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https://gitlab.com/OpenMW/openmw.git
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221 lines
7.0 KiB
C++
221 lines
7.0 KiB
C++
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#include "mechanicsmanager.hpp"
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#include <components/esm_store/store.hpp>
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#include "../mwgui/window_manager.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/environment.hpp"
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#include "../mwworld/world.hpp"
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namespace MWMechanics
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{
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void MechanicsManager::buildPlayer()
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{
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MWWorld::Ptr ptr = mEnvironment.mWorld->getPlayerPos().getPlayer();
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MWMechanics::CreatureStats& creatureStats = MWWorld::Class::get (ptr).getCreatureStats (ptr);
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MWMechanics::NpcStats& npcStats = MWWorld::Class::get (ptr).getNpcStats (ptr);
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const ESM::NPC *player = ptr.get<ESM::NPC>()->base;
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// reset
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creatureStats.mLevel = player->npdt52.level;
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for (int i=0; i<27; ++i)
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npcStats.mSkill[i].setBase (player->npdt52.skills[i]);
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// race
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const ESM::Race *race =
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mEnvironment.mWorld->getStore().races.find (mEnvironment.mWorld->getPlayerPos().getRace());
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bool male = mEnvironment.mWorld->getPlayerPos().isMale();
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for (int i=0; i<8; ++i)
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{
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const ESM::Race::MaleFemale *attribute = 0;
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switch (i)
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{
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case 0: attribute = &race->data.strength; break;
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case 1: attribute = &race->data.intelligence; break;
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case 2: attribute = &race->data.willpower; break;
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case 3: attribute = &race->data.agility; break;
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case 4: attribute = &race->data.speed; break;
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case 5: attribute = &race->data.endurance; break;
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case 6: attribute = &race->data.personality; break;
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case 7: attribute = &race->data.luck; break;
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}
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creatureStats.mAttributes[i].setBase (
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static_cast<int> (male ? attribute->male : attribute->female));
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}
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for (int i=0; i<7; ++i)
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{
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int index = race->data.bonus[i].skill;
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if (index>=0 && index<27)
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{
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npcStats.mSkill[i].setBase (
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npcStats.mSkill[i].getBase() + race->data.bonus[i].bonus);
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}
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}
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// birthsign
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// class
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const ESM::Class& class_ = mEnvironment.mWorld->getPlayerPos().getClass();
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for (int i=0; i<2; ++i)
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{
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int attribute = class_.data.attribute[i];
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if (attribute>=0 && attribute<8)
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{
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creatureStats.mAttributes[attribute].setBase (
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creatureStats.mAttributes[attribute].getBase() + 10);
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}
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}
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// calculate dynamic stats
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int strength = creatureStats.mAttributes[0].getBase();
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int intelligence = creatureStats.mAttributes[1].getBase();
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int willpower = creatureStats.mAttributes[2].getBase();
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int agility = creatureStats.mAttributes[3].getBase();
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int endurance = creatureStats.mAttributes[5].getBase();
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creatureStats.mDynamic[0].setBase (static_cast<int> (0.5 * (strength + endurance)));
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// TODO: calculate factor
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creatureStats.mDynamic[1].setBase (static_cast<int> (intelligence + 1 * intelligence));
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creatureStats.mDynamic[2].setBase (strength+willpower+agility+endurance);
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for (int i=0; i<3; ++i)
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creatureStats.mDynamic[i].setCurrent (creatureStats.mDynamic[i].getModified());
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}
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MechanicsManager::MechanicsManager (MWWorld::Environment& environment)
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: mEnvironment (environment), mUpdatePlayer (true)
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{
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buildPlayer();
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}
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void MechanicsManager::addActor (const MWWorld::Ptr& ptr)
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{
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mActors.insert (ptr);
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}
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void MechanicsManager::removeActor (const MWWorld::Ptr& ptr)
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{
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mActors.erase (ptr);
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}
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void MechanicsManager::dropActors (const MWWorld::Ptr::CellStore *cellStore)
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{
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std::set<MWWorld::Ptr>::iterator iter = mActors.begin();
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while (iter!=mActors.end())
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if (iter->getCell()==cellStore)
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{
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mActors.erase (iter++);
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}
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else
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++iter;
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}
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void MechanicsManager::watchActor (const MWWorld::Ptr& ptr)
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{
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mWatched = ptr;
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}
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void MechanicsManager::update()
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{
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if (!mWatched.isEmpty())
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{
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MWMechanics::CreatureStats& stats =
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MWWorld::Class::get (mWatched).getCreatureStats (mWatched);
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static const char *attributeNames[8] =
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{
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"AttribVal1", "AttribVal2", "AttribVal3", "AttribVal4", "AttribVal5",
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"AttribVal6", "AttribVal7", "AttribVal8"
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};
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static const char *dynamicNames[3] =
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{
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"HBar", "MBar", "FBar"
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};
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for (int i=0; i<8; ++i)
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{
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if (stats.mAttributes[i]!=mWatchedCreature.mAttributes[i])
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{
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mWatchedCreature.mAttributes[i] = stats.mAttributes[i];
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mEnvironment.mWindowManager->setValue (attributeNames[i], stats.mAttributes[i]);
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}
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}
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for (int i=0; i<3; ++i)
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{
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if (stats.mDynamic[i]!=mWatchedCreature.mDynamic[i])
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{
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mWatchedCreature.mDynamic[i] = stats.mDynamic[i];
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mEnvironment.mWindowManager->setValue (dynamicNames[i], stats.mDynamic[i]);
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}
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}
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mEnvironment.mWindowManager->setValue ("level", stats.mLevel);
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}
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if (mUpdatePlayer)
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{
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// basic player profile; should not change anymore after the creation phase is finished.
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mEnvironment.mWindowManager->setValue ("name", mEnvironment.mWorld->getPlayerPos().getName());
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mEnvironment.mWindowManager->setValue ("race",
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mEnvironment.mWorld->getStore().races.find (mEnvironment.mWorld->getPlayerPos().
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getRace())->name);
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mEnvironment.mWindowManager->setValue ("class",
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mEnvironment.mWorld->getPlayerPos().getClass().name);
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mUpdatePlayer = false;
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}
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}
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void MechanicsManager::setPlayerName (const std::string& name)
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{
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mEnvironment.mWorld->getPlayerPos().setName (name);
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mUpdatePlayer = true;
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}
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void MechanicsManager::setPlayerRace (const std::string& race, bool male)
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{
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mEnvironment.mWorld->getPlayerPos().setGender (male);
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mEnvironment.mWorld->getPlayerPos().setRace (race);
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buildPlayer();
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mUpdatePlayer = true;
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}
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void MechanicsManager::setPlayerBirthsign (const std::string& id)
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{
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mEnvironment.mWorld->getPlayerPos().setBirthsign (id);
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buildPlayer();
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}
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void MechanicsManager::setPlayerClass (const std::string& id)
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{
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mEnvironment.mWorld->getPlayerPos().setClass (*mEnvironment.mWorld->getStore().classes.find (id));
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buildPlayer();
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mUpdatePlayer = true;
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}
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void MechanicsManager::setPlayerClass (const ESM::Class& class_)
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{
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mEnvironment.mWorld->getPlayerPos().setClass (class_);
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buildPlayer();
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mUpdatePlayer = true;
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}
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}
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