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

673 lines
26 KiB
C++

#include "mechanicsmanagerimp.hpp"
#include "../mwworld/esmstore.hpp"
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#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"
namespace MWMechanics
{
void MechanicsManager::buildPlayer()
{
MWWorld::Ptr ptr = MWBase::Environment::get().getWorld()->getPlayer().getPlayer();
MWMechanics::CreatureStats& creatureStats = MWWorld::Class::get (ptr).getCreatureStats (ptr);
MWMechanics::NpcStats& npcStats = MWWorld::Class::get (ptr).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.getAttribute(0).setBase (player->mNpdt52.mStrength);
creatureStats.getAttribute(1).setBase (player->mNpdt52.mIntelligence);
creatureStats.getAttribute(2).setBase (player->mNpdt52.mWillpower);
creatureStats.getAttribute(3).setBase (player->mNpdt52.mAgility);
creatureStats.getAttribute(4).setBase (player->mNpdt52.mSpeed);
creatureStats.getAttribute(5).setBase (player->mNpdt52.mEndurance);
creatureStats.getAttribute(6).setBase (player->mNpdt52.mPersonality);
creatureStats.getAttribute(7).setBase (player->mNpdt52.mLuck);
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const MWWorld::ESMStore &esmStore =
MWBase::Environment::get().getWorld()->getStore();
// race
if (mRaceSelected)
{
const ESM::Race *race =
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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 = 0;
switch (i)
{
case 0: attribute = &race->mData.mStrength; break;
case 1: attribute = &race->mData.mIntelligence; break;
case 2: attribute = &race->mData.mWillpower; break;
case 3: attribute = &race->mData.mAgility; break;
case 4: attribute = &race->mData.mSpeed; break;
case 5: attribute = &race->mData.mEndurance; break;
case 6: attribute = &race->mData.mPersonality; break;
case 7: attribute = &race->mData.mLuck; break;
}
creatureStats.getAttribute(i).setBase (
static_cast<int> (male ? attribute->mMale : attribute->mFemale));
}
for (int i=0; i<27; ++i)
{
int bonus = 0;
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for (int i2=0; i2<7; ++i2)
if (race->mData.mBonus[i2].mSkill==i)
{
bonus = race->mData.mBonus[i2].mBonus;
break;
}
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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.getAttribute(attribute).setBase (
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);
}
}
}
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<2; ++i)
{
DynamicStat<float> stat = creatureStats.getDynamic (i);
stat.setCurrent (stat.getModified());
creatureStats.setDynamic (i, stat);
}
}
MechanicsManager::MechanicsManager()
: mUpdatePlayer (true), mClassSelected (false),
mRaceSelected (false)
{
buildPlayer();
}
void MechanicsManager::add(const MWWorld::Ptr& ptr)
{
if(MWWorld::Class::get(ptr).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(MWWorld::Class::get(ptr).isActor())
mActors.updateActor(old, ptr);
else
mObjects.updateObject(old, ptr);
}
void MechanicsManager::drop(const MWWorld::CellStore *cellStore)
{
if(!mWatched.isEmpty() && mWatched.getCell() == cellStore)
mWatched = MWWorld::Ptr();
mActors.dropActors(cellStore);
mObjects.dropObjects(cellStore);
}
void MechanicsManager::watchActor(const MWWorld::Ptr& ptr)
{
mWatched = ptr;
}
void MechanicsManager::update(float duration, bool paused)
{
if (!mWatched.isEmpty())
{
MWMechanics::CreatureStats& stats =
MWWorld::Class::get (mWatched).getCreatureStats (mWatched);
MWMechanics::NpcStats& npcStats =
MWWorld::Class::get (mWatched).getNpcStats (mWatched);
static const char *attributeNames[8] =
{
"AttribVal1", "AttribVal2", "AttribVal3", "AttribVal4", "AttribVal5",
"AttribVal6", "AttribVal7", "AttribVal8"
};
static const char *dynamicNames[3] =
{
"HBar", "MBar", "FBar"
};
for (int i=0; i<8; ++i)
{
if (stats.getAttribute(i)!=mWatchedCreature.getAttribute(i))
{
mWatchedCreature.setAttribute(i, stats.getAttribute(i));
MWBase::Environment::get().getWindowManager()->setValue (attributeNames[i], stats.getAttribute(i));
}
}
if (stats.getHealth() != mWatchedCreature.getHealth()) {
mWatchedCreature.setHealth(stats.getHealth());
MWBase::Environment::get().getWindowManager()->setValue(dynamicNames[0], stats.getHealth());
}
if (stats.getMagicka() != mWatchedCreature.getMagicka()) {
mWatchedCreature.setMagicka(stats.getMagicka());
MWBase::Environment::get().getWindowManager()->setValue(dynamicNames[1], stats.getMagicka());
}
if (stats.getFatigue() != mWatchedCreature.getFatigue()) {
mWatchedCreature.setFatigue(stats.getFatigue());
MWBase::Environment::get().getWindowManager()->setValue(dynamicNames[2], stats.getFatigue());
}
bool update = false;
//Loop over ESM::Skill::SkillEnum
for(int i = 0; i < 27; ++i)
{
if(npcStats.getSkill (i) != mWatchedNpc.getSkill (i))
{
update = true;
mWatchedNpc.getSkill (i) = npcStats.getSkill (i);
MWBase::Environment::get().getWindowManager()->setValue((ESM::Skill::SkillEnum)i, npcStats.getSkill (i));
}
}
if (update)
MWBase::Environment::get().getWindowManager()->updateSkillArea();
MWBase::Environment::get().getWindowManager()->setValue ("level", stats.getLevel());
}
if (mUpdatePlayer)
{
// basic player profile; should not change anymore after the creation phase is finished.
