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openmw-tes3mp/apps/openmw/mwmechanics/spellsuccess.hpp

119 lines
4.6 KiB
C++

#ifndef MWMECHANICS_SPELLSUCCESS_H
#define MWMECHANICS_SPELLSUCCESS_H
#include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"
#include "../mwworld/ptr.hpp"
#include "../mwworld/class.hpp"
#include "../mwmechanics/creaturestats.hpp"
#include "../mwworld/esmstore.hpp"
#include "npcstats.hpp"
namespace MWMechanics
{
inline int spellSchoolToSkill(int school)
{
std::map<int, int> schoolSkillMap; // maps spell school to skill id
schoolSkillMap[0] = 11; // alteration
schoolSkillMap[1] = 13; // conjuration
schoolSkillMap[3] = 12; // illusion
schoolSkillMap[2] = 10; // destruction
schoolSkillMap[4] = 14; // mysticism
schoolSkillMap[5] = 15; // restoration
assert(schoolSkillMap.find(school) != schoolSkillMap.end());
return schoolSkillMap[school];
}
inline int getSpellSchool(const ESM::Spell* spell, const MWWorld::Ptr& actor)
{
NpcStats& stats = MWWorld::Class::get(actor).getNpcStats(actor);
// determine the spell's school
// this is always the school where the player's respective skill is the least advanced
// out of all the magic effects' schools
const std::vector<ESM::ENAMstruct>& effects = spell->mEffects.mList;
int school = -1;
int skillLevel = -1;
for (std::vector<ESM::ENAMstruct>::const_iterator it = effects.begin();
it != effects.end(); ++it)
{
const ESM::MagicEffect* effect =
MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(it->mEffectID);
int _school = effect->mData.mSchool;
int _skillLevel = stats.getSkill (spellSchoolToSkill(_school)).getModified();
if (school == -1)
{
school = _school;
skillLevel = _skillLevel;
}
else if (_skillLevel < skillLevel)
{
school = _school;
skillLevel = _skillLevel;
}
}
return school;
}
inline int getSpellSchool(const std::string& spellId, const MWWorld::Ptr& actor)
{
const ESM::Spell* spell =
MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(spellId);
return getSpellSchool(spell, actor);
}
// UESP wiki / Morrowind/Spells:
// Chance of success is (Spell's skill * 2 + Willpower / 5 + Luck / 10 - Spell cost - Sound magnitude) * (Current fatigue + Maximum Fatigue * 1.5) / Maximum fatigue * 2
/**
* @param spell spell to cast
* @param actor calculate spell success chance for this actor (depends on actor's skills)
* @attention actor has to be an NPC and not a creature!
* @return success chance from 0 to 100 (in percent)
*/
inline float getSpellSuccessChance (const ESM::Spell* spell, const MWWorld::Ptr& actor)
{
if (spell->mData.mFlags & ESM::Spell::F_Always // spells with this flag always succeed (usually birthsign spells)
|| spell->mData.mType == ESM::Spell::ST_Power) // powers always succeed, but can be cast only once per day
return 100.0;
if (spell->mEffects.mList.size() == 0)
return 0.0;
NpcStats& stats = MWWorld::Class::get(actor).getNpcStats(actor);
CreatureStats& creatureStats = MWWorld::Class::get(actor).getCreatureStats(actor);
int skillLevel = stats.getSkill (getSpellSchool(spell, actor)).getModified();
// Sound magic effect (reduces spell casting chance)
int soundMagnitude = creatureStats.getMagicEffects().get (MWMechanics::EffectKey (48)).mMagnitude;
int willpower = creatureStats.getAttribute(ESM::Attribute::Willpower).getModified();
int luck = creatureStats.getAttribute(ESM::Attribute::Luck).getModified();
int currentFatigue = creatureStats.getFatigue().getCurrent();
int maxFatigue = creatureStats.getFatigue().getModified();
int spellCost = spell->mData.mCost;
// There we go, all needed variables are there, lets go
float chance = (float(skillLevel * 2) + float(willpower)/5.0 + float(luck)/ 10.0 - spellCost - soundMagnitude) * (float(currentFatigue + maxFatigue * 1.5)) / float(maxFatigue * 2.0);
chance = std::max(0.0f, std::min(100.0f, chance)); // clamp to 0 .. 100
return chance;
}
inline float getSpellSuccessChance (const std::string& spellId, const MWWorld::Ptr& actor)
{
const ESM::Spell* spell =
MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(spellId);
return getSpellSuccessChance(spell, actor);
}
}
#endif