openmw-tes3coop/apps/openmw/mwmechanics/mechanicsmanagerimp.cpp
Emanuel Guevel 1e4a854433 Remove static method MWWorld::Class::get(&Ptr)
It was just adding a level of indirection to Ptr.getClass().
All the call were replaced by that instead. The number of lines changed
is important, but the change itself is trivial, so everything should be
fine. :)
2014-05-22 20:50:00 +02:00

1052 lines
42 KiB
C++

#include "mechanicsmanagerimp.hpp"
#include "npcstats.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/dialoguemanager.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/player.hpp"
#include "../mwmechanics/aicombat.hpp"
#include <OgreSceneNode.h>
#include "spellcasting.hpp"
namespace
{
/// @return is \a ptr allowed to take/use \a item or is it a crime?
bool isAllowedToUse (const MWWorld::Ptr& ptr, const MWWorld::Ptr& item, MWWorld::Ptr& victim)
{
const std::string& owner = item.getCellRef().mOwner;
bool isOwned = !owner.empty() && owner != "player";
const std::string& faction = item.getCellRef().mFaction;
bool isFactionOwned = false;
if (!faction.empty() && ptr.getClass().isNpc())
{
const std::map<std::string, int>& factions = ptr.getClass().getNpcStats(ptr).getFactionRanks();
if (factions.find(Misc::StringUtils::lowerCase(faction)) == factions.end())
isFactionOwned = true;
}
if (!item.getCellRef().mOwner.empty())
victim = MWBase::Environment::get().getWorld()->searchPtr(item.getCellRef().mOwner, true);
return (!isOwned && !isFactionOwned);
}
}
namespace MWMechanics
{
void MechanicsManager::buildPlayer()
{
MWWorld::Ptr ptr = MWBase::Environment::get().getWorld()->getPlayerPtr();
MWMechanics::CreatureStats& creatureStats = ptr.getClass().getCreatureStats (ptr);
MWMechanics::NpcStats& npcStats = ptr.getClass().getNpcStats (ptr);
const ESM::NPC *player = ptr.get<ESM::NPC>()->mBase;
// reset
creatureStats.setLevel(player->mNpdt52.mLevel);
creatureStats.getSpells().clear();
creatureStats.setMagicEffects(MagicEffects());
for (int i=0; i<27; ++i)
npcStats.getSkill (i).setBase (player->mNpdt52.mSkills[i]);
creatureStats.setAttribute(ESM::Attribute::Strength, player->mNpdt52.mStrength);
creatureStats.setAttribute(ESM::Attribute::Intelligence, player->mNpdt52.mIntelligence);
creatureStats.setAttribute(ESM::Attribute::Willpower, player->mNpdt52.mWillpower);
creatureStats.setAttribute(ESM::Attribute::Agility, player->mNpdt52.mAgility);
creatureStats.setAttribute(ESM::Attribute::Speed, player->mNpdt52.mSpeed);
creatureStats.setAttribute(ESM::Attribute::Endurance, player->mNpdt52.mEndurance);
creatureStats.setAttribute(ESM::Attribute::Personality, player->mNpdt52.mPersonality);
creatureStats.setAttribute(ESM::Attribute::Luck, player->mNpdt52.mLuck);
const MWWorld::ESMStore &esmStore =
MWBase::Environment::get().getWorld()->getStore();
// race
if (mRaceSelected)
{
const ESM::Race *race =
esmStore.get<ESM::Race>().find(player->mRace);
bool male = (player->mFlags & ESM::NPC::Female) == 0;
for (int i=0; i<8; ++i)
{
const ESM::Race::MaleFemale& attribute = race->mData.mAttributeValues[i];
creatureStats.setAttribute(i, male ? attribute.mMale : attribute.mFemale);
}
for (int i=0; i<27; ++i)
{
int bonus = 0;
for (int i2=0; i2<7; ++i2)
if (race->mData.mBonus[i2].mSkill==i)
{
bonus = race->mData.mBonus[i2].mBonus;
break;
}
npcStats.getSkill (i).setBase (5 + bonus);
}
for (std::vector<std::string>::const_iterator iter (race->mPowers.mList.begin());
iter!=race->mPowers.mList.end(); ++iter)
{
creatureStats.getSpells().add (*iter);
}
}
// birthsign
const std::string &signId =
MWBase::Environment::get().getWorld()->getPlayer().getBirthSign();
if (!signId.empty())
{
const ESM::BirthSign *sign =
esmStore.get<ESM::BirthSign>().find(signId);
for (std::vector<std::string>::const_iterator iter (sign->mPowers.mList.begin());
iter!=sign->mPowers.mList.end(); ++iter)
{
creatureStats.getSpells().add (*iter);
}
}
// class
if (mClassSelected)
{
const ESM::Class *class_ =
esmStore.get<ESM::Class>().find(player->mClass);
for (int i=0; i<2; ++i)
{
int attribute = class_->mData.mAttribute[i];
if (attribute>=0 && attribute<8)
{
