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OpenMW/apps/openmw/mwmechanics/npcstats.cpp
PLkolek 8f4506f5b6 Implemented drowning.
Currently no visual effects on losing health, the breathing sound doesn't change (we don't have one),
the breath bar doesn't turn red when no breath left and it doesn't pulse from black to red.
2013-08-07 16:46:46 +02:00

407 lines
9.7 KiB
C++

#include "npcstats.hpp"
#include <cmath>
#include <stdexcept>
#include <vector>
#include <algorithm>
#include <boost/format.hpp>
#include <components/esm/loadskil.hpp>
#include <components/esm/loadclas.hpp>
#include <components/esm/loadgmst.hpp>
#include <components/esm/loadfact.hpp>
#include "../mwworld/esmstore.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/soundmanager.hpp"
MWMechanics::NpcStats::NpcStats()
: mMovementFlags (0)
, mDrawState (DrawState_Nothing)
, mBounty (0)
, mLevelProgress(0)
, mDisposition(0)
, mVampire (0)
, mReputation(0)
, mWerewolf (false)
, mWerewolfKills (0)
, mProfit(0)
, mAttackStrength(0.0f)
, mTimeToStartDrowning(20.0)
, mLastDrowningHit(0)
{
mSkillIncreases.resize (ESM::Attribute::Length);
for (int i=0; i<ESM::Attribute::Length; ++i)
mSkillIncreases[i] = 0;
}
MWMechanics::DrawState_ MWMechanics::NpcStats::getDrawState() const
{
return mDrawState;
}
void MWMechanics::NpcStats::setDrawState (DrawState_ state)
{
mDrawState = state;
}
float MWMechanics::NpcStats::getAttackStrength() const
{
return mAttackStrength;
}
void MWMechanics::NpcStats::setAttackStrength(float value)
{
mAttackStrength = value;
}
int MWMechanics::NpcStats::getBaseDisposition() const
{
return mDisposition;
}
void MWMechanics::NpcStats::setBaseDisposition(int disposition)
{
mDisposition = disposition;
}
bool MWMechanics::NpcStats::getMovementFlag (Flag flag) const
{
return mMovementFlags & flag;
}
void MWMechanics::NpcStats::setMovementFlag (Flag flag, bool state)
{
if (state)
mMovementFlags |= flag;
else
mMovementFlags &= ~flag;
}
const MWMechanics::Stat<float>& MWMechanics::NpcStats::getSkill (int index) const
{
if (index<0 || index>=27)
throw std::runtime_error ("skill index out of range");
return mSkill[index];
}
MWMechanics::Stat<float>& MWMechanics::NpcStats::getSkill (int index)
{
if (index<0 || index>=27)
throw std::runtime_error ("skill index out of range");
return mSkill[index];
}
std::map<std::string, int>& MWMechanics::NpcStats::getFactionRanks()
{
return mFactionRank;
}
std::set<std::string>& MWMechanics::NpcStats::getExpelled()
{
return mExpelled;
}
const std::map<std::string, int>& MWMechanics::NpcStats::getFactionRanks() const
{
return mFactionRank;
}
bool MWMechanics::NpcStats::isSameFaction (const NpcStats& npcStats) const
{
for (std::map<std::string, int>::const_iterator iter (mFactionRank.begin()); iter!=mFactionRank.end();
++iter)
if (npcStats.mFactionRank.find (iter->first)!=npcStats.mFactionRank.end())
return true;
return false;
}
float MWMechanics::NpcStats::getSkillGain (int skillIndex, const ESM::Class& class_, int usageType,
int level) const
{
if (level<0)
level = static_cast<int> (getSkill (skillIndex).getBase());
const ESM::Skill *skill =
MWBase::Environment::get().getWorld()->getStore().get<ESM::Skill>().find (skillIndex);
float skillFactor = 1;
if (usageType>=4)
throw std::runtime_error ("skill usage type out of range");
if (usageType>=0)
{
skillFactor = skill->mData.mUseValue[usageType];
if (skillFactor<0)
throw std::runtime_error ("invalid skill gain factor");
if (skillFactor==0)
return 0;
}
const MWWorld::Store<ESM::GameSetting> &gmst =
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
float typeFactor = gmst.find ("fMiscSkillBonus")->getFloat();
for (int i=0; i<5; ++i)
if (class_.mData.mSkills[i][0]==skillIndex)
{
typeFactor = gmst.find ("fMinorSkillBonus")->getFloat();
break;
}
for (int i=0; i<5; ++i)
if (class_.mData.mSkills[i][1]==skillIndex)
{
typeFactor = gmst.find ("fMajorSkillBonus")->getFloat();
break;
}
if (typeFactor<=0)
throw std::runtime_error ("invalid skill type factor");
float specialisationFactor = 1;
if (skill->mData.mSpecialization==class_.mData.mSpecialization)
{
specialisationFactor = gmst.find ("fSpecialSkillBonus")->getFloat();
if (specialisationFactor<=0)
throw std::runtime_error ("invalid skill specialisation factor");
}
return 1.0 / ((level+1) * (1.0/skillFactor) * typeFactor * specialisationFactor);
}
void MWMechanics::NpcStats::useSkill (int skillIndex, const ESM::Class& class_, int usageType)
{
float base = getSkill (skillIndex).getBase();
int level = static_cast<int> (base);
base += getSkillGain (skillIndex, class_, usageType);
