1
0
mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-01-26 18:35:20 +00:00
OpenMW/apps/openmw/mwmechanics/activespells.cpp
elsid c173348cbe
Use default initializers for ESM::RefNum members
Instead of unset function that is removed now and assignments all over the code.
2023-01-10 00:44:51 +01:00

578 lines
22 KiB
C++

#include "activespells.hpp"
#include <optional>
#include <components/debug/debuglog.hpp>
#include <components/misc/resourcehelpers.hpp>
#include <components/misc/strings/algorithm.hpp>
#include <components/esm3/loadench.hpp>
#include <components/esm3/loadmgef.hpp>
#include <components/esm3/loadstat.hpp>
#include <components/settings/settings.hpp>
#include "actorutil.hpp"
#include "creaturestats.hpp"
#include "spellcasting.hpp"
#include "spelleffects.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/world.hpp"
#include "../mwrender/animation.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwworld/inventorystore.hpp"
namespace
{
bool merge(std::vector<ESM::ActiveEffect>& present, const std::vector<ESM::ActiveEffect>& queued)
{
// Can't merge if we already have an effect with the same effect index
auto problem = std::find_if(queued.begin(), queued.end(), [&](const auto& qEffect) {
return std::find_if(present.begin(), present.end(), [&](const auto& pEffect) {
return pEffect.mEffectIndex == qEffect.mEffectIndex;
}) != present.end();
});
if (problem != queued.end())
return false;
present.insert(present.end(), queued.begin(), queued.end());
return true;
}
void addEffects(
std::vector<ESM::ActiveEffect>& effects, const ESM::EffectList& list, bool ignoreResistances = false)
{
int currentEffectIndex = 0;
for (const auto& enam : list.mList)
{
ESM::ActiveEffect effect;
effect.mEffectId = enam.mEffectID;
effect.mArg = MWMechanics::EffectKey(enam).mArg;
effect.mMagnitude = 0.f;
effect.mMinMagnitude = enam.mMagnMin;
effect.mMaxMagnitude = enam.mMagnMax;
effect.mEffectIndex = currentEffectIndex++;
effect.mFlags = ESM::ActiveEffect::Flag_None;
if (ignoreResistances)
effect.mFlags |= ESM::ActiveEffect::Flag_Ignore_Resistances;
effect.mDuration = -1;
effect.mTimeLeft = -1;
effects.emplace_back(effect);
}
}
}
namespace MWMechanics
{
ActiveSpells::IterationGuard::IterationGuard(ActiveSpells& spells)
: mActiveSpells(spells)
{
mActiveSpells.mIterating = true;
}
ActiveSpells::IterationGuard::~IterationGuard()
{
mActiveSpells.mIterating = false;
}
ActiveSpells::ActiveSpellParams::ActiveSpellParams(const CastSpell& cast, const MWWorld::Ptr& caster)
: mId(cast.mId)
, mDisplayName(cast.mSourceName)
, mCasterActorId(-1)
, mSlot(cast.mSlot)
, mType(cast.mType)
, mWorsenings(-1)
{
if (!caster.isEmpty() && caster.getClass().isActor())
mCasterActorId = caster.getClass().getCreatureStats(caster).getActorId();
}
ActiveSpells::ActiveSpellParams::ActiveSpellParams(
const ESM::Spell* spell, const MWWorld::Ptr& actor, bool ignoreResistances)
: mId(spell->mId)
, mDisplayName(spell->mName)
, mCasterActorId(actor.getClass().getCreatureStats(actor).getActorId())
, mSlot(0)
, mType(spell->mData.mType == ESM::Spell::ST_Ability ? ESM::ActiveSpells::Type_Ability
: ESM::ActiveSpells::Type_Permanent)
, mWorsenings(-1)
{
assert(spell->mData.mType != ESM::Spell::ST_Spell && spell->mData.mType != ESM::Spell::ST_Power);
addEffects(mEffects, spell->mEffects, ignoreResistances);
}
