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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/manualref.hpp"
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#include "../mwworld/actionequip.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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#include "../mwbase/environment.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "aicombat.hpp"
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#include "aifollow.hpp"
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#include "aipursue.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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if (actor.getClass().getContainerStore(actor).count(item) == 0)
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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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}
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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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if (ptr.getClass().hasInventoryStore(ptr))
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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 false;
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}
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void getRestorationPerHourOfSleep (const MWWorld::Ptr& ptr, float& health, float& magicka)
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{
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MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats (ptr);
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const MWWorld::Store<ESM::GameSetting>& settings = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
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bool stunted = stats.getMagicEffects ().get(ESM::MagicEffect::StuntedMagicka).mMagnitude > 0;
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int endurance = stats.getAttribute (ESM::Attribute::Endurance).getModified ();
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health = 0.1 * endurance;
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magicka = 0;
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if (!stunted)
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{
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float fRestMagicMult = settings.find("fRestMagicMult")->getFloat ();
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magicka = fRestMagicMult * stats.getAttribute(ESM::Attribute::Intelligence).getModified();
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}
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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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if (creatureSoulValue == 0)
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return;
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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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// 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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MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
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//engage combat or not?
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if(ptr != player && !creatureStats.isHostile())
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{
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ESM::Position playerpos = player.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(CreatureStats::AI_Fight).getModified();
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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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)
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{
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bool LOS = MWBase::Environment::get().getWorld()->getLOS(ptr,player)
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&& MWBase::Environment::get().getMechanicsManager()->awarenessCheck(player, ptr);
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if (LOS)
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{
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MWBase::Environment::get().getMechanicsManager()->startCombat(ptr, player);
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}
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}
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}
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updateCrimePersuit(ptr, duration);
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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, false);
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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, bool sleep)
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{
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if (ptr.getClass().getCreatureStats(ptr).isDead())
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return;
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MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats (ptr);
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const MWWorld::Store<ESM::GameSetting>& settings = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
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if (sleep)
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{
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float health, magicka;
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getRestorationPerHourOfSleep(ptr, health, magicka);
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DynamicStat<float> stat = stats.getHealth();
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stat.setCurrent(stat.getCurrent() + health);
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stats.setHealth(stat);
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stat = stats.getMagicka();
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stat.setCurrent(stat.getCurrent() + magicka);
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stats.setMagicka(stat);
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}
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int endurance = stats.getAttribute (ESM::Attribute::Endurance).getModified ();
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float capacity = ptr.getClass().getCapacity(ptr);
