#include "mechanicsmanagerimp.hpp" #include #include #include #include #include #include /* Start of tes3mp addition Include additional headers for multiplayer purposes */ #include #include "../mwmp/Main.hpp" #include "../mwmp/LocalPlayer.hpp" #include "../mwmp/PlayerList.hpp" #include "../mwmp/CellController.hpp" /* End of tes3mp addition */ #include "../mwworld/esmstore.hpp" #include "../mwworld/inventorystore.hpp" #include "../mwworld/class.hpp" #include "../mwworld/player.hpp" #include "../mwworld/ptr.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/statemanager.hpp" #include "../mwbase/world.hpp" #include "../mwbase/windowmanager.hpp" #include "../mwbase/dialoguemanager.hpp" #include "aicombat.hpp" #include "aipursue.hpp" #include "spellutil.hpp" #include "autocalcspell.hpp" #include "npcstats.hpp" #include "actorutil.hpp" #include "combat.hpp" namespace { float getFightDispositionBias(float disposition) { static const float fFightDispMult = MWBase::Environment::get().getWorld()->getStore().get().find( "fFightDispMult")->mValue.getFloat(); return ((50.f - disposition) * fFightDispMult); } void getPersuasionRatings(const MWMechanics::NpcStats& stats, float& rating1, float& rating2, float& rating3, bool player) { const MWWorld::Store &gmst = MWBase::Environment::get().getWorld()->getStore().get(); float persTerm = stats.getAttribute(ESM::Attribute::Personality).getModified() / gmst.find("fPersonalityMod")->mValue.getFloat(); float luckTerm = stats.getAttribute(ESM::Attribute::Luck).getModified() / gmst.find("fLuckMod")->mValue.getFloat(); float repTerm = stats.getReputation() * gmst.find("fReputationMod")->mValue.getFloat(); float fatigueTerm = stats.getFatigueTerm(); float levelTerm = stats.getLevel() * gmst.find("fLevelMod")->mValue.getFloat(); rating1 = (repTerm + luckTerm + persTerm + stats.getSkill(ESM::Skill::Speechcraft).getModified()) * fatigueTerm; if (player) { rating2 = rating1 + levelTerm; rating3 = (stats.getSkill(ESM::Skill::Mercantile).getModified() + luckTerm + persTerm) * fatigueTerm; } else { rating2 = (levelTerm + repTerm + luckTerm + persTerm + stats.getSkill(ESM::Skill::Speechcraft).getModified()) * fatigueTerm; rating3 = (stats.getSkill(ESM::Skill::Mercantile).getModified() + repTerm + luckTerm + persTerm) * fatigueTerm; } } } namespace MWMechanics { void MechanicsManager::buildPlayer() { MWWorld::Ptr ptr = getPlayer(); MWMechanics::CreatureStats& creatureStats = ptr.getClass().getCreatureStats (ptr); MWMechanics::NpcStats& npcStats = ptr.getClass().getNpcStats (ptr); npcStats.setNeedRecalcDynamicStats(true); const ESM::NPC *player = ptr.get()->mBase; // reset creatureStats.setLevel(player->mNpdt.mLevel); creatureStats.getSpells().clear(true); creatureStats.modifyMagicEffects(MagicEffects()); for (int i=0; i<27; ++i) npcStats.getSkill (i).setBase (player->mNpdt.mSkills[i]); creatureStats.setAttribute(ESM::Attribute::Strength, player->mNpdt.mStrength); creatureStats.setAttribute(ESM::Attribute::Intelligence, player->mNpdt.mIntelligence); creatureStats.setAttribute(ESM::Attribute::Willpower, player->mNpdt.mWillpower); creatureStats.setAttribute(ESM::Attribute::Agility, player->mNpdt.mAgility); creatureStats.setAttribute(ESM::Attribute::Speed, player->mNpdt.mSpeed); creatureStats.setAttribute(ESM::Attribute::Endurance, player->mNpdt.mEndurance); creatureStats.setAttribute(ESM::Attribute::Personality, player->mNpdt.mPersonality); creatureStats.setAttribute(ESM::Attribute::Luck, player->mNpdt.mLuck); const MWWorld::ESMStore &esmStore = MWBase::Environment::get().getWorld()->getStore(); // race if (mRaceSelected) { const ESM::Race *race = esmStore.get().find(player->mRace); bool male = (player->mFlags & ESM::NPC::Female) == 0; for (int i=0; i<8; ++i) { const ESM::Race::MaleFemale& attribute = race->mData.mAttributeValues[i]; creatureStats.setAttribute(i, male ? attribute.mMale : attribute.mFemale); } for (int i=0; i<27; ++i) { int bonus = 0; for (int i2=0; i2<7; ++i2) if (race->mData.mBonus[i2].mSkill==i) { bonus = race->mData.mBonus[i2].mBonus; break; } npcStats.getSkill (i).setBase (5 + bonus); } for (const std::string &power : race->mPowers.mList) { creatureStats.getSpells().add(power); } } // birthsign const std::string &signId = MWBase::Environment::get().getWorld()->getPlayer().getBirthSign(); if (!signId.empty()) { const ESM::BirthSign *sign = esmStore.get().find(signId); for (const std::string &power : sign->mPowers.mList) { creatureStats.getSpells().add(power); } } // class if (mClassSelected) { const ESM::Class *class_ = esmStore.get().find(player->mClass); for (int i=0; i<2; ++i) { int attribute = class_->mData.mAttribute[i]; if (attribute>=0 && attribute<8) { creatureStats.setAttribute(attribute, creatureStats.getAttribute(attribute).getBase() + 10); } } for (int i=0; i<2; ++i) { int bonus = i==0 ? 10 : 25; for (int i2=0; i2<5; ++i2) { int index = class_->mData.mSkills[i2][i]; if (index>=0 && index<27) { npcStats.getSkill (index).setBase ( npcStats.getSkill (index).getBase() + bonus); } } } const MWWorld::Store &skills = esmStore.get(); MWWorld::Store::iterator iter = skills.begin(); for (; iter != skills.end(); ++iter) { if (iter->second.mData.mSpecialization==class_->mData.mSpecialization) { int index = iter->first; if (index>=0 && index<27) { npcStats.getSkill (index).setBase ( npcStats.getSkill (index).getBase() + 5); } } } } // F_PCStart spells const ESM::Race* race = nullptr; if (mRaceSelected) race = esmStore.get().find(player->mRace); int skills[ESM::Skill::Length]; for (int i=0; i selectedSpells = autoCalcPlayerSpells(skills, attributes, race); for (const std::string &spell : selectedSpells) creatureStats.getSpells().add(spell); // forced update and current value adjustments mActors.updateActor (ptr, 0); for (int i=0; i<3; ++i) { DynamicStat stat = creatureStats.getDynamic (i); stat.setCurrent (stat.getModified()); creatureStats.setDynamic (i, stat); } // auto-equip again. we need this for when the race is changed to a beast race and shoes are no longer equippable MWWorld::InventoryStore& invStore = ptr.getClass().getInventoryStore(ptr); for (int i=0; igetWatchedActor()) MWBase::Environment::get().getWindowManager()->watchActor(MWWorld::Ptr()); mActors.removeActor(ptr); mObjects.removeObject(ptr); } void MechanicsManager::updateCell(const MWWorld::Ptr &old, const MWWorld::Ptr &ptr) { if(old == MWBase::Environment::get().getWindowManager()->getWatchedActor()) MWBase::Environment::get().getWindowManager()->watchActor(ptr); if(ptr.getClass().isActor()) mActors.updateActor(old, ptr); else mObjects.updateObject(old, ptr); } void MechanicsManager::drop(const MWWorld::CellStore *cellStore) { mActors.dropActors(cellStore, getPlayer()); mObjects.dropObjects(cellStore); } void MechanicsManager::restoreStatsAfterCorprus(const MWWorld::Ptr& actor, const std::string& sourceId) { auto& stats = actor.getClass().getCreatureStats (actor); auto& corprusSpells = stats.getCorprusSpells(); auto corprusIt = corprusSpells.find(sourceId); if (corprusIt != corprusSpells.end()) { for (int i = 0; i < ESM::Attribute::Length; ++i) { MWMechanics::AttributeValue attr = stats.getAttribute(i); attr.restore(corprusIt->second.mWorsenings[i]); actor.getClass().getCreatureStats(actor).setAttribute(i, attr); } } } void MechanicsManager::update(float duration, bool paused) { // Note: we should do it here since game mechanics and world updates use these values MWWorld::Ptr ptr = getPlayer(); MWBase::WindowManager *winMgr = MWBase::Environment::get().getWindowManager(); // Update the equipped weapon icon MWWorld::InventoryStore& inv = ptr.getClass().getInventoryStore(ptr); MWWorld::ContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight); if (weapon == inv.end()) winMgr->unsetSelectedWeapon(); else winMgr->setSelectedWeapon(*weapon); // Update the selected spell icon MWWorld::ContainerStoreIterator enchantItem = inv.getSelectedEnchantItem(); if (enchantItem != inv.end()) winMgr->setSelectedEnchantItem(*enchantItem); else { const std::string& spell = winMgr->getSelectedSpell(); if (!spell.empty()) winMgr->setSelectedSpell(spell, int(MWMechanics::getSpellSuccessChance(spell, ptr))); else winMgr->unsetSelectedSpell(); } if (mUpdatePlayer) { mUpdatePlayer = false; // HACK? The player has been changed, so a new Animation object may // have been made for them. Make sure they're properly updated. mActors.removeActor(ptr); mActors.addActor(ptr, true); } mActors.update(duration, paused); mObjects.update(duration, paused); } void MechanicsManager::processChangedSettings(const Settings::CategorySettingVector &changed) { for (Settings::CategorySettingVector::const_iterator it = changed.begin(); it != changed.end(); ++it) { if (it->first == "Game" && it->second == "actors processing range") { int state = MWBase::Environment::get().getStateManager()->getState(); if (state != MWBase::StateManager::State_Running) continue; mActors.updateProcessingRange(); // Update mechanics for new processing range immediately update(0.f, false); } } } void MechanicsManager::notifyDied(const MWWorld::Ptr& actor) { mActors.notifyDied(actor); } float MechanicsManager::getActorsProcessingRange() const { return mActors.getProcessingRange(); } bool MechanicsManager::isActorDetected(const MWWorld::Ptr& actor, const MWWorld::Ptr& observer) { return mActors.isActorDetected(actor, observer); } bool MechanicsManager::isAttackPreparing(const MWWorld::Ptr& ptr) { return mActors.isAttackPreparing(ptr); } bool MechanicsManager::isRunning(const MWWorld::Ptr& ptr) { return mActors.isRunning(ptr); } bool MechanicsManager::isSneaking(const MWWorld::Ptr& ptr) { CreatureStats& stats = ptr.getClass().getCreatureStats(ptr); MWBase::World* world = MWBase::Environment::get().getWorld(); bool animActive = mActors.isSneaking(ptr); bool stanceOn = stats.getStance(MWMechanics::CreatureStats::Stance_Sneak); bool inair = !world->isOnGround(ptr) && !world->isSwimming(ptr) && !world->isFlying(ptr); return stanceOn && (animActive || inair); } void MechanicsManager::rest(double hours, bool sleep) { if (sleep) MWBase::Environment::get().getWorld()->rest(hours); mActors.rest(hours, sleep); } void MechanicsManager::restoreDynamicStats(MWWorld::Ptr actor, double hours, bool sleep) { mActors.restoreDynamicStats(actor, hours, sleep); } int MechanicsManager::getHoursToRest() const { return mActors.getHoursToRest(getPlayer()); } void MechanicsManager::setPlayerName (const std::string& name) { MWBase::World *world = MWBase::Environment::get().getWorld(); ESM::NPC player = *world->getPlayerPtr().get()->mBase; player.mName = name; world->createRecord(player); mUpdatePlayer = true; } void MechanicsManager::setPlayerRace (const std::string& race, bool male, const std::string &head, const std::string &hair) { MWBase::World *world = MWBase::Environment::get().getWorld(); ESM::NPC player = *world->getPlayerPtr().get()->mBase; player.mRace = race; player.mHead = head; player.mHair = hair; player.setIsMale(male); world->createRecord(player); mRaceSelected = true; buildPlayer(); mUpdatePlayer = true; } void MechanicsManager::setPlayerBirthsign (const std::string& id) { MWBase::Environment::get().getWorld()->getPlayer().setBirthSign(id); buildPlayer(); mUpdatePlayer = true; } void MechanicsManager::setPlayerClass (const std::string& id) { MWBase::World *world = MWBase::Environment::get().getWorld(); ESM::NPC player = *world->getPlayerPtr().get()->mBase; player.mClass = id; world->createRecord(player); mClassSelected = true; buildPlayer(); mUpdatePlayer = true; } void MechanicsManager::setPlayerClass (const ESM::Class &cls) { MWBase::World *world = MWBase::Environment::get().getWorld(); const ESM::Class *ptr = world->createRecord(cls); ESM::NPC player = *world->getPlayerPtr().get()->mBase; player.mClass = ptr->mId; world->createRecord(player); mClassSelected = true; buildPlayer(); mUpdatePlayer = true; } int MechanicsManager::getDerivedDisposition(const MWWorld::Ptr& ptr, bool addTemporaryDispositionChange) { const MWMechanics::NpcStats& npcSkill = ptr.getClass().getNpcStats(ptr); float x = static_cast(npcSkill.getBaseDisposition()); MWWorld::LiveCellRef* npc = ptr.get(); MWWorld::Ptr playerPtr = getPlayer(); MWWorld::LiveCellRef* player = playerPtr.get(); const MWMechanics::NpcStats &playerStats = playerPtr.getClass().getNpcStats(playerPtr); const MWWorld::Store& gmst = MWBase::Environment::get().getWorld()->getStore().get(); static const float fDispRaceMod = gmst.find("fDispRaceMod")->mValue.getFloat(); if (Misc::StringUtils::ciEqual(npc->mBase->mRace, player->mBase->mRace)) x += fDispRaceMod; static const float fDispPersonalityMult = gmst.find("fDispPersonalityMult")->mValue.getFloat(); static const float fDispPersonalityBase = gmst.find("fDispPersonalityBase")->mValue.getFloat(); x += fDispPersonalityMult * (playerStats.getAttribute(ESM::Attribute::Personality).getModified() - fDispPersonalityBase); float reaction = 0; int rank = 0; std::string npcFaction = ptr.getClass().getPrimaryFaction(ptr); Misc::StringUtils::lowerCaseInPlace(npcFaction); if (playerStats.getFactionRanks().find(npcFaction) != playerStats.getFactionRanks().end()) { if (!playerStats.getExpelled(npcFaction)) { // faction reaction towards itself. yes, that exists reaction = static_cast(MWBase::Environment::get().getDialogueManager()->getFactionReaction(npcFaction, npcFaction)); rank = playerStats.getFactionRanks().find(npcFaction)->second; } } else if (!npcFaction.empty()) { std::map::const_iterator playerFactionIt = playerStats.getFactionRanks().begin(); for (; playerFactionIt != playerStats.getFactionRanks().end(); ++playerFactionIt) { std::string itFaction = playerFactionIt->first; // Ignore the faction, if a player was expelled from it. if (playerStats.getExpelled(itFaction)) continue; int itReaction = MWBase::Environment::get().getDialogueManager()->getFactionReaction(npcFaction, itFaction); if (playerFactionIt == playerStats.getFactionRanks().begin() || itReaction < reaction) { reaction = static_cast(itReaction); rank = playerFactionIt->second; } } } else { reaction = 0; rank = 0; } static const float fDispFactionRankMult = gmst.find("fDispFactionRankMult")->mValue.getFloat(); static const float fDispFactionRankBase = gmst.find("fDispFactionRankBase")->mValue.getFloat(); static const float fDispFactionMod = gmst.find("fDispFactionMod")->mValue.getFloat(); x += (fDispFactionRankMult * rank + fDispFactionRankBase) * fDispFactionMod * reaction; static const float fDispCrimeMod = gmst.find("fDispCrimeMod")->mValue.getFloat(); static const float fDispDiseaseMod = gmst.find("fDispDiseaseMod")->mValue.getFloat(); x -= fDispCrimeMod * playerStats.getBounty(); if (playerStats.hasCommonDisease() || playerStats.hasBlightDisease()) x += fDispDiseaseMod; static const float fDispWeaponDrawn = gmst.find("fDispWeaponDrawn")->mValue.getFloat(); if (playerStats.getDrawState() == MWMechanics::DrawState_Weapon) x += fDispWeaponDrawn; x += ptr.getClass().getCreatureStats(ptr).getMagicEffects().get(ESM::MagicEffect::Charm).getMagnitude(); if(addTemporaryDispositionChange) x += MWBase::Environment::get().getDialogueManager()->getTemporaryDispositionChange(); int effective_disposition = std::max(0,std::min(int(x),100));//, normally clamped to [0..100] when used return effective_disposition; } int MechanicsManager::getBarterOffer(const MWWorld::Ptr& ptr,int basePrice, bool