Crime: improvement to arrest on sight for large bounties

iCrimeThreshold controls the needed bounty to have guards run to the player and force dialogue. In vanilla, the greeting dialogue is scripted to either arrest the player (< 5000 bounty) or present a death sentence and attack (>= 5000 bounty).
openmw-30
scrawl 11 years ago
parent 7331a64e34
commit 122e606e30

@ -719,22 +719,21 @@ namespace MWMechanics
CreatureStats& creatureStats = MWWorld::Class::get(ptr).getCreatureStats(ptr); CreatureStats& creatureStats = MWWorld::Class::get(ptr).getCreatureStats(ptr);
NpcStats& npcStats = MWWorld::Class::get(ptr).getNpcStats(ptr); NpcStats& npcStats = MWWorld::Class::get(ptr).getNpcStats(ptr);
// If I'm a guard and I'm not hostile if (ptr.getClass().isClass(ptr, "Guard") && creatureStats.getAiSequence().getTypeId() != AiPackage::TypeIdPersue && !creatureStats.isHostile())
if (ptr.getClass().isClass(ptr, "Guard") && !creatureStats.isHostile())
{ {
/// \todo Move me! I shouldn't be here... /// \todo Move me! I shouldn't be here...
const MWWorld::ESMStore& esmStore = MWBase::Environment::get().getWorld()->getStore(); const MWWorld::ESMStore& esmStore = MWBase::Environment::get().getWorld()->getStore();
float cutoff = float(esmStore.get<ESM::GameSetting>().find("iCrimeThreshold")->getInt()) * float cutoff = float(esmStore.get<ESM::GameSetting>().find("iCrimeThreshold")->getInt());
float(esmStore.get<ESM::GameSetting>().find("iCrimeThresholdMultiplier")->getInt()) * // Force dialogue on sight if bounty is greater than the cutoff
esmStore.get<ESM::GameSetting>().find("fCrimeGoldDiscountMult")->getFloat(); // In vanilla morrowind, the greeting dialogue is scripted to either arrest the player (< 5000 bounty) or attack (>= 5000 bounty)
// Attack on sight if bounty is greater than the cutoff
if ( player.getClass().getNpcStats(player).getBounty() >= cutoff if ( player.getClass().getNpcStats(player).getBounty() >= cutoff
// TODO: do not run these two every frame. keep an Aware state for each actor and update it every 0.2 s or so?
&& MWBase::Environment::get().getWorld()->getLOS(ptr, player) && MWBase::Environment::get().getWorld()->getLOS(ptr, player)
&& MWBase::Environment::get().getMechanicsManager()->awarenessCheck(player, ptr)) && MWBase::Environment::get().getMechanicsManager()->awarenessCheck(player, ptr))
{ {
creatureStats.getAiSequence().stack(AiCombat(player), ptr); creatureStats.getAiSequence().stack(AiPersue(player.getClass().getId(player)), ptr);
creatureStats.setHostile(true); creatureStats.setAlarmed(true);
npcStats.setCrimeId( MWBase::Environment::get().getWorld()->getPlayer().getCrimeId() ); npcStats.setCrimeId(MWBase::Environment::get().getWorld()->getPlayer().getNewCrimeId());
} }
} }
@ -767,7 +766,6 @@ namespace MWMechanics
creatureStats.setHostile(true); creatureStats.setHostile(true);
} }
} }
// if I didn't report a crime was I attacked? // if I didn't report a crime was I attacked?
else if (creatureStats.getAttacked() && !creatureStats.isHostile()) else if (creatureStats.getAttacked() && !creatureStats.isHostile())
{ {

@ -93,11 +93,16 @@ void MWMechanics::AiSequence::execute (const MWWorld::Ptr& actor,float duration)
{ {
if (!mPackages.empty()) if (!mPackages.empty())
{ {
mLastAiPackage = mPackages.front()->getTypeId(); MWMechanics::AiPackage* package = mPackages.front();
if (mPackages.front()->execute (actor,duration)) mLastAiPackage = package->getTypeId();
if (package->execute (actor,duration))
{ {
delete *mPackages.begin(); // To account for the rare case where AiPackage::execute() queued another AI package
mPackages.erase (mPackages.begin()); // (e.g. AiPersue executing a dialogue script that uses startCombat)
std::list<MWMechanics::AiPackage*>::iterator toRemove =
std::find(mPackages.begin(), mPackages.end(), package);
mPackages.erase(toRemove);
delete package;
mDone = true; mDone = true;
} }
else else

@ -33,7 +33,7 @@ struct Creature
Respawn = 0x002, Respawn = 0x002,
Weapon = 0x004, // Has weapon and shield Weapon = 0x004, // Has weapon and shield
None = 0x008, // ?? None = 0x008, // ?? This flag appears set for every creature in Morrowind.esm
Essential = 0x080, Essential = 0x080,
// Blood types // Blood types

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