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Merge branch 'friendlyhit' into 'master'
Correct friendly fire reaction for different damage sources (bug #7646) Closes #7646 See merge request OpenMW/openmw!3694
This commit is contained in:
commit
7647af6e4e
@ -103,6 +103,7 @@
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Bug #7641: loopgroup loops the animation one time too many for actors
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Bug #7642: Items in repair and recharge menus aren't sorted alphabetically
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Bug #7643: Can't enchant items with constant effect on self magic effects for non-player character
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Bug #7646: Follower voices pain sounds when attacked with magic
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Bug #7647: NPC walk cycle bugs after greeting player
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Bug #7654: Tooltips for enchantments with invalid effects cause crashes
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Bug #7660: Some inconsistencies regarding Invisibility breaking
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@ -69,7 +69,8 @@ namespace MWBase
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// TODO: notify LuaManager about other events
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// virtual void objectOnHit(const MWWorld::Ptr &ptr, float damage, bool ishealth, const MWWorld::Ptr &object,
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// const MWWorld::Ptr &attacker, const osg::Vec3f &hitPosition, bool successful) = 0;
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// const MWWorld::Ptr &attacker, const osg::Vec3f &hitPosition, bool successful,
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// DamageSourceType sourceType) = 0;
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struct InputEvent
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{
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@ -284,7 +284,8 @@ namespace MWClass
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if (!success)
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{
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victim.getClass().onHit(victim, 0.0f, false, MWWorld::Ptr(), ptr, osg::Vec3f(), false);
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victim.getClass().onHit(
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victim, 0.0f, false, MWWorld::Ptr(), ptr, osg::Vec3f(), false, MWMechanics::DamageSourceType::Melee);
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MWMechanics::reduceWeaponCondition(0.f, false, weapon, ptr);
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return;
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}
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@ -345,24 +346,35 @@ namespace MWClass
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MWMechanics::diseaseContact(victim, ptr);
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victim.getClass().onHit(victim, damage, healthdmg, weapon, ptr, hitPosition, true);
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victim.getClass().onHit(
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victim, damage, healthdmg, weapon, ptr, hitPosition, true, MWMechanics::DamageSourceType::Melee);
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}
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void Creature::onHit(const MWWorld::Ptr& ptr, float damage, bool ishealth, const MWWorld::Ptr& object,
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const MWWorld::Ptr& attacker, const osg::Vec3f& hitPosition, bool successful) const
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const MWWorld::Ptr& attacker, const osg::Vec3f& hitPosition, bool successful,
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const MWMechanics::DamageSourceType sourceType) const
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{
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MWMechanics::CreatureStats& stats = getCreatureStats(ptr);
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// Self defense
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bool setOnPcHitMe = true;
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// NOTE: 'object' and/or 'attacker' may be empty.
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if (!attacker.isEmpty() && attacker.getClass().isActor() && !stats.getAiSequence().isInCombat(attacker))
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{
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stats.setAttacked(true);
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// Self defense
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bool setOnPcHitMe = true; // Note OnPcHitMe is not set for friendly hits.
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// No retaliation for totally static creatures (they have no movement or attacks anyway)
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if (isMobile(ptr) && !attacker.isEmpty())
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setOnPcHitMe = MWBase::Environment::get().getMechanicsManager()->actorAttacked(ptr, attacker);
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// No retaliation for totally static creatures (they have no movement or attacks anyway)
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if (isMobile(ptr))
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{
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bool complain = sourceType == MWMechanics::DamageSourceType::Melee;
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bool supportFriendlyFire = sourceType != MWMechanics::DamageSourceType::Ranged;
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if (supportFriendlyFire && MWMechanics::friendlyHit(attacker, ptr, complain))
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setOnPcHitMe = false;
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else
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setOnPcHitMe = MWBase::Environment::get().getMechanicsManager()->actorAttacked(ptr, attacker);
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}
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}
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// Attacker and target store each other as hitattemptactor if they have no one stored yet
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if (!attacker.isEmpty() && attacker.getClass().isActor())
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@ -67,7 +67,8 @@ namespace MWClass
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const osg::Vec3f& hitPosition, bool success) const override;
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void onHit(const MWWorld::Ptr& ptr, float damage, bool ishealth, const MWWorld::Ptr& object,
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const MWWorld::Ptr& attacker, const osg::Vec3f& hitPosition, bool successful) const override;
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const MWWorld::Ptr& attacker, const osg::Vec3f& hitPosition, bool successful,
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const MWMechanics::DamageSourceType sourceType) const override;
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std::unique_ptr<MWWorld::Action> activate(const MWWorld::Ptr& ptr, const MWWorld::Ptr& actor) const override;
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///< Generate action for activation
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@ -597,7 +597,8 @@ namespace MWClass
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float damage = 0.0f;
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if (!success)
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{
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othercls.onHit(victim, damage, false, weapon, ptr, osg::Vec3f(), false);
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othercls.onHit(
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victim, damage, false, weapon, ptr, osg::Vec3f(), false, MWMechanics::DamageSourceType::Melee);
