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#include "enchanting.hpp"
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#include <components/misc/rng.hpp>
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[General] Implement RecordDynamic packet, part 1
Spell, potion, enchantment, creature, NPC, armor, book, clothing, miscellaneous and weapon record data can now be sent in a RecordDynamic packet. Additionally, the packets include data related to associated magical effects (for spells, potions and enchantments), data related to default inventory contents (for creatures and NPCs) and data related to body parts affected (for armor and clothing).
The server now has associated script functions for setting most of the details of the above, with the main exception being individual creature and NPC stats.
Records can either be created entirely from scratch or can use an existing record (set via the baseId variable) as a starting point for their values. In the latter case, only the values that are specifically set override the starting values. Creature and NPC records also have an inventoryBaseId that can be used on top of the baseId to base their inventories on another existing record.
The client's RecordHelper class has been heavily expanded to allow for the above mentioned functionality.
When players create spells, potions and enchantments as part of regular gameplay, they send RecordDynamic packets that provide the server with the complete details of the records that should be created. When they create enchantments, they also provide the server with armor, book, clothing and weapon records corresponding to the items they've enchanted.
This functionality added by this packet was originally supposed to be exclusive to the rewrite, but I've gone ahead and tried to provide it for the pre-rewrite in a way that can mostly be reused for the rewrite.
7 years ago
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/*
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Start of tes3mp addition
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Include additional headers for multiplayer purposes
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*/
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#include <components/openmw-mp/Log.hpp>
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#include "../mwmp/Main.hpp"
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#include "../mwmp/Networking.hpp"
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#include "../mwmp/Worldstate.hpp"
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/*
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End of tes3mp addition
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*/
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#include "../mwworld/manualref.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/containerstore.hpp"
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#include "../mwworld/esmstore.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "creaturestats.hpp"
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#include "npcstats.hpp"
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#include "spellcasting.hpp"
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#include "actorutil.hpp"
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namespace MWMechanics
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{
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Enchanting::Enchanting()
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: mCastStyle(ESM::Enchantment::CastOnce)
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, mSelfEnchanting(false)
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{}
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void Enchanting::setOldItem(const MWWorld::Ptr& oldItem)
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{
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mOldItemPtr=oldItem;
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if(!itemEmpty())
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{
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mObjectType = mOldItemPtr.getTypeName();
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}
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else
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{
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mObjectType="";
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}
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}
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void Enchanting::setNewItemName(const std::string& s)
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{
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mNewItemName=s;
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}
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void Enchanting::setEffect(const ESM::EffectList& effectList)
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{
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mEffectList=effectList;
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}
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int Enchanting::getCastStyle() const
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{
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return mCastStyle;
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}
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void Enchanting::setSoulGem(const MWWorld::Ptr& soulGem)
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{
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mSoulGemPtr=soulGem;
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}
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bool Enchanting::create()
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{
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const MWWorld::Ptr& player = getPlayer();
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MWWorld::ContainerStore& store = player.getClass().getContainerStore(player);
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ESM::Enchantment enchantment;
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enchantment.mData.mCharge = getGemCharge();
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enchantment.mData.mAutocalc = 0;
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enchantment.mData.mType = mCastStyle;
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enchantment.mData.mCost = getBaseCastCost();
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store.remove(mSoulGemPtr, 1, player);
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//Exception for Azura Star, new one will be added after enchanting
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if(Misc::StringUtils::ciEqual(mSoulGemPtr.get<ESM::Miscellaneous>()->mBase->mId, "Misc_SoulGem_Azura"))
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store.add("Misc_SoulGem_Azura", 1, player);
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if(mSelfEnchanting)
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{
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if(getEnchantChance() <= (Misc::Rng::roll0to99()))
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return false;
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mEnchanter.getClass().skillUsageSucceeded (mEnchanter, ESM::Skill::Enchant, 2);
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}
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if(mCastStyle==ESM::Enchantment::ConstantEffect)
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{
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enchantment.mData.mCharge=0;
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}
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enchantment.mEffects = mEffectList;
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// Apply the enchantment
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const ESM::Enchantment *enchantmentPtr = MWBase::Environment::get().getWorld()->createRecord (enchantment);
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[General] Implement RecordDynamic packet, part 1
Spell, potion, enchantment, creature, NPC, armor, book, clothing, miscellaneous and weapon record data can now be sent in a RecordDynamic packet. Additionally, the packets include data related to associated magical effects (for spells, potions and enchantments), data related to default inventory contents (for creatures and NPCs) and data related to body parts affected (for armor and clothing).
The server now has associated script functions for setting most of the details of the above, with the main exception being individual creature and NPC stats.
Records can either be created entirely from scratch or can use an existing record (set via the baseId variable) as a starting point for their values. In the latter case, only the values that are specifically set override the starting values. Creature and NPC records also have an inventoryBaseId that can be used on top of the baseId to base their inventories on another existing record.
