mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-30 13:15:32 +00:00
Fixed bug https://bugs.openmw.org/issues/3617 by allowing touch and target enchantments from ranged weapons and their projectiles to explode even when colliding with non-activable objects, terrain, water slab or when shoot underwater.
Also allowed projectiles to fly through the dead bodies as in vanilla.
This commit is contained in:
parent
2b2a51d3b2
commit
811e9ad9f3
8 changed files with 107 additions and 98 deletions
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@ -534,8 +534,9 @@ namespace MWBase
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virtual void spawnEffect (const std::string& model, const std::string& textureOverride, const osg::Vec3f& worldPos) = 0;
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virtual void explodeSpell (const osg::Vec3f& origin, const ESM::EffectList& effects, const MWWorld::Ptr& caster,
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const MWWorld::Ptr& ignore, ESM::RangeType rangeType, const std::string& id, const std::string& sourceName) = 0;
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virtual void explodeSpell(const osg::Vec3f& origin, const ESM::EffectList& effects, const MWWorld::Ptr& caster,
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const MWWorld::Ptr& ignore, ESM::RangeType rangeType, const std::string& id,
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const std::string& sourceName, const bool fromProjectile=false) = 0;
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virtual void activate (const MWWorld::Ptr& object, const MWWorld::Ptr& actor) = 0;
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@ -33,7 +33,7 @@ float signedAngleRadians (const osg::Vec3f& v1, const osg::Vec3f& v2, const osg:
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namespace MWMechanics
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{
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bool applyOnStrikeEnchantment (const MWWorld::Ptr& attacker, const MWWorld::Ptr& victim, const MWWorld::Ptr& object, const osg::Vec3f& hitPosition)
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bool applyOnStrikeEnchantment(const MWWorld::Ptr& attacker, const MWWorld::Ptr& victim, const MWWorld::Ptr& object, const osg::Vec3f& hitPosition, const bool fromProjectile)
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{
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std::string enchantmentName = !object.isEmpty() ? object.getClass().getEnchantment(object) : "";
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if (!enchantmentName.empty())
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@ -42,7 +42,7 @@ namespace MWMechanics
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enchantmentName);
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if (enchantment->mData.mType == ESM::Enchantment::WhenStrikes)
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{
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MWMechanics::CastSpell cast(attacker, victim);
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MWMechanics::CastSpell cast(attacker, victim, fromProjectile);
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cast.mHitPosition = hitPosition;
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cast.cast(object, false);
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return true;
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@ -165,69 +165,69 @@ namespace MWMechanics
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MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicTargetResistsWeapons}");
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}
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void projectileHit(const MWWorld::Ptr &attacker, const MWWorld::Ptr &victim, MWWorld::Ptr weapon, const MWWorld::Ptr &projectile,
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void projectileHit(const MWWorld::Ptr& attacker, const MWWorld::Ptr& victim, MWWorld::Ptr weapon, const MWWorld::Ptr& projectile,
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const osg::Vec3f& hitPosition, float attackStrength)
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{
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MWBase::World *world = MWBase::Environment::get().getWorld();
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const MWWorld::Store<ESM::GameSetting> &gmst = world->getStore().get<ESM::GameSetting>();
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if(victim.isEmpty() || !victim.getClass().isActor() || victim.getClass().getCreatureStats(victim).isDead())
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// Can't hit non-actors or dead actors
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bool validVictim = !victim.isEmpty() && victim.getClass().isActor();
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float damage = 0.f;
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if (validVictim)
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{
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reduceWeaponCondition(0.f, false, weapon, attacker);
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return;
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if (attacker == getPlayer())
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MWBase::Environment::get().getWindowManager()->setEnemy(victim);
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int weaponSkill = ESM::Skill::Marksman;
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if (!weapon.isEmpty())
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weaponSkill = weapon.getClass().getEquipmentSkill(weapon);
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int skillValue = attacker.getClass().getSkill(attacker, weapon.getClass().getEquipmentSkill(weapon));
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if (Misc::Rng::roll0to99() >= 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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MWMechanics::reduceWeaponCondition(damage, false, weapon, attacker);
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return;
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}
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const unsigned char* attack = weapon.get<ESM::Weapon>()->mBase->mData.mChop;
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damage = attack[0] + ((attack[1] - attack[0]) * attackStrength); // Bow/crossbow damage
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// Arrow/bolt damage
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// NB in case of thrown weapons, we are applying the damage twice since projectile == weapon
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attack = projectile.get<ESM::Weapon>()->mBase->mData.mChop;
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damage += attack[0] + ((attack[1] - attack[0]) * attackStrength);
