forked from mirror/openmw-tes3mp
Merge pull request #1044 from Allofich/magic
Changes to multi-effect spells
This commit is contained in:
commit
8677a6f803
8 changed files with 203 additions and 167 deletions
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@ -486,9 +486,8 @@ namespace MWBase
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virtual void castSpell (const MWWorld::Ptr& actor) = 0;
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virtual void launchMagicBolt (const std::string& model, const std::string& sound, const std::string& spellId,
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float speed, bool stack, const ESM::EffectList& effects,
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const MWWorld::Ptr& caster, const std::string& sourceName, const osg::Vec3f& fallbackDirection) = 0;
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virtual void launchMagicBolt (const std::string& spellId, bool stack, const ESM::EffectList& effects,
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const MWWorld::Ptr& caster, const std::string& sourceName, const osg::Vec3f& fallbackDirection) = 0;
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virtual void launchProjectile (MWWorld::Ptr actor, MWWorld::ConstPtr projectile,
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const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr bow, float speed, float attackStrength) = 0;
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@ -1236,19 +1236,27 @@ bool CharacterController::updateWeaponState()
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cast.playSpellCastingEffects(spellid);
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const ESM::Spell *spell = store.get<ESM::Spell>().find(spellid);
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const ESM::ENAMstruct &effectentry = spell->mEffects.mList.at(0);
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const ESM::ENAMstruct &lastEffect = spell->mEffects.mList.at(spell->mEffects.mList.size() - 1);
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const ESM::MagicEffect *effect;
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effect = store.get<ESM::MagicEffect>().find(effectentry.mEffectID);
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effect = store.get<ESM::MagicEffect>().find(lastEffect.mEffectID); // use last effect of list for color of VFX_Hands
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const ESM::Static* castStatic = MWBase::Environment::get().getWorld()->getStore().get<ESM::Static>().find ("VFX_Hands");
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if (mAnimation->getNode("Bip01 L Hand"))
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mAnimation->addEffect("meshes\\" + castStatic->mModel, -1, false, "Bip01 L Hand", effect->mParticle);
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if (mAnimation->getNode("Bip01 R Hand"))
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mAnimation->addEffect("meshes\\" + castStatic->mModel, -1, false, "Bip01 R Hand", effect->mParticle);
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for (size_t iter = 0; iter < spell->mEffects.mList.size(); ++iter) // play hands vfx for each effect
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{
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if (mAnimation->getNode("Bip01 L Hand"))
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mAnimation->addEffect("meshes\\" + castStatic->mModel, -1, false, "Bip01 L Hand", effect->mParticle);
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switch(effectentry.mRange)
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if (mAnimation->getNode("Bip01 R Hand"))
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mAnimation->addEffect("meshes\\" + castStatic->mModel, -1, false, "Bip01 R Hand", effect->mParticle);
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}
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const ESM::ENAMstruct &firstEffect = spell->mEffects.mList.at(0); // first effect used for casting animation
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switch(firstEffect.mRange)
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{
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case 0: mAttackType = "self"; break;
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case 1: mAttackType = "touch"; break;
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@ -2,6 +2,7 @@
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#include <cfloat>
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#include <limits>
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#include <iomanip>
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#include <boost/format.hpp>
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@ -27,41 +28,6 @@
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#include "npcstats.hpp"
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#include "actorutil.hpp"
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namespace
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{
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/// Get projectile properties (model, sound and speed) for a spell with the given effects
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/// If \a model is empty, the spell has no ranged effects and should not spawn a projectile.
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void getProjectileInfo (const ESM::EffectList& effects, std::string& model, std::string& sound, float& speed)
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{
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for (std::vector<ESM::ENAMstruct>::const_iterator iter (effects.mList.begin());
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iter!=effects.mList.end(); ++iter)
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{
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if (iter->mRange != ESM::RT_Target)
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continue;
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const ESM::MagicEffect *magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find (
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iter->mEffectID);
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model = magicEffect->mBolt;
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if (model.empty())
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model = "VFX_DefaultBolt";
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static const std::string schools[] = {
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"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
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};
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if (!magicEffect->mBoltSound.empty())
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sound = magicEffect->mBoltSound;
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else
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sound = schools[magicEffect->mData.mSchool] + " bolt";
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speed = magicEffect->mData.mSpeed;
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break;
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}
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}
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}
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namespace MWMechanics
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{
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@ -317,6 +283,23 @@ namespace MWMechanics
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{
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}
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/// Get projectile properties (model, sound and speed) for a spell with the given effects and launch.