The client's RecordHelper class has been heavily expanded to allow for the above mentioned functionality.
When players create spells, potions and enchantments as part of regular gameplay, they send RecordDynamic packets that provide the server with the complete details of the records that should be created. When they create enchantments, they also provide the server with armor, book, clothing and weapon records corresponding to the items they've enchanted.
This functionality added by this packet was originally supposed to be exclusive to the rewrite, but I've gone ahead and tried to provide it for the pre-rewrite in a way that can mostly be reused for the rewrite.
7 years ago
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/*
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Start of tes3mp change (major)
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Send the enchantment's record to the server
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Don't add the new item to the player's inventory and instead expect the server to
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add it
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The applyEnchantment() method is where the record of the newly enchanted will be sent
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to the server, causing the server to send back the player's inventory with the new item
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included
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*/
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mwmp::Main::get().getNetworking()->getWorldstate()->sendEnchantmentRecord(enchantmentPtr);
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store.remove(mOldItemPtr, 1, player);
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if(!mSelfEnchanting)
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payForEnchantment();
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[General] Implement RecordDynamic packet, part 1
Spell, potion, enchantment, creature, NPC, armor, book, clothing, miscellaneous and weapon record data can now be sent in a RecordDynamic packet. Additionally, the packets include data related to associated magical effects (for spells, potions and enchantments), data related to default inventory contents (for creatures and NPCs) and data related to body parts affected (for armor and clothing).
The server now has associated script functions for setting most of the details of the above, with the main exception being individual creature and NPC stats.
Records can either be created entirely from scratch or can use an existing record (set via the baseId variable) as a starting point for their values. In the latter case, only the values that are specifically set override the starting values. Creature and NPC records also have an inventoryBaseId that can be used on top of the baseId to base their inventories on another existing record.
The client's RecordHelper class has been heavily expanded to allow for the above mentioned functionality.
When players create spells, potions and enchantments as part of regular gameplay, they send RecordDynamic packets that provide the server with the complete details of the records that should be created. When they create enchantments, they also provide the server with armor, book, clothing and weapon records corresponding to the items they've enchanted.
This functionality added by this packet was originally supposed to be exclusive to the rewrite, but I've gone ahead and tried to provide it for the pre-rewrite in a way that can mostly be reused for the rewrite.
7 years ago
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std::string newItemId = mOldItemPtr.getClass().applyEnchantment(mOldItemPtr, enchantmentPtr->mId, getGemCharge(), mNewItemName);
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/*
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End of tes3mp change (major)
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*/
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return true;
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}
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void Enchanting::nextCastStyle()
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{
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if (itemEmpty())
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{
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mCastStyle = ESM::Enchantment::WhenUsed;
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return;
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}
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const bool powerfulSoul = getGemCharge() >= \
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MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find ("iSoulAmountForConstantEffect")->getInt();
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if ((mObjectType == typeid(ESM::Armor).name()) || (mObjectType == typeid(ESM::Clothing).name()))
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{ // Armor or Clothing
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switch(mCastStyle)
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{
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case ESM::Enchantment::WhenUsed:
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if (powerfulSoul)
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mCastStyle = ESM::Enchantment::ConstantEffect;
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return;
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default: // takes care of Constant effect too
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mCastStyle = ESM::Enchantment::WhenUsed;
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return;
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}
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}
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else if(mObjectType == typeid(ESM::Weapon).name())
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{ // Weapon
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switch(mCastStyle)
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{
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case ESM::Enchantment::WhenStrikes:
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mCastStyle = ESM::Enchantment::WhenUsed;
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return;
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case ESM::Enchantment::WhenUsed:
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if (powerfulSoul)
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mCastStyle = ESM::Enchantment::ConstantEffect;
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else
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mCastStyle = ESM::Enchantment::WhenStrikes;
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return;
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default: // takes care of Constant effect too
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mCastStyle = ESM::Enchantment::WhenStrikes;
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return;
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}
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}
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else if(mObjectType == typeid(ESM::Book).name())
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{ // Scroll or Book
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mCastStyle = ESM::Enchantment::CastOnce;
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return;
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}
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// Fail case
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mCastStyle = ESM::Enchantment::CastOnce;
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}
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/*
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* Vanilla enchant cost formula:
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*
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* Touch/Self: (min + max) * baseCost * 0.025 * duration + area * baseCost * 0.025
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* Target: 1.5 * ((min + max) * baseCost * 0.025 * duration + area * baseCost * 0.025)
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* Constant eff: (min + max) * baseCost * 2.5 + area * baseCost * 0.025
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*
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* For multiple effects - cost of each effect is multiplied by number of effects that follows +1.
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*
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* Note: Minimal value inside formula for 'min' and 'max' is 1. So in vanilla:
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* (0 + 0) == (1 + 0) == (1 + 1) => 2 or (2 + 0) == (1 + 2) => 3
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*
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* Formula on UESPWiki is not entirely correct.
