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			2209 lines
		
	
	
	
		
			94 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			2209 lines
		
	
	
	
		
			94 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "actors.hpp"
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#include <components/esm/esmreader.hpp>
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#include <components/esm/esmwriter.hpp>
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#include <components/sceneutil/positionattitudetransform.hpp>
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#include <components/debug/debuglog.hpp>
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#include <components/misc/rng.hpp>
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#include <components/settings/settings.hpp>
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#include "../mwworld/esmstore.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/inventorystore.hpp"
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#include "../mwworld/actionequip.hpp"
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#include "../mwworld/player.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwbase/dialoguemanager.hpp"
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#include "../mwbase/soundmanager.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwbase/statemanager.hpp"
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#include "../mwmechanics/aibreathe.hpp"
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#include "../mwrender/vismask.hpp"
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#include "spellcasting.hpp"
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#include "npcstats.hpp"
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#include "creaturestats.hpp"
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#include "movement.hpp"
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#include "character.hpp"
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#include "aicombat.hpp"
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#include "aicombataction.hpp"
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#include "aifollow.hpp"
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#include "aipursue.hpp"
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#include "actor.hpp"
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#include "summoning.hpp"
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#include "combat.hpp"
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#include "actorutil.hpp"
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namespace
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{
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bool isConscious(const MWWorld::Ptr& ptr)
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{
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    const MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats(ptr);
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    return !stats.isDead() && !stats.getKnockedDown();
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}
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int getBoundItemSlot (const std::string& itemId)
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{
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    static std::map<std::string, int> boundItemsMap;
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    if (boundItemsMap.empty())
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    {
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        std::string boundId = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("sMagicBoundBootsID")->mValue.getString();
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        boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_Boots;
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        boundId = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("sMagicBoundCuirassID")->mValue.getString();
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        boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_Cuirass;
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        boundId = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("sMagicBoundLeftGauntletID")->mValue.getString();
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        boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_LeftGauntlet;
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        boundId = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("sMagicBoundRightGauntletID")->mValue.getString();
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        boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_RightGauntlet;
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        boundId = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("sMagicBoundHelmID")->mValue.getString();
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        boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_Helmet;
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        boundId = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("sMagicBoundShieldID")->mValue.getString();
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        boundItemsMap[boundId] = MWWorld::InventoryStore::Slot_CarriedLeft;
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    }
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    int slot = MWWorld::InventoryStore::Slot_CarriedRight;
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    std::map<std::string, int>::iterator it = boundItemsMap.find(itemId);
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    if (it != boundItemsMap.end())
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        slot = it->second;
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    return slot;
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}
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class CheckActorCommanded : public MWMechanics::EffectSourceVisitor
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{
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    MWWorld::Ptr mActor;
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public:
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    bool mCommanded;
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    CheckActorCommanded(const MWWorld::Ptr& actor)
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        : mActor(actor)
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    , mCommanded(false){}
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    virtual void visit (MWMechanics::EffectKey key,
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                             const std::string& sourceName, const std::string& sourceId, int casterActorId,
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                        float magnitude, float remainingTime = -1, float totalTime = -1)
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    {
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        if (((key.mId == ESM::MagicEffect::CommandHumanoid && mActor.getClass().isNpc())
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            || (key.mId == ESM::MagicEffect::CommandCreature && mActor.getTypeName() == typeid(ESM::Creature).name()))
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            && magnitude >= mActor.getClass().getCreatureStats(mActor).getLevel())
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                mCommanded = true;
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    }
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};
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// Check for command effects having ended and remove package if necessary
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void adjustCommandedActor (const MWWorld::Ptr& actor)
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{
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    CheckActorCommanded check(actor);
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    MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor);
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    stats.getActiveSpells().visitEffectSources(check);
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    bool hasCommandPackage = false;
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    std::list<MWMechanics::AiPackage*>::const_iterator it;
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    for (it = stats.getAiSequence().begin(); it != stats.getAiSequence().end(); ++it)
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    {
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        if ((*it)->getTypeId() == MWMechanics::AiPackage::TypeIdFollow &&
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                static_cast<MWMechanics::AiFollow*>(*it)->isCommanded())
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        {
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            hasCommandPackage = true;
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            break;
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        }
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    }
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    if (!check.mCommanded && hasCommandPackage)
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        stats.getAiSequence().erase(it);
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}
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void getRestorationPerHourOfSleep (const MWWorld::Ptr& ptr, float& health, float& magicka)
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{
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    MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats (ptr);
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    const MWWorld::Store<ESM::GameSetting>& settings = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
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    int endurance = stats.getAttribute (ESM::Attribute::Endurance).getModified ();
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    health = 0.1f * endurance;
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    float fRestMagicMult = settings.find("fRestMagicMult")->mValue.getFloat ();
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    magicka = fRestMagicMult * stats.getAttribute(ESM::Attribute::Intelligence).getModified();
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}
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}
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namespace MWMechanics
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{
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    class GetStuntedMagickaDuration : public MWMechanics::EffectSourceVisitor
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    {
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    public:
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        float mRemainingTime;
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        GetStuntedMagickaDuration(const MWWorld::Ptr& actor)
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            : mRemainingTime(0.f){}
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        virtual void visit (MWMechanics::EffectKey key,
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                                const std::string& sourceName, const std::string& sourceId, int casterActorId,
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                            float magnitude, float remainingTime = -1, float totalTime = -1)
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        {
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            if (mRemainingTime == -1) return;
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            if (key.mId == ESM::MagicEffect::StuntedMagicka)
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            {
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                if (totalTime == -1)
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                {
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                    mRemainingTime = -1;
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                    return;
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                }
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                if (remainingTime > mRemainingTime)
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                    mRemainingTime = remainingTime;
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            }
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        }
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    };
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    class SoulTrap : public MWMechanics::EffectSourceVisitor
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    {
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        MWWorld::Ptr mCreature;
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        MWWorld::Ptr mActor;
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        bool mTrapped;
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    public:
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        SoulTrap(const MWWorld::Ptr& trappedCreature)
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            : mCreature(trappedCreature)
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            , mTrapped(false)
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        {
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        }
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        virtual void visit (MWMechanics::EffectKey key,
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                                 const std::string& sourceName, const std::string& sourceId, int casterActorId,
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                            float magnitude, float remainingTime = -1, float totalTime = -1)
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        {
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            if (mTrapped)
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                return;
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            if (key.mId != ESM::MagicEffect::Soultrap)
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                return;
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            if (magnitude <= 0)
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                return;
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            MWBase::World* world = MWBase::Environment::get().getWorld();
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            MWWorld::Ptr caster = world->searchPtrViaActorId(casterActorId);
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            if (caster.isEmpty() || !caster.getClass().isActor())
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                return;
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            static const float fSoulgemMult = world->getStore().get<ESM::GameSetting>().find("fSoulgemMult")->mValue.getFloat();
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            int creatureSoulValue = mCreature.get<ESM::Creature>()->mBase->mData.mSoul;
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            if (creatureSoulValue == 0)
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                return;
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            // Use the smallest soulgem that is large enough to hold the soul
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            MWWorld::ContainerStore& container = caster.getClass().getContainerStore(caster);
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            MWWorld::ContainerStoreIterator gem = container.end();
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            float gemCapacity = std::numeric_limits<float>::max();
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            std::string soulgemFilter = "misc_soulgem"; // no other way to check for soulgems? :/
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            for (MWWorld::ContainerStoreIterator it = container.begin(MWWorld::ContainerStore::Type_Miscellaneous);
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                 it != container.end(); ++it)
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            {
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                const std::string& id = it->getCellRef().getRefId();
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                if (id.size() >= soulgemFilter.size()
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                        && id.substr(0,soulgemFilter.size()) == soulgemFilter)
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                {
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                    float thisGemCapacity = it->get<ESM::Miscellaneous>()->mBase->mData.mValue * fSoulgemMult;
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                    if (thisGemCapacity >= creatureSoulValue && thisGemCapacity < gemCapacity
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                            && it->getCellRef().getSoul().empty())
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                    {
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                        gem = it;
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                        gemCapacity = thisGemCapacity;
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                    }
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                }
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            }
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            if (gem == container.end())
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                return;
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            // Set the soul on just one of the gems, not the whole stack
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            gem->getContainerStore()->unstack(*gem, caster);
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            gem->getCellRef().setSoul(mCreature.getCellRef().getRefId());
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            // Restack the gem with other gems with the same soul
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            gem->getContainerStore()->restack(*gem);
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            mTrapped = true;
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            if (caster == getPlayer())
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                MWBase::Environment::get().getWindowManager()->messageBox("#{sSoultrapSuccess}");
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            const ESM::Static* fx = MWBase::Environment::get().getWorld()->getStore().get<ESM::Static>()
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                    .search("VFX_Soul_Trap");
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            if (fx)
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                MWBase::Environment::get().getWorld()->spawnEffect("meshes\\" + fx->mModel,
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                    "", mCreature.getRefData().getPosition().asVec3());
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            MWBase::Environment::get().getSoundManager()->playSound3D(
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                mCreature.getRefData().getPosition().asVec3(), "conjuration hit", 1.f, 1.f
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            );
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        }
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    };
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    void Actors::addBoundItem (const std::string& itemId, const MWWorld::Ptr& actor)
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    {
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        MWWorld::InventoryStore& store = actor.getClass().getInventoryStore(actor);
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        int slot = getBoundItemSlot(itemId);
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        if (actor.getClass().getContainerStore(actor).count(itemId) != 0)
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            return;
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        MWWorld::ContainerStoreIterator prevItem = store.getSlot(slot);
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        MWWorld::Ptr boundPtr = *store.MWWorld::ContainerStore::add(itemId, 1, actor);
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        MWWorld::ActionEquip action(boundPtr);
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        action.execute(actor);
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        if (actor != MWMechanics::getPlayer())
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            return;
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        MWWorld::Ptr newItem = *store.getSlot(slot);
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        if (newItem.isEmpty() || boundPtr != newItem)
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            return;
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        MWWorld::Player& player = MWBase::Environment::get().getWorld()->getPlayer();
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        // change draw state only if the item is in player's right hand
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        if (slot == MWWorld::InventoryStore::Slot_CarriedRight)
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            player.setDrawState(MWMechanics::DrawState_Weapon);
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        if (prevItem != store.end())
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            player.setPreviousItem(itemId, prevItem->getCellRef().getRefId());
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    }
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    void Actors::removeBoundItem (const std::string& itemId, const MWWorld::Ptr& actor)
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    {
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        MWWorld::InventoryStore& store = actor.getClass().getInventoryStore(actor);
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        int slot = getBoundItemSlot(itemId);
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        MWWorld::ContainerStoreIterator currentItem = store.getSlot(slot);
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        bool wasEquipped = currentItem != store.end() && Misc::StringUtils::ciEqual(currentItem->getCellRef().getRefId(), itemId);
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        store.remove(itemId, 1, actor, true);
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        if (actor != MWMechanics::getPlayer())
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            return;
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        MWWorld::Player& player = MWBase::Environment::get().getWorld()->getPlayer();
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        std::string prevItemId = player.getPreviousItem(itemId);
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        player.erasePreviousItem(itemId);
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        if (prevItemId.empty())
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            return;
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        // Find previous item (or its replacement) by id.
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        // we should equip previous item only if expired bound item was equipped.
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        MWWorld::Ptr item = store.findReplacement(prevItemId);
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        if (item.isEmpty() || !wasEquipped)
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            return;
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        MWWorld::ActionEquip action(item);
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        action.execute(actor);
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    }
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    void Actors::updateActor (const MWWorld::Ptr& ptr, float duration)
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    {
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        // magic effects
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        adjustMagicEffects (ptr);
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        if (ptr.getClass().getCreatureStats(ptr).needToRecalcDynamicStats())
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            calculateDynamicStats (ptr);
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        calculateCreatureStatModifiers (ptr, duration);
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        // fatigue restoration
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        calculateRestoration(ptr, duration);
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    }
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    void Actors::updateHeadTracking(const MWWorld::Ptr& actor, const MWWorld::Ptr& targetActor,
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                                    MWWorld::Ptr& headTrackTarget, float& sqrHeadTrackDistance)
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    {
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        if (!actor.getRefData().getBaseNode())
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            return;
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        if (targetActor.getClass().getCreatureStats(targetActor).isDead())
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            return;
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        static const float fMaxHeadTrackDistance = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>()
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                .find("fMaxHeadTrackDistance")->mValue.getFloat();
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        static const float fInteriorHeadTrackMult = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>()
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                .find("fInteriorHeadTrackMult")->mValue.getFloat();
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        float maxDistance = fMaxHeadTrackDistance;
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        const ESM::Cell* currentCell = actor.getCell()->getCell();
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        if (!currentCell->isExterior() && !(currentCell->mData.mFlags & ESM::Cell::QuasiEx))
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            maxDistance *= fInteriorHeadTrackMult;
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        const osg::Vec3f actor1Pos(actor.getRefData().getPosition().asVec3());
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        const osg::Vec3f actor2Pos(targetActor.getRefData().getPosition().asVec3());
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        float sqrDist = (actor1Pos - actor2Pos).length2();
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        if (sqrDist > maxDistance*maxDistance)
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            return;
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        // stop tracking when target is behind the actor
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        osg::Vec3f actorDirection = actor.getRefData().getBaseNode()->getAttitude() * osg::Vec3f(0,1,0);
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        osg::Vec3f targetDirection(actor2Pos - actor1Pos);
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        actorDirection.z() = 0;
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        targetDirection.z() = 0;
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        actorDirection.normalize();
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        targetDirection.normalize();
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        if (std::acos(actorDirection * targetDirection) < osg::DegreesToRadians(90.f)
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            && sqrDist <= sqrHeadTrackDistance
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            && MWBase::Environment::get().getWorld()->getLOS(actor, targetActor) // check LOS and awareness last as it's the most expensive function
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            && MWBase::Environment::get().getMechanicsManager()->awarenessCheck(targetActor, actor))
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        {
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            sqrHeadTrackDistance = sqrDist;
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            headTrackTarget = targetActor;
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        }
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    }
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    void Actors::playIdleDialogue(const MWWorld::Ptr& actor)
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    {
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        if (!actor.getClass().isActor() || actor == getPlayer() || !MWBase::Environment::get().getSoundManager()->sayDone(actor))
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            return;
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        const CreatureStats &stats = actor.getClass().getCreatureStats(actor);
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        if (stats.getAiSetting(CreatureStats::AI_Hello).getModified() == 0)
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            return;
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        const MWMechanics::AiSequence& seq = stats.getAiSequence();
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        if (seq.isInCombat() || seq.hasPackage(AiPackage::TypeIdFollow) || seq.hasPackage(AiPackage::TypeIdEscort))
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            return;
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 | 
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        const osg::Vec3f playerPos(getPlayer().getRefData().getPosition().asVec3());
 | 
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        const osg::Vec3f actorPos(actor.getRefData().getPosition().asVec3());
 | 
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        MWBase::World* world = MWBase::Environment::get().getWorld();
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        if (world->isSwimming(actor) || (playerPos - actorPos).length2() >= 3000 * 3000)
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            return;
 | 
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 | 
						|
        // Our implementation is not FPS-dependent unlike Morrowind's so it needs to be recalibrated. 
