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Classify the damage passed to Class::onHit

This commit is contained in:
Alexei Kotov 2023-12-27 01:50:30 +03:00
parent 1834597361
commit 94c052dfef
10 changed files with 45 additions and 16 deletions

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@ -61,7 +61,8 @@ namespace MWBase
// TODO: notify LuaManager about other events
// virtual void objectOnHit(const MWWorld::Ptr &ptr, float damage, bool ishealth, const MWWorld::Ptr &object,
// const MWWorld::Ptr &attacker, const osg::Vec3f &hitPosition, bool successful) = 0;
// const MWWorld::Ptr &attacker, const osg::Vec3f &hitPosition, bool successful,
// DamageSourceType sourceType) = 0;
struct InputEvent
{

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@ -284,7 +284,8 @@ namespace MWClass
if (!success)
{
victim.getClass().onHit(victim, 0.0f, false, MWWorld::Ptr(), ptr, osg::Vec3f(), false);
victim.getClass().onHit(
victim, 0.0f, false, MWWorld::Ptr(), ptr, osg::Vec3f(), false, MWMechanics::DamageSourceType::Melee);
MWMechanics::reduceWeaponCondition(0.f, false, weapon, ptr);
return;
}
@ -345,11 +346,13 @@ namespace MWClass
MWMechanics::diseaseContact(victim, ptr);
victim.getClass().onHit(victim, damage, healthdmg, weapon, ptr, hitPosition, true);
victim.getClass().onHit(
victim, damage, healthdmg, weapon, ptr, hitPosition, true, MWMechanics::DamageSourceType::Melee);
}
void Creature::onHit(const MWWorld::Ptr& ptr, float damage, bool ishealth, const MWWorld::Ptr& object,
const MWWorld::Ptr& attacker, const osg::Vec3f& hitPosition, bool successful) const
const MWWorld::Ptr& attacker, const osg::Vec3f& hitPosition, bool successful,
const MWMechanics::DamageSourceType sourceType) const
{
MWMechanics::CreatureStats& stats = getCreatureStats(ptr);

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@ -67,7 +67,8 @@ namespace MWClass
const osg::Vec3f& hitPosition, bool success) const override;
void onHit(const MWWorld::Ptr& ptr, float damage, bool ishealth, const MWWorld::Ptr& object,
const MWWorld::Ptr& attacker, const osg::Vec3f& hitPosition, bool successful) const override;
const MWWorld::Ptr& attacker, const osg::Vec3f& hitPosition, bool successful,
const MWMechanics::DamageSourceType sourceType) const override;
std::unique_ptr<MWWorld::Action> activate(const MWWorld::Ptr& ptr, const MWWorld::Ptr& actor) const override;
///< Generate action for activation

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@ -599,7 +599,8 @@ namespace MWClass
float damage = 0.0f;
if (!success)
{
othercls.onHit(victim, damage, false, weapon, ptr, osg::Vec3f(), false);
othercls.onHit(
victim, damage, false, weapon, ptr, osg::Vec3f(), false, MWMechanics::DamageSourceType::Melee);
MWMechanics::reduceWeaponCondition(damage, false, weapon, ptr);
MWMechanics::resistNormalWeapon(victim, ptr, weapon, damage);
return;
@ -672,11 +673,12 @@ namespace MWClass
MWMechanics::diseaseContact(victim, ptr);
othercls.onHit(victim, damage, healthdmg, weapon, ptr, hitPosition, true);
othercls.onHit(victim, damage, healthdmg, weapon, ptr, hitPosition, true, MWMechanics::DamageSourceType::Melee);
}
void Npc::onHit(const MWWorld::Ptr& ptr, float damage, bool ishealth, const MWWorld::Ptr& object,
const MWWorld::Ptr& attacker, const osg::Vec3f& hitPosition, bool successful) const
const MWWorld::Ptr& attacker, const osg::Vec3f& hitPosition, bool successful,
const MWMechanics::DamageSourceType sourceType) const
{
MWBase::SoundManager* sndMgr = MWBase::Environment::get().getSoundManager();
MWMechanics::CreatureStats& stats = getCreatureStats(ptr);

