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The strong type is actually just a string underneath, but this will help in the future to have a distinction so it's easier to search and replace when we use an integer ID Slowly going through all the changes to make, still hundreds of errors a lot of functions/structures use std::string or stringview to designate an ID. So it takes time Continues slowly replacing ids. There are technically more and more compilation errors I have good hope that there is a point where the amount of errors will dramatically go down as all the main functions use the ESM::RefId type Continue moving forward, changes to the stores slowly moving along Starting to see the fruit of those changes. still many many error, but more and more Irun into a situation where a function is sandwiched between two functions that use the RefId type. More replacements. Things are starting to get easier I can see more and more often the issue is that the function is awaiting a RefId, but is given a string there is less need to go down functions and to fix a long list of them. Still moving forward, and for the first time error count is going down! Good pace, not sure about topics though, mId and mName are actually the same thing and are used interchangeably Cells are back to using string for the name, haven't fixed everything yet. Many other changes Under the bar of 400 compilation errors. more good progress <100 compile errors! More progress Game settings store can use string for find, it was a bit absurd how every use of it required to create refId from string some more progress on other fronts Mostly game settings clean one error opened a lot of other errors. Down to 18, but more will prbably appear only link errors left?? Fixed link errors OpenMW compiles, and launches, with some issues, but still!
562 lines
16 KiB
C++
562 lines
16 KiB
C++
#include "npcstats.hpp"
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#include <iomanip>
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#include <sstream>
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#include <components/esm3/loadclas.hpp>
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#include <components/esm3/loadfact.hpp>
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#include <components/esm3/loadgmst.hpp>
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#include <components/esm3/npcstats.hpp>
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#include <components/misc/strings/format.hpp>
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#include "../mwworld/esmstore.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwbase/world.hpp"
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MWMechanics::NpcStats::NpcStats()
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: mDisposition(0)
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, mReputation(0)
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, mCrimeId(-1)
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, mBounty(0)
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, mWerewolfKills(0)
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, mLevelProgress(0)
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, mTimeToStartDrowning(-1.0) // set breath to special value, it will be replaced during actor update
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, mIsWerewolf(false)
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{
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mSkillIncreases.resize(ESM::Attribute::Length, 0);
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mSpecIncreases.resize(3, 0);
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}
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int MWMechanics::NpcStats::getBaseDisposition() const
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{
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return mDisposition;
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}
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void MWMechanics::NpcStats::setBaseDisposition(int disposition)
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{
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mDisposition = disposition;
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}
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const MWMechanics::SkillValue& MWMechanics::NpcStats::getSkill(int index) const
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{
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if (index < 0 || index >= ESM::Skill::Length)
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throw std::runtime_error("skill index out of range");
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return mSkill[index];
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}
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MWMechanics::SkillValue& MWMechanics::NpcStats::getSkill(int index)
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{
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if (index < 0 || index >= ESM::Skill::Length)
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throw std::runtime_error("skill index out of range");
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return mSkill[index];
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}
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void MWMechanics::NpcStats::setSkill(int index, const MWMechanics::SkillValue& value)
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{
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if (index < 0 || index >= ESM::Skill::Length)
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throw std::runtime_error("skill index out of range");
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mSkill[index] = value;
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}
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const std::map<ESM::RefId, int>& MWMechanics::NpcStats::getFactionRanks() const
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{
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return mFactionRank;
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}
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int MWMechanics::NpcStats::getFactionRank(const ESM::RefId& faction) const
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{
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auto it = mFactionRank.find(faction);
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if (it != mFactionRank.end())
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return it->second;
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return -1;
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}
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void MWMechanics::NpcStats::raiseRank(const ESM::RefId& faction)
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{
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auto it = mFactionRank.find(faction);
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if (it != mFactionRank.end())
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{
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// Does the next rank exist?