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/// If \a model is empty, the spell has no ranged effects and should not spawn a projectile.
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void CastSpell::launchMagicBolt (const ESM::EffectList& effects)
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{
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osg::Vec3f fallbackDirection (0,1,0);
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// Fall back to a "caster to target" direction if we have no other means of determining it
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// (e.g. when cast by a non-actor)
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if (!mTarget.isEmpty())
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fallbackDirection =
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osg::Vec3f(mTarget.getRefData().getPosition().asVec3())-
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osg::Vec3f(mCaster.getRefData().getPosition().asVec3());
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MWBase::Environment::get().getWorld()->launchMagicBolt(mId, false, effects,
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mCaster, mSourceName, fallbackDirection);
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}
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void CastSpell::inflict(const MWWorld::Ptr &target, const MWWorld::Ptr &caster,
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const ESM::EffectList &effects, ESM::RangeType range, bool reflected, bool exploded)
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{
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@ -356,7 +339,6 @@ namespace MWMechanics
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ESM::EffectList reflectedEffects;
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std::vector<ActiveSpells::ActiveEffect> appliedLastingEffects;
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bool firstAppliedEffect = true;
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bool anyHarmfulEffect = false;
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// HACK: cache target's magic effects here, and add any applied effects to it. Use the cached effects for determining resistance.
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@ -545,20 +527,15 @@ namespace MWMechanics
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if (target.getClass().isActor() || magicEffect->mData.mFlags & ESM::MagicEffect::NoDuration)
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{
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// Play sound, only for the first effect
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if (firstAppliedEffect)
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{
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static const std::string schools[] = {
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"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
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};
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static const std::string schools[] = {
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"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
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};
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MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
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if(!magicEffect->mHitSound.empty())
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sndMgr->playSound3D(target, magicEffect->mHitSound, 1.0f, 1.0f);
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else
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sndMgr->playSound3D(target, schools[magicEffect->mData.mSchool]+" hit", 1.0f, 1.0f);
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firstAppliedEffect = false;
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}
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MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
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if(!magicEffect->mHitSound.empty())
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sndMgr->playSound3D(target, magicEffect->mHitSound, 1.0f, 1.0f);
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else
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sndMgr->playSound3D(target, schools[magicEffect->mData.mSchool]+" hit", 1.0f, 1.0f);
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// Add VFX
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const ESM::Static* castStatic;
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@ -791,17 +768,7 @@ namespace MWMechanics
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}
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if (launchProjectile)
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{
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std::string projectileModel;
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std::string sound;
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float speed = 0;
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getProjectileInfo(enchantment->mEffects, projectileModel, sound, speed);
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if (!projectileModel.empty())
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MWBase::Environment::get().getWorld()->launchMagicBolt(projectileModel, sound, mId, speed,
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false, enchantment->mEffects, mCaster, mSourceName,
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// Not needed, enchantments can only be cast by actors
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osg::Vec3f(1,0,0));
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}
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launchMagicBolt(enchantment->mEffects);
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else if (!mTarget.isEmpty())
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inflict(mTarget, mCaster, enchantment->mEffects, ESM::RT_Target);
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@ -882,28 +849,9 @@ namespace MWMechanics
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inflict(mCaster, mCaster, spell->mEffects, ESM::RT_Self);
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if (!mTarget.isEmpty())
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{
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inflict(mTarget, mCaster, spell->mEffects, ESM::RT_Touch);
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}
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std::string projectileModel;
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std::string sound;
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float speed = 0;
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getProjectileInfo(spell->mEffects, projectileModel, sound, speed);
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if (!projectileModel.empty())
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{
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osg::Vec3f fallbackDirection (0,1,0);
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// Fall back to a "caster to target" direction if we have no other means of determining it
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// (e.g. when cast by a non-actor)
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if (!mTarget.isEmpty())
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fallbackDirection =
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osg::Vec3f(mTarget.getRefData().getPosition().asVec3())-
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osg::Vec3f(mCaster.getRefData().getPosition().asVec3());
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MWBase::Environment::get().getWorld()->launchMagicBolt(projectileModel, sound, mId, speed,
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false, spell->mEffects, mCaster, mSourceName, fallbackDirection);