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        // We chose to use the chance MW would have when run at 60 FPS with the default value of the GMST.
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        const float delta = MWBase::Environment::get().getFrameDuration() * 6.f;
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        static const float fVoiceIdleOdds = world->getStore().get<ESM::GameSetting>().find("fVoiceIdleOdds")->mValue.getFloat();
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        if (Misc::Rng::rollProbability() * 10000.f < fVoiceIdleOdds * delta && world->getLOS(getPlayer(), actor))
 | 
						|
            MWBase::Environment::get().getDialogueManager()->say(actor, "idle");
 | 
						|
    }
 | 
						|
 | 
						|
    void Actors::engageCombat (const MWWorld::Ptr& actor1, const MWWorld::Ptr& actor2, std::map<const MWWorld::Ptr, const std::set<MWWorld::Ptr> >& cachedAllies, bool againstPlayer)
 | 
						|
    {
 | 
						|
        // No combat for totally static creatures
 | 
						|
        if (!actor1.getClass().isMobile(actor1))
 | 
						|
            return;
 | 
						|
 | 
						|
        CreatureStats& creatureStats1 = actor1.getClass().getCreatureStats(actor1);
 | 
						|
        if (creatureStats1.isDead() || creatureStats1.getAiSequence().isInCombat(actor2))
 | 
						|
            return;
 | 
						|
 | 
						|
        const CreatureStats& creatureStats2 = actor2.getClass().getCreatureStats(actor2);
 | 
						|
        if (creatureStats2.isDead())
 | 
						|
            return;
 | 
						|
 | 
						|
        const osg::Vec3f actor1Pos(actor1.getRefData().getPosition().asVec3());
 | 
						|
        const osg::Vec3f actor2Pos(actor2.getRefData().getPosition().asVec3());
 | 
						|
        float sqrDist = (actor1Pos - actor2Pos).length2();
 | 
						|
 | 
						|
        if (sqrDist > mActorsProcessingRange*mActorsProcessingRange)
 | 
						|
            return;
 | 
						|
 | 
						|
        // If this is set to true, actor1 will start combat with actor2 if the awareness check at the end of the method returns true
 | 
						|
        bool aggressive = false;
 | 
						|
 | 
						|
        // Get actors allied with actor1. Includes those following or escorting actor1, actors following or escorting those actors, (recursive)
 | 
						|
        // and any actor currently being followed or escorted by actor1
 | 
						|
        std::set<MWWorld::Ptr> allies1;
 | 
						|
 | 
						|
        getActorsSidingWith(actor1, allies1, cachedAllies);
 | 
						|
 | 
						|
        // If an ally of actor1 has been attacked by actor2 or has attacked actor2, start combat between actor1 and actor2
 | 
						|
        for (const MWWorld::Ptr &ally : allies1)
 | 
						|
        {
 | 
						|
            if (creatureStats1.getAiSequence().isInCombat(ally))
 | 
						|
                continue;
 | 
						|
 | 
						|
            if (creatureStats2.matchesActorId(ally.getClass().getCreatureStats(ally).getHitAttemptActorId()))
 | 
						|
            {
 | 
						|
                MWBase::Environment::get().getMechanicsManager()->startCombat(actor1, actor2);
 | 
						|
                // Also set the same hit attempt actor. Otherwise, if fighting the player, they may stop combat
 | 
						|
                // if the player gets out of reach, while the ally would continue combat with the player
 | 
						|
                creatureStats1.setHitAttemptActorId(ally.getClass().getCreatureStats(ally).getHitAttemptActorId());
 | 
						|
                return;
 | 
						|
            }
 | 
						|
 | 
						|
            // If there's been no attack attempt yet but an ally of actor1 is in combat with actor2, become aggressive to actor2
 | 
						|
            if (ally.getClass().getCreatureStats(ally).getAiSequence().isInCombat(actor2))
 | 
						|
                aggressive = true;
 | 
						|
        }
 | 
						|
 | 
						|
        std::set<MWWorld::Ptr> playerAllies;
 | 
						|
        getActorsSidingWith(MWMechanics::getPlayer(), playerAllies, cachedAllies);
 | 
						|
 | 
						|
        bool isPlayerFollowerOrEscorter = playerAllies.find(actor1) != playerAllies.end();
 | 
						|
 | 
						|
        // If actor2 and at least one actor2 are in combat with actor1, actor1 and its allies start combat with them
 | 
						|
        // Doesn't apply for player followers/escorters        
 | 
						|
        if (!aggressive && !isPlayerFollowerOrEscorter)
 | 
						|
        {
 | 
						|
            // Check that actor2 is in combat with actor1
 | 
						|
            if (actor2.getClass().getCreatureStats(actor2).getAiSequence().isInCombat(actor1))
 | 
						|
            {
 | 
						|
                std::set<MWWorld::Ptr> allies2;
 | 
						|
 | 
						|
                getActorsSidingWith(actor2, allies2, cachedAllies);
 | 
						|
 | 
						|
                // Check that an ally of actor2 is also in combat with actor1
 | 
						|
                for (const MWWorld::Ptr &ally2 : allies2)
 | 
						|
                {
 | 
						|
                    if (ally2.getClass().getCreatureStats(ally2).getAiSequence().isInCombat(actor1))
 | 
						|
                    {
 | 
						|
                        MWBase::Environment::get().getMechanicsManager()->startCombat(actor1, actor2);
 | 
						|
                        // Also have actor1's allies start combat
 | 
						|
                        for (const MWWorld::Ptr& ally1 : allies1)
 | 
						|
                            MWBase::Environment::get().getMechanicsManager()->startCombat(ally1, actor2);
 | 
						|
                        return;
 | 
						|
                    }
 | 
						|
                }
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        // Stop here if target is unreachable
 | 
						|
        if (!canFight(actor1, actor2))
 | 
						|
            return;
 | 
						|
 | 
						|
        // If set in the settings file, player followers and escorters will become aggressive toward enemies in combat with them or the player
 | 
						|
        static const bool followersAttackOnSight = Settings::Manager::getBool("followers attack on sight", "Game");
 | 
						|
        if (!aggressive && isPlayerFollowerOrEscorter && followersAttackOnSight)
 | 
						|
        {
 | 
						|
            if (actor2.getClass().getCreatureStats(actor2).getAiSequence().isInCombat(actor1))
 | 
						|
                aggressive = true;
 | 
						|
            else
 | 
						|
            {
 | 
						|
                for (const MWWorld::Ptr &ally : allies1)
 | 
						|
                {
 | 
						|
                    if (actor2.getClass().getCreatureStats(actor2).getAiSequence().isInCombat(ally))
 | 
						|
                    {
 | 
						|
                        aggressive = true;
 | 
						|
                        break;
 | 
						|
                    }
 | 
						|
                }
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        // Do aggression check if actor2 is the player or a player follower or escorter
 | 
						|
        if (!aggressive)
 | 
						|
        {
 | 
						|
            if (againstPlayer || playerAllies.find(actor2) != playerAllies.end())
 | 
						|
            {
 | 
						|
                // Player followers and escorters with high fight should not initiate combat with the player or with
 | 
						|
                // other player followers or escorters
 | 
						|
                if (!isPlayerFollowerOrEscorter)
 | 
						|
                    aggressive = MWBase::Environment::get().getMechanicsManager()->isAggressive(actor1, actor2);
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        // Make guards go aggressive with creatures that are in combat, unless the creature is a follower or escorter
 | 
						|
        if (!aggressive && actor1.getClass().isClass(actor1, "Guard") && !actor2.getClass().isNpc() && creatureStats2.getAiSequence().isInCombat())
 | 
						|
        {
 | 
						|
            // Check if the creature is too far
 | 
						|
            static const float fAlarmRadius = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fAlarmRadius")->mValue.getFloat();
 | 
						|
            if (sqrDist > fAlarmRadius * fAlarmRadius)
 | 
						|
                return;
 | 
						|
 | 
						|
            bool followerOrEscorter = false;
 | 
						|
            for (const AiPackage* package : creatureStats2.getAiSequence())
 | 
						|
            {
 | 
						|
                // The follow package must be first or have nothing but combat before it
 | 
						|
                if (package->sideWithTarget())
 | 
						|
                {
 | 
						|
                    followerOrEscorter = true;
 | 
						|
                    break;
 | 
						|
                }
 | 
						|
                else if (package->getTypeId() != MWMechanics::AiPackage::TypeIdCombat)
 | 
						|
                    break;
 | 
						|
            }
 | 
						|
            if (!followerOrEscorter)
 | 
						|
                aggressive = true;
 | 
						|
        }
 | 
						|
 | 
						|
        // If any of the above conditions turned actor1 aggressive towards actor2, do an awareness check. If it passes, start combat with actor2.
 | 
						|
        if (aggressive)
 | 
						|
        {
 | 
						|
            bool LOS = MWBase::Environment::get().getWorld()->getLOS(actor1, actor2)
 | 
						|
                    && MWBase::Environment::get().getMechanicsManager()->awarenessCheck(actor2, actor1);
 | 
						|
 | 
						|
            if (LOS)
 | 
						|
                MWBase::Environment::get().getMechanicsManager()->startCombat(actor1, actor2);
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    void Actors::adjustMagicEffects (const MWWorld::Ptr& creature)
 | 
						|
    {
 | 
						|
        CreatureStats& creatureStats =  creature.getClass().getCreatureStats (creature);
 | 
						|
        if (creatureStats.isDeathAnimationFinished())
 | 
						|
            return;
 | 
						|
 | 
						|
        MagicEffects now = creatureStats.getSpells().getMagicEffects();
 | 
						|
 | 
						|
        if (creature.getClass().isNpc())
 | 
						|
        {
 | 
						|
            MWWorld::InventoryStore& store = creature.getClass().getInventoryStore (creature);
 | 
						|
            now += store.getMagicEffects();
 | 
						|
        }
 | 
						|
 | 
						|
        now += creatureStats.getActiveSpells().getMagicEffects();
 | 
						|
 | 
						|
        creatureStats.modifyMagicEffects(now);
 | 
						|
    }
 | 
						|
 | 
						|
    void Actors::calculateDynamicStats (const MWWorld::Ptr& ptr)
 | 
						|
    {
 | 
						|
        CreatureStats& creatureStats = ptr.getClass().getCreatureStats (ptr);
 | 
						|
 | 
						|
        int intelligence = creatureStats.getAttribute(ESM::Attribute::Intelligence).getModified();
 | 
						|
 | 
						|
        float base = 1.f;
 | 
						|
        if (ptr == getPlayer())
 | 
						|
            base = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fPCbaseMagickaMult")->mValue.getFloat();
 | 
						|
        else
 | 
						|
            base = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fNPCbaseMagickaMult")->mValue.getFloat();
 | 
						|
 | 
						|
        double magickaFactor = base +
 | 
						|
            creatureStats.getMagicEffects().get (EffectKey (ESM::MagicEffect::FortifyMaximumMagicka)).getMagnitude() * 0.1;
 | 
						|
 | 
						|
        DynamicStat<float> magicka = creatureStats.getMagicka();
 | 
						|
        float diff = (static_cast<int>(magickaFactor*intelligence)) - magicka.getBase();
 | 
						|
        float currentToBaseRatio = (magicka.getCurrent() / magicka.getBase());
 | 
						|
        magicka.setModified(magicka.getModified() + diff, 0);
 | 
						|
        magicka.setCurrent(magicka.getBase() * currentToBaseRatio, false, true);
 | 
						|
        creatureStats.setMagicka(magicka);
 | 
						|
    }
 | 
						|
 | 
						|
    void Actors::restoreDynamicStats (const MWWorld::Ptr& ptr, double hours, bool sleep)
 | 
						|
    {
 | 
						|
        MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats (ptr);
 | 
						|
        if (stats.isDead())
 | 
						|
            return;
 | 
						|
 | 
						|
        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 * hours);
 | 
						|
            stats.setHealth(stat);
 | 
						|
 | 
						|
            double restoreHours = hours;
 | 
						|
            bool stunted = stats.getMagicEffects ().get(ESM::MagicEffect::StuntedMagicka).getMagnitude() > 0;
 | 
						|
            if (stunted)
 | 
						|
            {
 | 
						|
                // Stunted Magicka effect should be taken into account.
 | 
						|
                GetStuntedMagickaDuration visitor(ptr);
 | 
						|
                stats.getActiveSpells().visitEffectSources(visitor);
 | 
						|
                stats.getSpells().visitEffectSources(visitor);
 | 
						|
                if (ptr.getClass().hasInventoryStore(ptr))
 | 
						|
                    ptr.getClass().getInventoryStore(ptr).visitEffectSources(visitor);
 | 
						|
 | 
						|
                // Take a maximum remaining duration of Stunted Magicka effects (-1 is a constant one) in game hours.
