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openmw-tes3mp/apps/openmw/mwmechanics/mechanicsmanagerimp.cpp
dteviot 3f28634d1f consolidate random number logic
Note, I suspect Rng::rollClosedProbability() is not needed.  The only difference between it and rollProbability() is that one time in 37k (on Windows), it will give an output of 1.0.
On some versions of Linux, the value of 1.0 will occur about 1 time in 4 billion.
2015-03-15 14:07:47 +13:00

1521 lines
60 KiB
C++

#include "mechanicsmanagerimp.hpp"
#include "npcstats.hpp"
#include <openengine/misc/rng.hpp>
#include <components/esm/stolenitems.hpp>
#include "../mwworld/esmstore.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/dialoguemanager.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/player.hpp"
#include "../mwmechanics/aicombat.hpp"
#include "../mwmechanics/aipursue.hpp"
#include <OgreSceneNode.h>
#include "spellcasting.hpp"
#include "autocalcspell.hpp"
#include <limits.h>
namespace
{
float getFightDistanceBias(const MWWorld::Ptr& actor1, const MWWorld::Ptr& actor2)
{
Ogre::Vector3 pos1 (actor1.getRefData().getPosition().pos);
Ogre::Vector3 pos2 (actor2.getRefData().getPosition().pos);
float d = pos1.distance(pos2);
static const int iFightDistanceBase = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(
"iFightDistanceBase")->getInt();
static const float fFightDistanceMultiplier = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(
"fFightDistanceMultiplier")->getFloat();
return (iFightDistanceBase - fFightDistanceMultiplier * d);
}
float getFightDispositionBias(float disposition)
{
static const float fFightDispMult = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(
"fFightDispMult")->getFloat();
return ((50.f - disposition) * fFightDispMult);
}
}
namespace MWMechanics
{
void MechanicsManager::buildPlayer()
{
MWWorld::Ptr ptr = MWBase::Environment::get().getWorld()->getPlayerPtr();
MWMechanics::CreatureStats& creatureStats = ptr.getClass().getCreatureStats (ptr);
MWMechanics::NpcStats& npcStats = ptr.getClass().getNpcStats (ptr);
const ESM::NPC *player = ptr.get<ESM::NPC>()->mBase;
// reset
creatureStats.setLevel(player->mNpdt52.mLevel);
creatureStats.getSpells().clear();
creatureStats.modifyMagicEffects(MagicEffects());
for (int i=0; i<27; ++i)
npcStats.getSkill (i).setBase (player->mNpdt52.mSkills[i]);
creatureStats.setAttribute(ESM::Attribute::Strength, player->mNpdt52.mStrength);
creatureStats.setAttribute(ESM::Attribute::Intelligence, player->mNpdt52.mIntelligence);
creatureStats.setAttribute(ESM::Attribute::Willpower, player->mNpdt52.mWillpower);
creatureStats.setAttribute(ESM::Attribute::Agility, player->mNpdt52.mAgility);
creatureStats.setAttribute(ESM::Attribute::Speed, player->mNpdt52.mSpeed);
creatureStats.setAttribute(ESM::Attribute::Endurance, player->mNpdt52.mEndurance);
creatureStats.setAttribute(ESM::Attribute::Personality, player->mNpdt52.mPersonality);
creatureStats.setAttribute(ESM::Attribute::Luck, player->mNpdt52.mLuck);
const MWWorld::ESMStore &esmStore =
MWBase::Environment::get().getWorld()->getStore();
// race
if (mRaceSelected)
{
const ESM::Race *race =
esmStore.get<ESM::Race>().find(player->mRace);
bool male = (player->mFlags & ESM::NPC::Female) == 0;
for (int i=0; i<8; ++i)
{
const ESM::Race::MaleFemale& attribute = race->mData.mAttributeValues[i];
creatureStats.setAttribute(i, male ? attribute.mMale : attribute.mFemale);
}
for (int i=0; i<27; ++i)
{
int bonus = 0;
for (int i2=0; i2<7; ++i2)
if (race->mData.mBonus[i2].mSkill==i)
{
bonus = race->mData.mBonus[i2].mBonus;
break;
}
npcStats.getSkill (i).setBase (5 + bonus);
}
for (std::vector<std::string>::const_iterator iter (race->mPowers.mList.begin());
iter!=race->mPowers.mList.end(); ++iter)
{
creatureStats.getSpells().add (*iter);
}
}
// birthsign
const std::string &signId =
MWBase::Environment::get().getWorld()->getPlayer().getBirthSign();
if (!signId.empty())
{
const ESM::BirthSign *sign =
esmStore.get<ESM::BirthSign>().find(signId);
for (std::vector<std::string>::const_iterator iter (sign->mPowers.mList.begin());
iter!=sign->mPowers.mList.end(); ++iter)
{
creatureStats.getSpells().add (*iter);
}
}
// class
if (mClassSelected)
{
const ESM::Class *class_ =
esmStore.get<ESM::Class>().find(player->mClass);
for (int i=0; i<2; ++i)
{
int attribute = class_->mData.mAttribute[i];
if (attribute>=0 && attribute<8)
{
creatureStats.setAttribute(attribute,
creatureStats.getAttribute(attribute).getBase() + 10);
}
}
for (int i=0; i<2; ++i)
{
int bonus = i==0 ? 10 : 25;
for (int i2=0; i2<5; ++i2)
{
int index = class_->mData.mSkills[i2][i];
if (index>=0 && index<27)
{
npcStats.getSkill (index).setBase (
npcStats.getSkill (index).getBase() + bonus);
}
}
}
const MWWorld::Store<ESM::Skill> &skills =
esmStore.get<ESM::Skill>();
MWWorld::Store<ESM::Skill>::iterator iter = skills.begin();
for (; iter != skills.end(); ++iter)
{
if (iter->second.mData.mSpecialization==class_->mData.mSpecialization)
{
int index = iter->first;
if (index>=0 && index<27)
{
npcStats.getSkill (index).setBase (
npcStats.getSkill (index).getBase() + 5);
}
}
}
}
// F_PCStart spells
static const float fPCbaseMagickaMult = esmStore.get<ESM::GameSetting>().find("fPCbaseMagickaMult")->getFloat();
float baseMagicka = fPCbaseMagickaMult * creatureStats.getAttribute(ESM::Attribute::Intelligence).getBase();
bool reachedLimit = false;
const ESM::Spell* weakestSpell = NULL;
int minCost = INT_MAX;
std::vector<std::string> selectedSpells;
const ESM::Race* race = NULL;
if (mRaceSelected)
race = esmStore.get<ESM::Race>().find(player->mRace);
int skills[ESM::Skill::Length];
for (int i=0; i<ESM::Skill::Length; ++i)
skills[i] = npcStats.getSkill(i).getBase();
int attributes[ESM::Attribute::Length];
for (int i=0; i<ESM::Attribute::Length; ++i)
attributes[i] = npcStats.getAttribute(i).getBase();
const MWWorld::Store<ESM::Spell> &spells =
esmStore.get<ESM::Spell>();
for (MWWorld::Store<ESM::Spell>::iterator iter = spells.begin(); iter != spells.end(); ++iter)
{
const ESM::Spell* spell = &*iter;
if (spell->mData.mType != ESM::Spell::ST_Spell)
continue;
if (!(spell->mData.mFlags & ESM::Spell::F_PCStart))
continue;
if (reachedLimit && spell->mData.mCost <= minCost)
