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openmw/apps/openmw/mwmechanics/mechanicsmanagerimp.cpp

2084 lines
80 KiB
C++

#include "mechanicsmanagerimp.hpp"
#include <cassert>
#include <osg/Stats>
#include <components/misc/rng.hpp>
#include <components/esm/records.hpp>
#include <components/esm/refid.hpp>
#include <components/esm3/esmwriter.hpp>
#include <components/esm3/loadgmst.hpp>
#include <components/esm3/loadmgef.hpp>
#include <components/esm3/stolenitems.hpp>
#include <components/sceneutil/positionattitudetransform.hpp>
#include "../mwworld/class.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwworld/globals.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwworld/player.hpp"
#include "../mwworld/ptr.hpp"
#include "../mwbase/dialoguemanager.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/soundmanager.hpp"
#include "../mwbase/statemanager.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/world.hpp"
#include "../mwsound/constants.hpp"
#include "actor.hpp"
#include "actors.hpp"
#include "actorutil.hpp"
#include "aicombat.hpp"
#include "aipursue.hpp"
#include "autocalcspell.hpp"
#include "combat.hpp"
#include "npcstats.hpp"
#include "spellutil.hpp"
namespace
{
float getFightDispositionBias(float disposition)
{
static const float fFightDispMult = MWBase::Environment::get()
.getESMStore()
->get<ESM::GameSetting>()
.find("fFightDispMult")
->mValue.getFloat();
return ((50.f - disposition) * fFightDispMult);
}
void getPersuasionRatings(
const MWMechanics::NpcStats& stats, float& rating1, float& rating2, float& rating3, bool player)
{
const MWWorld::Store<ESM::GameSetting>& gmst
= MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>();
float persTerm = stats.getAttribute(ESM::Attribute::Personality).getModified()
/ gmst.find("fPersonalityMod")->mValue.getFloat();
float luckTerm
= stats.getAttribute(ESM::Attribute::Luck).getModified() / gmst.find("fLuckMod")->mValue.getFloat();
float repTerm = stats.getReputation() * gmst.find("fReputationMod")->mValue.getFloat();
float fatigueTerm = stats.getFatigueTerm();
float levelTerm = stats.getLevel() * gmst.find("fLevelMod")->mValue.getFloat();
rating1 = (repTerm + luckTerm + persTerm + stats.getSkill(ESM::Skill::Speechcraft).getModified()) * fatigueTerm;
if (player)
{
rating2 = rating1 + levelTerm;
rating3 = (stats.getSkill(ESM::Skill::Mercantile).getModified() + luckTerm + persTerm) * fatigueTerm;
}
else
{
rating2
= (levelTerm + repTerm + luckTerm + persTerm + stats.getSkill(ESM::Skill::Speechcraft).getModified())
* fatigueTerm;
rating3
= (stats.getSkill(ESM::Skill::Mercantile).getModified() + repTerm + luckTerm + persTerm) * fatigueTerm;
}
}
bool isOwned(const MWWorld::Ptr& ptr, const MWWorld::Ptr& target, MWWorld::Ptr& victim)
{
const MWWorld::CellRef& cellref = target.getCellRef();
const ESM::RefId& owner = cellref.getOwner();
bool isOwned = !owner.empty() && owner != ESM::RefId::stringRefId("Player");
const ESM::RefId& faction = cellref.getFaction();
bool isFactionOwned = false;
if (!faction.empty() && ptr.getClass().isNpc())
{
const std::map<ESM::RefId, int>& factions = ptr.getClass().getNpcStats(ptr).getFactionRanks();
auto found = factions.find(faction);
if (found == factions.end() || found->second < cellref.getFactionRank())
isFactionOwned = true;
}
const std::string& globalVariable = cellref.getGlobalVariable();
if (!globalVariable.empty() && MWBase::Environment::get().getWorld()->getGlobalInt(globalVariable))
{
isOwned = false;
isFactionOwned = false;
}
if (!cellref.getOwner().empty())
victim = MWBase::Environment::get().getWorld()->searchPtr(cellref.getOwner(), true, false);
return isOwned || isFactionOwned;
}
}
namespace MWMechanics
{
void MechanicsManager::buildPlayer()
{
MWWorld::Ptr ptr = getPlayer();
MWMechanics::CreatureStats& creatureStats = ptr.getClass().getCreatureStats(ptr);
MWMechanics::NpcStats& npcStats = ptr.getClass().getNpcStats(ptr);
npcStats.recalculateMagicka();
const ESM::NPC* player = ptr.get<ESM::NPC>()->mBase;
// reset
creatureStats.setLevel(player->mNpdt.mLevel);
creatureStats.getSpells().clear(true);
creatureStats.getActiveSpells().clear(ptr);
for (size_t i = 0; i < player->mNpdt.mSkills.size(); ++i)
npcStats.getSkill(ESM::Skill::indexToRefId(i)).setBase(player->mNpdt.mSkills[i]);
for (size_t i = 0; i < player->mNpdt.mAttributes.size(); ++i)
npcStats.setAttribute(ESM::Attribute::indexToRefId(i), player->mNpdt.mSkills[i]);
const MWWorld::ESMStore& esmStore = *MWBase::Environment::get().getESMStore();
// race
if (mRaceSelected)
{
const ESM::Race* race = esmStore.get<ESM::Race>().find(player->mRace);
bool male = (player->mFlags & ESM::NPC::Female) == 0;
for (const ESM::Attribute& attribute : esmStore.get<ESM::Attribute>())
creatureStats.setAttribute(attribute.mId, race->mData.getAttribute(attribute.mId, male));
for (const ESM::Skill& skill : esmStore.get<ESM::Skill>())
{
int bonus = 0;
int index = ESM::Skill::refIdToIndex(skill.mId);
auto bonusIt = std::find_if(race->mData.mBonus.begin(), race->mData.mBonus.end(),
[&](const auto& bonus) { return bonus.mSkill == index; });
if (bonusIt != race->mData.mBonus.end())
bonus = bonusIt->mBonus;
npcStats.getSkill(skill.mId).setBase(5 + bonus);
}
for (const ESM::RefId& power : race->mPowers.mList)
{
creatureStats.getSpells().add(power);
}
}
// birthsign
const ESM::RefId& signId = MWBase::Environment::get().getWorld()->getPlayer().getBirthSign();
if (!signId.empty())
{
const ESM::BirthSign* sign = esmStore.get<ESM::BirthSign>().find(signId);
for (const ESM::RefId& power : sign->mPowers.mList)
{
creatureStats.getSpells().add(power);
}
}
// class
if (mClassSelected)
{
const ESM::Class* class_ = esmStore.get<ESM::Class>().find(player->mClass);
for (int attribute : class_->mData.mAttribute)
{
ESM::RefId id = ESM::Attribute::indexToRefId(attribute);
if (!id.empty())
creatureStats.setAttribute(id, creatureStats.getAttribute(id).getBase() + 10);
}
for (int i = 0; i < 2; ++i)
{
int bonus = i == 0 ? 10 : 25;
for (const auto& skills : class_->mData.mSkills)
{
ESM::RefId id = ESM::Skill::indexToRefId(skills[i]);
if (!id.empty())
npcStats.getSkill(id).setBase(npcStats.getSkill(id).getBase() + bonus);
}
}
for (const ESM::Skill& skill : esmStore.get<ESM::Skill>())
{
if (skill.mData.mSpecialization == class_->mData.mSpecialization)
npcStats.getSkill(skill.mId).setBase(npcStats.getSkill(skill.mId).getBase() + 5);
}
}
// F_PCStart spells
const ESM::Race* race = nullptr;
if (mRaceSelected)
race = esmStore.get<ESM::Race>().find(player->mRace);
npcStats.updateHealth();
std::vector<ESM::RefId> selectedSpells
= autoCalcPlayerSpells(npcStats.getSkills(), npcStats.getAttributes(), race);
for (const ESM::RefId& spell : selectedSpells)
creatureStats.getSpells().add(spell);
// forced update and current value adjustments
mActors.updateActor(ptr, 0);
for (int i = 0; i < 3; ++i)
{
DynamicStat<float> stat = creatureStats.getDynamic(i);
stat.setCurrent(stat.getModified());
creatureStats.setDynamic(i, stat);
}
// auto-equip again. we need this for when the race is changed to a beast race and shoes are no longer
// equippable
MWWorld::InventoryStore& invStore = ptr.getClass().getInventoryStore(ptr);
for (int i = 0; i < MWWorld::InventoryStore::Slots; ++i)
invStore.unequipAll();
invStore.autoEquip();
}
MechanicsManager::MechanicsManager()
: mUpdatePlayer(true)
, mClassSelected(false)
, mRaceSelected(false)
, mAI(true)
, mMusicType(MWSound::MusicType::Special)
{
// buildPlayer no longer here, needs to be done explicitly after all subsystems are up and running
}
void MechanicsManager::add(const MWWorld::Ptr& ptr)
{
if (ptr.getClass().isActor())
mActors.addActor(ptr);
else
mObjects.addObject(ptr);
}
void MechanicsManager::castSpell(const MWWorld::Ptr& ptr, const ESM::RefId& spellId, bool scriptedSpell)
{
if (ptr.getClass().isActor())
mActors.castSpell(ptr, spellId, scriptedSpell);
}
void MechanicsManager::remove(const MWWorld::Ptr& ptr, bool keepActive)
{
if (ptr == MWBase::Environment::get().getWindowManager()->getWatchedActor())
MWBase::Environment::get().getWindowManager()->watchActor(MWWorld::Ptr());
mActors.removeActor(ptr, keepActive);
mObjects.removeObject(ptr);
}
void MechanicsManager::updateCell(const MWWorld::Ptr& old, const MWWorld::Ptr& ptr)
{
if (old == MWBase::Environment::get().getWindowManager()->getWatchedActor())
MWBase::Environment::get().getWindowManager()->watchActor(ptr);
if (ptr.getClass().isActor())
mActors.updateActor(old, ptr);
else
mObjects.updateObject(old, ptr);
}
void MechanicsManager::drop(const MWWorld::CellStore* cellStore)
{
mActors.dropActors(cellStore, getPlayer());
mObjects.dropObjects(cellStore);
}
void MechanicsManager::update(float duration, bool paused)
{
// Note: we should do it here since game mechanics and world updates use these values
MWWorld::Ptr ptr = getPlayer();
MWBase::WindowManager* winMgr = MWBase::Environment::get().getWindowManager();
MWWorld::InventoryStore& inv = ptr.getClass().getInventoryStore(ptr);
MWWorld::ContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
// Update the selected spell icon
MWWorld::ContainerStoreIterator enchantItem = inv.getSelectedEnchantItem();
if (enchantItem != inv.end())
winMgr->setSelectedEnchantItem(*enchantItem);
else
{
const ESM::RefId& spell = winMgr->getSelectedSpell();
if (!spell.empty())
winMgr->setSelectedSpell(spell, int(MWMechanics::getSpellSuccessChance(spell, ptr)));
else
winMgr->unsetSelectedSpell();
}
// Update the equipped weapon icon
if (weapon == inv.end())
winMgr->unsetSelectedWeapon();
else
winMgr->setSelectedWeapon(*weapon);
if (mUpdatePlayer)
{
mUpdatePlayer = false;
// HACK? The player has been changed, so a new Animation object may
// have been made for them. Make sure they're properly updated.
