mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-19 22:23:51 +00:00
Merge branch 'master' into coverity_scan
This commit is contained in:
commit
9a6736cddf
4 changed files with 138 additions and 154 deletions
|
@ -113,17 +113,22 @@ namespace CSMWorld
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const std::string ActorAdapter::ActorData::getPart(ESM::PartReferenceType index) const
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{
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auto it = mParts.find(index);
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if (it == mParts.end() && mRaceData && mRaceData->handlesPart(index))
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if (it == mParts.end())
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{
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if (mFemale)
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if (mRaceData && mRaceData->handlesPart(index))
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{
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// Note: we should use male parts for females as fallback
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const std::string femalePart = mRaceData->getFemalePart(index);
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if (!femalePart.empty())
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return femalePart;
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if (mFemale)
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{
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// Note: we should use male parts for females as fallback
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const std::string femalePart = mRaceData->getFemalePart(index);
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if (!femalePart.empty())
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return femalePart;
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}
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return mRaceData->getMalePart(index);
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}
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return mRaceData->getMalePart(index);
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return "";
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}
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const std::string& partName = it->second.first;
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@ -309,6 +309,12 @@ namespace MWMechanics
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void Actors::updateHeadTracking(const MWWorld::Ptr& actor, const MWWorld::Ptr& targetActor,
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MWWorld::Ptr& headTrackTarget, float& sqrHeadTrackDistance)
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{
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if (!actor.getRefData().getBaseNode())
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return;
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if (targetActor.getClass().getCreatureStats(targetActor).isDead())
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return;
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static const float fMaxHeadTrackDistance = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>()
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.find("fMaxHeadTrackDistance")->mValue.getFloat();
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static const float fInteriorHeadTrackMult = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>()
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@ -318,22 +324,16 @@ namespace MWMechanics
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if (!currentCell->isExterior() && !(currentCell->mData.mFlags & ESM::Cell::QuasiEx))
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maxDistance *= fInteriorHeadTrackMult;
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const ESM::Position& actor1Pos = actor.getRefData().getPosition();
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const ESM::Position& actor2Pos = targetActor.getRefData().getPosition();
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float sqrDist = (actor1Pos.asVec3() - actor2Pos.asVec3()).length2();
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const osg::Vec3f actor1Pos(actor.getRefData().getPosition().asVec3());
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const osg::Vec3f actor2Pos(targetActor.getRefData().getPosition().asVec3());
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float sqrDist = (actor1Pos - actor2Pos).length2();
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if (sqrDist > maxDistance*maxDistance)
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return;
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if (targetActor.getClass().getCreatureStats(targetActor).isDead())
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return;
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if (!actor.getRefData().getBaseNode())
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return;
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// stop tracking when target is behind the actor
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osg::Vec3f actorDirection = actor.getRefData().getBaseNode()->getAttitude() * osg::Vec3f(0,1,0);
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osg::Vec3f targetDirection (actor2Pos.asVec3() - actor1Pos.asVec3());
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osg::Vec3f targetDirection(actor2Pos - actor1Pos);
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actorDirection.z() = 0;