continue;
if (race && std::find(race->mPowers.mList.begin(), race->mPowers.mList.end(), spell->mId) != race->mPowers.mList.end())
continue;
if (baseMagicka < spell->mData.mCost)
continue;
static const float fAutoPCSpellChance = esmStore.get<ESM::GameSetting>().find("fAutoPCSpellChance")->getFloat();
if (calcAutoCastChance(spell, skills, attributes, -1) < fAutoPCSpellChance)
continue;
if (!attrSkillCheck(spell, skills, attributes))
continue;
selectedSpells.push_back(spell->mId);
if (reachedLimit)
{
std::vector<std::string>::iterator it = std::find(selectedSpells.begin(), selectedSpells.end(), weakestSpell->mId);
if (it != selectedSpells.end())
selectedSpells.erase(it);
minCost = INT_MAX;
for (std::vector<std::string>::iterator weakIt = selectedSpells.begin(); weakIt != selectedSpells.end(); ++weakIt)
{
const ESM::Spell* testSpell = esmStore.get<ESM::Spell>().find(*weakIt);
if (testSpell->mData.mCost < minCost)
{
minCost = testSpell->mData.mCost;
weakestSpell = testSpell;
}
}
}
else
{
if (spell->mData.mCost < minCost)
{
weakestSpell = spell;
minCost = weakestSpell->mData.mCost;
}
static const unsigned int iAutoPCSpellMax = esmStore.get<ESM::GameSetting>().find("iAutoPCSpellMax")->getInt();
if (selectedSpells.size() == iAutoPCSpellMax)
reachedLimit = true;
}
}
for (std::vector<std::string>::iterator it = selectedSpells.begin(); it != selectedSpells.end(); ++it)
creatureStats.getSpells().add(*it);
// forced update and current value adjustments
mActors.updateActor (ptr, 0);
for (int i=0; i<3; ++i)
{
DynamicStat<float> stat = creatureStats.getDynamic (i);
stat.setCurrent (stat.getModified());
creatureStats.setDynamic (i, stat);
}
// auto-equip again. we need this for when the race is changed to a beast race and shoes are no longer equippable
MWWorld::InventoryStore& invStore = ptr.getClass().getInventoryStore(ptr);
for (int i=0; i<MWWorld::InventoryStore::Slots; ++i)
invStore.unequipAll(ptr);
invStore.autoEquip(ptr);
}
MechanicsManager::MechanicsManager()
: mWatchedStatsEmpty (true), mUpdatePlayer (true), mClassSelected (false),
mRaceSelected (false), mAI(true)
{
//buildPlayer no longer here, needs to be done explicitely after all subsystems are up and running
}
void MechanicsManager::add(const MWWorld::Ptr& ptr)
{
if(ptr.getClass().isActor())
mActors.addActor(ptr);
else
mObjects.addObject(ptr);
}
void MechanicsManager::remove(const MWWorld::Ptr& ptr)
{
if(ptr == mWatched)
mWatched = MWWorld::Ptr();
mActors.removeActor(ptr);
mObjects.removeObject(ptr);
}
void MechanicsManager::updateCell(const MWWorld::Ptr &old, const MWWorld::Ptr &ptr)
{
if(old == mWatched)
mWatched = ptr;
if(ptr.getClass().isActor())
mActors.updateActor(old, ptr);
else
mObjects.updateObject(old, ptr);
}
void MechanicsManager::drop(const MWWorld::CellStore *cellStore)
{
mActors.dropActors(cellStore, mWatched);
mObjects.dropObjects(cellStore);
}
void MechanicsManager::watchActor(const MWWorld::Ptr& ptr)
{
mWatched = ptr;
}
void MechanicsManager::advanceTime (float duration)
{
// Uses ingame time, but scaled to real time
duration /= MWBase::Environment::get().getWorld()->getTimeScaleFactor();
MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
player.getClass().getInventoryStore(player).rechargeItems(duration);
}
void MechanicsManager::update(float duration, bool paused)
{
if(!mWatched.isEmpty())
{
MWBase::WindowManager *winMgr = MWBase::Environment::get().getWindowManager();
const MWMechanics::NpcStats &stats = mWatched.getClass().getNpcStats(mWatched);
for(int i = 0;i < ESM::Attribute::Length;++i)
{
if(stats.getAttribute(i) != mWatchedStats.getAttribute(i) || mWatchedStatsEmpty)
{
std::stringstream attrname;
attrname << "AttribVal"<<(i+1);
mWatchedStats.setAttribute(i, stats.getAttribute(i));
winMgr->setValue(attrname.str(), stats.getAttribute(i));
}
}
if(stats.getHealth() != mWatchedStats.getHealth() || mWatchedStatsEmpty)
{
static const std::string hbar("HBar");
mWatchedStats.setHealth(stats.getHealth());
winMgr->setValue(hbar, stats.getHealth());
}
if(stats.getMagicka() != mWatchedStats.getMagicka() || mWatchedStatsEmpty)
{
static const std::string mbar("MBar");
mWatchedStats.setMagicka(stats.getMagicka());
winMgr->setValue(mbar, stats.getMagicka());
}
if(stats.getFatigue() != mWatchedStats.getFatigue() || mWatchedStatsEmpty)
{
static const std::string fbar("FBar");
mWatchedStats.setFatigue(stats.getFatigue());
winMgr->setValue(fbar, stats.getFatigue());
}
if(stats.getTimeToStartDrowning() != mWatchedStats.getTimeToStartDrowning())
{
const float fHoldBreathTime = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>()
.find("fHoldBreathTime")->getFloat();
mWatchedStats.setTimeToStartDrowning(stats.getTimeToStartDrowning());
if(stats.getTimeToStartDrowning() >= fHoldBreathTime)
winMgr->setDrowningBarVisibility(false);
else
{
winMgr->setDrowningBarVisibility(true);
winMgr->setDrowningTimeLeft(stats.getTimeToStartDrowning(), fHoldBreathTime);
}
}
bool update = false;
//Loop over ESM::Skill::SkillEnum
for(int i = 0; i < ESM::Skill::Length; ++i)
{
if(stats.getSkill(i) != mWatchedStats.getSkill(i) || mWatchedStatsEmpty)
{
update = true;
mWatchedStats.getSkill(i) = stats.getSkill(i);
winMgr->setValue((ESM::Skill::SkillEnum)i, stats.getSkill(i));
}
}
if(update)
winMgr->updateSkillArea();
winMgr->setValue("level", stats.getLevel());
mWatchedStatsEmpty = false;
// Update the equipped weapon icon
MWWorld::InventoryStore& inv = mWatched.getClass().getInventoryStore(mWatched);
MWWorld::ContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
if (weapon == inv.end())
winMgr->unsetSelectedWeapon();
else
winMgr->setSelectedWeapon(*weapon);
// Update the selected spell icon
MWWorld::ContainerStoreIterator enchantItem = inv.getSelectedEnchantItem();
if (enchantItem != inv.end())
winMgr->setSelectedEnchantItem(*enchantItem);
else if (!winMgr->getSelectedSpell().empty())
winMgr->setSelectedSpell(winMgr->getSelectedSpell(), int(MWMechanics::getSpellSuccessChance(winMgr->getSelectedSpell(), mWatched)));
else
winMgr->unsetSelectedSpell();
}
if (mUpdatePlayer)
{
MWBase::World *world = MWBase::Environment::get().getWorld();
// basic player profile; should not change anymore after the creation phase is finished.
