diff --git a/apps/openmw/mwmechanics/spellcasting.cpp b/apps/openmw/mwmechanics/spellcasting.cpp index 802020b0e..cdadd3b15 100644 --- a/apps/openmw/mwmechanics/spellcasting.cpp +++ b/apps/openmw/mwmechanics/spellcasting.cpp @@ -227,45 +227,42 @@ namespace MWMechanics magicEffects = effects; float resisted = 0; - if (magicEffect->mData.mFlags & ESM::MagicEffect::Harmful) - { - // Effects with no resistance attribute belonging to them can not be resisted - if (ESM::MagicEffect::getResistanceEffect(effectId) == -1) - return 0.f; + // Effects with no resistance attribute belonging to them can not be resisted + if (ESM::MagicEffect::getResistanceEffect(effectId) == -1) + return 0.f; - float resistance = getEffectResistanceAttribute(effectId, magicEffects); + float resistance = getEffectResistanceAttribute(effectId, magicEffects); - int willpower = stats.getAttribute(ESM::Attribute::Willpower).getModified(); - float luck = static_cast(stats.getAttribute(ESM::Attribute::Luck).getModified()); - float x = (willpower + 0.1f * luck) * stats.getFatigueTerm(); + int willpower = stats.getAttribute(ESM::Attribute::Willpower).getModified(); + float luck = static_cast(stats.getAttribute(ESM::Attribute::Luck).getModified()); + float x = (willpower + 0.1f * luck) * stats.getFatigueTerm(); - // This makes spells that are easy to cast harder to resist and vice versa - float castChance = 100.f; - if (spell != NULL && !caster.isEmpty() && caster.getClass().isActor()) - { - castChance = getSpellSuccessChance(spell, caster, NULL, false); // Uncapped casting chance - } - if (castChance > 0) - x *= 50 / castChance; + // This makes spells that are easy to cast harder to resist and vice versa + float castChance = 100.f; + if (spell != NULL && !caster.isEmpty() && caster.getClass().isActor()) + { + castChance = getSpellSuccessChance(spell, caster, NULL, false); // Uncapped casting chance + } + if (castChance > 0) + x *= 50 / castChance; - float roll = Misc::Rng::rollClosedProbability() * 100; - if (magicEffect->mData.mFlags & ESM::MagicEffect::NoMagnitude) - roll -= resistance; + float roll = Misc::Rng::rollClosedProbability() * 100; + if (magicEffect->mData.mFlags & ESM::MagicEffect::NoMagnitude) + roll -= resistance; - if (x <= roll) - x = 0; + if (x <= roll) + x = 0; + else + { + if (magicEffect->mData.mFlags & ESM::MagicEffect::NoMagnitude) + x = 100; else - { - if (magicEffect->mData.mFlags & ESM::MagicEffect::NoMagnitude) - x = 100; - else - x = roll / std::min(x, 100.f); - } + x = roll / std::min(x, 100.f); + } - x = std::min(x + resistance, 100.f); + x = std::min(x + resistance, 100.f); - resisted = x; - } + resisted = x; return resisted; } @@ -463,13 +460,11 @@ namespace MWMechanics } float magnitudeMult = 1; - if (magicEffect->mData.mFlags & ESM::MagicEffect::Harmful && target.getClass().isActor()) - { - if (absorbed) - continue; - // Try reflecting - if (!reflected && !caster.isEmpty() && caster != target && !(magicEffect->mData.mFlags & ESM::MagicEffect::Unreflectable)) + if (!absorbed) + { + // Reflect harmful effects + if (magicEffect->mData.mFlags & ESM::MagicEffect::Harmful && !reflected && !caster.isEmpty() && caster != target && !(magicEffect->mData.mFlags & ESM::MagicEffect::Unreflectable)) { float reflect = target.getClass().getCreatureStats(target).getMagicEffects().get(ESM::MagicEffect::Reflect).getMagnitude(); bool isReflected = (Misc::Rng::roll0to99() < reflect); @@ -493,16 +488,17 @@ namespace MWMechanics else if (castByPlayer) MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicTargetResisted}"); } + else if (magicEffect->mData.mFlags & ESM::MagicEffect::Harmful && castByPlayer && target != caster) + { + // If player is attempting to cast a harmful spell and it wasn't fully resisted, show the target's HP bar + MWBase::Environment::get().getWindowManager()->setEnemy(target); + } if (target == getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState()) magnitudeMult = 0; - // If player is attempting to cast a harmful spell, show the target's HP bar - if (castByPlayer && target != caster) - MWBase::Environment::get().getWindowManager()->setEnemy(target); - // Notify the target actor they've been hit - if (target != caster && !caster.isEmpty()) + if (target != caster && !caster.isEmpty() && magicEffect->mData.mFlags & ESM::MagicEffect::Harmful) target.getClass().onHit(target, 0.0f, true, MWWorld::Ptr(), caster, osg::Vec3f(), true); }