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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 "../mwworld/manualref.hpp"
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#include "../mwworld/actionequip.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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#include "../mwbase/environment.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "aicombat.hpp"
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namespace
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{
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void adjustBoundItem (const std::string& item, bool bound, const MWWorld::Ptr& actor)
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{
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if (bound)
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{
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MWWorld::Ptr newPtr = *actor.getClass().getContainerStore(actor).add(item, 1, actor);
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MWWorld::ActionEquip action(newPtr);
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action.execute(actor);
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}
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else
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{
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actor.getClass().getContainerStore(actor).remove(item, 1, actor);
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}
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}
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bool disintegrateSlot (MWWorld::Ptr ptr, int slot, float disintegrate)
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{
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// TODO: remove this check once creatures support inventory store
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if (ptr.getTypeName() == typeid(ESM::NPC).name())
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{
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MWWorld::InventoryStore& inv = ptr.getClass().getInventoryStore(ptr);
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MWWorld::ContainerStoreIterator item =
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inv.getSlot(slot);
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if (item != inv.end())
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{
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if (!item->getClass().hasItemHealth(*item))
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return false;
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if (item->getCellRef().mCharge == -1)
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item->getCellRef().mCharge = item->getClass().getItemMaxHealth(*item);
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if (item->getCellRef().mCharge == 0)
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return false;
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item->getCellRef().mCharge -=
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std::min(disintegrate,
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static_cast<float>(item->getCellRef().mCharge));
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if (item->getCellRef().mCharge == 0)
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{
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// Will unequip the broken item and try to find a replacement
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if (ptr.getRefData().getHandle() != "player")
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inv.autoEquip(ptr);
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else
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inv.unequipItem(*item, ptr);
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}
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return true;
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}
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}
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return true;
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}
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}
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namespace MWMechanics
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{
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class SoulTrap : public MWMechanics::EffectSourceVisitor
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{
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MWWorld::Ptr mCreature;
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MWWorld::Ptr mActor;
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public:
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SoulTrap(MWWorld::Ptr trappedCreature)
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: mCreature(trappedCreature) {}
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virtual void visit (MWMechanics::EffectKey key,
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const std::string& sourceName, const std::string& casterHandle,
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float magnitude, float remainingTime = -1)
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{
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if (key.mId != ESM::MagicEffect::Soultrap)
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return;
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if (magnitude <= 0)
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return;
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MWBase::World* world = MWBase::Environment::get().getWorld();
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MWWorld::Ptr caster = world->searchPtrViaHandle(casterHandle);
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if (caster.isEmpty() || !caster.getClass().isActor())
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return;
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static const float fSoulgemMult = world->getStore().get<ESM::GameSetting>().find("fSoulgemMult")->getFloat();
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float creatureSoulValue = mCreature.get<ESM::Creature>()->mBase->mData.mSoul;
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// Use the smallest soulgem that is large enough to hold the soul
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MWWorld::ContainerStore& container = caster.getClass().getContainerStore(caster);
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MWWorld::ContainerStoreIterator gem = container.end();
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float gemCapacity = std::numeric_limits<float>().max();
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std::string soulgemFilter = "misc_soulgem"; // no other way to check for soulgems? :/
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for (MWWorld::ContainerStoreIterator it = container.begin(MWWorld::ContainerStore::Type_Miscellaneous);
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it != container.end(); ++it)
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{
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const std::string& id = it->getCellRef().mRefID;
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if (id.size() >= soulgemFilter.size()
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&& id.substr(0,soulgemFilter.size()) == soulgemFilter)
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{
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float thisGemCapacity = it->get<ESM::Miscellaneous>()->mBase->mData.mValue * fSoulgemMult;
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if (thisGemCapacity >= creatureSoulValue && thisGemCapacity < gemCapacity
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&& it->getCellRef().mSoul.empty())
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{
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gem = it;
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gemCapacity = thisGemCapacity;
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}
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}
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}
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if (gem == container.end())
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return;
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// Set the soul on just one of the gems, not the whole stack
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gem->getContainerStore()->unstack(*gem, caster);
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gem->getCellRef().mSoul = mCreature.getCellRef().mRefID;
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if (caster.getRefData().getHandle() == "player")
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MWBase::Environment::get().getWindowManager()->messageBox("#{sSoultrapSuccess}");
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}
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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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if (ptr.getClass().getCreatureStats(ptr).needToRecalcDynamicStats())
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calculateDynamicStats (ptr);
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calculateCreatureStatModifiers (ptr, duration);
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if(!MWBase::Environment::get().getWindowManager()->isGuiMode())
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{
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// AI
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if(MWBase::Environment::get().getMechanicsManager()->isAIActive())
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{
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CreatureStats& creatureStats = MWWorld::Class::get (ptr).getCreatureStats (ptr);
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//engage combat or not?