MWBase::WindowManager *winMgr =
MWBase::Environment::get().getWindowManager();
const ESM::NPC *player =
world->getPlayerPtr().get<ESM::NPC>()->mBase;
const ESM::Race *race =
world->getStore().get<ESM::Race>().find(player->mRace);
const ESM::Class *cls =
world->getStore().get<ESM::Class>().find(player->mClass);
winMgr->setValue ("name", player->mName);
winMgr->setValue ("race", race->mName);
winMgr->setValue ("class", cls->mName);
mUpdatePlayer = false;
MWBase::WindowManager::SkillList majorSkills (5);
MWBase::WindowManager::SkillList minorSkills (5);
for (int i=0; i<5; ++i)
{
minorSkills[i] = cls->mData.mSkills[i][0];
majorSkills[i] = cls->mData.mSkills[i][1];
}
winMgr->configureSkills (majorSkills, minorSkills);
// HACK? The player has been changed, so a new Animation object may
// have been made for them. Make sure they're properly updated.
MWWorld::Ptr ptr = MWBase::Environment::get().getWorld()->getPlayerPtr();
mActors.removeActor(ptr);
mActors.addActor(ptr, true);
}
mActors.update(duration, paused);
mObjects.update(duration, paused);
}
void MechanicsManager::rest(bool sleep)
{
mActors.restoreDynamicStats (sleep);
mActors.fastForwardAi();
}
int MechanicsManager::getHoursToRest() const
{
return mActors.getHoursToRest(mWatched);
}
void MechanicsManager::setPlayerName (const std::string& name)
{
MWBase::World *world = MWBase::Environment::get().getWorld();
ESM::NPC player =
*world->getPlayerPtr().get<ESM::NPC>()->mBase;
player.mName = name;
world->createRecord(player);
mUpdatePlayer = true;
}
void MechanicsManager::setPlayerRace (const std::string& race, bool male, const std::string &head, const std::string &hair)
{
MWBase::World *world = MWBase::Environment::get().getWorld();
ESM::NPC player =
*world->getPlayerPtr().get<ESM::NPC>()->mBase;
player.mRace = race;
player.mHead = head;
player.mHair = hair;
player.setIsMale(male);
world->createRecord(player);
mRaceSelected = true;
buildPlayer();
mUpdatePlayer = true;
}
void MechanicsManager::setPlayerBirthsign (const std::string& id)
{
MWBase::Environment::get().getWorld()->getPlayer().setBirthSign(id);
buildPlayer();
mUpdatePlayer = true;
}
void MechanicsManager::setPlayerClass (const std::string& id)
{
MWBase::World *world = MWBase::Environment::get().getWorld();
ESM::NPC player =
*world->getPlayerPtr().get<ESM::NPC>()->mBase;
player.mClass = id;
world->createRecord(player);
mClassSelected = true;
buildPlayer();
mUpdatePlayer = true;
}
void MechanicsManager::setPlayerClass (const ESM::Class &cls)
{
MWBase::World *world = MWBase::Environment::get().getWorld();
const ESM::Class *ptr = world->createRecord(cls);
ESM::NPC player =
*world->getPlayerPtr().get<ESM::NPC>()->mBase;
player.mClass = ptr->mId;
world->createRecord(player);
mClassSelected = true;
buildPlayer();
mUpdatePlayer = true;
}
int MechanicsManager::getDerivedDisposition(const MWWorld::Ptr& ptr)
{
const MWMechanics::NpcStats& npcSkill = ptr.getClass().getNpcStats(ptr);
float x = static_cast<float>(npcSkill.getBaseDisposition());
MWWorld::LiveCellRef<ESM::NPC>* npc = ptr.get<ESM::NPC>();
MWWorld::Ptr playerPtr = MWBase::Environment::get().getWorld()->getPlayerPtr();
MWWorld::LiveCellRef<ESM::NPC>* player = playerPtr.get<ESM::NPC>();
const MWMechanics::NpcStats &playerStats = playerPtr.getClass().getNpcStats(playerPtr);
const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
static const float fDispRaceMod = gmst.find("fDispRaceMod")->getFloat();
if (Misc::StringUtils::ciEqual(npc->mBase->mRace, player->mBase->mRace))
x += fDispRaceMod;
static const float fDispPersonalityMult = gmst.find("fDispPersonalityMult")->getFloat();
static const float fDispPersonalityBase = gmst.find("fDispPersonalityBase")->getFloat();
x += fDispPersonalityMult * (playerStats.getAttribute(ESM::Attribute::Personality).getModified() - fDispPersonalityBase);
float reaction = 0;
int rank = 0;
std::string npcFaction = ptr.getClass().getPrimaryFaction(ptr);
Misc::StringUtils::toLower(npcFaction);
if (playerStats.getFactionRanks().find(npcFaction) != playerStats.getFactionRanks().end())
{
if (!playerStats.getExpelled(npcFaction))
{
// faction reaction towards itself. yes, that exists
reaction = static_cast<float>(MWBase::Environment::get().getDialogueManager()->getFactionReaction(npcFaction, npcFaction));
rank = playerStats.getFactionRanks().find(npcFaction)->second;
}
}
else if (!npcFaction.empty())
{
std::map<std::string, int>::const_iterator playerFactionIt = playerStats.getFactionRanks().begin();
for (; playerFactionIt != playerStats.getFactionRanks().end(); ++playerFactionIt)
{
std::string itFaction = playerFactionIt->first;
int itReaction = MWBase::Environment::get().getDialogueManager()->getFactionReaction(npcFaction, itFaction);
if (playerFactionIt == playerStats.getFactionRanks().begin() || itReaction < reaction)
reaction = static_cast<float>(itReaction);
}
}
else
{
reaction = 0;
rank = 0;
}
static const float fDispFactionRankMult = gmst.find("fDispFactionRankMult")->getFloat();
static const float fDispFactionRankBase = gmst.find("fDispFactionRankBase")->getFloat();
static const float fDispFactionMod = gmst.find("fDispFactionMod")->getFloat();
x += (fDispFactionRankMult * rank
+ fDispFactionRankBase)
* fDispFactionMod * reaction;
static const float fDispCrimeMod = gmst.find("fDispCrimeMod")->getFloat();
static const float fDispDiseaseMod = gmst.find("fDispDiseaseMod")->getFloat();
x -= fDispCrimeMod * playerStats.getBounty();
if (playerStats.hasCommonDisease() || playerStats.hasBlightDisease())
x += fDispDiseaseMod;
static const float fDispWeaponDrawn = gmst.find("fDispWeaponDrawn")->getFloat();
if (playerStats.getDrawState() == MWMechanics::DrawState_Weapon)
x += fDispWeaponDrawn;
x += ptr.getClass().getCreatureStats(ptr).getMagicEffects().get(ESM::MagicEffect::Charm).getMagnitude();
int effective_disposition = std::max(0,std::min(int(x),100));//, normally clamped to [0..100] when used
return effective_disposition;
}
int MechanicsManager::getBarterOffer(const MWWorld::Ptr& ptr,int basePrice, bool buying)
{
if (ptr.getTypeName() == typeid(ESM::Creature).name())
return basePrice;
const MWMechanics::NpcStats &sellerStats = ptr.getClass().getNpcStats(ptr);
MWWorld::Ptr playerPtr = MWBase::Environment::get().getWorld()->getPlayerPtr();
const MWMechanics::NpcStats &playerStats = playerPtr.getClass().getNpcStats(playerPtr);
// I suppose the temporary disposition change _has_ to be considered here,
// otherwise one would get different prices when exiting and re-entering the dialogue window...