buying) { // Make sure zero base price items/services can't be bought/sold for 1 gold // and return the intended base price for creature merchants if (basePrice == 0 || ptr.getTypeName() == typeid(ESM::Creature).name()) return basePrice; const MWMechanics::NpcStats &sellerStats = ptr.getClass().getNpcStats(ptr); MWWorld::Ptr playerPtr = getPlayer(); const MWMechanics::NpcStats &playerStats = playerPtr.getClass().getNpcStats(playerPtr); // I suppose the temporary disposition change (second param to getDerivedDisposition()) _has_ to be considered here, // otherwise one would get different prices when exiting and re-entering the dialogue window... int clampedDisposition = getDerivedDisposition(ptr); float a = std::min(playerPtr.getClass().getSkill(playerPtr, ESM::Skill::Mercantile), 100.f); float b = std::min(0.1f * playerStats.getAttribute(ESM::Attribute::Luck).getModified(), 10.f); float c = std::min(0.2f * playerStats.getAttribute(ESM::Attribute::Personality).getModified(), 10.f); float d = std::min(ptr.getClass().getSkill(ptr, ESM::Skill::Mercantile), 100.f); float e = std::min(0.1f * sellerStats.getAttribute(ESM::Attribute::Luck).getModified(), 10.f); float f = std::min(0.2f * sellerStats.getAttribute(ESM::Attribute::Personality).getModified(), 10.f); float pcTerm = (clampedDisposition - 50 + a + b + c) * playerStats.getFatigueTerm(); float npcTerm = (d + e + f) * sellerStats.getFatigueTerm(); float buyTerm = 0.01f * (100 - 0.5f * (pcTerm - npcTerm)); float sellTerm = 0.01f * (50 - 0.5f * (npcTerm - pcTerm)); int offerPrice = int(basePrice * (buying ? buyTerm : sellTerm)); return std::max(1, offerPrice); } int MechanicsManager::countDeaths (const std::string& id) const { return mActors.countDeaths (id); } /* Start of tes3mp addition Make it possible to set the number of deaths for an actor with the given refId */ void MechanicsManager::setDeaths(const std::string& refId, int number) { mActors.setDeaths(refId, number); } /* End of tes3mp addition */ void MechanicsManager::getPersuasionDispositionChange (const MWWorld::Ptr& npc, PersuasionType type, bool& success, float& tempChange, float& permChange) { const MWWorld::Store &gmst = MWBase::Environment::get().getWorld()->getStore().get(); MWMechanics::NpcStats& npcStats = npc.getClass().getNpcStats(npc); MWWorld::Ptr playerPtr = getPlayer(); const MWMechanics::NpcStats &playerStats = playerPtr.getClass().getNpcStats(playerPtr); float npcRating1, npcRating2, npcRating3; getPersuasionRatings(npcStats, npcRating1, npcRating2, npcRating3, false); float playerRating1, playerRating2, playerRating3; getPersuasionRatings(playerStats, playerRating1, playerRating2, playerRating3, true); int currentDisposition = getDerivedDisposition(npc); float d = 1 - 0.02f * abs(currentDisposition - 50); float target1 = d * (playerRating1 - npcRating1 + 50); float target2 = d * (playerRating2 - npcRating2 + 50); float bribeMod; if (type == PT_Bribe10) bribeMod = gmst.find("fBribe10Mod")->mValue.getFloat(); else if (type == PT_Bribe100) bribeMod = gmst.find("fBribe100Mod")->mValue.getFloat(); else bribeMod = gmst.find("fBribe1000Mod")->mValue.getFloat(); float target3 = d * (playerRating3 - npcRating3 + 50) + bribeMod; float iPerMinChance = floor(gmst.find("iPerMinChance")->mValue.getFloat()); float iPerMinChange = floor(gmst.find("iPerMinChange")->mValue.getFloat()); float fPerDieRollMult = gmst.find("fPerDieRollMult")->mValue.getFloat(); float fPerTempMult = gmst.find("fPerTempMult")->mValue.getFloat(); float x = 0; float y = 0; int roll = Misc::Rng::roll0to99(); if (type == PT_Admire) { target1 = std::max(iPerMinChance, target1); success = (roll <= target1); float c = floor(fPerDieRollMult * (target1 - roll)); x = success ? std::max(iPerMinChange, c) : c; } else if (type == PT_Intimidate) { target2 = std::max(iPerMinChance, target2); success = (roll <= target2); float r; if (roll != target2) r = floor(target2 - roll); else r = 1; if (roll <= target2) { float s = floor(r * fPerDieRollMult * fPerTempMult); int flee = npcStats.getAiSetting(MWMechanics::CreatureStats::AI_Flee).getBase(); int fight = npcStats.getAiSetting(MWMechanics::CreatureStats::AI_Fight).getBase(); npcStats.setAiSetting (MWMechanics::CreatureStats::AI_Flee, std::max(0, std::min(100, flee + int(std::max(iPerMinChange, s))))); npcStats.setAiSetting (MWMechanics::CreatureStats::AI_Fight, std::max(0, std::min(100, fight + int(std::min(-iPerMinChange, -s))))); } float c = -std::abs(floor(r * fPerDieRollMult)); if (success) { if (std::abs(c) < iPerMinChange) { // Deviating from Morrowind here: it doesn't increase disposition on marginal wins, // which seems to be a bug (MCP fixes it too). // Original logic: x = 0, y = -iPerMinChange x = iPerMinChange; y = x; // This goes unused. } else { x = -floor(c * fPerTempMult); y = c; } } else { x = floor(c * fPerTempMult); y = c; } } else if (type == PT_Taunt) { target1 = std::max(iPerMinChance, target1); success = (roll <= target1); float c = std::abs(floor(target1 - roll)); if (success) { float s = c * fPerDieRollMult * fPerTempMult; int flee = npcStats.getAiSetting (CreatureStats::AI_Flee).getBase(); int fight = npcStats.getAiSetting (CreatureStats::AI_Fight).getBase(); npcStats.setAiSetting (CreatureStats::AI_Flee, std::max(0, std::min(100, flee + std::min(-int(iPerMinChange), int(-s))))); npcStats.setAiSetting (CreatureStats::AI_Fight, std::max(0, std::min(100, fight + std::max(int(iPerMinChange), int(s))))); } x = floor(-c * fPerDieRollMult); if (success && std::abs(x) < iPerMinChange) x = -iPerMinChange; } else // Bribe { target3 = std::max(iPerMinChance, target3); success = (roll <= target3); float c = floor((target3 - roll) * fPerDieRollMult); x = success ? std::max(iPerMinChange, c) : c; } tempChange = type == PT_Intimidate ? x : int(x * fPerTempMult); float cappedDispositionChange = tempChange; if (currentDisposition + tempChange > 100.f) cappedDispositionChange = static_cast(100 - currentDisposition); if (currentDisposition + tempChange < 0.f) cappedDispositionChange = static_cast(-currentDisposition); permChange = floor(cappedDispositionChange / fPerTempMult); if (type == PT_Intimidate) { permChange = success ? -int(cappedDispositionChange/ fPerTempMult) : y; } } void MechanicsManager::forceStateUpdate(const MWWorld::Ptr &ptr) { if(ptr.getClass().isActor()) mActors.forceStateUpdate(ptr); } bool MechanicsManager::playAnimationGroup(const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number, bool persist) { if(ptr.getClass().isActor()) return mActors.playAnimationGroup(ptr, groupName, mode, number, persist); else return mObjects.playAnimationGroup(ptr, groupName, mode, number, persist); } void MechanicsManager::skipAnimation(const MWWorld::Ptr& ptr) { if(ptr.getClass().isActor()) mActors.skipAnimation(ptr); else mObjects.skipAnimation(ptr); } bool MechanicsManager::checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string &groupName) { if(ptr.getClass().isActor()) return mActors.checkAnimationPlaying(ptr, groupName); else return false; } bool MechanicsManager::onOpen(const MWWorld::Ptr& ptr) { if(ptr.getClass().isActor()) return true; else return mObjects.onOpen(ptr); } void MechanicsManager::onClose(const MWWorld::Ptr& ptr) { if(!ptr.getClass().isActor()) mObjects.onClose(ptr); } void MechanicsManager::persistAnimationStates() { mActors.persistAnimationStates(); mObjects.persistAnimationStates(); } void MechanicsManager::updateMagicEffects(const MWWorld::Ptr &ptr) { mActors.updateMagicEffects(ptr); } bool MechanicsManager::toggleAI() { mAI = !mAI; MWBase::World* world = MWBase::Environment::get().getWorld(); world->getNavigator()->setUpdatesEnabled(mAI); if (mAI) world->getNavigator()->update(world->getPlayerPtr().getRefData().getPosition().asVec3()); return mAI; } bool MechanicsManager::isAIActive() { return mAI; } void MechanicsManager::playerLoaded() { mUpdatePlayer = true; mClassSelected = true; mRaceSelected = true; /* Start of tes3mp change (major) Avoid enabling AI in multiplayer */ mAI = false; /* End of tes3mp change (major) */ } /* Start of tes3mp change (major) Move boundItemIDCache outside of the original isBoundItem(const MWWorld::Ptr& item) method so it can be reused in the new isBoundItem(std::string itemId) method */ std::set boundItemIDCache; bool MechanicsManager::isBoundItem(const MWWorld::Ptr& item) { /* End of tes3mp change (major) */ // If this is empty then we haven't executed the GMST cache logic yet; or there isn't any sMagicBound* GMST's for some reason if (boundItemIDCache.empty()) { // Build a list of known bound item ID's const MWWorld::Store &gameSettings = MWBase::Environment::get().getWorld()->getStore().get(); for (const ESM::GameSetting ¤tSetting : gameSettings) { std::string currentGMSTID = currentSetting.mId; Misc::StringUtils::lowerCaseInPlace(currentGMSTID); // Don't bother checking this GMST if it's not a sMagicBound* one. const std::string& toFind = "smagicbound"; if (currentGMSTID.compare(0, toFind.length(), toFind) != 0) continue; // All sMagicBound* GMST's should be of type string std::string currentGMSTValue = currentSetting.mValue.getString(); Misc::StringUtils::lowerCaseInPlace(currentGMSTValue); boundItemIDCache.insert(currentGMSTValue); } } // Perform bound item check and assign the Flag_Bound bit if it passes std::string tempItemID = item.getCellRef().getRefId(); Misc::StringUtils::lowerCaseInPlace(tempItemID); if (boundItemIDCache.count(tempItemID) != 0) return true; return false; } /* Start of tes3mp addition Make it possible to check if an itemId corresponds to a bound item */ bool MechanicsManager::isBoundItem(std::string itemId) { Misc::StringUtils::lowerCaseInPlace(itemId); if (boundItemIDCache.count(itemId) != 0) return true; return false; } /* End of tes3mp addition */ bool MechanicsManager::isAllowedToUse (const MWWorld::Ptr& ptr, const MWWorld::Ptr& target, MWWorld::Ptr& victim) { if (target.isEmpty()) return true; const MWWorld::CellRef& cellref = target.getCellRef(); // there is no harm to use unlocked doors int lockLevel = cellref.getLockLevel(); if (target.getClass().isDoor() && (lockLevel <= 0 || lockLevel == ESM::UnbreakableLock) && ptr.getCellRef().getTrap().empty()) { return true; } if (!target.getClass().hasToolTip(target)) return true; // TODO: implement a better check to check if target is owned bed if (target.getClass().isActivator() && target.getClass().getScript(target).compare(0, 3, "Bed") != 0) return true; if (target.getClass().isNpc()) { if (target.getClass().getCreatureStats(target).isDead()) return true; if (target.getClass().getCreatureStats(target).getAiSequence().isInCombat()) return true; // check if a player tries to pickpocket a target NPC if (target.getClass().getCreatureStats(target).getKnockedDown() || isSneaking(ptr)) return false; return true; } const std::string& owner = cellref.getOwner(); bool isOwned = !owner.empty() && owner != "player"; const std::string& faction = cellref.getFaction(); bool isFactionOwned = false; if (!faction.empty() && ptr.getClass().isNpc()) { const std::map& factions = ptr.getClass().getNpcStats(ptr).getFactionRanks(); std::map::const_iterator found = factions.find(Misc::StringUtils::lowerCase(faction)); if (found == factions.end() || found->second < cellref.getFactionRank()) isFactionOwned = true; } const std::string& globalVariable = cellref.getGlobalVariable(); if (!globalVariable.empty() && MWBase::Environment::get().getWorld()->getGlobalInt(Misc::StringUtils::lowerCase(globalVariable)) == 1) { isOwned = false; isFactionOwned = false; } if (!cellref.getOwner().empty()) victim = MWBase::Environment::get().getWorld()->searchPtr(cellref.getOwner(), true, false); // A special case for evidence chest - we should not allow to take items even if it is technically permitted if (Misc::StringUtils::ciEqual(cellref.getRefId(), "stolen_goods")) return false; return (!isOwned && !isFactionOwned); } bool MechanicsManager::sleepInBed(const MWWorld::Ptr &ptr, const MWWorld::Ptr &bed) { if (ptr.getClass().getNpcStats(ptr).isWerewolf()) { MWBase::Environment::get().getWindowManager()->messageBox("#{sWerewolfRefusal}"); return true; } if(MWBase::Environment::get().getWorld()->getPlayer().enemiesNearby()) { MWBase::Environment::get().getWindowManager()->messageBox("#{sNotifyMessage2}"); return true; } MWWorld::Ptr victim; if (isAllowedToUse(ptr, bed, victim)) return false; if(commitCrime(ptr, victim, OT_SleepingInOwnedBed, bed.getCellRef().getFaction())) { MWBase::Environment::get().getWindowManager()->messageBox("#{sNotifyMessage64}"); return true; } else return false; } void MechanicsManager::unlockAttempted(const MWWorld::Ptr &ptr, const MWWorld::Ptr &item) { MWWorld::Ptr victim; if (isAllowedToUse(ptr, item, victim)) return; commitCrime(ptr, victim, OT_Trespassing, item.getCellRef().getFaction()); } std::vector > MechanicsManager::getStolenItemOwners(const std::string& itemid) { std::vector > result; StolenItemsMap::const_iterator it = mStolenItems.find(Misc::StringUtils::lowerCase(itemid)); if (it == mStolenItems.end()) return result; else { const OwnerMap& owners = it->second; for (OwnerMap::const_iterator ownerIt = owners.begin(); ownerIt != owners.end(); ++ownerIt) result.emplace_back(ownerIt->first.first, ownerIt->second); return result; } } bool MechanicsManager::isItemStolenFrom(const std::string &itemid, const MWWorld::Ptr& ptr) { StolenItemsMap::const_iterator it = mStolenItems.find(Misc::StringUtils::lowerCase(itemid)); if (it == mStolenItems.end()) return false; const OwnerMap& owners = it->second; const std::string ownerid = ptr.getCellRef().getRefId(); OwnerMap::const_iterator ownerFound = owners.find(std::make_pair(Misc::StringUtils::lowerCase(ownerid), false)); if (ownerFound != owners.end()) return true; const std::string factionid = ptr.getClass().getPrimaryFaction(ptr); if (!factionid.empty()) { OwnerMap::const_iterator factionOwnerFound = owners.find(std::make_pair(Misc::StringUtils::lowerCase(factionid), true)); return factionOwnerFound != owners.end(); } return false; } void MechanicsManager::confiscateStolenItemToOwner(const MWWorld::Ptr &player, const MWWorld::Ptr &item, const MWWorld::Ptr& victim, int count) { if (player != getPlayer()) return; const std::string itemId = Misc::StringUtils::lowerCase(item.getCellRef().getRefId()); StolenItemsMap::iterator stolenIt = mStolenItems.find(itemId); if (stolenIt == mStolenItems.end()) return; Owner owner; owner.first = victim.getCellRef().getRefId(); owner.second = false; const std::string victimFaction = victim.getClass().getPrimaryFaction(victim); if (!victimFaction.empty() && Misc::StringUtils::ciEqual(item.getCellRef().getFaction(), victimFaction)) // Is the item faction-owned? { owner.first = victimFaction; owner.second = true; } Misc::StringUtils::lowerCaseInPlace(owner.first); // decrease count of stolen items int toRemove = std::min(count, mStolenItems[itemId][owner]); mStolenItems[itemId][owner] -= toRemove; if (mStolenItems[itemId][owner] == 0) { // erase owner from stolen items owners OwnerMap& owners = stolenIt->second; OwnerMap::iterator ownersIt = owners.find(owner); if (ownersIt != owners.end()) owners.erase(ownersIt); } MWWorld::ContainerStore& store = player.getClass().getContainerStore(player); // move items from player to owner and report about theft