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OpenMW/apps/openmw/mwmechanics/spellcasting.cpp
elsid ce263af393
Use existing functions and objects to call correctMeshPath etc
Remove WindowManager wrappers.

It's not safe to use WindowManager in all places and it's not required.
Environment stores resource system providing VFS required to call these
functions. In the case of ObjectPaging it's available from the member variable.
Also ObjectPaging::createChunk may access WindowManager when it's already
destructed when exiting the game because it's destructed before CellPreloader
finishes all background jobs. Engine::mResourceSystem is destructed after all
other systems so it's safe to use it.
2022-06-29 00:58:49 +02:00

580 lines
24 KiB
C++

#include "spellcasting.hpp"
#include <components/misc/constants.hpp>
#include <components/misc/rng.hpp>
#include <components/misc/resourcehelpers.hpp>
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/soundmanager.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwworld/containerstore.hpp"
#include "../mwworld/actionteleport.hpp"
#include "../mwworld/player.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/cellstore.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwrender/animation.hpp"
#include "actorutil.hpp"
#include "aifollow.hpp"
#include "creaturestats.hpp"
#include "spelleffects.hpp"
#include "spellutil.hpp"
#include "summoning.hpp"
#include "weapontype.hpp"
namespace MWMechanics
{
CastSpell::CastSpell(const MWWorld::Ptr &caster, const MWWorld::Ptr &target, const bool fromProjectile, const bool manualSpell)
: mCaster(caster)
, mTarget(target)
, mFromProjectile(fromProjectile)
, mManualSpell(manualSpell)
{
}
void CastSpell::launchMagicBolt ()
{
osg::Vec3f fallbackDirection(0, 1, 0);
osg::Vec3f offset(0, 0, 0);
if (!mTarget.isEmpty() && mTarget.getClass().isActor())
offset.z() = MWBase::Environment::get().getWorld()->getHalfExtents(mTarget).z();
// Fall back to a "caster to target" direction if we have no other means of determining it
// (e.g. when cast by a non-actor)
if (!mTarget.isEmpty())
fallbackDirection =
(mTarget.getRefData().getPosition().asVec3() + offset) -
(mCaster.getRefData().getPosition().asVec3());
MWBase::Environment::get().getWorld()->launchMagicBolt(mId, mCaster, fallbackDirection, mSlot);
}
void CastSpell::inflict(const MWWorld::Ptr &target, const MWWorld::Ptr &caster,
const ESM::EffectList &effects, ESM::RangeType range, bool exploded)
{
const bool targetIsActor = !target.isEmpty() && target.getClass().isActor();
if (targetIsActor)
{
// Early-out for characters that have departed.
const auto& stats = target.getClass().getCreatureStats(target);
if (stats.isDead() && stats.isDeathAnimationFinished())
return;
}
// If none of the effects need to apply, we can early-out
bool found = false;
for (const ESM::ENAMstruct& effect : effects.mList)
{
if (effect.mRange == range)
{
found = true;
break;
}
}
if (!found)
return;
const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().search (mId);
if (spell && targetIsActor && (spell->mData.mType == ESM::Spell::ST_Disease || spell->mData.mType == ESM::Spell::ST_Blight))
{
int requiredResistance = (spell->mData.mType == ESM::Spell::ST_Disease) ?
