openmw-tes3coop/apps/openmw/mwmechanics/spellcasting.cpp
David Cernat c075496748 [General] Replace deathReason in death packets with a killer variable
Add serverside script functions for determining the killers of both players and actors.

Use unsigned ints for script functions returning an object or actor's refNumIndex or mpNum.

Remove updateDeadState() from LocalPlayer and make its code part of updateStatsDynamic() for simplicity.
2018-07-05 22:24:51 +03:00

1408 lines
62 KiB
C++

#include "spellcasting.hpp"
#include <cfloat>
#include <limits>
#include <iomanip>
#include <boost/format.hpp>
#include <components/misc/rng.hpp>
#include <components/settings/settings.hpp>
/*
Start of tes3mp addition
Include additional headers for multiplayer purposes
*/
#include <components/openmw-mp/Log.hpp>
#include "../mwmp/Main.hpp"
#include "../mwmp/Networking.hpp"
#include "../mwmp/PlayerList.hpp"
#include "../mwmp/LocalPlayer.hpp"
#include "../mwmp/ObjectList.hpp"
#include "../mwmp/CellController.hpp"
#include "../mwmp/MechanicsHelper.hpp"
/*
End of tes3mp addition
*/
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/soundmanager.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwworld/containerstore.hpp"
#include "../mwworld/actionteleport.hpp"
#include "../mwworld/player.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/cellstore.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwrender/animation.hpp"
#include "npcstats.hpp"
#include "actorutil.hpp"
#include "aifollow.hpp"
namespace MWMechanics
{
ESM::Skill::SkillEnum spellSchoolToSkill(int school)
{
std::map<int, ESM::Skill::SkillEnum> schoolSkillMap; // maps spell school to skill id
schoolSkillMap[0] = ESM::Skill::Alteration;
schoolSkillMap[1] = ESM::Skill::Conjuration;
schoolSkillMap[3] = ESM::Skill::Illusion;
schoolSkillMap[2] = ESM::Skill::Destruction;
schoolSkillMap[4] = ESM::Skill::Mysticism;
schoolSkillMap[5] = ESM::Skill::Restoration;
assert(schoolSkillMap.find(school) != schoolSkillMap.end());
return schoolSkillMap[school];
}
float calcEffectCost(const ESM::ENAMstruct& effect)
{
const ESM::MagicEffect* magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(effect.mEffectID);
int minMagn = 1;
int maxMagn = 1;
if (!(magicEffect->mData.mFlags & ESM::MagicEffect::NoMagnitude))
{
minMagn = effect.mMagnMin;
maxMagn = effect.mMagnMax;
}
int duration = 0;
if (!(magicEffect->mData.mFlags & ESM::MagicEffect::NoDuration))
duration = effect.mDuration;
static const float fEffectCostMult = MWBase::Environment::get().getWorld()->getStore()
.get<ESM::GameSetting>().find("fEffectCostMult")->getFloat();
float x = 0.5 * (std::max(1, minMagn) + std::max(1, maxMagn));
x *= 0.1 * magicEffect->mData.mBaseCost;
x *= 1 + duration;
x += 0.05 * std::max(1, effect.mArea) * magicEffect->mData.mBaseCost;
return x * fEffectCostMult;
}
float calcSpellBaseSuccessChance (const ESM::Spell* spell, const MWWorld::Ptr& actor, int* effectiveSchool)
{
// Morrowind for some reason uses a formula slightly different from magicka cost calculation
float y = std::numeric_limits<float>::max();
float lowestSkill = 0;
for (std::vector<ESM::ENAMstruct>::const_iterator it = spell->mEffects.mList.begin(); it != spell->mEffects.mList.end(); ++it)
{
float x = static_cast<float>(it->mDuration);
const ESM::MagicEffect* magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(
it->mEffectID);
if (!(magicEffect->mData.mFlags & ESM::MagicEffect::UncappedDamage))
x = std::max(1.f, x);
x *= 0.1f * magicEffect->mData.mBaseCost;
x *= 0.5f * (it->mMagnMin + it->mMagnMax);
x *= it->mArea * 0.05f * magicEffect->mData.mBaseCost;
if (it->mRange == ESM::RT_Target)
x *= 1.5f;
static const float fEffectCostMult = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(
"fEffectCostMult")->getFloat();
x *= fEffectCostMult;
float s = 2.0f * actor.getClass().getSkill(actor, spellSchoolToSkill(magicEffect->mData.mSchool));
if (s - x < y)
{
y = s - x;
if (effectiveSchool)
*effectiveSchool = magicEffect->mData.mSchool;
lowestSkill = s;
}
}
CreatureStats& stats = actor.getClass().getCreatureStats(actor);
int actorWillpower = stats.getAttribute(ESM::Attribute::Willpower).getModified();
int actorLuck = stats.getAttribute(ESM::Attribute::Luck).getModified();
float castChance = (lowestSkill - spell->mData.mCost + 0.2f * actorWillpower + 0.1f * actorLuck);
return castChance;
}
float getSpellSuccessChance (const ESM::Spell* spell, const MWWorld::Ptr& actor, int* effectiveSchool, bool cap, bool checkMagicka)
{
bool godmode = actor == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState();
CreatureStats& stats = actor.getClass().getCreatureStats(actor);
float castBonus = -stats.getMagicEffects().get(ESM::MagicEffect::Sound).getMagnitude();
float castChance = calcSpellBaseSuccessChance(spell, actor, effectiveSchool) + castBonus;
castChance *= stats.getFatigueTerm();
if (stats.getMagicEffects().get(ESM::MagicEffect::Silence).getMagnitude()&& !godmode)
return 0;
if (spell->mData.mType == ESM::Spell::ST_Power)
return stats.getSpells().canUsePower(spell) ? 100 : 0;
if (spell->mData.mType != ESM::Spell::ST_Spell)
return 100;
if (checkMagicka && stats.getMagicka().getCurrent() < spell->mData.mCost && !godmode)
return 0;
if (spell->mData.mFlags & ESM::Spell::F_Always)
return 100;
if (godmode)
{
return 100;
}
if (!cap)
return std::max(0.f, castChance);
else
return std::max(0.f, std::min(100.f, castChance));
}
float getSpellSuccessChance (const std::string& spellId, const MWWorld::Ptr& actor, int* effectiveSchool, bool cap, bool checkMagicka)
{
const ESM::Spell* spell =
MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(spellId);
return getSpellSuccessChance(spell, actor, effectiveSchool, cap, checkMagicka);
}
int getSpellSchool(const std::string& spellId, const MWWorld::Ptr& actor)
{
int school = 0;
getSpellSuccessChance(spellId, actor, &school);
return school;
}
int getSpellSchool(const ESM::Spell* spell, const MWWorld::Ptr& actor)
{
int school = 0;
getSpellSuccessChance(spell, actor, &school);
