forked from teamnwah/openmw-tes3coop
Merge remote-tracking branch 'scrawl/master'
This commit is contained in:
commit
3f25036630
23 changed files with 540 additions and 272 deletions
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@ -69,7 +69,7 @@ add_openmw_dir (mwclass
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add_openmw_dir (mwmechanics
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mechanicsmanagerimp stat character creaturestats magiceffects movement actors objects
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drawstate spells activespells npcstats aipackage aisequence alchemy aiwander aitravel aifollow
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aiescort aiactivate repair enchanting pathfinding security spellsuccess
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aiescort aiactivate repair enchanting pathfinding security spellsuccess spellcasting
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)
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add_openmw_dir (mwbase
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@ -468,9 +468,9 @@ namespace MWClass
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{
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weapon.getCellRef().mEnchantmentCharge -= castCost;
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// Touch
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othercls.getCreatureStats(victim).getActiveSpells().addSpell(enchantmentName, victim, ESM::RT_Touch, weapon.getClass().getName(weapon));
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othercls.getCreatureStats(victim).getActiveSpells().addSpell(enchantmentName, victim, ptr, ESM::RT_Touch, weapon.getClass().getName(weapon));
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// Self
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getCreatureStats(ptr).getActiveSpells().addSpell(enchantmentName, ptr, ESM::RT_Self, weapon.getClass().getName(weapon));
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getCreatureStats(ptr).getActiveSpells().addSpell(enchantmentName, ptr, ptr, ESM::RT_Self, weapon.getClass().getName(weapon));
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// Target
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MWBase::Environment::get().getWorld()->launchProjectile(enchantmentName, enchantment->mEffects, ptr, weapon.getClass().getName(weapon));
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}
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@ -936,7 +936,7 @@ namespace MWClass
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/// \todo consider instant effects
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return stats.getActiveSpells().addSpell (id, actor);
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return stats.getActiveSpells().addSpell (id, actor, actor);
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}
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void Npc::skillUsageSucceeded (const MWWorld::Ptr& ptr, int skill, int usageType) const
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@ -5,7 +5,7 @@
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#include "../mwworld/player.hpp"
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#include "../mwworld/inventorystore.hpp"
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#include "../mwworld/actionequip.hpp"
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#include "../mwmechanics/spellsuccess.hpp"
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#include "../mwmechanics/spellcasting.hpp"
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#include "../mwgui/inventorywindow.hpp"
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#include "../mwgui/bookwindow.hpp"
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#include "../mwgui/scrollwindow.hpp"
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@ -9,7 +9,7 @@
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#include "../mwworld/player.hpp"
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#include "../mwmechanics/spellsuccess.hpp"
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#include "../mwmechanics/spellcasting.hpp"
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#include "tooltips.hpp"
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#include "class.hpp"
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@ -89,6 +89,8 @@ namespace MWGui
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mEffect.mMagnMax = 1;
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mEffect.mDuration = 1;
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mEffect.mArea = 0;
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mEffect.mSkill = -1;
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mEffect.mAttribute = -1;
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eventEffectAdded(mEffect);
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onRangeButtonClicked(mRangeButton);
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@ -21,6 +21,20 @@
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namespace MWGui
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{
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void EffectSourceVisitor::visit (const ESM::ENAMstruct& enam,
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const std::string& sourceName, float magnitude, float remainingTime)
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{
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MagicEffectInfo newEffectSource;
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newEffectSource.mKey = MWMechanics::EffectKey(enam);
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newEffectSource.mMagnitude = magnitude;
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newEffectSource.mPermanent = mIsPermanent;
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newEffectSource.mRemainingTime = remainingTime;
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newEffectSource.mSource = sourceName;
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mEffectSources[enam.mEffectID].push_back(newEffectSource);
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}
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void SpellIcons::updateWidgets(MyGUI::Widget *parent, bool adjustSize)
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{
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// TODO: Tracking add/remove/expire would be better than force updating every frame
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@ -28,125 +42,20 @@ namespace MWGui
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MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayer().getPlayer();
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const MWMechanics::CreatureStats& stats = MWWorld::Class::get(player).getCreatureStats(player);
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std::map <int, std::vector<MagicEffectInfo> > effects;
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// add permanent item enchantments
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EffectSourceVisitor visitor;
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// permanent item enchantments & permanent spells
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visitor.mIsPermanent = true;
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MWWorld::InventoryStore& store = MWWorld::Class::get(player).getInventoryStore(player);
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for (int slot = 0; slot < MWWorld::InventoryStore::Slots; ++slot)
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{
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MWWorld::ContainerStoreIterator it = store.getSlot(slot);
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if (it == store.end())
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continue;
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std::string enchantment = MWWorld::Class::get(*it).getEnchantment(*it);
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if (enchantment.empty())
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continue;
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const ESM::Enchantment* enchant = MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>().find(enchantment);
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if (enchant->mData.mType != ESM::Enchantment::ConstantEffect)
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continue;
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store.visitEffectSources(visitor);
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stats.getSpells().visitEffectSources(visitor);
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const ESM::EffectList& list = enchant->mEffects;
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for (std::vector<ESM::ENAMstruct>::const_iterator effectIt = list.mList.begin();
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effectIt != list.mList.end(); ++effectIt)
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{
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const ESM::MagicEffect* magicEffect =
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MWBase::Environment::get().getWorld ()->getStore ().get<ESM::MagicEffect>().find(effectIt->mEffectID);
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// now add lasting effects
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visitor.mIsPermanent = false;
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stats.getActiveSpells().visitEffectSources(visitor);
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MagicEffectInfo effectInfo;
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effectInfo.mSource = MWWorld::Class::get(*it).getName(*it);
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effectInfo.mKey = MWMechanics::EffectKey (effectIt->mEffectID);
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if (magicEffect->mData.mFlags & ESM::MagicEffect::TargetSkill)
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effectInfo.mKey.mArg = effectIt->mSkill;
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else if (magicEffect->mData.mFlags & ESM::MagicEffect::TargetAttribute)
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effectInfo.mKey.mArg = effectIt->mAttribute;
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// just using the min magnitude here, permanent enchantments with a random magnitude just wouldn't make any sense
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effectInfo.mMagnitude = effectIt->mMagnMin;
