#include "actors.hpp" #include #include #include #include #include #include #include #include "../mwworld/esmstore.hpp" #include "../mwworld/class.hpp" #include "../mwworld/inventorystore.hpp" #include "../mwworld/actionequip.hpp" #include "../mwworld/player.hpp" #include "../mwbase/world.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/windowmanager.hpp" #include "../mwbase/dialoguemanager.hpp" #include "../mwbase/soundmanager.hpp" #include "../mwbase/mechanicsmanager.hpp" #include "../mwbase/statemanager.hpp" #include "../mwmechanics/aibreathe.hpp" #include "spellcasting.hpp" #include "npcstats.hpp" #include "creaturestats.hpp" #include "movement.hpp" #include "character.hpp" #include "aicombat.hpp" #include "aicombataction.hpp" #include "aifollow.hpp" #include "aipursue.hpp" #include "actor.hpp" #include "summoning.hpp" #include "combat.hpp" #include "actorutil.hpp" namespace { bool isConscious(const MWWorld::Ptr& ptr) { const MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats(ptr); return !stats.isDead() && !stats.getKnockedDown(); } int getBoundItemSlot (const std::string& itemId) { static std::map boundItemsMap; if (boundItemsMap.empty()) { std::string boundId = MWBase::Environment::get().getWorld()->getStore().get().find("sMagicBoundBootsID")->getString(); boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_Boots; boundId = MWBase::Environment::get().getWorld()->getStore().get().find("sMagicBoundCuirassID")->getString(); boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_Cuirass; boundId = MWBase::Environment::get().getWorld()->getStore().get().find("sMagicBoundLeftGauntletID")->getString(); boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_LeftGauntlet; boundId = MWBase::Environment::get().getWorld()->getStore().get().find("sMagicBoundRightGauntletID")->getString(); boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_RightGauntlet; boundId = MWBase::Environment::get().getWorld()->getStore().get().find("sMagicBoundHelmID")->getString(); boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_Helmet; boundId = MWBase::Environment::get().getWorld()->getStore().get().find("sMagicBoundShieldID")->getString(); boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_CarriedLeft; } int slot = MWWorld::InventoryStore::Slot_CarriedRight; std::map::iterator it = boundItemsMap.find(itemId); if (it != boundItemsMap.end()) slot = it->second; return slot; } class CheckActorCommanded : public MWMechanics::EffectSourceVisitor { MWWorld::Ptr mActor; public: bool mCommanded; CheckActorCommanded(const MWWorld::Ptr& actor) : mActor(actor) , mCommanded(false){} virtual void visit (MWMechanics::EffectKey key, const std::string& sourceName, const std::string& sourceId, int casterActorId, float magnitude, float remainingTime = -1, float totalTime = -1) { if (((key.mId == ESM::MagicEffect::CommandHumanoid && mActor.getClass().isNpc()) || (key.mId == ESM::MagicEffect::CommandCreature && mActor.getTypeName() == typeid(ESM::Creature).name())) && magnitude >= mActor.getClass().getCreatureStats(mActor).getLevel()) mCommanded = true; } }; // Check for command effects having ended and remove package if necessary void adjustCommandedActor (const MWWorld::Ptr& actor) { CheckActorCommanded check(actor); MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor); stats.getActiveSpells().visitEffectSources(check); bool hasCommandPackage = false; std::list::const_iterator it; for (it = stats.getAiSequence().begin(); it != stats.getAiSequence().end(); ++it) { if ((*it)->getTypeId() == MWMechanics::AiPackage::TypeIdFollow && static_cast(*it)->isCommanded()) { hasCommandPackage = true; break; } } if (!check.mCommanded && hasCommandPackage) stats.getAiSequence().erase(it); } void getRestorationPerHourOfSleep (const MWWorld::Ptr& ptr, float& health, float& magicka) { MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats (ptr); const MWWorld::Store& settings = MWBase::Environment::get().getWorld()->getStore().get(); bool stunted = stats.getMagicEffects ().get(ESM::MagicEffect::StuntedMagicka).getMagnitude() > 0; int endurance = stats.getAttribute (ESM::Attribute::Endurance).getModified (); health = 0.1f * endurance; magicka = 0; if (!stunted) { float fRestMagicMult = settings.find("fRestMagicMult")->getFloat (); magicka = fRestMagicMult * stats.getAttribute(ESM::Attribute::Intelligence).getModified(); } } } namespace MWMechanics { const float aiProcessingDistance = 7168; const float sqrAiProcessingDistance = aiProcessingDistance*aiProcessingDistance; class SoulTrap : public MWMechanics::EffectSourceVisitor { MWWorld::Ptr mCreature; MWWorld::Ptr mActor; bool mTrapped; public: SoulTrap(const MWWorld::Ptr& trappedCreature) : mCreature(trappedCreature) , mTrapped(false) { } virtual void visit (MWMechanics::EffectKey key, const std::string& sourceName, const std::string& sourceId, int casterActorId, float magnitude, float remainingTime = -1, float totalTime = -1) { if (mTrapped) return; if (key.mId != ESM::MagicEffect::Soultrap) return; if (magnitude <= 0) return; MWBase::World* world = MWBase::Environment::get().getWorld(); MWWorld::Ptr caster = world->searchPtrViaActorId(casterActorId); if (caster.isEmpty() || !caster.getClass().isActor()) return; static const float fSoulgemMult = world->getStore().get().find("fSoulgemMult")->getFloat(); int creatureSoulValue = mCreature.get()->mBase->mData.mSoul; if (creatureSoulValue == 0) return; // Use the smallest soulgem that is large enough to hold the soul MWWorld::ContainerStore& container = caster.getClass().getContainerStore(caster); MWWorld::ContainerStoreIterator gem = container.end(); float gemCapacity = std::numeric_limits::max(); std::string soulgemFilter = "misc_soulgem"; // no other way to check for soulgems? :/ for (MWWorld::ContainerStoreIterator it = container.begin(MWWorld::ContainerStore::Type_Miscellaneous); it != container.end(); ++it) { const std::string& id = it->getCellRef().getRefId(); if (id.size() >= soulgemFilter.size() && id.substr(0,soulgemFilter.size()) == soulgemFilter) { float thisGemCapacity = it->get()->mBase->mData.mValue * fSoulgemMult; if (thisGemCapacity >= creatureSoulValue && thisGemCapacity < gemCapacity && it->getCellRef().getSoul().empty()) { gem = it; gemCapacity = thisGemCapacity; } } } if (gem == container.end()) return; // Set the soul on just one of the gems, not the whole stack gem->getContainerStore()->unstack(*gem, caster); gem->getCellRef().setSoul(mCreature.getCellRef().getRefId()); // Restack the gem with other gems with the same soul gem->getContainerStore()->restack(*gem); mTrapped = true; if (caster == getPlayer()) MWBase::Environment::get().getWindowManager()->messageBox("#{sSoultrapSuccess}"); const ESM::Static* fx = MWBase::Environment::get().getWorld()->getStore().get() .search("VFX_Soul_Trap"); if (fx) MWBase::Environment::get().getWorld()->spawnEffect("meshes\\" + fx->mModel, "", mCreature.getRefData().getPosition().asVec3()); MWBase::Environment::get().getSoundManager()->playSound3D( mCreature.getRefData().getPosition().asVec3(), "conjuration hit", 1.f, 1.f ); } }; void Actors::addBoundItem (const std::string& itemId, const MWWorld::Ptr& actor) { MWWorld::InventoryStore& store = actor.getClass().getInventoryStore(actor); int slot = getBoundItemSlot(itemId); if (actor.getClass().getContainerStore(actor).count(itemId) != 0) return; MWWorld::ContainerStoreIterator prevItem = store.getSlot(slot); MWWorld::Ptr boundPtr = *store.MWWorld::ContainerStore::add(itemId, 1, actor); MWWorld::ActionEquip action(boundPtr); action.execute(actor); if (actor != MWMechanics::getPlayer()) return; MWWorld::Ptr newItem = *store.getSlot(slot); if (newItem.isEmpty() || boundPtr != newItem) return; MWWorld::Player& player = MWBase::Environment::get().getWorld()->getPlayer(); // change draw state only if the item is in player's right hand if (slot == MWWorld::InventoryStore::Slot_CarriedRight) player.setDrawState(MWMechanics::DrawState_Weapon); if (prevItem != store.end()) player.setPreviousItem(itemId, prevItem->getCellRef().getRefId()); } void Actors::removeBoundItem (const std::string& itemId, const MWWorld::Ptr& actor) { MWWorld::InventoryStore& store = actor.getClass().getInventoryStore(actor); int slot = getBoundItemSlot(itemId); MWWorld::ContainerStoreIterator currentItem = store.getSlot(slot); bool wasEquipped = currentItem != store.end() && Misc::StringUtils::ciEqual(currentItem->getCellRef().getRefId(), itemId); store.remove(itemId, 1, actor, true); if (actor != MWMechanics::getPlayer()) return; MWWorld::Player& player = MWBase::Environment::get().getWorld()->getPlayer(); std::string prevItemId = player.getPreviousItem(itemId); player.erasePreviousItem(itemId); if (prevItemId.empty()) return; // Find previous item (or its replacement) by id. // we should equip previous item only if expired bound item was equipped. MWWorld::Ptr item = store.findReplacement(prevItemId); if (item.isEmpty() || !wasEquipped) return; MWWorld::ActionEquip action(item); action.execute(actor); } void Actors::updateActor (const MWWorld::Ptr& ptr, float duration) { // magic effects adjustMagicEffects (ptr); if (ptr.getClass().getCreatureStats(ptr).needToRecalcDynamicStats()) calculateDynamicStats (ptr); calculateCreatureStatModifiers (ptr, duration); // fatigue restoration calculateRestoration(ptr, duration); } void Actors::updateHeadTracking(const MWWorld::Ptr& actor, const MWWorld::Ptr& targetActor, MWWorld::Ptr& headTrackTarget, float& sqrHeadTrackDistance) { static const float fMaxHeadTrackDistance = MWBase::Environment::get().getWorld()->getStore().get() .find("fMaxHeadTrackDistance")->getFloat(); static const float fInteriorHeadTrackMult = MWBase::Environment::get().getWorld()->getStore().get() .find("fInteriorHeadTrackMult")->getFloat(); float maxDistance = fMaxHeadTrackDistance; const ESM::Cell* currentCell = actor.getCell()->getCell(); if (!currentCell->isExterior() && !(currentCell->mData.mFlags & ESM::Cell::QuasiEx)) maxDistance *= fInteriorHeadTrackMult; const ESM::Position& actor1Pos = actor.getRefData().getPosition(); const ESM::Position& actor2Pos = targetActor.getRefData().getPosition(); float sqrDist = (actor1Pos.asVec3() - actor2Pos.asVec3()).length2(); if (sqrDist > maxDistance*maxDistance) return; if (targetActor.getClass().getCreatureStats(targetActor).isDead()) return; if (!actor.getRefData().getBaseNode()) return; // stop tracking when target is behind the actor osg::Vec3f actorDirection = actor.getRefData().getBaseNode()->getAttitude() * osg::Vec3f(0,1,0); osg::Vec3f targetDirection (actor2Pos.asVec3() - actor1Pos.asVec3()); actorDirection.z() = 0; targetDirection.z() = 0; actorDirection.normalize(); targetDirection.normalize(); if (std::acos(actorDirection * targetDirection) < osg::DegreesToRadians(90.f) && sqrDist <= sqrHeadTrackDistance && MWBase::Environment::get().getWorld()->getLOS(actor, targetActor) // check LOS and awareness last as it's the most expensive function && MWBase::Environment::get().getMechanicsManager()->awarenessCheck(targetActor, actor)) { sqrHeadTrackDistance = sqrDist; headTrackTarget = targetActor; } } void Actors::engageCombat (const MWWorld::Ptr& actor1, const MWWorld::Ptr& actor2, std::map >& cachedAllies, bool againstPlayer) { CreatureStats& creatureStats1 = actor1.getClass().getCreatureStats(actor1); if (creatureStats1.getAiSequence().isInCombat(actor2)) return; const CreatureStats& creatureStats2 = actor2.getClass().getCreatureStats(actor2); if (creatureStats1.isDead() || creatureStats2.isDead()) return; const ESM::Position& actor1Pos = actor1.getRefData().getPosition(); const ESM::Position& actor2Pos = actor2.getRefData().getPosition(); float sqrDist = (actor1Pos.asVec3() - actor2Pos.asVec3()).length2(); if (sqrDist > sqrAiProcessingDistance) return; // No combat for totally static creatures if (!actor1.getClass().isMobile(actor1)) return; // If this is set to true, actor1 will start combat with actor2 if the awareness check at the end of the method returns true bool aggressive = false; // Get actors allied with actor1. Includes those following or escorting actor1, actors following or escorting those actors, (recursive) // and any actor currently being followed or escorted by actor1 std::set allies1; getActorsSidingWith(actor1, allies1, cachedAllies); // If an ally of actor1 has been attacked by actor2 or has attacked actor2, start combat between actor1 and actor2 for (std::set::const_iterator it = allies1.begin(); it != allies1.end(); ++it) { if (creatureStats1.getAiSequence().isInCombat(*it)) continue; if (creatureStats2.matchesActorId(it->getClass().getCreatureStats(*it).getHitAttemptActorId())) { MWBase::Environment::get().getMechanicsManager()->startCombat(actor1, actor2); // Also set the same hit attempt actor. Otherwise, if fighting the player, they may stop combat // if the player gets out of reach, while the ally would continue combat with the player creatureStats1.setHitAttemptActorId(it->getClass().getCreatureStats(*it).getHitAttemptActorId()); return; } // If there's been no attack attempt yet but an ally of actor1 is in combat with actor2, become aggressive to actor2 if (it->getClass().getCreatureStats(*it).getAiSequence().isInCombat(actor2)) aggressive = true; } std::set playerAllies; getActorsSidingWith(MWMechanics::getPlayer(), playerAllies, cachedAllies); bool isPlayerFollowerOrEscorter = std::find(playerAllies.begin(), playerAllies.end(), actor1) != playerAllies.end(); // If actor2 and at least one actor2 are in combat with actor1, actor1 and its allies start combat with them // Doesn't apply for player followers/escorters if (!aggressive && !isPlayerFollowerOrEscorter) { // Check that actor2 is in combat with actor1 if (actor2.getClass().getCreatureStats(actor2).getAiSequence().isInCombat(actor1)) { std::set allies2; getActorsSidingWith(actor2, allies2, cachedAllies); // Check that an ally of actor2 is also in combat with actor1 for (std::set::const_iterator it = allies2.begin(); it != allies2.end(); ++it) { if ((it)->getClass().getCreatureStats(*it).getAiSequence().isInCombat(actor1)) { MWBase::Environment::get().getMechanicsManager()->startCombat(actor1, actor2); // Also have actor1's allies start combat for (std::set::const_iterator it2 = allies1.begin(); it2 != allies1.end(); ++it2) MWBase::Environment::get().getMechanicsManager()->startCombat(*it2, actor2); return; } } } } // If set in the settings file, player followers and escorters will become aggressive toward enemies in combat with them or the player static const bool followersAttackOnSight = Settings::Manager::getBool("followers attack on sight", "Game"); if (!aggressive && isPlayerFollowerOrEscorter && followersAttackOnSight) { if (actor2.getClass().getCreatureStats(actor2).getAiSequence().isInCombat(actor1)) aggressive = true; else { for (std::set::const_iterator it = allies1.begin(); it != allies1.end(); ++it) { if (actor2.getClass().getCreatureStats(actor2).getAiSequence().isInCombat(*it)) { aggressive = true; break; } } } } // Stop here if target is unreachable if (!MWMechanics::canFight(actor1, actor2)) return; // Do aggression check if actor2 is the player or a player follower or escorter if (!aggressive) { if (againstPlayer || std::find(playerAllies.begin(), playerAllies.end(), actor2) != playerAllies.end()) { // Player followers and escorters with high fight should not initiate combat with the player or with // other player followers or escorters if (!isPlayerFollowerOrEscorter) aggressive = MWBase::Environment::get().getMechanicsManager()->isAggressive(actor1, actor2); } } // Make guards go aggressive with creatures that are in combat, unless the creature is a follower or escorter if (actor1.getClass().isClass(actor1, "Guard") && !actor2.getClass().isNpc()) { // Check if the creature is too far static const float fAlarmRadius = MWBase::Environment::get().getWorld()->getStore().get().find("fAlarmRadius")->getFloat(); if (sqrDist > fAlarmRadius * fAlarmRadius) return; bool followerOrEscorter = false; for (std::list::const_iterator it = creatureStats2.getAiSequence().begin(); it != creatureStats2.getAiSequence().end(); ++it) { // The follow package must be first or have nothing but combat before it if ((*it)->sideWithTarget()) { followerOrEscorter = true; break; } else if ((*it)->getTypeId() != MWMechanics::AiPackage::TypeIdCombat) break; } if (!followerOrEscorter && creatureStats2.getAiSequence().isInCombat()) aggressive = true; } // If any of the above conditions turned actor1 aggressive towards actor2, do an awareness check. If it passes, start combat with actor2. if (aggressive) { bool LOS = MWBase::Environment::get().getWorld()->getLOS(actor1, actor2); LOS &= MWBase::Environment::get().getMechanicsManager()->awarenessCheck(actor2, actor1); if (LOS) MWBase::Environment::get().getMechanicsManager()->startCombat(actor1, actor2); } } void Actors::updateNpc (const MWWorld::Ptr& ptr, float duration) { updateDrowning(ptr, duration); calculateNpcStatModifiers(ptr, duration); } void Actors::adjustMagicEffects (const MWWorld::Ptr& creature) { CreatureStats& creatureStats = creature.getClass().getCreatureStats (creature); if (creatureStats.isDead()) return; MagicEffects now = creatureStats.getSpells().getMagicEffects(); if (creature.getTypeName()==typeid (ESM::NPC).name()) { MWWorld::InventoryStore& store = creature.getClass().getInventoryStore (creature); now += store.getMagicEffects(); } now += creatureStats.getActiveSpells().getMagicEffects(); creatureStats.modifyMagicEffects(now); } void Actors::calculateDynamicStats (const MWWorld::Ptr& ptr) { CreatureStats& creatureStats = ptr.getClass().getCreatureStats (ptr); int intelligence = creatureStats.getAttribute(ESM::Attribute::Intelligence).getModified(); float base = 1.f; if (ptr == getPlayer()) base = MWBase::Environment::get().getWorld()->getStore().get().find("fPCbaseMagickaMult")->getFloat(); else base = MWBase::Environment::get().getWorld()->getStore().get().find("fNPCbaseMagickaMult")->getFloat(); double magickaFactor = base + creatureStats.getMagicEffects().get (EffectKey (ESM::MagicEffect::FortifyMaximumMagicka)).getMagnitude() * 0.1; DynamicStat magicka = creatureStats.getMagicka(); float diff = (static_cast(magickaFactor*intelligence)) - magicka.getBase(); float currentToBaseRatio = (magicka.getCurrent() / magicka.getBase()); magicka.setModified(magicka.getModified() + diff, 0); magicka.setCurrent(magicka.getBase() * currentToBaseRatio); creatureStats.setMagicka(magicka); } void Actors::restoreDynamicStats (const MWWorld::Ptr& ptr, bool sleep) { if (ptr.getClass().getCreatureStats(ptr).isDead()) return; MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats (ptr); const MWWorld::Store& settings = MWBase::Environment::get().getWorld()->getStore().get(); if (sleep) { float health, magicka; getRestorationPerHourOfSleep(ptr, health, magicka); DynamicStat stat = stats.getHealth(); stat.setCurrent(stat.getCurrent() + health); stats.setHealth(stat); stat = stats.getMagicka(); stat.setCurrent(stat.getCurrent() + magicka); stats.setMagicka(stat); } int endurance = stats.getAttribute (ESM::Attribute::Endurance).getModified (); float normalizedEncumbrance = ptr.getClass().getNormalizedEncumbrance(ptr); if (normalizedEncumbrance > 1) normalizedEncumbrance = 1; // restore fatigue float fFatigueReturnBase = settings.find("fFatigueReturnBase")->getFloat (); float fFatigueReturnMult = settings.find("fFatigueReturnMult")->getFloat (); float fEndFatigueMult = settings.find("fEndFatigueMult")->getFloat (); float x = fFatigueReturnBase + fFatigueReturnMult * (1 - normalizedEncumbrance); x *= fEndFatigueMult * endurance; DynamicStat fatigue = stats.getFatigue(); fatigue.setCurrent (fatigue.getCurrent() + 3600 * x); stats.setFatigue (fatigue); } void Actors::calculateRestoration (const MWWorld::Ptr& ptr, float duration) { if (ptr.getClass().getCreatureStats(ptr).isDead()) return; MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats (ptr); int endurance = stats.getAttribute (ESM::Attribute::Endurance).getModified (); // restore fatigue const MWWorld::Store& settings = MWBase::Environment::get().getWorld()->getStore().get(); static const float fFatigueReturnBase = settings.find("fFatigueReturnBase")->getFloat (); static const float fFatigueReturnMult = settings.find("fFatigueReturnMult")->getFloat (); float x = fFatigueReturnBase + fFatigueReturnMult * endurance; DynamicStat fatigue = stats.getFatigue(); fatigue.setCurrent (fatigue.getCurrent() + duration * x); stats.setFatigue (fatigue); } class ExpiryVisitor : public EffectSourceVisitor { private: MWWorld::Ptr mActor; float mDuration; public: ExpiryVisitor(const MWWorld::Ptr& actor, float duration) : mActor(actor), mDuration(duration) { } virtual void visit (MWMechanics::EffectKey key, const std::string& /*sourceName*/, const std::string& /*sourceId*/, int /*casterActorId*/, float magnitude, float remainingTime = -1, float /*totalTime*/ = -1) { if (magnitude > 0 && remainingTime > 0 && remainingTime < mDuration) { CreatureStats& creatureStats = mActor.getClass().getCreatureStats(mActor); if (effectTick(creatureStats, mActor, key, magnitude * remainingTime)) creatureStats.getMagicEffects().add(key, -magnitude); } } }; void Actors::calculateCreatureStatModifiers (const MWWorld::Ptr& ptr, float duration) { CreatureStats &creatureStats = ptr.getClass().getCreatureStats(ptr); const MagicEffects &effects = creatureStats.getMagicEffects(); bool wasDead = creatureStats.isDead(); if (duration > 0) { // Apply correct magnitude for tickable effects that have just expired, // in case duration > remaining time of effect. // One case where this will happen is when the player uses the rest/wait command // while there is a tickable effect active that should expire before the end of the rest/wait. ExpiryVisitor visitor(ptr, duration); creatureStats.getActiveSpells().visitEffectSources(visitor); for (MagicEffects::Collection::const_iterator it = effects.begin(); it != effects.end(); ++it) { // tickable effects (i.e. effects having a lasting impact after expiry) effectTick(creatureStats, ptr, it->first, it->second.getMagnitude() * duration); // instant effects are already applied on spell impact in spellcasting.cpp, but may also come from permanent abilities if (it->second.getMagnitude() > 0) { CastSpell cast(ptr, ptr); if (cast.applyInstantEffect(ptr, ptr, it->first, it->second.getMagnitude())) { creatureStats.getSpells().purgeEffect(it->first.mId); creatureStats.getActiveSpells().purgeEffect(it->first.mId); if (ptr.getClass().hasInventoryStore(ptr)) ptr.getClass().getInventoryStore(ptr).purgeEffect(it->first.mId); } } } } // purge levitate effect if levitation is disabled // check only modifier, because base value can be setted from SetFlying console command. if (MWBase::Environment::get().getWorld()->isLevitationEnabled() == false && effects.get(ESM::MagicEffect::Levitate).getModifier() > 0) { creatureStats.getSpells().purgeEffect(ESM::MagicEffect::Levitate); creatureStats.getActiveSpells().purgeEffect(ESM::MagicEffect::Levitate); if (ptr.getClass().hasInventoryStore(ptr)) ptr.getClass().getInventoryStore(ptr).purgeEffect(ESM::MagicEffect::Levitate); if (ptr == getPlayer()) { MWBase::Environment::get().getWindowManager()->messageBox ("#{sLevitateDisabled}"); } } // attributes for(int i = 0;i < ESM::Attribute::Length;++i) { AttributeValue stat = creatureStats.getAttribute(i); stat.setModifier(static_cast(effects.get(EffectKey(ESM::MagicEffect::FortifyAttribute, i)).getMagnitude() - effects.get(EffectKey(ESM::MagicEffect::DrainAttribute, i)).getMagnitude() - effects.get(EffectKey(ESM::MagicEffect::AbsorbAttribute, i)).getMagnitude())); creatureStats.setAttribute(i, stat); } if (creatureStats.needToRecalcDynamicStats()) calculateDynamicStats(ptr); { Spells & spells = creatureStats.getSpells(); for (Spells::TIterator it = spells.begin(); it != spells.end(); ++it) { if (spells.getCorprusSpells().find(it->first) != spells.getCorprusSpells().end()) { if (MWBase::Environment::get().getWorld()->getTimeStamp() >= spells.getCorprusSpells().at(it->first).mNextWorsening) { spells.worsenCorprus(it->first); if (ptr == getPlayer()) MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicCorprusWorsens}"); } } } } // dynamic stats for(int i = 0;i < 3;++i) { DynamicStat stat = creatureStats.getDynamic(i); stat.setModifier(effects.get(ESM::MagicEffect::FortifyHealth+i).getMagnitude() - effects.get(ESM::MagicEffect::DrainHealth+i).getMagnitude(), // Magicka can be decreased below zero due to a fortify effect wearing off // Fatigue can be decreased below zero meaning the actor will be knocked out i == 1 || i == 2); creatureStats.setDynamic(i, stat); } // AI setting modifiers int creature = !ptr.getClass().isNpc(); if (creature && ptr.get()->mBase->mData.mType == ESM::Creature::Humanoid) creature = false; // Note: the Creature variants only work on normal creatures, not on daedra or undead creatures. if (!creature || ptr.get()->mBase->mData.mType == ESM::Creature::Creatures) { Stat stat = creatureStats.getAiSetting(CreatureStats::AI_Fight); stat.setModifier(static_cast(effects.get(ESM::MagicEffect::FrenzyHumanoid + creature).getMagnitude() - effects.get(ESM::MagicEffect::CalmHumanoid+creature).getMagnitude())); creatureStats.setAiSetting(CreatureStats::AI_Fight, stat); stat = creatureStats.getAiSetting(CreatureStats::AI_Flee); stat.setModifier(static_cast(effects.get(ESM::MagicEffect::DemoralizeHumanoid + creature).getMagnitude() - effects.get(ESM::MagicEffect::RallyHumanoid+creature).getMagnitude())); creatureStats.setAiSetting(CreatureStats::AI_Flee, stat); } if (creature && ptr.get()->mBase->mData.mType == ESM::Creature::Undead) { Stat stat = creatureStats.getAiSetting(CreatureStats::AI_Flee); stat.setModifier(static_cast(effects.get(ESM::MagicEffect::TurnUndead).getMagnitude())); creatureStats.setAiSetting(CreatureStats::AI_Flee, stat); } if (!wasDead && creatureStats.isDead()) { // The actor was killed by a magic effect. Figure out if the player was responsible for it. const ActiveSpells& spells = creatureStats.getActiveSpells(); MWWorld::Ptr player = getPlayer(); std::set playerFollowers; getActorsSidingWith(player, playerFollowers); for (ActiveSpells::TIterator it = spells.begin(); it != spells.end(); ++it) { bool actorKilled = false; const ActiveSpells::ActiveSpellParams& spell = it->second; MWWorld::Ptr caster = MWBase::Environment::get().getWorld()->searchPtrViaActorId(spell.mCasterActorId); for (std::vector::const_iterator effectIt = spell.mEffects.begin(); effectIt != spell.mEffects.end(); ++effectIt) { int effectId = effectIt->mEffectId; bool isDamageEffect = false; int damageEffects[] = { ESM::MagicEffect::FireDamage, ESM::MagicEffect::ShockDamage, ESM::MagicEffect::FrostDamage, ESM::MagicEffect::Poison, ESM::MagicEffect::SunDamage, ESM::MagicEffect::DamageHealth, ESM::MagicEffect::AbsorbHealth }; for (unsigned int i=0; iactorKilled(ptr, player); actorKilled = true; break; } } } if (actorKilled) break; } } // TODO: dirty flag for magic effects to avoid some unnecessary work below? // any value of calm > 0 will stop the actor from fighting if ((effects.get(ESM::MagicEffect::CalmHumanoid).getMagnitude() > 0 && ptr.getClass().isNpc()) || (effects.get(ESM::MagicEffect::CalmCreature).getMagnitude() > 0 && !ptr.getClass().isNpc())) creatureStats.getAiSequence().stopCombat(); // Update bound effects // Note: in vanilla MW multiple bound items of the same type can be created by different spells. // As these extra copies are kinda useless this may or may not be important. static std::map boundItemsMap; if (boundItemsMap.empty()) { boundItemsMap[ESM::MagicEffect::BoundBattleAxe] = "sMagicBoundBattleAxeID"; boundItemsMap[ESM::MagicEffect::BoundBoots] = "sMagicBoundBootsID"; boundItemsMap[ESM::MagicEffect::BoundCuirass] = "sMagicBoundCuirassID"; boundItemsMap[ESM::MagicEffect::BoundDagger] = "sMagicBoundDaggerID"; boundItemsMap[ESM::MagicEffect::BoundGloves] = "sMagicBoundLeftGauntletID"; // Note: needs RightGauntlet variant too (see below) boundItemsMap[ESM::MagicEffect::BoundHelm] = "sMagicBoundHelmID"; boundItemsMap[ESM::MagicEffect::BoundLongbow] = "sMagicBoundLongbowID"; boundItemsMap[ESM::MagicEffect::BoundLongsword] = "sMagicBoundLongswordID"; boundItemsMap[ESM::MagicEffect::BoundMace] = "sMagicBoundMaceID"; boundItemsMap[ESM::MagicEffect::BoundShield] = "sMagicBoundShieldID"; boundItemsMap[ESM::MagicEffect::BoundSpear] = "sMagicBoundSpearID"; } for (std::map::iterator it = boundItemsMap.begin(); it != boundItemsMap.end(); ++it) { bool found = creatureStats.mBoundItems.find(it->first) != creatureStats.mBoundItems.end(); float magnitude = effects.get(it->first).getMagnitude(); if (found != (magnitude > 0)) { if (magnitude > 0) creatureStats.mBoundItems.insert(it->first); else creatureStats.mBoundItems.erase(it->first); std::string itemGmst = it->second; std::string item = MWBase::Environment::get().getWorld()->getStore().get().find( itemGmst)->getString(); magnitude > 0 ? addBoundItem(item, ptr) : removeBoundItem(item, ptr); if (it->first == ESM::MagicEffect::BoundGloves) { item = MWBase::Environment::get().getWorld()->getStore().get().find( "sMagicBoundRightGauntletID")->getString(); magnitude > 0 ? addBoundItem(item, ptr) : removeBoundItem(item, ptr); } } } bool hasSummonEffect = false; for (MagicEffects::Collection::const_iterator it = effects.begin(); it != effects.end(); ++it) if (isSummoningEffect(it->first.mId)) hasSummonEffect = true; if (!creatureStats.getSummonedCreatureMap().empty() || !creatureStats.getSummonedCreatureGraveyard().empty() || hasSummonEffect) { UpdateSummonedCreatures updateSummonedCreatures(ptr); creatureStats.getActiveSpells().visitEffectSources(updateSummonedCreatures); if (ptr.getClass().hasInventoryStore(ptr)) ptr.getClass().getInventoryStore(ptr).visitEffectSources(updateSummonedCreatures); updateSummonedCreatures.process(mTimerDisposeSummonsCorpses == 0.f); } } void Actors::calculateNpcStatModifiers (const MWWorld::Ptr& ptr, float duration) { NpcStats &npcStats = ptr.getClass().getNpcStats(ptr); const MagicEffects &effects = npcStats.getMagicEffects(); // skills for(int i = 0;i < ESM::Skill::Length;++i) { SkillValue& skill = npcStats.getSkill(i); skill.setModifier(static_cast(effects.get(EffectKey(ESM::MagicEffect::FortifySkill, i)).getMagnitude() - effects.get(EffectKey(ESM::MagicEffect::DrainSkill, i)).getMagnitude() - effects.get(EffectKey(ESM::MagicEffect::AbsorbSkill, i)).getMagnitude())); } } bool Actors::isAttackPrepairing(const MWWorld::Ptr& ptr) { PtrActorMap::iterator it = mActors.find(ptr); if (it == mActors.end()) return false; CharacterController* ctrl = it->second->getCharacterController(); return ctrl->isAttackPrepairing(); } bool Actors::isRunning(const MWWorld::Ptr& ptr) { PtrActorMap::iterator it = mActors.find(ptr); if (it == mActors.end()) return false; CharacterController* ctrl = it->second->getCharacterController(); return ctrl->isRunning(); } bool Actors::isSneaking(const MWWorld::Ptr& ptr) { PtrActorMap::iterator it = mActors.find(ptr); if (it == mActors.end()) return false; CharacterController* ctrl = it->second->getCharacterController(); return ctrl->isSneaking(); } void Actors::updateDrowning(const MWWorld::Ptr& ptr, float duration) { PtrActorMap::iterator it = mActors.find(ptr); if (it == mActors.end()) return; CharacterController* ctrl = it->second->getCharacterController(); NpcStats &stats = ptr.getClass().getNpcStats(ptr); // When npc stats are just initialized, mTimeToStartDrowning == -1 and we should get value from GMST static const float fHoldBreathTime = MWBase::Environment::get().getWorld()->getStore().get().find("fHoldBreathTime")->getFloat(); if (stats.getTimeToStartDrowning() == -1.f) stats.setTimeToStartDrowning(fHoldBreathTime); if (ptr.getClass().isNpc() && stats.getTimeToStartDrowning() < fHoldBreathTime / 2) { if(ptr != MWMechanics::getPlayer() ) { MWMechanics::AiSequence& seq = ptr.getClass().getCreatureStats(ptr).getAiSequence(); if(seq.getTypeId() != MWMechanics::AiPackage::TypeIdBreathe) //Only add it once seq.stack(MWMechanics::AiBreathe(), ptr); } } MWBase::World *world = MWBase::Environment::get().getWorld(); bool knockedOutUnderwater = (ctrl->isKnockedOut() && world->isUnderwater(ptr.getCell(), osg::Vec3f(ptr.getRefData().getPosition().asVec3()))); if((world->isSubmerged(ptr) || knockedOutUnderwater) && stats.getMagicEffects().get(ESM::MagicEffect::WaterBreathing).getMagnitude() == 0) { float timeLeft = 0.0f; if(knockedOutUnderwater) stats.setTimeToStartDrowning(0); else { timeLeft = stats.getTimeToStartDrowning() - duration; if(timeLeft < 0.0f) timeLeft = 0.0f; stats.setTimeToStartDrowning(timeLeft); } bool godmode = ptr == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState(); if(timeLeft == 0.0f && !godmode) { // If drowning, apply 3 points of damage per second static const float fSuffocationDamage = world->getStore().get().find("fSuffocationDamage")->getFloat(); DynamicStat health = stats.getHealth(); health.setCurrent(health.getCurrent() - fSuffocationDamage*duration); stats.setHealth(health); // Play a drowning sound MWBase::SoundManager *sndmgr = MWBase::Environment::get().getSoundManager(); if(!sndmgr->getSoundPlaying(ptr, "drown")) sndmgr->playSound3D(ptr, "drown", 1.0f, 1.0f); if(ptr == world->getPlayerPtr()) MWBase::Environment::get().getWindowManager()->activateHitOverlay(false); } } else stats.setTimeToStartDrowning(fHoldBreathTime); } void Actors::updateEquippedLight (const MWWorld::Ptr& ptr, float duration, bool mayEquip) { bool isPlayer = (ptr == getPlayer()); MWWorld::InventoryStore &inventoryStore = ptr.getClass().getInventoryStore(ptr); MWWorld::ContainerStoreIterator heldIter = inventoryStore.