MWBase::WindowManager *winMgr =
MWBase::Environment::get().getWindowManager();
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MWBase::World *world = MWBase::Environment::get().getWorld();
const ESM::NPC *player =
world->getPlayer().getPlayer().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()->getPlayer().getPlayer();
mActors.removeActor(ptr);
mActors.addActor(ptr);
}
mActors.update(duration, paused);
mObjects.update(duration, paused);
}
void MechanicsManager::restoreDynamicStats()
{
mActors.restoreDynamicStats ();
}
void MechanicsManager::setPlayerName (const std::string& name)
{
MWBase::World *world = MWBase::Environment::get().getWorld();
ESM::NPC player =
*world->getPlayer().getPlayer().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->getPlayer().getPlayer().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->getPlayer().getPlayer().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->getPlayer().getPlayer().get<ESM::NPC>()->mBase;
player.mClass = ptr->mId;
world->createRecord(player);
mClassSelected = true;
buildPlayer();
mUpdatePlayer = true;
}
int MechanicsManager::getDerivedDisposition(const MWWorld::Ptr& ptr)
{
MWMechanics::NpcStats npcSkill = MWWorld::Class::get(ptr).getNpcStats(ptr);
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float x = npcSkill.getBaseDisposition();
MWWorld::LiveCellRef<ESM::NPC>* npc = ptr.get<ESM::NPC>();
MWWorld::Ptr playerPtr = MWBase::Environment::get().getWorld()->getPlayer().getPlayer();
MWWorld::LiveCellRef<ESM::NPC>* player = playerPtr.get<ESM::NPC>();
MWMechanics::CreatureStats playerStats = MWWorld::Class::get(playerPtr).getCreatureStats(playerPtr);
MWMechanics::NpcStats playerNpcStats = MWWorld::Class::get(playerPtr).getNpcStats(playerPtr);
if (Misc::StringUtils::lowerCase(npc->mBase->mRace) == Misc::StringUtils::lowerCase(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;
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std::string npcFaction = "";
if(!npcSkill.getFactionRanks().empty()) npcFaction = npcSkill.getFactionRanks().begin()->first;
if (playerNpcStats.getFactionRanks().find(Misc::StringUtils::lowerCase(npcFaction)) != playerNpcStats.getFactionRanks().end())
{
for(std::vector<ESM::Faction::Reaction>::const_iterator it = MWBase::Environment::get().getWorld()->getStore().get<ESM::Faction>().find(Misc::StringUtils::lowerCase(npcFaction))->mReactions.begin();
it != MWBase::Environment::get().getWorld()->getStore().get<ESM::Faction>().find(Misc::StringUtils::lowerCase(npcFaction))->mReactions.end(); it++)
{
if(Misc::StringUtils::lowerCase(it->mFaction) == Misc::StringUtils::lowerCase(npcFaction)) reaction = it->mReaction;
}
rank = playerNpcStats.getFactionRanks().find(Misc::StringUtils::lowerCase(npcFaction))->second;
}
else if (npcFaction != "")
{
for(std::vector<ESM::Faction::Reaction>::const_iterator it = MWBase::Environment::get().getWorld()->getStore().get<ESM::Faction>().find(Misc::StringUtils::lowerCase(npcFaction))->mReactions.begin();
it != MWBase::Environment::get().getWorld()->getStore().get<ESM::Faction>().find(Misc::StringUtils::lowerCase(npcFaction))->mReactions.end();it++)
{
if(playerNpcStats.getFactionRanks().find(Misc::StringUtils::lowerCase(it->mFaction)) != playerNpcStats.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() * playerNpcStats.getBounty();
if (playerStats.hasCommonDisease() || playerStats.hasBlightDisease())
x += MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fDispDiseaseMod")->getFloat();
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if (playerNpcStats.getDrawState() == MWMechanics::DrawState_Weapon)
x += MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fDispWeaponDrawn")->getFloat();
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)
{
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if (ptr.getTypeName() == typeid(ESM::Creature).name())
return basePrice;
MWMechanics::NpcStats sellerSkill = MWWorld::Class::get(ptr).getNpcStats(ptr);
