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OpenMW/apps/openmw/mwmechanics/mechanicsmanagerimp.cpp
Mitchell Schwitzer 7960d5a9a7 fix skill progress bar v2
both widgets display their own progess indicator. it was being set for
value (when you hovered over the level of your skill, eg the "5" in
"Acrobatics    5"), but not for the name.

this fixes that, but the progress information is being stored/displayed
by two different widgets for one skill
2017-03-12 16:52:29 -07:00

1616 lines
63 KiB
C++

#include "mechanicsmanagerimp.hpp"
#include <limits.h>
#include <components/misc/rng.hpp>
#include <components/esm/esmwriter.hpp>
#include <components/esm/stolenitems.hpp>
#include <components/sceneutil/positionattitudetransform.hpp>
#include "../mwworld/esmstore.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/player.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/dialoguemanager.hpp"
#include "aicombat.hpp"
#include "aipursue.hpp"
#include "spellcasting.hpp"
#include "autocalcspell.hpp"
#include "npcstats.hpp"
#include "actorutil.hpp"
#include "combat.hpp"
namespace
{
float getFightDispositionBias(float disposition)
{
static const float fFightDispMult = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(
"fFightDispMult")->getFloat();
return ((50.f - disposition) * fFightDispMult);
}
void getPersuasionRatings(const MWMechanics::NpcStats& stats, float& rating1, float& rating2, float& rating3, bool player)
{
const MWWorld::Store<ESM::GameSetting> &gmst =
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
float persTerm = stats.getAttribute(ESM::Attribute::Personality).getModified() / gmst.find("fPersonalityMod")->getFloat();
float luckTerm = stats.getAttribute(ESM::Attribute::Luck).getModified() / gmst.find("fLuckMod")->getFloat();
float repTerm = stats.getReputation() * gmst.find("fReputationMod")->getFloat();
float fatigueTerm = stats.getFatigueTerm();
float levelTerm = stats.getLevel() * gmst.find("fLevelMod")->getFloat();
rating1 = (repTerm + luckTerm + persTerm + stats.getSkill(ESM::Skill::Speechcraft).getModified()) * fatigueTerm;
if (player)
{
rating2 = rating1 + levelTerm;
rating3 = (stats.getSkill(ESM::Skill::Mercantile).getModified() + luckTerm + persTerm) * fatigueTerm;
}
else
{
rating2 = (levelTerm + repTerm + luckTerm + persTerm + stats.getSkill(ESM::Skill::Speechcraft).getModified()) * fatigueTerm;
rating3 = (stats.getSkill(ESM::Skill::Mercantile).getModified() + repTerm + luckTerm + persTerm) * fatigueTerm;
}
}
}
namespace MWMechanics
{
void MechanicsManager::buildPlayer()
{
MWWorld::Ptr ptr = getPlayer();
MWMechanics::CreatureStats& creatureStats = ptr.getClass().getCreatureStats (ptr);
MWMechanics::NpcStats& npcStats = ptr.getClass().getNpcStats (ptr);
const ESM::NPC *player = ptr.get<ESM::NPC>()->mBase;
// reset
creatureStats.setLevel(player->mNpdt52.mLevel);
creatureStats.getSpells().clear();
creatureStats.modifyMagicEffects(MagicEffects());
for (int i=0; i<27; ++i)
npcStats.getSkill (i).setBase (player->mNpdt52.mSkills[i]);
creatureStats.setAttribute(ESM::Attribute::Strength, player->mNpdt52.mStrength);
creatureStats.setAttribute(ESM::Attribute::Intelligence, player->mNpdt52.mIntelligence);
creatureStats.setAttribute(ESM::Attribute::Willpower, player->mNpdt52.mWillpower);
creatureStats.setAttribute(ESM::Attribute::Agility, player->mNpdt52.mAgility);
creatureStats.setAttribute(ESM::Attribute::Speed, player->mNpdt52.mSpeed);
creatureStats.setAttribute(ESM::Attribute::Endurance, player->mNpdt52.mEndurance);
creatureStats.setAttribute(ESM::Attribute::Personality, player->mNpdt52.mPersonality);
creatureStats.setAttribute(ESM::Attribute::Luck, player->mNpdt52.mLuck);
const MWWorld::ESMStore &esmStore =
MWBase::Environment::get().getWorld()->getStore();
// race
if (mRaceSelected)
{
const ESM::Race *race =
esmStore.get<ESM::Race>().find(player->mRace);
bool male = (player->mFlags & ESM::NPC::Female) == 0;
for (int i=0; i<8; ++i)
{
const ESM::Race::MaleFemale& attribute = race->mData.mAttributeValues[i];
creatureStats.setAttribute(i, male ? attribute.mMale : attribute.mFemale);
}
for (int i=0; i<27; ++i)
{
int bonus = 0;
for (int i2=0; i2<7; ++i2)
if (race->mData.mBonus[i2].mSkill==i)
{
bonus = race->mData.mBonus[i2].mBonus;
break;
}
npcStats.getSkill (i).setBase (5 + bonus);
}
for (std::vector<std::string>::const_iterator iter (race->mPowers.mList.begin());
iter!=race->mPowers.mList.end(); ++iter)
{
creatureStats.getSpells().add (*iter);
}
}
// birthsign
const std::string &signId =
MWBase::Environment::get().getWorld()->getPlayer().getBirthSign();
if (!signId.empty())
{
const ESM::BirthSign *sign =
esmStore.get<ESM::BirthSign>().find(signId);
for (std::vector<std::string>::const_iterator iter (sign->mPowers.mList.begin());
iter!=sign->mPowers.mList.end(); ++iter)
{
creatureStats.getSpells().add (*iter);
}
}
// class
if (mClassSelected)
{
const ESM::Class *class_ =
esmStore.get<ESM::Class>().find(player->mClass);
for (int i=0; i<2; ++i)
{
int attribute = class_->mData.mAttribute[i];
if (attribute>=0 && attribute<8)
{
creatureStats.setAttribute(attribute,
creatureStats.getAttribute(attribute).getBase() + 10);
}
}
for (int i=0; i<2; ++i)
{
int bonus = i==0 ? 10 : 25;
for (int i2=0; i2<5; ++i2)
{
int index = class_->mData.mSkills[i2][i];
if (index>=0 && index<27)
{
npcStats.getSkill (index).setBase (
npcStats.getSkill (index).getBase() + bonus);
}
}
}
const MWWorld::Store<ESM::Skill> &skills =
esmStore.get<ESM::Skill>();
MWWorld::Store<ESM::Skill>::iterator iter = skills.begin();
for (; iter != skills.end(); ++iter)
{
if (iter->second.mData.mSpecialization==class_->mData.mSpecialization)
{
int index = iter->first;
if (index>=0 && index<27)
{
npcStats.getSkill (index).setBase (
npcStats.getSkill (index).getBase() + 5);
}
}
}
}
// F_PCStart spells
const ESM::Race* race = NULL;
if (mRaceSelected)
race = esmStore.get<ESM::Race>().find(player->mRace);
int skills[ESM::Skill::Length];
