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openmw-tes3mp/apps/openmw/mwmechanics/actors.cpp
Arthur Moore 5e6fcc2aef Alert the user if attempting to play an animation fails
This is mostly propogating the error up the stack so the game can do something about it.
Working on avoiding log spam from calling an animation that doesn't exist every frame.
2015-07-30 08:00:26 -04:00

1431 lines
62 KiB
C++

#include "actors.hpp"
#include <typeinfo>
#include <iostream>
#include <osg/PositionAttitudeTransform>
#include <components/esm/esmreader.hpp>
#include <components/esm/esmwriter.hpp>
#include <components/esm/loadnpc.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/soundmanager.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwmechanics/spellcasting.hpp"
#include "npcstats.hpp"
#include "creaturestats.hpp"
#include "movement.hpp"
#include "character.hpp"
#include "aicombat.hpp"
#include "aifollow.hpp"
#include "aipursue.hpp"
#include "actor.hpp"
#include "summoning.hpp"
#include "combat.hpp"
namespace
{
bool isConscious(const MWWorld::Ptr& ptr)
{
const MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats(ptr);
return !stats.isDead() && !stats.getKnockedDown();
}
void adjustBoundItem (const std::string& item, bool bound, const MWWorld::Ptr& actor)
{
if (bound)
{
if (actor.getClass().getContainerStore(actor).count(item) == 0)
{
MWWorld::InventoryStore& store = actor.getClass().getInventoryStore(actor);
MWWorld::Ptr newPtr = *store.MWWorld::ContainerStore::add(item, 1, actor);
MWWorld::ActionEquip action(newPtr);
action.execute(actor);
MWWorld::ContainerStoreIterator rightHand = store.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
// change draw state only if the item is in player's right hand
if (actor == MWBase::Environment::get().getWorld()->getPlayerPtr()
&& rightHand != store.end() && newPtr == *rightHand)
{
MWBase::Environment::get().getWorld()->getPlayer().setDrawState(MWMechanics::DrawState_Weapon);
}
}
}
else
{
actor.getClass().getContainerStore(actor).remove(item, 1, actor);
}
}
class CheckActorCommanded : public MWMechanics::EffectSourceVisitor
{
MWWorld::Ptr mActor;
public:
bool mCommanded;
CheckActorCommanded(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)
{
MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
if ( ((key.mId == ESM::MagicEffect::CommandHumanoid && mActor.getClass().isNpc())
|| (key.mId == ESM::MagicEffect::CommandCreature && mActor.getTypeName() == typeid(ESM::Creature).name()))
&& casterActorId == player.getClass().getCreatureStats(player).getActorId()
&& magnitude >= mActor.getClass().getCreatureStats(mActor).getLevel())
mCommanded = true;
}
};
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)
{
// FIXME: don't use refid string
MWMechanics::AiFollow package("player", true);
stats.getAiSequence().stack(package, actor);
}
else 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
{
class SoulTrap : public MWMechanics::EffectSourceVisitor
{
MWWorld::Ptr mCreature;
MWWorld::Ptr mActor;
public:
SoulTrap(MWWorld::Ptr trappedCreature)
: mCreature(trappedCreature) {}
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::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());
if (caster == MWBase::Environment::get().getWorld()->getPlayerPtr())
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, "conjuration hit", 1.f, 1.f,
MWBase::SoundManager::Play_TypeSfx, MWBase::SoundManager::Play_NoTrack);
}
};
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, bool againstPlayer)
{
CreatureStats& creatureStats = actor1.getClass().getCreatureStats(actor1);
if (actor2.getClass().getCreatureStats(actor2).isDead()
|| actor1.getClass().getCreatureStats(actor1).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 > 7168*7168)
return;
// pure water creatures won't try to fight with the target on the ground
// except that creature is already hostile
if ((againstPlayer || !creatureStats.getAiSequence().isInCombat())
&& !MWMechanics::isEnvironmentCompatible(actor1, actor2)) // creature can't swim to target
