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602 lines
17 KiB
C++
602 lines
17 KiB
C++
#include "npcstats.hpp"
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#include <iomanip>
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#include <boost/format.hpp>
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#include <components/esm/loadclas.hpp>
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#include <components/esm/loadgmst.hpp>
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#include <components/esm/loadfact.hpp>
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#include <components/esm/npcstats.hpp>
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#include "../mwworld/class.hpp"
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#include "../mwworld/esmstore.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/windowmanager.hpp"
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MWMechanics::NpcStats::NpcStats()
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: mDisposition (0)
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, mReputation(0)
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, mCrimeId(-1)
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, mBounty(0)
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, mWerewolfKills (0)
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, mLevelProgress(0)
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, mTimeToStartDrowning(-1.0) // set breath to special value, it will be replaced during actor update
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, mIsWerewolf(false)
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{
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mSkillIncreases.resize (ESM::Attribute::Length, 0);
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mSpecIncreases.resize(3, 0);
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}
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int MWMechanics::NpcStats::getBaseDisposition() const
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{
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return mDisposition;
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}
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void MWMechanics::NpcStats::setBaseDisposition(int disposition)
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{
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mDisposition = disposition;
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}
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const MWMechanics::SkillValue& MWMechanics::NpcStats::getSkill (int index) const
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{
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if (index<0 || index>=ESM::Skill::Length)
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throw std::runtime_error ("skill index out of range");
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return mSkill[index];
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}
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MWMechanics::SkillValue& MWMechanics::NpcStats::getSkill (int index)
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{
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if (index<0 || index>=ESM::Skill::Length)
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throw std::runtime_error ("skill index out of range");
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return mSkill[index];
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}
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void MWMechanics::NpcStats::setSkill(int index, const MWMechanics::SkillValue &value)
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{
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if (index<0 || index>=ESM::Skill::Length)
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throw std::runtime_error ("skill index out of range");
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mSkill[index] = value;
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}
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const std::map<std::string, int>& MWMechanics::NpcStats::getFactionRanks() const
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{
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return mFactionRank;
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}
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void MWMechanics::NpcStats::raiseRank(const std::string &faction)
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{
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const std::string lower = Misc::StringUtils::lowerCase(faction);
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std::map<std::string, int>::iterator it = mFactionRank.find(lower);
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if (it != mFactionRank.end())
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{
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// Does the next rank exist?
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const ESM::Faction* factionPtr = MWBase::Environment::get().getWorld()->getStore().get<ESM::Faction>().find(lower);
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if (it->second+1 < 10 && !factionPtr->mRanks[it->second+1].empty())
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it->second += 1;
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}
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}
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void MWMechanics::NpcStats::lowerRank(const std::string &faction)
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{
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const std::string lower = Misc::StringUtils::lowerCase(faction);
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std::map<std::string, int>::iterator it = mFactionRank.find(lower);
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if (it != mFactionRank.end())
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{
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it->second = std::max(0, it->second-1);
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}
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}
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void MWMechanics::NpcStats::joinFaction(const std::string& faction)
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{
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const std::string lower = Misc::StringUtils::lowerCase(faction);
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std::map<std::string, int>::iterator it = mFactionRank.find(lower);
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if (it == mFactionRank.end())
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mFactionRank[lower] = 0;
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}
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bool MWMechanics::NpcStats::getExpelled(const std::string& factionID) const
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{
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return mExpelled.find(Misc::StringUtils::lowerCase(factionID)) != mExpelled.end();
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}
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void MWMechanics::NpcStats::expell(const std::string& factionID)
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{
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std::string lower = Misc::StringUtils::lowerCase(factionID);
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if (mExpelled.find(lower) == mExpelled.end())
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{
