You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
openmw-tes3mp/apps/openmw/mwmechanics/actors.cpp

305 lines
11 KiB
C++

#include "actors.hpp"
#include <typeinfo>
#include <OgreVector3.h>
#include <components/esm/loadnpc.hpp>
#include "../mwworld/esmstore.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/windowmanager.hpp"
#include "creaturestats.hpp"
namespace MWMechanics
{
void Actors::updateActor (const MWWorld::Ptr& ptr, float duration)
{
// magic effects
adjustMagicEffects (ptr);
calculateDynamicStats (ptr);
calculateCreatureStatModifiers (ptr);
// AI
CreatureStats& creatureStats = MWWorld::Class::get (ptr).getCreatureStats (ptr);
creatureStats.getAiSequence().execute (ptr);
}
void Actors::updateNpc (const MWWorld::Ptr& ptr, float duration, bool paused)
{
if (!paused && ptr.getRefData().getHandle()!="player")
MWWorld::Class::get (ptr).getInventoryStore (ptr).autoEquip (
MWWorld::Class::get (ptr).getNpcStats (ptr));
}
void Actors::adjustMagicEffects (const MWWorld::Ptr& creature)
{
CreatureStats& creatureStats = MWWorld::Class::get (creature).getCreatureStats (creature);
MagicEffects now = creatureStats.getSpells().getMagicEffects();
if (creature.getTypeName()==typeid (ESM::NPC).name())
{
MWWorld::InventoryStore& store = MWWorld::Class::get (creature).getInventoryStore (creature);
now += store.getMagicEffects();
}
now += creatureStats.getActiveSpells().getMagicEffects();
MagicEffects diff = MagicEffects::diff (creatureStats.getMagicEffects(), now);
creatureStats.setMagicEffects(now);
// TODO apply diff to other stats
}
void Actors::calculateDynamicStats (const MWWorld::Ptr& ptr)
{
CreatureStats& creatureStats = MWWorld::Class::get (ptr).getCreatureStats (ptr);
int strength = creatureStats.getAttribute(0).getBase();
int intelligence = creatureStats.getAttribute(1).getBase();
int willpower = creatureStats.getAttribute(2).getBase();
int agility = creatureStats.getAttribute(3).getBase();
int endurance = creatureStats.getAttribute(5).getBase();
double magickaFactor =
creatureStats.getMagicEffects().get (EffectKey (84)).mMagnitude * 0.1 + 0.5;
DynamicStat<float> health = creatureStats.getHealth();
health.setBase (static_cast<int> (0.5 * (strength + endurance)) + creatureStats.getLevelHealthBonus ());
creatureStats.setHealth (health);
DynamicStat<float> magicka = creatureStats.getMagicka();
magicka.setBase (static_cast<int> (intelligence + magickaFactor * intelligence));
creatureStats.setMagicka (magicka);
DynamicStat<float> fatigue = creatureStats.getFatigue();
fatigue.setBase (strength+willpower+agility+endurance);
creatureStats.setFatigue (fatigue);
}
void Actors::calculateRestoration (const MWWorld::Ptr& ptr, float duration)
{
CreatureStats& stats = MWWorld::Class::get (ptr).getCreatureStats (ptr);
if (duration == 3600)
{
// stunted magicka
bool stunted = stats.getMagicEffects ().get(MWMechanics::EffectKey(136)).mMagnitude > 0;
int endurance = stats.getAttribute (ESM::Attribute::Endurance).getModified ();
DynamicStat<float> health = stats.getHealth();
health.setCurrent (health.getCurrent() + 0.1 * endurance);
stats.setHealth (health);
const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
float fFatigueReturnBase = store.get<ESM::GameSetting>().find("fFatigueReturnBase")->getFloat ();
float fFatigueReturnMult = store.get<ESM::GameSetting>().find("fFatigueReturnMult")->getFloat ();
float fEndFatigueMult = store.get<ESM::GameSetting>().find("fEndFatigueMult")->getFloat ();
float capacity = MWWorld::Class::get(ptr).getCapacity(ptr);
float encumbrance = MWWorld::Class::get(ptr).getEncumbrance(ptr);
float normalizedEncumbrance = (capacity == 0 ? 1 : encumbrance/capacity);
if (normalizedEncumbrance > 1)
normalizedEncumbrance = 1;
float x = fFatigueReturnBase + fFatigueReturnMult * (1 - normalizedEncumbrance);
x *= fEndFatigueMult * endurance;
DynamicStat<float> fatigue = stats.getFatigue();
fatigue.setCurrent (fatigue.getCurrent() + 3600 * x);
stats.setFatigue (fatigue);
if (!stunted)
{
float fRestMagicMult = store.get<ESM::GameSetting>().find("fRestMagicMult")->getFloat ();
DynamicStat<float> magicka = stats.getMagicka();
