#include "spellcasting.hpp" #include #include /* Start of tes3mp addition Include additional headers for multiplayer purposes */ #include #include "../mwmp/Main.hpp" #include "../mwmp/Networking.hpp" #include "../mwmp/PlayerList.hpp" #include "../mwmp/LocalPlayer.hpp" #include "../mwmp/ObjectList.hpp" #include "../mwmp/CellController.hpp" #include "../mwmp/MechanicsHelper.hpp" /* End of tes3mp addition */ #include "../mwbase/windowmanager.hpp" #include "../mwbase/soundmanager.hpp" #include "../mwbase/mechanicsmanager.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/world.hpp" #include "../mwworld/containerstore.hpp" #include "../mwworld/actionteleport.hpp" #include "../mwworld/player.hpp" #include "../mwworld/class.hpp" #include "../mwworld/cellstore.hpp" #include "../mwworld/esmstore.hpp" #include "../mwworld/inventorystore.hpp" #include "../mwrender/animation.hpp" #include "actorutil.hpp" #include "aifollow.hpp" #include "creaturestats.hpp" #include "linkedeffects.hpp" #include "spellabsorption.hpp" #include "spellresistance.hpp" #include "spellutil.hpp" #include "summoning.hpp" #include "tickableeffects.hpp" #include "weapontype.hpp" namespace MWMechanics { CastSpell::CastSpell(const MWWorld::Ptr &caster, const MWWorld::Ptr &target, const bool fromProjectile, const bool manualSpell) : mCaster(caster) , mTarget(target) , mFromProjectile(fromProjectile) , mManualSpell(manualSpell) { } void CastSpell::launchMagicBolt () { osg::Vec3f fallbackDirection(0, 1, 0); osg::Vec3f offset(0, 0, 0); if (!mTarget.isEmpty() && mTarget.getClass().isActor()) offset.z() = MWBase::Environment::get().getWorld()->getHalfExtents(mTarget).z(); // Fall back to a "caster to target" direction if we have no other means of determining it // (e.g. when cast by a non-actor) if (!mTarget.isEmpty()) fallbackDirection = (mTarget.getRefData().getPosition().asVec3() + offset) - (mCaster.getRefData().getPosition().asVec3()); MWBase::Environment::get().getWorld()->launchMagicBolt(mId, mCaster, fallbackDirection); } void CastSpell::inflict(const MWWorld::Ptr &target, const MWWorld::Ptr &caster, const ESM::EffectList &effects, ESM::RangeType range, bool reflected, bool exploded) { const bool targetIsActor = !target.isEmpty() && target.getClass().isActor(); if (targetIsActor) { // Early-out for characters that have departed. const auto& stats = target.getClass().getCreatureStats(target); if (stats.isDead() && stats.isDeathAnimationFinished()) return; } // If none of the effects need to apply, we can early-out bool found = false; for (const ESM::ENAMstruct& effect : effects.mList) { if (effect.mRange == range) { found = true; break; } } if (!found) return; const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get().search (mId); if (spell && targetIsActor && (spell->mData.mType == ESM::Spell::ST_Disease || spell->mData.mType == ESM::Spell::ST_Blight)) { int requiredResistance = (spell->mData.mType == ESM::Spell::ST_Disease) ? ESM::MagicEffect::ResistCommonDisease : ESM::MagicEffect::ResistBlightDisease; float x = target.getClass().getCreatureStats(target).getMagicEffects().get(requiredResistance).getMagnitude(); if (Misc::Rng::roll0to99() <= x) { // Fully resisted, show message if (target == getPlayer()) MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicPCResisted}"); return; } } ESM::EffectList reflectedEffects; std::vector appliedLastingEffects; // HACK: cache target's magic effects here, and add any applied effects to it. Use the cached effects for determining resistance. // This is required for Weakness effects in a spell to apply to any subsequent effects in the spell. // Otherwise, they'd only apply after the whole spell was added. MagicEffects targetEffects; if (targetIsActor) targetEffects += target.getClass().getCreatureStats(target).getMagicEffects(); bool