#include "actors.hpp" #include #include #include "../mwworld/class.hpp" #include "../mwworld/inventorystore.hpp" #include "creaturestats.hpp" namespace MWMechanics { void Actors::updateActor (const MWWorld::Ptr& ptr, float duration) { // magic effects adjustMagicEffects (ptr); CreatureStats& creatureStats = MWWorld::Class::get (ptr).getCreatureStats (ptr); // calculate dynamic stats int strength = creatureStats.mAttributes[0].getBase(); int intelligence = creatureStats.mAttributes[1].getBase(); int willpower = creatureStats.mAttributes[2].getBase(); int agility = creatureStats.mAttributes[3].getBase(); int endurance = creatureStats.mAttributes[5].getBase(); double magickaFactor = creatureStats.mMagicEffects.get (EffectKey (84)).mMagnitude*0.1 + 0.5; creatureStats.mDynamic[0].setBase (static_cast (0.5 * (strength + endurance))); creatureStats.mDynamic[1].setBase (static_cast (intelligence + magickaFactor * intelligence)); creatureStats.mDynamic[2].setBase (strength+willpower+agility+endurance); } void Actors::updateNpc (const MWWorld::Ptr& ptr, float duration, bool paused) { if (!paused && ptr.getRefData().getHandle()!="player") MWWorld::Class::get (ptr).getInventoryStore (ptr).autoEquip ( MWWorld::Class::get (ptr).getNpcStats (ptr)); } void Actors::adjustMagicEffects (const MWWorld::Ptr& creature) { CreatureStats& creatureStats = MWWorld::Class::get (creature).getCreatureStats (creature); MagicEffects now = creatureStats.mSpells.getMagicEffects(); if (creature.getTypeName()==typeid (ESM::NPC).name()) { MWWorld::InventoryStore& store = MWWorld::Class::get (creature).getInventoryStore (creature); now += store.getMagicEffects(); } now += creatureStats.mActiveSpells.getMagicEffects(); MagicEffects diff = MagicEffects::diff (creatureStats.mMagicEffects, now); creatureStats.mMagicEffects = now; // TODO apply diff to other stats } Actors::Actors() : mDuration (0) {} void Actors::addActor (const MWWorld::Ptr& ptr) { mActors.insert (ptr); } void Actors::removeActor (const MWWorld::Ptr& ptr) { mActors.erase (ptr); } void Actors::dropActors (const MWWorld::Ptr::CellStore *cellStore) { std::set::iterator iter = mActors.begin(); while (iter!=mActors.end()) if (iter->getCell()==cellStore) { mActors.erase (iter++); } else ++iter; } void Actors::update (std::vector >& movement, float duration, bool paused) { mDuration += duration; if (mDuration>=0.25) { for (std::set::iterator iter (mActors.begin()); iter!=mActors.end(); ++iter) { updateActor (*iter, mDuration); if (iter->getTypeName()==typeid (ESM::NPC).name()) updateNpc (*iter, mDuration, paused); } mDuration = 0; } for (std::set::iterator iter (mActors.begin()); iter!=mActors.end(); ++iter) { Ogre::Vector3 vector = MWWorld::Class::get (*iter).getMovementVector (*iter); if (vector!=Ogre::Vector3::ZERO) movement.push_back (std::make_pair (iter->getRefData().getHandle(), vector)); } } }