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https://github.com/OpenMW/openmw.git
synced 2025-01-19 19:53:53 +00:00
Feature #50: Implement marksman mechanics.
This commit is contained in:
parent
12de0afb03
commit
072dc6d438
7 changed files with 171 additions and 37 deletions
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@ -7,6 +7,7 @@
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#include "../mwmechanics/creaturestats.hpp"
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#include "../mwmechanics/magiceffects.hpp"
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#include "../mwmechanics/movement.hpp"
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#include "../mwmechanics/disease.hpp"
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#include "../mwmechanics/spellcasting.hpp"
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#include "../mwbase/environment.hpp"
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@ -243,15 +244,7 @@ namespace MWClass
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Ogre::Vector3 hitPosition = result.second;
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MWMechanics::CreatureStats &otherstats = victim.getClass().getCreatureStats(victim);
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const MWMechanics::MagicEffects &mageffects = stats.getMagicEffects();
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float hitchance = ref->mBase->mData.mCombat +
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(stats.getAttribute(ESM::Attribute::Agility).getModified() / 5.0f) +
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(stats.getAttribute(ESM::Attribute::Luck).getModified() / 10.0f);
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hitchance *= stats.getFatigueTerm();
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hitchance += mageffects.get(ESM::MagicEffect::FortifyAttack).mMagnitude -
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mageffects.get(ESM::MagicEffect::Blind).mMagnitude;
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hitchance -= otherstats.getEvasion();
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float hitchance = MWMechanics::getHitChance(ptr, victim, ref->mBase->mData.mCombat);
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if((::rand()/(RAND_MAX+1.0)) > hitchance/100.0f)
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{
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@ -334,6 +327,8 @@ namespace MWClass
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if (damage > 0)
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MWBase::Environment::get().getWorld()->spawnBloodEffect(victim, hitPosition);
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MWMechanics::diseaseContact(victim, ptr);
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victim.getClass().onHit(victim, damage, true, weapon, ptr, true);
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}
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@ -498,15 +498,7 @@ namespace MWClass
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if(!weapon.isEmpty())
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weapskill = get(weapon).getEquipmentSkill(weapon);
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MWMechanics::NpcStats &stats = getNpcStats(ptr);
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const MWMechanics::MagicEffects &mageffects = stats.getMagicEffects();
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float hitchance = stats.getSkill(weapskill).getModified() +
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(stats.getAttribute(ESM::Attribute::Agility).getModified() / 5.0f) +
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(stats.getAttribute(ESM::Attribute::Luck).getModified() / 10.0f);
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hitchance *= stats.getFatigueTerm();
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hitchance += mageffects.get(ESM::MagicEffect::FortifyAttack).mMagnitude -
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mageffects.get(ESM::MagicEffect::Blind).mMagnitude;
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hitchance -= otherstats.getEvasion();
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float hitchance = MWMechanics::getHitChance(ptr, victim, ptr.getClass().getSkill(ptr, weapskill));
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if((::rand()/(RAND_MAX+1.0)) > hitchance/100.0f)
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{
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@ -516,6 +508,7 @@ namespace MWClass
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bool healthdmg;
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float damage = 0.0f;
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MWMechanics::NpcStats &stats = getNpcStats(ptr);
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if(!weapon.isEmpty())
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{
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const bool weaphashealth = get(weapon).hasItemHealth(weapon);
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@ -615,6 +608,8 @@ namespace MWClass
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if (healthdmg && damage > 0)
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MWBase::Environment::get().getWorld()->spawnBloodEffect(victim, hitPosition);
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MWMechanics::diseaseContact(victim, ptr);
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othercls.onHit(victim, damage, healthdmg, weapon, ptr, true);
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}
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@ -648,9 +643,6 @@ namespace MWClass
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ptr.getRefData().getLocals().setVarByInt(script, "onpchitme", 1);
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}
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if (!attacker.isEmpty())
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MWMechanics::diseaseContact(ptr, attacker);
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if (damage > 0.0f && !object.isEmpty())
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MWMechanics::resistNormalWeapon(ptr, attacker, object, damage);
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@ -4,9 +4,12 @@
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwbase/soundmanager.hpp"
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#include "../mwmechanics/npcstats.hpp"
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#include "../mwmechanics/movement.hpp"
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#include "../mwmechanics/spellcasting.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/inventorystore.hpp"
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@ -17,14 +20,30 @@
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namespace