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effectInfo.mPermanent = true;
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effects[effectIt->mEffectID].push_back (effectInfo);
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}
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}
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// add permanent spells
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const MWMechanics::Spells& spells = stats.getSpells();
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for (MWMechanics::Spells::TIterator it = spells.begin(); it != spells.end(); ++it)
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{
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const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(it->first);
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// these are the spell types that are permanently in effect
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if (!(spell->mData.mType == ESM::Spell::ST_Ability)
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&& !(spell->mData.mType == ESM::Spell::ST_Disease)
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&& !(spell->mData.mType == ESM::Spell::ST_Curse)
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&& !(spell->mData.mType == ESM::Spell::ST_Blight))
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continue;
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const ESM::EffectList& list = spell->mEffects;
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for (std::vector<ESM::ENAMstruct>::const_iterator effectIt = list.mList.begin();
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effectIt != list.mList.end(); ++effectIt)
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{
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const ESM::MagicEffect* magicEffect =
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MWBase::Environment::get().getWorld ()->getStore ().get<ESM::MagicEffect>().find(effectIt->mEffectID);
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MagicEffectInfo effectInfo;
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effectInfo.mSource = getSpellDisplayName (it->first);
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effectInfo.mKey = MWMechanics::EffectKey (effectIt->mEffectID);
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if (magicEffect->mData.mFlags & ESM::MagicEffect::TargetSkill)
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effectInfo.mKey.mArg = effectIt->mSkill;
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else if (magicEffect->mData.mFlags & ESM::MagicEffect::TargetAttribute)
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effectInfo.mKey.mArg = effectIt->mAttribute;
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// just using the min magnitude here, permanent spells with a random magnitude just wouldn't make any sense
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effectInfo.mMagnitude = effectIt->mMagnMin;
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effectInfo.mPermanent = true;
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effects[effectIt->mEffectID].push_back (effectInfo);
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}
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}
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// add lasting effect spells/potions etc
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// TODO: Move this to ActiveSpells
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const MWMechanics::ActiveSpells::TContainer& activeSpells = stats.getActiveSpells().getActiveSpells();
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for (MWMechanics::ActiveSpells::TContainer::const_iterator it = activeSpells.begin();
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it != activeSpells.end(); ++it)
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{
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const ESM::EffectList& list = getSpellEffectList(it->first);
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float timeScale = MWBase::Environment::get().getWorld()->getTimeScaleFactor();
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int i=0;
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for (std::vector<ESM::ENAMstruct>::const_iterator effectIt = list.mList.begin();
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effectIt != list.mList.end(); ++effectIt, ++i)
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{
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if (effectIt->mRange != it->second.mRange)
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continue;
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float randomFactor = it->second.mRandom[i];
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const ESM::MagicEffect* magicEffect =
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MWBase::Environment::get().getWorld ()->getStore ().get<ESM::MagicEffect>().find(effectIt->mEffectID);
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MagicEffectInfo effectInfo;
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if (!it->second.mName.empty())
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effectInfo.mSource = it->second.mName;
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else
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effectInfo.mSource = getSpellDisplayName(it->first);
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effectInfo.mKey = MWMechanics::EffectKey (effectIt->mEffectID);
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if (magicEffect->mData.mFlags & ESM::MagicEffect::TargetSkill)
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effectInfo.mKey.mArg = effectIt->mSkill;
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else if (magicEffect->mData.mFlags & ESM::MagicEffect::TargetAttribute)
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effectInfo.mKey.mArg = effectIt->mAttribute;
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effectInfo.mMagnitude = effectIt->mMagnMin + (effectIt->mMagnMax-effectIt->mMagnMin) * randomFactor;
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effectInfo.mRemainingTime = effectIt->mDuration +
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(it->second.mTimeStamp - MWBase::Environment::get().getWorld()->getTimeStamp())*3600/timeScale;
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// ingredients need special casing for their magnitude / duration
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if (MWBase::Environment::get().getWorld()->getStore().get<ESM::Ingredient>().search (it->first))
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{
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effectInfo.mRemainingTime = effectIt->mDuration * randomFactor +
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(it->second.mTimeStamp - MWBase::Environment::get().getWorld()->getTimeStamp())*3600/timeScale;
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effectInfo.mMagnitude = static_cast<int> (0.05*randomFactor / (0.1 * magicEffect->mData.mBaseCost));
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}
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effects[effectIt->mEffectID].push_back (effectInfo);
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}
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}
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std::map <int, std::vector<MagicEffectInfo> >& effects = visitor.mEffectSources;
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int w=2;
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@ -280,59 +189,4 @@ namespace MWGui
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}
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}
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std::string SpellIcons::getSpellDisplayName (const std::string& id)
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{
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if (const ESM::Spell *spell =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().search (id))
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return spell->mName;
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if (const ESM::Potion *potion =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::Potion>().search (id))
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return potion->mName;
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if (const ESM::Ingredient *ingredient =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::Ingredient>().search (id))
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return ingredient->mName;
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throw std::runtime_error ("ID " + id + " has no display name");
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}
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ESM::EffectList SpellIcons::getSpellEffectList (const std::string& id)
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{
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if (const ESM::Enchantment* enchantment =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>().search (id))
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return enchantment->mEffects;
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if (const ESM::Spell *spell =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().search (id))
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return spell->mEffects;
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if (const ESM::Potion *potion =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::Potion>().search (id))
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return potion->mEffects;
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if (const ESM::Ingredient *ingredient =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::Ingredient>().search (id))
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{
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const ESM::MagicEffect *magicEffect =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find (
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ingredient->mData.mEffectID[0]);
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ESM::ENAMstruct effect;
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effect.mEffectID = ingredient->mData.mEffectID[0];
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effect.mSkill = ingredient->mData.mSkills[0];