mActors.removeActor(ptr, true);
mActors.addActor(ptr, true);
}
mActors.update(duration, paused);
mObjects.update(duration, paused);
updateMusicState();
}
void MechanicsManager::processChangedSettings(const Settings::CategorySettingVector& changed)
{
for (Settings::CategorySettingVector::const_iterator it = changed.begin(); it != changed.end(); ++it)
{
if (it->first == "Game" && it->second == "actors processing range")
{
int state = MWBase::Environment::get().getStateManager()->getState();
if (state != MWBase::StateManager::State_Running)
continue;
// Update mechanics for new processing range immediately
update(0.f, false);
}
}
}
void MechanicsManager::notifyDied(const MWWorld::Ptr& actor)
{
mActors.notifyDied(actor);
}
bool MechanicsManager::isActorDetected(const MWWorld::Ptr& actor, const MWWorld::Ptr& observer)
{
return mActors.isActorDetected(actor, observer);
}
bool MechanicsManager::isAttackPreparing(const MWWorld::Ptr& ptr)
{
return mActors.isAttackPreparing(ptr);
}
bool MechanicsManager::isRunning(const MWWorld::Ptr& ptr)
{
return mActors.isRunning(ptr);
}
bool MechanicsManager::isSneaking(const MWWorld::Ptr& ptr)
{
CreatureStats& stats = ptr.getClass().getCreatureStats(ptr);
MWBase::World* world = MWBase::Environment::get().getWorld();
bool animActive = mActors.isSneaking(ptr);
bool stanceOn = stats.getStance(MWMechanics::CreatureStats::Stance_Sneak);
bool inair = !world->isOnGround(ptr) && !world->isSwimming(ptr) && !world->isFlying(ptr);
return stanceOn && (animActive || inair);
}
void MechanicsManager::rest(double hours, bool sleep)
{
if (sleep)
MWBase::Environment::get().getWorld()->rest(hours);
mActors.rest(hours, sleep);
}
void MechanicsManager::restoreDynamicStats(const MWWorld::Ptr& actor, double hours, bool sleep)
{
mActors.restoreDynamicStats(actor, hours, sleep);
}
int MechanicsManager::getHoursToRest() const
{
return mActors.getHoursToRest(getPlayer());
}
void MechanicsManager::setPlayerName(const std::string& name)
{
MWBase::World* world = MWBase::Environment::get().getWorld();
ESM::NPC player = *world->getPlayerPtr().get<ESM::NPC>()->mBase;
player.mName = name;
world->getStore().insert(player);
mUpdatePlayer = true;
}
void MechanicsManager::setPlayerRace(
const ESM::RefId& race, bool male, const ESM::RefId& head, const ESM::RefId& hair)
{
MWBase::World* world = MWBase::Environment::get().getWorld();
ESM::NPC player = *world->getPlayerPtr().get<ESM::NPC>()->mBase;
if (player.mRace != race || player.mHead != head || player.mHair != hair || player.isMale() != male)
{
player.mRace = race;
player.mHead = head;
player.mHair = hair;
player.setIsMale(male);
world->getStore().insert(player);
world->renderPlayer();
}
mRaceSelected = true;
buildPlayer();
mUpdatePlayer = true;
}
void MechanicsManager::setPlayerBirthsign(const ESM::RefId& id)
{
MWBase::Environment::get().getWorld()->getPlayer().setBirthSign(id);
buildPlayer();
mUpdatePlayer = true;
}
void MechanicsManager::setPlayerClass(const ESM::RefId& id)
{
MWBase::World* world = MWBase::Environment::get().getWorld();
ESM::NPC player = *world->getPlayerPtr().get<ESM::NPC>()->mBase;
player.mClass = id;
world->getStore().insert(player);
mClassSelected = true;
buildPlayer();
mUpdatePlayer = true;
}
void MechanicsManager::setPlayerClass(const ESM::Class& cls)
{
MWBase::World* world = MWBase::Environment::get().getWorld();
const ESM::Class* ptr = world->getStore().insert(cls);
ESM::NPC player = *world->getPlayerPtr().get<ESM::NPC>()->mBase;
player.mClass = ptr->mId;
world->getStore().insert(player);
mClassSelected = true;
buildPlayer();
mUpdatePlayer = true;
}
int MechanicsManager::getDerivedDisposition(const MWWorld::Ptr& ptr, bool clamp)
{
const MWMechanics::NpcStats& npcStats = ptr.getClass().getNpcStats(ptr);
float x = static_cast<float>(npcStats.getBaseDisposition() + npcStats.getCrimeDispositionModifier());
MWWorld::LiveCellRef<ESM::NPC>* npc = ptr.get<ESM::NPC>();
MWWorld::Ptr playerPtr = getPlayer();
MWWorld::LiveCellRef<ESM::NPC>* player = playerPtr.get<ESM::NPC>();
const MWMechanics::NpcStats& playerStats = playerPtr.getClass().getNpcStats(playerPtr);
const MWWorld::Store<ESM::GameSetting>& gmst
= MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>();
static const float fDispRaceMod = gmst.find("fDispRaceMod")->mValue.getFloat();
if (npc->mBase->mRace == player->mBase->mRace)
x += fDispRaceMod;
static const float fDispPersonalityMult = gmst.find("fDispPersonalityMult")->mValue.getFloat();
static const float fDispPersonalityBase = gmst.find("fDispPersonalityBase")->mValue.getFloat();
x += fDispPersonalityMult
* (playerStats.getAttribute(ESM::Attribute::Personality).getModified() - fDispPersonalityBase);
float reaction = 0;
int rank = 0;
const ESM::RefId& npcFaction = ptr.getClass().getPrimaryFaction(ptr);
if (playerStats.getFactionRanks().find(npcFaction) != playerStats.getFactionRanks().end())
{
if (!playerStats.getExpelled(npcFaction))
{
// faction reaction towards itself. yes, that exists
reaction = static_cast<float>(
MWBase::Environment::get().getDialogueManager()->getFactionReaction(npcFaction, npcFaction));
rank = playerStats.getFactionRanks().find(npcFaction)->second;
}
}
else if (!npcFaction.empty())
{
auto playerFactionIt = playerStats.getFactionRanks().begin();
for (; playerFactionIt != playerStats.getFactionRanks().end(); ++playerFactionIt)
{
const ESM::RefId& itFaction = playerFactionIt->first;
// Ignore the faction, if a player was expelled from it.