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float encumbrance = ptr.getClass().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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// 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, i == 2);
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creatureStats.setDynamic(i, stat);
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}
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// AI setting modifiers
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int creature = !ptr.getClass().isNpc();
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if (creature && ptr.get<ESM::Creature>()->mBase->mData.mType == ESM::Creature::Humanoid)
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creature = false;
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// Note: the Creature variants only work on normal creatures, not on daedra or undead creatures.
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|
|
if (!creature || ptr.get<ESM::Creature>()->mBase->mData.mType == ESM::Creature::Creatures)
|
|
|
|
{
|
|
|
|
Stat<int> stat = creatureStats.getAiSetting(CreatureStats::AI_Fight);
|
|
|
|
stat.setModifier(creatureStats.getMagicEffects().get(ESM::MagicEffect::FrenzyHumanoid+creature).mMagnitude
|
|
|
|
- creatureStats.getMagicEffects().get(ESM::MagicEffect::CalmHumanoid+creature).mMagnitude);
|
|
|
|
creatureStats.setAiSetting(CreatureStats::AI_Fight, stat);
|
|
|
|
|
|
|
|
stat = creatureStats.getAiSetting(CreatureStats::AI_Flee);
|
|
|
|
stat.setModifier(creatureStats.getMagicEffects().get(ESM::MagicEffect::DemoralizeHumanoid+creature).mMagnitude
|
|
|
|
- creatureStats.getMagicEffects().get(ESM::MagicEffect::RallyHumanoid+creature).mMagnitude);
|
|
|
|
creatureStats.setAiSetting(CreatureStats::AI_Flee, stat);
|
|
|
|
}
|
|
|
|
if (creature && ptr.get<ESM::Creature>()->mBase->mData.mType == ESM::Creature::Undead)
|
|
|
|
{
|
|
|
|
Stat<int> stat = creatureStats.getAiSetting(CreatureStats::AI_Flee);
|
|
|
|
stat.setModifier(creatureStats.getMagicEffects().get(ESM::MagicEffect::TurnUndead).mMagnitude);
|
|
|
|
creatureStats.setAiSetting(CreatureStats::AI_Flee, stat);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Apply disintegration (reduces item health)
|
|
|
|
float disintegrateWeapon = effects.get(ESM::MagicEffect::DisintegrateWeapon).mMagnitude;
|
|
|
|
if (disintegrateWeapon > 0)
|
|
|
|
disintegrateSlot(ptr, MWWorld::InventoryStore::Slot_CarriedRight, disintegrateWeapon*duration);
|
|
|
|
float disintegrateArmor = effects.get(ESM::MagicEffect::DisintegrateArmor).mMagnitude;
|
|
|
|
if (disintegrateArmor > 0)
|
|
|
|
{
|
|
|
|
// According to UESP
|
|
|
|
int priorities[] = {
|
|
|
|
MWWorld::InventoryStore::Slot_CarriedLeft,
|
|
|
|
MWWorld::InventoryStore::Slot_Cuirass,
|
|
|
|
MWWorld::InventoryStore::Slot_LeftPauldron,
|
|
|
|
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);
|
|
|
|
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;
|
|
|
|
|
|
|
|
MWMechanics::CreatureStats& summonedCreatureStats = ref.getPtr().getClass().getCreatureStats(ref.getPtr());
|
|
|
|
|
|
|
|
// Make the summoned creature follow its master and help in fights
|
|
|
|
AiFollow package(ptr.getRefData().getHandle());
|
|
|
|
summonedCreatureStats.getAiSequence().stack(package, ref.getPtr());
|
|
|
|
int creatureActorId = summonedCreatureStats.getActorId();
|
|
|
|
|
|
|
|
MWBase::Environment::get().getWorld()->safePlaceObject(ref.getPtr(),store,ipos);
|
|
|
|
|
|
|
|
// TODO: VFX_SummonStart, VFX_SummonEnd
|
|
|
|
creatureStats.mSummonedCreatures.insert(std::make_pair(it->first, creatureActorId));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Summon lifetime has expired. Try to delete the creature.
|
|
|
|
int actorId = creatureStats.mSummonedCreatures[it->first];
|
|
|
|
creatureStats.mSummonedCreatures.erase(it->first);
|
|
|
|
|
|
|
|
MWWorld::Ptr ptr = MWBase::Environment::get().getWorld()->searchPtrViaActorId(actorId);
|
|
|
|
if (!ptr.isEmpty())
|
|
|
|
{
|
|
|
|
// 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.
|
|
|
|
MWBase::Environment::get().getWorld()->deleteObject(ptr);
|
|
|
|
creatureStats.mSummonedCreatures.erase(it->first);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// We didn't find the creature. It's probably in an inactive cell.
|
|
|
|
// Add to graveyard so we can delete it when the cell becomes active.
|
|
|
|
creatureStats.mSummonGraveyard.push_back(actorId);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
for (std::vector<int>::iterator it = creatureStats.mSummonGraveyard.begin(); it != creatureStats.mSummonGraveyard.end(); ++it)
|
|
|
|
{
|
|
|
|
MWWorld::Ptr ptr = MWBase::Environment::get().getWorld()->searchPtrViaActorId(*it);
|
|
|
|
if (!ptr.isEmpty())
|
|
|
|
MWBase::Environment::get().getWorld()->deleteObject(ptr);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
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
|
|
|
|
static const float fSuffocationDamage = world->getStore().get<ESM::GameSetting>().find("fSuffocationDamage")->getFloat();
|
|
|
|
ptr.getClass().setActorHealth(ptr, stats.getHealth().getCurrent() - fSuffocationDamage*duration);
|
|
|
|
|
|
|
|
// Play a drowning sound as necessary for the player
|
|
|
|
if(ptr == world->getPlayerPtr())
|
|
|
|
{
|
|
|
|
MWBase::SoundManager *sndmgr = MWBase::Environment::get().getSoundManager();
|
|
|
|
if(!sndmgr->getSoundPlaying(MWWorld::Ptr(), "drown"))
|
|
|
|
sndmgr->playSound("drown", 1.0f, 1.0f);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
static const float fHoldBreathTime = world->getStore().get<ESM::GameSetting>().find("fHoldBreathTime")->getFloat();
|
|
|
|
stats.setTimeToStartDrowning(fHoldBreathTime);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Actors::updateCrimePersuit(const MWWorld::Ptr& ptr, float duration)
|
|
|
|
{
|
|
|
|
MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
|
|
|
|
if (ptr != player && ptr.getClass().isNpc())
|
|
|
|
{
|
|
|
|
// get stats of witness
|
|
|
|
CreatureStats& creatureStats = MWWorld::Class::get(ptr).getCreatureStats(ptr);
|
|
|
|
NpcStats& npcStats = MWWorld::Class::get(ptr).getNpcStats(ptr);
|
|
|
|
|
|
|
|
if (ptr.getClass().isClass(ptr, "Guard") && creatureStats.getAiSequence().getTypeId() != AiPackage::TypeIdPursue && !creatureStats.isHostile())
|
|
|
|
{
|
|
|
|
/// \todo Move me! I shouldn't be here...
