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https://gitlab.com/OpenMW/openmw.git
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Merge branch 'cast_spell' into 'master'
Minor refactor of CastSpell See merge request OpenMW/openmw!2365
This commit is contained in:
commit
52ca14d881
@ -599,10 +599,6 @@ namespace MWBase
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virtual void spawnEffect (const std::string& model, const std::string& textureOverride, const osg::Vec3f& worldPos, float scale = 1.f, bool isMagicVFX = true) = 0;
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virtual void explodeSpell(const osg::Vec3f& origin, const ESM::EffectList& effects, const MWWorld::Ptr& caster,
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const MWWorld::Ptr& ignore, ESM::RangeType rangeType, const std::string& id,
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const std::string& sourceName, const bool fromProjectile=false, int slot = 0) = 0;
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virtual void activate (const MWWorld::Ptr& object, const MWWorld::Ptr& actor) = 0;
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/// @see MWWorld::WeatherManager::isInStorm
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@ -1426,30 +1426,31 @@ bool CharacterController::updateWeaponState()
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else if (!spellid.empty() && spellCastResult != MWWorld::SpellCastState::PowerAlreadyUsed)
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{
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world->breakInvisibility(mPtr);
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MWMechanics::CastSpell cast(mPtr, nullptr, false, mCastingManualSpell);
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cast.playSpellCastingEffects(spellid, isMagicItem);
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MWMechanics::CastSpell cast(mPtr, {}, false, mCastingManualSpell);
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std::vector<ESM::ENAMstruct> effects;
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const std::vector<ESM::ENAMstruct>* effects{nullptr};
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const MWWorld::ESMStore &store = world->getStore();
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if (isMagicItem)
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{
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const ESM::Enchantment *enchantment = store.get<ESM::Enchantment>().find(spellid);
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effects = enchantment->mEffects.mList;
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effects = &enchantment->mEffects.mList;
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cast.playSpellCastingEffects(enchantment);
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}
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else
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{
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const ESM::Spell *spell = store.get<ESM::Spell>().find(spellid);
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effects = spell->mEffects.mList;
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effects = &spell->mEffects.mList;
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cast.playSpellCastingEffects(spell);
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}
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if (mCanCast)
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{
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const ESM::MagicEffect *effect = store.get<ESM::MagicEffect>().find(effects.back().mEffectID); // use last effect of list for color of VFX_Hands
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const ESM::MagicEffect *effect = store.get<ESM::MagicEffect>().find(effects->back().mEffectID); // use last effect of list for color of VFX_Hands
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const ESM::Static* castStatic = world->getStore().get<ESM::Static>().find ("VFX_Hands");
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const VFS::Manager* const vfs = MWBase::Environment::get().getResourceSystem()->getVFS();
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for (size_t iter = 0; iter < effects.size(); ++iter) // play hands vfx for each effect
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if (!effects->empty())
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{
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if (mAnimation->getNode("Bip01 L Hand"))
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mAnimation->addEffect(
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@ -1463,7 +1464,7 @@ bool CharacterController::updateWeaponState()
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}
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}
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const ESM::ENAMstruct &firstEffect = effects.at(0); // first effect used for casting animation
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const ESM::ENAMstruct& firstEffect = effects->at(0); // first effect used for casting animation
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std::string startKey;
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std::string stopKey;
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@ -39,7 +39,96 @@ namespace MWMechanics
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{
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}
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void CastSpell::launchMagicBolt ()
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void CastSpell::explodeSpell(const ESM::EffectList& effects, const MWWorld::Ptr& ignore, ESM::RangeType rangeType) const
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{
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const auto world = MWBase::Environment::get().getWorld();
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const VFS::Manager* const vfs = MWBase::Environment::get().getResourceSystem()->getVFS();
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std::map<MWWorld::Ptr, std::vector<ESM::ENAMstruct> > toApply;
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int index = -1;
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for (const ESM::ENAMstruct& effectInfo : effects.mList)
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{
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++index;
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const ESM::MagicEffect* effect = world->getStore().get<ESM::MagicEffect>().find(effectInfo.mEffectID);
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if (effectInfo.mRange != rangeType || (effectInfo.mArea <= 0 && !ignore.isEmpty() && ignore.getClass().isActor()))
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continue; // Not right range type, or not area effect and hit an actor
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if (mFromProjectile && effectInfo.mArea <= 0)
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continue; // Don't play explosion for projectiles with 0-area effects
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if (!mFromProjectile && effectInfo.mRange == ESM::RT_Touch && !ignore.isEmpty() && !ignore.getClass().isActor() && !ignore.getClass().hasToolTip(ignore)
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&& (mCaster.isEmpty() || mCaster.getClass().isActor()))
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continue; // Don't play explosion for touch spells on non-activatable objects except when spell is from a projectile enchantment or ExplodeSpell
