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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-03-14 01:19:59 +00:00

Merge branch 'suijutsu' into 'master'

Underwater projectile fixes (#7622, #8303)

Closes #7622 and #8303

See merge request OpenMW/openmw!4567
This commit is contained in:
Alexei Kotov 2025-03-12 09:18:45 +03:00
commit 4211c833f9
2 changed files with 25 additions and 18 deletions

View File

@ -274,8 +274,8 @@ namespace MWWorld
pos.z() += mPhysics->getRenderingHalfExtents(caster).z() * 2 * Constants::TorsoHeight;
}
if (MWBase::Environment::get().getWorld()->isUnderwater(
caster.getCell(), pos)) // Underwater casting not possible
// Actors can't cast target spells underwater
if (caster.getClass().isActor() && MWBase::Environment::get().getWorld()->isUnderwater(caster.getCell(), pos))
return;
osg::Quat orient;
@ -564,15 +564,19 @@ namespace MWWorld
for (const auto& sound : magicBoltState.mSounds)
sound->setPosition(pos);
if (projectile->isActive())
const Ptr caster = magicBoltState.getCaster();
const MWBase::World& world = *MWBase::Environment::get().getWorld();
const bool active = projectile->isActive();
if (active && !world.isUnderwater(caster.getCell(), pos))
continue;
const auto target = projectile->getTarget();
const auto caster = magicBoltState.getCaster();
const Ptr target = !active ? projectile->getTarget() : Ptr();
assert(target != caster);
MWMechanics::CastSpell cast(caster, target);
cast.mHitPosition = Misc::Convert::toOsg(projectile->getHitPosition());
cast.mHitPosition = !active ? Misc::Convert::toOsg(projectile->getHitPosition()) : pos;
cast.mId = magicBoltState.mSpellId;
cast.mSourceName = magicBoltState.mSourceName;
cast.mItem = magicBoltState.mItem;

View File

@ -3047,28 +3047,31 @@ namespace MWWorld
// TODO: as a better solutuon we should handle projectiles during physics update, not during world update.
const osg::Vec3f sourcePos = worldPos + orient * osg::Vec3f(0, -1, 0) * 64.f;
// Early out if the launch position is underwater
bool underwater = isUnderwater(MWMechanics::getPlayer().getCell(), worldPos);
if (underwater)
{
MWMechanics::projectileHit(actor, Ptr(), bow, projectile, worldPos, attackStrength);
mRendering->emitWaterRipple(worldPos);
return;
}
// For AI actors, get combat targets to use in the ray cast. Only those targets will return a positive hit
// result.
std::vector<MWWorld::Ptr> targetActors;
if (!actor.isEmpty() && actor.getClass().isActor() && actor != MWMechanics::getPlayer())
actor.getClass().getCreatureStats(actor).getAiSequence().getCombatTargets(targetActors);
// Check for impact, if yes, handle hit, if not, launch projectile
// Check for impact, if yes, handle hit
MWPhysics::RayCastingResult result = mPhysics->castRay(
sourcePos, worldPos, { actor }, targetActors, 0xff, MWPhysics::CollisionType_Projectile);
if (result.mHit)
{
MWMechanics::projectileHit(actor, result.mHitObject, bow, projectile, result.mHitPos, attackStrength);
else
mProjectileManager->launchProjectile(actor, projectile, worldPos, orient, bow, speed, attackStrength);
return;
}
// Bail out if the launch position is underwater
if (isUnderwater(MWMechanics::getPlayer().getCell(), worldPos))
{
MWMechanics::projectileHit(actor, Ptr(), bow, projectile, worldPos, attackStrength);
mRendering->emitWaterRipple(worldPos);
return;
}
mProjectileManager->launchProjectile(actor, projectile, worldPos, orient, bow, speed, attackStrength);
}
void World::launchMagicBolt(