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openmw-tes3coop/apps/openmw/mwmechanics/combat.cpp

554 lines
24 KiB
C++

#include "combat.hpp"
#include <components/misc/rng.hpp>
#include <components/settings/settings.hpp>
#include <components/sceneutil/positionattitudetransform.hpp>
/*
Start of tes3mp addition
Include additional headers for multiplayer purposes
*/
#include <components/openmw-mp/Log.hpp>
#include "../mwmp/Main.hpp"
#include "../mwmp/LocalPlayer.hpp"
#include "../mwmp/PlayerList.hpp"
#include "../mwmp/CellController.hpp"
#include "../mwmp/MechanicsHelper.hpp"
/*
End of tes3mp addition
*/
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/soundmanager.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwworld/esmstore.hpp"
#include "npcstats.hpp"
#include "movement.hpp"
#include "spellcasting.hpp"
#include "difficultyscaling.hpp"
#include "actorutil.hpp"
namespace
{
float signedAngleRadians (const osg::Vec3f& v1, const osg::Vec3f& v2, const osg::Vec3f& normal)
{
return std::atan2((normal * (v1 ^ v2)), (v1 * v2));
}
}
namespace MWMechanics
{
bool applyOnStrikeEnchantment(const MWWorld::Ptr& attacker, const MWWorld::Ptr& victim, const MWWorld::Ptr& object, const osg::Vec3f& hitPosition, const bool fromProjectile)
{
std::string enchantmentName = !object.isEmpty() ? object.getClass().getEnchantment(object) : "";
if (!enchantmentName.empty())
{
const ESM::Enchantment* enchantment = MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>().find(
enchantmentName);
if (enchantment->mData.mType == ESM::Enchantment::WhenStrikes)
{
MWMechanics::CastSpell cast(attacker, victim, fromProjectile);
cast.mHitPosition = hitPosition;
cast.cast(object, false);
return true;
}
}
return false;
}
bool blockMeleeAttack(const MWWorld::Ptr &attacker, const MWWorld::Ptr &blocker, const MWWorld::Ptr &weapon, float damage, float attackStrength)
{
if (!blocker.getClass().hasInventoryStore(blocker))
return false;
MWMechanics::CreatureStats& blockerStats = blocker.getClass().getCreatureStats(blocker);
if (blockerStats.getKnockedDown() // Used for both knockout or knockdown
|| blockerStats.getHitRecovery()
|| blockerStats.isParalyzed())
return false;
if (!MWBase::Environment::get().getMechanicsManager()->isReadyToBlock(blocker))
return false;
MWWorld::InventoryStore& inv = blocker.getClass().getInventoryStore(blocker);
MWWorld::ContainerStoreIterator shield = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
if (shield == inv.end() || shield->getTypeName() != typeid(ESM::Armor).name())
return false;
if (!blocker.getRefData().getBaseNode())
return false; // shouldn't happen
float angleDegrees = osg::RadiansToDegrees(
signedAngleRadians (
(attacker.getRefData().getPosition().asVec3() - blocker.getRefData().getPosition().asVec3()),
blocker.getRefData().getBaseNode()->getAttitude() * osg::Vec3f(0,1,0),
osg::Vec3f(0,0,1)));
const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
if (angleDegrees < gmst.find("fCombatBlockLeftAngle")->getFloat())
return false;
if (angleDegrees > gmst.find("fCombatBlockRightAngle")->getFloat())
return false;
MWMechanics::CreatureStats& attackerStats = attacker.getClass().getCreatureStats(attacker);
float blockTerm = blocker.getClass().getSkill(blocker, ESM::Skill::Block) + 0.2f * blockerStats.getAttribute(ESM::Attribute::Agility).getModified()
+ 0.1f * blockerStats.getAttribute(ESM::Attribute::Luck).getModified();
float enemySwing = attackStrength;
float swingTerm = enemySwing * gmst.find("fSwingBlockMult")->getFloat() + gmst.find("fSwingBlockBase")->getFloat();
float blockerTerm = blockTerm * swingTerm;
if (blocker.getClass().getMovementSettings(blocker).mPosition[1] <= 0)