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if(ptr != MWBase::Environment::get().getWorld()->getPlayer().getPlayer() && !creatureStats.isHostile())
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{
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ESM::Position playerpos = MWBase::Environment::get().getWorld()->getPlayer().getPlayer().getRefData().getPosition();
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ESM::Position actorpos = ptr.getRefData().getPosition();
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float d = sqrt((actorpos.pos[0] - playerpos.pos[0])*(actorpos.pos[0] - playerpos.pos[0])
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+(actorpos.pos[1] - playerpos.pos[1])*(actorpos.pos[1] - playerpos.pos[1])
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+(actorpos.pos[2] - playerpos.pos[2])*(actorpos.pos[2] - playerpos.pos[2]));
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float fight = ptr.getClass().getCreatureStats(ptr).getAiSetting(1);
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float disp = 100; //creatures don't have disposition, so set it to 100 by default
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if(ptr.getTypeName() == typeid(ESM::NPC).name())
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{
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disp = MWBase::Environment::get().getMechanicsManager()->getDerivedDisposition(ptr);
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}
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bool LOS = MWBase::Environment::get().getWorld()->getLOS(ptr,MWBase::Environment::get().getWorld()->getPlayer().getPlayer());
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if( ( (fight == 100 )
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|| (fight >= 95 && d <= 3000)
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|| (fight >= 90 && d <= 2000)
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|| (fight >= 80 && d <= 1000)
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|| (fight >= 80 && disp <= 40)
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|| (fight >= 70 && disp <= 35 && d <= 1000)
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|| (fight >= 60 && disp <= 30 && d <= 1000)
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|| (fight >= 50 && disp == 0)
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|| (fight >= 40 && disp <= 10 && d <= 500) )
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&& LOS
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)
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{
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creatureStats.getAiSequence().stack(AiCombat("player"));
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creatureStats.setHostile(true);
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}
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}
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creatureStats.getAiSequence().execute (ptr,duration);
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}
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// fatigue restoration
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calculateRestoration(ptr, duration);
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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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calculateNpcStatModifiers(ptr);
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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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if (ptr.getClass().getCreatureStats(ptr).isDead())
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return;
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CreatureStats& stats = MWWorld::Class::get (ptr).getCreatureStats (ptr);
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const MWWorld::Store<ESM::GameSetting>& settings = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
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int endurance = stats.getAttribute (ESM::Attribute::Endurance).getModified ();
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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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if (duration == 3600)
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{
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// the actor is sleeping, restore health and magicka
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bool stunted = stats.getMagicEffects ().get(ESM::MagicEffect::StuntedMagicka).mMagnitude > 0;
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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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if (!stunted)
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{
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float fRestMagicMult = settings.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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// restore fatigue
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float fFatigueReturnBase = settings.find("fFatigueReturnBase")->getFloat ();
