Merge pull request #1044 from Allofich/magic

Changes to multi-effect spells
pull/55/head
scrawl 8 years ago committed by GitHub
commit 8677a6f803

@ -486,9 +486,8 @@ namespace MWBase
virtual void castSpell (const MWWorld::Ptr& actor) = 0;
virtual void launchMagicBolt (const std::string& model, const std::string& sound, const std::string& spellId,
float speed, bool stack, const ESM::EffectList& effects,
const MWWorld::Ptr& caster, const std::string& sourceName, const osg::Vec3f& fallbackDirection) = 0;
virtual void launchMagicBolt (const std::string& spellId, bool stack, const ESM::EffectList& effects,
const MWWorld::Ptr& caster, const std::string& sourceName, const osg::Vec3f& fallbackDirection) = 0;
virtual void launchProjectile (MWWorld::Ptr actor, MWWorld::ConstPtr projectile,
const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr bow, float speed, float attackStrength) = 0;

@ -1236,19 +1236,27 @@ bool CharacterController::updateWeaponState()
cast.playSpellCastingEffects(spellid);
const ESM::Spell *spell = store.get<ESM::Spell>().find(spellid);
const ESM::ENAMstruct &effectentry = spell->mEffects.mList.at(0);
const ESM::ENAMstruct &lastEffect = spell->mEffects.mList.at(spell->mEffects.mList.size() - 1);
const ESM::MagicEffect *effect;
effect = store.get<ESM::MagicEffect>().find(effectentry.mEffectID);
effect = store.get<ESM::MagicEffect>().find(lastEffect.mEffectID); // use last effect of list for color of VFX_Hands
const ESM::Static* castStatic = MWBase::Environment::get().getWorld()->getStore().get<ESM::Static>().find ("VFX_Hands");
if (mAnimation->getNode("Bip01 L Hand"))
mAnimation->addEffect("meshes\\" + castStatic->mModel, -1, false, "Bip01 L Hand", effect->mParticle);
if (mAnimation->getNode("Bip01 R Hand"))
mAnimation->addEffect("meshes\\" + castStatic->mModel, -1, false, "Bip01 R Hand", effect->mParticle);
for (size_t iter = 0; iter < spell->mEffects.mList.size(); ++iter) // play hands vfx for each effect
{
if (mAnimation->getNode("Bip01 L Hand"))
mAnimation->addEffect("meshes\\" + castStatic->mModel, -1, false, "Bip01 L Hand", effect->mParticle);
if (mAnimation->getNode("Bip01 R Hand"))
mAnimation->addEffect("meshes\\" + castStatic->mModel, -1, false, "Bip01 R Hand", effect->mParticle);
}
const ESM::ENAMstruct &firstEffect = spell->mEffects.mList.at(0); // first effect used for casting animation
switch(effectentry.mRange)
switch(firstEffect.mRange)
{
case 0: mAttackType = "self"; break;
case 1: mAttackType = "touch"; break;

@ -2,6 +2,7 @@
#include <cfloat>
#include <limits>
#include <iomanip>
#include <boost/format.hpp>
@ -27,41 +28,6 @@
#include "npcstats.hpp"
#include "actorutil.hpp"
namespace
{
/// Get projectile properties (model, sound and speed) for a spell with the given effects
/// If \a model is empty, the spell has no ranged effects and should not spawn a projectile.
void getProjectileInfo (const ESM::EffectList& effects, std::string& model, std::string& sound, float& speed)
{
for (std::vector<ESM::ENAMstruct>::const_iterator iter (effects.mList.begin());
iter!=effects.mList.end(); ++iter)
{
if (iter->mRange != ESM::RT_Target)
continue;
const ESM::MagicEffect *magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find (
iter->mEffectID);
model = magicEffect->mBolt;
if (model.empty())
model = "VFX_DefaultBolt";
static const std::string schools[] = {
"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
};
if (!magicEffect->mBoltSound.empty())
sound = magicEffect->mBoltSound;
else
sound = schools[magicEffect->mData.mSchool] + " bolt";
speed = magicEffect->mData.mSpeed;
break;
}
}
}
namespace MWMechanics
{
@ -317,6 +283,23 @@ namespace MWMechanics
{
}
/// Get projectile properties (model, sound and speed) for a spell with the given effects and launch.
