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openmw-tes3mp/apps/openmw/mwmechanics/combat.cpp
dteviot 3f28634d1f consolidate random number logic
Note, I suspect Rng::rollClosedProbability() is not needed.  The only difference between it and rollProbability() is that one time in 37k (on Windows), it will give an output of 1.0.
On some versions of Linux, the value of 1.0 will occur about 1 time in 4 billion.
2015-03-15 14:07:47 +13:00

436 lines
21 KiB
C++

#include "combat.hpp"
#include <OgreSceneNode.h>
#include <openengine/misc/rng.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/soundmanager.hpp"
#include "../mwmechanics/npcstats.hpp"
#include "../mwmechanics/movement.hpp"
#include "../mwmechanics/spellcasting.hpp"
#include "../mwmechanics/difficultyscaling.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwbase/windowmanager.hpp"
namespace
{
Ogre::Radian signedAngle(Ogre::Vector3 v1, Ogre::Vector3 v2, Ogre::Vector3 normal)
{
return Ogre::Math::ATan2(
normal.dotProduct( v1.crossProduct(v2) ),
v1.dotProduct(v2)
);
}
bool applyEnchantment (const MWWorld::Ptr& attacker, const MWWorld::Ptr& victim, const MWWorld::Ptr& object, const Ogre::Vector3& hitPosition)
{
std::string enchantmentName = !object.isEmpty() ? object.getClass().getEnchantment(object) : "";
if (!enchantmentName.empty())
{
const ESM::Enchantment* enchantment = MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>().find(
enchantmentName);
if (enchantment->mData.mType == ESM::Enchantment::WhenStrikes)
{
MWMechanics::CastSpell cast(attacker, victim);
cast.mHitPosition = hitPosition;
cast.cast(object);
return true;
}
}
return false;
}
}
namespace MWMechanics
{
bool blockMeleeAttack(const MWWorld::Ptr &attacker, const MWWorld::Ptr &blocker, const MWWorld::Ptr &weapon, float damage)
{
if (!blocker.getClass().hasInventoryStore(blocker))
return false;
MWMechanics::CreatureStats& blockerStats = blocker.getClass().getCreatureStats(blocker);
if (blockerStats.getKnockedDown() // Used for both knockout or knockdown
|| blockerStats.getHitRecovery()
|| blockerStats.getMagicEffects().get(ESM::MagicEffect::Paralyze).getMagnitude() > 0)
return false;
if (!MWBase::Environment::get().getMechanicsManager()->isReadyToBlock(blocker))
return false;
MWWorld::InventoryStore& inv = blocker.getClass().getInventoryStore(blocker);
MWWorld::ContainerStoreIterator shield = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
if (shield == inv.end() || shield->getTypeName() != typeid(ESM::Armor).name())
return false;
Ogre::Degree angle = signedAngle (Ogre::Vector3(attacker.getRefData().getPosition().pos) - Ogre::Vector3(blocker.getRefData().getPosition().pos),
blocker.getRefData().getBaseNode()->getOrientation().yAxis(), Ogre::Vector3(0,0,1));
const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
if (angle.valueDegrees() < gmst.find("fCombatBlockLeftAngle")->getFloat())
return false;
if (angle.valueDegrees() > gmst.find("fCombatBlockRightAngle")->getFloat())
return false;
MWMechanics::CreatureStats& attackerStats = attacker.getClass().getCreatureStats(attacker);
float blockTerm = blocker.getClass().getSkill(blocker, ESM::Skill::Block) + 0.2f * blockerStats.getAttribute(ESM::Attribute::Agility).getModified()
+ 0.1f * blockerStats.getAttribute(ESM::Attribute::Luck).getModified();
float enemySwing = attackerStats.getAttackStrength();
float swingTerm = enemySwing * gmst.find("fSwingBlockMult")->getFloat() + gmst.find("fSwingBlockBase")->getFloat();
float blockerTerm = blockTerm * swingTerm;
if (blocker.getClass().getMovementSettings(blocker).mPosition[1] <= 0)
blockerTerm *= gmst.find("fBlockStillBonus")->getFloat();
blockerTerm *= blockerStats.getFatigueTerm();
int attackerSkill = 0;
if (weapon.isEmpty())