ActiveSpells::ActiveSpellParams::ActiveSpellParams(
const MWWorld::ConstPtr& item, const ESM::Enchantment* enchantment, int slotIndex, const MWWorld::Ptr& actor)
: mId(item.getCellRef().getRefId())
, mDisplayName(item.getClass().getName(item))
, mCasterActorId(actor.getClass().getCreatureStats(actor).getActorId())
, mSlot(slotIndex)
, mType(ESM::ActiveSpells::Type_Enchantment)
, mWorsenings(-1)
{
assert(enchantment->mData.mType == ESM::Enchantment::ConstantEffect);
addEffects(mEffects, enchantment->mEffects);
}
ActiveSpells::ActiveSpellParams::ActiveSpellParams(const ESM::ActiveSpells::ActiveSpellParams& params)
: mId(params.mId)
, mEffects(params.mEffects)
, mDisplayName(params.mDisplayName)
, mCasterActorId(params.mCasterActorId)
, mSlot(params.mItem.isSet() ? params.mItem.mIndex : 0)
, mType(params.mType)
, mWorsenings(params.mWorsenings)
, mNextWorsening({ params.mNextWorsening })
{
}
ActiveSpells::ActiveSpellParams::ActiveSpellParams(const ActiveSpellParams& params, const MWWorld::Ptr& actor)
: mId(params.mId)
, mDisplayName(params.mDisplayName)
, mCasterActorId(actor.getClass().getCreatureStats(actor).getActorId())
, mSlot(params.mSlot)
, mType(params.mType)
, mWorsenings(-1)
{
}
ESM::ActiveSpells::ActiveSpellParams ActiveSpells::ActiveSpellParams::toEsm() const
{
ESM::ActiveSpells::ActiveSpellParams params;
params.mId = mId;
params.mEffects = mEffects;
params.mDisplayName = mDisplayName;
params.mCasterActorId = mCasterActorId;
if (mSlot)
{
// Note that we're storing the inventory slot as a RefNum instead of an int as a matter of future proofing
// mSlot needs to be replaced with a RefNum once inventory items get persistent RefNum (#4508 #6148)
params.mItem = { static_cast<unsigned int>(mSlot), 0 };
}
params.mType = mType;
params.mWorsenings = mWorsenings;
params.mNextWorsening = mNextWorsening.toEsm();
return params;
}
void ActiveSpells::ActiveSpellParams::worsen()
{
++mWorsenings;
if (!mWorsenings)
mNextWorsening = MWBase::Environment::get().getWorld()->getTimeStamp();
mNextWorsening += CorprusStats::sWorseningPeriod;
}
bool ActiveSpells::ActiveSpellParams::shouldWorsen() const
{
return mWorsenings >= 0 && MWBase::Environment::get().getWorld()->getTimeStamp() >= mNextWorsening;
}
void ActiveSpells::ActiveSpellParams::resetWorsenings()
{
mWorsenings = -1;
}
void ActiveSpells::update(const MWWorld::Ptr& ptr, float duration)
{
if (mIterating)
return;
auto& creatureStats = ptr.getClass().getCreatureStats(ptr);
assert(&creatureStats.getActiveSpells() == this);
IterationGuard guard{ *this };
// Erase no longer active spells and effects
for (auto spellIt = mSpells.begin(); spellIt != mSpells.end();)
{
if (spellIt->mType != ESM::ActiveSpells::Type_Temporary
&& spellIt->mType != ESM::ActiveSpells::Type_Consumable)
{
++spellIt;
continue;
}
bool removedSpell = false;
for (auto effectIt = spellIt->mEffects.begin(); effectIt != spellIt->mEffects.end();)
{
if (effectIt->mFlags & ESM::ActiveEffect::Flag_Remove && effectIt->mTimeLeft <= 0.f)
{
auto effect = *effectIt;
effectIt = spellIt->mEffects.erase(effectIt);
onMagicEffectRemoved(ptr, *spellIt, effect);
removedSpell = applyPurges(ptr, &spellIt, &effectIt);
if (removedSpell)
break;
}
else
{
++effectIt;
}
}
if (removedSpell)
continue;
if (spellIt->mEffects.empty())
spellIt = mSpells.erase(spellIt);
else
++spellIt;
}
for (const auto& spell : mQueue)