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targetDirection.z() = 0;
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actorDirection.normalize();
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@ -350,25 +350,25 @@ namespace MWMechanics
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void Actors::engageCombat (const MWWorld::Ptr& actor1, const MWWorld::Ptr& actor2, std::map<const MWWorld::Ptr, const std::set<MWWorld::Ptr> >& cachedAllies, bool againstPlayer)
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{
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// No combat for totally static creatures
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if (!actor1.getClass().isMobile(actor1))
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return;
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CreatureStats& creatureStats1 = actor1.getClass().getCreatureStats(actor1);
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if (creatureStats1.getAiSequence().isInCombat(actor2))
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if (creatureStats1.isDead() || creatureStats1.getAiSequence().isInCombat(actor2))
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return;
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|
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const CreatureStats& creatureStats2 = actor2.getClass().getCreatureStats(actor2);
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if (creatureStats1.isDead() || creatureStats2.isDead())
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if (creatureStats2.isDead())
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return;
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const ESM::Position& actor1Pos = actor1.getRefData().getPosition();
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const ESM::Position& actor2Pos = actor2.getRefData().getPosition();
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float sqrDist = (actor1Pos.asVec3() - actor2Pos.asVec3()).length2();
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const osg::Vec3f actor1Pos(actor1.getRefData().getPosition().asVec3());
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const osg::Vec3f actor2Pos(actor2.getRefData().getPosition().asVec3());
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float sqrDist = (actor1Pos - actor2Pos).length2();
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if (sqrDist > mActorsProcessingRange*mActorsProcessingRange)
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return;
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// No combat for totally static creatures
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if (!actor1.getClass().isMobile(actor1))
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return;
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|
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// If this is set to true, actor1 will start combat with actor2 if the awareness check at the end of the method returns true
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bool aggressive = false;
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|
@ -379,22 +379,22 @@ namespace MWMechanics
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getActorsSidingWith(actor1, allies1, cachedAllies);
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|
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// If an ally of actor1 has been attacked by actor2 or has attacked actor2, start combat between actor1 and actor2
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for (std::set<MWWorld::Ptr>::const_iterator it = allies1.begin(); it != allies1.end(); ++it)
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for (const MWWorld::Ptr &ally : allies1)
|
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{
|
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if (creatureStats1.getAiSequence().isInCombat(*it))
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if (creatureStats1.getAiSequence().isInCombat(ally))
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continue;
|
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|
||||
if (creatureStats2.matchesActorId(it->getClass().getCreatureStats(*it).getHitAttemptActorId()))
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if (creatureStats2.matchesActorId(ally.getClass().getCreatureStats(ally).getHitAttemptActorId()))
|
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{
|
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MWBase::Environment::get().getMechanicsManager()->startCombat(actor1, actor2);
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// Also set the same hit attempt actor. Otherwise, if fighting the player, they may stop combat
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// if the player gets out of reach, while the ally would continue combat with the player
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creatureStats1.setHitAttemptActorId(it->getClass().getCreatureStats(*it).getHitAttemptActorId());
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return;
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creatureStats1.setHitAttemptActorId(ally.getClass().getCreatureStats(ally).getHitAttemptActorId());
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return;
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}
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// If there's been no attack attempt yet but an ally of actor1 is in combat with actor2, become aggressive to actor2
