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Fix divisions by zero in normalizedEncumbrance
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8dd410fe96
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9 changed files with 23 additions and 11 deletions
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@ -230,7 +230,7 @@ namespace MWClass
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const float fFatigueAttackMult = gmst.find("fFatigueAttackMult")->getFloat();
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const float fWeaponFatigueMult = gmst.find("fWeaponFatigueMult")->getFloat();
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MWMechanics::DynamicStat<float> fatigue = stats.getFatigue();
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const float normalizedEncumbrance = getEncumbrance(ptr) / getCapacity(ptr);
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const float normalizedEncumbrance = getNormalizedEncumbrance(ptr);
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float fatigueLoss = fFatigueAttackBase + normalizedEncumbrance * fFatigueAttackMult;
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if (!weapon.isEmpty())
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fatigueLoss += weapon.getClass().getWeight(weapon) * stats.getAttackStrength() * fWeaponFatigueMult;
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@ -537,7 +537,7 @@ namespace MWClass
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const MWBase::World *world = MWBase::Environment::get().getWorld();
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const MWMechanics::MagicEffects &mageffects = stats.getMagicEffects();
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const float normalizedEncumbrance = getEncumbrance(ptr) / getCapacity(ptr);
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const float normalizedEncumbrance = getNormalizedEncumbrance(ptr);
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bool running = ptr.getClass().getCreatureStats(ptr).getStance(MWMechanics::CreatureStats::Stance_Run);
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@ -495,7 +495,7 @@ namespace MWClass
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const float fFatigueAttackMult = store.find("fFatigueAttackMult")->getFloat();
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const float fWeaponFatigueMult = store.find("fWeaponFatigueMult")->getFloat();
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MWMechanics::DynamicStat<float> fatigue = getCreatureStats(ptr).getFatigue();
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const float normalizedEncumbrance = getEncumbrance(ptr) / getCapacity(ptr);
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const float normalizedEncumbrance = getNormalizedEncumbrance(ptr);
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float fatigueLoss = fFatigueAttackBase + normalizedEncumbrance * fFatigueAttackMult;
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if (!weapon.isEmpty())
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fatigueLoss += weapon.getClass().getWeight(weapon) * getNpcStats(ptr).getAttackStrength() * fWeaponFatigueMult;
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@ -911,7 +911,7 @@ namespace MWClass
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const NpcCustomData *npcdata = static_cast<const NpcCustomData*>(ptr.getRefData().getCustomData());
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const MWMechanics::MagicEffects &mageffects = npcdata->mNpcStats.getMagicEffects();
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const float normalizedEncumbrance = Npc::getEncumbrance(ptr) / Npc::getCapacity(ptr);
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const float normalizedEncumbrance = getNormalizedEncumbrance(ptr);
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bool sneaking = ptr.getClass().getCreatureStats(ptr).getStance(MWMechanics::CreatureStats::Stance_Sneak);
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bool running = ptr.getClass().getCreatureStats(ptr).getStance(MWMechanics::CreatureStats::Stance_Run);
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@ -445,9 +445,7 @@ namespace MWMechanics
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int endurance = stats.getAttribute (ESM::Attribute::Endurance).getModified ();
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float capacity = ptr.getClass().getCapacity(ptr);
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float encumbrance = ptr.getClass().getEncumbrance(ptr);
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float normalizedEncumbrance = (capacity == 0 ? 1 : encumbrance/capacity);
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float normalizedEncumbrance = ptr.getClass().getNormalizedEncumbrance(ptr);
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if (normalizedEncumbrance > 1)
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normalizedEncumbrance = 1;
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@ -1428,7 +1428,9 @@ void CharacterController::update(float duration)
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const MWWorld::Store<ESM::GameSetting> &gmst = world->getStore().get<ESM::GameSetting>();
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const float fatigueJumpBase = gmst.find("fFatigueJumpBase")->getFloat();
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const float fatigueJumpMult = gmst.find("fFatigueJumpMult")->getFloat();
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const float normalizedEncumbrance = cls.getEncumbrance(mPtr) / cls.getCapacity(mPtr);
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float normalizedEncumbrance = mPtr.getClass().getNormalizedEncumbrance(mPtr);