return school;
}
bool spellIncreasesSkill(const ESM::Spell *spell)
{
if (spell->mData.mType == ESM::Spell::ST_Spell && !(spell->mData.mFlags & ESM::Spell::F_Always))
return true;
return false;
}
bool spellIncreasesSkill(const std::string &spellId)
{
const ESM::Spell* spell =
MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(spellId);
return spellIncreasesSkill(spell);
}
float getEffectResistanceAttribute (short effectId, const MagicEffects* actorEffects)
{
short resistanceEffect = ESM::MagicEffect::getResistanceEffect(effectId);
short weaknessEffect = ESM::MagicEffect::getWeaknessEffect(effectId);
float resistance = 0;
if (resistanceEffect != -1)
resistance += actorEffects->get(resistanceEffect).getMagnitude();
if (weaknessEffect != -1)
resistance -= actorEffects->get(weaknessEffect).getMagnitude();
if (effectId == ESM::MagicEffect::FireDamage)
resistance += actorEffects->get(ESM::MagicEffect::FireShield).getMagnitude();
if (effectId == ESM::MagicEffect::ShockDamage)
resistance += actorEffects->get(ESM::MagicEffect::LightningShield).getMagnitude();
if (effectId == ESM::MagicEffect::FrostDamage)
resistance += actorEffects->get(ESM::MagicEffect::FrostShield).getMagnitude();
return resistance;
}
float getEffectResistance (short effectId, const MWWorld::Ptr& actor, const MWWorld::Ptr& caster,
const ESM::Spell* spell, const MagicEffects* effects)
{
const ESM::MagicEffect *magicEffect =
MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find (
effectId);
const MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor);
const MWMechanics::MagicEffects* magicEffects = &stats.getMagicEffects();
if (effects)
magicEffects = effects;
// Effects with no resistance attribute belonging to them can not be resisted
if (ESM::MagicEffect::getResistanceEffect(effectId) == -1)
return 0.f;
float resistance = getEffectResistanceAttribute(effectId, magicEffects);
int willpower = stats.getAttribute(ESM::Attribute::Willpower).getModified();
float luck = static_cast<float>(stats.getAttribute(ESM::Attribute::Luck).getModified());
float x = (willpower + 0.1f * luck) * stats.getFatigueTerm();
// This makes spells that are easy to cast harder to resist and vice versa
float castChance = 100.f;
if (spell != NULL && !caster.isEmpty() && caster.getClass().isActor())
{
castChance = getSpellSuccessChance(spell, caster, NULL, false); // Uncapped casting chance
}
if (castChance > 0)
x *= 50 / castChance;
float roll = Misc::Rng::rollClosedProbability() * 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);
return x;
}
float getEffectMultiplier(short effectId, const MWWorld::Ptr& actor, const MWWorld::Ptr& caster,
const ESM::Spell* spell, const MagicEffects* effects)
{
float resistance = getEffectResistance(effectId, actor, caster, spell, effects);
return 1 - resistance / 100.f;
}
/// Check if the given effect can be applied to the target. If \a castByPlayer, emits a message box on failure.
bool checkEffectTarget (int effectId, const MWWorld::Ptr& target, const MWWorld::Ptr& caster, bool castByPlayer)
{
switch (effectId)
{
case ESM::MagicEffect::Levitate:
if (!MWBase::Environment::get().getWorld()->isLevitationEnabled())
{
if (castByPlayer)
MWBase::Environment::get().getWindowManager()->messageBox("#{sLevitateDisabled}");
return false;
}
break;
case ESM::MagicEffect::Soultrap:
if (!target.getClass().isNpc() // no messagebox for NPCs
&& (target.getTypeName() == typeid(ESM::Creature).name() && target.get<ESM::Creature>()->mBase->mData.mSoul == 0))
{
if (castByPlayer)
MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicInvalidTarget}");
return true; // must still apply to get visual effect and have target regard it as attack
}
break;
case ESM::MagicEffect::AlmsiviIntervention:
case ESM::MagicEffect::DivineIntervention:
case ESM::MagicEffect::Mark:
case ESM::MagicEffect::Recall:
if (!MWBase::Environment::get().getWorld()->isTeleportingEnabled())
{
if (castByPlayer)
MWBase::Environment::get().getWindowManager()->messageBox("#{sTeleportDisabled}");
return false;
}
break;
case ESM::MagicEffect::WaterWalking:
if (target.getClass().isPureWaterCreature(target) && MWBase::Environment::get().getWorld()->isSwimming(target))
return false;
MWBase::World *world = MWBase::Environment::get().getWorld();
if (!world->isWaterWalkingCastableOnTarget(target))
{
if (castByPlayer && caster == target)
MWBase::Environment::get().getWindowManager()->messageBox ("#{sMagicInvalidEffect}");
return false;
}
break;
}
return true;
}
CastSpell::CastSpell(const MWWorld::Ptr &caster, const MWWorld::Ptr &target, const bool fromProjectile)
: mCaster(caster)
, mTarget(target)
, mStack(false)
, mHitPosition(0,0,0)
, mAlwaysSucceed(false)
, mFromProjectile(fromProjectile)
{
}
void CastSpell::launchMagicBolt ()
{
osg::Vec3f fallbackDirection (0,1,0);
// Fall back to a "caster to target" direction if we have no other means of determining it
// (e.g. when cast by a non-actor)
if (!mTarget.isEmpty())
fallbackDirection =
osg::Vec3f(mTarget.getRefData().getPosition().asVec3())-
osg::Vec3f(mCaster.getRefData().getPosition().asVec3());
MWBase::Environment::get().getWorld()->launchMagicBolt(mId, mCaster, fallbackDirection);
}
void CastSpell::inflict(const MWWorld::Ptr &target, const MWWorld::Ptr &caster,
const ESM::EffectList &effects, ESM::RangeType range, bool reflected, bool exploded)
{
if (!target.isEmpty() && target.getClass().isActor() && target.getClass().getCreatureStats(target).isDead())
return;
// If none of the effects need to apply, we can early-out
bool found = false;
for (std::vector<ESM::ENAMstruct>::const_iterator iter (effects.mList.begin());
iter!=effects.mList.end(); ++iter)
{
if (iter->mRange == range)
{
found = true;
break;
}
}
if (!found)
return;
const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().search (mId);
if (spell && !target.isEmpty() && (spell->mData.mType == ESM::Spell::ST_Disease || spell->mData.mType == ESM::Spell::ST_Blight))
{
int requiredResistance = (spell->mData.mType == ESM::Spell::ST_Disease) ?
