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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/esmstore.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/inventorystore.hpp"
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#include "../mwworld/player.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwbase/soundmanager.hpp"
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#include "npcstats.hpp"
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#include "creaturestats.hpp"
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#include "movement.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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calculateDynamicStats (ptr);
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calculateCreatureStatModifiers (ptr);
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// AI
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if(!MWBase::Environment::get().getWindowManager()->isGuiMode())
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{
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CreatureStats& creatureStats = MWWorld::Class::get (ptr).getCreatureStats (ptr);
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creatureStats.getAiSequence().execute (ptr);
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}
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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)
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{
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updateDrowning(ptr, duration);
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// Only update the light of the player.
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if(ptr.getRefData().getHandle()=="player")
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updateEquippedLight(ptr, duration);
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}
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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.getSpells().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.getActiveSpells().getMagicEffects();
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MagicEffects diff = MagicEffects::diff (creatureStats.getMagicEffects(), now);
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creatureStats.setMagicEffects(now);
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// TODO apply diff to other stats
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}
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void Actors::calculateDynamicStats (const MWWorld::Ptr& ptr)
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{
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CreatureStats& creatureStats = MWWorld::Class::get (ptr).getCreatureStats (ptr);
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int strength = creatureStats.getAttribute(ESM::Attribute::Strength).getBase();
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int intelligence = creatureStats.getAttribute(ESM::Attribute::Intelligence).getBase();
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int willpower = creatureStats.getAttribute(ESM::Attribute::Willpower).getBase();
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int agility = creatureStats.getAttribute(ESM::Attribute::Agility).getBase();
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int endurance = creatureStats.getAttribute(ESM::Attribute::Endurance).getBase();
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double magickaFactor =
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creatureStats.getMagicEffects().get (EffectKey (ESM::MagicEffect::FortifyMaximumMagicka)).mMagnitude * 0.1 + 0.5;
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DynamicStat<float> magicka = creatureStats.getMagicka();
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float diff = (static_cast<int>(intelligence + magickaFactor*intelligence)) - magicka.getBase();
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magicka.modify(diff);
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creatureStats.setMagicka(magicka);
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DynamicStat<float> fatigue = creatureStats.getFatigue();
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diff = (strength+willpower+agility+endurance) - fatigue.getBase();
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fatigue.modify(diff);
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creatureStats.setFatigue(fatigue);
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}
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void Actors::calculateRestoration (const MWWorld::Ptr& ptr, float duration)
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{
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CreatureStats& stats = MWWorld::Class::get (ptr).getCreatureStats (ptr);
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if (duration == 3600)
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{
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bool stunted = stats.getMagicEffects ().get(MWMechanics::EffectKey(ESM::MagicEffect::StuntedMagicka)).mMagnitude > 0;
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int endurance = stats.getAttribute (ESM::Attribute::Endurance).getModified ();
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DynamicStat<float> health = stats.getHealth();
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health.setCurrent (health.getCurrent() + 0.1 * endurance);
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stats.setHealth (health);
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const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
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float fFatigueReturnBase = store.get<ESM::GameSetting>().find("fFatigueReturnBase")->getFloat ();
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float fFatigueReturnMult = store.get<ESM::GameSetting>().find("fFatigueReturnMult")->getFloat ();
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float fEndFatigueMult = store.get<ESM::GameSetting>().find("fEndFatigueMult")->getFloat ();
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float capacity = MWWorld::Class::get(ptr).getCapacity(ptr);
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float encumbrance = MWWorld::Class::get(ptr).getEncumbrance(ptr);
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float normalizedEncumbrance = (capacity == 0 ? 1 : encumbrance/capacity);
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if (normalizedEncumbrance > 1)
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normalizedEncumbrance = 1;
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float x = fFatigueReturnBase + fFatigueReturnMult * (1 - normalizedEncumbrance);
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x *= fEndFatigueMult * endurance;
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DynamicStat<float> fatigue = stats.getFatigue();
