Adjust fix for maximum attribute damage limit

celladd
scrawl 10 years ago
parent 36141b0c53
commit 3d5c1d1190

@ -515,8 +515,8 @@ namespace MWMechanics
for(int i = 0;i < ESM::Attribute::Length;++i)
{
AttributeValue stat = creatureStats.getAttribute(i);
stat.setModifiers(effects.get(EffectKey(ESM::MagicEffect::FortifyAttribute, i)).getMagnitude(),
effects.get(EffectKey(ESM::MagicEffect::DrainAttribute, i)).getMagnitude(),
stat.setModifier(effects.get(EffectKey(ESM::MagicEffect::FortifyAttribute, i)).getMagnitude() -
effects.get(EffectKey(ESM::MagicEffect::DrainAttribute, i)).getMagnitude() -
effects.get(EffectKey(ESM::MagicEffect::AbsorbAttribute, i)).getMagnitude());
stat.damage(effects.get(EffectKey(ESM::MagicEffect::DamageAttribute, i)).getMagnitude() * duration);
@ -782,8 +782,8 @@ namespace MWMechanics
for(int i = 0;i < ESM::Skill::Length;++i)
{
SkillValue& skill = npcStats.getSkill(i);
skill.setModifiers(effects.get(EffectKey(ESM::MagicEffect::FortifySkill, i)).getMagnitude(),
effects.get(EffectKey(ESM::MagicEffect::DrainSkill, i)).getMagnitude(),
skill.setModifier(effects.get(EffectKey(ESM::MagicEffect::FortifySkill, i)).getMagnitude() -
effects.get(EffectKey(ESM::MagicEffect::DrainSkill, i)).getMagnitude() -
effects.get(EffectKey(ESM::MagicEffect::AbsorbSkill, i)).getMagnitude());
skill.damage(effects.get(EffectKey(ESM::MagicEffect::DamageSkill, i)).getMagnitude() * duration);

@ -15,12 +15,6 @@ void MWMechanics::AttributeValue::readState (const ESM::StatState<int>& state)
mDamage = state.mDamage;
}
void MWMechanics::AttributeValue::setModifiers(float fortify, float drain, float absorb)
{
mFortified = static_cast<int>(fortify);
mModifier = mFortified - static_cast<int>(drain + absorb);
}
void MWMechanics::SkillValue::writeState (ESM::StatState<int>& state) const
{
AttributeValue::writeState (state);
@ -31,4 +25,4 @@ void MWMechanics::SkillValue::readState (const ESM::StatState<int>& state)
{
AttributeValue::readState (state);
mProgress = state.mProgress;
}
}

@ -235,28 +235,31 @@ namespace MWMechanics
class AttributeValue
{
int mBase;
int mFortified;
int mModifier; // net effect of Fortified, Drain & Absorb
int mModifier;
float mDamage; // needs to be float to allow continuous damage
public:
AttributeValue() : mBase(0), mFortified(0), mModifier(0), mDamage(0) {}
AttributeValue() : mBase(0), mModifier(0), mDamage(0) {}
int getModified() const { return std::max(0, mBase - (int) mDamage + mModifier); }
int getBase() const { return mBase; }
int getModifier() const { return mModifier; }
void setBase(int base) { mBase = std::max(0, base); }
void setModifiers(float fortify, float drain, float absorb);
void damage(float damage) { mDamage = std::min(mDamage + damage, (float)(mBase + mFortified)); }
void setModifier(int mod) { mModifier = mod; }
// Maximum attribute damage is limited to the modified value.
// Note: I think MW applies damage directly to mModified, since you can also
// "restore" drained attributes. We need to rewrite the magic effect system to support this.
void damage(float damage) { mDamage += std::min(damage, (float)getModified()); }
void restore(float amount) { mDamage -= std::min(mDamage, amount); }
float getDamage() const { return mDamage; }
void writeState (ESM::StatState<int>& state) const;
void readState (const ESM::StatState<int>& state);
friend bool operator== (const AttributeValue& left, const AttributeValue& right);
};
class SkillValue : public AttributeValue
@ -270,16 +273,13 @@ namespace MWMechanics
void writeState (ESM::StatState<int>& state) const;
void readState (const ESM::StatState<int>& state);
friend bool operator== (const SkillValue& left, const SkillValue& right);
};
inline bool operator== (const AttributeValue& left, const AttributeValue& right)
{
return left.getBase() == right.getBase()
&& left.mFortified == right.mFortified
&& left.getModifier() == right.getModifier()
&& left.mDamage == right.mDamage;
&& left.getDamage() == right.getDamage();
}
inline bool operator!= (const AttributeValue& left, const AttributeValue& right)
{
@ -288,8 +288,9 @@ namespace MWMechanics
inline bool operator== (const SkillValue& left, const SkillValue& right)
{
// delegate to base class for most of the work
return (static_cast<const AttributeValue&>(left) == right)
return left.getBase() == right.getBase()
&& left.getModifier() == right.getModifier()
&& left.getDamage() == right.getDamage()
&& left.getProgress() == right.getProgress();
}
inline bool operator!= (const SkillValue& left, const SkillValue& right)

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