#include "magiceffects.hpp" #include "esmstore.hpp" #include #include #include #include #include #include #include #include #include "../mwbase/environment.hpp" #include "../mwmechanics/magiceffects.hpp" namespace { template void getEnchantedItem(const ESM::RefId& id, ESM::RefId& enchantment, std::string& itemName) { const T* item = MWBase::Environment::get().getESMStore()->get().search(id); if (item) { enchantment = item->mEnchant; itemName = item->mName; } } } namespace MWWorld { void convertMagicEffects(ESM::CreatureStats& creatureStats, ESM::InventoryState& inventory, ESM::NpcStats* npcStats) { const auto& store = *MWBase::Environment::get().getESMStore(); // Convert corprus to format 10 for (const auto& [id, oldStats] : creatureStats.mSpells.mCorprusSpells) { const ESM::Spell* spell = store.get().search(id); if (!spell) continue; ESM::CreatureStats::CorprusStats stats; stats.mNextWorsening = oldStats.mNextWorsening; stats.mWorsenings.fill(0); for (auto& effect : spell->mEffects.mList) { if (effect.mEffectID == ESM::MagicEffect::DrainAttribute) stats.mWorsenings[effect.mAttribute] = oldStats.mWorsenings; } creatureStats.mCorprusSpells[id] = stats; } // Convert to format 17 for (const auto& [id, oldParams] : creatureStats.mSpells.mSpellParams) { const ESM::Spell* spell = store.get().search(id); if (!spell || spell->mData.mType == ESM::Spell::ST_Spell || spell->mData.mType == ESM::Spell::ST_Power) continue; ESM::ActiveSpells::ActiveSpellParams params; params.mId = id; params.mDisplayName = spell->mName; params.mCasterActorId = creatureStats.mActorId; if (spell->mData.mType == ESM::Spell::ST_Ability) params.mType = ESM::ActiveSpells::Type_Ability; else params.mType = ESM::ActiveSpells::Type_Permanent; params.mWorsenings = -1; params.mNextWorsening = ESM::TimeStamp(); int effectIndex = 0; for (const auto& enam : spell->mEffects.mList) { if (oldParams.mPurgedEffects.find(effectIndex) == oldParams.mPurgedEffects.end()) { ESM::ActiveEffect effect; effect.mEffectId = enam.mEffectID; effect.mArg = MWMechanics::EffectKey(enam).mArg; effect.mDuration = -1; effect.mTimeLeft = -1; effect.mEffectIndex = effectIndex; auto rand = oldParams.mEffectRands.find(effectIndex); if (rand != oldParams.mEffectRands.end()) { float magnitude = (enam.mMagnMax - enam.mMagnMin) * rand->second + enam.mMagnMin; effect.mMagnitude = magnitude; effect.mMinMagnitude = magnitude; effect.mMaxMagnitude = magnitude; // Prevent recalculation of resistances and don't reflect or absorb the effect effect.mFlags = ESM::ActiveEffect::Flag_Ignore_Resistances | ESM::ActiveEffect::Flag_Ignore_Reflect | ESM::ActiveEffect::Flag_Ignore_SpellAbsorption; } else { effect.mMagnitude = 0.f; effect.mMinMagnitude = enam.mMagnMin; effect.mMaxMagnitude = enam.mMagnMax; effect.mFlags = ESM::ActiveEffect::Flag_None; } params.mEffects.emplace_back(effect); } effectIndex++; } creatureStats.mActiveSpells.mSpells.emplace_back(params); } std::multimap equippedItems; for (std::size_t i = 0; i < inventory.mItems.size(); ++i) { const ESM::ObjectState& item = inventory.mItems[i]; auto slot = inventory.mEquipmentSlots.find(i); if (slot != inventory.mEquipmentSlots.end()) equippedItems.emplace(item.mRef.mRefID, slot->second); } for (const auto& [id, oldMagnitudes] : inventory.mPermanentMagicEffectMagnitudes) { ESM::RefId eId; std::string name; switch (store.find(id)) { case ESM::REC_ARMO: getEnchantedItem(id, eId, name); break; case ESM::REC_CLOT: getEnchantedItem(id, eId, name); break; case ESM::REC_WEAP: getEnchantedItem(id, eId, name); break; } if (eId.empty()) continue; const ESM::Enchantment* enchantment = store.get().search(eId); if (!enchantment) continue; ESM::ActiveSpells::ActiveSpellParams params; params.mId = id; params.mDisplayName = name; params.mCasterActorId = creatureStats.mActorId; params.mType = ESM::ActiveSpells::Type_Enchantment; params.mWorsenings = -1; params.mNextWorsening = ESM::TimeStamp(); for (std::size_t effectIndex = 0; effectIndex < oldMagnitudes.size() && effectIndex < enchantment->mEffects.mList.size(); ++effectIndex) { const auto& enam = enchantment->mEffects.mList[effectIndex]; auto [random, multiplier] = oldMagnitudes[effectIndex]; float magnitude = (enam.mMagnMax - enam.mMagnMin) * random + enam.mMagnMin; magnitude *= multiplier; if (magnitude <= 0) continue; ESM::ActiveEffect effect; effect.mEffectId = enam.mEffectID; effect.mMagnitude = magnitude; effect.mMinMagnitude = magnitude; effect.mMaxMagnitude = magnitude; effect.mArg = MWMechanics::EffectKey(enam).mArg; effect.mDuration = -1; effect.mTimeLeft = -1; effect.mEffectIndex = static_cast(effectIndex); // Prevent recalculation of resistances and don't reflect or absorb the effect effect.mFlags = ESM::ActiveEffect::Flag_Ignore_Resistances | ESM::ActiveEffect::Flag_Ignore_Reflect | ESM::ActiveEffect::Flag_Ignore_SpellAbsorption; params.mEffects.emplace_back(effect); } auto [begin, end] = equippedItems.equal_range(id); for (auto it = begin; it != end; ++it) { params.mItem = { static_cast(it->second), 0 }; creatureStats.mActiveSpells.mSpells.emplace_back(params); } } for (const auto& spell : creatureStats.mCorprusSpells) { auto it = std::find_if(creatureStats.mActiveSpells.mSpells.begin(), creatureStats.mActiveSpells.mSpells.end(), [&](const auto& params) { return params.mId == spell.first; }); if (it != creatureStats.mActiveSpells.mSpells.end()) { it->mNextWorsening = spell.second.mNextWorsening; int worsenings = 0; for (const auto& worsening : spell.second.mWorsenings) worsenings = std::max(worsening, worsenings); it->mWorsenings = worsenings; } } for (const auto& [key, actorId] : creatureStats.mSummonedCreatureMap) { if (actorId == -1) continue; for (auto& params : creatureStats.mActiveSpells.mSpells) { if (params.mId == key.mSourceId) { bool found = false; for (auto& effect : params.mEffects) { if (effect.mEffectId == key.mEffectId && effect.mEffectIndex == key.mEffectIndex) { effect.mArg = actorId; effect.mFlags |= ESM::ActiveEffect::Flag_Applied | ESM::ActiveEffect::Flag_Remove; found = true; break; } } if (found) break; } } } // Reset modifiers that were previously recalculated each frame for (auto& attribute : creatureStats.mAttributes) attribute.mMod = 0.f; for (auto& dynamic : creatureStats.mDynamic) { dynamic.mCurrent -= dynamic.mMod - dynamic.mBase; dynamic.mMod = 0.f; } for (auto& setting : creatureStats.mAiSettings) setting.mMod = 0.f; if (npcStats) { for (auto& skill : npcStats->mSkills) skill.mMod = 0.f; } } // Versions 17-19 wrote different modifiers to the savegame depending on whether the save had upgraded from a pre-17 // version or not void convertStats(ESM::CreatureStats& creatureStats) { for (auto& dynamic : creatureStats.mDynamic) dynamic.mMod = 0.f; for (auto& setting : creatureStats.mAiSettings) setting.mMod = 0.f; } }