ESM::MagicEffect::ResistCommonDisease
: ESM::MagicEffect::ResistBlightDisease;
float x = target.getClass().getCreatureStats(target).getMagicEffects().get(requiredResistance).getMagnitude();
auto& prng = MWBase::Environment::get().getWorld()->getPrng();
if (Misc::Rng::roll0to99(prng) <= x)
{
// Fully resisted, show message
if (target == getPlayer())
MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicPCResisted}");
return;
}
}
ActiveSpells::ActiveSpellParams params(*this, caster);
bool castByPlayer = (!caster.isEmpty() && caster == getPlayer());
const ActiveSpells* targetSpells = nullptr;
if (targetIsActor)
targetSpells = &target.getClass().getCreatureStats(target).getActiveSpells();
bool canCastAnEffect = false; // For bound equipment.If this remains false
// throughout the iteration of this spell's
// effects, we display a "can't re-cast" message
int currentEffectIndex = 0;
for (std::vector<ESM::ENAMstruct>::const_iterator effectIt (effects.mList.begin());
!target.isEmpty() && effectIt != effects.mList.end(); ++effectIt, ++currentEffectIndex)
{
if (effectIt->mRange != range)
continue;
const ESM::MagicEffect *magicEffect =
MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find (
effectIt->mEffectID);
// Re-casting a bound equipment effect has no effect if the spell is still active
if (magicEffect->mData.mFlags & ESM::MagicEffect::NonRecastable && targetSpells && targetSpells->isSpellActive(mId))
{
if (effectIt == (effects.mList.end() - 1) && !canCastAnEffect && castByPlayer)
MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicCannotRecast}");
continue;
}
canCastAnEffect = true;
// caster needs to be an actor for linked effects (e.g. Absorb)
if (magicEffect->mData.mFlags & ESM::MagicEffect::CasterLinked
&& (caster.isEmpty() || !caster.getClass().isActor()))
continue;
ActiveSpells::ActiveEffect effect;
effect.mEffectId = effectIt->mEffectID;
effect.mArg = MWMechanics::EffectKey(*effectIt).mArg;
effect.mMagnitude = 0.f;
effect.mMinMagnitude = effectIt->mMagnMin;
effect.mMaxMagnitude = effectIt->mMagnMax;
effect.mTimeLeft = 0.f;
effect.mEffectIndex = currentEffectIndex;
effect.mFlags = ESM::ActiveEffect::Flag_None;
if(mManualSpell)
effect.mFlags |= ESM::ActiveEffect::Flag_Ignore_Reflect;
bool hasDuration = !(magicEffect->mData.mFlags & ESM::MagicEffect::NoDuration);
effect.mDuration = hasDuration ? static_cast<float>(effectIt->mDuration) : 1.f;
bool appliedOnce = magicEffect->mData.mFlags & ESM::MagicEffect::AppliedOnce;
if (!appliedOnce)
effect.mDuration = std::max(1.f, effect.mDuration);
effect.mTimeLeft = effect.mDuration;
// add to list of active effects, to apply in next frame
params.getEffects().emplace_back(effect);
bool effectAffectsHealth = magicEffect->mData.mFlags & ESM::MagicEffect::Harmful || effectIt->mEffectID == ESM::MagicEffect::RestoreHealth;
if (castByPlayer && target != caster && targetIsActor && effectAffectsHealth)
{
// If player is attempting to cast a harmful spell on or is healing a living target, show the target's HP bar.
MWBase::Environment::get().getWindowManager()->setEnemy(target);
}
if (!targetIsActor && magicEffect->mData.mFlags & ESM::MagicEffect::NoDuration)
{
playEffects(target, *magicEffect);
}
}
if (!exploded)
MWBase::Environment::get().getWorld()->explodeSpell(mHitPosition, effects, caster, target, range, mId, mSourceName, mFromProjectile, mSlot);
if (!target.isEmpty())
{
if (!params.getEffects().empty())
{
if(targetIsActor)
target.getClass().getCreatureStats(target).getActiveSpells().addSpell(params);
else
{
// Apply effects instantly. We can ignore effect deletion since the entire params object gets deleted afterwards anyway
// and we can ignore reflection since non-actors cannot reflect spells
for(auto& effect : params.getEffects())
applyMagicEffect(target, caster, params, effect, 0.f);
}
}
}
}
bool CastSpell::cast(const std::string &id)
{
const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
if (const auto spell = store.get<ESM::Spell>().search(id))
return cast(spell);
