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

599 lines
15 KiB
C++

#include "creaturestats.hpp"
#include <algorithm>
#include <components/esm/creaturestats.hpp>
#include "../mwworld/esmstore.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
namespace MWMechanics
{
int CreatureStats::sActorId = 0;
CreatureStats::CreatureStats()
: mLevel (0), mDead (false), mDied (false), mFriendlyHits (0),
mTalkedTo (false), mAlarmed (false),
mAttacked (false), mHostile (false),
mAttackingOrSpell(false),
mIsWerewolf(false),
mFallHeight(0), mRecalcDynamicStats(false), mKnockdown(false), mKnockdownOneFrame(false),
mKnockdownOverOneFrame(false), mHitRecovery(false), mBlock(false),
mMovementFlags(0), mDrawState (DrawState_Nothing), mAttackStrength(0.f),
mTradeTime(0,0), mGoldPool(0), mActorId(-1)
{
for (int i=0; i<4; ++i)
mAiSettings[i] = 0;
}
const AiSequence& CreatureStats::getAiSequence() const
{
return mAiSequence;
}
AiSequence& CreatureStats::getAiSequence()
{
return mAiSequence;
}
float CreatureStats::getFatigueTerm() const
{
int max = getFatigue().getModified();
int current = getFatigue().getCurrent();
float normalised = max==0 ? 1 : std::max (0.0f, static_cast<float> (current)/max);
const MWWorld::Store<ESM::GameSetting> &gmst =
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
return gmst.find ("fFatigueBase")->getFloat()
- gmst.find ("fFatigueMult")->getFloat() * (1-normalised);
}
const AttributeValue &CreatureStats::getAttribute(int index) const
{
if (index < 0 || index > 7) {
throw std::runtime_error("attribute index is out of range");
}
return (!mIsWerewolf ? mAttributes[index] : mWerewolfAttributes[index]);
}
const DynamicStat<float> &CreatureStats::getHealth() const
{
return mDynamic[0];
}
const DynamicStat<float> &CreatureStats::getMagicka() const
{
return mDynamic[1];
}
const DynamicStat<float> &CreatureStats::getFatigue() const
{
return mDynamic[2];
}
const Spells &CreatureStats::getSpells() const
{
return mSpells;
}
const ActiveSpells &CreatureStats::getActiveSpells() const
{
return mActiveSpells;
}
const MagicEffects &CreatureStats::getMagicEffects() const
{
return mMagicEffects;
}
bool CreatureStats::getAttackingOrSpell() const
{
return mAttackingOrSpell;
}
int CreatureStats::getLevel() const
{
return mLevel;
}
Stat<int> CreatureStats::getAiSetting (AiSetting index) const
{
assert (index>=0 && index<4);
return mAiSettings[index];
}
const DynamicStat<float> &CreatureStats::getDynamic(int index) const
{
if (index < 0 || index > 2) {
throw std::runtime_error("dynamic stat index is out of range");
}
return mDynamic[index];
}
Spells &CreatureStats::getSpells()
{
return mSpells;
}
void CreatureStats::setSpells(const Spells &spells)
{
mSpells = spells;
}
ActiveSpells &CreatureStats::getActiveSpells()
{
return mActiveSpells;
}
MagicEffects &CreatureStats::getMagicEffects()
{
return mMagicEffects;
}
void CreatureStats::setAttribute(int index, int base)
{
AttributeValue current = getAttribute(index);
current.setBase(base);
setAttribute(index, current);
}
void CreatureStats::setAttribute(int index, const AttributeValue &value)
{
if (index < 0 || index > 7) {
throw std::runtime_error("attribute index is out of range");
}
const AttributeValue& currentValue = !mIsWerewolf ? mAttributes[index] : mWerewolfAttributes[index];
if (value != currentValue)
{
if (index != ESM::Attribute::Luck
&& index != ESM::Attribute::Personality
&& index != ESM::Attribute::Speed)
mRecalcDynamicStats = true;
}
if(!mIsWerewolf)
mAttributes[index] = value;
else
mWerewolfAttributes[index] = value;
}
void CreatureStats::setHealth(const DynamicStat<float> &value)
{
setDynamic (0, value);
}
void CreatureStats::setMagicka(const DynamicStat<float> &value)
{
setDynamic (1, value);
}
void CreatureStats::setFatigue(const DynamicStat<float> &value)
{
setDynamic (2, value);
}
void CreatureStats::setDynamic (int index, const DynamicStat<float> &value)
{
if (index < 0 || index > 2)
throw std::runtime_error("dynamic stat index is out of range");
mDynamic[index] = value;
if (index==0 && mDynamic[index].getCurrent()<1)
{
if (!mDead)
mDied = true;
mDead = true;
}
}
void CreatureStats::setLevel(int level)
{
mLevel = level;
}
void CreatureStats::setActiveSpells(const ActiveSpells &active)
{
mActiveSpells = active;
}
void CreatureStats::setMagicEffects(const MagicEffects &effects)
{
if (effects.get(ESM::MagicEffect::FortifyMaximumMagicka).mMagnitude
!= mMagicEffects.get(ESM::MagicEffect::FortifyMaximumMagicka).mMagnitude)
mRecalcDynamicStats = true;
mMagicEffects = effects;
}
void CreatureStats::setAttackingOrSpell(bool attackingOrSpell)
{
mAttackingOrSpell = attackingOrSpell;
}
void CreatureStats::setAiSetting (AiSetting index, Stat<int> value)
