mirror of
https://gitlab.com/OpenMW/openmw.git
synced 2025-03-12 04:14:05 +00:00
Fix for bug #1080, can't read/repair/make potions/use soul gems/rest/sleep while in combat.
The radius for being in combat with the player is fAlarmDistance, which looked like the only pertinent thing.
This commit is contained in:
parent
5b681e2199
commit
f3272c941f
@ -161,9 +161,14 @@ namespace MWBase
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virtual void getObjectsInRange (const Ogre::Vector3& position, float radius, std::vector<MWWorld::Ptr>& objects) = 0;
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virtual void getObjectsInRange (const Ogre::Vector3& position, float radius, std::vector<MWWorld::Ptr>& objects) = 0;
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///return the list of actors which are following the given actor (ie AiFollow is active and the target is the actor)
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///return the list of actors which are following the given actor
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/**ie AiFollow is active and the target is the actor**/
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virtual std::list<MWWorld::Ptr> getActorsFollowing(const MWWorld::Ptr& actor) = 0;
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virtual std::list<MWWorld::Ptr> getActorsFollowing(const MWWorld::Ptr& actor) = 0;
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///Returns a list of actors who are fighting the given actor within the fAlarmDistance
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/** ie AiCombat is active and the target is the actor **/
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virtual std::list<MWWorld::Ptr> getActorsFighting(const MWWorld::Ptr& actor) = 0;
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virtual void playerLoaded() = 0;
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virtual void playerLoaded() = 0;
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};
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};
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}
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}
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@ -19,6 +19,7 @@
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#include "../mwbase/windowmanager.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwbase/soundmanager.hpp"
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#include "../mwbase/soundmanager.hpp"
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#include "../mwbase/statemanager.hpp"
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#include "../mwbase/statemanager.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwworld/player.hpp"
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#include "../mwworld/player.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/class.hpp"
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@ -693,8 +694,12 @@ namespace MWInput
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if (!MWBase::Environment::get().getWindowManager()->getRestEnabled () || MWBase::Environment::get().getWindowManager()->isGuiMode ())
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if (!MWBase::Environment::get().getWindowManager()->getRestEnabled () || MWBase::Environment::get().getWindowManager()->isGuiMode ())
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return;
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return;
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/// \todo check if resting is currently allowed (enemies nearby?)
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if(mPlayer->isInCombat()) {//Check if in combat
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MWBase::Environment::get().getWindowManager()->pushGuiMode (MWGui::GM_Rest);
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MWBase::Environment::get().getWindowManager()->messageBox("#{sNotifyMessage2}"); //Nope,
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return;
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}
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MWBase::Environment::get().getWindowManager()->pushGuiMode (MWGui::GM_Rest); //Open rest GUI
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}
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}
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void InputManager::screenshot()
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void InputManager::screenshot()
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@ -176,7 +176,7 @@ namespace MWMechanics
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adjustMagicEffects (ptr);
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adjustMagicEffects (ptr);
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if (ptr.getClass().getCreatureStats(ptr).needToRecalcDynamicStats())
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if (ptr.getClass().getCreatureStats(ptr).needToRecalcDynamicStats())
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calculateDynamicStats (ptr);
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calculateDynamicStats (ptr);
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calculateCreatureStatModifiers (ptr, duration);
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calculateCreatureStatModifiers (ptr, duration);
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// AI
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// AI
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@ -764,7 +764,7 @@ namespace MWMechanics
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creatureStats.setHostile(false);
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creatureStats.setHostile(false);
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creatureStats.setAttacked(false);
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creatureStats.setAttacked(false);
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creatureStats.setAlarmed(false);
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creatureStats.setAlarmed(false);
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// Update witness crime id
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// Update witness crime id
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npcStats.setCrimeId(-1);
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npcStats.setCrimeId(-1);
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}
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}
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@ -1038,4 +1038,26 @@ namespace MWMechanics
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}
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}
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return list;
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return list;
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}
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}
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std::list<MWWorld::Ptr> Actors::getActorsFighting(const MWWorld::Ptr& actor) {
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std::list<MWWorld::Ptr> list;
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std::vector<MWWorld::Ptr> neighbors;
