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

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#include "npcstats.hpp"
#include <iomanip>
#include <components/esm/loadclas.hpp>
#include <components/esm/loadgmst.hpp>
#include <components/esm/loadfact.hpp>
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#include <components/esm/npcstats.hpp>
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#include "../mwworld/esmstore.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
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#include "../mwbase/windowmanager.hpp"
MWMechanics::NpcStats::NpcStats()
: mDisposition (0)
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, mReputation(0)
, mCrimeId(-1)
, mBounty(0)
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, mWerewolfKills (0)
, mLevelProgress(0)
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, mTimeToStartDrowning(-1.0) // set breath to special value, it will be replaced during actor update
, mIsWerewolf(false)
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{
mSkillIncreases.resize (ESM::Attribute::Length, 0);
mSpecIncreases.resize(3, 0);
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}
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int MWMechanics::NpcStats::getBaseDisposition() const
{
return mDisposition;
}
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void MWMechanics::NpcStats::setBaseDisposition(int disposition)
{
mDisposition = disposition;
}
const MWMechanics::SkillValue& MWMechanics::NpcStats::getSkill (int index) const
{
if (index<0 || index>=ESM::Skill::Length)
throw std::runtime_error ("skill index out of range");
return mSkill[index];
}
MWMechanics::SkillValue& MWMechanics::NpcStats::getSkill (int index)
{
if (index<0 || index>=ESM::Skill::Length)
throw std::runtime_error ("skill index out of range");
return mSkill[index];
}
void MWMechanics::NpcStats::setSkill(int index, const MWMechanics::SkillValue &value)
{
if (index<0 || index>=ESM::Skill::Length)
throw std::runtime_error ("skill index out of range");
mSkill[index] = value;
}
const std::map<std::string, int>& MWMechanics::NpcStats::getFactionRanks() const
{
return mFactionRank;
}
int MWMechanics::NpcStats::getFactionRank(const std::string &faction) const
{
const std::string lower = Misc::StringUtils::lowerCase(faction);
std::map<std::string, int>::const_iterator it = mFactionRank.find(lower);
if (it != mFactionRank.end())
return it->second;
return -1;
}
void MWMechanics::NpcStats::raiseRank(const std::string &faction)
{
const std::string lower = Misc::StringUtils::lowerCase(faction);
std::map<std::string, int>::iterator it = mFactionRank.find(lower);
if (it != mFactionRank.end())
{
// Does the next rank exist?
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const ESM::Faction* factionPtr = MWBase::Environment::get().getWorld()->getStore().get<ESM::Faction>().find(lower);
if (it->second+1 < 10 && !factionPtr->mRanks[it->second+1].empty())
it->second += 1;
}
}
void MWMechanics::NpcStats::lowerRank(const std::string &faction)
{
const std::string lower = Misc::StringUtils::lowerCase(faction);
std::map<std::string, int>::iterator it = mFactionRank.find(lower);
if (it != mFactionRank.end())
{
it->second = it->second-1;
if (it->second < 0)
{
mFactionRank.erase(it);
mExpelled.erase(lower);
}
}
}
void MWMechanics::NpcStats::joinFaction(const std::string& faction)
{
const std::string lower = Misc::StringUtils::lowerCase(faction);
std::map<std::string, int>::iterator it = mFactionRank.find(lower);
if (it == mFactionRank.end())
mFactionRank[lower] = 0;
}
bool MWMechanics::NpcStats::getExpelled(const std::string& factionID) const
{
return mExpelled.find(Misc::StringUtils::lowerCase(factionID)) != mExpelled.end();
}
void MWMechanics::NpcStats::expell(const std::string& factionID)
{
std::string lower = Misc::StringUtils::lowerCase(factionID);
if (mExpelled.find(lower) == mExpelled.end())
{
std::string message = "#{sExpelledMessage}";
message += MWBase::Environment::get().getWorld()->getStore().get<ESM::Faction>().find(factionID)->mName;
MWBase::Environment::get().getWindowManager()->messageBox(message);
mExpelled.insert(lower);
}
}
void MWMechanics::NpcStats::clearExpelled(const std::string& factionID)
{
mExpelled.erase(Misc::StringUtils::lowerCase(factionID));
}
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bool MWMechanics::NpcStats::isInFaction (const std::string& faction) const
{
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return (mFactionRank.find(Misc::StringUtils::lowerCase(faction)) != mFactionRank.end());
}
int MWMechanics::NpcStats::getFactionReputation (const std::string& faction) const
{
std::map<std::string, int>::const_iterator iter = mFactionReputation.find (Misc::StringUtils::lowerCase(faction));
if (iter==mFactionReputation.end())
return 0;
return iter->second;
}
void MWMechanics::NpcStats::setFactionReputation (const std::string& faction, int value)
{
mFactionReputation[Misc::StringUtils::lowerCase(faction)] = value;
}
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float MWMechanics::NpcStats::getSkillProgressRequirement (int skillIndex, const ESM::Class& class_) const
{
float progressRequirement = static_cast<float>(1 + getSkill(skillIndex).getBase());
const MWWorld::Store<ESM::GameSetting> &gmst =
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