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adjustWeaponDamage(damage, weapon, attacker);
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if(attacker == getPlayer())
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attacker.getClass().skillUsageSucceeded(attacker, weaponSkill, 0);
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if (victim.getClass().getCreatureStats(victim).getKnockedDown())
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damage *= gmst.find("fCombatKODamageMult")->getFloat();
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}
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if(attacker == getPlayer())
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MWBase::Environment::get().getWindowManager()->setEnemy(victim);
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reduceWeaponCondition(damage, validVictim, weapon, attacker);
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int weapskill = ESM::Skill::Marksman;
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if(!weapon.isEmpty())
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weapskill = weapon.getClass().getEquipmentSkill(weapon);
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int skillValue = attacker.getClass().getSkill(attacker,
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weapon.getClass().getEquipmentSkill(weapon));
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if (Misc::Rng::roll0to99() >= getHitChance(attacker, victim, skillValue))
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{
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victim.getClass().onHit(victim, 0.0f, false, projectile, attacker, osg::Vec3f(), false);
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MWMechanics::reduceWeaponCondition(0.f, false, weapon, attacker);
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return;
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}
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const unsigned char* attack = weapon.get<ESM::Weapon>()->mBase->mData.mChop;
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float damage = attack[0] + ((attack[1]-attack[0])*attackStrength); // Bow/crossbow damage
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// Arrow/bolt damage
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// NB in case of thrown weapons, we are applying the damage twice since projectile == weapon
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attack = projectile.get<ESM::Weapon>()->mBase->mData.mChop;
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damage += attack[0] + ((attack[1]-attack[0])*attackStrength);
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adjustWeaponDamage(damage, weapon, attacker);
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reduceWeaponCondition(damage, true, weapon, attacker);
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if(attacker == getPlayer())
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attacker.getClass().skillUsageSucceeded(attacker, weapskill, 0);
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if (victim.getClass().getCreatureStats(victim).getKnockedDown())
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damage *= gmst.find("fCombatKODamageMult")->getFloat();
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// Apply "On hit" effect of the weapon
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bool appliedEnchantment = applyOnStrikeEnchantment(attacker, victim, weapon, hitPosition);
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// Apply "On hit" effect of the weapon & projectile
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bool appliedEnchantment = applyOnStrikeEnchantment(attacker, victim, weapon, hitPosition, true);
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if (weapon != projectile)
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appliedEnchantment = applyOnStrikeEnchantment(attacker, victim, projectile, hitPosition);
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appliedEnchantment = applyOnStrikeEnchantment(attacker, victim, projectile, hitPosition, true);
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// Non-enchanted arrows shot at enemies have a chance to turn up in their inventory
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if (victim != getPlayer()
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&& !appliedEnchantment)
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if (validVictim)
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{
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float fProjectileThrownStoreChance = gmst.find("fProjectileThrownStoreChance")->getFloat();
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if (Misc::Rng::rollProbability() < fProjectileThrownStoreChance / 100.f)
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victim.getClass().getContainerStore(victim).add(projectile, 1, victim);
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}
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// Non-enchanted arrows shot at enemies have a chance to turn up in their inventory
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if (victim != getPlayer() && !appliedEnchantment)
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{
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float fProjectileThrownStoreChance = gmst.find("fProjectileThrownStoreChance")->getFloat();
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if (Misc::Rng::rollProbability() < fProjectileThrownStoreChance / 100.f)
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victim.getClass().getContainerStore(victim).add(projectile, 1, victim);
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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(victim, damage, true, projectile, attacker, hitPosition, true);
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}
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}
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float getHitChance(const MWWorld::Ptr &attacker, const MWWorld::Ptr &victim, int skillValue)
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@ -6,7 +6,8 @@
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namespace MWMechanics
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{
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bool applyOnStrikeEnchantment(const MWWorld::Ptr& attacker, const MWWorld::Ptr& victim, const MWWorld::Ptr& object, const osg::Vec3f& hitPosition);
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bool applyOnStrikeEnchantment(const MWWorld::Ptr& attacker, const MWWorld::Ptr& victim, const MWWorld::Ptr& object, const osg::Vec3f& hitPosition,
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const bool fromProjectile=false);
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/// @return can we block the attack?