{
return;
}
bool aggressive;
if (againstPlayer)
{
// followers with high fight should not engage in combat with the player (e.g. bm_bear_black_summon)
const std::list<MWWorld::Ptr>& followers = getActorsFollowing(actor2);
if (std::find(followers.begin(), followers.end(), actor1) != followers.end())
return;
aggressive = MWBase::Environment::get().getMechanicsManager()->isAggressive(actor1, actor2);
}
else
{
aggressive = false;
// Make guards fight aggressive creatures
if (!actor1.getClass().isNpc() && actor2.getClass().isClass(actor2, "Guard"))
{
if (creatureStats.getAiSequence().isInCombat() && MWBase::Environment::get().getMechanicsManager()->isAggressive(actor1, actor2))
aggressive = true;
}
}
// start combat if target actor is in combat with one of our followers
const std::list<MWWorld::Ptr>& followers = getActorsFollowing(actor1);
const CreatureStats& creatureStats2 = actor2.getClass().getCreatureStats(actor2);
for (std::list<MWWorld::Ptr>::const_iterator it = followers.begin(); it != followers.end(); ++it)
{
// need to check both ways since player doesn't use AI packages
if ((creatureStats2.getAiSequence().isInCombat(*it)
|| it->getClass().getCreatureStats(*it).getAiSequence().isInCombat(actor2))
&& !creatureStats.getAiSequence().isInCombat(*it))
aggressive = true;
}
// start combat if target actor is in combat with someone we are following
for (std::list<MWMechanics::AiPackage*>::const_iterator it = creatureStats.getAiSequence().begin(); it != creatureStats.getAiSequence().end(); ++it)
{
if ((*it)->getTypeId() == MWMechanics::AiPackage::TypeIdFollow)
{
MWWorld::Ptr followTarget = static_cast<MWMechanics::AiFollow*>(*it)->getTarget();
if (followTarget.isEmpty())
continue;
if (creatureStats.getAiSequence().isInCombat(followTarget))
continue;
// need to check both ways since player doesn't use AI packages
if (creatureStats2.getAiSequence().isInCombat(followTarget)
|| followTarget.getClass().getCreatureStats(followTarget).getAiSequence().isInCombat(actor2))
aggressive = true;
}
}
if(aggressive)
{
bool LOS = MWBase::Environment::get().getWorld()->getLOS(actor1, actor2);
if (againstPlayer) LOS &= MWBase::Environment::get().getMechanicsManager()->awarenessCheck(actor2, actor1);
if (LOS)
{
MWBase::Environment::get().getMechanicsManager()->startCombat(actor1, actor2);
if (!againstPlayer) // start combat between each other
{
MWBase::Environment::get().getMechanicsManager()->startCombat(actor2, actor1);
}
}
}
}
void Actors::updateNpc (const MWWorld::Ptr& ptr, float duration)
{
updateDrowning(ptr, duration);
calculateNpcStatModifiers(ptr, duration);
updateEquippedLight(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 == MWBase::Environment::get().getWorld()->getPlayerPtr())
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();
magicka.modify(diff);
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);
}
void Actors::calculateCreatureStatModifiers (const MWWorld::Ptr& ptr, float duration)
{
CreatureStats &creatureStats = ptr.getClass().getCreatureStats(ptr);
const MagicEffects &effects = creatureStats.getMagicEffects();
bool wasDead = creatureStats.isDead();
// tickable effects (i.e. effects having a lasting impact after expiry)
// these effects can be applied as "instant" (handled in spellcasting.cpp) or with a duration, handled here
for (MagicEffects::Collection::const_iterator it = effects.begin(); it != effects.end(); ++it)
{
effectTick(creatureStats, ptr, it->first, it->second.getMagnitude() * duration);
}
// 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);
}
{
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 == MWBase::Environment::get().getWorld()->getPlayerPtr())
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(),
// Fatigue can be decreased below zero meaning the actor will be knocked out
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>(creatureStats.getMagicEffects().get(ESM::MagicEffect::FrenzyHumanoid + creature).getMagnitude()
- creatureStats.getMagicEffects().get(ESM::MagicEffect::CalmHumanoid+creature).getMagnitude()));