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// Spawn the explosion orb effect
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const ESM::Static* areaStatic;
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if (!effect->mArea.empty())
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areaStatic = world->getStore().get<ESM::Static>().find(effect->mArea);
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else
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areaStatic = world->getStore().get<ESM::Static>().find("VFX_DefaultArea");
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const std::string& texture = effect->mParticle;
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if (effectInfo.mArea <= 0)
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{
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if (effectInfo.mRange == ESM::RT_Target)
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world->spawnEffect(Misc::ResourceHelpers::correctMeshPath(areaStatic->mModel, vfs), texture, mHitPosition, 1.0f);
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continue;
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}
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else
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world->spawnEffect(Misc::ResourceHelpers::correctMeshPath(areaStatic->mModel, vfs), texture, mHitPosition, static_cast<float>(effectInfo.mArea * 2));
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// Play explosion sound (make sure to use NoTrack, since we will delete the projectile now)
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static const std::string schools[] = {
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"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
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};
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{
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MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
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if(!effect->mAreaSound.empty())
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sndMgr->playSound3D(mHitPosition, effect->mAreaSound, 1.0f, 1.0f);
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else
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sndMgr->playSound3D(mHitPosition, schools[effect->mData.mSchool]+" area", 1.0f, 1.0f);
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}
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// Get the actors in range of the effect
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std::vector<MWWorld::Ptr> objects;
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static const int unitsPerFoot = ceil(Constants::UnitsPerFoot);
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MWBase::Environment::get().getMechanicsManager()->getObjectsInRange(mHitPosition, static_cast<float>(effectInfo.mArea * unitsPerFoot), objects);
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for (const MWWorld::Ptr& affected : objects)
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{
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// Ignore actors without collisions here, otherwise it will be possible to hit actors outside processing range.
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if (affected.getClass().isActor() && !world->isActorCollisionEnabled(affected))
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continue;
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auto& list = toApply[affected];
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while (list.size() < static_cast<std::size_t>(index))
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{
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// Insert dummy effects to preserve indices
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auto& dummy = list.emplace_back(effectInfo);
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dummy.mRange = ESM::RT_Self;
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assert(dummy.mRange != rangeType);
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}
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list.push_back(effectInfo);
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}
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}
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// Now apply the appropriate effects to each actor in range
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for (auto& applyPair : toApply)
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{
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// Vanilla-compatible behaviour of never applying the spell to the caster
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// (could be changed by mods later)
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if (applyPair.first == mCaster)
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continue;
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if (applyPair.first == ignore)
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continue;
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ESM::EffectList effectsToApply;
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effectsToApply.mList = applyPair.second;
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inflict(applyPair.first, effectsToApply, rangeType, true);
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}
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}
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void CastSpell::launchMagicBolt() const
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{
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osg::Vec3f fallbackDirection(0, 1, 0);
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osg::Vec3f offset(0, 0, 0);
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@ -56,8 +145,7 @@ namespace MWMechanics
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MWBase::Environment::get().getWorld()->launchMagicBolt(mId, mCaster, fallbackDirection, mSlot);
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}
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void CastSpell::inflict(const MWWorld::Ptr &target, const MWWorld::Ptr &caster,
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const ESM::EffectList &effects, ESM::RangeType range, bool exploded)
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void CastSpell::inflict(const MWWorld::Ptr& target, const ESM::EffectList& effects, ESM::RangeType range, bool exploded) const
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{
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const bool targetIsActor = !target.isEmpty() && target.getClass().isActor();
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if (targetIsActor)
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@ -81,27 +169,9 @@ namespace MWMechanics
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if (!found)
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return;
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const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().search (mId);
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if (spell && targetIsActor && (spell->mData.mType == ESM::Spell::ST_Disease || spell->mData.mType == ESM::Spell::ST_Blight))
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{
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int requiredResistance = (spell->mData.mType == ESM::Spell::ST_Disease) ?