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bool blockMeleeAttack (const MWWorld::Ptr& attacker, const MWWorld::Ptr& blocker, const MWWorld::Ptr& weapon, float damage, float attackStrength);
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@ -273,12 +273,13 @@ namespace MWMechanics
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return true;
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}
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CastSpell::CastSpell(const MWWorld::Ptr &caster, const MWWorld::Ptr &target)
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CastSpell::CastSpell(const MWWorld::Ptr &caster, const MWWorld::Ptr &target, const bool fromProjectile)
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: mCaster(caster)
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, mTarget(target)
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, mStack(false)
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, mHitPosition(0,0,0)
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, mAlwaysSucceed(false)
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, mFromProjectile(fromProjectile)
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{
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}
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@ -300,7 +301,7 @@ namespace MWMechanics
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void CastSpell::inflict(const MWWorld::Ptr &target, const MWWorld::Ptr &caster,
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const ESM::EffectList &effects, ESM::RangeType range, bool reflected, bool exploded)
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{
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if (target.getClass().isActor() && target.getClass().getCreatureStats(target).isDead())
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if (!target.isEmpty() && target.getClass().isActor() && target.getClass().getCreatureStats(target).isDead())
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return;
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// If none of the effects need to apply, we can early-out
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@ -318,7 +319,7 @@ namespace MWMechanics
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return;
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const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().search (mId);
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if (spell && (spell->mData.mType == ESM::Spell::ST_Disease || spell->mData.mType == ESM::Spell::ST_Blight))
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if (spell && !target.isEmpty() && (spell->mData.mType == ESM::Spell::ST_Disease || spell->mData.mType == ESM::Spell::ST_Blight))
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{
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int requiredResistance = (spell->mData.mType == ESM::Spell::ST_Disease) ?
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ESM::MagicEffect::ResistCommonDisease
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@ -341,13 +342,13 @@ namespace MWMechanics
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// This is required for Weakness effects in a spell to apply to any subsequent effects in the spell.
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// Otherwise, they'd only apply after the whole spell was added.