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@ -82,7 +82,8 @@ namespace MWClass
const osg::Vec3f& hitPosition, bool success) const override;
void onHit(const MWWorld::Ptr& ptr, float damage, bool ishealth, const MWWorld::Ptr& object,
const MWWorld::Ptr& attacker, const osg::Vec3f& hitPosition, bool successful) const override;
const MWWorld::Ptr& attacker, const osg::Vec3f& hitPosition, bool successful,
const MWMechanics::DamageSourceType sourceType) const override;
void getModelsToPreload(const MWWorld::Ptr& ptr, std::vector<std::string>& models) const override;
///< Get a list of models to preload that this object may use (directly or indirectly). default implementation:

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@ -231,7 +231,8 @@ namespace MWMechanics
if (Misc::Rng::roll0to99(world->getPrng()) >= getHitChance(attacker, victim, skillValue))
{
victim.getClass().onHit(victim, damage, false, projectile, attacker, osg::Vec3f(), false);
victim.getClass().onHit(victim, damage, false, projectile, attacker, osg::Vec3f(), false,
MWMechanics::DamageSourceType::Ranged);
MWMechanics::reduceWeaponCondition(damage, false, weapon, attacker);
return;
}
@ -287,7 +288,8 @@ namespace MWMechanics
victim.getClass().getContainerStore(victim).add(projectile, 1);
}
victim.getClass().onHit(victim, damage, true, projectile, attacker, hitPosition, true);
victim.getClass().onHit(
victim, damage, true, projectile, attacker, hitPosition, true, MWMechanics::DamageSourceType::Ranged);
}
}

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@ -0,0 +1,15 @@
#ifndef OPENMW_MWMECHANICS_DAMAGESOURCETYPE_H
#define OPENMW_MWMECHANICS_DAMAGESOURCETYPE_H
namespace MWMechanics
{
enum class DamageSourceType
{
Unspecified,
Melee,
Ranged,
Magical,
};
}
#endif

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@ -356,7 +356,8 @@ namespace
// Notify the target actor they've been hit
bool isHarmful = magicEffect->mData.mFlags & ESM::MagicEffect::Harmful;
if (target.getClass().isActor() && target != caster && !caster.isEmpty() && isHarmful)
target.getClass().onHit(target, 0.0f, true, MWWorld::Ptr(), caster, osg::Vec3f(), true);
target.getClass().onHit(
target, 0.0f, true, MWWorld::Ptr(), caster, osg::Vec3f(), true, MWMechanics::DamageSourceType::Magical);
// Apply resistances
if (!(effect.mFlags & ESM::ActiveEffect::Flag_Ignore_Resistances))
{

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@ -124,7 +124,7 @@ namespace MWWorld
}
void Class::onHit(const Ptr& ptr, float damage, bool ishealth, const Ptr& object, const Ptr& attacker,
const osg::Vec3f& hitPosition, bool successful) const
const osg::Vec3f& hitPosition, bool successful, const MWMechanics::DamageSourceType sourceType) const
{
throw std::runtime_error("class cannot be hit");
}

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@ -13,6 +13,8 @@
#include "ptr.hpp"
#include "../mwmechanics/aisetting.hpp"
#include "../mwmechanics/damagesourcetype.hpp"
#include <components/esm/refid.hpp>
#include <components/esm3/loadskil.hpp>
@ -142,11 +144,12 @@ namespace MWWorld
/// (default implementation: throw an exception)
virtual void onHit(const MWWorld::Ptr& ptr, float damage, bool ishealth, const MWWorld::Ptr& object,
const MWWorld::Ptr& attacker, const osg::Vec3f& hitPosition, bool successful) const;
const MWWorld::Ptr& attacker, const osg::Vec3f& hitPosition, bool successful,
const MWMechanics::DamageSourceType sourceType) const;
///< Alerts \a ptr that it's being hit for \a damage points to health if \a ishealth is
/// true (else fatigue) by \a object (sword, arrow, etc). \a attacker specifies the
/// actor responsible for the attack, and \a successful specifies if the hit is
/// successful or not.
/// actor responsible for the attack. \a successful specifies if the hit is
/// successful or not. \a sourceType classifies the damage source.
virtual void block(const Ptr& ptr) const;
///< Play the appropriate sound for a blocked attack, depending on the currently equipped shield