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

407 lines
14 KiB
C++

#include "actors.hpp"
#include <typeinfo>
#include <OgreVector3.h>
#include <components/esm/loadnpc.hpp>
#include "../mwworld/esmstore.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwworld/player.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/soundmanager.hpp"
#include "npcstats.hpp"
#include "creaturestats.hpp"
#include "movement.hpp"
namespace MWMechanics
{
void Actors::updateActor (const MWWorld::Ptr& ptr, float duration)
{
// magic effects
adjustMagicEffects (ptr);
calculateDynamicStats (ptr);
calculateCreatureStatModifiers (ptr);
if(!MWBase::Environment::get().getWindowManager()->isGuiMode())
{
// AI
CreatureStats& creatureStats = MWWorld::Class::get (ptr).getCreatureStats (ptr);
creatureStats.getAiSequence().execute (ptr);
// fatigue restoration
calculateRestoration(ptr, duration);
}
}
void Actors::updateNpc (const MWWorld::Ptr& ptr, float duration, bool paused)
{
if(!paused)
{
updateDrowning(ptr, duration);
updateEquippedLight(ptr, duration);
}
}
void Actors::adjustMagicEffects (const MWWorld::Ptr& creature)
{
CreatureStats& creatureStats = MWWorld::Class::get (creature).getCreatureStats (creature);
MagicEffects now = creatureStats.getSpells().getMagicEffects();
if (creature.getTypeName()==typeid (ESM::NPC).name())
{
MWWorld::InventoryStore& store = MWWorld::Class::get (creature).getInventoryStore (creature);
now += store.getMagicEffects();
}
now += creatureStats.getActiveSpells().getMagicEffects();
MagicEffects diff = MagicEffects::diff (creatureStats.getMagicEffects(), now);
creatureStats.setMagicEffects(now);
// TODO apply diff to other stats
}
void Actors::calculateDynamicStats (const MWWorld::Ptr& ptr)
{
CreatureStats& creatureStats = MWWorld::Class::get (ptr).getCreatureStats (ptr);
int strength = creatureStats.getAttribute(ESM::Attribute::Strength).getBase();
int intelligence = creatureStats.getAttribute(ESM::Attribute::Intelligence).getBase();
int willpower = creatureStats.getAttribute(ESM::Attribute::Willpower).getBase();
int agility = creatureStats.getAttribute(ESM::Attribute::Agility).getBase();
int endurance = creatureStats.getAttribute(ESM::Attribute::Endurance).getBase();
double magickaFactor =
creatureStats.getMagicEffects().get (EffectKey (ESM::MagicEffect::FortifyMaximumMagicka)).mMagnitude * 0.1 + 0.5;
DynamicStat<float> magicka = creatureStats.getMagicka();
float diff = (static_cast<int>(intelligence + magickaFactor*intelligence)) - magicka.getBase();
magicka.modify(diff);
creatureStats.setMagicka(magicka);
DynamicStat<float> fatigue = creatureStats.getFatigue();
diff = (strength+willpower+agility+endurance) - fatigue.getBase();
fatigue.modify(diff);
creatureStats.setFatigue(fatigue);
}
void Actors::calculateRestoration (const MWWorld::Ptr& ptr, float duration)
{
CreatureStats& stats = MWWorld::Class::get (ptr).getCreatureStats (ptr);
const MWWorld::Store<ESM::GameSetting>& settings = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
int endurance = stats.getAttribute (ESM::Attribute::Endurance).getModified ();
float capacity = MWWorld::Class::get(ptr).getCapacity(ptr);
float encumbrance = MWWorld::Class::get(ptr).getEncumbrance(ptr);
float normalizedEncumbrance = (capacity == 0 ? 1 : encumbrance/capacity);
if (normalizedEncumbrance > 1)
normalizedEncumbrance = 1;
if (duration == 3600)
{
// the actor is sleeping, restore health and magicka
bool stunted = stats.getMagicEffects ().get(MWMechanics::EffectKey(ESM::MagicEffect::StuntedMagicka)).mMagnitude > 0;
DynamicStat<float> health = stats.getHealth();
health.setCurrent (health.getCurrent() + 0.1 * endurance);
stats.setHealth (health);
if (!stunted)
{
float fRestMagicMult = settings.find("fRestMagicMult")->getFloat ();
DynamicStat<float> magicka = stats.getMagicka();
magicka.setCurrent (magicka.getCurrent()
+ fRestMagicMult * stats.getAttribute(ESM::Attribute::Intelligence).getModified());
stats.setMagicka (magicka);
}
}
// 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() + duration * x);
stats.setFatigue (fatigue);
}
void Actors::calculateCreatureStatModifiers (const MWWorld::Ptr& ptr)
{
CreatureStats &creatureStats = MWWorld::Class::get(ptr).getCreatureStats(ptr);
const MagicEffects &effects = creatureStats.getMagicEffects();
// attributes
for(int i = 0;i < ESM::Attribute::Length;++i)
{
Stat<int> stat = creatureStats.getAttribute(i);
stat.setModifier(effects.get(EffectKey(ESM::MagicEffect::FortifyAttribute, i)).mMagnitude -
effects.get(EffectKey(ESM::MagicEffect::DrainAttribute, i)).mMagnitude);
creatureStats.setAttribute(i, stat);
}
// dynamic stats
for(int i = 0;i < 3;++i)
{
DynamicStat<float> stat = creatureStats.getDynamic(i);
stat.setModifier(effects.get(EffectKey(80+i)).mMagnitude -
effects.get(EffectKey(18+i)).mMagnitude);
creatureStats.setDynamic(i, stat);
}
}
void Actors::updateDrowning(const MWWorld::Ptr& ptr, float duration)
{
MWBase::World *world = MWBase::Environment::get().getWorld();
NpcStats &stats = ptr.getClass().getNpcStats(ptr);
if(world->isSubmerged(ptr) &&
stats.getMagicEffects().get(ESM::MagicEffect::WaterBreathing).mMagnitude == 0)
{
float timeLeft = 0.0f;
if(stats.getFatigue().getCurrent() == 0)
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
ptr.getClass().setActorHealth(ptr, stats.getHealth().getCurrent() - 3.0f*duration);
// Play a drowning sound as necessary for the player
if(ptr == world->getPlayer().getPlayer())
{
MWBase::SoundManager *sndmgr = MWBase::Environment::get().getSoundManager();
if(!sndmgr->getSoundPlaying(MWWorld::Ptr(), "drown"))
sndmgr->playSound("drown", 1.0f, 1.0f);
}
}
}
else
stats.setTimeToStartDrowning(20);
}
void Actors::updateEquippedLight (const MWWorld::Ptr& ptr, float duration)
{
//If holding a light...
