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Consolidations and cleanup for multi-effect spells
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dbd7c038b2
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@ -486,9 +486,8 @@ namespace MWBase
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virtual void castSpell (const MWWorld::Ptr& actor) = 0;
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virtual void launchMagicBolt (const std::vector<std::string>& projectileIDs, const std::vector<std::string>& sounds, const std::string& spellId,
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float speed, bool stack, const ESM::EffectList& effects,
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const MWWorld::Ptr& caster, const std::string& sourceName, const osg::Vec3f& fallbackDirection) = 0;
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virtual void launchMagicBolt (const std::string& spellId, bool stack, const ESM::EffectList& effects,
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const MWWorld::Ptr& caster, const std::string& sourceName, const osg::Vec3f& fallbackDirection) = 0;
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virtual void launchProjectile (MWWorld::Ptr actor, MWWorld::ConstPtr projectile,
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const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr bow, float speed, float attackStrength) = 0;
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@ -285,64 +285,10 @@ namespace MWMechanics
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/// Get projectile properties (model, sound and speed) for a spell with the given effects and launch.
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/// If \a model is empty, the spell has no ranged effects and should not spawn a projectile.
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void CastSpell::getProjectileInfoAndLaunch (const ESM::EffectList& effects)
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{
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// All projectiles should use the same speed. From observations in the
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// original engine, this seems to be the average of the constituent effects.
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// First we get this average speed.
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float speed = 0;
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int count = 0;
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for (std::vector<ESM::ENAMstruct>::const_iterator iter (effects.mList.begin());
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iter!=effects.mList.end(); ++iter)
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{
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const ESM::MagicEffect *magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find (
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iter->mEffectID);
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speed += magicEffect->mData.mSpeed;
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count++;
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}
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if (count != 0)
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speed /= count;
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std::vector<std::string> projectileIDs;
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std::vector<std::string> sounds;
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ESM::EffectList projectileEffects;
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void CastSpell::launchMagicBolt (const ESM::EffectList& effects)
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{
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osg::Vec3f fallbackDirection (0,1,0);
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for (std::vector<ESM::ENAMstruct>::const_iterator iter (effects.mList.begin());
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iter!=effects.mList.end(); ++iter)
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{
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if (iter->mRange != ESM::RT_Target)
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continue;
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const ESM::MagicEffect *magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find (
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iter->mEffectID);
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if (magicEffect->mBolt.empty())
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projectileIDs.push_back("VFX_DefaultBolt");
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else
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projectileIDs.push_back(magicEffect->mBolt);
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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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if (!magicEffect->mBoltSound.empty())
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sounds.push_back(magicEffect->mBoltSound);
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else
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sounds.push_back(schools[magicEffect->mData.mSchool] + " bolt");
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projectileEffects.mList.push_back(*iter);
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}
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if (projectileEffects.mList.size() > 1) // insert a VFX_Multiple projectile if there are multiple projectile effects
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{
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std::ostringstream ID;
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ID << "VFX_Multiple" << projectileEffects.mList.size();
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std::vector<std::string>::iterator it;
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it = projectileIDs.begin();
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it = projectileIDs.insert(it, ID.str());
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}
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// Fall back to a "caster to target" direction if we have no other means of determining it
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// (e.g. when cast by a non-actor)
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if (!mTarget.isEmpty())
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@ -350,9 +296,8 @@ namespace MWMechanics
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osg::Vec3f(mTarget.getRefData().getPosition().asVec3())-
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osg::Vec3f(mCaster.getRefData().getPosition().asVec3());
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if (!projectileEffects.mList.empty())
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MWBase::Environment::get().getWorld()->launchMagicBolt(projectileIDs, sounds, mId, speed,
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false, projectileEffects, mCaster, mSourceName, fallbackDirection);
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MWBase::Environment::get().getWorld()->launchMagicBolt(mId, false, effects,
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mCaster, mSourceName, fallbackDirection);
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}
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void CastSpell::inflict(const MWWorld::Ptr &target, const MWWorld::Ptr &caster,
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@ -823,7 +768,7 @@ namespace MWMechanics
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}
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if (launchProjectile)
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getProjectileInfoAndLaunch(enchantment->mEffects);
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launchMagicBolt(enchantment->mEffects);
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else if (!mTarget.isEmpty())
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inflict(mTarget, mCaster, enchantment->mEffects, ESM::RT_Target);
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@ -906,7 +851,7 @@ namespace MWMechanics
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if (!mTarget.isEmpty())
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inflict(mTarget, mCaster, spell->mEffects, ESM::RT_Touch);
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getProjectileInfoAndLaunch(spell->mEffects);
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launchMagicBolt(spell->mEffects);
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return true;
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}
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@ -94,9 +94,8 @@ namespace MWMechanics
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void playSpellCastingEffects(const std::string &spellid);
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/// Get the models, sounds and speeds for all projectiles
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/// in the given effects, and launch them.