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const ESM::Faction* factionPtr
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= MWBase::Environment::get().getWorld()->getStore().get<ESM::Faction>().find(faction);
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if (it->second + 1 < 10 && !factionPtr->mRanks[it->second + 1].empty())
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it->second += 1;
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}
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}
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void MWMechanics::NpcStats::lowerRank(const ESM::RefId& faction)
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{
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auto it = mFactionRank.find(faction);
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if (it != mFactionRank.end())
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{
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it->second = it->second - 1;
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if (it->second < 0)
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{
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mFactionRank.erase(it);
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mExpelled.erase(faction);
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}
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}
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}
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void MWMechanics::NpcStats::joinFaction(const ESM::RefId& faction)
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{
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auto it = mFactionRank.find(faction);
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if (it == mFactionRank.end())
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mFactionRank[faction] = 0;
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}
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bool MWMechanics::NpcStats::getExpelled(const ESM::RefId& factionID) const
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{
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return mExpelled.find(factionID) != mExpelled.end();
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}
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void MWMechanics::NpcStats::expell(const ESM::RefId& factionID)
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{
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if (mExpelled.find(factionID) == mExpelled.end())
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{
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std::string message = "#{sExpelledMessage}";
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message += MWBase::Environment::get().getWorld()->getStore().get<ESM::Faction>().find(factionID)->mName;
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MWBase::Environment::get().getWindowManager()->messageBox(message);
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mExpelled.insert(factionID);
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}
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}
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void MWMechanics::NpcStats::clearExpelled(const ESM::RefId& factionID)
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{
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mExpelled.erase(factionID);
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}
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bool MWMechanics::NpcStats::isInFaction(const ESM::RefId& faction) const
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{
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return (mFactionRank.find(faction) != mFactionRank.end());
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}
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int MWMechanics::NpcStats::getFactionReputation(const ESM::RefId& faction) const
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{
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auto iter = mFactionReputation.find(faction);
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if (iter == mFactionReputation.end())
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return 0;
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return iter->second;
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}
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void MWMechanics::NpcStats::setFactionReputation(const ESM::RefId& faction, int value)
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{
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mFactionReputation[faction] = value;
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}
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float MWMechanics::NpcStats::getSkillProgressRequirement(int skillIndex, const ESM::Class& class_) const
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{
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float progressRequirement = static_cast<float>(1 + getSkill(skillIndex).getBase());
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const MWWorld::Store<ESM::GameSetting>& gmst
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= MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
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float typeFactor = gmst.find("fMiscSkillBonus")->mValue.getFloat();
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for (int i = 0; i < 5; ++i)
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{
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if (class_.mData.mSkills[i][0] == skillIndex)
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{
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typeFactor = gmst.find("fMinorSkillBonus")->mValue.getFloat();
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break;
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}
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else if (class_.mData.mSkills[i][1] == skillIndex)
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{
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typeFactor = gmst.find("fMajorSkillBonus")->mValue.getFloat();
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break;
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}
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}
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progressRequirement *= typeFactor;
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if (typeFactor <= 0)
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throw std::runtime_error("invalid skill type factor");
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float specialisationFactor = 1;
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const ESM::Skill* skill = MWBase::Environment::get().getWorld()->getStore().get<ESM::Skill>().find(skillIndex);
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if (skill->mData.mSpecialization == class_.mData.mSpecialization)
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{
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specialisationFactor = gmst.find("fSpecialSkillBonus")->mValue.getFloat();
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if (specialisationFactor <= 0)
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throw std::runtime_error("invalid skill specialisation factor");
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}
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progressRequirement *= specialisationFactor;
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return progressRequirement;
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}
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void MWMechanics::NpcStats::useSkill(int skillIndex, const ESM::Class& class_, int usageType, float extraFactor)
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{
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const ESM::Skill* skill = MWBase::Environment::get().getWorld()->getStore().get<ESM::Skill>().find(skillIndex);
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float skillGain = 1;
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if (usageType >= 4)
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throw std::runtime_error("skill usage type out of range");
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if (usageType >= 0)
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{
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skillGain = skill->mData.mUseValue[usageType];
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if (skillGain < 0)
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throw std::runtime_error("invalid skill gain factor");
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}
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skillGain *= extraFactor;
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MWMechanics::SkillValue& value = getSkill(skillIndex);
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value.setProgress(value.getProgress() + skillGain);
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if (int(value.getProgress()) >= int(getSkillProgressRequirement(skillIndex, class_)))
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{
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// skill levelled up
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increaseSkill(skillIndex, class_, false);
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}
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}
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void MWMechanics::NpcStats::increaseSkill(
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int skillIndex, const ESM::Class& class_, bool preserveProgress, bool readBook)
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{
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float base = getSkill(skillIndex).getBase();
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if (base >= 100.f)
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return;
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base += 1;
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const MWWorld::Store<ESM::GameSetting>& gmst
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= MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
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// is this a minor or major skill?
