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openmw-tes3mp/apps/openmw/mwmechanics/spellsuccess.hpp

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#ifndef MWMECHANICS_SPELLSUCCESS_H
#define MWMECHANICS_SPELLSUCCESS_H
#include <cfloat>
#include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"
#include "../mwworld/ptr.hpp"
#include "../mwworld/class.hpp"
#include "../mwmechanics/creaturestats.hpp"
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#include "../mwworld/esmstore.hpp"
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#include "npcstats.hpp"
namespace MWMechanics
{
inline int spellSchoolToSkill(int school)
{
std::map<int, int> schoolSkillMap; // maps spell school to skill id
schoolSkillMap[0] = 11; // alteration
schoolSkillMap[1] = 13; // conjuration
schoolSkillMap[3] = 12; // illusion
schoolSkillMap[2] = 10; // destruction
schoolSkillMap[4] = 14; // mysticism
schoolSkillMap[5] = 15; // restoration
assert(schoolSkillMap.find(school) != schoolSkillMap.end());
return schoolSkillMap[school];
}
/**
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* @param spell spell to cast
* @param actor calculate spell success chance for this actor (depends on actor's skills)
* @param effectiveSchool the spell's effective school (relevant for skill progress) will be written here
* @attention actor has to be an NPC and not a creature!
* @return success chance from 0 to 100 (in percent)
*/
inline float getSpellSuccessChance (const ESM::Spell* spell, const MWWorld::Ptr& actor, int* effectiveSchool = NULL)
{
NpcStats& stats = MWWorld::Class::get(actor).getNpcStats(actor);
CreatureStats& creatureStats = MWWorld::Class::get(actor).getCreatureStats(actor);
if (creatureStats.getMagicEffects().get(ESM::MagicEffect::Silence).mMagnitude)
return 0;
if (spell->mData.mType != ESM::Spell::ST_Spell)
return 100;
if (spell->mData.mFlags & ESM::Spell::F_Always)
return 100;
float y = FLT_MAX;
float lowestSkill = 0;
for (std::vector<ESM::ENAMstruct>::const_iterator it = spell->mEffects.mList.begin(); it != spell->mEffects.mList.end(); ++it)
{
float x = 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 *= 0.1 * magicEffect->mData.mBaseCost;
x *= 0.5 * (it->mMagnMin + it->mMagnMax);
x *= it->mArea * 0.05 * magicEffect->mData.mBaseCost;
if (magicEffect->mData.mFlags & ESM::MagicEffect::CastTarget)
x *= 1.5;
static const float fEffectCostMult = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(
"fEffectCostMult")->getFloat();
x *= fEffectCostMult;
float s = 2 * stats.getSkill(spellSchoolToSkill(magicEffect->mData.mSchool)).getModified();
if (s - x < y)
{
y = s - x;
if (effectiveSchool)
*effectiveSchool = magicEffect->mData.mSchool;
lowestSkill = s;
}
}
int castBonus = -stats.getMagicEffects().get(ESM::MagicEffect::Sound).mMagnitude;
int actorWillpower = stats.getAttribute(ESM::Attribute::Willpower).getModified();
int actorLuck = stats.getAttribute(ESM::Attribute::Luck).getModified();
float castChance = (lowestSkill - spell->mData.mCost + castBonus + 0.2 * actorWillpower + 0.1 * actorLuck) * stats.getFatigueTerm();
if (MWBase::Environment::get().getWorld()->getGodModeState() && actor.getRefData().getHandle() == "player")
castChance = 100;
return std::max(0.f, std::min(100.f, castChance));
}
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inline float getSpellSuccessChance (const std::string& spellId, const MWWorld::Ptr& actor, int* effectiveSchool = NULL)
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{
const ESM::Spell* spell =
MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(spellId);
return getSpellSuccessChance(spell, actor, effectiveSchool);
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}
/// @note this only works for ST_Spell
inline int getSpellSchool(const std::string& spellId, const MWWorld::Ptr& actor)
{
int school = 0;
getSpellSuccessChance(spellId, actor, &school);
return school;
}
/// @note this only works for ST_Spell
inline int getSpellSchool(const ESM::Spell* spell, const MWWorld::Ptr& actor)
{
int school = 0;
getSpellSuccessChance(spell, actor, &school);
return school;
}
}
#endif