/// If \a model is empty, the spell has no ranged effects and should not spawn a projectile.
void CastSpell::launchMagicBolt (const ESM::EffectList& effects)
{
osg::Vec3f fallbackDirection (0,1,0);
// Fall back to a "caster to target" direction if we have no other means of determining it
// (e.g. when cast by a non-actor)
if (!mTarget.isEmpty())
fallbackDirection =
osg::Vec3f(mTarget.getRefData().getPosition().asVec3())-
osg::Vec3f(mCaster.getRefData().getPosition().asVec3());
MWBase::Environment::get().getWorld()->launchMagicBolt(mId, false, effects,
mCaster, mSourceName, fallbackDirection);
}
void CastSpell::inflict(const MWWorld::Ptr &target, const MWWorld::Ptr &caster,
const ESM::EffectList &effects, ESM::RangeType range, bool reflected, bool exploded)
{
@ -356,7 +339,6 @@ namespace MWMechanics
ESM::EffectList reflectedEffects;
std::vector<ActiveSpells::ActiveEffect> appliedLastingEffects;
bool firstAppliedEffect = true;
bool anyHarmfulEffect = false;
// HACK: cache target's magic effects here, and add any applied effects to it. Use the cached effects for determining resistance.
@ -545,20 +527,15 @@ namespace MWMechanics
if (target.getClass().isActor() || magicEffect->mData.mFlags & ESM::MagicEffect::NoDuration)
{
// Play sound, only for the first effect
if (firstAppliedEffect)
{
static const std::string schools[] = {
"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
};
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
if(!magicEffect->mHitSound.empty())
sndMgr->playSound3D(target, magicEffect->mHitSound, 1.0f, 1.0f);
else
sndMgr->playSound3D(target, schools[magicEffect->mData.mSchool]+" hit", 1.0f, 1.0f);
firstAppliedEffect = false;
}
static const std::string schools[] = {
"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
};
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
if(!magicEffect->mHitSound.empty())
sndMgr->playSound3D(target, magicEffect->mHitSound, 1.0f, 1.0f);
else
sndMgr->playSound3D(target, schools[magicEffect->mData.mSchool]+" hit", 1.0f, 1.0f);
// Add VFX
const ESM::Static* castStatic;
@ -791,17 +768,7 @@ namespace MWMechanics
}
if (launchProjectile)
{
std::string projectileModel;
std::string sound;
float speed = 0;
getProjectileInfo(enchantment->mEffects, projectileModel, sound, speed);
if (!projectileModel.empty())
MWBase::Environment::get().getWorld()->launchMagicBolt(projectileModel, sound, mId, speed,
false, enchantment->mEffects, mCaster, mSourceName,
// Not needed, enchantments can only be cast by actors
osg::Vec3f(1,0,0));
}
launchMagicBolt(enchantment->mEffects);
else if (!mTarget.isEmpty())
inflict(mTarget, mCaster, enchantment->mEffects, ESM::RT_Target);
@ -882,28 +849,9 @@ namespace MWMechanics
inflict(mCaster, mCaster, spell->mEffects, ESM::RT_Self);
if (!mTarget.isEmpty())
{
inflict(mTarget, mCaster, spell->mEffects, ESM::RT_Touch);
}
std::string projectileModel;
std::string sound;
float speed = 0;
getProjectileInfo(spell->mEffects, projectileModel, sound, speed);
if (!projectileModel.empty())
{
osg::Vec3f fallbackDirection (0,1,0);
// Fall back to a "caster to target" direction if we have no other means of determining it
// (e.g. when cast by a non-actor)
if (!mTarget.isEmpty())
fallbackDirection =
osg::Vec3f(mTarget.getRefData().getPosition().asVec3())-
osg::Vec3f(mCaster.getRefData().getPosition().asVec3());
MWBase::Environment::get().getWorld()->launchMagicBolt(projectileModel, sound, mId, speed,
false, spell->mEffects, mCaster, mSourceName, fallbackDirection);
}
launchMagicBolt(spell->mEffects);
return true;
}
@ -976,36 +924,39 @@ namespace MWMechanics