attackerSkill = attacker.getClass().getSkill(attacker, ESM::Skill::HandToHand);
else
attackerSkill = attacker.getClass().getSkill(attacker, weapon.getClass().getEquipmentSkill(weapon));
float attackerTerm = attackerSkill + 0.2f * attackerStats.getAttribute(ESM::Attribute::Agility).getModified()
+ 0.1f * attackerStats.getAttribute(ESM::Attribute::Luck).getModified();
attackerTerm *= attackerStats.getFatigueTerm();
int x = int(blockerTerm - attackerTerm);
int iBlockMaxChance = gmst.find("iBlockMaxChance")->getInt();
int iBlockMinChance = gmst.find("iBlockMinChance")->getInt();
x = std::min(iBlockMaxChance, std::max(iBlockMinChance, x));
if (OEngine::Misc::Rng::roll0to99() < x)
{
// Reduce shield durability by incoming damage
int shieldhealth = shield->getClass().getItemHealth(*shield);
shieldhealth -= std::min(shieldhealth, int(damage));
shield->getCellRef().setCharge(shieldhealth);
if (shieldhealth == 0)
inv.unequipItem(*shield, blocker);
// Reduce blocker fatigue
const float fFatigueBlockBase = gmst.find("fFatigueBlockBase")->getFloat();
const float fFatigueBlockMult = gmst.find("fFatigueBlockMult")->getFloat();
const float fWeaponFatigueBlockMult = gmst.find("fWeaponFatigueBlockMult")->getFloat();
MWMechanics::DynamicStat<float> fatigue = blockerStats.getFatigue();
float normalizedEncumbrance = blocker.getClass().getNormalizedEncumbrance(blocker);
normalizedEncumbrance = std::min(1.f, normalizedEncumbrance);
float fatigueLoss = fFatigueBlockBase + normalizedEncumbrance * fFatigueBlockMult;
if (!weapon.isEmpty())
fatigueLoss += weapon.getClass().getWeight(weapon) * attackerStats.getAttackStrength() * fWeaponFatigueBlockMult;
fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss);
blockerStats.setFatigue(fatigue);
blockerStats.setBlock(true);
if (blocker == MWBase::Environment::get().getWorld()->getPlayerPtr())
blocker.getClass().skillUsageSucceeded(blocker, ESM::Skill::Block, 0);
return true;
}
return false;
}
void resistNormalWeapon(const MWWorld::Ptr &actor, const MWWorld::Ptr& attacker, const MWWorld::Ptr &weapon, float &damage)
{
MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor);
float resistance = std::min(100.f, stats.getMagicEffects().get(ESM::MagicEffect::ResistNormalWeapons).getMagnitude()
- stats.getMagicEffects().get(ESM::MagicEffect::WeaknessToNormalWeapons).getMagnitude());
float multiplier = 1.f - resistance / 100.f;
if (!(weapon.get<ESM::Weapon>()->mBase->mData.mFlags & ESM::Weapon::Silver
|| weapon.get<ESM::Weapon>()->mBase->mData.mFlags & ESM::Weapon::Magical))
damage *= multiplier;
if ((weapon.get<ESM::Weapon>()->mBase->mData.mFlags & ESM::Weapon::Silver)
&& actor.getClass().isNpc() && actor.getClass().getNpcStats(actor).isWerewolf())
damage *= MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fWereWolfSilverWeaponDamageMult")->getFloat();
if (damage == 0 && attacker == MWBase::Environment::get().getWorld()->getPlayerPtr())
MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicTargetResistsWeapons}");
}
void projectileHit(const MWWorld::Ptr &attacker, const MWWorld::Ptr &victim, MWWorld::Ptr weapon, const MWWorld::Ptr &projectile,
const Ogre::Vector3& hitPosition)
{
MWBase::World *world = MWBase::Environment::get().getWorld();
const MWWorld::Store<ESM::GameSetting> &gmst = world->getStore().get<ESM::GameSetting>();
MWMechanics::CreatureStats& attackerStats = attacker.getClass().getCreatureStats(attacker);
if(victim.isEmpty() || !victim.getClass().isActor() || victim.getClass().getCreatureStats(victim).isDead())
// Can't hit non-actors or dead actors
{
reduceWeaponCondition(0.f, false, weapon, attacker);
return;
}
if(attacker == MWBase::Environment::get().getWorld()->getPlayerPtr())