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effect.mAttribute = ingredient->mData.mAttributes[0];
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effect.mRange = 0;
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effect.mArea = 0;
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effect.mDuration = magicEffect->mData.mFlags & ESM::MagicEffect::NoDuration ? 0 : 1;
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effect.mMagnMin = 1;
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effect.mMagnMax = 1;
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ESM::EffectList result;
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result.mList.push_back (effect);
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return result;
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}
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throw std::runtime_error("ID " + id + " does not have effects");
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}
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}
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@ -2,6 +2,7 @@
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#define MWGUI_SPELLICONS_H
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#include <string>
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#include <vector>
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#include "../mwmechanics/magiceffects.hpp"
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@ -34,14 +35,23 @@ namespace MWGui
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bool mPermanent; // the effect is permanent
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};
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class EffectSourceVisitor : public MWMechanics::EffectSourceVisitor
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{
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public:
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bool mIsPermanent;
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std::map <int, std::vector<MagicEffectInfo> > mEffectSources;
|
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|
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virtual void visit (const ESM::ENAMstruct& enam,
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const std::string& sourceName, float magnitude, float remainingTime = -1);
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};
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class SpellIcons
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{
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public:
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void updateWidgets(MyGUI::Widget* parent, bool adjustSize);
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|
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private:
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std::string getSpellDisplayName (const std::string& id);
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ESM::EffectList getSpellEffectList (const std::string& id);
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std::map<int, MyGUI::ImageBox*> mWidgetMap;
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};
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|
|
|
@ -9,7 +9,7 @@
|
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#include "../mwworld/inventorystore.hpp"
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#include "../mwworld/actionequip.hpp"
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|
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#include "../mwmechanics/spellsuccess.hpp"
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#include "../mwmechanics/spellcasting.hpp"
|
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|
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#include "spellicons.hpp"
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#include "inventorywindow.hpp"
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|
|
|
@ -16,11 +16,14 @@
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/soundmanager.hpp"
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#include "../mwbase/windowmanager.hpp"
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|
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#include "../mwrender/animation.hpp"
|
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|
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#include "../mwworld/class.hpp"
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|
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#include "../mwmechanics/spellcasting.hpp"
|
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|
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#include "creaturestats.hpp"
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#include "npcstats.hpp"
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|
@ -74,7 +77,7 @@ namespace MWMechanics
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for (std::vector<ESM::ENAMstruct>::const_iterator effectIter (effects.first.mList.begin());
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effectIter!=effects.first.mList.end(); ++effectIter, ++i)
|
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{
|
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float magnitude = iter->second.mRandom[i];
|
||||
float random = iter->second.mRandom[i];
|
||||
if (effectIter->mRange != iter->second.mRange)
|
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continue;
|
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|
||||
|
@ -83,7 +86,7 @@ namespace MWMechanics
|
|||
int duration = effectIter->mDuration;
|
||||
|
||||
if (effects.second.first)
|
||||
duration *= magnitude;
|
||||
duration *= random;
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||||
|
||||
MWWorld::TimeStamp end = start;
|
||||
end += static_cast<double> (duration)*
|
||||
|
@ -102,18 +105,20 @@ namespace MWMechanics
|
|||
if (effectIter->mDuration==0)
|
||||
{
|
||||
param.mMagnitude =
|
||||
static_cast<int> (magnitude / (0.1 * magicEffect->mData.mBaseCost));
|
||||
static_cast<int> (random / (0.1 * magicEffect->mData.mBaseCost));
|
||||
}
|
||||
else
|
||||
{
|
||||
param.mMagnitude =
|
||||
static_cast<int> (0.05*magnitude / (0.1 * magicEffect->mData.mBaseCost));
|
||||
static_cast<int> (0.05*random / (0.1 * magicEffect->mData.mBaseCost));
|
||||
}
|
||||
}
|
||||
else
|
||||
param.mMagnitude = static_cast<int> (
|
||||
(effectIter->mMagnMax-effectIter->mMagnMin)*magnitude + effectIter->mMagnMin);
|
||||
(effectIter->mMagnMax-effectIter->mMagnMin)*random + effectIter->mMagnMin);
|
||||
param.mMagnitude *= iter->second.mMultiplier[i];
|
||||
|
||||
if (param.mMagnitude)
|
||||
mEffects.add (*effectIter, param);
|
||||
}
|
||||
}
|
||||
|
@ -164,12 +169,31 @@ namespace MWMechanics
|
|||
throw std::runtime_error ("ID " + id + " can not produce lasting effects");
|
||||
}
|
||||
|
||||
std::string ActiveSpells::getSpellDisplayName (const std::string& id) const
|
||||
{
|
||||
if (const ESM::Spell *spell =
|
||||
MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().search (id))
|
||||
return spell->mName;
|
||||
|
||||
if (const ESM::Potion *potion =
|
||||
MWBase::Environment::get().getWorld()->getStore().get<ESM::Potion>().search (id))
|
||||
return potion->mName;
|
||||
|
||||
if (const ESM::Ingredient *ingredient =
|
||||
MWBase::Environment::get().getWorld()->getStore().get<ESM::Ingredient>().search (id))
|
||||
return ingredient->mName;
|
||||
|
||||
throw std::runtime_error ("ID " + id + " has no display name");
|
||||
}
|
||||
|
||||
ActiveSpells::ActiveSpells()
|
||||
: mSpellsChanged (false), mLastUpdate (MWBase::Environment::get().getWorld()->getTimeStamp())
|
||||
{}
|
||||
|
||||
bool ActiveSpells::addSpell (const std::string& id, const MWWorld::Ptr& actor, ESM::RangeType range, const std::string& name)
|
||||
bool ActiveSpells::addSpell (const std::string& id, const MWWorld::Ptr& actor, const MWWorld::Ptr& caster, ESM::RangeType range, const std::string& name, int effectIndex)
|
||||
{
|
||||
const CreatureStats& creatureStats = MWWorld::Class::get (actor).getCreatureStats (actor);
|
||||
|
||||
std::pair<ESM::EffectList, std::pair<bool, bool> > effects = getEffectList (id);
|
||||
bool stacks = effects.second.second;
|
||||
|
||||
|
@ -178,6 +202,8 @@ namespace MWMechanics
|
|||
for (std::vector<ESM::ENAMstruct>::const_iterator iter (effects.first.mList.begin());
|
||||
iter!=effects.first.mList.end(); ++iter)
|
||||
{
|
||||
if (iter->mRange != range)
|
||||
continue;
|
||||
if (iter->mDuration)
|
||||
{
|
||||
found = true;
|
||||
|
@ -185,17 +211,19 @@ namespace MWMechanics
|
|||
}
|
||||
}
|
||||
|
||||
// If none of the effects need to apply, no need to add the spell
|
||||
if (!found)
|
||||
return false;
|
||||
|
||||
TContainer::iterator iter = mSpells.find (id);
|
||||
|
||||
ActiveSpellParams params;
|
||||
for (unsigned int i=0; i<effects.first.mList.size(); ++i)
|
||||
{
|
||||
float random = static_cast<float> (std::rand()) / RAND_MAX;
|
||||
|
||||
if (effects.second.first)
|
||||
{
|
||||
// ingredient -> special treatment required.
|
||||
const CreatureStats& creatureStats = MWWorld::Class::get (actor).getCreatureStats (actor);
|
||||
const NpcStats& npcStats = MWWorld::Class::get (actor).getNpcStats (actor);
|
||||
|
||||
float x =
|
||||
|
@ -208,31 +236,64 @@ namespace MWMechanics
|
|||
random *= 0.25 * x;
|
||||
}
|
||||
|
||||
ActiveSpellParams params;
|
||||
for (unsigned int i=0; i<effects.first.mList.size(); ++i)
|
||||
params.mRandom.push_back(static_cast<float> (std::rand()) / RAND_MAX);
|
||||
params.mRandom.push_back(random);
|
||||
}
|
||||
params.mRange = range;
|
||||
params.mTimeStamp = MWBase::Environment::get().getWorld()->getTimeStamp();
|
||||
params.mName = name;
|
||||
params.mMultiplier.resize(effects.first.mList.size(), 1);
|
||||
|
||||
if (iter==mSpells.end() || stacks)
|
||||
mSpells.insert (std::make_pair (id, params));
|
||||
else
|
||||
iter->second = params;
|
||||
|
||||
// Play sounds & particles
|
||||
bool first=true;
|
||||
for (std::vector<ESM::ENAMstruct>::const_iterator iter (effects.first.mList.begin());
|
||||
iter!=effects.first.mList.end(); ++iter)
|
||||
/*
|
||||
for (int i=0; i<effects.first.mList.size(); ++i)
|
||||
{
|
||||
if (iter->mRange != range)
|
||||
{
|
||||
params.mDisabled.push_back(true);
|
||||
continue;
|
||||
}
|
||||
|
||||
// TODO: For Area effects, launch a growing particle effect that applies the effect to more actors as it hits them. Best managed in World.
