#include "actors.hpp" #include #include #include #include "../mwworld/esmstore.hpp" #include "../mwworld/class.hpp" #include "../mwworld/inventorystore.hpp" #include "../mwworld/player.hpp" #include "../mwbase/world.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/windowmanager.hpp" #include "../mwbase/soundmanager.hpp" #include "npcstats.hpp" #include "creaturestats.hpp" #include "movement.hpp" namespace MWMechanics { void Actors::updateActor (const MWWorld::Ptr& ptr, float duration) { // magic effects adjustMagicEffects (ptr); calculateDynamicStats (ptr); calculateCreatureStatModifiers (ptr); if(!MWBase::Environment::get().getWindowManager()->isGuiMode()) { // AI CreatureStats& creatureStats = MWWorld::Class::get (ptr).getCreatureStats (ptr); creatureStats.getAiSequence().execute (ptr); // fatigue restoration calculateRestoration(ptr, duration); } } void Actors::updateNpc (const MWWorld::Ptr& ptr, float duration, bool paused) { if(!paused) { updateDrowning(ptr, duration); calculateNpcStatModifiers(ptr); updateEquippedLight(ptr, duration); } } void Actors::adjustMagicEffects (const MWWorld::Ptr& creature) { CreatureStats& creatureStats = MWWorld::Class::get (creature).getCreatureStats (creature); MagicEffects now = creatureStats.getSpells().getMagicEffects(); if (creature.getTypeName()==typeid (ESM::NPC).name()) { MWWorld::InventoryStore& store = MWWorld::Class::get (creature).getInventoryStore (creature); now += store.getMagicEffects(); } now += creatureStats.getActiveSpells().getMagicEffects(); MagicEffects diff = MagicEffects::diff (creatureStats.getMagicEffects(), now); creatureStats.setMagicEffects(now); // TODO apply diff to other stats } void Actors::calculateDynamicStats (const MWWorld::Ptr& ptr) { CreatureStats& creatureStats = MWWorld::Class::get (ptr).getCreatureStats (ptr); int strength = creatureStats.getAttribute(ESM::Attribute::Strength).getBase(); int intelligence = creatureStats.getAttribute(ESM::Attribute::Intelligence).getBase(); int willpower = creatureStats.getAttribute(ESM::Attribute::Willpower).getBase(); int agility = creatureStats.getAttribute(ESM::Attribute::Agility).getBase(); int endurance = creatureStats.getAttribute(ESM::Attribute::Endurance).getBase(); double magickaFactor = creatureStats.getMagicEffects().get (EffectKey (ESM::MagicEffect::FortifyMaximumMagicka)).mMagnitude * 0.1 + 0.5; DynamicStat magicka = creatureStats.getMagicka(); float diff = (static_cast(intelligence + magickaFactor*intelligence)) - magicka.getBase(); magicka.modify(diff); creatureStats.setMagicka(magicka); DynamicStat fatigue = creatureStats.getFatigue(); diff = (strength+willpower+agility+endurance) - fatigue.getBase(); fatigue.modify(diff); creatureStats.setFatigue(fatigue); } void Actors::calculateRestoration (const MWWorld::Ptr& ptr, float duration) { CreatureStats& stats = MWWorld::Class::get (ptr).getCreatureStats (ptr); const MWWorld::Store& settings = MWBase::Environment::get().getWorld()->getStore().get(); int endurance = stats.getAttribute (ESM::Attribute::Endurance).getModified (); float capacity = MWWorld::Class::get(ptr).getCapacity(ptr); float encumbrance = MWWorld::Class::get(ptr).getEncumbrance(ptr); float normalizedEncumbrance = (capacity == 0 ? 