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openmw-tes3mp/apps/openmw/mwmechanics/actors.cpp

3109 lines
133 KiB
C++

#include "actors.hpp"
#include <optional>
#include <components/esm/esmreader.hpp>
#include <components/esm/esmwriter.hpp>
#include <components/sceneutil/positionattitudetransform.hpp>
#include <components/debug/debuglog.hpp>
#include <components/misc/rng.hpp>
#include <components/misc/mathutil.hpp>
#include <components/settings/settings.hpp>
/*
Start of tes3mp addition
Include additional headers for multiplayer purposes
*/
#include <components/openmw-mp/TimedLog.hpp>
#include <components/openmw-mp/Utils.hpp>
#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 "aiwander.hpp"
#include "actor.hpp"
#include "summoning.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<std::string, int> boundItemsMap;
if (boundItemsMap.empty())
{
std::string boundId = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("sMagicBoundBootsID")->mValue.getString();
boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_Boots;
boundId = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("sMagicBoundCuirassID")->mValue.getString();
boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_Cuirass;
boundId = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("sMagicBoundLeftGauntletID")->mValue.getString();
boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_LeftGauntlet;
boundId = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("sMagicBoundRightGauntletID")->mValue.getString();
boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_RightGauntlet;
boundId = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("sMagicBoundHelmID")->mValue.getString();
boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_Helmet;
boundId = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("sMagicBoundShieldID")->mValue.getString();
boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_CarriedLeft;
}
int slot = MWWorld::InventoryStore::Slot_CarriedRight;
std::map<std::string, int>::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){}
void visit (MWMechanics::EffectKey key, int effectIndex,
const std::string& sourceName, const std::string& sourceId, int casterActorId,
float magnitude, float remainingTime = -1, float totalTime = -1) override
{
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<const MWMechanics::AiFollow*>(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<ESM::GameSetting>& settings = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
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();
}
template<class T>
void forEachFollowingPackage(MWMechanics::Actors::PtrActorMap& actors, const MWWorld::Ptr& actor, const MWWorld::Ptr& player, T&& func)
{
for(auto& iter : actors)
{
const MWWorld::Ptr &iteratedActor = iter.first;
if (iteratedActor == player || iteratedActor == actor)
continue;
const MWMechanics::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(!func(iter, package))
break;
}
}
}
}
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;
namespace
{
float getTimeToDestination(const AiPackage& package, const osg::Vec3f& position, float speed, float duration, const osg::Vec3f& halfExtents)
{
const auto distanceToNextPathPoint = (package.getNextPathPoint(package.getDestination()) - position).length();
return (distanceToNextPathPoint - package.getNextPathPointTolerance(speed, duration, halfExtents)) / speed;
}
}
class GetStuntedMagickaDuration : public MWMechanics::EffectSourceVisitor
{
public:
float mRemainingTime;
GetStuntedMagickaDuration(const MWWorld::Ptr& actor)
: mRemainingTime(0.f){}
void visit (MWMechanics::EffectKey key, int effectIndex,
const std::string& sourceName, const std::string& sourceId, int casterActorId,
float magnitude, float remainingTime = -1, float totalTime = -1) override
{
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)
{
}
void visit (MWMechanics::EffectKey key, int effectIndex,
const std::string& sourceName, const std::string& sourceId, int casterActorId,
float magnitude, float remainingTime = -1, float totalTime = -1) override
{
if (magnitude <= 0)
return;
if (sourceId != mSpellId)
return;
mMagnitudes.emplace_back(key, magnitude);
}
std::vector<std::pair<MWMechanics::EffectKey, float>> mMagnitudes;
};
class GetCorprusSpells : public MWMechanics::EffectSourceVisitor
{
public:
void visit (MWMechanics::EffectKey key, int effectIndex,