MWBase::Environment::get().getWindowManager()->setEnemy(victim);
int weapskill = ESM::Skill::Marksman;
if(!weapon.isEmpty())
weapskill = weapon.getClass().getEquipmentSkill(weapon);
int skillValue = attacker.getClass().getSkill(attacker,
weapon.getClass().getEquipmentSkill(weapon));
if (OEngine::Misc::Rng::rollProbability() >= getHitChance(attacker, victim, skillValue) / 100.0f)
{
victim.getClass().onHit(victim, 0.0f, false, projectile, attacker, false);
MWMechanics::reduceWeaponCondition(0.f, false, weapon, attacker);
return;
}
const unsigned char* attack = weapon.get<ESM::Weapon>()->mBase->mData.mChop;
float damage = attack[0] + ((attack[1]-attack[0])*attackerStats.getAttackStrength()); // Bow/crossbow damage
// Arrow/bolt damage
// NB in case of thrown weapons, we are applying the damage twice since projectile == weapon
attack = projectile.get<ESM::Weapon>()->mBase->mData.mChop;
damage += attack[0] + ((attack[1]-attack[0])*attackerStats.getAttackStrength());
adjustWeaponDamage(damage, weapon, attacker);
reduceWeaponCondition(damage, true, weapon, attacker);
if(attacker == MWBase::Environment::get().getWorld()->getPlayerPtr())
attacker.getClass().skillUsageSucceeded(attacker, weapskill, 0);
if (victim.getClass().getCreatureStats(victim).getKnockedDown())
damage *= gmst.find("fCombatKODamageMult")->getFloat();
// Apply "On hit" effect of the weapon
bool appliedEnchantment = applyEnchantment(attacker, victim, weapon, hitPosition);
if (weapon != projectile)
appliedEnchantment = applyEnchantment(attacker, victim, projectile, hitPosition);
if (damage > 0)
MWBase::Environment::get().getWorld()->spawnBloodEffect(victim, hitPosition);
// Non-enchanted arrows shot at enemies have a chance to turn up in their inventory
if (victim != MWBase::Environment::get().getWorld()->getPlayerPtr()
&& !appliedEnchantment)
{
float fProjectileThrownStoreChance = gmst.find("fProjectileThrownStoreChance")->getFloat();
if (OEngine::Misc::Rng::rollProbability() < fProjectileThrownStoreChance / 100.f)
victim.getClass().getContainerStore(victim).add(projectile, 1, victim);
}
victim.getClass().onHit(victim, damage, true, projectile, attacker, true);
}
float getHitChance(const MWWorld::Ptr &attacker, const MWWorld::Ptr &victim, int skillValue)
{
MWMechanics::CreatureStats &stats = attacker.getClass().getCreatureStats(attacker);
const MWMechanics::MagicEffects &mageffects = stats.getMagicEffects();
MWBase::World *world = MWBase::Environment::get().getWorld();
const MWWorld::Store<ESM::GameSetting> &gmst = world->getStore().get<ESM::GameSetting>();
float defenseTerm = 0;
if (victim.getClass().getCreatureStats(victim).getFatigue().getCurrent() >= 0)
{
MWMechanics::CreatureStats& victimStats = victim.getClass().getCreatureStats(victim);
// Maybe we should keep an aware state for actors updated every so often instead of testing every time
bool unaware = (!victimStats.getAiSequence().isInCombat())
&& (attacker == MWBase::Environment::get().getWorld()->getPlayerPtr())
&& (!MWBase::Environment::get().getMechanicsManager()->awarenessCheck(attacker, victim));
if (!(victimStats.getKnockedDown() ||
victimStats.getMagicEffects().get(ESM::MagicEffect::Paralyze).getMagnitude() > 0
|| unaware ))
{
defenseTerm = victimStats.getEvasion();
}
defenseTerm += std::min(100.f,
gmst.find("fCombatInvisoMult")->getFloat() *
victimStats.getMagicEffects().get(ESM::MagicEffect::Chameleon).getMagnitude());
defenseTerm += std::min(100.f,
gmst.find("fCombatInvisoMult")->getFloat() *
victimStats.getMagicEffects().get(ESM::MagicEffect::Invisibility).getMagnitude());
}
float attackTerm = skillValue +
(stats.getAttribute(ESM::Attribute::Agility).getModified() / 5.0f) +
(stats.getAttribute(ESM::Attribute::Luck).getModified() / 10.0f);