magicka.setCurrent (magicka.getCurrent()
+ fRestMagicMult * stats.getAttribute(ESM::Attribute::Intelligence).getModified());
stats.setMagicka (magicka);
}
}
}
void Actors::calculateCreatureStatModifiers (const MWWorld::Ptr& ptr)
{
CreatureStats& creatureStats = MWWorld::Class::get (ptr).getCreatureStats (ptr);
// attributes
for (int i=0; i<8; ++i)
{
int modifier =
creatureStats.getMagicEffects().get (EffectKey (79, i)).mMagnitude;
modifier -= creatureStats.getMagicEffects().get (EffectKey (17, i)).mMagnitude;
creatureStats.getAttribute(i).setModifier (modifier);
}
// dynamic stats
MagicEffects effects = creatureStats.getMagicEffects();
for (int i=0; i<3; ++i)
{
DynamicStat<float> stat = creatureStats.getDynamic (i);
stat.setModifier (
effects.get (EffectKey(80+i)).mMagnitude - effects.get (EffectKey(18+i)).mMagnitude);
creatureStats.setDynamic (i, stat);
}
}
Actors::Actors() : mDuration (0) {}
void Actors::addActor (const MWWorld::Ptr& ptr)
{
MWRender::Animation *anim = MWBase::Environment::get().getWorld()->getAnimation(ptr);
/* Kind of a hack. Activators need a character controller to manage an idle state. */
if(ptr.getTypeName() == typeid(ESM::Activator).name() ||
!MWWorld::Class::get(ptr).getCreatureStats(ptr).isDead())
mActors.insert(std::make_pair(ptr, CharacterController(ptr, anim, CharState_Idle)));
else
mActors.insert(std::make_pair(ptr, CharacterController(ptr, anim, CharState_Dead)));
}
void Actors::removeActor (const MWWorld::Ptr& ptr)
{
PtrControllerMap::iterator iter = mActors.find(ptr);
if(iter != mActors.end())
mActors.erase(iter);
}
void Actors::dropActors (const MWWorld::Ptr::CellStore *cellStore)
{
PtrControllerMap::iterator iter = mActors.begin();
while(iter != mActors.end())
{
if(iter->first.getCell()==cellStore)
mActors.erase(iter++);
else
++iter;
}
}
void Actors::update (float duration, bool paused)
{
mDuration += duration;
if (mDuration>=0.25)
{
float totalDuration = mDuration;
mDuration = 0;
PtrControllerMap::iterator iter(mActors.begin());
while(iter != mActors.end())
{
if(iter->first.getTypeName() == typeid(ESM::Activator).name())
{
iter++;
continue;
}
if(!MWWorld::Class::get(iter->first).getCreatureStats(iter->first).isDead())
{
if(iter->second.getState() == CharState_Dead)
iter->second.setState(CharState_Idle);
updateActor(iter->first, totalDuration);
if(iter->first.getTypeName() == typeid(ESM::NPC).name())
updateNpc(iter->first, totalDuration, paused);
if(!MWWorld::Class::get(iter->first).getCreatureStats(iter->first).isDead())
{
iter++;
continue;
}
}
// workaround: always keep player alive for now
// \todo remove workaround, once player death can be handled
if(iter->first.getRefData().getHandle()=="player")
{
MWMechanics::DynamicStat<float> stat (
MWWorld::Class::get(iter->first).getCreatureStats(iter->first).getHealth());
if (stat.getModified()<1)
{
stat.setModified (1, 0);
MWWorld::Class::get(iter->first).getCreatureStats(iter->first).setHealth(stat);
}
MWWorld::Class::get(iter->first).getCreatureStats(iter->first).resurrect();
++iter;
continue;
}
if(iter->second.getState() == CharState_Dead)
{
iter++;
continue;
}
iter->second.setState(CharState_Dead);
++mDeathCount[MWWorld::Class::get(iter->first).getId(iter->first)];
if(MWWorld::Class::get(iter->first).isEssential(iter->first))
MWBase::Environment::get().getWindowManager()->messageBox(
"#{sKilledEssential}", std::vector<std::string>());
}
}
std::vector<std::pair<std::string, Ogre::Vector3> > movement;
for(PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();++iter)
{
iter->second.update(duration);
Ogre::Vector3 vector = MWWorld::Class::get(iter->first).getMovementVector(iter->first);
if(vector!=Ogre::Vector3::ZERO)
movement.push_back(std::make_pair(iter->first.getRefData().getHandle(), vector));
}
if (!paused)
MWBase::Environment::get().getWorld()->doPhysics (movement, duration);
}
void Actors::restoreDynamicStats()
{
for(PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();++iter)
{
if(iter->first.getTypeName() != typeid(ESM::Activator).name())
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::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();
}
}