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

345 lines
11 KiB
C++

#include "enchanting.hpp"
#include <components/misc/rng.hpp>
/*
Start of tes3mp addition
Include additional headers for multiplayer purposes
*/
#include <components/openmw-mp/Log.hpp>
#include "../mwmp/Main.hpp"
#include "../mwmp/Networking.hpp"
#include "../mwmp/LocalPlayer.hpp"
#include "../mwmp/Worldstate.hpp"
/*
End of tes3mp addition
*/
#include "../mwworld/manualref.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/containerstore.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "creaturestats.hpp"
#include "npcstats.hpp"
#include "spellcasting.hpp"
#include "actorutil.hpp"
namespace MWMechanics
{
Enchanting::Enchanting()
: mCastStyle(ESM::Enchantment::CastOnce)
, mSelfEnchanting(false)
{}
void Enchanting::setOldItem(const MWWorld::Ptr& oldItem)
{
mOldItemPtr=oldItem;
if(!itemEmpty())
{
mObjectType = mOldItemPtr.getTypeName();
}
else
{
mObjectType="";
}
}
void Enchanting::setNewItemName(const std::string& s)
{
mNewItemName=s;
}
void Enchanting::setEffect(const ESM::EffectList& effectList)
{
mEffectList=effectList;
}
int Enchanting::getCastStyle() const
{
return mCastStyle;
}
void Enchanting::setSoulGem(const MWWorld::Ptr& soulGem)
{
mSoulGemPtr=soulGem;
}
bool Enchanting::create()
{
const MWWorld::Ptr& player = getPlayer();
MWWorld::ContainerStore& store = player.getClass().getContainerStore(player);
ESM::Enchantment enchantment;
enchantment.mData.mCharge = getGemCharge();
enchantment.mData.mAutocalc = 0;
enchantment.mData.mType = mCastStyle;
enchantment.mData.mCost = getBaseCastCost();
store.remove(mSoulGemPtr, 1, player);
//Exception for Azura Star, new one will be added after enchanting
if(Misc::StringUtils::ciEqual(mSoulGemPtr.get<ESM::Miscellaneous>()->mBase->mId, "Misc_SoulGem_Azura"))
store.add("Misc_SoulGem_Azura", 1, player);
if(mSelfEnchanting)
{
if(getEnchantChance() <= (Misc::Rng::roll0to99()))
return false;
mEnchanter.getClass().skillUsageSucceeded (mEnchanter, ESM::Skill::Enchant, 2);
}
if(mCastStyle==ESM::Enchantment::ConstantEffect)
{
enchantment.mData.mCharge=0;
}
enchantment.mEffects = mEffectList;
// Apply the enchantment
const ESM::Enchantment *enchantmentPtr = MWBase::Environment::get().getWorld()->createRecord (enchantment);
/*
Start of tes3mp change (major)
Send the enchantment's record to the server
Don't add the new item to the player's inventory and instead expect the server to
add it
Before using the applyEnchantment() method, remove the old item and any money paid for
the enchantment and send the player's inventory to the server
The applyEnchantment() method is where the record of the newly enchanted will be sent
to the server, causing the server to send back the player's inventory with the new item
included
*/
mwmp::Main::get().getNetworking()->getWorldstate()->sendEnchantmentRecord(enchantmentPtr);
store.remove(mOldItemPtr, 1, player);
if (!mSelfEnchanting)
payForEnchantment();
mwmp::Main::get().getLocalPlayer()->sendInventory();
std::string newItemId = mOldItemPtr.getClass().applyEnchantment(mOldItemPtr, enchantmentPtr->mId, getGemCharge(), mNewItemName);
/*
End of tes3mp change (major)
*/
return true;
}
void Enchanting::nextCastStyle()
{
if (itemEmpty())
{
mCastStyle = ESM::Enchantment::WhenUsed;
return;
}
const bool powerfulSoul = getGemCharge() >= \
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find ("iSoulAmountForConstantEffect")->getInt();
if ((mObjectType == typeid(ESM::Armor).name()) || (mObjectType == typeid(ESM::Clothing).name()))
{ // Armor or Clothing
switch(mCastStyle)
{
case ESM::Enchantment::WhenUsed:
if (powerfulSoul)
mCastStyle = ESM::Enchantment::ConstantEffect;
return;
default: // takes care of Constant effect too
mCastStyle = ESM::Enchantment::WhenUsed;
return;
}
}
else if(mObjectType == typeid(ESM::Weapon).name())
{ // Weapon
switch(mCastStyle)
{
case ESM::Enchantment::WhenStrikes:
mCastStyle = ESM::Enchantment::WhenUsed;
return;
case ESM::Enchantment::WhenUsed:
if (powerfulSoul)
mCastStyle = ESM::Enchantment::ConstantEffect;
else
mCastStyle = ESM::Enchantment::WhenStrikes;
return;
default: // takes care of Constant effect too
mCastStyle = ESM::Enchantment::WhenStrikes;
return;
}
}
else if(mObjectType == typeid(ESM::Book).name())
{ // Scroll or Book
mCastStyle = ESM::Enchantment::CastOnce;
return;
}
// Fail case
mCastStyle = ESM::Enchantment::CastOnce;
}
/*
* Vanilla enchant cost formula:
*
* Touch/Self: (min + max) * baseCost * 0.025 * duration + area * baseCost * 0.025
* Target: 1.5 * ((min + max) * baseCost * 0.025 * duration + area * baseCost * 0.025)
* Constant eff: (min + max) * baseCost * 2.5 + area * baseCost * 0.025
*
* For multiple effects - cost of each effect is multiplied by number of effects that follows +1.