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}
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launchMagicBolt(spell->mEffects);
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return true;
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}
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@ -976,36 +924,39 @@ namespace MWMechanics
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const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
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const ESM::Spell *spell = store.get<ESM::Spell>().find(spellid);
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const ESM::ENAMstruct &effectentry = spell->mEffects.mList.at(0);
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const ESM::MagicEffect *effect;
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effect = store.get<ESM::MagicEffect>().find(effectentry.mEffectID);
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MWRender::Animation* animation = MWBase::Environment::get().getWorld()->getAnimation(mCaster);
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if (mCaster.getClass().isActor()) // TODO: Non-actors (except for large statics?) should also create a spell cast vfx
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for (std::vector<ESM::ENAMstruct>::const_iterator iter = spell->mEffects.mList.begin();
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iter != spell->mEffects.mList.end(); ++iter)
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{
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const ESM::Static* castStatic;
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if (!effect->mCasting.empty())
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castStatic = store.get<ESM::Static>().find (effect->mCasting);
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const ESM::MagicEffect *effect;
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effect = store.get<ESM::MagicEffect>().find(iter->mEffectID);
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MWRender::Animation* animation = MWBase::Environment::get().getWorld()->getAnimation(mCaster);
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if (mCaster.getClass().isActor()) // TODO: Non-actors (except for large statics?) should also create a spell cast vfx
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{
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const ESM::Static* castStatic;
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if (!effect->mCasting.empty())
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castStatic = store.get<ESM::Static>().find (effect->mCasting);
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else
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castStatic = store.get<ESM::Static>().find ("VFX_DefaultCast");
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animation->addEffect("meshes\\" + castStatic->mModel, effect->mIndex);
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}
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if (!mCaster.getClass().isActor())
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animation->addSpellCastGlow(effect);
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static const std::string schools[] = {
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"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
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};
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MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
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if(!effect->mCastSound.empty())
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sndMgr->playSound3D(mCaster, effect->mCastSound, 1.0f, 1.0f);
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else
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castStatic = store.get<ESM::Static>().find ("VFX_DefaultCast");
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animation->addEffect("meshes\\" + castStatic->mModel, effect->mIndex);
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sndMgr->playSound3D(mCaster, schools[effect->mData.mSchool]+" cast", 1.0f, 1.0f);
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}
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if (!mCaster.getClass().isActor())
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animation->addSpellCastGlow(effect);
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static const std::string schools[] = {
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"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
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};
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MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
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if(!effect->mCastSound.empty())
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sndMgr->playSound3D(mCaster, effect->mCastSound, 1.0f, 1.0f);
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else
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sndMgr->playSound3D(mCaster, schools[effect->mData.mSchool]+" cast", 1.0f, 1.0f);
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}
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int getEffectiveEnchantmentCastCost(float castCost, const MWWorld::Ptr &actor)
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@ -94,6 +94,9 @@ namespace MWMechanics
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void playSpellCastingEffects(const std::string &spellid);
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/// Launch a bolt with the given effects.
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void launchMagicBolt (const ESM::EffectList& effects);
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/// @note \a target can be any type of object, not just actors.
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/// @note \a caster can be any type of object, or even an empty object.
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void inflict (const MWWorld::Ptr& target, const MWWorld::Ptr& caster,
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@ -1,5 +1,7 @@
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#include "projectilemanager.hpp"
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#include <iomanip>
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#include <osg/PositionAttitudeTransform>
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#include <components/esm/esmwriter.hpp>
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@ -33,6 +35,55 @@
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#include "../mwphysics/physicssystem.hpp"
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namespace
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{
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ESM::EffectList getMagicBoltData(std::vector<std::string>& projectileIDs, std::vector<std::string>& sounds, float& speed, const ESM::EffectList& effects)
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{
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int count = 0;
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ESM::EffectList projectileEffects;
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for (std::vector<ESM::ENAMstruct>::const_iterator iter (effects.mList.begin());
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iter!=effects.mList.end(); ++iter)
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{
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const ESM::MagicEffect *magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find (
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iter->mEffectID);
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// All the projectiles should use the same speed. From observations in the
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// original engine, this seems to be the average of the constituent effects.