castByPlayer = (!caster.isEmpty() && caster == getPlayer()); ActiveSpells targetSpells; if (targetIsActor) targetSpells = target.getClass().getCreatureStats(target).getActiveSpells(); bool canCastAnEffect = false; // For bound equipment.If this remains false // throughout the iteration of this spell's // effects, we display a "can't re-cast" message int absorbChance = getAbsorbChance(caster, target); int currentEffectIndex = 0; for (std::vector::const_iterator effectIt (effects.mList.begin()); !target.isEmpty() && effectIt != effects.mList.end(); ++effectIt, ++currentEffectIndex) { if (effectIt->mRange != range) continue; const ESM::MagicEffect *magicEffect = MWBase::Environment::get().getWorld()->getStore().get().find ( effectIt->mEffectID); // Re-casting a bound equipment effect has no effect if the spell is still active if (magicEffect->mData.mFlags & ESM::MagicEffect::NonRecastable && targetSpells.isSpellActive(mId)) { if (effectIt == (effects.mList.end() - 1) && !canCastAnEffect && castByPlayer) MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicCannotRecast}"); continue; } canCastAnEffect = true; // Try absorbing the effect if(absorbChance && Misc::Rng::roll0to99() < absorbChance) { absorbSpell(mId, caster, target); continue; } if (!checkEffectTarget(effectIt->mEffectID, target, caster, castByPlayer)) continue; // caster needs to be an actor for linked effects (e.g. Absorb) if (magicEffect->mData.mFlags & ESM::MagicEffect::CasterLinked && (caster.isEmpty() || !caster.getClass().isActor())) continue; // Notify the target actor they've been hit bool isHarmful = magicEffect->mData.mFlags & ESM::MagicEffect::Harmful; if (target.getClass().isActor() && target != caster && !caster.isEmpty() && isHarmful) target.getClass().onHit(target, 0.0f, true, MWWorld::Ptr(), caster, osg::Vec3f(), true); // Reflect harmful effects if (!reflected && reflectEffect(*effectIt, magicEffect, caster, target, reflectedEffects)) continue; /* Start of tes3mp addition Now that reflected effects have been handled, don't unilaterally process effects further for dedicated players and actors on this client and instead expect their effects to be applied correctly through the SpellsActive packets received */ if (mwmp::PlayerList::isDedicatedPlayer(target) || mwmp::Main::get().getCellController()->isDedicatedActor(target)) continue; /* End of tes3mp addition */ // Try resisting. float magnitudeMult = getEffectMultiplier(effectIt->mEffectID, target, caster, spell, &targetEffects); if (magnitudeMult == 0) { // Fully resisted, show message if (target == getPlayer()) MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicPCResisted}"); else if (castByPlayer) MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicTargetResisted}"); } else { float magnitude = effectIt->mMagnMin + Misc::Rng::rollDice(effectIt->mMagnMax - effectIt->mMagnMin + 1); magnitude *= magnitudeMult; if (!target.getClass().isActor()) { // non-actor objects have no list of active magic effects, so have to apply instantly if (!applyInstantEffect(target, caster, EffectKey(*effectIt), magnitude)) continue; } else // target.getClass().isActor() == true { ActiveSpells::ActiveEffect effect; effect.mEffectId = effectIt->mEffectID; effect.mArg = MWMechanics::EffectKey(*effectIt).mArg; effect.mMagnitude = magnitude; effect.mTimeLeft = 0.f; effect.mEffectIndex = currentEffectIndex; // Avoid applying absorb effects if the caster is the target // We still need the spell to be added if (caster == target && effectIt->mEffectID >= ESM::MagicEffect::AbsorbAttribute && effectIt->mEffectID <= ESM::MagicEffect::AbsorbSkill) { effect.mMagnitude = 0; } // Avoid applying harmful effects to the player in god mode if (target == getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState() && isHarmful) { effect.mMagnitude = 0; } bool effectAffectsHealth = isHarmful || effectIt->mEffectID == ESM::MagicEffect::RestoreHealth; if (castByPlayer && target != caster && !target.getClass().getCreatureStats(target).isDead() && effectAffectsHealth) { // If player is attempting to cast a harmful spell on or is healing a living target, show the target's HP bar. MWBase::Environment::get().getWindowManager()->setEnemy(target); } bool hasDuration = !