for (int i=0; i<ESM::Skill::Length; ++i)
skills[i] = npcStats.getSkill(i).getBase();
int attributes[ESM::Attribute::Length];
for (int i=0; i<ESM::Attribute::Length; ++i)
attributes[i] = npcStats.getAttribute(i).getBase();
std::vector<std::string> selectedSpells = autoCalcPlayerSpells(skills, attributes, race);
for (std::vector<std::string>::iterator it = selectedSpells.begin(); it != selectedSpells.end(); ++it)
creatureStats.getSpells().add(*it);
// forced update and current value adjustments
mActors.updateActor (ptr, 0);
for (int i=0; i<3; ++i)
{
DynamicStat<float> stat = creatureStats.getDynamic (i);
stat.setCurrent (stat.getModified());
creatureStats.setDynamic (i, stat);
}
// auto-equip again. we need this for when the race is changed to a beast race and shoes are no longer equippable
MWWorld::InventoryStore& invStore = ptr.getClass().getInventoryStore(ptr);
for (int i=0; i<MWWorld::InventoryStore::Slots; ++i)
invStore.unequipAll(ptr);
invStore.autoEquip(ptr);
}
MechanicsManager::MechanicsManager()
: mWatchedTimeToStartDrowning(0), mWatchedStatsEmpty (true), mUpdatePlayer (true), mClassSelected (false),
mRaceSelected (false), mAI(true)
{
//buildPlayer no longer here, needs to be done explicitly after all subsystems are up and running
}
void MechanicsManager::add(const MWWorld::Ptr& ptr)
{
if(ptr.getClass().isActor())
mActors.addActor(ptr);
else
mObjects.addObject(ptr);
}
void MechanicsManager::remove(const MWWorld::Ptr& ptr)
{
if(ptr == mWatched)
mWatched = MWWorld::Ptr();
mActors.removeActor(ptr);
mObjects.removeObject(ptr);
}
void MechanicsManager::updateCell(const MWWorld::Ptr &old, const MWWorld::Ptr &ptr)
{
if(old == mWatched)
mWatched = ptr;
if(ptr.getClass().isActor())
mActors.updateActor(old, ptr);
else
mObjects.updateObject(old, ptr);
}
void MechanicsManager::drop(const MWWorld::CellStore *cellStore)
{
mActors.dropActors(cellStore, mWatched);
mObjects.dropObjects(cellStore);
}
void MechanicsManager::watchActor(const MWWorld::Ptr& ptr)
{
mWatched = ptr;
}
void MechanicsManager::advanceTime (float duration)
{
// Uses ingame time, but scaled to real time
duration /= MWBase::Environment::get().getWorld()->getTimeScaleFactor();
MWWorld::Ptr player = getPlayer();
player.getClass().getInventoryStore(player).rechargeItems(duration);
}
void MechanicsManager::update(float duration, bool paused)
{
if(!mWatched.isEmpty())
{
MWBase::WindowManager *winMgr = MWBase::Environment::get().getWindowManager();
const MWMechanics::NpcStats &stats = mWatched.getClass().getNpcStats(mWatched);
for(int i = 0;i < ESM::Attribute::Length;++i)
{
if(stats.getAttribute(i) != mWatchedAttributes[i] || mWatchedStatsEmpty)
{
std::stringstream attrname;
attrname << "AttribVal"<<(i+1);
mWatchedAttributes[i] = stats.getAttribute(i);
winMgr->setValue(attrname.str(), stats.getAttribute(i));
}
}
if(stats.getHealth() != mWatchedHealth || mWatchedStatsEmpty)
{
static const std::string hbar("HBar");
mWatchedHealth = stats.getHealth();
winMgr->setValue(hbar, stats.getHealth());
}
if(stats.getMagicka() != mWatchedMagicka || mWatchedStatsEmpty)
{
static const std::string mbar("MBar");
mWatchedMagicka = stats.getMagicka();
winMgr->setValue(mbar, stats.getMagicka());
}
if(stats.getFatigue() != mWatchedFatigue || mWatchedStatsEmpty)
{
static const std::string fbar("FBar");
mWatchedFatigue = stats.getFatigue();
winMgr->setValue(fbar, stats.getFatigue());
}
if(stats.getTimeToStartDrowning() != mWatchedTimeToStartDrowning)
{
const float fHoldBreathTime = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>()
.find("fHoldBreathTime")->getFloat();
mWatchedTimeToStartDrowning = stats.getTimeToStartDrowning();
if(stats.getTimeToStartDrowning() >= fHoldBreathTime)
winMgr->setDrowningBarVisibility(false);
else
{
winMgr->setDrowningBarVisibility(true);
winMgr->setDrowningTimeLeft(stats.getTimeToStartDrowning(), fHoldBreathTime);
}
}
//Loop over ESM::Skill::SkillEnum
for(int i = 0; i < ESM::Skill::Length; ++i)
{
if(stats.getSkill(i) != mWatchedSkills[i] || mWatchedStatsEmpty)
{
mWatchedSkills[i] = stats.getSkill(i);
winMgr->setValue((ESM::Skill::SkillEnum)i, stats.getSkill(i));
}
}
winMgr->setValue("level", stats.getLevel());
mWatchedStatsEmpty = false;
// Update the equipped weapon icon
MWWorld::InventoryStore& inv = mWatched.getClass().getInventoryStore(mWatched);
MWWorld::ContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
if (weapon == inv.end())
winMgr->unsetSelectedWeapon();
else
winMgr->setSelectedWeapon(*weapon);
// Update the selected spell icon
MWWorld::ContainerStoreIterator enchantItem = inv.getSelectedEnchantItem();
if (enchantItem != inv.end())
winMgr->setSelectedEnchantItem(*enchantItem);
else if (!winMgr->getSelectedSpell().empty())
winMgr->setSelectedSpell(winMgr->getSelectedSpell(), int(MWMechanics::getSpellSuccessChance(winMgr->getSelectedSpell(), mWatched)));
else
winMgr->unsetSelectedSpell();
}
if (mUpdatePlayer)
{
MWBase::World *world = MWBase::Environment::get().getWorld();
// basic player profile; should not change anymore after the creation phase is finished.
MWBase::WindowManager *winMgr =
MWBase::Environment::get().getWindowManager();
const ESM::NPC *player =
world->getPlayerPtr().get<ESM::NPC>()->mBase;
const ESM::Race *race =
world->getStore().get<ESM::Race>().find(player->mRace);
const ESM::Class *cls =
world->getStore().get<ESM::Class>().find(player->mClass);
winMgr->setValue ("name", player->mName);
winMgr->setValue ("race", race->mName);
winMgr->setValue ("class", cls->mName);
mUpdatePlayer = false;
MWBase::WindowManager::SkillList majorSkills (5);
MWBase::WindowManager::SkillList minorSkills (5);
for (int i=0; i<5; ++i)
{
minorSkills[i] = cls->mData.mSkills[i][0];
majorSkills[i] = cls->mData.mSkills[i][1];
}
winMgr->configureSkills (majorSkills, minorSkills);
// HACK? The player has been changed, so a new Animation object may
// have been made for them. Make sure they're properly updated.