victim.getClass().getContainerStore(victim).add(item, toRemove, victim); store.remove(item, toRemove, player); commitCrime(player, victim, OT_Theft, item.getCellRef().getFaction(), item.getClass().getValue(item) * toRemove); } void MechanicsManager::confiscateStolenItems(const MWWorld::Ptr &player, const MWWorld::Ptr &targetContainer) { MWWorld::ContainerStore& store = player.getClass().getContainerStore(player); MWWorld::ContainerStore& containerStore = targetContainer.getClass().getContainerStore(targetContainer); for (MWWorld::ContainerStoreIterator it = store.begin(); it != store.end(); ++it) { StolenItemsMap::iterator stolenIt = mStolenItems.find(Misc::StringUtils::lowerCase(it->getCellRef().getRefId())); if (stolenIt == mStolenItems.end()) continue; OwnerMap& owners = stolenIt->second; int itemCount = it->getRefData().getCount(); for (OwnerMap::iterator ownerIt = owners.begin(); ownerIt != owners.end();) { int toRemove = std::min(itemCount, ownerIt->second); itemCount -= toRemove; ownerIt->second -= toRemove; if (ownerIt->second == 0) owners.erase(ownerIt++); else ++ownerIt; } int toMove = it->getRefData().getCount() - itemCount; containerStore.add(*it, toMove, targetContainer); store.remove(*it, toMove, player); } // TODO: unhardcode the locklevel targetContainer.getCellRef().lock(50); } void MechanicsManager::itemTaken(const MWWorld::Ptr &ptr, const MWWorld::Ptr &item, const MWWorld::Ptr& container, int count, bool alarm) { if (ptr != getPlayer()) return; MWWorld::Ptr victim; bool isAllowed = true; const MWWorld::CellRef* ownerCellRef = &item.getCellRef(); if (!container.isEmpty()) { // Inherit the owner of the container ownerCellRef = &container.getCellRef(); isAllowed = isAllowedToUse(ptr, container, victim); } else { isAllowed = isAllowedToUse(ptr, item, victim); if (!item.getCellRef().hasContentFile()) { // this is a manually placed item, which means it was already stolen return; } } if (isAllowed) return; Owner owner; owner.second = false; if (!container.isEmpty() && container.getClass().isActor()) { // "container" is an actor inventory, so just take actor's ID owner.first = ownerCellRef->getRefId(); } else { owner.first = ownerCellRef->getOwner(); if (owner.first.empty()) { owner.first = ownerCellRef->getFaction(); owner.second = true; } } Misc::StringUtils::lowerCaseInPlace(owner.first); if (!Misc::StringUtils::ciEqual(item.getCellRef().getRefId(), MWWorld::ContainerStore::sGoldId)) { if (victim.isEmpty() || (victim.getClass().isActor() && victim.getRefData().getCount() > 0 && !victim.getClass().getCreatureStats(victim).isDead())) mStolenItems[Misc::StringUtils::lowerCase(item.getCellRef().getRefId())][owner] += count; } if (alarm) commitCrime(ptr, victim, OT_Theft, ownerCellRef->getFaction(), item.getClass().getValue(item) * count); } bool MechanicsManager::commitCrime(const MWWorld::Ptr &player, const MWWorld::Ptr &victim, OffenseType type, const std::string& factionId, int arg, bool victimAware) { // NOTE: victim may be empty // Only player can commit crime if (player != getPlayer()) return false; // Find all the actors within the alarm radius std::vector neighbors; osg::Vec3f from (player.getRefData().getPosition().asVec3()); const MWWorld::ESMStore& esmStore = MWBase::Environment::get().getWorld()->getStore(); float radius = esmStore.get().find("fAlarmRadius")->mValue.getFloat(); mActors.getObjectsInRange(from, radius, neighbors); // victim should be considered even beyond alarm radius if (!victim.isEmpty() && (from - victim.getRefData().getPosition().asVec3()).length2() > radius*radius) neighbors.push_back(victim); // get the player's followers / allies (works recursively) that will not report crimes std::set playerFollowers; getActorsSidingWith(player, playerFollowers); // Did anyone see it? bool crimeSeen = false; for (const MWWorld::Ptr &neighbor : neighbors) { if (!canReportCrime(neighbor, victim, playerFollowers)) continue; if ((neighbor == victim && victimAware) // Murder crime can be reported even if no one saw it (hearing is enough, I guess). // TODO: Add mod support for stealth executions! || (type == OT_Murder && neighbor != victim) || (MWBase::Environment::get().getWorld()->getLOS(player, neighbor) && awarenessCheck(player, neighbor))) { /* Start of tes3mp addition We need player-controlled NPCs to not report crimes committed by other players */ if (mwmp::PlayerList::isDedicatedPlayer(neighbor)) continue; /* End of tes3mp addition */ // NPC will complain about theft even if he will do nothing about it if (type == OT_Theft || type == OT_Pickpocket) MWBase::Environment::get().getDialogueManager()->say(neighbor, "thief"); crimeSeen = true; } } if (crimeSeen) reportCrime(player, victim, type, factionId, arg); else if (type == OT_Assault && !victim.isEmpty()) { bool reported = false; if (victim.getClass().isClass(victim, "guard") && !victim.getClass().getCreatureStats(victim).getAiSequence().hasPackage(AiPackageTypeId::Pursue)) reported = reportCrime(player, victim, type, std::string(), arg); if (!reported) startCombat(victim, player); // TODO: combat should be started with an "unaware" flag, which makes the victim flee? } return crimeSeen; } bool MechanicsManager::canReportCrime(const MWWorld::Ptr &actor, const MWWorld::Ptr &victim, std::set &playerFollowers) { if (actor == getPlayer() || !actor.getClass().isNpc() || actor.getClass().getCreatureStats(actor).isDead()) return false; if (actor.getClass().getCreatureStats(actor).getAiSequence().isInCombat(victim)) return false; // Unconsious actor can not report about crime and should not become hostile if (actor.getClass().getCreatureStats(actor).getKnockedDown()) return false; // Player's followers should not attack player, or try to arrest him if (actor.getClass().getCreatureStats(actor).getAiSequence().hasPackage(AiPackageTypeId::Follow)) { if (playerFollowers.find(actor) != playerFollowers.end()) return false; } return true; } bool MechanicsManager::reportCrime(const MWWorld::Ptr &player, const MWWorld::Ptr &victim, OffenseType type, const std::string& factionId, int arg) { const MWWorld::Store& store = MWBase::Environment::get().getWorld()->getStore().get(); if (type == OT_Murder && !victim.isEmpty()) victim.getClass().getCreatureStats(victim).notifyMurder(); // Bounty and disposition penalty for each type of crime float disp = 0.f, dispVictim = 0.f; if (type == OT_Trespassing || type == OT_SleepingInOwnedBed) { arg = store.find("iCrimeTresspass")->mValue.getInteger(); disp = dispVictim = store.find("iDispTresspass")->mValue.getFloat(); } else if (type == OT_Pickpocket) { arg = store.find("iCrimePickPocket")->mValue.getInteger(); disp = dispVictim = store.find("fDispPickPocketMod")->mValue.getFloat(); } else if (type == OT_Assault) { arg = store.find("iCrimeAttack")->mValue.getInteger(); disp = store.find("iDispAttackMod")->mValue.getFloat(); dispVictim = store.find("fDispAttacking")->mValue.getFloat(); } else if (type == OT_Murder) { arg = store.find("iCrimeKilling")->mValue.getInteger(); disp = dispVictim = store.find("iDispKilling")->mValue.getFloat(); } else if (type == OT_Theft) { disp = dispVictim = store.find("fDispStealing")->mValue.getFloat() * arg; arg = static_cast(arg * store.find("fCrimeStealing")->mValue.getFloat()); arg = std::max(1, arg); // Minimum bounty of 1, in case items with zero value are stolen } // Make surrounding actors within alarm distance respond to the crime std::vector neighbors; const MWWorld::ESMStore& esmStore = MWBase::Environment::get().getWorld()->getStore(); osg::Vec3f from (player.getRefData().getPosition().asVec3()); float radius = esmStore.get().find("fAlarmRadius")->mValue.getFloat(); mActors.getObjectsInRange(from, radius, neighbors); // victim should be considered even