if (playerStats.getExpelled(itFaction))
continue;
int itReaction
= MWBase::Environment::get().getDialogueManager()->getFactionReaction(npcFaction, itFaction);
if (playerFactionIt == playerStats.getFactionRanks().begin() || itReaction < reaction)
{
reaction = static_cast<float>(itReaction);
rank = playerFactionIt->second;
}
}
}
else
{
reaction = 0;
rank = 0;
}
static const float fDispFactionRankMult = gmst.find("fDispFactionRankMult")->mValue.getFloat();
static const float fDispFactionRankBase = gmst.find("fDispFactionRankBase")->mValue.getFloat();
static const float fDispFactionMod = gmst.find("fDispFactionMod")->mValue.getFloat();
x += (fDispFactionRankMult * rank + fDispFactionRankBase) * fDispFactionMod * reaction;
static const float fDispCrimeMod = gmst.find("fDispCrimeMod")->mValue.getFloat();
static const float fDispDiseaseMod = gmst.find("fDispDiseaseMod")->mValue.getFloat();
x -= fDispCrimeMod * playerStats.getBounty();
if (playerStats.hasCommonDisease() || playerStats.hasBlightDisease())
x += fDispDiseaseMod;
static const float fDispWeaponDrawn = gmst.find("fDispWeaponDrawn")->mValue.getFloat();
if (playerStats.getDrawState() == MWMechanics::DrawState::Weapon)
x += fDispWeaponDrawn;
x += ptr.getClass()
.getCreatureStats(ptr)
.getMagicEffects()
.getOrDefault(ESM::MagicEffect::Charm)
.getMagnitude();
if (clamp)
return std::clamp<int>(x, 0, 100); //, normally clamped to [0..100] when used
return static_cast<int>(x);
}
int MechanicsManager::getBarterOffer(const MWWorld::Ptr& ptr, int basePrice, bool buying)
{
// Make sure zero base price items/services can't be bought/sold for 1 gold
// and return the intended base price for creature merchants
if (basePrice == 0 || ptr.getType() == ESM::Creature::sRecordId)
return basePrice;
const MWMechanics::NpcStats& sellerStats = ptr.getClass().getNpcStats(ptr);
MWWorld::Ptr playerPtr = getPlayer();
const MWMechanics::NpcStats& playerStats = playerPtr.getClass().getNpcStats(playerPtr);
// I suppose the temporary disposition change (second param to getDerivedDisposition()) _has_ to be considered
// here, otherwise one would get different prices when exiting and re-entering the dialogue window...
int clampedDisposition = getDerivedDisposition(ptr);
float a = std::min(playerPtr.getClass().getSkill(playerPtr, ESM::Skill::Mercantile), 100.f);
float b = std::min(0.1f * playerStats.getAttribute(ESM::Attribute::Luck).getModified(), 10.f);
float c = std::min(0.2f * playerStats.getAttribute(ESM::Attribute::Personality).getModified(), 10.f);
float d = std::min(ptr.getClass().getSkill(ptr, ESM::Skill::Mercantile), 100.f);
float e = std::min(0.1f * sellerStats.getAttribute(ESM::Attribute::Luck).getModified(), 10.f);
float f = std::min(0.2f * sellerStats.getAttribute(ESM::Attribute::Personality).getModified(), 10.f);
float pcTerm = (clampedDisposition - 50 + a + b + c) * playerStats.getFatigueTerm();
float npcTerm = (d + e + f) * sellerStats.getFatigueTerm();
float buyTerm = 0.01f * (100 - 0.5f * (pcTerm - npcTerm));
float sellTerm = 0.01f * (50 - 0.5f * (npcTerm - pcTerm));
int offerPrice = int(basePrice * (buying ? buyTerm : sellTerm));
return std::max(1, offerPrice);
}
int MechanicsManager::countDeaths(const ESM::RefId& id) const
{
return mActors.countDeaths(id);
}
void MechanicsManager::getPersuasionDispositionChange(
const MWWorld::Ptr& npc, PersuasionType type, bool& success, int& tempChange, int& permChange)
{
const MWWorld::Store<ESM::GameSetting>& gmst
= MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>();
MWMechanics::NpcStats& npcStats = npc.getClass().getNpcStats(npc);
MWWorld::Ptr playerPtr = getPlayer();
const MWMechanics::NpcStats& playerStats = playerPtr.getClass().getNpcStats(playerPtr);
float npcRating1, npcRating2, npcRating3;
getPersuasionRatings(npcStats, npcRating1, npcRating2, npcRating3, false);
float playerRating1, playerRating2, playerRating3;
getPersuasionRatings(playerStats, playerRating1, playerRating2, playerRating3, true);
const int currentDisposition = getDerivedDisposition(npc);
float d = 1 - 0.02f * abs(currentDisposition - 50);
float target1 = d * (playerRating1 - npcRating1 + 50);
float target2 = d * (playerRating2 - npcRating2 + 50);
float bribeMod;
if (type == PT_Bribe10)
bribeMod = gmst.find("fBribe10Mod")->mValue.getFloat();
else if (type == PT_Bribe100)
bribeMod = gmst.find("fBribe100Mod")->mValue.getFloat();
else
bribeMod = gmst.find("fBribe1000Mod")->mValue.getFloat();
float target3 = d * (playerRating3 - npcRating3 + 50) + bribeMod;
const float iPerMinChance = gmst.find("iPerMinChance")->mValue.getFloat();
const float iPerMinChange = gmst.find("iPerMinChange")->mValue.getFloat();
const float fPerDieRollMult = gmst.find("fPerDieRollMult")->mValue.getFloat();
const float fPerTempMult = gmst.find("fPerTempMult")->mValue.getFloat();
float x = 0;
float y = 0;
auto& prng = MWBase::Environment::get().getWorld()->getPrng();
int roll = Misc::Rng::roll0to99(prng);
if (type == PT_Admire)
{
target1 = std::max(iPerMinChance, target1);
success = (roll <= target1);
float c = floor(fPerDieRollMult * (target1 - roll));
x = success ? std::max(iPerMinChange, c) : c;
}
else if (type == PT_Intimidate)
{
target2 = std::max(iPerMinChance, target2);
success = (roll <= target2);
float r;
if (roll != target2)
r = floor(target2 - roll);
else
r = 1;
if (roll <= target2)
{
float s = floor(r * fPerDieRollMult * fPerTempMult);
const int flee = npcStats.getAiSetting(MWMechanics::AiSetting::Flee).getBase();
const int fight = npcStats.getAiSetting(MWMechanics::AiSetting::Fight).getBase();
npcStats.setAiSetting(
MWMechanics::AiSetting::Flee, std::clamp(flee + int(std::max(iPerMinChange, s)), 0, 100));
npcStats.setAiSetting(
MWMechanics::AiSetting::Fight, std::clamp(fight + int(std::min(-iPerMinChange, -s)), 0, 100));
}
float c = -std::abs(floor(r * fPerDieRollMult));
if (success)
{
if (std::abs(c) < iPerMinChange)
{
// Deviating from Morrowind here: it doesn't increase disposition on marginal wins,
// which seems to be a bug (MCP fixes it too).
// Original logic: x = 0, y = -iPerMinChange
x = iPerMinChange;
y = x; // This goes unused.
}
else
{
x = -floor(c * fPerTempMult);
y = c;
}
}
else
{
x = floor(c * fPerTempMult);
y = c;
}
}
else if (type == PT_Taunt)
{
target1 = std::max(iPerMinChance, target1);
success = (roll <= target1);
float c = std::abs(floor(target1 - roll));
if (success)
{
float s = c * fPerDieRollMult * fPerTempMult;
const int flee = npcStats.getAiSetting(AiSetting::Flee).getBase();
const int fight = npcStats.getAiSetting(AiSetting::Fight).getBase();
npcStats.setAiSetting(
AiSetting::Flee, std::clamp(flee + std::min(-int(iPerMinChange), int(-s)), 0, 100));
npcStats.setAiSetting(
AiSetting::Fight, std::clamp(fight + std::max(int(iPerMinChange), int(s)), 0, 100));
}
x = floor(-c * fPerDieRollMult);
if (success && std::abs(x) < iPerMinChange)
x = -iPerMinChange;
}
else // Bribe
{
target3 = std::max(iPerMinChance, target3);
success = (roll <= target3);
float c = floor((target3 - roll) * fPerDieRollMult);
x = success ? std::max(iPerMinChange, c) : c;
}
if (type == PT_Intimidate)
{
tempChange = int(x);
if (currentDisposition + tempChange > 100)
tempChange = 100 - currentDisposition;
else if (currentDisposition + tempChange < 0)
tempChange = -currentDisposition;
permChange = success ? -int(tempChange / fPerTempMult) : int(y);
}
else
{
tempChange = int(x * fPerTempMult);
if (currentDisposition + tempChange > 100)
tempChange = 100 - currentDisposition;
else if (currentDisposition + tempChange < 0)
tempChange = -currentDisposition;
permChange = int(tempChange / fPerTempMult);
}
}
void MechanicsManager::forceStateUpdate(const MWWorld::Ptr& ptr)
{
if (ptr.getClass().isActor())
mActors.forceStateUpdate(ptr);
}
bool MechanicsManager::playAnimationGroup(
const MWWorld::Ptr& ptr, std::string_view groupName, int mode, uint32_t number, bool scripted)
{
if (ptr.getClass().isActor())
return mActors.playAnimationGroup(ptr, groupName, mode, number, scripted);
else
return mObjects.playAnimationGroup(ptr, groupName, mode, number, scripted);
}
bool MechanicsManager::playAnimationGroupLua(const MWWorld::Ptr& ptr, std::string_view groupName, uint32_t loops,
float speed, std::string_view startKey, std::string_view stopKey, bool forceLoop)
{
if (ptr.getClass().isActor())
return mActors.playAnimationGroupLua(ptr, groupName, loops, speed, startKey, stopKey, forceLoop);
else
return mObjects.playAnimationGroupLua(ptr, groupName, loops, speed, startKey, stopKey, forceLoop);
}
void MechanicsManager::enableLuaAnimations(const MWWorld::Ptr& ptr, bool enable)
{
if (ptr.getClass().isActor())
mActors.enableLuaAnimations(ptr, enable);
else
mObjects.enableLuaAnimations(ptr, enable);
}
void MechanicsManager::skipAnimation(const MWWorld::Ptr& ptr)
{
if (ptr.getClass().isActor())
mActors.skipAnimation(ptr);
else
mObjects.skipAnimation(ptr);
}
bool MechanicsManager::checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string& groupName)
{
if (ptr.getClass().isActor())
return mActors.checkAnimationPlaying(ptr, groupName);
else
return false;
}
bool MechanicsManager::checkScriptedAnimationPlaying(const MWWorld::Ptr& ptr) const
{
if (ptr.getClass().isActor())
return mActors.checkScriptedAnimationPlaying(ptr);
return false;
}
bool MechanicsManager::onOpen(const MWWorld::Ptr& ptr)
{
if (ptr.getClass().isActor())
return true;
else
return mObjects.onOpen(ptr);
}
void MechanicsManager::onClose(const MWWorld::Ptr& ptr)
{
if (!ptr.getClass().isActor())
mObjects.onClose(ptr);
}
void MechanicsManager::persistAnimationStates()
{
mActors.persistAnimationStates();
mObjects.persistAnimationStates();
}
void MechanicsManager::clearAnimationQueue(const MWWorld::Ptr& ptr, bool clearScripted)
{
if (ptr.getClass().isActor())
mActors.clearAnimationQueue(ptr, clearScripted);
else
mObjects.clearAnimationQueue(ptr, clearScripted);
}
void MechanicsManager::updateMagicEffects(const MWWorld::Ptr& ptr)
{
mActors.updateMagicEffects(ptr);
}
bool MechanicsManager::toggleAI()
{
mAI = !mAI;
return mAI;
}
bool MechanicsManager::isAIActive()
{
return mAI;
}
void MechanicsManager::playerLoaded()
{
mUpdatePlayer = true;
mClassSelected = true;
mRaceSelected = true;
mAI = true;
}
bool MechanicsManager::isBoundItem(const MWWorld::Ptr& item)
{
static std::set<ESM::RefId> boundItemIDCache;
// If this is empty then we haven't executed the GMST cache logic yet; or there isn't any sMagicBound* GMST's
// for some reason
if (boundItemIDCache.empty())
{
// Build a list of known bound item ID's
const MWWorld::Store<ESM::GameSetting>& gameSettings
= MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>();
for (const ESM::GameSetting& currentSetting : gameSettings)
{
// Don't bother checking this GMST if it's not a sMagicBound* one.
