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fix: multi effect spell with different ranges (Fixes #2285)
Applies all effects for a spell with multiple effects, where not all effects have the same range.
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@ -152,12 +152,7 @@ namespace MWMechanics
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void ActiveSpells::addSpell(const std::string &id, bool stack, std::vector<ActiveEffect> effects,
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const std::string &displayName, int casterActorId)
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{
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bool exists = false;
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for (TContainer::const_iterator it = begin(); it != end(); ++it)
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{
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if (id == it->first)
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exists = true;
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}
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TContainer::iterator it(mSpells.find(id));
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ActiveSpellParams params;
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params.mTimeStamp = MWBase::Environment::get().getWorld()->getTimeStamp();
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@ -165,14 +160,44 @@ namespace MWMechanics
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params.mDisplayName = displayName;
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params.mCasterActorId = casterActorId;
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if (!exists || stack)
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mSpells.insert (std::make_pair(id, params));
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if (it == end() || stack)
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{
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mSpells.insert(std::make_pair(id, params));
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}
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else
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mSpells.find(id)->second = params;
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{
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// addSpell() is called with effects for a range.
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// but a spell may have effects with different ranges (e.g. Touch & Target)
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// so, if we see new effects for same spell assume additional
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// spell effects and add to existing effects of spell
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mergeEffects(params.mEffects, it->second.mEffects);
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it->second = params;
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}
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mSpellsChanged = true;
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}
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void ActiveSpells::mergeEffects(std::vector<ActiveEffect>& addTo, const std::vector<ActiveEffect>& from)
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{
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for (std::vector<ActiveEffect>::const_iterator effect(from.begin()); effect != from.end(); ++effect)
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{
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// if effect is not in addTo, add it
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bool missing = true;
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for (std::vector<ActiveEffect>::const_iterator iter(addTo.begin()); iter != addTo.end(); ++iter)
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{
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if (effect->mEffectId == iter->mEffectId)
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{
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missing = false;
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break;
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}
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}
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if (missing)
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{
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addTo.push_back(*effect);
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}
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}
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}
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void ActiveSpells::removeEffects(const std::string &id)
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{
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mSpells.erase(Misc::StringUtils::lowerCase(id));
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@ -55,6 +55,9 @@ namespace MWMechanics
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void rebuildEffects() const;
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/// Add any effects that are in "from" and not in "addTo" to "addTo"
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void mergeEffects(std::vector<ActiveEffect>& addTo, const std::vector<ActiveEffect>& from);
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double timeToExpire (const TIterator& iterator) const;
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///< Returns time (in in-game hours) until the spell pointed to by \a iterator
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/// expires.
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