if (const auto potion = store.get<ESM::Potion>().search(id))
return cast(potion);
if (const auto ingredient = store.get<ESM::Ingredient>().search(id))
return cast(ingredient);
throw std::runtime_error("ID type cannot be casted");
}
bool CastSpell::cast(const MWWorld::Ptr &item, int slot, bool launchProjectile)
{
std::string enchantmentName = item.getClass().getEnchantment(item);
if (enchantmentName.empty())
throw std::runtime_error("can't cast an item without an enchantment");
mSourceName = item.getClass().getName(item);
mId = item.getCellRef().getRefId();
const ESM::Enchantment* enchantment = MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>().find(enchantmentName);
mSlot = slot;
bool godmode = mCaster == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState();
bool isProjectile = false;
if (item.getType() == ESM::Weapon::sRecordId)
{
int type = item.get<ESM::Weapon>()->mBase->mData.mType;
ESM::WeaponType::Class weapclass = MWMechanics::getWeaponType(type)->mWeaponClass;
isProjectile = (weapclass == ESM::WeaponType::Thrown || weapclass == ESM::WeaponType::Ammo);
}
int type = enchantment->mData.mType;
// Check if there's enough charge left
if (!godmode && (type == ESM::Enchantment::WhenUsed || (!isProjectile && type == ESM::Enchantment::WhenStrikes)))
{
int castCost = getEffectiveEnchantmentCastCost(static_cast<float>(enchantment->mData.mCost), mCaster);
if (item.getCellRef().getEnchantmentCharge() == -1)
item.getCellRef().setEnchantmentCharge(static_cast<float>(enchantment->mData.mCharge));
if (item.getCellRef().getEnchantmentCharge() < castCost)
{
if (mCaster == getPlayer())
{
MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicInsufficientCharge}");
// Failure sound
int school = 0;
if (!enchantment->mEffects.mList.empty())
{
short effectId = enchantment->mEffects.mList.front().mEffectID;
const ESM::MagicEffect* magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(effectId);
school = magicEffect->mData.mSchool;
}
static const std::string schools[] = {
"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
};
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
sndMgr->playSound3D(mCaster, "Spell Failure " + schools[school], 1.0f, 1.0f);
}
return false;
}
// Reduce charge
item.getCellRef().setEnchantmentCharge(item.getCellRef().getEnchantmentCharge() - castCost);
}
if (type == ESM::Enchantment::WhenUsed)
{
if (mCaster == getPlayer())
mCaster.getClass().skillUsageSucceeded (mCaster, ESM::Skill::Enchant, 1);
}
else if (type == ESM::Enchantment::CastOnce)
{
if (!godmode)
item.getContainerStore()->remove(item, 1, mCaster);
}
else if (type == ESM::Enchantment::WhenStrikes)
{
if (mCaster == getPlayer())
mCaster.getClass().skillUsageSucceeded (mCaster, ESM::Skill::Enchant, 3);
}
if (isProjectile)
inflict(mTarget, mCaster, enchantment->mEffects, ESM::RT_Self);
else
inflict(mCaster, mCaster, enchantment->mEffects, ESM::RT_Self);
if (isProjectile || !mTarget.isEmpty())
inflict(mTarget, mCaster, enchantment->mEffects, ESM::RT_Touch);
if (launchProjectile)
launchMagicBolt();
else if (isProjectile || !mTarget.isEmpty())
inflict(mTarget, mCaster, enchantment->mEffects, ESM::RT_Target);
return true;
}
bool CastSpell::cast(const ESM::Potion* potion)
{
mSourceName = potion->mName;
mId = potion->mId;
mType = ESM::ActiveSpells::Type_Consumable;
inflict(mCaster, mCaster, potion->mEffects, ESM::RT_Self);
return true;
}
bool CastSpell::cast(const ESM::Spell* spell)
{
mSourceName = spell->mName;
mId = spell->mId;
const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
int school = 0;
bool godmode = mCaster == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState();
if (mCaster.getClass().isActor() && !mAlwaysSucceed && !mManualSpell)
{
school = getSpellSchool(spell, mCaster);
CreatureStats& stats = mCaster.getClass().getCreatureStats(mCaster);
if (!godmode)
{
// Reduce fatigue (note that in the vanilla game, both GMSTs are 0, and there's no fatigue loss)
static const float fFatigueSpellBase = store.get<ESM::GameSetting>().find("fFatigueSpellBase")->mValue.getFloat();
