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	Issue #777: Consider weapons in Creature::hit
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					 1 changed files with 94 additions and 2 deletions
				
			
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					@ -6,6 +6,7 @@
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#include "../mwmechanics/creaturestats.hpp"
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					#include "../mwmechanics/creaturestats.hpp"
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#include "../mwmechanics/magiceffects.hpp"
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					#include "../mwmechanics/magiceffects.hpp"
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#include "../mwmechanics/movement.hpp"
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					#include "../mwmechanics/movement.hpp"
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					#include "../mwmechanics/spellcasting.hpp"
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#include "../mwbase/environment.hpp"
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					#include "../mwbase/environment.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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					#include "../mwbase/mechanicsmanager.hpp"
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					@ -195,9 +196,38 @@ namespace MWClass
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    {
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					    {
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        MWWorld::LiveCellRef<ESM::Creature> *ref =
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					        MWWorld::LiveCellRef<ESM::Creature> *ref =
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            ptr.get<ESM::Creature>();
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					            ptr.get<ESM::Creature>();
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					        const MWWorld::Store<ESM::GameSetting> &gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
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					        MWMechanics::CreatureStats &stats = getCreatureStats(ptr);
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					        // Get the weapon used (if hand-to-hand, weapon = inv.end())
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					        MWWorld::Ptr weapon;
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					        if (ptr.getClass().hasInventoryStore(ptr))
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					        {
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					            MWWorld::InventoryStore &inv = getInventoryStore(ptr);
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					            MWWorld::ContainerStoreIterator weaponslot = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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					            if (weaponslot != inv.end() && weaponslot->getTypeName() == typeid(ESM::Weapon).name())
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					                weapon = *weaponslot;
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					        }
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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::DynamicStat<float> fatigue = stats.getFatigue();
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					        const float normalizedEncumbrance = getEncumbrance(ptr) / getCapacity(ptr);
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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) * stats.getAttackStrength() * fWeaponFatigueMult;
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					        fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss);
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					        stats.setFatigue(fatigue);
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        // TODO: where is the distance defined?
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					        // TODO: where is the distance defined?
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        std::pair<MWWorld::Ptr, Ogre::Vector3> result = MWBase::Environment::get().getWorld()->getHitContact(ptr, 200);
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					        float dist = 200.f;
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					        if (!weapon.isEmpty())
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					            dist = 100.f * weapon.get<ESM::Weapon>()->mBase->mData.mReach;
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					        std::pair<MWWorld::Ptr, Ogre::Vector3> result = MWBase::Environment::get().getWorld()->getHitContact(ptr, dist);
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        if (result.first.isEmpty())
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					        if (result.first.isEmpty())
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            return; // Didn't hit anything
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					            return; // Didn't hit anything
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					@ -208,7 +238,6 @@ namespace MWClass
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        Ogre::Vector3 hitPosition = result.second;
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					        Ogre::Vector3 hitPosition = result.second;
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        MWMechanics::CreatureStats &stats = getCreatureStats(ptr);
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        MWMechanics::CreatureStats &otherstats = victim.getClass().getCreatureStats(victim);
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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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					        const MWMechanics::MagicEffects &mageffects = stats.getMagicEffects();
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        float hitchance = ref->mBase->mData.mCombat +
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					        float hitchance = ref->mBase->mData.mCombat +
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					@ -243,8 +272,71 @@ namespace MWClass
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            break;
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					            break;
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        }
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					        }
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					        // I think this should be random, since attack1-3 animations don't have an attack strength like NPCs do
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        float damage = min + (max - min) * ::rand()/(RAND_MAX+1.0);
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					        float damage = min + (max - min) * ::rand()/(RAND_MAX+1.0);
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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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					            const unsigned char *attack = NULL;
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					            if(type == MWMechanics::CreatureStats::AT_Chop)
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					                attack = weapon.get<ESM::Weapon>()->mBase->mData.mChop;
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					            else if(type == MWMechanics::CreatureStats::AT_Slash)
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					                attack = weapon.get<ESM::Weapon>()->mBase->mData.mSlash;
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					            else if(type == MWMechanics::CreatureStats::AT_Thrust)
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					                attack = weapon.get<ESM::Weapon>()->mBase->mData.mThrust;
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					            if(attack)
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					            {
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					                float weaponDamage = attack[0] + ((attack[1]-attack[0])*stats.getAttackStrength());
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					                weaponDamage *= 0.5f + (stats.getAttribute(ESM::Attribute::Luck).getModified() / 100.0f);
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					                if(weaphashealth)
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					                {
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					                    int weapmaxhealth = weapon.get<ESM::Weapon>()->mBase->mData.mHealth;
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					                    if(weapon.getCellRef().mCharge == -1)
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					                        weapon.getCellRef().mCharge = weapmaxhealth;
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					                    weaponDamage *= float(weapon.getCellRef().mCharge) / weapmaxhealth;
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					                }
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					                if (!MWBase::Environment::get().getWorld()->getGodModeState())
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					                    weapon.getCellRef().mCharge -= std::min(std::max(1,
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					                        (int)(damage * gmst.find("fWeaponDamageMult")->getFloat())), weapon.getCellRef().mCharge);
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					                // Weapon broken? unequip it
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					                if (weapon.getCellRef().mCharge == 0)
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					                    weapon = *getInventoryStore(ptr).unequipItem(weapon, ptr);
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					                damage += weaponDamage;
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					            }
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					            // Apply "On hit" enchanted weapons
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					            std::string enchantmentName = !weapon.isEmpty() ? weapon.getClass().getEnchantment(weapon) : "";
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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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					                    // Check if we have enough charges
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					                    const float enchantCost = enchantment->mData.mCost;
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					                    int eSkill = getSkill(ptr, ESM::Skill::Enchant);
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					                    const int castCost = std::max(1.f, enchantCost - (enchantCost / 100) * (eSkill - 10));
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					                    if (weapon.getCellRef().mEnchantmentCharge == -1)
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					                        weapon.getCellRef().mEnchantmentCharge = enchantment->mData.mCharge;
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					                    if (weapon.getCellRef().mEnchantmentCharge < castCost)
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					                    {
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					                        MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicInsufficientCharge}");
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					                    }
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					                    else
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					                    {
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					                        weapon.getCellRef().mEnchantmentCharge -= castCost;
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					                        MWMechanics::CastSpell cast(ptr, victim);
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					                        cast.cast(weapon);
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					                    }
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					                }
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					            }
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					        }
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        // TODO: do not do this if the attack is blocked
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					        // TODO: do not do this if the attack is blocked
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        MWBase::Environment::get().getWorld()->spawnBloodEffect(victim, hitPosition);
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					        MWBase::Environment::get().getWorld()->spawnBloodEffect(victim, hitPosition);
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