Commit bce01669 authored by Allofich's avatar Allofich

Don't play blood effects for resisted hits

parent fa11dad5
......@@ -264,7 +264,7 @@ namespace MWClass
if(Misc::Rng::roll0to99() >= hitchance)
{
victim.getClass().onHit(victim, 0.0f, false, MWWorld::Ptr(), ptr, false);
victim.getClass().onHit(victim, 0.0f, false, MWWorld::Ptr(), ptr, osg::Vec3f(), false);
MWMechanics::reduceWeaponCondition(0.f, false, weapon, ptr);
return;
}
......@@ -318,15 +318,12 @@ namespace MWClass
if (MWMechanics::blockMeleeAttack(ptr, victim, weapon, damage, attackStrength))
damage = 0;
if (damage > 0)
MWBase::Environment::get().getWorld()->spawnBloodEffect(victim, hitPosition);
MWMechanics::diseaseContact(victim, ptr);
victim.getClass().onHit(victim, damage, healthdmg, weapon, ptr, true);
victim.getClass().onHit(victim, damage, healthdmg, weapon, ptr, hitPosition, true);
}
void Creature::onHit(const MWWorld::Ptr &ptr, float damage, bool ishealth, const MWWorld::Ptr &object, const MWWorld::Ptr &attacker, bool successful) const
void Creature::onHit(const MWWorld::Ptr &ptr, float damage, bool ishealth, const MWWorld::Ptr &object, const MWWorld::Ptr &attacker, osg::Vec3f hitPosition, bool successful) const
{
// NOTE: 'object' and/or 'attacker' may be empty.
......@@ -342,10 +339,10 @@ namespace MWClass
setOnPcHitMe = MWBase::Environment::get().getMechanicsManager()->actorAttacked(ptr, attacker);
}
if(!object.isEmpty())
if (!object.isEmpty())
getCreatureStats(ptr).setLastHitAttemptObject(object.getCellRef().getRefId());
if(setOnPcHitMe && !attacker.isEmpty() && attacker == MWMechanics::getPlayer())
if (setOnPcHitMe && !attacker.isEmpty() && attacker == MWMechanics::getPlayer())
{
const std::string &script = ptr.get<ESM::Creature>()->mBase->mScript;
/* Set the OnPCHitMe script variable. The script is responsible for clearing it. */
......@@ -353,14 +350,14 @@ namespace MWClass
ptr.getRefData().getLocals().setVarByInt(script, "onpchitme", 1);
}
if(!successful)
if (!successful)
{
// Missed
MWBase::Environment::get().getSoundManager()->playSound3D(ptr, "miss", 1.0f, 1.0f);
return;
}
if(!object.isEmpty())
if (!object.isEmpty())
getCreatureStats(ptr).setLastHitObject(object.getCellRef().getRefId());
if (damage > 0.0f && !object.isEmpty())
......@@ -391,7 +388,10 @@ namespace MWClass
if(ishealth)
{
if (!attacker.isEmpty())
{
damage = scaleDamage(damage, attacker, ptr);
MWBase::Environment::get().getWorld()->spawnBloodEffect(ptr, hitPosition);
}
MWBase::Environment::get().getSoundManager()->playSound3D(ptr, "Health Damage", 1.0f, 1.0f);
......
......@@ -58,7 +58,7 @@ namespace MWClass
virtual void hit(const MWWorld::Ptr& ptr, float attackStrength, int type) const;
virtual void onHit(const MWWorld::Ptr &ptr, float damage, bool ishealth, const MWWorld::Ptr &object, const MWWorld::Ptr &attacker, bool successful) const;
virtual void onHit(const MWWorld::Ptr &ptr, float damage, bool ishealth, const MWWorld::Ptr &object, const MWWorld::Ptr &attacker, osg::Vec3f hitPosition, bool successful) const;
virtual boost::shared_ptr<MWWorld::Action> activate (const MWWorld::Ptr& ptr,
const MWWorld::Ptr& actor) const;
......