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Ogre::Vector3 position = Ogre::Vector3(actor.getRefData().getPosition().pos);
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getObjectsInRange(position,
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MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fAlarmRadius")->getFloat(),
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neighbors); //only care about those within the alarm disance
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for(std::vector<MWWorld::Ptr>::iterator iter(neighbors.begin());iter != neighbors.end();iter++)
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{
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const MWWorld::Class &cls = MWWorld::Class::get(*iter);
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CreatureStats &stats = cls.getCreatureStats(*iter);
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if(stats.getAiSequence().getTypeId() == AiPackage::TypeIdCombat)
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{
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MWMechanics::AiCombat* package = static_cast<MWMechanics::AiCombat*>(stats.getAiSequence().getActivePackage());
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if(package->getTargetId() == actor.getCellRef().mRefID)
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list.push_front(*iter);
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}
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}
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return list;
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}
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}
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}
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@ -98,8 +98,13 @@ namespace MWMechanics
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void getObjectsInRange(const Ogre::Vector3& position, float radius, std::vector<MWWorld::Ptr>& out);
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void getObjectsInRange(const Ogre::Vector3& position, float radius, std::vector<MWWorld::Ptr>& out);
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///Returns the list of actors which are following the given actor
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/**ie AiFollow is active and the target is the actor **/
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std::list<MWWorld::Ptr> getActorsFollowing(const MWWorld::Ptr& actor);
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std::list<MWWorld::Ptr> getActorsFollowing(const MWWorld::Ptr& actor);
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///<return the list of actors which are following the given actor (ie AiFollow is active and the target is the actor)
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///Returns the list of actors which are fighting the given actor
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/**ie AiCombat is active and the target is the actor **/
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std::list<MWWorld::Ptr> getActorsFighting(const MWWorld::Ptr& actor);
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private:
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private:
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PtrControllerMap mActors;
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PtrControllerMap mActors;
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@ -772,6 +772,11 @@ namespace MWMechanics
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bool MechanicsManager::sleepInBed(const MWWorld::Ptr &ptr, const MWWorld::Ptr &bed)
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bool MechanicsManager::sleepInBed(const MWWorld::Ptr &ptr, const MWWorld::Ptr &bed)
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{
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{
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if(MWBase::Environment::get().getWorld()->getPlayer().isInCombat()) {
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MWBase::Environment::get().getWindowManager()->messageBox("#{sNotifyMessage2}");
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return true;
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}
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MWWorld::Ptr victim;
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MWWorld::Ptr victim;
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if (isAllowedToUse(ptr, bed, victim))
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if (isAllowedToUse(ptr, bed, victim))
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return false;
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return false;
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@ -832,17 +837,17 @@ namespace MWMechanics
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// Find all the NPCs within the alarm radius
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// Find all the NPCs within the alarm radius
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std::vector<MWWorld::Ptr> neighbors;
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std::vector<MWWorld::Ptr> neighbors;
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mActors.getObjectsInRange(Ogre::Vector3(ptr.getRefData().getPosition().pos),
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mActors.getObjectsInRange(Ogre::Vector3(ptr.getRefData().getPosition().pos),
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esmStore.get<ESM::GameSetting>().find("fAlarmRadius")->getInt(), neighbors);
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esmStore.get<ESM::GameSetting>().find("fAlarmRadius")->getInt(), neighbors);
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// Find an actor who witnessed the crime
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// Find an actor who witnessed the crime
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for (std::vector<MWWorld::Ptr>::iterator it = neighbors.begin(); it != neighbors.end(); ++it)
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for (std::vector<MWWorld::Ptr>::iterator it = neighbors.begin(); it != neighbors.end(); ++it)
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{
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{
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if (*it == ptr) continue; // not the player
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if (*it == ptr) continue; // not the player
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// Was the crime seen?
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// Was the crime seen?
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if ( ( MWBase::Environment::get().getWorld()->getLOS(ptr, *it) && awarenessCheck(ptr, *it) ) ||
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if ( ( MWBase::Environment::get().getWorld()->getLOS(ptr, *it) && awarenessCheck(ptr, *it) ) ||
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type == OT_Assault )
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type == OT_Assault )
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{
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{
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// Will the witness report the crime?
