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119 lines
4.5 KiB
C++
119 lines
4.5 KiB
C++
#ifndef MWMECHANICS_SPELLSUCCESS_H
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#define MWMECHANICS_SPELLSUCCESS_H
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#include <cfloat>
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#include "../mwbase/world.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwworld/ptr.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwmechanics/creaturestats.hpp"
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#include "../mwworld/esmstore.hpp"
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#include "npcstats.hpp"
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namespace MWMechanics
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{
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inline int spellSchoolToSkill(int school)
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{
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std::map<int, int> schoolSkillMap; // maps spell school to skill id
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schoolSkillMap[0] = 11; // alteration
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schoolSkillMap[1] = 13; // conjuration
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schoolSkillMap[3] = 12; // illusion
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schoolSkillMap[2] = 10; // destruction
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schoolSkillMap[4] = 14; // mysticism
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schoolSkillMap[5] = 15; // restoration
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assert(schoolSkillMap.find(school) != schoolSkillMap.end());
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return schoolSkillMap[school];
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}
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/**
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* @param spell spell to cast
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* @param actor calculate spell success chance for this actor (depends on actor's skills)
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* @param effectiveSchool the spell's effective school (relevant for skill progress) will be written here
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* @attention actor has to be an NPC and not a creature!
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* @return success chance from 0 to 100 (in percent)
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*/
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inline float getSpellSuccessChance (const ESM::Spell* spell, const MWWorld::Ptr& actor, int* effectiveSchool = NULL)
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{
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NpcStats& stats = MWWorld::Class::get(actor).getNpcStats(actor);
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CreatureStats& creatureStats = MWWorld::Class::get(actor).getCreatureStats(actor);
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if (creatureStats.getMagicEffects().get(ESM::MagicEffect::Silence).mMagnitude)
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return 0;
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if (spell->mData.mType != ESM::Spell::ST_Spell)
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return 100;
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if (spell->mData.mFlags & ESM::Spell::F_Always)
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return 100;
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float y = FLT_MAX;
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float lowestSkill = 0;
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for (std::vector<ESM::ENAMstruct>::const_iterator it = spell->mEffects.mList.begin(); it != spell->mEffects.mList.end(); ++it)
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{
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float x = it->mDuration;
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const ESM::MagicEffect* magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(
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it->mEffectID);
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if (!(magicEffect->mData.mFlags & ESM::MagicEffect::UncappedDamage))
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x = std::max(1.f, x);
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x *= 0.1 * magicEffect->mData.mBaseCost;
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x *= 0.5 * (it->mMagnMin + it->mMagnMax);
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x *= it->mArea * 0.05 * magicEffect->mData.mBaseCost;
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if (magicEffect->mData.mFlags & ESM::MagicEffect::CastTarget)
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x *= 1.5;
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static const float fEffectCostMult = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(
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"fEffectCostMult")->getFloat();
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x *= fEffectCostMult;
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float s = 2 * stats.getSkill(spellSchoolToSkill(magicEffect->mData.mSchool)).getModified();
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if (s - x < y)
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{
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y = s - x;
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if (effectiveSchool)
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*effectiveSchool = magicEffect->mData.mSchool;
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lowestSkill = s;
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}
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}
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int castBonus = -stats.getMagicEffects().get(ESM::MagicEffect::Sound).mMagnitude;
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int actorWillpower = stats.getAttribute(ESM::Attribute::Willpower).getModified();
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int actorLuck = stats.getAttribute(ESM::Attribute::Luck).getModified();
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float castChance = (lowestSkill - spell->mData.mCost + castBonus + 0.2 * actorWillpower + 0.1 * actorLuck) * stats.getFatigueTerm();
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if (MWBase::Environment::get().getWorld()->getGodModeState() && actor.getRefData().getHandle() == "player")
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castChance = 100;
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return std::max(0.f, std::min(100.f, castChance));
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}
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inline float getSpellSuccessChance (const std::string& spellId, const MWWorld::Ptr& actor, int* effectiveSchool = NULL)
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{
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const ESM::Spell* spell =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(spellId);
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return getSpellSuccessChance(spell, actor, effectiveSchool);
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}
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/// @note this only works for ST_Spell
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inline int getSpellSchool(const std::string& spellId, const MWWorld::Ptr& actor)
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{
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int school = 0;
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getSpellSuccessChance(spellId, actor, &school);
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return school;
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}
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/// @note this only works for ST_Spell
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inline int getSpellSchool(const ESM::Spell* spell, const MWWorld::Ptr& actor)
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{
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int school = 0;
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getSpellSuccessChance(spell, actor, &school);
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return school;
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}
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}
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#endif
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