|
||||
bool disabled = false;
|
||||
|
||||
int reflect = creatureStats.getMagicEffects().get(ESM::MagicEffect::Reflect).mMagnitude;
|
||||
int roll = std::rand()/ (static_cast<double> (RAND_MAX) + 1) * 100; // [0, 99]
|
||||
if (roll < reflect)
|
||||
disabled = true;
|
||||
}
|
||||
*/
|
||||
|
||||
bool first=true;
|
||||
int i = 0;
|
||||
for (std::vector<ESM::ENAMstruct>::const_iterator effectIt (effects.first.mList.begin());
|
||||
effectIt!=effects.first.mList.end(); ++effectIt, ++i)
|
||||
{
|
||||
if (effectIt->mRange != range)
|
||||
continue;
|
||||
|
||||
const ESM::MagicEffect *magicEffect =
|
||||
MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find (
|
||||
iter->mEffectID);
|
||||
effectIt->mEffectID);
|
||||
|
||||
if (caster.getRefData().getHandle() == "player" && actor != caster
|
||||
&& magicEffect->mData.mFlags & ESM::MagicEffect::Harmful)
|
||||
MWBase::Environment::get().getWindowManager()->setEnemy(actor);
|
||||
|
||||
// Try resisting effect in case its harmful
|
||||
const ESM::Spell *spell =
|
||||
MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().search (id);
|
||||
params.mMultiplier[i] = MWMechanics::getEffectMultiplier(effectIt->mEffectID, actor, caster, spell);
|
||||
if (params.mMultiplier[i] == 0)
|
||||
{
|
||||
if (actor.getRefData().getHandle() == "player")
|
||||
MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicPCResisted}");
|
||||
else
|
||||
MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicTargetResisted}");
|
||||
}
|
||||
|
||||
// If fully resisted, don't play sounds or particles
|
||||
if (params.mMultiplier[i] == 0)
|
||||
continue;
|
||||
|
||||
// TODO: For Area effects, launch a growing particle effect that applies the effect to more actors as it hits them. Best managed in World.
|
||||
|
||||
// Only the sound of the first effect plays
|
||||
if (first)
|
||||
|
@ -258,6 +319,11 @@ namespace MWMechanics
|
|||
first = false;
|
||||
}
|
||||
|
||||
if (iter==mSpells.end() || stacks)
|
||||
mSpells.insert (std::make_pair (id, params));
|
||||
else
|
||||
iter->second = params;
|
||||
|
||||
mSpellsChanged = true;
|
||||
|
||||
return true;
|
||||
|
@ -338,4 +404,49 @@ namespace MWMechanics
|
|||
{
|
||||
return mSpells;
|
||||
}
|
||||
|
||||
void ActiveSpells::visitEffectSources(EffectSourceVisitor &visitor) const
|
||||
{
|
||||
for (TContainer::const_iterator it = begin(); it != end(); ++it)
|
||||
{
|
||||
const ESM::EffectList& list = getEffectList(it->first).first;
|
||||
|
||||
float timeScale = MWBase::Environment::get().getWorld()->getTimeScaleFactor();
|
||||
|
||||
int i=0;
|
||||
for (std::vector<ESM::ENAMstruct>::const_iterator effectIt = list.mList.begin();
|
||||
effectIt != list.mList.end(); ++effectIt, ++i)
|
||||
{
|
||||
if (effectIt->mRange != it->second.mRange)
|
||||
continue;
|
||||
|
||||
std::string name;
|
||||
if (it->second.mName.empty())
|
||||
name = getSpellDisplayName(it->first);
|
||||
else
|
||||
name = it->second.mName;
|
||||
|
||||
float remainingTime = effectIt->mDuration +
|
||||
(it->second.mTimeStamp - MWBase::Environment::get().getWorld()->getTimeStamp())*3600/timeScale;
|
||||
float magnitude = effectIt->mMagnMin + (effectIt->mMagnMax - effectIt->mMagnMin) * it->second.mRandom[i];
|
||||
|
||||
// hack for ingredients
|
||||
if (MWBase::Environment::get().getWorld()->getStore().get<ESM::Ingredient>().search (it->first))
|
||||
{
|
||||
const ESM::MagicEffect *magicEffect =
|
||||
MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find (
|
||||
effectIt->mEffectID);
|
||||
|
||||
remainingTime = effectIt->mDuration * it->second.mRandom[i] +
|
||||
(it->second.mTimeStamp - MWBase::Environment::get().getWorld()->getTimeStamp())*3600/timeScale;
|
||||
|
||||
magnitude = static_cast<int> (0.05*it->second.mRandom[i] / (0.1 * magicEffect->mData.mBaseCost));
|
||||
}
|
||||
|
||||
magnitude *= it->second.mMultiplier[i];
|
||||
if (magnitude)
|
||||
visitor.visit(*effectIt, name, magnitude, remainingTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -35,6 +35,10 @@ namespace MWMechanics
|
|||
// Random factor for each effect
|
||||
std::vector<float> mRandom;
|
||||
|
||||
// Effect magnitude multiplier. Use 0 to completely disable the effect
|
||||
// (if it was resisted, reflected or absorbed). Use (0,1) for partially resisted.
|
||||
std::vector<float> mMultiplier;
|
||||
|
||||
// Display name, we need this for enchantments, which don't have a name - so you need to supply the
|
||||
// name of the item with the enchantment to addSpell
|
||||
std::string mName;
|
||||
|
@ -53,7 +57,7 @@ namespace MWMechanics
|
|||
|
||||
private:
|
||||
|
||||
mutable TContainer mSpells; // spellId, (time of casting, relative magnitude)
|
||||
mutable TContainer mSpells;
|
||||
mutable MagicEffects mEffects;
|
||||
mutable bool mSpellsChanged;
|
||||
mutable MWWorld::TimeStamp mLastUpdate;
|
||||
|
@ -65,17 +69,31 @@ namespace MWMechanics
|
|||
std::pair<ESM::EffectList, std::pair<bool, bool> > getEffectList (const std::string& id) const;
|
||||
///< @return (EffectList, (isIngredient, stacks))
|
||||
|
||||
double timeToExpire (const TIterator& iterator) const;
|
||||
///< Returns time (in in-game hours) until the spell pointed to by \a iterator
|
||||
/// expires.
|
||||
|
||||
const TContainer& getActiveSpells() const;
|
||||
|
||||
TIterator begin() const;
|
||||
|
||||
TIterator end() const;
|
||||
|
||||
std::string getSpellDisplayName (const std::string& id) const;
|
||||
|
||||
public:
|
||||
|
||||
ActiveSpells();
|
||||
|
||||
bool addSpell (const std::string& id, const MWWorld::Ptr& actor, ESM::RangeType range = ESM::RT_Self, const std::string& name = "");
|
||||
bool addSpell (const std::string& id, const MWWorld::Ptr& actor, const MWWorld::Ptr& caster, ESM::RangeType range = ESM::RT_Self, const std::string& name = "", int effectIndex = -1);
|
||||
///< Overwrites an existing spell with the same ID. If the spell does not have any
|
||||
/// non-instant effects, it is ignored.
|
||||
/// @param id
|
||||
/// @param actor
|
||||
/// @param actor actor to add the spell to
|
||||
/// @param caster actor who casted the spell
|
||||
/// @param range Only effects with range type \a range will be applied
|
||||
/// @param name Display name for enchantments, since they don't have a name in their record
|
||||
/// @param effectIndex Only apply one specific effect - useful for reflecting spells, since each effect is reflected individually
|
||||
///
|
||||
/// \return Has the spell been added?
|
||||
|
||||
|
@ -86,15 +104,8 @@ namespace MWMechanics
|
|||
|
||||
const MagicEffects& getMagicEffects() const;
|
||||
|
||||
const TContainer& getActiveSpells() const;
|
||||
void visitEffectSources (MWMechanics::EffectSourceVisitor& visitor) const;
|
||||
|
||||
TIterator begin() const;
|
||||
|
||||
TIterator end() const;
|
||||
|
||||
double timeToExpire (const TIterator& iterator) const;
|
||||
///< Returns time (in in-game hours) until the spell pointed to by \a iterator
|
||||
/// expires.