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fatigue.setCurrent (fatigue.getCurrent() + 3600 * x);
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stats.setFatigue (fatigue);
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if (!stunted)
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{
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float fRestMagicMult = store.get<ESM::GameSetting>().find("fRestMagicMult")->getFloat ();
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DynamicStat<float> magicka = stats.getMagicka();
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magicka.setCurrent (magicka.getCurrent()
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+ fRestMagicMult * stats.getAttribute(ESM::Attribute::Intelligence).getModified());
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stats.setMagicka (magicka);
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}
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}
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}
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void Actors::calculateCreatureStatModifiers (const MWWorld::Ptr& ptr)
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{
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CreatureStats &creatureStats = MWWorld::Class::get(ptr).getCreatureStats(ptr);
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const MagicEffects &effects = creatureStats.getMagicEffects();
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// attributes
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for(int i = 0;i < ESM::Attribute::Length;++i)
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{
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Stat<int> stat = creatureStats.getAttribute(i);
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stat.setModifier(effects.get(EffectKey(ESM::MagicEffect::FortifyAttribute, i)).mMagnitude -
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effects.get(EffectKey(ESM::MagicEffect::DrainAttribute, i)).mMagnitude);
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creatureStats.setAttribute(i, stat);
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}
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// dynamic stats
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for(int i = 0;i < 3;++i)
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{
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DynamicStat<float> stat = creatureStats.getDynamic(i);
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stat.setModifier(effects.get(EffectKey(80+i)).mMagnitude -
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effects.get(EffectKey(18+i)).mMagnitude);
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creatureStats.setDynamic(i, stat);
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}
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}
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void Actors::updateDrowning(const MWWorld::Ptr& ptr, float duration)
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{
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MWBase::World *world = MWBase::Environment::get().getWorld();
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NpcStats &stats = ptr.getClass().getNpcStats(ptr);
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if(world->isSubmerged(ptr) &&
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stats.getMagicEffects().get(ESM::MagicEffect::WaterBreathing).mMagnitude == 0)
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{
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float timeLeft = 0.0f;
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if(stats.getFatigue().getCurrent() == 0)
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stats.setTimeToStartDrowning(0);
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else
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{
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timeLeft = stats.getTimeToStartDrowning() - duration;
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if(timeLeft < 0.0f)
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timeLeft = 0.0f;
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stats.setTimeToStartDrowning(timeLeft);
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}
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if(timeLeft == 0.0f)
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{
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// If drowning, apply 3 points of damage per second
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ptr.getClass().setActorHealth(ptr, stats.getHealth().getCurrent() - 3.0f*duration);
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// Play a drowning sound as necessary for the player
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if(ptr == world->getPlayer().getPlayer())
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{
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MWBase::SoundManager *sndmgr = MWBase::Environment::get().getSoundManager();
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if(!sndmgr->getSoundPlaying(MWWorld::Ptr(), "drown"))
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sndmgr->playSound("drown", 1.0f, 1.0f);
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}
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}
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}
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else
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stats.setTimeToStartDrowning(20);
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}
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void Actors::updateEquippedLight (const MWWorld::Ptr& ptr, float duration)
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{
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//If holding a light...
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MWWorld::InventoryStore &inventoryStore = MWWorld::Class::get(ptr).getInventoryStore(ptr);
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MWWorld::ContainerStoreIterator heldIter =
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inventoryStore.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
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if(heldIter.getType() == MWWorld::ContainerStore::Type_Light)
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{
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// ... then use some "fuel" from the timer
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float timeRemaining = heldIter->getClass().getRemainingUsageTime(*heldIter);
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// If it's already -1, then it should be an infinite light.
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// TODO see what happens for other negative values.
