#include "actors.hpp" #include #include #include #include #include #include /* Start of tes3mp addition Include additional headers for multiplayer purposes */ #include #include #include "../mwmp/Main.hpp" #include "../mwmp/Networking.hpp" #include "../mwmp/LocalPlayer.hpp" #include "../mwmp/PlayerList.hpp" #include "../mwmp/DedicatedPlayer.hpp" #include "../mwmp/CellController.hpp" #include "../mwmp/MechanicsHelper.hpp" #include "../mwmp/ObjectList.hpp" /* End of tes3mp addition */ #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 "../mwrender/vismask.hpp" #include "spellcasting.hpp" #include "steering.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" #include "tickableeffects.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")->mValue.getString(); boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_Boots; boundId = MWBase::Environment::get().getWorld()->getStore().get().find("sMagicBoundCuirassID")->mValue.getString(); boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_Cuirass; boundId = MWBase::Environment::get().getWorld()->getStore().get().find("sMagicBoundLeftGauntletID")->mValue.getString(); boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_LeftGauntlet; boundId = MWBase::Environment::get().getWorld()->getStore().get().find("sMagicBoundRightGauntletID")->mValue.getString(); boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_RightGauntlet; boundId = MWBase::Environment::get().getWorld()->getStore().get().find("sMagicBoundHelmID")->mValue.getString(); boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_Helmet; boundId = MWBase::Environment::get().getWorld()->getStore().get().find("sMagicBoundShieldID")->mValue.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; auto it = stats.getAiSequence().begin(); for (; it != stats.getAiSequence().end(); ++it) { if ((*it)->getTypeId() == MWMechanics::AiPackageTypeId::Follow && static_cast(it->get())->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(); float endurance = stats.getAttribute (ESM::Attribute::Endurance).getModified (); health = 0.1f * endurance; float fRestMagicMult = settings.find("fRestMagicMult")->mValue.getFloat (); magicka = fRestMagicMult * stats.getAttribute(ESM::Attribute::Intelligence).getModified(); } } namespace MWMechanics { static const int GREETING_SHOULD_START = 4; // how many updates should pass before NPC can greet player static const int GREETING_SHOULD_END = 20; // how many updates should pass before NPC stops turning to player static const int GREETING_COOLDOWN = 40; // how many updates should pass before NPC can continue movement static const float DECELERATE_DISTANCE = 512.f; class GetStuntedMagickaDuration : public MWMechanics::EffectSourceVisitor { public: float mRemainingTime; GetStuntedMagickaDuration(const MWWorld::Ptr& actor) : mRemainingTime(0.f){} 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 (mRemainingTime == -1) return; if (key.mId == ESM::MagicEffect::StuntedMagicka) { if (totalTime == -1) { mRemainingTime = -1; return; } if (remainingTime > mRemainingTime) mRemainingTime = remainingTime; } } }; class GetCurrentMagnitudes : public MWMechanics::EffectSourceVisitor { std::string mSpellId; public: GetCurrentMagnitudes(const std::string& spellId) : mSpellId(spellId) { } 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) return; if (sourceId != mSpellId) return; mMagnitudes.push_back(std::make_pair(key, magnitude)); } std::vector> mMagnitudes; }; class GetCorprusSpells : public MWMechanics::EffectSourceVisitor { public: 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::Corprus) return; mSpells.push_back(sourceId); } std::vector mSpells; }; 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")->mValue.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); /* Start of tes3mp change (minor) Send PlayerInventory packets that replace the original gem with the new one */ mwmp::LocalPlayer *localPlayer = mwmp::Main::get().getLocalPlayer(); localPlayer->sendItemChange(*gem, 1, mwmp::InventoryChanges::REMOVE); gem->getCellRef().setSoul(mCreature.getCellRef().getRefId()); localPlayer->sendItemChange(*gem, 1, mwmp::InventoryChanges::ADD); /* End of tes3mp change (minor) */ // 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); if (actor != MWMechanics::getPlayer()) { store.remove(itemId, 1, actor); // Equip a replacement if (!wasEquipped) return; std::string type = currentItem->getTypeName(); if (type != typeid(ESM::Weapon).name() && type != typeid(ESM::Armor).name() && type != typeid(ESM::Clothing).name()) return; if (actor.getClass().getCreatureStats(actor).isDead()) return; if (!actor.getClass().hasInventoryStore(actor)) return; if (actor.getClass().isNpc() && actor.getClass().getNpcStats(actor).isWerewolf()) return; actor.getClass().getInventoryStore(actor).autoEquip(actor); return; } MWWorld::Player& player = MWBase::Environment::get().getWorld()->getPlayer(); std::string prevItemId = player.getPreviousItem(itemId); player.erasePreviousItem(itemId); if (!prevItemId.empty()) { // 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) { MWWorld::ActionEquip action(item); action.execute(actor); } } store.remove(itemId, 1, 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) { if (!actor.getRefData().getBaseNode()) return; if (targetActor.getClass().getCreatureStats(targetActor).isDead()) return; static const float fMaxHeadTrackDistance = MWBase::Environment::get().getWorld()->getStore().get() .find("fMaxHeadTrackDistance")->mValue.getFloat(); static const float fInteriorHeadTrackMult = MWBase::Environment::get().getWorld()->getStore().get() .find("fInteriorHeadTrackMult")->mValue.getFloat(); float maxDistance = fMaxHeadTrackDistance; const ESM::Cell* currentCell = actor.getCell()->getCell(); if (!currentCell->isExterior() && !