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{
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Ogre::Radian signedAngle(Ogre::Vector3 v1, Ogre::Vector3 v2, Ogre::Vector3 n)
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Ogre::Radian signedAngle(Ogre::Vector3 v1, Ogre::Vector3 v2, Ogre::Vector3 normal)
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{
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return Ogre::Math::ATan2(
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n.dotProduct( v1.crossProduct(v2) ),
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normal.dotProduct( v1.crossProduct(v2) ),
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v1.dotProduct(v2)
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);
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}
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void applyEnchantment (const MWWorld::Ptr& attacker, const MWWorld::Ptr& victim, const MWWorld::Ptr& object, const Ogre::Vector3& hitPosition)
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{
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std::string enchantmentName = !object.isEmpty() ? object.getClass().getEnchantment(object) : "";
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if (!enchantmentName.empty())
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{
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const ESM::Enchantment* enchantment = MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>().find(
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enchantmentName);
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if (enchantment->mData.mType == ESM::Enchantment::WhenStrikes)
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{
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MWMechanics::CastSpell cast(attacker, victim);
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cast.mHitPosition = hitPosition;
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cast.cast(object);
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}
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}
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}
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}
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namespace MWMechanics
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@ -135,4 +154,94 @@ namespace MWMechanics
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MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicTargetResistsWeapons}");
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}
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void projectileHit(const MWWorld::Ptr &attacker, const MWWorld::Ptr &victim, MWWorld::Ptr weapon, const MWWorld::Ptr &projectile,
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const Ogre::Vector3& hitPosition)
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{
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MWBase::World *world = MWBase::Environment::get().getWorld();
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const MWWorld::Store<ESM::GameSetting> &gmst = world->getStore().get<ESM::GameSetting>();
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MWMechanics::CreatureStats& attackerStats = attacker.getClass().getCreatureStats(attacker);
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const MWWorld::Class &othercls = victim.getClass();
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if(!othercls.isActor()) // Can't hit non-actors
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return;
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MWMechanics::CreatureStats &otherstats = victim.getClass().getCreatureStats(victim);
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if(otherstats.isDead()) // Can't hit dead actors
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return;
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if(attacker.getRefData().getHandle() == "player")
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MWBase::Environment::get().getWindowManager()->setEnemy(victim);
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int weapskill = ESM::Skill::Marksman;
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if(!weapon.isEmpty())
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weapskill = weapon.getClass().getEquipmentSkill(weapon);
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float skillValue = attacker.getClass().getSkill(attacker,
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weapon.getClass().getEquipmentSkill(weapon));
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if((::rand()/(RAND_MAX+1.0)) > getHitChance(attacker, victim, skillValue)/100.0f)
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{
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victim.getClass().onHit(victim, 0.0f, false, projectile, attacker, false);
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return;
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}
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float damage = 0.0f;
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float fDamageStrengthBase = gmst.find("fDamageStrengthBase")->getFloat();
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float fDamageStrengthMult = gmst.find("fDamageStrengthMult")->getFloat();
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const unsigned char* attack = weapon.get<ESM::Weapon>()->mBase->mData.mChop;
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damage = attack[0] + ((attack[1]-attack[0])*attackerStats.getAttackStrength()); // Bow/crossbow damage
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if (weapon != projectile)
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{
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// Arrow/bolt damage
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attack = projectile.get<ESM::Weapon>()->mBase->mData.mChop;
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damage += attack[0] + ((attack[1]-attack[0])*attackerStats.getAttackStrength());
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}
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damage *= fDamageStrengthBase +
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(attackerStats.getAttribute(ESM::Attribute::Strength).getModified() * fDamageStrengthMult * 0.1);
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if(attacker.getRefData().getHandle() == "player")
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attacker.getClass().skillUsageSucceeded(attacker, weapskill, 0);
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bool detected = MWBase::Environment::get().getMechanicsManager()->awarenessCheck(attacker, victim);
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if(!detected)
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{
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damage *= gmst.find("fCombatCriticalStrikeMult")->getFloat();
