Merge pull request #1041 from Allofich/waterwalking

Don't allow casting Water Walking in deep water
coverity_scan^2
scrawl 8 years ago committed by GitHub
commit bdf55927e1

@ -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;

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