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float fFatigueReturnMult = settings.find("fFatigueReturnMult")->getFloat ();
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float fEndFatigueMult = settings.find("fEndFatigueMult")->getFloat ();
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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() + duration * x);
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stats.setFatigue (fatigue);
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}
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void Actors::calculateCreatureStatModifiers (const MWWorld::Ptr& ptr, float duration)
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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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AttributeValue 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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effects.get(EffectKey(ESM::MagicEffect::AbsorbAttribute, 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(ESM::MagicEffect::FortifyHealth+i).mMagnitude -
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effects.get(ESM::MagicEffect::DrainHealth+i).mMagnitude);
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float currentDiff = creatureStats.getMagicEffects().get(ESM::MagicEffect::RestoreHealth+i).mMagnitude
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- creatureStats.getMagicEffects().get(ESM::MagicEffect::DamageHealth+i).mMagnitude
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- creatureStats.getMagicEffects().get(ESM::MagicEffect::AbsorbHealth+i).mMagnitude;
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stat.setCurrent(stat.getCurrent() + currentDiff * duration);
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creatureStats.setDynamic(i, stat);
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}
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// Apply disintegration (reduces item health)
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float disintegrateWeapon = effects.get(ESM::MagicEffect::DisintegrateWeapon).mMagnitude;
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if (disintegrateWeapon > 0)
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disintegrateSlot(ptr, MWWorld::InventoryStore::Slot_CarriedRight, disintegrateWeapon*duration);
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float disintegrateArmor = effects.get(ESM::MagicEffect::DisintegrateArmor).mMagnitude;
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if (disintegrateArmor > 0)
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{
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// According to UESP
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int priorities[] = {
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MWWorld::InventoryStore::Slot_CarriedLeft,
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MWWorld::InventoryStore::Slot_Cuirass,
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MWWorld::InventoryStore::Slot_LeftPauldron,
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|
|
MWWorld::InventoryStore::Slot_RightPauldron,
|
|
|
|
MWWorld::InventoryStore::Slot_LeftGauntlet,
|
|
|
|
MWWorld::InventoryStore::Slot_RightGauntlet,
|
|
|
|
MWWorld::InventoryStore::Slot_Helmet,
|
|
|
|
MWWorld::InventoryStore::Slot_Greaves,
|
|
|
|
MWWorld::InventoryStore::Slot_Boots
|
|
|
|
};
|
|
|
|
|
|
|
|
for (unsigned int i=0; i<sizeof(priorities)/sizeof(int); ++i)
|
|
|
|
{
|
|
|
|
if (disintegrateSlot(ptr, priorities[i], disintegrateArmor*duration))
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Apply damage ticks
|
|
|
|
int damageEffects[] = {
|
|
|
|
ESM::MagicEffect::FireDamage, ESM::MagicEffect::ShockDamage, ESM::MagicEffect::FrostDamage, ESM::MagicEffect::Poison,
|
|
|
|
ESM::MagicEffect::SunDamage
|
|
|
|
};
|
|
|
|
|
|
|
|
DynamicStat<float> health = creatureStats.getHealth();
|
|
|
|
for (unsigned int i=0; i<sizeof(damageEffects)/sizeof(int); ++i)
|
|
|
|
{
|
|
|
|
float magnitude = creatureStats.getMagicEffects().get(damageEffects[i]).mMagnitude;
|
|
|
|
|
|
|
|
if (damageEffects[i] == ESM::MagicEffect::SunDamage)
|
|
|
|
{
|
|
|
|
// isInCell shouldn't be needed, but updateActor called during game start
|
|
|
|
if (!ptr.isInCell() || !ptr.getCell()->isExterior())
|
|
|
|
continue;
|
|
|
|
float time = MWBase::Environment::get().getWorld()->getTimeStamp().getHour();
|
|
|
|
float timeDiff = std::min(7.f, std::max(0.f, std::abs(time - 13)));
|
|
|
|
float damageScale = 1.f - timeDiff / 7.f;
|
|
|
|
// When cloudy, the sun damage effect is halved
|
|
|
|
static float fMagicSunBlockedMult = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(
|
|
|
|
"fMagicSunBlockedMult")->getFloat();
|
|
|
|
|
|
|
|
int weather = MWBase::Environment::get().getWorld()->getCurrentWeather();
|
|
|
|
if (weather > 1)
|
|
|
|
damageScale *= fMagicSunBlockedMult;
|
|
|
|
health.setCurrent(health.getCurrent() - magnitude * duration * damageScale);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
health.setCurrent(health.getCurrent() - magnitude * duration);
|
|
|
|
|
|
|
|
}
|
|
|
|
creatureStats.setHealth(health);
|
|
|
|
|
|
|
|
// TODO: dirty flag for magic effects to avoid some unnecessary work below?
