forked from mirror/openmw-tes3mp
HUD icons for selected weapon / selected spell / selected enchanted item
This commit is contained in:
parent
8b7baa808e
commit
298ae4f7f8
11 changed files with 270 additions and 62 deletions
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@ -347,7 +347,6 @@ void ContainerBase::setFilter(ContainerBase::Filter filter)
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void ContainerBase::openContainer(MWWorld::Ptr container)
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{
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mPtr = container;
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drawItems();
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}
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void ContainerBase::drawItems()
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@ -638,6 +637,7 @@ void ContainerWindow::open(MWWorld::Ptr container)
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{
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openContainer(container);
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setTitle(MWWorld::Class::get(container).getName(container));
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drawItems();
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}
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void ContainerWindow::onCloseButtonClicked(MyGUI::Widget* _sender)
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@ -90,6 +90,7 @@ HUD::HUD(int width, int height, int fpsLevel, DragAndDrop* dragAndDrop)
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getWidget(compass, "Compass");
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getWidget(mCellNameBox, "CellName");
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getWidget(mWeaponSpellBox, "WeaponSpellName");
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getWidget(crosshair, "Crosshair");
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@ -98,14 +99,11 @@ HUD::HUD(int width, int height, int fpsLevel, DragAndDrop* dragAndDrop)
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getWidget(trianglecounter, "TriangleCounter");
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getWidget(batchcounter, "BatchCounter");
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// These are just demo values, you should replace these with
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// real calls from outside the class later.
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setWeapIcon("icons\\w\\tx_knife_iron.dds");
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setWeapStatus(90, 100);
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setSpellIcon("icons\\s\\b_tx_s_rstor_health.dds");
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setSpellStatus(65, 100);
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setEffect("icons\\s\\tx_s_chameleon.dds");
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unsetSelectedSpell();
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unsetSelectedWeapon();
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LocalMapBase::init(minimap, compass, this);
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mMainWidget->eventMouseButtonClick += MyGUI::newDelegate(this, &HUD::onWorldClicked);
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@ -153,28 +151,6 @@ void HUD::setBatchCount(size_t count)
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batchcounter->setCaption(boost::lexical_cast<std::string>(count));
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}
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void HUD::setWeapIcon(const char *str)
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{
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weapImage->setImageTexture(str);
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}
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void HUD::setSpellIcon(const char *str)
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{
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spellImage->setImageTexture(str);
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}
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void HUD::setWeapStatus(int s, int smax)
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{
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weapStatus->setProgressRange(smax);
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weapStatus->setProgressPosition(s);
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}
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void HUD::setSpellStatus(int s, int smax)
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{
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spellStatus->setProgressRange(smax);
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spellStatus->setProgressPosition(s);
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}
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void HUD::setEffect(const char *img)
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{
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effect1->setImageTexture(img);
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@ -354,11 +330,150 @@ void HUD::setCellName(const std::string& cellName)
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void HUD::onFrame(float dt)
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{
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mCellNameTimer -= dt;
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mWeaponSpellTimer -= dt;
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if (mCellNameTimer < 0)
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mCellNameBox->setVisible(false);
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if (mWeaponSpellTimer < 0)
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mWeaponSpellBox->setVisible(false);
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}
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void HUD::onResChange(int width, int height)
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{
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setCoord(0, 0, width, height);
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}
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void HUD::setSelectedSpell(const std::string& spellId, int successChancePercent)
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{
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const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().spells.find(spellId);
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std::string spellName = spell->name;
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if (spellName != mSpellName)
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{
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mWeaponSpellTimer = 5.0f;
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mSpellName = spellName;
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mWeaponSpellBox->setCaption(mSpellName);
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mWeaponSpellBox->setVisible(true);
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}
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spellStatus->setProgressRange(100);
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spellStatus->setProgressPosition(successChancePercent);
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if (spellImage->getChildCount())
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MyGUI::Gui::getInstance().destroyWidget(spellImage->getChildAt(0));
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spellBox->setUserString("ToolTipType", "Spell");
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spellBox->setUserString("Spell", spellId);
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// use the icon of the first effect
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const ESM::MagicEffect* effect = MWBase::Environment::get().getWorld()->getStore().magicEffects.find(spell->effects.list.front().effectID);