 | 
						|
                if (visitor.mRemainingTime > 0)
 | 
						|
                {
 | 
						|
                    double timeScale = MWBase::Environment::get().getWorld()->getTimeScaleFactor();
 | 
						|
                    restoreHours = std::max(0.0, hours - visitor.mRemainingTime * timeScale / 3600.f);
 | 
						|
                }
 | 
						|
                else if (visitor.mRemainingTime == -1)
 | 
						|
                    restoreHours = 0;
 | 
						|
            }
 | 
						|
 | 
						|
            if (restoreHours > 0)
 | 
						|
            {
 | 
						|
                stat = stats.getMagicka();
 | 
						|
                stat.setCurrent(stat.getCurrent() + magicka * restoreHours);
 | 
						|
                stats.setMagicka(stat);
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        // Current fatigue can be above base value due to a fortify effect.
 | 
						|
        // In that case stop here and don't try to restore.
 | 
						|
        DynamicStat<float> fatigue = stats.getFatigue();
 | 
						|
        if (fatigue.getCurrent() >= fatigue.getBase())
 | 
						|
            return;
 | 
						|
 | 
						|
        // Restore fatigue
 | 
						|
        float fFatigueReturnBase = settings.find("fFatigueReturnBase")->mValue.getFloat ();
 | 
						|
        float fFatigueReturnMult = settings.find("fFatigueReturnMult")->mValue.getFloat ();
 | 
						|
        float fEndFatigueMult = settings.find("fEndFatigueMult")->mValue.getFloat ();
 | 
						|
 | 
						|
        int endurance = stats.getAttribute (ESM::Attribute::Endurance).getModified ();
 | 
						|
 | 
						|
        float normalizedEncumbrance = ptr.getClass().getNormalizedEncumbrance(ptr);
 | 
						|
        if (normalizedEncumbrance > 1)
 | 
						|
            normalizedEncumbrance = 1;
 | 
						|
 | 
						|
        float x = fFatigueReturnBase + fFatigueReturnMult * (1 - normalizedEncumbrance);
 | 
						|
        x *= fEndFatigueMult * endurance;
 | 
						|
 | 
						|
        fatigue.setCurrent (fatigue.getCurrent() + 3600 * x * hours);
 | 
						|
        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);
 | 
						|
 | 
						|
        // Current fatigue can be above base value due to a fortify effect.
 | 
						|
        // In that case stop here and don't try to restore.
 | 
						|
        DynamicStat<float> fatigue = stats.getFatigue();
 | 
						|
        if (fatigue.getCurrent() >= fatigue.getBase())
 | 
						|
            return;
 | 
						|
 | 
						|
        // Restore fatigue
 | 
						|
        int endurance = stats.getAttribute(ESM::Attribute::Endurance).getModified();
 | 
						|
        const MWWorld::Store<ESM::GameSetting>& settings = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
 | 
						|
        static const float fFatigueReturnBase = settings.find("fFatigueReturnBase")->mValue.getFloat ();
 | 
						|
        static const float fFatigueReturnMult = settings.find("fFatigueReturnMult")->mValue.getFloat ();
 | 
						|
 | 
						|
        float x = fFatigueReturnBase + fFatigueReturnMult * endurance;
 | 
						|
 | 
						|
        fatigue.setCurrent (fatigue.getCurrent() + duration * x);
 | 
						|
        stats.setFatigue (fatigue);
 | 
						|
    }
 | 
						|
 | 
						|
    class ExpiryVisitor : public EffectSourceVisitor
 | 
						|
    {
 | 
						|
        private:
 | 
						|
            MWWorld::Ptr mActor;
 | 
						|
            float mDuration;
 | 
						|
 | 
						|
        public:
 | 
						|
            ExpiryVisitor(const MWWorld::Ptr& actor, float duration)
 | 
						|
                : mActor(actor), mDuration(duration)
 | 
						|
            {
 | 
						|
            }
 | 
						|
 | 
						|
            virtual void visit (MWMechanics::EffectKey key,
 | 
						|
                                const std::string& /*sourceName*/, const std::string& /*sourceId*/, int /*casterActorId*/,
 | 
						|
                                float magnitude, float remainingTime = -1, float /*totalTime*/ = -1)
 | 
						|
            {
 | 
						|
                if (magnitude > 0 && remainingTime > 0 && remainingTime < mDuration)
 | 
						|
                {
 | 
						|
                    CreatureStats& creatureStats = mActor.getClass().getCreatureStats(mActor);
 | 
						|
                    if (effectTick(creatureStats, mActor, key, magnitude * remainingTime))
 | 
						|
                        creatureStats.getMagicEffects().add(key, -magnitude);
 | 
						|
                }
 | 
						|
            }
 | 
						|
    };
 | 
						|
 | 
						|
    void Actors::calculateCreatureStatModifiers (const MWWorld::Ptr& ptr, float duration)
 | 
						|
    {
 | 
						|
        CreatureStats &creatureStats = ptr.getClass().getCreatureStats(ptr);
 | 
						|
        const MagicEffects &effects = creatureStats.getMagicEffects();
 | 
						|
 | 
						|
        bool wasDead = creatureStats.isDead();
 | 
						|
 | 
						|
        if (duration > 0)
 | 
						|
        {
 | 
						|
            // Apply correct magnitude for tickable effects that have just expired,
 | 
						|
            // in case duration > remaining time of effect.
 | 
						|
            // One case where this will happen is when the player uses the rest/wait command
 | 
						|
            // while there is a tickable effect active that should expire before the end of the rest/wait.
 | 
						|
            ExpiryVisitor visitor(ptr, duration);
 | 
						|
            creatureStats.getActiveSpells().visitEffectSources(visitor);
 | 
						|
 | 
						|
            for (MagicEffects::Collection::const_iterator it = effects.begin(); it != effects.end(); ++it)
 | 
						|
            {
 | 
						|
                // tickable effects (i.e. effects having a lasting impact after expiry)
 | 
						|
                effectTick(creatureStats, ptr, it->first, it->second.getMagnitude() * duration);
 | 
						|
 | 
						|
                // instant effects are already applied on spell impact in spellcasting.cpp, but may also come from permanent abilities
 | 
						|
                if (it->second.getMagnitude() > 0)
 | 
						|
                {
 | 
						|
                    CastSpell cast(ptr, ptr);
 | 
						|
                    if (cast.applyInstantEffect(ptr, ptr, it->first, it->second.getMagnitude()))
 | 
						|
                    {
 | 
						|
                        creatureStats.getSpells().purgeEffect(it->first.mId);
 | 
						|
                        creatureStats.getActiveSpells().purgeEffect(it->first.mId);
 | 
						|
                        if (ptr.getClass().hasInventoryStore(ptr))
 | 
						|
                            ptr.getClass().getInventoryStore(ptr).purgeEffect(it->first.mId);
 | 
						|
                    }
 | 
						|
                }
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        // purge levitate effect if levitation is disabled
 | 
						|
        // check only modifier, because base value can be setted from SetFlying console command.
 | 
						|
        if (MWBase::Environment::get().getWorld()->isLevitationEnabled() == false && effects.get(ESM::MagicEffect::Levitate).getModifier() > 0)
 | 
						|
        {
 | 
						|
            creatureStats.getSpells().purgeEffect(ESM::MagicEffect::Levitate);
 | 
						|
            creatureStats.getActiveSpells().purgeEffect(ESM::MagicEffect::Levitate);
 | 
						|
            if (ptr.getClass().hasInventoryStore(ptr))
 | 
						|
                ptr.getClass().getInventoryStore(ptr).purgeEffect(ESM::MagicEffect::Levitate);
 | 
						|
 | 
						|
            if (ptr == getPlayer())
 | 
						|
            {
 | 
						|
                MWBase::Environment::get().getWindowManager()->messageBox ("#{sLevitateDisabled}");
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        // dynamic stats
 | 
						|
        for (int i = 0; i < 3; ++i)
 | 
						|
        {
 | 
						|
            DynamicStat<float> stat = creatureStats.getDynamic(i);
 | 
						|
            stat.setCurrentModifier(effects.get(ESM::MagicEffect::FortifyHealth + i).getMagnitude() -
 | 
						|
                effects.get(ESM::MagicEffect::DrainHealth + i).getMagnitude(),
 | 
						|
                // Magicka can be decreased below zero due to a fortify effect wearing off
 | 
						|
                // Fatigue can be decreased below zero meaning the actor will be knocked out
 | 
						|
                i == 1 || i == 2);
 | 
						|
 | 
						|
            creatureStats.setDynamic(i, stat);
 | 
						|
        }
 | 
						|
 | 
						|
        // attributes
 | 
						|
        for(int i = 0;i < ESM::Attribute::Length;++i)
 | 
						|
        {
 | 
						|
            AttributeValue stat = creatureStats.getAttribute(i);
 | 
						|
            stat.setModifier(static_cast<int>(effects.get(EffectKey(ESM::MagicEffect::FortifyAttribute, i)).getMagnitude() -
 | 
						|
                             effects.get(EffectKey(ESM::MagicEffect::DrainAttribute, i)).getMagnitude() -
 | 
						|
                             effects.get(EffectKey(ESM::MagicEffect::AbsorbAttribute, i)).getMagnitude()));
 | 
						|
 | 
						|
            creatureStats.setAttribute(i, stat);
 | 
						|
        }
 | 
						|
 | 
						|
        if (creatureStats.needToRecalcDynamicStats())
 | 
						|
            calculateDynamicStats(ptr);
 | 
						|
 | 
						|
        {
 | 
						|
            Spells & spells = creatureStats.getSpells();
 | 
						|
            for (Spells::TIterator it = spells.begin(); it != spells.end(); ++it)
 | 
						|
            {
 | 
						|
                if (spells.getCorprusSpells().find(it->first) != spells.getCorprusSpells().end())
 | 
						|
                {
 | 
						|
                    if (MWBase::Environment::get().getWorld()->getTimeStamp() >= spells.getCorprusSpells().at(it->first).mNextWorsening)
 | 
						|
                    {
 | 
						|
                        spells.worsenCorprus(it->first);
 | 
						|
 | 
						|
                        if (ptr == getPlayer())
 | 
						|
                            MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicCorprusWorsens}");
 | 
						|
                    }
 | 
						|
                }
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        // AI setting modifiers
 | 
						|
        int creature = !ptr.getClass().isNpc();
 | 
						|
        if (creature && ptr.get<ESM::Creature>()->mBase->mData.mType == ESM::Creature::Humanoid)
 | 
						|
            creature = false;
 | 
						|
        // Note: the Creature variants only work on normal creatures, not on daedra or undead creatures.
 | 
						|
        if (!creature || ptr.get<ESM::Creature>()->mBase->mData.mType == ESM::Creature::Creatures)
 | 
						|
        {
 | 
						|
            Stat<int> stat = creatureStats.getAiSetting(CreatureStats::AI_Fight);
 | 
						|
            stat.setModifier(static_cast<int>(effects.get(ESM::MagicEffect::FrenzyHumanoid + creature).getMagnitude()
 | 
						|
                - effects.get(ESM::MagicEffect::CalmHumanoid+creature).getMagnitude()));
 | 
						|
            creatureStats.setAiSetting(CreatureStats::AI_Fight, stat);
 | 
						|
 | 
						|
            stat = creatureStats.getAiSetting(CreatureStats::AI_Flee);
 | 
						|
            stat.setModifier(static_cast<int>(effects.get(ESM::MagicEffect::DemoralizeHumanoid + creature).getMagnitude()
 | 
						|
                - effects.get(ESM::MagicEffect::RallyHumanoid+creature).getMagnitude()));
 | 
						|
            creatureStats.setAiSetting(CreatureStats::AI_Flee, stat);
 | 
						|
        }
 | 
						|
        if (creature && ptr.get<ESM::Creature>()->mBase->mData.mType == ESM::Creature::Undead)
 | 
						|
        {
 | 
						|
            Stat<int> stat = creatureStats.getAiSetting(CreatureStats::AI_Flee);
 | 
						|
            stat.setModifier(static_cast<int>(effects.get(ESM::MagicEffect::TurnUndead).getMagnitude()));
 | 
						|
            creatureStats.setAiSetting(CreatureStats::AI_Flee, stat);
 | 
						|
        }
 | 
						|
 | 
						|
        if (!wasDead && creatureStats.isDead())
 | 
						|
        {
 | 
						|
            // The actor was killed by a magic effect. Figure out if the player was responsible for it.
 | 
						|
            const ActiveSpells& spells = creatureStats.getActiveSpells();
 | 
						|
            MWWorld::Ptr player = getPlayer();
 | 
						|
            std::set<MWWorld::Ptr> playerFollowers;
 | 
						|
            getActorsSidingWith(player, playerFollowers);
 | 
						|
 | 
						|
            for (ActiveSpells::TIterator it = spells.begin(); it != spells.end(); ++it)
 | 
						|
            {
 | 
						|
                bool actorKilled = false;
 | 
						|
 | 
						|
                const ActiveSpells::ActiveSpellParams& spell = it->second;
 | 
						|
                MWWorld::Ptr caster = MWBase::Environment::get().getWorld()->searchPtrViaActorId(spell.mCasterActorId);
 | 
						|
                for (std::vector<ActiveSpells::ActiveEffect>::const_iterator effectIt = spell.mEffects.begin();
 | 
						|
                     effectIt != spell.mEffects.end(); ++effectIt)
 | 
						|
                {
 | 
						|
                    int effectId = effectIt->mEffectId;
 | 
						|
                    bool isDamageEffect = false;
 | 
						|
 | 
						|
                    int damageEffects[] = {
 | 
						|
                        ESM::MagicEffect::FireDamage, ESM::MagicEffect::ShockDamage, ESM::MagicEffect::FrostDamage, ESM::MagicEffect::Poison,
 | 
						|
                        ESM::MagicEffect::SunDamage, ESM::MagicEffect::DamageHealth, ESM::MagicEffect::AbsorbHealth
 | 
						|
                    };
 | 
						|
 | 
						|
                    for (unsigned int i=0; i<sizeof(damageEffects)/sizeof(int); ++i)
 | 
						|
                    {
 | 
						|
                        if (damageEffects[i] == effectId)
 | 
						|
                            isDamageEffect = true;
 | 
						|
                    }
 | 
						|
 | 
						|
                    if (isDamageEffect)
 | 
						|
                    {
 | 
						|
                        if (caster == player || playerFollowers.find(caster) != playerFollowers.end())
 | 
						|
                        {
 | 
						|
                            if (caster.getClass().getNpcStats(caster).isWerewolf())
 | 
						|
                                caster.getClass().getNpcStats(caster).addWerewolfKill();
 | 
						|
 | 
						|
                            MWBase::Environment::get().getMechanicsManager()->actorKilled(ptr, player);
 | 
						|
                            actorKilled = true;
 | 
						|
                            break;
 | 
						|
                        }
 | 
						|
                    }
 | 
						|
                }
 | 
						|
 | 
						|
                if (actorKilled)
 | 
						|
                    break;
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        // TODO: dirty flag for magic effects to avoid some unnecessary work below?