MWWorld::Ptr ptr = getPlayer();
mActors.removeActor(ptr);
mActors.addActor(ptr, true);
}
mActors.update(duration, paused);
mObjects.update(duration, paused);
}
void MechanicsManager::rest(bool sleep)
{
mActors.rest(sleep);
}
int MechanicsManager::getHoursToRest() const
{
return mActors.getHoursToRest(mWatched);
}
void MechanicsManager::setPlayerName (const std::string& name)
{
MWBase::World *world = MWBase::Environment::get().getWorld();
ESM::NPC player =
*world->getPlayerPtr().get<ESM::NPC>()->mBase;
player.mName = name;
world->createRecord(player);
mUpdatePlayer = true;
}
void MechanicsManager::setPlayerRace (const std::string& race, bool male, const std::string &head, const std::string &hair)
{
MWBase::World *world = MWBase::Environment::get().getWorld();
ESM::NPC player =
*world->getPlayerPtr().get<ESM::NPC>()->mBase;
player.mRace = race;
player.mHead = head;
player.mHair = hair;
player.setIsMale(male);
world->createRecord(player);
mRaceSelected = true;
buildPlayer();
mUpdatePlayer = true;
}
void MechanicsManager::setPlayerBirthsign (const std::string& id)
{
MWBase::Environment::get().getWorld()->getPlayer().setBirthSign(id);
buildPlayer();
mUpdatePlayer = true;
}
void MechanicsManager::setPlayerClass (const std::string& id)
{
MWBase::World *world = MWBase::Environment::get().getWorld();
ESM::NPC player =
*world->getPlayerPtr().get<ESM::NPC>()->mBase;
player.mClass = id;
world->createRecord(player);
mClassSelected = true;
buildPlayer();
mUpdatePlayer = true;
}
void MechanicsManager::setPlayerClass (const ESM::Class &cls)
{
MWBase::World *world = MWBase::Environment::get().getWorld();
const ESM::Class *ptr = world->createRecord(cls);
ESM::NPC player =
*world->getPlayerPtr().get<ESM::NPC>()->mBase;
player.mClass = ptr->mId;
world->createRecord(player);
mClassSelected = true;
buildPlayer();
mUpdatePlayer = true;
}
int MechanicsManager::getDerivedDisposition(const MWWorld::Ptr& ptr, bool addTemporaryDispositionChange)
{
const MWMechanics::NpcStats& npcSkill = ptr.getClass().getNpcStats(ptr);
float x = static_cast<float>(npcSkill.getBaseDisposition());
MWWorld::LiveCellRef<ESM::NPC>* npc = ptr.get<ESM::NPC>();
MWWorld::Ptr playerPtr = getPlayer();
MWWorld::LiveCellRef<ESM::NPC>* player = playerPtr.get<ESM::NPC>();
const MWMechanics::NpcStats &playerStats = playerPtr.getClass().getNpcStats(playerPtr);
const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
static const float fDispRaceMod = gmst.find("fDispRaceMod")->getFloat();
if (Misc::StringUtils::ciEqual(npc->mBase->mRace, player->mBase->mRace))
x += fDispRaceMod;
static const float fDispPersonalityMult = gmst.find("fDispPersonalityMult")->getFloat();
static const float fDispPersonalityBase = gmst.find("fDispPersonalityBase")->getFloat();
x += fDispPersonalityMult * (playerStats.getAttribute(ESM::Attribute::Personality).getModified() - fDispPersonalityBase);
float reaction = 0;
int rank = 0;
std::string npcFaction = ptr.getClass().getPrimaryFaction(ptr);
Misc::StringUtils::lowerCaseInPlace(npcFaction);
if (playerStats.getFactionRanks().find(npcFaction) != playerStats.getFactionRanks().end())
{
if (!playerStats.getExpelled(npcFaction))
{
// faction reaction towards itself. yes, that exists
reaction = static_cast<float>(MWBase::Environment::get().getDialogueManager()->getFactionReaction(npcFaction, npcFaction));
rank = playerStats.getFactionRanks().find(npcFaction)->second;
}
}
else if (!npcFaction.empty())
{
std::map<std::string, int>::const_iterator playerFactionIt = playerStats.getFactionRanks().begin();
for (; playerFactionIt != playerStats.getFactionRanks().end(); ++playerFactionIt)
{
std::string itFaction = playerFactionIt->first;
int itReaction = MWBase::Environment::get().getDialogueManager()->getFactionReaction(npcFaction, itFaction);
if (playerFactionIt == playerStats.getFactionRanks().begin() || itReaction < reaction)
reaction = static_cast<float>(itReaction);
}
}
else
{
reaction = 0;
rank = 0;
}
static const float fDispFactionRankMult = gmst.find("fDispFactionRankMult")->getFloat();
static const float fDispFactionRankBase = gmst.find("fDispFactionRankBase")->getFloat();
static const float fDispFactionMod = gmst.find("fDispFactionMod")->getFloat();
x += (fDispFactionRankMult * rank
+ fDispFactionRankBase)
* fDispFactionMod * reaction;
static const float fDispCrimeMod = gmst.find("fDispCrimeMod")->getFloat();
static const float fDispDiseaseMod = gmst.find("fDispDiseaseMod")->getFloat();
x -= fDispCrimeMod * playerStats.getBounty();
if (playerStats.hasCommonDisease() || playerStats.hasBlightDisease())
x += fDispDiseaseMod;
static const float fDispWeaponDrawn = gmst.find("fDispWeaponDrawn")->getFloat();
if (playerStats.getDrawState() == MWMechanics::DrawState_Weapon)
x += fDispWeaponDrawn;
x += ptr.getClass().getCreatureStats(ptr).getMagicEffects().get(ESM::MagicEffect::Charm).getMagnitude();
if(addTemporaryDispositionChange)
x += MWBase::Environment::get().getDialogueManager()->getTemporaryDispositionChange();
int effective_disposition = std::max(0,std::min(int(x),100));//, normally clamped to [0..100] when used
return effective_disposition;
}
int MechanicsManager::getBarterOffer(const MWWorld::Ptr& ptr,int basePrice, bool buying)
{
if (ptr.getTypeName() == typeid(ESM::Creature).name())
return basePrice;
const MWMechanics::NpcStats &sellerStats = ptr.getClass().getNpcStats(ptr);
MWWorld::Ptr playerPtr = getPlayer();
const MWMechanics::NpcStats &playerStats = playerPtr.getClass().getNpcStats(playerPtr);
// I suppose the temporary disposition change (second param to getDerivedDisposition()) _has_ to be considered here,
// otherwise one would get different prices when exiting and re-entering the dialogue window...
