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2000 lines
88 KiB
C++
2000 lines
88 KiB
C++
#include "actors.hpp"
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#include <typeinfo>
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#include <iostream>
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#include <components/esm/esmreader.hpp>
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#include <components/esm/esmwriter.hpp>
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#include <components/esm/loadnpc.hpp>
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#include <components/sceneutil/positionattitudetransform.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 "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")->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")->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")->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")->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")->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")->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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bool stunted = stats.getMagicEffects ().get(ESM::MagicEffect::StuntedMagicka).getMagnitude() > 0;
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int endurance = stats.getAttribute (ESM::Attribute::Endurance).getModified ();
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health = 0.1f * endurance;
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magicka = 0;
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if (!stunted)
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{
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float fRestMagicMult = settings.find("fRestMagicMult")->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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}
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namespace MWMechanics
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{
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const float aiProcessingDistance = 7168;
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const float sqrAiProcessingDistance = aiProcessingDistance*aiProcessingDistance;
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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")->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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static const float fMaxHeadTrackDistance = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>()
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.find("fMaxHeadTrackDistance")->getFloat();
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static const float fInteriorHeadTrackMult = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>()
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.find("fInteriorHeadTrackMult")->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 ESM::Position& actor1Pos = actor.getRefData().getPosition();
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const ESM::Position& actor2Pos = targetActor.getRefData().getPosition();
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float sqrDist = (actor1Pos.asVec3() - actor2Pos.asVec3()).length2();
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if (sqrDist > maxDistance*maxDistance)
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return;
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if (targetActor.getClass().getCreatureStats(targetActor).isDead())
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return;
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if (!actor.getRefData().getBaseNode())
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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.asVec3() - actor1Pos.asVec3());
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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::engageCombat (const MWWorld::Ptr& actor1, const MWWorld::Ptr& actor2, std::map<const MWWorld::Ptr, const std::set<MWWorld::Ptr> >& cachedAllies, bool againstPlayer)
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{
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CreatureStats& creatureStats1 = actor1.getClass().getCreatureStats(actor1);
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if (creatureStats1.getAiSequence().isInCombat(actor2))
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return;
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const CreatureStats& creatureStats2 = actor2.getClass().getCreatureStats(actor2);
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if (creatureStats1.isDead() || creatureStats2.isDead())
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return;
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const ESM::Position& actor1Pos = actor1.getRefData().getPosition();
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const ESM::Position& actor2Pos = actor2.getRefData().getPosition();
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float sqrDist = (actor1Pos.asVec3() - actor2Pos.asVec3()).length2();
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if (sqrDist > sqrAiProcessingDistance)
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return;
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// No combat for totally static creatures
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if (!actor1.getClass().isMobile(actor1))
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return;
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// If this is set to true, actor1 will start combat with actor2 if the awareness check at the end of the method returns true
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bool aggressive = false;