 | 
						|
 | 
						|
        // any value of calm > 0 will stop the actor from fighting
 | 
						|
        if ((effects.get(ESM::MagicEffect::CalmHumanoid).getMagnitude() > 0 && ptr.getClass().isNpc())
 | 
						|
            || (effects.get(ESM::MagicEffect::CalmCreature).getMagnitude() > 0 && !ptr.getClass().isNpc()))
 | 
						|
            creatureStats.getAiSequence().stopCombat();
 | 
						|
 | 
						|
        // Update bound effects
 | 
						|
        // Note: in vanilla MW multiple bound items of the same type can be created by different spells.
 | 
						|
        // As these extra copies are kinda useless this may or may not be important.
 | 
						|
        static std::map<int, std::string> boundItemsMap;
 | 
						|
        if (boundItemsMap.empty())
 | 
						|
        {
 | 
						|
            boundItemsMap[ESM::MagicEffect::BoundBattleAxe] = "sMagicBoundBattleAxeID";
 | 
						|
            boundItemsMap[ESM::MagicEffect::BoundBoots] = "sMagicBoundBootsID";
 | 
						|
            boundItemsMap[ESM::MagicEffect::BoundCuirass] = "sMagicBoundCuirassID";
 | 
						|
            boundItemsMap[ESM::MagicEffect::BoundDagger] = "sMagicBoundDaggerID";
 | 
						|
            boundItemsMap[ESM::MagicEffect::BoundGloves] = "sMagicBoundLeftGauntletID"; // Note: needs RightGauntlet variant too (see below)
 | 
						|
            boundItemsMap[ESM::MagicEffect::BoundHelm] = "sMagicBoundHelmID";
 | 
						|
            boundItemsMap[ESM::MagicEffect::BoundLongbow] = "sMagicBoundLongbowID";
 | 
						|
            boundItemsMap[ESM::MagicEffect::BoundLongsword] = "sMagicBoundLongswordID";
 | 
						|
            boundItemsMap[ESM::MagicEffect::BoundMace] = "sMagicBoundMaceID";
 | 
						|
            boundItemsMap[ESM::MagicEffect::BoundShield] = "sMagicBoundShieldID";
 | 
						|
            boundItemsMap[ESM::MagicEffect::BoundSpear] = "sMagicBoundSpearID";
 | 
						|
        }
 | 
						|
 | 
						|
        for (std::map<int, std::string>::iterator it = boundItemsMap.begin(); it != boundItemsMap.end(); ++it)
 | 
						|
        {
 | 
						|
            bool found = creatureStats.mBoundItems.find(it->first) != creatureStats.mBoundItems.end();
 | 
						|
            float magnitude = effects.get(it->first).getMagnitude();
 | 
						|
            if (found != (magnitude > 0))
 | 
						|
            {
 | 
						|
                if (magnitude > 0)
 | 
						|
                    creatureStats.mBoundItems.insert(it->first);
 | 
						|
                else
 | 
						|
                    creatureStats.mBoundItems.erase(it->first);
 | 
						|
 | 
						|
                std::string itemGmst = it->second;
 | 
						|
                std::string item = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(
 | 
						|
                            itemGmst)->mValue.getString();
 | 
						|
 | 
						|
                magnitude > 0 ? addBoundItem(item, ptr) : removeBoundItem(item, ptr);
 | 
						|
 | 
						|
                if (it->first == ESM::MagicEffect::BoundGloves)
 | 
						|
                {
 | 
						|
                    item = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(
 | 
						|
                                "sMagicBoundRightGauntletID")->mValue.getString();
 | 
						|
                    magnitude > 0 ? addBoundItem(item, ptr) : removeBoundItem(item, ptr);
 | 
						|
                }
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        bool hasSummonEffect = false;
 | 
						|
        for (MagicEffects::Collection::const_iterator it = effects.begin(); it != effects.end(); ++it)
 | 
						|
        {
 | 
						|
            if (isSummoningEffect(it->first.mId))
 | 
						|
            {
 | 
						|
                hasSummonEffect = true;
 | 
						|
                break;
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        if (!creatureStats.getSummonedCreatureMap().empty() || !creatureStats.getSummonedCreatureGraveyard().empty() || hasSummonEffect)
 | 
						|
        {
 | 
						|
            UpdateSummonedCreatures updateSummonedCreatures(ptr);
 | 
						|
            creatureStats.getActiveSpells().visitEffectSources(updateSummonedCreatures);
 | 
						|
            if (ptr.getClass().hasInventoryStore(ptr))
 | 
						|
                ptr.getClass().getInventoryStore(ptr).visitEffectSources(updateSummonedCreatures);
 | 
						|
            updateSummonedCreatures.process(mTimerDisposeSummonsCorpses == 0.f);
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    void Actors::calculateNpcStatModifiers (const MWWorld::Ptr& ptr, float duration)
 | 
						|
    {
 | 
						|
        NpcStats &npcStats = ptr.getClass().getNpcStats(ptr);
 | 
						|
        const MagicEffects &effects = npcStats.getMagicEffects();
 | 
						|
 | 
						|
        // skills
 | 
						|
        for(int i = 0;i < ESM::Skill::Length;++i)
 | 
						|
        {
 | 
						|
            SkillValue& skill = npcStats.getSkill(i);
 | 
						|
            skill.setModifier(static_cast<int>(effects.get(EffectKey(ESM::MagicEffect::FortifySkill, i)).getMagnitude() -
 | 
						|
                             effects.get(EffectKey(ESM::MagicEffect::DrainSkill, i)).getMagnitude() -
 | 
						|
                             effects.get(EffectKey(ESM::MagicEffect::AbsorbSkill, i)).getMagnitude()));
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    bool Actors::isAttackPreparing(const MWWorld::Ptr& ptr)
 | 
						|
    {
 | 
						|
        PtrActorMap::iterator it = mActors.find(ptr);
 | 
						|
        if (it == mActors.end())
 | 
						|
            return false;
 | 
						|
        CharacterController* ctrl = it->second->getCharacterController();
 | 
						|
 | 
						|
        return ctrl->isAttackPreparing();
 | 
						|
    }
 | 
						|
 | 
						|
    bool Actors::isRunning(const MWWorld::Ptr& ptr)
 | 
						|
    {
 | 
						|
        PtrActorMap::iterator it = mActors.find(ptr);
 | 
						|
        if (it == mActors.end())
 | 
						|
            return false;
 | 
						|
        CharacterController* ctrl = it->second->getCharacterController();
 | 
						|
 | 
						|
        return ctrl->isRunning();
 | 
						|
    }
 | 
						|
 | 
						|
    bool Actors::isSneaking(const MWWorld::Ptr& ptr)
 | 
						|
    {
 | 
						|
        PtrActorMap::iterator it = mActors.find(ptr);
 | 
						|
        if (it == mActors.end())
 | 
						|
            return false;
 | 
						|
        CharacterController* ctrl = it->second->getCharacterController();
 | 
						|
 | 
						|
        return ctrl->isSneaking();
 | 
						|
    }
 | 
						|
 | 
						|
    void Actors::updateDrowning(const MWWorld::Ptr& ptr, float duration, bool isKnockedOut, bool isPlayer)
 | 
						|
    {
 | 
						|
        NpcStats &stats = ptr.getClass().getNpcStats(ptr);
 | 
						|
 | 
						|
        // When npc stats are just initialized, mTimeToStartDrowning == -1 and we should get value from GMST
 | 
						|
        static const float fHoldBreathTime = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fHoldBreathTime")->mValue.getFloat();
 | 
						|
        if (stats.getTimeToStartDrowning() == -1.f)
 | 
						|
            stats.setTimeToStartDrowning(fHoldBreathTime);
 | 
						|
 | 
						|
        if (!isPlayer && stats.getTimeToStartDrowning() < fHoldBreathTime / 2)
 | 
						|
        {
 | 
						|
            AiSequence& seq = ptr.getClass().getCreatureStats(ptr).getAiSequence();
 | 
						|
            if (seq.getTypeId() != AiPackage::TypeIdBreathe) //Only add it once
 | 
						|
                seq.stack(AiBreathe(), ptr);
 | 
						|
        }
 | 
						|
 | 
						|
        MWBase::World *world = MWBase::Environment::get().getWorld();
 | 
						|
        bool knockedOutUnderwater = (isKnockedOut && world->isUnderwater(ptr.getCell(), osg::Vec3f(ptr.getRefData().getPosition().asVec3())));
 | 
						|
        if((world->isSubmerged(ptr) || knockedOutUnderwater)
 | 
						|
           && stats.getMagicEffects().get(ESM::MagicEffect::WaterBreathing).getMagnitude() == 0)
 | 
						|
        {
 | 
						|
            float timeLeft = 0.0f;
 | 
						|
            if(knockedOutUnderwater)
 | 
						|
                stats.setTimeToStartDrowning(0);
 | 
						|
            else
 | 
						|
            {
 | 
						|
                timeLeft = stats.getTimeToStartDrowning() - duration;
 | 
						|
                if(timeLeft < 0.0f)
 | 
						|
                    timeLeft = 0.0f;
 | 
						|
                stats.setTimeToStartDrowning(timeLeft);
 | 
						|
            }
 | 
						|
 | 
						|
            bool godmode = isPlayer && MWBase::Environment::get().getWorld()->getGodModeState();
 | 
						|
 | 
						|
            if(timeLeft == 0.0f && !godmode)
 | 
						|
            {
 | 
						|
                // If drowning, apply 3 points of damage per second
 | 
						|
                static const float fSuffocationDamage = world->getStore().get<ESM::GameSetting>().find("fSuffocationDamage")->mValue.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(isPlayer)
 | 
						|
                    MWBase::Environment::get().getWindowManager()->activateHitOverlay(false);
 | 
						|
            }
 | 
						|
        }
 | 
						|
        else
 | 
						|
            stats.setTimeToStartDrowning(fHoldBreathTime);
 | 
						|
    }
 | 
						|
 | 
						|
    void Actors::updateEquippedLight (const MWWorld::Ptr& ptr, float duration, bool mayEquip)
 | 
						|
    {
 | 
						|
        bool isPlayer = (ptr == getPlayer());
 | 
						|
 | 
						|
        MWWorld::InventoryStore &inventoryStore = ptr.getClass().getInventoryStore(ptr);
 | 
						|
        MWWorld::ContainerStoreIterator heldIter =
 | 
						|
                inventoryStore.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
 | 
						|
        /**
 | 
						|
         * Automatically equip NPCs torches at night and unequip them at day
 | 
						|
         */
 | 
						|
        if (!isPlayer)
 | 
						|
        {
 | 
						|
            MWWorld::ContainerStoreIterator torch = inventoryStore.end();
 | 
						|
            for (MWWorld::ContainerStoreIterator it = inventoryStore.begin(); it != inventoryStore.end(); ++it)
 | 
						|
            {
 | 
						|
                if (it->getTypeName() == typeid(ESM::Light).name() &&
 | 
						|
                    it->getClass().canBeEquipped(*it, ptr).first)
 | 
						|
                {
 | 
						|
                    torch = it;
 | 
						|
                    break;
 | 
						|
                }
 | 
						|
            }
 | 
						|
 | 
						|
            if (mayEquip)
 | 
						|
            {
 | 
						|
                if (torch != inventoryStore.end())
 | 
						|
                {
 | 
						|
                    if (!ptr.getClass().getCreatureStats (ptr).getAiSequence().isInCombat())
 | 
						|
                    {
 | 
						|
                        // For non-hostile NPCs, unequip whatever is in the left slot in favor of a light.
 | 
						|
                        if (heldIter != inventoryStore.end() && heldIter->getTypeName() != typeid(ESM::Light).name())
 | 
						|
                            inventoryStore.unequipItem(*heldIter, ptr);
 | 
						|
                    }
 | 
						|
 | 
						|
                    heldIter = inventoryStore.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
 | 
						|
 | 
						|
                    // If we have a torch and can equip it, then equip it now.
 | 
						|
                    if (heldIter == inventoryStore.end())
 | 
						|
                    {
 | 
						|
                        inventoryStore.equip(MWWorld::InventoryStore::Slot_CarriedLeft, torch, ptr);
 | 
						|
                    }
 | 
						|
                }
 | 
						|
            }
 | 
						|
            else
 | 
						|
            {
 | 
						|
                if (heldIter != inventoryStore.end() && heldIter->getTypeName() == typeid(ESM::Light).name())
 | 
						|
                {
 | 
						|
                    // At day, unequip lights and auto equip shields or other suitable items
 | 
						|
                    // (Note: autoEquip will ignore lights)
 | 
						|
                    inventoryStore.autoEquip(ptr);
 | 
						|
                }
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        heldIter = inventoryStore.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
 | 
						|
 | 
						|
        //If holding a light...