{
assert (index>=0 && index<4);
mAiSettings[index] = value;
}
void CreatureStats::setAiSetting (AiSetting index, int base)
{
Stat<int> stat = getAiSetting(index);
stat.setBase(base);
setAiSetting(index, stat);
}
bool CreatureStats::isDead() const
{
return mDead;
}
bool CreatureStats::hasDied() const
{
return mDied;
}
void CreatureStats::clearHasDied()
{
mDied = false;
}
void CreatureStats::resurrect()
{
if (mDead)
{
if (mDynamic[0].getCurrent()<1)
{
mDynamic[0].setModified(mDynamic[0].getModified(), 1);
mDynamic[0].setCurrent(1);
}
if (mDynamic[0].getCurrent()>=1)
mDead = false;
}
}
bool CreatureStats::hasCommonDisease() const
{
return mSpells.hasCommonDisease();
}
bool CreatureStats::hasBlightDisease() const
{
return mSpells.hasBlightDisease();
}
int CreatureStats::getFriendlyHits() const
{
return mFriendlyHits;
}
void CreatureStats::friendlyHit()
{
++mFriendlyHits;
}
bool CreatureStats::hasTalkedToPlayer() const
{
return mTalkedTo;
}
void CreatureStats::talkedToPlayer()
{
mTalkedTo = true;
}
bool CreatureStats::isAlarmed() const
{
return mAlarmed;
}
void CreatureStats::setAlarmed (bool alarmed)
{
mAlarmed = alarmed;
}
bool CreatureStats::getAttacked() const
{
return mAttacked;
}
void CreatureStats::setAttacked (bool attacked)
{
mAttacked = attacked;
}
bool CreatureStats::isHostile() const
{
return mHostile;
}
void CreatureStats::setHostile (bool hostile)
{
mHostile = hostile;
}
bool CreatureStats::getCreatureTargetted() const
{
std::string target;
if (mAiSequence.getCombatTarget(target))
{
MWWorld::Ptr targetPtr;
targetPtr = MWBase::Environment::get().getWorld()->getPtr(target, true);
return targetPtr.getTypeName() == typeid(ESM::Creature).name();
}
return false;
}
float CreatureStats::getEvasion() const
{
float evasion = (getAttribute(ESM::Attribute::Agility).getModified() / 5.0f) +
(getAttribute(ESM::Attribute::Luck).getModified() / 10.0f);
evasion *= getFatigueTerm();
evasion += mMagicEffects.get(ESM::MagicEffect::Sanctuary).mMagnitude;
return evasion;
}
void CreatureStats::setLastHitObject(const std::string& objectid)
{
mLastHitObject = objectid;
}
const std::string &CreatureStats::getLastHitObject() const
{
return mLastHitObject;
}
void CreatureStats::addToFallHeight(float height)
{
mFallHeight += height;
}
float CreatureStats::land()
{
float height = mFallHeight;
mFallHeight = 0;
return height;
}
bool CreatureStats::needToRecalcDynamicStats()
{
if (mRecalcDynamicStats)
{
mRecalcDynamicStats = false;
return true;
}
return false;
}
void CreatureStats::setKnockedDown(bool value)
{
mKnockdown = value;
if(!value) //Resets the "OverOneFrame" flag
setKnockedDownOverOneFrame(false);
}
bool CreatureStats::getKnockedDown() const
{
return mKnockdown;
}
void CreatureStats::setKnockedDownOneFrame(bool value)
{
mKnockdownOneFrame = value;
}
bool CreatureStats::getKnockedDownOneFrame() const
{
return mKnockdownOneFrame;
}
void CreatureStats::setKnockedDownOverOneFrame(bool value) {
mKnockdownOverOneFrame = value;
}
bool CreatureStats::getKnockedDownOverOneFrame() const {
return mKnockdownOverOneFrame;
}
void CreatureStats::setHitRecovery(bool value)
{
mHitRecovery = value;
}
bool CreatureStats::getHitRecovery() const
{
return mHitRecovery;
}
void CreatureStats::setBlock(bool value)
{
mBlock = value;
}
bool CreatureStats::getBlock() const
{
return mBlock;
}
bool CreatureStats::getMovementFlag (Flag flag) const
{
return mMovementFlags & flag;
}
void CreatureStats::setMovementFlag (Flag flag, bool state)
{
if (state)
mMovementFlags |= flag;
else
mMovementFlags &= ~flag;
}
bool CreatureStats::getStance(Stance flag) const
{
switch (flag)
{
case Stance_Run:
return getMovementFlag (Flag_Run) || getMovementFlag (Flag_ForceRun);
case Stance_Sneak:
return getMovementFlag (Flag_Sneak) || getMovementFlag (Flag_ForceSneak);
default:
return false;
}
}
DrawState_ CreatureStats::getDrawState() const
{
return mDrawState;
}
void CreatureStats::setDrawState(DrawState_ state)
{
mDrawState = state;
}
float CreatureStats::getAttackStrength() const
{
return mAttackStrength;
}
void CreatureStats::setAttackStrength(float value)
{
mAttackStrength = value;
}
void CreatureStats::writeState (ESM::CreatureStats& state) const
{
for (int i=0; i<ESM::Attribute::Length; ++i)
mAttributes[i].writeState (state.mAttributes[i]);
for (int i=0; i<3; ++i)
mDynamic[i].writeState (state.mDynamic[i]);
state.mTradeTime = mTradeTime.toEsm();
state.mGoldPool = mGoldPool;
state.mDead = mDead;
state.mDied = mDied;
state.mFriendlyHits = mFriendlyHits;
state.mTalkedTo = mTalkedTo;
state.mAlarmed = mAlarmed;
state.mAttacked = mAttacked;
state.mHostile = mHostile;
state.mAttackingOrSpell = mAttackingOrSpell;
// TODO: rewrite. does this really need 3 separate bools?
