Change ActiveSpells to use ActorId

pull/101/head
scrawl 11 years ago
parent 67e942e733
commit dfacf8c044

@ -21,7 +21,7 @@ namespace MWGui
{
void EffectSourceVisitor::visit (MWMechanics::EffectKey key,
const std::string& sourceName, const std::string& casterHandle,
const std::string& sourceName, int casterActorId,
float magnitude, float remainingTime)
{
MagicEffectInfo newEffectSource;

@ -43,7 +43,7 @@ namespace MWGui
std::map <int, std::vector<MagicEffectInfo> > mEffectSources;
virtual void visit (MWMechanics::EffectKey key,
const std::string& sourceName, const std::string& casterHandle,
const std::string& sourceName, int casterActorId,
float magnitude, float remainingTime = -1);
};

@ -133,7 +133,7 @@ namespace MWMechanics
}
void ActiveSpells::addSpell(const std::string &id, bool stack, std::vector<Effect> effects,
const std::string &displayName, const std::string& casterHandle)
const std::string &displayName, int casterActorId)
{
bool exists = false;
for (TContainer::const_iterator it = begin(); it != end(); ++it)
@ -146,7 +146,7 @@ namespace MWMechanics
params.mTimeStamp = MWBase::Environment::get().getWorld()->getTimeStamp();
params.mEffects = effects;
params.mDisplayName = displayName;
params.mCasterHandle = casterHandle;
params.mCasterActorId = casterActorId;
if (!exists || stack)
mSpells.insert (std::make_pair(id, params));
@ -178,7 +178,7 @@ namespace MWMechanics
float magnitude = effectIt->mMagnitude;
if (magnitude)
visitor.visit(effectIt->mKey, name, it->second.mCasterHandle, magnitude, remainingTime);
visitor.visit(effectIt->mKey, name, it->second.mCasterActorId, magnitude, remainingTime);
}
}
}
@ -212,7 +212,7 @@ namespace MWMechanics
mSpellsChanged = true;
}
void ActiveSpells::purge(const std::string &actorHandle)
void ActiveSpells::purge(int casterActorId)
{
for (TContainer::iterator it = mSpells.begin(); it != mSpells.end(); ++it)
{
@ -221,7 +221,7 @@ namespace MWMechanics
{
const ESM::MagicEffect* effect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(effectIt->mKey.mId);
if (effect->mData.mFlags & ESM::MagicEffect::CasterLinked
&& it->second.mCasterHandle == actorHandle)
&& it->second.mCasterActorId == casterActorId)
effectIt = it->second.mEffects.erase(effectIt);
else
++effectIt;

@ -37,8 +37,8 @@ namespace MWMechanics
MWWorld::TimeStamp mTimeStamp;
std::string mDisplayName;
// Handle to the caster that that inflicted this spell on us
std::string mCasterHandle;
// The caster that inflicted this spell on us
int mCasterActorId;
};
typedef std::multimap<std::string, ActiveSpellParams > TContainer;
@ -76,10 +76,9 @@ namespace MWMechanics
/// \param stack If false, the spell is not added if one with the same ID exists already.
/// \param effects
/// \param displayName Name for display in magic menu.
/// \param casterHandle
///
void addSpell (const std::string& id, bool stack, std::vector<Effect> effects,
const std::string& displayName, const std::string& casterHandle);
const std::string& displayName, int casterActorId);
/// Removes the active effects from this spell/potion/.. with \a id
void removeEffects (const std::string& id);
@ -90,8 +89,8 @@ namespace MWMechanics
/// Remove all active effects, if roll succeeds (for each effect)
void purgeAll (float chance);
/// Remove all effects with CASTER_LINKED flag that were cast by \a actorHandle
void purge (const std::string& actorHandle);
/// Remove all effects with CASTER_LINKED flag that were cast by \a casterActorId
void purge (int casterActorId);
bool isSpellActive (std::string id) const;
///< case insensitive