const std::string& sourceName, const std::string& sourceId, int casterActorId,
float magnitude, float remainingTime = -1, float totalTime = -1) override
{
if (key.mId != ESM::MagicEffect::Corprus)
return;
mSpells.push_back(sourceId);
}
std::vector<std::string> mSpells;
};
class SoulTrap : public MWMechanics::EffectSourceVisitor
{
MWWorld::Ptr mCreature;
MWWorld::Ptr mActor;
bool mTrapped;
public:
SoulTrap(const MWWorld::Ptr& trappedCreature)
: mCreature(trappedCreature)
, mTrapped(false)
{
}
void visit (MWMechanics::EffectKey key, int effectIndex,
const std::string& sourceName, const std::string& sourceId, int casterActorId,
float magnitude, float remainingTime = -1, float totalTime = -1) override
{
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<ESM::GameSetting>().find("fSoulgemMult")->mValue.getFloat();
int creatureSoulValue = mCreature.get<ESM::Creature>()->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<float>::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<ESM::Miscellaneous>()->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<ESM::Static>()
.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;
auto it = store.getSlot(slot);
// Equip can fail because beast races cannot equip boots/helmets
if(it != store.end())
newItem = *it;
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,
bool inCombatOrPursue)
{
if (!actor.getRefData().getBaseNode())
return;
if (targetActor.getClass().getCreatureStats(targetActor).isDead())
return;
static const float fMaxHeadTrackDistance = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>()
.find("fMaxHeadTrackDistance")->mValue.getFloat();
static const float fInteriorHeadTrackMult = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>()
.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 > std::min(maxDistance * maxDistance, sqrHeadTrackDistance) && !inCombatOrPursue)
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;
if ((actorDirection * targetDirection > 0 || inCombatOrPursue)
&& 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<ESM::GameSetting>().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)
{
if (mSmoothMovement)
return;
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, 0.2f + 0.8f * distance / DECELERATE_DISTANCE);
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<int>::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<ESM::GameSetting>().find("iGreetDistanceMultiplier")->mValue.getInteger();
float helloDistance = static_cast<float>(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 (!stats.getMovementFlag(CreatureStats::Flag_ForceJump) && !stats.getMovementFlag(CreatureStats::Flag_ForceSneak)
&& (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())
{
float from = dir.x();
float to = dir.y();
float angle = std::atan2(from, to);
actorState.setAngleToPlayer(angle);
float deltaAngle = Misc::normalizeAngle(angle - actor.getRefData().getPosition().rot[2]);
if (!mSmoothMovement || std::abs(deltaAngle) > osg::DegreesToRadians(60.f))
actorState.setTurningToPlayer(true);
}
}
void Actors::engageCombat (const MWWorld::Ptr& actor1, const MWWorld::Ptr& actor2, std::map<const MWWorld::Ptr, const std::set<MWWorld::Ptr> >& 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<MWWorld::Ptr> 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<MWWorld::Ptr> 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<MWWorld::Ptr> 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<ESM::GameSetting>().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<ESM::GameSetting>().find("fPCbaseMagickaMult")->mValue.getFloat();
else
base = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fNPCbaseMagickaMult")->mValue.getFloat();
double magickaFactor = base +
creatureStats.getMagicEffects().get (EffectKey (ESM::MagicEffect::FortifyMaximumMagicka)).getMagnitude() * 0.1;
DynamicStat<float> magicka = creatureStats.getMagicka();
float diff = (static_cast<int>(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<ESM::GameSetting>& settings = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
if (sleep)
{
float health, magicka;
getRestorationPerHourOfSleep(ptr, health, magicka);
DynamicStat<float> 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<float> 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<float> fatigue = stats.getFatigue();
if (fatigue.getCurrent() >= fatigue.getBase())
