Vanilla-like tgm (fixes #3798)

0.6.1
Andrei Kortunov 8 years ago
parent 97dbd07ed2
commit 14b59e0e4b

@ -323,6 +323,9 @@ namespace MWClass
if (MWMechanics::blockMeleeAttack(ptr, victim, weapon, damage, attackStrength)) if (MWMechanics::blockMeleeAttack(ptr, victim, weapon, damage, attackStrength))
damage = 0; damage = 0;
if (victim == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState())
damage = 0;
MWMechanics::diseaseContact(victim, ptr); MWMechanics::diseaseContact(victim, ptr);
victim.getClass().onHit(victim, damage, healthdmg, weapon, ptr, hitPosition, true); victim.getClass().onHit(victim, damage, healthdmg, weapon, ptr, hitPosition, true);
@ -371,6 +374,11 @@ namespace MWClass
ptr.getRefData().getLocals().setVarByInt(script, "onpchitme", 1); ptr.getRefData().getLocals().setVarByInt(script, "onpchitme", 1);
} }
bool godmode = object == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState();
if (godmode)
damage = 0;
if (!successful) if (!successful)
{ {
// Missed // Missed
@ -405,7 +413,7 @@ namespace MWClass
if(ishealth) if(ishealth)
{ {
if (!attacker.isEmpty()) if (!attacker.isEmpty() && !godmode)
{ {
damage = scaleDamage(damage, attacker, ptr); damage = scaleDamage(damage, attacker, ptr);
MWBase::Environment::get().getWorld()->spawnBloodEffect(ptr, hitPosition); MWBase::Environment::get().getWorld()->spawnBloodEffect(ptr, hitPosition);

@ -651,6 +651,9 @@ namespace MWClass
if (MWMechanics::blockMeleeAttack(ptr, victim, weapon, damage, attackStrength)) if (MWMechanics::blockMeleeAttack(ptr, victim, weapon, damage, attackStrength))
damage = 0; damage = 0;
if (victim == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState())
damage = 0;
MWMechanics::diseaseContact(victim, ptr); MWMechanics::diseaseContact(victim, ptr);
othercls.onHit(victim, damage, healthdmg, weapon, ptr, hitPosition, true); othercls.onHit(victim, damage, healthdmg, weapon, ptr, hitPosition, true);
@ -717,6 +720,11 @@ namespace MWClass
if (damage < 0.001f) if (damage < 0.001f)
damage = 0; damage = 0;
bool godmode = ptr == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState();
if (godmode)
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 // 'ptr' is losing health. Play a 'hit' voiced dialog entry if not already saying
@ -802,7 +810,7 @@ namespace MWClass
if (ishealth) if (ishealth)
{ {
if (!attacker.isEmpty()) if (!attacker.isEmpty() && !godmode)
damage = scaleDamage(damage, attacker, ptr); damage = scaleDamage(damage, attacker, ptr);
if (damage > 0.0f) if (damage > 0.0f)

@ -815,7 +815,10 @@ namespace MWMechanics
timeLeft = 0.0f; timeLeft = 0.0f;
stats.setTimeToStartDrowning(timeLeft); stats.setTimeToStartDrowning(timeLeft);
} }
if(timeLeft == 0.0f)
bool godmode = ptr == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState();
if(timeLeft == 0.0f && !godmode)
{ {
// If drowning, apply 3 points of damage per second // If drowning, apply 3 points of damage per second
static const float fSuffocationDamage = world->getStore().get<ESM::GameSetting>().find("fSuffocationDamage")->getFloat(); static const float fSuffocationDamage = world->getStore().get<ESM::GameSetting>().find("fSuffocationDamage")->getFloat();