(currentCell->mData.mFlags & ESM::Cell::QuasiEx)) maxDistance *= fInteriorHeadTrackMult; const osg::Vec3f actor1Pos(actor.getRefData().getPosition().asVec3()); const osg::Vec3f actor2Pos(targetActor.getRefData().getPosition().asVec3()); float sqrDist = (actor1Pos - actor2Pos).length2(); if (sqrDist > maxDistance*maxDistance) 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 - actor1Pos); 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::playIdleDialogue(const MWWorld::Ptr& actor) { if (!actor.getClass().isActor() || actor == getPlayer() || MWBase::Environment::get().getSoundManager()->sayActive(actor)) return; const CreatureStats &stats = actor.getClass().getCreatureStats(actor); if (stats.getAiSetting(CreatureStats::AI_Hello).getModified() == 0) return; const MWMechanics::AiSequence& seq = stats.getAiSequence(); if (seq.isInCombat() || seq.hasPackage(AiPackageTypeId::Follow) || seq.hasPackage(AiPackageTypeId::Escort)) return; const osg::Vec3f playerPos(getPlayer().getRefData().getPosition().asVec3()); const osg::Vec3f actorPos(actor.getRefData().getPosition().asVec3()); MWBase::World* world = MWBase::Environment::get().getWorld(); if (world->isSwimming(actor) || (playerPos - actorPos).length2() >= 3000 * 3000) return; // Our implementation is not FPS-dependent unlike Morrowind's so it needs to be recalibrated. // We chose to use the chance MW would have when run at 60 FPS with the default value of the GMST. const float delta = MWBase::Environment::get().getFrameDuration() * 6.f; static const float fVoiceIdleOdds = world->getStore().get().find("fVoiceIdleOdds")->mValue.getFloat(); if (Misc::Rng::rollProbability() * 10000.f < fVoiceIdleOdds * delta && world->getLOS(getPlayer(), actor)) MWBase::Environment::get().getDialogueManager()->say(actor, "idle"); } void Actors::updateMovementSpeed(const MWWorld::Ptr& actor) { CreatureStats &stats = actor.getClass().getCreatureStats(actor); MWMechanics::AiSequence& seq = stats.getAiSequence(); if (!seq.isEmpty() && seq.getActivePackage().useVariableSpeed()) { osg::Vec3f targetPos = seq.getActivePackage().getDestination(); osg::Vec3f actorPos = actor.getRefData().getPosition().asVec3(); float distance = (targetPos - actorPos).length(); if (distance < DECELERATE_DISTANCE) { float speedCoef = std::max(0.7f, 0.1f * (distance/64.f + 2.f)); auto& movement = actor.getClass().getMovementSettings(actor); movement.mPosition[0] *= speedCoef; movement.mPosition[1] *= speedCoef; } } } void Actors::updateGreetingState(const MWWorld::Ptr& actor, Actor& actorState, bool turnOnly) { if (!actor.getClass().isActor() || actor == getPlayer()) return; CreatureStats &stats = actor.getClass().getCreatureStats(actor); const MWMechanics::AiSequence& seq = stats.getAiSequence(); const auto packageId = seq.getTypeId(); if (seq.isInCombat() || MWBase::Environment::get().getWorld()->isSwimming(actor) || (packageId != AiPackageTypeId::Wander && packageId != AiPackageTypeId::Travel && packageId != AiPackageTypeId::None)) { actorState.setTurningToPlayer(false); actorState.setGreetingTimer(0); actorState.setGreetingState(Greet_None); return; } MWWorld::Ptr player = getPlayer(); osg::Vec3f playerPos(player.getRefData().getPosition().asVec3()); osg::Vec3f actorPos(actor.getRefData().getPosition().asVec3()); osg::Vec3f dir = playerPos - actorPos; if (actorState.isTurningToPlayer()) { // Reduce the turning animation glitch by using a *HUGE* value of // epsilon... TODO: a proper fix might be in either the physics or the // animation subsystem if (zTurn(actor, actorState.getAngleToPlayer(), osg::DegreesToRadians(5.f))) { actorState.setTurningToPlayer(false); // An original engine launches an endless idle2 when an actor greets player. playAnimationGroup (actor, "idle2", 0, std::numeric_limits::max(), false); } } if (turnOnly) return; // Play a random voice greeting if the player gets too close static int iGreetDistanceMultiplier = MWBase::Environment::get().getWorld()->getStore() .get().find("iGreetDistanceMultiplier")->mValue.getInteger(); float helloDistance = static_cast(stats.getAiSetting(CreatureStats::AI_Hello).getModified() * iGreetDistanceMultiplier); int greetingTimer = actorState.getGreetingTimer(); GreetingState greetingState = actorState.getGreetingState(); if (greetingState == Greet_None) { if ((playerPos - actorPos).length2() <= helloDistance*helloDistance && !player.getClass().getCreatureStats(player).isDead() && !actor.getClass().getCreatureStats(actor).isParalyzed() && MWBase::Environment::get().getWorld()->getLOS(player, actor) && MWBase::Environment::get().getMechanicsManager()->awarenessCheck(player, actor)) greetingTimer++; if (greetingTimer >= GREETING_SHOULD_START) { greetingState = Greet_InProgress; MWBase::Environment::get().getDialogueManager()->say(actor, "hello"); greetingTimer = 0; } } if (greetingState == Greet_InProgress) { greetingTimer++; if (greetingTimer <= GREETING_SHOULD_END || MWBase::Environment::get().getSoundManager()->sayActive(actor)) turnActorToFacePlayer(actor, actorState, dir); if (greetingTimer >= GREETING_COOLDOWN) { greetingState = Greet_Done; greetingTimer = 0; } } if (greetingState == Greet_Done) { float resetDist = 2 * helloDistance; if ((playerPos - actorPos).length2() >= resetDist*resetDist) greetingState = Greet_None; } actorState.setGreetingTimer(greetingTimer); actorState.setGreetingState(greetingState); } void Actors::turnActorToFacePlayer(const MWWorld::Ptr& actor, Actor& actorState, const osg::Vec3f& dir) { actor.getClass().getMovementSettings(actor).mPosition[1] = 0; actor.getClass().getMovementSettings(actor).mPosition[0] = 0; if (!actorState.isTurningToPlayer()) { actorState.setAngleToPlayer(std::atan2(dir.x(), dir.y())); actorState.setTurningToPlayer(true); } } void Actors::engageCombat (const MWWorld::Ptr& actor1, const MWWorld::Ptr& actor2, std::map >& cachedAllies, bool againstPlayer) { // No combat for totally static creatures if (!actor1.getClass().isMobile(actor1)) return; CreatureStats& creatureStats1 = actor1.getClass().getCreatureStats(actor1); if (creatureStats1.isDead() || creatureStats1.getAiSequence().isInCombat(actor2)) return; const CreatureStats& creatureStats2 = actor2.getClass().getCreatureStats(actor2); if (creatureStats2.isDead()) return; const osg::Vec3f actor1Pos(actor1.getRefData().getPosition().asVec3()); const osg::Vec3f actor2Pos(actor2.getRefData().getPosition().asVec3()); float sqrDist = (actor1Pos - actor2Pos).length2(); if (sqrDist > mActorsProcessingRange*mActorsProcessingRange) 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 (const MWWorld::Ptr &ally : allies1) { if (creatureStats1.getAiSequence().isInCombat(ally)) continue; if (creatureStats2.matchesActorId(ally.getClass().getCreatureStats(ally).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(ally.getClass().getCreatureStats(ally).