return;
// Restore fatigue
float endurance = stats.getAttribute(ESM::Attribute::Endurance).getModified();
const MWWorld::Store<ESM::GameSetting>& settings = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
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)
{
}
void visit (MWMechanics::EffectKey key, int /*effectIndex*/,
const std::string& /*sourceName*/, const std::string& /*sourceId*/, int /*casterActorId*/,
float magnitude, float remainingTime = -1, float /*totalTime*/ = -1) override
{
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::applyCureEffects(const MWWorld::Ptr& actor)
{
CreatureStats &creatureStats = actor.getClass().getCreatureStats(actor);
const MagicEffects &effects = creatureStats.getMagicEffects();
if (effects.get(ESM::MagicEffect::CurePoison).getModifier() > 0)
{
creatureStats.getActiveSpells().purgeEffect(ESM::MagicEffect::Poison);
creatureStats.getSpells().purgeEffect(ESM::MagicEffect::Poison);
if (actor.getClass().hasInventoryStore(actor))
actor.getClass().getInventoryStore(actor).purgeEffect(ESM::MagicEffect::Poison);
}
if (effects.get(ESM::MagicEffect::CureParalyzation).getModifier() > 0)
{
creatureStats.getActiveSpells().purgeEffect(ESM::MagicEffect::Paralyze);
creatureStats.getSpells().purgeEffect(ESM::MagicEffect::Paralyze);
if (actor.getClass().hasInventoryStore(actor))
actor.getClass().getInventoryStore(actor).purgeEffect(ESM::MagicEffect::Paralyze);
}
if (effects.get(ESM::MagicEffect::CureCommonDisease).getModifier() > 0)
{
creatureStats.getSpells().purgeCommonDisease();
}
if (effects.get(ESM::MagicEffect::CureBlightDisease).getModifier() > 0)
{
creatureStats.getSpells().purgeBlightDisease();
}
if (effects.get(ESM::MagicEffect::CureCorprusDisease).getModifier() > 0)
{
creatureStats.getActiveSpells().purgeCorprusDisease();
creatureStats.getSpells().purgeCorprusDisease();
if (actor.getClass().hasInventoryStore(actor))
actor.getClass().getInventoryStore(actor).purgeEffect(ESM::MagicEffect::Corprus, true);
}
if (effects.get(ESM::MagicEffect::RemoveCurse).getModifier() > 0)
{
creatureStats.getSpells().purgeCurses();
}
}
void Actors::calculateCreatureStatModifiers (const MWWorld::Ptr& ptr, float duration)
{
CreatureStats &creatureStats = ptr.getClass().getCreatureStats(ptr);
const MagicEffects &effects = creatureStats.getMagicEffects();
bool godmode = ptr == getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState();
applyCureEffects(ptr);
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<float> stat = creatureStats.getDynamic(i);
float fortify = effects.get(ESM::MagicEffect::FortifyHealth + i).getMagnitude();
float drain = 0.f;
if (!godmode)
drain = effects.get(ESM::MagicEffect::DrainHealth + i).getMagnitude();
stat.setCurrentModifier(fortify - drain,
// 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);
float fortify = effects.get(EffectKey(ESM::MagicEffect::FortifyAttribute, i)).getMagnitude();
float drain = 0.f, absorb = 0.f;
if (!godmode)
{
drain = effects.get(EffectKey(ESM::MagicEffect::DrainAttribute, i)).getMagnitude();
absorb = effects.get(EffectKey(ESM::MagicEffect::AbsorbAttribute, i)).getMagnitude();
}
stat.setModifier(static_cast<int>(fortify - drain - absorb));
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<std::string> corprusSpells = getCorprusSpellsVisitor.mSpells;
std::vector<std::string> 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; i<ESM::Attribute::Length; ++i)
corprus.mWorsenings[i] = 0;
corprus.mNextWorsening = MWBase::Environment::get().getWorld()->getTimeStamp() + CorprusStats::sWorseningPeriod;
creatureStats.addCorprusSpell(newCorprusSpell, corprus);
}
}
// AI setting modifiers
int creature = !ptr.getClass().isNpc();
if (creature && ptr.get<ESM::Creature>()->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<ESM::Creature>()->mBase->mData.mType == ESM::Creature::Creatures)
{
Stat<int> stat = creatureStats.getAiSetting(CreatureStats::AI_Fight);
stat.setModifier(static_cast<int>(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<int>(effects.get(ESM::MagicEffect::DemoralizeHumanoid + creature).getMagnitude()
- effects.get(ESM::MagicEffect::RallyHumanoid+creature).getMagnitude()));
creatureStats.setAiSetting(CreatureStats::AI_Flee, stat);
}
if (creature && ptr.get<ESM::Creature>()->mBase->mData.mType == ESM::Creature::Undead)
{
