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https://github.com/TES3MP/openmw-tes3mp.git
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Allow to enchant multiple projectiles at once (feature #3517)
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119382ed13
commit
71e1d576cd
6 changed files with 134 additions and 13 deletions
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@ -189,6 +189,7 @@
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Feature #2229: Improve pathfinding AI
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Feature #3025: Analogue gamepad movement controls
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Feature #3442: Default values for fallbacks from ini file
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Feature #3517: Multiple projectiles enchantment
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Feature #3610: Option to invert X axis
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Feature #3871: Editor: Terrain Selection
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Feature #3893: Implicit target for "set" function in console
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@ -1,6 +1,7 @@
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#include "enchanting.hpp"
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#include <components/misc/rng.hpp>
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#include <components/settings/settings.hpp>
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#include "../mwworld/manualref.hpp"
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#include "../mwworld/class.hpp"
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@ -62,7 +63,6 @@ namespace MWMechanics
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const MWWorld::Ptr& player = getPlayer();
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MWWorld::ContainerStore& store = player.getClass().getContainerStore(player);
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ESM::Enchantment enchantment;
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enchantment.mData.mCharge = getGemCharge();
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enchantment.mData.mAutocalc = 0;
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enchantment.mData.mType = mCastStyle;
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enchantment.mData.mCost = getBaseCastCost();
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@ -81,19 +81,26 @@ namespace MWMechanics
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mEnchanter.getClass().skillUsageSucceeded (mEnchanter, ESM::Skill::Enchant, 2);
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}
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if(mCastStyle==ESM::Enchantment::ConstantEffect)
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{
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enchantment.mData.mCharge=0;
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}
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enchantment.mEffects = mEffectList;
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int count = getEnchantItemsCount();
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if(mCastStyle==ESM::Enchantment::ConstantEffect)
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enchantment.mData.mCharge = 0;
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else
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enchantment.mData.mCharge = getGemCharge() / count;
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// Try to find a dynamic enchantment with the same stats, create a new one if not found.
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const ESM::Enchantment* enchantmentPtr = getRecord(enchantment);
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if (enchantmentPtr == nullptr)
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enchantmentPtr = MWBase::Environment::get().getWorld()->createRecord (enchantment);
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// Apply the enchantment
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const ESM::Enchantment *enchantmentPtr = MWBase::Environment::get().getWorld()->createRecord (enchantment);
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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
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store.remove(mOldItemPtr, 1, player);
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store.add(newItemId, 1, player);
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store.remove(mOldItemPtr, count, player);
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store.add(newItemId, count, player);
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if(!mSelfEnchanting)
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payForEnchantment();
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@ -123,20 +130,22 @@ namespace MWMechanics
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}
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else if (mWeaponType != -1)
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{ // Weapon
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ESM::WeaponType::Class weapclass = MWMechanics::getWeaponType(mWeaponType)->mWeaponClass;
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switch(mCastStyle)
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{
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case ESM::Enchantment::WhenStrikes:
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mCastStyle = ESM::Enchantment::WhenUsed;
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if (weapclass == ESM::WeaponType::Melee || weapclass == ESM::WeaponType::Ranged)
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mCastStyle = ESM::Enchantment::WhenUsed;
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return;
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case ESM::Enchantment::WhenUsed:
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if (powerfulSoul)
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if (powerfulSoul && weapclass != ESM::WeaponType::Ammo && weapclass != ESM::WeaponType::Thrown)
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mCastStyle = ESM::Enchantment::ConstantEffect;
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else if (getWeaponType(mWeaponType)->mWeaponClass != ESM::WeaponType::Ranged)
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else if (weapclass != ESM::WeaponType::Ranged)
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mCastStyle = ESM::Enchantment::WhenStrikes;
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return;
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default: // takes care of Constant effect too
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mCastStyle = ESM::Enchantment::WhenUsed;
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if (getWeaponType(mWeaponType)->mWeaponClass != ESM::WeaponType::Ranged)
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if (weapclass != ESM::WeaponType::Ranged)
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mCastStyle = ESM::Enchantment::WhenStrikes;
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return;
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}
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@ -200,6 +209,53 @@ namespace MWMechanics
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return enchantmentCost;
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}
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const ESM::Enchantment* Enchanting::getRecord(const ESM::Enchantment& toFind) const
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{
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const MWWorld::Store<ESM::Enchantment>& enchantments = MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>();
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MWWorld::Store<ESM::Enchantment>::iterator iter (enchantments.begin());
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iter += (enchantments.getSize() - enchantments.getDynamicSize());
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for (; iter != enchantments.end(); ++iter)
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{
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if (iter->mEffects.mList.size() != toFind.mEffects.mList.size())
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continue;
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if (iter->mData.mAutocalc != toFind.mData.mAutocalc
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|| iter->mData.mType != toFind.mData.mType
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|| iter->mData.mCost != toFind.mData.mCost
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|| iter->mData.mCharge != toFind.mData.mCharge)
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continue;
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// Don't choose an ID that came from the content files, would have unintended side effects
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if (!enchantments.isDynamic(iter->mId))
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continue;
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bool mismatch = false;
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for (int i=0; i<static_cast<int> (iter->mEffects.mList.size()); ++i)
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{
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const ESM::ENAMstruct& first = iter->mEffects.mList[i];
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const ESM::ENAMstruct& second = toFind.mEffects.mList[i];
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if (first.mEffectID!=second.mEffectID ||
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first.mArea!=second.mArea ||
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first.mRange!=second.mRange ||
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first.mSkill!=second.mSkill ||
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first.mAttribute!=second.mAttribute ||
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first.mMagnMin!=second.mMagnMin ||
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first.mMagnMax!=second.mMagnMax ||
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first.mDuration!=second.mDuration)
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{
