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OpenMW/apps/openmw/mwmechanics/spellutil.cpp
fteppe 125b21de20 Initial commit: In ESM structures, replace the string members that are RefIds to other records, to a new strong type
The strong type is actually just a string underneath, but this will help in the future to have a distinction so it's easier to search and replace when we use an integer ID

Slowly going through all the changes to make, still hundreds of errors

a lot of functions/structures use std::string or stringview to designate an ID. So it takes time

Continues slowly replacing ids. There are technically more and more compilation errors

I have good hope that there is a point where the amount of errors will dramatically go down as all the main functions use the ESM::RefId type

Continue moving forward, changes to the stores

slowly moving along

Starting to see the fruit of those changes.

still many many error, but more and more Irun into a situation where a function is sandwiched between two functions that use the RefId type.

More replacements. Things are starting to get easier

I can see more and more often the issue is that the function is awaiting a RefId, but is given a string
there is less need to go down functions and to fix a long list of them.

Still moving forward, and for the first time error count is going down!

Good pace, not sure about topics though, mId and mName are actually the same thing and are used interchangeably

Cells are back to using string for the name, haven't fixed everything yet. Many other changes

Under the bar of 400 compilation errors.

more good progress <100 compile errors!

More progress

Game settings store can use string for find, it was a bit absurd how every use of it required to create refId from string

some more progress on other fronts

Mostly game settings clean

one error opened a lot of other errors. Down to 18, but more will prbably appear

only link errors left??

Fixed link errors

OpenMW compiles, and launches, with some issues, but still!
2022-12-27 19:15:54 +01:00