|
||||
};
|
||||
}
|
||||
|
||||
|
|
|
@ -29,7 +29,7 @@ namespace MWMechanics
|
|||
// magic effects
|
||||
adjustMagicEffects (ptr);
|
||||
calculateDynamicStats (ptr);
|
||||
calculateCreatureStatModifiers (ptr);
|
||||
calculateCreatureStatModifiers (ptr, duration);
|
||||
|
||||
if(!MWBase::Environment::get().getWindowManager()->isGuiMode())
|
||||
{
|
||||
|
@ -145,7 +145,7 @@ namespace MWMechanics
|
|||
stats.setFatigue (fatigue);
|
||||
}
|
||||
|
||||
void Actors::calculateCreatureStatModifiers (const MWWorld::Ptr& ptr)
|
||||
void Actors::calculateCreatureStatModifiers (const MWWorld::Ptr& ptr, float duration)
|
||||
{
|
||||
CreatureStats &creatureStats = MWWorld::Class::get(ptr).getCreatureStats(ptr);
|
||||
const MagicEffects &effects = creatureStats.getMagicEffects();
|
||||
|
@ -167,10 +167,25 @@ namespace MWMechanics
|
|||
stat.setModifier(effects.get(EffectKey(ESM::MagicEffect::FortifyHealth+i)).mMagnitude -
|
||||
effects.get(EffectKey(ESM::MagicEffect::DrainHealth+i)).mMagnitude);
|
||||
|
||||
float currentDiff = creatureStats.getMagicEffects().get(EffectKey(ESM::MagicEffect::RestoreHealth+i)).mMagnitude
|
||||
- creatureStats.getMagicEffects().get(EffectKey(ESM::MagicEffect::DamageHealth+i)).mMagnitude;
|
||||
stat.setCurrent(stat.getCurrent() + currentDiff * duration);
|
||||
|
||||
creatureStats.setDynamic(i, stat);
|
||||
}
|
||||
|
||||
// Apply damage ticks
|
||||
int damageEffects[] = {
|
||||
ESM::MagicEffect::FireDamage, ESM::MagicEffect::ShockDamage, ESM::MagicEffect::FrostDamage, ESM::MagicEffect::Poison
|
||||
};
|
||||
|
||||
for (unsigned int i=0; i<sizeof(damageEffects)/sizeof(int); ++i)
|
||||
{
|
||||
float magnitude = creatureStats.getMagicEffects().get(EffectKey(damageEffects[i])).mMagnitude;
|
||||
DynamicStat<float> health = creatureStats.getHealth();
|
||||
health.setCurrent(health.getCurrent() - magnitude * duration);
|
||||
creatureStats.setHealth(health);
|
||||
}
|
||||
}
|
||||
|
||||
void Actors::calculateNpcStatModifiers (const MWWorld::Ptr& ptr)
|
||||
|
|
|
@ -40,7 +40,7 @@ namespace MWMechanics
|
|||
|
||||
void calculateDynamicStats (const MWWorld::Ptr& ptr);
|
||||
|
||||
void calculateCreatureStatModifiers (const MWWorld::Ptr& ptr);
|
||||
void calculateCreatureStatModifiers (const MWWorld::Ptr& ptr, float duration);
|
||||
void calculateNpcStatModifiers (const MWWorld::Ptr& ptr);
|
||||
|
||||
void calculateRestoration (const MWWorld::Ptr& ptr, float duration);
|
||||
|
|
|
@ -782,7 +782,7 @@ void CharacterController::update(float duration)
|
|||
|
||||
if(!onground && !flying && !inwater)
|
||||
{
|
||||
// The player is in the air (either getting up —ascending part of jump— or falling).
|
||||
// In the air (either getting up —ascending part of jump— or falling).
|
||||
|
||||
if (world->isSlowFalling(mPtr))
|
||||
{
|
||||
|
@ -817,8 +817,7 @@ void CharacterController::update(float duration)
|
|||
}
|
||||
else if(vec.z > 0.0f && mJumpState == JumpState_None)
|
||||
{
|
||||
// The player has started a jump.
|
||||
|
||||
// Started a jump.
|
||||
float z = cls.getJump(mPtr);
|
||||
if(vec.x == 0 && vec.y == 0)
|
||||
vec = Ogre::Vector3(0.0f, 0.0f, z);
|
||||
|
@ -829,6 +828,7 @@ void CharacterController::update(float duration)
|
|||
}
|
||||
|
||||
// advance acrobatics
|
||||
if (mPtr.getRefData().getHandle() == "player")
|
||||
cls.skillUsageSucceeded(mPtr, ESM::Skill::Acrobatics, 0);
|
||||
|
||||
// decrease fatigue
|
||||
|
@ -843,8 +843,6 @@ void CharacterController::update(float duration)
|
|||
}
|
||||
else if(mJumpState == JumpState_Falling)
|
||||
{
|
||||
// The player is landing.
|
||||
|
||||
forcestateupdate = true;
|
||||
mJumpState = JumpState_Landing;
|
||||
vec.z = 0.0f;
|
||||
|
@ -861,6 +859,7 @@ void CharacterController::update(float duration)
|
|||
cls.getCreatureStats(mPtr).setHealth(health);
|
||||
|
||||
// report acrobatics progression
|
||||
if (mPtr.getRefData().getHandle() == "player")
|
||||
cls.skillUsageSucceeded(mPtr, ESM::Skill::Acrobatics, 1);
|
||||
|
||||
const float acrobaticsSkill = cls.getNpcStats(mPtr).getSkill(ESM::Skill::Acrobatics).getModified();
|
||||
|
|
|
@ -2,6 +2,7 @@
|
|||
#define GAME_MWMECHANICS_MAGICEFFECTS_H
|
||||
|
||||
#include <map>
|
||||
#include <string>
|
||||
|
||||
namespace ESM
|
||||
{
|
||||
|
@ -11,6 +12,13 @@ namespace ESM
|
|||
|
||||
namespace MWMechanics
|
||||
{
|
||||
// Used by effect management classes (ActiveSpells, InventoryStore, Spells) to list active effect sources for GUI display
|
||||
struct EffectSourceVisitor
|
||||
{
|
||||
virtual void visit (const ESM::ENAMstruct& enam,
|
||||
const std::string& sourceName, float magnitude, float remainingTime = -1) = 0;
|
||||
};
|
||||
|
||||
struct EffectKey
|
||||
{
|
||||
int mId;
|
||||
|
@ -29,11 +37,12 @@ namespace MWMechanics
|
|||
|
||||
struct EffectParam
|
||||
{
|
||||
int mMagnitude;
|
||||
// Note usually this would be int, but applying partial resistance might introduce decimal point.
