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OpenMW/apps/openmw/mwmechanics/magiceffects.cpp
2023-12-20 11:56:12 +01:00

288 lines
7.9 KiB
C++

#include "magiceffects.hpp"
#include <cmath>
#include <stdexcept>
#include <components/esm/attr.hpp>
#include <components/esm3/effectlist.hpp>
#include <components/esm3/loadmgef.hpp>
#include <components/esm3/loadskil.hpp>
#include <components/esm3/magiceffects.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwworld/esmstore.hpp"
namespace
{
// Round value to prevent precision issues
void truncate(float& value)
{
value = static_cast<int>(value * 1024.f) / 1024.f;
}
}
namespace MWMechanics
{
EffectKey::EffectKey()
: mId(0)
{
}
EffectKey::EffectKey(const ESM::ENAMstruct& effect)
{
mId = effect.mEffectID;
mArg = ESM::Skill::indexToRefId(effect.mSkill);
ESM::RefId attribute = ESM::Attribute::indexToRefId(effect.mAttribute);
if (!attribute.empty())
{
if (!mArg.empty())
throw std::runtime_error("magic effect can't have both a skill and an attribute argument");
mArg = attribute;
}
}
std::string EffectKey::toString() const
{
const auto& store = MWBase::Environment::get().getESMStore();
const ESM::MagicEffect* magicEffect = store->get<ESM::MagicEffect>().find(mId);
return getMagicEffectString(
*magicEffect, store->get<ESM::Attribute>().search(mArg), store->get<ESM::Skill>().search(mArg));
}
bool operator<(const EffectKey& left, const EffectKey& right)
{
if (left.mId < right.mId)
return true;
if (left.mId > right.mId)
return false;
return left.mArg < right.mArg;
}
bool operator==(const EffectKey& left, const EffectKey& right)
{
return left.mId == right.mId && left.mArg == right.mArg;
}
float EffectParam::getMagnitude() const
{
return mBase + mModifier;
}
void EffectParam::modifyBase(int diff)
{
mBase += diff;
}
int EffectParam::getBase() const
{
return mBase;
}
void EffectParam::setBase(int base)
{
mBase = base;
}
void EffectParam::setModifier(float mod)
{
mModifier = mod;
}
float EffectParam::getModifier() const
{
return mModifier;
}
EffectParam::EffectParam()
: mModifier(0)
, mBase(0)
{
}
EffectParam& EffectParam::operator+=(const EffectParam& param)
{
mModifier += param.mModifier;
mBase += param.mBase;
truncate(mModifier);
return *this;
}
EffectParam& EffectParam::operator-=(const EffectParam& param)
{
mModifier -= param.mModifier;
mBase -= param.mBase;
truncate(mModifier);
return *this;
}
void MagicEffects::remove(const EffectKey& key)
{
mCollection.erase(key);
}
void MagicEffects::add(const EffectKey& key, const EffectParam& param)
{
Collection::iterator iter = mCollection.find(key);
if (iter == mCollection.end())
{
mCollection.insert(std::make_pair(key, param));
}
else
{
iter->second += param;
}
}
void MagicEffects::modifyBase(const EffectKey& key, int diff)
{
mCollection[key].modifyBase(diff);
}
void MagicEffects::setModifiers(const MagicEffects& effects)
{
for (Collection::iterator it = mCollection.begin(); it != mCollection.end(); ++it)
{
it->second.setModifier(effects.getOrDefault(it->first).getModifier());
}
for (Collection::const_iterator it = effects.begin(); it != effects.end(); ++it)
{
mCollection[it->first].setModifier(it->second.getModifier());
}
}
EffectParam MagicEffects::getOrDefault(const EffectKey& key) const
{
return get(key).value_or(EffectParam());
}
std::optional<EffectParam> MagicEffects::get(const EffectKey& key) const
{
Collection::const_iterator iter = mCollection.find(key);
if (iter != mCollection.end())
{
return iter->second;
}
return std::nullopt;
}
MagicEffects MagicEffects::diff(const MagicEffects& prev, const MagicEffects& now)
{
MagicEffects result;
// adding/changing
for (Collection::const_iterator iter(now.begin()); iter != now.end(); ++iter)
{
Collection::const_iterator other = prev.mCollection.find(iter->first);
if (other == prev.end())
{
// adding
result.add(iter->first, iter->second);
}
else
{
// changing
result.add(iter->first, iter->second - other->second);
}
}
// removing
for (Collection::const_iterator iter(prev.begin()); iter != prev.end(); ++iter)
{
Collection::const_iterator other = now.mCollection.find(iter->first);
if (other == now.end())
{
result.add(iter->first, EffectParam() - iter->second);
}
}
return result;
}
void MagicEffects::writeState(ESM::MagicEffects& state) const
{
for (const auto& [key, params] : mCollection)
{
if (params.getBase() != 0 || params.getModifier() != 0.f)
{
// Don't worry about mArg, never used by magic effect script instructions
state.mEffects[key.mId] = { params.getBase(), params.getModifier() };
}
}
}
void MagicEffects::readState(const ESM::MagicEffects& state)
{
for (const auto& [key, params] : state.mEffects)
{
mCollection[EffectKey(key)].setBase(params.first);
mCollection[EffectKey(key)].setModifier(params.second);
}
}
std::string getMagicEffectString(
const ESM::MagicEffect& effect, const ESM::Attribute* attribute, const ESM::Skill* skill)
{
const bool targetsSkill = effect.mData.mFlags & ESM::MagicEffect::TargetSkill && skill;
const bool targetsAttribute = effect.mData.mFlags & ESM::MagicEffect::TargetAttribute && attribute;
std::string spellLine;
auto windowManager = MWBase::Environment::get().getWindowManager();
if (targetsSkill || targetsAttribute)
{
switch (effect.mIndex)
{
case ESM::MagicEffect::AbsorbAttribute:
case ESM::MagicEffect::AbsorbSkill:
spellLine = windowManager->getGameSettingString("sAbsorb", {});
break;
case ESM::MagicEffect::DamageAttribute:
case ESM::MagicEffect::DamageSkill:
spellLine = windowManager->getGameSettingString("sDamage", {});
break;
case ESM::MagicEffect::DrainAttribute:
case ESM::MagicEffect::DrainSkill:
spellLine = windowManager->getGameSettingString("sDrain", {});
break;
case ESM::MagicEffect::FortifyAttribute:
case ESM::MagicEffect::FortifySkill:
spellLine = windowManager->getGameSettingString("sFortify", {});
break;
case ESM::MagicEffect::RestoreAttribute:
case ESM::MagicEffect::RestoreSkill:
spellLine = windowManager->getGameSettingString("sRestore", {});
break;
}
}
if (spellLine.empty())
{
auto& effectIDStr = ESM::MagicEffect::indexToGmstString(effect.mIndex);
spellLine = windowManager->getGameSettingString(effectIDStr, {});
}
if (targetsSkill)
{
spellLine += ' ';
spellLine += skill->mName;
}
else if (targetsAttribute)
{
spellLine += ' ';
spellLine += attribute->mName;
}
return spellLine;
}
}