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std::string icon = effect->icon;
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int slashPos = icon.find("\\");
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icon.insert(slashPos+1, "b_");
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icon = std::string("icons\\") + icon;
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Widgets::fixTexturePath(icon);
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spellImage->setImageTexture(icon);
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}
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void HUD::setSelectedEnchantItem(const MWWorld::Ptr& item, int chargePercent)
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{
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std::string itemName = MWWorld::Class::get(item).getName(item);
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if (itemName != mSpellName)
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{
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mWeaponSpellTimer = 5.0f;
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mSpellName = itemName;
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mWeaponSpellBox->setCaption(mSpellName);
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mWeaponSpellBox->setVisible(true);
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}
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spellStatus->setProgressRange(100);
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spellStatus->setProgressPosition(chargePercent);
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if (spellImage->getChildCount())
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MyGUI::Gui::getInstance().destroyWidget(spellImage->getChildAt(0));
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spellBox->setUserString("ToolTipType", "ItemPtr");
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spellBox->setUserData(item);
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spellImage->setImageTexture("textures\\menu_icon_magic_mini.dds");
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MyGUI::ImageBox* itemBox = spellImage->createWidgetReal<MyGUI::ImageBox>("ImageBox", MyGUI::FloatCoord(0,0,1,1)
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, MyGUI::Align::Stretch);
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std::string path = std::string("icons\\");
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path+=MWWorld::Class::get(item).getInventoryIcon(item);
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Widgets::fixTexturePath(path);
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itemBox->setImageTexture(path);
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itemBox->setNeedMouseFocus(false);
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}
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void HUD::setSelectedWeapon(const MWWorld::Ptr& item, int durabilityPercent)
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{
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std::string itemName = MWWorld::Class::get(item).getName(item);
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if (itemName != mWeaponName)
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{
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mWeaponSpellTimer = 5.0f;
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mWeaponName = itemName;
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mWeaponSpellBox->setCaption(mWeaponName);
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mWeaponSpellBox->setVisible(true);
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}
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weapBox->setUserString("ToolTipType", "ItemPtr");
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weapBox->setUserData(item);
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weapStatus->setProgressRange(100);
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weapStatus->setProgressPosition(durabilityPercent);
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if (weapImage->getChildCount())
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MyGUI::Gui::getInstance().destroyWidget(weapImage->getChildAt(0));
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std::string path = std::string("icons\\");
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path+=MWWorld::Class::get(item).getInventoryIcon(item);
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Widgets::fixTexturePath(path);
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if (MWWorld::Class::get(item).getEnchantment(item) != "")
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{
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weapImage->setImageTexture("textures\\menu_icon_magic_mini.dds");
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MyGUI::ImageBox* itemBox = weapImage->createWidgetReal<MyGUI::ImageBox>("ImageBox", MyGUI::FloatCoord(0,0,1,1)
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, MyGUI::Align::Stretch);
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itemBox->setImageTexture(path);
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itemBox->setNeedMouseFocus(false);
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}
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else
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weapImage->setImageTexture(path);
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}
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void HUD::unsetSelectedSpell()
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{
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std::string spellName = "#{sNone}";
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if (spellName != mSpellName)
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{
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mWeaponSpellTimer = 5.0f;
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mSpellName = spellName;
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mWeaponSpellBox->setCaptionWithReplacing(mSpellName);
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mWeaponSpellBox->setVisible(true);
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}
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if (spellImage->getChildCount())
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MyGUI::Gui::getInstance().destroyWidget(spellImage->getChildAt(0));
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spellStatus->setProgressRange(100);
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spellStatus->setProgressPosition(0);
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spellImage->setImageTexture("");
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spellBox->clearUserStrings();
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}
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void HUD::unsetSelectedWeapon()
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{
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std::string itemName = "#{sSkillHandtohand}";
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if (itemName != mWeaponName)
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{
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mWeaponSpellTimer = 5.0f;
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mWeaponName = itemName;
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mWeaponSpellBox->setCaptionWithReplacing(mWeaponName);
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mWeaponSpellBox->setVisible(true);
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}
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if (weapImage->getChildCount())
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MyGUI::Gui::getInstance().destroyWidget(weapImage->getChildAt(0));
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weapStatus->setProgressRange(100);