blockerTerm *= gmst.find("fBlockStillBonus")->getFloat();
blockerTerm *= blockerStats.getFatigueTerm();
int attackerSkill = 0;
if (weapon.isEmpty())
attackerSkill = attacker.getClass().getSkill(attacker, ESM::Skill::HandToHand);
else
attackerSkill = attacker.getClass().getSkill(attacker, weapon.getClass().getEquipmentSkill(weapon));
float attackerTerm = attackerSkill + 0.2f * attackerStats.getAttribute(ESM::Attribute::Agility).getModified()
+ 0.1f * attackerStats.getAttribute(ESM::Attribute::Luck).getModified();
attackerTerm *= attackerStats.getFatigueTerm();
int x = int(blockerTerm - attackerTerm);
int iBlockMaxChance = gmst.find("iBlockMaxChance")->getInt();
int iBlockMinChance = gmst.find("iBlockMinChance")->getInt();
x = std::min(iBlockMaxChance, std::max(iBlockMinChance, x));
/*
Start of tes3mp change (major)
Only calculate block chance for LocalPlayers and LocalActors; otherwise,
get the block state from the relevant DedicatedPlayer or DedicatedActor
*/
mwmp::Attack *localAttack = MechanicsHelper::getLocalAttack(attacker);
if (localAttack)
{
localAttack->block = false;
}
mwmp::Attack *dedicatedAttack = MechanicsHelper::getDedicatedAttack(blocker);
if ((dedicatedAttack && dedicatedAttack->block == true) ||
Misc::Rng::roll0to99() < x)
{
if (localAttack)
{
localAttack->block = true;
}
/*
End of tes3mp change (major)
*/
if (!(weapon.isEmpty() && !attacker.getClass().isNpc())) // Unarmed creature attacks don't affect armor condition
{
// Reduce shield durability by incoming damage
int shieldhealth = shield->getClass().getItemHealth(*shield);
shieldhealth -= std::min(shieldhealth, int(damage));
shield->getCellRef().setCharge(shieldhealth);
if (shieldhealth == 0)
inv.unequipItem(*shield, blocker);
}
// Reduce blocker fatigue
const float fFatigueBlockBase = gmst.find("fFatigueBlockBase")->getFloat();
const float fFatigueBlockMult = gmst.find("fFatigueBlockMult")->getFloat();
const float fWeaponFatigueBlockMult = gmst.find("fWeaponFatigueBlockMult")->getFloat();
MWMechanics::DynamicStat<float> fatigue = blockerStats.getFatigue();
float normalizedEncumbrance = blocker.getClass().getNormalizedEncumbrance(blocker);
normalizedEncumbrance = std::min(1.f, normalizedEncumbrance);
float fatigueLoss = fFatigueBlockBase + normalizedEncumbrance * fFatigueBlockMult;
if (!weapon.isEmpty())
fatigueLoss += weapon.getClass().getWeight(weapon) * attackStrength * fWeaponFatigueBlockMult;
fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss);
blockerStats.setFatigue(fatigue);
blockerStats.setBlock(true);
if (blocker == getPlayer())
blocker.getClass().skillUsageSucceeded(blocker, ESM::Skill::Block, 0);
return true;
}
return false;
}
void resistNormalWeapon(const MWWorld::Ptr &actor, const MWWorld::Ptr& attacker, const MWWorld::Ptr &weapon, float &damage)
{
const MWMechanics::MagicEffects& effects = actor.getClass().getCreatureStats(actor).getMagicEffects();
float resistance = std::min(100.f, effects.get(ESM::MagicEffect::ResistNormalWeapons).getMagnitude()
- effects.get(ESM::MagicEffect::WeaknessToNormalWeapons).getMagnitude());
float multiplier = 1.f - resistance / 100.f;
if (!(weapon.get<ESM::Weapon>()->mBase->mData.mFlags & ESM::Weapon::Silver
|| weapon.get<ESM::Weapon>()->mBase->mData.mFlags & ESM::Weapon::Magical))
{
if (weapon.getClass().getEnchantment(weapon).empty()
|| !Settings::Manager::getBool("enchanted weapons are magical", "Game"))
damage *= multiplier;
}
if ((weapon.get<ESM::Weapon>()->mBase->mData.mFlags & ESM::Weapon::Silver)
&& actor.getClass().isNpc() && actor.getClass().getNpcStats(actor).isWerewolf())
damage *= MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fWereWolfSilverWeaponDamageMult")->getFloat();