1 : encumbrance/capacity); if (normalizedEncumbrance > 1) normalizedEncumbrance = 1; if (duration == 3600) { // the actor is sleeping, restore health and magicka bool stunted = stats.getMagicEffects ().get(MWMechanics::EffectKey(ESM::MagicEffect::StuntedMagicka)).mMagnitude > 0; DynamicStat health = stats.getHealth(); health.setCurrent (health.getCurrent() + 0.1 * endurance); stats.setHealth (health); if (!stunted) { float fRestMagicMult = settings.find("fRestMagicMult")->getFloat (); DynamicStat magicka = stats.getMagicka(); magicka.setCurrent (magicka.getCurrent() + fRestMagicMult * stats.getAttribute(ESM::Attribute::Intelligence).getModified()); stats.setMagicka (magicka); } } // restore fatigue float fFatigueReturnBase = settings.find("fFatigueReturnBase")->getFloat (); float fFatigueReturnMult = settings.find("fFatigueReturnMult")->getFloat (); float fEndFatigueMult = settings.find("fEndFatigueMult")->getFloat (); float x = fFatigueReturnBase + fFatigueReturnMult * (1 - normalizedEncumbrance); x *= fEndFatigueMult * endurance; DynamicStat fatigue = stats.getFatigue(); fatigue.setCurrent (fatigue.getCurrent() + duration * x); stats.setFatigue (fatigue); } void Actors::calculateCreatureStatModifiers (const MWWorld::Ptr& ptr) { CreatureStats &creatureStats = MWWorld::Class::get(ptr).getCreatureStats(ptr); const MagicEffects &effects = creatureStats.getMagicEffects(); // attributes for(int i = 0;i < ESM::Attribute::Length;++i) { Stat stat = creatureStats.getAttribute(i); stat.setModifier(effects.get(EffectKey(ESM::MagicEffect::FortifyAttribute, i)).mMagnitude - effects.get(EffectKey(ESM::MagicEffect::DrainAttribute, i)).mMagnitude); creatureStats.setAttribute(i, stat); } // dynamic stats for(int i = 0;i < 3;++i) { DynamicStat stat = creatureStats.getDynamic(i); stat.setModifier(effects.get(EffectKey(80+i)).mMagnitude - effects.get(EffectKey(18+i)).mMagnitude); creatureStats.setDynamic(i, stat); } } void Actors::calculateNpcStatModifiers (const MWWorld::Ptr& ptr) { NpcStats &npcStats = MWWorld::Class::get(ptr).getNpcStats(ptr); const MagicEffects &effects = npcStats.getMagicEffects(); // skills for(int i = 0;i < ESM::Skill::Length;++i) { Stat& skill = npcStats.getSkill(i); skill.setModifier(effects.get(EffectKey(ESM::MagicEffect::FortifySkill, i)).mMagnitude - effects.get(EffectKey(ESM::MagicEffect::DrainSkill, i)).mMagnitude); } } void Actors::updateDrowning(const MWWorld::Ptr& ptr, float duration) { MWBase::World *world = MWBase::Environment::get().getWorld(); NpcStats &stats = ptr.getClass().getNpcStats(ptr); if(world->isSubmerged(ptr) && stats.getMagicEffects().get(ESM::MagicEffect::WaterBreathing).mMagnitude == 0) { float timeLeft = 0.0f; if(stats.getFatigue().getCurrent() == 0) stats.setTimeToStartDrowning(0); else { timeLeft = stats.getTimeToStartDrowning() - duration; if(timeLeft < 0.0f) timeLeft = 0.0f; stats.setTimeToStartDrowning(timeLeft); } if(timeLeft == 0.0f) { // If drowning, apply 3 points of damage per second ptr.getClass().setActorHealth(ptr, stats.getHealth().getCurrent() - 3.0f*duration); // Play a drowning sound as necessary for the player if(ptr == world->getPlayer().getPlayer()) { MWBase::SoundManager *sndmgr = MWBase::Environment::get().getSoundManager(); if(!sndmgr->getSoundPlaying(MWWorld::Ptr(), "drown")) sndmgr->playSound("drown", 1.0f, 1.0f); } } } else stats.setTimeToStartDrowning(20); } void Actors::updateEquippedLight (const MWWorld::Ptr& ptr, float duration) { //If holding a light... MWWorld::InventoryStore &inventoryStore = MWWorld::Class::get(ptr).getInventoryStore(ptr); MWWorld::ContainerStoreIterator heldIter = inventoryStore.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft); if(heldIter.getType() == MWWorld::ContainerStore::Type_Light) { // Use time from the player's light bool isPlayer = ptr.getRefData().getHandle()=="player"; if(isPlayer) { float timeRemaining = heldIter->getClass().getRemainingUsageTime(*heldIter); // -1 is infinite light source. Other negative values are treated as 0. if(timeRemaining != -1.0f) { timeRemaining -= duration; if(timeRemaining > 0.0f) heldIter->getClass().setRemainingUsageTime(*heldIter, timeRemaining); else { heldIter->getRefData().setCount(0); // remove it return; } } } // Both NPC and player lights extinguish in water. if(MWBase::Environment::get().getWorld()->isSwimming(ptr)) { heldIter->getRefData().setCount(0); // remove