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// Get actors allied with actor1. Includes those following or escorting actor1, actors following or escorting those actors, (recursive)
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// and any actor currently being followed or escorted by actor1
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std::set<MWWorld::Ptr> allies1;
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getActorsSidingWith(actor1, allies1, cachedAllies);
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// If an ally of actor1 has been attacked by actor2 or has attacked actor2, start combat between actor1 and actor2
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for (std::set<MWWorld::Ptr>::const_iterator it = allies1.begin(); it != allies1.end(); ++it)
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{
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if (creatureStats1.getAiSequence().isInCombat(*it))
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continue;
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if (creatureStats2.matchesActorId(it->getClass().getCreatureStats(*it).getHitAttemptActorId()))
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{
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MWBase::Environment::get().getMechanicsManager()->startCombat(actor1, actor2);
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// Also set the same hit attempt actor. Otherwise, if fighting the player, they may stop combat
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// if the player gets out of reach, while the ally would continue combat with the player
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creatureStats1.setHitAttemptActorId(it->getClass().getCreatureStats(*it).getHitAttemptActorId());
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return;
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}
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// If there's been no attack attempt yet but an ally of actor1 is in combat with actor2, become aggressive to actor2
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if (it->getClass().getCreatureStats(*it).getAiSequence().isInCombat(actor2))
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aggressive = true;
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}
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std::set<MWWorld::Ptr> playerAllies;
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getActorsSidingWith(MWMechanics::getPlayer(), playerAllies, cachedAllies);
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bool isPlayerFollowerOrEscorter = std::find(playerAllies.begin(), playerAllies.end(), actor1) != playerAllies.end();
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// If actor2 and at least one actor2 are in combat with actor1, actor1 and its allies start combat with them
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// Doesn't apply for player followers/escorters
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if (!aggressive && !isPlayerFollowerOrEscorter)
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{
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// Check that actor2 is in combat with actor1
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if (actor2.getClass().getCreatureStats(actor2).getAiSequence().isInCombat(actor1))
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{
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std::set<MWWorld::Ptr> allies2;
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getActorsSidingWith(actor2, allies2, cachedAllies);
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// Check that an ally of actor2 is also in combat with actor1
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for (std::set<MWWorld::Ptr>::const_iterator it = allies2.begin(); it != allies2.end(); ++it)
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{
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if ((it)->getClass().getCreatureStats(*it).getAiSequence().isInCombat(actor1))
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{
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MWBase::Environment::get().getMechanicsManager()->startCombat(actor1, actor2);
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// Also have actor1's allies start combat
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for (std::set<MWWorld::Ptr>::const_iterator it2 = allies1.begin(); it2 != allies1.end(); ++it2)
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MWBase::Environment::get().getMechanicsManager()->startCombat(*it2, actor2);
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return;
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}
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}
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}
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}
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// If set in the settings file, player followers and escorters will become aggressive toward enemies in combat with them or the player
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static const bool followersAttackOnSight = Settings::Manager::getBool("followers attack on sight", "Game");
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if (!aggressive && isPlayerFollowerOrEscorter && followersAttackOnSight)
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{
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if (actor2.getClass().getCreatureStats(actor2).getAiSequence().isInCombat(actor1))
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aggressive = true;
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else
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{
