forked from mirror/openmw-tes3mp
commit
8f335b3484
7 changed files with 171 additions and 73 deletions
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@ -323,6 +323,9 @@ namespace MWClass
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if (MWMechanics::blockMeleeAttack(ptr, victim, weapon, damage, attackStrength))
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damage = 0;
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if (victim == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState())
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damage = 0;
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MWMechanics::diseaseContact(victim, ptr);
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victim.getClass().onHit(victim, damage, healthdmg, weapon, ptr, hitPosition, true);
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@ -371,6 +374,11 @@ namespace MWClass
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ptr.getRefData().getLocals().setVarByInt(script, "onpchitme", 1);
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}
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bool godmode = object == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState();
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if (godmode)
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damage = 0;
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if (!successful)
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{
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// Missed
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@ -405,7 +413,7 @@ namespace MWClass
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if(ishealth)
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{
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if (!attacker.isEmpty())
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if (!attacker.isEmpty() && !godmode)
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{
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damage = scaleDamage(damage, attacker, ptr);
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MWBase::Environment::get().getWorld()->spawnBloodEffect(ptr, hitPosition);
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@ -651,6 +651,9 @@ namespace MWClass
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if (MWMechanics::blockMeleeAttack(ptr, victim, weapon, damage, attackStrength))
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damage = 0;
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if (victim == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState())
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damage = 0;
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MWMechanics::diseaseContact(victim, ptr);
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othercls.onHit(victim, damage, healthdmg, weapon, ptr, hitPosition, true);
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@ -717,6 +720,11 @@ namespace MWClass
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if (damage < 0.001f)
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damage = 0;
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bool godmode = ptr == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState();
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if (godmode)
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damage = 0;
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if (damage > 0.0f && !attacker.isEmpty())
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{
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// 'ptr' is losing health. Play a 'hit' voiced dialog entry if not already saying
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@ -802,7 +810,7 @@ namespace MWClass
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if (ishealth)
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{
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if (!attacker.isEmpty())
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if (!attacker.isEmpty() && !godmode)
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damage = scaleDamage(damage, attacker, ptr);
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if (damage > 0.0f)
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@ -815,7 +815,10 @@ namespace MWMechanics
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timeLeft = 0.0f;
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stats.setTimeToStartDrowning(timeLeft);
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}
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if(timeLeft == 0.0f)
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bool godmode = ptr == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState();
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if(timeLeft == 0.0f && !godmode)
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{
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// If drowning, apply 3 points of damage per second
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static const float fSuffocationDamage = world->getStore().get<ESM::GameSetting>().find("fSuffocationDamage")->getFloat();
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@ -1574,6 +1574,8 @@ void CharacterController::update(float duration)
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updateMagicEffects();
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bool godmode = mPtr == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState();
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if(!cls.isActor())
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updateAnimQueue();
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else if(!cls.getCreatureStats(mPtr).isDead())
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@ -1691,8 +1693,12 @@ void CharacterController::update(float duration)
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}
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fatigueLoss *= duration;
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DynamicStat<float> fatigue = cls.getCreatureStats(mPtr).getFatigue();
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fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss, fatigue.getCurrent() < 0);
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cls.getCreatureStats(mPtr).setFatigue(fatigue);
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if (!godmode)
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{
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fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss, fatigue.getCurrent() < 0);
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cls.getCreatureStats(mPtr).setFatigue(fatigue);
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}
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if(sneak || inwater || flying)
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vec.z() = 0.0f;
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@ -1748,8 +1754,12 @@ void CharacterController::update(float duration)
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if (normalizedEncumbrance > 1)
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normalizedEncumbrance = 1;
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const float fatigueDecrease = fatigueJumpBase + (1 - normalizedEncumbrance) * fatigueJumpMult;
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fatigue.setCurrent(fatigue.getCurrent() - fatigueDecrease);
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cls.getCreatureStats(mPtr).setFatigue(fatigue);
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if (!godmode)
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{
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fatigue.setCurrent(fatigue.getCurrent() - fatigueDecrease);
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cls.getCreatureStats(mPtr).setFatigue(fatigue);
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}
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}
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}
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else if(mJumpState == JumpState_InAir)