const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
const ESM::Spell *spell = store.get<ESM::Spell>().find(spellid);
const ESM::ENAMstruct &effectentry = spell->mEffects.mList.at(0);
const ESM::MagicEffect *effect;
effect = store.get<ESM::MagicEffect>().find(effectentry.mEffectID);
for (std::vector<ESM::ENAMstruct>::const_iterator iter = spell->mEffects.mList.begin();
iter != spell->mEffects.mList.end(); ++iter)
{
const ESM::MagicEffect *effect;
effect = store.get<ESM::MagicEffect>().find(iter->mEffectID);
MWRender::Animation* animation = MWBase::Environment::get().getWorld()->getAnimation(mCaster);
MWRender::Animation* animation = MWBase::Environment::get().getWorld()->getAnimation(mCaster);
if (mCaster.getClass().isActor()) // TODO: Non-actors (except for large statics?) should also create a spell cast vfx
{
const ESM::Static* castStatic;
if (!effect->mCasting.empty())
castStatic = store.get<ESM::Static>().find (effect->mCasting);
else
castStatic = store.get<ESM::Static>().find ("VFX_DefaultCast");
if (mCaster.getClass().isActor()) // TODO: Non-actors (except for large statics?) should also create a spell cast vfx
{
const ESM::Static* castStatic;
if (!effect->mCasting.empty())
castStatic = store.get<ESM::Static>().find (effect->mCasting);
else
castStatic = store.get<ESM::Static>().find ("VFX_DefaultCast");
animation->addEffect("meshes\\" + castStatic->mModel, effect->mIndex);
}
animation->addEffect("meshes\\" + castStatic->mModel, effect->mIndex);
}
if (!mCaster.getClass().isActor())
animation->addSpellCastGlow(effect);
if (!mCaster.getClass().isActor())
animation->addSpellCastGlow(effect);
static const std::string schools[] = {
"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
};
static const std::string schools[] = {
"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
};
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
if(!effect->mCastSound.empty())
sndMgr->playSound3D(mCaster, effect->mCastSound, 1.0f, 1.0f);
else
sndMgr->playSound3D(mCaster, schools[effect->mData.mSchool]+" cast", 1.0f, 1.0f);
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
if(!effect->mCastSound.empty())
sndMgr->playSound3D(mCaster, effect->mCastSound, 1.0f, 1.0f);
else
sndMgr->playSound3D(mCaster, schools[effect->mData.mSchool]+" cast", 1.0f, 1.0f);
}
}
int getEffectiveEnchantmentCastCost(float castCost, const MWWorld::Ptr &actor)

@ -94,6 +94,9 @@ namespace MWMechanics
void playSpellCastingEffects(const std::string &spellid);
/// Launch a bolt with the given effects.
void launchMagicBolt (const ESM::EffectList& effects);
/// @note \a target can be any type of object, not just actors.
/// @note \a caster can be any type of object, or even an empty object.
void inflict (const MWWorld::Ptr& target, const MWWorld::Ptr& caster,

@ -1,5 +1,7 @@
#include "projectilemanager.hpp"
#include <iomanip>
#include <osg/PositionAttitudeTransform>
#include <components/esm/esmwriter.hpp>
@ -33,6 +35,55 @@
#include "../mwphysics/physicssystem.hpp"
namespace
{
ESM::EffectList getMagicBoltData(std::vector<std::string>& projectileIDs, std::vector<std::string>& sounds, float& speed, const ESM::EffectList& effects)
{
int count = 0;
ESM::EffectList projectileEffects;
for (std::vector<ESM::ENAMstruct>::const_iterator iter (effects.mList.begin());
iter!=effects.mList.end(); ++iter)
{
const ESM::MagicEffect *magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find (
iter->mEffectID);
// All the projectiles should use the same speed. From observations in the
// original engine, this seems to be the average of the constituent effects.