......@@ -591,7 +591,7 @@ namespace MWClass
if (Misc::Rng::roll0to99() >= hitchance)
{
othercls.onHit(victim, 0.0f, false, weapon, ptr, false);
othercls.onHit(victim, 0.0f, false, weapon, ptr, osg::Vec3f(), false);
MWMechanics::reduceWeaponCondition(0.f, false, weapon, ptr);
return;
}
......@@ -646,15 +646,12 @@ namespace MWClass
if (MWMechanics::blockMeleeAttack(ptr, victim, weapon, damage, attackStrength))
damage = 0;
if (healthdmg && damage > 0)
MWBase::Environment::get().getWorld()->spawnBloodEffect(victim, hitPosition);
MWMechanics::diseaseContact(victim, ptr);
othercls.onHit(victim, damage, healthdmg, weapon, ptr, true);
othercls.onHit(victim, damage, healthdmg, weapon, ptr, hitPosition, true);
}
void Npc::onHit(const MWWorld::Ptr &ptr, float damage, bool ishealth, const MWWorld::Ptr &object, const MWWorld::Ptr &attacker, bool successful) const
void Npc::onHit(const MWWorld::Ptr &ptr, float damage, bool ishealth, const MWWorld::Ptr &object, const MWWorld::Ptr &attacker, osg::Vec3f hitPosition, bool successful) const
{
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
......@@ -671,10 +668,10 @@ namespace MWClass
setOnPcHitMe = MWBase::Environment::get().getMechanicsManager()->actorAttacked(ptr, attacker);
}
if(!object.isEmpty())
if (!object.isEmpty())
getCreatureStats(ptr).setLastHitAttemptObject(object.getCellRef().getRefId());
if(setOnPcHitMe && !attacker.isEmpty() && attacker == MWMechanics::getPlayer())
if (setOnPcHitMe && !attacker.isEmpty() && attacker == MWMechanics::getPlayer())
{
const std::string &script = ptr.getClass().getScript(ptr);
/* Set the OnPCHitMe script variable. The script is responsible for clearing it. */
......@@ -682,14 +679,14 @@ namespace MWClass
ptr.getRefData().getLocals().setVarByInt(script, "onpchitme", 1);
}
if(!successful)
if (!successful)
{
// Missed
sndMgr->playSound3D(ptr, "miss", 1.0f, 1.0f);
return;
}
if(!object.isEmpty())
if (!object.isEmpty())
getCreatureStats(ptr).setLastHitObject(object.getCellRef().getRefId());
......@@ -699,7 +696,7 @@ namespace MWClass
if (damage < 0.001f)
damage = 0;
if(damage > 0.0f && !attacker.isEmpty())
if (damage > 0.0f && !attacker.isEmpty())
{
// 'ptr' is losing health. Play a 'hit' voiced dialog entry if not already saying
// something, alert the character controller, scripts, etc.
......@@ -725,7 +722,7 @@ namespace MWClass
else
getCreatureStats(ptr).setHitRecovery(true); // Is this supposed to always occur?
if(damage > 0 && ishealth)
if (damage > 0 && ishealth)
{
// Hit percentages:
// cuirass = 30%
......@@ -787,16 +784,18 @@ namespace MWClass
}
}
if(ishealth)
if (ishealth)
{
if (!attacker.isEmpty())
damage = scaleDamage(damage, attacker, ptr);
if(damage > 0.0f)
if (damage > 0.0f)
{
sndMgr->playSound3D(ptr, "Health Damage", 1.0f, 1.0f);
if (ptr == MWMechanics::getPlayer())
MWBase::Environment::get().getWindowManager()->activateHitOverlay();
if (!attacker.isEmpty())
MWBase::Environment::get().getWorld()->spawnBloodEffect(ptr, hitPosition);
}
MWMechanics::DynamicStat<float> health(getCreatureStats(ptr).getHealth());
health.setCurrent(health.getCurrent() - damage);
......
......@@ -73,7 +73,7 @@ namespace MWClass
virtual void hit(const MWWorld::Ptr& ptr, float attackStrength, int type) const;
virtual void onHit(const MWWorld::Ptr &ptr, float damage, bool ishealth, const MWWorld::Ptr &object, const MWWorld::Ptr &attacker, bool successful) const;
virtual void onHit(const MWWorld::Ptr &ptr, float damage, bool ishealth, const MWWorld::Ptr &object, const MWWorld::Ptr &attacker, osg::Vec3f hitPosition, bool successful) const;
virtual void getModelsToPreload(const MWWorld::Ptr& ptr, std::vector<std::string>& models) const;
///< Get a list of models to preload that this object may use (directly or indirectly). default implementation: list getModel().