if (damage == 0 && attacker == getPlayer())
MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicTargetResistsWeapons}");
}
void projectileHit(const MWWorld::Ptr& attacker, const MWWorld::Ptr& victim, MWWorld::Ptr weapon, const MWWorld::Ptr& projectile,
const osg::Vec3f& hitPosition, float attackStrength)
{
/*
Start of tes3mp addition
Ignore projectiles fired by DedicatedPlayers
*/
if (mwmp::PlayerList::isDedicatedPlayer(attacker))
return;
/*
End of tes3mp addition
*/
MWBase::World *world = MWBase::Environment::get().getWorld();
const MWWorld::Store<ESM::GameSetting> &gmst = world->getStore().get<ESM::GameSetting>();
bool validVictim = !victim.isEmpty() && victim.getClass().isActor();
float damage = 0.f;
if (validVictim)
{
if (attacker == getPlayer())
MWBase::Environment::get().getWindowManager()->setEnemy(victim);
int weaponSkill = ESM::Skill::Marksman;
if (!weapon.isEmpty())
weaponSkill = weapon.getClass().getEquipmentSkill(weapon);
int skillValue = attacker.getClass().getSkill(attacker, weapon.getClass().getEquipmentSkill(weapon));
/*
Start of tes3mp addition
Mark this as a successful attack for LocalPlayer unless proven otherwise
*/
if (attacker == MWBase::Environment::get().getWorld()->getPlayerPtr())
mwmp::Main::get().getLocalPlayer()->attack.success = true;
/*
End of tes3mp addition
*/
if (Misc::Rng::roll0to99() >= getHitChance(attacker, victim, skillValue))
{
/*
Start of tes3mp addition
Mark this as a failed attack for LocalPlayer now that the hit roll
has failed
*/
if (attacker == getPlayer())
mwmp::Main::get().getLocalPlayer()->attack.success = false;
/*
End of tes3mp addition
*/
victim.getClass().onHit(victim, damage, false, projectile, attacker, osg::Vec3f(), false);
MWMechanics::reduceWeaponCondition(damage, false, weapon, attacker);
return;
}
const unsigned char* attack = weapon.get<ESM::Weapon>()->mBase->mData.mChop;
damage = attack[0] + ((attack[1] - attack[0]) * attackStrength); // Bow/crossbow damage
// Arrow/bolt damage
// NB in case of thrown weapons, we are applying the damage twice since projectile == weapon
attack = projectile.get<ESM::Weapon>()->mBase->mData.mChop;
damage += attack[0] + ((attack[1] - attack[0]) * attackStrength);
adjustWeaponDamage(damage, weapon, attacker);
if (attacker == getPlayer())
{
attacker.getClass().skillUsageSucceeded(attacker, weaponSkill, 0);
const MWMechanics::AiSequence& sequence = victim.getClass().getCreatureStats(victim).getAiSequence();
bool unaware = !sequence.isInCombat()
&& !MWBase::Environment::get().getMechanicsManager()->awarenessCheck(attacker, victim);
if (unaware)
{
damage *= gmst.find("fCombatCriticalStrikeMult")->getFloat();
MWBase::Environment::get().getWindowManager()->messageBox("#{sTargetCriticalStrike}");
MWBase::Environment::get().getSoundManager()->playSound3D(victim, "critical damage", 1.0f, 1.0f);
}
}
if (victim.getClass().getCreatureStats(victim).getKnockedDown())
damage *= gmst.find("fCombatKODamageMult")->getFloat();
}
reduceWeaponCondition(damage, validVictim, weapon, attacker);
// Apply "On hit" effect of the weapon & projectile
/*
Start of tes3mp change (minor)
Track whether the strike enchantment is successful for attacks by the
LocalPlayer or LocalActors for both their weapon and projectile
*/
mwmp::Attack *localAttack = MechanicsHelper::getLocalAttack(attacker);
bool appliedEnchantment = applyOnStrikeEnchantment(attacker, victim, weapon, hitPosition, true);
if (localAttack)
localAttack->applyWeaponEnchantment = appliedEnchantment;
if (weapon != projectile)
appliedEnchantment = applyOnStrikeEnchantment(attacker, victim, projectile, hitPosition, true);
if (localAttack)
localAttack->applyProjectileEnchantment = appliedEnchantment;