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ESM::MagicEffect::ResistCommonDisease
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: ESM::MagicEffect::ResistBlightDisease;
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float x = target.getClass().getCreatureStats(target).getMagicEffects().get(requiredResistance).getMagnitude();
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ActiveSpells::ActiveSpellParams params(*this, mCaster);
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auto& prng = MWBase::Environment::get().getWorld()->getPrng();
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if (Misc::Rng::roll0to99(prng) <= x)
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{
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// Fully resisted, show message
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if (target == getPlayer())
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MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicPCResisted}");
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return;
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}
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}
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ActiveSpells::ActiveSpellParams params(*this, caster);
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bool castByPlayer = (!caster.isEmpty() && caster == getPlayer());
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bool castByPlayer = (!mCaster.isEmpty() && mCaster == getPlayer());
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const ActiveSpells* targetSpells = nullptr;
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if (targetIsActor)
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@ -132,8 +202,7 @@ namespace MWMechanics
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canCastAnEffect = true;
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// caster needs to be an actor for linked effects (e.g. Absorb)
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if (magicEffect->mData.mFlags & ESM::MagicEffect::CasterLinked
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&& (caster.isEmpty() || !caster.getClass().isActor()))
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if (magicEffect->mData.mFlags & ESM::MagicEffect::CasterLinked && (mCaster.isEmpty() || !mCaster.getClass().isActor()))
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continue;
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ActiveSpells::ActiveEffect effect;
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@ -161,7 +230,7 @@ namespace MWMechanics
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params.getEffects().emplace_back(effect);
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bool effectAffectsHealth = magicEffect->mData.mFlags & ESM::MagicEffect::Harmful || effectIt->mEffectID == ESM::MagicEffect::RestoreHealth;
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if (castByPlayer && target != caster && targetIsActor && effectAffectsHealth)
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if (castByPlayer && target != mCaster && targetIsActor && effectAffectsHealth)
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{
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// If player is attempting to cast a harmful spell on or is healing a living target, show the target's HP bar.
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MWBase::Environment::get().getWindowManager()->setEnemy(target);
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@ -174,7 +243,7 @@ namespace MWMechanics
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}
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if (!exploded)
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MWBase::Environment::get().getWorld()->explodeSpell(mHitPosition, effects, caster, target, range, mId, mSourceName, mFromProjectile, mSlot);
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explodeSpell(effects, target, range);
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if (!target.isEmpty())
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{
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@ -187,13 +256,13 @@ namespace MWMechanics
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// Apply effects instantly. We can ignore effect deletion since the entire params object gets deleted afterwards anyway
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// and we can ignore reflection since non-actors cannot reflect spells
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for(auto& effect : params.getEffects())
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applyMagicEffect(target, caster, params, effect, 0.f);
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applyMagicEffect(target, mCaster, params, effect, 0.f);
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}
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}
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}
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}
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bool CastSpell::cast(const std::string &id)
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bool CastSpell::cast(const std::string& id)
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{
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const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
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if (const auto spell = store.get<ESM::Spell>().search(id))
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@ -283,17 +352,17 @@ namespace MWMechanics
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}
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if (isProjectile)
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inflict(mTarget, mCaster, enchantment->mEffects, ESM::RT_Self);
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inflict(mTarget, enchantment->mEffects, ESM::RT_Self);
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else
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inflict(mCaster, mCaster, enchantment->mEffects, ESM::RT_Self);
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inflict(mCaster, enchantment->mEffects, ESM::RT_Self);
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if (isProjectile || !mTarget.isEmpty())
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inflict(mTarget, mCaster, enchantment->mEffects, ESM::RT_Touch);
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inflict(mTarget, enchantment->mEffects, ESM::RT_Touch);
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if (launchProjectile)
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launchMagicBolt();
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else if (isProjectile || !mTarget.isEmpty())
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inflict(mTarget, mCaster, enchantment->mEffects, ESM::RT_Target);
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inflict(mTarget, enchantment->mEffects, ESM::RT_Target);
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return true;
