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@ -1,33 +1,13 @@
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#ifndef MWMECHANICS_SPELLSUCCESS_H
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#define MWMECHANICS_SPELLSUCCESS_H
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#include <cfloat>
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#include "../mwbase/world.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwworld/ptr.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwmechanics/creaturestats.hpp"
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#include "../mwworld/esmstore.hpp"
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#include "npcstats.hpp"
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namespace MWMechanics
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{
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inline ESM::Skill::SkillEnum spellSchoolToSkill(int school)
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{
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std::map<int, ESM::Skill::SkillEnum> schoolSkillMap; // maps spell school to skill id
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schoolSkillMap[0] = ESM::Skill::Alteration;
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schoolSkillMap[1] = ESM::Skill::Conjuration;
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schoolSkillMap[3] = ESM::Skill::Illusion;
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schoolSkillMap[2] = ESM::Skill::Destruction;
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schoolSkillMap[4] = ESM::Skill::Mysticism;
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schoolSkillMap[5] = ESM::Skill::Restoration;
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assert(schoolSkillMap.find(school) != schoolSkillMap.end());
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return schoolSkillMap[school];
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}
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class EffectKey;
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ESM::Skill::SkillEnum spellSchoolToSkill(int school);
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/**
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* @param spell spell to cast
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@ -36,147 +16,16 @@ namespace MWMechanics
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* @attention actor has to be an NPC and not a creature!
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* @return success chance from 0 to 100 (in percent)
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*/
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inline float getSpellSuccessChance (const ESM::Spell* spell, const MWWorld::Ptr& actor, int* effectiveSchool = NULL)
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{
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CreatureStats& stats = actor.getClass().getCreatureStats(actor);
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if (stats.getMagicEffects().get(ESM::MagicEffect::Silence).mMagnitude)
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return 0;
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float y = FLT_MAX;
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float lowestSkill = 0;
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for (std::vector<ESM::ENAMstruct>::const_iterator it = spell->mEffects.mList.begin(); it != spell->mEffects.mList.end(); ++it)
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{
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float x = it->mDuration;
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const ESM::MagicEffect* magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(
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it->mEffectID);
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if (!(magicEffect->mData.mFlags & ESM::MagicEffect::UncappedDamage))
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x = std::max(1.f, x);
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x *= 0.1 * magicEffect->mData.mBaseCost;
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x *= 0.5 * (it->mMagnMin + it->mMagnMax);
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x *= it->mArea * 0.05 * magicEffect->mData.mBaseCost;
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if (magicEffect->mData.mFlags & ESM::MagicEffect::CastTarget)
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x *= 1.5;
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static const float fEffectCostMult = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(
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"fEffectCostMult")->getFloat();
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x *= fEffectCostMult;
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float getSpellSuccessChance (const ESM::Spell* spell, const MWWorld::Ptr& actor, int* effectiveSchool = NULL);
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float getSpellSuccessChance (const std::string& spellId, const MWWorld::Ptr& actor, int* effectiveSchool = NULL);
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float s = 2 * actor.getClass().getSkill(actor, spellSchoolToSkill(magicEffect->mData.mSchool));
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if (s - x < y)
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{
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y = s - x;
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if (effectiveSchool)
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*effectiveSchool = magicEffect->mData.mSchool;
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lowestSkill = s;
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}
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}
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if (spell->mData.mType != ESM::Spell::ST_Spell)
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return 100;
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if (spell->mData.mFlags & ESM::Spell::F_Always)
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return 100;
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int castBonus = -stats.getMagicEffects().get(ESM::MagicEffect::Sound).mMagnitude;
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int actorWillpower = stats.getAttribute(ESM::Attribute::Willpower).getModified();
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int actorLuck = stats.getAttribute(ESM::Attribute::Luck).getModified();
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float castChance = (lowestSkill - spell->mData.mCost + castBonus + 0.2 * actorWillpower + 0.1 * actorLuck) * stats.getFatigueTerm();
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if (MWBase::Environment::get().getWorld()->getGodModeState() && actor.getRefData().getHandle() == "player")
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castChance = 100;
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return std::max(0.f, std::min(100.f, castChance));
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}
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inline float getSpellSuccessChance (const std::string& spellId, const MWWorld::Ptr& actor, int* effectiveSchool = NULL)
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{
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const ESM::Spell* spell =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(spellId);
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return getSpellSuccessChance(spell, actor, effectiveSchool);
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}
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inline int getSpellSchool(const std::string& spellId, const MWWorld::Ptr& actor)
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{
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int school = 0;
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getSpellSuccessChance(spellId, actor, &school);
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return school;
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}
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inline int getSpellSchool(const ESM::Spell* spell, const MWWorld::Ptr& actor)
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{
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int school = 0;
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getSpellSuccessChance(spell, actor, &school);
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return school;
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}
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int getSpellSchool(const std::string& spellId, const MWWorld::Ptr& actor);
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int getSpellSchool(const ESM::Spell* spell, const MWWorld::Ptr& actor);
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/// @return >=100 for fully resisted. can also return negative value for damage amplification.
