Implement weapon condition damage for ranged weapons (Fixes #1746)

deque
scrawl 11 years ago
parent eb1888a540
commit 216ebac2e9

@ -255,23 +255,7 @@ namespace MWClass
if((::rand()/(RAND_MAX+1.0)) > hitchance/100.0f)
{
victim.getClass().onHit(victim, 0.0f, false, MWWorld::Ptr(), ptr, false);
// Weapon health is reduced by 1 even if the attack misses
const bool weaphashealth = !weapon.isEmpty() && weapon.getClass().hasItemHealth(weapon);
if(weaphashealth)
{
int weaphealth = weapon.getClass().getItemHealth(weapon);
if (!MWBase::Environment::get().getWorld()->getGodModeState())
{
weaphealth -= std::min(1, weaphealth);
weapon.getCellRef().setCharge(weaphealth);
}
// Weapon broken? unequip it
if (weapon.getCellRef().getCharge() == 0)
weapon = *getInventoryStore(ptr).unequipItem(weapon, ptr);
}
MWMechanics::reduceWeaponCondition(0.f, false, weapon, ptr);
return;
}
@ -298,7 +282,6 @@ namespace MWClass
if (!weapon.isEmpty())
{
const bool weaphashealth = weapon.getClass().hasItemHealth(weapon);
const unsigned char *attack = NULL;
if(type == ESM::Weapon::AT_Chop)
attack = weapon.get<ESM::Weapon>()->mBase->mData.mChop;
@ -309,26 +292,10 @@ namespace MWClass
if(attack)
{
damage = attack[0] + ((attack[1]-attack[0])*stats.getAttackStrength());
damage *= 0.5f + (stats.getAttribute(ESM::Attribute::Luck).getModified() / 100.0f);
if(weaphashealth)
{
int weapmaxhealth = weapon.getClass().getItemMaxHealth(weapon);
int weaphealth = weapon.getClass().getItemHealth(weapon);
damage *= float(weaphealth) / weapmaxhealth;
if (!MWBase::Environment::get().getWorld()->getGodModeState())
{
// Reduce weapon charge by at least one, but cap at 0
weaphealth -= std::min(std::max(1,
(int)(damage * gmst.find("fWeaponDamageMult")->getFloat())), weaphealth);
weapon.getCellRef().setCharge(weaphealth);
}
// Weapon broken? unequip it
if (weapon.getCellRef().getCharge() == 0)
weapon = *getInventoryStore(ptr).unequipItem(weapon, ptr);
}
damage *= gmst.find("fDamageStrengthBase")->getFloat() +
(stats.getAttribute(ESM::Attribute::Strength).getModified() * gmst.find("fDamageStrengthMult")->getFloat() * 0.1);
MWMechanics::adjustWeaponDamage(damage, weapon);
MWMechanics::reduceWeaponCondition(damage, true, weapon, ptr);
}
// Apply "On hit" enchanted weapons

@ -529,24 +529,7 @@ namespace MWClass
if((::rand()/(RAND_MAX+1.0)) > hitchance/100.0f)
{
othercls.onHit(victim, 0.0f, false, weapon, ptr, false);
// Weapon health is reduced by 1 even if the attack misses
const bool weaphashealth = !weapon.isEmpty() && weapon.getClass().hasItemHealth(weapon);
if(weaphashealth)
{
int weaphealth = weapon.getClass().getItemHealth(weapon);
if (!MWBase::Environment::get().getWorld()->getGodModeState())
{
weaphealth -= std::min(1, weaphealth);
weapon.getCellRef().setCharge(weaphealth);
}
// Weapon broken? unequip it
if (weaphealth == 0)
weapon = *inv.unequipItem(weapon, ptr);
}
MWMechanics::reduceWeaponCondition(0.f, false, weapon, ptr);
return;
}
@ -555,7 +538,6 @@ namespace MWClass
MWMechanics::NpcStats &stats = getNpcStats(ptr);
if(!weapon.isEmpty())
{
const bool weaphashealth = weapon.getClass().hasItemHealth(weapon);
const unsigned char *attack = NULL;
if(type == ESM::Weapon::AT_Chop)
attack = weapon.get<ESM::Weapon>()->mBase->mData.mChop;
@ -568,27 +550,9 @@ namespace MWClass
damage = attack[0] + ((attack[1]-attack[0])*stats.getAttackStrength());
damage *= gmst.fDamageStrengthBase->getFloat() +
(stats.getAttribute(ESM::Attribute::Strength).getModified() * gmst.fDamageStrengthMult->getFloat() * 0.1);
if(weaphashealth)
{
int weapmaxhealth = weapon.getClass().getItemMaxHealth(weapon);
int weaphealth = weapon.getClass().getItemHealth(weapon);
damage *= float(weaphealth) / weapmaxhealth;
if (!MWBase::Environment::get().getWorld()->getGodModeState())
{
// Reduce weapon charge by at least one, but cap at 0
weaphealth -= std::min(std::max(1,
(int)(damage * store.find("fWeaponDamageMult")->getFloat())), weaphealth);
weapon.getCellRef().setCharge(weaphealth);
}
// Weapon broken? unequip it
if (weaphealth == 0)
weapon = *inv.unequipItem(weapon, ptr);
}
}
MWMechanics::adjustWeaponDamage(damage, weapon);
MWMechanics::reduceWeaponCondition(damage, true, weapon, ptr);
healthdmg = true;
}
else