int clampedDisposition = std::max(0, std::min(getDerivedDisposition(ptr)
+ MWBase::Environment::get().getDialogueManager()->getTemporaryDispositionChange(),100));
float a = static_cast<float>(std::min(playerStats.getSkill(ESM::Skill::Mercantile).getModified(), 100));
float b = std::min(0.1f * playerStats.getAttribute(ESM::Attribute::Luck).getModified(), 10.f);
float c = std::min(0.2f * playerStats.getAttribute(ESM::Attribute::Personality).getModified(), 10.f);
float d = static_cast<float>(std::min(sellerStats.getSkill(ESM::Skill::Mercantile).getModified(), 100));
float e = std::min(0.1f * sellerStats.getAttribute(ESM::Attribute::Luck).getModified(), 10.f);
float f = std::min(0.2f * sellerStats.getAttribute(ESM::Attribute::Personality).getModified(), 10.f);
float pcTerm = (clampedDisposition - 50 + a + b + c) * playerStats.getFatigueTerm();
float npcTerm = (d + e + f) * sellerStats.getFatigueTerm();
float buyTerm = 0.01f * (100 - 0.5f * (pcTerm - npcTerm));
float sellTerm = 0.01f * (50 - 0.5f * (npcTerm - pcTerm));
float x;
if(buying) x = buyTerm;
else x = std::min(buyTerm, sellTerm);
int offerPrice;
if (x < 1)
offerPrice = int(x * basePrice);
else
offerPrice = basePrice + int((x - 1) * basePrice);
offerPrice = std::max(1, offerPrice);
return offerPrice;
}
int MechanicsManager::countDeaths (const std::string& id) const
{
return mActors.countDeaths (id);
}
void MechanicsManager::getPersuasionDispositionChange (const MWWorld::Ptr& npc, PersuasionType type,
float currentTemporaryDispositionDelta, bool& success, float& tempChange, float& permChange)
{
const MWWorld::Store<ESM::GameSetting> &gmst =
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
MWMechanics::NpcStats& npcStats = npc.getClass().getNpcStats(npc);
MWWorld::Ptr playerPtr = MWBase::Environment::get().getWorld()->getPlayerPtr();
const MWMechanics::NpcStats &playerStats = playerPtr.getClass().getNpcStats(playerPtr);
float persTerm = playerStats.getAttribute(ESM::Attribute::Personality).getModified()
/ gmst.find("fPersonalityMod")->getFloat();
float luckTerm = playerStats.getAttribute(ESM::Attribute::Luck).getModified()
/ gmst.find("fLuckMod")->getFloat();
float repTerm = playerStats.getReputation() * gmst.find("fReputationMod")->getFloat();
float levelTerm = playerStats.getLevel() * gmst.find("fLevelMod")->getFloat();
float fatigueTerm = playerStats.getFatigueTerm();
float playerRating1 = (repTerm + luckTerm + persTerm + playerStats.getSkill(ESM::Skill::Speechcraft).getModified()) * fatigueTerm;
float playerRating2 = playerRating1 + levelTerm;
float playerRating3 = (playerStats.getSkill(ESM::Skill::Mercantile).getModified() + luckTerm + persTerm) * fatigueTerm;
float npcRating1 = (repTerm + luckTerm + persTerm + playerStats.getSkill(ESM::Skill::Speechcraft).getModified()) * fatigueTerm;
float npcRating2 = (levelTerm + repTerm + luckTerm + persTerm + npcStats.getSkill(ESM::Skill::Speechcraft).getModified()) * fatigueTerm;
float npcRating3 = (playerStats.getSkill(ESM::Skill::Mercantile).getModified() + repTerm + luckTerm + persTerm) * fatigueTerm;
int currentDisposition = std::min(100, std::max(0, int(getDerivedDisposition(npc) + currentTemporaryDispositionDelta)));
float d = 1 - 0.02f * abs(currentDisposition - 50);
float target1 = d * (playerRating1 - npcRating1 + 50);
float target2 = d * (playerRating2 - npcRating2 + 50);
float bribeMod;
if (type == PT_Bribe10) bribeMod = gmst.find("fBribe10Mod")->getFloat();
else if (type == PT_Bribe100) bribeMod = gmst.find("fBribe100Mod")->getFloat();
else bribeMod = gmst.find("fBribe1000Mod")->getFloat();
float target3 = d * (playerRating3 - npcRating3 + 50) + bribeMod;
float iPerMinChance = floor(gmst.find("iPerMinChance")->getFloat());
float iPerMinChange = floor(gmst.find("iPerMinChange")->getFloat());
float fPerDieRollMult = gmst.find("fPerDieRollMult")->getFloat();
float fPerTempMult = gmst.find("fPerTempMult")->getFloat();
float x = 0;
float y = 0;
float roll = OEngine::Misc::Rng::rollClosedProbability() * 100;
if (type == PT_Admire)
{
target1 = std::max(iPerMinChance, target1);
success = (roll <= target1);
float c = floor(fPerDieRollMult * (target1 - roll));
x = success ? std::max(iPerMinChange, c) : c;
}
else if (type == PT_Intimidate)
{
target2 = std::max(iPerMinChance, target2);
success = (roll <= target2);
float r;
if (roll != target2)
r = floor(target2 - roll);
else
r = 1;
if (roll <= target2)
{
float s = floor(r * fPerDieRollMult * fPerTempMult);
int flee = npcStats.getAiSetting(MWMechanics::CreatureStats::AI_Flee).getBase();
int fight = npcStats.getAiSetting(MWMechanics::CreatureStats::AI_Fight).getBase();
npcStats.setAiSetting (MWMechanics::CreatureStats::AI_Flee,
std::max(0, std::min(100, flee + int(std::max(iPerMinChange, s)))));
npcStats.setAiSetting (MWMechanics::CreatureStats::AI_Fight,
std::max(0, std::min(100, fight + int(std::min(-iPerMinChange, -s)))));
}
float c = -std::abs(floor(r * fPerDieRollMult));
if (success)
{
if (std::abs(c) < iPerMinChange)
{
x = 0;
y = -iPerMinChange;
}
else
{
x = -floor(c * fPerTempMult);
y = c;
}
}
else
{
x = floor(c * fPerTempMult);
y = c;
}
}
else if (type == PT_Taunt)
{
target1 = std::max(iPerMinChance, target1);
success = (roll <= target1);
float c = std::abs(floor(target1 - roll));
if (success)
{
float s = c * fPerDieRollMult * fPerTempMult;
int flee = npcStats.getAiSetting (CreatureStats::AI_Flee).getBase();
int fight = npcStats.getAiSetting (CreatureStats::AI_Fight).getBase();
npcStats.setAiSetting (CreatureStats::AI_Flee,