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speed += magicEffect->mData.mSpeed;
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count++;
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if (iter->mRange != ESM::RT_Target)
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continue;
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if (magicEffect->mBolt.empty())
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projectileIDs.push_back("VFX_DefaultBolt");
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else
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projectileIDs.push_back(magicEffect->mBolt);
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static const std::string schools[] = {
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"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
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};
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if (!magicEffect->mBoltSound.empty())
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sounds.push_back(magicEffect->mBoltSound);
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else
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sounds.push_back(schools[magicEffect->mData.mSchool] + " bolt");
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projectileEffects.mList.push_back(*iter);
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}
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if (count != 0)
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speed /= count;
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if (projectileEffects.mList.size() > 1) // insert a VFX_Multiple projectile if there are multiple projectile effects
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{
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std::ostringstream ID;
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ID << "VFX_Multiple" << effects.mList.size();
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std::vector<std::string>::iterator it;
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it = projectileIDs.begin();
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it = projectileIDs.insert(it, ID.str());
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}
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return projectileEffects;
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}
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}
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namespace MWWorld
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{
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@ -92,7 +143,19 @@ namespace MWWorld
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attachTo = rotateNode;
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}
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mResourceSystem->getSceneManager()->getInstance(model, attachTo);
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osg::ref_ptr<osg::Node> ptr = mResourceSystem->getSceneManager()->getInstance(model, attachTo);
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if (state.mIdMagic.size() > 1)
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for (size_t iter = 1; iter != state.mIdMagic.size(); ++iter)
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{
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std::ostringstream nodeName;
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nodeName << "Dummy" << std::setw(2) << std::setfill('0') << iter;
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const ESM::Weapon* weapon = MWBase::Environment::get().getWorld()->getStore().get<ESM::Weapon>().find (state.mIdMagic.at(iter));
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SceneUtil::FindByNameVisitor findVisitor(nodeName.str());
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attachTo->accept(findVisitor);
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if (findVisitor.mFoundNode)
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mResourceSystem->getSceneManager()->getInstance("meshes\\" + weapon->mModel, findVisitor.mFoundNode);
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}
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SceneUtil::DisableFreezeOnCullVisitor disableFreezeOnCullVisitor;
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state.mNode->accept(disableFreezeOnCullVisitor);
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@ -112,10 +175,8 @@ namespace MWWorld
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state.mEffectAnimationTime->addTime(duration);
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}
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void ProjectileManager::launchMagicBolt(const std::string &model, const std::string &sound,
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const std::string &spellId, float speed, bool stack,
