1
0
mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-02-13 12:40:04 +00:00
OpenMW/apps/openmw/mwmechanics/enchanting.cpp
florent.teppe 1ced0c912e partially revert "Store: moved all the template specialization to its own heaper file, included where it's needed"
This reverts commit 80a25bcd3021f7ebfaf2f864e34532009b9b8aeb.
It didn't really make sense to do all those changes in the same MR

partially Revert "Store refactoring: more forgotten storeSpecialization.hpp"

This reverts commit 9943a5bc96b9025f06cbaac5bb7f1bf51ebc746f.

removed remaining references to storeSpecialization  CMakeLists.txt,  and landmanager.cpp
2022-09-05 17:35:06 +02:00

395 lines
15 KiB
C++

#include "enchanting.hpp"
#include <components/misc/rng.hpp>
#include <components/settings/settings.hpp>
#include "../mwworld/manualref.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/containerstore.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "creaturestats.hpp"
#include "spellutil.hpp"
#include "actorutil.hpp"
#include "weapontype.hpp"
namespace MWMechanics
{
Enchanting::Enchanting()
: mCastStyle(ESM::Enchantment::CastOnce)
, mSelfEnchanting(false)
, mObjectType(0)
, mWeaponType(-1)
{}
void Enchanting::setOldItem(const MWWorld::Ptr& oldItem)
{
mOldItemPtr=oldItem;
mWeaponType = -1;
mObjectType = 0;
if(!itemEmpty())
{
mObjectType = mOldItemPtr.getType();
if (mObjectType == ESM::Weapon::sRecordId)
mWeaponType = mOldItemPtr.get<ESM::Weapon>()->mBase->mData.mType;
}
}
void Enchanting::setNewItemName(const std::string& s)
{
mNewItemName=s;
}
void Enchanting::setEffect(const ESM::EffectList& effectList)
{
mEffectList=effectList;
}
int Enchanting::getCastStyle() const
{
return mCastStyle;
}
void Enchanting::setSoulGem(const MWWorld::Ptr& soulGem)
{
mSoulGemPtr=soulGem;
}
bool Enchanting::create()
{
const MWWorld::Ptr& player = getPlayer();
MWWorld::ContainerStore& store = player.getClass().getContainerStore(player);
ESM::Enchantment enchantment;
enchantment.mData.mFlags = 0;
enchantment.mData.mType = mCastStyle;
enchantment.mData.mCost = getBaseCastCost();
store.remove(mSoulGemPtr, 1, player);
//Exception for Azura Star, new one will be added after enchanting
if(Misc::StringUtils::ciEqual(mSoulGemPtr.get<ESM::Miscellaneous>()->mBase->mId, "Misc_SoulGem_Azura"))
store.add("Misc_SoulGem_Azura", 1, player);
if(mSelfEnchanting)
{
auto& prng = MWBase::Environment::get().getWorld()->getPrng();
if(getEnchantChance() <= (Misc::Rng::roll0to99(prng)))
return false;
mEnchanter.getClass().skillUsageSucceeded (mEnchanter, ESM::Skill::Enchant, 2);
}
enchantment.mEffects = mEffectList;
int count = getEnchantItemsCount();
if(mCastStyle==ESM::Enchantment::ConstantEffect)
enchantment.mData.mCharge = 0;
else
enchantment.mData.mCharge = getGemCharge() / count;
// Try to find a dynamic enchantment with the same stats, create a new one if not found.
const ESM::Enchantment* enchantmentPtr = getRecord(enchantment);
if (enchantmentPtr == nullptr)
enchantmentPtr = MWBase::Environment::get().getWorld()->createRecord (enchantment);
// Apply the enchantment
const std::string& newItemId = mOldItemPtr.getClass().applyEnchantment(mOldItemPtr, enchantmentPtr->mId, getGemCharge(), mNewItemName);
// Add the new item to player inventory and remove the old one
store.remove(mOldItemPtr, count, player);
store.add(newItemId, count, player);
if(!mSelfEnchanting)
payForEnchantment();
return true;
}
void Enchanting::nextCastStyle()
{
if (itemEmpty())
return;
const bool powerfulSoul = getGemCharge() >= \
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find ("iSoulAmountForConstantEffect")->mValue.getInteger();
if ((mObjectType == ESM::Armor::sRecordId) || (mObjectType == ESM::Clothing::sRecordId))
{ // Armor or Clothing
switch(mCastStyle)
{
case ESM::Enchantment::WhenUsed:
if (powerfulSoul)
mCastStyle = ESM::Enchantment::ConstantEffect;
return;
default: // takes care of Constant effect too
mCastStyle = ESM::Enchantment::WhenUsed;
return;
}
}
else if (mWeaponType != -1)
{ // Weapon
ESM::WeaponType::Class weapclass = MWMechanics::getWeaponType(mWeaponType)->mWeaponClass;