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for (std::set<MWWorld::Ptr>::const_iterator it = allies1.begin(); it != allies1.end(); ++it)
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{
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if (actor2.getClass().getCreatureStats(actor2).getAiSequence().isInCombat(*it))
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{
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aggressive = true;
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break;
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}
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}
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}
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}
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// Stop here if target is unreachable
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if (!MWMechanics::canFight(actor1, actor2))
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return;
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|
|
// Do aggression check if actor2 is the player or a player follower or escorter
|
|
if (!aggressive)
|
|
{
|
|
if (againstPlayer || std::find(playerAllies.begin(), playerAllies.end(), 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 (actor1.getClass().isClass(actor1, "Guard") && !actor2.getClass().isNpc())
|
|
{
|
|
// Check if the creature is too far
|
|
static const float fAlarmRadius = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fAlarmRadius")->getFloat();
|
|
if (sqrDist > fAlarmRadius * fAlarmRadius)
|
|
return;
|
|
|
|
bool followerOrEscorter = false;
|
|
for (std::list<MWMechanics::AiPackage*>::const_iterator it = creatureStats2.getAiSequence().begin(); it != creatureStats2.getAiSequence().end(); ++it)
|
|
{
|
|
// The follow package must be first or have nothing but combat before it
|
|
if ((*it)->sideWithTarget())
|
|
{
|
|
followerOrEscorter = true;
|
|
break;
|
|
}
|
|
else if ((*it)->getTypeId() != MWMechanics::AiPackage::TypeIdCombat)
|
|
break;
|
|
}
|
|
if (!followerOrEscorter && creatureStats2.getAiSequence().isInCombat())
|
|
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);
|
|
LOS &= MWBase::Environment::get().getMechanicsManager()->awarenessCheck(actor2, actor1);
|
|
|
|
if (LOS)
|
|
MWBase::Environment::get().getMechanicsManager()->startCombat(actor1, actor2);
|
|
}
|
|
}
|
|
|
|
void Actors::updateNpc (const MWWorld::Ptr& ptr, float duration)
|
|
{
|
|
updateDrowning(ptr, duration);
|
|
calculateNpcStatModifiers(ptr, duration);
|
|
}
|
|
|
|
void Actors::adjustMagicEffects (const MWWorld::Ptr& creature)
|
|
{
|
|
CreatureStats& creatureStats = creature.getClass().getCreatureStats (creature);
|
|
if (creatureStats.isDead())
|
|
return;
|
|
|
|
MagicEffects now = creatureStats.getSpells().getMagicEffects();
|
|
|
|
if (creature.getTypeName()==typeid (ESM::NPC).name())
|
|
{
|
|
MWWorld::InventoryStore& store = creature.getClass().getInventoryStore (creature);
|
|
now += store.getMagicEffects();
|
|
}
|
|
|
|
now += creatureStats.getActiveSpells().getMagicEffects();
|
|
|
|
creatureStats.modifyMagicEffects(now);
|
|
}
|
|
|
|
void Actors::calculateDynamicStats (const MWWorld::Ptr& ptr)
|
|
{
|
|
CreatureStats& creatureStats = ptr.getClass().getCreatureStats (ptr);
|
|
|
|
int intelligence = creatureStats.getAttribute(ESM::Attribute::Intelligence).getModified();
|
|
|
|
float base = 1.f;
|
|
if (ptr == getPlayer())
|
|
base = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fPCbaseMagickaMult")->getFloat();
|
|
else
|
|
base = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fNPCbaseMagickaMult")->getFloat();
|
|
|
|
double magickaFactor = base +
|
|
creatureStats.getMagicEffects().get (EffectKey (ESM::MagicEffect::FortifyMaximumMagicka)).getMagnitude() * 0.1;
|
|
|
|
DynamicStat<float> magicka = creatureStats.getMagicka();
|
|
float diff = (static_cast<int>(magickaFactor*intelligence)) - magicka.getBase();
|
|
float currentToBaseRatio = (magicka.getCurrent() / magicka.getBase());
|
|
magicka.setModified(magicka.getModified() + diff, 0);
|
|
magicka.setCurrent(magicka.getBase() * currentToBaseRatio);
|
|
creatureStats.setMagicka(magicka);
|
|
}
|
|
|
|
void Actors::restoreDynamicStats (const MWWorld::Ptr& ptr, bool sleep)
|
|
{
|
|
if (ptr.getClass().getCreatureStats(ptr).isDead())
|
|
return;
|
|
|
|
MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats (ptr);
|
|
const MWWorld::Store<ESM::GameSetting>& settings = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
|
|
|
|
if (sleep)
|
|
{
|
|
float health, magicka;
|
|
getRestorationPerHourOfSleep(ptr, health, magicka);
|
|
|
|
DynamicStat<float> stat = stats.getHealth();
|
|
stat.setCurrent(stat.getCurrent() + health);
|
|
stats.setHealth(stat);
|
|
|
|
stat = stats.getMagicka();
|
|
stat.setCurrent(stat.getCurrent() + magicka);
|
|
stats.setMagicka(stat);
|
|
}
|
|
|
|
int endurance = stats.getAttribute (ESM::Attribute::Endurance).getModified ();
|
|
|
|
float normalizedEncumbrance = ptr.getClass().getNormalizedEncumbrance(ptr);
|
|
if (normalizedEncumbrance > 1)
|
|
normalizedEncumbrance = 1;
|
|
|
|
// restore fatigue
|
|
float fFatigueReturnBase = settings.find("fFatigueReturnBase")->getFloat ();
|
|
float fFatigueReturnMult = settings.find("fFatigueReturnMult")->getFloat ();
|
|
float fEndFatigueMult = settings.find("fEndFatigueMult")->getFloat ();
|
|
|
|
float x = fFatigueReturnBase + fFatigueReturnMult * (1 - normalizedEncumbrance);
|
|
x *= fEndFatigueMult * endurance;
|
|
|
|
DynamicStat<float> fatigue = stats.getFatigue();
|
|
fatigue.setCurrent (fatigue.getCurrent() + 3600 * x);
|
|
stats.setFatigue (fatigue);
|
|
}
|
|
|
|
void Actors::calculateRestoration (const MWWorld::Ptr& ptr, float duration)
|
|
{
|
|
if (ptr.getClass().getCreatureStats(ptr).isDead())
|
|
return;
|
|
|
|
MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats (ptr);
|
|
|
|
int endurance = stats.getAttribute (ESM::Attribute::Endurance).getModified ();
|
|
|
|
// restore fatigue
|
|
const MWWorld::Store<ESM::GameSetting>& settings = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
|
|
static const float fFatigueReturnBase = settings.find("fFatigueReturnBase")->getFloat ();
|
|
static const float fFatigueReturnMult = settings.find("fFatigueReturnMult")->getFloat ();
|
|
|
|
float x = fFatigueReturnBase + fFatigueReturnMult * endurance;
|
|
|
|
DynamicStat<float> fatigue = stats.getFatigue();
|
|
fatigue.setCurrent (fatigue.getCurrent() + duration * x);
|
|
stats.setFatigue (fatigue);
|
|
}
|
|
|
|
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}");
|
|
}
|
|
}
|
|
|
|
// 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}");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// dynamic stats
|
|
for(int i = 0;i < 3;++i)
|
|
{
|
|
DynamicStat<float> stat = creatureStats.getDynamic(i);
|
|
stat.setModifier(effects.get(ESM::MagicEffect::FortifyHealth+i).getMagnitude() -
|
|
effects.get(ESM::MagicEffect::DrainHealth+i).getMagnitude(),
|
|
// 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);
|
|
}
|
|
|
|
// 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)
|
|
{
|
|
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);
|
|
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)->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")->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;
|
|
|
|
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::isAttackPrepairing(const MWWorld::Ptr& ptr)
|
|
{
|
|
PtrActorMap::iterator it = mActors.find(ptr);
|
|
if (it == mActors.end())
|
|
return false;
|
|
CharacterController* ctrl = it->second->getCharacterController();
|
|
|
|
return ctrl->isAttackPrepairing();
|
|
}
|
|
|
|
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)
|
|
{
|
|
PtrActorMap::iterator it = mActors.find(ptr);
|
|
if (it == mActors.end())
|
|
return;
|
|
CharacterController* ctrl = it->second->getCharacterController();
|
|
|
|
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")->getFloat();
|
|
if (stats.getTimeToStartDrowning() == -1.f)
|
|
stats.setTimeToStartDrowning(fHoldBreathTime);
|
|
|
|
if (ptr.getClass().isNpc() && stats.getTimeToStartDrowning() < fHoldBreathTime / 2)
|
|
{
|
|
if(ptr != MWMechanics::getPlayer() ) {
|
|
MWMechanics::AiSequence& seq = ptr.getClass().getCreatureStats(ptr).getAiSequence();
|
|
if(seq.getTypeId() != MWMechanics::AiPackage::TypeIdBreathe) //Only add it once
|
|
seq.stack(MWMechanics::AiBreathe(), ptr);
|
|
}
|
|
}
|
|
|
|
MWBase::World *world = MWBase::Environment::get().getWorld();
|
|
bool knockedOutUnderwater = (ctrl->isKnockedOut() && world->isUnderwater(ptr.getCell(), osg::Vec3f(ptr.getRefData().getPosition().asVec3())));
|
|
if((world->isSubmerged(ptr) || knockedOutUnderwater)
|
|
&& stats.getMagicEffects().get(ESM::MagicEffect::WaterBreathing).getMagnitude() == 0)
|
|
{
|
|
float timeLeft = 0.0f;
|
|
if(knockedOutUnderwater)
|
|
stats.setTimeToStartDrowning(0);
|
|
else
|
|
{
|
|
timeLeft = stats.getTimeToStartDrowning() - duration;
|
|
if(timeLeft < 0.0f)
|
|
timeLeft = 0.0f;
|
|
stats.setTimeToStartDrowning(timeLeft);
|
|
}
|
|
|
|
bool godmode = ptr == MWMechanics::getPlayer() && 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")->getFloat();
|
|
DynamicStat<float> health = stats.getHealth();
|
|
health.setCurrent(health.getCurrent() - fSuffocationDamage*duration);
|
|
stats.setHealth(health);
|
|
|
|
// Play a drowning sound
|
|
MWBase::SoundManager *sndmgr = MWBase::Environment::get().getSoundManager();
|
|
if(!sndmgr->getSoundPlaying(ptr, "drown"))
|
|
sndmgr->playSound3D(ptr, "drown", 1.0f, 1.0f);
|
|
|
|
if(ptr == world->getPlayerPtr())
|
|
MWBase::Environment::get().getWindowManager()->activateHitOverlay(false);
|
|
}
|
|
}
|
|
else
|
|
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")->getInt();
|
|
// Force dialogue on sight if bounty is greater than the cutoff
|
|
// In vanilla morrowind, the greeting dialogue is scripted to either arrest the player (< 5000 bounty) or attack (>= 5000 bounty)
|
|
if ( player.getClass().getNpcStats(player).getBounty() >= cutoff
|
|
// TODO: do not run these two every frame. keep an Aware state for each actor and update it every 0.2 s or so?
|
|
&& MWBase::Environment::get().getWorld()->getLOS(ptr, player)
|
|
&& MWBase::Environment::get().getMechanicsManager()->awarenessCheck(player, ptr))
|
|
{
|
|
static const int iCrimeThresholdMultiplier = esmStore.get<ESM::GameSetting>().find("iCrimeThresholdMultiplier")->getInt();
|
|
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
|
|
}
|
|
|
|
Actors::~Actors()
|
|
{
|
|
clear();
|
|
}
|
|
|
|
void Actors::addActor (const MWWorld::Ptr& ptr, bool updateImmediately)
|
|
{
|
|
removeActor(ptr);
|
|
|
|
MWRender::Animation *anim = MWBase::Environment::get().getWorld()->getAnimation(ptr);
|
|
if (!anim)
|
|
return;
|
|
mActors.insert(std::make_pair(ptr, new Actor(ptr, anim)));
|
|
if (updateImmediately)
|
|
mActors[ptr]->getCharacterController()->update(0);
|
|
}
|
|
|
|
void Actors::removeActor (const MWWorld::Ptr& ptr)
|
|
{
|
|
PtrActorMap::iterator iter = mActors.find(ptr);
|
|
if(iter != mActors.end())
|
|
{
|
|
delete iter->second;
|
|
mActors.erase(iter);
|
|
}
|
|
}
|
|
|
|
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> actors;
|
|
osg::Vec3f position (actor.getRefData().getPosition().asVec3());
|
|
getObjectsInRange(position, aiProcessingDistance, actors);
|
|
for(std::vector<MWWorld::Ptr>::iterator it = actors.begin(); it != actors.end(); ++it)
|
|
{
|
|
if (*it == actor)
|
|
continue;
|
|
|
|
bool result =
|
|
MWBase::Environment::get().getWorld()->getLOS(*it, actor) &&
|
|
MWBase::Environment::get().getMechanicsManager()->awarenessCheck(actor, *it);