addToSpells(ptr, spell);
mQueue.clear();
// Vanilla only does this on cell change I think
const auto& spells = creatureStats.getSpells();
for (const ESM::Spell* spell : spells)
{
if (spell->mData.mType != ESM::Spell::ST_Spell && spell->mData.mType != ESM::Spell::ST_Power
&& !isSpellActive(spell->mId))
mSpells.emplace_back(ActiveSpellParams{ spell, ptr });
}
if (ptr.getClass().hasInventoryStore(ptr)
&& !(creatureStats.isDead() && !creatureStats.isDeathAnimationFinished()))
{
auto& store = ptr.getClass().getInventoryStore(ptr);
if (store.getInvListener() != nullptr)
{
bool playNonLooping = !store.isFirstEquip();
const auto world = MWBase::Environment::get().getWorld();
for (int slotIndex = 0; slotIndex < MWWorld::InventoryStore::Slots; slotIndex++)
{
auto slot = store.getSlot(slotIndex);
if (slot == store.end())
continue;
const ESM::RefId& enchantmentId = slot->getClass().getEnchantment(*slot);
if (enchantmentId.empty())
continue;
const ESM::Enchantment* enchantment = world->getStore().get<ESM::Enchantment>().find(enchantmentId);
if (enchantment->mData.mType != ESM::Enchantment::ConstantEffect)
continue;
if (std::find_if(mSpells.begin(), mSpells.end(),
[&](const ActiveSpellParams& params) {
return params.mSlot == slotIndex && params.mType == ESM::ActiveSpells::Type_Enchantment
&& params.mId == slot->getCellRef().getRefId();
})
!= mSpells.end())
continue;
// world->breakInvisibility leads to a stack overflow as it calls this method so just break
// invisibility manually
purgeEffect(ptr, ESM::MagicEffect::Invisibility);
applyPurges(ptr);
const ActiveSpellParams& params
= mSpells.emplace_back(ActiveSpellParams{ *slot, enchantment, slotIndex, ptr });
for (const auto& effect : params.mEffects)
MWMechanics::playEffects(
ptr, *world->getStore().get<ESM::MagicEffect>().find(effect.mEffectId), playNonLooping);
}
}
}
const MWWorld::Ptr player = MWMechanics::getPlayer();
bool updatedHitOverlay = false;
bool updatedEnemy = false;
// Update effects
for (auto spellIt = mSpells.begin(); spellIt != mSpells.end();)
{
const auto caster = MWBase::Environment::get().getWorld()->searchPtrViaActorId(
spellIt->mCasterActorId); // Maybe make this search outside active grid?
bool removedSpell = false;
std::optional<ActiveSpellParams> reflected;
for (auto it = spellIt->mEffects.begin(); it != spellIt->mEffects.end();)
{
auto result = applyMagicEffect(ptr, caster, *spellIt, *it, duration);
if (result.mType == MagicApplicationResult::Type::REFLECTED)
{
if (!reflected)
{
static const bool keepOriginalCaster
= Settings::Manager::getBool("classic reflected absorb spells behavior", "Game");
if (keepOriginalCaster)
reflected = { *spellIt, caster };
else
reflected = { *spellIt, ptr };
}
auto& reflectedEffect = reflected->mEffects.emplace_back(*it);
reflectedEffect.mFlags
= ESM::ActiveEffect::Flag_Ignore_Reflect | ESM::ActiveEffect::Flag_Ignore_SpellAbsorption;
it = spellIt->mEffects.erase(it);
}
else if (result.mType == MagicApplicationResult::Type::REMOVED)
it = spellIt->mEffects.erase(it);
else
{
++it;
if (!updatedEnemy && result.mShowHealth && caster == player && ptr != player)
{
MWBase::Environment::get().getWindowManager()->setEnemy(ptr);
updatedEnemy = true;
}
if (!updatedHitOverlay && result.mShowHit && ptr == player)
{
MWBase::Environment::get().getWindowManager()->activateHitOverlay(false);