std::max(0, std::min(100, flee + std::min(-int(iPerMinChange), int(-s)))));
npcStats.setAiSetting (CreatureStats::AI_Fight,
std::max(0, std::min(100, fight + std::max(int(iPerMinChange), int(s)))));
}
x = floor(-c * fPerDieRollMult);
if (success && std::abs(x) < iPerMinChange)
x = -iPerMinChange;
}
else // Bribe
{
target3 = std::max(iPerMinChance, target3);
success = (roll <= target3);
float c = floor((target3 - roll) * fPerDieRollMult);
x = success ? std::max(iPerMinChange, c) : c;
}
tempChange = type == PT_Intimidate ? x : int(x * fPerTempMult);
float cappedDispositionChange = tempChange;
if (currentDisposition + tempChange > 100.f)
cappedDispositionChange = static_cast<float>(100 - currentDisposition);
if (currentDisposition + tempChange < 0.f)
cappedDispositionChange = static_cast<float>(-currentDisposition);
permChange = floor(cappedDispositionChange / fPerTempMult);
if (type == PT_Intimidate)
{
permChange = success ? -int(cappedDispositionChange/ fPerTempMult) : y;
}
}
void MechanicsManager::forceStateUpdate(const MWWorld::Ptr &ptr)
{
if(ptr.getClass().isActor())
mActors.forceStateUpdate(ptr);
}
void MechanicsManager::playAnimationGroup(const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number)
{
if(ptr.getClass().isActor())
mActors.playAnimationGroup(ptr, groupName, mode, number);
else
mObjects.playAnimationGroup(ptr, groupName, mode, number);
}
void MechanicsManager::skipAnimation(const MWWorld::Ptr& ptr)
{
if(ptr.getClass().isActor())
mActors.skipAnimation(ptr);
else
mObjects.skipAnimation(ptr);
}
bool MechanicsManager::checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string &groupName)
{
if(ptr.getClass().isActor())
return mActors.checkAnimationPlaying(ptr, groupName);
else
return false;
}
void MechanicsManager::updateMagicEffects(const MWWorld::Ptr &ptr)
{
mActors.updateMagicEffects(ptr);
}
bool MechanicsManager::toggleAI()
{
mAI = !mAI;
return mAI;
}
bool MechanicsManager::isAIActive()
{
return mAI;
}
void MechanicsManager::playerLoaded()
{
mUpdatePlayer = true;
mClassSelected = true;
mRaceSelected = true;
mAI = true;
}
bool MechanicsManager::isAllowedToUse (const MWWorld::Ptr& ptr, const MWWorld::CellRef& cellref, MWWorld::Ptr& victim)
{
const std::string& owner = cellref.getOwner();
bool isOwned = !owner.empty() && owner != "player";
const std::string& faction = cellref.getFaction();
bool isFactionOwned = false;
if (!faction.empty() && ptr.getClass().isNpc())
{
const std::map<std::string, int>& factions = ptr.getClass().getNpcStats(ptr).getFactionRanks();
std::map<std::string, int>::const_iterator found = factions.find(Misc::StringUtils::lowerCase(faction));
if (found == factions.end()
|| found->second < cellref.getFactionRank())
isFactionOwned = true;
}
const std::string& globalVariable = cellref.getGlobalVariable();
if (!globalVariable.empty() && MWBase::Environment::get().getWorld()->getGlobalInt(Misc::StringUtils::lowerCase(globalVariable)) == 1)
{
isOwned = false;
isFactionOwned = false;
}
if (!cellref.getOwner().empty())
victim = MWBase::Environment::get().getWorld()->searchPtr(cellref.getOwner(), true);
return (!isOwned && !isFactionOwned);
}
bool MechanicsManager::sleepInBed(const MWWorld::Ptr &ptr, const MWWorld::Ptr &bed)
{
if (ptr.getClass().getNpcStats(ptr).isWerewolf())
{
MWBase::Environment::get().getWindowManager()->messageBox("#{sWerewolfRefusal}");
return true;
}
if(MWBase::Environment::get().getWorld()->getPlayer().isInCombat()) {
MWBase::Environment::get().getWindowManager()->messageBox("#{sNotifyMessage2}");
return true;
}
MWWorld::Ptr victim;
if (isAllowedToUse(ptr, bed.getCellRef(), victim))
return false;
if(commitCrime(ptr, victim, OT_SleepingInOwnedBed))
{
MWBase::Environment::get().getWindowManager()->messageBox("#{sNotifyMessage64}");
return true;
}
else
return false;
}
void MechanicsManager::objectOpened(const MWWorld::Ptr &ptr, const MWWorld::Ptr &item)
{
MWWorld::Ptr victim;
if (isAllowedToUse(ptr, item.getCellRef(), victim))
return;
commitCrime(ptr, victim, OT_Trespassing);
}
std::vector<std::pair<std::string, int> > MechanicsManager::getStolenItemOwners(const std::string& itemid)
{
std::vector<std::pair<std::string, int> > result;
StolenItemsMap::const_iterator it = mStolenItems.find(Misc::StringUtils::lowerCase(itemid));
if (it == mStolenItems.end())
return result;
else
{
const OwnerMap& owners = it->second;
for (OwnerMap::const_iterator ownerIt = owners.begin(); ownerIt != owners.end(); ++ownerIt)
result.push_back(std::make_pair(ownerIt->first.first, ownerIt->second));
return result;
}
}
bool MechanicsManager::isItemStolenFrom(const std::string &itemid, const std::string &ownerid)
{
StolenItemsMap::const_iterator it = mStolenItems.find(Misc::StringUtils::lowerCase(itemid));
if (it == mStolenItems.end())
return false;
const OwnerMap& owners = it->second;
OwnerMap::const_iterator ownerFound = owners.find(std::make_pair(Misc::StringUtils::lowerCase(ownerid), false));
return ownerFound != owners.end();
}
void MechanicsManager::confiscateStolenItems(const MWWorld::Ptr &player, const MWWorld::Ptr &targetContainer)
{
MWWorld::ContainerStore& store = player.getClass().getContainerStore(player);
for (MWWorld::ContainerStoreIterator it = store.begin(); it != store.end(); ++it)
{
StolenItemsMap::iterator stolenIt = mStolenItems.find(Misc::StringUtils::lowerCase(it->getClass().getId(*it)));
if (stolenIt == mStolenItems.end())
continue;
OwnerMap& owners = stolenIt->second;
int itemCount = it->getRefData().getCount();
for (OwnerMap::iterator ownerIt = owners.begin(); ownerIt != owners.end();)
{
