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221 lines
8.7 KiB
C++
221 lines
8.7 KiB
C++
#include "summoning.hpp"
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#include <iostream>
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/*
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Start of tes3mp addition
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Include additional headers for multiplayer purposes
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*/
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#include <components/openmw-mp/Log.hpp>
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#include "../mwmechanics/creaturestats.hpp"
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#include "../mwmp/Main.hpp"
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#include "../mwmp/Networking.hpp"
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#include "../mwmp/CellController.hpp"
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#include "../mwmp/ObjectList.hpp"
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/*
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End of tes3mp addition
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*/
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwworld/esmstore.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/manualref.hpp"
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#include "../mwworld/inventorystore.hpp"
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#include "../mwrender/animation.hpp"
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#include "spellcasting.hpp"
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#include "creaturestats.hpp"
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#include "aifollow.hpp"
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namespace MWMechanics
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{
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UpdateSummonedCreatures::UpdateSummonedCreatures(const MWWorld::Ptr &actor)
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: mActor(actor)
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{
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}
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UpdateSummonedCreatures::~UpdateSummonedCreatures()
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{
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}
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void UpdateSummonedCreatures::visit(EffectKey key, const std::string &sourceName, const std::string &sourceId, int casterActorId, float magnitude, float remainingTime, float totalTime)
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{
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if (isSummoningEffect(key.mId) && magnitude > 0)
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{
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mActiveEffects.insert(std::make_pair(key.mId, sourceId));
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}
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}
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void UpdateSummonedCreatures::process(bool cleanup)
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{
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MWMechanics::CreatureStats& creatureStats = mActor.getClass().getCreatureStats(mActor);
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std::map<CreatureStats::SummonKey, int>& creatureMap = creatureStats.getSummonedCreatureMap();
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for (std::set<std::pair<int, std::string> >::iterator it = mActiveEffects.begin(); it != mActiveEffects.end(); ++it)
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{
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bool found = creatureMap.find(std::make_pair(it->first, it->second)) != creatureMap.end();
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if (!found)
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{
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std::string creatureID = getSummonedCreature(it->first);
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if (!creatureID.empty())
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{
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int creatureActorId = -1;
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/*
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Start of tes3mp change (major)
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Send an ID_OBJECT_SPAWN packet every time a creature is summoned in a cell that we hold
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authority over, then delete the creature and wait for the server to send it back with a
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unique mpNum of its own
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Comment out most of the code here except for the actual placement of the Ptr and the
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creatureActorId insertion into the creatureMap
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*/
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try
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{
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MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), creatureID, 1);
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/*
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MWMechanics::CreatureStats& summonedCreatureStats = ref.getPtr().getClass().getCreatureStats(ref.getPtr());
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// Make the summoned creature follow its master and help in fights
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AiFollow package(mActor);
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summonedCreatureStats.getAiSequence().stack(package, ref.getPtr());
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creatureActorId = summonedCreatureStats.getActorId();
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*/
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MWWorld::Ptr placed = MWBase::Environment::get().getWorld()->safePlaceObject(ref.getPtr(), mActor, mActor.getCell(), 0, 120.f);
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/*
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MWRender::Animation* anim = MWBase::Environment::get().getWorld()->getAnimation(placed);
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if (anim)
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{
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const ESM::Static* fx = MWBase::Environment::get().getWorld()->getStore().get<ESM::Static>()
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.search("VFX_Summon_Start");
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if (fx)
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anim->addEffect("meshes\\" + fx->mModel, -1, false);
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}
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*/
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if (mwmp::Main::get().getCellController()->hasLocalAuthority(*placed.getCell()->getCell()))
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{
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mwmp::ObjectList *objectList = mwmp::Main::get().getNetworking()->getObjectList();
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objectList->reset();
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objectList->packetOrigin = mwmp::CLIENT_GAMEPLAY;
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MWMechanics::CreatureStats *actorCreatureStats = &mActor.getClass().getCreatureStats(mActor);
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objectList->addObjectSpawn(placed, mActor, actorCreatureStats->getActiveSpells().getEffectDuration(it->first));
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objectList->sendObjectSpawn();
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}
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MWBase::Environment::get().getWorld()->deleteObject(placed);
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}
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catch (std::exception& e)
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{
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std::cerr << "Failed to spawn summoned creature: " << e.what() << std::endl;
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// still insert into creatureMap so we don't try to spawn again every frame, that would spam the warning log
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}
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creatureMap.insert(std::make_pair(*it, creatureActorId));
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/*
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End of tes3mp change (major)
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*/
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}
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}
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}
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// Update summon effects
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for (std::map<CreatureStats::SummonKey, int>::iterator it = creatureMap.begin(); it != creatureMap.end(); )
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{
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bool found = mActiveEffects.find(it->first) != mActiveEffects.end();
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if (!found)
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{
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// Effect has ended
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MWBase::Environment::get().getMechanicsManager()->cleanupSummonedCreature(mActor, it->second);
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creatureMap.erase(it++);
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continue;
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}
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++it;
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}
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std::vector<int>& graveyard = creatureStats.getSummonedCreatureGraveyard();
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for (std::vector<int>::iterator it = graveyard.begin(); it != graveyard.end(); )
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{
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MWWorld::Ptr ptr = MWBase::Environment::get().getWorld()->searchPtrViaActorId(*it);
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if (!ptr.isEmpty())
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{
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it = graveyard.erase(it);
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const ESM::Static* fx = MWBase::Environment::get().getWorld()->getStore().get<ESM::Static>()
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.search("VFX_Summon_End");
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if (fx)
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MWBase::Environment::get().getWorld()->spawnEffect("meshes\\" + fx->mModel,
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"", ptr.getRefData().getPosition().asVec3());
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MWBase::Environment::get().getWorld()->deleteObject(ptr);
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/*
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Start of tes3mp addition
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Send an ID_OBJECT_DELETE packet every time a summoned creature despawns
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*/
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mwmp::ObjectList *objectList = mwmp::Main::get().getNetworking()->getObjectList();
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objectList->reset();
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objectList->packetOrigin = mwmp::CLIENT_GAMEPLAY;
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objectList->addObjectDelete(ptr);
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objectList->sendObjectDelete();
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/*
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End of tes3mp addition
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*/
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}
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else
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++it;
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}
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if (!cleanup)
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return;
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for (std::map<CreatureStats::SummonKey, int>::iterator it = creatureMap.begin(); it != creatureMap.end(); )
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{
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/*
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Start of tes3mp addition
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If we're iterating over a SummonKey matching an actorId of -1, that means it's a summon
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yet to be sent back to us by the server and we should skip over it, because deleting it
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here would mean it becomes just a regular creature when the server sends it back to us
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*/
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if (it->second == -1)
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{
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++it;
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continue;
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}
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/*
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End of tes3mp addition
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*/
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MWWorld::Ptr ptr = MWBase::Environment::get().getWorld()->searchPtrViaActorId(it->second);
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if (ptr.isEmpty() || (ptr.getClass().getCreatureStats(ptr).isDead() && ptr.getClass().getCreatureStats(ptr).isDeathAnimationFinished()))
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{
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// Purge the magic effect so a new creature can be summoned if desired
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creatureStats.getActiveSpells().purgeEffect(it->first.first, it->first.second);
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if (mActor.getClass().hasInventoryStore(mActor))
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mActor.getClass().getInventoryStore(mActor).purgeEffect(it->first.first, it->first.second);
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MWBase::Environment::get().getMechanicsManager()->cleanupSummonedCreature(mActor, it->second);
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creatureMap.erase(it++);
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}
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else
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++it;
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}
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}
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}
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