Spell priority: item wearing check when disintegrate weapon/armor

0.6.1
Andrei Kortunov 8 years ago
parent d598809ac6
commit 4d927439ca

@ -362,9 +362,68 @@ namespace MWMechanics
case ESM::MagicEffect::CurePoison:
return 1001.f * numEffectsToCure(actor, ESM::MagicEffect::Poison);
case ESM::MagicEffect::DisintegrateArmor: // TODO: check if actor is wearing armor
case ESM::MagicEffect::DisintegrateWeapon: // TODO: check if actor is wearing weapon
break;
case ESM::MagicEffect::DisintegrateArmor:
{
if (enemy.isEmpty())
return 0.f;
// Ignore enemy without inventory
if (!enemy.getClass().hasInventoryStore(enemy))
return 0.f;
MWWorld::InventoryStore& inv = enemy.getClass().getInventoryStore(enemy);
// According to UESP
static const int armorSlots[] = {
MWWorld::InventoryStore::Slot_CarriedLeft,
MWWorld::InventoryStore::Slot_Cuirass,
MWWorld::InventoryStore::Slot_LeftPauldron,
MWWorld::InventoryStore::Slot_RightPauldron,
MWWorld::InventoryStore::Slot_LeftGauntlet,
MWWorld::InventoryStore::Slot_RightGauntlet,
MWWorld::InventoryStore::Slot_Helmet,
MWWorld::InventoryStore::Slot_Greaves,
MWWorld::InventoryStore::Slot_Boots
};
bool enemyHasArmor = false;
// Ignore enemy without armor
for (unsigned int i=0; i<sizeof(armorSlots)/sizeof(int); ++i)
{
MWWorld::ContainerStoreIterator item = inv.getSlot(armorSlots[i]);
if (item != inv.end() && (item.getType() == MWWorld::ContainerStore::Type_Armor))
{
enemyHasArmor = true;
break;
}
}
if (!enemyHasArmor)
return 0.f;
break;
}
case ESM::MagicEffect::DisintegrateWeapon:
{
if (enemy.isEmpty())
return 0.f;
// Ignore enemy without inventory
if (!enemy.getClass().hasInventoryStore(enemy))
return 0.f;
MWWorld::InventoryStore& inv = enemy.getClass().getInventoryStore(enemy);
MWWorld::ContainerStoreIterator item = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
// Ignore enemy without weapons
if (item == inv.end() || (item.getType() != MWWorld::ContainerStore::Type_Weapon))
return 0.f;
break;
}
case ESM::MagicEffect::DamageAttribute:
case ESM::MagicEffect::DrainAttribute:

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