#include "actors.hpp" #include #include #include #include "../mwworld/esmstore.hpp" #include "../mwworld/class.hpp" #include "../mwworld/inventorystore.hpp" #include "../mwbase/world.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/windowmanager.hpp" #include "creaturestats.hpp" namespace MWMechanics { void Actors::updateActor (const MWWorld::Ptr& ptr, float duration) { // magic effects adjustMagicEffects (ptr); calculateDynamicStats (ptr); calculateCreatureStatModifiers (ptr); // AI CreatureStats& creatureStats = MWWorld::Class::get (ptr).getCreatureStats (ptr); creatureStats.getAiSequence().execute (ptr); } 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.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(0).getBase(); int intelligence = creatureStats.getAttribute(1).getBase(); int willpower = creatureStats.getAttribute(2).getBase(); int agility = creatureStats.getAttribute(3).getBase(); int endurance = creatureStats.getAttribute(5).getBase(); double magickaFactor = creatureStats.getMagicEffects().get (EffectKey (84)).mMagnitude * 0.1 + 0.5; DynamicStat health = creatureStats.getHealth(); health.setBase (static_cast (0.5 * (strength + endurance)) + creatureStats.getLevelHealthBonus ()); creatureStats.setHealth (health); DynamicStat magicka = creatureStats.getMagicka(); magicka.setBase (static_cast (intelligence + magickaFactor * intelligence)); creatureStats.setMagicka (magicka); DynamicStat fatigue = creatureStats.getFatigue(); fatigue.setBase (strength+willpower+agility+endurance); creatureStats.setFatigue (fatigue); } void Actors::calculateRestoration (const MWWorld::Ptr& ptr, float duration) { CreatureStats& stats = MWWorld::Class::get (ptr).getCreatureStats (ptr); if (duration == 3600) { // stunted magicka bool stunted = stats.getMagicEffects ().get(MWMechanics::EffectKey(136)).mMagnitude > 0; int endurance = stats.getAttribute (ESM::Attribute::Endurance).getModified (); DynamicStat health = stats.getHealth(); health.setCurrent (health.getCurrent() + 0.1 * endurance); stats.setHealth (health); const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore(); float fFatigueReturnBase = store.get().find("fFatigueReturnBase")->getFloat (); float fFatigueReturnMult = store.get().find("fFatigueReturnMult")->getFloat (); float fEndFatigueMult = store.get().find("fEndFatigueMult")->getFloat (); 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; float x = fFatigueReturnBase + fFatigueReturnMult * (1 - normalizedEncumbrance); x *= fEndFatigueMult * endurance; DynamicStat fatigue = stats.getFatigue(); fatigue.setCurrent (fatigue.getCurrent() + 3600 * x); stats.setFatigue (fatigue); if (!stunted) { float fRestMagicMult = store.get().find("fRestMagicMult")->getFloat (); DynamicStat magicka = stats.getMagicka(); magicka.setCurrent (magicka.getCurrent() + fRestMagicMult * stats.getAttribute(ESM::Attribute::Intelligence).getModified()); stats.setMagicka (magicka); } } } void Actors::calculateCreatureStatModifiers (const MWWorld::Ptr& ptr) { CreatureStats& creatureStats = MWWorld::Class::get (ptr).getCreatureStats (ptr); // attributes for (int i=0; i<8; ++i) { int modifier = creatureStats.getMagicEffects().get (EffectKey (79, i)).mMagnitude; modifier -= creatureStats.getMagicEffects().get (EffectKey (17, i)).mMagnitude; creatureStats.getAttribute(i).setModifier (modifier); } // dynamic stats MagicEffects effects = creatureStats.getMagicEffects(); 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); } } Actors::Actors() : mDuration (0) {} void Actors::addActor (const MWWorld::Ptr& ptr) { MWRender::Animation *anim = MWBase::Environment::get().getWorld()->getAnimation(ptr); if(!MWWorld::Class::get(ptr).getCreatureStats(ptr).isDead()) mActors.insert(std::make_pair(ptr, CharacterController(ptr, anim, CharState_Idle, true))); else mActors.insert(std::make_pair(ptr, CharacterController(ptr, anim, CharState_Death1, false))); } void Actors::removeActor (const MWWorld::Ptr& ptr) { PtrControllerMap::iterator iter = mActors.find(ptr); if(iter != mActors.end()) mActors.erase(iter); } void Actors::updateActorCell(const MWWorld::Ptr &ptr) { PtrControllerMap::iterator iter = mActors.find(ptr); if(iter != mActors.end()) { CharacterController ctrl = iter->second; mActors.erase(iter); 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) 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++) { if(!MWWorld::Class::get(iter->first).getCreatureStats(iter->first).isDead()) { if(iter->second.getState() >= CharState_Death1) iter->second.setState(CharState_Idle, true); updateActor(iter->first, totalDuration); if(iter->first.getTypeName() == typeid(ESM::NPC).name()) updateNpc(iter->first, totalDuration, paused); if(!MWWorld::Class::get(iter->first).getCreatureStats(iter->first).isDead()) continue; } // workaround: always keep player alive for now // \todo remove workaround, once player death can be handled if(iter->first.getRefData().getHandle()=="player") { MWMechanics::DynamicStat stat ( MWWorld::Class::get(iter->first).getCreatureStats(iter->first).getHealth()); if (stat.getModified()<1) { stat.setModified (1, 0); MWWorld::Class::get(iter->first).getCreatureStats(iter->first).setHealth(stat); } MWWorld::Class::get(iter->first).getCreatureStats(iter->first).resurrect(); continue; } if(iter->second.getState() >= CharState_Death1) continue; iter->second.setState(CharState_Death1, false); ++mDeathCount[MWWorld::Class::get(iter->first).getId(iter->first)]; if(MWWorld::Class::get(iter->first).isEssential(iter->first)) MWBase::Environment::get().getWindowManager()->messageBox( "#{sKilledEssential}", std::vector()); } } if(!paused) { mMovement.reserve(mActors.size()); for(PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();++iter) { Ogre::Vector3 movement = iter->second.update(duration); mMovement.push_back(std::make_pair(iter->first, movement)); } MWBase::Environment::get().getWorld()->doPhysics(mMovement, duration); mMovement.clear(); } } 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::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(); } }