speed += magicEffect->mData.mSpeed;
count++;
if (iter->mRange != ESM::RT_Target)
continue;
if (magicEffect->mBolt.empty())
projectileIDs.push_back("VFX_DefaultBolt");
else
projectileIDs.push_back(magicEffect->mBolt);
static const std::string schools[] = {
"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
};
if (!magicEffect->mBoltSound.empty())
sounds.push_back(magicEffect->mBoltSound);
else
sounds.push_back(schools[magicEffect->mData.mSchool] + " bolt");
projectileEffects.mList.push_back(*iter);
}
if (count != 0)
speed /= count;
if (projectileEffects.mList.size() > 1) // insert a VFX_Multiple projectile if there are multiple projectile effects
{
std::ostringstream ID;
ID << "VFX_Multiple" << effects.mList.size();
std::vector<std::string>::iterator it;
it = projectileIDs.begin();
it = projectileIDs.insert(it, ID.str());
}
return projectileEffects;
}
}
namespace MWWorld
{
@ -92,7 +143,19 @@ namespace MWWorld
attachTo = rotateNode;
}
mResourceSystem->getSceneManager()->getInstance(model, attachTo);
osg::ref_ptr<osg::Node> ptr = mResourceSystem->getSceneManager()->getInstance(model, attachTo);
if (state.mIdMagic.size() > 1)
for (size_t iter = 1; iter != state.mIdMagic.size(); ++iter)
{
std::ostringstream nodeName;
nodeName << "Dummy" << std::setw(2) << std::setfill('0') << iter;
const ESM::Weapon* weapon = MWBase::Environment::get().getWorld()->getStore().get<ESM::Weapon>().find (state.mIdMagic.at(iter));
SceneUtil::FindByNameVisitor findVisitor(nodeName.str());
attachTo->accept(findVisitor);
if (findVisitor.mFoundNode)
mResourceSystem->getSceneManager()->getInstance("meshes\\" + weapon->mModel, findVisitor.mFoundNode);
}
SceneUtil::DisableFreezeOnCullVisitor disableFreezeOnCullVisitor;
state.mNode->accept(disableFreezeOnCullVisitor);
@ -112,10 +175,8 @@ namespace MWWorld
state.mEffectAnimationTime->addTime(duration);
}
void ProjectileManager::launchMagicBolt(const std::string &model, const std::string &sound,
const std::string &spellId, float speed, bool stack,
const ESM::EffectList &effects, const Ptr &caster, const std::string &sourceName,
const osg::Vec3f& fallbackDirection)
void ProjectileManager::launchMagicBolt(const std::string &spellId, bool stack, const ESM::EffectList &effects, const Ptr &caster,
const std::string &sourceName, const osg::Vec3f& fallbackDirection)
{
osg::Vec3f pos = caster.getRefData().getPosition().asVec3();
if (caster.getClass().isActor())
@ -137,33 +198,31 @@ namespace MWWorld
MagicBoltState state;
state.mSourceName = sourceName;
state.mId = model;
state.mSpellId = spellId;
state.mCasterHandle = caster;
if (caster.getClass().isActor())
state.mActorId = caster.getClass().getCreatureStats(caster).getActorId();
else
state.mActorId = -1;
state.mSpeed = speed;
state.mStack = stack;
state.mSoundId = sound;
// Only interested in "on target" effects
for (std::vector<ESM::ENAMstruct>::const_iterator iter (effects.mList.begin());
iter!=effects.mList.end(); ++iter)
{
if (iter->mRange == ESM::RT_Target)
state.mEffects.mList.push_back(*iter);
}
state.mEffects = getMagicBoltData(state.mIdMagic, state.mSoundIds, state.mSpeed, effects);
MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), model);
// Non-projectile should have been removed by getMagicBoltData
if (state.mEffects.mList.size() == 0)
return;
MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), state.mIdMagic.at(0));
MWWorld::Ptr ptr = ref.getPtr();
createModel(state, ptr.getClass().getModel(ptr), pos, orient, true);
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
state.mSound = sndMgr->playSound3D(pos, sound, 1.0f, 1.0f, MWBase::SoundManager::Play_TypeSfx, MWBase::SoundManager::Play_Loop);
for (size_t it = 0; it != state.mSoundIds.size(); it++)
{
state.mSounds.push_back(sndMgr->playSound3D(pos, state.mSoundIds.at(it), 1.0f, 1.0f, MWBase::SoundManager::Play_TypeSfx, MWBase::SoundManager::Play_Loop));
}
mMagicBolts.push_back(state);
}
@ -173,7 +232,7 @@ namespace MWWorld
state.mActorId = actor.getClass().getCreatureStats(actor).getActorId();
state.mBowId = bow.getCellRef().getRefId();
state.mVelocity = orient * osg::Vec3f(0,1,0) * speed;
state.mId = projectile.getCellRef().getRefId();
state.mIdArrow = projectile.getCellRef().getRefId();
state.mCasterHandle = actor;
state.mAttackStrength = attackStrength;
@ -205,8 +264,10 @@ namespace MWWorld
osg::Vec3f pos(it->mNode->getPosition());
osg::Vec3f newPos = pos + direction * duration * speed;
if (it->mSound.get())
it->mSound->setPosition(newPos);
for (size_t soundIter = 0; soundIter != it->mSounds.size(); soundIter++)
{
it->mSounds.at(soundIter)->setPosition(newPos);
}
it->mNode->setPosition(newPos);
@ -246,7 +307,11 @@ namespace MWWorld
MWBase::Environment::get().getWorld()->explodeSpell(pos, it->mEffects, caster, result.mHitObject,
ESM::RT_Target, it->mSpellId, it->mSourceName);
MWBase::Environment::get().getSoundManager()->stopSound(it->mSound);
for (size_t soundIter = 0; soundIter != it->mSounds.size(); soundIter++)
{
MWBase::Environment::get().getSoundManager()->stopSound(it->mSounds.at(soundIter));
}
mParent->removeChild(it->mNode);
it = mMagicBolts.erase(it);
@ -286,7 +351,7 @@ namespace MWWorld
{
if (result.mHit)
{
MWWorld::ManualRef projectileRef(MWBase::Environment::get().getWorld()->getStore(), it->mId);
MWWorld::ManualRef projectileRef(MWBase::Environment::get().getWorld()->getStore(), it->mIdArrow);
// Try to get a Ptr to the bow that was used. It might no longer exist.
