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196 lines
8.7 KiB
C++
196 lines
8.7 KiB
C++
#include "summoning.hpp"
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#include <iostream>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwmechanics/spellcasting.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 "creaturestats.hpp"
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#include "aifollow.hpp"
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namespace MWMechanics
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{
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void cleanupSummonedCreature (MWMechanics::CreatureStats& casterStats, int creatureActorId)
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{
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MWWorld::Ptr ptr = MWBase::Environment::get().getWorld()->searchPtrViaActorId(creatureActorId);
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if (!ptr.isEmpty())
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{
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// TODO: Show death animation before deleting? We shouldn't allow looting the corpse while the animation
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// plays though, which is a rather lame exploit in vanilla.
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MWBase::Environment::get().getWorld()->deleteObject(ptr);
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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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}
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else if (creatureActorId != -1)
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{
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// We didn't find the creature. It's probably in an inactive cell.
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// Add to graveyard so we can delete it when the cell becomes active.
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std::vector<int>& graveyard = casterStats.getSummonedCreatureGraveyard();
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graveyard.push_back(creatureActorId);
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}
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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::finish()
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{
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static std::map<int, std::string> summonMap;
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if (summonMap.empty())
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{
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summonMap[ESM::MagicEffect::SummonAncestralGhost] = "sMagicAncestralGhostID";
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summonMap[ESM::MagicEffect::SummonBonelord] = "sMagicBonelordID";
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summonMap[ESM::MagicEffect::SummonBonewalker] = "sMagicLeastBonewalkerID";
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summonMap[ESM::MagicEffect::SummonCenturionSphere] = "sMagicCenturionSphereID";
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summonMap[ESM::MagicEffect::SummonClannfear] = "sMagicClannfearID";
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summonMap[ESM::MagicEffect::SummonDaedroth] = "sMagicDaedrothID";
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summonMap[ESM::MagicEffect::SummonDremora] = "sMagicDremoraID";
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summonMap[ESM::MagicEffect::SummonFabricant] = "sMagicFabricantID";
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summonMap[ESM::MagicEffect::SummonFlameAtronach] = "sMagicFlameAtronachID";
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summonMap[ESM::MagicEffect::SummonFrostAtronach] = "sMagicFrostAtronachID";
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summonMap[ESM::MagicEffect::SummonGoldenSaint] = "sMagicGoldenSaintID";
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summonMap[ESM::MagicEffect::SummonGreaterBonewalker] = "sMagicGreaterBonewalkerID";
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summonMap[ESM::MagicEffect::SummonHunger] = "sMagicHungerID";
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summonMap[ESM::MagicEffect::SummonScamp] = "sMagicScampID";
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summonMap[ESM::MagicEffect::SummonSkeletalMinion] = "sMagicSkeletalMinionID";
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summonMap[ESM::MagicEffect::SummonStormAtronach] = "sMagicStormAtronachID";
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summonMap[ESM::MagicEffect::SummonWingedTwilight] = "sMagicWingedTwilightID";
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summonMap[ESM::MagicEffect::SummonWolf] = "sMagicCreature01ID";
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summonMap[ESM::MagicEffect::SummonBear] = "sMagicCreature02ID";
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summonMap[ESM::MagicEffect::SummonBonewolf] = "sMagicCreature03ID";
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summonMap[ESM::MagicEffect::SummonCreature04] = "sMagicCreature04ID";
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summonMap[ESM::MagicEffect::SummonCreature05] = "sMagicCreature05ID";
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}
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MWMechanics::CreatureStats& creatureStats = mActor.getClass().getCreatureStats(mActor);
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// Update summon effects
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std::map<CreatureStats::SummonKey, int>& creatureMap = creatureStats.getSummonedCreatureMap();
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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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cleanupSummonedCreature(creatureStats, 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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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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const std::string& creatureGmst = summonMap[it->first];
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std::string creatureID =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(creatureGmst)->getString();
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if (!creatureID.empty())
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{
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int creatureActorId = -1;
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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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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.getCellRef().getRefId());
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summonedCreatureStats.getAiSequence().stack(package, ref.getPtr());
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creatureActorId = summonedCreatureStats.getActorId();
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MWWorld::Ptr placed = MWBase::Environment::get().getWorld()->safePlaceObject(ref.getPtr(), mActor, mActor.getCell(), 0, 120.f);
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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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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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}
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}
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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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MWWorld::Ptr ptr = MWBase::Environment::get().getWorld()->searchPtrViaActorId(it->second);
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if (!ptr.isEmpty() && ptr.getClass().getCreatureStats(ptr).isDead())
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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(ptr))
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mActor.getClass().getInventoryStore(mActor).purgeEffect(it->first.first, it->first.second);
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cleanupSummonedCreature(creatureStats, 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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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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else
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++it;
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}
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}
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}
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