Merged pull request #1885

pull/541/head
Marc Zinnschlag 6 years ago
commit f25a9a6fb3

@ -17,6 +17,7 @@
Bug #2872: Tab completion in console doesn't work with explicit reference
Bug #2971: Compiler did not reject lines with naked expressions beginning with x.y
Bug #3049: Drain and Fortify effects are not properly applied on health, magicka and fatigue
Bug #3059: Unable to hit with marksman weapons when too close to an enemy
Bug #3072: Fatal error on AddItem <item> that has a script containing Equip <item>
Bug #3249: Fixed revert function not updating views properly
Bug #3374: Touch spells not hitting kwama foragers

@ -491,8 +491,8 @@ namespace MWBase
virtual void castSpell (const MWWorld::Ptr& actor, bool manualSpell=false) = 0;
virtual void launchMagicBolt (const std::string& spellId, const MWWorld::Ptr& caster, 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;
virtual void launchProjectile (MWWorld::Ptr& actor, MWWorld::Ptr& projectile,
const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr& bow, float speed, float attackStrength) = 0;
virtual void applyLoopingParticles(const MWWorld::Ptr& ptr) = 0;

@ -123,7 +123,8 @@ void WeaponAnimation::releaseArrow(MWWorld::Ptr actor, float attackStrength)
float fThrownWeaponMaxSpeed = gmst.find("fThrownWeaponMaxSpeed")->getFloat();
float speed = fThrownWeaponMinSpeed + (fThrownWeaponMaxSpeed - fThrownWeaponMinSpeed) * attackStrength;
MWBase::Environment::get().getWorld()->launchProjectile(actor, *weapon, launchPos, orient, *weapon, speed, attackStrength);
MWWorld::Ptr weaponPtr = *weapon;
MWBase::Environment::get().getWorld()->launchProjectile(actor, weaponPtr, launchPos, orient, weaponPtr, speed, attackStrength);
showWeapon(false);
@ -149,9 +150,11 @@ void WeaponAnimation::releaseArrow(MWWorld::Ptr actor, float attackStrength)
float fProjectileMaxSpeed = gmst.find("fProjectileMaxSpeed")->getFloat();
float speed = fProjectileMinSpeed + (fProjectileMaxSpeed - fProjectileMinSpeed) * attackStrength;
MWBase::Environment::get().getWorld()->launchProjectile(actor, *ammo, launchPos, orient, *weapon, speed, attackStrength);
MWWorld::Ptr weaponPtr = *weapon;
MWWorld::Ptr ammoPtr = *ammo;
MWBase::Environment::get().getWorld()->launchProjectile(actor, ammoPtr, launchPos, orient, weaponPtr, speed, attackStrength);
inv.remove(*ammo, 1, actor);
inv.remove(ammoPtr, 1, actor);
mAmmunition.reset();
}
}

@ -2897,10 +2897,34 @@ namespace MWWorld
}
}
void World::launchProjectile (MWWorld::Ptr actor, MWWorld::ConstPtr projectile,
const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr bow, float speed, float attackStrength)
void World::launchProjectile (MWWorld::Ptr& actor, MWWorld::Ptr& projectile,
const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr& bow, float speed, float attackStrength)
{
mProjectileManager->launchProjectile(actor, projectile, worldPos, orient, bow, speed, attackStrength);
// An initial position of projectile can be outside shooter's collision box, so any object between shooter and launch position will be ignored.
// To avoid this issue, we should check for impact immediately before launch the projectile.
// So we cast a 1-yard-length ray from shooter to launch position and check if there are collisions in this area.
// TODO: as a better solutuon we should handle projectiles during physics update, not during world update.
const osg::Vec3f sourcePos = worldPos + orient * osg::Vec3f(0,-1,0) * 64.f;
// Early out if the launch position is underwater
bool underwater = MWBase::Environment::get().getWorld()->isUnderwater(MWMechanics::getPlayer().getCell(), worldPos);
if (underwater)
{
mRendering->emitWaterRipple(worldPos);
return;
}
// For AI actors, get combat targets to use in the ray cast. Only those targets will return a positive hit result.
std::vector<MWWorld::Ptr> targetActors;
if (!actor.isEmpty() && actor.getClass().isActor() && actor != MWMechanics::getPlayer())
actor.getClass().getCreatureStats(actor).getAiSequence().getCombatTargets(targetActors);
// Check for impact, if yes, handle hit, if not, launch projectile
MWPhysics::PhysicsSystem::RayResult result = mPhysics->castRay(sourcePos, worldPos, actor, targetActors, 0xff, MWPhysics::CollisionType_Projectile);
if (result.mHit)
MWMechanics::projectileHit(actor, result.mHitObject, bow, projectile, result.mHitPos, attackStrength);
else
mProjectileManager->launchProjectile(actor, projectile, worldPos, orient, bow, speed, attackStrength);
}
void World::launchMagicBolt (const std::string &spellId, const MWWorld::Ptr& caster, const osg::Vec3f& fallbackDirection)

@ -608,8 +608,8 @@ namespace MWWorld
void castSpell (const MWWorld::Ptr& actor, bool manualSpell=false) override;
void launchMagicBolt (const std::string& spellId, const MWWorld::Ptr& caster, const osg::Vec3f& fallbackDirection) override;
void launchProjectile (MWWorld::Ptr actor, MWWorld::ConstPtr projectile,
const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr bow, float speed, float attackStrength) override;
void launchProjectile (MWWorld::Ptr& actor, MWWorld::Ptr& projectile,
const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr& bow, float speed, float attackStrength) override;
void applyLoopingParticles(const MWWorld::Ptr& ptr) override;

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