if (!currentSetting.mId.startsWith("smagicbound"))
continue;
// All sMagicBound* GMST's should be of type string
std::string currentGMSTValue = currentSetting.mValue.getString();
Misc::StringUtils::lowerCaseInPlace(currentGMSTValue);
boundItemIDCache.insert(ESM::RefId::stringRefId(currentGMSTValue));
}
}
// Perform bound item check and assign the Flag_Bound bit if it passes
const ESM::RefId& tempItemID = item.getCellRef().getRefId();
if (boundItemIDCache.count(tempItemID) != 0)
return true;
return false;
}
bool MechanicsManager::isAllowedToUse(const MWWorld::Ptr& ptr, const MWWorld::Ptr& target, MWWorld::Ptr& victim)
{
if (target.isEmpty())
return true;
const MWWorld::CellRef& cellref = target.getCellRef();
// there is no harm to use unlocked doors
if (target.getClass().isDoor() && !cellref.isLocked() && cellref.getTrap().empty())
{
return true;
}
if (!target.getClass().hasToolTip(target))
return true;
// TODO: implement a better check to check if target is owned bed
if (target.getClass().isActivator() && !target.getClass().getScript(target).startsWith("Bed"))
return true;
if (target.getClass().isNpc())
{
if (target.getClass().getCreatureStats(target).isDead())
return true;
if (target.getClass().getCreatureStats(target).getAiSequence().isInCombat())
return true;
// check if a player tries to pickpocket a target NPC
if (target.getClass().getCreatureStats(target).getKnockedDown() || isSneaking(ptr))
return false;
return true;
}
if (isOwned(ptr, target, victim))
return false;
// A special case for evidence chest - we should not allow to take items even if it is technically permitted
return !(cellref.getRefId() == "stolen_goods");
}
bool MechanicsManager::sleepInBed(const MWWorld::Ptr& ptr, const MWWorld::Ptr& bed)
{
if (ptr.getClass().getNpcStats(ptr).isWerewolf())
{
MWBase::Environment::get().getWindowManager()->messageBox("#{sWerewolfRefusal}");
return true;
}
if (MWBase::Environment::get().getWorld()->getPlayer().enemiesNearby())
{
MWBase::Environment::get().getWindowManager()->messageBox("#{sNotifyMessage2}");
return true;
}
MWWorld::Ptr victim;
if (isAllowedToUse(ptr, bed, victim))
return false;
if (commitCrime(ptr, victim, OT_SleepingInOwnedBed, bed.getCellRef().getFaction()))
{
MWBase::Environment::get().getWindowManager()->messageBox("#{sNotifyMessage64}");
return true;
}
else
return false;
}
void MechanicsManager::unlockAttempted(const MWWorld::Ptr& ptr, const MWWorld::Ptr& item)
{
MWWorld::Ptr victim;
if (isOwned(ptr, item, victim))
{
// Note that attempting to unlock something that has ever been locked is a crime even if it's already
// unlocked. Likewise, it's illegal to unlock something that has a trap but isn't otherwise locked.
const auto& cellref = item.getCellRef();
if (cellref.getLockLevel() || cellref.isLocked() || !cellref.getTrap().empty())
commitCrime(ptr, victim, OT_Trespassing, item.getCellRef().getFaction());
}
}
std::vector<std::pair<ESM::RefId, int>> MechanicsManager::getStolenItemOwners(const ESM::RefId& itemid)
{
std::vector<std::pair<ESM::RefId, int>> result;
StolenItemsMap::const_iterator it = mStolenItems.find(itemid);
if (it == mStolenItems.end())
return result;
else
{
const OwnerMap& owners = it->second;
for (OwnerMap::const_iterator ownerIt = owners.begin(); ownerIt != owners.end(); ++ownerIt)
result.emplace_back(ownerIt->first.first, ownerIt->second);
return result;
}
}
bool MechanicsManager::isItemStolenFrom(const ESM::RefId& itemid, const MWWorld::Ptr& ptr)
{
StolenItemsMap::const_iterator it = mStolenItems.find(itemid);
if (it == mStolenItems.end())
return false;
const OwnerMap& owners = it->second;
const ESM::RefId& ownerid = ptr.getCellRef().getRefId();
OwnerMap::const_iterator ownerFound = owners.find(std::make_pair(ownerid, false));
if (ownerFound != owners.end())
return true;
const ESM::RefId& factionid = ptr.getClass().getPrimaryFaction(ptr);
if (!factionid.empty())
{
OwnerMap::const_iterator factionOwnerFound = owners.find(std::make_pair(factionid, true));
return factionOwnerFound != owners.end();
}
return false;
}
void MechanicsManager::confiscateStolenItemToOwner(
const MWWorld::Ptr& player, const MWWorld::Ptr& item, const MWWorld::Ptr& victim, int count)
{
if (player != getPlayer())
return;
const ESM::RefId& itemId = item.getCellRef().getRefId();
StolenItemsMap::iterator stolenIt = mStolenItems.find(itemId);
if (stolenIt == mStolenItems.end())
return;
Owner owner;
owner.first = victim.getCellRef().getRefId();
owner.second = false;
const ESM::RefId& victimFaction = victim.getClass().getPrimaryFaction(victim);
if (!victimFaction.empty() && item.getCellRef().getFaction() == victimFaction) // Is the item faction-owned?