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if (it->getClass().getCreatureStats(*it).getAiSequence().isInCombat(actor2))
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if (ally.getClass().getCreatureStats(ally).getAiSequence().isInCombat(actor2))
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aggressive = true;
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}
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@ -415,20 +415,24 @@ namespace MWMechanics
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getActorsSidingWith(actor2, allies2, cachedAllies);
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// Check that an ally of actor2 is also in combat with actor1
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for (std::set<MWWorld::Ptr>::const_iterator it = allies2.begin(); it != allies2.end(); ++it)
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for (const MWWorld::Ptr &ally2 : allies2)
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{
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if ((it)->getClass().getCreatureStats(*it).getAiSequence().isInCombat(actor1))
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if (ally2.getClass().getCreatureStats(ally2).getAiSequence().isInCombat(actor1))
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{
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MWBase::Environment::get().getMechanicsManager()->startCombat(actor1, actor2);
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// Also have actor1's allies start combat
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for (std::set<MWWorld::Ptr>::const_iterator it2 = allies1.begin(); it2 != allies1.end(); ++it2)
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MWBase::Environment::get().getMechanicsManager()->startCombat(*it2, actor2);
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for (const MWWorld::Ptr ally1 : allies1)
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MWBase::Environment::get().getMechanicsManager()->startCombat(ally1, actor2);
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return;
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}
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}
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}
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}
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|
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// Stop here if target is unreachable
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if (!canFight(actor1, actor2))
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return;
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// If set in the settings file, player followers and escorters will become aggressive toward enemies in combat with them or the player
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static const bool followersAttackOnSight = Settings::Manager::getBool("followers attack on sight", "Game");
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if (!aggressive && isPlayerFollowerOrEscorter && followersAttackOnSight)
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@ -437,9 +441,9 @@ namespace MWMechanics
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aggressive = true;
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else
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{
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for (std::set<MWWorld::Ptr>::const_iterator it = allies1.begin(); it != allies1.end(); ++it)
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for (const MWWorld::Ptr &ally : allies1)
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{
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if (actor2.getClass().getCreatureStats(actor2).getAiSequence().isInCombat(*it))
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if (actor2.getClass().getCreatureStats(actor2).getAiSequence().isInCombat(ally))
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{
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aggressive = true;
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break;
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@ -448,10 +452,6 @@ namespace MWMechanics
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}
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}
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// Stop here if target is unreachable
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if (!MWMechanics::canFight(actor1, actor2))
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return;
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// Do aggression check if actor2 is the player or a player follower or escorter
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if (!aggressive)
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{
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@ -465,7 +465,7 @@ namespace MWMechanics
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}
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// Make guards go aggressive with creatures that are in combat, unless the creature is a follower or escorter
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if (actor1.getClass().isClass(actor1, "Guard") && !actor2.getClass().isNpc())
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if (!aggressive && actor1.getClass().isClass(actor1, "Guard") && !actor2.getClass().isNpc() && creatureStats2.getAiSequence().isInCombat())
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{
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// Check if the creature is too far