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// Will the witness report the crime?
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@ -853,7 +858,7 @@ namespace MWMechanics
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// Tell everyone, including yourself
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// Tell everyone, including yourself
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for (std::vector<MWWorld::Ptr>::iterator it1 = neighbors.begin(); it1 != neighbors.end(); ++it1)
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for (std::vector<MWWorld::Ptr>::iterator it1 = neighbors.begin(); it1 != neighbors.end(); ++it1)
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{
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{
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if (*it1 == ptr) continue; // not the player
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if (*it1 == ptr) continue; // not the player
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// TODO: Add more messages
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// TODO: Add more messages
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@ -861,9 +866,9 @@ namespace MWMechanics
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MWBase::Environment::get().getDialogueManager()->say(*it1, "thief");
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MWBase::Environment::get().getDialogueManager()->say(*it1, "thief");
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else if (type == OT_Assault)
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else if (type == OT_Assault)
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MWBase::Environment::get().getDialogueManager()->say(*it1, "attack");
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MWBase::Environment::get().getDialogueManager()->say(*it1, "attack");
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// Will other witnesses paticipate in crime
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// Will other witnesses paticipate in crime
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if ( it1->getClass().getCreatureStats(*it1).getAiSetting(CreatureStats::AI_Alarm).getBase() >= alarm
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if ( it1->getClass().getCreatureStats(*it1).getAiSetting(CreatureStats::AI_Alarm).getBase() >= alarm
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|| type == OT_Assault )
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{
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{
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it1->getClass().getNpcStats(*it1).setCrimeId(id);
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it1->getClass().getNpcStats(*it1).setCrimeId(id);
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@ -884,7 +889,7 @@ namespace MWMechanics
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void MechanicsManager::reportCrime(const MWWorld::Ptr &ptr, const MWWorld::Ptr &victim, OffenseType type, int arg)
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void MechanicsManager::reportCrime(const MWWorld::Ptr &ptr, const MWWorld::Ptr &victim, OffenseType type, int arg)
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{
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{
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const MWWorld::Store<ESM::GameSetting>& store = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
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const MWWorld::Store<ESM::GameSetting>& store = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
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// Bounty for each type of crime
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// Bounty for each type of crime
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if (type == OT_Trespassing || type == OT_SleepingInOwnedBed)
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if (type == OT_Trespassing || type == OT_SleepingInOwnedBed)
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arg = store.find("iCrimeTresspass")->getInt();
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arg = store.find("iCrimeTresspass")->getInt();
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@ -993,4 +998,8 @@ namespace MWMechanics
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{
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{
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return mActors.getActorsFollowing(actor);
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return mActors.getActorsFollowing(actor);
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}
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}
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std::list<MWWorld::Ptr> MechanicsManager::getActorsFighting(const MWWorld::Ptr& actor) {
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return mActors.getActorsFighting(actor);
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}
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}
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}
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@ -120,7 +120,7 @@ namespace MWMechanics
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/// Utility to check if opening (i.e. unlocking) this object is illegal and calling commitCrime if so
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/// Utility to check if opening (i.e. unlocking) this object is illegal and calling commitCrime if so
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virtual void objectOpened (const MWWorld::Ptr& ptr, const MWWorld::Ptr& item);
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virtual void objectOpened (const MWWorld::Ptr& ptr, const MWWorld::Ptr& item);
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/// Attempt sleeping in a bed. If this is illegal, call commitCrime.
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/// Attempt sleeping in a bed. If this is illegal, call commitCrime.
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/// @return was it illegal, and someone saw you doing it?