|
|
|
|
|
|
|
|
// Update bound effects
|
|
|
|
static std::map<int, std::string> boundItemsMap;
|
|
|
|
if (boundItemsMap.empty())
|
|
|
|
{
|
|
|
|
boundItemsMap[ESM::MagicEffect::BoundBattleAxe] = "sMagicBoundBattleAxeID";
|
|
|
|
boundItemsMap[ESM::MagicEffect::BoundBoots] = "sMagicBoundBootsID";
|
|
|
|
boundItemsMap[ESM::MagicEffect::BoundCuirass] = "sMagicBoundCuirassID";
|
|
|
|
boundItemsMap[ESM::MagicEffect::BoundDagger] = "sMagicBoundDaggerID";
|
|
|
|
boundItemsMap[ESM::MagicEffect::BoundGloves] = "sMagicBoundLeftGauntletID"; // Note: needs RightGauntlet variant too (see below)
|
|
|
|
boundItemsMap[ESM::MagicEffect::BoundHelm] = "sMagicBoundHelmID";
|
|
|
|
boundItemsMap[ESM::MagicEffect::BoundLongbow] = "sMagicBoundLongbowID";
|
|
|
|
boundItemsMap[ESM::MagicEffect::BoundLongsword] = "sMagicBoundLongswordID";
|
|
|
|
boundItemsMap[ESM::MagicEffect::BoundMace] = "sMagicBoundMaceID";
|
|
|
|
boundItemsMap[ESM::MagicEffect::BoundShield] = "sMagicBoundShieldID";
|
|
|
|
boundItemsMap[ESM::MagicEffect::BoundSpear] = "sMagicBoundSpearID";
|
|
|
|
}
|
|
|
|
|
|
|
|
for (std::map<int, std::string>::iterator it = boundItemsMap.begin(); it != boundItemsMap.end(); ++it)
|
|
|
|
{
|
|
|
|
bool found = creatureStats.mBoundItems.find(it->first) != creatureStats.mBoundItems.end();
|
|
|
|
int magnitude = creatureStats.getMagicEffects().get(it->first).mMagnitude;
|
|
|
|
if (found != (magnitude > 0))
|
|
|
|
{
|
|
|
|
std::string itemGmst = it->second;
|
|
|
|
std::string item = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(
|
|
|
|
itemGmst)->getString();
|
|
|
|
if (it->first == ESM::MagicEffect::BoundGloves)
|
|
|
|
{
|
|
|
|
adjustBoundItem("sMagicBoundLeftGauntletID", magnitude > 0, ptr);
|
|
|
|
adjustBoundItem("sMagicBoundRightGauntletID", magnitude > 0, ptr);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
adjustBoundItem(item, magnitude > 0, ptr);
|
|
|
|
|
|
|
|
if (magnitude > 0)
|
|
|
|
creatureStats.mBoundItems.insert(it->first);
|
|
|
|
else
|
|
|
|
creatureStats.mBoundItems.erase(it->first);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Update summon effects
|
|
|
|
static std::map<int, std::string> summonMap;
|
|
|
|
if (summonMap.empty())
|
|
|
|
{
|
|
|
|
summonMap[ESM::MagicEffect::SummonAncestralGhost] = "sMagicAncestralGhostID";
|
|
|
|
summonMap[ESM::MagicEffect::SummonBonelord] = "sMagicBonelordID";
|
|
|
|
summonMap[ESM::MagicEffect::SummonBonewalker] = "sMagicLeastBonewalkerID";
|
|
|
|
summonMap[ESM::MagicEffect::SummonCenturionSphere] = "sMagicCenturionSphereID";
|
|
|
|
summonMap[ESM::MagicEffect::SummonClannfear] = "sMagicClannfearID";
|
|
|
|
summonMap[ESM::MagicEffect::SummonDaedroth] = "sMagicDaedrothID";
|
|
|
|
summonMap[ESM::MagicEffect::SummonDremora] = "sMagicDremoraID";
|
|
|
|
summonMap[ESM::MagicEffect::SummonFabricant] = "sMagicFabricantID";
|
|
|
|
summonMap[ESM::MagicEffect::SummonFlameAtronach] = "sMagicFlameAtronachID";
|
|
|
|
summonMap[ESM::MagicEffect::SummonFrostAtronach] = "sMagicFrostAtronachID";
|
|
|
|
summonMap[ESM::MagicEffect::SummonGoldenSaint] = "sMagicGoldenSaintID";
|
|
|
|
summonMap[ESM::MagicEffect::SummonGreaterBonewalker] = "sMagicGreaterBonewalkerID";
|
|
|
|
summonMap[ESM::MagicEffect::SummonHunger] = "sMagicHungerID";
|
|
|
|
summonMap[ESM::MagicEffect::SummonScamp] = "sMagicScampID";
|
|
|
|
summonMap[ESM::MagicEffect::SummonSkeletalMinion] = "sMagicSkeletalMinionID";
|
|
|
|
summonMap[ESM::MagicEffect::SummonStormAtronach] = "sMagicStormAtronachID";