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MWMechanics::reduceWeaponCondition(damage, false, weapon, ptr);
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MWMechanics::resistNormalWeapon(victim, ptr, weapon, damage);
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return;
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@ -670,24 +671,29 @@ namespace MWClass
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MWMechanics::diseaseContact(victim, ptr);
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othercls.onHit(victim, damage, healthdmg, weapon, ptr, hitPosition, true);
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othercls.onHit(victim, damage, healthdmg, weapon, ptr, hitPosition, true, MWMechanics::DamageSourceType::Melee);
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}
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void Npc::onHit(const MWWorld::Ptr& ptr, float damage, bool ishealth, const MWWorld::Ptr& object,
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const MWWorld::Ptr& attacker, const osg::Vec3f& hitPosition, bool successful) const
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const MWWorld::Ptr& attacker, const osg::Vec3f& hitPosition, bool successful,
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const MWMechanics::DamageSourceType sourceType) const
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{
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MWBase::SoundManager* sndMgr = MWBase::Environment::get().getSoundManager();
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MWMechanics::CreatureStats& stats = getCreatureStats(ptr);
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bool wasDead = stats.isDead();
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// Note OnPcHitMe is not set for friendly hits.
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bool setOnPcHitMe = true;
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// NOTE: 'object' and/or 'attacker' may be empty.
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if (!attacker.isEmpty() && attacker.getClass().isActor() && !stats.getAiSequence().isInCombat(attacker))
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{
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stats.setAttacked(true);
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setOnPcHitMe = MWBase::Environment::get().getMechanicsManager()->actorAttacked(ptr, attacker);
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bool complain = sourceType == MWMechanics::DamageSourceType::Melee;
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bool supportFriendlyFire = sourceType != MWMechanics::DamageSourceType::Ranged;
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if (supportFriendlyFire && MWMechanics::friendlyHit(attacker, ptr, complain))
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setOnPcHitMe = false;
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else
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setOnPcHitMe = MWBase::Environment::get().getMechanicsManager()->actorAttacked(ptr, attacker);
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}
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// Attacker and target store each other as hitattemptactor if they have no one stored yet
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@ -82,7 +82,8 @@ namespace MWClass
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const osg::Vec3f& hitPosition, bool success) const override;
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void onHit(const MWWorld::Ptr& ptr, float damage, bool ishealth, const MWWorld::Ptr& object,
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const MWWorld::Ptr& attacker, const osg::Vec3f& hitPosition, bool successful) const override;
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const MWWorld::Ptr& attacker, const osg::Vec3f& hitPosition, bool successful,
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const MWMechanics::DamageSourceType sourceType) const override;
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void getModelsToPreload(const MWWorld::Ptr& ptr, std::vector<std::string>& models) const override;
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///< Get a list of models to preload that this object may use (directly or indirectly). default implementation:
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@ -10,6 +10,7 @@
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#include <components/esm3/loadmgef.hpp>
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#include <components/esm3/loadsoun.hpp>
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#include "../mwbase/dialoguemanager.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwbase/soundmanager.hpp"
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@ -230,7 +231,8 @@ namespace MWMechanics
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if (Misc::Rng::roll0to99(world->getPrng()) >= getHitChance(attacker, victim, skillValue))
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{
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victim.getClass().onHit(victim, damage, false, projectile, attacker, osg::Vec3f(), false);
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victim.getClass().onHit(victim, damage, false, projectile, attacker, osg::Vec3f(), false,
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MWMechanics::DamageSourceType::Ranged);
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MWMechanics::reduceWeaponCondition(damage, false, weapon, attacker);
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return;
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}
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@ -286,7 +288,8 @@ namespace MWMechanics
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victim.getClass().getContainerStore(victim).add(projectile, 1);
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}
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victim.getClass().onHit(victim, damage, true, projectile, attacker, hitPosition, true);
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victim.getClass().onHit(
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victim, damage, true, projectile, attacker, hitPosition, true, MWMechanics::DamageSourceType::Ranged);
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}
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}
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@ -649,4 +652,26 @@ namespace MWMechanics
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return std::make_pair(result, hitPos);
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}
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bool friendlyHit(const MWWorld::Ptr& attacker, const MWWorld::Ptr& target, bool complain)
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{
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const MWWorld::Ptr& player = getPlayer();
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if (attacker != player)
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return false;
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std::set<MWWorld::Ptr> followersAttacker;
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MWBase::Environment::get().getMechanicsManager()->getActorsSidingWith(attacker, followersAttacker);
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if (followersAttacker.find(target) == followersAttacker.end())
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return false;
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MWMechanics::CreatureStats& statsTarget = target.getClass().getCreatureStats(target);
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statsTarget.friendlyHit();
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if (statsTarget.getFriendlyHits() >= 4)
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return false;
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if (complain)