updatedHitOverlay = true;
}
}
removedSpell = applyPurges(ptr, &spellIt, &it);
if (removedSpell)
break;
}
if (reflected)
{
const ESM::Static* reflectStatic
= MWBase::Environment::get().getWorld()->getStore().get<ESM::Static>().find(
ESM::RefId::stringRefId("VFX_Reflect"));
MWRender::Animation* animation = MWBase::Environment::get().getWorld()->getAnimation(ptr);
if (animation && !reflectStatic->mModel.empty())
{
const VFS::Manager* const vfs = MWBase::Environment::get().getResourceSystem()->getVFS();
animation->addEffect(Misc::ResourceHelpers::correctMeshPath(reflectStatic->mModel, vfs),
ESM::MagicEffect::Reflect, false);
}
caster.getClass().getCreatureStats(caster).getActiveSpells().addSpell(*reflected);
}
if (removedSpell)
continue;
bool remove = false;
if (spellIt->mType == ESM::ActiveSpells::Type_Ability
|| spellIt->mType == ESM::ActiveSpells::Type_Permanent)
{
try
{
remove = !spells.hasSpell(spellIt->mId);
}
catch (const std::runtime_error& e)
{
remove = true;
Log(Debug::Error) << "Removing active effect: " << e.what();
}
}
else if (spellIt->mType == ESM::ActiveSpells::Type_Enchantment)
{
const auto& store = ptr.getClass().getInventoryStore(ptr);
auto slot = store.getSlot(spellIt->mSlot);
remove = slot == store.end() || slot->getCellRef().getRefId() != spellIt->mId;
}
if (remove)
{
auto params = *spellIt;
spellIt = mSpells.erase(spellIt);
for (const auto& effect : params.mEffects)
onMagicEffectRemoved(ptr, params, effect);
applyPurges(ptr, &spellIt);
continue;
}
++spellIt;
}
static const bool keepCalm = Settings::Manager::getBool("classic calm spells behavior", "Game");
if (keepCalm)
{
ESM::MagicEffect::Effects effect
= ptr.getClass().isNpc() ? ESM::MagicEffect::CalmHumanoid : ESM::MagicEffect::CalmCreature;
if (creatureStats.getMagicEffects().get(effect).getMagnitude() > 0.f)
creatureStats.getAiSequence().stopCombat();
}
}
void ActiveSpells::addToSpells(const MWWorld::Ptr& ptr, const ActiveSpellParams& spell)
{
if (spell.mType != ESM::ActiveSpells::Type_Consumable)
{
auto found = std::find_if(mSpells.begin(), mSpells.end(), [&](const auto& existing) {
return spell.mId == existing.mId && spell.mCasterActorId == existing.mCasterActorId
&& spell.mSlot == existing.mSlot;
});
if (found != mSpells.end())
{
if (merge(found->mEffects, spell.mEffects))
return;
auto params = *found;
mSpells.erase(found);
for (const auto& effect : params.mEffects)
onMagicEffectRemoved(ptr, params, effect);
}
}
mSpells.emplace_back(spell);
}
ActiveSpells::ActiveSpells()
: mIterating(false)
{
}
ActiveSpells::TIterator ActiveSpells::begin() const
{
return mSpells.begin();
}
ActiveSpells::TIterator ActiveSpells::end() const
{
return mSpells.end();
}
bool ActiveSpells::isSpellActive(const ESM::RefId& id) const
{
return std::find_if(mSpells.begin(), mSpells.end(), [&](const auto& spell) { return spell.mId == id; })
!= mSpells.end();
}
void ActiveSpells::addSpell(const ActiveSpellParams& params)
{
mQueue.emplace_back(params);
}
void ActiveSpells::addSpell(const ESM::Spell* spell, const MWWorld::Ptr& actor)
{
mQueue.emplace_back(ActiveSpellParams{ spell, actor, true });
}
void ActiveSpells::purge(ParamsPredicate predicate, const MWWorld::Ptr& ptr)
{
assert(&ptr.getClass().getCreatureStats(ptr).getActiveSpells() == this);
mPurges.emplace(predicate);
if (!mIterating)
{
IterationGuard guard{ *this };
