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

137 lines
6.4 KiB
C++

#include "combat.hpp"
#include <OgreSceneNode.h>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwmechanics/npcstats.hpp"
#include "../mwmechanics/movement.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwbase/windowmanager.hpp"
namespace
{
Ogre::Radian signedAngle(Ogre::Vector3 v1, Ogre::Vector3 v2, Ogre::Vector3 n)
{
return Ogre::Math::ATan2(
n.dotProduct( v1.crossProduct(v2) ),
v1.dotProduct(v2)
);
}
}
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;
if (blocker.getClass().getCreatureStats(blocker).getKnockedDown()
|| blocker.getClass().getCreatureStats(blocker).getHitRecovery())
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& blockerStats = blocker.getClass().getCreatureStats(blocker);
if (blockerStats.getDrawState() == DrawState_Spell)
return false;
MWMechanics::CreatureStats& attackerStats = attacker.getClass().getCreatureStats(attacker);
float blockTerm = blocker.getClass().getSkill(blocker, ESM::Skill::Block) + 0.2 * blockerStats.getAttribute(ESM::Attribute::Agility).getModified()
+ 0.1 * 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();
float attackerSkill = attacker.getClass().getSkill(attacker, weapon.getClass().getEquipmentSkill(weapon));
float attackerTerm = attackerSkill + 0.2 * attackerStats.getAttribute(ESM::Attribute::Agility).getModified()
+ 0.1 * 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));
int roll = std::rand()/ (static_cast<double> (RAND_MAX) + 1) * 100; // [0, 99]
if (roll < x)
{
// Reduce shield durability by incoming damage
if (shield->getCellRef().mCharge == -1)
shield->getCellRef().mCharge = shield->getClass().getItemMaxHealth(*shield);
shield->getCellRef().mCharge -= std::min(shield->getCellRef().mCharge, int(damage));
if (!shield->getCellRef().mCharge)
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().getEncumbrance(blocker) / blocker.getClass().getCapacity(blocker);
normalizedEncumbrance = std::min(1.f, normalizedEncumbrance);
float fatigueLoss = fFatigueBlockBase + normalizedEncumbrance * fFatigueBlockMult;
fatigueLoss += weapon.getClass().getWeight(weapon) * attackerStats.getAttackStrength() * fWeaponFatigueBlockMult;
fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss);
blockerStats.setFatigue(fatigue);
blockerStats.setBlock(true);
if (blocker.getClass().isNpc())
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).mMagnitude
- stats.getMagicEffects().get(ESM::MagicEffect::WeaknessToNormalWeapons).mMagnitude);
float multiplier = 0;
if (resistance >= 0)
multiplier = 1 - resistance / 100.f;
else
multiplier = -(resistance-100) / 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.getRefData().getHandle() == "player")
MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicTargetResistsWeapons}");
}
}