Add instant spell effects to the actor's magic effect list

Via http://forum.openmw.org/viewtopic.php?f=2&t=3212&start=20#p36208
This commit is contained in:
scrawl 2015-12-16 19:33:39 +01:00
parent d6bcb7906d
commit 689dea4cb3
3 changed files with 46 additions and 40 deletions

View file

@ -497,7 +497,12 @@ namespace MWMechanics
if (it->second.getMagnitude() > 0)
{
CastSpell cast(ptr, ptr);
cast.applyInstantEffect(ptr, ptr, it->first, it->second.getMagnitude());
if (cast.applyInstantEffect(ptr, ptr, it->first, it->second.getMagnitude()))
{
creatureStats.getActiveSpells().purgeEffect(it->first.mId);
if (ptr.getClass().hasInventoryStore(ptr))
ptr.getClass().getInventoryStore(ptr).purgeEffect(it->first.mId);
}
}
}
}

View file

@ -452,42 +452,18 @@ namespace MWMechanics
float magnitude = effectIt->mMagnMin + (effectIt->mMagnMax - effectIt->mMagnMin) * random;
magnitude *= magnitudeMult;
bool hasDuration = !(magicEffect->mData.mFlags & ESM::MagicEffect::NoDuration);
if (target.getClass().isActor() && hasDuration && effectIt->mDuration > 0)
if (!target.getClass().isActor())
{
ActiveSpells::ActiveEffect effect;
effect.mEffectId = effectIt->mEffectID;
effect.mArg = MWMechanics::EffectKey(*effectIt).mArg;
effect.mDuration = static_cast<float>(effectIt->mDuration);
effect.mMagnitude = magnitude;
targetEffects.add(MWMechanics::EffectKey(*effectIt), MWMechanics::EffectParam(effect.mMagnitude));
appliedLastingEffects.push_back(effect);
// For absorb effects, also apply the effect to the caster - but with a negative
// magnitude, since we're transfering stats from the target to the caster
if (!caster.isEmpty() && caster.getClass().isActor())
{
for (int i=0; i<5; ++i)
{
if (effectIt->mEffectID == ESM::MagicEffect::AbsorbAttribute+i)
{
std::vector<ActiveSpells::ActiveEffect> effects;
ActiveSpells::ActiveEffect effect_ = effect;
effect_.mMagnitude *= -1;
effects.push_back(effect_);
// Also make sure to set casterActorId = target, so that the effect on the caster gets purged when the target dies
caster.getClass().getCreatureStats(caster).getActiveSpells().addSpell("", true,
effects, mSourceName, target.getClass().getCreatureStats(target).getActorId());
}
}
}
// non-actor objects have no list of active magic effects, so have to apply instantly
if (!applyInstantEffect(target, caster, EffectKey(*effectIt), magnitude))
continue;
}
else
else // target.getClass().isActor() == true
{
if (hasDuration && target.getClass().isActor())
bool hasDuration = !(magicEffect->mData.mFlags & ESM::MagicEffect::NoDuration);
if (hasDuration && effectIt->mDuration == 0)
{
// duration 0 means apply full magnitude instantly
bool wasDead = target.getClass().getCreatureStats(target).isDead();
effectTick(target.getClass().getCreatureStats(target), target, EffectKey(*effectIt), magnitude);
bool isDead = target.getClass().getCreatureStats(target).isDead();
@ -495,8 +471,38 @@ namespace MWMechanics
if (!wasDead && isDead)
MWBase::Environment::get().getMechanicsManager()->actorKilled(target, caster);
}
else if (!applyInstantEffect(target, caster, EffectKey(*effectIt), magnitude))
continue;
else
{
// add to list of active effects, to apply in next frame
ActiveSpells::ActiveEffect effect;
effect.mEffectId = effectIt->mEffectID;
effect.mArg = MWMechanics::EffectKey(*effectIt).mArg;
effect.mDuration = static_cast<float>(effectIt->mDuration);
effect.mMagnitude = magnitude;
targetEffects.add(MWMechanics::EffectKey(*effectIt), MWMechanics::EffectParam(effect.mMagnitude));
appliedLastingEffects.push_back(effect);
// For absorb effects, also apply the effect to the caster - but with a negative
// magnitude, since we're transfering stats from the target to the caster
if (!caster.isEmpty() && caster.getClass().isActor())
{
for (int i=0; i<5; ++i)
{
if (effectIt->mEffectID == ESM::MagicEffect::AbsorbAttribute+i)
{
std::vector<ActiveSpells::ActiveEffect> effects;
ActiveSpells::ActiveEffect effect_ = effect;
effect_.mMagnitude *= -1;
effects.push_back(effect_);
// Also make sure to set casterActorId = target, so that the effect on the caster gets purged when the target dies
caster.getClass().getCreatureStats(caster).getActiveSpells().addSpell("", true,
effects, mSourceName, target.getClass().getCreatureStats(target).getActorId());
}
}
}
}
}
// Re-casting a summon effect will remove the creature from previous castings of that effect.

View file

@ -410,11 +410,6 @@ void MWWorld::InventoryStore::updateMagicEffects(const Ptr& actor)
// the items should appear as if they'd always been equipped.
mListener->permanentEffectAdded(magicEffect, !mFirstAutoEquip,
!mFirstAutoEquip && effectIt == enchantment.mEffects.mList.begin());
// Apply instant effects
MWMechanics::CastSpell cast(actor, actor);
if (magnitude)
cast.applyInstantEffect(actor, actor, effectIt->mEffectID, magnitude);
}
if (magnitude)