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void getProjectileInfoAndLaunch (const ESM::EffectList& effects);
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/// Launch a bolt with the given effects.
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void launchMagicBolt (const ESM::EffectList& effects);
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/// @note \a target can be any type of object, not just actors.
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/// @note \a caster can be any type of object, or even an empty object.
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@ -35,6 +35,55 @@
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#include "../mwphysics/physicssystem.hpp"
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namespace
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{
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ESM::EffectList getMagicBoltData(std::vector<std::string>& projectileIDs, std::vector<std::string>& sounds, float& speed, const ESM::EffectList& effects)
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{
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int count = 0;
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ESM::EffectList projectileEffects;
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for (std::vector<ESM::ENAMstruct>::const_iterator iter (effects.mList.begin());
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iter!=effects.mList.end(); ++iter)
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{
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const ESM::MagicEffect *magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find (
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iter->mEffectID);
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// All the projectiles should use the same speed. From observations in the
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// original engine, this seems to be the average of the constituent effects.
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speed += magicEffect->mData.mSpeed;
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count++;
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if (iter->mRange != ESM::RT_Target)
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continue;
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if (magicEffect->mBolt.empty())
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projectileIDs.push_back("VFX_DefaultBolt");
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else
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projectileIDs.push_back(magicEffect->mBolt);
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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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if (!magicEffect->mBoltSound.empty())
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sounds.push_back(magicEffect->mBoltSound);
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else
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sounds.push_back(schools[magicEffect->mData.mSchool] + " bolt");
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projectileEffects.mList.push_back(*iter);
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}
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if (count != 0)
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speed /= count;
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if (projectileEffects.mList.size() > 1) // insert a VFX_Multiple projectile if there are multiple projectile effects
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{
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std::ostringstream ID;
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ID << "VFX_Multiple" << effects.mList.size();
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std::vector<std::string>::iterator it;
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it = projectileIDs.begin();
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it = projectileIDs.insert(it, ID.str());
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}
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return projectileEffects;
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}
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}
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namespace MWWorld
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{
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@ -126,10 +175,8 @@ namespace MWWorld
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state.mEffectAnimationTime->addTime(duration);
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}
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void ProjectileManager::launchMagicBolt(const std::vector<std::string> &projectileIDs, const std::vector<std::string> &sounds,
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const std::string &spellId, float speed, bool stack,
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const ESM::EffectList &effects, const Ptr &caster, const std::string &sourceName,
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const osg::Vec3f& fallbackDirection)
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void ProjectileManager::launchMagicBolt(const std::string &spellId, bool stack, const ESM::EffectList &effects, const Ptr &caster,
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const std::string &sourceName, const osg::Vec3f& fallbackDirection)
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{
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osg::Vec3f pos = caster.getRefData().getPosition().asVec3();
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if (caster.getClass().isActor())
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@ -157,23 +204,23 @@ namespace MWWorld
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state.mActorId = caster.getClass().getCreatureStats(caster).getActorId();
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else
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state.mActorId = -1;
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state.mSpeed = speed;
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state.mStack = stack;
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state.mIdMagic = projectileIDs;
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state.mSoundIds = sounds;
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// Should have already had non-projectile effects removed
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state.mEffects = effects;
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state.mEffects = getMagicBoltData(state.mIdMagic, state.mSoundIds, state.mSpeed, effects);
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MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), projectileIDs.at(0));
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// Non-projectile should have been removed by getMagicBoltData
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if (state.mEffects.mList.size() == 0)
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return;
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MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), state.mIdMagic.at(0));
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MWWorld::Ptr ptr = ref.getPtr();
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createModel(state, ptr.getClass().getModel(ptr), pos, orient, true);
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MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
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for (size_t it = 0; it != sounds.size(); it++)
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for (size_t it = 0; it != state.mSoundIds.size(); it++)
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{