creatureStats.setAttribute(attribute,
creatureStats.getAttribute(attribute).getBase() + 10);
}
}
for (int i=0; i<2; ++i)
{
int bonus = i==0 ? 10 : 25;
for (int i2=0; i2<5; ++i2)
{
int index = class_->mData.mSkills[i2][i];
if (index>=0 && index<27)
{
npcStats.getSkill (index).setBase (
npcStats.getSkill (index).getBase() + bonus);
}
if (i==1)
{
// Major skill - add starting spells for this skill if existing
const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
MWWorld::Store<ESM::Spell>::iterator it = store.get<ESM::Spell>().begin();
for (; it != store.get<ESM::Spell>().end(); ++it)
{
if (it->mData.mFlags & ESM::Spell::F_PCStart
&& spellSchoolToSkill(getSpellSchool(&*it, ptr)) == index)
creatureStats.getSpells().add(it->mId);
}
}
}
}
const MWWorld::Store<ESM::Skill> &skills =
esmStore.get<ESM::Skill>();
MWWorld::Store<ESM::Skill>::iterator iter = skills.begin();
for (; iter != skills.end(); ++iter)
{
if (iter->mData.mSpecialization==class_->mData.mSpecialization)
{
int index = iter->mIndex;
if (index>=0 && index<27)
{
npcStats.getSkill (index).setBase (
npcStats.getSkill (index).getBase() + 5);
}
}
}
}
// forced update and current value adjustments
mActors.updateActor (ptr, 0);
for (int i=0; i<3; ++i)
{
DynamicStat<float> stat = creatureStats.getDynamic (i);
stat.setCurrent (stat.getModified());
creatureStats.setDynamic (i, stat);
}
// auto-equip again. we need this for when the race is changed to a beast race and shoes are no longer equippable
MWWorld::InventoryStore& invStore = ptr.getClass().getInventoryStore(ptr);
for (int i=0; i<MWWorld::InventoryStore::Slots; ++i)
invStore.unequipAll(ptr);
invStore.autoEquip(ptr);
}
MechanicsManager::MechanicsManager()
: mUpdatePlayer (true), mClassSelected (false),
mRaceSelected (false), mAI(true)
{
//buildPlayer no longer here, needs to be done explicitely after all subsystems are up and running
}
void MechanicsManager::add(const MWWorld::Ptr& ptr)
{
if(ptr.getClass().isActor())
mActors.addActor(ptr);
else
mObjects.addObject(ptr);
}
void MechanicsManager::remove(const MWWorld::Ptr& ptr)
{
if(ptr == mWatched)
mWatched = MWWorld::Ptr();
mActors.removeActor(ptr);
mObjects.removeObject(ptr);
}
void MechanicsManager::updateCell(const MWWorld::Ptr &old, const MWWorld::Ptr &ptr)
{
if(old == mWatched)
mWatched = ptr;
if(ptr.getClass().isActor())
mActors.updateActor(old, ptr);
else
mObjects.updateObject(old, ptr);
}
void MechanicsManager::drop(const MWWorld::CellStore *cellStore)
{
mActors.dropActors(cellStore, mWatched);
mObjects.dropObjects(cellStore);
}
void MechanicsManager::watchActor(const MWWorld::Ptr& ptr)
{
mWatched = ptr;
}
void MechanicsManager::advanceTime (float duration)
{
// Uses ingame time, but scaled to real time
duration /= MWBase::Environment::get().getWorld()->getTimeScaleFactor();
MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
player.getClass().getInventoryStore(player).rechargeItems(duration);
}
void MechanicsManager::update(float duration, bool paused)
{
if(!mWatched.isEmpty())
{
MWBase::WindowManager *winMgr = MWBase::Environment::get().getWindowManager();
const MWMechanics::NpcStats &stats = mWatched.getClass().getNpcStats(mWatched);
for(int i = 0;i < ESM::Attribute::Length;++i)
{
if(stats.getAttribute(i) != mWatchedStats.getAttribute(i))
{
std::stringstream attrname;
attrname << "AttribVal"<<(i+1);
mWatchedStats.setAttribute(i, stats.getAttribute(i));
winMgr->setValue(attrname.str(), stats.getAttribute(i));
}
}
if(stats.getHealth() != mWatchedStats.getHealth())
{
static const std::string hbar("HBar");
mWatchedStats.setHealth(stats.getHealth());
winMgr->setValue(hbar, stats.getHealth());
}
if(stats.getMagicka() != mWatchedStats.getMagicka())
{
static const std::string mbar("MBar");
mWatchedStats.setMagicka(stats.getMagicka());
winMgr->setValue(mbar, stats.getMagicka());
}
if(stats.getFatigue() != mWatchedStats.getFatigue())
{
static const std::string fbar("FBar");
mWatchedStats.setFatigue(stats.getFatigue());
winMgr->setValue(fbar, stats.getFatigue());
}
if(stats.getTimeToStartDrowning() != mWatchedStats.getTimeToStartDrowning())
{
