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#include "creaturestats.hpp"
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#include <algorithm>
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#include <components/esm/creaturestats.hpp>
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#include "../mwworld/esmstore.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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namespace MWMechanics
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{
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CreatureStats::CreatureStats()
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: mLevel (0), mDead (false), mDied (false), mFriendlyHits (0),
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mTalkedTo (false), mAlarmed (false),
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mAttacked (false), mHostile (false),
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mAttackingOrSpell(false),
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mIsWerewolf(false),
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mFallHeight(0), mRecalcDynamicStats(false), mKnockdown(false), mHitRecovery(false), mBlock(false),
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mMovementFlags(0), mDrawState (DrawState_Nothing), mAttackStrength(0.f)
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{
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for (int i=0; i<4; ++i)
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mAiSettings[i] = 0;
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}
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const AiSequence& CreatureStats::getAiSequence() const
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{
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return mAiSequence;
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}
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AiSequence& CreatureStats::getAiSequence()
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{
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return mAiSequence;
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}
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float CreatureStats::getFatigueTerm() const
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{
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int max = getFatigue().getModified();
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int current = getFatigue().getCurrent();
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float normalised = max==0 ? 1 : std::max (0.0f, static_cast<float> (current)/max);
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const MWWorld::Store<ESM::GameSetting> &gmst =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
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return gmst.find ("fFatigueBase")->getFloat()
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- gmst.find ("fFatigueMult")->getFloat() * (1-normalised);
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}
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const AttributeValue &CreatureStats::getAttribute(int index) const
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{
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if (index < 0 || index > 7) {
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throw std::runtime_error("attribute index is out of range");
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}
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return (!mIsWerewolf ? mAttributes[index] : mWerewolfAttributes[index]);
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}
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const DynamicStat<float> &CreatureStats::getHealth() const
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{
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return mDynamic[0];
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}
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const DynamicStat<float> &CreatureStats::getMagicka() const
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{
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return mDynamic[1];
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}
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const DynamicStat<float> &CreatureStats::getFatigue() const
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{
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return mDynamic[2];
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}
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const Spells &CreatureStats::getSpells() const
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{
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return mSpells;
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}
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const ActiveSpells &CreatureStats::getActiveSpells() const
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{
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return mActiveSpells;
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}
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const MagicEffects &CreatureStats::getMagicEffects() const
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{
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return mMagicEffects;
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}
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bool CreatureStats::getAttackingOrSpell() const
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{
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return mAttackingOrSpell;
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}
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int CreatureStats::getLevel() const
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{
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return mLevel;
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}
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Stat<int> CreatureStats::getAiSetting (AiSetting index) const
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{
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assert (index>=0 && index<4);
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return mAiSettings[index];
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}
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const DynamicStat<float> &CreatureStats::getDynamic(int index) const
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{
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if (index < 0 || index > 2) {
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throw std::runtime_error("dynamic stat index is out of range");
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}
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return mDynamic[index];
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}
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Spells &CreatureStats::getSpells()
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{
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return mSpells;
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}
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void CreatureStats::setSpells(const Spells &spells)
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{
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mSpells = spells;
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}
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ActiveSpells &CreatureStats::getActiveSpells()
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{
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return mActiveSpells;
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}
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MagicEffects &CreatureStats::getMagicEffects()
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{
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return mMagicEffects;
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}
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void CreatureStats::setAttribute(int index, int base)
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{
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AttributeValue current = getAttribute(index);
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current.setBase(base);
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setAttribute(index, current);
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}
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void CreatureStats::setAttribute(int index, const AttributeValue &value)
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{
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if (index < 0 || index > 7) {
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throw std::runtime_error("attribute index is out of range");
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}
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const AttributeValue& currentValue = !mIsWerewolf ? mAttributes[index] : mWerewolfAttributes[index];
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if (value != currentValue)
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{
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if (index != ESM::Attribute::Luck
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&& index != ESM::Attribute::Personality
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&& index != ESM::Attribute::Speed)