creatureStats.setAiSetting(CreatureStats::AI_Fight, stat);
stat = creatureStats.getAiSetting(CreatureStats::AI_Flee);
stat.setModifier(static_cast<int>(creatureStats.getMagicEffects().get(ESM::MagicEffect::DemoralizeHumanoid + creature).getMagnitude()
- creatureStats.getMagicEffects().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>(creatureStats.getMagicEffects().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();
bool killedByPlayer = false;
MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
for (ActiveSpells::TIterator it = spells.begin(); it != spells.end(); ++it)
{
const ActiveSpells::ActiveSpellParams& spell = it->second;
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;
}
MWWorld::Ptr caster = MWBase::Environment::get().getWorld()->searchPtrViaActorId(spell.mCasterActorId);
if (isDamageEffect && caster == player)
killedByPlayer = true;
}
}
if (killedByPlayer)
{
MWBase::Environment::get().getMechanicsManager()->actorKilled(ptr, player);
if (player.getClass().getNpcStats(player).isWerewolf())
player.getClass().getNpcStats(player).addWerewolfKill();
}
}
// TODO: dirty flag for magic effects to avoid some unnecessary work below?
// any value of calm > 0 will stop the actor from fighting
if ((creatureStats.getMagicEffects().get(ESM::MagicEffect::CalmHumanoid).getMagnitude() > 0 && ptr.getClass().isNpc())
|| (creatureStats.getMagicEffects().get(ESM::MagicEffect::CalmCreature).getMagnitude() > 0 && !ptr.getClass().isNpc()))
{
for (std::list<AiPackage*>::const_iterator it = creatureStats.getAiSequence().begin(); it != creatureStats.getAiSequence().end(); )
{
if ((*it)->getTypeId() == AiPackage::TypeIdCombat)
it = creatureStats.getAiSequence().erase(it);
else
++it;
}
}
// 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 = creatureStats.getMagicEffects().get(it->first).getMagnitude();
if (found != (magnitude > 0))
{
std::string itemGmst = it->second;
std::string item = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(
itemGmst)->getString();
if (it->first == ESM::MagicEffect::BoundGloves)
{
item = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(
"sMagicBoundLeftGauntletID")->getString();
adjustBoundItem(item, magnitude > 0, ptr);
item = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(
"sMagicBoundRightGauntletID")->getString();
adjustBoundItem(item, magnitude > 0, ptr);
}
else
adjustBoundItem(item, magnitude > 0, ptr);
if (magnitude > 0)
creatureStats.mBoundItems.insert(it->first);
else
creatureStats.mBoundItems.erase(it->first);
}
}
UpdateSummonedCreatures updateSummonedCreatures(ptr);
creatureStats.getActiveSpells().visitEffectSources(updateSummonedCreatures);
if (ptr.getClass().hasInventoryStore(ptr))
ptr.getClass().getInventoryStore(ptr).visitEffectSources(updateSummonedCreatures);
updateSummonedCreatures.finish();
}
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()));
}
}
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);
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);
}
if(timeLeft == 0.0f)
{
// 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
{
static const float fHoldBreathTime = world->getStore().get<ESM::GameSetting>().find("fHoldBreathTime")->getFloat();
stats.setTimeToStartDrowning(fHoldBreathTime);
}
}
void Actors::updateEquippedLight (const MWWorld::Ptr& ptr, float duration)
{
bool isPlayer = (ptr == MWBase::Environment::get().getWorld()->getPlayerPtr());
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())
{
torch = it;
break;
}
}
if (MWBase::Environment::get().getWorld()->isDark())
{
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);
// Also unequip twohanded weapons which conflict with anything in CarriedLeft
if (torch->getClass().canBeEquipped(*torch, ptr).first == 3)
inventoryStore.unequipSlot(MWWorld::InventoryStore::Slot_CarriedRight, ptr);
}
heldIter = inventoryStore.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
// If we have a torch and can equip it (left slot free, no
// twohanded weapon in right slot), then equip it now.