|
|
|
|
const MWWorld::ESMStore& esmStore = MWBase::Environment::get().getWorld()->getStore();
|
|
|
|
float cutoff = float(esmStore.get<ESM::GameSetting>().find("iCrimeThreshold")->getInt());
|
|
|
|
// Force dialogue on sight if bounty is greater than the cutoff
|
|
|
|
// In vanilla morrowind, the greeting dialogue is scripted to either arrest the player (< 5000 bounty) or attack (>= 5000 bounty)
|
|
|
|
if ( player.getClass().getNpcStats(player).getBounty() >= cutoff
|
|
|
|
// TODO: do not run these two every frame. keep an Aware state for each actor and update it every 0.2 s or so?
|
|
|
|
&& MWBase::Environment::get().getWorld()->getLOS(ptr, player)
|
|
|
|
&& MWBase::Environment::get().getMechanicsManager()->awarenessCheck(player, ptr))
|
|
|
|
{
|
|
|
|
creatureStats.getAiSequence().stack(AiPursue(player.getClass().getId(player)), ptr);
|
|
|
|
creatureStats.setAlarmed(true);
|
|
|
|
npcStats.setCrimeId(MWBase::Environment::get().getWorld()->getPlayer().getNewCrimeId());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// if I was a witness to a crime
|
|
|
|
if (npcStats.getCrimeId() != -1)
|
|
|
|
{
|
|
|
|
// if you've paid for your crimes and I havent noticed
|
|
|
|
if( npcStats.getCrimeId() <= MWBase::Environment::get().getWorld()->getPlayer().getCrimeId() )
|
|
|
|
{
|
|
|
|
// Calm witness down
|
|
|
|
if (ptr.getClass().isClass(ptr, "Guard"))
|
|
|
|
creatureStats.getAiSequence().stopPursuit();
|
|
|
|
creatureStats.getAiSequence().stopCombat();
|
|
|
|
|
|
|
|
// Reset factors to attack
|
|
|
|
// TODO: Not a complete list, disposition changes?
|
|
|
|
creatureStats.setHostile(false);
|
|
|
|
creatureStats.setAttacked(false);
|
|
|
|
creatureStats.setAlarmed(false);
|
|
|
|
|
|
|
|
// Update witness crime id
|
|
|
|
npcStats.setCrimeId(-1);
|
|
|
|
}
|
|
|
|
else if (!creatureStats.isHostile())
|
|
|
|
{
|
|
|
|
if (ptr.getClass().isClass(ptr, "Guard"))
|
|
|
|
creatureStats.getAiSequence().stack(AiPursue(player.getClass().getId(player)), ptr);
|
|
|
|
else
|
|
|
|
{
|
|
|
|
MWBase::Environment::get().getMechanicsManager()->startCombat(ptr, player);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
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, bool updateImmediately)
|
|
|
|
{
|
|
|
|
// 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)));
|
|
|
|
if (updateImmediately)
|
|
|
|
mActors[ptr]->update(0);
|
|
|
|
}
|
|
|
|
|
|
|
|
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::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)
|
|
|
|
{
|
|
|
|
// Reset data from previous frame
|
|
|
|
for (PtrControllerMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter)
|
|
|
|
{
|
|
|
|
// Reset last hit object, which is only valid for one frame
|
|
|
|
// Note, the new hit object for this frame may be set by CharacterController::update -> Animation::runAnimation
|
|
|
|
// (below)
|
|
|
|
iter->first.getClass().getCreatureStats(iter->first).setLastHitObject(std::string());
|
|
|
|
}
|
|
|
|
|
|
|
|
// AI and magic effects update
|
|
|
|
for (PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();++iter)
|
|
|
|
{
|
|
|
|
if (!iter->first.getClass().getCreatureStats(iter->first).isDead())
|
|
|
|
{
|
|
|
|
updateActor(iter->first, duration);
|
|
|
|
if (iter->first.getTypeName() == typeid(ESM::NPC).name())
|
|
|
|
updateNpc(iter->first, duration, paused);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Looping magic VFX update
|
|
|
|
// 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();
|
|
|
|
|
|
|
|
// Animation/movement update
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Kill dead actors, update some variables
|
|
|
|
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);
|
|
|
|
|
|
|
|
//KnockedOutOneFrameLogic
|
|
|
|
//Used for "OnKnockedOut" command
|
|
|
|
//Put here to ensure that it's run for PRECISELY one frame.