/*
End of tes3mp change (minor)
*/
if (validVictim)
{
// Non-enchanted arrows shot at enemies have a chance to turn up in their inventory
if (victim != getPlayer() && !appliedEnchantment)
{
float fProjectileThrownStoreChance = gmst.find("fProjectileThrownStoreChance")->getFloat();
if (Misc::Rng::rollProbability() < fProjectileThrownStoreChance / 100.f)
victim.getClass().getContainerStore(victim).add(projectile, 1, victim);
}
victim.getClass().onHit(victim, damage, true, projectile, attacker, hitPosition, true);
}
}
float getHitChance(const MWWorld::Ptr &attacker, const MWWorld::Ptr &victim, int skillValue)
{
MWMechanics::CreatureStats &stats = attacker.getClass().getCreatureStats(attacker);
const MWMechanics::MagicEffects &mageffects = stats.getMagicEffects();
MWBase::World *world = MWBase::Environment::get().getWorld();
const MWWorld::Store<ESM::GameSetting> &gmst = world->getStore().get<ESM::GameSetting>();
float defenseTerm = 0;
MWMechanics::CreatureStats& victimStats = victim.getClass().getCreatureStats(victim);
if (victimStats.getFatigue().getCurrent() >= 0)
{
// Maybe we should keep an aware state for actors updated every so often instead of testing every time
bool unaware = (!victimStats.getAiSequence().isInCombat())
&& (attacker == getPlayer())
&& (!MWBase::Environment::get().getMechanicsManager()->awarenessCheck(attacker, victim));
if (!(victimStats.getKnockedDown() ||
victimStats.isParalyzed()
|| unaware ))
{
defenseTerm = victimStats.getEvasion();
}
defenseTerm += std::min(100.f,
gmst.find("fCombatInvisoMult")->getFloat() *
victimStats.getMagicEffects().get(ESM::MagicEffect::Chameleon).getMagnitude());
defenseTerm += std::min(100.f,
gmst.find("fCombatInvisoMult")->getFloat() *
victimStats.getMagicEffects().get(ESM::MagicEffect::Invisibility).getMagnitude());
}
float attackTerm = skillValue +
(stats.getAttribute(ESM::Attribute::Agility).getModified() / 5.0f) +
(stats.getAttribute(ESM::Attribute::Luck).getModified() / 10.0f);
attackTerm *= stats.getFatigueTerm();
attackTerm += mageffects.get(ESM::MagicEffect::FortifyAttack).getMagnitude() -
mageffects.get(ESM::MagicEffect::Blind).getMagnitude();
return round(attackTerm - defenseTerm);
}
void applyElementalShields(const MWWorld::Ptr &attacker, const MWWorld::Ptr &victim)
{
for (int i=0; i<3; ++i)
{
float magnitude = victim.getClass().getCreatureStats(victim).getMagicEffects().get(ESM::MagicEffect::FireShield+i).getMagnitude();
if (!magnitude)
continue;
CreatureStats& attackerStats = attacker.getClass().getCreatureStats(attacker);
float saveTerm = attacker.getClass().getSkill(attacker, ESM::Skill::Destruction)
+ 0.2f * attackerStats.getAttribute(ESM::Attribute::Willpower).getModified()
+ 0.1f * attackerStats.getAttribute(ESM::Attribute::Luck).getModified();
float fatigueMax = attackerStats.getFatigue().getModified();
float fatigueCurrent = attackerStats.getFatigue().getCurrent();
float normalisedFatigue = floor(fatigueMax)==0 ? 1 : std::max (0.0f, (fatigueCurrent/fatigueMax));
saveTerm *= 1.25f * normalisedFatigue;
float x = std::max(0.f, saveTerm - Misc::Rng::roll0to99());
int element = ESM::MagicEffect::FireDamage;
if (i == 1)
element = ESM::MagicEffect::ShockDamage;
if (i == 2)
element = ESM::MagicEffect::FrostDamage;
float elementResistance = MWMechanics::getEffectResistanceAttribute(element, &attackerStats.getMagicEffects());
x = std::min(100.f, x + elementResistance);
static const float fElementalShieldMult = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fElementalShieldMult")->getFloat();
x = fElementalShieldMult * magnitude * (1.f - 0.01f * x);
// Note swapped victim and attacker, since the attacker takes the damage here.
