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Decrease weapon condition on successful hits

This commit is contained in:
Chris Robinson 2013-07-28 15:17:01 -07:00
parent 465f4d2063
commit 1af48ab6e0

View file

@ -354,6 +354,7 @@ namespace MWClass
float damage = 0.0f; float damage = 0.0f;
if(!weapon.isEmpty()) if(!weapon.isEmpty())
{ {
const bool weaphashealth = get(weapon).hasItemHealth(weapon);
const unsigned char *attack = NULL; const unsigned char *attack = NULL;
if(type == MWMechanics::CreatureStats::AT_Chop) if(type == MWMechanics::CreatureStats::AT_Chop)
attack = weapon.get<ESM::Weapon>()->mBase->mData.mChop; attack = weapon.get<ESM::Weapon>()->mBase->mData.mChop;
@ -365,13 +366,23 @@ namespace MWClass
{ {
damage = attack[0] + ((attack[1]-attack[0])*npcstats.getAttackStrength()); damage = attack[0] + ((attack[1]-attack[0])*npcstats.getAttackStrength());
damage *= 0.5f + (crstats.getAttribute(ESM::Attribute::Luck).getModified() / 100.0f); damage *= 0.5f + (crstats.getAttribute(ESM::Attribute::Luck).getModified() / 100.0f);
//damage *= weapon_current_health / weapon_max_health; if(weaphashealth)
{
int weapmaxhealth = weapon.get<ESM::Weapon>()->mBase->mData.mHealth;
if(weapon.getCellRef().mCharge == -1)
weapon.getCellRef().mCharge = weapmaxhealth;
damage *= float(weapon.getCellRef().mCharge) / weapmaxhealth;
}
if(!othercls.hasDetected(victim, ptr)) if(!othercls.hasDetected(victim, ptr))
{ {
damage *= gmst.find("fCombatCriticalStrikeMult")->getFloat(); damage *= gmst.find("fCombatCriticalStrikeMult")->getFloat();
MWBase::Environment::get().getWindowManager()->messageBox("#{sTargetCriticalStrike}"); MWBase::Environment::get().getWindowManager()->messageBox("#{sTargetCriticalStrike}");
MWBase::Environment::get().getSoundManager()->playSound3D(victim, "critical damage", 1.0f, 1.0f); MWBase::Environment::get().getSoundManager()->playSound3D(victim, "critical damage", 1.0f, 1.0f);
} }
weapon.getCellRef().mCharge -= std::min(std::max(1,
(int)(damage * gmst.find("fWeaponDamageMult")->getFloat())),
weapon.getCellRef().mCharge);
damage /= std::min(1.0f + othercls.getArmorRating(victim)/std::max(1.0f, damage), 4.0f); damage /= std::min(1.0f + othercls.getArmorRating(victim)/std::max(1.0f, damage), 4.0f);
} }
healthdmg = true; healthdmg = true;
@ -396,8 +407,7 @@ namespace MWClass
npcstats.isWerewolf()); npcstats.isWerewolf());
if(healthdmg) if(healthdmg)
{ {
// Not sure this is right... damage *= gmst.find("fHandtoHandHealthPer")->getFloat();
damage *= gmst.find("fHandtoHandHealthPer")->getFloat() * 1.5f;
damage /= othercls.getArmorRating(victim); damage /= othercls.getArmorRating(victim);
} }
} }
@ -440,46 +450,47 @@ namespace MWClass
MWBase::Environment::get().getDialogueManager()->say(ptr, "hit"); MWBase::Environment::get().getDialogueManager()->say(ptr, "hit");
// Hit percentages: if(object.isEmpty())
// cuirass = 30% sndMgr->playSound3D(ptr, "Hand To Hand Hit", 1.0f, 1.0f);
// shield, helmet, greaves, boots, pauldrons = 10% each else
// guantlets = 5% each
static const int hitslots[20] = {
MWWorld::InventoryStore::Slot_Cuirass, MWWorld::InventoryStore::Slot_Cuirass,
MWWorld::InventoryStore::Slot_Cuirass, MWWorld::InventoryStore::Slot_Cuirass,
