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openmw-tes3mp/apps/openmw/mwmechanics/actors.cpp

123 lines
3.7 KiB
C++

#include "actors.hpp"
#include <typeinfo>
#include <OgreVector3.h>
#include <components/esm/loadnpc.hpp>
#include "../mwworld/class.hpp"
#include "../mwworld/inventorystore.hpp"
#include "creaturestats.hpp"
namespace MWMechanics
{
void Actors::updateActor (const MWWorld::Ptr& ptr, float duration)
{
// magic effects
adjustMagicEffects (ptr);
CreatureStats& creatureStats = MWWorld::Class::get (ptr).getCreatureStats (ptr);
// calculate dynamic stats
int strength = creatureStats.mAttributes[0].getBase();
int intelligence = creatureStats.mAttributes[1].getBase();
int willpower = creatureStats.mAttributes[2].getBase();
int agility = creatureStats.mAttributes[3].getBase();
int endurance = creatureStats.mAttributes[5].getBase();
double magickaFactor = creatureStats.mMagicEffects.get (EffectKey (84)).mMagnitude*0.1 + 0.5;
creatureStats.mDynamic[0].setBase (static_cast<int> (0.5 * (strength + endurance)));
creatureStats.mDynamic[1].setBase (static_cast<int> (intelligence +
magickaFactor * intelligence));
creatureStats.mDynamic[2].setBase (strength+willpower+agility+endurance);
}
void Actors::updateNpc (const MWWorld::Ptr& ptr, float duration, bool paused)
{
if (!paused && ptr.getRefData().getHandle()!="player")
MWWorld::Class::get (ptr).getInventoryStore (ptr).autoEquip (
MWWorld::Class::get (ptr).getNpcStats (ptr));
}
void Actors::adjustMagicEffects (const MWWorld::Ptr& creature)
{
CreatureStats& creatureStats = MWWorld::Class::get (creature).getCreatureStats (creature);
MagicEffects now = creatureStats.mSpells.getMagicEffects();
if (creature.getTypeName()==typeid (ESM::NPC).name())
{
MWWorld::InventoryStore& store = MWWorld::Class::get (creature).getInventoryStore (creature);
now += store.getMagicEffects();
}
now += creatureStats.mActiveSpells.getMagicEffects();
MagicEffects diff = MagicEffects::diff (creatureStats.mMagicEffects, now);
creatureStats.mMagicEffects = now;
// TODO apply diff to other stats
}
Actors::Actors() : mDuration (0) {}
void Actors::addActor (const MWWorld::Ptr& ptr)
{
mActors.insert (ptr);
}
void Actors::removeActor (const MWWorld::Ptr& ptr)
{
std::set<MWWorld::Ptr>::iterator iter = mActors.find (ptr);
if (iter!=mActors.end())
mActors.erase (iter);
}
void Actors::dropActors (const MWWorld::Ptr::CellStore *cellStore)
{
std::set<MWWorld::Ptr>::iterator iter = mActors.begin();
while (iter!=mActors.end())
if (iter->getCell()==cellStore)
{
mActors.erase (iter++);
}
else
++iter;
}
void Actors::update (std::vector<std::pair<std::string, Ogre::Vector3> >& movement, float duration,
bool paused)
{
mDuration += duration;
if (mDuration>=0.25)
{
for (std::set<MWWorld::Ptr>::iterator iter (mActors.begin()); iter!=mActors.end(); ++iter)
{
updateActor (*iter, mDuration);
if (iter->getTypeName()==typeid (ESM::NPC).name())
updateNpc (*iter, mDuration, paused);
}
mDuration = 0;
}
for (std::set<MWWorld::Ptr>::iterator iter (mActors.begin()); iter!=mActors.end();
++iter)
{
Ogre::Vector3 vector = MWWorld::Class::get (*iter).getMovementVector (*iter);
if (vector!=Ogre::Vector3::ZERO)
movement.push_back (std::make_pair (iter->getRefData().getHandle(), vector));
}
}
}