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MWMechanics::CreatureStats sellerStats = MWWorld::Class::get(ptr).getCreatureStats(ptr);
MWWorld::Ptr playerPtr = MWBase::Environment::get().getWorld()->getPlayer().getPlayer();
MWMechanics::NpcStats playerSkill = MWWorld::Class::get(playerPtr).getNpcStats(playerPtr);
MWMechanics::CreatureStats playerStats = MWWorld::Class::get(playerPtr).getCreatureStats(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));
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float a = std::min(playerSkill.getSkill(ESM::Skill::Mercantile).getModified(), 100.f);
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(sellerSkill.getSkill(ESM::Skill::Mercantile).getModified(), 100.f);
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);
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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));
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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);
}
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void MechanicsManager::getPersuasionDispositionChange (const MWWorld::Ptr& npc, PersuasionType type,
float currentTemporaryDispositionDelta, bool& success, float& tempChange, float& permChange)
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{
const MWWorld::Store<ESM::GameSetting> &gmst =
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
MWWorld::Ptr playerPtr = MWBase::Environment::get().getWorld()->getPlayer().getPlayer();
MWMechanics::NpcStats playerSkill = MWWorld::Class::get(playerPtr).getNpcStats(playerPtr);
MWMechanics::CreatureStats playerStats = MWWorld::Class::get(playerPtr).getCreatureStats(playerPtr);
MWMechanics::NpcStats npcSkill = MWWorld::Class::get(npc).getNpcStats(npc);
MWMechanics::CreatureStats npcStats = MWWorld::Class::get(npc).getCreatureStats(npc);
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 = playerSkill.getReputation() * gmst.find("fReputationMod")->getFloat();
float levelTerm = playerStats.getLevel() * gmst.find("fLevelMod")->getFloat();
float fatigueTerm = playerStats.getFatigueTerm();
float playerRating1 = (repTerm + luckTerm + persTerm + playerSkill.getSkill(ESM::Skill::Speechcraft).getModified()) * fatigueTerm;
float playerRating2 = playerRating1 + levelTerm;
float playerRating3 = (playerSkill.getSkill(ESM::Skill::Mercantile).getModified() + luckTerm + persTerm) * fatigueTerm;
float npcRating1 = (repTerm + luckTerm + persTerm + playerSkill.getSkill(ESM::Skill::Speechcraft).getModified()) * fatigueTerm;
float npcRating2 = (levelTerm + repTerm + luckTerm + persTerm + npcSkill.getSkill(ESM::Skill::Speechcraft).getModified()) * fatigueTerm;
float npcRating3 = (playerSkill.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();
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();
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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);
npcStats.setAiSetting (2, std::max(0, std::min(100, npcStats.getAiSetting (2) + int(std::max(iPerMinChange, s)))));
npcStats.setAiSetting (1, std::max(0, std::min(100, npcStats.getAiSetting (1) + 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 (roll <= target1)
{
float s = c * fPerDieRollMult * fPerTempMult;
npcStats.setAiSetting (2, std::max(0, std::min(100, npcStats.getAiSetting (2) + std::min(-int(iPerMinChange), int(-s)))));
npcStats.setAiSetting (1, std::max(0, std::min(100, npcStats.getAiSetting (1) + 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;
}
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}
void MechanicsManager::playAnimationGroup(const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number)
{
if(MWWorld::Class::get(ptr).isActor())
mActors.playAnimationGroup(ptr, groupName, mode, number);
else
mObjects.playAnimationGroup(ptr, groupName, mode, number);
}
void MechanicsManager::skipAnimation(const MWWorld::Ptr& ptr)
{
if(MWWorld::Class::get(ptr).isActor())
mActors.skipAnimation(ptr);
else
mObjects.skipAnimation(ptr);
}
}