it // ...But, only the player makes a sound. if(isPlayer) MWBase::Environment::get().getSoundManager()->playSound("torch out", 1.0, 1.0, MWBase::SoundManager::Play_TypeSfx, MWBase::SoundManager::Play_NoEnv); } } } Actors::Actors() : mDuration (0) {} void Actors::addActor (const MWWorld::Ptr& ptr) { // erase previous death events since we are currently only tracking them while in an active cell MWWorld::Class::get(ptr).getCreatureStats(ptr).clearHasDied(); removeActor(ptr); MWRender::Animation *anim = MWBase::Environment::get().getWorld()->getAnimation(ptr); mActors.insert(std::make_pair(ptr, new CharacterController(ptr, anim))); } void Actors::removeActor (const MWWorld::Ptr& ptr) { PtrControllerMap::iterator iter = mActors.find(ptr); if(iter != mActors.end()) { delete iter->second; mActors.erase(iter); } } void Actors::updateActor(const MWWorld::Ptr &old, const MWWorld::Ptr &ptr) { PtrControllerMap::iterator iter = mActors.find(old); if(iter != mActors.end()) { CharacterController *ctrl = iter->second; mActors.erase(iter); ctrl->updatePtr(ptr); mActors.insert(std::make_pair(ptr, ctrl)); } } void Actors::dropActors (const MWWorld::Ptr::CellStore *cellStore) { PtrControllerMap::iterator iter = mActors.begin(); while(iter != mActors.end()) { if(iter->first.getCell()==cellStore) { delete iter->second; mActors.erase(iter++); } else ++iter; } } void Actors::update (float duration, bool paused) { mDuration += duration; //if (mDuration>=0.25) { float totalDuration = mDuration; mDuration = 0; for(PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();iter++) { const MWWorld::Class &cls = MWWorld::Class::get(iter->first); CreatureStats &stats = cls.getCreatureStats(iter->first); stats.setLastHitObject(std::string()); if(!stats.isDead()) { if(iter->second->isDead()) iter->second->resurrect(); updateActor(iter->first, totalDuration); if(iter->first.getTypeName() == typeid(ESM::NPC).name()) updateNpc(iter->first, totalDuration, paused); if(!stats.isDead()) continue; } // If it's the player and God Mode is turned on, keep it alive if(iter->first.getRefData().getHandle()=="player" && MWBase::Environment::get().getWorld()->getGodModeState()) { MWMechanics::DynamicStat stat(stats.getHealth()); if(stat.getModified()<1) { stat.setModified(1, 0); stats.setHealth(stat); } stats.resurrect(); continue; } if(iter->second->isDead()) continue; iter->second->kill(); ++mDeathCount[cls.getId(iter->first)]; if(cls.isEssential(iter->first)) MWBase::Environment::get().getWindowManager()->messageBox("#{sKilledEssential}"); } } if(!paused) { for(PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();++iter) iter->second->update(duration); } } void Actors::restoreDynamicStats() { for(PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();++iter) calculateRestoration(iter->first, 3600); } int Actors::countDeaths (const std::string& id) const { std::map::const_iterator iter = mDeathCount.find(id); if(iter != mDeathCount.end()) return iter->second; return 0; } void Actors::forceStateUpdate(const MWWorld::Ptr & ptr) { PtrControllerMap::iterator iter = mActors.find(ptr); if(iter != mActors.end()) iter->second->forceStateUpdate(); } void Actors::playAnimationGroup(const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number) { PtrControllerMap::iterator iter = mActors.find(ptr); if(iter != mActors.end()) iter->second->playGroup(groupName, mode, number); } void Actors::skipAnimation(const MWWorld::Ptr& ptr) { PtrControllerMap::iterator iter = mActors.find(ptr); if(iter != mActors.end()) iter->second->skipAnim(); } bool Actors::checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string& groupName) { PtrControllerMap::iterator iter = mActors.find(ptr); if(iter != mActors.end()) return iter->second->isAnimPlaying(groupName); return false; } }