|
|
|
|
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();
|
|
int hostilesCount = 0; // need to know this to play Battle music
|
|
|
|
for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter)
|
|
{
|
|
if (!iter->first.getClass().getCreatureStats(iter->first).isDead())
|
|
{
|
|
bool inProcessingRange = (player.getRefData().getPosition().asVec3() - iter->first.getRefData().getPosition().asVec3()).length2()
|
|
<= sqrAiProcessingDistance;
|
|
|
|
if (MWBase::Environment::get().getMechanicsManager()->isAIActive() && inProcessingRange)
|
|
{
|
|
if (iter->first != player)
|
|
{
|
|
MWMechanics::CreatureStats& stats = iter->first.getClass().getCreatureStats(iter->first);
|
|
if (stats.getAiSequence().isInCombat() && !stats.isDead()) hostilesCount++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// check if we still have any player enemies to switch music
|
|
static int currentMusic = 0;
|
|
|
|
if (currentMusic != 1 && hostilesCount == 0 && !(player.getClass().getCreatureStats(player).isDead() &&
|
|
MWBase::Environment::get().getSoundManager()->isMusicPlaying()))
|
|
{
|
|
MWBase::Environment::get().getSoundManager()->playPlaylist(std::string("Explore"));
|
|
currentMusic = 1;
|
|
}
|
|
else if (currentMusic != 2 && hostilesCount > 0)
|
|
{
|
|
MWBase::Environment::get().getSoundManager()->playPlaylist(std::string("Battle"));
|
|
currentMusic = 2;
|
|
}
|
|
|
|
}
|
|
|
|
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
|
|
bool showTorches = MWBase::Environment::get().getWorld()->useTorches();
|
|
|
|
MWWorld::Ptr player = getPlayer();
|
|
|
|
/// \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
|
|
|
|
// AI and magic effects update
|
|
for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter)
|
|
{
|
|
float distSqr = (player.getRefData().getPosition().asVec3() - iter->first.getRefData().getPosition().asVec3()).length2();
|
|
// AI processing is only done within distance of 7168 units to the player. Note the "AI distance" slider doesn't affect this
|
|
// (it only does some throttling for targets beyond the "AI distance", so doesn't give any guarantees as to whether AI will be enabled or not)
|
|
// This distance could be made configurable later, but the setting must be marked with a big warning:
|
|
// using higher values will make a quest in Bloodmoon harder or impossible to complete (bug #1876)
|
|
bool inProcessingRange = distSqr <= sqrAiProcessingDistance;
|
|
|
|
if (iter->first == player)
|
|
iter->second->getCharacterController()->setAttackingOrSpell(MWBase::Environment::get().getWorld()->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);
|
|
}
|
|
|
|
const MWWorld::Ptr playerHitAttemptActor = MWBase::Environment::get().getWorld()->searchPtrViaActorId(player.getClass().getCreatureStats(player).getHitAttemptActorId());
|
|
|
|
if (!playerHitAttemptActor.isInCell())
|
|
player.getClass().getCreatureStats(player).setHitAttemptActorId(-1);
|
|
|
|
if (!iter->first.getClass().getCreatureStats(iter->first).isDead())
|
|
{
|
|
bool cellChanged = MWBase::Environment::get().getWorld()->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);
|
|
if (!cellChanged && MWBase::Environment::get().getWorld()->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 (MWBase::Environment::get().getMechanicsManager()->isAIActive() && inProcessingRange)
|
|
{
|
|
if (timerUpdateAITargets == 0)
|
|
{
|
|
if (iter->first != player)
|
|
adjustCommandedActor(iter->first);
|
|
|
|
for(PtrActorMap::iterator it(mActors.begin()); it != mActors.end(); ++it)
|
|
{
|
|
if (it->first == iter->first || iter->first == player) // player is not AI-controlled
|
|
continue;
|
|
engageCombat(iter->first, it->first, 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);
|
|
|
|
// Unconsious actor can not track target
|
|
// Also actors in combat and pursue mode do not bother to headtrack
|
|
if (!stats.getKnockedDown() &&
|
|
!stats.getAiSequence().isInCombat() &&
|
|
!stats.getAiSequence().hasPackage(AiPackage::TypeIdPursue))
|
|
{
|
|
for(PtrActorMap::iterator it(mActors.begin()); it != mActors.end(); ++it)
|
|
{
|
|
if (it->first == iter->first)
|
|
continue;
|
|
updateHeadTracking(iter->first, it->first, headTrackTarget, sqrHeadTrackDistance);
|
|
}
|
|
}
|
|
|
|
iter->second->getCharacterController()->setHeadTrackTarget(headTrackTarget);
|
|
}
|
|
|
|
if (iter->first.getClass().isNpc() && iter->first != player)
|
|
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, *iter->second->getCharacterController(), iter->second->getAiState(), duration);
|
|
}
|
|
}
|
|
|
|
if(iter->first.getTypeName() == typeid(ESM::NPC).name())
|
|
{
|
|
updateNpc(iter->first, duration);
|
|
|
|
if (timerUpdateEquippedLight == 0)
|
|
updateEquippedLight(iter->first, updateEquippedLightInterval, showTorches);
|
|
}
|
|
}
|
|
}
|
|
|
|
timerUpdateAITargets += duration;
|
|
timerUpdateHeadTrack += duration;
|
|
timerUpdateEquippedLight += duration;
|
|
mTimerDisposeSummonsCorpses += duration;
|
|
|
|
// Looping magic VFX update
|
|
// Note: we need to do this before any of the animations are updated.
|
|
// Reaching the text keys may trigger Hit / Spellcast (and as such, particles),
|
|
// so updating VFX immediately after that would just remove the particle effects instantly.
|
|
// There needs to be a magic effect update in between.
|
|
for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter)
|
|
iter->second->getCharacterController()->updateContinuousVfx();
|
|
|
|
// Animation/movement update
|
|
CharacterController* playerCharacter = NULL;
|
|
for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter)
|
|
{
|
|
const float animationDistance = aiProcessingDistance + 400; // Slightly larger than AI distance so there is time to switch back to the idle animation.