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 (ally.getClass().getCreatureStats(ally).getAiSequence().isInCombat(actor2)) aggressive = true; } std::set playerAllies; getActorsSidingWith(MWMechanics::getPlayer(), playerAllies, cachedAllies); bool isPlayerFollowerOrEscorter = playerAllies.find(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 (const MWWorld::Ptr &ally2 : allies2) { if (ally2.getClass().getCreatureStats(ally2).getAiSequence().isInCombat(actor1)) { MWBase::Environment::get().getMechanicsManager()->startCombat(actor1, actor2); // Also have actor1's allies start combat for (const MWWorld::Ptr& ally1 : allies1) MWBase::Environment::get().getMechanicsManager()->startCombat(ally1, actor2); return; } } } } // Stop here if target is unreachable if (!canFight(actor1, 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 (const MWWorld::Ptr &ally : allies1) { if (actor2.getClass().getCreatureStats(actor2).getAiSequence().isInCombat(ally)) { aggressive = true; break; } } } } // Do aggression check if actor2 is the player or a player follower or escorter if (!aggressive) { if (againstPlayer || playerAllies.find(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); } /* Start of tes3mp addition Make aggressive actors initiate combat with DedicatedPlayers */ else if (mwmp::PlayerList::isDedicatedPlayer(actor2)) { aggressive = MWBase::Environment::get().getMechanicsManager()->isAggressive(actor1, actor2); } /* End of tes3mp addition */ } // Make guards go aggressive with creatures that are in combat, unless the creature is a follower or escorter if (!aggressive && actor1.getClass().isClass(actor1, "Guard") && !actor2.getClass().isNpc() && creatureStats2.getAiSequence().isInCombat()) { // Check if the creature is too far static const float fAlarmRadius = MWBase::Environment::get().getWorld()->getStore().get().find("fAlarmRadius")->mValue.getFloat(); if (sqrDist > fAlarmRadius * fAlarmRadius) return; bool followerOrEscorter = false; for (const auto& package : creatureStats2.getAiSequence()) { // The follow package must be first or have nothing but combat before it if (package->sideWithTarget()) { followerOrEscorter = true; break; } else if (package->getTypeId() != MWMechanics::AiPackageTypeId::Combat) break; } if (!followerOrEscorter) 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) && MWBase::Environment::get().getMechanicsManager()->awarenessCheck(actor2, actor1); if (LOS) MWBase::Environment::get().getMechanicsManager()->startCombat(actor1, actor2); } } void Actors::adjustMagicEffects (const MWWorld::Ptr& creature) { CreatureStats& creatureStats = creature.getClass().getCreatureStats (creature); if (creatureStats.isDeathAnimationFinished()) return; MagicEffects now = creatureStats.getSpells().getMagicEffects(); if (creature.getClass().hasInventoryStore(creature)) { 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); float intelligence = creatureStats.getAttribute(ESM::Attribute::Intelligence).getModified(); float base = 1.f; if (ptr == getPlayer()) base = MWBase::Environment::get().getWorld()->getStore().get().find("fPCbaseMagickaMult")->mValue.getFloat(); else base = MWBase::Environment::get().getWorld()->getStore().get().find("fNPCbaseMagickaMult")->mValue.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, false, true); creatureStats.setMagicka(magicka); } void Actors::restoreDynamicStats (const MWWorld::Ptr& ptr, double hours, bool sleep) { MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats (ptr); if (stats.isDead()) return; 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 * hours); stats.setHealth(stat); double restoreHours = hours; bool stunted = stats.getMagicEffects ().get(ESM::MagicEffect::StuntedMagicka).getMagnitude() > 0; if (stunted) { // Stunted Magicka effect should be taken into account. GetStuntedMagickaDuration visitor(ptr); stats.getActiveSpells().visitEffectSources(visitor); stats.getSpells().visitEffectSources(visitor); if (ptr.getClass().hasInventoryStore(ptr)) ptr.getClass().getInventoryStore(ptr).visitEffectSources(visitor); // Take a maximum remaining duration of Stunted Magicka effects (-1 is a constant one) in game hours. if (visitor.mRemainingTime > 0) { double timeScale = MWBase::Environment::get().getWorld()->getTimeScaleFactor(); if(timeScale == 0.0) timeScale = 1; restoreHours = std::max(0.0, hours - visitor.mRemainingTime * timeScale / 3600.f); } else if (visitor.mRemainingTime == -1) restoreHours = 0; } if (restoreHours > 0) { stat = stats.getMagicka(); stat.setCurrent(stat.getCurrent() + magicka * restoreHours); stats.setMagicka(stat); } } // Current fatigue can be above base value due to a fortify effect. // In that case stop here and don't try to restore. DynamicStat fatigue = stats.getFatigue(); if (fatigue.getCurrent() >= fatigue.getBase()) return; // Restore fatigue float fFatigueReturnBase = settings.find("fFatigueReturnBase")->mValue.getFloat (); float fFatigueReturnMult = settings.find("fFatigueReturnMult")->mValue.getFloat (); float fEndFatigueMult = settings.find("fEndFatigueMult")->mValue.getFloat (); float endurance = stats.getAttribute (ESM::Attribute::Endurance).getModified (); float normalizedEncumbrance = ptr.getClass().getNormalizedEncumbrance(ptr); if (normalizedEncumbrance > 1) normalizedEncumbrance = 1; float x = fFatigueReturnBase + fFatigueReturnMult * (1 - normalizedEncumbrance); x *= fEndFatigueMult * endurance; fatigue.setCurrent (fatigue.getCurrent() + 3600 * x * hours); 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); // Current fatigue can be above base value due to a fortify effect. // In that case stop here and don't try to restore. DynamicStat fatigue = stats.getFatigue(); if (fatigue.getCurrent() >= fatigue.getBase()) return; // Restore fatigue float endurance = stats.getAttribute(ESM::Attribute::Endurance).getModified(); const MWWorld::Store& settings = MWBase::Environment::get().getWorld()->getStore().get(); static const float fFatigueReturnBase = settings.find("fFatigueReturnBase")->mValue.getFloat (); static const float fFatigueReturnMult = settings.find("fFatigueReturnMult")->mValue.getFloat (); float x = fFatigueReturnBase + fFatigueReturnMult * endurance; 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}"); } } // dynamic stats for (int i = 0; i < 3; ++i) { DynamicStat stat = creatureStats.getDynamic(i); stat.setCurrentModifier(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); } // 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); if (ptr == getPlayer()) { GetCorprusSpells