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if (normalizedEncumbrance > 1)
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normalizedEncumbrance = 1;
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const int fatigueDecrease = fatigueJumpBase + (1 - normalizedEncumbrance) * fatigueJumpMult;
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DynamicStat<float> fatigue = cls.getCreatureStats(mPtr).getFatigue();
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fatigue.setCurrent(fatigue.getCurrent() - fatigueDecrease);
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@ -124,7 +124,7 @@ namespace MWMechanics
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const float fFatigueBlockMult = gmst.find("fFatigueBlockMult")->getFloat();
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const float fWeaponFatigueBlockMult = gmst.find("fWeaponFatigueBlockMult")->getFloat();
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MWMechanics::DynamicStat<float> fatigue = blockerStats.getFatigue();
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float normalizedEncumbrance = blocker.getClass().getEncumbrance(blocker) / blocker.getClass().getCapacity(blocker);
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float normalizedEncumbrance = blocker.getClass().getNormalizedEncumbrance(blocker);
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normalizedEncumbrance = std::min(1.f, normalizedEncumbrance);
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float fatigueLoss = fFatigueBlockBase + normalizedEncumbrance * fFatigueBlockMult;
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fatigueLoss += weapon.getClass().getWeight(weapon) * attackerStats.getAttackStrength() * fWeaponFatigueBlockMult;
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@ -774,7 +774,7 @@ namespace MWMechanics
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static const float fFatigueSpellBase = store.get<ESM::GameSetting>().find("fFatigueSpellBase")->getFloat();
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static const float fFatigueSpellMult = store.get<ESM::GameSetting>().find("fFatigueSpellMult")->getFloat();
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DynamicStat<float> fatigue = stats.getFatigue();
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const float normalizedEncumbrance = mCaster.getClass().getEncumbrance(mCaster) / mCaster.getClass().getCapacity(mCaster);
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const float normalizedEncumbrance = mCaster.getClass().getNormalizedEncumbrance(mCaster);
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float fatigueLoss = spell->mData.mCost * (fFatigueSpellBase + normalizedEncumbrance * fFatigueSpellMult);
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fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss); stats.setFatigue(fatigue);
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@ -81,7 +81,7 @@ void WeaponAnimation::releaseArrow(MWWorld::Ptr actor)
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const float fWeaponFatigueMult = gmst.find("fWeaponFatigueMult")->getFloat();
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MWMechanics::CreatureStats& attackerStats = actor.getClass().getCreatureStats(actor);
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MWMechanics::DynamicStat<float> fatigue = attackerStats.getFatigue();
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const float normalizedEncumbrance = actor.getClass().getEncumbrance(actor) / actor.getClass().getCapacity(actor);
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const float normalizedEncumbrance = actor.getClass().getNormalizedEncumbrance(actor);
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float fatigueLoss = fFatigueAttackBase + normalizedEncumbrance * fFatigueAttackMult;
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if (!weapon->isEmpty())
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fatigueLoss += weapon->getClass().getWeight(*weapon) * attackerStats.getAttackStrength() * fWeaponFatigueMult;
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@ -420,4 +420,13 @@ namespace MWWorld
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{
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throw std::runtime_error("this is not a door");
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}
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float Class::getNormalizedEncumbrance(const Ptr &ptr) const
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{
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float capacity = getCapacity(ptr);
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if (capacity == 0)
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return 1.f;
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return getEncumbrance(ptr) / capacity;
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}
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}
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@ -223,6 +223,9 @@ namespace MWWorld
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/// effects). Throws an exception, if the object can't hold other objects.
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/// (default implementation: throws an exception)
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virtual float getNormalizedEncumbrance (const MWWorld::Ptr& ptr) const;
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///< Returns encumbrance re-scaled to capacity
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virtual bool apply (const MWWorld::Ptr& ptr, const std::string& id,
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const MWWorld::Ptr& actor) const;
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///< Apply \a id on \a ptr.
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