diff --git a/apps/openmw/mwmechanics/actors.cpp b/apps/openmw/mwmechanics/actors.cpp index 5623dd36fb..ec22c8d7f5 100644 --- a/apps/openmw/mwmechanics/actors.cpp +++ b/apps/openmw/mwmechanics/actors.cpp @@ -39,46 +39,42 @@ namespace MWMechanics if(!MWBase::Environment::get().getWindowManager()->isGuiMode()) { // AI - if(MWBase::Environment::get().getMechanicsManager())//check MechanismsManager is already created + if(MWBase::Environment::get().getMechanicsManager()->isAIActive()) { - if(MWBase::Environment::get().getMechanicsManager()->isAIActive())//MWBase::Environment::get().getMechanicsManager()->isAIActive()) + CreatureStats& creatureStats = MWWorld::Class::get (ptr).getCreatureStats (ptr); + //engage combat or not? + if(ptr != MWBase::Environment::get().getWorld()->getPlayer().getPlayer() && !creatureStats.isHostile()) { - CreatureStats& creatureStats = MWWorld::Class::get (ptr).getCreatureStats (ptr); - if(ptr != MWBase::Environment::get().getWorld()->getPlayer().getPlayer()) MWBase::Environment::get().getMechanicsManager()->restoreDynamicStats(); - //engage combat or not? - if(ptr != MWBase::Environment::get().getWorld()->getPlayer().getPlayer() && !creatureStats.isHostile()) + ESM::Position playerpos = MWBase::Environment::get().getWorld()->getPlayer().getPlayer().getRefData().getPosition(); + ESM::Position actorpos = ptr.getRefData().getPosition(); + float d = sqrt((actorpos.pos[0] - playerpos.pos[0])*(actorpos.pos[0] - playerpos.pos[0]) + +(actorpos.pos[1] - playerpos.pos[1])*(actorpos.pos[1] - playerpos.pos[1]) + +(actorpos.pos[2] - playerpos.pos[2])*(actorpos.pos[2] - playerpos.pos[2])); + float fight = ptr.getClass().getCreatureStats(ptr).getAiSetting(1); + float disp = 100; //creatures don't have disposition, so set it to 100 by default + if(ptr.getTypeName() == typeid(ESM::NPC).name()) { - ESM::Position playerpos = MWBase::Environment::get().getWorld()->getPlayer().getPlayer().getRefData().getPosition(); - ESM::Position actorpos = ptr.getRefData().getPosition(); - float d = sqrt((actorpos.pos[0] - playerpos.pos[0])*(actorpos.pos[0] - playerpos.pos[0]) - +(actorpos.pos[1] - playerpos.pos[1])*(actorpos.pos[1] - playerpos.pos[1]) - +(actorpos.pos[2] - playerpos.pos[2])*(actorpos.pos[2] - playerpos.pos[2])); - float fight = ptr.getClass().getCreatureStats(ptr).getAiSetting(1); - float disp = 100; //creatures don't have disposition, so set it to 100 by default - if(ptr.getTypeName() == typeid(ESM::NPC).name()) - { - disp = MWBase::Environment::get().getMechanicsManager()->getDerivedDisposition(ptr); - } - bool LOS = MWBase::Environment::get().getWorld()->getLOS(ptr,MWBase::Environment::get().getWorld()->getPlayer().getPlayer()); - if( ( (fight == 100 ) - || (fight >= 95 && d <= 3000) - || (fight >= 90 && d <= 2000) - || (fight >= 80 && d <= 1000) - || (fight >= 80 && disp <= 40) - || (fight >= 70 && disp <= 35 && d <= 1000) - || (fight >= 60 && disp <= 30 && d <= 1000) - || (fight >= 50 && disp == 0) - || (fight >= 40 && disp <= 10 && d <= 500) ) - && LOS - ) - { - creatureStats.getAiSequence().stack(AiCombat("player")); - creatureStats.setHostile(true); - } + disp = MWBase::Environment::get().getMechanicsManager()->getDerivedDisposition(ptr); + } + bool LOS = MWBase::Environment::get().getWorld()->getLOS(ptr,MWBase::Environment::get().getWorld()->getPlayer().getPlayer()); + if( ( (fight == 100 ) + || (fight >= 95 && d <= 3000) + || (fight >= 90 && d <= 2000) + || (fight >= 80 && d <= 1000) + || (fight >= 80 && disp <= 40) + || (fight >= 70 && disp <= 35 && d <= 1000) + || (fight >= 60 && disp <= 30 && d <= 1000) + || (fight >= 50 && disp == 0) + || (fight >= 40 && disp <= 10 && d <= 500) ) + && LOS + ) + { + creatureStats.getAiSequence().stack(AiCombat("player")); + creatureStats.setHostile(true); } - - creatureStats.getAiSequence().execute (ptr,duration); } + + creatureStats.getAiSequence().execute (ptr,duration); } // fatigue restoration @@ -212,6 +208,7 @@ namespace MWMechanics stat.setModifier(effects.get(EffectKey(ESM::MagicEffect::FortifyHealth+i)).mMagnitude - effects.get(EffectKey(ESM::MagicEffect::DrainHealth+i)).mMagnitude); + float currentDiff = creatureStats.getMagicEffects().get(EffectKey(ESM::MagicEffect::RestoreHealth+i)).mMagnitude - creatureStats.getMagicEffects().get(EffectKey(ESM::MagicEffect::DamageHealth+i)).mMagnitude - creatureStats.getMagicEffects().get(EffectKey(ESM::MagicEffect::AbsorbHealth)).mMagnitude;