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float typeFactor = gmst.find ("fMiscSkillBonus")->mValue.getFloat();
for (int i=0; i<5; ++i)
{
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if (class_.mData.mSkills[i][0]==skillIndex)
{
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typeFactor = gmst.find ("fMinorSkillBonus")->mValue.getFloat();
break;
}
else if (class_.mData.mSkills[i][1]==skillIndex)
{
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typeFactor = gmst.find ("fMajorSkillBonus")->mValue.getFloat();
break;
}
}
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progressRequirement *= typeFactor;
if (typeFactor<=0)
throw std::runtime_error ("invalid skill type factor");
float specialisationFactor = 1;
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const ESM::Skill *skill =
MWBase::Environment::get().getWorld()->getStore().get<ESM::Skill>().find (skillIndex);
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if (skill->mData.mSpecialization==class_.mData.mSpecialization)
{
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specialisationFactor = gmst.find ("fSpecialSkillBonus")->mValue.getFloat();
if (specialisationFactor<=0)
throw std::runtime_error ("invalid skill specialisation factor");
}
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progressRequirement *= specialisationFactor;
return progressRequirement;
}
void MWMechanics::NpcStats::useSkill (int skillIndex, const ESM::Class& class_, int usageType, float extraFactor)
{
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const ESM::Skill *skill =
MWBase::Environment::get().getWorld()->getStore().get<ESM::Skill>().find (skillIndex);
float skillGain = 1;
if (usageType>=4)
throw std::runtime_error ("skill usage type out of range");
if (usageType>=0)
{
skillGain = skill->mData.mUseValue[usageType];
if (skillGain<0)
throw std::runtime_error ("invalid skill gain factor");
}
skillGain *= extraFactor;
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MWMechanics::SkillValue& value = getSkill (skillIndex);
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value.setProgress(value.getProgress() + skillGain);
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if (int(value.getProgress())>=int(getSkillProgressRequirement(skillIndex, class_)))
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{
// skill levelled up
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increaseSkill(skillIndex, class_, false);
}
}
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void MWMechanics::NpcStats::increaseSkill(int skillIndex, const ESM::Class &class_, bool preserveProgress, bool readBook)
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{
float base = getSkill (skillIndex).getBase();
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if (base >= 100.f)
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return;
base += 1;
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const MWWorld::Store<ESM::GameSetting> &gmst =
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
// is this a minor or major skill?
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int increase = gmst.find("iLevelupMiscMultAttriubte")->mValue.getInteger(); // Note: GMST has a typo
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for (int k=0; k<5; ++k)
{
if (class_.mData.mSkills[k][0] == skillIndex)
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{
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mLevelProgress += gmst.find("iLevelUpMinorMult")->mValue.getInteger();
increase = gmst.find("iLevelUpMinorMultAttribute")->mValue.getInteger();
break;
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}
else if (class_.mData.mSkills[k][1] == skillIndex)
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{
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mLevelProgress += gmst.find("iLevelUpMajorMult")->mValue.getInteger();
increase = gmst.find("iLevelUpMajorMultAttribute")->mValue.getInteger();
break;
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}
}
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const ESM::Skill* skill =
MWBase::Environment::get().getWorld ()->getStore ().get<ESM::Skill>().find(skillIndex);
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mSkillIncreases[skill->mData.mAttribute] += increase;
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mSpecIncreases[skill->mData.mSpecialization] += gmst.find("iLevelupSpecialization")->mValue.getInteger();
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// Play sound & skill progress notification
/// \todo check if character is the player, if levelling is ever implemented for NPCs
MWBase::Environment::get().getWindowManager()->playSound("skillraise");
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std::string message = MWBase::Environment::get().getWindowManager ()->getGameSettingString ("sNotifyMessage39", "");
message = Misc::StringUtils::format(message, ("#{" + ESM::Skill::sSkillNameIds[skillIndex] + "}"), static_cast<int>(base));
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if (readBook)
message = "#{sBookSkillMessage}\n" + message;
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MWBase::Environment::get().getWindowManager ()->messageBox(message, MWGui::ShowInDialogueMode_Never);
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if (mLevelProgress >= gmst.find("iLevelUpTotal")->mValue.getInteger())
