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428 lines
16 KiB
C++
428 lines
16 KiB
C++
#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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/*
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Start of tes3mp addition
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Include additional headers for multiplayer purposes
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*/
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#include <components/openmw-mp/TimedLog.hpp>
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#include "../mwmp/Main.hpp"
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#include "../mwmp/Networking.hpp"
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#include "../mwmp/LocalPlayer.hpp"
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#include "../mwmp/Worldstate.hpp"
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/*
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End of tes3mp addition
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*/
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#include "../mwworld/manualref.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/containerstore.hpp"
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#include "../mwworld/esmstore.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "creaturestats.hpp"
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#include "spellutil.hpp"
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#include "actorutil.hpp"
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#include "weapontype.hpp"
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namespace MWMechanics
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{
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Enchanting::Enchanting()
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: mCastStyle(ESM::Enchantment::CastOnce)
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, mSelfEnchanting(false)
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, mWeaponType(-1)
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{}
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void Enchanting::setOldItem(const MWWorld::Ptr& oldItem)
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{
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mOldItemPtr=oldItem;
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mWeaponType = -1;
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mObjectType.clear();
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if(!itemEmpty())
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{
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mObjectType = mOldItemPtr.getTypeName();
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if (mObjectType == typeid(ESM::Weapon).name())
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mWeaponType = mOldItemPtr.get<ESM::Weapon>()->mBase->mData.mType;
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}
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}
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void Enchanting::setNewItemName(const std::string& s)
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{
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mNewItemName=s;
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}
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void Enchanting::setEffect(const ESM::EffectList& effectList)
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{
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mEffectList=effectList;
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}
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int Enchanting::getCastStyle() const
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{
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return mCastStyle;
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}
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void Enchanting::setSoulGem(const MWWorld::Ptr& soulGem)
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{
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mSoulGemPtr=soulGem;
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}
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bool Enchanting::create()
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{
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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.mFlags = 0;
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enchantment.mData.mType = mCastStyle;
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enchantment.mData.mCost = getBaseCastCost();
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store.remove(mSoulGemPtr, 1, player);
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//Exception for Azura Star, new one will be added after enchanting
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if(Misc::StringUtils::ciEqual(mSoulGemPtr.get<ESM::Miscellaneous>()->mBase->mId, "Misc_SoulGem_Azura"))
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store.add("Misc_SoulGem_Azura", 1, player);
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if(mSelfEnchanting)
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{
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if(getEnchantChance() <= (Misc::Rng::roll0to99()))
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return false;
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mEnchanter.getClass().skillUsageSucceeded (mEnchanter, ESM::Skill::Enchant, 2);
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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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/*
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Start of tes3mp change (major)
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Send the enchantment's record to the server
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Don't add the new item to the player's inventory and instead expect the server to
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add it
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Store the quantity used for the enchantment so it can be retrieved in applyEnchantment()
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when applicable
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The applyEnchantment() method is where the record of the newly enchanted item will be sent
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to the server, causing the server to send back the player's inventory with the new item
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included
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*/
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mwmp::Main::get().getNetworking()->getWorldstate()->sendEnchantmentRecord(enchantmentPtr);
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store.remove(mOldItemPtr, count, player);
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if(!mSelfEnchanting)
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payForEnchantment();
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mwmp::Main::get().getLocalPlayer()->storeLastEnchantmentQuantity(count);
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std::string newItemId = mOldItemPtr.getClass().applyEnchantment(mOldItemPtr, enchantmentPtr->mId, getGemCharge(), mNewItemName);
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/*
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End of tes3mp change (major)
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*/
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return true;
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}
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void Enchanting::nextCastStyle()
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{
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if (itemEmpty())
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return;
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const bool powerfulSoul = getGemCharge() >= \
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MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find ("iSoulAmountForConstantEffect")->mValue.getInteger();
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if ((mObjectType == typeid(ESM::Armor).name()) || (mObjectType == typeid(ESM::Clothing).name()))
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{ // Armor or Clothing
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switch(mCastStyle)
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{
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case ESM::Enchantment::WhenUsed:
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if (powerfulSoul)
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mCastStyle = ESM::Enchantment::ConstantEffect;
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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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return;
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}
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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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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 && weapclass != ESM::WeaponType::Ammo && weapclass != ESM::WeaponType::Thrown)
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mCastStyle = ESM::Enchantment::ConstantEffect;
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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 (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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}
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else if(mObjectType == typeid(ESM::Book).name())
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{ // Scroll or Book
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mCastStyle = ESM::Enchantment::CastOnce;
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return;
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}
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// Fail case
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mCastStyle = ESM::Enchantment::CastOnce;
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}
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/*
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* Vanilla enchant cost formula:
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*
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* Touch/Self: (min + max) * baseCost * 0.025 * duration + area * baseCost * 0.025
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* Target: 1.5 * ((min + max) * baseCost * 0.025 * duration + area * baseCost * 0.025)
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* Constant eff: (min + max) * baseCost * 2.5 + area * baseCost * 0.025
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*
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* For multiple effects - cost of each effect is multiplied by number of effects that follows +1.