(magicEffect->mData.mFlags & ESM::MagicEffect::NoDuration); effect.mDuration = hasDuration ? static_cast(effectIt->mDuration) : 1.f; bool appliedOnce = magicEffect->mData.mFlags & ESM::MagicEffect::AppliedOnce; if (!appliedOnce) effect.mDuration = std::max(1.f, effect.mDuration); if (effect.mDuration == 0) { // We still should add effect to list to allow GetSpellEffects to detect this spell appliedLastingEffects.push_back(effect); // duration 0 means apply full magnitude instantly bool wasDead = target.getClass().getCreatureStats(target).isDead(); effectTick(target.getClass().getCreatureStats(target), target, EffectKey(*effectIt), effect.mMagnitude); bool isDead = target.getClass().getCreatureStats(target).isDead(); /* Start of tes3mp addition If the target was a LocalPlayer or LocalActor who died, record the caster as the killer */ if (!wasDead && isDead) { bool isSuicide = target == caster || caster.isEmpty(); if (target == MWMechanics::getPlayer()) { mwmp::Main::get().getLocalPlayer()->killer = isSuicide ? MechanicsHelper::getTarget(target) : MechanicsHelper::getTarget(caster); } else if (mwmp::Main::get().getCellController()->isLocalActor(target)) { mwmp::Main::get().getCellController()->getLocalActor(target)->killer = isSuicide ? MechanicsHelper::getTarget(target) : MechanicsHelper::getTarget(caster); } } /* End of tes3mp addition */ if (!wasDead && isDead) MWBase::Environment::get().getMechanicsManager()->actorKilled(target, caster); } else { effect.mTimeLeft = effect.mDuration; targetEffects.add(MWMechanics::EffectKey(*effectIt), MWMechanics::EffectParam(effect.mMagnitude)); // add to list of active effects, to apply in next frame appliedLastingEffects.push_back(effect); // Unequip all items, if a spell with the ExtraSpell effect was casted if (effectIt->mEffectID == ESM::MagicEffect::ExtraSpell && target.getClass().hasInventoryStore(target)) { MWWorld::InventoryStore& store = target.getClass().getInventoryStore(target); store.unequipAll(target); } // Command spells should have their effect, including taking the target out of combat, each time the spell successfully affects the target if (((effectIt->mEffectID == ESM::MagicEffect::CommandHumanoid && target.getClass().isNpc()) || (effectIt->mEffectID == ESM::MagicEffect::CommandCreature && target.getTypeName() == typeid(ESM::Creature).name())) && !caster.isEmpty() && caster.getClass().isActor() && target != getPlayer() && effect.mMagnitude >= target.getClass().getCreatureStats(target).getLevel()) { MWMechanics::AiFollow package(caster, true); target.getClass().getCreatureStats(target).getAiSequence().stack(package, target); } // For absorb effects, also apply the effect to the caster - but with a negative // magnitude, since we're transferring stats from the target to the caster if (effectIt->mEffectID >= ESM::MagicEffect::AbsorbAttribute && effectIt->mEffectID <= ESM::MagicEffect::AbsorbSkill) absorbStat(*effectIt, effect, caster, target, reflected, mSourceName); } } // Re-casting a summon effect will remove the creature from previous castings of that effect. if (isSummoningEffect(effectIt->mEffectID) && targetIsActor) { CreatureStats& targetStats = target.getClass().getCreatureStats(target); ESM::SummonKey key(effectIt->mEffectID, mId, currentEffectIndex); auto findCreature = targetStats.getSummonedCreatureMap().find(key); if (findCreature != targetStats.getSummonedCreatureMap().end()) { /* Start of tes3mp change (major) Don't clean up placeholder summoned creatures still awaiting a spawn packet from the server, because that would make the packet create permanent spawns instead */ if (findCreature->second != -1) { MWBase::Environment::get().getMechanicsManager()->cleanupSummonedCreature(target, findCreature->second); targetStats.getSummonedCreatureMap().erase(findCreature); } /* End of tes3mp change (major) */ } } if (target.getClass().isActor() || magicEffect->mData.mFlags & ESM::MagicEffect::NoDuration) { static const std::string schools[] = { "alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration" }; MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager(); if(!magicEffect->mHitSound.empty()) sndMgr->playSound3D(target, magicEffect->mHitSound, 1.0f, 1.0f); else sndMgr->playSound3D(target, schools[magicEffect->mData.mSchool]+" hit", 1.0f, 1.0f); /* Start of tes3mp addition Send an ID_OBJECT_SOUND packet every time a sound is made here */ mwmp::ObjectList* objectList = mwmp::Main::get().getNetworking()->getObjectList(); objectList->reset(); objectList->packetOrigin = mwmp::CLIENT_GAMEPLAY; objectList->addObjectSound(target, magicEffect->mHitSound.empty() ? schools[magicEffect->mData.mSchool] + " hit" : magicEffect->mHitSound, 1.0f, 1.0f); objectList->sendObjectSound(); /* End of tes3mp addition */ // Add VFX const ESM::Static* castStatic; if (!magicEffect->mHit.empty()) castStatic = MWBase::Environment::get().getWorld()->getStore().get().find (magicEffect->mHit); else castStatic = MWBase::Environment::get().getWorld()->getStore().get().find ("VFX_DefaultHit"); bool loop = (magicEffect->mData.mFlags & ESM::MagicEffect::ContinuousVfx) != 0; // Note: in case of non actor, a free effect should be fine as well MWRender::Animation* anim = MWBase::Environment::get().getWorld()->getAnimation(target); if (anim && !castStatic->mModel.empty()) anim->addEffect("meshes\\" + castStatic->mModel, magicEffect->mIndex, loop, "", magicEffect->mParticle); } } } if (!exploded) MWBase::Environment::get().getWorld()->explodeSpell(mHitPosition, effects, caster, target, range, mId, mSourceName, mFromProjectile); if (!target.isEmpty()) { if (!reflectedEffects.mList.empty()) inflict(caster, target, reflectedEffects, range, true, exploded); if (!appliedLastingEffects.empty()) { int casterActorId = -1; if (!caster.isEmpty() && caster.getClass().isActor()) casterActorId = caster.getClass().getCreatureStats(caster).getActorId(); target.getClass().getCreatureStats(target).getActiveSpells().addSpell(mId, mStack, appliedLastingEffects, mSourceName, casterActorId); } } } bool CastSpell::applyInstantEffect(const MWWorld::Ptr &target, const MWWorld::Ptr &caster, const MWMechanics::EffectKey& effect, float magnitude) { short effectId = effect.mId; if (target.getClass().canLock(target)) { if (effectId == ESM::MagicEffect::Lock) { const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore(); const ESM::MagicEffect *magiceffect = store.get().find(effectId); MWRender::Animation* animation = MWBase::Environment::get().getWorld()->getAnimation(target); if (animation) animation->addSpellCastGlow(magiceffect); if (target.getCellRef().getLockLevel() < magnitude) //If the door is not already locked to a higher value, lock it to spell magnitude { if (caster == getPlayer()) MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicLockSuccess}"); /* Start of tes3mp change (major) Disable unilateral locking on this client and expect the server's reply to our packet to do it instead */ //target.getCellRef().lock(static_cast(magnitude)); /* End of tes3mp change (major) */ /* Start of tes3mp addition Send an ID_OBJECT_LOCK packet every time an object is locked here */ mwmp::ObjectList *objectList = mwmp::Main::get().getNetworking()->getObjectList(); objectList->reset(); objectList->packetOrigin = mwmp::CLIENT_GAMEPLAY; objectList->addObjectLock(target, static_cast(magnitude)); objectList->sendObjectLock(); /* End of tes3mp addition */ } return true; } else if (effectId == ESM::MagicEffect::Open) { if (!caster.isEmpty()) { MWBase::Environment::get().getMechanicsManager()->unlockAttempted(getPlayer(), target); // Use the player instead of the caster for vanilla crime compatibility } const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore(); const ESM::MagicEffect *magiceffect = store.get().find(effectId); MWRender::Animation* animation = MWBase::Environment::get().getWorld()->getAnimation(target); if (animation) animation->addSpellCastGlow(magiceffect); if (target.getCellRef().getLockLevel() <= magnitude) { if (target.getCellRef().getLockLevel() > 0) { MWBase::Environment::get().getSoundManager()->playSound3D(target, "Open Lock", 1.f, 1.f); if (caster == getPlayer()) MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicOpenSuccess}"); } /* Start of tes3mp change (major) Disable unilateral locking on this client and expect the server's reply to our packet to do it instead */ //target.getCellRef().unlock(); /* End of tes3mp change (major) */ /* Start of tes3mp addition Send an ID_OBJECT_LOCK packet every time an object is unlocked here */ mwmp::ObjectList *objectList = mwmp::Main::get().getNetworking()->getObjectList(); objectList->reset(); objectList->packetOrigin = mwmp::CLIENT_GAMEPLAY; objectList->addObjectLock(target, 0); objectList->sendObjectLock(); /* End of tes3mp addition */ } else { MWBase::Environment::get().getSoundManager()->playSound3D(target, "Open Lock Fail", 1.f, 1.f); } return true; } } else if (target.getClass().isActor() && effectId == ESM::MagicEffect::Dispel) { target.getClass().getCreatureStats(target).getActiveSpells().purgeAll(magnitude, true); return true; } else if (target.getClass().isActor() && target == getPlayer()) { MWRender::Animation* anim = MWBase::Environment::get().getWorld()->getAnimation(mCaster); bool teleportingEnabled = MWBase::Environment::get().getWorld()->isTeleportingEnabled(); if (effectId == ESM::MagicEffect::DivineIntervention || effectId == ESM::MagicEffect::AlmsiviIntervention) { if (!teleportingEnabled) { if (caster == getPlayer()) MWBase::Environment::get().getWindowManager()->messageBox("#{sTeleportDisabled}"); return true; } std::string marker = (effectId == ESM::MagicEffect::DivineIntervention) ? "divinemarker" : "templemarker"; MWBase::Environment::get().getWorld()->teleportToClosestMarker(target, marker); anim->removeEffect(effectId); const ESM::Static* fx = MWBase::Environment::get().getWorld()->getStore().get() .search("VFX_Summon_end"); if (fx) anim->addEffect("meshes\\" + fx->mModel, -1); return true; } else if (effectId == ESM::MagicEffect::Mark) { if (teleportingEnabled) { MWBase::Environment::get().getWorld()->getPlayer().markPosition( target.getCell(), target.getRefData().getPosition()); } else if (caster == getPlayer()) { MWBase::Environment::get().getWindowManager()->messageBox("#{sTeleportDisabled}"); } /* Start of tes3mp addition Send a PlayerMiscellaneous packet with the player's new mark location */ mwmp::Main::get().getLocalPlayer()->sendMarkLocation(*target.getCell()->getCell(), target.getRefData().getPosition()); /* End of tes3mp addition */ return true; } else if (effectId == ESM::MagicEffect::Recall) { if (!teleportingEnabled) { if (caster == getPlayer()) MWBase::Environment::get().getWindowManager()->messageBox("#{sTeleportDisabled}"); return true; } MWWorld::CellStore* markedCell = nullptr; ESM::Position markedPosition; MWBase::Environment::get().getWorld()->getPlayer().getMarkedPosition(markedCell, markedPosition); if (markedCell) { MWWorld::ActionTeleport action(markedCell->isExterior() ? "" : markedCell->getCell()->mName, markedPosition, false); action.execute(target); anim->removeEffect(effectId); } return true; } } return false; } bool CastSpell::cast(const std::string &id) { const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore(); if (const auto spell = store.get().search(id)) return cast(spell); if (const auto potion = store.get().search(id)) return cast(potion); if (const auto ingredient = store.get().search(id)) return cast(ingredient); throw std::runtime_error("ID type cannot be casted"); } bool CastSpell::cast(const MWWorld::Ptr &item, bool launchProjectile) { std::string enchantmentName = item.getClass().getEnchantment(item); if (enchantmentName.empty()) throw std::runtime_error("can't cast an item without an enchantment"); mSourceName = item.getClass().getName(item); mId = item.getCellRef().getRefId(); const ESM::Enchantment* enchantment = MWBase::Environment::get().getWorld()->getStore().get().find(enchantmentName); mStack = false; bool godmode = mCaster == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState(); bool isProjectile = false; if (item.getTypeName() == typeid(ESM::Weapon).name()) { int type = item.get()->mBase->mData.mType; ESM::WeaponType::Class weapclass = MWMechanics::getWeaponType(type)->mWeaponClass; isProjectile = (weapclass == ESM::WeaponType::Thrown || weapclass == ESM::WeaponType::Ammo); } int type = enchantment->mData.mType; // Check if there's enough charge left if (!godmode && (type == ESM::Enchantment::WhenUsed || (!isProjectile && type == ESM::Enchantment::WhenStrikes))) { int castCost = getEffectiveEnchantmentCastCost(static_cast(enchantment->mData.mCost), mCaster); if (item.getCellRef().getEnchantmentCharge() == -1) item.getCellRef().setEnchantmentCharge(static_cast(enchantment->mData.mCharge)); if (item.getCellRef().getEnchantmentCharge() < castCost) { if (mCaster == getPlayer()) { MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicInsufficientCharge}"); // Failure sound int school = 0; if (!enchantment->mEffects.mList.empty()) { short effectId = enchantment->mEffects.mList.front().mEffectID; const ESM::MagicEffect* magicEffect = MWBase::Environment::get().getWorld()->getStore().get().find(effectId); school = magicEffect->mData.mSchool; } static const std::string schools[] = { "alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration" }; MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager(); sndMgr->playSound3D(mCaster, "Spell Failure " + schools[school], 1.0f, 1.0f); /* Start of tes3mp addition Send an ID_OBJECT_SOUND packet every time a sound is made here */ mwmp::ObjectList* objectList = mwmp::Main::get().getNetworking()->getObjectList(); objectList->reset(); objectList->packetOrigin = mwmp::CLIENT_GAMEPLAY; objectList->addObjectSound(mCaster, "Spell Failure " + schools[school], 1.0f, 1.0f); objectList->sendObjectSound(); /* End of tes3mp addition */ } return false; } // Reduce charge item.getCellRef().setEnchantmentCharge(item.getCellRef().getEnchantmentCharge() - castCost); } if (type == ESM::Enchantment::WhenUsed) { if (mCaster == getPlayer()) mCaster.getClass().skillUsageSucceeded (mCaster, ESM::Skill::Enchant, 1); } else if (type == ESM::Enchantment::CastOnce) { if (!godmode) item.getContainerStore()->remove(item, 1, mCaster); } else if (type == ESM::Enchantment::WhenStrikes) { if (mCaster == getPlayer()) mCaster.getClass().skillUsageSucceeded (mCaster, ESM::Skill::Enchant, 3); } inflict(mCaster, mCaster, enchantment->mEffects, ESM::RT_Self); if (isProjectile || !mTarget.isEmpty()) inflict(mTarget, mCaster, enchantment->mEffects, ESM::RT_Touch); if (launchProjectile) launchMagicBolt(); else if (isProjectile || !mTarget.isEmpty()) inflict(mTarget, mCaster, enchantment->mEffects, ESM::RT_Target); return