216 lines
7.9 KiB
C++

#include "spellutil.hpp"
#include <limits>
#include <components/esm3/loadmgef.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/esmstore.hpp"
#include "actorutil.hpp"
#include "creaturestats.hpp"
namespace MWMechanics
{
ESM::Skill::SkillEnum spellSchoolToSkill(int school)
{
static const std::array<ESM::Skill::SkillEnum, 6> schoolSkillArray{
ESM::Skill::Alteration,
ESM::Skill::Conjuration,
ESM::Skill::Destruction,
ESM::Skill::Illusion,
ESM::Skill::Mysticism,
ESM::Skill::Restoration,
};
return schoolSkillArray.at(school);
}
float calcEffectCost(
const ESM::ENAMstruct& effect, const ESM::MagicEffect* magicEffect, const EffectCostMethod method)
{
const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
if (!magicEffect)
magicEffect = store.get<ESM::MagicEffect>().find(effect.mEffectID);
bool hasMagnitude = !(magicEffect->mData.mFlags & ESM::MagicEffect::NoMagnitude);
bool hasDuration = !(magicEffect->mData.mFlags & ESM::MagicEffect::NoDuration);
bool appliedOnce = magicEffect->mData.mFlags & ESM::MagicEffect::AppliedOnce;
int minMagn = hasMagnitude ? effect.mMagnMin : 1;
int maxMagn = hasMagnitude ? effect.mMagnMax : 1;
int duration = hasDuration ? effect.mDuration : 1;
if (!appliedOnce)
duration = std::max(1, duration);
static const float fEffectCostMult = store.get<ESM::GameSetting>().find("fEffectCostMult")->mValue.getFloat();
int durationOffset = 0;
int minArea = 0;
if (method == EffectCostMethod::PlayerSpell)
{
durationOffset = 1;
minArea = 1;
}
float x = 0.5 * (std::max(1, minMagn) + std::max(1, maxMagn));
x *= 0.1 * magicEffect->mData.mBaseCost;
x *= durationOffset + duration;
x += 0.05 * std::max(minArea, effect.mArea) * magicEffect->mData.mBaseCost;
return x * fEffectCostMult;
}
int calcSpellCost(const ESM::Spell& spell)
{
if (!(spell.mData.mFlags & ESM::Spell::F_Autocalc))
return spell.mData.mCost;
float cost = 0;
for (const ESM::ENAMstruct& effect : spell.mEffects.mList)
{
float effectCost = std::max(0.f, MWMechanics::calcEffectCost(effect));
// This is applied to the whole spell cost for each effect when
// creating spells, but is only applied on the effect itself in TES:CS.
if (effect.mRange == ESM::RT_Target)
effectCost *= 1.5;
cost += effectCost;
}
return std::round(cost);
}
int getEffectiveEnchantmentCastCost(float castCost, const MWWorld::Ptr& actor)
{
/*
* Each point of enchant skill above/under 10 subtracts/adds
* one percent of enchantment cost while minimum is 1.
*/
int eSkill = actor.getClass().getSkill(actor, ESM::Skill::Enchant);
const float result = castCost - (castCost / 100) * (eSkill - 10);
return static_cast<int>((result < 1) ? 1 : result);
}
float calcSpellBaseSuccessChance(const ESM::Spell* spell, const MWWorld::Ptr& actor, int* effectiveSchool)
{
// Morrowind for some reason uses a formula slightly different from magicka cost calculation
float y = std::numeric_limits<float>::max();
float lowestSkill = 0;
for (const ESM::ENAMstruct& effect : spell->mEffects.mList)
{
float x = static_cast<float>(effect.mDuration);
const auto magicEffect
= MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(effect.mEffectID);
if (!(magicEffect->mData.mFlags & ESM::MagicEffect::AppliedOnce))
x = std::max(1.f, x);
x *= 0.1f * magicEffect->mData.mBaseCost;
x *= 0.5f * (effect.mMagnMin + effect.mMagnMax);
x += effect.mArea * 0.05f * magicEffect->mData.mBaseCost;
if (effect.mRange == ESM::RT_Target)
x *= 1.5f;
static const float fEffectCostMult = MWBase::Environment::get()
.getWorld()
->getStore()
.get<ESM::GameSetting>()
.find("fEffectCostMult")
->mValue.getFloat();
x *= fEffectCostMult;
float s = 2.0f * actor.getClass().getSkill(actor, spellSchoolToSkill(magicEffect->mData.mSchool));
if (s - x < y)
{
y = s - x;
if (effectiveSchool)
*effectiveSchool = magicEffect->mData.mSchool;
lowestSkill = s;
}
}
CreatureStats& stats = actor.getClass().getCreatureStats(actor);
float actorWillpower = stats.getAttribute(ESM::Attribute::Willpower).getModified();
float actorLuck = stats.getAttribute(ESM::Attribute::Luck).getModified();
float castChance = (lowestSkill - calcSpellCost(*spell) + 0.2f * actorWillpower + 0.1f * actorLuck);
return castChance;
}
float getSpellSuccessChance(
const ESM::Spell* spell, const MWWorld::Ptr& actor, int* effectiveSchool, bool cap, bool checkMagicka)
{
// NB: Base chance is calculated here because the effective school pointer must be filled
float baseChance = calcSpellBaseSuccessChance(spell, actor, effectiveSchool);
bool godmode = actor == getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState();
CreatureStats& stats = actor.getClass().getCreatureStats(actor);
if (stats.getMagicEffects().get(ESM::MagicEffect::Silence).getMagnitude() && !godmode)
return 0;
if (spell->mData.mType == ESM::Spell::ST_Power)
return stats.getSpells().canUsePower(spell) ? 100 : 0;
if (godmode)
return 100;
if (spell->mData.mType != ESM::Spell::ST_Spell)
return 100;
if (checkMagicka && calcSpellCost(*spell) > 0 && stats.getMagicka().getCurrent() < calcSpellCost(*spell))
return 0;
if (spell->mData.mFlags & ESM::Spell::F_Always)
return 100;
float castBonus = -stats.getMagicEffects().get(ESM::MagicEffect::Sound).getMagnitude();
float castChance = baseChance + castBonus;
castChance *= stats.getFatigueTerm();
if (cap)
return std::clamp(castChance, 0.f, 100.f);
return std::max(castChance, 0.f);
}
float getSpellSuccessChance(
const ESM::RefId& spellId, const MWWorld::Ptr& actor, int* effectiveSchool, bool cap, bool checkMagicka)
{
if (const auto spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().search(spellId))
return getSpellSuccessChance(spell, actor, effectiveSchool, cap, checkMagicka);
return 0.f;
}
int getSpellSchool(const ESM::RefId& spellId, const MWWorld::Ptr& actor)
{
int school = 0;
getSpellSuccessChance(spellId, actor, &school);
return school;
}
int getSpellSchool(const ESM::Spell* spell, const MWWorld::Ptr& actor)
{
int school = 0;
getSpellSuccessChance(spell, actor, &school);
return school;
}
bool spellIncreasesSkill(const ESM::Spell* spell)
{
return spell->mData.mType == ESM::Spell::ST_Spell && !(spell->mData.mFlags & ESM::Spell::F_Always);
}
bool spellIncreasesSkill(const ESM::RefId& spellId)
{
const auto spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().search(spellId);
return spell && spellIncreasesSkill(spell);
}
}