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*
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* Note: Minimal value inside formula for 'min' and 'max' is 1. So in vanilla:
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* (0 + 0) == (1 + 0) == (1 + 1) => 2 or (2 + 0) == (1 + 2) => 3
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*
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* Formula on UESPWiki is not entirely correct.
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*/
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float Enchanting::getEnchantPoints(bool precise) const
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{
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if (mEffectList.mList.empty())
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// No effects added, cost = 0
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return 0;
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const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
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const float fEffectCostMult = store.get<ESM::GameSetting>().find("fEffectCostMult")->mValue.getFloat();
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const float fEnchantmentConstantDurationMult = store.get<ESM::GameSetting>().find("fEnchantmentConstantDurationMult")->mValue.getFloat();
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float enchantmentCost = 0.f;
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float cost = 0.f;
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for (const ESM::ENAMstruct& effect : mEffectList.mList)
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{
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float baseCost = (store.get<ESM::MagicEffect>().find(effect.mEffectID))->mData.mBaseCost;
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int magMin = std::max(1, effect.mMagnMin);
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int magMax = std::max(1, effect.mMagnMax);
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int area = std::max(1, effect.mArea);
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float duration = static_cast<float>(effect.mDuration);
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if (mCastStyle == ESM::Enchantment::ConstantEffect)
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duration = fEnchantmentConstantDurationMult;
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cost += ((magMin + magMax) * duration + area) * baseCost * fEffectCostMult * 0.05f;
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cost = std::max(1.f, cost);
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if (effect.mRange == ESM::RT_Target)
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cost *= 1.5f;
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enchantmentCost += precise ? cost : std::floor(cost);
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}
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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.mFlags != toFind.mData.mFlags
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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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if (mCastStyle == ESM::Enchantment::ConstantEffect)
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return 0;
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return static_cast<int>(getEnchantPoints(false));
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}
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int Enchanting::getEffectiveCastCost() const
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{
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int baseCost = getBaseCastCost();
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MWWorld::Ptr player = getPlayer();
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return getEffectiveEnchantmentCastCost(static_cast<float>(baseCost), player);
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}
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int Enchanting::getEnchantPrice() const
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{
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if(mEnchanter.isEmpty())
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return 0;
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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 std::max(1, price);
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}
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int Enchanting::getGemCharge() const
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{
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const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
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if(soulEmpty())
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return 0;
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if(mSoulGemPtr.getCellRef().getSoul()=="")
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return 0;
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const ESM::Creature* soul = store.get<ESM::Creature>().search(mSoulGemPtr.getCellRef().getSoul());
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if(soul)
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return soul->mData.mSoul;
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else
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return 0;
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}
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int Enchanting::getMaxEnchantValue() const
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{
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if (itemEmpty())
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return 0;
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const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
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return static_cast<int>(mOldItemPtr.getClass().getEnchantmentPoints(mOldItemPtr) * store.get<ESM::GameSetting>().find("fEnchantmentMult")->mValue.getFloat());
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}
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bool Enchanting::soulEmpty() const
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{
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return mSoulGemPtr.isEmpty();
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}
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bool Enchanting::itemEmpty() const
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{
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return mOldItemPtr.isEmpty();
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}
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void Enchanting::setSelfEnchanting(bool selfEnchanting)
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{
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mSelfEnchanting = selfEnchanting;
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}
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void Enchanting::setEnchanter(const MWWorld::Ptr& enchanter)
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{
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mEnchanter = enchanter;
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// Reset cast style
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mCastStyle = ESM::Enchantment::CastOnce;
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}
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int Enchanting::getEnchantChance() const
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{
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const CreatureStats& stats = mEnchanter.getClass().getCreatureStats(mEnchanter);
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const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
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const float a = static_cast<float>(mEnchanter.getClass().getSkill(mEnchanter, ESM::Skill::Enchant));
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const float b = static_cast<float>(stats.getAttribute (ESM::Attribute::Intelligence).getModified());
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const float c = static_cast<float>(stats.getAttribute (ESM::Attribute::Luck).getModified());
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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 * 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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MWWorld::ContainerStore& store = player.getClass().getContainerStore(player);
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store.remove(MWWorld::ContainerStore::sGoldId, getEnchantPrice(), player);
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// add gold to NPC trading gold pool
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CreatureStats& enchanterStats = mEnchanter.getClass().getCreatureStats(mEnchanter);
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enchanterStats.setGoldPool(enchanterStats.getGoldPool() + getEnchantPrice());
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}
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}
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