beyond alarm radius if (!victim.isEmpty() && (from - victim.getRefData().getPosition().asVec3()).length2() > radius*radius) neighbors.push_back(victim); int id = MWBase::Environment::get().getWorld()->getPlayer().getNewCrimeId(); // What amount of provocation did this crime generate? // Controls whether witnesses will engage combat with the criminal. int fight = 0, fightVictim = 0; if (type == OT_Trespassing || type == OT_SleepingInOwnedBed) fight = fightVictim = esmStore.get().find("iFightTrespass")->mValue.getInteger(); else if (type == OT_Pickpocket) { fight = esmStore.get().find("iFightPickpocket")->mValue.getInteger(); fightVictim = esmStore.get().find("iFightPickpocket")->mValue.getInteger() * 4; // *4 according to research wiki } else if (type == OT_Assault) { fight = esmStore.get().find("iFightAttacking")->mValue.getInteger(); fightVictim = esmStore.get().find("iFightAttack")->mValue.getInteger(); } else if (type == OT_Murder) fight = fightVictim = esmStore.get().find("iFightKilling")->mValue.getInteger(); else if (type == OT_Theft) fight = fightVictim = esmStore.get().find("fFightStealing")->mValue.getInteger(); bool reported = false; std::set playerFollowers; getActorsSidingWith(player, playerFollowers); // Tell everyone (including the original reporter) in alarm range for (const MWWorld::Ptr &actor : neighbors) { if (!canReportCrime(actor, victim, playerFollowers)) continue; // Will the witness report the crime? if (actor.getClass().getCreatureStats(actor).getAiSetting(CreatureStats::AI_Alarm).getBase() >= 100) { reported = true; if (type == OT_Trespassing) MWBase::Environment::get().getDialogueManager()->say(actor, "intruder"); } } for (const MWWorld::Ptr &actor : neighbors) { if (!canReportCrime(actor, victim, playerFollowers)) continue; if (reported && actor.getClass().isClass(actor, "guard")) { // Mark as Alarmed for dialogue actor.getClass().getCreatureStats(actor).setAlarmed(true); // Set the crime ID, which we will use to calm down participants // once the bounty has been paid. actor.getClass().getNpcStats(actor).setCrimeId(id); if (!actor.getClass().getCreatureStats(actor).getAiSequence().hasPackage(AiPackageTypeId::Pursue)) { actor.getClass().getCreatureStats(actor).getAiSequence().stack(AiPursue(player), actor); } } else { float dispTerm = (actor == victim) ? dispVictim : disp; float alarmTerm = 0.01f * actor.getClass().getCreatureStats(actor).getAiSetting(CreatureStats::AI_Alarm).getBase(); if (type == OT_Pickpocket && alarmTerm <= 0) alarmTerm = 1.0; if (actor != victim) dispTerm *= alarmTerm; float fightTerm = static_cast((actor == victim) ? fightVictim : fight); fightTerm += getFightDispositionBias(dispTerm); fightTerm += getFightDistanceBias(actor, player); fightTerm *= alarmTerm; int observerFightRating = actor.getClass().getCreatureStats(actor).getAiSetting(CreatureStats::AI_Fight).getBase(); if (observerFightRating + fightTerm > 100) fightTerm = static_cast(100 - observerFightRating); fightTerm = std::max(0.f, fightTerm); if (observerFightRating + fightTerm >= 100) { startCombat(actor, player); NpcStats& observerStats = actor.getClass().getNpcStats(actor); // Apply aggression value to the base Fight rating, so that the actor can continue fighting // after a Calm spell wears off observerStats.setAiSetting(CreatureStats::AI_Fight, observerFightRating + static_cast(fightTerm)); observerStats.setBaseDisposition(observerStats.getBaseDisposition() + static_cast(dispTerm)); // Set the crime ID, which we will use to calm down participants // once the bounty has been paid. observerStats.setCrimeId(id); // Mark as Alarmed for dialogue observerStats.setAlarmed(true); } } } if (reported) { player.getClass().getNpcStats(player).setBounty(player.getClass().getNpcStats(player).getBounty() + arg); // If committing a crime against a faction member, expell from the faction if (!victim.isEmpty() && victim.getClass().isNpc()) { std::string factionID = victim.getClass().getPrimaryFaction(victim); const std::map& playerRanks = player.getClass().getNpcStats(player).getFactionRanks(); if (playerRanks.find(Misc::StringUtils::lowerCase(factionID)) != playerRanks.end()) { /* Start of tes3mp addition Send an ID_PLAYER_FACTION packet every time a player is expelled from a faction */ mwmp::Main::get().getLocalPlayer()->sendFactionExpulsionState(Misc::StringUtils::lowerCase(factionID), true); /* End of tes3mp addition */ player.getClass().getNpcStats(player).expell(factionID); } } else if (!factionId.empty()) { const std::map& playerRanks = player.getClass().getNpcStats(player).getFactionRanks(); if (playerRanks.find(Misc::StringUtils::lowerCase(factionId)) != playerRanks.end()) { player.getClass().getNpcStats(player).expell(factionId); } } if (type == OT_Assault && !victim.isEmpty() && !victim.getClass().getCreatureStats(victim).getAiSequence().isInCombat(player) && victim.getClass().isNpc()) { // Attacker is in combat with us, but we are not in combat with the attacker yet. Time to fight back. // Note: accidental or collateral damage attacks are ignored. if (!victim.getClass().getCreatureStats(victim).getAiSequence().hasPackage(AiPackageTypeId::Pursue)) startCombat(victim, player); // Set the crime ID, which we will use to calm down participants // once the bounty has been paid. victim.getClass().getNpcStats(victim).setCrimeId(id); } } return reported; } bool MechanicsManager::actorAttacked(const MWWorld::Ptr &target, const MWWorld::Ptr &attacker) { const MWWorld::Ptr& player = getPlayer(); if (target == player || !attacker.getClass().isActor()) return false; /* Start of tes3mp change (major) Don't set DedicatedPlayers as being in combat with the attacker, to prevent AI actors from deciding to reciprocate by also starting combat */ if (mwmp::PlayerList::isDedicatedPlayer(target)) return false; /* End of tes3mp change (major) */ MWMechanics::CreatureStats& statsTarget = target.getClass().getCreatureStats(target); /* Start of tes3mp change (major) Allow collateral damage from dedicated players as well */ if (attacker == player || mwmp::PlayerList::isDedicatedPlayer(attacker)) /* End of tes3mp change (major) */ { std::set followersAttacker; getActorsSidingWith(attacker, followersAttacker); /* Start of tes3mp change (major) Check not only whether the target is on the same side as the attacker, but also whether the attacker is on the same side as the target, thus allowing for NPC companions of one player to forgive another player when those players are allied */ std::set followersTarget; getActorsSidingWith(target, followersTarget); if (followersAttacker.find(target) != followersAttacker.end() || followersTarget.find(attacker) != followersTarget.end()) /* End of tes3mp change (major) */ { statsTarget.friendlyHit(); /* Start of tes3mp change (major) Due to a greater propensity for collateral damage in multiplayer, allow more friendly hits TODO: Allow the server to change the count of the friendly hits */ if (statsTarget.getFriendlyHits() < 8) /* End of tes3mp change (major) */ { MWBase::Environment::get().getDialogueManager()->say(target, "hit"); return false; } } } if (canCommitCrimeAgainst(target, attacker)) commitCrime(attacker, target, MWBase::MechanicsManager::OT_Assault); AiSequence& seq = statsTarget.getAiSequence(); /* Start of tes3mp change (major) Make it possible to start combat with DedicatedPlayers and DedicatedActors by adding additional conditions for them */ if (!attacker.isEmpty() && (attacker.getClass().getCreatureStats(attacker).getAiSequence().isInCombat(target) || attacker == player || mwmp::PlayerList::isDedicatedPlayer(attacker) || mwmp::Main::get().getCellController()->isDedicatedActor(attacker)) && !seq.isInCombat(attacker)) /* End