Move werewolf functions from World to MechanicsManager

openmw-38
scrawl 9 years ago
parent 53334d08a2
commit f052c05018

@ -221,6 +221,13 @@ namespace MWBase
virtual bool isItemStolenFrom(const std::string& itemid, const std::string& ownerid) = 0;
virtual bool isAllowedToUse (const MWWorld::Ptr& ptr, const MWWorld::CellRef& cellref, MWWorld::Ptr& victim) = 0;
/// Turn actor into werewolf or normal form.
virtual void setWerewolf(const MWWorld::Ptr& actor, bool werewolf) = 0;
/// Sets the NPC's Acrobatics skill to match the fWerewolfAcrobatics GMST.
/// It only applies to the current form the NPC is in.
virtual void applyWerewolfAcrobatics(const MWWorld::Ptr& actor) = 0;
};
}

@ -456,13 +456,6 @@ namespace MWBase
/// Returns true if levitation spell effect is allowed.
virtual bool isLevitationEnabled() const = 0;
/// Turn actor into werewolf or normal form.
virtual void setWerewolf(const MWWorld::Ptr& actor, bool werewolf) = 0;
/// Sets the NPC's Acrobatics skill to match the fWerewolfAcrobatics GMST.
/// It only applies to the current form the NPC is in.
virtual void applyWerewolfAcrobatics(const MWWorld::Ptr& actor) = 0;
virtual bool getGodModeState() = 0;
virtual bool toggleGodMode() = 0;

@ -1585,4 +1585,109 @@ namespace MWMechanics
{
return mActors.isReadyToBlock(ptr);
}
void MechanicsManager::setWerewolf(const MWWorld::Ptr& actor, bool werewolf)
{
MWMechanics::NpcStats& npcStats = actor.getClass().getNpcStats(actor);
// The actor does not have to change state
if (npcStats.isWerewolf() == werewolf)
return;
MWWorld::Player* player = &MWBase::Environment::get().getWorld()->getPlayer();
if (actor == player->getPlayer())
{
if (werewolf)
{
player->saveSkillsAttributes();
player->setWerewolfSkillsAttributes();
}
else
player->restoreSkillsAttributes();
}
npcStats.setWerewolf(werewolf);
// This is a bit dangerous. Equipped items other than WerewolfRobe may reference
// bones that do not even exist with the werewolf object root.
// Therefore, make sure to unequip everything at once, and only fire the change event
// (which will rebuild the animation parts) afterwards. unequipAll will do this for us.
MWWorld::InventoryStore& invStore = actor.getClass().getInventoryStore(actor);
invStore.unequipAll(actor);
if(werewolf)
{
MWWorld::InventoryStore &inv = actor.getClass().getInventoryStore(actor);
inv.equip(MWWorld::InventoryStore::Slot_Robe, inv.ContainerStore::add("werewolfrobe", 1, actor), actor);
}
else
{
actor.getClass().getContainerStore(actor).remove("werewolfrobe", 1, actor);
}
if(actor == player->getPlayer())
{
MWBase::Environment::get().getWorld()->reattachPlayerCamera();
// Update the GUI only when called on the player
MWBase::WindowManager* windowManager = MWBase::Environment::get().getWindowManager();
if (werewolf)
{
windowManager->forceHide(MWGui::GW_Inventory);
windowManager->forceHide(MWGui::GW_Magic);
}
else
{
windowManager->unsetForceHide(MWGui::GW_Inventory);
windowManager->unsetForceHide(MWGui::GW_Magic);
}
windowManager->setWerewolfOverlay(werewolf);
// Witnesses of the player's transformation will make them a globally known werewolf
std::vector<MWWorld::Ptr> closeActors;
const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
getActorsInRange(actor.getRefData().getPosition().asVec3(), gmst.find("fAlarmRadius")->getFloat(), closeActors);
bool detected = false, reported = false;
for (std::vector<MWWorld::Ptr>::const_iterator it = closeActors.begin(); it != closeActors.end(); ++it)
{
if (*it == actor)
continue;
if (!it->getClass().isNpc())
continue;
if (MWBase::Environment::get().getWorld()->getLOS(*it, actor) && awarenessCheck(actor, *it))
detected = true;
if (it->getClass().getCreatureStats(*it).getAiSetting(MWMechanics::CreatureStats::AI_Alarm).getModified() > 0)
reported = true;
}
if (detected)
{
windowManager->messageBox("#{sWerewolfAlarmMessage}");
MWBase::Environment::get().getWorld()->setGlobalInt("pcknownwerewolf", 1);
if (reported)
{
npcStats.setBounty(npcStats.getBounty()+
gmst.find("iWereWolfBounty")->getInt());
windowManager->messageBox("#{sCrimeMessage}");
}
}
}
}
void MechanicsManager::applyWerewolfAcrobatics(const MWWorld::Ptr &actor)
{
const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
MWMechanics::NpcStats &stats = actor.getClass().getNpcStats(actor);
stats.getSkill(ESM::Skill::Acrobatics).setBase(gmst.find("fWerewolfAcrobatics")->getInt());
}
}