 | 
						|
        if(heldIter.getType() == MWWorld::ContainerStore::Type_Light)
 | 
						|
        {
 | 
						|
            // Use time from the player's light
 | 
						|
            if(isPlayer)
 | 
						|
            {
 | 
						|
                float timeRemaining = heldIter->getClass().getRemainingUsageTime(*heldIter);
 | 
						|
 | 
						|
                // -1 is infinite light source. Other negative values are treated as 0.
 | 
						|
                if(timeRemaining != -1.0f)
 | 
						|
                {
 | 
						|
                    timeRemaining -= duration;
 | 
						|
 | 
						|
                    if(timeRemaining > 0.0f)
 | 
						|
                        heldIter->getClass().setRemainingUsageTime(*heldIter, timeRemaining);
 | 
						|
                    else
 | 
						|
                    {
 | 
						|
                        inventoryStore.remove(*heldIter, 1, ptr); // remove it
 | 
						|
                        return;
 | 
						|
                    }
 | 
						|
                }
 | 
						|
            }
 | 
						|
 | 
						|
            // Both NPC and player lights extinguish in water.
 | 
						|
            if(MWBase::Environment::get().getWorld()->isSwimming(ptr))
 | 
						|
            {
 | 
						|
                inventoryStore.remove(*heldIter, 1, ptr); // remove it
 | 
						|
 | 
						|
                // ...But, only the player makes a sound.
 | 
						|
                if(isPlayer)
 | 
						|
                    MWBase::Environment::get().getSoundManager()->playSound("torch out",
 | 
						|
                            1.0, 1.0, MWSound::Type::Sfx, MWSound::PlayMode::NoEnv);
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    void Actors::updateCrimePursuit(const MWWorld::Ptr& ptr, float duration)
 | 
						|
    {
 | 
						|
        MWWorld::Ptr player = getPlayer();
 | 
						|
        if (ptr != player && ptr.getClass().isNpc())
 | 
						|
        {
 | 
						|
            // get stats of witness
 | 
						|
            CreatureStats& creatureStats = ptr.getClass().getCreatureStats(ptr);
 | 
						|
            NpcStats& npcStats = ptr.getClass().getNpcStats(ptr);
 | 
						|
 | 
						|
            if (player.getClass().getNpcStats(player).isWerewolf())
 | 
						|
                return;
 | 
						|
 | 
						|
            if (ptr.getClass().isClass(ptr, "Guard") && creatureStats.getAiSequence().getTypeId() != AiPackage::TypeIdPursue && !creatureStats.getAiSequence().isInCombat()
 | 
						|
                && creatureStats.getMagicEffects().get(ESM::MagicEffect::CalmHumanoid).getMagnitude() == 0)
 | 
						|
            {
 | 
						|
                const MWWorld::ESMStore& esmStore = MWBase::Environment::get().getWorld()->getStore();
 | 
						|
                static const int cutoff = esmStore.get<ESM::GameSetting>().find("iCrimeThreshold")->mValue.getInteger();
 | 
						|
                // Force dialogue on sight if bounty is greater than the cutoff
 | 
						|
                // In vanilla morrowind, the greeting dialogue is scripted to either arrest the player (< 5000 bounty) or attack (>= 5000 bounty)
 | 
						|
                if (   player.getClass().getNpcStats(player).getBounty() >= cutoff
 | 
						|
                       // TODO: do not run these two every frame. keep an Aware state for each actor and update it every 0.2 s or so?
 | 
						|
                    && MWBase::Environment::get().getWorld()->getLOS(ptr, player)
 | 
						|
                    && MWBase::Environment::get().getMechanicsManager()->awarenessCheck(player, ptr))
 | 
						|
                {
 | 
						|
                    static const int iCrimeThresholdMultiplier = esmStore.get<ESM::GameSetting>().find("iCrimeThresholdMultiplier")->mValue.getInteger();
 | 
						|
                    if (player.getClass().getNpcStats(player).getBounty() >= cutoff * iCrimeThresholdMultiplier)
 | 
						|
                    {
 | 
						|
                        MWBase::Environment::get().getMechanicsManager()->startCombat(ptr, player);
 | 
						|
                        creatureStats.setHitAttemptActorId(player.getClass().getCreatureStats(player).getActorId()); // Stops the guard from quitting combat if player is unreachable
 | 
						|
                    }
 | 
						|
                    else
 | 
						|
                        creatureStats.getAiSequence().stack(AiPursue(player), ptr);
 | 
						|
                    creatureStats.setAlarmed(true);
 | 
						|
                    npcStats.setCrimeId(MWBase::Environment::get().getWorld()->getPlayer().getNewCrimeId());
 | 
						|
                }
 | 
						|
            }
 | 
						|
 | 
						|
            // if I was a witness to a crime
 | 
						|
            if (npcStats.getCrimeId() != -1)
 | 
						|
            {
 | 
						|
                // if you've paid for your crimes and I havent noticed
 | 
						|
                if( npcStats.getCrimeId() <= MWBase::Environment::get().getWorld()->getPlayer().getCrimeId() )
 | 
						|
                {
 | 
						|
                    // Calm witness down
 | 
						|
                    if (ptr.getClass().isClass(ptr, "Guard"))
 | 
						|
                        creatureStats.getAiSequence().stopPursuit();
 | 
						|
                    creatureStats.getAiSequence().stopCombat();
 | 
						|
 | 
						|
                    // Reset factors to attack
 | 
						|
                    creatureStats.setAttacked(false);
 | 
						|
                    creatureStats.setAlarmed(false);
 | 
						|
                    creatureStats.setAiSetting(CreatureStats::AI_Fight, ptr.getClass().getBaseFightRating(ptr));
 | 
						|
 | 
						|
                    // Update witness crime id
 | 
						|
                    npcStats.setCrimeId(-1);
 | 
						|
                }
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    Actors::Actors()
 | 
						|
    {
 | 
						|
        mTimerDisposeSummonsCorpses = 0.2f; // We should add a delay between summoned creature death and its corpse despawning
 | 
						|
 | 
						|
        updateProcessingRange();
 | 
						|
    }
 | 
						|
 | 
						|
    Actors::~Actors()
 | 
						|
    {
 | 
						|
        clear();
 | 
						|
    }
 | 
						|
 | 
						|
    float Actors::getProcessingRange() const
 | 
						|
    {
 | 
						|
        return mActorsProcessingRange;
 | 
						|
    }
 | 
						|
 | 
						|
    void Actors::updateProcessingRange()
 | 
						|
    {
 | 
						|
        // We have to cap it since using high values (larger than 7168) will make some quests harder or impossible to complete (bug #1876)
 | 
						|
        static const float maxProcessingRange = 7168.f;
 | 
						|
        static const float minProcessingRange = maxProcessingRange / 2.f;
 | 
						|
 | 
						|
        float actorsProcessingRange = Settings::Manager::getFloat("actors processing range", "Game");
 | 
						|
        actorsProcessingRange = std::min(actorsProcessingRange, maxProcessingRange);
 | 
						|
        actorsProcessingRange = std::max(actorsProcessingRange, minProcessingRange);
 | 
						|
        mActorsProcessingRange = actorsProcessingRange;
 | 
						|
    }
 | 
						|
 | 
						|
    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)));
 | 
						|
 | 
						|
        CharacterController* ctrl = mActors[ptr]->getCharacterController();
 | 
						|
        if (updateImmediately)
 | 
						|
            ctrl->update(0);
 | 
						|
 | 
						|
        // We should initially hide actors outside of processing range.
 | 
						|
        // Note: since we update player after other actors, distance will be incorrect during teleportation.
 | 
						|
        // Do not update visibility if player was teleported, so actors will be visible during teleportation frame.
 | 
						|
        if (MWBase::Environment::get().getWorld()->getPlayer().wasTeleported())
 | 
						|
            return;
 | 
						|
 | 
						|
        updateVisibility(ptr, ctrl);
 | 
						|
    }
 | 
						|
 | 
						|
    void Actors::updateVisibility (const MWWorld::Ptr& ptr, CharacterController* ctrl)
 | 
						|
    {
 | 
						|
        MWWorld::Ptr player = MWMechanics::getPlayer();
 | 
						|
        if (ptr == player)
 | 
						|
            return;
 | 
						|
 | 
						|
        const float dist = (player.getRefData().getPosition().asVec3() - ptr.getRefData().getPosition().asVec3()).length();
 | 
						|
        if (dist > mActorsProcessingRange)
 | 
						|
        {
 | 
						|
            ptr.getRefData().getBaseNode()->setNodeMask(0);
 | 
						|
            return;
 | 
						|
        }
 | 
						|
        else
 | 
						|
            ptr.getRefData().getBaseNode()->setNodeMask(MWRender::Mask_Actor);
 | 
						|
 | 
						|
        // Fade away actors on large distance (>90% of actor's processing distance)
 | 
						|
        float visibilityRatio = 1.0;
 | 
						|
        float fadeStartDistance = mActorsProcessingRange*0.9f;
 | 
						|
        float fadeEndDistance = mActorsProcessingRange;
 | 
						|
        float fadeRatio = (dist - fadeStartDistance)/(fadeEndDistance - fadeStartDistance);
 | 
						|
        if (fadeRatio > 0)
 | 
						|
            visibilityRatio -= std::max(0.f, fadeRatio);
 | 
						|
 | 
						|
        visibilityRatio = std::min(1.f, visibilityRatio);
 | 
						|
 | 
						|
        ctrl->setVisibility(visibilityRatio);
 | 
						|
    }
 | 
						|
 | 
						|
    void Actors::removeActor (const MWWorld::Ptr& ptr)
 | 
						|
    {
 | 
						|
        PtrActorMap::iterator iter = mActors.find(ptr);
 | 
						|
        if(iter != mActors.end())
 | 
						|
        {
 | 
						|
            delete iter->second;
 | 
						|
            mActors.erase(iter);
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    void Actors::castSpell(const MWWorld::Ptr& ptr, const std::string spellId, bool manualSpell)
 | 
						|
    {
 | 
						|
        PtrActorMap::iterator iter = mActors.find(ptr);
 | 
						|
        if(iter != mActors.end())
 | 
						|
            iter->second->getCharacterController()->castSpell(spellId, manualSpell);
 | 
						|
    }
 | 
						|
 | 
						|
    bool Actors::isActorDetected(const MWWorld::Ptr& actor, const MWWorld::Ptr& observer)
 | 
						|
    {
 | 
						|
        if (!actor.getClass().isActor())
 | 
						|
            return false;
 | 
						|
 | 
						|
        // If an observer is NPC, check if he detected an actor
 | 
						|
        if (!observer.isEmpty() && observer.getClass().isNpc())
 | 
						|
        {
 | 
						|
            return
 | 
						|
                MWBase::Environment::get().getWorld()->getLOS(observer, actor) &&
 | 
						|
                MWBase::Environment::get().getMechanicsManager()->awarenessCheck(actor, observer);
 | 
						|
        }
 | 
						|
 | 
						|
        // Otherwise check if any actor in AI processing range sees the target actor
 | 
						|
        std::vector<MWWorld::Ptr> neighbors;
 | 
						|
        osg::Vec3f position (actor.getRefData().getPosition().asVec3());
 | 
						|
        getObjectsInRange(position, mActorsProcessingRange, neighbors);
 | 
						|
        for (const MWWorld::Ptr &neighbor : neighbors)
 | 
						|
        {
 | 
						|
            if (neighbor == actor)
 | 
						|
                continue;
 | 
						|
 | 
						|
            bool result = MWBase::Environment::get().getWorld()->getLOS(neighbor, actor)
 | 
						|
                       && MWBase::Environment::get().getMechanicsManager()->awarenessCheck(actor, neighbor);
 | 
						|
 | 
						|
            if (result)
 | 
						|
                return true;
 | 
						|
        }
 | 
						|
 | 
						|
        return false;
 | 
						|
    }
 | 
						|
 | 
						|
    void Actors::updateActor(const MWWorld::Ptr &old, const MWWorld::Ptr &ptr)
 | 
						|
    {
 | 
						|
        PtrActorMap::iterator iter = mActors.find(old);
 | 
						|
        if(iter != mActors.end())
 | 
						|
        {
 | 
						|
            Actor *actor = iter->second;
 | 
						|
            mActors.erase(iter);
 | 
						|
 | 
						|
            actor->updatePtr(ptr);
 | 
						|
            mActors.insert(std::make_pair(ptr, actor));
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    void Actors::dropActors (const MWWorld::CellStore *cellStore, const MWWorld::Ptr& ignore)
 | 
						|
    {
 | 
						|
        PtrActorMap::iterator iter = mActors.begin();
 | 
						|
        while(iter != mActors.end())
 | 
						|
        {
 | 
						|
            if((iter->first.isInCell() && iter->first.getCell()==cellStore) && iter->first != ignore)
 | 
						|
            {
 | 
						|
                delete iter->second;
 | 
						|
                mActors.erase(iter++);
 | 
						|
            }
 | 
						|
            else
 | 
						|
                ++iter;
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    void Actors::updateCombatMusic ()
 | 
						|
    {
 | 
						|
        MWWorld::Ptr player = getPlayer();
 | 
						|
        const osg::Vec3f playerPos = player.getRefData().getPosition().asVec3();
 | 
						|
        bool hasHostiles = false; // need to know this to play Battle music
 | 
						|
        bool aiActive = MWBase::Environment::get().getMechanicsManager()->isAIActive();
 | 
						|
 | 
						|
        if (aiActive)
 | 
						|
        {
 | 
						|
            for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter)
 | 
						|
            {
 | 
						|
                if (iter->first == player) continue;
 | 
						|
 | 
						|
                bool inProcessingRange = (playerPos - iter->first.getRefData().getPosition().asVec3()).length2() <= mActorsProcessingRange*mActorsProcessingRange;
 | 
						|
                if (inProcessingRange)
 | 
						|
                {
 | 
						|
                    MWMechanics::CreatureStats& stats = iter->first.getClass().getCreatureStats(iter->first);
 | 
						|
                    if (!stats.isDead() && stats.getAiSequence().isInCombat())
 | 
						|
                    {
 | 
						|
                        hasHostiles = true;
 | 
						|
                        break;
 | 
						|
                    }
 | 
						|
                }
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        // check if we still have any player enemies to switch music
 | 
						|
        static int currentMusic = 0;
 | 
						|
 | 
						|
        if (currentMusic != 1 && !hasHostiles && !(player.getClass().getCreatureStats(player).isDead() &&
 | 
						|
        MWBase::Environment::get().getSoundManager()->isMusicPlaying()))
 | 
						|
        {
 | 
						|
            MWBase::Environment::get().getSoundManager()->playPlaylist(std::string("Explore"));
 | 
						|
            currentMusic = 1;
 | 
						|
        }
 | 
						|
        else if (currentMusic != 2 && hasHostiles)
 | 
						|
        {
 | 
						|
            MWBase::Environment::get().getSoundManager()->playPlaylist(std::string("Battle"));
 | 
						|
            currentMusic = 2;
 | 
						|
        }
 | 
						|
 | 
						|
    }
 | 
						|
 | 
						|
    void Actors::update (float duration, bool paused)
 | 
						|
    {
 | 
						|
        if(!paused)
 | 
						|
        {
 | 
						|
            static float timerUpdateAITargets = 0;
 | 
						|
            static float timerUpdateHeadTrack = 0;
 | 
						|
            static float timerUpdateEquippedLight = 0;
 | 
						|
            const float updateEquippedLightInterval = 1.0f;
 | 
						|
 | 
						|
            // target lists get updated once every 1.0 sec
 | 
						|
            if (timerUpdateAITargets >= 1.0f) timerUpdateAITargets = 0;
 | 
						|
            if (timerUpdateHeadTrack >= 0.3f) timerUpdateHeadTrack = 0;
 | 
						|
            if (mTimerDisposeSummonsCorpses >= 0.2f) mTimerDisposeSummonsCorpses = 0;
 | 
						|
            if (timerUpdateEquippedLight >= updateEquippedLightInterval) timerUpdateEquippedLight = 0;
 | 
						|
 | 
						|
            // show torches only when there are darkness and no precipitations
 | 
						|
            MWBase::World* world = MWBase::Environment::get().getWorld();
 | 
						|
            bool showTorches = world->useTorches();
 | 
						|
 | 
						|
            MWWorld::Ptr player = getPlayer();
 | 
						|
            const osg::Vec3f playerPos = player.getRefData().getPosition().asVec3();
 | 
						|
 | 
						|
            /// \todo move update logic to Actor class where appropriate
 | 
						|
 | 
						|
            std::map<const MWWorld::Ptr, const std::set<MWWorld::Ptr> > cachedAllies; // will be filled as engageCombat iterates
 | 
						|
 | 
						|
            bool aiActive = MWBase::Environment::get().getMechanicsManager()->isAIActive();
 | 
						|
            int attackedByPlayerId = player.getClass().getCreatureStats(player).getHitAttemptActorId();
 | 
						|
            if (attackedByPlayerId != -1)
 | 
						|
            {
 | 
						|
                const MWWorld::Ptr playerHitAttemptActor = world->searchPtrViaActorId(attackedByPlayerId);
 | 
						|
 | 
						|
                if (!playerHitAttemptActor.isInCell())
 | 
						|
                    player.getClass().getCreatureStats(player).setHitAttemptActorId(-1);
 | 
						|
            }
 | 
						|
 | 
						|
             // AI and magic effects update
 | 
						|
            for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter)
 | 
						|
            {
 | 
						|
                bool isPlayer = iter->first == player;
 | 
						|
                CharacterController* ctrl = iter->second->getCharacterController();
 | 
						|
 | 
						|
                float distSqr = (playerPos - iter->first.getRefData().getPosition().asVec3()).length2();
 | 
						|
                // AI processing is only done within given distance to the player.
