Implement correct armor mitigation mechanics

deque
scrawl 11 years ago
parent 804f1a5e59
commit 5629803a08

@ -394,6 +394,9 @@ namespace MWClass
if (damage > 0.0f && !object.isEmpty())
MWMechanics::resistNormalWeapon(ptr, attacker, object, damage);
if (damage < 0.001f)
damage = 0;
if (damage > 0.f)
{
// Check for knockdown
@ -409,6 +412,8 @@ namespace MWClass
else
getCreatureStats(ptr).setHitRecovery(true); // Is this supposed to always occur?
damage = std::max(1.f, damage);
if(ishealth)
{
if (!attacker.isEmpty())
@ -639,6 +644,7 @@ namespace MWClass
float Creature::getArmorRating (const MWWorld::Ptr& ptr) const
{
// Note this is currently unused. Creatures do not use armor mitigation.
return getCreatureStats(ptr).getMagicEffects().get(ESM::MagicEffect::Shield).mMagnitude;
}

@ -280,6 +280,7 @@ namespace MWClass
gmst.iKnockDownOddsBase = store.find("iKnockDownOddsBase");
gmst.fDamageStrengthBase = store.find("fDamageStrengthBase");
gmst.fDamageStrengthMult = store.find("fDamageStrengthMult");
gmst.fCombatArmorMinMult = store.find("fCombatArmorMinMult");
inited = true;
}
@ -706,6 +707,9 @@ namespace MWClass
if (damage > 0.0f && !object.isEmpty())
MWMechanics::resistNormalWeapon(ptr, attacker, object, damage);
if (damage < 0.001f)
damage = 0;
if(damage > 0.0f)
{
// 'ptr' is losing health. Play a 'hit' voiced dialog entry if not already saying
@ -734,7 +738,7 @@ namespace MWClass
else
getCreatureStats(ptr).setHitRecovery(true); // Is this supposed to always occur?
if(ishealth && !attacker.isEmpty()) // Don't use armor mitigation for fall damage
if(damage > 0 && ishealth && !attacker.isEmpty()) // Don't use armor mitigation for fall damage
{
// Hit percentages:
// cuirass = 30%
@ -754,9 +758,12 @@ namespace MWClass
};
int hitslot = hitslots[(int)(::rand()/(RAND_MAX+1.0)*20.0)];
float damagediff = damage;
damage /= std::min(1.0f + getArmorRating(ptr)/std::max(1.0f, damage), 4.0f);
damagediff -= damage;
float unmitigatedDamage = damage;
float x = damage / (damage + getArmorRating(ptr));
damage *= std::max(gmst.fCombatArmorMinMult->getFloat(), x);
int damageDiff = unmitigatedDamage - damage;
if (damage < 1)
damage = 1;
MWWorld::InventoryStore &inv = getInventoryStore(ptr);
MWWorld::ContainerStoreIterator armorslot = inv.getSlot(hitslot);
@ -764,13 +771,13 @@ namespace MWClass
if(!armor.isEmpty() && armor.getTypeName() == typeid(ESM::Armor).name())
{
int armorhealth = armor.getClass().getItemHealth(armor);
armorhealth -= std::min(std::max(1, (int)damagediff),
armorhealth -= std::min(std::max(1, damageDiff),
armorhealth);
armor.getCellRef().setCharge(armorhealth);
// Armor broken? unequip it
if (armorhealth == 0)
inv.unequipItem(armor, ptr);
armor = *inv.unequipItem(armor, ptr);
if (ptr.getRefData().getHandle() == "player")
skillUsageSucceeded(ptr, armor.getClass().getEquipmentSkill(armor), 0);

@ -40,6 +40,7 @@ namespace MWClass
const ESM::GameSetting *iKnockDownOddsBase;
const ESM::GameSetting *fDamageStrengthBase;
const ESM::GameSetting *fDamageStrengthMult;
const ESM::GameSetting *fCombatArmorMinMult;
};
static const GMST& getGmst();

Loading…
Cancel
Save