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Change default argument, fix GetDisposition
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@ -97,7 +97,7 @@ namespace MWBase
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virtual int getBarterOffer(const MWWorld::Ptr& ptr,int basePrice, bool buying) = 0;
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///< This is used by every service to determine the price of objects given the trading skills of the player and NPC.
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virtual int getDerivedDisposition(const MWWorld::Ptr& ptr, bool addTemporaryDispositionChange = false) = 0;
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virtual int getDerivedDisposition(const MWWorld::Ptr& ptr, bool addTemporaryDispositionChange = true) = 0;
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///< Calculate the diposition of an NPC toward the player.
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virtual int countDeaths (const std::string& id) const = 0;
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@ -535,7 +535,7 @@ namespace MWDialogue
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mPermanentDispositionChange += perm;
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// change temp disposition so that final disposition is between 0...100
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float curDisp = static_cast<float>(MWBase::Environment::get().getMechanicsManager()->getDerivedDisposition(mActor));
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float curDisp = static_cast<float>(MWBase::Environment::get().getMechanicsManager()->getDerivedDisposition(mActor, false));
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if (curDisp + mTemporaryDispositionChange < 0)
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mTemporaryDispositionChange = -curDisp;
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else if (curDisp + mTemporaryDispositionChange > 100)
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@ -145,7 +145,7 @@ bool MWDialogue::Filter::testDisposition (const ESM::DialInfo& info, bool invert
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if (isCreature)
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return true;
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int actorDisposition = MWBase::Environment::get().getMechanicsManager()->getDerivedDisposition(mActor, true);
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int actorDisposition = MWBase::Environment::get().getMechanicsManager()->getDerivedDisposition(mActor);
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// For service refusal, the disposition check is inverted. However, a value of 0 still means "always succeed".
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return invert ? (info.mData.mDisposition == 0 || actorDisposition < info.mData.mDisposition)
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: (actorDisposition >= info.mData.mDisposition);
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@ -640,7 +640,7 @@ namespace MWGui
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if(mMainWidget->getVisible() && mEnabled && mPtr.getTypeName() == typeid(ESM::NPC).name())
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{
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int disp = std::max(0, std::min(100,
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MWBase::Environment::get().getMechanicsManager()->getDerivedDisposition(mPtr, true)));
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MWBase::Environment::get().getMechanicsManager()->getDerivedDisposition(mPtr)));
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mDispositionBar->setProgressRange(100);
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mDispositionBar->setProgressPosition(disp);
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mDispositionText->setCaption(MyGUI::utility::toString(disp)+std::string("/100"));
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@ -346,7 +346,7 @@ namespace MWGui
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else
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d = int(100 * (b - a) / a);
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int clampedDisposition = std::max(0, std::min(MWBase::Environment::get().getMechanicsManager()->getDerivedDisposition(mPtr, true),100));
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int clampedDisposition = std::max(0, std::min(MWBase::Environment::get().getMechanicsManager()->getDerivedDisposition(mPtr),100));
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const MWMechanics::CreatureStats &sellerStats = mPtr.getClass().getCreatureStats(mPtr);
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const MWMechanics::CreatureStats &playerStats = player.getClass().getCreatureStats(player);
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@ -581,7 +581,7 @@ namespace MWMechanics
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mUpdatePlayer = true;
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}
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int MechanicsManager::getDerivedDisposition(const MWWorld::Ptr& ptr, bool addTemporaryDispositionChange/* = false */)
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int MechanicsManager::getDerivedDisposition(const MWWorld::Ptr& ptr, bool addTemporaryDispositionChange)
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{
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const MWMechanics::NpcStats& npcSkill = ptr.getClass().getNpcStats(ptr);
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float x = static_cast<float>(npcSkill.getBaseDisposition());
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@ -672,7 +672,7 @@ namespace MWMechanics
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// I suppose the temporary disposition change (second param to getDerivedDisposition()) _has_ to be considered here,
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// otherwise one would get different prices when exiting and re-entering the dialogue window...
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int clampedDisposition = std::max(0, std::min(getDerivedDisposition(ptr, true),100));
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int clampedDisposition = std::max(0, std::min(getDerivedDisposition(ptr),100));
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float a = static_cast<float>(std::min(playerStats.getSkill(ESM::Skill::Mercantile).getModified(), 100));
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float b = std::min(0.1f * playerStats.getAttribute(ESM::Attribute::Luck).getModified(), 10.f);
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float c = std::min(0.2f * playerStats.getAttribute(ESM::Attribute::Personality).getModified(), 10.f);
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@ -719,7 +719,7 @@ namespace MWMechanics
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float playerRating1, playerRating2, playerRating3;
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getPersuasionRatings(playerStats, playerRating1, playerRating2, playerRating3, true);
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int currentDisposition = std::min(100, std::max(0, int(getDerivedDisposition(npc) + currentTemporaryDispositionDelta)));
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int currentDisposition = std::min(100, std::max(0, int(getDerivedDisposition(npc, false) + currentTemporaryDispositionDelta)));
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float d = 1 - 0.02f * abs(currentDisposition - 50);
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float target1 = d * (playerRating1 - npcRating1 + 50);
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@ -1547,7 +1547,7 @@ namespace MWMechanics
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{
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int disposition = 50;
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if (ptr.getClass().isNpc())
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disposition = getDerivedDisposition(ptr);
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disposition = getDerivedDisposition(ptr, false);
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int fight = std::max(0, ptr.getClass().getCreatureStats(ptr).getAiSetting(CreatureStats::AI_Fight).getModified()
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+ static_cast<int>(getFightDistanceBias(ptr, target) + getFightDispositionBias(static_cast<float>(disposition))));
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