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weapStatus->setProgressPosition(0);
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weapImage->setImageTexture("icons\\k\\stealth_handtohand.dds");
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weapBox->clearUserStrings();
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}
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@ -3,6 +3,7 @@
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#include <openengine/gui/layout.hpp>
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#include "../mwmechanics/stat.hpp"
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#include "../mwworld/ptr.hpp"
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namespace MWGui
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{
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@ -12,10 +13,6 @@ namespace MWGui
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{
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public:
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HUD(int width, int height, int fpsLevel, DragAndDrop* dragAndDrop);
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void setWeapIcon(const char *str);
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void setSpellIcon(const char *str);
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void setWeapStatus(int s, int smax);
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void setSpellStatus(int s, int smax);
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void setEffect(const char *img);
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void setValue (const std::string& id, const MWMechanics::DynamicStat<int>& value);
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void setFPS(float fps);
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@ -25,6 +22,12 @@ namespace MWGui
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void setBottomRightVisibility(bool effectBoxVisible, bool minimapVisible);
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void setFpsLevel(const int level);
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void setSelectedSpell(const std::string& spellId, int successChancePercent);
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void setSelectedEnchantItem(const MWWorld::Ptr& item, int chargePercent);
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void setSelectedWeapon(const MWWorld::Ptr& item, int durabilityPercent);
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void unsetSelectedSpell();
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void unsetSelectedWeapon();
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void onFrame(float dt);
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void onResChange(int width, int height);
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@ -41,6 +44,7 @@ namespace MWGui
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MyGUI::ImageBox* compass;
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MyGUI::ImageBox* crosshair;
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MyGUI::TextBox* mCellNameBox;
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MyGUI::TextBox* mWeaponSpellBox;
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MyGUI::WidgetPtr fpsbox;
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MyGUI::TextBox* fpscounter;
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@ -58,6 +62,10 @@ namespace MWGui
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std::string mCellName;
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float mCellNameTimer;
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std::string mWeaponName;
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std::string mSpellName;
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float mWeaponSpellTimer;
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bool mMapVisible;
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void onWorldClicked(MyGUI::Widget* _sender);
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@ -188,6 +188,15 @@ namespace MWGui
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mWindowManager.setDragDrop(false);
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drawItems();
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// update selected weapon icon
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MWWorld::InventoryStore& invStore = MWWorld::Class::get(mPtr).getInventoryStore(mPtr);
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MWWorld::ContainerStoreIterator weaponSlot = invStore.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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if (weaponSlot == invStore.end())
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mWindowManager.unsetSelectedWeapon();
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else
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mWindowManager.setSelectedWeapon(*weaponSlot, 100); /// \todo track weapon durability
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}
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}
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@ -266,5 +275,14 @@ namespace MWGui
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// update the spell window just in case new enchanted items were added to inventory
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if (mWindowManager.getSpellWindow())
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mWindowManager.getSpellWindow()->updateSpells();
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// update selected weapon icon
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MWWorld::InventoryStore& invStore = MWWorld::Class::get(mPtr).getInventoryStore(mPtr);
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MWWorld::ContainerStoreIterator weaponSlot = invStore.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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if (weaponSlot == invStore.end())
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mWindowManager.unsetSelectedWeapon();
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else
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mWindowManager.setSelectedWeapon(*weaponSlot, 100); /// \todo track weapon durability
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}
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}
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@ -110,6 +110,8 @@ namespace MWGui
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if (!allowSelectedItem)
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{
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store.setSelectedEnchantItem(store.end());
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spells.setSelectedSpell("");
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mWindowManager.unsetSelectedSpell();
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selectedItem = MWWorld::Ptr();
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}
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}
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@ -366,12 +368,14 @@ namespace MWGui
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store.setSelectedEnchantItem(it);
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spells.setSelectedSpell("");
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mWindowManager.setSelectedEnchantItem(item, 100); /// \todo track charge %
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updateSpells();
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}
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void SpellWindow::onSpellSelected(MyGUI::Widget* _sender)
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{
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std::string spellId = _sender->getUserString("Spell");
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MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayer().getPlayer();
