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openmw-tes3mp/apps/openmw/mwmechanics/enchanting.cpp

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#include "enchanting.hpp"
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#include <components/misc/rng.hpp>
#include <components/settings/settings.hpp>
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#include "../mwworld/manualref.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/containerstore.hpp"
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#include "../mwworld/esmstore.hpp"
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#include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "creaturestats.hpp"
#include "spellutil.hpp"
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#include "actorutil.hpp"
#include "weapontype.hpp"
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namespace MWMechanics
{
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Enchanting::Enchanting()
: mCastStyle(ESM::Enchantment::CastOnce)
, mSelfEnchanting(false)
, mWeaponType(-1)
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{}
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void Enchanting::setOldItem(const MWWorld::Ptr& oldItem)
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{
mOldItemPtr=oldItem;
mWeaponType = -1;
mObjectType.clear();
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if(!itemEmpty())
{
mObjectType = mOldItemPtr.getTypeName();
if (mObjectType == typeid(ESM::Weapon).name())
mWeaponType = mOldItemPtr.get<ESM::Weapon>()->mBase->mData.mType;
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}
}
void Enchanting::setNewItemName(const std::string& s)
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{
mNewItemName=s;
}
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void Enchanting::setEffect(const ESM::EffectList& effectList)
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{
mEffectList=effectList;
}
int Enchanting::getCastStyle() const
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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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{
mSoulGemPtr=soulGem;
}
bool Enchanting::create()
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{
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const MWWorld::Ptr& player = getPlayer();
MWWorld::ContainerStore& store = player.getClass().getContainerStore(player);
ESM::Enchantment enchantment;
enchantment.mData.mFlags = 0;
enchantment.mData.mType = mCastStyle;
enchantment.mData.mCost = getBaseCastCost();
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"))
store.add("Misc_SoulGem_Azura", 1, player);
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if(mSelfEnchanting)
{
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if(getEnchantChance() <= (Misc::Rng::roll0to99()))
return false;
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mEnchanter.getClass().skillUsageSucceeded (mEnchanter, ESM::Skill::Enchant, 2);
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}
enchantment.mEffects = mEffectList;
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int count = getEnchantItemsCount();
if(mCastStyle==ESM::Enchantment::ConstantEffect)
enchantment.mData.mCharge = 0;
else
enchantment.mData.mCharge = getGemCharge() / count;
// Try to find a dynamic enchantment with the same stats, create a new one if not found.
const ESM::Enchantment* enchantmentPtr = getRecord(enchantment);
if (enchantmentPtr == nullptr)
enchantmentPtr = MWBase::Environment::get().getWorld()->createRecord (enchantment);
// Apply the enchantment
std::string newItemId = mOldItemPtr.getClass().applyEnchantment(mOldItemPtr, enchantmentPtr->mId, getGemCharge(), mNewItemName);
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// Add the new item to player inventory and remove the old one
store.remove(mOldItemPtr, count, player);
store.add(newItemId, count, player);
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if(!mSelfEnchanting)
payForEnchantment();
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return true;
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}
void Enchanting::nextCastStyle()
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{
if (itemEmpty())
return;
const bool powerfulSoul = getGemCharge() >= \
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MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find ("iSoulAmountForConstantEffect")->mValue.getInteger();
if ((mObjectType == typeid(ESM::Armor).name()) || (mObjectType == typeid(ESM::Clothing).name()))
{ // Armor or Clothing
switch(mCastStyle)
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{
case ESM::Enchantment::WhenUsed:
if (powerfulSoul)
mCastStyle = ESM::Enchantment::ConstantEffect;
return;
default: // takes care of Constant effect too
mCastStyle = ESM::Enchantment::WhenUsed;
return;
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}
}
else if (mWeaponType != -1)
{ // Weapon
ESM::WeaponType::Class weapclass = MWMechanics::getWeaponType(mWeaponType)->mWeaponClass;
switch(mCastStyle)
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{
case ESM::Enchantment::WhenStrikes:
if (weapclass == ESM::WeaponType::Melee || weapclass == ESM::WeaponType::Ranged)
mCastStyle = ESM::Enchantment::WhenUsed;
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return;
case ESM::Enchantment::WhenUsed:
if (powerfulSoul && weapclass != ESM::WeaponType::Ammo && weapclass != ESM::WeaponType::Thrown)
mCastStyle = ESM::Enchantment::ConstantEffect;
else if (weapclass != ESM::WeaponType::Ranged)
mCastStyle = ESM::Enchantment::WhenStrikes;
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return;
default: // takes care of Constant effect too
mCastStyle = ESM::Enchantment::WhenUsed;
if (weapclass != ESM::WeaponType::Ranged)
mCastStyle = ESM::Enchantment::WhenStrikes;
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return;
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}
}
else if(mObjectType == typeid(ESM::Book).name())
{ // Scroll or Book
mCastStyle = ESM::Enchantment::CastOnce;
return;
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}
// Fail case
mCastStyle = ESM::Enchantment::CastOnce;
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}
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/*
* Vanilla enchant cost formula:
*
* Touch/Self: (min + max) * baseCost * 0.025 * duration + area * baseCost * 0.025
* Target: 1.5 * ((min + max) * baseCost * 0.025 * duration + area * baseCost * 0.025)
* Constant eff: (min + max) * baseCost * 2.5 + area * baseCost * 0.025
*
* For multiple effects - cost of each effect is multiplied by number of effects that follows +1.