ESM::MagicEffect::ResistCommonDisease
: ESM::MagicEffect::ResistBlightDisease;
float x = target.getClass().getCreatureStats(target).getMagicEffects().get(requiredResistance).getMagnitude();
if (Misc::Rng::roll0to99() <= x)
{
// Fully resisted, show message
if (target == getPlayer())
MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicPCResisted}");
return;
}
}
ESM::EffectList reflectedEffects;
std::vector<ActiveSpells::ActiveEffect> appliedLastingEffects;
// HACK: cache target's magic effects here, and add any applied effects to it. Use the cached effects for determining resistance.
// This is required for Weakness effects in a spell to apply to any subsequent effects in the spell.
// Otherwise, they'd only apply after the whole spell was added.
MagicEffects targetEffects;
if (!target.isEmpty() && target.getClass().isActor())
targetEffects += target.getClass().getCreatureStats(target).getMagicEffects();
bool castByPlayer = (!caster.isEmpty() && caster == getPlayer());
ActiveSpells targetSpells;
if (!target.isEmpty() && target.getClass().isActor())
targetSpells = target.getClass().getCreatureStats(target).getActiveSpells();
bool canCastAnEffect = false; // For bound equipment.If this remains false
// throughout the iteration of this spell's
// effects, we display a "can't re-cast" message
for (std::vector<ESM::ENAMstruct>::const_iterator effectIt (effects.mList.begin());
!target.isEmpty() && effectIt != effects.mList.end(); ++effectIt)
{
if (effectIt->mRange != range)
continue;
const ESM::MagicEffect *magicEffect =
MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find (
effectIt->mEffectID);
// Re-casting a bound equipment effect has no effect if the spell is still active
if (magicEffect->mData.mFlags & ESM::MagicEffect::NonRecastable && targetSpells.isSpellActive(mId))
{
if (effectIt == (effects.mList.end() - 1) && !canCastAnEffect && castByPlayer)
MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicCannotRecast}");
continue;
}
else
canCastAnEffect = true;
if (!checkEffectTarget(effectIt->mEffectID, target, caster, castByPlayer))
continue;
// caster needs to be an actor for linked effects (e.g. Absorb)
if (magicEffect->mData.mFlags & ESM::MagicEffect::CasterLinked
&& (caster.isEmpty() || !caster.getClass().isActor()))
continue;
// If player is healing someone, show the target's HP bar
if (castByPlayer && target != caster
&& effectIt->mEffectID == ESM::MagicEffect::RestoreHealth
&& target.getClass().isActor())
MWBase::Environment::get().getWindowManager()->setEnemy(target);
// Try absorbing if it's a spell
// NOTE: Vanilla does this once per spell absorption effect source instead of adding the % from all sources together, not sure
// if that is worth replicating.
bool absorbed = false;
if (spell && caster != target && target.getClass().isActor())
{
float absorb = target.getClass().getCreatureStats(target).getMagicEffects().get(ESM::MagicEffect::SpellAbsorption).getMagnitude();
absorbed = (Misc::Rng::roll0to99() < absorb);
if (absorbed)
{
const ESM::Static* absorbStatic = MWBase::Environment::get().getWorld()->getStore().get<ESM::Static>().find ("VFX_Absorb");
MWBase::Environment::get().getWorld()->getAnimation(target)->addEffect(
"meshes\\" + absorbStatic->mModel, ESM::MagicEffect::SpellAbsorption, false, "");
// Magicka is increased by cost of spell
DynamicStat<float> magicka = target.getClass().getCreatureStats(target).getMagicka();
magicka.setCurrent(magicka.getCurrent() + spell->mData.mCost);
target.getClass().getCreatureStats(target).setMagicka(magicka);
}
}
float magnitudeMult = 1;
if (!absorbed && target.getClass().isActor())
{
bool isHarmful = magicEffect->mData.mFlags & ESM::MagicEffect::Harmful;
// Reflect harmful effects
if (isHarmful && !reflected && !caster.isEmpty() && caster != target && !(magicEffect->mData.mFlags & ESM::MagicEffect::Unreflectable))
{
float reflect = target.getClass().getCreatureStats(target).getMagicEffects().get(ESM::MagicEffect::Reflect).getMagnitude();
bool isReflected = (Misc::Rng::roll0to99() < reflect);
if (isReflected)
{
const ESM::Static* reflectStatic = MWBase::Environment::get().getWorld()->getStore().get<ESM::Static>().find ("VFX_Reflect");
MWBase::Environment::get().getWorld()->getAnimation(target)->addEffect(
"meshes\\" + reflectStatic->mModel, ESM::MagicEffect::Reflect, false, "");
reflectedEffects.mList.push_back(*effectIt);
continue;
}
}
// Try resisting
magnitudeMult = MWMechanics::getEffectMultiplier(effectIt->mEffectID, target, caster, spell, &targetEffects);
if (magnitudeMult == 0)
{
// Fully resisted, show message
if (target == getPlayer())
MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicPCResisted}");
else if (castByPlayer)
MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicTargetResisted}");
}
else if (isHarmful && castByPlayer && target != caster)
{
// If player is attempting to cast a harmful spell and it wasn't fully resisted, show the target's HP bar
MWBase::Environment::get().getWindowManager()->setEnemy(target);
}
if (target == getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState() && isHarmful)
magnitudeMult = 0;
// Notify the target actor they've been hit
if (target != caster && !caster.isEmpty() && isHarmful)
target.getClass().onHit(target, 0.0f, true, MWWorld::Ptr(), caster, osg::Vec3f(), true);
}
if (magnitudeMult > 0 && !absorbed)
{
float random = Misc::Rng::rollClosedProbability();
float magnitude = effectIt->mMagnMin + (effectIt->mMagnMax - effectIt->mMagnMin) * random;
magnitude *= magnitudeMult;
if (!target.getClass().isActor())
{
// non-actor objects have no list of active magic effects, so have to apply instantly
if (!applyInstantEffect(target, caster, EffectKey(*effectIt), magnitude))
continue;
}
else // target.getClass().isActor() == true
{
bool hasDuration = !(magicEffect->mData.mFlags & ESM::MagicEffect::NoDuration);
if (hasDuration && effectIt->mDuration == 0)
{
// duration 0 means apply full magnitude instantly
bool wasDead = target.getClass().getCreatureStats(target).isDead();
effectTick(target.getClass().getCreatureStats(target), target, EffectKey(*effectIt), magnitude);
bool isDead = target.getClass().getCreatureStats(target).isDead();
/*
Start of tes3mp addition
If the victim was a LocalPlayer or LocalActor who died, record their attacker as the deathReason
*/
if (!wasDead && isDead)
{
bool isSuicide = target == caster || caster.isEmpty();
if (target == MWMechanics::getPlayer())
{
mwmp::Main::get().getLocalPlayer()->killer = isSuicide ?