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std::string message = "#{sExpelledMessage}";
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message += MWBase::Environment::get().getWorld()->getStore().get<ESM::Faction>().find(factionID)->mName;
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MWBase::Environment::get().getWindowManager()->messageBox(message);
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mExpelled.insert(lower);
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}
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}
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void MWMechanics::NpcStats::clearExpelled(const std::string& factionID)
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{
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mExpelled.erase(Misc::StringUtils::lowerCase(factionID));
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}
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bool MWMechanics::NpcStats::isInFaction (const std::string& faction) const
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{
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return (mFactionRank.find(Misc::StringUtils::lowerCase(faction)) != mFactionRank.end());
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}
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int MWMechanics::NpcStats::getFactionReputation (const std::string& faction) const
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{
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std::map<std::string, int>::const_iterator iter = mFactionReputation.find (Misc::StringUtils::lowerCase(faction));
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if (iter==mFactionReputation.end())
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return 0;
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return iter->second;
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}
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void MWMechanics::NpcStats::setFactionReputation (const std::string& faction, int value)
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{
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mFactionReputation[Misc::StringUtils::lowerCase(faction)] = value;
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}
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float MWMechanics::NpcStats::getSkillProgressRequirement (int skillIndex, const ESM::Class& class_) const
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{
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float progressRequirement = static_cast<float>(1 + getSkill(skillIndex).getBase());
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const MWWorld::Store<ESM::GameSetting> &gmst =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
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float typeFactor = gmst.find ("fMiscSkillBonus")->getFloat();
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for (int i=0; i<5; ++i)
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if (class_.mData.mSkills[i][0]==skillIndex)
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{
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typeFactor = gmst.find ("fMinorSkillBonus")->getFloat();
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break;
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}
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for (int i=0; i<5; ++i)
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if (class_.mData.mSkills[i][1]==skillIndex)
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{
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typeFactor = gmst.find ("fMajorSkillBonus")->getFloat();
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break;
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}
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progressRequirement *= typeFactor;
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if (typeFactor<=0)
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throw std::runtime_error ("invalid skill type factor");
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float specialisationFactor = 1;
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const ESM::Skill *skill =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::Skill>().find (skillIndex);
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if (skill->mData.mSpecialization==class_.mData.mSpecialization)
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{
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specialisationFactor = gmst.find ("fSpecialSkillBonus")->getFloat();
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if (specialisationFactor<=0)
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throw std::runtime_error ("invalid skill specialisation factor");
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}
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progressRequirement *= specialisationFactor;
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return progressRequirement;
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}
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void MWMechanics::NpcStats::useSkill (int skillIndex, const ESM::Class& class_, int usageType, float extraFactor)
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{
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const ESM::Skill *skill =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::Skill>().find (skillIndex);
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float skillGain = 1;
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if (usageType>=4)
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throw std::runtime_error ("skill usage type out of range");
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if (usageType>=0)
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{
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skillGain = skill->mData.mUseValue[usageType];
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if (skillGain<0)
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throw std::runtime_error ("invalid skill gain factor");
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}
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skillGain *= extraFactor;
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MWMechanics::SkillValue& value = getSkill (skillIndex);
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value.setProgress(value.getProgress() + skillGain);
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if (int(value.getProgress())>=int(getSkillProgressRequirement(skillIndex, class_)))
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{
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// skill levelled up
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increaseSkill(skillIndex, class_, false);
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}
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}
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void MWMechanics::NpcStats::increaseSkill(int skillIndex, const ESM::Class &class_, bool preserveProgress, bool readBook)
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{
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int base = getSkill (skillIndex).getBase();
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if (base >= 100)
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return;
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base += 1;
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const MWWorld::Store<ESM::GameSetting> &gmst =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
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// is this a minor or major skill?