int toRemove = std::min(itemCount, ownerIt->second);
itemCount -= toRemove;
ownerIt->second -= toRemove;
if (ownerIt->second == 0)
owners.erase(ownerIt++);
else
++ownerIt;
}
int toMove = it->getRefData().getCount() - itemCount;
targetContainer.getClass().getContainerStore(targetContainer).add(*it, toMove, targetContainer);
store.remove(*it, toMove, player);
}
// TODO: unhardcode the locklevel
targetContainer.getClass().lock(targetContainer,50);
}
void MechanicsManager::itemTaken(const MWWorld::Ptr &ptr, const MWWorld::Ptr &item, const MWWorld::Ptr& container,
int count)
{
if (ptr != MWBase::Environment::get().getWorld()->getPlayerPtr())
return;
MWWorld::Ptr victim;
const MWWorld::CellRef* ownerCellRef = &item.getCellRef();
if (!container.isEmpty())
{
// Inherit the owner of the container
ownerCellRef = &container.getCellRef();
}
else
{
if (!item.getCellRef().hasContentFile())
{
// this is a manually placed item, which means it was already stolen
return;
}
}
if (isAllowedToUse(ptr, *ownerCellRef, victim))
return;
Owner owner;
owner.first = ownerCellRef->getOwner();
owner.second = false;
if (owner.first.empty())
{
owner.first = ownerCellRef->getFaction();
owner.second = true;
}
Misc::StringUtils::toLower(owner.first);
mStolenItems[Misc::StringUtils::lowerCase(item.getClass().getId(item))][owner] += count;
commitCrime(ptr, victim, OT_Theft, item.getClass().getValue(item) * count);
}
bool MechanicsManager::commitCrime(const MWWorld::Ptr &player, const MWWorld::Ptr &victim, OffenseType type, int arg, bool victimAware)
{
// NOTE: victim may be empty
// Only player can commit crime
if (player != MWBase::Environment::get().getWorld()->getPlayerPtr())
return false;
// Find all the actors within the alarm radius
std::vector<MWWorld::Ptr> neighbors;
Ogre::Vector3 from = Ogre::Vector3(player.getRefData().getPosition().pos);
const MWWorld::ESMStore& esmStore = MWBase::Environment::get().getWorld()->getStore();
float radius = esmStore.get<ESM::GameSetting>().find("fAlarmRadius")->getFloat();
mActors.getObjectsInRange(from, radius, neighbors);
// victim should be considered even beyond alarm radius
if (!victim.isEmpty() && from.squaredDistance(Ogre::Vector3(victim.getRefData().getPosition().pos)) > radius*radius)
neighbors.push_back(victim);
// Did anyone see it?
bool crimeSeen = false;
for (std::vector<MWWorld::Ptr>::iterator it = neighbors.begin(); it != neighbors.end(); ++it)
{
if (*it == player)
continue; // skip player
if (it->getClass().getCreatureStats(*it).isDead())
continue;
if ((*it == victim && victimAware)
|| (MWBase::Environment::get().getWorld()->getLOS(player, *it) && awarenessCheck(player, *it) )
// Murder crime can be reported even if no one saw it (hearing is enough, I guess).
// TODO: Add mod support for stealth executions!
|| (type == OT_Murder && *it != victim))
{
if (type == OT_Theft || type == OT_Pickpocket)
MWBase::Environment::get().getDialogueManager()->say(*it, "thief");
else if (type == OT_Trespassing)
MWBase::Environment::get().getDialogueManager()->say(*it, "intruder");
// Crime reporting only applies to NPCs
if (!it->getClass().isNpc())
continue;
if (it->getClass().getCreatureStats(*it).getAiSequence().isInCombat(victim))
continue;
crimeSeen = true;
}
}
if (crimeSeen)
reportCrime(player, victim, type, arg);
else if (type == OT_Assault && !victim.isEmpty())
startCombat(victim, player); // TODO: combat should be started with an "unaware" flag, which makes the victim flee?
return crimeSeen;
}
void MechanicsManager::reportCrime(const MWWorld::Ptr &player, const MWWorld::Ptr &victim, OffenseType type, int arg)
{
const MWWorld::Store<ESM::GameSetting>& store = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
if (type == OT_Murder && !victim.isEmpty())
victim.getClass().getCreatureStats(victim).notifyMurder();
// Bounty and disposition penalty for each type of crime
float disp = 0.f, dispVictim = 0.f;
if (type == OT_Trespassing || type == OT_SleepingInOwnedBed)
{
arg = store.find("iCrimeTresspass")->getInt();
disp = dispVictim = store.find("iDispTresspass")->getFloat();
}
else if (type == OT_Pickpocket)
{
arg = store.find("iCrimePickPocket")->getInt();
disp = dispVictim = store.find("fDispPickPocketMod")->getFloat();
}
else if (type == OT_Assault)
{
arg = store.find("iCrimeAttack")->getInt();
disp = store.find("iDispAttackMod")->getFloat();
dispVictim = store.find("fDispAttacking")->getFloat();
}
else if (type == OT_Murder)
{
arg = store.find("iCrimeKilling")->getInt();
disp = dispVictim = store.find("iDispKilling")->getFloat();
}
else if (type == OT_Theft)
{
disp = dispVictim = store.find("fDispStealing")->getFloat() * arg;
arg = static_cast<int>(arg * store.find("fCrimeStealing")->getFloat());
arg = std::max(1, arg); // Minimum bounty of 1, in case items with zero value are stolen
}
// Make surrounding actors within alarm distance respond to the crime
std::vector<MWWorld::Ptr> neighbors;
const MWWorld::ESMStore& esmStore = MWBase::Environment::get().getWorld()->getStore();
Ogre::Vector3 from = Ogre::Vector3(player.getRefData().getPosition().pos);
float radius = esmStore.get<ESM::GameSetting>().find("fAlarmRadius")->getFloat();
mActors.getObjectsInRange(from, radius, neighbors);
// victim should be considered even beyond alarm radius
if (!victim.isEmpty() && from.squaredDistance(Ogre::Vector3(victim.getRefData().getPosition().pos)) > radius*radius)
neighbors.push_back(victim);
int id = MWBase::Environment::get().getWorld()->getPlayer().getNewCrimeId();
// What amount of provocation did this crime generate?