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/// @return was it illegal, and someone saw you doing it? Also returns fail when enemies are nearby
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virtual bool sleepInBed (const MWWorld::Ptr& ptr, const MWWorld::Ptr& bed);
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virtual bool sleepInBed (const MWWorld::Ptr& ptr, const MWWorld::Ptr& bed);
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virtual void forceStateUpdate(const MWWorld::Ptr &ptr);
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virtual void forceStateUpdate(const MWWorld::Ptr &ptr);
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@ -137,6 +137,8 @@ namespace MWMechanics
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virtual std::list<MWWorld::Ptr> getActorsFollowing(const MWWorld::Ptr& actor);
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virtual std::list<MWWorld::Ptr> getActorsFollowing(const MWWorld::Ptr& actor);
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virtual std::list<MWWorld::Ptr> getActorsFighting(const MWWorld::Ptr& actor);
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virtual bool toggleAI();
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virtual bool toggleAI();
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virtual bool isAIActive();
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virtual bool isAIActive();
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@ -235,9 +235,12 @@ void MWState::StateManager::quickSave(std::string name) {
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if (it->mProfile.mDescription == name)
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if (it->mProfile.mDescription == name)
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slot = &*it;
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slot = &*it;
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}
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}
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MWBase::Environment::get().getWindowManager()->messageBox("#{sNotifyMessage4}"); //Saving...
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MWBase::Environment::get().getStateManager()->saveGame(name, slot);
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MWBase::Environment::get().getStateManager()->saveGame(name, slot);
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}
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}
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}
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}
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else
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MWBase::Environment::get().getWindowManager()->messageBox("#{sSaveGameDenied}"); //You can not save your game right now
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}
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}
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void MWState::StateManager::loadGame (const Character *character, const Slot *slot)
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void MWState::StateManager::loadGame (const Character *character, const Slot *slot)
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@ -351,6 +354,7 @@ void MWState::StateManager::quickLoad() {
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if(mCurrentCharacter) { //Ensure a current character exists
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if(mCurrentCharacter) { //Ensure a current character exists
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const MWState::Slot* slot = &*mCurrentCharacter->begin(); //Get newest save
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const MWState::Slot* slot = &*mCurrentCharacter->begin(); //Get newest save
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if(slot) //Don't even try loading it if there's no prior save.
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if(slot) //Don't even try loading it if there's no prior save.
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//MWBase::Environment::get().getWindowManager()->messageBox("#{sLoadingMessage14}"); //it overlaps
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MWBase::Environment::get().getStateManager()->loadGame (mCurrentCharacter, slot); //load newest save. That was easy!
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MWBase::Environment::get().getStateManager()->loadGame (mCurrentCharacter, slot); //load newest save. That was easy!
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}
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}
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}
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}
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#include "../mwbase/environment.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwworld/player.hpp"
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namespace MWWorld
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namespace MWWorld
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{
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{
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void ActionAlchemy::executeImp (const Ptr& actor)
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void ActionAlchemy::executeImp (const Ptr& actor)
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{
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{
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if(MWBase::Environment::get().getWorld()->getPlayer().isInCombat()) { //Ensure we're not in combat
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MWBase::Environment::get().getWindowManager()->messageBox("#{sInventoryMessage3}");
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return;
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}
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MWBase::Environment::get().getWindowManager()->pushGuiMode(MWGui::GM_Alchemy);
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MWBase::Environment::get().getWindowManager()->pushGuiMode(MWGui::GM_Alchemy);
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}
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}
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}
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}
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#include "../mwbase/environment.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwworld/player.hpp"
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#include "../mwmechanics/npcstats.hpp"
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#include "../mwmechanics/npcstats.hpp"
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@ -19,8 +22,13 @@ namespace MWWorld
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{