{
owner.first = victimFaction;
owner.second = true;
}
// decrease count of stolen items
int toRemove = std::min(count, mStolenItems[itemId][owner]);
mStolenItems[itemId][owner] -= toRemove;
if (mStolenItems[itemId][owner] == 0)
{
// erase owner from stolen items owners
OwnerMap& owners = stolenIt->second;
OwnerMap::iterator ownersIt = owners.find(owner);
if (ownersIt != owners.end())
owners.erase(ownersIt);
}
MWWorld::ContainerStore& store = player.getClass().getContainerStore(player);
// move items from player to owner and report about theft
victim.getClass().getContainerStore(victim).add(item, toRemove);
store.remove(item, toRemove);
commitCrime(
player, victim, OT_Theft, item.getCellRef().getFaction(), item.getClass().getValue(item) * toRemove);
}
void MechanicsManager::confiscateStolenItems(const MWWorld::Ptr& player, const MWWorld::Ptr& targetContainer)
{
MWWorld::ContainerStore& store = player.getClass().getContainerStore(player);
MWWorld::ContainerStore& containerStore = targetContainer.getClass().getContainerStore(targetContainer);
for (MWWorld::ContainerStoreIterator it = store.begin(); it != store.end(); ++it)
{
StolenItemsMap::iterator stolenIt = mStolenItems.find(it->getCellRef().getRefId());
if (stolenIt == mStolenItems.end())
continue;
OwnerMap& owners = stolenIt->second;
int itemCount = it->getCellRef().getCount();
for (OwnerMap::iterator ownerIt = owners.begin(); ownerIt != owners.end();)
{
int toRemove = std::min(itemCount, ownerIt->second);
itemCount -= toRemove;
ownerIt->second -= toRemove;
if (ownerIt->second == 0)
owners.erase(ownerIt++);
else
++ownerIt;
}
int toMove = it->getCellRef().getCount() - itemCount;
containerStore.add(*it, toMove);
store.remove(*it, toMove);
}
// TODO: unhardcode the locklevel
targetContainer.getCellRef().lock(50);
}
void MechanicsManager::itemTaken(
const MWWorld::Ptr& ptr, const MWWorld::Ptr& item, const MWWorld::Ptr& container, int count, bool alarm)
{
if (ptr != getPlayer())
return;
MWWorld::Ptr victim;
bool isAllowed = true;
const MWWorld::CellRef* ownerCellRef = &item.getCellRef();
if (!container.isEmpty())
{
// Inherit the owner of the container
ownerCellRef = &container.getCellRef();
isAllowed = isAllowedToUse(ptr, container, victim);
}
else
{
isAllowed = isAllowedToUse(ptr, item, victim);
}
if (isAllowed)
return;
Owner owner;
owner.second = false;
if (!container.isEmpty() && container.getClass().isActor())
{
// "container" is an actor inventory, so just take actor's ID
owner.first = ownerCellRef->getRefId();
}
else
{
owner.first = ownerCellRef->getOwner();
if (owner.first.empty())
{
owner.first = ownerCellRef->getFaction();
owner.second = true;
}
}
const bool isGold = item.getClass().isGold(item);
if (!isGold)
{
if (victim.isEmpty()
|| (victim.getClass().isActor() && victim.getCellRef().getCount() > 0
&& !victim.getClass().getCreatureStats(victim).isDead()))
mStolenItems[item.getCellRef().getRefId()][owner] += count;
}
if (alarm)
{
int value = count;
if (!isGold)
value *= item.getClass().getValue(item);
commitCrime(ptr, victim, OT_Theft, ownerCellRef->getFaction(), value);
}
}
bool MechanicsManager::commitCrime(const MWWorld::Ptr& player, const MWWorld::Ptr& victim, OffenseType type,
const ESM::RefId& factionId, int arg, bool victimAware)
{
// NOTE: victim may be empty
// Only player can commit crime
if (player != getPlayer())
return false;
if (type == OT_Assault)
victimAware = true;
// Find all the actors within the alarm radius
std::vector<MWWorld::Ptr> neighbors;
osg::Vec3f from(player.getRefData().getPosition().asVec3());
const MWWorld::ESMStore& esmStore = *MWBase::Environment::get().getESMStore();
float radius = esmStore.get<ESM::GameSetting>().find("fAlarmRadius")->mValue.getFloat();
mActors.getObjectsInRange(from, radius, neighbors);
// victim should be considered even beyond alarm radius
if (!victim.isEmpty() && (from - victim.getRefData().getPosition().asVec3()).length2() > radius * radius)
neighbors.push_back(victim);
// get the player's followers / allies (works recursively) that will not report crimes
std::set<MWWorld::Ptr> playerFollowers;
getActorsSidingWith(player, playerFollowers);
// Did anyone see it?
bool crimeSeen = false;
for (const MWWorld::Ptr& neighbor : neighbors)
{
if (!canReportCrime(neighbor, victim, playerFollowers))
continue;
if ((neighbor == victim && victimAware)
// Murder crime can be reported even if no one saw it (hearing is enough, I guess).
// TODO: Add mod support for stealth executions!
|| (type == OT_Murder && neighbor != victim)
|| (MWBase::Environment::get().getWorld()->getLOS(player, neighbor)
&& awarenessCheck(player, neighbor)))
{
// NPC will complain about theft even if he will do nothing about it
if (type == OT_Theft || type == OT_Pickpocket)
MWBase::Environment::get().getDialogueManager()->say(neighbor, ESM::RefId::stringRefId("thief"));
crimeSeen = true;
}
}
if (crimeSeen)
reportCrime(player, victim, type, factionId, arg);
else if (type == OT_Assault && !victim.isEmpty())
{
bool reported = false;
if (victim.getClass().isClass(victim, "guard")
&& !victim.getClass().getCreatureStats(victim).getAiSequence().hasPackage(AiPackageTypeId::Pursue))
reported = reportCrime(player, victim, type, ESM::RefId(), arg);
// TODO: combat should be started with an "unaware" flag, which makes the victim flee?
if (!reported)
startCombat(victim, player, &playerFollowers);
}
return crimeSeen;
}
bool MechanicsManager::canReportCrime(
const MWWorld::Ptr& actor, const MWWorld::Ptr& victim, std::set<MWWorld::Ptr>& playerFollowers)
{
if (actor == getPlayer() || !actor.getClass().isNpc() || actor.getClass().getCreatureStats(actor).isDead())
return false;
if (actor.getClass().getCreatureStats(actor).getAiSequence().isInCombat(victim))
return false;
// Unconsious actor can not report about crime and should not become hostile
if (actor.getClass().getCreatureStats(actor).getKnockedDown())
return false;
// Player's followers should not attack player, or try to arrest him
if (actor.getClass().getCreatureStats(actor).getAiSequence().hasPackage(AiPackageTypeId::Follow))
{
if (playerFollowers.find(actor) != playerFollowers.end())
return false;
}
return true;
}
bool MechanicsManager::reportCrime(
const MWWorld::Ptr& player, const MWWorld::Ptr& victim, OffenseType type, const ESM::RefId& factionId, int arg)
{
const MWWorld::Store<ESM::GameSetting>& store
= MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>();
if (type == OT_Murder && !victim.isEmpty())
victim.getClass().getCreatureStats(victim).notifyMurder();
// Bounty and disposition penalty for each type of crime
float disp = 0.f, dispVictim = 0.f;
if (type == OT_Trespassing || type == OT_SleepingInOwnedBed)
{
arg = store.find("iCrimeTresspass")->mValue.getInteger();
disp = dispVictim = store.find("iDispTresspass")->mValue.getFloat();
}
else if (type == OT_Pickpocket)
{
arg = store.find("iCrimePickPocket")->mValue.getInteger();
disp = dispVictim = store.find("fDispPickPocketMod")->mValue.getFloat();
}
else if (type == OT_Assault)
{
arg = store.find("iCrimeAttack")->mValue.getInteger();
disp = store.find("iDispAttackMod")->mValue.getFloat();
dispVictim = store.find("fDispAttacking")->mValue.getFloat();
}
else if (type == OT_Murder)
{
arg = store.find("iCrimeKilling")->mValue.getInteger();
disp = dispVictim = store.find("iDispKilling")->mValue.getFloat();
}
else if (type == OT_Theft)
{
disp = dispVictim = store.find("fDispStealing")->mValue.getFloat() * arg;
arg = static_cast<int>(arg * store.find("fCrimeStealing")->mValue.getFloat());
arg = std::max(1, arg); // Minimum bounty of 1, in case items with zero value are stolen
}
// Make surrounding actors within alarm distance respond to the crime
std::vector<MWWorld::Ptr> neighbors;
const MWWorld::ESMStore& esmStore = *MWBase::Environment::get().getESMStore();
osg::Vec3f from(player.getRefData().getPosition().asVec3());
float radius = esmStore.get<ESM::GameSetting>().find("fAlarmRadius")->mValue.getFloat();
mActors.getObjectsInRange(from, radius, neighbors);
// victim should be considered even beyond alarm radius
if (!victim.isEmpty() && (from - victim.getRefData().getPosition().asVec3()).length2() > radius * radius)
neighbors.push_back(victim);
int id = MWBase::Environment::get().getWorld()->getPlayer().getNewCrimeId();
// What amount of provocation did this crime generate?
// Controls whether witnesses will engage combat with the criminal.
int fight = 0, fightVictim = 0;
if (type == OT_Trespassing || type == OT_SleepingInOwnedBed)
fight = fightVictim = esmStore.get<ESM::GameSetting>().find("iFightTrespass")->mValue.getInteger();
else if (type == OT_Pickpocket)
{
fight = esmStore.get<ESM::GameSetting>().find("iFightPickpocket")->mValue.getInteger();
fightVictim = esmStore.get<ESM::GameSetting>().find("iFightPickpocket")->mValue.getInteger()
* 4; // *4 according to research wiki
}
else if (type == OT_Assault)
{
fight = esmStore.get<ESM::GameSetting>().find("iFightAttacking")->mValue.getInteger();
fightVictim = esmStore.get<ESM::GameSetting>().find("iFightAttack")->mValue.getInteger();
}
else if (type == OT_Murder)
fight = fightVictim = esmStore.get<ESM::GameSetting>().find("iFightKilling")->mValue.getInteger();
else if (type == OT_Theft)
fight = fightVictim = esmStore.get<ESM::GameSetting>().find("fFightStealing")->mValue.getInteger();
bool reported = false;
std::set<MWWorld::Ptr> playerFollowers;
getActorsSidingWith(player, playerFollowers);
// Tell everyone (including the original reporter) in alarm range
for (const MWWorld::Ptr& actor : neighbors)
{
if (!canReportCrime(actor, victim, playerFollowers))
continue;
// Will the witness report the crime?
