#include "actors.hpp" #include #include #include #include "../mwworld/esmstore.hpp" #include "../mwworld/class.hpp" #include "../mwworld/inventorystore.hpp" #include "../mwworld/player.hpp" #include "../mwworld/manualref.hpp" #include "../mwworld/actionequip.hpp" #include "../mwbase/world.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/windowmanager.hpp" #include "../mwbase/soundmanager.hpp" #include "npcstats.hpp" #include "creaturestats.hpp" #include "movement.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/mechanicsmanager.hpp" #include "aicombat.hpp" namespace { void adjustBoundItem (const std::string& item, bool bound, const MWWorld::Ptr& actor) { if (bound) { MWWorld::Ptr newPtr = *actor.getClass().getContainerStore(actor).add(item, 1, actor); MWWorld::ActionEquip action(newPtr); action.execute(actor); } else { actor.getClass().getContainerStore(actor).remove(item, 1, actor); } } } namespace MWMechanics { void Actors::updateActor (const MWWorld::Ptr& ptr, float duration) { // magic effects adjustMagicEffects (ptr); calculateDynamicStats (ptr); calculateCreatureStatModifiers (ptr, duration); if(!MWBase::Environment::get().getWindowManager()->isGuiMode()) { // AI if(MWBase::Environment::get().getMechanicsManager()->isAIActive()) { CreatureStats& creatureStats = MWWorld::Class::get (ptr).getCreatureStats (ptr); //engage combat or not? if(ptr != MWBase::Environment::get().getWorld()->getPlayer().getPlayer() && !creatureStats.isHostile()) { ESM::Position playerpos = MWBase::Environment::get().getWorld()->getPlayer().getPlayer().getRefData().getPosition(); ESM::Position actorpos = ptr.getRefData().getPosition(); float d = sqrt((actorpos.pos[0] - playerpos.pos[0])*(actorpos.pos[0] - playerpos.pos[0]) +(actorpos.pos[1] - playerpos.pos[1])*(actorpos.pos[1] - playerpos.pos[1]) +(actorpos.pos[2] - playerpos.pos[2])*(actorpos.pos[2] - playerpos.pos[2])); float fight = ptr.getClass().getCreatureStats(ptr).getAiSetting(1); float disp = 100; //creatures don't have disposition, so set it to 100 by default if(ptr.getTypeName() == typeid(ESM::NPC).name()) { disp = MWBase::Environment::get().getMechanicsManager()->getDerivedDisposition(ptr); } bool LOS = MWBase::Environment::get().getWorld()->getLOS(ptr,MWBase::Environment::get().getWorld()->getPlayer().getPlayer()); if( ( (fight == 100 ) || (fight >= 95 && d <= 3000) || (fight >= 90 && d <= 2000) || (fight >= 80 && d <= 1000) || (fight >= 80 && disp <= 40) || (fight >= 70 && disp <= 35 && d <= 1000) || (fight >= 60 && disp <= 30 && d <= 1000) || (fight >= 50 && disp == 0) || (fight >= 40 && disp <= 10 && d <= 500) ) && LOS ) { creatureStats.getAiSequence().stack(AiCombat("player")); creatureStats.setHostile(true); } } creatureStats.getAiSequence().execute (ptr,duration); } // fatigue restoration calculateRestoration(ptr, duration); } } void Actors::updateNpc (const MWWorld::Ptr& ptr, float duration, bool paused) { if(!paused) { updateDrowning(ptr, duration); calculateNpcStatModifiers(ptr); updateEquippedLight(ptr, duration); } } void Actors::adjustMagicEffects (const MWWorld::Ptr& creature) { CreatureStats& creatureStats = MWWorld::Class::get (creature).getCreatureStats (creature); MagicEffects now = creatureStats.getSpells().getMagicEffects(); if (creature.getTypeName()==typeid (ESM::NPC).name()) { MWWorld::InventoryStore& store = MWWorld::Class::get (creature).getInventoryStore (creature); now += store.getMagicEffects(); } now += creatureStats.getActiveSpells().getMagicEffects(); MagicEffects diff = MagicEffects::diff (creatureStats.getMagicEffects(), now); creatureStats.setMagicEffects(now); // TODO apply diff to other stats } void Actors::calculateDynamicStats (const MWWorld::Ptr& ptr) { CreatureStats& creatureStats = MWWorld::Class::get (ptr).getCreatureStats (ptr); int strength = creatureStats.getAttribute(ESM::Attribute::Strength).getBase(); int intelligence = creatureStats.getAttribute(ESM::Attribute::Intelligence).getBase(); int willpower = creatureStats.getAttribute(ESM::Attribute::Willpower).getBase(); int agility = creatureStats.getAttribute(ESM::Attribute::Agility).getBase(); int endurance = creatureStats.getAttribute(ESM::Attribute::Endurance).getBase(); double magickaFactor = creatureStats.getMagicEffects().get (EffectKey (ESM::MagicEffect::FortifyMaximumMagicka)).mMagnitude * 0.1 + 0.5; DynamicStat magicka = creatureStats.getMagicka(); float diff = (static_cast(intelligence + magickaFactor*intelligence)) - magicka.getBase(); magicka.modify(diff); creatureStats.setMagicka(magicka); DynamicStat fatigue = creatureStats.getFatigue(); diff = (strength+willpower+agility+endurance) - fatigue.getBase(); fatigue.modify(diff); creatureStats.setFatigue(fatigue); } void Actors::calculateRestoration (const MWWorld::Ptr& ptr, float duration) { if (ptr.getClass().getCreatureStats(ptr).isDead()) return; CreatureStats& stats = MWWorld::Class::get (ptr).getCreatureStats (ptr); const MWWorld::Store& settings = MWBase::Environment::get().getWorld()->getStore().get(); int endurance = stats.getAttribute (ESM::Attribute::Endurance).getModified (); float capacity = MWWorld::Class::get(ptr).getCapacity(ptr); float encumbrance = MWWorld::Class::get(ptr).getEncumbrance(ptr); float normalizedEncumbrance = (capacity == 0 ? 1 : encumbrance/capacity); if (normalizedEncumbrance > 1) normalizedEncumbrance = 1; if (duration == 3600) { // the actor is sleeping, restore health and magicka bool stunted = stats.getMagicEffects ().get(MWMechanics::EffectKey(ESM::MagicEffect::StuntedMagicka)).mMagnitude > 0; DynamicStat health = stats.getHealth(); health.setCurrent (health.getCurrent() + 0.1 * endurance); stats.setHealth (health); if (!stunted) { float fRestMagicMult = settings.find("fRestMagicMult")->getFloat (); DynamicStat magicka = stats.getMagicka(); magicka.setCurrent (magicka.getCurrent() + fRestMagicMult * stats.getAttribute(ESM::Attribute::Intelligence).getModified()); stats.setMagicka (magicka); } } // restore fatigue float fFatigueReturnBase = settings.find("fFatigueReturnBase")->getFloat (); float fFatigueReturnMult = settings.find("fFatigueReturnMult")->getFloat (); float fEndFatigueMult = settings.find("fEndFatigueMult")->getFloat (); float x = fFatigueReturnBase + fFatigueReturnMult * (1 - normalizedEncumbrance); x *= fEndFatigueMult * endurance; DynamicStat fatigue = stats.getFatigue(); fatigue.setCurrent (fatigue.getCurrent() + duration * x); stats.setFatigue (fatigue); } void Actors::calculateCreatureStatModifiers (const MWWorld::Ptr& ptr, float duration) { CreatureStats &creatureStats = MWWorld::Class::get(ptr).getCreatureStats(ptr); const MagicEffects &effects = creatureStats.getMagicEffects(); // attributes for(int i = 0;i < ESM::Attribute::Length;++i) { Stat stat = creatureStats.getAttribute(i); stat.setModifier(effects.get(EffectKey(ESM::MagicEffect::FortifyAttribute, i)).mMagnitude - effects.get(EffectKey(ESM::MagicEffect::DrainAttribute, i)).mMagnitude - effects.get(EffectKey(ESM::MagicEffect::AbsorbAttribute, i)).mMagnitude); creatureStats.setAttribute(i, stat); } // dynamic stats for(int i = 0;i < 3;++i) { DynamicStat stat = creatureStats.getDynamic(i); stat.setModifier(effects.get(EffectKey(ESM::MagicEffect::FortifyHealth+i)).mMagnitude - effects.get(EffectKey(ESM::MagicEffect::DrainHealth+i)).mMagnitude); float currentDiff = creatureStats.getMagicEffects().get(EffectKey(ESM::MagicEffect::RestoreHealth+i)).mMagnitude - creatureStats.getMagicEffects().get(EffectKey(ESM::MagicEffect::DamageHealth+i)).mMagnitude - creatureStats.getMagicEffects().get(EffectKey(ESM::MagicEffect::AbsorbHealth+i)).mMagnitude; stat.setCurrent(stat.getCurrent() + currentDiff * duration); creatureStats.setDynamic(i, stat); } // Apply damage ticks int damageEffects[] = { ESM::MagicEffect::FireDamage, ESM::MagicEffect::ShockDamage, ESM::MagicEffect::FrostDamage, ESM::MagicEffect::Poison, ESM::MagicEffect::SunDamage }; DynamicStat health = creatureStats.getHealth(); for (unsigned int i=0; iisExterior()) continue; float time = MWBase::Environment::get().getWorld()->getTimeStamp().getHour(); float timeDiff = std::min(7.f, std::max(0.f, std::abs(time - 13))); float damageScale = 1.f - timeDiff / 7.f; // When cloudy, the sun damage effect is halved static float fMagicSunBlockedMult = MWBase::Environment::get().getWorld()->getStore().get().find( "fMagicSunBlockedMult")->getFloat(); int weather = MWBase::Environment::get().getWorld()->getCurrentWeather(); if (weather > 1) damageScale *= fMagicSunBlockedMult; health.setCurrent(health.getCurrent() - magnitude * duration * damageScale); } else health.setCurrent(health.getCurrent() - magnitude * duration); } creatureStats.setHealth(health); // TODO: dirty flag for magic effects to avoid some unnecessary work below? // Update bound effects static std::map boundItemsMap; if (boundItemsMap.empty()) { boundItemsMap[ESM::MagicEffect::BoundBattleAxe] = "battle_axe"; boundItemsMap[ESM::MagicEffect::BoundBoots] = "boots"; boundItemsMap[ESM::MagicEffect::BoundCuirass] = "cuirass"; boundItemsMap[ESM::MagicEffect::BoundDagger] = "dagger"; boundItemsMap[ESM::MagicEffect::BoundGloves] = "gauntlet"; // Note: needs both _left and _right variants, see below boundItemsMap[ESM::MagicEffect::BoundHelm] = "helm"; boundItemsMap[ESM::MagicEffect::BoundLongbow] = "longbow"; boundItemsMap[ESM::MagicEffect::BoundLongsword] = "longsword"; boundItemsMap[ESM::MagicEffect::BoundMace] = "mace"; boundItemsMap[ESM::MagicEffect::BoundShield] = "shield"; boundItemsMap[ESM::MagicEffect::BoundSpear] = "spear"; } for (std::map::iterator it = boundItemsMap.begin(); it != boundItemsMap.end(); ++it) { bool found = creatureStats.mBoundItems.find(it->first) != creatureStats.mBoundItems.end(); int magnitude = creatureStats.getMagicEffects().get(EffectKey(it->first)).mMagnitude; if (found != (magnitude > 0)) { std::string item = "bound_" + it->second; if (it->first == ESM::MagicEffect::BoundGloves) { adjustBoundItem(item + "_left", magnitude > 0, ptr); adjustBoundItem(item + "_right", magnitude > 0, ptr); } else adjustBoundItem(item, magnitude > 0, ptr); if (magnitude > 0) creatureStats.mBoundItems.insert(it->first); else creatureStats.mBoundItems.erase(it->first); } } // Update summon effects static std::map summonMap; if (summonMap.empty()) { summonMap[ESM::MagicEffect::SummonAncestralGhost] = "ancestor_ghost_summon"; summonMap[ESM::MagicEffect::SummonBear] = "BM_bear_black_summon"; summonMap[ESM::MagicEffect::SummonBonelord] = "bonelord_summon"; summonMap[ESM::MagicEffect::SummonBonewalker] = "bonewalker_summon"; summonMap[ESM::MagicEffect::SummonBonewolf] = "BM_wolf_bone_summon"; summonMap[ESM::MagicEffect::SummonCenturionSphere] = "centurion_sphere_summon"; summonMap[ESM::MagicEffect::SummonClannfear] = "clannfear_summon"; summonMap[ESM::MagicEffect::SummonDaedroth] = "daedroth_summon"; summonMap[ESM::MagicEffect::SummonDremora] = "dremora_summon"; summonMap[ESM::MagicEffect::SummonFabricant] = "fabricant_summon"; summonMap[ESM::MagicEffect::SummonFlameAtronach] = "atronach_flame_summon"; summonMap[ESM::MagicEffect::SummonFrostAtronach] = "atronach_frost_summon"; summonMap[ESM::MagicEffect::SummonGoldenSaint] = "golden saint_summon"; summonMap[ESM::MagicEffect::SummonGreaterBonewalker] = "bonewalker_greater_summ"; summonMap[ESM::MagicEffect::SummonHunger] = "hunger_summon"; summonMap[ESM::MagicEffect::SummonScamp] = "scamp_summon"; summonMap[ESM::MagicEffect::SummonSkeletalMinion] = "skeleton_summon"; summonMap[ESM::MagicEffect::SummonStormAtronach] = "atronach_storm_summon"; summonMap[ESM::MagicEffect::SummonWingedTwilight] = "winged twilight_summon"; summonMap[ESM::MagicEffect::SummonWolf] = "BM_wolf_grey_summon"; } for (std::map::iterator it = summonMap.begin(); it != summonMap.end(); ++it) { bool found = creatureStats.mSummonedCreatures.find(it->first) != creatureStats.mSummonedCreatures.end(); int magnitude = creatureStats.getMagicEffects().get(EffectKey(it->first)).mMagnitude; if (found != (magnitude > 0)) { if (magnitude > 0) { ESM::Position ipos = ptr.getRefData().getPosition(); Ogre::Vector3 pos(ipos.pos[0],ipos.pos[1],ipos.pos[2]); Ogre::Quaternion rot(Ogre::Radian(-ipos.rot[2]), Ogre::Vector3::UNIT_Z); const float distance = 50; pos = pos + distance*rot.yAxis(); ipos.pos[0] = pos.x; ipos.pos[1] = pos.y; ipos.pos[2] = pos.z; ipos.rot[0] = 0; ipos.rot[1] = 0; ipos.rot[2] = 0; MWWorld::CellStore* store = ptr.getCell(); MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), it->second, 1); ref.getPtr().getCellRef().mPos = ipos; // TODO: Add AI to follow player and fight for him creatureStats.mSummonedCreatures.insert(std::make_pair(it->first, MWBase::Environment::get().getWorld()->safePlaceObject(ref.getPtr(),*store,ipos).getRefData().getHandle())); } else { std::string handle = creatureStats.mSummonedCreatures[it->first]; // TODO: Show death animation before deleting? We shouldn't allow looting the corpse while the animation // plays though, which is a rather lame exploit in vanilla. MWWorld::Ptr ptr = MWBase::Environment::get().getWorld()->searchPtrViaHandle(handle); if (!ptr.isEmpty()) { MWBase::Environment::get().getWorld()->deleteObject(ptr); creatureStats.mSummonedCreatures.erase(it->first); } } } } } void Actors::calculateNpcStatModifiers (const MWWorld::Ptr& ptr) { NpcStats &npcStats = MWWorld::Class::get(ptr).getNpcStats(ptr); const MagicEffects &effects = npcStats.getMagicEffects(); // skills for(int i = 0;i < ESM::Skill::Length;++i) { Stat& skill = npcStats.getSkill(i); skill.setModifier(effects.get(EffectKey(ESM::MagicEffect::FortifySkill, i)).mMagnitude - effects.get(EffectKey(ESM::MagicEffect::DrainSkill, i)).mMagnitude - effects.get(EffectKey(ESM::MagicEffect::AbsorbSkill, i)).mMagnitude); } } void Actors::updateDrowning(const MWWorld::Ptr& ptr, float duration) { MWBase::World *world = MWBase::Environment::get().getWorld(); NpcStats &stats = ptr.getClass().getNpcStats(ptr); if(world->isSubmerged(ptr) && stats.getMagicEffects().get(ESM::MagicEffect::WaterBreathing).mMagnitude == 0) { float timeLeft = 0.0f; if(stats.getFatigue().getCurrent() == 0) stats.setTimeToStartDrowning(0); else { timeLeft = stats.getTimeToStartDrowning() - duration; if(timeLeft < 0.0f) timeLeft = 0.0f; stats.setTimeToStartDrowning(timeLeft); } if(timeLeft == 0.0f) { // If drowning, apply 3 points of damage per second ptr.getClass().setActorHealth(ptr, stats.getHealth().getCurrent() - 3.0f*duration); // Play a drowning sound as necessary for the player if(ptr == world->getPlayer().getPlayer()) { MWBase::SoundManager *sndmgr = MWBase::Environment::get().getSoundManager(); if(!sndmgr->getSoundPlaying(MWWorld::Ptr(), "drown")) sndmgr->playSound("drown", 1.0f, 1.0f); } } } else stats.setTimeToStartDrowning(20); } void Actors::updateEquippedLight (const MWWorld::Ptr& ptr, float duration) { //If holding a light... MWWorld::InventoryStore &inventoryStore = MWWorld::Class::get(ptr).getInventoryStore(ptr); MWWorld::ContainerStoreIterator heldIter = inventoryStore.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft); if(heldIter.getType() == MWWorld::ContainerStore::Type_Light) { // Use time from the player's light bool isPlayer = ptr.getRefData().getHandle()=="player"; if(isPlayer) { float timeRemaining = heldIter->getClass().getRemainingUsageTime(*heldIter); // -1 is infinite light source. Other negative values are treated as 0. if(timeRemaining != -1.0f) { timeRemaining -= duration; if(timeRemaining > 0.0f) heldIter->getClass().setRemainingUsageTime(*heldIter, timeRemaining); else { inventoryStore.remove(*heldIter, 1, ptr); // remove it return; } } } // Both NPC and player lights extinguish in water. if(MWBase::Environment::get().getWorld()->isSwimming(ptr)) { inventoryStore.remove(*heldIter, 1, ptr); // remove it // ...But, only the player makes a sound. if(isPlayer) MWBase::Environment::get().getSoundManager()->playSound("torch out", 1.0, 