if (heldIter == inventoryStore.end()
&& torch->getClass().canBeEquipped(*torch, ptr).first == 1)
{
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, MWBase::SoundManager::Play_TypeSfx, MWBase::SoundManager::Play_NoEnv);
}
}
}
void Actors::updateCrimePersuit(const MWWorld::Ptr& ptr, float duration)
{
MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
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())
{
const MWWorld::ESMStore& esmStore = MWBase::Environment::get().getWorld()->getStore();
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 int iCrimeThresholdMultiplier = esmStore.get<ESM::GameSetting>().find("iCrimeThresholdMultiplier")->getInt();
if (player.getClass().getNpcStats(player).getBounty() >= cutoff * iCrimeThresholdMultiplier)
MWBase::Environment::get().getMechanicsManager()->startCombat(ptr, player);
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() {}
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::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.getCell()==cellStore && iter->first != ignore)
{
delete iter->second;
mActors.erase(iter++);
}
else
++iter;
}
}
void Actors::update (float duration, bool paused)
{
if(!paused)
{
static float timerUpdateAITargets = 0;
static float timerUpdateHeadTrack = 0;
// target lists get updated once every 1.0 sec
if (timerUpdateAITargets >= 1.0f) timerUpdateAITargets = 0;
if (timerUpdateHeadTrack >= 0.3f) timerUpdateHeadTrack = 0;
MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
int hostilesCount = 0; // need to know this to play Battle music
// 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)
const float sqrProcessingDistance = 7168*7168;
/// \todo move update logic to Actor class where appropriate
// AI and magic effects update
for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter)
{
bool inProcessingRange = (player.getRefData().getPosition().asVec3() - iter->first.getRefData().getPosition().asVec3()).length2()
<= sqrProcessingDistance;
iter->second->getCharacterController()->setActive(inProcessingRange);
if (iter->first == player)
iter->second->getCharacterController()->setAttackingOrSpell(MWBase::Environment::get().getWorld()->getPlayer().getAttackingOrSpell());
if (!iter->first.getClass().getCreatureStats(iter->first).isDead())
{
updateActor(iter->first, duration);
if (MWBase::Environment::get().getMechanicsManager()->isAIActive() && inProcessingRange)
{
if (timerUpdateAITargets == 0)
{
if (iter->first != player)
adjustCommandedActor(iter->first);
for(PtrActorMap::iterator it(mActors.begin()); it != mActors.end(); ++it)
{
if (it->first == iter->first || iter->first == player) // player is not AI-controlled
continue;
engageCombat(iter->first, it->first, it->first == player);
}
}
if (timerUpdateHeadTrack == 0)
{
float sqrHeadTrackDistance = std::numeric_limits<float>::max();
MWWorld::Ptr headTrackTarget;
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)
updateCrimePersuit(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(), iter->second->getAiState(), duration);
if (stats.getAiSequence().isInCombat() && !stats.isDead()) hostilesCount++;
}
}
if(iter->first.getTypeName() == typeid(ESM::NPC).name())
updateNpc(iter->first, duration);
}
}
timerUpdateAITargets += duration;
timerUpdateHeadTrack += 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)
{
if (iter->first != player &&
(player.getRefData().getPosition().asVec3() - iter->first.getRefData().getPosition().asVec3()).length2()
> sqrProcessingDistance)
continue;
if (iter->first.getClass().getCreatureStats(iter->first).getMagicEffects().get(
ESM::MagicEffect::Paralyze).getMagnitude() > 0)
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 == MWBase::Environment::get().getWorld()->getPlayerPtr())
{
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();
// 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;
}
static float sneakTimer = 0.f; // times update of sneak icon