Stat<int> stat = creatureStats.getAiSetting(CreatureStats::AI_Flee);
stat.setModifier(static_cast<int>(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<MWWorld::Ptr> 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<ActiveSpells::ActiveEffect>::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; i<sizeof(damageEffects)/sizeof(int); ++i)
{
if (damageEffects[i] == effectId)
isDamageEffect = true;
}
if (isDamageEffect)
{
/*
Start of tes3mp addition
If the victim was the LocalPlayer or a LocalActor, record the caster as their killer
*/
mwmp::Target killer = MechanicsHelper::getTarget(caster);
if (ptr == MWMechanics::getPlayer())
{
mwmp::Main::get().getLocalPlayer()->killer = 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<ESM::MagicEffect::Effects, std::string> 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";
}
if(ptr.getClass().hasInventoryStore(ptr))
{
for (const auto& [effect, itemGmst] : boundItemsMap)
{
bool found = creatureStats.mBoundItems.find(effect) != creatureStats.mBoundItems.end();
float magnitude = effects.get(effect).getMagnitude();
if (found != (magnitude > 0))
{
if (magnitude > 0)
creatureStats.mBoundItems.insert(effect);
else
creatureStats.mBoundItems.erase(effect);
std::string item = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(
itemGmst)->mValue.getString();
magnitude > 0 ? addBoundItem(item, ptr) : removeBoundItem(item, ptr);
if (effect == ESM::MagicEffect::BoundGloves)
{
item = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(
"sMagicBoundRightGauntletID")->mValue.getString();
magnitude > 0 ? addBoundItem(item, ptr) : removeBoundItem(item, ptr);
}
}
}
}
// Summoned creature update visitor assumes the actor belongs to a cell.
// This assumption isn't always valid for the player character.
if (!ptr.isInCell())
return;
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);
creatureStats.getSpells().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();
bool godmode = ptr == getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState();
// skills
for(int i = 0;i < ESM::Skill::Length;++i)
{
SkillValue& skill = npcStats.getSkill(i);
float fortify = effects.get(EffectKey(ESM::MagicEffect::FortifySkill, i)).getMagnitude();
float drain = 0.f, absorb = 0.f;
if (!godmode)
{
drain = effects.get(EffectKey(ESM::MagicEffect::DrainSkill, i)).getMagnitude();
absorb = effects.get(EffectKey(ESM::MagicEffect::AbsorbSkill, i)).getMagnitude();
}
skill.setModifier(static_cast<int>(fortify - drain - absorb));
}
}
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<ESM::GameSetting>().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<ESM::GameSetting>().find("fSuffocationDamage")->mValue.getFloat();
DynamicStat<float> 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);
}
else if (heldIter == inventoryStore.end() || heldIter->getTypeName() == typeid(ESM::Light).name())
{
// For hostile NPCs, see if they have anything better to equip first
auto shield = inventoryStore.getPreferredShield(ptr);
if(shield != inventoryStore.end())
inventoryStore.equip(MWWorld::InventoryStore::Slot_CarriedLeft, shield, 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<ESM::GameSetting>().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<ESM::GameSetting>().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() : mSmoothMovement(Settings::Manager::getBool("smooth movement", "Game"))
{
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<MWWorld::Ptr> 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
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) continue;
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::predictAndAvoidCollisions(float duration)
{
if (!MWBase::Environment::get().getMechanicsManager()->isAIActive())
return;
const float minGap = 10.f;
const float maxDistForPartialAvoiding = 200.f;
const float maxDistForStrictAvoiding = 100.f;
const float maxTimeToCheck = 2.0f;
static const bool giveWayWhenIdle = Settings::Manager::getBool("NPCs give way", "Game");
MWWorld::Ptr player = getPlayer();
MWBase::World* world = MWBase::Environment::get().getWorld();
for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter)
{
const MWWorld::Ptr& ptr = iter->first;
if (ptr == player)
continue; // Don't interfere with player controls.
float maxSpeed = ptr.getClass().getMaxSpeed(ptr);
if (maxSpeed == 0.0)
continue; // Can't move, so there is no sense to predict collisions.