|
||||
float mMagnitude;
|
||||
|
||||
EffectParam();
|
||||
|
||||
EffectParam(int magnitude) : mMagnitude(magnitude) {}
|
||||
EffectParam(float magnitude) : mMagnitude(magnitude) {}
|
||||
|
||||
EffectParam& operator+= (const EffectParam& param);
|
||||
|
||||
|
|
|
@ -63,7 +63,7 @@ namespace MWMechanics
|
|||
x *= 0.1 * magicEffect->mData.mBaseCost;
|
||||
x *= 0.5 * (it->mMagnMin + it->mMagnMax);
|
||||
x *= it->mArea * 0.05 * magicEffect->mData.mBaseCost;
|
||||
if (it->mRange == ESM::RT_Target)
|
||||
if (magicEffect->mData.mFlags & ESM::MagicEffect::CastTarget)
|
||||
x *= 1.5;
|
||||
static const float fEffectCostMult = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(
|
||||
"fEffectCostMult")->getFloat();
|
||||
|
@ -114,6 +114,72 @@ namespace MWMechanics
|
|||
return school;
|
||||
}
|
||||
|
||||
/// @return >=100 for fully resisted. can also return negative value for damage amplification.
|
||||
inline float getEffectResistance (short effectId, const MWWorld::Ptr& actor, const MWWorld::Ptr& caster, const ESM::Spell* spell = NULL)
|
||||
{
|
||||
const ESM::MagicEffect *magicEffect =
|
||||
MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find (
|
||||
effectId);
|
||||
|
||||
const MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor);
|
||||
|
||||
float resisted = 0;
|
||||
if (magicEffect->mData.mFlags & ESM::MagicEffect::Harmful)
|
||||
{
|
||||
|
||||
short resistanceEffect = ESM::MagicEffect::getResistanceEffect(effectId);
|
||||
short weaknessEffect = ESM::MagicEffect::getWeaknessEffect(effectId);
|
||||
|
||||
float resistance = 0;
|
||||
if (resistanceEffect != -1)
|
||||
resistance += stats.getMagicEffects().get(resistanceEffect).mMagnitude;
|
||||
if (weaknessEffect != -1)
|
||||
resistance -= stats.getMagicEffects().get(weaknessEffect).mMagnitude;
|
||||
|
||||
|
||||
float willpower = stats.getAttribute(ESM::Attribute::Willpower).getModified();
|
||||
float luck = stats.getAttribute(ESM::Attribute::Luck).getModified();
|
||||
float x = (willpower + 0.1 * luck) * stats.getFatigueTerm();
|
||||
|
||||
// This makes spells that are easy to cast harder to resist and vice versa
|
||||
if (spell != NULL)
|
||||
{
|
||||
float castChance = getSpellSuccessChance(spell, caster);
|
||||
if (castChance > 0)
|
||||
x *= 50 / castChance;
|
||||
}
|
||||
|
||||
float roll = static_cast<float>(std::rand()) / RAND_MAX * 100;
|
||||
if (magicEffect->mData.mFlags & ESM::MagicEffect::NoMagnitude)
|
||||
roll -= resistance;
|
||||
|
||||
if (x <= roll)
|
||||
x = 0;
|
||||
else
|
||||
{
|
||||
if (magicEffect->mData.mFlags & ESM::MagicEffect::NoMagnitude)
|
||||
x = 100;
|
||||
else
|
||||
x = roll / std::min(x, 100.f);
|
||||
}
|
||||
|
||||
x = std::min(x + resistance, 100.f);
|
||||
|
||||
resisted = x;
|
||||
}
|
||||
|
||||
return resisted;
|
||||
}
|
||||
|
||||
inline float getEffectMultiplier(short effectId, const MWWorld::Ptr& actor, const MWWorld::Ptr& caster, const ESM::Spell* spell = NULL)
|
||||
{
|
||||
float resistance = getEffectResistance(effectId, actor, caster, spell);
|
||||
if (resistance >= 0)
|
||||
return 1 - resistance / 100.f;
|
||||
else
|
||||
return -(resistance-100) / 100.f;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif
|
|
@ -117,4 +117,27 @@ namespace MWMechanics
|
|||
|
||||
return false;
|
||||
}
|
||||
|
||||
void Spells::visitEffectSources(EffectSourceVisitor &visitor) const
|
||||
{
|
||||
for (TIterator it = begin(); it != end(); ++it)
|
||||
{
|
||||
const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(it->first);
|
||||
|
||||
// these are the spell types that are permanently in effect
|
||||
if (!(spell->mData.mType == ESM::Spell::ST_Ability)
|
||||
&& !(spell->mData.mType == ESM::Spell::ST_Disease)
|
||||
&& !(spell->mData.mType == ESM::Spell::ST_Curse)
|
||||
&& !(spell->mData.mType == ESM::Spell::ST_Blight))
|
||||
continue;
|
||||
const ESM::EffectList& list = spell->mEffects;
|
||||
int i=0;
|
||||
for (std::vector<ESM::ENAMstruct>::const_iterator effectIt = list.mList.begin();
|
||||
effectIt != list.mList.end(); ++effectIt, ++i)
|
||||
{
|
||||
float magnitude = effectIt->mMagnMin + (effectIt->mMagnMax - effectIt->mMagnMin) * it->second[i];
|
||||
visitor.visit(*effectIt, spell->mName, magnitude);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -6,6 +6,8 @@
|
|||
|
||||
#include "../mwworld/ptr.hpp"
|
||||
|
||||
#include "magiceffects.hpp"
|
||||
|
||||
namespace ESM
|
||||
{
|
||||
struct Spell;
|
||||
|
@ -59,6 +61,8 @@ namespace MWMechanics
|
|||
bool hasCommonDisease() const;
|
||||
|
||||
bool hasBlightDisease() const;
|
||||
|
||||
void visitEffectSources (MWMechanics::EffectSourceVisitor& visitor) const;
|
||||
};
|
||||
}
|
||||
|
||||
|
|
|
@ -60,7 +60,7 @@ const NpcAnimation::PartBoneMap NpcAnimation::sPartList = createPartListMap();
|
|||
NpcAnimation::~NpcAnimation()
|
||||
{
|
||||
if (!mListenerDisabled)
|
||||
mPtr.getClass().getInventoryStore(mPtr).setListener(NULL);
|
||||
mPtr.getClass().getInventoryStore(mPtr).setListener(NULL, mPtr);
|
||||
|
||||
Ogre::SceneManager *sceneMgr = mInsert->getCreator();
|
||||
for(size_t i = 0;i < ESM::PRT_Count;i++)
|
||||
|
@ -85,7 +85,7 @@ NpcAnimation::NpcAnimation(const MWWorld::Ptr& ptr, Ogre::SceneNode* node, int v
|
|||
}
|
||||
|
||||
if (!disableListener)
|
||||
mPtr.getClass().getInventoryStore(mPtr).setListener(this);
|
||||
mPtr.getClass().getInventoryStore(mPtr).setListener(this, mPtr);
|
||||
|
||||
updateNpcBase();
|
||||
}
|
||||
|
|
|
@ -16,7 +16,7 @@ namespace MWWorld
|
|||
// TODO: Apply RT_Self effects on the door / container that triggered the trap. Not terribly useful, but you could
|
||||
// make it lock itself when activated for example.