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@ -1760,16 +1770,22 @@ void CharacterController::update(float duration)
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float height = cls.getCreatureStats(mPtr).land();
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float healthLost = getFallDamage(mPtr, height);
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bool godmode = mPtr == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState();
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if (healthLost > 0.0f)
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{
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const float fatigueTerm = cls.getCreatureStats(mPtr).getFatigueTerm();
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// inflict fall damages
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DynamicStat<float> health = cls.getCreatureStats(mPtr).getHealth();
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float realHealthLost = static_cast<float>(healthLost * (1.0f - 0.25f * fatigueTerm));
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health.setCurrent(health.getCurrent() - realHealthLost);
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cls.getCreatureStats(mPtr).setHealth(health);
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cls.onHit(mPtr, realHealthLost, true, MWWorld::Ptr(), MWWorld::Ptr(), osg::Vec3f(), true);
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if (!godmode)
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{
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DynamicStat<float> health = cls.getCreatureStats(mPtr).getHealth();
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float realHealthLost = static_cast<float>(healthLost * (1.0f - 0.25f * fatigueTerm));
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health.setCurrent(health.getCurrent() - realHealthLost);
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cls.getCreatureStats(mPtr).setHealth(health);
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cls.onHit(mPtr, realHealthLost, true, MWWorld::Ptr(), MWWorld::Ptr(), osg::Vec3f(), true);
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}
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const int acrobaticsSkill = cls.getSkill(mPtr, ESM::Skill::Acrobatics);
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if (healthLost > (acrobaticsSkill * fatigueTerm))
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@ -327,11 +327,17 @@ namespace MWMechanics
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{
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int weaphealth = weapon.getClass().getItemHealth(weapon);
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const float fWeaponDamageMult = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fWeaponDamageMult")->getFloat();
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float x = std::max(1.f, fWeaponDamageMult * damage);
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bool godmode = attacker == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState();
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weaphealth -= std::min(int(x), weaphealth);
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weapon.getCellRef().setCharge(weaphealth);
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// weapon condition does not degrade when godmode is on
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if (!godmode)
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{
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const float fWeaponDamageMult = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fWeaponDamageMult")->getFloat();
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float x = std::max(1.f, fWeaponDamageMult * damage);
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weaphealth -= std::min(int(x), weaphealth);
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weapon.getCellRef().setCharge(weaphealth);
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}
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// Weapon broken? unequip it
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if (weaphealth == 0)
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@ -405,11 +411,17 @@ namespace MWMechanics
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CreatureStats& stats = attacker.getClass().getCreatureStats(attacker);
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MWMechanics::DynamicStat<float> fatigue = stats.getFatigue();
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const float normalizedEncumbrance = attacker.getClass().getNormalizedEncumbrance(attacker);
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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) * attackStrength * fWeaponFatigueMult;
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fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss);
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stats.setFatigue(fatigue);
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bool godmode = attacker == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState();
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if (!godmode)
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{
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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) * attackStrength * fWeaponFatigueMult;
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fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss);
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stats.setFatigue(fatigue);
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}
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}
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bool isEnvironmentCompatible(const MWWorld::Ptr& attacker, const MWWorld::Ptr& victim)
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@ -46,11 +46,6 @@ namespace MWMechanics
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float getSpellSuccessChance (const ESM::Spell* spell, const MWWorld::Ptr& actor, int* effectiveSchool, bool cap)
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{
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CreatureStats& stats = actor.getClass().getCreatureStats(actor);
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if (stats.getMagicEffects().get(ESM::MagicEffect::Silence).getMagnitude())
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return 0;
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float y = std::numeric_limits<float>::max();
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float lowestSkill = 0;
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@ -80,6 +75,13 @@ namespace MWMechanics
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}
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}
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bool godmode = actor == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState();
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CreatureStats& stats = actor.getClass().getCreatureStats(actor);
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if (stats.getMagicEffects().get(ESM::MagicEffect::Silence).getMagnitude()&& !godmode)
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return 0;
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if (spell->mData.mType == ESM::Spell::ST_Power)
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return stats.getSpells().canUsePower(spell) ? 100 : 0;
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@ -89,6 +91,11 @@ namespace MWMechanics
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if (spell->mData.mFlags & ESM::Spell::F_Always)
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return 100;
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if (godmode)
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{
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return 100;
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}
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float castBonus = -stats.getMagicEffects().get(ESM::MagicEffect::Sound).getMagnitude();
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int actorWillpower = stats.getAttribute(ESM::Attribute::Willpower).getModified();