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{
// levelup is possible now
MWBase::Environment::get().getWindowManager ()->messageBox ("#{sLevelUpMsg}", MWGui::ShowInDialogueMode_Never);
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}
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getSkill(skillIndex).setBase (base);
if (!preserveProgress)
getSkill(skillIndex).setProgress(0);
}
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int MWMechanics::NpcStats::getLevelProgress () const
{
return mLevelProgress;
}
/*
Start of tes3mp addition
Make it possible to set a player's level progress directly instead of going
through other methods
*/
void MWMechanics::NpcStats::setLevelProgress(int value)
{
mLevelProgress = value;
}
/*
End of tes3mp addition
*/
/*
Start of tes3mp addition
Make it possible to get a player's skill increases for an attribute directly
instead of going through other methods
*/
int MWMechanics::NpcStats::getSkillIncrease(int attribute) const
{
return mSkillIncreases[attribute];
}
/*
End of tes3mp addition
*/
/*
Start of tes3mp addition
Make it possible to set a player's skill increases for an attribute directly
instead of going through other methods
*/
void MWMechanics::NpcStats::setSkillIncrease(int attribute, int value)
{
mSkillIncreases[attribute] = value;
}
/*
End of tes3mp addition
*/
/*
Start of tes3mp addition
Make it possible to get and set the time of the last crime witnessed by the NPC,
used to stop combat with a player after that player dies and is resurrected
*/
std::time_t MWMechanics::NpcStats::getCrimeTime()
{
return mCrimeTime;
}
void MWMechanics::NpcStats::setCrimeTime(std::time_t crimeTime)
{
mCrimeTime = crimeTime;
}
/*
End of tes3mp addition
*/
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void MWMechanics::NpcStats::levelUp()
{
const MWWorld::Store<ESM::GameSetting> &gmst =
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
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mLevelProgress -= gmst.find("iLevelUpTotal")->mValue.getInteger();
mLevelProgress = std::max(0, mLevelProgress); // might be necessary when levelup was invoked via console
for (int i=0; i<ESM::Attribute::Length; ++i)
mSkillIncreases[i] = 0;
const float endurance = getAttribute(ESM::Attribute::Endurance).getBase();
// "When you gain a level, in addition to increasing three primary attributes, your Health
// will automatically increase by 10% of your Endurance attribute. If you increased Endurance this level,
// the Health increase is calculated from the increased Endurance"
// Note: we should add bonus Health points to current level too.
float healthGain = endurance * gmst.find("fLevelUpHealthEndMult")->mValue.getFloat();
MWMechanics::DynamicStat<float> health(getHealth());
health.setBase(getHealth().getBase() + healthGain);
health.setCurrent(std::max(1.f, getHealth().getCurrent() + healthGain));
setHealth(health);
setLevel(getLevel()+1);
}
void MWMechanics::NpcStats::updateHealth()
{
const float endurance = getAttribute(ESM::Attribute::Endurance).getBase();
const float strength = getAttribute(ESM::Attribute::Strength).getBase();
setHealth(floor(0.5f * (strength + endurance)));
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}
int MWMechanics::NpcStats::getLevelupAttributeMultiplier(int attribute) const
{
int num = mSkillIncreases[attribute];
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if (num == 0)
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return 1;
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num = std::min(10, num);
// iLevelUp01Mult - iLevelUp10Mult
std::stringstream gmst;
gmst << "iLevelUp" << std::setfill('0') << std::setw(2) << num << "Mult";
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return MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(gmst.str())->mValue.getInteger();
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}
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int MWMechanics::NpcStats::getSkillIncreasesForSpecialization(int spec) const
{
return mSpecIncreases[spec];
}
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void MWMechanics::NpcStats::flagAsUsed (const std::string& id)
{
mUsedIds.insert (id);
}
bool MWMechanics::NpcStats::hasBeenUsed (const std::string& id) const
{
return mUsedIds.find (id)!=mUsedIds.end();
}
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int MWMechanics::NpcStats::getBounty() const
{
return mBounty;
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}
void MWMechanics::NpcStats::setBounty (int bounty)
{
mBounty = bounty;
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}
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int MWMechanics::NpcStats::getReputation() const
{
return mReputation;
}
void MWMechanics::NpcStats::setReputation(int reputation)
{
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// Reputation is capped in original engine
mReputation = std::min(255, std::max(0, reputation));
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}
int MWMechanics::NpcStats::getCrimeId() const
{
return mCrimeId;
}
void MWMechanics::NpcStats::setCrimeId(int id)
{
mCrimeId = id;
/*
Start of tes3mp addition
Record this as the time of the last crime witnessed by this NPC
*/
if (id != -1)
setCrimeTime(time(0));
/*
End of tes3mp addition
*/
}
bool MWMechanics::NpcStats::hasSkillsForRank (const std::string& factionId, int rank) const