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MagicEffects targetEffects;
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if (target.getClass().isActor())
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if (!target.isEmpty() && target.getClass().isActor())
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targetEffects += target.getClass().getCreatureStats(target).getMagicEffects();
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bool castByPlayer = (!caster.isEmpty() && caster == getPlayer());
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ActiveSpells targetSpells;
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if (target.getClass().isActor())
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if (!target.isEmpty() && target.getClass().isActor())
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targetSpells = target.getClass().getCreatureStats(target).getActiveSpells();
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bool canCastAnEffect = false; // For bound equipment.If this remains false
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// effects, we display a "can't re-cast" message
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for (std::vector<ESM::ENAMstruct>::const_iterator effectIt (effects.mList.begin());
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effectIt!=effects.mList.end(); ++effectIt)
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!target.isEmpty() && effectIt != effects.mList.end(); ++effectIt)
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{
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if (effectIt->mRange != range)
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continue;
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@ -555,18 +556,20 @@ namespace MWMechanics
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}
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if (!exploded)
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MWBase::Environment::get().getWorld()->explodeSpell(mHitPosition, effects, caster, target, range, mId, mSourceName);
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MWBase::Environment::get().getWorld()->explodeSpell(mHitPosition, effects, caster, target, range, mId, mSourceName, mFromProjectile);
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if (!reflectedEffects.mList.empty())
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inflict(caster, target, reflectedEffects, range, true, exploded);
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if (!target.isEmpty()) {
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if (!reflectedEffects.mList.empty())
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inflict(caster, target, reflectedEffects, range, true, exploded);
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if (!appliedLastingEffects.empty())
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{
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int casterActorId = -1;
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if (!caster.isEmpty() && caster.getClass().isActor())
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casterActorId = caster.getClass().getCreatureStats(caster).getActorId();
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target.getClass().getCreatureStats(target).getActiveSpells().addSpell(mId, mStack, appliedLastingEffects,
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mSourceName, casterActorId);
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if (!appliedLastingEffects.empty())
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{
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int casterActorId = -1;
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if (!caster.isEmpty() && caster.getClass().isActor())
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casterActorId = caster.getClass().getCreatureStats(caster).getActorId();
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target.getClass().getCreatureStats(target).getActiveSpells().addSpell(mId, mStack, appliedLastingEffects,
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mSourceName, casterActorId);
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}
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}
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}
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@ -742,14 +745,19 @@ namespace MWMechanics
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inflict(mCaster, mCaster, enchantment->mEffects, ESM::RT_Self);
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if (!mTarget.isEmpty())
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bool isProjectile = false;
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if (item.getTypeName() == typeid(ESM::Weapon).name())
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{
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inflict(mTarget, mCaster, enchantment->mEffects, ESM::RT_Touch);
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const MWWorld::LiveCellRef<ESM::Weapon> *ref = item.get<ESM::Weapon>();
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isProjectile = ref->mBase->mData.mType == ESM::Weapon::Arrow || ref->mBase->mData.mType == ESM::Weapon::Bolt || ref->mBase->mData.mType == ESM::Weapon::MarksmanThrown;
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}
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if (isProjectile || !mTarget.isEmpty())
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inflict(mTarget, mCaster, enchantment->mEffects, ESM::RT_Touch);
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if (launchProjectile)
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launchMagicBolt(enchantment->mEffects);
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else if (!mTarget.isEmpty())
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else if (isProjectile || !mTarget.isEmpty())
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inflict(mTarget, mCaster, enchantment->mEffects, ESM::RT_Target);
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return true;
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@ -78,9 +78,10 @@ namespace MWMechanics
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std::string mSourceName; // Display name for spell, potion, etc
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osg::Vec3f mHitPosition; // Used for spawning area orb
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bool mAlwaysSucceed; // Always succeed spells casted by NPCs/creatures regardless of their chance (default: false)
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bool mFromProjectile; // True if spell is cast by enchantment of some projectile (arrow, bolt or thrown weapon)
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public:
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CastSpell(const MWWorld::Ptr& caster, const MWWorld::Ptr& target);
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CastSpell(const MWWorld::Ptr& caster, const MWWorld::Ptr& target, const bool fromProjectile=false);
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bool cast (const ESM::Spell* spell);
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@ -409,26 +409,23 @@ namespace MWWorld
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bool underwater = MWBase::Environment::get().getWorld()->isUnderwater(MWMechanics::getPlayer().getCell(), newPos);
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if (result.mHit || underwater)
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{
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if (result.mHit)
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MWWorld::ManualRef projectileRef(MWBase::Environment::get().getWorld()->getStore(), it->mIdArrow);
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// Try to get a Ptr to the bow that was used. It might no longer exist.
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MWWorld::Ptr bow = projectileRef.getPtr();
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if (!caster.isEmpty() && it->mIdArrow != it->mBowId)
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{
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MWWorld::ManualRef projectileRef(MWBase::Environment::get().getWorld()->getStore(), it->mIdArrow);
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// Try to get a Ptr to the bow that was used. It might no longer exist.