 | 
						|
                bool inProcessingRange = distSqr <= mActorsProcessingRange*mActorsProcessingRange;
 | 
						|
 | 
						|
                if (isPlayer)
 | 
						|
                    ctrl->setAttackingOrSpell(world->getPlayer().getAttackingOrSpell());
 | 
						|
 | 
						|
                // If dead or no longer in combat, no longer store any actors who attempted to hit us. Also remove for the player.
 | 
						|
                if (iter->first != player && (iter->first.getClass().getCreatureStats(iter->first).isDead()
 | 
						|
                    || !iter->first.getClass().getCreatureStats(iter->first).getAiSequence().isInCombat()
 | 
						|
                    || !inProcessingRange))
 | 
						|
                {
 | 
						|
                    iter->first.getClass().getCreatureStats(iter->first).setHitAttemptActorId(-1);
 | 
						|
                    if (player.getClass().getCreatureStats(player).getHitAttemptActorId() == iter->first.getClass().getCreatureStats(iter->first).getActorId())
 | 
						|
                        player.getClass().getCreatureStats(player).setHitAttemptActorId(-1);
 | 
						|
                }
 | 
						|
 | 
						|
                // For dead actors we need to remove looping spell particles
 | 
						|
                if (iter->first.getClass().getCreatureStats(iter->first).isDead())
 | 
						|
                    ctrl->updateContinuousVfx();
 | 
						|
                else
 | 
						|
                {
 | 
						|
                    bool cellChanged = world->hasCellChanged();
 | 
						|
                    MWWorld::Ptr actor = iter->first; // make a copy of the map key to avoid it being invalidated when the player teleports
 | 
						|
                    updateActor(actor, duration);
 | 
						|
 | 
						|
                    // 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.
 | 
						|
                    ctrl->updateContinuousVfx();
 | 
						|
 | 
						|
                    if (!cellChanged && world->hasCellChanged())
 | 
						|
                    {
 | 
						|
                        return; // for now abort update of the old cell when cell changes by teleportation magic effect
 | 
						|
                                // a better solution might be to apply cell changes at the end of the frame
 | 
						|
                    }
 | 
						|
                    if (aiActive && inProcessingRange)
 | 
						|
                    {
 | 
						|
                        if (timerUpdateAITargets == 0)
 | 
						|
                        {
 | 
						|
                            if (!isPlayer)
 | 
						|
                                adjustCommandedActor(iter->first);
 | 
						|
 | 
						|
                            for(PtrActorMap::iterator it(mActors.begin()); it != mActors.end(); ++it)
 | 
						|
                            {
 | 
						|
                                if (it->first == iter->first || isPlayer) // player is not AI-controlled
 | 
						|
                                    continue;
 | 
						|
                                engageCombat(iter->first, it->first, cachedAllies, it->first == player);
 | 
						|
                            }
 | 
						|
                        }
 | 
						|
                        if (timerUpdateHeadTrack == 0)
 | 
						|
                        {
 | 
						|
                            float sqrHeadTrackDistance = std::numeric_limits<float>::max();
 | 
						|
                            MWWorld::Ptr headTrackTarget;
 | 
						|
 | 
						|
                            MWMechanics::CreatureStats& stats = iter->first.getClass().getCreatureStats(iter->first);
 | 
						|
                            bool firstPersonPlayer = isPlayer && world->isFirstPerson();
 | 
						|
 | 
						|
                            // 1. Unconsious actor can not track target
 | 
						|
                            // 2. Actors in combat and pursue mode do not bother to headtrack
 | 
						|
                            // 3. Player character does not use headtracking in the 1st-person view
 | 
						|
                            if (!stats.getKnockedDown() &&
 | 
						|
                                !stats.getAiSequence().isInCombat() &&
 | 
						|
                                !stats.getAiSequence().hasPackage(AiPackage::TypeIdPursue) &&
 | 
						|
                                !firstPersonPlayer)
 | 
						|
                            {
 | 
						|
                                for(PtrActorMap::iterator it(mActors.begin()); it != mActors.end(); ++it)
 | 
						|
                                {
 | 
						|
                                    if (it->first == iter->first)
 | 
						|
                                        continue;
 | 
						|
                                    updateHeadTracking(iter->first, it->first, headTrackTarget, sqrHeadTrackDistance);
 | 
						|
                                }
 | 
						|
                            }
 | 
						|
 | 
						|
                            ctrl->setHeadTrackTarget(headTrackTarget);
 | 
						|
                        }
 | 
						|
 | 
						|
                        if (iter->first.getClass().isNpc() && iter->first != player)
 | 
						|
                            updateCrimePursuit(iter->first, duration);
 | 
						|
 | 
						|
                        if (iter->first != player)
 | 
						|
                        {
 | 
						|
                            CreatureStats &stats = iter->first.getClass().getCreatureStats(iter->first);
 | 
						|
                            if (isConscious(iter->first))
 | 
						|
                            {
 | 
						|
                                stats.getAiSequence().execute(iter->first, *ctrl, duration);
 | 
						|
                                playIdleDialogue(iter->first);
 | 
						|
                            }
 | 
						|
                        }
 | 
						|
                    }
 | 
						|
 | 
						|
                    if(iter->first.getClass().isNpc())
 | 
						|
                    {
 | 
						|
                        // We can not update drowning state for actors outside of AI distance - they can not resurface to breathe
 | 
						|
                        if (inProcessingRange)
 | 
						|
                            updateDrowning(iter->first, duration, ctrl->isKnockedOut(), isPlayer);
 | 
						|
 | 
						|
                        calculateNpcStatModifiers(iter->first, duration);
 | 
						|
 | 
						|
                        if (timerUpdateEquippedLight == 0)
 | 
						|
                            updateEquippedLight(iter->first, updateEquippedLightInterval, showTorches);
 | 
						|
                    }
 | 
						|
                }
 | 
						|
            }
 | 
						|
 | 
						|
            timerUpdateAITargets += duration;
 | 
						|
            timerUpdateHeadTrack += duration;
 | 
						|
            timerUpdateEquippedLight += duration;
 | 
						|
            mTimerDisposeSummonsCorpses += duration;
 | 
						|
 | 
						|
            // Animation/movement update
 | 
						|
            CharacterController* playerCharacter = nullptr;
 | 
						|
            for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter)
 | 
						|
            {
 | 
						|
                const float dist = (playerPos - iter->first.getRefData().getPosition().asVec3()).length();
 | 
						|
                bool isPlayer = iter->first == player;
 | 
						|
                bool inRange = isPlayer || dist <= mActorsProcessingRange;
 | 
						|
                int activeFlag = 1; // Can be changed back to '2' to keep updating bounding boxes off screen (more accurate, but slower)
 | 
						|
                if (isPlayer)
 | 
						|
                    activeFlag = 2;
 | 
						|
                int active = inRange ? activeFlag : 0;
 | 
						|
 | 
						|
                CharacterController* ctrl = iter->second->getCharacterController();
 | 
						|
                ctrl->setActive(active);
 | 
						|
 | 
						|
                if (!inRange)
 | 
						|
                {
 | 
						|
                    iter->first.getRefData().getBaseNode()->setNodeMask(0);
 | 
						|
                    world->setActorCollisionMode(iter->first, false, false);
 | 
						|
                    continue;
 | 
						|
                }
 | 
						|
                else if (!isPlayer)
 | 
						|
                    iter->first.getRefData().getBaseNode()->setNodeMask(MWRender::Mask_Actor);
 | 
						|
 | 
						|
                if (iter->first.getClass().getCreatureStats(iter->first).isParalyzed())
 | 
						|
                    ctrl->skipAnim();
 | 
						|
 | 
						|
                // Handle player last, in case a cell transition occurs by casting a teleportation spell
 | 
						|
                // (would invalidate the iterator)
 | 
						|
                if (iter->first == getPlayer())
 | 
						|
                {
 | 
						|
                    playerCharacter = ctrl;
 | 
						|
                    continue;
 | 
						|
                }
 | 
						|
 | 
						|
                world->setActorCollisionMode(iter->first, true, !iter->first.getClass().getCreatureStats(iter->first).isDeathAnimationFinished());
 | 
						|
                ctrl->update(duration);
 | 
						|
 | 
						|
                updateVisibility(iter->first, ctrl);
 | 
						|
            }
 | 
						|
 | 
						|
            if (playerCharacter)
 | 
						|
            {
 | 
						|
                playerCharacter->update(duration);
 | 
						|
                playerCharacter->setVisibility(1.f);
 | 
						|
            }
 | 
						|
 | 
						|
            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();
 | 
						|
            updateSneaking(playerCharacter, duration);
 | 
						|
        }
 | 
						|
 | 
						|
        updateCombatMusic();
 | 
						|
    }
 | 
						|
 | 
						|
    void Actors::killDeadActors()
 | 
						|
    {
 | 
						|
        for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter)
 | 
						|
        {
 | 
						|
            const MWWorld::Class &cls = iter->first.getClass();
 | 
						|
            CreatureStats &stats = cls.getCreatureStats(iter->first);
 | 
						|
 | 
						|
            if(!stats.isDead())
 | 
						|
            {
 | 
						|
                if(iter->second->getCharacterController()->isDead())
 | 
						|
                {
 | 
						|
                    // Actor has been resurrected. Notify the CharacterController and re-enable collision.
 | 
						|
                    MWBase::Environment::get().getWorld()->enableActorCollision(iter->first, true);
 | 
						|
                    iter->second->getCharacterController()->resurrect();
 | 
						|
                }
 | 
						|
 | 
						|
                if(!stats.isDead())
 | 
						|
                    continue;
 | 
						|
            }
 | 
						|
 | 
						|
            MWBase::Environment::get().getWorld()->removeActorPath(iter->first);
 | 
						|
            CharacterController::KillResult killResult = iter->second->getCharacterController()->kill();
 | 
						|
            if (killResult == CharacterController::Result_DeathAnimStarted)
 | 
						|
            {
 | 
						|
                // Play dying words
 | 
						|
                // Note: It's not known whether the soundgen tags scream, roar, and moan are reliable
 | 
						|
                // for NPCs since some of the npc death animation files are missing them.