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static const float fAlarmRadius = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fAlarmRadius")->mValue.getFloat();
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@ -473,26 +473,26 @@ namespace MWMechanics
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return;
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bool followerOrEscorter = false;
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for (std::list<MWMechanics::AiPackage*>::const_iterator it = creatureStats2.getAiSequence().begin(); it != creatureStats2.getAiSequence().end(); ++it)
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for (const AiPackage* package : creatureStats2.getAiSequence())
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{
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// The follow package must be first or have nothing but combat before it
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if ((*it)->sideWithTarget())
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if (package->sideWithTarget())
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{
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followerOrEscorter = true;
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break;
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}
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else if ((*it)->getTypeId() != MWMechanics::AiPackage::TypeIdCombat)
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else if (package->getTypeId() != MWMechanics::AiPackage::TypeIdCombat)
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break;
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}
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if (!followerOrEscorter && creatureStats2.getAiSequence().isInCombat())
|
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if (!followerOrEscorter)
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aggressive = true;
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}
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// If any of the above conditions turned actor1 aggressive towards actor2, do an awareness check. If it passes, start combat with actor2.
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if (aggressive)
|
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{
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bool LOS = MWBase::Environment::get().getWorld()->getLOS(actor1, actor2);
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LOS &= MWBase::Environment::get().getMechanicsManager()->awarenessCheck(actor2, actor1);
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bool LOS = MWBase::Environment::get().getWorld()->getLOS(actor1, actor2)
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&& MWBase::Environment::get().getMechanicsManager()->awarenessCheck(actor2, actor1);
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|
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if (LOS)
|
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MWBase::Environment::get().getMechanicsManager()->startCombat(actor1, actor2);
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|
@ -927,14 +927,11 @@ namespace MWMechanics
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if (stats.getTimeToStartDrowning() == -1.f)
|
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stats.setTimeToStartDrowning(fHoldBreathTime);
|
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|
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if (stats.getTimeToStartDrowning() < fHoldBreathTime / 2)
|
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if (!isPlayer && stats.getTimeToStartDrowning() < fHoldBreathTime / 2)
|
||||
{
|
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if(!isPlayer)
|
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{
|
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MWMechanics::AiSequence& seq = ptr.getClass().getCreatureStats(ptr).getAiSequence();
|
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if(seq.getTypeId() != MWMechanics::AiPackage::TypeIdBreathe) //Only add it once
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seq.stack(MWMechanics::AiBreathe(), ptr);
|
||||
}
|
||||
AiSequence& seq = ptr.getClass().getCreatureStats(ptr).getAiSequence();
|
||||
if (seq.getTypeId() != AiPackage::TypeIdBreathe) //Only add it once
|
||||
seq.stack(AiBreathe(), ptr);
|
||||
}
|
||||
|
||||
MWBase::World *world = MWBase::Environment::get().getWorld();
|
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|
@ -1200,17 +1197,16 @@ namespace MWMechanics
|
|||
}
|
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|
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// Otherwise check if any actor in AI processing range sees the target actor
|
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std::vector<MWWorld::Ptr> actors;
|
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std::vector<MWWorld::Ptr> neighbors;
|
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osg::Vec3f position (actor.getRefData().getPosition().asVec3());
|
||||
getObjectsInRange(position, mActorsProcessingRange, actors);
|
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for(std::vector<MWWorld::Ptr>::iterator it = actors.begin(); it != actors.end(); ++it)
|
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getObjectsInRange(position, mActorsProcessingRange, neighbors);
|
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for (const MWWorld::Ptr &neighbor : neighbors)
|
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{
|
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if (*it == actor)
|