MechanicsHelper::getTarget(target) : MechanicsHelper::getTarget(caster);
}
else if (mwmp::Main::get().getCellController()->isLocalActor(target))
{
mwmp::Main::get().getCellController()->getLocalActor(target)->killer = isSuicide ?
MechanicsHelper::getTarget(target) : MechanicsHelper::getTarget(caster);
}
}
/*
End of tes3mp addition
*/
if (!wasDead && isDead)
MWBase::Environment::get().getMechanicsManager()->actorKilled(target, caster);
}
else
{
// add to list of active effects, to apply in next frame
ActiveSpells::ActiveEffect effect;
effect.mEffectId = effectIt->mEffectID;
effect.mArg = MWMechanics::EffectKey(*effectIt).mArg;
if (!hasDuration)
effect.mDuration = 1.0f;
else
effect.mDuration = static_cast<float>(effectIt->mDuration);
effect.mMagnitude = magnitude;
targetEffects.add(MWMechanics::EffectKey(*effectIt), MWMechanics::EffectParam(effect.mMagnitude));
appliedLastingEffects.push_back(effect);
// Unequip all items, if a spell with the ExtraSpell effect was casted
if (effectIt->mEffectID == ESM::MagicEffect::ExtraSpell && target.getClass().hasInventoryStore(target))
{
MWWorld::InventoryStore& store = target.getClass().getInventoryStore(target);
store.unequipAll(target);
}
// Command spells should have their effect, including taking the target out of combat, each time the spell successfully affects the target
if (((effectIt->mEffectID == ESM::MagicEffect::CommandHumanoid && target.getClass().isNpc())
|| (effectIt->mEffectID == ESM::MagicEffect::CommandCreature && target.getTypeName() == typeid(ESM::Creature).name()))
&& !caster.isEmpty() && caster.getClass().isActor() && target != getPlayer() && magnitude >= target.getClass().getCreatureStats(target).getLevel())
{
MWMechanics::AiFollow package(caster, true);
target.getClass().getCreatureStats(target).getAiSequence().stack(package, target);
}
// For absorb effects, also apply the effect to the caster - but with a negative
// magnitude, since we're transferring stats from the target to the caster
if (!caster.isEmpty() && caster.getClass().isActor())
{
for (int i=0; i<5; ++i)
{
if (effectIt->mEffectID == ESM::MagicEffect::AbsorbAttribute+i)
{
std::vector<ActiveSpells::ActiveEffect> absorbEffects;
ActiveSpells::ActiveEffect effect_ = effect;
effect_.mMagnitude *= -1;
absorbEffects.push_back(effect_);
if (reflected && Settings::Manager::getBool("classic reflect absorb attribute behavior", "Game"))
target.getClass().getCreatureStats(target).getActiveSpells().addSpell("", true,
absorbEffects, mSourceName, caster.getClass().getCreatureStats(caster).getActorId());
else
caster.getClass().getCreatureStats(caster).getActiveSpells().addSpell("", true,
absorbEffects, mSourceName, target.getClass().getCreatureStats(target).getActorId());
}
}
}
}
}
// Re-casting a summon effect will remove the creature from previous castings of that effect.
if (isSummoningEffect(effectIt->mEffectID) && !target.isEmpty() && target.getClass().isActor())
{
CreatureStats& targetStats = target.getClass().getCreatureStats(target);
std::map<CreatureStats::SummonKey, int>::iterator findCreature = targetStats.getSummonedCreatureMap().find(std::make_pair(effectIt->mEffectID, mId));
if (findCreature != targetStats.getSummonedCreatureMap().end())
{
MWBase::Environment::get().getMechanicsManager()->cleanupSummonedCreature(target, findCreature->second);
targetStats.getSummonedCreatureMap().erase(findCreature);
}
}
if (target.getClass().isActor() || magicEffect->mData.mFlags & ESM::MagicEffect::NoDuration)
{
static const std::string schools[] = {
"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
};
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
if(!magicEffect->mHitSound.empty())
sndMgr->playSound3D(target, magicEffect->mHitSound, 1.0f, 1.0f);
else
sndMgr->playSound3D(target, schools[magicEffect->mData.mSchool]+" hit", 1.0f, 1.0f);
// Add VFX
const ESM::Static* castStatic;
if (!magicEffect->mHit.empty())
castStatic = MWBase::Environment::get().getWorld()->getStore().get<ESM::Static>().find (magicEffect->mHit);
else
castStatic = MWBase::Environment::get().getWorld()->getStore().get<ESM::Static>().find ("VFX_DefaultHit");
std::string texture = magicEffect->mParticle;
bool loop = (magicEffect->mData.mFlags & ESM::MagicEffect::ContinuousVfx) != 0;
// Note: in case of non actor, a free effect should be fine as well
MWRender::Animation* anim = MWBase::Environment::get().getWorld()->getAnimation(target);
if (anim)
anim->addEffect("meshes\\" + castStatic->mModel, magicEffect->mIndex, loop, "", texture);
}
}
}
if (!exploded)
MWBase::Environment::get().getWorld()->explodeSpell(mHitPosition, effects, caster, target, range, mId, mSourceName, mFromProjectile);
if (!target.isEmpty()) {
if (!reflectedEffects.mList.empty())
inflict(caster, target, reflectedEffects, range, true, exploded);
if (!appliedLastingEffects.empty())
{
int casterActorId = -1;
if (!caster.isEmpty() && caster.getClass().isActor())
casterActorId = caster.getClass().getCreatureStats(caster).getActorId();
target.getClass().getCreatureStats(target).getActiveSpells().addSpell(mId, mStack, appliedLastingEffects,
mSourceName, casterActorId);
}
}
}
bool CastSpell::applyInstantEffect(const MWWorld::Ptr &target, const MWWorld::Ptr &caster, const MWMechanics::EffectKey& effect, float magnitude)
{
short effectId = effect.mId;
if (target.getClass().canLock(target))
{
if (effectId == ESM::MagicEffect::Lock)
{
const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
const ESM::MagicEffect *magiceffect = store.get<ESM::MagicEffect>().find(effectId);
MWRender::Animation* animation = MWBase::Environment::get().getWorld()->getAnimation(target);
if (animation)
animation->addSpellCastGlow(magiceffect);