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mRecalcDynamicStats = true;
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}
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if(!mIsWerewolf)
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mAttributes[index] = value;
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else
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mWerewolfAttributes[index] = value;
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}
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void CreatureStats::setHealth(const DynamicStat<float> &value)
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{
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setDynamic (0, value);
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}
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void CreatureStats::setMagicka(const DynamicStat<float> &value)
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{
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setDynamic (1, value);
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}
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void CreatureStats::setFatigue(const DynamicStat<float> &value)
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{
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setDynamic (2, value);
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}
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void CreatureStats::setDynamic (int index, const DynamicStat<float> &value)
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{
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if (index < 0 || index > 2)
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throw std::runtime_error("dynamic stat index is out of range");
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mDynamic[index] = value;
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if (index==0 && mDynamic[index].getCurrent()<1)
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{
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if (!mDead)
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mDied = true;
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mDead = true;
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}
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}
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void CreatureStats::setLevel(int level)
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{
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mLevel = level;
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}
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void CreatureStats::setActiveSpells(const ActiveSpells &active)
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{
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mActiveSpells = active;
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}
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void CreatureStats::setMagicEffects(const MagicEffects &effects)
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{
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if (effects.get(ESM::MagicEffect::FortifyMaximumMagicka).mMagnitude
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!= mMagicEffects.get(ESM::MagicEffect::FortifyMaximumMagicka).mMagnitude)
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mRecalcDynamicStats = true;
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mMagicEffects = effects;
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}
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void CreatureStats::setAttackingOrSpell(bool attackingOrSpell)
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{
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mAttackingOrSpell = attackingOrSpell;
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}
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void CreatureStats::setAiSetting (AiSetting index, Stat<int> value)
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{
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assert (index>=0 && index<4);
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mAiSettings[index] = value;
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}
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void CreatureStats::setAiSetting (AiSetting index, int base)
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{
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Stat<int> stat = getAiSetting(index);
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stat.setBase(base);
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setAiSetting(index, stat);
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}
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bool CreatureStats::isDead() const
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{
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return mDead;
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}
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bool CreatureStats::hasDied() const
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{
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return mDied;
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}
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void CreatureStats::clearHasDied()
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{
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mDied = false;
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}
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void CreatureStats::resurrect()
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{
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if (mDead)
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{
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if (mDynamic[0].getCurrent()<1)
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{
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mDynamic[0].setModified(mDynamic[0].getModified(), 1);
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mDynamic[0].setCurrent(1);
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}
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if (mDynamic[0].getCurrent()>=1)
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mDead = false;
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}
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}
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bool CreatureStats::hasCommonDisease() const
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{
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return mSpells.hasCommonDisease();
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}
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bool CreatureStats::hasBlightDisease() const
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{
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return mSpells.hasBlightDisease();
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}
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int CreatureStats::getFriendlyHits() const
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{
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return mFriendlyHits;
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}
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void CreatureStats::friendlyHit()
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{
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++mFriendlyHits;
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}
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bool CreatureStats::hasTalkedToPlayer() const
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{
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return mTalkedTo;
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}
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void CreatureStats::talkedToPlayer()
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{
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mTalkedTo = true;
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}
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bool CreatureStats::isAlarmed() const
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{
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return mAlarmed;
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}
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void CreatureStats::setAlarmed (bool alarmed)
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{
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mAlarmed = alarmed;
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}
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bool CreatureStats::getAttacked() const
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{
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return mAttacked;
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}
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void CreatureStats::setAttacked (bool attacked)
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{
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mAttacked = attacked;
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}
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bool CreatureStats::isHostile() const
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{
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return mHostile;
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}
