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224 lines
9.5 KiB
C++
224 lines
9.5 KiB
C++
#include "magiceffects.hpp"
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#include "esmstore.hpp"
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#include <components/esm3/npcstate.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwmechanics/magiceffects.hpp"
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namespace
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{
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template<class T>
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void getEnchantedItem(const std::string& id, std::string& enchantment, std::string& itemName)
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{
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const T* item = MWBase::Environment::get().getWorld()->getStore().get<T>().search(id);
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if(item)
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{
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enchantment = item->mEnchant;
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itemName = item->mName;
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}
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}
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}
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namespace MWWorld
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{
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void convertMagicEffects(ESM::CreatureStats& creatureStats, ESM::InventoryState& inventory, ESM::NpcStats* npcStats)
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{
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const auto& store = MWBase::Environment::get().getWorld()->getStore();
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// Convert corprus to format 10
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for (const auto& [id, oldStats] : creatureStats.mSpells.mCorprusSpells)
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{
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const ESM::Spell* spell = store.get<ESM::Spell>().search(id);
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if (!spell)
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continue;
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ESM::CreatureStats::CorprusStats stats;
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stats.mNextWorsening = oldStats.mNextWorsening;
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for (int i=0; i<ESM::Attribute::Length; ++i)
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stats.mWorsenings[i] = 0;
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for (auto& effect : spell->mEffects.mList)
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{
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if (effect.mEffectID == ESM::MagicEffect::DrainAttribute)
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stats.mWorsenings[effect.mAttribute] = oldStats.mWorsenings;
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}
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creatureStats.mCorprusSpells[id] = stats;
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}
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// Convert to format 17
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for(const auto& [id, oldParams] : creatureStats.mSpells.mSpellParams)
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{
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const ESM::Spell* spell = store.get<ESM::Spell>().search(id);
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if (!spell || spell->mData.mType == ESM::Spell::ST_Spell || spell->mData.mType == ESM::Spell::ST_Power)
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continue;
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ESM::ActiveSpells::ActiveSpellParams params;
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params.mId = id;
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params.mDisplayName = spell->mName;
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params.mItem.unset();
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params.mCasterActorId = creatureStats.mActorId;
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if(spell->mData.mType == ESM::Spell::ST_Ability)
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params.mType = ESM::ActiveSpells::Type_Ability;
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else
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params.mType = ESM::ActiveSpells::Type_Permanent;
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params.mWorsenings = -1;
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int effectIndex = 0;
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for(const auto& enam : spell->mEffects.mList)
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{
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if(oldParams.mPurgedEffects.find(effectIndex) == oldParams.mPurgedEffects.end())
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{
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ESM::ActiveEffect effect;
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effect.mEffectId = enam.mEffectID;
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effect.mArg = MWMechanics::EffectKey(enam).mArg;
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effect.mDuration = -1;
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effect.mTimeLeft = -1;
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effect.mEffectIndex = effectIndex;
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auto rand = oldParams.mEffectRands.find(effectIndex);
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if(rand != oldParams.mEffectRands.end())
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{
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float magnitude = (enam.mMagnMax - enam.mMagnMin) * rand->second + enam.mMagnMin;
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effect.mMagnitude = magnitude;
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effect.mMinMagnitude = magnitude;
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effect.mMaxMagnitude = magnitude;
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// Prevent recalculation of resistances and don't reflect or absorb the effect
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effect.mFlags = ESM::ActiveEffect::Flag_Ignore_Resistances | ESM::ActiveEffect::Flag_Ignore_Reflect | ESM::ActiveEffect::Flag_Ignore_SpellAbsorption;
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}
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else
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{
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effect.mMagnitude = 0.f;
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effect.mMinMagnitude = enam.mMagnMin;
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effect.mMaxMagnitude = enam.mMagnMax;
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effect.mFlags = ESM::ActiveEffect::Flag_None;
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}
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params.mEffects.emplace_back(effect);
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}
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effectIndex++;
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}
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creatureStats.mActiveSpells.mSpells.emplace_back(params);
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}
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std::multimap<std::string, int> equippedItems;
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for(std::size_t i = 0; i < inventory.mItems.size(); ++i)
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{
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const ESM::ObjectState& item = inventory.mItems[i];
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auto slot = inventory.mEquipmentSlots.find(i);
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if(slot != inventory.mEquipmentSlots.end())
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equippedItems.emplace(item.mRef.mRefID, slot->second);
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}
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for(const auto& [id, oldMagnitudes] : inventory.mPermanentMagicEffectMagnitudes)
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{
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std::string eId;
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std::string name;
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switch(store.find(id))
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{
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case ESM::REC_ARMO:
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getEnchantedItem<ESM::Armor>(id, eId, name);
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break;