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*/
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int Enchanting::getEnchantPoints() const
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{
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if (mEffectList.mList.empty())
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// No effects added, cost = 0
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return 0;
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const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
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std::vector<ESM::ENAMstruct> mEffects = mEffectList.mList;
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int enchantmentCost = 0;
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float cost = 0;
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for (std::vector<ESM::ENAMstruct>::const_iterator it = mEffects.begin(); it != mEffects.end(); ++it)
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{
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float baseCost = (store.get<ESM::MagicEffect>().find(it->mEffectID))->mData.mBaseCost;
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int magMin = std::max(1, it->mMagnMin);
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int magMax = std::max(1, it->mMagnMax);
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int area = std::max(1, it->mArea);
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float magnitudeCost = (magMin + magMax) * baseCost * 0.05f;
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if (mCastStyle == ESM::Enchantment::ConstantEffect)
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{
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magnitudeCost *= store.get<ESM::GameSetting>().find("fEnchantmentConstantDurationMult")->getFloat();
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}
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else
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{
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magnitudeCost *= it->mDuration;
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}
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float areaCost = area * 0.05f * baseCost;
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const float fEffectCostMult = store.get<ESM::GameSetting>().find("fEffectCostMult")->getFloat();
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cost += (magnitudeCost + areaCost) * fEffectCostMult;
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cost = std::max(1.f, cost);
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if (it->mRange == ESM::RT_Target)
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cost *= 1.5;
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enchantmentCost += static_cast<int>(cost);
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}
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return enchantmentCost;
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}
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int Enchanting::getBaseCastCost() const
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{
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if (mCastStyle == ESM::Enchantment::ConstantEffect)
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return 0;
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return getEnchantPoints();
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}
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int Enchanting::getEffectiveCastCost() const
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{
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int baseCost = getBaseCastCost();
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MWWorld::Ptr player = getPlayer();
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return getEffectiveEnchantmentCastCost(static_cast<float>(baseCost), player);
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}
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int Enchanting::getEnchantPrice() const
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{
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if(mEnchanter.isEmpty())
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return 0;
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float priceMultipler = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find ("fEnchantmentValueMult")->getFloat();
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int price = MWBase::Environment::get().getMechanicsManager()->getBarterOffer(mEnchanter, static_cast<int>(getEnchantPoints() * priceMultipler), true);
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return price;
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}
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int Enchanting::getGemCharge() const
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{
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const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
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if(soulEmpty())
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return 0;
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if(mSoulGemPtr.getCellRef().getSoul()=="")
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return 0;
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const ESM::Creature* soul = store.get<ESM::Creature>().search(mSoulGemPtr.getCellRef().getSoul());
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if(soul)
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return soul->mData.mSoul;
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else
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return 0;
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}
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int Enchanting::getMaxEnchantValue() const
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{
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if (itemEmpty())
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return 0;
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const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
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return static_cast<int>(mOldItemPtr.getClass().getEnchantmentPoints(mOldItemPtr) * store.get<ESM::GameSetting>().find("fEnchantmentMult")->getFloat());
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}
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bool Enchanting::soulEmpty() const
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{
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return mSoulGemPtr.isEmpty();
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}
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bool Enchanting::itemEmpty() const
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{
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return mOldItemPtr.isEmpty();
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}
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void Enchanting::setSelfEnchanting(bool selfEnchanting)
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{
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mSelfEnchanting = selfEnchanting;
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}
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void Enchanting::setEnchanter(const MWWorld::Ptr& enchanter)
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{
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mEnchanter = enchanter;
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}
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float Enchanting::getEnchantChance() const
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{
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const NpcStats& npcStats = mEnchanter.getClass().getNpcStats (mEnchanter);
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float chance1 = (npcStats.getSkill (ESM::Skill::Enchant).getModified() +
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(0.25f * npcStats.getAttribute (ESM::Attribute::Intelligence).getModified())
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+ (0.125f * npcStats.getAttribute (ESM::Attribute::Luck).getModified()));
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const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
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float chance2 = 7.5f / (gmst.find("fEnchantmentChanceMult")->getFloat() * ((mCastStyle == ESM::Enchantment::ConstantEffect) ?
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gmst.find("fEnchantmentConstantChanceMult")->getFloat() : 1.0f ))
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* getEnchantPoints();
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return (chance1-chance2);
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}
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void Enchanting::payForEnchantment() const
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{
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const MWWorld::Ptr& player = getPlayer();
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MWWorld::ContainerStore& store = player.getClass().getContainerStore(player);
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store.remove(MWWorld::ContainerStore::sGoldId, getEnchantPrice(), player);
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// add gold to NPC trading gold pool
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CreatureStats& enchanterStats = mEnchanter.getClass().getCreatureStats(mEnchanter);
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enchanterStats.setGoldPool(enchanterStats.getGoldPool() + getEnchantPrice());
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}
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}
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