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MWBase::Environment::get().getWindowManager()->messageBox("#{sTargetCriticalStrike}");
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MWBase::Environment::get().getSoundManager()->playSound3D(victim, "critical damage", 1.0f, 1.0f);
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}
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if (victim.getClass().getCreatureStats(victim).getKnockedDown())
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damage *= gmst.find("fCombatKODamageMult")->getFloat();
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// Apply "On hit" effect of the weapon
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applyEnchantment(attacker, victim, weapon, hitPosition);
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if (weapon != projectile)
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applyEnchantment(attacker, victim, projectile, hitPosition);
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if (damage > 0)
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MWBase::Environment::get().getWorld()->spawnBloodEffect(victim, hitPosition);
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float fProjectileThrownStoreChance = gmst.find("fProjectileThrownStoreChance")->getFloat();
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if ((::rand()/(RAND_MAX+1.0)) < fProjectileThrownStoreChance/100.f)
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victim.getClass().getContainerStore(victim).add(projectile, 1, victim);
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victim.getClass().onHit(victim, damage, true, projectile, attacker, true);
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}
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float getHitChance(const MWWorld::Ptr &attacker, const MWWorld::Ptr &victim, int skillValue)
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{
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MWMechanics::CreatureStats &stats = attacker.getClass().getCreatureStats(attacker);
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const MWMechanics::MagicEffects &mageffects = stats.getMagicEffects();
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float hitchance = skillValue +
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(stats.getAttribute(ESM::Attribute::Agility).getModified() / 5.0f) +
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(stats.getAttribute(ESM::Attribute::Luck).getModified() / 10.0f);
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hitchance *= stats.getFatigueTerm();
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hitchance += mageffects.get(ESM::MagicEffect::FortifyAttack).mMagnitude -
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mageffects.get(ESM::MagicEffect::Blind).mMagnitude;
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hitchance -= victim.getClass().getCreatureStats(victim).getEvasion();
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return hitchance;
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}
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}
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@ -2,6 +2,7 @@
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#define OPENMW_MECHANICS_COMBAT_H
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#include "../mwworld/ptr.hpp"
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#include <OgreVector3.h>
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namespace MWMechanics
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{
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void resistNormalWeapon (const MWWorld::Ptr& actor, const MWWorld::Ptr& attacker, const MWWorld::Ptr& weapon, float& damage);
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/// @note for a thrown weapon, \a weapon == \a projectile, for bows/crossbows, \a projectile is the arrow/bolt
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void projectileHit (const MWWorld::Ptr& attacker, const MWWorld::Ptr& victim, MWWorld::Ptr weapon, const MWWorld::Ptr& projectile,
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const Ogre::Vector3& hitPosition);
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/// Get the chance (in percent) for \a attacker to successfully hit \a victim with a given weapon skill value
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float getHitChance (const MWWorld::Ptr& attacker, const MWWorld::Ptr& victim, int skillValue);
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}
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#endif
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@ -779,6 +779,23 @@ void NpcAnimation::releaseArrow()
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Ogre::Quaternion orient = Ogre::Quaternion(Ogre::Radian(mPtr.getRefData().getPosition().rot[2]), Ogre::Vector3::NEGATIVE_UNIT_Z) *
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Ogre::Quaternion(Ogre::Radian(mPtr.getRefData().getPosition().rot[0]), Ogre::Vector3::NEGATIVE_UNIT_X);
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const MWWorld::Store<ESM::GameSetting> &gmst =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
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// Reduce fatigue
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// somewhat of a guess, but using the weapon weight makes sense
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const float fFatigueAttackBase = gmst.find("fFatigueAttackBase")->getFloat();
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const float fFatigueAttackMult = gmst.find("fFatigueAttackMult")->getFloat();
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const float fWeaponFatigueMult = gmst.find("fWeaponFatigueMult")->getFloat();
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MWMechanics::CreatureStats& attackerStats = mPtr.getClass().getCreatureStats(mPtr);
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MWMechanics::DynamicStat<float> fatigue = attackerStats.getFatigue();
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const float normalizedEncumbrance = mPtr.getClass().getEncumbrance(mPtr) / mPtr.getClass().getCapacity(mPtr);
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float fatigueLoss = fFatigueAttackBase + normalizedEncumbrance * fFatigueAttackMult;
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if (!weapon->isEmpty())
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fatigueLoss += weapon->getClass().getWeight(*weapon) * attackerStats.getAttackStrength() * fWeaponFatigueMult;
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fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss);
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attackerStats.setFatigue(fatigue);
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if (weapon->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::MarksmanThrown)