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const ESM::EffectList &effects, const Ptr &caster, const std::string &sourceName,
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const osg::Vec3f& fallbackDirection)
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void ProjectileManager::launchMagicBolt(const std::string &spellId, bool stack, const ESM::EffectList &effects, const Ptr &caster,
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const std::string &sourceName, const osg::Vec3f& fallbackDirection)
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{
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osg::Vec3f pos = caster.getRefData().getPosition().asVec3();
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if (caster.getClass().isActor())
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@ -137,33 +198,31 @@ namespace MWWorld
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MagicBoltState state;
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state.mSourceName = sourceName;
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state.mId = model;
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state.mSpellId = spellId;
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state.mCasterHandle = caster;
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if (caster.getClass().isActor())
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state.mActorId = caster.getClass().getCreatureStats(caster).getActorId();
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else
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state.mActorId = -1;
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state.mSpeed = speed;
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state.mStack = stack;
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state.mSoundId = sound;
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// Only interested in "on target" effects
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for (std::vector<ESM::ENAMstruct>::const_iterator iter (effects.mList.begin());
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iter!=effects.mList.end(); ++iter)
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{
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if (iter->mRange == ESM::RT_Target)
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state.mEffects.mList.push_back(*iter);
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}
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state.mEffects = getMagicBoltData(state.mIdMagic, state.mSoundIds, state.mSpeed, effects);
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MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), model);
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// Non-projectile should have been removed by getMagicBoltData
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if (state.mEffects.mList.size() == 0)
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return;
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MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), state.mIdMagic.at(0));
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MWWorld::Ptr ptr = ref.getPtr();
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|
||||
createModel(state, ptr.getClass().getModel(ptr), pos, orient, true);
|
||||
|
||||
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
|
||||
state.mSound = sndMgr->playSound3D(pos, sound, 1.0f, 1.0f, MWBase::SoundManager::Play_TypeSfx, MWBase::SoundManager::Play_Loop);
|
||||
|
||||
for (size_t it = 0; it != state.mSoundIds.size(); it++)
|
||||
{
|
||||
state.mSounds.push_back(sndMgr->playSound3D(pos, state.mSoundIds.at(it), 1.0f, 1.0f, MWBase::SoundManager::Play_TypeSfx, MWBase::SoundManager::Play_Loop));
|
||||
}
|
||||
|
||||
mMagicBolts.push_back(state);
|
||||
}
|
||||
|
||||
|
@ -173,7 +232,7 @@ namespace MWWorld
|
|||
state.mActorId = actor.getClass().getCreatureStats(actor).getActorId();
|
||||
state.mBowId = bow.getCellRef().getRefId();
|
||||
state.mVelocity = orient * osg::Vec3f(0,1,0) * speed;
|
||||
state.mId = projectile.getCellRef().getRefId();
|
||||
state.mIdArrow = projectile.getCellRef().getRefId();
|
||||
state.mCasterHandle = actor;
|
||||
state.mAttackStrength = attackStrength;
|
||||
|
||||
|
@ -205,8 +264,10 @@ namespace MWWorld
|
|||
osg::Vec3f pos(it->mNode->getPosition());
|
||||
osg::Vec3f newPos = pos + direction * duration * speed;
|
||||
|
||||
if (it->mSound.get())
|
||||
it->mSound->setPosition(newPos);
|
||||
for (size_t soundIter = 0; soundIter != it->mSounds.size(); soundIter++)
|
||||
{
|
||||
it->mSounds.at(soundIter)->setPosition(newPos);
|
||||
}
|
||||
|
||||
it->mNode->setPosition(newPos);
|
||||
|
||||
|
@ -246,7 +307,11 @@ namespace MWWorld
|
|||