|
|
|
|
summonMap[ESM::MagicEffect::SummonWingedTwilight] = "sMagicWingedTwilightID";
|
|
|
|
summonMap[ESM::MagicEffect::SummonWolf] = "sMagicCreature01ID";
|
|
|
|
summonMap[ESM::MagicEffect::SummonBear] = "sMagicCreature02ID";
|
|
|
|
summonMap[ESM::MagicEffect::SummonBonewolf] = "sMagicCreature03ID";
|
|
|
|
summonMap[ESM::MagicEffect::SummonCreature04] = "sMagicCreature04ID";
|
|
|
|
summonMap[ESM::MagicEffect::SummonCreature05] = "sMagicCreature05ID";
|
|
|
|
}
|
|
|
|
|
|
|
|
for (std::map<int, std::string>::iterator it = summonMap.begin(); it != summonMap.end(); ++it)
|
|
|
|
{
|
|
|
|
bool found = creatureStats.mSummonedCreatures.find(it->first) != creatureStats.mSummonedCreatures.end();
|
|
|
|
int magnitude = creatureStats.getMagicEffects().get(it->first).mMagnitude;
|
|
|
|
if (found != (magnitude > 0))
|
|
|
|
{
|
|
|
|
if (magnitude > 0)
|
|
|
|
{
|
|
|
|
ESM::Position ipos = ptr.getRefData().getPosition();
|
|
|
|
Ogre::Vector3 pos(ipos.pos[0],ipos.pos[1],ipos.pos[2]);
|
|
|
|
Ogre::Quaternion rot(Ogre::Radian(-ipos.rot[2]), Ogre::Vector3::UNIT_Z);
|
|
|
|
const float distance = 50;
|
|
|
|
pos = pos + distance*rot.yAxis();
|
|
|
|
ipos.pos[0] = pos.x;
|
|
|
|
ipos.pos[1] = pos.y;
|
|
|
|
ipos.pos[2] = pos.z;
|
|
|
|
ipos.rot[0] = 0;
|
|
|
|
ipos.rot[1] = 0;
|
|
|
|
ipos.rot[2] = 0;
|
|
|
|
|
|
|
|
std::string creatureID =
|
|
|
|
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(it->second)->getString();
|
|
|
|
|
|
|
|
if (!creatureID.empty())
|
|
|
|
{
|
|
|
|
MWWorld::CellStore* store = ptr.getCell();
|
|
|
|
MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), creatureID, 1);
|
|
|
|
ref.getPtr().getCellRef().mPos = ipos;
|
|
|
|
|
|
|
|
// TODO: Add AI to follow player and fight for him
|
|
|
|
|
|
|
|
creatureStats.mSummonedCreatures.insert(std::make_pair(it->first,
|
|
|
|
MWBase::Environment::get().getWorld()->safePlaceObject(ref.getPtr(),*store,ipos).getRefData().getHandle()));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
std::string handle = creatureStats.mSummonedCreatures[it->first];
|
|
|
|
// TODO: Show death animation before deleting? We shouldn't allow looting the corpse while the animation
|
|
|
|
// plays though, which is a rather lame exploit in vanilla.
|
|
|
|
MWWorld::Ptr ptr = MWBase::Environment::get().getWorld()->searchPtrViaHandle(handle);
|
|
|
|
if (!ptr.isEmpty())
|
|
|
|
{
|
|
|
|
MWBase::Environment::get().getWorld()->deleteObject(ptr);
|
|
|
|
creatureStats.mSummonedCreatures.erase(it->first);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Actors::calculateNpcStatModifiers (const MWWorld::Ptr& ptr)
|
|
|
|
{
|
|
|
|
NpcStats &npcStats = MWWorld::Class::get(ptr).getNpcStats(ptr);
|
|
|
|
const MagicEffects &effects = npcStats.getMagicEffects();
|
|
|
|
|
|
|
|
// skills
|
|
|
|
for(int i = 0;i < ESM::Skill::Length;++i)
|
|
|
|
{
|
|
|
|
SkillValue& skill = npcStats.getSkill(i);
|
|
|
|
skill.setModifier(effects.get(EffectKey(ESM::MagicEffect::FortifySkill, i)).mMagnitude -
|
|
|
|
effects.get(EffectKey(ESM::MagicEffect::DrainSkill, i)).mMagnitude -
|
|
|
|
effects.get(EffectKey(ESM::MagicEffect::AbsorbSkill, i)).mMagnitude);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Actors::updateDrowning(const MWWorld::Ptr& ptr, float duration)
|
|
|
|
{
|
|
|
|
MWBase::World *world = MWBase::Environment::get().getWorld();
|
|
|
|
NpcStats &stats = ptr.getClass().getNpcStats(ptr);
|
|
|
|
if(world->isSubmerged(ptr) &&
|
|
|
|
