Don't copy NpcStats/CreatureStats unnecessarily. Fixes a bug: taunt actions would not correctly increase the target's fight rating.

actorid
scrawl 11 years ago
parent c85c2cff4e
commit 2bb21f2f76

@ -221,7 +221,7 @@ namespace MWGui
{
MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayer().getPlayer();
MWMechanics::CreatureStats stats = MWWorld::Class::get(player).getCreatureStats(player);
const MWMechanics::CreatureStats& stats = MWWorld::Class::get(player).getCreatureStats(player);
mReviewDialog->setHealth ( stats.getHealth() );
mReviewDialog->setMagicka( stats.getMagicka() );

@ -149,7 +149,7 @@ namespace MWGui
// I'm making the assumption here that the # of hours rested is calculated when rest is started
// TODO: the rougher logic here (calculating the hourly deltas) should really go into helper funcs elsewhere
MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayer().getPlayer();
MWMechanics::CreatureStats stats = MWWorld::Class::get(player).getCreatureStats(player);
const MWMechanics::CreatureStats& stats = MWWorld::Class::get(player).getCreatureStats(player);
const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
float hourlyHealthDelta = stats.getAttribute(ESM::Attribute::Endurance).getModified() * 0.1;

@ -46,7 +46,6 @@ namespace MWMechanics
bool mRecalcDynamicStats;
std::map<std::string, MWWorld::TimeStamp> mUsedPowers;
protected:
bool mIsWerewolf;
AttributeValue mWerewolfAttributes[8];
@ -124,10 +123,10 @@ namespace MWMechanics
enum AiSetting
{
AI_Hello,
AI_Fight,
AI_Flee,
AI_Alarm
AI_Hello = 0,
AI_Fight = 1,
AI_Flee = 2,
AI_Alarm = 3
};
void setAiSetting (AiSetting index, Stat<int> value);
void setAiSetting (AiSetting index, int base);

@ -424,7 +424,7 @@ namespace MWMechanics
int MechanicsManager::getDerivedDisposition(const MWWorld::Ptr& ptr)
{
MWMechanics::NpcStats npcSkill = MWWorld::Class::get(ptr).getNpcStats(ptr);
const MWMechanics::NpcStats& npcSkill = MWWorld::Class::get(ptr).getNpcStats(ptr);
float x = npcSkill.getBaseDisposition();
MWWorld::LiveCellRef<ESM::NPC>* npc = ptr.get<ESM::NPC>();
@ -539,7 +539,7 @@ namespace MWMechanics
const MWWorld::Store<ESM::GameSetting> &gmst =
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
MWMechanics::NpcStats npcStats = MWWorld::Class::get(npc).getNpcStats(npc);
MWMechanics::NpcStats& npcStats = MWWorld::Class::get(npc).getNpcStats(npc);
MWWorld::Ptr playerPtr = MWBase::Environment::get().getWorld()->getPlayer().getPlayer();
const MWMechanics::NpcStats &playerStats = MWWorld::Class::get(playerPtr).getNpcStats(playerPtr);
@ -613,6 +613,8 @@ namespace MWMechanics
int fight = npcStats.getAiSetting(MWMechanics::CreatureStats::AI_Fight).getBase();
npcStats.setAiSetting (MWMechanics::CreatureStats::AI_Flee,
std::max(0, std::min(100, flee + int(std::max(iPerMinChange, s)))));
// TODO: initiate combat and quit dialogue if fight rating is too high
// or should setAiSetting handle this?
npcStats.setAiSetting (MWMechanics::CreatureStats::AI_Fight,
std::max(0, std::min(100, fight + int(std::min(-iPerMinChange, -s)))));
}
@ -644,10 +646,9 @@ namespace MWMechanics
float c = std::abs(int(target1 - roll));
if (roll <= target1)
if (success)
{
float s = c * fPerDieRollMult * fPerTempMult;
int flee = npcStats.getAiSetting (CreatureStats::AI_Flee).getBase();
int fight = npcStats.getAiSetting (CreatureStats::AI_Fight).getBase();
npcStats.setAiSetting (CreatureStats::AI_Flee,

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