MWBase::Environment::get().getWorld()->explodeSpell(pos, it->mEffects, caster, result.mHitObject,
|
||||
ESM::RT_Target, it->mSpellId, it->mSourceName);
|
||||
|
||||
MWBase::Environment::get().getSoundManager()->stopSound(it->mSound);
|
||||
for (size_t soundIter = 0; soundIter != it->mSounds.size(); soundIter++)
|
||||
{
|
||||
MWBase::Environment::get().getSoundManager()->stopSound(it->mSounds.at(soundIter));
|
||||
}
|
||||
|
||||
mParent->removeChild(it->mNode);
|
||||
|
||||
it = mMagicBolts.erase(it);
|
||||
|
@ -286,7 +351,7 @@ namespace MWWorld
|
|||
{
|
||||
if (result.mHit)
|
||||
{
|
||||
MWWorld::ManualRef projectileRef(MWBase::Environment::get().getWorld()->getStore(), it->mId);
|
||||
MWWorld::ManualRef projectileRef(MWBase::Environment::get().getWorld()->getStore(), it->mIdArrow);
|
||||
|
||||
// Try to get a Ptr to the bow that was used. It might no longer exist.
|
||||
MWWorld::Ptr bow = projectileRef.getPtr();
|
||||
|
@ -326,7 +391,10 @@ namespace MWWorld
|
|||
for (std::vector<MagicBoltState>::iterator it = mMagicBolts.begin(); it != mMagicBolts.end(); ++it)
|
||||
{
|
||||
mParent->removeChild(it->mNode);
|
||||
MWBase::Environment::get().getSoundManager()->stopSound(it->mSound);
|
||||
for (size_t soundIter = 0; soundIter != it->mSounds.size(); soundIter++)
|
||||
{
|
||||
MWBase::Environment::get().getSoundManager()->stopSound(it->mSounds.at(soundIter));
|
||||
}
|
||||
}
|
||||
mMagicBolts.clear();
|
||||
}
|
||||
|
@ -338,7 +406,7 @@ namespace MWWorld
|
|||
writer.startRecord(ESM::REC_PROJ);
|
||||
|
||||
ESM::ProjectileState state;
|
||||
state.mId = it->mId;
|
||||
state.mId = it->mIdArrow;
|
||||
state.mPosition = ESM::Vector3(osg::Vec3f(it->mNode->getPosition()));
|
||||
state.mOrientation = ESM::Quaternion(osg::Quat(it->mNode->getAttitude()));
|
||||
state.mActorId = it->mActorId;
|
||||
|
@ -357,14 +425,14 @@ namespace MWWorld
|
|||
writer.startRecord(ESM::REC_MPRJ);
|
||||
|
||||
ESM::MagicBoltState state;
|
||||
state.mId = it->mId;
|
||||
state.mId = it->mIdMagic.at(0);
|
||||
state.mPosition = ESM::Vector3(osg::Vec3f(it->mNode->getPosition()));
|
||||
state.mOrientation = ESM::Quaternion(osg::Quat(it->mNode->getAttitude()));
|
||||
state.mActorId = it->mActorId;
|
||||
|
||||
state.mSpellId = it->mSpellId;
|
||||
state.mEffects = it->mEffects;
|
||||
state.mSound = it->mSoundId;
|
||||
state.mSound = it->mSoundIds.at(0);
|
||||
state.mSourceName = it->mSourceName;
|
||||
state.mSpeed = it->mSpeed;
|
||||
state.mStack = it->mStack;
|
||||
|
@ -386,7 +454,7 @@ namespace MWWorld
|
|||
state.mActorId = esm.mActorId;
|
||||
state.mBowId = esm.mBowId;
|
||||
state.mVelocity = esm.mVelocity;
|
||||
state.mId = esm.mId;
|
||||
state.mIdArrow = esm.mId;
|
||||
state.mAttackStrength = esm.mAttackStrength;
|
||||
|
||||
std::string model;
|
||||
|
@ -413,17 +481,20 @@ namespace MWWorld
|
|||
|
||||
MagicBoltState state;
|
||||
state.mSourceName = esm.mSourceName;
|
||||
state.mId = esm.mId;
|
||||
state.mIdMagic.push_back(esm.mId);
|
||||
state.mSpellId = esm.mSpellId;
|
||||
state.mActorId = esm.mActorId;
|
||||
state.mSpeed = esm.mSpeed;
|
||||
state.mStack = esm.mStack;
|
||||
state.mEffects = esm.mEffects;
|
||||
state.mEffects = getMagicBoltData(state.mIdMagic, state.mSoundIds, state.mSpeed, esm.mEffects);
|
||||
state.mSpeed = esm.mSpeed; // speed is derived from non-projectile effects as well as
|
||||
// projectile effects, so we can't calculate it from the save
|
||||
// file's effect list, which is already trimmed of non-projectile
|
||||
// effects. We need to use the stored value.
|
||||
|
||||
std::string model;
|
||||
try
|
||||
{
|
||||
MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), esm.mId);
|
||||
MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), state.mIdMagic.at(0));
|
||||
MWWorld::Ptr ptr = ref.getPtr();
|
||||
model = ptr.getClass().getModel(ptr);
|
||||
}
|
||||
|
@ -435,9 +506,12 @@ namespace MWWorld
|
|||
createModel(state, model, osg::Vec3f(esm.mPosition), osg::Quat(esm.mOrientation), true);
|
||||
|
||||
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
|
||||
state.mSound = sndMgr->playSound3D(esm.mPosition, esm.mSound, 1.0f, 1.0f,
|
||||
MWBase::SoundManager::Play_TypeSfx, MWBase::SoundManager::Play_Loop);
|
||||
state.mSoundId = esm.mSound;
|
||||
|
||||
for (size_t soundIter = 0; soundIter != state.mSoundIds.size(); soundIter++)
|
||||
{
|
||||
state.mSounds.push_back(sndMgr->playSound3D(esm.mPosition, state.mSoundIds.at(soundIter), 1.0f, 1.0f,
|
||||
MWBase::SoundManager::Play_TypeSfx, MWBase::SoundManager::Play_Loop));
|
||||
}
|
||||
|
||||
mMagicBolts.push_back(state);
|
||||
return true;
|
||||
|
|
|
@ -49,9 +49,8 @@ namespace MWWorld
|
|||
MWRender::RenderingManager* rendering, MWPhysics::PhysicsSystem* physics);
|
||||
|
||||
/// If caster is an actor, the actor's facing orientation is used. Otherwise fallbackDirection is used.