const float fHoldBreathTime = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>()
.find("fHoldBreathTime")->getFloat();
mWatchedStats.setTimeToStartDrowning(stats.getTimeToStartDrowning());
if(stats.getTimeToStartDrowning() >= fHoldBreathTime)
winMgr->setDrowningBarVisibility(false);
else
{
winMgr->setDrowningBarVisibility(true);
winMgr->setDrowningTimeLeft(stats.getTimeToStartDrowning(), fHoldBreathTime);
}
}
bool update = false;
//Loop over ESM::Skill::SkillEnum
for(int i = 0; i < ESM::Skill::Length; ++i)
{
if(stats.getSkill(i) != mWatchedStats.getSkill(i))
{
update = true;
mWatchedStats.getSkill(i) = stats.getSkill(i);
winMgr->setValue((ESM::Skill::SkillEnum)i, stats.getSkill(i));
}
}
if(update)
winMgr->updateSkillArea();
winMgr->setValue("level", stats.getLevel());
// Update the equipped weapon icon
MWWorld::InventoryStore& inv = mWatched.getClass().getInventoryStore(mWatched);
MWWorld::ContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
if (weapon == inv.end())
winMgr->unsetSelectedWeapon();
else
winMgr->setSelectedWeapon(*weapon);
// Update the selected spell icon
MWWorld::ContainerStoreIterator enchantItem = inv.getSelectedEnchantItem();
if (enchantItem != inv.end())
winMgr->setSelectedEnchantItem(*enchantItem);
else if (!winMgr->getSelectedSpell().empty())
winMgr->setSelectedSpell(winMgr->getSelectedSpell(), int(MWMechanics::getSpellSuccessChance(winMgr->getSelectedSpell(), mWatched)));
else
winMgr->unsetSelectedSpell();
}
if (mUpdatePlayer)
{
MWBase::World *world = MWBase::Environment::get().getWorld();
// basic player profile; should not change anymore after the creation phase is finished.
MWBase::WindowManager *winMgr =
MWBase::Environment::get().getWindowManager();
const ESM::NPC *player =
world->getPlayerPtr().get<ESM::NPC>()->mBase;
const ESM::Race *race =
world->getStore().get<ESM::Race>().find(player->mRace);
const ESM::Class *cls =
world->getStore().get<ESM::Class>().find(player->mClass);
winMgr->setValue ("name", player->mName);
winMgr->setValue ("race", race->mName);
winMgr->setValue ("class", cls->mName);
mUpdatePlayer = false;
MWBase::WindowManager::SkillList majorSkills (5);
MWBase::WindowManager::SkillList minorSkills (5);
for (int i=0; i<5; ++i)
{
minorSkills[i] = cls->mData.mSkills[i][0];
majorSkills[i] = cls->mData.mSkills[i][1];
}
winMgr->configureSkills (majorSkills, minorSkills);
// HACK? The player has been changed, so a new Animation object may
// have been made for them. Make sure they're properly updated.
MWWorld::Ptr ptr = MWBase::Environment::get().getWorld()->getPlayerPtr();
mActors.removeActor(ptr);
mActors.addActor(ptr, true);
}
mActors.update(duration, paused);
mObjects.update(duration, paused);
}
void MechanicsManager::rest(bool sleep)
{
mActors.restoreDynamicStats (sleep);
}
int MechanicsManager::getHoursToRest() const
{
return mActors.getHoursToRest(mWatched);
}
void MechanicsManager::setPlayerName (const std::string& name)
{
MWBase::World *world = MWBase::Environment::get().getWorld();
ESM::NPC player =
*world->getPlayerPtr().get<ESM::NPC>()->mBase;
player.mName = name;
world->createRecord(player);
mUpdatePlayer = true;
}
void MechanicsManager::setPlayerRace (const std::string& race, bool male, const std::string &head, const std::string &hair)
{
MWBase::World *world = MWBase::Environment::get().getWorld();
ESM::NPC player =
*world->getPlayerPtr().get<ESM::NPC>()->mBase;
player.mRace = race;
player.mHead = head;
player.mHair = hair;
player.setIsMale(male);
world->createRecord(player);
mRaceSelected = true;
buildPlayer();
mUpdatePlayer = true;
}
void MechanicsManager::setPlayerBirthsign (const std::string& id)
{
MWBase::Environment::get().getWorld()->getPlayer().setBirthSign(id);
buildPlayer();
mUpdatePlayer = true;
}
void MechanicsManager::setPlayerClass (const std::string& id)
{
MWBase::World *world = MWBase::Environment::get().getWorld();
ESM::NPC player =
*world->getPlayerPtr().get<ESM::NPC>()->mBase;
player.mClass = id;
world->createRecord(player);
mClassSelected = true;
buildPlayer();
mUpdatePlayer = true;
}
void MechanicsManager::setPlayerClass (const ESM::Class &cls)