 | 
						|
                MWBase::Environment::get().getDialogueManager()->say(iter->first, "hit");
 | 
						|
 | 
						|
                // Apply soultrap
 | 
						|
                if (iter->first.getTypeName() == typeid(ESM::Creature).name())
 | 
						|
                {
 | 
						|
                    SoulTrap soulTrap (iter->first);
 | 
						|
                    stats.getActiveSpells().visitEffectSources(soulTrap);
 | 
						|
                }
 | 
						|
 | 
						|
                calculateCreatureStatModifiers(iter->first, 0);
 | 
						|
 | 
						|
                if (cls.isEssential(iter->first))
 | 
						|
                    MWBase::Environment::get().getWindowManager()->messageBox("#{sKilledEssential}");
 | 
						|
            }
 | 
						|
            else if (killResult == CharacterController::Result_DeathAnimJustFinished)
 | 
						|
            {
 | 
						|
                iter->first.getClass().getCreatureStats(iter->first).notifyDied();
 | 
						|
 | 
						|
                ++mDeathCount[Misc::StringUtils::lowerCase(iter->first.getCellRef().getRefId())];
 | 
						|
 | 
						|
                // 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();
 | 
						|
                // Make sure spell effects are removed
 | 
						|
                purgeSpellEffects(stats.getActorId());
 | 
						|
 | 
						|
                if( iter->first == getPlayer())
 | 
						|
                {
 | 
						|
                    //player's death animation is over
 | 
						|
                    MWBase::Environment::get().getStateManager()->askLoadRecent();
 | 
						|
                }
 | 
						|
                else
 | 
						|
                {
 | 
						|
                    // NPC death animation is over, disable actor collision
 | 
						|
                    MWBase::Environment::get().getWorld()->enableActorCollision(iter->first, false);
 | 
						|
                }
 | 
						|
 | 
						|
                // Play Death Music if it was the player dying
 | 
						|
                if(iter->first == getPlayer())
 | 
						|
                    MWBase::Environment::get().getSoundManager()->streamMusic("Special/MW_Death.mp3");
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    void Actors::cleanupSummonedCreature (MWMechanics::CreatureStats& casterStats, int creatureActorId)
 | 
						|
    {
 | 
						|
        MWWorld::Ptr ptr = MWBase::Environment::get().getWorld()->searchPtrViaActorId(creatureActorId);
 | 
						|
        if (!ptr.isEmpty())
 | 
						|
        {
 | 
						|
            MWBase::Environment::get().getWorld()->deleteObject(ptr);
 | 
						|
 | 
						|
            const ESM::Static* fx = MWBase::Environment::get().getWorld()->getStore().get<ESM::Static>()
 | 
						|
                    .search("VFX_Summon_End");
 | 
						|
            if (fx)
 | 
						|
                MWBase::Environment::get().getWorld()->spawnEffect("meshes\\" + fx->mModel,
 | 
						|
                    "", ptr.getRefData().getPosition().asVec3());
 | 
						|
        }
 | 
						|
        else if (creatureActorId != -1)
 | 
						|
        {
 | 
						|
            // We didn't find the creature. It's probably in an inactive cell.
 | 
						|
            // Add to graveyard so we can delete it when the cell becomes active.
 | 
						|
            std::vector<int>& graveyard = casterStats.getSummonedCreatureGraveyard();
 | 
						|
            graveyard.push_back(creatureActorId);
 | 
						|
        }
 | 
						|
 | 
						|
        purgeSpellEffects(creatureActorId);
 | 
						|
    }
 | 
						|
 | 
						|
    void Actors::purgeSpellEffects(int casterActorId)
 | 
						|
    {
 | 
						|
        for (PtrActorMap::iterator iter(mActors.begin());iter != mActors.end();++iter)
 | 
						|
        {
 | 
						|
            MWMechanics::ActiveSpells& spells = iter->first.getClass().getCreatureStats(iter->first).getActiveSpells();
 | 
						|
            spells.purge(casterActorId);
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    void Actors::rest(double hours, bool sleep)
 | 
						|
    {
 | 
						|
        float duration = hours * 3600.f / MWBase::Environment::get().getWorld()->getTimeScaleFactor();
 | 
						|
        const MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
 | 
						|
        const osg::Vec3f playerPos = player.getRefData().getPosition().asVec3();
 | 
						|
 | 
						|
        for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter)
 | 
						|
        {
 | 
						|
            if (iter->first.getClass().getCreatureStats(iter->first).isDead())
 | 
						|
                continue;
 | 
						|
 | 
						|
            if (!sleep || iter->first == player)
 | 
						|
                restoreDynamicStats(iter->first, hours, sleep);
 | 
						|
 | 
						|
            if ((!iter->first.getRefData().getBaseNode()) ||
 | 
						|
                    (playerPos - iter->first.getRefData().getPosition().asVec3()).length2() > mActorsProcessingRange*mActorsProcessingRange)
 | 
						|
                continue;
 | 
						|
 | 
						|
            adjustMagicEffects (iter->first);
 | 
						|
            if (iter->first.getClass().getCreatureStats(iter->first).needToRecalcDynamicStats())
 | 
						|
                calculateDynamicStats (iter->first);
 | 
						|
 | 
						|
            calculateCreatureStatModifiers (iter->first, duration);
 | 
						|
            if (iter->first.getClass().isNpc())
 | 
						|
                calculateNpcStatModifiers(iter->first, duration);
 | 
						|
 | 
						|
            MWRender::Animation* animation = MWBase::Environment::get().getWorld()->getAnimation(iter->first);
 | 
						|
            if (animation)
 | 
						|
            {
 | 
						|
                animation->removeEffects();
 | 
						|
                MWBase::Environment::get().getWorld()->applyLoopingParticles(iter->first);
 | 
						|
            }
 | 
						|
 | 
						|
        }
 | 
						|
 | 
						|
        fastForwardAi();
 | 
						|
    }
 | 
						|
 | 
						|
    void Actors::updateSneaking(CharacterController* ctrl, float duration)
 | 
						|
    {
 | 
						|
        static float sneakTimer = 0.f; // Times update of sneak icon
 | 
						|
 | 
						|
        if (!ctrl)
 | 
						|
        {
 | 
						|
            MWBase::Environment::get().getWindowManager()->setSneakVisibility(false);
 | 
						|
            return;
 | 
						|
        }
 | 
						|
 | 
						|
        MWWorld::Ptr player = getPlayer();
 | 
						|
 | 
						|
        CreatureStats& stats = player.getClass().getCreatureStats(player);
 | 
						|
        MWBase::World* world = MWBase::Environment::get().getWorld();
 | 
						|
 | 
						|
        bool sneaking = stats.getStance(MWMechanics::CreatureStats::Stance_Sneak);
 | 
						|
        bool inair = !world->isOnGround(player) && !world->isSwimming(player) && !world->isFlying(player);
 | 
						|
        sneaking = sneaking && (ctrl->isSneaking() || inair);
 | 
						|
 | 
						|
        if (!sneaking)
 | 
						|
        {
 | 
						|
            MWBase::Environment::get().getWindowManager()->setSneakVisibility(false);
 | 
						|
            return;
 | 
						|
        }
 | 
						|
 | 
						|
        static float sneakSkillTimer = 0.f; // Times sneak skill progress from "avoid notice"
 | 
						|
 | 
						|
        const MWWorld::Store<ESM::GameSetting>& gmst = world->getStore().get<ESM::GameSetting>();
 | 
						|
        static const float fSneakUseDist = gmst.find("fSneakUseDist")->mValue.getFloat();
 | 
						|
        static const float fSneakUseDelay = gmst.find("fSneakUseDelay")->mValue.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;
 | 
						|
 | 
						|
            std::vector<MWWorld::Ptr> observers;
 | 
						|
            osg::Vec3f position(player.getRefData().getPosition().asVec3());
 | 
						|
            float radius = std::min(fSneakUseDist, mActorsProcessingRange);
 | 
						|
            getObjectsInRange(position, radius, observers);
 | 
						|
 | 
						|
            for (const MWWorld::Ptr &observer : observers)
 | 
						|
            {
 | 
						|
                if (observer == player || observer.getClass().getCreatureStats(observer).isDead())
 | 
						|
                    continue;
 | 
						|
 | 
						|
                if (world->getLOS(player, observer))
 | 
						|
                {
 | 
						|
                    if (MWBase::Environment::get().getMechanicsManager()->awarenessCheck(player, observer))
 | 
						|
                    {
 | 
						|
                        detected = true;
 | 
						|
                        avoidedNotice = false;
 | 
						|
                        MWBase::Environment::get().getWindowManager()->setSneakVisibility(false);
 | 
						|
                        break;
 | 
						|
                    }
 | 
						|
                    else
 | 
						|
                    {
 | 
						|
                        avoidedNotice = true;
 | 
						|
                    }
 | 
						|
                }
 | 
						|
            }
 | 
						|
 | 
						|
            if (sneakSkillTimer >= fSneakUseDelay)
 | 
						|
                sneakSkillTimer = 0.f;
 | 
						|
 | 
						|
            if (avoidedNotice && sneakSkillTimer == 0.f)
 | 
						|
                player.getClass().skillUsageSucceeded(player, ESM::Skill::Sneak, 0);
 | 
						|
 | 
						|
            if (!detected)
 | 
						|
                MWBase::Environment::get().getWindowManager()->setSneakVisibility(true);
 | 
						|
        }
 | 
						|
 | 
						|
        sneakTimer += duration;
 | 
						|
        sneakSkillTimer += duration;
 | 
						|
    }
 | 
						|
 | 
						|
    int Actors::getHoursToRest(const MWWorld::Ptr &ptr) const
 | 
						|
    {
 | 
						|
        float healthPerHour, magickaPerHour;
 | 
						|
        getRestorationPerHourOfSleep(ptr, healthPerHour, magickaPerHour);
 | 
						|
 | 
						|
        CreatureStats& stats = ptr.getClass().getCreatureStats(ptr);
 | 
						|
        bool stunted = stats.getMagicEffects ().get(ESM::MagicEffect::StuntedMagicka).getMagnitude() > 0;
 | 
						|
 | 
						|
        float healthHours  = healthPerHour > 0
 | 
						|
                             ? (stats.getHealth().getModified() - stats.getHealth().getCurrent()) / healthPerHour
 | 
						|
                             : 1.0f;
 | 
						|
        float magickaHours = magickaPerHour > 0 && !stunted
 | 
						|
                              ? (stats.getMagicka().getModified() - stats.getMagicka().getCurrent()) / magickaPerHour
 | 
						|
                              : 1.0f;
 | 
						|
 | 
						|
        int autoHours = static_cast<int>(std::ceil(std::max(1.f, std::max(healthHours, magickaHours))));
 | 
						|
        return autoHours;
 | 
						|
    }
 | 
						|
 | 
						|
    int Actors::countDeaths (const std::string& id) const
 | 
						|
    {
 | 
						|
        std::map<std::string, int>::const_iterator iter = mDeathCount.find(id);
 | 
						|
        if(iter != mDeathCount.end())
 | 
						|
            return iter->second;
 | 
						|
        return 0;
 | 
						|
    }
 | 
						|
 | 
						|
    void Actors::forceStateUpdate(const MWWorld::Ptr & ptr)
 | 
						|
    {
 | 
						|
        PtrActorMap::iterator iter = mActors.find(ptr);
 | 
						|
        if(iter != mActors.end())
 | 
						|
            iter->second->getCharacterController()->forceStateUpdate();
 | 
						|
    }
 | 
						|
 | 
						|
    bool Actors::playAnimationGroup(const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number, bool persist)
 | 
						|
    {
 | 
						|
        PtrActorMap::iterator iter = mActors.find(ptr);
 | 
						|
        if(iter != mActors.end())
 | 
						|
        {
 | 
						|
            return iter->second->getCharacterController()->playGroup(groupName, mode, number, persist);
 | 
						|
        }
 | 
						|
        else
 | 
						|
        {
 | 
						|
            Log(Debug::Warning) << "Warning: Actors::playAnimationGroup: Unable to find " << ptr.getCellRef().getRefId();
 | 
						|
            return false;
 | 
						|
        }
 | 
						|
    }
 | 
						|
    void Actors::skipAnimation(const MWWorld::Ptr& ptr)
 | 
						|
    {
 | 
						|
        PtrActorMap::iterator iter = mActors.find(ptr);
 | 
						|
        if(iter != mActors.end())
 | 
						|
            iter->second->getCharacterController()->skipAnim();
 | 
						|
    }
 | 
						|
 | 
						|
    bool Actors::checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string& groupName)
 | 
						|
    {
 | 
						|
        PtrActorMap::iterator iter = mActors.find(ptr);
 | 
						|
        if(iter != mActors.end())
 | 
						|
            return iter->second->getCharacterController()->isAnimPlaying(groupName);
 | 
						|
        return false;
 | 
						|
    }
 | 
						|
 | 
						|
    void Actors::persistAnimationStates()
 | 
						|
    {
 | 
						|
        for (PtrActorMap::iterator iter = mActors.begin(); iter != mActors.end(); ++iter)
 | 
						|
            iter->second->getCharacterController()->persistAnimationState();
 | 
						|
    }
 | 
						|
 | 
						|
    void Actors::getObjectsInRange(const osg::Vec3f& position, float radius, std::vector<MWWorld::Ptr>& out)
 | 
						|
    {
 | 
						|
        for (PtrActorMap::iterator iter = mActors.begin(); iter != mActors.end(); ++iter)
 | 
						|
        {
 | 
						|
            if ((iter->first.getRefData().getPosition().asVec3() - position).length2() <= radius*radius)
 | 
						|
                out.push_back(iter->first);
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    bool Actors::isAnyObjectInRange(const osg::Vec3f& position, float radius)