stats.getMagicEffects().get(ESM::MagicEffect::WaterBreathing).mMagnitude == 0)
|
|
|
|
{
|
|
|
|
float timeLeft = 0.0f;
|
|
|
|
if(stats.getFatigue().getCurrent() == 0)
|
|
|
|
stats.setTimeToStartDrowning(0);
|
|
|
|
else
|
|
|
|
{
|
|
|
|
timeLeft = stats.getTimeToStartDrowning() - duration;
|
|
|
|
if(timeLeft < 0.0f)
|
|
|
|
timeLeft = 0.0f;
|
|
|
|
stats.setTimeToStartDrowning(timeLeft);
|
|
|
|
}
|
|
|
|
if(timeLeft == 0.0f)
|
|
|
|
{
|
|
|
|
// If drowning, apply 3 points of damage per second
|
|
|
|
ptr.getClass().setActorHealth(ptr, stats.getHealth().getCurrent() - 3.0f*duration);
|
|
|
|
|
|
|
|
// Play a drowning sound as necessary for the player
|
|
|
|
if(ptr == world->getPlayer().getPlayer())
|
|
|
|
{
|
|
|
|
MWBase::SoundManager *sndmgr = MWBase::Environment::get().getSoundManager();
|
|
|
|
if(!sndmgr->getSoundPlaying(MWWorld::Ptr(), "drown"))
|
|
|
|
sndmgr->playSound("drown", 1.0f, 1.0f);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
stats.setTimeToStartDrowning(20);
|
|
|
|
}
|
|
|
|
|
|
|
|
void Actors::updateEquippedLight (const MWWorld::Ptr& ptr, float duration)
|
|
|
|
{
|
|
|
|
bool isPlayer = ptr.getRefData().getHandle()=="player";
|
|
|
|
|
|
|
|
MWWorld::InventoryStore &inventoryStore = MWWorld::Class::get(ptr).getInventoryStore(ptr);
|
|
|
|
MWWorld::ContainerStoreIterator heldIter =
|
|
|
|
inventoryStore.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
|
|
|
|
/**
|
|
|
|
* Automatically equip NPCs torches at night and unequip them at day
|
|
|
|
*/
|
|
|
|
if (!isPlayer)
|
|
|
|
{
|
|
|
|
MWWorld::ContainerStoreIterator torch = inventoryStore.end();
|
|
|
|
for (MWWorld::ContainerStoreIterator it = inventoryStore.begin(); it != inventoryStore.end(); ++it)
|
|
|
|
{
|
|
|
|
if (it->getTypeName() == typeid(ESM::Light).name())
|
|
|
|
{
|
|
|
|
torch = it;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (MWBase::Environment::get().getWorld()->isDark())
|
|
|
|
{
|
|
|
|
if (torch != inventoryStore.end())
|
|
|
|
{
|
|
|
|
if (!MWWorld::Class::get (ptr).getCreatureStats (ptr).isHostile())
|
|
|
|
{
|
|
|
|
// For non-hostile NPCs, unequip whatever is in the left slot in favor of a light.
|
|
|
|
if (heldIter != inventoryStore.end() && heldIter->getTypeName() != typeid(ESM::Light).name())
|
|
|
|
inventoryStore.unequipItem(*heldIter, ptr);
|
|
|
|
|
|
|
|
// Also unequip twohanded weapons which conflict with anything in CarriedLeft
|
|
|
|
if (torch->getClass().canBeEquipped(*torch, ptr).first == 3)
|
|
|
|
inventoryStore.unequipSlot(MWWorld::InventoryStore::Slot_CarriedRight, ptr);
|
|
|
|
}
|
|
|
|
|
|
|
|
heldIter = inventoryStore.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
|
|
|
|
|
|
|
|
// If we have a torch and can equip it (left slot free, no
|
|
|
|
// twohanded weapon in right slot), then equip it now.
|
|
|
|
if (heldIter == inventoryStore.end()
|
|
|
|
&& torch->getClass().canBeEquipped(*torch, ptr).first == 1)
|
|
|
|
{
|
|
|
|
inventoryStore.equip(MWWorld::InventoryStore::Slot_CarriedLeft, torch, ptr);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (heldIter != inventoryStore.end() && heldIter->getTypeName() == typeid(ESM::Light).name())
|
|
|
|
{
|
|
|
|
// At day, unequip lights and auto equip shields or other suitable items
|
|
|
|
// (Note: autoEquip will ignore lights)
|
|
|
|
inventoryStore.autoEquip(ptr);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
heldIter = inventoryStore.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
|
|
|
|
|
|
|
|
//If holding a light...