{
MWBase::World *world = MWBase::Environment::get().getWorld();
const ESM::Class *ptr = world->createRecord(cls);
ESM::NPC player =
*world->getPlayerPtr().get<ESM::NPC>()->mBase;
player.mClass = ptr->mId;
world->createRecord(player);
mClassSelected = true;
buildPlayer();
mUpdatePlayer = true;
}
int MechanicsManager::getDerivedDisposition(const MWWorld::Ptr& ptr)
{
const MWMechanics::NpcStats& npcSkill = ptr.getClass().getNpcStats(ptr);
float x = npcSkill.getBaseDisposition();
MWWorld::LiveCellRef<ESM::NPC>* npc = ptr.get<ESM::NPC>();
MWWorld::Ptr playerPtr = MWBase::Environment::get().getWorld()->getPlayerPtr();
MWWorld::LiveCellRef<ESM::NPC>* player = playerPtr.get<ESM::NPC>();
const MWMechanics::NpcStats &playerStats = playerPtr.getClass().getNpcStats(playerPtr);
if (Misc::StringUtils::ciEqual(npc->mBase->mRace, player->mBase->mRace))
x += MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fDispRaceMod")->getFloat();
x += MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fDispPersonalityMult")->getFloat()
* (playerStats.getAttribute(ESM::Attribute::Personality).getModified() - MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fDispPersonalityBase")->getFloat());
float reaction = 0;
int rank = 0;
std::string npcFaction = "";
if(!npcSkill.getFactionRanks().empty()) npcFaction = npcSkill.getFactionRanks().begin()->first;
Misc::StringUtils::toLower(npcFaction);
if (playerStats.getFactionRanks().find(npcFaction) != playerStats.getFactionRanks().end())
{
for(std::vector<ESM::Faction::Reaction>::const_iterator it = MWBase::Environment::get().getWorld()->getStore().get<ESM::Faction>().find(npcFaction)->mReactions.begin();
it != MWBase::Environment::get().getWorld()->getStore().get<ESM::Faction>().find(npcFaction)->mReactions.end(); ++it)
{
if(Misc::StringUtils::ciEqual(it->mFaction, npcFaction)
&& !playerStats.getExpelled(it->mFaction))
reaction = it->mReaction;
}
rank = playerStats.getFactionRanks().find(npcFaction)->second;
}
else if (npcFaction != "")
{
for(std::vector<ESM::Faction::Reaction>::const_iterator it = MWBase::Environment::get().getWorld()->getStore().get<ESM::Faction>().find(npcFaction)->mReactions.begin();
it != MWBase::Environment::get().getWorld()->getStore().get<ESM::Faction>().find(npcFaction)->mReactions.end();++it)
{
if(playerStats.getFactionRanks().find(Misc::StringUtils::lowerCase(it->mFaction)) != playerStats.getFactionRanks().end() )
{
if(it->mReaction < reaction)
reaction = it->mReaction;
}
}
rank = 0;
}
else
{
reaction = 0;
rank = 0;
}
x += (MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fDispFactionRankMult")->getFloat() * rank
+ MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fDispFactionRankBase")->getFloat())
* MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fDispFactionMod")->getFloat() * reaction;
x -= MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fDispCrimeMod")->getFloat() * playerStats.getBounty();
if (playerStats.hasCommonDisease() || playerStats.hasBlightDisease())
x += MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fDispDiseaseMod")->getFloat();
if (playerStats.getDrawState() == MWMechanics::DrawState_Weapon)
x += MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fDispWeaponDrawn")->getFloat();
x += ptr.getClass().getCreatureStats(ptr).getMagicEffects().get(ESM::MagicEffect::Charm).mMagnitude;
int effective_disposition = std::max(0,std::min(int(x),100));//, normally clamped to [0..100] when used
return effective_disposition;
}
int MechanicsManager::getBarterOffer(const MWWorld::Ptr& ptr,int basePrice, bool buying)
{
if (ptr.getTypeName() == typeid(ESM::Creature).name())
return basePrice;
const MWMechanics::NpcStats &sellerStats = ptr.getClass().getNpcStats(ptr);
MWWorld::Ptr playerPtr = MWBase::Environment::get().getWorld()->getPlayerPtr();
const MWMechanics::NpcStats &playerStats = playerPtr.getClass().getNpcStats(playerPtr);
// I suppose the temporary disposition change _has_ to be considered here,
// otherwise one would get different prices when exiting and re-entering the dialogue window...