// Controls whether witnesses will engage combat with the criminal.
int fight = 0, fightVictim = 0;
if (type == OT_Trespassing || type == OT_SleepingInOwnedBed)
fight = fightVictim = esmStore.get<ESM::GameSetting>().find("iFightTrespass")->getInt();
else if (type == OT_Pickpocket)
{
fight = esmStore.get<ESM::GameSetting>().find("iFightPickpocket")->getInt();
fightVictim = esmStore.get<ESM::GameSetting>().find("iFightPickpocket")->getInt() * 4; // *4 according to research wiki
}
else if (type == OT_Assault)
{
fight = esmStore.get<ESM::GameSetting>().find("iFightAttacking")->getInt();
fightVictim = esmStore.get<ESM::GameSetting>().find("iFightAttack")->getInt();
}
else if (type == OT_Murder)
fight = fightVictim = esmStore.get<ESM::GameSetting>().find("iFightKilling")->getInt();
else if (type == OT_Theft)
fight = fightVictim = esmStore.get<ESM::GameSetting>().find("fFightStealing")->getInt();
bool reported = false;
// Tell everyone (including the original reporter) in alarm range
for (std::vector<MWWorld::Ptr>::iterator it = neighbors.begin(); it != neighbors.end(); ++it)
{
if ( *it == player
|| !it->getClass().isNpc() || it->getClass().getCreatureStats(*it).isDead()) continue;
if (it->getClass().getCreatureStats(*it).getAiSequence().isInCombat(victim))
continue;
// Will the witness report the crime?
if (it->getClass().getCreatureStats(*it).getAiSetting(CreatureStats::AI_Alarm).getBase() >= 100)
{
reported = true;
}
if (it->getClass().isClass(*it, "guard"))
{
// Mark as Alarmed for dialogue
it->getClass().getCreatureStats(*it).setAlarmed(true);
// Set the crime ID, which we will use to calm down participants
// once the bounty has been paid.
it->getClass().getNpcStats(*it).setCrimeId(id);
it->getClass().getCreatureStats(*it).getAiSequence().stack(AiPursue(player), *it);
}
else
{
float dispTerm = (*it == victim) ? dispVictim : disp;
float alarmTerm = 0.01f * it->getClass().getCreatureStats(*it).getAiSetting(CreatureStats::AI_Alarm).getBase();
if (type == OT_Pickpocket && alarmTerm <= 0)
alarmTerm = 1.0;
if (*it != victim)
dispTerm *= alarmTerm;
float fightTerm = static_cast<float>((*it == victim) ? fightVictim : fight);
fightTerm += getFightDispositionBias(dispTerm);
fightTerm += getFightDistanceBias(*it, player);
fightTerm *= alarmTerm;
int observerFightRating = it->getClass().getCreatureStats(*it).getAiSetting(CreatureStats::AI_Fight).getBase();
if (observerFightRating + fightTerm > 100)
fightTerm = static_cast<float>(100 - observerFightRating);
fightTerm = std::max(0.f, fightTerm);
if (observerFightRating + fightTerm >= 100)
{
startCombat(*it, player);
NpcStats& observerStats = it->getClass().getNpcStats(*it);
// Apply aggression value to the base Fight rating, so that the actor can continue fighting
// after a Calm spell wears off
observerStats.setAiSetting(CreatureStats::AI_Fight, observerFightRating + static_cast<int>(fightTerm));
observerStats.setBaseDisposition(observerStats.getBaseDisposition() + static_cast<int>(dispTerm));
// Set the crime ID, which we will use to calm down participants
// once the bounty has been paid.
observerStats.setCrimeId(id);
// Mark as Alarmed for dialogue
observerStats.setAlarmed(true);
}
}
}
if (reported)
{
MWBase::Environment::get().getWindowManager()->messageBox("#{sCrimeMessage}");
player.getClass().getNpcStats(player).setBounty(player.getClass().getNpcStats(player).getBounty()
+ arg);
// If committing a crime against a faction member, expell from the faction
if (!victim.isEmpty() && victim.getClass().isNpc())
{
std::string factionID = victim.getClass().getPrimaryFaction(victim);
const std::map<std::string, int>& playerRanks = player.getClass().getNpcStats(player).getFactionRanks();
if (playerRanks.find(Misc::StringUtils::lowerCase(factionID)) != playerRanks.end())
{
player.getClass().getNpcStats(player).expell(factionID);
}
}
if (type == OT_Assault && !victim.isEmpty()
&& !victim.getClass().getCreatureStats(victim).getAiSequence().isInCombat(player)
&& victim.getClass().isNpc())
{
// Attacker is in combat with us, but we are not in combat with the attacker yet. Time to fight back.
// Note: accidental or collateral damage attacks are ignored.
startCombat(victim, player);
// Set the crime ID, which we will use to calm down participants
// once the bounty has been paid.
victim.getClass().getNpcStats(victim).setCrimeId(id);
}
}
}
bool MechanicsManager::actorAttacked(const MWWorld::Ptr &ptr, const MWWorld::Ptr &attacker)
{
if (ptr == MWBase::Environment::get().getWorld()->getPlayerPtr())
return false;
std::list<MWWorld::Ptr> followers = getActorsFollowing(attacker);
if (std::find(followers.begin(), followers.end(), ptr) != followers.end())
{
ptr.getClass().getCreatureStats(ptr).friendlyHit();
if (ptr.getClass().getCreatureStats(ptr).getFriendlyHits() < 4)
{
MWBase::Environment::get().getDialogueManager()->say(ptr, "hit");
return false;
}
}
// Attacking an NPC that is already in combat with any other NPC is not a crime
AiSequence& seq = ptr.getClass().getCreatureStats(ptr).getAiSequence();
bool isFightingNpc = false;
for (std::list<AiPackage*>::const_iterator it = seq.begin(); it != seq.end(); ++it)
{
if ((*it)->getTypeId() == AiPackage::TypeIdCombat)
{
MWWorld::Ptr target = static_cast<AiCombat*>(*it)->getTarget();
if (!target.isEmpty() && target.getClass().isNpc())
isFightingNpc = true;
}
}
if (ptr.getClass().isNpc() && !attacker.isEmpty() && !ptr.getClass().getCreatureStats(ptr).getAiSequence().isInCombat(attacker)
&& !isAggressive(ptr, attacker) && !isFightingNpc)
commitCrime(attacker, ptr, MWBase::MechanicsManager::OT_Assault);
if (!attacker.isEmpty() && (attacker.getClass().getCreatureStats(attacker).getAiSequence().isInCombat(ptr)
|| attacker == MWBase::Environment::get().getWorld()->getPlayerPtr())
&& !ptr.getClass().getCreatureStats(ptr).getAiSequence().isInCombat(attacker))
{
// Attacker is in combat with us, but we are not in combat with the attacker yet. Time to fight back.
// Note: accidental or collateral damage attacks are ignored.