|
|
const float distSqr = (player.getRefData().getPosition().asVec3() - iter->first.getRefData().getPosition().asVec3()).length2();
|
|
bool isPlayer = iter->first == player;
|
|
bool inAnimationRange = isPlayer || (animationDistance == 0 || distSqr <= animationDistance*animationDistance);
|
|
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 = inAnimationRange ? activeFlag : 0;
|
|
bool canFly = iter->first.getClass().canFly(iter->first);
|
|
if (canFly)
|
|
{
|
|
// Keep animating flying creatures so they don't just hover in-air
|
|
inAnimationRange = true;
|
|
active = std::max(1, active);
|
|
}
|
|
iter->second->getCharacterController()->setActive(active);
|
|
|
|
if (!inAnimationRange)
|
|
continue;
|
|
|
|
if (iter->first.getClass().getCreatureStats(iter->first).isParalyzed())
|
|
iter->second->getCharacterController()->skipAnim();
|
|
|
|
// Handle player last, in case a cell transition occurs by casting a teleportation spell
|
|
// (would invalidate the iterator)
|
|
if (iter->first == getPlayer())
|
|
{
|
|
playerCharacter = iter->second->getCharacterController();
|
|
continue;
|
|
}
|
|
iter->second->getCharacterController()->update(duration);
|
|
}
|
|
|
|
if (playerCharacter)
|
|
playerCharacter->update(duration);
|
|
|
|
for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter)
|
|
{
|
|
const MWWorld::Class &cls = iter->first.getClass();
|
|
CreatureStats &stats = cls.getCreatureStats(iter->first);
|
|
|
|
//KnockedOutOneFrameLogic
|
|
//Used for "OnKnockedOut" command
|
|
//Put here to ensure that it's run for PRECISELY one frame.
|
|
if (stats.getKnockedDown() && !stats.getKnockedDownOneFrame() && !stats.getKnockedDownOverOneFrame())
|
|
{ //Start it for one frame if nessesary
|
|
stats.setKnockedDownOneFrame(true);
|
|
}
|
|
else if (stats.getKnockedDownOneFrame() && !stats.getKnockedDownOverOneFrame())
|
|
{ //Turn off KnockedOutOneframe
|
|
stats.setKnockedDownOneFrame(false);
|
|
stats.setKnockedDownOverOneFrame(true);
|
|
}
|
|
}
|
|
|
|
killDeadActors();
|
|
|
|
static float sneakTimer = 0.f; // times update of sneak icon
|
|
|
|
// if player is in sneak state see if anyone detects him
|
|
if (playerCharacter && playerCharacter->isSneaking())
|
|
{
|
|
static float sneakSkillTimer = 0.f; // times sneak skill progress from "avoid notice"
|
|
|
|
const MWWorld::ESMStore& esmStore = MWBase::Environment::get().getWorld()->getStore();
|
|
const int radius = esmStore.get<ESM::GameSetting>().find("fSneakUseDist")->getInt();
|
|
|
|
static float fSneakUseDelay = esmStore.get<ESM::GameSetting>().find("fSneakUseDelay")->getFloat();
|
|
|
|
if (sneakTimer >= fSneakUseDelay)
|
|
sneakTimer = 0.f;
|
|
|
|
if (sneakTimer == 0.f)
|
|
{
|
|
// Set when an NPC is within line of sight and distance, but is still unaware. Used for skill progress.
|
|
bool avoidedNotice = false;
|
|
|
|
bool detected = false;
|
|
|
|
for (PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter)
|
|
{
|
|
MWWorld::Ptr observer = iter->first;
|
|
|
|
if (iter->first == player) // not the player
|
|
continue;
|
|
|
|
if (observer.getClass().getCreatureStats(observer).isDead())
|
|
continue;
|
|
|
|
// is the player in range and can they be detected
|
|
if ((observer.getRefData().getPosition().asVec3() - player.getRefData().getPosition().asVec3()).length2() <= radius*radius
|
|
&& MWBase::Environment::get().getWorld()->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;
|
|
}
|
|
else
|
|
{
|
|
sneakTimer = 0.f;
|
|
MWBase::Environment::get().getWindowManager()->setSneakVisibility(false);
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
// Reset magic effects and recalculate derived effects
|
|
// One case where we need this is to make sure bound items are removed upon death
|
|
stats.modifyMagicEffects(MWMechanics::MagicEffects());
|
|
stats.getActiveSpells().clear();
|
|
calculateCreatureStatModifiers(iter->first, 0);
|
|
|
|
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())];
|
|
|
|
// 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(bool sleep)
|
|
{
|
|
float duration = 3600.f / MWBase::Environment::get().getWorld()->getTimeScaleFactor();
|
|
MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
|
|
|
|
for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter)
|
|
{
|
|
if (iter->first.getClass().getCreatureStats(iter->first).isDead())
|
|
continue;
|
|
|
|
restoreDynamicStats(iter->first, sleep);
|
|
|
|
if ((!iter->first.getRefData().getBaseNode()) ||
|
|