int clampedDisposition = std::max(0, std::min(getDerivedDisposition(ptr)
+ MWBase::Environment::get().getDialogueManager()->getTemporaryDispositionChange(),100));
float a = std::min(playerStats.getSkill(ESM::Skill::Mercantile).getModified(), 100);
float b = std::min(0.1f * playerStats.getAttribute(ESM::Attribute::Luck).getModified(), 10.f);
float c = std::min(0.2f * playerStats.getAttribute(ESM::Attribute::Personality).getModified(), 10.f);
float d = std::min(sellerStats.getSkill(ESM::Skill::Mercantile).getModified(), 100);
float e = std::min(0.1f * sellerStats.getAttribute(ESM::Attribute::Luck).getModified(), 10.f);
float f = std::min(0.2f * sellerStats.getAttribute(ESM::Attribute::Personality).getModified(), 10.f);
float pcTerm = (clampedDisposition - 50 + a + b + c) * playerStats.getFatigueTerm();
float npcTerm = (d + e + f) * sellerStats.getFatigueTerm();
float buyTerm = 0.01 * (100 - 0.5 * (pcTerm - npcTerm));
float sellTerm = 0.01 * (50 - 0.5 * (npcTerm - pcTerm));
float x;
if(buying) x = buyTerm;
else x = std::min(buyTerm, sellTerm);
int offerPrice;
if (x < 1)
offerPrice = int(x * basePrice);
else
offerPrice = basePrice + int((x - 1) * basePrice);
offerPrice = std::max(1, offerPrice);
return offerPrice;
}
int MechanicsManager::countDeaths (const std::string& id) const
{
return mActors.countDeaths (id);
}
void MechanicsManager::getPersuasionDispositionChange (const MWWorld::Ptr& npc, PersuasionType type,
float currentTemporaryDispositionDelta, bool& success, float& tempChange, float& permChange)
{
const MWWorld::Store<ESM::GameSetting> &gmst =
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
MWMechanics::NpcStats& npcStats = npc.getClass().getNpcStats(npc);
MWWorld::Ptr playerPtr = MWBase::Environment::get().getWorld()->getPlayerPtr();
const MWMechanics::NpcStats &playerStats = playerPtr.getClass().getNpcStats(playerPtr);
float persTerm = playerStats.getAttribute(ESM::Attribute::Personality).getModified()
/ gmst.find("fPersonalityMod")->getFloat();
float luckTerm = playerStats.getAttribute(ESM::Attribute::Luck).getModified()
/ gmst.find("fLuckMod")->getFloat();
float repTerm = playerStats.getReputation() * gmst.find("fReputationMod")->getFloat();
float levelTerm = playerStats.getLevel() * gmst.find("fLevelMod")->getFloat();
float fatigueTerm = playerStats.getFatigueTerm();
float playerRating1 = (repTerm + luckTerm + persTerm + playerStats.getSkill(ESM::Skill::Speechcraft).getModified()) * fatigueTerm;
float playerRating2 = playerRating1 + levelTerm;
float playerRating3 = (playerStats.getSkill(ESM::Skill::Mercantile).getModified() + luckTerm + persTerm) * fatigueTerm;
float npcRating1 = (repTerm + luckTerm + persTerm + playerStats.getSkill(ESM::Skill::Speechcraft).getModified()) * fatigueTerm;
float npcRating2 = (levelTerm + repTerm + luckTerm + persTerm + npcStats.getSkill(ESM::Skill::Speechcraft).getModified()) * fatigueTerm;
float npcRating3 = (playerStats.getSkill(ESM::Skill::Mercantile).getModified() + repTerm + luckTerm + persTerm) * fatigueTerm;
int currentDisposition = std::min(100, std::max(0, int(getDerivedDisposition(npc) + currentTemporaryDispositionDelta)));
float d = 1 - 0.02 * abs(currentDisposition - 50);
float target1 = d * (playerRating1 - npcRating1 + 50);
float target2 = d * (playerRating2 - npcRating2 + 50);
float bribeMod;
if (type == PT_Bribe10) bribeMod = gmst.find("fBribe10Mod")->getFloat();
else if (type == PT_Bribe100) bribeMod = gmst.find("fBribe100Mod")->getFloat();
else bribeMod = gmst.find("fBribe1000Mod")->getFloat();
float target3 = d * (playerRating3 - npcRating3 + 50) + bribeMod;
float iPerMinChance = gmst.find("iPerMinChance")->getInt();
float iPerMinChange = gmst.find("iPerMinChange")->getInt();
float fPerDieRollMult = gmst.find("fPerDieRollMult")->getFloat();
float fPerTempMult = gmst.find("fPerTempMult")->getFloat();
float x = 0;
float y = 0;
float roll = static_cast<float> (std::rand()) / RAND_MAX * 100;
if (type == PT_Admire)
{
target1 = std::max(iPerMinChance, target1);
success = (roll <= target1);
float c = int(fPerDieRollMult * (target1 - roll));
x = success ? std::max(iPerMinChange, c) : c;
}
else if (type == PT_Intimidate)
{
target2 = std::max(iPerMinChance, target2);
success = (roll <= target2);
float r;
if (roll != target2)
r = int(target2 - roll);
else
r = 1;
if (roll <= target2)
{
float s = int(r * fPerDieRollMult * fPerTempMult);
int flee = npcStats.getAiSetting(MWMechanics::CreatureStats::AI_Flee).getBase();
int fight = npcStats.getAiSetting(MWMechanics::CreatureStats::AI_Fight).getBase();
npcStats.setAiSetting (MWMechanics::CreatureStats::AI_Flee,
std::max(0, std::min(100, flee + int(std::max(iPerMinChange, s)))));
// TODO: initiate combat and quit dialogue if fight rating is too high
// or should setAiSetting handle this?