*
* Note: Minimal value inside formula for 'min' and 'max' is 1. So in vanilla:
* (0 + 0) == (1 + 0) == (1 + 1) => 2 or (2 + 0) == (1 + 2) => 3
*
* Formula on UESPWiki is not entirely correct.
*/
int Enchanting::getEnchantPoints() const
{
if (mEffectList.mList.empty())
// No effects added, cost = 0
return 0;
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
std::vector<ESM::ENAMstruct> mEffects = mEffectList.mList;
int enchantmentCost = 0;
float cost = 0;
for (std::vector<ESM::ENAMstruct>::const_iterator it = mEffects.begin(); it != mEffects.end(); ++it)
{
float baseCost = (store.get<ESM::MagicEffect>().find(it->mEffectID))->mData.mBaseCost;
int magMin = std::max(1, it->mMagnMin);
int magMax = std::max(1, it->mMagnMax);
int area = std::max(1, it->mArea);
float magnitudeCost = (magMin + magMax) * baseCost * 0.05f;
if (mCastStyle == ESM::Enchantment::ConstantEffect)
{
magnitudeCost *= store.get<ESM::GameSetting>().find("fEnchantmentConstantDurationMult")->getFloat();
}
else
{
magnitudeCost *= it->mDuration;
}
float areaCost = area * 0.05f * baseCost;
const float fEffectCostMult = store.get<ESM::GameSetting>().find("fEffectCostMult")->getFloat();
cost += (magnitudeCost + areaCost) * fEffectCostMult;
cost = std::max(1.f, cost);
if (it->mRange == ESM::RT_Target)
cost *= 1.5;
enchantmentCost += static_cast<int>(cost);
}
return enchantmentCost;
}
int Enchanting::getBaseCastCost() const
{
if (mCastStyle == ESM::Enchantment::ConstantEffect)
return 0;
return getEnchantPoints();
}
int Enchanting::getEffectiveCastCost() const
{
int baseCost = getBaseCastCost();
MWWorld::Ptr player = getPlayer();
return getEffectiveEnchantmentCastCost(static_cast<float>(baseCost), player);
}
int Enchanting::getEnchantPrice() const
{
if(mEnchanter.isEmpty())
return 0;
float priceMultipler = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find ("fEnchantmentValueMult")->getFloat();
int price = MWBase::Environment::get().getMechanicsManager()->getBarterOffer(mEnchanter, static_cast<int>(getEnchantPoints() * priceMultipler), true);
return price;
}
int Enchanting::getGemCharge() const
{
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
if(soulEmpty())
return 0;
if(mSoulGemPtr.getCellRef().getSoul()=="")
return 0;
const ESM::Creature* soul = store.get<ESM::Creature>().search(mSoulGemPtr.getCellRef().getSoul());
if(soul)
return soul->mData.mSoul;
else
return 0;
}
int Enchanting::getMaxEnchantValue() const
{
if (itemEmpty())
return 0;
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
return static_cast<int>(mOldItemPtr.getClass().getEnchantmentPoints(mOldItemPtr) * store.get<ESM::GameSetting>().find("fEnchantmentMult")->getFloat());
}
bool Enchanting::soulEmpty() const
{
return mSoulGemPtr.isEmpty();
}
bool Enchanting::itemEmpty() const
{
return mOldItemPtr.isEmpty();
}
void Enchanting::setSelfEnchanting(bool selfEnchanting)
{
mSelfEnchanting = selfEnchanting;
}
void Enchanting::setEnchanter(const MWWorld::Ptr& enchanter)
{
mEnchanter = enchanter;
}
float Enchanting::getEnchantChance() const
{
const NpcStats& npcStats = mEnchanter.getClass().getNpcStats (mEnchanter);
float chance1 = (npcStats.getSkill (ESM::Skill::Enchant).getModified() +
(0.25f * npcStats.getAttribute (ESM::Attribute::Intelligence).getModified())
+ (0.125f * npcStats.getAttribute (ESM::Attribute::Luck).getModified()));
const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
float chance2 = 7.5f / (gmst.find("fEnchantmentChanceMult")->getFloat() * ((mCastStyle == ESM::Enchantment::ConstantEffect) ?
gmst.find("fEnchantmentConstantChanceMult")->getFloat() : 1.0f ))
* getEnchantPoints();
return (chance1-chance2);
}
void Enchanting::payForEnchantment() const
{
const MWWorld::Ptr& player = getPlayer();
MWWorld::ContainerStore& store = player.getClass().getContainerStore(player);
store.remove(MWWorld::ContainerStore::sGoldId, getEnchantPrice(), player);
// add gold to NPC trading gold pool
CreatureStats& enchanterStats = mEnchanter.getClass().getCreatureStats(mEnchanter);
enchanterStats.setGoldPool(enchanterStats.getGoldPool() + getEnchantPrice());
}
}