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}
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@ -304,7 +373,7 @@ namespace MWMechanics
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mId = potion->mId;
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mType = ESM::ActiveSpells::Type_Consumable;
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inflict(mCaster, mCaster, potion->mEffects, ESM::RT_Self);
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inflict(mCaster, potion->mEffects, ESM::RT_Self);
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return true;
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}
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@ -363,10 +432,10 @@ namespace MWMechanics
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if (!mCaster.getClass().isActor())
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playSpellCastingEffects(spell->mEffects.mList);
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inflict(mCaster, mCaster, spell->mEffects, ESM::RT_Self);
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inflict(mCaster, spell->mEffects, ESM::RT_Self);
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if (!mTarget.isEmpty())
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inflict(mTarget, mCaster, spell->mEffects, ESM::RT_Touch);
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inflict(mTarget, spell->mEffects, ESM::RT_Touch);
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launchMagicBolt();
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@ -430,27 +499,22 @@ namespace MWMechanics
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ESM::EffectList effects;
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effects.mList.push_back(effect);
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inflict(mCaster, mCaster, effects, ESM::RT_Self);
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inflict(mCaster, effects, ESM::RT_Self);
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return true;
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}
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void CastSpell::playSpellCastingEffects(std::string_view spellid, bool enchantment)
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void CastSpell::playSpellCastingEffects(const ESM::Enchantment* enchantment) const
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{
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const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
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if (enchantment)
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{
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if (const auto spell = store.get<ESM::Enchantment>().search(spellid))
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playSpellCastingEffects(spell->mEffects.mList);
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}
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else
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{
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if (const auto spell = store.get<ESM::Spell>().search(spellid))
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playSpellCastingEffects(spell->mEffects.mList);
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}
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playSpellCastingEffects(enchantment->mEffects.mList);
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}
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void CastSpell::playSpellCastingEffects(const std::vector<ESM::ENAMstruct>& effects)
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void CastSpell::playSpellCastingEffects(const ESM::Spell* spell) const
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{
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playSpellCastingEffects(spell->mEffects.mList);
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}
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void CastSpell::playSpellCastingEffects(const std::vector<ESM::ENAMstruct>& effects) const
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{
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const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
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std::vector<std::string> addedEffects;
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|
@ -12,6 +12,7 @@ namespace ESM
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struct Ingredient;
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struct Potion;
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struct EffectList;
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struct Enchantment;
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struct MagicEffect;
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}
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@ -25,7 +26,12 @@ namespace MWMechanics
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MWWorld::Ptr mCaster; // May be empty
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MWWorld::Ptr mTarget; // May be empty
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|
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void playSpellCastingEffects(const std::vector<ESM::ENAMstruct>& effects);
|
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void playSpellCastingEffects(const std::vector<ESM::ENAMstruct>& effects) const;
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|
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void explodeSpell(const ESM::EffectList& effects, const MWWorld::Ptr& ignore, ESM::RangeType rangeType) const;
|
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|
||||
/// Launch a bolt with the given effects.
|
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void launchMagicBolt() const;
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|
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public:
|
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std::string mId; // ID of spell, potion, item etc
|
||||
@ -37,7 +43,6 @@ namespace MWMechanics
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||||
int mSlot{0};
|
||||
ESM::ActiveSpells::EffectType mType{ESM::ActiveSpells::Type_Temporary};
|
||||
|
||||
public:
|
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CastSpell(const MWWorld::Ptr& caster, const MWWorld::Ptr& target, const bool fromProjectile=false, const bool manualSpell=false);
|
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|
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bool cast (const ESM::Spell* spell);
|
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@ -54,15 +59,12 @@ namespace MWMechanics
|
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/// @note Auto detects if spell, ingredient or potion
|
||||
bool cast (const std::string& id);
|
||||
|
||||
void playSpellCastingEffects(std::string_view spellid, bool enchantment);
|
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void playSpellCastingEffects(const ESM::Enchantment* enchantment) const;
|
||||
|
||||
/// Launch a bolt with the given effects.