getCorprusSpellsVisitor; creatureStats.getSpells().visitEffectSources(getCorprusSpellsVisitor); creatureStats.getActiveSpells().visitEffectSources(getCorprusSpellsVisitor); ptr.getClass().getInventoryStore(ptr).visitEffectSources(getCorprusSpellsVisitor); std::vector corprusSpells = getCorprusSpellsVisitor.mSpells; std::vector corprusSpellsToRemove; for (auto it = creatureStats.getCorprusSpells().begin(); it != creatureStats.getCorprusSpells().end(); ++it) { if(std::find(corprusSpells.begin(), corprusSpells.end(), it->first) == corprusSpells.end()) { // Corprus effect expired, remove entry and restore stats. MWBase::Environment::get().getMechanicsManager()->restoreStatsAfterCorprus(ptr, it->first); corprusSpellsToRemove.push_back(it->first); corprusSpells.erase(std::remove(corprusSpells.begin(), corprusSpells.end(), it->first), corprusSpells.end()); continue; } corprusSpells.erase(std::remove(corprusSpells.begin(), corprusSpells.end(), it->first), corprusSpells.end()); if (MWBase::Environment::get().getWorld()->getTimeStamp() >= it->second.mNextWorsening) { it->second.mNextWorsening += CorprusStats::sWorseningPeriod; GetCurrentMagnitudes getMagnitudesVisitor (it->first); creatureStats.getSpells().visitEffectSources(getMagnitudesVisitor); creatureStats.getActiveSpells().visitEffectSources(getMagnitudesVisitor); ptr.getClass().getInventoryStore(ptr).visitEffectSources(getMagnitudesVisitor); for (auto& effectMagnitude : getMagnitudesVisitor.mMagnitudes) { if (effectMagnitude.first.mId == ESM::MagicEffect::FortifyAttribute) { AttributeValue attr = creatureStats.getAttribute(effectMagnitude.first.mArg); attr.damage(-effectMagnitude.second); creatureStats.setAttribute(effectMagnitude.first.mArg, attr); it->second.mWorsenings[effectMagnitude.first.mArg] = 0; } else if (effectMagnitude.first.mId == ESM::MagicEffect::DrainAttribute) { AttributeValue attr = creatureStats.getAttribute(effectMagnitude.first.mArg); int currentDamage = attr.getDamage(); if (currentDamage >= 0) it->second.mWorsenings[effectMagnitude.first.mArg] = std::min(it->second.mWorsenings[effectMagnitude.first.mArg], currentDamage); it->second.mWorsenings[effectMagnitude.first.mArg] += effectMagnitude.second; attr.damage(effectMagnitude.second); creatureStats.setAttribute(effectMagnitude.first.mArg, attr); } } MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicCorprusWorsens}"); } } for (std::string& oldCorprusSpell : corprusSpellsToRemove) { creatureStats.removeCorprusSpell(oldCorprusSpell); } for (std::string& newCorprusSpell : corprusSpells) { CorprusStats corprus; for (int i=0; igetTimeStamp() + CorprusStats::sWorseningPeriod; creatureStats.addCorprusSpell(newCorprusSpell, corprus); } } // 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; ikiller = killer; } else if (mwmp::Main::get().getCellController()->isLocalActor(ptr)) { mwmp::Main::get().getCellController()->getLocalActor(ptr)->killer = killer; } /* End of tes3mp addition */ if (caster == player || playerFollowers.find(caster) != playerFollowers.end()) { if (caster.getClass().isNpc() && caster.getClass().getNpcStats(caster).isWerewolf()) caster.getClass().getNpcStats(caster).addWerewolfKill(); MWBase::Environment::get().getMechanicsManager()->actorKilled(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)->mValue.getString(); magnitude > 0 ? addBoundItem(item, ptr) : removeBoundItem(item, ptr); if (it->first == ESM::MagicEffect::BoundGloves) { item = MWBase::Environment::get().getWorld()->getStore().get().find( "sMagicBoundRightGauntletID")->mValue.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; break; } } 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::isAttackPreparing(const MWWorld::Ptr& ptr) { PtrActorMap::iterator it = mActors.find(ptr); if (it == mActors.end()) return false; CharacterController* ctrl = it->second->getCharacterController(); return ctrl->isAttackPreparing(); } 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, bool isKnockedOut, bool isPlayer) { 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")->mValue.getFloat(); if (stats.getTimeToStartDrowning() == -1.f) stats.setTimeToStartDrowning(fHoldBreathTime); if (!isPlayer && stats.getTimeToStartDrowning() < fHoldBreathTime / 2) { AiSequence& seq = ptr.getClass().getCreatureStats(ptr).getAiSequence(); if (seq.getTypeId() != AiPackageTypeId::Breathe) //Only add it once seq.stack(AiBreathe(), ptr); } MWBase::World *world = MWBase::Environment::get().getWorld(); bool knockedOutUnderwater = (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 = isPlayer && 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")->mValue.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(isPlayer) 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 */ /* Start of tes3mp change (major) We need DedicatedPlayers and DedicatedActors to not automatically equip their light-emitting items, so additional conditions have been added for them */ if (!isPlayer && !mwmp::PlayerList::isDedicatedPlayer(ptr) && !mwmp::Main::get().getCellController()->isDedicatedActor(ptr)) { /* End of tes3mp change (major) */ 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) { // But avoid using it up if the light source is hidden MWRender::Animation *anim = MWBase::Environment::get().getWorld()->getAnimation(ptr); if (anim && anim->getCarriedLeftShown()) { 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.f) { inventoryStore.remove(*heldIter, 1, ptr); // remove it return; } heldIter->getClass().setRemainingUsageTime(*heldIter, timeRemaining); } } } // 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() != AiPackageTypeId::Pursue && !