mirror of
https://github.com/OpenMW/openmw.git
synced 2025-01-20 21:53:52 +00:00
Merge pull request #1041 from Allofich/waterwalking
Don't allow casting Water Walking in deep water
This commit is contained in:
commit
bdf55927e1
4 changed files with 30 additions and 3 deletions
|
@ -385,6 +385,7 @@ namespace MWBase
|
|||
///Is the head of the creature underwater?
|
||||
virtual bool isSubmerged(const MWWorld::ConstPtr &object) const = 0;
|
||||
virtual bool isUnderwater(const MWWorld::CellStore* cell, const osg::Vec3f &pos) const = 0;
|
||||
virtual bool isWaterWalkingCastableOnTarget(const MWWorld::ConstPtr &target) const = 0;
|
||||
virtual bool isOnGround(const MWWorld::Ptr &ptr) const = 0;
|
||||
|
||||
virtual osg::Matrixf getActorHeadTransform(const MWWorld::ConstPtr& actor) const = 0;
|
||||
|
|
|
@ -259,7 +259,7 @@ namespace MWMechanics
|
|||
}
|
||||
|
||||
/// Check if the given affect can be applied to the target. If \a castByPlayer, emits a message box on failure.
|
||||
bool checkEffectTarget (int effectId, const MWWorld::Ptr& target, bool castByPlayer)
|
||||
bool checkEffectTarget (int effectId, const MWWorld::Ptr& target, const MWWorld::Ptr& caster, bool castByPlayer)
|
||||
{
|
||||
switch (effectId)
|
||||
{
|
||||
|
@ -291,8 +291,20 @@ namespace MWMechanics
|
|||
return false;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case ESM::MagicEffect::WaterWalking:
|
||||
if (target.getClass().isPureWaterCreature(target) && MWBase::Environment::get().getWorld()->isSwimming(target))
|
||||
return false;
|
||||
|
||||
MWBase::World *world = MWBase::Environment::get().getWorld();
|
||||
|
||||
if (!world->isWaterWalkingCastableOnTarget(target))
|
||||
{
|
||||
if (castByPlayer && caster == target)
|
||||
MWBase::Environment::get().getWindowManager()->messageBox ("#{sMagicInvalidEffect}");
|
||||
return false;
|
||||
}
|
||||
break;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -384,7 +396,7 @@ namespace MWMechanics
|
|||
else
|
||||
canCastAnEffect = true;
|
||||
|
||||
if (!checkEffectTarget(effectIt->mEffectID, target, castByPlayer))
|
||||
if (!checkEffectTarget(effectIt->mEffectID, target, caster, castByPlayer))
|
||||
continue;
|
||||
|
||||
// caster needs to be an actor for linked effects (e.g. Absorb)
|
||||
|
|
|
@ -2077,6 +2077,19 @@ namespace MWWorld
|
|||
return pos.z() < cell->getWaterLevel();
|
||||
}
|
||||
|
||||
bool World::isWaterWalkingCastableOnTarget(const MWWorld::ConstPtr &target) const
|
||||
{
|
||||
const MWWorld::CellStore* cell = target.getCell();
|
||||
if (!cell->getCell()->hasWater())
|
||||
return true;
|
||||
|
||||
// Based on observations from the original engine, the depth
|
||||
// limit at which water walking can still be cast on a target
|
||||
// in water appears to be the same as what the highest swimmable
|
||||
// z position would be with SwimHeightScale + 1.
|
||||
return !isUnderwater(target, mSwimHeightScale + 1);
|
||||
}
|
||||
|
||||
bool World::isOnGround(const MWWorld::Ptr &ptr) const
|
||||
{
|
||||
return mPhysics->isOnGround(ptr);
|
||||
|
|
|
@ -481,6 +481,7 @@ namespace MWWorld
|
|||
virtual bool isSwimming(const MWWorld::ConstPtr &object) const;
|
||||
virtual bool isUnderwater(const MWWorld::CellStore* cell, const osg::Vec3f &pos) const;
|
||||
virtual bool isWading(const MWWorld::ConstPtr &object) const;
|
||||
virtual bool isWaterWalkingCastableOnTarget(const MWWorld::ConstPtr &target) const;
|
||||
virtual bool isOnGround(const MWWorld::Ptr &ptr) const;
|
||||
|
||||
virtual osg::Matrixf getActorHeadTransform(const MWWorld::ConstPtr& actor) const;
|
||||
|
|
Loading…
Reference in a new issue