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int increase = gmst.find("iLevelupMiscMultAttriubte")->getInt(); // Note: GMST has a typo
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for (int k=0; k<5; ++k)
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{
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if (class_.mData.mSkills[k][0] == skillIndex)
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{
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mLevelProgress += gmst.find("iLevelUpMinorMult")->getInt();
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increase = gmst.find("iLevelUpMajorMultAttribute")->getInt();
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}
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}
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for (int k=0; k<5; ++k)
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{
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if (class_.mData.mSkills[k][1] == skillIndex)
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{
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mLevelProgress += gmst.find("iLevelUpMajorMult")->getInt();
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increase = gmst.find("iLevelUpMinorMultAttribute")->getInt();
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}
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}
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const ESM::Skill* skill =
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MWBase::Environment::get().getWorld ()->getStore ().get<ESM::Skill>().find(skillIndex);
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mSkillIncreases[skill->mData.mAttribute] += increase;
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mSpecIncreases[skill->mData.mSpecialization] += gmst.find("iLevelupSpecialization")->getInt();
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// Play sound & skill progress notification
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/// \todo check if character is the player, if levelling is ever implemented for NPCs
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MWBase::Environment::get().getWindowManager()->playSound("skillraise");
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std::stringstream message;
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if (readBook)
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message << std::string("#{sBookSkillMessage}\n");
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message << boost::format(MWBase::Environment::get().getWindowManager ()->getGameSettingString ("sNotifyMessage39", ""))
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% std::string("#{" + ESM::Skill::sSkillNameIds[skillIndex] + "}")
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% static_cast<int> (base);
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MWBase::Environment::get().getWindowManager ()->messageBox(message.str(), MWGui::ShowInDialogueMode_Never);
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if (mLevelProgress >= gmst.find("iLevelUpTotal")->getInt())
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{
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// levelup is possible now
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MWBase::Environment::get().getWindowManager ()->messageBox ("#{sLevelUpMsg}", MWGui::ShowInDialogueMode_Never);
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}
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getSkill(skillIndex).setBase (base);
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if (!preserveProgress)
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getSkill(skillIndex).setProgress(0);
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}
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int MWMechanics::NpcStats::getLevelProgress () const
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{
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return mLevelProgress;
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}
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/*
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Start of tes3mp addition
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Make it possible to set a player's level progress directly instead of going
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through other methods
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*/
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void MWMechanics::NpcStats::setLevelProgress(int value)
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{
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mLevelProgress = value;
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}
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/*
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End of tes3mp addition
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*/
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/*
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Start of tes3mp addition
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Make it possible to get a player's skill increases for an attribute directly
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instead of going through other methods
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*/
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int MWMechanics::NpcStats::getSkillIncrease(int attribute) const
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{
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return mSkillIncreases[attribute];
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}
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/*
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End of tes3mp addition
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*/
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/*
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Start of tes3mp addition
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Make it possible to set a player's skill increases for an attribute directly
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instead of going through other methods
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*/
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void MWMechanics::NpcStats::setSkillIncrease(int attribute, int value)
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{
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mSkillIncreases[attribute] = value;
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}
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/*
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End of tes3mp addition
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*/
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/*
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Start of tes3mp addition
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Make it possible to get and set the time of the last crime witnessed by the NPC,
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used to stop combat with a player after that player dies and is resurrected