|
||||
|
||||
actor.getClass().getCreatureStats(actor).getActiveSpells().addSpell(mSpellId, actor, ESM::RT_Touch);
|
||||
actor.getClass().getCreatureStats(actor).getActiveSpells().addSpell(mSpellId, actor, actor, ESM::RT_Touch);
|
||||
|
||||
const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(mSpellId);
|
||||
|
||||
|
|
|
@ -11,6 +11,8 @@
|
|||
#include "../mwbase/windowmanager.hpp"
|
||||
|
||||
#include "../mwmechanics/npcstats.hpp"
|
||||
#include "../mwmechanics/spellcasting.hpp"
|
||||
|
||||
|
||||
#include "esmstore.hpp"
|
||||
#include "class.hpp"
|
||||
|
@ -123,7 +125,7 @@ void MWWorld::InventoryStore::equip (int slot, const ContainerStoreIterator& ite
|
|||
flagAsModified();
|
||||
|
||||
fireEquipmentChangedEvent();
|
||||
updateMagicEffects();
|
||||
updateMagicEffects(actor);
|
||||
}
|
||||
|
||||
void MWWorld::InventoryStore::unequipAll(const MWWorld::Ptr& actor)
|
||||
|
@ -150,10 +152,10 @@ MWWorld::ContainerStoreIterator MWWorld::InventoryStore::getSlot (int slot)
|
|||
return mSlots[slot];
|
||||
}
|
||||
|
||||
void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& npc)
|
||||
void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& actor)
|
||||
{
|
||||
const MWMechanics::NpcStats& stats = MWWorld::Class::get(npc).getNpcStats(npc);
|
||||
MWWorld::InventoryStore& invStore = MWWorld::Class::get(npc).getInventoryStore(npc);
|
||||
const MWMechanics::NpcStats& stats = MWWorld::Class::get(actor).getNpcStats(actor);
|
||||
MWWorld::InventoryStore& invStore = MWWorld::Class::get(actor).getInventoryStore(actor);
|
||||
|
||||
TSlots slots_;
|
||||
initSlots (slots_);
|
||||
|
@ -211,15 +213,15 @@ void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& npc)
|
|||
}
|
||||
}
|
||||
|
||||
switch(MWWorld::Class::get (test).canBeEquipped (test, npc).first)
|
||||
switch(MWWorld::Class::get (test).canBeEquipped (test, actor).first)
|
||||
{
|
||||
case 0:
|
||||
continue;
|
||||
case 2:
|
||||
invStore.unequipSlot(MWWorld::InventoryStore::Slot_CarriedLeft, npc);
|
||||
invStore.unequipSlot(MWWorld::InventoryStore::Slot_CarriedLeft, actor);
|
||||
break;
|
||||
case 3:
|
||||
invStore.unequipSlot(MWWorld::InventoryStore::Slot_CarriedRight, npc);
|
||||
invStore.unequipSlot(MWWorld::InventoryStore::Slot_CarriedRight, actor);
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -255,7 +257,7 @@ void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& npc)
|
|||
{
|
||||
mSlots.swap (slots_);
|
||||
fireEquipmentChangedEvent();
|
||||
updateMagicEffects();
|
||||
updateMagicEffects(actor);
|
||||
flagAsModified();
|
||||
}
|
||||
}
|
||||
|
@ -265,7 +267,7 @@ const MWMechanics::MagicEffects& MWWorld::InventoryStore::getMagicEffects() cons
|
|||
return mMagicEffects;
|
||||
}
|
||||
|
||||
void MWWorld::InventoryStore::updateMagicEffects()
|
||||
void MWWorld::InventoryStore::updateMagicEffects(const Ptr& actor)
|
||||
{
|
||||
// To avoid excessive updates during auto-equip
|
||||
if (!mUpdatesEnabled)
|
||||
|
@ -292,30 +294,46 @@ void MWWorld::InventoryStore::updateMagicEffects()
|
|||
if (enchantment.mData.mType != ESM::Enchantment::ConstantEffect)
|
||||
continue;
|
||||
|
||||
// Roll some dice, one for each effect
|
||||
std::vector<float> random;
|
||||
random.resize(enchantment.mEffects.mList.size());
|
||||
for (unsigned int i=0; i<random.size();++i)
|
||||
random[i] = static_cast<float> (std::rand()) / RAND_MAX;
|
||||
std::vector<EffectParams> params;
|
||||
|
||||
bool existed = (mPermanentMagicEffectMagnitudes.find((**iter).getCellRef().mRefID) != mPermanentMagicEffectMagnitudes.end());
|
||||
if (!existed)
|
||||
{
|
||||
// Note that using the RefID as a key here is not entirely correct.
|
||||
// Consider equipping the same item twice (e.g. a ring)
|
||||
// However, permanent enchantments with a random magnitude are kind of an exploit anyway,
|
||||
// so it doesn't really matter if both items will get the same magnitude. *Extreme* edge case.
|
||||
mPermanentMagicEffectMagnitudes[(**iter).getCellRef().mRefID] = random;
|
||||
}
|
||||
// Roll some dice, one for each effect
|
||||
params.resize(enchantment.mEffects.mList.size());
|
||||
for (unsigned int i=0; i<params.size();++i)
|
||||
params[i].mRandom = static_cast<float> (std::rand()) / RAND_MAX;
|
||||
|
||||
// Try resisting each effect
|
||||
int i=0;
|
||||
for (std::vector<ESM::ENAMstruct>::const_iterator effectIt (enchantment.mEffects.mList.begin());
|
||||
effectIt!=enchantment.mEffects.mList.end(); ++effectIt)
|
||||
{
|
||||
params[i].mMultiplier = MWMechanics::getEffectMultiplier(effectIt->mEffectID, actor, actor);
|
||||
++i;
|
||||
}
|
||||
|
||||
// Note that using the RefID as a key here is not entirely correct.
|
||||
// Consider equipping the same item twice (e.g. a ring)
|
||||
// However, permanent enchantments with a random magnitude are kind of an exploit anyway,
|
||||
// so it doesn't really matter if both items will get the same magnitude. *Extreme* edge case.
|
||||
mPermanentMagicEffectMagnitudes[(**iter).getCellRef().mRefID] = params;
|
||||
}
|
||||
else
|
||||
params = mPermanentMagicEffectMagnitudes[(**iter).getCellRef().mRefID];
|
||||
|
||||
int i=0;
|
||||
for (std::vector<ESM::ENAMstruct>::const_iterator effectIt (enchantment.mEffects.mList.begin());
|
||||
effectIt!=enchantment.mEffects.mList.end(); ++effectIt, ++i)
|
||||
{
|
||||
const ESM::MagicEffect *magicEffect =
|
||||
MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find (
|
||||
effectIt->mEffectID);
|
||||
|
||||
// Fully resisted?
|
||||
if (params[i].mMultiplier == 0)
|
||||
continue;
|
||||
|
||||
if (!existed)
|
||||
{
|
||||
// During first auto equip, we don't play any sounds.