static const float fFatigueSpellMult = store.get<ESM::GameSetting>().find("fFatigueSpellMult")->mValue.getFloat();
DynamicStat<float> fatigue = stats.getFatigue();
const float normalizedEncumbrance = mCaster.getClass().getNormalizedEncumbrance(mCaster);
float fatigueLoss = MWMechanics::calcSpellCost(*spell) * (fFatigueSpellBase + normalizedEncumbrance * fFatigueSpellMult);
fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss);
stats.setFatigue(fatigue);
bool fail = false;
// Check success
float successChance = getSpellSuccessChance(spell, mCaster, nullptr, true, false);
auto& prng = MWBase::Environment::get().getWorld()->getPrng();
if (Misc::Rng::roll0to99(prng) >= successChance)
{
if (mCaster == getPlayer())
MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicSkillFail}");
fail = true;
}
if (fail)
{
// Failure sound
static const std::string schools[] = {
"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
};
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
sndMgr->playSound3D(mCaster, "Spell Failure " + schools[school], 1.0f, 1.0f);
return false;
}
}
// A power can be used once per 24h
if (spell->mData.mType == ESM::Spell::ST_Power)
stats.getSpells().usePower(spell);
}
if (!mManualSpell && mCaster == getPlayer() && spellIncreasesSkill(spell))
mCaster.getClass().skillUsageSucceeded(mCaster, spellSchoolToSkill(school), 0);
// A non-actor doesn't play its spell cast effects from a character controller, so play them here
if (!mCaster.getClass().isActor())
playSpellCastingEffects(spell->mEffects.mList);
inflict(mCaster, mCaster, spell->mEffects, ESM::RT_Self);
if (!mTarget.isEmpty())
inflict(mTarget, mCaster, spell->mEffects, ESM::RT_Touch);
launchMagicBolt();
return true;
}
bool CastSpell::cast (const ESM::Ingredient* ingredient)
{
mId = ingredient->mId;
mType = ESM::ActiveSpells::Type_Consumable;
mSourceName = ingredient->mName;
ESM::ENAMstruct effect;
effect.mEffectID = ingredient->mData.mEffectID[0];
effect.mSkill = ingredient->mData.mSkills[0];
effect.mAttribute = ingredient->mData.mAttributes[0];
effect.mRange = ESM::RT_Self;
effect.mArea = 0;
const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
const auto magicEffect = store.get<ESM::MagicEffect>().find(effect.mEffectID);
const MWMechanics::CreatureStats& creatureStats = mCaster.getClass().getCreatureStats(mCaster);
float x = (mCaster.getClass().getSkill(mCaster, ESM::Skill::Alchemy) +
0.2f * creatureStats.getAttribute (ESM::Attribute::Intelligence).getModified()
+ 0.1f * creatureStats.getAttribute (ESM::Attribute::Luck).getModified())
* creatureStats.getFatigueTerm();
auto& prng = MWBase::Environment::get().getWorld()->getPrng();
int roll = Misc::Rng::roll0to99(prng);
if (roll > x)
{
// "X has no effect on you"
std::string message = store.get<ESM::GameSetting>().find("sNotifyMessage50")->mValue.getString();
message = Misc::StringUtils::format(message, ingredient->mName);
MWBase::Environment::get().getWindowManager()->messageBox(message);
return false;
}
float magnitude = 0;
float y = roll / std::min(x, 100.f);
y *= 0.25f * x;
if (magicEffect->mData.mFlags & ESM::MagicEffect::NoDuration)
effect.mDuration = 1;
else
effect.mDuration = static_cast<int>(y);
if (!(magicEffect->mData.mFlags & ESM::MagicEffect::NoMagnitude))
{
if (!(magicEffect->mData.mFlags & ESM::MagicEffect::NoDuration))
magnitude = floor((0.05f * y) / (0.1f * magicEffect->mData.mBaseCost));
else
magnitude = floor(y / (0.1f * magicEffect->mData.mBaseCost));
magnitude = std::max(1.f, magnitude);
}
else
magnitude = 1;
effect.mMagnMax = static_cast<int>(magnitude);
effect.mMagnMin = static_cast<int>(magnitude);
ESM::EffectList effects;
effects.mList.push_back(effect);
inflict(mCaster, mCaster, effects, ESM::RT_Self);
return true;
}
void CastSpell::playSpellCastingEffects(const std::string &spellid, bool enchantment)
{
const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
if (enchantment)
{
if (const auto spell = store.get<ESM::Enchantment>().search(spellid))
playSpellCastingEffects(spell->mEffects.mList);
}
else