npcStats.setAiSetting (MWMechanics::CreatureStats::AI_Fight,
std::max(0, std::min(100, fight + int(std::min(-iPerMinChange, -s)))));
}
float c = -std::abs(int(r * fPerDieRollMult));
if (success)
{
if (std::abs(c) < iPerMinChange)
{
x = 0;
y = -iPerMinChange;
}
else
{
x = -int(c * fPerTempMult);
y = c;
}
}
else
{
x = int(c * fPerTempMult);
y = c;
}
}
else if (type == PT_Taunt)
{
target1 = std::max(iPerMinChance, target1);
success = (roll <= target1);
float c = std::abs(int(target1 - roll));
if (success)
{
float s = c * fPerDieRollMult * fPerTempMult;
int flee = npcStats.getAiSetting (CreatureStats::AI_Flee).getBase();
int fight = npcStats.getAiSetting (CreatureStats::AI_Fight).getBase();
npcStats.setAiSetting (CreatureStats::AI_Flee,
std::max(0, std::min(100, flee + std::min(-int(iPerMinChange), int(-s)))));
npcStats.setAiSetting (CreatureStats::AI_Fight,
std::max(0, std::min(100, fight + std::max(int(iPerMinChange), int(s)))));
}
x = int(-c * fPerDieRollMult);
if (success && std::abs(x) < iPerMinChange)
x = -iPerMinChange;
}
else // Bribe
{
target3 = std::max(iPerMinChance, target3);
success = (roll <= target3);
float c = int((target3 - roll) * fPerDieRollMult);
x = success ? std::max(iPerMinChange, c) : c;
}
tempChange = type == PT_Intimidate ? x : int(x * fPerTempMult);
float cappedDispositionChange = tempChange;
if (currentDisposition + tempChange > 100.f)
cappedDispositionChange = 100 - currentDisposition;
if (currentDisposition + tempChange < 0.f)
cappedDispositionChange = -currentDisposition;
permChange = int(cappedDispositionChange / fPerTempMult);
if (type == PT_Intimidate)
{
permChange = success ? -int(cappedDispositionChange/ fPerTempMult) : y;
}
}
void MechanicsManager::forceStateUpdate(const MWWorld::Ptr &ptr)
{
if(ptr.getClass().isActor())
mActors.forceStateUpdate(ptr);
}
void MechanicsManager::playAnimationGroup(const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number)
{
if(ptr.getClass().isActor())
mActors.playAnimationGroup(ptr, groupName, mode, number);
else
mObjects.playAnimationGroup(ptr, groupName, mode, number);
}
void MechanicsManager::skipAnimation(const MWWorld::Ptr& ptr)
{
if(ptr.getClass().isActor())
mActors.skipAnimation(ptr);
else
mObjects.skipAnimation(ptr);
}
bool MechanicsManager::checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string &groupName)
{
if(ptr.getClass().isActor())
return mActors.checkAnimationPlaying(ptr, groupName);
else
return false;
}
void MechanicsManager::updateMagicEffects(const MWWorld::Ptr &ptr)
{
mActors.updateMagicEffects(ptr);
}
bool MechanicsManager::toggleAI()
{
mAI = !mAI;
return mAI;
}
bool MechanicsManager::isAIActive()
{
return mAI;
}
void MechanicsManager::playerLoaded()
{
mUpdatePlayer = true;
mClassSelected = true;
mRaceSelected = true;
mAI = true;
}
bool MechanicsManager::sleepInBed(const MWWorld::Ptr &ptr, const MWWorld::Ptr &bed)
{
if(MWBase::Environment::get().getWorld()->getPlayer().isInCombat()) {
MWBase::Environment::get().getWindowManager()->messageBox("#{sNotifyMessage2}");
return true;
}
MWWorld::Ptr victim;
if (isAllowedToUse(ptr, bed, victim))
return false;
if(commitCrime(ptr, victim, OT_SleepingInOwnedBed))
{
MWBase::Environment::get().getWindowManager()->messageBox("#{sNotifyMessage64}");
return true;
}
else
return false;
}
void MechanicsManager::objectOpened(const MWWorld::Ptr &ptr, const MWWorld::Ptr &item)
{
MWWorld::Ptr victim;
if (isAllowedToUse(ptr, item, victim))
return;
commitCrime(ptr, victim, OT_Trespassing);
}
void MechanicsManager::itemTaken(const MWWorld::Ptr &ptr, const MWWorld::Ptr &item, int count)
{
MWWorld::Ptr victim;
if (isAllowedToUse(ptr, item, victim))
return;
commitCrime(ptr, victim, OT_Theft, item.getClass().getValue(item) * count);
}
bool MechanicsManager::commitCrime(const MWWorld::Ptr &player, const MWWorld::Ptr &victim, OffenseType type, int arg)
{
// NOTE: int arg can be from itemTaken() so DON'T modify it, since it is
// passed to reportCrime later on in this function.