int clampedDisposition = getDerivedDisposition(ptr);
float a = static_cast<float>(std::min(playerStats.getSkill(ESM::Skill::Mercantile).getModified(), 100));
float b = std::min(0.1f * playerStats.getAttribute(ESM::Attribute::Luck).getModified(), 10.f);
float c = std::min(0.2f * playerStats.getAttribute(ESM::Attribute::Personality).getModified(), 10.f);
float d = static_cast<float>(std::min(sellerStats.getSkill(ESM::Skill::Mercantile).getModified(), 100));
float e = std::min(0.1f * sellerStats.getAttribute(ESM::Attribute::Luck).getModified(), 10.f);
float f = std::min(0.2f * sellerStats.getAttribute(ESM::Attribute::Personality).getModified(), 10.f);
float pcTerm = (clampedDisposition - 50 + a + b + c) * playerStats.getFatigueTerm();
float npcTerm = (d + e + f) * sellerStats.getFatigueTerm();
float buyTerm = 0.01f * (100 - 0.5f * (pcTerm - npcTerm));
float sellTerm = 0.01f * (50 - 0.5f * (npcTerm - pcTerm));
float x;
if(buying) x = buyTerm;
else x = std::min(buyTerm, sellTerm);
int offerPrice;
if (x < 1)
offerPrice = int(x * basePrice);
else
offerPrice = basePrice + int((x - 1) * basePrice);
offerPrice = std::max(1, offerPrice);
return offerPrice;
}
int MechanicsManager::countDeaths (const std::string& id) const
{
return mActors.countDeaths (id);
}
void MechanicsManager::getPersuasionDispositionChange (const MWWorld::Ptr& npc, PersuasionType type, bool& success, float& tempChange, float& permChange)
{
const MWWorld::Store<ESM::GameSetting> &gmst =
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
MWMechanics::NpcStats& npcStats = npc.getClass().getNpcStats(npc);
MWWorld::Ptr playerPtr = getPlayer();
const MWMechanics::NpcStats &playerStats = playerPtr.getClass().getNpcStats(playerPtr);
float npcRating1, npcRating2, npcRating3;
getPersuasionRatings(npcStats, npcRating1, npcRating2, npcRating3, false);
float playerRating1, playerRating2, playerRating3;
getPersuasionRatings(playerStats, playerRating1, playerRating2, playerRating3, true);
int currentDisposition = getDerivedDisposition(npc);
float d = 1 - 0.02f * abs(currentDisposition - 50);
float target1 = d * (playerRating1 - npcRating1 + 50);
float target2 = d * (playerRating2 - npcRating2 + 50);
float bribeMod;
if (type == PT_Bribe10) bribeMod = gmst.find("fBribe10Mod")->getFloat();
else if (type == PT_Bribe100) bribeMod = gmst.find("fBribe100Mod")->getFloat();
else bribeMod = gmst.find("fBribe1000Mod")->getFloat();
float target3 = d * (playerRating3 - npcRating3 + 50) + bribeMod;
float iPerMinChance = floor(gmst.find("iPerMinChance")->getFloat());
float iPerMinChange = floor(gmst.find("iPerMinChange")->getFloat());
float fPerDieRollMult = gmst.find("fPerDieRollMult")->getFloat();
float fPerTempMult = gmst.find("fPerTempMult")->getFloat();
float x = 0;
float y = 0;
int roll = Misc::Rng::roll0to99();
if (type == PT_Admire)
{
target1 = std::max(iPerMinChance, target1);
success = (roll <= target1);
float c = floor(fPerDieRollMult * (target1 - roll));
x = success ? std::max(iPerMinChange, c) : c;
}
else if (type == PT_Intimidate)
{
target2 = std::max(iPerMinChance, target2);
success = (roll <= target2);
float r;
if (roll != target2)
r = floor(target2 - roll);
else
r = 1;
if (roll <= target2)
{
float s = floor(r * fPerDieRollMult * fPerTempMult);
int flee = npcStats.getAiSetting(MWMechanics::CreatureStats::AI_Flee).getBase();
int fight = npcStats.getAiSetting(MWMechanics::CreatureStats::AI_Fight).getBase();
npcStats.setAiSetting (MWMechanics::CreatureStats::AI_Flee,
std::max(0, std::min(100, flee + int(std::max(iPerMinChange, s)))));
npcStats.setAiSetting (MWMechanics::CreatureStats::AI_Fight,
std::max(0, std::min(100, fight + int(std::min(-iPerMinChange, -s)))));
}
float c = -std::abs(floor(r * fPerDieRollMult));
if (success)
{
if (std::abs(c) < iPerMinChange)
{
x = 0;
y = -iPerMinChange;
}
else
{
x = -floor(c * fPerTempMult);
y = c;
}
}
else
{
x = floor(c * fPerTempMult);
y = c;
}
}
else if (type == PT_Taunt)
{
target1 = std::max(iPerMinChance, target1);
success = (roll <= target1);
float c = std::abs(floor(target1 - roll));
if (success)
{
float s = c * fPerDieRollMult * fPerTempMult;
int flee = npcStats.getAiSetting (CreatureStats::AI_Flee).getBase();
int fight = npcStats.getAiSetting (CreatureStats::AI_Fight).getBase();
npcStats.setAiSetting (CreatureStats::AI_Flee,
std::max(0, std::min(100, flee + std::min(-int(iPerMinChange), int(-s)))));
npcStats.setAiSetting (CreatureStats::AI_Fight,
std::max(0, std::min(100, fight + std::max(int(iPerMinChange), int(s)))));
}
x = floor(-c * fPerDieRollMult);
if (success && std::abs(x) < iPerMinChange)
x = -iPerMinChange;
}
else // Bribe
{
target3 = std::max(iPerMinChance, target3);
success = (roll <= target3);
float c = floor((target3 - roll) * fPerDieRollMult);
x = success ? std::max(iPerMinChange, c) : c;
}
tempChange = type == PT_Intimidate ? x : int(x * fPerTempMult);
float cappedDispositionChange = tempChange;
if (currentDisposition + tempChange > 100.f)
cappedDispositionChange = static_cast<float>(100 - currentDisposition);
if (currentDisposition + tempChange < 0.f)
cappedDispositionChange = static_cast<float>(-currentDisposition);
permChange = floor(cappedDispositionChange / fPerTempMult);
if (type == PT_Intimidate)
{
permChange = success ? -int(cappedDispositionChange/ fPerTempMult) : y;
}
}
void MechanicsManager::forceStateUpdate(const MWWorld::Ptr &ptr)
{
if(ptr.getClass().isActor())
mActors.forceStateUpdate(ptr);
}
bool MechanicsManager::playAnimationGroup(const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number, bool persist)
{
if(ptr.getClass().isActor())
return mActors.playAnimationGroup(ptr, groupName, mode, number, persist);
else
return mObjects.playAnimationGroup(ptr, groupName, mode, number, persist);
}
void MechanicsManager::skipAnimation(const MWWorld::Ptr& ptr)
{
if(ptr.getClass().isActor())
mActors.skipAnimation(ptr);
else
mObjects.skipAnimation(ptr);
}
bool MechanicsManager::checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string &groupName)
{
if(ptr.getClass().isActor())
return mActors.checkAnimationPlaying(ptr, groupName);
else
return false;
}
void MechanicsManager::persistAnimationStates()
{
mActors.persistAnimationStates();
mObjects.persistAnimationStates();
}
void MechanicsManager::updateMagicEffects(const MWWorld::Ptr &ptr)
{
mActors.updateMagicEffects(ptr);
}
bool MechanicsManager::toggleAI()
{
mAI = !mAI;
return mAI;
}
bool MechanicsManager::isAIActive()
{
return mAI;
}
void MechanicsManager::playerLoaded()
{
mUpdatePlayer = true;
mClassSelected = true;
mRaceSelected = true;
mAI = true;
}
bool MechanicsManager::isAllowedToUse (const MWWorld::Ptr& ptr, const MWWorld::CellRef& cellref, MWWorld::Ptr& victim)
{
const std::string& owner = cellref.getOwner();
bool isOwned = !owner.empty() && owner != "player";
const std::string& faction = cellref.getFaction();
bool isFactionOwned = false;