{
if (const auto spell = store.get<ESM::Spell>().search(spellid))
playSpellCastingEffects(spell->mEffects.mList);
}
}
void CastSpell::playSpellCastingEffects(const std::vector<ESM::ENAMstruct>& effects)
{
const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
std::vector<std::string> addedEffects;
const VFS::Manager* const vfs = MWBase::Environment::get().getResourceSystem()->getVFS();
for (const ESM::ENAMstruct& effectData : effects)
{
const auto effect = store.get<ESM::MagicEffect>().find(effectData.mEffectID);
const ESM::Static* castStatic;
if (!effect->mCasting.empty())
castStatic = store.get<ESM::Static>().find (effect->mCasting);
else
castStatic = store.get<ESM::Static>().find ("VFX_DefaultCast");
// check if the effect was already added
if (std::find(addedEffects.begin(), addedEffects.end(),
Misc::ResourceHelpers::correctMeshPath(castStatic->mModel, vfs))
!= addedEffects.end())
continue;
MWRender::Animation* animation = MWBase::Environment::get().getWorld()->getAnimation(mCaster);
if (animation)
{
animation->addEffect(
Misc::ResourceHelpers::correctMeshPath(castStatic->mModel, vfs),
effect->mIndex, false, "", effect->mParticle);
}
else
{
// If the caster has no animation, add the effect directly to the effectManager
// We must scale and position it manually
float scale = mCaster.getCellRef().getScale();
osg::Vec3f pos (mCaster.getRefData().getPosition().asVec3());
if (!mCaster.getClass().isNpc())
{
osg::Vec3f bounds (MWBase::Environment::get().getWorld()->getHalfExtents(mCaster) * 2.f);
scale *= std::max({bounds.x(), bounds.y(), bounds.z() / 2.f}) / 64.f;
float offset = 0.f;
if (bounds.z() < 128.f)
offset = bounds.z() - 128.f;
else if (bounds.z() < bounds.x() + bounds.y())
offset = 128.f - bounds.z();
if (MWBase::Environment::get().getWorld()->isFlying(mCaster))
offset /= 20.f;
pos.z() += offset * scale;
}
else
{
// Additionally use the NPC's height
osg::Vec3f npcScaleVec (1.f, 1.f, 1.f);
mCaster.getClass().adjustScale(mCaster, npcScaleVec, true);
scale *= npcScaleVec.z();
}
scale = std::max(scale, 1.f);
MWBase::Environment::get().getWorld()->spawnEffect(
Misc::ResourceHelpers::correctMeshPath(castStatic->mModel, vfs),
effect->mParticle, pos, scale);
}
if (animation && !mCaster.getClass().isActor())
animation->addSpellCastGlow(effect);
static const std::string schools[] = {
"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
};
addedEffects.push_back(Misc::ResourceHelpers::correctMeshPath(castStatic->mModel, vfs));
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
if(!effect->mCastSound.empty())
sndMgr->playSound3D(mCaster, effect->mCastSound, 1.0f, 1.0f);
else
sndMgr->playSound3D(mCaster, schools[effect->mData.mSchool]+" cast", 1.0f, 1.0f);
}
}
void playEffects(const MWWorld::Ptr& target, const ESM::MagicEffect& magicEffect, bool playNonLooping)
{
if (playNonLooping)
{
static const std::string schools[] = {
"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
};
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
if(!magicEffect.mHitSound.empty())
sndMgr->playSound3D(target, magicEffect.mHitSound, 1.0f, 1.0f);
else
sndMgr->playSound3D(target, schools[magicEffect.mData.mSchool]+" hit", 1.0f, 1.0f);
}
// Add VFX
const ESM::Static* castStatic;
if (!magicEffect.mHit.empty())
castStatic = MWBase::Environment::get().getWorld()->getStore().get<ESM::Static>().find (magicEffect.mHit);
else
castStatic = MWBase::Environment::get().getWorld()->getStore().get<ESM::Static>().find ("VFX_DefaultHit");
bool loop = (magicEffect.mData.mFlags & ESM::MagicEffect::ContinuousVfx) != 0;
MWRender::Animation* anim = MWBase::Environment::get().getWorld()->getAnimation(target);
if(anim && !castStatic->mModel.empty())
{
// Don't play particle VFX unless the effect is new or it should be looping.
if (playNonLooping || loop)
{
const VFS::Manager* const vfs = MWBase::Environment::get().getResourceSystem()->getVFS();
anim->addEffect(
Misc::ResourceHelpers::correctMeshPath(castStatic->mModel, vfs),
magicEffect.mIndex, loop, "", magicEffect.mParticle);
}
}
}
}