@ -119,7 +119,7 @@ namespace MWMechanics
: mCreature(trappedCreature) {}
virtual void visit (MWMechanics::EffectKey key,
const std::string& sourceName, const std::string& casterHandle,
const std::string& sourceName, int casterActorId,
float magnitude, float remainingTime = -1)
{
if (key.mId != ESM::MagicEffect::Soultrap)
@ -129,7 +129,7 @@ namespace MWMechanics
MWBase::World* world = MWBase::Environment::get().getWorld();
MWWorld::Ptr caster = world->searchPtrViaHandle(casterHandle);
MWWorld::Ptr caster = world->searchPtrViaActorId(casterActorId);
if (caster.isEmpty() || !caster.getClass().isActor())
return;
@ -938,18 +938,17 @@ namespace MWMechanics
continue;
}
// Make sure spell effects with CasterLinked flag are removed
// TODO: would be nice not to do this all the time...
for (PtrControllerMap::iterator iter2(mActors.begin());iter2 != mActors.end();++iter2)
{
MWMechanics::ActiveSpells& spells = iter2->first.getClass().getCreatureStats(iter2->first).getActiveSpells();
spells.purge(iter->first.getRefData().getHandle());
}
if (iter->second->kill())
{
++mDeathCount[cls.getId(iter->first)];
// Make sure spell effects with CasterLinked flag are removed
for (PtrControllerMap::iterator iter2(mActors.begin());iter2 != mActors.end();++iter2)
{
MWMechanics::ActiveSpells& spells = iter2->first.getClass().getCreatureStats(iter2->first).getActiveSpells();
spells.purge(stats.getActorId());
}
// Apply soultrap
if (iter->first.getTypeName() == typeid(ESM::Creature).name())
{

@ -1372,9 +1372,9 @@ bool CharacterController::kill()
{
if( isDead() )
{
//player's death animation is over
if( mPtr.getRefData().getHandle()=="player" && !isAnimPlaying(mCurrentDeath) )
{
//player's death animation is over
MWBase::Environment::get().getStateManager()->askLoadRecent();
}
return false;

@ -202,7 +202,9 @@ public:
void skipAnim();
bool isAnimPlaying(const std::string &groupName);
/// @return false if the character has already been killed before
bool kill();
void resurrect();
bool isDead() const
{ return mDeathState != CharState_None; }

@ -56,7 +56,7 @@ namespace MWMechanics
struct EffectSourceVisitor
{
virtual void visit (MWMechanics::EffectKey key,
const std::string& sourceName, const std::string& casterHandle,
const std::string& sourceName, int casterActorId,
float magnitude, float remainingTime = -1) = 0;
};

@ -349,9 +349,9 @@ namespace MWMechanics
ActiveSpells::Effect effect_ = effect;
effect_.mMagnitude *= -1;
effects.push_back(effect_);
// Also make sure to set casterHandle = target, so that the effect on the caster gets purged when the target dies
// Also make sure to set casterActorId = target, so that the effect on the caster gets purged when the target dies
caster.getClass().getCreatureStats(caster).getActiveSpells().addSpell("", true,
effects, mSourceName, target.getRefData().getHandle());
effects, mSourceName, target.getClass().getCreatureStats(target).getActorId());
}
}
}
@ -409,7 +409,7 @@ namespace MWMechanics
if (!appliedLastingEffects.empty())
target.getClass().getCreatureStats(target).getActiveSpells().addSpell(mId, mStack, appliedLastingEffects,
mSourceName, caster.getRefData().getHandle());
mSourceName, caster.getClass().getCreatureStats(caster).getActorId());
// Notify the target actor they've been hit
if (anyHarmfulEffect && target.getClass().isActor() && target != caster)

@ -211,7 +211,7 @@ namespace MWMechanics
random = it->second.at(i);
float magnitude = effectIt->mMagnMin + (effectIt->mMagnMax - effectIt->mMagnMin) * random;
visitor.visit(MWMechanics::EffectKey(*effectIt), spell->mName, "", magnitude);
visitor.visit(MWMechanics::EffectKey(*effectIt), spell->mName, -1, magnitude);
}
}
}

@ -599,7 +599,7 @@ void MWWorld::InventoryStore::visitEffectSources(MWMechanics::EffectSourceVisito
const EffectParams& params = mPermanentMagicEffectMagnitudes[(**iter).getCellRef().mRefID][i];
float magnitude = effectIt->mMagnMin + (effectIt->mMagnMax - effectIt->mMagnMin) * params.mRandom;
magnitude *= params.mMultiplier;
visitor.visit(MWMechanics::EffectKey(*effectIt), (**iter).getClass().getName(**iter), "", magnitude);
visitor.visit(MWMechanics::EffectKey(*effectIt), (**iter).getClass().getName(**iter), -1, magnitude);
++i;
}

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