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inline float getEffectResistance (short effectId, const MWWorld::Ptr& actor, const MWWorld::Ptr& caster, const ESM::Spell* spell = NULL)
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{
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const ESM::MagicEffect *magicEffect =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find (
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effectId);
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const MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor);
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float resisted = 0;
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if (magicEffect->mData.mFlags & ESM::MagicEffect::Harmful)
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{
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short resistanceEffect = ESM::MagicEffect::getResistanceEffect(effectId);
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short weaknessEffect = ESM::MagicEffect::getWeaknessEffect(effectId);
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float resistance = 0;
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if (resistanceEffect != -1)
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resistance += stats.getMagicEffects().get(resistanceEffect).mMagnitude;
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if (weaknessEffect != -1)
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resistance -= stats.getMagicEffects().get(weaknessEffect).mMagnitude;
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float willpower = stats.getAttribute(ESM::Attribute::Willpower).getModified();
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float luck = stats.getAttribute(ESM::Attribute::Luck).getModified();
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float x = (willpower + 0.1 * luck) * stats.getFatigueTerm();
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// This makes spells that are easy to cast harder to resist and vice versa
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if (spell != NULL && caster.getClass().isActor())
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{
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float castChance = getSpellSuccessChance(spell, caster);
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if (castChance > 0)
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x *= 50 / castChance;
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}
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float roll = static_cast<float>(std::rand()) / RAND_MAX * 100;
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if (magicEffect->mData.mFlags & ESM::MagicEffect::NoMagnitude)
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roll -= resistance;
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if (x <= roll)
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x = 0;
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else
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{
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if (magicEffect->mData.mFlags & ESM::MagicEffect::NoMagnitude)
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x = 100;
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else
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x = roll / std::min(x, 100.f);
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}
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x = std::min(x + resistance, 100.f);
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resisted = x;
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}
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return resisted;
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}
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inline float getEffectMultiplier(short effectId, const MWWorld::Ptr& actor, const MWWorld::Ptr& caster, const ESM::Spell* spell = NULL)
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{
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float resistance = getEffectResistance(effectId, actor, caster, spell);
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if (resistance >= 0)
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return 1 - resistance / 100.f;
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else
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return -(resistance-100) / 100.f;
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}
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float getEffectResistance (short effectId, const MWWorld::Ptr& actor, const MWWorld::Ptr& caster, const ESM::Spell* spell = NULL);
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float getEffectMultiplier(short effectId, const MWWorld::Ptr& actor, const MWWorld::Ptr& caster, const ESM::Spell* spell = NULL);
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class CastSpell
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{
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@ -202,7 +51,7 @@ namespace MWMechanics
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void inflict (const MWWorld::Ptr& target, const MWWorld::Ptr& caster,
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const ESM::EffectList& effects, ESM::RangeType range, bool reflected=false);
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void applyInstantEffect (const MWWorld::Ptr& target, const MWWorld::Ptr& caster, MWMechanics::EffectKey effect, float magnitude);
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void applyInstantEffect (const MWWorld::Ptr& target, const MWWorld::Ptr& caster, const MWMechanics::EffectKey& effect, float magnitude);
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};
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}
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