(player.getRefData().getPosition().asVec3() - iter->first.getRefData().getPosition().asVec3()).length2() > sqrAiProcessingDistance)
|
|
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->updateEffects(duration);
|
|
|
|
}
|
|
|
|
fastForwardAi();
|
|
}
|
|
|
|
int Actors::getHoursToRest(const MWWorld::Ptr &ptr) const
|
|
{
|
|
float healthPerHour, magickaPerHour;
|
|
getRestorationPerHourOfSleep(ptr, healthPerHour, magickaPerHour);
|
|
|
|
CreatureStats& stats = ptr.getClass().getCreatureStats(ptr);
|
|
|
|
float healthHours = healthPerHour > 0
|
|
? (stats.getHealth().getModified() - stats.getHealth().getCurrent()) / healthPerHour
|
|
: 1.0f;
|
|
float magickaHours = magickaPerHour > 0
|
|
? (stats.getMagicka().getModified() - stats.getMagicka().getCurrent()) / magickaPerHour
|
|
: 1.0f;
|
|
|
|
int autoHours = static_cast<int>(std::ceil(std::max(1.f, std::max(healthHours, magickaHours))));
|
|
return autoHours;
|
|
}
|
|
|
|
int Actors::countDeaths (const std::string& id) const
|
|
{
|
|
std::map<std::string, int>::const_iterator iter = mDeathCount.find(id);
|
|
if(iter != mDeathCount.end())
|
|
return iter->second;
|
|
return 0;
|
|
}
|
|
|
|
void Actors::forceStateUpdate(const MWWorld::Ptr & ptr)
|
|
{
|
|
PtrActorMap::iterator iter = mActors.find(ptr);
|
|
if(iter != mActors.end())
|
|
iter->second->getCharacterController()->forceStateUpdate();
|
|
}
|
|
|
|
bool Actors::playAnimationGroup(const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number, bool persist)
|
|
{
|
|
PtrActorMap::iterator iter = mActors.find(ptr);
|
|
if(iter != mActors.end())
|
|
{
|
|
return iter->second->getCharacterController()->playGroup(groupName, mode, number, persist);
|
|
}
|
|
else
|
|
{
|
|
std::cerr<< "Warning: Actors::playAnimationGroup: Unable to find " << ptr.getCellRef().getRefId() << std::endl;
|
|
return false;
|
|
}
|
|
}
|
|
void Actors::skipAnimation(const MWWorld::Ptr& ptr)
|
|
{
|
|
PtrActorMap::iterator iter = mActors.find(ptr);
|
|
if(iter != mActors.end())
|
|
iter->second->getCharacterController()->skipAnim();
|
|
}
|
|
|
|
bool Actors::checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string& groupName)
|
|
{
|
|
PtrActorMap::iterator iter = mActors.find(ptr);
|
|
if(iter != mActors.end())
|
|
return iter->second->getCharacterController()->isAnimPlaying(groupName);
|
|
return false;
|
|
}
|
|
|
|
void Actors::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::Class &cls = iter->first.getClass();
|
|
const CreatureStats &stats = cls.getCreatureStats(iter->first);
|
|
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 packages before the Follow/Escort package
|
|
for (std::list<MWMechanics::AiPackage*>::const_iterator it = stats.getAiSequence().begin(); it != stats.getAiSequence().end(); ++it)
|
|
{
|
|
if ((*it)->sideWithTarget() && (*it)->getTarget() == actor)
|
|
{
|
|
list.push_back(iter->first);
|
|
break;
|
|
}
|
|
else if ((*it)->getTypeId() != MWMechanics::AiPackage::TypeIdCombat)
|
|
break;
|
|
}
|
|
// Actors that are targeted by this actor's Follow or Escort packages also side with them
|
|
if (actor != getPlayer())
|
|
{
|
|
const CreatureStats &stats2 = actor.getClass().getCreatureStats(actor);
|
|
for (std::list<MWMechanics::AiPackage*>::const_iterator it2 = stats2.getAiSequence().begin(); it2 != stats2.getAiSequence().end(); ++it2)
|
|
{
|
|
if ((*it2)->sideWithTarget() && !(*it2)->getTarget().isEmpty())
|
|
{
|
|
list.push_back((*it2)->getTarget());
|
|
break;
|
|
}
|
|
else if ((*it2)->getTypeId() != MWMechanics::AiPackage::TypeIdCombat)
|
|
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::Class &cls = iter->first.getClass();
|
|
CreatureStats &stats = cls.getCreatureStats(iter->first);
|
|
if (stats.isDead())
|
|
continue;
|
|
|
|
// An actor counts as following if AiFollow is the current AiPackage, or there are only Combat packages before the AiFollow package
|
|
for (std::list<MWMechanics::AiPackage*>::const_iterator it = stats.getAiSequence().begin(); it != stats.getAiSequence().end(); ++it)
|
|
{
|
|
if ((*it)->followTargetThroughDoors() && (*it)->getTarget() == actor)
|
|
list.push_back(iter->first);
|
|
else if ((*it)->getTypeId() != MWMechanics::AiPackage::TypeIdCombat)
|
|
break;
|
|
}
|
|
}
|
|
return list;
|
|
}
|
|
|
|
void Actors::getActorsFollowing(const MWWorld::Ptr &actor, std::set<MWWorld::Ptr>& out) {
|
|
std::list<MWWorld::Ptr> followers = getActorsFollowing(actor);
|
|
for(std::list<MWWorld::Ptr>::iterator it = followers.begin();it != followers.end();++it)
|
|
if (out.insert(*it).second)
|
|
getActorsFollowing(*it, out);
|
|