if (!faction.empty() && ptr.getClass().isNpc())
{
const std::map<std::string, int>& factions = ptr.getClass().getNpcStats(ptr).getFactionRanks();
std::map<std::string, int>::const_iterator found = factions.find(Misc::StringUtils::lowerCase(faction));
if (found == factions.end()
|| found->second < cellref.getFactionRank())
isFactionOwned = true;
}
const std::string& globalVariable = cellref.getGlobalVariable();
if (!globalVariable.empty() && MWBase::Environment::get().getWorld()->getGlobalInt(Misc::StringUtils::lowerCase(globalVariable)) == 1)
{
isOwned = false;
isFactionOwned = false;
}
if (!cellref.getOwner().empty())
victim = MWBase::Environment::get().getWorld()->searchPtr(cellref.getOwner(), true);
return (!isOwned && !isFactionOwned);
}
bool MechanicsManager::sleepInBed(const MWWorld::Ptr &ptr, const MWWorld::Ptr &bed)
{
if (ptr.getClass().getNpcStats(ptr).isWerewolf())
{
MWBase::Environment::get().getWindowManager()->messageBox("#{sWerewolfRefusal}");
return true;
}
if(MWBase::Environment::get().getWorld()->getPlayer().enemiesNearby()) {
MWBase::Environment::get().getWindowManager()->messageBox("#{sNotifyMessage2}");
return true;
}
MWWorld::Ptr victim;
if (isAllowedToUse(ptr, bed.getCellRef(), victim))
return false;
if(commitCrime(ptr, victim, OT_SleepingInOwnedBed))
{
MWBase::Environment::get().getWindowManager()->messageBox("#{sNotifyMessage64}");
return true;
}
else
return false;
}
void MechanicsManager::objectOpened(const MWWorld::Ptr &ptr, const MWWorld::Ptr &item)
{
MWWorld::Ptr victim;
if (isAllowedToUse(ptr, item.getCellRef(), victim))
return;
commitCrime(ptr, victim, OT_Trespassing);
}
std::vector<std::pair<std::string, int> > MechanicsManager::getStolenItemOwners(const std::string& itemid)
{
std::vector<std::pair<std::string, int> > result;
StolenItemsMap::const_iterator it = mStolenItems.find(Misc::StringUtils::lowerCase(itemid));
if (it == mStolenItems.end())
return result;
else
{
const OwnerMap& owners = it->second;
for (OwnerMap::const_iterator ownerIt = owners.begin(); ownerIt != owners.end(); ++ownerIt)
result.push_back(std::make_pair(ownerIt->first.first, ownerIt->second));
return result;
}
}
bool MechanicsManager::isItemStolenFrom(const std::string &itemid, const std::string &ownerid)
{
StolenItemsMap::const_iterator it = mStolenItems.find(Misc::StringUtils::lowerCase(itemid));
if (it == mStolenItems.end())
return false;
const OwnerMap& owners = it->second;
OwnerMap::const_iterator ownerFound = owners.find(std::make_pair(Misc::StringUtils::lowerCase(ownerid), false));
return ownerFound != owners.end();
}
void MechanicsManager::confiscateStolenItems(const MWWorld::Ptr &player, const MWWorld::Ptr &targetContainer)
{
MWWorld::ContainerStore& store = player.getClass().getContainerStore(player);
for (MWWorld::ContainerStoreIterator it = store.begin(); it != store.end(); ++it)
{
StolenItemsMap::iterator stolenIt = mStolenItems.find(Misc::StringUtils::lowerCase(it->getCellRef().getRefId()));
if (stolenIt == mStolenItems.end())
continue;
OwnerMap& owners = stolenIt->second;
int itemCount = it->getRefData().getCount();
for (OwnerMap::iterator ownerIt = owners.begin(); ownerIt != owners.end();)
{
int toRemove = std::min(itemCount, ownerIt->second);
itemCount -= toRemove;
ownerIt->second -= toRemove;
if (ownerIt->second == 0)
owners.erase(ownerIt++);
else
++ownerIt;
}
int toMove = it->getRefData().getCount() - itemCount;
targetContainer.getClass().getContainerStore(targetContainer).add(*it, toMove, targetContainer);
store.remove(*it, toMove, player);
}
// TODO: unhardcode the locklevel
targetContainer.getClass().lock(targetContainer,50);
}
void MechanicsManager::itemTaken(const MWWorld::Ptr &ptr, const MWWorld::Ptr &item, const MWWorld::Ptr& container,
int count)
{
if (ptr != getPlayer())
return;
MWWorld::Ptr victim;
const MWWorld::CellRef* ownerCellRef = &item.getCellRef();
if (!container.isEmpty())
{
// Inherit the owner of the container
ownerCellRef = &container.getCellRef();
}
else
{
if (!item.getCellRef().hasContentFile())
{
// this is a manually placed item, which means it was already stolen
return;
}
}
if (isAllowedToUse(ptr, *ownerCellRef, victim))
return;
Owner owner;
owner.first = ownerCellRef->getOwner();
owner.second = false;
if (owner.first.empty())
{
owner.first = ownerCellRef->getFaction();
owner.second = true;
}
Misc::StringUtils::lowerCaseInPlace(owner.first);
if (!Misc::StringUtils::ciEqual(item.getCellRef().getRefId(), MWWorld::ContainerStore::sGoldId))
mStolenItems[Misc::StringUtils::lowerCase(item.getCellRef().getRefId())][owner] += count;
commitCrime(ptr, victim, OT_Theft, item.getClass().getValue(item) * count);
}
bool MechanicsManager::commitCrime(const MWWorld::Ptr &player, const MWWorld::Ptr &victim, OffenseType type, int arg, bool victimAware)
{
// NOTE: victim may be empty
// Only player can commit crime
if (player != getPlayer())
return false;
// Find all the actors within the alarm radius
std::vector<MWWorld::Ptr> neighbors;
osg::Vec3f from (player.getRefData().getPosition().asVec3());
const MWWorld::ESMStore& esmStore = MWBase::Environment::get().getWorld()->getStore();
float radius = esmStore.get<ESM::GameSetting>().find("fAlarmRadius")->getFloat();
mActors.getObjectsInRange(from, radius, neighbors);
// victim should be considered even beyond alarm radius
if (!victim.isEmpty() && (from - victim.getRefData().getPosition().asVec3()).length2() > radius*radius)
neighbors.push_back(victim);
// get the player's followers / allies (works recursively) that will not report crimes
std::set<MWWorld::Ptr> playerFollowers;
getActorsSidingWith(player, playerFollowers);
// Did anyone see it?
bool crimeSeen = false;
for (std::vector<MWWorld::Ptr>::iterator it = neighbors.begin(); it != neighbors.end(); ++it)
{
if (*it == player)
continue; // skip player
if (it->getClass().getCreatureStats(*it).isDead())
continue;
if ((*it == victim && victimAware)
|| (MWBase::Environment::get().getWorld()->getLOS(player, *it) && awarenessCheck(player, *it) )
// Murder crime can be reported even if no one saw it (hearing is enough, I guess).
// TODO: Add mod support for stealth executions!
|| (type == OT_Murder && *it != victim))
{
// Crime reporting only applies to NPCs
if (!it->getClass().isNpc())
continue;
if (it->getClass().getCreatureStats(*it).getAiSequence().isInCombat(victim))
continue;
if (playerFollowers.find(*it) != playerFollowers.end())
continue;
if (type == OT_Theft || type == OT_Pickpocket)
MWBase::Environment::get().getDialogueManager()->say(*it, "thief");
else if (type == OT_Trespassing)
MWBase::Environment::get().getDialogueManager()->say(*it, "intruder");
crimeSeen = true;
}
}
if (crimeSeen)
reportCrime(player, victim, type, arg);
else if (type == OT_Assault && !victim.isEmpty())
startCombat(victim, player); // TODO: combat should be started with an "unaware" flag, which makes the victim flee?