|
||||
void launchMagicBolt (const std::string& model, const std::string &sound, const std::string &spellId,
|
||||
float speed, bool stack, const ESM::EffectList& effects,
|
||||
const MWWorld::Ptr& caster, const std::string& sourceName, const osg::Vec3f& fallbackDirection);
|
||||
void launchMagicBolt (const std::string &spellId, bool stack, const ESM::EffectList& effects,
|
||||
const MWWorld::Ptr& caster, const std::string& sourceName, const osg::Vec3f& fallbackDirection);
|
||||
|
||||
void launchProjectile (MWWorld::Ptr actor, MWWorld::ConstPtr projectile,
|
||||
const osg::Vec3f& pos, const osg::Quat& orient, MWWorld::Ptr bow, float speed, float attackStrength);
|
||||
|
@ -84,8 +83,11 @@ namespace MWWorld
|
|||
|
||||
MWWorld::Ptr getCaster();
|
||||
|
||||
// MW-id of this projectile
|
||||
std::string mId;
|
||||
// MW-ids of a magic projectile
|
||||
std::vector<std::string> mIdMagic;
|
||||
|
||||
// MW-id of an arrow projectile
|
||||
std::string mIdArrow;
|
||||
};
|
||||
|
||||
struct MagicBoltState : public State
|
||||
|
@ -101,8 +103,8 @@ namespace MWWorld
|
|||
|
||||
bool mStack;
|
||||
|
||||
MWBase::SoundPtr mSound;
|
||||
std::string mSoundId;
|
||||
std::vector<MWBase::SoundPtr> mSounds;
|
||||
std::vector<std::string> mSoundIds;
|
||||
};
|
||||
|
||||
struct ProjectileState : public State
|
||||
|
|
|
@ -2705,11 +2705,10 @@ namespace MWWorld
|
|||
mProjectileManager->launchProjectile(actor, projectile, worldPos, orient, bow, speed, attackStrength);
|
||||
}
|
||||
|
||||
void World::launchMagicBolt (const std::string& model, const std::string &sound, const std::string &spellId,
|
||||
float speed, bool stack, const ESM::EffectList& effects,
|
||||
const MWWorld::Ptr& caster, const std::string& sourceName, const osg::Vec3f& fallbackDirection)
|
||||
void World::launchMagicBolt (const std::string &spellId, bool stack, const ESM::EffectList& effects,
|
||||
const MWWorld::Ptr& caster, const std::string& sourceName, const osg::Vec3f& fallbackDirection)
|
||||
{
|
||||
mProjectileManager->launchMagicBolt(model, sound, spellId, speed, stack, effects, caster, sourceName, fallbackDirection);
|
||||
mProjectileManager->launchMagicBolt(spellId, stack, effects, caster, sourceName, fallbackDirection);
|
||||
}
|
||||
|
||||
const std::vector<std::string>& World::getContentFiles() const
|
||||
|
@ -3163,8 +3162,9 @@ namespace MWWorld
|
|||
{
|
||||
const ESM::MagicEffect* effect = getStore().get<ESM::MagicEffect>().find(effectIt->mEffectID);
|
||||
|
||||
if (effectIt->mArea <= 0)
|
||||
continue; // Not an area effect
|
||||
if (effectIt->mArea <= 0 || effectIt->mRange != rangeType)
|
||||
continue; // Not an area effect or not right range type
|
||||
|
||||
|
||||
// Spawn the explosion orb effect
|
||||
const ESM::Static* areaStatic;
|
||||
|
|
|
@ -594,9 +594,8 @@ namespace MWWorld
|
|||
*/
|
||||
virtual void castSpell (const MWWorld::Ptr& actor);
|
||||
|
||||
virtual void launchMagicBolt (const std::string& model, const std::string& sound, const std::string& spellId,
|
||||
float speed, bool stack, const ESM::EffectList& effects,
|
||||
const MWWorld::Ptr& caster, const std::string& sourceName, const osg::Vec3f& fallbackDirection);
|
||||
virtual void launchMagicBolt (const std::string& spellId, bool stack, const ESM::EffectList& effects,
|
||||
const MWWorld::Ptr& caster, const std::string& sourceName, const osg::Vec3f& fallbackDirection);
|
||||
virtual void launchProjectile (MWWorld::Ptr actor, MWWorld::ConstPtr projectile,
|
||||
const osg::Vec3f& worldPos, const osg::Quat& orient, MWWorld::Ptr bow, float speed, float attackStrength);
|
||||
|
||||
|
|
Loading…
Reference in a new issue