#include "combat.hpp" #include #include "../mwbase/environment.hpp" #include "../mwbase/world.hpp" #include "../mwbase/mechanicsmanager.hpp" #include "../mwbase/soundmanager.hpp" #include "../mwmechanics/npcstats.hpp" #include "../mwmechanics/movement.hpp" #include "../mwmechanics/spellcasting.hpp" #include "../mwmechanics/difficultyscaling.hpp" #include "../mwworld/class.hpp" #include "../mwworld/inventorystore.hpp" #include "../mwworld/esmstore.hpp" #include "../mwbase/windowmanager.hpp" namespace { Ogre::Radian signedAngle(Ogre::Vector3 v1, Ogre::Vector3 v2, Ogre::Vector3 normal) { return Ogre::Math::ATan2( normal.dotProduct( v1.crossProduct(v2) ), v1.dotProduct(v2) ); } bool applyEnchantment (const MWWorld::Ptr& attacker, const MWWorld::Ptr& victim, const MWWorld::Ptr& object, const Ogre::Vector3& hitPosition) { std::string enchantmentName = !object.isEmpty() ? object.getClass().getEnchantment(object) : ""; if (!enchantmentName.empty()) { const ESM::Enchantment* enchantment = MWBase::Environment::get().getWorld()->getStore().get().find( enchantmentName); if (enchantment->mData.mType == ESM::Enchantment::WhenStrikes) { MWMechanics::CastSpell cast(attacker, victim); cast.mHitPosition = hitPosition; cast.cast(object); return true; } } return false; } } namespace MWMechanics { bool blockMeleeAttack(const MWWorld::Ptr &attacker, const MWWorld::Ptr &blocker, const MWWorld::Ptr &weapon, float damage) { 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.getMagicEffects().get(ESM::MagicEffect::Paralyze).getMagnitude() > 0) 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; Ogre::Degree angle = signedAngle (Ogre::Vector3(attacker.getRefData().getPosition().pos) - Ogre::Vector3(blocker.getRefData().getPosition().pos), blocker.getRefData().getBaseNode()->getOrientation().yAxis(), Ogre::Vector3(0,0,1)); const MWWorld::Store& gmst = MWBase::Environment::get().getWorld()->getStore().get(); if (angle.valueDegrees() < gmst.find("fCombatBlockLeftAngle")->getFloat()) return false; if (angle.valueDegrees() > gmst.find("fCombatBlockRightAngle")->getFloat()) return false; MWMechanics::CreatureStats& attackerStats = attacker.getClass().getCreatureStats(attacker); float blockTerm = blocker.getClass().getSkill(blocker, ESM::Skill::Block) + 0.2 * blockerStats.getAttribute(ESM::Attribute::Agility).getModified() + 0.1 * blockerStats.getAttribute(ESM::Attribute::Luck).getModified(); float enemySwing = attackerStats.getAttackStrength(); 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(); float attackerSkill = 0.f; if (weapon.isEmpty()) attackerSkill = attacker.getClass().getSkill(attacker, ESM::Skill::HandToHand); else attackerSkill = attacker.getClass().getSkill(attacker, weapon.getClass().getEquipmentSkill(weapon)); float attackerTerm = attackerSkill + 0.2 * attackerStats.getAttribute(ESM::Attribute::Agility).getModified() + 0.1 * 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)); int roll = std::rand()/ (static_cast (RAND_MAX) + 1) * 100; // [0, 99] if (roll < x) { // 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 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) * attackerStats.getAttackStrength() * fWeaponFatigueBlockMult; fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss); blockerStats.setFatigue(fatigue); blockerStats.setBlock(true); if (blocker.getCellRef().getRefId() == "player") 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) { MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor); float resistance = std::min(100.f, stats.getMagicEffects().get(ESM::MagicEffect::ResistNormalWeapons).getMagnitude() - stats.getMagicEffects().get(ESM::MagicEffect::WeaknessToNormalWeapons).getMagnitude()); float multiplier = 1.f - resistance / 100.f; if (!(weapon.get()->mBase->mData.mFlags & ESM::Weapon::Silver || weapon.get()->mBase->mData.mFlags & ESM::Weapon::Magical)) damage *= multiplier; if ((weapon.get()->mBase->mData.mFlags & ESM::Weapon::Silver) && actor.getClass().isNpc() && actor.getClass().getNpcStats(actor).isWerewolf()) damage *= MWBase::Environment::get().getWorld()->getStore().get().find("fWereWolfSilverWeaponDamageMult")->getFloat(); if (damage == 0 && attacker.getRefData().getHandle() == "player") MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicTargetResistsWeapons}"); } void projectileHit(const MWWorld::Ptr &attacker, const MWWorld::Ptr &victim, MWWorld::Ptr weapon, const MWWorld::Ptr &projectile, const Ogre::Vector3& hitPosition) { MWBase::World *world = MWBase::Environment::get().getWorld(); const MWWorld::Store &gmst = world->getStore().get(); MWMechanics::CreatureStats& attackerStats = attacker.getClass().getCreatureStats(attacker); if(victim.isEmpty() || !victim.getClass().isActor() || victim.getClass().getCreatureStats(victim).isDead()) // Can't hit non-actors or dead actors { reduceWeaponCondition(0.f, false, weapon, attacker); return; } if(attacker.getRefData().getHandle() == "player") MWBase::Environment::get().getWindowManager()->setEnemy(victim); int weapskill = ESM::Skill::Marksman; if(!weapon.isEmpty()) weapskill = weapon.getClass().getEquipmentSkill(weapon); float skillValue = attacker.getClass().getSkill(attacker, weapon.getClass().getEquipmentSkill(weapon)); if((::rand()/(RAND_MAX+1.0)) > getHitChance(attacker, victim, skillValue)/100.0f) { victim.getClass().onHit(victim, 