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int increase = gmst.find("iLevelupMiscMultAttriubte")->mValue.getInteger(); // Note: GMST has a typo
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for (int k = 0; k < 5; ++k)
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{
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if (class_.mData.mSkills[k][0] == skillIndex)
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{
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mLevelProgress += gmst.find("iLevelUpMinorMult")->mValue.getInteger();
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increase = gmst.find("iLevelUpMinorMultAttribute")->mValue.getInteger();
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break;
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}
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else if (class_.mData.mSkills[k][1] == skillIndex)
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{
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mLevelProgress += gmst.find("iLevelUpMajorMult")->mValue.getInteger();
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increase = gmst.find("iLevelUpMajorMultAttribute")->mValue.getInteger();
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break;
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}
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}
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const ESM::Skill* skill = MWBase::Environment::get().getWorld()->getStore().get<ESM::Skill>().find(skillIndex);
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mSkillIncreases[skill->mData.mAttribute] += increase;
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mSpecIncreases[skill->mData.mSpecialization] += gmst.find("iLevelupSpecialization")->mValue.getInteger();
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// Play sound & skill progress notification
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/// \todo check if character is the player, if levelling is ever implemented for NPCs
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MWBase::Environment::get().getWindowManager()->playSound(ESM::RefId::stringRefId("skillraise"));
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std::string message{ MWBase::Environment::get().getWindowManager()->getGameSettingString("sNotifyMessage39", {}) };
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message = Misc::StringUtils::format(
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message, ("#{" + ESM::Skill::sSkillNameIds[skillIndex] + "}"), static_cast<int>(base));
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if (readBook)
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message = "#{sBookSkillMessage}\n" + message;
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MWBase::Environment::get().getWindowManager()->messageBox(message, MWGui::ShowInDialogueMode_Never);
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if (mLevelProgress >= gmst.find("iLevelUpTotal")->mValue.getInteger())
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{
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// levelup is possible now
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MWBase::Environment::get().getWindowManager()->messageBox("#{sLevelUpMsg}", MWGui::ShowInDialogueMode_Never);
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}
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getSkill(skillIndex).setBase(base);
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if (!preserveProgress)
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getSkill(skillIndex).setProgress(0);
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}
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int MWMechanics::NpcStats::getLevelProgress() const
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{
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return mLevelProgress;
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}
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void MWMechanics::NpcStats::levelUp()
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{
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const MWWorld::Store<ESM::GameSetting>& gmst
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= MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
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mLevelProgress -= gmst.find("iLevelUpTotal")->mValue.getInteger();
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mLevelProgress = std::max(0, mLevelProgress); // might be necessary when levelup was invoked via console
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for (int i = 0; i < ESM::Attribute::Length; ++i)
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mSkillIncreases[i] = 0;
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const float endurance = getAttribute(ESM::Attribute::Endurance).getBase();
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// "When you gain a level, in addition to increasing three primary attributes, your Health
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// will automatically increase by 10% of your Endurance attribute. If you increased Endurance this level,
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// the Health increase is calculated from the increased Endurance"
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// Note: we should add bonus Health points to current level too.