@ -1574,6 +1574,8 @@ void CharacterController::update(float duration)
updateMagicEffects(); updateMagicEffects();
bool godmode = mPtr == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState();
if(!cls.isActor()) if(!cls.isActor())
updateAnimQueue(); updateAnimQueue();
else if(!cls.getCreatureStats(mPtr).isDead()) else if(!cls.getCreatureStats(mPtr).isDead())
@ -1691,8 +1693,12 @@ void CharacterController::update(float duration)
} }
fatigueLoss *= duration; fatigueLoss *= duration;
DynamicStat<float> fatigue = cls.getCreatureStats(mPtr).getFatigue(); DynamicStat<float> fatigue = cls.getCreatureStats(mPtr).getFatigue();
fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss, fatigue.getCurrent() < 0);
cls.getCreatureStats(mPtr).setFatigue(fatigue); if (!godmode)
{
fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss, fatigue.getCurrent() < 0);
cls.getCreatureStats(mPtr).setFatigue(fatigue);
}
if(sneak || inwater || flying) if(sneak || inwater || flying)
vec.z() = 0.0f; vec.z() = 0.0f;
@ -1748,8 +1754,12 @@ void CharacterController::update(float duration)
if (normalizedEncumbrance > 1) if (normalizedEncumbrance > 1)
normalizedEncumbrance = 1; normalizedEncumbrance = 1;
const float fatigueDecrease = fatigueJumpBase + (1 - normalizedEncumbrance) * fatigueJumpMult; const float fatigueDecrease = fatigueJumpBase + (1 - normalizedEncumbrance) * fatigueJumpMult;
fatigue.setCurrent(fatigue.getCurrent() - fatigueDecrease);
cls.getCreatureStats(mPtr).setFatigue(fatigue); if (!godmode)
{
fatigue.setCurrent(fatigue.getCurrent() - fatigueDecrease);
cls.getCreatureStats(mPtr).setFatigue(fatigue);
}
} }
} }
else if(mJumpState == JumpState_InAir) else if(mJumpState == JumpState_InAir)
@ -1760,16 +1770,22 @@ void CharacterController::update(float duration)
float height = cls.getCreatureStats(mPtr).land(); float height = cls.getCreatureStats(mPtr).land();
float healthLost = getFallDamage(mPtr, height); float healthLost = getFallDamage(mPtr, height);
bool godmode = mPtr == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState();
if (healthLost > 0.0f) if (healthLost > 0.0f)
{ {
const float fatigueTerm = cls.getCreatureStats(mPtr).getFatigueTerm(); const float fatigueTerm = cls.getCreatureStats(mPtr).getFatigueTerm();
// inflict fall damages // inflict fall damages
DynamicStat<float> health = cls.getCreatureStats(mPtr).getHealth(); if (!godmode)
float realHealthLost = static_cast<float>(healthLost * (1.0f - 0.25f * fatigueTerm)); {
health.setCurrent(health.getCurrent() - realHealthLost); DynamicStat<float> health = cls.getCreatureStats(mPtr).getHealth();
cls.getCreatureStats(mPtr).setHealth(health); float realHealthLost = static_cast<float>(healthLost * (1.0f - 0.25f * fatigueTerm));
cls.onHit(mPtr, realHealthLost, true, MWWorld::Ptr(), MWWorld::Ptr(), osg::Vec3f(), true); health.setCurrent(health.getCurrent() - realHealthLost);
cls.getCreatureStats(mPtr).setHealth(health);
cls.onHit(mPtr, realHealthLost, true, MWWorld::Ptr(), MWWorld::Ptr(), osg::Vec3f(), true);
}
const int acrobaticsSkill = cls.getSkill(mPtr, ESM::Skill::Acrobatics); const int acrobaticsSkill = cls.getSkill(mPtr, ESM::Skill::Acrobatics);
if (healthLost > (acrobaticsSkill * fatigueTerm)) if (healthLost > (acrobaticsSkill * fatigueTerm))

@ -327,11 +327,17 @@ namespace MWMechanics
{ {
int weaphealth = weapon.getClass().getItemHealth(weapon); int weaphealth = weapon.getClass().getItemHealth(weapon);
const float fWeaponDamageMult = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fWeaponDamageMult")->getFloat(); bool godmode = attacker == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState();
float x = std::max(1.f, fWeaponDamageMult * damage);
weaphealth -= std::min(int(x), weaphealth); // weapon condition does not degrade when godmode is on
weapon.getCellRef().setCharge(weaphealth); if (!godmode)
{
const float fWeaponDamageMult = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fWeaponDamageMult")->getFloat();
float x = std::max(1.f, fWeaponDamageMult * damage);
weaphealth -= std::min(int(x), weaphealth);
weapon.getCellRef().setCharge(weaphealth);
}
// Weapon broken? unequip it // Weapon broken? unequip it
if (weaphealth == 0) if (weaphealth == 0)
@ -405,11 +411,17 @@ namespace MWMechanics
CreatureStats& stats = attacker.getClass().getCreatureStats(attacker); CreatureStats& stats = attacker.getClass().getCreatureStats(attacker);
MWMechanics::DynamicStat<float> fatigue = stats.getFatigue(); MWMechanics::DynamicStat<float> fatigue = stats.getFatigue();
const float normalizedEncumbrance = attacker.getClass().getNormalizedEncumbrance(attacker); const float normalizedEncumbrance = attacker.getClass().getNormalizedEncumbrance(attacker);
float fatigueLoss = fFatigueAttackBase + normalizedEncumbrance * fFatigueAttackMult;
if (!weapon.isEmpty()) bool godmode = attacker == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState();
fatigueLoss += weapon.getClass().getWeight(weapon) * attackStrength * fWeaponFatigueMult;
fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss); if (!godmode)
stats.setFatigue(fatigue); {
float fatigueLoss = fFatigueAttackBase + normalizedEncumbrance * fFatigueAttackMult;
if (!weapon.isEmpty())
fatigueLoss += weapon.getClass().getWeight(weapon) * attackStrength * fWeaponFatigueMult;
fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss);
stats.setFatigue(fatigue);
}
} }
bool isEnvironmentCompatible(const MWWorld::Ptr& attacker, const MWWorld::Ptr& victim) bool isEnvironmentCompatible(const MWWorld::Ptr& attacker, const MWWorld::Ptr& victim)

