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