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float healthGain = endurance * gmst.find("fLevelUpHealthEndMult")->mValue.getFloat();
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MWMechanics::DynamicStat<float> health(getHealth());
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health.setBase(getHealth().getBase() + healthGain);
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health.setCurrent(std::max(1.f, getHealth().getCurrent() + healthGain));
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setHealth(health);
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setLevel(getLevel() + 1);
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}
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void MWMechanics::NpcStats::updateHealth()
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{
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const float endurance = getAttribute(ESM::Attribute::Endurance).getBase();
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const float strength = getAttribute(ESM::Attribute::Strength).getBase();
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setHealth(floor(0.5f * (strength + endurance)));
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}
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int MWMechanics::NpcStats::getLevelupAttributeMultiplier(int attribute) const
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{
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int num = mSkillIncreases[attribute];
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if (num == 0)
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return 1;
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num = std::min(10, num);
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// iLevelUp01Mult - iLevelUp10Mult
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std::stringstream gmst;
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gmst << "iLevelUp" << std::setfill('0') << std::setw(2) << num << "Mult";
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return MWBase::Environment::get()
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.getWorld()
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->getStore()
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.get<ESM::GameSetting>()
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.find(gmst.str())
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->mValue.getInteger();
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}
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int MWMechanics::NpcStats::getSkillIncreasesForSpecialization(int spec) const
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{
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return mSpecIncreases[spec];
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}
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void MWMechanics::NpcStats::flagAsUsed(const ESM::RefId& id)
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{
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mUsedIds.insert(id);
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}
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bool MWMechanics::NpcStats::hasBeenUsed(const ESM::RefId& id) const
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{
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return mUsedIds.find(id) != mUsedIds.end();
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}
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int MWMechanics::NpcStats::getBounty() const
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{
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return mBounty;
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}
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void MWMechanics::NpcStats::setBounty(int bounty)
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{
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mBounty = bounty;
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}
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int MWMechanics::NpcStats::getReputation() const
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{
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return mReputation;
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}
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void MWMechanics::NpcStats::setReputation(int reputation)
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{
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// Reputation is capped in original engine
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mReputation = std::clamp(reputation, 0, 255);
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}
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int MWMechanics::NpcStats::getCrimeId() const
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{
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return mCrimeId;
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}
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void MWMechanics::NpcStats::setCrimeId(int id)
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{
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mCrimeId = id;
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}
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bool MWMechanics::NpcStats::hasSkillsForRank(const ESM::RefId& factionId, int rank) const
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{
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if (rank < 0 || rank >= 10)
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throw std::runtime_error("rank index out of range");
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const ESM::Faction& faction
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= *MWBase::Environment::get().getWorld()->getStore().get<ESM::Faction>().find(factionId);
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std::vector<int> skills;
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for (int i = 0; i < 7; ++i)
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{
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if (faction.mData.mSkills[i] != -1)
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skills.push_back(static_cast<int>(getSkill(faction.mData.mSkills[i]).getBase()));
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}
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if (skills.empty())
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return true;
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std::sort(skills.begin(), skills.end());
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std::vector<int>::const_reverse_iterator iter = skills.rbegin();