@ -187,6 +187,9 @@ namespace MWMechanics
/// @return is \a ptr allowed to take/use \a cellref or is it a crime?
virtual bool isAllowedToUse (const MWWorld::Ptr& ptr, const MWWorld::CellRef& cellref, MWWorld::Ptr& victim);
virtual void setWerewolf(const MWWorld::Ptr& actor, bool werewolf);
virtual void applyWerewolfAcrobatics(const MWWorld::Ptr& actor);
private:
void reportCrime (const MWWorld::Ptr& ptr, const MWWorld::Ptr& victim,
OffenseType type, int arg=0);

@ -1096,7 +1096,7 @@ namespace MWScript
virtual void execute (Interpreter::Runtime& runtime)
{
MWWorld::Ptr ptr = R()(runtime);
MWBase::Environment::get().getWorld()->setWerewolf(ptr, set);
MWBase::Environment::get().getMechanicsManager()->setWerewolf(ptr, set);
}
};
@ -1108,7 +1108,7 @@ namespace MWScript
virtual void execute (Interpreter::Runtime& runtime)
{
MWWorld::Ptr ptr = R()(runtime);
MWBase::Environment::get().getWorld()->applyWerewolfAcrobatics(ptr);
MWBase::Environment::get().getMechanicsManager()->applyWerewolfAcrobatics(ptr);
}
};

@ -2453,111 +2453,6 @@ namespace MWWorld
mRendering->rebuildPtr(getPlayerPtr());
}
void World::setWerewolf(const MWWorld::Ptr& actor, bool werewolf)
{
MWMechanics::NpcStats& npcStats = actor.getClass().getNpcStats(actor);
// The actor does not have to change state
if (npcStats.isWerewolf() == werewolf)
return;
if (actor == getPlayerPtr())
{
if (werewolf)
{
mPlayer->saveSkillsAttributes();
mPlayer->setWerewolfSkillsAttributes();
}
else
mPlayer->restoreSkillsAttributes();
}
npcStats.setWerewolf(werewolf);
// This is a bit dangerous. Equipped items other than WerewolfRobe may reference
// bones that do not even exist with the werewolf object root.
// Therefore, make sure to unequip everything at once, and only fire the change event
// (which will rebuild the animation parts) afterwards. unequipAll will do this for us.
MWWorld::InventoryStore& invStore = actor.getClass().getInventoryStore(actor);
invStore.unequipAll(actor);
if(werewolf)
{
InventoryStore &inv = actor.getClass().getInventoryStore(actor);
inv.equip(InventoryStore::Slot_Robe, inv.ContainerStore::add("werewolfrobe", 1, actor), actor);
}
else
{
actor.getClass().getContainerStore(actor).remove("werewolfrobe", 1, actor);
}
// NpcAnimation::updateParts will already rebuild the animation when it detects change of Npc type.
// the following is just for reattaching the camera properly.
mRendering->rebuildPtr(actor);
if(actor == getPlayerPtr())
{
// Update the GUI only when called on the player
MWBase::WindowManager* windowManager = MWBase::Environment::get().getWindowManager();
if (werewolf)
{
windowManager->forceHide(MWGui::GW_Inventory);
windowManager->forceHide(MWGui::GW_Magic);
}
else
{
windowManager->unsetForceHide(MWGui::GW_Inventory);
windowManager->unsetForceHide(MWGui::GW_Magic);
}
windowManager->setWerewolfOverlay(werewolf);
// Witnesses of the player's transformation will make them a globally known werewolf
std::vector<MWWorld::Ptr> closeActors;
MWBase::Environment::get().getMechanicsManager()->getActorsInRange(actor.getRefData().getPosition().asVec3(),
getStore().get<ESM::GameSetting>().search("fAlarmRadius")->getFloat(),
closeActors);
bool detected = false, reported = false;
for (std::vector<MWWorld::Ptr>::const_iterator it = closeActors.begin(); it != closeActors.end(); ++it)
{
if (*it == actor)
continue;
if (!it->getClass().isNpc())
continue;
if (getLOS(*it, actor) && MWBase::Environment::get().getMechanicsManager()->awarenessCheck(actor, *it))
detected = true;
if (it->getClass().getCreatureStats(*it).getAiSetting(MWMechanics::CreatureStats::AI_Alarm).getModified() > 0)
reported = true;
}
if (detected)
{
windowManager->messageBox("#{sWerewolfAlarmMessage}");
setGlobalInt("pcknownwerewolf", 1);
if (reported)
{
npcStats.setBounty(npcStats.getBounty()+
mStore.get<ESM::GameSetting>().find("iWereWolfBounty")->getInt());
windowManager->messageBox("#{sCrimeMessage}");
}
}
}
}
void World::applyWerewolfAcrobatics(const Ptr &actor)
{
const Store<ESM::GameSetting> &gmst = getStore().get<ESM::GameSetting>();
MWMechanics::NpcStats &stats = actor.getClass().getNpcStats(actor);
stats.getSkill(ESM::Skill::Acrobatics).setBase(gmst.find("fWerewolfAcrobatics")->getInt());
}
bool World::getGodModeState()
{
return mGodMode;

@ -560,10 +560,6 @@ namespace MWWorld
/// Returns true if levitation spell effect is allowed.
virtual bool isLevitationEnabled() const;
virtual void setWerewolf(const MWWorld::Ptr& actor, bool werewolf);
virtual void applyWerewolfAcrobatics(const MWWorld::Ptr& actor);
virtual bool getGodModeState();
virtual bool toggleGodMode();

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