@ -270,6 +311,8 @@ void NpcAnimation::updateParts()
// Remember body parts so we only have to search through the store once for each race/gender/viewmode combination
static std::map< std::pair<std::string,int>,std::vector<const ESM::BodyPart*> > sRaceMapping;
static std::map <std::pair<std::string,int>, std::vector<const ESM::BodyPart*> > sVampireMapping;
static const int Flag_Female = 1<<0;
static const int Flag_FirstPerson = 1<<1;

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