switch(mCastStyle)
{
case ESM::Enchantment::WhenStrikes:
if (weapclass == ESM::WeaponType::Melee || weapclass == ESM::WeaponType::Ranged)
mCastStyle = ESM::Enchantment::WhenUsed;
return;
case ESM::Enchantment::WhenUsed:
if (powerfulSoul && weapclass != ESM::WeaponType::Ammo && weapclass != ESM::WeaponType::Thrown)
mCastStyle = ESM::Enchantment::ConstantEffect;
else if (weapclass != ESM::WeaponType::Ranged)
mCastStyle = ESM::Enchantment::WhenStrikes;
return;
default: // takes care of Constant effect too
mCastStyle = ESM::Enchantment::WhenUsed;
if (weapclass != ESM::WeaponType::Ranged)
mCastStyle = ESM::Enchantment::WhenStrikes;
return;
}
}
else if(mObjectType == ESM::Book::sRecordId)
{ // Scroll or Book
mCastStyle = ESM::Enchantment::CastOnce;
return;
}
// Fail case
mCastStyle = ESM::Enchantment::CastOnce;
}
/*
* Vanilla enchant cost formula:
*
* Touch/Self: (min + max) * baseCost * 0.025 * duration + area * baseCost * 0.025
* Target: 1.5 * ((min + max) * baseCost * 0.025 * duration + area * baseCost * 0.025)
* Constant eff: (min + max) * baseCost * 2.5 + area * baseCost * 0.025
*
* For multiple effects - cost of each effect is multiplied by number of effects that follows +1.
*
* Note: Minimal value inside formula for 'min' and 'max' is 1. So in vanilla:
* (0 + 0) == (1 + 0) == (1 + 1) => 2 or (2 + 0) == (1 + 2) => 3
*
* Formula on UESPWiki is not entirely correct.
*/
float Enchanting::getEnchantPoints(bool precise) const
{
if (mEffectList.mList.empty())
// No effects added, cost = 0
return 0;
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
const float fEffectCostMult = store.get<ESM::GameSetting>().find("fEffectCostMult")->mValue.getFloat();
const float fEnchantmentConstantDurationMult = store.get<ESM::GameSetting>().find("fEnchantmentConstantDurationMult")->mValue.getFloat();
float enchantmentCost = 0.f;
float cost = 0.f;
for (const ESM::ENAMstruct& effect : mEffectList.mList)
{
float baseCost = (store.get<ESM::MagicEffect>().find(effect.mEffectID))->mData.mBaseCost;
int magMin = std::max(1, effect.mMagnMin);
int magMax = std::max(1, effect.mMagnMax);
int area = std::max(1, effect.mArea);
float duration = static_cast<float>(effect.mDuration);
if (mCastStyle == ESM::Enchantment::ConstantEffect)
duration = fEnchantmentConstantDurationMult;
cost += ((magMin + magMax) * duration + area) * baseCost * fEffectCostMult * 0.05f;
cost = std::max(1.f, cost);
if (effect.mRange == ESM::RT_Target)
cost *= 1.5f;
enchantmentCost += precise ? cost : std::floor(cost);
}
return enchantmentCost;
}
const ESM::Enchantment* Enchanting::getRecord(const ESM::Enchantment& toFind) const
{
const MWWorld::Store<ESM::Enchantment>& enchantments = MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>();
MWWorld::Store<ESM::Enchantment>::iterator iter (enchantments.begin());
iter += (enchantments.getSize() - enchantments.getDynamicSize());
for (; iter != enchantments.end(); ++iter)
{
if (iter->mEffects.mList.size() != toFind.mEffects.mList.size())
continue;
if (iter->mData.mFlags != toFind.mData.mFlags
|| iter->mData.mType != toFind.mData.mType
|| iter->mData.mCost != toFind.mData.mCost
|| iter->mData.mCharge != toFind.mData.mCharge)
continue;
// Don't choose an ID that came from the content files, would have unintended side effects
if (!enchantments.isDynamic(iter->mId))
continue;
bool mismatch = false;
for (int i=0; i<static_cast<int> (iter->mEffects.mList.size()); ++i)
{
const ESM::ENAMstruct& first = iter->mEffects.mList[i];
const ESM::ENAMstruct& second = toFind.mEffects.mList[i];
if (first.mEffectID!=second.mEffectID ||
first.mArea!=second.mArea ||
first.mRange!=second.mRange ||
first.mSkill!=second.mSkill ||
first.mAttribute!=second.mAttribute ||
first.mMagnMin!=second.mMagnMin ||
first.mMagnMax!=second.mMagnMax ||
first.mDuration!=second.mDuration)
{
mismatch = true;
break;
}
}
if (!mismatch)
return &(*iter);
}
return nullptr;
}
int Enchanting::getBaseCastCost() const
{
if (mCastStyle == ESM::Enchantment::ConstantEffect)
return 0;
return static_cast<int>(getEnchantPoints(false));
}
int Enchanting::getEffectiveCastCost() const