*
* Note: Minimal value inside formula for 'min' and 'max' is 1. So in vanilla:
* (0 + 0) == (1 + 0) == (1 + 1) => 2 or (2 + 0) == (1 + 2) => 3
*
* Formula on UESPWiki is not entirely correct.
*/
float Enchanting::getEnchantPoints(bool precise) const
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{
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if (mEffectList.mList.empty())
// No effects added, cost = 0
return 0;
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const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
const float fEffectCostMult = store.get<ESM::GameSetting>().find("fEffectCostMult")->mValue.getFloat();
const float fEnchantmentConstantDurationMult = store.get<ESM::GameSetting>().find("fEnchantmentConstantDurationMult")->mValue.getFloat();
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float enchantmentCost = 0.f;
float cost = 0.f;
for (const ESM::ENAMstruct& effect : mEffectList.mList)
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{
float baseCost = (store.get<ESM::MagicEffect>().find(effect.mEffectID))->mData.mBaseCost;
int magMin = std::max(1, effect.mMagnMin);
int magMax = std::max(1, effect.mMagnMax);
int area = std::max(1, effect.mArea);
float duration = static_cast<float>(effect.mDuration);
if (mCastStyle == ESM::Enchantment::ConstantEffect)
duration = fEnchantmentConstantDurationMult;
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cost += ((magMin + magMax) * duration + area) * baseCost * fEffectCostMult * 0.05f;
cost = std::max(1.f, cost);
if (effect.mRange == ESM::RT_Target)
cost *= 1.5f;
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enchantmentCost += precise ? cost : std::floor(cost);
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}
return enchantmentCost;
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}
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const ESM::Enchantment* Enchanting::getRecord(const ESM::Enchantment& toFind) const
{
const MWWorld::Store<ESM::Enchantment>& enchantments = MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>();
MWWorld::Store<ESM::Enchantment>::iterator iter (enchantments.begin());
iter += (enchantments.getSize() - enchantments.getDynamicSize());
for (; iter != enchantments.end(); ++iter)
{
if (iter->mEffects.mList.size() != toFind.mEffects.mList.size())
continue;
if (iter->mData.mFlags != toFind.mData.mFlags
|| iter->mData.mType != toFind.mData.mType
|| iter->mData.mCost != toFind.mData.mCost
|| iter->mData.mCharge != toFind.mData.mCharge)
continue;
// Don't choose an ID that came from the content files, would have unintended side effects
if (!enchantments.isDynamic(iter->mId))
continue;
bool mismatch = false;
for (int i=0; i<static_cast<int> (iter->mEffects.mList.size()); ++i)
{
const ESM::ENAMstruct& first = iter->mEffects.mList[i];
const ESM::ENAMstruct& second = toFind.mEffects.mList[i];
if (first.mEffectID!=second.mEffectID ||
first.mArea!=second.mArea ||
first.mRange!=second.mRange ||
first.mSkill!=second.mSkill ||
first.mAttribute!=second.mAttribute ||
first.mMagnMin!=second.mMagnMin ||
first.mMagnMax!=second.mMagnMax ||
first.mDuration!=second.mDuration)
{
mismatch = true;
break;
}
}
if (!mismatch)
return &(*iter);
}
return nullptr;
}
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int Enchanting::getBaseCastCost() const
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{
if (mCastStyle == ESM::Enchantment::ConstantEffect)
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return 0;
return static_cast<int>(getEnchantPoints(false));
}
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int Enchanting::getEffectiveCastCost() const
{
int baseCost = getBaseCastCost();
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MWWorld::Ptr player = getPlayer();
return getEffectiveEnchantmentCastCost(static_cast<float>(baseCost), player);
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}
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int Enchanting::getEnchantPrice() const
{
if(mEnchanter.isEmpty())
return 0;
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float priceMultipler = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find ("fEnchantmentValueMult")->mValue.getFloat();
int price = MWBase::Environment::get().getMechanicsManager()->getBarterOffer(mEnchanter, static_cast<int>(getEnchantPoints() * priceMultipler), true);
price *= getEnchantItemsCount() * getTypeMultiplier();
return std::max(1, price);
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}
int Enchanting::getGemCharge() const
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{