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft); /** * Automatically equip NPCs torches at night and unequip them at day */ if (!isPlayer) { MWWorld::ContainerStoreIterator torch = inventoryStore.end(); for (MWWorld::ContainerStoreIterator it = inventoryStore.begin(); it != inventoryStore.end(); ++it) { if (it->getTypeName() == typeid(ESM::Light).name() && it->getClass().canBeEquipped(*it, ptr).first) { torch = it; break; } } if (mayEquip) { if (torch != inventoryStore.end()) { if (!ptr.getClass().getCreatureStats (ptr).getAiSequence().isInCombat()) { // For non-hostile NPCs, unequip whatever is in the left slot in favor of a light. if (heldIter != inventoryStore.end() && heldIter->getTypeName() != typeid(ESM::Light).name()) inventoryStore.unequipItem(*heldIter, ptr); } heldIter = inventoryStore.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft); // If we have a torch and can equip it, then equip it now. if (heldIter == inventoryStore.end()) { inventoryStore.equip(MWWorld::InventoryStore::Slot_CarriedLeft, torch, ptr); } } } else { if (heldIter != inventoryStore.end() && heldIter->getTypeName() == typeid(ESM::Light).name()) { // At day, unequip lights and auto equip shields or other suitable items // (Note: autoEquip will ignore lights) inventoryStore.autoEquip(ptr); } } } heldIter = inventoryStore.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft); //If holding a light... if(heldIter.getType() == MWWorld::ContainerStore::Type_Light) { // Use time from the player's light if(isPlayer) { float timeRemaining = heldIter->getClass().getRemainingUsageTime(*heldIter); // -1 is infinite light source. Other negative values are treated as 0. if(timeRemaining != -1.0f) { timeRemaining -= duration; if(timeRemaining > 0.0f) heldIter->getClass().setRemainingUsageTime(*heldIter, timeRemaining); else { inventoryStore.remove(*heldIter, 1, ptr); // remove it return; } } } // Both NPC and player lights extinguish in water. if(MWBase::Environment::get().getWorld()->isSwimming(ptr)) { inventoryStore.remove(*heldIter, 1, ptr); // remove it // ...But, only the player makes a sound. if(isPlayer) MWBase::Environment::get().getSoundManager()->playSound("torch out", 1.0, 1.0, MWSound::Type::Sfx, MWSound::PlayMode::NoEnv); } } } void Actors::updateCrimePursuit(const MWWorld::Ptr& ptr, float duration) { MWWorld::Ptr player = getPlayer(); if (ptr != player && ptr.getClass().isNpc()) { // get stats of witness CreatureStats& creatureStats = ptr.getClass().getCreatureStats(ptr); NpcStats& npcStats = ptr.getClass().getNpcStats(ptr); if (player.getClass().getNpcStats(player).isWerewolf()) return; if (ptr.getClass().isClass(ptr, "Guard") && creatureStats.getAiSequence().getTypeId() != AiPackage::TypeIdPursue && !creatureStats.getAiSequence().isInCombat() && creatureStats.getMagicEffects().get(ESM::MagicEffect::CalmHumanoid).getMagnitude() == 0) { const MWWorld::ESMStore& esmStore = MWBase::Environment::get().getWorld()->getStore(); static const int cutoff = esmStore.get().find("iCrimeThreshold")->getInt(); // Force dialogue on sight if bounty is greater than the cutoff // In vanilla morrowind, the greeting dialogue is scripted to either arrest the player (< 5000 bounty) or attack (>= 5000 bounty) if ( player.getClass().getNpcStats(player).getBounty() >= cutoff // TODO: do not run these two every frame. keep an Aware state for each actor and update it every 0.2 s or so? && MWBase::Environment::get().getWorld()->getLOS(ptr, player) && MWBase::Environment::get().getMechanicsManager()->awarenessCheck(player, ptr)) { static const int iCrimeThresholdMultiplier = esmStore.get().find("iCrimeThresholdMultiplier")->getInt(); if (player.getClass().getNpcStats(player).getBounty() >= cutoff * iCrimeThresholdMultiplier) { MWBase::Environment::get().getMechanicsManager()->startCombat(ptr, player); creatureStats.setHitAttemptActorId(player.getClass().getCreatureStats(player).getActorId()); // Stops the guard from quitting combat if player is unreachable } else creatureStats.getAiSequence().stack(AiPursue(player), ptr); creatureStats.setAlarmed(true); npcStats.setCrimeId(MWBase::Environment::get().getWorld()->getPlayer().getNewCrimeId()); } } // if I was a witness to a crime if (npcStats.getCrimeId() != -1) { // if you've paid for your crimes and I havent noticed if( npcStats.getCrimeId() <= MWBase::Environment::get().getWorld()->getPlayer().getCrimeId() ) { // Calm witness down if (ptr.getClass().isClass(ptr, "Guard")) creatureStats.getAiSequence().stopPursuit(); creatureStats.getAiSequence().stopCombat(); // Reset factors to attack creatureStats.setAttacked(false); creatureStats.setAlarmed(false); creatureStats.setAiSetting(CreatureStats::AI_Fight, ptr.getClass().getBaseFightRating(ptr)); // Update witness crime id npcStats.setCrimeId(-1); } } } } Actors::Actors() { mTimerDisposeSummonsCorpses = 0.2f; // We should add a delay between summoned creature death and its corpse despawning } Actors::~Actors() { clear(); } void Actors::addActor (const MWWorld::Ptr& ptr, bool updateImmediately) { removeActor(ptr); MWRender::Animation *anim = MWBase::Environment::get().getWorld()->getAnimation(ptr); if (!anim) return; mActors.insert(std::make_pair(ptr, new Actor(ptr, anim))); if (updateImmediately) mActors[ptr]->getCharacterController()->update(0); } void Actors::removeActor (const MWWorld::Ptr& ptr) { PtrActorMap::iterator iter = mActors.find(ptr); if(iter != mActors.end()) { delete iter->second; mActors.erase(iter); } } void Actors::castSpell(const MWWorld::Ptr& ptr, const std::string spellId, bool manualSpell) { PtrActorMap::iterator iter = mActors.find(ptr); if(iter != mActors.end()) iter->second->getCharacterController()->castSpell(spellId, manualSpell); } bool Actors::isActorDetected(const MWWorld::Ptr& actor, const MWWorld::Ptr& observer) { if (!actor.getClass().isActor()) return false; // If an observer is NPC, check if he detected an actor if (!observer.isEmpty() && observer.getClass().isNpc()) { return MWBase::Environment::get().getWorld()->getLOS(observer, actor) && MWBase::Environment::get().getMechanicsManager()->awarenessCheck(actor, observer); } // Otherwise check if any actor in AI processing range sees the target actor std::vector actors; osg::Vec3f position (actor.getRefData().getPosition().asVec3()); getObjectsInRange(position, aiProcessingDistance, actors); for(std::vector::iterator it = actors.begin(); it != actors.end(); ++it) { if (*it == actor) continue; bool result = MWBase::Environment::get().getWorld()->getLOS(*it, actor) && MWBase::Environment::get().getMechanicsManager()->awarenessCheck(actor, *it); if (result) return true; } return false; } void Actors::updateActor(const MWWorld::Ptr &old, const MWWorld::Ptr &ptr) { PtrActorMap::iterator iter = mActors.find(old); if(iter != mActors.end()) { Actor *actor = iter->second; mActors.erase(iter); actor->updatePtr(ptr); mActors.insert(std::make_pair(ptr, actor)); } } void Actors::dropActors (const MWWorld::CellStore *cellStore, const MWWorld::Ptr& ignore) { PtrActorMap::iterator iter = mActors.begin(); while(iter != mActors.end()) { if((iter->first.isInCell() && iter->first.getCell()==cellStore) && iter->first != ignore) { delete iter->second; mActors.erase(iter++); } else ++iter; } } void Actors::updateCombatMusic () { MWWorld::Ptr player = getPlayer(); int hostilesCount = 0; // need to know this to play Battle music for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter) { if (!iter->first.getClass().getCreatureStats(iter->first).isDead()) { bool inProcessingRange = (player.getRefData().getPosition().asVec3() - iter->first.getRefData().getPosition().asVec3()).length2() <= sqrAiProcessingDistance; if (MWBase::Environment::get().getMechanicsManager()->isAIActive() && inProcessingRange) { if (iter->first != player) { MWMechanics::CreatureStats& stats = iter->first.getClass().getCreatureStats(iter->first); if (stats.getAiSequence().isInCombat() && !stats.isDead()) hostilesCount++; } } } } // check if we still have any player enemies to switch music static int currentMusic = 0; if (currentMusic != 1 && hostilesCount == 0 && !