|
||||
void launchMagicBolt ();
|
||||
void playSpellCastingEffects(const ESM::Spell* spell) const;
|
||||
|
||||
/// @note \a target can be any type of object, not just actors.
|
||||
/// @note \a caster can be any type of object, or even an empty object.
|
||||
void inflict (const MWWorld::Ptr& target, const MWWorld::Ptr& caster,
|
||||
const ESM::EffectList& effects, ESM::RangeType range, bool exploded=false);
|
||||
void inflict(const MWWorld::Ptr& target, const ESM::EffectList& effects, ESM::RangeType range, bool exploded = false) const;
|
||||
};
|
||||
|
||||
void playEffects(const MWWorld::Ptr& target, const ESM::MagicEffect& magicEffect, bool playNonLooping = true);
|
||||
|
@ -1263,7 +1263,7 @@ namespace MWScript
|
||||
return;
|
||||
|
||||
MWMechanics::CastSpell cast(ptr, target, false, true);
|
||||
cast.playSpellCastingEffects(spell->mId, false);
|
||||
cast.playSpellCastingEffects(spell);
|
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cast.mHitPosition = target.getRefData().getPosition().asVec3();
|
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cast.mAlwaysSucceed = true;
|
||||
cast.cast(spell);
|
||||
|
@ -575,7 +575,7 @@ namespace MWWorld
|
||||
const MWWorld::Ptr& ptr = ref.getPtr();
|
||||
effects = &esmStore.get<ESM::Enchantment>().find(ptr.getClass().getEnchantment(ptr))->mEffects;
|
||||
}
|
||||
cast.inflict(target, caster, *effects, ESM::RT_Target);
|
||||
cast.inflict(target, *effects, ESM::RT_Target);
|
||||
|
||||
magicBoltState.mToDelete = true;
|
||||
}
|
||||
|
@ -3736,107 +3736,6 @@ namespace MWWorld
|
||||
mRendering->spawnEffect(model, textureOverride, worldPos, scale, isMagicVFX);
|
||||
}
|
||||
|
||||
void World::explodeSpell(const osg::Vec3f& origin, const ESM::EffectList& effects, const Ptr& caster, const Ptr& ignore, ESM::RangeType rangeType,
|
||||
const std::string& id, const std::string& sourceName, const bool fromProjectile, int slot)
|
||||
{
|
||||
std::map<MWWorld::Ptr, std::vector<ESM::ENAMstruct> > toApply;
|
||||
int index = -1;
|
||||
for (const ESM::ENAMstruct& effectInfo : effects.mList)
|
||||
{
|
||||
++index;
|
||||
const ESM::MagicEffect* effect = mStore.get<ESM::MagicEffect>().find(effectInfo.mEffectID);
|
||||
|
||||
if (effectInfo.mRange != rangeType || (effectInfo.mArea <= 0 && !ignore.isEmpty() && ignore.getClass().isActor()))
|
||||
continue; // Not right range type, or not area effect and hit an actor
|
||||
|
||||
if (fromProjectile && effectInfo.mArea <= 0)
|
||||
continue; // Don't play explosion for projectiles with 0-area effects
|
||||
|
||||
if (!fromProjectile && effectInfo.mRange == ESM::RT_Touch && !ignore.isEmpty() && !ignore.getClass().isActor() && !ignore.getClass().hasToolTip(ignore)
|
||||
&& (caster.isEmpty() || caster.getClass().isActor()))
|
||||
continue; // Don't play explosion for touch spells on non-activatable objects except when spell is from a projectile enchantment or ExplodeSpell
|
||||
|
||||
// Spawn the explosion orb effect
|
||||
const ESM::Static* areaStatic;
|
||||
if (!effect->mArea.empty())
|
||||
areaStatic = mStore.get<ESM::Static>().find (effect->mArea);
|
||||
else
|
||||
areaStatic = mStore.get<ESM::Static>().find ("VFX_DefaultArea");
|
||||
|
||||
const std::string& texture = effect->mParticle;
|
||||
|
||||
if (effectInfo.mArea <= 0)
|
||||
{
|
||||
if (effectInfo.mRange == ESM::RT_Target)
|
||||
mRendering->spawnEffect(
|
||||