|
|
|
|
if (stats.getKnockedDown() && !stats.getKnockedDownOneFrame() && !stats.getKnockedDownOverOneFrame()) { //Start it for one frame if nessesary
|
|
|
|
stats.setKnockedDownOneFrame(true);
|
|
|
|
}
|
|
|
|
else if (stats.getKnockedDownOneFrame() && !stats.getKnockedDownOverOneFrame()) { //Turn off KnockedOutOneframe
|
|
|
|
stats.setKnockedDownOneFrame(false);
|
|
|
|
stats.setKnockedDownOverOneFrame(true);
|
|
|
|
}
|
|
|
|
|
|
|
|
if(!stats.isDead())
|
|
|
|
{
|
|
|
|
if(iter->second->isDead())
|
|
|
|
iter->second->resurrect();
|
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Make sure spell effects with CasterLinked flag are removed
|
|
|
|
// TODO: would be nice not to do this all the time...
|
|
|
|
for (PtrControllerMap::iterator iter2(mActors.begin());iter2 != mActors.end();++iter2)
|
|
|
|
{
|
|
|
|
MWMechanics::ActiveSpells& spells = iter2->first.getClass().getCreatureStats(iter2->first).getActiveSpells();
|
|
|
|
spells.purge(iter->first.getRefData().getHandle());
|
|
|
|
}
|
|
|
|
|
|
|
|
if (iter->second->kill())
|
|
|
|
{
|
|
|
|
++mDeathCount[cls.getId(iter->first)];
|
|
|
|
|
|
|
|
// 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);
|
|
|
|
|
|
|
|
MWBase::Environment::get().getWorld()->enableActorCollision(iter->first, false);
|
|
|
|
|
|
|
|
if (cls.isEssential(iter->first))
|
|
|
|
MWBase::Environment::get().getWindowManager()->messageBox("#{sKilledEssential}");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// if player is in sneak state see if anyone detects him
|
|
|
|
const MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
|
|
|
|
if (player.getClass().getCreatureStats(player).getMovementFlag(MWMechanics::CreatureStats::Flag_Sneak))
|
|
|
|
{
|
|
|
|
const MWWorld::ESMStore& esmStore = MWBase::Environment::get().getWorld()->getStore();
|
|
|
|
const int radius = esmStore.get<ESM::GameSetting>().find("fSneakUseDist")->getInt();
|
|
|
|
bool detected = false;
|
|
|
|
|
|
|
|
for (PtrControllerMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter)
|
|
|
|
{
|
|
|
|
if (iter->first == player) // not the player
|
|
|
|
continue;
|
|
|
|
|
|
|
|
// is the player in range and can they be detected
|
|
|
|
if ( (Ogre::Vector3(iter->first.getRefData().getPosition().pos).squaredDistance(Ogre::Vector3(player.getRefData().getPosition().pos)) <= radius*radius)
|
|
|
|
&& MWBase::Environment::get().getMechanicsManager()->awarenessCheck(player, iter->first)
|
|
|
|
&& MWBase::Environment::get().getWorld()->getLOS(player, iter->first))
|
|
|
|
{
|
|
|
|
detected = true;
|
|
|
|
MWBase::Environment::get().getWindowManager()->setSneakVisibility(false);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!detected)
|
|
|
|
MWBase::Environment::get().getWindowManager()->setSneakVisibility(true);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
MWBase::Environment::get().getWindowManager()->setSneakVisibility(false);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
void Actors::restoreDynamicStats(bool sleep)
|
|
|
|
{
|
|
|
|
for(PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();++iter)
|
|
|
|
calculateRestoration(iter->first, 3600, sleep);