(player.getClass().getCreatureStats(player).isDead() && MWBase::Environment::get().getSoundManager()->isMusicPlaying())) { MWBase::Environment::get().getSoundManager()->playPlaylist(std::string("Explore")); currentMusic = 1; } else if (currentMusic != 2 && hostilesCount > 0) { MWBase::Environment::get().getSoundManager()->playPlaylist(std::string("Battle")); currentMusic = 2; } } void Actors::update (float duration, bool paused) { if(!paused) { static float timerUpdateAITargets = 0; static float timerUpdateHeadTrack = 0; static float timerUpdateEquippedLight = 0; const float updateEquippedLightInterval = 1.0f; // target lists get updated once every 1.0 sec if (timerUpdateAITargets >= 1.0f) timerUpdateAITargets = 0; if (timerUpdateHeadTrack >= 0.3f) timerUpdateHeadTrack = 0; if (mTimerDisposeSummonsCorpses >= 0.2f) mTimerDisposeSummonsCorpses = 0; if (timerUpdateEquippedLight >= updateEquippedLightInterval) timerUpdateEquippedLight = 0; // show torches only when there are darkness and no precipitations bool showTorches = MWBase::Environment::get().getWorld()->useTorches(); MWWorld::Ptr player = getPlayer(); /// \todo move update logic to Actor class where appropriate std::map > cachedAllies; // will be filled as engageCombat iterates // AI and magic effects update for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter) { bool isPlayer = iter->first == player; float distSqr = (player.getRefData().getPosition().asVec3() - iter->first.getRefData().getPosition().asVec3()).length2(); // AI processing is only done within distance of 7168 units to the player. Note the "AI distance" slider doesn't affect this // (it only does some throttling for targets beyond the "AI distance", so doesn't give any guarantees as to whether AI will be enabled or not) // This distance could be made configurable later, but the setting must be marked with a big warning: // using higher values will make a quest in Bloodmoon harder or impossible to complete (bug #1876) bool inProcessingRange = distSqr <= sqrAiProcessingDistance; if (isPlayer) iter->second->getCharacterController()->setAttackingOrSpell(MWBase::Environment::get().getWorld()->getPlayer().getAttackingOrSpell()); // If dead or no longer in combat, no longer store any actors who attempted to hit us. Also remove for the player. if (iter->first != player && (iter->first.getClass().getCreatureStats(iter->first).isDead() || !iter->first.getClass().getCreatureStats(iter->first).getAiSequence().isInCombat() || !inProcessingRange)) { iter->first.getClass().getCreatureStats(iter->first).setHitAttemptActorId(-1); if (player.getClass().getCreatureStats(player).getHitAttemptActorId() == iter->first.getClass().getCreatureStats(iter->first).getActorId()) player.getClass().getCreatureStats(player).setHitAttemptActorId(-1); } const MWWorld::Ptr playerHitAttemptActor = MWBase::Environment::get().getWorld()->searchPtrViaActorId(player.getClass().getCreatureStats(player).getHitAttemptActorId()); if (!playerHitAttemptActor.isInCell()) player.getClass().getCreatureStats(player).setHitAttemptActorId(-1); if (!iter->first.getClass().getCreatureStats(iter->first).isDead()) { bool cellChanged = MWBase::Environment::get().getWorld()->hasCellChanged(); MWWorld::Ptr actor = iter->first; // make a copy of the map key to avoid it being invalidated when the player teleports updateActor(actor, duration); if (!cellChanged && MWBase::Environment::get().getWorld()->hasCellChanged()) { return; // for now abort update of the old cell when cell changes by teleportation magic effect // a better solution might be to apply cell changes at the end of the frame } if (MWBase::Environment::get().getMechanicsManager()->isAIActive() && inProcessingRange) { if (timerUpdateAITargets == 0) { if (!isPlayer) adjustCommandedActor(iter->first); for(PtrActorMap::iterator it(mActors.begin()); it != mActors.end(); ++it) { if (it->first == iter->first || isPlayer) // player is not AI-controlled continue; engageCombat(iter->first, it->first, cachedAllies, it->first == player); } } if (timerUpdateHeadTrack == 0) { float sqrHeadTrackDistance = std::numeric_limits::max(); MWWorld::Ptr headTrackTarget; MWMechanics::CreatureStats& stats = iter->first.getClass().getCreatureStats(iter->first); bool firstPersonPlayer = isPlayer && MWBase::Environment::get().getWorld()->isFirstPerson(); // 1. Unconsious actor can not track target // 2. Actors in combat and pursue mode do not bother to headtrack // 3. Player character does not use headtracking in the 1st-person view if (!stats.getKnockedDown() && !stats.getAiSequence().isInCombat() && !stats.getAiSequence().hasPackage(AiPackage::TypeIdPursue) && !firstPersonPlayer) { for(PtrActorMap::iterator it(mActors.begin()); it != mActors.end(); ++it) { if (it->first == iter->first) continue; updateHeadTracking(iter->first, it->first, headTrackTarget, sqrHeadTrackDistance); } } iter->second->getCharacterController()->setHeadTrackTarget(headTrackTarget); } if (iter->first.getClass().isNpc() && iter->first != player) updateCrimePursuit(iter->first, duration); if (iter->first != player) { CreatureStats &stats = iter->first.getClass().getCreatureStats(iter->first); if (isConscious(iter->first)) stats.getAiSequence().execute(iter->first, *iter->second->getCharacterController(), duration); } } if(iter->first.getTypeName() == typeid(ESM::NPC).name()) { updateNpc(iter->first, duration); if (timerUpdateEquippedLight == 0) updateEquippedLight(iter->first, updateEquippedLightInterval, showTorches); } } } timerUpdateAITargets += duration; timerUpdateHeadTrack += duration; timerUpdateEquippedLight += duration; mTimerDisposeSummonsCorpses += duration; // Looping magic VFX update // Note: we need to do this before any of the animations are updated. // Reaching the text keys may trigger Hit / Spellcast (and as such, particles), // so updating VFX immediately after that would just remove the particle effects instantly. // There needs to be a magic effect update in between. for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter) iter->second->getCharacterController()->updateContinuousVfx(); // Animation/movement update CharacterController* playerCharacter = NULL; for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter) { const float animationDistance = aiProcessingDistance + 400; // Slightly larger than AI distance so there is time to switch back to the idle animation. const float distSqr = (player.getRefData().getPosition().asVec3() - iter->first.getRefData().getPosition().asVec3()).length2(); bool isPlayer = iter->first == player; bool inAnimationRange = isPlayer || (animationDistance == 0 || distSqr <= animationDistance*animationDistance); int activeFlag = 1; // Can be changed back to '2' to keep updating bounding boxes off screen (more accurate, but slower) if (isPlayer) activeFlag = 2; int active = inAnimationRange ? activeFlag : 0; bool canFly = iter->first.getClass().canFly(iter->first); if (canFly) { // Keep animating flying creatures so they don't just hover in-air inAnimationRange = true; active = std::max(1, active); } iter->second->getCharacterController()->setActive(active); if (!inAnimationRange) continue; if (iter->first.getClass().getCreatureStats(iter->first).isParalyzed()) iter->second->getCharacterController()->skipAnim(); // Handle player last, in case a cell transition occurs by casting a teleportation spell // (would invalidate the iterator) if (iter->first == getPlayer()) { playerCharacter = iter->second->getCharacterController(); continue; } iter->second->getCharacterController()->update(duration); } if (playerCharacter) playerCharacter->update(duration); for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter) { const MWWorld::Class &cls = iter->first.getClass(); CreatureStats &stats = cls.getCreatureStats(iter->first); //KnockedOutOneFrameLogic //Used for "OnKnockedOut" command //Put here to ensure that it's run for PRECISELY one frame. if (stats.getKnockedDown() && !stats.getKnockedDownOneFrame() && !stats.getKnockedDownOverOneFrame()) { //Start it for one frame if nessesary stats.setKnockedDownOneFrame(true); } else if (stats.getKnockedDownOneFrame() && !stats.getKnockedDownOverOneFrame()) { //Turn off KnockedOutOneframe stats.setKnockedDownOneFrame(false); stats.setKnockedDownOverOneFrame(true); } } killDeadActors(); static float