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OpenMW/apps/openmw/mwmechanics/spellabsorption.cpp
Léo Peltier 5c4e1252e9 Handle AutoCalc flag when getting spell cost
Fixes #5483

This only applies to "base game" spells.
When adding an AutoCalc spell with TES:CS its cost is computed and
stored inside game files. This stored cost was being used by OpenMW and
the actual cost was never recomputed at runtime whereas Morrowind.exe
discards the stored cost.
While this worked fine in vanilla, mods can update AutoCalc spell
effects without ever updating the stored cost.

The formula was mostly there already but there was a few differences,
namely a 1 second offset in duration.
2021-06-20 13:42:28 +02:00

92 lines
3.5 KiB
C++

#include "spellabsorption.hpp"
#include <components/misc/rng.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwrender/animation.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwworld/inventorystore.hpp"
#include "creaturestats.hpp"
#include "spellutil.hpp"
namespace MWMechanics
{
class GetAbsorptionProbability : public MWMechanics::EffectSourceVisitor
{
public:
float mProbability{0.f};
GetAbsorptionProbability() = default;
void visit (MWMechanics::EffectKey key, int /*effectIndex*/,
const std::string& /*sourceName*/, const std::string& /*sourceId*/, int /*casterActorId*/,
float magnitude, float /*remainingTime*/, float /*totalTime*/) override
{
if (key.mId == ESM::MagicEffect::SpellAbsorption)
{
if (mProbability == 0.f)
mProbability = magnitude / 100;
else
{
// If there are different sources of SpellAbsorption effect, multiply failing probability for all effects.
// Real absorption probability will be the (1 - total fail chance) in this case.
float failProbability = 1.f - mProbability;
failProbability *= 1.f - magnitude / 100;
mProbability = 1.f - failProbability;
}
}
}
};
bool absorbSpell (const std::string& spellId, const MWWorld::Ptr& caster, const MWWorld::Ptr& target)
{
if (spellId.empty() || target.isEmpty() || caster == target || !target.getClass().isActor())
return false;
CreatureStats& stats = target.getClass().getCreatureStats(target);
if (stats.getMagicEffects().get(ESM::MagicEffect::SpellAbsorption).getMagnitude() <= 0.f)
return false;
GetAbsorptionProbability check;
stats.getActiveSpells().visitEffectSources(check);
stats.getSpells().visitEffectSources(check);
if (target.getClass().hasInventoryStore(target))
target.getClass().getInventoryStore(target).visitEffectSources(check);
int chance = check.mProbability * 100;
if (Misc::Rng::roll0to99() >= chance)
return false;
const auto& esmStore = MWBase::Environment::get().getWorld()->getStore();
const ESM::Static* absorbStatic = esmStore.get<ESM::Static>().find("VFX_Absorb");
MWRender::Animation* animation = MWBase::Environment::get().getWorld()->getAnimation(target);
if (animation && !absorbStatic->mModel.empty())
animation->addEffect( "meshes\\" + absorbStatic->mModel, ESM::MagicEffect::SpellAbsorption, false, std::string());
const ESM::Spell* spell = esmStore.get<ESM::Spell>().search(spellId);
int spellCost = 0;
if (spell)
{
spellCost = MWMechanics::calcSpellCost(*spell);
}
else
{
const ESM::Enchantment* enchantment = esmStore.get<ESM::Enchantment>().search(spellId);
if (enchantment)
spellCost = getEffectiveEnchantmentCastCost(static_cast<float>(enchantment->mData.mCost), caster);
}
// Magicka is increased by the cost of the spell
DynamicStat<float> magicka = stats.getMagicka();
magicka.setCurrent(magicka.getCurrent() + spellCost);
stats.setMagicka(magicka);
return true;
}
}