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MWMechanics::CreatureStats& stats = MWWorld::Class::get(player).getCreatureStats(player);
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MWWorld::InventoryStore& store = MWWorld::Class::get(player).getInventoryStore(player);
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@ -380,7 +384,7 @@ namespace MWGui
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if (MyGUI::InputManager::getInstance().isShiftPressed())
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{
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// delete spell, if allowed
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const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().spells.find(_sender->getUserString("Spell"));
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const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().spells.find(spellId);
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if (spell->data.flags & ESM::Spell::F_Always
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|| spell->data.type == ESM::Spell::ST_Power)
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{
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@ -389,7 +393,7 @@ namespace MWGui
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else
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{
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// ask for confirmation
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mSpellToDelete = _sender->getUserString("Spell");
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mSpellToDelete = spellId;
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ConfirmationDialog* dialog = mWindowManager.getConfirmationDialog();
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std::string question = mWindowManager.getGameSettingString("sQuestionDeleteSpell", "Delete %s?");
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question = boost::str(boost::format(question) % spell->name);
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@ -401,8 +405,9 @@ namespace MWGui
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}
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else
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{
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spells.setSelectedSpell(_sender->getUserString("Spell"));
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spells.setSelectedSpell(spellId);
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store.setSelectedEnchantItem(store.end());
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mWindowManager.setSelectedSpell(spellId, int(MWMechanics::getSpellSuccessChance(spellId, player)));
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}
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updateSpells();
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@ -430,6 +435,12 @@ namespace MWGui
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MWMechanics::CreatureStats& stats = MWWorld::Class::get(player).getCreatureStats(player);
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MWMechanics::Spells& spells = stats.mSpells;
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if (spells.getSelectedSpell() == mSpellToDelete)
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{
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spells.setSelectedSpell("");
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mWindowManager.unsetSelectedSpell();
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}
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spells.remove(mSpellToDelete);
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updateSpells();
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@ -402,7 +402,6 @@ IntSize ToolTips::createToolTip(const MWGui::ToolTipInfo& info)
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TextBox* chargeText = enchantArea->createWidget<TextBox>("SandText", IntCoord(0, 0, 10, 18), Align::Default, "ToolTipEnchantChargeText");
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chargeText->setCaption(store.gameSettings.search("sCharges")->str);
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chargeText->setProperty("Static", "true");
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const int chargeTextWidth = chargeText->getTextSize().width + 5;
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const int chargeAndTextWidth = chargeWidth + chargeTextWidth;
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@ -104,6 +104,8 @@ namespace MWGui
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ContainerBase::openContainer(actor);
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updateLabels();
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drawItems();
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}
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void TradeWindow::onFilterChanged(MyGUI::Widget* _sender)
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@ -674,3 +674,28 @@ void WindowManager::removeGuiMode(GuiMode mode)
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updateVisible();
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}
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void WindowManager::setSelectedSpell(const std::string& spellId, int successChancePercent)
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{
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hud->setSelectedSpell(spellId, successChancePercent);
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}
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void WindowManager::setSelectedEnchantItem(const MWWorld::Ptr& item, int chargePercent)
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{
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hud->setSelectedEnchantItem(item, chargePercent);
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}
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void WindowManager::setSelectedWeapon(const MWWorld::Ptr& item, int durabilityPercent)
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{
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hud->setSelectedWeapon(item, durabilityPercent);
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}
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void WindowManager::unsetSelectedSpell()
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{
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hud->unsetSelectedSpell();
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}
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void WindowManager::unsetSelectedWeapon()
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{
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hud->unsetSelectedWeapon();
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}
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@ -204,6 +204,12 @@ namespace MWGui
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void setWeaponVisibility(bool visible);
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void setSpellVisibility(bool visible);
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void setSelectedSpell(const std::string& spellId, int successChancePercent);
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void setSelectedEnchantItem(const MWWorld::Ptr& item, int chargePercent);
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void setSelectedWeapon(const MWWorld::Ptr& item, int durabilityPercent);
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void unsetSelectedSpell();
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void unsetSelectedWeapon();
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template<typename T>
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void removeDialog(T*& dialog); ///< Casts to OEngine::GUI::Layout and calls removeDialog, then resets pointer to nullptr.
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void removeDialog(OEngine::GUI::Layout* dialog); ///< Hides dialog and schedules dialog to be deleted.