|
||||
|
@ -325,8 +343,10 @@ void MWWorld::InventoryStore::updateMagicEffects()
|
|||
!mFirstAutoEquip && effectIt == enchantment.mEffects.mList.begin());
|
||||
}
|
||||
|
||||
mMagicEffects.add (*effectIt, random[i]);
|
||||
++i;
|
||||
float magnitude = effectIt->mMagnMin + (effectIt->mMagnMax - effectIt->mMagnMin) * params[i].mRandom;
|
||||
magnitude *= params[i].mMultiplier;
|
||||
if (magnitude)
|
||||
mMagicEffects.add (*effectIt, magnitude);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -467,7 +487,7 @@ MWWorld::ContainerStoreIterator MWWorld::InventoryStore::unequipSlot(int slot, c
|
|||
}
|
||||
|
||||
fireEquipmentChangedEvent();
|
||||
updateMagicEffects();
|
||||
updateMagicEffects(actor);
|
||||
|
||||
return retval;
|
||||
}
|
||||
|
@ -487,10 +507,10 @@ MWWorld::ContainerStoreIterator MWWorld::InventoryStore::unequipItem(const MWWor
|
|||
throw std::runtime_error ("attempt to unequip an item that is not currently equipped");
|
||||
}
|
||||
|
||||
void MWWorld::InventoryStore::setListener(InventoryStoreListener *listener)
|
||||
void MWWorld::InventoryStore::setListener(InventoryStoreListener *listener, const Ptr& actor)
|
||||
{
|
||||
mListener = listener;
|
||||
updateMagicEffects();
|
||||
updateMagicEffects(actor);
|
||||
}
|
||||
|
||||
void MWWorld::InventoryStore::fireEquipmentChangedEvent()
|
||||
|
@ -500,3 +520,37 @@ void MWWorld::InventoryStore::fireEquipmentChangedEvent()
|
|||
if (mListener)
|
||||
mListener->equipmentChanged();
|
||||
}
|
||||
|
||||
void MWWorld::InventoryStore::visitEffectSources(MWMechanics::EffectSourceVisitor &visitor)
|
||||
{
|
||||
for (TSlots::const_iterator iter (mSlots.begin()); iter!=mSlots.end(); ++iter)
|
||||
{
|
||||
if (*iter==end())
|
||||
continue;
|
||||
|
||||
std::string enchantmentId = MWWorld::Class::get (**iter).getEnchantment (**iter);
|
||||
if (enchantmentId.empty())
|
||||
continue;
|
||||
|
||||
const ESM::Enchantment& enchantment =
|
||||
*MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>().find (enchantmentId);
|
||||
|
||||
if (enchantment.mData.mType != ESM::Enchantment::ConstantEffect)
|
||||
continue;
|
||||
|
||||
if (mPermanentMagicEffectMagnitudes.find((**iter).getCellRef().mRefID) == mPermanentMagicEffectMagnitudes.end())
|
||||
continue;
|
||||
|
||||
int i=0;
|
||||
for (std::vector<ESM::ENAMstruct>::const_iterator effectIt (enchantment.mEffects.mList.begin());
|
||||
effectIt!=enchantment.mEffects.mList.end(); ++effectIt)
|
||||
{
|
||||
const EffectParams& params = mPermanentMagicEffectMagnitudes[(**iter).getCellRef().mRefID][i];
|
||||
float magnitude = effectIt->mMagnMin + (effectIt->mMagnMax - effectIt->mMagnMin) * params.mRandom;
|
||||
magnitude *= params.mMultiplier;
|
||||
visitor.visit(*effectIt, (**iter).getClass().getName(**iter), magnitude);
|
||||
|
||||
++i;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -74,7 +74,15 @@ namespace MWWorld
|
|||
|
||||
// Vanilla allows permanent effects with a random magnitude, so it needs to be stored here.
|
||||
// We also need this to only play sounds and particle effects when the item is equipped, rather than on every update.
|
||||
typedef std::map<std::string, std::vector<float> > TEffectMagnitudes;
|
||||
struct EffectParams
|
||||
{
|
||||
// Modifier to scale between min and max magnitude
|
||||
float mRandom;
|
||||
// Multiplier for when an effect was fully or partially resisted
|
||||
float mMultiplier;
|
||||
};
|
||||
|
||||
typedef std::map<std::string, std::vector<EffectParams> > TEffectMagnitudes;
|
||||
TEffectMagnitudes mPermanentMagicEffectMagnitudes;
|
||||
|
||||
typedef std::vector<ContainerStoreIterator> TSlots;
|
||||
|
@ -88,7 +96,7 @@ namespace MWWorld
|
|||
|
||||
void initSlots (TSlots& slots_);
|
||||
|
||||
void updateMagicEffects();
|
||||
void updateMagicEffects(const Ptr& actor);
|
||||
|
||||
void fireEquipmentChangedEvent();
|
||||
|
||||
|
@ -127,7 +135,7 @@ namespace MWWorld
|
|||
void unequipAll(const MWWorld::Ptr& actor);
|
||||
///< Unequip all currently equipped items.
|
||||
|
||||
void autoEquip (const MWWorld::Ptr& npc);
|
||||
void autoEquip (const MWWorld::Ptr& actor);
|
||||
///< Auto equip items according to stats and item value.
|
||||
|
||||
const MWMechanics::MagicEffects& getMagicEffects() const;
|
||||
|
@ -160,8 +168,10 @@ namespace MWWorld
|
|||
/// (it can be re-stacked so its count may be different than when it
|
||||
/// was equipped).
|
||||
|
||||
void setListener (InventoryStoreListener* listener);
|
||||
void setListener (InventoryStoreListener* listener, const Ptr& actor);
|
||||
///< Set a listener for various events, see \a InventoryStoreListener
|
||||
|
||||
void visitEffectSources (MWMechanics::EffectSourceVisitor& visitor);
|
||||
};
|
||||
}
|
||||
|
||||
|
|
|
@ -26,7 +26,7 @@
|
|||
#include "../mwmechanics/creaturestats.hpp"
|
||||
#include "../mwmechanics/movement.hpp"
|
||||
#include "../mwmechanics/npcstats.hpp"
|
||||
#include "../mwmechanics/spellsuccess.hpp"
|
||||
#include "../mwmechanics/spellcasting.hpp"
|
||||
|
||||
|
||||
#include "../mwrender/sky.hpp"
|
||||
|
@ -2158,7 +2158,7 @@ namespace MWWorld
|
|||
// Now apply the spell!
|
||||
|
||||
// Apply Self portion
|
||||
actor.getClass().getCreatureStats(actor).getActiveSpells().addSpell(selectedSpell, actor, ESM::RT_Self, sourceName);
|
||||
actor.getClass().getCreatureStats(actor).getActiveSpells().addSpell(selectedSpell, actor, actor, ESM::RT_Self, sourceName);
|
||||
|
||||
// Apply Touch portion
|
||||
// TODO: Distance is probably incorrect, and should it be hardcoded?
|
||||
|
@ -2166,7 +2166,7 @@ namespace MWWorld
|
|||
if (!contact.first.isEmpty())
|
||||
{
|
||||
if (contact.first.getClass().isActor())
|
||||
contact.first.getClass().getCreatureStats(contact.first).getActiveSpells().addSpell(selectedSpell, contact.first, ESM::RT_Touch, sourceName);
|
||||
contact.first.getClass().getCreatureStats(contact.first).getActiveSpells().addSpell(selectedSpell, contact.first, actor, ESM::RT_Touch, sourceName);
|
||||
else
|
||||
{
|
||||
// We hit a non-actor, e.g. a door. Only instant effects are relevant.
|
||||
|
|
|
@ -81,6 +81,100 @@ 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;
|
||||
effects[DisintegrateArmor] = Sanctuary;
|
||||
effects[DisintegrateWeapon] = Sanctuary;
|
||||
|
||||
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()
|
||||
{
|
||||
|
|
|
@ -58,6 +58,12 @@ 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;
|
||||
|
||||
|
||||
|
|
Loading…
Reference in a new issue