return crimeSeen;
}
void MechanicsManager::reportCrime(const MWWorld::Ptr &player, const MWWorld::Ptr &victim, OffenseType type, int arg)
{
const MWWorld::Store<ESM::GameSetting>& store = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
if (type == OT_Murder && !victim.isEmpty())
victim.getClass().getCreatureStats(victim).notifyMurder();
// Bounty and disposition penalty for each type of crime
float disp = 0.f, dispVictim = 0.f;
if (type == OT_Trespassing || type == OT_SleepingInOwnedBed)
{
arg = store.find("iCrimeTresspass")->getInt();
disp = dispVictim = store.find("iDispTresspass")->getFloat();
}
else if (type == OT_Pickpocket)
{
arg = store.find("iCrimePickPocket")->getInt();
disp = dispVictim = store.find("fDispPickPocketMod")->getFloat();
}
else if (type == OT_Assault)
{
arg = store.find("iCrimeAttack")->getInt();
disp = store.find("iDispAttackMod")->getFloat();
dispVictim = store.find("fDispAttacking")->getFloat();
}
else if (type == OT_Murder)
{
arg = store.find("iCrimeKilling")->getInt();
disp = dispVictim = store.find("iDispKilling")->getFloat();
}
else if (type == OT_Theft)
{
disp = dispVictim = store.find("fDispStealing")->getFloat() * arg;
arg = static_cast<int>(arg * store.find("fCrimeStealing")->getFloat());
arg = std::max(1, arg); // Minimum bounty of 1, in case items with zero value are stolen
}
// Make surrounding actors within alarm distance respond to the crime
std::vector<MWWorld::Ptr> neighbors;
const MWWorld::ESMStore& esmStore = MWBase::Environment::get().getWorld()->getStore();
osg::Vec3f from (player.getRefData().getPosition().asVec3());
float radius = esmStore.get<ESM::GameSetting>().find("fAlarmRadius")->getFloat();
mActors.getObjectsInRange(from, radius, neighbors);
// victim should be considered even beyond alarm radius
if (!victim.isEmpty() && (from - victim.getRefData().getPosition().asVec3()).length2() > radius*radius)
neighbors.push_back(victim);
int id = MWBase::Environment::get().getWorld()->getPlayer().getNewCrimeId();
// What amount of provocation did this crime generate?
// Controls whether witnesses will engage combat with the criminal.
int fight = 0, fightVictim = 0;
if (type == OT_Trespassing || type == OT_SleepingInOwnedBed)
fight = fightVictim = esmStore.get<ESM::GameSetting>().find("iFightTrespass")->getInt();
else if (type == OT_Pickpocket)
{
fight = esmStore.get<ESM::GameSetting>().find("iFightPickpocket")->getInt();
fightVictim = esmStore.get<ESM::GameSetting>().find("iFightPickpocket")->getInt() * 4; // *4 according to research wiki
}
else if (type == OT_Assault)
{
fight = esmStore.get<ESM::GameSetting>().find("iFightAttacking")->getInt();
fightVictim = esmStore.get<ESM::GameSetting>().find("iFightAttack")->getInt();
}
else if (type == OT_Murder)
fight = fightVictim = esmStore.get<ESM::GameSetting>().find("iFightKilling")->getInt();
else if (type == OT_Theft)
fight = fightVictim = esmStore.get<ESM::GameSetting>().find("fFightStealing")->getInt();
bool reported = false;
// Tell everyone (including the original reporter) in alarm range
for (std::vector<MWWorld::Ptr>::iterator it = neighbors.begin(); it != neighbors.end(); ++it)
{
if ( *it == player
|| !it->getClass().isNpc() || it->getClass().getCreatureStats(*it).isDead()) continue;
if (it->getClass().getCreatureStats(*it).getAiSequence().isInCombat(victim))
continue;
// Will the witness report the crime?
if (it->getClass().getCreatureStats(*it).getAiSetting(CreatureStats::AI_Alarm).getBase() >= 100)
{
reported = true;
}
if (it->getClass().isClass(*it, "guard"))
{
// Mark as Alarmed for dialogue
it->getClass().getCreatureStats(*it).setAlarmed(true);
// Set the crime ID, which we will use to calm down participants
// once the bounty has been paid.
it->getClass().getNpcStats(*it).setCrimeId(id);
it->getClass().getCreatureStats(*it).getAiSequence().stack(AiPursue(player), *it);
}
else
{
float dispTerm = (*it == victim) ? dispVictim : disp;
float alarmTerm = 0.01f * it->getClass().getCreatureStats(*it).getAiSetting(CreatureStats::AI_Alarm).getBase();
if (type == OT_Pickpocket && alarmTerm <= 0)
alarmTerm = 1.0;
if (*it != victim)
dispTerm *= alarmTerm;
float fightTerm = static_cast<float>((*it == victim) ? fightVictim : fight);
fightTerm += getFightDispositionBias(dispTerm);
fightTerm += getFightDistanceBias(*it, player);
fightTerm *= alarmTerm;
int observerFightRating = it->getClass().getCreatureStats(*it).getAiSetting(CreatureStats::AI_Fight).getBase();
if (observerFightRating + fightTerm > 100)
fightTerm = static_cast<float>(100 - observerFightRating);
fightTerm = std::max(0.f, fightTerm);
if (observerFightRating + fightTerm >= 100)
{
startCombat(*it, player);
NpcStats& observerStats = it->getClass().getNpcStats(*it);
// Apply aggression value to the base Fight rating, so that the actor can continue fighting
// after a Calm spell wears off
observerStats.setAiSetting(CreatureStats::AI_Fight, observerFightRating + static_cast<int>(fightTerm));
observerStats.setBaseDisposition(observerStats.getBaseDisposition() + static_cast<int>(dispTerm));
// Set the crime ID, which we will use to calm down participants
// once the bounty has been paid.
observerStats.setCrimeId(id);
// Mark as Alarmed for dialogue
observerStats.setAlarmed(true);
}
}
}
if (reported)
{
MWBase::Environment::get().getWindowManager()->messageBox("#{sCrimeMessage}");
player.getClass().getNpcStats(player).setBounty(player.getClass().getNpcStats(player).getBounty()
+ arg);
// If committing a crime against a faction member, expell from the faction
if (!victim.isEmpty() && victim.getClass().isNpc())
{
std::string factionID = victim.getClass().getPrimaryFaction(victim);
const std::map<std::string, int>& playerRanks = player.getClass().getNpcStats(player).getFactionRanks();
if (playerRanks.find(Misc::StringUtils::lowerCase(factionID)) != playerRanks.end())
{
player.getClass().getNpcStats(player).expell(factionID);
}
}
if (type == OT_Assault && !victim.isEmpty()
&& !victim.getClass().getCreatureStats(victim).getAiSequence().isInCombat(player)
&& victim.getClass().isNpc())
{
// Attacker is in combat with us, but we are not in combat with the attacker yet. Time to fight back.
