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openmw-tes3mp/apps/openmw/mwmechanics/linkedeffects.cpp

76 lines
3.2 KiB
C++

#include "linkedeffects.hpp"
#include <components/misc/rng.hpp>
#include <components/settings/settings.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwrender/animation.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/esmstore.hpp"
#include "creaturestats.hpp"
namespace MWMechanics
{
bool reflectEffect(const ESM::ENAMstruct& effect, const ESM::MagicEffect* magicEffect,
const MWWorld::Ptr& caster, const MWWorld::Ptr& target, ESM::EffectList& reflectedEffects)
{
if (caster.isEmpty() || caster == target || !target.getClass().isActor())
return false;
bool isHarmful = magicEffect->mData.mFlags & ESM::MagicEffect::Harmful;
bool isUnreflectable = magicEffect->mData.mFlags & ESM::MagicEffect::Unreflectable;
if (!isHarmful || isUnreflectable)
return false;
float reflect = target.getClass().getCreatureStats(target).getMagicEffects().get(ESM::MagicEffect::Reflect).getMagnitude();
if (Misc::Rng::roll0to99() >= reflect)
return false;
const ESM::Static* reflectStatic = MWBase::Environment::get().getWorld()->getStore().get<ESM::Static>().find ("VFX_Reflect");
MWRender::Animation* animation = MWBase::Environment::get().getWorld()->getAnimation(target);
if (animation && !reflectStatic->mModel.empty())
animation->addEffect("meshes\\" + reflectStatic->mModel, ESM::MagicEffect::Reflect, false, std::string());
reflectedEffects.mList.emplace_back(effect);
return true;
}
void absorbStat(const ESM::ENAMstruct& effect, const ESM::ActiveEffect& appliedEffect,
const MWWorld::Ptr& caster, const MWWorld::Ptr& target, bool reflected, const std::string& source)
{
if (caster.isEmpty() || caster == target)
return;
if (!target.getClass().isActor() || !caster.getClass().isActor())
return;
// Make sure callers don't do something weird
if (effect.mEffectID < ESM::MagicEffect::AbsorbAttribute || effect.mEffectID > ESM::MagicEffect::AbsorbSkill)
throw std::runtime_error("invalid absorb stat effect");
if (appliedEffect.mMagnitude == 0)
return;
std::vector<ActiveSpells::ActiveEffect> absorbEffects;
ActiveSpells::ActiveEffect absorbEffect = appliedEffect;
absorbEffect.mMagnitude *= -1;
absorbEffect.mEffectIndex = appliedEffect.mEffectIndex;
absorbEffects.emplace_back(absorbEffect);
// Morrowind negates reflected Absorb spells so the original caster won't be harmed.
if (reflected && Settings::Manager::getBool("classic reflected absorb spells behavior", "Game"))
{
target.getClass().getCreatureStats(target).getActiveSpells().addSpell(std::string(), true,
absorbEffects, source, caster.getClass().getCreatureStats(caster).getActorId());
return;
}
caster.getClass().getCreatureStats(caster).getActiveSpells().addSpell(std::string(), true,
absorbEffects, source, target.getClass().getCreatureStats(target).getActorId());
}
}