{
int baseCost = getBaseCastCost();
MWWorld::Ptr player = getPlayer();
return getEffectiveEnchantmentCastCost(static_cast<float>(baseCost), player);
}
int Enchanting::getEnchantPrice() const
{
if(mEnchanter.isEmpty())
return 0;
float priceMultipler = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find ("fEnchantmentValueMult")->mValue.getFloat();
int price = MWBase::Environment::get().getMechanicsManager()->getBarterOffer(mEnchanter, static_cast<int>(getEnchantPoints() * priceMultipler), true);
price *= getEnchantItemsCount() * getTypeMultiplier();
return std::max(1, price);
}
int Enchanting::getGemCharge() const
{
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
if(soulEmpty())
return 0;
if(mSoulGemPtr.getCellRef().getSoul()=="")
return 0;
const ESM::Creature* soul = store.get<ESM::Creature>().search(mSoulGemPtr.getCellRef().getSoul());
if(soul)
return soul->mData.mSoul;
else
return 0;
}
int Enchanting::getMaxEnchantValue() const
{
if (itemEmpty())
return 0;
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
return static_cast<int>(mOldItemPtr.getClass().getEnchantmentPoints(mOldItemPtr) * store.get<ESM::GameSetting>().find("fEnchantmentMult")->mValue.getFloat());
}
bool Enchanting::soulEmpty() const
{
return mSoulGemPtr.isEmpty();
}
bool Enchanting::itemEmpty() const
{
return mOldItemPtr.isEmpty();
}
void Enchanting::setSelfEnchanting(bool selfEnchanting)
{
mSelfEnchanting = selfEnchanting;
}
void Enchanting::setEnchanter(const MWWorld::Ptr& enchanter)
{
mEnchanter = enchanter;
// Reset cast style
mCastStyle = ESM::Enchantment::CastOnce;
}
int Enchanting::getEnchantChance() const
{
const CreatureStats& stats = mEnchanter.getClass().getCreatureStats(mEnchanter);
const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
const float a = static_cast<float>(mEnchanter.getClass().getSkill(mEnchanter, ESM::Skill::Enchant));
const float b = static_cast<float>(stats.getAttribute (ESM::Attribute::Intelligence).getModified());
const float c = static_cast<float>(stats.getAttribute (ESM::Attribute::Luck).getModified());
const float fEnchantmentChanceMult = gmst.find("fEnchantmentChanceMult")->mValue.getFloat();
const float fEnchantmentConstantChanceMult = gmst.find("fEnchantmentConstantChanceMult")->mValue.getFloat();
float x = (a - getEnchantPoints() * fEnchantmentChanceMult * getTypeMultiplier() * getEnchantItemsCount() + 0.2f * b + 0.1f * c) * stats.getFatigueTerm();
if (mCastStyle == ESM::Enchantment::ConstantEffect)
x *= fEnchantmentConstantChanceMult;
return static_cast<int>(x);
}
int Enchanting::getEnchantItemsCount() const
{
int count = 1;
float enchantPoints = getEnchantPoints();
if (mWeaponType != -1 && enchantPoints > 0)
{
ESM::WeaponType::Class weapclass = MWMechanics::getWeaponType(mWeaponType)->mWeaponClass;
if (weapclass == ESM::WeaponType::Thrown || weapclass == ESM::WeaponType::Ammo)
{
static const float multiplier = std::clamp(Settings::Manager::getFloat("projectiles enchant multiplier", "Game"), 0.f, 1.f);
MWWorld::Ptr player = getPlayer();
count = player.getClass().getContainerStore(player).count(mOldItemPtr.getCellRef().getRefId());
count = std::clamp<int>(getGemCharge() * multiplier / enchantPoints, 1, count);
}
}
return count;
}
float Enchanting::getTypeMultiplier() const
{
static const bool useMultiplier = Settings::Manager::getFloat("projectiles enchant multiplier", "Game") > 0;
if (useMultiplier && mWeaponType != -1 && getEnchantPoints() > 0)
{
ESM::WeaponType::Class weapclass = MWMechanics::getWeaponType(mWeaponType)->mWeaponClass;
if (weapclass == ESM::WeaponType::Thrown || weapclass == ESM::WeaponType::Ammo)
return 0.125f;
}
return 1.f;
}
void Enchanting::payForEnchantment() const
{
const MWWorld::Ptr& player = getPlayer();
MWWorld::ContainerStore& store = player.getClass().getContainerStore(player);
store.remove(MWWorld::ContainerStore::sGoldId, getEnchantPrice(), player);
// add gold to NPC trading gold pool
CreatureStats& enchanterStats = mEnchanter.getClass().getCreatureStats(mEnchanter);
enchanterStats.setGoldPool(enchanterStats.getGoldPool() + getEnchantPrice());
}
}