true; } bool CastSpell::cast(const ESM::Potion* potion) { mSourceName = potion->mName; mId = potion->mId; mStack = true; inflict(mCaster, mCaster, potion->mEffects, ESM::RT_Self); return true; } bool CastSpell::cast(const ESM::Spell* spell) { mSourceName = spell->mName; mId = spell->mId; mStack = false; const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore(); int school = 0; bool godmode = mCaster == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState(); if (mCaster.getClass().isActor() && !mAlwaysSucceed && !mManualSpell) { school = getSpellSchool(spell, mCaster); CreatureStats& stats = mCaster.getClass().getCreatureStats(mCaster); if (!godmode) { // Reduce fatigue (note that in the vanilla game, both GMSTs are 0, and there's no fatigue loss) static const float fFatigueSpellBase = store.get().find("fFatigueSpellBase")->mValue.getFloat(); static const float fFatigueSpellMult = store.get().find("fFatigueSpellMult")->mValue.getFloat(); DynamicStat fatigue = stats.getFatigue(); const float normalizedEncumbrance = mCaster.getClass().getNormalizedEncumbrance(mCaster); float fatigueLoss = spell->mData.mCost * (fFatigueSpellBase + normalizedEncumbrance * fFatigueSpellMult); fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss); stats.setFatigue(fatigue); bool fail = false; /* Start of tes3mp change (major) Make spell casting fail based on the casting success rated determined in MechanicsHelper::getSpellSuccess() */ mwmp::Cast *localCast = NULL; mwmp::Cast *dedicatedCast = MechanicsHelper::getDedicatedCast(mCaster); if (dedicatedCast) dedicatedCast->pressed = false; else { localCast = MechanicsHelper::getLocalCast(mCaster); localCast->success = MechanicsHelper::getSpellSuccess(mId, mCaster); localCast->pressed = false; localCast->shouldSend = true; } // Check success if ((localCast && localCast->success == false) || (dedicatedCast && dedicatedCast->success == false)) { if (mCaster == getPlayer()) MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicSkillFail}"); fail = true; } /* End of tes3mp change (major) */ if (fail) { // Failure sound static const std::string schools[] = { "alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration" }; MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager(); sndMgr->playSound3D(mCaster, "Spell Failure " + schools[school], 1.0f, 1.0f); /* Start of tes3mp addition Send an ID_OBJECT_SOUND packet every time a sound is made here */ mwmp::ObjectList* objectList = mwmp::Main::get().getNetworking()->getObjectList(); objectList->reset(); objectList->packetOrigin = mwmp::CLIENT_GAMEPLAY; objectList->addObjectSound(mCaster, "Spell Failure " + schools[school], 1.0f, 1.0f); objectList->sendObjectSound(); /* End of tes3mp addition */ return false; } } // A power can be used once per 24h if (spell->mData.mType == ESM::Spell::ST_Power) stats.getSpells().usePower(spell); } if (!mManualSpell && mCaster == getPlayer() && spellIncreasesSkill(spell)) mCaster.getClass().skillUsageSucceeded(mCaster, spellSchoolToSkill(school), 0); // A non-actor doesn't play its spell cast effects from a character controller, so play them here if (!mCaster.getClass().isActor()) playSpellCastingEffects(spell->mEffects.mList); inflict(mCaster, mCaster, spell->mEffects, ESM::RT_Self); if (!mTarget.isEmpty()) inflict(mTarget, mCaster, spell->mEffects, ESM::RT_Touch); launchMagicBolt(); return true; } bool CastSpell::cast (const ESM::Ingredient* ingredient) { mId = ingredient->mId; mStack = true; mSourceName = ingredient->mName; ESM::ENAMstruct effect; effect.mEffectID = ingredient->mData.mEffectID[0]; effect.mSkill = ingredient->mData.mSkills[0]; effect.mAttribute = ingredient->mData.mAttributes[0]; effect.mRange = ESM::RT_Self; effect.mArea = 