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*/
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std::time_t MWMechanics::NpcStats::getCrimeTime()
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{
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return mCrimeTime;
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}
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void MWMechanics::NpcStats::setCrimeTime(std::time_t crimeTime)
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{
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mCrimeTime = crimeTime;
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}
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/*
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End of tes3mp addition
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*/
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void MWMechanics::NpcStats::levelUp()
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{
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const MWWorld::Store<ESM::GameSetting> &gmst =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
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mLevelProgress -= gmst.find("iLevelUpTotal")->getInt();
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mLevelProgress = std::max(0, mLevelProgress); // might be necessary when levelup was invoked via console
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for (int i=0; i<ESM::Attribute::Length; ++i)
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mSkillIncreases[i] = 0;
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const int endurance = getAttribute(ESM::Attribute::Endurance).getBase();
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// "When you gain a level, in addition to increasing three primary attributes, your Health
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// will automatically increase by 10% of your Endurance attribute. If you increased Endurance this level,
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// the Health increase is calculated from the increased Endurance"
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setHealth(getHealth().getBase() + endurance * gmst.find("fLevelUpHealthEndMult")->getFloat());
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setLevel(getLevel()+1);
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}
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void MWMechanics::NpcStats::updateHealth()
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{
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const int endurance = getAttribute(ESM::Attribute::Endurance).getBase();
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const int strength = getAttribute(ESM::Attribute::Strength).getBase();
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setHealth(floor(0.5f * (strength + endurance)));
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}
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int MWMechanics::NpcStats::getLevelupAttributeMultiplier(int attribute) const
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{
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int num = mSkillIncreases[attribute];
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if (num == 0)
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return 1;
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num = std::min(10, num);
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// iLevelUp01Mult - iLevelUp10Mult
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std::stringstream gmst;
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gmst << "iLevelUp" << std::setfill('0') << std::setw(2) << num << "Mult";
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return MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(gmst.str())->getInt();
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}
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int MWMechanics::NpcStats::getSkillIncreasesForSpecialization(int spec) const
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{
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return mSpecIncreases[spec];
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}
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void MWMechanics::NpcStats::flagAsUsed (const std::string& id)
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{
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mUsedIds.insert (id);
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}
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bool MWMechanics::NpcStats::hasBeenUsed (const std::string& id) const
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{
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return mUsedIds.find (id)!=mUsedIds.end();
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}
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int MWMechanics::NpcStats::getBounty() const
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{
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return mBounty;
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}
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void MWMechanics::NpcStats::setBounty (int bounty)
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{
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mBounty = bounty;
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}
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int MWMechanics::NpcStats::getReputation() const
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{
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return mReputation;
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}
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void MWMechanics::NpcStats::setReputation(int reputation)
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{
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mReputation = reputation;
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}
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int MWMechanics::NpcStats::getCrimeId() const
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{
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return mCrimeId;
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}
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void MWMechanics::NpcStats::setCrimeId(int id)
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{
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mCrimeId = id;
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/*
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Start of tes3mp addition
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Record this as the time of the last crime witnessed by this NPC
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*/
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if (id != -1)
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setCrimeTime(time(0));
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/*
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End of tes3mp addition
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*/
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}