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{
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// Thrown weapons get detached now
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launchPos = objects->mEntities[0]->getParentNode()->_getDerivedPosition();
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}
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MWBase::Environment::get().getWorld()->launchProjectile(mPtr, *weapon, launchPos, orient, *weapon, 400);
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float fThrownWeaponMinSpeed = gmst.find("fThrownWeaponMinSpeed")->getFloat();
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float fThrownWeaponMaxSpeed = gmst.find("fThrownWeaponMaxSpeed")->getFloat();
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float speed = fThrownWeaponMinSpeed + (fThrownWeaponMaxSpeed - fThrownWeaponMinSpeed) *
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mPtr.getClass().getCreatureStats(mPtr).getAttackStrength();
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MWBase::Environment::get().getWorld()->launchProjectile(mPtr, *weapon, launchPos, orient, *weapon, speed);
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showWeapons(false);
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launchPos = mAmmunition->mEntities[0]->getParentNode()->_getDerivedPosition();
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}
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/// \todo speed
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MWBase::Environment::get().getWorld()->launchProjectile(mPtr, *ammo, launchPos, orient, *weapon, 400);
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float fProjectileMinSpeed = gmst.find("fProjectileMinSpeed")->getFloat();
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float fProjectileMaxSpeed = gmst.find("fProjectileMaxSpeed")->getFloat();
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float speed = fProjectileMinSpeed + (fProjectileMaxSpeed - fProjectileMinSpeed) * mPtr.getClass().getCreatureStats(mPtr).getAttackStrength();
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MWBase::Environment::get().getWorld()->launchProjectile(mPtr, *ammo, launchPos, orient, *weapon, speed);
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inv.remove(*ammo, 1, mPtr);
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mAmmunition.setNull();
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#include "../mwmechanics/npcstats.hpp"
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#include "../mwmechanics/spellcasting.hpp"
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#include "../mwmechanics/levelledlist.hpp"
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#include "../mwmechanics/combat.hpp"
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#include "../mwrender/sky.hpp"
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#include "../mwrender/animation.hpp"
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ProjectileState state;
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state.mActorHandle = actor.getRefData().getHandle();
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state.mBow = bow;
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state.mSpeed = speed;
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state.mVelocity = orient.yAxis() * speed;
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MWWorld::ManualRef ref(getStore(), projectile.getCellRef().mRefID);
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MWWorld::Ptr ptr = it->first;
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Ogre::Quaternion orient = ptr.getRefData().getBaseNode()->getOrientation();
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// gravity constant - must be way lower than the gravity affecting actors, since we're not
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// simulating aerodynamics at all
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it->second.mVelocity -= Ogre::Vector3(0, 0, 627.2f * 0.1f) * duration;
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float speed = it->second.mSpeed;
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Ogre::Vector3 direction = orient.yAxis();
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direction.normalise();
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Ogre::Vector3 pos(ptr.getRefData().getPosition().pos);
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Ogre::Vector3 newPos = pos + direction * duration * speed;
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Ogre::Vector3 newPos = pos + it->second.mVelocity * duration;
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Ogre::Quaternion orient = Ogre::Vector3::UNIT_Y.getRotationTo(it->second.mVelocity);
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Ogre::Matrix3 mat;
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orient.ToRotationMatrix(mat);
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Ogre::Radian xr,yr,zr;
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mat.ToEulerAnglesXYZ(xr, yr, zr);
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rotateObject(ptr, -xr.valueDegrees(), -yr.valueDegrees(), -zr.valueDegrees());
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// Check for impact
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btVector3 from(pos.x, pos.y, pos.z);
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}
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else if (obstacle.getClass().isActor())
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{
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// Fargoth
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obstacle.getClass().getCreatureStats(obstacle).setHealth(0);
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MWMechanics::projectileHit(caster, obstacle, it->second.mBow, ptr, pos + (newPos - pos) * cIt->first);
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}
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hit = true;
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}
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if (hit)
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{
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deleteObject(ptr);
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mProjectiles.erase(it++);
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continue;
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}
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MWWorld::Ptr mBow; // bow or crossbow the projectile was fired from
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float mSpeed;
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Ogre::Vector3 mVelocity;
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};
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std::map<MWWorld::Ptr, MagicBoltState> mMagicBolts;
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