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@ -709,14 +716,19 @@ namespace MWMechanics
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mStack = false;
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bool godmode = mCaster == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState();
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// Check if there's enough charge left
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if (enchantment->mData.mType == ESM::Enchantment::WhenUsed || enchantment->mData.mType == ESM::Enchantment::WhenStrikes)
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{
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const int castCost = getEffectiveEnchantmentCastCost(static_cast<float>(enchantment->mData.mCost), mCaster);
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int castCost = getEffectiveEnchantmentCastCost(static_cast<float>(enchantment->mData.mCost), mCaster);
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if (item.getCellRef().getEnchantmentCharge() == -1)
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item.getCellRef().setEnchantmentCharge(static_cast<float>(enchantment->mData.mCharge));
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if (godmode)
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castCost = 0;
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if (item.getCellRef().getEnchantmentCharge() < castCost)
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{
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if (mCaster == getPlayer())
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@ -746,8 +758,10 @@ namespace MWMechanics
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if (mCaster == getPlayer())
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mCaster.getClass().skillUsageSucceeded (mCaster, ESM::Skill::Enchant, 1);
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}
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if (enchantment->mData.mType == ESM::Enchantment::CastOnce)
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if (enchantment->mData.mType == ESM::Enchantment::CastOnce && !godmode)
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{
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item.getContainerStore()->remove(item, 1, mCaster);
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}
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else if (enchantment->mData.mType != ESM::Enchantment::WhenStrikes)
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{
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if (mCaster == getPlayer())
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@ -797,44 +811,50 @@ namespace MWMechanics
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int school = 0;
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bool godmode = mCaster == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState();
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if (mCaster.getClass().isActor() && !mAlwaysSucceed)
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{
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school = getSpellSchool(spell, mCaster);
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CreatureStats& stats = mCaster.getClass().getCreatureStats(mCaster);
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// Reduce fatigue (note that in the vanilla game, both GMSTs are 0, and there's no fatigue loss)
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static const float fFatigueSpellBase = store.get<ESM::GameSetting>().find("fFatigueSpellBase")->getFloat();
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static const float fFatigueSpellMult = store.get<ESM::GameSetting>().find("fFatigueSpellMult")->getFloat();
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DynamicStat<float> fatigue = stats.getFatigue();
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const float normalizedEncumbrance = mCaster.getClass().getNormalizedEncumbrance(mCaster);
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float fatigueLoss = spell->mData.mCost * (fFatigueSpellBase + normalizedEncumbrance * fFatigueSpellMult);
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fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss); stats.setFatigue(fatigue);
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bool fail = false;
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// Check success
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if (!(mCaster == getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState()))
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if (!godmode)
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{
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float successChance = getSpellSuccessChance(spell, mCaster);
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if (Misc::Rng::roll0to99() >= successChance)
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// Reduce fatigue (note that in the vanilla game, both GMSTs are 0, and there's no fatigue loss)
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static const float fFatigueSpellBase = store.get<ESM::GameSetting>().find("fFatigueSpellBase")->getFloat();
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static const float fFatigueSpellMult = store.get<ESM::GameSetting>().find("fFatigueSpellMult")->getFloat();
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DynamicStat<float> fatigue = stats.getFatigue();
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const float normalizedEncumbrance = mCaster.getClass().getNormalizedEncumbrance(mCaster);
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float fatigueLoss = spell->mData.mCost * (fFatigueSpellBase + normalizedEncumbrance * fFatigueSpellMult);
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fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss); stats.setFatigue(fatigue);
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bool fail = false;
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// Check success
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if (!(mCaster == getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState()))
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{
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if (mCaster == getPlayer())
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MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicSkillFail}");
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fail = true;
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float successChance = getSpellSuccessChance(spell, mCaster);
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if (Misc::Rng::roll0to99() >= successChance)
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{
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if (mCaster == getPlayer())
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MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicSkillFail}");
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fail = true;
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}
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}
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}
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if (fail)
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{
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// Failure sound
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static const std::string schools[] = {
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"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
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};
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if (fail)
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{
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// Failure sound
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static const std::string schools[] = {
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"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
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};