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if (neighbor == actor)
|
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continue;
|
||||
|
||||
bool result =
|
||||
MWBase::Environment::get().getWorld()->getLOS(*it, actor) &&
|
||||
MWBase::Environment::get().getMechanicsManager()->awarenessCheck(actor, *it);
|
||||
bool result = MWBase::Environment::get().getWorld()->getLOS(neighbor, actor)
|
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&& MWBase::Environment::get().getMechanicsManager()->awarenessCheck(actor, neighbor);
|
||||
|
||||
if (result)
|
||||
return true;
|
||||
|
@ -1830,21 +1826,21 @@ namespace MWMechanics
|
|||
|
||||
// An actor counts as siding with this actor if Follow or Escort is the current AI package, or there are only Combat and Wander packages before the Follow/Escort package
|
||||
// Actors that are targeted by this actor's Follow or Escort packages also side with them
|
||||
for (auto package = stats.getAiSequence().begin(); package != stats.getAiSequence().end(); ++package)
|
||||
for (const AiPackage* package : stats.getAiSequence())
|
||||
{
|
||||
if ((*package)->sideWithTarget() && !(*package)->getTarget().isEmpty())
|
||||
if (package->sideWithTarget() && !package->getTarget().isEmpty())
|
||||
{
|
||||
if (sameActor)
|
||||
{
|
||||
list.push_back((*package)->getTarget());
|
||||
list.push_back(package->getTarget());
|
||||
}
|
||||
else if ((*package)->getTarget() == actor)
|
||||
else if (package->getTarget() == actor)
|
||||
{
|
||||
list.push_back(iteratedActor);
|
||||
}
|
||||
break;
|
||||
}
|
||||
else if ((*package)->getTypeId() != AiPackage::TypeIdCombat && (*package)->getTypeId() != AiPackage::TypeIdWander)
|
||||
else if (package->getTypeId() != AiPackage::TypeIdCombat && package->getTypeId() != AiPackage::TypeIdWander)
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -1866,11 +1862,11 @@ namespace MWMechanics
|
|||
|
||||
// An actor counts as following if AiFollow is the current AiPackage,
|
||||
// or there are only Combat and Wander packages before the AiFollow package
|
||||
for (auto package = stats.getAiSequence().begin(); package != stats.getAiSequence().end(); ++package)
|
||||
for (const AiPackage* package : stats.getAiSequence())
|
||||
{
|
||||
if ((*package)->followTargetThroughDoors() && (*package)->getTarget() == actor)
|
||||
if (package->followTargetThroughDoors() && package->getTarget() == actor)
|
||||
list.push_back(iteratedActor);
|
||||
else if ((*package)->getTypeId() != AiPackage::TypeIdCombat && (*package)->getTypeId() != AiPackage::TypeIdWander)
|
||||
else if (package->getTypeId() != AiPackage::TypeIdCombat && package->getTypeId() != AiPackage::TypeIdWander)
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -1879,16 +1875,16 @@ namespace MWMechanics
|
|||
|
||||
void Actors::getActorsFollowing(const MWWorld::Ptr &actor, std::set<MWWorld::Ptr>& out) {
|
||||
std::list<MWWorld::Ptr> followers = getActorsFollowing(actor);
|
||||
for(std::list<MWWorld::Ptr>::iterator it = followers.begin();it != followers.end();++it)
|
||||
if (out.insert(*it).second)
|
||||
getActorsFollowing(*it, out);
|
||||
for(const MWWorld::Ptr &follower : followers)
|
||||
if (out.insert(follower).second)
|
||||
getActorsFollowing(follower, out);
|
||||
}
|
||||
|
||||
void Actors::getActorsSidingWith(const MWWorld::Ptr &actor, std::set<MWWorld::Ptr>& out) {
|
||||
std::list<MWWorld::Ptr> followers = getActorsSidingWith(actor);
|
||||
for(std::list<MWWorld::Ptr>::iterator it = followers.begin();it != followers.end();++it)
|
||||
if (out.insert(*it).second)
|
||||
getActorsSidingWith(*it, out);
|
||||
for(const MWWorld::Ptr &follower : followers)
|
||||
if (out.insert(follower).second)
|
||||
getActorsSidingWith(follower, out);
|
||||
}
|
||||
|
||||
void Actors::getActorsSidingWith(const MWWorld::Ptr &actor, std::set<MWWorld::Ptr>& out, std::map<const MWWorld::Ptr, const std::set<MWWorld::Ptr> >& cachedAllies) {
|
||||
|
@ -1899,17 +1895,17 @@ namespace MWMechanics
|
|||
else
|
||||
{
|
||||
std::list<MWWorld::Ptr> followers = getActorsSidingWith(actor);
|
||||
for (std::list<MWWorld::Ptr>::iterator it = followers.begin(); it != followers.end(); ++it)
|
||||
if (out.insert(*it).second)
|
||||
getActorsSidingWith(*it, out, cachedAllies);
|
||||
for (const MWWorld::Ptr &follower : followers)
|
||||
if (out.insert(follower).second)
|
||||
getActorsSidingWith(follower, out, cachedAllies);
|
||||
|
||||
// Cache ptrs and their sets of allies
|
||||
cachedAllies.insert(std::make_pair(actor, out));
|
||||
for (std::set<MWWorld::Ptr>::const_iterator it = out.begin(); it != out.end(); ++it)
|
||||
for (const MWWorld::Ptr &iter : out)
|
||||
{
|
||||
search = cachedAllies.find(*it);
|
||||
search = cachedAllies.find(iter);
|
||||
if (search == cachedAllies.end())
|
||||
cachedAllies.insert(std::make_pair(*it, out));
|
||||
cachedAllies.insert(std::make_pair(iter, out));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1929,14 +1925,14 @@ namespace MWMechanics
|
|||
|
||||
// An actor counts as following if AiFollow is the current AiPackage,
|
||||
// or there are only Combat and Wander packages before the AiFollow package
|
||||
for (auto package = stats.getAiSequence().begin(); package != stats.getAiSequence().end(); ++package)
|
||||
for (AiPackage* package : stats.getAiSequence())
|
||||
{
|
||||
if ((*package)->followTargetThroughDoors() && (*package)->getTarget() == actor)
|
||||
if (package->followTargetThroughDoors() && package->getTarget() == actor)
|
||||
{
|
||||
list.push_back(static_cast<AiFollow*>(*package)->getFollowIndex());
|
||||
