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Fix for damage/restore effects using the instant apply path when they have a duration

This commit is contained in:
scrawl 2015-03-01 22:22:20 +01:00
parent 239c0071f5
commit a653716e2c

View file

@ -64,8 +64,9 @@ namespace
}
// TODO: refactor the effect tick functions in Actors so they can be reused here
void applyInstantEffectTick(int effectId, const MWWorld::Ptr& target, float magnitude)
void applyInstantEffectTick(MWMechanics::EffectKey effect, const MWWorld::Ptr& target, float magnitude)
{
int effectId = effect.mId;
if (effectId == ESM::MagicEffect::DamageHealth)
{
applyDynamicStatsEffect(0, target, magnitude * -1);
@ -90,6 +91,27 @@ namespace
{
applyDynamicStatsEffect(1, target, magnitude);
}
else if (effectId == ESM::MagicEffect::DamageAttribute || effectId == ESM::MagicEffect::RestoreAttribute)
{
int attribute = effect.mArg;
MWMechanics::AttributeValue value = target.getClass().getCreatureStats(target).getAttribute(attribute);
if (effectId == ESM::MagicEffect::DamageAttribute)
value.damage(magnitude);
else
value.restore(magnitude);
target.getClass().getCreatureStats(target).setAttribute(attribute, value);
}
else if (effectId == ESM::MagicEffect::DamageSkill || effectId == ESM::MagicEffect::RestoreSkill)
{
if (target.getTypeName() != typeid(ESM::NPC).name())
return;
int skill = effect.mArg;
MWMechanics::SkillValue& value = target.getClass().getNpcStats(target).getSkill(skill);
if (effectId == ESM::MagicEffect::DamageSkill)
value.damage(magnitude);
else
value.restore(magnitude);
}
}
}
@ -509,7 +531,7 @@ namespace MWMechanics
else
{
if (hasDuration && target.getClass().isActor())
applyInstantEffectTick(effectIt->mEffectID, target, magnitude);
applyInstantEffectTick(EffectKey(*effectIt), target, magnitude);
else
applyInstantEffect(target, caster, EffectKey(*effectIt), magnitude);
}
@ -526,16 +548,6 @@ namespace MWMechanics
}
}
// HACK: Damage attribute/skill actually has a duration, even though the actual effect is instant and permanent.
// This was probably just done to have the effect visible in the magic menu for a while
// to notify the player they've been damaged?
if (effectIt->mEffectID == ESM::MagicEffect::DamageAttribute
|| effectIt->mEffectID == ESM::MagicEffect::DamageSkill
|| effectIt->mEffectID == ESM::MagicEffect::RestoreAttribute
|| effectIt->mEffectID == ESM::MagicEffect::RestoreSkill
)
applyInstantEffect(target, caster, EffectKey(*effectIt), magnitude);
if (target.getClass().isActor() || magicEffect->mData.mFlags & ESM::MagicEffect::NoDuration)
{
// Play sound, only for the first effect
@ -625,28 +637,6 @@ namespace MWMechanics
}
else
{
if (effectId == ESM::MagicEffect::DamageAttribute || effectId == ESM::MagicEffect::RestoreAttribute)
{
int attribute = effect.mArg;
AttributeValue value = target.getClass().getCreatureStats(target).getAttribute(attribute);
if (effectId == ESM::MagicEffect::DamageAttribute)
value.damage(magnitude);
else
value.restore(magnitude);
target.getClass().getCreatureStats(target).setAttribute(attribute, value);
}
else if (effectId == ESM::MagicEffect::DamageSkill || effectId == ESM::MagicEffect::RestoreSkill)
{
if (target.getTypeName() != typeid(ESM::NPC).name())
return;
int skill = effect.mArg;
SkillValue& value = target.getClass().getNpcStats(target).getSkill(skill);
if (effectId == ESM::MagicEffect::DamageSkill)
value.damage(magnitude);
else
value.restore(magnitude);
}
if (effectId == ESM::MagicEffect::CurePoison)
target.getClass().getCreatureStats(target).getActiveSpells().purgeEffect(ESM::MagicEffect::Poison);
else if (effectId == ESM::MagicEffect::CureParalyzation)