partially store creature state in saved game files (only attributes and dynamics for now)

actorid
Marc Zinnschlag 11 years ago
parent b0532e0c85
commit 9788bbcab9

@ -766,8 +766,11 @@ namespace MWClass
ensureCustomData (ptr);
dynamic_cast<CustomData&> (*ptr.getRefData().getCustomData()).mContainerStore->
readState (state2.mInventory);
CustomData& customData = dynamic_cast<CustomData&> (*ptr.getRefData().getCustomData());
customData.mContainerStore->readState (state2.mInventory);
customData.mCreatureStats.readState (state2.mCreatureStats);
}
void Creature::writeAdditionalState (const MWWorld::Ptr& ptr, ESM::ObjectState& state)
@ -777,8 +780,10 @@ namespace MWClass
ensureCustomData (ptr);
dynamic_cast<CustomData&> (*ptr.getRefData().getCustomData()).mContainerStore->
writeState (state2.mInventory);
CustomData& customData = dynamic_cast<CustomData&> (*ptr.getRefData().getCustomData());
customData.mContainerStore->writeState (state2.mInventory);
customData.mCreatureStats.writeState (state2.mCreatureStats);
}
const ESM::GameSetting* Creature::fMinWalkSpeedCreature;

@ -1282,6 +1282,7 @@ namespace MWClass
customData.mInventoryStore.readState (state2.mInventory);
customData.mNpcStats.readState (state2.mNpcStats);
static_cast<MWMechanics::CreatureStats&> (customData.mNpcStats).readState (state2.mCreatureStats);
}
void Npc::writeAdditionalState (const MWWorld::Ptr& ptr, ESM::ObjectState& state)
@ -1295,6 +1296,7 @@ namespace MWClass
customData.mInventoryStore.writeState (state2.mInventory);
customData.mNpcStats.writeState (state2.mNpcStats);
static_cast<const MWMechanics::CreatureStats&> (customData.mNpcStats).writeState (state2.mCreatureStats);
}
const ESM::GameSetting *Npc::fMinWalkSpeed;

@ -2,6 +2,8 @@
#include <algorithm>
#include <components/esm/creaturestats.hpp>
#include "../mwworld/esmstore.hpp"
#include "../mwbase/environment.hpp"
@ -457,4 +459,21 @@ namespace MWMechanics
mAttackStrength = value;
}
void CreatureStats::writeState (ESM::CreatureStats& state) const
{
for (int i=0; i<8; ++i)
mAttributes[i].writeState (state.mAttributes[i]);
for (int i=0; i<3; ++i)
mDynamic[i].writeState (state.mDynamic[i]);
}
void CreatureStats::readState (const ESM::CreatureStats& state)
{
for (int i=0; i<8; ++i)
mAttributes[i].readState (state.mAttributes[i]);
for (int i=0; i<3; ++i)
mDynamic[i].readState (state.mDynamic[i]);
}
}

@ -12,6 +12,11 @@
#include "aisequence.hpp"
#include "drawstate.hpp"
namespace ESM
{
struct CreatureStats;
}
namespace MWMechanics
{
/// \brief Common creature stats
@ -212,6 +217,10 @@ namespace MWMechanics
std::set<int> mBoundItems;
// Same as above
std::map<int, std::string> mSummonedCreatures;
void writeState (ESM::CreatureStats& state) const;
void readState (const ESM::CreatureStats& state);
};
}

@ -437,7 +437,6 @@ void MWMechanics::NpcStats::writeState (ESM::NpcStats& state) const
{
mSkill[i].writeState (state.mSkills[i].mRegular);
mWerewolfSkill[i].writeState (state.mSkills[i].mWerewolf);
state.mSkills[i].mIncrease = mSkillIncreases[i];
}
state.mBounty = mBounty;
@ -456,6 +455,9 @@ void MWMechanics::NpcStats::writeState (ESM::NpcStats& state) const
state.mAttackStrength = mAttackStrength;
state.mLevelProgress = mLevelProgress;
for (int i=0; i<8; ++i)
state.mSkillIncrease[i] = mSkillIncreases[i];
std::copy (mUsedIds.begin(), mUsedIds.end(), std::back_inserter (state.mUsedIds));
state.mTimeToStartDrowning = mTimeToStartDrowning;
@ -484,7 +486,6 @@ void MWMechanics::NpcStats::readState (const ESM::NpcStats& state)
{
mSkill[i].readState (state.mSkills[i].mRegular);
mWerewolfSkill[i].readState (state.mSkills[i].mWerewolf);
mSkillIncreases[i] = state.mSkills[i].mIncrease;
}
mBounty = state.mBounty;
@ -494,6 +495,9 @@ void MWMechanics::NpcStats::readState (const ESM::NpcStats& state)
mAttackStrength = state.mAttackStrength;
mLevelProgress = state.mLevelProgress;
for (int i=0; i<8; ++i)
mSkillIncreases[i] = state.mSkillIncrease[i];
std::copy (state.mUsedIds.begin(), state.mUsedIds.end(), std::inserter (mUsedIds, mUsedIds.begin()));
mTimeToStartDrowning = state.mTimeToStartDrowning;