if (static_cast<int> (base)!=level)
{
// skill leveled up
increaseSkill(skillIndex, class_, false);
}
else
getSkill (skillIndex).setBase (base);
}
void MWMechanics::NpcStats::increaseSkill(int skillIndex, const ESM::Class &class_, bool preserveProgress)
{
float base = getSkill (skillIndex).getBase();
int level = static_cast<int> (base);
if (level >= 100)
return;
if (preserveProgress)
base += 1;
else
base = level+1;
// if this is a major or minor skill of the class, increase level progress
bool levelProgress = false;
for (int i=0; i<2; ++i)
for (int j=0; j<5; ++j)
{
int skill = class_.mData.mSkills[j][i];
if (skill == skillIndex)
levelProgress = true;
}
mLevelProgress += levelProgress;
// check the attribute this skill belongs to
const ESM::Skill* skill =
MWBase::Environment::get().getWorld ()->getStore ().get<ESM::Skill>().find(skillIndex);
++mSkillIncreases[skill->mData.mAttribute];
// Play sound & skill progress notification
/// \todo check if character is the player, if levelling is ever implemented for NPCs
MWBase::Environment::get().getSoundManager ()->playSound ("skillraise", 1, 1);
std::stringstream message;
message << boost::format(MWBase::Environment::get().getWindowManager ()->getGameSettingString ("sNotifyMessage39", ""))
% std::string("#{" + ESM::Skill::sSkillNameIds[skillIndex] + "}")
% static_cast<int> (base);
MWBase::Environment::get().getWindowManager ()->messageBox(message.str());
if (mLevelProgress >= 10)
{
// levelup is possible now
MWBase::Environment::get().getWindowManager ()->messageBox ("#{sLevelUpMsg}");
}
getSkill (skillIndex).setBase (base);
}
int MWMechanics::NpcStats::getLevelProgress () const
{
return mLevelProgress;
}
void MWMechanics::NpcStats::levelUp()
{
mLevelProgress -= 10;
for (int i=0; i<ESM::Attribute::Length; ++i)
mSkillIncreases[i] = 0;
}
int MWMechanics::NpcStats::getLevelupAttributeMultiplier(int attribute) const
{
// Source: http://www.uesp.net/wiki/Morrowind:Level#How_to_Level_Up
int num = mSkillIncreases[attribute];
if (num <= 1)
return 1;
else if (num <= 4)
return 2;
else if (num <= 7)
return 3;
else if (num <= 9)
return 4;
else
return 5;
}
void MWMechanics::NpcStats::flagAsUsed (const std::string& id)
{
mUsedIds.insert (id);
}
bool MWMechanics::NpcStats::hasBeenUsed (const std::string& id) const
{
return mUsedIds.find (id)!=mUsedIds.end();
}
int MWMechanics::NpcStats::getBounty() const
{
return mBounty;
}
void MWMechanics::NpcStats::setBounty (int bounty)
{
mBounty = bounty;
}
int MWMechanics::NpcStats::getFactionReputation (const std::string& faction) const
{
std::map<std::string, int>::const_iterator iter = mFactionReputation.find (faction);
if (iter==mFactionReputation.end())
return 0;
return iter->second;
}
void MWMechanics::NpcStats::setFactionReputation (const std::string& faction, int value)
{
mFactionReputation[faction] = value;
}
bool MWMechanics::NpcStats::isVampire() const
{
return mVampire;
}
void MWMechanics::NpcStats::setVampire (bool set)
{
mVampire = set;
}
int MWMechanics::NpcStats::getReputation() const
{
return mReputation;
}
void MWMechanics::NpcStats::setReputation(int reputation)
{
mReputation = reputation;
}
bool MWMechanics::NpcStats::hasSkillsForRank (const std::string& factionId, int rank) const
{
if (rank<0 || rank>=10)
throw std::runtime_error ("rank index out of range");
const ESM::Faction& faction =
*MWBase::Environment::get().getWorld()->getStore().get<ESM::Faction>().find (factionId);
std::vector<int> skills;
for (int i=0; i<6; ++i)
skills.push_back (static_cast<int> (getSkill (faction.mData.mSkills[i]).getModified()));
std::sort (skills.begin(), skills.end());
std::vector<int>::const_reverse_iterator iter = skills.rbegin();
const ESM::RankData& rankData = faction.mData.mRankData[rank];
if (*iter<rankData.mSkill1)
return false;
return *++iter>=rankData.mSkill2;
}
bool MWMechanics::NpcStats::isWerewolf() const
{
return mWerewolf;
}
void MWMechanics::NpcStats::setWerewolf (bool set)
{
mWerewolf = set;
}
int MWMechanics::NpcStats::getWerewolfKills() const
{
return mWerewolfKills;
}
int MWMechanics::NpcStats::getProfit() const
{
return mProfit;
}
void MWMechanics::NpcStats::modifyProfit(int diff)
{
mProfit += diff;
}
float MWMechanics::NpcStats::getTimeToStartDrowning()
{
return mTimeToStartDrowning;
}
void MWMechanics::NpcStats::setTimeToStartDrowning(float time)
{
assert(time>=0 && time<=20);
mTimeToStartDrowning=time;
}
float MWMechanics::NpcStats::getLastDrowningHitTime()
{
return mLastDrowningHit;
}
void MWMechanics::NpcStats::setLastDrowningHitTime(float time)
{
mLastDrowningHit=time;
}