list.push_back(static_cast<AiFollow*>(package)->getFollowIndex());
|
||||
break;
|
||||
}
|
||||
else if ((*package)->getTypeId() != AiPackage::TypeIdCombat && (*package)->getTypeId() != AiPackage::TypeIdWander)
|
||||
else if (package->getTypeId() != AiPackage::TypeIdCombat && package->getTypeId() != AiPackage::TypeIdWander)
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -1948,17 +1944,17 @@ namespace MWMechanics
|
|||
std::vector<MWWorld::Ptr> neighbors;
|
||||
osg::Vec3f position (actor.getRefData().getPosition().asVec3());
|
||||
getObjectsInRange(position, mActorsProcessingRange, neighbors);
|
||||
for(auto neighbor = neighbors.begin(); neighbor != neighbors.end(); ++neighbor)
|
||||
for(const MWWorld::Ptr neighbor : neighbors)
|
||||
{
|
||||
if (*neighbor == actor)
|
||||
if (neighbor == actor)
|
||||
continue;
|
||||
|
||||
const CreatureStats &stats = neighbor->getClass().getCreatureStats(*neighbor);
|
||||
const CreatureStats &stats = neighbor.getClass().getCreatureStats(neighbor);
|
||||
if (stats.isDead())
|
||||
continue;
|
||||
|
||||
if (stats.getAiSequence().isInCombat(actor))
|
||||
list.push_front(*neighbor);
|
||||
list.push_front(neighbor);
|
||||
}
|
||||
return list;
|
||||
}
|
||||
|
|
|
@ -129,10 +129,9 @@ namespace MWMechanics
|
|||
npcStats.getSkill (i).setBase (5 + bonus);
|
||||
}
|
||||
|
||||
for (std::vector<std::string>::const_iterator iter (race->mPowers.mList.begin());
|
||||
iter!=race->mPowers.mList.end(); ++iter)
|
||||
for (const std::string &power : race->mPowers.mList)
|
||||
{
|
||||
creatureStats.getSpells().add (*iter);
|
||||
creatureStats.getSpells().add(power);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -145,10 +144,9 @@ namespace MWMechanics
|
|||
const ESM::BirthSign *sign =
|
||||
esmStore.get<ESM::BirthSign>().find(signId);
|
||||
|
||||
for (std::vector<std::string>::const_iterator iter (sign->mPowers.mList.begin());
|
||||
iter!=sign->mPowers.mList.end(); ++iter)
|
||||
for (const std::string &power : sign->mPowers.mList)
|
||||
{
|
||||
creatureStats.getSpells().add (*iter);
|
||||
creatureStats.getSpells().add(power);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -218,8 +216,8 @@ namespace MWMechanics
|
|||
|
||||
std::vector<std::string> selectedSpells = autoCalcPlayerSpells(skills, attributes, race);
|
||||
|
||||
for (std::vector<std::string>::iterator it = selectedSpells.begin(); it != selectedSpells.end(); ++it)
|
||||
creatureStats.getSpells().add(*it);
|
||||
for (const std::string &spell : selectedSpells)
|
||||
creatureStats.getSpells().add(spell);
|
||||
|
||||
// forced update and current value adjustments
|
||||
mActors.updateActor (ptr, 0);
|
||||
|
@ -887,9 +885,8 @@ namespace MWMechanics
|
|||
// Build a list of known bound item ID's
|
||||
const MWWorld::Store<ESM::GameSetting> &gameSettings = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
|
||||
|
||||
for (MWWorld::Store<ESM::GameSetting>::iterator currentIteration = gameSettings.begin(); currentIteration != gameSettings.end(); ++currentIteration)
|
||||
for (const ESM::GameSetting ¤tSetting : gameSettings)
|
||||
{
|
||||
const ESM::GameSetting ¤tSetting = *currentIteration;
|
||||
std::string currentGMSTID = currentSetting.mId;
|
||||
Misc::StringUtils::lowerCaseInPlace(currentGMSTID);
|
||||
|
||||
|
@ -1209,36 +1206,20 @@ namespace MWMechanics
|
|||
|
||||
// Did anyone see it?
|
||||
bool crimeSeen = false;
|
||||
for (std::vector<MWWorld::Ptr>::iterator it = neighbors.begin(); it != neighbors.end(); ++it)
|
||||
for (const MWWorld::Ptr &neighbor : neighbors)
|
||||
{
|
||||
if (*it == player)
|
||||
continue; // skip player
|
||||
if (it->getClass().getCreatureStats(*it).isDead())
|
||||
if (!canReportCrime(neighbor, victim, playerFollowers))
|
||||
continue;
|
||||
|
||||
// Unconsious actor can not report about crime
|
||||
if (it->getClass().getCreatureStats(*it).getKnockedDown())
|
||||
continue;
|
||||
|
||||
if ((*it == victim && victimAware)
|
||||
|| (MWBase::Environment::get().getWorld()->getLOS(player, *it) && awarenessCheck(player, *it) )
|
||||
if ((neighbor == victim && victimAware)
|
||||
// Murder crime can be reported even if no one saw it (hearing is enough, I guess).
|
||||
// TODO: Add mod support for stealth executions!
|
||||
|| (type == OT_Murder && *it != victim))
|
||||
|| (type == OT_Murder && neighbor != victim)
|
||||
|| (MWBase::Environment::get().getWorld()->getLOS(player, neighbor) && awarenessCheck(player, neighbor)))
|
||||
{
|
||||
// Crime reporting only applies to NPCs
|
||||
if (!it->getClass().isNpc())
|
||||
continue;
|
||||
|
||||
if (it->getClass().getCreatureStats(*it).getAiSequence().isInCombat(victim))
|
||||
continue;
|
||||
|
||||
if (playerFollowers.find(*it) != playerFollowers.end())
|
||||
continue;
|
||||
|
||||
// NPC will complain about theft even if he will do nothing about it
|
||||
if (type == OT_Theft || type == OT_Pickpocket)
|
||||
MWBase::Environment::get().getDialogueManager()->say(*it, "thief");
|
||||
MWBase::Environment::get().getDialogueManager()->say(neighbor, "thief");
|
||||
|
||||
crimeSeen = true;
|
||||
}
|
||||
|
@ -1361,66 +1342,66 @@ namespace MWMechanics
|
|||
getActorsSidingWith(player, playerFollowers);
|
||||
|
||||
// Tell everyone (including the original reporter) in alarm range
|
||||
for (std::vector<MWWorld::Ptr>::iterator it = neighbors.begin(); it != neighbors.end(); ++it)
|
||||
for (const MWWorld::Ptr &actor : neighbors)
|
||||
{
|
||||
if (!canReportCrime(*it, victim, playerFollowers))
|
||||
if (!canReportCrime(actor, victim, playerFollowers))
|
||||
continue;
|
||||
|
||||
// Will the witness report the crime?