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const ESM::RankData& rankData = faction.mData.mRankData[rank];
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if (*iter < rankData.mPrimarySkill)
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return false;
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if (skills.size() < 2)
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return true;
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iter++;
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if (*iter < rankData.mFavouredSkill)
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return false;
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if (skills.size() < 3)
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return true;
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iter++;
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if (*iter < rankData.mFavouredSkill)
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return false;
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return true;
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}
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bool MWMechanics::NpcStats::isWerewolf() const
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{
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return mIsWerewolf;
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}
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void MWMechanics::NpcStats::setWerewolf(bool set)
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{
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if (mIsWerewolf == set)
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return;
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if (set != false)
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{
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mWerewolfKills = 0;
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}
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mIsWerewolf = set;
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}
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int MWMechanics::NpcStats::getWerewolfKills() const
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{
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return mWerewolfKills;
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}
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void MWMechanics::NpcStats::addWerewolfKill()
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{
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++mWerewolfKills;
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}
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float MWMechanics::NpcStats::getTimeToStartDrowning() const
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{
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return mTimeToStartDrowning;
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}
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void MWMechanics::NpcStats::setTimeToStartDrowning(float time)
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{
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mTimeToStartDrowning = time;
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}
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void MWMechanics::NpcStats::writeState(ESM::CreatureStats& state) const
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{
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CreatureStats::writeState(state);
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}
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void MWMechanics::NpcStats::writeState(ESM::NpcStats& state) const
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{
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for (std::map<ESM::RefId, int>::const_iterator iter(mFactionRank.begin()); iter != mFactionRank.end(); ++iter)
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state.mFactions[iter->first].mRank = iter->second;
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state.mDisposition = mDisposition;
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for (int i = 0; i < ESM::Skill::Length; ++i)
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mSkill[i].writeState(state.mSkills[i]);
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state.mIsWerewolf = mIsWerewolf;
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state.mCrimeId = mCrimeId;
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state.mBounty = mBounty;
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for (auto iter(mExpelled.begin()); iter != mExpelled.end(); ++iter)
|
|
state.mFactions[*iter].mExpelled = true;
|
|
|
|
for (auto iter(mFactionReputation.begin()); iter != mFactionReputation.end();
|
|
++iter)
|
|
state.mFactions[iter->first].mReputation = iter->second;
|
|
|
|
state.mReputation = mReputation;
|
|
state.mWerewolfKills = mWerewolfKills;
|
|
state.mLevelProgress = mLevelProgress;
|
|
|
|
for (int i = 0; i < ESM::Attribute::Length; ++i)
|
|
state.mSkillIncrease[i] = mSkillIncreases[i];
|
|
|
|
for (int i = 0; i < 3; ++i)
|
|
state.mSpecIncreases[i] = mSpecIncreases[i];
|
|
|
|
std::copy(mUsedIds.begin(), mUsedIds.end(), std::back_inserter(state.mUsedIds));
|
|
|
|
state.mTimeToStartDrowning = mTimeToStartDrowning;
|
|
}
|
|
void MWMechanics::NpcStats::readState(const ESM::CreatureStats& state)
|
|
{
|
|
CreatureStats::readState(state);
|
|
}
|
|
|
|
void MWMechanics::NpcStats::readState(const ESM::NpcStats& state)
|
|
{
|
|
const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
|
|
|
|
for (auto iter(state.mFactions.begin());
|
|
iter != state.mFactions.end(); ++iter)
|
|
if (store.get<ESM::Faction>().search(iter->first))
|
|
{
|
|
if (iter->second.mExpelled)
|
|
mExpelled.insert(iter->first);
|
|
|
|
if (iter->second.mRank >= 0)
|
|
mFactionRank[iter->first] = iter->second.mRank;
|
|
|
|
if (iter->second.mReputation)
|
|
mFactionReputation[iter->first] = iter->second.mReputation;
|
|
}
|
|
|
|
mDisposition = state.mDisposition;
|
|
|
|
for (int i = 0; i < ESM::Skill::Length; ++i)
|
|
mSkill[i].readState(state.mSkills[i]);
|
|
|
|
mIsWerewolf = state.mIsWerewolf;
|
|
|
|
mCrimeId = state.mCrimeId;
|
|
mBounty = state.mBounty;
|
|
mReputation = state.mReputation;
|
|
mWerewolfKills = state.mWerewolfKills;
|
|
mLevelProgress = state.mLevelProgress;
|
|
|
|
for (int i = 0; i < ESM::Attribute::Length; ++i)
|
|
mSkillIncreases[i] = state.mSkillIncrease[i];
|
|
|
|
for (int i = 0; i < 3; ++i)
|
|
mSpecIncreases[i] = state.mSpecIncreases[i];
|
|
|
|
for (auto iter(state.mUsedIds.begin()); iter != state.mUsedIds.end(); ++iter)
|
|
if (store.find(*iter))
|
|
mUsedIds.insert(*iter);
|
|
|
|
mTimeToStartDrowning = state.mTimeToStartDrowning;
|
|
}
|