|
|
|
|
if(heldIter.getType() == MWWorld::ContainerStore::Type_Light)
|
|
|
|
{
|
|
|
|
// Use time from the player's light
|
|
|
|
if(isPlayer)
|
|
|
|
{
|
|
|
|
float timeRemaining = heldIter->getClass().getRemainingUsageTime(*heldIter);
|
|
|
|
|
|
|
|
// -1 is infinite light source. Other negative values are treated as 0.
|
|
|
|
if(timeRemaining != -1.0f)
|
|
|
|
{
|
|
|
|
timeRemaining -= duration;
|
|
|
|
|
|
|
|
if(timeRemaining > 0.0f)
|
|
|
|
heldIter->getClass().setRemainingUsageTime(*heldIter, timeRemaining);
|
|
|
|
else
|
|
|
|
{
|
|
|
|
inventoryStore.remove(*heldIter, 1, ptr); // remove it
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Both NPC and player lights extinguish in water.
|
|
|
|
if(MWBase::Environment::get().getWorld()->isSwimming(ptr))
|
|
|
|
{
|
|
|
|
inventoryStore.remove(*heldIter, 1, ptr); // remove it
|
|
|
|
|
|
|
|
// ...But, only the player makes a sound.
|
|
|
|
if(isPlayer)
|
|
|
|
MWBase::Environment::get().getSoundManager()->playSound("torch out",
|
|
|
|
1.0, 1.0, MWBase::SoundManager::Play_TypeSfx, MWBase::SoundManager::Play_NoEnv);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
Actors::Actors() {}
|
|
|
|
|
|
|
|
Actors::~Actors()
|
|
|
|
{
|
|
|
|
PtrControllerMap::iterator it(mActors.begin());
|
|
|
|
for (; it != mActors.end(); ++it)
|
|
|
|
{
|
|
|
|
delete it->second;
|
|
|
|
it->second = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Actors::addActor (const MWWorld::Ptr& ptr)
|
|
|
|
{
|
|
|
|
// erase previous death events since we are currently only tracking them while in an active cell
|
|
|
|
MWWorld::Class::get(ptr).getCreatureStats(ptr).clearHasDied();
|
|
|
|
|
|
|
|
removeActor(ptr);
|
|
|
|
|
|
|
|
MWRender::Animation *anim = MWBase::Environment::get().getWorld()->getAnimation(ptr);
|
|
|
|
mActors.insert(std::make_pair(ptr, new CharacterController(ptr, anim)));
|
|
|
|
}
|
|
|
|
|
|
|
|
void Actors::removeActor (const MWWorld::Ptr& ptr)
|
|
|
|
{
|
|
|
|
PtrControllerMap::iterator iter = mActors.find(ptr);
|
|
|
|
if(iter != mActors.end())
|
|
|
|
{
|
|
|
|
delete iter->second;
|
|
|
|
mActors.erase(iter);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Actors::updateActor(const MWWorld::Ptr &old, const MWWorld::Ptr &ptr)
|
|
|
|
{
|
|
|
|
PtrControllerMap::iterator iter = mActors.find(old);
|
|
|
|
if(iter != mActors.end())
|
|
|
|
{
|
|
|
|
CharacterController *ctrl = iter->second;
|
|
|
|
mActors.erase(iter);
|
|
|
|
|
|
|
|
ctrl->updatePtr(ptr);
|
|
|
|
mActors.insert(std::make_pair(ptr, ctrl));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Actors::dropActors (const MWWorld::Ptr::CellStore *cellStore, const MWWorld::Ptr& ignore)
|
|
|
|
{
|
|
|
|
PtrControllerMap::iterator iter = mActors.begin();
|
|
|
|
while(iter != mActors.end())
|
|
|
|
{
|
|
|
|
if(iter->first.getCell()==cellStore && iter->first != ignore)
|
|
|
|
{
|
|
|
|
delete iter->second;
|
|
|
|
mActors.erase(iter++);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
++iter;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Actors::update (float duration, bool paused)
|
|
|
|
{
|
|
|
|
if (!paused)
|
|
|
|
{
|
|
|
|
for(PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();iter++)
|
|
|
|
{
|
|
|
|
const MWWorld::Class &cls = MWWorld::Class::get(iter->first);
|
|
|
|
CreatureStats &stats = cls.getCreatureStats(iter->first);
|
|
|
|
|
|
|
|
stats.setLastHitObject(std::string());
|
|
|
|
if(!stats.isDead())
|
|
|
|
{
|
|
|
|
if(iter->second->isDead())
|
|
|
|
iter->second->resurrect();
|
|
|
|
|
|
|
|
