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openmw/apps/openmw/mwmechanics/summoning.cpp

176 lines
7.2 KiB
C++

#include "summoning.hpp"
#include <components/debug/debuglog.hpp>
#include <components/esm/refid.hpp>
#include <components/esm3/loadmgef.hpp>
#include <components/esm3/loadstat.hpp>
#include <components/misc/resourcehelpers.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/world.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwworld/manualref.hpp"
#include "../mwrender/animation.hpp"
#include "aifollow.hpp"
#include "creaturestats.hpp"
namespace MWMechanics
{
bool isSummoningEffect(int effectId)
{
return ((effectId >= ESM::MagicEffect::SummonScamp && effectId <= ESM::MagicEffect::SummonStormAtronach)
|| (effectId == ESM::MagicEffect::SummonCenturionSphere)
|| (effectId >= ESM::MagicEffect::SummonFabricant && effectId <= ESM::MagicEffect::SummonCreature05));
}
static const std::map<int, ESM::RefId>& getSummonMap()
{
static std::map<int, ESM::RefId> summonMap;
if (summonMap.size() > 0)
return summonMap;
const std::map<int, std::string_view> summonMapToGameSetting{
{ ESM::MagicEffect::SummonAncestralGhost, "sMagicAncestralGhostID" },
{ ESM::MagicEffect::SummonBonelord, "sMagicBonelordID" },
{ ESM::MagicEffect::SummonBonewalker, "sMagicLeastBonewalkerID" },
{ ESM::MagicEffect::SummonCenturionSphere, "sMagicCenturionSphereID" },
{ ESM::MagicEffect::SummonClannfear, "sMagicClannfearID" },
{ ESM::MagicEffect::SummonDaedroth, "sMagicDaedrothID" },
{ ESM::MagicEffect::SummonDremora, "sMagicDremoraID" },
{ ESM::MagicEffect::SummonFabricant, "sMagicFabricantID" },
{ ESM::MagicEffect::SummonFlameAtronach, "sMagicFlameAtronachID" },
{ ESM::MagicEffect::SummonFrostAtronach, "sMagicFrostAtronachID" },
{ ESM::MagicEffect::SummonGoldenSaint, "sMagicGoldenSaintID" },
{ ESM::MagicEffect::SummonGreaterBonewalker, "sMagicGreaterBonewalkerID" },
{ ESM::MagicEffect::SummonHunger, "sMagicHungerID" },
{ ESM::MagicEffect::SummonScamp, "sMagicScampID" },
{ ESM::MagicEffect::SummonSkeletalMinion, "sMagicSkeletalMinionID" },
{ ESM::MagicEffect::SummonStormAtronach, "sMagicStormAtronachID" },
{ ESM::MagicEffect::SummonWingedTwilight, "sMagicWingedTwilightID" },
{ ESM::MagicEffect::SummonWolf, "sMagicCreature01ID" },
{ ESM::MagicEffect::SummonBear, "sMagicCreature02ID" },
{ ESM::MagicEffect::SummonBonewolf, "sMagicCreature03ID" },
{ ESM::MagicEffect::SummonCreature04, "sMagicCreature04ID" },
{ ESM::MagicEffect::SummonCreature05, "sMagicCreature05ID" },
};
for (const auto& it : summonMapToGameSetting)
{
summonMap[it.first] = ESM::RefId::stringRefId(
MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>().find(it.second)->mValue.getString());
}
return summonMap;
}
ESM::RefId getSummonedCreature(int effectId)
{
const auto& summonMap = getSummonMap();
auto it = summonMap.find(effectId);
if (it != summonMap.end())
{
return it->second;
}
return ESM::RefId();
}
int summonCreature(int effectId, const MWWorld::Ptr& summoner)
{
const ESM::RefId& creatureID = getSummonedCreature(effectId);
int creatureActorId = -1;
if (!creatureID.empty())
{
try
{
auto world = MWBase::Environment::get().getWorld();
MWWorld::ManualRef ref(world->getStore(), creatureID, 1);
MWMechanics::CreatureStats& summonedCreatureStats
= ref.getPtr().getClass().getCreatureStats(ref.getPtr());
// Make the summoned creature follow its master and help in fights
AiFollow package(summoner);
summonedCreatureStats.getAiSequence().stack(package, ref.getPtr());
creatureActorId = summonedCreatureStats.getActorId();
MWWorld::Ptr placed = world->safePlaceObject(ref.getPtr(), summoner, summoner.getCell(), 0, 120.f);
MWRender::Animation* anim = world->getAnimation(placed);
if (anim)
{
const ESM::Static* fx
= world->getStore().get<ESM::Static>().search(ESM::RefId::stringRefId("VFX_Summon_Start"));
if (fx)
{
const VFS::Manager* const vfs = MWBase::Environment::get().getResourceSystem()->getVFS();
anim->addEffect(Misc::ResourceHelpers::correctMeshPath(fx->mModel, vfs), -1, false);
}
}
}
catch (std::exception& e)
{
Log(Debug::Error) << "Failed to spawn summoned creature: " << e.what();
// still insert into creatureMap so we don't try to spawn again every frame, that would spam the warning
// log
}
summoner.getClass().getCreatureStats(summoner).getSummonedCreatureMap().emplace(effectId, creatureActorId);
}
return creatureActorId;
}
void updateSummons(const MWWorld::Ptr& summoner, bool cleanup)
{
MWMechanics::CreatureStats& creatureStats = summoner.getClass().getCreatureStats(summoner);
auto& creatureMap = creatureStats.getSummonedCreatureMap();
std::vector<int> graveyard = creatureStats.getSummonedCreatureGraveyard();
creatureStats.getSummonedCreatureGraveyard().clear();
for (const int creature : graveyard)
MWBase::Environment::get().getMechanicsManager()->cleanupSummonedCreature(summoner, creature);
if (!cleanup)
return;
for (auto it = creatureMap.begin(); it != creatureMap.end();)
{
if (it->second == -1)
{
// Keep the spell effect active if we failed to spawn anything
it++;
continue;
}
MWWorld::Ptr ptr = MWBase::Environment::get().getWorld()->searchPtrViaActorId(it->second);
if (!ptr.isEmpty() && ptr.getClass().getCreatureStats(ptr).isDead()
&& ptr.getClass().getCreatureStats(ptr).isDeathAnimationFinished())
{
// Purge the magic effect so a new creature can be summoned if desired
auto summon = *it;
creatureMap.erase(it++);
purgeSummonEffect(summoner, summon);
}
else
++it;
}
}
void purgeSummonEffect(const MWWorld::Ptr& summoner, const std::pair<int, int>& summon)
{
auto& creatureStats = summoner.getClass().getCreatureStats(summoner);
creatureStats.getActiveSpells().purge(
[summon](const auto& spell, const auto& effect) {
return effect.mEffectId == summon.first && effect.mArg == summon.second;
},
summoner);
MWBase::Environment::get().getMechanicsManager()->cleanupSummonedCreature(summoner, summon.second);
}
}