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{
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}
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}
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void ActionRead::executeImp (const MWWorld::Ptr& actor)
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void ActionRead::executeImp (const MWWorld::Ptr& actor) {
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{
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if(MWBase::Environment::get().getWorld()->getPlayer().isInCombat()) { //Ensure we're not in combat
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MWBase::Environment::get().getWindowManager()->messageBox("#{sInventoryMessage4}");
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return;
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}
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LiveCellRef<ESM::Book> *ref = getTarget().get<ESM::Book>();
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LiveCellRef<ESM::Book> *ref = getTarget().get<ESM::Book>();
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if (ref->mBase->mData.mIsScroll)
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if (ref->mBase->mData.mIsScroll)
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@ -2,6 +2,8 @@
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#include "../mwbase/environment.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwworld/player.hpp"
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namespace MWWorld
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namespace MWWorld
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{
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{
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@ -12,6 +14,11 @@ namespace MWWorld
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void ActionRepair::executeImp (const Ptr& actor)
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void ActionRepair::executeImp (const Ptr& actor)
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{
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{
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if(MWBase::Environment::get().getWorld()->getPlayer().isInCombat()) {
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MWBase::Environment::get().getWindowManager()->messageBox("#{sInventoryMessage2}");
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return;
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}
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MWBase::Environment::get().getWindowManager()->pushGuiMode(MWGui::GM_Repair);
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MWBase::Environment::get().getWindowManager()->pushGuiMode(MWGui::GM_Repair);
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MWBase::Environment::get().getWindowManager()->startRepairItem(getTarget());
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MWBase::Environment::get().getWindowManager()->startRepairItem(getTarget());
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}
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}
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#include "../mwbase/windowmanager.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwworld/player.hpp"
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namespace MWWorld
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namespace MWWorld
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{
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{
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ActionSoulgem::ActionSoulgem(const Ptr &object)
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ActionSoulgem::ActionSoulgem(const Ptr &object)
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: Action(false, object)
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: Action(false, object)
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{
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{
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}
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}
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||||||
void ActionSoulgem::executeImp(const Ptr &actor)
|
void ActionSoulgem::executeImp(const Ptr &actor)
|
||||||
{
|
{
|
||||||
MWBase::Environment::get().getWindowManager()->showSoulgemDialog(getTarget());
|
if(MWBase::Environment::get().getWorld()->getPlayer().isInCombat()) { //Ensure we're not in combat
|
||||||
}
|
MWBase::Environment::get().getWindowManager()->messageBox("#{sInventoryMessage5}");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
MWBase::Environment::get().getWindowManager()->showSoulgemDialog(getTarget());
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -13,6 +13,7 @@
|
|||||||
#include "../mwbase/world.hpp"
|
#include "../mwbase/world.hpp"
|
||||||
#include "../mwbase/windowmanager.hpp"
|
#include "../mwbase/windowmanager.hpp"
|
||||||
#include "../mwbase/soundmanager.hpp"
|
#include "../mwbase/soundmanager.hpp"
|
||||||
|
#include "../mwbase/mechanicsmanager.hpp"
|
||||||
|
|
||||||
#include "../mwmechanics/movement.hpp"
|
#include "../mwmechanics/movement.hpp"
|
||||||
#include "../mwmechanics/npcstats.hpp"
|
#include "../mwmechanics/npcstats.hpp"
|
||||||
@ -166,6 +167,10 @@ namespace MWWorld
|
|||||||
mTeleported = teleported;
|
mTeleported = teleported;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool Player::isInCombat() {
|
||||||
|
return MWBase::Environment::get().getMechanicsManager()->getActorsFighting(getPlayer()).size() != 0;
|
||||||
|
}
|
||||||
|
|
||||||
void Player::markPosition(CellStore *markedCell, ESM::Position markedPosition)
|
void Player::markPosition(CellStore *markedCell, ESM::Position markedPosition)
|
||||||
{
|
{
|
||||||
mMarkedCell = markedCell;
|
mMarkedCell = markedCell;
|
||||||
|
@ -44,7 +44,7 @@ namespace MWWorld
|
|||||||
|
|
||||||
int mCurrentCrimeId; // the id assigned witnesses
|
int mCurrentCrimeId; // the id assigned witnesses
|
||||||
int mPayedCrimeId; // the last id payed off (0 bounty)
|
int mPayedCrimeId; // the last id payed off (0 bounty)
|
||||||
|
|
||||||
public:
|
public:
|
||||||
|
|
||||||
Player(const ESM::NPC *player, const MWBase::World& world);
|
Player(const ESM::NPC *player, const MWBase::World& world);
|
||||||
@ -90,6 +90,9 @@ namespace MWWorld
|
|||||||
bool wasTeleported() const;
|
bool wasTeleported() const;
|
||||||
void setTeleported(bool teleported);
|
void setTeleported(bool teleported);
|
||||||
|
|
||||||
|
///Checks all actors to see if anyone has an aipackage against you
|
||||||
|
bool isInCombat();
|
||||||
|
|
||||||
void clear();
|
void clear();
|
||||||
|
|
||||||
void write (ESM::ESMWriter& writer) const;
|
void write (ESM::ESMWriter& writer) const;
|
||||||
|
Loading…
x
Reference in New Issue
Block a user