if (actor.getClass().getCreatureStats(actor).getAiSetting(AiSetting::Alarm).getBase() >= 100)
{
reported = true;
if (type == OT_Trespassing)
MWBase::Environment::get().getDialogueManager()->say(actor, ESM::RefId::stringRefId("intruder"));
}
}
for (const MWWorld::Ptr& actor : neighbors)
{
if (!canReportCrime(actor, victim, playerFollowers))
continue;
NpcStats& observerStats = actor.getClass().getNpcStats(actor);
int alarm = observerStats.getAiSetting(AiSetting::Alarm).getBase();
float alarmTerm = 0.01f * alarm;
bool isActorVictim = actor == victim;
float dispTerm = isActorVictim ? dispVictim : disp;
bool isActorGuard = actor.getClass().isClass(actor, "guard");
int currentDisposition = getDerivedDisposition(actor);
bool isPermanent = false;
bool applyOnlyIfHostile = false;
int dispositionModifier = 0;
// Murdering and trespassing seem to do not affect disposition
if (type == OT_Theft)
{
dispositionModifier = static_cast<int>(dispTerm * alarmTerm);
}
else if (type == OT_Pickpocket)
{
if (alarm >= 100 && isActorGuard)
dispositionModifier = static_cast<int>(dispTerm);
else if (isActorVictim && isActorGuard)
{
isPermanent = true;
dispositionModifier = static_cast<int>(dispTerm * alarmTerm);
}
else if (isActorVictim)
{
isPermanent = true;
dispositionModifier = static_cast<int>(dispTerm);
}
}
else if (type == OT_Assault)
{
if (isActorVictim && !isActorGuard)
{
isPermanent = true;
dispositionModifier = static_cast<int>(dispTerm);
}
else if (alarm >= 100)
dispositionModifier = static_cast<int>(dispTerm);
else if (isActorVictim && isActorGuard)
{
isPermanent = true;
dispositionModifier = static_cast<int>(dispTerm * alarmTerm);
}
else
{
applyOnlyIfHostile = true;
dispositionModifier = static_cast<int>(dispTerm * alarmTerm);
}
}
bool setCrimeId = false;
if (isPermanent && dispositionModifier != 0 && !applyOnlyIfHostile)
{
setCrimeId = true;
dispositionModifier = std::clamp(dispositionModifier, -currentDisposition, 100 - currentDisposition);
int baseDisposition = observerStats.getBaseDisposition();
observerStats.setBaseDisposition(baseDisposition + dispositionModifier);
}
else if (dispositionModifier != 0 && !applyOnlyIfHostile)
{
setCrimeId = true;
dispositionModifier = std::clamp(dispositionModifier, -currentDisposition, 100 - currentDisposition);
observerStats.modCrimeDispositionModifier(dispositionModifier);
}
if (isActorGuard && alarm >= 100)
{
// Mark as Alarmed for dialogue
observerStats.setAlarmed(true);
setCrimeId = true;
if (!observerStats.getAiSequence().isInPursuit())
{
observerStats.getAiSequence().stack(AiPursue(player), actor);
}
}
else
{
// If Alarm is 0, treat it like 100 to calculate a Fight modifier for a victim of pickpocketing.
// Observers which do not try to arrest player do not care about pickpocketing at all.
if (type == OT_Pickpocket && isActorVictim && alarmTerm == 0.0)
alarmTerm = 1.0;
else if (type == OT_Pickpocket && !isActorVictim)
alarmTerm = 0.0;
float fightTerm = static_cast<float>(isActorVictim ? fightVictim : fight);
fightTerm += getFightDispositionBias(dispTerm);
fightTerm += getFightDistanceBias(actor, player);
fightTerm *= alarmTerm;
const int observerFightRating = observerStats.getAiSetting(AiSetting::Fight).getBase();
if (observerFightRating + fightTerm > 100)
fightTerm = static_cast<float>(100 - observerFightRating);
fightTerm = std::max(0.f, fightTerm);
if (observerFightRating + fightTerm >= 100)
{
if (dispositionModifier != 0 && applyOnlyIfHostile)
{
dispositionModifier
= std::clamp(dispositionModifier, -currentDisposition, 100 - currentDisposition);
observerStats.modCrimeDispositionModifier(dispositionModifier);
}
startCombat(actor, player, &playerFollowers);
// Apply aggression value to the base Fight rating, so that the actor can continue fighting
// after a Calm spell wears off
observerStats.setAiSetting(AiSetting::Fight, observerFightRating + static_cast<int>(fightTerm));
setCrimeId = true;
// Mark as Alarmed for dialogue
observerStats.setAlarmed(true);
}
}
// Set the crime ID, which we will use to calm down participants
// once the bounty has been paid and restore their disposition to player character.
if (setCrimeId)
observerStats.setCrimeId(id);
}
if (reported)
{
player.getClass().getNpcStats(player).setBounty(
std::max(0, player.getClass().getNpcStats(player).getBounty() + arg));
// If committing a crime against a faction member, expell from the faction
if (!victim.isEmpty() && victim.getClass().isNpc())
{
const ESM::RefId& factionID = victim.getClass().getPrimaryFaction(victim);
const std::map<ESM::RefId, int>& playerRanks = player.getClass().getNpcStats(player).getFactionRanks();
if (playerRanks.find(factionID) != playerRanks.end())
{
player.getClass().getNpcStats(player).expell(factionID, true);
}
}
else if (!factionId.empty())
{
const std::map<ESM::RefId, int>& playerRanks = player.getClass().getNpcStats(player).getFactionRanks();
if (playerRanks.find(factionId) != playerRanks.end())
{
player.getClass().getNpcStats(player).expell(factionId, true);
}
}
if (type == OT_Assault && !victim.isEmpty()
&& !victim.getClass().getCreatureStats(victim).getAiSequence().isInCombat(player)
&& victim.getClass().isNpc())
{
// Attacker is in combat with us, but we are not in combat with the attacker yet. Time to fight back.
// Note: accidental or collateral damage attacks are ignored.
if (!victim.getClass().getCreatureStats(victim).getAiSequence().isInPursuit())
startCombat(victim, player, &playerFollowers);
// Set the crime ID, which we will use to calm down participants
// once the bounty has been paid.
victim.getClass().getNpcStats(victim).setCrimeId(id);
}
}
return reported;
}
bool MechanicsManager::actorAttacked(const MWWorld::Ptr& target, const MWWorld::Ptr& attacker)
{
const MWWorld::Ptr& player = getPlayer();
if (target == player || !attacker.getClass().isActor())
return false;
if (canCommitCrimeAgainst(target, attacker))
commitCrime(attacker, target, MWBase::MechanicsManager::OT_Assault);
MWMechanics::CreatureStats& statsTarget = target.getClass().getCreatureStats(target);
AiSequence& seq = statsTarget.getAiSequence();
if (!attacker.isEmpty()
&& (attacker.getClass().getCreatureStats(attacker).getAiSequence().isInCombat(target) || attacker == player)
&& !seq.isInCombat(attacker))
{
// Attacker is in combat with us, but we are not in combat with the attacker yet. Time to fight back.
// Note: accidental or collateral damage attacks are ignored.
if (!target.getClass().getCreatureStats(target).getAiSequence().isInPursuit())
{
// If an actor has OnPCHitMe declared in his script, his Fight = 0 and the attacker is player,
// he will attack the player only if we will force him (e.g. via StartCombat console command)
bool peaceful = false;
const ESM::RefId& script = target.getClass().getScript(target);
if (!script.empty() && target.getRefData().getLocals().hasVar(script, "onpchitme")
&& attacker == player)
{
const int fight
= target.getClass().getCreatureStats(target).getAiSetting(AiSetting::Fight).getModified();
peaceful = (fight == 0);
}
if (!peaceful)
{
SidingCache cachedAllies{ mActors, false };
const std::set<MWWorld::Ptr>& attackerAllies = cachedAllies.getActorsSidingWith(attacker);
startCombat(target, attacker, &attackerAllies);
// Force friendly actors into combat to prevent infighting between followers
for (const auto& follower : cachedAllies.getActorsSidingWith(target))
{
if (follower != attacker && follower != player)
startCombat(follower, attacker, &attackerAllies);
}
}
}
}
return true;
}
bool MechanicsManager::canCommitCrimeAgainst(const MWWorld::Ptr& target, const MWWorld::Ptr& attacker)
{
const MWWorld::Class& cls = target.getClass();
const MWMechanics::CreatureStats& stats = cls.getCreatureStats(target);
const MWMechanics::AiSequence& seq = stats.getAiSequence();
return cls.isNpc() && !attacker.isEmpty() && !seq.isInCombat(attacker) && !isAggressive(target, attacker)
&& !seq.isEngagedWithActor() && !stats.getAiSequence().isInPursuit()
&& !cls.getNpcStats(target).isWerewolf()
&& stats.getMagicEffects().getOrDefault(ESM::MagicEffect::Vampirism).getMagnitude() <= 0;
}
void MechanicsManager::actorKilled(const MWWorld::Ptr& victim, const MWWorld::Ptr& attacker)
{
if (attacker.isEmpty() || victim.isEmpty())
return;
if (victim == attacker)
return; // known to happen
if (!victim.getClass().isNpc())
return; // TODO: implement animal rights
const MWMechanics::NpcStats& victimStats = victim.getClass().getNpcStats(victim);
const MWWorld::Ptr& player = getPlayer();
bool canCommit = attacker == player && canCommitCrimeAgainst(victim, attacker);
// For now we report only about crimes of player and player's followers
if (attacker != player)
{
std::set<MWWorld::Ptr> playerFollowers;
getActorsSidingWith(player, playerFollowers);
if (playerFollowers.find(attacker) == playerFollowers.end())
return;
}
if (!canCommit && victimStats.getCrimeId() == -1)
return;
// Simple check for who attacked first: if the player attacked first, a crimeId should be set
// Doesn't handle possible edge case where no one reported the assault, but in such a case,
// for bystanders it is not possible to tell who attacked first, anyway.