sneakTimer = 0.f; // times update of sneak icon // if player is in sneak state see if anyone detects him if (playerCharacter && playerCharacter->isSneaking()) { static float sneakSkillTimer = 0.f; // times sneak skill progress from "avoid notice" const MWWorld::ESMStore& esmStore = MWBase::Environment::get().getWorld()->getStore(); const int radius = esmStore.get().find("fSneakUseDist")->getInt(); static float fSneakUseDelay = esmStore.get().find("fSneakUseDelay")->getFloat(); if (sneakTimer >= fSneakUseDelay) sneakTimer = 0.f; if (sneakTimer == 0.f) { // Set when an NPC is within line of sight and distance, but is still unaware. Used for skill progress. bool avoidedNotice = false; bool detected = false; for (PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter) { MWWorld::Ptr observer = iter->first; if (iter->first == player) // not the player continue; if (observer.getClass().getCreatureStats(observer).isDead()) continue; // is the player in range and can they be detected if ((observer.getRefData().getPosition().asVec3() - player.getRefData().getPosition().asVec3()).length2() <= radius*radius && MWBase::Environment::get().getWorld()->getLOS(player, observer)) { if (MWBase::Environment::get().getMechanicsManager()->awarenessCheck(player, observer)) { detected = true; avoidedNotice = false; MWBase::Environment::get().getWindowManager()->setSneakVisibility(false); break; } else avoidedNotice = true; } } if (sneakSkillTimer >= fSneakUseDelay) sneakSkillTimer = 0.f; if (avoidedNotice && sneakSkillTimer == 0.f) player.getClass().skillUsageSucceeded(player, ESM::Skill::Sneak, 0); if (!detected) MWBase::Environment::get().getWindowManager()->setSneakVisibility(true); } sneakTimer += duration; sneakSkillTimer += duration; } else { sneakTimer = 0.f; MWBase::Environment::get().getWindowManager()->setSneakVisibility(false); } } updateCombatMusic(); } void Actors::killDeadActors() { for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter) { const MWWorld::Class &cls = iter->first.getClass(); CreatureStats &stats = cls.getCreatureStats(iter->first); if(!stats.isDead()) { if(iter->second->getCharacterController()->isDead()) { // Actor has been resurrected. Notify the CharacterController and re-enable collision. MWBase::Environment::get().getWorld()->enableActorCollision(iter->first, true); iter->second->getCharacterController()->resurrect(); } if(!stats.isDead()) continue; } CharacterController::KillResult killResult = iter->second->getCharacterController()->kill(); if (killResult == CharacterController::Result_DeathAnimStarted) { // Play dying words // Note: It's not known whether the soundgen tags scream, roar, and moan are reliable // for NPCs since some of the npc death animation files are missing them. MWBase::Environment::get().getDialogueManager()->say(iter->first, "hit"); // Apply soultrap if (iter->first.getTypeName() == typeid(ESM::Creature).name()) { SoulTrap soulTrap (iter->first); stats.getActiveSpells().visitEffectSources(soulTrap); } // Reset magic effects and recalculate derived effects // One case where we need this is to make sure bound items are removed upon death stats.modifyMagicEffects(MWMechanics::MagicEffects()); stats.getActiveSpells().clear(); calculateCreatureStatModifiers(iter->first, 0); if (cls.isEssential(iter->first)) MWBase::Environment::get().getWindowManager()->messageBox("#{sKilledEssential}"); } else if (killResult == CharacterController::Result_DeathAnimJustFinished) { iter->first.getClass().getCreatureStats(iter->first).notifyDied(); ++mDeathCount[Misc::StringUtils::lowerCase(iter->first.getCellRef().getRefId())]; // Make sure spell effects are removed purgeSpellEffects(stats.getActorId()); if( iter->first == getPlayer()) { //player's death animation is over MWBase::Environment::get().getStateManager()->askLoadRecent(); } else { // NPC death animation is over, disable actor collision MWBase::Environment::get().getWorld()->enableActorCollision(iter->first, false); } // Play Death Music if it was the player dying if(iter->first == getPlayer()) MWBase::Environment::get().getSoundManager()->streamMusic("Special/MW_Death.mp3"); } } } void Actors::cleanupSummonedCreature (MWMechanics::CreatureStats& casterStats, int creatureActorId) { MWWorld::Ptr ptr = MWBase::Environment::get().getWorld()->searchPtrViaActorId(creatureActorId); if (!ptr.isEmpty()) { MWBase::Environment::get().getWorld()->deleteObject(ptr); const ESM::Static* fx = MWBase::Environment::get().getWorld()->getStore().get() .search("VFX_Summon_End"); if (fx) MWBase::Environment::get().getWorld()->spawnEffect("meshes\\" + fx->mModel, "", ptr.getRefData().getPosition().asVec3()); } else if (creatureActorId != -1) { // We didn't find the creature. It's probably in an inactive cell. // Add to graveyard so we can delete it when the cell becomes active. std::vector& graveyard = casterStats.getSummonedCreatureGraveyard(); graveyard.push_back(creatureActorId); } purgeSpellEffects(creatureActorId); } void Actors::purgeSpellEffects(int casterActorId) { for (PtrActorMap::iterator iter(mActors.begin());iter != mActors.end();++iter) { MWMechanics::ActiveSpells& spells = iter->first.getClass().getCreatureStats(iter->first).getActiveSpells(); spells.purge(casterActorId); } } void Actors::rest(bool sleep) { float duration = 3600.f / MWBase::Environment::get().getWorld()->getTimeScaleFactor(); MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr(); for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter) { if (iter->first.getClass().getCreatureStats(iter->first).isDead()) continue; restoreDynamicStats(iter->first, sleep); if ((!iter->first.getRefData().getBaseNode()) || (player.getRefData().getPosition().asVec3() - iter->first.getRefData().getPosition().asVec3()).length2() > sqrAiProcessingDistance) continue; adjustMagicEffects (iter->first); if (iter->first.getClass().getCreatureStats(iter->first).needToRecalcDynamicStats()) calculateDynamicStats (iter->first); calculateCreatureStatModifiers (iter->first, duration); if (iter->first.getClass().isNpc()) calculateNpcStatModifiers(iter->first, duration); MWRender::Animation* animation = MWBase::Environment::get().getWorld()->getAnimation(iter->first); if (animation) animation->updateEffects(duration); } fastForwardAi(); } int Actors::getHoursToRest(const MWWorld::Ptr &ptr) const { float healthPerHour, magickaPerHour; getRestorationPerHourOfSleep(ptr, healthPerHour, magickaPerHour); CreatureStats& stats = ptr.getClass().getCreatureStats(ptr); float healthHours = healthPerHour > 0 ? (stats.getHealth().getModified() - stats.getHealth().getCurrent()) / healthPerHour : 1.0f; float magickaHours = magickaPerHour > 0 ? (stats.getMagicka().getModified() - stats.getMagicka().getCurrent()) / magickaPerHour : 1.0f; int autoHours = static_cast(std::ceil(std::max(1.f, std::max(healthHours, magickaHours)))); return autoHours; } int Actors::countDeaths (const std::string& id) const { std::map::const_iterator iter = mDeathCount.find(id); if(iter != mDeathCount.end()) return iter->second; return 0; } void Actors::forceStateUpdate(const MWWorld::Ptr & ptr) { PtrActorMap::iterator iter = mActors.find(ptr); if(iter != mActors.end()) iter->second->getCharacterController()->forceStateUpdate(); } bool Actors::playAnimationGroup(const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number, bool persist) { PtrActorMap::iterator iter = mActors.find(ptr); if(iter != mActors.end()) { return iter->second->getCharacterController()->playGroup(groupName, mode, number, persist); } else { std::cerr<< "Warning: Actors::playAnimationGroup: Unable to find " << ptr.getCellRef().getRefId() << std::endl; return false; } } void Actors::skipAnimation(const MWWorld::Ptr& ptr) { PtrActorMap::iterator iter = mActors.find(ptr); if(iter != mActors.end()) iter->second->getCharacterController()->skipAnim(); } bool Actors::checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string& groupName) { PtrActorMap::iterator iter = mActors.find(ptr); if(iter != mActors.end()) return iter->second->getCharacterController()->isAnimPlaying(groupName); return false; } void Actors::persistAnimationStates() { for (PtrActorMap::iterator iter = mActors.begin(); iter != mActors.end(); ++iter) iter->second->getCharacterController()->persistAnimationState(); } void Actors::getObjectsInRange(const osg::Vec3f& position, float