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Feature #701: Spawn levelled creatures in cells

This commit is contained in:
scrawl 2014-01-18 07:26:27 +01:00
parent 5049f3b134
commit 9653355cf1
4 changed files with 55 additions and 1 deletions

View file

@ -3,6 +3,24 @@
#include <components/esm/loadlevlist.hpp> #include <components/esm/loadlevlist.hpp>
#include "../mwmechanics/levelledlist.hpp"
#include "../mwworld/customdata.hpp"
namespace
{
struct CustomData : public MWWorld::CustomData
{
// TODO: save the creature we spawned here
virtual MWWorld::CustomData *clone() const;
};
MWWorld::CustomData *CustomData::clone() const
{
return new CustomData (*this);
}
}
namespace MWClass namespace MWClass
{ {
std::string CreatureLevList::getName (const MWWorld::Ptr& ptr) const std::string CreatureLevList::getName (const MWWorld::Ptr& ptr) const
@ -16,4 +34,33 @@ namespace MWClass
registerClass (typeid (ESM::CreatureLevList).name(), instance); registerClass (typeid (ESM::CreatureLevList).name(), instance);
} }
void CreatureLevList::insertObjectRendering(const MWWorld::Ptr &ptr, MWRender::RenderingInterface &renderingInterface) const
{
ensureCustomData(ptr);
}
void CreatureLevList::ensureCustomData(const MWWorld::Ptr &ptr) const
{
if (!ptr.getRefData().getCustomData())
{
std::auto_ptr<CustomData> data (new CustomData);
MWWorld::LiveCellRef<ESM::CreatureLevList> *ref =
ptr.get<ESM::CreatureLevList>();
std::string id = MWMechanics::getLevelledItem(ref->mBase, true);
if (!id.empty())
{
const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
MWWorld::ManualRef ref(store, id);
ref.getPtr().getCellRef().mPos = ptr.getCellRef().mPos;
// TODO: hold on to this for respawn purposes later
MWBase::Environment::get().getWorld()->safePlaceObject(ref.getPtr(), *ptr.getCell() , ptr.getCellRef().mPos);
}
ptr.getRefData().setCustomData(data.release());
}
}
} }

View file

@ -7,6 +7,8 @@ namespace MWClass
{ {
class CreatureLevList : public MWWorld::Class class CreatureLevList : public MWWorld::Class
{ {
void ensureCustomData (const MWWorld::Ptr& ptr) const;
public: public:
virtual std::string getName (const MWWorld::Ptr& ptr) const; virtual std::string getName (const MWWorld::Ptr& ptr) const;
@ -14,6 +16,9 @@ namespace MWClass
/// can return an empty string. /// can return an empty string.
static void registerSelf(); static void registerSelf();
virtual void insertObjectRendering (const MWWorld::Ptr& ptr, MWRender::RenderingInterface& renderingInterface) const;
///< Add reference into a cell for rendering
}; };
} }

View file

@ -6,6 +6,7 @@
#include "../mwworld/class.hpp" #include "../mwworld/class.hpp"
#include "../mwbase/world.hpp" #include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp" #include "../mwbase/environment.hpp"
#include "../mwmechanics/creaturestats.hpp"
namespace MWMechanics namespace MWMechanics
{ {

View file

@ -487,7 +487,6 @@ namespace MWWorld
insertCellRefList(mRendering, cell.mContainers, cell, *mPhysics, rescale, loadingListener); insertCellRefList(mRendering, cell.mContainers, cell, *mPhysics, rescale, loadingListener);
insertCellRefList(mRendering, cell.mDoors, cell, *mPhysics, rescale, loadingListener); insertCellRefList(mRendering, cell.mDoors, cell, *mPhysics, rescale, loadingListener);
insertCellRefList(mRendering, cell.mIngreds, cell, *mPhysics, rescale, loadingListener); insertCellRefList(mRendering, cell.mIngreds, cell, *mPhysics, rescale, loadingListener);
insertCellRefList(mRendering, cell.mCreatureLists, cell, *mPhysics, rescale, loadingListener);
insertCellRefList(mRendering, cell.mItemLists, cell, *mPhysics, rescale, loadingListener); insertCellRefList(mRendering, cell.mItemLists, cell, *mPhysics, rescale, loadingListener);
insertCellRefList(mRendering, cell.mLights, cell, *mPhysics, rescale, loadingListener); insertCellRefList(mRendering, cell.mLights, cell, *mPhysics, rescale, loadingListener);
insertCellRefList(mRendering, cell.mLockpicks, cell, *mPhysics, rescale, loadingListener); insertCellRefList(mRendering, cell.mLockpicks, cell, *mPhysics, rescale, loadingListener);
@ -499,6 +498,8 @@ namespace MWWorld
// Load NPCs and creatures _after_ everything else (important for adjustPosition to work correctly) // Load NPCs and creatures _after_ everything else (important for adjustPosition to work correctly)
insertCellRefList(mRendering, cell.mCreatures, cell, *mPhysics, rescale, loadingListener); insertCellRefList(mRendering, cell.mCreatures, cell, *mPhysics, rescale, loadingListener);
insertCellRefList(mRendering, cell.mNpcs, cell, *mPhysics, rescale, loadingListener); insertCellRefList(mRendering, cell.mNpcs, cell, *mPhysics, rescale, loadingListener);
// Since this adds additional creatures, load afterwards, or they would be loaded twice
insertCellRefList(mRendering, cell.mCreatureLists, cell, *mPhysics, rescale, loadingListener);
} }
void Scene::addObjectToScene (const Ptr& ptr) void Scene::addObjectToScene (const Ptr& ptr)