if (target.getCellRef().getLockLevel() < magnitude) //If the door is not already locked to a higher value, lock it to spell magnitude
{
if (caster == getPlayer())
MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicLockSuccess}");
target.getClass().lock(target, static_cast<int>(magnitude));
/*
Start of tes3mp addition
Send an ID_OBJECT_LOCK packet every time an object is locked here
*/
mwmp::ObjectList *objectList = mwmp::Main::get().getNetworking()->getObjectList();
objectList->reset();
objectList->addObjectLock(target, static_cast<int>(magnitude));
objectList->sendObjectLock();
/*
End of tes3mp addition
*/
}
return true;
}
else if (effectId == ESM::MagicEffect::Open)
{
const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
const ESM::MagicEffect *magiceffect = store.get<ESM::MagicEffect>().find(effectId);
MWRender::Animation* animation = MWBase::Environment::get().getWorld()->getAnimation(target);
if (animation)
animation->addSpellCastGlow(magiceffect);
if (target.getCellRef().getLockLevel() <= magnitude)
{
if (target.getCellRef().getLockLevel() > 0)
{
MWBase::Environment::get().getSoundManager()->playSound3D(target, "Open Lock", 1.f, 1.f);
if (!caster.isEmpty())
MWBase::Environment::get().getMechanicsManager()->objectOpened(getPlayer(), target);
// Use the player instead of the caster for vanilla crime compatibility
if (caster == getPlayer())
MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicOpenSuccess}");
}
target.getClass().unlock(target);
/*
Start of tes3mp addition
Send an ID_OBJECT_LOCK packet every time an object is unlocked here
*/
mwmp::ObjectList *objectList = mwmp::Main::get().getNetworking()->getObjectList();
objectList->reset();
objectList->addObjectLock(target, 0);
objectList->sendObjectLock();
/*
End of tes3mp addition
*/
}
else
MWBase::Environment::get().getSoundManager()->playSound3D(target, "Open Lock Fail", 1.f, 1.f);
return true;
}
}
else if (target.getClass().isActor() && effectId == ESM::MagicEffect::Dispel)
{
target.getClass().getCreatureStats(target).getActiveSpells().purgeAll(magnitude, true);
return true;
}
else if (target.getClass().isActor() && target == getPlayer())
{
MWRender::Animation* anim = MWBase::Environment::get().getWorld()->getAnimation(mCaster);
if (effectId == ESM::MagicEffect::DivineIntervention)
{
MWBase::Environment::get().getWorld()->teleportToClosestMarker(target, "divinemarker");
anim->removeEffect(ESM::MagicEffect::DivineIntervention);
const ESM::Static* fx = MWBase::Environment::get().getWorld()->getStore().get<ESM::Static>()
.search("VFX_Summon_end");
if (fx)
anim->addEffect("meshes\\" + fx->mModel, -1);
return true;
}
else if (effectId == ESM::MagicEffect::AlmsiviIntervention)
{
MWBase::Environment::get().getWorld()->teleportToClosestMarker(target, "templemarker");
anim->removeEffect(ESM::MagicEffect::AlmsiviIntervention);
const ESM::Static* fx = MWBase::Environment::get().getWorld()->getStore().get<ESM::Static>()
.search("VFX_Summon_end");
if (fx)
anim->addEffect("meshes\\" + fx->mModel, -1);
return true;
}
else if (effectId == ESM::MagicEffect::Mark)
{
MWBase::Environment::get().getWorld()->getPlayer().markPosition(
target.getCell(), target.getRefData().getPosition());
/*
Start of tes3mp addition
Send a PlayerMiscellaneous packet with the player's new mark location
*/
mwmp::Main::get().getLocalPlayer()->sendMarkLocation(*target.getCell()->getCell(), target.getRefData().getPosition());
/*
End of tes3mp addition
*/
return true;
}
else if (effectId == ESM::MagicEffect::Recall)
{
MWWorld::CellStore* markedCell = NULL;
ESM::Position markedPosition;
MWBase::Environment::get().getWorld()->getPlayer().getMarkedPosition(markedCell, markedPosition);
if (markedCell)
{
MWWorld::ActionTeleport action(markedCell->isExterior() ? "" : markedCell->getCell()->mName,
markedPosition, false);
action.execute(target);
anim->removeEffect(ESM::MagicEffect::Recall);
}
return true;
}
}
return false;
}
bool CastSpell::cast(const std::string &id)
{
if (const ESM::Spell *spell =
MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().search (id))
return cast(spell);
if (const ESM::Potion *potion =
MWBase::Environment::get().getWorld()->getStore().get<ESM::Potion>().search (id))
return cast(potion);
if (const ESM::Ingredient *ingredient =
MWBase::Environment::get().getWorld()->getStore().get<ESM::Ingredient>().search (id))
return cast(ingredient);
throw std::runtime_error("ID type cannot be casted");
}
bool CastSpell::cast(const MWWorld::Ptr &item, bool launchProjectile)
{
std::string enchantmentName = item.getClass().getEnchantment(item);
if (enchantmentName.empty())
throw std::runtime_error("can't cast an item without an enchantment");
mSourceName = item.getClass().getName(item);
mId = item.getCellRef().getRefId();
const ESM::Enchantment* enchantment = MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>().find(enchantmentName);
mStack = false;
bool godmode = mCaster == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState();
// Check if there's enough charge left
if (enchantment->mData.mType == ESM::Enchantment::WhenUsed || enchantment->mData.mType == ESM::Enchantment::WhenStrikes)
{
int castCost = getEffectiveEnchantmentCastCost(static_cast<float>(enchantment->mData.mCost), mCaster);
if (item.getCellRef().getEnchantmentCharge() == -1)
item.getCellRef().setEnchantmentCharge(static_cast<float>(enchantment->mData.mCharge));
if (godmode)
castCost = 0;
if (item.getCellRef().getEnchantmentCharge() < castCost)
{
if (mCaster == getPlayer())
MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicInsufficientCharge}");
// Failure sound
int school = 0;
if (!enchantment->mEffects.mList.empty())
{
short effectId = enchantment->mEffects.mList.front().mEffectID;
const ESM::MagicEffect* magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(effectId);