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MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
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sndMgr->playSound3D(mCaster, "Spell Failure " + schools[school], 1.0f, 1.0f);
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return false;
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MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
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sndMgr->playSound3D(mCaster, "Spell Failure " + schools[school], 1.0f, 1.0f);
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return false;
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}
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}
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// A power can be used once per 24h
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@ -1042,6 +1062,8 @@ namespace MWMechanics
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bool receivedMagicDamage = false;
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bool godmode = actor == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState();
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switch (effectKey.mId)
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{
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case ESM::MagicEffect::DamageAttribute:
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@ -1064,21 +1086,34 @@ namespace MWMechanics
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adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::RestoreHealth, magnitude);
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break;
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case ESM::MagicEffect::DamageHealth:
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receivedMagicDamage = true;
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adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::DamageHealth, -magnitude);
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break;
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if (!godmode)
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{
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receivedMagicDamage = true;
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adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::DamageHealth, -magnitude);
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}
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case ESM::MagicEffect::DamageMagicka:
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case ESM::MagicEffect::DamageFatigue:
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adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::DamageHealth, -magnitude);
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if (!godmode)
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{
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adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::DamageHealth, -magnitude);
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}
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break;
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case ESM::MagicEffect::AbsorbHealth:
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if (magnitude > 0.f)
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receivedMagicDamage = true;
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adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::AbsorbHealth, -magnitude);
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break;
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if (!godmode)
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{
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if (magnitude > 0.f)
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receivedMagicDamage = true;
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adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::AbsorbHealth, -magnitude);
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}
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case ESM::MagicEffect::AbsorbMagicka:
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case ESM::MagicEffect::AbsorbFatigue:
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adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::AbsorbHealth, -magnitude);
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if (!godmode)
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{
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adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::AbsorbHealth, -magnitude);
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}
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break;
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case ESM::MagicEffect::DisintegrateArmor:
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@ -1123,9 +1158,13 @@ namespace MWMechanics
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if (weather > 1)
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damageScale *= fMagicSunBlockedMult;
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adjustDynamicStat(creatureStats, 0, -magnitude * damageScale);
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if (magnitude * damageScale > 0.f)
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receivedMagicDamage = true;
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if (!godmode)
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{
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adjustDynamicStat(creatureStats, 0, -magnitude * damageScale);
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if (magnitude * damageScale > 0.f)
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receivedMagicDamage = true;
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}
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break;
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}
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@ -1134,8 +1173,12 @@ namespace MWMechanics
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case ESM::MagicEffect::FrostDamage:
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case ESM::MagicEffect::Poison:
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{
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adjustDynamicStat(creatureStats, 0, -magnitude);
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receivedMagicDamage = true;
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if (!godmode)
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{
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adjustDynamicStat(creatureStats, 0, -magnitude);
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receivedMagicDamage = true;
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}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
|
|
|
@ -2340,12 +2340,16 @@ namespace MWWorld
|
|||
MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor);
|
||||
if (stats.isDead())
|
||||
continue;
|
||||
|
||||
mPhysics->markAsNonSolid (object);
|
||||
|
||||
if (actor == getPlayerPtr() && MWBase::Environment::get().getWorld()->getGodModeState())
|
||||
return;
|
||||
|
||||
MWMechanics::DynamicStat<float> health = stats.getHealth();
|
||||
health.setCurrent(health.getCurrent()-healthPerSecond*MWBase::Environment::get().getFrameDuration());
|
||||
stats.setHealth(health);
|
||||
|
||||
mPhysics->markAsNonSolid (object);
|
||||
|
||||
if (healthPerSecond > 0.0f)
|
||||
{
|
||||
if (actor == getPlayerPtr())
|
||||
|
@ -2370,12 +2374,16 @@ namespace MWWorld
|
|||
MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor);
|
||||
if (stats.isDead())
|
||||
continue;
|
||||
|
||||
mPhysics->markAsNonSolid (object);
|
||||
|
||||
if (actor == getPlayerPtr() && MWBase::Environment::get().getWorld()->getGodModeState())
|
||||
return;
|
||||
|
||||
MWMechanics::DynamicStat<float> health = stats.getHealth();
|
||||
health.setCurrent(health.getCurrent()-healthPerSecond*MWBase::Environment::get().getFrameDuration());
|
||||
stats.setHealth(health);
|
||||
|
||||
mPhysics->markAsNonSolid (object);
|
||||
|
||||
if (healthPerSecond > 0.0f)
|
||||
{
|
||||
if (actor == getPlayerPtr())
|
||||
|
|
Loading…
Reference in a new issue