// Only player can commit crime
if (player.getRefData().getHandle() != "player")
return false;
const MWWorld::ESMStore& esmStore = MWBase::Environment::get().getWorld()->getStore();
// What amount of alarm did this crime generate?
int alarm;
if (type == OT_Trespassing || type == OT_SleepingInOwnedBed)
alarm = esmStore.get<ESM::GameSetting>().find("iAlarmTresspass")->getInt();
else if (type == OT_Pickpocket)
alarm = esmStore.get<ESM::GameSetting>().find("iAlarmPickPocket")->getInt();
else if (type == OT_Assault)
alarm = esmStore.get<ESM::GameSetting>().find("iAlarmAttack")->getInt();
else if (type == OT_Murder)
alarm = esmStore.get<ESM::GameSetting>().find("iAlarmKilling")->getInt();
else if (type == OT_Theft)
alarm = esmStore.get<ESM::GameSetting>().find("iAlarmStealing")->getInt();
else
return false;
// Innocent until proven guilty
bool reported = false;
// Find all the actors within the alarm radius
std::vector<MWWorld::Ptr> neighbors;
mActors.getObjectsInRange(Ogre::Vector3(player.getRefData().getPosition().pos),
esmStore.get<ESM::GameSetting>().find("fAlarmRadius")->getInt(), neighbors);
int id = MWBase::Environment::get().getWorld()->getPlayer().getNewCrimeId();
// Find actors who witnessed the crime
for (std::vector<MWWorld::Ptr>::iterator it = neighbors.begin(); it != neighbors.end(); ++it)
{
if (*it == player) continue; // not the player
// Was the crime seen?
if (MWBase::Environment::get().getWorld()->getLOS(player, *it) && awarenessCheck(player, *it) )
{
// TODO: Add more messages
if (type == OT_Theft)
MWBase::Environment::get().getDialogueManager()->say(*it, "thief");
if (*it == victim)
{
// Self-defense
// The victim is aware of the criminal/assailant. If being assaulted, fight back now
// (regardless of whether the assault is reported or not)
// This applies to both NPCs and creatures
// ... except if this is a guard: then the player is given a chance to pay a fine / go to jail instead
if (type == OT_Assault && !it->getClass().isClass(*it, "guard"))
MWBase::Environment::get().getMechanicsManager()->startCombat(victim, player);
}
// Crime reporting only applies to NPCs
if (!it->getClass().isNpc())
continue;
// Will the witness report the crime?
if (it->getClass().getCreatureStats(*it).getAiSetting(CreatureStats::AI_Alarm).getBase() >= alarm)
{
reported = true;
// Tell everyone, including yourself
for (std::vector<MWWorld::Ptr>::iterator it1 = neighbors.begin(); it1 != neighbors.end(); ++it1)
{
if ( *it1 == player
|| !it1->getClass().isNpc()) continue; // not the player and is an NPC
// Will other witnesses paticipate in crime
if ( it1->getClass().getCreatureStats(*it1).getAiSetting(CreatureStats::AI_Alarm).getBase() >= alarm
|| type == OT_Assault )
{
it1->getClass().getNpcStats(*it1).setCrimeId(id);
}
// Mark as Alarmed for dialogue
it1->getClass().getCreatureStats(*it1).setAlarmed(true);
}
}
}
}
if (reported)
reportCrime(player, victim, type, arg);
return reported;
}
void MechanicsManager::reportCrime(const MWWorld::Ptr &ptr, const MWWorld::Ptr &victim, OffenseType type, int arg)
{
const MWWorld::Store<ESM::GameSetting>& store = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
// Bounty for each type of crime
if (type == OT_Trespassing || type == OT_SleepingInOwnedBed)
arg = store.find("iCrimeTresspass")->getInt();
else if (type == OT_Pickpocket)
arg = store.find("iCrimePickPocket")->getInt();
else if (type == OT_Assault)
arg = store.find("iCrimeAttack")->getInt();
else if (type == OT_Murder)
arg = store.find("iCrimeKilling")->getInt();
else if (type == OT_Theft)
arg *= store.find("fCrimeStealing")->getFloat();
MWBase::Environment::get().getWindowManager()->messageBox("#{sCrimeMessage}");
ptr.getClass().getNpcStats(ptr).setBounty(ptr.getClass().getNpcStats(ptr).getBounty()
+ arg);
// If committing a crime against a faction member, expell from the faction
if (!victim.isEmpty() && victim.getClass().isNpc())
{
std::string factionID;
if(!victim.getClass().getNpcStats(victim).getFactionRanks().empty())
factionID = victim.getClass().getNpcStats(victim).getFactionRanks().begin()->first;
if (ptr.getClass().getNpcStats(ptr).isSameFaction(victim.getClass().getNpcStats(victim)))