@ -46,11 +46,6 @@ namespace MWMechanics
float getSpellSuccessChance (const ESM::Spell* spell, const MWWorld::Ptr& actor, int* effectiveSchool, bool cap) float getSpellSuccessChance (const ESM::Spell* spell, const MWWorld::Ptr& actor, int* effectiveSchool, bool cap)
{ {
CreatureStats& stats = actor.getClass().getCreatureStats(actor);
if (stats.getMagicEffects().get(ESM::MagicEffect::Silence).getMagnitude())
return 0;
float y = std::numeric_limits<float>::max(); float y = std::numeric_limits<float>::max();
float lowestSkill = 0; float lowestSkill = 0;
@ -80,6 +75,13 @@ namespace MWMechanics
} }
} }
bool godmode = actor == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState();
CreatureStats& stats = actor.getClass().getCreatureStats(actor);
if (stats.getMagicEffects().get(ESM::MagicEffect::Silence).getMagnitude()&& !godmode)
return 0;
if (spell->mData.mType == ESM::Spell::ST_Power) if (spell->mData.mType == ESM::Spell::ST_Power)
return stats.getSpells().canUsePower(spell) ? 100 : 0; return stats.getSpells().canUsePower(spell) ? 100 : 0;
@ -89,6 +91,11 @@ namespace MWMechanics
if (spell->mData.mFlags & ESM::Spell::F_Always) if (spell->mData.mFlags & ESM::Spell::F_Always)
return 100; return 100;
if (godmode)
{
return 100;
}
float castBonus = -stats.getMagicEffects().get(ESM::MagicEffect::Sound).getMagnitude(); float castBonus = -stats.getMagicEffects().get(ESM::MagicEffect::Sound).getMagnitude();
int actorWillpower = stats.getAttribute(ESM::Attribute::Willpower).getModified(); int actorWillpower = stats.getAttribute(ESM::Attribute::Willpower).getModified();
@ -709,14 +716,19 @@ namespace MWMechanics
mStack = false; mStack = false;
bool godmode = mCaster == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState();
// Check if there's enough charge left // Check if there's enough charge left
if (enchantment->mData.mType == ESM::Enchantment::WhenUsed || enchantment->mData.mType == ESM::Enchantment::WhenStrikes) if (enchantment->mData.mType == ESM::Enchantment::WhenUsed || enchantment->mData.mType == ESM::Enchantment::WhenStrikes)
{ {
const int castCost = getEffectiveEnchantmentCastCost(static_cast<float>(enchantment->mData.mCost), mCaster); int castCost = getEffectiveEnchantmentCastCost(static_cast<float>(enchantment->mData.mCost), mCaster);
if (item.getCellRef().getEnchantmentCharge() == -1) if (item.getCellRef().getEnchantmentCharge() == -1)
item.getCellRef().setEnchantmentCharge(static_cast<float>(enchantment->mData.mCharge)); item.getCellRef().setEnchantmentCharge(static_cast<float>(enchantment->mData.mCharge));
if (godmode)
castCost = 0;
if (item.getCellRef().getEnchantmentCharge() < castCost) if (item.getCellRef().getEnchantmentCharge() < castCost)
{ {
if (mCaster == getPlayer()) if (mCaster == getPlayer())
@ -746,8 +758,10 @@ namespace MWMechanics
if (mCaster == getPlayer()) if (mCaster == getPlayer())
mCaster.getClass().skillUsageSucceeded (mCaster, ESM::Skill::Enchant, 1); mCaster.getClass().skillUsageSucceeded (mCaster, ESM::Skill::Enchant, 1);
} }
if (enchantment->mData.mType == ESM::Enchantment::CastOnce) if (enchantment->mData.mType == ESM::Enchantment::CastOnce && !godmode)
{
item.getContainerStore()->remove(item, 1, mCaster); item.getContainerStore()->remove(item, 1, mCaster);
}
else if (enchantment->mData.mType != ESM::Enchantment::WhenStrikes) else if (enchantment->mData.mType != ESM::Enchantment::WhenStrikes)
{ {
if (mCaster == getPlayer()) if (mCaster == getPlayer())
@ -797,44 +811,50 @@ namespace MWMechanics
int school = 0; int school = 0;
bool godmode = mCaster == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState();
if (mCaster.getClass().isActor() && !mAlwaysSucceed) if (mCaster.getClass().isActor() && !mAlwaysSucceed)
{ {
school = getSpellSchool(spell, mCaster); school = getSpellSchool(spell, mCaster);
CreatureStats& stats = mCaster.getClass().getCreatureStats(mCaster); CreatureStats& stats = mCaster.getClass().getCreatureStats(mCaster);
// Reduce fatigue (note that in the vanilla game, both GMSTs are 0, and there's no fatigue loss) if (!godmode)
static const float fFatigueSpellBase = store.get<ESM::GameSetting>().find("fFatigueSpellBase")->getFloat(); {
static const float fFatigueSpellMult = store.get<ESM::GameSetting>().find("fFatigueSpellMult")->getFloat(); // Reduce fatigue (note that in the vanilla game, both GMSTs are 0, and there's no fatigue loss)
DynamicStat<float> fatigue = stats.getFatigue(); static const float fFatigueSpellBase = store.get<ESM::GameSetting>().find("fFatigueSpellBase")->getFloat();
const float normalizedEncumbrance = mCaster.getClass().getNormalizedEncumbrance(mCaster); static const float fFatigueSpellMult = store.get<ESM::GameSetting>().find("fFatigueSpellMult")->getFloat();