1.0, MWBase::SoundManager::Play_TypeSfx, MWBase::SoundManager::Play_NoEnv); } } } Actors::Actors() {} void Actors::addActor (const MWWorld::Ptr& ptr) { // erase previous death events since we are currently only tracking them while in an active cell MWWorld::Class::get(ptr).getCreatureStats(ptr).clearHasDied(); removeActor(ptr); MWRender::Animation *anim = MWBase::Environment::get().getWorld()->getAnimation(ptr); mActors.insert(std::make_pair(ptr, new CharacterController(ptr, anim))); } void Actors::removeActor (const MWWorld::Ptr& ptr) { PtrControllerMap::iterator iter = mActors.find(ptr); if(iter != mActors.end()) { delete iter->second; mActors.erase(iter); } } void Actors::updateActor(const MWWorld::Ptr &old, const MWWorld::Ptr &ptr) { PtrControllerMap::iterator iter = mActors.find(old); if(iter != mActors.end()) { CharacterController *ctrl = iter->second; mActors.erase(iter); ctrl->updatePtr(ptr); mActors.insert(std::make_pair(ptr, ctrl)); } } void Actors::dropActors (const MWWorld::Ptr::CellStore *cellStore, const MWWorld::Ptr& ignore) { PtrControllerMap::iterator iter = mActors.begin(); while(iter != mActors.end()) { if(iter->first.getCell()==cellStore && iter->first != ignore) { delete iter->second; mActors.erase(iter++); } else ++iter; } } void Actors::update (float duration, bool paused) { if (!paused) { for(PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();iter++) { const MWWorld::Class &cls = MWWorld::Class::get(iter->first); CreatureStats &stats = cls.getCreatureStats(iter->first); stats.setLastHitObject(std::string()); if(!stats.isDead()) { if(iter->second->isDead()) iter->second->resurrect(); updateActor(iter->first, duration); if(iter->first.getTypeName() == typeid(ESM::NPC).name()) updateNpc(iter->first, duration, paused); if(!stats.isDead()) continue; } // If it's the player and God Mode is turned on, keep it alive if(iter->first.getRefData().getHandle()=="player" && MWBase::Environment::get().getWorld()->getGodModeState()) { MWMechanics::DynamicStat stat(stats.getHealth()); if(stat.getModified()<1) { stat.setModified(1, 0); stats.setHealth(stat); } stats.resurrect(); continue; } if(iter->second->isDead()) continue; iter->second->kill(); ++mDeathCount[cls.getId(iter->first)]; if(cls.isEssential(iter->first)) MWBase::Environment::get().getWindowManager()->messageBox("#{sKilledEssential}"); } } if(!paused) { // Note: we need to do this before any of the animations are updated. // Reaching the text keys may trigger Hit / Spellcast (and as such, particles), // so updating VFX immediately after that would just remove the particle effects instantly. // There needs to be a magic effect update in between. for(PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();++iter) iter->second->updateContinuousVfx(); for(PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();++iter) iter->second->update(duration); } } void Actors::restoreDynamicStats() { for(PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();++iter) calculateRestoration(iter->first, 3600); } int Actors::countDeaths (const std::string& id) const { std::map::const_iterator iter = mDeathCount.find(id); if(iter != mDeathCount.end()) return iter->second; return 0; } void Actors::forceStateUpdate(const MWWorld::Ptr & ptr) { PtrControllerMap::iterator iter = mActors.find(ptr); if(iter != mActors.end()) iter->second->forceStateUpdate(); } void Actors::playAnimationGroup(const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number) { PtrControllerMap::iterator iter = mActors.find(ptr); if(iter != mActors.end()) iter->second->playGroup(groupName, mode, number); } void Actors::skipAnimation(const MWWorld::Ptr& ptr) { PtrControllerMap::iterator iter = mActors.find(ptr); if(iter != mActors.end()) iter->second->skipAnim(); } bool Actors::checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string& groupName) { PtrControllerMap::iterator iter = mActors.find(ptr); if(iter != mActors.end()) return iter->second->isAnimPlaying(groupName); return false; } }