Movement& movement = ptr.getClass().getMovementSettings(ptr);
osg::Vec2f origMovement(movement.mPosition[0], movement.mPosition[1]);
bool isMoving = origMovement.length2() > 0.01;
if (movement.mPosition[1] < 0)
continue; // Actors can not see others when move backward.
// Moving NPCs always should avoid collisions.
// Standing NPCs give way to moving ones if they are not in combat (or pursue) mode and either
// follow player or have a AIWander package with non-empty wander area.
bool shouldAvoidCollision = isMoving;
bool shouldGiveWay = false;
bool shouldTurnToApproachingActor = !isMoving;
MWWorld::Ptr currentTarget; // Combat or pursue target (NPCs should not avoid collision with their targets).
const auto& aiSequence = ptr.getClass().getCreatureStats(ptr).getAiSequence();
for (const auto& package : aiSequence)
{
if (package->getTypeId() == AiPackageTypeId::Follow)
shouldAvoidCollision = true;
else if (package->getTypeId() == AiPackageTypeId::Wander && giveWayWhenIdle)
{
if (!static_cast<const AiWander*>(package.get())->isStationary())
shouldGiveWay = true;
}
else if (package->getTypeId() == AiPackageTypeId::Combat || package->getTypeId() == AiPackageTypeId::Pursue)
{
currentTarget = package->getTarget();
shouldAvoidCollision = isMoving;
shouldTurnToApproachingActor = false;
break;
}
}
if (!shouldAvoidCollision && !shouldGiveWay)
continue;
osg::Vec2f baseSpeed = origMovement * maxSpeed;
osg::Vec3f basePos = ptr.getRefData().getPosition().asVec3();
float baseRotZ = ptr.getRefData().getPosition().rot[2];
osg::Vec3f halfExtents = world->getHalfExtents(ptr);
float maxDistToCheck = isMoving ? maxDistForPartialAvoiding : maxDistForStrictAvoiding;
float timeToCheck = maxTimeToCheck;
if (!shouldGiveWay && !aiSequence.isEmpty())
timeToCheck = std::min(timeToCheck, getTimeToDestination(**aiSequence.begin(), basePos, maxSpeed, duration, halfExtents));
float timeToCollision = timeToCheck;
osg::Vec2f movementCorrection(0, 0);
float angleToApproachingActor = 0;
// Iterate through all other actors and predict collisions.
for(PtrActorMap::iterator otherIter(mActors.begin()); otherIter != mActors.end(); ++otherIter)
{
const MWWorld::Ptr& otherPtr = otherIter->first;
if (otherPtr == ptr || otherPtr == currentTarget)
continue;
osg::Vec3f otherHalfExtents = world->getHalfExtents(otherPtr);
osg::Vec3f deltaPos = otherPtr.getRefData().getPosition().asVec3() - basePos;
osg::Vec2f relPos = Misc::rotateVec2f(osg::Vec2f(deltaPos.x(), deltaPos.y()), baseRotZ);
float dist = deltaPos.length();
// Ignore actors which are not close enough or come from behind.
if (dist > maxDistToCheck || relPos.y() < 0)
continue;
// Don't check for a collision if vertical distance is greater then the actor's height.
if (deltaPos.z() > halfExtents.z() * 2 || deltaPos.z() < -otherHalfExtents.z() * 2)
continue;
osg::Vec3f speed = otherPtr.getClass().getMovementSettings(otherPtr).asVec3() *
otherPtr.getClass().getMaxSpeed(otherPtr);
float rotZ = otherPtr.getRefData().getPosition().rot[2];
osg::Vec2f relSpeed = Misc::rotateVec2f(osg::Vec2f(speed.x(), speed.y()), baseRotZ - rotZ) - baseSpeed;
float collisionDist = minGap + world->getHalfExtents(ptr).x() + world->getHalfExtents(otherPtr).x();
collisionDist = std::min(collisionDist, relPos.length());
// Find the earliest `t` when |relPos + relSpeed * t| == collisionDist.
float vr = relPos.x() * relSpeed.x() + relPos.y() * relSpeed.y();
float v2 = relSpeed.length2();
float Dh = vr * vr - v2 * (relPos.length2() - collisionDist * collisionDist);
if (Dh <= 0 || v2 == 0)
continue; // No solution; distance is always >= collisionDist.