radius, std::vector& out) { for (PtrActorMap::iterator iter = mActors.begin(); iter != mActors.end(); ++iter) { if ((iter->first.getRefData().getPosition().asVec3() - position).length2() <= radius*radius) out.push_back(iter->first); } } bool Actors::isAnyObjectInRange(const osg::Vec3f& position, float radius) { for (PtrActorMap::iterator iter = mActors.begin(); iter != mActors.end(); ++iter) { if ((iter->first.getRefData().getPosition().asVec3() - position).length2() <= radius*radius) return true; } return false; } std::list Actors::getActorsSidingWith(const MWWorld::Ptr& actor) { std::list list; for(PtrActorMap::iterator iter(mActors.begin());iter != mActors.end();++iter) { const MWWorld::Class &cls = iter->first.getClass(); const CreatureStats &stats = cls.getCreatureStats(iter->first); if (stats.isDead()) continue; // An actor counts as siding with this actor if Follow or Escort is the current AI package, or there are only Combat packages before the Follow/Escort package for (std::list::const_iterator it = stats.getAiSequence().begin(); it != stats.getAiSequence().end(); ++it) { if ((*it)->sideWithTarget() && (*it)->getTarget() == actor) { list.push_back(iter->first); break; } else if ((*it)->getTypeId() != MWMechanics::AiPackage::TypeIdCombat) break; } // Actors that are targeted by this actor's Follow or Escort packages also side with them if (actor != getPlayer()) { const CreatureStats &stats2 = actor.getClass().getCreatureStats(actor); for (std::list::const_iterator it2 = stats2.getAiSequence().begin(); it2 != stats2.getAiSequence().end(); ++it2) { if ((*it2)->sideWithTarget() && !(*it2)->getTarget().isEmpty()) { list.push_back((*it2)->getTarget()); break; } else if ((*it2)->getTypeId() != MWMechanics::AiPackage::TypeIdCombat) break; } } } return list; } std::list Actors::getActorsFollowing(const MWWorld::Ptr& actor) { std::list list; for(PtrActorMap::iterator iter(mActors.begin());iter != mActors.end();++iter) { const MWWorld::Class &cls = iter->first.getClass(); CreatureStats &stats = cls.getCreatureStats(iter->first); if (stats.isDead()) continue; // An actor counts as following if AiFollow is the current AiPackage, or there are only Combat packages before the AiFollow package for (std::list::const_iterator it = stats.getAiSequence().begin(); it != stats.getAiSequence().end(); ++it) { if ((*it)->followTargetThroughDoors() && (*it)->getTarget() == actor) list.push_back(iter->first); else if ((*it)->getTypeId() != MWMechanics::AiPackage::TypeIdCombat) break; } } return list; } void Actors::getActorsFollowing(const MWWorld::Ptr &actor, std::set& out) { std::list followers = getActorsFollowing(actor); for(std::list::iterator it = followers.begin();it != followers.end();++it) if (out.insert(*it).second) getActorsFollowing(*it, out); } void Actors::getActorsSidingWith(const MWWorld::Ptr &actor, std::set& out) { std::list followers = getActorsSidingWith(actor); for(std::list::iterator it = followers.begin();it != followers.end();++it) if (out.insert(*it).second) getActorsSidingWith(*it, out); } void Actors::getActorsSidingWith(const MWWorld::Ptr &actor, std::set& out, std::map >& cachedAllies) { // If we have already found actor's allies, use the cache std::map >::const_iterator search = cachedAllies.find(actor); if (search != cachedAllies.end()) out.insert(search->second.begin(), search->second.end()); else { std::list followers = getActorsSidingWith(actor); for (std::list::iterator it = followers.begin(); it != followers.end(); ++it) if (out.insert(*it).second) getActorsSidingWith(*it, out, cachedAllies); // Cache ptrs and their sets of allies cachedAllies.insert(std::make_pair(actor, out)); for (std::set::const_iterator it = out.begin(); it != out.end(); ++it) { search = cachedAllies.find(*it); if (search == cachedAllies.end()) cachedAllies.insert(std::make_pair(*it, out)); } } } std::list Actors::getActorsFollowingIndices(const MWWorld::Ptr &actor) { std::list list; for(PtrActorMap::iterator iter(mActors.begin());iter != mActors.end();++iter) { const MWWorld::Class &cls = iter->first.getClass(); CreatureStats &stats = cls.getCreatureStats(iter->first); if (stats.isDead()) continue; // An actor counts as following if AiFollow is the current AiPackage, or there are only Combat packages before the AiFollow package for (std::list::const_iterator it = stats.getAiSequence().begin(); it != stats.getAiSequence().end(); ++it) { if ((*it)->getTypeId() == MWMechanics::AiPackage::TypeIdFollow) { MWWorld::Ptr followTarget = (*it)->getTarget(); if (followTarget.isEmpty()) continue; if (followTarget == actor) list.push_back(static_cast(*it)->getFollowIndex()); break; } else if ((*it)->getTypeId() != MWMechanics::AiPackage::TypeIdCombat) break; } } return list; } std::list Actors::getActorsFighting(const MWWorld::Ptr& actor) { std::list list; std::vector neighbors; osg::Vec3f position (actor.getRefData().getPosition().asVec3()); getObjectsInRange(position, aiProcessingDistance, neighbors); for(std::vector::const_iterator iter(neighbors.begin());iter != neighbors.end();++iter) { const MWWorld::Class &cls = iter->getClass(); const CreatureStats &stats = cls.getCreatureStats(*iter); if (stats.isDead() || *iter == actor) continue; if (stats.getAiSequence().isInCombat(actor)) list.push_front(*iter); } return list; } std::list Actors::getEnemiesNearby(const MWWorld::Ptr& actor) { std::list list; std::vector neighbors; osg::Vec3f position (actor.getRefData().getPosition().asVec3()); getObjectsInRange(position, aiProcessingDistance, neighbors); std::list followers = getActorsFollowing(actor); for(std::vector::const_iterator iter(neighbors.begin());iter != neighbors.end();++iter) { const CreatureStats &stats = iter->getClass().getCreatureStats(*iter); if (stats.isDead() || *iter == actor || iter->getClass().isPureWaterCreature(*iter)) continue; const bool isFollower = std::find(followers.begin(), followers.end(), *iter) != followers.end(); if (stats.getAiSequence().isInCombat(actor) || (MWBase::Environment::get().getMechanicsManager()->isAggressive(*iter, actor) && !isFollower)) list.push_back(*iter); } return list; } void Actors::write (ESM::ESMWriter& writer, Loading::Listener& listener) const { writer.startRecord(ESM::REC_DCOU); for (std::map::const_iterator it = mDeathCount.begin(); it != mDeathCount.end(); ++it) { writer.writeHNString("ID__", it->first); writer.writeHNT ("COUN", it->second); } writer.endRecord(ESM::REC_DCOU); } void Actors::readRecord (ESM::ESMReader& reader, uint32_t type) { if (type == ESM::REC_DCOU) { while (reader.isNextSub("ID__")) { std::string id = reader.getHString(); int count; reader.getHNT(count, "COUN"); if (MWBase::Environment::get().getWorld()->getStore().find(id)) mDeathCount[id] = count; } } } void Actors::clear() { PtrActorMap::iterator it(mActors.begin()); for (; it != mActors.end(); ++it) { delete it->second; it->second = NULL; } mActors.clear(); mDeathCount.clear(); } void Actors::updateMagicEffects(const MWWorld::Ptr &ptr) { adjustMagicEffects(ptr); calculateCreatureStatModifiers(ptr, 0.f); if (ptr.getClass().isNpc()) calculateNpcStatModifiers(ptr, 0.f); } bool Actors::isReadyToBlock(const MWWorld::Ptr &ptr) const { PtrActorMap::const_iterator it = mActors.find(ptr); if (it == mActors.end()) return false; return it->second->getCharacterController()->isReadyToBlock(); } bool Actors::isCastingSpell(const MWWorld::Ptr &ptr) const { PtrActorMap::const_iterator it = mActors.find(ptr); if (it == mActors.end()) return false; return it->second->getCharacterController()->isCastingSpell(); } bool Actors::isAttackingOrSpell(const MWWorld::Ptr& ptr) const { PtrActorMap::const_iterator it = mActors.find(ptr); if (it == mActors.end()) return false; CharacterController* ctrl = it->second->getCharacterController(); return ctrl->isAttackingOrSpell(); } void Actors::fastForwardAi() { if (!MWBase::Environment::get().getMechanicsManager()->isAIActive()) return; // making a copy since fast-forward could move actor to a different cell and invalidate the mActors iterator PtrActorMap map = mActors; for (PtrActorMap::iterator it = map.begin(); it != map.end(); ++it) { MWWorld::Ptr ptr = it->first; if (ptr == getPlayer() || !isConscious(ptr) || ptr.getClass().getCreatureStats(ptr).isParalyzed()) continue; MWMechanics::AiSequence& seq = ptr.getClass().getCreatureStats(ptr).getAiSequence(); seq.fastForward(ptr); } } }