of tes3mp change (major) */ { // Attacker is in combat with us, but we are not in combat with the attacker yet. Time to fight back. // Note: accidental or collateral damage attacks are ignored. if (!target.getClass().getCreatureStats(target).getAiSequence().hasPackage(AiPackageTypeId::Pursue)) { // If an actor has OnPCHitMe declared in his script, his Fight = 0 and the attacker is player, // he will attack the player only if we will force him (e.g. via StartCombat console command) bool peaceful = false; std::string script = target.getClass().getScript(target); if (!script.empty() && target.getRefData().getLocals().hasVar(script, "onpchitme") && attacker == player) { int fight = std::max(0, target.getClass().getCreatureStats(target).getAiSetting(CreatureStats::AI_Fight).getModified()); peaceful = (fight == 0); } if (!peaceful) startCombat(target, attacker); } } return true; } bool MechanicsManager::canCommitCrimeAgainst(const MWWorld::Ptr &target, const MWWorld::Ptr &attacker) { const MWMechanics::AiSequence& seq = target.getClass().getCreatureStats(target).getAiSequence(); return target.getClass().isNpc() && !attacker.isEmpty() && !seq.isInCombat(attacker) && !isAggressive(target, attacker) && !seq.isEngagedWithActor() && !target.getClass().getCreatureStats(target).getAiSequence().hasPackage(AiPackageTypeId::Pursue); } void MechanicsManager::actorKilled(const MWWorld::Ptr &victim, const MWWorld::Ptr &attacker) { if (attacker.isEmpty() || victim.isEmpty()) return; if (victim == attacker) return; // known to happen if (!victim.getClass().isNpc()) return; // TODO: implement animal rights const MWMechanics::NpcStats& victimStats = victim.getClass().getNpcStats(victim); const MWWorld::Ptr &player = getPlayer(); bool canCommit = attacker == player && canCommitCrimeAgainst(victim, attacker); // For now we report only about crimes of player and player's followers if (attacker != player) { std::set playerFollowers; getActorsSidingWith(player, playerFollowers); if (playerFollowers.find(attacker) == playerFollowers.end()) return; } if (!canCommit && victimStats.getCrimeId() == -1) return; // Simple check for who attacked first: if the player attacked first, a crimeId should be set // Doesn't handle possible edge case where no one reported the assault, but in such a case, // for bystanders it is not possible to tell who attacked first, anyway. commitCrime(player, victim, MWBase::MechanicsManager::OT_Murder); } bool MechanicsManager::awarenessCheck(const MWWorld::Ptr &ptr, const MWWorld::Ptr &observer) { if (observer.getClass().getCreatureStats(observer).isDead() || !observer.getRefData().isEnabled()) return false; const MWWorld::Store& store = MWBase::Environment::get().getWorld()->getStore().get(); CreatureStats& stats = ptr.getClass().getCreatureStats(ptr); float invisibility = stats.getMagicEffects().get(ESM::MagicEffect::Invisibility).getMagnitude(); if (invisibility > 0) return false; float sneakTerm = 0; if (isSneaking(ptr)) { static float fSneakSkillMult = store.find("fSneakSkillMult")->mValue.getFloat(); static float fSneakBootMult = store.find("fSneakBootMult")->mValue.getFloat(); float sneak = static_cast(ptr.getClass().getSkill(ptr, ESM::Skill::Sneak)); float agility = stats.getAttribute(ESM::Attribute::Agility).getModified(); float luck = stats.getAttribute(ESM::Attribute::Luck).getModified(); float bootWeight = 0; if (ptr.getClass().isNpc() && MWBase::Environment::get().getWorld()->isOnGround(ptr)) { const MWWorld::InventoryStore& inv = ptr.getClass().getInventoryStore(ptr); MWWorld::ConstContainerStoreIterator it = inv.getSlot(MWWorld::InventoryStore::Slot_Boots); if (it != inv.end()) bootWeight = it->getClass().getWeight(*it); } sneakTerm = fSneakSkillMult * sneak + 0.2f * agility + 0.1f * luck + bootWeight * fSneakBootMult; } static float fSneakDistBase = store.find("fSneakDistanceBase")->mValue.getFloat(); static float fSneakDistMult = store.find("fSneakDistanceMultiplier")->mValue.getFloat(); osg::Vec3f pos1 (ptr.getRefData().getPosition().asVec3()); osg::Vec3f pos2 (observer.getRefData().getPosition().asVec3()); float distTerm = fSneakDistBase + fSneakDistMult * (pos1 - pos2).length(); float chameleon = stats.getMagicEffects().get(ESM::MagicEffect::Chameleon).getMagnitude(); float x = sneakTerm * distTerm * stats.getFatigueTerm() + chameleon + invisibility; CreatureStats& observerStats = observer.getClass().getCreatureStats(observer); float obsAgility = observerStats.getAttribute(ESM::Attribute::Agility).getModified(); float obsLuck = observerStats.getAttribute(ESM::Attribute::Luck).getModified(); float obsBlind = observerStats.getMagicEffects().get(ESM::MagicEffect::Blind).getMagnitude(); float obsSneak = observer.getClass().getSkill(observer, ESM::Skill::Sneak); float obsTerm = obsSneak + 0.2f * obsAgility + 0.1f * obsLuck - obsBlind; // is ptr behind the observer? static float fSneakNoViewMult = store.find("fSneakNoViewMult")->mValue.getFloat(); static float fSneakViewMult = store.find("fSneakViewMult")->mValue.getFloat(); float y = 0; osg::Vec3f vec = pos1 - pos2; if (observer.getRefData().getBaseNode()) { osg::Vec3f observerDir = (observer.getRefData().getBaseNode()->getAttitude() * osg::Vec3f(0,1,0)); float angleRadians = std::acos(observerDir * vec / (observerDir.length() * vec.length())); if (angleRadians > osg::DegreesToRadians(90.f)) y = obsTerm * observerStats.getFatigueTerm() * fSneakNoViewMult; else y = obsTerm * observerStats.getFatigueTerm() * fSneakViewMult; } float target = x - y; return (Misc::Rng::roll0to99() >= target); } void MechanicsManager::startCombat(const MWWorld::Ptr &ptr, const MWWorld::Ptr &target) { CreatureStats& stats = ptr.getClass().getCreatureStats(ptr); // Don't add duplicate packages nor add packages to dead actors. if (stats.isDead() || stats.getAiSequence().isInCombat(target)) return; // The target is somehow the same as the actor. Early-out. if (ptr == target) { // We don't care about dialogue filters since the target is invalid. // We still want to play the combat taunt. MWBase::Environment::get().getDialogueManager()->say(ptr, "attack"); return; } stats.getAiSequence().stack(MWMechanics::AiCombat(target), ptr); if (target == getPlayer()) { // if guard starts combat with player, guards pursuing player should do the same if (ptr.getClass().isClass(ptr, "Guard")) { stats.setHitAttemptActorId(target.getClass().getCreatureStats(target).getActorId()); // Stops guard from ending combat if player is unreachable for (Actors::PtrActorMap::const_iterator iter = mActors.begin(); iter != mActors.end(); ++iter) { if (iter->first.getClass().isClass(iter->first, "Guard")) { MWMechanics::AiSequence& aiSeq = iter->first.getClass().getCreatureStats(iter->first).getAiSequence(); if (aiSeq.getTypeId() == MWMechanics::AiPackageTypeId::Pursue) { aiSeq.stopPursuit(); aiSeq.stack(MWMechanics::AiCombat(target), ptr); iter->first.getClass().getCreatureStats(iter->first).setHitAttemptActorId(target.getClass().getCreatureStats(target).getActorId()); // Stops guard from ending combat if player is unreachable } } } } } // Must be done after the target is set up, so that CreatureTargetted dialogue filter works properly MWBase::Environment::get().getDialogueManager()->say(ptr, "attack"); } void MechanicsManager::getObjectsInRange(const osg::Vec3f &position, float radius, std::vector &objects) { mActors.getObjectsInRange(position, radius, objects); mObjects.getObjectsInRange(position, radius, objects); } void MechanicsManager::getActorsInRange(const osg::Vec3f &position, float radius, std::vector &objects) { mActors.getObjectsInRange(position, radius, objects); } bool MechanicsManager::isAnyActorInRange(const