}
|
|
|
|
void Actors::getActorsSidingWith(const MWWorld::Ptr &actor, std::set<MWWorld::Ptr>& out) {
|
|
std::list<MWWorld::Ptr> followers = getActorsSidingWith(actor);
|
|
for(std::list<MWWorld::Ptr>::iterator it = followers.begin();it != followers.end();++it)
|
|
if (out.insert(*it).second)
|
|
getActorsSidingWith(*it, 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 (std::list<MWWorld::Ptr>::iterator it = followers.begin(); it != followers.end(); ++it)
|
|
if (out.insert(*it).second)
|
|
getActorsSidingWith(*it, out, cachedAllies);
|
|
|
|
// Cache ptrs and their sets of allies
|
|
cachedAllies.insert(std::make_pair(actor, out));
|
|
for (std::set<MWWorld::Ptr>::const_iterator it = out.begin(); it != out.end(); ++it)
|
|
{
|
|
search = cachedAllies.find(*it);
|
|
if (search == cachedAllies.end())
|
|
cachedAllies.insert(std::make_pair(*it, 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::Class &cls = iter->first.getClass();
|
|
CreatureStats &stats = cls.getCreatureStats(iter->first);
|
|
if (stats.isDead())
|
|
continue;
|
|
|
|
// An actor counts as following if AiFollow is the current AiPackage, or there are only Combat packages before the AiFollow package
|
|
for (std::list<MWMechanics::AiPackage*>::const_iterator it = stats.getAiSequence().begin(); it != stats.getAiSequence().end(); ++it)
|
|
{
|
|
if ((*it)->getTypeId() == MWMechanics::AiPackage::TypeIdFollow)
|
|
{
|
|
MWWorld::Ptr followTarget = (*it)->getTarget();
|
|
if (followTarget.isEmpty())
|
|
continue;
|
|
if (followTarget == actor)
|
|
list.push_back(static_cast<MWMechanics::AiFollow*>(*it)->getFollowIndex());
|
|
break;
|
|
}
|
|
else if ((*it)->getTypeId() != MWMechanics::AiPackage::TypeIdCombat)
|
|
break;
|
|
}
|
|
}
|
|
return list;
|
|
}
|
|
|
|
std::list<MWWorld::Ptr> Actors::getActorsFighting(const MWWorld::Ptr& actor) {
|
|
std::list<MWWorld::Ptr> list;
|
|
std::vector<MWWorld::Ptr> neighbors;
|
|
osg::Vec3f position (actor.getRefData().getPosition().asVec3());
|
|
getObjectsInRange(position, aiProcessingDistance, neighbors);
|
|
for(std::vector<MWWorld::Ptr>::const_iterator iter(neighbors.begin());iter != neighbors.end();++iter)
|
|
{
|
|
const MWWorld::Class &cls = iter->getClass();
|
|
const CreatureStats &stats = cls.getCreatureStats(*iter);
|
|
if (stats.isDead() || *iter == actor)
|
|
continue;
|
|
if (stats.getAiSequence().isInCombat(actor))
|
|
list.push_front(*iter);
|
|
}
|
|
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, aiProcessingDistance, neighbors);
|
|
|
|
std::list<MWWorld::Ptr> followers = getActorsFollowing(actor);
|
|
for(std::vector<MWWorld::Ptr>::const_iterator iter(neighbors.begin());iter != neighbors.end();++iter)
|
|
{
|
|
const CreatureStats &stats = iter->getClass().getCreatureStats(*iter);
|
|
if (stats.isDead() || *iter == actor || iter->getClass().isPureWaterCreature(*iter))
|
|
continue;
|
|
const bool isFollower = std::find(followers.begin(), followers.end(), *iter) != followers.end();
|
|
if (stats.getAiSequence().isInCombat(actor) || (MWBase::Environment::get().getMechanicsManager()->isAggressive(*iter, actor) && !isFollower))
|
|
list.push_back(*iter);
|
|
}
|
|
return list;
|
|
}
|
|
|
|
|
|
void Actors::write (ESM::ESMWriter& writer, Loading::Listener& listener) const
|
|
{
|
|
writer.startRecord(ESM::REC_DCOU);
|
|
for (std::map<std::string, int>::const_iterator it = mDeathCount.begin(); it != mDeathCount.end(); ++it)
|
|
{
|
|
writer.writeHNString("ID__", it->first);
|
|
writer.writeHNT ("COUN", it->second);
|
|
}
|
|
writer.endRecord(ESM::REC_DCOU);
|
|
}
|
|
|
|
void Actors::readRecord (ESM::ESMReader& reader, uint32_t type)
|
|
{
|
|
if (type == ESM::REC_DCOU)
|
|
{
|
|
while (reader.isNextSub("ID__"))
|
|
{
|
|
std::string id = reader.getHString();
|
|
int count;
|
|
reader.getHNT(count, "COUN");
|
|
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 = NULL;
|
|
}
|
|
mActors.clear();
|
|
mDeathCount.clear();
|
|
}
|
|
|
|
void Actors::updateMagicEffects(const MWWorld::Ptr &ptr)
|
|
{
|
|
adjustMagicEffects(ptr);
|
|
calculateCreatureStatModifiers(ptr, 0.f);
|
|
if (ptr.getClass().isNpc())
|
|
calculateNpcStatModifiers(ptr, 0.f);
|
|
}
|
|
|
|
bool Actors::isReadyToBlock(const MWWorld::Ptr &ptr) const
|
|
{
|
|
PtrActorMap::const_iterator it = mActors.find(ptr);
|
|
if (it == mActors.end())
|
|
return false;
|
|
|
|
return it->second->getCharacterController()->isReadyToBlock();
|
|
}
|
|
|
|
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, it->second->getAiState());
|
|
}
|
|
}
|
|
}
|