MWWorld::Ptr bow = projectileRef.getPtr();
@ -326,7 +391,10 @@ namespace MWWorld
for (std::vector<MagicBoltState>::iterator it = mMagicBolts.begin(); it != mMagicBolts.end(); ++it)
{
mParent->removeChild(it->mNode);
MWBase::Environment::get().getSoundManager()->stopSound(it->mSound);
for (size_t soundIter = 0; soundIter != it->mSounds.size(); soundIter++)
{
MWBase::Environment::get().getSoundManager()->stopSound(it->mSounds.at(soundIter));
}
}
mMagicBolts.clear();
}
@ -338,7 +406,7 @@ namespace MWWorld
writer.startRecord(ESM::REC_PROJ);
ESM::ProjectileState state;
state.mId = it->mId;
state.mId = it->mIdArrow;
state.mPosition = ESM::Vector3(osg::Vec3f(it->mNode->getPosition()));
state.mOrientation = ESM::Quaternion(osg::Quat(it->mNode->getAttitude()));
state.mActorId = it->mActorId;
@ -357,14 +425,14 @@ namespace MWWorld
writer.startRecord(ESM::REC_MPRJ);
ESM::MagicBoltState state;
state.mId = it->mId;
state.mId = it->mIdMagic.at(0);
state.mPosition = ESM::Vector3(osg::Vec3f(it->mNode->getPosition()));
state.mOrientation = ESM::Quaternion(osg::Quat(it->mNode->getAttitude()));
state.mActorId = it->mActorId;
state.mSpellId = it->mSpellId;
state.mEffects = it->mEffects;
state.mSound = it->mSoundId;
state.mSound = it->mSoundIds.at(0);
state.mSourceName = it->mSourceName;
state.mSpeed = it->mSpeed;
state.mStack = it->mStack;
@ -386,7 +454,7 @@ namespace MWWorld
state.mActorId = esm.mActorId;
state.mBowId = esm.mBowId;
state.mVelocity = esm.mVelocity;
state.mId = esm.mId;
state.mIdArrow = esm.mId;
state.mAttackStrength = esm.mAttackStrength;
std::string model;
@ -413,17 +481,20 @@ namespace MWWorld
MagicBoltState state;
state.mSourceName = esm.mSourceName;
state.mId = esm.mId;
state.mIdMagic.push_back(esm.mId);
state.mSpellId = esm.mSpellId;
state.mActorId = esm.mActorId;
state.mSpeed = esm.mSpeed;
state.mStack = esm.mStack;
state.mEffects = esm.mEffects;
state.mEffects = getMagicBoltData(state.mIdMagic, state.mSoundIds, state.mSpeed, esm.mEffects);
state.mSpeed = esm.mSpeed; // speed is derived from non-projectile effects as well as
// projectile effects, so we can't calculate it from the save
// file's effect list, which is already trimmed of non-projectile
// effects. We need to use the stored value.