......
......@@ -1771,7 +1771,7 @@ void CharacterController::update(float duration)
float realHealthLost = static_cast<float>(healthLost * (1.0f - 0.25f * fatigueTerm));
health.setCurrent(health.getCurrent() - realHealthLost);
cls.getCreatureStats(mPtr).setHealth(health);
cls.onHit(mPtr, realHealthLost, true, MWWorld::Ptr(), MWWorld::Ptr(), true);
cls.onHit(mPtr, realHealthLost, true, MWWorld::Ptr(), MWWorld::Ptr(), osg::Vec3f(), true);
const int acrobaticsSkill = cls.getSkill(mPtr, ESM::Skill::Acrobatics);
if (healthLost > (acrobaticsSkill * fatigueTerm))
......
......@@ -190,7 +190,7 @@ namespace MWMechanics
if (Misc::Rng::roll0to99() >= getHitChance(attacker, victim, skillValue))
{
victim.getClass().onHit(victim, 0.0f, false, projectile, attacker, false);
victim.getClass().onHit(victim, 0.0f, false, projectile, attacker, osg::Vec3f(), false);
MWMechanics::reduceWeaponCondition(0.f, false, weapon, attacker);
return;
}
......@@ -218,9 +218,6 @@ namespace MWMechanics
if (weapon != projectile)
appliedEnchantment = applyOnStrikeEnchantment(attacker, victim, projectile, hitPosition);
if (damage > 0)
MWBase::Environment::get().getWorld()->spawnBloodEffect(victim, hitPosition);
// Non-enchanted arrows shot at enemies have a chance to turn up in their inventory
if (victim != getPlayer()
&& !appliedEnchantment)
......@@ -230,7 +227,7 @@ namespace MWMechanics
victim.getClass().getContainerStore(victim).add(projectile, 1, victim);
}
victim.getClass().onHit(victim, damage, true, projectile, attacker, true);
victim.getClass().onHit(victim, damage, true, projectile, attacker, hitPosition, true);
}
float getHitChance(const MWWorld::Ptr &attacker, const MWWorld::Ptr &victim, int skillValue)
......
......@@ -569,7 +569,7 @@ namespace MWMechanics
// Notify the target actor they've been hit
if (anyHarmfulEffect && target.getClass().isActor() && target != caster && !caster.isEmpty() && caster.getClass().isActor())
target.getClass().onHit(target, 0.f, true, MWWorld::Ptr(), caster, true);
target.getClass().onHit(target, 0.0f, true, MWWorld::Ptr(), caster, osg::Vec3f(), true);
}
bool CastSpell::applyInstantEffect(const MWWorld::Ptr &target, const MWWorld::Ptr &caster, const MWMechanics::EffectKey& effect, float magnitude)
......
......@@ -98,7 +98,7 @@ namespace MWWorld
throw std::runtime_error("class cannot block");
}
void Class::onHit(const Ptr& ptr, float damage, bool ishealth, const Ptr& object, const Ptr& attacker, bool successful) const
void Class::onHit(const Ptr& ptr, float damage, bool ishealth, const Ptr& object, const Ptr& attacker, osg::Vec3f hitPosition, bool successful) const
{
throw std::runtime_error("class cannot be hit");
}
......
......@@ -120,7 +120,7 @@ namespace MWWorld
/// enums. ignored for creature attacks.
/// (default implementation: throw an exception)
virtual void onHit(const MWWorld::Ptr &ptr, float damage, bool ishealth, const MWWorld::Ptr &object, const MWWorld::Ptr &attacker, bool successful) const;
virtual void onHit(const MWWorld::Ptr &ptr, float damage, bool ishealth, const MWWorld::Ptr &object, const MWWorld::Ptr &attacker, osg::Vec3f hitPosition, bool successful) const;
///< Alerts \a ptr that it's being hit for \a damage points to health if \a ishealth is
/// true (else fatigue) by \a object (sword, arrow, etc). \a attacker specifies the
/// actor responsible for the attack, and \a successful specifies if the hit is
......
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