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Make non-actors also play spell casting sounds
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4 changed files with 43 additions and 32 deletions
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@ -44,6 +44,7 @@
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#include "creaturestats.hpp"
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#include "security.hpp"
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#include "actorutil.hpp"
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#include "spellcasting.hpp"
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namespace
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{
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@ -961,34 +962,6 @@ void CharacterController::updateIdleStormState(bool inwater)
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}
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}
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void CharacterController::castSpell(const std::string &spellid)
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{
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static const std::string schools[] = {
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"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
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};
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const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
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const ESM::Spell *spell = store.get<ESM::Spell>().find(spellid);
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const ESM::ENAMstruct &effectentry = spell->mEffects.mList.at(0);
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const ESM::MagicEffect *effect;
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effect = store.get<ESM::MagicEffect>().find(effectentry.mEffectID);
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const ESM::Static* castStatic;
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if (!effect->mCasting.empty())
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castStatic = store.get<ESM::Static>().find (effect->mCasting);
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else
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castStatic = store.get<ESM::Static>().find ("VFX_DefaultCast");
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mAnimation->addEffect("meshes\\" + castStatic->mModel, effect->mIndex);
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MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
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if(!effect->mCastSound.empty())
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sndMgr->playSound3D(mPtr, effect->mCastSound, 1.0f, 1.0f);
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else
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sndMgr->playSound3D(mPtr, schools[effect->mData.mSchool]+" cast", 1.0f, 1.0f);
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}
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bool CharacterController::updateCreatureState()
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{
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const MWWorld::Class &cls = mPtr.getClass();
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@ -1020,7 +993,8 @@ bool CharacterController::updateCreatureState()
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const std::string spellid = stats.getSpells().getSelectedSpell();
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if (!spellid.empty() && MWBase::Environment::get().getWorld()->startSpellCast(mPtr))
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{
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castSpell(spellid);
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MWMechanics::CastSpell cast(mPtr, NULL);
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cast.playSpellCastingEffects(spellid);
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if (!mAnimation->hasAnimation("spellcast"))
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MWBase::Environment::get().getWorld()->castSpell(mPtr); // No "release" text key to use, so cast immediately
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@ -1248,7 +1222,8 @@ bool CharacterController::updateWeaponState()
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if(!spellid.empty() && MWBase::Environment::get().getWorld()->startSpellCast(mPtr))
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{
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castSpell(spellid);
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MWMechanics::CastSpell cast(mPtr, NULL);
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cast.playSpellCastingEffects(spellid);
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const ESM::Spell *spell = store.get<ESM::Spell>().find(spellid);
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const ESM::ENAMstruct &effectentry = spell->mEffects.mList.at(0);
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@ -214,8 +214,6 @@ class CharacterController : public MWRender::Animation::TextKeyListener
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void updateHeadTracking(float duration);
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void castSpell(const std::string& spellid);
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void updateMagicEffects();
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void playDeath(float startpoint, CharacterState death);
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@ -836,6 +836,10 @@ namespace MWMechanics
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if (mCaster == getPlayer() && spellIncreasesSkill(spell))
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mCaster.getClass().skillUsageSucceeded(mCaster,
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spellSchoolToSkill(school), 0);
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// A non-actor doesn't have casting animation so it plays its spell casting effects here
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if (!mCaster.getClass().isActor())
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playSpellCastingEffects(mId);
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inflict(mCaster, mCaster, spell->mEffects, ESM::RT_Self);
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@ -930,6 +934,38 @@ namespace MWMechanics
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return true;
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}
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void CastSpell::playSpellCastingEffects(const std::string &spellid){
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const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
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const ESM::Spell *spell = store.get<ESM::Spell>().find(spellid);
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const ESM::ENAMstruct &effectentry = spell->mEffects.mList.at(0);
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const ESM::MagicEffect *effect;
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effect = store.get<ESM::MagicEffect>().find(effectentry.mEffectID);
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if (mCaster.getClass().isActor()) // TODO: Non-actors (except for large statics?) should also create a visual casting effect
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{
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const ESM::Static* castStatic;
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if (!effect->mCasting.empty())
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castStatic = store.get<ESM::Static>().find (effect->mCasting);
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else
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castStatic = store.get<ESM::Static>().find ("VFX_DefaultCast");
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MWBase::Environment::get().getWorld()->getAnimation(mCaster)->addEffect(
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"meshes\\" + castStatic->mModel, effect->mIndex);
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}
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static const std::string schools[] = {
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"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
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};
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MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
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if(!effect->mCastSound.empty())
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sndMgr->playSound3D(mCaster, effect->mCastSound, 1.0f, 1.0f);
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else
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sndMgr->playSound3D(mCaster, schools[effect->mData.mSchool]+" cast", 1.0f, 1.0f);
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}
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int getEffectiveEnchantmentCastCost(float castCost, const MWWorld::Ptr &actor)
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{
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/*
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@ -92,6 +92,8 @@ namespace MWMechanics
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/// @note Auto detects if spell, ingredient or potion
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bool cast (const std::string& id);
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void playSpellCastingEffects(const std::string &spellid);
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/// @note \a target can be any type of object, not just actors.
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/// @note \a caster can be any type of object, or even an empty object.
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void inflict (const MWWorld::Ptr& target, const MWWorld::Ptr& caster,
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