updateActor(iter->first, duration);
|
|
|
|
if(iter->first.getTypeName() == typeid(ESM::NPC).name())
|
|
|
|
updateNpc(iter->first, duration, paused);
|
|
|
|
|
|
|
|
if(!stats.isDead())
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
// If it's the player and God Mode is turned on, keep it alive
|
|
|
|
if(iter->first.getRefData().getHandle()=="player" &&
|
|
|
|
MWBase::Environment::get().getWorld()->getGodModeState())
|
|
|
|
{
|
|
|
|
MWMechanics::DynamicStat<float> stat(stats.getHealth());
|
|
|
|
|
|
|
|
if(stat.getModified()<1)
|
|
|
|
{
|
|
|
|
stat.setModified(1, 0);
|
|
|
|
stats.setHealth(stat);
|
|
|
|
}
|
|
|
|
|
|
|
|
stats.resurrect();
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(iter->second->isDead())
|
|
|
|
continue;
|
|
|
|
|
|
|
|
iter->second->kill();
|
|
|
|
|
|
|
|
// Apply soultrap
|
|
|
|
if (iter->first.getTypeName() == typeid(ESM::Creature).name())
|
|
|
|
{
|
|
|
|
SoulTrap soulTrap (iter->first);
|
|
|
|
stats.getActiveSpells().visitEffectSources(soulTrap);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Reset magic effects and recalculate derived effects
|
|
|
|
// One case where we need this is to make sure bound items are removed upon death
|
|
|
|
stats.setMagicEffects(MWMechanics::MagicEffects());
|
|
|
|
calculateCreatureStatModifiers(iter->first, 0);
|
|
|
|
|
|
|
|
++mDeathCount[cls.getId(iter->first)];
|
|
|
|
|
|
|
|
if(cls.isEssential(iter->first))
|
|
|
|
MWBase::Environment::get().getWindowManager()->messageBox("#{sKilledEssential}");
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(!paused)
|
|
|
|
{
|
|
|
|
// Note: we need to do this before any of the animations are updated.
|
|
|
|
// Reaching the text keys may trigger Hit / Spellcast (and as such, particles),
|
|
|
|
// so updating VFX immediately after that would just remove the particle effects instantly.
|
|
|
|
// There needs to be a magic effect update in between.
|
|
|
|
for(PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();++iter)
|
|
|
|
iter->second->updateContinuousVfx();
|
|
|
|
|
|
|
|
for(PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();++iter)
|
|
|
|
{
|
|
|
|
if (iter->first.getClass().getCreatureStats(iter->first).getMagicEffects().get(
|
|
|
|
ESM::MagicEffect::Paralyze).mMagnitude > 0)
|
|
|
|
iter->second->skipAnim();
|
|
|
|
iter->second->update(duration);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
void Actors::restoreDynamicStats()
|
|
|
|
{
|
|
|
|
for(PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();++iter)
|
|
|
|
calculateRestoration(iter->first, 3600);
|
|
|
|
}
|
|
|
|
|
|
|
|
int Actors::countDeaths (const std::string& id) const
|
|
|
|
{
|
|
|
|
std::map<std::string, int>::const_iterator iter = mDeathCount.find(id);
|
|
|
|
if(iter != mDeathCount.end())
|
|
|
|
return iter->second;
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Actors::forceStateUpdate(const MWWorld::Ptr & ptr)
|
|
|
|
{
|
|
|
|
PtrControllerMap::iterator iter = mActors.find(ptr);
|
|
|
|
if(iter != mActors.end())
|
|
|
|
iter->second->forceStateUpdate();
|
|
|
|
}
|
|
|
|
|
|
|
|
void Actors::playAnimationGroup(const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number)
|
|
|
|
{
|
|
|
|
PtrControllerMap::iterator iter = mActors.find(ptr);
|
|
|
|
if(iter != mActors.end())
|
|
|
|
iter->second->playGroup(groupName, mode, number);
|
|
|
|
}
|
|
|
|
void Actors::skipAnimation(const MWWorld::Ptr& ptr)
|
|
|
|
{
|
|
|
|
PtrControllerMap::iterator iter = mActors.find(ptr);
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
}
|