{
if (rank<0 || rank>=10)
throw std::runtime_error ("rank index out of range");
const ESM::Faction& faction =
*MWBase::Environment::get().getWorld()->getStore().get<ESM::Faction>().find (factionId);
std::vector<int> skills;
for (int i=0; i<7; ++i)
{
if (faction.mData.mSkills[i] != -1)
skills.push_back (static_cast<int> (getSkill (faction.mData.mSkills[i]).getBase()));
}
if (skills.empty())
return true;
std::sort (skills.begin(), skills.end());
std::vector<int>::const_reverse_iterator iter = skills.rbegin();
const ESM::RankData& rankData = faction.mData.mRankData[rank];
if (*iter<rankData.mPrimarySkill)
return false;
if (skills.size() < 2)
return true;
iter++;
if (*iter<rankData.mFavouredSkill)
return false;
if (skills.size() < 3)
return true;
iter++;
if (*iter<rankData.mFavouredSkill)
return false;
return true;
}
bool MWMechanics::NpcStats::isWerewolf() const
{
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return mIsWerewolf;
}
void MWMechanics::NpcStats::setWerewolf (bool set)
{
if (mIsWerewolf == set)
return;
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if(set != false)
{
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mWerewolfKills = 0;
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}
mIsWerewolf = set;
}
int MWMechanics::NpcStats::getWerewolfKills() const
{
return mWerewolfKills;
}
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void MWMechanics::NpcStats::addWerewolfKill()
{
++mWerewolfKills;
}
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float MWMechanics::NpcStats::getTimeToStartDrowning() const
{
return mTimeToStartDrowning;
}
void MWMechanics::NpcStats::setTimeToStartDrowning(float time)
{
mTimeToStartDrowning=time;
}
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void MWMechanics::NpcStats::writeState (ESM::CreatureStats& state) const
{
CreatureStats::writeState(state);
}
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void MWMechanics::NpcStats::writeState (ESM::NpcStats& state) const
{
for (std::map<std::string, int>::const_iterator iter (mFactionRank.begin());
iter!=mFactionRank.end(); ++iter)
state.mFactions[iter->first].mRank = iter->second;
state.mDisposition = mDisposition;
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for (int i=0; i<ESM::Skill::Length; ++i)
mSkill[i].writeState (state.mSkills[i]);
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state.mIsWerewolf = mIsWerewolf;
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state.mCrimeId = mCrimeId;
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state.mBounty = mBounty;
for (std::set<std::string>::const_iterator iter (mExpelled.begin());
iter!=mExpelled.end(); ++iter)
state.mFactions[*iter].mExpelled = true;
for (std::map<std::string, int>::const_iterator iter (mFactionReputation.begin());
iter!=mFactionReputation.end(); ++iter)
state.mFactions[iter->first].mReputation = iter->second;
state.mReputation = mReputation;
state.mWerewolfKills = mWerewolfKills;
state.mLevelProgress = mLevelProgress;
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for (int i=0; i<ESM::Attribute::Length; ++i)
state.mSkillIncrease[i] = mSkillIncreases[i];
for (int i=0; i<3; ++i)
state.mSpecIncreases[i] = mSpecIncreases[i];
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std::copy (mUsedIds.begin(), mUsedIds.end(), std::back_inserter (state.mUsedIds));
state.mTimeToStartDrowning = mTimeToStartDrowning;
}
void MWMechanics::NpcStats::readState (const ESM::CreatureStats& state)
{
CreatureStats::readState(state);
}
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void MWMechanics::NpcStats::readState (const ESM::NpcStats& state)
{
const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
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for (std::map<std::string, ESM::NpcStats::Faction>::const_iterator iter (state.mFactions.begin());
iter!=state.mFactions.end(); ++iter)
if (store.get<ESM::Faction>().search (iter->first))
{
if (iter->second.mExpelled)
mExpelled.insert (iter->first);
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if (iter->second.mRank >= 0)
mFactionRank[iter->first] = iter->second.mRank;
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if (iter->second.mReputation)
mFactionReputation[Misc::StringUtils::lowerCase(iter->first)] = iter->second.mReputation;
}
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mDisposition = state.mDisposition;
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for (int i=0; i<ESM::Skill::Length; ++i)
mSkill[i].readState (state.mSkills[i]);
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mIsWerewolf = state.mIsWerewolf;
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mCrimeId = state.mCrimeId;
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mBounty = state.mBounty;
mReputation = state.mReputation;
mWerewolfKills = state.mWerewolfKills;
mLevelProgress = state.mLevelProgress;
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for (int i=0; i<ESM::Attribute::Length; ++i)
mSkillIncreases[i] = state.mSkillIncrease[i];
for (int i=0; i<3; ++i)
mSpecIncreases[i] = state.mSpecIncreases[i];
for (std::vector<std::string>::const_iterator iter (state.mUsedIds.begin());
iter!=state.mUsedIds.end(); ++iter)
if (store.find (*iter))
mUsedIds.insert (*iter);
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mTimeToStartDrowning = state.mTimeToStartDrowning;
}