// Note: accidental or collateral damage attacks are ignored.
startCombat(victim, player);
// Set the crime ID, which we will use to calm down participants
// once the bounty has been paid.
victim.getClass().getNpcStats(victim).setCrimeId(id);
}
}
}
bool MechanicsManager::actorAttacked(const MWWorld::Ptr &target, const MWWorld::Ptr &attacker)
{
if (target == getPlayer() || !attacker.getClass().isActor())
return false;
std::list<MWWorld::Ptr> followersAttacker = getActorsSidingWith(attacker);
MWMechanics::CreatureStats& statsTarget = target.getClass().getCreatureStats(target);
if (std::find(followersAttacker.begin(), followersAttacker.end(), target) != followersAttacker.end())
{
statsTarget.friendlyHit();
if (statsTarget.getFriendlyHits() < 4)
{
MWBase::Environment::get().getDialogueManager()->say(target, "hit");
return false;
}
}
// Attacking an NPC that is already in combat with any other NPC is not a crime
AiSequence& seq = statsTarget.getAiSequence();
bool isFightingNpc = false;
for (std::list<AiPackage*>::const_iterator it = seq.begin(); it != seq.end(); ++it)
{
if ((*it)->getTypeId() == AiPackage::TypeIdCombat)
{
MWWorld::Ptr target2 = (*it)->getTarget();
if (!target2.isEmpty() && target2.getClass().isNpc())
isFightingNpc = true;
}
}
if (target.getClass().isNpc() && !attacker.isEmpty() && !seq.isInCombat(attacker)
&& !isAggressive(target, attacker) && !isFightingNpc)
commitCrime(attacker, target, MWBase::MechanicsManager::OT_Assault);
if (!attacker.isEmpty() && (attacker.getClass().getCreatureStats(attacker).getAiSequence().isInCombat(target)
|| attacker == getPlayer())
&& !seq.isInCombat(attacker))
{
// Attacker is in combat with us, but we are not in combat with the attacker yet. Time to fight back.
// Note: accidental or collateral damage attacks are ignored.
startCombat(target, attacker);
}
return true;
}
void MechanicsManager::actorKilled(const MWWorld::Ptr &victim, const MWWorld::Ptr &attacker)
{
if (attacker.isEmpty() || attacker != getPlayer())
return;
if (victim == attacker)
return; // known to happen
if (!victim.getClass().isNpc())
return; // TODO: implement animal rights
const MWMechanics::NpcStats& victimStats = victim.getClass().getNpcStats(victim);
// Simple check for who attacked first: if the player attacked first, a crimeId should be set
// Doesn't handle possible edge case where no one reported the assault, but in such a case,
// for bystanders it is not possible to tell who attacked first, anyway.
if (victimStats.getCrimeId() != -1)
commitCrime(attacker, victim, MWBase::MechanicsManager::OT_Murder);
}
bool MechanicsManager::awarenessCheck(const MWWorld::Ptr &ptr, const MWWorld::Ptr &observer)
{
if (observer.getClass().getCreatureStats(observer).isDead() || !observer.getRefData().isEnabled())
return false;
const MWWorld::Store<ESM::GameSetting>& store = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
CreatureStats& stats = ptr.getClass().getCreatureStats(ptr);
float invisibility = stats.getMagicEffects().get(ESM::MagicEffect::Invisibility).getMagnitude();
if (invisibility > 0)
return false;
float sneakTerm = 0;
if (ptr.getClass().getCreatureStats(ptr).getStance(CreatureStats::Stance_Sneak)
&& !MWBase::Environment::get().getWorld()->isSwimming(ptr)
&& MWBase::Environment::get().getWorld()->isOnGround(ptr))
{
static float fSneakSkillMult = store.find("fSneakSkillMult")->getFloat();
static float fSneakBootMult = store.find("fSneakBootMult")->getFloat();
float sneak = static_cast<float>(ptr.getClass().getSkill(ptr, ESM::Skill::Sneak));
int agility = stats.getAttribute(ESM::Attribute::Agility).getModified();
int luck = stats.getAttribute(ESM::Attribute::Luck).getModified();
float bootWeight = 0;
if (ptr.getClass().isNpc())
{
const MWWorld::InventoryStore& inv = ptr.getClass().getInventoryStore(ptr);
MWWorld::ConstContainerStoreIterator it = inv.getSlot(MWWorld::InventoryStore::Slot_Boots);
if (it != inv.end())
bootWeight = it->getClass().getWeight(*it);
}
sneakTerm = fSneakSkillMult * sneak + 0.2f * agility + 0.1f * luck + bootWeight * fSneakBootMult;
}
static float fSneakDistBase = store.find("fSneakDistanceBase")->getFloat();
static float fSneakDistMult = store.find("fSneakDistanceMultiplier")->getFloat();
osg::Vec3f pos1 (ptr.getRefData().getPosition().asVec3());
osg::Vec3f pos2 (observer.getRefData().getPosition().asVec3());
float distTerm = fSneakDistBase + fSneakDistMult * (pos1 - pos2).length();
float chameleon = stats.getMagicEffects().get(ESM::MagicEffect::Chameleon).getMagnitude();
float x = sneakTerm * distTerm * stats.getFatigueTerm() + chameleon + invisibility;
CreatureStats& observerStats = observer.getClass().getCreatureStats(observer);
int obsAgility = observerStats.getAttribute(ESM::Attribute::Agility).getModified();
int obsLuck = observerStats.getAttribute(ESM::Attribute::Luck).getModified();
float obsBlind = observerStats.getMagicEffects().get(ESM::MagicEffect::Blind).getMagnitude();
int obsSneak = observer.getClass().getSkill(observer, ESM::Skill::Sneak);
float obsTerm = obsSneak + 0.2f * obsAgility + 0.1f * obsLuck - obsBlind;
// is ptr behind the observer?
static float fSneakNoViewMult = store.find("fSneakNoViewMult")->getFloat();
static float fSneakViewMult = store.find("fSneakViewMult")->getFloat();
float y = 0;
osg::Vec3f vec = pos1 - pos2;
if (observer.getRefData().getBaseNode())
{
osg::Vec3f observerDir = (observer.getRefData().getBaseNode()->getAttitude() * osg::Vec3f(0,1,0));
float angleRadians = std::acos(observerDir * vec / (observerDir.length() * vec.length()));
if (angleRadians > osg::DegreesToRadians(90.f))
y = obsTerm * observerStats.getFatigueTerm() * fSneakNoViewMult;
else
y = obsTerm * observerStats.getFatigueTerm() * fSneakViewMult;
}
float target = x - y;
return (Misc::Rng::roll0to99() >= target);
}
void MechanicsManager::startCombat(const MWWorld::Ptr &ptr, const MWWorld::Ptr &target)
{
if (ptr.getClass().getCreatureStats(ptr).getAiSequence().isInCombat(target))
return;
ptr.getClass().getCreatureStats(ptr).getAiSequence().stack(MWMechanics::AiCombat(target), ptr);
if (target == getPlayer())
{
// if guard starts combat with player, guards pursuing player should do the same
if (ptr.getClass().isClass(ptr, "Guard"))
{
ptr.getClass().getCreatureStats(ptr).setHitAttemptActorId(target.getClass().getCreatureStats(target).getActorId()); // Stops guard from ending combat if player is unreachable
for (Actors::PtrActorMap::const_iterator iter = mActors.begin(); iter != mActors.end(); ++iter)
{
if (iter->first.getClass().isClass(iter->first, "Guard"))
{
MWMechanics::AiSequence& aiSeq = iter->first.getClass().getCreatureStats(iter->first).getAiSequence();
if (aiSeq.getTypeId() == MWMechanics::AiPackage::TypeIdPursue)
{
aiSeq.stopPursuit();
aiSeq.stack(MWMechanics::AiCombat(target), ptr);