 | 
						|
    {
 | 
						|
        for (PtrActorMap::iterator iter = mActors.begin(); iter != mActors.end(); ++iter)
 | 
						|
        {
 | 
						|
            if ((iter->first.getRefData().getPosition().asVec3() - position).length2() <= radius*radius)
 | 
						|
                return true;
 | 
						|
        }
 | 
						|
 | 
						|
        return false;
 | 
						|
    }
 | 
						|
 | 
						|
    std::list<MWWorld::Ptr> Actors::getActorsSidingWith(const MWWorld::Ptr& actor)
 | 
						|
    {
 | 
						|
        std::list<MWWorld::Ptr> list;
 | 
						|
        for(PtrActorMap::iterator iter = mActors.begin(); iter != mActors.end(); ++iter)
 | 
						|
        {
 | 
						|
            const MWWorld::Ptr &iteratedActor = iter->first;
 | 
						|
            if (iteratedActor == getPlayer())
 | 
						|
                continue;
 | 
						|
 | 
						|
            const bool sameActor = (iteratedActor == actor);
 | 
						|
 | 
						|
            const CreatureStats &stats = iteratedActor.getClass().getCreatureStats(iteratedActor);
 | 
						|
            if (stats.isDead())
 | 
						|
                continue;
 | 
						|
 | 
						|
            // An actor counts as siding with this actor if Follow or Escort is the current AI package, or there are only Combat and Wander packages before the Follow/Escort package
 | 
						|
            // Actors that are targeted by this actor's Follow or Escort packages also side with them
 | 
						|
            for (const AiPackage* package : stats.getAiSequence())
 | 
						|
            {
 | 
						|
                if (package->sideWithTarget() && !package->getTarget().isEmpty())
 | 
						|
                {
 | 
						|
                    if (sameActor)
 | 
						|
                    {
 | 
						|
                        list.push_back(package->getTarget());
 | 
						|
                    }
 | 
						|
                    else if (package->getTarget() == actor)
 | 
						|
                    {
 | 
						|
                        list.push_back(iteratedActor);
 | 
						|
                    }
 | 
						|
                    break;
 | 
						|
                }
 | 
						|
                else if (package->getTypeId() != AiPackage::TypeIdCombat && package->getTypeId() != AiPackage::TypeIdWander)
 | 
						|
                    break;
 | 
						|
            }
 | 
						|
        }
 | 
						|
        return list;
 | 
						|
    }
 | 
						|
 | 
						|
    std::list<MWWorld::Ptr> Actors::getActorsFollowing(const MWWorld::Ptr& actor)
 | 
						|
    {
 | 
						|
        std::list<MWWorld::Ptr> list;
 | 
						|
        for(PtrActorMap::iterator iter(mActors.begin());iter != mActors.end();++iter)
 | 
						|
        {
 | 
						|
            const MWWorld::Ptr &iteratedActor = iter->first;
 | 
						|
            if (iteratedActor == getPlayer() || iteratedActor == actor)
 | 
						|
                continue;
 | 
						|
 | 
						|
            const CreatureStats &stats = iteratedActor.getClass().getCreatureStats(iteratedActor);
 | 
						|
            if (stats.isDead())
 | 
						|
                continue;
 | 
						|
 | 
						|
            // An actor counts as following if AiFollow is the current AiPackage, 
 | 
						|
            // or there are only Combat and Wander packages before the AiFollow package
 | 
						|
            for (const AiPackage* package : stats.getAiSequence())
 | 
						|
            {
 | 
						|
                if (package->followTargetThroughDoors() && package->getTarget() == actor)
 | 
						|
                    list.push_back(iteratedActor);
 | 
						|
                else if (package->getTypeId() != AiPackage::TypeIdCombat && package->getTypeId() != AiPackage::TypeIdWander)
 | 
						|
                    break;
 | 
						|
            }
 | 
						|
        }
 | 
						|
        return list;
 | 
						|
    }
 | 
						|
 | 
						|
    void Actors::getActorsFollowing(const MWWorld::Ptr &actor, std::set<MWWorld::Ptr>& out) {
 | 
						|
        std::list<MWWorld::Ptr> followers = getActorsFollowing(actor);
 | 
						|
        for(const MWWorld::Ptr &follower : followers)
 | 
						|
            if (out.insert(follower).second)
 | 
						|
                getActorsFollowing(follower, out);
 | 
						|
    }
 | 
						|
 | 
						|
    void Actors::getActorsSidingWith(const MWWorld::Ptr &actor, std::set<MWWorld::Ptr>& out) {
 | 
						|
        std::list<MWWorld::Ptr> followers = getActorsSidingWith(actor);
 | 
						|
        for(const MWWorld::Ptr &follower : followers)
 | 
						|
            if (out.insert(follower).second)
 | 
						|
                getActorsSidingWith(follower, out);
 | 
						|
    }
 | 
						|
 | 
						|
    void Actors::getActorsSidingWith(const MWWorld::Ptr &actor, std::set<MWWorld::Ptr>& out, std::map<const MWWorld::Ptr, const std::set<MWWorld::Ptr> >& cachedAllies) {
 | 
						|
        // If we have already found actor's allies, use the cache
 | 
						|
        std::map<const MWWorld::Ptr, const std::set<MWWorld::Ptr> >::const_iterator search = cachedAllies.find(actor);
 | 
						|
        if (search != cachedAllies.end())
 | 
						|
            out.insert(search->second.begin(), search->second.end());
 | 
						|
        else
 | 
						|
        {
 | 
						|
            std::list<MWWorld::Ptr> followers = getActorsSidingWith(actor);
 | 
						|
            for (const MWWorld::Ptr &follower : followers)
 | 
						|
                if (out.insert(follower).second)
 | 
						|
                    getActorsSidingWith(follower, out, cachedAllies);
 | 
						|
 | 
						|
            // Cache ptrs and their sets of allies
 | 
						|
            cachedAllies.insert(std::make_pair(actor, out));
 | 
						|
            for (const MWWorld::Ptr &iter : out)
 | 
						|
            {
 | 
						|
                search = cachedAllies.find(iter);
 | 
						|
                if (search == cachedAllies.end())
 | 
						|
                    cachedAllies.insert(std::make_pair(iter, out));
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    std::list<int> Actors::getActorsFollowingIndices(const MWWorld::Ptr &actor)
 | 
						|
    {
 | 
						|
        std::list<int> list;
 | 
						|
        for(PtrActorMap::iterator iter(mActors.begin());iter != mActors.end();++iter)
 | 
						|
        {
 | 
						|
            const MWWorld::Ptr &iteratedActor = iter->first;
 | 
						|
            if (iteratedActor == getPlayer() || iteratedActor == actor)
 | 
						|
                continue;
 | 
						|
 | 
						|
            const CreatureStats &stats = iteratedActor.getClass().getCreatureStats(iteratedActor);
 | 
						|
            if (stats.isDead())
 | 
						|
                continue;
 | 
						|
 | 
						|
            // An actor counts as following if AiFollow is the current AiPackage,
 | 
						|
            // or there are only Combat and Wander packages before the AiFollow package
 | 
						|
            for (AiPackage* package : stats.getAiSequence())
 | 
						|
            {
 | 
						|
                if (package->followTargetThroughDoors() && package->getTarget() == actor)
 | 
						|
                {
 | 
						|
                    list.push_back(static_cast<AiFollow*>(package)->getFollowIndex());
 | 
						|
                    break;
 | 
						|
                }
 | 
						|
                else if (package->getTypeId() != AiPackage::TypeIdCombat && package->getTypeId() != AiPackage::TypeIdWander)
 | 
						|
                    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, mActorsProcessingRange, neighbors);
 | 
						|
        for(const MWWorld::Ptr& neighbor : neighbors)
 | 
						|
        {
 | 
						|
            if (neighbor == actor)
 | 
						|
                continue;
 | 
						|
 | 
						|
            const CreatureStats &stats = neighbor.getClass().getCreatureStats(neighbor);
 | 
						|
            if (stats.isDead())
 | 
						|
                continue;
 | 
						|
 | 
						|
            if (stats.getAiSequence().isInCombat(actor))
 | 
						|
                list.push_front(neighbor);
 | 
						|
        }
 | 
						|
        return list;
 | 
						|
    }
 | 
						|
 | 
						|
    std::list<MWWorld::Ptr> Actors::getEnemiesNearby(const MWWorld::Ptr& actor)
 | 
						|
    {
 | 
						|
        std::list<MWWorld::Ptr> list;
 | 
						|
        std::vector<MWWorld::Ptr> neighbors;
 | 
						|
        osg::Vec3f position (actor.getRefData().getPosition().asVec3());
 | 
						|
        getObjectsInRange(position, mActorsProcessingRange, neighbors);
 | 
						|
 | 
						|
        std::set<MWWorld::Ptr> followers;
 | 
						|
        getActorsFollowing(actor, followers);
 | 
						|
        for (auto neighbor = neighbors.begin(); neighbor != neighbors.end(); ++neighbor)
 | 
						|
        {
 | 
						|
            const CreatureStats &stats = neighbor->getClass().getCreatureStats(*neighbor);
 | 
						|
            if (stats.isDead() || *neighbor == actor || neighbor->getClass().isPureWaterCreature(*neighbor))
 | 
						|
                continue;
 | 
						|
 | 
						|
            const bool isFollower = followers.find(*neighbor) != followers.end();
 | 
						|
 | 
						|
            if (stats.getAiSequence().isInCombat(actor) || (MWBase::Environment::get().getMechanicsManager()->isAggressive(*neighbor, actor) && !isFollower))
 | 
						|
                list.push_back(*neighbor);
 | 
						|
        }
 | 
						|
        return list;
 | 
						|
    }
 | 
						|
 | 
						|
 | 
						|
    void Actors::write (ESM::ESMWriter& writer, Loading::Listener& listener) const
 | 
						|
    {
 | 
						|
        writer.startRecord(ESM::REC_DCOU);
 | 
						|
        for (std::map<std::string, int>::const_iterator it = mDeathCount.begin(); it != mDeathCount.end(); ++it)
 | 
						|
        {
 | 
						|
            writer.writeHNString("ID__", it->first);
 | 
						|
            writer.writeHNT ("COUN", it->second);
 | 
						|
        }
 | 
						|
        writer.endRecord(ESM::REC_DCOU);
 | 
						|
    }
 | 
						|
 | 
						|
    void Actors::readRecord (ESM::ESMReader& reader, uint32_t type)
 | 
						|
    {
 | 
						|
        if (type == ESM::REC_DCOU)
 | 
						|
        {
 | 
						|
            while (reader.isNextSub("ID__"))
 | 
						|
            {
 | 
						|
                std::string id = reader.getHString();
 | 
						|
                int count;
 | 
						|
                reader.getHNT(count, "COUN");
 | 
						|
                if (MWBase::Environment::get().getWorld()->getStore().find(id))
 | 
						|
                    mDeathCount[id] = count;
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    void Actors::clear()
 | 
						|
    {
 | 
						|
        PtrActorMap::iterator it(mActors.begin());
 | 
						|
        for (; it != mActors.end(); ++it)
 | 
						|
        {
 | 
						|
            delete it->second;
 | 
						|
            it->second = nullptr;
 | 
						|
        }
 | 
						|
        mActors.clear();
 | 
						|
        mDeathCount.clear();
 | 
						|
    }
 | 
						|
 | 
						|
    void Actors::updateMagicEffects(const MWWorld::Ptr &ptr)
 | 
						|
    {
 | 
						|
        adjustMagicEffects(ptr);
 | 
						|
        calculateCreatureStatModifiers(ptr, 0.f);
 | 
						|
        if (ptr.getClass().isNpc())
 | 
						|
            calculateNpcStatModifiers(ptr, 0.f);
 | 
						|
    }
 | 
						|
 | 
						|
    bool Actors::isReadyToBlock(const MWWorld::Ptr &ptr) const
 | 
						|
    {
 | 
						|
        PtrActorMap::const_iterator it = mActors.find(ptr);
 | 
						|
        if (it == mActors.end())
 | 
						|
            return false;
 | 
						|
 | 
						|
        return it->second->getCharacterController()->isReadyToBlock();
 | 
						|
    }
 | 
						|
 | 
						|
    bool Actors::isCastingSpell(const MWWorld::Ptr &ptr) const
 | 
						|
    {
 | 
						|
        PtrActorMap::const_iterator it = mActors.find(ptr);
 | 
						|
        if (it == mActors.end())
 | 
						|
            return false;
 | 
						|
 | 
						|
        return it->second->getCharacterController()->isCastingSpell();
 | 
						|
    }
 | 
						|
 | 
						|
    bool Actors::isAttackingOrSpell(const MWWorld::Ptr& ptr) const
 | 
						|
    {
 | 
						|
        PtrActorMap::const_iterator it = mActors.find(ptr);
 | 
						|
        if (it == mActors.end())
 | 
						|
            return false;
 | 
						|
        CharacterController* ctrl = it->second->getCharacterController();
 | 
						|
 | 
						|
        return ctrl->isAttackingOrSpell();
 | 
						|
    }
 | 
						|
 | 
						|
    void Actors::fastForwardAi()
 | 
						|
    {
 | 
						|
        if (!MWBase::Environment::get().getMechanicsManager()->isAIActive())
 | 
						|
            return;
 | 
						|
 | 
						|
        // making a copy since fast-forward could move actor to a different cell and invalidate the mActors iterator
 | 
						|
        PtrActorMap map = mActors;
 | 
						|
        for (PtrActorMap::iterator it = map.begin(); it != map.end(); ++it)
 | 
						|
        {
 | 
						|
            MWWorld::Ptr ptr = it->first;
 | 
						|
            if (ptr == getPlayer()
 | 
						|
                    || !isConscious(ptr)
 | 
						|
                    || ptr.getClass().getCreatureStats(ptr).isParalyzed())
 | 
						|
                continue;
 | 
						|
            MWMechanics::AiSequence& seq = ptr.getClass().getCreatureStats(ptr).getAiSequence();
 | 
						|
            seq.fastForward(ptr);
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 |