x = scaleDamage(x, victim, attacker);
MWMechanics::DynamicStat<float> health = attackerStats.getHealth();
health.setCurrent(health.getCurrent() - x);
attackerStats.setHealth(health);
}
}
void reduceWeaponCondition(float damage, bool hit, MWWorld::Ptr &weapon, const MWWorld::Ptr &attacker)
{
if (weapon.isEmpty())
return;
if (!hit)
damage = 0.f;
const bool weaphashealth = weapon.getClass().hasItemHealth(weapon);
if(weaphashealth)
{
int weaphealth = weapon.getClass().getItemHealth(weapon);
bool godmode = attacker == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState();
// weapon condition does not degrade when godmode is on
if (!godmode)
{
const float fWeaponDamageMult = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fWeaponDamageMult")->getFloat();
float x = std::max(1.f, fWeaponDamageMult * damage);
weaphealth -= std::min(int(x), weaphealth);
weapon.getCellRef().setCharge(weaphealth);
}
// Weapon broken? unequip it
if (weaphealth == 0)
weapon = *attacker.getClass().getInventoryStore(attacker).unequipItem(weapon, attacker);
}
}
void adjustWeaponDamage(float &damage, const MWWorld::Ptr &weapon, const MWWorld::Ptr& attacker)
{
if (weapon.isEmpty())
return;
const bool weaphashealth = weapon.getClass().hasItemHealth(weapon);
if(weaphashealth)
{
int weaphealth = weapon.getClass().getItemHealth(weapon);
int weapmaxhealth = weapon.getClass().getItemMaxHealth(weapon);
damage *= (float(weaphealth) / weapmaxhealth);
}
static const float fDamageStrengthBase = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>()
.find("fDamageStrengthBase")->getFloat();
static const float fDamageStrengthMult = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>()
.find("fDamageStrengthMult")->getFloat();
damage *= fDamageStrengthBase +
(attacker.getClass().getCreatureStats(attacker).getAttribute(ESM::Attribute::Strength).getModified() * fDamageStrengthMult * 0.1f);
}
void getHandToHandDamage(const MWWorld::Ptr &attacker, const MWWorld::Ptr &victim, float &damage, bool &healthdmg, float attackStrength)
{
// Note: MCP contains an option to include Strength in hand-to-hand damage
// calculations. Some mods recommend using it, so we may want to include an
// option for it.
const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
float minstrike = store.get<ESM::GameSetting>().find("fMinHandToHandMult")->getFloat();
float maxstrike = store.get<ESM::GameSetting>().find("fMaxHandToHandMult")->getFloat();
damage = static_cast<float>(attacker.getClass().getSkill(attacker, ESM::Skill::HandToHand));
damage *= minstrike + ((maxstrike-minstrike)*attackStrength);
MWMechanics::CreatureStats& otherstats = victim.getClass().getCreatureStats(victim);
healthdmg = otherstats.isParalyzed()
|| otherstats.getKnockedDown();
bool isWerewolf = (attacker.getClass().isNpc() && attacker.getClass().getNpcStats(attacker).isWerewolf());
if(isWerewolf)
{
healthdmg = true;
// GLOB instead of GMST because it gets updated during a quest
damage *= MWBase::Environment::get().getWorld()->getGlobalFloat("werewolfclawmult");
}
if(healthdmg)
damage *= store.get<ESM::GameSetting>().find("fHandtoHandHealthPer")->getFloat();
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
if(isWerewolf)
{
const ESM::Sound *sound = store.get<ESM::Sound>().searchRandom("WolfHit");
if(sound)
sndMgr->playSound3D(victim, sound->mId, 1.0f, 1.0f);
}
else
sndMgr->playSound3D(victim, "Hand To Hand Hit", 1.0f, 1.0f);
}
void applyFatigueLoss(const MWWorld::Ptr &attacker, const MWWorld::Ptr &weapon, float attackStrength)
{
// somewhat of a guess, but using the weapon weight makes sense
const MWWorld::Store<ESM::GameSetting>& store = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
const float fFatigueAttackBase = store.find("fFatigueAttackBase")->getFloat();
const float fFatigueAttackMult = store.find("fFatigueAttackMult")->getFloat();
const float fWeaponFatigueMult = store.find("fWeaponFatigueMult")->getFloat();
CreatureStats& stats = attacker.getClass().getCreatureStats(attacker);
MWMechanics::DynamicStat<float> fatigue = stats.getFatigue();
const float normalizedEncumbrance = attacker.getClass().getNormalizedEncumbrance(attacker);
bool godmode = attacker == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState();
if (!godmode)
{
float fatigueLoss = fFatigueAttackBase + normalizedEncumbrance * fFatigueAttackMult;
if (!weapon.isEmpty())
fatigueLoss += weapon.getClass().getWeight(weapon) * attackStrength * fWeaponFatigueMult;
fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss);
stats.setFatigue(fatigue);
}
}
float getFightDistanceBias(const MWWorld::Ptr& actor1, const MWWorld::Ptr& actor2)
{
osg::Vec3f pos1 (actor1.getRefData().getPosition().asVec3());
osg::Vec3f pos2 (actor2.getRefData().getPosition().asVec3());
float d = (pos1 - pos2).length();
static const int iFightDistanceBase = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(
"iFightDistanceBase")->getInt();
static const float fFightDistanceMultiplier = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(
"fFightDistanceMultiplier")->getFloat();
return (iFightDistanceBase - fFightDistanceMultiplier * d);
}
}