Merge branch 'master' into savedgame

Conflicts:
	apps/openmw/mwmechanics/actors.cpp
	apps/openmw/mwworld/worldimp.cpp
	files/settings-default.cfg
This commit is contained in:
Marc Zinnschlag 2013-12-07 12:27:06 +01:00
commit 030c733e2d
172 changed files with 4247 additions and 1455 deletions

View file

@ -160,10 +160,10 @@ void Land::loadData(int flags)
}
mEsm->restoreContext(mContext);
memset(mLandData->mNormals, 0, LAND_NUM_VERTS * 3);
memset(mLandData->mNormals, 0, sizeof(mLandData->mNormals));
if (mEsm->isNextSub("VNML")) {
condLoad(actual, DATA_VNML, mLandData->mNormals, sizeof(VNML));
condLoad(actual, DATA_VNML, mLandData->mNormals, sizeof(mLandData->mNormals));
}
if (mEsm->isNextSub("VHGT")) {

View file

@ -72,13 +72,13 @@ struct Land
};
#pragma pack(pop)
typedef signed char VNML[LAND_NUM_VERTS * 3];
typedef signed char VNML;
struct LandData
{
float mHeightOffset;
float mHeights[LAND_NUM_VERTS];
VNML mNormals;
VNML mNormals[LAND_NUM_VERTS * 3];
uint16_t mTextures[LAND_NUM_TEXTURES];
bool mUsingColours;

View file

@ -81,6 +81,98 @@ void MagicEffect::save(ESMWriter &esm) const
esm.writeHNOString("DESC", mDescription);
}
short MagicEffect::getResistanceEffect(short effect)
{
// Source https://wiki.openmw.org/index.php?title=Research:Magic#Effect_attribute
// <Effect, Effect providing resistance against first effect>
std::map<short, short> effects;
effects[DisintegrateArmor] = Sanctuary;
effects[DisintegrateWeapon] = Sanctuary;
for (int i=0; i<5; ++i)
effects[DrainAttribute+i] = ResistMagicka;
for (int i=0; i<5; ++i)
effects[DamageAttribute+i] = ResistMagicka;
for (int i=0; i<5; ++i)
effects[AbsorbAttribute+i] = ResistMagicka;
for (int i=0; i<10; ++i)
effects[WeaknessToFire+i] = ResistMagicka;
effects[Burden] = ResistMagicka;
effects[Charm] = ResistMagicka;
effects[Silence] = ResistMagicka;
effects[Blind] = ResistMagicka;
effects[Sound] = ResistMagicka;
for (int i=0; i<2; ++i)
{
effects[CalmHumanoid] = ResistMagicka;
effects[FrenzyHumanoid] = ResistMagicka;
effects[DemoralizeHumanoid] = ResistMagicka;
effects[RallyHumanoid] = ResistMagicka;
}
effects[TurnUndead] = ResistMagicka;
effects[FireDamage] = ResistFire;
effects[FrostDamage] = ResistFrost;
effects[ShockDamage] = ResistShock;
effects[Vampirism] = ResistCommonDisease;
effects[Corprus] = ResistCorprusDisease;
effects[Poison] = ResistPoison;
effects[Paralyze] = ResistParalysis;
if (effects.find(effect) != effects.end())
return effects[effect];
else
return -1;
}
short MagicEffect::getWeaknessEffect(short effect)
{
std::map<short, short> effects;
for (int i=0; i<5; ++i)
effects[DrainAttribute+i] = WeaknessToMagicka;
for (int i=0; i<5; ++i)
effects[DamageAttribute+i] = WeaknessToMagicka;
for (int i=0; i<5; ++i)
effects[AbsorbAttribute+i] = WeaknessToMagicka;
for (int i=0; i<10; ++i)
effects[WeaknessToFire+i] = WeaknessToMagicka;
effects[Burden] = WeaknessToMagicka;
effects[Charm] = WeaknessToMagicka;
effects[Silence] = WeaknessToMagicka;
effects[Blind] = WeaknessToMagicka;
effects[Sound] = WeaknessToMagicka;
for (int i=0; i<2; ++i)
{
effects[CalmHumanoid] = WeaknessToMagicka;
effects[FrenzyHumanoid] = WeaknessToMagicka;
effects[DemoralizeHumanoid] = WeaknessToMagicka;
effects[RallyHumanoid] = WeaknessToMagicka;
}
effects[TurnUndead] = WeaknessToMagicka;
effects[FireDamage] = WeaknessToFire;
effects[FrostDamage] = WeaknessToFrost;
effects[ShockDamage] = WeaknessToShock;
effects[Vampirism] = WeaknessToCommonDisease;
effects[Corprus] = WeaknessToCorprusDisease;
effects[Poison] = WeaknessToPoison;
// Weakness to magicka or -1 ?
effects[Paralyze] = WeaknessToMagicka;
if (effects.find(effect) != effects.end())
return effects[effect];
else
return -1;
}
static std::map<short,std::string> genNameMap()
{

View file

@ -49,8 +49,9 @@ struct MagicEffect
int mSchool; // SpellSchool, see defs.hpp
float mBaseCost;
int mFlags;
// Properties of the fired magic 'ball' I think
int mRed, mBlue, mGreen;
// Glow color for enchanted items with this effect
int mRed, mGreen, mBlue;
// Properties of the fired magic 'ball'
float mSpeed, mSize, mSizeCap;
}; // 36 bytes
@ -58,6 +59,12 @@ struct MagicEffect
static const std::string &effectIdToString(short effectID);
static short effectStringToId(const std::string &effect);
/// Returns the effect that provides resistance against \a effect (or -1 if there's none)
static short getResistanceEffect(short effect);
/// Returns the effect that induces weakness against \a effect (or -1 if there's none)
static short getWeaknessEffect(short effect);
MagnitudeDisplayType getMagnitudeDisplayType() const;