|
|
|
|
}
|
|
|
|
|
|
|
|
int Actors::getHoursToRest(const MWWorld::Ptr &ptr) const
|
|
|
|
{
|
|
|
|
float healthPerHour, magickaPerHour;
|
|
|
|
getRestorationPerHourOfSleep(ptr, healthPerHour, magickaPerHour);
|
|
|
|
|
|
|
|
CreatureStats& stats = ptr.getClass().getCreatureStats(ptr);
|
|
|
|
|
|
|
|
float healthHours = healthPerHour >= 0
|
|
|
|
? (stats.getHealth().getModified() - stats.getHealth().getCurrent()) / healthPerHour
|
|
|
|
: 1.0f;
|
|
|
|
float magickaHours = magickaPerHour >= 0
|
|
|
|
? (stats.getMagicka().getModified() - stats.getMagicka().getCurrent()) / magickaPerHour
|
|
|
|
: 1.0f;
|
|
|
|
|
|
|
|
int autoHours = std::ceil(std::max(1.f, std::max(healthHours, magickaHours)));
|
|
|
|
return autoHours;
|
|
|
|
}
|
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Actors::getObjectsInRange(const Ogre::Vector3& position, float radius, std::vector<MWWorld::Ptr>& out)
|
|
|
|
{
|
|
|
|
for (PtrControllerMap::iterator iter = mActors.begin(); iter != mActors.end(); ++iter)
|
|
|
|
{
|
|
|
|
if (Ogre::Vector3(iter->first.getRefData().getPosition().pos).squaredDistance(position) <= radius*radius)
|
|
|
|
out.push_back(iter->first);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
std::list<MWWorld::Ptr> Actors::getActorsFollowing(const MWWorld::Ptr& actor)
|
|
|
|
{
|
|
|
|
std::list<MWWorld::Ptr> list;
|
|
|
|
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);
|
|
|
|
if(!stats.isDead() && stats.getAiSequence().getTypeId() == AiPackage::TypeIdFollow)
|
|
|
|
{
|
|
|
|
MWMechanics::AiFollow* package = static_cast<MWMechanics::AiFollow*>(stats.getAiSequence().getActivePackage());
|
|
|
|
if(package->getFollowedActor() == actor.getCellRef().mRefID)
|
|
|
|
list.push_front(iter->first);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return list;
|
|
|
|
}
|
|
|
|
|
|
|
|
std::list<MWWorld::Ptr> Actors::getActorsFighting(const MWWorld::Ptr& actor) {
|
|
|
|
std::list<MWWorld::Ptr> list;
|
|
|
|
std::vector<MWWorld::Ptr> neighbors;
|
|
|
|
Ogre::Vector3 position = Ogre::Vector3(actor.getRefData().getPosition().pos);
|
|
|
|
getObjectsInRange(position,
|
|
|
|
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fAlarmRadius")->getFloat(),
|
|
|
|
neighbors); //only care about those within the alarm disance
|
|
|
|
for(std::vector<MWWorld::Ptr>::iterator iter(neighbors.begin());iter != neighbors.end();iter++)
|
|
|
|
{
|
|
|
|
const MWWorld::Class &cls = MWWorld::Class::get(*iter);
|
|
|
|
CreatureStats &stats = cls.getCreatureStats(*iter);
|
|
|
|
if(!stats.isDead() && stats.getAiSequence().getTypeId() == AiPackage::TypeIdCombat)
|
|
|
|
{
|
|
|
|
MWMechanics::AiCombat* package = static_cast<MWMechanics::AiCombat*>(stats.getAiSequence().getActivePackage());
|
|
|
|
// TODO: This is wrong! It's comparing Ref IDs with Ogre handles. The only case where this (coincidentally) works is the player.
|
|
|
|
// possibly applies to other code using getTargetId.
|
|
|
|
if(package->getTargetId() == actor.getCellRef().mRefID)
|
|
|
|
list.push_front(*iter);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return list;
|
|
|
|
}
|
|
|
|
}
|