attackTerm *= stats.getFatigueTerm();
attackTerm += mageffects.get(ESM::MagicEffect::FortifyAttack).getMagnitude() -
mageffects.get(ESM::MagicEffect::Blind).getMagnitude();
return static_cast<int>((attackTerm - defenseTerm) + 0.5f);
}
void applyElementalShields(const MWWorld::Ptr &attacker, const MWWorld::Ptr &victim)
{
for (int i=0; i<3; ++i)
{
float magnitude = victim.getClass().getCreatureStats(victim).getMagicEffects().get(ESM::MagicEffect::FireShield+i).getMagnitude();
if (!magnitude)
continue;
CreatureStats& attackerStats = attacker.getClass().getCreatureStats(attacker);
float saveTerm = attacker.getClass().getSkill(attacker, ESM::Skill::Destruction)
+ 0.2f * attackerStats.getAttribute(ESM::Attribute::Willpower).getModified()
+ 0.1f * attackerStats.getAttribute(ESM::Attribute::Luck).getModified();
float fatigueMax = attackerStats.getFatigue().getModified();
float fatigueCurrent = attackerStats.getFatigue().getCurrent();
float normalisedFatigue = floor(fatigueMax)==0 ? 1 : std::max (0.0f, (fatigueCurrent/fatigueMax));
saveTerm *= 1.25f * normalisedFatigue;
float x = std::max(0.f, saveTerm - OEngine::Misc::Rng::roll0to99());
int element = ESM::MagicEffect::FireDamage;
if (i == 1)
element = ESM::MagicEffect::ShockDamage;
if (i == 2)
element = ESM::MagicEffect::FrostDamage;
float elementResistance = MWMechanics::getEffectResistanceAttribute(element, &attackerStats.getMagicEffects());
x = std::min(100.f, x + elementResistance);
static const float fElementalShieldMult = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fElementalShieldMult")->getFloat();
x = fElementalShieldMult * magnitude * (1.f - 0.01f * x);
// Note swapped victim and attacker, since the attacker takes the damage here.
x = scaleDamage(x, victim, attacker);
MWMechanics::DynamicStat<float> health = attackerStats.getHealth();
health.setCurrent(health.getCurrent() - x);
attackerStats.setHealth(health);
}
}
void reduceWeaponCondition(float damage, bool hit, MWWorld::Ptr &weapon, const MWWorld::Ptr &attacker)
{
if (weapon.isEmpty())
return;
if (!hit)
damage = 0.f;
const bool weaphashealth = weapon.getClass().hasItemHealth(weapon);
if(weaphashealth)
{
int weaphealth = weapon.getClass().getItemHealth(weapon);
const float fWeaponDamageMult = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fWeaponDamageMult")->getFloat();
float x = std::max(1.f, fWeaponDamageMult * damage);
weaphealth -= std::min(int(x), weaphealth);
weapon.getCellRef().setCharge(weaphealth);
// Weapon broken? unequip it
if (weaphealth == 0)
weapon = *attacker.getClass().getInventoryStore(attacker).unequipItem(weapon, attacker);
}
}
void adjustWeaponDamage(float &damage, const MWWorld::Ptr &weapon, const MWWorld::Ptr& attacker)
{
if (weapon.isEmpty())
return;
const bool weaphashealth = weapon.getClass().hasItemHealth(weapon);
if(weaphashealth)
{
int weaphealth = weapon.getClass().getItemHealth(weapon);
int weapmaxhealth = weapon.getClass().getItemMaxHealth(weapon);
damage *= (float(weaphealth) / weapmaxhealth);
}
static const float fDamageStrengthBase = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>()
.find("fDamageStrengthBase")->getFloat();
static const float fDamageStrengthMult = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>()
.find("fDamageStrengthMult")->getFloat();
damage *= fDamageStrengthBase +
(attacker.getClass().getCreatureStats(attacker).getAttribute(ESM::Attribute::Strength).getModified() * fDamageStrengthMult * 0.1f);
}
void getHandToHandDamage(const MWWorld::Ptr &attacker, const MWWorld::Ptr &victim, float &damage, bool &healthdmg)
{
// Note: MCP contains an option to include Strength in hand-to-hand damage
// calculations. Some mods recommend using it, so we may want to include an
// option for it.