|
||||
if (it->getClass().getCreatureStats(*it).getAiSetting(CreatureStats::AI_Alarm).getBase() >= 100)
|
||||
if (actor.getClass().getCreatureStats(actor).getAiSetting(CreatureStats::AI_Alarm).getBase() >= 100)
|
||||
{
|
||||
reported = true;
|
||||
|
||||
if (type == OT_Trespassing)
|
||||
MWBase::Environment::get().getDialogueManager()->say(*it, "intruder");
|
||||
MWBase::Environment::get().getDialogueManager()->say(actor, "intruder");
|
||||
}
|
||||
}
|
||||
|
||||
for (std::vector<MWWorld::Ptr>::iterator it = neighbors.begin(); it != neighbors.end(); ++it)
|
||||
for (const MWWorld::Ptr &actor : neighbors)
|
||||
{
|
||||
if (!canReportCrime(*it, victim, playerFollowers))
|
||||
if (!canReportCrime(actor, victim, playerFollowers))
|
||||
continue;
|
||||
|
||||
if (it->getClass().isClass(*it, "guard") && reported)
|
||||
if (reported && actor.getClass().isClass(actor, "guard"))
|
||||
{
|
||||
// Mark as Alarmed for dialogue
|
||||
it->getClass().getCreatureStats(*it).setAlarmed(true);
|
||||
actor.getClass().getCreatureStats(actor).setAlarmed(true);
|
||||
|
||||
// Set the crime ID, which we will use to calm down participants
|
||||
// once the bounty has been paid.
|
||||
it->getClass().getNpcStats(*it).setCrimeId(id);
|
||||
actor.getClass().getNpcStats(actor).setCrimeId(id);
|
||||
|
||||
if (!it->getClass().getCreatureStats(*it).getAiSequence().hasPackage(AiPackage::TypeIdPursue))
|
||||
if (!actor.getClass().getCreatureStats(actor).getAiSequence().hasPackage(AiPackage::TypeIdPursue))
|
||||
{
|
||||
it->getClass().getCreatureStats(*it).getAiSequence().stack(AiPursue(player), *it);
|
||||
actor.getClass().getCreatureStats(actor).getAiSequence().stack(AiPursue(player), actor);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
float dispTerm = (*it == victim) ? dispVictim : disp;
|
||||
float dispTerm = (actor == victim) ? dispVictim : disp;
|
||||
|
||||
float alarmTerm = 0.01f * it->getClass().getCreatureStats(*it).getAiSetting(CreatureStats::AI_Alarm).getBase();
|
||||
float alarmTerm = 0.01f * actor.getClass().getCreatureStats(actor).getAiSetting(CreatureStats::AI_Alarm).getBase();
|
||||
if (type == OT_Pickpocket && alarmTerm <= 0)
|
||||
alarmTerm = 1.0;
|
||||
|
||||
if (*it != victim)
|
||||
if (actor != victim)
|
||||
dispTerm *= alarmTerm;
|
||||
|
||||
float fightTerm = static_cast<float>((*it == victim) ? fightVictim : fight);
|
||||
float fightTerm = static_cast<float>((actor == victim) ? fightVictim : fight);
|
||||
fightTerm += getFightDispositionBias(dispTerm);
|
||||
fightTerm += getFightDistanceBias(*it, player);
|
||||
fightTerm += getFightDistanceBias(actor, player);
|
||||
fightTerm *= alarmTerm;
|
||||
|
||||
int observerFightRating = it->getClass().getCreatureStats(*it).getAiSetting(CreatureStats::AI_Fight).getBase();
|
||||
int observerFightRating = actor.getClass().getCreatureStats(actor).getAiSetting(CreatureStats::AI_Fight).getBase();
|
||||
if (observerFightRating + fightTerm > 100)
|
||||
fightTerm = static_cast<float>(100 - observerFightRating);
|
||||
fightTerm = std::max(0.f, fightTerm);
|
||||
|
||||
if (observerFightRating + fightTerm >= 100)
|
||||
{
|