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
if(soulEmpty())
return 0;
if(mSoulGemPtr.getCellRef().getSoul()=="")
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return 0;
const ESM::Creature* soul = store.get<ESM::Creature>().search(mSoulGemPtr.getCellRef().getSoul());
if(soul)
return soul->mData.mSoul;
else
return 0;
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}
int Enchanting::getMaxEnchantValue() const
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{
if (itemEmpty())
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")->mValue.getFloat());
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}
bool Enchanting::soulEmpty() const
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{
return mSoulGemPtr.isEmpty();
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}
bool Enchanting::itemEmpty() const
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{
return mOldItemPtr.isEmpty();
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}
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void Enchanting::setSelfEnchanting(bool selfEnchanting)
{
mSelfEnchanting = selfEnchanting;
}
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void Enchanting::setEnchanter(const MWWorld::Ptr& enchanter)
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{
mEnchanter = enchanter;
// Reset cast style
mCastStyle = ESM::Enchantment::CastOnce;
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}
int Enchanting::getEnchantChance() const
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{
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const CreatureStats& stats = mEnchanter.getClass().getCreatureStats(mEnchanter);
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const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
const float a = static_cast<float>(mEnchanter.getClass().getSkill(mEnchanter, ESM::Skill::Enchant));
const float b = static_cast<float>(stats.getAttribute (ESM::Attribute::Intelligence).getModified());
const float c = static_cast<float>(stats.getAttribute (ESM::Attribute::Luck).getModified());
const float fEnchantmentChanceMult = gmst.find("fEnchantmentChanceMult")->mValue.getFloat();
const float fEnchantmentConstantChanceMult = gmst.find("fEnchantmentConstantChanceMult")->mValue.getFloat();
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float x = (a - getEnchantPoints() * fEnchantmentChanceMult * getTypeMultiplier() * getEnchantItemsCount() + 0.2f * b + 0.1f * c) * stats.getFatigueTerm();
if (mCastStyle == ESM::Enchantment::ConstantEffect)
x *= fEnchantmentConstantChanceMult;
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return static_cast<int>(x);
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}
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int Enchanting::getEnchantItemsCount() const
{
int count = 1;
float enchantPoints = getEnchantPoints();
if (mWeaponType != -1 && enchantPoints > 0)
{
ESM::WeaponType::Class weapclass = MWMechanics::getWeaponType(mWeaponType)->mWeaponClass;
if (weapclass == ESM::WeaponType::Thrown || weapclass == ESM::WeaponType::Ammo)
{
static const float multiplier = std::max(0.f, std::min(1.0f, Settings::Manager::getFloat("projectiles enchant multiplier", "Game")));
MWWorld::Ptr player = getPlayer();
int itemsInInventoryCount = player.getClass().getContainerStore(player).count(mOldItemPtr.getCellRef().getRefId());
count = std::min(itemsInInventoryCount, std::max(1, int(getGemCharge() * multiplier / enchantPoints)));
}
}
return count;
}
float Enchanting::getTypeMultiplier() const
{
static const bool useMultiplier = Settings::Manager::getFloat("projectiles enchant multiplier", "Game") > 0;
if (useMultiplier && mWeaponType != -1 && getEnchantPoints() > 0)
{
ESM::WeaponType::Class weapclass = MWMechanics::getWeaponType(mWeaponType)->mWeaponClass;
if (weapclass == ESM::WeaponType::Thrown || weapclass == ESM::WeaponType::Ammo)
return 0.125f;
}
return 1.f;
}
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void Enchanting::payForEnchantment() const
{
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const MWWorld::Ptr& player = getPlayer();
MWWorld::ContainerStore& store = player.getClass().getContainerStore(player);
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store.remove(MWWorld::ContainerStore::sGoldId, getEnchantPrice(), player);
// add gold to NPC trading gold pool
CreatureStats& enchanterStats = mEnchanter.getClass().getCreatureStats(mEnchanter);
enchanterStats.setGoldPool(enchanterStats.getGoldPool() + getEnchantPrice());
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}
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}