applyPurges(ptr);
}
}
void ActiveSpells::purge(EffectPredicate predicate, const MWWorld::Ptr& ptr)
{
assert(&ptr.getClass().getCreatureStats(ptr).getActiveSpells() == this);
mPurges.emplace(predicate);
if (!mIterating)
{
IterationGuard guard{ *this };
applyPurges(ptr);
}
}
bool ActiveSpells::applyPurges(const MWWorld::Ptr& ptr, std::list<ActiveSpellParams>::iterator* currentSpell,
std::vector<ActiveEffect>::iterator* currentEffect)
{
bool removedCurrentSpell = false;
while (!mPurges.empty())
{
auto predicate = mPurges.front();
mPurges.pop();
for (auto spellIt = mSpells.begin(); spellIt != mSpells.end();)
{
bool isCurrentSpell = currentSpell && *currentSpell == spellIt;
std::visit(
[&](auto&& variant) {
using T = std::decay_t<decltype(variant)>;
if constexpr (std::is_same_v<T, ParamsPredicate>)
{
if (variant(*spellIt))
{
auto params = *spellIt;
spellIt = mSpells.erase(spellIt);
if (isCurrentSpell)
{
*currentSpell = spellIt;
removedCurrentSpell = true;
}
for (const auto& effect : params.mEffects)
onMagicEffectRemoved(ptr, params, effect);
}
else
++spellIt;
}
else
{
static_assert(std::is_same_v<T, EffectPredicate>, "Non-exhaustive visitor");
for (auto effectIt = spellIt->mEffects.begin(); effectIt != spellIt->mEffects.end();)
{
if (variant(*spellIt, *effectIt))
{
auto effect = *effectIt;
if (isCurrentSpell && currentEffect)
{
auto distance = std::distance(spellIt->mEffects.begin(), *currentEffect);
if (effectIt <= *currentEffect)
distance--;
effectIt = spellIt->mEffects.erase(effectIt);
*currentEffect = spellIt->mEffects.begin() + distance;
}
else
effectIt = spellIt->mEffects.erase(effectIt);
onMagicEffectRemoved(ptr, *spellIt, effect);
}
else
++effectIt;
}
++spellIt;
}
},
predicate);
}
}
return removedCurrentSpell;
}
void ActiveSpells::removeEffects(const MWWorld::Ptr& ptr, const ESM::RefId& id)
{
purge([=](const ActiveSpellParams& params) { return params.mId == id; }, ptr);
}
void ActiveSpells::purgeEffect(const MWWorld::Ptr& ptr, short effectId)
{
purge([=](const ActiveSpellParams&, const ESM::ActiveEffect& effect) { return effect.mEffectId == effectId; },
ptr);
}
void ActiveSpells::purge(const MWWorld::Ptr& ptr, int casterActorId)
{
purge([=](const ActiveSpellParams& params) { return params.mCasterActorId == casterActorId; }, ptr);
}
void ActiveSpells::clear(const MWWorld::Ptr& ptr)
{
mQueue.clear();
purge([](const ActiveSpellParams& params) { return true; }, ptr);
}
void ActiveSpells::skipWorsenings(double hours)
{
for (auto& spell : mSpells)
{
if (spell.mWorsenings >= 0)
spell.mNextWorsening += hours;
}
}
void ActiveSpells::writeState(ESM::ActiveSpells& state) const
{
for (const auto& spell : mSpells)
state.mSpells.emplace_back(spell.toEsm());
for (const auto& spell : mQueue)
state.mQueue.emplace_back(spell.toEsm());
}
void ActiveSpells::readState(const ESM::ActiveSpells& state)
{
for (const ESM::ActiveSpells::ActiveSpellParams& spell : state.mSpells)
mSpells.emplace_back(ActiveSpellParams{ spell });
for (const ESM::ActiveSpells::ActiveSpellParams& spell : state.mQueue)
mQueue.emplace_back(ActiveSpellParams{ spell });
}
void ActiveSpells::unloadActor(const MWWorld::Ptr& ptr)
{
purge(
[](const auto& spell) {
return spell.getType() == ESM::ActiveSpells::Type_Consumable
|| spell.getType() == ESM::ActiveSpells::Type_Temporary;
},
ptr);
mQueue.clear();
}
}