Misc::ResourceHelpers::correctMeshPath(areaStatic->mModel, mResourceSystem->getVFS()),
|
||||
texture, origin, 1.0f);
|
||||
continue;
|
||||
}
|
||||
else
|
||||
mRendering->spawnEffect(
|
||||
Misc::ResourceHelpers::correctMeshPath(areaStatic->mModel, mResourceSystem->getVFS()),
|
||||
texture, origin, static_cast<float>(effectInfo.mArea * 2));
|
||||
|
||||
// Play explosion sound (make sure to use NoTrack, since we will delete the projectile now)
|
||||
static const std::string schools[] = {
|
||||
"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
|
||||
};
|
||||
{
|
||||
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
|
||||
if(!effect->mAreaSound.empty())
|
||||
sndMgr->playSound3D(origin, effect->mAreaSound, 1.0f, 1.0f);
|
||||
else
|
||||
sndMgr->playSound3D(origin, schools[effect->mData.mSchool]+" area", 1.0f, 1.0f);
|
||||
}
|
||||
// Get the actors in range of the effect
|
||||
std::vector<MWWorld::Ptr> objects;
|
||||
MWBase::Environment::get().getMechanicsManager()->getObjectsInRange(
|
||||
origin, feetToGameUnits(static_cast<float>(effectInfo.mArea)), objects);
|
||||
for (const Ptr& affected : objects)
|
||||
{
|
||||
// Ignore actors without collisions here, otherwise it will be possible to hit actors outside processing range.
|
||||
if (affected.getClass().isActor() && !isActorCollisionEnabled(affected))
|
||||
continue;
|
||||
|
||||
auto& list = toApply[affected];
|
||||
while (list.size() < static_cast<std::size_t>(index))
|
||||
{
|
||||
// Insert dummy effects to preserve indices
|
||||
auto& dummy = list.emplace_back(effectInfo);
|
||||
dummy.mRange = ESM::RT_Self;
|
||||
assert(dummy.mRange != rangeType);
|
||||
}
|
||||
list.push_back(effectInfo);
|
||||
}
|
||||
}
|
||||
|
||||
// Now apply the appropriate effects to each actor in range
|
||||
for (auto& applyPair : toApply)
|
||||
{
|
||||
MWWorld::Ptr source = caster;
|
||||
// Vanilla-compatible behaviour of never applying the spell to the caster
|
||||
// (could be changed by mods later)
|
||||
if (applyPair.first == caster)
|
||||
continue;
|
||||
|
||||
if (applyPair.first == ignore)
|
||||
continue;
|
||||
|
||||
if (source.isEmpty())
|
||||
source = applyPair.first;
|
||||
|
||||
MWMechanics::CastSpell cast(source, applyPair.first);
|
||||
cast.mHitPosition = origin;
|
||||
cast.mId = id;
|
||||
cast.mSourceName = sourceName;
|
||||
cast.mSlot = slot;
|
||||
ESM::EffectList effectsToApply;
|
||||
effectsToApply.mList = applyPair.second;
|
||||
cast.inflict(applyPair.first, caster, effectsToApply, rangeType, true);
|
||||
}
|
||||
}
|
||||
|
||||
void World::activate(const Ptr &object, const Ptr &actor)
|
||||
{
|
||||
breakInvisibility(actor);
|
||||
|
@ -696,10 +696,6 @@ namespace MWWorld
|
||||
|
||||
void spawnEffect (const std::string& model, const std::string& textureOverride, const osg::Vec3f& worldPos, float scale = 1.f, bool isMagicVFX = true) override;
|
||||
|
||||
void explodeSpell(const osg::Vec3f& origin, const ESM::EffectList& effects, const MWWorld::Ptr& caster, const MWWorld::Ptr& ignore,
|
||||
ESM::RangeType rangeType, const std::string& id, const std::string& sourceName,
|
||||
const bool fromProjectile=false, int slot = 0) override;
|
||||
|
||||
void activate (const MWWorld::Ptr& object, const MWWorld::Ptr& actor) override;
|
||||
|
||||
/// @see MWWorld::WeatherManager::isInStorm
|
||||
|
Loading…
x
Reference in New Issue
Block a user