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mismatch = true;
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break;
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}
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}
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if (!mismatch)
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return &(*iter);
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}
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return nullptr;
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}
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int Enchanting::getBaseCastCost() const
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{
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@ -224,6 +280,7 @@ namespace MWMechanics
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float priceMultipler = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find ("fEnchantmentValueMult")->mValue.getFloat();
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int price = MWBase::Environment::get().getMechanicsManager()->getBarterOffer(mEnchanter, static_cast<int>(getEnchantPoints() * priceMultipler), true);
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price *= getEnchantItemsCount() * getTypeMultiplier();
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return price;
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}
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@ -282,13 +339,45 @@ namespace MWMechanics
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const float fEnchantmentChanceMult = gmst.find("fEnchantmentChanceMult")->mValue.getFloat();
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const float fEnchantmentConstantChanceMult = gmst.find("fEnchantmentConstantChanceMult")->mValue.getFloat();
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float x = (a - getEnchantPoints()*fEnchantmentChanceMult + 0.2f * b + 0.1f * c) * stats.getFatigueTerm();
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float x = (a - getEnchantPoints() * fEnchantmentChanceMult * getTypeMultiplier() * getEnchantItemsCount() + 0.2f * b + 0.1f * c) * stats.getFatigueTerm();
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if (mCastStyle == ESM::Enchantment::ConstantEffect)
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x *= fEnchantmentConstantChanceMult;
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return static_cast<int>(x);
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}
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int Enchanting::getEnchantItemsCount() const
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{
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int count = 1;
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float enchantPoints = getEnchantPoints();
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if (mWeaponType != -1 && enchantPoints > 0)
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{
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ESM::WeaponType::Class weapclass = MWMechanics::getWeaponType(mWeaponType)->mWeaponClass;
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if (weapclass == ESM::WeaponType::Thrown || weapclass == ESM::WeaponType::Ammo)
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{
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static const float multiplier = std::max(0.f, std::min(1.0f, Settings::Manager::getFloat("projectiles enchant multiplier", "Game")));
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MWWorld::Ptr player = getPlayer();
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int itemsInInventoryCount = player.getClass().getContainerStore(player).count(mOldItemPtr.getCellRef().getRefId());
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count = std::min(itemsInInventoryCount, std::max(1, int(getGemCharge() * multiplier / enchantPoints)));
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}
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}
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return count;
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}
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float Enchanting::getTypeMultiplier() const
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{
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static const bool useMultiplier = Settings::Manager::getFloat("projectiles enchant multiplier", "Game") > 0;
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if (useMultiplier && mWeaponType != -1 && getEnchantPoints() > 0)
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{
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ESM::WeaponType::Class weapclass = MWMechanics::getWeaponType(mWeaponType)->mWeaponClass;
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if (weapclass == ESM::WeaponType::Thrown || weapclass == ESM::WeaponType::Ammo)
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return 0.125f;
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}
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return 1.f;
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}
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void Enchanting::payForEnchantment() const
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{
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const MWWorld::Ptr& player = getPlayer();
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@ -4,6 +4,7 @@
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#include <string>
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#include <components/esm/effectlist.hpp>
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#include <components/esm/loadench.hpp>
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#include "../mwworld/ptr.hpp"
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@ -25,6 +26,8 @@ namespace MWMechanics
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std::string mObjectType;
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int mWeaponType;
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const ESM::Enchantment* getRecord(const ESM::Enchantment& newEnchantment) const;
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public:
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Enchanting();
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void setEnchanter(const MWWorld::Ptr& enchanter);
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@ -45,6 +48,8 @@ namespace MWMechanics
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int getMaxEnchantValue() const;
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int getGemCharge() const;
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int getEnchantChance() const;
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int getEnchantItemsCount() const;
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float getTypeMultiplier() const;
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bool soulEmpty() const; //Return true if empty
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bool itemEmpty() const; //Return true if empty
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void payForEnchantment() const;
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@ -106,6 +106,11 @@ namespace MWWorld
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return iter;
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}
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SharedIterator &operator+=(int advance) {
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mIter += advance;
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return *this;
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}
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SharedIterator &operator--() {
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--mIter;
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return *this;
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@ -282,3 +282,19 @@ equivalent to the one introduced by the equivalent Morrowind Code Patch feature.
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This makes the movement speed behavior more fair between different races.
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This setting can be controlled in Advanced tab of the launcher.
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projectiles enchant multiplier
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------------------------------
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:Type: floating point
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:Range: 0.0 to 1.0
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:Default: 0.0
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The value of this setting determines how many projectiles (thrown weapons, arrows and bolts) you can enchant at once according to the following formula:
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count = (soul gem charge * projectiles enchant multiplier) / enchantment strength
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A value of 0 means that you can only enchant one projectile.
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If you want to have Morrowind Code Patch-like count of projectiles being enchanted at once, set this value to 0.25 (i.e. 25% of the charge).
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This setting can only be configured by editing the settings configuration file.
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@ -267,6 +267,11 @@ use magic item animations = false
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# Don't use race weight in NPC movement speed calculations
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normalise race speed = false
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# Adjusts the number of projectiles you can enchant at once:
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# count = (soul gem charge * projectiles enchant multiplier) / enchantment strength
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# A value of 0 means that you can only enchant one projectile.
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projectiles enchant multiplier = 0
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[General]
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# Anisotropy reduces distortion in textures at low angles (e.g. 0 to 16).
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