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

2027 lines
88 KiB
C++

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