iter->first.getClass().getCreatureStats(iter->first).setHitAttemptActorId(target.getClass().getCreatureStats(target).getActorId()); // Stops guard from ending combat if player is unreachable
}
}
}
}
}
// Must be done after the target is set up, so that CreatureTargetted dialogue filter works properly
if (ptr.getClass().isNpc() && !ptr.getClass().getCreatureStats(ptr).isDead())
MWBase::Environment::get().getDialogueManager()->say(ptr, "attack");
}
void MechanicsManager::getObjectsInRange(const osg::Vec3f &position, float radius, std::vector<MWWorld::Ptr> &objects)
{
mActors.getObjectsInRange(position, radius, objects);
mObjects.getObjectsInRange(position, radius, objects);
}
void MechanicsManager::getActorsInRange(const osg::Vec3f &position, float radius, std::vector<MWWorld::Ptr> &objects)
{
mActors.getObjectsInRange(position, radius, objects);
}
std::list<MWWorld::Ptr> MechanicsManager::getActorsSidingWith(const MWWorld::Ptr& actor)
{
return mActors.getActorsSidingWith(actor);
}
std::list<MWWorld::Ptr> MechanicsManager::getActorsFollowing(const MWWorld::Ptr& actor)
{
return mActors.getActorsFollowing(actor);
}
std::list<int> MechanicsManager::getActorsFollowingIndices(const MWWorld::Ptr& actor)
{
return mActors.getActorsFollowingIndices(actor);
}
std::list<MWWorld::Ptr> MechanicsManager::getActorsFighting(const MWWorld::Ptr& actor) {
return mActors.getActorsFighting(actor);
}
std::list<MWWorld::Ptr> MechanicsManager::getEnemiesNearby(const MWWorld::Ptr& actor) {
return mActors.getEnemiesNearby(actor);
}
void MechanicsManager::getActorsFollowing(const MWWorld::Ptr& actor, std::set<MWWorld::Ptr>& out) {
mActors.getActorsFollowing(actor, out);
}
void MechanicsManager::getActorsSidingWith(const MWWorld::Ptr& actor, std::set<MWWorld::Ptr>& out) {
mActors.getActorsSidingWith(actor, out);
}
int MechanicsManager::countSavedGameRecords() const
{
return 1 // Death counter
+1; // Stolen items
}
void MechanicsManager::write(ESM::ESMWriter &writer, Loading::Listener &listener) const
{
mActors.write(writer, listener);
ESM::StolenItems items;
items.mStolenItems = mStolenItems;
writer.startRecord(ESM::REC_STLN);
items.write(writer);
writer.endRecord(ESM::REC_STLN);
}
void MechanicsManager::readRecord(ESM::ESMReader &reader, uint32_t type)
{
if (type == ESM::REC_STLN)
{
ESM::StolenItems items;
items.load(reader);
mStolenItems = items.mStolenItems;
}
else
mActors.readRecord(reader, type);
}
void MechanicsManager::clear()
{
mActors.clear();
mStolenItems.clear();
mClassSelected = false;
mRaceSelected = false;
}
bool MechanicsManager::isAggressive(const MWWorld::Ptr &ptr, const MWWorld::Ptr &target)
{
int disposition = 50;
if (ptr.getClass().isNpc())
disposition = getDerivedDisposition(ptr, false);
int fight = std::max(0, ptr.getClass().getCreatureStats(ptr).getAiSetting(CreatureStats::AI_Fight).getModified()
+ static_cast<int>(getFightDistanceBias(ptr, target) + getFightDispositionBias(static_cast<float>(disposition))));
if (ptr.getClass().isNpc() && target.getClass().isNpc())
{
if (target.getClass().getNpcStats(target).isWerewolf() ||
(target == getPlayer() &&
MWBase::Environment::get().getWorld()->getGlobalInt("pcknownwerewolf")))
{
const ESM::GameSetting * iWerewolfFightMod = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("iWerewolfFightMod");
fight += iWerewolfFightMod->getInt();
}
}
return (fight >= 100);
}
void MechanicsManager::keepPlayerAlive()
{
MWWorld::Ptr player = getPlayer();
CreatureStats& stats = player.getClass().getCreatureStats(player);
if (stats.isDead())
stats.resurrect();
}
bool MechanicsManager::isReadyToBlock(const MWWorld::Ptr &ptr) const
{
return mActors.isReadyToBlock(ptr);
}
void MechanicsManager::setWerewolf(const MWWorld::Ptr& actor, bool werewolf)
{
MWMechanics::NpcStats& npcStats = actor.getClass().getNpcStats(actor);
// The actor does not have to change state
if (npcStats.isWerewolf() == werewolf)
return;
MWWorld::Player* player = &MWBase::Environment::get().getWorld()->getPlayer();
if (actor == player->getPlayer())
{
if (werewolf)
{
player->saveSkillsAttributes();
player->setWerewolfSkillsAttributes();
}
else
player->restoreSkillsAttributes();
}
// Werewolfs can not cast spells, so we need to unset the prepared spell if there is one.
if (npcStats.getDrawState() == MWMechanics::DrawState_Spell)
npcStats.setDrawState(MWMechanics::DrawState_Nothing);
npcStats.setWerewolf(werewolf);
MWWorld::InventoryStore &inv = actor.getClass().getInventoryStore(actor);
if(werewolf)
{
inv.unequipAll(actor);
inv.equip(MWWorld::InventoryStore::Slot_Robe, inv.ContainerStore::add("werewolfrobe", 1, actor), actor);
}
else
{
inv.unequipSlot(MWWorld::InventoryStore::Slot_Robe, actor);
inv.ContainerStore::remove("werewolfrobe", 1, actor);
}
if(actor == player->getPlayer())
{
MWBase::Environment::get().getWorld()->reattachPlayerCamera();
// Update the GUI only when called on the player
MWBase::WindowManager* windowManager = MWBase::Environment::get().getWindowManager();
if (werewolf)
{
windowManager->forceHide(MWGui::GW_Inventory);
windowManager->forceHide(MWGui::GW_Magic);
}
else
{
windowManager->unsetForceHide(MWGui::GW_Inventory);
windowManager->unsetForceHide(MWGui::GW_Magic);
}
windowManager->setWerewolfOverlay(werewolf);
// Witnesses of the player's transformation will make them a globally known werewolf
std::vector<MWWorld::Ptr> closeActors;
const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
getActorsInRange(actor.getRefData().getPosition().asVec3(), gmst.find("fAlarmRadius")->getFloat(), closeActors);
bool detected = false, reported = false;
for (std::vector<MWWorld::Ptr>::const_iterator it = closeActors.begin(); it != closeActors.end(); ++it)
{
if (*it == actor)
continue;
if (!it->getClass().isNpc())
continue;
if (MWBase::Environment::get().getWorld()->getLOS(*it, actor) && awarenessCheck(actor, *it))
detected = true;
if (it->getClass().getCreatureStats(*it).getAiSetting(MWMechanics::CreatureStats::AI_Alarm).getModified() > 0)
reported = true;
}
if (detected)
{
windowManager->messageBox("#{sWerewolfAlarmMessage}");
MWBase::Environment::get().getWorld()->setGlobalInt("pcknownwerewolf", 1);
if (reported)
{
npcStats.setBounty(npcStats.getBounty()+
gmst.find("iWereWolfBounty")->getInt());
windowManager->messageBox("#{sCrimeMessage}");
}
}
}
}
void MechanicsManager::applyWerewolfAcrobatics(const MWWorld::Ptr &actor)
{
const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
MWMechanics::NpcStats &stats = actor.getClass().getNpcStats(actor);
stats.getSkill(ESM::Skill::Acrobatics).setBase(gmst.find("fWerewolfAcrobatics")->getInt());
}
void MechanicsManager::cleanupSummonedCreature(const MWWorld::Ptr &caster, int creatureActorId)
{
mActors.cleanupSummonedCreature(caster.getClass().getCreatureStats(caster), creatureActorId);
}
}