std::string model;
try
{
MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), esm.mId);
MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), state.mIdMagic.at(0));
MWWorld::Ptr ptr = ref.getPtr();
model = ptr.getClass().getModel(ptr);
}
@ -435,9 +506,12 @@ namespace MWWorld
createModel(state, model, osg::Vec3f(esm.mPosition), osg::Quat(esm.mOrientation), true);
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
state.mSound = sndMgr->playSound3D(esm.mPosition, esm.mSound, 1.0f, 1.0f,
MWBase::SoundManager::Play_TypeSfx, MWBase::SoundManager::Play_Loop);
state.mSoundId = esm.mSound;
for (size_t soundIter = 0; soundIter != state.mSoundIds.size(); soundIter++)
{
state.mSounds.push_back(sndMgr->playSound3D(esm.mPosition, state.mSoundIds.at(soundIter), 1.0f, 1.0f,
MWBase::SoundManager::Play_TypeSfx, MWBase::SoundManager::Play_Loop));
}
mMagicBolts.push_back(state);
return true;

@ -49,9 +49,8 @@ namespace MWWorld
MWRender::RenderingManager* rendering, MWPhysics::PhysicsSystem* physics);
/// If caster is an actor, the actor's facing orientation is used. Otherwise fallbackDirection is used.
void launchMagicBolt (const std::string& model, const std::string &sound, const std::string &spellId,
float speed, bool stack, const ESM::EffectList& effects,
const MWWorld::Ptr& caster, const std::string& sourceName, const osg::Vec3f& fallbackDirection);
void launchMagicBolt (const std::string &spellId, bool stack, const ESM::EffectList& effects,
const MWWorld::Ptr& caster, const std::string& sourceName, const osg::Vec3f& fallbackDirection);
void launchProjectile (MWWorld::Ptr actor, MWWorld::ConstPtr projectile,
const osg::Vec3f& pos, const osg::Quat& orient, MWWorld::Ptr bow, float speed, float attackStrength);
@ -84,8 +83,11 @@ namespace MWWorld
MWWorld::Ptr getCaster();
// MW-id of this projectile
std::string mId;
// MW-ids of a magic projectile
std::vector<std::string> mIdMagic;
// MW-id of an arrow projectile
std::string mIdArrow;
};
struct MagicBoltState : public State
@ -101,8 +103,8 @@ namespace MWWorld
bool mStack;
MWBase::SoundPtr mSound;
std::string mSoundId;
std::vector<MWBase::SoundPtr> mSounds;
std::vector<std::string> mSoundIds;
};
struct ProjectileState : public State

@ -2705,11 +2705,10 @@ namespace MWWorld
mProjectileManager->launchProjectile(actor, projectile, worldPos, orient, bow, speed, attackStrength);
}
void World::launchMagicBolt (const std::string& model, const std::string &sound, const std::string &spellId,
float speed, bool stack, const ESM::EffectList& effects,
const MWWorld::Ptr& caster, const std::string& sourceName, const osg::Vec3f& fallbackDirection)
void World::launchMagicBolt (const std::string &spellId, bool stack, const ESM::EffectList& effects,
const MWWorld::Ptr& caster, const std::string& sourceName, const osg::Vec3f& fallbackDirection)
{
mProjectileManager->launchMagicBolt(model, sound, spellId, speed, stack, effects, caster, sourceName, fallbackDirection);
mProjectileManager->launchMagicBolt(spellId, stack, effects, caster, sourceName, fallbackDirection);
}
const std::vector<std::string>& World::getContentFiles() const
@ -3163,8 +3162,9 @@ namespace MWWorld
{
const ESM::MagicEffect* effect = getStore().get<ESM::MagicEffect>().find(effectIt->mEffectID);
if (effectIt->mArea <= 0)
continue; // Not an area effect
if (effectIt->mArea <= 0 || effectIt->mRange != rangeType)
continue; // Not an area effect or not right range type
// Spawn the explosion orb effect
const ESM::Static* areaStatic;

@ -594,9 +594,8 @@ namespace MWWorld
*/
virtual void castSpell (const MWWorld::Ptr& actor);
virtual void launchMagicBolt (const std::string& model, const std::string& sound, const std::string& spellId,
float speed, bool stack, const ESM::EffectList& effects,
const MWWorld::Ptr& caster, const std::string& sourceName, const osg::Vec3f& fallbackDirection);
virtual void launchMagicBolt (const std::string& spellId, bool stack, const ESM::EffectList& effects,
const MWWorld::Ptr& caster, const std::string& sourceName, const osg::Vec3f& fallbackDirection);
virtual void launchProjectile (MWWorld::Ptr actor, MWWorld::ConstPtr projectile,
const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr bow, float speed, float attackStrength);

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