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@ -3,7 +3,6 @@
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#include "../mwworld/esmstore.hpp"
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#include "../mwworld/inventorystore.hpp"
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#include "../mwworld/cellstore.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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@ -13,8 +12,6 @@
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#include "../mwworld/class.hpp"
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#include "../mwworld/player.hpp"
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#include "aicombat.hpp"
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#include <OgreSceneNode.h>
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#include "spellcasting.hpp"
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@ -801,55 +798,37 @@ namespace MWMechanics
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return;
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commitCrime(ptr, victim, OT_Theft, item.getClass().getValue(item) * count);
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}
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bool MechanicsManager::commitCrime(const MWWorld::Ptr& offender, const MWWorld::Ptr& victim, OffenseType type, int arg)
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bool MechanicsManager::commitCrime(const MWWorld::Ptr &ptr, const MWWorld::Ptr &victim, OffenseType type, int arg)
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{
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if (offender.getRefData().getHandle() != "player")
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if (ptr.getRefData().getHandle() != "player")
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return false;
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MWWorld::Ptr ptr;
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bool reported=false;
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MWWorld::CellStore* cell = victim.getCell();
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// TODO: implement and check the distance of actors to victim using fAlarmRadius
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// get all NPCs in victims cell
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for (MWWorld::CellRefList<ESM::NPC>::List::iterator it (cell->get<ESM::NPC>().mList.begin()); it != cell->get<ESM::NPC>().mList.end(); ++it)
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for (Actors::PtrControllerMap::const_iterator it = mActors.begin(); it != mActors.end(); ++it)
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{
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MWWorld::Ptr ptr (&*it, cell);
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// offender can't be ally to themselves
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if (ptr == offender)
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continue;
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CreatureStats& creatureStats = MWWorld::Class::get(ptr).getCreatureStats(ptr);
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// curse at the thief
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if (ptr == victim && type == OT_Theft)
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MWBase::Environment::get().getDialogueManager()->say(victim, "Thief");
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// TODO: Make guards persue unless other factors, such as bounty stops them
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// If the actor is a guard
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// TODO: An actor reacts differently based on different values of AI_Alarm.
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// Actor has witnessed a crime. Will he report it?
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if (creatureStats.getAiSetting(CreatureStats::AI_Alarm).getModified() > 0)
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if (it->first != ptr &&
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MWBase::Environment::get().getWorld()->getLOS(ptr, it->first) &&
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awarenessCheck(ptr, it->first))
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{
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creatureStats.setAlarmed(true);
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reported=true;
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}
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else
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continue;
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// NPCs will always curse you when they notice you steal their items, even if they don't report the crime
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if (it->first == victim && type == OT_Theft)
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{
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MWBase::Environment::get().getDialogueManager()->say(victim, "Thief");
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}
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// TODO: An actor reacts differently based on different values of AI_Fight and AI_Flee.
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// Actor has reported the crime, will the actor fight the offender?
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if (creatureStats.getAiSetting(CreatureStats::AI_Fight).getModified() > 0)
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{
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creatureStats.getAiSequence().stack(AiCombat(offender));
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creatureStats.setHostile(true);
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creatureStats.getAiSequence().execute(ptr, 0);
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// Actor has witnessed a crime. Will he report it?
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// (not sure, is > 0 correct?)
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if (it->first.getClass().getCreatureStats(it->first).getAiSetting(CreatureStats::AI_Alarm).getModified() > 0)
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{
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// TODO: stats.setAlarmed(true) on NPCs within earshot
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// fAlarmRadius ?
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reported=true;
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break;
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}
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}
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}
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if (reported)
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reportCrime(ptr, victim, type, arg);
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return reported;
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