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MWWorld::Ptr bow = projectileRef.getPtr();
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if (!caster.isEmpty() && it->mIdArrow != it->mBowId)
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{
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MWWorld::InventoryStore& inv = caster.getClass().getInventoryStore(caster);
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MWWorld::ContainerStoreIterator invIt = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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if (invIt != inv.end() && Misc::StringUtils::ciEqual(invIt->getCellRef().getRefId(), it->mBowId))
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bow = *invIt;
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}
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if (caster.isEmpty())
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caster = result.mHitObject;
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MWMechanics::projectileHit(caster, result.mHitObject, bow, projectileRef.getPtr(), result.mHitPos, it->mAttackStrength);
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MWWorld::InventoryStore& inv = caster.getClass().getInventoryStore(caster);
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MWWorld::ContainerStoreIterator invIt = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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if (invIt != inv.end() && Misc::StringUtils::ciEqual(invIt->getCellRef().getRefId(), it->mBowId))
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bow = *invIt;
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}
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if (caster.isEmpty())
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caster = result.mHitObject;
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MWMechanics::projectileHit(caster, result.mHitObject, bow, projectileRef.getPtr(), result.mHit ? result.mHitPos : newPos, it->mAttackStrength);
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if (underwater)
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mRendering->emitWaterRipple(newPos);
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@ -3199,8 +3199,8 @@ namespace MWWorld
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mRendering->spawnEffect(model, textureOverride, worldPos);
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}
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void World::explodeSpell(const osg::Vec3f &origin, const ESM::EffectList &effects, const Ptr &caster, const Ptr& ignore,
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ESM::RangeType rangeType, const std::string& id, const std::string& sourceName)
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void World::explodeSpell(const osg::Vec3f& origin, const ESM::EffectList& effects, const Ptr& caster, const Ptr& ignore, ESM::RangeType rangeType,
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const std::string& id, const std::string& sourceName, const bool fromProjectile)
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{
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std::map<MWWorld::Ptr, std::vector<ESM::ENAMstruct> > toApply;
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for (std::vector<ESM::ENAMstruct>::const_iterator effectIt = effects.mList.begin();
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@ -3211,8 +3211,8 @@ namespace MWWorld
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if (effectIt->mRange != rangeType || (effectIt->mArea <= 0 && !ignore.isEmpty() && ignore.getClass().isActor()))
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continue; // Not right range type, or not area effect and hit an actor
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if (effectIt->mRange == ESM::RT_Touch && (!ignore.isEmpty()) && (!ignore.getClass().isActor() && !ignore.getClass().canBeActivated(ignore)))
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continue; // Don't play explosion for touch spells on non-activatable objects
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if (!fromProjectile && effectIt->mRange == ESM::RT_Touch && (!ignore.isEmpty()) && (!ignore.getClass().isActor() && !ignore.getClass().canBeActivated(ignore)))
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continue; // Don't play explosion for touch spells on non-activatable objects except when spell is from the projectile enchantment
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// Spawn the explosion orb effect
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const ESM::Static* areaStatic;
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@ -637,8 +637,9 @@ namespace MWWorld
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virtual void spawnEffect (const std::string& model, const std::string& textureOverride, const osg::Vec3f& worldPos);
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virtual void explodeSpell (const osg::Vec3f& origin, const ESM::EffectList& effects, const MWWorld::Ptr& caster,
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const MWWorld::Ptr& ignore, ESM::RangeType rangeType, const std::string& id, const std::string& sourceName);
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virtual void explodeSpell(const osg::Vec3f& origin, const ESM::EffectList& effects, const MWWorld::Ptr& caster, const MWWorld::Ptr& ignore,
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ESM::RangeType rangeType, const std::string& id, const std::string& sourceName,
|
||||
const bool fromProjectile=false);
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||||
virtual void activate (const MWWorld::Ptr& object, const MWWorld::Ptr& actor);
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Loading…
Reference in a new issue