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state.mSounds.push_back(sndMgr->playSound3D(pos, sounds.at(it), 1.0f, 1.0f, MWBase::SoundManager::Play_TypeSfx, MWBase::SoundManager::Play_Loop));
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state.mSounds.push_back(sndMgr->playSound3D(pos, state.mSoundIds.at(it), 1.0f, 1.0f, MWBase::SoundManager::Play_TypeSfx, MWBase::SoundManager::Play_Loop));
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}
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mMagicBolts.push_back(state);
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@ -437,40 +484,8 @@ namespace MWWorld
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state.mIdMagic.push_back(esm.mId);
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state.mSpellId = esm.mSpellId;
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state.mActorId = esm.mActorId;
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state.mSpeed = esm.mSpeed;
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state.mStack = esm.mStack;
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state.mEffects = esm.mEffects;
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std::string projectileID;
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std::vector<std::string> projectileIDs;
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if (esm.mEffects.mList.size() > 1)
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{
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std::ostringstream ID;
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ID << "VFX_Multiple" << esm.mEffects.mList.size();
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state.mIdMagic.push_back(ID.str());
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}
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for (std::vector<ESM::ENAMstruct>::const_iterator iter (esm.mEffects.mList.begin());
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iter != esm.mEffects.mList.end(); ++iter)
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{
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const ESM::MagicEffect *magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find (
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iter->mEffectID);
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projectileID = magicEffect->mBolt;
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if (projectileID.empty())
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projectileID = "VFX_DefaultBolt";
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state.mIdMagic.push_back(projectileID);
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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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if (!magicEffect->mBoltSound.empty())
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state.mSoundIds.push_back(magicEffect->mBoltSound);
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else
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state.mSoundIds.push_back(schools[magicEffect->mData.mSchool] + " bolt");
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}
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state.mEffects = getMagicBoltData(state.mIdMagic, state.mSoundIds, state.mSpeed, esm.mEffects);
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std::string model;
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try
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@ -49,9 +49,8 @@ namespace MWWorld
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MWRender::RenderingManager* rendering, MWPhysics::PhysicsSystem* physics);
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/// If caster is an actor, the actor's facing orientation is used. Otherwise fallbackDirection is used.
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void launchMagicBolt (const std::vector<std::string>& projectileIDs, const std::vector<std::string> &sounds, const std::string &spellId,
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float speed, bool stack, const ESM::EffectList& effects,
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const MWWorld::Ptr& caster, const std::string& sourceName, const osg::Vec3f& fallbackDirection);
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void launchMagicBolt (const std::string &spellId, bool stack, const ESM::EffectList& effects,
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const MWWorld::Ptr& caster, const std::string& sourceName, const osg::Vec3f& fallbackDirection);
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void launchProjectile (MWWorld::Ptr actor, MWWorld::ConstPtr projectile,
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const osg::Vec3f& pos, const osg::Quat& orient, MWWorld::Ptr bow, float speed, float attackStrength);
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@ -2705,11 +2705,10 @@ namespace MWWorld
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mProjectileManager->launchProjectile(actor, projectile, worldPos, orient, bow, speed, attackStrength);
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}
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void World::launchMagicBolt (const std::vector<std::string> &projectileIDs, const std::vector<std::string> &sounds, const std::string &spellId,
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float speed, bool stack, const ESM::EffectList& effects,
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const MWWorld::Ptr& caster, const std::string& sourceName, const osg::Vec3f& fallbackDirection)
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void World::launchMagicBolt (const std::string &spellId, bool stack, const ESM::EffectList& effects,
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const MWWorld::Ptr& caster, const std::string& sourceName, const osg::Vec3f& fallbackDirection)
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{
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mProjectileManager->launchMagicBolt(projectileIDs, sounds, spellId, speed, stack, effects, caster, sourceName, fallbackDirection);
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mProjectileManager->launchMagicBolt(spellId, stack, effects, caster, sourceName, fallbackDirection);
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}
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const std::vector<std::string>& World::getContentFiles() const
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@ -594,9 +594,8 @@ namespace MWWorld
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*/
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virtual void castSpell (const MWWorld::Ptr& actor);
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virtual void launchMagicBolt (const std::vector<std::string>& projectileIDs, const std::vector<std::string>& sounds, const std::string& spellId,
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float speed, bool stack, const ESM::EffectList& effects,
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const MWWorld::Ptr& caster, const std::string& sourceName, const osg::Vec3f& fallbackDirection);
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virtual void launchMagicBolt (const std::string& spellId, bool stack, const ESM::EffectList& effects,
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const MWWorld::Ptr& caster, const std::string& sourceName, const osg::Vec3f& fallbackDirection);
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virtual void launchProjectile (MWWorld::Ptr actor, MWWorld::ConstPtr projectile,
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const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr bow, float speed, float attackStrength);
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