@ -88,6 +88,18 @@ namespace MWMechanics
{
mModified = mBase + modifier;
}
void writeState (ESM::StatState<T>& state) const
{
state.mBase = mBase;
state.mMod = mModified;
}
void readState (const ESM::StatState<T>& state)
{
mBase = state.mBase;
mModified = state.mMod;
}
};
template<typename T>
@ -192,6 +204,18 @@ namespace MWMechanics
mStatic.setModifier (modifier);
setCurrent (getCurrent()+diff);
}
void writeState (ESM::StatState<T>& state) const
{
mStatic.writeState (state);
state.mCurrent = mCurrent;
}
void readState (const ESM::StatState<T>& state)
{
mStatic.readState (state);
mCurrent = state.mCurrent;
}
};
template<typename T>

@ -45,7 +45,7 @@ add_component_dir (esm
loadnpc loadpgrd loadrace loadregn loadscpt loadskil loadsndg loadsoun loadspel loadsscr loadstat
loadweap records aipackage effectlist spelllist variant variantimp loadtes3 cellref filter
savedgame journalentry queststate locals globalscript player objectstate cellid cellstate globalmap lightstate inventorystate containerstate npcstate creaturestate dialoguestate statstate
npcstats
npcstats creaturestats
)
add_component_dir (misc

@ -6,6 +6,8 @@ void ESM::CreatureState::load (ESMReader &esm)
ObjectState::load (esm);
mInventory.load (esm);
mCreatureStats.load (esm);
}
void ESM::CreatureState::save (ESMWriter &esm, bool inInventory) const
@ -13,4 +15,6 @@ void ESM::CreatureState::save (ESMWriter &esm, bool inInventory) const
ObjectState::save (esm, inInventory);
mInventory.save (esm);
mCreatureStats.save (esm);
}

@ -3,6 +3,7 @@
#include "objectstate.hpp"
#include "inventorystate.hpp"
#include "creaturestats.hpp"
namespace ESM
{
@ -11,6 +12,7 @@ namespace ESM
struct CreatureState : public ObjectState
{
InventoryState mInventory;
CreatureStats mCreatureStats;
virtual void load (ESMReader &esm);
virtual void save (ESMWriter &esm, bool inInventory = false) const;

@ -0,0 +1,20 @@
#include "creaturestats.hpp"
void ESM::CreatureStats::load (ESMReader &esm)
{
for (int i=0; i<8; ++i)
mAttributes[i].load (esm);
for (int i=0; i<3; ++i)
mDynamic[i].load (esm);
}
void ESM::CreatureStats::save (ESMWriter &esm) const
{
for (int i=0; i<8; ++i)
mAttributes[i].save (esm);
for (int i=0; i<3; ++i)
mDynamic[i].save (esm);
}

@ -0,0 +1,27 @@
#ifndef OPENMW_ESM_CREATURESTATS_H
#define OPENMW_ESM_CREATURESTATS_H
#include <string>
#include <vector>
#include <map>
#include "statstate.hpp"
namespace ESM
{
class ESMReader;
class ESMWriter;
// format 0, saved games only
struct CreatureStats
{
StatState<int> mAttributes[8];
StatState<float> mDynamic[3];
void load (ESMReader &esm);
void save (ESMWriter &esm) const;
};
}
#endif

@ -13,6 +13,7 @@ namespace ESM
{
T mBase;
T mMod;
T mCurrent;
T mDamage;
float mProgress;
@ -23,13 +24,15 @@ namespace ESM
};
template<typename T>
StatState<T>::StatState() : mBase (0), mMod (0), mDamage (0), mProgress (0) {}
StatState<T>::StatState() : mBase (0), mMod (0), mCurrent (0), mDamage (0), mProgress (0) {}
template<typename T>
void StatState<T>::load (ESMReader &esm)
{
esm.getHNT (mBase, "STBA");
esm.getHNT (mMod, "STMO");
mCurrent = 0;
esm.getHNOT (mCurrent, "STCU");
mDamage = 0;
esm.getHNOT (mDamage, "STDA");
mProgress = 0;
@ -42,6 +45,9 @@ namespace ESM
esm.writeHNT ("STBA", mBase);
esm.writeHNT ("STMO", mMod);
if (mCurrent)
esm.writeHNT ("STCU", mCurrent);
if (mDamage)
esm.writeHNT ("STDA", mDamage);

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