MWWorld::InventoryStore::Slot_Cuirass, MWWorld::InventoryStore::Slot_Cuirass,
MWWorld::InventoryStore::Slot_CarriedLeft, MWWorld::InventoryStore::Slot_CarriedLeft,
MWWorld::InventoryStore::Slot_Helmet, MWWorld::InventoryStore::Slot_Helmet,
MWWorld::InventoryStore::Slot_Greaves, MWWorld::InventoryStore::Slot_Greaves,
MWWorld::InventoryStore::Slot_Boots, MWWorld::InventoryStore::Slot_Boots,
MWWorld::InventoryStore::Slot_LeftPauldron, MWWorld::InventoryStore::Slot_LeftPauldron,
MWWorld::InventoryStore::Slot_RightPauldron, MWWorld::InventoryStore::Slot_RightPauldron,
MWWorld::InventoryStore::Slot_LeftGauntlet, MWWorld::InventoryStore::Slot_RightGauntlet
};
int hitslot = hitslots[(int)(::rand()/(RAND_MAX+1.0)*20.0)];
MWWorld::InventoryStore &inv = getInventoryStore(ptr);
MWWorld::ContainerStoreIterator armorslot = inv.getSlot(hitslot);
MWWorld::Ptr armor = ((armorslot != inv.end()) ? *armorslot : MWWorld::Ptr());
if(!armor.isEmpty() && armor.getTypeName() == typeid(ESM::Armor).name())
{ {
if(object.isEmpty()) // Hit percentages:
sndMgr->playSound3D(ptr, "Hand To Hand Hit", 1.0f, 1.0f); // cuirass = 30%
else switch(get(armor).getEquipmentSkill(armor)) // shield, helmet, greaves, boots, pauldrons = 10% each
// guantlets = 5% each
static const int hitslots[20] = {
MWWorld::InventoryStore::Slot_Cuirass, MWWorld::InventoryStore::Slot_Cuirass,
MWWorld::InventoryStore::Slot_Cuirass, MWWorld::InventoryStore::Slot_Cuirass,
MWWorld::InventoryStore::Slot_Cuirass, MWWorld::InventoryStore::Slot_Cuirass,
MWWorld::InventoryStore::Slot_CarriedLeft, MWWorld::InventoryStore::Slot_CarriedLeft,
MWWorld::InventoryStore::Slot_Helmet, MWWorld::InventoryStore::Slot_Helmet,
MWWorld::InventoryStore::Slot_Greaves, MWWorld::InventoryStore::Slot_Greaves,
MWWorld::InventoryStore::Slot_Boots, MWWorld::InventoryStore::Slot_Boots,
MWWorld::InventoryStore::Slot_LeftPauldron, MWWorld::InventoryStore::Slot_LeftPauldron,
MWWorld::InventoryStore::Slot_RightPauldron, MWWorld::InventoryStore::Slot_RightPauldron,
MWWorld::InventoryStore::Slot_LeftGauntlet, MWWorld::InventoryStore::Slot_RightGauntlet
};
int hitslot = hitslots[(int)(::rand()/(RAND_MAX+1.0)*20.0)];
MWWorld::InventoryStore &inv = getInventoryStore(ptr);
MWWorld::ContainerStoreIterator armorslot = inv.getSlot(hitslot);
MWWorld::Ptr armor = ((armorslot != inv.end()) ? *armorslot : MWWorld::Ptr());
if(!armor.isEmpty() && armor.getTypeName() == typeid(ESM::Armor).name())
{ {
case ESM::Skill::LightArmor: switch(get(armor).getEquipmentSkill(armor))
sndMgr->playSound3D(ptr, "Light Armor Hit", 1.0f, 1.0f); {
break; case ESM::Skill::LightArmor:
case ESM::Skill::MediumArmor: sndMgr->playSound3D(ptr, "Light Armor Hit", 1.0f, 1.0f);
sndMgr->playSound3D(ptr, "Medium Armor Hit", 1.0f, 1.0f); break;
break; case ESM::Skill::MediumArmor:
case ESM::Skill::HeavyArmor: sndMgr->playSound3D(ptr, "Medium Armor Hit", 1.0f, 1.0f);
sndMgr->playSound3D(ptr, "Heavy Armor Hit", 1.0f, 1.0f); break;
break; case ESM::Skill::HeavyArmor:
sndMgr->playSound3D(ptr, "Heavy Armor Hit", 1.0f, 1.0f);
break;
}
} }
} }
else if(object.isEmpty())
sndMgr->playSound3D(ptr, "Hand To Hand Hit", 1.0f, 1.0f);
} }
if(ishealth) if(ishealth)