Implement magic

coverity_scan^2
Koncord 8 years ago
parent 729da2c0ba
commit 56959ebfda

@ -606,7 +606,7 @@ namespace MWClass
if (ptr == MWBase::Environment::get().getWorld()->getPlayerPtr())
{
mwmp::Main::get().getLocalPlayer()->GetAttack()->success = false;
mwmp::Main::get().getLocalPlayer()->sendAttack(0);
mwmp::Main::get().getLocalPlayer()->sendAttack(mwmp::Attack::MELEE);
}
othercls.onHit(victim, 0.0f, false, weapon, ptr, osg::Vec3f(), false);
@ -850,7 +850,7 @@ namespace MWClass
_atk->attacker = mwmp::Main::get().getLocalPlayer()->guid;
_atk->target = mwmp::Players::GetPlayer(ptr)->guid;
_atk->knockdown = getCreatureStats(ptr).getKnockedDown();
mwmp::Main::get().getLocalPlayer()->sendAttack(0); // todo: make this sensitive to different weapon types
mwmp::Main::get().getLocalPlayer()->sendAttack(mwmp::Attack::MELEE); // todo: make this sensitive to different weapon types
}
if (ptr == MWMechanics::getPlayer())

@ -1035,12 +1035,15 @@ namespace MWMechanics
if (iter->first == player)
{
bool state = MWBase::Environment::get().getWorld()->getPlayer().getAttackingOrSpell();
DrawState_ dstate = player.getClass().getNpcStats(player).getDrawState();
iter->second->getCharacterController()->setAttackingOrSpell(state);
mwmp::Main::get().getLocalPlayer()->prepareAttack(2, state);
if (dstate == DrawState_Weapon)
mwmp::Main::get().getLocalPlayer()->prepareAttack(mwmp::Attack::MELEE, state);
}
if (mwmp::Main::get().getNetworking()->isDedicatedPlayer(iter->first))
iter->second->getCharacterController()->setAttackingOrSpell(mwmp::Main::get().getNetworking()->Attack(iter->first));
mwmp::DedicatedPlayer *dedicatedPlayer = mwmp::Players::GetPlayer(iter->first);
if (dedicatedPlayer != nullptr)
dedicatedPlayer->updateActor(iter->second);
if (!iter->first.getClass().getCreatureStats(iter->first).isDead())

@ -26,6 +26,7 @@
#include <components/settings/settings.hpp>
#include <components/sceneutil/positionattitudetransform.hpp>
#include <apps/openmw/mwmp/Main.hpp>
#include "../mwrender/animation.hpp"
@ -1233,6 +1234,9 @@ bool CharacterController::updateWeaponState()
if(!spellid.empty() && MWBase::Environment::get().getWorld()->startSpellCast(mPtr))
{
if (mPtr == getPlayer())
mwmp::Main::get().getLocalPlayer()->prepareAttack(mwmp::Attack::MAGIC, true);
MWMechanics::CastSpell cast(mPtr, NULL);
cast.playSpellCastingEffects(spellid);

@ -799,35 +799,19 @@ namespace MWMechanics
bool isDedicated = mwmp::Main::get().getNetworking()->isDedicatedPlayer(mCaster);
if (mCaster == getPlayer())
{
mwmp::Main::get().getLocalPlayer()->GetAttack()->success = true;
mwmp::Main::get().getLocalPlayer()->GetAttack()->pressed = true;
}
if (isDedicated)
{
mwmp::Players::GetPlayer(mCaster)->GetAttack()->pressed = false;
}
if ((!isDedicated && Misc::Rng::roll0to99() >= successChance) ||
if ((!isDedicated && !mwmp::Main::get().getLocalPlayer()->GetAttack()->success) ||
(isDedicated && mwmp::Players::GetPlayer(mCaster)->GetAttack()->success == 0))
{
if (mCaster == getPlayer())
{
mwmp::Main::get().getLocalPlayer()->GetAttack()->success = false;
MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicSkillFail}");
}
fail = true;
}
if (mCaster == getPlayer())
{
mwmp::Main::get().getLocalPlayer()->sendAttack(1);
mwmp::Main::get().getLocalPlayer()->GetAttack()->pressed = false;
mwmp::Main::get().getLocalPlayer()->sendAttack(1);
}
if (fail)
{
// Failure sound