// if player is in sneak state see if anyone detects him
if (player.getClass().getCreatureStats(player).getMovementFlag(MWMechanics::CreatureStats::Flag_Sneak))
{
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)
{
if (iter->first == player) // not the player
continue;
// is the player in range and can they be detected
if ((iter->first.getRefData().getPosition().asVec3() - player.getRefData().getPosition().asVec3()).length2() <= radius*radius
&& MWBase::Environment::get().getWorld()->getLOS(player, iter->first))
{
if (MWBase::Environment::get().getMechanicsManager()->awarenessCheck(player, iter->first))
{
detected = true;
avoidedNotice = false;
MWBase::Environment::get().getWindowManager()->setSneakVisibility(false);
break;
}
else if (!detected)
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);
}
}
}
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;
}
if (iter->second->getCharacterController()->kill())
{
iter->first.getClass().getCreatureStats(iter->first).notifyDied();
++mDeathCount[Misc::StringUtils::lowerCase(iter->first.getCellRef().getRefId())];
// Make sure spell effects with CasterLinked flag are removed
for (PtrActorMap::iterator iter2(mActors.begin());iter2 != mActors.end();++iter2)
{
MWMechanics::ActiveSpells& spells = iter2->first.getClass().getCreatureStats(iter2->first).getActiveSpells();
spells.purge(stats.getActorId());
}
// 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);
MWBase::Environment::get().getWorld()->enableActorCollision(iter->first, false);
if (cls.isEssential(iter->first))
MWBase::Environment::get().getWindowManager()->messageBox("#{sKilledEssential}");
}
}
}
void Actors::restoreDynamicStats(bool sleep)
{
for(PtrActorMap::iterator iter(mActors.begin());iter != mActors.end();++iter)
restoreDynamicStats(iter->first, sleep);
}
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)
{
PtrActorMap::iterator iter = mActors.find(ptr);
if(iter != mActors.end())
{
return iter->second->getCharacterController()->playGroup(groupName, mode, number);
}
else
{
std::cerr<< "Error in Actors::playAnimationGroup: Unable to find " << ptr.getTypeName() << 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::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);
}
}
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)->getTypeId() == MWMechanics::AiPackage::TypeIdFollow)
{
MWWorld::Ptr followTarget = static_cast<MWMechanics::AiFollow*>(*it)->getTarget();
if (followTarget.isEmpty())
continue;
if (followTarget == actor)
list.push_back(iter->first);
else
break;
}
else if ((*it)->getTypeId() != MWMechanics::AiPackage::TypeIdCombat)
break;
}
}
return list;
}
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 = static_cast<MWMechanics::AiFollow*>(*it)->getTarget();
if (followTarget.isEmpty())
continue;
if (followTarget == actor)
list.push_back(static_cast<MWMechanics::AiFollow*>(*it)->getFollowIndex());
else
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,
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fAlarmRadius")->getFloat(),
neighbors); //only care about those within the alarm disance
for(std::vector<MWWorld::Ptr>::iterator iter(neighbors.begin());iter != neighbors.end();++iter)
{
const MWWorld::Class &cls = iter->getClass();
CreatureStats &stats = cls.getCreatureStats(*iter);
if (!stats.isDead() && stats.getAiSequence().isInCombat(actor))
list.push_front(*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");
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();
}
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 == MWBase::Environment::get().getWorld()->getPlayerPtr()
|| !isConscious(ptr)
|| ptr.getClass().getCreatureStats(ptr).getMagicEffects().get(ESM::MagicEffect::Paralyze).getMagnitude() > 0)
continue;
MWMechanics::AiSequence& seq = ptr.getClass().getCreatureStats(ptr).getAiSequence();
seq.fastForward(ptr, it->second->getAiState());
}
}
}