school = magicEffect->mData.mSchool;
}
static const std::string schools[] = {
"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
};
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
sndMgr->playSound3D(mCaster, "Spell Failure " + schools[school], 1.0f, 1.0f);
return false;
}
// Reduce charge
item.getCellRef().setEnchantmentCharge(item.getCellRef().getEnchantmentCharge() - castCost);
}
if (enchantment->mData.mType == ESM::Enchantment::WhenUsed)
{
if (mCaster == getPlayer())
mCaster.getClass().skillUsageSucceeded (mCaster, ESM::Skill::Enchant, 1);
}
if (enchantment->mData.mType == ESM::Enchantment::CastOnce && !godmode)
{
item.getContainerStore()->remove(item, 1, mCaster);
}
else if (enchantment->mData.mType != ESM::Enchantment::WhenStrikes)
{
if (mCaster == getPlayer())
{
mCaster.getClass().skillUsageSucceeded (mCaster, ESM::Skill::Enchant, 3);
}
}
inflict(mCaster, mCaster, enchantment->mEffects, ESM::RT_Self);
bool isProjectile = false;
if (item.getTypeName() == typeid(ESM::Weapon).name())
{
const MWWorld::LiveCellRef<ESM::Weapon> *ref = item.get<ESM::Weapon>();
isProjectile = ref->mBase->mData.mType == ESM::Weapon::Arrow || ref->mBase->mData.mType == ESM::Weapon::Bolt || ref->mBase->mData.mType == ESM::Weapon::MarksmanThrown;
}
if (isProjectile || !mTarget.isEmpty())
inflict(mTarget, mCaster, enchantment->mEffects, ESM::RT_Touch);
if (launchProjectile)
launchMagicBolt();
else if (isProjectile || !mTarget.isEmpty())
inflict(mTarget, mCaster, enchantment->mEffects, ESM::RT_Target);
return true;
}
bool CastSpell::cast(const ESM::Potion* potion)
{
mSourceName = potion->mName;
mId = potion->mId;
mStack = true;
inflict(mCaster, mCaster, potion->mEffects, ESM::RT_Self);
return true;
}
bool CastSpell::cast(const ESM::Spell* spell)
{
mSourceName = spell->mName;
mId = spell->mId;
mStack = false;
const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
int school = 0;
bool godmode = mCaster == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState();
if (mCaster.getClass().isActor() && !mAlwaysSucceed)
{
school = getSpellSchool(spell, mCaster);
CreatureStats& stats = mCaster.getClass().getCreatureStats(mCaster);
if (!godmode)
{
// Reduce fatigue (note that in the vanilla game, both GMSTs are 0, and there's no fatigue loss)
static const float fFatigueSpellBase = store.get<ESM::GameSetting>().find("fFatigueSpellBase")->getFloat();
static const float fFatigueSpellMult = store.get<ESM::GameSetting>().find("fFatigueSpellMult")->getFloat();
DynamicStat<float> fatigue = stats.getFatigue();
const float normalizedEncumbrance = mCaster.getClass().getNormalizedEncumbrance(mCaster);
float fatigueLoss = spell->mData.mCost * (fFatigueSpellBase + normalizedEncumbrance * fFatigueSpellMult);
fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss);
stats.setFatigue(fatigue);
bool fail = false;
/*
Start of tes3mp change (major)
Make spell casting fail based on the attack success rated determined
in LocalPlayer and LocalActor's updateAttack()
*/
mwmp::Attack *localAttack = NULL;
mwmp::Attack *dedicatedAttack = MechanicsHelper::getDedicatedAttack(mCaster);
if (dedicatedAttack)
dedicatedAttack->pressed = false;
else
localAttack = MechanicsHelper::getLocalAttack(mCaster);
// Check success
if ((localAttack && localAttack->success == false) ||
(dedicatedAttack && dedicatedAttack->success == false))
{
if (mCaster == getPlayer())
MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicSkillFail}");
fail = true;
}
/*
End of tes3mp change (major)
*/
if (fail)
{
// Failure sound
static const std::string schools[] = {
"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
};
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
sndMgr->playSound3D(mCaster, "Spell Failure " + schools[school], 1.0f, 1.0f);
return false;
}
}
// A power can be used once per 24h
if (spell->mData.mType == ESM::Spell::ST_Power)
stats.getSpells().usePower(spell);
}
if (mCaster == getPlayer() && spellIncreasesSkill(spell))
mCaster.getClass().skillUsageSucceeded(mCaster,
spellSchoolToSkill(school), 0);
// A non-actor doesn't play its spell cast effects from a character controller, so play them here
if (!mCaster.getClass().isActor())
playSpellCastingEffects(mId);
inflict(mCaster, mCaster, spell->mEffects, ESM::RT_Self);
if (!mTarget.isEmpty())
inflict(mTarget, mCaster, spell->mEffects, ESM::RT_Touch);
launchMagicBolt();
return true;
}
bool CastSpell::cast (const ESM::Ingredient* ingredient)
{
mId = ingredient->mId;
mStack = true;
mSourceName = ingredient->mName;
ESM::ENAMstruct effect;
effect.mEffectID = ingredient->mData.mEffectID[0];
effect.mSkill = ingredient->mData.mSkills[0];
effect.mAttribute = ingredient->mData.mAttributes[0];
effect.mRange = ESM::RT_Self;
effect.mArea = 0;
const ESM::MagicEffect *magicEffect =
MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find (
effect.mEffectID);
const MWMechanics::NpcStats& npcStats = mCaster.getClass().getNpcStats(mCaster);
const MWMechanics::CreatureStats& creatureStats = mCaster.getClass().getCreatureStats(mCaster);
float x = (npcStats.getSkill (ESM::Skill::Alchemy).getModified() +
0.2f * creatureStats.getAttribute (ESM::Attribute::Intelligence).getModified()
+ 0.1f * creatureStats.getAttribute (ESM::Attribute::Luck).getModified())
* creatureStats.getFatigueTerm();
int roll = Misc::Rng::roll0to99();
if (roll > x)
{
// "X has no effect on you"
std::string message = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("sNotifyMessage50")->getString();
message = boost::str(boost::format(message) % ingredient->mName);
MWBase::Environment::get().getWindowManager()->messageBox(message);
return false;
}
float magnitude = 0;
float y = roll / std::min(x, 100.f);
y *= 0.25f * x;