float t = (-vr - std::sqrt(Dh)) / v2;
if (t < 0 || t > timeToCollision)
continue;
// Check visibility and awareness last as it's expensive.
if (!MWBase::Environment::get().getWorld()->getLOS(otherPtr, ptr))
continue;
if (!MWBase::Environment::get().getMechanicsManager()->awarenessCheck(otherPtr, ptr))
continue;
timeToCollision = t;
angleToApproachingActor = std::atan2(deltaPos.x(), deltaPos.y());
osg::Vec2f posAtT = relPos + relSpeed * t;
float coef = (posAtT.x() * relSpeed.x() + posAtT.y() * relSpeed.y()) / (collisionDist * collisionDist * maxSpeed);
coef *= osg::clampBetween((maxDistForPartialAvoiding - dist) / (maxDistForPartialAvoiding - maxDistForStrictAvoiding), 0.f, 1.f);
movementCorrection = posAtT * coef;
if (otherPtr.getClass().getCreatureStats(otherPtr).isDead())
// In case of dead body still try to go around (it looks natural), but reduce the correction twice.
movementCorrection.y() *= 0.5f;
}
if (timeToCollision < timeToCheck)
{
// Try to evade the nearest collision.
osg::Vec2f newMovement = origMovement + movementCorrection;
// Step to the side rather than backward. Otherwise player will be able to push the NPC far away from it's original location.
newMovement.y() = std::max(newMovement.y(), 0.f);
newMovement.normalize();
if (isMoving)
newMovement *= origMovement.length(); // Keep the original speed.
movement.mPosition[0] = newMovement.x();
movement.mPosition[1] = newMovement.y();
if (shouldTurnToApproachingActor)
zTurn(ptr, angleToApproachingActor);
}
}
}
void Actors::update (float duration, bool paused)
{
if(!paused)
{
static float timerUpdateHeadTrack = 0;
static float timerUpdateEquippedLight = 0;
static float timerUpdateHello = 0;
const float updateEquippedLightInterval = 1.0f;
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<const MWWorld::Ptr, const std::set<MWWorld::Ptr> > 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);
}
bool godmode = MWBase::Environment::get().getWorld()->getGodModeState();
// 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);
const Misc::TimerStatus engageCombatTimerStatus = iter->second->updateEngageCombatTimer(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 (engageCombatTimerStatus == Misc::TimerStatus::Elapsed && (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<float>::max();
MWWorld::Ptr headTrackTarget;
MWMechanics::CreatureStats& stats = iter->first.getClass().getCreatureStats(iter->first);
bool firstPersonPlayer = isPlayer && world->isFirstPerson();
bool inCombatOrPursue = stats.getAiSequence().isInCombat() || stats.getAiSequence().hasPackage(AiPackageTypeId::Pursue);
MWWorld::Ptr activePackageTarget;
// 1. Unconsious actor can not track target
// 2. Actors in combat and pursue mode do not bother to headtrack anyone except their target
// 3. Player character does not use headtracking in the 1st-person view
if (!stats.getKnockedDown() && !firstPersonPlayer)
{
if (inCombatOrPursue)
activePackageTarget = stats.getAiSequence().getActivePackage().getTarget();
for (PtrActorMap::iterator it(mActors.begin()); it != mActors.end(); ++it)
{
if (it->first == iter->first)
continue;
if (inCombatOrPursue && it->first != activePackageTarget)
continue;
updateHeadTracking(iter->first, it->first, headTrackTarget, sqrHeadTrackDistance, inCombatOrPursue);
}
}
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);
}
}
}
static const bool avoidCollisions = Settings::Manager::getBool("NPCs avoid collisions", "Game");
if (avoidCollisions)
predictAndAvoidCollisions(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 && (!godmode || !isPlayer) && 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);
/*
Start of tes3mp change (major)
Do a cleanup here and send an ID_OBJECT_DELETE packet every time a summoned creature
despawns for the local player or for a local actor
*/
if (!ptr.isEmpty() &&
(casterStats.getActorId() == getPlayer().getClass().getCreatureStats(getPlayer()).getActorId() || 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<ESM::Static>()