{
ptr.getClass().getNpcStats(ptr).expell(factionID);
}
}
}
bool MechanicsManager::awarenessCheck(const MWWorld::Ptr &ptr, const MWWorld::Ptr &observer)
{
if (observer.getClass().getCreatureStats(observer).isDead())
return false;
const MWWorld::Store<ESM::GameSetting>& store = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
CreatureStats& stats = ptr.getClass().getCreatureStats(ptr);
float invisibility = stats.getMagicEffects().get(ESM::MagicEffect::Invisibility).mMagnitude;
if (invisibility > 0)
return false;
float sneakTerm = 0;
if (ptr.getClass().getCreatureStats(ptr).getStance(CreatureStats::Stance_Sneak)
&& !MWBase::Environment::get().getWorld()->isSwimming(ptr)
&& MWBase::Environment::get().getWorld()->isOnGround(ptr))
{
static float fSneakSkillMult = store.find("fSneakSkillMult")->getFloat();
static float fSneakBootMult = store.find("fSneakBootMult")->getFloat();
float sneak = ptr.getClass().getSkill(ptr, ESM::Skill::Sneak);
int agility = stats.getAttribute(ESM::Attribute::Agility).getModified();
int luck = stats.getAttribute(ESM::Attribute::Luck).getModified();
float bootWeight = 0;
if (ptr.getClass().isNpc())
{
MWWorld::InventoryStore& inv = ptr.getClass().getInventoryStore(ptr);
MWWorld::ContainerStoreIterator it = inv.getSlot(MWWorld::InventoryStore::Slot_Boots);
if (it != inv.end())
bootWeight = it->getClass().getWeight(*it);
}
sneakTerm = fSneakSkillMult * sneak + 0.2 * agility + 0.1 * luck + bootWeight * fSneakBootMult;
}
static float fSneakDistBase = store.find("fSneakDistanceBase")->getFloat();
static float fSneakDistMult = store.find("fSneakDistanceMultiplier")->getFloat();
Ogre::Vector3 pos1 (ptr.getRefData().getPosition().pos);
Ogre::Vector3 pos2 (observer.getRefData().getPosition().pos);
float distTerm = fSneakDistBase + fSneakDistMult * pos1.distance(pos2);
float chameleon = stats.getMagicEffects().get(ESM::MagicEffect::Chameleon).mMagnitude;
float x = sneakTerm * distTerm * stats.getFatigueTerm() + chameleon + invisibility;
CreatureStats& observerStats = observer.getClass().getCreatureStats(observer);
int obsAgility = observerStats.getAttribute(ESM::Attribute::Agility).getModified();
int obsLuck = observerStats.getAttribute(ESM::Attribute::Luck).getModified();
float obsBlind = observerStats.getMagicEffects().get(ESM::MagicEffect::Blind).mMagnitude;
int obsSneak = observer.getClass().getSkill(observer, ESM::Skill::Sneak);
float obsTerm = obsSneak + 0.2 * obsAgility + 0.1 * obsLuck - obsBlind;
// is ptr behind the observer?
static float fSneakNoViewMult = store.find("fSneakNoViewMult")->getFloat();
static float fSneakViewMult = store.find("fSneakViewMult")->getFloat();
float y = 0;
Ogre::Vector3 vec = pos1 - pos2;
Ogre::Radian angle = observer.getRefData().getBaseNode()->getOrientation().yAxis().angleBetween(vec);
if (angle < Ogre::Degree(90))
y = obsTerm * observerStats.getFatigueTerm() * fSneakNoViewMult;
else
y = obsTerm * observerStats.getFatigueTerm() * fSneakViewMult;
float target = x - y;
int roll = std::rand()/ (static_cast<double> (RAND_MAX) + 1) * 100; // [0, 99]
return (roll >= target);
}
void MechanicsManager::startCombat(const MWWorld::Ptr &ptr, const MWWorld::Ptr &target)
{
MWBase::Environment::get().getDialogueManager()->say(ptr, "attack");
ptr.getClass().getCreatureStats(ptr).getAiSequence().stack(MWMechanics::AiCombat(target), ptr);
if (target == MWBase::Environment::get().getWorld()->getPlayerPtr())
ptr.getClass().getCreatureStats(ptr).setHostile(true);
}
void MechanicsManager::getObjectsInRange(const Ogre::Vector3 &position, float radius, std::vector<MWWorld::Ptr> &objects)
{
mActors.getObjectsInRange(position, radius, objects);
mObjects.getObjectsInRange(position, radius, objects);
}
void MechanicsManager::getActorsInRange(const Ogre::Vector3 &position, float radius, std::vector<MWWorld::Ptr> &objects)
{
mActors.getObjectsInRange(position, radius, objects);
}
std::list<MWWorld::Ptr> MechanicsManager::getActorsFollowing(const MWWorld::Ptr& actor)
{
return mActors.getActorsFollowing(actor);
}
std::list<MWWorld::Ptr> MechanicsManager::getActorsFighting(const MWWorld::Ptr& actor) {
return mActors.getActorsFighting(actor);
}
}