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if(timeRemaining >= 0.0f)
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{
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timeRemaining -= duration;
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if(timeRemaining > 0.0f)
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heldIter->getClass().setRemainingUsageTime(*heldIter, timeRemaining);
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else
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heldIter->getRefData().setCount(0); // remove it
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}
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}
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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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// erase previous death events since we are currently only tracking them while in an active cell
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MWWorld::Class::get(ptr).getCreatureStats(ptr).clearHasDied();
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removeActor(ptr);
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MWRender::Animation *anim = MWBase::Environment::get().getWorld()->getAnimation(ptr);
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mActors.insert(std::make_pair(ptr, new CharacterController(ptr, anim)));
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}
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void Actors::removeActor (const MWWorld::Ptr& ptr)
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{
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PtrControllerMap::iterator iter = mActors.find(ptr);
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if(iter != mActors.end())
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{
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delete iter->second;
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mActors.erase(iter);
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}
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}
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void Actors::updateActor(const MWWorld::Ptr &old, const MWWorld::Ptr &ptr)
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{
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PtrControllerMap::iterator iter = mActors.find(old);
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if(iter != mActors.end())
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{
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CharacterController *ctrl = iter->second;
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mActors.erase(iter);
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ctrl->updatePtr(ptr);
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mActors.insert(std::make_pair(ptr, ctrl));
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}
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}
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void Actors::dropActors (const MWWorld::Ptr::CellStore *cellStore)
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{
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PtrControllerMap::iterator iter = mActors.begin();
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while(iter != mActors.end())
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{
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if(iter->first.getCell()==cellStore)
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{
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delete iter->second;
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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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}
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void Actors::update (float duration, 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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float totalDuration = mDuration;
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mDuration = 0;
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for(PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();iter++)
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{
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const MWWorld::Class &cls = MWWorld::Class::get(iter->first);
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CreatureStats &stats = cls.getCreatureStats(iter->first);
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stats.setLastHitObject(std::string());
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if(!stats.isDead())
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{
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if(iter->second->isDead())
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iter->second->resurrect();
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updateActor(iter->first, totalDuration);
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if(iter->first.getTypeName() == typeid(ESM::NPC).name())
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updateNpc(iter->first, totalDuration, paused);
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if(!stats.isDead())
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continue;
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}
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// If it's the player and God Mode is turned on, keep it alive
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if(iter->first.getRefData().getHandle()=="player" && MWBase::Environment::get().getWorld()->getGodModeState())
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{
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MWMechanics::DynamicStat<float> stat(stats.getHealth());
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if(stat.getModified()<1)
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{
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stat.setModified(1, 0);
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stats.setHealth(stat);
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}
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stats.resurrect();
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continue;
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}
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if(iter->second->isDead())
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continue;
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iter->second->kill();
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++mDeathCount[cls.getId(iter->first)];
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if(cls.isEssential(iter->first))
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MWBase::Environment::get().getWindowManager()->messageBox("#{sKilledEssential}");
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}
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}
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if(!paused)
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{
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for(PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();++iter)
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iter->second->update(duration);
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}
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}
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void Actors::restoreDynamicStats()
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{
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for(PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();++iter)
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calculateRestoration(iter->first, 3600);
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}
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int Actors::countDeaths (const std::string& id) const
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{
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std::map<std::string, int>::const_iterator iter = mDeathCount.find(id);
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if(iter != mDeathCount.end())
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return iter->second;
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return 0;
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}
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void Actors::forceStateUpdate(const MWWorld::Ptr & ptr)
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{
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PtrControllerMap::iterator iter = mActors.find(ptr);
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if(iter != mActors.end())
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iter->second->forceStateUpdate();
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}
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void Actors::playAnimationGroup(const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number)
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{
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PtrControllerMap::iterator iter = mActors.find(ptr);
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if(iter != mActors.end())
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iter->second->playGroup(groupName, mode, number);
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}
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void Actors::skipAnimation(const MWWorld::Ptr& ptr)
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{
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PtrControllerMap::iterator iter = mActors.find(ptr);
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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;
|
|
|
|
}
|
|
|
|
}
|