const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
float minstrike = store.get<ESM::GameSetting>().find("fMinHandToHandMult")->getFloat();
float maxstrike = store.get<ESM::GameSetting>().find("fMaxHandToHandMult")->getFloat();
damage = static_cast<float>(attacker.getClass().getSkill(attacker, ESM::Skill::HandToHand));
damage *= minstrike + ((maxstrike-minstrike)*attacker.getClass().getCreatureStats(attacker).getAttackStrength());
MWMechanics::CreatureStats& otherstats = victim.getClass().getCreatureStats(victim);
healthdmg = (otherstats.getMagicEffects().get(ESM::MagicEffect::Paralyze).getMagnitude() > 0)
|| otherstats.getKnockedDown();
bool isWerewolf = (attacker.getClass().isNpc() && attacker.getClass().getNpcStats(attacker).isWerewolf());
if(isWerewolf)
{
healthdmg = true;
// GLOB instead of GMST because it gets updated during a quest
damage *= MWBase::Environment::get().getWorld()->getGlobalFloat("werewolfclawmult");
}
if(healthdmg)
damage *= store.get<ESM::GameSetting>().find("fHandtoHandHealthPer")->getFloat();
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
if(isWerewolf)
{
const ESM::Sound *sound = store.get<ESM::Sound>().searchRandom("WolfHit");
if(sound)
sndMgr->playSound3D(victim, sound->mId, 1.0f, 1.0f);
}
else
sndMgr->playSound3D(victim, "Hand To Hand Hit", 1.0f, 1.0f);
}
void applyFatigueLoss(const MWWorld::Ptr &attacker, const MWWorld::Ptr &weapon)
{
// somewhat of a guess, but using the weapon weight makes sense
const MWWorld::Store<ESM::GameSetting>& store = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
const float fFatigueAttackBase = store.find("fFatigueAttackBase")->getFloat();
const float fFatigueAttackMult = store.find("fFatigueAttackMult")->getFloat();
const float fWeaponFatigueMult = store.find("fWeaponFatigueMult")->getFloat();
CreatureStats& stats = attacker.getClass().getCreatureStats(attacker);
MWMechanics::DynamicStat<float> fatigue = stats.getFatigue();
const float normalizedEncumbrance = attacker.getClass().getNormalizedEncumbrance(attacker);
float fatigueLoss = fFatigueAttackBase + normalizedEncumbrance * fFatigueAttackMult;
if (!weapon.isEmpty())
fatigueLoss += weapon.getClass().getWeight(weapon) * stats.getAttackStrength() * fWeaponFatigueMult;
fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss);
stats.setFatigue(fatigue);
}
bool isEnvironmentCompatible(const MWWorld::Ptr& attacker, const MWWorld::Ptr& victim)
{
const MWWorld::Class& attackerClass = attacker.getClass();
MWBase::World* world = MWBase::Environment::get().getWorld();
// If attacker is fish, victim must be in water
if (attackerClass.isPureWaterCreature(attacker))
{
return world->isWading(victim);
}
// If attacker can't swim, victim must not be in water
if (!attackerClass.canSwim(attacker))
{
return !world->isSwimming(victim);
}
return true;
}
}