commitCrime(player, victim, MWBase::MechanicsManager::OT_Murder);
}
bool MechanicsManager::awarenessCheck(const MWWorld::Ptr& ptr, const MWWorld::Ptr& observer)
{
if (observer.getClass().getCreatureStats(observer).isDead() || !observer.getRefData().isEnabled())
return false;
const MWWorld::Store<ESM::GameSetting>& store
= MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>();
CreatureStats& stats = ptr.getClass().getCreatureStats(ptr);
float sneakTerm = 0;
if (isSneaking(ptr))
{
static float fSneakSkillMult = store.find("fSneakSkillMult")->mValue.getFloat();
static float fSneakBootMult = store.find("fSneakBootMult")->mValue.getFloat();
float sneak = static_cast<float>(ptr.getClass().getSkill(ptr, ESM::Skill::Sneak));
float agility = stats.getAttribute(ESM::Attribute::Agility).getModified();
float luck = stats.getAttribute(ESM::Attribute::Luck).getModified();
float bootWeight = 0;
if (ptr.getClass().isNpc() && MWBase::Environment::get().getWorld()->isOnGround(ptr))
{
const MWWorld::InventoryStore& inv = ptr.getClass().getInventoryStore(ptr);
MWWorld::ConstContainerStoreIterator it = inv.getSlot(MWWorld::InventoryStore::Slot_Boots);
if (it != inv.end())
bootWeight = it->getClass().getWeight(*it);
}
sneakTerm = fSneakSkillMult * sneak + 0.2f * agility + 0.1f * luck + bootWeight * fSneakBootMult;
}
static float fSneakDistBase = store.find("fSneakDistanceBase")->mValue.getFloat();
static float fSneakDistMult = store.find("fSneakDistanceMultiplier")->mValue.getFloat();
osg::Vec3f pos1(ptr.getRefData().getPosition().asVec3());
osg::Vec3f pos2(observer.getRefData().getPosition().asVec3());
float distTerm = fSneakDistBase + fSneakDistMult * (pos1 - pos2).length();
float chameleon = stats.getMagicEffects().getOrDefault(ESM::MagicEffect::Chameleon).getMagnitude();
float invisibility = stats.getMagicEffects().getOrDefault(ESM::MagicEffect::Invisibility).getMagnitude();
float x = sneakTerm * distTerm * stats.getFatigueTerm() + chameleon;
if (invisibility > 0.f)
x += 100.f;
CreatureStats& observerStats = observer.getClass().getCreatureStats(observer);
float obsAgility = observerStats.getAttribute(ESM::Attribute::Agility).getModified();
float obsLuck = observerStats.getAttribute(ESM::Attribute::Luck).getModified();
float obsBlind = observerStats.getMagicEffects().getOrDefault(ESM::MagicEffect::Blind).getMagnitude();
float obsSneak = observer.getClass().getSkill(observer, ESM::Skill::Sneak);
float obsTerm = obsSneak + 0.2f * obsAgility + 0.1f * obsLuck - obsBlind;
// is ptr behind the observer?
static float fSneakNoViewMult = store.find("fSneakNoViewMult")->mValue.getFloat();
static float fSneakViewMult = store.find("fSneakViewMult")->mValue.getFloat();
float y = 0;
osg::Vec3f vec = pos1 - pos2;
if (observer.getRefData().getBaseNode())
{
osg::Vec3f observerDir = (observer.getRefData().getBaseNode()->getAttitude() * osg::Vec3f(0, 1, 0));
float angleRadians = std::acos(observerDir * vec / (observerDir.length() * vec.length()));
if (angleRadians > osg::DegreesToRadians(90.f))
y = obsTerm * observerStats.getFatigueTerm() * fSneakNoViewMult;
else
y = obsTerm * observerStats.getFatigueTerm() * fSneakViewMult;
}
float target = x - y;
auto& prng = MWBase::Environment::get().getWorld()->getPrng();
return (Misc::Rng::roll0to99(prng) >= target);
}
void MechanicsManager::updateMusicState()
{
bool musicPlaying = MWBase::Environment::get().getSoundManager()->isMusicPlaying();
// Can not interrupt scripted music by built-in playlists
if (mMusicType == MWSound::MusicType::Scripted && musicPlaying)
return;
const MWWorld::Ptr& player = MWMechanics::getPlayer();
bool hasHostiles = mActors.playerHasHostiles();
// check if we still have any player enemies to switch music
if (mMusicType != MWSound::MusicType::Explore && !hasHostiles
&& !(player.getClass().getCreatureStats(player).isDead() && musicPlaying))
{
MWBase::Environment::get().getSoundManager()->playPlaylist(MWSound::explorePlaylist);
mMusicType = MWSound::MusicType::Explore;
}
else if (mMusicType != MWSound::MusicType::Battle && hasHostiles)
{
MWBase::Environment::get().getSoundManager()->playPlaylist(MWSound::battlePlaylist);
mMusicType = MWSound::MusicType::Battle;
}
}
void MechanicsManager::startCombat(
const MWWorld::Ptr& ptr, const MWWorld::Ptr& target, const std::set<MWWorld::Ptr>* targetAllies)
{
CreatureStats& stats = ptr.getClass().getCreatureStats(ptr);
// Don't add duplicate packages nor add packages to dead actors.
if (stats.isDead() || stats.getAiSequence().isInCombat(target))
return;
// The target is somehow the same as the actor. Early-out.
if (ptr == target)
{
// We don't care about dialogue filters since the target is invalid.
// We still want to play the combat taunt.
MWBase::Environment::get().getDialogueManager()->say(ptr, ESM::RefId::stringRefId("attack"));
if (!stats.getAiSequence().isInCombat())
stats.resetFriendlyHits();
return;
}
const bool inCombat = stats.getAiSequence().isInCombat();
bool shout = !inCombat;
if (inCombat)
{
const auto isInCombatWithOneOf = [&](const auto& allies) {
for (const MWWorld::Ptr& ally : allies)
{
if (stats.getAiSequence().isInCombat(ally))
return true;
}
return false;
};
if (targetAllies)
shout = !isInCombatWithOneOf(*targetAllies);
else
{
shout = stats.getAiSequence().isInCombat(target);
if (!shout)
{
std::set<MWWorld::Ptr> sidingActors;
getActorsSidingWith(target, sidingActors);
shout = !isInCombatWithOneOf(sidingActors);
}
}
}
stats.getAiSequence().stack(MWMechanics::AiCombat(target), ptr);
if (target == getPlayer())
{
// if guard starts combat with player, guards pursuing player should do the same
if (ptr.getClass().isClass(ptr, "Guard"))
{
stats.setHitAttemptActorId(
target.getClass()
.getCreatureStats(target)
.getActorId()); // Stops guard from ending combat if player is unreachable
for (const Actor& actor : mActors)
{
if (actor.getPtr().getClass().isClass(actor.getPtr(), "Guard"))
{
MWMechanics::AiSequence& aiSeq
= actor.getPtr().getClass().getCreatureStats(actor.getPtr()).getAiSequence();
if (aiSeq.getTypeId() == MWMechanics::AiPackageTypeId::Pursue)
{
aiSeq.stopPursuit();
aiSeq.stack(MWMechanics::AiCombat(target), ptr);
actor.getPtr()
.getClass()
.getCreatureStats(actor.getPtr())
.setHitAttemptActorId(
target.getClass()
.getCreatureStats(target)
.getActorId()); // Stops guard from ending combat if player is unreachable
}
}
}
}
}
// Must be done after the target is set up, so that CreatureTargetted dialogue filter works properly
if (shout)
MWBase::Environment::get().getDialogueManager()->say(ptr, ESM::RefId::stringRefId("attack"));
}
void MechanicsManager::stopCombat(const MWWorld::Ptr& actor)
{
mActors.stopCombat(actor);
}
void MechanicsManager::getObjectsInRange(
const osg::Vec3f& position, float radius, std::vector<MWWorld::Ptr>& objects)
{
mActors.getObjectsInRange(position, radius, objects);
mObjects.getObjectsInRange(position, radius, objects);
}
void MechanicsManager::getActorsInRange(
const osg::Vec3f& position, float radius, std::vector<MWWorld::Ptr>& objects)
{
mActors.getObjectsInRange(position, radius, objects);
}
bool MechanicsManager::isAnyActorInRange(const osg::Vec3f& position, float radius)
{
return mActors.isAnyObjectInRange(position, radius);
}
std::vector<MWWorld::Ptr> MechanicsManager::getActorsSidingWith(const MWWorld::Ptr& actor)
{
return mActors.getActorsSidingWith(actor);
}
std::vector<MWWorld::Ptr> MechanicsManager::getActorsFollowing(const MWWorld::Ptr& actor)
{
return mActors.getActorsFollowing(actor);
}