@ -169,12 +169,12 @@ namespace MWMechanics
MWMechanics::CreatureStats& attackerStats = attacker.getClass().getCreatureStats(attacker);
const MWWorld::Class &othercls = victim.getClass();
if(!othercls.isActor()) // Can't hit non-actors
return;
MWMechanics::CreatureStats &otherstats = victim.getClass().getCreatureStats(victim);
if(otherstats.isDead()) // Can't hit dead actors
if(victim.isEmpty() || !victim.getClass().isActor() || victim.getClass().getCreatureStats(victim).isDead())
// Can't hit non-actors or dead actors
{
reduceWeaponCondition(0.f, false, weapon, attacker);
return;
}
if(attacker.getRefData().getHandle() == "player")
MWBase::Environment::get().getWindowManager()->setEnemy(victim);
@ -189,6 +189,7 @@ namespace MWMechanics
if((::rand()/(RAND_MAX+1.0)) > getHitChance(attacker, victim, skillValue)/100.0f)
{
victim.getClass().onHit(victim, 0.0f, false, projectile, attacker, false);
MWMechanics::reduceWeaponCondition(0.f, false, weapon, attacker);
return;
}
@ -209,6 +210,8 @@ namespace MWMechanics
damage *= fDamageStrengthBase +
(attackerStats.getAttribute(ESM::Attribute::Strength).getModified() * fDamageStrengthMult * 0.1);
adjustWeaponDamage(damage, weapon);
reduceWeaponCondition(damage, true, weapon, attacker);
if(attacker.getRefData().getHandle() == "player")
attacker.getClass().skillUsageSucceeded(attacker, weapskill, 0);
@ -295,4 +298,42 @@ namespace MWMechanics
}
}
void reduceWeaponCondition(float damage, bool hit, MWWorld::Ptr &weapon, const MWWorld::Ptr &attacker)
{
if (weapon.isEmpty())
return;
if (!hit)
damage = 0.f;
const bool weaphashealth = weapon.getClass().hasItemHealth(weapon);
if(weaphashealth)
{
int weaphealth = weapon.getClass().getItemHealth(weapon);
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
if (weaphealth == 0)
weapon = *attacker.getClass().getInventoryStore(attacker).unequipItem(weapon, attacker);
}
}
void adjustWeaponDamage(float &damage, const MWWorld::Ptr &weapon)
{
if (weapon.isEmpty())
return;
const bool weaphashealth = weapon.getClass().hasItemHealth(weapon);
if(weaphashealth)
{
int weaphealth = weapon.getClass().getItemHealth(weapon);
int weapmaxhealth = weapon.getClass().getItemMaxHealth(weapon);
damage *= (float(weaphealth) / weapmaxhealth);
}
}
}

@ -13,6 +13,7 @@ bool blockMeleeAttack (const MWWorld::Ptr& attacker, const MWWorld::Ptr& blocker
void resistNormalWeapon (const MWWorld::Ptr& actor, const MWWorld::Ptr& attacker, const MWWorld::Ptr& weapon, float& damage);
/// @note for a thrown weapon, \a weapon == \a projectile, for bows/crossbows, \a projectile is the arrow/bolt
/// @note \a victim may be empty (e.g. for a hit on terrain), a non-actor (environment objects) or an actor
void projectileHit (const MWWorld::Ptr& attacker, const MWWorld::Ptr& victim, MWWorld::Ptr weapon, const MWWorld::Ptr& projectile,
const Ogre::Vector3& hitPosition);
@ -22,6 +23,15 @@ float getHitChance (const MWWorld::Ptr& attacker, const MWWorld::Ptr& victim, in
/// Applies damage to attacker based on the victim's elemental shields.
void applyElementalShields(const MWWorld::Ptr& attacker, const MWWorld::Ptr& victim);
/// @param damage Unmitigated weapon damage of the attack
/// @param hit Was the attack successful?
/// @param weapon The weapon used.
/// @note if the weapon is unequipped as result of condition damage, a new Ptr will be assigned to \a weapon.
void reduceWeaponCondition (float damage, bool hit, MWWorld::Ptr& weapon, const MWWorld::Ptr& attacker);
/// Adjust weapon damage based on its condition. A used weapon will be less effective.
void adjustWeaponDamage (float& damage, const MWWorld::Ptr& weapon);
}
#endif

@ -247,29 +247,23 @@ namespace MWWorld
if (obstacle == caster)
continue;
if (obstacle.isEmpty())
MWWorld::ManualRef projectileRef(MWBase::Environment::get().getWorld()->getStore(), it->mId);
// Try to get a Ptr to the bow that was used. It might no longer exist.
MWWorld::Ptr bow = projectileRef.getPtr();
if (!caster.isEmpty())
{
// Terrain
}
else if (obstacle.getClass().isActor())
{
MWWorld::ManualRef projectileRef(MWBase::Environment::get().getWorld()->getStore(), it->mId);
// Try to get a Ptr to the bow that was used. It might no longer exist.
MWWorld::Ptr bow = projectileRef.getPtr();
if (!caster.isEmpty())
{
MWWorld::InventoryStore& inv = caster.getClass().getInventoryStore(caster);
MWWorld::ContainerStoreIterator invIt = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
if (invIt != inv.end() && Misc::StringUtils::ciEqual(invIt->getCellRef().getRefId(), it->mBowId))
bow = *invIt;
}
if (caster.isEmpty())
caster = obstacle;
MWMechanics::projectileHit(caster, obstacle, bow, projectileRef.getPtr(), pos + (newPos - pos) * cIt->first);
MWWorld::InventoryStore& inv = caster.getClass().getInventoryStore(caster);
MWWorld::ContainerStoreIterator invIt = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
if (invIt != inv.end() && Misc::StringUtils::ciEqual(invIt->getCellRef().getRefId(), it->mBowId))
bow = *invIt;
}
if (caster.isEmpty())
caster = obstacle;
MWMechanics::projectileHit(caster, obstacle, bow, projectileRef.getPtr(), pos + (newPos - pos) * cIt->first);
hit = true;
}
if (hit)

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