.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<ESM::SummonKey, int>& 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<int>& 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)
{
if (iter->first.getClass().getCreatureStats(iter->first).isDead())
{
iter->first.getClass().getCreatureStats(iter->first).getActiveSpells().update(duration);
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);
iter->first.getClass().getCreatureStats(iter->first).getActiveSpells().update(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<ESM::GameSetting>& gmst = world->getStore().get<ESM::GameSetting>();
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<MWWorld::Ptr> 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<int>(std::ceil(std::max(1.f, std::max(healthHours, magickaHours))));
return autoHours;
}
int Actors::countDeaths (const std::string& id) const
{
std::map<std::string, int>::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<MWWorld::Ptr>& 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<MWWorld::Ptr> Actors::getActorsSidingWith(const MWWorld::Ptr& actor)
{
std::list<MWWorld::Ptr> 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<MWWorld::Ptr> Actors::getActorsFollowing(const MWWorld::Ptr& actor)
{
std::list<MWWorld::Ptr> list;
forEachFollowingPackage(mActors, actor, getPlayer(), [&] (auto& iter, const std::unique_ptr<AiPackage>& package)
{
if (package->followTargetThroughDoors() && package->getTarget() == actor)
list.push_back(iter.first);
else if (package->getTypeId() != AiPackageTypeId::Combat && package->getTypeId() != AiPackageTypeId::Wander)
return false;
return true;
});
return list;
}
void Actors::getActorsFollowing(const MWWorld::Ptr &actor, std::set<MWWorld::Ptr>& out) {
std::list<MWWorld::Ptr> 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<MWWorld::Ptr>& out) {
std::list<MWWorld::Ptr> 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<MWWorld::Ptr>& out, std::map<const MWWorld::Ptr, const std::set<MWWorld::Ptr> >& cachedAllies) {
// If we have already found actor's allies, use the cache
std::map<const MWWorld::Ptr, const std::set<MWWorld::Ptr> >::const_iterator search = cachedAllies.find(actor);
if (search != cachedAllies.end())
out.insert(search->second.begin(), search->second.end());
else
{
std::list<MWWorld::Ptr> 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<int> Actors::getActorsFollowingIndices(const MWWorld::Ptr &actor)
{
std::list<int> list;
forEachFollowingPackage(mActors, actor, getPlayer(), [&] (auto& iter, const std::unique_ptr<AiPackage>& package)
{
if (package->followTargetThroughDoors() && package->getTarget() == actor)
{
list.push_back(static_cast<const AiFollow*>(package.get())->getFollowIndex());
return false;
}
else if (package->getTypeId() != AiPackageTypeId::Combat && package->getTypeId() != AiPackageTypeId::Wander)
return false;
return true;
});
return list;
}
std::map<int, MWWorld::Ptr> Actors::getActorsFollowingByIndex(const MWWorld::Ptr &actor)
{
std::map<int, MWWorld::Ptr> map;
forEachFollowingPackage(mActors, actor, getPlayer(), [&] (auto& iter, const std::unique_ptr<AiPackage>& package)
{
if (package->followTargetThroughDoors() && package->getTarget() == actor)
{
int index = static_cast<const AiFollow*>(package.get())->getFollowIndex();
map[index] = iter.first;
return false;
}
else if (package->getTypeId() != AiPackageTypeId::Combat && package->getTypeId() != AiPackageTypeId::Wander)
return false;
return true;
});
return map;
}
std::list<MWWorld::Ptr> Actors::getActorsFighting(const MWWorld::Ptr& actor) {
std::list<MWWorld::Ptr> list;
std::vector<MWWorld::Ptr> 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<MWWorld::Ptr> Actors::getEnemiesNearby(const MWWorld::Ptr& actor)
{
std::list<MWWorld::Ptr> list;
std::vector<MWWorld::Ptr> neighbors;
osg::Vec3f position (actor.getRefData().getPosition().asVec3());
getObjectsInRange(position, mActorsProcessingRange, neighbors);
std::set<MWWorld::Ptr> 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<std::string, int>::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);
}
}
}