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case ESM::REC_CLOT:
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getEnchantedItem<ESM::Clothing>(id, eId, name);
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break;
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case ESM::REC_WEAP:
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getEnchantedItem<ESM::Weapon>(id, eId, name);
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break;
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}
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if(eId.empty())
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continue;
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const ESM::Enchantment* enchantment = store.get<ESM::Enchantment>().search(eId);
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if(!enchantment)
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continue;
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ESM::ActiveSpells::ActiveSpellParams params;
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params.mId = id;
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params.mDisplayName = name;
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params.mCasterActorId = creatureStats.mActorId;
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params.mType = ESM::ActiveSpells::Type_Enchantment;
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params.mWorsenings = -1;
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for(std::size_t effectIndex = 0; effectIndex < oldMagnitudes.size() && effectIndex < enchantment->mEffects.mList.size(); ++effectIndex)
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{
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const auto& enam = enchantment->mEffects.mList[effectIndex];
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auto [random, multiplier] = oldMagnitudes[effectIndex];
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float magnitude = (enam.mMagnMax - enam.mMagnMin) * random + enam.mMagnMin;
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magnitude *= multiplier;
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if(magnitude <= 0)
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continue;
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ESM::ActiveEffect effect;
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effect.mEffectId = enam.mEffectID;
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effect.mMagnitude = magnitude;
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effect.mMinMagnitude = magnitude;
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effect.mMaxMagnitude = magnitude;
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effect.mArg = MWMechanics::EffectKey(enam).mArg;
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effect.mDuration = -1;
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effect.mTimeLeft = -1;
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effect.mEffectIndex = static_cast<int>(effectIndex);
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// Prevent recalculation of resistances and don't reflect or absorb the effect
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effect.mFlags = ESM::ActiveEffect::Flag_Ignore_Resistances | ESM::ActiveEffect::Flag_Ignore_Reflect | ESM::ActiveEffect::Flag_Ignore_SpellAbsorption;
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params.mEffects.emplace_back(effect);
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}
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auto [begin, end] = equippedItems.equal_range(id);
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for(auto it = begin; it != end; ++it)
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{
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params.mItem = { static_cast<unsigned int>(it->second), 0 };
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creatureStats.mActiveSpells.mSpells.emplace_back(params);
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}
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}
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for(const auto& spell : creatureStats.mCorprusSpells)
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{
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auto it = std::find_if(creatureStats.mActiveSpells.mSpells.begin(), creatureStats.mActiveSpells.mSpells.end(), [&] (const auto& params) { return params.mId == spell.first; });
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if(it != creatureStats.mActiveSpells.mSpells.end())
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{
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it->mNextWorsening = spell.second.mNextWorsening;
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int worsenings = 0;
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for(int i = 0; i < ESM::Attribute::Length; ++i)
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worsenings = std::max(spell.second.mWorsenings[i], worsenings);
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it->mWorsenings = worsenings;
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}
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}
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for(const auto& [key, actorId] : creatureStats.mSummonedCreatureMap)
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{
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if(actorId == -1)
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continue;
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for(auto& params : creatureStats.mActiveSpells.mSpells)
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{
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if(params.mId == key.mSourceId)
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{
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bool found = false;
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for(auto& effect : params.mEffects)
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{
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if(effect.mEffectId == key.mEffectId && effect.mEffectIndex == key.mEffectIndex)
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{
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effect.mArg = actorId;
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found = true;
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break;
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}
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}
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if(found)
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break;
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}
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}
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}
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// Reset modifiers that were previously recalculated each frame
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for(std::size_t i = 0; i < ESM::Attribute::Length; ++i)
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creatureStats.mAttributes[i].mMod = 0.f;
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for(std::size_t i = 0; i < 3; ++i)
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{
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auto& dynamic = creatureStats.mDynamic[i];
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dynamic.mCurrent -= dynamic.mMod - dynamic.mBase;
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dynamic.mMod = 0.f;
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}
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for(std::size_t i = 0; i < 4; ++i)
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creatureStats.mAiSettings[i].mMod = 0.f;
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if(npcStats)
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{
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for(std::size_t i = 0; i < ESM::Skill::Length; ++i)
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npcStats->mSkills[i].mMod = 0.f;
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}
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}
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// Versions 17-19 wrote different modifiers to the savegame depending on whether the save had upgraded from a pre-17 version or not
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void convertStats(ESM::CreatureStats& creatureStats)
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{
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for(std::size_t i = 0; i < 3; ++i)
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creatureStats.mDynamic[i].mMod = 0.f;
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for(std::size_t i = 0; i < 4; ++i)
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creatureStats.mAiSettings[i].mMod = 0.f;
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}
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}
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