MWWorld::InventoryStore &inventoryStore = MWWorld::Class::get(ptr).getInventoryStore(ptr);
MWWorld::ContainerStoreIterator heldIter =
inventoryStore.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
if(heldIter.getType() == MWWorld::ContainerStore::Type_Light)
{
// Use time from the player's light
bool isPlayer = ptr.getRefData().getHandle()=="player";
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
{
heldIter->getRefData().setCount(0); // remove it
return;
}
}
}
// Both NPC and player lights extinguish in water.
if(MWBase::Environment::get().getWorld()->isSwimming(ptr))
{
heldIter->getRefData().setCount(0); // 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);
}
}
}
Actors::Actors() : mDuration (0) {}
void Actors::addActor (const MWWorld::Ptr& ptr)
{
// erase previous death events since we are currently only tracking them while in an active cell
MWWorld::Class::get(ptr).getCreatureStats(ptr).clearHasDied();
removeActor(ptr);
MWRender::Animation *anim = MWBase::Environment::get().getWorld()->getAnimation(ptr);
mActors.insert(std::make_pair(ptr, new CharacterController(ptr, anim)));
}
void Actors::removeActor (const MWWorld::Ptr& ptr)
{
PtrControllerMap::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)
{
PtrControllerMap::iterator iter = mActors.find(old);
if(iter != mActors.end())
{
CharacterController *ctrl = iter->second;
mActors.erase(iter);
ctrl->updatePtr(ptr);
mActors.insert(std::make_pair(ptr, ctrl));
}
}
void Actors::dropActors (const MWWorld::Ptr::CellStore *cellStore)
{
PtrControllerMap::iterator iter = mActors.begin();
while(iter != mActors.end())
{
if(iter->first.getCell()==cellStore)
{
delete iter->second;
mActors.erase(iter++);
}
else
++iter;
}
}
void Actors::update (float duration, bool paused)
{
mDuration += duration;
//if (mDuration>=0.25)
{
float totalDuration = mDuration;
mDuration = 0;
for(PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();iter++)
{
const MWWorld::Class &cls = MWWorld::Class::get(iter->first);
CreatureStats &stats = cls.getCreatureStats(iter->first);
stats.setLastHitObject(std::string());
if(!stats.isDead())
{
if(iter->second->isDead())
iter->second->resurrect();
updateActor(iter->first, totalDuration);
if(iter->first.getTypeName() == typeid(ESM::NPC).name())
updateNpc(iter->first, totalDuration, paused);
if(!stats.isDead())
continue;
}
// If it's the player and God Mode is turned on, keep it alive
if(iter->first.getRefData().getHandle()=="player" &&
MWBase::Environment::get().getWorld()->getGodModeState())
{
MWMechanics::DynamicStat<float> stat(stats.getHealth());
if(stat.getModified()<1)
{
stat.setModified(1, 0);
stats.setHealth(stat);
}
stats.resurrect();
continue;
}
if(iter->second->isDead())
continue;
iter->second->kill();
++mDeathCount[cls.getId(iter->first)];
if(cls.isEssential(iter->first))
MWBase::Environment::get().getWindowManager()->messageBox("#{sKilledEssential}");
}
}
if(!paused)
{
for(PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();++iter)
iter->second->update(duration);
}
}
void Actors::restoreDynamicStats()
{
for(PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();++iter)
calculateRestoration(iter->first, 3600);
}
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)
{
PtrControllerMap::iterator iter = mActors.find(ptr);
if(iter != mActors.end())
iter->second->forceStateUpdate();
}
void Actors::playAnimationGroup(const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number)
{
PtrControllerMap::iterator iter = mActors.find(ptr);
if(iter != mActors.end())
iter->second->playGroup(groupName, mode, number);
}
void Actors::skipAnimation(const MWWorld::Ptr& ptr)
{
PtrControllerMap::iterator iter = mActors.find(ptr);
if(iter != mActors.end())
iter->second->skipAnim();
}
bool Actors::checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string& groupName)
{
PtrControllerMap::iterator iter = mActors.find(ptr);
if(iter != mActors.end())
return iter->second->isAnimPlaying(groupName);
return false;
}
}