0; const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore(); const auto magicEffect = store.get().find(effect.mEffectID); const MWMechanics::CreatureStats& creatureStats = mCaster.getClass().getCreatureStats(mCaster); float x = (mCaster.getClass().getSkill(mCaster, ESM::Skill::Alchemy) + 0.2f * creatureStats.getAttribute (ESM::Attribute::Intelligence).getModified() + 0.1f * creatureStats.getAttribute (ESM::Attribute::Luck).getModified()) * creatureStats.getFatigueTerm(); int roll = Misc::Rng::roll0to99(); if (roll > x) { // "X has no effect on you" std::string message = store.get().find("sNotifyMessage50")->mValue.getString(); message = Misc::StringUtils::format(message, ingredient->mName); MWBase::Environment::get().getWindowManager()->messageBox(message); return false; } float magnitude = 0; float y = roll / std::min(x, 100.f); y *= 0.25f * x; if (magicEffect->mData.mFlags & ESM::MagicEffect::NoDuration) effect.mDuration = 1; else effect.mDuration = static_cast(y); if (!(magicEffect->mData.mFlags & ESM::MagicEffect::NoMagnitude)) { if (!(magicEffect->mData.mFlags & ESM::MagicEffect::NoDuration)) magnitude = floor((0.05f * y) / (0.1f * magicEffect->mData.mBaseCost)); else magnitude = floor(y / (0.1f * magicEffect->mData.mBaseCost)); magnitude = std::max(1.f, magnitude); } else magnitude = 1; effect.mMagnMax = static_cast(magnitude); effect.mMagnMin = static_cast(magnitude); ESM::EffectList effects; effects.mList.push_back(effect); inflict(mCaster, mCaster, effects, ESM::RT_Self); return true; } void CastSpell::playSpellCastingEffects(const std::string &spellid, bool enchantment) { const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore(); if (enchantment) { if (const auto spell = store.get().search(spellid)) playSpellCastingEffects(spell->mEffects.mList); } else { if (const auto spell = store.get().search(spellid)) playSpellCastingEffects(spell->mEffects.mList); } } void CastSpell::playSpellCastingEffects(const std::vector& effects) { const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore(); std::vector addedEffects; for (const ESM::ENAMstruct& effectData : effects) { const auto effect = store.get().find(effectData.mEffectID); const ESM::Static* castStatic; if (!effect->mCasting.empty()) castStatic = store.get().find (effect->mCasting); else castStatic = store.get().find ("VFX_DefaultCast"); // check if the effect was already added if (std::find(addedEffects.begin(), addedEffects.end(), "meshes\\" + castStatic->mModel) != addedEffects.end()) continue; MWRender::Animation* animation = MWBase::Environment::get().getWorld()->getAnimation(mCaster); if (animation) { animation->addEffect("meshes\\" + castStatic->mModel, effect->mIndex, false, "", effect->mParticle); } else { // If the caster has no animation, add the effect directly to the effectManager // We should scale it manually osg::Vec3f bounds (MWBase::Environment::get().getWorld()->getHalfExtents(mCaster) * 2.f / Constants::UnitsPerFoot); float scale = std::max({ bounds.x()/3.f, bounds.y()/3.f, bounds.z()/6.f }); float meshScale = !mCaster.getClass().isActor() ? mCaster.getCellRef().getScale() : 1.0f; osg::Vec3f pos (mCaster.getRefData().getPosition().asVec3()); MWBase::Environment::get().getWorld()->spawnEffect("meshes\\" + castStatic->mModel, effect->mParticle, pos, scale * meshScale); } if (animation && !mCaster.getClass().isActor()) animation->addSpellCastGlow(effect); static const std::string schools[] = { "alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration" }; addedEffects.push_back("meshes\\" + castStatic->mModel); MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager(); if(!effect->mCastSound.empty()) sndMgr->playSound3D(mCaster, effect->mCastSound, 1.0f, 1.0f); else sndMgr->playSound3D(mCaster, schools[effect->mData.mSchool]+" cast", 1.0f, 1.0f); } } }