std::vector<int> MechanicsManager::getActorsFollowingIndices(const MWWorld::Ptr& actor)
{
return mActors.getActorsFollowingIndices(actor);
}
std::map<int, MWWorld::Ptr> MechanicsManager::getActorsFollowingByIndex(const MWWorld::Ptr& actor)
{
return mActors.getActorsFollowingByIndex(actor);
}
std::vector<MWWorld::Ptr> MechanicsManager::getActorsFighting(const MWWorld::Ptr& actor)
{
return mActors.getActorsFighting(actor);
}
std::vector<MWWorld::Ptr> MechanicsManager::getEnemiesNearby(const MWWorld::Ptr& actor)
{
return mActors.getEnemiesNearby(actor);
}
void MechanicsManager::getActorsFollowing(const MWWorld::Ptr& actor, std::set<MWWorld::Ptr>& out)
{
mActors.getActorsFollowing(actor, out);
}
void MechanicsManager::getActorsSidingWith(const MWWorld::Ptr& actor, std::set<MWWorld::Ptr>& out)
{
mActors.getActorsSidingWith(actor, out);
}
int MechanicsManager::countSavedGameRecords() const
{
return 1 // Death counter
+ 1; // Stolen items
}
void MechanicsManager::write(ESM::ESMWriter& writer, Loading::Listener& listener) const
{
mActors.write(writer, listener);
ESM::StolenItems items;
items.mStolenItems = mStolenItems;
writer.startRecord(ESM::REC_STLN);
items.write(writer);
writer.endRecord(ESM::REC_STLN);
}
void MechanicsManager::readRecord(ESM::ESMReader& reader, uint32_t type)
{
if (type == ESM::REC_STLN)
{
ESM::StolenItems items;
items.load(reader);
mStolenItems = items.mStolenItems;
}
else
mActors.readRecord(reader, type);
}
void MechanicsManager::clear()
{
mActors.clear();
mStolenItems.clear();
mClassSelected = false;
mRaceSelected = false;
}
bool MechanicsManager::isAggressive(const MWWorld::Ptr& ptr, const MWWorld::Ptr& target)
{
// Don't become aggressive if a calm effect is active, since it would cause combat to cycle on/off as
// combat is activated here and then canceled by the calm effect
if ((ptr.getClass().isNpc()
&& ptr.getClass()
.getCreatureStats(ptr)
.getMagicEffects()
.getOrDefault(ESM::MagicEffect::CalmHumanoid)
.getMagnitude()
> 0)
|| (!ptr.getClass().isNpc()
&& ptr.getClass()
.getCreatureStats(ptr)
.getMagicEffects()
.getOrDefault(ESM::MagicEffect::CalmCreature)
.getMagnitude()
> 0))
return false;
int disposition = 50;
if (ptr.getClass().isNpc())
disposition = getDerivedDisposition(ptr);
int fight = ptr.getClass().getCreatureStats(ptr).getAiSetting(AiSetting::Fight).getModified()
+ static_cast<int>(
getFightDistanceBias(ptr, target) + getFightDispositionBias(static_cast<float>(disposition)));
if (ptr.getClass().isNpc() && target.getClass().isNpc())
{
if (target.getClass().getNpcStats(target).isWerewolf()
|| (target == getPlayer()
&& MWBase::Environment::get().getWorld()->getGlobalInt(MWWorld::Globals::sPCKnownWerewolf)))
{
const ESM::GameSetting* iWerewolfFightMod
= MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>().find("iWerewolfFightMod");
fight += iWerewolfFightMod->mValue.getInteger();
}
}
return (fight >= 100);
}
void MechanicsManager::resurrect(const MWWorld::Ptr& ptr)
{
CreatureStats& stats = ptr.getClass().getCreatureStats(ptr);
if (stats.isDead())
{
stats.resurrect();
mActors.resurrect(ptr);
}
}
bool MechanicsManager::isCastingSpell(const MWWorld::Ptr& ptr) const
{
return mActors.isCastingSpell(ptr);
}
bool MechanicsManager::isReadyToBlock(const MWWorld::Ptr& ptr) const
{
return mActors.isReadyToBlock(ptr);
}
bool MechanicsManager::isAttackingOrSpell(const MWWorld::Ptr& ptr) const
{
return mActors.isAttackingOrSpell(ptr);
}
void MechanicsManager::setWerewolf(const MWWorld::Ptr& actor, bool werewolf)
{
MWMechanics::NpcStats& npcStats = actor.getClass().getNpcStats(actor);
// The actor does not have to change state
if (npcStats.isWerewolf() == werewolf)
return;
MWWorld::Player* player = &MWBase::Environment::get().getWorld()->getPlayer();
// Werewolfs can not cast spells, so we need to unset the prepared spell if there is one.
if (npcStats.getDrawState() == MWMechanics::DrawState::Spell)
npcStats.setDrawState(MWMechanics::DrawState::Nothing);
npcStats.setWerewolf(werewolf);
MWWorld::InventoryStore& inv = actor.getClass().getInventoryStore(actor);
if (werewolf)
{
inv.unequipAll();
inv.equip(MWWorld::InventoryStore::Slot_Robe,
inv.ContainerStore::add(ESM::RefId::stringRefId("werewolfrobe"), 1));
}
else
{
inv.unequipSlot(MWWorld::InventoryStore::Slot_Robe);
inv.ContainerStore::remove(ESM::RefId::stringRefId("werewolfrobe"), 1);
}
if (actor == player->getPlayer())
{
MWBase::Environment::get().getWorld()->reattachPlayerCamera();
// Update the GUI only when called on the player
MWBase::WindowManager* windowManager = MWBase::Environment::get().getWindowManager();
// Transforming removes all temporary effects
actor.getClass().getCreatureStats(actor).getActiveSpells().purge(
[](const auto& params) { return params.hasFlag(ESM::ActiveSpells::Flag_Temporary); }, actor);
mActors.updateActor(actor, 0.f);
if (werewolf)
{
player->saveStats();
player->setWerewolfStats();
windowManager->forceHide(MWGui::GW_Inventory);
windowManager->forceHide(MWGui::GW_Magic);
}
else
{
player->restoreStats();
windowManager->unsetForceHide(MWGui::GW_Inventory);
windowManager->unsetForceHide(MWGui::GW_Magic);
}
windowManager->setWerewolfOverlay(werewolf);
// Witnesses of the player's transformation will make them a globally known werewolf
std::vector<MWWorld::Ptr> neighbors;
const MWWorld::Store<ESM::GameSetting>& gmst
= MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>();
getActorsInRange(
actor.getRefData().getPosition().asVec3(), gmst.find("fAlarmRadius")->mValue.getFloat(), neighbors);
bool detected = false, reported = false;
for (const MWWorld::Ptr& neighbor : neighbors)
{
if (neighbor == actor || !neighbor.getClass().isNpc())
continue;
if (MWBase::Environment::get().getWorld()->getLOS(neighbor, actor) && awarenessCheck(actor, neighbor))
{
detected = true;
if (neighbor.getClass()
.getCreatureStats(neighbor)
.getAiSetting(MWMechanics::AiSetting::Alarm)
.getModified()
> 0)
{
reported = true;
break;
}
}
}
if (detected)
{
windowManager->messageBox("#{sWerewolfAlarmMessage}");
MWBase::Environment::get().getWorld()->setGlobalInt(MWWorld::Globals::sPCKnownWerewolf, 1);
if (reported)
{
npcStats.setBounty(
std::max(0, npcStats.getBounty() + gmst.find("iWereWolfBounty")->mValue.getInteger()));
}
}
}
}
void MechanicsManager::applyWerewolfAcrobatics(const MWWorld::Ptr& actor)
{
const ESM::Skill* acrobatics
= MWBase::Environment::get().getESMStore()->get<ESM::Skill>().find(ESM::Skill::Acrobatics);
MWMechanics::NpcStats& stats = actor.getClass().getNpcStats(actor);
auto& skill = stats.getSkill(acrobatics->mId);
skill.setModifier(acrobatics->mWerewolfValue - skill.getModified());
}
void MechanicsManager::cleanupSummonedCreature(const MWWorld::Ptr& caster, int creatureActorId)
{
mActors.cleanupSummonedCreature(caster.getClass().getCreatureStats(caster), creatureActorId);
}
void MechanicsManager::reportStats(unsigned int frameNumber, osg::Stats& stats) const
{
stats.setAttribute(frameNumber, "Mechanics Actors", mActors.size());
stats.setAttribute(frameNumber, "Mechanics Objects", mObjects.size());
}
int MechanicsManager::getGreetingTimer(const MWWorld::Ptr& ptr) const
{
return mActors.getGreetingTimer(ptr);
}
float MechanicsManager::getAngleToPlayer(const MWWorld::Ptr& ptr) const
{
return mActors.getAngleToPlayer(ptr);
}
GreetingState MechanicsManager::getGreetingState(const MWWorld::Ptr& ptr) const
{
return mActors.getGreetingState(ptr);
}
bool MechanicsManager::isTurningToPlayer(const MWWorld::Ptr& ptr) const
{
return mActors.isTurningToPlayer(ptr);
}
}