0.0f, false, projectile, attacker, false); MWMechanics::reduceWeaponCondition(0.f, false, weapon, attacker); return; } float fDamageStrengthBase = gmst.find("fDamageStrengthBase")->getFloat(); float fDamageStrengthMult = gmst.find("fDamageStrengthMult")->getFloat(); const unsigned char* attack = weapon.get()->mBase->mData.mChop; float damage = attack[0] + ((attack[1]-attack[0])*attackerStats.getAttackStrength()); // Bow/crossbow damage if (weapon != projectile) { // Arrow/bolt damage attack = projectile.get()->mBase->mData.mChop; damage += attack[0] + ((attack[1]-attack[0])*attackerStats.getAttackStrength()); } damage *= fDamageStrengthBase + (attackerStats.getAttribute(ESM::Attribute::Strength).getModified() * fDamageStrengthMult * 0.1); adjustWeaponDamage(damage, weapon); reduceWeaponCondition(damage, true, weapon, attacker); if(attacker.getRefData().getHandle() == "player") attacker.getClass().skillUsageSucceeded(attacker, weapskill, 0); if (victim.getClass().getCreatureStats(victim).getKnockedDown()) damage *= gmst.find("fCombatKODamageMult")->getFloat(); // Apply "On hit" effect of the weapon bool appliedEnchantment = applyEnchantment(attacker, victim, weapon, hitPosition); if (weapon != projectile) appliedEnchantment = applyEnchantment(attacker, victim, projectile, hitPosition); if (damage > 0) MWBase::Environment::get().getWorld()->spawnBloodEffect(victim, hitPosition); // Non-enchanted arrows shot at enemies have a chance to turn up in their inventory if (victim != MWBase::Environment::get().getWorld()->getPlayerPtr() && !appliedEnchantment) { float fProjectileThrownStoreChance = gmst.find("fProjectileThrownStoreChance")->getFloat(); if ((::rand()/(RAND_MAX+1.0)) < fProjectileThrownStoreChance/100.f) victim.getClass().getContainerStore(victim).add(projectile, 1, victim); } victim.getClass().onHit(victim, damage, true, projectile, attacker, 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(); float hitchance = skillValue + (stats.getAttribute(ESM::Attribute::Agility).getModified() / 5.0f) + (stats.getAttribute(ESM::Attribute::Luck).getModified() / 10.0f); hitchance *= stats.getFatigueTerm(); hitchance += mageffects.get(ESM::MagicEffect::FortifyAttack).getMagnitude() - mageffects.get(ESM::MagicEffect::Blind).getMagnitude(); hitchance -= victim.getClass().getCreatureStats(victim).getEvasion(); return hitchance; } 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(); int fatigueMax = attackerStats.getFatigue().getModified(); int fatigueCurrent = attackerStats.getFatigue().getCurrent(); float normalisedFatigue = fatigueMax==0 ? 1 : std::max (0.0f, static_cast (fatigueCurrent)/fatigueMax); saveTerm *= 1.25f * normalisedFatigue; float roll = std::rand()/ (static_cast (RAND_MAX) + 1) * 100; // [0, 99] float x = std::max(0.f, saveTerm - roll); 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().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 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); const float fWeaponDamageMult = MWBase::Environment::get().getWorld()->getStore().get().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) { 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); } } void getHandToHandDamage(const MWWorld::Ptr &attacker, const MWWorld::Ptr &victim, float &damage, bool &healthdmg) { // 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().find("fMinHandToHandMult")->getFloat(); float maxstrike = store.get().find("fMaxHandToHandMult")->getFloat(); damage = attacker.getClass().getSkill(attacker, ESM::Skill::HandToHand); damage *= minstrike + ((maxstrike-minstrike)*attacker.getClass().getCreatureStats(attacker).getAttackStrength()); MWMechanics::CreatureStats& otherstats = victim.getClass().getCreatureStats(victim); healthdmg = (otherstats.getMagicEffects().get(ESM::MagicEffect::Paralyze).getMagnitude() > 0) || 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().find("fHandtoHandHealthPer")->getFloat(); MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager(); if(isWerewolf) { const ESM::Sound *sound = store.get().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) { // somewhat of a guess, but using the weapon weight makes sense const MWWorld::Store& store = MWBase::Environment::get().getWorld()->getStore().get(); 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 fatigue = stats.getFatigue(); const float normalizedEncumbrance = attacker.getClass().getNormalizedEncumbrance(attacker); float fatigueLoss = fFatigueAttackBase + normalizedEncumbrance * fFatigueAttackMult; if (!weapon.isEmpty()) fatigueLoss += weapon.getClass().getWeight(weapon) * stats.getAttackStrength() * fWeaponFatigueMult; fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss); stats.setFatigue(fatigue); } bool isEnvironmentCompatible(const MWWorld::Ptr& attacker, const MWWorld::Ptr& victim) { const MWWorld::Class& attackerClass = attacker.getClass(); MWBase::World* world = MWBase::Environment::get().getWorld(); // If attacker is fish, victim must be in water if (attackerClass.isPureWaterCreature(attacker)) { return world->isWading(victim); } // If attacker can't swim, victim must not be in water if (!attackerClass.canSwim(attacker)) { return !world->isSwimming(victim); } return true; } }