if (magicEffect->mData.mFlags & ESM::MagicEffect::NoDuration)
effect.mDuration = 1;
else
effect.mDuration = static_cast<int>(y);
if (!(magicEffect->mData.mFlags & ESM::MagicEffect::NoMagnitude))
{
if (!(magicEffect->mData.mFlags & ESM::MagicEffect::NoDuration))
magnitude = floor((0.05f * y) / (0.1f * magicEffect->mData.mBaseCost));
else
magnitude = floor(y / (0.1f * magicEffect->mData.mBaseCost));
magnitude = std::max(1.f, magnitude);
}
else
magnitude = 1;
effect.mMagnMax = static_cast<int>(magnitude);
effect.mMagnMin = static_cast<int>(magnitude);
ESM::EffectList effects;
effects.mList.push_back(effect);
inflict(mCaster, mCaster, effects, ESM::RT_Self);
return true;
}
void CastSpell::playSpellCastingEffects(const std::string &spellid){
const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
const ESM::Spell *spell = store.get<ESM::Spell>().find(spellid);
for (std::vector<ESM::ENAMstruct>::const_iterator iter = spell->mEffects.mList.begin();
iter != spell->mEffects.mList.end(); ++iter)
{
const ESM::MagicEffect *effect;
effect = store.get<ESM::MagicEffect>().find(iter->mEffectID);
MWRender::Animation* animation = MWBase::Environment::get().getWorld()->getAnimation(mCaster);
if (animation && mCaster.getClass().isActor()) // TODO: Non-actors should also create a spell cast vfx even if they are disabled (animation == NULL)
{
const ESM::Static* castStatic;
if (!effect->mCasting.empty())
castStatic = store.get<ESM::Static>().find (effect->mCasting);
else
castStatic = store.get<ESM::Static>().find ("VFX_DefaultCast");
std::string texture = effect->mParticle;
animation->addEffect("meshes\\" + castStatic->mModel, effect->mIndex, false, "", texture);
}
if (animation && !mCaster.getClass().isActor())
animation->addSpellCastGlow(effect);
static const std::string schools[] = {
"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
};
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
if(!effect->mCastSound.empty())
sndMgr->playSound3D(mCaster, effect->mCastSound, 1.0f, 1.0f);
else
sndMgr->playSound3D(mCaster, schools[effect->mData.mSchool]+" cast", 1.0f, 1.0f);
}
}
int getEffectiveEnchantmentCastCost(float castCost, const MWWorld::Ptr &actor)
{
/*
* Each point of enchant skill above/under 10 subtracts/adds
* one percent of enchantment cost while minimum is 1.
*/
int eSkill = actor.getClass().getSkill(actor, ESM::Skill::Enchant);
const float result = castCost - (castCost / 100) * (eSkill - 10);
return static_cast<int>((result < 1) ? 1 : result);
}
bool isSummoningEffect(int effectId)
{
return ((effectId >= ESM::MagicEffect::SummonScamp
&& effectId <= ESM::MagicEffect::SummonStormAtronach)
|| effectId == ESM::MagicEffect::SummonCenturionSphere
|| (effectId >= ESM::MagicEffect::SummonFabricant
&& effectId <= ESM::MagicEffect::SummonCreature05));
}
bool disintegrateSlot (MWWorld::Ptr ptr, int slot, float disintegrate)
{
if (ptr.getClass().hasInventoryStore(ptr))
{
MWWorld::InventoryStore& inv = ptr.getClass().getInventoryStore(ptr);
MWWorld::ContainerStoreIterator item =
inv.getSlot(slot);
if (item != inv.end() && (item.getType() == MWWorld::ContainerStore::Type_Armor || item.getType() == MWWorld::ContainerStore::Type_Weapon))
{
if (!item->getClass().hasItemHealth(*item))
return false;
int charge = item->getClass().getItemHealth(*item);
if (charge == 0)
return false;
// Store remainder of disintegrate amount (automatically subtracted if > 1)
item->getCellRef().applyChargeRemainderToBeSubtracted(disintegrate - std::floor(disintegrate));
charge = item->getClass().getItemHealth(*item);
charge -=
std::min(static_cast<int>(disintegrate),
charge);
item->getCellRef().setCharge(charge);
if (charge == 0)
{
// Will unequip the broken item and try to find a replacement
if (ptr != getPlayer())
inv.autoEquip(ptr);
else
inv.unequipItem(*item, ptr);
}
return true;
}
}
return false;
}
void adjustDynamicStat(CreatureStats& creatureStats, int index, float magnitude)
{
DynamicStat<float> stat = creatureStats.getDynamic(index);
stat.setCurrent(stat.getCurrent() + magnitude, index == 2);
creatureStats.setDynamic(index, stat);
}
bool effectTick(CreatureStats& creatureStats, const MWWorld::Ptr& actor, const EffectKey &effectKey, float magnitude)
{
if (magnitude == 0.f)
return false;
bool receivedMagicDamage = false;
switch (effectKey.mId)
{
case ESM::MagicEffect::DamageAttribute:
{
AttributeValue attr = creatureStats.getAttribute(effectKey.mArg);
attr.damage(magnitude);
creatureStats.setAttribute(effectKey.mArg, attr);
break;
}
case ESM::MagicEffect::RestoreAttribute:
{
AttributeValue attr = creatureStats.getAttribute(effectKey.mArg);
attr.restore(magnitude);
creatureStats.setAttribute(effectKey.mArg, attr);
break;
}
case ESM::MagicEffect::RestoreHealth:
case ESM::MagicEffect::RestoreMagicka:
case ESM::MagicEffect::RestoreFatigue:
adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::RestoreHealth, magnitude);
break;
case ESM::MagicEffect::DamageHealth:
receivedMagicDamage = true;
adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::DamageHealth, -magnitude);
break;
case ESM::MagicEffect::DamageMagicka:
case ESM::MagicEffect::DamageFatigue:
adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::DamageHealth, -magnitude);
break;
case ESM::MagicEffect::AbsorbHealth:
if (magnitude > 0.f)
receivedMagicDamage = true;
adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::AbsorbHealth, -magnitude);
break;
case ESM::MagicEffect::AbsorbMagicka:
case ESM::MagicEffect::AbsorbFatigue:
adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::AbsorbHealth, -magnitude);
break;
case ESM::MagicEffect::DisintegrateArmor:
{
// According to UESP
int priorities[] = {
MWWorld::InventoryStore::Slot_CarriedLeft,
MWWorld::InventoryStore::Slot_Cuirass,