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")->mValue.getInteger(); // 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")->mValue.getInteger(); /* Start of tes3mp change (major) Only attack players based on their high bounty if they haven't died since the last time an attempt was made to arrest them */ if (player.getClass().getNpcStats(player).getBounty() >= cutoff * iCrimeThresholdMultiplier && !mwmp::Main::get().getLocalPlayer()->diedSinceArrestAttempt) /* End of tes3mp change (major) */ { 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); } /* Start of tes3mp addition If the player has died since their crime was committed, stop combat with them as though they have paid their bounty */ else if (mwmp::Main::get().getLocalPlayer()->diedSinceArrestAttempt && creatureStats.getAiSequence().isInCombat(player)) { if (difftime(mwmp::Main::get().getLocalPlayer()->deathTime, npcStats.getCrimeTime()) > 0) { creatureStats.getAiSequence().stopCombat(); creatureStats.setAttacked(false); creatureStats.setAlarmed(false); creatureStats.setAiSetting(CreatureStats::AI_Fight, ptr.getClass().getBaseFightRating(ptr)); npcStats.setCrimeId(-1); npcStats.setCrimeTime(time(0)); LOG_MESSAGE_SIMPLE(TimedLog::LOG_INFO, "NPC %s %i-%i has forgiven player's crimes after the player's death", ptr.getCellRef().getRefId().c_str(), ptr.getCellRef().getRefNum().mIndex, ptr.getCellRef().getMpNum()); } } /* End of tes3mp addition */ } } } Actors::Actors() { mTimerDisposeSummonsCorpses = 0.2f; // We should add a delay between summoned creature death and its corpse despawning updateProcessingRange(); } Actors::~Actors() { clear(); } float Actors::getProcessingRange() const { return mActorsProcessingRange; } void Actors::updateProcessingRange() { /* Start of tes3mp change (major) Multiplayer needs AI processing to not have a distance limit, at least until a better authority system is implemented for LocalActors */ // We have to cap it since using high values (larger than 7168) will make some quests harder or impossible to complete (bug #1876) //static const float maxProcessingRange = 7168.f; static const float maxProcessingRange = 8192.f * 50; /* End of tes3mp change (major) */ static const float minProcessingRange = maxProcessingRange / 2.f; float actorsProcessingRange = Settings::Manager::getFloat("actors processing range", "Game"); actorsProcessingRange = std::min(actorsProcessingRange, maxProcessingRange); actorsProcessingRange = std::max(actorsProcessingRange, minProcessingRange); mActorsProcessingRange = actorsProcessingRange; } 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))); CharacterController* ctrl = mActors[ptr]->getCharacterController(); if (updateImmediately) ctrl->update(0); // We should initially hide actors outside of processing range. // Note: since we update player after other actors, distance will be incorrect during teleportation. // Do not update visibility if player was teleported, so actors will be visible during teleportation frame. if (MWBase::Environment::get().getWorld()->getPlayer().wasTeleported()) return; updateVisibility(ptr, ctrl); } void Actors::updateVisibility (const MWWorld::Ptr& ptr, CharacterController* ctrl) { MWWorld::Ptr player = MWMechanics::getPlayer(); if (ptr == player) return; const float dist = (player.getRefData().getPosition().asVec3() - ptr.getRefData().getPosition().asVec3()).length(); if (dist > mActorsProcessingRange) { ptr.getRefData().getBaseNode()->setNodeMask(0); return; } else ptr.getRefData().getBaseNode()->setNodeMask(MWRender::Mask_Actor); // Fade away actors on large distance (>90% of actor's processing distance) float visibilityRatio = 1.0; float fadeStartDistance = mActorsProcessingRange*0.9f; float fadeEndDistance = mActorsProcessingRange; float fadeRatio = (dist - fadeStartDistance)/(fadeEndDistance - fadeStartDistance); if (fadeRatio > 0) visibilityRatio -= std::max(0.f, fadeRatio); visibilityRatio = std::min(1.f, visibilityRatio); ctrl->setVisibility(visibilityRatio); } 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 neighbors; osg::Vec3f position (actor.getRefData().getPosition().asVec3()); getObjectsInRange(position, mActorsProcessingRange, neighbors); for (const MWWorld::Ptr &neighbor : neighbors) { if (neighbor == actor) continue; bool result = MWBase::Environment::get().getWorld()->getLOS(neighbor, actor) && MWBase::Environment::get().getMechanicsManager()->awarenessCheck(actor, neighbor); 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(); const osg::Vec3f playerPos = player.getRefData().getPosition().asVec3(); bool hasHostiles = false; // need to know this to play Battle music bool aiActive = MWBase::Environment::get().getMechanicsManager()->isAIActive(); if (aiActive) { for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter) { if (iter->first == player) continue; bool inProcessingRange = (playerPos - iter->first.getRefData().getPosition().asVec3()).length2() <= mActorsProcessingRange*mActorsProcessingRange; if (inProcessingRange) { MWMechanics::CreatureStats& stats = iter->first.getClass().getCreatureStats(iter->first); if (!stats.isDead() && stats.getAiSequence().isInCombat()) { hasHostiles = true; break; } } } } // check if we still have any player enemies to switch music static int currentMusic = 0; if (currentMusic != 1 && !hasHostiles && !(player.getClass().getCreatureStats(player).isDead() && MWBase::Environment::get().getSoundManager()->isMusicPlaying())) { MWBase::Environment::get().getSoundManager()->playPlaylist(std::string("Explore")); currentMusic = 1; } else if (currentMusic != 2 && hasHostiles) { 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; static float timerUpdateHello = 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 (timerUpdateHello >= 0.25f) timerUpdateHello = 0; if (mTimerDisposeSummonsCorpses >= 0.2f) mTimerDisposeSummonsCorpses = 0; if (timerUpdateEquippedLight >= updateEquippedLightInterval) timerUpdateEquippedLight = 0; // show torches only when there are darkness and no precipitations MWBase::World* world = MWBase::Environment::get().getWorld(); bool showTorches = world->useTorches(); MWWorld::Ptr player = getPlayer(); const osg::Vec3f playerPos = player.getRefData().getPosition().asVec3(); /// \todo move update logic to Actor class where appropriate std::map > cachedAllies; // will be filled as engageCombat iterates bool aiActive = MWBase::Environment::get().getMechanicsManager()->isAIActive(); int attackedByPlayerId = player.getClass().getCreatureStats(player).getHitAttemptActorId(); if (attackedByPlayerId != -1) { const MWWorld::Ptr playerHitAttemptActor = world->searchPtrViaActorId(attackedByPlayerId); if (!playerHitAttemptActor.isInCell()) player.getClass().getCreatureStats(player).setHitAttemptActorId(-1); } // AI and magic effects update for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter) { bool isPlayer = iter->first == player; CharacterController* ctrl = iter->second->getCharacterController(); float distSqr = (playerPos - iter->first.getRefData().getPosition().asVec3()).length2(); // AI processing is only done within given distance to the player. bool inProcessingRange = distSqr <= mActorsProcessingRange*mActorsProcessingRange; /* Start of tes3mp change (minor) Instead of merely updating the player character's mAttackingOrSpell here, prepare an Attack packet for the LocalPlayer */ if (isPlayer) { bool state = MWBase::Environment::get().getWorld()->getPlayer().getAttackingOrSpell(); DrawState_ dstate = player.getClass().getNpcStats(player).getDrawState(); ctrl->setAttackingOrSpell(world->getPlayer().getAttackingOrSpell()); if (dstate == DrawState_Weapon) { mwmp::Attack *localAttack = MechanicsHelper::getLocalAttack(iter->first); if (localAttack->pressed != state) { MechanicsHelper::resetAttack(localAttack); localAttack->type = MechanicsHelper::isUsingRangedWeapon(player) ? mwmp::Attack::RANGED : mwmp::Attack::MELEE; localAttack->pressed = state; // Prepare this attack for sending as long as it's not a ranged attack that's being released, // because we need to get the final attackStrength for that from WeaponAnimation to have the // correct projectile speed if (localAttack->type == mwmp::Attack::MELEE || state) localAttack->shouldSend = true; } } } /* End of tes3mp change (minor) */ /* Start of tes3mp change (major) Allow this code to use the same logic for DedicatedPlayers as for LocalPlayers */ // 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 && !mwmp::PlayerList::isDedicatedPlayer(iter->first) &&(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); mwmp::PlayerList::clearHitAttemptActorId(iter->first.getClass().getCreatureStats(iter->first).getActorId()); } /* End of tes3mp change (major) */ iter->first.getClass().getCreatureStats(iter->first).getActiveSpells().update(duration); // For dead actors we need to update looping spell particles if (iter->first.getClass().getCreatureStats(iter->first).isDead()) { // They can be added during the death animation if (!iter->first.getClass().getCreatureStats(iter->first).isDeathAnimationFinished()) adjustMagicEffects(iter->first); ctrl->updateContinuousVfx(); } else { bool cellChanged = world->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); // 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. ctrl->updateContinuousVfx(); if (!cellChanged && world->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 } /* Start of tes3mp change (major) Allow AI processing for LocalActors and partially for DedicatedActors */ bool isLocalActor = mwmp::Main::get().getCellController()->isLocalActor(actor); bool isDedicatedActor = mwmp::Main::get().getCellController()->isDedicatedActor(actor); if (inProcessingRange && (aiActive || isLocalActor || isDedicatedActor)) { if (timerUpdateAITargets == 0 && (isLocalActor || aiActive)) { 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 && world->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(AiPackageTypeId::Pursue) && !firstPersonPlayer) { for(PtrActorMap::iterator it(mActors.begin()); it != mActors.end(); ++it) { if (it->first == iter->first) continue; updateHeadTracking(iter->first, it->first, headTrackTarget, sqrHeadTrackDistance); } } ctrl->setHeadTrackTarget(headTrackTarget); } if (iter->first.getClass().isNpc() && iter->first != player && (isLocalActor || aiActive)) updateCrimePursuit(iter->first, duration); if (iter->first != player && (isLocalActor || aiActive)) { CreatureStats &stats = iter->first.getClass().getCreatureStats(iter->first); if (isConscious(iter->first)) { stats.getAiSequence().execute(iter->first, *ctrl, duration); updateGreetingState(iter->first, *iter->second, timerUpdateHello > 0); playIdleDialogue(iter->first); updateMovementSpeed(iter->first); } } } else if ((isLocalActor || aiActive) && iter->first != player && isConscious(iter->first)) { CreatureStats &stats = iter->first.getClass().getCreatureStats(iter->first); stats.getAiSequence().execute(iter->first, *ctrl, duration, /*outOfRange*/true); } /* End of tes3mp change (major) */ if(iter->first.getClass().isNpc()) { // We can not update drowning state for actors outside of AI distance - they can not resurface to breathe if (inProcessingRange) updateDrowning(iter->first, duration, ctrl->isKnockedOut(), isPlayer); calculateNpcStatModifiers(iter->first, duration); if (timerUpdateEquippedLight == 0) updateEquippedLight(iter->first, updateEquippedLightInterval, showTorches); } } } timerUpdateAITargets += duration; timerUpdateHeadTrack += duration; timerUpdateEquippedLight += duration; timerUpdateHello += duration; mTimerDisposeSummonsCorpses += duration; // Animation/movement update CharacterController* playerCharacter = nullptr; for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter) { const float dist = (playerPos - iter->first.getRefData().getPosition().asVec3()).length(); bool isPlayer = iter->first == player; CreatureStats &stats = iter->first.getClass().getCreatureStats(iter->first); // Actors with active AI should be able to move. bool alwaysActive = false; if (!isPlayer && isConscious(iter->first) && !stats.isParalyzed()) { MWMechanics::AiSequence& seq = stats.getAiSequence(); alwaysActive = !seq.isEmpty() && seq.getActivePackage().alwaysActive(); } bool inRange = isPlayer || dist <= mActorsProcessingRange || alwaysActive; 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 = inRange ? activeFlag : 0; CharacterController* ctrl = iter->second->getCharacterController(); ctrl->setActive(active); if (!inRange) { iter->first.getRefData().getBaseNode()->setNodeMask(0); world->setActorCollisionMode(iter->first, false, false); continue; } else if (!isPlayer) iter->first.getRefData().getBaseNode()->setNodeMask(MWRender::Mask_Actor); const bool isDead = iter->first.getClass().getCreatureStats(iter->first).isDead(); if (!isDead && iter->first.getClass().getCreatureStats(iter->first).isParalyzed()) ctrl->skipAnim(); // Handle player last, in case a cell transition occurs by casting a teleportation spell // (would invalidate the iterator) if (iter->first == getPlayer()) { playerCharacter = ctrl; continue; } world->setActorCollisionMode(iter->first, true, !iter->first.getClass().getCreatureStats(iter->first).isDeathAnimationFinished()); ctrl->update(duration); updateVisibility(iter->first, ctrl); } if (playerCharacter) { playerCharacter->update(duration); playerCharacter->setVisibility(1.f); } 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(); updateSneaking(playerCharacter, duration); } updateCombatMusic(); } void Actors::notifyDied(const MWWorld::Ptr &actor) { actor.getClass().getCreatureStats(actor).notifyDied(); /* Start of tes3mp change (major) Don't increment the kill count and expect the server to send a packet to increment it for us instead */ //++mDeathCount[Misc::StringUtils::lowerCase(actor.getCellRef().getRefId())]; /* End of tes3mp change (major) */ } void Actors::resurrect(const MWWorld::Ptr &ptr) { PtrActorMap::iterator iter = mActors.find(ptr); if(iter != mActors.end()) { 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(); } } } 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()) continue; MWBase::Environment::get().getWorld()->removeActorPath(iter->first); 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. /* Start of tes3mp change (major) Don't play dying words for NPCs who have already been marked as having finished their death animations from elsewhere in the code */ if (!stats.isDeathAnimationFinished()) MWBase::Environment::get().getDialogueManager()->say(iter->first, "hit"); /* End of tes3mp change (major) */ // Apply soultrap if (iter->first.getTypeName() == typeid(ESM::Creature).name()) { SoulTrap soulTrap (iter->first); stats.getActiveSpells().visitEffectSources(soulTrap); } // Magic effects will be reset later, and the magic effect that could kill the actor // needs to be determined now calculateCreatureStatModifiers(iter->first, 0); if (cls.isEssential(iter->first)) MWBase::Environment::get().getWindowManager()->messageBox("#{sKilledEssential}"); } else if (killResult == CharacterController::Result_DeathAnimJustFinished) { bool isPlayer = iter->first == getPlayer(); notifyDied(iter->first); // 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(); // Make sure spell effects are removed purgeSpellEffects(stats.getActorId()); // Reset dynamic stats, attributes and skills calculateCreatureStatModifiers(iter->first, 0); if (iter->first.getClass().isNpc()) calculateNpcStatModifiers(iter->first, 0); if (isPlayer) { //player's death animation is over /* Start of tes3mp change (major) The main menu no longer opens when the local player dies, because of automatic respawning by default */ //MWBase::Environment::get().getStateManager()->askLoadRecent(); /* End of tes3mp change (major) */ } 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()) { /* Start of tes3mp change (major) Send an ID_OBJECT_DELETE packet every time a summoned creature despawns */ if (mwmp::Main::get().getCellController()->hasLocalAuthority(*ptr.getCell()->getCell())) { mwmp::ObjectList *objectList = mwmp::Main::get().getNetworking()->getObjectList(); objectList->reset(); objectList->packetOrigin = mwmp::CLIENT_GAMEPLAY; objectList->addObjectGeneric(ptr); objectList->sendObjectDelete(); } /* End of tes3mp change (major) */ 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()); // Remove the summoned creature's summoned creatures as well MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats(ptr); std::map& creatureMap = stats.getSummonedCreatureMap(); for (const auto& creature : creatureMap) cleanupSummonedCreature(stats, creature.second); creatureMap.clear(); } 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(double hours, bool sleep) { float duration = hours * 3600.f; float timeScale = MWBase::Environment::get().getWorld()->getTimeScaleFactor(); if (timeScale != 0.f) duration /= timeScale; const MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr(); const osg::Vec3f playerPos = player.getRefData().getPosition().asVec3(); for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter) { iter->first.getClass().getCreatureStats(iter->first).getActiveSpells().update(duration); if (iter->first.getClass().getCreatureStats(iter->first).isDead()) continue; if (!sleep || iter->first == player) restoreDynamicStats(iter->first, hours, sleep); if ((!iter->first.getRefData().getBaseNode()) || (playerPos - iter->first.getRefData().getPosition().asVec3()).length2() > mActorsProcessingRange*mActorsProcessingRange) 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->removeEffects(); MWBase::Environment::get().getWorld()->applyLoopingParticles(iter->first); } } fastForwardAi(); } void Actors::updateSneaking(CharacterController* ctrl, float duration) { static float sneakTimer = 0.f; // Times update of sneak icon if (!ctrl) { MWBase::Environment::get().getWindowManager()->setSneakVisibility(false); return; } MWWorld::Ptr player = getPlayer(); if (!MWBase::Environment::get().getMechanicsManager()->isSneaking(player)) { MWBase::Environment::get().getWindowManager()->setSneakVisibility(false); return; } static float sneakSkillTimer = 0.f; // Times sneak skill progress from "avoid notice" MWBase::World* world = MWBase::Environment::get().getWorld(); const MWWorld::Store& gmst = world->getStore().get(); static const float fSneakUseDist = gmst.find("fSneakUseDist")->mValue.getFloat(); static const float fSneakUseDelay = gmst.find("fSneakUseDelay")->mValue.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; std::vector observers; osg::Vec3f position(player.getRefData().getPosition().asVec3()); float radius = std::min(fSneakUseDist, mActorsProcessingRange); getObjectsInRange(position, radius, observers); for (const MWWorld::Ptr &observer : observers) { if (observer == player || observer.getClass().getCreatureStats(observer).isDead()) continue; /* Start of tes3mp addition Don't make allied players break each other's sneaking */ if (MechanicsHelper::isTeamMember(observer, player)) continue; /* End of tes3mp addition */ if (world->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; } int Actors::getHoursToRest(const MWWorld::Ptr &ptr) const { float healthPerHour, magickaPerHour; getRestorationPerHourOfSleep(ptr, healthPerHour, magickaPerHour); CreatureStats& stats = ptr.getClass().getCreatureStats(ptr); bool stunted = stats.getMagicEffects ().get(ESM::MagicEffect::StuntedMagicka).getMagnitude() > 0; float healthHours = healthPerHour > 0 ? (stats.getHealth().getModified() - stats.getHealth().getCurrent()) / healthPerHour : 1.0f; float magickaHours = magickaPerHour > 0 && !stunted ? (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; } /* Start of tes3mp addition Make it possible to set the number of deaths for an actor with the given refId */ void Actors::setDeaths(const std::string& refId, int number) { mDeathCount[refId] = number; } /* End of tes3mp addition */ 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 { Log(Debug::Warning) << "Warning: Actors::playAnimationGroup: Unable to find " << ptr.getCellRef().getRefId(); 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::Ptr &iteratedActor = iter->first; if (iteratedActor == getPlayer()) continue; const bool sameActor = (iteratedActor == actor); const CreatureStats &stats = iteratedActor.getClass().getCreatureStats(iteratedActor); if (stats.isDead()) continue; /* Start of tes3mp addition If we're checking the LocalPlayer and the iteratedActor is a DedicatedPlayer belonging to this one's alliedPlayers, include the iteratedActor in the actors siding with the player Alternatively, if we're checking a DedicatedPlayer and the iteratedActor is a LocalPlayer or DedicatedPlayer belonging to their alliedPlayers, include the iteratedActor in the actors siding with them */ if (actor == getPlayer() && mwmp::PlayerList::isDedicatedPlayer(iteratedActor)) { if (Utils::vectorContains(mwmp::Main::get().getLocalPlayer()->alliedPlayers, mwmp::PlayerList::getPlayer(iteratedActor)->guid)) { list.push_back(iteratedActor); } } else if (mwmp::PlayerList::isDedicatedPlayer(actor)) { if (iteratedActor == getPlayer() && Utils::vectorContains(mwmp::PlayerList::getPlayer(actor)->alliedPlayers, mwmp::Main::get().getLocalPlayer()->guid)) { list.push_back(iteratedActor); } else if (mwmp::PlayerList::isDedicatedPlayer(iteratedActor) && Utils::vectorContains(mwmp::PlayerList::getPlayer(actor)->alliedPlayers, mwmp::PlayerList::getPlayer(iteratedActor)->guid)) { list.push_back(iteratedActor); } } /* End of tes3mp addition */ // 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 (const auto& package : stats.getAiSequence()) { if (package->sideWithTarget() && !package->getTarget().isEmpty()) { if (sameActor) { list.push_back(package->getTarget()); } else if (package->getTarget() == actor) { list.push_back(iteratedActor); } break; } else if (package->getTypeId() != AiPackageTypeId::Combat && package->getTypeId() != AiPackageTypeId::Wander) 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::Ptr &iteratedActor = iter->first; if (iteratedActor == getPlayer() || iteratedActor == actor) continue; const CreatureStats &stats = iteratedActor.getClass().getCreatureStats(iteratedActor); if (stats.isDead()) continue; // An actor counts as following if AiFollow is the current AiPackage, // or there are only Combat and Wander packages before the AiFollow package for (const auto& package : stats.getAiSequence()) { if (package->followTargetThroughDoors() && package->getTarget() == actor) list.push_back(iteratedActor); else if (package->getTypeId() != AiPackageTypeId::Combat && package->getTypeId() != AiPackageTypeId::Wander) break; } } return list; } void Actors::getActorsFollowing(const MWWorld::Ptr &actor, std::set& out) { std::list followers = getActorsFollowing(actor); for(const MWWorld::Ptr &follower : followers) if (out.insert(follower).second) getActorsFollowing(follower, out); } void Actors::getActorsSidingWith(const MWWorld::Ptr &actor, std::set& out) { std::list followers = getActorsSidingWith(actor); for(const MWWorld::Ptr &follower : followers) if (out.insert(follower).second) getActorsSidingWith(follower, 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 (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 (const MWWorld::Ptr &iter : out) { search = cachedAllies.find(iter); if (search == cachedAllies.end()) cachedAllies.insert(std::make_pair(iter, out)); } } } std::list Actors::getActorsFollowingIndices(const MWWorld::Ptr &actor) { std::list list; for(PtrActorMap::iterator iter(mActors.begin());iter != mActors.end();++iter) { const MWWorld::Ptr &iteratedActor = iter->first; if (iteratedActor == getPlayer() || iteratedActor == actor) continue; const CreatureStats &stats = iteratedActor.getClass().getCreatureStats(iteratedActor); if (stats.isDead()) continue; // An actor counts as following if AiFollow is the current AiPackage, // or there are only Combat and Wander packages before the AiFollow package for (const auto& package : stats.getAiSequence()) { if (package->followTargetThroughDoors() && package->getTarget() == actor) { list.push_back(static_cast(package.get())->getFollowIndex()); break; } else if (package->getTypeId() != AiPackageTypeId::Combat && package->getTypeId() != AiPackageTypeId::Wander) 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, mActorsProcessingRange, neighbors); for(const MWWorld::Ptr& neighbor : neighbors) { if (neighbor == actor) continue; const CreatureStats &stats = neighbor.getClass().getCreatureStats(neighbor); if (stats.isDead()) continue; if (stats.getAiSequence().isInCombat(actor)) list.push_front(neighbor); } 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, mActorsProcessingRange, neighbors); std::set followers; getActorsFollowing(actor, followers); for (auto neighbor = neighbors.begin(); neighbor != neighbors.end(); ++neighbor) { const CreatureStats &stats = neighbor->getClass().getCreatureStats(*neighbor); if (stats.isDead() || *neighbor == actor || neighbor->getClass().isPureWaterCreature(*neighbor)) continue; const bool isFollower = followers.find(*neighbor) != followers.end(); if (stats.getAiSequence().isInCombat(actor) || (MWBase::Environment::get().getMechanicsManager()->isAggressive(*neighbor, actor) && !isFollower)) list.push_back(*neighbor); } 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 = nullptr; } 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(); } /* Start of tes3mp addition Make it possible to set the attackingOrSpell state from elsewhere in the code */ void Actors::setAttackingOrSpell(const MWWorld::Ptr& ptr, bool state) const { PtrActorMap::const_iterator it = mActors.find(ptr); if (it == mActors.end()) return; CharacterController* ctrl = it->second->getCharacterController(); ctrl->setAttackingOrSpell(state); } /* End of tes3mp addition */ int Actors::getGreetingTimer(const MWWorld::Ptr& ptr) const { PtrActorMap::const_iterator it = mActors.find(ptr); if (it == mActors.end()) return 0; return it->second->getGreetingTimer(); } float Actors::getAngleToPlayer(const MWWorld::Ptr& ptr) const { PtrActorMap::const_iterator it = mActors.find(ptr); if (it == mActors.end()) return 0.f; return it->second->getAngleToPlayer(); } GreetingState Actors::getGreetingState(const MWWorld::Ptr& ptr) const { PtrActorMap::const_iterator it = mActors.find(ptr); if (it == mActors.end()) return Greet_None; return it->second->getGreetingState(); } bool Actors::isTurningToPlayer(const MWWorld::Ptr& ptr) const { PtrActorMap::const_iterator it = mActors.find(ptr); if (it == mActors.end()) return false; return it->second->isTurningToPlayer(); } 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); } } }