Make Player->Cast select the spell instead (bug #5056)

pull/2416/head
Capostrophic 5 years ago
parent ef2a7160fa
commit 295ee11063

@ -99,6 +99,7 @@
Bug #5038: Enchanting success chance calculations are blatantly wrong
Bug #5047: # in cell names sets color
Bug #5050: Invalid spell effects are not handled gracefully
Bug #5056: Calling Cast function on player doesn't equip the spell but casts it
Feature #1774: Handle AvoidNode
Feature #2229: Improve pathfinding AI
Feature #3025: Analogue gamepad movement controls

@ -1096,21 +1096,29 @@ namespace MWScript
std::string targetId = ::Misc::StringUtils::lowerCase(runtime.getStringLiteral (runtime[0].mInteger));
runtime.pop();
const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find (spellId);
const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().search(spellId);
if (!spell)
{
runtime.getContext().report("spellcasting failed: can not find spell \""+spellId+"\"");
runtime.getContext().report("spellcasting failed: cannot find spell \""+spellId+"\"");
return;
}
if (spell->mData.mType != ESM::Spell::ST_Spell && spell->mData.mType != ESM::Spell::ST_Power)
{
runtime.getContext().report("spellcasting failed: you can cast only spells and powers.");
runtime.getContext().report("spellcasting failed: you can only cast spells and powers.");
return;
}
// Obviously we can not use casting animation for player here
if (ptr.getClass().isActor() && ptr != MWMechanics::getPlayer())
if (ptr == MWMechanics::getPlayer())
{
MWWorld::InventoryStore& store = ptr.getClass().getInventoryStore(ptr);
store.setSelectedEnchantItem(store.end());
MWBase::Environment::get().getWindowManager()->setSelectedSpell(spellId, int(MWMechanics::getSpellSuccessChance(spellId, ptr)));
MWBase::Environment::get().getWindowManager()->updateSpellWindow();
return;
}
if (ptr.getClass().isActor())
{
MWMechanics::AiCast castPackage(targetId, spellId, true);
ptr.getClass().getCreatureStats (ptr).getAiSequence().stack(castPackage, ptr);

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