MWWorld::InventoryStore::Slot_LeftPauldron,
MWWorld::InventoryStore::Slot_RightPauldron,
MWWorld::InventoryStore::Slot_LeftGauntlet,
MWWorld::InventoryStore::Slot_RightGauntlet,
MWWorld::InventoryStore::Slot_Helmet,
MWWorld::InventoryStore::Slot_Greaves,
MWWorld::InventoryStore::Slot_Boots
};
for (unsigned int i=0; i<sizeof(priorities)/sizeof(int); ++i)
{
if (disintegrateSlot(actor, priorities[i], magnitude))
break;
}
break;
}
case ESM::MagicEffect::DisintegrateWeapon:
disintegrateSlot(actor, MWWorld::InventoryStore::Slot_CarriedRight, magnitude);
break;
case ESM::MagicEffect::SunDamage:
{
// isInCell shouldn't be needed, but updateActor called during game start
if (!actor.isInCell() || !actor.getCell()->isExterior())
break;
float time = MWBase::Environment::get().getWorld()->getTimeStamp().getHour();
float timeDiff = std::min(7.f, std::max(0.f, std::abs(time - 13)));
float damageScale = 1.f - timeDiff / 7.f;
// When cloudy, the sun damage effect is halved
static float fMagicSunBlockedMult = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(
"fMagicSunBlockedMult")->getFloat();
int weather = MWBase::Environment::get().getWorld()->getCurrentWeather();
if (weather > 1)
damageScale *= fMagicSunBlockedMult;
adjustDynamicStat(creatureStats, 0, -magnitude * damageScale);
if (magnitude * damageScale > 0.f)
receivedMagicDamage = true;
break;
}
case ESM::MagicEffect::FireDamage:
case ESM::MagicEffect::ShockDamage:
case ESM::MagicEffect::FrostDamage:
case ESM::MagicEffect::Poison:
{
adjustDynamicStat(creatureStats, 0, -magnitude);
receivedMagicDamage = true;
break;
}
case ESM::MagicEffect::DamageSkill:
case ESM::MagicEffect::RestoreSkill:
{
if (!actor.getClass().isNpc())
break;
NpcStats &npcStats = actor.getClass().getNpcStats(actor);
SkillValue& skill = npcStats.getSkill(effectKey.mArg);
if (effectKey.mId == ESM::MagicEffect::RestoreSkill)
skill.restore(magnitude);
else
skill.damage(magnitude);
break;
}
case ESM::MagicEffect::CurePoison:
actor.getClass().getCreatureStats(actor).getActiveSpells().purgeEffect(ESM::MagicEffect::Poison);
break;
case ESM::MagicEffect::CureParalyzation:
actor.getClass().getCreatureStats(actor).getActiveSpells().purgeEffect(ESM::MagicEffect::Paralyze);
break;
case ESM::MagicEffect::CureCommonDisease:
actor.getClass().getCreatureStats(actor).getSpells().purgeCommonDisease();
break;
case ESM::MagicEffect::CureBlightDisease:
actor.getClass().getCreatureStats(actor).getSpells().purgeBlightDisease();
break;
case ESM::MagicEffect::CureCorprusDisease:
actor.getClass().getCreatureStats(actor).getSpells().purgeCorprusDisease();
break;
case ESM::MagicEffect::RemoveCurse:
actor.getClass().getCreatureStats(actor).getSpells().purgeCurses();
break;
default:
return false;
}
if (receivedMagicDamage && actor == getPlayer())
MWBase::Environment::get().getWindowManager()->activateHitOverlay(false);
return true;
}
std::string getSummonedCreature(int effectId)
{
static std::map<int, std::string> summonMap;
if (summonMap.empty())
{
summonMap[ESM::MagicEffect::SummonAncestralGhost] = "sMagicAncestralGhostID";
summonMap[ESM::MagicEffect::SummonBonelord] = "sMagicBonelordID";
summonMap[ESM::MagicEffect::SummonBonewalker] = "sMagicLeastBonewalkerID";
summonMap[ESM::MagicEffect::SummonCenturionSphere] = "sMagicCenturionSphereID";
summonMap[ESM::MagicEffect::SummonClannfear] = "sMagicClannfearID";
summonMap[ESM::MagicEffect::SummonDaedroth] = "sMagicDaedrothID";
summonMap[ESM::MagicEffect::SummonDremora] = "sMagicDremoraID";
summonMap[ESM::MagicEffect::SummonFabricant] = "sMagicFabricantID";
summonMap[ESM::MagicEffect::SummonFlameAtronach] = "sMagicFlameAtronachID";
summonMap[ESM::MagicEffect::SummonFrostAtronach] = "sMagicFrostAtronachID";
summonMap[ESM::MagicEffect::SummonGoldenSaint] = "sMagicGoldenSaintID";
summonMap[ESM::MagicEffect::SummonGreaterBonewalker] = "sMagicGreaterBonewalkerID";
summonMap[ESM::MagicEffect::SummonHunger] = "sMagicHungerID";
summonMap[ESM::MagicEffect::SummonScamp] = "sMagicScampID";
summonMap[ESM::MagicEffect::SummonSkeletalMinion] = "sMagicSkeletalMinionID";
summonMap[ESM::MagicEffect::SummonStormAtronach] = "sMagicStormAtronachID";
summonMap[ESM::MagicEffect::SummonWingedTwilight] = "sMagicWingedTwilightID";
summonMap[ESM::MagicEffect::SummonWolf] = "sMagicCreature01ID";
summonMap[ESM::MagicEffect::SummonBear] = "sMagicCreature02ID";
summonMap[ESM::MagicEffect::SummonBonewolf] = "sMagicCreature03ID";
summonMap[ESM::MagicEffect::SummonCreature04] = "sMagicCreature04ID";
summonMap[ESM::MagicEffect::SummonCreature05] = "sMagicCreature05ID";
}
std::map<int, std::string>::const_iterator it = summonMap.find(effectId);
if (it == summonMap.end())
return std::string();
else
return MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(it->second)->getString();
}
void ApplyLoopingParticlesVisitor::visit (MWMechanics::EffectKey key,
const std::string& /*sourceName*/, const std::string& /*sourceId*/, int /*casterActorId*/,
float /*magnitude*/, float /*remainingTime*/, float /*totalTime*/)
{
const ESM::MagicEffect *magicEffect =
MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(key.mId);
const ESM::Static* castStatic;
if (!magicEffect->mHit.empty())
castStatic = MWBase::Environment::get().getWorld()->getStore().get<ESM::Static>().find (magicEffect->mHit);
else
castStatic = MWBase::Environment::get().getWorld()->getStore().get<ESM::Static>().find ("VFX_DefaultHit");
std::string texture = magicEffect->mParticle;
bool loop = (magicEffect->mData.mFlags & ESM::MagicEffect::ContinuousVfx) != 0;
MWRender::Animation* anim = MWBase::Environment::get().getWorld()->getAnimation(mActor);
if (anim && loop)
anim->addEffect("meshes\\" + castStatic->mModel, magicEffect->mIndex, loop, "", texture);
}
}