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MWBase::Environment::get().getDialogueManager()->say(target, ESM::RefId::stringRefId("hit"));
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return true;
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}
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}
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@ -66,6 +66,8 @@ namespace MWMechanics
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// Similarly cursed hit target selection
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std::pair<MWWorld::Ptr, osg::Vec3f> getHitContact(const MWWorld::Ptr& actor, float reach);
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bool friendlyHit(const MWWorld::Ptr& attacker, const MWWorld::Ptr& target, bool complain);
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}
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#endif
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15
apps/openmw/mwmechanics/damagesourcetype.hpp
Normal file
15
apps/openmw/mwmechanics/damagesourcetype.hpp
Normal file
@ -0,0 +1,15 @@
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#ifndef OPENMW_MWMECHANICS_DAMAGESOURCETYPE_H
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#define OPENMW_MWMECHANICS_DAMAGESOURCETYPE_H
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namespace MWMechanics
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{
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enum class DamageSourceType
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{
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Unspecified,
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Melee,
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Ranged,
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Magical,
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};
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}
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#endif
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@ -1466,26 +1466,10 @@ namespace MWMechanics
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if (target == player || !attacker.getClass().isActor())
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return false;
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MWMechanics::CreatureStats& statsTarget = target.getClass().getCreatureStats(target);
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if (attacker == player)
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{
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std::set<MWWorld::Ptr> followersAttacker;
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getActorsSidingWith(attacker, followersAttacker);
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if (followersAttacker.find(target) != followersAttacker.end())
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{
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statsTarget.friendlyHit();
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if (statsTarget.getFriendlyHits() < 4)
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{
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MWBase::Environment::get().getDialogueManager()->say(target, ESM::RefId::stringRefId("hit"));
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return false;
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}
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}
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}
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if (canCommitCrimeAgainst(target, attacker))
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commitCrime(attacker, target, MWBase::MechanicsManager::OT_Assault);
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MWMechanics::CreatureStats& statsTarget = target.getClass().getCreatureStats(target);
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AiSequence& seq = statsTarget.getAiSequence();
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if (!attacker.isEmpty()
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// Notify the target actor they've been hit
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bool isHarmful = magicEffect->mData.mFlags & ESM::MagicEffect::Harmful;
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if (target.getClass().isActor() && target != caster && !caster.isEmpty() && isHarmful)
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target.getClass().onHit(target, 0.0f, true, MWWorld::Ptr(), caster, osg::Vec3f(), true);
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target.getClass().onHit(
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target, 0.0f, true, MWWorld::Ptr(), caster, osg::Vec3f(), true, MWMechanics::DamageSourceType::Magical);
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// Apply resistances
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if (!(effect.mFlags & ESM::ActiveEffect::Flag_Ignore_Resistances))
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{
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@ -124,7 +124,7 @@ namespace MWWorld
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}
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void Class::onHit(const Ptr& ptr, float damage, bool ishealth, const Ptr& object, const Ptr& attacker,
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const osg::Vec3f& hitPosition, bool successful) const
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const osg::Vec3f& hitPosition, bool successful, const MWMechanics::DamageSourceType sourceType) const
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{
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throw std::runtime_error("class cannot be hit");
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}
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@ -13,6 +13,8 @@
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#include "ptr.hpp"
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#include "../mwmechanics/aisetting.hpp"
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#include "../mwmechanics/damagesourcetype.hpp"
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#include <components/esm/refid.hpp>
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#include <components/esm3/loadskil.hpp>
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@ -142,11 +144,12 @@ namespace MWWorld
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/// (default implementation: throw an exception)
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virtual void onHit(const MWWorld::Ptr& ptr, float damage, bool ishealth, const MWWorld::Ptr& object,
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const MWWorld::Ptr& attacker, const osg::Vec3f& hitPosition, bool successful) const;
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const MWWorld::Ptr& attacker, const osg::Vec3f& hitPosition, bool successful,
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const MWMechanics::DamageSourceType sourceType) const;
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///< Alerts \a ptr that it's being hit for \a damage points to health if \a ishealth is
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/// true (else fatigue) by \a object (sword, arrow, etc). \a attacker specifies the
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/// actor responsible for the attack, and \a successful specifies if the hit is
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/// successful or not.
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/// actor responsible for the attack. \a successful specifies if the hit is
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/// successful or not. \a sourceType classifies the damage source.
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virtual void block(const Ptr& ptr) const;
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///< Play the appropriate sound for a blocked attack, depending on the currently equipped shield
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