||||
startCombat(*it, player);
|
||||
startCombat(actor, player);
|
||||
|
||||
NpcStats& observerStats = it->getClass().getNpcStats(*it);
|
||||
NpcStats& observerStats = actor.getClass().getNpcStats(actor);
|
||||
// Apply aggression value to the base Fight rating, so that the actor can continue fighting
|
||||
// after a Calm spell wears off
|
||||
observerStats.setAiSetting(CreatureStats::AI_Fight, observerFightRating + static_cast<int>(fightTerm));
|
||||
|
@ -1527,7 +1508,7 @@ namespace MWMechanics
|
|||
|
||||
bool MechanicsManager::canCommitCrimeAgainst(const MWWorld::Ptr &target, const MWWorld::Ptr &attacker)
|
||||
{
|
||||
MWMechanics::AiSequence seq = target.getClass().getCreatureStats(target).getAiSequence();
|
||||
const MWMechanics::AiSequence& seq = target.getClass().getCreatureStats(target).getAiSequence();
|
||||
return target.getClass().isNpc() && !attacker.isEmpty() && !seq.isInCombat(attacker)
|
||||
&& !isAggressive(target, attacker) && !seq.isEngagedWithActor()
|
||||
&& !target.getClass().getCreatureStats(target).getAiSequence().hasPackage(AiPackage::TypeIdPursue);
|
||||
|
@ -1871,23 +1852,25 @@ namespace MWMechanics
|
|||
windowManager->setWerewolfOverlay(werewolf);
|
||||
|
||||
// Witnesses of the player's transformation will make them a globally known werewolf
|
||||
std::vector<MWWorld::Ptr> closeActors;
|
||||
std::vector<MWWorld::Ptr> neighbors;
|
||||
const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
|
||||
getActorsInRange(actor.getRefData().getPosition().asVec3(), gmst.find("fAlarmRadius")->mValue.getFloat(), closeActors);
|
||||
getActorsInRange(actor.getRefData().getPosition().asVec3(), gmst.find("fAlarmRadius")->mValue.getFloat(), neighbors);
|
||||
|
||||
bool detected = false, reported = false;
|
||||
for (std::vector<MWWorld::Ptr>::const_iterator it = closeActors.begin(); it != closeActors.end(); ++it)
|
||||
for (const MWWorld::Ptr& neighbor : neighbors)
|
||||
{
|
||||
if (*it == actor)
|
||||
if (neighbor == actor || !neighbor.getClass().isNpc())
|
||||
continue;
|
||||
|
||||
if (!it->getClass().isNpc())
|
||||
continue;
|
||||
|
||||
if (MWBase::Environment::get().getWorld()->getLOS(*it, actor) && awarenessCheck(actor, *it))
|
||||
if (MWBase::Environment::get().getWorld()->getLOS(neighbor, actor) && awarenessCheck(actor, neighbor))
|
||||
{
|
||||
detected = true;
|
||||
if (it->getClass().getCreatureStats(*it).getAiSetting(MWMechanics::CreatureStats::AI_Alarm).getModified() > 0)
|
||||
reported = true;
|
||||
if (neighbor.getClass().getCreatureStats(neighbor).getAiSetting(MWMechanics::CreatureStats::AI_Alarm).getModified() > 0)
|
||||
{
|
||||
reported = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (detected)
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
|
||||
<assembly xmlns="urn:schemas-microsoft-com:asm.v1" manifestVersion="1.0">
|
||||
<assemblyIdentity type="win32" name="openmw" version="1.0.0.0"/>
|
||||
<description>Q2PRO</description>
|
||||
<description>openmw</description>
|
||||
<trustInfo xmlns="urn:schemas-microsoft-com:asm.v2">
|
||||
<security>
|
||||
<requestedPrivileges>
|
||||
|
|
Loading…
Reference in a new issue