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void CreatureStats::setHostile (bool hostile)
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{
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mHostile = hostile;
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}
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bool CreatureStats::getCreatureTargetted() const
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{
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std::string target;
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if (mAiSequence.getCombatTarget(target))
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{
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MWWorld::Ptr targetPtr;
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targetPtr = MWBase::Environment::get().getWorld()->getPtr(target, true);
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return targetPtr.getTypeName() == typeid(ESM::Creature).name();
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}
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return false;
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}
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float CreatureStats::getEvasion() const
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{
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float evasion = (getAttribute(ESM::Attribute::Agility).getModified() / 5.0f) +
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(getAttribute(ESM::Attribute::Luck).getModified() / 10.0f);
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evasion *= getFatigueTerm();
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evasion += mMagicEffects.get(ESM::MagicEffect::Sanctuary).mMagnitude;
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return evasion;
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}
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void CreatureStats::setLastHitObject(const std::string& objectid)
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{
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mLastHitObject = objectid;
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}
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const std::string &CreatureStats::getLastHitObject() const
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{
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return mLastHitObject;
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}
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bool CreatureStats::canUsePower(const std::string &power) const
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{
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std::map<std::string, MWWorld::TimeStamp>::const_iterator it = mUsedPowers.find(power);
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if (it == mUsedPowers.end() || it->second + 24 <= MWBase::Environment::get().getWorld()->getTimeStamp())
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return true;
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else
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return false;
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}
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void CreatureStats::usePower(const std::string &power)
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{
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mUsedPowers[power] = MWBase::Environment::get().getWorld()->getTimeStamp();
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}
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void CreatureStats::addToFallHeight(float height)
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{
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mFallHeight += height;
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}
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float CreatureStats::land()
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{
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float height = mFallHeight;
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mFallHeight = 0;
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return height;
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}
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bool CreatureStats::needToRecalcDynamicStats()
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{
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if (mRecalcDynamicStats)
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{
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mRecalcDynamicStats = false;
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return true;
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}
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return false;
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}
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void CreatureStats::setKnockedDown(bool value)
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{
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mKnockdown = value;
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}
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bool CreatureStats::getKnockedDown() const
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{
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return mKnockdown;
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}
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void CreatureStats::setHitRecovery(bool value)
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{
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mHitRecovery = value;
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}
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bool CreatureStats::getHitRecovery() const
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{
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return mHitRecovery;
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}
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void CreatureStats::setBlock(bool value)
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{
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mBlock = value;
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}
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bool CreatureStats::getBlock() const
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{
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return mBlock;
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}
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bool CreatureStats::getMovementFlag (Flag flag) const
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{
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return mMovementFlags & flag;
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}
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void CreatureStats::setMovementFlag (Flag flag, bool state)
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{
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if (state)
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mMovementFlags |= flag;
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else
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mMovementFlags &= ~flag;
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}
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bool CreatureStats::getStance(Stance flag) const
|
|
|
|
{
|
|
|
|
switch (flag)
|
|
|
|
{
|
|
|
|
case Stance_Run:
|
|
|
|
return getMovementFlag (Flag_Run) || getMovementFlag (Flag_ForceRun);
|
|
|
|
case Stance_Sneak:
|
|
|
|
return getMovementFlag (Flag_Sneak) || getMovementFlag (Flag_ForceSneak);
|
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|
|
default:
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
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|
|
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|
DrawState_ CreatureStats::getDrawState() const
|
|
|
|
{
|
|
|
|
return mDrawState;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CreatureStats::setDrawState(DrawState_ state)
|
|
|
|
{
|
|
|
|
mDrawState = state;
|
|
|
|
}
|
|
|
|
|
|
|
|
float CreatureStats::getAttackStrength() const
|
|
|
|
{
|
|
|
|
return mAttackStrength;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CreatureStats::setAttackStrength(float value)
|
|
|
|
{
|
|
|
|
mAttackStrength = value;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CreatureStats::writeState (ESM::CreatureStats& state) const
|
|
|
|
{
|
|
|
|
for (int i=0; i<8; ++i)
|
|
|
|
mAttributes[i].writeState (state.mAttributes[i]);
|
|
|
|
|
|
|
|
for (int i=0; i<3; ++i)
|
|
|
|
mDynamic[i].writeState (state.mDynamic[i]);
|
|
|
|
}
|
|
|
|
|
|
|
|
void CreatureStats::readState (const ESM::CreatureStats& state)
|
|
|
|
{
|
|
|
|
for (int i=0; i<8; ++i)
|
|
|
|
mAttributes[i].readState (state.mAttributes[i]);
|
|
|
|
|
|
|
|
for (int i=0; i<3; ++i)
|
|
|
|
mDynamic[i].readState (state.mDynamic[i]);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Relates to NPC gold reset delay
|
|
|
|
void CreatureStats::setTradeTime(MWWorld::TimeStamp tradeTime)
|
|
|
|
{
|
|
|
|
mTradeTime = tradeTime;
|
|
|
|
}
|
|
|
|
|
|
|
|
MWWorld::TimeStamp CreatureStats::getTradeTime() const
|
|
|
|
{
|
|
|
|
return mTradeTime;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CreatureStats::setGoldPool(int pool)
|
|
|
|
{
|
|
|
|
mGoldPool = pool;
|
|
|
|
}
|
|
|
|
int CreatureStats::getGoldPool() const
|
|
|
|
{
|
|
|
|
return mGoldPool;
|
|
|
|
}
|
|
|
|
}
|