startCombat(ptr, attacker);
}
return true;
}
bool MechanicsManager::awarenessCheck(const MWWorld::Ptr &ptr, const MWWorld::Ptr &observer)
{
if (observer.getClass().getCreatureStats(observer).isDead() || !observer.getRefData().isEnabled())
return false;
const MWWorld::Store<ESM::GameSetting>& store = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
CreatureStats& stats = ptr.getClass().getCreatureStats(ptr);
float invisibility = stats.getMagicEffects().get(ESM::MagicEffect::Invisibility).getMagnitude();
if (invisibility > 0)
return false;
float sneakTerm = 0;
if (ptr.getClass().getCreatureStats(ptr).getStance(CreatureStats::Stance_Sneak)
&& !MWBase::Environment::get().getWorld()->isSwimming(ptr)
&& MWBase::Environment::get().getWorld()->isOnGround(ptr))
{
static float fSneakSkillMult = store.find("fSneakSkillMult")->getFloat();
static float fSneakBootMult = store.find("fSneakBootMult")->getFloat();
float sneak = static_cast<float>(ptr.getClass().getSkill(ptr, ESM::Skill::Sneak));
int agility = stats.getAttribute(ESM::Attribute::Agility).getModified();
int luck = stats.getAttribute(ESM::Attribute::Luck).getModified();
float bootWeight = 0;
if (ptr.getClass().isNpc())
{
MWWorld::InventoryStore& inv = ptr.getClass().getInventoryStore(ptr);
MWWorld::ContainerStoreIterator it = inv.getSlot(MWWorld::InventoryStore::Slot_Boots);
if (it != inv.end())
bootWeight = it->getClass().getWeight(*it);
}
sneakTerm = fSneakSkillMult * sneak + 0.2f * agility + 0.1f * luck + bootWeight * fSneakBootMult;
}
static float fSneakDistBase = store.find("fSneakDistanceBase")->getFloat();
static float fSneakDistMult = store.find("fSneakDistanceMultiplier")->getFloat();
Ogre::Vector3 pos1 (ptr.getRefData().getPosition().pos);
Ogre::Vector3 pos2 (observer.getRefData().getPosition().pos);
float distTerm = fSneakDistBase + fSneakDistMult * pos1.distance(pos2);
float chameleon = stats.getMagicEffects().get(ESM::MagicEffect::Chameleon).getMagnitude();
float x = sneakTerm * distTerm * stats.getFatigueTerm() + chameleon + invisibility;
CreatureStats& observerStats = observer.getClass().getCreatureStats(observer);
int obsAgility = observerStats.getAttribute(ESM::Attribute::Agility).getModified();
int obsLuck = observerStats.getAttribute(ESM::Attribute::Luck).getModified();
float obsBlind = observerStats.getMagicEffects().get(ESM::MagicEffect::Blind).getMagnitude();
int obsSneak = observer.getClass().getSkill(observer, ESM::Skill::Sneak);
float obsTerm = obsSneak + 0.2f * obsAgility + 0.1f * obsLuck - obsBlind;
// is ptr behind the observer?
static float fSneakNoViewMult = store.find("fSneakNoViewMult")->getFloat();
static float fSneakViewMult = store.find("fSneakViewMult")->getFloat();
float y = 0;
Ogre::Vector3 vec = pos1 - pos2;
Ogre::Radian angle = observer.getRefData().getBaseNode()->getOrientation().yAxis().angleBetween(vec);
if (angle < Ogre::Degree(90))
y = obsTerm * observerStats.getFatigueTerm() * fSneakNoViewMult;
else
y = obsTerm * observerStats.getFatigueTerm() * fSneakViewMult;
float target = x - y;
return (OEngine::Misc::Rng::roll0to99() >= target);
}
void MechanicsManager::startCombat(const MWWorld::Ptr &ptr, const MWWorld::Ptr &target)
{
if (ptr.getClass().getCreatureStats(ptr).getAiSequence().isInCombat(target))
return;
ptr.getClass().getCreatureStats(ptr).getAiSequence().stack(MWMechanics::AiCombat(target), ptr);
if (target == MWBase::Environment::get().getWorld()->getPlayerPtr())
{
// if guard starts combat with player, guards pursuing player should do the same
if (ptr.getClass().isClass(ptr, "Guard"))
{
for (Actors::PtrActorMap::const_iterator iter = mActors.begin(); iter != mActors.end(); ++iter)
{
if (iter->first.getClass().isClass(iter->first, "Guard"))
{
MWMechanics::AiSequence& aiSeq = iter->first.getClass().getCreatureStats(iter->first).getAiSequence();
if (aiSeq.getTypeId() == MWMechanics::AiPackage::TypeIdPursue)
{
aiSeq.stopPursuit();
aiSeq.stack(MWMechanics::AiCombat(target), ptr);
}
}
}
}
}
// Must be done after the target is set up, so that CreatureTargetted dialogue filter works properly
if (ptr.getClass().isNpc() && !ptr.getClass().getCreatureStats(ptr).isDead())
MWBase::Environment::get().getDialogueManager()->say(ptr, "attack");
}
void MechanicsManager::getObjectsInRange(const Ogre::Vector3 &position, float radius, std::vector<MWWorld::Ptr> &objects)
{
mActors.getObjectsInRange(position, radius, objects);
mObjects.getObjectsInRange(position, radius, objects);
}
void MechanicsManager::getActorsInRange(const Ogre::Vector3 &position, float radius, std::vector<MWWorld::Ptr> &objects)
{
mActors.getObjectsInRange(position, radius, objects);
}
std::list<MWWorld::Ptr> MechanicsManager::getActorsFollowing(const MWWorld::Ptr& actor)
{
return mActors.getActorsFollowing(actor);
}
std::list<int> MechanicsManager::getActorsFollowingIndices(const MWWorld::Ptr& actor)
{
return mActors.getActorsFollowingIndices(actor);
}
std::list<MWWorld::Ptr> MechanicsManager::getActorsFighting(const MWWorld::Ptr& actor) {
return mActors.getActorsFighting(actor);
}
int MechanicsManager::countSavedGameRecords() const
{
return 1 // Death counter
+1; // Stolen items
}
void MechanicsManager::write(ESM::ESMWriter &writer, Loading::Listener &listener) const
{
mActors.write(writer, listener);
ESM::StolenItems items;
items.mStolenItems = mStolenItems;
writer.startRecord(ESM::REC_STLN);
items.write(writer);
writer.endRecord(ESM::REC_STLN);
}
void MechanicsManager::readRecord(ESM::ESMReader &reader, uint32_t type)
{
if (type == ESM::REC_STLN)
{
ESM::StolenItems items;
items.load(reader);
mStolenItems = items.mStolenItems;
}
else
mActors.readRecord(reader, type);
}
void MechanicsManager::clear()
{
mActors.clear();
mStolenItems.clear();
}
bool MechanicsManager::isAggressive(const MWWorld::Ptr &ptr, const MWWorld::Ptr &target)
{
int disposition = 50;
if (ptr.getClass().isNpc())
disposition = getDerivedDisposition(ptr);
int fight = std::max(0, ptr.getClass().getCreatureStats(ptr).getAiSetting(CreatureStats::AI_Fight).getModified()
+ static_cast<int>(getFightDistanceBias(ptr, target) + getFightDispositionBias(static_cast<float>(disposition))));
if (ptr.getClass().isNpc() && target.getClass().isNpc())
{
if (target.getClass().getNpcStats(target).isWerewolf() ||
(target == MWBase::Environment::get().getWorld()->getPlayerPtr() &&
MWBase::Environment::get().getWorld()->getGlobalInt("pcknownwerewolf")))
{
const ESM::GameSetting * iWerewolfFightMod = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().search("iWerewolfFightMod");
fight += iWerewolfFightMod->getInt();
}
}
return (fight >= 100);
}
void MechanicsManager::keepPlayerAlive()
{
MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
CreatureStats& stats = player.getClass().getCreatureStats(player);
if (stats.isDead())
{
MWMechanics::DynamicStat<float> stat (stats.getHealth());
if (stat.getModified()<1)
{
stat.setModified(1, 0);
stats.setHealth(stat);
}
stats.resurrect();
}
}
bool MechanicsManager::isReadyToBlock(const MWWorld::Ptr &ptr) const
{
return mActors.isReadyToBlock(ptr);
}
}