float fatigueLoss = spell->mData.mCost * (fFatigueSpellBase + normalizedEncumbrance * fFatigueSpellMult); DynamicStat<float> fatigue = stats.getFatigue();
fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss); stats.setFatigue(fatigue); const float normalizedEncumbrance = mCaster.getClass().getNormalizedEncumbrance(mCaster);
bool fail = false; float fatigueLoss = spell->mData.mCost * (fFatigueSpellBase + normalizedEncumbrance * fFatigueSpellMult);
fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss); stats.setFatigue(fatigue);
// Check success bool fail = false;
if (!(mCaster == getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState()))
{ // Check success
float successChance = getSpellSuccessChance(spell, mCaster); if (!(mCaster == getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState()))
if (Misc::Rng::roll0to99() >= successChance)
{ {
if (mCaster == getPlayer()) float successChance = getSpellSuccessChance(spell, mCaster);
MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicSkillFail}"); if (Misc::Rng::roll0to99() >= successChance)
fail = true; {
if (mCaster == getPlayer())
MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicSkillFail}");
fail = true;
}
} }
}
if (fail) if (fail)
{ {
// Failure sound // Failure sound
static const std::string schools[] = { static const std::string schools[] = {
"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration" "alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
}; };
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager(); MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
sndMgr->playSound3D(mCaster, "Spell Failure " + schools[school], 1.0f, 1.0f); sndMgr->playSound3D(mCaster, "Spell Failure " + schools[school], 1.0f, 1.0f);
return false; return false;
}
} }
// A power can be used once per 24h // A power can be used once per 24h
@ -1042,6 +1062,8 @@ namespace MWMechanics
bool receivedMagicDamage = false; bool receivedMagicDamage = false;
bool godmode = actor == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState();
switch (effectKey.mId) switch (effectKey.mId)
{ {
case ESM::MagicEffect::DamageAttribute: case ESM::MagicEffect::DamageAttribute:
@ -1064,21 +1086,34 @@ namespace MWMechanics
adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::RestoreHealth, magnitude); adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::RestoreHealth, magnitude);
break; break;
case ESM::MagicEffect::DamageHealth: case ESM::MagicEffect::DamageHealth:
receivedMagicDamage = true; if (!godmode)
adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::DamageHealth, -magnitude); {
break; receivedMagicDamage = true;
adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::DamageHealth, -magnitude);
}
case ESM::MagicEffect::DamageMagicka: case ESM::MagicEffect::DamageMagicka:
case ESM::MagicEffect::DamageFatigue: case ESM::MagicEffect::DamageFatigue:
adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::DamageHealth, -magnitude); if (!godmode)
{
adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::DamageHealth, -magnitude);
}
break; break;
case ESM::MagicEffect::AbsorbHealth: case ESM::MagicEffect::AbsorbHealth:
if (magnitude > 0.f) if (!godmode)
receivedMagicDamage = true; {
adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::AbsorbHealth, -magnitude); if (magnitude > 0.f)
break; receivedMagicDamage = true;
adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::AbsorbHealth, -magnitude);
}
case ESM::MagicEffect::AbsorbMagicka: case ESM::MagicEffect::AbsorbMagicka:
case ESM::MagicEffect::AbsorbFatigue: case ESM::MagicEffect::AbsorbFatigue:
adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::AbsorbHealth, -magnitude); if (!godmode)
{
adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::AbsorbHealth, -magnitude);
}
break; break;
case ESM::MagicEffect::DisintegrateArmor: case ESM::MagicEffect::DisintegrateArmor:
@ -1123,9 +1158,13 @@ namespace MWMechanics
if (weather > 1) if (weather > 1)
damageScale *= fMagicSunBlockedMult; damageScale *= fMagicSunBlockedMult;
adjustDynamicStat(creatureStats, 0, -magnitude * damageScale); if (!godmode)
if (magnitude * damageScale > 0.f) {
receivedMagicDamage = true; adjustDynamicStat(creatureStats, 0, -magnitude * damageScale);
if (magnitude * damageScale > 0.f)
receivedMagicDamage = true;
}
break; break;
} }
@ -1134,8 +1173,12 @@ namespace MWMechanics
case ESM::MagicEffect::FrostDamage: case ESM::MagicEffect::FrostDamage:
case ESM::MagicEffect::Poison: case ESM::MagicEffect::Poison:
{ {
adjustDynamicStat(creatureStats, 0, -magnitude); if (!godmode)
receivedMagicDamage = true; {
adjustDynamicStat(creatureStats, 0, -magnitude);
receivedMagicDamage = true;
}
break; break;
} }