osg::Vec3f &position, float radius) { return mActors.isAnyObjectInRange(position, radius); } std::list MechanicsManager::getActorsSidingWith(const MWWorld::Ptr& actor) { return mActors.getActorsSidingWith(actor); } std::list MechanicsManager::getActorsFollowing(const MWWorld::Ptr& actor) { return mActors.getActorsFollowing(actor); } std::list MechanicsManager::getActorsFollowingIndices(const MWWorld::Ptr& actor) { return mActors.getActorsFollowingIndices(actor); } std::map MechanicsManager::getActorsFollowingByIndex(const MWWorld::Ptr& actor) { return mActors.getActorsFollowingByIndex(actor); } std::list MechanicsManager::getActorsFighting(const MWWorld::Ptr& actor) { return mActors.getActorsFighting(actor); } std::list MechanicsManager::getEnemiesNearby(const MWWorld::Ptr& actor) { return mActors.getEnemiesNearby(actor); } void MechanicsManager::getActorsFollowing(const MWWorld::Ptr& actor, std::set& out) { mActors.getActorsFollowing(actor, out); } void MechanicsManager::getActorsSidingWith(const MWWorld::Ptr& actor, std::set& out) { mActors.getActorsSidingWith(actor, out); } int MechanicsManager::countSavedGameRecords() const { return 1 // Death counter +1; // Stolen items } void MechanicsManager::write(ESM::ESMWriter &writer, Loading::Listener &listener) const { mActors.write(writer, listener); ESM::StolenItems items; items.mStolenItems = mStolenItems; writer.startRecord(ESM::REC_STLN); items.write(writer); writer.endRecord(ESM::REC_STLN); } void MechanicsManager::readRecord(ESM::ESMReader &reader, uint32_t type) { if (type == ESM::REC_STLN) { ESM::StolenItems items; items.load(reader); mStolenItems = items.mStolenItems; } else mActors.readRecord(reader, type); } void MechanicsManager::clear() { mActors.clear(); mStolenItems.clear(); mClassSelected = false; mRaceSelected = false; } bool MechanicsManager::isAggressive(const MWWorld::Ptr &ptr, const MWWorld::Ptr &target) { // Don't become aggressive if a calm effect is active, since it would cause combat to cycle on/off as // combat is activated here and then canceled by the calm effect if ((ptr.getClass().isNpc() && ptr.getClass().getCreatureStats(ptr).getMagicEffects().get(ESM::MagicEffect::CalmHumanoid).getMagnitude() > 0) || (!ptr.getClass().isNpc() && ptr.getClass().getCreatureStats(ptr).getMagicEffects().get(ESM::MagicEffect::CalmCreature).getMagnitude() > 0)) return false; int disposition = 50; if (ptr.getClass().isNpc()) disposition = getDerivedDisposition(ptr, true); int fight = ptr.getClass().getCreatureStats(ptr).getAiSetting(CreatureStats::AI_Fight).getModified() + static_cast(getFightDistanceBias(ptr, target) + getFightDispositionBias(static_cast(disposition))); if (ptr.getClass().isNpc() && target.getClass().isNpc()) { if (target.getClass().getNpcStats(target).isWerewolf() || (target == getPlayer() && MWBase::Environment::get().getWorld()->getGlobalInt("pcknownwerewolf"))) { const ESM::GameSetting * iWerewolfFightMod = MWBase::Environment::get().getWorld()->getStore().get().find("iWerewolfFightMod"); fight += iWerewolfFightMod->mValue.getInteger(); } } return (fight >= 100); } void MechanicsManager::resurrect(const MWWorld::Ptr &ptr) { CreatureStats& stats = ptr.getClass().getCreatureStats(ptr); if (stats.isDead()) { stats.resurrect(); mActors.resurrect(ptr); } } bool MechanicsManager::isCastingSpell(const MWWorld::Ptr &ptr) const { return mActors.isCastingSpell(ptr); } bool MechanicsManager::isReadyToBlock(const MWWorld::Ptr &ptr) const { return mActors.isReadyToBlock(ptr); } bool MechanicsManager::isAttackingOrSpell(const MWWorld::Ptr &ptr) const { return mActors.isAttackingOrSpell(ptr); } /* Start of tes3mp addition Make it possible to set the attackingOrSpell state from elsewhere in the code */ void MechanicsManager::setAttackingOrSpell(const MWWorld::Ptr &ptr, bool state) const { return mActors.setAttackingOrSpell(ptr, state); } /* End of tes3mp addition */ void MechanicsManager::setWerewolf(const MWWorld::Ptr& actor, bool werewolf) { MWMechanics::NpcStats& npcStats = actor.getClass().getNpcStats(actor); // The actor does not have to change state if (npcStats.isWerewolf() == werewolf) return; MWWorld::Player* player = &MWBase::Environment::get().getWorld()->getPlayer(); if (actor == player->getPlayer()) { if (werewolf) { player->saveStats(); player->setWerewolfStats(); } else player->restoreStats(); } // Werewolfs can not cast spells, so we need to unset the prepared spell if there is one. if (npcStats.getDrawState() == MWMechanics::DrawState_Spell) npcStats.setDrawState(MWMechanics::DrawState_Nothing); npcStats.setWerewolf(werewolf); MWWorld::InventoryStore &inv = actor.getClass().getInventoryStore(actor); if(werewolf) { inv.unequipAll(actor); inv.equip(MWWorld::InventoryStore::Slot_Robe, inv.ContainerStore::add("werewolfrobe", 1, actor), actor); } else { inv.unequipSlot(MWWorld::InventoryStore::Slot_Robe, actor); inv.ContainerStore::remove("werewolfrobe", 1, actor); } if(actor == player->getPlayer()) { MWBase::Environment::get().getWorld()->reattachPlayerCamera(); // Update the GUI only when called on the player MWBase::WindowManager* windowManager = MWBase::Environment::get().getWindowManager(); if (werewolf) { windowManager->forceHide(MWGui::GW_Inventory); windowManager->forceHide(MWGui::GW_Magic); } else { windowManager->unsetForceHide(MWGui::GW_Inventory); windowManager->unsetForceHide(MWGui::GW_Magic); } windowManager->setWerewolfOverlay(werewolf); // Witnesses of the player's transformation will make them a globally known werewolf std::vector neighbors; const MWWorld::Store& gmst = MWBase::Environment::get().getWorld()->getStore().get(); getActorsInRange(actor.getRefData().getPosition().asVec3(), gmst.find("fAlarmRadius")->mValue.getFloat(), neighbors); bool detected = false, reported = false; for (const MWWorld::Ptr& neighbor : neighbors) { if (neighbor == actor || !neighbor.getClass().isNpc()) continue; if (MWBase::Environment::get().getWorld()->getLOS(neighbor, actor) && awarenessCheck(actor, neighbor)) { detected = true; if (neighbor.getClass().getCreatureStats(neighbor).getAiSetting(MWMechanics::CreatureStats::AI_Alarm).getModified() > 0) { reported = true; break; } } } if (detected) { windowManager->messageBox("#{sWerewolfAlarmMessage}"); MWBase::Environment::get().getWorld()->setGlobalInt("pcknownwerewolf", 1); if (reported) { npcStats.setBounty(npcStats.getBounty()+ gmst.find("iWereWolfBounty")->mValue.getInteger()); } } } } void MechanicsManager::applyWerewolfAcrobatics(const MWWorld::Ptr &actor) { const MWWorld::Store& gmst = MWBase::Environment::get().getWorld()->getStore().get(); MWMechanics::NpcStats &stats = actor.getClass().getNpcStats(actor); stats.getSkill(ESM::Skill::Acrobatics).setBase(gmst.find("fWerewolfAcrobatics")->mValue.getInteger()); } void MechanicsManager::cleanupSummonedCreature(const MWWorld::Ptr &caster, int creatureActorId) { mActors.cleanupSummonedCreature(caster.getClass().getCreatureStats(caster), creatureActorId); } void MechanicsManager::reportStats(unsigned int frameNumber, osg::Stats& stats) const { stats.setAttribute(frameNumber, "Mechanics Actors", mActors.size()); stats.setAttribute(frameNumber, "Mechanics Objects", mObjects.size()); } int MechanicsManager::getGreetingTimer(const MWWorld::Ptr &ptr) const { return mActors.getGreetingTimer(ptr); } float MechanicsManager::getAngleToPlayer(const MWWorld::Ptr &ptr) const { return mActors.getAngleToPlayer(ptr); } GreetingState MechanicsManager::getGreetingState(const MWWorld::Ptr &ptr) const { return mActors.getGreetingState(ptr); } bool MechanicsManager::isTurningToPlayer(const MWWorld::Ptr &ptr) const { return mActors.isTurningToPlayer(ptr); } }