@ -12,6 +12,7 @@
#include "../mwworld/player.hpp"
#include "../mwworld/customdata.hpp"
#include "../mwclass/npc.hpp"
#include "../mwmechanics/actor.hpp"
#include "../mwmechanics/creaturestats.hpp"
#include "../mwmechanics/npcstats.hpp"
#include "../mwmechanics/mechanicsmanagerimp.hpp"
@ -500,3 +501,8 @@ void DedicatedPlayer::setMarkerState(bool state)
else
removeMarker();
}
void DedicatedPlayer::updateActor(MWMechanics::Actor *actor)
{
actor->getCharacterController()->setAttackingOrSpell(GetAttack()->pressed);
}

@ -14,6 +14,10 @@
#include <components/openmw-mp/Base/BasePlayer.hpp>
#include <components/esm/custommarkerstate.hpp>
namespace MWMechanics
{
class Actor;
}
namespace mwmp
{
@ -50,6 +54,7 @@ namespace mwmp
void updateMarker();
void removeMarker();
void setMarkerState(bool state);
void updateActor(MWMechanics::Actor *actor);
private:
DedicatedPlayer(RakNet::RakNetGUID guid);
virtual ~DedicatedPlayer();

@ -23,6 +23,7 @@
#include <apps/openmw/mwmechanics/spellcasting.hpp>
#include <apps/openmw/mwgui/inventorywindow.hpp>
#include <components/openmw-mp/Log.hpp>
#include <components/misc/rng.hpp>
#include "LocalPlayer.hpp"
#include "Main.hpp"
@ -510,7 +511,7 @@ void LocalPlayer::updateAttackState(bool forceUpdate)
const string &spell = MWBase::Environment::get().getWindowManager()->getSelectedSpell();
GetAttack()->attacker = guid;
GetAttack()->type = 1;
GetAttack()->type = Attack::MAGIC;
GetAttack()->pressed = true;
GetAttack()->refid = spell;
@ -793,18 +794,11 @@ void LocalPlayer::sendClass()
GetNetworking()->GetPlayerPacket(ID_GAME_CHARCLASS)->Send(this);
}
void LocalPlayer::sendAttack(char type)
void LocalPlayer::sendAttack(Attack::TYPE type)
{
MWMechanics::DrawState_ state = GetPlayerPtr().getClass().getNpcStats(GetPlayerPtr()).getDrawState();
if (state == MWMechanics::DrawState_Spell)
{
}
else
{
}
GetAttack()->type = type;
GetAttack()->pressed = false;
RakNet::BitStream bs;
@ -812,9 +806,9 @@ void LocalPlayer::sendAttack(char type)
GetNetworking()->SendData(&bs);
}
void LocalPlayer::prepareAttack(char type, bool state)
void LocalPlayer::prepareAttack(Attack::TYPE type, bool state)
{
if (GetAttack()->pressed == state)
if (GetAttack()->pressed == state && type != Attack::MAGIC)
return;
MWMechanics::DrawState_ dstate = GetPlayerPtr().getClass().getNpcStats(GetPlayerPtr()).getDrawState();
@ -822,18 +816,18 @@ void LocalPlayer::prepareAttack(char type, bool state)
if (dstate == MWMechanics::DrawState_Spell)
{
const string &spell = MWBase::Environment::get().getWindowManager()->getSelectedSpell();
GetAttack()->success = Misc::Rng::roll0to99() >=MWMechanics::getSpellSuccessChance(spell, GetPlayerPtr());
state = true;
GetAttack()->refid = spell;
}
else
{
GetAttack()->success = false;
}
GetAttack()->pressed = state;
GetAttack()->type = type;
GetAttack()->knockdown = false;
GetAttack()->success = false;
GetAttack()->block = false;
GetAttack()->target = RakNet::RakNetGUID();
GetAttack()->attacker = guid;

@ -46,9 +46,9 @@ namespace mwmp
void setInventory();
void sendClass();
void sendAttack(char type);
void sendAttack(Attack::TYPE type);
void prepareAttack(char type, bool state);
void prepareAttack(Attack::TYPE type, bool state);

@ -397,6 +397,7 @@ void Networking::ProcessPlayerPacket(RakNet::Packet *packet)
{
LOG_MESSAGE_SIMPLE(Log::LOG_VERBOSE, "SpellId: %s",
pl->GetAttack()->refid.c_str());
LOG_APPEND(Log::LOG_VERBOSE, " - success: %d", pl->GetAttack()->success);
}
}
break;

@ -20,6 +20,12 @@ namespace mwmp
RakNet::RakNetGUID target;
RakNet::RakNetGUID attacker;
char type; // 0 - melee, 1 - magic, 2 - throwable
enum TYPE
{
MELEE = 0,
MAGIC,
THROWABLE
};
std::string refid; // id of spell (e.g. "fireball")
char success;
char block;

Loading…
Cancel
Save