Remove summoned creature and its effect when it is killed (Fixes #1341)

deque
scrawl 11 years ago
parent 8a4e0a2ce8
commit a731ec3587

@ -159,6 +159,30 @@ void getRestorationPerHourOfSleep (const MWWorld::Ptr& ptr, float& health, float
}
}
void cleanupSummonedCreature (MWMechanics::CreatureStats& casterStats, int creatureActorId)
{
MWWorld::Ptr ptr = MWBase::Environment::get().getWorld()->searchPtrViaActorId(creatureActorId);
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);
const ESM::Static* fx = MWBase::Environment::get().getWorld()->getStore().get<ESM::Static>()
.search("VFX_Summon_End");
if (fx)
MWBase::Environment::get().getWorld()->spawnEffect("meshes\\" + fx->mModel,
"", Ogre::Vector3(ptr.getRefData().getPosition().pos));
}
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.
std::vector<int>& graveyard = casterStats.getSummonedCreatureGraveyard();
graveyard.push_back(creatureActorId);
}
}
}
namespace MWMechanics
@ -664,9 +688,9 @@ namespace MWMechanics
summonMap[ESM::MagicEffect::SummonCreature05] = "sMagicCreature05ID";
}
std::map<int, int>& creatureMap = creatureStats.getSummonedCreatureMap();
for (std::map<int, std::string>::iterator it = summonMap.begin(); it != summonMap.end(); ++it)
{
std::map<int, int>& creatureMap = creatureStats.getSummonedCreatureMap();
bool found = creatureMap.find(it->first) != creatureMap.end();
int magnitude = creatureStats.getMagicEffects().get(it->first).mMagnitude;
if (found != (magnitude > 0))
@ -717,34 +741,31 @@ namespace MWMechanics
}
else
{
// Summon lifetime has expired. Try to delete the creature.
int actorId = creatureMap[it->first];
creatureMap.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);
const ESM::Static* fx = MWBase::Environment::get().getWorld()->getStore().get<ESM::Static>()
.search("VFX_Summon_End");
if (fx)
MWBase::Environment::get().getWorld()->spawnEffect("meshes\\" + fx->mModel,
"", Ogre::Vector3(ptr.getRefData().getPosition().pos));
}
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.
std::vector<int>& graveyard = creatureStats.getSummonedCreatureGraveyard();
graveyard.push_back(actorId);
}
// Effect has ended
std::map<int, int>::iterator foundCreature = creatureMap.find(it->first);
cleanupSummonedCreature(creatureStats, foundCreature->second);
creatureMap.erase(foundCreature);
}
}
}
for (std::map<int, 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())
{
// Purge the magic effect so a new creature can be summoned if desired
creatureStats.getActiveSpells().purgeEffect(it->first);
if (ptr.getClass().hasInventoryStore(ptr))
ptr.getClass().getInventoryStore(ptr).purgeEffect(it->first);
cleanupSummonedCreature(creatureStats, it->second);
creatureMap.erase(it++);
}
else
++it;
}
std::vector<int>& graveyard = creatureStats.getSummonedCreatureGraveyard();
for (std::vector<int>::iterator it = graveyard.begin(); it != graveyard.end(); )
{

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