@ -2340,12 +2340,16 @@ namespace MWWorld
MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor); MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor);
if (stats.isDead()) if (stats.isDead())
continue; continue;
mPhysics->markAsNonSolid (object);
if (actor == getPlayerPtr() && MWBase::Environment::get().getWorld()->getGodModeState())
return;
MWMechanics::DynamicStat<float> health = stats.getHealth(); MWMechanics::DynamicStat<float> health = stats.getHealth();
health.setCurrent(health.getCurrent()-healthPerSecond*MWBase::Environment::get().getFrameDuration()); health.setCurrent(health.getCurrent()-healthPerSecond*MWBase::Environment::get().getFrameDuration());
stats.setHealth(health); stats.setHealth(health);
mPhysics->markAsNonSolid (object);
if (healthPerSecond > 0.0f) if (healthPerSecond > 0.0f)
{ {
if (actor == getPlayerPtr()) if (actor == getPlayerPtr())
@ -2370,12 +2374,16 @@ namespace MWWorld
MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor); MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor);
if (stats.isDead()) if (stats.isDead())
continue; continue;
mPhysics->markAsNonSolid (object);
if (actor == getPlayerPtr() && MWBase::Environment::get().getWorld()->getGodModeState())
return;
MWMechanics::DynamicStat<float> health = stats.getHealth(); MWMechanics::DynamicStat<float> health = stats.getHealth();
health.setCurrent(health.getCurrent()-healthPerSecond*MWBase::Environment::get().getFrameDuration()); health.setCurrent(health.getCurrent()-healthPerSecond*MWBase::Environment::get().getFrameDuration());
stats.setHealth(health); stats.setHealth(health);
mPhysics->markAsNonSolid (object);
if (healthPerSecond > 0.0f) if (healthPerSecond > 0.0f)
{ {
if (actor == getPlayerPtr()) if (actor == getPlayerPtr())

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