1
0
mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-01-11 00:39:59 +00:00
OpenMW/apps/openmw/mwmechanics/mechanicsmanager.cpp

221 lines
7.0 KiB
C++

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