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@ -4,30 +4,14 @@
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#include "../mwworld/ptr.hpp"
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#include "../mwworld/world.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwmechanics/creaturestats.hpp"
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#include "npcstats.hpp"
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namespace MWMechanics
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{
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// UESP wiki / Morrowind/Spells:
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// 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
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/**
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* @param spellId ID of spell
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* @param actor calculate spell success chance for this actor (depends on actor's skills)
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* @attention actor has to be an NPC and not a creature!
|
||||
* @return success chance from 0 to 100 (in percent)
|
||||
*/
|
||||
float getSpellSuccessChance (const std::string& spellId, const MWWorld::Ptr& actor)
|
||||
inline int spellSchoolToSkill(int school)
|
||||
{
|
||||
const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().spells.find(spellId);
|
||||
|
||||
if (spell->data.flags & ESM::Spell::F_Always) // spells with this flag always succeed (usually birthsign spells)
|
||||
return 100.0;
|
||||
|
||||
NpcStats& stats = MWWorld::Class::get(actor).getNpcStats(actor);
|
||||
CreatureStats& creatureStats = MWWorld::Class::get(actor).getCreatureStats(actor);
|
||||
|
||||
std::map<int, int> schoolSkillMap; // maps spell school to skill id
|
||||
schoolSkillMap[0] = 11; // alteration
|
||||
schoolSkillMap[1] = 13; // conjuration
|
||||
|
@ -35,33 +19,65 @@ namespace MWMechanics
|
|||
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 std::string& spellId, const MWWorld::Ptr& actor)
|
||||
{
|
||||
const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().spells.find(spellId);
|
||||
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->effects.list;
|
||||
int skill = -1;
|
||||
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().magicEffects.find(it->effectID);
|
||||
int school = effect->data.school;
|
||||
assert(schoolSkillMap.find(school) != schoolSkillMap.end());
|
||||
int _skillLevel = stats.mSkill[schoolSkillMap[school]].getModified();
|
||||
int _school = effect->data.school;
|
||||
int _skillLevel = stats.mSkill[spellSchoolToSkill(_school)].getModified();
|
||||
|
||||
if (skill == -1)
|
||||
if (school == -1)
|
||||
{
|
||||
skill = schoolSkillMap[school];
|
||||
school = _school;
|
||||
skillLevel = _skillLevel;
|
||||
}
|
||||
else if (_skillLevel < skillLevel)
|
||||
{
|
||||
skill = schoolSkillMap[school];
|
||||
school = _school;
|
||||
skillLevel = _skillLevel;
|
||||
}
|
||||
}
|
||||
|
||||
return school;
|
||||
}
|
||||
|
||||
|
||||
// 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 spellId ID of spell
|
||||
* @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 std::string& spellId, const MWWorld::Ptr& actor)
|
||||
{
|
||||
const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().spells.find(spellId);
|
||||
|
||||
if (spell->data.flags & ESM::Spell::F_Always // spells with this flag always succeed (usually birthsign spells)
|
||||
|| spell->data.type == ESM::Spell::ST_Power) // powers always succeed, but can be cast only once per day
|
||||
return 100.0;
|
||||
|
||||
NpcStats& stats = MWWorld::Class::get(actor).getNpcStats(actor);
|
||||
CreatureStats& creatureStats = MWWorld::Class::get(actor).getCreatureStats(actor);
|
||||
|
||||
int skillLevel = stats.mSkill[getSpellSchool(spellId, actor)].getModified();
|
||||
|
||||
// Sound magic effect (reduces spell casting chance)
|
||||
int soundMagnitude = creatureStats.mMagicEffects.get (MWMechanics::EffectKey (48)).mMagnitude;
|
||||
|
||||
|
|
|
@ -28,6 +28,14 @@
|
|||
</Widget>
|
||||
</Widget>
|
||||
|
||||
<!-- Equipped weapon/selected spell name display for a few seconds after it changes -->
|
||||
<Widget type="TextBox" skin="SandText" position="13 118 270 24" name="WeaponSpellName" align="Left Bottom HStretch">
|
||||
<Property key="Visible" value="false"/>
|
||||
<Property key="TextAlign" value="Left"/>
|
||||
<Property key="TextShadow" value="true"/>
|
||||
<Property key="TextShadowColour" value="0 0 0"/>
|
||||
</Widget>
|
||||
|
||||
<!-- Equipped weapon box -->
|
||||
<Widget type="Button" skin="" position="82 146 36 41" align="Left Bottom" name="WeapBox">
|
||||
<Widget type="Widget" skin="HUD_Box" position="0 0 36 36">
|
||||
|
|
Loading…
Reference in a new issue