state.mKnockdown = mKnockdown;
state.mKnockdownOneFrame = mKnockdownOneFrame;
state.mKnockdownOverOneFrame = mKnockdownOverOneFrame;
state.mHitRecovery = mHitRecovery;
state.mBlock = mBlock;
state.mMovementFlags = mMovementFlags;
state.mAttackStrength = mAttackStrength;
state.mFallHeight = mFallHeight; // TODO: vertical velocity (move from PhysicActor to CreatureStats?)
state.mLastHitObject = mLastHitObject;
state.mRecalcDynamicStats = mRecalcDynamicStats;
state.mDrawState = mDrawState;
state.mLevel = mLevel;
state.mActorId = mActorId;
mSpells.writeState(state.mSpells);
mActiveSpells.writeState(state.mActiveSpells);
}
void CreatureStats::readState (const ESM::CreatureStats& state)
{
for (int i=0; i<ESM::Attribute::Length; ++i)
mAttributes[i].readState (state.mAttributes[i]);
for (int i=0; i<3; ++i)
mDynamic[i].readState (state.mDynamic[i]);
mTradeTime = MWWorld::TimeStamp(state.mTradeTime);
mGoldPool = state.mGoldPool;
mFallHeight = state.mFallHeight;
mDead = state.mDead;
mDied = state.mDied;
mFriendlyHits = state.mFriendlyHits;
mTalkedTo = state.mTalkedTo;
mAlarmed = state.mAlarmed;
mAttacked = state.mAttacked;
mHostile = state.mHostile;
mAttackingOrSpell = state.mAttackingOrSpell;
// TODO: rewrite. does this really need 3 separate bools?
mKnockdown = state.mKnockdown;
mKnockdownOneFrame = state.mKnockdownOneFrame;
mKnockdownOverOneFrame = state.mKnockdownOverOneFrame;
mHitRecovery = state.mHitRecovery;
mBlock = state.mBlock;
mMovementFlags = state.mMovementFlags;
mAttackStrength = state.mAttackStrength;
mFallHeight = state.mFallHeight;
mLastHitObject = state.mLastHitObject;
mRecalcDynamicStats = state.mRecalcDynamicStats;
mDrawState = DrawState_(state.mDrawState);
mLevel = state.mLevel;
mActorId = state.mActorId;
mSpells.readState(state.mSpells);
mActiveSpells.readState(state.mActiveSpells);
}
// Relates to NPC gold reset delay
void CreatureStats::setTradeTime(MWWorld::TimeStamp tradeTime)
{
mTradeTime = tradeTime;
}
MWWorld::TimeStamp CreatureStats::getTradeTime() const
{
return mTradeTime;
}
void CreatureStats::setGoldPool(int pool)
{
mGoldPool = pool;
}
int CreatureStats::getGoldPool() const
{
return mGoldPool;
}
int CreatureStats::getActorId()
{
if (mActorId==-1)
mActorId = sActorId++;
return mActorId;
}
bool CreatureStats::matchesActorId (int id) const
{
return mActorId!=-1 && id==mActorId;
}
void CreatureStats::cleanup()
{
sActorId = 0;
}
void CreatureStats::writeActorIdCounter (ESM::ESMWriter& esm)
{
esm.startRecord(ESM::REC_ACTC);
esm.writeHNT("COUN", sActorId);
esm.endRecord(ESM::REC_ACTC);
}
void CreatureStats::readActorIdCounter (ESM::ESMReader& esm)
{
esm.getHNT(sActorId, "COUN");
}
}