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bool MWMechanics::NpcStats::hasSkillsForRank (const std::string& factionId, int rank) const
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{
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if (rank<0 || rank>=10)
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throw std::runtime_error ("rank index out of range");
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const ESM::Faction& faction =
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*MWBase::Environment::get().getWorld()->getStore().get<ESM::Faction>().find (factionId);
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std::vector<int> skills;
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for (int i=0; i<7; ++i)
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{
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if (faction.mData.mSkills[i] != -1)
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skills.push_back (static_cast<int> (getSkill (faction.mData.mSkills[i]).getBase()));
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}
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if (skills.empty())
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return true;
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std::sort (skills.begin(), skills.end());
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std::vector<int>::const_reverse_iterator iter = skills.rbegin();
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const ESM::RankData& rankData = faction.mData.mRankData[rank];
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if (*iter<rankData.mSkill1)
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return false;
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if (skills.size() < 2)
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return true;
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return *++iter>=rankData.mSkill2;
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}
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bool MWMechanics::NpcStats::isWerewolf() const
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{
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return mIsWerewolf;
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}
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void MWMechanics::NpcStats::setWerewolf (bool set)
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{
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if (mIsWerewolf == set)
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return;
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if(set != false)
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{
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mWerewolfKills = 0;
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}
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mIsWerewolf = set;
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}
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int MWMechanics::NpcStats::getWerewolfKills() const
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{
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return mWerewolfKills;
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}
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void MWMechanics::NpcStats::addWerewolfKill()
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{
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++mWerewolfKills;
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}
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float MWMechanics::NpcStats::getTimeToStartDrowning() const
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{
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return mTimeToStartDrowning;
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}
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void MWMechanics::NpcStats::setTimeToStartDrowning(float time)
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{
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mTimeToStartDrowning=time;
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}
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void MWMechanics::NpcStats::writeState (ESM::NpcStats& state) const
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{
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for (std::map<std::string, int>::const_iterator iter (mFactionRank.begin());
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iter!=mFactionRank.end(); ++iter)
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state.mFactions[iter->first].mRank = iter->second;
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state.mDisposition = mDisposition;
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for (int i=0; i<ESM::Skill::Length; ++i)
|
|
mSkill[i].writeState (state.mSkills[i]);
|
|
|
|
state.mIsWerewolf = mIsWerewolf;
|
|
|
|
state.mCrimeId = mCrimeId;
|
|
|
|
state.mBounty = mBounty;
|
|
|
|
for (std::set<std::string>::const_iterator iter (mExpelled.begin());
|
|
iter!=mExpelled.end(); ++iter)
|
|
state.mFactions[*iter].mExpelled = true;
|
|
|
|
for (std::map<std::string, int>::const_iterator iter (mFactionReputation.begin());
|
|
iter!=mFactionReputation.end(); ++iter)
|
|
state.mFactions[iter->first].mReputation = iter->second;
|
|
|
|
state.mReputation = mReputation;
|
|
state.mWerewolfKills = mWerewolfKills;
|
|
state.mLevelProgress = mLevelProgress;
|
|
|
|
for (int i=0; i<ESM::Attribute::Length; ++i)
|
|
state.mSkillIncrease[i] = mSkillIncreases[i];
|
|
|
|
for (int i=0; i<3; ++i)
|
|
state.mSpecIncreases[i] = mSpecIncreases[i];
|
|
|
|
std::copy (mUsedIds.begin(), mUsedIds.end(), std::back_inserter (state.mUsedIds));
|
|
|
|
state.mTimeToStartDrowning = mTimeToStartDrowning;
|
|
}
|
|
|
|
void MWMechanics::NpcStats::readState (const ESM::NpcStats& state)
|
|
{
|
|
const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
|
|
|
|
for (std::map<std::string, ESM::NpcStats::Faction>::const_iterator iter (state.mFactions.begin());
|
|
iter!=state.mFactions.end(); ++iter)
|
|
if (store.get<ESM::Faction>().search (iter->first))
|
|
{
|
|
if (iter->second.mExpelled)
|
|
mExpelled.insert (iter->first);
|
|
|
|
if (iter->second.mRank >= 0)
|
|
mFactionRank[iter->first] = iter->second.mRank;
|
|
|
|
if (iter->second.mReputation)
|
|
mFactionReputation[Misc::StringUtils::lowerCase(iter->first)] = iter->second.mReputation;
|
|
}
|
|
|
|
mDisposition = state.mDisposition;
|
|
|
|
for (int i=0; i<ESM::Skill::Length; ++i)
|
|
mSkill[i].readState (state.mSkills[i]);
|
|
|
|
mIsWerewolf = state.mIsWerewolf;
|
|
|
|
mCrimeId = state.mCrimeId;
|
|
mBounty = state.mBounty;
|
|
mReputation = state.mReputation;
|
|
mWerewolfKills = state.mWerewolfKills;
|
|
mLevelProgress = state.mLevelProgress;
|
|
|
|
for (int i=0; i<ESM::Attribute::Length; ++i)
|
|
mSkillIncreases[i] = state.mSkillIncrease[i];
|
|
|
|
for (int i=0; i<3; ++i)
|
|
mSpecIncreases[i] = state.mSpecIncreases[i];
|
|
|
|
for (std::vector<std::string>::const_iterator iter (state.mUsedIds.begin());
|
|
iter!=state.mUsedIds.end(); ++iter)
|
|
if (store.find (*iter))
|
|
mUsedIds.insert (*iter);
|
|
|
|
mTimeToStartDrowning = state.mTimeToStartDrowning;
|
|
}
|